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  • ListView adapter data change without ListView being notified

    - by brockoli
    I've written a ListActivity that has a custom list adapter. The list is being updated from a ContentProvider when onCreate is run. I also have a service that gets started when I run the app and it first updates the ContentProvider, then sends a Broadcast that the content has been updated. My ListActivity recieves the broadcast and tries to update my ListView. My problem is, I'm getting intermittent errors about the ListView adapter data changing without the ListView being notified. I call the notifyDataSetChanged() method on my list adapter right after I update it. What it seems like is happening is the list is still in the process of being updated after first call in onCreate when it recieves the broadcast from the service to update, so it tries to update my ListView before it's finished updating from it's first run. Does this make sense? Here is some of my code. NOTE: The service is working properly, it gets new data and updates my ContentProvider, and I do get the broadcast in my activity when it is updated. @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); ctx = this; getPrefs(); setContentView(R.layout.main); // Setup preference listener preferences = PreferenceManager.getDefaultSharedPreferences(this); preferences.registerOnSharedPreferenceChangeListener(listener); // Setup report list adapter ListView nzbLv = (ListView) findViewById(R.id.report_list); nzbla = new NZBReportListAdaptor(ctx); getReports(); nzbla.setListItems(report_list); nzbLv.setAdapter(nzbla); // Broadcast receiver to get notification from NZBService to update ReportList registerReceiver(receiver, new IntentFilter(NZBService.BROADCAST_ACTION)); startService(new Intent(ctx, NZBService.class)); } @Override public void onResume() { super.onResume(); timerHandler.resume(); new updateSabQueue().execute(); //updateList(); } @Override public void onPause() { super.onPause(); timerHandler.pause(); unregisterReceiver(receiver); } private BroadcastReceiver receiver = new BroadcastReceiver() { public void onReceive(Context context, Intent intent) { Toast.makeText(ctx, "NZBService broadcast recieved", Toast.LENGTH_SHORT).show(); updateReportList(); } }; private void updateReportList() { new updateReportList().execute(); } private class updateReportList extends AsyncTask<Void, Void, Boolean> { /* (non-Javadoc) * @see android.os.AsyncTask#onPreExecute() * Show progress dialog */ protected void onPreExecute() { } /* (non-Javadoc) * @see android.os.AsyncTask#doInBackground(Params[]) * Get new articles from the internet */ protected Boolean doInBackground(Void...unused) { getReports(); return true; } /** * On post execute. * Close the progress dialog */ @Override protected void onPostExecute(Boolean updated) { if (updated) { Log.d(TAG, "NZB report list adapter updated"); synchronized(this) { nzbla.setListItems(report_list); } Log.d(TAG, "NZB report list notified of change"); nzbla.notifyDataSetChanged(); } } } Now that this question is answered, I will post my updated code in an effort to help others who might come across it. @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); ctx = this; getPrefs(); setContentView(R.layout.main); // Setup preference listener preferences = PreferenceManager.getDefaultSharedPreferences(this); preferences.registerOnSharedPreferenceChangeListener(listener); // Setup report list adapter ListView nzbLv = (ListView) findViewById(R.id.report_list); nzbla = new NZBReportListAdaptor(ctx); report_list.addAll(getReports()); nzbla.setListItems(report_list); nzbLv.setAdapter(nzbla); // Broadcast receiver to get notification from NZBService to update ReportList registerReceiver(receiver, new IntentFilter(NZBService.BROADCAST_ACTION)); startService(new Intent(ctx, NZBService.class)); } private class updateReportList extends AsyncTask<Void, Void, ArrayList<Report>> { /* (non-Javadoc) * @see android.os.AsyncTask#onPreExecute() * Show progress dialog */ protected void onPreExecute() { } /* (non-Javadoc) * @see android.os.AsyncTask#doInBackground(Params[]) * Get new articles from the internet */ protected ArrayList<Report> doInBackground(Void...unused) { return getReports(); } /** * On post execute. * Close the progress dialog */ @Override protected void onPostExecute(ArrayList<Report> updated) { nzbla.setListItems(updated); nzbla.notifyDataSetChanged(); } } private ArrayList<Report> getReports() { ArrayList<Report> reports = new ArrayList<Report>(); ContentResolver r = getContentResolver(); Cursor c = r.query(NZBReportProvider.CONTENT_URI, null, null, null, NZBReportProvider.ARTICLE_KEY_ROWID + " DESC"); startManagingCursor(c); Log.d(TAG, "NZBReport cursor.getCount=" + c.getCount()); int title = c.getColumnIndex(NZBReportProvider.ARTICLE_KEY_TITLE); int desc = c.getColumnIndex(NZBReportProvider.ARTICLE_KEY_DESCRIPTION); int cat = c.getColumnIndex(NZBReportProvider.ARTICLE_KEY_CAT); int size = c.getColumnIndex(NZBReportProvider.ARTICLE_KEY_SIZE); int link = c.getColumnIndex(NZBReportProvider.ARTICLE_KEY_LINK); int catid = c.getColumnIndex(NZBReportProvider.ARTICLE_KEY_CATID); int date = c.getColumnIndex(NZBReportProvider.ARTICLE_KEY_DATE_ADDED); int group = c.getColumnIndex(NZBReportProvider.ARTICLE_KEY_GROUP); if (c.getCount() > 0) { c.moveToFirst(); do { URL url = null; try { url = new URL(c.getString(link)); } catch (MalformedURLException e) { // TODO Auto-generated catch block e.printStackTrace(); } reports.add(new Report(c.getString(title), url, c.getString(desc), c.getString(cat), c.getString(date), c.getString(size), c.getInt(catid), c.getString(group))); } while (c.moveToNext()); } return reports; }

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  • Using vertical-align on an element with background-image

    - by bobo
    <style type='text/css'> #span1{ background-image:url("http://www.reoiv.com/images/rss.jpg"); background-repeat:no-repeat; cursor:pointer; display:block; float:left; height:15px; width:15px; vertical-align:text-bottom; } </style> <span id='span1'></span>???? What I would like to do is to achieve the vertical align: text-bottom effect but I am not doing it on a image element. I am doing it on an element with background-image set. If you paste the above codes here: http://htmledit.squarefree.com/ You will see that the text failed to vertically align to bottom. I would like to know how it can be done without adding extra html element if possible. Many thanks to you all.

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  • why can't I comment lines in visual mode

    - by Haiyuan Zhang
    I want to comment several lines in my .vimrc, the usual way I do it is :x,ys/^/"/ and x stands for the start line number and y stands for the line number of the last line. I read some post which said in visual mode this task can be done by the following step: 1 Select your lines with VISUAL BLOCK 2 press I to insert before all highlighted lines. 3 type your comment charact , in this case should be " 4 then ESC I fllowed the above steps and met met problems in step 2 . the thing is when I select the lines in Visual mode and press I , vim ( I use version7.2) go back to insert mode and the cursor back to the start of the first line. so if you continue to do the step 3 and step 4, you end up in just inserting " at the start the first line , far from what I want to achieve. so could you point out what's wrong with the recipe ? thanks in advance

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  • How do I manage conflict in the workplace?

    - by JoelFan
    My workplace has an excessive amount of personal conflict among developers. There are some legitimate technical disagreements involved, but I wish it could be kept to a discussion about issues and not about people. Is there anything I can do about this from my lowly position, being that I don't have any formal leadership role on the team?

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  • Import Contacts from .vcf file in Android 2.1

    - by Prateek Jain
    Hi All, I am able to retrieve all contacts from android in .vcf file using following code. ContentResolver cr = getContentResolver(); Cursor cur = cr.query(ContactsContract.Contacts.CONTENT_URI,null, null, null, null); String lookupKey = cur.getString(cur.getColumnIndex(ContactsContract.Contacts.LOOKUP_KEY)); Uri uri = Uri.withAppendedPath(ContactsContract.Contacts.CONTENT_VCARD_URI, lookupKey); System.out.println("The value is " + cr.getType(uri)); AssetFileDescriptor fd = this.getContentResolver().openAssetFileDescriptor(uri, "r"); FileInputStream fis = fd.createInputStream(); I don't know how to use this .vcf file to import all these contacts using code. The .vcf file contains all the details of all contacts including photos etc. Cheers, Prateek

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  • How to monkeypatch Issue model in Redmine from a plugin, specifically redmine_task_board

    - by armmer
    I'm trying to add a custom sort method to the Issue.rb model in Redmine from the redmine_task_board plugin. My commit on github I don't know if this is a lack of knowledge about Rails plugins on my part or something specific I have to do with Redmine. Redmine 0.8.6.stable I want this method so that when I show the Task Board show method from tasks_board_controller I can sort the tickets in each column by Issue.priority.position. Thank you for any help.

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  • Thread not behaving correctly

    - by ivor
    Hello, I wonder if anyone can help me to understand where I could be going wrong with this code; Basically I'm working on a turorial and calling the class below from another class - and it is getting the following error; Exception in thread "Thread-1" java.lang.NullPointerException at org.newdawn.spaceinvaders.TCPChat.run(TCPChat.java:322) at java.lang.Thread.run(Unknown Source) I realise the error is beibg flagged in another class- but I have tested the other class with a small class which sets up a separate thread - and it works fine, but as soon as I try and implement a new thread in this class - it causes all sorts of problems. Am I setting up the thread correctly in this class? Basically I can set up a thread in this class, with a test loop and it's fine, but when I bring in the functionality of the rest of the game it sometimes hangs, or does not display at all. Any suggestions on where I could be going wrong would be greatly appreciated. Thanks for looking. package org.newdawn.spaceinvaders; import java.awt.BorderLayout; import java.awt.Canvas; import java.awt.Color; import java.awt.Dimension; import java.awt.FlowLayout; import java.awt.Graphics2D; import java.awt.GridLayout; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import java.awt.event.KeyAdapter; import java.awt.event.KeyEvent; import java.awt.event.WindowAdapter; import java.awt.event.WindowEvent; import java.awt.image.BufferStrategy; import java.util.ArrayList; import java.util.Scanner; import java.awt.*;//maybe not needed import javax.swing.*;//maybenot needed import java.util.Random; //import java.io.*; /** * The main hook of our game. This class with both act as a manager * for the display and central mediator for the game logic. * * Display management will consist of a loop that cycles round all * entities in the game asking them to move and then drawing them * in the appropriate place. With the help of an inner class it * will also allow the player to control the main ship. * * As a mediator it will be informed when entities within our game * detect events (e.g. alient killed, played died) and will take * appropriate game actions. * * @author Kevin Glass */ public class Game extends Canvas implements Runnable{ /** The stragey that allows us to use accelerate page flipping */ private BufferStrategy strategy; /** True if the game is currently "running", i.e. the game loop is looping */ private boolean gameRunning = true; /** The list of all the entities that exist in our game */ private ArrayList entities = new ArrayList(); /** The list of entities that need to be removed from the game this loop */ private ArrayList removeList = new ArrayList(); /** The entity representing the player */ private Entity ship; /** The speed at which the player's ship should move (pixels/sec) */ private double moveSpeed = 300; /** The time at which last fired a shot */ private long lastFire = 0; /** The interval between our players shot (ms) */ private long firingInterval = 500; /** The number of aliens left on the screen */ private int alienCount; /** The number of levels progressed */ private double levelCount; /** high score for the user */ private int highScore; /** high score for the user */ private String player = "bob"; //private GetUserInput getPlayer; /** The list of entities that need to be removed from the game this loop */ /** The message to display which waiting for a key press */ private String message = ""; /** True if we're holding up game play until a key has been pressed */ private boolean waitingForKeyPress = true; /** True if the left cursor key is currently pressed */ private boolean leftPressed = false; /** True if the right cursor key is currently pressed */ private boolean rightPressed = false; /** True if we are firing */ private boolean firePressed = false; /** True if game logic needs to be applied this loop, normally as a result of a game event */ private boolean logicRequiredThisLoop = false; //private Thread cThread = new Thread(this); //public Thread t = new Thread(this); //private Thread g = new Thread(this); void setHighscore(int setHS) { highScore = setHS; } public int getHighscore() { return highScore; } public void setPlayer(String setPlayer) { player = setPlayer; } public String getPlayer() { return player; } public void run() { //setup(); System.out.println("hello im running bob"); /*int count = 1; do { System.out.println("Count is: " + count); count++; try{Thread.sleep(1);} catch(InterruptedException e){} } while (count <= 2000000);*/ //Game g =new Game(); //Game g = this; // Start the main game loop, note: this method will not // return until the game has finished running. Hence we are // using the actual main thread to run the game. //setup(); //this.gameLoop(); //try{thread.sleep(1);} //catch{InterruptedException e} } /** * Construct our game and set it running. */ public Game () { //Thread t = new Thread(this);//set up new thread for invaders game //t.run();//run the run method of the game //Game g =new Game(); //setup(); //Thread t = new Thread(this); //thread.start(); //SwingUtilities.invokeLater(this); Thread er = new Thread(this); er.start(); } public void setup(){ //initialise highscore setHighscore(0); // create a frame to contain our game JFrame container = new JFrame("Space Invaders 101"); // get hold the content of the frame and set up the resolution of the game JPanel panel = (JPanel) container.getContentPane(); panel.setPreferredSize(new Dimension(800,600)); //panel.setLayout(null); // setup our canvas size and put it into the content of the frame setBounds(0,0,800,600); panel.add(this); // Tell AWT not to bother repainting our canvas since we're // going to do that our self in accelerated mode setIgnoreRepaint(true); // finally make the window visible container.pack(); container.setResizable(false); container.setVisible(true); // add a listener to respond to the user closing the window. If they // do we'd like to exit the game container.addWindowListener(new WindowAdapter() { public void windowClosing(WindowEvent e) { //cThread.interrupt(); System.exit(0); } }); // add a key input system (defined below) to our canvas // so we can respond to key pressed addKeyListener(new KeyInputHandler()); // request the focus so key events come to us requestFocus(); // create the buffering strategy which will allow AWT // to manage our accelerated graphics createBufferStrategy(2); strategy = getBufferStrategy(); // initialise the entities in our game so there's something // to see at startup initEntities(); } /** * Start a fresh game, this should clear out any old data and * create a new set. */ private void startGame() { // clear out any existing entities and intialise a new set entities.clear(); initEntities(); //initialise highscore setHighscore(0); // blank out any keyboard settings we might currently have leftPressed = false; rightPressed = false; firePressed = false; } /** * Initialise the starting state of the entities (ship and aliens). Each * entitiy will be added to the overall list of entities in the game. */ //private void initEntities() { public void initEntities() { Random randomAlien = new Random(); // create the player ship and place it roughly in the center of the screen //ship = new ShipEntity(this,"sprites/ship.gif",370,550);//orignal ship = new ShipEntity(this,"sprites/ship.gif",700,300);//changed postioning to right hand side entities.add(ship); // create a block of aliens (5 rows, by 12 aliens, spaced evenly) alienCount = 0; levelCount = 1.02; for (int row=0;row<7;row++) {//altered number of rows for (int x=0;x<5;x++) { int r = randomAlien.nextInt(100);//loop added to produce random aliens if (r < 50){ //Entity alien = new AlienEntity(this,"sprites/alien.gif",/*100+*/(x*50),(50)+row*30); Entity alien = new AlienEntity(this,"sprites/alien.gif",100+(x*90),(12)+row*85); entities.add(alien); alienCount++; } } } } //private void initEntities() { public void initAlienEntities() { Random randomAlien = new Random(); // create the player ship and place it roughly in the center of the screen //ship = new ShipEntity(this,"sprites/ship.gif",370,550);//orignal //ship = new ShipEntity(this,"sprites/ship.gif",700,300);//changed postioning to right hand side //entities.add(ship); // create a block of aliens (5 rows, by 12 aliens, spaced evenly) alienCount = 0; levelCount = levelCount + 0.10;//this increases the speed on every level for (int row=0;row<7;row++) {//altered number of rows for (int x=0;x<5;x++) { int r = randomAlien.nextInt(100);//loop added to produce random aliens if (r < 50){//randome check to show alien //Entity alien = new AlienEntity(this,"sprites/alien.gif",/*100+*/(x*50),(50)+row*30); Entity alien = new AlienEntity(this,"sprites/alien.gif",-250+(x*90),(12)+row*85); entities.add(alien); alienCount++; } } } advanceAlienSpeed(levelCount); } /** * Notification from a game entity that the logic of the game * should be run at the next opportunity (normally as a result of some * game event) */ public void updateLogic() { logicRequiredThisLoop = true; } /** * Remove an entity from the game. The entity removed will * no longer move or be drawn. * * @param entity The entity that should be removed */ public void removeEntity(Entity entity) { removeList.add(entity); } /** * Notification that the player has died. */ public void notifyDeath() { message = "Oh no! They got you, try again?"; waitingForKeyPress = true; } /** * Notification that the player has won since all the aliens * are dead. */ public void notifyWin() { message = "Well done! You Win!"; waitingForKeyPress = true; } /** * Notification that an alien has been killed */ public void notifyAlienKilled() { // reduce the alient count, if there are none left, the player has won! alienCount--; if (alienCount == 0) { //notifyWin();win not relevant here... this.initAlienEntities();//call fresh batch of aliens } // if there are still some aliens left then they all need to get faster, so // speed up all the existing aliens advanceAlienSpeed(1.30); } public void advanceAlienSpeed(double speed) { // if there are still some aliens left then they all need to get faster, so // speed up all the existing aliens for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); if (entity instanceof AlienEntity) { // speed up by 2% entity.setHorizontalMovement(entity.getHorizontalMovement() * speed); //entity.setVerticalMovement(entity.getVerticalMovement() * 1.02); } } } /** * Attempt to fire a shot from the player. Its called "try" * since we must first check that the player can fire at this * point, i.e. has he/she waited long enough between shots */ public void tryToFire() { // check that we have waiting long enough to fire if (System.currentTimeMillis() - lastFire < firingInterval) { return; } // if we waited long enough, create the shot entity, and record the time. lastFire = System.currentTimeMillis(); ShotEntity shot = new ShotEntity(this,"sprites/shot.gif",ship.getX()+10,ship.getY()-30); entities.add(shot); } /** * The main game loop. This loop is running during all game * play as is responsible for the following activities: * <p> * - Working out the speed of the game loop to update moves * - Moving the game entities * - Drawing the screen contents (entities, text) * - Updating game events * - Checking Input * <p> */ public void gameLoop() { long lastLoopTime = System.currentTimeMillis(); // keep looping round til the game ends while (gameRunning) { // work out how long its been since the last update, this // will be used to calculate how far the entities should // move this loop long delta = System.currentTimeMillis() - lastLoopTime; lastLoopTime = System.currentTimeMillis(); // Get hold of a graphics context for the accelerated // surface and blank it out Graphics2D g = (Graphics2D) strategy.getDrawGraphics(); g.setColor(Color.black); g.fillRect(0,0,800,600); // cycle round asking each entity to move itself if (!waitingForKeyPress) { for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.move(delta); } } // cycle round drawing all the entities we have in the game for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.draw(g); } // brute force collisions, compare every entity against // every other entity. If any of them collide notify // both entities that the collision has occured for (int p=0;p<entities.size();p++) { for (int s=p+1;s<entities.size();s++) { Entity me = (Entity) entities.get(p); Entity him = (Entity) entities.get(s); if (me.collidesWith(him)) { me.collidedWith(him); him.collidedWith(me); } } } // remove any entity that has been marked for clear up entities.removeAll(removeList); removeList.clear(); // if a game event has indicated that game logic should // be resolved, cycle round every entity requesting that // their personal logic should be considered. if (logicRequiredThisLoop) { //g.drawString("Press any key",(800-g.getFontMetrics().stringWidth("Press any key"))/2,300); for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.doLogic(); } logicRequiredThisLoop = false; } // if we're waiting for an "any key" press then draw the // current message //show highscore at top of screen //show name at top of screen g.setColor(Color.white); g.drawString("Player : "+getPlayer()+" : Score : "+getHighscore(),20,20); if (waitingForKeyPress) { g.setColor(Color.white); g.drawString(message,(800-g.getFontMetrics().stringWidth(message))/2,250); g.drawString("Press any key",(800-g.getFontMetrics().stringWidth("Press any key"))/2,300); } // finally, we've completed drawing so clear up the graphics // and flip the buffer over g.dispose(); strategy.show(); // resolve the movement of the ship. First assume the ship // isn't moving. If either cursor key is pressed then // update the movement appropraitely ship.setVerticalMovement(0);//set to vertical movement if ((leftPressed) && (!rightPressed)) { ship.setVerticalMovement(-moveSpeed);//**took out setHorizaontalMOvement } else if ((rightPressed) && (!leftPressed)) { ship.setVerticalMovement(moveSpeed);//**took out setHorizaontalMOvement } // if we're pressing fire, attempt to fire if (firePressed) { tryToFire(); } // finally pause for a bit. Note: this should run us at about // 100 fps but on windows this might vary each loop due to // a bad implementation of timer try { Thread.sleep(10); } catch (Exception e) {} } } /** * A class to handle keyboard input from the user. The class * handles both dynamic input during game play, i.e. left/right * and shoot, and more static type input (i.e. press any key to * continue) * * This has been implemented as an inner class more through * habbit then anything else. Its perfectly normal to implement * this as seperate class if slight less convienient. * * @author Kevin Glass */ private class KeyInputHandler extends KeyAdapter { /** The number of key presses we've had while waiting for an "any key" press */ private int pressCount = 1; /** * Notification from AWT that a key has been pressed. Note that * a key being pressed is equal to being pushed down but *NOT* * released. Thats where keyTyped() comes in. * * @param e The details of the key that was pressed */ public void keyPressed(KeyEvent e) { // if we're waiting for an "any key" typed then we don't // want to do anything with just a "press" if (waitingForKeyPress) { return; } // if (e.getKeyCode() == KeyEvent.VK_LEFT) { ////leftPressed = true; ///} //// if (e.getKeyCode() == KeyEvent.VK_RIGHT) { //rightPressed = true; if (e.getKeyCode() == KeyEvent.VK_UP) { leftPressed = true; } if (e.getKeyCode() == KeyEvent.VK_DOWN) { rightPressed = true; } if (e.getKeyCode() == KeyEvent.VK_SPACE) { firePressed = true; } } /** * Notification from AWT that a key has been released. * * @param e The details of the key that was released */ public void keyReleased(KeyEvent e) { // if we're waiting for an "any key" typed then we don't // want to do anything with just a "released" if (waitingForKeyPress) { return; } if (e.getKeyCode() == KeyEvent.VK_UP) {//changed from VK_LEFT leftPressed = false; } if (e.getKeyCode() == KeyEvent.VK_DOWN) {//changed from VK_RIGHT rightPressed = false; } if (e.getKeyCode() == KeyEvent.VK_SPACE) { firePressed = false; } } /** * Notification from AWT that a key has been typed. Note that * typing a key means to both press and then release it. * * @param e The details of the key that was typed. */ public void keyTyped(KeyEvent e) { // if we're waiting for a "any key" type then // check if we've recieved any recently. We may // have had a keyType() event from the user releasing // the shoot or move keys, hence the use of the "pressCount" // counter. if (waitingForKeyPress) { if (pressCount == 1) { // since we've now recieved our key typed // event we can mark it as such and start // our new game waitingForKeyPress = false; startGame(); pressCount = 0; } else { pressCount++; } } // if we hit escape, then quit the game if (e.getKeyChar() == 27) { //cThread.interrupt(); System.exit(0); } } } /** * The entry point into the game. We'll simply create an * instance of class which will start the display and game * loop. * * @param argv The arguments that are passed into our game */ //public static void main(String argv[]) { //Game g =new Game(); // Start the main game loop, note: this method will not // return until the game has finished running. Hence we are // using the actual main thread to run the game. //g.gameLoop(); //} }

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  • Visual Studio 2010 shortcut to select word / expression / line / section / method?

    - by Lernkurve
    There is a shortcut Ctrl+Shift+W to select the entire word at the current cursor position. Is there a similar shortcut that keeps expanding the selected region every time I apply it? I mean, is there a shortcut which selects the word when applied once (same as Ctrl+Shift+W) and selects the entire line when applied twice in a row and selects the entire block when applied three times etc., i.e. keeps expanding the selected region step by step? I remember seeing such a shortcut, but I don't remember whether it was for Visual Studio or some other editor.

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  • Crazy errors with FsLex and FsYacc

    - by Ramon Snir
    I am trying to compile this project: http://ramon.org.il/Here.zip But I get a bunch of non-sense errors. They got text I am familiar with, but in the position there is nothing like that (like unexpected ')' at an empty row). Help me, please!

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  • SSMS Results to Grid - CRLF not preserved in copy/paste - any better techniques?

    - by Cade Roux
    When I have a result set in the grid like: SELECT 'line 1 line 2 line 3' or SELECT 'line 1' + CHAR(13) + CHAR(10) + 'line 2' + CHAR(13) + CHAR(10) + 'line 3' With embedded CRLF, the display in the grid appears to replace them with spaces (I guess so that they will display all the data). The problem is that if I am code-generating a script, I cannot simply cut and paste this. I have to convert the code to open a cursor and print the relevant columns so that I can copy and paste them from the text results. Is there any simpler workaround to preserve the CRLF in a copy/paste operation from the results grid? The reason that the grid is helpful is that I am currently generating a number of scripts for the same object in different columns - a bcp out in one column, an xml format file in another, a table create script in another, etc...

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  • Does Resharper 4.1 support both Camel Humps and normal selection modes?

    - by Jonathan Parker
    I've found the setting for Camel Humps in resharper: Resharper - Options - Editor - Use CamelHumps The problem is that I would still like to be able to use the normal selection mode (i.e. the default behaviour for CTRL+Arrow and CTRL+SHIFT+Arrow) as well as the CamelHumps mode. For example consider this variable: private int MyVeryLongCamelCaseName; Now if I want to copy the entire variable then I want the VS default behaviour for CTRL+SHIFT+Left-Arrow which is to select the entire variable if the cursor is on the M. However if I want to change the name to say MyExtremelyLongCamelCaseName then I would like the CamelHumps behaviour provided by Resharper. Is there any way to have both behaviours with different shortcuts?

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  • AS3 TextField - unwanted carriage return when setting value to ""

    - by jevinkones
    I have an input TextField and have a KeyboardEvent.KEY_DOWN even listener on the stage to listen for the Keyboard.ENTER event. The event listener adds the entered text to an array or whatever, and then clears the TextField. The problem is that when the Enter key event fires and the TextField value is set to "", it leaves a carriage return in the TextField and the cursor positioned on the second line. WTF? I've been coding AS2 and AS3 for a LONG time and have never ran into this before. Am I losing my mind? Please help, people! :-) Example: var myTextArray:Array = new Array(); stage.addEventListener(KeyboardEvent.KEY_DOWN, onKeyDown); function onKeyDown(e:KeyboardEvent):void{ if(e.keyCode == Keyboard.ENTER){ if(_inputText.text != null){ myTextArray.push(_inputText.text); } _inputText.text = ""; } }

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  • What are the BEST resources for learning WPF & .NET?

    - by dicroce
    I'm a longtime C/C++ Unix guy. I recently started work in a new position that's gonna eventually require C# and WPF (and probably some LINQ). What are the best resources to quickly come up to speed on all these Microsoft technologies? Years ago I read Petzold's book and loved it because it was so complete and by the end I really felt like I knew what I was doing... Is their something equivalent for the .NET world?

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  • How do I do this Database Model in Django?

    - by alex
    Django currently does not support the "Point" datatype in MySQL. That's why I created my own. class PointField(models.Field): def db_type(self): return 'Point' class Tag(models.Model): user = models.ForeignKey(User) utm = PointField() As you can see, this works, and syncdb creates the model fine. However, my current code calculates a length between two Points using raw SQL. cursor.execute("SELECT user_id FROM life_tag WHERE\ (GLength(LineStringFromWKB(LineString(asbinary(utm), asbinary(PointFromWKB(point(%s, %s)))))) < 55)... This says: Select where the length between the given point and the table point is less than 55. How can I do this with Django instead of RAW SQL? I don't want to do cursors and SELECT statements anymore. How can I modify the models.py in order to do this?

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  • What is the "box model?"

    - by Chris
    During a recent interview for a front-end developer position I was asked what the box model was. I thought the interviewer was referring to testing (i.e. white box testing, black box testing). I was wrong. What is the box model, in reference to front-end development?

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  • What are the basics of dealing with user input events in Android?

    - by user279112
    Hello. I thought I had understood this question, but something is quite wrong here. When the user (me, so far) tries to press keys, nothing really happens, and I am having a lot of trouble understanding what it is that I've missed. Consider this before I present some code to help clarify my problem: I am using Android's Lunar Lander example to make my first "real" Android program. In that example, of course, there exist a class LunarView, and class nested therein LunarThread. In my code the equivalents of these classes are Graphics and GraphicsThread, respectively. Also I can make sprite animations in 2D just fine on Android. I have a Player class, and let's say GraphicsThread has a Player member referred to as "player". This class has four coordinates - x1, y1, x2, and y2 - and they define a rectangle in which the sprite is to be drawn. I've worked it out so that I can handle that perfectly. Whenever the doDraw(Canvas canvas) method is invoked, it'll just look at the values of those coordinates and draw the sprite accordingly. Now let's say - and this isn't really what I'm trying to do with the program - I'm trying to make the program where all it does is display the Player sprite at one location of the screen UNTIL the FIRST time the user presses the Dpad's left button. Then the location will be changed to another set position on the screen, and the sprite will be drawn at that position for the rest of the program invariably. Also note that the GraphicsThread member in Graphics is called "thread", and that the SurfaceHolder member in GraphicsThread is called "mSurfaceHolder". So consider this method in class Graphics: @Override public boolean onKeyDown(int keyCode, KeyEvent msg) { return thread.keyDownHandler(keyCode, msg); } Also please consider this method in class GraphicsThread: boolean keyDownHandler(int keyCode, KeyEvent msg) { synchronized (mSurfaceHolder) { if (keyCode == KeyEvent.KEYCODE_DPAD_LEFT) { player.x1 = 100; player.y1 = 100; player.x2 = 120; player.y2 = 150; } } return true; } Now then assuming that player's coordinates start off as (200, 200, 220, 250), why won't he do anything different when I press Dpad: Left? Thanks!

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  • Touch screens for kiosk applications

    - by Micah
    I'm developing a kiosk-style touchscreen application in Qt. Currently I'm using an Elo Touch surface acoustic wave touchmonitor which works well except for one thing: drag performance is way too poor to provide a good user experience. As this is the case for the cursor in X as well as in my application, it seems to be either the fault of X (probably not) or the touchmonitor. Since mobile platforms are able to achieve very high performance in this regard, it seems like it should be possible for vastly more powerful desktop systems. Does anybody have experience with getting good drag performance out of desktop touchmonitors? What hardware have you used? Is X to blame?

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  • WPF "flying" combobox

    - by JerryVienna
    Hello, is it possible to create a combobox in wpf from code, which I could position wherever I want on the window? In my case, I basically want to create something like a Autocomplete for DataGrid rows,... Thanks!

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  • Find location using only distance and range?

    - by pinnacler
    Triangulation works by checking your angle to three KNOWN targets. "I know the that's the Lighthouse of Alexandria, it's located here (X,Y) on a map, and it's to my right at 90 degrees." Repeat 2 more times for different targets and angles. Trilateration works by checking your distance from three KNOWN targets. "I know the that's the Lighthouse of Alexandria, it's located here (X,Y) on a map, and I'm 100 meters away from that." Repeat 2 more times for different targets and ranges. But both of those methods rely on knowing WHAT you're looking at. Say you're in a forest and you can't differentiate between trees, but you know where key trees are. These trees have been hand picked as "landmarks." You have a robot moving through that forest slowly. Do you know of any ways to determine location based solely off of angle and range, exploiting geometry between landmarks? Note, you will see other trees as well, so you won't know which trees are key trees. Ignore the fact that a target may be occluded. Our pre-algorithm takes care of that. 1) If this exists, what's it called? I can't find anything. 2) What do you think the odds are of having two identical location 'hits?' I imagine it's fairly rare. 3) If there are two identical location 'hits,' how can I determine my exact location after I move the robot next. (I assume the chances of having 2 occurrences of EXACT angles in a row, after I reposition the robot, would be statistically impossible, barring a forest growing in rows like corn). Would I just calculate the position again and hope for the best? Or would I somehow incorporate my previous position estimate into my next guess? If this exists, I'd like to read about it, and if not, develop it as a side project. I just don't have time to reinvent the wheel right now, nor have the time to implement this from scratch. So if it doesn't exist, I'll have to figure out another way to localize the robot since that's not the aim of this research, if it does, lets hope it's semi-easy.

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  • jQuery drag drop slower for more DIV items

    Hi there, I have got a hierarchichal tags (with parent child relationship) in my page and it will account to 500 - 4500 (can even grow). When i bound the draggable and droppable for all i saw very bad performance in IE7 and IE6. The custom helper wont move smoothly and was very very slow. Based on some other post i have made the droppable been bound/unbound on mouseover and mouseout events (dynamically). Its better now. But still i dont see the custom helper move very smoothly there is a gap between the mouse cursor and the helper when they move and gets very bad when i access the site from remote. Please help me to address this performance issue. Am totally stuck here.. :(

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  • Where to put default-servlet-handler in Spring MVC configuration

    - by gigadot
    In my web.xml, the default servlet mapping, i.e. /, is mapped to Spring dispatcher. In my Spring dispatcher configuration, I have DefaultAnnotationHandlerMapping, ControllerClassNameHandlerMapping and AnnotationMethodHandlerAdapter which allows me to map url to controllers either by its class name or its @Requestmapping annotation. However, there are some static resources under the web root which I also want spring dispatcher to serve using default servlet. According to Spring documentation, this can be done using <mvc:default-servlet-handler/> tag. In the configuration below, there are 4 candidate locations that I marked which are possible to insert this tag. Inserting the tag in different location causes the dispatcher to behave differently as following : Case 1 : If I insert it at location 1, the dispatcher will no longer be able to handle mapping by the @RequestMapping and controller class name but it will be serving the static content normally. Cas 2, 3 : It will be able to handle mapping by the @RequestMapping and controller class name as well as serving the static content if other mapping cannot be done successfully. Case 4 : It will not be able to serve the static contents. Therefore, Case 2 and 3 are desirable .According to Spring documentation, this tag configures a handler which precedence order is given to lowest so why the position matters? and Which is the best position to put this tag? <?xml version="1.0" encoding="UTF-8"?> <beans xmlns="http://www.springframework.org/schema/beans" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:mvc="http://www.springframework.org/schema/mvc" xmlns:context="http://www.springframework.org/schema/context" xsi:schemaLocation="http://www.springframework.org/schema/beans http://www.springframework.org/schema/beans/spring-beans-3.0.xsd http://www.springframework.org/schema/context http://www.springframework.org/schema/context/spring-context-3.0.xsd http://www.springframework.org/schema/mvc http://www.springframework.org/schema/mvc/spring-mvc-3.0.xsd"> <context:annotation-config/> <context:component-scan base-package="webapp.controller"/> <!-- Location 1 --> <!-- Enable annotation-based controllers using @Controller annotations --> <bean id="annotationUrlMapping" class="org.springframework.web.servlet.mvc.annotation.DefaultAnnotationHandlerMapping"/> <!-- Location 2 --> <bean id="controllerClassNameHandlerMapping" class="org.springframework.web.servlet.mvc.support.ControllerClassNameHandlerMapping"/> <!-- Location 3 --> <bean id="annotationMethodHandlerAdapter" class="org.springframework.web.servlet.mvc.annotation.AnnotationMethodHandlerAdapter"/> <!-- Location 4 --> <mvc:default-servlet-handler/> <!-- All views are JSPs loaded from /WEB-INF/jsp --> <bean id="viewResolver" class="org.springframework.web.servlet.view.InternalResourceViewResolver"> <property name="viewClass" value="org.springframework.web.servlet.view.JstlView"/> <property name="prefix" value="/WEB-INF/jsp/"/> <property name="suffix" value=".jsp"/> </bean> </beans>

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  • Quartz 2D's drawing text and NSTimer in custom method

    - by coure06
    i want to show text using quartz 2d. Text will be drawing randomly on different position after each 1 seconds. I am not sure how i can use NSTimer with quartz 2D text. I can draw text in drawRect method where graphics context is already available. How i will draw text using my custom method myDraw which will be called after 1 second using NSTimer? If i create my custom Method the graphics context is not available in that method.

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  • How do I set the next available custom color in the ColorDialog?

    - by Hannah
    I'm currently coding in VB.net. A user places the cursor in a table cell and clicks on "Table Background Color" to edit the current background colour. Currently I have been able to detect the current colour (for instance a light blue) and set that colour in the ColorDialog (Colour swatches are correct and RGB values are correct). What I would like to do is enable the user to click on the "Add to Custom Colors" to save the colour. Problem is, it sets the first square in the custom colours area (which happens to already be filled in with another custom colour), rather than finding the next square that is white and set it there instead. Is this possible? If the user selects a new custom colour square when they first load the ColorDialog, the current colour (light blue) disappears and the colour swatches and RGB values are set as white. Thanks

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  • When should I use Dependency Injection and when utility methods?

    - by Roman
    I have a Java EE project with Spring IoC container. I've just found in Utils class static method sendMail(long list of params). I don't know why but I feel that it would look better if we had separate class (Spring bean with singleton scope) which will be responsible for sending email. But I can't find any arguments which can prove my position. So, are there any pros (or cons) in using DI in this (rather general) situation?

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