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  • Full screen caller for Android

    - by jay
    Hi i am new to android. i want this functionality in my project i want when some one is calling me than i want fullscreen photo of that caller to be appeared in my screen means fullscreen caller id.so how can i place full screen photo at top of the incoming screen.. any example..? my be i should use broadcast receiver or something like that ?? Any sample code for this functionality ?? thanks jaimin.

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  • how can I prevent my SESSION to be overwritten on pageLoad of my MasterPage

    - by Darkyo
    I'm new to asp world, and I have to keep my new job :) Switching form php to asp.net 3.5 (never used before). What would be the best practice for storing a SESSION variable in my project ? How can I prevent my SESSION to be overwritten if my initialisation code is in the onPageLoad method of my MasterPage ? My variables keeps beeing overwritten, please someone help me and tell me if there is any other solution than dealing with this pageLoad problem. Thank you all

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  • Error with using "dynamic" keyword in Silverlight app

    - by joemoe
    I get the following error: "One or more types required to compile a dynamic expression cannot be found. Are you missing references to Microsoft.CSharp.dll and System.Core.dll" I do have System.Core.dll, do have I to find Microsoft.CSharp somewhere? It wasn't part of the project and it isn't in the references list.

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  • Drag and Drop file upload in Silverlight 4?

    - by Parvenu74
    I'm working on re-writing a WinForms application into Silverlight. One use case in the WinForms app allows users to drag TIFF images (of faxes) from Outlook directly onto an "attach an image or fax to this case" control in the WinForms app. Is there a Silverlight 4 control which allows for the same functionality? It's important to realize that saving the file to the local filesystem and then selecting and uploading the file with a standard upload control will not meet the business requirements as outlined in the project.

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  • global member creation

    - by Akash
    how the global members can be created in vc++ 6.0 mfc project. if i select globals option in WizardBar(WizardBar C++ class). then (WizardBar C++ members),it display (No members - Create New Class...). How to create the members for this globals class please give the steps to create.

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  • pexpect install problem

    - by ddd
    i have installed pexpect with the following command "python setup.py install" but when i try to run a program it says "AttributeError: 'module' object has no attribute 'spawn'". how to settle the matter?

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  • Minimalistic tools for developer documentation

    - by Pekka
    I am currently working on a large PHP CMS / Framework and documenting it extensively as I go along. In addition to phpdoc-style inline comments, I need to document XML structures, details on concepts and practices, write HOWTOs and so on. At the moment, I am using simple OpenOffice documents for that, but I'm unhappy with it and looking for a "real" documentation system. So, I am looking for recommendations for robust, minimalistic, easy-to-use documentation software. I have tried a number of Wikis, most prominently Dokuwiki. I like the open-minded approach, the freedom in editing, and the simplicity, but they provide little support in structuring a multi-chapter documentation, and make basic reorganisation tasks very difficult (e.g. moving pages to a different namespace). Working with the plugins is Cumbersome, and they are not really easy to use. Open Source would be a plus but is not a requirement. Thanks for all the suggestions. I have not had time to look into each one in detail. I will be trying Sphinx, especially because it provides so much support for a good structure. I may update this post later when I'm done and report how it worked out. The suggestions Trac's built-in wiki which is great but for my taste provides too little support for keeping a structure - it's perfect though for "normal", smaller size project documentation Markdown my current favourite because of its minimalism, however not sure yet whether maintaining a structure will be easy enough. A Markdown-Based system would of course be very easy to extend, e.g. to look up cross references from the project's code base. Of course it would be great to find something that already has that out of the box. The DocBook format and to edit, the commercial Oxygen XML Editor - a great standard for building documentation, no doubt. Maybe too "technical" for my purposes as I need something to open quickly, write into and go on coding. Still always worth a mention. Sphinx an Open Source, Python based documentation generator, promising structured documentation and extensive cross-referencing. Interesting and will take a look. Confluence a commercial but very affordable Wiki. XWiki, an Open Source playing in Confluence's league with numerous extensions and connectors to Eclipse and Microsoft Office. TiddlyWiki an open-source Wiki.

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  • SFTP in android

    - by Mr. Kakakuwa Bird
    Hi I want to use SFTP in my android project. Can anybody tell me if android [code]already have SFTP library?? Or i have to implement it. If anybody have already done SFTP client in android then please guide me. Thanks in Advance.

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  • Visual Studio Font Size (Windows 7)

    - by Jay
    Hi, I've lately installed Windows 7. After opening my old C# project in visual studio i noticed that my buttons are too small (button.text didn't fit in). Why the hell did MS increase the standard font size (well font size is still set to 8, but it's somehow bigger now)? Can I fix it somehow, without correcting all my buttons etc. manually? Kind regards, Jay

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  • Stand-alone Bytecode Verifier

    - by HH
    In my bytecode instrumentation project, I stumble frequently on VerifyErrors. However, the default java Verifier gives little information on which instruction resulted in the error (it only gives the method and a small message). Is there any stand-alone bytecode verifier which provides with a little more advanced help in locating the error, at least the precise instruction location? Thank you.

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  • Google Appengine: Java or Python

    - by husayt
    We are going to use Google Appengine platform for our next big web project.But we are not sure which flavour to use: Java or Python. Could you please, advise on cons and pros of each approach? Which is the best way in order to build more scalable and efficient solution quicker. Thanks in advance

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  • looking for automated modeling tool for ASP.Net class diagramming

    - by alchemical
    I'm walking into a project with 500+ classes, and am wondering if anyone has had good experiences with automated modeling tools that can import from ASP.Net /C#? It would be a bonus if I could get an automated model based on all the objects called to completely load a single ASP.Net page, with relationships indicating which objects are calling out to which other ones, etc. Thanks for sharing your thoughts or recomendations.

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  • still need smarty syntax highlighting in Eclipse PDT

    - by pocketfullofcheese
    How do I get smarty syntax highlighting in Eclipse PDT? The only project I was able to find is SmartyPDT, but it's outdated and isn't working with my current Eclipse install (PDT All in one, with Eclipse 3.5). EDIT: I recently found this post asking the same question from a long time ago. But the plugin linked in the accepted answer there is out of date now. EDIT: removed "(no accepted answer)" from title. it was misleading.

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  • php require and autoload

    - by dfilkovi
    I use __autoload to load classes, and I keep getting errors that no class is found but file get's loaded ok. Then if I change something in a file, just something like add a new line and save it, everything works fine and class is then found. But this is a great problem cause there are thousands of files in this project and I don't want to change them one by one. I'm using php 5.3.0 on windows. What could be the problem?

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  • FileMaker Pro 10 and xDBC ODBC Plugin

    - by LeeKey
    Has anyone got a ODBC data source setup for FileMaker Pro 10 on Windows? The documentation that ships with FileMaker Pro 10 does not make sense as it is saying to click on a set-up file that does not exist. None of the forums are providing an answer either.

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  • Adding db file to visual web developer

    - by iva123
    Hi, I'm beginner in visual web developer. I want to add a ready database to my project, to do that I simply add the db file to App_data folder. However, I can't see any table or database diagram etc. Am I missing a big part to add external source ? Any help? I'd appreciate it

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  • WPF element binding across seperate windows-how to do?

    - by jack123
    I can do element-to-element binding in WPF: For example, I've got a window that has a slider control and a textbox, and the textbox dynamically displays the Value property of the slider as the user moves the slider. But how do i do this across seperate windows (in the same project, same namespace) ? The reason is that my main application window containing the textbox has a menu option that will open an 'options' window containing the slider control. Thanks.

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  • How can I script an alert for when my Amazon Web Service usage goes above a certain amount?

    - by frabcus
    We're using S3, SimpleDB and SQS on quite a complicated project. I'd like to be able to automatically track their usage, to be sure we don't suddenly spend large amounts of money when we didn't intend to (perhaps because of a bug). Is there a way of reading the usage figures of all Amazon Web Services and/or the current real time dollar cost of an account from a script? Or any service or script which provides alerts based on that?

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  • Doxygen groups and modules index

    - by cppdev
    Hi I am creating a doxygen document for my project. Recently, I have grouped related classes using \addtogroup tag. After this, I have got a module tab in my documentation. It shows all modules. I want to add some description right below module name below the module name on the same page. How can I do it using doxygen ? Here's my tag /*! \addtogroup test test * Test Testing a group in doxygen * @{ */

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  • Conway's Game of Life - C++ and Qt

    - by Jeff Bridge
    I've done all of the layouts and have most of the code written even. But, I'm stuck in two places. 1) I'm not quite sure how to set up the timer. Am I using it correctly in the gridwindow class? And, am I used the timer functions/signals/slots correctly with the other gridwindow functions. 2) In GridWindow's timerFired() function, I'm having trouble checking/creating the vector-vectors. I wrote out in the comments in that function exactly what I am trying to do. Any help would be much appreciated. main.cpp // Main file for running the grid window application. #include <QApplication> #include "gridwindow.h" //#include "timerwindow.h" #include <stdexcept> #include <string> #include <fstream> #include <sstream> #include <iostream> void Welcome(); // Welcome Function - Prints upon running program; outputs program name, student name/id, class section. void Rules(); // Rules Function: Prints the rules for Conway's Game of Life. using namespace std; // A simple main method to create the window class and then pop it up on the screen. int main(int argc, char *argv[]) { Welcome(); // Calls Welcome function to print student/assignment info. Rules(); // Prints Conway's Game Rules. QApplication app(argc, argv); // Creates the overall windowed application. int rows = 25, cols = 35; //The number of rows & columns in the game grid. GridWindow widget(NULL,rows,cols); // Creates the actual window (for the grid). widget.show(); // Shows the window on the screen. return app.exec(); // Goes into visual loop; starts executing GUI. } // Welcome Function: Prints my name/id, my class number, the assignment, and the program name. void Welcome() { cout << endl; cout << "-------------------------------------------------------------------------------------------------" << endl; cout << "Name/ID - Gabe Audick #7681539807" << endl; cout << "Class/Assignment - CSCI-102 Disccusion 29915: Homework Assignment #4" << endl; cout << "-------------------------------------------------------------------------------------------------" << endl << endl; } // Rules Function: Prints the rules for Conway's Game of Life. void Rules() { cout << "Welcome to Conway's Game of Life." << endl; cout << "Game Rules:" << endl; cout << "\t 1) Any living cell with fewer than two living neighbours dies, as if caused by underpopulation." << endl; cout << "\t 2) Any live cell with more than three live neighbours dies, as if by overcrowding." << endl; cout << "\t 3) Any live cell with two or three live neighbours lives on to the next generation." << endl; cout << "\t 4) Any dead cell with exactly three live neighbours becomes a live cell." << endl << endl; cout << "Enjoy." << endl << endl; } gridcell.h // A header file for a class representing a single cell in a grid of cells. #ifndef GRIDCELL_H_ #define GRIDCELL_H_ #include <QPalette> #include <QColor> #include <QPushButton> #include <Qt> #include <QWidget> #include <QFrame> #include <QHBoxLayout> #include <iostream> // An enum representing the two different states a cell can have. enum CellType { DEAD, // DEAD = Dead Cell. --> Color = White. LIVE // LIVE = Living Cell. ---> Color = White. }; /* Class: GridCell. A class representing a single cell in a grid. Each cell is implemented as a QT QFrame that contains a single QPushButton. The button is sized so that it takes up the entire frame. Each cell also keeps track of what type of cell it is based on the CellType enum. */ class GridCell : public QFrame { Q_OBJECT // Macro allowing us to have signals & slots on this object. private: QPushButton* button; // The button inside the cell that gives its clickability. CellType type; // The type of cell (DEAD or LIVE.) public slots: void handleClick(); // Callback for handling a click on the current cell. void setType(CellType type); // Cell type mutator. Calls the "redrawCell" function. signals: void typeChanged(CellType type); // Signal to notify listeners when the cell type has changed. public: GridCell(QWidget *parent = NULL); // Constructor for creating a cell. Takes parent widget or default parent to NULL. virtual ~GridCell(); // Destructor. void redrawCell(); // Redraws cell: Sets new type/color. CellType getType() const; //Simple getter for the cell type. private: Qt::GlobalColor getColorForCellType(); // Helper method. Returns color that cell should be based from its value. }; #endif gridcell.cpp #include <iostream> #include "gridcell.h" #include "utility.h" using namespace std; // Constructor: Creates a grid cell. GridCell::GridCell(QWidget *parent) : QFrame(parent) { this->type = DEAD; // Default: Cell is DEAD (white). setFrameStyle(QFrame::Box); // Set the frame style. This is what gives each box its black border. this->button = new QPushButton(this); //Creates button that fills entirety of each grid cell. this->button->setSizePolicy(QSizePolicy::Expanding,QSizePolicy::Expanding); // Expands button to fill space. this->button->setMinimumSize(19,19); //width,height // Min height and width of button. QHBoxLayout *layout = new QHBoxLayout(); //Creates a simple layout to hold our button and add the button to it. layout->addWidget(this->button); setLayout(layout); layout->setStretchFactor(this->button,1); // Lets the buttons expand all the way to the edges of the current frame with no space leftover layout->setContentsMargins(0,0,0,0); layout->setSpacing(0); connect(this->button,SIGNAL(clicked()),this,SLOT(handleClick())); // Connects clicked signal with handleClick slot. redrawCell(); // Calls function to redraw (set new type for) the cell. } // Basic destructor. GridCell::~GridCell() { delete this->button; } // Accessor for the cell type. CellType GridCell::getType() const { return(this->type); } // Mutator for the cell type. Also has the side effect of causing the cell to be redrawn on the GUI. void GridCell::setType(CellType type) { this->type = type; redrawCell(); } // Handler slot for button clicks. This method is called whenever the user clicks on this cell in the grid. void GridCell::handleClick() { // When clicked on... if(this->type == DEAD) // If type is DEAD (white), change to LIVE (black). type = LIVE; else type = DEAD; // If type is LIVE (black), change to DEAD (white). setType(type); // Sets new type (color). setType Calls redrawCell() to recolor. } // Method to check cell type and return the color of that type. Qt::GlobalColor GridCell::getColorForCellType() { switch(this->type) { default: case DEAD: return Qt::white; case LIVE: return Qt::black; } } // Helper method. Forces current cell to be redrawn on the GUI. Called whenever the setType method is invoked. void GridCell::redrawCell() { Qt::GlobalColor gc = getColorForCellType(); //Find out what color this cell should be. this->button->setPalette(QPalette(gc,gc)); //Force the button in the cell to be the proper color. this->button->setAutoFillBackground(true); this->button->setFlat(true); //Force QT to NOT draw the borders on the button } gridwindow.h // A header file for a QT window that holds a grid of cells. #ifndef GRIDWINDOW_H_ #define GRIDWINDOW_H_ #include <vector> #include <QWidget> #include <QTimer> #include <QGridLayout> #include <QLabel> #include <QApplication> #include "gridcell.h" /* class GridWindow: This is the class representing the whole window that comes up when this program runs. It contains a header section with a title, a middle section of MxN cells and a bottom section with buttons. */ class GridWindow : public QWidget { Q_OBJECT // Macro to allow this object to have signals & slots. private: std::vector<std::vector<GridCell*> > cells; // A 2D vector containing pointers to all the cells in the grid. QLabel *title; // A pointer to the Title text on the window. QTimer *timer; // Creates timer object. public slots: void handleClear(); // Handler function for clicking the Clear button. void handleStart(); // Handler function for clicking the Start button. void handlePause(); // Handler function for clicking the Pause button. void timerFired(); // Method called whenever timer fires. public: GridWindow(QWidget *parent = NULL,int rows=3,int cols=3); // Constructor. virtual ~GridWindow(); // Destructor. std::vector<std::vector<GridCell*> >& getCells(); // Accessor for the array of grid cells. private: QHBoxLayout* setupHeader(); // Helper function to construct the GUI header. QGridLayout* setupGrid(int rows,int cols); // Helper function to constructor the GUI's grid. QHBoxLayout* setupButtonRow(); // Helper function to setup the row of buttons at the bottom. }; #endif gridwindow.cpp #include <iostream> #include "gridwindow.h" using namespace std; // Constructor for window. It constructs the three portions of the GUI and lays them out vertically. GridWindow::GridWindow(QWidget *parent,int rows,int cols) : QWidget(parent) { QHBoxLayout *header = setupHeader(); // Setup the title at the top. QGridLayout *grid = setupGrid(rows,cols); // Setup the grid of colored cells in the middle. QHBoxLayout *buttonRow = setupButtonRow(); // Setup the row of buttons across the bottom. QVBoxLayout *layout = new QVBoxLayout(); // Puts everything together. layout->addLayout(header); layout->addLayout(grid); layout->addLayout(buttonRow); setLayout(layout); } // Destructor. GridWindow::~GridWindow() { delete title; } // Builds header section of the GUI. QHBoxLayout* GridWindow::setupHeader() { QHBoxLayout *header = new QHBoxLayout(); // Creates horizontal box. header->setAlignment(Qt::AlignHCenter); this->title = new QLabel("CONWAY'S GAME OF LIFE",this); // Creates big, bold, centered label (title): "Conway's Game of Life." this->title->setAlignment(Qt::AlignHCenter); this->title->setFont(QFont("Arial", 32, QFont::Bold)); header->addWidget(this->title); // Adds widget to layout. return header; // Returns header to grid window. } // Builds the grid of cells. This method populates the grid's 2D array of GridCells with MxN cells. QGridLayout* GridWindow::setupGrid(int rows,int cols) { QGridLayout *grid = new QGridLayout(); // Creates grid layout. grid->setHorizontalSpacing(0); // No empty spaces. Cells should be contiguous. grid->setVerticalSpacing(0); grid->setSpacing(0); grid->setAlignment(Qt::AlignHCenter); for(int i=0; i < rows; i++) //Each row is a vector of grid cells. { std::vector<GridCell*> row; // Creates new vector for current row. cells.push_back(row); for(int j=0; j < cols; j++) { GridCell *cell = new GridCell(); // Creates and adds new cell to row. cells.at(i).push_back(cell); grid->addWidget(cell,i,j); // Adds to cell to grid layout. Column expands vertically. grid->setColumnStretch(j,1); } grid->setRowStretch(i,1); // Sets row expansion horizontally. } return grid; // Returns grid. } // Builds footer section of the GUI. QHBoxLayout* GridWindow::setupButtonRow() { QHBoxLayout *buttonRow = new QHBoxLayout(); // Creates horizontal box for buttons. buttonRow->setAlignment(Qt::AlignHCenter); // Clear Button - Clears cell; sets them all to DEAD/white. QPushButton *clearButton = new QPushButton("CLEAR"); clearButton->setFixedSize(100,25); connect(clearButton, SIGNAL(clicked()), this, SLOT(handleClear())); buttonRow->addWidget(clearButton); // Start Button - Starts game when user clicks. Or, resumes game after being paused. QPushButton *startButton = new QPushButton("START/RESUME"); startButton->setFixedSize(100,25); connect(startButton, SIGNAL(clicked()), this, SLOT(handleStart())); buttonRow->addWidget(startButton); // Pause Button - Pauses simulation of game. QPushButton *pauseButton = new QPushButton("PAUSE"); pauseButton->setFixedSize(100,25); connect(pauseButton, SIGNAL(clicked()), this, SLOT(handlePause())); buttonRow->addWidget(pauseButton); // Quit Button - Exits program. QPushButton *quitButton = new QPushButton("EXIT"); quitButton->setFixedSize(100,25); connect(quitButton, SIGNAL(clicked()), qApp, SLOT(quit())); buttonRow->addWidget(quitButton); return buttonRow; // Returns bottom of layout. } /* SLOT method for handling clicks on the "clear" button. Receives "clicked" signals on the "Clear" button and sets all cells to DEAD. */ void GridWindow::handleClear() { for(unsigned int row=0; row < cells.size(); row++) // Loops through current rows' cells. { for(unsigned int col=0; col < cells[row].size(); col++) { GridCell *cell = cells[row][col]; // Grab the current cell & set its value to dead. cell->setType(DEAD); } } } /* SLOT method for handling clicks on the "start" button. Receives "clicked" signals on the "start" button and begins game simulation. */ void GridWindow::handleStart() { this->timer = new QTimer(this); // Creates new timer. connect(this->timer, SIGNAL(timeout()), this, SLOT(timerFired())); // Connect "timerFired" method class to the "timeout" signal fired by the timer. this->timer->start(500); // Timer to fire every 500 milliseconds. } /* SLOT method for handling clicks on the "pause" button. Receives "clicked" signals on the "pause" button and stops the game simulation. */ void GridWindow::handlePause() { this->timer->stop(); // Stops the timer. delete this->timer; // Deletes timer. } // Accessor method - Gets the 2D vector of grid cells. std::vector<std::vector<GridCell*> >& GridWindow::getCells() { return this->cells; } void GridWindow::timerFired() { // I'm not sure how to write this code. // I want to take the original vector-vector, and also make a new, empty vector-vector of the same size. // I would then go through the code below with the original vector, and apply the rules to the new vector-vector. // Finally, I would make the new vector-vecotr the original vector-vector. (That would be one step in the simulation.) cout << cells[1][2]; /* for (unsigned int m = 0; m < original.size(); m++) { for (unsigned int n = 0; n < original.at(m).size(); n++) { unsigned int neighbors = 0; //Begin counting number of neighbors. if (original[m-1][n-1].getType() == LIVE) // If a cell next to [i][j] is LIVE, add one to the neighbor count. neighbors += 1; if (original[m-1][n].getType() == LIVE) neighbors += 1; if (original[m-1][n+1].getType() == LIVE) neighbors += 1; if (original[m][n-1].getType() == LIVE) neighbors += 1; if (original[m][n+1].getType() == LIVE) neighbors += 1; if (original[m+1][n-1].getType() == LIVE) neighbors += 1; if (original[m+1][n].getType() == LIVE) neighbors += 1; if (original[m+1][n+1].getType() == LIVE) neighbors += 1; if (original[m][n].getType() == LIVE && neighbors < 2) // Apply game rules to cells: Create new, updated grid with the roundtwo vector. roundtwo[m][n].setType(LIVE); else if (original[m][n].getType() == LIVE && neighbors > 3) roundtwo[m][n].setType(DEAD); else if (original[m][n].getType() == LIVE && (neighbors == 2 || neighbors == 3)) roundtwo[m][n].setType(LIVE); else if (original[m][n].getType() == DEAD && neighbors == 3) roundtwo[m][n].setType(LIVE); } }*/ }

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