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  • How to disconnect an existing ruby sequel connection to a database?

    - by MG
    I mean the one which was previously established as DB = Sequel.sqlite('my_blog.db') or DB = Sequel.connect('postgres://user:password@localhost/my_db') or DB = Sequel.postgres('my_db', :user => 'user', :password => 'password', :host => 'localhost') or etcetera. The Sequel::Database class has no public instance method called "disconnect" or so though it has "connect" one. Maybe somebody already faced that problem. I would appreciate any idea.

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  • Given an array of arguments, how do I send those arguments to a particular function in Ruby?

    - by Steven Xu
    Forgive the beginner question, but say I have an array: a = [1,2,3] And a function somewhere; let's say it's an instance function: class Ilike def turtles(*args) puts args.inspect end end How do I invoke Ilike.turtles with a as if I were calling (Ilike.new).turtles(1,2,3). I'm familiar with send, but this doesn't seem to translate an array into an argument list. A parallel of what I'm looking for is the Javascript apply, which is equivalent to call but converts the array into an argument list.

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  • Thread pool stack security issue

    - by elmatador
    In a naive implementation of a thread pool, can a piece of code that is being executed read the data left by some previous code on the stack (if it was running on the same thread instance)? Also, are there any other inherent security issues connected to thread pools?

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  • example for Singleton pattern

    - by JavaUser
    Hi, Please give me a real time example for singleton pattern . Different threads accessing a shared file is singleton or not ? Since each thread access the same instance of the file not individual instances of their own .

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  • flash video dynamic width and height change in Action Script 3.0

    - by coderex
    hi I have a video player and the video file came from one xml file, The videos are in different dimension so how can i set the video dimension dynamically? _vid = new Video(); _vid.attachNetStream(_vidStream); How can i give the new dimension of the video, the default i get is http://livedocs.adobe.com/flash/9.0/ActionScriptLangRefV3/flash/media/Video.html Video(width:int = 320, height:int = 240) Creates a new Video instance. I need the height and width of the video, How

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  • How do I set a static bool in another app domain?

    - by Martin
    How do I programatically set the value of a static boolean in another app domain? I'm testing an application where I need to change a bool value. Problem is that the bool value exists as a static instance on a type hosted in another app domain. (I'm doing this for test purposes, it won't be used in production code)

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  • Error in creating Google Calender "Reminder"

    - by Pari
    Hi, I am using below code to create reminder in Google calendar (using Google API ver 2 for c# ): Reminder reminder = new Reminder(); reminder.Minutes = 15; reminder.Method = Reminder.ReminderMethod.all; entry.Reminders.Add(reminder); // error at this line Getting Error : Object reference not set to an instance of an object. Thanx

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  • Get info about svn root repository structure

    - by Roman
    Hello All, I would like to know how to get information about svn root repository structure using svn api. I have for instance following structure: http:/// /project1 /project2 I tried : svn list http:///svn also svn list -v http:///svn As response I got only : ./ How can I get information recursively ? Thank you in advance.

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  • How to overwrite a convenience constructor the proper way?

    - by mystify
    For example I want to overwrite from UIButton: + (id)buttonWithType:(UIButtonType)buttonType So I would do: + (id)buttonWithType:(UIButtonType)buttonType { UIButton *button = [UIButton buttonWithType:buttonType]; if (button != nil) { // do own config stuff ... } return button; } is that the right way? Or did I miss something? (yeah, I have been overwriting thousands of instance methods, but never class methods ;) )

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  • How to load an external swf to the main stage from an instanced child class?

    - by RaamEE
    Hi, I am trying to get an instance of a class to the load an external swf and show it. So far I have the following: 1) I wrote a class that uses the Loader class to load an external swf "loadExtSWF". 2) I have a fla named "MainSWF.fla" that uses a document class "MainSWF.as". 3) I have the MainSWF.as file that instances "loadExtSWF" and calls loadExtSWF.startLoad to load the swf. This almost works. The instance of loadExtSWF loads the external swf, but the swf is not displayed. If I replace the fla's document class with loadExtSWF (this has an empty constructor) instead of MainSWF, and run loadExtSWF.startLoad, then the external swf is loaded and displayed. It seems that the way I initially do it, loads the swf to the wrong stage (?). Any ideas? Thanks for the help. Bye, RaamEE P.S. If you replace the document class for test_tsscreen from test_tsscreen.as to TSScreen.as, and remove the comment inside the test_tsscreen's constructor, the swf will be loaded. my code is: file test_as3.swf an external as3 swf file. file test_tsscreen.fla the fla is empty and references test_tsscreen.as as its document class. file test_tsscreen.as package { import flash.display.MovieClip; import TSScreen; public class test_tsscreen extends MovieClip{ var tsScreen1; public function test_tsscreen(){ // var tsScreen1:TSScreen = new TSScreen(10,10,100,100,0.5,0); var tsScreen1:TSScreen = new TSScreen(); tsScreen1.startLoad(this.stage); } } } file TSScreen.as package { import flash.display.MovieClip; import flash.display.*; import flash.net.URLRequest; import flash.system.ApplicationDomain; import flash.system.LoaderContext; import flash.display.Loader; import flash.events.Event; import flash.events.ProgressEvent; public class TSScreen extends MovieClip implements ITSScreenable{ public function TSScreen():void{ // startLoad(this); //Look important comment in above text } function startLoad(_this:Stage) { var mLoader:Loader = new Loader(); var mRequest:URLRequest = new URLRequest("test_as3.swf"); mLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, onCompleteHandler); mLoader.contentLoaderInfo.addEventListener(ProgressEvent.PROGRESS, onProgressHandler); _this.parent.addChild(mLoader); mLoader.load(mRequest); trace(this.name); trace(_this.name); } function onCompleteHandler(loadEvent:Event) { addChild(loadEvent.currentTarget.content); } function onProgressHandler(mProgress:ProgressEvent) { var percent:Number = mProgress.bytesLoaded/mProgress.bytesTotal; trace(percent); } } }

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  • Saving a grails object with a composite id

    - by Jared
    The answer to this may be obvious but how do you save an object, in grails, that has a composite id. I have an object that has a composite id including a long and a date and I am trying to save an instance of the object from the update method of another classes controller, and using (object).save() isn't working. Any tips or suggestions?

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  • Invoke target throwing invalid cross-thread operate exception

    - by sqwerty
    MethodInfo mi = typeof(NotifyIcon).GetMethod("ShowContextMenu", BindingFlags.Instance | BindingFlags.NonPublic); mi.Invoke(notify, null); This throws the following exception: {"Exception has been thrown by the target of an invocation."} With the following inner exception: "Cross-thread operation not valid: Control '' accessed from a thread other than the thread it was created on." If I comment out a line of code that sets the images for the context menu entries then it stops throwing the exception. Any ideas?

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  • HTTP triggers for Postgres

    - by HeineyBehinds
    I'm trying to write a Postgres trigger such that when a configuration table is updated, a backend component is notified and can handle the change. I know that Oracle has the concept of a web/HTTP trigger, where you can execute an HTTP GET from the Oracle instance itself to a URL that can then handle the request at the application layer. I'm wondering if Postgres (v. 9.0.5) has the same feature, or comes with anything similar (and, subsequently, how to set it up/configure it)?

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  • log4net configuration problem

    - by user177883
    I have a seperate Log4Net.config file. I added [assembly: log4net.Config.XmlConfigurator(ConfigFile = "Log4Net.config", Watch = true)] to AssemblyInfo.cs When I run the application with debug mode, lognet is logging. When i publish the application to IIS, lognet is not logging anything. I have the followings also : BasicConfigurator.Configure(); // in a method private static readonly ILog _logger = LogManager.GetLogger(typeof(_Default)); // for the instance What would be the reason for this?

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  • VB.Net calling New without assigning value

    - by dcp
    In C# I can do this: new SomeObjectType("abc", 10); In other words, I can call new without assigning the created instance to any variable. However, in VB.Net it seems I cannot do the same thing. New SomeObjectType("abc", 10) ' syntax error Is there a way to do this in VB.Net?

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  • Good article about File- and Folder Permissions on production server?

    - by Camran
    I have a classifieds website, and users may post classifieds, add images, remove classifieds etc etc... I have no idea what to set the permissions to on folders. For instance, a php script which I have uploads a file to a directory. What would you have set the directory permissions to? Nobody need access to the directory, only the php script... Just wonder if anybody has a good (brief) article about setting the "right" permissions? Thanks

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  • How can I check the network connection type using the Windows API?

    - by Jufkey
    How can I programmatically retrieve the current connection type (eg. LAN or Direct connection)? InternetGetConnectedState() isn't very reliable. For instance, I'm connected to a wireless network, but ConTypeRet is 18, which is INTERNET_CONNECTION_LAN & INTERNET_RAS_INSTALLED. Isn't there any way to make sure that ConTypeRet is either INTERNET_CONNECTION_LAN or INTERNET_CONNECTION_MODEM?

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  • Create a class that inherets DrawableGameComponent in XNA as a CLASS with custom functions

    - by user3675013
    using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Media; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; namespace TileEngine { class Renderer : DrawableGameComponent { public Renderer(Game game) : base(game) { } SpriteBatch spriteBatch ; protected override void LoadContent() { base.LoadContent(); } public override void Draw(GameTime gameTime) { base.Draw(gameTime); } public override void Update(GameTime gameTime) { base.Update(gameTime); } public override void Initialize() { base.Initialize(); } public RenderTarget2D new_texture(int width, int height) { Texture2D TEX = new Texture2D(GraphicsDevice, width, height); //create the texture to render to RenderTarget2D Mine = new RenderTarget2D(GraphicsDevice, width, height); GraphicsDevice.SetRenderTarget(Mine); //set the render device to the reference provided //maybe base.draw can be used with spritebatch. Idk. We'll see if the order of operation //works out. Wish I could call base.draw here. return Mine; //I'm hoping that this returns the same instance and not a copy. } public void draw_texture(int width, int height, RenderTarget2D Mine) { GraphicsDevice.SetRenderTarget(null); //Set the renderer to render to the backbuffer again Rectangle drawrect = new Rectangle(0, 0, width, height); //Set the rendering size to what we want spriteBatch.Begin(); //This uses spritebatch to draw the texture directly to the screen spriteBatch.Draw(Mine, drawrect, Color.White); //This uses the color white spriteBatch.End(); //ends the spritebatch //Call base.draw after this since it doesn't seem to recognize inside the function //maybe base.draw can be used with spritebatch. Idk. We'll see if the order of operation //works out. Wish I could call base.draw here. } } } I solved a previous issue where I wasn't allowed to access GraphicsDevice outside the main Default 'main' class Ie "Game" or "Game1" etc. Now I have a new issue. FYi no one told me that it would be possible to use GraphicsDevice References to cause it to not be null by using the drawable class. (hopefully after this last bug is solved it doesn't still return null) Anyways at present the problem is that I can't seem to get it to initialize as an instance in my main program. Ie Renderer tileClipping; and I'm unable to use it such as it is to be noted i haven't even gotten to testing these two steps below but before it compiled but when those functions of this class were called it complained that it can't render to a null device. Which meant that the device wasn't being initialized. I had no idea why. It took me hours to google this. I finally figured out the words I needed.. which were "do my rendering in XNA in a seperate class" now I haven't used the addcomponent function because I don't want it to only run these functions automatically and I want to be able to call the custom ones. In a nutshell what I want is: *access to rendering targets and graphics device OUTSIDE default class *passing of Rendertarget2D (which contain textures and textures should automatically be passed with a rendering target? ) *the device should be passed to this function as well OR the device should be passed to this function as a byproduct of passing the rendertarget (which is automatically associated with the render device it was given originally) *I'm assuming I'm dealing with abstracted pointers here so when I pass a class object or instance, I should be recieving the SAME object , I referenced, and not a copy that has only the lifespan of the function running. *the purpose for all these options: I want to initialize new 2d textures on the fly to customize tileclipping and even the X , y Offsets of where a WHOLE texture will be rendered, and the X and Y offsets of where tiles will be rendered ON that surface. This is why. And I'll be doing region based lighting effects per tile or even per 8X8 pixel spaces.. we'll see I'll also be doing sprite rotations on the whole texture then copying it again to a circular masked texture, and then doing a second copy for only solid tiles for masked rotated collisions on sprites. I'll be checking the masked pixels for my collision, and using raycasting possibly to check for collisions on those areas. The sprite will stay in the center, when this rotation happens. Here is a detailed diagram: http://i.stack.imgur.com/INf9K.gif I'll be using texture2D for steps 4-6 I suppose for steps 1 as well. Now ontop of that, the clipping size (IE the sqaure rendered) will be able to be shrunk or increased, on a per frame basis Therefore I can't use the same static size for my main texture2d and I can't use just the backbuffer Or we get the annoying flicker. Also I will have multiple instances of the renderer class so that I can freely pass textures around as if they are playing cards (in a sense) layering them ontop of eachother, cropping them how i want and such. and then using spritebatch to simply draw them at the locations I want. Hopefully this makes sense, and yes I will be planning on using alpha blending but only after all tiles have been drawn.. The masked collision is important and Yes I am avoiding using math on the tile rendering and instead resorting to image manipulation in video memory which is WHY I need this to work the way I'm intending it to work and not in the default way that XNA seems to handle graphics. Thanks to anyone willing to help. I hate the code form offered, because then I have to rely on static presence of an update function. What if I want to kill that update function or that object, but have it in memory, but just have it temporarily inactive? I'm making the assumption here the update function of one of these gamecomponents is automatic ? Anyways this is as detailed as I can make this post hopefully someone can help me solve the issue. Instead of tell me "derrr don't do it this wayyy" which is what a few people told me (but they don't understand the actual goal I have in mind) I'm trying to create basically a library where I can copy images freely no matter the size, i just have to specify the size in the function then as long as a reference to that object exists it should be kept alive? right? :/ anyways.. Anything else? I Don't know. I understand object oriented coding but I don't understand this XNA It's beggining to feel impossible to do anything custom in it without putting ALL my rendering code into the draw function of the main class tileClipping.new_texture(GraphicsDevice, width, height) tileClipping.Draw_texture(...)

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