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  • Rails Multiple Checkboxes with Javascript Dynamic Select

    - by Jack
    Hi, I have followed the Railscast episode 88 to implement a set of dependant drop down menus. In the students-new view, when the student's year is selected, the javascript figures out which courses are available to that year and offers the selection in a new drop down menu. My javascript erb file is here: var courses = new Array(); <% for course in @courses -%> <%for year in course.years -%> courses.push(new Array(<%= year.year_id%>, '<%=h course.title%>', <%= course.id%>)); <%end -%> <% end -%> function yearSelected() { year_id = $('student_year_id').getValue(); options = $('student_course_ids').options; options.length = 1; courses.each(function(course) { if (course[0] == year_id) { options[options.length] = new Option(course[1], course[2]); } }); if (options.length == 1) { $('course_field').hide(); } else { $('course_field').show(); } } document.observe('dom:loaded', function() { yearSelected(); $('student_year_id').observe('change', yearSelected); }); Any my view is as follows: <% form_for(@student) do |f| %> <%= f.error_messages %> <p> <%= f.label :name %><br /> <%= f.text_field :name %> </p> <p> <%= f.label :cid, "CID" %><br /> <%= f.text_field :cid %> </p> <p> <label for="student_year_id">Year:</label> <%= collection_select(:student, :year_id, Year.all, :id, :title, {:prompt => true})%> </p> <p id="course_field"> <label for="student_course_ids">Course:</label> <%= collection_select(:student, :course_ids, Course.find(:all), :id, :title, {:prompt => true}, {:multiple => true})%> </p> <p> <%= f.submit 'Save' %> </p> <% end %> What I would like to do is to add checkboxes instead of the drop down menu. Any suggestions? I previously was using this method, but was not able to get it to work with the new javascript. Cheers

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  • C++ - Conway's Game of Life & Stepping Backwards

    - by Gabe
    I was able to create a version Conway's Game of Life that either stepped forward each click, or just ran forward using a timer. (I'm doing this using Qt.) Now, I need to be able to save all previous game grids, so that I can step backwards by clicking a button. I'm trying to use a stack, and it seems like I'm pushing the old gridcells onto the stack correctly. But when I run it in QT, the grids don't change when I click BACK. I've tried different things for the last three hours, to no avail. Any ideas? gridwindow.cpp - My problem should be in here somewhere. Probably the handleBack() func. #include <iostream> #include "gridwindow.h" using namespace std; // Constructor for window. It constructs the three portions of the GUI and lays them out vertically. GridWindow::GridWindow(QWidget *parent,int rows,int cols) : QWidget(parent) { QHBoxLayout *header = setupHeader(); // Setup the title at the top. QGridLayout *grid = setupGrid(rows,cols); // Setup the grid of colored cells in the middle. QHBoxLayout *buttonRow = setupButtonRow(); // Setup the row of buttons across the bottom. QVBoxLayout *layout = new QVBoxLayout(); // Puts everything together. layout->addLayout(header); layout->addLayout(grid); layout->addLayout(buttonRow); setLayout(layout); } // Destructor. GridWindow::~GridWindow() { delete title; } // Builds header section of the GUI. QHBoxLayout* GridWindow::setupHeader() { QHBoxLayout *header = new QHBoxLayout(); // Creates horizontal box. header->setAlignment(Qt::AlignHCenter); this->title = new QLabel("CONWAY'S GAME OF LIFE",this); // Creates big, bold, centered label (title): "Conway's Game of Life." this->title->setAlignment(Qt::AlignHCenter); this->title->setFont(QFont("Arial", 32, QFont::Bold)); header->addWidget(this->title); // Adds widget to layout. return header; // Returns header to grid window. } // Builds the grid of cells. This method populates the grid's 2D array of GridCells with MxN cells. QGridLayout* GridWindow::setupGrid(int rows,int cols) { isRunning = false; QGridLayout *grid = new QGridLayout(); // Creates grid layout. grid->setHorizontalSpacing(0); // No empty spaces. Cells should be contiguous. grid->setVerticalSpacing(0); grid->setSpacing(0); grid->setAlignment(Qt::AlignHCenter); for(int i=0; i < rows; i++) //Each row is a vector of grid cells. { std::vector<GridCell*> row; // Creates new vector for current row. cells.push_back(row); for(int j=0; j < cols; j++) { GridCell *cell = new GridCell(); // Creates and adds new cell to row. cells.at(i).push_back(cell); grid->addWidget(cell,i,j); // Adds to cell to grid layout. Column expands vertically. grid->setColumnStretch(j,1); } grid->setRowStretch(i,1); // Sets row expansion horizontally. } return grid; // Returns grid. } // Builds footer section of the GUI. QHBoxLayout* GridWindow::setupButtonRow() { QHBoxLayout *buttonRow = new QHBoxLayout(); // Creates horizontal box for buttons. buttonRow->setAlignment(Qt::AlignHCenter); // Clear Button - Clears cell; sets them all to DEAD/white. QPushButton *clearButton = new QPushButton("CLEAR"); clearButton->setFixedSize(100,25); connect(clearButton, SIGNAL(clicked()), this, SLOT(handlePause())); // Pauses timer before clearing. connect(clearButton, SIGNAL(clicked()), this, SLOT(handleClear())); // Connects to clear function to make all cells DEAD/white. buttonRow->addWidget(clearButton); // Forward Button - Steps one step forward. QPushButton *forwardButton = new QPushButton("FORWARD"); forwardButton->setFixedSize(100,25); connect(forwardButton, SIGNAL(clicked()), this, SLOT(handleForward())); // Signals to handleForward function.. buttonRow->addWidget(forwardButton); // Back Button - Steps one step backward. QPushButton *backButton = new QPushButton("BACK"); backButton->setFixedSize(100,25); connect(backButton, SIGNAL(clicked()), this, SLOT(handleBack())); // Signals to handleBack funciton. buttonRow->addWidget(backButton); // Start Button - Starts game when user clicks. Or, resumes game after being paused. QPushButton *startButton = new QPushButton("START/RESUME"); startButton->setFixedSize(100,25); connect(startButton, SIGNAL(clicked()), this, SLOT(handlePause())); // Deletes current timer if there is one. Then restarts everything. connect(startButton, SIGNAL(clicked()), this, SLOT(handleStart())); // Signals to handleStart function. buttonRow->addWidget(startButton); // Pause Button - Pauses simulation of game. QPushButton *pauseButton = new QPushButton("PAUSE"); pauseButton->setFixedSize(100,25); connect(pauseButton, SIGNAL(clicked()), this, SLOT(handlePause())); // Signals to pause function which pauses timer. buttonRow->addWidget(pauseButton); // Quit Button - Exits program. QPushButton *quitButton = new QPushButton("EXIT"); quitButton->setFixedSize(100,25); connect(quitButton, SIGNAL(clicked()), qApp, SLOT(quit())); // Signals the quit slot which ends the program. buttonRow->addWidget(quitButton); return buttonRow; // Returns bottom of layout. } /* SLOT method for handling clicks on the "clear" button. Receives "clicked" signals on the "Clear" button and sets all cells to DEAD. */ void GridWindow::handleClear() { for(unsigned int row=0; row < cells.size(); row++) // Loops through current rows' cells. { for(unsigned int col=0; col < cells[row].size(); col++) // Loops through the rows'columns' cells. { GridCell *cell = cells[row][col]; // Grab the current cell & set its value to dead. cell->setType(DEAD); } } } /* SLOT method for handling clicks on the "start" button. Receives "clicked" signals on the "start" button and begins game simulation. */ void GridWindow::handleStart() { isRunning = true; // It is running. Sets isRunning to true. this->timer = new QTimer(this); // Creates new timer. connect(this->timer, SIGNAL(timeout()), this, SLOT(timerFired())); // Connect "timerFired" method class to the "timeout" signal fired by the timer. this->timer->start(500); // Timer to fire every 500 milliseconds. } /* SLOT method for handling clicks on the "pause" button. Receives "clicked" signals on the "pause" button and stops the game simulation. */ void GridWindow::handlePause() { if(isRunning) // If it is running... this->timer->stop(); // Stops the timer. isRunning = false; // Set to false. } void GridWindow::handleForward() { if(isRunning); // If it's running, do nothing. else timerFired(); // It not running, step forward one step. } void GridWindow::handleBack() { std::vector<std::vector<GridCell*> > cells2; if(isRunning); // If it's running, do nothing. else if(backStack.empty()) cout << "EMPTYYY" << endl; else { cells2 = backStack.peek(); for (unsigned int f = 0; f < cells.size(); f++) // Loop through cells' rows. { for (unsigned int g = 0; g < cells.at(f).size(); g++) // Loop through cells columns. { cells[f][g]->setType(cells2[f][g]->getType()); // Set cells[f][g]'s type to cells2[f][g]'s type. } } cout << "PRE=POP" << endl; backStack.pop(); cout << "OYYYY" << endl; } } // Accessor method - Gets the 2D vector of grid cells. std::vector<std::vector<GridCell*> >& GridWindow::getCells() { return this->cells; } /* TimerFired function: 1) 2D-Vector cells2 is declared. 2) cells2 is initliazed with loops/push_backs so that all its cells are DEAD. 3) We loop through cells, and count the number of LIVE neighbors next to a given cell. --> Depending on how many cells are living, we choose if the cell should be LIVE or DEAD in the next simulation, according to the rules. -----> We save the cell type in cell2 at the same indice (the same row and column cell in cells2). 4) After check all the cells (and save the next round values in cells 2), we set cells's gridcells equal to cells2 gridcells. --> This causes the cells to be redrawn with cells2 types (white or black). */ void GridWindow::timerFired() { backStack.push(cells); std::vector<std::vector<GridCell*> > cells2; // Holds new values for 2D vector. These are the next simulation round of cell types. for(unsigned int i = 0; i < cells.size(); i++) // Loop through the rows of cells2. (Same size as cells' rows.) { vector<GridCell*> row; // Creates Gridcell* vector to push_back into cells2. cells2.push_back(row); // Pushes back row vectors into cells2. for(unsigned int j = 0; j < cells[i].size(); j++) // Loop through the columns (the cells in each row). { GridCell *cell = new GridCell(); // Creates new GridCell. cell->setType(DEAD); // Sets cell type to DEAD/white. cells2.at(i).push_back(cell); // Pushes back the DEAD cell into cells2. } // This makes a gridwindow the same size as cells with all DEAD cells. } for (unsigned int m = 0; m < cells.size(); m++) // Loop through cells' rows. { for (unsigned int n = 0; n < cells.at(m).size(); n++) // Loop through cells' columns. { unsigned int neighbors = 0; // Counter for number of LIVE neighbors for a given cell. // We know check all different variations of cells[i][j] to count the number of living neighbors for each cell. // We check m > 0 and/or n > 0 to make sure we don't access negative indexes (ex: cells[-1][0].) // We check m < size to make sure we don't try to access rows out of the vector (ex: row 5, if only 4 rows). // We check n < row size to make sure we don't access column item out of the vector (ex: 10th item in a column of only 9 items). // If we find that the Type = 1 (it is LIVE), then we add 1 to the neighbor. // Else - we add nothing to the neighbor counter. // Neighbor is the number of LIVE cells next to the current cell. if(m > 0 && n > 0) { if (cells[m-1][n-1]->getType() == 1) neighbors += 1; } if(m > 0) { if (cells[m-1][n]->getType() == 1) neighbors += 1; if(n < (cells.at(m).size() - 1)) { if (cells[m-1][n+1]->getType() == 1) neighbors += 1; } } if(n > 0) { if (cells[m][n-1]->getType() == 1) neighbors += 1; if(m < (cells.size() - 1)) { if (cells[m+1][n-1]->getType() == 1) neighbors += 1; } } if(n < (cells.at(m).size() - 1)) { if (cells[m][n+1]->getType() == 1) neighbors += 1; } if(m < (cells.size() - 1)) { if (cells[m+1][n]->getType() == 1) neighbors += 1; } if(m < (cells.size() - 1) && n < (cells.at(m).size() - 1)) { if (cells[m+1][n+1]->getType() == 1) neighbors += 1; } // Done checking number of neighbors for cells[m][n] // Now we change cells2 if it should switch in the next simulation step. // cells2 holds the values of what cells should be on the next iteration of the game. // We can't change cells right now, or it would through off our other cell values. // Apply game rules to cells: Create new, updated grid with the roundtwo vector. // Note - LIVE is 1; DEAD is 0. if (cells[m][n]->getType() == 1 && neighbors < 2) // If cell is LIVE and has less than 2 LIVE neighbors -> Set to DEAD. cells2[m][n]->setType(DEAD); else if (cells[m][n]->getType() == 1 && neighbors > 3) // If cell is LIVE and has more than 3 LIVE neighbors -> Set to DEAD. cells2[m][n]->setType(DEAD); else if (cells[m][n]->getType() == 1 && (neighbors == 2 || neighbors == 3)) // If cell is LIVE and has 2 or 3 LIVE neighbors -> Set to LIVE. cells2[m][n]->setType(LIVE); else if (cells[m][n]->getType() == 0 && neighbors == 3) // If cell is DEAD and has 3 LIVE neighbors -> Set to LIVE. cells2[m][n]->setType(LIVE); } } // Now we've gone through all of cells, and saved the new values in cells2. // Now we loop through cells and set all the cells' types to those of cells2. for (unsigned int f = 0; f < cells.size(); f++) // Loop through cells' rows. { for (unsigned int g = 0; g < cells.at(f).size(); g++) // Loop through cells columns. { cells[f][g]->setType(cells2[f][g]->getType()); // Set cells[f][g]'s type to cells2[f][g]'s type. } } } stack.h - Here's my stack. #ifndef STACK_H_ #define STACK_H_ #include <iostream> #include "node.h" template <typename T> class Stack { private: Node<T>* top; int listSize; public: Stack(); int size() const; bool empty() const; void push(const T& value); void pop(); T& peek() const; }; template <typename T> Stack<T>::Stack() : top(NULL) { listSize = 0; } template <typename T> int Stack<T>::size() const { return listSize; } template <typename T> bool Stack<T>::empty() const { if(listSize == 0) return true; else return false; } template <typename T> void Stack<T>::push(const T& value) { Node<T>* newOne = new Node<T>(value); newOne->next = top; top = newOne; listSize++; } template <typename T> void Stack<T>::pop() { Node<T>* oldT = top; top = top->next; delete oldT; listSize--; } template <typename T> T& Stack<T>::peek() const { return top->data; // Returns data in top item. } #endif gridcell.cpp - Gridcell implementation #include <iostream> #include "gridcell.h" using namespace std; // Constructor: Creates a grid cell. GridCell::GridCell(QWidget *parent) : QFrame(parent) { this->type = DEAD; // Default: Cell is DEAD (white). setFrameStyle(QFrame::Box); // Set the frame style. This is what gives each box its black border. this->button = new QPushButton(this); //Creates button that fills entirety of each grid cell. this->button->setSizePolicy(QSizePolicy::Expanding,QSizePolicy::Expanding); // Expands button to fill space. this->button->setMinimumSize(19,19); //width,height // Min height and width of button. QHBoxLayout *layout = new QHBoxLayout(); //Creates a simple layout to hold our button and add the button to it. layout->addWidget(this->button); setLayout(layout); layout->setStretchFactor(this->button,1); // Lets the buttons expand all the way to the edges of the current frame with no space leftover layout->setContentsMargins(0,0,0,0); layout->setSpacing(0); connect(this->button,SIGNAL(clicked()),this,SLOT(handleClick())); // Connects clicked signal with handleClick slot. redrawCell(); // Calls function to redraw (set new type for) the cell. } // Basic destructor. GridCell::~GridCell() { delete this->button; } // Accessor for the cell type. CellType GridCell::getType() const { return(this->type); } // Mutator for the cell type. Also has the side effect of causing the cell to be redrawn on the GUI. void GridCell::setType(CellType type) { this->type = type; redrawCell(); // Sets type and redraws cell. } // Handler slot for button clicks. This method is called whenever the user clicks on this cell in the grid. void GridCell::handleClick() { // When clicked on... if(this->type == DEAD) // If type is DEAD (white), change to LIVE (black). type = LIVE; else type = DEAD; // If type is LIVE (black), change to DEAD (white). setType(type); // Sets new type (color). setType Calls redrawCell() to recolor. } // Method to check cell type and return the color of that type. Qt::GlobalColor GridCell::getColorForCellType() { switch(this->type) { default: case DEAD: return Qt::white; case LIVE: return Qt::black; } } // Helper method. Forces current cell to be redrawn on the GUI. Called whenever the setType method is invoked. void GridCell::redrawCell() { Qt::GlobalColor gc = getColorForCellType(); //Find out what color this cell should be. this->button->setPalette(QPalette(gc,gc)); //Force the button in the cell to be the proper color. this->button->setAutoFillBackground(true); this->button->setFlat(true); //Force QT to NOT draw the borders on the button } Thanks a lot. Let me know if you need anything else.

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  • how to hook up default beforeunload event on an aspx page ?

    - by Nikhil Vaghela
    I have a custom web part placed on one of the application page in SharePoint. This page it seems already have a function which gets executed on windows beforeunload javascript event. My problem is that i too need to execute some client side code (to prompt user for any unsaved changes in my web part) on windows beforeunload event. How can i achieve this ? I mean let the default event be fired as well as call my function also ? Appreciate any help. Nikhil.

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  • Next month, same day in PHP

    - by Guillermo
    I got a last time (and urgent) requeriment of an "event" that needs to be scheduled the same day of every month. Say of you set the start date on the 1st May you should get the next events on the 1st of Jun, 1 Jul etc. The problem comes with a start date on the 31st (the next ones could be 30 or 28 depending on the month) Considering that there are months with different numbers of days (28,30,31) depending on the month itself and the year... what would ba an easy way to setup this? Consider the following (and flawed) nextmonth function: $events = array() function nextmonth($date) { return $date+(60*60*24*30); } $curr = $start; while($curr < $end) { $events[ = $curr; $curr = nextmonth($curr); } Edited to add: The problem for me is, simply enought, is to solve what the number of days of any given month is and thus get the next corresponding date..

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  • Jquery Dialog - div disappears after initialization

    - by Zuber
    JQuery Dialog is giving me lots of pain lately. I have the following div which I want to be popped up. (Ignore that the classes do not show the double quotes in the syntax) TABLE class=widget-title-table border=0 cellSpacing=0 cellPadding=0> <TBODY> <TR> <TD class=widget-title><SPAN class=widget-title>Basic Info</SPAN></TD> <TD class=widget-action> <DIV id=edit-actions jQuery1266325647362="3"> <UL class="linkbutton-menu read-mode"> <LI class="control-actions"> <A id="action-button" class="mouse-over-pointer linkbutton">Delete this stakeholder</A> <DIV id="confirmation" class="confirmation-dialog title=Confirmation"> Are you sure you want to delete this stakeholder? </DIV> </LI></UL></DIV></TD></TR></TBODY></TABLE> The JQuery for this is ... $(document).ready(function() { $('#confirmation').dialog({ bgiframe: true, modal: true, autoOpen: false, closeOnEscape: false, draggable: true, position: 'center', resizable: false, width: 400, height: 150 }); }); And the dialog is 'open'ed by var confirmationBox = $('#confirmation',actionContent); if (confirmationBox.length > 0) { //Confirmation Needed $(confirmationBox).dialog('option', 'buttons', { 'No': function() { $(this).dialog('close'); }, 'Yes': function() { $('ul.read-mode').hide(); $.post(requestUrl, {}, ActionCallback(context[0], renderFormUrl), 'json'); $(this).dialog('close'); } }); $(confirmationBox).dialog('open'); } The problem starts in the initialization itself. When the document loads, the <div #confirmation> is deleted from the markup! I had a similar issue earlier, but I cannot use that solution here. On this page I can have multiple PopUp divs. When I added the initialization in just before opening it; the form popped up. But after I close it, the div is removed; so I am not able to see the popup again.

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  • JavaScript replace with callback - performance question

    - by Tomalak
    In JavaScript, you can define a callback handler in regex string replace operations: str.replace(/str[123]|etc/, replaceCallback); Imagine you have a lookup object of strings and replacements. var lookup = {"str1": "repl1", "str2": "repl2", "str3": "repl3", "etc": "etc" }; and this callback function: var replaceCallback = function(match) { if (lookup[match]) return lookup[match]; else return match; } How would you assess the performance of the above callback? Are there solid ways to improve it? Would if (match in lookup) //.... or even return lookup[match] | match; lead to opportunities for the JS compiler to optimize, or is it all the same thing?

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  • Trace() method doesnt work in FlashDevelop

    - by numerical25
    When I put a trace("test"); at the entry point of my flashdevelop project and run it. The application runs fine but I do not see the trace in the output. Below is my code package { import flash.display.Sprite; import flash.events.Event; /** * ... * @author Anthony Gordon */ public class Main extends Sprite { public function Main():void { if (stage) init(); else addEventListener(Event.ADDED_TO_STAGE, init); } private function init(e:Event = null):void { trace("test"); removeEventListener(Event.ADDED_TO_STAGE, init); // entry point var game:Game = new Game(stage); addChild(game); } }

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  • How do I define functions using PLT Scheme macros?

    - by nickname
    I am trying to write a macro that defines a special class of data structure with associated functions. I know this is possible; it is done multiple times in the core language itself. As a specific example, how would I define the define-struct macro in Scheme itself. It needs to create make-struct, struct-<<field>>, etc functions. I tried doing this using define, however, this only defines the function in the macro's lexical scope. How can I actually define a function in a macro?

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  • Add mask to input

    - by Lodewijk Wensveen
    I'm trying to achieve the seemingly impossible task of adding an mask to a input field. I have the following code: function addActivationCode(){ newRow = jQuery("div.activationcode:last-child").clone(); newRow.insertAfter(jQuery("div.activationcode:last-child")); newRow.attr("id", "coderow-" + Math.round(Math.random() * 10000)); newRow.find("input").val(""); find("input").mask("9999-9999-9999-9999"); newRow.find("a.coderemove").attr("onclick", "removeActivationCode('" + newRow.attr("id") + "'); return false;"); } function removeActivationCode(id){ jQuery("div#" + id).remove(); } Now I to get the .mask working on my input fields, so far I've only got it working on the new row I'm making and not on the original one. Can anyone help me out?

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  • Using pyodbc to insert rows into a MS Access MDB, how do I escape the paramaters?

    - by MDBGuy
    Hi, I'm using pyodbc to talk to a legacy Access 2000 .mdb file. I've got a cursor, and am trying to execute this: c.execute("INSERT INTO [Accounts] ([Name], [TypeID], [StatusID], [AccountCat], [id]) VALUES (?, ?, ?, ?, ?)", [u'test', 20, 10, 4, 2]) However, doing so results in pyodbc.Error: ('HYC00', '[HYC00] [Microsoft][ODBC Microsoft Access Driver]Optional feature not implemented (106) (SQLBindParameter)') I understand I can simply change the question marks to the literal values, but in my experience proper escaping of strings across databases is... not pretty. PHP and mysql team up to bring mysql_real_escape_string and friends, but I can't seem to find pyodbc's function for escaping values. If you could let me know what the recommended way of inserting this data (from python) is, that'd be very helpful. Alternatively, if you have a python function to escape the odbc strings, that would also be great. Thanks for the help.

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  • GetVersionEx Not Working on Windows 7?!

    - by Andreas Rejbrand
    On my Windows 7 system, the GetVersionEx Windows API function returns "6.0", indicating Windows Vista, when it should return "6.1". If it matters, I used the following Delphi code: function winver: string; var ver: TOSVersionInfo; begin ver.dwOSVersionInfoSize := SizeOf(ver); if GetVersionEx(ver) then with ver do result := IntToStr(dwMajorVersion) + '.' + IntToStr(dwMinorVersion) + '.' + IntToStr(dwBuildNumber) + ' (' + szCSDVersion + ')'; end; and the string "6.0.6002 (Service Pack 2)" was returned. Isn't this highly odd?

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  • strongly typed dataset Insert record with C# problem

    - by Eyla
    Greetings, I'm using strongly typed data-set in windows application and I'm creating table adapter object to call insert function. The problem that there is nothing inserted to the table after calling the function and no error produced. here is my code: public PacketsDBDataSet1TableAdapters.packetsTableAdapter ds = new PacketsDBDataSet1TableAdapters.packetsTableAdapter(); private void btnSavePacketsInFile_Click(object sender, EventArgs e) { byte[] w = null; ds.InsertPackets("s", "s", "s", "s", "s", w); } I'm using same same code with ASP.Net but it is working OK. any advice??

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  • how to better use of eclipse code templates (PHP)?

    - by pocketfullofcheese
    One particular problem I was having was using ${word_selection} in an Eclipse PDT template. I was recently trying to use some code templates with Eclipse PDT 2.1 to speed up some common tasks. We use a lot of getters/setters, so I wrote the following template. function get${word_selection}() { return $$this->getData('${word_selection}'); } function set${word_selection}($$${word_selection}) { $$this->setData('${word_selection}', $$${word_selection}); } I named the template "getset" and the only way I know to use the Code Assist is to type: "getset" then hit my code assist keys (I have it set to Esc, but I think the default was Ctrl+Space). The problem is, this doesn't actually let me select a word to be used by the ${word_selection}. how do I type in my template name, hit the key combo, and have a word selected all at the same time? I also want to know what kinds of templates people have set up and any other tips for using templates to speed of programming.

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  • C++ porting templates to Red hat enterprise linux version 5

    - by mkal
    #include <sys/stat.h> #include <sys/types.h> #include <unistd.h> template <class OutType> bool getVAL(OutType &value_out, const std::string &key) { return false; } int main (int argc, char*argv[]) { mode_t a; getVAL(a, "abc"); } test.cpp:6: error: ISO C++ forbids declaration of ‘parameter’ with no type test.cpp: In function ‘int main(int, char**)’: test.cpp:13: error: no matching function for call to ‘getVAL(mode_t&, const char [4])’

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  • object won't die (still references to it that I can't find)

    - by user288558
    I'm using parallel-python and start a new job server in a function. after the functions ends it still exists even though I didn't return it out of the function (I used weakref to test this). I guess there's still some references to this object somewhere. My two theories: It starts threads and it logs to root logger. My questions: can I somehow findout in which namespace there is still a reference to this object. I have the weakref reference. Does anyone know how to detach a logger? What other debug suggestions do people have? here is my testcode: def pptester(): js=pp.Server(ppservers=nodes) js.set_ncpus(0) fh=file('tmp.tmp.tmp','w') tmp=[] for i in range(200): tmp.append(js.submit(ppworktest,(),(),('os','subprocess'))) js.print_stats() return weakref.ref(js) thanks in advance Wolfgang

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  • DOM innerHTML Duplicate Problem

    - by Kubi
    function SwapPlans(city, id) { var tp = GetTravelPlanById(id); var content = MakeHTMLAccordionMe(tp.items[0]); document.getElementById(city).innerHTML = " "; document.getElementById(city).innerHTML = content.innerHTML; document.getElementById(city).outerHTML = " "; document.getElementById(city).outerHTML = content.outerHTML; } Hi, I have a problem with the snippet above. MakeAccordionME function returns the content that I want to change by document.getElementById(city) = value; but It doesn't remove the first content of the first div. Is there any content.clear method in DOM javascript ? thx p.s. the div that returns from document.getElementById(city) is a jquery accordion div.

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  • Optimizing a 3D World Javascript Animation

    - by johnny
    Hi! I've recently come up with the idea to create a tag cloud like animation shaped like the earth. I've extracted the coastline coordinates from ngdc.noaa.gov and wrote a little script that displayed it in my browser. Now as you can imagine, the whole coastline consists of about 48919 points, which my script would individually render (each coordinate being represented by one span). Obviously no browser is capable of rendering this fluently - but it would be nice if I could render as much as let's say 200 spans (twice as much as now) on my old p4 2.8 Ghz (as a representative benchmark). Are there any javascript optimizations I could use in order to speed up the display of those spans? One 'coordinate': <div id="world_pixels"> <span id="wp_0" style="position:fixed; top:0px; left:0px; z-index:1; font-size:20px; cursor:pointer;cursor:hand;" onmouseover="magnify_world_pixel('wp_0');" onmouseout="shrink_world_pixel('wp_0');" onClick="set_askcue_bar('', 'new york')">new york</span> </div> The script: $(document).ready(function(){ world_pixels = $("#world_pixels span"); world_pixels.spin(); setInterval("world_pixels.spin()",1500); }); z = new Array(); $.fn.spin = function () { for(i=0; i<this.length; i++) { /*actual screen coordinates: x/y/z --> left/font-size/top 300/13/0 300/6/300 | / |/ 0/13/300 ----|---- 600/13/300 /| / | 300/20/300 300/13/600 */ /*scale font size*/ var resize_x = 1; /*scale width*/ var resize_y = 2.5; /*scale height*/ var resize_z = 2.5; var from_left = 300; var from_top = 20; /*actual math coordinates: 1 -1 | / |/ 1 ----|---- -1 /| / | 1 -1 */ //var get_element = document.getElementById(); //var font_size = parseInt(this.style.fontSize); var font_size = parseInt($(this[i]).css("font-size")); var left = parseInt($(this[i]).css("left")); if (coast_line_array[i][1]) { } else { var top = parseInt($(this[i]).css("top")); z[i] = from_top + (top - (300 * resize_z)) / (300 * resize_z); //global beacause it's used in other functions later on var top_new = from_top + Math.round(Math.cos(coast_line_array[i][2]/90*Math.PI) * (300 * resize_z) + (300 * resize_z)); $(this[i]).css("top", top_new); coast_line_array[i][3] = 1; } var x = resize_x * (font_size - 13) / 7; var y = from_left + (left- (300 * resize_y)) / (300 * resize_y); if (y >= 0) { this[i].phi = Math.acos(x/(Math.sqrt(x^2 + y^2))); } else { this[i].phi = 2*Math.PI - Math.acos(x/(Math.sqrt(x^2 + y^2))); i } this[i].theta = Math.acos(z[i]/Math.sqrt(x^2 + y^2 + z[i]^2)); var font_size_new = resize_x * Math.round(Math.sin(coast_line_array[i][4]/90*Math.PI) * Math.cos(coast_line_array[i][0]/180*Math.PI) * 7 + 13); var left_new = from_left + Math.round(Math.sin(coast_line_array[i][5]/90*Math.PI) * Math.sin(coast_line_array[i][0]/180*Math.PI) * (300 * resize_y) + (300 * resize_y)); //coast_line_array[i][6] = coast_line_array[i][7]+1; if ((coast_line_array[i][0] + 1) > 180) { coast_line_array[i][0] = -180; } else { coast_line_array[i][0] = coast_line_array[i][0] + 0.25; } $(this[i]).css("font-size", font_size_new); $(this[i]).css("left", left_new); } } resize_x = 1; function magnify_world_pixel(element) { $("#"+element).animate({ fontSize: resize_x*30+"px" }, { duration: 1000 }); } function shrink_world_pixel(element) { $("#"+element).animate({ fontSize: resize_x*6+"px" }, { duration: 1000 }); } I'd appreciate any suggestions to optimize my script, maybe there is even a totally different approach on how to go about this. The whole .js file which stores the array for all the coordinates is available on my page, the file is about 2.9 mb, so you might consider pulling the .zip for local testing: metaroulette.com/files/31218.zip metaroulette.com/files/31218.js P.S. the php I use to create the spans: <?php //$arbitrary_characters = array('a','b','c','ddsfsdfsdf','e','f','g','h','isdfsdffd','j','k','l','mfdgcvbcvbs','n','o','p','q','r','s','t','uasdfsdf','v','w','x','y','z','0','1','2','3','4','5','6','7','8','9',); $arbitrary_characters = array('cat','table','cool','deloitte','askcue','what','more','less','adjective','nice','clinton','mars','jupiter','testversion','beta','hilarious','lolcatz','funny','obama','president','nice','what','misplaced','category','people','religion','global','skyscraper','new york','dubai','helsinki','volcano','iceland','peter','telephone','internet', 'dialer', 'cord', 'movie', 'party', 'chris', 'guitar', 'bentley', 'ford', 'ferrari', 'etc', 'de facto'); for ($i=0; $i<96; $i++) { $arb_digits = rand (0,45); $arbitrary_character = $arbitrary_characters[$arb_digits]; //$arbitrary_character = "."; echo "<span id=\"wp_$i\" style=\"position:fixed; top:0px; left:0px; z-index:1; font-size:20px; cursor:pointer;cursor:hand;\" onmouseover=\"magnify_world_pixel('wp_$i');\" onmouseout=\"shrink_world_pixel('wp_$i');\" onClick=\"set_askcue_bar('', '$arbitrary_character')\">$arbitrary_character</span>\n"; } ?>

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  • Does it make sense to have more than one UDP Datagram socket on standby? Are "simultaneous" packets

    - by Gubatron
    I'm coding a networking application on Android. I'm thinking of having a single UDP port and Datagram socket that receives all the datagrams that are sent to it and then have different processing queues for these messages. I'm doubting if I should have a second or third UDP socket on standby. Some messages will be very short (100bytes or so), but others will have to transfer files. My concern is, will the Android kernel drop the small messages if it's too busy handling the bigger ones? Update "The latter function calls sock_queue_rcv_skb() (in sock.h), which queues the UDP packet on the socket's receive buffer. If no more space is left on the buffer, the packet is discarded. Filtering also is performed by this function, which calls sk_filter() just like TCP did. Finally, data_ready() is called, and UDP packet reception is completed."

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  • jquery Tree Traversal prev() problem.

    - by Guido Lemmens
    Hello, I like to click a label and check the previous checkbox. I've tried the next code, but this is not working. I have tried for 2 hours, but what am i missing? JQUERY jQuery(document).ready(function() { $('.profilename').live('click', function() { if ($(this).prev("input:checked").val() != null) { $(this).prev("input").removeAttr("checked"); } else { $(this).prev("input").attr("checked","checked"); } }); }); HTML <input type="checkbox" class="check" name="example"> <label class="namelabel">John Doe</label> Who can help me to solve this question? Many thanks! p.s. I know i can easy solve this with the <label for=""> tag, but that is not the question.

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  • can not set the bool value of app setting

    - by user262325
    Hello everyone I use the codes below to read and write a bool value from my application: -(void)SaveAppSetting; {     NSUserDefaults *defaults=[NSUserDefaults standardUserDefaults];     bool b=true;     [defaults setBool:b forKey:@"AnyKey"]; [defaults synchronize]; } -(void)LoadAppSetting; {     NSUserDefaults *defaults=[NSUserDefaults standardUserDefaults];     bool b=[defaults boolForKey: @"AnyKey"] ; } I found that "LoadAppSetting" worked well, it could get the correct value of item with key "AnyKey". The function "SaveAppSetting" looked like no function, it reported no error, but it can not change value of the item with key "AnyKey". "AnyKey" setting in Setting bundle is item Dictionary Type String PSToggleSwitchSpecifier Title String AnyKey's Title Key String AnyKey DefaultValue Boolean Checked Is there any person met the same problem? Thanks interdev

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  • C# - How to override GetHashCode with Lists in object

    - by Christian
    Hi, I am trying to create a "KeySet" to modify UIElement behaviour. The idea is to create a special function if, eg. the user clicks on an element while holding a. Or ctrl+a. My approach so far, first lets create a container for all possible modifiers. If I would simply allow a single key, it would be no problem. I could use a simple Dictionary, with Dictionary<Keys, Action> _specialActionList If the dictionary is empty, use the default action. If there are entries, check what action to use depending on current pressed keys And if I wasn't greedy, that would be it... Now of course, I want more. I want to allow multiple keys or modifiers. So I created a wrapper class, wich can be used as Key to my dictionary. There is an obvious problem when using a more complex class. Currently two different instances would create two different key, and thereby he would never find my function (see code to understand, really obvious) Now I checked this post: http://stackoverflow.com/questions/638761/c-gethashcode-override-of-object-containing-generic-array which helped a little. But my question is, is my basic design for the class ok. Should I use a hashset to store the modifier and normal keyboardkeys (instead of Lists). And If so, how would the GetHashCode function look like? I know, its a lot of code to write (boring hash functions), some tips would be sufficient to get me started. Will post tryouts here... And here comes the code so far, the Test obviously fails... public class KeyModifierSet { private readonly List<Key> _keys = new List<Key>(); private readonly List<ModifierKeys> _modifierKeys = new List<ModifierKeys>(); private static readonly Dictionary<KeyModifierSet, Action> _testDict = new Dictionary<KeyModifierSet, Action>(); public static void Test() { _testDict.Add(new KeyModifierSet(Key.A), () => Debug.WriteLine("nothing")); if (!_testDict.ContainsKey(new KeyModifierSet(Key.A))) throw new Exception("Not done yet, help :-)"); } public KeyModifierSet(IEnumerable<Key> keys, IEnumerable<ModifierKeys> modifierKeys) { foreach (var key in keys) _keys.Add(key); foreach (var key in modifierKeys) _modifierKeys.Add(key); } public KeyModifierSet(Key key, ModifierKeys modifierKey) { _keys.Add(key); _modifierKeys.Add(modifierKey); } public KeyModifierSet(Key key) { _keys.Add(key); } }

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  • problem with adding url variable with javascript

    - by Richard
    Hello, Can someone help me with this I am trying to set and catch the url variable It begins with a form wich has the standard action set to "/autorisation/logout" Then a button with an inline javascript function function tbPayout() { parent.location = "/autorisation/logout?rcgo=payout"; return true; } <input src="/images/go02.gif" type=image border=0 name="go1" onClick="return tbPayout();"> In the autorisation controller I try to catch it if ( isset($_GET['rcgo']) ) { but it doesn't work and I can't see the variable in the url and therefore the default forms action is performed? I also have another redirect page with content="3; url=http://www.domain.nl/index/index?rcgo=logout" /> and that works fine How can I get the javascript to work because I have three submit buttons that need to be set to different get variables. Thanks, Richard

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  • JavaScript: 'foo.value' not working in IE?

    - by pete
    Hi! A few hours ago, I was instructed how to style a specific textarea with JS. The following piece of code (thanks again, Mario Menger) works like a charm in Firefox but unfortunately nothing happens in Internet Explorer (7 tested only so far). var foo = document.getElementById('HCB_textarea'); var defaultText = 'Your message here'; foo.value = defaultText; foo.style.color = '#888'; foo.onfocus = function(){ foo.style.color = '#000'; if ( foo.value == defaultText ) { foo.value = ''; } }; foo.onblur = function(){ foo.style.color = '#888'; if ( foo.value == '' ) { foo.value = defaultText; } }; I've already tried to replace 'value' by 'innerHTML' (for IE only) but to no effect. Any suggestions? TIA

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  • QWidget keyPressEvent override

    - by eaigner
    Hi there, I'm trying for half an eternity now overriding QWidgets keyPressEvent function in QT but it just won't work. I've to say i am new to CPP, but I know ObjC and standard C. My problem looks like this: class QSGameBoard : public QWidget { Q_OBJECT public: QSGameBoard(QWidget *p, int w, int h, QGraphicsScene *s); signals: void keyCaught(QKeyEvent *e); protected: virtual void keyPressEvent(QKeyEvent *event); }; QSGameBoard is my QWidget subclass and i need to override the keyPressEvent and fire a SIGNAL on each event to notify some registered objects. My overridden keyPressEvent in QSGameBoard.cpp looks like this: void QSGameBoard::keyPressEvent(QKeyEvent *event) { printf("\nkey event in board: %i", event->key()); //emit keyCaught(event); } When i change QSGameBoard:: to QWidget:: it receives the events, but i cant emit the signal because the compiler complains about the scope. And if i write it like this the function doesn't get called at all. What's the problem here?

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