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  • Differentiate gtk.Entry icons

    - by Ubersoldat
    I'm adding two icons to a gtk.Entry in PyGTK. The icons signals are handled by the following method def entry_icon_event(self, widget, position, event) I'm trying to differentiate between the two of them: <enum GTK_ENTRY_ICON_PRIMARY of type GtkEntryIconPosition> <enum GTK_ENTRY_ICON_SECONDARY of type GtkEntryIconPosition> How can I do this? I've been digging through the documentation of PyGTK but there's no object GtkEntryIconPosition nor any definition for this enums. Thanks

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  • Prevent delegate method from being called too often

    - by Lord Zsolt
    How would you add a delay between certain method being called? This is my code that I want to only trigger 30 times per second: - (void) scrollViewDidScroll: (UIScrollView*)scrollView { [self performSelector:@selector(needsDisplay) withObject:nil afterDelay:0.033]; } - (void) needsDisplay { [captureView setNeedsDisplay]; } If I leave it like this, it only gets called after the user stopped scrolling. What I want to do is call the method when the user is scrolling, but with a delay of 33 milliseconds between each call.

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  • Tab-Bar not hiding on all views

    - by Sheehan Alam
    I have a tab-bar controller that loads a RootView. The RootView has 4 buttons that will load a UITableView I don't want my tab-bar to be visible in the RootView so I added the following code: -(void)viewDidLoad{ self.hidesBottomBarWhenPushed = YES; } When I initially load the app the tab-bar doesn't appear, but when I click on a button, and go back to the RootView the tab-bar still appears. I have tried placing this code in viewWillAppear and other application lifecycle methods but no luck.

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  • Get highlighted state for NSButtonCell

    - by dvg
    I have a NSTableView that contains a NSButtonCell in one of the columns. To draw a custom background in neighbor cells (based on NSTextFieldCell) I use isHighlighted method: - (void)drawWithFrame:(NSRect)cellFrame inView:(NSView *)controlView { if ([self isHighlighted]) { //here I draw the cell background But for NSButtonCell isHighlighted shows only the button pressed state. How to determine when the NSButtonCell is selected, i.e. when it's highlighted in the row?

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  • python `IN` module problem (FreeBSD)

    - by Shamanu4
    I'm trying to work with sockets and I have such problem In code example: setsockopt(socket.SOL_SOCKET,IN.SO_BINDTODEVICE,self.listen_address+'\0') I have error AttributeError: 'module' object has no attribute 'SO_BINDTODEVICE' On Linux machine this attribute is OK but on FreeBSD trere are no any SO_* attributes in module IN. What port should I install to resolve this problem on FreeBDS machine? Python versions on Linux tested: 2.5.4 and 2.6.4; on FreeBSD: 2.5.5 I can't find anything about this module in my book, and googling keyword IN looks like seamless ...

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  • Remove objects from UINavigationController

    - by Joshep Freeman
    I would like to know if there is a way to know which objects [UIViewControllers?] are stored inside [self navigationController] (I'm guessing they are stored there with pushViewController?), and if there is a way to remove such objects. Consider this scenario: 1.- Show "Presentation screen" (a logo) 2.- Wait 2 seconds 3.- Push "Data screen" (no need for "Presentation screen" anymore but it's stored in Memory) Thanks for your time.

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  • I want to trace logs using a Macro multi parameter always null. problem c++ windows

    - by sxingfeng
    I am using the following way to cout a function's time: #define TIME_COST(message, ...)\ char szMessageBuffer[2048] = {0};\ va_list ArgList;\ va_start(ArgList, message);\ vsprintf_s(szMessageBuffer, 2048, message, ArgList);\ va_end(ArgList); \ string strMessage(szMessageBuffer);\ CQLogTimer t(strMessage); // CQLogTimer is a self destructor,which will cout life time of its own and print szMessageBuffer. However when I use the macro this : void fun { TIME_COST("hello->%s", filePath); XXXXXX } The message generated always is hello-(null) Can Any one help? Many thanks!

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  • passing uiimageview as a parameter in NStimer selector??

    - by hemant
    i created a function onTimer passing it a uiimageview parameter...but when i call this function in a NStimer call as shown below i get a syntax error?? is there any other way around it?? [NSTimer scheduledTimerWithTimeInterval:0.05 target:self selector:@selector(onTimer:image) userInfo:nil repeats:YES];

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  • GA Framework for Virtual Machines

    - by PeanutPower
    Does anyone know of any .NET genetic algorithm frameworks for evolving instructions sets in virtual machines to solve abstract problems? I would be particularly interested in a framework which allows virtual machines to self propagate within a pool and evolve against a fitness function determined by a data set with "good" outputs given expected inputs.

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  • Problems with validates_inclusion_of, acts_as_tree and rspec

    - by Jens Fahnenbruck
    I have problems to get rspec running properly to test validates_inclusion_of my migration looks like this: class CreateCategories < ActiveRecord::Migration def self.up create_table :categories do |t| t.string :name t.integer :parent_id t.timestamps end end def self.down drop_table :categories end end my model looks like this: class Category < ActiveRecord::Base acts_as_tree validates_presence_of :name validates_uniqueness_of :name validates_inclusion_of :parent_id, :in => Category.all.map(&:id), :unless => Proc.new { |c| c.parent_id.blank? } end my factories: Factory.define :category do |c| c.name "Category One" end Factory.define :category_2, :class => Category do |c| c.name "Category Two" end my model spec looks like this: require 'spec_helper' describe Category do before(:each) do @valid_attributes = { :name => "Category" } end it "should create a new instance given valid attributes" do Category.create!(@valid_attributes) end it "should have a name and it shouldn't be empty" do c = Category.new :name => nil c.should be_invalid c.name = "" c.should be_invalid end it "should not create a duplicate names" do Category.create!(@valid_attributes) Category.new(@valid_attributes).should be_invalid end it "should not save with invalid parent" do parent = Factory(:category) child = Category.new @valid_attributes child.parent_id = parent.id + 100 child.should be_invalid end it "should save with valid parent" do child = Factory.build(:category_2) child.parent = Factory(:category) # FIXME: make it pass, it works on cosole, but I don't know why the test is failing child.should be_valid end end I get the following error: 'Category should save with valid parent' FAILED Expected #<Category id: nil, name: "Category Two", parent_id: 5, created_at: nil, updated_at: nil to be valid, but it was not Errors: Parent is missing On console everything seems to be fine and work as expected: c1 = Category.new :name => "Parent Category" c1.valid? #=> true c1.save #=> true c1.id #=> 1 c2 = Category.new :name => "Child Category" c2.valid? #=> true c2.parent_id = 100 c2.valid? #=> false c2.parent_id = 1 c2.valid? #=> true I'm running rails 2.3.5, rspec 1.3.0 and rspec-rails 1.3.2 Anybody, any idea?

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  • Dependency propery Binding Problem

    - by deepak
    i have attached my sample project here, http://cid-08ec3041618e8ee4.skydrive.live.com/self.aspx/.SharedFavorites/dep2.rar Can any one look and tell whats wrong in that, everythng working well, but i cant bind the value in text box, when u click the button u can see the passed value to usercontrol in message box, but i cant bind that value in text box. Why????

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  • Tab Bar disappears below the bottom of the screen

    - by Manu
    Hi, In my application I'm using a Navigation Controller to push one view that loads a Tab Bar Controller and a custom Navigation Bar as well. The problem is that the Tab Bar disappears below the bottom of the screen, and I don't know what's causing the problem. If I load a simple Tab Bar in the next view, it positions itself correctly... but what I need is a Tab Bar Controller, and in that case the Tab Bar disappears below the bottom. I have tried changing the view and size properties of the Tab Bar, but that did not solve the problem. I also realised that the images and text of the tabs don't show (I have set up the "favourites" and "contacts" images and text, and they are big enough and should be visible on the top side of the tab, but they are not). Both tabs work perfectly, by the way. There is an image here. I load the Tab Bar with the following code: - (void)viewDidLoad { [super viewDidLoad]; myTabBarController = [[UITabBarController alloc] init]; SettingsViewController* tab1 = [[SettingsViewController alloc] init]; AboutViewController* tab2 = [[AboutViewController alloc] init]; NSArray* controllers = [NSArray arrayWithObjects:tab1, tab2, nil]; myTabBarController.viewControllers = controllers; [self.view insertSubview:myTabBarController.view belowSubview:myNavigationBar]; } It doesn't matter if I remove the Navigation Bar or not. I have tested using this instead: [self.view addSubview:myTabBarController.view]; ... forgetting about the Navigation Bar, but the Tab Bar still goes under the bottom. I don't know if the problem is in one of my NIB files or in how I load the view (although I do this as I read in the Apple's SDK documentation). Any ideas? Another question would be... do you know how could I change the title of my Navigation Bar when I select the second tab? I imagine I would have to do it in viewDidLoad in AboutViewController.m, would that be correct? Thanks for you time!

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  • Ruby Module Inclusion in Methods

    - by Federico Builes
    In class Foo I'd like to include method Bar under certain conditions: module Bar def some_method "orly" end end class Foo def initialize(some_condition) if !some_condition "bar" else class << self; include Bar; end end end end Is there any cleaner (and clearer) way to achieve the include in the method without having to do it inside the singleton class?

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  • Free/open source code editor UI control for .Net

    - by Daniel I-S
    I'm looking for a free, syntax-highlighting, possibly autocompleting 'code editor's textbox' style control for use in a Visual Studio winforms or wpf project. It should work with C# and self-defined languages. There are pay-for solutions available - something like http://www.syncfusion.com/products/user-interface-edition/windows-forms/Edit would work fine - but I am looking for something simpler, and don't need to pay for unnecessary functionality. Any ideas?

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  • How do I load a second view correctly in Swift?

    - by slooker
    I have a view that I'm trying to load in Swift like this, but it crashes with this error: 'NSInternalInconsistencyException', reason: '-[UIViewController _loadViewFromNibNamed:bundle:] loaded the "DetailView" nib but the view outlet was not set.' Here is the code I'm trying to use to load it. Second View Controller import UIKit class DetailViewController: UIViewController { @IBOutlet var nameField: UITextField override func viewDidLoad() { super.viewDidLoad() } } Code to load the view controller: var newViewController = DetailViewController() @IBAction func buttonTapped(AnyObject) { println("button tapped!") self.presentViewController(newViewController, animated: true, nil) } What am I doing wrong?

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  • iOS dynamic object creation

    - by Abdul Ahmad
    I've worked with Xcode and iOS on a few personal projects and have always used non-object-oriented designs for everything... just because I've been doing mostly learning/experimenting with things. Now I've been trying to implement some object oriented design into one game I've made previously. The idea is, I have a space ship that can shoot bullets. In the past I basically added the UIImageView to the storyboard and then connected it to the .h file and from there did things on it like move it around or whatever (using CGPointMake). The idea now is to make a method (and a whole other class soon) that will create a UIImageView programmatically, allocate it, add it to the superview etc... I've got this working so far, easy stuff, but the next part is a bit harder. Where do I store this local variable "bullet"? I've been saving it to an NSMutableArray and doing the following: (actually here are the methods that I have) -(void)movement { for (int i = 0; i < [array1 count]; i ++) { UIImageView *a = [array1 objectAtIndex:i]; a.center = CGPointMake(a.center.x + 2, a.center.y); if (a.center.x > 500) { [array1 removeObjectAtIndex:i]; [a removeFromSuperview]; } } } -(void)getBullet { UIImageView *bullet = [[UIImageView alloc] initWithFrame:CGRectMake(ship.center.x + 20, ship.center.y - 2, 15, 3)]; bullet.image = [UIImage imageNamed:@"bullet2.png"]; bullet.hidden = NO; [self.view addSubview:bullet]; [array1 addObject:bullet]; } (by the way, array1 is declared in the .h file) and theres a timer that controls the movement method timer = [NSTimer scheduledTimerWithTimeInterval:0.5 target:self selector:@selector(movement) userInfo:nil repeats:YES]; first question is: what is the correct way of doing this? Storing a bullet for example until it is removed from the superview, should I store it another way? and another question is, when I remove a UIImageView from the superview, does that remove it from memory so its not using up system resources? Thank you for the help! (will update if I Think of other questions

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  • UIView animation problem

    - by FoJjen
    I try to make a UIImageView open like a hatch, and under the "hatchView" its anoter imageView but when I start the animation its like the view under gets over and cover the animation, When the animation gets over the imageView the its getting visibel. its works fine if a remove the imageView thats under. Here is the code for animation view. - (void) touchesEnded:(NSSet *)touches withEvent:(UIEvent *) event { if (!isHatchOpen) { if (hatchView.layer.anchorPoint.x != 0.0f) { hatchView.layer.anchorPoint = CGPointMake(0.0f, 0.5f); hatchView.center = CGPointMake(hatchView.center.x - hatchView.bounds.size.width/2.0f, hatchView.center.y); } UITouch *touch = [touches anyObject]; CGPoint location = [touch locationInView:hatchView]; [UIView beginAnimations:nil context:NULL]; [UIView setAnimationDuration:1]; [UIView setAnimationCurve:UIViewAnimationCurveEaseInOut]; [UIView setAnimationBeginsFromCurrentState:YES]; float pct = location.x / 320.0f; float rad = acosf(pct); CATransform3D transform = CATransform3DMakeRotation(-rad+5, 0.0f, -1.0f, 0.0f); transform.m14 = (1.0 / -2000) * acosf(pct); hatchView.layer.transform = transform; [UIView commitAnimations]; isHatchOpen = YES; } else { if (hatchView.layer.anchorPoint.x != 0.0f) { hatchView.layer.anchorPoint = CGPointMake(0.0f, 0.5f); hatchView.center = CGPointMake(hatchView.center.x - hatchView.bounds.size.width/2.0f, hatchView.center.y); } [UIView beginAnimations:nil context:NULL]; [UIView setAnimationDuration:1]; [UIView setAnimationCurve:UIViewAnimationCurveLinear]; [UIView setAnimationBeginsFromCurrentState:YES]; CATransform3D transform = CATransform3DMakeRotation(0, 0.0f, -1.0f, 0.0f); transform.m14 = 0; hatchView.layer.transform = transform; // Commit the changes [UIView commitAnimations]; isHatchOpen = NO; } } And here a add the Views hatchView = [[UIImageView alloc] initWithFrame:CGRectMake(0, 1, frame.size.width-1, frame.size.height-2)]; [self addSubview:hatchView]; imageView = [[UIImageView alloc] initWithFrame:CGRectMake(1, 1, frame.size.width-2, frame.size.height-2)]; imageView.contentMode = UIViewContentModeScaleAspectFit; [self insertSubview:imageView belowSubview:hatchView];

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  • simple question of pushViewController

    - by user217572
    messagecontroller is nothing but object of initialize nib file. [self.navigationController pushViewController:messageController animated:YES]; this statement executes in normal condition this statement also works on state maintainace testing , this line executes properly but not open new view ,why?

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