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  • Method interception in PHP 5.*

    - by Rolf
    Hi everybody, I'm implementing a Log system for PHP, and I'm a bit stuck. All the configuration is defined in an XML file, that declares every method to be logged. XML is well parsed and converted into a multidimensionnal array (classname = array of methods). So far, so good. Let's take a simple example: #A.php class A { public function foo($bar) { echo ' // Hello there !'; } public function bar($foo) { echo " $ù$ùmezf$z !"; } } #B.php class B { public function far($boo) { echo $boo; } } Now, let's say I've this configuration file: <interceptor> <methods class="__CLASS_DIR__A.php"> <method name="foo"> <log-level>INFO</log-level> <log-message>Transaction init</log-message> </method> </methods> <methods class="__CLASS_DIR__B.php"> <method name="far"> <log-level>DEBUG</log-level> <log-message>Useless</log-message> </method> </methods> </interceptor> The thing I'd like AT RUNTIME ONLY (once the XML parser has done his job) is: #Logger.php (its definitely NOT a final version) -- generated by the XML parser class Logger { public function __call($name,$args) { $log_level = args[0]; $args = array_slice($args,1); switch($method_name) { case 'foo': case 'far': //case ..... //write in log files break; } //THEN, RELAY THE CALL TO THE INITIAL METHOD } } #"dynamic" A.php class A extends Logger { public function foo($log_level, $bar) { echo ' // Hello there !'; } public function bar($foo) { echo " $ù$ùmezf$z !"; } } #"dynamic" B.php class B extends Logger { public function far($log_level, $boo) { echo $boo; } } The big challenge here is to transform A and B into their "dynamic" versions, once the XML parser has completed its job. The ideal would be to achieve that without modifying the code of A and B at all (I mean, in the files) - or at least find a way to come back to their original versions once the program is finished. To be clear, I wanna find the most proper way to intercept method calls in PHP. What are your ideas about it ??? Thanks in advance, Rolf

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  • ruby restrict attr_accessor in subclass

    - by Arivarasan
    I want restrict the access of superclass's method in subclass class Parent attr_accessor :first_name, :last_name def initialize(first_name, last_name) @first_name, @last_name = first_name, last_name end def full_name @first_name + " " + @last_name end end class Son < Parent attr_accessor :first_name def initialize(parent, first_name) @first_name = first_name @last_name = parent.last_name end def full_name @first_name + " " + @last_name end end p = Parent.new("Bharat", "Chipli") puts p.full_name s = Son.new(p, "Harry") s.last_name= "Smith" puts s.full_name here i am getting son's full name as "Harry Smith", but i want "Harry Chipli"

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  • IE 7 anchor background

    - by Oden
    Why does IE 7 not handle, the css background property for anchors? css: .nav a { float: left; display: block; padding: 5px; height: 25px; line-height: 25px; font-weight: bold; } .nav a:hover { background: #fff; color: #000; } html: <div class="nav"> <a href="#">anchor</a> </div> It has no background, but only in ie7. Why?

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  • Conversion of pointer-to-pointer between derived and base classes?

    - by Mike Mueller
    Regarding the following C++ program: class Base { }; class Child : public Base { }; int main() { // Normal: using child as base is allowed Child *c = new Child(); Base *b = c; // Double pointers: apparently can't use Child** as Base** Child **cc = &c; Base **bb = cc; return 0; } GCC produces the following error on the last assignment statement: error: invalid conversion from ‘Child**’ to ‘Base**’ My question is in two parts: Why is there no implicit conversion from Child** to Base**? I can make this example work with a C-style cast or a reinterpret_cast. Using these casts means throwing away all type safety. Is there anything I can add to the class definitions to make these pointers cast implicitly, or at least phrase the conversion in a way that allows me to use static_cast instead?

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  • Trying to recognize _NSFaultingMutableSet as member of NSSet

    - by Will
    I'm trying to recognize the result of a generic query to a managed object as an NSSet. Currently the class returned is a member of _NSFaultingMutableSet, which is clearly related, but fails the isMemberOf:[NSSet class] and isKindOf:[NSSet class] calls. Given that Cocoa doesn't do a direct implementation of NSSet, it's not surprising that I've got some air in the pipes, but I'm wondering if I'm messing something obvious up or this requires a higher grade of kung-fu than I possess. Code follows: SEL selector = NSSelectorFromString(someString); if(![self respondsToSelector:selector]){ NSLog(@"Error processing item"); return; } id items = [self performSelector:selector]; Class itemsClass = [items class]; if ( [itemsClass isKindOfClass:[NSSet class]]) { // do something }

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  • Combine static files or load in parallel

    - by Niall Collins
    I am at present introducing code to my site to combine css and javascript files. Is there a way without having to include an external library to load javascript asynchronously or in parallel? I have read on some blogs that combining of files can be counter productive as the load of the http request can be large and its better to load multiple files in parallel. Opinions on this? I am caching my javascript/css. And would have thought it was better to combine rather than have multiple http requests.

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  • FWA for CSS based sites

    - by weotch
    Does anyone have a favorite style site that posts the latest and greatest sites constructed with CSS + HTML + JS? I'm thinking of something like thefwa.com but not for all flash microsites. Trying to find the definitive portal.

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  • Linq 2 SQL Store inherited classes - not mapped to tables in the database

    - by user348672
    Hi. I'm trying to introduce the Linq2SQL technique into the project and have encountered the following issue: I've created ORM classes based on the Northwind database. In some other application I create several classes derived from the Linq2SQL classes. I'm able to add such a class to EntitySet but the application fails to submit changes. Is there any way around this? Sample code(MyClass is derived from the Order): DataClasses1DataContext northwind = new DataClasses1DataContext(); Product chai = northwind.Products.Single(p => p.ProductName == "Chai"); Product tofu = northwind.Products.Single(p => p.ProductName == "Tofu"); Order myOrder = new Order(); myOrder.OrderDate = DateTime.Now; myOrder.RequiredDate = DateTime.Now.AddDays(1); myOrder.Freight = 34; Order_Detail myItem1 = new Order_Detail(); myItem1.Product = chai; myItem1.Quantity = 12345; Order_Detail myItem2 = new Order_Detail(); myItem2.Product = tofu; myItem2.Quantity = 3; myOrder.Order_Details.Add(myItem1); myOrder.Order_Details.Add(myItem2); Customer myCustomer = northwind.Customers.Single(c => c.CompanyName == "B's Beverages"); MyClass newOrder = new MyClass(); newOrder.OrderDate = DateTime.Now; newOrder.RequiredDate = DateTime.Now.AddDays(31); newOrder.Freight = 35; Order_Detail myItem3 = new Order_Detail(); myItem3.Product = tofu; myItem3.Quantity = 3; newOrder.Order_Details.Add(myItem3); myCustomer.Orders.Add(myOrder); myCustomer.Orders.Add(newOrder); As I said I'm able to add the newOrder object but unable to submit into the database.

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  • Final classes in Python 3.x- something Guido isn't telling me?

    - by GlenCrawford
    This question is built on top of many assumptions. If one assumption is wrong, then the whole thing falls over. I'm still relatively new to Python and have just entered the curious/exploratory phase. It is my understanding that Python does not support the creating of classes that cannot be subclassed (final classes). However, it seems to me that the bool class in Python cannot be subclassed. This makes sense when the intent of the bool class is considered (because bool is only supposed to have two values: true and false), and I'm happy with that. What I want to know is how this class was marked as final. So my question is: how exactly did Guido manage to prevent subclassing of bool? >>> class TestClass(bool): pass Traceback (most recent call last): File "<pyshell#2>", line 1, in <module> class TestClass(bool): TypeError: type 'bool' is not an acceptable base type Related question: http://stackoverflow.com/questions/2172189/why-i-cant-extend-bool-in-python

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  • Can I create a custom class that inherits from a strongly typed DataRow?

    - by Calvin Fisher
    I'm working on a huge, old project with a lot of brittle code, some of which has been around since the .NET 1.0 era, and it has been and will be worked on by other people... so I'd like to change as little as possible. I have one project in my solution that contains DataSet.xsd. This project compiles to a separate assembly (Data.dll). The database schema includes several tables arranged more or less hierarchically, but the only way the tables are actually linked together is through joins. I can get, e.g. DepartmentRow and EmployeeRow objects from the autogenerated code. EmployeeRow contains information from the employee's corresponding DepartmentRow through a join. I'm making a new report to view multiple departments and all their employees. If I use the existing data access scheme, all I will be able to get is a spreadsheet-like output where each employee is represented on one line, with department information repeated over and over in its appropriate columns. E.g.: Department1...Employee1... Department1...Employee2... Department2...Employee3... But what the customer would like is to have each department render like a heading, with a list of employees beneath each. E.g.: - Department1... Employee1... Employee2... + Department2... I'm trying to do this by inheriting hierarchical objects from the autogenerated Row objects. E.g.: public class Department : DataSet.DepartmentRow { public List<Employee> Employees; } That way I could nest the data in the report by using a collection of Department objects as the DataSource, each of which will put its list of Employees in a subreport. The problem is that this gives me a The type Data.DataSet.DepartmentRow has no constructors defined error. And when I try to make a constructor, e.g. public class Department : DataSet.DepartmentRow { private Department() { } public List<Employee> Employees; } I get a 'Data.DataSet.DepartmentRow(System.Data.DataRowBuilder)' is inaccessible due to its protection level. error in addition to the first one. Is there a way to accomplish what I'm trying to do? Or is there something else I should be trying entirely?

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  • Me As Child Type

    - by Steven
    I have a MustInherit Parent class with two Child classes which Inherit from the Parent. How can I use (or Cast) Me in a Parent function as the the child type of that instance? EDIT: My actual goal is to be able to serialize (BinaryFormatter.Serialize(Stream, Object)) either of my child classes. However, "repeating the code" in each child "seems" wrong.

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  • jquery slideUp() and slideDown() problems

    - by nhoss2
    Hello, I am very crap at jquery, and im having some trouble with the slideUp() and slideDown() animations. I have been working on a vCard design similar to tim van damme's site. here is a the link to the design: link. When you click on the portfolio or work button, the text or image appears first before the div finishes sliding down. I would like the div to slide down first and then show the text... This currently works when you click on the contact button or the home button on the top navigation bar, but does not work for the portfolio button and the work button. I have a hunch that this may not even be a jquery problem, and that its just my bad css code, but I have skimmed through the css code, and changed things like z-index, but that hasnt worked.

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  • Problems Allocating Objects of Derived Class Where Base Class has Abstract Virtual Functions

    - by user1743901
    I am trying to get this Zombie/Human agent based simulation running, but I am having problems with these derived classes (Human and Zombie) who have parent class "Creature". I have 3 virtual functions declared in "Creature" and all three of these are re-declared AND DEFINED in both "Human" and "Zombie". But for some reason when I have my program call "new" to allocate memory for objects of type Human or Zombie, it complains about the virtual functions being abstract. Here's the code: definitions.h #ifndef definitions_h #define definitions_h class Creature; class Item; class Coords; class Grid { public: Creature*** cboard; Item*** iboard; int WIDTH; int HEIGHT; Grid(int WIDTHVALUE, int HEIGHTVALUE); void FillGrid(); //initializes grid object with humans and zombies void Refresh(); //calls Creature::Die(),Move(),Attack(),Breed() on every square void UpdateBuffer(char** buffer); bool isEmpty(int startx, int starty, int dir); char CreatureType(int xcoord, int ycoord); char CreatureType(int startx, int starty, int dir); }; class Random { public: int* rptr; void Print(); Random(int MIN, int MAX, int LEN); ~Random(); private: bool alreadyused(int checkthis, int len, int* rptr); bool isClean(); int len; }; class Coords { public: int x; int y; int MaxX; int MaxY; Coords() {x=0; y=0; MaxX=0; MaxY=0;} Coords(int X, int Y, int WIDTH, int HEIGHT) {x=X; y=Y; MaxX=WIDTH; MaxY=HEIGHT; } void MoveRight(); void MoveLeft(); void MoveUp(); void MoveDown(); void MoveUpRight(); void MoveUpLeft(); void MoveDownRight(); void MoveDownLeft(); void MoveDir(int dir); void setx(int X) {x=X;} void sety(int Y) {y=Y;} }; class Creature { public: bool alive; Coords Location; char displayletter; Creature() {Location.x=0; Location.y=0;} Creature(int i, int j) {Location.setx(i); Location.sety(j);} virtual void Attack() =0; virtual void AttackCreature(Grid G, int attackdirection) =0; virtual void Breed() =0; void Die(); void Move(Grid G); int DecideSquare(Grid G); void MoveTo(Grid G, int dir); }; class Human : public Creature { public: bool armed; //if armed, chances of winning fight increased for next fight bool vaccinated; //if vaccinated, no chance of getting infected int bitecount; //if a human is bitten, bite count is set to a random number int breedcount; //if a human goes x steps without combat, will breed if next to a human int starvecount; //if a human does not eat in x steps, will die Human() {displayletter='H';} Human(int i, int j) {displayletter='H';} void Attack(Grid G); void AttackCreature(Grid G, int attackdirection); void Breed(Grid G); //will breed after x steps and next to human int DecideAttack(Grid G); }; class Zombie : public Creature { public: Zombie() {displayletter='Z';} Zombie(int i, int j) {displayletter='Z';} void Attack(Grid G); void AttackCreature(Grid G, int attackdirection); void Breed() {} //does nothing int DecideAttack(Grid G); void AttackCreature(Grid G, int attackdirection); }; class Item { }; #endif definitions.cpp #include <cstdlib> #include "definitions.h" Random::Random(int MIN, int MAX, int LEN) //constructor { len=LEN; rptr=new int[LEN]; //allocate array of given length for (int i=0; i<LEN; i++) { int random; do { random = rand() % (MAX-MIN+1) + MIN; } while (alreadyused(random,LEN,rptr)); rptr[i]=random; } } bool Random::alreadyused(int checkthis, int len, int* rptr) { for (int i=0; i<len; i++) { if (rptr[i]==checkthis) return 1; } return 0; } Random::~Random() { delete rptr; } Grid::Grid(int WIDTHVALUE, int HEIGHTVALUE) { WIDTH = WIDTHVALUE; HEIGHT = HEIGHTVALUE; //builds 2d array of creature pointers cboard = new Creature**[WIDTH]; for(int i=0; i<WIDTH; i++) { cboard[i] = new Creature*[HEIGHT]; } //builds 2d array of item pointers iboard = new Item**[WIDTH]; for (int i=0; i<WIDTH; i++) { iboard[i] = new Item*[HEIGHT]; } } void Grid::FillGrid() { /* For each creature pointer in grid, randomly selects whether to initalize as zombie, human, or empty square. This methodology can be changed to initialize different creature types with different probabilities */ int random; for (int i=0; i<WIDTH; i++) { for (int j=0; j<HEIGHT; j++) { Random X(1,100,1); //create a single random integer from [1,100] at X.rptr random=*(X.rptr); if (random < 20) cboard[i][j] = new Human(i,j); else if (random < 40) cboard[i][j] = new Zombie(i,j); else cboard[i][j] = NULL; } } //at this point every creature pointer should be pointing to either //a zombie, human, or NULL with varying probabilities } void Grid::UpdateBuffer(char** buffer) { for (int i=0; i<WIDTH; i++) { for (int j=0; j<HEIGHT; j++) { if (cboard[i][j]) buffer[i][j]=cboard[i][j]->displayletter; else buffer[i][j]=' '; } } } bool Grid::isEmpty(int startx, int starty, int dir) { Coords StartLocation(startx,starty,WIDTH,HEIGHT); switch(dir) { case 1: StartLocation.MoveUp(); if (cboard[StartLocation.x][StartLocation.y]) return 0; case 2: StartLocation.MoveUpRight(); if (cboard[StartLocation.x][StartLocation.y]) return 0; case 3: StartLocation.MoveRight(); if (cboard[StartLocation.x][StartLocation.y]) return 0; case 4: StartLocation.MoveDownRight(); if (cboard[StartLocation.x][StartLocation.y]) return 0; case 5: StartLocation.MoveDown(); if (cboard[StartLocation.x][StartLocation.y]) return 0; case 6: StartLocation.MoveDownLeft(); if (cboard[StartLocation.x][StartLocation.y]) return 0; case 7: StartLocation.MoveLeft(); if (cboard[StartLocation.x][StartLocation.y]) return 0; case 8: StartLocation.MoveUpLeft(); if (cboard[StartLocation.x][StartLocation.y]) return 0; } return 1; } char Grid::CreatureType(int xcoord, int ycoord) { if (cboard[xcoord][ycoord]) //if there is a creature at location xcoord,ycoord return (cboard[xcoord][ycoord]->displayletter); else //if pointer at location xcoord,ycoord is null, return null char return '\0'; } char Grid::CreatureType(int startx, int starty, int dir) { Coords StartLocation(startx,starty,WIDTH,HEIGHT); switch(dir) { case 1: StartLocation.MoveUp(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); case 2: StartLocation.MoveUpRight(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); case 3: StartLocation.MoveRight(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); case 4: StartLocation.MoveDownRight(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); case 5: StartLocation.MoveDown(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); case 6: StartLocation.MoveDownLeft(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); case 7: StartLocation.MoveLeft(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); case 8: StartLocation.MoveUpLeft(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); } //if function hasn't returned by now, square being looked at is pointer to null return '\0'; //return null char } void Coords::MoveRight() {(x==MaxX)? (x=0):(x++);} void Coords::MoveLeft() {(x==0)? (x=MaxX):(x--);} void Coords::MoveUp() {(y==0)? (y=MaxY):(y--);} void Coords::MoveDown() {(y==MaxY)? (y=0):(y++);} void Coords::MoveUpRight() {MoveUp(); MoveRight();} void Coords::MoveUpLeft() {MoveUp(); MoveLeft();} void Coords::MoveDownRight() {MoveDown(); MoveRight();} void Coords::MoveDownLeft() {MoveDown(); MoveLeft();} void Coords::MoveDir(int dir) { switch(dir) { case 1: MoveUp(); break; case 2: MoveUpRight(); break; case 3: MoveRight(); break; case 4: MoveDownRight(); break; case 5: MoveDown(); break; case 6: MoveDownLeft(); break; case 7: MoveLeft(); break; case 8: MoveUpLeft(); break; case 0: break; } } void Creature::Move(Grid G) { int movedir=DecideSquare(G); MoveTo(G,movedir); } int Creature::DecideSquare(Grid G) { Random X(1,8,8); //X.rptr now points to 8 unique random integers from [1,8] for (int i=0; i<8; i++) { int dir=X.rptr[i]; if (G.isEmpty(Location.x,Location.y,dir)) return dir; } return 0; } void Creature::MoveTo(Grid G, int dir) { Coords OldLocation=Location; Location.MoveDir(dir); G.cboard[Location.x][Location.y]=this; //point new location to this creature G.cboard[OldLocation.x][OldLocation.y]=NULL; //point old location to NULL } void Creature::Die() { if (!alive) { delete this; this=NULL; } } void Human::Breed(Grid G) { if (!breedcount) { Coords BreedLocation=Location; Random X(1,8,8); for (int i=0; i<8; i++) { BreedLocation.MoveDir(X.rptr[i]); if (!G.cboard[BreedLocation.x][BreedLocation.y]) { G.cboard[BreedLocation.x][BreedLocation.y])=new Human(BreedLocation.x,BreedLocation.y); return; } } } } int Human::DecideAttack(Grid G) { Coords AttackLocation=Location; Random X(1,8,8); int attackdir; for (int i=0; i<8; i++) { attackdir=X.rptr[i]; switch(G.CreatureType(Location.x,Location.y,attackdir)) { case 'H': break; case 'Z': return attackdir; case '\0': break; default: break; } } return 0; //no zombies! } int AttackRoll(int para1, int para2) { //outcome 1: Zombie wins, human dies //outcome 2: Human wins, zombie dies //outcome 3: Human wins, zombie dies, but human is bitten Random X(1,100,1); int roll= *(X.rptr); if (roll < para1) return 1; else if (roll < para2) return 2; else return 3; } void Human::AttackCreature(Grid G, int attackdirection) { Coords AttackLocation=Location; AttackLocation.MoveDir(attackdirection); int para1=33; int para2=33; if (vaccinated) para2=101; //makes attackroll > para 2 impossible, never gets infected if (armed) para1-=16; //reduces chance of zombie winning fight int roll=AttackRoll(para1,para2); //outcome 1: Zombie wins, human dies //outcome 2: Human wins, zombie dies //outcome 3: Human wins, zombie dies, but human is bitten switch(roll) { case 1: alive=0; //human (this) dies return; case 2: G.cboard[AttackLocation.x][AttackLocation.y]->alive=0; return; //zombie dies case 3: G.cboard[AttackLocation.x][AttackLocation.y]->alive=0; //zombie dies Random X(3,7,1); //human is bitten bitecount=*(X.rptr); return; } } int Zombie::DecideAttack(Grid G) { Coords AttackLocation=Location; Random X(1,8,8); int attackdir; for (int i=0; i<8; i++) { attackdir=X.rptr[i]; switch(G.CreatureType(Location.x,Location.y,attackdir)) { case 'H': return attackdir; case 'Z': break; case '\0': break; default: break; } } return 0; //no zombies! } void Zombie::AttackCreature(Grid G, int attackdirection) { int reversedirection; if (attackdirection < 9 && attackdirection>0) { (attackdirection<5)? (reversedirection=attackdirection+4):(reversedirection=attackdirection-4); } else reversedirection=0; //this should never happen //when a zombie attacks a human, the Human::AttackZombie() function is called //in the "reverse" direction, utilizing that function that has already been written Coords ZombieLocation=Location; Coords HumanLocation=Location; HumanLocation.MoveDir(attackdirection); if (G.cboard[HumanLocation.x][HumanLocation.y]) //if there is a human there, which there should be G.cboard[HumanLocation.x][HumanLocation.y]->AttackCreature(G,reversedirection); } void Zombie::Attack(Grid G) { int attackdirection=DecideAttack(G); AttackCreature(G,attackdirection); } main.cpp #include <cstdlib> #include <iostream> #include "definitions.h" using namespace std; int main(int argc, char *argv[]) { Grid G(500,500); system("PAUSE"); return EXIT_SUCCESS; }

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  • How to implement Xml Serialization with inherited classes in C#

    - by liorafar
    I have two classes : base class name Component and inheritd class named DBComponent [Serializable] public class Component { private string name = string.Empty; private string description = string.Empty; } [Serializable] public class DBComponent : Component { private List<string> spFiles = new List<string>(); // Storage Procedure Files [XmlArrayItem("SPFile", typeof(string))] [XmlArray("SPFiles")] public List<string> SPFiles { get { return spFiles; } set { spFiles = value; } } public DBComponent(string name, string description) : base(name, description) { } } [Serializable] public class ComponentsCollection { private static ComponentsCollection instance = null; private List<Component> components = new List<Component>(); public List<Component> Components { get { return components; } set { components = value; } } public static ComponentsCollection GetInstance() { if (ccuInstance == null) { lock (lockObject) { if (instance == null) PopulateComponents(); } } return instance; } private static void PopulateComponents() { instance = new CCUniverse(); XmlSerializer xs = new XmlSerializer(instance.GetType()); instance = xs.Deserialize(XmlReader.Create("Components.xml")) as ComponentsCollection; } } } I want read\write from a Xml file. I know that I need to implement the Serialization for DBComponent class otherwise it will not read it.But i cannot find any simple article for that. all the articles that I found were too complex for this simple scenario. The Xml file looks like this: <?xml version="1.0" encoding="utf-8" ?> <ComponentsCollection> <Components> <DBComponent Name="Tenant Historical Database" Description="Tenant Historical Database"> <SPFiles> <SPFile>Setup\TenantHistoricalSP.sql</SPFile> </SPFiles> </DBComponent> <Component Name="Agent" Description="Desktop Agent" /> </Components> </ComponentsCollection> Can someone please give me a simple example of how to read this kind of xml file and what should be implemented ? Thanks Lior

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  • separating JSS from CSS at plone.htmlhead

    - by badchoosed
    Hey there! I'm using Plone 3.1.7 in a project that needs performance tweaks. One of the tweaks requests that CSS should be at the top of page and the JS should be at the bottom. However both are located at <div tal:replace="structure provider:plone.htmlhead" /> In main_template. How do I split these ones? Thanks in advance

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  • Menu Control in Master Page fails to use CSS styles

    - by Shaun
    I'm working on a web application that uses ASP.NET 3.5 and C#. Structurally, I have a master page with a menu control on it. The control serves as my navigation, and it gets its items from a SiteMapDataSource control and a corresponding Web.sitemap file. The problem is that some styles do not render properly when you specify the CssClass property. More specifically, the selected and hover styles don't respond to css styles. Consider the code below: <%@ Master Language="C#" AutoEventWireup="true" CodeFile="Site.master.cs" Inherits="Site" %> <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.or/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml"> <head runat="server"> <title>A webpage</title> </head> <body> <form id="form1" runat="server"> <div id="page"> <asp:Menu ID="navMenu" Orientation="Horizontal" StaticMenuStyle-CssClass="staticMenu" StaticMenuItemStyle-CssClass="staticMenuItem" StaticSelectedStyle-CssClass="staticSelectedItem" StaticHoverStyle-CssClass="staticHoverItem" runat="server"> </asp:Menu> <asp:SiteMapDataSource ID="srcSiteMap" runat="server" ShowStartingNode="false" /> <br /> <asp:ContentPlaceHolder id="ContentPlaceHolder1" runat="server"> </asp:ContentPlaceHolder> </div> </form> </body> </html> Suppose I had a corresponding .css file with the following: .staticMenuItem { background-color:Red; } .staticSelectedItem { background-color:Green; } .staticHoverItem { background-color:Blue; } What will happen is that my item backgrounds will properly be red, but my selected item will not be green and the item I'm hovering my mouse over will not be blue. This seems true regardless of whether or not I include the style in the head of the master page or in an external file in default theme as specified in the web.config file. If I specify the styles in the asp.net xml like so: <asp:Menu ID="navMenu" Orientation="Horizontal" runat="server"> <StaticSelectedStyle BackColor="Green" Font-Underline="True" Font-Bold="True" /> <StaticHoverStyle BackColor="Gray" /> </asp:Menu> It appears to work properly in Firefox, but the style is never embedded in the html in Internet Explorer. Odd. Does anybody have any insight into what is causing this problem and how to neatly work around it? I'm aware I might be able to programmically determine the current page and select the corresponding menu item manually so it receives the proper style class, but before I resort to hacking C# and Javascript together to fix this functionality, I'm open to ideas.

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  • Formatting Controls in ASP.NET

    - by Brian
    I feel as though this this is a simple question, but can't find an answer anywhere. We've got an interface we're trying to move to an ASP.NET control. It currently looks like: <link rel=""stylesheet"" type=""text/css"" href=""/Layout/CaptchaLayout.css"" /> <script type=""text/javascript"" src=""../../Scripts/vcaptcha_control.js""></script> <div id="captcha_background"> <div id="captcha_loading_area"> <img id="captcha" src="#" alt="" /> </div> <div id="vcaptcha_entry_container"> <input id="captcha_answer" type="text"/> <input id="captcha_challenge" type="hidden"/> <input id="captcha_publickey" type="hidden"/> <input id="captcha_host" type="hidden"/> </div> <div id="captcha_logo_container"></div> </div> However all the examples I see of ASP.NET controls that allow for basical functionality - i.e. public class MyControl : Panel { public MyControl() { } protected override void OnInit(EventArgs e) { ScriptManager.RegisterScript( ... Google script, CSS, etc. ... ); TextBox txt = new TextBox(); txt.ID = "text1"; this.Controls.Add(txt); CustomValidator vld = new CustomValidator(); vld.ControlToValidate = "text1"; vld.ID = "validator1"; this.Controls.Add(vld); } } Don't allow for the detailed layout that we need. Any suggestions on how I can combine layout and functionality and still have a single ASP control we can drop in to pages? The ultimate goal is for users of the control to just drop in: <captcha:CaptchaControl ID="CaptchaControl1" runat="server" Server="http://localhost:51947/" /> and see the working control. Sorry for the basic nature of this one, any help is greatly appreciated.

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  • How can you extend the Bitmap class

    - by vrish88
    Hello, I am trying to extend the Bitmap class so that I can apply my own effects to an image. When I use this code: namespace ImageEditor { public class Effects : System.Drawing.Bitmap { public void toBlackAndWhite() { System.Drawing.Bitmap image = (Bitmap)this; AForge.Imaging.Filters.Grayscale filter = new AForge.Imaging.Filters.Grayscale(); this = filter.Apply(this); } } } I get the following error: 'ImageEditor.Effects': cannot derive from sealed type 'System.Drawing.Bitmap' So is there a way to get around this or is it simply not possible to extend the class? Thanks.

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  • Sharing view logic in Django

    - by Jeremy B.
    I've begun diving into Django again and I'm having trouble finding the parallel to some common concepts from my life in C#. While using .NET MVC I very often find myself creating a base controller which will provide a base action implementation to take care of the type of stuff I want to do on every request, like retrieving user information, getting localization values. Where I'm finding myself confused is how to do this in Django. I am getting more familiar with the MVT concept but I can't seem to find how to solve this scenario. I've looked at class based views and the generic views yet they didn't seem to work how I expected. What am I missing? How can i create default logic that each view will be instructed to run but not have to write it in each view method?

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  • jqtransform and collapsed DIV

    - by Marco
    Hello, I am using a jQuery plugin called: jqtransform This plugin uses JavaScript to apply CSS styles to form elements. The problem that I have consists in the following scenario: I’m building a search page, with a advanced search option. When the page loads, the div called “advancedSearch” is hidden, and it will only show if the user clicks a element. Inside the div#advancedSearch I have several form elements. However, if I hide the div#advancedSearch with the CSS style: “diplay:none;”, the jqtransform plugin doesn’t work correctly with the elements that are hidden. So my solution was to hide the div#advancedsearch with JavaScript. This actually works, and it does not matter if it’s done after the document is ready or not. But… with the JavaScript solution, the div#advancedSearch stays visible for a couple of milliseconds… which is visually annoying. So I was wondering if the solution to this problem would be in the CSS, or in correcting the jqtransform plugin, or even in finding a way to immediately hide the div#advancedSearch with JS making it immediately hidden. UPDATE 1 After jeerose comment I decided to place here my function (please note that the <%= % are ASP.Net tags, that I use to get the images path) $('.toggleAdvancedSearch').click(function() { $('#advancedSearchWrap').slideToggle(250); $('form.jqtransform').jqTransform({ imgPath: '<%= ResolveClientUrl("~/masterpages/img/jqtransform/") %>' }); return false; }); UPDATE 2 To test the problem, I did the following: Added another element to the page, with the ID “applyStyle”, and onClick I call the $('form').jqTransform(); Disabled the the $('form').jqTransform(); from the load of the page. If I press the a#applyStyle, before expanding the div#advancedSearch I get the same problem that I had. But if I expand the the div#advancedSearch and press the the a#applyStyle after, the problem is solved. However, if I run the page with the $('form').jqTransform(); function on the load, I cannot reapply it after with the pressing of the a#applyStyle. I think that the solution could be: disabling the all the elements that are inside the div#advancedSearch, and on the same function that expands the div, make It also apply the styles to the elements that are inside the div#advancedSearch. However, I don’t know how to do this (nether if this will work). PS: This seems to be a known issue with the plugin, but I cannot wait indefinitely for a solution.

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  • How to find the first declaring method for a reference method

    - by Oliver Gierke
    Suppose you have a generic interface and an implementation: public interface MyInterface<T> { void foo(T param); } public class MyImplementation<T> implements MyInterface<T> { void foo(T param) { } } These two types are frework types. In the next step I want allow users to extend that interface as well as redeclare foo(T param) to maybe equip it with further annotations. public interface MyExtendedInterface extends MyInterface<Bar> { @Override void foo(Bar param); // Further declared methods } I create an AOP proxy for the extended interface and intercept especially the calls to furtherly declared methods. As foo(…) is no redeclared in MyExtendedInterface I cannot execute it by simply invoking MethodInvocation.proceed() as the instance of MyImplementation only implements MyInterface.foo(…) and not MyExtendedInterface.foo(…). So is there a way to get access to the method that declared a method initially? Regarding this example is there a way to find out that foo(Bar param) was declared in MyInterface originally and get access to the accoriding Method instance? I already tried to scan base class methods to match by name and parameter types but that doesn't work out as generics pop in and MyImplementation.getMethod("foo", Bar.class) obviously throws a NoSuchMethodException. I already know that MyExtendedInterface types MyInterface to Bar. So If I could create some kind of "typed view" on MyImplementation my math algorithm could work out actually.

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  • Define interface for loading custom UserControls through reflection

    - by Tim
    I'm loading custom user controls into my form using reflection. I would like all my user controls to have a "Start" and "End" method so they should all be like: public interface IStartEnd { void Start(); void End(); } public class AnotherControl : UserControl, IStartEnd { public void Start() { } public void End() { } } I would like an interface to load through reflection, but the following obviously wont work as an interface cannot inherit a class: public interface IMyUserControls : UserControl, IInit, IDispose { }

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  • Binding functions of derived class with luabind

    - by Anamon
    I am currently developing a plugin-based system in C++ which provides a Lua scripting interface, for which I chose to use luabind. I'm using Lua 5 and luabind 0.9, both statically linked and compiled with MSVC++ 8. I am now having trouble binding functions with luabind when they are defined in a derived class, but not its parent class. More specifically, I have an abstract base class called 'IPlugin' from which all plugin classes inherit. When the plugin manager initialises, it registers that class and its functions like this: luabind::open(L); luabind::module(L) [ luabind::class_("IPlugin") .def("start", (void(IPlugin::*)())&IPlugin::start) ]; As it is only known at runtime what effective plugin classes are available, I had to solve loading plugins in a kind of roundabout way. The plugin manager exposes a factory function to Lua, which takes the name of a plugin class and a desired object name. The factory then creates the object, registers the plugin's class as inheriting from the 'IPlugin' base class, and immediately calls a function on the created object that registers itself as a global with the Lua state, like this: void PluginExample::registerLuaObject(lua_State *L, string a_name) { luabind::globals(L)[a_name] = (PluginExample*)this; } I initially did this because I had problems with Lua determining the most derived class of the object, as if I register it from the StreamManager it is only known as a subtype of 'IPlugin' and not the specific subtype. I'm not sure anymore if this is even necessary though, but it works and the created object is subsequently accessible from Lua under 'a_name'. The problem I have, though, is that functions defined in the derived class, which were not declared at all in the parent class, cannot be used. Virtual functions defined in the base class, such as 'start' above, work fine, and calling them from Lua on the new object runs the respective redefined code from the 'PluginExample' class. But if I add a new function to 'PluginExample', here for example a function taking no arguments and returning void, and register it like this: luabind::module(L) [ luabind::class_("PluginExample") .def(luabind::constructor()) .def("func", &PluginExample::func) ]; calling 'func' on the new object yields the following Lua runtime error: No matching overload found, candidates: void func(PluginExample&) I am correctly using the ':' syntax so the 'self' argument is not needed and it seems suddenly Lua cannot determine the derived type of the object anymore. I am sure I am doing something wrong, probably having to do with the two-step binding required by my system architecture, but I can't figure out where. I'd much appreciate some help =)

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  • SIFR Newbie: font display problem in non-flash browsers

    - by bullquartz
    Hi, I'm wondering if someone can help me with this as I'm fairly new to siFR and think there is something essential i'm not comprehending in the documentation. I'm having success using siFR 3 (r436) to render fonts and it's working just how I want. However if I turn flash off in any browser the original (no longer rendered) html text displays very badly indeed. I thought that in any non-flash browser my inital stylesheet would be referred to and not siFR.css and I would be able to adjust the html text as a seperate entity. I think i probably developed this bad idea because I remember in earlier siFR versions you had to mess around alot with stylings on the original stylesheet + the sifr-config so you would get corresponding line heights/widths etc between the html and rendered font. (i realise that siFR 3 renders the flash in a different way) So it seems that siFR.css controls both the non-flash text and the rendered font. Anyway my essential noob questions is: how do i get the the original html text to have the same dimensions as the rendered font? thanks for you help

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  • Why do pure virtual base classes get direct access to static data members while derived instances do

    - by Shamster
    I've created a simple pair of classes. One is pure virtual with a static data member, and the other is derived from the base, as follows: #include <iostream> template <class T> class Base { public: Base (const T _member) { member = _member; } static T member; virtual void Print () const = 0; }; template <class T> T Base<T>::member; template <class T> void Base<T>::Print () const { std::cout << "Base: " << member << std::endl; } template <class T> class Derived : public Base<T> { public: Derived (const T _member) : Base<T>(_member) { } virtual void Print () const { std::cout << "Derived: " << this->member << std::endl; } }; I've found from this relationship that when I need access to the static data member in the base class, I can call it with direct access as if it were a regular, non-static class member. i.e. - the Base::Print() method does not require a this- modifier. However, the derived class does require the this-member indirect access syntax. I don't understand why this is. Both class methods are accessing the same static data, so why does the derived class need further specification? A simple call to test it is: int main () { Derived<double> dd (7.0); dd.Print(); return 0; } which prints the expected "Derived: 7"

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