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  • Chrome targeted CSS

    - by Chris
    I have some CSS code that hides the cursor on a web page (it is a client facing static screen with no interaction). The code I use to do this is below: *, html { cursor: url('/web/resources/graphics/blank.cur'), pointer; } Blank.cur is a totally blank cursor file. This code works perfectly well in all browsers when I host the web files on my local server but when I upload to a Windows CE webserver (our production unit) the cursor represents itself as a black box. Odd. After some testing it seems that chrome only has a problem with totally blank cursor files when served from WinCE web server, so I created a blank cursor with one pixel as white, specifically for chrome. How do I then target this CSS rule to chrome specifically? i.e. *, html { cursor: url('/web/resources/graphics/blank.cur'), pointer; } <!--[if CHROME]> *, html { cursor: url('/web/resources/graphics/blankChrome.cur'), pointer; } <![endif]-->

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  • How to encapsulate a WinAPI application into a C++ class

    - by Semen Semenych
    There is a simple WinAPI application. All it does currently is this: register a window class register a tray icon with a menu create a value in the registry in order to autostart and finally, it checks if it's unique using a mutex As I'm used to writing code mainly in C++, and no MFC is allowed, I'm forced to encapsulate this into C++ classes somehow. So far I've come up with such a design: there is a class that represents the application it keeps all the wndclass, hinstance, etc variables, where the hinstance is passed as a constructor parameter as well as the icmdshow and others (see WinMain prototype) it has functions for registering the window class, tray icon, reigstry information it encapsulates the message loop in a function In WinMain, the following is done: Application app(hInstance, szCmdLIne, iCmdShow); return app.exec(); and the constructor does the following: registerClass(); registerTray(); registerAutostart(); So far so good. Now the question is : how do I create the window procedure (must be static, as it's a c-style pointer to a function) AND keep track of what the application object is, that is, keep a pointer to an Application around. The main question is : is this how it's usually done? Am I complicating things too much? Is it fine to pass hInstance as a parameter to the Application constructor? And where's the WndProc? Maybe WndProc should be outside of class and the Application pointer be global? Then WndProc invokes Application methods in response to various events.

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  • XML Decryption Bug (referencing issue)

    - by OrangePekoe
    Hi, Needing some explanation of what exactly the decryption is doing, in addition to some help on solving the problem. Currently, when a portion of XML is encrypted, and then decrypted, the DOM appears to work correctly. We can see the element is encrypted and then see it return back once it is decrypted. Our problem lies when a user tries to change data in that same element after decryption has occurred. When a user changes some settings, data in the XML should change. However, if the user attempts to change an XML element that has been decrypted the changes are not reflected in the DOM. We have a reference pointer to the XML element that is used to bind the element to an object. If you encrypt the node and then decrypt it, the reference pointer now points to a valid orphaned XML element that is no longer part of the DOM. After decryption, there will be 2 copies of the XML element. One in the DOM as expected (though will not reflect new changes), and one orphaned element in memory that is still referenced by our pointer. The orphaned element is valid (reflects new changes). We can see that this orphaned element is owned by the DOM, but when we try to return its parent, it returns null. The question is: Where did this orphaned xml element come from? And how can we get it to correctly append (replace old data) to the DOM? The code resembles: public static void Decrypt(XmlDocument Doc, SymmetricAlgorithm Alg) { if (Doc == null) throw new ArgumentNullException("Doc"); if (Alg == null) throw new ArgumentNullException("Alg"); XmlElement encryptedElement = Doc.GetElementsByTagName("EncryptedData")[0] as XmlElement; if (encryptedElement == null) { throw new XmlException("The EncryptedData element was not found."); } EncryptedData edElement = new EncryptedData(); edElement.LoadXml(encryptedElement); EncryptedXml exml = new EncryptedXml(); byte[] rgbOutput = exml.DecryptData(edElement, Alg); exml.ReplaceData(encryptedElement, rgbOutput); }

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  • C++ compiler unable to find function (namespace related)

    - by CS student
    I'm working in Visual Studio 2008 on a C++ programming assignment. We were supplied with files that define the following namespace hierarchy (the names are just for the sake of this post, I know "namespace XYZ-NAMESPACE" is redundant): (MAIN-NAMESPACE){ a bunch of functions/classes I need to implement... (EXCEPTIONS-NAMESPACE){ a bunch of exceptions } (POINTER-COLLECTIONS-NAMESPACE){ Set and LinkedList classes, plus iterators } } The MAIN-NAMESPACE contents are split between a bunch of files, and for some reason which I don't understand the operator<< for both Set and LinkedList is entirely outside of the MAIN-NAMESPACE (but within Set and LinkedList's header file). Here's the Set version: template<typename T> std::ostream& operator<<(std::ostream& os, const MAIN-NAMESPACE::POINTER-COLLECTIONS-NAMESPACE::Set<T>& set) Now here's the problem: I have the following data structure: Set A Set B Set C double num It's defined to be in a class within MAIN-NAMESPACE. When I create an instance of the class, and try to print one of the sets, it tells me that: error C2679: binary '<<' : no operator found which takes a right-hand operand of type 'const MAIN-NAMESPACE::POINTER-COLLECTIONS-NAMESPACE::Set' (or there is no acceptable conversion) However, if I just write a main() function, and create Set A, fill it up, and use the operator- it works. Any idea what is the problem? (note: I tried any combination of using and include I could think of).

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  • Can this code cause a memory leak (Arduino)

    - by tbraun89
    I have a arduino project and I created this struct: struct Project { boolean status; String name; struct Project* nextProject; }; In my application I parse some data and create Project objects. To have them in a list there is a pointer to the nextProject in each Project object expect the last. This is the code where I add new projects: void RssParser::addProject(boolean tempProjectStatus, String tempData) { if (!startProject) { startProject = true; firstProject.status = tempProjectStatus; firstProject.name = tempData; firstProject.nextProject = NULL; ptrToLastProject = &firstProject; } else { ptrToLastProject->nextProject = new Project(); ptrToLastProject->nextProject->status = tempProjectStatus; ptrToLastProject->nextProject->name = tempData; ptrToLastProject->nextProject->nextProject = NULL; ptrToLastProject = ptrToLastProject->nextProject; } } firstProject is an private instance variable and defined in the header file like this: Project firstProject; So if there actually no project was added, I use firstProject, to add a new one, if firstProject is set I use the nextProject pointer. Also I have a reset() method that deletes the pointer to the projects: void RssParser::reset() { delete ptrToLastProject; delete firstProject.nextProject; startProject = false; } After each parsing run I call reset() the problem is that the memory used is not released. If I comment out the addProject method there are no issues with my memory. Someone can tell me what could cause the memory leak?

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  • Tabindex is not working in ie 7

    - by Mayur
    Hi All, I used a tabindex in my code, everything is going great its works finr in Firefox, ie8, safari but its not working properly in ie7, when i used a tab index in ie7 it come up to two input file then it get back to index one; example: <div tabindex=1> <a onclick="slide_down()" style="cursor:pointer;width:160px; padding-bottom:10px;" >sample link</a> </div> <div tabindex=2> <a onclick="slide_down()" style="cursor:pointer;width:160px; padding-bottom:10px;" >sample link1</a> </div> <div tabindex=3> <a onclick="slide_down()" style="cursor:pointer;width:160px; padding-bottom:10px;" >sample link2</a> </div> Thanks

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  • When to use reinterpret_cast?

    - by HeretoLearn
    I am little confused with the applicability of reinterpret_cast vs static_cast. From what I have read the general rules are to use static cast when the types can be interpreted at compile time hence the word static. This is the cast the C++ compiler uses internally for implicit casts also. reinterpret_cast are applicable in two scenarios, convert integer types to pointer types and vice versa or to convert one pointer type to another. The general idea I get is this is unportable and should be avoided. Where I am a little confused is one usage which I need, I am calling C++ from C and the C code needs to hold on to the C++ object so basically it holds a void*. What cast should be used to convert between the void * and the Class type? I have seen usage of both static_cast and reinterpret_cast? Though from what I have been reading it appears static is better as the cast can happen at compile time? Though it says to use reinterpret_cast to convert from one pointer type to another?

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  • How to access variables in shared memory

    - by user1723361
    I am trying to create a shared memory segment containing three integers and an array. The segment is created and a pointer is attached, but when I try to access the values of the variables (whether changing, printing, etc.) I get a segmentation fault. Here is the code I tried: #include <stdio.h> #include <stdbool.h> #include <stdlib.h> #include <errno.h> #include <sys/types.h> #include <sys/ipc.h> #include <sys/sem.h> #define SIZE 10 int* shm_front; int* shm_end; int* shm_count; int* shm_array; int shm_size = 3*sizeof(int) + sizeof(shm_array[SIZE]); int main(int argc, char* argsv[]) { int shmid; //create shared memory segment if((shmid = shmget(IPC_PRIVATE, shm_size, 0644)) == -1) { printf("error in shmget"); exit(1); } //obtain the pointer to the segment if((shm_front = (int*)shmat(shmid, (void *)0, 0)) == (void *)-1) { printf("error in shmat"); exit(1); } //move down the segment to set the other pointers shm_end = shm_front + 1; shm_count = shm_front + 2; shm_array = shm_front + 3; //tests on shm //*shm_end = 10; //gives segmentation fault //printf("\n%d", *shm_front); //gives segmentation fault //clean-up //get rid of shared memory shmdt(shm_front); shmctl(shmid, IPC_RMID, NULL); //printf("\n\n"); return 0; } I tried accessing the shared memory by dereferencing the pointer to the struct, but got a segmentation fault each time.

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  • C++ and Dependency Injection in unit testing

    - by lhumongous
    Suppose I have a C++ class like so: class A { public: A() { } void SetNewB( const B& _b ) { m_B = _b; } private: B m_B; } In order to unit test something like this, I would have to break A's dependency on B. Since class A holds onto an actual object and not a pointer, I would have to refactor this code to take a pointer. Additionally, I would need to create a parent interface class for B so I can pass in my own fake of B when I test SetNewB. In this case, doesn't unit testing with dependency injection further complicate the existing code? If I make B a pointer, I'm now introducing heap allocation, and some piece of code is now responsible for cleaning it up (unless I use ref counted pointers). Additionally, if B is a rather trivial class with only a couple of member variables and functions, why introduce a whole new interface for it instead of just testing with an instance of B? I suppose you could make the argument that it would be easier to refactor A by using an interface. But are there some cases where two classes might need to be tightly coupled?

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  • Access array of c-structs using Python ctypes

    - by sadris
    I have a C-function that allocates memory at the address passed to and is accessed via Python. The pointer contents does contain an array of structs in the C code, but I am unable to get ctypes to access the array properly beyond the 0th element. How can I get the proper memory offset to be able to access the non-zero elements? Python's ctypes.memset is complaining about TypeErrors if I try to use their ctypes.memset function. typedef struct td_Group { unsigned int group_id; char groupname[256]; char date_created[32]; char date_modified[32]; unsigned int user_modified; unsigned int user_created; } Group; int getGroups(LIBmanager * handler, Group ** unallocatedPointer); ############# python code below: class Group(Structure): _fields_ = [("group_id", c_uint), ("groupname", c_char*256), ("date_created", c_char*32), ("date_modified", c_char*32), ("user_modified", c_uint), ("user_created", c_uint)] myGroups = c_void_p() count = libnativetest.getGroups( nativePointer, byref(myGroups) ) casted = cast( myGroups, POINTER(Group*count) ) for x in range(0,count): theGroup = cast( casted[x], POINTER(Group) ) # this only works for the first entry in the array: print "~~~~~~~~~~" + theGroup.contents.groupname Related: Access c_char_p_Array_256 in Python using ctypes

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  • Background image css opera issue

    - by user356243
    Am having an issue in opera. I have a series on hyperlinnks in a ul li with backgorund images applied. The pointer cursor isnt displaying when I hover over the links. Is this a know bug, code below /cricket" title="Cricket" id="cricket-link" style="background-image:url(/wp-content/themes/blank2L/images/sidebar-cricket-bg.jpg);" onmouseover="$().hoverSidebarImage('/wp-content/themes/blank2L/images/sidebar-cricket-bghover.jpg', 'cricket'); return false;" onmouseout="$().originalSidebarImage('/wp-content/themes/blank2L/images/sidebar-cricket-bg.jpg', 'cricket'); return false;"Cricket #sidebar ul { margin: 0; padding: 0 0 27px 16px; display: block; float: left; width: 180px; } #sidebar ul li { background-image: url(images/left-nav-bg.jpg); background-repeat: no-repeat; margin: 0; margin-bottom: 10px; padding: 0; display: block; float: left; width: 180px; height: 40px; list-style-type: none; cursor:pointer !important; } #sidebar ul li a { background-repeat: no-repeat; background-position: 2px 2px; margin: 0; padding: 8px 8px 0 4px; display: block; float: left; width: 168px; height: 32px; color: #ffffff; font-family: Helvetica, Arial, sans-serif; font-size: 18px; font-weight: bold; text-align: right; cursor:pointer !important; }

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  • Convert a binary tree to linked list, breadth first, constant storage/destructive

    - by Merlyn Morgan-Graham
    This is not homework, and I don't need to answer it, but now I have become obsessed :) The problem is: Design an algorithm to destructively flatten a binary tree to a linked list, breadth-first. Okay, easy enough. Just build a queue, and do what you have to. That was the warm-up. Now, implement it with constant storage (recursion, if you can figure out an answer using it, is logarithmic storage, not constant). I found a solution to this problem on the Internet about a year back, but now I've forgotten it, and I want to know :) The trick, as far as I remember, involved using the tree to implement the queue, taking advantage of the destructive nature of the algorithm. When you are linking the list, you are also pushing an item into the queue. Each time I try to solve this, I lose nodes (such as each time I link the next node/add to the queue), I require extra storage, or I can't figure out the convoluted method I need to get back to a node that has the pointer I need. Even the link to that original article/post would be useful to me :) Google is giving me no joy. Edit: Jérémie pointed out that there is a fairly simple (and well known answer) if you have a parent pointer. While I now think he is correct about the original solution containing a parent pointer, I really wanted to solve the problem without it :) The refined requirements use this definition for the node: struct tree_node { int value; tree_node* left; tree_node* right; };

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  • Safe way for getting/finding a vertex in a graph with custom properties -> good programming practice

    - by Shadow
    Hi, I am writing a Graph-class using boost-graph-library. I use custom vertex and edge properties and a map to store/find the vertices/edges for a given property. I'm satisfied with how it works, so far. However, I have a small problem, where I'm not sure how to solve it "nicely". The class provides a method Vertex getVertex(Vertexproperties v_prop) and a method bool hasVertex(Vertexproperties v_prop) The question now is, would you judge this as good programming practice in C++? My opinion is, that I have first to check if something is available before I can get it. So, before getting a vertex with a desired property, one has to check if hasVertex() would return true for those properties. However, I would like to make getVertex() a bit more robust. ATM it will segfault when one would directly call getVertex() without prior checking if the graph has a corresponding vertex. A first idea was to return a NULL-pointer or a pointer that points past the last stored vertex. For the latter, I haven't found out how to do this. But even with this "robust" version, one would have to check for correctness after getting a vertex or one would also run into a SegFault when dereferencing that vertex-pointer for example. Therefore I am wondering if it is "ok" to let getVertex() SegFault if one does not check for availability beforehand?

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  • C++ Bubble Sorting for Singly Linked List [closed]

    - by user1119900
    I have implemented a simple word frequency program in C++. Everything but the sorting is OK, but the sorting in the following script does not work. Any emergent help will be great.. #include <stdio.h> #include <string.h> #include <stdlib.h> #include <ctype.h> #include <iostream> #include <fstream> #include <cstdio> using namespace std; #include "ProcessLines.h" struct WordCounter { char *word; int word_count; struct WordCounter *pNext; // pointer to the next word counter in the list }; /* pointer to first word counter in the list */ struct WordCounter *pStart = NULL; /* pointer to a word counter */ struct WordCounter *pCounter = NULL; /* Print statistics and words */ void PrintWords() { ... pCounter = pStart; bubbleSort(pCounter); ... } //end-PrintWords void bubbleSort(struct WordCounter *ptr) { WordCounter *temp = ptr; WordCounter *curr; for (bool didSwap = true; didSwap;) { didSwap = false; for (curr = ptr; curr->pNext != NULL; curr = curr->pNext) { if (curr->word > curr->pNext->word) { temp->word = curr->word; curr->word = curr->pNext->word; curr->pNext->word = temp->word; didSwap = true; } } } }

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  • learning C++ from java, trying to make a linked list.

    - by kyeana
    I just started learning c++ (coming from java) and am having some serious problems with doing anything :P Currently, i am attempting to make a linked list, but must be doing something stupid cause i keep getting "void value not ignored as it ought to be" compile errors (i have it marked where it is throwing it bellow). If anyone could help me with what im doing wrong, i would be very grateful :) Also, I am not used to having the choice of passing by reference, address, or value, and memory management in general (currently i have all my nodes and the data declared on the heap). If anyone has any general advice for me, i also wouldn't complain :P Key code from LinkedListNode.cpp LinkedListNode::LinkedListNode() { //set next and prev to null pData=0; //data needs to be a pointer so we can set it to null for //for the tail and head. pNext=0; pPrev=0; } /* * Sets the 'next' pointer to the memory address of the inputed reference. */ void LinkedListNode::SetNext(LinkedListNode& _next) { pNext=&_next; } /* * Sets the 'prev' pointer to the memory address of the inputed reference. */ void LinkedListNode::SetPrev(LinkedListNode& _prev) { pPrev=&_prev; } //rest of class Key code from LinkedList.cpp #include "LinkedList.h" LinkedList::LinkedList() { // Set head and tail of linked list. pHead = new LinkedListNode(); pTail = new LinkedListNode(); /* * THIS IS WHERE THE ERRORS ARE. */ *pHead->SetNext(*pTail); *pTail->SetPrev(*pHead); } //rest of class

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  • cin.getline() equivalent when getting a char from a function.

    - by Aaron
    From what I understand cin.getLine gets the first char(which I think it a pointer) and then gets that the length. I have used it when cin for a char. I have a function that is returning a pointer to the first char in an array. Is there an equivalent to get the rest of the array into a char that I can use the entire array. I explained below what I am trying to do. The function works fine, but if it would help I could post the function. cmd_str[0]=infile();// get the pointer from a function cout<<"pp1>"; cout<< "test1"<<endl; // cin.getline(cmd_str,500);something like this with the array from the function cout<<cmd_str<<endl; this would print out the entire array cout<<"test2"<<endl; length=0; length= shell(cmd_str);// so I could pass it to this function

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  • Difference between the address space of parent process and its child process in Linux?

    - by abbas1707
    Hi, I am confused about it. I have read that when a child is created by a parent process, child gets a copy of its parent's address space. What it means here by copy? If i use code below, then it prints same addresses of variable 'a' which is on heap in all cases. i.e in case of child and parent. So what is happening here? #include <sys/types.h> #include <stdio.h> #include <unistd.h> #include <stdlib.h> int main () { pid_t pid; int *a = (int *)malloc(4); printf ("heap pointer %p\n", a); pid = fork(); if (pid < 0) { fprintf (stderr, "Fork Failed"); exit(-1); } else if (pid == 0) { printf ("Child\n"); printf ("in child heap pointer %p\n", a); } else { wait (NULL); printf ("Child Complete\n"); printf ("in parent heap pointer %p\n", a); exit(0); } }

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  • The SVG text node disappear after change its text content

    - by sureone
    svg: <text xml:space="preserve" y="228" x="349.98" text-anchor="middle" stroke-width="0" stroke-linejoin="null" stroke-linecap="null" stroke-dasharray="null" stroke="#000000" fill="#000000" style="cursor: move; pointer-events: inherit;" font-size="24" font-family="serif" id="cur_b">cur_b</text> <text xml:space="preserve" y="222" x="103.98" text-anchor="middle" stroke-width="0" stroke-linejoin="null" stroke-linecap="null" stroke-dasharray="null" stroke="#000000" fill="#000000" style="cursor: move; pointer-events: inherit;" font-size="24" font-family="serif" id="cur_a">cur_a</text> <text xml:space="preserve" y="229" x="590.0211" text-anchor="middle" stroke-width="0" stroke-linejoin="null" stroke-linecap="null" stroke-dasharray="null" stroke="#000000" fill="#000000" style="cursor: move; pointer-events: inherit;" font-size="24" font-family="serif" id="cur_c">cur_c</text> NSString* theJS = @ "var theNode0 = document.getElementById('cur_a'); theNode0.textContent='200A'; theNode0.setAttribute('fill','#FF0000'); var theNode1 = document.getElementById('cur_c'); theNode1.textContent='200A'; theNode1.setAttribute('fill','#00FF00');" [self.webView stringByEvaluatingJavaScriptFromString:theJS]; The SVG text node value is changed but disappeared after about one second.

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  • How to implement a Linked List in Java?

    - by nbarraille
    Hello! I am trying to implement a simple HashTable in Java that uses a Linked List for collision resolution, which is pretty easy to do in C, but I don't know how to do it in Java, as you can't use pointers... First, I know that those structures are already implemented in Java, I'm not planning on using it, just training here... So I created an element, which is a string and a pointer to the next Element: public class Element{ private String s; private Element next; public Element(String s){ this.s = s; this.next = null; } public void setNext(Element e){ this.next = e; } public String getString(){ return this.s; } public Element getNext(){ return this.next; } @Override public String toString() { return "[" + s + "] => "; } } Of course, my HashTable has an array of Element to stock the data: public class CustomHashTable { private Element[] data; Here is my problem: For example I want to implement a method that adds an element AT THE END of the linked List (I know it would have been simpler and more efficient to insert the element at the beginning of the list, but again, this is only for training purposes). How do I do that without pointer? Here is my code (which could work if e was a pointer...): public void add(String s){ int index = hash(s) % data.length; System.out.println("Adding at index: " + index); Element e = this.data[index]; while(e != null){ e = e.getNext(); } e = new Element(s); } Thanks!

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  • possible solutions of the warning

    - by lego69
    Hello, I have a very large code, that's why I can't post here all my code, can somebody explain what might be a problem if I have an error incompatible pointer type and give me several ways to solve it, thanks in advance just small clarification: I'm workin with pointers to functions ptrLine createBasicLine(){ DECLARE_RESULT_ALLOCATE_AND_CHECK(ptrLine, Line); result->callsHistory = listCreate(copyCall,destroyCall); <-here result->messagesHistory = listCreate(copyMessage,destroyMessage); <-and here result->linesFeature = NULL; result->strNumber = NULL; result->lastBill = 0; result->lineType = MTM_REGULAR_LINE; result->nCallTime = 0; result->nMessages = 0; result->rateForCalls = 0; result->rateForMessage = 0; return result; } copyCall,destroyCall - pointers to functions /** * Allocates a new List. The list starts empty. * * @param copyElement * Function pointer to be used for copying elements into the list or when * copying the list. * @param freeElement * Function pointer to be used for removing elements from the list * @return * NULL - if one of the parameters is NULL or allocations failed. * A new List in case of success. */ List listCreate(CopyListElement copyElement, FreeListElement freeElement); definitions of the functions ptrCall (*createCall)() = createNumberContainer; void (*destroyCall)(ptrCall) = destroyNumberContainer; ptrCall (*copyCall)(ptrCall) = copyNumberContainer;

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  • Proper way to reassign pointers in c++

    - by user272689
    I want to make sure i have these basic ideas correct before moving on (I am coming from a Java/Python background). I have been searching the net, but haven't found a concrete answer to this question yet. When you reassign a pointer to a new object, do you have to call delete on the old object first to avoid a memory leak? My intuition is telling me yes, but i want a concrete answer before moving on. For example, let say you had a class that stored a pointer to a string class MyClass { private: std::string *str; public: MyClass (const std::string &_str) { str=new std::string(_str); } void ChangeString(const std::string &_str) { // I am wondering if this is correct? delete str; str = new std::string(_str) /* * or could you simply do it like: * str = _str; */ } .... In the ChangeString method, which would be correct? I think i am getting hung up on if you dont use the new keyword for the second way, it will still compile and run like you expected. Does this just overwrite the data that this pointer points to? Or does it do something else? Any advice would be greatly appricated :D

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  • WPF Combobox: Autocomplete

    - by user279244
    Hi, I have implemented a Autocomplete enabled Combobox in WPF. It is like below... private void cbxSession_Loaded(object sender, RoutedEventArgs e) { cbxSession.ApplyTemplate(); TextBox textBox = cbxSession.Template.FindName("PART_EditableTextBox", cbxSession) as TextBox; textBox.IsReadOnly = false; if (textBox != null) { textBox.KeyUp += new KeyEventHandler(textBox_KeyUp); textBox.KeyUp += delegate { ///open the drop down and start filtering based on what the user types into the combobox cbxSession.IsDropDownOpen = true; cbxSession.Items.Filter += a => { if (a.ToString().ToUpper().Contains(textBox.Text.ToUpper())) return true; else return false; }; }; } } void textBox_KeyUp(object sender, KeyEventArgs e) { if ((e.Key == System.Windows.Input.Key.Up) || (e.Key == System.Windows.Input.Key.Down)) { e.Handled = true; } else if (e.Key == System.Windows.Input.Key.Enter) { e.Handled = true; cbxSession.IsDropDownOpen = false; } } void textBox_KeyDown(object sender, KeyEventArgs e) { cbxSession.SelectionChanged -= cbxSession_SelectionChanged; if (e.Key == System.Windows.Input.Key.Enter) { e.Handled = true; cbxSession.SelectionChanged += cbxSession_SelectionChanged; } if ((e.Key == System.Windows.Input.Key.Up) || (e.Key == System.Windows.Input.Key.Down)) { e.Handled = true; } } private void cbxSession_DropDownClosed(object sender, EventArgs e) { if (cbxSession.Text != "") { TextBox textBox = cbxSession.Template.FindName("PART_EditableTextBox", cbxSession) as TextBox; if (!cbxSession.Items.Contains(textBox.Text)) { textBox.Text = cbxSession.Text; } } } private void cbxSession_DropDownOpened(object sender, EventArgs e) { cbxSession.Items.Filter += a => { return true; }; } <ComboBox x:Name="cbxSession" Width="260" Canvas.Top="5" Canvas.Left="79" Height="25" Visibility="Visible" SelectionChanged="cbxSession_SelectionChanged" MaxDropDownHeight="200" IsTextSearchEnabled="False" IsEditable="True" IsReadOnly="True" Loaded="cbxSession_Loaded" DropDownClosed="cbxSession_DropDownClosed" StaysOpenOnEdit="True" DropDownOpened="cbxSession_DropDownOpened"> <ComboBox.ItemsPanel> <ItemsPanelTemplate> <VirtualizingStackPanel IsVirtualizing="True" IsItemsHost="True"/> </ItemsPanelTemplate> </ComboBox.ItemsPanel> </ComboBox> But, the problem I am facing is... When I try searching, the first character goes missing. And this happens only once. Secondly, When I am using Arrow buttons to the filtered items, the ComboboxSelectionChanged event is fired. Is there any way to make it fire only on the click of 'Enter'

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  • ArgumentError: Error #2015: Invalid BitmapData.

    - by numerical25
    I am having problems loading a bitmapData. I am getting the following error Engine Init //trace loadimage//trace ArgumentError: Error #2015: Invalid BitmapData. at flash.display::BitmapData() Below is my code. it appears it happens after the trace loadimage package com.objects { import flash.display.Sprite; import flash.display.BitmapData; import flash.display.Bitmap; import flash.geom.Point; import flash.geom.Rectangle; import flash.display.Loader; import flash.net.URLRequest; import flash.net.*; import flash.events.*; import flash.display.LoaderInfo; public class gameObject extends Sprite { protected var w:Number; protected var h:Number; protected var image:BitmapData; protected var canvas:Bitmap; protected var px:Number; protected var py:Number; public function gameObject():void { init(); } private function init():void { } public function loadImage(imageDir:String, w:Number, h:Number, px:Number, py:Number):void { this.w = w; this.y = y; this.px = px; this.py = py; trace("loadimage"); var loader:Loader = new Loader(); loader.contentLoaderInfo.addEventListener(Event.COMPLETE,imageComplete); loader.load(new URLRequest(imageDir)); } private function imageComplete(e:Event):void { var loader:LoaderInfo = LoaderInfo(e.target); image = Bitmap(loader.content).bitmapData; drawImage(); } private function drawImage():void { var tilePoint:Point = new Point(0,0); var tileRect = new Rectangle(py,px,w,h); trace(loader.content); var canvasData:BitmapData = new BitmapData(w,h); trace("got canvas data"); canvasData.copyPixels(image,tileRect,tilePoint); trace("copied pixels"); canvas = new Bitmap(canvasData); } } } And my call the the method is like so balls = new Array(); balls[0] = new gameObject(); balls[0].loadImage("com/images/ball.gif", 15,15,0,0); When I trace the Loader.content, below is what shows Engine Init loadimage [object Bitmap] ArgumentError: Error #2015: Invalid BitmapData. at flash.display::BitmapData()

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  • CheckBox Command Behaviors for Silverlight MVVM Pattern

    - by Blake Blackwell
    I am trying to detect when an item is checked, and which item is checked in a ListBox using Silverlight 4 and the Prism framework. I found this example on creating behaviors, and tried to follow it but nothing is happening in the debugger. I have three questions: Why isn't my command executing? How do I determine which item was checked (i.e. pass a command parameter)? How do I debug this? (i.e. where can I put break points to begin stepping into this) Here is my code: View: <ListBox x:Name="MyListBox" ItemsSource="{Binding PanelItems, Mode=TwoWay}"> <ListBox.ItemTemplate> <DataTemplate> <StackPanel Orientation="Horizontal"> <CheckBox IsChecked="{Binding Enabled}" my:Checked.Command="{Binding Check}" /> <TextBlock x:Name="DisplayName" Text="{Binding DisplayName}"/> </StackPanel> </DataTemplate> </ListBox.ItemTemplate> </ListBox> ViewModel: public MainPageViewModel() { _panelItems.Add( new PanelItem { Enabled = true, DisplayName = "Test1" } ); Check = new DelegateCommand<object>( itemChecked ); } public void itemChecked( object o ) { //do some stuff } public DelegateCommand<object> Check { get; set; } Behavior Class public class CheckedBehavior : CommandBehaviorBase<CheckBox> { public CheckedBehavior( CheckBox element ) : base( element ) { element.Checked +=new RoutedEventHandler(element_Checked); } void element_Checked( object sender, RoutedEventArgs e ) { base.ExecuteCommand(); } } Command Class public static class Checked { public static ICommand GetCommand( DependencyObject obj ) { return (ICommand) obj.GetValue( CommandProperty ); } public static void SetCommand( DependencyObject obj, ICommand value ) { obj.SetValue( CommandProperty, value ); } public static readonly DependencyProperty CommandProperty = DependencyProperty.RegisterAttached( "Command", typeof( CheckBox ), typeof( Checked ), new PropertyMetadata( OnSetCommandCallback ) ); public static readonly DependencyProperty CheckedCommandBehaviorProperty = DependencyProperty.RegisterAttached( "CheckedCommandBehavior", typeof( CheckedBehavior ), typeof( Checked ), null ); private static void OnSetCommandCallback( DependencyObject dependencyObject, DependencyPropertyChangedEventArgs e ) { CheckBox element = dependencyObject as CheckBox; if( element != null ) { CheckedBehavior behavior = GetOrCreateBehavior( element ); behavior.Command = e.NewValue as ICommand; } } private static CheckedBehavior GetOrCreateBehavior( CheckBox element ) { CheckedBehavior behavior = element.GetValue( CheckedCommandBehaviorProperty ) as CheckedBehavior; if( behavior == null ) { behavior = new CheckedBehavior( element ); element.SetValue( CheckedCommandBehaviorProperty, behavior ); } return behavior; } public static CheckedBehavior GetCheckCommandBehavior( DependencyObject obj ) { return (CheckedBehavior) obj.GetValue( CheckedCommandBehaviorProperty ); } public static void SetCheckCommandBehavior( DependencyObject obj, CheckedBehavior value ) { obj.SetValue( CheckedCommandBehaviorProperty, value ); } } I used this article to get me started, but I'll readily admit this is over my head.

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  • Creating an Objective-C++ Static Library in Xcode

    - by helixed
    So I've developed an engine for the iPhone with which I'd like to build a couple different games. Rather than copy and paste the files for the engine inside of each game's project directory, I'd a way to link to the engine from each game, so if I need to make a change to it I only have to do so once. After reeding around a little bit, it seems like static libraries are the best way to do this on the iPhone. I created a new project called Skeleton and copied all of my engine files over to it. I used this guide to create a static library, and I imported the library into a project called Chooser. However, when I tried to compile the project, Xcode started complaining about some C++ data structures I included in a file called ControlScene.mm. Here's my build errors: "operator delete(void*)", referenced from: -[ControlScene dealloc] in libSkeleton.a(ControlScene.o) -[ControlScene init] in libSkeleton.a(ControlScene.o) __gnu_cxx::new_allocator<operation_t>::deallocate(operation_t*, unsigned long)in libSkeleton.a(ControlScene.o) __gnu_cxx::new_allocator<operation_t*>::deallocate(operation_t**, unsigned long)in libSkeleton.a(ControlScene.o) "operator new(unsigned long)", referenced from: -[ControlScene init] in libSkeleton.a(ControlScene.o) __gnu_cxx::new_allocator<operation_t*>::allocate(unsigned long, void const*)in libSkeleton.a(ControlScene.o) __gnu_cxx::new_allocator<operation_t>::allocate(unsigned long, void const*)in libSkeleton.a(ControlScene.o) "std::__throw_bad_alloc()", referenced from: __gnu_cxx::new_allocator<operation_t*>::allocate(unsigned long, void const*)in libSkeleton.a(ControlScene.o) __gnu_cxx::new_allocator<operation_t>::allocate(unsigned long, void const*)in libSkeleton.a(ControlScene.o) "___cxa_rethrow", referenced from: std::_Deque_base<operation_t, std::allocator<operation_t> >::_M_create_nodes(operation_t**, operation_t**)in libSkeleton.a(ControlScene.o) std::_Deque_base<operation_t, std::allocator<operation_t> >::_M_initialize_map(unsigned long)in libSkeleton.a(ControlScene.o) "___cxa_end_catch", referenced from: std::_Deque_base<operation_t, std::allocator<operation_t> >::_M_create_nodes(operation_t**, operation_t**)in libSkeleton.a(ControlScene.o) std::_Deque_base<operation_t, std::allocator<operation_t> >::_M_initialize_map(unsigned long)in libSkeleton.a(ControlScene.o) "___gxx_personality_v0", referenced from: ___gxx_personality_v0$non_lazy_ptr in libSkeleton.a(ControlScene.o) ___gxx_personality_v0$non_lazy_ptr in libSkeleton.a(MenuLayer.o) "___cxa_begin_catch", referenced from: std::_Deque_base<operation_t, std::allocator<operation_t> >::_M_create_nodes(operation_t**, operation_t**)in libSkeleton.a(ControlScene.o) std::_Deque_base<operation_t, std::allocator<operation_t> >::_M_initialize_map(unsigned long)in libSkeleton.a(ControlScene.o) ld: symbol(s) not found collect2: ld returned 1 exit status If anybody could offer some insight as to why these problems are occuring, I'd appreciate it. Thanks, helixed

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