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  • Can't make an array in C#

    - by Josh
    I'm trying to make a dynamic array in C# but I get an annoying error message. Here's my code: private void Form1_Load(object sender, EventArgs e) { int[] dataArray; Random random = new Random(); for (int i = 0; i < random.Next(1, 10); i++) { dataArray[i] = random.Next(1, 1000); } } And the error: Use of unassigned local variable 'dataArray' This is just baffling my mind. I came from VB, so please me gentle, lol. Cheers.

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  • Windows.Networking.EndpointPair constructor parameters

    - by ComFreek
    I want to create a new EndpointPair object: // hostname is a string // port is an integer var endpointPair = new Windows.Networking.EndpointPair(null, null, hostname, port); But I always get this error: 0x800a000d - JavaScript runtime error: Type mismatch I've already tried the following: converting port to a string passing "" instead of null for the first two Parameters. (null should be okay if the documentation here, under the section Remarks, is right) passing no Parameters, but that ends up in an "too few parameters" error message Above all, the documentation about the constructor has been removed (as of September 4, 2012): http://msdn.microsoft.com/en-us/library/windows/apps/windows.networking.endpointpair.endpointpair.aspx

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  • Address calling class [Java]

    - by Samuel
    Hello! [I am rather new to Java and Object Oriented programming] I have an abstract class Moveable with the method abstract void move() which is extended by the class Bullet and the abstract class Character, and Character is extended by the class Survivor and the class Zombie. In Survivor and Bullet the move() method doesnt require any parameters while in the class Zombie the move() method depends on the actual position of the survivor. The survivor and multiple zombies are created in the class Gui. I wanted to access the survivor in Zombie - what's the best way of doing this? In Gui i wrote a method getSurvivor() but i don't see how to access this method in Zombie? I am aware that as a workaround i could just pass a [Survivor survivor] as parameter in move() and ignore it in Bullet and Survivor, but that feels so ... bad practice. Thank you for your time! Samuel [I am not sure what tags to set here, please correct me if i'm wrong]

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  • Activator.CreateInstance(Type) for a type without parameterless constructor

    - by Seb
    Reading existing code at work, I wondered how come this could work. I have a class defined in an assembly : [Serializable] public class A { private readonly string _name; private A(string name) { _name = name; } } And in another assembly : public void f(Type t) { object o = Activator.CreateInstance(t); } and that simple call f(typeof(A)) I expected an exception about the lack of a parameterless constructor because AFAIK, if a ctor is declared, the compiler isn't supposed to generate the default public parameterless constructor. This code runs under .NET 2.0.

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  • Receiving messages part by part from serial port using c#

    - by karthik
    I am using the below code to receive the messages from serial port using c# void comPort_DataReceived(object sender, SerialDataReceivedEventArgs e) { if (comPort.IsOpen == true) { string msg = comPort.ReadExisting(); MessageBox.Show(msg.Trim()); } } The problem is, i am getting the messages part by part. Like, if u send "Hello, How are you" I am receiving it word by word. I want that in a single stretch. How can i do ?? Also, is it possible to retrieve the port name from which the application is sending and receiving messages ?

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  • populate a comboBox in Griffon App dynamically

    - by kulkarni
    I have 2 comboBoxes in my View of Griffon App (or groovy swingBuilder) country = comboBox(items:country(), selectedItem: bind(target:model, 'country', value:model.country), actionPerformed: controller.getStates) state = comboBox(items:bind(source:model, sourceProperty:'states'), selectedItem: bind(target:model, 'state', value:model.state)) The getStates() in the controller, populates @Bindable List states = [] in the model based on the country selected. The above code doesn't give any errors, but the states are never populated. I changed the states from being List to a range object(dummy), it gives me an error MissingPropertyException No such property items for class java.swing.JComboBox. Am I missing something here? There are a couple of entries related to this on Nabble but nothing is clear. The above code works if I had a label instead of a second comboBox.

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  • Rails eager loading

    - by Dimitar Vouldjeff
    HI, I have a Test model, which has_many questions, and Question, which has_many answers... When I make a query for a Test with :include = [:questions, {:questions = :answers}] ActiveRecord makes two more queries to fetch the questions and then to fetch the answers - it doesn`t join them!!! When I do the query with :joins ActiveRecord makes the query, but later when I need the Test.questions or Test.questions.answers ActiveRecord makes again those 2 extra queries!!! And later when I enumerate the questions or answers in the log I see other queries for each object, but it has Cache tag... Is this normal?

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  • Databinding race condition

    - by Stephen Price
    I have a login form (using ChildWindow) and have implemented a Keyup event handler on the passwordbox. If the key is enter then it sets the ChildWindow ResultDialog to true. What seems to be happening is the databinding on the Passwordbox is not happening before the childwindow is closed so the Password property on my Login control is null. I've tried using KeyUp and Keydown, as well as using a buttonAutoPeer to invoke a click on the Ok button. I've also tried setting the focus to the OKbutton before setting the DialogResult (which closes the window). private void PasswordBox_KeyUp(object sender, KeyEventArgs e) { if (e.Key == Key.Enter) { if (UsernameBox.Text != userPrompt && !string.IsNullOrEmpty(PasswordBox.Password.Trim())) { this.DialogResult = true; } else { UsernameBox.Focus(); } } }

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  • Python Random Question

    - by coson
    Good Day, I am using Python 2.6 and am trying to run a simple random number generator program (random.py): import random for i in range(5): # random float: 0.0 <= number < 1.0 print random.random(), # random float: 10 <= number < 20 print random.uniform(10, 20), # random integer: 100 <= number <= 1000 print random.randint(100, 1000), # random integer: even numbers in 100 <= number < 1000 print random.randrange(100, 1000, 2) I'm now receiving the following error: C:\Users\Developer\Documents\PythonDemo>python random.py Traceback (most recent call last): File "random.py", line 3, in <module> import random File "C:\Users\Developer\Documents\PythonDemo\random.py", line 8, in <module> print random.random(), TypeError: 'module' object is not callable C:\Users\Developer\Documents\PythonDemo> I've looked at the Python docs and this version of Python supports random. Is there something else I'm missing? TIA, coson

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  • Python lazy property decorator

    - by detly
    Recently I've gone through an existing code base and refactored a lot of instance attributes to be lazy, ie. not be initialised in the constructor but only upon first read. These attributes do not change over the lifetime of the instance, but they're a real bottleneck to calculate that first time and only really accessed for special cases. I find myself typing the following snippet of code over and over again for various attributes across various classes: class testA(object): def __init__(self): self._a = None self._b = None @property def a(self): if self._a is None: # Calculate the attribute now self._a = 7 return self._a @property def b(self): #etc Is there an existing decorator to do this already in Python that I'm simply unaware of? Or, is there a reasonably simple way to define a decorator that does this? I'm working under Python 2.5, but 2.6 answers might still be interesting if they are significantly different.

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  • !(ReferenceEquals()) vs != in Entity Framework 4

    - by Eric J.
    Unless a class specifically overrides the behavior defined for Object, ReferenceEquals and == do the same thing... compare references. In property setters, I have commonly used the pattern private MyType myProperty; public MyType MyProperty { set { if (myProperty != value) { myProperty = value; // Do stuff like NotifyPropertyChanged } } } However, in code generated by Entity Framework, the if statement is replaced by if (!ReferenceEquals(myProperty, value)) Using ReferenceEquals is more explicit (as I guess not all C# programmers know that == does the same thing if not overridden). Is there any difference that's escaping me between the two if-variants? Are they perhaps accounting for the possibility that POCO designers may have overridden ==? In short, if I have not overridden ==, am I save using != instead of ReferencEquals()?

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  • Recursive mocking with Rhino-Mocks

    - by jaspernygaard
    Hi I'm trying to unittest several MVP implementations and can't quite figure out the best way to mock the view. I'll try to boil it down. The view IView consists e.g. of a property of type IControl. interface IView { IControl Control1 { get; } IControl Control2 { get; } } interface IControl { bool Enabled { get; set; } object Value { get; set; } } My question is whether there's a simple way to setup the property behavior for Enabled and Value on the IControl interface members on the IView interface - like recursive mocking a guess. I would rather not setup expectations for all my properties on the view (quite a few on each view). Thanks in advance

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  • Implicitly invoking parent class initializer

    - by Matt Joiner
    class A(object): def __init__(self, a, b, c): #super(A, self).__init__() super(self.__class__, self).__init__() class B(A): def __init__(self, b, c): print super(B, self) print super(self.__class__, self) #super(B, self).__init__(1, b, c) super(self.__class__, self).__init__(1, b, c) class C(B): def __init__(self, c): #super(C, self).__init__(2, c) super(self.__class__, self).__init__(2, c) C(3) In the above code, the commented out __init__ calls appear to the be the commonly accepted "smart" way to do super class initialization. However in the event that the class hierarchy is likely to change, I have been using the uncommented form, until recently. It appears that in the call to the super constructor for B in the above hierarchy, that B.__init__ is called again, self.__class__ is actually C, not B as I had always assumed. Is there some way in Python-2.x that I can overcome this, and maintain proper MRO when calling super constructors without actually naming the current class?

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  • How do I hide an inherited __published property in the derived class in a VCL component?

    - by Gary Benade
    I have created a new VCL component based on an existing VCL component. What I want to do now is set the Password and Username properties from an ini file instead of the property inspector. Robert Dunn Link I read on the delphi forum above you cannot unpublish a property and that the only workaround is to redeclare the property as read-only. I tried this but it all it does is make the property read only and grayed out in the object inspector. While this could work I would prefer if the property wasn't visible at all. __property System::UnicodeString Password = {read=FPassword}; Thanks in advance for any help or links to c++ VCL component writing tutorials. I am using CB2010

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  • In Ruby are there any related applications of the syntax: class << self ... end

    - by pez_dispenser
    class << self attr_accessor :n, :totalX, :totalY end The syntax above is used for defining class instance variables. But when I think about what syntax implies, it doesn't make any sense to me, so I'm wondering if this type of syntax is used for any other types of definitions. My point of confusion here is this: class << self The append operator normally means "add what's on the right to the object on the left". But in the context of this block, how does that add up to "put the contents of this block into the definition of the class instance rather than the instance"? For the same reason I'm confused as to why in one context class << self can define class instance variables while in another it seems to create class variables such as here: class Point # Instance methods go here class << self # Class methods go here end end

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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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  • How to make a post request with REQUESTS package for Python?

    - by jorrebor
    I am trying to use the toggl api. I use Requests instead of Urllib2 for doing my GETs en POSTS. But i am stuck. payload = { "project":{ "name":"Another Project", "billable":False, "workspace":{ "Name":"jorrebor's workspace", "id":213272 }, "automatically_calculate_estimated_workhours":False } } url = "https://www.toggl.com/api/v6/projects.json" r = requests.post(url, data=json.dumps(payload), auth=HTTPBasicAuth('[email protected]', 'mypassword')) Authentication seems to be fine, but the payload format probably isn't. a curl command with the same parameters: curl -v -u heremytoken:api_token -H "Content-type: application/json" -d "{\"project\":{\"billable\":true,\"workspace\":{\"id\":213272},\"name\":\"Another project\",\"automatically_calculate_estimated_workhours\":false}}" -X POST https://www.toggl.com/api/v6/projects.json does work fine. What wrong with my payload? The response is get is: ["Name can't be blank","Workspace can't be blank"] which leads me to conclude that the authentication works but toggl cannot read my json object.

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  • custom converter in XStream

    - by Raja Chandra Rangineni
    Hi All, I am using XStream to serialize my Objects to XML format. The formatted xml that I get is as below: node1, node2, node 3 are attributes of pojo,DetailDollars DetailDollars node1 100 /node1 node2 25 /node2 node3 10 /node3 /DetailDollars I have requirement where in I have to calucluate a percentage, for example 100/ 25 and add the new node to the existing ones. So, the final output should be : DetailDollars node1 100 /node1 node2 25 /node2 node3 10 /node3 node4 4 /node4 DetailDollars I wrote a custom converter and registered to my xstream object. public void marshal(..){ writer.startNode("node4"); writer.setValue(getNode1()/ getnode2() ); writer.endNode(); } But, the xml stream I get has only the new node: DetailDollars node4 4 /node4 /DetailDollars I am not sure which xstream api would get me the desired format. could you please help me with this . Thanks, Raja chandra Rangineni.

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  • A quick design question about C++ container classes in shared memory

    - by recipriversexclusion
    I am writing a simple wrapper around boost::interprocess's vector container to implement a ring buffer in shared memory (shm) for IPC. Assume that buf is an instance of RingBuffer created in shm. Now, in its ctor, buf itself allocates a private boost::interprocess::vector data member to store values, e.g. m_data. My question is: I think m_data should also be created in shared memory. But it this a necessity? What happens if buf that was created in shm itself, allocates standard memory, i.e. using new. Does this get allocated on the calling process's heap? I don't think buf is allocated there so how come a data member that is private to an object not on a process's heap gets allocated there. I'm confused.

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  • Geodjango: importing data from OSGB_1936, displaying in WGS84?

    - by AP257
    I have some polygon data saved in a PostGIS database with projection SRID 27700. geom = models.MultiPolygonField(srid=27700) I want to display the shapes on OpenStreetMap, i.e. with SRID 900913 (I think?). So, two questions: How do I change the code below to output with the right SRID for OpenStreetMap? How can I change the Django code below to give me a nice json object, ready to display as a polygon? area = get_object_or_404(soa.objects, code=my_code) polygon = area.geom return render_to_response('area.html', { 'area': area }, context_instance = RequestContext(request)) Apologies if this question doesn't make sense - I'm pretty new to GeoDjango.

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  • Detecting rotation to landscape manually

    - by Thomas Joos
    hi all, I am working on an iPhone application based on UITabBarController and UIViewControllers for each page. The app needs to run in portrait mode only, so every view controller + app delegate goes with this line of code: (BOOL)shouldAutorotateToInterfaceOrientation: (UIInterfaceOrientation)interfaceOrientation { return (interfaceOrientation == UIInterfaceOrientationPortrait); } There is one view controller where I would like to pop up a UIImageView when the iPhone is rotaed to landscapeleft. The design of the image looks landscape, although the width and height are 320x460 ( so its portrait ). How can/should I detect this type of rotation manually, just in this specific view controller, withouth having an auto rotation on the entire view? Thomas UPDATE: Thanks! I added this listener in the viewDidLoad: [[NSNotificationCenter defaultCenter] addObserver:self selector:@selector(didRotate:)name:UIDeviceOrientationDidChangeNotification object:nil]; the didRotate looks like this: (void) didRotate:(NSNotification *)notification { UIDeviceOrientation orientation = [[UIDevice currentDevice] orientation]; if (orientation == UIDeviceOrientationLandscapeLeft) { //your code here } }

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  • Using 2 JQuery Autocomplete

    - by Trike
    Hi All! I am using the JQuery Autocomplete Plugin 1.1. When I try to add autocomplete to 2 inputs in this way: $("#object_ac").autocomplete("autocomplete_search.php", { extraParams: {object:1}, width: 160, selectFirst: false, minChars: 2 }); $("#id_norm_doc_ac").autocomplete("autocomplete_search.php", { width: 460, selectFirst: false, mustMatch: true }); $("#id_norm_doc_ac").result(function(event, data, formatted) { $("#id_norm_doc_add").val(data[1]); }); When #object_ac selected before #id_norm_doc_ac I get error after selecting one of suggestions in #id_norm_doc_ac: data is undefined [Break on this error] data = elementToString(data.documentElement, true); If I select #id_norm_doc_ac before other inputs, everything goes normal. Thanks in advance for any assistance!

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  • [jQuery] JSON response is null, but the URL is echoing correctly.

    - by b. e. hollenbeck
    I have a form being AJAX'd in by jQuery on a page with multiple forms. I'm performing the following function, which is a wrapper for the $.ajax function: function do_json_get(uri){ var ret = ''; var url = AJAX_URL + uri; $.ajax({ type: 'GET', url: url, async: false, success: function(data) { ret = data.html; }, dataType: 'json' }); return ret; } When I go to the AJAX server directly (which is rendering the form in PHP), I get the raw JSON response - so I know the server is outputting to the browser, and the AJAX server is doing other things like setting the proper cookies, so I know that the connection is good (I get a 200 response code). Yet the data object is coming back null. What else could I be missing?

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  • Ext RowEditor.js does not fire 'afteredit' event

    - by terrani
    Hi, I have a Ext grid with RowEditor plugin. I have the following code to add 'afteredit' event to the roweditor object. store.on('update',function(){ }); editor.on("afteredit",function(roweditor,changes,record,index){ $.ajax({ url: $("#web").val() + "/registration/client/address-save" ,type: 'post' ,data: record.json ,dataType: 'json' ,success: function(data){ if(data.success == true){ alert("Update Successfully"); } } }); }); when I click a row and edit a value, sometimes the grid fires 'afteredit' event, but sometimes it doesn't. Do I have a problem with my code above?

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  • ComboBox.SelectionChanged doesn't catch the first selection

    - by trnTash
    I need to fill textboxes depending on the item selected in a combobox. I fill combo async and in Completed event I have the following code combo.ItemsSource = e.Result; combo.DisplayMemberPath = "Name"; combo.SelectedIndex = -1; Then in the SelectionChanged event of the combo, I catch the selected object MyClass mc= ((ComboBox)sender).SelectedItem as MyClass; tbxName.Text = mc.Name; ... However, when I load the project and select any event for the 1st time, NOTHING happens. Every other time (2nd, 3rd, nth) the data is correctly caught and displayed. So I need to know why the combo doesn't catch the first selection? That's the reason I have the code combo.SelectedIndex = -1 (when the app loads, combo is empty - selection -1 works).

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