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  • iPhone: Creating a hierarchy-based table navigation.

    - by Jack Griffiths
    Hi there, I've tried to ask this before, but nothing got answered. Basically, I would like someone to explain to me how to create a table, which when a cell is tapped, pushes the user to the next view for that cell. I have this so far: Click here to view what I have. I would further like to, say when CSS is tapped, it goes to a new view which has another table in it. This table would then take the user to a detail view, which is scrollable and you can switch pages through it. I would appreciate longer, more structured tutorials on how to do each and every bit to get it to work. Here's my array in my implementation file: - (void)viewDidLoad { arryClientSide = [[NSArray alloc] initWithObjects:@"CSS", @"HTML", @"JavaScript", @"XML", nil]; arryServerSide = [[NSArray alloc] initWithObjects:@"Apache", @"PHP", @"SQL", nil]; self.title = @"Select a Language"; [super viewDidLoad]; } and my .h: @interface RootViewController : UITableViewController <UITableViewDelegate, UITableViewDataSource> { IBOutlet UITableView *tblSimpleTable; NSArray *arryClientSide; NSArray *arryServerSide; } My current code crashes the script, and this error is returned in the console: Terminating app due to uncaught exception 'NSInternalInconsistencyException', reason: '-[UITableViewController loadView] loaded the "NextView" nib but didn't get a UITableView.' If that error is the source of why it's not pushing, then an explanation of how to remedy that would also be appreciated Many thanks, Jack

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  • Too many connections RealityRP Emulator

    - by Chase Robinson
    I've been having a problem with the stability of my role play emulator, every now and then, after awhile of using a command such as :shoot x , it will disconnect due to too many connections, or it will disconnect when people are messaging etc.. I've debugged it, and ran while playing it, it disconnected with the Too Many Connections error, Connection.Open(); Is the code that is causing the issue, how do i fix this?

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  • Stacks in C++

    - by MarkPearl
    So some more basics… One of the things you will be taught at any college after conquering arrays is different derivatives of collections. Stack is one of the simplest of those and very useful… A stack is a LIFO (last in first out) data structure and has at least two basic method calls – push & pop. Push, “pushes” an item on the top of the stack. Pop, removes the top most item off the stack. Because all elements on a stack are of the same type, one can use an array to implement a stack or a linked list. With the array based approach, the first element in a stack would be the first element in the array, the second on the stack would be the second on the array, etc. One limitation with an array implementation of a stack is that unless the array is dynamic, one would have to have a preset max stack size (based on the bounds of the array). Linked lists is another approach that gets past this boundary by allowing you to dynamically grow or shrink a collection of data. Stacks have many applications… a typical computer science example would be Postfix Expression Calculator, where the LIFO principle is maintained.

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  • What's your motivation to help others at stackoverflow?

    - by Bernhard V
    Hi! I gotta say that this site is really great because it helped me a lot at my job. I'm mostly the one asking the questions rather than answering it. Now I'd like to know what's your motivation to help others of whom you only know their nicknames? Because contrary to other communities on the Internet, this site lacks things like a message board where you can talk about all things in life or a function for private messaging. And in my opinion these two things normally help in building kind of a "social" environment. Also stackoverflow has probably lot's of users and is therefore not that tight-knitted. Maybe you can share some your thoughts with me.

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  • I don't see any stacktrace running webapp with JBoss

    - by anna
    hi everyone. I have some very annoying trouble with jboss. I'm developing simple web-app using richfaces and I'm facing the problem that when I deploy and run application in browser jboss shows just following message: This page contains the following errors: error on line 12 at column 16: internal error Below is a rendering of the page up to the first error. And that's all. No stacktrace! It's so uneasy to search for a source of problem. Could anyone help me to "turn on" stacktracing?

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  • Exhaustive (or even just large) list of languages/stacks used for popular sites?

    - by jacko
    As a result of a conversation with a colleague today, I've been searching (unsuccessfully) for a large'ish list of what technology stacks are being used popular websites and standalone applications today. We're aware of the big ones like Facebook (php/ ), Twitter (scala/cassandra), Youtube (python/?), Digg (php/cassandra), stackoverflow (.net mvc/sqlserver), but we're looking for a more complete list. It would also be interesting to hear about any stats for desktop apps also? Can anyone help?

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  • GDB disas question about address values

    - by user324994
    I'm working with a binary file that I disas'd in gdb. Right now I'm just examining the return value of a function. 0x08048604 <playGame+78>: ret Is the address shown the address where ret is stored in the function? Or is it just the address of the instruction to return the ret value?

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  • How to detect the root recursive call?

    - by ahmadabdolkader
    Say we're writing a simple recursive function fib(n) that calculates the nth Fibonacci number. Now, we want the function to print that nth number. As the same function is being called repeatedly, there has to be a condition that allows only the root call to print. The question is: how to write this condition without passing any additional arguments, or using global/static variables. So, we're dealing with something like this: int fib(int n) { if(n <= 0) return 0; int fn = 1; if(n > 2) fn = fib(n-2) + fib(n-1); if(???) cout << fn << endl; return fn; } int main() { fib(5); return 0; } I thought that the root call differs from all children by returning to a different caller, namely the main method in this example. I wanted to know whether it is possible to use this property to write the condition and how. Update: please note that this is a contrived example that only serves to present the idea. This should be clear from the tags. I'm not looking for standard solutions. Thanks.

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  • Strange thread behavior in Perl

    - by Zaid
    Tom Christiansen's example code (à la perlthrtut) is a recursive, threaded implementation of finding and printing all prime numbers between 3 and 1000. Below is a mildly adapted version of the script #!/usr/bin/perl # adapted from prime-pthread, courtesy of Tom Christiansen use strict; use warnings; use threads; use Thread::Queue; sub check_prime { my ($upstream,$cur_prime) = @_; my $child; my $downstream = Thread::Queue->new; while (my $num = $upstream->dequeue) { next unless ($num % $cur_prime); if ($child) { $downstream->enqueue($num); } else { $child = threads->create(\&check_prime, $downstream, $num); if ($child) { print "This is thread ",$child->tid,". Found prime: $num\n"; } else { warn "Sorry. Ran out of threads.\n"; last; } } } if ($child) { $downstream->enqueue(undef); $child->join; } } my $stream = Thread::Queue->new(3..shift,undef); check_prime($stream,2); When run on my machine (under ActiveState & Win32), the code was capable of spawning only 118 threads (last prime number found: 653) before terminating with a 'Sorry. Ran out of threads' warning. In trying to figure out why I was limited to the number of threads I could create, I replaced the use threads; line with use threads (stack_size => 1);. The resultant code happily dealt with churning out 2000+ threads. Can anyone explain this behavior?

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  • Jagged Array in C (3D)

    - by Daniel
    How could I do the following? double layer1[][3] = { {0.1,0.1,0.8}, {0.1,0.1,0.8}, {0.1,0.1,0.8}, {0.1,0.1,0.8} }; double layer2[][5] = { {0.1,0.1,0.1,0.1,0.8} }; double *upper[] = {layer1, layer2}; I read the following after trying different ideas; to no avail. jagged array in c I understand (I hope) that double **upper[] = {layer1, layer2}; Is similar to what I'd like, but would not work because the layers are not arrays of pointers. I am using C intentionally. I am trying to abstain from doing this (which works). double l10[] = {0.1,0.1,0.8}; //l11 etc double *l1[] = {l10,l11,l12,l13}; double l20[] = {0.1,0.1,0.1,0.1,0.8}; double *l2[] = {l20}; double **both[] = {l1, l2};

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  • How do I find the list of functions executed to build a page?

    - by ashy_32bit
    I want the list of all functions executed to a certain point in code, somehow like debug_backtrace() but including functions not in the exact thread that leads to where debug_backtrace() is called. e.g : a(); function a() { b(); c(); d(); } function b() { } function c() { } function d() { print all_trace(); } would produce : a(), b(), c(), d() and not a(), d() like debug_backtrace() would

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  • Game doesn't Quit properly

    - by W.K.S
    I have an app that so far consists of two Activities: The Main Menu Activity. The Game Activity The Main Menu Activity contains a button that starts the Game Activity with the following code: public void onClick(View clickedButton) { switch(clickedButton.getId()) { case R.id.buttonPlay: Intent i = new Intent("apple.banana.BouncingBallActivity"); startActivity(i); break; } When the user is done with the Game Activity, he presses the back button. This calls the onPause() method first, which pauses the animation thread of the game. It then calls the onStop() which calls finish() on the activity altogether. The user is returned to the Main Menu activity. The code is outlined below: public class BouncingBallActivity extends Activity{ private BouncingBallView bouncingBallView; @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); bouncingBallView = new BouncingBallView(this); bouncingBallView.resume(); setContentView(bouncingBallView); } @Override protected void onPause() { super.onPause(); bouncingBallView.pause(); } @Override protected void onResume() { super.onResume(); bouncingBallView.resume(); } @Override protected void onStop() { super.onStop(); this.finish(); } } The problem is that this only works if I launch the application from Eclipse. When I click on the app icon, the game starts from the Game Activity. The main menu activity does not appear. I am not clear about why this happens. It could be something to do with the manifest. I've pasted the relevant portions below: <application android:icon="@drawable/ic_launcher" android:label="@string/app_name" > <activity android:name=".BouncingBallActivity" android:label="@string/app_name" android:screenOrientation="landscape" > <intent-filter> <action android:name="apple.banana.BouncingBallActivity" /> <category android:name="android.intent.category.DEFAULT" /> </intent-filter> </activity> <activity android:name=".MainMenu" android:label="@string/app_name" android:screenOrientation="portrait" > <intent-filter> <action android:name="android.intent.action.MAIN" /> <category android:name="android.intent.category.LAUNCHER" /> </intent-filter> </activity> </application> I'd really appreciate any help with this. Thanks.

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  • Actionscript 3: Monitoring the activity level for multiple Microphones doesn't seem to work.

    - by Dave
    For a project I want to show all available webcams and microphones, so that the user can easily select whichever webcam/microphone combination they prefer. I run into an issue with the microphones listing though. Each microphone is listed with an activity animation and it's name. I am able to list all Microphones just fine (using the Microphone.names Array), but it seems like I can only get the activity viewer to work for one microphone. The other microphones show up with '-1' activity, which (as far as I know) is Flex for 'present, but not in use'. When unplugging the microphone that does show activity, the next one (in my case, the mic-in line on my motherboard) shows up with '0' activity (it's not connected, so that makes sense). During my testing I have a total of 3 microphones available, the not-connected onboard mic-in port, and two connected microphones. For testing purposes I use a timer that traces the current microphone activity each 100ms and the graph is also shown. It does not seem to matter what default microphone I set via flash' settings panel. The code I've only attached the revelant code snippets below to make it easier for you to read through them. Please let me know if you prefer the entire code. Main application.mxml Note: cont is a VBox. i is defined before this code snippet. var mics:Array = Microphone.names; for(i=0; i < mics.length; i++){ var mic:settingsMicEntry = new assets.settingsMicEntry; mic.d = {name: mics[i], index: i}; cont.addChild(mic); } assets/settingsMicEntry.mxml timer is defined before this code snippet. the SoundTransform is added to silence local microphone playback. Excluding this code does not solve the problem, sadly (I've tried). display is an MXML Canvas object. mic = Microphone.getMicrophone(d.index); if(mic){ // Temporary: The Microphones' visualizer var bar:Box = new Box(); bar.y = 50; bar.height = 0; bar.width = 66; bar.setStyle("backgroundColor", 0x003300); display.addChild(bar); var tf:SoundTransform = new SoundTransform(0); mic.setLoopBack(true); mic.soundTransform = tf; timer = new Timer(100); timer.addEventListener(TimerEvent.TIMER, function(e:TimerEvent):void{ var h:int = Math.floor((display.height/100)*mic.activityLevel); bar.height = (h>-1) ? h : 0; bar.y = (h>-1) ? display.height-h : display.height; trace('TIMER: '+h+' from '+d.name); }); timer.start(); } I'm pulling my hear out here, so any help is much appreciated! Thanks, -Dave Ps.: Pardon the messiness of the code!

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  • Need to display my code in stack trace. I see only System... lines.

    - by Tony_Henrich
    Sometimes when I get an Exception while debugging in Visual Studio, all the code lines in the stack trace belong to the System.. name space. It doesn't display my line of code which was responsible for the exception. Is there a way to be make the stack trace show more lines or to ignore stack trace from the system namespace? Something like Just-My-Code for stack trace?

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  • How can I avoid hard-coding YubiKey user identities into the PAM stack?

    - by CodeGnome
    The Yubico PAM Module seems to require changes to the PAM stack for each user that will be authenticated with a YubiKey. Specifically, it seems that each user's client identity must be added to the right PAM configuration file before the user can be authenticated. While it makes sense to add authorized keys to an authentication database such as /etc/yubikey_mappings or ~/.yubico/authorized_yubikeys, it seems like a bad practice to have to edit the PAM stack itself for each individual user. I would definitely like to avoid having to hard-code user identities into the PAM stack this way. So, is it possible to avoid hard-coding the id parameter to the pam_yubico.so module itself? If not, are there any other PAM modules that can leverage YubiKey authentication without hard-coding the stack?

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  • How do I debug a difficult-to-reproduce crash with no useful call stack?

    - by David M
    I am encountering an odd crash in our software and I'm having a lot of trouble debugging it, and so I am seeking SO's advice on how to tackle it. The crash is an access violation reading a NULL pointer: First chance exception at $00CF0041. Exception class $C0000005 with message 'access violation at 0x00cf0041: read of address 0x00000000'. It only happens 'sometimes' - I haven't managed to figure out any rhyme or reason, yet, for when - and only in the main thread. When it occurs, the call stack contains one incorrect entry: For the main thread, which this is, it should show a large stack full of other items. At this point, all other threads are inactive (mostly sitting in WaitForSingleObject or a similar function.) I have only seen this crash occur in the main thread. It always has the same call stack of one entry, in the same method at the same address. This method may or may not be related - we do use the VCL in our application. My bet, though, is that something (possibly quite a while ago) is corrupting the stack, and the address where it's crashing is effectively random. Note it has been the same address across several builds, though - it's probably not truly random. Here is what I've tried: Trying to reproduce it reliably at a certain point. I have found nothing that reproduces it every time, and a couple of things that occasionally do, or do not, for no apparent reason. These are not 'narrow' enough actions to narrow it down to a particular section of code. It may be timing related, but at the point the IDE breaks in, other threads are usually doing nothing. I can't rule out a threading problem, but think it's unlikely. Building with extra debugging statements (extra debug info, extra asserts, etc.) After doing so, the crash never occurs. Building with Codeguard enabled. After doing so, the crash never occurs and Codeguard shows no errors. My questions: 1. How do I find what code caused the crash? How do I do the equivalent of walking back up the stack? 2. What general advice do you have for how to trace the cause of this crash? I am using Embarcadero RAD Studio 2010 (the project mostly contains C++ Builder code and small amounts of Delphi.)

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  • How to impale and stack targets correctly according to the collider and its coordinate?

    - by David Dimalanta
    I'm making another simple game, a catch game, where a spawning target game object must be captured using a skewer to impale it. Here how: At the start, the falling object (in red) will fall in a vertical direction (in blue) When aimed properly, the target will fall down along the line of the skewer. (in blue) Then, another target is spawned and will fall vertically. (in red) When aimed successfully again in a streak, the second target will fall along the skewer and stacked. Same process over and over when another target is spawned. However, when I test run it on the scene tab in Unity, when impaled several targets, instead of a smooth flow and stacking it ended up overlaying it instead of stacking it up like a pancake. Here's what it look like: As I noticed when reaching the half-way of my progress, I tried to figure out how to deal with collider bodies without sticking each other so that it will actually stack like in the example of the image at no. 3. Here's the script code I added in the target game object: using UnityEngine; using System.Collections; public class ImpaleStateTest : MonoBehaviour { public GameObject target; public GameObject skewer; public bool drag = false; private float stack; private float impaleCount; void Start () { stack = 0; impaleCount = 0; } void Update () { if(drag) { target.transform.position = new Vector3 (DragTest.dir.transform.position.x, DragTest.dir.transform.position.y - 0.35f, 0); target.transform.rotation = DragTest.degrees; target.rigidbody2D.fixedAngle = true; target.rigidbody2D.isKinematic = true; target.rigidbody2D.gravityScale = 0; if(Input.GetMouseButton(0)) { Debug.Log ("Skewer: " + DragTest.dir.transform.position.x); Debug.Log ("Target: " + target.transform.position.x); } } } void OnTriggerEnter2D(Collider2D collider) { impaleCount++; Debug.Log ("Impaled " + impaleCount + " time(s)!"); drag = true; audio.Play (); } } Aside from that, I'm not sure if it's right but, the only way to stick the impaled targets while dragging the skewer left or right is to get the X coordinates from the skewer only. Is there something else to recommend it in order to improve this behavior as realistic as possible? Please help.

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