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  • Set a C++ bitset from a binary input steam

    - by Jon
    I have an input stream from a binary file. I want to create a bitset for the first 5 bits of the stream. Here is the code I have so far: ifstream is; is.open ("bin_file.out", ios::binary ); bitset<5> first_five_bits; is >> first_five_bits; // always is set to default 00000

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  • Change the background color of the options menu

    - by feragusper
    I'm trying to change the default color for the options menu which is white. I want a black background for every item on the options menu. I've tried some shoots like android:itemBackground="#000000" on the item element within the menu element but it doesn't work. I don't know if this is doable or not. Any idea would be welcome! :)

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  • Enterprise Library logging into database is very slow

    - by Sergej Andrejev
    I'm using enterprise library for logging web page events. Because page is load balanced I have to store logs in database on different server (requirement). Sadly, I found storing around 20 entries per page request is very slow (adds additional ~10s). Can anybody explain why this happens and how to fix it. P.S. I'm using default pooling settings in logging database connection string.

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  • android layout-land and screen-rotation handling

    - by davs
    I have layouts for portrait mode (in folder layout) and for landscape one (in the folder layout-land). This screen is located under one of the tabs, so I had to handle screen rotating (after screen has been rotated, no default screen restart occurs). I would like to update view from 'layout-land' when screen rotates to landscape mode and from 'layout' when screen rotates to portrait one. How can I do this?

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  • How do I declare a constructor for an 'object' class type in Scala? I.e., a one time operation for the singleton.

    - by Zack
    I know that objects are treated pretty much like singletons in scala. However, I have been unable to find an elegant way to specify default behavior on initial instantiation. I can accomplish this by just putting code into the body of the object declaration but this seems overly hacky. Using an apply doesn't really work because it can be called multiple times and doesn't really make sense for this use case. Any ideas on how to do this?

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  • jQuery overlay not working in IE6, Opera

    - by Wild Thing
    Hi, I've been scratching my head for hours trying to figure this out. I have this page: http://173.203.72.190/default.aspx. On clicking 'Any Cuisine', a sort of overlay is supposed to open. It works fine in nearly all browsers except IE6 and Opera. In IE6 and Opera, the jQuery 'overlay' won't open. Anybody have any ideas why this might be?

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  • Creating object in database without showing view to user

    - by samuil
    I have controller with action new, and I want it to create ActiveRecord::Base descendant object, and write it into database (without showing it to user). def new active_order = current_user.orders.find {|o| o.status > 0 } active_order = Order.new if active_order.nil? (...) end Order.new creates local object, but my question is -- how to make Rails to fill it with default values and write to database?

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  • polymorphism alternative for MySQL stored procedures

    - by zombiegx
    I'm porting some stored procedures from Informix to MySQL, but I have two stored procedures on Informix that have same name and different parameters. In MySQL, I can't create two SP with the same name, and also can't create a SP with default values in parameters. so, do someone out there know any hackery or black magic that may help me solve this problem? thanks.

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  • python: where to put application data that can be edited by computer users

    - by Jason S
    I'm working on a really simple python package for our internal use, and want to package it as a .egg file, and when it's installed/used I want it to access a text file that is placed in an appropriate place on the computer. So where is the best place to put application data in python? (that is meant to be edited by users) How do I get my python package to automatically install a default file there?

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  • Android @Override usage

    - by BahaiResearch.com
    (Newbie to Java, old time C# guy.) I have noticed a lot of the use of @Override in Android example code. I thought that all Java methods were by default "Virutal"? What then does @Override do? Example: private class HelloWebViewClient extends WebViewClient { @Override public boolean shouldOverrideUrlLoading(WebView view, String url) { view.loadUrl(url); return true; } }

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  • Is it possible to set font for entire Application?

    - by Samuh
    Hi, I need to use certain font for my entire application. I have .ttf file for the same. Is it possible to set this as default font, at application start up and then use it elsewhere in the application? When set, how do i use it in my layout XMLs? Sample code, tutorial that can help me here is appreciated. Thanks.

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  • Including some static html files?

    - by user246114
    Hi, Where can we place static html files in our war file? For example, a default project has this: war/projectname.html I'd like to just make a few static folders with static pages that are like: war/projectname.html war/signup/index.html war/about/index.html so that my users can just hit those static pages like: www.myproject.com/signup www.myproject.com/about where would I put folders like that in our project tree? I tried putting them under war/, just beside projectname.html (like above), but they don't seem to be available there, I just get a 404 error, Thanks

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  • how to do reverse fulltext search in MySQL?

    - by Shore
    By default it's like this: select * from main_table where match(col1,col2) against('search_item'); but what I want to fetch is the reverse, say,I've restored all the search_item(1000 records,for example), and I want to see which of them matches a specified row in main_table. Is that doable?

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  • Touchpad access in Linux

    - by Mike Hordecki
    Hi! The problem is: How to access x,y,z coordinates of my touchpad? Now that SHMConfig is disabled by default, I've found out that, in order to do it, I need to access a file from /dev/input/. Those files are, sadly, readable by root only. Is there any way to access the touchpad while in user-mode?

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  • flash video dynamic width and height change in Action Script 3.0

    - by coderex
    hi I have a video player and the video file came from one xml file, The videos are in different dimension so how can i set the video dimension dynamically? _vid = new Video(); _vid.attachNetStream(_vidStream); How can i give the new dimension of the video, the default i get is http://livedocs.adobe.com/flash/9.0/ActionScriptLangRefV3/flash/media/Video.html Video(width:int = 320, height:int = 240) Creates a new Video instance. I need the height and width of the video, How

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  • Create a class that inherets DrawableGameComponent in XNA as a CLASS with custom functions

    - by user3675013
    using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Media; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; namespace TileEngine { class Renderer : DrawableGameComponent { public Renderer(Game game) : base(game) { } SpriteBatch spriteBatch ; protected override void LoadContent() { base.LoadContent(); } public override void Draw(GameTime gameTime) { base.Draw(gameTime); } public override void Update(GameTime gameTime) { base.Update(gameTime); } public override void Initialize() { base.Initialize(); } public RenderTarget2D new_texture(int width, int height) { Texture2D TEX = new Texture2D(GraphicsDevice, width, height); //create the texture to render to RenderTarget2D Mine = new RenderTarget2D(GraphicsDevice, width, height); GraphicsDevice.SetRenderTarget(Mine); //set the render device to the reference provided //maybe base.draw can be used with spritebatch. Idk. We'll see if the order of operation //works out. Wish I could call base.draw here. return Mine; //I'm hoping that this returns the same instance and not a copy. } public void draw_texture(int width, int height, RenderTarget2D Mine) { GraphicsDevice.SetRenderTarget(null); //Set the renderer to render to the backbuffer again Rectangle drawrect = new Rectangle(0, 0, width, height); //Set the rendering size to what we want spriteBatch.Begin(); //This uses spritebatch to draw the texture directly to the screen spriteBatch.Draw(Mine, drawrect, Color.White); //This uses the color white spriteBatch.End(); //ends the spritebatch //Call base.draw after this since it doesn't seem to recognize inside the function //maybe base.draw can be used with spritebatch. Idk. We'll see if the order of operation //works out. Wish I could call base.draw here. } } } I solved a previous issue where I wasn't allowed to access GraphicsDevice outside the main Default 'main' class Ie "Game" or "Game1" etc. Now I have a new issue. FYi no one told me that it would be possible to use GraphicsDevice References to cause it to not be null by using the drawable class. (hopefully after this last bug is solved it doesn't still return null) Anyways at present the problem is that I can't seem to get it to initialize as an instance in my main program. Ie Renderer tileClipping; and I'm unable to use it such as it is to be noted i haven't even gotten to testing these two steps below but before it compiled but when those functions of this class were called it complained that it can't render to a null device. Which meant that the device wasn't being initialized. I had no idea why. It took me hours to google this. I finally figured out the words I needed.. which were "do my rendering in XNA in a seperate class" now I haven't used the addcomponent function because I don't want it to only run these functions automatically and I want to be able to call the custom ones. In a nutshell what I want is: *access to rendering targets and graphics device OUTSIDE default class *passing of Rendertarget2D (which contain textures and textures should automatically be passed with a rendering target? ) *the device should be passed to this function as well OR the device should be passed to this function as a byproduct of passing the rendertarget (which is automatically associated with the render device it was given originally) *I'm assuming I'm dealing with abstracted pointers here so when I pass a class object or instance, I should be recieving the SAME object , I referenced, and not a copy that has only the lifespan of the function running. *the purpose for all these options: I want to initialize new 2d textures on the fly to customize tileclipping and even the X , y Offsets of where a WHOLE texture will be rendered, and the X and Y offsets of where tiles will be rendered ON that surface. This is why. And I'll be doing region based lighting effects per tile or even per 8X8 pixel spaces.. we'll see I'll also be doing sprite rotations on the whole texture then copying it again to a circular masked texture, and then doing a second copy for only solid tiles for masked rotated collisions on sprites. I'll be checking the masked pixels for my collision, and using raycasting possibly to check for collisions on those areas. The sprite will stay in the center, when this rotation happens. Here is a detailed diagram: http://i.stack.imgur.com/INf9K.gif I'll be using texture2D for steps 4-6 I suppose for steps 1 as well. Now ontop of that, the clipping size (IE the sqaure rendered) will be able to be shrunk or increased, on a per frame basis Therefore I can't use the same static size for my main texture2d and I can't use just the backbuffer Or we get the annoying flicker. Also I will have multiple instances of the renderer class so that I can freely pass textures around as if they are playing cards (in a sense) layering them ontop of eachother, cropping them how i want and such. and then using spritebatch to simply draw them at the locations I want. Hopefully this makes sense, and yes I will be planning on using alpha blending but only after all tiles have been drawn.. The masked collision is important and Yes I am avoiding using math on the tile rendering and instead resorting to image manipulation in video memory which is WHY I need this to work the way I'm intending it to work and not in the default way that XNA seems to handle graphics. Thanks to anyone willing to help. I hate the code form offered, because then I have to rely on static presence of an update function. What if I want to kill that update function or that object, but have it in memory, but just have it temporarily inactive? I'm making the assumption here the update function of one of these gamecomponents is automatic ? Anyways this is as detailed as I can make this post hopefully someone can help me solve the issue. Instead of tell me "derrr don't do it this wayyy" which is what a few people told me (but they don't understand the actual goal I have in mind) I'm trying to create basically a library where I can copy images freely no matter the size, i just have to specify the size in the function then as long as a reference to that object exists it should be kept alive? right? :/ anyways.. Anything else? I Don't know. I understand object oriented coding but I don't understand this XNA It's beggining to feel impossible to do anything custom in it without putting ALL my rendering code into the draw function of the main class tileClipping.new_texture(GraphicsDevice, width, height) tileClipping.Draw_texture(...)

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