Search Results

Search found 23220 results on 929 pages for 'default constraint'.

Page 444/929 | < Previous Page | 440 441 442 443 444 445 446 447 448 449 450 451  | Next Page >

  • Executing Multiple Lines in Python

    - by metashockwave
    When Python is first installed, the default setting executes users' code input line-by-line. But sometimes I need to write programs that executes multiple lines at once. Is there a setting in Python where I can change the code execution to one block at once? Thanks if (n/2) * 2 == n:; print 'Even'; else: print 'Odd' SyntaxError: invalid syntax When I tried to run the above code, I got an invalid syntax error on ELSE

    Read the article

  • Sifr Horizontal Menu with LI

    - by Rosaiani
    Hello, I am designing a very simple horizontal menu with sIFR and CSS list. The thing about it is that it assigns a certain width to it that makes texts of different widths´ spacing look weird on screen. I´ve seen a default width and height of a certain amount, but what I need is to make it so that the flash is exactly the size of the text. Has anyone bumped into this issue before? Thanks!

    Read the article

  • Is it OK to try to use Plinq in all Linq queries?

    - by Tony_Henrich
    I read that PLinq will automatically use non parallel Linq if it finds PLinq to be more expensive. So I figured then why not use PLinq for everything (when possible) and let the runtime decide which one to use. The apps will be deployed to multicore servers and I am OK to develop a little more code to deal with parallelism. What are the pitfalls of using plinq as a default?

    Read the article

  • Why membership provider is not generic?

    - by Timmy O' Tool
    I have to confess that I hate membership provider. The default implementation is not very appropriate normally and I haven't seen so far a good implementation of a custom membership provider, probably because this is not possible :-) So the question is: In your opinion: which are the reasons for not having membership/role provider as a generic class? I mean, why Microsoft didn't selected this approach.

    Read the article

  • how to check if a path is actual or symbolic link

    - by hits_lucky
    Hi, I am writing my own shell program. I am currently implementing the cd command using chdir. I want to implement the cd with the below options : -P Do not follow symbolic links -L Follow symbolic links (default) My query is that , when a given path is entered on the shell how to figure out if the path is a symbolic link or an absolute path progamatically? Thanks

    Read the article

  • A problem in my windows boot menu

    - by user210332
    Hi, One i had kept a supervisor password to my windows boot screen, but now i forgot that password, Now i am unable to access the boot menu since its asking the password, all menu options are disabled. Is it possible to remove that password and can i get the boot menu default settings back? Processor: Intel Pentium dual core (2) OS : XP Thanks in Advance,

    Read the article

  • Create a class that inherets DrawableGameComponent in XNA as a CLASS with custom functions

    - by user3675013
    using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Media; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; namespace TileEngine { class Renderer : DrawableGameComponent { public Renderer(Game game) : base(game) { } SpriteBatch spriteBatch ; protected override void LoadContent() { base.LoadContent(); } public override void Draw(GameTime gameTime) { base.Draw(gameTime); } public override void Update(GameTime gameTime) { base.Update(gameTime); } public override void Initialize() { base.Initialize(); } public RenderTarget2D new_texture(int width, int height) { Texture2D TEX = new Texture2D(GraphicsDevice, width, height); //create the texture to render to RenderTarget2D Mine = new RenderTarget2D(GraphicsDevice, width, height); GraphicsDevice.SetRenderTarget(Mine); //set the render device to the reference provided //maybe base.draw can be used with spritebatch. Idk. We'll see if the order of operation //works out. Wish I could call base.draw here. return Mine; //I'm hoping that this returns the same instance and not a copy. } public void draw_texture(int width, int height, RenderTarget2D Mine) { GraphicsDevice.SetRenderTarget(null); //Set the renderer to render to the backbuffer again Rectangle drawrect = new Rectangle(0, 0, width, height); //Set the rendering size to what we want spriteBatch.Begin(); //This uses spritebatch to draw the texture directly to the screen spriteBatch.Draw(Mine, drawrect, Color.White); //This uses the color white spriteBatch.End(); //ends the spritebatch //Call base.draw after this since it doesn't seem to recognize inside the function //maybe base.draw can be used with spritebatch. Idk. We'll see if the order of operation //works out. Wish I could call base.draw here. } } } I solved a previous issue where I wasn't allowed to access GraphicsDevice outside the main Default 'main' class Ie "Game" or "Game1" etc. Now I have a new issue. FYi no one told me that it would be possible to use GraphicsDevice References to cause it to not be null by using the drawable class. (hopefully after this last bug is solved it doesn't still return null) Anyways at present the problem is that I can't seem to get it to initialize as an instance in my main program. Ie Renderer tileClipping; and I'm unable to use it such as it is to be noted i haven't even gotten to testing these two steps below but before it compiled but when those functions of this class were called it complained that it can't render to a null device. Which meant that the device wasn't being initialized. I had no idea why. It took me hours to google this. I finally figured out the words I needed.. which were "do my rendering in XNA in a seperate class" now I haven't used the addcomponent function because I don't want it to only run these functions automatically and I want to be able to call the custom ones. In a nutshell what I want is: *access to rendering targets and graphics device OUTSIDE default class *passing of Rendertarget2D (which contain textures and textures should automatically be passed with a rendering target? ) *the device should be passed to this function as well OR the device should be passed to this function as a byproduct of passing the rendertarget (which is automatically associated with the render device it was given originally) *I'm assuming I'm dealing with abstracted pointers here so when I pass a class object or instance, I should be recieving the SAME object , I referenced, and not a copy that has only the lifespan of the function running. *the purpose for all these options: I want to initialize new 2d textures on the fly to customize tileclipping and even the X , y Offsets of where a WHOLE texture will be rendered, and the X and Y offsets of where tiles will be rendered ON that surface. This is why. And I'll be doing region based lighting effects per tile or even per 8X8 pixel spaces.. we'll see I'll also be doing sprite rotations on the whole texture then copying it again to a circular masked texture, and then doing a second copy for only solid tiles for masked rotated collisions on sprites. I'll be checking the masked pixels for my collision, and using raycasting possibly to check for collisions on those areas. The sprite will stay in the center, when this rotation happens. Here is a detailed diagram: http://i.stack.imgur.com/INf9K.gif I'll be using texture2D for steps 4-6 I suppose for steps 1 as well. Now ontop of that, the clipping size (IE the sqaure rendered) will be able to be shrunk or increased, on a per frame basis Therefore I can't use the same static size for my main texture2d and I can't use just the backbuffer Or we get the annoying flicker. Also I will have multiple instances of the renderer class so that I can freely pass textures around as if they are playing cards (in a sense) layering them ontop of eachother, cropping them how i want and such. and then using spritebatch to simply draw them at the locations I want. Hopefully this makes sense, and yes I will be planning on using alpha blending but only after all tiles have been drawn.. The masked collision is important and Yes I am avoiding using math on the tile rendering and instead resorting to image manipulation in video memory which is WHY I need this to work the way I'm intending it to work and not in the default way that XNA seems to handle graphics. Thanks to anyone willing to help. I hate the code form offered, because then I have to rely on static presence of an update function. What if I want to kill that update function or that object, but have it in memory, but just have it temporarily inactive? I'm making the assumption here the update function of one of these gamecomponents is automatic ? Anyways this is as detailed as I can make this post hopefully someone can help me solve the issue. Instead of tell me "derrr don't do it this wayyy" which is what a few people told me (but they don't understand the actual goal I have in mind) I'm trying to create basically a library where I can copy images freely no matter the size, i just have to specify the size in the function then as long as a reference to that object exists it should be kept alive? right? :/ anyways.. Anything else? I Don't know. I understand object oriented coding but I don't understand this XNA It's beggining to feel impossible to do anything custom in it without putting ALL my rendering code into the draw function of the main class tileClipping.new_texture(GraphicsDevice, width, height) tileClipping.Draw_texture(...)

    Read the article

  • Cutomizing dired

    - by Arthur Debert
    I just came across this dired mode screen at Wikipedia. I am looking into those customizations. Regarding colors, I guess just specifying the correct faces will do, but how do I get dired to show file sized in kbytes by default? And the available space in MBs (top line)?

    Read the article

  • Adding an Image to the calendar View in Iphone

    - by sadumerry
    I need to add an image at the top of the default calendar view of the iPhone. If any body knows how to implement this please respond.I am using the Tapku library inorder to show the calendar. Kal library also can be used if this can implement there. Below attached the calendar view and i need to put an image at the top of this calendar just below the title bar.The calendar need to see just below the image.

    Read the article

  • jquery: popup menu upon clicking link ?

    - by wefwgeweg
    is there any way to "wait for user action on popupmenu" after an element is clicked ? for example: person A clicks on link. javascript menu popups asking what the user would like to do with this link. user should not be allowed to click anywhere else but the popup menu. after user clicks an action on the menu, the default browser action should happen (ie. link to the next page)

    Read the article

  • ASP.net MVC How to change the Textbox Class upon validation failure?

    - by Harry
    I notice in the default MVC template project that the Account registration fields are highlighted via a class change. I can't seem to get the same behavour out of my own code (in the same project - same CSS etc) What might be stopping this from occuring? Update I believe this relates to one of my other questions Because I was having trouble with NullReferenceExceptions I have changed the Html.ValidationMessage fields to have different names than the target fields. So really, I need to resolve this question

    Read the article

  • How to unset an ajax loading.

    - by metacortex
    Hi, I have this script which loads external content: <script type="text/javascript"> var http_request = false; function makePOSTRequest(url, parameters) { http_request = false; if (window.XMLHttpRequest) { http_request = new XMLHttpRequest(); if (http_request.overrideMimeType) { http_request.overrideMimeType('text/html'); } } else if (window.ActiveXObject) { try { http_request = new ActiveXObject("Msxml2.XMLHTTP"); } catch (e) { try { http_request = new ActiveXObject("Microsoft.XMLHTTP"); } catch (e) {} } } if (!http_request) { alert('Cannot create XMLHTTP instance'); return false; } http_request.onreadystatechange = alertContents; http_request.open('POST', url, true); http_request.setRequestHeader("Content-type", "application/x-www-form-urlencoded"); http_request.setRequestHeader("Content-length", parameters.length); http_request.setRequestHeader("Connection", "close"); http_request.send(parameters); } function alertContents() { if (http_request.readyState == 4) { if (http_request.status == 200) { result = http_request.responseText; document.getElementById('opciones').innerHTML = result; } else { alert('Hubo un problema con la operación.'); } } } function get(obj) { var poststr = "port_post=" + encodeURI( document.getElementById("port-post").value ); makePOSTRequest('http://www.site.com/inc/metaform.php?opcion='+ encodeURI( document.getElementById("port-post").value ), poststr); } </script> This is the select that retrieves the content: <select name="port_post" id="port-post" onchange="get(this.parentNode);"> <option value="1">Select one...</option> <option value="2">Pear</option> <option value="3">Pineapple</option> </select> And this is the container div: <div id="opciones">Default content</div> All I whish to know is how I can unset the ajax loading when I change the selection to "Select one...". I wish to say, how restoring the Default content once the "Select one..." option is selected.

    Read the article

< Previous Page | 440 441 442 443 444 445 446 447 448 449 450 451  | Next Page >