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  • joomla SEF shows differrent links in Homepage than inner pages !!

    - by user200297
    I'm enabling Joomla SEF , and get the following results when I link to an article from a homepage (frontpage) article: anywebsite.com/component/content/article/26/141-Z1-Z2-Z3-Z4 but when linking from other articles I get the result I want which is : anywebsite.com/Categor/141-Z1-Z2-Z3-Z4 and the link is both equal which is : index.php?option=com_content&view=article&id=141:Z1-Z2-Z3-Z4&catid=26 any idea?! Edit: Does manually linking with this SEF link is a good idea , instead of waiting for joomla to convert it .. ? atleast as a last resort?

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  • Pipe less to emacs

    - by Steve
    When viewing piped output to Less, sometimes I'd like to be able to view it in Emacs in order to get syntax highlighting and use emacs commands for searching, marking, copying, etc. I see that Less has a v command that can be used to open the currently viewed file in $EDITOR. Unfortunately this doesn't work when viewing piped input. Also, I don't know how to get Emacs to display stdin as a read-only document. So, is it possible to set up Less with something like v but that pumps the current buffer into Emacs as a read-only file? Thanks.

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

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

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  • SetSel on EN_SETFOCUS or WM_SETFOCUS doesn't work

    - by Coder
    I've ran into next mystic thing in Winapi/MFC, I have an edit box, contents of which I have to select on Tab, Lclick, Rclick, Mclick and so on. The sort of obvious path is to handle the SETFOCUS message and call SetSel(0, -1), which should select all text. But it doesn't work! What's wrong? I tried googling, everyone seems to override Lclilks or handle SetSel in parent windows, but this is wrong from encapsulation point of view, also multiple clicks (user wants to insert something in the middle of the text) will break, and so on. Why isn't my approach working, I tried like 10 different ways, tried to trap all possible focus messages, looked up info on MSDN, but nothing works as expected. Also, I need to recreate the carret on focus, which also doesn't seem to work. SETFOCUS message gets trapped alright. If I add __asm int 3, it breaks every time. It's the create carret and setsel that gets swallowed it seems.

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  • Storing ASP.Net MVC Views in the Database

    - by Adam Albrecht
    For an ASP.Net MVC application, I'm interested in storing some views and/or partial views in the database so that a few semi-technical users can do some basic view logic. Does anyone have any tips or lessons from experience on doing this? I know Phil Haack wrote a blog post on this about a year ago. He used IronRuby for scripting his views, (which would be fine for me). He created a quick proof-of-concept, but I can't find any other information on the topic. Any ideas, thoughts, tips, etc would be appreciated. Thanks!

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  • Why does UIImageView "darken"/saturate PNG images, and can I stop it?

    - by Ben
    I have a PNG file in a UIImageView, and next to that I have an EAGLView which displays the continuation of that same image (long story) as a texture, carved from the same original PNG. The point is, that these images, which should match up flawlessly, actually have somewhat differing color saturation. Normally I'd blame my handling of the PNG texture load in GL, but when I hold Preview (with the PNG) up to the iPhone simulator, it's GL that's spot on, and the UIImageView that's wrong! It's taken the image and made it ever-so-slightly more saturated. The image view is opaque with 100% alpha. I verified this on a clean UIImageView with another PNG file when put next to Preview. Anyone know what's up?

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  • How to implement Android Pull-to-Refresh

    - by yuku
    In Android applications such as Twitter (official app), when you encounter a ListView, you can pull it down (and it will bounce back when released) to refresh the content. I wonder what is the best way, in your opinion, to implement that? Some possibilities I could think of: An item on top of the ListView - however I don't think scrolling back to item position 1 (0-based) with animation on the ListView is an easy task. Another view outside the ListView - but I need to take care of moving the ListView position down when it is pulled, and I'm not sure if we can detect if the drag-touches to the ListView still really scroll the items on the ListView. Any recommendations?

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  • Drupal join on taxonomy terms

    - by ciscoheat
    I have a Drupal setup like this: Content type: Apartments Vocabulary: Areas, that can be used with Apartments. Content type: User profile, with a Content Taxonomy Field for Areas so users can select what areas they are interested in. I would like a view that shows all the user profiles that matches the apartments in their area. A "User profile <- Areas <- Apartments" join in other words. I've been mucking around with the views interface for a while but it's not clear to me how the relations can be setup to achieve this. Can someone give me a hint? In case this cannot be easily solved with views, what is a good way of doing it otherwise? Thanks for your help.

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  • Diagonal Wedge Shaped CSS - Edge to Edge Centered in Browser

    - by Varazi
    I have been trying to make this shape in CSS. Ideally it will span the entire length of the browser window and probably extend outside the field of view to support larger screens and also be centered so that the angle does not change. Anyone have any solutions? Also I think I might run into a problem of the angle aliasing harshly. I might need to resort to using an image. Would like to use CSS though. ** Image Spelling Error. (Indefinitely not Inevitably)

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  • Button color in Navigation bar - iPhone

    - by Mladen
    Hi guys, How to set this yellow button to be gray tinted one. I have tried adding image, but no luck Here is the screenshot: Here is my current code: (id)initWithStyle:(UITableViewStyle)style { if (self = [super initWithStyle:style]) { UIBarButtonItem *addButton = [[UIBarButtonItem alloc] initWithTitle:NSLocalizedString(@"Settings", @"") style:UIBarButtonItemStyleDone target:self action:@selector(GoToSettings)]; [addButton setImage:[[UIImage imageNamed:@"bg_table.png"] retain]]; self.navigationItem.rightBarButtonItem = addButton; self.navigationItem.hidesBackButton = TRUE; self.view.backgroundColor = [UIColor blackColor]; } return self; }

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  • concurrency in Java

    - by p1
    1]What is Non-blocking Concurrency and how is it different. 2] I have heard that this is available in Java. Are there any particular scenarios we should use this feature 3] Is there a difference/advantage of using one of these methods for a collection. What are the trade offs class List { private final ArrayList<String> list = new ArrayList<String>(); void add(String newValue) { synchronized (list) { list.add(newValue); } } } OR private final ArrayList<String> list = Collections.synchronizedMap(); The questions are more from a learning/understanding point of view. Thanks for attention.

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  • Displaying UserControls based on the type a TreeView selection is bound to

    - by Ray Wenderlich
    I am making an app in WPF in a style similar to Windows Explorer, with a TreeView on the left and a pane on the right. I want the contents of the right pane to change depending on the type of the selected element in the TreeView. For example, say the top level in the Tree View contains objects of class "A", and if you expand the "A" object you'll see a list of "B" objects as children of the "A" object. If the "A" object is selected, I want the right pane to show a user control for "A", and if "B" is selected I want the right pane to show a user control for "B". I've currently got this working by: setting up the TreeView with one HierarchialDataTemplate per type adding all the UserControls to the right pane, but collapsed implementing SelectedItemChanged on the TreeView, and setting the appropriate usercontrol to visible and the others to collapsed. However, I'm sure there's a better/more elegant way to switch out the views based on the type the selection is bound to, perhaps by making more use of data binding... any ideas?

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  • ASP.NET MVC- Bizarre problem - suddennly lost all LINQTO SQL data context objects

    - by MikeD
    I was making an edit to a long existing project. Specifically I added some fields to a table and had to delete the table from the LINQTOSQL designer and re-add it. doesn't Also had to do the same for a view. Mode some other code changes and went to build . Now my project won't build because it can't resolve any of the data context objects (all tables and views) in my code. I don't know what I did or how this happeened. I have many tables and views in the project's L2S data context so I don't wont to try and do over. Please any suggestions on how to resolve this problem are greatly appreciated. Desparate! The error messages I am getting are the familiar The type or namespace name 'equipment' could not be found (are you missing a using directive or an assembly reference?)

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  • Convert data retrieved from MySQL database into JSON object using Python/Django

    - by rohanbk
    I have a MySQL database called People which contains the following schema <id,name,foodchoice1,foodchoice2>. The database contains a list of people and the two choices of food they wish to have at a party (for example). I want to create some kind of Python web-service that will output a JSON object. An example of output should be like: { "guestlist": [ {"id":1,"name":"Bob","choice1":"chicken","choice2":"pasta"},{"id":2,"name":"Alice","choice1":"pasta","choice2":"chicken"} ], "partyname": "My awesome party", "day": "1", "month": "June", "2010": "null" } Basically every guest is stored into a dictionary 'guestlist' along with their choices of food. At the end of the JSON object is just some additional information that only needs to be mentioned once. The question that I have is regarding the method that I need to utilize to grab the data from my database, and create the JSON object. Do I need to use a standard Model/View structure of Django or can I get away with something that is much simpler since what I need to do is really simple?

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  • Downloading Eclipse's Source Code

    - by digiarnie
    I'm doing a study on large Java projects and would like to view the source code for Eclipse. I have gone to this url (http://wiki.eclipse.org/index.php/CVS_Howto) and figured that the most useful cvs repository for me to look at would be this one: :pserver:[email protected]:/cvsroot/eclipse (The Eclipse platform project) However, when looking at this repository, it has so many modules! Which modules should I be trying to check out? I don't necessarily want to build the IDE from source, however, I just want to get the core Eclipse code base to perform some analysis. Would I just check out any modules starting with "org.eclipse..."? Should I be checking out any of the others? Or is there an easier way to get the source? I read somewhere that you can get the source from the binary version of Eclipse but I am unsure where to find the source.

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  • How to add a Web Reference to a SSL web service?

    - by Matt W
    Hi, I have a web service in a C#/3.5 project which has been running fine. This is until I set the "SSL port" in IIS to 443 and set the "IIS - Directory Security - Secure Communications - Require secure channel (SSL)" option to true. Now, the web reference cannot be updated and I cannot add a new web reference to the web service in that site. When I try to view the service in a browse using just HTTP I get the "This page must be viewed over a secure channel" and when viewed with HTTPS on the front I get "This web page not available." Could someone tell me how to get a Web Reference added using Visual Studio to this secure web service, please? Thanks, Matt.

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  • android camera preview blank screen

    - by user1104836
    I want to capture a photo manually not by using existing camera apps. So i made this Activity: public class CameraActivity extends Activity { private Camera mCamera; private Preview mPreview; @Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.activity_camera); // Create an instance of Camera // mCamera = Camera.open(0); // Create our Preview view and set it as the content of our activity. mPreview = new Preview(this); mPreview.safeCameraOpen(0); FrameLayout preview = (FrameLayout) findViewById(R.id.camera_preview); preview.addView(mPreview); } @Override public boolean onCreateOptionsMenu(Menu menu) { // Inflate the menu; this adds items to the action bar if it is present. getMenuInflater().inflate(R.menu.activity_camera, menu); return true; } } This is the CameraPreview which i want to use: public class Preview extends ViewGroup implements SurfaceHolder.Callback { SurfaceView mSurfaceView; SurfaceHolder mHolder; //CAM INSTANCE ================================ private Camera mCamera; List<Size> mSupportedPreviewSizes; //============================================= /** * @param context */ public Preview(Context context) { super(context); mSurfaceView = new SurfaceView(context); addView(mSurfaceView); // Install a SurfaceHolder.Callback so we get notified when the // underlying surface is created and destroyed. mHolder = mSurfaceView.getHolder(); mHolder.addCallback(this); mHolder.setType(SurfaceHolder.SURFACE_TYPE_PUSH_BUFFERS); } /** * @param context * @param attrs */ public Preview(Context context, AttributeSet attrs) { super(context, attrs); // TODO Auto-generated constructor stub } /** * @param context * @param attrs * @param defStyle */ public Preview(Context context, AttributeSet attrs, int defStyle) { super(context, attrs, defStyle); // TODO Auto-generated constructor stub } /* (non-Javadoc) * @see android.view.ViewGroup#onLayout(boolean, int, int, int, int) */ @Override protected void onLayout(boolean arg0, int arg1, int arg2, int arg3, int arg4) { // TODO Auto-generated method stub } @Override public void surfaceChanged(SurfaceHolder holder, int format, int width, int height) { // Now that the size is known, set up the camera parameters and begin // the preview. Camera.Parameters parameters = mCamera.getParameters(); parameters.setPreviewSize(width, height); requestLayout(); mCamera.setParameters(parameters); /* Important: Call startPreview() to start updating the preview surface. Preview must be started before you can take a picture. */ mCamera.startPreview(); } @Override public void surfaceCreated(SurfaceHolder holder) { // TODO Auto-generated method stub } @Override public void surfaceDestroyed(SurfaceHolder holder) { // Surface will be destroyed when we return, so stop the preview. if (mCamera != null) { /* Call stopPreview() to stop updating the preview surface. */ mCamera.stopPreview(); } } /** * When this function returns, mCamera will be null. */ private void stopPreviewAndFreeCamera() { if (mCamera != null) { /* Call stopPreview() to stop updating the preview surface. */ mCamera.stopPreview(); /* Important: Call release() to release the camera for use by other applications. Applications should release the camera immediately in onPause() (and re-open() it in onResume()). */ mCamera.release(); mCamera = null; } } public void setCamera(Camera camera) { if (mCamera == camera) { return; } stopPreviewAndFreeCamera(); mCamera = camera; if (mCamera != null) { List<Size> localSizes = mCamera.getParameters().getSupportedPreviewSizes(); mSupportedPreviewSizes = localSizes; requestLayout(); try { mCamera.setPreviewDisplay(mHolder); } catch (IOException e) { e.printStackTrace(); } /* Important: Call startPreview() to start updating the preview surface. Preview must be started before you can take a picture. */ mCamera.startPreview(); } } public boolean safeCameraOpen(int id) { boolean qOpened = false; try { releaseCameraAndPreview(); mCamera = Camera.open(id); mCamera.startPreview(); qOpened = (mCamera != null); } catch (Exception e) { // Log.e(R.string.app_name, "failed to open Camera"); e.printStackTrace(); } return qOpened; } Camera.PictureCallback mPicCallback = new Camera.PictureCallback() { @Override public void onPictureTaken(byte[] data, Camera camera) { // TODO Auto-generated method stub Log.d("lala", "pic is taken"); } }; public void takePic() { mCamera.startPreview(); // mCamera.takePicture(null, mPicCallback, mPicCallback); } private void releaseCameraAndPreview() { this.setCamera(null); if (mCamera != null) { mCamera.release(); mCamera = null; } } } This is the Layout of CameraActivity: <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" xmlns:tools="http://schemas.android.com/tools" android:layout_width="match_parent" android:layout_height="match_parent" tools:context=".CameraActivity" > <FrameLayout android:id="@+id/camera_preview" android:layout_width="0dip" android:layout_height="fill_parent" android:layout_weight="1" /> <Button android:id="@+id/button_capture" android:text="Capture" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_gravity="center" /> </LinearLayout> But when i start the CameraActivity, i just see a blank white background and the Capture-Button??? Why i dont see the Camera-Screen?

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  • UIScrollView in a TabBar controlled navigation - IPhone

    - by user362722
    I have a TabBarControlled view navigation and i want to display a UIScrollView in one of the Tabs, but whenever i click on this tab the error-code: ...this class is not key value coding-compliant for the key... appears. My code: Code: #import <UIKit/UIKit.h> @interface BillViewController : UIViewController <UIScrollViewDelegate> { IBOutlet UIScrollView *olta; } @property (nonatomic,retain) IBOutlet UIScrollView *olta; @end My code has a IBOutlet UIScrollView and it is connected to the IB. My class also implements the desired protocol and the delegate is connected to the BillViewController-class. thanks

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  • Linux - Create ftp account with read/write access to only 1 folder

    - by Gublooo
    Hey guys.... I have never worked on linux and dont plan on working on it either - The only command I probably know is "ls" :) I am hosting my website on Eapps and use their cpanel to setup everything so never worked with linux. Now I have this one time case - where I need to provide access to a contractor to fix the CSS issues on my website. He basically needs FTP (read/write) access to certain folders. At a high level - this is my code structure /home/webadmin/example.com/html/images /css /js /login.php /facebook.php /home/webadmin/example.com/application/library /views /models /controllers /config /bootstrap.php /home/webadmin/example.com/cgi-bin I want the new user to be able to have access to only these folders /home/webadmin/example.com/html/js /home/webadmin/example.com/html/css /home/webadmin/example.com/application/views He should not be able to view even the content of other folders including files like bootstrap.php or login.php etc If any sys admins can help me set this account up - will really appreciate it. Thanks

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  • CodePlex Daily Summary for Thursday, March 10, 2011

    CodePlex Daily Summary for Thursday, March 10, 2011Popular ReleasesTweetSharp: TweetSharp v2.0.0: Documentation for this release may be found at http://tweetsharp.codeplex.com/wikipage?title=UserGuide&referringTitle=Documentation. Beta ChangesAdded user streams support Serialization is not attempted for Twitter 5xx errors Fixes based on feedback Third Party Library VersionsHammock v1.2.0: http://hammock.codeplex.com Json.NET 4.0 Release 1: http://json.codeplex.comSharePoint Field Groups To Users: GroupsToUsers Release 1.0: SharePoint "Groups to Users" is a custom field that displays two separate drop-down lists. The first drop-down populates with all SharePoint Groups from the current web. By selecting a particular group the second drop-down list gets populated with all Users within the selected SharePoint group.DirectQ: Release 1.8.7 (RC2): More fixes and improvements. Note for multiplayer - you may need to set r_waterwarp to 0 or 2 before connecting to a server, otherwise you will get a "Mod_PointInLeaf: bad model" error and not be able to connect. You can set it back to 1 after you connect, of course. This only came to light after releasing, and will be fixed in the next one.Microsoft All-In-One Code Framework: Visual Studio 2008 Code Samples 2011-03-09: Code samples for Visual Studio 2008Office Web.UI: Version 2.4: After having lost all modifications done for 2.3. I finally did it again... Have a look at http://www.officewebui.com/change-log Also, the documentation continues to grow... http://www.officewebui.com/category/kb ThanksmyCollections: Version 1.3: New in version 1.3 : Added Editor management for Books Added Amazon API for Books Us, Fr, De Added Amazon Us, Fr, De for Movies Added The MovieDB for Fr and De Added Author for Books Added Editor and Platform for Games Added Amazon Us, De for Games Added Studio for XXX Added Background for XXX Bug fixing with Softonic API Bug fixing with IMDB UI improvement Removed GraceNote Added Amazon Us,Fr, De for Series Added TVDB Fr and De for Series Added Tracks for Musi...Facebook Graph Toolkit: Facebook Graph Toolkit 1.1: Version 1.1 (8 Mar 2011)new Dialog class for redirecting users to Facebook dialogs new Async publishing methods new Check for Extended Permissions option fixed bug: inappropiate condition of redirecting to login in Api class fixed bug: IframeRedirect method not workingpatterns & practices : Composite Services: Composite Services Guidance - CTP2: This is the second CTP of the p&p Composite Service Guidance.Python Tools for Visual Studio: 1.0 Beta 1: Beta 1You can't install IronPython Tools for Visual Studio side-by-side with Python Tools for Visual Studio. A race condition sometimes causes local MPI debugging to miss breakpoints. When MPI jobs on a cluster fail they don’t get cleaned up correctly, which can cause debugging to stall because the associated MPI job is stuck in the queue. The "Threads" view has a race condition which can cause it not to display properly at times. VS2010 shortcuts that are pinned to the taskbar are so...DotNetAge -a lightweight Mvc jQuery CMS: DotNetAge 2: What is new in DotNetAge 2.0 ? Completely update DJME to DJME2, enhance user experience ,more beautiful and more interactively visit DJME project home to lean more about DJME http://www.dotnetage.com/sites/home/djme.html A new widget engine has came! Faster and easiler. Runtime performance enhanced. SEO enhanced. UI Designer enhanced. A new web resources explorer. Page manager enhanced. BlogML supports added that allows you import/export your blog data to/from dotnetage publishi...Kooboo CMS: Kooboo CMS 3.0 Beta: Files in this downloadkooboo_CMS.zip: The kooboo application files Content_DBProvider.zip: Additional content database implementation of MSSQL,SQLCE, RavenDB and MongoDB. Default is XML based database. To use them, copy the related dlls into web root bin folder and remove old content provider dlls. Content provider has the name like "Kooboo.CMS.Content.Persistence.SQLServer.dll" View_Engines.zip: Supports of Razor, webform and NVelocity view engine. Copy the dlls into web root bin folder t...ASP.NET MVC Project Awesome, jQuery Ajax helpers (controls): 1.7.2: A rich set of helpers (controls) that you can use to build highly responsive and interactive Ajax-enabled Web applications. These helpers include Autocomplete, AjaxDropdown, Lookup, Confirm Dialog, Popup Form, Popup and Pager added fullscreen for the popup and popupformIronPython: 2.7 Release Candidate 2: On behalf of the IronPython team, I am pleased to announce IronPython 2.7 Release Candidate 2. The releases contains a few minor bug fixes, including a working webbrowser module. Please see the release notes for 61395 for what was fixed in previous releases.LINQ to Twitter: LINQ to Twitter Beta v2.0.20: Mono 2.8, Silverlight, OAuth, 100% Twitter API coverage, streaming, extensibility via Raw Queries, and added documentation.Minemapper: Minemapper v0.1.6: Once again supports biomes, thanks to an updated Minecraft Biome Extractor, which added support for the new Minecraft beta v1.3 map format. Updated mcmap to support new biome format.Sandcastle Help File Builder: SHFB v1.9.3.0 Release: This release supports the Sandcastle June 2010 Release (v2.6.10621.1). It includes full support for generating, installing, and removing MS Help Viewer files. This new release is compiled under .NET 4.0, supports Visual Studio 2010 solutions and projects as documentation sources, and adds support for projects targeting the Silverlight Framework. This release uses the Sandcastle Guided Installation package used by Sandcastle Styles. Download and extract to a folder and then run SandcastleI...AutoLoL: AutoLoL v1.6.4: It is now possible to run the clicker anyway when it can't detect the Masteries Window Fixed a critical bug in the open file dialog Removed the resize button Some UI changes 3D camera movement is now more intuitive (Trackball rotation) When an error occurs on the clicker it will attempt to focus AutoLoLYAF.NET (aka Yet Another Forum.NET): v1.9.5.5 RTW: YAF v1.9.5.5 RTM (Date: 3/4/2011 Rev: 4742) Official Discussion Thread here: http://forum.yetanotherforum.net/yaf_postsm47149_v1-9-5-5-RTW--Date-3-4-2011-Rev-4742.aspx Changes in v1.9.5.5 Rev. #4661 - Added "Copy" function to forum administration -- Now instead of having to manually re-enter all the access masks, etc, you can just duplicate an existing forum and modify after the fact. Rev. #4642 - New Setting to Enable/Disable Last Unread posts links Rev. #4641 - Added Arabic Language t...Snippet Designer: Snippet Designer 1.3.1: Snippet Designer 1.3.1 for Visual Studio 2010This is a bug fix release. Change logFixed bug where Snippet Designer would fail if you had the most recent Productivity Power Tools installed Fixed bug where "Export as Snippet" was failing in non-english locales Fixed bug where opening a new .snippet file would fail in non-english localesChiave File Encryption: Chiave 1.0: Final Relase for Chave 1.0 Stable: Application for file encryption and decryption using 512 Bit rijndael encyrption algorithm with simple to use UI. Its written in C# and compiled in .Net version 3.5. It incorporates features of Windows 7 like Jumplists, Taskbar progress and Aero Glass. Now with added support to Windows XP! Change Log from 0.9.2 to 1.0: ==================== Added: > Added Icon Overlay for Windows 7 Taskbar Icon. >Added Thumbnail Toolbar buttons to make the navigation easier...New ProjectsAll2Iso: Convert any disk image format to ISO. Actually it can only convert from BIN. Any help is appreciated.Asset Management by Joko for GENCPROS: This is my initial test project using codeplex storageAxvius: Axvius' core C# API library. Includes, Now, a class for overriding the system clock; especially useful for unit tests.Collision Avoidance Simulator: The vertex buff er, in conjunction with the spatial con guration of human models, a particle system and a reduced set of rules are processed in order to obtain a dynamic knowledge base for collision avoidance calculations. Developed in C++.Configuring role link in Biztalk 2009: Configuring role link in Biztalk 2009CrazySnake: Crazy Snake é o famoso jogo da cobra, esse em sua versão tanto para windows, quanto para windows phone 7dIRca WP7 IRC Client: IRC client with possible SL/WPF ports. Utilizes native tcp sockets until the communication layer from MS solidifies. Basically put, this project would not exist without the work of some wp7 hackers. Pip pip old boys.DoanVienProject: Ðây là porject qu?n lý doàn viênDynamics AX Build Scripts: Sharing build scripts for Dynamics AX integration with source control, focused on Team Foundation Server (TFS)EPiServer CMS ElencySolutions.MultipleProperty: The MultipleProperty classes are for use in EPiServer CMS 6 and provide an easy way for developers to build complex custom properties that comprise of other EPiServer custom properties. Feriados Móveis Brasil: This project aim to calculate the holidays in Brazil who is based on catholic dates. The main holiday is the Easter Sunday and the other holidays are calculated based on that date. Cálculo de feriados móveis para o Brasil baseados nas datas festivas católicas.flyskynet: myselft projectGriffTom: GriffTomImage Resizer (????????): ??????????????????,????????????????。?????jpg??。 ??????,????????????。iPray: Islamic Prayer Software.Japanese Learners & Enthusiasts Kanji Project: Help create games, puzzles, and exercises to assist learners of Japanese to master Kanji comprehension. Games/etc. will be written in C#, jQuery and/or Silverlight for ASP.NET MVC 3 Razor. Initial goal is for a user of the site to master grade level 1 Kanji (first 80 Kanji).MailChimp Amazon Simple Email Service .NET Wrapper: A .NET 4 wrapper for MailChimp's Amazon Simple Email Service. It's developed in C# using Hammock.NGuice: .NET????Guice???????????。???.NET?????????,?Guice?.NET??????????。???????:http://code.google.com/p/google-guice/Rubrica Persone: Libreria che contiene gli oggetti e le form per la gestione di una rubrica di persone, facilmente integrabile in altre applicazioni.SCCM Client Center Integration Pack for Opalis: "SCCM Client Center Integration Pack for Opalis" is an System Center Opalis Integration Pack to manage and orchestrate System Center Configuration Manager (SCCM) 2007 Agents from Opalis workflows.Sugar-free programming: I like to think about breadth or depth developer, or Mort, Elvis, or Einstein developer stereotypes, as roles we could play accordingly to the task at hand…see more: http://blogs.msdn.com/b/marcod/archive/2011/03/01/sugarfreecs1.aspxTest Project 1: This is test project siteTestZoner: TestZoneTextBookReader: ???????????????????????,??????????,??????! ??.net 2.0uSiteBuilder: uSiteBuilder is a framework made for .NET developers to simplify, speedup and take Umbraco development to next level. Aim of this framework is to reduce developer interaction with Umbraco back-end (browser based development), to create Umbraco websites in a more .NET way...VinculacionMicrosoft: Vinculacion Microsoft is a project for distributing Dreamsparks and Faculty Connection codes to students and professors. It is developed in ASP .Net and designed for Universities in Mexico interested in the different benefits that Microsoft has for them. Vio: Vio is an application for Sharetronix Based websites. Allowing users to connect to their community via their Windows Desktop.whatsnew.exe a command line utility to find new files: whatsnew.exe is a command line utility that lists the files created (new files) in a given number of days. whatsnew.exe 's syntax is very simple: whatsnew path numberofdays Also whatsnew supports other options like HTML or XML output, hyperlinked outputs and more.

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  • HTTP Content-type header for cached files

    - by Brian
    Hello, Using Apache with mod_rewrite, when I load a .css or .js file and view the HTTP headers, the Content-type is only set correctly the first time I load it - subsequent refreshes are missing Content-type altogether and it's creating some problems for me. I can get around this by appending a random query string value to the end of each filename, eg. http://www.site.com/script.js?12345 However, I don't want to have to do that, since caching is good and all I want is for the Content-type to be present. I've tried using a RewriteRule to force the type but still didn't solve the problem. Any ideas? Thanks, Brian

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  • Monotouch Example for QuickLook PDF

    - by nbonwit
    I am looking for a bare-bones pdf viewer example using the QuickLook Monotouch API. I have searched and have found bits and pieces but just can't seem to get it all integrated. I will be reading the pdf from a file pre-saved to the Personal folder on the iPad and would like to show the pdf as a modal view. If someone could post a bare-bones example, that would be much appreciated. What I have so far is below. Thanks! path = Environment.GetFolderPath(Environment.SpecialFolder.Personal); pdfPath = System.IO.Path.Combine(path, "pdfReport.pdf"); QLPreviewController myPdfController = new QLPreviewController(); MyPdf pdfToShow = new MyPdf("", new Uri("")); // Not sure about this line myPdfController.DataSource = pdfPath; // Not sure what this line should be PresentModalViewController(myPdfController, true);

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  • remove ViewController from memory

    - by user262325
    hello everyone I hope to load an ViewController and do something then unload it from memory. if (self.vViewController5.view.superview==nil) { ViewController5 *blueController = [[ViewController5 alloc] initWithNibName:@"View5" bundle:nil]; self.vViewController5 = blueController; [self.vViewController5 setDelegate:self]; [blueController release]; } [self presentModalViewController:vViewController5 animated:YES]; later, call [self dismissModalViewControllerAnimated:YES]; but I found that dismissModalViewControllerAnimated does not trigger the event viewDidUnload of Viewcontroller5. I try function release but it caused program collapse. I also try removeFromSuperView but it does not trigger the event ViewDidUnload neither. Welcome any comment Thanks interdev

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  • what is order notation f(n)=O(g(n))?

    - by Lopa
    2 questions: question 1: under what circumstances would this[O(f(n))=O(k.f(n))] be the most appropriate form of time-complexity analysis? question 2: working from mathematical definition of O notation, show that O(f(n))=O(k.f(n)), for positive constant k.? My view: For the first one I think it is average case and worst case form of time-complexity. am i right? and what else do i write in that? for the second one I think we need to define the function mathematically, so is the answer something like because the multiplication by a constant just corresponds to a readjustment of value of the arbitrary constant 'k' in definition of O.

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  • Firewall will not play ball

    - by Jason94
    I'm running SQL Server 2008 Express on a windows 2012... or at least I'm trying to :) My problem is that I have opened the ports I thought I needed but still I cant manage to connect to the database from Visual Studio. As proof I have a screenshot of my firewall settings: Everything works fine if I turn the firewall off, but who wants that while connected to the internet? So I wonder what the heck is wrong? Is that some arbitrary ports that gets blocked? Is that a feature on the server (maybe its the same for 2008?) Large image: http://bildr.no/view/1280743

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