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  • How to write INT64 to CString

    - by sxingfeng
    I am coding in c++ windows. INT64 dirID = -1; CString querySQLStr = _T(""); querySQLStr.Format(L"select * from ImageInfo where FolderPath=%64d;", dirID); querySQLStr always like this: select * from ImageInfo where FolderPath= 1214; is it right to use %64d? Many Thanks

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  • Bitshift in javascript

    - by pingvinus
    I've got a really big number: 5799218898. And want to shift it right to 13 bits. So, windows-calculator or python gives me: 5799218898 13 | 100010100100001110011111100001 13 70791 | 10001010010000111 As expected. But Javascript: 5799218898 13 | 100010100100001110011111100001 13 183624 | 101100110101001000 I think it because of internal integer representation in javascript, but cannot find anything about that.

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  • How to add a custom background to UISearchDisplayController's table view?

    - by Boon
    I want to add a custom UIImageView to UISearchDisplayController's table view background and set table view's background color to clearColor. Tried a few different approach but couldn't find the right solution. Any idea how to approach this? Note: I don't want to add to searchDisplayController's searchResultsTableView's view hierarchy, but rather overlay another sibling view below it)

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  • image slideshow example in android?

    - by UMMA
    dear friends, i want to create image slideshow in android. i have many images in android gridview now i want to open manual slideshow if any image is clicked so that i could view it by moving finger left or right next and previous images like android built in gallery. any one guide me how to achieve this? any help would be appriciated.

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  • Android: new Intent() starts new instance with android:launchMode="singleTop"

    - by Stefan Klumpp
    I have Activity A with android:launchMode="singleTop" in the manifest. If I go to Activity B, C and D there I have menu shortcuts to return to my applications root activity (A). The code looks like this: Intent myIntent = new Intent(getBaseContext(), MainActivity.class); startActivity(myIntent); However, instead of returning to the already existing instance A of my MainActivity.class it creates a new instance - it goes to onCreate() instead of onNewIntent(). This is not the expected behavior, right?

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  • Menu glitchy on top of slideshow

    - by gnomixa
    I have implemented the following set up (after being requested): slideshow of images changing, after the user mouse over, the menu would appear in the top right corner, it would disappear on mouse out. The problem is that the menu it glitchy in both IE6/7 and FF 3.5. I have tried Jquery hover, mouseenter, mouseleave, all with the same result. http://www.codecookery.com/test/index.html is it possible to make it not glitchy at all?

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  • start a process using QProcess

    - by kaycee
    i'm trying to start Microsoft word using QProcess as following: QString program = "WINWORD.EXE"; process->start(program); but nothing happens... winword.exe is on path (so when i type winword.exe word is openning up) is it the right way to do so ?

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  • Replacing Part of Text Using Sed

    - by neversaint
    I have the following text file Eif2ak1.aSep07 Eif2ak1.aSep07 LOC100042862.aSep07-unspliced NADH5_C.0.aSep07-unspliced LOC100042862.aSep07-unspliced NADH5_C.0.aSep07-unspliced What I want to do is to remove all the text starting from period (.) to the end. But why this command doesn't do it? sed 's/\.*//g' myfile.txt What's the right way to do it?

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  • Using the HTML 'label' tag with radio buttons

    - by GlenPeterson
    Does the label tag work with radio buttons? If so, how do you use it? I have a form that displays like this: First Name: (text field) Hair Color: (color drop-down) Description: (text area) Salutation: (radio buttons for Mr., Mrs., Miss) I'd like to use the label tag for each label in the left column to define its connection to the appropriate control in the right column. But If I use a radio button, the spec seems to indicate that suddenly the actual "Salutation" label for the form control no longer belongs in the label tag, but rather the options "Mr., Mrs., etc." go in the label tag. I've always been a fan of accessibility and the semantic web, but this design doesn't make sense to me. The label tag explicitly declares labels. The option tag selection options. How do you declare a label on the actual label for a set of radio buttons? UPDATE: Here is an example with code: <tr><th><label for"sc">Status:</label></th> <td>&#160;</td> <td><select name="statusCode" id="sc"> <option value="ON_TIME">On Time</option> <option value="LATE">Late</option> </select></td></tr> This works great. But unlike other form controls, radio buttons have a separate field for each value: <tr><th align="right"><label for="???">Activity:</label></th> <td>&#160;</td> <td align="left"><input type="radio" name="es" value="" id="es0" /> Active &#160; <input type="radio" name="es" value="ON_TIME" checked="checked" id="es1" /> Completed on Time &#160; <input type="radio" name="es" value="LATE" id="es2" /> Completed Late &#160; <input type="radio" name="es" value="CANCELED" id="es3" /> Canceled</td> </tr> What to do?

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  • MAC address need to add colons

    - by nan
    Kevin your response was helpful with the MAC address question. I wanted to ask you if you have like 2600 MAC address the formula you provided =LEFT(A2,2)&":"&MID(A2,3,2)&":"&MID(A2,5,2)&":"&MID(A2,7,2)&":"&MID(A2,9,2)&":"&RIGHT(A2,2) how do I replace A1 with blank so all of column A gets converted

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  • how to get the table primary key after saving an item via AdoNetServiceProxy

    - by Jronny
    I have a js proxy class: function ProxyClass() { this.Properties = null; this.Insert = function () { try { var service = new Sys.Data.AdoNetServiceProxy("/WcfDataService1.svc"); service.insert(this, "TheTable"); } catch (ex) { alert("error: " + ex); } }; } The insert has been working, but I need to get the primary key of TheTable right after. How could we be able to pull it up? Thanks a lot

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  • Model-View-Controller in JavaScript

    - by Casey Hope
    tl;dr: How does one implement MVC in JavaScript in a clean way? I'm trying to implement MVC in JavaScript. I have googled and reorganized with my code countless times but have not found a suitable solution. (The code just doesn't "feel right".) Here's how I'm going about it right now. It's incredibly complicated and is a pain to work with (but still better than the pile of code I had before). It has ugly workarounds that sort of defeat the purpose of MVC. And behold, the mess, if you're really brave: // Create a "main model" var main = Model0(); function Model0() { // Create an associated view and store its methods in "view" var view = View0(); // Create a submodel and pass it a function // that will "subviewify" the submodel's view var model1 = Model1(function (subview) { view.subviewify(subview); }); // Return model methods that can be used by // the controller (the onchange handlers) return { 'updateModel1': function (newValue) { model1.update(newValue); } }; } function Model1(makeSubView) { var info = ''; // Make an associated view and attach the view // to the parent view using the passed function var view = View1(); makeSubView(view.__view); // Dirty dirty // Return model methods that can be used by // the parent model (and so the controller) return { 'update': function (newValue) { info = newValue; // Notify the view of the new information view.events.value(info); } }; } function View0() { var thing = document.getElementById('theDiv'); var input = document.getElementById('theInput'); // This is the "controller", bear with me input.onchange = function () { // Ugly, uses a global to contact the model main.updateModel1(this.value); }; return { 'events': {}, // Adds a subview to this view. 'subviewify': function (subview) { thing.appendChild(subview); } }; } // This is a subview. function View1() { var element = document.createElement('div'); return { 'events': { // When the value changes this is // called so the view can be updated 'value': function (newValue) { element.innerHTML = newValue; } }, // ..Expose the DOM representation of the subview // so it can be attached to a parent view '__view': element }; } How does one implement MVC in JavaScript in a cleaner way? How can I improve this system? Or is this the completely wrong way to go, should I follow another pattern?

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  • Problems with Silverlight and GeckoFX

    - by John
    Hello, I am trying to use GeckoFX to render Silverlight video, but it does not seem to be working. Does anyone have any idea why this would be? From my understanding it should work properly right out of the box. Thanks!

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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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  • PHP-based LaTeX parser -- where to begin?

    - by Alex Basson
    The project: I want to build a LaTeX-to-MathML translator in PHP. Why? Because I'm a mathematician, and I want to publish math on my Drupal site. It doesn't have to translate all of LaTeX, since the basic document-level stuff is ably handled by the CMS and wouldn't be written in LaTeX to begin with; it just has to translate math written in LaTeX into math written in MathML. Although I feel as though I've done my due diligence, this doesn't seem to exist already. Maybe I'm wrong---if you know of something that would serve this purpose, by all means let me know, and thank you in advance. But assuming it doesn't exist, I guess I have to go write it myself. Here's the thing, though: I've never done anything this ambitious. I don't really know where to begin. I've used PHP for years, but just to do the standard "build a CMS with PHP and MySQL"-type of stuff. I've never attempted anything as seemingly sophisticated as translation from one language to another. I'm just dumb enough to consider doing it with regex---after all, LaTeX is a much more formal language, and it doesn't allow for nearly the kinds of pathological edge-cases, as say, HTML. But on the other hand, I'm just smart enough to realize this is probably a terrible idea: now I have two problems, and I sure don't want to end up like this guy. So if that's not the way to go (right?), what is? How should I start thinking about this problem? Am I essentially writing a LaTeX compiler in PHP, and if so, what do I need to know to do that (like, should I just go read the Purple Dragon book first?)? I'm both really excited and pretty intimidated by the prospect of this project, but hey, this is how we all learn to be programmers, right? If something we need doesn't exist, we go and build it, necessity is the mother of... you get the point. Tremendous thanks to everyone in advance for any and all guidance you can offer.

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  • Using TTMessageController with Multiple Data Sources

    - by PF1
    Hi Everyone: I am wondering if there is some way to set a separate .datasource for each custom field in a TTMessageController. Right now I am using a TTMessageController subclass (and referencing the data source controller delegate) and simply setting the data source of the message controller to self. But I only believe this will work for one field with one set of options. Thanks for any help!

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  • Can't use attached property on combobox inside hierarchical datatemplate WPF

    - by jesse_t_r
    I'm hoping to use an attached property to assign a command to the selection changed event of a combobox that is embedded inside a treeview. I'm attempting to set the attached property inside the hierchical data template for the tree but the command is not set and does not fire when the item in the combobox is changed. I've found that setting the attached property directly on a combobox outside of a datatemplate works fine; here is how I'm trying to set the property in the template: <HierarchicalDataTemplate x:Key="template1" ItemsSource="{Binding Path=ChildColumns}"> <Border Background="{StaticResource TreeItem_Background}" BorderBrush="Blue" BorderThickness="2" CornerRadius="5" Margin="2,5,5,2" HorizontalAlignment="Left" > <Grid> <Grid.ColumnDefinitions > <ColumnDefinition Width="Auto"/> <ColumnDefinition Width="*"/> <ColumnDefinition Width="*"/> </Grid.ColumnDefinitions> <Grid.RowDefinitions> <RowDefinition /> <RowDefinition /> </Grid.RowDefinitions> <TextBlock MinWidth="80" HorizontalAlignment="Left" Grid.Column="0" Margin="5,2,2,2" Grid.Row ="0" Text="{Binding Path=ColName}"/> <ComboBox Name="cboColType" Grid.Column="1" HorizontalAlignment="Right" ItemsSource="{Binding Source={StaticResource dataFromEnum}}" SelectedItem="{Binding Path=ColumnType}" Margin="2,2,2,2" local:ItemSelectedBehavior.ItemSelected="{Binding Path=LoadConfigCommand}" /> </Grid> </Border> </HierarchicalDataTemplate> I also tried creating a style <Style x:Key="childItemStyle" TargetType="{x:Type FrameworkElement}"> <Setter Property="local:ItemSelectedBehavior.ItemSelected" Value="{Binding Path=LoadConfigCommand}" /> </Style> and setting the itemcontainerstyle to the style in the hierarchical datatemplate..still no luck .. <HierarchicalDataTemplate> ... <ComboBox Name="cboColType" Grid.Column="1" HorizontalAlignment="Right" ItemsSource="{Binding Source={StaticResource dataFromEnum}}" SelectedItem="{Binding Path=ColumnType}" Margin="2,2,2,2" ItemContainerStyle={StaticeResource childItemStyle}" /> ... </HierarchicalDataTemplate> I'm still learning a lot about WPF so I'm assuming there is something particular about the hierchical datatemplate that is not allowing the attache dproperty to be set..I have found similar posts in the forums and tried to implement their solutions as above, but after a day of searching and experimenting wiht no luck I'm hoping some one has an idea about this...

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