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  • Calling a function when a scrollbar appears in an IFrame

    - by chris
    I got an IFrame, in the onload event i set the height of the frame: function resizeFrame() { $("#iframeID").height($("#iframeID").contents().find("body").outerHeight(true)); } Problem is: When the content of the frame is increasing without a postback (javascript or Async Postback with Ajax), a scrollbar appears. I found a solution for Firefox: document.getElementById("iframeID").contentWindow.addEventListener("overflow", resizeFrame, false); But i can't find a solution for IE 7+8 Anyone got an idea?

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  • python: equivalent to Javascript "||" to override non-truthful value

    - by Jason S
    In Javascript I can do this: function A(x) { return x || 3; } This returns 3 if x is a "non-truthful" value like 0, null, false, and it returns x otherwise. This is useful for empty arguments, e.g. I can do A() and it will evaluate as 3. Does Python have an equivalent? I guess I could make one out of the ternary operator a if b else c but was wondering what people use for this.

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  • How can I disable a model field in a django form

    - by jammon
    I have a model like this: class MyModel(models.Model): REGULAR = 1 PREMIUM = 2 STATUS_CHOICES = ((REGULAR, "regular"), (PREMIUM, "premium")) name = models.CharField(max_length=30) status = models.IntegerField(choices = STATUS_CHOICES, default = REGULAR) class MyForm(forms.ModelForm): class Meta: model = models.MyModel In a view I initialize one field and try to make it non-editable: myform = MyForm(initial = {'status': requested_status}) myform.fields['status'].editable = False But the user can still change that field. What's the real way to accomplish what I'm after?

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  • Why does OpenGL's glDrawArrays() fail with GL_INVALID_OPERATION under Core Profile 3.2, but not 3.3 or 4.2?

    - by metaleap
    I have OpenGL rendering code calling glDrawArrays that works flawlessly when the OpenGL context is (automatically / implicitly obtained) 4.2 but fails consistently (GL_INVALID_OPERATION) with an explicitly requested OpenGL core context 3.2. (Shaders are always set to #version 150 in both cases but that's beside the point here I suspect.) According to specs, there are only two instances when glDrawArrays() fails with GL_INVALID_OPERATION: "if a non-zero buffer object name is bound to an enabled array and the buffer object's data store is currently mapped" -- I'm not doing any buffer mapping at this point "if a geometry shader is active and mode? is incompatible with [...]" -- nope, no geometry shaders as of now. Furthermore: I have verified & double-checked that it's only the glDrawArrays() calls failing. Also double-checked that all arguments passed to glDrawArrays() are identical under both GL versions, buffer bindings too. This happens across 3 different nvidia GPUs and 2 different OSes (Win7 and OSX, both 64-bit -- of course, in OSX we have only the 3.2 context, no 4.2 anyway). It does not happen with an integrated "Intel HD" GPU but for that one, I only get an automatic implicit 3.3 context (trying to explicitly force a 3.2 core profile with this GPU via GLFW here fails the window creation but that's an entirely different issue...) For what it's worth, here's the relevant routine excerpted from the render loop, in Golang: func (me *TMesh) render () { curMesh = me curTechnique.OnRenderMesh() gl.BindBuffer(gl.ARRAY_BUFFER, me.glVertBuf) if me.glElemBuf > 0 { gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, me.glElemBuf) gl.VertexAttribPointer(curProg.AttrLocs["aPos"], 3, gl.FLOAT, gl.FALSE, 0, gl.Pointer(nil)) gl.DrawElements(me.glMode, me.glNumIndices, gl.UNSIGNED_INT, gl.Pointer(nil)) gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, 0) } else { gl.VertexAttribPointer(curProg.AttrLocs["aPos"], 3, gl.FLOAT, gl.FALSE, 0, gl.Pointer(nil)) /* BOOM! */ gl.DrawArrays(me.glMode, 0, me.glNumVerts) } gl.BindBuffer(gl.ARRAY_BUFFER, 0) } So of course this is part of a bigger render-loop, though the whole "*TMesh" construction for now is just two instances, one a simple cube and the other a simple pyramid. What matters is that the entire drawing loop works flawlessly with no errors reported when GL is queried for errors under both 3.3 and 4.2, yet on 3 nvidia GPUs with an explicit 3.2 core profile fails with an error code that according to spec is only invoked in two specific situations, none of which as far as I can tell apply here. What could be wrong here? Have you ever run into this? Any ideas what I have been missing?

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  • What does this `_time_independent_equlas` mean?

    - by Satoru.Logic
    In the tornado.web module there is a function called _time_independent_equals: def _time_independent_equals(a, b): if len(a) != len(b): return False result = 0 for x, y in zip(a, b): result |= ord(x) ^ ord(y) return result == 0 It is used to compare secure cookie signatures, and thus the name. But regarding the implementation of this function, is it just a complex way to say a==b?

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  • Overriding initial value in ModelForm

    - by schneck
    Hi, in my Django (1.2) project, I want to prepopulate a field in a modelform, but my new value is ignored. This is the snippet: class ArtefactForm(ModelForm): material = CharField(widget=AutoCompleteWidget('material', force_selection=False)) def __init__(self, *args, **kwargs): super(ArtefactForm, self).__init__(*args, **kwargs) self.fields['material'].initial = 'Test' I also tried with self.base_fields, but no effect: there is always the database-value displaying in the form. Any ideas?

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  • In Javascript, a function starts a new scope, but we have to be careful that the function must be in

    - by Jian Lin
    In Javascript, I am sometimes too immerged in the idea that a function creates a new scope, that sometimes I even think the following anonymous function will create a new scope when it is being defined and assigned to onclick: <a href="#" id="link1">ha link 1</a> <a href="#" id="link2">ha link 2</a> <a href="#" id="link3">ha link 3</a> <a href="#" id="link4">ha link 4</a> <a href="#" id="link5">ha link 5</a> <script type="text/javascript"> for (i = 1; i <= 5; i++) { document.getElementById('link' + i).onclick = function() { var x = i; alert(x); return false; } } </script> but in fact, the anonymous function will create a new scope, that's right, but ONLY when it is being invoked, is that so? So the x inside the anonymous function is not created, no new scope is created. When the function was later invoked, there is a new scope alright, but the i is in the outside scope, and the x gets its value, and it is all 6 anyways. The following code will actually invoke a function and create a new scope and that's why the x is a new local variable x in the brand new scope each time, and the invocation of the function when the link is clicked on will use the different x in the different scopes. <a href="#" id="link1">ha link 1</a> <a href="#" id="link2">ha link 2</a> <a href="#" id="link3">ha link 3</a> <a href="#" id="link4">ha link 4</a> <a href="#" id="link5">ha link 5</a> <script type="text/javascript"> for (var i = 1; i <= 5; i++) { (function() { var x = i; document.getElementById('link' + i).onclick = function() { alert(x); return false; } })(); // invoking it now! } </script> If we take away the var in front of x, then it is a global x and so no local variable x is created in the new scope, and therefore, clicking on the links get all the same number, which is the value of the global x.

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  • Send a variable on the heap to another thread

    - by user1201889
    I have a strange problem in C++. An address of a Boolean gets "destroyed" but it doesn't get touched. I know that there are beater way's to accomplish what I try to do, but I want to know what I do wrong. I have a main class; this main class contains a vector of another class. There is a strange problem when a new instance gets created of this object. This is how my code works: There will start a thread when the constructor gets called of the “2nd”object. This thread gets as Parameter a struct. This is the struct: struct KeyPressData { vector<bool> *AutoPressStatus; vector<int> *AutoPressTime; bool * Destroy; bool * Ready; }; The struct gets filled in the constructor: MultiBoxClient::MultiBoxClient() { //init data DestroyThread = new bool; ReadyThread = new bool; AutoThreadData = new KeyPressData; //Reseting data *DestroyThread = false; *ReadyThread = false; //KeyPressData configurating AutoThreadData->AutoPressStatus = &AutoPressStatus; AutoThreadData->AutoPressTime = &AutoPressTime; AutoThreadData->Destroy = DestroyThread; AutoThreadData->Ready = ReadyThread; //Start the keypress thread CreateThread(NULL,NULL,(LPTHREAD_START_ROUTINE)AutoKeyThread,AutoThreadData,NULL,NULL); } As long as the constructor is running will the program run fine. But when the constructor closes the address of the “AutoThreadData-Destroy” will get corrupted. The program will crash when I call the value of the pointer. void WINAPI AutoKeyThread(void * ThreadData) { KeyPressData * AutoThreadData = (KeyPressData*)ThreadData; while(true) { if(*AutoThreadData->Destroy == true) //CRASH { *AutoThreadData->Ready = true; return; } Sleep(100); } } What did I test: I logged the address of the AutoThreadData and the AutoThreadData-Destroy when the constrcutor is running and clossed; the AutoThreadData address is equal to AutoThreadData when the constructor is closed. So there is no problem here. The address of AutoThreadData-Destroy gets destroyed when the constructor is closed. But how can this happen? The Boolean is on the heap and the KeyPressData struct (AutoThreadData) is on the heap. Destroy before: 00A85328 Destroy after: FEEEFEEE Can someone maby explain why this crash? I know that I can send a pointer to my class to the thread. But I want to know what goes wrong here. That way I can learn from my mistakes. Could someone help me with this problem? Thanks!

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  • My code gets an argument error, expecting 1 but got 0 - AS3

    - by Louis Cottier
    I've got this code with a variable of platform, which I'm trying to link with the actual object of Platform in my .fla file but I get this error when I run it; ArgumentError: Error #1063: Argument count mismatch on Code(). Expected 1, got 0. In my output window. package { import flash.display.MovieClip; import flash.events.MouseEvent; import flash.events.KeyboardEvent; import flash.events.Event; import flash.ui.Keyboard; public class Code extends MovieClip { var charSpeed:int = 0; var velocity:int = 0; var gravity:Number = 1; var Jump:Boolean = false; public function startGame(){ stage.addEventListener(KeyboardEvent.KEY_DOWN, checkKeyDown); stage.addEventListener(KeyboardEvent.KEY_UP, checkKeyUp); stage.addEventListener(Event.ENTER_FRAME, loop); } private var platform:Platform; public function Code(value:Platform) { platform = value; } function checkKeyDown(evt:KeyboardEvent){ if (evt.keyCode == Keyboard.LEFT){ charSpeed -= 10; } if (evt.keyCode == Keyboard.RIGHT){ charSpeed += 10; } if (evt.keyCode == Keyboard.DOWN){ if(!Jump){ velocity -= 14; Jump = true; } } } function checkKeyUp(evt:KeyboardEvent){ if (evt.keyCode == Keyboard.LEFT){ charSpeed = 0; } if (evt.keyCode == Keyboard.RIGHT){ charSpeed = 0; } } function loop(evt:Event){ player.x = velocity; if (player.x < 0){ player.x = 0; } if (player.x > 550){ player.x = 550; } velocity += gravity; var Platform:Array = new Array(platform) if (!Platform.hitTestPoint(player.x, player.y, true)){ player.y += velocity; } for (var i = 0; i < 10; i++){ if (Platform.hitTestPoint(player.x, player.y, true)){ player.y--; velocity = 0; Jump = false; } } } } } The as3 file name is Code, and the fla file name is Game. My objective is to get my player to move around on the platform using the arrow keys. The linkage of my platform is "Platform". If anyone could help that would be great

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  • How to intialize a variable from another script in bash?

    - by Zombies
    How can I set my intial variables in a re-usable way? I tried to do this by invoking something like this in my child script: ./init.bash And inside init.bash: prod="false" if [ "$prod" == "prod" ] then RUN_DIR=/home/windsor/.scripts/websites JAVA_DIR=/home/windsor/prog/websitechecker OUT_DIR=/tmp/ DB="prod" else if [ ! -a /tmp/test ] then mkdir /tmp/test fi DB="mydb" OUT_DIR=/tmp/test/ RUN_DIR=/home/windsor/workspaces/bash/websites JAVA_DIR=/home/windsor/workspaces/java/testrun fi cd $RUN_DIR

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  • Redundant code constructs

    - by Diomidis Spinellis
    The most egregiously redundant code construct I often see involves using the code sequence if (condition) return true; else return false; instead of simply writing return (condition); I've seen this beginner error in all sorts of languages: from Pascal and C to PHP and Java. What other such constructs would you flag in a code review?

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  • Specifics of List Membership

    - by phasetwenty
    How does Python (2.6.4, specifically) determine list membership in general? I've run some tests to see what it does: def main(): obj = fancy_obj(arg='C:\\') needle = (50, obj) haystack = [(50, fancy_obj(arg='C:\\')), (1, obj,), needle] print (1, fancy_obj(arg='C:\\'),) in haystack print needle in haystack if __name__ == '__main__': main() Which yields: False True This tells me that Python is probably checking the object references, which makes sense. Is there something more definitive I can look at?

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  • Collision Detection probelm (intersection with plane)

    - by Demi
    I'm doing a scene using openGL (a house). I want to do some collision detection, mainly with the walls in the house. I have tried the following code: // a plane is represented with a normal and a position in space Vector planeNor(0,0,1); Vector position(0,0,-10); Plane p(planeNor,position); Vector vel(0,0,-1); double lamda; // this is the intersection point Vector pNormal; // the normal of the intersection // this method is from Nehe's Lesson 30 coll= p.TestIntersionPlane(vel,Z,lamda,pNormal); glPushMatrix(); glBegin(GL_QUADS); if(coll) glColor3f(1,0,0); else glColor3f(1,1,1); glVertex3d(0,0,-10); glVertex3d(3,0,-10); glVertex3d(3,3,-10); glVertex3d(0,3,-10); glEnd(); glPopMatrix(); Nehe's method: #define EPSILON 1.0e-8 #define ZERO EPSILON bool Plane::TestIntersionPlane(const Vector3 & position,const Vector3 & direction, double& lamda, Vector3 & pNormal) { double DotProduct=direction.scalarProduct(normal); // Dot Product Between Plane Normal And Ray Direction double l2; // Determine If Ray Parallel To Plane if ((DotProduct<ZERO)&&(DotProduct>-ZERO)) return false; l2=(normal.scalarProduct(position))/DotProduct; // Find Distance To Collision Point if (l2<-ZERO) // Test If Collision Behind Start return false; pNormal= normal; lamda=l2; return true; } Z is initially (0,0,0) and every time I move the camera towards the plane, I reduce its z component by 0.1 (i.e. Z.z-=0.1 ). I know that the problem is with the vel vector, but I can't figure out what the right value should be. Can anyone please help me?

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  • Bind event to right mouse click

    - by zac
    How can I trigger some action with right click after disabling the browser context menu ? I tried this . . . $(document).ready(function(){ $(document).bind("contextmenu",function(e){ return false; $('.alert').fadeToggle(); }); }); .alert { visibility: hidden; }

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  • asp.net dropdown list postback to anchor

    - by The Talking Walnut
    How can I go to an anchor tag on the page when the myDropDownList_SelectedIndexChanged() event fires? I am using regular ASP.NET Forms. Update: The following is valid for an ASP.NET Button. I would like to achieve the same functionality (going to #someAnchor) when I select an option from the Dropdown list. <asp:Button ID="btnSubmit" runat="server" Text="Do IT" Width="186px" PostBackUrl="#myAnchor" CausesValidation="false" />

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  • How to keep columns labels when numeric convert to character

    - by stata
    a<- data.frame(sex=c(1,1,2,2,1,1),bq=factor(c(1,2,1,2,2,2))) library(Hmisc) label(a$sex)<-"gender" label(a$bq)<-"xxx" str(a) b<-data.frame(lapply(a, as.character), stringsAsFactors=FALSE) str(b) When I covert dataframe a columns to character,the columns labels disappeared.My dataframe have many columns.Here as an example only two columns. How to keep columns labels when numeric convert to character? Thank you!

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  • Hot to get rid of memory allocations/deallocations in swig wrappers?

    - by Dmitriy Matveev
    I want to use swig for generation of read-only wrappers for a complex object. The object which I want to wrap will always be existent while I will read it. And also I will only use my wrappers at the time that object is existent, thus I don't need any memory management from SWIG. For following swig interface: %module test %immutable; %inline %{ struct Foo { int a; }; struct Bar { int b; Foo f; }; %} I will have a wrappers which will have a lot of garbage in generated interfaces and do useless work which will reduce performance in my case. Generated java wrapper for Bar class will be like this: public class Bar { private long swigCPtr; protected boolean swigCMemOwn; protected Bar(long cPtr, boolean cMemoryOwn) { swigCMemOwn = cMemoryOwn; swigCPtr = cPtr; } protected static long getCPtr(Bar obj) { return (obj == null) ? 0 : obj.swigCPtr; } protected void finalize() { delete(); } public synchronized void delete() { if (swigCPtr != 0) { if (swigCMemOwn) { swigCMemOwn = false; testJNI.delete_Bar(swigCPtr); } swigCPtr = 0; } } public int getB() { return testJNI.Bar_b_get(swigCPtr, this); } public Foo getF() { return new Foo(testJNI.Bar_f_get(swigCPtr, this), true); } public Bar() { this(testJNI.new_Bar(), true); } } I don't need 'swigCMemOwn' field in my wrapper since it always will be false. All code related to this field will also be useless. There are also unnecessary logic in native code: SWIGEXPORT jlong JNICALL Java_some_testJNI_Bar_1f_1get(JNIEnv *jenv, jclass jcls, jlong jarg1, jobject jarg1_) { jlong jresult = 0 ; struct Bar *arg1 = (struct Bar *) 0 ; Foo result; (void)jenv; (void)jcls; (void)jarg1_; arg1 = *(struct Bar **)&jarg1; result = ((arg1)->f); { Foo * resultptr = (Foo *) malloc(sizeof(Foo)); memmove(resultptr, &result, sizeof(Foo)); *(Foo **)&jresult = resultptr; } return jresult; } I don't need these calls to malloc and memmove. I want to force swig to resolve both of these problems, but don't know how. Is it possible?

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  • How does Page.IsValid work?

    - by Lijo
    I have following code with a RequiredFieldValidator. The EnableClientScript property is set as "false" in the validation control. Also I have disabled script in browser. I am NOT using Page.IsValid in code behind. Still, when I submit without any value in textbox I will get error message. From comments of @Dai, I came to know that this can be an issue, if there is any code in Page_Load that is executed in a postback. There will be no validation errors thrown. (However, for button click handler, there is no need to check Page.IsValid) if (Page.IsPostBack) { string value = txtEmpName.Text; txtEmpName.Text = value + "Appended"; } QUESTION Why the server side validation does not happen before Page_Load? Why it works fine when I use Page.IsValid? UPDATE It seems like, we need to add If(Page.IsValid) in button click also if we are using a Custom Validator with server side validation. Refer CustomValidator not working well. Note: Client side validation question is present here: Whether to use Page_IsValid or Page_ClientValidate() (for Client Side Events) MARKUP <html xmlns="http://www.w3.org/1999/xhtml"> <head runat="server"> <title></title> <script type="text/javascript"> alert('haiii'); </script> </head> <body> <form id="form1" runat="server"> <div> <asp:ValidationSummary runat="server" ID="vsumAll" DisplayMode="BulletList" CssClass="validationsummary" ValidationGroup="ButtonClick" /> <asp:TextBox ID="txtEmpName" runat="server"></asp:TextBox> <asp:RequiredFieldValidator ID="valEmpName" runat="server" ControlToValidate="txtEmpName" EnableClientScript="false" ErrorMessage="RequiredFieldValidator" Text="*" Display="Dynamic" ValidationGroup="ButtonClick"></asp:RequiredFieldValidator> <asp:Button ID="Button1" runat="server" onclick="Button1_Click" Text="Button" ValidationGroup="ButtonClick" /> </div> </form> </body> </html> CODE BEHIND protected void Button1_Click(object sender, EventArgs e) { string value = txtEmpName.Text; SubmitEmployee(value); } References: Should I always call Page.IsValid? ASP.NET Validation Controls – Important Points, Tips and Tricks CustomValidator not working well

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