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  • [Java] Flood fill using a stack

    - by dafero
    Hello to everyone :), I am using the recursive Flood fill algorithm in Java to fill some areas of a image. With very small images it works fine, but when de image becomes larger the JVM gives me a Stack Over Flow Error. That's the reason why I have to reimplement the method using a Flood Fill with my own stack. (I read that's the best way to do it in these kind of cases) Can anyone explain me how to code it? (if you don't have the code at hand, with the pseudo-code of the algorithm will be fine) I've read a lot in the Internet but I haven't understood it very well. Thanks!

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  • html-login form not working

    - by codymanix
    I have a child page LoginContent.aspx which contains a login form. If the user logs in he should be redirected to my Welcome.aspx page. But if I press the login button the page just reloads itself, nothing happens. The codebehind on this page is empty. Both LoginContent.aspx and Welcome.aspx are child forms of the same master page. <form method="post" action="~/Welcome.aspx"> Username: <input type="text" name="username" size="15" /><br /> Password: <input type="password" name="passwort" size="15" /><br /> <input type="submit" value="Login"/></p> </form> I know I could use the asp.net login control but I want more control over things.

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  • Ruby on rails link_to syntax

    - by mizipzor
    After following a tutorial Ive found. Im now redoing it again, without the scaffolding part, to learn it better. However, editing my \app\views\home\index.html.erb to contain: <h1>Rails test project</h1> <%= link_to "my blog", posts_path> I get an error: undefined local variable or method `posts_path' for #<ActionView::Base:0x4e1d954> Before I did this, I ran rake db:create, defined a migration class and ran rake db:migrate, everything without a problem. So the database should contain a posts table. But that link_to command cant seem to find posts_path. That variable (or is it even a function?) is probably defined through the scaffold routine. My question now is; how do I do that manually myself, define posts_path?

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  • How to convert ByteString to [Word8] in Haskell?

    - by bodacydo
    I am dealing with ByteStrings and at this one place I need to use [Word8] but I have a ByteString. How do I convert a ByteString to [Word8] list? I tried unpack function from ByteString library but it returned a [Char] list rather than [Word8] list. Do I need to take this step and convert it first to [Char] list and only to [Word8] list? If so, how do I do that. Please advise the most efficient method! Thank you!

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  • Django/Python best practice template_dict

    - by fredrik
    Hi, After just been coding for about 6-9 months. I probably changed my coding style a number of times after reading some code or read best practices. But one thing I haven't yet come a cross is a good why to populate the template_dict. As of now I pass the template_dict across a number of methods (that changes/modifies it) and returns is. The result is that every methods takes template_dict as first argument and the returns it and this in my eyes doesn't seems to be the best solution. An idea is to have a method that handles all the changes. But I'm curios if there's a best practice for this? Or is it "do what you feel like"-type of thing? The 2 things I think is pretty ugly is to send as an argument and return it in all methods. And the just the var name is written xxx number of times in the code :) ..fredrik

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  • Does anyone know how to create a message bubble with 2 buttons appears on top of an overlayitem for

    - by Zap
    I currently have implemented an overlayitem that shows an icon for geopoint on a map application in Android. When the icon is clicked, it brings up an AlertDialog from the onTap method below. I have the following questions: Does anyone know how to display a map message bubble directly above the icon overlayitem with 2 callout buttons one to the left of the title and one to the right of the bubble? Does anyone know how to make the overlayitem draggable so I can press and hold it and drag it across the map. I am trying to duplicate the draggable icon behavior that's available on the iPhone. If so, please share some sample code. Thanks protected boolean onTap(int index) { OverlayItem item = mOverlays.get(index); AlertDialog.Builder dialog = new AlertDialog.Builder(mContext); dialog.setTitle(item.getTitle()); dialog.setMessage(item.getSnippet()); dialog.show(); return true; }

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  • Best way to store large dataset in SQL Server?

    - by gary
    I have a dataset which contains a string key field and up to 50 keywords associated with that information. Once the data has been inserted into the database there will be very few writes (INSERTS) but mostly queries for one or more keywords. I have read "Tagsystems: performance tests" which is MySQL based and it seems 2NF appears to be a good method for implementing this, however I was wondering if anyone had experience with doing this with SQL Server 2008 and very large datasets. I am likely to initially have 1 million key fields which could have up to 50 keywords each. Would a structure of keyfield, keyword1, keyword2, ... , keyword50 be the best solution or two tables keyid keyfield | 1 | | M keyid keyword Be a better idea if my queries are mostly going to be looking for results that have one or more keywords?

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  • Save entity with entity framework

    - by Michel
    Hi, I'm saving entities/records with the EF, but i'm curious if there is another way of doing it. I receive a class from a MVC controller method, so basicly i have all the info: the class's properties, including the primary key. Without EF i would do a Sql update (update table set a=b, c=d where id = 5), but with EF i got no further than this: Get an object with ID of 5 Update the (existing) object with the new object Submitchanges. What bothers me is that i have to get the object from the database first, where i have all the info to do an update statement. Is there another way of doing this?

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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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  • jsTree causes that links on whole page are broken

    - by niao
    Greetings, I have the following problem. In my asp.net mvc page (which is a partial view) I create an instance of jsTree as follows: <script type="text/javascript"> $(function() { $("#industries").tree({ callback: { onselect: function(NODE, TREE_OBJ) { $("#SelectedIndustryROWGUID").val($(NODE).attr("id")); $("#resultMessage").append($(NODE).attr("rel")); } }, data: { type: "json", async: true, opts: { method: "GET", url: "/CreateMessage/GetIndustries/" } } }); }); this works fine but then, when I click on any link on the page, it does not work. The links are executed when I choose "open in new tab" option from context menu. Can someone please help me with this?

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  • Add JSON support to Rails app

    - by Meltemi
    I am experimenting with Rails and was wondering what's needed to allow/add support for JSON requests? I have a vanilla installation of Rails 2.3.5 and the default scaffolding seem to provide support for HTML & XML requests but not JSON. class EventsController < ApplicationController # GET /events # GET /events.xml def index @events = Event.all respond_to do |format| format.html # index.html.erb format.xml { render :xml => @events } end end # GET /events/1 # GET /events/1.xml def show @event = Event.find(params[:id]) respond_to do |format| format.html # show.html.erb format.xml { render :xml => @event } end end ... I'm new to this but it would appear as though i would need to add a format line in each method along the lines of: format.js { render :js => @event.json } couldn't this be done automatically? perhaps there's a template somewhere i need to update...or a flag i can set? Or perhaps, and most likely, I've missed the boat entirely?!?

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  • Java: custom-exception-error

    - by HH
    $ javac TestExceptions.java TestExceptions.java:11: cannot find symbol symbol : class test location: class TestExceptions throw new TestExceptions.test("If you see me, exceptions work!"); ^ 1 error Code import java.util.*; import java.io.*; public class TestExceptions { static void test(String message) throws java.lang.Error{ System.out.println(message); } public static void main(String[] args){ try { // Why does it not access TestExceptions.test-method in the class? throw new TestExceptions.test("If you see me, exceptions work!"); }catch(java.lang.Error a){ System.out.println("Working Status: " + a.getMessage() ); } } }

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  • Why won't asp.net create cookies in localhost?

    - by James McConnell
    Okay, this is really kinda starting to bug me. I have a simple Web project setup located at: "C:\Projects\MyTestProject\". In IIS on my machine, I have mapped a virtual directory to this location so I can run my sites locally (I understand I can run it from Visual Studio, I like this method better). I have named this virtual directory "mtp" and I access it via http://localhost/mtp/index.aspx. All this is working fine. However, whenever I try to create a cookie, it simply never gets written out? I've tried this in FF3 and IE7 and it just plain won't write the cookie out. I don't get it. I do have "127.0.0.1 localhost" in my hosts file, I can't really think of anything else I can do. Thanks for any advice. James

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  • UIWebView finishes too fast

    - by Dan Ray
    I'm loading a biggish (and javascript-heavy) page into a UIWebView, and I want to add a UIActivityView to spin while it thinks. Problem is, my - (void)webViewDidFinishLoad:(UIWebView *)webView method gets called quite a while before the rendering actually happens. Enough so that my spinner (which set to hide when stopped) never actually shows up. By the time the UI is even assembled, the spinner has already been stopped and hidden, even though there's enough time to wonder if it's broken before the UIWebView actually gets the goods to the screen. I wish there was a "webViewDidFinishRendering", but that would imply that WebKit is something other than lickedy-split fast... ;-) Thoughts? Perhaps I should toss the thing up and set a timer to come stop it, and unhook that from anything that's actually happening in the WebView?

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  • PHP website Optimization

    - by ana
    I have a high traffic website and I need make sure my site is fast enough to display my pages to everyone rapidly. I searched on Google many articles about speed and optimization and here's what I found: Cache the page Save it to the disk Caching the page in memory: This is very fast but if I need to change the content of my page I have to remove it from cache and then re-save the file on the disk. Save it to disk This is very easy to maintain but every time the page is accessed I have to read on the disk. Which method should I go with? Thanks

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  • Processing incoming email

    - by Mike Schots
    How do I programmatically read an incoming email with .NET. I need a method to take the content of email message (in this case XML) on a POP server and read it into my application. Ideally this could be solved by: .NET code that I can run as a background task on my webserver to process the email. A service that can POST the contents of the email to my webserver. Although I'm open to other options. EDIT: Copied from the "non-answer": Currently, we're looking at using the email accounts our hosting company provides. Our own mail server could potentially be an option, but its something the we'd need to contact the host about.

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  • How to deal with array of checkbox values in Ruby 1.9.1?

    - by Ola Tuvesson
    In Ruby 1.9.1 strings are no longer enumerable and string.each is undefined. This causes a problem when parsing values for an array of generated checkboxes since the field value, when submitted, becomes an array of strings. For example: <% for map in Map.find(:all) %> <%= check_box_tag "listing[map_ids][]", map.id %> <%= map.title %> <% end %> This will result in an error, undefined method `each' for "1":String, in process_parameter_filter because map_ids is being passed as "map_ids"=["1","2"] (if checkboxes with values 1 and 2 have been checked that is). What is the recommended way to fix this?

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  • Visual Studio 2010 does not discover new unit tests

    - by driis
    I am writing some unit tests in Visual Studio 2010. I can run all tests by using "Run all Tests in Current Context". However, if I write a new unit test, it does not get picked up by the environment - in other words, I am not able to find it in Test List Editor, by running all tests, or anywhere else. If I unload the project and then reload it; the new test is available to run. When I am adding a unit test, I simply add a new method to an already existing TestClass and decorating it with [TestMethod] attribute - nothing fancy. What might be causing this behaviour, and how do I make it work ?

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  • Persist url parameter throughout grails app

    - by avelis
    Essentially I am looking to have a url query parameter persist throughout the life of the grails application (POST or GET). ex. http://localhost:8080/demo/controller/action/?myParam=foobar I have tried a couple routes. Dynamic method overriding redirect and customizing application tags for createLink. However, since I also use grails webflows it doesn't quite get every single URL. I also tried using a groovy servlet (groovlet) to capture every URL and append the query parameter. The last attempt hasn't been very successful. Am I missing an obvious component to grails? Am I on the right track? Is there another avenue I haven't explored yet? Thanks in advance

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  • C# : changing listbox row colour?

    - by Meko
    HI. I am trying to changing backround colour of some rows on listbox.I have 2 list that one has all names and it shown on listbox.And second list has some same value with first list.I want to show that when clicking button it will search in listbox and in second list then will change colour where found value. I may search in list box like for (int i = 0; i < listBox1.Items.Count; i++) { for (int j = 0; j < students.Count; j++) if (listBox1.Items[i].ToString().Contains(students[j].ToString())) { } } But I dont know which method to change appearances of row.Any help?

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  • using Java enums or public static fields in MATLAB

    - by Jason S
    I'm wondering how in MATLAB you can get a reference to a Java enum or static public field. In MATLAB, if you are trying to use Java objects/methods, there are equivalents to Java object creation / method call / etc.: Java: new com.example.test.Foo(); MATLAB: javaObject('com.example.test.Foo'); Java: com.example.test.Foo.staticMethod(); MATLAB: javaMethod('staticMethod', 'com.example.test.Foo'); Java: SomeEnum e = com.example.test.SomeEnum.MY_FAVORITE_ENUM; MATLAB: ????? Java: int n = com.example.test.Foo.MAX_FOO; MATLAB: ?????

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  • Goolge App Engine authorization with Google Apps Domain

    - by Ron
    I have successfully followed the examples to gain an AuthSub token to authorize my application to have access to the user's Google Calendar. I have added the domain parameter to the method gdata.auth.generate_auth_sub_url so that the application is authenticated against a Google Apps Domain user. The app is then installed in one of our test domains. This is working fine, however, each user in the domain has to go through the authorization process. In other Marketplace Apps that I have tried, this authorization is done once for the whole domain when the app is installed. How is this achieved?

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  • What are some best practices for structuring cherrypy apps?

    - by Omega
    I'm writing a cherrypy app and I was wondering what the best way is for structuring my handlers and code for larger applications? I realize assignment is simple trough cherrypy.root, but what are some practices for writing the handlers and assigning them? (Allow me to prove my confusion!) My initial thought is to write a standard handler class that infers a template to run based on the current URL or class/method combination. Then I would assign one instance of that handler multiple times to the path to create pages. I don't see this working however as the recursive references wouldn't work quite right. So, given the fact that I'm already drawing blanks on how my own source code should look, I'd love some pointers and examples! Feel free to ask some detailed questions for me to clarify. While there is plenty of cherrypy tutorial material out there, it tends to only scratch the surface.

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  • Java Backgroundworker: Scope of Widget to be updated unclear

    - by erlord
    Hi all, I am trying to understand the mechanism of org.jdesktop.swingx.BackgroundWorker. Their javadoc presents following example: final JLabel label; class MeaningOfLifeFinder implements BackgroundListener { public void doInBackground(BackgroundEvent evt) { String meaningOfLife = findTheMeaningOfLife(); evt.getWorker().publish(meaningOfLife); } public void process(BackgroundEvent evt) { label.setText("" + evt.getData()); } public void done(BackgroundEvent evt) {} public void started(BackgroundEvent evt) {} } (new MeaningOfLifeFinder()).execute(); Apart from the fact that I doubt the result will ever get published, I wonder how label is passed to the process method, where it is being updated. I thought it's scope is limited to the outside of the BackgroudListener implementation. Quite confused I am ... any answers for me? Thanks in advance

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  • How to crawl retweets of a certain user?

    - by Xiong
    I studied the Twitter API Documentation today. Only find that we could use "Twitter REST API Method: statuses user_timeline" to acquire statuses of a certain user. Retweets are stripped out of the user_timeline for backwards compatibility reasons. If I want retweets included, API Documentation recommend "statuses retweeted_by_me", but retweeted_by_me cannot return the retweets by other users. I think maybe we can analyse the twitter webpage of a certain user to get his retweets. However is there any elegant way to crawl retweets of a certain user? Thanks in advance!

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