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  • Programatically enable/disable menuBar buttons in Flex 4

    - by Hamid
    I have the following XML in my Flex4 (AIR) project that defines the start of my menu interface: <mx:MenuBar x="0" y="0" width="100%" id="myMenuBar" labelField="@label" itemClick="menuChange(event)"> <mx:dataProvider> <s:XMLListCollection> <fx:XMLList xmlns=""> <menu label="File"> <item label="New"/> <item label="Load"/> <item label="Save" enabled="false"/> </menu> <menu label="Help"> <item label="About"/> </menu> </fx:XMLList> </s:XMLListCollection> </mx:dataProvider> </mx:MenuBar> I am trying to find the syntax that will let me set the save button to enabled=true after a file has been loaded by clicking "Load", however I can't figure out the syntax, can someone make a suggestion please. Currently the way that button clicks are detected is by a Switch/Case testing the String result of the MenuEvent event.item.@label. Maybe this isn't the best way?

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  • Why does SQLite not bring back any results from my database

    - by tigermain
    This is my first SQLite based iPhone app and I am trying to get it to read a menu hierarchy from my database. The database appears to be registered fine as the compiled statement doesnt error (tried putting in valid table name to test) but for some reason sqlite3_step(compiledStmt) doesnt ever equal SQLITE_ROW as if to suggest there is no data in there; which there is. sqlite3 *database; menu = [[NSMutableArray alloc] init]; if (sqlite3_open([databasePath UTF8String], &database) == SQLITE_OK) { const char *sqlStmt = "SELECT * FROM Menu"; sqlite3_stmt *compiledStmt; if (sqlite3_prepare_v2(database, sqlStmt, -1, &compiledStmt, NULL) == SQLITE_OK) { while (sqlite3_step(compiledStmt) == SQLITE_ROW) { NSString *aTitle = [NSString stringWithUTF8String:(char *)sqlite3_column_text(compiledStmt, 1)]; MenuItem *menuItem = [[MenuItem alloc] init]; menuItem.title = aTitle; [menu addObject:menuItem]; [menuItem release]; } } else { NSLog(@"There is an error with the SQL Statement"); } sqlite3_finalize(compiledStmt); } sqlite3_close(database);

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  • Text box loses focus when DIV is hovered

    - by Konoplianko
    Hello. I have a problem: When I enter a text into suggestion text box, popup panel appears. But when user places mouse over this popup panel with suggestions - text box loses focus. What should I do to prevent losing focus ? Example which have the same behaviour: http://demo.raibledesigns.com/gwt-autocomplete/ Thanks for any help. Update 1 SuggestionMenu which is being shown is extending MenuBar which sets focus for all menu items. void itemOver(MenuItem item, boolean focus) { if (item == null) { // Don't clear selection if the currently selected item's menu is showing. if ((selectedItem != null) && (shownChildMenu == selectedItem.getSubMenu())) { return; } } // Style the item selected when the mouse enters. selectItem(item); if (focus) { focus(); } // If child menus are being shown, or this menu is itself // a child menu, automatically show an item's child menu // when the mouse enters. if (item != null) { if ((shownChildMenu != null) || (parentMenu != null) || autoOpen) { doItemAction(item, false); } } } It's clear that i cant fix loosing focus. Now question is - how to make on pressing backspace or any key to focus on edit box? Thanks in advance

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  • IE7 z-index problem with Flash content

    - by lbolognini
    I have a problem with flash content in IE7 being always over the menu items I have a structure like the following: <div id='skyscraper_flash'> <!--this id skyscraper_flash is position absolute--> <object> <!--this is wmode transparent--> </object> </div> <div id='menu'> <!--this id menu is also position absolute--> <ul> <li>foo</li> <li>bar</li> </ul> </div> Now then the last item of the menu opens it shows behind the flash content. The skyscraper is on the right of the page content. What should i look into?

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  • How to Make a Game like Space Invaders - Ray Wenderlich (why do my space invaders scroll off screen)

    - by Erv Noel
    I'm following this tutorial(http://www.raywenderlich.com/51068/how-to-make-a-game-like-space-invaders-with-sprite-kit-tutorial-part-1) and I've run into a problem right after the part where I add [self determineInvaderMovementDirection]; to my GameScene.m file (specifically to my moveInvadersForUpdate method) The tutorial states that the space invaders should be moving accordingly after adding this piece of code but when I run they move to the left and they do not come back. I'm not sure what I am doing wrong as I have followed this tutorial very carefully. Any help or clarification would be greatly appreciated. Thanks in advance ! Here is the full GameScene.m #import "GameScene.h" #import <CoreMotion/CoreMotion.h> #pragma mark - Custom Type Definitions /* The type definition and constant definitions 1,2,3 take care of the following tasks: 1.Define the possible types of invader enemies. This can be used in switch statements later when things like displaying different sprites images for each enemy type. The typedef makes InvaderType a formal Obj-C type that is type checked for method arguments and variables.This is so that the wrong method argument is not used or assigned to the wrong variable. 2. Define the size of the invaders and that they'll be laid out in a grid of rows and columns on the screen. 3. Define a name that will be used to identify invaders when searching for them. */ //1 typedef enum InvaderType { InvaderTypeA, InvaderTypeB, InvaderTypeC } InvaderType; /* Invaders move in a fixed pattern: right, right, down, left, down, right right. InvaderMovementDirection tracks the invaders' progress through this pattern */ typedef enum InvaderMovementDirection { InvaderMovementDirectionRight, InvaderMovementDirectionLeft, InvaderMovementDirectionDownThenRight, InvaderMovementDirectionDownThenLeft, InvaderMovementDirectionNone } InvaderMovementDirection; //2 #define kInvaderSize CGSizeMake(24,16) #define kInvaderGridSpacing CGSizeMake(12,12) #define kInvaderRowCount 6 #define kInvaderColCount 6 //3 #define kInvaderName @"invader" #define kShipSize CGSizeMake(30, 16) //stores the size of the ship #define kShipName @"ship" // stores the name of the ship stored on the sprite node #define kScoreHudName @"scoreHud" #define kHealthHudName @"healthHud" /* this class extension allows you to add “private” properties to GameScene class, without revealing the properties to other classes or code. You still get the benefit of using Objective-C properties, but your GameScene state is stored internally and can’t be modified by other external classes. As well, it doesn’t clutter the namespace of datatypes that your other classes see. This class extension is used in the method didMoveToView */ #pragma mark - Private GameScene Properties @interface GameScene () @property BOOL contentCreated; @property InvaderMovementDirection invaderMovementDirection; @property NSTimeInterval timeOfLastMove; @property NSTimeInterval timePerMove; @end @implementation GameScene #pragma mark Object Lifecycle Management #pragma mark - Scene Setup and Content Creation /*This method simply invokes createContent using the BOOL property contentCreated to make sure you don’t create your scene’s content more than once. This property is defined in an Objective-C Class Extension found near the top of the file()*/ - (void)didMoveToView:(SKView *)view { if (!self.contentCreated) { [self createContent]; self.contentCreated = YES; } } - (void)createContent { //1 - Invaders begin by moving to the right self.invaderMovementDirection = InvaderMovementDirectionRight; //2 - Invaders take 1 sec for each move. Each step left, right or down // takes 1 second. self.timePerMove = 1.0; //3 - Invaders haven't moved yet, so set the time to zero self.timeOfLastMove = 0.0; [self setupInvaders]; [self setupShip]; [self setupHud]; } /* Creates an invade sprite of a given type 1. Use the invadeType parameterr to determine color of the invader 2. Call spriteNodeWithColor:size: of SKSpriteNode to alloc and init a sprite that renders as a rect of the given color invaderColor with size kInvaderSize */ -(SKNode*)makeInvaderOfType:(InvaderType)invaderType { //1 SKColor* invaderColor; switch (invaderType) { case InvaderTypeA: invaderColor = [SKColor redColor]; break; case InvaderTypeB: invaderColor = [SKColor greenColor]; break; case InvaderTypeC: invaderColor = [SKColor blueColor]; break; } //2 SKSpriteNode* invader = [SKSpriteNode spriteNodeWithColor:invaderColor size:kInvaderSize]; invader.name = kInvaderName; return invader; } -(void)setupInvaders { //1 - loop over the rows CGPoint baseOrigin = CGPointMake(kInvaderSize.width / 2, 180); for (NSUInteger row = 0; row < kInvaderRowCount; ++row) { //2 - Choose a single InvaderType for all invaders // in this row based on the row number InvaderType invaderType; if (row % 3 == 0) invaderType = InvaderTypeA; else if (row % 3 == 1) invaderType = InvaderTypeB; else invaderType = InvaderTypeC; //3 - Does some math to figure out where the first invader // in the row should be positioned CGPoint invaderPosition = CGPointMake(baseOrigin.x, row * (kInvaderGridSpacing.height + kInvaderSize.height) + baseOrigin.y); //4 - Loop over the columns for (NSUInteger col = 0; col < kInvaderColCount; ++col) { //5 - Create an invader for the current row and column and add it // to the scene SKNode* invader = [self makeInvaderOfType:invaderType]; invader.position = invaderPosition; [self addChild:invader]; //6 - update the invaderPosition so that it's correct for the //next invader invaderPosition.x += kInvaderSize.width + kInvaderGridSpacing.width; } } } -(void)setupShip { //1 - creates ship using makeShip. makeShip can easily be used later // to create another ship (ex. to set up more lives) SKNode* ship = [self makeShip]; //2 - Places the ship on the screen. In SpriteKit the origin is at the lower //left corner of the screen. The anchorPoint is based on a unit square with (0, 0) at the lower left of the sprite's area and (1, 1) at its top right. Since SKSpriteNode has a default anchorPoint of (0.5, 0.5), i.e., its center, the ship's position is the position of its center. Positioning the ship at kShipSize.height/2.0f means that half of the ship's height will protrude below its position and half above. If you check the math, you'll see that the ship's bottom aligns exactly with the bottom of the scene. ship.position = CGPointMake(self.size.width / 2.0f, kShipSize.height/2.0f); [self addChild:ship]; } -(SKNode*)makeShip { SKNode* ship = [SKSpriteNode spriteNodeWithColor:[SKColor greenColor] size:kShipSize]; ship.name = kShipName; return ship; } -(void)setupHud { //Sets the score label font to Courier SKLabelNode* scoreLabel = [SKLabelNode labelNodeWithFontNamed:@"Courier"]; //1 - Give the score label a name so it becomes easy to find later when // the score needs to be updated. scoreLabel.name = kScoreHudName; scoreLabel.fontSize = 15; //2 - Color the score label green scoreLabel.fontColor = [SKColor greenColor]; scoreLabel.text = [NSString stringWithFormat:@"Score: %04u", 0]; //3 - Positions the score label near the top left corner of the screen scoreLabel.position = CGPointMake(20 + scoreLabel.frame.size.width/2, self.size.height - (20 + scoreLabel.frame.size.height/2)); [self addChild:scoreLabel]; //Applies the font of the health label SKLabelNode* healthLabel = [SKLabelNode labelNodeWithFontNamed:@"Courier"]; //4 - Give the health label a name so it can be referenced later when it needs // to be updated to display the health healthLabel.name = kHealthHudName; healthLabel.fontSize = 15; //5 - Colors the health label red healthLabel.fontColor = [SKColor redColor]; healthLabel.text = [NSString stringWithFormat:@"Health: %.1f%%", 100.0f]; //6 - Positions the health Label on the upper right hand side of the screen healthLabel.position = CGPointMake(self.size.width - healthLabel.frame.size.width/2 - 20, self.size.height - (20 + healthLabel.frame.size.height/2)); [self addChild:healthLabel]; } #pragma mark - Scene Update - (void)update:(NSTimeInterval)currentTime { //Makes the invaders move [self moveInvadersForUpdate:currentTime]; } #pragma mark - Scene Update Helpers //This method will get invoked by update -(void)moveInvadersForUpdate:(NSTimeInterval)currentTime { //1 - if it's not yet time to move, exit the method. moveInvadersForUpdate: // is invoked 60 times per second, but you don't want the invaders to move // that often since the movement would be too fast to see if (currentTime - self.timeOfLastMove < self.timePerMove) return; //2 - Recall that the scene holds all the invaders as child nodes; which were // added to the scene using addChild: in setupInvaders identifying each invader // by its name property. Invoking enumerateChildNodesWithName:usingBlock only loops over the invaders because they're named kInvaderType; which makes the loop skip the ship and the HUD. The guts og the block moves the invaders 10 pixels either right, left or down depending on the value of invaderMovementDirection [self enumerateChildNodesWithName:kInvaderName usingBlock:^(SKNode *node, BOOL *stop) { switch (self.invaderMovementDirection) { case InvaderMovementDirectionRight: node.position = CGPointMake(node.position.x - 10, node.position.y); break; case InvaderMovementDirectionLeft: node.position = CGPointMake(node.position.x - 10, node.position.y); break; case InvaderMovementDirectionDownThenLeft: case InvaderMovementDirectionDownThenRight: node.position = CGPointMake(node.position.x, node.position.y - 10); break; InvaderMovementDirectionNone: default: break; } }]; //3 - Record that you just moved the invaders, so that the next time this method is invoked (1/60th of a second from when it starts), the invaders won't move again until the set time period of one second has elapsed. self.timeOfLastMove = currentTime; //Makes it so that the invader movement direction changes only when the invaders are actually moving. Invaders only move when the check on self.timeOfLastMove passes (when conditional expression is true) [self determineInvaderMovementDirection]; } #pragma mark - Invader Movement Helpers -(void)determineInvaderMovementDirection { //1 - Since local vars accessed by block are default const(means they cannot be changed), this snippet of code qualifies proposedMovementDirection with __block so that you can modify it in //2 __block InvaderMovementDirection proposedMovementDirection = self.invaderMovementDirection; //2 - Loops over the invaders in the scene and refers to the block with the invader as an argument [self enumerateChildNodesWithName:kInvaderName usingBlock:^(SKNode *node, BOOL *stop) { switch (self.invaderMovementDirection) { case InvaderMovementDirectionRight: //3 - If the invader's right edge is within 1pt of the right edge of the scene, it's about to move offscreen. Sets proposedMovementDirection so that the invaders move down then left. You compare the invader's frame(the frame that contains its content in the scene's coordinate system) with the scene width. Since the scene has an anchorPoint of (0,0) by default and is scaled to fill it's parent view, this comparison ensures you're testing against the view's edges. if (CGRectGetMaxX(node.frame) >= node.scene.size.width - 1.0f) { proposedMovementDirection = InvaderMovementDirectionDownThenLeft; *stop = YES; } break; case InvaderMovementDirectionLeft: //4 - If the invader's left edge is within 1 pt of the left edge of the scene, it's about to move offscreen. Sets the proposedMovementDirection so invaders move down then right if (CGRectGetMinX(node.frame) <= 1.0f) { proposedMovementDirection = InvaderMovementDirectionDownThenRight; *stop = YES; } break; case InvaderMovementDirectionDownThenLeft: //5 - If invaders are moving down then left, they already moved down at this point, so they should now move left. proposedMovementDirection = InvaderMovementDirectionLeft; *stop = YES; break; case InvaderMovementDirectionDownThenRight: //6 - if the invaders are moving down then right, they already moved down so they should now move right. proposedMovementDirection = InvaderMovementDirectionRight; *stop = YES; break; default: break; } }]; //7 - if the proposed invader movement direction is different than the current invader movement direction, update the current direction to the proposed direction if (proposedMovementDirection != self.invaderMovementDirection) { self.invaderMovementDirection = proposedMovementDirection; } } #pragma mark - Bullet Helpers #pragma mark - User Tap Helpers #pragma mark - HUD Helpers #pragma mark - Physics Contact Helpers #pragma mark - Game End Helpers @end

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  • ToolStripMenuItems and Drag and Drop

    - by Paul
    I need to implement "Drag and Drop" operations for the ToolStripMenuItems. Everything works fine only with ToolStripMenuItems on the first level. I mean I can't move menu item from a submenu to other one. But I can move submenu to top-level menu. I noticed that DragEnter event isn't arise for submenus. Initialization is the same for all menu-items. What is wrong? :(

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  • Back button of Navigation Controller does not work!

    - by JosephH
    For some reason, if I try to go back to the main menu using the back button on the upper left corner, only the title returns to the previous menu, but not the view controller. View controller would return to the previous menu only if I explicitly call popViewControllerAnimated using some other button. Is there anyway to solve this? I think I've coded something wrong. Tried googling but couldn't find any cases like mine.

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  • Advice on a simple Windows Form

    - by Austin Hyde
    I have a VERY simple windows form that the user uses to manage "Stores". Each store has a name and number, and is kept in a corresponding DB table. The form has a listbox of stores, an add button that creates a new store, a delete button, and an edit button. Beside those I have text boxes for the name and number, and save/cancel buttons. When the user chooses a store from the list box, and clicks 'edit', the textboxes become populated and save/cancel become active. When the user clicks 'add', I create a new Store, add it to the listbox, activate the textboxes and save/cancel buttons, then commit it to the database when the user clicks 'save', or discards it when the user clicks 'cancel'. Right now, my event system looks like this (in psuedo-code. It's just shorter that way.) add->click: store = new Store() listbox.add(store) populateAndEdit(store) delete->click: store = listbox.selectedItem db.deleteOnSubmit(store) listbox.remove(store) db.submit() edit->click: populateAndEdit(listbox.selectedItem) save->click: parseAndSave(listbox.selectedItem) db.submit() disableTexts() cancel->click: disableTexts() The problem is in how I determine if we are inserting a new Store, or updating an existing one. The obvious solution to me would be to make it a "modal" process - that is, when I click edit, I go into edit mode, and the save button does things differently than if I were in add mode. I know I could make this more MVC-like, but I don't really think this simple form merits the added complexity. I'm not very experienced with winforms, so I'm not sure if I even have the right idea for how to tackle this. Is there a better way to do this? I would like to keep it simple, but usable.

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  • How do I trigger a closing animation for a WPF ContextMenu?

    - by Ashley Davis
    Does anyone know if it is possible to trigger an animation when a WPF ContextMenu closes? I have code that triggers an animation when the ContextMenu is opened. The animation makes the context menu fade into view. I also want an animation when the ContextMenu is closed that makes it fade out. The code that starts the opened fade-in animation looks something like this: var animation = new DoubleAnimation(); animation.From = 0; animation.To = 1; animation.Duration = TimeSpan.FromSeconds(0.2); animation.Freeze(); menu.BeginAnimation(ContextMenu.OpacityProperty, animation); The fade-in animation also runs on sub-menu items. Note that I also want to run other animations besides fade in and fade out. Eg I want the context menu to scale up from nothing so that it sort of 'bounces' into view.

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  • Jquery selectors question

    - by Ben
    Hi all, I am not an expert at jquery but trying to get a menu to work. Basically, I have a menu made of up to 3 levels of nested lists. The first level has a little arrow has a background image that opens or close when opening the first level list. Any other nested lists don't need to have the background image. My script opens the menu when you click on it and is also supposed to switch the first level list from a class "inactive" to a class "active". Here is the script: $(document).ready(function(){ $("#left-navigation-holder ul.level1 li.inactive").toggle(function(){ $(this).addClass("active"); }, function () { $(this).removeClass("active"); }); $("#left-navigation-holder li a").click(function(){ menu = $(this).parent('li').children('ul'); menu.toggle(); }); }); The problem is that the toggle function also happens when clicking on second and third level lists causing the arrows to toggle even if the first level list isn't clicked on. I thought using $("#left-navigation-holder ul.level1 li.inactive").toggle would limit the function to the first level list with a class "inactive". Any help would be really appreciated. Ben

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  • Why is Chrome miscalculating jQuery submenu dimensions?

    - by chunkymonkey
    I'm trying to implement this dropdown menu with flyouts: http://jsfiddle.net/chunkymonkey/fr6x4/ In Chrome certain categories can be expanded to show their subcategories while others show nothing when opened up. For example: Alternative Rock can be expanded to show its multiple subcategories . . . BUT . . . World Music, which has as many subcategories, shows no subcategories when expanded. (SCREENSHOT: http://i.imgur.com/0WorR.jpg) I thought I had tracked this problem down to a problem with they way the dimensions of the dropdown elements are calculated in the original code: First change: - var newLeftVal = - ($('.fg-menu-current').parents('ul').size() - 1) * 180; + var newLeftVal = - ($('.fg-menu-current').parents('ul').size() - 1) * container.width(); Second change: Remove: var checkMenuHeight = function(el) { if (el.height() > options.maxHeight) { el.addClass('fg-menu-scroll') }; el.css({ height: options.maxHeight }); }; Add: var checkMenuHeight = function(el) { var max_height = options.maxHeight - breadcrumb.getTotalHeight(); if (el.height() > max_height) { el.addClass('fg-menu-scroll'); el.height(max_height); topList.height(max_height); } else { if (topList.height() < el.height()) { topList.height(el.height()); } } }; But it's still not working only on Chrome (version 8, Windows & Mac) (not sure why Chrome is different).

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  • Set a class for an element in a PHP include()

    - by paracaudex
    I have an identical horizontal menu at the top of all of my pages, which I add using a PHP include() statement. In my stylesheet I want to have a class where if the user is on a particular page, the menu item corresponding to that page will have a different color. So, more or less: #dropdown { background-color:blue; } #dropdown .active { background-color:green; } But, since the menu comes from the PHP include, it's always the same. How can I write some PHP or JavaScript that adds class="active" to the appropriate menu item for each page?

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  • The type or namespace cannot be found (are you missing a using directive or an assembly reference?)

    - by Kumu
    I get the following error when I try to compile my C# program: The type or namespace name 'Login' could not be found (are you missing a using directive or an assembly reference?) using System; using System.Collections.Generic; using System.ComponentModel; using System.Data; using System.Drawing; using System.Linq; using System.Text; using System.Windows.Forms; namespace FootballLeague { public partial class MainMenu : Form { FootballLeagueDatabase footballLeagueDatabase; Game game; Team team; Login login; //Error here public MainMenu() { InitializeComponent(); changePanel(1); } public MainMenu(FootballLeagueDatabase footballLeagueDatabaseIn) { InitializeComponent(); footballLeagueDatabase = footballLeagueDatabaseIn; } private void Form_Loaded(object sender, EventArgs e) { } private void gameButton_Click(object sender, EventArgs e) { int option = 0; changePanel(option); } private void scoreboardButton_Click(object sender, EventArgs e) { int option = 1; changePanel(option); } private void changePanel(int optionIn) { gamePanel.Hide(); scoreboardPanel.Hide(); string title = "Football League System"; switch (optionIn) { case 0: gamePanel.Show(); this.Text = title + " - Game Menu"; break; case 1: scoreboardPanel.Show(); this.Text = title + " - Display Menu"; break; } } private void logoutButton_Click(object sender, EventArgs e) { login = new Login(); login.Show(); this.Hide(); } Login.cs class: using System; using System.Collections.Generic; using System.ComponentModel; using System.Data; using System.Drawing; using System.Linq; using System.Text; using System.Windows.Forms; namespace FootballLeagueSystem { public partial class Login : Form { MainMenu menu; public Login() { InitializeComponent(); } private void administratorLoginButton_Click(object sender, EventArgs e) { string username1 = "08247739"; string password1 = "08247739"; if ((userNameTxt.Text.Length) == 0) MessageBox.Show("Please enter your username!"); else if ((passwordTxt.Text.Length) == 0) MessageBox.Show("Please enter your password!"); else if (userNameTxt.Text.Equals("") || passwordTxt.Text.Equals("")) MessageBox.Show("Invalid Username or Password!"); else { if (this.userNameTxt.Text == username1 && this.passwordTxt.Text == password1) MessageBox.Show("Welcome Administrator!", "Administrator Login"); menu = new MainMenu(); menu.Show(); this.Hide(); } } private void managerLoginButton_Click(object sender, EventArgs e) { { string username2 = "1111"; string password2 = "1111"; if ((userNameTxt.Text.Length) == 0) MessageBox.Show("Please enter your username!"); else if ((passwordTxt.Text.Length) == 0) MessageBox.Show("Please enter your password!"); else if (userNameTxt.Text.Equals("") && passwordTxt.Text.Equals("")) MessageBox.Show("Invalid Username or Password!"); else { if (this.userNameTxt.Text == username2 && this.passwordTxt.Text == password2) MessageBox.Show("Welcome Manager!", "Manager Login"); menu = new MainMenu(); menu.Show(); this.Hide(); } } } private void cancelButton_Click(object sender, EventArgs e) { this.Close(); } } } Where is the error? What am I doing wrong?

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  • Misplaced Layout after "home"-button and/or powersave screen

    - by TiGer
    Hi, I have an app which also includes a service with a Notification. Right now I am experiencing the foillowing problem : I start my app which will work fine after couple of minutes the powersave kicks in and I get a black screen I (or hte user) click the Menu-button to dismiss the black screen and to unlock the screenlock Now my (fullscreen) app will have "moved" like 30-40 pixels downwards, creating an ugly black border or hole. When I move the scrollwheel it will move up and down, and when I press the Menu button (showing my ap''s menu) it will "fix" the view... or I start my app which will work fine I press the Home button exiting the app, my service though will (correctly) keep running when selecting my service from the notification-bar I will get once again : -Now my (fullscreen) app will have "moved" like 30-40 pixels downwards, creating an ugly black border or hole. When I move the scrollwheel it will move up and down, and when I press the Menu button (showing my ap''s menu) it will "fix" the view... Any idea what the problem is ? The app is running on a ADP2 with Android 1.6 Thanks in advance ! Ok, after some testing I noticed that if I don't run the Activity on Fullscreen, but just leave the TtileBar away this won't happen... Still this is no solution to me, I want it to be fullscreen... Noticed siomething else, when I have the View with the black bar, and I press the home button it will "refresh" the View correctly just before actually going to the Home Screen :(

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  • Define Javascript slider hit/rollover area

    - by Rob
    Hey, Im having an issue defining the hit area for a javascript sliding element. See example: http://www.warface.co.uk/clients/warface.co.uk/ Please slide over the grey box on the right side to reveal the button, although this works I would only like for the slider to only be triggered by rolling over the red block. CSS .slidingtwitter { /* -- This is the hit area -- */ background: #ccc; width:255px; height:55px; overflow: hidden; top:50%; right: 0px; /* -- This is the sliding start point -- */ position: fixed; font-family: Gotham, Sans-Serif; z-index: 50; } .slidingtwitter.right { right:0px; } .slidingtwitter .caption { /* -- This is the sliding area -- */ background: #fff; position: absolute; width:260px; height:55px; right: -205px; /* -- This is the sliding start point -- */ } .slidingtwitter a { color: #484848; font-size: 20px; text-transform: uppercase; } .slidingtwitter a:hover { color: black; } .slidingtwitter .smaller { font-size: 12px; font-family: Gotham Medium; } .twitterblock { background: #f35555 url("styles/images/button_twitter.png") no-repeat 14px 15px ; width:35px; height:35px; padding:10px; float:left; display:block; } .slidingtwitter .followme { background: url("styles/images/button_arrowheadthin.jpg")no-repeat right 0; height:35px; display:block; float:left; line-height:14px; width:140px; margin:10px 0px 0px 14px; padding-top:6px; padding-right: 40px; } JS $('.slidingtwitter').hover(function(){ $(".slide", this).stop().animate({right:'0px'},{queue:false,duration:400}); //Position on rollover },function() { $(".slide", this).stop().animate({right:'-205px'},{queue:false,duration:400}); //Position on rollout }); Any suggestions would be much appreciated.

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  • [BST] Deletion procedure

    - by Metz
    Hi all. Consider the deletion procedure on a BST, when the node to delete has two children. Let's say i always replace it with the node holding the minimum key in its right subtree. The question is: is this procedure commutative? That is, deleting x and then y has the same result than deleting first y and then x? I think the answer is no, but i can't find a counterexample, nor figure out any valid reasoning. Thank you. EDIT: Maybe i've got to be clearer. Consider the transplant(node x, node y) procedure: it replace x with y (and its subtree). So, if i want to delete a node (say x) which has two children i replace it with the node holding the minimum key in its right subtree: y = minimum(x.right) transplant(y, y.right) // extracts the minimum (it doesn't have left child) y.right = x.right y.left = x.left transplant(x,y) The question was how to prove the procedure above is not commutative.

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  • How to get this to compile?

    - by ShaChris23
    I have this code which compiles and works as expected: class Right {}; class Left { public: Left& operator = (Right const&) { //... Do something ... return *this; } }; int main() { Right right; Left left; // Assign individual object -- this works left = right; } But now, this one surprises me, I thought the template would work itself out since I already provided the = operator() to the Left class. int main() { ... std::list<Right> rightLst; std::list<Left> leftLst; // Assign a list of objects -- this doesn't compile leftLst = rightLst; } What can I do so that I could convert the rightLst to leftLst conversion in a single line?

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  • Python for statement giving an Invalid Syntax error with list

    - by Cold Diamondz
    I have some code in which is throwing an error (I'm using repl.it) import random students = ['s1:0','s2:0','s3:0'] while True: print'\n'*50 print'Ticket Machine'.center(80) print'-'*80 print'1. Clear Student Ticket Values'.center(80) print'2. Draw Tickets'.center(80) menu = raw_input('-'*80+'\nChoose an Option: ') if menu == '1': print'\n'*50 print'CLEARED!' students = ['s1:0','s2:0','s3:0'] raw_input('Press enter to return to the main menu!') elif menu == '2': tickets = [] print'\n'*50 times = int(raw_input('How many tickets to draw? ') for a in students: for i in range(a.split(':')[1]): tickets.append(a.split(':')[0]) for b in range(1,times+1): print str(b) + '. ' + random.choice(tickets) else: print'\n'*50 print'That was not an option!' raw_input('Press enter to return to the main menu!') But it is throwing this error: File "<stdin>", line 19 for a in students: ^ SyntaxError: invalid syntax I am planning on using this in a class, but I can't use it until the bug is fixed, also, student names have been removed for privacy reasons.

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  • How do I make the Drupal-Core Forum display only to members, and ask for login details otherwise

    - by Busk
    I'm trying to create a website, that has a menu based on Primary Links on the top of the site. The one menu item is for a 'Members Forum'. I want this menu item visible to all users (Anonymous/Authorized), but if an Anonymous user clicks on the item, instead of displaying "Access Denied", I'd prefer to show a custom message "such as please login to access the forum". If an Authorized user clicks it, obviously I want them to go straight to the page. In the Forum module, I've set up a container for the forum that is only viewable for Authorized users, so that when an Anonymous user clicks the menu item, they get the Access Denied error. Thank you

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  • Labels aren't shown properly in combo box

    - by Vishal
    The below code show the labels from previously selected list any ideas? Steps to reproduce: Click on List AB Open the list but don't select / click any item Now click on List CD Open the list again and you see A, B as labels instead of C,D but if you click on any item then everything comes properly <mx:Script> <![CDATA[ import mx.collections.ArrayCollection; public var ab:ArrayCollection=new ArrayCollection([{label: A, data: 1}, {label: B, data: 2}]); public var cd:ArrayCollection=new ArrayCollection([{label: C, data: 3}, {label: D, data: 4}]); private function abClick(event:Event):void { cb.dataProvider=ab; } private function cdClick(event:Event):void { cb.dataProvider=cd; } ]]> </mx:Script> <mx:Panel title="ComboBox Control Example" height="75%" width="75%" layout="horizontal" paddingTop="10" paddingBottom="10" paddingLeft="10" paddingRight="10"> <mx:ComboBox id="cb" width="150"/> <mx:Button label="List AB" click="abClick(event);"/> <mx:Button label="List CD" click="cdClick(event);"/> </mx:Panel>

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  • Use Margin Auto and Center to center Float Left Div

    - by Yan Cheng CHEOK
    I know this question had been asked many times. http://stackoverflow.com/questions/1740587/float-a-div-to-center However, I follow their suggestion : <center> <div style="margin : auto"> <a href="#" style="float: left; margin-right: 10px;">Menu Item 1</a> <a href="#" style="float: left; margin-right: 10px;">Menu Item 2</a> <a href="#" style="float: left; margin-right: 10px;">Menu Item 3</a> </div> </center> By using "Center" and "Margin Auto", I still unable to center the menu item.

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  • JQuery UI Tabs + Wordpress issues

    - by Sahat
    Hello dear Stackoverflow gurus, I am trying to integrate JQuery tabs with my WordPress blog, to replace old HTML Navigation menu. I am half way there but not quiet... Take a look for yourself: http://www.isahat.com The template breaks right away since the first button of the Tab menu is linked to index.php like so: Home Info The second tab menu shows my Info page just fine, but on top of everything else. My home page and everything else gets shifted down to make room for Info page. And why after clicking on any article or even the tab link, my tab menu disappears and all my navigation links turn into a bullet list? Thank you, Sahat.

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  • Attribute Address getting displayed instead of Attribute Value

    - by Manish
    I am try to create the following. I want to have one drop down menu. Depending on the option selected in the first drop down menu, options in second drop down menu will be displayed. The options in 2nd drop down menu is supposed by dynamic, i.e., options change with the change of values in first menu. Here, instead of getting the drop down menus, I am getting the following Choose your Option1: Choose your Option2: Note: I strictly don't want to use javascript. home_form.py class HomeForm(forms.Form): def __init__(self, *args, **kwargs): var_filter_con = kwargs.pop('filter_con', None) super(HomeForm, self).__init__(*args, **kwargs) if var_filter_con == '***': var_empty_label = None else: var_empty_label = ' ' self.option2 = forms.ModelChoiceField(queryset = db_option2.objects.filter(option1_id = var_filter_con).order_by("name"), empty_label = var_empty_label, widget = forms.Select(attrs={"onChange":'this.form.submit();'}) ) self.option1 = forms.ModelChoiceField(queryset = db_option1.objects.all().order_by("name"), empty_label=None, widget=forms.Select(attrs={"onChange":'this.form.submit();'}) ) view.py def option_view(request): if request.method == 'POST': form = HomeForm(request.POST) if form.is_valid(): cd = form.cleaned_data if cd.has_key('option1'): f = HomeForm(filter_con = cd.get('option1')) return render_to_response('homepage.html', {'home_form':f,}, context_instance=RequestContext(request)) return render_to_response('invalid_data.html', {'form':form,}, context_instance=RequestContext(request)) else: f = HomeForm(filter_con = '***') return render_to_response('homepage.html', {'home_form':f,}, context_instance=RequestContext(request)) homepage.html <!DOCTYPE HTML> <head> <title>Nivaaran</title> </head> <body> <form method="post" name = 'choose_opt' action=""> {% csrf_token %} Choose your Option1: {{ home_form.option1 }} <br/> Choose your Option2: {{ home_form.option2 }} </form> </body>

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  • Prob comparing pointers and integer in C

    - by Dimitri
    Hi I have a problem with this code. When i am using this function I have no warnings. : void handler(int sig){ switch(sig) { case SIGINT : { click++; fprintf(stdout,"SIGINT recu\n"); if( click == N){ exit(0); } } case SIGALRM : fprintf(stdout,"SIGALRM received\n"); exit(0); case SIGTERM: fprintf(stdout,"SIGTERM received\n"); exit(0); } } But when i rewrite the function with this new version, I have a " comparison between pointer and integer" warning on the if statement: void handler( int sig){ printf("Signal recu\n"); if( signal == SIGINT){ click++; fprintf(stdout,"SIGINT received; Click = %d\n",click); if(click == N){ fprintf(stdout,"Exiting with SIGINT\n"); exit(0); } } else if(signal == SIGALRM){ fprintf(stdout,"SIGALRM received\n"); exit(0); } else if(signal == SIGTERM){ fprintf(stdout,"SIGTERM received\n"); exit(0); } Can someone tell me where is the prob?

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