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  • ajax request rely on the previous one

    - by Lynn
    I want to do something like this: $.ajax({ url: SOMEWHERE, ... success: function(data){ // do sth... var new_url = data.url; $.ajax({ url: new_url, success: function(data){ var another_url = data.url; // ajax call rely on the result of previous one $.ajax({ // do sth }) } }) }, fail: function(){ // do sth... // ajax call too $.ajax({ // config }) } }) the code looks like shit. I wonder how to make it looks pretty. Some best practice?

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  • Zend AMF throwing InvocationTargetException

    - by Roopesh Shenoy
    Hi, I am trying to make a service call to a php function from flex, through Zend AMF. Most of the functions get called fine, but for one particular function, it throws the following exception: InvocationTargetException:There was an error while invoking the operation. Check your operation inputs or server code and try invoking the operation again. Reason: Fatal error: Call to a member function getInvokeArguments() on a non-object in D:\wamp\www\ZendFramework\library\Zend\Amf\Server.php on line 328 I am not able to debug through this - has anyone faced any issue like this before, or have any ideas how this can be debugged?

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  • django authentication .htaccess static

    - by Uszy Wieloryba
    In my app users can upload files for other users. To make the uploaded files accesible only for the addresse I need some kind of static files authentication system. My idea, is to create the apache hosted directory for each user and to limit access to this derectory using .htaccess. This means that each time new django user is created, I need to create a directory and the appropriate .htaccess file in it. I know I should do it using post_save signals on User model but I don't know how to create the .htaccess in the user's directory from python level. Can you help me with that? Or perhaps you have better solution to my problem?

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  • google url shortener api and jquery not working

    - by rahim
    i cant seem to get google's new url shortener api to work with jquery's post method: $(document).ready(function() { $.post("https://www.googleapis.com/urlshortener/v1/url", { longUrl: "http://www.google.com/"}, function(data){ console.log("data" + data); }); $('body').ajaxError(function(e, xhr, settings, exception) { $(this).text('fail'+e); console.log(exception); }); }); all of this gives me an empty (data) response AND an empty (exception) response. any ideas? ive also tried this with no success: $.ajax({ type: 'POST', url: "https://www.googleapis.com/urlshortener/v1/url", data: { longUrl: "http://www.google.com/"}, success: success, dataType: "jsonp" });

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  • Ambiguous reference when getter/setter have different visibilities

    - by Warren Seine
    The following code raises an ambiguous reference to value at compile time: import flash.display.Sprite; public class Main extends Sprite { private var _value : Number = 0.; public function get value() : Number { return _value; } private function set value(v : Number) : void { _value = v; } public function Main() : void { value = 42.; } } I suspect some kind of bug in the compiler, though I didn't actually read the ECMA standard. Before someone asks those questions: Private setters do make sense. The ambiguity also exists with custom namespaces (which is the problem I'm facing).

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  • How to get the Focus on one of Buttons of JQuery Dialog on ASP.NET MVC page?

    - by Rita
    Hi I have an ASP.NET MVC page(Registration). On loading the page, i am calling Jquery Dialog with Agree and Disagree buttons on that Dialog. 1). How to set the focus to Agree button by default? 2). How to disable the X (Close) Mark that is on Top right corner? (So that i don't want the user to close that dialog simply). Code: $("#dialog-confirm").dialog({ closeOnEscape: false, autoOpen: <%= ViewData["autoOpen"] %>, height: 400, width: 550, modal: true, buttons: { 'Disagree': function() { location.href = "/"; }, 'Agree': function() { $(this).dialog('close'); $(this).focus(); } }, beforeclose: function(event, ui) { var i = event.target.id; var j = 0; } }); Appreciate your responses. Thanks

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  • JavaScript Intellisene Problem?

    - by James Wiseman
    I've got an issue with JavaScript intellisense in Visual Web Developer 2008, which I'm starting to believe is "just one of those things", but thought I'd ask here just to check. I have a file MyOtherFile.js with a function GetRandomNumber() defined like so: function GetRandomNumber() { /// <summary> /// Summary description for GetRandomNumber /// </summary> return Math.random(); } When I reference this from another file, screen.js (/// <reference path="MyOtherFile.js" />) I get the intellisense as expected with the summary text as above. If, however, I call the function GetRandomNumber from within its own file (MyOtherFile.js) then I don't get the sumamry description. Any thoughts? Thanks.

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  • fancybox auto load

    - by dolomite
    <script type="text/javascript"> $(document).ready(function() { $("a[rel=example_group]").fancybox({ 'transitionIn' : 'none', 'transitionOut' : 'none', 'titlePosition' : 'over', 'titleFormat' : function(title, currentArray, currentIndex, currentOpts) { return '<span id="fancybox-title-over">Image ' + (currentIndex + 1) + ' / ' + currentArray.length + (title.length ? ' &nbsp; ' + title : '') + '</span>'; } }); $("#lightbox_trigger").fancybox({ 'titlePosition' : 'inside', 'transitionIn' : 'none', 'transitionOut' : 'none' }); }); jQuery(document).ready(function() { $("#lightbox_trigger").trigger('click'); }); that works fine, the click event triggers the lightbox..but what if I remove the link with the id #lightbox_trigger? Basically what I want it the lightbox to load without the click event and link.. anyone?

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  • Why index_merge is not used here?

    - by user198729
    Setup: mysql> create table t(a integer unsigned,b integer unsigned); mysql> insert into t(a,b) values (1,2),(1,3),(2,4); mysql> create index i_t_a on t(a); mysql> create index i_t_b on t(b); mysql> explain select * from t where a=1 or b=4; +----+-------------+-------+------+---------------+------+---------+------+------+-------------+ | id | select_type | table | type | possible_keys | key | key_len | ref | rows | Extra | +----+-------------+-------+------+---------------+------+---------+------+------+-------------+ | 1 | SIMPLE | t | ALL | i_t_a,i_t_b | NULL | NULL | NULL | 3 | Using where | +----+-------------+-------+------+---------------+------+---------+------+------+-------------+ Is there something I'm missing?

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  • How do I use namespaces in Backbone with RequireJs

    - by dev.pus
    I am unsure how I use namespaces in an modularized (RequireJs) Backbone environment. I have thought a bit how it could look like but am totally unsure if this is the right way. app.js (getting executed by main.js) define('App', ['underscore', 'backbone', 'Router'], function( _, Backbone, Router){ function initialize(){ var app = {}; // app is the global namespace variable, every module exists in app app.router = new Router(); // router gets registered Backbone.history.start(); } return { initialize: initialize } }); messages.js define('MessageModel', ['underscore', 'backbone', 'App'], function(_, Backbone, App){ App.Message.Model; // registering the Message namespace with the Model class App.Message.Model = Backbone.Model.extend({ // the backbone stuff }); return App; }); Is this the right approach or am I fully on the wrong way (if yes please correct me!)

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  • How to add animation on open of a Jquery SimpleModal?

    - by Obay
    The animation-enabled example in the SimpleModal site has this animation: 1. Fade in the overlay 2. Slide down the modal div This is the code: $("#the-div").modal({ onOpen: function (dialog) { dialog.overlay.fadeIn('fast', function () { dialog.data.hide(); dialog.container.show('fast', function () { dialog.data.slideDown('fast'); }); }); }}); I want this animation instead: 1. Just display the modal 2. Fade in the overlay Alas, simply removing the 2nd parameter of dialog.overlay.fadeIn() from the code above doesn't work. I also tried removing the parameters of dialog.container.show(), also changing it to dialog.container.open(). I've tried other combinations of the code, to no avail. How do I achieve the animation that I wish?

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  • [C#] Own component with panel

    - by Adam
    Hi, I want to create my own component which consists two other panels. One of them has fixed contents (such as control buttons, etc.) and the other is standard panel, where I can add other components in designer (VS2008). I know that I have to create UserControl, where I can place my two panels. Then I want to insert my component into the form. But I don't know how to create behavior where I can add other components (such as buttons, labels, etc.) only into second panel in my component. Could anyone help me with creating this component? Thank you. Adam.

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  • How to determine the path of the current web site

    - by Velika2
    I wanted to create a function which would return the path of the current web site. This is what I thought was working while running in the IDE: Public Shared Function WebsiteAbsoluteBaseUrl() As String Dim RequestObject As System.Web.HttpRequest = HttpContext.Current.Request Return "http://" & RequestObject.Url.Host & ":" & _ RequestObject.Url.Port & "/" & _ RequestObject.Url.Segments(1) End Function Does this seem like it should work? Is there a more straight forward way?

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  • how i got the name of the string variable in the strange attempt to debug unknown variable ?

    - by justjoe
    i got several variable. One is variable string, object, and array. $mystring = "hello im input"; $myobject = new userclass; $myarray = array ( 0 = 'zero', 1 = "one"); i want to create a new array with its variable name as key before send it to as function parameter with it's first line use extract function. the multi_array will be like this multi_array = array ( 'mystring' = "hello im input", 'myobject' = new userclass, 'myarray' = array ( 0 = 'zero', 1 = "one") ) i use key to get the name of array and getclass to get the name of object. But how i got the name of the string variable ? function i_do_extract($multi_array) { extract($multi_array); // Do Rest }

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  • jquery nodename returning undefined

    - by matthewsteiner
    This code isn't for anything in particular. I'm just trying to successfully get the tagName or nodeName of an element. However, when I run the following code, I always get an alert saying "undefined". I'm wondering if it's because this function executes when the document is ready? Is there a different place I should be doing this? Or is it probably my other javascript code conflicting somehow (I would doubt). $(document).ready(function(){ $('#first').hover(function() { alert($('#last').nodeName); }); });

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  • (Ubuntu) setuid bash doesn't work

    - by ???
    Here is the code: (root:) # mkdir /test # cp /bin/bash /test/sbash # chmod a+s /test/sbash (user1:) $ cd /test $ ./sbash $ mkdir trycreate mkdir: cannot create directory `trycreate': Permission denied And bash scripts with setuid bit set not work, either. By the way, my setuid perl script works: test.pl: (with setuid bit set, owner=root) #!/usr/bin/perl mkdir('/test/tryperlcreate') or die 'failed'; execute test.pl by user1 will create the directory owned by root.

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  • Thread not behaving correctly

    - by ivor
    Hello, I wonder if anyone can help me to understand where I could be going wrong with this code; Basically I'm working on a turorial and calling the class below from another class - and it is getting the following error; Exception in thread "Thread-1" java.lang.NullPointerException at org.newdawn.spaceinvaders.TCPChat.run(TCPChat.java:322) at java.lang.Thread.run(Unknown Source) I realise the error is beibg flagged in another class- but I have tested the other class with a small class which sets up a separate thread - and it works fine, but as soon as I try and implement a new thread in this class - it causes all sorts of problems. Am I setting up the thread correctly in this class? Basically I can set up a thread in this class, with a test loop and it's fine, but when I bring in the functionality of the rest of the game it sometimes hangs, or does not display at all. Any suggestions on where I could be going wrong would be greatly appreciated. Thanks for looking. package org.newdawn.spaceinvaders; import java.awt.BorderLayout; import java.awt.Canvas; import java.awt.Color; import java.awt.Dimension; import java.awt.FlowLayout; import java.awt.Graphics2D; import java.awt.GridLayout; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import java.awt.event.KeyAdapter; import java.awt.event.KeyEvent; import java.awt.event.WindowAdapter; import java.awt.event.WindowEvent; import java.awt.image.BufferStrategy; import java.util.ArrayList; import java.util.Scanner; import java.awt.*;//maybe not needed import javax.swing.*;//maybenot needed import java.util.Random; //import java.io.*; /** * The main hook of our game. This class with both act as a manager * for the display and central mediator for the game logic. * * Display management will consist of a loop that cycles round all * entities in the game asking them to move and then drawing them * in the appropriate place. With the help of an inner class it * will also allow the player to control the main ship. * * As a mediator it will be informed when entities within our game * detect events (e.g. alient killed, played died) and will take * appropriate game actions. * * @author Kevin Glass */ public class Game extends Canvas implements Runnable{ /** The stragey that allows us to use accelerate page flipping */ private BufferStrategy strategy; /** True if the game is currently "running", i.e. the game loop is looping */ private boolean gameRunning = true; /** The list of all the entities that exist in our game */ private ArrayList entities = new ArrayList(); /** The list of entities that need to be removed from the game this loop */ private ArrayList removeList = new ArrayList(); /** The entity representing the player */ private Entity ship; /** The speed at which the player's ship should move (pixels/sec) */ private double moveSpeed = 300; /** The time at which last fired a shot */ private long lastFire = 0; /** The interval between our players shot (ms) */ private long firingInterval = 500; /** The number of aliens left on the screen */ private int alienCount; /** The number of levels progressed */ private double levelCount; /** high score for the user */ private int highScore; /** high score for the user */ private String player = "bob"; //private GetUserInput getPlayer; /** The list of entities that need to be removed from the game this loop */ /** The message to display which waiting for a key press */ private String message = ""; /** True if we're holding up game play until a key has been pressed */ private boolean waitingForKeyPress = true; /** True if the left cursor key is currently pressed */ private boolean leftPressed = false; /** True if the right cursor key is currently pressed */ private boolean rightPressed = false; /** True if we are firing */ private boolean firePressed = false; /** True if game logic needs to be applied this loop, normally as a result of a game event */ private boolean logicRequiredThisLoop = false; //private Thread cThread = new Thread(this); //public Thread t = new Thread(this); //private Thread g = new Thread(this); void setHighscore(int setHS) { highScore = setHS; } public int getHighscore() { return highScore; } public void setPlayer(String setPlayer) { player = setPlayer; } public String getPlayer() { return player; } public void run() { //setup(); System.out.println("hello im running bob"); /*int count = 1; do { System.out.println("Count is: " + count); count++; try{Thread.sleep(1);} catch(InterruptedException e){} } while (count <= 2000000);*/ //Game g =new Game(); //Game g = this; // Start the main game loop, note: this method will not // return until the game has finished running. Hence we are // using the actual main thread to run the game. //setup(); //this.gameLoop(); //try{thread.sleep(1);} //catch{InterruptedException e} } /** * Construct our game and set it running. */ public Game () { //Thread t = new Thread(this);//set up new thread for invaders game //t.run();//run the run method of the game //Game g =new Game(); //setup(); //Thread t = new Thread(this); //thread.start(); //SwingUtilities.invokeLater(this); Thread er = new Thread(this); er.start(); } public void setup(){ //initialise highscore setHighscore(0); // create a frame to contain our game JFrame container = new JFrame("Space Invaders 101"); // get hold the content of the frame and set up the resolution of the game JPanel panel = (JPanel) container.getContentPane(); panel.setPreferredSize(new Dimension(800,600)); //panel.setLayout(null); // setup our canvas size and put it into the content of the frame setBounds(0,0,800,600); panel.add(this); // Tell AWT not to bother repainting our canvas since we're // going to do that our self in accelerated mode setIgnoreRepaint(true); // finally make the window visible container.pack(); container.setResizable(false); container.setVisible(true); // add a listener to respond to the user closing the window. If they // do we'd like to exit the game container.addWindowListener(new WindowAdapter() { public void windowClosing(WindowEvent e) { //cThread.interrupt(); System.exit(0); } }); // add a key input system (defined below) to our canvas // so we can respond to key pressed addKeyListener(new KeyInputHandler()); // request the focus so key events come to us requestFocus(); // create the buffering strategy which will allow AWT // to manage our accelerated graphics createBufferStrategy(2); strategy = getBufferStrategy(); // initialise the entities in our game so there's something // to see at startup initEntities(); } /** * Start a fresh game, this should clear out any old data and * create a new set. */ private void startGame() { // clear out any existing entities and intialise a new set entities.clear(); initEntities(); //initialise highscore setHighscore(0); // blank out any keyboard settings we might currently have leftPressed = false; rightPressed = false; firePressed = false; } /** * Initialise the starting state of the entities (ship and aliens). Each * entitiy will be added to the overall list of entities in the game. */ //private void initEntities() { public void initEntities() { Random randomAlien = new Random(); // create the player ship and place it roughly in the center of the screen //ship = new ShipEntity(this,"sprites/ship.gif",370,550);//orignal ship = new ShipEntity(this,"sprites/ship.gif",700,300);//changed postioning to right hand side entities.add(ship); // create a block of aliens (5 rows, by 12 aliens, spaced evenly) alienCount = 0; levelCount = 1.02; for (int row=0;row<7;row++) {//altered number of rows for (int x=0;x<5;x++) { int r = randomAlien.nextInt(100);//loop added to produce random aliens if (r < 50){ //Entity alien = new AlienEntity(this,"sprites/alien.gif",/*100+*/(x*50),(50)+row*30); Entity alien = new AlienEntity(this,"sprites/alien.gif",100+(x*90),(12)+row*85); entities.add(alien); alienCount++; } } } } //private void initEntities() { public void initAlienEntities() { Random randomAlien = new Random(); // create the player ship and place it roughly in the center of the screen //ship = new ShipEntity(this,"sprites/ship.gif",370,550);//orignal //ship = new ShipEntity(this,"sprites/ship.gif",700,300);//changed postioning to right hand side //entities.add(ship); // create a block of aliens (5 rows, by 12 aliens, spaced evenly) alienCount = 0; levelCount = levelCount + 0.10;//this increases the speed on every level for (int row=0;row<7;row++) {//altered number of rows for (int x=0;x<5;x++) { int r = randomAlien.nextInt(100);//loop added to produce random aliens if (r < 50){//randome check to show alien //Entity alien = new AlienEntity(this,"sprites/alien.gif",/*100+*/(x*50),(50)+row*30); Entity alien = new AlienEntity(this,"sprites/alien.gif",-250+(x*90),(12)+row*85); entities.add(alien); alienCount++; } } } advanceAlienSpeed(levelCount); } /** * Notification from a game entity that the logic of the game * should be run at the next opportunity (normally as a result of some * game event) */ public void updateLogic() { logicRequiredThisLoop = true; } /** * Remove an entity from the game. The entity removed will * no longer move or be drawn. * * @param entity The entity that should be removed */ public void removeEntity(Entity entity) { removeList.add(entity); } /** * Notification that the player has died. */ public void notifyDeath() { message = "Oh no! They got you, try again?"; waitingForKeyPress = true; } /** * Notification that the player has won since all the aliens * are dead. */ public void notifyWin() { message = "Well done! You Win!"; waitingForKeyPress = true; } /** * Notification that an alien has been killed */ public void notifyAlienKilled() { // reduce the alient count, if there are none left, the player has won! alienCount--; if (alienCount == 0) { //notifyWin();win not relevant here... this.initAlienEntities();//call fresh batch of aliens } // if there are still some aliens left then they all need to get faster, so // speed up all the existing aliens advanceAlienSpeed(1.30); } public void advanceAlienSpeed(double speed) { // if there are still some aliens left then they all need to get faster, so // speed up all the existing aliens for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); if (entity instanceof AlienEntity) { // speed up by 2% entity.setHorizontalMovement(entity.getHorizontalMovement() * speed); //entity.setVerticalMovement(entity.getVerticalMovement() * 1.02); } } } /** * Attempt to fire a shot from the player. Its called "try" * since we must first check that the player can fire at this * point, i.e. has he/she waited long enough between shots */ public void tryToFire() { // check that we have waiting long enough to fire if (System.currentTimeMillis() - lastFire < firingInterval) { return; } // if we waited long enough, create the shot entity, and record the time. lastFire = System.currentTimeMillis(); ShotEntity shot = new ShotEntity(this,"sprites/shot.gif",ship.getX()+10,ship.getY()-30); entities.add(shot); } /** * The main game loop. This loop is running during all game * play as is responsible for the following activities: * <p> * - Working out the speed of the game loop to update moves * - Moving the game entities * - Drawing the screen contents (entities, text) * - Updating game events * - Checking Input * <p> */ public void gameLoop() { long lastLoopTime = System.currentTimeMillis(); // keep looping round til the game ends while (gameRunning) { // work out how long its been since the last update, this // will be used to calculate how far the entities should // move this loop long delta = System.currentTimeMillis() - lastLoopTime; lastLoopTime = System.currentTimeMillis(); // Get hold of a graphics context for the accelerated // surface and blank it out Graphics2D g = (Graphics2D) strategy.getDrawGraphics(); g.setColor(Color.black); g.fillRect(0,0,800,600); // cycle round asking each entity to move itself if (!waitingForKeyPress) { for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.move(delta); } } // cycle round drawing all the entities we have in the game for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.draw(g); } // brute force collisions, compare every entity against // every other entity. If any of them collide notify // both entities that the collision has occured for (int p=0;p<entities.size();p++) { for (int s=p+1;s<entities.size();s++) { Entity me = (Entity) entities.get(p); Entity him = (Entity) entities.get(s); if (me.collidesWith(him)) { me.collidedWith(him); him.collidedWith(me); } } } // remove any entity that has been marked for clear up entities.removeAll(removeList); removeList.clear(); // if a game event has indicated that game logic should // be resolved, cycle round every entity requesting that // their personal logic should be considered. if (logicRequiredThisLoop) { //g.drawString("Press any key",(800-g.getFontMetrics().stringWidth("Press any key"))/2,300); for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.doLogic(); } logicRequiredThisLoop = false; } // if we're waiting for an "any key" press then draw the // current message //show highscore at top of screen //show name at top of screen g.setColor(Color.white); g.drawString("Player : "+getPlayer()+" : Score : "+getHighscore(),20,20); if (waitingForKeyPress) { g.setColor(Color.white); g.drawString(message,(800-g.getFontMetrics().stringWidth(message))/2,250); g.drawString("Press any key",(800-g.getFontMetrics().stringWidth("Press any key"))/2,300); } // finally, we've completed drawing so clear up the graphics // and flip the buffer over g.dispose(); strategy.show(); // resolve the movement of the ship. First assume the ship // isn't moving. If either cursor key is pressed then // update the movement appropraitely ship.setVerticalMovement(0);//set to vertical movement if ((leftPressed) && (!rightPressed)) { ship.setVerticalMovement(-moveSpeed);//**took out setHorizaontalMOvement } else if ((rightPressed) && (!leftPressed)) { ship.setVerticalMovement(moveSpeed);//**took out setHorizaontalMOvement } // if we're pressing fire, attempt to fire if (firePressed) { tryToFire(); } // finally pause for a bit. Note: this should run us at about // 100 fps but on windows this might vary each loop due to // a bad implementation of timer try { Thread.sleep(10); } catch (Exception e) {} } } /** * A class to handle keyboard input from the user. The class * handles both dynamic input during game play, i.e. left/right * and shoot, and more static type input (i.e. press any key to * continue) * * This has been implemented as an inner class more through * habbit then anything else. Its perfectly normal to implement * this as seperate class if slight less convienient. * * @author Kevin Glass */ private class KeyInputHandler extends KeyAdapter { /** The number of key presses we've had while waiting for an "any key" press */ private int pressCount = 1; /** * Notification from AWT that a key has been pressed. Note that * a key being pressed is equal to being pushed down but *NOT* * released. Thats where keyTyped() comes in. * * @param e The details of the key that was pressed */ public void keyPressed(KeyEvent e) { // if we're waiting for an "any key" typed then we don't // want to do anything with just a "press" if (waitingForKeyPress) { return; } // if (e.getKeyCode() == KeyEvent.VK_LEFT) { ////leftPressed = true; ///} //// if (e.getKeyCode() == KeyEvent.VK_RIGHT) { //rightPressed = true; if (e.getKeyCode() == KeyEvent.VK_UP) { leftPressed = true; } if (e.getKeyCode() == KeyEvent.VK_DOWN) { rightPressed = true; } if (e.getKeyCode() == KeyEvent.VK_SPACE) { firePressed = true; } } /** * Notification from AWT that a key has been released. * * @param e The details of the key that was released */ public void keyReleased(KeyEvent e) { // if we're waiting for an "any key" typed then we don't // want to do anything with just a "released" if (waitingForKeyPress) { return; } if (e.getKeyCode() == KeyEvent.VK_UP) {//changed from VK_LEFT leftPressed = false; } if (e.getKeyCode() == KeyEvent.VK_DOWN) {//changed from VK_RIGHT rightPressed = false; } if (e.getKeyCode() == KeyEvent.VK_SPACE) { firePressed = false; } } /** * Notification from AWT that a key has been typed. Note that * typing a key means to both press and then release it. * * @param e The details of the key that was typed. */ public void keyTyped(KeyEvent e) { // if we're waiting for a "any key" type then // check if we've recieved any recently. We may // have had a keyType() event from the user releasing // the shoot or move keys, hence the use of the "pressCount" // counter. if (waitingForKeyPress) { if (pressCount == 1) { // since we've now recieved our key typed // event we can mark it as such and start // our new game waitingForKeyPress = false; startGame(); pressCount = 0; } else { pressCount++; } } // if we hit escape, then quit the game if (e.getKeyChar() == 27) { //cThread.interrupt(); System.exit(0); } } } /** * The entry point into the game. We'll simply create an * instance of class which will start the display and game * loop. * * @param argv The arguments that are passed into our game */ //public static void main(String argv[]) { //Game g =new Game(); // Start the main game loop, note: this method will not // return until the game has finished running. Hence we are // using the actual main thread to run the game. //g.gameLoop(); //} }

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  • OpenCV, Python (ctypes), and OS X 10.5: dylib errors/confusion

    - by Jeff
    I have tried two brands of ctypes (ctypes-opencv and another) wrappers for OpenCV (2.0 from svn head), can use Python and OpenCV in the Python console, but whenever I try to import the packages (from ctypes_opencv import *) from another Python file, I get the following error message: OSError: dlopen(/usr/local/lib/libcv.dylib, 6): Symbol not found: __ZN2cv10fastMallocEm Referenced from: /usr/local/lib/libcv.dylib Expected in: flat namespace And some more Python errors: module body in __init__.py at line 18 from ctypes_opencv.cxcore import * module body in cxcore.py at line 80 _cxDLL, _cvDLL, _hgDLL = detect_opencv() function detect_opencv in cxcore.py at line 59 cvDLL = cdll.LoadLibrary(find_lib('cv')) function LoadLibrary in __init__.py at line 431 return self._dlltype(name) function __init__ in __init__.py at line 353 self._handle = _dlopen(self._name, mode) I most recently built OpenCV using flags the ctypes_opencv wiki recommended: ENABLE_SSE(2) OFF and BUILD_NEW_PYTHON_SUPPORT OFF. I've tried a number of flag combinations though. I also tried using the MacPorts install of OpenCV, got the same messages, uninstalled it, and now it errors out as well. :P And if that wasn't enough, I tried using the latest ctypes wrapper, but get boost-jam errors. Any help would be very much appreciated.

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  • Bluimp file upload send data to the server on .fileupload

    - by MyName
    OK I've Googled...Googled and Googled again with no avail on how I can send data to the server like an ajax call's data option for the file upload: $('#file_upload').fileupload({ dataType: 'json', url: "@(Url.Action("UploadFiles", "ExcelUpload"))", // formData: function(form) { return [{ name: "dataTable", value : "@(Model)"}];}, progressall: function (e, data) { $(this).find('.progressbar').progressbar({ value: parseInt(data.loaded / data.total * 100, 10) }); }, done: function (e, data) { BadFile(e, data); } }); controller would look something like this: [HttpPost] public ContentResult UploadFiles(Mytype param1, MyType Param2) { .. } I want to do something similar to this: $.ajax({ url: "@(Url.Action("Action", "Controller"))", type: "post", data: { param1: value, param2: @(Model) } }); On the fileupload callback. Is this possible? How can I pass values to the ServerSide? Should I switch to a different uploader..? Please help me out! I need to resolve this as soon as possible.

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  • How to hide Div tag without page refresh

    - by Priyanka
    Hello.I have a page where i add,edit and delete menus.For add and edit I have a separate page.When i add or edit menus,i come on the main page where i display the menus,so i print messages as "menu added" or "menu edited".But when i delete the menu,my page does not get refreshed,because i have written the delete code on the same page sing ajax function as follows:$.ajax( { type: "POST", url: "delete_menu.php", data: data, cache: false, success: function() { parent.fadeOut('slow', function() {$(this).remove();}); document.getElementById('showDiv').style.display = ''; } } The page does not get refreshed,so the div containing messages like "menus added or edited" does not get hide.I have given id to Div as showDiv. So can anyone help me to solve this problem.Also when i delete,can anyone tell me how do i display message as "menu deleted" in ajax without page refresh.Thanks in advance.

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  • jQuery Toggle with multiple unique DIVs?

    - by tony noriega
    I am using jQuery toggle with a link and a div. I will eventually have approx. 50 divs i want to toggle, and instead of creating a new function for each one, is there a way i can create a class and have it read unique ID's for each div? (if that makes sense) For instance, i will have A1, A2, A3, B1, B2, B3..e.tc.. $(document).ready(function() { $('#slickbox').hide(); $('a#slick-toggleA1').click(function() { $('#A1').toggle(300); return false; }); });

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  • Sharepoint Designer Workflow with multiple tasks in sequence

    - by Triangle Man
    I have a multi-step Sharepoint workflow in task list A that starts when a new task is created in that list and creates a task in another list, B. When that task in list B is completed, I would like the workflow in list A to create another task in list C. I am using Sharepoint Designer 2007 to build all of this and at the moment I have this represented by multiple steps. So, step one is to create the task in the other list, and store its ID as a variable. Step 2 is conditional on a value in the task created by step one being marked complete, and it creates a task in the next list, and so on. However, when I run the workflow, it marks its status as complete as soon as the item in the first list is completed, and does not go on to create the task outlined in Step 2 of the workflow. I would like to know why the workflow is marking itself complete at the end of step one, and why the subsequent steps are not executed. Thanks in advance for your help.

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  • Min/Max across an array of objects

    - by graham.reeds
    It has been done to death pretty much, here on SO and around the 'Net. However I was wondering if there was a way to leverage the standard min/max functions of: Array.max = function(array) { return Math.max.apply(Math, array); }; Array.min = function(array) { return Math.min.apply(Math, array); }; So I can search across an array of objects of say: function Vector(x, y, z) { this.x = x; this.y = y; this.z = z; } var ArrayVector = [ /* lots of data */ ]; var min_x = ArrayVector.x.min(); // or var max_y = ArrayVector["y"].max(); Currently I have to loop through the array and compare the object values manually and craft each one to the particular need of the loop. A more general purpose way would be nice (if slightly slower).

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