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  • Cannot convert lambda expression to type 'string' because it is not a delegate type

    - by RememberME
    I have the following code written by another developer on 2 pages of my site. This used to work just fine, but now is giving the error "Cannot convert lambda expression to type 'string' because it is not a delegate type" on the Delete line with Ajax.ThemeRollerActionLink. I don't go into this section of the site often, and we recently upgraded from MVC 1.0 to 2.0. I'm guessing that's probably when it stopped working. I've looked up this error and the recommended fix seems to be add using System.Linq However, the page already has <%@ Import Namespace="System.Linq" %> <% Html.Grid(Model).Columns(col => { col.For(c => "<a href='" + Url.Action("Edit", new { userName = c }) + "' class=\"fg-button fg-button-icon-solo ui-state-default ui-corner-all\"><span class=\"ui-icon ui-icon-pencil\"></span></a>").Named("Edit").DoNotEncode(); col.For(c => Ajax.ThemeRollerActionLink("fg-button fg-button-icon-solo ui-state-default ui-corner-all", "ui-icon ui-icon-close", "Delete", new { userName = c }, new AjaxOptions { Confirm = "Delete User?", HttpMethod = "Delete", InsertionMode = InsertionMode.Replace, UpdateTargetId = "gridcontainer", OnSuccess = "successDeleteAssignment", OnFailure = "failureDeleteAssignment" })).Named("Delete").DoNotEncode(); col.For(c => c).Named("User"); }).Attributes(id => "userlist").Render(); %>

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  • External JS usage in FBML - Cannot access external script

    - by santhakr
    Hi, I am trying to create a small facebook app and associate it to a fan page in a tab. I am trying to include an external javascript file in my page and call a method on a button click event. Below is a part of the code <script language="Javascript" src="http://mysite.com/fb.js"></script> <input type="button" value="Click....." onClick="javascript:showDialog();" /> content of fb.js is as below function showDialog() { new Dialog().showMessage('Dialog', 'Button clickeed'); } When I load the tab in my fan page, it shows an error "Cannot allow external script", whereas when I load the canvas url [http://apps.facebook.com/...] directly and click on the button, it works [shows the dialog]. Does script include works only on the canvas and not on the profile page? I have another question though Initially I had the script src as a relative path but it errored out with the same error - "Cannot allow external script". Can't I use relative path for the external scripts?

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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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  • How to override filter in android's ArrayAdapter?

    - by Mike
    I have an ArrayAdapter wrapped around an ArrayList of custom objects. I'd like to write a custom filter for that adapter so that when I call getListAdapter().getFilter().filter("abc") the list will get filtered by an arbitrary transformation of "abc". I thought I would just try to override ArrayAdapter.getFilter(), but that requires I re-implement the private ArrayAdapter.ArrayFilter which requires access to a bunch of ArrayAdapter's private instances. What's the simplest way to do this?

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  • Fancybox Auto Close, but remain user control

    - by justinw
    Hi, i've searched through the forum yet i can't find the solution. i'm refering to this thread to do the auto close function: http://groups.google.com/group/fancybox/browse_thread/thread/d09438b7... I did follow JFK's solution which works just right: 'onComplete': function() { $("#fancybox-wrap, #fancybox-overlay").delay(3000).fadeOut(); } if you don't want the user to close the box, then add modal=true The scenario is I would like the user to have the option to close the modal when they click on the [close] button or click anywhere on the overlay. I'm using the latest version of FB and jQuery on Rails. Here's my script: <script type="text/javascript"> jQuery(document).ready(function() { jQuery("#link_post").fancybox({ 'autoDimensions':false, 'width':380, 'height':50, 'title':'This message box will automatically close in 10 seconds.', 'titlePosition':'outside', 'onComplete': function() { jQuery("#fancybox-wrap, #fancybox- overlay").delay(10000).fadeOut(); } }); }); </script> However, when i clicked on the close button, the title and close button will fade away, but the FB's content and overlay are still there! it will only fade away after 10 seconds. So, my question is how to overwrite the 'onComplete' function if user clicks on the close button before it automatically closes?

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  • JQuery BlockUI with UpdatePanel Viewstate Issue

    - by Chris
    I am using BlockUI to show a modal. Within the blocked modal I have an update panel. Within the update panel I have a textbox and a button that submits the content back to the server. Everything works fine up to this point (the blockUI is called, the modal appears, and the button performs the postback). However, when the button's click event is fired the value for the textbox is consistently empty even if text was entered. When the update panel updates the textbox shows up blank. It appears that this may be some sort of viewstate issue and I haven't turned off viewstate. <a href="javascript:$.blockUI({ message: $('#divTest') });">SHOW MODAL</a> <div id="divTest" style="display: none;"> <asp:UpdatePanel ID="upTest" UpdateMode="Conditional" runat="server"> <ContentTemplate> <asp:TextBox ID="txtTestVS" runat="server" /><br /> <asp:Button ID="cmdTest" Text="TEST" OnClick="cmdTest_Click" UseSubmitBehavior="false" runat="server" /> </ContentTemplate> </asp:UpdatePanel> SERVER-SIDE: protected void cmdTest_Click(object sender, EventArgs e) { string x = txtTestVS.Text; } String "x" always equal "".

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  • FBML tag to detect user language in a tab

    - by Pierre Olivier Martel
    I have a custom tab for a fan page that need to display a JPEG image. I have an image in English and one in French. Is there a way to detect the user locale in FBML to display the right image? I know how to do this server side using the Facebook fb_sig_locale param but I was planning on just using the Static FBML app which is much simpler than setting up a whole custom application.

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  • findViewById undefined

    - by areyling
    Eclipse is marking findViewById(int) as undefined; it was doing the same thing for getResources(), but I was able to get around that by calling context.getResources() instead (as seen below) and can't seem to find a similar workaround for findViewById. Here is the code: package com.myapp.android.MyWidget; import android.appwidget.AppWidgetProvider; import android.appwidget.AppWidgetManager; import android.content.Context; import android.content.ComponentName; import android.content.pm.PackageManager; import android.content.res.Resources; import android.util.Log; import android.view.View; import android.widget.RemoteViews; import android.widget.Button; import android.os.Bundle; public class MyWidget extends AppWidgetProvider { private static String[] states; @Override public void onEnabled(Context context) { final Button button = (Button) findViewById(R.id.widget_state_button); states = context.getResources().getStringArray(R.array.states); } Is there another package I need to import for findViewById? Thanks in advance.

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  • Creating content of window programmatically

    - by Rui Pacheco
    Hi, I've a window that will have an unknown amount of text fields, determined by the content of a remote server. In high level terms, how should I go about this? Create a custom view or create an empty window with a backing NSWindowController and then add stuff to it when the window is opened? I've seen the examples on the O'Reilly Cocoa book and those effectively create a custom NSView. Is this the right way to do it, 8 year later?

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  • Richfaces - <rich:Editor> inside jQuery ui dialog

    - by Guus
    I use a <rich:editor> inside a JQuery UI dialog: <div id="helpDialog" style="display: none" title="#{messages.help}"> <rich:editor id="helpTextArea" theme="advanced" value="#{helpUtils.test(helpId)}"> <f:param name="theme_advanced_buttons1" value="bold,italic,underline,strikethrough,|,justifyleft,justifycenter,justifyright,justifyfull,|,fontselect,fontsizeselect,|,forecolor,backcolor"/> <f:param name="theme_advanced_buttons2" value=""/> <f:param name="theme_advanced_buttons3" value=""/> <f:param name="theme_advanced_toolbar_location" value="top"/> <f:param name="width" value="90%"/> <f:param name="theme_advanced_toolbar_align" value="left"/> </rich:editor> <p> <button id="editHelpButton">#{messages.edit}</button> <button id="saveHelpButton">#{messages.save}</button> </p> </div> When I click on "font family" or "font size" the dropdown box is shown in the upper left corner of the screen and not inside the dialog. (see screenshot) How can I fix this? screenshot

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  • UIActionSheet positioning problem

    - by Dave
    I need to display a pop with a UISwitch and a Done button when user taps on a button and save the state of the switch when the done button in the pop up is tapped. So I use UIActionSheet to do this - sheet = [[UIActionSheet alloc] initWithTitle:@"Switch Setting" delegate:self cancelButtonTitle:nil destructiveButtonTitle:nil otherButtonTitles:@"Done", nil]; theSwitch = [[UISwitch alloc] init]; [sheet addSubview:theSwitch]; [sheet showInView:self.view]; - (void)actionSheet:(UIActionSheet *)actionSheet clickedButtonAtIndex:(NSInteger)buttonIndex { if (buttonIndex == actionSheet.firstOtherButtonIndex) { theSwitch .on? NSLog(@"Switch is on") : NSLog(@"Switch if off"); } } All this works great. I have problem with positioning. Unfortunately, I don't have a screen shot at the moment to post here. But the switch appears at the very top on the same line with the Action Sheet title and then below that is the Done button. Please someone help me how to position the switch below the Title and increase the Action Sheet size so it looks neat. I need this asap. Thanks.

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  • NSData-AES Class Encryption/Decryption in Cocoa

    - by David Schiefer
    hi, I am attempting to encrypt/decrypt a plain text file in my text editor. encrypting seems to work fine, but the decrypting does not work, the text comes up encrypted. I am certain i've decrypted the text using the word i encrypted it with - could someone look through the snippet below and help me out? Thanks :) Encrypting: NSAlert *alert = [NSAlert alertWithMessageText:@"Encryption" defaultButton:@"Set" alternateButton:@"Cancel" otherButton:nil informativeTextWithFormat:@"Please enter a password to encrypt your file with:"]; [alert setIcon:[NSImage imageNamed:@"License.png"]]; NSSecureTextField *input = [[NSSecureTextField alloc] initWithFrame:NSMakeRect(0, 0, 300, 24)]; [alert setAccessoryView:input]; NSInteger button = [alert runModal]; if (button == NSAlertDefaultReturn) { [[NSUserDefaults standardUserDefaults] setObject:[input stringValue] forKey:@"password"]; NSData *data; [self setString:[textView textStorage]]; NSMutableDictionary *dict = [NSDictionary dictionaryWithObject:NSPlainTextDocumentType forKey:NSDocumentTypeDocumentAttribute]; [textView breakUndoCoalescing]; data = [[self string] dataFromRange:NSMakeRange(0, [[self string] length]) documentAttributes:dict error:outError]; NSData*encrypt = [data AESEncryptWithPassphrase:[input stringValue]]; [encrypt writeToFile:[absoluteURL path] atomically:YES]; Decrypting: NSAlert *alert = [NSAlert alertWithMessageText:@"Decryption" defaultButton:@"Open" alternateButton:@"Cancel" otherButton:nil informativeTextWithFormat:@"This file has been protected with a password.To view its contents,enter the password below:"]; [alert setIcon:[NSImage imageNamed:@"License.png"]]; NSSecureTextField *input = [[NSSecureTextField alloc] initWithFrame:NSMakeRect(0, 0, 300, 24)]; [alert setAccessoryView:input]; NSInteger button = [alert runModal]; if (button == NSAlertDefaultReturn) { NSLog(@"Entered Password - attempting to decrypt."); NSMutableDictionary *dict = [NSDictionary dictionaryWithObject:NSPlainTextDocumentType forKey:NSDocumentTypeDocumentOption]; NSData*decrypted = [[NSData dataWithContentsOfFile:[self fileName]] AESDecryptWithPassphrase:[input stringValue]]; mString = [[NSAttributedString alloc] initWithData:decrypted options:dict documentAttributes:NULL error:outError];

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  • Single ErrorDocument directive to catch all errors (.htaccess)

    - by Mike Valeriano
    Hello. Is there something like a wildcard directive to catch all possible errors and deal with them in a single custom error page? ErrorDocument 404 /error.php?code=404 ErrorDocument 403 /error.php?code=403 ... ErrorDocument NNN /error.php?code=NNN #possible use of RegExp? I know I probably won't be dealing with a lot of custom error pages here, but I'm curious about this.

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  • how to add item to Spinner's ArrayAdapter?

    - by allen-c
    i had a EditText , a button and a spinner . When click the button , the spinner will add a new item with name you entered in the EditText. But here is the question, my adapter.add() method seems doesn't work...here is my code: public class Spr extends Activity { Button bt1; EditText et; ArrayAdapter<CharSequence> adapter; Spinner spinner; @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.main); bt1 = (Button)this.findViewById(R.id.bt1); et = (EditText)this.findViewById(R.id.et); spinner = (Spinner)this.findViewById(R.id.spr); adapter = ArrayAdapter.createFromResource( this, R.array.planets_array, android.R.layout.simple_spinner_item); adapter.setDropDownViewResource(android.R.layout.simple_spinner_dropdown_item); spinner.setAdapter(adapter); bt1.setOnClickListener(new View.OnClickListener() { @Override public void onClick(View v) { String temp = et.getText().toString(); adapter.add(temp); adapter.notifyDataSetChanged(); spinner.setAdapter(adapter); } }); spinner.setOnItemSelectedListener(new Spinner.OnItemSelectedListener(){ @Override public void onItemSelected(AdapterView<?> parent, View view, int pos, long id) { Toast.makeText(parent.getContext(), "The planet is " + parent.getItemAtPosition(pos).toString(), Toast.LENGTH_LONG).show(); } @Override public void onNothingSelected(AdapterView<?> arg0) { }}); } }

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  • WPF: disable inheritance of properties

    - by Maximilian Csuk
    Hi! I would like to use a TabControl as the main navigation in the application I am working on. So I would like to make the font in the headers of the TabItems bigger and also give it another background-color. However, I do not want this to be inherited. For example, if I use this code: <TabControl FontSize="18pt"> <TabItem Header="Tab 1"> <Button>Button 1</Button> </TabItem> </TabControl> The font in the button is also 18pt big. I know that this is normal dependency property behaviour because the property is inherited, but that's not what I want in this case. I would like to change the TabItems without changing anything in the children. Isn't that possible? Because re-setting all children to default values is a PITA. Thanks for your time.

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  • How to get a collection of UIComponents based on a stylename in Adobe Flex

    - by Mark Barton
    Does anyone know an Actionscript equivalent of the javascript getElementsByClassName. What I would like to do is add a custom 'stylename' to various components which I can then use to get a collection of these objects and therefore process their visibility property. The idea is I want to hide various components based on what roles a logged in user has - I just want to make this flexible by adding an array of rolenames to a custom property or use the stylename property on a Canvas or Panel etc. Thanks

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  • matplotlib: how to refresh figure.canvas

    - by Alex
    Hello, I can't understand how to refresh FigureCanvasWxAgg instance. Here is the example: import wx import matplotlib from matplotlib.backends.backend_wxagg import FigureCanvasWxAgg as FigureCanvas from matplotlib.figure import Figure class MainFrame(wx.Frame): def __init__(self): wx.Frame.__init__(self, None, wx.NewId(), "Main") self.sizer = wx.BoxSizer(wx.VERTICAL) self.figure = Figure(figsize=(1,2)) self.axe = self.figure.add_subplot(111) self.figurecanvas = FigureCanvas(self, -1, self.figure) self.buttonPlot = wx.Button(self, wx.NewId(), "Plot") self.buttonClear = wx.Button(self, wx.NewId(), "Clear") self.sizer.Add(self.figurecanvas, proportion=1, border=5, flag=wx.ALL | wx.EXPAND) self.sizer.Add(self.buttonPlot, proportion=0, border=2, flag=wx.ALL) self.sizer.Add(self.buttonClear, proportion=0, border=2, flag=wx.ALL) self.SetSizer(self.sizer) self.figurecanvas.Bind(wx.EVT_LEFT_DCLICK, self.on_dclick) self.buttonPlot.Bind(wx.EVT_BUTTON, self.on_button_plot) self.buttonClear.Bind(wx.EVT_BUTTON, self.on_button_clear) self.subframe_opened = False def on_dclick(self, evt): self.subframe = SubFrame(self, self.figure) self.subframe.Show(True) self.subframe_opened = True def on_button_plot(self, evt): self.axe.plot(range(10), color='green') self.figurecanvas.draw() def on_button_clear(self, evt): if self.subframe_opened: self.subframe.Close() self.figure.set_canvas(self.figurecanvas) self.axe.clear() self.figurecanvas.draw() class SubFrame(wx.Frame): def __init__(self, parent, figure): wx.Frame.__init__(self, parent, wx.NewId(), "Sub") self.sizer = wx.BoxSizer(wx.VERTICAL) self.figurecanvas = FigureCanvas(self, -1, figure) self.sizer.Add(self.figurecanvas, proportion=1, border=5, flag=wx.ALL | wx.EXPAND) self.SetSizer(self.sizer) self.Bind(wx.EVT_CLOSE, self.on_close) def on_close(self, evt): self.GetParent().subframe_opened = False evt.Skip() class MyApp(wx.App): def OnInit(self): frame = MainFrame() frame.Show(True) self.SetTopWindow(frame) return True app = MyApp(0) app.MainLoop() I'm interested in the following sequence of operations: run a script resize the main frame press Plot button double click on plot press Clear button Now I get a mess on main frame plot. If I resize the frame it redraws properly. My question is what should I add to my code to do that without resizing? Thanks in advance.

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  • Android SeekBar thumb gets clipped/cut off

    - by user286831
    Re-worded question: When using a custom thumb drawable with a SeekBar view, the thumb drawable is clipped at the left and right edges of the view. hi created a custom music player.But when i play the song the player head appears cut off at both sides.I haven't written any code to modify its default positon.Have no idea how to do. http://www.freeimagehosting.net/image.php?eb2dc1e342.jpg

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  • Opening a LWJGL window from a SWT app on Mac

    - by TomA
    I have a SWT app that opens a OpenGL window (using the LWJGL library) after a button is pressed. Works fine on Windows. On Mac, I get this error: 2010-03-05 02:28:25.315 java[1315:a07] [Java CocoaComponent compatibility mode]: Enabled 2010-03-05 02:28:25.316 java[1315:a07] [Java CocoaComponent compatibility mode]: Setting timeout for SWT to 0.100000 2010-03-05 02:28:25.317 java[1315:a07] Apple AWT Startup Exception : _createMenuRef called with existing principal MenuRef already associated with menu 2010-03-05 02:28:25.318 java[1315:a07] Apple AWT Restarting Native Event Thread The SWT window closes and then the app hangs, with no windows open. It looks like the SWT app doesn't shut down cleanly and leaves it's menu entries associated with it, which prevents the LWJGL window from opening. Mac OS X only wants one application menu. SWT doesn't free it's own menu and LWJGL wants to add another. Facts: A button in the SWT dialog is supposed to close the dialog and open a LWJGL window (org.lwjgl.opengl.Display). The button sets a static variable in the app to tell it what to do next after the SWT window is closed, so the LWJGL window is NOT being opened from a SWT callback directly. The button then closes the SWT window. I don't know the correct way of doing this but tried various combinations of shell.close, shell.dispose, display.close and display.dispose, none of them worked. They all close the window but the error occurs every time. Does anyone know what could be done to make this work?

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  • wpf cancel backgroundworker on application exits

    - by toni
    Hi! In my application I have a main windows and into it, in a frame I load a page. This page do a long time task when the user press a button. My problem is that when long task is being doing and the user presses the close button of the main window, the application seems to not finish because I am debugging it in VS2008 and I can see the stop button highlighted. If I want to finish I have to press stop button, the application doesn't stop the debugging automatically on application exit. I thought .NET stops automatically backgroundworkers on application exits but I am not sure after seeing this behaviour. I have tried to force and cancel background worker in unloaded event page with something like this: private void Page_Unloaded(object sender, RoutedEventArgs e) { // Is the Background Worker do some work? if (My_BgWorker != null && My_BgWorker.IsBusy) { //If it supports cancellation, Cancel It if (My_BgWorker.WorkerSupportsCancellation) { // Tell the Background Worker to stop working. My_BgWorker.CancelAsync(); } } } but with no success. After doing CancelAsync(), a few minutes after, I can see the backgroundworker finishes and raise RunWorkerCompleted and I can see the task is completed checking e.Cancelled argument in the event but after this event is exectued the application continues without exiting and I have no idea what is doing.... I set WorkerSupportsCancellation to true to support cancel at the begining. I would apreciate all answers. Thanks.

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  • LinearLayout not expanding inside a ScrollView

    - by Felix
    I have a LinearLayout inside a ScrollView that has android:layout_height="fill_parent", but it doesn't expand to the full height of the ScrollView. My layout looks something like: level layout layout_width layout_height 1 LinearLayout fill_parent fill_parent 2 LinearLayout fill_parent wrap_content 3 (some irrelevant stuff) 2 ScrollView fill_parent fill_parent <-- this expands full height 3 LinearLayout fill_parent fill_parent <-- this does not (has orientation=vertical) (following stuff probably are irrelevant, but just to be sure:) 4 TextView fill_parent fill_parent 4 LinearLayout fill_parent wrap_content I can see that the LinearLayout doesn't expand the full height of the ScrollView because in Eclipse in Android Layout Editor, if I select the ScrollView (in the Outline panel) it is highlighted with a red border that fills the screen to the bottom but when I select the LinearLayout its highlight doesn't expand to the bottom of the screen. How can I get it to do so? The effect I'm trying to achieve is to have some text and a button below it (inside the LinearLayout in level 4 there's just a button). The text can be big enough to need a scrollbar, in which case I want the user to have to scroll down in order to see the button. In case the text is not big enough for a scroll bar, I want the LinearLayout containing the button to stick to the bottom of the screen.

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  • Silverlight - Access the Layout Grid's DataContext in a DataGrid CellTemplate's DataTemplate?

    - by Sudeep
    Hi, I am using Silverlight 3 to develop an application. In my app, I have a layout Grid (named "LayoutGrid") in which I have a DataGrid (named "PART_datagrid") with DataGridTemplateColumns. The LayoutGrid is set a DataContext in which there is a Ladders list as a property. This Ladders list is set as the ItemsSource for the PART_datagrid. <Grid x:Name="LayoutRoot"> <DataGrid x:Name="PART_datagrid" ItemsSource="{Binding Ladders}"> ... <DataGridTemplateColumn> <DataGridTemplateColumn.CellTemplate> <DataTemplate> <Button Name="DeleteLadder" Click.Command="{Binding ElementName=LayoutRoot, Path=DataContext.DeleteLadderCommand}" /> Now in one of the DataGridTemplateColumns I have a button which should invoke a Command thats present in the LayoutGrid's DataContext. So I tried Element-To-Element binding on my DataTemplate button as follows <Button Name="DeleteLadder" Click.Command="{Binding ElementName=LayoutRoot, Path=DataContext.DeleteLadderCommand}" /> But this does not seem to work. What I want to achieve is to handle the event of deletion of a DataGrid row at the parent DataContext level using the command. Can someone pls suggest how do I proceed on this? Thanks in advance...

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  • Local install of sqlite3-ruby

    - by Skully
    On my current system i dont have root-access and i want to install sqlite3-ruby. I can compile it and i know how to set custom install-folder, but how does my ruby-installation can recognize/find that installed gem for usage? I tried prefix of my custom RUBYLIB-Folder but that didnt work either. Any suggestions? Thanks skully

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  • How to layer views

    - by Finer Recliner
    I have a custom-made view that extends the View class. I would like 2 instances of my custom view layered directly on top of each other. How should my layout file look to achieve this?

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