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  • Interface builder problem: When hooking up an IBOutlet, getting "this class is not key value coding-

    - by Robert
    Here is what I do: 1) Create New UIViewController subclass , tick with NIB for interface builder 2) In the header: @interface QuizMainViewController : UIViewController { UILabel* aLabel; } @property (nonatomic, retain) IBOutlet UILabel* aLabel; @end 3) In the .m #import "QuizMainViewController.h" @implementation QuizMainViewController @synthesize aLabel; - (void)dealloc { [aLabel release]; [super dealloc]; } @end 4) Open the NIB In interface builder, drag a new UILabel into the view. I test the program here and it runs fine. 5) right click on file's owner, connect 'aLabel' from the Outlets to the UILabel. I run here and it crashes. Message from log: * Terminating app due to uncaught exception 'NSUnknownKeyException', reason: '[ setValue:forUndefinedKey:]: this class is not key value coding-compliant for the key aLabel.'

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  • Does android support playlists for video files?

    - by DanJ
    I'm and android beginner, so go easy on me ;-) I'm trying to play a sequence of video files which I'm downloading from a server. The challenge is that I want to have a smooth transition from one file to another. My thought is to have two MediaPlayer instances each preparing and then playing in turn. It is not clear to me if they can both share the same SurfaceView? Or maybe, I should be using different views and swapping between them? Or, the idea is a bad idea all together? When I try to run configure the MediaPlayer instance with a view that isn't visible it seems to crash my emulator.

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  • CodePlex Daily Summary for Friday, January 21, 2011

    CodePlex Daily Summary for Friday, January 21, 2011Popular ReleasesTweetSharp: TweetSharp v2.0.0.0 - Preview 9: Documentation for this release may be found at http://tweetsharp.codeplex.com/wikipage?title=UserGuide&referringTitle=Documentation. Note: This code is currently preview quality. Preview 9 ChangesAdded support for lists and suggested users Fixes based on user feedback Third Party Library VersionsHammock v1.1.6: http://hammock.codeplex.com Json.NET 4.0 Release 1: http://json.codeplex.comjqGrid ASP.Net MVC Control: Version 1.2.0.0: jqGrid 3.8 support jquery 1.4 support New and exciting features Many bugfixes Complete separation from the jquery, & jqgrid codeMediaScout: MediaScout 3.0 Preview 4: Update ReleaseCoding4Fun Tools: Coding4Fun.Phone.Toolkit v1: Coding4Fun.Phone.Toolkit v1MFCMAPI: January 2011 Release: Build: 6.0.0.1024 Full release notes at SGriffin's blog. If you just want to run the tool, get the executable. If you want to debug it, get the symbol file and the source. The 64 bit build will only work on a machine with Outlook 2010 64 bit installed. All other machines should use the 32 bit build, regardless of the operating system. Facebook BadgeAutoLoL: AutoLoL v1.5.4: Added champion: Renekton Removed automatic file association Fix: The recent files combobox didn't always open a file when an item was selected Fix: Removing a recently opened file caused an errorRazorEngine: RazorEngine v2.0: IMPORTANT RazorEngine v2 is a complete rewrite of the templating framework. Because of this, there are no guarantees that code written around v1.2 will run without modification. The v2 framework is cleaner and refined. Please check the forthcoming codeplex site updates which will detail the new functionality. Features in v2: ASP.NET Medium Trust Support Custom Template Activation with Dependency Injection Support Subtemplating using the new @Include method. Known issues: @Include doe...DotNetNuke® Community Edition: 05.06.01: Major Highlights Fixed issue to remove preCondition checks when upgrading to .Net 4.0 Fixed issue where some valid domains were failing email validation checks. Fixed issue where editing Host menu page settings assigns the page to a Portal. Fixed issue which caused XHTML validation problems in 5.6.0 Fixed issue where an aspx page in any subfolder was inaccessible. Fixed issue where Config.Touch method signature had an unintentional breaking change in 5.6.0 Fixed issue which caused...MiniTwitter: 1.65: MiniTwitter 1.65 ???? ?? List ????? in-reply-to ???????? ????????????????????????? ?? OAuth ????????????????????????????ASP.net Ribbon: Version 2.1: Tadaaa... So Version 2.1 brings a lot of things... Have a look at the homepage to see what's new. Also, I wanted to (really) improve the Designer. I wanted to add great things... but... it took to much time. And as some of you were waiting for fixes, I decided just to fix bugs and add some features. So have a look at the demo app to see new features. Thanks ! (You can expect some realeses if bugs are not fixed correctly... 2.2, 2.3, 2.4....)iTracker Asp.Net Starter Kit: Version 3.0.0: This is the inital release of the version 3.0.0 Visual Studio 2010 (.Net 4.0) remake of the ITracker application. I connsider this a working, stable application but since there are still some features missing to make it "complete" I'm leaving it listed as a "beta" release. I am hoping to make it feature complete for v3.1.0 but anything is possible.ASP.NET MVC Project Awesome, jQuery Ajax helpers (controls): 1.6.1: A rich set of helpers (controls) that you can use to build highly responsive and interactive Ajax-enabled Web applications. These helpers include Autocomplete, AjaxDropdown, Lookup, Confirm Dialog, Popup Form, Popup and Pager changes: RenderView controller extension works for razor also live demo switched to razorBloodSim: BloodSim - 1.3.3.1: - Priority update to resolve a bug that was causing Boss damage to ignore Blood Shields entirelyRawr: Rawr 4.0.16 Beta: Rawr is now web-based. The link to use Rawr4 is: http://elitistjerks.com/rawr.phpThis is the Cataclysm Beta Release. More details can be found at the following link http://rawr.codeplex.com/Thread/View.aspx?ThreadId=237262 As of this release, you can now also begin using the new Downloadable WPF version of Rawr!This is a pre-alpha release of the WPF version, there are likely to be a lot of issues. If you have a problem, please follow the Posting Guidelines and put it into the Issue Tracker. W...MvcContrib: an Outer Curve Foundation project: MVC 3 - 3.0.51.0: Please see the Change Log for a complete list of changes. MVC BootCamp Description of the releases: MvcContrib.Release.zip MvcContrib.dll MvcContrib.TestHelper.dll MvcContrib.Extras.Release.zip T4MVC. The extra view engines / controller factories and other functionality which is in the project. This file includes the main MvcContrib assembly. Samples are included in the release. You do not need MvcContrib if you download the Extras.Yahoo! UI Library: YUI Compressor for .Net: Version 1.5.0.0 - Jalthi: Updated solution to VS2010. New: Work Item #4450 - Optional MSBuild task parameter :: Do not error if no files were found. Fixed: Work Item #5028 - Output file encoding is the same as the optional MSBuild task encoding argument. Fixed: Work Item #5824 - MSBuilds where slow, after the first build due to the Current Thread being forced to en-gb, on none en-gb systems. Changed: Work Item #6873 - Project license changed from MS-PL to GPLv2. New: Added all the unit tests from the Java YU...N2 CMS: 2.1.1: N2 is a lightweight CMS framework for ASP.NET. It helps you build great web sites that anyone can update. 2.1.1 Maintenance release List of changes 2.1 Major Changes Support for auto-implemented properties ({get;set;}, based on contribution by And Poulsen) File manager improvements (multiple file upload, resize images to fit) New image gallery Infinite scroll paging on news Content templates First time with N2? Try the demo site Download one of the template packs (above) and open...VidCoder: 0.8.1: Adds ability to choose an arbitrary range (in seconds or frames) to encode. Adds ability to override the title number in the output file name when enqueing multiple titles. Updated presets: Added iPhone 4, Apple TV 2, fixed some existing presets that should have had weightp=0 or trellis=0 on them. Added {parent} option to auto-name format. Use {parent:2} to refer to a folder 2 levels above the input file. Added {title:2} option to auto-name format. Adds leading zeroes to reach the sp...Microsoft SQL Server Product Samples: Database: AdventureWorks2008R2 without filestream: This download contains a version of the AdventureWorks2008R2 OLTP database without FILESTREAM properties. You do not need to have filestream enabled to attach this database. No additional schema or data changes have been made. To install the version of AdventureWorks2008R2 that includes filestream, use the SR1 installer available here. Prerequisites: Microsoft SQL Server 2008 R2 must be installed. Full-Text Search must be enabled. Installing the AdventureWorks2008R2 OLTP database: 1. Cl...ASP.NET: ASP.NET MVC 3 Application Upgrader: This standalone application upgrades ASP.NET MVC 2 applications to ASP.NET MVC 3. It works for both ASP.NET MVC 3 RC 2 and RTM. The tool only supports Visual Studio 2010 solutions and MVC 2 projects targeting .NET 4. It will not work with VS 2008 solutions, MVC 1 projects, or projects targeting .NET 3.5. Those projects will first have to be upgraded using Visual Studio 2010 and/or retargeted for .NET 4. The tool will: Create a backup of your entire solution Update all Web Applications and ...New ProjectsAppCore: Setup application to create core components and services for .NET applications. The goal of AppCore is to provide a developer friendly installation that will let a dev choose an application type, dependency injection framework, testing and mocking framework, object relational mAsp.Net Performance: Asp.Net Performance?????????Asp.Net?????????????,?????????????????,??????????,???????????,???Issue Tracker????.BizTalk Context Adder Pipeline Component (BRE): BizTalk Context Property Adder pipeline component, which utilize BizTalk Rule Engine configuration.BKM: BKM is a software system to convert Arabic sign language to speech using computer vision technique developed by ROSHAR team as graduation project from computer science department supervised by Dr.Mohammad AnsariBlackJack: BlackJack is a Littel Game like 17+4. It's developed in VB.NET and WPF4. It is a Training Application from me to learn VB.NET and WPF4. C# RushHour Puzzle: RushHour Project uses the A* algorithm to solve instances of the Rush Hour puzzle. This involved implementing a graph-search version of A*, along with three heuristics, and testing the implementation on several Rush Hour puzzlesCoding4Fun Tools: This is a set of tools to make people's lifes easier. First up: Windows Phone 7 SilverlightEBP: Enterprise Basis Platform. Include Application Management, User Management, File Management, Permission, Workflow, Forms, Reporting, SSO, Real-Time Message, etc. It's developed in C#, based on .NET Framework 4.0.ETL with Talend for Aras Innovator PLM: This project is answering a lot of request about Aras Innovator on starting to use this PLM solution in a Pilot Project. The Aras migration tool is more advanced but reserved to subscribers. Using the Open Source ETL Talend Open Suite we will help to migrate any data to Aras.hg5build17501: hg5build17501Manager: The Multifunctional manager: -Friends -Contacts -Numbers -Websites -Credit cards/bank accounts -Passwords -Accounts (games/websites/forums) -Books -Magazines -Discs -MoremelodyMe - Unlimited Music Streaming: melodyMe is an application that allows music lovers to take their Music Library with them without needing to copy the music and install other software. This application uses internet sources to try and find tracks from servers on the web. It's developed in C#.Mint: Mint is a framework enabling fast and flexible modular programming in .NET Framework.navPic@Zure: navPic@Zure is simple photo sharing portal. This is project is purely aimed to create an end to end application to understand and get the hands dirty on Cloud technologies like Windows Azure, SQL Auzre, App Fabric etc...NHibernate 3.0 SQL Logger: NH3SQLLogger is a lightweight NHibernate 3 SQL Logger, with SQL Formatting, Caller methods loggings and Syntax highlighting.openPMU SynchroPhasor Sensor Project: openPMU is a Phasor Measurement Unit (PMU) sensor used to measure SynchroPhasors. The openPMU project's goal is to provide an open source PMU sensor that can be used for experimentation and, research. The openPMU sensor is developed for compatibility with the openPDC project.Orchard Typekit Module: A Typekit module for Orchard.PL_Fahrradverleih: PL_FahrradVerleih PMS ProjektSharePoint 2010 Social Connector: Project in draft.SimuMill3C: This is a 3C milling simulation software with error detection and G-Code generationSmart Skelta Web Logger: Smart Skelta Web logger is an alternative and web based solution for Skelta Logger Console.Since its web based application, many users can able to access simultaneously.It supports filtering the log items based on repository,workflow,etc. and user can navigate to old log entries.TeamWebSite: Sample code for the Team Web Site Application built with ASP.NET 4, Code First EF 4 and SQL CE 4.TextTemplate: A text templating class library for .NET 3.5 and 4.0 written in C#.tfs 2010 work item RSS Feed: tfs 2010 work item RSS Feed you can see work item assigned to you or to your subordinates and updates on work items you have createdTIMESHARE: N/AVB CPCC Class: I will be posting my projects for my class hererWindows Phone 7 Bing Maps CloudMade TileSource Sample: This project is designed to be a sample of how you can use Custom map tiles provided by CloudMade.com in the Bing Maps Windows Phone 7 Control. This give you the benefit of using one of the many thousands of pre created map styles at CloudMade.com or creating your own map styleZicuer: Test zicuer site??? ???: ????????? ???????

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  • How to use NSString drawInRect to centre text?

    - by Steve Folly
    How can I draw a string centred within a rect? I've started off with: (an extract from the drawRect method of my custom view) NSString* theString = ... [theString drawInRect:theRect withAttributes:0]; [theString release]; Now I'm assuming I need to set up some attributes. I've had a look through Apple's Cocoa documentation, but it's a bit overwhelming and can't find anything for how to add paragraph styles to the attributes. Also, I can only find horizontal alignment, what about vertical alignment? Thanks.

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  • Very Intermittent Orientation on Device & Simulator

    - by Michael Waterfall
    I've noticed that I'm getting very intermittent orientation on my device & the simulator. I have a modal view controller that I present, and that is the only thing in my app which supports rotation. If I launch the app in portrait without moving the device, open the modal VC and then rotate the device, it usually works. However sometimes if I open the app holding the device in landscape, then rotate to portrait, launch the VC and then rotate the device, no rotation occurs. It seems very intermittent. Sometimes if I launch the app in portrait mode and then open the VC and rotate the device, nothing happens, and until I quit and relaunch it no orientation occurs in the app. It's strange because 50% of the time it works! Whenever I launch it through Xcode and set breakpoints in shouldAutorotateToInterfaceOrientation it always works! Anyone ever had this or know what's going on?

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  • Live updates in website? (streamerapi)

    - by Miau
    hi all: I was in http://finance.yahoo.com/ and checked the europe tab ( markets are open here atm) you ll see trades updating live, I went to firebug to the Net tab and there was no updates... so I wonder how are they doing that? I can see there is a streamerapi.finance.yahoo.com that actually makes fiddler throw an error. Anyone knows anything else about this live update? Really interested in this, would really like to know if they are constantly polling , the updates seem to happen at irregular intervals found some info here Please note my interest is on the seeminly push aspect of it ( ie view is updated when there is new information) Cheers

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  • UIView Animation iPhone (obtaining information on the frame dynamically)

    - by Urizen
    I have a UIView called goalBar which is being animated by increasing the size of the frame according to a float value called destination: CGRect goalBarRect = CGRectMake(0, 0, destination, 29); [UIView beginAnimations:@"goal" context:nil]; [UIView setAnimationCurve:UIViewAnimationCurveEaseIn]; [UIView setAnimationDuration:2.0f]; goalBar.frame = goalBarRect; [UIView commitAnimations]; The animation works perfectly and the rectangular view increases its width over the course of the animation (from 0 to the value for destination). However, I wish to be able to extract the values for the frame of the UIView being animated (i.e. goalBar) as the animation takes place. By that I mean that I wish to place the value of the width for the animated frame in a separate UILabel so that the user sees a counter that provides the width of the UIView as it's being animated. Any help on how to do the above would be gratefully received.

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  • RoR | how to get content_tags to nest?

    - by Digital Cake
    As you can see I have a helper with a method that I'm trying to render out to the view. The nested content_tags do not render what is my disconnect about this tag? def draw_calendar(selected_month, month, current_date) content_tag(:table) do content_tag(:thead) do content_tag(:tr) do I18n.t(:"date.abbr_day_names").map{ |day| content_tag(:th, day, :escape => false) } end #content_tag :tr end #content_tag :thead content_tag(:tbody) do month.collect do |week| content_tag(:tr, :class => "week") do week.collect do |date| content_tag(:td, :class => "day") do content_tag(:div, date.day, :class => (Date.today == current_date ? "today" : nil)) end #content_tag :td end #week.collect end #content_tag :tr end #month.collect end #content_tag :tbody end #content_tag :table end #draw_calendar

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  • AJAX ModalPopup Pops Behind (Under) Page Content (Negative z-index)

    - by Aaron Hoffman
    I am having an issue with the AJAX ModalPopupExtender in version 40412 of the AJAX Control Toolkit (http://ajaxcontroltoolkit.codeplex.com/releases/view/43475). The first time the ModalPopup is made visible it works correctly. The z-index is set to 6001 (and the background Div's z-index is set to 6000) and the Popup appears above everything else. If the cancel button within the ModalPopup is clicked, it also has the correct functionality, the display is set to "none" and the ModalPopup is no longer visible. However, when the Popup is triggered again, the z-index is only set to 2000 which is still visible above everything else, but if it is canceled and triggered again it is set to -2000 which is not visible (the z-index is decreasing by 4000 each time). I'm not sure why this is happening. Any ideas how to fix it? Special circumstances: There are multiple ModalPopup's on the page. All ModalPopups are triggered in code-behind through partial-page postbacks (using the .Show() method) ModalPopupExtenders are within the same UpdatePanels that are displayed as popups

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  • Like Html.RenderAction() but without reinstantiating the controller object

    - by Jørn Schou-Rode
    I like to use the RenderAction extension method on the HtmlHelper object to render sidebars and the like in pages, as it allows me to keep the data access code for each such part in separate methods on the controller. Using an abstract controller base, I can define a default "sidebar strategy", which can then be refined by overriding the method in a concrete controller, when needed. The only "problem" I have with this approach, is that the RenderAction is built in a way where it always creates a news instance of the controller class, even when rendering actions from the controller already in action. Some of my controllers does some data lookup in their Initialize method, and using the RenderAction method in the view causes this to occur several times in the same request. Is there some alternative to RenderAction which will reuse the controller object if the action method to be invoked is on the same controller class as the "parent" action?

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  • Why use MVVM???

    - by LnDCobra
    Okay, I have been looking into MVVM pattern, and each time I have previously tried looking into it, I gave up for a number of reasons: Unnecessary Extra Long Winded Coding No apparent advantages for coders (no designers in my office. Currently only myself soon to be another coder) Not a lot of resources/documentation of good practices! (Or at least hard to find) Cannot think of a single scenario where this is advantageous. I'm about to give up on it yet again, and thought I'd ask to see if someone answer the reasons above. I honestly can't see an advantage of using this for a single/partner coding. Even in complex projects with 10's of windows. To me the DataSet is a good enough view and binding like in the answer by Brent following question

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  • Show blank UITableViewCells in custom UITableView

    - by Typeoneerror
    I am trying to customize a UITableView. So far, it looks good. But when I use a custom UITableViewCell sub-class, I do not get the blank table cells when there's only 3 cells: Using the default TableView style I can get the repeating blank rows to fill the view (for example, the mail application has this). I tried to set a backgroundColor pattern on the UITableView to the same tile background: UIColor *color = [UIColor colorWithPatternImage:[UIImage imageNamed:@"score-cell-bg.png"]]; moneyTableView.backgroundColor = color; ...but the tile starts a bit before the TableView's top, so the tile is off once the actual cell's are done displaying: How can I customize my tableview but still keep the blank rows if there's less rows than fill a page?

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  • jquery stop image slider when accordian menu is closed

    - by Nik
    http://jsbin.com/emoba5/3/edit click here to view demo This accordion menu/image slider works well except - When the page loads and when all accordion menu items are closed I need it to show a single image on right. At the moment the page loads a blank picture area and when an accordion menu item is closed it just restarts that menu items picture slider. (So on page load and when all accordions are closed I need it default to an image on the right.) Some of the items only have 1 picture i.e. posture 3 you will notice when you click on it, it shows the image and then goes blank, can it just fade the image in and leave it there if there is only 1 image? Thanks to aSeptik for his help so far, feel free to make a revision of the posted code. Thanks guys Nik

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  • an HTML file is NOT an Excel file, right?

    - by longneck
    we use an application that has an "export to excel" feature that doesn't work on PC's that done have outlook express installed. i know, you're thinking "WTF does outlook express have to do with excel files?" i asked the same thing, and here's what i found: the file being generated is actually one of those Microsoft Single File Web Pages (.mht) and NOT an excel file you need to have outlook express installed to actually view a .mht file. i've explained to their support people that just because you can slap a .xls on a file and excel will open it does not mean its an excel file, and does not mean that this is the right way to do it. how would you explain that this is not proper?

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  • Render To Texture Using OpenGL is not working but normal rendering works just fine

    - by Franky Rivera
    things I initialize at the beginning of the program I realize not all of these pertain to my issue I just copy and pasted what I had //overall initialized //things openGL related I initialize earlier on in the project glClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); glClearDepth( 1.0f ); glEnable(GL_ALPHA_TEST); glEnable( GL_STENCIL_TEST ); glEnable(GL_DEPTH_TEST); glDepthFunc( GL_LEQUAL ); glEnable(GL_CULL_FACE); glFrontFace( GL_CCW ); glEnable(GL_COLOR_MATERIAL); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ); //we also initialize our shader programs //(i added some shader program functions for definitions) //this enum list is else where in code //i figured it would help show you guys more about my //shader compile creation function right under this enum list VVVVVV /*enum eSHADER_ATTRIB_LOCATION { VERTEX_ATTRIB = 0, NORMAL_ATTRIB = 2, COLOR_ATTRIB, COLOR2_ATTRIB, FOG_COORD, TEXTURE_COORD_ATTRIB0 = 8, TEXTURE_COORD_ATTRIB1, TEXTURE_COORD_ATTRIB2, TEXTURE_COORD_ATTRIB3, TEXTURE_COORD_ATTRIB4, TEXTURE_COORD_ATTRIB5, TEXTURE_COORD_ATTRIB6, TEXTURE_COORD_ATTRIB7 }; */ //if we fail making our shader leave if( !testShader.CreateShader( "SimpleShader.vp", "SimpleShader.fp", 3, VERTEX_ATTRIB, "vVertexPos", NORMAL_ATTRIB, "vNormal", TEXTURE_COORD_ATTRIB0, "vTexCoord" ) ) return false; if( !testScreenShader.CreateShader( "ScreenShader.vp", "ScreenShader.fp", 3, VERTEX_ATTRIB, "vVertexPos", NORMAL_ATTRIB, "vNormal", TEXTURE_COORD_ATTRIB0, "vTexCoord" ) ) return false; SHADER PROGRAM FUNCTIONS bool CShaderProgram::CreateShader( const char* szVertexShaderName, const char* szFragmentShaderName, ... ) { //here are our handles for the openGL shaders int iGLVertexShaderHandle = -1, iGLFragmentShaderHandle = -1; //get our shader data char *vData = 0, *fData = 0; int vLength = 0, fLength = 0; LoadShaderFile( szVertexShaderName, &vData, &vLength ); LoadShaderFile( szFragmentShaderName, &fData, &fLength ); //data if( !vData ) return false; //data if( !fData ) { delete[] vData; return false; } //create both our shader objects iGLVertexShaderHandle = glCreateShader( GL_VERTEX_SHADER ); iGLFragmentShaderHandle = glCreateShader( GL_FRAGMENT_SHADER ); //well we got this far so we have dynamic data to clean up //load vertex shader glShaderSource( iGLVertexShaderHandle, 1, (const char**)(&vData), &vLength ); //load fragment shader glShaderSource( iGLFragmentShaderHandle, 1, (const char**)(&fData), &fLength ); //we are done with our data delete it delete[] vData; delete[] fData; //compile them both glCompileShader( iGLVertexShaderHandle ); //get shader status int iShaderOk; glGetShaderiv( iGLVertexShaderHandle, GL_COMPILE_STATUS, &iShaderOk ); if( iShaderOk == GL_FALSE ) { char* buffer; //get what happend with our shader glGetShaderiv( iGLVertexShaderHandle, GL_INFO_LOG_LENGTH, &iShaderOk ); buffer = new char[iShaderOk]; glGetShaderInfoLog( iGLVertexShaderHandle, iShaderOk, NULL, buffer ); //sprintf_s( buffer, "Failure Our Object For %s was not created", szFileName ); MessageBoxA( NULL, buffer, szVertexShaderName, MB_OK ); //delete our dynamic data free( buffer ); glDeleteShader(iGLVertexShaderHandle); return false; } glCompileShader( iGLFragmentShaderHandle ); //get shader status glGetShaderiv( iGLFragmentShaderHandle, GL_COMPILE_STATUS, &iShaderOk ); if( iShaderOk == GL_FALSE ) { char* buffer; //get what happend with our shader glGetShaderiv( iGLFragmentShaderHandle, GL_INFO_LOG_LENGTH, &iShaderOk ); buffer = new char[iShaderOk]; glGetShaderInfoLog( iGLFragmentShaderHandle, iShaderOk, NULL, buffer ); //sprintf_s( buffer, "Failure Our Object For %s was not created", szFileName ); MessageBoxA( NULL, buffer, szFragmentShaderName, MB_OK ); //delete our dynamic data free( buffer ); glDeleteShader(iGLFragmentShaderHandle); return false; } //lets check to see if the fragment shader compiled int iCompiled = 0; glGetShaderiv( iGLVertexShaderHandle, GL_COMPILE_STATUS, &iCompiled ); if( !iCompiled ) { //this shader did not compile leave return false; } //lets check to see if the fragment shader compiled glGetShaderiv( iGLFragmentShaderHandle, GL_COMPILE_STATUS, &iCompiled ); if( !iCompiled ) { char* buffer; //get what happend with our shader glGetShaderiv( iGLFragmentShaderHandle, GL_INFO_LOG_LENGTH, &iShaderOk ); buffer = new char[iShaderOk]; glGetShaderInfoLog( iGLFragmentShaderHandle, iShaderOk, NULL, buffer ); //sprintf_s( buffer, "Failure Our Object For %s was not created", szFileName ); MessageBoxA( NULL, buffer, szFragmentShaderName, MB_OK ); //delete our dynamic data free( buffer ); glDeleteShader(iGLFragmentShaderHandle); return false; } //make our new shader program m_iShaderProgramHandle = glCreateProgram(); glAttachShader( m_iShaderProgramHandle, iGLVertexShaderHandle ); glAttachShader( m_iShaderProgramHandle, iGLFragmentShaderHandle ); glLinkProgram( m_iShaderProgramHandle ); int iLinked = 0; glGetProgramiv( m_iShaderProgramHandle, GL_LINK_STATUS, &iLinked ); if( !iLinked ) { //we didn't link return false; } //NOW LETS CREATE ALL OUR HANDLES TO OUR PROPER LIKING //start from this parameter va_list parseList; va_start( parseList, szFragmentShaderName ); //read in number of variables if any unsigned uiNum = 0; uiNum = va_arg( parseList, unsigned ); //for loop through our attribute pairs int enumType = 0; for( unsigned x = 0; x < uiNum; ++x ) { //specify our attribute locations enumType = va_arg( parseList, int ); char* name = va_arg( parseList, char* ); glBindAttribLocation( m_iShaderProgramHandle, enumType, name ); } //end our list parsing va_end( parseList ); //relink specify //we have custom specified our attribute locations glLinkProgram( m_iShaderProgramHandle ); //fill our handles InitializeHandles( ); //everything went great return true; } void CShaderProgram::InitializeHandles( void ) { m_uihMVP = glGetUniformLocation( m_iShaderProgramHandle, "mMVP" ); m_uihWorld = glGetUniformLocation( m_iShaderProgramHandle, "mWorld" ); m_uihView = glGetUniformLocation( m_iShaderProgramHandle, "mView" ); m_uihProjection = glGetUniformLocation( m_iShaderProgramHandle, "mProjection" ); ///////////////////////////////////////////////////////////////////////////////// //texture handles m_uihDiffuseMap = glGetUniformLocation( m_iShaderProgramHandle, "diffuseMap" ); if( m_uihDiffuseMap != -1 ) { //store what texture index this handle will be in the shader glUniform1i( m_uihDiffuseMap, RM_DIFFUSE+GL_TEXTURE0 ); (0)+ } m_uihNormalMap = glGetUniformLocation( m_iShaderProgramHandle, "normalMap" ); if( m_uihNormalMap != -1 ) { //store what texture index this handle will be in the shader glUniform1i( m_uihNormalMap, RM_NORMAL+GL_TEXTURE0 ); (1)+ } } void CShaderProgram::SetDiffuseMap( const unsigned& uihDiffuseMap ) { (0)+ glActiveTexture( RM_DIFFUSE+GL_TEXTURE0 ); glBindTexture( GL_TEXTURE_2D, uihDiffuseMap ); } void CShaderProgram::SetNormalMap( const unsigned& uihNormalMap ) { (1)+ glActiveTexture( RM_NORMAL+GL_TEXTURE0 ); glBindTexture( GL_TEXTURE_2D, uihNormalMap ); } //MY 2 TEST SHADERS also my math order is correct it pertains to my matrix ordering in my math library once again i've tested the basic rendering. rendering to the screen works fine ----------------------------------------SIMPLE SHADER------------------------------------- //vertex shader looks like this #version 330 in vec3 vVertexPos; in vec3 vNormal; in vec2 vTexCoord; uniform mat4 mWorld; // Model Matrix uniform mat4 mView; // Camera View Matrix uniform mat4 mProjection;// Camera Projection Matrix out vec2 vTexCoordVary; // Texture coord to the fragment program out vec3 vNormalColor; void main( void ) { //pass the texture coordinate vTexCoordVary = vTexCoord; vNormalColor = vNormal; //calculate our model view projection matrix mat4 mMVP = (( mWorld * mView ) * mProjection ); //result our position gl_Position = vec4( vVertexPos, 1 ) * mMVP; } //fragment shader looks like this #version 330 in vec2 vTexCoordVary; in vec3 vNormalColor; uniform sampler2D diffuseMap; uniform sampler2D normalMap; out vec4 fragColor[2]; void main( void ) { //CORRECT fragColor[0] = texture( normalMap, vTexCoordVary ); fragColor[1] = vec4( vNormalColor, 1.0 ); }; ----------------------------------------SCREEN SHADER------------------------------------- //vertext shader looks like this #version 330 in vec3 vVertexPos; // This is the position of the vertex coming in in vec2 vTexCoord; // This is the texture coordinate.... out vec2 vTexCoordVary; // Texture coord to the fragment program void main( void ) { vTexCoordVary = vTexCoord; //set our position gl_Position = vec4( vVertexPos.xyz, 1.0f ); } //fragment shader looks like this #version 330 in vec2 vTexCoordVary; // Incoming "varying" texture coordinate uniform sampler2D diffuseMap;//the tile detail texture uniform sampler2D normalMap; //the normal map from earlier out vec4 vTheColorOfThePixel; void main( void ) { //CORRECT vTheColorOfThePixel = texture( normalMap, vTexCoordVary ); }; .Class RenderTarget Main Functions //here is my render targets create function bool CRenderTarget::Create( const unsigned uiNumTextures, unsigned uiWidth, unsigned uiHeight, int iInternalFormat, bool bDepthWanted ) { if( uiNumTextures <= 0 ) return false; //generate our variables glGenFramebuffers(1, &m_uifboHandle); // Initialize FBO glBindFramebuffer(GL_FRAMEBUFFER, m_uifboHandle); m_uiNumTextures = uiNumTextures; if( bDepthWanted ) m_uiNumTextures += 1; m_uiTextureHandle = new unsigned int[uiNumTextures]; glGenTextures( uiNumTextures, m_uiTextureHandle ); for( unsigned x = 0; x < uiNumTextures-1; ++x ) { glBindTexture( GL_TEXTURE_2D, m_uiTextureHandle[x]); // Reserve space for our 2D render target glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexImage2D(GL_TEXTURE_2D, 0, iInternalFormat, uiWidth, uiHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL); glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + x, GL_TEXTURE_2D, m_uiTextureHandle[x], 0); } //if we need one for depth testing if( bDepthWanted ) { glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_uiTextureHandle[uiNumTextures-1], 0); glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, m_uiTextureHandle[uiNumTextures-1], 0);*/ // Must attach texture to framebuffer. Has Stencil and depth glBindRenderbuffer(GL_RENDERBUFFER, m_uiTextureHandle[uiNumTextures-1]); glRenderbufferStorage(GL_RENDERBUFFER, /*GL_DEPTH_STENCIL*/GL_DEPTH24_STENCIL8, TEXTURE_WIDTH, TEXTURE_HEIGHT ); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_uiTextureHandle[uiNumTextures-1]); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, m_uiTextureHandle[uiNumTextures-1]); } glBindFramebuffer(GL_FRAMEBUFFER, 0); //everything went fine return true; } void CRenderTarget::Bind( const int& iTargetAttachmentLoc, const unsigned& uiWhichTexture, const bool bBindFrameBuffer ) { if( bBindFrameBuffer ) glBindFramebuffer( GL_FRAMEBUFFER, m_uifboHandle ); if( uiWhichTexture < m_uiNumTextures ) glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + iTargetAttachmentLoc, m_uiTextureHandle[uiWhichTexture], 0); } void CRenderTarget::UnBind( void ) { //default our binding glBindFramebuffer( GL_FRAMEBUFFER, 0 ); } //this is all in a test project so here's my straight forward rendering function for testing this render function does basic rendering steps keep in mind i have already tested my textures i have already tested my box thats being rendered all basic rendering works fine its just when i try to render to a texture then display it in a render surface that it does not work. Also I have tested my render surface it is bound exactly to the screen coordinate space void TestRenderSteps( void ) { //Clear the color and the depth glClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); //bind the shader program glUseProgram( testShader.m_iShaderProgramHandle ); //1) grab the vertex buffer related to our rendering glBindBuffer( GL_ARRAY_BUFFER, CVertexBufferManager::GetInstance()->GetPositionNormalTexBuffer().GetBufferHandle() ); //2) how our stream will be split here ( 4 bytes position, ..ext ) CVertexBufferManager::GetInstance()->GetPositionNormalTexBuffer().MapVertexStride(); //3) set the index buffer if needed glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, CIndexBuffer::GetInstance()->GetBufferHandle() ); //send the needed information into the shader testShader.SetWorldMatrix( boxPosition ); testShader.SetViewMatrix( Static_Camera.GetView( ) ); testShader.SetProjectionMatrix( Static_Camera.GetProjection( ) ); testShader.SetDiffuseMap( iTextureID ); testShader.SetNormalMap( iTextureID2 ); GLenum buffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 }; glDrawBuffers(2, buffers); //bind to our render target //RM_DIFFUSE, RM_NORMAL are enums (0 && 1) renderTarget.Bind( RM_DIFFUSE, 1, true ); renderTarget.Bind( RM_NORMAL, 1, false); //false because buffer is already bound //i clear here just to clear the texture to make it a default value of white //by doing this i can see if what im rendering to my screen is just drawing to the screen //or if its my render target defaulted glClearColor( 1.0f, 1.0f, 1.0f, 1.0f ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); //i have this box object which i draw testBox.Draw(); //the draw call looks like this //my normal rendering works just fine so i know this draw is fine // glDrawElementsBaseVertex( m_sides[x].GetPrimitiveType(), // m_sides[x].GetPrimitiveCount() * 3, // GL_UNSIGNED_INT, // BUFFER_OFFSET(sizeof(unsigned int) * m_sides[x].GetStartIndex()), // m_sides[x].GetStartVertex( ) ); //we unbind the target back to default renderTarget.UnBind(); //i stop mapping my vertex format CVertexBufferManager::GetInstance()->GetPositionNormalTexBuffer().UnMapVertexStride(); //i go back to default in using no shader program glUseProgram( 0 ); //now that everything is drawn to the textures //lets draw our screen surface and pass it our 2 filled out textures //NOW RENDER THE TEXTURES WE COLLECTED TO THE SCREEN QUAD //bind the shader program glUseProgram( testScreenShader.m_iShaderProgramHandle ); //1) grab the vertex buffer related to our rendering glBindBuffer( GL_ARRAY_BUFFER, CVertexBufferManager::GetInstance()->GetPositionTexBuffer().GetBufferHandle() ); //2) how our stream will be split here CVertexBufferManager::GetInstance()->GetPositionTexBuffer().MapVertexStride(); //3) set the index buffer if needed glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, CIndexBuffer::GetInstance()->GetBufferHandle() ); //pass our 2 filled out textures (in the shader im just using the diffuse //i wanted to see if i was rendering anything before i started getting into other techniques testScreenShader.SetDiffuseMap( renderTarget.GetTextureHandle(0) ); //SetDiffuseMap definitions in shader program class testScreenShader.SetNormalMap( renderTarget.GetTextureHandle(1) ); //SetNormalMap definitions in shader program class //DO the draw call drawing our screen rectangle glDrawElementsBaseVertex( m_ScreenRect.GetPrimitiveType(), m_ScreenRect.GetPrimitiveCount() * 3, GL_UNSIGNED_INT, BUFFER_OFFSET(sizeof(unsigned int) * m_ScreenRect.GetStartIndex()), m_ScreenRect.GetStartVertex( ) );*/ //unbind our vertex mapping CVertexBufferManager::GetInstance()->GetPositionTexBuffer().UnMapVertexStride(); //default to no shader program glUseProgram( 0 ); } Last words: 1) I can render my box just fine 2) i can render my screen rect just fine 3) I cannot render my box into a texture then display it into my screen rect 4) This entire project is just a test project I made to test different rendering practices. So excuse any "ugly-ish" unclean code. This was made just on a fly run through when I was trying new test cases.

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  • asp.net MVC Partial Views how to initialise javascript

    - by Simon G
    Hi, I have an edit form that uses an ajax form to submit to the controller. Depending on the data submitted I redirect the user to one of two pages (by returning a partial view). Both pages rely on javascript/jquery and neither use anything common between the pages. What is the best way to initialise these javascripts on each page? I know there is the AjaxOption OnComplete but both pages are quite dynamic depending on the Model passed and I would rather keep the javascript for both pages seperate rather than having a common method. Thanks

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  • Why is Django reverse() failing with unicode?

    - by JeffS
    Here is a django models file that is not working as I would expect. I would expect the to_url method to do the reverse lookup in the urls.py file, and get a url that would correspond to calling that view with arguments supplied by the Arguments model. from django.db import models class Element(models.Model): viewname = models.CharField(max_length = 200) arguments = models.ManyToManyField('Argument', null = True, blank = True ) @models.permalink def to_url(self): d = dict( self.arguments.values_list('key', 'value') ) return (self.viewname, (), d) class Argument(models.Model): key = models.CharField(max_length=200) value = models.CharField(max_length=200) The value d ends up as a dictionary from a unicode string to another unicode string, which I believe, should work fine with the reverse() method that would be called by the permalink decorator, however, it results in: TypeError: reverse() keywords must be strings

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  • How to call Struts1 Action from Ajax or JavaScript?

    - by Dj.
    I need to call an action on load of a JSP. To keep track of number of users who visited that page. I hav an action VisitorCounterAction. Where il update the database. On load of the JSP im calling an ajax function callCounter(); { alert("callCounter"); if (window.XMLHttpRequest) {// code for IE7+, Firefox, Chrome, Opera, Safari xmlhttp=new XMLHttpRequest(); } else {// code for IE6, IE5 xmlhttp=new ActiveXObject("Microsoft.XMLHTTP"); } // i need some correction here xmlhttp.open("GET",VisitorCounterAction,false); xmlhttp.send(null); alert("callCounter returned from Action"); } I am getting an exception as: /web/guest/content?p_p_id=31&p_p_lifecycle=0&p_p_state=pop_up&p_p_mode=view&_31_struts_action=%2Fimage_gallery%2Fview_slide_show&_31_folderId=10605 generates exception: null Please help me with this. Or any other way to call the Action. I can't reload the page as it'll call onload function again. Thanks, Dj

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  • validating creation by post_id and ip_address - Ruby on Rails

    - by bgadoci
    I have created a blog application using Ruby on Rails which includes the ability to vote on posts. A user can click vote and a record is created in the vote table. I am now trying to limit that same person from voting for a post multiple times. class Post has_many :votes end class Vote belongs_to :post end When a vote record is created I am using the VotesController to pass the :post_id and using a hidden field in the view to pass the ip_address (both to the vote table). I am wondering if there is a way to add a validation to the Vote Model that searches to see if a post_id has an ip_address that matches the person requesting to vote. I have tried simply using the validates_uniqueness_of :ip_address but that restricts the user from voting on any post. I just want to restrict the user from voting on a particular post that they have already voted on. Is there a way to do this through validation?

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  • Cakephp: Correct way to resolve hasMany - hasMany relation

    - by Chris
    I have three models: Company, Car, Passenger Company hasMany Cars Car hasMany Passenger These relations seem to work independetly: Car shows all Passengers and Company shows all Cars. But I cannot resolve the Company - Passenger (Show all Passengers of a Company). My controller for Company: function index(){ //grab all companies and pass it to the view: $companies = $this->Company->find('all'); $this->set('companies', $companies); } This displays all companies with all their respective cars. However the array does not contain an entry for passenger. What do I have to do to completely resovle the Company - Car - Passenger relation?

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  • How come module-level validation errors only display when property-level validators are Valid?

    - by jonathanconway
    I'm using the module-level validator: 'PropertiesMustMatch' on my view-model, like so: [PropertiesMustMatch("Password", "PasswordConfirm")] public class HomeIndex { [Required] public string Name { get; set; } public string Password { get; set; } public string PasswordConfirm { get; set; } } I'm noticing that if I submit the form without Name filled in, the ValidationSummary() helper returns only the following error: The Name field is required. However, if I fill in Name, then ValidationSummary() will return a PropertiesMustMatch error: 'Password' and 'PasswordConfirm' do not match. So it looks like the property-level validators are being evaluated first, then the model-level validators. I would much prefer if they were all validated at once, and ValidationSummary would return: The Name field is required. 'Password' and 'PasswordConfirm' do not match. Any ideas what I can do to fix this? I'm studying the MVC 2 source-code to try to determine why this happens.

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  • Android Unable to launch the Inbox from a notification

    - by trpsbill
    I have the following code that creates a notification when an SMS message is received by the phone. It displays the notification correctly; however, when the user clicks the notification, nothing happens. It should open up the SMS inbox so the user can view their message. Thanks in advance. mNotificationManager = (NotificationManager) arg0.getSystemService(Context.NOTIFICATION_SERVICE); Uri uri = Uri.parse("content://sms/inbox"); PendingIntent contentIntent = PendingIntent.getActivity(arg0, 0, new Intent(Intent.ACTION_VIEW, uri), Intent.FLAG_ACTIVITY_NEW_TASK); String tickerText = arg0.getString(R.string.newmsg, msgs[i].getMessageBody().toString()); Notification notif = new Notification(R.drawable.icon, tickerText, System.currentTimeMillis()); notif.setLatestEventInfo(arg0, msgs[i].getOriginatingAddress(), msgs[i].getMessageBody().toString(), contentIntent); notif.vibrate = new long[] { 100, 250, 100, 500 }; mNotificationManager.notify(R.string.recv_msg_notif_id, notif);

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  • Using RJS to replace innerHTML with a real live instance variable.

    - by Steve Cotner
    I can't for the life of me get RJS to replace an element's innerHTML with an instance variable's attribute, i.e. something like @thing.name I'll show all the code (simplified from the actual project, but still complete), and I hope the solution will be forehead-slap obvious to someone... In RoR, I've made a simple page displaying a random Chinese character. This is a Word object with attributes chinese and english. Clicking on a link titled "What is this?" reveals the english attribute using RJS. Currently, it also hides the "What is this?" link and reveals a "Try Another?" link that just reloads the page, effectively starting over with a new random character. This is fine, but there are other elements on the page that make their own database queries, so I would like to load a new random character by an AJAX call, leaving the rest of the page alone. This has turned out to be harder than I expected: I have no trouble replacing the html using link_remote_to and page.replace_html, but I can't get it to display anything that includes an instance variable. I have a Word resource and a Page resource, which has a home page, where all this fun takes place. In the PagesController, I've made a couple ways to get random words. Either one works fine... Here's the code: class PagesController < ApplicationController def home all_words = Word.find(:all) @random_word = all_words.rand @random_words = Word.find(:all, :limit => 100, :order => 'rand()') @random_first = @random_words[1] end end As an aside, the SQL call with :limit => 100 is just in case I think of some way to cycle through those random words. Right now it's not useful. Also, the 'rand()' is MySQL specific, as far as I know. In the home page view (it's HAML), I have this: #character_box = render(:partial => "character", :object => @random_word) if @random_word #whatisthis = link_to_remote "? what is this?", :url => { :controller => 'words', :action => 'reveal_character' }, :html => { :title => "Click for the translation." } #tryanother.{:style => "display:none"} = link_to "try another?", root_path Note that the #'s in this case represent divs (with the given ids), not comments, because this is HAML. The "character" partial looks like this (it's erb, for no real reason): <div id="character"> <%= "#{@random_word.chinese}" } %> </div> <div id="revealed" style="display:none"> <ul> <li><span id="english"><%= "#{@random_word.english_name}" %></span></li> </ul> </div> The reveal_character.rjs file looks like this: page[:revealed].visual_effect :slide_down, :duration => '.2' page[:english].visual_effect :highlight, :startcolor => "#ffff00", :endcolor => "#ffffff", :duration => '2.5' page.delay(0.8) do page[:whatisthis].visual_effect :fade, :duration => '.3' page[:tryanother].visual_effect :appear end That all works perfectly fine. But if I try to turn link_to "try another?" into link_to_remote, and point it to an RJS template that replaces the "character" element with something new, it only works when I replace the innerHTML with static text. If I try to pass an instance variable in there, it never works. For instance, let's say I've defined a second random word under Pages#home... I'll add @random_second = @random_words[2] there. Then, in the home page view, I'll replace the "try another?" link (previously pointing to the root_path), with this: = link_to_remote "try another?", :url => { :controller => 'words', :action => 'second_character' }, :html => { :title => "Click for a new character." } I'll make that new RJS template, at app/views/words/second_character.rjs, and a simple test like this shows that it's working: page.replace_html("character", "hi") But if I change it to this: page.replace_html("character", "#{@random_second.english}") I get an error saying I fed it a nil object: ActionView::TemplateError (undefined method `english_name' for nil:NilClass) on line #1 of app/views/words/second_character.rjs: 1: page.replace_html("character", "#{@random_second.english}") Of course, actually instantiating @random_second, @random_third and so on ad infinitum would be ridiculous in a real app (I would eventually figure out some better way to keep grabbing a new random record without reloading the page), but the point is that I don't know how to get any instance variable to work here. This is not even approaching my ideal solution of rendering a partial that includes the object I specify, like this: page.replace_html 'character', :partial => 'new_character', :object => @random_second As I can't get an instance variable to work directly, I obviously cannot get it to work via a partial. I have tried various things like: :object => @random_second or :locals => { :random_second => @random_second } I've tried adding these all over the place -- in the link_to_remote options most obviously -- and studying what gets passed in the parameters, but to no avail. It's at this point that I realize I don't know what I'm doing. This is my first question here. I erred on the side of providing all necessary code, rather than being brief. Any help would be greatly appreciated.

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  • Best way to handle multiple getView calls from inside an Adapter

    - by Samuh
    I have a ListView with custom ArrayAdapter. Each of the row in this ListView has an icon and some text. These icons are downloaded in background,cached and then using a callback, substituted in their respective ImageViews. The logic to get a thumbnail from cache or download is triggered every time getView() runs. Now, according to Romain Guy: "there is absolutely no guarantee on the order in which getView() will be called nor how many times." I have seen this happen, for a row of size two getView() was being called six times! How do I change my code to avoid duplicate thumbnail-fetch-requests and also handle view recycling? Thanks.

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  • How to use custom drawing in QGraphicsViews in PyQt?

    - by DSblizzard
    I need to view QGraphicsScene in 2 QGraphicsViews with condition that they have different scale factors for items in scene. Closest function which I found is drawItems(), but as far I can understand, it must be called manually. How to repaint views automatically? I have these two code fragments in program: class TGraphicsView(QGraphicsView): def __init__(self, parent = None): print("__init__") QGraphicsView.__init__(self, parent) def drawItems(self, Painter, ItemCount, Items, StyleOptions): print("drawItems") Brush = QBrush(Qt.red, Qt.SolidPattern) Painter.setBrush(Brush) Painter.drawEllipse(0, 0, 100, 100) ... Mw.gvNavigation = TGraphicsView(Mw) # Mw - main window Mw.gvNavigation.setGeometry(0, 0, Size1, Size1) Mw.gvNavigation.setScene(Mw.Scene) Mw.gvNavigation.setSceneRect(0, 0, Size2, Size2) Mw.gvNavigation.show() _init_ works, Mw.gvNavigation is displayed and there are Mw.Scene items in it, but drawItems() isn't called.

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