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  • How can I use JSONP to download client-side javascript objects?

    - by Alex Mcp
    I'm trying to get client-side javascript objects saved as a file locally. I'm not sure if this is possible. The basic architecture is this: Ping an external API to get back a JSON object Work client-side with that object, and eventually have a "download me" link This link sends the data to my server, which processes it and sends it back with a mime type application/json, which (should) prompt the user to download the file locally. Right now here are my pieces: Server Side Code <?php $data = array('zero', 'one', 'two', 'testing the encoding'); $json = json_encode($data); //$json = json_encode($_GET['']); //eventually I'll encode their data, but I'm testing header("Content-type: application/json"); header('Content-Disposition: attachment; filename="backup.json"'); echo $_GET['callback'] . ' (' . $json . ');'; ?> Relevant Client Side Code $("#download").click(function(){ var json = JSON.stringify(collection); //serializes their object $.ajax({ type: "GET", url: "http://www.myURL.com/api.php?callback=?", //this is the above script dataType: "jsonp", contentType: 'jsonp', data: json, success: function(data){ console.log( "Data Received: " + data[3] ); } }); return false; }); Right now when I visit the api.php site with Firefox, it prompts a download of download.json and that results in this text file, as expected: (["zero","one","two","testing the encoding"]); And when I click #download to run the AJAX call, it logs in Firebug Data Received: testing the encoding which is almost what I'd expect. I'm receiving the JSON string and serializing it, which is great. I'm missing two things: The Actual Questions What do I need to do to get the same prompt-to-download behavior that I get when I visit the page in a browser (much simpler) How do I access, server-side, the json object being sent to the server to serialize it? I don't know what index it is in the GET array (silly, I know, but I've tried almost everything)

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  • search form in php via ajax

    - by fusion
    i've a search form wherein the database query has been coded in php and the html file calls this php file via ajax to display the results in the search form. the problem is, i would like the result to be displayed in the same form as search.html; yet while the ajax works, it goes to search.php to display the results. search.html: <!DOCTYPE html> <head> <meta http-equiv="Content-Type" content="text/html; charset=utf-8"> <script src="scripts/search_ajax.js" type="text/javascript"></script> </head> <body> <form id="submitForm" method="post"> <div class="wrapper"> <div class="field"> <input name="search" id="search" /> </div><br /> <input id="button1" type="submit" value="Submit" class="submit" onclick="run_query();" /><br /> </div> <div id="searchContainer"> </div> </form> </body> </html> if i add action="search.php" to the form tag, it displays the result but on search.php. i'd like it to display on the same form [i.e search.html, and not search.php] if i just add the javascript function [as done above], it displays nothing on search.html

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  • jquery script that used to work is not working with jquery 1.4.2

    - by Zayatzz
    ... and i cant figure out why. The script is following: <script type="text/javascript" src="http://path/to/js/jquery-1.4.2.min.js"></script> <script type="text/javascript"> function openMediaPlayer() { $('#flashMovie').animate({'height':'333px'}); } function closeMediaPlayer() { $('#flashMovie').animate({'height':'80px'}); } jQuery(function($){ $('#videoholder').bind('mouseenter', function(){ openMediaPlayer(); }); $('#videoholder').bind('mouseleave', function(){ closeMediaPlayer(); }); }); </script> <div id="videoholder" style="height:80px;width:412px;"> <object width="412" height="80" type="application/x-shockwave-flash" id="flashMovie" name="flashMovie" style="height: 80px;" data="http://path/to/Player.swf"><param name="menu" value="false"><param name="bgcolor" value="#666666"><param name="allowFullscreen" value="true"><param name="flashvars" value="playlistURL=http://path/to/Player/data/playlist.xml"></object> </div> pure and simple resizing flash object. It worked with older(1.3.2) jquery verision. The animate just does not work. Can anyone tell me what i should change to get it working again? Alan.

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  • Is it legal to extend the Class class?

    - by spiralganglion
    I've been writing a system that generates some templates, and then generates some objects based on those templates. I had the idea that the templates could be extensions of the Class class, but that resulted in some magnificent errors: VerifyError: Error #1107: The ABC data is corrupt, attempt to read out of bounds. What I'm wondering is if subclassing Class is even possible, if there is perhaps some case where doing this would be appropriate, and not just a gross misuse of OOP. I believe it should be possible, as ActionScript allows you to create variables of the Class type. This use is described in the LiveDocs entry for Class, yet I've seen no mentions of subclassing Class. Here's a pseudocode example: class Foo extends Class var a:Foo = new Foo(); trace(a is Class) // true, right? var b = new a(); I have no idea what the type of b would be. In summary: can you subclass the Class class? If so, how can you do it without errors, and what type are the instances of the instances of the Class subclass?

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  • jquery how to make insertBefore work only once, on first click?

    - by user313271
    jquery $(function(){ $('#4').click(function() { $('<input name="if4" type="text" value="other price>"').insertBefore('form textarea'); }); }); html <form> < input name="name" type="text" value="Enter your name" /><br /> < input name="contacts" type="text" value="Contact info" /><br /> < select name="services"> < option value="1">1</option> < option value="2">2</option> < option value="3">3</option> < option id="4" value="Other">4</option> < /select><br /> < textarea name="description">Description</textarea><br /> < /form> And one more question about it, when i press on option number 4 two time,there appears 2 new fields, is there any way how to fix it, that new field appear only 1 time, after first click ?

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  • Go - Using a map for its set properties with user defined types

    - by Seth Hoenig
    I'm trying to use the built-in map type as a set for a type of my own (Point, in this case). The problem is, when I assign a Point to the map, and then later create a new, but equal point and use it as a key, the map behaves as though that key is not in the map. Is this not possible to do? // maptest.go package main import "fmt" func main() { set := make(map[*Point]bool) printSet(set) set[NewPoint(0, 0)] = true printSet(set) set[NewPoint(0, 2)] = true printSet(set) _, ok := set[NewPoint(3, 3)] // not in map if !ok { fmt.Print("correct error code for non existent element\n") } else { fmt.Print("incorrect error code for non existent element\n") } c, ok := set[NewPoint(0, 2)] // another one just like it already in map if ok { fmt.Print("correct error code for existent element\n") // should get this } else { fmt.Print("incorrect error code for existent element\n") // get this } fmt.Printf("c: %t\n", c) } func printSet(stuff map[*Point]bool) { fmt.Print("Set:\n") for k, v := range stuff { fmt.Printf("%s: %t\n", k, v) } } type Point struct { row int col int } func NewPoint(r, c int) *Point { return &Point{r, c} } func (p *Point) String() string { return fmt.Sprintf("{%d, %d}", p.row, p.col) } func (p *Point) Eq(o *Point) bool { return p.row == o.row && p.col == o.col }

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  • How do I write this MySQL query?

    - by CT
    I am working on an Asset DB using a lamp stack. In this example consider the following 5 tables: asset, server, laptop, desktop, software All tables have a primary key of id, which is a unique asset id. Every object has all asset attributes and then depending on type of asset has additional attributes in the corresponding table. If the type is a server, desktop or laptop it also has items in the software table. Here are the table create statements: // connect to mysql server and database "asset_db" mysql_connect("localhost", "asset_db", "asset_db") or die(mysql_error()); mysql_select_db("asset_db") or die(mysql_error()); // create asset table mysql_query("CREATE TABLE asset( id VARCHAR(50) PRIMARY KEY, company VARCHAR(50), location VARCHAR(50), purchase_date VARCHAR(50), purchase_order VARCHAR(50), value VARCHAR(50), type VARCHAR(50), notes VARCHAR(200))") or die(mysql_error()); echo "Asset Table Created.</br />"; // create software table mysql_query("CREATE TABLE software( id VARCHAR(50) PRIMARY KEY, software VARCHAR(50), license VARCHAR(50))") or die(mysql_error()); echo "Software Table Created.</br />"; // create laptop table mysql_query("CREATE TABLE laptop( id VARCHAR(50) PRIMARY KEY, manufacturer VARCHAR(50), model VARCHAR(50), serial_number VARCHAR(50), esc VARCHAR(50), user VARCHAR(50), prev_user VARCHAR(50), warranty VARCHAR(50))") or die(mysql_error()); echo "Laptop Table Created.</br />"; // create desktop table mysql_query("CREATE TABLE desktop( id VARCHAR(50) PRIMARY KEY, manufacturer VARCHAR(50), model VARCHAR(50), serial_number VARCHAR(50), esc VARCHAR(50), user VARCHAR(50), prev_user VARCHAR(50), warranty VARCHAR(50))") or die(mysql_error()); echo "Desktop Table Created.</br />"; // create server table mysql_query("CREATE TABLE server( id VARCHAR(50) PRIMARY KEY, manufacturer VARCHAR(50), model VARCHAR(50), warranty VARCHAR(50))") or die(mysql_error()); echo "Server Table Created.</br />"; ?> How do I query the database so that if I search by id, I receive all related fields to that asset id? Thank you.

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  • jQuery Form Validation being bypassed

    - by user1953681
    Can someone tell me what is wrong with my jQuery validation? It is not validating my form, rather, just ignoring the code resulting in no check of the inputs. Form: <form class="form" accept-charset="UTF-8" action="URL-to-complete-form" method="POST" onsubmit="return validateForm();"> <input class="form-name" type="text" placeholder="Name"></div> <input class="form-email" type="text"placeholder="Email"></div> <input style="background-color: #fc8f12;" type="submit" value="Subscribe"> </div> </form> Javascript: function validateForm() { // Validate Name var title = $(".form-name").val(); if (title=="" ||title=="Name" || title==null) { } else { alert("Please enter a name!"); } // Validate Email var email = $(".form-email").val(); if ((/(.+)@(.+){2,}\.(.+){2,}/.test(email)) || email=="" || email=="Email" || email==null) { } else { alert("Please enter a valid email"); } return false; } Thank you all for your time and help.

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  • Content Management Systems for Adaptive Content [closed]

    - by andrewap
    Content management systems (CMS) allow us to easily maintain blogs, news sites, general websites, and so on. Many of them are designed to manage pages of content, and provide tools to organize and customize how that content is displayed on the web. However, as explained by Mark Boulton in his Adaptive Content Management article, and by Karen McGrane in her talk on Adapting Ourselves to Adaptive Content, we are increasingly delivering content not just to the web, but also to other platforms and channels. We need tools to manage pieces of content with meaningful metadata attached. Create once, publish everywhere. The main idea is to store content cleanly, without intertwining it with presentation markup specific to the web. Because pieces of content is compartmentalized semantically, it can easily adapt to fit in different platforms and channels. Hence, it's called adaptive content. Let's look at a quick example to compare: Say I manage news articles and events. To create a news article, I would tell the CMS the type of content I'm creating, and be asked to fill in a form with individual fields tailored to news articles (e.g. headline, subtitle, full text, short snippet, and images). — i.e. pieces of content With a traditional web publishing tool, I would probably have had to create a new page under News, and then type in and format the news article in a blank WYSIWYG text editor. — i.e. pages of content As you can see, the first design allows me to individually specify content in its smallest semantic unit. When I want to display or consume it, the system can easily provide the pieces I need. So here's my question: Is there a CMS that is designed specifically with adaptive content in mind, and that is decoupled with the presentation layer? Note: This is not a discussion about the best CMS, or which CMS I should use. I am asking whether a very specific type of tool — CMS designed for adaptive content — exists for developers to use.

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  • c++ queue template

    - by Dalton Conley
    ALright, pardon my messy code please. Below is my queue class. #include <iostream> using namespace std; #ifndef QUEUE #define QUEUE /*---------------------------------------------------------------------------- Student Class # Methods # Student() // default constructor Student(string, int) // constructor display() // out puts a student # Data Members # Name // string name Id // int id ----------------------------------------------------------------------------*/ class Student { public: Student() { } Student(string iname, int iid) { name = iname; id = iid; } void display(ostream &out) const { out << "Student Name: " << name << "\tStudent Id: " << id << "\tAddress: " << this << endl; } private: string name; int id; }; // define a typedef of a pointer to a student. typedef Student * StudentPointer; template <typename T> class Queue { public: /*------------------------------------------------------------------------ Queue Default Constructor Preconditions: none Postconditions: assigns default values for front and back to 0 description: constructs a default empty Queue. ------------------------------------------------------------------------*/ Queue() : myFront(0), myBack(0) {} /*------------------------------------------------------------------------ Copy Constructor Preconditions: requres a reference to a value for which you are copying Postconditions: assigns a copy to the parent Queue. description: Copys a queue and assigns it to the parent Queue. ------------------------------------------------------------------------*/ Queue(const T & q) { myFront = myBack = 0; if(!q.empty()) { // copy the first node myFront = myBack = new Node(q.front()); NodePointer qPtr = q.myFront->next; while(qPtr != NULL) { myBack->next = new Node(qPtr->data); myBack = myBack->next; qPtr = qPtr->next; } } } /*------------------------------------------------------------------------ Destructor Preconditions: none Postconditions: deallocates the dynamic memory for the Queue description: deletes the memory stored for a Queue. ------------------------------------------------------------------------*/ ~Queue() { NodePointer prev = myFront, ptr; while(prev != NULL) { ptr = prev->next; delete prev; prev = ptr; } } /*------------------------------------------------------------------------ Empty() Preconditions: none Postconditions: returns a boolean value. description: returns true/false based on if the queue is empty or full. ------------------------------------------------------------------------*/ bool empty() const { return (myFront == NULL); } /*------------------------------------------------------------------------ Enqueue Preconditions: requires a constant reference Postconditions: allocates memory and appends a value at the end of a queue description: ------------------------------------------------------------------------*/ void enqueue(const T & value) { NodePointer newNodePtr = new Node(value); if(empty()) { myFront = myBack = newNodePtr; newNodePtr->next = NULL; } else { myBack->next = newNodePtr; myBack = newNodePtr; newNodePtr->next = NULL; } } /*------------------------------------------------------------------------ Display Preconditions: requires a reference of type ostream Postconditions: returns the ostream value (for chaining) description: outputs the contents of a queue. ------------------------------------------------------------------------*/ void display(ostream & out) const { NodePointer ptr; ptr = myFront; while(ptr != NULL) { out << ptr->data << " "; ptr = ptr->next; } out << endl; } /*------------------------------------------------------------------------ Front Preconditions: none Postconditions: returns a value of type T description: returns the first value in the parent Queue. ------------------------------------------------------------------------*/ T front() const { if ( !empty() ) return (myFront->data); else { cerr << "*** Queue is empty -- returning garbage value ***\n"; T * temp = new(T); T garbage = * temp; delete temp; return garbage; } } /*------------------------------------------------------------------------ Dequeue Preconditions: none Postconditions: removes the first value in a queue ------------------------------------------------------------------------*/ void dequeue() { if ( !empty() ) { NodePointer ptr = myFront; myFront = myFront->next; delete ptr; if(myFront == NULL) myBack = NULL; } else { cerr << "*** Queue is empty -- " "can't remove a value ***\n"; exit(1); } } /*------------------------------------------------------------------------ pverloaded = operator Preconditions: requires a constant reference Postconditions: returns a const type T description: this allows assigning of queues to queues ------------------------------------------------------------------------*/ Queue<T> & operator=(const T &q) { // make sure we arent reassigning ourself // e.g. thisQueue = thisQueue. if(this != &q) { this->~Queue(); if(q.empty()) { myFront = myBack = NULL; } else { myFront = myBack = new Node(q.front()); NodePointer qPtr = q.myFront->next; while(qPtr != NULL) { myBack->next = new Node(qPtr->data); myBack = myBack->next; qPtr = qPtr->next; } } } return *this; } private: class Node { public: T data; Node * next; Node(T value, Node * first = 0) : data(value), next(first) {} }; typedef Node * NodePointer; NodePointer myFront, myBack, queueSize; }; /*------------------------------------------------------------------------ join Preconditions: requires 2 queue values Postconditions: appends queue2 to the end of queue1 description: this function joins 2 queues into 1. ------------------------------------------------------------------------*/ template <typename T> Queue<T> join(Queue<T> q1, Queue<T> q2) { Queue<T> q1Copy(q1), q2Copy(q2); Queue<T> jQueue; while(!q1Copy.empty()) { jQueue.enqueue(q1Copy.front()); q1Copy.dequeue(); } while(!q2Copy.empty()) { jQueue.enqueue(q2Copy.front()); q2Copy.dequeue(); } cout << jQueue << endl; return jQueue; } /*---------------------------------------------------------------------------- Overloaded << operator Preconditions: requires a constant reference and a Queue of type T Postconditions: returns the ostream (for chaining) description: this function is overloaded for outputing a queue with << ----------------------------------------------------------------------------*/ template <typename T> ostream & operator<<(ostream &out, Queue<T> &s) { s.display(out); return out; } /*---------------------------------------------------------------------------- Overloaded << operator Preconditions: requires a constant reference and a reference of type Student Postconditions: none description: this function is overloaded for outputing an object of type Student. ----------------------------------------------------------------------------*/ ostream & operator<<(ostream &out, Student &s) { s.display(out); } /*---------------------------------------------------------------------------- Overloaded << operator Preconditions: requires a constant reference and a reference of a pointer to a Student object. Postconditions: none description: this function is overloaded for outputing pointers to Students ----------------------------------------------------------------------------*/ ostream & operator<<(ostream &out, StudentPointer &s) { s->display(out); } #endif Now I'm having some issues with it. For one, when I add 0 to a queue and then I output the queue like so.. Queue<double> qdub; qdub.enqueue(0); cout << qdub << endl; That works, it will output 0. But for example, if I modify that queue in any way.. like.. assign it to a different queue.. Queue<double> qdub1; Queue<double> qdub2; qdub1.enqueue(0; qdub2 = qdub1; cout << qdub2 << endl; It will give me weird values for 0 like.. 7.86914e-316. Help on this would be much appreciated!

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  • Delete element from Set

    - by Blitzkr1eg
    Hi. I have 2 classes Tema(Homework) and Disciplina (course), where a Course has a Set of homeworks. In Hibernate i have mapped this to a one-to-many associations like this: <class name="model.Disciplina" table="devgar_scoala.discipline" > <id name="id" > <generator class="increment"/> </id> <set name="listaTeme" table="devgar_scoala.teme"> <key column="Discipline_id" not-null="true" ></key> <one-to-many class="model.Tema" ></one-to-many> </set> </class> <class name="model.Tema" table="devgar_scoala.teme" > <id name="id"> <generator class="increment" /> </id> <property name="titlu" type="string" /> <property name="cerinta" type="binary"> <column name="cerinta" sql-type="blob" /> </property> </class> The problem is that it will add (insert rows in the table 'Teme') but it won't delete any rows and i get no exceptions thrown. Im using the merge() method.

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  • Why do C# containers and GUI classes use int and not uint for size related members ?

    - by smerlin
    I usually program in C++, but for school i have to do a project in C#. So i went ahead and coded like i was used to in C++, but was surprised when the compiler complained about code like the following: const uint size = 10; ArrayList myarray = new ArrayList(size); //Arg 1: cannot convert from 'uint' to 'int Ok they expect int as argument type, but why ? I would feel much more comfortable with uint as argument type, because uint fits much better in this case. Why do they use int as argument type pretty much everywhere in the .NET library even if though for many cases negative numbers dont make any sense (since no container nor gui element can have a negative size). If the reason that they used int is, that they didnt expect that the average user cares about signedness, why didnt they add overloads for uint additonally ? Is this just MS not caring about sign correctness or are there cases where negative values make some sense/ carry some information (error code ????) for container/gui widget/... sizes ?

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  • DB design for master file in enterprise software

    - by Thang Nguyen
    Dear all. I want to write an enterprise software and now I'm in the DB design phase. The software will have some master data such as Suppliers, Customers, Inventories, Bankers... I considering 2 options: Put each of these on one separate table. The advantage: the table will have all necessary information for that kind of master file (Customer: name, address,.../Inventory: Type, Manufacturer, Condition...). Disadvantage: Not flexible. When I want to have a new type of master data, such as Insurer, I have to design another table. Put all in one table and this table have foreign key to another table which have type of each kind of master data (table 1: id, data_type, code, name, address....; table 2: data_type, data_type_name). Advantage: flexible - if I want more master data such as Insurer, I just put in table 2: code: 002, name: Insurer, and then put detail each insurer into table 1). Disadvantage: table 1 must have sufficient field to store all kind of information including: customer name, address, account, inventory's manufacturer, inventory's quality...). So which method do you usually do (or you think work better). Thank you very much

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  • Client-side validation breaks in IE because of PropertyProxyValidator and ScriptManager cooperation.

    - by Eugene
    The specific of the project is in using Enterpise Library for Server side validation and jQuery for client-side validation. So I have the next simple form for example: <asp:Content ID="_mainContent" ContentPlaceHolderID="MainContent" runat="server"> <script src="../../../Scripts/jquery-1.3.2.js" type="text/javascript"></script> <script src="../../../Scripts/jquery.validate.js" type="text/javascript"></script> <script type="text/javascript"> $(document).ready(function() { $("#aspnetForm").validate({ rules: { "<%= _txtProjectName.UniqueID %>": { required: true } } }); }); </script> <asp:TextBox ID="_txtProjectName" runat="server" CssClass="textBoxWithValidator_long" /> <entlib:PropertyProxyValidator id="_validatorProjectName" runat="server" ControlToValidate="_txtProjectName" PropertyName="ProjectName" SourceTypeName="LabManagement.Project.Project" /> <asp:Button CssClass="cell_InlineElement" ID="_btnSave" runat="server" Text="Save" onclick="_btnSave_Click" Width="50px" /> <asp:ScriptManager ID="ScriptManager1" runat="server" EnablePageMethods="true"> </asp:ScriptManager> </asp:Content> The problem is in the next: client-side validation worked correctly before I needed to implement some AJAX.NET feature. So I have to add to the page ScriptManager (the last two lines in the code). But after that the next situation appeared: In InternetExplorer((7) - only in IE !!! - in Firefox everything works correctly) after clicking save button, if left the textbox ProjectName empty the client-side jquery validation appears but (!) the page submits to the server anyway. Some notes: If delete PropertyProxyValidator from the page - the client-side validation works correctly in IE but I need it for specific of the project. It seems that the problem is in the function WebForm_OnSubmit() that is inserted to the form after PropertyProxyValidator adding. ( ... <form name="aspnetForm" method="post" action="Project.aspx?TransType=NewProject" onsubmit="javascript:return WebForm_OnSubmit();" ...>) Could anyone help, please.

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  • .NET: How to pass value when subscribing to event and obtain it when the event is triggered (Dynamic

    - by Entrase
    The task is to create event handlers in runtime. I need the one method to be called with different parameter value for different events. The events and their number are only known in runtime. So I'm trying to generate dynamic methods, each of which will be assigned to some event, but in general they all just pass some value to an instance method and call it. It would be great if something similar could be done the easier way. I mean passing some value at subscribing stage and then obtaining it when the event is triggered. This is what I'm trying to do now: public class EventSource { public event EventHandler eventOne; public event EventHandler eventTwO; public event EventHandler eventThree; } public class EventListener { SubscribeForEvents() { BindingFlags flags = BindingFlags.IgnoreCase | BindingFlags.Public | BindingFlags.Instance; // Suppose we've already got EventInfo // and target source somewhere // so we can do eventInfo.AddEventHandler(target, delegate) // Now we need a delegate. int value = 42; Type tDelegate = eventInfo.EventHandlerType; // http://msdn.microsoft.com/en-us/library/ms228976(VS.95).aspx Type returnType = GetDelegateReturnType(tDelegate); DynamicMethod listener = new DynamicMethod("", null, GetDelegateParameterTypes(tDelegate), this.GetType()); ///////// Type[] callParameters = { typeof(int) }; MethodInfo method = this.GetType().GetMethod("ToCallFromDelegate", flags); ILGenerator generator = listener.GetILGenerator(); // No success in this mess. What's wrong? generator.Emit(OpCodes.Ldc_I4, value); generator.Emit(OpCodes.Call, method); generator.Emit(OpCodes.Pop); generator.Emit(OpCodes.Ret); ///////////// Delegate delegate = listener.CreateDelegate(tDelegate); eventInfo.AddEventHandler(target, delegate); // When triggered, there is InvalidProgramException } void ToCallFromDelegate(int value) { doSomething(); } }

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  • log4net 1.2 RollingFileAppender not working

    - by Rishi Poptani
    Hi Guys, I'm using log4net v1.2 with a Windows Service App. My RollingFileAppender seems not to work. I'm pasting the logging sections of my service.exe.config below. Can anyone advise where m going wrong? <section name="log4net" type="log4net.Config.Log4NetConfigurationSectionHandler,log4net"/> .....(lots of other config stuff) <appender name="RollingFileAppender" type="log4net.Appender.RollingFileAppender,log4net" > <param name="File" value="D:\\Trinity\\Booking\\OneDay_PostTrade\\logs\\Trinity.log" /> <param name="MaximumFileSize" value="20MB" /> <param name="MaxSizeRollBackups" value="10" /> <param name="StaticLogFileName" value="true" /> <param name="Threshold" value="ALL" /> <param name="RollingStyle" value="Composite" /> <param name="appendToFile" value="true" /> <layout type="log4net.Layout.PatternLayout,log4net"> <param name="ConversionPattern" value="%d [%t] %-5p %c - %m%n" /> </layout> </appender> ...(stuff in between) <root> <level value="ALL" /> <appender-ref ref="ConsoleAppender" /> <appender-ref ref="RollingFileAppender" /> </root> .....(stuff in between) <logger name="CSFB.PostTradeRulesEngine"> <level value="ALL"/> </logger>

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  • css Checkbox Label Selector

    - by HW90
    I'm developing a MVC3 application and need to select the checkboxes label. In ASP MVC3 you have helper methods which creat a part of the code. So the code for a checkbox looks like this: <input id="Jumping_successleicht" type="checkbox" value="true" name="Jumping_successleicht"> <input type="hidden" value="false" name="Jumping_successleicht"> <label for="Jumping_successleicht"> <span>leicht (4)</span> </label> Now I've thought I can use following code to select the label: input[type=checkbox] + label { background: url("../../Images/Controls/Checkbox.png") no-repeat scroll left center transparent; clear: none; cursor: pointer; margin: 0; padding: 5px 0 4px 24px; } But it does not work. It looks like label and input have to be next to each other. Does any ony have a solution how to solve this problem?

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  • C++ boost mpl vector

    - by Gokul
    I understand that the following code won't work, as i is a runtime parameter and not a compile time parameter. But i want to know, whether there is a way to achieve the same. i have a list of classes and i need to call a template function, with each of these classes. void GucTable::refreshSessionParams() { typedef boost::mpl::vector< SessionXactDetails, SessionSchemaInfo > SessionParams; for( int i = 0; i < boost::mpl::size<SessionParams>::value; ++i ) boost::mpl::at<SessionParams, i>::type* sparam = g_getSessionParam< boost::mpl::at<SessionParams, i>::type >(); sparam->updateFromGucTable(this); } } Can someone suggest me a easy and elegant way to perform the same? i need to iterate through the mpl::vector and use the type to call a global function and then use that parameter to do some run-time operations. Thanks in advance, Gokul. Working code typedef boost::mpl::vector< SessionXactDetails, SessionSchemaInfo > SessionParams; class GucSessionIterator { private: GucTable& m_table; public: GucSessionIterator(GucTable& table) :m_table(table) { } template< typename U > void operator()(const U& ) { g_getSessionParam<U>()->updateFromGucTable(m_table); } }; void GucTable::refreshSessionParams() { boost::mpl::for_each< SessionParams >( GucSessionIterator(*this) ); return; }

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  • Aligning inputs on bootstrap using the Fluid Grid System

    - by sguha
    I am creating a form that requires the user to input their name and email address. The first line of the form has two inputs side by side for each part of the name and the 2nd line has one input for the email address that should be the same width as the first line combined. I'm trying to use the fluid grid system but can't line up the 2nd row with the first. <form action="/subscriptions" method="post"> <fieldset> <div class="control-group"> <label class="control-label" for="name">Name</label> <div class="controls row-fluid"> <input class="span2" id="first_name" name="first_name" placeholder="First" required="required" type="text"> <input class="span2" id="last_name" name="last_name" placeholder="Last" required="required" type="text"> </div> </div> <div class="control-group"> <label class="control-label" for="email">Email</label> <div class="controls row-fluid"> <input class="span4" id="email" name="email" type="email"> </div> </div> </fieldset> </form>? http://jsfiddle.net/sguha095/v4amX/

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  • Qtip is not working for me?

    - by vinoth
    This is my coding for Qtip.But it wont be work .I dont know why? <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml"> <head> <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> <title>Qtip</title> <script type="text/javascript" src="/jquery demos/jquery1.4.2.js"></script> <script type="text/javascript" src="jquery.qtip-1.0.0-rc3.js"></script> <script> $(document).ready(function() { // Match all link elements with href attributes within the content div $("#content a[href]").qtip({ content: 'This is an active list element', show: 'mouseover', hide: 'mouseout' }); }); </script> </head> <body> <a href='#' id="content" class="qtip">sdfsfsd</a> </body> </html> Thanks in advance?

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  • innerHTML in IE?

    - by froufrou
    I'm having trouble using innerHTML with my radio type button. <table align="center"> <div class='main'> <span id="js" class='info'> <label><input type="radio" name="js" value="0" size="<?php echo $row['size']; ?>" onclick="js(this.value, this.size);" /><img src="arrowup.png"/></label> <br /> <label><input type="radio" name="js" value="1" size="<?php echo $row['size']; ?>" onclick="js(this.value, this.size);" /><img src="arrowdown.png"/></label> </span> </div> </table> My .js looks like this: var xmlhttp; function getVote(a,b) { xmlhttp=GetXmlHttpObject(); if (xmlhttp==null) { alert ("Browser does not support HTTP Request"); return; } var url="js.php"; url=url+"?js="+a; url=url+"&id="+b; url=url+"&sid="+Math.random(); xmlhttp.onreadystatechange=stateChanged; xmlhttp.open("GET",url,true); xmlhttp.send(null); } function stateChanged() { if (xmlhttp.readyState==4) { document.getElementById("js").innerHTML=xmlhttp.responseText; } } function GetXmlHttpObject() { var objXMLHttp=null; if (window.XMLHttpRequest) { objXMLHttp=new XMLHttpRequest(); } else if (window.ActiveXObject) { objXMLHttp=new ActiveXObject("Microsoft.XMLHTTP"); } return objXMLHttp; } This doesn't work in IE only! Any help?

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  • Java ternary operator and boxing Integer/int?

    - by Markus
    I tripped across a really strange NullPointerException the other day caused by an unexpected type-cast in the ternary operator. Given this (useless exemplary) function: Integer getNumber() { return null; } I was expecting the following two code segments to be exactly identical after compilation: Integer number; if (condition) { number = getNumber(); } else { number = 0; } vs. Integer number = (condition) ? getNumber() : 0; . Turns out, if condition is true, the if-statement works fine, while the ternary opration in the second code segment throws a NullPointerException. It seems as though the ternary operation has decided to type-cast both choices to int before auto-boxing the result back into an Integer!?! In fact, if I explicitly cast the 0 to Integer, the exception goes away. In other words: Integer number = (condition) ? getNumber() : 0; is not the same as: Integer number = (condition) ? getNumber() : (Integer) 0; . So, it seems that there is a byte-code difference between the ternary operator and an equivalent if-else-statement (something I didn't expect). Which raises three questions: Why is there a difference? Is this a bug in the ternary implementation or is there a reason for the type cast? Given there is a difference, is the ternary operation more or less performant than an equivalent if-statement (I know, the difference can't be huge, but still)?

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  • Postgres error with Sinatra/Haml/DataMapper on Heroku

    - by sevennineteen
    I'm trying to move a simple Sinatra app over to Heroku. Migration of the Ruby app code and existing MySQL database using Taps went smoothly, but I'm getting the following Postgres error: PostgresError - ERROR: operator does not exist: text = integer LINE 1: ...d_at", "post_id" FROM "comments" WHERE ("post_id" IN (4, 17,... ^ HINT: No operator matches the given name and argument type(s). You might need to add explicit type casts. It's evident that the problem is related to a type mismatch in the query, but this is being issued from a Haml template by the DataMapper ORM at a very high level of abstraction, so I'm not sure how I'd go about controlling this... Specifically, this seems to be throwing up on a call of p.comments from my Haml template, where p represents a given post. The Datamapper models are related as follows: class Post property :id, Serial ... has n, :comments end class Comment property :id, Serial ... belongs_to :post end This works fine on my local and current hosted environment using MySQL, but Postgres is clearly more strict. There must be hundreds of Datamapper & Haml apps running on Postgres DBs, and this model relationship is super-conventional, so hopefully someone has seen (and determined how to fix) this. Thanks!

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  • AjaxFileUpload return download panel when data is json

    - by Tr.Crab
    I use AjaxFileUpload (http://www.phpletter.com/Our-Projects/AjaxFileUpload/ ) to upload a file and get json result type response in struts2 ( code.google.struts2jsonresult.JSONResult ) but browser always pop-up download pane, plz give me some suggestions, thanks in advance Here is my config in struts.xml : ...... <result-type name="json" class="code.google.struts2jsonresult.JSONResult"> ............ <action name="doGetList" method="doGetList" class="main.java.GetListAction"> <result type="json"> <param name="target">jsonObject</param> <param name="deepSerialize">true</param> <param name="patterns"> -*.class</param> </result> </action> and js client : function ajaxFileUpload(){ $("#loading").ajaxStart(function(){ $(this).show(); }).ajaxComplete(function(){ $(this).hide(); }); $.ajaxFileUpload ( { url:'doGetList.do', secureuri:false, fileElementId:'uploadfile', dataType: 'json', success: function (data, status) { if(typeof(data.error) != 'undefined') { if(data.error != '') { alert(data.error); } else { alert(data.msg); } } }, error: function (data, status, e) { alert(e); alert(data.records); } } ) return false; }

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  • How to Make a Game like Space Invaders - Ray Wenderlich (why do my space invaders scroll off screen)

    - by Erv Noel
    I'm following this tutorial(http://www.raywenderlich.com/51068/how-to-make-a-game-like-space-invaders-with-sprite-kit-tutorial-part-1) and I've run into a problem right after the part where I add [self determineInvaderMovementDirection]; to my GameScene.m file (specifically to my moveInvadersForUpdate method) The tutorial states that the space invaders should be moving accordingly after adding this piece of code but when I run they move to the left and they do not come back. I'm not sure what I am doing wrong as I have followed this tutorial very carefully. Any help or clarification would be greatly appreciated. Thanks in advance ! Here is the full GameScene.m #import "GameScene.h" #import <CoreMotion/CoreMotion.h> #pragma mark - Custom Type Definitions /* The type definition and constant definitions 1,2,3 take care of the following tasks: 1.Define the possible types of invader enemies. This can be used in switch statements later when things like displaying different sprites images for each enemy type. The typedef makes InvaderType a formal Obj-C type that is type checked for method arguments and variables.This is so that the wrong method argument is not used or assigned to the wrong variable. 2. Define the size of the invaders and that they'll be laid out in a grid of rows and columns on the screen. 3. Define a name that will be used to identify invaders when searching for them. */ //1 typedef enum InvaderType { InvaderTypeA, InvaderTypeB, InvaderTypeC } InvaderType; /* Invaders move in a fixed pattern: right, right, down, left, down, right right. InvaderMovementDirection tracks the invaders' progress through this pattern */ typedef enum InvaderMovementDirection { InvaderMovementDirectionRight, InvaderMovementDirectionLeft, InvaderMovementDirectionDownThenRight, InvaderMovementDirectionDownThenLeft, InvaderMovementDirectionNone } InvaderMovementDirection; //2 #define kInvaderSize CGSizeMake(24,16) #define kInvaderGridSpacing CGSizeMake(12,12) #define kInvaderRowCount 6 #define kInvaderColCount 6 //3 #define kInvaderName @"invader" #define kShipSize CGSizeMake(30, 16) //stores the size of the ship #define kShipName @"ship" // stores the name of the ship stored on the sprite node #define kScoreHudName @"scoreHud" #define kHealthHudName @"healthHud" /* this class extension allows you to add “private” properties to GameScene class, without revealing the properties to other classes or code. You still get the benefit of using Objective-C properties, but your GameScene state is stored internally and can’t be modified by other external classes. As well, it doesn’t clutter the namespace of datatypes that your other classes see. This class extension is used in the method didMoveToView */ #pragma mark - Private GameScene Properties @interface GameScene () @property BOOL contentCreated; @property InvaderMovementDirection invaderMovementDirection; @property NSTimeInterval timeOfLastMove; @property NSTimeInterval timePerMove; @end @implementation GameScene #pragma mark Object Lifecycle Management #pragma mark - Scene Setup and Content Creation /*This method simply invokes createContent using the BOOL property contentCreated to make sure you don’t create your scene’s content more than once. This property is defined in an Objective-C Class Extension found near the top of the file()*/ - (void)didMoveToView:(SKView *)view { if (!self.contentCreated) { [self createContent]; self.contentCreated = YES; } } - (void)createContent { //1 - Invaders begin by moving to the right self.invaderMovementDirection = InvaderMovementDirectionRight; //2 - Invaders take 1 sec for each move. Each step left, right or down // takes 1 second. self.timePerMove = 1.0; //3 - Invaders haven't moved yet, so set the time to zero self.timeOfLastMove = 0.0; [self setupInvaders]; [self setupShip]; [self setupHud]; } /* Creates an invade sprite of a given type 1. Use the invadeType parameterr to determine color of the invader 2. Call spriteNodeWithColor:size: of SKSpriteNode to alloc and init a sprite that renders as a rect of the given color invaderColor with size kInvaderSize */ -(SKNode*)makeInvaderOfType:(InvaderType)invaderType { //1 SKColor* invaderColor; switch (invaderType) { case InvaderTypeA: invaderColor = [SKColor redColor]; break; case InvaderTypeB: invaderColor = [SKColor greenColor]; break; case InvaderTypeC: invaderColor = [SKColor blueColor]; break; } //2 SKSpriteNode* invader = [SKSpriteNode spriteNodeWithColor:invaderColor size:kInvaderSize]; invader.name = kInvaderName; return invader; } -(void)setupInvaders { //1 - loop over the rows CGPoint baseOrigin = CGPointMake(kInvaderSize.width / 2, 180); for (NSUInteger row = 0; row < kInvaderRowCount; ++row) { //2 - Choose a single InvaderType for all invaders // in this row based on the row number InvaderType invaderType; if (row % 3 == 0) invaderType = InvaderTypeA; else if (row % 3 == 1) invaderType = InvaderTypeB; else invaderType = InvaderTypeC; //3 - Does some math to figure out where the first invader // in the row should be positioned CGPoint invaderPosition = CGPointMake(baseOrigin.x, row * (kInvaderGridSpacing.height + kInvaderSize.height) + baseOrigin.y); //4 - Loop over the columns for (NSUInteger col = 0; col < kInvaderColCount; ++col) { //5 - Create an invader for the current row and column and add it // to the scene SKNode* invader = [self makeInvaderOfType:invaderType]; invader.position = invaderPosition; [self addChild:invader]; //6 - update the invaderPosition so that it's correct for the //next invader invaderPosition.x += kInvaderSize.width + kInvaderGridSpacing.width; } } } -(void)setupShip { //1 - creates ship using makeShip. makeShip can easily be used later // to create another ship (ex. to set up more lives) SKNode* ship = [self makeShip]; //2 - Places the ship on the screen. In SpriteKit the origin is at the lower //left corner of the screen. The anchorPoint is based on a unit square with (0, 0) at the lower left of the sprite's area and (1, 1) at its top right. Since SKSpriteNode has a default anchorPoint of (0.5, 0.5), i.e., its center, the ship's position is the position of its center. Positioning the ship at kShipSize.height/2.0f means that half of the ship's height will protrude below its position and half above. If you check the math, you'll see that the ship's bottom aligns exactly with the bottom of the scene. ship.position = CGPointMake(self.size.width / 2.0f, kShipSize.height/2.0f); [self addChild:ship]; } -(SKNode*)makeShip { SKNode* ship = [SKSpriteNode spriteNodeWithColor:[SKColor greenColor] size:kShipSize]; ship.name = kShipName; return ship; } -(void)setupHud { //Sets the score label font to Courier SKLabelNode* scoreLabel = [SKLabelNode labelNodeWithFontNamed:@"Courier"]; //1 - Give the score label a name so it becomes easy to find later when // the score needs to be updated. scoreLabel.name = kScoreHudName; scoreLabel.fontSize = 15; //2 - Color the score label green scoreLabel.fontColor = [SKColor greenColor]; scoreLabel.text = [NSString stringWithFormat:@"Score: %04u", 0]; //3 - Positions the score label near the top left corner of the screen scoreLabel.position = CGPointMake(20 + scoreLabel.frame.size.width/2, self.size.height - (20 + scoreLabel.frame.size.height/2)); [self addChild:scoreLabel]; //Applies the font of the health label SKLabelNode* healthLabel = [SKLabelNode labelNodeWithFontNamed:@"Courier"]; //4 - Give the health label a name so it can be referenced later when it needs // to be updated to display the health healthLabel.name = kHealthHudName; healthLabel.fontSize = 15; //5 - Colors the health label red healthLabel.fontColor = [SKColor redColor]; healthLabel.text = [NSString stringWithFormat:@"Health: %.1f%%", 100.0f]; //6 - Positions the health Label on the upper right hand side of the screen healthLabel.position = CGPointMake(self.size.width - healthLabel.frame.size.width/2 - 20, self.size.height - (20 + healthLabel.frame.size.height/2)); [self addChild:healthLabel]; } #pragma mark - Scene Update - (void)update:(NSTimeInterval)currentTime { //Makes the invaders move [self moveInvadersForUpdate:currentTime]; } #pragma mark - Scene Update Helpers //This method will get invoked by update -(void)moveInvadersForUpdate:(NSTimeInterval)currentTime { //1 - if it's not yet time to move, exit the method. moveInvadersForUpdate: // is invoked 60 times per second, but you don't want the invaders to move // that often since the movement would be too fast to see if (currentTime - self.timeOfLastMove < self.timePerMove) return; //2 - Recall that the scene holds all the invaders as child nodes; which were // added to the scene using addChild: in setupInvaders identifying each invader // by its name property. Invoking enumerateChildNodesWithName:usingBlock only loops over the invaders because they're named kInvaderType; which makes the loop skip the ship and the HUD. The guts og the block moves the invaders 10 pixels either right, left or down depending on the value of invaderMovementDirection [self enumerateChildNodesWithName:kInvaderName usingBlock:^(SKNode *node, BOOL *stop) { switch (self.invaderMovementDirection) { case InvaderMovementDirectionRight: node.position = CGPointMake(node.position.x - 10, node.position.y); break; case InvaderMovementDirectionLeft: node.position = CGPointMake(node.position.x - 10, node.position.y); break; case InvaderMovementDirectionDownThenLeft: case InvaderMovementDirectionDownThenRight: node.position = CGPointMake(node.position.x, node.position.y - 10); break; InvaderMovementDirectionNone: default: break; } }]; //3 - Record that you just moved the invaders, so that the next time this method is invoked (1/60th of a second from when it starts), the invaders won't move again until the set time period of one second has elapsed. self.timeOfLastMove = currentTime; //Makes it so that the invader movement direction changes only when the invaders are actually moving. Invaders only move when the check on self.timeOfLastMove passes (when conditional expression is true) [self determineInvaderMovementDirection]; } #pragma mark - Invader Movement Helpers -(void)determineInvaderMovementDirection { //1 - Since local vars accessed by block are default const(means they cannot be changed), this snippet of code qualifies proposedMovementDirection with __block so that you can modify it in //2 __block InvaderMovementDirection proposedMovementDirection = self.invaderMovementDirection; //2 - Loops over the invaders in the scene and refers to the block with the invader as an argument [self enumerateChildNodesWithName:kInvaderName usingBlock:^(SKNode *node, BOOL *stop) { switch (self.invaderMovementDirection) { case InvaderMovementDirectionRight: //3 - If the invader's right edge is within 1pt of the right edge of the scene, it's about to move offscreen. Sets proposedMovementDirection so that the invaders move down then left. You compare the invader's frame(the frame that contains its content in the scene's coordinate system) with the scene width. Since the scene has an anchorPoint of (0,0) by default and is scaled to fill it's parent view, this comparison ensures you're testing against the view's edges. if (CGRectGetMaxX(node.frame) >= node.scene.size.width - 1.0f) { proposedMovementDirection = InvaderMovementDirectionDownThenLeft; *stop = YES; } break; case InvaderMovementDirectionLeft: //4 - If the invader's left edge is within 1 pt of the left edge of the scene, it's about to move offscreen. Sets the proposedMovementDirection so invaders move down then right if (CGRectGetMinX(node.frame) <= 1.0f) { proposedMovementDirection = InvaderMovementDirectionDownThenRight; *stop = YES; } break; case InvaderMovementDirectionDownThenLeft: //5 - If invaders are moving down then left, they already moved down at this point, so they should now move left. proposedMovementDirection = InvaderMovementDirectionLeft; *stop = YES; break; case InvaderMovementDirectionDownThenRight: //6 - if the invaders are moving down then right, they already moved down so they should now move right. proposedMovementDirection = InvaderMovementDirectionRight; *stop = YES; break; default: break; } }]; //7 - if the proposed invader movement direction is different than the current invader movement direction, update the current direction to the proposed direction if (proposedMovementDirection != self.invaderMovementDirection) { self.invaderMovementDirection = proposedMovementDirection; } } #pragma mark - Bullet Helpers #pragma mark - User Tap Helpers #pragma mark - HUD Helpers #pragma mark - Physics Contact Helpers #pragma mark - Game End Helpers @end

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