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  • .net/iis6 Limitations of the urlMappings in web.config for extensionless url rewriting

    - by ScottE
    I'm investigating a simple url rewriting setup for iis6 / net 2.0 sites. I've added a . wildcard mapping in IIS that points to the .net executable. I'm also using the urlMappings element in the web.config to add some rewritting urls. I've moved the config outside of the web.config so I can make changes to the list without forcing application restarts, like so: <urlMappings configSource="config\urlMappings.config"> </urlMappings> I'd like to allow our content management to add urls to this file so that we can have extensionless friendly urls. <add url="~/someurl" mappedUrl="index.aspx?page=123" /> This works just fine, but I'm concerned about limitations in the number of entries that I can map in the urlMappings config. I can't seem to find any documentation on this. Has anyone found any limitations? Thanks.

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  • Using a UIPickerView to make a CoreData Relationship

    - by DVG
    Okay, so I have a fairly simple application set up. I have two different CoreData Entities, Games and Platforms, each have one attribute: name, and they have a one-to-many relationship between them. Platforms are populated on the first launch of the application, and will never change as a result of user input. I'm working on my Add view to let the user add new games to their personal database, and each game should select from a platform. The add view itself is a grouped table view with static custom cells. Tapping the platform cell should advance the user to another view to select the platform. My thought is that UIPickerView seems like a logical choice for the control, since the Platform list is static, but I'm not sure how to use it with CoreData. Even if I construct a fetch request to get the Platform objects and extract the strings out, how do I go about linking the new Game object to the original Platform object?

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  • Thread not behaving correctly

    - by ivor
    Hello, I wonder if anyone can help me to understand where I could be going wrong with this code; Basically I'm working on a turorial and calling the class below from another class - and it is getting the following error; Exception in thread "Thread-1" java.lang.NullPointerException at org.newdawn.spaceinvaders.TCPChat.run(TCPChat.java:322) at java.lang.Thread.run(Unknown Source) I realise the error is beibg flagged in another class- but I have tested the other class with a small class which sets up a separate thread - and it works fine, but as soon as I try and implement a new thread in this class - it causes all sorts of problems. Am I setting up the thread correctly in this class? Basically I can set up a thread in this class, with a test loop and it's fine, but when I bring in the functionality of the rest of the game it sometimes hangs, or does not display at all. Any suggestions on where I could be going wrong would be greatly appreciated. Thanks for looking. package org.newdawn.spaceinvaders; import java.awt.BorderLayout; import java.awt.Canvas; import java.awt.Color; import java.awt.Dimension; import java.awt.FlowLayout; import java.awt.Graphics2D; import java.awt.GridLayout; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import java.awt.event.KeyAdapter; import java.awt.event.KeyEvent; import java.awt.event.WindowAdapter; import java.awt.event.WindowEvent; import java.awt.image.BufferStrategy; import java.util.ArrayList; import java.util.Scanner; import java.awt.*;//maybe not needed import javax.swing.*;//maybenot needed import java.util.Random; //import java.io.*; /** * The main hook of our game. This class with both act as a manager * for the display and central mediator for the game logic. * * Display management will consist of a loop that cycles round all * entities in the game asking them to move and then drawing them * in the appropriate place. With the help of an inner class it * will also allow the player to control the main ship. * * As a mediator it will be informed when entities within our game * detect events (e.g. alient killed, played died) and will take * appropriate game actions. * * @author Kevin Glass */ public class Game extends Canvas implements Runnable{ /** The stragey that allows us to use accelerate page flipping */ private BufferStrategy strategy; /** True if the game is currently "running", i.e. the game loop is looping */ private boolean gameRunning = true; /** The list of all the entities that exist in our game */ private ArrayList entities = new ArrayList(); /** The list of entities that need to be removed from the game this loop */ private ArrayList removeList = new ArrayList(); /** The entity representing the player */ private Entity ship; /** The speed at which the player's ship should move (pixels/sec) */ private double moveSpeed = 300; /** The time at which last fired a shot */ private long lastFire = 0; /** The interval between our players shot (ms) */ private long firingInterval = 500; /** The number of aliens left on the screen */ private int alienCount; /** The number of levels progressed */ private double levelCount; /** high score for the user */ private int highScore; /** high score for the user */ private String player = "bob"; //private GetUserInput getPlayer; /** The list of entities that need to be removed from the game this loop */ /** The message to display which waiting for a key press */ private String message = ""; /** True if we're holding up game play until a key has been pressed */ private boolean waitingForKeyPress = true; /** True if the left cursor key is currently pressed */ private boolean leftPressed = false; /** True if the right cursor key is currently pressed */ private boolean rightPressed = false; /** True if we are firing */ private boolean firePressed = false; /** True if game logic needs to be applied this loop, normally as a result of a game event */ private boolean logicRequiredThisLoop = false; //private Thread cThread = new Thread(this); //public Thread t = new Thread(this); //private Thread g = new Thread(this); void setHighscore(int setHS) { highScore = setHS; } public int getHighscore() { return highScore; } public void setPlayer(String setPlayer) { player = setPlayer; } public String getPlayer() { return player; } public void run() { //setup(); System.out.println("hello im running bob"); /*int count = 1; do { System.out.println("Count is: " + count); count++; try{Thread.sleep(1);} catch(InterruptedException e){} } while (count <= 2000000);*/ //Game g =new Game(); //Game g = this; // Start the main game loop, note: this method will not // return until the game has finished running. Hence we are // using the actual main thread to run the game. //setup(); //this.gameLoop(); //try{thread.sleep(1);} //catch{InterruptedException e} } /** * Construct our game and set it running. */ public Game () { //Thread t = new Thread(this);//set up new thread for invaders game //t.run();//run the run method of the game //Game g =new Game(); //setup(); //Thread t = new Thread(this); //thread.start(); //SwingUtilities.invokeLater(this); Thread er = new Thread(this); er.start(); } public void setup(){ //initialise highscore setHighscore(0); // create a frame to contain our game JFrame container = new JFrame("Space Invaders 101"); // get hold the content of the frame and set up the resolution of the game JPanel panel = (JPanel) container.getContentPane(); panel.setPreferredSize(new Dimension(800,600)); //panel.setLayout(null); // setup our canvas size and put it into the content of the frame setBounds(0,0,800,600); panel.add(this); // Tell AWT not to bother repainting our canvas since we're // going to do that our self in accelerated mode setIgnoreRepaint(true); // finally make the window visible container.pack(); container.setResizable(false); container.setVisible(true); // add a listener to respond to the user closing the window. If they // do we'd like to exit the game container.addWindowListener(new WindowAdapter() { public void windowClosing(WindowEvent e) { //cThread.interrupt(); System.exit(0); } }); // add a key input system (defined below) to our canvas // so we can respond to key pressed addKeyListener(new KeyInputHandler()); // request the focus so key events come to us requestFocus(); // create the buffering strategy which will allow AWT // to manage our accelerated graphics createBufferStrategy(2); strategy = getBufferStrategy(); // initialise the entities in our game so there's something // to see at startup initEntities(); } /** * Start a fresh game, this should clear out any old data and * create a new set. */ private void startGame() { // clear out any existing entities and intialise a new set entities.clear(); initEntities(); //initialise highscore setHighscore(0); // blank out any keyboard settings we might currently have leftPressed = false; rightPressed = false; firePressed = false; } /** * Initialise the starting state of the entities (ship and aliens). Each * entitiy will be added to the overall list of entities in the game. */ //private void initEntities() { public void initEntities() { Random randomAlien = new Random(); // create the player ship and place it roughly in the center of the screen //ship = new ShipEntity(this,"sprites/ship.gif",370,550);//orignal ship = new ShipEntity(this,"sprites/ship.gif",700,300);//changed postioning to right hand side entities.add(ship); // create a block of aliens (5 rows, by 12 aliens, spaced evenly) alienCount = 0; levelCount = 1.02; for (int row=0;row<7;row++) {//altered number of rows for (int x=0;x<5;x++) { int r = randomAlien.nextInt(100);//loop added to produce random aliens if (r < 50){ //Entity alien = new AlienEntity(this,"sprites/alien.gif",/*100+*/(x*50),(50)+row*30); Entity alien = new AlienEntity(this,"sprites/alien.gif",100+(x*90),(12)+row*85); entities.add(alien); alienCount++; } } } } //private void initEntities() { public void initAlienEntities() { Random randomAlien = new Random(); // create the player ship and place it roughly in the center of the screen //ship = new ShipEntity(this,"sprites/ship.gif",370,550);//orignal //ship = new ShipEntity(this,"sprites/ship.gif",700,300);//changed postioning to right hand side //entities.add(ship); // create a block of aliens (5 rows, by 12 aliens, spaced evenly) alienCount = 0; levelCount = levelCount + 0.10;//this increases the speed on every level for (int row=0;row<7;row++) {//altered number of rows for (int x=0;x<5;x++) { int r = randomAlien.nextInt(100);//loop added to produce random aliens if (r < 50){//randome check to show alien //Entity alien = new AlienEntity(this,"sprites/alien.gif",/*100+*/(x*50),(50)+row*30); Entity alien = new AlienEntity(this,"sprites/alien.gif",-250+(x*90),(12)+row*85); entities.add(alien); alienCount++; } } } advanceAlienSpeed(levelCount); } /** * Notification from a game entity that the logic of the game * should be run at the next opportunity (normally as a result of some * game event) */ public void updateLogic() { logicRequiredThisLoop = true; } /** * Remove an entity from the game. The entity removed will * no longer move or be drawn. * * @param entity The entity that should be removed */ public void removeEntity(Entity entity) { removeList.add(entity); } /** * Notification that the player has died. */ public void notifyDeath() { message = "Oh no! They got you, try again?"; waitingForKeyPress = true; } /** * Notification that the player has won since all the aliens * are dead. */ public void notifyWin() { message = "Well done! You Win!"; waitingForKeyPress = true; } /** * Notification that an alien has been killed */ public void notifyAlienKilled() { // reduce the alient count, if there are none left, the player has won! alienCount--; if (alienCount == 0) { //notifyWin();win not relevant here... this.initAlienEntities();//call fresh batch of aliens } // if there are still some aliens left then they all need to get faster, so // speed up all the existing aliens advanceAlienSpeed(1.30); } public void advanceAlienSpeed(double speed) { // if there are still some aliens left then they all need to get faster, so // speed up all the existing aliens for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); if (entity instanceof AlienEntity) { // speed up by 2% entity.setHorizontalMovement(entity.getHorizontalMovement() * speed); //entity.setVerticalMovement(entity.getVerticalMovement() * 1.02); } } } /** * Attempt to fire a shot from the player. Its called "try" * since we must first check that the player can fire at this * point, i.e. has he/she waited long enough between shots */ public void tryToFire() { // check that we have waiting long enough to fire if (System.currentTimeMillis() - lastFire < firingInterval) { return; } // if we waited long enough, create the shot entity, and record the time. lastFire = System.currentTimeMillis(); ShotEntity shot = new ShotEntity(this,"sprites/shot.gif",ship.getX()+10,ship.getY()-30); entities.add(shot); } /** * The main game loop. This loop is running during all game * play as is responsible for the following activities: * <p> * - Working out the speed of the game loop to update moves * - Moving the game entities * - Drawing the screen contents (entities, text) * - Updating game events * - Checking Input * <p> */ public void gameLoop() { long lastLoopTime = System.currentTimeMillis(); // keep looping round til the game ends while (gameRunning) { // work out how long its been since the last update, this // will be used to calculate how far the entities should // move this loop long delta = System.currentTimeMillis() - lastLoopTime; lastLoopTime = System.currentTimeMillis(); // Get hold of a graphics context for the accelerated // surface and blank it out Graphics2D g = (Graphics2D) strategy.getDrawGraphics(); g.setColor(Color.black); g.fillRect(0,0,800,600); // cycle round asking each entity to move itself if (!waitingForKeyPress) { for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.move(delta); } } // cycle round drawing all the entities we have in the game for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.draw(g); } // brute force collisions, compare every entity against // every other entity. If any of them collide notify // both entities that the collision has occured for (int p=0;p<entities.size();p++) { for (int s=p+1;s<entities.size();s++) { Entity me = (Entity) entities.get(p); Entity him = (Entity) entities.get(s); if (me.collidesWith(him)) { me.collidedWith(him); him.collidedWith(me); } } } // remove any entity that has been marked for clear up entities.removeAll(removeList); removeList.clear(); // if a game event has indicated that game logic should // be resolved, cycle round every entity requesting that // their personal logic should be considered. if (logicRequiredThisLoop) { //g.drawString("Press any key",(800-g.getFontMetrics().stringWidth("Press any key"))/2,300); for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.doLogic(); } logicRequiredThisLoop = false; } // if we're waiting for an "any key" press then draw the // current message //show highscore at top of screen //show name at top of screen g.setColor(Color.white); g.drawString("Player : "+getPlayer()+" : Score : "+getHighscore(),20,20); if (waitingForKeyPress) { g.setColor(Color.white); g.drawString(message,(800-g.getFontMetrics().stringWidth(message))/2,250); g.drawString("Press any key",(800-g.getFontMetrics().stringWidth("Press any key"))/2,300); } // finally, we've completed drawing so clear up the graphics // and flip the buffer over g.dispose(); strategy.show(); // resolve the movement of the ship. First assume the ship // isn't moving. If either cursor key is pressed then // update the movement appropraitely ship.setVerticalMovement(0);//set to vertical movement if ((leftPressed) && (!rightPressed)) { ship.setVerticalMovement(-moveSpeed);//**took out setHorizaontalMOvement } else if ((rightPressed) && (!leftPressed)) { ship.setVerticalMovement(moveSpeed);//**took out setHorizaontalMOvement } // if we're pressing fire, attempt to fire if (firePressed) { tryToFire(); } // finally pause for a bit. Note: this should run us at about // 100 fps but on windows this might vary each loop due to // a bad implementation of timer try { Thread.sleep(10); } catch (Exception e) {} } } /** * A class to handle keyboard input from the user. The class * handles both dynamic input during game play, i.e. left/right * and shoot, and more static type input (i.e. press any key to * continue) * * This has been implemented as an inner class more through * habbit then anything else. Its perfectly normal to implement * this as seperate class if slight less convienient. * * @author Kevin Glass */ private class KeyInputHandler extends KeyAdapter { /** The number of key presses we've had while waiting for an "any key" press */ private int pressCount = 1; /** * Notification from AWT that a key has been pressed. Note that * a key being pressed is equal to being pushed down but *NOT* * released. Thats where keyTyped() comes in. * * @param e The details of the key that was pressed */ public void keyPressed(KeyEvent e) { // if we're waiting for an "any key" typed then we don't // want to do anything with just a "press" if (waitingForKeyPress) { return; } // if (e.getKeyCode() == KeyEvent.VK_LEFT) { ////leftPressed = true; ///} //// if (e.getKeyCode() == KeyEvent.VK_RIGHT) { //rightPressed = true; if (e.getKeyCode() == KeyEvent.VK_UP) { leftPressed = true; } if (e.getKeyCode() == KeyEvent.VK_DOWN) { rightPressed = true; } if (e.getKeyCode() == KeyEvent.VK_SPACE) { firePressed = true; } } /** * Notification from AWT that a key has been released. * * @param e The details of the key that was released */ public void keyReleased(KeyEvent e) { // if we're waiting for an "any key" typed then we don't // want to do anything with just a "released" if (waitingForKeyPress) { return; } if (e.getKeyCode() == KeyEvent.VK_UP) {//changed from VK_LEFT leftPressed = false; } if (e.getKeyCode() == KeyEvent.VK_DOWN) {//changed from VK_RIGHT rightPressed = false; } if (e.getKeyCode() == KeyEvent.VK_SPACE) { firePressed = false; } } /** * Notification from AWT that a key has been typed. Note that * typing a key means to both press and then release it. * * @param e The details of the key that was typed. */ public void keyTyped(KeyEvent e) { // if we're waiting for a "any key" type then // check if we've recieved any recently. We may // have had a keyType() event from the user releasing // the shoot or move keys, hence the use of the "pressCount" // counter. if (waitingForKeyPress) { if (pressCount == 1) { // since we've now recieved our key typed // event we can mark it as such and start // our new game waitingForKeyPress = false; startGame(); pressCount = 0; } else { pressCount++; } } // if we hit escape, then quit the game if (e.getKeyChar() == 27) { //cThread.interrupt(); System.exit(0); } } } /** * The entry point into the game. We'll simply create an * instance of class which will start the display and game * loop. * * @param argv The arguments that are passed into our game */ //public static void main(String argv[]) { //Game g =new Game(); // Start the main game loop, note: this method will not // return until the game has finished running. Hence we are // using the actual main thread to run the game. //g.gameLoop(); //} }

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  • base for setQueueXmlPath

    - by antony.trupe
    I can't figure out how to point unit tests at the queue config file. Unit Test snippet // TaskQueue setup LocalTaskQueueTestConfig tqConfig = new LocalTaskQueueTestConfig(); tqConfig.setQueueXmlPath("/war/WEB_INF/queue.xml"); Stack Trace java.lang.IllegalStateException: The specified queue is unknown : zip-fetch at com.google.appengine.api.labs.taskqueue.QueueApiHelper.translateError(QueueApiHelper.java:56) at com.google.appengine.api.labs.taskqueue.QueueApiHelper.translateError(QueueApiHelper.java:111) at com.google.appengine.api.labs.taskqueue.QueueApiHelper.makeSyncCall(QueueApiHelper.java:32) at com.google.appengine.api.labs.taskqueue.QueueImpl.add(QueueImpl.java:310) at com.google.appengine.api.labs.taskqueue.QueueImpl.add(QueueImpl.java:282) at com.google.appengine.api.labs.taskqueue.QueueImpl.add(QueueImpl.java:267) at ...

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  • Get input from user with ActivityBuilder in WF 4

    - by avi1234
    Hi, I am trying to write a simple activity that received from the user its name and printing "hello + username" message. the problem is that i cannot access to the username input via code. the function is: static ActivityBuilder CreateTask1() { Dictionary<string, object> properties = new Dictionary<string, object>(); properties.Add("User_Name", new InArgument<string>()); var res = new ActivityBuilder(); res.Name = "Task1"; foreach (var item in properties) { res.Properties.Add(new DynamicActivityProperty { Name = item.Key, Type = item.Value.GetType(), Value = item.Value }); } Sequence c = new Sequence(); c.Activities.Add(new WriteLine { Text = "Hello " + properties["User_Name"] }); res.Implementation = c; return res; } The output of the followed will always be "Hello User_Name". Thanks!

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  • PHP Tag Cloud System

    - by deniz
    Hi, I am implementing a tag cloud system based on this recommendation. (However, I am not using foreign keys) I am allowing up to 25 tags. My question is, how can I handle editing on the items? I have this item adding/editing page: Title: Description: Tags: (example data) computer, book, web, design If someone edits an item details, do I need to delete all the tags from Item2Tag table first, then add the new elements? For instance, someone changed the data to this: Tags: (example data) computer, book, web, newspaper Do I need to delete all the tags from Item2Tag table, and then add these elements? It seems inefficient, but I could find a more efficient way. The other problem is with this way is, if someone edits description but does not change the tags box, I still need to delete all the elements from Item2Tag table and add the same element. I am not an experienced PHP coder, so could you suggest a better way to handle this? (pure PHP/MySQL solution is preferable) Thanks in advance,

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  • "cannot concatenate 'str' and 'list' objects" keeps coming up :(

    - by ratce003
    I'm writing a python program and passing in a html template but an error keeps coming up, "cannot concatenate 'str' and 'list' objects" here is is the program: #!/usr/bin/env python # -*- coding: UTF-8 -*- # enable debugging import cgi import cgitb cgitb.enable() def template(file, **vars): return open(file, 'r').read() % vars print "Content-type: text/html\n" print form = cgi.FieldStorage() # instantiate only once! num_1 = form.getfirst('num_1') num_2 = form.getfirst('num_2') int1r = str(num_1) int2r = str(num_2) def calc_range(int2r, int1r): start = range(int2r, int1r + 1) end = range(1, int2r) return start+end int1 = int(int1r) int2 = int(int2r) out_str = '' for i in range(0, int1): first_line_num = (int2 + i) % int1 if first_line_num == 0: first_line_num = int1 line = calc_range(first_line_num, int1) out_str += line print template('results.html', output=out_str, title="Latin Squares")

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  • Auto-rebooting blackberry [closed]

    - by Mr Fooz
    My BlackBerry Bold (9000) auto-reboots approximately daily, generally while I am listening to podcasts that have been saved to my add-in memory card. Neither the built-in card nor my add-in card are full. An OS update had no effect. I am using the default media player. Has anyone else experienced this or does anyone know how to fix this problem?

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  • Good way to find duplicate files?

    - by OverTheRainbow
    Hello I don't know enough about VB.Net (2008, Express Edition) yet, so I wanted to ask if there were a better way to find files with different names but the same contents, ie. duplicates. In the following code, I use GetFiles() to retrieve all the files in a given directory, and for each file, use MD5 to hash its contents, check if this value already lives in a dictionary: If yes, it's a duplicate and I'll delete it; If not, I add this filename/hashvalue into the dictionary for later: 'Get all files from directory Dim currfile As String For Each currfile In Directory.GetFiles("C:\MyFiles\", "File.*") 'Check if hashing already found as value, ie. duplicate If StoreItem.ContainsValue(ReadFileMD5(currfile)) Then 'Delete duplicate 'This hashing not yet found in dictionary -> add it Else StoreItem.Add(currfile, ReadFileMD5(currfile)) End If Next Is this a good way to solve the issue of finding duplicates, or is there a better way I should know about? Thank you.

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  • Cisco 1841: Multi-wan capable?

    - by gravyface
    Have an 1841 router with the following interfaces: 0/0 0/1 AUX on the right side, believe it's slot 1, there's an add-on interface FE0 (shows up as 000). Does this allow a multi-WAN configuration? i.e. can I use 0/1 for WAN1 and FE0 as WAN2 out-of-the-box or does this require additional licensing and/or another add-on interface in slot 0?

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  • jqGrid editForm problem

    - by PaulStanek
    Hi, I have simply jqgrid definitions like this: jQuery("#C2").jqGrid({ url: '/Customers.mvc/GetGridData/', datatype: 'json', autowidth: 'true', mtype: 'GET', colNames: ['Nazwa', 'Symbol', 'Status', 'Miasto', 'Ulica', 'Budynek', 'Mieszkanie', 'Koda pocztowy', 'Domena', ' '], colModel: [ { name: 'Name', index: 'Name', align: 'left', editable: 'true', edittype: 'text' }, { name: 'Symbol', index: 'Symbol', align: 'left', editable: 'true', edittype: 'text' }, { name: 'Status', index: 'Status', align: 'left', editable: 'true', edittype: 'text' }, { name: 'City', index: 'City', align: 'left', editable: 'true', edittype: 'text' }, { name: 'Street', index: 'Street', align: 'left', editable: 'true', edittype: 'text' }, { name: 'Building', index: 'Building', align: 'left', editable: 'true', edittype: 'text' }, { name: 'Flat', index: 'Flat', align: 'left', editable: 'true', edittype: 'text'}, { name: 'PostalCode', index: 'PostalCode', align: 'left', editable: 'true', edittype: 'text' }, { name: 'Domain', index: 'Domain', align: 'left', editable: 'true', edittype: 'text'}, { name: 'ExtId', index: 'ExtId', align: 'left', editable: 'true', edittype: 'text'}, ], pager: jQuery('#C2_p'), rowNum: 30, rowList: [20, 30, 50], sortname: 'Name', sortorder: 'Asc', viewrecords: 'true', width: '80%', height: '100%', editurl: '/Customers.mvc/SaveCustomer/', postData: { gridId: 'Customers' }, caption: 'Klienci2' }).navGrid('#C2_p', { edit: true, add: true, del: true, search: false, refresh: false }, {},//Options for the Edit Dialog {},//Options for the Add Dialog {}//Options for D ); }); And when i call edit/add form it's appears without text edit inputs. I'm using jquery 1.3.2 and jqgrid 3.6.4 Any help will be appreciated.

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  • Is it possible to drag windows between workspaces when using Compiz?

    - by Mike Stone
    When I used Metacity, I could drag windows between workspaces using the small icon view of my workspaces. I recently started using Compiz for all the cool desktop effects, however this drag and drop feature isn't working. I use the cube effect for switching workspaces, but I noticed the wall effect doesn't allow it either. Is this just a missing feature from Compiz or is there a setting somewhere that I can enable it? I know that I can enable dragging windows across edges to the next workspace, and the expose feature to drag windows between workspaces. However, the drag and drop on the icon view is really powerful, and I would love to have it back along with all the great Compiz special effects.

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  • Problem with MultiColumn Primary Key

    - by Mike
    DataTable NetPurch = new DataTable(); DataColumn[] Acct_n_Prod = new DataColumn[2]; DataColumn Account; Account = new DataColumn(); Account.DataType = typeof(string); Account.ColumnName = "Acct"; DataColumn Product; Product = new DataColumn(); Product.DataType = typeof(string); Product.ColumnName = "Prod"; NetPurch.Columns.Add(Account); NetPurch.Columns.Add(Product); Acct_n_Prod[0] = Account; Acct_n_Prod[1] = Product; NetPurch.PrimaryKey = Acct_n_Prod; NetPurch.Columns.Add(MoreColumns); the code is based on the example here When it is compiled and runs i get an error saying: "Expecting 2 values for the key being indexed but received only one" if I make Acct_n_Prod = new DataColumn[1] and comment out the line adding product to the acct-n-prod array then it runs fine I'm fairly new to this so I'm not sure where the error is Thanks, -Mike

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  • How do I display two different objects in a search?

    - by JZ
    github url I am using a simple search that displays search results: @adds = Add.search(params[:search]) In addition to the search results I'm trying to utilize a method, nearbys(), which displays objects that are close in proximity to the search result. The following method displays objects which are close to 2, but it does not display object 2. How do I display object 2 in conjunction with the nearby objects? @adds = Add.find(2).nearbys(10) While the above code functions, when I use search, @adds = Add.search(params[:search]).nearbys(10) a no method error is returned, undefined methodnearbys' for Array:0x30c3278` How can I search the model for an object AND use the nearbys() method AND display all results returned? Model: def self.search(search) if search find(:all, :conditions => ['address LIKE ?', "%#{search}%"]) # where('address LIKE ?', "%#{search}") else find(:all) end end

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  • How to create a folder in Eclipse?

    - by Polaris878
    Hi, I'd like to create a folder under a package in Eclipse... The purpose of this folder is merely for organizational purposes. Meaning, I don't want it to be another package. Every time I try to add a folder under a package, it just creates a package instead. I'd like to have the following structure: project/src/package1/someClass.java project/src/package1/someFOLDER/anotherClass.java project/src/package1/package2/anotherFOLDER/oneOtherClass.java Is it possible to do this without adding a package? I come from a .NET/C# and C++ background... here I'd just add a folder and the reference to that class would be updated in the project. How can I just add an organizational folder in eclipse? Thanks

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  • Git push won't do anything (Everything up-to-date)

    - by phleet
    I'm trying to update a git repository on github. I made a bunch of changes, added them, committed then attempted to do a git push. The response tells me that everything is up to date, but clearly it's not. git remote show origin responds with the repository I'd expect. Why is git telling me the repository is up to date when there are local commits that aren't visible on the repository? [searchgraph] git status # On branch develop # Untracked files: # (use "git add <file>..." to include in what will be committed) # # Capfile # config/deploy.rb nothing added to commit but untracked files present (use "git add" to track) [searchgraph] git add . [searchgraph] git status # On branch develop # Changes to be committed: # (use "git reset HEAD <file>..." to unstage) # # new file: Capfile # new file: config/deploy.rb # [searchgraph] git commit -m "Added Capistrano deployment" [develop 12e8af7] Added Capistrano deployment 2 files changed, 26 insertions(+), 0 deletions(-) create mode 100644 Capfile create mode 100644 config/deploy.rb [searchgraph] git push Everything up-to-date [searchgraph] git status # On branch develop nothing to commit (working directory clean)

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  • Entity framework - exclude list of values

    - by DutrowLLC
    Is there a way to exclude a list of values for an object attribute when querying the database through entity framework? I tried to be slick and pull this number: List<String> StringList = new List<String>(); StringList.Add("ya_mama"); StringList.Add("has"); StringList.Add("fleas"); servicesEntities context = new servicesEntities(); var NoFleasQuery = (from x in context.person where !StringList.Any(y => y.CompareTo(x.the_string_I_dont_want_it_to_be) == 0) // <--- the part where I thought I was slick select x); ...it compiled, but after I ran it, it gave me this error: Unable to create a constant value of type 'Closure type'. Only primitive types ('such as Int32, String, and Guid') are supported in this context. 'Closure type'???? How about MY closure!!! Entity framework... you broke my heart.

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  • foreach loop...........

    - by nisardotnet
    I have two questions 1) my interface i have interface called IRegister and within it i have another interface called IPerson, is that right practice? 2) i have two List(IRegister, IPerson) both can have one or more rows. what is the best way to loop both List? within GetValidationRules? public interface IRegister { string FirstName { get; } string MiddleName { get; } string LastName { get; } string EmailAddress { get; } List Student { get; } } public static List GetValidationRules(List register) { List validationRules = new List(); foreach (IRegister myregister in register) { if (string.IsNullOrEmpty(myregister.FirstName)) validationRules.Add(new ValidationRule("Reg", "Must have aFirst Name")); if (string.IsNullOrEmpty(myregister.LastName)) validationRules.Add(new ValidationRule("Reg", "Must have a Last Name")); if (string.IsNullOrEmpty(myregister.EmailAddress)) validationRules.Add(new ValidationRule("Reg", "Must have a Email Address")); IPerson here? how }

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  • Subcontrols not visible in custom control derived from another control

    - by Gacek
    I'm trying to create a custom control by deriving from a ZedGraphControl I need to add a ProgressBar to the control, but I encountered some problems. When I create a custom control and add both, ZedGraphCOntrol and ProgressBar to it, everything is OK: MyCustomControl { ZedGraphControl ProgressBar } All elemnets are visible and working as expected. But I need to derive from ZGC and when I add a progress bar as a subcontrol of ZedGraphControl: MyCustomControl : ZedGRaphControl { ProgressBar } The progress bar is not visible. Is there any way to force the visibility of ProgressBar? Is it possible, that ZedGraphControl is not displaying its subcontrols? I tried do the same thing with a simple button and it's also not being displayed.

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  • Adding features to an SQL Server 2008 standard with SP1

    - by poopa
    I have MS SQL Server 2008 with SP1 installed. I want to add the Full text feature to the installation. Do I need to run the SP1 update again after I add this feature? If I do try to run it (SQLServer2008SP1-KB968369-x64-ENU) it fails with this error: "There are no SQL Server instances or shared features that can be updated on this computer". Should I uninstall SP1 and re-install? Doesnt make much sense.

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  • Overriding equals, hashCode and toString in a Clojure deftype

    - by mikera
    I'm trying to create a new type in Clojure using deftype to implement a two dimensional (x,y) coordinate, which implements a "Location" protocol. I'd also like to have this implement the standard Java equals, hashCode and toString methods. My initial attempt is: (defprotocol Location (get-x [p]) (get-y [p]) (add [p q])) (deftype Point [#^Integer x #^Integer y] Location (get-x [p] x) (get-y [p] y) (add [p q] (let [x2 (get-x q) y2 (get-y q)] (Point. (+ x x2) (+ y y2)))) Object (toString [self] (str "(" x "," y ")")) (hashCode [self] (unchecked-add x (Integer/rotateRight y 16))) (equals [self b] (and (XXXinstanceofXXX Location b) (= x (get-x b)) (= y (get-y b))))) However the equals method still needs some way of working out if the b parameter implements the Location protocol. What is the right approach? Am I on the right track?

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  • Adding childs to list of parents with jquery /mvc2

    - by John Landheer
    Hi, I have a table of products on my page, each product has zero or more colors, the colors are shown as a list beneath the product. After the colors I have a button to add a color. The button will do an ajax call with the parent product id to a controller which will return a JSON object with color information. My problem is where to store the product id in the DOM, should I put it in a hidden field and use jquery in the click event of the "add color" to get to it? What is the best way to do this? TIA, John EDIT: The page is initially rendered on the server so I don't want to use jquery to add the id's to the page.

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  • MVC 2 Conversion Disrupts the parameters passed to my Stored Procedure

    - by user54197
    I have a few textboxes that are not required. If the user enters nothing it is passed as 'null' in MVC 2. It was passed as '""' in MVC 1. What changes can I make to accomodate for this? public string Name { get; set; } public string Offer{ get; set; } public string AutoID { get; set; } using (SqlConnection connect = new SqlConnection(connections)) { SqlCommand command = new SqlCommand("Info_Add", connect); command.Parameters.Add("autoID", SqlDbType.BigInt).Direction = ParameterDirection.Output; command.Parameters.Add(new SqlParameter("name", Name)); //Offer now returns a null value, which cannot be passed command.Parameters.Add(new SqlParameter("offer", Offer)); command.CommandType = CommandType.StoredProcedure; connect.Open(); command.ExecuteNonQuery(); AutoID = command.Parameters["autoID"].Value.ToString(); }

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