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  • Get all text between tags with preg_match_all() or better function?

    - by kylex
    2010-June-11 <remove>2010-June-2</remove> <remove>2010-June-3</remove> 2010-June-15 2010-June-16 2010-June-17 2010-June-3 2010-June-2 2010-June-1 I'm trying to find all instances that are between the <remove> tags This is what I have: $pattern = "/<remove>(.*?)<\/remove>/"; preg_match_all($pattern, $_POST['exclude'], $matches); foreach($matches as $deselect){ foreach ($deselect as $display){ echo $display."<br />"; } } This is what it returns: 2010-June-2 2010-June-3 2010-June-2 2010-June-3 Why is it doubling up, and how do I prevent that?

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  • Is it faster to compute values in a query, call a Scalar Function (decimal(28,2) datatype) 4 times,

    - by Pulsehead
    I have a handful of queries I need to write in SQL Server 2005. Each Query will be calculating 4 unit cost values based on a handful of (up to 11) fields. Any time I want 1 of these 4 unit cost values, I'll want all 4. Which is quicker? Computing in the SQL Query ((a+b+c+d+e+f+g+h+i)/(j+k)), calling ComputeScalarUnitCost(datapoint.ID) 4 times, or joining to ComputeUnitCostTable(datapoint.ID) one time?

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  • how do i use @var on a function variable?

    - by fayer
    i've got a variable $user that is of data type User (a class). i've got it in a class method so i can't just type: /** * @var User */ $user = Factory::getInstance('User'); because that will work only with class properties, not method variables like in this case. how could i tell netbeans that that variable is of data type User in a method? Thanks!

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  • Can we overload a function based on only whether a parameter is a value or a reference?

    - by skydoor
    I got the answer NO! Because passing by value and passing by reference looks identical to the caller. However, the code below compiles right class A { public: void f(int i) {} void f(int& i) {} }; But when I try to use it, there is compile error. int main () { A a; int i = 9; int& j = i; a.f(1); a.f(i); a.f(j); return 0; } Why does not the compiler disable it even without knowing it is going to be used?

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  • Replacing jQuery.live() with jQuery.on()

    - by Rick Strahl
    jQuery 1.9 and 1.10 have introduced a host of changes, but for the most part these changes are mostly transparent to existing application usage of jQuery. After spending some time last week with a few of my projects and going through them with a specific eye for jQuery failures I found that for the most part there wasn't a big issue. The vast majority of code continues to run just fine with either 1.9 or 1.10 (which are supposed to be in sync but with 1.10 removing support for legacy Internet Explorer pre-9.0 versions). However, one particular change in the new versions has caused me quite a bit of update trouble, is the removal of the jQuery.live() function. This is my own fault I suppose - .live() has been deprecated for a while, but with 1.9 and later it was finally removed altogether from jQuery. In the past I had quite a bit of jQuery code that used .live() and it's one of the things that's holding back my upgrade process, although I'm slowly cleaning up my code and switching to the .on() function as the replacement. jQuery.live() jQuery.live() was introduced a long time ago to simplify handling events on matched elements that exist currently on the document and those that are are added in the future and also match the selector. jQuery uses event bubbling, special event binding, plus some magic using meta data attached to a parent level element to check and see if the original target event element matches the selected selected elements (for more info see Elijah Manor's comment below). An Example Assume a list of items like the following in HTML for example and further assume that the items in this list can be appended to at a later point. In this app there's a smallish initial list that loads to start, and as the user scrolls towards the end of the initial small list more items are loaded dynamically and added to the list.<div id="PostItemContainer" class="scrollbox"> <div class="postitem" data-id="4z6qhomm"> <div class="post-icon"></div> <div class="postitemheader"><a href="show/4z6qhomm" target="Content">1999 Buick Century For Sale!</a></div> <div class="postitemprice rightalign">$ 3,500 O.B.O.</div> <div class="smalltext leftalign">Jun. 07 @ 1:06am</div> <div class="post-byline">- Vehicles - Automobiles</div> </div> <div class="postitem" data-id="2jtvuu17"> <div class="postitemheader"><a href="show/2jtvuu17" target="Content">Toyota VAN 1987</a></div> <div class="postitemprice rightalign">$950</div> <div class="smalltext leftalign">Jun. 07 @ 12:29am</div> <div class="post-byline">- Vehicles - Automobiles</div> </div> … </div> With the jQuery.live() function you could easily select elements and hook up a click handler like this:$(".postitem").live("click", function() {...}); Simple and perfectly readable. The behavior of the .live handler generally was the same as the corresponding simple event handlers like .click(), except that you have to explicitly name the event instead of using one of the methods. Re-writing with jQuery.on() With .live() removed in 1.9 and later we have to re-write .live() code above with an alternative. The jQuery documentation points you at the .on() or .delegate() functions to update your code. jQuery.on() is a more generic event handler function, and it's what jQuery uses internally to map the high level event functions like .click(),.change() etc. that jQuery exposes. Using jQuery.on() however is not a one to one replacement of the .live() function. While .on() can handle events directly and use the same syntax as .live() did, you'll find if you simply switch out .live() with .on() that events on not-yet existing elements will not fire. IOW, the key feature of .live() is not working. You can use .on() to get the desired effect however, but you have to change the syntax to explicitly handle the event you're interested in on the container and then provide a filter selector to specify which elements you are actually interested in for handling the event for. Sounds more complicated than it is and it's easier to see with an example. For the list above hooking .postitem clicks, using jQuery.on() looks like this:$("#PostItemContainer").on("click", ".postitem", function() {...}); You specify a container that can handle the .click event and then provide a filter selector to find the child elements that trigger the  the actual event. So here #PostItemContainer contains many .postitems, whose click events I want to handle. Any container will do including document, but I tend to use the container closest to the elements I actually want to handle the events on to minimize the event bubbling that occurs to capture the event. With this code I get the same behavior as with .live() and now as new .postitem elements are added the click events are always available. Sweet. Here's the full event signature for the .on() function: .on( events [, selector ] [, data ], handler(eventObject) ) Note that the selector is optional - if you omit it you essentially create a simple event handler that handles the event directly on the selected object. The filter/child selector required if you want life-like - uh, .live() like behavior to happen. While it's a bit more verbose than what .live() did, .on() provides the same functionality by being more explicit on what your parent container for trapping events is. .on() is good Practice even for ordinary static Element Lists As a side note, it's a good practice to use jQuery.on() or jQuery.delegate() for events in most cases anyway, using this 'container event trapping' syntax. That's because rather than requiring lots of event handlers on each of the child elements (.postitem in the sample above), there's just one event handler on the container, and only when clicked does jQuery drill down to find the matching filter element and tries to match it to the originating element. In the early days of jQuery I used manually build handlers that did this and manually drilled from the event object into the originalTarget to determine if it's a matching element. With later versions of jQuery the various event functions in jQuery essentially provide this functionality out of the box with functions like .on() and .delegate(). All of this is nothing new, but I thought I'd write this up because I have on a few occasions forgotten what exactly was needed to replace the many .live() function calls that litter my code - especially older code. This will be a nice reminder next time I have a memory blank on this topic. And maybe along the way I've helped one or two of you as well to clean up your .live() code…© Rick Strahl, West Wind Technologies, 2005-2013Posted in jQuery   Tweet !function(d,s,id){var js,fjs=d.getElementsByTagName(s)[0];if(!d.getElementById(id)){js=d.createElement(s);js.id=id;js.src="//platform.twitter.com/widgets.js";fjs.parentNode.insertBefore(js,fjs);}}(document,"script","twitter-wjs"); (function() { var po = document.createElement('script'); po.type = 'text/javascript'; po.async = true; po.src = 'https://apis.google.com/js/plusone.js'; var s = document.getElementsByTagName('script')[0]; s.parentNode.insertBefore(po, s); })();

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  • Wrapping ASP.NET Client Callbacks

    - by Ricardo Peres
    Client Callbacks are probably the less known (and I dare say, less loved) of all the AJAX options in ASP.NET, which also include the UpdatePanel, Page Methods and Web Services. The reason for that, I believe, is it’s relative complexity: Get a reference to a JavaScript function; Dynamically register function that calls the above reference; Have a JavaScript handler call the registered function. However, it has some the nice advantage of being self-contained, that is, doesn’t need additional files, such as web services, JavaScript libraries, etc, or static methods declared on a page, or any kind of attributes. So, here’s what I want to do: Have a DOM element which exposes a method that is executed server side, passing it a string and returning a string; Have a server-side event that handles the client-side call; Have two client-side user-supplied callback functions for handling the success and error results. I’m going to develop a custom control without user interface that does the registration of the client JavaScript method as well as a server-side event that can be hooked by some handler on a page. My markup will look like this: 1: <script type="text/javascript"> 1:  2:  3: function onCallbackSuccess(result, context) 4: { 5: } 6:  7: function onCallbackError(error, context) 8: { 9: } 10:  </script> 2: <my:CallbackControl runat="server" ID="callback" SendAllData="true" OnCallback="OnCallback"/> The control itself looks like this: 1: public class CallbackControl : Control, ICallbackEventHandler 2: { 3: #region Public constructor 4: public CallbackControl() 5: { 6: this.SendAllData = false; 7: this.Async = true; 8: } 9: #endregion 10:  11: #region Public properties and events 12: public event EventHandler<CallbackEventArgs> Callback; 13:  14: [DefaultValue(true)] 15: public Boolean Async 16: { 17: get; 18: set; 19: } 20:  21: [DefaultValue(false)] 22: public Boolean SendAllData 23: { 24: get; 25: set; 26: } 27:  28: #endregion 29:  30: #region Protected override methods 31:  32: protected override void Render(HtmlTextWriter writer) 33: { 34: writer.AddAttribute(HtmlTextWriterAttribute.Id, this.ClientID); 35: writer.RenderBeginTag(HtmlTextWriterTag.Span); 36:  37: base.Render(writer); 38:  39: writer.RenderEndTag(); 40: } 41:  42: protected override void OnInit(EventArgs e) 43: { 44: String reference = this.Page.ClientScript.GetCallbackEventReference(this, "arg", "onCallbackSuccess", "context", "onCallbackError", this.Async); 45: String script = String.Concat("\ndocument.getElementById('", this.ClientID, "').callback = function(arg, context, onCallbackSuccess, onCallbackError){", ((this.SendAllData == true) ? "__theFormPostCollection.length = 0; __theFormPostData = ''; WebForm_InitCallback(); " : String.Empty), reference, ";};\n"); 46:  47: this.Page.ClientScript.RegisterStartupScript(this.GetType(), String.Concat("callback", this.ClientID), script, true); 48:  49: base.OnInit(e); 50: } 51:  52: #endregion 53:  54: #region Protected virtual methods 55: protected virtual void OnCallback(CallbackEventArgs args) 56: { 57: EventHandler<CallbackEventArgs> handler = this.Callback; 58:  59: if (handler != null) 60: { 61: handler(this, args); 62: } 63: } 64:  65: #endregion 66:  67: #region ICallbackEventHandler Members 68:  69: String ICallbackEventHandler.GetCallbackResult() 70: { 71: CallbackEventArgs args = new CallbackEventArgs(this.Context.Items["Data"] as String); 72:  73: this.OnCallback(args); 74:  75: return (args.Result); 76: } 77:  78: void ICallbackEventHandler.RaiseCallbackEvent(String eventArgument) 79: { 80: this.Context.Items["Data"] = eventArgument; 81: } 82:  83: #endregion 84: } And the event argument class: 1: [Serializable] 2: public class CallbackEventArgs : EventArgs 3: { 4: public CallbackEventArgs(String argument) 5: { 6: this.Argument = argument; 7: this.Result = String.Empty; 8: } 9:  10: public String Argument 11: { 12: get; 13: private set; 14: } 15:  16: public String Result 17: { 18: get; 19: set; 20: } 21: } You will notice two properties on the CallbackControl: Async: indicates if the call should be made asynchronously or synchronously (the default); SendAllData: indicates if the callback call will include the view and control state of all of the controls on the page, so that, on the server side, they will have their properties set when the Callback event is fired. The CallbackEventArgs class exposes two properties: Argument: the read-only argument passed to the client-side function; Result: the result to return to the client-side callback function, set from the Callback event handler. An example of an handler for the Callback event would be: 1: protected void OnCallback(Object sender, CallbackEventArgs e) 2: { 3: e.Result = String.Join(String.Empty, e.Argument.Reverse()); 4: } Finally, in order to fire the Callback event from the client, you only need this: 1: <input type="text" id="input"/> 2: <input type="button" value="Get Result" onclick="document.getElementById('callback').callback(callback(document.getElementById('input').value, 'context', onCallbackSuccess, onCallbackError))"/> The syntax of the callback function is: arg: some string argument; context: some context that will be passed to the callback functions (success or failure); callbackSuccessFunction: some function that will be called when the callback succeeds; callbackFailureFunction: some function that will be called if the callback fails for some reason. Give it a try and see if it helps!

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  • SQL SERVER – Weekly Series – Memory Lane – #035

    - by Pinal Dave
    Here is the list of selected articles of SQLAuthority.com across all these years. Instead of just listing all the articles I have selected a few of my most favorite articles and have listed them here with additional notes below it. Let me know which one of the following is your favorite article from memory lane. 2007 Row Overflow Data Explanation  In SQL Server 2005 one table row can contain more than one varchar(8000) fields. One more thing, the exclusions has exclusions also the limit of each individual column max width of 8000 bytes does not apply to varchar(max), nvarchar(max), varbinary(max), text, image or xml data type columns. Comparison Index Fragmentation, Index De-Fragmentation, Index Rebuild – SQL SERVER 2000 and SQL SERVER 2005 An old but like a gold article. Talks about lots of concepts related to Index and the difference from earlier version to the newer version. I strongly suggest that everyone should read this article just to understand how SQL Server has moved forward with the technology. Improvements in TempDB SQL Server 2005 had come up with quite a lots of improvements and this blog post describes them and explains the same. If you ask me what is my the most favorite article from early career. I must point out to this article as when I wrote this one I personally have learned a lot of new things. Recompile All The Stored Procedure on Specific TableI prefer to recompile all the stored procedure on the table, which has faced mass insert or update. sp_recompiles marks stored procedures to recompile when they execute next time. This blog post explains the same with the help of a script.  2008 SQLAuthority Download – SQL Server Cheatsheet You can download and print this cheat sheet and use it for your personal reference. If you have any suggestions, please let me know and I will see if I can update this SQL Server cheat sheet. Difference Between DBMS and RDBMS What is the difference between DBMS and RDBMS? DBMS – Data Base Management System RDBMS – Relational Data Base Management System or Relational DBMS High Availability – Hot Add Memory Hot Add CPU and Hot Add Memory are extremely interesting features of the SQL Server, however, personally I have not witness them heavily used. These features also have few restriction as well. I blogged about them in detail. 2009 Delete Duplicate Rows I have demonstrated in this blog post how one can identify and delete duplicate rows. Interesting Observation of Logon Trigger On All Servers – Solution The question I put forth in my previous article was – In single login why the trigger fires multiple times; it should be fired only once. I received numerous answers in thread as well as in my MVP private news group. Now, let us discuss the answer for the same. The answer is – It happens because multiple SQL Server services are running as well as intellisense is turned on. Blog post demonstrates how we can do the same with the help of SQL scripts. Management Studio New Features I have selected my favorite 5 features and blogged about it. IntelliSense for Query Editing Multi Server Query Query Editor Regions Object Explorer Enhancements Activity Monitors Maximum Number of Index per Table One of the questions I asked in my user group was – What is the maximum number of Index per table? I received lots of answers to this question but only two answers are correct. Let us now take a look at them in this blog post. 2010 Default Statistics on Column – Automatic Statistics on Column The truth is, Statistics can be in a table even though there is no Index in it. If you have the auto- create and/or auto-update Statistics feature turned on for SQL Server database, Statistics will be automatically created on the Column based on a few conditions. Please read my previously posted article, SQL SERVER – When are Statistics Updated – What triggers Statistics to Update, for the specific conditions when Statistics is updated. 2011 T-SQL Scripts to Find Maximum between Two Numbers In this blog post there are two different scripts listed which demonstrates way to find the maximum number between two numbers. I need your help, which one of the script do you think is the most accurate way to find maximum number? Find Details for Statistics of Whole Database – DMV – T-SQL Script I was recently asked is there a single script which can provide all the necessary details about statistics for any database. This question made me write following script. I was initially planning to use sp_helpstats command but I remembered that this is marked to be deprecated in future. 2012 Introduction to Function SIGN SIGN Function is very fundamental function. It will return the value 1, -1 or 0. If your value is negative it will return you negative -1 and if it is positive it will return you positive +1. Let us start with a simple small example. Template Browser – A Very Important and Useful Feature of SSMS Templates are like a quick cheat sheet or quick reference. Templates are available to create objects like databases, tables, views, indexes, stored procedures, triggers, statistics, and functions. Templates are also available for Analysis Services as well. The template scripts contain parameters to help you customize the code. You can Replace Template Parameters dialog box to insert values into the script. An invalid floating point operation occurred If you run any of the above functions they will give you an error related to invalid floating point. Honestly there is no workaround except passing the function appropriate values. SQRT of a negative number will give you result in real numbers which is not supported at this point of time as well LOG of a negative number is not possible (because logarithm is the inverse function of an exponential function and the exponential function is NEVER negative). Validating Spatial Object with IsValidDetailed Function SQL Server 2012 has introduced the new function IsValidDetailed(). This function has made my life very easy. In simple words, this function will check if the spatial object passed is valid or not. If it is valid it will give information that it is valid. If the spatial object is not valid it will return the answer that it is not valid and the reason for the same. This makes it very easy to debug the issue and make the necessary correction. Reference: Pinal Dave (http://blog.sqlauthority.com) Filed under: Memory Lane, PostADay, SQL, SQL Authority, SQL Query, SQL Server, SQL Tips and Tricks, T SQL, Technology

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  • ASP.NET WebAPI Security 5: JavaScript Clients

    - by Your DisplayName here!
    All samples I showed in my last post were in C#. Christian contributed another client sample in some strange language that is supposed to work well in browsers ;) JavaScript client scenarios There are two fundamental scenarios when it comes to JavaScript clients. The most common is probably that the JS code is originating from the same web application that also contains the web APIs. Think a web page that does some AJAX style callbacks to an API that belongs to that web app – Validation, data access etc. come to mind. Single page apps often fall in that category. The good news here is that this scenario just works. The typical course of events is that the user first logs on to the web application – which will result in an authentication cookie of some sort. That cookie will get round-tripped with your AJAX calls and ASP.NET does its magic to establish a client identity context. Since WebAPI inherits the security context from its (web) host, the client identity is also available here. The other fundamental scenario is JavaScript code *not* running in the context of the WebAPI hosting application. This is more or less just like a normal desktop client – either running in the browser, or if you think of Windows 8 Metro style apps as “real” desktop apps. In that scenario we do exactly the same as the samples did in my last post – obtain a token, then use it to call the service. Obtaining a token from IdentityServer’s resource owner credential OAuth2 endpoint could look like this: thinktectureIdentityModel.BrokeredAuthentication = function (stsEndpointAddress, scope) {     this.stsEndpointAddress = stsEndpointAddress;     this.scope = scope; }; thinktectureIdentityModel.BrokeredAuthentication.prototype = function () {     getIdpToken = function (un, pw, callback) {         $.ajax({             type: 'POST',             cache: false,             url: this.stsEndpointAddress,             data: { grant_type: "password", username: un, password: pw, scope: this.scope },             success: function (result) {                 callback(result.access_token);             },             error: function (error) {                 if (error.status == 401) {                     alert('Unauthorized');                 }                 else {                     alert('Error calling STS: ' + error.responseText);                 }             }         });     };     createAuthenticationHeader = function (token) {         var tok = 'IdSrv ' + token;         return tok;     };     return {         getIdpToken: getIdpToken,         createAuthenticationHeader: createAuthenticationHeader     }; } (); Calling the service with the requested token could look like this: function getIdentityClaimsFromService() {     authHeader = authN.createAuthenticationHeader(token);     $.ajax({         type: 'GET',         cache: false,         url: serviceEndpoint,         beforeSend: function (req) {             req.setRequestHeader('Authorization', authHeader);         },         success: function (result) {              $.each(result.Claims, function (key, val) {                 $('#claims').append($('<li>' + val.Value + '</li>'))             });         },         error: function (error) {             alert('Error: ' + error.responseText);         }     }); I updated the github repository, you can can play around with the code yourself.

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  • Spritebatch drawing sprite with jagged borders

    - by Mutoh
    Alright, I've been on the making of a sprite class and a sprite sheet manager, but have come across this problem. Pretty much, the project is acting like so; for example: Let's take this .png image, with a transparent background. Note how it has alpha-transparent pixels around it in the lineart. Now, in the latter link's image, in the left (with CornflowerBlue background) it is shown the image drawn in another project (let's call it "Project1") with a simpler sprite class - there, it works. The right (with Purple background for differentiating) shows it drawn with a different class in "Project2" - where the problem manifests itself. This is the Sprite class of Project1: using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; namespace WindowsGame2 { class Sprite { Vector2 pos = new Vector2(0, 0); Texture2D image; Rectangle size; float scale = 1.0f; // --- public float X { get { return pos.X; } set { pos.X = value; } } public float Y { get { return pos.Y; } set { pos.Y = value; } } public float Width { get { return size.Width; } } public float Height { get { return size.Height; } } public float Scale { get { return scale; } set { if (value < 0) value = 0; scale = value; if (image != null) { size.Width = (int)(image.Width * scale); size.Height = (int)(image.Height * scale); } } } // --- public void Load(ContentManager Man, string filename) { image = Man.Load<Texture2D>(filename); size = new Rectangle( 0, 0, (int)(image.Width * scale), (int)(image.Height * scale) ); } public void Become(Texture2D frame) { image = frame; size = new Rectangle( 0, 0, (int)(image.Width * scale), (int)(image.Height * scale) ); } public void Draw(SpriteBatch Desenhista) { // Desenhista.Draw(image, pos, Color.White); Desenhista.Draw( image, pos, new Rectangle( 0, 0, image.Width, image.Height ), Color.White, 0.0f, Vector2.Zero, scale, SpriteEffects.None, 0 ); } } } And this is the code in Project2, a rewritten, pretty much, version of the previous class. In this one I added sprite sheet managing and, in particular, removed Load and Become, to allow for static resources and only actual Sprites to be instantiated. using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; namespace Mobby_s_Adventure { // Actually, I might desconsider this, and instead use static AnimationLocation[] and instanciated ID and Frame; // For determining the starting frame of an animation in a sheet and being able to iterate through // the Rectangles vector of the Sheet; class AnimationLocation { public int Location; public int FrameCount; // --- public AnimationLocation(int StartingRow, int StartingColumn, int SheetWidth, int NumberOfFrames) { Location = (StartingRow * SheetWidth) + StartingColumn; FrameCount = NumberOfFrames; } public AnimationLocation(int PositionInSheet, int NumberOfFrames) { Location = PositionInSheet; FrameCount = NumberOfFrames; } public static int CalculatePosition(int StartingRow, int StartingColumn, SheetManager Sheet) { return ((StartingRow * Sheet.Width) + StartingColumn); } } class Sprite { // The general stuff; protected SheetManager Sheet; protected Vector2 Position; public Vector2 Axis; protected Color _Tint; public float Angle; public float Scale; protected SpriteEffects _Effect; // --- // protected AnimationManager Animation; // For managing the animations; protected AnimationLocation[] Animation; public int AnimationID; protected int Frame; // --- // Properties for easy accessing of the position of the sprite; public float X { get { return Position.X; } set { Position.X = Axis.X + value; } } public float Y { get { return Position.Y; } set { Position.Y = Axis.Y + value; } } // --- // Properties for knowing the size of the sprite's frames public float Width { get { return Sheet.FrameWidth * Scale; } } public float Height { get { return Sheet.FrameHeight * Scale; } } // --- // Properties for more stuff; public Color Tint { set { _Tint = value; } } public SpriteEffects Effect { set { _Effect = value; } } public int FrameID { get { return Frame; } set { if (value >= (Animation[AnimationID].FrameCount)) value = 0; Frame = value; } } // --- // The only things that will be constantly modified will be AnimationID and FrameID, anything else only // occasionally; public Sprite(SheetManager SpriteSheet, AnimationLocation[] Animations, Vector2 Location, Nullable<Vector2> Origin = null) { // Assign the sprite's sprite sheet; // (Passed by reference! To allow STATIC sheets!) Sheet = SpriteSheet; // Define the animations that the sprite has available; // (Passed by reference! To allow STATIC animation boundaries!) Animation = Animations; // Defaulting some numerical values; Angle = 0.0f; Scale = 1.0f; _Tint = Color.White; _Effect = SpriteEffects.None; // If the user wants a default Axis, it is set in the middle of the frame; if (Origin != null) Axis = Origin.Value; else Axis = new Vector2( Sheet.FrameWidth / 2, Sheet.FrameHeight / 2 ); // Now that we have the axis, we can set the position with no worries; X = Location.X; Y = Location.Y; } // Simply put, draw the sprite with all its characteristics; public void Draw(SpriteBatch Drafter) { Drafter.Draw( Sheet.Texture, Position, Sheet.Rectangles[Animation[AnimationID].Location + FrameID], // Find the rectangle which frames the wanted image; _Tint, Angle, Axis, Scale, _Effect, 0.0f ); } } } And, in any case, this is the SheetManager class found in the previous code: using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; namespace Mobby_s_Adventure { class SheetManager { protected Texture2D SpriteSheet; // For storing the sprite sheet; // Number of rows and frames in each row in the SpriteSheet; protected int NumberOfRows; protected int NumberOfColumns; // Size of a single frame; protected int _FrameWidth; protected int _FrameHeight; public Rectangle[] Rectangles; // For storing each frame; // --- public int Width { get { return NumberOfColumns; } } public int Height { get { return NumberOfRows; } } // --- public int FrameWidth { get { return _FrameWidth; } } public int FrameHeight { get { return _FrameHeight; } } // --- public Texture2D Texture { get { return SpriteSheet; } } // --- public SheetManager (Texture2D Texture, int Rows, int FramesInEachRow) { // Normal assigning SpriteSheet = Texture; NumberOfRows = Rows; NumberOfColumns = FramesInEachRow; _FrameHeight = Texture.Height / NumberOfRows; _FrameWidth = Texture.Width / NumberOfColumns; // Framing everything Rectangles = new Rectangle[NumberOfRows * NumberOfColumns]; int ID = 0; for (int i = 0; i < NumberOfRows; i++) { for (int j = 0; j < NumberOfColumns; j++) { Rectangles[ID] = new Rectangle ( _FrameWidth * j, _FrameHeight * i, _FrameWidth, _FrameHeight ); ID++; } } } public SheetManager (Texture2D Texture, int NumberOfFrames): this(Texture, 1, NumberOfFrames) { } } } For even more comprehending, if needed, here is how the main code looks like (it's just messing with the class' capacities, nothing actually; the result is a disembodied feet walking in place animation on the top-left of the screen and a static axe nearby): using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; using System.Threading; namespace Mobby_s_Adventure { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; static List<Sprite> ToDraw; static Texture2D AxeSheet; static Texture2D FeetSheet; static SheetManager Axe; static Sprite Jojora; static AnimationLocation[] Hack = new AnimationLocation[1]; static SheetManager Feet; static Sprite Mutoh; static AnimationLocation[] FeetAnimations = new AnimationLocation[2]; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; this.TargetElapsedTime = TimeSpan.FromMilliseconds(100); this.IsFixedTimeStep = true; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // Loading logic ToDraw = new List<Sprite>(); AxeSheet = Content.Load<Texture2D>("Sheet"); FeetSheet = Content.Load<Texture2D>("Feet Sheet"); Axe = new SheetManager(AxeSheet, 1); Hack[0] = new AnimationLocation(0, 1); Jojora = new Sprite(Axe, Hack, new Vector2(100, 100), new Vector2(5, 55)); Jojora.AnimationID = 0; Jojora.FrameID = 0; Feet = new SheetManager(FeetSheet, 8); FeetAnimations[0] = new AnimationLocation(1, 7); FeetAnimations[1] = new AnimationLocation(0, 1); Mutoh = new Sprite(Feet, FeetAnimations, new Vector2(0, 0)); Mutoh.AnimationID = 0; Mutoh.FrameID = 0; } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // Update logic Mutoh.FrameID++; ToDraw.Add(Mutoh); ToDraw.Add(Jojora); base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Purple); // Drawing logic spriteBatch.Begin(); foreach (Sprite Element in ToDraw) { Element.Draw(spriteBatch); } spriteBatch.Draw(Content.Load<Texture2D>("Sheet"), new Rectangle(50, 50, 55, 60), Color.White); spriteBatch.End(); base.Draw(gameTime); } } } Please help me find out what I'm overlooking! One thing that I have noticed and could aid is that, if inserted the equivalent of this code spriteBatch.Draw( Content.Load<Texture2D>("Image Location"), new Rectangle(X, Y, images width, height), Color.White ); in Project2's Draw(GameTime) of the main loop, it works. EDIT Ok, even if the matter remains unsolved, I have made some more progress! As you see, I managed to get the two kinds of rendering in the same project (the aforementioned Project2, with the more complex Sprite class). This was achieved by adding the following code to Draw(GameTime): protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Purple); // Drawing logic spriteBatch.Begin(); foreach (Sprite Element in ToDraw) { Element.Draw(spriteBatch); } // Starting here spriteBatch.Draw( Axe.Texture, new Vector2(65, 100), new Rectangle ( 0, 0, Axe.FrameWidth, Axe.FrameHeight ), Color.White, 0.0f, new Vector2(0, 0), 1.0f, SpriteEffects.None, 0.0f ); // Ending here spriteBatch.End(); base.Draw(gameTime); } (Supposing that Axe is the SheetManager containing the texture, sorry if the "jargons" of my code confuse you :s) Thus, I have noticed that the problem is within the Sprite class. But I only get more clueless, because even after modifying its Draw function to this: public void Draw(SpriteBatch Drafter) { /*Drafter.Draw( Sheet.Texture, Position, Sheet.Rectangles[Animation[AnimationID].Location + FrameID], // Find the rectangle which frames the wanted image; _Tint, Angle, Axis, Scale, _Effect, 0.0f );*/ Drafter.Draw( Sheet.Texture, Position, new Rectangle( 0, 0, Sheet.FrameWidth, Sheet.FrameHeight ), Color.White, 0.0f, Vector2.Zero, Scale, SpriteEffects.None, 0 ); } to make it as simple as the patch of code that works, it still draws the sprite jaggedly!

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  • Controlling the Sizing of the af:messages Dialog

    - by Duncan Mills
    Over the last day or so a small change in behaviour between 11.1.2.n releases of ADF and earlier versions has come to my attention. This has concerned the default sizing of the dialog that the framework automatically generates to handle the display of JSF messages being handled by the <af:messages> component. Unlike a normal popup, you don't have a physical <af:dialog> or <af:window> to set the sizing on in your page definition, so you're at the mercy of what the framework provides. In this case the framework now defines a fixed 250x250 pixel content area dialog for these messages, which can look a bit weird if the message is either very short, or very long. Unfortunately this is not something that you can control through the skin, instead you have to be a little more creative. Here's the solution I've come up with.  Unfortunately, I've not found a supportable way to reset the dialog so as to say  just size yourself based on your contents, it is actually possible to do this by tweaking the correct DOM objects, but I wanted to start with a mostly supportable solution that only uses the best practice of working through the ADF client side APIs. The Technique The basic approach I've taken is really very simple.  The af:messages dialog is just a normal richDialog object, it just happens to be one that is pre-defined for you with a particular known name "msgDlg" (which hopefully won't change). Knowing this, you can call the accepted APIs to control the content width and height of that dialog, as our meerkat friends would say, "simples" 1 The JavaScript For this example I've defined three JavaScript functions.   The first does all the hard work and is designed to be called from server side Java or from a page load event to set the default. The second is a utility function used by the first to validate the values you're about to use for height and width. The final function is one that can be called from the page load event to set an initial default sizing if that's all you need to do. Function resizeDefaultMessageDialog() /**  * Function that actually resets the default message dialog sizing.  * Note that the width and height supplied define the content area  * So the actual physical dialog size will be larger to account for  * the chrome containing the header / footer etc.  * @param docId Faces component id of the document  * @param contentWidth - new content width you need  * @param contentHeight - new content height  */ function resizeDefaultMessageDialog(docId, contentWidth, contentHeight) {   // Warning this value may change from release to release   var defMDName = "::msgDlg";   //Find the default messages dialog   msgDialogComponent = AdfPage.PAGE.findComponentByAbsoluteId(docId + defMDName); // In your version add a check here to ensure we've found the right object!   // Check the new width is supplied and is a positive number, if so apply it.   if (dimensionIsValid(contentWidth)){       msgDialogComponent.setContentWidth(contentWidth);   }   // Check the new height is supplied and is a positive number, if so apply it.   if (dimensionIsValid(contentHeight)){       msgDialogComponent.setContentHeight(contentHeight);   } }  Function dimensionIsValid()  /**  * Simple function to check that sensible numeric values are   * being proposed for a dimension  * @param sampleDimension   * @return booolean  */ function dimensionIsValid(sampleDimension){     return (!isNaN(sampleDimension) && sampleDimension > 0); } Function  initializeDefaultMessageDialogSize() /**  * This function will re-define the default sizing applied by the framework   * in 11.1.2.n versions  * It is designed to be called with the document onLoad event  */ function initializeDefaultMessageDialogSize(loadEvent){   //get the configuration information   var documentId = loadEvent.getSource().getProperty('documentId');   var newWidth = loadEvent.getSource().getProperty('defaultMessageDialogContentWidth');   var newHeight = loadEvent.getSource().getProperty('defaultMessageDialogContentHeight');   resizeDefaultMessageDialog(documentId, newWidth, newHeight); } Wiring in the Functions As usual, the first thing we need to do when using JavaScript with ADF is to define an af:resource  in the document metaContainer facet <af:document>   ....     <f:facet name="metaContainer">     <af:resource type="javascript" source="/resources/js/hackMessagedDialog.js"/>    </f:facet> </af:document> This makes the script functions available to call.  Next if you want to use the option of defining an initial default size for the dialog you use a combination of <af:clientListener> and <af:clientAttribute> tags like this. <af:document title="MyApp" id="doc1">   <af:clientListener method="initializeDefaultMessageDialogSize" type="load"/>   <af:clientAttribute name="documentId" value="doc1"/>   <af:clientAttribute name="defaultMessageDialogContentWidth" value="400"/>   <af:clientAttribute name="defaultMessageDialogContentHeight" value="150"/>  ...   Just in Time Dialog Sizing  So  what happens if you have a variety of messages that you might add and in some cases you need a small dialog and an other cases a large one? Well in that case you can re-size these dialogs just before you submit the message. Here's some example Java code: FacesContext ctx = FacesContext.getCurrentInstance();          //reset the default dialog size for this message ExtendedRenderKitService service =              Service.getRenderKitService(ctx, ExtendedRenderKitService.class); service.addScript(ctx, "resizeDefaultMessageDialog('doc1',100,50);");          FacesMessage msg = new FacesMessage("Short message"); msg.setSeverity(FacesMessage.SEVERITY_ERROR); ctx.addMessage(null, msg);  So there you have it. This technique should, at least, allow you to control the dialog sizing just enough to stop really objectionable whitespace or scrollbars. 1 Don't worry if you don't get the reference, lest's just say my kids watch too many adverts.

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  • Restructuring a large Chrome Extension/WebApp

    - by A.M.K
    I have a very complex Chrome Extension that has gotten too large to maintain in its current format. I'd like to restructure it, but I'm 15 and this is the first webapp or extension of it's type I've built so I have no idea how to do it. TL;DR: I have a large/complex webapp I'd like to restructure and I don't know how to do it. Should I follow my current restructure plan (below)? Does that sound like a good starting point, or is there a different approach that I'm missing? Should I not do any of the things I listed? While it isn't relevant to the question, the actual code is on Github and the extension is on the webstore. The basic structure is as follows: index.html <html> <head> <link href="css/style.css" rel="stylesheet" /> <!-- This holds the main app styles --> <link href="css/widgets.css" rel="stylesheet" /> <!-- And this one holds widget styles --> </head> <body class="unloaded"> <!-- Low-level base elements are "hardcoded" here, the unloaded class is used for transitions and is removed on load. i.e: --> <div class="tab-container" tabindex="-1"> <!-- Tab nav --> </div> <!-- Templates for all parts of the application and widgets are stored as elements here. I plan on changing these to <script> elements during the restructure since <template>'s need valid HTML. --> <template id="template.toolbar"> <!-- Template content --> </template> <!-- Templates end --> <!-- Plugins --> <script type="text/javascript" src="js/plugins.js"></script> <!-- This contains the code for all widgets, I plan on moving this online and downloading as necessary soon. --> <script type="text/javascript" src="js/widgets.js"></script> <!-- This contains the main application JS. --> <script type="text/javascript" src="js/script.js"></script> </body> </html> widgets.js (initLog || (window.initLog = [])).push([new Date().getTime(), "A log is kept during page load so performance can be analyzed and errors pinpointed"]); // Widgets are stored in an object and extended (with jQuery, but I'll probably switch to underscore if using Backbone) as necessary var Widgets = { 1: { // Widget ID, this is set here so widgets can be retreived by ID id: 1, // Widget ID again, this is used after the widget object is duplicated and detached size: 3, // Default size, medium in this case order: 1, // Order shown in "store" name: "Weather", // Widget name interval: 300000, // Refresh interval nicename: "weather", // HTML and JS safe widget name sizes: ["tiny", "small", "medium"], // Available widget sizes desc: "Short widget description", settings: [ { // Widget setting specifications stored as an array of objects. These are used to dynamically generate widget setting popups. type: "list", nicename: "location", label: "Location(s)", placeholder: "Enter a location and press Enter" } ], config: { // Widget settings as stored in the tabs object (see script.js for storage information) size: "medium", location: ["San Francisco, CA"] }, data: {}, // Cached widget data stored locally, this lets it work offline customFunc: function(cb) {}, // Widgets can optionally define custom functions in any part of their object refresh: function() {}, // This fetches data from the web and caches it locally in data, then calls render. It gets called after the page is loaded for faster loads render: function() {} // This renders the widget only using information from data, it's called on page load. } }; script.js (initLog || (window.initLog = [])).push([new Date().getTime(), "These are also at the end of every file"]); // Plugins, extends and globals go here. i.e. Number.prototype.pad = .... var iChrome = function(refresh) { // The main iChrome init, called with refresh when refreshing to not re-run libs iChrome.Status.log("Starting page generation"); // From now on iChrome.Status.log is defined, it's used in place of the initLog iChrome.CSS(); // Dynamically generate CSS based on settings iChrome.Tabs(); // This takes the tabs stored in the storage (see fetching below) and renders all columns and widgets as necessary iChrome.Status.log("Tabs rendered"); // These will be omitted further along in this excerpt, but they're used everywhere // Checks for justInstalled => show getting started are run here /* The main init runs the bare minimum required to display the page, this sets all non-visible or instantly need things (such as widget dragging) on a timeout */ iChrome.deferredTimeout = setTimeout(function() { iChrome.deferred(refresh); // Pass refresh along, see above }, 200); }; iChrome.deferred = function(refresh) {}; // This calls modules one after the next in the appropriate order to finish rendering the page iChrome.Search = function() {}; // Modules have a base init function and are camel-cased and capitalized iChrome.Search.submit = function(val) {}; // Methods within modules are camel-cased and not capitalized /* Extension storage is async and fetched at the beginning of plugins.js, it's then stored in a variable that iChrome.Storage processes. The fetcher checks to see if processStorage is defined, if it is it gets called, otherwise settings are left in iChromeConfig */ var processStorage = function() { iChrome.Storage(function() { iChrome.Templates(); // Templates are read from their elements and held in a cache iChrome(); // Init is called }); }; if (typeof iChromeConfig == "object") { processStorage(); } Objectives of the restructure Memory usage: Chrome apparently has a memory leak in extensions, they're trying to fix it but memory still keeps on getting increased every time the page is loaded. The app also uses a lot on its own. Code readability: At this point I can't follow what's being called in the code. While rewriting the code I plan on properly commenting everything. Module interdependence: Right now modules call each other a lot, AFAIK that's not good at all since any change you make to one module could affect countless others. Fault tolerance: There's very little fault tolerance or error handling right now. If a widget is causing the rest of the page to stop rendering the user should at least be able to remove it. Speed is currently not an issue and I'd like to keep it that way. How I think I should do it The restructure should be done using Backbone.js and events that call modules (i.e. on storage.loaded = init). Modules should each go in their own file, I'm thinking there should be a set of core files that all modules can rely on and call directly and everything else should be event based. Widget structure should be kept largely the same, but maybe they should also be split into their own files. AFAIK you can't load all templates in a folder, therefore they need to stay inline. Grunt should be used to merge all modules, plugins and widgets into one file. Templates should also all be precompiled. Question: Should I follow my current restructure plan? Does that sound like a good starting point, or is there a different approach that I'm missing? Should I not do any of the things I listed? Do applications written with Backbone tend to be more intensive (memory and speed) than ones written in Vanilla JS? Also, can I expect to improve this with a proper restructure or is my current code about as good as can be expected?

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  • Make a lives display in HUD, Flash AS3 (not text!)

    - by user40404
    I've been searching the internet all day and I can't find the answer I'm looking for. In my HUD I want to use orange dots to represent lives. The user starts off with 5 lives and every time they die, I want a dot to be removed. Pretty straight forward. So far my idea is to make a movie clip that has the five dots in a line. There would be 5 frames on the timeline (because after the last life it goes to a game over screen right away). I would have a variable set up to store the number of lives and a function to keep track of lives. So every hit of an obstacle would result in livesCounter--;. Then I would set up something like this: switch(livesCounter){ case 5: livesDisplay.gotoAndPlay(1); break; case 4: livesDisplay.gotoAndPlay(2); break; case 3: livesDisplay.gotoAndPlay(3); break; case 2: livesDisplay.gotoAndPlay(4); break; case 1: livesDisplay.gotoAndPlay(5); break; } I feel like there has to be an easier way to do this where I could just have a movie clip of a single orange dot that I could replicate across an x value based on the number of lives. Maybe the dots would be stored in an array? When the user loses a life, a dot on the right end of the line is removed. So in the end the counter would look like this: * * * * * * * * * * * * * * * (last life lost results in the end game screen) EDIT: code based on suggestions by Zhafur and Arthur Wolf White package { import flash.display.MovieClip; import flash.events.*; import flash.ui.Multitouch; import flash.ui.MultitouchInputMode; import flash.display.Sprite; import flash.text.*; import flash.utils.getTimer; public class CollisionMouse extends MovieClip{ public var mySprite:Sprite = new Sprite(); Multitouch.inputMode = MultitouchInputMode.TOUCH_POINT; public var replacement:newSprite = new newSprite; public var score:int = 0; public var obstScore:int = -50; public var targetScore:int = 200; public var startTime:uint = 0; public var gameTime:uint; public var pauseScreen:PauseScreen = new PauseScreen(); public var hitTarget:Boolean = false; public var hitObj:Boolean = false; public var currLevel:Number = 1; public var heroLives:int = 5; public var life:Sprite; public function CollisionMouse() { mySprite.graphics.beginFill(0xff0000); mySprite.graphics.drawRect(0,0,40,40); addChild(mySprite); mySprite.x = 200; mySprite.y = 200; pauseScreen.x = stage.width/2; pauseScreen.y = stage.height/2; life = new Sprite(); life.x = 210; stage.addEventListener(MouseEvent.MOUSE_MOVE,followMouse); /*mySprite.addEventListener(TouchEvent.TOUCH_END, onTouchEnd);*/ //checkLevel(); timeCheck(); trackLives(); } public function timeCheck(){ addEventListener(Event.ENTER_FRAME, showTime); } public function showTime(e:Event) { gameTime = getTimer()-startTime; rm1_mc.timeDisplay.text = clockTime(gameTime); rm1_mc.livesDisplay.text = String(heroLives); } public function clockTime(ms:int) { var seconds:int = Math.floor(ms/1000); var minutes:int = Math.floor(seconds/60); seconds -= minutes*60; var timeString:String = minutes+":"+String(seconds+100).substr(1,2); return timeString; } public function trackLives(){ for(var i:int=0; i<heroLives; i++){ life.graphics.lineStyle(1, 0xff9900); life.graphics.beginFill(0xff9900, 1); life.graphics.drawCircle(i*15, 45, 6); life.graphics.endFill(); addChild(life); } } function followMouse(e:MouseEvent){ mySprite.x=mouseX; mySprite.y=mouseY; trackCollisions(); } function trackCollisions(){ if(mySprite.hitTestObject(rm1_mc.obst1) || mySprite.hitTestObject(rm1_mc.obst2)){ hitObjects(); } else if(mySprite.hitTestObject(rm1_mc.target_mc)){ hitTarg(); } } function hitObjects(){ addChild(replacement); mySprite.x ^= replacement.x; replacement.x ^= mySprite.x; mySprite.x ^= replacement.x; mySprite.y ^= replacement.y; replacement.y ^= mySprite.y; mySprite.y ^= replacement.y; stage.removeEventListener(MouseEvent.MOUSE_MOVE, followMouse); removeChild(mySprite); hitObj = true; checkScore(); } function hitTarg(){ addChild(replacement); mySprite.x ^= replacement.x; replacement.x ^= mySprite.x; mySprite.x ^= replacement.x; mySprite.y ^= replacement.y; replacement.y ^= mySprite.y; mySprite.y ^= replacement.y; stage.removeEventListener(MouseEvent.MOUSE_MOVE, followMouse); removeEventListener(Event.ENTER_FRAME, showTime); removeChild(mySprite); hitTarget = true; currLevel++; checkScore(); } function checkScore(){ if(hitObj){ score += obstScore; heroLives--; removeChild(life); } else if(hitTarget){ score += targetScore; } rm1_mc.scoreDisplay.text = String(score); rm1_mc.livesDisplay.text = String(heroLives); trackLives(); } } }

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  • Getting client denied when accessing a wsgi graphite script

    - by Dr BDO Adams
    I'm trying to set up graphite on my Mac OS X 10.7 lion, i've set up apache to call the python graphite script via WSGI, but when i try to access it, i get a forbiden from apache and in the error log. "client denied by server configuration: /opt/graphite/webapp/graphite.wsgi" I've checked that the scripts location is allowed in httpd.conf, and the permissions of the file, but they seem correct. What do i have to do to get access. Below is the httpd.conf, which is nearly the graphite example. <IfModule !wsgi_module.c> LoadModule wsgi_module modules/mod_wsgi.so </IfModule> WSGISocketPrefix /usr/local/apache/run/wigs <VirtualHost _default_:*> ServerName graphite DocumentRoot "/opt/graphite/webapp" ErrorLog /opt/graphite/storage/log/webapp/error.log CustomLog /opt/graphite/storage/log/webapp/access.log common WSGIDaemonProcess graphite processes=5 threads=5 display-name='%{GROUP}' inactivity-timeout=120 WSGIProcessGroup graphite WSGIApplicationGroup %{GLOBAL} WSGIImportScript /opt/graphite/conf/graphite.wsgi process-group=graphite application-group=%{GLOBAL} # XXX You will need to create this file! There is a graphite.wsgi.example # file in this directory that you can safely use, just copy it to graphite.wgsi WSGIScriptAlias / /opt/graphite/webapp/graphite.wsgi Alias /content/ /opt/graphite/webapp/content/ <Location "/content/"> SetHandler None </Location> # XXX In order for the django admin site media to work you Alias /media/ "/Library/Frameworks/Python.framework/Versions/2.7/lib/python2.7/site- packages/django/contrib/admin/media/" <Location "/media/"> SetHandler None </Location> # The graphite.wsgi file has to be accessible by apache. <Directory "/opt/graphite/webapp/"> Options +ExecCGI Order deny,allow Allow from all </Directory> </VirtualHost> Can you help?

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  • Nginx: Rewrite rule for subfolder

    - by gryzzly
    Hello, I have a subdomain where I want to keep projects I am working on, in order to show these projects to clients. Here is the configuraion file from /etc/nginx/sites-available/projects: server { listen 80; server_name projects.example.com; access_log /var/log/nginx/projects.example.com.access.log; error_log /var/log/nginx/projects.example.com.error.log; location / { root /var/www/projects; index index.html index.htm index.php; } location /example2.com { root /var/www/projects/example2.com; auth_basic "Stealth mode"; auth_basic_user_file /var/www/projects/example2.com/htpasswd; } location /example3.com/ { index index.php; if (-f $request_filename) { break; } if (!-f $request_filename) { rewrite ^/example3\.com/(.*)$ /example3\.com/index.php?id=$1 last; break; } } location ~ \.php { root /var/www/mprojects; fastcgi_pass 127.0.0.1:9000; fastcgi_index index.php; fastcgi_param SCRIPT_FILENAME $document_root$fastcgi_script_name; include /etc/nginx/fastcgi_params; } } I want to be able to place different php engines (wordpress, getsimple etc.) in subfolders. These engines have different querry parameters (id, q, url etc.) so in order to make preety URLs work I have to make a rewrite. However, above doesn't work. This is the response I get: Warning: Unknown: Filename cannot be empty in Unknown on line 0 Fatal error: Unknown: Failed opening required '' (include_path='.:/usr/local/lib/php') in Unknown on line 0 If I take out "location /example3.com/" rule, then everything works but with no preety URLs. Please help. The configuration is based on this post: http://stackoverflow.com/questions/2119736/cakephp-in-a-subdirectory-using-nginx-rewrite-rules I am using Ubuntu 9.10 and nginx/0.7.62 with php-fpm.

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  • ImageMagick failing to convert to JPG

    - by johnui
    Hi: We recently installed the latest version of ImageMagick onto our Linux server. I seem to be having issues performing the most basic of tasks. I am running this command line: /usr/bin/convert /location/to/source/design.ai /location/to/save/output.jpg Unfortunatly is saves design.jpg as an illustrator file (if I rename the file to output.ai it opens). Even if I do this: /usr/bin/convert /location/to/source/design.ai -rotate 90 /location/to/save/design.jpg It rotates the file and saves again as an illustrator document. This happens with all filetypes (e.g. png, bmp, etc...) It appears ImageMagick cannot figure out what I want it converted to and just saves as the same file type. Any ideas on fixing this? Regards: John

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  • Magento installation problem on Nginx in Windows

    - by Nithin
    I am trying to install magento locally using nginx as the web server instead of Apache. I copied the magento folder to the html directory. When i try to call the magento folder, I get the 404 not found error. I am able to access other php files setup in the html folder and have PHP installed. Here is my config file: #user nobody; worker_processes 1; #error_log logs/error.log; #error_log logs/error.log notice; #error_log logs/error.log info; #pid logs/nginx.pid; events { worker_connections 1024; } http { include mime.types; default_type application/octet-stream; #log_format main '$remote_addr - $remote_user [$time_local] "$request" ' # '$status $body_bytes_sent "$http_referer" ' # '"$http_user_agent" "$http_x_forwarded_for"'; #access_log logs/access.log main; sendfile on; #tcp_nopush on; #keepalive_timeout 0; keepalive_timeout 65; #gzip on; server { listen 8080; server_name localhost; #charset koi8-r; #access_log logs/host.access.log main; location / { root html; index index.html index.htm index.php; } #error_page 404 /404.html; # redirect server error pages to the static page /50x.html # error_page 500 502 503 504 /50x.html; location = /50x.html { root html; allow all; } # proxy the PHP scripts to Apache listening on 127.0.0.1:80 # #location ~ \.php$ { # proxy_pass http://127.0.0.1; #} # pass the PHP scripts to FastCGI server listening on 127.0.0.1:9000 # location ~ \.php$ { root html; fastcgi_pass 127.0.0.1:9000; fastcgi_index index.php; fastcgi_param SCRIPT_FILENAME c:/nginx/html/$fastcgi_script_name; include fastcgi_params; } # deny access to .htaccess files, if Apache's document root # concurs with nginx's one # #location ~ /\.ht { # deny all; #} } # another virtual host using mix of IP-, name-, and port-based configuration # #server { # listen 8000; # listen somename:8080; # server_name somename alias another.alias; # location / { # root html; # index index.html index.htm; # } #} # HTTPS server # #server { # listen 443; # server_name localhost; # ssl on; # ssl_certificate cert.pem; # ssl_certificate_key cert.key; # ssl_session_timeout 5m; # ssl_protocols SSLv2 SSLv3 TLSv1; # ssl_ciphers ALL:!ADH:!EXPORT56:RC4+RSA:+HIGH:+MEDIUM:+LOW:+SSLv2:+EXP; # ssl_prefer_server_ciphers on; # location / { # root html; # index index.html index.htm; # } #} } How do I fix this? This is what I found in the error.log file : 2011/09/06 12:22:35 [error] 5632#0: *1 "/cygdrive/c/nginx/html/magento/index.php/install/index.html" is not found (20: Not a directory), client: 127.0.0.1, server: localhost, request: "GET /magento/index.php/install/ HTTP/1.1", host: "localhost:8080"

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  • Why can't I navigate Active Directory within Powershell?

    - by Myrddin Emrys
    I have an AD: drive, which should allow me to browse active directory from within Powershell. But when I try to use it, it will not let me navigate beyond the root. From what I have read the given commands should work, but they are failing. PS AD:\> ls Name ObjectClass DistinguishedName ---- ----------- ----------------- company domainDNS DC=company,DC=com Configuration configuration CN=Configuration,DC=company,DC=com Schema dMD CN=Schema,CN=Configuration,DC=company,DC=com ForestDnsZones domainDNS DC=ForestDnsZones,DC=company,DC=com DomainDnsZones domainDNS DC=DomainDnsZones,DC=company,DC=com PS AD:\> cd schema Set-Location : Cannot find path 'AD:\schema' because it does not exist. At line:1 char:3 + cd <<<< schema + CategoryInfo : ObjectNotFound: (AD:\schema:String) [Set-Location], ItemNotFoundException + FullyQualifiedErrorId : PathNotFound,Microsoft.PowerShell.Commands.SetLocationCommand PS AD:\> cd Schema Set-Location : Cannot find path 'AD:\Schema' because it does not exist. (duplicate of previous error) PS AD:\> cd company Set-Location : Cannot find path 'AD:\company' because it does not exist. (duplicate of previous error) PS AD:\> ls Schema Get-ChildItem : Cannot find path '//RootDSE/Schema' because it does not exist. (duplicate of previous error) PS AD:\> cd ForestDnsZones Set-Location : Cannot find path 'AD:\ForestDnsZones' because it does not exist. (duplicate of previous error)

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