Search Results

Search found 37654 results on 1507 pages for 'function prototypes'.

Page 1280/1507 | < Previous Page | 1276 1277 1278 1279 1280 1281 1282 1283 1284 1285 1286 1287  | Next Page >

  • How does one get UI_USER_INTERFACE_IDIOM() to work with iPhone OS SDK < 3.2

    - by drootang
    Apple advises using the following code to detect whether running on an iPad or iPhone/iPod Touch: if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad) { // The device is an iPad running iPhone 3.2 or later. // [for example, load appropriate iPad nib file] } else { // The device is an iPhone or iPod touch. // [for example, load appropriate iPhone nib file] } The problem is that UI_USER_INTERFACE_IDIOM() and UIUserInterfaceIdiomPad are NOT defined in the SDKs priory to 3.2. This seems to completely defeat the purpose of such a function. They can only be compiled and run on iPhone OS 3.2 (iPhone OS 3.2 can only be run on iPad). So if you can use UI_USER_INTERFACE_IDIOM(), the result will always be to indicate an iPad. If you include this code and target OS 3.1.3 (the most recent iPhone/iPod Touch OS) in order to test your iPhone-bound universal app code, you will get compiler errors since the symbols are not defined in 3.1.3 or earlier. If this is the recommended-by-Apple approach to runtime device-detection, what am I doing wrong? Has anyone succeeded using this approach to device-detection?

    Read the article

  • jqGrid dynamic select option

    - by Jo
    I'm creating a jqgrid with drop down columns and I'm using cell editing. I need the options of the drop down columns to change dynamically and I've tried implementing this by setting the column to be: { name: "AccountLookup", index: "AccountLookup", width: 90, editable: true, resizable: true, edittype: "select", formatter: "select" }, and then in the beforeCellEdit event I have: beforeEditCell: function(id, name, val, iRow, iCol) { if(name=='AccountLookup') { var listdata = GetLookupValues(id, name); if (listdata == null) listdata = "1:1"; jQuery("#grid").setColProp(name, { editoptions: { value: listdata.toString()} }) } }, GetLookupValues just returns a string in the format "1:One;2:Two" etc. That works fine however the options are populated one click behind - ie i click on AccountID in row 1, and the dropdown is empty, however when I then click on AccountID in row 3 the options I set in the row 1 click are shown in the row 3 click. And so on. So always one click behind. Is there another way of achieving what I need? Bacially the dropdown options displayed are always changing and I need to load them as user enters the cell for editing. Perhaps I can somehow get at the select control in the beforeEditCell event and manually enter its values instead of using the setColProp call? If so could I get an example of doing that please? Another thing - if the dropdown is empty and a user doesn't cancel the cell edit, the grid script throws an error. I'm using clientarray editing if that makes a difference. Greatly appreciate any help. Regards, Jo

    Read the article

  • jQuery FullCalendar - trying to add event and display on calendar failed

    - by Michael Mao
    Hi all: I am trying to work out how to use Adam Shaw's brilliant jQuery plugin - FullCalendar to add an event on our project : online balloon ordering page under development Basically, if you click on "step1" and choose "pickup in shop" , the page will bring you to the calendar view, where you could click on the upper-right corner at the "week" button to alter the view to a weekly basis. What I am trying to achieve is when client clicks on an empty slot in a day, she can create her event on that spot. Here is my code in custom.js: dayClick: function() { var n = parseInt(this.className.match(/fc\-slot(\d+)/)[1]); alert('a day has been clicked on slot ' + n); //trying to add an event using the renderEvent() method. $('#' + type + 'Calendar').fullCalendar('renderEvent', { title : 'my pickup slot', start : new Date(y,m,d, 12, 30), end : new Date(y,m,d, 13, 00), }); } It tries to use the FullCalendar's API method renderEvent so to create such an event. However, although my code runs without error and I can see the prompt saying which slot has been clicked, It wouldn't render such an new event on calendar. Is there another way to do this or my code does something wrong? Any suggestion would be much appreciated, thanks a lot in advance.

    Read the article

  • Extending Programming Languages

    - by chpwn
    (Since I just posted this in another question, but my browser had to be annoying and submit it without content first, here it is again:) I'm a fan of clean code. I like my languages to be able to express what I'm trying to do, but I like the syntax to mirror that too. For example, I work on a lot of programs in Objective-C for jailbroken iPhones, which patch other code using the method_setImplementation() function of the runtime. Or, in pyobjc, I have to use the syntax UIView.initWithFrame_(), which is also pretty awful and unreadable with the way the method names are structured. In both cases, the language does not support this in syntax. I've found three basic ways that this is done: Insane macros. Take a look at this "CaptainHook", it does what I'm looking for in a usable way, but it isn't quite clean and is a major hack. There's also "Logos", which implements a very nice syntax, but is written in Perl parsing my code with a ton of regular expressions. This scares me. I like the idea of adding a %hook ClassName, but not by using regular expressions to parse C or Objective-C. Finally, there is Cycript. This is an extension to JavaScript which interfaces with the Objective-C runtime and allows you to use Objective-C style code in your JavaScript, and inject that into other processes. This is likely the cleanest as it actually uses a parser for the JavaScript, but I'm not a huge fan of that language in general. Basically, this is a two part question. Should, and how should, I create an extension to Python and Objective-C to allow me to do this? Is it worth writing a parser for my language to transform the syntax into something nicer, if it is only in a very specialized niche like this? Should I just live with the horrible syntax of the default Objective-C hooking or pyobjc?

    Read the article

  • Compress/Decompress NSString in objective-c (iphone) using GZIP or deflate

    - by Steven
    Hi, I have a web-service running on Windows Azure which returns JSON that I consume in my iPhone app. Unfortunately, Windows Azure doesn't seem to support the compression of dynamic responses yet (long story) so I decided to get around it by returning an uncompressed JSON package, which contains a compressed (using GZIP) string. e.g {"Error":null,"IsCompressed":true,"Success":true,"Value":"vWsAAB+LCAAAAAAAB..etc.."} ... where value is the compressed string of a complex object represented in JSON. This was really easy to implement on the server, but for the life of me I can't figure out how to decompress a gzipped NSString into an uncompressed NSString, all the examples I can find for zlib etc are dealing with files etc. Can anyone give me any clues on how to do this? (I'd also be happy for a solution that used deflate as I could change the server-side implementation to use deflate too). Thanks!! Steven Edit 1: Aaah, I see that ASIHTTPRequest is using the following function in it's source code: //uncompress gzipped data with zlib + (NSData *)uncompressZippedData:(NSData*)compressedData; ... and I'm aware that I can convert NSString to NSData, so I'll see if this leads me anywhere!

    Read the article

  • Passing parameters to telerik asp.net mvc grid

    - by GlobalCompe
    I have a telerik asp.net mvc grid which needs to be populated based on the search criteria the user enters in separate text boxes. The grid is using ajax method to load itself initially as well as do paging. How can one pass the search parameters to the grid so that it sends those parameters "every time" it calls the ajax method in response to the user clicking on another page to go to the data on that page? I read the telerik's user guide but it does not mention this scenario. The only way I have been able to do above is by passing the parameters to the rebind() method on client side using jquery. The issue is that I am not sure if it is the "official" way of passing parameters which will always work even after updates. I found this method on this post on telerik's site: link text I have to pass in multiple parameters. The action method in the controller when called by the telerik grid runs the query again based on the search parameters. Here is a snippet of my code: $("#searchButton").click(function() { var grid = $("#Invoices").data('tGrid'); var startSearchDate = $("#StartDatePicker-input").val(); var endSearchDate = $("#EndDatePicker-input").val(); grid.rebind({ startSearchDate: startSearchDate , endSearchDate: endSearchDate }); } );

    Read the article

  • Flash AS3: (VideoEvent.COMPLETE, completePlay) - listener is triggered before video is completed

    - by Tevi
    Hello, I have a flash video using the standard FLV Playback component that comes with Flash. I'm using ActionScript 3 to modify the appearance and set up an event listener. I've set it up to go to a new URL using "externalInterface" when the video completes play. The URL is set in a variable using SWFObject. On only a few instances (3 people out of 50 - tested using Amazon Turk), people reported being taken directly to the new url, before the video even started playing. It's difficult to repeat the issue, but it did happen to me once. It doesn't have anything to do with cache, since it has been reported on people going to the url for the first time. Here's the url to the video: http://www.partstown.com/is-bin/INTERSHOP.enfinity/WFS/Reedy-PartsTown-Site/en_US/-/USD/ViewStaticPage-UnFramed?page=tourthetown Here's the code: import flash.external.*; import fl.video.*; var myVideo:FLVPlayback = new FLVPlayback(); var theUrl:String = this.loaderInfo.parameters.urlName; var theScript:String = this.loaderInfo.parameters.scriptName; myVideo.source = this.loaderInfo.parameters.videoPath;//"partstown.flv"; myVideo.skin = this.loaderInfo.parameters.skinPath;//"SkinUnderPlayStopSeekMuteVol.swf" myVideo.skinBackgroundColor = 0xAEBEFB; myVideo.skinBackgroundAlpha = 0.5; myVideo.width = 939; myVideo.height = 660; myVideo.addEventListener(VideoEvent.COMPLETE, completePlay); function completePlay(e:VideoEvent):void { myVideo.alpha=0.2; ExternalInterface.call(theScript); } addChild(myVideo); Why would the listener be triggered before the event complete? How can I fix it? Thanks!

    Read the article

  • Upload file in Android webview

    - by Sunny
    I have a html form like this <form data-ajax="false" action='UserPhoto.php' class="settings" method='POST' enctype='multipart/form-data' > <input type='file' style="height:25px" name='photo' /> <input type='hidden' name='task' value='upload'> <input type='hidden' name='file_size' value='5000000'> and I want to upload it by using webView posturl function, is it possible? as I know posturl can send String data by this way String value1 = "persistent=1"; String value2 = "&email="+ 2nd_value; String value3 = "&password="+ 3rd_value; String postData = value1+value2+value3; webView.postUrl("http://www.abc.php",EncodingUtils.getBytes(postData, "BASE64")); but is it possible for me to post .png together with some string values? and I know another method using this way to upload photo conn.setRequestProperty("Connection", "Keep-Alive"); conn.setRequestProperty("ENCTYPE", "multipart/form-data"); conn.setRequestProperty("Content-Type", "multipart/form-data;boundary=" + boundary); conn.setRequestProperty("photo", fileName); but this way doesn't communicate with webview, I need to post the photo using webview as user session is kept with it. Thanks for helping.

    Read the article

  • SCons does not clean all files

    - by meowsqueak
    I have a file system containing directories of "builds", each of which contains a file called "build-info.xml". However some of the builds happened before the build script generated "build-info.xml" so in that case I have a somewhat non-trivial SCons SConstruct that is used to generate a skeleton build-info.xml so that it can be used as a dependency for further rules. I.e.: for each directory: if build-info.xml already exists, do nothing. More importantly, do not remove it on a 'scons --clean'. if build-info.xml does not exist, generate a skeleton one instead - build-info.xml has no dependencies on any other files - the skeleton is essentially minimal defaults. during a --clean, remove build-info.xml if it was generated, otherwise leave it be. My SConstruct looks something like this: def generate_actions_BuildInfoXML(source, target, env, for_signature): cmd = "python '%s/bin/create-build-info-xml.py' --version $VERSION --path . --output ${TARGET.file}" % (Dir('#').abspath,) return cmd bld = Builder(generator = generate_actions_BuildInfoXML, chdir = 1) env.Append(BUILDERS = { "BuildInfoXML" : bld }) ... # VERSION = some arbitrary string, not important here # path = filesystem path, set elsewhere build_info_xml = "%s/build-info.xml" % (path,) if not os.path.exists(build_info_xml): env.BuildInfoXML(build_info_xml, None, VERSION = build) My problem is that 'scons --clean' does not remove the generated build-info.xml files. I played around with env.Clean(t, build_info_xml) within the 'if' but I was unable to get this to work - mainly because I could not work out what to assign to 't' - I want a generated build-info.xml to be cleaned unconditionally, rather than based on the cleaning of another target, and I wasn't able to get this to work. If I tried a simple env.Clean(None, "build_info_xml") after but outside the 'if' I found that SCons would clean every single build-info.xml file including those that weren't generated. Not good either. What I'd like to know is how SCons goes about determining which files should be cleaned and which should not. Is there something funny about the way I've used a generator function that prevents SCons from recording this target as a Clean candidate?

    Read the article

  • External JS usage in FBML - Cannot access external script

    - by santhakr
    Hi, I am trying to create a small facebook app and associate it to a fan page in a tab. I am trying to include an external javascript file in my page and call a method on a button click event. Below is a part of the code <script language="Javascript" src="http://mysite.com/fb.js"></script> <input type="button" value="Click....." onClick="javascript:showDialog();" /> content of fb.js is as below function showDialog() { new Dialog().showMessage('Dialog', 'Button clickeed'); } When I load the tab in my fan page, it shows an error "Cannot allow external script", whereas when I load the canvas url [http://apps.facebook.com/...] directly and click on the button, it works [shows the dialog]. Does script include works only on the canvas and not on the profile page? I have another question though Initially I had the script src as a relative path but it errored out with the same error - "Cannot allow external script". Can't I use relative path for the external scripts?

    Read the article

  • Unknown Entity namespace alias in symfony2

    - by Zoha Ali Khan
    Hey I have two bundles in my symfony2 project. one is Bundle and the other one is PatentBundle. My app/config/route.yml file is MunichInnovationGroupPatentBundle: resource: "@MunichInnovationGroupPatentBundle/Controller/" type: annotation prefix: / defaults: { _controller: "MunichInnovationGroupPatentBundle:Default:index" } MunichInnovationGroupBundle: resource: "@MunichInnovationGroupBundle/Controller/" type: annotation prefix: /v1 defaults: { _controller: "MunichInnovationGroupBundle:Patent:index" } login_check: pattern: /login_check logout: pattern: /logout inside my controller i have <?php namespace MunichInnovationGroup\PatentBundle\Controller; use Symfony\Component\HttpFoundation\Response; use Symfony\Component\HttpFoundation\Request; use JMS\SecurityExtraPatentBundle\Annotation\Secure; use Symfony\Component\Security\Core\Exception\AccessDeniedException; use Symfony\Bundle\FrameworkBundle\Controller\Controller; use Sensio\Bundle\FrameworkExtraBundle\Configuration\Method; use Sensio\Bundle\FrameworkExtraBundle\Configuration\Route; use Sensio\Bundle\FrameworkExtraBundle\Configuration\Template; use Symfony\Component\Security\Core\SecurityContext; use MunichInnovationGroup\PatentBundle\Entity\Log; use MunichInnovationGroup\PatentBundle\Entity\UserPatent; use MunichInnovationGroup\PatentBundle\Entity\PmPortfolios; use MunichInnovationGroup\PatentBundle\Entity\UmUsers; use MunichInnovationGroup\PatentBundle\Entity\PmPatentgroups; use MunichInnovationGroup\PatentBundle\Form\PortfolioType; use MunichInnovationGroup\PatentBundle\Util\SecurityHelper; use Exception; /** * Portfolio controller. * @Route("/portfolio") */ class PortfolioController extends Controller { /** * Index action. * * @Route("/", name="v2_pm_portfolio") * @Template("MunichInnovationGroupPatentBundle:Portfolio:index.html.twig") */ public function indexAction(Request $request) { $portfolios = $this->getDoctrine() ->getRepository('MunichInnovationGroupPatentBundle:PmPortfolios') ->findBy(array('user' => '$user_id')); // rest of the method } when i try to load localhost/web/app_dev.php/portfolio It says Unknown Entity namespace alias 'MunichInnovationGroupPatentBundle'. I am unable to figure out this error please help me if anyone has any idea I googled it a lot :( Thanks in advance 500 Internal Server Error - ORMException

    Read the article

  • JqGrid Add custom button to Row

    - by oirfc
    Hi there, I am trying to add a custom button to a JqGrid that implements a 'Check Out' process. Basically, every row has a 'Check Out' button that if clicked should be able to send a post back to the server and update a shopping cart and then change the button text to 'Undo Check Out'. So far I have: colNames: ['Id', ... , 'Action' ], colModel: [ { name: 'Id', sortable: false, width: 1, hidden: true}, ... { name: 'action', index: 'action', width: 75, sortable: false } ], ... gridComplete: function() { var ids = jQuery("#east-grid").jqGrid('getDataIDs'); for (var i = 0; i < ids.length; i++) { var cl = ids[i]; checkout = "<input style='height:22px;width:75px;' type='button' value='Check Out' onclick=\" ??? \" />"; jQuery("#east-grid").jqGrid('setRowData', ids[i], { action: checkout }); } }, ... Where '???' is the part I need to solve. Thank you in advance for your help.

    Read the article

  • Help getting frame rate (fps) up in Python + Pygame

    - by Jordan Magnuson
    I am working on a little card-swapping world-travel game that I sort of envision as a cross between Bejeweled and the 10 Days geography board games. So far the coding has been going okay, but the frame rate is pretty bad... currently I'm getting low 20's on my Core 2 Duo. This is a problem since I'm creating the game for Intel's March developer competition, which is squarely aimed at netbooks packing underpowered Atom processors. Here's a screen from the game: ![www.necessarygames.com/my_games/betraveled/betraveled-fps.png][1] I am very new to Python and Pygame (this is the first thing I've used them for), and am sadly lacking in formal CS training... which is to say that I think there are probably A LOT of bad practices going on in my code, and A LOT that could be optimized. If some of you older Python hands wouldn't mind taking a look at my code and seeing if you can't find any obvious areas for optimization, I would be extremely grateful. You can download the full source code here: http://www.necessarygames.com/my_games/betraveled/betraveled_src0328.zip Compiled exe here: www.necessarygames.com/my_games/betraveled/betraveled_src0328.zip One thing I am concerned about is my event manager, which I feel may have some performance wholes in it, and another thing is my rendering... I'm pretty much just blitting everything to the screen all the time (see the render routines in my game_components.py below); I recently found out that you should only update the areas of the screen that have changed, but I'm still foggy on how that accomplished exactly... could this be a huge performance issue? Any thoughts are much appreciated! As usual, I'm happy to "tip" you for your time and energy via PayPal. Jordan Here are some bits of the source: Main.py #Remote imports import pygame from pygame.locals import * #Local imports import config import rooms from event_manager import * from events import * class RoomController(object): """Controls which room is currently active (eg Title Screen)""" def __init__(self, screen, ev_manager): self.room = None self.screen = screen self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.room = self.set_room(config.room) def set_room(self, room_const): #Unregister old room from ev_manager if self.room: self.room.ev_manager.unregister_listener(self.room) self.room = None #Set new room based on const if room_const == config.TITLE_SCREEN: return rooms.TitleScreen(self.screen, self.ev_manager) elif room_const == config.GAME_MODE_ROOM: return rooms.GameModeRoom(self.screen, self.ev_manager) elif room_const == config.GAME_ROOM: return rooms.GameRoom(self.screen, self.ev_manager) elif room_const == config.HIGH_SCORES_ROOM: return rooms.HighScoresRoom(self.screen, self.ev_manager) def notify(self, event): if isinstance(event, ChangeRoomRequest): if event.game_mode: config.game_mode = event.game_mode self.room = self.set_room(event.new_room) def render(self, surface): self.room.render(surface) #Run game def main(): pygame.init() screen = pygame.display.set_mode(config.screen_size) ev_manager = EventManager() spinner = CPUSpinnerController(ev_manager) room_controller = RoomController(screen, ev_manager) pygame_event_controller = PyGameEventController(ev_manager) spinner.run() # this runs the main function if this script is called to run. # If it is imported as a module, we don't run the main function. if __name__ == "__main__": main() event_manager.py #Remote imports import pygame from pygame.locals import * #Local imports import config from events import * def debug( msg ): print "Debug Message: " + str(msg) class EventManager: #This object is responsible for coordinating most communication #between the Model, View, and Controller. def __init__(self): from weakref import WeakKeyDictionary self.listeners = WeakKeyDictionary() self.eventQueue= [] self.gui_app = None #---------------------------------------------------------------------- def register_listener(self, listener): self.listeners[listener] = 1 #---------------------------------------------------------------------- def unregister_listener(self, listener): if listener in self.listeners: del self.listeners[listener] #---------------------------------------------------------------------- def post(self, event): if isinstance(event, MouseButtonLeftEvent): debug(event.name) #NOTE: copying the list like this before iterating over it, EVERY tick, is highly inefficient, #but currently has to be done because of how new listeners are added to the queue while it is running #(eg when popping cards from a deck). Should be changed. See: http://dr0id.homepage.bluewin.ch/pygame_tutorial08.html #and search for "Watch the iteration" for listener in list(self.listeners): #NOTE: If the weakref has died, it will be #automatically removed, so we don't have #to worry about it. listener.notify(event) #------------------------------------------------------------------------------ class PyGameEventController: """...""" def __init__(self, ev_manager): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.input_freeze = False #---------------------------------------------------------------------- def notify(self, incoming_event): if isinstance(incoming_event, UserInputFreeze): self.input_freeze = True elif isinstance(incoming_event, UserInputUnFreeze): self.input_freeze = False elif isinstance(incoming_event, TickEvent): #Share some time with other processes, so we don't hog the cpu pygame.time.wait(5) #Handle Pygame Events for event in pygame.event.get(): #If this event manager has an associated PGU GUI app, notify it of the event if self.ev_manager.gui_app: self.ev_manager.gui_app.event(event) #Standard event handling for everything else ev = None if event.type == QUIT: ev = QuitEvent() elif event.type == pygame.MOUSEBUTTONDOWN and not self.input_freeze: if event.button == 1: #Button 1 pos = pygame.mouse.get_pos() ev = MouseButtonLeftEvent(pos) elif event.type == pygame.MOUSEMOTION: pos = pygame.mouse.get_pos() ev = MouseMoveEvent(pos) #Post event to event manager if ev: self.ev_manager.post(ev) #------------------------------------------------------------------------------ class CPUSpinnerController: def __init__(self, ev_manager): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.clock = pygame.time.Clock() self.cumu_time = 0 self.keep_going = True #---------------------------------------------------------------------- def run(self): if not self.keep_going: raise Exception('dead spinner') while self.keep_going: time_passed = self.clock.tick() fps = self.clock.get_fps() self.cumu_time += time_passed self.ev_manager.post(TickEvent(time_passed, fps)) if self.cumu_time >= 1000: self.cumu_time = 0 self.ev_manager.post(SecondEvent()) pygame.quit() #---------------------------------------------------------------------- def notify(self, event): if isinstance(event, QuitEvent): #this will stop the while loop from running self.keep_going = False rooms.py #Remote imports import pygame #Local imports import config import continents from game_components import * from my_gui import * from pgu import high class Room(object): def __init__(self, screen, ev_manager): self.screen = screen self.ev_manager = ev_manager self.ev_manager.register_listener(self) def notify(self, event): if isinstance(event, TickEvent): pygame.display.set_caption('FPS: ' + str(int(event.fps))) self.render(self.screen) pygame.display.update() def get_highs_table(self): fname = 'high_scores.txt' highs_table = None config.all_highs = high.Highs(fname) if config.game_mode == config.TIME_CHALLENGE: if config.difficulty == config.EASY: highs_table = config.all_highs['time_challenge_easy'] if config.difficulty == config.MED_DIF: highs_table = config.all_highs['time_challenge_med'] if config.difficulty == config.HARD: highs_table = config.all_highs['time_challenge_hard'] if config.difficulty == config.SUPER: highs_table = config.all_highs['time_challenge_super'] elif config.game_mode == config.PLAN_AHEAD: pass return highs_table class TitleScreen(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) self.background = pygame.image.load('assets/images/interface/background.jpg').convert() #Initialize #--------------------------------------- self.gui_form = gui.Form() self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=0,valign=0) #Quit Button #--------------------------------------- b = StartGameButton(ev_manager=self.ev_manager) c.add(b, 0, 0) self.gui_app.init(c) def render(self, surface): surface.blit(self.background, (0, 0)) #GUI self.gui_app.paint(surface) class GameModeRoom(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) self.background = pygame.image.load('assets/images/interface/background.jpg').convert() self.create_gui() #Create pgu gui elements def create_gui(self): #Setup #--------------------------------------- self.gui_form = gui.Form() self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=0,valign=-1) #Mode Relaxed Button #--------------------------------------- b = GameModeRelaxedButton(ev_manager=self.ev_manager) self.b = b print b.rect c.add(b, 0, 200) #Mode Time Challenge Button #--------------------------------------- b = TimeChallengeButton(ev_manager=self.ev_manager) self.b = b print b.rect c.add(b, 0, 250) #Mode Think Ahead Button #--------------------------------------- # b = PlanAheadButton(ev_manager=self.ev_manager) # self.b = b # print b.rect # c.add(b, 0, 300) #Initialize #--------------------------------------- self.gui_app.init(c) def render(self, surface): surface.blit(self.background, (0, 0)) #GUI self.gui_app.paint(surface) class GameRoom(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) #Game mode #--------------------------------------- self.new_board_timer = None self.game_mode = config.game_mode config.current_highs = self.get_highs_table() self.highs_dialog = None self.game_over = False #Images #--------------------------------------- self.background = pygame.image.load('assets/images/interface/game screen2-1.jpg').convert() self.logo = pygame.image.load('assets/images/interface/logo_small.png').convert_alpha() self.game_over_text = pygame.image.load('assets/images/interface/text_game_over.png').convert_alpha() self.trip_complete_text = pygame.image.load('assets/images/interface/text_trip_complete.png').convert_alpha() self.zoom_game_over = None self.zoom_trip_complete = None self.fade_out = None #Text #--------------------------------------- self.font = pygame.font.Font(config.font_sans, config.interface_font_size) #Create game components #--------------------------------------- self.continent = self.set_continent(config.continent) self.board = Board(config.board_size, self.ev_manager) self.deck = Deck(self.ev_manager, self.continent) self.map = Map(self.continent) self.longest_trip = 0 #Set pos of game components #--------------------------------------- board_pos = (SCREEN_MARGIN[0], 109) self.board.set_pos(board_pos) map_pos = (config.screen_size[0] - self.map.size[0] - SCREEN_MARGIN[0], 57); self.map.set_pos(map_pos) #Trackers #--------------------------------------- self.game_clock = Chrono(self.ev_manager) self.swap_counter = 0 self.level = 0 #Create gui #--------------------------------------- self.create_gui() #Create initial board #--------------------------------------- self.new_board = self.deck.deal_new_board(self.board) self.ev_manager.post(NewBoardComplete(self.new_board)) def set_continent(self, continent_const): #Set continent based on const if continent_const == config.EUROPE: return continents.Europe() if continent_const == config.AFRICA: return continents.Africa() else: raise Exception('Continent constant not recognized') #Create pgu gui elements def create_gui(self): #Setup #--------------------------------------- self.gui_form = gui.Form() self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=-1,valign=-1) #Timer Progress bar #--------------------------------------- self.timer_bar = None self.time_increase = None self.minutes_left = None self.seconds_left = None self.timer_text = None if self.game_mode == config.TIME_CHALLENGE: self.time_increase = config.time_challenge_start_time self.timer_bar = gui.ProgressBar(config.time_challenge_start_time,0,config.max_time_bank,width=306) c.add(self.timer_bar, 172, 57) #Connections Progress bar #--------------------------------------- self.connections_bar = None self.connections_bar = gui.ProgressBar(0,0,config.longest_trip_needed,width=306) c.add(self.connections_bar, 172, 83) #Quit Button #--------------------------------------- b = QuitButton(ev_manager=self.ev_manager) c.add(b, 950, 20) #Generate Board Button #--------------------------------------- b = GenerateBoardButton(ev_manager=self.ev_manager, room=self) c.add(b, 500, 20) #Board Size? #--------------------------------------- bs = SetBoardSizeContainer(config.BOARD_LARGE, ev_manager=self.ev_manager, board=self.board) c.add(bs, 640, 20) #Fill Board? #--------------------------------------- t = FillBoardCheckbox(config.fill_board, ev_manager=self.ev_manager) c.add(t, 740, 20) #Darkness? #--------------------------------------- t = UseDarknessCheckbox(config.use_darkness, ev_manager=self.ev_manager) c.add(t, 840, 20) #Initialize #--------------------------------------- self.gui_app.init(c) def advance_level(self): self.level += 1 print 'Advancing to next level' print 'New level: ' + str(self.level) if self.timer_bar: print 'Time increase: ' + str(self.time_increase) self.timer_bar.value += self.time_increase self.time_increase = max(config.min_advance_time, int(self.time_increase * 0.9)) self.board = self.new_board self.new_board = None self.zoom_trip_complete = None self.game_clock.unpause() def notify(self, event): #Tick event if isinstance(event, TickEvent): pygame.display.set_caption('FPS: ' + str(int(event.fps))) self.render(self.screen) pygame.display.update() #Wait to deal new board when advancing levels if self.zoom_trip_complete and self.zoom_trip_complete.finished: self.zoom_trip_complete = None self.ev_manager.post(UnfreezeCards()) self.new_board = self.deck.deal_new_board(self.board) self.ev_manager.post(NewBoardComplete(self.new_board)) #New high score? if self.zoom_game_over and self.zoom_game_over.finished and not self.highs_dialog: if config.current_highs.check(self.level) != None: self.zoom_game_over.visible = False data = 'time:' + str(self.game_clock.time) + ',swaps:' + str(self.swap_counter) self.highs_dialog = HighScoreDialog(score=self.level, data=data, ev_manager=self.ev_manager) self.highs_dialog.open() elif not self.fade_out: self.fade_out = FadeOut(self.ev_manager, config.TITLE_SCREEN) #Second event elif isinstance(event, SecondEvent): if self.timer_bar: if not self.game_clock.paused: self.timer_bar.value -= 1 if self.timer_bar.value <= 0 and not self.game_over: self.ev_manager.post(GameOver()) self.minutes_left = self.timer_bar.value / 60 self.seconds_left = self.timer_bar.value % 60 if self.seconds_left < 10: leading_zero = '0' else: leading_zero = '' self.timer_text = ''.join(['Time Left: ', str(self.minutes_left), ':', leading_zero, str(self.seconds_left)]) #Game over elif isinstance(event, GameOver): self.game_over = True self.zoom_game_over = ZoomImage(self.ev_manager, self.game_over_text) #Trip complete event elif isinstance(event, TripComplete): print 'You did it!' self.game_clock.pause() self.zoom_trip_complete = ZoomImage(self.ev_manager, self.trip_complete_text) self.new_board_timer = Timer(self.ev_manager, 2) self.ev_manager.post(FreezeCards()) print 'Room posted newboardcomplete' #Board Refresh Complete elif isinstance(event, BoardRefreshComplete): if event.board == self.board: print 'Longest trip needed: ' + str(config.longest_trip_needed) print 'Your longest trip: ' + str(self.board.longest_trip) if self.board.longest_trip >= config.longest_trip_needed: self.ev_manager.post(TripComplete()) elif event.board == self.new_board: self.advance_level() self.connections_bar.value = self.board.longest_trip self.connection_text = ' '.join(['Connections:', str(self.board.longest_trip), '/', str(config.longest_trip_needed)]) #CardSwapComplete elif isinstance(event, CardSwapComplete): self.swap_counter += 1 elif isinstance(event, ConfigChangeBoardSize): config.board_size = event.new_size elif isinstance(event, ConfigChangeCardSize): config.card_size = event.new_size elif isinstance(event, ConfigChangeFillBoard): config.fill_board = event.new_value elif isinstance(event, ConfigChangeDarkness): config.use_darkness = event.new_value def render(self, surface): #Background surface.blit(self.background, (0, 0)) #Map self.map.render(surface) #Board self.board.render(surface) #Logo surface.blit(self.logo, (10,10)) #Text connection_text = self.font.render(self.connection_text, True, BLACK) surface.blit(connection_text, (25, 84)) if self.timer_text: timer_text = self.font.render(self.timer_text, True, BLACK) surface.blit(timer_text, (25, 64)) #GUI self.gui_app.paint(surface) if self.zoom_trip_complete: self.zoom_trip_complete.render(surface) if self.zoom_game_over: self.zoom_game_over.render(surface) if self.fade_out: self.fade_out.render(surface) class HighScoresRoom(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) self.background = pygame.image.load('assets/images/interface/background.jpg').convert() #Initialize #--------------------------------------- self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=0,valign=0) #High Scores Table #--------------------------------------- hst = HighScoresTable() c.add(hst, 0, 0) self.gui_app.init(c) def render(self, surface): surface.blit(self.background, (0, 0)) #GUI self.gui_app.paint(surface) game_components.py #Remote imports import pygame from pygame.locals import * import random import operator from copy import copy from math import sqrt, floor #Local imports import config from events import * from matrix import Matrix from textrect import render_textrect, TextRectException from hyphen import hyphenator from textwrap2 import TextWrapper ############################## #CONSTANTS ############################## SCREEN_MARGIN = (10, 10) #Colors BLACK = (0, 0, 0) WHITE = (255, 255, 255) RED = (255, 0, 0) YELLOW = (255, 200, 0) #Directions LEFT = -1 RIGHT = 1 UP = 2 DOWN = -2 #Cards CARD_MARGIN = (10, 10) CARD_PADDING = (2, 2) #Card types BLANK = 0 COUNTRY = 1 TRANSPORT = 2 #Transport types PLANE = 0 TRAIN = 1 CAR = 2 SHIP = 3 class Timer(object): def __init__(self, ev_manager, time_left): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.time_left = time_left self.paused = False def __repr__(self): return str(self.time_left) def pause(self): self.paused = True def unpause(self): self.paused = False def notify(self, event): #Pause Event if isinstance(event, Pause): self.pause() #Unpause Event elif isinstance(event, Unpause): self.unpause() #Second Event elif isinstance(event, SecondEvent): if not self.paused: self.time_left -= 1 class Chrono(object): def __init__(self, ev_manager, start_time=0): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.time = start_time self.paused = False def __repr__(self): return str(self.time_left) def pause(self): self.paused = True def unpause(self): self.paused = False def notify(self, event): #Pause Event if isinstance(event, Pause): self.pause() #Unpause Event elif isinstance(event, Unpause): self.unpause() #Second Event elif isinstance(event, SecondEvent): if not self.paused: self.time += 1 class Map(object): def __init__(self, continent): self.map_image = pygame.image.load(continent.map).convert_alpha() self.map_text = pygame.image.load(continent.map_text).convert_alpha() self.pos = (0, 0) self.set_color() self.map_image = pygame.transform.smoothscale(self.map_image, config.map_size) self.size = self.map_image.get_size() def set_pos(self, pos): self.pos = pos def set_color(self): image_pixel_array = pygame.PixelArray(self.map_image) image_pixel_array.replace(config.GRAY1, config.COLOR1) image_pixel_array.replace(config.GRAY2, config.COLOR2) image_pixel_array.replace(config.GRAY3, config.COLOR3) image_pixel_array.replace(config.GRAY4, config.COLOR4) image_pixel_array.replace(config.GRAY5, config.COLOR5)

    Read the article

  • Android Canvas Coordinate System

    - by Mitch
    I'm trying to find information on how to change the coordinate system for the canvas. I have some vector data I'd like to draw to a canvas using things like circles and lines, but the data's coordinate system doesn't match the canvas coordinate system. Is there a way to map the units I'm using to the screen's units? I'm drawing to an ImageView which isn't taking up the entire display. If I have to do my own calculations prior to each drawing call, how to I find the width and height of my ImageView? The getWidth() and getHeight() calls I tried seem to be returning the entire canvas size and not the size of the ImageView which isn't helpful. I see some matrix stuff, is that something that will work for me? I tried to use the "public void scale(float sx, float sy)", but that works more like a pixel level zoom rather than a vector scale function by expanding each pixel. This means if the dimensions are increased to fit the screen, the line thickness is also increased. Update: After some research I'm starting to think there's no way to change coordinate systems to something else. I'll need to map all my coordinates to the screen's pixel coordinates and do so by modifying each vector. The getWidth() and getHeight() seem to be working better for me now. I can say what was wrong, but I suspect I can't use these methods inside the constructor.

    Read the article

  • CGBitmapContextCreate on the iPhone/iPad

    - by toastie
    Hello, I have a method that needs to parse through a bunch of large PNG images pixel by pixel (the PNGs are 600x600 pixels each). It seems to work great on the Simulator, but on the device (iPad), i get an EXC_BAD_ACCESS in some internal memory copying function. It seems the size is the culprit because if I try it on smaller images, everything seems to work. Here's the memory related meat of method below. + (CGRect) getAlphaBoundsForUImage: (UIImage*) image { CGImageRef imageRef = [image CGImage]; NSUInteger width = CGImageGetWidth(imageRef); NSUInteger height = CGImageGetHeight(imageRef); CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB(); unsigned char *rawData = malloc(height * width * 4); memset(rawData,0,height * width * 4); NSUInteger bytesPerPixel = 4; NSUInteger bytesPerRow = bytesPerPixel * width; NSUInteger bitsPerComponent = 8; CGContextRef context = CGBitmapContextCreate(rawData, width, height, bitsPerComponent, bytesPerRow, colorSpace, kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big); CGColorSpaceRelease(colorSpace); CGContextDrawImage(context, CGRectMake(0, 0, width, height), imageRef); CGContextRelease(context); /* non-memory related stuff */ free(rawData); When I run this on a bunch of images, it runs 12 times and then craps out, while on the simulator it runs no problem. Do you guys have any ideas?

    Read the article

  • LoaderLock was detected, and turning off the warning does not help

    - by Scott M.
    I am trying to write an application that takes in sound from the default audio recording device on a computer. When running any code that accesses DirectX from my managed code i get this error: DLL 'C:\Windows\assembly\GAC\Microsoft.DirectX.DirectSound\1.0.2902.0__31bf3856ad364e35\Microsoft.DirectX.DirectSound.dll' is attempting managed execution inside OS Loader lock. Do not attempt to run managed code inside a DllMain or image initialization function since doing so can cause the application to hang. DevicesCollection coll = new DevicesCollection(); and Device d = new Device(DSoundHelper.DefaultCaptureDevice); and Capture c = new Capture(DSoundHelper.DefaultCaptureDevice); all cause the LoaderLock MDA to pop up and tell me there is a problem. I have scoured the internet (stackoverflow included) for solutions to this problem, but most people just say to turn off the warning, which does not work. When I turn off the warning, a generic ApplicationException is thrown, which is even less useful. I have seen the answers to this question as well, which didn't help because he said to remove the code that is causing the error. Others have said "fix your code." My questions are: how can I call any (preferably managed) DirectX code from C# without getting this error?

    Read the article

  • jquery parseFloat assigning val to field

    - by user306472
    I have a select box that gives a description of a product along with a price. Depending on what the user selects, I'd like to automatically grab that dollar amount from the option selected and assign it to a price input field. My HTML: <tr> <td> <select class="selector"> <option value="Item One $500">Item One $500</option> <option value="Item Two $400">Item Two $400</option> </select> </td> <td> <input type="text" class="price"></input> </td> </tr> So based on what is selected, I want either 500 or 400 assigned to the .class input. I tried this but I'm not quite sure where I'm going wrong: $('.selector').blur(function(){ var selectVal = ('.selector > option.val()'); var parsedPrice = parseFloat(selectVal.val()); $('.price').val(parsedPrice); });

    Read the article

  • View all ntext column text in SQL Server Management Studio for SQL CE database

    - by Dave
    I often want to do a "quick check" of the value of a large text column in SQL Server Management Studio (SSMS). The maximum number of characters that SSMS will let you view, in grid results mode, is 65535. (It is even less in text results mode.) Sometimes I need to see something beyond that range. Using SQL Server 2005 databases, I often used the trick of converting it to XML, because SSMS lets you view much larger amounts of text that way: SELECT CONVERT(xml, MyCol) FROM MyTable WHERE ... But now I am using SQL CE, and there is no Xml data type. There is still a "Maximum Characters Retreived XML" value under Options; I suppose this is useful when connecting to other data sources. I know I can just get the full value by running a little console app or something, but is there a way within SSMS to see the entire ntext column value? [Edit] OK, this didn't get much attention the first time around (18 views?!). It's not a huge concern, but maybe I'm just obsessed with it. There has to be some good way around this, doesn't there? So a modest bounty is active. What I am willing to accept as answers, in order from best-to-worst: A solution that works just as easy as the XML trick in SQL CE. That is, a single function (convert, cast, etc.) that does the job. A not-too-invasive way to hack SSMS to get it to display more text in the results. An equivalent SQL query (perhaps something that creatively uses SUBSTRING and generates multiple ad-hoc columns??) to see the results. The solution should work with nvarchar and ntext columns of any length in SQL CE from SSMS. Any ideas?

    Read the article

  • entity framework 4 POCO's stored procedure error - "The FunctionImport could not be found in the container"

    - by user331884
    Entity Framework with POCO Entities generated by T4 template. Added Function Import named it "procFindNumber" specified complex collection named it "NumberResult". Here's what got generated in Context.cs file: public ObjectResult<NumberResult> procFindNumber(string lookupvalue) { ObjectParameter lookupvalueParameter; if (lookupvalue != null) { lookupvalueParameter = new ObjectParameter("lookupvalue", lookupvalue); } else { lookupvalueParameter = new ObjectParameter("lookupvalue", typeof(string)); } return base.ExecuteFunction<NumberResult>("procFindNumber", lookupvalueParameter); } Here's the stored procedure: ALTER PROCEDURE [dbo].[procFindNumber] @lookupvalue varchar(255) AS BEGIN SET NOCOUNT ON; DECLARE @sql nvarchar(MAX); IF @lookupvalue IS NOT NULL AND @lookupvalue <> '' BEGIN SELECT @sql = 'SELECT dbo.HBM_CLIENT.CLIENT_CODE, dbo.HBM_MATTER.MATTER_NAME, dbo.HBM_MATTER.CLIENT_MAT_NAME FROM dbo.HBM_MATTER INNER JOIN dbo.HBM_CLIENT ON dbo.HBM_MATTER.CLIENT_CODE = dbo.HBM_CLIENT.CLIENT_CODE LEFT OUTER JOIN dbo.HBL_CLNT_CAT ON dbo.HBM_CLIENT.CLNT_CAT_CODE = dbo.HBL_CLNT_CAT.CLNT_CAT_CODE LEFT OUTER JOIN dbo.HBL_CLNT_TYPE ON dbo.HBM_CLIENT.CLNT_TYPE_CODE = dbo.HBL_CLNT_TYPE.CLNT_TYPE_CODE WHERE (LTRIM(RTRIM(dbo.HBM_MATTER.CLIENT_CODE)) <> '''')' SELECT @sql = @sql + ' AND (dbo.HBM_MATTER.MATTER_NAME like ''%' + @lookupvalue + '%'')' SELECT @sql = @sql + ' OR (dbo.HBM_MATTER.CLIENT_MAT_NAME like ''%' + @lookupvalue + '%'')' SELECT @sql = @sql + ' ORDER BY dbo.HBM_MATTER.MATTER_NAME' -- Execute the SQL query EXEC sp_executesql @sql END END In my WCF service I try to execute the stored procedure: [WebGet(UriTemplate = "number/{value}/?format={format}")] public IEnumerable<NumberResult> GetNumber(string value, string format) { if (string.Equals("json", format, StringComparison.OrdinalIgnoreCase)) { WebOperationContext.Current.OutgoingResponse.Format = WebMessageFormat.Json; } using (var ctx = new MyEntities()) { ctx.ContextOptions.ProxyCreationEnabled = false; var results = ctx.procFindNumber(value); return results.ToList(); } } Error message says "The FunctionImport ... could not be found in the container ..." What am I doing wrong?

    Read the article

  • Return template as string - Django

    - by Ninefingers
    Hi All, I'm still not sure this is the correct way to go about this, maybe not, but I'll ask anyway. I'd like to re-write wordpress (justification: because I can) albeit more simply myself in Django and I'm looking to be able to configure elements in different ways on the page. So for example I might have: Blog models A site update message model A latest comments model. Now, for each page on the site I want the user to be able to choose the order of and any items that go on it. In my thought process, this would work something like: class Page(models.Model) Slug = models.CharField(max_length=100) class PageItem(models.Model) Page = models.ForeignKey(Page) ItemType = models.CharField(max_length=100) InstanceNum = models.IntegerField() # all models have primary keys. Then, ideally, my template would loop through all the PageItems in a page which is easy enough to do. But what if my page item is a site update as opposed to a blog post? Basically, I am thinking I'd like to pull different item types back in different orders and display them using the appropriate templates. Now, I thought one way to do this would be to, in views.py, to loop through all of the objects and call the appropriate view function, return a bit of html as a string and then pipe that into the resultant template. My question is - is this the best way to go about doing things? If so, how do I do it? If not, which way should I be going? I'm pretty new to Django so I'm still learning what it can and can't do, so please bear with me. I've checked SO for dupes and don't think this has been asked before...

    Read the article

  • Linq The specified type 'string' is not a valid provider type.

    - by Joe Pitz
    Using Linq to call a stored procedure that passes a single string, The stored procedure returns a data set row that contains a string and an int. Code: PESQLDataContext pe = new PESQLDataContext(strConnStr); pe.ObjectTrackingEnabled = false; gvUnitsPassed.DataSource = pe.PassedInspection(Line); gvUnitsPassed.DataBind(); pe.dispose(); When the code runs an exception gets called below: The exception is thrown at the IExecuteResult result = statement: Enclosed is my result class in the designer.cs file. [Function(Name = "dbo.PassedInspection")] public ISingleResult<PassedInspectionResult> PassedInspection([Parameter(Name = "Model", DbType = "VarChar(4)")] string model) { IExecuteResult result = this.ExecuteMethodCall(this, ((MethodInfo)(MethodInfo.GetCurrentMethod())), model); return ((ISingleResult<PassedInspectionResult>)(result.ReturnValue)); } public partial class PassedInspectionResult { private string _Date; private int _Passed; public PassedInspectionResult() { } [Column(Storage = "_Date", DbType = "string NULL")] public string Date { get { return this._Date; } set { if ((this._Date != value)) { this._Date = value; } } } [Column(Storage = "_Passed", DbType = "Int NULL")] public int Passed { get { return this._Passed; } set { if ((this._Passed != value)) { this._Passed = value; } } } } } I have other stored procedures with similar arguments that run just fine. Thanks

    Read the article

  • UI_USER_INTERFACE_IDIOM() does not work with iPhone OS SDK < 3.2

    - by drootang
    Apple advises using the following code to detect whether running on an iPad or iPhone/iPod Touch: if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad) { // The device is an iPad running iPhone 3.2 or later. // [for example, load appropriate iPad nib file] } else { // The device is an iPhone or iPod touch. // [for example, load appropriate iPhone nib file] } The problem is that UI_USER_INTERFACE_IDIOM() and UIUserInterfaceIdiomPad are NOT defined in the SDKs priory to 3.2. This seems to completely defeat the purpose of such a function. They can only be compiled and run on iPhone OS 3.2 (iPhone OS 3.2 can only be run on iPad). So if you can use UI_USER_INTERFACE_IDIOM(), the result will always be to indicate an iPad. If you include this code and target OS 3.1.3 (the most recent iPhone/iPod Touch OS) in order to test your iPhone-bound universal app code, you will get compiler errors since the symbols are not defined in 3.1.3 or earlier. If this is the recommended-by-Apple approach to runtime device-detection, what am I doing wrong? Has anyone succeeded using this approach to device-detection?

    Read the article

  • Interpret Objective C scripts at runtime on iPhone?

    - by Brad Parks
    Is there anyway to load an objective c script at runtime, and run it against the classes/methods/objects/functions in the current iPhone app? The reason i ask is that I've been playing around with iPhone wax, a lua interpreter that can be embedded in an iPhone app, and it works very nicely, in the sense that any object/method/function that's publically available in your Objective C code is automatically bridged, and available in lua. This allows you to rapidly prototype applications by simply making the core of your app be lua files that are in the users documents directory. Just reload the app, and you can test out changes to your lua files without needing to rebuild the app in XCode - a big time saver! But, with Apples recent 3.1.3 SDK stuff, it got me thinking that the safest approach for doing this type of rapid prototypeing would be if you could use Objective C as the interpreted code... That way, worst case scenario, you could just compile it into your app before your release, instead. I have heard that the lua source can be compiled to byte code, and linked in at build time, but I think the ultimate safe thing would be if the scripted source was in objective c, not lua. This leads me to wondering (i've searched, but come up with nothing) if there are any examples on how to embed an Objective C Interpreter in an iPhone app? This would allow you to rapidly prototype your app against the current classes that are built into your binary, and, when your about to deploy your app, instead of running the classes through the in app interpreter, you compile them in instead.

    Read the article

  • Warning: PDOStatement::execute(): SQLSTATE[HY093]: Invalid parameter number: number of bound variabl

    - by Thomas
    Hi, I'm working with PHP PDO and I have the following problem: Warning: PDOStatement::execute(): SQLSTATE[HY093]: Invalid parameter number: number of bound variables does not match number of tokens in /var/www/site/classes/enterprise.php on line 63 Here is my code: public function getCompaniesByCity(City $city, $options = null) { $database = Connection::getConnection(); if(empty($options)) { $statement = $database-prepare("SELECT * FROM empresas WHERE empresas.cidades_codigo = ?"); $statement-bindValue(1, $city-getId()); } else { $sql = "SELECT * FROM empresas INNER JOIN prods_empresas ON prods_empresas.empresas_codigo = empresas.codigo WHERE "; foreach($options as $option) { $sql .= 'prods_empresas.produtos_codigo = ? OR '; } $sql = substr($sql, 0, -4); $sql .= ' AND empresas.cidades_codigo = ?'; $statement = $database-prepare($sql); echo $sql; foreach($options as $i = $option) { $statement-bindValue($i + 1, $option-getId()); } $statement-bindValue(count($options), $city-getId()); } $statement-execute(); $objects = $statement-fetchAll(PDO::FETCH_OBJ); $companies = array(); if(!empty($objects)) { foreach($objects as $object) { $data = array( 'id' = $object-codigo, 'name' = $object-nome, 'link' = $object-link, 'email' = $object-email, 'details' = $object-detalhes, 'logo' = $object-logo ); $enterprise = new Enterprise($data); array_push($companies, $enterprise); } return $companies; } } Thank you very much!

    Read the article

  • Sharepoint - Passing parameters in URL to NewForm.aspx

    - by kevin
    Any suggestions would be great. I've inherited a system and have been requested to add a context menu item to allow the ability to add a new item. I've set up the context menu with the new option and the newform.aspx to accept and pull parameters from the url for populating some fields. The context menu was created with the content editor web part and the follow JavaScript. function Custom_AddDocLibMenuItems(m, ctx) { var strAction = "window.location='http://address?para1=....'"; var strDisplayText = "Taxonomy"; var strImagePath = ""; // Add our new menu item CAMOpt(m, strDisplayText, strAction, strImagePath); // add a separator to the menu CAMSep(m); // false means that the standard menu items should also be rendered return false; } I'm having difficulties getting the proper values in order to concatenate them to the strAction string (which would be the full url of the newform.aspx. Any suggestions on how I retrieve the values of the columns for the item that the user right click to get context menu.

    Read the article

< Previous Page | 1276 1277 1278 1279 1280 1281 1282 1283 1284 1285 1286 1287  | Next Page >