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  • Force line-buffering of stdout when piping to tee

    - by houbysoft
    Usually, stdout is line-buffered. In other words, as long as your printf argument ends with a newline, you can expect the line to be printed instantly. This does not appear to hold when using a pipe to redirect to tee. I have a C++ program, a, that outputs strings, always \n-terminated, to stdout. When it is run by itself (./a), everything prints correctly and at the right time, as expected. However, if I pipe it to tee (./a | tee output.txt), it doesn't print anything until it quits, which defeats the purpose of using tee. I know that I could fix it by adding a fflush(stdout) after each printing operation in the C++ program. But is there a cleaner, easier way? Is there a command I can run, for example, that would force stdout to be line-buffered, even when using a pipe?

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  • JAVA - Strange problem (probably thread problem) with JTable & Model

    - by Stefanos Kargas
    I am using 2 Tables (JTable) with their DefaultTableModels. The first table is already populated. The second table is populated for each row of the first table (using an SQL Query). My purpose is to export every line of the first table with it's respective lines of the second in an Excel File. I am doing it with a for (for each line of 1st table), in which I write a line of the 1st table in the Excel File, then I populate the 2nd table (for this line of 1st Table), I get every line from the Table (from it's Model actually) and put it in the Excel File under the current line of 1st table. This means that if I have n lines in first table I will clear and populate again the second table n times. All this code is called in a seperate thread. THE PROBLEM IS: Everything works perfectly fine ecxept that I am getting some exceptions. The strange thing is that I'm not getting anything false in my result. The Excel file is perfect. Some of the lines of the exceptions are: Exception in thread "AWT-EventQueue-0" java.lang.ArrayIndexOutOfBoundsException: 0 = 0 at java.util.Vector.elementAt(Vector.java:427) at javax.swing.table.DefaultTableModel.getValueAt(DefaultTableModel.java:632) at javax.swing.JComponent.paint(JComponent.java:1017) at javax.swing.RepaintManager.paint(RepaintManager.java:1220) at javax.swing.RepaintManager.paintDirtyRegions(RepaintManager.java:803) I am assuming that the problem lies in the fact that the second table needs some more time to be populated before I try to get any data from it. That's why I see RepaintManager and paintDirtyRegions in my exceptions. Another thing I did is that I ran my program in debug mode and I put a breakpoint after each population of the 2nd table. Then I pressed F5 to continue for each population of 2nd table and no exception appeared. The program came to it's end without any exceptions. This is another important fact that tells me that maybe in this case I gave the table enough time to be populated. Of course you will ask me: If your program works fine, why do you care about the exceptions? I care for avoiding any future problems and I care to have a better understanding of Java and Java GUI and threads. Why do you depend on a GUI component (and it's model) to get your information and why don't you recreate the resultset that populates your tables using an SQL Query and get your info from the resultset? That would be the best and the right way. The fact is that I have the tables code ready and it was easier for me to just get the info from them. But the right way would be to get everything direct from database. Anyway what I did brought out my question, and answering it would help me understand more things about java. So I posted it.

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  • Reading a file used by another process

    - by Tophe
    I know this has been up for discussion but I can't find an answer to my specific problem. I am monitoring a text file that is being written to by a server program. Every time the file is changed the content will be outputted to a window in my program. The problem is of course, that I can't use the Streamreader on the file as it is being "used by another process". Also setting up a Filestream with ReadWrite won't do any good since I cannot control the process that is using the file. However... You CAN open the file in notepad, so somehow it must be possible to access it even though the server is using it. Is there a good way around this? Should I monitor the file, make a temp copy of it when it changes, read the temp copy and the delete the temp copy. I need to get hold of the text in the file whenever the server changes it.

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  • ASP.NET AJAX WebForms custom error handling question

    - by Vilx-
    I've made a web application that has the following architecture: Every form is a UserControl, there is just one actual page (Default.aspx), and a parameter in the URL specifies which UserControl to load. The UserControl is loaded in an UpdatePanel so that it can enjoy full AJAX-iness. There is also an elaborate message displaying mechanism that I use. Eventually messages end up in one designated area on top of the Default.ASPX with some nice formatting 'n stuff. Now, I would also like to capture any unhandled exceptions that originate in the UserControl and display it in this area with all the bells-and-whistles that I've made for messages. How can I do this? The Page.Error and ScriptManager.AsyncPostBackError somehow don't work for me...

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  • Serialization of non-required fields in protobuf-net

    - by David Hedlund
    I have a working java client that is communicating with Google, through ProtoBuf serialized messages. I am currently trying to translate that client into C#. I have a .proto file where the parameter appId is an optional string. Its default value in the C# representation as generated by the protobuf-net library is an empty string, just as it is in the java representation of the same file. message AppsRequest { optional AppType appType = 1; optional string query = 2; optional string categoryId = 3; optional string appId = 4; optional bool withExtendedInfo = 6; } I find that when I explicitly set appId to "" in the java client, the client stops working (403 Bad Request from Google). When I explicitly set appId to null in the java client, everything works, but only because hasAppId is being set to false (I'm uncertain as to how that affects the serialization). In the C# client, I always get 403 responses. I don't see any logic behind the distinction between not setting a value, and setting the default value, that seems to make all the difference in the java client. Since the output is always a binary stream, I am not sure if the successful java messages are being serialized with an empty string, or not serialized at all. In the C# client, I've tried setting IsRequired to true on the ProtoMember attribute, to force them to serialize, and I've tried setting the default value to null, and explicitly set "", so I'm quite sure I've tried some configuration where the value is being serialized. I've also played around with ProtoBuf.ProtoIgnore and at some point, removing the appId parameter altogether, but I haven't been able to avoid the 403 errors in C#. I've tried manually copying the serialized string from java, and that resolved my issues, so I'm certain that the rest of the HTTP Request is working, and the error can be traced to the serialized object. My serialization is simply this: var clone = ProtoBuf.Serializer.DeepClone(request); MemoryStream ms = new MemoryStream(2000); ProtoBuf.Serializer.Serialize(ms, clone); var bytearr = ms.ToArray(); string encodedData = Convert.ToBase64String(bytearr); I'll admit to not being quite sure about what DeepClone does. I've tried both with and without it...

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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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  • Python: Dynamic attribute name generation without exec() or eval()

    - by PyNewbie27
    Hi, I'm trying to dynamically create buttons at runtime with PyQT4.7 However, this being my first python program I'm not sure how to get the functionality I want. I would like to be able to substitute a text string for an attribute name: i.e. for each in xrange(4): myname = "tab1_button%s" % each #tab1_button0, tab1_button1, tab1_button2 #self.ui.tab1_button0 = QtGui.QPushButton(self.ui.tab) <--normal code to create a named button setattr(self.ui,myname,QtGui.QPushButton(self.ui.tab)) #rewrite of line above to dynamicly generate a button #here's where I get stuck. this code isn't valid, but it shows what i want to do self.ui.gridLayout.addWidget(self.ui.%s) % myname #I need to have %s be tab1_button1, tab1_button2, etc. I know the % is for string substituion but how can I substitute the dynamically generated attribute name into that statement? I assume there's a basica language construct I'm missing that allows this. Since it's my first program, please take it easy on me ;)

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  • .NET ORM and Security

    - by Sphynx
    We're going to use an ORM tool with a .NET desktop application. The tool allows creation of persistent classes. It generates all database tables automatically. In addition to other data, our system needs to store user credentials, and deliver access control. The question is, is there any possibility of access control by means of ORM, without creating the database authentication mechanisms manually? Is there any product on the market which allows this? We thought of limiting the access in the program itself, but users can easily access the database directly, and bypass the program limitations. Thanks.

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  • Generate Javadoc for interfaces only using Ant script?

    - by ipkiss
    Hi all, I am using Apache Ant to generate Javadoc for my program which has many projects(or modules). However, I just want to generate Javadoc for Interfaces ONLY and I do not know how to check if a file is a class or interface in Ant. Someone suggested me that I should use and specify a list of files to exclude or include. However, there are hundreds of files in my program and specifying a list of class files to exclude is impossible. Does anyone have some ideas, please?

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  • how to debug MySql stored procs without breaking control flow from application

    - by M.Taha Masood
    Is there a way to do the following: I have a MySQL DB , and there are many stored procs written in it as well. I use MySQL client library in C to connect to this DB and amongst other things , call the stored procedures. Is there a way to set breakpoints in the stored procedures such that when the call is made from C program ( using mySql client library ) into the stored proc , then control flow is halted in the C program and we can step into the stored proc called to whatever level of nesting and insspecting variables etc ( like any decent C debugged provides )? Is there ANY way to do the above ? Through some third party tool or the like if not through plain MySql . Help is appreciated. thanks

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  • Jenkins and Visual Studio Online integration authentication

    - by user3120361
    right now I am trying to Setup Continuouse Integration - Delivery for a basic WCF Service, which will be hosted on a Microsoft Azure VM. The Project is Version Controlled through Visual Studio Online. So I installed Jenkins (also on the Azure VM), TFS plugin etc. and started the first Test Build: As Server URL I used "[VSO Adress]/DefaultCollection" and for Login purposes my Microsoft Account (I can Access VSO with that). The Problem is, when I run the Build I get the following error: Started by user Developer Building in workspace C:\Program Files (x86)\Jenkins\jobs\test\workspace [workspace] $ "C:\Program Files (x86)\TEE-CLC-11.0.0.1306\TEE-CLC-11.0.0\tf.cmd" workspaces -format:brief -server:[VSO Adress]/DefaultCollection ****" An error occurred: Access denied connecting to TFS server [VSO Adress] (authenticating as har****@*******o.com) FATAL: Executable returned an unexpected result code [100] ERROR: null Finished: FAILURE So my question is, whether it is generally possible to connect Jenkins and VSO that way and if so, which login credentials are needed

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  • Is JavaFx suitable for creating online multiplayer board/card games?

    - by Piniu
    In JavaFx i can easy create animations, moving pieces etc., but as far as i see there is better to write program logic and communication in java. Worst i see at the moment is calling javafx part as a result of data incoming from server. Is there any convenient way to do it or its better to change to other technology (flex, qt?) assuming it is not important if program will run in browser or outside as a standalone application? I just started to learn javafx but can drop it and move to other technology and consider c++ + wxWidgets or Qt which im more comforatable with.

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  • Multiple instances of this carousel on a single page - can't get it to work

    - by Andy
    This code comes from a tutorial so it's not originally my own work. What I am trying to do is implement this several times on a single page. I have tried and so far failed - by numbering the id "carousel" and so forth. Any help would be seriously appreciated. I'm tearing my hair out. http://jsfiddle.net/AndyMP/zcKDV/5/ For completeness.. this is the carousel JQuery as it stands. //rotation speed and timer var speed = 5000; var run = setInterval('rotate()', speed); //grab the width and calculate left value var item_width = $('#slides li').outerWidth(); var left_value = item_width * (-1); //move the last item before first item, just in case user click prev button $('#slides li:first').before($('#slides li:last')); //set the default item to the correct position $('#slides ul').css({'left' : left_value}); //if user clicked on prev button $('#prev').click(function() { //get the right position var left_indent = parseInt($('#slides ul').css('left')) + item_width; //slide the item $('#slides ul').animate({'left' : left_indent}, 200,function(){ //move the last item and put it as first item $('#slides li:first').before($('#slides li:last')); //set the default item to correct position $('#slides ul').css({'left' : left_value}); }); //cancel the link behavior return false; }); //if user clicked on next button $('#next').click(function() { //get the right position var left_indent = parseInt($('#slides ul').css('left')) - item_width; //slide the item $('#slides ul').animate({'left' : left_indent}, 200, function () { //move the first item and put it as last item $('#slides li:last').after($('#slides li:first')); //set the default item to correct position $('#slides ul').css({'left' : left_value}); }); //cancel the link behavior return false; }); //if mouse hover, pause the auto rotation, otherwise rotate it $('#slides').hover( function() { clearInterval(run); }, function() { run = setInterval('rotate()', speed); } ); //a simple function to click next link //a timer will call this function, and the rotation will begin :) function rotate() { $('#next').click(); }

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  • Need to change ip address in app.config in runtime without runnning as admin

    - by djerry
    Hey guys, There's a lot of post saying how to change info in the app.config and there are posts that say you shouldn't edit info in the app.config but store info in user folders. I understand these topics. But what i want is a combination of both. I have a wcf setup for my client in an app.config, which contains the endpoint address to which it should connect. When The server changes ip, or when a client is installed on a computer in another company, the user should be able to insert another ip-address which should be stored in the app.config. This cannot be stored in a file in appdata or something like that, as the client reads the info in the app.config on startup. How can i write (so remember the new ip-address) in the app.config when the client is installed in program files, the UAC is enabled and the program isn't run as an admin? Thanks in advance.

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  • fatal error F1002

    - by Ghazooo
    Hi , I have a Fortran 77 program code , I am using fortran power station on XP . I wrote this program because I am studying Master's degree in Mechanics , It is a very long Finite element method code. when I press the compile order it shows me the following message : "fatal error F1002: compiler is out of heap space in pass 2" I googled the problem , and found the following solutions : http://www.microsofttranslator.com/BV.aspx?ref=CSSKB&from=en&to=ar&a=http://support.microsoft.com/kb/112345/en-us?fr=1 But to be honest , I did not understand the solution !!! I think my code is good and clear . Does any one have any suggestions to solve this problem ?? please consider me as a very simple programmer. I will really appreciate that . Thanks in Advance Ghazooo

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  • jquery form validation

    - by kalpaitch
    I am using jquery for a quick and easy form validation My forms use the input's default value as a label and I have a little onfocus and onblur javascript function to show and hide this when the user starts to type: <input name='fnameREG' type='text' id='fnameREG' value='first name' size='70' onfocus='clearInput(this)' onblur='clearInput(this)' /> <input name='lnameREG' type='text' id='lnameREG' value='last name' size='70' onfocus='clearInput(this)' onblur='clearInput(this)' /> My issue with the validation is that when the submit button is clicked the pluggin thinks that all the fields are set because they have a default value. I looked but I couldn't find a supplied method to get round this. Thanks!

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  • g++ and c++0x specification support

    - by SepiDev
    although it's been said that the support for c++0x new features in g++ are in experimental mode, many gcc developer claimed that you can use most of the new features in your codes and get the program to work. but when I try to compile this simple program it results in segmentation fault. Why? #include <thread> #include <iostream> void my_thread_func() { std::cout<<"hello"<<std::endl; } int main() { std::thread t(my_thread_func); t.join(); } g++ -std=c++0x -Wall -o run main.cc

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  • delete in tableView..

    - by totato
    I just add this methods in .h file : - (IBAction)EditTable:(id)sender; - (IBAction)DeleteButtonAction:(id)sender; and in .m file : (IBAction)DeleteButtonAction:(id)sender{ [tableList removeLastObject]; [Table reloadData]; } (IBAction) EditTable:(id)sender{ if(self.editing) { [super setEditing:NO animated:NO]; [Table setEditing:NO animated:NO]; [Table reloadData]; [self.navigationItem.leftBarButtonItem setTitle:@"Edit"]; [self.navigationItem.leftBarButtonItem setStyle:UIBarButtonItemStylePlain]; } else { [super setEditing:YES animated:YES]; [Table setEditing:YES animated:YES]; [Table reloadData]; [self.navigationItem.leftBarButtonItem setTitle:@"Done"]; [self.navigationItem.leftBarButtonItem setStyle:UIBarButtonItemStyleDone]; } } when I run the program and click the delete button (red button) the program is stop ! whats the problem ? please any help ?

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  • How do I configure emacs for editing HTML files that contain Javascript?

    - by MakeDummy
    I have started the painful first steps of using emacs to edit an HTML file with both HTML tags and javascript content. I have installed nxhtml and tried using it - i.e set up to use nxhtml-mumamo-mode for .html files. But I am not loving it. When I am editing the Javascript portion of the code the tab indents do not behave as they do when editing C/C++ code. It starts putting tabs within the line and if you try and hit tab in the white space preceding a line it inserts the tab rather than re-tabifying the line. Another aspect that I don't like is that it doesn't do syntax colouring like the usual C/C++ modes do. I much prefer the behaviour of the default java-mode when editing HTML files but that doesn't play nicely with the HTML code. :-( 1) Is there a better mode for editing HTML files with Javascript portions? 2) Is there a way to get nxhtml to use the default java-mode for the javascript portions? Regards, M

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  • C# - How to make a custom installer for games, etc?

    - by Dodi300
    Hello. Can anyone tell me how to create a custom installer to 'install' games. I say custom meaning I don't want the user to have the option where the game is installed. I want it to be a straight forward process, maybe with just one loading bar. The program I'm developing is a 'center' for game playing, which includes a community and other features, such as a timer that records how long a game is played for. I just thought that installing each game in one place, with a simple installer would make the program easier to use. It also will allow me to do other features as the games will all be installed in one place. No need for the user to specify where the game is installed. Would this be possible? Thanks.

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  • How can I change GWT's widget CSS values?

    - by Xorty
    Basically, I like default theme widgets. However, I need to change font size on DecoratedStackPanel widget. I think it should be possible with something like this: decoratedStackPanel.getElement().getStyle().setProperty("fontSize", "12pt"); However, "fontSize" is not valid name for property and I didn't find way how to get all element's properties. Therefore, I don't know correct property name. Any ideas? Please, don't post about inheriting widget or writing custom CSS. I like default one but the font size. This should be possible afaik.

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  • How do I get callgrind to dump source line information?

    - by Jeremybub
    I'm trying to profile a shared library on GNU/Linux which does real-time audio processing, so performance is important. I run another program which hooks it up to the audio input and output of my system, and profile that with callgrind. Looking at the results in KCacheGrind, I get great information about what functions are taking up most of my time. However, it won't let me look at the line by line information, and instead says I need to compile it with debugging symbols and run the profiling again. The program which I am profiling is not compiled with debug symbols, but the library is. And I know this, because interestingly, source code annotations for cachegrind work fine. When I run callgrind, it says the default is to dump source line information, but it just isn't doing that. Is there some way I could force it to, or figure out what's stopping it?

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  • Is the JavaScript RegExp implicit method deprecated?

    - by Eric
    So everyone knows what I mean by "implicit methods"? They're like those default properties from the Windows COM days of yore, where you could type something like val = obj(arguments) and it would be interpreted as val = obj.defaultMethod(arguments) I just found out JavaScript has the same thing: the default method of a RegExp object appears to be 'exec', as in /(\w{4})/('yip jump man')[1] ==> jump This even works when the RegExp object is assigned to a variable, and even when it's created with the RegExp constructor, instead of /.../, which is good news to us fans of referential transparency. Where is this documented, and/or is it deprecated?

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