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  • Looking for a Python IDE with good support for libraries (Twisted).

    - by Omega
    I'm looking for a Python IDE that can help me easily locate and manage and use the libraries on my system (Ubuntu). Specifically Twisted. Code completion is important including the symbols I import. (I've so far had a look at PyDev as well as OpenKomodo, but while both offer code completion for default Python concepts, I wasn't able to get either to import Twisted into my project and was thus getting reference errors.) Usual disclaimer: I don't like EMACS or vi, please, nothing regarding those.

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  • Java generics - getting the type..

    - by peter
    Hi! I'm a c# guy giving Java a try .. so how would I do the following in java. in C# public T create_an_instance_of<T>(){ T instance = default (T); // here's usually some factory to create the implementation instance = some_factory.build<T>(); // or even.. instance = some_factory.build(typeOf(T) ); return instance; }

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  • C++ header file and function declaration ending in "= 0"

    - by Adam
    hi, I have the following code inside the .h file and I'm not sure what does the assignment statement do and how is it called properly? virtual void yield() = 0; I thought that the function returns a value of 0 by default but since this function returns void I am a little bit confused. Can anyone comment on this and maybe say how can I refer to this assignment, I mean how is it called in C++ jargon? Thanks.

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  • System.Windows.Forms.WebBrowser : Force X86?

    - by heap
    This object always uses the default on the system, so on an x64 machine, it will use an x64 Internet Explorer object. Is there any way I can force it to use the x86 IE? The web page element the browser accesses does not work on x64 and is out of my control.

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  • GWT Internationalization - Plural Forms

    - by Drejc
    I have read and executed following instructions found on GWT pages But somehow the "[none]" form does not return the correct output, rather it returns the default output. While all the other like [one], [two], [many] work perfectly fine. Has anyone come across this problem, and how can I solve it?

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  • How to get password html helper to render password on failed validation

    - by Max Schmeling
    I have a form for creating a new account and it has a password field in it. I'm using view models to pass data to the controller action and back to the form view. When the user enters their details in, and clicks submit, if validation fails and it returns them to the same view passing back in the view model, it won't default the password to what they entered. How can I get it to do this? Or should I even try?

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  • How to write into registry using VC++ 2010 ?

    - by rajivpradeep
    HKEY CURRENT USER \software \microsoft\ windowsNT \CurrentVersion\ AppCompatFlags "application path" = RUNASXP3 I want to create an application which runs in default XP mode on windows 7 when i run the application so, i want to write into the registry as in the link above. I am building the application in VC++ 2010, i want to write into the above registry through the program, so that when i run the program it runs in XP mode. How to do this..?

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  • Problem with URI matcher in Android.

    - by Lunchbox
    I have an authority string defined as such: public final static String AUTHORITY = "dsndata.sds2mobile.jobprovider"; Followed by an edition to the UriMatcher: uriMatcher.addURI(JobMetaData.AUTHORITY, "/JobNames/*", JOBNAME_SINGLE_URI); The uri that gets passed to the switch is: content://dsndata.sds2mobile.jobprovider/JobNames/test This falls through the switch and hits the default (which throws an IllegalArgumentException). Am I missing something? I've searched and can't find anything that would account for the mismatch.

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  • How to push_back without operator=() for const members?

    - by WilliamKF
    How to push_back() to a C++ std::vector without using operator=() for which the default definition violates having const members? struct Item { Item(int value) : _value(value) { } const int _value; } vector<Item> items; items.push_back(Item(3)); I'd like to keep the _value const since it should not change after the object is constructed, so the question is how do I initialize my vector with elements without invoking operator=()?

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  • Question about python modules

    - by morpheous
    I have recently started learning Python and I have 2 questions relating to modules. Is there a way to obtain a list of Python modules available (i.e. installed) on a mchine? I am using Ubuntum Karmic and Synaptic for package management. I have just installed a python module.Where is the module code actually stored on my machine? (is there a default [recommended] location that modules are stored)?

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  • List content of tar file or a directory only down to some level

    - by Tim
    I wonder how to list content of tar file only down to some level? I understand "tar tvf mytar.tar" will list all files, but sometimes I wish I can just see directories down to some level. Similarly for command "ls" how to control the level of subdirectories that will be displayed? By default, it will only show the direct subdirectories, but not further. Thanks and regards

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  • unset in Varnish - syntax error

    - by Dude
    I'm trying to hide the "Server" header returned by Apache on every request, from Varnish. Using in sub vcl_fetch: unset obj.http.Server; on Varnish start I get: Expected action, 'if' or '}' (/etc/varnish/default.vcl Line 43 Pos 9) unset obj.http.Server; --------#####----------------- Any ideas?

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  • Rewriting URL's in ASP.net (Simple question)

    - by Tom Gullen
    On my master page I have: <link rel="stylesheet" href="css/default.css" /> I also have a page "blog.aspx" in the root directory. I have the rule: <rewrite url="~/blog/blog.aspx" to="~/blog.aspx" /> My questions are: Am I meant to make all my links in my site point to blog/blog.aspx now instead of just blog.aspx where it is physically located How is best to cope with the paths of the stylesheets etc now being messed up because they are one dir up?

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  • 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(...)

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