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  • Tutoriel JavaScript : Présentation des événements du DOM, par Philippe Beaucart

    L'objectif de cet article, relativement exhaustif, est de permettre de comprendre comment manipuler les évènements DOM en JavaScript. Avant d'aborder les évènements du DOM (Document Object Model), vous devez comprendre la construction arborescente d'un document HTML, avec les notions inhérentes de n%u0153uds, de n%u0153ud parent et de n%u0153ud enfant. Idéalement, vous pouvez acquérir préalablement la notion d'arbre XML qui est le fondement de la construction arborescente des documents HTML.

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  • Please allow us to cancel loading of log in SQL Server Management Studio Log Viewer

    - by simonsabin
    The log viewer in management studio is really neat, however if you have large log files or are accessing a remote server over a slow connection it can take a long time to load the log records. Generally you only need the last x records, so you don’t need to load all the records. It would be great to have a cancel button to allow us to cancel the loading of the log records in SQL Server Management Studio. As an aside one of the best features in SQL 2005 was the ability to cancel your connection attempt...(read more)

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  • Oracle Database 11g Release 2 - Patchset 11.2.0.4 available now!

    - by A. G.
    DB 11.2.0.4 patchset (Patch 13390677) has been released on Linux x86-64 Linux x86 Solaris on SPARC (64-bit) Solaris x86-64 HP-UX Itanium IBM AIX on Power Systems Microsoft Windows x64 (64-bit) Microsoft Windows (32-bit) Additional details about list of bug fixes and known issues is available via My Oracle Support Document 1562139.1 11.2.0.4 Patch Set - Availability and Known Issues Document 1562142.1 List of Bug Fixes by Problem Type New features are listed in Oracle Database New Feature Guide - Oracle Database 11g Release 2 (11.2.0.4) New Features

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  • Titanium SDK gives a "file too short" error

    - by Dananjaya
    I'm using Ubuntu 11.04 and recently installed Appcelerator Titanium Studio version 1.7 When I load up a demo project to run, I get an error like this, Couldn't load file:/home/dananjaya/.titanium/runtime/linux/1.1.0/libkhost.so, error: /home/dananjaya/.titanium/runtime/linux/1.1.0/libwebkittitanium-1.0.so.2: file too short Am I missing some dependencies here or is it a bug in the application? Thanks in advance.

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  • Kyocera Mita Laser Printer Warranty

    Kyocera Mita?Laser Printer is the leading division in document imaging. They are one of the biggest producers and makers of document imaging products. With the decreasing costs of laser printers, the... [Author: Steve White - Computers and Internet - May 16, 2010]

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  • [ADF tip #1] Working around some clientListener limitation

    - by julien.schneider(at)oracle.com
    As i occasionally work on Oracle ADF, i've decided to write tips on this Framework. Previous version of adf (10g) had a <afh:body> component to represent the body of your page which allowed to specify javascript events like onload or onunload. In ADF RC, the body (as well as html and head) is geneated by a single <af:document>. To implement the onXXXXX events you embed an <af:clientListener> within this <af:document> and specify property type="load" with the method to trigger.   Problem is that onunload property is not supported by th af:clientListener. So how do i do ? Well, a solution is to add this event during page load.   First step : Embed in your <af:document> the following : <af:clientListener type="load" method="addOnUnload()"/>   Second step : Add your unload event using this kind of script : <af:document>     <f:facet name="metaContainer">     <f:verbatim>     <script type="text/javascript">                 function addOnUnload(evt) {                       window.onunload=function()                               {                                   alert('Goodbye Word');                              }                    }     </script>     </f:verbatim>   When closing browser your event will be triggered as expected.    

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  • Loading and drawing materials using Lib3ds

    - by Dfowj
    Hey all, i'm currently using Lib3ds to load models into my C++/OpenGL project. So far, i've been follow the model loading tutorial found here. The tutorial gives a good example of how to draw the vertices and normals using VBO's, but so far i've been lost as how to do the same thing with materials. Could i get an explanation/example of how to both load and draw materials of my meshes using Lib3ds and OpenGL?

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  • June LCNUG Presentation

    - by Tim Murphy
    Office Open XML has been my focus for the last 8 months.  We are creating  solutions that generate data and business rule heavy presentations and document.  On June 24th I will be covering the how to use OOXML to generate documents that can be used as sales and marketing collateral.  Register below and come out and join the discussion. http://www.eventbrite.com/event/722041646 del.icio.us Tags: Office Open XML,OOXML PSC Group,LCNUG,Document Generation

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  • Displaylink USB show "Logo / Loading" on monitor

    - by Ken Le
    I tried with this problem for 2 years already. LOL, today, I install Ubuntu for I have to resolve it or I will back to stupid Windows 7. First, I have 3 monitors. My graphic card is support dual ( ATI Radeon ), so I have no problem on extend those multi monitor on VGA and DVI. The 3rd monitor is Displaylink USB. After installed everything required, when I reboot, the displaylink monitor show "Ubuntu ...." like logo / loading screen. I go to System Display , Detect monitor, it only show my 1st and 2nd, NO 3RD Displaylink. I can move my mouse between those 1st & 2nd, but the 3rd is only show the Ubuntu Screen. I press Ctrl+Alt+1, then screen switch to Displaylink USB 3RD monitor, but its "Terminal" not a desktop. Then I press Ctrl+Alt+7 , the screen switch back to my 1st, 2nd, and the displaylink 3rd is witch back to Logo / Ubuntu again. This is my /etc/X11/xorg.conf : Section "ServerLayout" Identifier "X.org Configured" Screen 0 "aticonfig-Screen[0]-0" 0 0 Screen 1 "DisplayLinkScreen" Leftof "aticonfig-Screen[0]-0" InputDevice "Mouse0" "CorePointer" InputDevice "Keyboard0" "CoreKeyboard" EndSection Section "Files" ModulePath "/usr/lib/xorg/modules" FontPath "/usr/share/fonts/X11/misc" FontPath "/usr/share/fonts/X11/cyrillic" FontPath "/usr/share/fonts/X11/100dpi/:unscaled" FontPath "/usr/share/fonts/X11/75dpi/:unscaled" FontPath "/usr/share/fonts/X11/Type1" FontPath "/usr/share/fonts/X11/100dpi" FontPath "/usr/share/fonts/X11/75dpi" FontPath "/var/lib/defoma/x-ttcidfont-conf.d/dirs/TrueType" FontPath "built-ins" EndSection Section "Module" Load "glx" Load "dri2" Load "dbe" Load "dri" Load "record" Load "extmod" EndSection Section "InputDevice" Identifier "Keyboard0" Driver "kbd" EndSection Section "InputDevice" Identifier "Mouse0" Driver "mouse" Option "Protocol" "auto" Option "Device" "/dev/input/mice" Option "ZAxisMapping" "4 5 6 7" EndSection Section "Monitor" Identifier "aticonfig-Monitor[0]-0" Option "VendorName" "ATI Proprietary Driver" Option "ModelName" "Generic Autodetecting Monitor" Option "DPMS" "true" EndSection Section "Monitor" Identifier "DisplayLinkMonitor" EndSection Section "Monitor" Identifier "0-DFP1" Option "VendorName" "ATI Proprietary Driver" Option "ModelName" "Generic Autodetecting Monitor" Option "DPMS" "true" Option "PreferredMode" "1680x1050" Option "TargetRefresh" "60" Option "Position" "0 0" Option "Rotate" "normal" Option "Disable" "false" EndSection Section "Monitor" Identifier "0-CRT2" Option "VendorName" "ATI Proprietary Driver" Option "ModelName" "Generic Autodetecting Monitor" Option "DPMS" "true" Option "PreferredMode" "1920x1080" Option "TargetRefresh" "60" Option "Position" "1680 0" Option "Rotate" "normal" Option "Disable" "false" EndSection Section "Device" ### Available Driver options are:- ### Values: <i>: integer, <f>: float, <bool>: "True"/"False", ### <string>: "String", <freq>: "<f> Hz/kHz/MHz", ### <percent>: "<f>%" ### [arg]: arg optional #Option "NoAccel" # [<bool>] #Option "SWcursor" # [<bool>] #Option "Dac6Bit" # [<bool>] #Option "Dac8Bit" # [<bool>] #Option "BusType" # [<str>] #Option "CPPIOMode" # [<bool>] #Option "CPusecTimeout" # <i> #Option "AGPMode" # <i> #Option "AGPFastWrite" # [<bool>] #Option "AGPSize" # <i> #Option "GARTSize" # <i> #Option "RingSize" # <i> #Option "BufferSize" # <i> #Option "EnableDepthMoves" # [<bool>] #Option "EnablePageFlip" # [<bool>] #Option "NoBackBuffer" # [<bool>] #Option "DMAForXv" # [<bool>] #Option "FBTexPercent" # <i> #Option "DepthBits" # <i> #Option "PCIAPERSize" # <i> #Option "AccelDFS" # [<bool>] #Option "IgnoreEDID" # [<bool>] #Option "CustomEDID" # [<str>] #Option "DisplayPriority" # [<str>] #Option "PanelSize" # [<str>] #Option "ForceMinDotClock" # <freq> #Option "ColorTiling" # [<bool>] #Option "VideoKey" # <i> #Option "RageTheatreCrystal" # <i> #Option "RageTheatreTunerPort" # <i> #Option "RageTheatreCompositePort" # <i> #Option "RageTheatreSVideoPort" # <i> #Option "TunerType" # <i> #Option "RageTheatreMicrocPath" # <str> #Option "RageTheatreMicrocType" # <str> #Option "ScalerWidth" # <i> #Option "RenderAccel" # [<bool>] #Option "SubPixelOrder" # [<str>] #Option "ClockGating" # [<bool>] #Option "VGAAccess" # [<bool>] #Option "ReverseDDC" # [<bool>] #Option "LVDSProbePLL" # [<bool>] #Option "AccelMethod" # <str> #Option "DRI" # [<bool>] #Option "ConnectorTable" # <str> #Option "DefaultConnectorTable" # [<bool>] #Option "DefaultTMDSPLL" # [<bool>] #Option "TVDACLoadDetect" # [<bool>] #Option "ForceTVOut" # [<bool>] #Option "TVStandard" # <str> #Option "IgnoreLidStatus" # [<bool>] #Option "DefaultTVDACAdj" # [<bool>] #Option "Int10" # [<bool>] #Option "EXAVSync" # [<bool>] #Option "ATOMTVOut" # [<bool>] #Option "R4xxATOM" # [<bool>] #Option "ForceLowPowerMode" # [<bool>] #Option "DynamicPM" # [<bool>] #Option "NewPLL" # [<bool>] #Option "ZaphodHeads" # <str> Identifier "Card0" Driver "radeon" BusID "PCI:5:0:0" EndSection Section "Device" ### Available Driver options are:- ### Values: <i>: integer, <f>: float, <bool>: "True"/"False", ### <string>: "String", <freq>: "<f> Hz/kHz/MHz", ### <percent>: "<f>%" ### [arg]: arg optional #Option "ShadowFB" # [<bool>] #Option "Rotate" # <str> #Option "fbdev" # <str> #Option "debug" # [<bool>] Identifier "Card1" Driver "fbdev" BusID "PCI:5:0:0" EndSection Section "Device" ### Available Driver options are:- ### Values: <i>: integer, <f>: float, <bool>: "True"/"False", ### <string>: "String", <freq>: "<f> Hz/kHz/MHz", ### <percent>: "<f>%" ### [arg]: arg optional #Option "ShadowFB" # [<bool>] #Option "DefaultRefresh" # [<bool>] #Option "ModeSetClearScreen" # [<bool>] Identifier "Card2" Driver "vesa" BusID "PCI:5:0:0" EndSection Section "Device" Identifier "aticonfig-Device[0]-0" Driver "fglrx" Option "Monitor-DFP1" "0-DFP1" Option "Monitor-CRT2" "0-CRT2" BusID "PCI:5:0:0" EndSection Section "Device" Identifier "DisplayLinkDevice" Driver "displaylink" Option "fbdev" "/dev/fb1" Option "ShadowFB" "off" EndSection Section "Screen" Identifier "aticonfig-Screen[0]-0" Device "aticonfig-Device[0]-0" DefaultDepth 24 SubSection "Display" Viewport 0 0 Virtual 3600 1920 Depth 24 EndSubSection EndSection Section "Screen" Identifier "DisplayLinkScreen" Device "DisplayLinkDevice" Monitor "DisplayLinkMonitor" DefaultDepth 24 SubSection "Display" Depth 24 Modes "1920x1080" EndSubSection EndSection

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  • Software design for non object oriented paradigm

    - by Dean
    I'm currently working on a project where I'm writing the firmware for an electronic system in C, and have been asked to produce documentation on the development/evolution of the software for the embedded devices. Having developed software in the object oriented paradigm I know to use UML to document the software such as class diagrams with objects, however this does not work for documenting the development of my embedded system. So what should I produce to document the development of my firmware?

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  • Windows 7 IIS 7 unable to receive incoming HTTP traffic

    - by gregarobinson
     I was trying to load a test html page from a LAN server that is running Windows 7. I could load the page from the server, but not from machines within the LAN. It took a while to figure out, but it turned ot to be the firewall in Windows 7. Here is what I had to do: Windows Firewall with Advanced Security ---> Inbound Rules ---> Enable World Wide receive incoming HTTP trafficWeb Services (HTTP Traffic-In)

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  • Character jump animation is not working when i hit the space bar

    - by muzzy
    i am having an issue with my game in XNA. My jump sprite sheet for my character does not trigger when i hit the space bar. I cant seem to find the problem. Please help me. I am also put the code below to make things easier. namespace WindowsGame4 { public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; // start of new code Texture2D playerWalk; // sprite sheet of walk cycle (14 frames) Texture2D idle; // idle animation Texture2D jump; // jump animation Vector2 playerPos; // to hold x and y position info for the player Point frameDimensions; // to hold width and height values for the frames int presentFrame; // to record which frame we are on at any given time int noOfFrames; // to hold the total number of frames in the spritesheet int elapsedTime; // to know how long each frame has been shown int frameDuration; // to hold info about how long each frame should be shown SpriteEffects flipDirection; // SpriteEffects object int speed; //rate of movement int upMovement; int downMovement; int rightMovement; int leftMovement; int jumpApex; string state; //this is going to be "idle","walking" or "jumping". KeyboardState previousKeyboardState; Vector2 originalPlayerPos; Vector2 movementDirection; Vector2 movementSpeed; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } protected override void Initialize() { // textures will be defined in the LoadContent() method playerPos = new Vector2(0, 200); // starting position for the player is at the left of the screen, and a Y position of 200 frameDimensions = new Point(55, 65); // each frame in the idle sprite sheet is 55 wide by 65 high presentFrame = 0; // start at frame 0 noOfFrames = 5; // there are 5 frames in the idle cycle elapsedTime = 0; // set elapsed time to start at 0 frameDuration = 80; // 80 milliseconds is how long each frame will show for (the higher the number, the slower the animation) flipDirection = SpriteEffects.None; // set the value of flipDirection to none speed = 200; upMovement = -2; downMovement = 2; rightMovement = 1; leftMovement = -1; jumpApex = 100; state = "idle"; previousKeyboardState = Keyboard.GetState(); originalPlayerPos = Vector2.Zero; movementDirection = Vector2.Zero; movementSpeed = Vector2.Zero; base.Initialize(); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); playerWalk = Content.Load<Texture2D>("sprites/walkSmall"); // load the walk cycle spritesheet idle = Content.Load<Texture2D>("sprites/idleCycle"); // load the idle cycle sprite sheet jump = Content.Load<Texture2D>("sprites/jump"); // load the jump cycle sprite sheet } protected override void UnloadContent() // we're not using this method at the moment { } protected override void Update(GameTime gameTime) // Update method - used it to call a number of other methods { if (Keyboard.GetState().IsKeyDown(Keys.Escape)) { this.Exit(); // Exit the game if the Escape key is pressed } KeyboardState presentKeyboardState = Keyboard.GetState(); UpdateMovement(presentKeyboardState, gameTime); UpdateIdle(presentKeyboardState, gameTime); UpdateJump(presentKeyboardState); UpdateAnimation(gameTime); playerPos += movementDirection * movementSpeed * (float)gameTime.ElapsedGameTime.TotalSeconds; previousKeyboardState = presentKeyboardState; base.Update(gameTime); } private void UpdateAnimation(GameTime gameTime) { elapsedTime += gameTime.ElapsedGameTime.Milliseconds; if (elapsedTime > frameDuration) { elapsedTime -= frameDuration; elapsedTime = elapsedTime - frameDuration; presentFrame++; if (presentFrame > noOfFrames) if (state != "jumping") { presentFrame = 0; } else { presentFrame = 8; } } } protected void UpdateMovement(KeyboardState presentKeyboardState, GameTime gameTime) { if (state == "idle") { movementSpeed = Vector2.Zero; movementDirection = Vector2.Zero; if (presentKeyboardState.IsKeyDown(Keys.Left)) { state = "walking"; movementSpeed.X = speed; movementDirection.X = leftMovement; flipDirection = SpriteEffects.FlipHorizontally; } if (presentKeyboardState.IsKeyDown(Keys.Right)) { state = "walking"; movementSpeed.X = speed; movementDirection.X = rightMovement; flipDirection = SpriteEffects.None; } } } private void UpdateIdle(KeyboardState presentKeyboardState, GameTime gameTime) { if ((presentKeyboardState.IsKeyUp(Keys.Left) && previousKeyboardState.IsKeyDown(Keys.Left) || presentKeyboardState.IsKeyUp(Keys.Right) && previousKeyboardState.IsKeyDown(Keys.Right) && state != "jumping")) { state = "idle"; } } private void UpdateJump(KeyboardState presentKeyboardState) { if (state == "walking" || state == "idle") { if (presentKeyboardState.IsKeyDown(Keys.Space) && !presentKeyboardState.IsKeyDown(Keys.Space)) { presentFrame = 1; DoJump(); } } if (state == "jumping") { if (originalPlayerPos.Y - playerPos.Y > jumpApex) { movementDirection.Y = downMovement; } if (playerPos.Y > originalPlayerPos.Y) { playerPos.Y = originalPlayerPos.Y; state = "idle"; movementDirection = Vector2.Zero; } } } private void DoJump() { if (state != "jumping") { state = "jumping"; originalPlayerPos = playerPos; movementDirection.Y = upMovement; movementSpeed = new Vector2(speed, speed); } } protected override void Draw(GameTime gameTime) // Draw method { GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(); // begin the spritebatch if (state == "walking") { noOfFrames = 14; frameDimensions = new Point(55, 65); Vector2 playerWalkPos = new Vector2(playerPos.X, playerPos.Y - 28); spriteBatch.Draw(playerWalk, playerWalkPos, new Rectangle((presentFrame * frameDimensions.X), 0, frameDimensions.X, frameDimensions.Y), Color.White, 0, Vector2.Zero, 1, flipDirection, 0); } if (state == "idle") { noOfFrames = 5; frameDimensions = new Point(55, 65); Vector2 idlePos = new Vector2(playerPos.X, playerPos.Y - 28); spriteBatch.Draw(idle, idlePos, new Rectangle((presentFrame * frameDimensions.X), 0, frameDimensions.X, frameDimensions.Y), Color.White, 0, Vector2.Zero, 1, flipDirection, 0); } if (state == "jumping") { noOfFrames = 9; frameDimensions = new Point(55, 92); Vector2 jumpPos = new Vector2(playerPos.X, playerPos.Y - 28); spriteBatch.Draw(jump, jumpPos, new Rectangle((presentFrame * frameDimensions.X), 0, frameDimensions.X, frameDimensions.Y), Color.White, 0, Vector2.Zero, 1, flipDirection, 0); } spriteBatch.End(); // end the spritebatch commands base.Draw(gameTime); } } }

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  • SQLAuthority News Interesting Whitepaper We Loaded 1TB in 30 Minutes with SSIS, and So Can You

    In February 2008, Microsoft announced a record-breaking data load using Microsoft SQL Server Integration Services (SSIS): 1 TB of data in less than 30 minutes. That data load, using SQL Server Integration Services, was 30% faster than the previous best time using a commercial ETL tool. This paper outlines what it took: the software, hardware, [...]...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • juju deploy issues

    - by Eduard Lugo
    I'm trying to run juju deploy from my local repository, when I do I get this message. WARNING failed to load charm at "/home/eduard/charms/precise/hooks": open /home/eduard/charms/precise/hooks/metadata.yaml: no such file or directory WARNING failed to load charm at "/home/eduard/charms/precise/hooks": open /home/eduard/charms/precise/hooks/metadata.yaml: no such file or directory Added charm "local:precise/stack-48" to the environment. The charm is running normally but I like this ad Quu not continue appearing. I appreciate the help in advance

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  • Insight into GNU/Linux boot process

    <b>Musing with GNU/Linux:</b> "In this document we will take a look at the different aspects of the boot process. Such as the BIOS which is the first code which runs, the boot loaders that can load different operating systems, pass arguments to the kernel, load it from different sources like a hard drive, a flash, and network & finally the kernel itself."

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  • Developing and Deploying with SQL Azure

    - by guybarrette
    Microsoft published a short SQL Azure deployment document: This document provides guidelines on how to deploy an existing on-premise SQL Server database into SQL Azure. It also discusses best practices related to data migration. Download it here var addthis_pub="guybarrette";

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  • Developing and Deploying with SQL Azure

    Microsoft published a short SQL Azure deployment document: This document provides guidelines on how to deploy an existing on-premise SQL Server database into SQL Azure. It also discusses best practices related to data migration. Download it here var addthis_pub="guybarrette";...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Microphone crackling in Ubuntu 12.04

    - by Tomas
    I am not very experienced in linux and have this problem with microphone which works fine on Windows. Microphone is external one and when listening to recorded sound (both Sound Recorder and Skype Echo Test) you can hear crackling noise. I fixed output crackling by replacing load-module module-hal-detect with load-module module-hal-detect tsched=0 in /etc/pulse/default.pa but I have no idea how to fix input. Hardware info: Card: HDA ATI SB Chip: Realtek ALC272X Thanks for help!

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  • Google Docs : arrivée des discussions et des commentaires collaboratifs, une nouveauté issue de Google Wave

    Google Docs : arrivée des discussions et des commentaires collaboratifs Inspirés de Google Wave Mise à jour du 17/03/2011 par Idelways Co-écrit avec Gordon Fowler Google est sur le point d'intégrer une dimension collaborative supplémentaire à son outil de traitement de texte en ligne « Google Docs » pour faciliter et améliorer la communication entre les personnes impliquées dans la rédaction d'un même document. Jusque-là, la communication autour du travail commun d'un document se limitait à l'insertion de commentaires. Désormais, il est possible de créer des discussions structurées et thématisée...

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  • JSR 355 Final Release, and moves JCP to version 2.9

    - by heathervc
    JSR 355, JCP EC Merge, passed the JCP EC Final Approval Ballot on 13 August 2012, with 14 Yes votes, 1 abstain (1 member did not vote) on the SE/EE EC, and 12 yes votes (2 members were not eligible to vote) on the ME EC.  JSR 355 posted a Final Release this week, moving the JCP program version to JCP 2.9.  The transition to a merged EC will happen after the 2012 EC Elections, as defined in the Appendix B of the JCP (pasted below), and the EC will operate under the new EC Standing Rules. In the previous version (2.8) of this Process Document there were two separate Executive Committees, one for Java ME and one for Java SE and Java EE combined. The single Executive Committee described in this version of the Process Document will be implemented through the following process: The 2012 annual elections will be held as defined in JCP 2.8, but candidates will be informed that if they are elected their term will be for only a single year, since all candidates must stand for re-election in 2013. Immediately after the 2012 election the two ECs will be merged. Oracle and IBM's second seats will be eliminated, resulting in a single EC with 30 members. All subsequent JSR ballots (even for in-progress JSRs) will then be voted on by the merged EC. For the 2013 annual elections three Ratified and two Elected Seats will be eliminated, thereby reducing the EC to 25 members. All 25 seats will be up for re-election in 2013. Members elected in 2013 will be ranked to determine whether their initial term will be one or two years. The 50% of Ratified and 50% of Elected members who receive the most votes will serve an initial two-year term, while all others will serve an initial one year term. All members elected in 2014 and subsequently will serve a two-year term. For clarity, note that the provisions specified in this version of the Process Document regarding a merged EC will apply to subsequent ballots on all existing JSRs, whether or not the Spec Leads of those JSRs chose to adopt this version of the Process Document in its entirety. <end of Appendix> Also of note:  the materials and minutes from the July EC meeting and the June EC Meeting are now available--following the July EC Meeting, Samsung and SK Telecom lost their EC seats. The June EC meeting also had a public portion--the audio from the public portion of the EC meeting are now posted online.  For Spec Leads there is also the recording of the EG Nominations call.

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  • Controlling the Sizing of the af:messages Dialog

    - by Duncan Mills
    Over the last day or so a small change in behaviour between 11.1.2.n releases of ADF and earlier versions has come to my attention. This has concerned the default sizing of the dialog that the framework automatically generates to handle the display of JSF messages being handled by the <af:messages> component. Unlike a normal popup, you don't have a physical <af:dialog> or <af:window> to set the sizing on in your page definition, so you're at the mercy of what the framework provides. In this case the framework now defines a fixed 250x250 pixel content area dialog for these messages, which can look a bit weird if the message is either very short, or very long. Unfortunately this is not something that you can control through the skin, instead you have to be a little more creative. Here's the solution I've come up with.  Unfortunately, I've not found a supportable way to reset the dialog so as to say  just size yourself based on your contents, it is actually possible to do this by tweaking the correct DOM objects, but I wanted to start with a mostly supportable solution that only uses the best practice of working through the ADF client side APIs. The Technique The basic approach I've taken is really very simple.  The af:messages dialog is just a normal richDialog object, it just happens to be one that is pre-defined for you with a particular known name "msgDlg" (which hopefully won't change). Knowing this, you can call the accepted APIs to control the content width and height of that dialog, as our meerkat friends would say, "simples" 1 The JavaScript For this example I've defined three JavaScript functions.   The first does all the hard work and is designed to be called from server side Java or from a page load event to set the default. The second is a utility function used by the first to validate the values you're about to use for height and width. The final function is one that can be called from the page load event to set an initial default sizing if that's all you need to do. Function resizeDefaultMessageDialog() /**  * Function that actually resets the default message dialog sizing.  * Note that the width and height supplied define the content area  * So the actual physical dialog size will be larger to account for  * the chrome containing the header / footer etc.  * @param docId Faces component id of the document  * @param contentWidth - new content width you need  * @param contentHeight - new content height  */ function resizeDefaultMessageDialog(docId, contentWidth, contentHeight) {   // Warning this value may change from release to release   var defMDName = "::msgDlg";   //Find the default messages dialog   msgDialogComponent = AdfPage.PAGE.findComponentByAbsoluteId(docId + defMDName); // In your version add a check here to ensure we've found the right object!   // Check the new width is supplied and is a positive number, if so apply it.   if (dimensionIsValid(contentWidth)){       msgDialogComponent.setContentWidth(contentWidth);   }   // Check the new height is supplied and is a positive number, if so apply it.   if (dimensionIsValid(contentHeight)){       msgDialogComponent.setContentHeight(contentHeight);   } }  Function dimensionIsValid()  /**  * Simple function to check that sensible numeric values are   * being proposed for a dimension  * @param sampleDimension   * @return booolean  */ function dimensionIsValid(sampleDimension){     return (!isNaN(sampleDimension) && sampleDimension > 0); } Function  initializeDefaultMessageDialogSize() /**  * This function will re-define the default sizing applied by the framework   * in 11.1.2.n versions  * It is designed to be called with the document onLoad event  */ function initializeDefaultMessageDialogSize(loadEvent){   //get the configuration information   var documentId = loadEvent.getSource().getProperty('documentId');   var newWidth = loadEvent.getSource().getProperty('defaultMessageDialogContentWidth');   var newHeight = loadEvent.getSource().getProperty('defaultMessageDialogContentHeight');   resizeDefaultMessageDialog(documentId, newWidth, newHeight); } Wiring in the Functions As usual, the first thing we need to do when using JavaScript with ADF is to define an af:resource  in the document metaContainer facet <af:document>   ....     <f:facet name="metaContainer">     <af:resource type="javascript" source="/resources/js/hackMessagedDialog.js"/>    </f:facet> </af:document> This makes the script functions available to call.  Next if you want to use the option of defining an initial default size for the dialog you use a combination of <af:clientListener> and <af:clientAttribute> tags like this. <af:document title="MyApp" id="doc1">   <af:clientListener method="initializeDefaultMessageDialogSize" type="load"/>   <af:clientAttribute name="documentId" value="doc1"/>   <af:clientAttribute name="defaultMessageDialogContentWidth" value="400"/>   <af:clientAttribute name="defaultMessageDialogContentHeight" value="150"/>  ...   Just in Time Dialog Sizing  So  what happens if you have a variety of messages that you might add and in some cases you need a small dialog and an other cases a large one? Well in that case you can re-size these dialogs just before you submit the message. Here's some example Java code: FacesContext ctx = FacesContext.getCurrentInstance();          //reset the default dialog size for this message ExtendedRenderKitService service =              Service.getRenderKitService(ctx, ExtendedRenderKitService.class); service.addScript(ctx, "resizeDefaultMessageDialog('doc1',100,50);");          FacesMessage msg = new FacesMessage("Short message"); msg.setSeverity(FacesMessage.SEVERITY_ERROR); ctx.addMessage(null, msg);  So there you have it. This technique should, at least, allow you to control the dialog sizing just enough to stop really objectionable whitespace or scrollbars. 1 Don't worry if you don't get the reference, lest's just say my kids watch too many adverts.

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  • Kompozer gives an error when runned under 12.10 amd64

    - by blade19899
    I downloaded kompozer extracted it and run kompozer like ./kompozer So then I get this error in the gnome-terminal Gtk-Message: Failed to load module "overlay-scrollbar" /usr/lib/gtk-2.0/2.10.0/menuproxies/libappmenu.so: wrong ELF-class: ELFCLASS64 (kompozer-bin:8651): Gtk-WARNING **: Failed to load type module: /usr/lib/gtk-2.0/2.10.0/menuproxies/libappmenu.so How can i get Kompozer to work under 12.10 amd64? note: The error above had some dutch words in them so i translated it!

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