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  • Disable button after submit

    - by Chris Philpotts
    I'm trying to disable a button when a user submits a payment form and the code to post the form is causing a double post in firefox. This problem does not occur when the code is removed, and does not occur in any browser other than firefox. Any idea how to prevent the double post here? System.Text.StringBuilder sb = new StringBuilder(); sb.Append("if (typeof(Page_ClientValidate) == 'function') { "); sb.Append("if (Page_ClientValidate() == false) { return false; }} "); sb.Append("this.value = 'Please wait...';"); sb.Append("this.disabled = true;"); sb.Append(Page.GetPostBackEventReference(btnSubmit )); sb.Append(";"); btnSubmit.Attributes.Add("onclick", sb.ToString()); it's the sb.Append(Page.GetPostBackEventReference(btnSubmit )) line that's causing the issue Thanks EDIT: Here's the c# of the button: <asp:Button ID="cmdSubmit" runat="server" Text="Submit" /> here's the html This code posts twice (and disables the submit button and verifies input): <input type="submit" name="ctl00$MainContent$cmdSubmit" value="Submit" onclick="if (typeof(Page_ClientValidate) == 'function') { if (Page_ClientValidate() == false) { return false; }} this.value = 'Please wait...';this.disabled = true;document.getElementById('ctl00_MainContent_cmdBack').disabled = true;__doPostBack('ctl00$MainContent$cmdSubmit','');" id="ctl00_MainContent_cmdSubmit" /> This code posts twice (but doesn’t disable the submit button): <input type="submit" name="ctl00$MainContent$cmdSubmit" value="Submit" onclick="__doPostBack('ctl00$MainContent$cmdSubmit','');" id="ctl00_MainContent_cmdSubmit" /> This code posts once (but doesn’t verify the user input and doesn’t disable the submit button): <input type="submit" name="ctl00$MainContent$cmdSubmit" value="Submit" id="ctl00_MainContent_cmdSubmit" /> This code posts once (but doesn’t disable submit button): <input type="submit" name="ctl00$MainContent$cmdSubmit" value="Submit" onclick="javascript:WebForm_DoPostBackWithOptions(new WebForm_PostBackOptions(&quot;ctl00$MainContent$cmdSubmit&quot;, &quot;&quot;, true, &quot;&quot;, &quot;&quot;, false, false))" id="ctl00_MainContent_cmdSubmit" /> This code doesn’t post at all: <input type="submit" name="ctl00$MainContent$cmdSubmit" value="Submit" onclick="this.disabled = true;WebForm_DoPostBackWithOptions(new WebForm_PostBackOptions(&quot;ctl00$MainContent$cmdSubmit&quot;, &quot;&quot;, true, &quot;&quot;, &quot;&quot;, false, false))" id="ctl00_MainContent_cmdSubmit" /> Obviously it’s the disabling of the submit button that’s posing the problem. Do you have any ideas how we can disable the submit to avoid multiple clicking?

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  • finding "distance" between two pixel's colors.

    - by igor
    Once more something relatively simple, but confused as to what they want. the method to find distance on cartesian coordinate system is distance=sqrt[(x2-x1)^2 + (y2-y1)^2] but how do i apply it here? //Requires: testColor to be a valid Color //Effects: returns the "distance" between the current Pixel's color and // the passed color // uses the standard method to calculate "distance" // uses the same formula as finding distance on a // Cartesian coordinate system double colorDistance(Color testColor) const;

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  • AVAudioPlayer error for Iphone Development

    - by KamalBhr
    Hello , I am developing an iphone application using "AVAudioPlayer" for playing a ".wav" file . For this i am adding header file "#import <AVFoundation/AVAudioPlayer.h>" . But while compiling i am getting error like : ".objc_class_name_AVAudioPlayer", referenced from: literal-pointer@__OBJC@__cls_refs@AVAudioPlayer in WebviewController.o ld: symbol(s) not found collect2: ld returned 1 exit status" . So can you please tell me the solution for this type of error.... Thanks & Regards, KamalBhr "

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  • How to get webcam video stream bytes in c++

    - by Mr Bell
    I am targeting windows machines. I need to get access to the pointer to the byte array describing the individual streaming frames from an attached usb webcam. I saw the playcap directshow sample from the windows sdk, but I dont see how to get to raw data, frankly, I don't understand how the video actually gets to the window. Since I don't really need anything other than the video capture I would prefer not to use opencv. Visual Studio 2008 c++

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  • header confusion. Compiler not recognizing datatypes

    - by numerical25
    I am getting confused on why the compiler is not recognizing my classes. So I am just going to show you my code and let you guys decide. My error is this error C2653: 'RenderEngine' : is not a class or namespace name and it's pointing to this line std::vector<RenderEngine::rDefaultVertex> m_verts; Here is the code for rModel, in its entirety. It contains the varible. the class that holds it is further down. #ifndef _MODEL_H #define _MODEL_H #include "stdafx.h" #include <vector> #include <string> //#include "RenderEngine.h" #include "rTri.h" class rModel { public: typedef tri<WORD> sTri; std::vector<sTri> m_tris; std::vector<RenderEngine::rDefaultVertex> m_verts; std::wstring m_name; ID3D10Buffer *m_pVertexBuffer; ID3D10Buffer *m_pIndexBuffer; rModel( const TCHAR *filename ); rModel( const TCHAR *name, int nVerts, int nTris ); ~rModel(); float GenRadius(); void Scale( float amt ); void Draw(); //------------------------------------ Access functions. int NumVerts(){ return m_verts.size(); } int NumTris(){ return m_tris.size(); } const TCHAR *Name(){ return m_name.c_str(); } RenderEngine::cDefaultVertex *VertData(){ return &m_verts[0]; } sTri *TriData(){ return &m_tris[0]; } }; #endif at the very top of the code there is a header file #include "stdafx.h" that includes this // stdafx.h : include file for standard system include files, // or project specific include files that are used frequently, but // are changed infrequently // #include "targetver.h" #define WIN32_LEAN_AND_MEAN // Exclude rarely-used stuff from Windows headers // Windows Header Files: #include <windows.h> // C RunTime Header Files #include <stdlib.h> #include <malloc.h> #include <memory.h> #include <tchar.h> #include "resource.h" #include "d3d10.h" #include "d3dx10.h" #include "dinput.h" #include "RenderEngine.h" #include "rModel.h" // TODO: reference additional headers your program requires here as you can see, RenderEngine.h comes before rModel.h #include "RenderEngine.h" #include "rModel.h" According to my knowledge, it should recognize it. But on the other hand, I am not really that great with organizing headers. Here my my RenderEngine Declaration. #pragma once #include "stdafx.h" #define MAX_LOADSTRING 100 #define MAX_LIGHTS 10 class RenderEngine { public: class rDefaultVertex { public: D3DXVECTOR3 m_vPosition; D3DXVECTOR3 m_vNormal; D3DXCOLOR m_vColor; D3DXVECTOR2 m_TexCoords; }; class rLight { public: rLight() { } D3DXCOLOR m_vColor; D3DXVECTOR3 m_vDirection; }; static HINSTANCE m_hInst; HWND m_hWnd; int m_nCmdShow; TCHAR m_szTitle[MAX_LOADSTRING]; // The title bar text TCHAR m_szWindowClass[MAX_LOADSTRING]; // the main window class name void DrawTextString(int x, int y, D3DXCOLOR color, const TCHAR *strOutput); //static functions static LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam); static INT_PTR CALLBACK About(HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam); bool InitWindow(); bool InitDirectX(); bool InitInstance(); int Run(); void ShutDown(); void AddLight(D3DCOLOR color, D3DXVECTOR3 pos); RenderEngine() { m_screenRect.right = 800; m_screenRect.bottom = 600; m_iNumLights = 0; } protected: RECT m_screenRect; //direct3d Members ID3D10Device *m_pDevice; // The IDirect3DDevice10 // interface ID3D10Texture2D *m_pBackBuffer; // Pointer to the back buffer ID3D10RenderTargetView *m_pRenderTargetView; // Pointer to render target view IDXGISwapChain *m_pSwapChain; // Pointer to the swap chain RECT m_rcScreenRect; // The dimensions of the screen ID3D10Texture2D *m_pDepthStencilBuffer; ID3D10DepthStencilState *m_pDepthStencilState; ID3D10DepthStencilView *m_pDepthStencilView; //transformation matrixs system D3DXMATRIX m_mtxWorld; D3DXMATRIX m_mtxView; D3DXMATRIX m_mtxProj; //pointers to shaders matrix varibles ID3D10EffectMatrixVariable* m_pmtxWorldVar; ID3D10EffectMatrixVariable* m_pmtxViewVar; ID3D10EffectMatrixVariable* m_pmtxProjVar; //Application Lights rLight m_aLights[MAX_LIGHTS]; // Light array int m_iNumLights; // Number of active lights //light pointers from shader ID3D10EffectVectorVariable* m_pLightDirVar; ID3D10EffectVectorVariable* m_pLightColorVar; ID3D10EffectVectorVariable* m_pNumLightsVar; //Effect members ID3D10Effect *m_pDefaultEffect; ID3D10EffectTechnique *m_pDefaultTechnique; ID3D10InputLayout* m_pDefaultInputLayout; ID3DX10Font *m_pFont; // The font used for rendering text // Sprites used to hold font characters ID3DX10Sprite *m_pFontSprite; ATOM RegisterEngineClass(); void DoFrame(float); bool LoadEffects(); void UpdateMatrices(); void UpdateLights(); }; The classes are defined within the class class rDefaultVertex { public: D3DXVECTOR3 m_vPosition; D3DXVECTOR3 m_vNormal; D3DXCOLOR m_vColor; D3DXVECTOR2 m_TexCoords; }; class rLight { public: rLight() { } D3DXCOLOR m_vColor; D3DXVECTOR3 m_vDirection; }; Not sure if thats good practice, but I am just going by the book. In the end, I just need a good way to organize it so that rModel recognizes RenderEngine. and if possible, the other way around.

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  • Parallel For Loop - Problems when adding to a List

    - by Kevin Crowell
    I am having some issues involving Parallel for loops and adding to a List. The problem is, the same code may generate different output at different times. I have set up some test code below. In this code, I create a List of 10,000 int values. 1/10th of the values will be 0, 1/10th of the values will be 1, all the way up to 1/10th of the values being 9. After setting up this List, I setup a Parallel for loop that iterates through the list. If the current number is 0, I add a value to a new List. After the Parallel for loop completes, I output the size of the list. The size should always be 1,000. Most of the time, the correct answer is given. However, I have seen 3 possible incorrect outcomes occur: The size of the list is less than 1,000 An IndexOutOfRangeException occurs @ doubleList.Add(0.0); An ArgumentException occurs @ doubleList.Add(0.0); The message for the ArgumentException given was: Destination array was not long enough. Check destIndex and length, and the array's lower bounds. What could be causing the errors? Is this a .Net bug? Is there something I can do to prevent this from happening? Please try the code for yourself. If you do not get an error, try it a few times. Please also note that you probably will not see any errors using a single-core machine. using System; using System.Collections.Generic; using System.Threading.Tasks; namespace ParallelTest { class Program { static void Main(string[] args) { List<int> intList = new List<int>(); List<double> doubleList = new List<double>(); for (int i = 0; i < 250; i++) { intList.Clear(); doubleList.Clear(); for (int j = 0; j < 10000; j++) { intList.Add(j % 10); } Parallel.For(0, intList.Count, j => { if (intList[j] == 0) { doubleList.Add(0.0); } }); if (doubleList.Count != 1000) { Console.WriteLine("On iteration " + i + ": List size = " + doubleList.Count); } } Console.WriteLine("\nPress any key to exit."); Console.ReadKey(); } } }

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  • SDL Video Init causes Exception on Mac OS X 10.8

    - by ScrollerBlaster
    I have just ported my C++ game to OS X and the first time it ran I get the following exception when trying to call SDL_SetVideoMode. 2012-09-28 15:01:05.437 SCRAsteroids[28595:707] * Terminating app due to uncaught exception 'NSInternalInconsistencyException', reason: 'Error (1000) creating CGSWindow on line 259' * First throw call stack: ( 0 CoreFoundation 0x00007fff8b53b716 __exceptionPreprocess + 198 1 libobjc.A.dylib 0x00007fff90e30470 objc_exception_throw + 43 2 CoreFoundation 0x00007fff8b53b4ec +[NSException raise:format:] + 204 3 AppKit 0x00007fff8a26a579 _NSCreateWindowWithOpaqueShape2 + 655 4 AppKit 0x00007fff8a268d70 -[NSWindow _commonAwake] + 2002 5 AppKit 0x00007fff8a2277e2 -[NSWindow _commonInitFrame:styleMask:backing:defer:] + 1763 6 AppKit 0x00007fff8a22692f -[NSWindow _initContent:styleMask:backing:defer:contentView:] + 1568 7 AppKit 0x00007fff8a2262ff -[NSWindow initWithContentRect:styleMask:backing:defer:] + 45 8 libSDL-1.2.0.dylib 0x0000000107c228f6 -[SDL_QuartzWindow initWithContentRect:styleMask:backing:defer:] + 294 9 libSDL-1.2.0.dylib 0x0000000107c20505 QZ_SetVideoMode + 2837 10 libSDL-1.2.0.dylib 0x0000000107c17af5 SDL_SetVideoMode + 917 11 SCRAsteroids 0x0000000107be60fb _ZN11SDLGraphics4initEP6IWorldii + 291 ) libc++abi.dylib: terminate called throwing an exception Abort trap: 6 My init code looks like this: if (SDL_Init(SDL_INIT_EVERYTHING) < 0) return false; const SDL_VideoInfo *videoInfo = SDL_GetVideoInfo(); if (!videoInfo) { fprintf(stderr, "Video query failed: %s\n", SDL_GetError()); return false; } /* the flags to pass to SDL_SetVideoMode */ videoFlags = SDL_OPENGL; /* Enable OpenGL in SDL */ videoFlags |= SDL_GL_DOUBLEBUFFER; /* Enable double buffering */ videoFlags |= SDL_HWPALETTE; /* Store the palette in hardware */ /* This checks to see if surfaces can be stored in memory */ if (videoInfo->hw_available) videoFlags |= SDL_HWSURFACE; else videoFlags |= SDL_SWSURFACE; if (w == 0) { widthViewport = videoInfo->current_w; heightViewport = videoInfo->current_h; cout << "Will use full screen resolution of "; videoFlags |= SDL_FULLSCREEN; } else { cout << "Will use full user supplied resolution of "; widthViewport = w; heightViewport = h; videoFlags |= SDL_RESIZABLE; /* Enable window resizing */ } cout << widthViewport << "x" << heightViewport << "\n"; /* This checks if hardware blits can be done */ if (videoInfo->blit_hw) videoFlags |= SDL_HWACCEL; /* Sets up OpenGL double buffering */ SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); /* get a SDL surface */ surface = SDL_SetVideoMode(widthViewport, heightViewport, SCREEN_BPP, videoFlags); It gets into that last SDL call and throws the exception above. I have tried it in both full screen and resizable window mode, same thing. I build my app old school, on the command line, as opposed to using Xcode.

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  • what's the way to determine if an Int a perfect square in Haskell?

    - by valya
    I need a simple function is_square :: Int -> Bool which determines if an Int N a perfect square (is there an integer x such that x*x = N). Of course I can just write something like is_square n = sq * sq == n where sq = floor $ sqrt $ (fromIntegral n::Double) but it looks terrible! Maybe there is a common simple way to implement such predicate?

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  • Problem loading java properties

    - by markovuksanovic
    I am trying to load properties from a file (test.properties) The code I use is as follows: URL url = getClass().getResource("../resources/test.properties"); properties.load(url.openStream()); But when executing the second line I get a NPE. (null pointer exception) I'm not sure what's wrong here... I have checked that the file exists at the location where URL points to... Any help is appreciated....

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  • ui tabs and position relative

    - by ntan
    Hi, I am using ui tabs a lot.In my last project i add an icon just before tabs and the tab links start a strange behavior, you can not click to change the tabs if you are above tab name BUT only when you are outside tab name. Here is the code <div style="float:left;display:inline;width:718px;padding:5px;border:1px solid #ececec"> <!--ICON just before TABs--> <div style="z-index:1;position:relative;top:30px;left:5px"> <img src="../graphics/icons/add.gif" onclick="AddTab();" href="javascript:void(0);" id="addNewTab"/> </div> <div id="tabs" > <ul > <li > <img src="../graphics/icons/x.gif" onclick="RemoveTab(this)" style="cursor: pointer;" /> <a href="#tab-1"><span id="tabContent-1"><span class="tabText" >TAB1</span></span></a> </li> <li > <img src="../graphics/icons/x.gif" onclick="RemoveTab(this)" style="cursor: pointer;" /> <a href="#tab-2"><span id="tabContent-2"><span class="tabText" >TAB2</span></span></a> </li> </ul> <div id="tab-1" > contents </div> <div id="tab-2" > contents </div> </div><!--tabs--> I know that ui.css has position relative for tabs .ui-tabs .ui-tabs-nav { list-style:none outside none; padding:0.2em 0.2em 0; position:relative; } and i dont know if meshing up with my icon. If i remove the position:relative from the icon (add.gif) everything works fine Any help is appreciated

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  • Returning a shared library symbol table

    - by joemoe
    For instance: void* sdl_library = dlopen("libSDL.so", RTLD_LAZY); void* initializer = dlsym(sdl_library,"SDL_Init"); Assuming no errors, initializer will point to the function SD_Init in the shared library libSDK.so. However this requires knowing the symbol "SDL_Init" exists. Is it possibly to query a library for all its symbols? Eg, in this case it would return SDL_Init, the function pointer, and any other symbols exported by libSDL.so.

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  • char array to LPCTSTR

    - by Yan Cheng CHEOK
    May I know how I can perform the following conversion? // el.strCap is char[50] // InsertItem is expecting TCHAR pointer (LPCTSTR) // How I can perform conversion? // I do not have access in both "list" and "el" source code // Hence, there is no way for me to modify their signature. list.InsertItem(i, el.strCap); And No. I do not want to use WideCharToMultiByte They are too cumbersome to be used.

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  • Generating JSON request manually, returned HTML causing issues.

    - by mrblah
    Hi, I am generating my JSON manually, and I even escaped for quotes with a preceding backslash. It is causing me problems. My HTML returned looks something like: <div class="blah"><div class="a2">This is just a test! I hope this work's man!</div></div> string json = "MY HTML HERE"; json = json.Replace(@"""", @"\"""); Is there more to replace than just the double quotes?

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  • Freeing memory twice

    - by benjamin button
    Hi, AFAIK, freeing a NULL pointer will result in nothing. I mean nothing is being done by the compiler/no functionality is performed. Still, I do see some statements where people say that one of the scenarios where memory corruption can occur is "freeing memory twice"? Is this still true?

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  • Not able to install iPhone final 3.2 SDK

    - by user133611
    Hi All, I downloaded latest SDK xcode_3.2.2.2_and_iPhone_SDK_3.2_final.dmg from apple site. I uninstall the old SDk and double click the .dmg file then i got a popup stating that "The following Disk Images couldnt found" and "xcode_3.2.2.2_and_iPhone_SDK_3.2_final.dmg is not recognized". I am using OS 10.6.3 Thank You

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  • Ajax load div , part of CSS not working

    - by user225228
    Hello, I'm using the ajax to load a div content, but the div content is not taking the CSS of the page. Example :- This link will load into <a href="#" onclick="javascript:loadAjax('test.html')">Test</a> <div id="result"> <table class="tablesorter"> <thead> <tr> <th>Header 1</th><th>Header 2</th> </tr> </thead> <tbody> <tr><td>Record 1</td><td>Desc 1</td></tr> </tbody> </table> </div> In my CSS : table.tablesorter thead tr th, table.tablesorter tfoot tr th { background-color: #e6EEEE; border: 1px solid #FFF; font-size: 8pt; padding: 4px; } table.tablesorter thead tr .header { background-image: url(bg.gif); background-repeat: no-repeat; background-position: center right; cursor: pointer; } In my test.html, it's the same table with different record : <table class="tablesorter"> <thead> <tr> <th>Header 1</th><th>Header 2</th> </tr> </thead> <tbody> <tr><td>Record 2</td><td>Desc 2</td></tr> </tbody> </table> The issue I'm facing is that before "test.html" is load, the CSS is fine. But after clicking on the link which suppose to loads test.html, the CSS background still shows but "cursor:pointer" and "background-image" not longer works. What should I do to make it work? Thanks in advance!

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  • Moving a unit precisely along a path in x,y coordinates

    - by Adam Eberbach
    I am playing around with a strategy game where squads move around a map. Each turn a certain amount of movement is allocated to a squad and if the squad has a destination the points are applied each turn until the destination is reached. Actual distance is used so if a squad moves one position in the x or y direction it uses one point, but moving diagonally takes ~1.4 points. The squad maintains actual position as float which is then rounded to allow drawing the position on the map. The path is described by touching the squad and dragging to the end position then lifting the pen or finger. (I'm doing this on an iPhone now but Android/Qt/Windows Mobile would work the same) As the pointer moves x, y points are recorded so that the squad gains a list of intermediate destinations on the way to the final destination. I'm finding that the destinations are not evenly spaced but can be further apart depending on the speed of the pointer movement. Following the path is important because obstacles or terrain matter in this game. I'm not trying to remake Flight Control but that's a similar mechanic. Here's what I've been doing, but it just seems too complicated (pseudocode): getDestination() { - self.nextDestination = remove_from_array(destinations) - self.gradient = delta y to destination / delta x to destination - self.angle = atan(self.gradient) - self.cosAngle = cos(self.angle) - self.sinAngle = sin(self.angle) } move() { - get movement allocation for this turn - if self.nextDestination not valid - - getNextDestination() - while(nextDestination valid) && (movement allocation remains) { - - find xStep and yStep using movement allocation and sinAngle/cosAngle calculated for current self.nextDestination - - if current position + xStep crosses the destination - - - find x movement remaining after self.nextDestination reached - - - calculate remaining direct path movement allocation (xStep remaining / cosAngle) - - - make self.position equal to self.nextDestination - - else - - - apply xStep and yStep to current position - } - round squad's float coordinates to integer screen coordinates - draw squad image on map } That's simplified of course, stuff like sign needs to be tweaked to ensure movement is in the right direction. If trig is the best way to do it then lookup tables can be used or maybe it doesn't matter on modern devices like it used to. Suggestions for a better way to do it? an update - iPhone has zero issues with trig and tracking tens of positions and tracks implemented as described above and it draws in floats anyway. The Bresenham method is more efficient, trig is more precise. If I was to use integer Bresenham I would want to multiply by ten or so to maintain a little more positional accuracy to benefit collisions/terrain detection.

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