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  • New to MVC. Actionscript 3.0 Appreciate your help.

    - by Combustion007
    Hello Everyone, I am new to design patterns and am trying to learn the MVC implementation. I have written four classes: DataModel DataView DataController Main Main serves as the application facade. The main FLA is called HelloWorld. I have a symbol called "Box" in HelloWorld. I just would like to add an instance of the "Box" on the stage. Eventually I would like to place a button and when the button is clicked, the Box instance color will be changed. I would appreciate any help, please help me figure out what am I doing wrong. Here are my Classes: DATAMODEL CLASS: package { import flash.events.*; public class DataModel extends EventDispatcher { public static const UPDATE:String = "modelUpdate"; private var _color:Number = (Math.round(Math.random()* 0xffffff)); public function DataModel() { trace("DATA MODEL INIT"); } public function get color():Number { return _color; } public function set color(p:Number):void { _color = p; notifyObserver(); } public function notifyObserver():void { dispatchEvent(new Event(DataModel.UPDATE)); } } } //DATACONTROLLER CLASS: package { import flash.events.; import flash.display.; import flash.errors.*; public class DataController { private var _model:DataModel; public function DataController(m:DataModel) { trace("DATACONTROLLER INIT"); _model = m; } } } DATAVIEW CLASS: package { import flash.events.; import flash.display.; import flash.errors.*; public class DataView extends Sprite { private var _model:DataModel; private var _controller:DataController; private var b:Box; public function DataView(m:DataModel, c:DataController) { _model = m; _controller = c; b = new Box(); b.x = b.y = 100; addChild(b); } } } And Finally THE FACADE: package { import flash.display.; import flash.events.; import flash.text.; import flash.errors.; public class Main extends Sprite { private var _model:DataModel; private var _controller:DataController; private var _view:DataView; public function Main(m:DataModel, c:DataController, v:DataView) { _model = m; _controller = c; _view = v; addChild(v); } } } When I test the movie: I get this error: ArgumentError: Error #1063: Argument count mismatch on Main(). Expected 3, got 0. Thanks alot.

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  • Change document outline dynamically

    - by alex
    I have a code void SomeButton_Click(object sender, EventArgs e) { if (this.Controls.Contains(Panel2)) { this.Controls.Remove(Panel2); } else { this.Controls.Add(Panel2); } } My problem is: the code changes document outline order of controls on my form. How can I restore previous document outline ? What properties, methods should I use ? Or is it impossible ?

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  • AS3: How can I require a method argument to implement multiple interfaces?

    - by Anders
    The argument to my method func() must implement the two unrelated interfaces IFoo and IBar. Is there a better way of doing this than declaring another interface only for this purpose that inherits from IFoo and IBar and using that interface as the argument type? public interface IFooBar implements IFoo, IBar { } public function func(arg:IFooBar):void { } I'm developing for Flash Player 9.

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  • C# Keyboard Input (Beginner Help)

    - by ThickBook
    I am trying to ask user "enter any key and when that key is pressed it shows that "You Pressed "Key". Can you help what's wrong in this code? This is what I have written using System; class Program { public static void Main(string[] args) { Console.Write("Enter any Key: "); char name = Console.Read(); Console.WriteLine("You pressed {0}", name); } }

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  • Do I need to specify a return type for an anonymous function in javascript / typescript?

    - by Anne
    I have the following function: $('td:eq(' + iColumn + ') input', oSettings.oApi._fnGetTrNodes(oSettings)) .each(function () { aData.push(this.value); }); In typescript I am getting a message saying: Error 3 Function declared a non-void return type, but has no return expression Why am I getting this message? I can resolve the message by saying "return true". Should I always specify a return type for this?

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  • Strange lifecycle behaviour with f:ajax and valueChangedListener

    - by gerry
    I want to use the f:ajax tag to update a part of a page with a editor gui, which style depends on a selectOneMenu and its selected item. The problem is, that if the ajax is called the server first renders the editor and then executes the valueChangedListener method. In my JSF2.0 / Facelets app I've the following code: ... <h:selectOneMenu id="typeSelect" validator="#{addEntityBean.checkType}" value="#{addEntityBean.selectedTypeAsString}" valueChangeListener="#{addEntityBean.selectedTypeChanged}"> <f:ajax render="editorGrid"/> <f:selectItems value="#{addEntityBean.entityTypeListAsString}"/> </h:selectOneMenu> ... <h:panelGrid id="editorGrid" columns="2" binding="#{addEntityBean.dynamicEditorGrid}" /> The BackingBean code looks like this: public String getSelectedTypeAsString() { return selectedTypeAsString; } public void setSelectedTypeAsString(String selectedType) { this.selectedTypeAsString = selectedType; } public Class<? extends Entity> getSelectedType() { log.severe("getSelectedType"); Class<? extends Entity> res = null; if(selectedTypeAsString != null){ int index = entityTypeListAsString.indexOf(selectedTypeAsString); res = entityTypeList.get(index); } return res; } public void selectedTypeChanged(ValueChangeEvent event){ setSelectedTypeAsString((String)event.getNewValue()); Class<? extends Entity> clazz = getSelectedType(); if(clazz != null){ try { setEntity(clazz.newInstance()); } catch (Exception e) { log.severe(e); } } else{ setEntity(null); } } public HtmlPanelGrid getDynamicEditorGrid() { HtmlPanelGrid grid = DynamicHtmlComponentCreator.createHtmlPanelGrid(); Entity entity = getEntity(); if(entity != null){ log.severe("getEntity() -->"+entity.getClassName()); grid = (HtmlPanelGrid)buildGui(grid, entity, "entityBean.entity", false); } else log.severe("getEntity() --> null"); return grid; } The problem is, that the server logs show that at first the getDynamicEditorGrid() is executed. And later the selectedTypeChanged()-listener-method. So everytime the selected editor style type is update one selection later. I.e. after a page reload (the type is initally null) the user selects the A, now the getDynamicEditorGrid() is executed again with type null and after that the type is changed to A. Again the user selects now B (after A) and now the getDynamicEditorGrid() is executed with the type A and after that the type is changed to B. What is wrong with my code? How can I fix this really strange behavior...

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  • When mocking a class with Moq, how can I CallBase for just specific methods?

    - by Daryn
    I really appreciate Moq's Loose mocking behaviour that returns default values when no expectations are set. It's convenient and saves me code, and it also acts as a safety measure: dependencies won't get unintentionally called during the unit test (as long as they are virtual). However, I'm confused about how to keep these benefits when the method under test happens to be virtual. In this case I do want to call the real code for that one method, while still having the rest of the class loosely mocked. All I have found in my searching is that I could set mock.CallBase = true to ensure that the method gets called. However, that affects the whole class. I don't want to do that because it puts me in a dilemma about all the other properties and methods in the class that hide call dependencies: if CallBase is true then I have to either Setup stubs for all of the properties and methods that hide dependencies -- Even though my test doesn't think it needs to care about those dependencies, or Hope that I don't forget to Setup any stubs (and that no new dependencies get added to the code in the future) -- Risk unit tests hitting a real dependency. Q: With Moq, is there any way to test a virtual method, when I mocked the class to stub just a few dependencies? I.e. Without resorting to CallBase=true and having to stub all of the dependencies? Example code to illustrate (uses MSTest, InternalsVisibleTo DynamicProxyGenAssembly2) In the following example, TestNonVirtualMethod passes, but TestVirtualMethod fails - returns null. public class Foo { public string NonVirtualMethod() { return GetDependencyA(); } public virtual string VirtualMethod() { return GetDependencyA();} internal virtual string GetDependencyA() { return "! Hit REAL Dependency A !"; } // [... Possibly many other dependencies ...] internal virtual string GetDependencyN() { return "! Hit REAL Dependency N !"; } } [TestClass] public class UnitTest1 { [TestMethod] public void TestNonVirtualMethod() { var mockFoo = new Mock<Foo>(); mockFoo.Setup(m => m.GetDependencyA()).Returns(expectedResultString); string result = mockFoo.Object.NonVirtualMethod(); Assert.AreEqual(expectedResultString, result); } [TestMethod] public void TestVirtualMethod() // Fails { var mockFoo = new Mock<Foo>(); mockFoo.Setup(m => m.GetDependencyA()).Returns(expectedResultString); // (I don't want to setup GetDependencyB ... GetDependencyN here) string result = mockFoo.Object.VirtualMethod(); Assert.AreEqual(expectedResultString, result); } string expectedResultString = "Hit mock dependency A - OK"; }

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  • drawRect:rect how to call this method , I am using to draw a string

    - by user338322
    -(void)drawRect:(CGRect)rect { CGContextRef context = UIGraphicsGetCurrentContext(); CGContextSelectFont(context, "Arial", 24, kCGEncodingFontSpecific); CGContextSetTextPosition(context,80,80); CGContextShowText(context, "hello", 6); //not even this works CGContextShowTextAtPoint(context, 1,1, "hello", 6); } I want to kn ow how to call above method, i have paste above code in the implemntation file simply, but dont know why its not called when i execute the project, can some one

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  • Linked list Recursion ...

    - by epsilon_G
    hey , I'd like to make a recursive function using C++ I make this class class linklist { private: struct node { int data; node *link; }*p; void linklist::print_num(node* p) { if (p != NULL) { cout << p->data << " "; print_num (p->link); } } in the main program what should I write ...

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  • How to fix OpenGL/SDL runtime error which is probobly caused by adding textures [closed]

    - by Arturs Lapins
    Hello I've recently worked with OpenGL and SDL and I was adding textures to my GL_QUADS and when I ran my program I came across with a runtime error. I've searched all over the internet for a fix but I couldn't find anything so I guess I had one more option. Asking here. So here is some of my code. int loadTexture(std::string fileName){ SDL_Surface *image=IMG_Load(fileName.c_str()); SDL_DisplayFormatAlpha(image); unsigned int id; glGenTextures(1,&id); glBindTexture(GL_TEXTURE_2D,&id); glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST); glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST); glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_CLAMP_TO_EDGE); glTexImage2D(GL_TEXTURE_2D,0,GL_RGBA,image->w,image >h,0,GL_RGBA,GL_UNSIGNED_BYTE,image->pixels); SDL_FreeSurface(image); return id; } That's my loadTexture function. void init() { glClearColor(0.0, 0.0, 0.0, 1.0); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0, 800.0 / 600.0, 1.0, 500.0); glMatrixMode(GL_MODELVIEW); glEnable(GL_DEPTH_TEST); glEnable(GL_TEXTURE_2D); tex=loadTexture("test.png"); } That's my init function for OpenGL. Btw I have declared my tex variable. void render() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); glTranslatef(0.0, 0.0, -10.0); glRotatef(rotation, 1.0, 1.0, 1.0); glBindTexture(GL_TEXTURE_2D, tex); glBegin(GL_QUADS); glTexCoord2f(1.0, 0.0); glVertex3f(-2.0, 2.0, 0.0); glTexCoord2f(1.0, 1.0); glVertex3f(2.0, 2.0, 0.0); glTexCoord2f(1.0, 0.0); glVertex3f(2.0, -2.0, 0.0); glTexCoord2f(0.0, 0.0); glVertex3f(-2.0, -2.0, 0.0); glEnd(); } That's my render function for all my OpenGL render stuff... The render function is called in the main function which contains a game loop. Here is the runtime error when I run it with Visual C++ Unhandled exception at 0x004ffee9 in OpenGL Crap.exe: 0xC0000005: Access violation reading location 0x05c90000. So I have only had this error when I added textures... ... So I found where the error occured it was at this line glTexImage2D(GL_TEXTURE_2D,0,GL_RGBA,image->w,image->h,0,GL_RGBA,GL_UNSIGNED_BYTE,image->pixels); but I have totally no Idea what could it be. Update Only thanks to zero298

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  • error: expected `;' before '{' token - What is the cause?

    - by melee
    Here is my implementation file: using namespace std; #include <iostream> #include <iomanip> #include <string> #include <stack> //line 5 #include "proj05.canvas.h" //----------------Constructor----------------// Canvas::Canvas() //line 10 { Title = ""; Nrow = 0; Ncol = 0; image[][100]; // line 15 position.r = 0; position.c = 0; } //-------------------Paint------------------// line 20 void Canvas::Paint(int R, int C, char Color) { cout << "Paint to be implemented" << endl; } The errors I'm getting are these: proj05.canvas.cpp: In function 'std::istream& operator>>(std::istream&, Canvas&)': proj05.canvas.cpp:11: error: expected `;' before '{' token proj05.canvas.cpp:22: error: a function-definition is not allowed here before '{' token proj05.canvas.cpp:24: error: expected `}' at end of input proj05.canvas.cpp:24: error: expected `}' at end of input These seem like simple syntax errors, but I am not sure what's wrong. Could someone decode these for me? I'd really appreciate it, thanks for your time! EDIT Here is the definition of Canvas in my .h file: #ifndef CANVAS_H #define CANVAS_H #include <iostream> #include <iomanip> #include <string> #include <stack> class Canvas { public: Canvas(); void Paint(int R, int C, char Color); const int Nrow; const int Ncol; string Title; int image[][100]; stack<int> path; struct PixelCoordinates { unsigned int r; unsigned int c; } position; }; #endif

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  • is there a proper way to handle multiple errors/exceptions?

    - by toPeerOrNotToPeer
    in OO programming, is there some conceptual pattern, ideas, about handling multiple errors? for example, i have a method that performs some checks and should return an error message for each error found ['name is too short', 'name contains invalid unicode sequences', 'name is too long'] now, should i use an array of exceptions (not thrown exceptions)? or something like this is better: class MyExceptionList extends Exception{ public Void addException(Exception e){} public Array getExceptions(){} } any theory behind this argument will be appreciated! (this isn't a request about a specific programming language, but a pure theoretical one) thank you in advance

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  • Not sure what happens to my apps objects when using NSURLSession in background - what state is my app in?

    - by Avner Barr
    More of a general question - I don't understand the workings of NSURLSession when using it in "background session mode". I will supply some simple contrived example code. I have a database which holds objects - such that portions of this data can be uploaded to a remote server. It is important to know which data/objects were uploaded in order to accurately display information to the user. It is also important to be able to upload to the server in a background task because the app can be killed at any point. for instance a simple profile picture object: @interface ProfilePicture : NSObject @property int userId; @property UIImage *profilePicture; @property BOOL successfullyUploaded; // we want to know if the image was uploaded to out server - this could also be a property that is queryable but lets assume this is attached to this object @end Now Lets say I want to upload the profile picture to a remote server - I could do something like: @implementation ProfilePictureUploader -(void)uploadProfilePicture:(ProfilePicture *)profilePicture completion:(void(^)(BOOL successInUploading))completion { NSUrlSession *uploadImageSession = ..... // code to setup uploading the image - and calling the completion handler; [uploadImageSession resume]; } @end Now somewhere else in my code I want to upload the profile picture - and if it was successful update the UI and the database that this action happened: ProfilePicture *aNewProfilePicture = ...; aNewProfilePicture.profilePicture = aImage; aNewProfilePicture.userId = 123; aNewProfilePicture.successfullyUploaded = NO; // write the change to disk [MyDatabase write:aNewProfilePicture]; // upload the image to the server ProfilePictureUploader *uploader = [ProfilePictureUploader ....]; [uploader uploadProfilePicture:aNewProfilePicture completion:^(BOOL successInUploading) { if (successInUploading) { // persist the change to my db. aNewProfilePicture.successfullyUploaded = YES; [Mydase update:aNewProfilePicture]; // persist the change } }]; Now obviously if my app is running then this "ProfilePicture" object is successfully uploaded and all is well - the database object has its own internal workings with data structures/caches and what not. All callbacks that may exist are maintained and the app state is straightforward. But I'm not clear what happens if the app "dies" at some point during the upload. It seems that any callbacks/notifications are dead. According to the API documentation- the uploading is handled by a separate process. Therefor the upload will continue and my app will be awakened at some point in the future to handle completion. But the object "aNewProfilePicture" is non existant at that point and all callbacks/objects are gone. I don't understand what context exists at this point. How am I supposed to ensure consistency in my DB and UI (For instance update the "successfullyUploaded" property for that user)? Do I need to re-work everything touching the DB or UI to correspond with the new API and work in a context free environment?

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  • iOS dynamic object creation

    - by Abdul Ahmad
    I've worked with Xcode and iOS on a few personal projects and have always used non-object-oriented designs for everything... just because I've been doing mostly learning/experimenting with things. Now I've been trying to implement some object oriented design into one game I've made previously. The idea is, I have a space ship that can shoot bullets. In the past I basically added the UIImageView to the storyboard and then connected it to the .h file and from there did things on it like move it around or whatever (using CGPointMake). The idea now is to make a method (and a whole other class soon) that will create a UIImageView programmatically, allocate it, add it to the superview etc... I've got this working so far, easy stuff, but the next part is a bit harder. Where do I store this local variable "bullet"? I've been saving it to an NSMutableArray and doing the following: (actually here are the methods that I have) -(void)movement { for (int i = 0; i < [array1 count]; i ++) { UIImageView *a = [array1 objectAtIndex:i]; a.center = CGPointMake(a.center.x + 2, a.center.y); if (a.center.x > 500) { [array1 removeObjectAtIndex:i]; [a removeFromSuperview]; } } } -(void)getBullet { UIImageView *bullet = [[UIImageView alloc] initWithFrame:CGRectMake(ship.center.x + 20, ship.center.y - 2, 15, 3)]; bullet.image = [UIImage imageNamed:@"bullet2.png"]; bullet.hidden = NO; [self.view addSubview:bullet]; [array1 addObject:bullet]; } (by the way, array1 is declared in the .h file) and theres a timer that controls the movement method timer = [NSTimer scheduledTimerWithTimeInterval:0.5 target:self selector:@selector(movement) userInfo:nil repeats:YES]; first question is: what is the correct way of doing this? Storing a bullet for example until it is removed from the superview, should I store it another way? and another question is, when I remove a UIImageView from the superview, does that remove it from memory so its not using up system resources? Thank you for the help! (will update if I Think of other questions

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  • Very simple test view in MonoTouch draws a line using Core Graphics but view content is not shown

    - by Krumelur
    Hi, I give up now on this very simple test I've been trying to run. I want to add a subview to my window which does nothing but draw a line from one corner of the iPhone's screen to the other and then, using touchesMoved() it is supposed to draw a line from the last to the current point. The issues: 1. Already the initial line is not visible. 2. When using Interface Builder, the initial line is visible, but drawRect() is never called, even if I call SetNeedsDisplay(). It can't be that hard...can somebody fix the code below to make it work? In main.cs in FinishedLaunching(): oView = new TestView(); oView.AutoresizingMask = UIViewAutoresizing.FlexibleWidth | UIViewAutoresizing.FlexibleHeight; oView.Frame = new System.Drawing.RectangleF(0, 0, 320, 480); window.AddSubview(oView); window.MakeKeyAndVisible (); The TestView.cs: using System; using MonoTouch.UIKit; using MonoTouch.CoreGraphics; using System.Drawing; using MonoTouch.CoreAnimation; using MonoTouch.Foundation; namespace Test { public class TestView : UIView { public TestView () : base() { } public override void DrawRect (RectangleF area, UIViewPrintFormatter formatter) { CGContext oContext = UIGraphics.GetCurrentContext(); oContext.SetStrokeColor(UIColor.Red.CGColor.Components); oContext.SetLineWidth(3.0f); this.oLastPoint.Y = UIScreen.MainScreen.ApplicationFrame.Size.Height - this.oLastPoint.Y; this.oCurrentPoint.Y = UIScreen.MainScreen.ApplicationFrame.Size.Height - this.oCurrentPoint.Y; oContext.StrokeLineSegments(new PointF[] {this.oLastPoint, this.oCurrentPoint }); oContext.Flush(); oContext.RestoreState(); Console.Out.WriteLine("Current X: {0}, Y: {1}", oCurrentPoint.X.ToString(), oCurrentPoint.Y.ToString()); Console.Out.WriteLine("Last X: {0}, Y: {1}", oLastPoint.X.ToString(), oLastPoint.Y.ToString()); } private PointF oCurrentPoint = new PointF(0, 0); private PointF oLastPoint = new PointF(320, 480); public override void TouchesMoved (MonoTouch.Foundation.NSSet touches, UIEvent evt) { base.TouchesMoved (touches, evt); UITouch oTouch = (UITouch)touches.AnyObject; this.oCurrentPoint = oTouch.LocationInView(this); this.oLastPoint = oTouch.PreviousLocationInView(this); this.SetNeedsDisplay(); } } }

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  • Rendering problem with UITableview

    - by Spider-Paddy
    I have a very strange problem with a UITableview within a navigation controller on the iPhone simulator. Of the cells displayed, only some are correctly rendered. They are all supposed to look the same but the majority are missing the accessory I've set, scrolling the view changes which cell has the accessory so I suspect it's some sort of cell caching happening, although the contents are correct for each cell. I also set an image as the background and that was also only displaying sporadically but I fixed that by changing cell.backgroundView = [[UIImageView alloc] initWithImage:[UIImage imageNamed:@"yellow-bar_short.png"]]; (which also only rendered a random cell with the background) to cell.backgroundColor = [[UIColor alloc] initWithPatternImage:[UIImage imageNamed:@"yellow-bar_short.png"]]; I now need to fix the problem with the accessory only showing on a random cell. I tried moving the code from cellForRowAtIndex to willDisplayCell but it made no difference. I put in a log command to confirm that it is running through each frame. Basically it's a table view (UITableViewCellStyleSubtitle) that gets its info from a server & is then updated by a delegate method calling reload. Code is: -(void)tableView:(UITableView *)tableView willDisplayCell:(UITableViewCell *)cell forRowAtIndexPath:(NSIndexPath *)indexPath { NSLog(@"%@", [NSString stringWithFormat:@"Setting colours for cell %i", indexPath.row]); // Set cell background // cell.backgroundView = [[UIImageView alloc] initWithImage:[UIImage imageNamed:@"yellow-bar_short.png"]]; cell.backgroundColor = [[UIColor alloc] initWithPatternImage:[UIImage imageNamed:@"yellow-bar_short.png"]]; cell.textLabel.backgroundColor = [UIColor clearColor]; cell.detailTextLabel.backgroundColor = [UIColor clearColor]; // detailTableViewAccessory is a view containing an imageview in this view's nib // i.e. nib <- view <- imageview <- image cell.accessoryView = detailTableViewAccessory; } // Called by data fetching object when done -(void)listDataTransferComplete:(ArticleListParser *)articleListParserObject { NSLog(@"Data parsed, reloading detail table"); self.currentTotalResultPages = (((articleListParserObject.currentArticleCount - 1) / 10) + 1); self.detailTableDataSource = [articleListParserObject.returnedArray copy]; // make a local copy of the returned array // Render table again with returned array data (neither of these 2 fixed it) [self.detailTableView performSelectorOnMainThread:@selector(reloadData) withObject:nil waitUntilDone:NO]; // [self.detailTableView reloadData]; // Re-enable necessary buttons (including table cells) letUserSelectRow = TRUE; [btnByName setEnabled:TRUE]; [btnByPrice setEnabled:TRUE]; // Remove please wait message NSLog(@"Removing please wait view"); [pleaseWaitViewControllerObject.view removeFromSuperview]; } I only included code that I thought was relevant, can supply more if needed. I can't test it on an iPhone yet so I don't know if it's maybe just a simulator anomaly or a bug in my code. I've always gotten good feedback from questions, any ideas?

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  • How to eliminate one of my extra DropDownLists in ASP.NET?

    - by salvationishere
    I'm developing a C#/SQL web app in VS 2008 but for some reason I have one extra DropDownList. The very first dropdownlist displaying is empty. Can you help me identify the cause of this behavior? I'm baffled! An excerpt of my code is below. private DropDownList[] newcol; // Add DropDownList Control to Placeholder private DropDownList[] CreateDropDownLists() { DropDownList[] dropDowns = new DropDownList[NumberOfControls]; for (int counter = 0; counter < NumberOfControls; counter++) { DropDownList ddl = new DropDownList(); SqlDataReader dr2 = ADONET_methods.DisplayTableColumns(targettable); ddl.ID = "DropDownListID" + counter.ToString(); int NumControls = targettable.Length; DataTable dt = new DataTable(); dt.Load(dr2); ddl.DataValueField = "COLUMN_NAME"; ddl.DataTextField = "COLUMN_NAME"; ddl.DataSource = dt; ddl.SelectedIndexChanged += new EventHandler(ddlList_SelectedIndexChanged); ddl.DataBind(); ddl.AutoPostBack = true; ddl.EnableViewState = true; //Preserves View State info on Postbacks //ddlList.Style["position"] = "absolute"; //ddl.Style["top"] = 80 + "px"; //ddl.Style["left"] = 0 + "px"; dr2.Close(); dropDowns[counter] = ddl; } return dropDowns; } protected void ddlList_SelectedIndexChanged(object sender, EventArgs e) { DropDownList ddl = (DropDownList)sender; string ID = ddl.ID; } //Create display panel private void CreateDisplayPanel() { btnSubmit.Style.Add("top", "auto"); btnSubmit.Style.Add("left", "auto"); btnSubmit.Style.Add("position", "absolute"); newcol = CreateDropDownLists(); for (int counter = 0; counter < NumberOfControls; counter++) { pnlDisplayData.Controls.Add(newcol[counter]); pnlDisplayData.Controls.Add(new LiteralControl("<br><br><br>")); pnlDisplayData.Visible = true; pnlDisplayData.FindControl(newcol[counter].ID); } }

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  • Jetty servlet respons to Ajax always empty

    - by chris
    Hi I try to run a java server on Jetty which should respond to an ajax call. Unfortunately the response seems to be empty when I call it with ajax. When I call http://localhost:8081/?id=something I get an answer. The Java Server: public class Answer extends AbstractHandler { public void handle(String target, Request baseRequest, HttpServletRequest request, HttpServletResponse response) throws IOException, ServletException { String id = request.getParameter("id"); response.setContentType("text/xml"); response.setHeader("Cache-Control", "no-cache"); response.setContentLength(19+id.length()); response.setStatus(HttpServletResponse.SC_OK); response.getWriter().write("<message>"+id+"</message>"); //response.setContentType("text/html;charset=utf-8"); response.flushBuffer(); baseRequest.setHandled(true); } public static void main(String[] args) throws Exception { Server server = new Server(8081); server.setHandler(new Answer()); server.start(); server.join(); } } The js and html: <html> <head> <script> var req; function validate() { var idField = document.getElementById("userid"); var url = "validate?id=" + encodeURIComponent(idField.value); if (typeof XMLHttpRequest != "undefined") { req = new XMLHttpRequest(); } else if (window.ActiveXObject) { req = new ActiveXObject("Microsoft.XMLHTTP"); } req.open("GET", "http://localhost:8081?id=fd", true); req.onreadystatechange = callback; req.send(null); } function callback() { if (req.readyState == 4) { if (req.status == 200) { var message = req.responseXML.getElementsByTagName("message")[0]; document.getElementById("userid").innerHTML = "message.childNodes[0].nodeValue"; } } } </script> </head> <body onload="validate('foobar')"> <div id="userid">hannak</div> </body> </html> I'm actually don't know what I'm doing wrong here. Maybe someone has a good idea. greetings chris

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  • How do I make vim indent java annotations correctly?

    - by wds
    When indenting java code with annotations, vim insists on indenting like this: @Test public void ... I want the annotation to be in the same column as the method definition but I can't seem to find a way to tell vim to do that, except maybe using an indent expression but I'm not sure if I can use that together with regular cindent. edit: The filetype plugin was already turned on I just got a bit confused about indenting plugins. The accepted answer may be a bit hackish but works for me as well.

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  • getting Url in the call back function of WebRequesting

    - by Stacker
    lets say i have a web request: WebRequest webRequest = WebRequest.Create(Url); webRequest.BeginGetResponse(this.RespCallback, webRequest); now is there is any way to do retierve the URL in private void RespCallback(IAsyncResult asynchronousResult) { // here } the idea is i want to provide a squence id in the url while doing webrequest and then reterive it on the call back and match it to know that this call back is from that request. any idea?

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  • How can I get the same strstream functionality now that's deprecated?

    - by chila
    I use to write code like this: void fun(char *buff, unsigned size) { std::strstream str(buff, size); str << "hello world: " << 5; } so I can use stream output over an arbitrary buffer. I've found this technique both efficient (no allocations) and useful (streams!). Now that std::strstream is deprecated, how can I get the same speed+flexibility that I can get with this code?

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  • UIButton does not respond to touch events after changing its position using setFrame

    - by Pranathi
    I have a view controller class (child) which extends from view controller class (parent). In the parent class's loadView() method I create a sub-view (named myButtonView) with two buttons (buttons are horizontally laid out in the subview) and add it to the main view. In the subclass I need to shift these two buttons up by 50pixels. So, I am shifting the buttonView by calling the setFrame method. This makes the buttons shift and render properly but they do not respond to touch events after this. Buttons work properly in the views of Parent class type. In the child class type view also, if I comment out the setFrame() call the buttons work properly. How can I shift the buttons and still make them respond to touch events? Any help is appreciated. Following is snippets of the code. In the parent class: - (void)loadView { // Some code... CGRect buttonFrameRect = CGRectMake(0,yOffset+1,screenRect.size.width,KButtonViewHeight); myButtonView = [[UIView alloc]initWithFrame:buttonFrameRect]; myButtonView.backgroundColor = [UIColor clearColor]; [self.view addSubview:myButtonView]; // some code... CGRect nxtButtonRect = CGRectMake(screenRect.size.width - 110, 5, 100, 40); myNxtButton = [UIButton buttonWithType:UIButtonTypeCustom]; [myNxtButton setTitle:@"Submit" forState:UIControlStateNormal]; myNxtButton.frame = nxtButtonRect; myNxtButton.backgroundColor = [UIColor clearColor]; [myNxtButton addTarget:self action:@selector(nextButtonPressed:) forControlEvents:UIControlEventTouchUpInside]; [myButtonView addSubview:myNxtButton]; CGRect backButtonRect = CGRectMake(10, 5, 100, 40); myBackButton = [UIButton buttonWithType:UIButtonTypeCustom]; [myBackButton setTitle:@"Back" forState:UIControlStateNormal]; myBackButton.frame = backButtonRect; myBackButton.backgroundColor = [UIColor clearColor]; [myBackButton addTarget:self action:@selector(backButtonPressed:) forControlEvents:UIControlEventTouchUpInside]; [myButtonView addSubview:myBackButton]; // Some code... } In the child class: - (void)loadView { [super loadView]; //Some code .. CGRect buttonViewRect = myButtonView.frame; buttonViewRect.origin.y = yOffset; // This is basically original yOffset + 50 [myButtonView setFrame:buttonViewRect]; yOffset += KButtonViewHeight; // Add some other view below myButtonView .. }

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