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  • The maximum row size for the used table type, not counting BLOBs, is 65535. You have to change some columns to TEXT or BLOBs

    - by Matthew Chambers
    Hello I am getting the below message on a table i am trying to create The maximum row size for the used table type, not counting BLOBs, is 65535. You have to change some columns to TEXT or BLOBs Anyone know the answer to this please -- Table warrington_central.job -- ----------------------------------------------------- CREATE TABLE IF NOT EXISTS warrington_central.job ( id MEDIUMINT(8) UNSIGNED NOT NULL AUTO_INCREMENT , alias_title VARCHAR(255) NOT NULL , reference_number VARCHAR(100) NOT NULL , title VARCHAR(255) NOT NULL , primary_category SMALLINT(5) UNSIGNED NOT NULL , secondary_category SMALLINT(5) UNSIGNED NOT NULL , tertiary_category SMALLINT(5) UNSIGNED NULL , address_id BIGINT(20) UNSIGNED NOT NULL , geolocation_id BIGINT(20) UNSIGNED NULL , company VARCHAR(255) NOT NULL , description VARCHAR(10000) NOT NULL , skills_required VARCHAR(10000) NOT NULL , job_type TINYINT(2) UNSIGNED NOT NULL , experience_months_required TINYINT(2) UNSIGNED NOT NULL , experience_years_required TINYINT(2) UNSIGNED NOT NULL , salary_range VARCHAR(30) NOT NULL , extra_benefits_above_salary VARCHAR(500) NOT NULL , available_from DATE NULL , available_to DATE NULL , extra_location_details VARCHAR(1000) NOT NULL , contact_email VARCHAR(100) NOT NULL , contact_phone_number VARCHAR(20) NOT NULL , contact_mobile_number VARCHAR(20) NOT NULL , terms_conditions_application VARCHAR(5000) NOT NULL , link_to_profile ENUM('0','1') NOT NULL , created_on DATETIME NOT NULL , updated_on DATETIME NOT NULL , updated_by BIGINT(20) UNSIGNED NOT NULL , add_contact_form ENUM('0','1') NOT NULL , admin_package_id TINYINT(1) UNSIGNED NOT NULL , package_start_date DATETIME NOT NULL , package_end_date DATETIME NULL , package_comment VARCHAR(500) NOT NULL , viewable_to_members_only ENUM('0','1') NOT NULL , advertise_to DATETIME NULL , show_comment ENUM('0','1') NOT NULL , hits BIGINT(20) UNSIGNED NOT NULL DEFAULT 0 , visible ENUM('0','1') NOT NULL DEFAULT '0' , approved ENUM('I/* large SQL query (3.9 KB), snipped at 2,000 characters / / SQL Error (1118): Row size too large. The maximum row size for the used table type, not counting BLOBs, is 65535. You have to change some columns to TEXT or BLOBs */ SHOW WARNINGS;

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  • extension methods with generics - when does caller need to include type parameters?

    - by Greg
    Hi, Is there a rule for knowing when one has to pass the generic type parameters in the client code when calling an extension method? So for example in the Program class why can I (a) not pass type parameters for top.AddNode(node), but where as later for the (b) top.AddRelationship line I have to pass them? class Program { static void Main(string[] args) { // Create Graph var top = new TopologyImp<string>(); // Add Node var node = new StringNode(); node.Name = "asdf"; var node2 = new StringNode(); node2.Name = "test child"; top.AddNode(node); top.AddNode(node2); top.AddRelationship<string, RelationshipsImp>(node,node2); // *** HERE *** } } public static class TopologyExtns { public static void AddNode<T>(this ITopology<T> topIf, INode<T> node) { topIf.Nodes.Add(node.Key, node); } public static INode<T> FindNode<T>(this ITopology<T> topIf, T searchKey) { return topIf.Nodes[searchKey]; } public static void AddRelationship<T,R>(this ITopology<T> topIf, INode<T> parentNode, INode<T> childNode) where R : IRelationship<T>, new() { var rel = new R(); rel.Child = childNode; rel.Parent = parentNode; } } public class TopologyImp<T> : ITopology<T> { public Dictionary<T, INode<T>> Nodes { get; set; } public TopologyImp() { Nodes = new Dictionary<T, INode<T>>(); } }

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  • MyController class must produce class according to the enum type.

    - by programmerist
    GenoTipController must produce class according to the enum type. i have 3 class: _Company,_Muayene,_Radyoloji. Also i have CompanyView Class GetPersonel method. if you look GenoTipController my codes need refactoring. Can you understand me? i need a class according to ewnum type must me produce class. For example; case DataModelType.Radyoloji it must return radyoloji= new Radyoloji . Everything must be one switch case? public class GenoTipController { public _Company GenerateCompany(DataModelType modeltype) { _Company company = null; switch (modeltype) { case DataModelType.Radyoloji: break; case DataModelType.Satis: break; case DataModelType.Muayene: break; case DataModelType.Company: company = new Company(); break; default: break; } return company; } public _Muayene GenerateMuayene(DataModelType modeltype) { _Muayene muayene = null; switch (modeltype) { case DataModelType.Radyoloji: break; case DataModelType.Satis: break; case DataModelType.Muayene: muayene = new Muayene(); break; case DataModelType.Company: break; default: break; } return muayene; } public _Radyoloji GenerateRadyoloji(DataModelType modeltype) { _Radyoloji radyoloji = null; switch (modeltype) { case DataModelType.Radyoloji: radyoloji = new Radyoloji(); break; case DataModelType.Satis: break; case DataModelType.Muayene: break; case DataModelType.Company: break; default: break; } return radyoloji; } } public class CompanyView { public static List GetPersonel() { GenoTipController controller = new GenoTipController(); _Company company = controller.GenerateCompany(DataModelType.Company); return company.GetPersonel(); } } public enum DataModelType { Radyoloji, Satis, Muayene, Company } }

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  • Java: how do I get a class literal from a generic type?

    - by Tom
    Typically, I've seen people use the class literal like this: Class<Foo> cls = Foo.class; But what if the type is generic, e.g. List? This works fine, but has a warning since List should be parameterized: Class<List> cls = List.class So why not add a <?>? Well, this causes a type mismatch error: Class<List<?>> cls = List.class I figured something like this would work, but this is just a plain ol' a syntax error: Class<List<Foo>> cls = List<Foo>.class How can I get a Class<List<Foo>> statically, e.g. using the class literal? I could use @SuppressWarnings("unchecked") to get rid of the warnings caused by the non-parameterized use of List in the first example, Class<List> cls = List.class, but I'd rather not. Any suggestions? Thanks!

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  • Why is my Scala function returning type Unit and not whatever is the last line?

    - by Andy
    I am trying to figure out the issue, and tried different styles that I have read on Scala, but none of them work. My code is: .... val str = "(and x y)"; def stringParse ( exp: String, pos: Int, expreshHolder: ArrayBuffer[String], follow: Int ) var b = pos; //position of where in the expression String I am currently in val temp = expreshHolder; //holder of expressions without parens var arrayCounter = follow; //just counts to make sure an empty spot in the array is there to put in the strings if(exp(b) == '(') { b = b + 1; while(exp(b) == ' '){b = b + 1} //point of this is to just skip any spaces between paren and start of expression type if(exp(b) == 'a') { temp(arrayCounter) = exp(b).toString; b = b+1; temp(arrayCounter)+exp(b).toString; b = b+1; temp(arrayCounter) + exp(b).toString; arrayCounter+=1} temp; } } val hold: ArrayBuffer[String] = stringParse(str, 0, new ArrayBuffer[String], 0); for(test <- hold) println(test); My error is: Driver.scala:35: error: type mismatch; found : Unit required: scala.collection.mutable.ArrayBuffer[String] ho = stringParse(str, 0, ho, 0); ^one error found When I add an equals sign after the arguments in the method declaration, like so: def stringParse ( exp: String, pos: Int, expreshHolder: ArrayBuffer[String], follow: Int ) ={....} It changes it to "Any". I am confused on how this works. Any ideas? Much appreciated.

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  • Validating parameters according to a fixed reference

    - by James P.
    The following method is for setting the transfer type of an FTP connection. Basically, I'd like to validate the character input (see comments). Is this going overboard? Is there a more elegant approach? How do you approach parameter validation in general? Any comments are welcome. public void setTransferType(Character typeCharacter, Character optionalSecondCharacter) throws NumberFormatException, IOException { // http://www.nsftools.com/tips/RawFTP.htm#TYPE // Syntax: TYPE type-character [second-type-character] // // Sets the type of file to be transferred. type-character can be any // of: // // * A - ASCII text // * E - EBCDIC text // * I - image (binary data) // * L - local format // // For A and E, the second-type-character specifies how the text should // be interpreted. It can be: // // * N - Non-print (not destined for printing). This is the default if // second-type-character is omitted. // * T - Telnet format control (<CR>, <FF>, etc.) // * C - ASA Carriage Control // // For L, the second-type-character specifies the number of bits per // byte on the local system, and may not be omitted. final Set<Character> acceptedTypeCharacters = new HashSet<Character>(Arrays.asList( new Character[] {'A','E','I','L'} )); final Set<Character> acceptedOptionalSecondCharacters = new HashSet<Character>(Arrays.asList( new Character[] {'N','T','C'} )); if( acceptedTypeCharacters.contains(typeCharacter) ) { if( new Character('A').equals( typeCharacter ) || new Character('E').equals( typeCharacter ) ){ if( acceptedOptionalSecondCharacters.contains(optionalSecondCharacter) ) { executeCommand("TYPE " + typeCharacter + " " + optionalSecondCharacter ); } } else { executeCommand("TYPE " + typeCharacter ); } } }

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  • Why does setting the margin on a div not affect the position of child content?

    - by DanM
    I'd like to understand a little more clearly how css margins work with divs and child content. If I try this... <div style="clear: both; margin-top: 2em;"> <input type="submit" value="Save" /> </div> ...the Save button is right up against the User Role (margin fail): If I change it to this... <div style="clear: both;"> <input style="margin-top: 2em;" type="submit" value="Save" /> </div> ...there is a gap between the Save button and the User Role (margin win): Questions: Can someone explain what I'm observing? Why doesn't putting a margin on the div cause the input to move down? Why must I put the margin on the input itself? There must be some fundamental law of css I am not grasping.

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  • What is the return type of my linq query?

    - by Ulhas Tuscano
    I have two tables A & B. I can fire Linq queries & get required data for individual tables. As i know what each of the tables will return as shown in example. But, when i join both the tables i m not aware of the return type of the Linq query. This problem can be solved by creating a class which will hold ID,Name and Address properties inside it. but,everytime before writing a join query depending on the return type i will have to create a class which is not a convinient way Is there any other mathod available to achieve this private IList<A> GetA() { var query = from a in objA select a; return query.ToList(); } private IList<B> GetB() { var query = from b in objB select b; return query.ToList(); } private IList<**returnType**?> GetJoinAAndB() { var query = from a in objA join b in objB on a.ID equals b.AID select new { a.ID, a.Name, b.Address }; return query.ToList(); }

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  • Why does setting the margin on a div not affect the position of child content?

    - by DanM
    I'd like to understand a little more clearly how css margins work with divs and child content. If I try this... <div style="clear: both; margin-top: 2em;"> <input type="submit" value="Save" /> </div> ...the Save button is right up against the User Role (margin fail): If I change it to this... <div style="clear: both;"> <input style="margin-top: 2em;" type="submit" value="Save" /> </div> ...there is a gap between the Save button and the User Role (margin win): Questions: Can someone explain what I'm observing? Why doesn't putting a margin on the div cause the input to move down? Why must I put the margin on the input itself? There must be some fundamental law of css I am not grasping.

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  • Why is my content being overwritten instead of replaced in jQuery/Ajax?

    - by Matt Nathanson
    I've got jquery being used in ajax to pass some contents into a database, my problem however has nothing to do with the db.. I have input fields in an id called #clientscontainer. When I click "save" in that container, it automatically refreshes the container correctly ... $('#clientscontainer').html(html); The problem is, a couple of those input fields (such as a description and title), have instances in another div that i want to refresh upon the save click. The other ID is: $('div#' + clientID') When I do $('div#' + clientID').html(html); it refreshes the content from clientscontainer in it instead of just the variables that I want to update. When I try to pass just the variable $(blurb).html(html); it updates the blurb but it ONLY displays that variable in the div# clientID div... whereas I just want to replace it. Here is the AJAX portion of the function ...//variables// dataToLoad = 'clientID=' + clientID + '&changeClient=yes' + '&project=' + descriptionSubTitle + '&campaign=' + descriptionTitle + '&label=' + descriptionLabel + '&descriptionedit=' + description + '&blurbedit=' + blurb; $.ajax({ type: 'post', url: ('/clients/controller.php'), datatype: 'html', data: dataToLoad, success: function(html){ dataToLoad = 'clientID=' + clientID + '&loadclient=yes&isCMS=' + editCMS; $.ajax({ type: 'post', url: '/clients/controller.php', datatype: 'html', data: dataToLoad, async: false, success: function(html){ //$('#clientscontainer').focus(function() {reInitialize()}); //$('#clientscontainer').ajaxComplete(function(){reInitialize()}); $('#clientscontainer').html(html); $('div#' + clientID).each(function(){ $('#editbutton').click(function() {EditEverything()}); } , error: function() { alert('An error occured! 222'); } });}, error: function() { alert('An error occured! 394'); } }); any suggestions?

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  • Jquery Mobile is adding text above my "<input type=submit"> automatically, how do i prevent this?

    - by Jack Dalton
    I've just begin work on a mobile version for one of my sites. I've set up my sign up form for my users. It worked fine and the CSS styled it correctly. @using (Html.BeginForm("XXX", "Registration", FormMethod.Post, new { @class = "twitter-sign-in-container" })) { <input type="submit" name="twitter-button" value="Sign in with Twitter" id="twitter-button" /> } Once I added Jquery mobile to the project if found that random unstyled text started to show up. On inspection I found that all input submits where being wrapped in new tags and adding un tagged text == to the inputs "Value": <form action="/registration/xxx" class="twitter-sign-in-container" method="post"> <div class="ui-btn ui-input-btn ui-corner-all ui-shadow"> "Sign in with Twitter" <input type="submit" name="twitter-button" value="Sign in with Twitter" id="twitter-button"> </div> </form> Does anyone have any clue as to why the "sign up with twitter" text is being added, and how i stop it? P.S Less important but I'd also like to know why Jquery wraps form contents in the bellow div.

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  • Ways to make (relatively) safe assumptions about the type of concrete subclasses?

    - by Kylotan
    I have an interface (defined as a abstract base class) that looks like this: class AbstractInterface { public: bool IsRelatedTo(const AbstractInterface& other) const = 0; } And I have an implementation of this (constructors etc omitted): class ConcreteThing { public: bool IsRelatedTo(const AbstractInterface& other) const { return m_ImplObject.has_relationship_to(other.m_ImplObject); } private: ImplementationObject m_ImplObject; } The AbstractInterface forms an interface in Project A, and the ConcreteThing lives in Project B as an implementation of that interface. This is so that code in Project A can access data from Project B without having a direct dependency on it - Project B just has to implement the correct interface. Obviously the line in the body of the IsRelatedTo function cannot compile - that instance of ConcreteThing has an m_ImplObject member, but it can't assume that all AbstractInterfaces do, including the other argument. In my system, I can actually assume that all implementations of AbstractInterface are instances of ConcreteThing (or subclasses thereof), but I'd prefer not to be casting the object to the concrete type in order to get at the private member, or encoding that assumption in a way that will crash without a diagnostic later if this assumption ceases to hold true. I cannot modify ImplementationObject, but I can modify AbstractInterface and ConcreteThing. I also cannot use the standard RTTI mechanism for checking a type prior to casting, or use dynamic_cast for a similar purpose. I have a feeling that I might be able to overload IsRelatedTo with a ConcreteThing argument, but I'm not sure how to call it via the base IsRelatedTo(AbstractInterface) method. It wouldn't get called automatically as it's not a strict reimplementation of that method. Is there a pattern for doing what I want here, allowing me to implement the IsRelatedTo function via ImplementationObject::has_relationship_to(ImplementationObject), without risky casts? (Also, I couldn't think of a good question title - please change it if you have a better one.)

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  • How can I write a function template for all types with a particular type trait?

    - by TC
    Consider the following example: struct Scanner { template <typename T> T get(); }; template <> string Scanner::get() { return string("string"); } template <> int Scanner::get() { return 10; } int main() { Scanner scanner; string s = scanner.get<string>(); int i = scanner.get<int>(); } The Scanner class is used to extract tokens from some source. The above code works fine, but fails when I try to get other integral types like a char or an unsigned int. The code to read these types is exactly the same as the code to read an int. I could just duplicate the code for all other integral types I'd like to read, but I'd rather define one function template for all integral types. I've tried the following: struct Scanner { template <typename T> typename enable_if<boost::is_integral<T>, T>::type get(); }; Which works like a charm, but I am unsure how to get Scanner::get<string>() to function again. So, how can I write code so that I can do scanner.get<string>() and scanner.get<any integral type>() and have a single definition to read all integral types? Update: bonus question: What if I want to accept more than one range of classes based on some traits? For example: how should I approach this problem if I want to have three get functions that accept (i) integral types (ii) floating point types (iii) strings, respectively.

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  • XML Serialization : Has property of type Class1 : Class1 has another property : How to write the property of Class1 into XML?

    - by Wonderlander
    I want to serialize a class. In this class there's a property, type of Class1, while there are other properties in Class1. public abstract class ComponentBase { [ToSerialize]//An attribute defined my me, indicating whether or not to serialize this property. public ComponentArgs Parameters { get; set; } } public class ComponentArgs { public string WorkingPath { get; set; } public IList<Language> Languages { get; set; } public string ComponentOutputPath { get; set; } } The information serialized must be put into a Dictionary, such as ComponentSettings[str_Name]=str_Value. The method used in reading this value is Reflection. pinfo: Property Info got via Type.GetProperties(); componentSettings.Add(pinfo.Name, pinfo.GetValue((object)this, null).ToString()); The information after serialization is: <Parameters>MS.STBIntl.Pippin.Framework.ComponentArgs</Parameters> instead of the value of ComponentArgs.WorkingPath. The solution I thought of is to append to the following line an if judgement: componentSettings.Add(pinfo.Name, pinfo.GetValue((object)this, null).ToString()); if(pinfo is ComponentArgs) componentSettings.Add(pinfo.Name, pinfo.GetValue( (ComponentArgs)this, null).WorkingPath+"\n"+ LanguageList+"\n"+ //Language list is a concatinated string of all elements in the list. (ComponentArgs)this, null).ComponentOutputPath+"\n"+ ); When deserializing, add a judgement of whether the value contains more than 2 "\n", if so, extract each value from the string. But this way seems clumsy and much more like an workaround. I wonder if there's any more professional way of doing it? My reviewer is very particular and he won't accept such a solution. If you know a way, could you please share it with me? Thanks a lot.

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  • C# What is the best way to determine the type of an inherited interface class?

    - by Martijn
    In my application I work with criterias. I have one base Criteria interface and and other interfaces who inherits from this base interface: ICriteria | | ---------------------- | | ITextCriteria IChoices What I'd like to know is, what is the best way to know what Type the class is? In my code I have a dropdown box and based on that I have to determine the type: // Get selected criteria var selectedCriteria = cmbType.SelectedItem as ICriteria; if (selectedCriteria is IChoices) { //selectedCriteria = cmbType.SelectedItem as IChoices; Doesn't work IChoices criteria = selectedCriteria as IChoices;//cmbType.SelectedItem as IChoices; SaveMultipleChoiceValues(criteria); //_category.AddCriteria(criteria); } else { //ICriteria criteria = selectedCriteria; //cmbType.SelectedItem as ICriteria; if (selectedCriteria.GetCriteriaType() == CriteriaTypes.None) { return; } //_category.AddCriteria(criteria); } _category.AddCriteria(selectedCriteria); selectedCriteria.LabelText = txtLabeltext.Text; this.Close(); My question is, is this the best way? Or is there a better way to achieve this? The chance is big that there are coming more interfaces based on ICriteria.

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  • What to set the scalar type to contain a byte []. Entity in MVC2

    - by Brad8118
    I'm trying out the EF 4.0 and using the Model first approach. I'd like to store images into the database and I'm not sure of the best type for the scalar in the entity. I currently have it(the image scalar type) setup as a binary. From what I have been reading the best way to store the image in the db is a byte[]. So I'm assuming that binary is the way to go. If there is a better way I'd switch. In my controller I have: //file from client to store in the db HttpPostedFileBase file = Request.Files[inputTagName]; if (file.ContentLength > 0) { keyToAdd.Image = new byte[file.ContentLength]; file.InputStream.Write(keyToAdd.Image, 0, file.ContentLength); } This builds fine but when I run it I get an exception writing the stream to keyToAdd.Image. The exception is something like: Method does not exist. Any ideas? Note that when using a EF 4.0 model first approach I only have int16, int32, double, string, decimal, binary, byte, DateTime, Double, Single, and SByte as available types. Thanks

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  • Magento - Add CMS Block to One Page

    - by a1anm
    I have this code in a xml layout file: <reference name="left"> <block type="blog/blog" name="left.blog.menu" before="-"> <action method="setTemplate" ifconfig="blog/menu/left"> <template>aw_blog/menu.phtml</template> </action> <block type="blog/tags" name="blog_tags" /> </block> </reference> I want to add a cms static block to the blog pages using this code: <block type="cms/block" name="brand_list"> <action method="setBlockId"><block_id>brand_list</block_id></action> </block> If I add it in directly after this line: <reference name="left"> It works but it is then displayed on every page. How can I get it to show only on the blog pages? Thanks. Edit: Here is the entire xml file: <layout version="0.1.0"> <default> <reference name="footer_links"> <block type="blog/blog" name="add.blog.footer"> <block type="blog/tags" name="blog_tags" /> <action method="addFooterLink" ifconfig="blog/menu/footer"></action> </block> </reference> <reference name="right"> <block type="blog/blog" name="right.blog.menu" before="-"> <action method="setTemplate" ifconfig="blog/menu/right" ifvalue="1"> <template>aw_blog/menu.phtml</template> </action> <block type="blog/tags" name="blog_tags" /> </block> </reference> <reference name="left"> <block type="blog/blog" name="left.blog.menu" before="-"> <action method="setTemplate" ifconfig="blog/menu/left"> <template>aw_blog/menu.phtml</template> </action> <block type="blog/tags" name="blog_tags" /> </block> </reference> <reference name="top.links"> <block type="blog/blog" name="add.blog.link"> <action method="addTopLink" ifconfig="blog/menu/top"></action> <block type="blog/tags" name="blog_tags" /> </block> </reference> <reference name="head"> <action method="addItem"><type>skin_css</type><name>aw_blog/css/style.css</name></action> </reference> </default> <blog_index_index> <reference name="content"> <block type="blog/blog" name="blog" template="aw_blog/blog.phtml"/> </reference> </blog_index_index> <blog_index_list> <reference name="content"> <block type="blog/blog" name="blog" template="aw_blog/blog.phtml"/> </reference> </blog_index_list> <blog_post_view> <reference name="content"> <block type="blog/post" name="post" template="aw_blog/post.phtml"> <block type="socialbookmarking/bookmarks" name="bookmarks" template="bookmarks/bookmarks.phtml"/> </block> </reference> </blog_post_view> <blog_cat_view> <reference name="content"> <block type="blog/cat" name="cat" template="aw_blog/cat.phtml" /> </reference> </blog_cat_view> <blog_rss_index> <block type="blog/rss" output="toHtml" name="rss.blog.new"/> </blog_rss_index> </layout>

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  • Excel on Mac Mini OS X Version 10.7.2 - Create text file named after a cell containing other cell data from other cells

    - by user143041
    I tried using the code below for the Excel program on my `Mac Mini using the OS X Version 10.7.2 and it keeps saying Error due to file name / path: (The Excel fiel I am creating is going to be a template with my formulas and macros installed which will be used over and over). Sub CreateFile() Do While Not IsEmpty(ActiveCell.Offset(0, 1)) MyFile = ActiveCell.Value & ".txt" fnum = FreeFile() Open MyFile For Output As fnum Print #fnum, ActiveCell.Offset(0, 1) & " " & ActiveCell.Offset(0, 2) Close #fnum ActiveCell.Offset(1, 0).Select Loop End Sub What Im trying to do: 1st Objective I would like to have the following data to be used to create a text file. A:A is what I need the name of the file to be. B:2 is the content I need in the text file. So, A2 - "repair-video-game-Glassboro-NJ-08028.txt" is the file name and B2 to be the content in the file. Next, A3 is the file name and B3 is the content for the file, etc. ONCE the content reads what is in cell A16 and B16 (length will vary), the file creation should stop, if not then I can delete the additional files created. This sheet will never change. Is there a way to establish the excel macro to always go to this sheet instead of have to select it with the mouse to identify the starting point? 2nd Objective I would like to have the following data to be used to create a text file. A:1 is what I need the name of the file to be. B:B is the content I want in the file. So, A2 - is the file name "geo-sitemap.xml" and B:B to be the content in the file (ignore the .xml file extension in the photo). ONCE the content cell reads what is in cell "B16" (length will vary), the file creation should stop, if not then I can adjust the cells that have need content (formulated content you see in the image is preset for 500 rows). This sheet will never change. Is there a way to establish the excel macro to always go to this sheet instead of have to select it with the mouse to identify the starting point? I can Provide the content in the cells that are filled in by excel formulas that are not not to be included in the .txt files. It is ok if it is not possible. I can delete the extra cells that are not populated (based on the data sheet). Please let me know if you need any more additional information or clarity and I will be happy to provide it. I really appreciate your help! Thank you

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  • Creating a file upload template in Doctrine ORM

    - by balupton
    Hey all. I'm using Doctrine 1.2 as my ORM for a Zend Framework Project. I have defined the following Model for a File. File: columns: id: primary: true type: integer(4) unsigned: true code: type: string(255) unique: true notblank: true path: type: string(255) notblank: true size: type: integer(4) type: type: enum values: [file,document,image,video,audio,web,application,archive] default: unknown notnull: true mimetype: type: string(20) notnull: true width: type: integer(2) unsigned: true height: type: integer(2) unsigned: true Now here is the File Model php class (just skim through for now): <?php /** * File * * This class has been auto-generated by the Doctrine ORM Framework * * @package ##PACKAGE## * @subpackage ##SUBPACKAGE## * @author ##NAME## <##EMAIL##> * @version SVN: $Id: Builder.php 6365 2009-09-15 18:22:38Z jwage $ */ class File extends BaseFile { public function setUp ( ) { $this->hasMutator('file', 'setFile'); parent::setUp(); } public function setFile ( $file ) { global $Application; // Configuration $config = array(); $config['bal'] = $Application->getOption('bal'); // Check the file if ( !empty($file['error']) ) { $error = $file['error']; switch ( $file['error'] ) { case UPLOAD_ERR_INI_SIZE : $error = 'ini_size'; break; case UPLOAD_ERR_FORM_SIZE : $error = 'form_size'; break; case UPLOAD_ERR_PARTIAL : $error = 'partial'; break; case UPLOAD_ERR_NO_FILE : $error = 'no_file'; break; case UPLOAD_ERR_NO_TMP_DIR : $error = 'no_tmp_dir'; break; case UPLOAD_ERR_CANT_WRITE : $error = 'cant_write'; break; default : $error = 'unknown'; break; } throw new Doctrine_Exception('error-application-file-' . $error); return false; } if ( empty($file['tmp_name']) || !is_uploaded_file($file['tmp_name']) ) { throw new Doctrine_Exception('error-application-file-invalid'); return false; } // Prepare config $file_upload_path = realpath($config['bal']['files']['upload_path']) . DIRECTORY_SEPARATOR; // Prepare file $filename = $file['name']; $file_old_path = $file['tmp_name']; $file_new_path = $file_upload_path . $filename; $exist_attempt = 0; while ( file_exists($file_new_path) ) { // File already exists // Pump exist attempts ++$exist_attempt; // Add the attempt to the end of the file $file_new_path = $file_upload_path . get_filename($filename,false) . $exist_attempt . get_extension($filename); } // Move file $success = move_uploaded_file($file_old_path, $file_new_path); if ( !$success ) { throw new Doctrine_Exception('Unable to upload the file.'); return false; } // Secure $file_path = realpath($file_new_path); $file_size = filesize($file_path); $file_mimetype = get_mime_type($file_path); $file_type = get_filetype($file_path); // Apply $this->path = $file_path; $this->size = $file_size; $this->mimetype = $file_mimetype; $this->type = $file_type; // Apply: Image if ( $file_type === 'image' ) { $image_dimensions = image_dimensions($file_path); if ( !empty($image_dimensions) ) { // It is not a image we can modify $this->width = 0; $this->height = 0; } else { $this->width = $image_dimensions['width']; $this->height = $image_dimensions['height']; } } // Done return true; } /** * Download the File * @return */ public function download ( ) { global $Application; // File path $file_upload_path = realpath($config['bal']['files']['upload_path']) . DIRECTORY_SEPARATOR; $file_path = $file_upload_path . $this->file_path; // Output result and download become_file_download($file_path, null, null); die(); } public function postDelete ( $Event ) { global $Application; // Prepare $Invoker = $Event->getInvoker(); // Configuration $config = array(); $config['bal'] = $Application->getOption('bal'); // File path $file_upload_path = realpath($config['bal']['files']['upload_path']) . DIRECTORY_SEPARATOR; $file_path = $file_upload_path . $this->file_path; // Delete the file unlink($file_path); // Done return true; } } What I am hoping to accomplish is so that the above custom functionality within my model file can be turned into a validator, template, or something along the lines. So hopefully I can do something like: File: actAs: BalFile: columns: id: primary: true type: integer(4) unsigned: true code: type: string(255) unique: true notblank: true path: type: string(255) notblank: true size: type: integer(4) type: type: enum values: [file,document,image,video,audio,web,application,archive] default: unknown notnull: true mimetype: type: string(20) notnull: true width: type: integer(2) unsigned: true height: type: integer(2) unsigned: true I'm hoping for a validator so that say if I do $File->setFile($_FILE['uploaded_file']); It will provide a validation error, except in all the doctrine documentation it has little on custom validators, especially in the contect of "virtual" fields. So in summary, my question is: How earth can I go about making a template/extension to porting this functionality? I have tried before with templates but always gave up after a day :/ If you could take the time to port the above I would greatly appreciate it.

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  • Create text file named after a cell containing other cell data

    - by user143041
    I tried using the code below for the Excel program on my `Mac Mini using the OS X Version 10.7.2 and it keeps saying Error due to file name / path: (The Excel file I am creating is going to be a template with my formulas and macros installed which will be used over and over). Sub CreateFile() Do While Not IsEmpty(ActiveCell.Offset(0, 1)) MyFile = ActiveCell.Value & ".txt" fnum = FreeFile() Open MyFile For Output As fnum Print #fnum, ActiveCell.Offset(0, 1) & " " & ActiveCell.Offset(0, 2) Close #fnum ActiveCell.Offset(1, 0).Select Loop End Sub What Im trying to do: 1st Objective I would like to have the following data to be used to create a text file. A:A is what I need the name of the file to be. B:2 is the content I need in the text file. So, A2 - "repair-video-game-Glassboro-NJ-08028.txt" is the file name and B2 to be the content in the file. Next, A3 is the file name and B3 is the content for the file, etc. ONCE the content reads what is in cell A16 and B16 (length will vary), the file creation should stop, if not then I can delete the additional files created. This sheet will never change. Is there a way to establish the excel macro to always go to this sheet instead of have to select it with the mouse to identify the starting point? 2nd Objective I would like to have the following data to be used to create a text file. A:1 is what I need the name of the file to be. B:B is the content I want in the file. So, A2 - is the file name "geo-sitemap.xml" and B:B to be the content in the file (ignore the .xml file extension in the photo). ONCE the content cell reads what is in cell "B16" (length will vary), the file creation should stop, if not then I can adjust the cells that have need content (formulated content you see in the image is preset for 500 rows). This sheet will never change. Is there a way to establish the excel macro to always go to this sheet instead of have to select it with the mouse to identify the starting point? I can Provide the content in the cells that are filled in by excel formulas that are not not to be included in the .txt files. It is ok if it is not possible. I can delete the extra cells that are not populated (based on the data sheet). Please let me know if you need any more additional information or clarity and I will be happy to provide it.

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  • Quartz.Net Windows Service Configure Logging

    - by Tarun Arora
    In this blog post I’ll be covering, Logging for Quartz.Net Windows Service 01 – Why doesn’t Quartz.Net Windows Service log by default 02 – Configuring Quartz.Net windows service for logging to eventlog, file, console, etc 03 – Results: Logging in action If you are new to Quartz.Net I would recommend going through, A brief Introduction to Quartz.net Walkthrough of Installing & Testing Quartz.Net as a Windows Service Writing & Scheduling your First HelloWorld job with Quartz.Net   01 – Why doesn’t Quartz.Net Windows Service log by default If you are trying to figure out why… The Quartz.Net windows service isn’t logging The Quartz.Net windows service isn’t writing anything to the event log The Quartz.Net windows service isn’t writing anything to a file How do I configure Quartz.Net windows service to use log4Net How do I change the level of logging for Quartz.Net Look no further, This blog post should help you answer these questions. Quartz.NET uses the Common.Logging framework for all of its logging needs. If you navigate to the directory where Quartz.Net Windows Service is installed (I have the service installed in C:\Program Files (x86)\Quartz.net, you can find out the location by looking at the properties of the service) and open ‘Quartz.Server.exe.config’ you’ll see that the Quartz.Net is already set up for logging to ConsoleAppender and EventLogAppender, but only ‘ConsoleAppender’ is set up as active. So, unless you have the console associated to the Quartz.Net service you won’t be able to see any logging. <log4net> <appender name="ConsoleAppender" type="log4net.Appender.ConsoleAppender"> <layout type="log4net.Layout.PatternLayout"> <conversionPattern value="%d [%t] %-5p %l - %m%n" /> </layout> </appender> <appender name="EventLogAppender" type="log4net.Appender.EventLogAppender"> <layout type="log4net.Layout.PatternLayout"> <conversionPattern value="%d [%t] %-5p %l - %m%n" /> </layout> </appender> <root> <level value="INFO" /> <appender-ref ref="ConsoleAppender" /> <!-- uncomment to enable event log appending --> <!-- <appender-ref ref="EventLogAppender" /> --> </root> </log4net> Problem: In the configuration above Quartz.Net Windows Service only has ConsoleAppender active. So, no logging will be done to EventLog. More over the RollingFileAppender isn’t setup at all. So, Quartz.Net will not log to an application trace log file. 02 – Configuring Quartz.Net windows service for logging to eventlog, file, console, etc Let’s change this behaviour by changing the config file… In the below config file, I have added the RollingFileAppender. This will configure Quartz.Net service to write to a log file. (<appender name="GeneralLog" type="log4net.Appender.RollingFileAppender">) I have specified the location for the log file (<arg key="configFile" value="Trace/application.log.txt"/>) I have enabled the EventLogAppender and RollingFileAppender to be written to by Quartz. Net windows service Changed the default level of logging from ‘Info’ to ‘All’. This means all activity performed by Quartz.Net Windows service will be logged. You might want to tune this back to ‘Debug’ or ‘Info’ later as logging ‘All’ will produce too much data to the logs. (<level value="ALL"/>) Since I have changed the logging level to ‘All’, I have added applicationSetting to remove logging log4Net internal debugging. (<add key="log4net.Internal.Debug" value="false"/>) <?xml version="1.0" encoding="utf-8" ?> <configuration> <configSections> <section name="quartz" type="System.Configuration.NameValueSectionHandler, System, Version=1.0.5000.0,Culture=neutral, PublicKeyToken=b77a5c561934e089" /> <section name="log4net" type="log4net.Config.Log4NetConfigurationSectionHandler, log4net" /> <sectionGroup name="common"> <section name="logging" type="Common.Logging.ConfigurationSectionHandler, Common.Logging" /> </sectionGroup> </configSections> <common> <logging> <factoryAdapter type="Common.Logging.Log4Net.Log4NetLoggerFactoryAdapter, Common.Logging.Log4net"> <arg key="configType" value="INLINE" /> <arg key="configFile" value="Trace/application.log.txt"/> <arg key="level" value="ALL" /> </factoryAdapter> </logging> </common> <appSettings> <add key="log4net.Internal.Debug" value="false"/> </appSettings> <log4net> <appender name="ConsoleAppender" type="log4net.Appender.ConsoleAppender"> <layout type="log4net.Layout.PatternLayout"> <conversionPattern value="%d [%t] %-5p %l - %m%n" /> </layout> </appender> <appender name="EventLogAppender" type="log4net.Appender.EventLogAppender"> <layout type="log4net.Layout.PatternLayout"> <conversionPattern value="%d [%t] %-5p %l - %m%n" /> </layout> </appender> <appender name="GeneralLog" type="log4net.Appender.RollingFileAppender"> <file value="Trace/application.log.txt"/> <appendToFile value="true"/> <maximumFileSize value="1024KB"/> <rollingStyle value="Size"/> <layout type="log4net.Layout.PatternLayout"> <conversionPattern value="%d{HH:mm:ss} [%t] %-5p %c - %m%n"/> </layout> </appender> <root> <level value="ALL" /> <appender-ref ref="ConsoleAppender" /> <appender-ref ref="EventLogAppender" /> <appender-ref ref="GeneralLog"/> </root> </log4net> </configuration>   Note – Please ensure you restart the Quartz.Net Windows service for the config changes to be picked up by the service   03 – Results: Logging in action Once you start the Quartz.Net Windows Service up, the logging should be initiated to write all activities in the Console, EventLog and File… See screen shots below… Figure – Quartz.Net Windows Service logging all activity to the event log Figure – Quartz.Net Windows Service logging all activity to the application log file Where is the output from log4Net ConsoleAppender? As a default behaviour, the console isn't available in windows services, web services, windows forms. The output will simply be dismissed. Unless you are running the process interactively. Which you can do by firing up Quartz.Server.exe –i to see the output   This was fourth in the series of posts on enterprise scheduling using Quartz.net, in the next post I’ll be covering troubleshooting why a scheduled task hasn’t fired on Quartz.net windows service. All Quartz.Net specific blog posts can listed here. Thank you for taking the time out and reading this blog post. If you enjoyed the post, remember to subscribe to http://feeds.feedburner.com/TarunArora. Stay tuned!

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  • Find More Streaming TV Online with Clicker.tv

    - by DigitalGeekery
    Looking for a way to access more of your favorite TV Shows and other online entertainment? Today we’ll take a look at Clicker.tv which offers an awesome way to find tons of TV programs and movies. Clicker.tv Clicker.tv is an HTML5 web application that indexes both free and premium content from sources like Hulu, Netflix, Amazon, iTunes, and more. Some movies or episodes, such as those from Netflix and Amazon.com’s Video on Demand, will require viewers to have a membership, or pay a fee to access content. There is also a Clicker.tv app for Boxee.   Navigation Navigating in Clicker.tv is rather easy with your keyboard. Directional Keys: navigate up, down, left, and right. Enter: make a selection Backspace: return to previous screen Escape: return to the Clicker.tv home screen. Note: You can also navigate through Clicker.tv with your PC remote. Recommended Browsers Firefox 3.6 + Safari 4.0 + Internet Explorer 8 + Google Chrome Note: You’ll need the latest version of Flash installed to play the majority of content. Earlier versions of the above browsers may work, but for full keyboard functionality, stick with the recommendations. Using Clicker.tv The first time you go to Clicker.tv, (link below) you’ll be met with a welcome screen and some helpful hints. Click Enter when finished.   The Home screen feature Headliners, Trending Shows, and Trending Episodes. You can scroll through the different options and category links along the left side.   The Search link pulls up an onscreen keyboard so you can enter search terms with a remote as well as a keyboard. Type in your search terms and matching items are displayed on the screen.   You can also browse by a wide variety of categories. Select TV to browse only available TV programs. Or, browse only Movies in the movie category. There are also links for Web content and Music.   Creating an Account You can access all Clicker.tv content without an account, but a Clicker account allows users to create playlists and subscribe to shows and have them automatically added to their playlist. You’ll need to go to Clicker.com and create an account. You’ll find the link at the upper right of the page. Enter a username, password and email address. There also an option to link with Facebook, or you can simply Skip this step.   Go to Clicker.tv and sign in. You can manually type in your credentials or use the onscreen keyboard with your remote.   Settings If you’d prefer not to display content from premium sites or Netflix, you can remove them through the Settings. Toggle Amazon, iTunes and Netflix on or off.   Watching Episodes To watch an episode, select the image to begin playing from the default source, or select one of the other options. You can see in the example below that you can choose to watch the episode from Fox, Hulu, or Amazon Video on Demand.   Your episode will then launch and begin playing from your chosen source. If you choose a premium content source such as iTunes or Amazon’s VOD, you’ll be taken to the Amazon’s website or iTunes and prompted to purchase the content.   Playlists Once you’ve created an account and signed in, you can begin adding Shows to your playlist. Choose a series and select Add to Playlist.   You’ll see in the example below that Family Guy has been Added and the number 142 is shown next to the playlist icon to indicate that 142 episodes has been added to your playlist. Underneath the listings for each episode in your playlist you can mark as Watched, or Remove individual episodes.   You can also view the playlist or make any changes from the Clicker.com website. Click on “Playlist” on the top right of the Clicker.com site to access your playlists. You can select individual episodes from your playlists, remove them, or mark them as watched or unwatched. Clicker.TV and Boxee Boxee offers a Clicker.TV app that features a limited amount of the Clicker.TV content. You’ll find Clicker.TV located in the Boxee Apps Library. Select the Clicker App and then choose Start. From the Clicker App interface you can search or browse for available content. Select an episode you’d like to view… Then select play in the pop up window. You can also add it to your Boxee queue, share it, or add a shortcut, just as you can from other Boxee apps. When you click play your episode will launch and begin playing in Boxee. Conclusion Clicker.TV is currently still in Beta and has some limitations. Typical remotes won’t work completely in all external websites. So, you’ll still need a keyboard to be able to perform some operations such as switching to full screen mode. The Boxee app offers a more fully remote friendly environment, but unfortunately lacks a good portion of the Clicker.tv content. As with many content sites, availability of certain programming may be limited by your geographic location. Want to add Clicker.TV functionality to Windows Media Center? You can do so through the Boxee Integration for Windows 7 Media Center plug-in. Clicker.tv Clicker.com Similar Articles Productive Geek Tips Share Digital Media With Other Computers on a Home Network with Windows 7Stream Music and Video Over the Internet with Windows Media Player 12Listen to Online Radio with AntennaEnable Media Streaming in Windows Home Server to Windows Media PlayerNorton Internet Security 2010 [Review] TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips HippoRemote Pro 2.2 Xobni Plus for Outlook All My Movies 5.9 CloudBerry Online Backup 1.5 for Windows Home Server Nice Websites To Watch TV Shows Online 24 Million Sites Windows Media Player Glass Icons (icons we like) How to Forecast Weather, without Gadgets Outlook Tools, one stop tweaking for any Outlook version Zoofs, find the most popular tweeted YouTube videos

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  • XNA Screen Manager problem with transitions

    - by NexAddo
    I'm having issues using the game statemanagement example in the game I am developing. I have no issues with my first three screens transitioning between one another. I have a main menu screen, a splash screen and a high score screen that cycle: mainMenuScreen->splashScreen->highScoreScreen->mainMenuScreen The screens change every 15 seconds. Transition times public MainMenuScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.0); currentCreditAmount = Global.CurrentCredits; } public SplashScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } public HighScoreScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } public GamePlayScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } When a user inserts credits they can play the game after pressing start mainMenuScreen->splashScreen->highScoreScreen->(loops forever) || || || ===========Credits In============= || Start || \/ LoadingScreen || Start || \/ GamePlayScreen During each of these transitions, between screens, the same code is used, which exits(removes) all current active screens and respects transitions, then adds the new screen to the screen manager: foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); //AddScreen takes a new screen to manage and the controlling player ScreenManager.AddScreen(new NameOfScreenHere(), null); Each screen is removed from the ScreenManager with ExitScreen() and using this function, each screen transition is respected. The problem I am having is with my gamePlayScreen. When the current game is finished and the transition is complete for the gamePlayScreen, it should be removed and the next screens should be added to the ScreenManager. GamePlayScreen Code Snippet private void FinishCurrentGame() { AudioManager.StopSounds(); this.UnloadContent(); if (Global.SaveDevice.IsReady) Stats.Save(); if (HighScoreScreen.IsInHighscores(timeLimit)) { foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); Global.TimeRemaining = timeLimit; ScreenManager.AddScreen(new BackgroundScreen(), null); ScreenManager.AddScreen(new MessageBoxScreen("Enter your Initials", true), null); } else { foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); ScreenManager.AddScreen(new BackgroundScreen(), null); ScreenManager.AddScreen(new MainMenuScreen(), null); } } The problem is that when isExiting is set to true by screen.ExitScreen() for the gamePlayScreen, the transition never completes the transition and removes the screen from the ScreenManager. Every other screen that I use the same technique to add and remove each screen fully transitions On/Off and is removed at the appropriate time from the ScreenManager, but noy my GamePlayScreen. Has anyone that has used the GameStateManagement example experienced this issue or can someone see the mistake I am making? EDIT This is what I tracked down. When the game is done, I call foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); to start the transition off process for the gameplay screen. At this point there is only 1 screen on the ScreenManager stack. The gamePlay screen gets isExiting set to true and starts to transition off. Right after the above call to ExitScreen() I add a background screen and menu screen to the screenManager: ScreenManager.AddScreen(new background(), null); ScreenManager.AddScreen(new Menu(), null); The count of the ScreenManager is now 3. What I noticed while stepping through the updates for GameScreen and ScreenManager, the gameplay screen never gets to the point where the transistion process finishes so the ScreenManager can remove it from the stack. This anomaly does not happen to any of my other screens when I switch between them. Screen Manager Code #region File Description //----------------------------------------------------------------------------- // ScreenManager.cs // // Microsoft XNA Community Game Platform // Copyright (C) Microsoft Corporation. All rights reserved. //----------------------------------------------------------------------------- #endregion #define DEMO #region Using Statements using System; using System.Diagnostics; using System.Collections.Generic; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; using PerformanceUtility.GameDebugTools; #endregion namespace GameStateManagement { /// <summary> /// The screen manager is a component which manages one or more GameScreen /// instances. It maintains a stack of screens, calls their Update and Draw /// methods at the appropriate times, and automatically routes input to the /// topmost active screen. /// </summary> public class ScreenManager : DrawableGameComponent { #region Fields List<GameScreen> screens = new List<GameScreen>(); List<GameScreen> screensToUpdate = new List<GameScreen>(); InputState input = new InputState(); SpriteBatch spriteBatch; SpriteFont font; Texture2D blankTexture; bool isInitialized; bool getOut; bool traceEnabled; #if DEBUG DebugSystem debugSystem; Stopwatch stopwatch = new Stopwatch(); bool debugTextEnabled; #endif #endregion #region Properties /// <summary> /// A default SpriteBatch shared by all the screens. This saves /// each screen having to bother creating their own local instance. /// </summary> public SpriteBatch SpriteBatch { get { return spriteBatch; } } /// <summary> /// A default font shared by all the screens. This saves /// each screen having to bother loading their own local copy. /// </summary> public SpriteFont Font { get { return font; } } public Rectangle ScreenRectangle { get { return new Rectangle(0, 0, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height); } } /// <summary> /// If true, the manager prints out a list of all the screens /// each time it is updated. This can be useful for making sure /// everything is being added and removed at the right times. /// </summary> public bool TraceEnabled { get { return traceEnabled; } set { traceEnabled = value; } } #if DEBUG public bool DebugTextEnabled { get { return debugTextEnabled; } set { debugTextEnabled = value; } } public DebugSystem DebugSystem { get { return debugSystem; } } #endif #endregion #region Initialization /// <summary> /// Constructs a new screen manager component. /// </summary> public ScreenManager(Game game) : base(game) { // we must set EnabledGestures before we can query for them, but // we don't assume the game wants to read them. //TouchPanel.EnabledGestures = GestureType.None; } /// <summary> /// Initializes the screen manager component. /// </summary> public override void Initialize() { base.Initialize(); #if DEBUG debugSystem = DebugSystem.Initialize(Game, "Fonts/MenuFont"); #endif isInitialized = true; } /// <summary> /// Load your graphics content. /// </summary> protected override void LoadContent() { // Load content belonging to the screen manager. ContentManager content = Game.Content; spriteBatch = new SpriteBatch(GraphicsDevice); font = content.Load<SpriteFont>(@"Fonts\menufont"); blankTexture = content.Load<Texture2D>(@"Textures\Backgrounds\blank"); // Tell each of the screens to load their content. foreach (GameScreen screen in screens) { screen.LoadContent(); } } /// <summary> /// Unload your graphics content. /// </summary> protected override void UnloadContent() { // Tell each of the screens to unload their content. foreach (GameScreen screen in screens) { screen.UnloadContent(); } } #endregion #region Update and Draw /// <summary> /// Allows each screen to run logic. /// </summary> public override void Update(GameTime gameTime) { #if DEBUG debugSystem.TimeRuler.StartFrame(); debugSystem.TimeRuler.BeginMark("Update", Color.Blue); if (debugTextEnabled && getOut == false) { debugSystem.FpsCounter.Visible = true; debugSystem.TimeRuler.Visible = true; debugSystem.TimeRuler.ShowLog = true; getOut = true; } else if (debugTextEnabled == false) { getOut = false; debugSystem.FpsCounter.Visible = false; debugSystem.TimeRuler.Visible = false; debugSystem.TimeRuler.ShowLog = false; } #endif // Read the keyboard and gamepad. input.Update(); // Make a copy of the master screen list, to avoid confusion if // the process of updating one screen adds or removes others. screensToUpdate.Clear(); foreach (GameScreen screen in screens) screensToUpdate.Add(screen); bool otherScreenHasFocus = !Game.IsActive; bool coveredByOtherScreen = false; // Loop as long as there are screens waiting to be updated. while (screensToUpdate.Count > 0) { // Pop the topmost screen off the waiting list. GameScreen screen = screensToUpdate[screensToUpdate.Count - 1]; screensToUpdate.RemoveAt(screensToUpdate.Count - 1); // Update the screen. screen.Update(gameTime, otherScreenHasFocus, coveredByOtherScreen); if (screen.ScreenState == ScreenState.TransitionOn || screen.ScreenState == ScreenState.Active) { // If this is the first active screen we came across, // give it a chance to handle input. if (!otherScreenHasFocus) { screen.HandleInput(input); otherScreenHasFocus = true; } // If this is an active non-popup, inform any subsequent // screens that they are covered by it. if (!screen.IsPopup) coveredByOtherScreen = true; } } // Print debug trace? if (traceEnabled) TraceScreens(); #if DEBUG debugSystem.TimeRuler.EndMark("Update"); #endif } /// <summary> /// Prints a list of all the screens, for debugging. /// </summary> void TraceScreens() { List<string> screenNames = new List<string>(); foreach (GameScreen screen in screens) screenNames.Add(screen.GetType().Name); Debug.WriteLine(string.Join(", ", screenNames.ToArray())); } /// <summary> /// Tells each screen to draw itself. /// </summary> public override void Draw(GameTime gameTime) { #if DEBUG debugSystem.TimeRuler.StartFrame(); debugSystem.TimeRuler.BeginMark("Draw", Color.Yellow); #endif foreach (GameScreen screen in screens) { if (screen.ScreenState == ScreenState.Hidden) continue; screen.Draw(gameTime); } #if DEBUG debugSystem.TimeRuler.EndMark("Draw"); #endif #if DEMO SpriteBatch.Begin(); SpriteBatch.DrawString(font, "DEMO - NOT FOR RESALE", new Vector2(20, 80), Color.White); SpriteBatch.End(); #endif } #endregion #region Public Methods /// <summary> /// Adds a new screen to the screen manager. /// </summary> public void AddScreen(GameScreen screen, PlayerIndex? controllingPlayer) { screen.ControllingPlayer = controllingPlayer; screen.ScreenManager = this; screen.IsExiting = false; // If we have a graphics device, tell the screen to load content. if (isInitialized) { screen.LoadContent(); } screens.Add(screen); } /// <summary> /// Removes a screen from the screen manager. You should normally /// use GameScreen.ExitScreen instead of calling this directly, so /// the screen can gradually transition off rather than just being /// instantly removed. /// </summary> public void RemoveScreen(GameScreen screen) { // If we have a graphics device, tell the screen to unload content. if (isInitialized) { screen.UnloadContent(); } screens.Remove(screen); screensToUpdate.Remove(screen); } /// <summary> /// Expose an array holding all the screens. We return a copy rather /// than the real master list, because screens should only ever be added /// or removed using the AddScreen and RemoveScreen methods. /// </summary> public GameScreen[] GetScreens() { return screens.ToArray(); } /// <summary> /// Helper draws a translucent black fullscreen sprite, used for fading /// screens in and out, and for darkening the background behind popups. /// </summary> public void FadeBackBufferToBlack(float alpha) { Viewport viewport = GraphicsDevice.Viewport; spriteBatch.Begin(); spriteBatch.Draw(blankTexture, new Rectangle(0, 0, viewport.Width, viewport.Height), Color.Black * alpha); spriteBatch.End(); } #endregion } } Game Screen Parent of GamePlayScreen #region File Description //----------------------------------------------------------------------------- // GameScreen.cs // // Microsoft XNA Community Game Platform // Copyright (C) Microsoft Corporation. All rights reserved. //----------------------------------------------------------------------------- #endregion #region Using Statements using System; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Input; //using Microsoft.Xna.Framework.Input.Touch; using System.IO; #endregion namespace GameStateManagement { /// <summary> /// Enum describes the screen transition state. /// </summary> public enum ScreenState { TransitionOn, Active, TransitionOff, Hidden, } /// <summary> /// A screen is a single layer that has update and draw logic, and which /// can be combined with other layers to build up a complex menu system. /// For instance the main menu, the options menu, the "are you sure you /// want to quit" message box, and the main game itself are all implemented /// as screens. /// </summary> public abstract class GameScreen { #region Properties /// <summary> /// Normally when one screen is brought up over the top of another, /// the first screen will transition off to make room for the new /// one. This property indicates whether the screen is only a small /// popup, in which case screens underneath it do not need to bother /// transitioning off. /// </summary> public bool IsPopup { get { return isPopup; } protected set { isPopup = value; } } bool isPopup = false; /// <summary> /// Indicates how long the screen takes to /// transition on when it is activated. /// </summary> public TimeSpan TransitionOnTime { get { return transitionOnTime; } protected set { transitionOnTime = value; } } TimeSpan transitionOnTime = TimeSpan.Zero; /// <summary> /// Indicates how long the screen takes to /// transition off when it is deactivated. /// </summary> public TimeSpan TransitionOffTime { get { return transitionOffTime; } protected set { transitionOffTime = value; } } TimeSpan transitionOffTime = TimeSpan.Zero; /// <summary> /// Gets the current position of the screen transition, ranging /// from zero (fully active, no transition) to one (transitioned /// fully off to nothing). /// </summary> public float TransitionPosition { get { return transitionPosition; } protected set { transitionPosition = value; } } float transitionPosition = 1; /// <summary> /// Gets the current alpha of the screen transition, ranging /// from 1 (fully active, no transition) to 0 (transitioned /// fully off to nothing). /// </summary> public float TransitionAlpha { get { return 1f - TransitionPosition; } } /// <summary> /// Gets the current screen transition state. /// </summary> public ScreenState ScreenState { get { return screenState; } protected set { screenState = value; } } ScreenState screenState = ScreenState.TransitionOn; /// <summary> /// There are two possible reasons why a screen might be transitioning /// off. It could be temporarily going away to make room for another /// screen that is on top of it, or it could be going away for good. /// This property indicates whether the screen is exiting for real: /// if set, the screen will automatically remove itself as soon as the /// transition finishes. /// </summary> public bool IsExiting { get { return isExiting; } protected internal set { isExiting = value; } } bool isExiting = false; /// <summary> /// Checks whether this screen is active and can respond to user input. /// </summary> public bool IsActive { get { return !otherScreenHasFocus && (screenState == ScreenState.TransitionOn || screenState == ScreenState.Active); } } bool otherScreenHasFocus; /// <summary> /// Gets the manager that this screen belongs to. /// </summary> public ScreenManager ScreenManager { get { return screenManager; } internal set { screenManager = value; } } ScreenManager screenManager; public KeyboardState KeyboardState { get {return Keyboard.GetState();} } /// <summary> /// Gets the index of the player who is currently controlling this screen, /// or null if it is accepting input from any player. This is used to lock /// the game to a specific player profile. The main menu responds to input /// from any connected gamepad, but whichever player makes a selection from /// this menu is given control over all subsequent screens, so other gamepads /// are inactive until the controlling player returns to the main menu. /// </summary> public PlayerIndex? ControllingPlayer { get { return controllingPlayer; } internal set { controllingPlayer = value; } } PlayerIndex? controllingPlayer; /// <summary> /// Gets whether or not this screen is serializable. If this is true, /// the screen will be recorded into the screen manager's state and /// its Serialize and Deserialize methods will be called as appropriate. /// If this is false, the screen will be ignored during serialization. /// By default, all screens are assumed to be serializable. /// </summary> public bool IsSerializable { get { return isSerializable; } protected set { isSerializable = value; } } bool isSerializable = true; #endregion #region Initialization /// <summary> /// Load graphics content for the screen. /// </summary> public virtual void LoadContent() { } /// <summary> /// Unload content for the screen. /// </summary> public virtual void UnloadContent() { } #endregion #region Update and Draw /// <summary> /// Allows the screen to run logic, such as updating the transition position. /// Unlike HandleInput, this method is called regardless of whether the screen /// is active, hidden, or in the middle of a transition. /// </summary> public virtual void Update(GameTime gameTime, bool otherScreenHasFocus, bool coveredByOtherScreen) { this.otherScreenHasFocus = otherScreenHasFocus; if (isExiting) { // If the screen is going away to die, it should transition off. screenState = ScreenState.TransitionOff; if (!UpdateTransition(gameTime, transitionOffTime, 1)) { // When the transition finishes, remove the screen. ScreenManager.RemoveScreen(this); } } else if (coveredByOtherScreen) { // If the screen is covered by another, it should transition off. if (UpdateTransition(gameTime, transitionOffTime, 1)) { // Still busy transitioning. screenState = ScreenState.TransitionOff; } else { // Transition finished! screenState = ScreenState.Hidden; } } else { // Otherwise the screen should transition on and become active. if (UpdateTransition(gameTime, transitionOnTime, -1)) { // Still busy transitioning. screenState = ScreenState.TransitionOn; } else { // Transition finished! screenState = ScreenState.Active; } } } /// <summary> /// Helper for updating the screen transition position. /// </summary> bool UpdateTransition(GameTime gameTime, TimeSpan time, int direction) { // How much should we move by? float transitionDelta; if (time == TimeSpan.Zero) transitionDelta = 1; else transitionDelta = (float)(gameTime.ElapsedGameTime.TotalMilliseconds / time.TotalMilliseconds); // Update the transition position. transitionPosition += transitionDelta * direction; // Did we reach the end of the transition? if (((direction < 0) && (transitionPosition <= 0)) || ((direction > 0) && (transitionPosition >= 1))) { transitionPosition = MathHelper.Clamp(transitionPosition, 0, 1); return false; } // Otherwise we are still busy transitioning. return true; } /// <summary> /// Allows the screen to handle user input. Unlike Update, this method /// is only called when the screen is active, and not when some other /// screen has taken the focus. /// </summary> public virtual void HandleInput(InputState input) { } public KeyboardState currentKeyState; public KeyboardState lastKeyState; public bool IsKeyHit(Keys key) { if (currentKeyState.IsKeyDown(key) && lastKeyState.IsKeyUp(key)) return true; return false; } /// <summary> /// This is called when the screen should draw itself. /// </summary> public virtual void Draw(GameTime gameTime) { } #endregion #region Public Methods /// <summary> /// Tells the screen to serialize its state into the given stream. /// </summary> public virtual void Serialize(Stream stream) { } /// <summary> /// Tells the screen to deserialize its state from the given stream. /// </summary> public virtual void Deserialize(Stream stream) { } /// <summary> /// Tells the screen to go away. Unlike ScreenManager.RemoveScreen, which /// instantly kills the screen, this method respects the transition timings /// and will give the screen a chance to gradually transition off. /// </summary> public void ExitScreen() { if (TransitionOffTime == TimeSpan.Zero) { // If the screen has a zero transition time, remove it immediately. ScreenManager.RemoveScreen(this); } else { // Otherwise flag that it should transition off and then exit. isExiting = true; } } #endregion #region Helper Methods /// <summary> /// A helper method which loads assets using the screen manager's /// associated game content loader. /// </summary> /// <typeparam name="T">Type of asset.</typeparam> /// <param name="assetName">Asset name, relative to the loader root /// directory, and not including the .xnb extension.</param> /// <returns></returns> public T Load<T>(string assetName) { return ScreenManager.Game.Content.Load<T>(assetName); } #endregion } }

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  • Invitation: WebCenter Implementation Specialist Exam Preparation Webcasts

    - by rituchhibber
    Oracle Partner Network would like to invite you to Refresh Courses for WebCenter Content and WebCenter Portal, to help partners to prepare for the WebCenter Implementation Specialist EXAMS.This is a 3 hours intensive refresher partner-only training session, providing attendees with an overview of WebCenter Content and WebCenter Portal functions and related topics. After the refresher part you will be able to take the relevant Implementation Specialist EXAM depending on your personal focus. NOTE: This is only suitable for experienced WebCenter Content or WebCenter Portal practitioners Who should attend?Partner Consultants who want to become an Oracle WebCenter Content or a WebCenter Portal Certified Implementation Specialist or both, that will help them to differentiate themselves in front of customers and support their Companies to become Specialized. Webcast Details: Date Topic Speaker  Web Call Details  Intercall Details  December 14th WebCenter Content RefreshCourse Markus Neubauer, SilburyWebCenter Content Specialized Partner Join Webcast Dial-in numbers:CC/SP: 1579222/9221 Time: 12:00 -15:00 CET Break around 13:30 Conference ID/Key: 9249533/1412 Date Topic Speaker Web Call Details Intercall Details January 10th                  WebCenter Portal    Refresh Course                   Yannick Ongena, InfoMentumWebCenter Portal Specialized Partner                     Join Webcast Dial-in numbers:CC/SP: 1579222/9221 Time: 12:00 -15:00 CET Break around 13:30 Conference ID/Key: 9249375/1001 Date Topic Speaker Web Call Details Intercall Details February 22nd                WebCenter Content  RefreshCourse Markus Neubauer, SilburyWebCenter Content Specialized Partner    Join Webcast Dial-in numbers:CC/SP: 1579222/9221 Time: 12:00 -15:00 CET Break around13:30 Conference ID/Key: 9249541/2202 Date Topic Speaker Web Call Details Intercall Details  March 13th                WebCenter Portal   Refresh     Course      Yannick Ongena, InfoMentumWebCenter Portal Specialized Partner    Join Webcast Dial-in numbers:CC/SP: 1579222/9221 Time: 12:00 -15:00 CET Break around 13:30 Conference ID/Key: 9249549/1303 Local dial-in numbers can be found here . Next Steps:After the Webcast you will receive the Training material and FREE Vouchers to book and take the: Oracle ECM 11g Certified Implementation Specialist EXAM Oracle WebCenter 11g Essentials EXAM Booking with Voucher can be done on www.pearsonvue.com. Note: FREE Vouchers will be send after attending the webcast.

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  • Oracle WebCenter Sites & Translation – powered by Lingotek

    - by rituchhibber
    You are invited to a special preview of the Lingotek Inside Oracle WebCenter Sites solution which will be showcased at Collaborate in Las Vegas later in April. Register Now! Now it's easy to quickly translate your content directly from Oracle WebCenter Sites using the new Lingotek - Inside for Oracle WebCenter Sites integration. Your users will be able to access translated content, nominate content for translation, and even offer to translate content themselves.

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