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  • IIS displaying page differently when localhost is used in URL vs. hostname

    - by maik
    I'm having (yet another) strange problem with IIS. When viewing an ASPX page I've designed on my local machine by browsing to http://localhost/page.aspx the page looks as expected (and looks the same in IE, Firefox and Chrome. If I change localhost to my_hostname the page is rendered with a disabled vertical scroll bar. The behavior was first noticed when I published my site to our live server and saw the same discrepancy. After beating my head against the wall I tried what I described above and was able to duplicate my "problem". So with that, I turn to you guys. This wouldn't really be an issue (save for the cross-browser inconsistency) except that this screws up an "absolute"ly positioned <div> moving it partway off the screen instead of being centered like it should be (and is when viewed any other way except in IE when the address is anything but localhost).

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  • Certain web pages are suddenly not rendering properly in FireFox

    - by LeopardSkinPillBoxHat
    I am using FireFox 3.6.3. I noticed in the last couple of days that several webpages which I visit regularly are not rendering properly. A lot of the text is overlapping with other text and it basically looks like the style sheet is completely screwed up. I have tried disabling all of my Add-Ons and it doesn't make a difference. When I use Coral IE Tab to render the pages using IE they display without any problems. The websites which are not rending properly for me are: The Age Google Reader One interesting thing I noticed is that if I modify the Google Reader URL to not use SSL (i.e. change https to http) it renders without any issues. However, The Age website is not using SSL, and that still doesn't render properly. I have also disabled my Proxy Server (I normally use one at work) but this doesn't make a difference either.

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  • Hide Content for Printing

    - by ltang
    Current, our users can view SCORM contents using frames. We would like to disable print or hide the content for printing. So far, we have tried: @media print { body { display:none } frameset {display:none} } The above line worked very inconsistently. For example, using IE8, the print preview does not show the content but when printing without preview it shows the content. Ideally we would like to disable printing altogether when our users launch any contents. If this can't be done, we would like to hide the print content so the users will print a blank page. Additionally, we would also like to disable the print screen option if possible. Please help!!!

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  • Euler angles to Cartesian Coordinates for use with gluLookAt

    - by notrodash
    I have searched all of the internet but just couldn't find the answer. I am using LibGDX and this is part of my code that loops over and over: public void render() { GL11 gl = Gdx.gl11; float centerX = (float)Math.cos(yaw) * (float)Math.cos(pitch); float centerY = (float)Math.sin(yaw) * (float)Math.cos(pitch); float centerZ = (float)Math.sin(pitch); System.out.println(centerX+" "+centerY+" "+centerZ+" ~ "+GDXRacing.camera.position.x+" "+GDXRacing.camera.position.y+" "+GDXRacing.camera.position.z); Gdx.glu.gluLookAt(gl, GDXRacing.camera.position.x, GDXRacing.camera.position.y, GDXRacing.camera.position.z, centerX, centerY, centerZ, 0, 1, 0); if(Gdx.input.isKeyPressed(Keys.A)) { yaw--; } if(Gdx.input.isKeyPressed(Keys.D)) { yaw++; } } I might just be bad at the math, but I dont get it. Does someone have a good explanation and an idea about how to deal with this? I am trying to make a first person camera. By the way, the camera is translated by +10 on the Z axis. Currently when I run the application, this is what I get: Watch video in browser | Download video (for those who cant download the video, everything shakes in a clockwise/anticlockwise action, depending on if I increase or decrease the Yaw value) -Thank you. [edit] and with this code: public void render() { GL11 gl = Gdx.gl11; float centerX = (float)(MathUtils.cosDeg(yaw)*4); float centerY = 0; float centerZ = (float)(MathUtils.sinDeg(yaw)*4); System.out.println(centerX+" "+centerY+" "+centerZ+" ~ "+GDXRacing.camera.position.x+" "+GDXRacing.camera.position.y+" "+GDXRacing.camera.position.z); Gdx.glu.gluLookAt(gl, GDXRacing.camera.position.x, GDXRacing.camera.position.y, GDXRacing.camera.position.z, centerX, centerY, centerZ, 0, 1, 0); if(Gdx.input.isKeyPressed(Keys.A)) { yaw--; } if(Gdx.input.isKeyPressed(Keys.D)) { yaw++; } } it slowly swings from the left to the right. This approach worked for turning left and right for 2d games though. What am I doing wrong?

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  • Ruler to measure in browser (firefox)

    - by danke
    I'm looking for a good ruler to use to measure distances in a browser. I use Firefox. Any good suggestions that are currently being used by other developers. I have firebug, but I don't think it has a ruler. Does it? I would think a ruler would have made it to firebug, but there doesn't seem to be one, or I'm not looking in the right location. Thanks

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  • How to display "Comic Sans MS" in Linux?

    - by Roman
    I use "Comic Sans MS" font on my web page. The web page looks OK if I open it under Windows and MAC. But it does not work under Linux. How can I solve this problem? May be I can put the font on my web server? Is this font available for free? Can it slow down my page? Or may be I can replace "Comic Sans MS" by another font which is similar and is available on the 3 operation systems?

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  • Forcing IE8 Standards Mode with FEATURE_BROWSER_EMULATION

    - by earls
    I'm doing this: http://blogs.msdn.com/b/ie/archive/2009/03/10/more-ie8-extensibility-improvements.aspx But it's not working. I have "iexplore.exe" set to 8888 (decimal mode) under MACHINE, but it's still coming up documentMode = 5. I thought 8888 was suppose to force IE8 Standards Mode whether you have a doctype or not. What is going on?

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  • How to display "Comic Sans MS" in Linux?

    - by Roman
    I use "Comic Sans MS" font on my web page. The web page looks OK if I open it under Windows and MAC. But it does not work under Linux. How can I solve this problem? May be I can put the font on my web server? Is this font available for free? Can it slow down my page? Or may be I can replace "Comic Sans MS" by another font which is similar and is available on the 3 operation systems?

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  • XNA 2D Board game - trouble with the cursor

    - by Adorjan
    I just have started making a simple 2D board game using XNA, but I got stuck at the movement of the cursor. This is my problem: I have a 10x10 table on with I should use a cursor to navigate. I simply made that table with the spriteBatch.Draw() function because I couldn't do it on another way. So here is what I did with the cursor: public override void LoadContent() { ... mutato.Position = new Vector2(X, Y); //X=103, Y=107; mutato.Sebesseg = 45; ... mutato.Initialize(content.Load<Texture2D>("cursor"),mutato.Position,mutato.Sebesseg); ... } public override void HandleInput(InputState input) { if (input == null) throw new ArgumentNullException("input"); // Look up inputs for the active player profile. int playerIndex = (int)ControllingPlayer.Value; KeyboardState keyboardState = input.CurrentKeyboardStates[playerIndex]; if (input.IsPauseGame(ControllingPlayer) || gamePadDisconnected) { ScreenManager.AddScreen(new PauseMenuScreen(), ControllingPlayer); } else { // Otherwise move the player position. if (keyboardState.IsKeyDown(Keys.Down)) { Y = (int)mutato.Position.Y + mutato.Move; } if (keyboardState.IsKeyDown(Keys.Up)) { Y = (int)mutato.Position.Y - mutato.Move; } if (keyboardState.IsKeyDown(Keys.Left)) { X = (int)mutato.Position.X - mutato.Move; } if (keyboardState.IsKeyDown(Keys.Right)) { X = (int)mutato.Position.X + mutato.Move; } } } public override void Draw(GameTime gameTime) { mutato.Draw(spriteBatch); } Here's the cursor's (mutato) class: using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; namespace Battleship.Components { class Cursor { public Texture2D Cursortexture; public Vector2 Position; public int Move; public void Initialize(Texture2D texture, Vector2 position,int move) { Cursortexture = texture; Position = position; Move = move; } public void Update() { } public void Draw(SpriteBatch spriteBatch) { spriteBatch.Draw(Cursortexture, Position, Color.White); } } } And here is a part of the InputState class where I think I should change something: public bool IsNewKeyPress(Keys key, PlayerIndex? controllingPlayer, out PlayerIndex playerIndex) { if (controllingPlayer.HasValue) { // Read input from the specified player. playerIndex = controllingPlayer.Value; int i = (int)playerIndex; return (CurrentKeyboardStates[i].IsKeyDown(key) && LastKeyboardStates[i].IsKeyUp(key)); } } If I leave the movement operation like this it doesn't have any sense: X = (int)mutato.Position.X - mutato.Move; However if I modify it to this: X = (int)mutato.Position.X--; it moves smoothly. Instead of this I need to move the cursor by fields (45 pixels), but I don't have any idea how to manage it.

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  • Rotate camera around player and set new forward directions

    - by Samurai Fox
    I have a 3rd person camera which can rotate around the player. When I look at the back of the player and press forward, player goes forward. Then I rotate 360 around the player and "forward direction" is tilted for 90 degrees. So every 360 turn there is 90 degrees of direction change. For example when camera is facing the right side of the player, when I press button to move forward, I want player to turn to the left and make that the "new forward". I have Player object with Camera as child object. Camera object has Camera script. Inside Camera script there are Player and Camera classes. Player object itself, has Input Controller. Also I'm making this script for joystick/ controller primarily. My camera script so far: using UnityEngine; using System.Collections; public class CameraScript : MonoBehaviour { public GameObject Target; public float RotateSpeed = 10, FollowDistance = 20, FollowHeight = 10; float RotateSpeedPerTime, DesiredRotationAngle, DesiredHeight, CurrentRotationAngle, CurrentHeight, Yaw, Pitch; Quaternion CurrentRotation; void LateUpdate() { RotateSpeedPerTime = RotateSpeed * Time.deltaTime; DesiredRotationAngle = Target.transform.eulerAngles.y; DesiredHeight = Target.transform.position.y + FollowHeight; CurrentRotationAngle = transform.eulerAngles.y; CurrentHeight = transform.position.y; CurrentRotationAngle = Mathf.LerpAngle(CurrentRotationAngle, DesiredRotationAngle, 0); CurrentHeight = Mathf.Lerp(CurrentHeight, DesiredHeight, 0); CurrentRotation = Quaternion.Euler(0, CurrentRotationAngle, 0); transform.position = Target.transform.position; transform.position -= CurrentRotation * Vector3.forward * FollowDistance; transform.position = new Vector3(transform.position.x, CurrentHeight, transform.position.z); Yaw = Input.GetAxis("Right Horizontal") * RotateSpeedPerTime; Pitch = Input.GetAxis("Right Vertical") * RotateSpeedPerTime; transform.Translate(new Vector3(Yaw, -Pitch, 0)); transform.position = new Vector3(transform.position.x, transform.position.y, transform.position.z); transform.LookAt(Target.transform); } }

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  • HLSL 5 interpolation issues

    - by metredigm
    I'm having issues with the depth components of my shadowmapping shaders. The shadow map rendering shader is fine, and works very well. The world rendering shader is more problematic. The only value which seems to definitely be off is the pixel's position from the light's perspective, which I pass in parallel to the position. struct Pixel { float4 position : SV_Position; float4 light_pos : TEXCOORD2; float3 normal : NORMAL; float2 texcoord : TEXCOORD; }; The reason that I used the semantic 'TEXCOORD2' on the light's pixel position is because I believe that the problem lies with Direct3D's interpolation of values between shaders, and I started trying random semantics and also forcing linear and noperspective interpolations. In the world rendering shader, I observed in the pixel shader that the Z value of light_pos was always extremely close to, but less than the W value. This resulted in a depth result of 0.999 or similar for every pixel. Here is the vertex shader code : struct Vertex { float3 position : POSITION; float3 normal : NORMAL; float2 texcoord : TEXCOORD; }; struct Pixel { float4 position : SV_Position; float4 light_pos : TEXCOORD2; float3 normal : NORMAL; float2 texcoord : TEXCOORD; }; cbuffer Camera : register (b0) { matrix world; matrix view; matrix projection; }; cbuffer Light : register (b1) { matrix light_world; matrix light_view; matrix light_projection; }; Pixel RenderVertexShader(Vertex input) { Pixel output; output.position = mul(float4(input.position, 1.0f), world); output.position = mul(output.position, view); output.position = mul(output.position, projection); output.world_pos = mul(float4(input.position, 1.0f), world); output.world_pos = mul(output.world_pos, light_view); output.world_pos = mul(output.world_pos, light_projection); output.texcoord = input.texcoord; output.normal = input.normal; return output; } I suspect interpolation to be the culprit, as I used the camera matrices in place of the light matrices in the vertex shader, and had the same problem. The problem is evident as both of the same vectors were passed to a pixel from the VS, but only one of them showed a change in the PS. I have already thoroughly debugged the matrices' validity, the cbuffers' validity, and the multiplicative validity. I'm very stumped and have been trying to solve this for quite some time. Misc info : The light projection matrix and the camera projection matrix are the same, generated from D3DXMatrixPerspectiveFovLH(), with an FOV of 60.0f * 3.141f / 180.0f, a near clipping plane of 0.1f, and a far clipping plane of 1000.0f. Any ideas on what is happening? (This is a repost from my question on Stack Overflow)

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  • AdBlock Plus Advanced Element Hiding?

    - by funkafied
    I'm trying to block a certain element on a site using AdBlock Plus's element hiding feature. However the problem is that there are two elements with the same exact name and type that I'm trying to hide so there's no way to tell the filter which one to keep and which one not to keep. So I figure there might be a way to hide only the second element by telling it to only hide the second occurrence of an element that matches the filter. Like skip the first one and hide the second occurrence. Or alternatively maybe hide the one that also has a certain other element in front of it. Is there any way to do this? Like regular expressions or something?

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  • How to restore Google "Cached" links?

    - by Steven Penny
    On Google search, "Cached" links are available, which take you to a version of the page saved on Google servers. These links are quite useful if the source page is temporarily down or otherwise. Back in July 2011 Google moved these links inside of an "Instant Preview" box. Many people from this thread and others either simply cannot find the new links or prefer the old location. Edit To be clear, the question is how to restore the links to the old location.

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  • XNA Windows Phone 7 Sprite movement

    - by Darren Gaughan
    I'm working on a Windows phone game and I'm having difficulty with the sprite movement. What I want to do is make the sprite gradually move to the position that is touched on screen, when there is only one quick touch and release. At the minute all I can do is either make the sprite jump instantly to the touch location or move along to the touch location when the touch is held down. Code for jumping to touch location: TouchCollection touchCollection = TouchPanel.GetState(); foreach (TouchLocation tl in touchCollection) { if ((tl.State == TouchLocationState.Pressed) || (tl.State == TouchLocationState.Moved)) { Vector2 newPos = new Vector2(tl.Position.X,tl.Position.Y); if (position != newPos) { while (position.X < newPos.X) { position.X += (float)theGameTime.ElapsedGameTime.Milliseconds / 10.0f * spriteDirectionRight; } } } } Code to gradually move along while touch is held: TouchCollection touchCollection = TouchPanel.GetState(); foreach (TouchLocation tl in touchCollection) { if ((tl.State == TouchLocationState.Pressed) || (tl.State == TouchLocationState.Moved)) { Vector2 newPos = new Vector2(tl.Position.X,tl.Position.Y); if (position != newPos) { position.X += (float)theGameTime.ElapsedGameTime.Milliseconds / 10.0f * spriteDirectionRight; } } } These are in the Update() method of the Sprite class.

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  • Advantages of not Javascript/HTML/CSS for front-end web development?

    - by user2202911
    So I've recently been getting into front-end web development from an embedded systems background and have always thought Javascript/HTML/CSS are not only the de-facto standards but the ONLY tools for the job, similar to what C is for embedded systems. Recently, I've stumbled upon things like Dreamweaver, JSP, facelets, and GWT. While researching these to find out if they are worth learning, I can't get over the idea of why someone wouldn't just use Javascript/HTML/CSS instead. Why deviate from the defacto standards?

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  • Gnome/Nautilus does not remember individual folder's size/position?

    - by RaiGal
    I am using ubuntu 11.04 and I have noticed that Gnome/Nautilus remembers a "global" setting for size/position using the last window open instead of remembering an individual size/position for each folder. Also, this applies for some applications as well. I find this a real productivity killer and I think its one of the most basic features of a window manager. Funny thing is, that windows had this feature for a long time now. I have tried devilspie but I find it would be really time wasting to configure every folder that way. Is there any fix for this issue, if not what window manager would you suggest me? Thank you!

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  • Can I make Firefox ignore/interpret font sizes specified in pixels?

    - by Andy
    Hi all, I have an 11.1" notebook display with 1366x768 resolution, which gives it a DPI of 141. I'm running GNOME and have configured the DPI. Everything works OK except web browsing - far too many websites specify their font sizes in pixels, which ends up with very small text on a high DPI display. My ideal solution would be for Firefox to interpret an absolute pixel size in terms of normal DPI and display it appropriately for my DPI (eg scale it by 141/96). Obviously this would cause problems on the occasion where graphics had been pixel-aligned with fonts in some way, but I imagine that would cause me far less of a headache than either reading minute text, or scaling the text manually each time. Any suggestions? TIA, Andy

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  • SEO: Firefox addon/plugin to see Google results with a position number?

    - by Marco Demaio
    Do you know a Firefox addon that adds postion number to Google/Yahoo results. When I do SEO report for www.some-site.com by keyphrase "some-keyphrase" I usually show results in blocks of 100 results per page. Then uisng browser find box I search for "some-site.com", if found in page I see its position, but I have to count by hand the number of results before (or after) it to know the exact position number. It would be handful a simple addon that adds a number positioning before each result like: 1. Result blah blah Snippet... url 2. Result blah blah Snippet... url etc.

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  • Chrome browser rendering unpredictable mobile layout

    - by steve
    I am having a very hard time debugging this issue, I may as well find out if others have seen anything similar. I am finding that Webkit browsers are rendering extra space in a stacked menu I'm using for the mobile layout on a site I'm developing. The best way to describe this is with the following images: You can see that the is selected and shown with the padding. There is no margin, and yet there is some space between the top of the padding and the bottom border of the sibling. Here is how it is supposed to look in Firefox: I am interested to see if the community knows what in the world is going on! As I move through the inspector, I am not able to highlight the offending area, making this very hard to diagnose, as I've said.

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  • A new free book from Microsoft - Programming Windows 8 Apps with HTML, CSS, and JavaScript (Second Preview)

    - by TATWORTH
    At  http://borntolearn.mslearn.net/btl/b/weblog/archive/2012/09/12/turn-your-bright-ideas-into-applications-with-the-new-mcsd.aspx there is mention of a new free book from Microsoft Press - Programming Windows 8 Apps with HTML, CSS, and JavaScript (Second Preview)The actual download page is http://blogs.msdn.com/b/microsoft_press/archive/2012/08/20/free-ebook-programming-windows-8-apps-with-html-css-and-javascript-second-preview.aspx

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  • Why are pieces of my HTML showing up on the page and breaking it? Is it PHP related?

    - by Jason Rhodes
    I've been building a site in PHP, HTML, CSS, and using a healthy dose of jQuery javascript. The site looks absolutely fine on my Mac browsers, but for some reason, when my client uses PC Safari, she's seeing strange bits of my HTML show up on the page. Here are some (small) screenshot examples: Figure 1: This one is just a closing </li> tag that should've been on the Media li element. Not much harm done, but strange. Figure 2: Here this was part of <div class='submenu'> and since the div tag didn't render properly, the entire contents of that div don't get styled correctly by CSS. Figure 3: This last example shows what should have been <a class='top current' href=... but for some reason half of the HTML tag stops being rendered and just gets printed out. So the rest of that list menu is completely broken. Here's the code from the header.php file itself. The main navigation section (seen in the screenshots) is further down, marked by a line of asterisks if you want to skip there. <?php // Setting up location variables if(isset($_GET['page'])) { $page = Page::find_by_slug($_GET['page']); } elseif(isset($_GET['post'])) { $page = Page::find_by_id(4); } else { $page = Page::find_by_id(1); } $post = isset($_GET['post']) ? Blogpost::find_by_slug($_GET['post']) : false; $front = $page->id == 1 ? true : false; $buildblog = $page->id == 4 ? true : false; $eventpage = $page->id == 42 ? true : false; // Setting up content edit variables $edit = isset($_GET['edit']) ? true : false; $preview = isset($_GET['preview']) ? true : false; // Finding page slug value $pageslug = $page->get_slug($loggedIn); ?> <!DOCTYPE html> <head> <meta http-equiv="Content-Type" content="text/html; charset=UTF-8" /> <title> <?php if(!$post) { if($page->id != 1) { echo $page->title." | "; } echo $database->site_name(); } elseif($post) { echo "BuildBlog | ".$post->title; } ?> </title> <link href="<?php echo SITE_URL; ?>/styles/style.css" media="all" rel="stylesheet" /> <?php include(SITE_ROOT."/scripts/myJS.php"); ?> </head> <body class=" <?php if($loggedIn) { echo "logged"; } else { echo "public"; } if($front) { echo " front"; } ?>"> <?php $previewslug = str_replace("&edit", "", $pageslug); ?> <?php if($edit) { echo "<form id='editPageForm' action='?page={$previewslug}&preview' method='post'>"; } ?> <?php if($edit && !$preview) : // Edit original ?> <div id="admin_meta_nav" class="admin_meta_nav"> <ul class="center nolist"> <li class="title">Edit</li> <li class="cancel"><a class="cancel" href="?page=<?php echo $pageslug; ?>&cancel">Cancel</a></li> <li class="save"><input style='position: relative; z-index: 500' class='save' type="submit" name="newpreview" value="Preview" /></li> <li class="publish"><input style='position: relative; z-index: 500' class='publish button' type="submit" name="publishPreview" value="Publish" /></li> </ul> </div> <?php elseif($preview && !$edit) : // Preview your edits ?> <div id="admin_meta_nav" class="admin_meta_nav"> <ul class="center nolist"> <li class="title">Preview</li> <li class="cancel"><a class="cancel" href="?page=<?php echo $pageslug; ?>&cancel">Cancel</a></li> <li class="save"><a class="newpreview" href="?page=<?php echo $pageslug; ?>&preview&edit">Continue Editing</a></li> <li class="publish"><a class="publish" href="?page=<?php echo $pageslug; ?>&publishLastPreview">Publish</a></li> </ul> </div> <?php elseif($preview && $edit) : // Return to preview and continue editing ?> <div id="admin_meta_nav" class="admin_meta_nav"> <ul class="center nolist"> <li class="title">Edit Again</li> <li class="cancel"><a class="cancel" href="?page=<?php echo $pageslug; ?>&cancel">Cancel</a></li> <li class="save"><input style='position: relative; z-index: 500' class='save button' type="submit" name="newpreview" value="Preview" /></li> <li class="publish"><input style='position: relative; z-index: 500' class='publish button' type="submit" name="publishPreview" value="Publish" /></li> </ul> </div> <?php else : ?> <div id="meta_nav" class="meta_nav"> <ul class="center nolist"> <li><a href="login.php?logout">Logout</a></li> <li><a href="<?php echo SITE_URL; ?>/admin">Admin</a></li> <li><a href="<?php if($front) { echo "admin/?admin=frontpage"; } elseif($event || $eventpage) { echo "admin/?admin=events"; } elseif($buildblog) { if($post) { echo "admin/editpost.php?post={$post->id}"; } else { echo "admin/?admin=blog"; } } else { echo "?page=".$pageslug."&edit"; } ?>">Edit Mode</a></li> <li><a href="<?php echo SITE_URL; ?>/?page=donate">Donate</a></li> <li><a href="<?php echo SITE_URL; ?>/?page=calendar">Calendar</a></li> </ul> <div class="clear"></div> </div> <?php endif; ?> <div id="public_meta_nav" class="public_meta_nav"> <div class="center"> <ul class="nolist"> <li><a href="<?php echo SITE_URL; ?>/?page=donate">Donate</a></li> <li><a href="<?php echo SITE_URL; ?>/?page=calendar">Calendar</a></li> </ul> <div class="clear"></div> </div> </div> * Main Navigation Section, as seen in screenshots above, starts here ** <div class="header"> <div class="center"> <a class="front_logo" href="<?php echo SITE_URL; ?>"><?php echo $database->site_name(); ?></a> <ul class="nolist main_nav"> <?php $tops = Page::get_top_pages(); $topcount = 1; foreach($tops as $top) { $current = $top->id == $topID ? true : false; $title = $top->title == "Front Page" ? "Home" : ucwords($top->title); $url = ($top->title == "Front Page" || !$top->get_slug($loggedIn)) ? SITE_URL : SITE_URL . "/?page=".$top->get_slug($loggedIn); if(isset($_GET['post']) && $top->id == 1) { $current = false; } if(isset($_GET['post']) && $top->id == 4) { $current = true; } echo "<li"; if($topcount > 3) { echo " class='right'"; } echo "><a class='top"; if($current) { echo " current"; } echo "' href='{$url}'>{$title}</a>"; if($children = Page::get_children($top->id)) { echo "<div class='submenu'>"; echo "<div class='corner-helper'></div>"; foreach($children as $child) { echo "<ul class='nolist level1"; if(!$subchildren = Page::get_children($child->id)) { echo " nochildren"; } echo "'>"; $title = ucwords($child->title); $url = !$child->get_slug($loggedIn) ? SITE_URL : SITE_URL . "/?page=".$child->get_slug($loggedIn); if($child->has_published() || $loggedIn) { echo "<li><a class='title' href='{$url}'>{$title}</a>"; if($subchildren = Page::get_children($child->id)) { echo "<ul class='nolist level2'>"; foreach($subchildren as $subchild) { if($subchild->has_published() || $loggedIn) { $title = ucwords($subchild->title); $url = !$subchild->get_slug($loggedIn) ? SITE_URL : SITE_URL . "/?page=".$subchild->get_slug($loggedIn); echo "<li><a href='{$url}'>{$title}</a>"; } } echo "</ul>"; } echo "</li>"; } echo "</ul>"; } echo "</div>"; } echo "</li>"; $topcount++; } ?> </ul> <div class="clear"></div> </div> </div> <div id="mediaLibraryPopup" class="mediaLibraryPopup"> <h3>Media Library</h3> <ul class="box nolist"></ul> <div class="clear"></div> <a href="#" class="cancel">Cancel</a> </div> <div class="main_content"> Does anyone have any idea why the PC Safari browser would be breaking things up like this? I'm assuming it's PHP related but I cannot figure out why it would do that.

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  • Python dictionary key missing

    - by Greg K
    I thought I'd put together a quick script to consolidate the CSS rules I have distributed across multiple CSS files, then I can minify it. I'm new to Python but figured this would be a good exercise to try a new language. My main loop isn't parsing the CSS as I thought it would. I populate a list with selectors parsed from the CSS files to return the CSS rules in order. Later in the script, the list contains an element that is not found in the dictionary. for line in self.file.readlines(): if self.hasSelector(line): selector = self.getSelector(line) if selector not in self.order: self.order.append(selector) elif selector and self.hasProperty(line): # rules.setdefault(selector,[]).append(self.getProperty(line)) property = self.getProperty(line) properties = [] if selector not in rules else rules[selector] if property not in properties: properties.append(property) rules[selector] = properties # print "%s :: %s" % (selector, "".join(rules[selector])) return rules Error encountered: $ css-combine combined.css test1.css test2.css Traceback (most recent call last): File "css-combine", line 108, in <module> c.run(outfile, stylesheets) File "css-combine", line 64, in run [(selector, rules[selector]) for selector in parser.order], KeyError: 'p' Swap the inputs: $ css-combine combined.css test2.css test1.css Traceback (most recent call last): File "css-combine", line 108, in <module> c.run(outfile, stylesheets) File "css-combine", line 64, in run [(selector, rules[selector]) for selector in parser.order], KeyError: '#header_.title' I've done some quirky things in the code like sub spaces for underscores in dictionary key names in case it was an issue - maybe this is a benign precaution? Depending on the order of the inputs, a different key cannot be found in the dictionary. The script: #!/usr/bin/env python import optparse import re class CssParser: def __init__(self): self.file = False self.order = [] # store rules assignment order def parse(self, rules = {}): if self.file == False: raise IOError("No file to parse") selector = False for line in self.file.readlines(): if self.hasSelector(line): selector = self.getSelector(line) if selector not in self.order: self.order.append(selector) elif selector and self.hasProperty(line): # rules.setdefault(selector,[]).append(self.getProperty(line)) property = self.getProperty(line) properties = [] if selector not in rules else rules[selector] if property not in properties: properties.append(property) rules[selector] = properties # print "%s :: %s" % (selector, "".join(rules[selector])) return rules def hasSelector(self, line): return True if re.search("^([#a-z,\.:\s]+){", line) else False def getSelector(self, line): s = re.search("^([#a-z,:\.\s]+){", line).group(1) return "_".join(s.strip().split()) def hasProperty(self, line): return True if re.search("^\s?[a-z-]+:[^;]+;", line) else False def getProperty(self, line): return re.search("([a-z-]+:[^;]+;)", line).group(1) class Consolidator: """Class to consolidate CSS rule attributes""" def run(self, outfile, files): parser = CssParser() rules = {} for file in files: try: parser.file = open(file) rules = parser.parse(rules) except IOError: print "Cannot read file: " + file finally: parser.file.close() self.serialize( [(selector, rules[selector]) for selector in parser.order], outfile ) def serialize(self, rules, outfile): try: f = open(outfile, "w") for rule in rules: f.write( "%s {\n\t%s\n}\n\n" % ( " ".join(rule[0].split("_")), "\n\t".join(rule[1]) ) ) except IOError: print "Cannot write output to: " + outfile finally: f.close() def init(): op = optparse.OptionParser( usage="Usage: %prog [options] <output file> <stylesheet1> " + "<stylesheet2> ... <stylesheetN>", description="Combine CSS rules spread across multiple " + "stylesheets into a single file" ) opts, args = op.parse_args() if len(args) < 3: if len(args) == 1: print "Error: No input files specified.\n" elif len(args) == 2: print "Error: One input file specified, nothing to combine.\n" op.print_help(); exit(-1) return [opts, args] if __name__ == '__main__': opts, args = init() outfile, stylesheets = [args[0], args[1:]] c = Consolidator() c.run(outfile, stylesheets) Test CSS file 1: body { background-color: #e7e7e7; } p { margin: 1em 0em; } File 2: body { font-size: 16px; } #header .title { font-family: Tahoma, Geneva, sans-serif; font-size: 1.9em; } #header .title a, #header .title a:hover { color: #f5f5f5; border-bottom: none; text-shadow: 2px 2px 3px rgba(0, 0, 0, 1); } Thanks in advance.

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  • How to disable Cufon on certain elements?

    - by Shadi Almosri
    Hiya, I currently use Cufon accross our site with something similar to Cufon.set('fontFamily', 'DIN Medium').replace('h1'); Now for a single H1 tag i would like Cufon to be disabled, this is without changing the H1 tag to any other tag, it must remain as it is. I can add classes etc to the H1 tag if required, and can do any HTML/CSS/JS just not changing the actual tag. Anyone know if this is possible and if it is how? Thanks in advance, Shadi

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