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  • Pass variable to regular expression pattern string in jquery

    - by phil
    Is that possible to pass variable into regular expression pattern string in jquery ( or javascript)? For example, I want to validate a zip code input field every time while user type in a character by passing variable i to the regular expression pattern. How to do it right? $('#zip').keyup( function(){ var i=$('#zip').val().length for ( i; i<=5; i++){ var pattern=/^[0-9]{i}$/; if ( !pattern.test( $('#zip').val() ) ) {$('#zip_error').css('display','inline');} else {$('#zip_error').css('display','none');} } })

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  • google maps v3 marker mouseover tooltip

    - by Santiago
    Hello, I want to put a tooltip made myself with divs when the mouse is over a marker, but I don't know how to get the screen position to put the div on the correct position, here is my code: google.maps.event.addListener(marker, "mouseover", function() { divover.css("left", marker.get("left")); divover.css("top", marker.get("top")); divover.css("display", "block"); }); google.maps.event.addListener(marker, "mouseout", function() { divover.css("display", "none"); }); Obviously the get method fails. Any Idea?

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  • Help getting frame rate (fps) up in Python + Pygame

    - by Jordan Magnuson
    I am working on a little card-swapping world-travel game that I sort of envision as a cross between Bejeweled and the 10 Days geography board games. So far the coding has been going okay, but the frame rate is pretty bad... currently I'm getting low 20's on my Core 2 Duo. This is a problem since I'm creating the game for Intel's March developer competition, which is squarely aimed at netbooks packing underpowered Atom processors. Here's a screen from the game: ![www.necessarygames.com/my_games/betraveled/betraveled-fps.png][1] I am very new to Python and Pygame (this is the first thing I've used them for), and am sadly lacking in formal CS training... which is to say that I think there are probably A LOT of bad practices going on in my code, and A LOT that could be optimized. If some of you older Python hands wouldn't mind taking a look at my code and seeing if you can't find any obvious areas for optimization, I would be extremely grateful. You can download the full source code here: http://www.necessarygames.com/my_games/betraveled/betraveled_src0328.zip Compiled exe here: www.necessarygames.com/my_games/betraveled/betraveled_src0328.zip One thing I am concerned about is my event manager, which I feel may have some performance wholes in it, and another thing is my rendering... I'm pretty much just blitting everything to the screen all the time (see the render routines in my game_components.py below); I recently found out that you should only update the areas of the screen that have changed, but I'm still foggy on how that accomplished exactly... could this be a huge performance issue? Any thoughts are much appreciated! As usual, I'm happy to "tip" you for your time and energy via PayPal. Jordan Here are some bits of the source: Main.py #Remote imports import pygame from pygame.locals import * #Local imports import config import rooms from event_manager import * from events import * class RoomController(object): """Controls which room is currently active (eg Title Screen)""" def __init__(self, screen, ev_manager): self.room = None self.screen = screen self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.room = self.set_room(config.room) def set_room(self, room_const): #Unregister old room from ev_manager if self.room: self.room.ev_manager.unregister_listener(self.room) self.room = None #Set new room based on const if room_const == config.TITLE_SCREEN: return rooms.TitleScreen(self.screen, self.ev_manager) elif room_const == config.GAME_MODE_ROOM: return rooms.GameModeRoom(self.screen, self.ev_manager) elif room_const == config.GAME_ROOM: return rooms.GameRoom(self.screen, self.ev_manager) elif room_const == config.HIGH_SCORES_ROOM: return rooms.HighScoresRoom(self.screen, self.ev_manager) def notify(self, event): if isinstance(event, ChangeRoomRequest): if event.game_mode: config.game_mode = event.game_mode self.room = self.set_room(event.new_room) def render(self, surface): self.room.render(surface) #Run game def main(): pygame.init() screen = pygame.display.set_mode(config.screen_size) ev_manager = EventManager() spinner = CPUSpinnerController(ev_manager) room_controller = RoomController(screen, ev_manager) pygame_event_controller = PyGameEventController(ev_manager) spinner.run() # this runs the main function if this script is called to run. # If it is imported as a module, we don't run the main function. if __name__ == "__main__": main() event_manager.py #Remote imports import pygame from pygame.locals import * #Local imports import config from events import * def debug( msg ): print "Debug Message: " + str(msg) class EventManager: #This object is responsible for coordinating most communication #between the Model, View, and Controller. def __init__(self): from weakref import WeakKeyDictionary self.listeners = WeakKeyDictionary() self.eventQueue= [] self.gui_app = None #---------------------------------------------------------------------- def register_listener(self, listener): self.listeners[listener] = 1 #---------------------------------------------------------------------- def unregister_listener(self, listener): if listener in self.listeners: del self.listeners[listener] #---------------------------------------------------------------------- def post(self, event): if isinstance(event, MouseButtonLeftEvent): debug(event.name) #NOTE: copying the list like this before iterating over it, EVERY tick, is highly inefficient, #but currently has to be done because of how new listeners are added to the queue while it is running #(eg when popping cards from a deck). Should be changed. See: http://dr0id.homepage.bluewin.ch/pygame_tutorial08.html #and search for "Watch the iteration" for listener in list(self.listeners): #NOTE: If the weakref has died, it will be #automatically removed, so we don't have #to worry about it. listener.notify(event) #------------------------------------------------------------------------------ class PyGameEventController: """...""" def __init__(self, ev_manager): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.input_freeze = False #---------------------------------------------------------------------- def notify(self, incoming_event): if isinstance(incoming_event, UserInputFreeze): self.input_freeze = True elif isinstance(incoming_event, UserInputUnFreeze): self.input_freeze = False elif isinstance(incoming_event, TickEvent): #Share some time with other processes, so we don't hog the cpu pygame.time.wait(5) #Handle Pygame Events for event in pygame.event.get(): #If this event manager has an associated PGU GUI app, notify it of the event if self.ev_manager.gui_app: self.ev_manager.gui_app.event(event) #Standard event handling for everything else ev = None if event.type == QUIT: ev = QuitEvent() elif event.type == pygame.MOUSEBUTTONDOWN and not self.input_freeze: if event.button == 1: #Button 1 pos = pygame.mouse.get_pos() ev = MouseButtonLeftEvent(pos) elif event.type == pygame.MOUSEMOTION: pos = pygame.mouse.get_pos() ev = MouseMoveEvent(pos) #Post event to event manager if ev: self.ev_manager.post(ev) #------------------------------------------------------------------------------ class CPUSpinnerController: def __init__(self, ev_manager): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.clock = pygame.time.Clock() self.cumu_time = 0 self.keep_going = True #---------------------------------------------------------------------- def run(self): if not self.keep_going: raise Exception('dead spinner') while self.keep_going: time_passed = self.clock.tick() fps = self.clock.get_fps() self.cumu_time += time_passed self.ev_manager.post(TickEvent(time_passed, fps)) if self.cumu_time >= 1000: self.cumu_time = 0 self.ev_manager.post(SecondEvent()) pygame.quit() #---------------------------------------------------------------------- def notify(self, event): if isinstance(event, QuitEvent): #this will stop the while loop from running self.keep_going = False rooms.py #Remote imports import pygame #Local imports import config import continents from game_components import * from my_gui import * from pgu import high class Room(object): def __init__(self, screen, ev_manager): self.screen = screen self.ev_manager = ev_manager self.ev_manager.register_listener(self) def notify(self, event): if isinstance(event, TickEvent): pygame.display.set_caption('FPS: ' + str(int(event.fps))) self.render(self.screen) pygame.display.update() def get_highs_table(self): fname = 'high_scores.txt' highs_table = None config.all_highs = high.Highs(fname) if config.game_mode == config.TIME_CHALLENGE: if config.difficulty == config.EASY: highs_table = config.all_highs['time_challenge_easy'] if config.difficulty == config.MED_DIF: highs_table = config.all_highs['time_challenge_med'] if config.difficulty == config.HARD: highs_table = config.all_highs['time_challenge_hard'] if config.difficulty == config.SUPER: highs_table = config.all_highs['time_challenge_super'] elif config.game_mode == config.PLAN_AHEAD: pass return highs_table class TitleScreen(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) self.background = pygame.image.load('assets/images/interface/background.jpg').convert() #Initialize #--------------------------------------- self.gui_form = gui.Form() self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=0,valign=0) #Quit Button #--------------------------------------- b = StartGameButton(ev_manager=self.ev_manager) c.add(b, 0, 0) self.gui_app.init(c) def render(self, surface): surface.blit(self.background, (0, 0)) #GUI self.gui_app.paint(surface) class GameModeRoom(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) self.background = pygame.image.load('assets/images/interface/background.jpg').convert() self.create_gui() #Create pgu gui elements def create_gui(self): #Setup #--------------------------------------- self.gui_form = gui.Form() self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=0,valign=-1) #Mode Relaxed Button #--------------------------------------- b = GameModeRelaxedButton(ev_manager=self.ev_manager) self.b = b print b.rect c.add(b, 0, 200) #Mode Time Challenge Button #--------------------------------------- b = TimeChallengeButton(ev_manager=self.ev_manager) self.b = b print b.rect c.add(b, 0, 250) #Mode Think Ahead Button #--------------------------------------- # b = PlanAheadButton(ev_manager=self.ev_manager) # self.b = b # print b.rect # c.add(b, 0, 300) #Initialize #--------------------------------------- self.gui_app.init(c) def render(self, surface): surface.blit(self.background, (0, 0)) #GUI self.gui_app.paint(surface) class GameRoom(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) #Game mode #--------------------------------------- self.new_board_timer = None self.game_mode = config.game_mode config.current_highs = self.get_highs_table() self.highs_dialog = None self.game_over = False #Images #--------------------------------------- self.background = pygame.image.load('assets/images/interface/game screen2-1.jpg').convert() self.logo = pygame.image.load('assets/images/interface/logo_small.png').convert_alpha() self.game_over_text = pygame.image.load('assets/images/interface/text_game_over.png').convert_alpha() self.trip_complete_text = pygame.image.load('assets/images/interface/text_trip_complete.png').convert_alpha() self.zoom_game_over = None self.zoom_trip_complete = None self.fade_out = None #Text #--------------------------------------- self.font = pygame.font.Font(config.font_sans, config.interface_font_size) #Create game components #--------------------------------------- self.continent = self.set_continent(config.continent) self.board = Board(config.board_size, self.ev_manager) self.deck = Deck(self.ev_manager, self.continent) self.map = Map(self.continent) self.longest_trip = 0 #Set pos of game components #--------------------------------------- board_pos = (SCREEN_MARGIN[0], 109) self.board.set_pos(board_pos) map_pos = (config.screen_size[0] - self.map.size[0] - SCREEN_MARGIN[0], 57); self.map.set_pos(map_pos) #Trackers #--------------------------------------- self.game_clock = Chrono(self.ev_manager) self.swap_counter = 0 self.level = 0 #Create gui #--------------------------------------- self.create_gui() #Create initial board #--------------------------------------- self.new_board = self.deck.deal_new_board(self.board) self.ev_manager.post(NewBoardComplete(self.new_board)) def set_continent(self, continent_const): #Set continent based on const if continent_const == config.EUROPE: return continents.Europe() if continent_const == config.AFRICA: return continents.Africa() else: raise Exception('Continent constant not recognized') #Create pgu gui elements def create_gui(self): #Setup #--------------------------------------- self.gui_form = gui.Form() self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=-1,valign=-1) #Timer Progress bar #--------------------------------------- self.timer_bar = None self.time_increase = None self.minutes_left = None self.seconds_left = None self.timer_text = None if self.game_mode == config.TIME_CHALLENGE: self.time_increase = config.time_challenge_start_time self.timer_bar = gui.ProgressBar(config.time_challenge_start_time,0,config.max_time_bank,width=306) c.add(self.timer_bar, 172, 57) #Connections Progress bar #--------------------------------------- self.connections_bar = None self.connections_bar = gui.ProgressBar(0,0,config.longest_trip_needed,width=306) c.add(self.connections_bar, 172, 83) #Quit Button #--------------------------------------- b = QuitButton(ev_manager=self.ev_manager) c.add(b, 950, 20) #Generate Board Button #--------------------------------------- b = GenerateBoardButton(ev_manager=self.ev_manager, room=self) c.add(b, 500, 20) #Board Size? #--------------------------------------- bs = SetBoardSizeContainer(config.BOARD_LARGE, ev_manager=self.ev_manager, board=self.board) c.add(bs, 640, 20) #Fill Board? #--------------------------------------- t = FillBoardCheckbox(config.fill_board, ev_manager=self.ev_manager) c.add(t, 740, 20) #Darkness? #--------------------------------------- t = UseDarknessCheckbox(config.use_darkness, ev_manager=self.ev_manager) c.add(t, 840, 20) #Initialize #--------------------------------------- self.gui_app.init(c) def advance_level(self): self.level += 1 print 'Advancing to next level' print 'New level: ' + str(self.level) if self.timer_bar: print 'Time increase: ' + str(self.time_increase) self.timer_bar.value += self.time_increase self.time_increase = max(config.min_advance_time, int(self.time_increase * 0.9)) self.board = self.new_board self.new_board = None self.zoom_trip_complete = None self.game_clock.unpause() def notify(self, event): #Tick event if isinstance(event, TickEvent): pygame.display.set_caption('FPS: ' + str(int(event.fps))) self.render(self.screen) pygame.display.update() #Wait to deal new board when advancing levels if self.zoom_trip_complete and self.zoom_trip_complete.finished: self.zoom_trip_complete = None self.ev_manager.post(UnfreezeCards()) self.new_board = self.deck.deal_new_board(self.board) self.ev_manager.post(NewBoardComplete(self.new_board)) #New high score? if self.zoom_game_over and self.zoom_game_over.finished and not self.highs_dialog: if config.current_highs.check(self.level) != None: self.zoom_game_over.visible = False data = 'time:' + str(self.game_clock.time) + ',swaps:' + str(self.swap_counter) self.highs_dialog = HighScoreDialog(score=self.level, data=data, ev_manager=self.ev_manager) self.highs_dialog.open() elif not self.fade_out: self.fade_out = FadeOut(self.ev_manager, config.TITLE_SCREEN) #Second event elif isinstance(event, SecondEvent): if self.timer_bar: if not self.game_clock.paused: self.timer_bar.value -= 1 if self.timer_bar.value <= 0 and not self.game_over: self.ev_manager.post(GameOver()) self.minutes_left = self.timer_bar.value / 60 self.seconds_left = self.timer_bar.value % 60 if self.seconds_left < 10: leading_zero = '0' else: leading_zero = '' self.timer_text = ''.join(['Time Left: ', str(self.minutes_left), ':', leading_zero, str(self.seconds_left)]) #Game over elif isinstance(event, GameOver): self.game_over = True self.zoom_game_over = ZoomImage(self.ev_manager, self.game_over_text) #Trip complete event elif isinstance(event, TripComplete): print 'You did it!' self.game_clock.pause() self.zoom_trip_complete = ZoomImage(self.ev_manager, self.trip_complete_text) self.new_board_timer = Timer(self.ev_manager, 2) self.ev_manager.post(FreezeCards()) print 'Room posted newboardcomplete' #Board Refresh Complete elif isinstance(event, BoardRefreshComplete): if event.board == self.board: print 'Longest trip needed: ' + str(config.longest_trip_needed) print 'Your longest trip: ' + str(self.board.longest_trip) if self.board.longest_trip >= config.longest_trip_needed: self.ev_manager.post(TripComplete()) elif event.board == self.new_board: self.advance_level() self.connections_bar.value = self.board.longest_trip self.connection_text = ' '.join(['Connections:', str(self.board.longest_trip), '/', str(config.longest_trip_needed)]) #CardSwapComplete elif isinstance(event, CardSwapComplete): self.swap_counter += 1 elif isinstance(event, ConfigChangeBoardSize): config.board_size = event.new_size elif isinstance(event, ConfigChangeCardSize): config.card_size = event.new_size elif isinstance(event, ConfigChangeFillBoard): config.fill_board = event.new_value elif isinstance(event, ConfigChangeDarkness): config.use_darkness = event.new_value def render(self, surface): #Background surface.blit(self.background, (0, 0)) #Map self.map.render(surface) #Board self.board.render(surface) #Logo surface.blit(self.logo, (10,10)) #Text connection_text = self.font.render(self.connection_text, True, BLACK) surface.blit(connection_text, (25, 84)) if self.timer_text: timer_text = self.font.render(self.timer_text, True, BLACK) surface.blit(timer_text, (25, 64)) #GUI self.gui_app.paint(surface) if self.zoom_trip_complete: self.zoom_trip_complete.render(surface) if self.zoom_game_over: self.zoom_game_over.render(surface) if self.fade_out: self.fade_out.render(surface) class HighScoresRoom(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) self.background = pygame.image.load('assets/images/interface/background.jpg').convert() #Initialize #--------------------------------------- self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=0,valign=0) #High Scores Table #--------------------------------------- hst = HighScoresTable() c.add(hst, 0, 0) self.gui_app.init(c) def render(self, surface): surface.blit(self.background, (0, 0)) #GUI self.gui_app.paint(surface) game_components.py #Remote imports import pygame from pygame.locals import * import random import operator from copy import copy from math import sqrt, floor #Local imports import config from events import * from matrix import Matrix from textrect import render_textrect, TextRectException from hyphen import hyphenator from textwrap2 import TextWrapper ############################## #CONSTANTS ############################## SCREEN_MARGIN = (10, 10) #Colors BLACK = (0, 0, 0) WHITE = (255, 255, 255) RED = (255, 0, 0) YELLOW = (255, 200, 0) #Directions LEFT = -1 RIGHT = 1 UP = 2 DOWN = -2 #Cards CARD_MARGIN = (10, 10) CARD_PADDING = (2, 2) #Card types BLANK = 0 COUNTRY = 1 TRANSPORT = 2 #Transport types PLANE = 0 TRAIN = 1 CAR = 2 SHIP = 3 class Timer(object): def __init__(self, ev_manager, time_left): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.time_left = time_left self.paused = False def __repr__(self): return str(self.time_left) def pause(self): self.paused = True def unpause(self): self.paused = False def notify(self, event): #Pause Event if isinstance(event, Pause): self.pause() #Unpause Event elif isinstance(event, Unpause): self.unpause() #Second Event elif isinstance(event, SecondEvent): if not self.paused: self.time_left -= 1 class Chrono(object): def __init__(self, ev_manager, start_time=0): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.time = start_time self.paused = False def __repr__(self): return str(self.time_left) def pause(self): self.paused = True def unpause(self): self.paused = False def notify(self, event): #Pause Event if isinstance(event, Pause): self.pause() #Unpause Event elif isinstance(event, Unpause): self.unpause() #Second Event elif isinstance(event, SecondEvent): if not self.paused: self.time += 1 class Map(object): def __init__(self, continent): self.map_image = pygame.image.load(continent.map).convert_alpha() self.map_text = pygame.image.load(continent.map_text).convert_alpha() self.pos = (0, 0) self.set_color() self.map_image = pygame.transform.smoothscale(self.map_image, config.map_size) self.size = self.map_image.get_size() def set_pos(self, pos): self.pos = pos def set_color(self): image_pixel_array = pygame.PixelArray(self.map_image) image_pixel_array.replace(config.GRAY1, config.COLOR1) image_pixel_array.replace(config.GRAY2, config.COLOR2) image_pixel_array.replace(config.GRAY3, config.COLOR3) image_pixel_array.replace(config.GRAY4, config.COLOR4) image_pixel_array.replace(config.GRAY5, config.COLOR5)

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  • Rendering WPF DrawingGroup to single ImageSource

    - by Xander
    Currently I'm using a System.Windows.Media.DrawingGroup to store some tiled images (ImageDrawing) inside the Children-DrawingCollection property. Well the problem is now, this method gets really slow if you display the entire DrawingGroup in an Image control, because my DrawingGroup can contain hundreds or even thousands of small images it can really mess up the performance. So my first thought was to somehow render a single image from all the small ones inside the DrawingGroup and then only display that image, that would be much faster. But as you might have figured out I haven't found any solution so simply combine several images with WPF Imaging. It would really be great if someone could help with this problem or tell me how i can improve the performance with the DrawingGroup or even use another approach. One last thing, currently I'm using a RenderTargetBitmap to generate a single BitmapSource from the DrawingGroup, this approach isn't really faster, but it makes the scrolling and working on the Image control at least a little smoother.

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  • Problem using Flot charts on a jQtouch web site

    - by hairbymaurice
    Hiiii I have a jQtouch site in dev and i would like to use a chart on it, to me Flot looks like the best way to do this (prettiest!) However if i implement flot on the site i get the following error: Invalid dimensions for plot, width = 0, height = 0 If i comment out the style sheet ../jqtouch/jqtouch.min.css the flot chart works just fine. This i think has something to do with the fact that you cannot use flot inside a div that has display:none From the Flot readme Blockquote Make sure that the placeholder isn't within something with a display:none CSS property - in that case, Flot has trouble measuring label dimensions which results in garbled looks and might have trouble measuring the placeholder dimensions which is fatal (it'll throw an exception). Does anyone now if i can work around this/fix this so flot and jQtouch work together? Thanks Hairby

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  • Try out Windows Phone 7 on your PC today

    - by Matthew Guay
    Anticipation has been building for the new Windows Phone 7 Series ever since Microsoft unveiled it at the Mobile World Congress in February.  Now, thanks to free developer tools, you can get a first-hand experience of the basic Windows Phone 7 Series devices on your PC. Windows Phone 7 Series represents a huge change in the mobile field for Microsoft, bringing the acclaimed Zune HD UI to an innovative phone platform.  Windows Mobile has often been criticized for being behind other Smartphone platforms, but Microsoft seeks to regain the lead with this new upcoming release.  A platform must have developers behind it to be useful, so they have released a full set of free development tools so anyone can make apps for it today.  Or, if you simply want to play with Windows Phone 7, you can use the included emulator to try out the new Metro UI.  Here’s how to do this today on your Vista or 7 computer. Please note: These tools are a Customer Technology Preview release, so only install them if you’re comfortable using pre-release software. Getting Started First, download the Windows Phone Developer Tools CTP (link below), and run the installer.  This will install the Customer Technology Preview (CTP) versions of Visual Studio 2010 Express for Windows Phone, Windows Phone Emulator, Silverlight for Windows Phone, and XNA 4.0 Game Studio on your computer, all of which are required and cannot be installed individually. Accept the license agreement when prompted. Click “Install Now” to install the tools you need.  The only setup customization option is where to save the files, so choose Customize if you need to do so. Setup will now automatically download and install the components you need, and will additionally download either 32 or 64 bit programs depending on your operating system. About halfway thorough the installation, you’ll be prompted to reboot your system.  Once your computer is rebooted, setup will automatically resume without further input.   When setup is finished, click “Run the Product Now” to get started. Running Windows Phone 7 on your PC Now that you’ve got the Windows Phone Developer tools installed, it’s time to get the Windows Phone emulator running.  If you clicked “Run the Product Now” when the setup finished, Visual Studio 2010 Express for Windows Phone should have already started.   If not, simply enter “visual studio” in your start menu search and select “Microsoft Visual Studio 2010 Express for Windows Phone”. Now, to run the Windows Phone 7 emulator, we have to test an application.  So, even if you don’t know how to program, we can open a phone application template, and then test it to run the emulator.  First, click New Project on the left hand side of the front page. Any of the application templates would work for this, but here let’s select “Windows Phone Application”, and then click Ok. Here’s your new application template, which already contains the basic phone application framework.  This is where you’d start if you want to develop a Windows Phone app, but for now we just want to see Windows Phone 7 in action. So, to run the emulator, click Debug in the menu and then select Start Debugging. Your new application will launch inside the Windows Phone 7 Series emulator.  The default template doesn’t give us much, but it does show an example application running in Windows Phone 7.   Exploring Windows Phone 7 Click the Windows button on the emulator to go to the home screen.  Notice the Zune HD-like transition animation.  The emulator only includes Internet Explorer, your test application, and a few settings. Click the arrow on the right to see the available applications in a list. Settings lets you change the theme, regional settings, and the date and time in your emulator.  It also has an applications settings pane, but this currently isn’t populated. The Time settings shows a unique Windows Phone UI. You can return to the home screen by pressing the Windows button.  Here’s the Internet Explorer app running, with the virtual keyboard open to enter an address.  Please note that this emulator can also accept input from your keyboard, so you can enter addresses without clicking on the virtual keyboard. And here’s Google running in Internet Explorer on Windows Phone 7. Windows Phone 7 supports accelerometers, and you can simulate this in the emulator.  Click one of the rotate buttons to rotate the screen in that direction. Here’s our favorite website in Internet Explorer on Windows Phone 7 in landscape mode. All this, running right inside your Windows 7 desktop… Developer tools for Windows Phone 7 Although it may be fun to play with the Windows Phone 7 emulator, developers will be more excited to actually be able to create new and exciting apps for it.  The Windows Phone Developer Tools download includes Visual Studio Express and XNA Game Studio 4.0 which lets you create enticing games and apps for Windows Phones.  All development for Windows Phones will be in C#, Silverlight, and the XNA game framework.  Visual Studio Express for Windows Phone includes templates for these, and additionally has code samples to help you get started with development. Conclusion Many features are still not functional in this preview version, such as the search button and most of the included applications.  However, this still gives you a great way to experience firsthand the future of the Windows Phone platform.  And, for developers, this is your chance to set your mark on the Windows Phone 7 Series even before it is released to the public.  Happy playing and developing! Links Download Windows Phone Developer Tools CTP Windows Phone Developer Site Similar Articles Productive Geek Tips Keep Track of Homework Assignments with SoshikuWeekend Fun: Watch Television On Your PC With TVUPlayerEasily Manage Your Downloads with Download StatusbarCreate a Shortcut or Hotkey to Mute the System Volume in WindowsHow-To Geek on Lifehacker: How to Make Windows Vista Less Annoying 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 Revo Uninstaller Pro Registry Mechanic 9 for Windows PC Tools Internet Security Suite 2010 PCmover Professional Convert the Quick Launch Bar into a Super Application Launcher Automate Tasks in Linux with Crontab Discover New Bundled Feeds in Google Reader Play Music in Chrome by Simply Dragging a File 15 Great Illustrations by Chow Hon Lam Easily Sync Files & Folders with Friends & Family

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  • How do I check if selected value of the DropDown List is not selected in C#?

    - by Sahat
    This code will display the selected value from the drop down list. E.g. if I sellect Item 1 I will get the following output: You have selected Item 1. Label1.Text = "You have selected " + DropDownList1.SelectedValue + "<br />"; But if I don't select anything and click on Submit button, I will get: You have selected What would I need to make it display "You have not selected anything. Please select at least 1 item."

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  • "unbound identifier" errors in scheme

    - by user186909
    Hello: I'm using drscheme from: http://www.archlinux.org/packages/extra/x86_64/drscheme/ I'm trying to work with the sample code in my textbook, but I keep getting getting "unbound identifier" errors. Is it because the scheme interpreter is not configured correctly? or is the code just plain wrong? Here are a few examples: Input: #lang scheme (define (equalimp lis1 lis2) (COND ((NULL? lis1) (NULL? lis2)) ((NULL? lis2) '()) ((EQ? (CAR lis1) (CAR lis2)) (equalimp (CDR lis1) (CDR lis2))) (ELSE '()) )) Output: Welcome to DrScheme, version 4.2.5 [3m]. Language: scheme; memory limit: 128 MB. expand: unbound identifier in module in: COND Input: #lang scheme (define (quadratic_roots a b c) (LET ( (root_part_over_2a (/ (SQRT (- (* b b) (* 4 a c))) (* 2 a))) (minus_b_over_2a (/ (- 0 b) (* 2 a))) ) (DISPLAY (+ minus_b_over_2a root_part_over_2a)) (NEWLINE) (DISPLAY (- minus_b_over_2a root_part_over_2a)) )) Output: expand: unbound identifier in module in: LET Note: I tried using LET* because I read this: stackoverflow.com/ questions/946050/using-let-in-scheme but it produces the same error. Thanks !

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  • QT4 - MDI model or Dock Windows?

    - by umanga
    Greetings, In the QT application we develop we need to display several 'Viewer windows'(to display data in XY plane ,YX plane,XZ plane and in 3D). We were hoping to use MDI application model ,but later client asked for a requirement to drag and view 'Viewer windows' in multiple desktops.(using multiple monitors). This can not be done using MDI window model ,because we cannot move MDI window outside the Main Application Window. Only possible way is to use Dock windows because they can be undocked from Main Application Window and move into other desktops, but Dock windows primary used for tool-palettes or utility windows. (http://doc.qt.nokia.com/4.6/qdockwidget.html#details) Is it a good practice to use Dock window for our requirement? thanks in advance.

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  • Hide a view controller's view while flipping a view

    - by phonydev
    I have 3 views in my app. Main view has 2 buttons and when selected it displays 2nd view(which again has buttons and displays a 3rd view with images). I have a home button on second view. When pressed I want to show the main view. I can do this if I add the 2nd view as subview [self.view addSubview:secondViewController.view] But whenever 2nd view flips to display the 3rd view, I can see the main view while it is flipping. Now if I add 2nd view as below self.view = secondViewController.view then I dont have the main view to display when the home button is pressed. How can I hide the main view when 2nd view is flipping to show 3rd view?

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  • using grails and google app engine to store image as blob and the view dynamically

    - by mswallace
    I am trying to dynamically display an image that I am storing in the google datastore as a Blob. I am not getting any errors but I am getting a broken image on the page that I view. Any help would be awesome! I have the following code in my grails app domain class has the following @PrimaryKey @Persistent(valueStrategy = IdGeneratorStrategy.IDENTITY) Long id @Persistent String siteName @Persistent String url @Persistent Blob img @Persistent String yourName @Persistent String yourURL @Persistent Date date static constraints = { id( visible:false) } My save method in the controller has this def save = { params.img = new Blob(params.imgfile.getBytes()) def siteInfoInstance = new SiteInfo(params) if(!siteInfoInstance.hasErrors() ) { try{ persistenceManager.makePersistent(siteInfoInstance) } finally{ flash.message = "SiteInfo ${siteInfoInstance.id} created" redirect(action:show,id:siteInfoInstance.id) } } render(view:'create',model:[siteInfoInstance:siteInfoInstance]) } My view has the following <img src="${createLink(controller:'siteInfoController', action:'showImage', id:fieldValue(bean:siteInfoInstance, field:'id'))}"></img> and the method in my controller that it is calling to display a link to the image looks like this def showImage = { def site = SiteInfo.get(params.id)// get the record response.outputStream << site.img // write the image to the outputstream response.outputStream.flush() }

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  • How to use and/or localize DisplayAttribute with ASP.NET MVC2?

    - by asp_net
    I am trying to figure out how to get the DisplayAttribute in my MVC 2 ViewModel to work with the Html.LabelFor() helper. Neither public class TestModel { [Display(ResourceType = typeof(Localization.Labels))] public string Text { get; set; } } nor public class TestModel { [Display(Name = "test")] public string Text { get; set; } } seem to work. Localizing the Required Attribute works as expected: [Required(ErrorMessageResourceName = "Test", ErrorMessageResourceType = typeof(Localization.Labels))] I am using VS2010 RC. Has anybody got that running?

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  • FB.ui and setting popup size

    - by manuelpedrera
    I am using FB.ui with the display parameter set to popup. When the method is 'stream.publish', it autoresizes when the content is loaded. However, when using 'fbml.dialog' (in order to display a multi-friend selector) it shows a size that I'm not able to change (and the content is displayed cropped). I have tried with the following approaches, with no luck: FB.ui({ method: 'fbml.dialog', size: {width: 800, height: 500}, ... FB.ui({ method: 'fbml.dialog', width: 800, height: 500, ... Also I've been looking at the API source code, and it declares the method this way: Method declaration: 'fbml.dialog': { size : { width: 575, height: 300 }, url : 'render_fbml.php', loggedOutIframe : true }... Functions that executes the methods: // the basic call data var call = { cb : cb, id : id, size : method.size || {}, url : FB._domain.www + method.url, params : params }; Any help would be much appreciated...

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  • asp.net MVC DisplayTemplates and EditorTemplate naming convention

    - by Simon G
    Hi, I've got a couple of questions about the naming convention for the DisplayTemplates and EditorTemplates in MVC 2. If for example I have a customer object with a child list of account how do I: Create a display template for the list of accounts, what is the file called? When I'm doing a foreach( var c in Model.Accounts ) how do I call a display temple while in the foreach loop? When I do Html.DisplayFor( x => x ) inside the foreach x is the model and not in this case c. Thanks in advance.

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  • jQuery 1 minute countdown with milliseconds and callback

    - by Josh
    I'm trying to figure out a way to display a simple countdown that displays 1:00:00 whereby 1 = minutes, 00 = seconds, and 00 = milliseconds. I've found loads of jQuery countdowns on the interwebs, but none of the contain the ability to display milliseconds natively, and I really don't want to dig through thousands of lines of code to try and find a way to hack it in there myself. Is this something that would be pretty easy to whip up? I'm also hoping to have the ability to add a callback to the end of the countdown (0:00:00) so that when it finishes, I can run another function.

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  • Wordpress Widget - Adding URL to title

    - by Nick Canarelli
    I can't seem to figure out how to wrap the title of the widget in an tag. For example, I am trying to get it so that when you type the url in a text field, it is then placed in the tag so that it is a hyperlink on the website... class Example_Widget extends WP_Widget { /** * Widget setup. */ function Example_Widget() { /* Widget settings. */ $widget_ops = array( 'classname' => 'example', 'description' => __('A widget that displays company announcements.', 'example') ); /* Widget control settings. */ $control_ops = array( 'width' => 300, 'height' => 350, 'id_base' => 'example-widget' ); /* Create the widget. */ $this->WP_Widget( 'example-widget', __('Announcement Widget', 'example'), $widget_ops, $control_ops ); } /** * How to display the widget on the screen. */ function widget( $args, $instance ) { extract( $args ); /* Our variables from the widget settings. */ $title = apply_filters('widget_title', $instance['title'] ); $excerpt = $instance['excerpt']; $url = $instance['url']; /* Before widget (defined by themes). */ echo $before_widget; /* Display the widget title if one was input (before and after defined by themes). */ if ( $title ) echo $before_title . $title . $after_title; /* Display name from widget settings if one was input. */ if ( $excerpt ) printf( '<p style="font-family: arial; font-size: 12px; line-height: 16px;">' . __('%1$s.', 'example') . '</p>', $excerpt ); /* After widget (defined by themes). */ echo $after_widget; } /** * Update the widget settings. */ function update( $new_instance, $old_instance ) { $instance = $old_instance; /* Strip tags for title and name to remove HTML (important for text inputs). */ $instance['title'] = strip_tags( $new_instance['title'] ); $instance['excerpt'] = strip_tags( $new_instance['excerpt'] ); return $instance; } /** * Displays the widget settings controls on the widget panel. * Make use of the get_field_id() and get_field_name() function * when creating your form elements. This handles the confusing stuff. */ function form( $instance ) { /* Set up some default widget settings. */ $defaults = array( 'title' => __('Title Goes Here', 'example'), 'excerpt' => __('Excerpt goes here.'), ); $instance = wp_parse_args( (array) $instance, $defaults ); ?> <!-- Widget Title: Text Input --> <p> <label for="<?php echo $this->get_field_id( 'title' ); ?>"><?php _e('Title:', 'hybrid'); ?></label> <input id="<?php echo $this->get_field_id( 'title' ); ?>" name="<?php echo $this->get_field_name( 'title' ); ?>" value="<?php echo $instance['title']; ?>" style="width:100%;" /> </p> <!-- Your Name: Text Input --> <p> <label for="<?php echo $this->get_field_id( 'excerpt' ); ?>"><?php _e('Excerpt:', 'example'); ?></label> <input id="<?php echo $this->get_field_id( 'excerpt' ); ?>" name="<?php echo $this->get_field_name( 'excerpt' ); ?>" value="<?php echo $instance['excerpt']; ?>" style="width:100%;" /> </p> <?php } } ?> And here is the functions file code register_sidebar(array( 'name' => __( 'Announcements' ), 'description' => __( 'Display company announcements here.' ), 'before_widget' => '', 'after_widget' => '<hr style="margin-top: 4px; color: #f00; background-color: #585040; height: 1px; border: none; margin-bottom: 2px;"/>', 'before_title' => '<h2 style="font-size: 12px;">', 'after_title' => '</h2>' ));

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  • bing maps cost money?

    - by lior
    hi I am building a new web site in asp.net, and im newbie with using maps. For my web site i will need the following functionality: display a map of specific location. display route map between two or more location calculate distance between 2 locations. I found most of the functionality at the Bing Maps interactive SDK site: and it works fine. My questions are: does it cost money to use this SDK ? for the third task, i understand that i will have to use MapPoint Services. (is there another way??) does it code money to use it? I will really appreciate it if you dont send me links, cause my english is not the best one... thanks a lot

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  • jquery datatables add checkbox with ajax server side response

    - by dotneter
    I am using C# ASP .NET MVC and ajax calls. I am able to get the display of the table along with all features. But, I don't understand how do I add a checkbox and button. I have tried dom-checkbox as well but can't get it to work. Any help is appreciated. My code looks like this: $(document).ready(function () { $('#personTable').dataTable({ "bJQueryUI": true, "sPaginationType": "full_numbers", "bProcessing": true, "bServerSide": true, "sAjaxSource": "/Home/GetCustomData", "aoColumns": [ { "sSortDataType": "dom-checkbox", "sTitle": "Select", sName": "" }, { "sName": "ID", "sTitle": "ID" }, { "sName": "FirstName", "sTitle": "First Name" }, { "sName": "Email", "sTitle": "Email"}] }); }); My Html is : [table border="1" id="personTable" class="display"] [/table]

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  • asp fpdf trying to output a image assigned to a variable

    - by bluffo
    this is the code i used to display image in the header. the problem i have is i want to use a variable for the image, when i put the variable name instead of the image name i get an error: Microsoft JScript runtime error '800a138f' 'undefined' is null or not an object /EKtestdb/fpdf/fpdf/includes/Basics.asp, line 121 this.Header=function Header() { this.SetY (10) this.SetFont ("Times","",10) //this.Cell (45,5, "HEADER", 0, 0, "L") this.SetFont ("Times","b",14) //this.Cell (190,5, this.title, 0, 0, "C") this.Cell (190,20, this.title, 0, 0) this.SetFont ("Times","",10) this.Image('logoSM1.jpg',165,3,33) this.Image( techpic ,165,3,33) this is the code for basics.asp line 121: this.strrpos=function strrpos(s,ch){ res = s.lastIndexOf(ch) if (res>0-1){return res}else{return false} } this.strpos=function strpos(s,ch,start){ if (arguments.length<3){start=0} res = s.indexOf(ch,start); if (res>-1){return res}else{return false} } if you just want to display an image this line should work: this.Image('logoSM1.jpg',165,3,33) but for using a variable instead of image name can someone help with this?

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  • Windows Azure Evolution &ndash; Welcome to VS2012

    - by Shaun
    When the Microsoft released the first preview version of Windows 8 and Visual Studio, many people in the community were asking if the windows azure tool is available to it. The answer was “NO”. Microsoft promised that the windows azure tool will only support the Visual Studio 2010 but when the 2012 was final released, windows azure tool should be work. But now alone with the new windows azure platform was published we got the latest Windows Azure SDK 1.7, which is compatible to the Visual Studio 2012 RC.   You can retrieve the latest version of the Windows Azure SDK through Web Platform Installer, which I think it’s the easiest and simplest way to download and install, since besides the SDK itself it also needs some other components. To download the latest windows azure SDK from Web Platform Installer, just go to the windows azure website and clicked the Develop, .NET and click the blue “install” button. Then you need to select which version of Visual Studio you want to use, Visual Studio 2010 or Visual Studio 2012 RC. After selected the current version you will download an EXE file. This file will lead you to install the Web Platform Installer 4.0 (if you haven’t installed) and the latest windows azure SDK. You can see the version name is June 2012, 1.7. Finally the WebPI will detect the dependent components you need to download and begin to install. But if you want to challenge yourself you can download the components and install them manually. The standalone installations are listed in this page with the instruction on how to install them with necessary pre-requirements.   Once you finished the installation you can open the Visual Studio 2012 RC and as usual, it need to be run as administrator. If you clicked the New Project link from the start page, navigated to Cloud category you will find that there no project template available. Is there anything wrong? So, if you changed the target framework from the default .NET 4.5 to .NET 4 you will see the azure project template. This is because, currently the windows azure instance does not support .NET 4.5. After clicked OK you will see the role creation window, which is similar as what you have seen before. But there are some new role templates in this SDK. Firstly you will have ASP.NET MVC 4 web role available, which means you can create ASP.NET MVC 4 applications for internet, intranet, mobile and WebAPI on the cloud. Then there are two new worker role templates, “Cache Worker Role” and “Worker Role with Service Bus Queue”. “Worker Role with Service Bus Queue” is a worker role which had added necessary references to access the Windows Azure Service Bus Queue. It also have some basic sample code in the worker role class which could read messages from the queue when started. The “Cache Worker Role” is a worker role which has the in-memory distributed cache feature enabled by default. This feature is different than the Windows Azure Caching. It allows the role instance to use its memory as a in-memory distributed cache clusters. By using this feature you can have one or more worker roles as some dedicate cache clusters. Alternatively, you can make part of your web role and worker role’s memory as the cache clusters as well. Let’s just create an ASP.NET MVC 4 Web Role, and click F5 to run it under the local emulator. If you have been working with azure for a while you should know that I need to setup the local storage emulator before running locally if it’s a fresh azure SDK installation. But in this version when we started our azure project the Visual Studio will check if the storage emulator had been initialized. If not, it will run the initializer automatically. And as you can see, in this version the storage emulator relies on the SQL Server 2012 Local DB feature. It will create the emulator database and tables in the default local database. You can set the storage emulator to use a standard SQL Server default instance by using the command “dsinit /instance:.”. The “dsinit” tool now is located at %PROGRAM FILES%\Microsoft SDKs\Windows Azure\Emulator\devstore After the Visual Studio complied and deployed the package our website should be shown in the browser. This is the MVC 4 Web Role home page on my Windows 8 machine in IE10. Another thing you might notice is that, in this version the compute emulator utilizes IIS Express to host the web roles instead of the full IIS. You can add breakpoint in the code and debug, and you can use the local storage emulator to test your code for accessing the storage service. All of them are same as what your are doing now on SDK 1.6. You can switch to use IIS to run your web role in local emulator. Just open the windows azure porject property windows, in the Web page select “Use IIS Web Server”. For more information about this please have a look on Nuno’s blog post. In the role property page in Visual Studio there’s no massive changes. You can configure your role settings such as the endpoints, certificates and local storage, etc.. One thing was added is the Caching tab. Here you can specify enable the caching feature or not, and how much memory you want to use as the cache cluster. I will introduce more details about it in the future posts. The publish and package feature are also no change. You can publish your project to azure directly through Visual Studio 2012, while you can create the package and upload manually. Below is the SDK version of my deployment which is 1.7.30602.1703 in the developer portal.   Summary In this post I introduced about the new Windows Azure SDK 1.7 especially on how it works on the latest Visual Studio 2012 RC. There’s no significant changes in the visual studio tool in this version but some small enhancement such as ASP.NET MVC 4, Cache Worker Role, using SQL 2012 Local DB and IIS Express, etc..   Hope this helps, Shaun All documents and related graphics, codes are provided "AS IS" without warranty of any kind. Copyright © Shaun Ziyan Xu. This work is licensed under the Creative Commons License.

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  • How to pass object from one activity to another in android

    - by kaibuki
    Hi I am trying to work on sending an object of my "Customer" class from one activity and display on other activity. the code for the customer class : `package com.kaibuki; public class Customer { private String firstName, lastName, Address; int Age; public Customer(String fname, String lname, int age, String address) { firstName = fname; lastName = lname; Age = age; Address = address; } public String printValues() { String data = null; data = "First Name :" + firstName + " Last Name :" + lastName + " Age : " + Age + " Address : " + Address; return data; } } I want to send its object from one activity to another and then display the data on the other activity. Please need urgent help. Thanks alot Kai`

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  • Reading a plist utf-8 value as utf-16

    - by ennuikiller
    I'm working on an iphone app that needs to display superscripts and subscripts. I'm using a picker to read in data from a plist but the unicode values aren't being displayed corretly in the pickerview. Subscripts and superscripts are not being recognized. I'm assuming this is due to the encoding of the plist as utf-8, so the question is how do a convert a plist string encoding from utf-8 to utf-16 ? Just a little more elaboration: If I do this it displays properly at least in a textfield: NSString *equation = @"x\u00B2 + y\u00B2 = z\u00B2" However if I define the same string in a plist and try to read it in and assign it to a string and display it on a pickerview it just displays the the encoding and not the superscripts. @Matt: thanks for your suggestion the unicode is being escaped that is \u00B2 = \u00B2. Googling for "escaped values in plists" returned no useful results, and I haven't been able to use the keyboard cmd-ctrl-shift-+ to work. Any further suggestions would be greatly appreciated!!

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  • WPF DataGrid: How to reset column width when applying new ItemsSource

    - by paul
    I am using a DataGrid to display details of an item selected in a ListBox. The DataGrid has 3 columns set to Width="Auto". As different items in the ListBox are selected, the width of the columns in the DataGrid increase as needed in order to display the text. What I want is that the column widths also decrease when the extra width is not needed. An example. Column 1 normally contains a percent value. However, in some cases it contains a long error message which causes column 1 to widen and push columns 2 & 3 off the screen. When I switch to an item containing normal values, I want column 1 to regain its' normal width and for columns 2 & 3 to be visible again. What can I do to force the column widths to take the minimum size?

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  • Working with XML & XSL

    - by gsvirdi
    I'm planning to create a news item which uses xml as it's backend and the Display should be like: Date: 08/Mar/2010 ------------------------------ Title     | News ------------------------------ News 4 | Some news News 3 | Some news News 2 | Some news News 1 | Some news ------------------------------ Date: 07/Mar/2010 ------------------------------ Title     | News ------------------------------ News 5 | Some news News 4 | Some news News 3 | Some news News 2 | Some news News 1 | Some news Display should be sorted on Date (descending) Then news items should be sorted on time (descending) Today's news item should be on top, then titles should be sorted-decending (timewise), later will come previous day's news items. I'm not able to come up with the logic of xml which should be used in this case. moreover I'm not able to figure out how should I check "Today's date" in xml's "if" statement. Can I please get some code sample to understand this kinda logic???

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  • QT's QGraphicsview clickable icon on screen

    - by goodwince
    I'm working on a project with QT and am trying to draw icons from a database. I have auxiliary information in the table that I would like to display if the user chooses to see it (i.e. the x,y of the icon and some other options from database). I am debating on would it be better to go through and just redraw all the icons with this information added, or do some sort of looping through the icons and setting some value to true to display the information. Thanks in advance.

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