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  • putenv/setenv using substitutions

    - by vinaym
    I need user to define all the environment variables needed for my program in a text file as shown below. MyDLLPath = C:\MyDLLPath MyOption = Option1 PATH = %MyDLLPath%;%PATH%; In my program I read each line and call putenv with the string. Problem is that the environment substitutions (%MyDLLPath%) are not being expanded. I am guessing the following fix for that - Check each line for % characters.- Get the text between 2 consecutive % characters.- Call getenv using the text- Replace value obtained above into the line and then call putenv. Is there a better way to do it?

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  • Using a indentifier or reserved word in a automation object under FPC

    - by Salvador
    Actually i am using OLE automation under Free Pascal , but some objects have properties which uses reserverd words as names, so i cannot compile the code. check this sample MyObj : OleVariant; begin MyObj := CrealeOleObject('AObject'); MyObj .Descriptor := Param1; MyObj .Type := Param2; //this line generates a error this is the error StdOleAux.pas(783,15) Fatal: Syntax error, "identifier" expected but "TYPE" found so the question is how i can access this properties in FPC when they have a name which is a reserved word? FPC 2.2.4 Lazarus 0.9.28.2 using {$MODE DELPHI}

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  • Setting refresh-policies in Ehcache

    - by Alex Ciminian
    Is there any to specify a data refresh policy in Ehcache? I am currently migrating an application from OSCache to Ehcache and I can't seem to find any way to specify when an element needs refreshing, besides setting timeToIdle and timeToLive. What I want is: on accessing an element from the cache, check with it's associated resource to see if it was updated later than the lastUpdateTime of the cache element. If yes, refresh the cache; else serve the content from the cache. In OSCache this was done by catching NeedsRefreshExceptions and setting custom refresh policies for the elements. I've been digging around in the docs for a while now, but I wasn't able to find any methods or examples of how I could accomplish this in Ehcache. Any help would be appreciated :). Alex

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  • Render To Texture Using OpenGL is not working but normal rendering works just fine

    - by Franky Rivera
    things I initialize at the beginning of the program I realize not all of these pertain to my issue I just copy and pasted what I had //overall initialized //things openGL related I initialize earlier on in the project glClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); glClearDepth( 1.0f ); glEnable(GL_ALPHA_TEST); glEnable( GL_STENCIL_TEST ); glEnable(GL_DEPTH_TEST); glDepthFunc( GL_LEQUAL ); glEnable(GL_CULL_FACE); glFrontFace( GL_CCW ); glEnable(GL_COLOR_MATERIAL); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ); //we also initialize our shader programs //(i added some shader program functions for definitions) //this enum list is else where in code //i figured it would help show you guys more about my //shader compile creation function right under this enum list VVVVVV /*enum eSHADER_ATTRIB_LOCATION { VERTEX_ATTRIB = 0, NORMAL_ATTRIB = 2, COLOR_ATTRIB, COLOR2_ATTRIB, FOG_COORD, TEXTURE_COORD_ATTRIB0 = 8, TEXTURE_COORD_ATTRIB1, TEXTURE_COORD_ATTRIB2, TEXTURE_COORD_ATTRIB3, TEXTURE_COORD_ATTRIB4, TEXTURE_COORD_ATTRIB5, TEXTURE_COORD_ATTRIB6, TEXTURE_COORD_ATTRIB7 }; */ //if we fail making our shader leave if( !testShader.CreateShader( "SimpleShader.vp", "SimpleShader.fp", 3, VERTEX_ATTRIB, "vVertexPos", NORMAL_ATTRIB, "vNormal", TEXTURE_COORD_ATTRIB0, "vTexCoord" ) ) return false; if( !testScreenShader.CreateShader( "ScreenShader.vp", "ScreenShader.fp", 3, VERTEX_ATTRIB, "vVertexPos", NORMAL_ATTRIB, "vNormal", TEXTURE_COORD_ATTRIB0, "vTexCoord" ) ) return false; SHADER PROGRAM FUNCTIONS bool CShaderProgram::CreateShader( const char* szVertexShaderName, const char* szFragmentShaderName, ... ) { //here are our handles for the openGL shaders int iGLVertexShaderHandle = -1, iGLFragmentShaderHandle = -1; //get our shader data char *vData = 0, *fData = 0; int vLength = 0, fLength = 0; LoadShaderFile( szVertexShaderName, &vData, &vLength ); LoadShaderFile( szFragmentShaderName, &fData, &fLength ); //data if( !vData ) return false; //data if( !fData ) { delete[] vData; return false; } //create both our shader objects iGLVertexShaderHandle = glCreateShader( GL_VERTEX_SHADER ); iGLFragmentShaderHandle = glCreateShader( GL_FRAGMENT_SHADER ); //well we got this far so we have dynamic data to clean up //load vertex shader glShaderSource( iGLVertexShaderHandle, 1, (const char**)(&vData), &vLength ); //load fragment shader glShaderSource( iGLFragmentShaderHandle, 1, (const char**)(&fData), &fLength ); //we are done with our data delete it delete[] vData; delete[] fData; //compile them both glCompileShader( iGLVertexShaderHandle ); //get shader status int iShaderOk; glGetShaderiv( iGLVertexShaderHandle, GL_COMPILE_STATUS, &iShaderOk ); if( iShaderOk == GL_FALSE ) { char* buffer; //get what happend with our shader glGetShaderiv( iGLVertexShaderHandle, GL_INFO_LOG_LENGTH, &iShaderOk ); buffer = new char[iShaderOk]; glGetShaderInfoLog( iGLVertexShaderHandle, iShaderOk, NULL, buffer ); //sprintf_s( buffer, "Failure Our Object For %s was not created", szFileName ); MessageBoxA( NULL, buffer, szVertexShaderName, MB_OK ); //delete our dynamic data free( buffer ); glDeleteShader(iGLVertexShaderHandle); return false; } glCompileShader( iGLFragmentShaderHandle ); //get shader status glGetShaderiv( iGLFragmentShaderHandle, GL_COMPILE_STATUS, &iShaderOk ); if( iShaderOk == GL_FALSE ) { char* buffer; //get what happend with our shader glGetShaderiv( iGLFragmentShaderHandle, GL_INFO_LOG_LENGTH, &iShaderOk ); buffer = new char[iShaderOk]; glGetShaderInfoLog( iGLFragmentShaderHandle, iShaderOk, NULL, buffer ); //sprintf_s( buffer, "Failure Our Object For %s was not created", szFileName ); MessageBoxA( NULL, buffer, szFragmentShaderName, MB_OK ); //delete our dynamic data free( buffer ); glDeleteShader(iGLFragmentShaderHandle); return false; } //lets check to see if the fragment shader compiled int iCompiled = 0; glGetShaderiv( iGLVertexShaderHandle, GL_COMPILE_STATUS, &iCompiled ); if( !iCompiled ) { //this shader did not compile leave return false; } //lets check to see if the fragment shader compiled glGetShaderiv( iGLFragmentShaderHandle, GL_COMPILE_STATUS, &iCompiled ); if( !iCompiled ) { char* buffer; //get what happend with our shader glGetShaderiv( iGLFragmentShaderHandle, GL_INFO_LOG_LENGTH, &iShaderOk ); buffer = new char[iShaderOk]; glGetShaderInfoLog( iGLFragmentShaderHandle, iShaderOk, NULL, buffer ); //sprintf_s( buffer, "Failure Our Object For %s was not created", szFileName ); MessageBoxA( NULL, buffer, szFragmentShaderName, MB_OK ); //delete our dynamic data free( buffer ); glDeleteShader(iGLFragmentShaderHandle); return false; } //make our new shader program m_iShaderProgramHandle = glCreateProgram(); glAttachShader( m_iShaderProgramHandle, iGLVertexShaderHandle ); glAttachShader( m_iShaderProgramHandle, iGLFragmentShaderHandle ); glLinkProgram( m_iShaderProgramHandle ); int iLinked = 0; glGetProgramiv( m_iShaderProgramHandle, GL_LINK_STATUS, &iLinked ); if( !iLinked ) { //we didn't link return false; } //NOW LETS CREATE ALL OUR HANDLES TO OUR PROPER LIKING //start from this parameter va_list parseList; va_start( parseList, szFragmentShaderName ); //read in number of variables if any unsigned uiNum = 0; uiNum = va_arg( parseList, unsigned ); //for loop through our attribute pairs int enumType = 0; for( unsigned x = 0; x < uiNum; ++x ) { //specify our attribute locations enumType = va_arg( parseList, int ); char* name = va_arg( parseList, char* ); glBindAttribLocation( m_iShaderProgramHandle, enumType, name ); } //end our list parsing va_end( parseList ); //relink specify //we have custom specified our attribute locations glLinkProgram( m_iShaderProgramHandle ); //fill our handles InitializeHandles( ); //everything went great return true; } void CShaderProgram::InitializeHandles( void ) { m_uihMVP = glGetUniformLocation( m_iShaderProgramHandle, "mMVP" ); m_uihWorld = glGetUniformLocation( m_iShaderProgramHandle, "mWorld" ); m_uihView = glGetUniformLocation( m_iShaderProgramHandle, "mView" ); m_uihProjection = glGetUniformLocation( m_iShaderProgramHandle, "mProjection" ); ///////////////////////////////////////////////////////////////////////////////// //texture handles m_uihDiffuseMap = glGetUniformLocation( m_iShaderProgramHandle, "diffuseMap" ); if( m_uihDiffuseMap != -1 ) { //store what texture index this handle will be in the shader glUniform1i( m_uihDiffuseMap, RM_DIFFUSE+GL_TEXTURE0 ); (0)+ } m_uihNormalMap = glGetUniformLocation( m_iShaderProgramHandle, "normalMap" ); if( m_uihNormalMap != -1 ) { //store what texture index this handle will be in the shader glUniform1i( m_uihNormalMap, RM_NORMAL+GL_TEXTURE0 ); (1)+ } } void CShaderProgram::SetDiffuseMap( const unsigned& uihDiffuseMap ) { (0)+ glActiveTexture( RM_DIFFUSE+GL_TEXTURE0 ); glBindTexture( GL_TEXTURE_2D, uihDiffuseMap ); } void CShaderProgram::SetNormalMap( const unsigned& uihNormalMap ) { (1)+ glActiveTexture( RM_NORMAL+GL_TEXTURE0 ); glBindTexture( GL_TEXTURE_2D, uihNormalMap ); } //MY 2 TEST SHADERS also my math order is correct it pertains to my matrix ordering in my math library once again i've tested the basic rendering. rendering to the screen works fine ----------------------------------------SIMPLE SHADER------------------------------------- //vertex shader looks like this #version 330 in vec3 vVertexPos; in vec3 vNormal; in vec2 vTexCoord; uniform mat4 mWorld; // Model Matrix uniform mat4 mView; // Camera View Matrix uniform mat4 mProjection;// Camera Projection Matrix out vec2 vTexCoordVary; // Texture coord to the fragment program out vec3 vNormalColor; void main( void ) { //pass the texture coordinate vTexCoordVary = vTexCoord; vNormalColor = vNormal; //calculate our model view projection matrix mat4 mMVP = (( mWorld * mView ) * mProjection ); //result our position gl_Position = vec4( vVertexPos, 1 ) * mMVP; } //fragment shader looks like this #version 330 in vec2 vTexCoordVary; in vec3 vNormalColor; uniform sampler2D diffuseMap; uniform sampler2D normalMap; out vec4 fragColor[2]; void main( void ) { //CORRECT fragColor[0] = texture( normalMap, vTexCoordVary ); fragColor[1] = vec4( vNormalColor, 1.0 ); }; ----------------------------------------SCREEN SHADER------------------------------------- //vertext shader looks like this #version 330 in vec3 vVertexPos; // This is the position of the vertex coming in in vec2 vTexCoord; // This is the texture coordinate.... out vec2 vTexCoordVary; // Texture coord to the fragment program void main( void ) { vTexCoordVary = vTexCoord; //set our position gl_Position = vec4( vVertexPos.xyz, 1.0f ); } //fragment shader looks like this #version 330 in vec2 vTexCoordVary; // Incoming "varying" texture coordinate uniform sampler2D diffuseMap;//the tile detail texture uniform sampler2D normalMap; //the normal map from earlier out vec4 vTheColorOfThePixel; void main( void ) { //CORRECT vTheColorOfThePixel = texture( normalMap, vTexCoordVary ); }; .Class RenderTarget Main Functions //here is my render targets create function bool CRenderTarget::Create( const unsigned uiNumTextures, unsigned uiWidth, unsigned uiHeight, int iInternalFormat, bool bDepthWanted ) { if( uiNumTextures <= 0 ) return false; //generate our variables glGenFramebuffers(1, &m_uifboHandle); // Initialize FBO glBindFramebuffer(GL_FRAMEBUFFER, m_uifboHandle); m_uiNumTextures = uiNumTextures; if( bDepthWanted ) m_uiNumTextures += 1; m_uiTextureHandle = new unsigned int[uiNumTextures]; glGenTextures( uiNumTextures, m_uiTextureHandle ); for( unsigned x = 0; x < uiNumTextures-1; ++x ) { glBindTexture( GL_TEXTURE_2D, m_uiTextureHandle[x]); // Reserve space for our 2D render target glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexImage2D(GL_TEXTURE_2D, 0, iInternalFormat, uiWidth, uiHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL); glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + x, GL_TEXTURE_2D, m_uiTextureHandle[x], 0); } //if we need one for depth testing if( bDepthWanted ) { glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_uiTextureHandle[uiNumTextures-1], 0); glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, m_uiTextureHandle[uiNumTextures-1], 0);*/ // Must attach texture to framebuffer. Has Stencil and depth glBindRenderbuffer(GL_RENDERBUFFER, m_uiTextureHandle[uiNumTextures-1]); glRenderbufferStorage(GL_RENDERBUFFER, /*GL_DEPTH_STENCIL*/GL_DEPTH24_STENCIL8, TEXTURE_WIDTH, TEXTURE_HEIGHT ); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_uiTextureHandle[uiNumTextures-1]); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, m_uiTextureHandle[uiNumTextures-1]); } glBindFramebuffer(GL_FRAMEBUFFER, 0); //everything went fine return true; } void CRenderTarget::Bind( const int& iTargetAttachmentLoc, const unsigned& uiWhichTexture, const bool bBindFrameBuffer ) { if( bBindFrameBuffer ) glBindFramebuffer( GL_FRAMEBUFFER, m_uifboHandle ); if( uiWhichTexture < m_uiNumTextures ) glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + iTargetAttachmentLoc, m_uiTextureHandle[uiWhichTexture], 0); } void CRenderTarget::UnBind( void ) { //default our binding glBindFramebuffer( GL_FRAMEBUFFER, 0 ); } //this is all in a test project so here's my straight forward rendering function for testing this render function does basic rendering steps keep in mind i have already tested my textures i have already tested my box thats being rendered all basic rendering works fine its just when i try to render to a texture then display it in a render surface that it does not work. Also I have tested my render surface it is bound exactly to the screen coordinate space void TestRenderSteps( void ) { //Clear the color and the depth glClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); //bind the shader program glUseProgram( testShader.m_iShaderProgramHandle ); //1) grab the vertex buffer related to our rendering glBindBuffer( GL_ARRAY_BUFFER, CVertexBufferManager::GetInstance()->GetPositionNormalTexBuffer().GetBufferHandle() ); //2) how our stream will be split here ( 4 bytes position, ..ext ) CVertexBufferManager::GetInstance()->GetPositionNormalTexBuffer().MapVertexStride(); //3) set the index buffer if needed glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, CIndexBuffer::GetInstance()->GetBufferHandle() ); //send the needed information into the shader testShader.SetWorldMatrix( boxPosition ); testShader.SetViewMatrix( Static_Camera.GetView( ) ); testShader.SetProjectionMatrix( Static_Camera.GetProjection( ) ); testShader.SetDiffuseMap( iTextureID ); testShader.SetNormalMap( iTextureID2 ); GLenum buffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 }; glDrawBuffers(2, buffers); //bind to our render target //RM_DIFFUSE, RM_NORMAL are enums (0 && 1) renderTarget.Bind( RM_DIFFUSE, 1, true ); renderTarget.Bind( RM_NORMAL, 1, false); //false because buffer is already bound //i clear here just to clear the texture to make it a default value of white //by doing this i can see if what im rendering to my screen is just drawing to the screen //or if its my render target defaulted glClearColor( 1.0f, 1.0f, 1.0f, 1.0f ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); //i have this box object which i draw testBox.Draw(); //the draw call looks like this //my normal rendering works just fine so i know this draw is fine // glDrawElementsBaseVertex( m_sides[x].GetPrimitiveType(), // m_sides[x].GetPrimitiveCount() * 3, // GL_UNSIGNED_INT, // BUFFER_OFFSET(sizeof(unsigned int) * m_sides[x].GetStartIndex()), // m_sides[x].GetStartVertex( ) ); //we unbind the target back to default renderTarget.UnBind(); //i stop mapping my vertex format CVertexBufferManager::GetInstance()->GetPositionNormalTexBuffer().UnMapVertexStride(); //i go back to default in using no shader program glUseProgram( 0 ); //now that everything is drawn to the textures //lets draw our screen surface and pass it our 2 filled out textures //NOW RENDER THE TEXTURES WE COLLECTED TO THE SCREEN QUAD //bind the shader program glUseProgram( testScreenShader.m_iShaderProgramHandle ); //1) grab the vertex buffer related to our rendering glBindBuffer( GL_ARRAY_BUFFER, CVertexBufferManager::GetInstance()->GetPositionTexBuffer().GetBufferHandle() ); //2) how our stream will be split here CVertexBufferManager::GetInstance()->GetPositionTexBuffer().MapVertexStride(); //3) set the index buffer if needed glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, CIndexBuffer::GetInstance()->GetBufferHandle() ); //pass our 2 filled out textures (in the shader im just using the diffuse //i wanted to see if i was rendering anything before i started getting into other techniques testScreenShader.SetDiffuseMap( renderTarget.GetTextureHandle(0) ); //SetDiffuseMap definitions in shader program class testScreenShader.SetNormalMap( renderTarget.GetTextureHandle(1) ); //SetNormalMap definitions in shader program class //DO the draw call drawing our screen rectangle glDrawElementsBaseVertex( m_ScreenRect.GetPrimitiveType(), m_ScreenRect.GetPrimitiveCount() * 3, GL_UNSIGNED_INT, BUFFER_OFFSET(sizeof(unsigned int) * m_ScreenRect.GetStartIndex()), m_ScreenRect.GetStartVertex( ) );*/ //unbind our vertex mapping CVertexBufferManager::GetInstance()->GetPositionTexBuffer().UnMapVertexStride(); //default to no shader program glUseProgram( 0 ); } Last words: 1) I can render my box just fine 2) i can render my screen rect just fine 3) I cannot render my box into a texture then display it into my screen rect 4) This entire project is just a test project I made to test different rendering practices. So excuse any "ugly-ish" unclean code. This was made just on a fly run through when I was trying new test cases.

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  • Cant access log files in production.

    - by Sid
    I was trying to run my application and check for some output on the production.log. However Rails throws this error. Apache log Rails Error: Unable to access log file. Please ensure that /var/www/somefolder/someapp/log/production.log exists and is chmod 0666. The log level has been raised to WARN and the output directed to STDERR until the problem is fixed. I have performed the necessary chmod 666 production.log to make it work but I realized that the file is under root access. So my file permissions are -rw-rw-rw- 1 root root 20845 2010-03-18 01:18 production.log Im not sure how to allow Rails to access this file. Im fairly new to managing linux production env so I request you to excuse my ignorance.

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  • Checking if iframe is ready to be written to

    - by Bilal Aslam
    A 3rd party script on my web page creates an iframe. I need to know when this iframe is ready, so I can manipulate its DOM. I can think of a hacky approach: repeatedly try to modify the iFrame's DOM, and return success when a change we make sticks between two attempts. For this to work, I would prefer a property I can check on the iframe repeatedly. Is there an alternative, cross-browser evented approach to knowing that the iframe is ready? E.g. can we redefine the onLoad function to call into our code (but I don't know if I can do this, since I didn't create the iframe).

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  • Drop a DB2 view if it exists...

    - by grenade
    Why doesn't this work in IBM Data Studio (Eclipse): IF EXISTS (SELECT 1 FROM SYSIBM.SYSVIEWS WHERE NAME = 'MYVIEW' AND CREATOR = 'MYSCHEMA') THEN DROP VIEW MYSCHEMA.MYVIEW; END IF; I have a feeling it has to do with statement terminators (;) but I can't find a syntax that works. Another similar question at http://stackoverflow.com/questions/355687/how-to-check-a-procedure-view-table-exists-or-not-before-dropping-it-in-db2-9-1 suggests that they had to create a proc but this isn't a solution for us.

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  • Custom Validation on jquery validate plugin, need to count element in a multiple select

    - by 0plus1
    I have a multiple select, and I need to force the user to choose maximum two options, nothing more. I'm trying this: jQuery.validator.addMethod("morethantwo", function(value, element) { var foo = []; $(element+' :selected').each(function(i, selected){ foo[i] = $(selected).text(); alert(foo[i]); }); return true; },"Max two options." ); The problem is that I get a: uncaught exception: Syntax error, unrecognized expression: [object HTMLSelectElement] error. While if I do this: $(element).each(function(i, selected){ foo[i] = $(selected).text(); alert(foo[i]); }); It works but I get all the options in the select. Why is that? Is this the correct road to walk? Are there better ways to do this kind of check? Thank you very much!

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  • Saving page as PDF or as HTML but with all entries

    - by Fincha
    Hello every one :) I wont to create a pdf from a form on my page, but the Problem is, I need it excactly like the page with form, all entires. So I have for example 2 Input Fields, 7 Radio, 2 Checkboxes, and as result i need a PDF with the same sructure, but if someone check the checkbox, it must be saved in pdf. I have tryed to save the html content of the page on submit, and save it first in html file, but the problem is, my selections woundn't be saved. The result must have the same as i would print my form. I hope someone can help. PS: I using PHP and jQuery

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  • Verify windows log-in via smart card

    - by Ronen Rabinovitz
    Hi I need to verify in my WPF application if the user log in to his computer via password or via smart-card. Both login options are available in my company clients but my application need to open only in the smart-card login. All the clients are windows 7 OS. I look at some sites: http://technet.microsoft.com/en-us/library/ff404285(v=ws.10).aspx http://www.codeproject.com/Articles/240655/Using-a-Smart-Card-Certificate-with-NET-Security-i and I'm thinking I need to get the enhanced key usage (EKU) attribute field. If the EKU is empty = then the user was loged via password and not via smartcard. I only need this simple check, I do not care for creating/validations on certificates atc.

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  • iPhone UIImage initWithData fails

    - by DD
    Hello all, I'm trying to code up an async image downloader. I use NSURLConnection to get the data into an NSMutableData and use that data once it is complete to initialize a UIImage. I checked the bytes and it downloads the entire image correctly (right number of bytes at least), however; when I call [UIImage imageWithData:data] and then check the properties of the image, it is zero width and a garbage number for height, in fact, same number no matter what the image is. I tried with bunch of different images, png, jpg, different urls, it always downloads the image completely but UIImage can't initialize with that data. What could I be doing wrong here? Thanks.

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  • Proper way to set object instance variables

    - by ensnare
    I'm writing a class to insert users into a database, and before I get too far in, I just want to make sure that my OO approach is clean: class User(object): def setName(self,name): #Do sanity checks on name self._name = name def setPassword(self,password): #Check password length > 6 characters #Encrypt to md5 self._password = password def commit(self): #Commit to database >>u = User() >>u.setName('Jason Martinez') >>u.setPassword('linebreak') >>u.commit() Is this the right approach? Should I declare class variables up top? Should I use a _ in front of all the class variables to make them private? Thanks for helping out.

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  • Is it possible to detect a scrollbar release event in GWT?

    - by Keith
    I'm building a GWT app where I want to be able to detect when a user releases a scroll bar on one of my ScrollPanels. My use case is that the horizontal scroll bar represents time. Since it's impossible to represent the full range of scrollable time I want to just represent a small window of time with the scroll bar. When the user moves and releases the scroll bar I want to do a smooth recentering where the new center is the release point. I can work out how to do this by building a custom scroll bar widget, but I wanted to check if I was missing some way to do it using a "native" scroll bar first.

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  • spamassassin setup how to make sure X-Spam-Status is allways written.

    - by DoviG
    Hi, I just found out that spamassassin skips checking for email bigger than 250KB by default. Due to a coding bug, I check for the X-Spam-Status header in incoming emails and did not take into account the fact that it might be null. I know that I can increase the size of the limit by configuration but it may cause a load issue on my server. Since I do not want to redeploy my application at this time I was wondering if there is a way to make sure this header exists automatically in every email, either by spamassassin configuration or by postfix or something else. Thanks, Dov.

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  • PHP set timeout for script, set_time_limit not working

    - by tehalive
    I have a command-line PHP script that runs a wget request using each member of an array with foreach. This wget request can sometimes take a long time so I want to be able to set a timeout for killing the script if it goes past 15 seconds for example. I have PHP safemode disabled and tried set_time_limit(15) early in the script, however it continues indefinitely. I've given up troubleshooting set_time_limit() and was trying to find other ways to kill the script after 15 seconds of execution. However, I'm not sure if it's possible to check the time a script has been running while it's in the middle of a wget request at the same time (a do while loop did not work). Thanks for any tips!

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  • jQuery plugin: Colorpicker

    - by New Developper
    Hey all, I'm using this colorpicker (http://www.eyecon.ro/colorpicker) and am trying to capture the hex value so that I can use it on the server side to store the selected color. If you check out the link provided, I'm using the last option: $('#colorSelector').ColorPicker({ color: '#0000ff', onShow: function (colpkr) { $(colpkr).fadeIn(500); return false; }, onHide: function (colpkr) { $(colpkr).fadeOut(500); return false; }, onChange: function (hsb, hex, rgb) { $('#colorSelector div').css('backgroundColor', '#' + hex); } }); My problem is that I can't seem to get the hex value from it...I've tried simply calling the name of the input to get its value, but it won't work (when you click away to make the colorpicker disappear, the input changes to 'style="display:none;"' so I can't get anything from it. Then, I tried pulling the value using some simple jQuery calls, but got nothing... Please help....

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  • Use API or SQL to detect new Support Tickets?

    - by David Powers
    I currently work for a company that uses Kayako for their support system. They sell an extra program called Insta Alert that plays a sound when a new ticket is submitted. I use WHMCS for my own company, and would like to develop something to work with it that does the same thing. Here is the WHMCS API... http://wiki.whmcs.com/API:Functions I am wondering if it would make more sense from a remote C++ application to use the API or just check the MySQL database for new tickets? This is not really something im overly familiar with (I usually make mods) but it doesn't seem overly difficult. I just want some assistance in choosing the best approach.

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  • Problem with url_for and named routes in ActionMailer View: "Need controller and action"

    - by macek
    I'm attempting to provide a confirmation link in my user welcome email and I'm getting the following Rails error: Need controller and action! It makes a fuss about this line: <p>Please take a moment to activate your account by going to: <%= link_to confirm_user_url(:id => @user.confirmation_code) %>.</p> In my development.rb environment, I have the following line: config.action_mailer.default_url_options = { :host => "localhost", :port => 3000 } There's no problem with the @user variable. I've tested the email with things like @user.username and @user.confirmation_code. I'm only getting trouble with url_for and named routes like confirm_user_url. When I check my routes with rake routes, confirm_user shows up, so it's not an issue with the named route not existing. I can't seem to figure it out. What gives?

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  • Rails How to get all the grandchildren of an ojbect.

    - by adam
    I have 3 models User has_many :quetions has_many :corrections end Question has_one :correction belongs_to :user end Correction belongs_to :user belongs_to :question So if user Bob asks a question then user Terry can check it and if its wrong offer a correction. Lets stay with bob and assume he as kindly corrected 5 other users, i.e and lets assume he has been lucky to get 3 corrections from other users. I want to be able to do something like this @bob.corrections_offered = 5 correction objects @bob.corrections_received = 3 correction objects the first one is easy as its really just @bob.corrections under the hood. But i dont know how to implement the latter one. Can anyone help?

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  • Spring/Hibernate/Junit example of testing DAO against HSQLDB

    - by Ryan P.
    Hi guys, I'm working on trying to implement a JUnit test to check the functionality of a DAO. (The DAO will create/read a basic object/table relationship in HSQLDB). The trouble I'm having is the persistence of the DAO (for the non-test code) is being completed through an in-house solution using Spring/Hibernate, which eliminates the usual *.hbm.xml templates that most examples I have found contain. Beacuse of this, I'm having some trouble understanding how to setup a JUnit test to implement the DAO to create/read (just very basic funtionality) to an in-memory HSQLDB. I have found a few examples, but the usage of the in-house persistence means I can't extend some of the classes the examples show (I can't seem to get the application-context.xml setup properly). Can anyone suggest any projects/examples I could take a look at (or any documentation) to further my understanding of the best way to implement this test functionality? I feel like this should be really simple, but I keep running into problems implementing the examples I have found. Thanks in advance!

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  • Using javascript to open a popup window

    - by newName
    I would like to open a popup window using javascript in my c#.net app. This is the code in the body tag in my webform <script language=javascript> function openWindow(strEmail) { window.open('CheckEmail.aspx?email=' + strEmail + , 'Check Email','left=100,top=100,toolbar=no,scrollbars=yes,width=680,height=350'); return false; } </script> this is my code in the Page_Load section this.btnCheck.Attributes.Add("onclick", "return openWindow(" + txtEmail.Text + ");"); right now I'm trying to pass the string from my textbox "txtEmail" so in my popup window i can get the request.querystring but Im a little unsure of how the syntax is.

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  • Verifying university membership/attendance via email address

    - by mettadore
    My client's web app allows members to sign up (Rails using AuthLogic) and those signups are limited in that they must be under the auspices of a university. To wit: A university organizer can sign up to be the representative of a university, and students can sign up as "attendees" of that university. I've been tasked with finding if there is a programmatic way to verify university membership/attendance. The only way I can see doing this is having a database of universities and a database of associated emails, and verifying that the student's email address is part of this database. That doesn't help if using Facebooker and AuthLogic's "sign up with Facebook credentials" ability, however. I suspect the answer to this is "via human intervention," and that this is something we can't solve programmatically. Either we, or the university, will have to bite the bullet and check records. However, I'd thought I'd ask if anyone else has run into the issue of verification of university membership before.

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  • How do I randomly fill an array in Java?

    - by Kat
    I'm writing a program that creates a 2D array from a integer n. I then have to fill the array with values from 1 to the n*n array size and check to see if it is a magic square. The way I am doing it now fills the array in order from 1 to n*n array size. How can I make that random? My code: System.out.print("Enter an whole number: "); int n = scan.nextInt(); int [][] magic = new int [n][n]; for (int row = 0; row < magic.length; row++) { for(int col = 0; col < magic[row].length; col++) magic[row][col] = ((row * n) + 1) + col; }

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  • collision with moving objects

    - by blacksheep
    tried to write a collision with the moving "floats" but did not succeed. maybe wrong place of the "collision" code? thanx 4 help! // // FruitsView.m // import "FruitsView.h" import "Constants.h" import "Utilities.h" define kFloat1Speed 0.15 define kFloat2Speed 0.3 define kFloat3Speed 0.2 @interface FruitsView (Private) - (void) stopTimer; @end @implementation FruitsView @synthesize apple, float1, float2, float3, posFloat1, posFloat2, posFloat3; -(void)onTimer { float1.center = CGPointMake(float1.center.x+posFloat1.x,float1.cen ter.y+posFloat1.y); if(float1.center.x 380 || float1.center.x < -60) posFloat1.x = -posFloat1.x; if(float1.center.y 100 || float1.center.y < -40) posFloat1.y = -posFloat1.y; float2.center = CGPointMake(float2.center.x+posFloat2.x,float2.cen ter.y+posFloat2.y); if(float2.center.x 380 || float2.center.x < -50) posFloat2.x = -posFloat2.x; if(float2.center.y 150 || float2.center.y < -30) posFloat2.y = -posFloat2.y; float3.center = CGPointMake(float3.center.x+posFloat3.x,float3.cen ter.y+posFloat3.y); if(float3.center.x 380 || float3.center.x < -70) posFloat3.x = -posFloat3.x; if(float3.center.y 100 || float3.center.y < -20) posFloat3.y = -posFloat3.y; if(CGRectIntersectsRect(apple.frame,float1.frame)) { if(apple.center.y float1.center.y) { posApple.y = -posApple.y; } } if(CGRectIntersectsRect(apple.frame,float2.frame)) { if(apple.center.y float2.center.y) { posFloat2.y = -posFloat2.y; } } if(CGRectIntersectsRect(apple.frame,float3.frame)) { if(apple.center.y float3.center.y) { posFloat3.y = -posFloat3.y; } } } pragma mark Initialisation/destruction (void)awakeFromNib { [NSTimer scheduledTimerWithTimeInterval:0.0001 target:self selector:@selector(onTimer) userInfo:nil repeats:YES]; posFloat1 = CGPointMake(kFloat1Speed, 0); posFloat2 = CGPointMake(kFloat2Speed, 0); posFloat3 = CGPointMake(kFloat3Speed, 0); timer = nil; modeLock = lockNotYetChosen; defaultSize = self.bounds.size.width; modal = self.tag; [[UIAccelerometer sharedAccelerometer] setDelegate:self]; [UIView beginAnimations:nil context:nil]; [UIView setAnimationRepeatCount:1]; eadbea.transform = CGAffineTransformMakeScale(0.5,0.5); [UIView commitAnimations]; [UIView beginAnimations:nil context:nil]; [UIView setAnimationRepeatCount:1]; apple.transform = CGAffineTransformMakeScale(0.5,0.5); [UIView commitAnimations]; } pragma mark Background animation processing (void) startTimer { if (!timer) { timer = [[NSTimer scheduledTimerWithTimeInterval:1.0/60.0 target:self selector:@selector(timerTick:) userInfo:nil repeats:YES] retain]; } } (void) stopTimer { [timer invalidate]; [timer release]; timer = nil; } (void) check:(CGPoint*)position delta:(CGSize*)delta halfSize:(CGSize)halfSize forBouncingAgainst:(CGSize)containerSize { if ((position-x - halfSize.width)<0) { delta-width = fabsf(delta-width)*BOUNCE_DAMPING; position-x = halfSize.width; } if ((position-x + halfSize.width)containerSize.width) { delta-width = fabsf(delta-width)*-BOUNCE_DAMPING; position-x = containerSize.width - halfSize.width; } if ((position-y - halfSize.height)<0) { delta-height = fabsf(delta-height)*BOUNCE_DAMPING; position-y = halfSize.height; } if ((position-y + halfSize.height)containerSize.height) { delta-height = fabsf(delta-height)*-BOUNCE_DAMPING; position-y = containerSize.height - halfSize.height; } } (void) timerTick: (NSTimer*)timer { dragDelta = CGSizeScale(dragDelta, INERTIAL_DAMPING); if ((fabsf(dragDelta.width)DELTA_ZERO_THRESHOLD) || (fabsf(dragDelta.height)DELTA_ZERO_THRESHOLD)) { CGPoint ctr = CGPointApplyDelta(self.center, dragDelta); CGSize halfSize = CGSizeMake(self.bounds.size.width/4, self.bounds.size.height/4); [self check:&ctr delta:&dragDelta halfSize:halfSize forBouncingAgainst:self.superview.bounds.size]; self.center = ctr; } else { [self stopTimer]; } } pragma mark Input Handling (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent )event { NSSet allTouches = [event touchesForView:self]; if ([allTouches count]==1) { if (modeLocklockNotYetChosen) return; UITouch* anyTouch = [touches anyObject]; lastMove = anyTouch.timestamp; CGPoint now = [anyTouch locationInView: self.superview]; CGPoint then = [anyTouch previousLocationInView: self.superview]; dragDelta = CGPointDelta(now, then); self.center = CGPointApplyDelta(self.center, dragDelta); [self stopTimer]; } } (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event { NSSet* allTouches = [event touchesForView:self]; if ([touches count]==[allTouches count]) { modeLock = lockNotYetChosen; if ((event.timestamp - lastMove) MOVEMENT_PAUSE_THRESHOLD) return; if ((fabsf(dragDelta.width)INERTIA_THRESHOLD) || (fabsf(dragDelta.height)INERTIA_THRESHOLD)) { [self startTimer]; } } } (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event { modeLock = lockNotYetChosen; [self stopTimer]; } (void)dealloc { [float1 release]; [float2 release]; [float3 release]; [apple release]; [bear_head release]; [self stopTimer]; [super dealloc]; } @end

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  • Reducing Code Repetition: Calling functions with slightly different signatures

    - by Brian
    Suppose I have two functions which look like this: public static void myFunction1(int a, int b, int c, string d) { //dostuff someoneelsesfunction(c,d); //dostuff2 } public static void myFunction2(int a, int b, int c, Stream d) { //dostuff someoneelsesfunction(c,d); //dostuff2 } What would be a good way to avoid repeated dostuff? Ideas I've thought of, but don't like: I could make d an object and cast at runtype based on type, but this strikes me as not being ideal; it removes a type check which was previously happening at compile time. I could also write a private helper class that takes an object and write both signatures as public functions. I could replace dostuff and dostuff2 with delegates or function calls or something.

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