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  • Update one-to-many EntityKey using Foreign Key

    - by User.Anonymous
    To use by the easiest way Entity Framework, I use partial class to add Foreign Key on most important Entities Model. For example, I have an Entity "CONTACT" which have "TITLE", "FUNCTION" and others. When I update a CONTACT, with this code, Foreign Key are automatically updated : public int? TitId { get { if (this.TITLE_TIT != null) return TITLE_TIT.TIT_ID; return new Nullable<int>(); } set { this.TITLE_TITReference.EntityKey = new System.Data.EntityKey("Entities.TITLE_TIT", "TIT_ID", value); } } But I have a join with ACTIVITY, that can have many CONTACT, and I don't know how to update EntityKey on setters. public IEnumerable<EntityKeyMember> ActId { get { List<EntityKeyMember> lst = new List<EntityKeyMember>(); if (this.ACT_CON2 != null) { foreach (ACT_CON2 id in this.ACT_CON2.ToList()) { EntityKeyMember key = new EntityKeyMember(id.CON_ID.ToString(),id.ACT_ID); lst.Add(key); } } return lst; } set { this.ACT_CON2.EntityKey = new System.Data.EntityKey("Entities.ACT_CON2", value); } } How set many EntityKey ? Thank you.

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  • Properly changing Ajax MultiHandle Slider parameters on postbacks

    - by Matthew PK
    Hi all, In VS2010 I have VB.NET codebehind aspx pages and I'm using Ajax multihandleslider extensions to filter search results on numerical values. Fistly, the multihandle sliders don't display in the designer... I have to remove the slider targets tag: In order to make it display in the designer... this isn't so much a big issue but an annoyance. I am displaying items in a given category. So I get the max and min prices for all items in that category and assign the sliderextension max/min values appropriately. This works fine until... I change the item category and go get a new max/min value for the slider control. I set the max/min values, then I set the target textbox values each to the corresponding max/min values. The slider handles don't repaint (or init?) properly Like say for example my initial min/max is 1/100 if I do a full postback and change the max value to 1000 then the slider bar (correctly) stays the same size but the handle appears WAYYYY to the right off the page and I have to scroll to it. When I click it, it shoots back onto the slider bar. I'm pulling my hair out... why do the slider handles only appear properly when I first set the min/max values?

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  • How to add an image to an SSRS report with a dynamic url?

    - by jrummell
    I'm trying to add an image to a report. The image src url is an IHttpHandler that takes a few query string parameters. Here's an example: <img src="Image.ashx?item=1234567890&lot=asdf&width=50" alt=""/> I added an Image to a cell and then set Source to External and Value to the following expression: ="Image.ashx?item="+Fields!ItemID.Value+"&lot="+Fields!LotID.Value+"&width=50" But when I view the report, it renders the image html as: <IMG SRC="" /> What am I missing? Update Even if I set Value to "image.jpg" it still renders an empty src attribute. I'm not sure if it makes a difference, but I'm using this with a VS 2008 ReportViewer control in Remote processing mode. Update I was able to get the images to display in the Report Designer (VS 2005) with an absolute path (http://server/path/to/http/handler). But they didn't display on the Report Manager website. I even set up an Unattended Execution Account that has access to the external URLs.

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  • Android - Linear Layout arrangement, not positioning as expected

    - by Arun
    The following is my code. I want an interface where I have a single line textbox, a multiline textbox with 2 buttons below. I want the multiline textbox to occupy all the space available after rendering the buttons and textbox. For this I created two LinearLayouts inside the main layout. The first one has vertical orientation with layout_width set to fill_parent. The second one is horizontal with fill_parent again. The first one has a textbox for which I have set the layout_height to fill parent. The second one has two textboxes OK and Cancel. When I run this application I get the UI, but the Buttons are very small (about 5px in height). I have to set the button height manually. What am I doing wrong here. I don't want to hard code the button height. <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:orientation="vertical" android:layout_width="fill_parent" android:layout_height="fill_parent"> <LinearLayout android:orientation="vertical" android:layout_width="fill_parent" android:layout_height="fill_parent" android:layout_weight="1"> <TextView android:layout_width="fill_parent" android:layout_height="wrap_content" android:text="Name"></TextView> <EditText android:layout_width="fill_parent" android:layout_height="wrap_content"></EditText> <TextView android:layout_width="fill_parent" android:layout_height="wrap_content" android:text="Contents"></TextView> <EditText android:layout_width="fill_parent" android:layout_height="fill_parent" android:gravity="top" /> </LinearLayout> <LinearLayout android:orientation="horizontal" android:layout_width="fill_parent" android:layout_height="wrap_content" android:layout_weight="1"> <Button android:id="@+id/okbutt" android:layout_width="fill_parent" android:layout_height="wrap_content" android:text="OK" android:layout_weight="1" /> <Button android:layout_width="fill_parent" android:layout_height="fill_parent" android:text="Cancel" android:layout_weight="1" /> </LinearLayout> Thanks, Arun

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  • Java JSTL / EL: nesting

    - by NoozNooz42
    I really don't know how to name this question, it's great if anyone with 2K+ rep can edit this title to better reflect my question (the fact that I can't name this easily is probably why I can't Google the solution). I've got this, which is working: <c:choose> <c:when test="${sometest}"> Hello, world! </c:when> <c:otherwise> <fmt:message key="${page.title}" /> </c:otherwise> </c:choose> And I want to change it to this: <c:choose> <c:when test="${sometest}"> <c:set var="somevar" scope="page" value="Hello, world!"/> </c:when> <c:otherwise> <c:set var="somevar" scope="page" value="<fmt:message key="${page.title}">" </c:otherwise> </c:choose But of course the following line ain't correct: <c:set var="somevar" scope="page" value="<fmt:message key="${page.title}">" How can I assign to the somevar variable the string resulting from a call?

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  • i want the ruby code of the php code i have given inside , please help me out

    - by Arpit Vaishnav
    <?php // amcharts.com export to image utility // set image type (gif/png/jpeg) $imgtype = 'jpeg'; // set image quality (from 0 to 100, not applicable to gif) $imgquality = 100; // get data from $_POST or $_GET ? $data = &$_POST; // get image dimensions $width = (int) $data['width']; $height = (int) $data['height']; // create image object $img = imagecreatetruecolor($width, $height); // populate image with pixels for ($y = 0; $y < $height; $y++) { // innitialize $x = 0; // get row data $row = explode(',', $data['r'.$y]); // place row pixels $cnt = sizeof($row); for ($r = 0; $r < $cnt; $r++) { // get pixel(s) data $pixel = explode(':', $row[$r]); // get color $pixel[0] = str_pad($pixel[0], 6, '0', STR_PAD_LEFT); $cr = hexdec(substr($pixel[0], 0, 2)); $cg = hexdec(substr($pixel[0], 2, 2)); $cb = hexdec(substr($pixel[0], 4, 2)); // allocate color $color = imagecolorallocate($img, $cr, $cg, $cb); // place repeating pixels $repeat = isset($pixel[1]) ? (int) $pixel[1] : 1; for ($c = 0; $c < $repeat; $c++) { // place pixel imagesetpixel($img, $x, $y, $color); // iterate column $x++; } } } // set proper content type header('Content-type: image/'.$imgtype); header('Content-Disposition: attachment; filename="chart.'.$imgtype.'"'); // stream image $function = 'image'.$imgtype; if ($imgtype == 'gif') { $function($img); } else { $function($img, null, $imgquality); } // destroy imagedestroy($img); ?

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  • receive values with XML, AS3

    - by VideoDnd
    My example imports XML and has an object rotating on stage. The rotating object is called enemy corresponds to ENEMY in the XML. How do I set the rotation variable to receive values from XML? REASON It seems more difficult to set up variables using external data. I want to understand it better. rotation.fla //LOAD XML var myXML:XML; var myLoader:URLLoader = new URLLoader(); myLoader.load(new URLRequest("enemy.xml")); myLoader.addEventListener(Event.COMPLETE, processXML); //PARSE XML function processXML(e:Event):void { myXML = new XML(e.target.data); trace(myXML.ROGUE.*); trace(myXML); //TEXT var text:TextField = new TextField(); text.text = myXML.ENEMY.*; addChild(text); } //ROTATION function enterFrameHandler(event:Event):void { //==>CODE I WANT TO CHANGE<== enemy.rotationY += 10; } addEventListener(Event.ENTER_FRAME, enterFrameHandler); enemy.xml ENEMY is set to -100, use what you like <?xml version="1.0" encoding="utf-8"?> <BADGUYS> <ENEMY TITLE="sticky">-100</ENEMY> <ROGUE TITLE="slimy">-1000</ROGUE> </BADGUYS>

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  • How does initializing inherited members inside base class constructor reduce the calls to…?

    - by flockofcode
    I’ve read that instead of initializing inherited members ( _c1 in our example ) inside derived constructor: class A { public int _c; } class B:A { public B(int c) { _c = c; } } we should initialize them inside base class constructor, since that way we reduce the calls to inherited members ( _c ): class A { public A(int c) { _c = c; } public int _c; } class B:A { public B(int c) : base(c) { } } If _c field is initialized inside base constructor, the order of initialization is the following: 1) First the field initializers of derived class B are called 2) Then field initializers of base class A are called (at this point _c is set to value 0) 3) B’s constructor is called, which in turn calls A’s custom constructor 4) _c field gets set to value of a parameter c ( inside A’s custom constructor ) 5) Once A’s custom constructor returns, B’s constructor executes its code. If _c field is initialized inside B's constructor, the order of initialization is the following: 1) First the field initializers of a derived class B are called 2) Then field initializers of a base class A are called(at this point _c is set to value 0) 3) B’s constructor is called, which in turn calls A’s default constructor 4) Once A’s custom constructor returns, B’s constructor sets _c field to a value of parameter c As far as I can tell, in both cases was _c called two times, so how exactly did we reduce calls to inherited member _c? thanx

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  • Overlaying 2D paths on UIImage without scaling artifacts

    - by tat0
    I need to draw a path along the shape of an image in a way that it is always matching its position on the image independent of the image scale. Think of this like the hybrid view of Google Maps where streets names and roads are superimposed on top of the aerial pictures. Furthermore, this path will be drawn by the user's finger movements and I need to be able to retrieve the path keypoints on the image pixel coordinates. The user zooms-in in order to more precisely set the paths location. I manage to somehow make it work using this approach: -Create a custom UIView called CanvasView that handles touches interaction and delivers scaling, rotation, translation values to either the UIImageView or PathsView (see bellow) depending on a flag: deliverToImageOrPaths. -Create a UIImageView holding the base image. This is set as a children of CanvasView -Create a custom UIView called PathsView that keeps track of the 2D paths geometry and draws itself with a custom drawRect. This is set as children of the UIImageView. So hierarchy: CanvasView - UIImageView -PathsView In this way when deliverToImageOrPaths is YES, finger gestures transforms both the UIImageView and its child PathsView. When deliverToImageOrPaths is NO the gestures affect only the PathsView altering its geometry. So far so good. QUESTION: The problem I have is that when scaling the base UIImageView (via its .transform property) the PathsView is scaled with aliasing artifacts. drawRect is still being called on the PathsView but I guess it's performing the drawing using the original buffer size and then interpolating. How can I solve this issue? Are there better ways to implement these features? PS: I tried changing the PathsView layer class to CATiledLayer with levelsOfDetailBias 4 and levelsOfDetail 4. It solves the aliasing problem to some extent but it's unacceptable slow to render.

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  • Creating stored procedure having different WHERE clause on different search criteria without putting

    - by Muhammad Kashif Nadeem
    Is there any alternate way to create stored procedure without putting all query in one long string if criteria of WWHERE clause can be different. Suppose I have Orders table I want to create stored procedure on this table and there are three column on which I wnat to filter records. 1- CustomerId, 2- SupplierId, 3- ProductId. If user only give CustomerId in search criteria then query should be like following SELECT * FROM Orders WHERE Orders.CustomerId = @customerId And if user only give ProductId in search criteria then query should be like following SELECT * FROM Orders WHERE Orders.ProductId = @productId And if user only all three CustomerId, ProductId, and SupplierId is given then all three Ids will be used in WHERE to filter. There is also chance that user don't want to filter record then query should be like following SELCT * FROM Orders Whenever I have to create this kind of procedure I put all this in string and use IF conditions to check if arguments (@customeId or @supplierId etc) has values. I use following method to create procedure DECLARE @query VARCHAR(MAX) DECLARE @queryWhere VARCHAR(MAX) SET @query = @query + 'SELECT * FROM Orders ' IF (@originationNumber IS NOT NULL) BEGIN BEGIN SET @queryWhere =@queryWhere + ' Orders.CustomerId = ' + CONVERT(VARCHAR(100),@customerId) END END IF(@queryWhere <> '') BEGIN SET @query = @query+' WHERE ' + @queryWhere END EXEC (@query) Thanks.

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  • Microsoft OLE DB Provider for SQL Server error '80040e14' Could not find stored procedure

    - by BBlake
    I am migrating a classic ASP web app to new servers. The database back end is migrating from SQL Server 2000 to SQL Server 2008, and the app is moving from Win2000 x86 to Win2003R2 x64. I am getting the above error on every single stored procedure call within the application. I have verified: Yes, the SQL user is set up, using correct username and password Yes, the SQL user has execute permissions on the stored procedures in the database Yes, I have updated the TypeLib references to the new UUID Yes, I have logged into the database via SSMS with the SQL user id and it can see and execute the stored procedures just fine in SSMS, but not from the web app. Yes, the SQL user has the database set as its default database. The most frustrating thing is it works fine on the DEV server, but not on the production server. I have gone through every IIS setting 5 or 6 times and the web app is set up precisely the same in both environments. The only difference is the database server name in the connection string (DEV vs prod) EDIT: I have also tried pointing the prod web box at the dev database server and get the same error so I'm fairly sure the issue isn't on the database side.

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  • How to query collections in NHibernate

    - by user305813
    Hi, I have a class: public class User { public virtual int Id { get; set; } public virtual string Name { get; set; } public virtual IDictionary<string, string> Attributes { get; set; } } and a mapping file: <class name="User" table="Users"> <id name="Id"> <generator class="hilo"/> </id> <property name="Name"/> <map name="Attributes" table="UserAttributes"> <key column="UserId"/> <index column="AttributeName" type="System.String"/> <element column="Attributevalue" type="System.String"/> </map> </class> So now I can add many attributes and values to a User. How can I query those attributes so I can get ie. Get all the users where attributename is "Age" and attribute value is "20" ? I don't want to do this in foreach because I may have millions of users each having its unique attributes. Please help

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  • I am using following PHP code for trigger creation but always get error, please help me to resolve i

    - by Parth
    I am using following PHP code for trigger creation but always get error, please help me to resolve it. $link = mysql_connect('localhost','root','rainserver'); mysql_select_db('information_schema'); echo $trgquery = "DELIMITER $$ DROP TRIGGER `update_data` $$ CREATE TRIGGER `update_data` AFTER UPDATE on `jos_menu` FOR EACH ROW BEGIN IF (NEW.menutype != OLD.menutype) THEN INSERT INTO jos_menuaudit set menuid=OLD.id, oldvalue = OLD.menutype, newvalue = NEW.menutype, field = 'menutype'; END IF; IF (NEW.name != OLD.name) THEN INSERT INTO jos_menuaudit set menuid=OLD.id, oldvalue = OLD.name, newvalue = NEW.name, field = 'name'; END IF; IF (NEW.alias != OLD.alias) THEN INSERT INTO jos_menuaudit set menuid=OLD.id, oldvalue = OLD.alias, newvalue = NEW.alias, field = 'alias'; END IF; END$$ DELIMITER ;"; echo "<br>"; //$trig = mysqli_query($link,$trgquery) or die("Error Exist".mysqli_error($link)); $trig = mysql_query($trgquery) or die("Error Exist".mysql_error()); I get the error as: Error ExistYou have an error in your SQL syntax; check the manual that corresponds to your MySQL server version for the right syntax to use near '$$ DROP TRIGGER `update_data` $$ CREATE TRIGGER `update_data` AFTER UPDATE on `j' at line 1 PLease help me to create my trigger...

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  • [C#] How can we differentiate between SDK class objects and custom class objects?

    - by Nayan
    To give an idea of my requirement, consider these classes - class A { } class B { string m_sName; public string Name { get { return m_sName; } set { m_sName = value; } } int m_iVal; public int Val { get { return m_iVal; } set { m_iVal = value; } } A m_objA; public A AObject { get { return m_objA; } set { m_objA = value; } } } Now, I need to identify the classes of the objects passed to a function void MyFunc(object obj) { Type type = obj.GetType(); foreach (PropertyInfo pi in type.GetProperties()) { if (pi.PropertyType.IsClass) { //I need objects only if (!type.IsGenericType && type.FullName.ToLower() == "system.string") { object _obj = pi.GetValue(obj, null); //do something } } } } I don't like this piece of code - if (!type.IsGenericType && type.FullName.ToLower() == "system.string") { because then i have to filter out classes like, System.Int16, System.Int32, System.Boolean and so on. Is there an elegant way through which I can find out if the object is of a class defined by me and not of system provided basic classes?

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  • Grails 1.2.0 not finding plugins in the default repository.

    - by Padraic
    I do not know what changed in my environment, but all of a sudden I can not pull any plugins from the default repository. I went through the _*.groovy scripts and nothing has changed in my grails home directory and it appears that the default repository url is set correctly (DEFAULT_PLUGIN_DIST = "http://plugins.grails.org"). I am assuming it is an environment setting that changed on me, because if I switch to an old version of grails that I have installed, 1.1.1 for example, list-plugins is returning a full list of plugins. When I run grails list-plugins in my current 1.2.0 environment I get the following output: Welcome to Grails 1.2.0 - http://grails.org/ Licensed under Apache Standard License 2.0 Grails home is set to: /opt/grails-1.2.0 Base Directory: /Users/padraic/Projects/TestApplicationMachine Resolving dependencies... Dependencies resolved in 1633ms. Running script /opt/grails-1.2.0/scripts/ListPlugins_.groovy Environment set to development Reading remote plugin list ... Plug-ins available in the core repository are listed below: hibernate <1.3.0.RC2 -- Hibernate for Grails tomcat <1.3.0.RC2 -- Apache Tomcat plugin for Grails webflow <1.3.0.RC2 -- Spring Web Flow Plugin Reading remote plugin list ... Plug-ins available in the default repository are listed below: spock <0.4-groovy-1.7-SNAPSHOT -- Spock Integration - spockframework.org Plug-ins you currently have installed are listed below: cloud-foundry 0.2 -- Cloud Foundry Plugin for Grails hibernate 1.2.0 -- Hibernate for Grails tomcat 1.2.0 -- Apache Tomcat plugin for Grails I find it very strange that it only finds the spock plugin. It makes me thing that either a)it is going to the wrong repository or b)my version setting is incorrect. Any ideas? Thanks, Padraic

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  • 3 index buffers

    - by bobobobo
    So, in both D3D and OpenGL there's ability to draw from an index buffer. The OBJ file format however does something weird. It specifies a bunch of vertices like: v -21.499660 6.424470 4.069845 v -25.117170 6.418100 4.068025 v -21.663851 8.282170 4.069585 v -21.651890 6.420180 4.068675 v -25.128481 8.281520 4.069585 Then it specifies a bunch of normals like.. vn 0.196004 0.558984 0.805680 vn -0.009523 0.210194 -0.977613 vn -0.147787 0.380832 -0.912757 vn 0.822108 0.567581 0.044617 vn 0.597037 0.057507 -0.800150 vn 0.809312 -0.045432 0.585619 Then it specifies a bunch of tex coords like vt 0.1225 0.5636 vt 0.6221 0.1111 vt 0.4865 0.8888 vt 0.2862 0.2586 vt 0.5865 0.2568 vt 0.1862 0.2166 THEN it specifies "faces" on the model like: f 1/2/5 2/3/7 8/2/6 f 5/9/7 6/3/8 5/2/1 So, in trying to render this with vertex buffers, In OpenGL I can use glVertexPointer, glNormalPointer and glTexCoordPointer to set pointers to each of the vertex, normal and texture coordinate arrays respectively.. but when it comes down to drawing with glDrawElements, I can only specify ONE set of indices, namely the indices it should use when visiting the vertices. Ok, then what? I still have 3 sets of indices to visit. In d3d its much the same - I can set up 3 streams: one for vertices, one for texcoords, and one for normals, but when it comes to using IDirect3DDevice9::DrawIndexedPrimitive, I can still only specify ONE index buffer, which will index into the vertices array. So, is it possible to draw from vertex buffers using different index arrays for each of the vertex, texcoord, and normal buffers (EITHER d3d or opengl!)

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  • TCL TDom: Looping through Objects

    - by pws5068
    Using TDom, I would like to cycle through a list of objects in the following format: <object> <type>Hardware</type> <name>System Name</name> <description>Basic Description of System.</description> <attributes> <vendor>Dell</vendor> <contract>MM/DD/YY</contract> <supportExpiration>MM/DD/YY</supportExpiration> <location>Building 123</location> <serial>xxx-xxx-xxxx</serial> <mac>some-mac-address</mac> </attributes> </object> <object> <type>Software</type> <name>Second Object</name> ... Then I use TDom to make a list of objects: set dom [dom parse $xml] set doc [$dom documentElement] set nodeList [$doc selectNodes /systems/object] So far I've done this to (theoretically) select every "Object" node from the list. How can I loop through them? Is it just: foreach node $nodeList { For each object, I need to retrieve the association of each attribute. From the example, I need to remember that the "name" is "System Name", "vendor" is "Dell", etc. I'm new to TCL but in other languages I would use an object or an associative list to store these. Is this possible? Can you show me an example of the syntax to select an attribute in this manner?

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  • phpmyadmin shows numbers or blob for mysql's utf8_bin callation columns?

    - by marc40000
    Hi ! I have a table with a varchar column. Its collation is set to utf8_bin. My software using this table and column works perfectly. But when I look at the content in phpmyadmin, I only see some hex values or [Blob xB]. Can I make phpmyadmin show the content correctly? Besides, when I set the collation to utf8_general_ci or utf8_unicode_ci, the phpmyadmin shows the content correctly. Thx Marc [edit]Hah, I found out, there is a small "+Options" link above every table in phpmyadmin. It opens several options including "Show BLOB contents" - which makes the [blob] to readable text when enabled and "Show binary contents as HEX" which shows the hex codes as text when disabled. No idea why there are two options though and why sometimes there is a [Blob] and sometimes hex values. Well. Now I'm still wondering: Setting these options get lost when I go to another table. I have to set them every time I go there. Is there a way to save those options? [/edit]

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  • Using MinHash to find similiarities between 2 images

    - by Sung Meister
    I am using MinHash algorithm to find similar images between images. I have run across this post, How can I recognize slightly modified images? which pointed me to MinHash algorithm. Being a bit mathematically challenged, I was using a C# implementation from this blog post, Set Similarity and Min Hash. But while trying to use the implementation, I have run into 2 problems. What value should I set universe value to? When passing image byte array to HashSet, it only contains distinct byte values; thus comparing values from 1 ~ 256. What is this universe in MinHash? And what can I do to improve the C# MinHash implementation? Since HashSet<byte> contains values upto 256, similarity value always come out to 1. Here is the source that uses the C# MinHash implementation from Set Similarity and Min Hash: class Program { static void Main(string[] args) { var imageSet1 = GetImageByte(@".\Images\01.JPG"); var imageSet2 = GetImageByte(@".\Images\02.TIF"); //var app = new MinHash(256); var app = new MinHash(Math.Min(imageSet1.Count, imageSet2.Count)); double imageSimilarity = app.Similarity(imageSet1, imageSet2); Console.WriteLine("similarity = {0}", imageSimilarity); } private static HashSet<byte> GetImageByte(string imagePath) { using (var fs = new FileStream(imagePath, FileMode.Open, FileAccess.Read)) using (var br = new BinaryReader(fs)) { //List<int> bytes = br.ReadBytes((int)fs.Length).Cast<int>().ToList(); var bytes = new List<byte>(br.ReadBytes((int) fs.Length).ToArray()); return new HashSet<byte>(bytes); } } }

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  • Object created in Interface Builder getting dealloc'ed too soon

    - by Collin Allen
    The Project I'm working on a relatively simple iPhone OS project that's navigation controller based, with a root table view and a detail table view. Tap an item in the main list to see its details in a pushed table view. The Setup I broke out the data source for both views into their own objects so as not to muddy the purpose of a view controller. Having done this, the table views no longer have data sources since those methods are now in separate files, so I created an instance of each data source class in the appropriate XIB files with the Object item (dragged it in, then set its class). Then, to actually connect the tableviews to their data sources, I set the dataSource outlet of each tableview to the yellow data source object in Interface Builder. The table view delegates are still set to their view controllers. The Problem The root table view works just fine, but when you tap a row to push to the detail view, the data source object gets instantiated as expected, then immediately dealloc'ed, causing a crash (numberOfSectionsInTableView: gets called on the freed object). I can't figure out why the data source is getting automatically dealloc-ed when I need it right then and there for the detail view, as indicated by my data source object creation and tableview connection in Interface Builder. What's more perplexing is that the very approach works fine for the root tableview! The Question Is there anything obvious I'm missing that would cause this to happen? Or, is this even the right way to instantiate a data source for a table view controller? It seems like poor object oriented programming to do it from within the view controller, which should only be concerned with the view. I could cram everything in two table view controller classes and it would probably work, but it would not be as modular as I'd like. Thanks!

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  • deploy a sinatra app with passenger gives only 404, page not founds. Yet a simple rack app works.

    - by berkes
    I have correctly (or prbably not) installed passenger on apache 2. Rack works, but sinatra keeps giving 404's. Here is what works: config.ru: #app = proc do |env| return [200, { "Content-Type" => "text/html" }, "hello <b>world</b>"] end run app Here is what works too: Running the app.rb (see below) with ruby app.rb and then looking at localhost:4567/about and / restarting the app, gives me a correct hello world. w00t. But then there is the sinatra entering the building: config.ru require 'rubygems' require 'sinatra' root_dir = File.dirname(__FILE__) set :environment, ENV['RACK_ENV'].to_sym set :root, root_dir set :app_file, File.join(root_dir, 'app.rb') disable :run run Sinatra::Application and an app.rb require 'rubygems' require 'sinatra' get '/' do "Hallo wereld!" end get '/about' do "Hello world, it's #{Time.now} at the server!" end This keeps giving 404s. /var/logs/apache2/error.log lists these correctly as "404" with something that worries me: 83.XXXXXXXXX - - [30/May/2010 16:06:52] "GET /about " 404 18 0.0007 83.XXXXXXXXX - - [30/May/2010 16:06:56] "GET / " 404 18 0.0007 The thing that worried me, is the space after the / and the /about. Would apache or sinatra go looking for /[space], like /%20? If anyone knows what this problem relates to, maybe a known bug (that I could not find) or a known gotcha? Maybe I am just being stupid and getting "it all wrong?" Otherwise any hints on where to get, read or log more developers data on a running rack, sinatra or passenger app would be helpfull too: to see what sinatra is looking for, for example. Some other information: Running ubuntu 9.04, apache2-mm-prefork (deb), mod_php5, ruby 1.8.7, passenger 2.2.11, sinatra 1.0

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  • How to add XmlInclude attribute dynamically

    - by Anindya Chatterjee
    I have the following classes [XmlRoot] public class AList { public List<B> ListOfBs {get; set;} } public class B { public string BaseProperty {get; set;} } public class C : B { public string SomeProperty {get; set;} } public class Main { public static void Main(string[] args) { var aList = new AList(); aList.ListOfBs = new List<B>(); var c = new C { BaseProperty = "Base", SomeProperty = "Some" }; aList.ListOfBs.Add(c); var type = typeof (AList); var serializer = new XmlSerializer(type); TextWriter w = new StringWriter(); serializer.Serialize(w, aList); } } Now when I try to run the code I got an InvalidOperationException at last line saying that The type XmlTest.C was not expected. Use the XmlInclude or SoapInclude attribute to specify types that are not known statically. I know that adding a [XmlInclude(typeof(C))] attribute with [XmlRoot] would solve the problem. But I want to achieve it dynamically. Because in my project class C is not known prior to loading. Class C is being loaded as a plugin, so it is not possible for me to add XmlInclude attribute there. I tried also with TypeDescriptor.AddAttributes(typeof(AList), new[] { new XmlIncludeAttribute(c.GetType()) }); before var type = typeof (AList); but no use. It is still giving the same exception. Does any one have any idea on how to achieve it?

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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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  • Should we migrate from svn to Team Foundation Server 2010?

    - by Florian
    We are with 6 developer and currently use Visual Studio 2008 Professional with SVN and Visual SVN. As soon as vs2010 is released we will upgrade from vs2008 pro to vs2010 premium. However if Team Foundation Server has a proper source control included in vs2010 premium, then it does make sense to use it. We like SVN, but like tight integration of tools even better. On the internet information on SVN versus TFS 2010 seems to be scarce. Hence my question here. EDIT: This video looks very compelling. Is this marketing talk or real? Thank you all for your replies! I absolutely appreciate this. A little more background info. This is our current stack; vs2008 pro, Visual SVN, SVN, Jetbrain Teamcity. My main problem is that we use a lot of tools from different vendors which more or less integrate. Sometime more, mostly less. At least it takes a lot of time to set it up correctly. We currently do not use branches, but we want to. Therefore we have to set up SVN from scratch (we looked into it carefully). So let me rephrase my question: Should we set up SVN or start using TFS?

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  • Replace in place, parsing & string manipulation.

    - by Mark Tomlin
    I'm trying to replace a set of characters within a string. The string may or may not have any data to change. The string is marked up in a way that allows for it to change it's color from a set of characters. The string can reset it's it's formatting to default by using a defined set of characters. This setup is very much like the ECMA-48 standard used on LINUX consoles for colors and other special effects. Where one string could be ^0Black^1Red^2Green^3Yellow^4Blue^5Purple^6Cyan^7White Producing the following HTML: <span style="color: #000">Black</span><span style="color: #F00">Red</span><span style="color: #0F0">Green</span><span style="color: #FF0">Yellow</span><span style="color: #00F">Blue</span><span style="color: #F0F">Purple</span><span style="color: #0FF">Cyan</span><span style="color: #FFF">White</span> Another string (^1Error^8: ^3User Error) could also produce: <span style="color: #F00">Error</span>: <span style="color: #FF0">User Error</span> You might of noticed the ^8 part of that string resets the color for that part of the string. What's the best way to go about parsing these kinds of strings?

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