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  • SQL Script to clear database tables.

    - by pencilslate
    I have a need to take backup of a SQL Server Db with tons of data in it and import into another environment for updating and testing. Since, i am not interested in the data, i just want to recreate the schema on my other server. There is an option called 'Generate Script', but is throwing errors running them on the target server. Curious, if anyone attempted to write a SQL script that would run through all the tables in the db and clear the rows, thereby i could just create the schema backup as .bak file and restore it into another server.

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  • How refresh a DrawingArea in PyGTK ?

    - by Lialon
    I have an interface created with Glade. It contains a DrawingArea and buttons. I tried to create a Thread to refresh every X time my Canva. After a few seconds, I get error messages like: "X Window Server 0.0", "Fatal Error IO 11" Here is my code : import pygtk pygtk.require("2.0") import gtk import Canvas import threading as T import time import Map gtk.gdk.threads_init() class Interface(object): class ThreadCanvas(T.Thread): """Thread to display the map""" def __init__(self, interface): T.Thread.__init__(self) self.interface = interface self.started = True self.start() def run(self): while self.started: time.sleep(2) self.interface.on_canvas_expose_event() def stop(self): self.started = False def __init__(self): self.interface = gtk.Builder() self.interface.add_from_file("interface.glade") #Map self.map = Map.Map(2,2) #Canva self.canvas = Canvas.MyCanvas(self.interface.get_object("canvas"),self.game) self.interface.connect_signals(self) #Thread Canvas self.render = self.ThreadCanvas(self) def on_btnChange_clicked(self, widget): #Change map self.map.change() def on_interface_destroy(self, widget): self.render.stop() self.render.join() self.render._Thread__stop() gtk.main_quit() def on_canvas_expose_event(self): st = time.time() self.canvas.update(self.map) et = time.time() print "Canvas refresh in : %f times" %(et-st) def main(self): gtk.main() How can i fix these errors ?

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  • thumbs.db messing up my upload routine

    - by Scott B
    I'm getting the following error while uploading a zip archive. Warning: ZipArchive::extractTo(C:\xampplite\htdocs\testsite/wp-content/themes/mytheme//styles\mytheme/Thumbs.db) [ziparchive.extractto]: failed to open stream: Permission denied in C:\xampplite\htdocs\testsite\wp-content\themes\mythem\uploader.php on line 17 The thing I can't quite figure is that I don't see a thumbs.db file in either the zip archive or the destination folder that was created (the upload still processes, I just get these errors). The function is below, line 17 is commented... function openZip($file_to_open) { global $target; $zip = new ZipArchive(); $x = $zip->open($file_to_open); if($x === true) { $zip->extractTo($target); //this is line 17 $zip->close(); unlink($file_to_open); } else { die("There was a problem. Please try again!"); } }

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  • Header Guard Issues - Getting Swallowed Alive

    - by gjnave
    I'm totally at wit's end: I can't figure out how my dependency issues. I've read countless posts and blogs and reworked my code so many times that I can't even remember what almost worked and what didnt. I continually get not only redefinition errors, but class not defined errors. I rework the header guards and remove some errors simply to find others. I somehow got everything down to one error but then even that got broke while trying to fix it. Would you please help me figure out the problem? card.cpp #include <iostream> #include <cctype> #include "card.h" using namespace std; // ====DECL====== Card::Card() { abilities = 0; flavorText = 0; keywords = 0; artifact = 0; classType = new char[strlen("Card") + 1]; classType = "Card"; } Card::~Card (){ delete name; delete abilities; delete flavorText; artifact = NULL; } // ------------ Card::Card(const Card & to_copy) { name = new char[strlen(to_copy.name) +1]; // creating dynamic array strcpy(to_copy.name, name); type = to_copy.type; color = to_copy.color; manaCost = to_copy.manaCost; abilities = new char[strlen(to_copy.abilities) +1]; strcpy(abilities, to_copy.abilities); flavorText = new char[strlen(to_copy.flavorText) +1]; strcpy(flavorText, to_copy.flavorText); keywords = new char[strlen(to_copy.keywords) +1]; strcpy(keywords, to_copy.keywords); inPlay = to_copy.inPlay; tapped = to_copy.tapped; enchanted = to_copy.enchanted; cursed = to_copy.cursed; if (to_copy.type != ARTIFACT) artifact = to_copy.artifact; } // ====DECL===== int Card::equipArtifact(Artifact* to_equip){ artifact = to_equip; } Artifact * Card::unequipArtifact(Card * unequip_from){ Artifact * to_remove = artifact; artifact = NULL; return to_remove; // put card in hand or in graveyard } int Card::enchant( Card * to_enchant){ to_enchant->enchanted = true; cout << "enchanted" << endl; } int Card::disenchant( Card * to_disenchant){ to_disenchant->enchanted = false; cout << "Enchantment Removed" << endl; } // ========DECL===== Spell::Spell() { currPower = basePower; currToughness = baseToughness; classType = new char[strlen("Spell") + 1]; classType = "Spell"; } Spell::~Spell(){} // --------------- Spell::Spell(const Spell & to_copy){ currPower = to_copy.currPower; basePower = to_copy.basePower; currToughness = to_copy.currToughness; baseToughness = to_copy.baseToughness; } // ========= int Spell::attack( Spell *& blocker ){ blocker->currToughness -= currPower; currToughness -= blocker->currToughness; } //========== int Spell::counter (Spell *& to_counter){ cout << to_counter->name << " was countered by " << name << endl; } // ============ int Spell::heal (Spell *& to_heal, int amountOfHealth){ to_heal->currToughness += amountOfHealth; } // ------- Creature::Creature(){ summoningSick = true; } // =====DECL====== Land::Land(){ color = NON; classType = new char[strlen("Land") + 1]; classType = "Land"; } // ------ int Land::generateMana(int mana){ // ... // } card.h #ifndef CARD_H #define CARD_H #include <cctype> #include <iostream> #include "conception.h" class Artifact; class Spell; class Card : public Conception { public: Card(); Card(const Card &); ~Card(); protected: char* name; enum CardType { INSTANT, CREATURE, LAND, ENCHANTMENT, ARTIFACT, PLANESWALKER}; enum CardColor { WHITE, BLUE, BLACK, RED, GREEN, NON }; CardType type; CardColor color; int manaCost; char* abilities; char* flavorText; char* keywords; bool inPlay; bool tapped; bool cursed; bool enchanted; Artifact* artifact; virtual int enchant( Card * ); virtual int disenchant (Card * ); virtual int equipArtifact( Artifact* ); virtual Artifact* unequipArtifact(Card * ); }; // ------------ class Spell: public Card { public: Spell(); ~Spell(); Spell(const Spell &); protected: virtual int heal( Spell *&, int ); virtual int attack( Spell *& ); virtual int counter( Spell*& ); int currToughness; int baseToughness; int currPower; int basePower; }; class Land: public Card { public: Land(); ~Land(); protected: virtual int generateMana(int); }; class Forest: public Land { public: Forest(); ~Forest(); protected: int generateMana(); }; class Creature: public Spell { public: Creature(); ~Creature(); protected: bool summoningSick; }; class Sorcery: public Spell { public: Sorcery(); ~Sorcery(); protected: }; #endif conception.h -- this is an "uber class" from which everything derives class Conception{ public: Conception(); ~Conception(); protected: char* classType; }; conception.cpp Conception::Conception{ Conception(){ classType = new char[11]; char = "Conception"; } game.cpp -- this is an incomplete class as of this code #include <iostream> #include <cctype> #include "game.h" #include "player.h" Battlefield::Battlefield(){ card = 0; } Battlefield::~Battlefield(){ delete card; } Battlefield::Battlefield(const Battlefield & to_copy){ } // =========== /* class Game(){ public: Game(); ~Game(); protected: Player** player; // for multiple players Battlefield* root; // for battlefield getPlayerMove(); // ask player what to do addToBattlefield(); removeFromBattlefield(); sendAttack(); } */ #endif game.h #ifndef GAME_H #define GAME_H #include "list.h" class CardList(); class Battlefield : CardList{ public: Battlefield(); ~Battlefield(); protected: Card* card; // make an array }; class Game : Conception{ public: Game(); ~Game(); protected: Player** player; // for multiple players Battlefield* root; // for battlefield getPlayerMove(); // ask player what to do addToBattlefield(); removeFromBattlefield(); sendAttack(); Battlefield* field; }; list.cpp #include <iostream> #include <cctype> #include "list.h" // ========== LinkedList::LinkedList(){ root = new Node; classType = new char[strlen("LinkedList") + 1]; classType = "LinkedList"; }; LinkedList::~LinkedList(){ delete root; } LinkedList::LinkedList(const LinkedList & obj) { // code to copy } // --------- // ========= int LinkedList::delete_all(Node* root){ if (root = 0) return 0; delete_all(root->next); root = 0; } int LinkedList::add( Conception*& is){ if (root == 0){ root = new Node; root->next = 0; } else { Node * curr = root; root = new Node; root->next=curr; root->it = is; } } int LinkedList::remove(Node * root, Node * prev, Conception* is){ if (root = 0) return -1; if (root->it == is){ root->next = root->next; return 0; } remove(root->next, root, is); return 0; } Conception* LinkedList::find(Node*& root, const Conception* is, Conception* holder = NULL) { if (root==0) return NULL; if (root->it == is){ return root-> it; } holder = find(root->next, is); return holder; } Node* LinkedList::goForward(Node * root){ if (root==0) return root; if (root->next == 0) return root; else return root->next; } // ============ Node* LinkedList::goBackward(Node * root){ root = root->prev; } list.h #ifndef LIST_H #define LIST_H #include <iostream> #include "conception.h" class Node : public Conception { public: Node() : next(0), prev(0), it(0) { it = 0; classType = new char[strlen("Node") + 1]; classType = "Node"; }; ~Node(){ delete it; delete next; delete prev; } Node* next; Node* prev; Conception* it; // generic object }; // ---------------------- class LinkedList : public Conception { public: LinkedList(); ~LinkedList(); LinkedList(const LinkedList&); friend bool operator== (Conception& thing_1, Conception& thing_2 ); protected: virtual int delete_all(Node*); virtual int add( Conception*& ); // virtual Conception* find(Node *&, const Conception*, Conception* ); // virtual int remove( Node *, Node *, Conception* ); // removes question with keyword int display_all(node*& ); virtual Node* goForward(Node *); virtual Node* goBackward(Node *); Node* root; // write copy constrcutor }; // ============= class CircularLinkedList : public LinkedList { public: // CircularLinkedList(); // ~CircularLinkedList(); // CircularLinkedList(const CircularLinkedList &); }; class DoubleLinkedList : public LinkedList { public: // DoubleLinkedList(); // ~DoubleLinkedList(); // DoubleLinkedList(const DoubleLinkedList &); protected: }; // END OF LIST Hierarchy #endif player.cpp #include <iostream> #include "player.h" #include "list.h" using namespace std; Library::Library(){ root = 0; } Library::~Library(){ delete card; } // ====DECL========= Player::~Player(){ delete fname; delete lname; delete deck; } Wizard::~Wizard(){ delete mana; delete rootL; delete rootH; } // =====Player====== void Player::changeName(const char[] first, const char[] last){ char* backup1 = new char[strlen(fname) + 1]; strcpy(backup1, fname); char* backup2 = new char[strlen(lname) + 1]; strcpy(backup1, lname); if (first != NULL){ fname = new char[strlen(first) +1]; strcpy(fname, first); } if (last != NULL){ lname = new char[strlen(last) +1]; strcpy(lname, last); } return 0; } // ========== void Player::seeStats(Stats*& to_put){ to_put->wins = stats->wins; to_put->losses = stats->losses; to_put->winRatio = stats->winRatio; } // ---------- void Player::displayDeck(const LinkedList* deck){ } // ================ void CardList::findCard(Node* root, int id, NodeCard*& is){ if (root == NULL) return; if (root->it.id == id){ copyCard(root->it, is); return; } else findCard(root->next, id, is); } // -------- void CardList::deleteAll(Node* root){ if (root == NULL) return; deleteAll(root->next); root->next = NULL; } // --------- void CardList::removeCard(Node* root, int id){ if (root == NULL) return; if (root->id = id){ root->prev->next = root->next; // the prev link of root, looks back to next of prev node, and sets to where root next is pointing } return; } // --------- void CardList::addCard(Card* to_add){ if (!root){ root = new Node; root->next = NULL; root->prev = NULL; root->it = &to_add; return; } else { Node* original = root; root = new Node; root->next = original; root->prev = NULL; original->prev = root; } } // ----------- void CardList::displayAll(Node*& root){ if (root == NULL) return; cout << "Card Name: " << root->it.cardName; cout << " || Type: " << root->it.type << endl; cout << " --------------- " << endl; if (root->classType == "Spell"){ cout << "Base Power: " << root->it.basePower; cout << " || Current Power: " << root->it.currPower << endl; cout << "Base Toughness: " << root->it.baseToughness; cout << " || Current Toughness: " << root->it.currToughness << endl; } cout << "Card Type: " << root->it.currPower; cout << " || Card Color: " << root->it.color << endl; cout << "Mana Cost" << root->it.manaCost << endl; cout << "Keywords: " << root->it.keywords << endl; cout << "Flavor Text: " << root->it.flavorText << endl; cout << " ----- Class Type: " << root->it.classType << " || ID: " << root->it.id << " ----- " << endl; cout << " ******************************************" << endl; cout << endl; // ------- void CardList::copyCard(const Card& to_get, Card& put_to){ put_to.type = to_get.type; put_to.color = to_get.color; put_to.manaCost = to_get.manaCost; put_to.inPlay = to_get.inPlay; put_to.tapped = to_get.tapped; put_to.class = to_get.class; put_to.id = to_get.id; put_to.enchanted = to_get.enchanted; put_to.artifact = to_get.artifact; put_to.class = to_get.class; put.to.abilities = new char[strlen(to_get.abilities) +1]; strcpy(put_to.abilities, to_get.abilities); put.to.keywords = new char[strlen(to_get.keywords) +1]; strcpy(put_to.keywords, to_get.keywords); put.to.flavorText = new char[strlen(to_get.flavorText) +1]; strcpy(put_to.flavorText, to_get.flavorText); if (to_get.class = "Spell"){ put_to.baseToughness = to_get.baseToughness; put_to.basePower = to_get.basePower; put_to.currToughness = to_get.currToughness; put_to.currPower = to_get.currPower; } } // ---------- player.h #ifndef player.h #define player.h #include "list.h" // ============ class CardList() : public LinkedList(){ public: CardList(); ~CardList(); protected: virtual void findCard(Card&); virtual void addCard(Card* ); virtual void removeCard(Node* root, int id); virtual void deleteAll(); virtual void displayAll(); virtual void copyCard(const Conception*, Node*&); Node* root; } // --------- class Library() : public CardList(){ public: Library(); ~Library(); protected: Card* card; int numCards; findCard(Card&); // get Card and fill empty template } // ----------- class Deck() : public CardList(){ public: Deck(); ~Deck(); protected: enum deckColor { WHITE, BLUE, BLACK, RED, GREEN, MIXED }; char* deckName; } // =============== class Mana(int amount) : public Conception { public: Mana() : displayTotal(0), classType(0) { displayTotal = 0; classType = new char[strlen("Mana") + 1]; classType = "Mana"; }; protected: int accrued; void add(); void remove(); int displayTotal(); } inline Mana::add(){ accrued += 1; } inline Mana::remove(){ accrued -= 1; } inline Mana::displayTotal(){ return accrued; } // ================ class Stats() : public Conception { public: friend class Player; friend class Game; Stats() : wins(0), losses(0), winRatio(0) { wins = 0; losses = 0; if ( (wins + losses != 0) winRatio = wins / (wins + losses); else winRatio = 0; classType = new char[strlen("Stats") + 1]; classType = "Stats"; } protected: int wins; int losses; float winRatio; void int getStats(Stats*& ); } // ================== class Player() : public Conception{ public: Player() : wins(0), losses(0), winRatio(0) { fname = NULL; lname = NULL; stats = NULL; CardList = NULL; classType = new char[strlen("Player") + 1]; classType = "Player"; }; ~Player(); Player(const Player & obj); protected: // member variables char* fname; char* lname; Stats stats; // holds previous game statistics CardList* deck[]; // hold multiple decks that player might use - put ll in this private: // member functions void changeName(const char[], const char[]); void shuffleDeck(int); void seeStats(Stats*& ); void displayDeck(int); chooseDeck(); } // -------------------- class Wizard(Card) : public Player(){ public: Wizard() : { mana = NULL; rootL = NULL; rootH = NULL}; ~Wizard(); protected: playCard(const Card &); removeCard(Card &); attackWithCard(Card &); enchantWithCard(Card &); disenchantWithCard(Card &); healWithCard(Card &); equipWithCard(Card &); Mana* mana[]; Library* rootL; // Library Library* rootH; // Hand } #endif

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  • My Linq to Sql Insert code seems to work fine but I don't get a record in the database

    - by Alex
    Here is my code. In the debugger, I can see that the code is running. No errors are thrown. But, when I go back to the table, no row has been inserted. What am I missing?? protected void submitButton_Click(object sender, EventArgs e) { CfdDataClassesDataContext db = new CfdDataClassesDataContext(); string sOfficeSought = officesSoughtDropDownList.SelectedValue; int iOfficeSought; Int32.TryParse(sOfficeSought, out iOfficeSought); Account act = new Account() { FirstName = firstNameTextBox.Text, MiddleName = middleNamelTextBox.Text, LastName = lastNameTextBox.Text, Suffix = suffixTextBox.Text, CampaignName = campaignNameTextBox.Text, Address1 = address1TextBox.Text, Address2 = address2TextBox.Text, TownCity = townCityTextBox.Text, State = stateTextBox.Text, ZipCode = zipTextBox.Text, Phone = phoneTextBox.Text, Fax = faxTextBox.Text, PartyAffiliation = partyAfilliatinoTextBox.Text, EmailAddress = emailTextBox.Text, BankName = bankNameTextBox.Text, BankMailingAddress = bankAddressTextBox.Text, BankTownCity = bankTownCityTextBox.Text, BankState = bankStateTextBox.Text, BankZip = bankZipTextBox.Text, TreasurerFirstName = treasurerFirstNameTextBox.Text, TreasurerMiddleName = treasurerMiddleNamelTextBox.Text, TreasurerLastName = treasurerLastNameTextBox.Text, TreasurerMailingAddress = treasurerMailingAddressTextBox.Text, TreasurerTownCity = treasurerTownCityTextBox.Text, TreasurerState = treasurerStateTextBox.Text, TreasurerZipCode = treasurerZipTextBox.Text, TreasurerPhone = treasurerPhoneTextBox.Text //OfficeSought = iOfficeSought }; act.Suffix = suffixTextBox.Text; db.SubmitChanges(); }

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  • SELECT(IF(IN query.

    - by Harold
    There are 3 tables. Products, Options and Prod_Opts_relations. The latter holds product_id and option_id so i should be able to figure out which options are selected for any given product. Now i want to retrieve all options from the options table where the value of an extra alias field should hold checked or unchecked depending on the existance of a mathing record in the relations table for a give product id. Thus far i came up with this: SELECT IF(IN(SELECT id_option FROM prod_opt_relations WHERE id_product='18'),'y','n') AS booh ,optionstable.id AS parent_id ,optionstable.name_en AS parent_english ,optionstable.name_es AS parent_spanish FROM product_options AS optionstable WHERE 1 resulting in syntax errors. Alas i just cannot figure out where things go wrong here

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  • TFS no release folder in build folder

    - by brian b
    I have a tfs build that works fine on the client, but when executed on the server, no actual binaries get created. When I go to the folder: \[MyServer]\builds[BuildName], I see BuildLog.txt ErrorsWarningsLog.txt Release.txt I expect to see a big \Release folder full of my dlls, but I get nothing. The error log reports no problems up until we ask the build to copy the binaries to our staging server. If I comment those out, I get no errors. CustomizableOutDir is true, DropLocation is set to something sensible BuildDirectoryPath is set to something sensible But no matter what, I just don't get any dlls built. Our local TFS guy is baffled too. Any suggestions?

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  • Setting ID to a control inside repeater itemtemplate

    - by toraan
    Inside repeater's itemtemplate I have a Panel server control. I need to assign special Id for it, because I need to work with some javascript functions that use this Id. In repeater ItemDataBound event I have this: pnlButtonsPanel.ID = pnlButtonsPanel.ID + DataBinder.Eval(e.Item.DataItem, "ID"); But this solution is not good because after a postback the page is re -rendered and I lose the new ID. (And I don't want to rebind repeater after every postback) I tried to set the ID on aspx page like that: <asp:Panel id='<%# Eval("ID") %>' and some other variations but always get compile errors.

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  • Should we bother about IE < 8?

    - by Misiur
    Hi there. It might look like philosophical question, however it really bother me. We're expecting HTML 5, we're using JS, Ajax, Flex, all this stuff, but when older browsers were devleoped, nooone even dreamed about such technologies. IE6 can't see transparency in PNG's. Some correct W3C techniques, are bad interpreted by IE6. It's just too old for our "new" world. IE7 is sight better better than IE6, but it still has some weird errors. How many people use IE6 now? And if someone upgraded to IE7, doesn't he already upgraded to IE8? Should we bother about those browsers? (sorry for bad eng, but noone in my country answered me to this)

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  • CakePHP: Ajax view problem (nothing in the view showing)

    - by Adim
    I created a function in my controller called addToPlaylist($songName). I wanted to add these song names to an array and then a session variable using an Ajax call. The first time i did this i got an error saying i do not have a template file to display in the chosen div ("add_to_playlist.ctp was missing"). I created this file and everything seemed to be working correctly. Basically I went to bed woke up and it is broken (it is possible I changed something before I went to bed). The problem now is that it does not show anything when i click the ajax link. when i click on the ajax link it seems to call the function but nothing displays in the view (except debug info) even when i delete the view (add_to_playlist.ctp) i get no errors, I just see debug info now.

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  • Re render template when submit a form

    - by Agusti-N
    Hi, i've this problem: I've a view that render a template and then retrive to the user the rendered template. Yesterday i want to add a form. The problem is when i submit this form to the same url that the view render the template, i have to re render the template with previusly data and then show the errors (if they are) in the form with the new renderd data, so i have to re render all the time the previusly information. I've view a lot of examples, but ALL examples have the form in an externar html(separated) How can avoid this ?

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  • Rails: translate ActiveRecord error template headers for a single model

    - by Chris
    Hi, I'm trying to rename the authlogic error messages in a Rails 3 app. The general format I found out working in Rails 3: de: errors: template: header: one: "Konnte {{model}} nicht speichern: ein Fehler." other: "Konnte {{model}} nicht speichern: {{count}} Fehler." body: "Bitte überprüfen Sie die folgenden Felder: But I want to change this for the authlogic user session model (and only for this one) because when the Login fails, the message "Could not save user session" does not make very much sense. How can I do that?

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  • json jquery post request

    - by John
    <script type="text/javascript"> $(document).ready(function() { $("a").click(function() { var content = $('#content').html(); var data = {"content":content}; $.ajax({ type: "POST", dataType: "json", url: "ajax.php", data: {content:content}, success function (data) { alert('Hello!'); } }); }); }); </script> <div id="content"><?php echo $content; ?></div> ajax.php echo json_encode($_POST['content']); ?> Nothing happens... WhatI really want to achieve is to get that alert box and get the return data, but I am lost since I don't get any errors or nothing.

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  • How to display a confirmation message in Tapestry5?

    - by shane87
    I am developing a website as part of my final year project and I want to display a message which confirms that an email has been sent. I know how to display custom error messages on a form i.e. You cannot go any further until the following errors are fixed : login name not known! I want to display a message which will say: your email has been sent! after I send an email. I have been told that I should display this message through the flash. I am unsure on how to do this, any help would be greatly appreciated.

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  • How do I programmatically add an Android Gestures view to a custom view?

    - by user351201
    I have a custom view that works fine and I'm trying to get gestures into it. The most common technique I see is to add XML, such as this (from Android docs: My view is within a RelativeView and when I attempt to reference this GetureOverlayView, I get an exception. I've also tried to connect within my existing custom view class, like this: mGestures = new GestureOverlayView(context, attrs); mGestures.addOnGesturePerformedListener(this); But the callback is never invoked. Can someone see my errors or suggest a better way that will allow me to get gesture callbacks?

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  • Asynchrous calls cause StaleObjectStateException

    - by Mulone
    Hi all, I'm struggling with a Grails service. The service gets AJAX calls from the clients and behaves like a simple local cache for remote objects: void **someCallFromClient**() { // extract params def results = remoteService.queryService(params) results.each{ // try to fetch result object from local DB def obj = SomeClass.findBySomeField(result.someField) if (!obj){ obj = new Result(params) obj.save() } // do stuff on obj } } The service works fine when only one client is connected, but as soon as 2 or more clients start bombing the server with requests, I start getting: 2010-05-24 13:09:49,764 [30893094@qtp-26315919-2] ERROR errors.GrailsExceptionResolver - Row was updated or deleted by another transaction (or unsaved-value mapping was incorrect): [ some object #892901] org.hibernate.StaleObjectStateException: Row was updated or deleted by another transaction (or unsaved-value mapping was incorrect): [ some object #892901] // very long stactrace It probably happens when 2 calls are trying to create the same object concurrently. I suppose this is a rather typical situation to end up in. Could you recommend any pattern/good practice to fix this issue? For example, is there a way to say to one of the service instances to hang on and wait for the other to finish its stuff and try again? Cheers!

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  • Idatareaders not returning values from database

    - by Phil
    In my codebehind I have this vb: Dim reader as idatareader = includes.SelectDepartmentID(PageID) While reader.Read Did = reader("departmentid") GroupingHeading = reader("heading") Folder = reader("folder") If reader("OwnBanner") Is DBNull.Value Then OwnBanner = String.Empty Else OwnBanner = reader("ownbanner") End If Then in my class I have: Public Function SelectDepartmentID(ByVal PageID As Integer) As IDataReader Dim Command As SqlCommand = db.GetSqlStringCommand("sql") db.AddInParameter(Command, "@pageid", Data.DbType.Int32, PageID) Dim reader As IDataReader = db.ExecuteReader(Command) reader.Read() Return reader End Function No Errors are being presented yet nothing is being returned by the reader. Is there an error in my code? Thanks.

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  • asp.net 3.5 on windows 2000

    - by SiC
    Hi, I am trying to get an ASP.net 3.5 site to run on a windows 2000 machine (not my idea!!!) but am having some problems. I have been working through copying required dlls from C:\Program Files\Reference Assemblies\Microsoft\Framework\v3.5 into my app bin directory. This succesfully got me past the "assembly not found" errors. However, I am now getting the error: "Compiler executable file csc.exe cannot be found". Does anyone know how I can fix this? It is primarily LINQ functionality I am looking to utilise. Many thanks!!

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  • Including File Paths in Ocra?

    - by Ruby Novice
    I'm trying to figure out if there is a way to include file paths in ocra and still have the application make an exe. I have it set up so that the .exe generated by ocra would sit on the same directory level as another folder. That folder is named 'Place Files Here', and the program simply performs regex commands on text files in the 'Place Files Here' folder. I can run ocra without errors if I use only Dir.getwd, but if I try to add directory = Dir.getwd + '/Place Files Here' it won't run. Any help would be greatly appreciated. Thanks!

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  • How do I link a VS2008 C++ project as a DLL instead of a LIB?

    - by Clark Battle
    I have the C++ source code in a Visual Studio project from another developer that compiles into a static lib. I need to change it so that it builds a dll from that code so that I can call it from C#. I went into the project properties in Visual Studio and changed the configuration type to a DLL. However, it now gives lots of linker errors like: error LNK2001: unresolved external symbol __CAP_Enter_Function XXXFilter.obj XXXFramework What else do I need to do in Visual Studio and in the code to produce a dll from the code instead of a lib? The library is huge so writing a wrapper is not an option. I have the code so I should be able to make it build a dll. I am not a very experienced C++ dev but I am in C# and visual studio. Thanks

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  • Is it possible to find out what FlashBuilder is doing during compilation?

    - by justkevin
    I've found that Flash Builder 4 (formerly Flex Builder) has trouble working with large projects. After a certain point, builds seem to take longer and longer. I've tried many different ways of improving build time including: Moving embedded resources into externally linked projects. Using -incremental. Tweaking the .ini jvm settings including memory and -server. Turning off automatic build (I'd prefer not to have to do this, because one of the main reasons for using an IDE is to be told about errors as you make them). Deleting the project and re-checking out from the repository. While some of these may help a bit, the performance is still annoyingly slow. I feel if I knew what was taking so long I could refactor my projects to build faster. Is there some setting that tells FlashBuilder to let me see what parts of the build process take so much time?

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  • ASP.NET Ajax Error: Sys.WebForms.PageRequestManagerParserErrorException

    - by Phil Bennett
    My website has been giving me intermittent errors when trying to perform any Ajax activities. The message I get is Sys.WebForms.PageRequestManagerParserErrorException: The message received from the server could not be parsed. Common causes for this error are when the response is modified by calls to Response.Write(), response filters, HttpModules, or server trace is enabled. Details: Error parsing near ' So its obviously some sort of server timeout or the server's just returning back mangled garbage. This generally, unfortunately not always, happens when the site has been idle for a while. Anybody else been able to overcome this? Thanks

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  • Mod_rewrite works on local, not on remote, version?

    - by TylerT
    I have this site. Let's call it htp://www.mysite.com I have a rewrite rule to change htp://www.mysite.com/?q=words%20etc/0/10 into http://www.mysite.com/words%20etc/0/10 (or http://www.mysite.com//0/10 or http://www.mysite.com/0/10) .htaccess:ErrorDocument 404 htp://www.mysite.com/404.html options +FollowSymlinks rewriteEngine on rewriteCond %{REQUEST_URI} !-f rewriteCond %{REQUEST_URI} !-d rewriteCond %{REQUEST_URI} !index\.php rewriteRule ^/?([^/]+?)?/?([0-9]+?)/([0-9]+?)$ index.php/%{THE_REQUEST} [NC] Now, this works on my local apache 2.2.11 server, no errors. However on my host's apache 1.3.41 server, I get the following error: [Sat Mar 5 21:42:14 2011] [alert] [client [ip]] /home/_/public_html/mysite.com/.htaccess: RewriteRule: cannot compile regular expression '^/?([^/]+?)?/?([0-9]+?)/([0-9]+?)$'\n I imagine it's something quirky about the apache version as other sites on this host use mod_rewrite without a hitch. I've tried removing the +followSymlinks line, even the rewrite engine line. I haven't tried removing the conditions cause I don't think I should have to, I'm probably wrong.

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  • ADO.NET - DataRead Error

    - by user560706
    Hi, I am trying to display data from a column in my database onto my rich textbox, but I am getting mixed up between DataSet and DataReader - I know the majority of the code below is correct, I just get two lines containing errors, and I'm not sure why: // Create a connection string string ConnectionString = ("Provider=Microsoft.ACE.OLEDB.12.0;Data Source= C:\\Documents and Settings\\Harley\\Desktop\\Test.accdb"); string SQL = "SELECT * FROM Paragraph"; // create a connection object SqlConnection conn = new SqlConnection(ConnectionString); // Create a command object SqlCommand cmd = new SqlCommand(SQL, conn); conn.Open(); DataTable dt = new DataTable(); da.Fill(dt); //ERROR // Call ExecuteReader to return a DataReader SqlDataReader reader = cmd.ExecuteReader(); foreach(DataRow reader in dsRtn) //ERROR { richTextBox = richTextBox.Text + reader[0].ToString(); } //Release resources reader.Close(); conn.Close(); }

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  • Unit testing a controller in ASP.NET MVC 3

    - by Abdullah Al- Mansur
    public Double Invert(Double? id) { return (Double)(id / id); } I have done this for this test but fails please can anyone help with this cos just started with unit testing /* HINT: Remember that you are passing Invert an *integer* so * the value of 1 / input is calculated using integer arithmetic. * */ //Arrange var controller = new UrlParameterController(); int input = 7; Double expected = 0.143d; Double marginOfError = 0.001d; //Act var result = controller.Invert(input); //Assert Assert.AreEqual(expected, result, marginOfError); /* NOTE This time we use a different Assert.AreEqual() method, which * checks whether or not two Double values are within a specified * distance of one another. This is a good way to deal with rounding * errors from floating point arithmetic. Without the marginOfError * parameter the assertion fails. * */

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