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  • Better way to kill a Form after the FormClosing event is overridden to hide rather than close?

    - by Paul Sasik
    I have a simple Windows Form that hosts property controls at runtime. To keep the window and its contents alive rather than killing it by handling the FormClosing event, cancel the event and simply hide the form. That's fine but at close of the application I need to actually close the window. I implemented the below but it feels kludgey. Is there a simpler, more clever way to handle this situation? (The form's controller calls KillForm explicitly after it receives a closing event from the main window.) Friend Class HostForm Private _hideInsteadOfClosing As Boolean = True Private Sub HostForm_FormClosing(ByVal sender As Object, ByVal e As FormClosingEventArgs) _ Handles Me.FormClosing If _hideInsteadOfClosing Then Me.Hide() e.Cancel = True End If End Sub Public Sub KillForm() _hideInsteadOfClosing = False Me.Close() End Sub End Class

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  • asp.net mvc custom model binding in an update entity scenario

    - by mctayl
    Hi I have a question about model binding. Imagine you have an existing database entity displayed in a form and you'd like to edit some details, some properties eg createddate etc are not bound to the form, during model binding, these properties are not assigned to the model as they are not on the http post data or querystrong etc, hence their properties are null. In my controller method for update , Id just like to do public ActionResult Update( Entity ent) { //Save changes to db } but as some properties are null in ent, they override the existing database fields which are not part of the form post data, What is the correct way to handle this? Ive tried hidden fields to hold the data, but model binding does not seem to assign hidden fields to the model. Any suggestions would be appreciated

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  • Omniauth + Pow Issue

    - by neon
    I am having a strange issue with Pow and Omniauth. Omniauth (Facebook Login) works fine when using localhost:3000, but when using Pow (appname.dev) things get fishy. Users are taken through the redirect and properly created if they don't exist in the database, as they should be. After this, however, they are redirected to the root_path and not signed in. Their record is saved in the database as expected, but sign in does not occur. Again, this is only happening on Pow (and lvh.me), and not on localhost. Any ideas? I am using the Devise/Omniauth approach for sign-in, and the controller code looks like this: def facebook @user = User.find_for_facebook_oauth(request.env["omniauth.auth"], current_user) if @user.persisted? flash[:notice] = I18n.t "devise.omniauth_callbacks.success", :kind => "Facebook" sign_in_and_redirect @user, :event => :authentication else session["devise.facebook_data"] = request.env["omniauth.auth"] redirect_to new_user_registration_url end end Again, the user is persisted but there is no flash notice or sign_in that occurs when using POW.

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  • How to make an scrollable UITextField Inside UItableViewCell?

    - by user333624
    Hello everyone. I created a bunch of editable UITableViewCell by embedding an UITextField inside, but I have seen some apps that allows you to scroll the UItableview by scrolling inside an inactive editable cell. How can I do that? And how can I also dismiss the keyboard when tapping somewhere else? I know about the method: - (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event { UITouch *touch = [[event allTouches] anyObject]; if (touch.tapCount == 1) { [self resignFirstResponder]; } else { }} I put it inside my custom table view controller but the method doesn't seem to be called upon a tap, and I don't know if even if it gets called will dismiss the keyboard. Any help will be appreciated.

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  • AJAX server calls on a JSF-centric app

    - by Konrad Garus
    I'm building a JSF 2 application. I wanted to integrate it with jQuery, e.g.: $.getJSON(contextPath + '/something', function(data) { // ... }); I need contextPath/something to return data in JSON. How can I do it? I know I can assign another servlet to this URL, but this approach does not seem to scale well. One could use a more scalable approach with a front end controller (e.g. Spring Web MVC), but I really wanted to write this in Java Enterprise stack. What other options are there?

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  • Tooltips problem, making this javascript work with my smarty foreach loop, help pelase!

    - by Kyle Sevenoaks
    I am using an example of tooltips from http://www.dynamicdrive.com/dynamicindex5/stickytooltip.htm on www.euroworker.no/order I have this code here to work with, but it just doesn't seem to work correctly, I've tried everything I can think of (not a lot of things) Here's the code. {foreach from=$cart.cartItems item="item" name="cart"} <div class="{zebra loop="cart"}"> <div id="sgproductview"> <div id="cart2Varekode"> <p> {if $product.sku} <span class="param">{$item.product.sku}</span> {else} <span>{img src=$item.Product.DefaultImage.paths.1 alt=$item.Product.name_lang|escape}</span> {/if} </p> </div> <div id="cart2Produkt"> <p>{if $item.Product.ID} <a href="{productUrl product=$item.Product}" data-tooltip="sticky{$smarty.foreach.cart.iteration}" target="_blank">{$item.Product.name_lang|truncate:20}</a> {else} <span>{$item.Product.name_lang|truncate:20}</span> </a> {/if} </p> <p> {include file="order/itemVariations.tpl"} {include file="order/block/itemOptions.tpl"} {if $multi} {include file="order/selectItemAddress.tpl" item=$item} {/if} </p> </div> {if $item.Product.DefaultImage.paths.3} <div id="mystickytooltip" class="stickytooltip"> <div style="padding:5px;"> <div id="sticky1" class="atip" style="width:200px;"> <img src="{$item.Product.DefaultImage.paths.3}" alt="{$item.Product.name_lang|escape}"><br> {$item.Product.name_lang} </div> <div id="sticky2" class="atip" style="width:200px;"> <img src={$item.Product.DefaultImage.paths.3} alt="{$item.Product.name_lang|escape}"><br> {$item.formattedPrice} </div> <div id="sticky3" class="atip" style="width:200px;"> <img src="{$item.Product.DefaultImage.paths.3}" alt="{$item.Product.name_lang|escape}"><br> {$item.Product.name_lang}PRODUCT 3 </div> <div id="sticky4" class="atip" style="width:200px;"> <img src="{$item.Product.DefaultImage.paths.3}" alt="{$item.Product.name_lang|escape}"><br> {$item.Product.name_lang} </div> </div> </div> {/if} <div id="cart2Price"> <p class="actualPrice"> {$item.formattedPrice} </p> </div> <div id="salg"></div> <div id="cart2Salg"> <p></p> </div> <div id="antallbox"> <p class="cartQuant"> {textfield name="item_`$item.ID`" class="text"} </p> </div> <div id="cart2Total"> <p> {if $item.count == 1} <span class="basePrice">{$item.formattedBasePrice}</span><span class="actualPrice">{$item.formattedPrice}</span> {else} {$item.formattedDisplaySubTotal} <div class="subTotalCalc"> {$item.count} x <span class="basePrice">{$item.formattedBasePrice}</span><span class="actualPrice">{$item.formattedPrice}</span> </div> {/if} </p> </div> <div id="delete"> {if 'ENABLE_WISHLISTS'|config} <a href="{link controller=order action=moveToWishList id=$item.ID query="return=`$return`"}">{t _move_to_wishlist}</a> {/if} <a id="slett" href="{link controller=order action=delete id=$item.ID query="return=`$return`"}" title="Slett"><!--{t _remove}--></a> </div> </div> </div> {/foreach} Anyone can help? {html_image} doesn't work, by the way and all the extensions are present and correct.

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  • is this a secure approach in ActiveRecords in Rails?

    - by Adnan
    Hello, I am using the following for my customers to unsubscribe from my mailing list; def index @user = User.find_by_salt(params[:subscribe_code]) if @user.nil? flash[:notice] = "the link is not valid...." render :action => 'index' else Notification.delete_all(:user_id => @user.id) flash[:notice] = "you have been unsubscribed....." redirect_to :controller => 'home' end end my link looks like; http://site.com/unsubscribe/32hj5h2j33j3h333 so the above compares the random string to a field in my user table and accordingly deletes data from the notification table. My question; is this approach secure? is there a better/more efficient way for doing this? All suggestions are welcome.

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  • PHP - Concatenating objects and casting to string - bad idea?

    - by franko75
    Is it bad practice to concatenate objects when used in this context: $this->template->head .= new View('custom_javascript') This is the way i normally add extra css/js stuff to specific pages. I use an MVC structure where my basic html template has a $head variable which I set in my main Website_controller. I have used this approach for a while as it means I can just add bits and pieces of css/js stuff from whichever page/controller needs it. But having come across a problem in PHP 5.1.6 where the above code results in "Object ID #24", the result of toString() not being called i think, I am rethinking whether i should just fix this to work in PHP 5.1.6 or if i should rethink this approach in general. Any pointers appreciated!

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  • ASP.NET MVC Routing

    - by creativeincode
    My website uses categories and sub-categories. I'd like the follow mapping: /Category/Fruit /Category/Fruit/Apples But if I use the below: routes.MapRoute( "Category", // Route name "Category/{category}/{subcategory}", // URL with parameters new { controller = "Entity", action = "Category" } // Parameter defaults ); I get a 404 for /Category/Fruit however /Category/Fruit/Apples works ok. I'd like /Category/Fruit to work as well but I can't add another route with the same name. How do I get around this? Thanks in advance.

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  • jsf icefaces basic problem with displaying value

    - by michal
    Hi All, I don't know what I'm doing wrong.I'm using icefaces and have basic controller: public class TestingController { private String name; public String submit() { setName("newName"); return null; } public void setName(String name) { this.name = name;} public String getName() { return name; } } --------and view: <ice:inputText id="inp" value="#{testController.name}" /> <br> <ice:commandButton id="submit" value="SUBMIT" action="#{testController.submit}" /> When I submit the form after first displaying the page..the input is set to newName, next I clear the inputText to "". and submit again but the name is not set to newName again as I would expect but it's empty. thank you in advance for you help.

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  • Ajax routes in Rails 3

    - by Jatin
    In my Rails 2.3 application, the following routes were working properly map.ajax 'ajax', :controller => 'widgetresponse_controller' , :action => 'getWidgetJson' When I migrated to Rails 3, I tried a number of new routes, to get this working but none of them worked. 1. match 'ajax' => 'widgetresponse#getWidgetJson', :as => :ajax 2. match 'ajax' => 'widgetresponse_controller#getWidgetJson', :as => :ajax 3. get 'widgetresponse/getWidgetJson', :as => :ajax 4. get 'widgetresponse/getWidgetJson' Its a very basic question to ask, but I don't know what I am doing wrong.

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  • UINavigationController crashes after pushing 3 views onto stack

    - by joec
    I have a navigation controller, which has the following structure: Category Item Item Detail I can choose a category, and then choose an item to see its details. I can do this twice, i.e. go Back to the list of items and select another item. If i try this a third time, the app crashes, I get objc_msgSend in stack but thats all. But, instead of choosing another item, i go to the list of categories, and choose a different category, I can select two items in that category, before it crashes also. What would be causing this? Thanks

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  • Exceptions in ASP.MVC

    - by George
    Hello guys, I'm here again with another question about MVC. Here is the deal. I have a simple table/class with an Id and a Name. Names suppossed to be unique, and are modeled like that in the DB. I created my controller and everything just works fine. But if I try to insert a name that already exists, an exception should be thrown. I'm just not finding what is the correct kind of exception and it's namespace. The error must be coming from the DB, so... Any ideas? Thanks

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  • Unresponsive UI when using BeginInvoke

    - by Kazoom
    Bckground I have a networked application written in C#. my server program has a UI and several communication threads, that read from tcp sockets and display messages on controller UI. Communication with each client is done through a seprate thread. When i recieve some stream of messages from one client , the thread for that client writes on UI, which is a richtextbox on a Form. I call SetTextHelper(string text) method of the form. which looks like this private delegate void MyTextUpdateHandler(string text); public void SetTextHelper(string text) { BeginInvoke(new MyTextUpdateHandler(SetText), new object[] { text }); } public setText(string text) { richtext.Text= text; } Question - If i use BeginInvoke my UI is entirely unresponsive when i m writing large stream of data to UI - Invoke solves that problem, but i read that for multi threaded environment where many thereads are sharing same resource Invoke can lead to deadlocks I share the common ichtextbox between around 16 threads - What would be a good desing for my situation?

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  • Observer not clearing cache in Rails 2.3.2 - please help.

    - by Jason
    Hi, We are using Rails 2.3.2, Ruby 1.8 & memcache. In my Posts controller I have: cache_sweeper Company::Caching::Sweepers::PostSweeper, :only => [:save_post] I have created the following module: module Company module Caching module Sweepers class PostSweeper < ActionController::Caching::Sweeper observe Post def after_save(post) Rails.cache.delete("post_" + post.permalink) end end end end end but when the save_post method is invoked, the cache is never deleted. Just hoping someone can see what I am doing wrong here. Thanks.

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  • How to Make a Game like Space Invaders - Ray Wenderlich (why do my space invaders scroll off screen)

    - by Erv Noel
    I'm following this tutorial(http://www.raywenderlich.com/51068/how-to-make-a-game-like-space-invaders-with-sprite-kit-tutorial-part-1) and I've run into a problem right after the part where I add [self determineInvaderMovementDirection]; to my GameScene.m file (specifically to my moveInvadersForUpdate method) The tutorial states that the space invaders should be moving accordingly after adding this piece of code but when I run they move to the left and they do not come back. I'm not sure what I am doing wrong as I have followed this tutorial very carefully. Any help or clarification would be greatly appreciated. Thanks in advance ! Here is the full GameScene.m #import "GameScene.h" #import <CoreMotion/CoreMotion.h> #pragma mark - Custom Type Definitions /* The type definition and constant definitions 1,2,3 take care of the following tasks: 1.Define the possible types of invader enemies. This can be used in switch statements later when things like displaying different sprites images for each enemy type. The typedef makes InvaderType a formal Obj-C type that is type checked for method arguments and variables.This is so that the wrong method argument is not used or assigned to the wrong variable. 2. Define the size of the invaders and that they'll be laid out in a grid of rows and columns on the screen. 3. Define a name that will be used to identify invaders when searching for them. */ //1 typedef enum InvaderType { InvaderTypeA, InvaderTypeB, InvaderTypeC } InvaderType; /* Invaders move in a fixed pattern: right, right, down, left, down, right right. InvaderMovementDirection tracks the invaders' progress through this pattern */ typedef enum InvaderMovementDirection { InvaderMovementDirectionRight, InvaderMovementDirectionLeft, InvaderMovementDirectionDownThenRight, InvaderMovementDirectionDownThenLeft, InvaderMovementDirectionNone } InvaderMovementDirection; //2 #define kInvaderSize CGSizeMake(24,16) #define kInvaderGridSpacing CGSizeMake(12,12) #define kInvaderRowCount 6 #define kInvaderColCount 6 //3 #define kInvaderName @"invader" #define kShipSize CGSizeMake(30, 16) //stores the size of the ship #define kShipName @"ship" // stores the name of the ship stored on the sprite node #define kScoreHudName @"scoreHud" #define kHealthHudName @"healthHud" /* this class extension allows you to add “private” properties to GameScene class, without revealing the properties to other classes or code. You still get the benefit of using Objective-C properties, but your GameScene state is stored internally and can’t be modified by other external classes. As well, it doesn’t clutter the namespace of datatypes that your other classes see. This class extension is used in the method didMoveToView */ #pragma mark - Private GameScene Properties @interface GameScene () @property BOOL contentCreated; @property InvaderMovementDirection invaderMovementDirection; @property NSTimeInterval timeOfLastMove; @property NSTimeInterval timePerMove; @end @implementation GameScene #pragma mark Object Lifecycle Management #pragma mark - Scene Setup and Content Creation /*This method simply invokes createContent using the BOOL property contentCreated to make sure you don’t create your scene’s content more than once. This property is defined in an Objective-C Class Extension found near the top of the file()*/ - (void)didMoveToView:(SKView *)view { if (!self.contentCreated) { [self createContent]; self.contentCreated = YES; } } - (void)createContent { //1 - Invaders begin by moving to the right self.invaderMovementDirection = InvaderMovementDirectionRight; //2 - Invaders take 1 sec for each move. Each step left, right or down // takes 1 second. self.timePerMove = 1.0; //3 - Invaders haven't moved yet, so set the time to zero self.timeOfLastMove = 0.0; [self setupInvaders]; [self setupShip]; [self setupHud]; } /* Creates an invade sprite of a given type 1. Use the invadeType parameterr to determine color of the invader 2. Call spriteNodeWithColor:size: of SKSpriteNode to alloc and init a sprite that renders as a rect of the given color invaderColor with size kInvaderSize */ -(SKNode*)makeInvaderOfType:(InvaderType)invaderType { //1 SKColor* invaderColor; switch (invaderType) { case InvaderTypeA: invaderColor = [SKColor redColor]; break; case InvaderTypeB: invaderColor = [SKColor greenColor]; break; case InvaderTypeC: invaderColor = [SKColor blueColor]; break; } //2 SKSpriteNode* invader = [SKSpriteNode spriteNodeWithColor:invaderColor size:kInvaderSize]; invader.name = kInvaderName; return invader; } -(void)setupInvaders { //1 - loop over the rows CGPoint baseOrigin = CGPointMake(kInvaderSize.width / 2, 180); for (NSUInteger row = 0; row < kInvaderRowCount; ++row) { //2 - Choose a single InvaderType for all invaders // in this row based on the row number InvaderType invaderType; if (row % 3 == 0) invaderType = InvaderTypeA; else if (row % 3 == 1) invaderType = InvaderTypeB; else invaderType = InvaderTypeC; //3 - Does some math to figure out where the first invader // in the row should be positioned CGPoint invaderPosition = CGPointMake(baseOrigin.x, row * (kInvaderGridSpacing.height + kInvaderSize.height) + baseOrigin.y); //4 - Loop over the columns for (NSUInteger col = 0; col < kInvaderColCount; ++col) { //5 - Create an invader for the current row and column and add it // to the scene SKNode* invader = [self makeInvaderOfType:invaderType]; invader.position = invaderPosition; [self addChild:invader]; //6 - update the invaderPosition so that it's correct for the //next invader invaderPosition.x += kInvaderSize.width + kInvaderGridSpacing.width; } } } -(void)setupShip { //1 - creates ship using makeShip. makeShip can easily be used later // to create another ship (ex. to set up more lives) SKNode* ship = [self makeShip]; //2 - Places the ship on the screen. In SpriteKit the origin is at the lower //left corner of the screen. The anchorPoint is based on a unit square with (0, 0) at the lower left of the sprite's area and (1, 1) at its top right. Since SKSpriteNode has a default anchorPoint of (0.5, 0.5), i.e., its center, the ship's position is the position of its center. Positioning the ship at kShipSize.height/2.0f means that half of the ship's height will protrude below its position and half above. If you check the math, you'll see that the ship's bottom aligns exactly with the bottom of the scene. ship.position = CGPointMake(self.size.width / 2.0f, kShipSize.height/2.0f); [self addChild:ship]; } -(SKNode*)makeShip { SKNode* ship = [SKSpriteNode spriteNodeWithColor:[SKColor greenColor] size:kShipSize]; ship.name = kShipName; return ship; } -(void)setupHud { //Sets the score label font to Courier SKLabelNode* scoreLabel = [SKLabelNode labelNodeWithFontNamed:@"Courier"]; //1 - Give the score label a name so it becomes easy to find later when // the score needs to be updated. scoreLabel.name = kScoreHudName; scoreLabel.fontSize = 15; //2 - Color the score label green scoreLabel.fontColor = [SKColor greenColor]; scoreLabel.text = [NSString stringWithFormat:@"Score: %04u", 0]; //3 - Positions the score label near the top left corner of the screen scoreLabel.position = CGPointMake(20 + scoreLabel.frame.size.width/2, self.size.height - (20 + scoreLabel.frame.size.height/2)); [self addChild:scoreLabel]; //Applies the font of the health label SKLabelNode* healthLabel = [SKLabelNode labelNodeWithFontNamed:@"Courier"]; //4 - Give the health label a name so it can be referenced later when it needs // to be updated to display the health healthLabel.name = kHealthHudName; healthLabel.fontSize = 15; //5 - Colors the health label red healthLabel.fontColor = [SKColor redColor]; healthLabel.text = [NSString stringWithFormat:@"Health: %.1f%%", 100.0f]; //6 - Positions the health Label on the upper right hand side of the screen healthLabel.position = CGPointMake(self.size.width - healthLabel.frame.size.width/2 - 20, self.size.height - (20 + healthLabel.frame.size.height/2)); [self addChild:healthLabel]; } #pragma mark - Scene Update - (void)update:(NSTimeInterval)currentTime { //Makes the invaders move [self moveInvadersForUpdate:currentTime]; } #pragma mark - Scene Update Helpers //This method will get invoked by update -(void)moveInvadersForUpdate:(NSTimeInterval)currentTime { //1 - if it's not yet time to move, exit the method. moveInvadersForUpdate: // is invoked 60 times per second, but you don't want the invaders to move // that often since the movement would be too fast to see if (currentTime - self.timeOfLastMove < self.timePerMove) return; //2 - Recall that the scene holds all the invaders as child nodes; which were // added to the scene using addChild: in setupInvaders identifying each invader // by its name property. Invoking enumerateChildNodesWithName:usingBlock only loops over the invaders because they're named kInvaderType; which makes the loop skip the ship and the HUD. The guts og the block moves the invaders 10 pixels either right, left or down depending on the value of invaderMovementDirection [self enumerateChildNodesWithName:kInvaderName usingBlock:^(SKNode *node, BOOL *stop) { switch (self.invaderMovementDirection) { case InvaderMovementDirectionRight: node.position = CGPointMake(node.position.x - 10, node.position.y); break; case InvaderMovementDirectionLeft: node.position = CGPointMake(node.position.x - 10, node.position.y); break; case InvaderMovementDirectionDownThenLeft: case InvaderMovementDirectionDownThenRight: node.position = CGPointMake(node.position.x, node.position.y - 10); break; InvaderMovementDirectionNone: default: break; } }]; //3 - Record that you just moved the invaders, so that the next time this method is invoked (1/60th of a second from when it starts), the invaders won't move again until the set time period of one second has elapsed. self.timeOfLastMove = currentTime; //Makes it so that the invader movement direction changes only when the invaders are actually moving. Invaders only move when the check on self.timeOfLastMove passes (when conditional expression is true) [self determineInvaderMovementDirection]; } #pragma mark - Invader Movement Helpers -(void)determineInvaderMovementDirection { //1 - Since local vars accessed by block are default const(means they cannot be changed), this snippet of code qualifies proposedMovementDirection with __block so that you can modify it in //2 __block InvaderMovementDirection proposedMovementDirection = self.invaderMovementDirection; //2 - Loops over the invaders in the scene and refers to the block with the invader as an argument [self enumerateChildNodesWithName:kInvaderName usingBlock:^(SKNode *node, BOOL *stop) { switch (self.invaderMovementDirection) { case InvaderMovementDirectionRight: //3 - If the invader's right edge is within 1pt of the right edge of the scene, it's about to move offscreen. Sets proposedMovementDirection so that the invaders move down then left. You compare the invader's frame(the frame that contains its content in the scene's coordinate system) with the scene width. Since the scene has an anchorPoint of (0,0) by default and is scaled to fill it's parent view, this comparison ensures you're testing against the view's edges. if (CGRectGetMaxX(node.frame) >= node.scene.size.width - 1.0f) { proposedMovementDirection = InvaderMovementDirectionDownThenLeft; *stop = YES; } break; case InvaderMovementDirectionLeft: //4 - If the invader's left edge is within 1 pt of the left edge of the scene, it's about to move offscreen. Sets the proposedMovementDirection so invaders move down then right if (CGRectGetMinX(node.frame) <= 1.0f) { proposedMovementDirection = InvaderMovementDirectionDownThenRight; *stop = YES; } break; case InvaderMovementDirectionDownThenLeft: //5 - If invaders are moving down then left, they already moved down at this point, so they should now move left. proposedMovementDirection = InvaderMovementDirectionLeft; *stop = YES; break; case InvaderMovementDirectionDownThenRight: //6 - if the invaders are moving down then right, they already moved down so they should now move right. proposedMovementDirection = InvaderMovementDirectionRight; *stop = YES; break; default: break; } }]; //7 - if the proposed invader movement direction is different than the current invader movement direction, update the current direction to the proposed direction if (proposedMovementDirection != self.invaderMovementDirection) { self.invaderMovementDirection = proposedMovementDirection; } } #pragma mark - Bullet Helpers #pragma mark - User Tap Helpers #pragma mark - HUD Helpers #pragma mark - Physics Contact Helpers #pragma mark - Game End Helpers @end

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  • Magento - blank lines being added to wsdl file

    - by dan.codes
    I am trying to call the API but I keep getting a soap error that can't load the file. I found that the reason is there are about 3 blank lines at the top of the XML file that is returned. I found this by doing wget url. This use to work just fine, when I debug through the API controller the response or xml looks fine all the way through, I don't see any spaces at all. I have no idea what might be causing this. I don't think there is anything we modified that would do this.

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  • Ruby class variable is reset after rails app initialized

    - by Phuong Nguy?n
    I tried to assign a class static variable like this class QueryLogger < Logger @@query_logger_default_instance = nil def self.default_instance # Use global variable because static variable doesn't work @@query_logger_default_instance ||= self.new(STDOUT) end end In initializers folder of my rails app, I added a file with this code block ActiveRecord::Base.logger = QueryLogger.default_instance In a request (action of controller), I make a call to this: QueryLogger.default_instance. My assumption is that the call to default_instance will always report the same. However, it does not. Now I try to watch stuff in NetBeans by setting breakpoint inside default_instance. Thing happen as expected, the default_instance get called twice, one due to the initializer block and one due to the call to my action. Surprising thing is, in both times, @@query_logger_default_instance report nil inside NetBeans inspector. The first nil report is correct, but the second shocked me. It's look like static variable gets reset after rails app initialized. Is there some magic there?

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  • MCV/MVP Patterns and Applications that interface with Hardware (DAQ/PLC/etc)

    - by Ryan
    I've been reading a lot about the MCV and MVP patterns for use with UI and it seems like a really nice powerful way to handle user interfaces. I am - however - having a difficult time deciding how this could integrate into a system where data in the model is created from a Data Acquisition System or Serial/Ethernet devices. There is also the added step that 70% of application interaction is performed by a PLC instead of a live user. It seems that for apps that just read/write & manipulate information from a database this works great, but how does does hardware and automation fit into these patterns? Is it as simple as another controller (for lack of a better term) that interacts with hardware that manipulates data and writes to a model? Maybe I am over thinking this or thinking too simply, so any advice would be great. I'm not quite sure where I'm going with this, so if something doesn't make sense or I was too vague leave me a comment. Thanks!

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  • How do I integrate WordPress blogs with my Grails application?

    - by Amit Jain
    I had my static site with which WordPress blogs were integrated. Now I have made a Grails application with which I want to integrate those WordPress blogs. I had put the WordPress folder copied from my previous site to the web-app folder of my Grails application. But I am not able to access the WordPress folder, as when I hit URL - http://localhost:8080/myApplicaiton/wordpress/, it shows this error: Error 500: java.net.SocketTimeoutException: Read timed out Also, in my urlMappings.groovy one of the mappings I need is "/$generalPageURL"(controller:'myConroller', action:'myAction') And if I put in the above mapping, all requests for WordPress goes to myAction of myController. Is there any way out to still reach the WordPress folder defined inside web-app folder with the above mapping?

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  • Zend not autoloading models

    - by Guy
    Ok, this is driving me nuts! I have a directory structure as follows: application - modules -- default --- controllers --- models ---- DbTable ---- Cachmapper.php --- views My config file looks like this [production] phpSettings.display_startup_errors = 0 phpSettings.display_errors = 0 includePaths.library = APPLICATION_PATH "/../library" bootstrap.path = APPLICATION_PATH "/Bootstrap.php" bootstrap.class = "Bootstrap" resources.frontController.moduleDirectory = APPLICATION_PATH "/modules" resources.modules[] = The application seems to work, if I navigate to localhost, it correctly goes to the index controller. But, for some reason it refuses to load any models. Fatal error: Class 'Model_Cachmapper' not found in .............................../application/modules/default/controllers/IndexController.php on line 26 Ideas? Thanks

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  • Access Codeigniter database functions from file

    - by Manny Calavera
    Hello. I am using a SWFupload script and I can't make a request from flash with mod_rewrite, I don't know why... I just need to point the Flash request to that file directly. This file runs an upload script that works ok but now I need to save some info to the database and I would like to know what should I write to have access from that file that is not called from the controller and does not extend the model in order to run a mysql query. Thanks.

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  • Question regarding Ajax Hacking

    - by Vincent
    All, I have a PHP website written in Zend Framework and MVC. Most of the controller actions check if the request is an Ajax request or not, else they redirect the user to home page. I am thinking about various ways to break that site. I am considering the following scenario: A user creates his own PHP project on his Local machine. User writes a JQuery ajax post request to one of the controllers on my site and tries to post malicious info. Ex: $.ajax({ type: 'POST', url: "https://marketsite/getinfo/getstuff", cache: false, dataType: "html", success: function(html_response){ alert(html_response); }, error: function(xhr,ajaxOptions,errorThrown){ alert(errorThrown); } }); My Question is does "url" attribute in the ajax request above take absolute path? I know it takes relative path. Also, is it possible to break any site by sending such requests? Thanks

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  • Testing if a UI element is hidden in an OCUnit test

    - by Logan Serman
    I have a button that is hidden under certain circumstances that I wish to test. The button is hidden with [theButton setHidden: YES] in the viewDidLoad method if it is appropriate. For simplicity, lets say that the button is hidden when the buttonIsHidden property is set to true in the view controller. Right now I am trying the following: self.viewController = [[ViewController alloc] init]; self.viewController.buttonIsHidden = YES; [self.viewController loadView]; UIButton *theButton = [...] // function I wrote to retrieve the button based on it's touch up inside action if (theButton) { NSLog(@"%c", theButton.hidden); return (theButton.hidden == true) } return NO; It looks like the hidden property is not what it should be, the NSLog lines from the above code are blank. But, if I output another property like the height, it outputs the correct value so I know it is getting the right button. How do I access the hidden property of the button in this case?

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  • How can I make my tableview enter editing mode?

    - by Jake
    Hi, for some reason I can't get my tableview to enter editing mode. It's a little harder than it might seem because I'm using some open source code to make a calendar (iCal esque) with a tableview under it, and it's not quite as straightforward as just using a regular tableview. Basically, I have two classes. One (let's say Class A) is a UIViewController and the other (Class B) is that viewController's datasource and tableview delegate. In Class B, I've implemented -(void)tableView:(UITableView *)tableView didSelectRowAtIndexPath:(NSIndexPath *)indexPath; which works fine, but if I put an edit nav bar item in Class A (the view controller), nothing happens. Am I forgetting certain protocols, or certain special methods that I need to write? Thanks for any help, and apologies if I'm missing something, I'm just learning to work with other people's code.

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