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  • Including some static html files?

    - by user246114
    Hi, Where can we place static html files in our war file? For example, a default project has this: war/projectname.html I'd like to just make a few static folders with static pages that are like: war/projectname.html war/signup/index.html war/about/index.html so that my users can just hit those static pages like: www.myproject.com/signup www.myproject.com/about where would I put folders like that in our project tree? I tried putting them under war/, just beside projectname.html (like above), but they don't seem to be available there, I just get a 404 error, Thanks

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  • Android @Override usage

    - by BahaiResearch.com
    (Newbie to Java, old time C# guy.) I have noticed a lot of the use of @Override in Android example code. I thought that all Java methods were by default "Virutal"? What then does @Override do? Example: private class HelloWebViewClient extends WebViewClient { @Override public boolean shouldOverrideUrlLoading(WebView view, String url) { view.loadUrl(url); return true; } }

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  • how to do reverse fulltext search in MySQL?

    - by Shore
    By default it's like this: select * from main_table where match(col1,col2) against('search_item'); but what I want to fetch is the reverse, say,I've restored all the search_item(1000 records,for example), and I want to see which of them matches a specified row in main_table. Is that doable?

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  • Codeignitor Manual Database Connection

    - by Ajith
    I am doing php in codeignitor framework.Always codeignitor support default persistent connections.I dont want to use that connection.I need to connect manually.Is it possible in codeignitor?If anybody know please help me to go forward.I need little bit explanation also please.

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  • Touchpad access in Linux

    - by Mike Hordecki
    Hi! The problem is: How to access x,y,z coordinates of my touchpad? Now that SHMConfig is disabled by default, I've found out that, in order to do it, I need to access a file from /dev/input/. Those files are, sadly, readable by root only. Is there any way to access the touchpad while in user-mode?

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  • flash video dynamic width and height change in Action Script 3.0

    - by coderex
    hi I have a video player and the video file came from one xml file, The videos are in different dimension so how can i set the video dimension dynamically? _vid = new Video(); _vid.attachNetStream(_vidStream); How can i give the new dimension of the video, the default i get is http://livedocs.adobe.com/flash/9.0/ActionScriptLangRefV3/flash/media/Video.html Video(width:int = 320, height:int = 240) Creates a new Video instance. I need the height and width of the video, How

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  • Is there a way to visualize records stored in an iPhone app via Core Data?

    - by Justin Searls
    I have an app which, for good reasons, can only be debugged on a device. I'm using Core Data for the first time, and I'd like to be able to easily inspect the records that are stored by the app on the device. I imagine that Core Data is by default backed by SQLite on the iPhone, so this question might be as simple as asking: "What's the easiest way to extract the SQLite database for an app installed by Xcode without jailbreaking it?" Any experience someone could lend regarding this would be greatly appreciated.

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  • Padding for a Spinner in a Style

    - by jax
    How to you add a default padding for Spinners using a style, I tried the following: <style name="Spinner" parent="@android:style/Widget.Spinner"> <item name="android:background">@drawable/spinner</item> <item name="android:padding">20dp</item> </style> the background works but there is still no padding around the control.

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  • Create a class that inherets DrawableGameComponent in XNA as a CLASS with custom functions

    - by user3675013
    using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Media; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; namespace TileEngine { class Renderer : DrawableGameComponent { public Renderer(Game game) : base(game) { } SpriteBatch spriteBatch ; protected override void LoadContent() { base.LoadContent(); } public override void Draw(GameTime gameTime) { base.Draw(gameTime); } public override void Update(GameTime gameTime) { base.Update(gameTime); } public override void Initialize() { base.Initialize(); } public RenderTarget2D new_texture(int width, int height) { Texture2D TEX = new Texture2D(GraphicsDevice, width, height); //create the texture to render to RenderTarget2D Mine = new RenderTarget2D(GraphicsDevice, width, height); GraphicsDevice.SetRenderTarget(Mine); //set the render device to the reference provided //maybe base.draw can be used with spritebatch. Idk. We'll see if the order of operation //works out. Wish I could call base.draw here. return Mine; //I'm hoping that this returns the same instance and not a copy. } public void draw_texture(int width, int height, RenderTarget2D Mine) { GraphicsDevice.SetRenderTarget(null); //Set the renderer to render to the backbuffer again Rectangle drawrect = new Rectangle(0, 0, width, height); //Set the rendering size to what we want spriteBatch.Begin(); //This uses spritebatch to draw the texture directly to the screen spriteBatch.Draw(Mine, drawrect, Color.White); //This uses the color white spriteBatch.End(); //ends the spritebatch //Call base.draw after this since it doesn't seem to recognize inside the function //maybe base.draw can be used with spritebatch. Idk. We'll see if the order of operation //works out. Wish I could call base.draw here. } } } I solved a previous issue where I wasn't allowed to access GraphicsDevice outside the main Default 'main' class Ie "Game" or "Game1" etc. Now I have a new issue. FYi no one told me that it would be possible to use GraphicsDevice References to cause it to not be null by using the drawable class. (hopefully after this last bug is solved it doesn't still return null) Anyways at present the problem is that I can't seem to get it to initialize as an instance in my main program. Ie Renderer tileClipping; and I'm unable to use it such as it is to be noted i haven't even gotten to testing these two steps below but before it compiled but when those functions of this class were called it complained that it can't render to a null device. Which meant that the device wasn't being initialized. I had no idea why. It took me hours to google this. I finally figured out the words I needed.. which were "do my rendering in XNA in a seperate class" now I haven't used the addcomponent function because I don't want it to only run these functions automatically and I want to be able to call the custom ones. In a nutshell what I want is: *access to rendering targets and graphics device OUTSIDE default class *passing of Rendertarget2D (which contain textures and textures should automatically be passed with a rendering target? ) *the device should be passed to this function as well OR the device should be passed to this function as a byproduct of passing the rendertarget (which is automatically associated with the render device it was given originally) *I'm assuming I'm dealing with abstracted pointers here so when I pass a class object or instance, I should be recieving the SAME object , I referenced, and not a copy that has only the lifespan of the function running. *the purpose for all these options: I want to initialize new 2d textures on the fly to customize tileclipping and even the X , y Offsets of where a WHOLE texture will be rendered, and the X and Y offsets of where tiles will be rendered ON that surface. This is why. And I'll be doing region based lighting effects per tile or even per 8X8 pixel spaces.. we'll see I'll also be doing sprite rotations on the whole texture then copying it again to a circular masked texture, and then doing a second copy for only solid tiles for masked rotated collisions on sprites. I'll be checking the masked pixels for my collision, and using raycasting possibly to check for collisions on those areas. The sprite will stay in the center, when this rotation happens. Here is a detailed diagram: http://i.stack.imgur.com/INf9K.gif I'll be using texture2D for steps 4-6 I suppose for steps 1 as well. Now ontop of that, the clipping size (IE the sqaure rendered) will be able to be shrunk or increased, on a per frame basis Therefore I can't use the same static size for my main texture2d and I can't use just the backbuffer Or we get the annoying flicker. Also I will have multiple instances of the renderer class so that I can freely pass textures around as if they are playing cards (in a sense) layering them ontop of eachother, cropping them how i want and such. and then using spritebatch to simply draw them at the locations I want. Hopefully this makes sense, and yes I will be planning on using alpha blending but only after all tiles have been drawn.. The masked collision is important and Yes I am avoiding using math on the tile rendering and instead resorting to image manipulation in video memory which is WHY I need this to work the way I'm intending it to work and not in the default way that XNA seems to handle graphics. Thanks to anyone willing to help. I hate the code form offered, because then I have to rely on static presence of an update function. What if I want to kill that update function or that object, but have it in memory, but just have it temporarily inactive? I'm making the assumption here the update function of one of these gamecomponents is automatic ? Anyways this is as detailed as I can make this post hopefully someone can help me solve the issue. Instead of tell me "derrr don't do it this wayyy" which is what a few people told me (but they don't understand the actual goal I have in mind) I'm trying to create basically a library where I can copy images freely no matter the size, i just have to specify the size in the function then as long as a reference to that object exists it should be kept alive? right? :/ anyways.. Anything else? I Don't know. I understand object oriented coding but I don't understand this XNA It's beggining to feel impossible to do anything custom in it without putting ALL my rendering code into the draw function of the main class tileClipping.new_texture(GraphicsDevice, width, height) tileClipping.Draw_texture(...)

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  • how to customize list view item spaces between them?

    - by Praween k
    Hi, I want to customize list view item spaces between different items. We generally display list item with default space between them to get viewed in list.I want to customize the space difference between them so that more data can be displayed in the list within the display part at a time. Please provide me some solution . Thanks in adv. Praween

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  • Limitations in running Ruby on windows7

    - by orkutscraps
    n the installation documentation to RoR it mentions that there are many limitations to running Ruby on Rails on Windows7, and in some cases, whole libraries do not work. How bad are these limitations, should I always default to Linux to code / run RoR, and is Iron Ruby expected to fix these limitations or are they core to the OS itself?

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  • Asp.net mvc route map problem

    - by coure06
    I have created a new control VidController public class VidController : Controller { public ActionResult GetVids() { return View(); } } Right clicked inside the method and created View with default name GetVids. Now when i try to open ~/VidController/GetVids there is no page opening... What i have to set in Global file?

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  • Mysql select most frequent and sort alphabetically

    - by user2605793
    I am trying to select the most common 100 names from a table then display the list showing the names and count. I want the user to be able to re-sort the list alphabetically rather than based on count. I thought the following code would do it. It works for the default sort by count but fails on the sort alphabetically. The line "$count = mysql_num_rows($table);" gives an error: mysql_num_rows() expects parameter 1 to be resource, boolean given. Any help would be greatly appreciated. // Get most popular surnames echo '<h2>Most Common Surnames</h2>'; if ($sort == "") { // default sort by count echo '<a href="http://mysite/names.php?id='.$id.'&sort=name">Sort by name</a><br>'; $query = "SELECT family_name, COUNT(*) as count FROM namefile WHERE record_key = $id GROUP BY family_name ORDER BY count DESC LIMIT 100"; } else { // sort alphabetically echo '<a href="http://mysite/names.php?id='.$id.'">Sort by count</a><br>'; $query = "SELECT * FROM ( SELECT family_name, COUNT(*) as count FROM namefile WHERE record_key = $id GROUP BY family_name ORDER BY count DESC LIMIT 100) AS alpha ORDER BY family_name"; } $table = mysql_query($query); $count = mysql_num_rows($table); $tot = 0; $i = 0; echo '<table><tr>'; while ($tot < $count2) { $rec2 = mysql_fetch_array($table2); echo '<td>'.$rec2[0].'</td><td>'.$rec2[1].'</td><td width="40">&nbsp;</td><td>'; if ($i++ == 6) { echo '</tr><tr>'; $i = 0; } $tot++; } echo '</tr></table><br>'; UPDATE: I needed to add "AS alpha" to give the outer select a unique name. (alpha is just a random name I made up.) It now works perfectly. Code updated for the benefit of any others who need something similar.

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  • Listing the content of a tar file or a directory only down to some level

    - by Tim
    I wonder how to list the content of a tar file only down to some level? I understand tar tvf mytar.tar will list all files, but sometimes I would like to only see directories down to some level. Similarly, for the command ls, how do I control the level of subdirectories that will be displayed? By default, it will only show the direct subdirectories, but not go further.

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