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  • Namespace not found in MVC 3 Razor view

    - by PlTaylor
    I am adding a PagedList to my view and loosely following this Tutorial. I have installed the PagedList reference using Nuget, set up my controller as follows public ViewResult Index(int page = 1) { List<Part> model = this.db.Parts.ToList(); const int pageSize = 20; return View(model.ToPagedList(page, pageSize)); } And written my view with the following model at the top @model PagedList.IPagedList<RIS.Models.Part> When I run the page I get the following error Compiler Error Message: CS0246: The type or namespace name 'PagedList' could not be found (are you missing a using directive or an assembly reference?) Source Error: Line 27: Line 28: Line 29: public class _Page_Areas_Parts_Views_Part_Index_cshtml : System.Web.Mvc.WebViewPage<PagedList.IPagedList<RIS.Models.Part>> { The PagedList dll is being properly loaded in my controller because when I take it out of my view everything works as expected. The CopyLocal property is set to 'True' and I have tried including the namespace in the Views\Web.Config in my specific Area. What else can I do to make the View see the Namespace?

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  • Visual Studio: Add Item / Add as link rather than just Add

    - by Pete d'Oronzio
    I'm new to visual studio, coming from Delphi. I have a directory tree full of .cs files (root is \Common). I also have a directory tree full of Applications (root is \Applications) Finally, I've got a tree full of Assemblies (root is \Assemblies) I'd like to keep my .cs files in the Common tree and all the environment voodoo (solutions, projects, settings, metadata, debug data, bin, etc.) in the Assmblies tree. So, for a simple example, I've got an assembly called PdMagic.Common.Math.dll. The Solution and project is located in \Assemblies\Common\Math. All of its source (.cs) files are in \Common\Math. (matrix.cs, trig.cs, mathtypes.cs, mathfuncs.cs, stats.cs, etc.) When I use Add Existing Item to add matrix.cs to my project, a copy of it is added to the \Assemblies\Common\Math folder. I just want to reference it. I don't want multiple copies laying around. I've tried Add Existing Item, and used the drop down to "Add link" rather than just "Add", and that seems to do what I want. Question: What is the "best practice" for this sort of thing? Do most people just put those .cs files all in the same folder as the project? Why isn't "Add link" the default? Thanks!

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  • Making TeamCity integrate the Subversion build number into the assembly version.

    - by Lasse V. Karlsen
    I want to adjust the output from my TeamCity build configuration of my class library so that the produced dll files have the following version number: 3.5.0.x, where x is the subversion revision number that TeamCity has picked up. I've found that I can use the BUILD_NUMBER environment variable to get x, but unfortunately I don't understand what else I need to do. The "tutorials" I find all say "You just add this to the script", but they don't say which script, and "this" is usually referring to the AssemblyInfo task from the MSBuild Community Extensions. Do I need to build a custom MSBuild script somehow to use this? Is the "script" the same as either the solution file or the C# project file? I don't know much about the MSBuild process at all, except that I can pass a solution file directly to MSBuild, but what I need to add to "the script" is XML, and the solution file decidedly does not look like XML. So, can anyone point me to a step-by-step guide on how to make this work? This is what I ended up with: Install the MSBuild Community Tasks Edit the .csproj file of my core class library, and change the bottom so that it reads: <Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" /> <Import Project="$(MSBuildExtensionsPath)\MSBuildCommunityTasks\MSBuild.Community.Tasks.Targets" /> <Target Name="BeforeBuild"> <AssemblyInfo Condition=" '$(BUILD_NUMBER)' != '' " CodeLanguage="CS" OutputFile="$(MSBuildProjectDirectory)\..\GlobalInfo.cs" AssemblyVersion="3.5.0.0" AssemblyFileVersion="$(BUILD_NUMBER)" /> </Target> <Target Name="AfterBuild"> Change all my AssemblyInfo.cs files so that they don't specify either AssemblyVersion or AssemblyFileVersion (in retrospect, I'll look into putting AssemblyVersion back) Added a link to the now global GlobalInfo.cs that is located just outside all the project Make sure this file is built once, so that I have a default file in source control This will now update GlobalInfo.cs only if the environment variable BUILD_NUMBER is set, which it is when I build through TeamCity. I opted for keeping AssemblyVersion constant, so that references still work, and only update AssemblyFileVersion, so that I can see which build a dll is from.

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  • MSSQL - Physical connection is not usable Error Code: 19

    - by Harry
    Having trouble working out this SqlException: A transport-level error has occurred when sending the request to the server. (provider: Session Provider, error: 19 - Physical connection is not usable) Any ideas what this is about? Couldn't get any hits on google or msdn on this one. The connection is MARS and Asynchronous in my own SQL pool. But don't get all excited about that - that is old code that has been stable for a long time! Exception details pasted below: System.Data.SqlClient.SqlException occurred Message=A transport-level error has occurred when sending the request to the server. (provider: Session Provider, error: 19 - Physical connection is not usable) Source=.Net SqlClient Data Provider ErrorCode=-2146232060 Class=20 LineNumber=0 Number=-1 Server=SERVER State=0 StackTrace: at System.Data.SqlClient.SqlConnection.OnError(SqlException exception, Boolean breakConnection) at System.Data.SqlClient.SqlInternalConnection.OnError(SqlException exception, Boolean breakConnection) at System.Data.SqlClient.TdsParser.ThrowExceptionAndWarning() at System.Data.SqlClient.TdsParserStateObject.SNIWriteAsync(SNIHandle handle, SNIPacket packet, DbAsyncResult asyncResult) at System.Data.SqlClient.TdsParserStateObject.WriteSni() at System.Data.SqlClient.TdsParserStateObject.WritePacket(Byte flushMode) at System.Data.SqlClient.TdsParserStateObject.ExecuteFlush() at System.Data.SqlClient.TdsParser.TdsExecuteRPC(_SqlRPC[] rpcArray, Int32 timeout, Boolean inSchema, SqlNotificationRequest notificationRequest, TdsParserStateObject stateObj, Boolean isCommandProc) at System.Data.SqlClient.SqlCommand.RunExecuteReaderTds(CommandBehavior cmdBehavior, RunBehavior runBehavior, Boolean returnStream, Boolean async) at System.Data.SqlClient.SqlCommand.RunExecuteReader(CommandBehavior cmdBehavior, RunBehavior runBehavior, Boolean returnStream, String method, DbAsyncResult result) at System.Data.SqlClient.SqlCommand.InternalExecuteNonQuery(DbAsyncResult result, String methodName, Boolean sendToPipe) at System.Data.SqlClient.SqlCommand.BeginExecuteNonQuery(AsyncCallback callback, Object stateObject) at CrawlAbout.Library.SQL.SQLAdapter.<ExecuteNonQueryTask>d__12.MoveNext() in D:\Work\Projects\CrawlAbout.com 2.0\CrawlAbout.Library.SQL\SQLAdapter.cs:line 149 InnerException:

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  • Compress/Decompress NSString in objective-c (iphone) using GZIP or deflate

    - by Steven
    Hi, I have a web-service running on Windows Azure which returns JSON that I consume in my iPhone app. Unfortunately, Windows Azure doesn't seem to support the compression of dynamic responses yet (long story) so I decided to get around it by returning an uncompressed JSON package, which contains a compressed (using GZIP) string. e.g {"Error":null,"IsCompressed":true,"Success":true,"Value":"vWsAAB+LCAAAAAAAB..etc.."} ... where value is the compressed string of a complex object represented in JSON. This was really easy to implement on the server, but for the life of me I can't figure out how to decompress a gzipped NSString into an uncompressed NSString, all the examples I can find for zlib etc are dealing with files etc. Can anyone give me any clues on how to do this? (I'd also be happy for a solution that used deflate as I could change the server-side implementation to use deflate too). Thanks!! Steven Edit 1: Aaah, I see that ASIHTTPRequest is using the following function in it's source code: //uncompress gzipped data with zlib + (NSData *)uncompressZippedData:(NSData*)compressedData; ... and I'm aware that I can convert NSString to NSData, so I'll see if this leads me anywhere!

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  • RadGrid Custom Filter

    - by Aaron
    I'm trying to add a custom filter to my RadGrid. I have a column, vendNum, which I want to allow users to filter on multiple vendNums with a comma-separated list. Basically, I want the same functionality as an "in" statement in SQL (where vendNum in (X,Y,Z)). I followed the tutorial on this site and came up with the following code to place in my RadGrid1_ItemCommand event. protected void RadGrid1_ItemCommand(object source, GridCommandEventArgs e) { if (e.CommandName == RadGrid.FilterCommandName) { Pair filterPair = (Pair)e.CommandArgument; switch (filterPair.Second.ToString()) { case "vendNum": TextBox tbPattern = (e.Item as GridFilteringItem)["vendNum"].Controls[0] as TextBox; if (tbPattern.Text.Contains(",")) { string[] values = tbPattern.Text.Split(','); if (values.Length >= 2) { e.Canceled = true; StringBuilder newFilter = new StringBuilder(); for (int i = 0; i < values.Length; i++) { if (i == values.Length - 1) newFilter.Append("[vendNum] = " + values[i]); else newFilter.Append("[vendNum] = " + values[i] + " OR "); } if (RadGrid1.MasterTableView.FilterExpression == "") RadGrid1.MasterTableView.FilterExpression = newFilter.ToString(); else RadGrid1.MasterTableView.FilterExpression = "((" + RadGrid1.MasterTableView.FilterExpression + ") AND (" + newFilter.ToString() + "))"; RadGrid1.Rebind(); } } break; default: break; } } } Doing this, though, keeps giving me an error "Expression Expected" when I try to filter with a comma separated list. I'm still able to filter a single vendNum. My FilterExpression does come out as expected. The code is failing on the RadGrid1.Rebind() statement. Has anyone dealt with this before? Any help is greatly appreciated. Thanks, Aaron

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  • DataSet does not support System.Nullable<>

    - by a_m0d
    I'm trying to set the DataSource for a Crystal Reports report, but I've run into a few problems. I've been following a guide written by Mohammad Mahdi Ramezanpour, and have managed to get all the way to the last part now (setting the DataSource). However, I have a problem that Mohammad does not seem to have - when I pass the results of my query to the report, I end up with the following exception: DataSet does not support System.Nullable< This is the query I am using: public IQueryable<Part> GetPartsToDisplayOnStockReport() { return from part in db.Parts where part.showOnStockReport == true select part; } and the way I pass it to the Report: public ActionResult ViewStockReport() { StockReport stockReport = new StockReport(); var parts = ordersRepository.GetPartsToDisplayOnStockReport().ToList(); stockReport.SetDataSource(parts); Stream stream = stockReport.ExportToStream(CrystalDecisions.Shared.ExportFormatType.PortableDocFormat); return File(stream, "application/pdf"); } I have also tried changing my query to this code, in the hope that it would fix my problem: return (from part in db.Parts where part.showOnStockReport == true select part) ?? db.Parts.DefaultIfEmpty(); but it still complained about the same problem. How can I pass the results of this query to my report, to use it as a data source? Also, if each of my Parts object contains other objects / collections of other objects, will I be able to reference them in the report with a datasource like this?

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  • Flash AS3: (VideoEvent.COMPLETE, completePlay) - listener is triggered before video is completed

    - by Tevi
    Hello, I have a flash video using the standard FLV Playback component that comes with Flash. I'm using ActionScript 3 to modify the appearance and set up an event listener. I've set it up to go to a new URL using "externalInterface" when the video completes play. The URL is set in a variable using SWFObject. On only a few instances (3 people out of 50 - tested using Amazon Turk), people reported being taken directly to the new url, before the video even started playing. It's difficult to repeat the issue, but it did happen to me once. It doesn't have anything to do with cache, since it has been reported on people going to the url for the first time. Here's the url to the video: http://www.partstown.com/is-bin/INTERSHOP.enfinity/WFS/Reedy-PartsTown-Site/en_US/-/USD/ViewStaticPage-UnFramed?page=tourthetown Here's the code: import flash.external.*; import fl.video.*; var myVideo:FLVPlayback = new FLVPlayback(); var theUrl:String = this.loaderInfo.parameters.urlName; var theScript:String = this.loaderInfo.parameters.scriptName; myVideo.source = this.loaderInfo.parameters.videoPath;//"partstown.flv"; myVideo.skin = this.loaderInfo.parameters.skinPath;//"SkinUnderPlayStopSeekMuteVol.swf" myVideo.skinBackgroundColor = 0xAEBEFB; myVideo.skinBackgroundAlpha = 0.5; myVideo.width = 939; myVideo.height = 660; myVideo.addEventListener(VideoEvent.COMPLETE, completePlay); function completePlay(e:VideoEvent):void { myVideo.alpha=0.2; ExternalInterface.call(theScript); } addChild(myVideo); Why would the listener be triggered before the event complete? How can I fix it? Thanks!

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  • The HTTP verb POST used to access path '/' is not allowed.

    - by Ryan
    The entire error: Server Error in '/' Application. The HTTP verb POST used to access path '/' is not allowed. Description: An unhandled exception occurred during the execution of the current web request. Please review the stack trace for more information about the error and where it originated in the code. Exception Details: System.Web.HttpException: The HTTP verb POST used to access path '/' is not allowed. Source Error: An unhandled exception was generated during the execution of the current web request. Information regarding the origin and location of the exception can be identified using the exception stack trace below. Stack Trace: [HttpException (0x80004005): The HTTP verb POST used to access path '/' is not allowed.] System.Web.DefaultHttpHandler.BeginProcessRequest(HttpContext context, AsyncCallback callback, Object state) +2871966 System.Web.CallHandlerExecutionStep.System.Web.HttpApplication.IExecutionStep.Execute() +8679410 System.Web.HttpApplication.ExecuteStep(IExecutionStep step, Boolean& completedSynchronously) +155 To be honest, I'm not even sure where the error came from. I'm running Visual Studio 2008 through the Virtual Server. I just put a button: <asp:Button ID="btnRegister" runat="server" Text="Register" CssClass="bt_register" onclick="btnRegister_Click" /> On a login user control, the onclick event is just a simple response.redirect Response.Redirect("~/register.aspx"); Debugging the project, it isn't even hitting the btnRegister_Click method anyway. I'm not sure where to even begin with debugging this error. Any information will help. I can post all the code I have, but like I said, I'm not sure where this error is even being thrown at. Edit It has nothing at all to do with the button click event. I got rid of the method and the onclick parameter on the aspx page. Still coming up with the same error problem found Okay so this is for a school project and its a group project. Some one in my group thought it would be a good idea to wrap a form tag around this area telling it to post. Found it doing a diff with a revision on Google code.

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  • asp.net mvc radioButtonFor in forEach

    - by George
    Does anyone know why this isn't working? any source code changes would be great. <% foreach (var i in Model.talentImages) { %> <div style="padding:15px;"> <img src="<%: i.uri %>" width="95" height="84" alt="" style="float:left; padding:0px 20px 0px 0px" /> <div style="padding:30px 10px 10px 10px"> <%: Html.RadioButtonFor("group-" + i.uriId.ToString(), i.isApproved)%> Approved <br /> <%: Html.RadioButtonFor("group-" + i.uriId.ToString(), i.isApproved)%> Deny <br /> </div> <hr width="0"/> <%= Html.RadioButton("isProfileePicGroup", i.isProfilePic, false)%> Make Profile Picture <br /> </div> <hr /> <%} %>

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  • SCons does not clean all files

    - by meowsqueak
    I have a file system containing directories of "builds", each of which contains a file called "build-info.xml". However some of the builds happened before the build script generated "build-info.xml" so in that case I have a somewhat non-trivial SCons SConstruct that is used to generate a skeleton build-info.xml so that it can be used as a dependency for further rules. I.e.: for each directory: if build-info.xml already exists, do nothing. More importantly, do not remove it on a 'scons --clean'. if build-info.xml does not exist, generate a skeleton one instead - build-info.xml has no dependencies on any other files - the skeleton is essentially minimal defaults. during a --clean, remove build-info.xml if it was generated, otherwise leave it be. My SConstruct looks something like this: def generate_actions_BuildInfoXML(source, target, env, for_signature): cmd = "python '%s/bin/create-build-info-xml.py' --version $VERSION --path . --output ${TARGET.file}" % (Dir('#').abspath,) return cmd bld = Builder(generator = generate_actions_BuildInfoXML, chdir = 1) env.Append(BUILDERS = { "BuildInfoXML" : bld }) ... # VERSION = some arbitrary string, not important here # path = filesystem path, set elsewhere build_info_xml = "%s/build-info.xml" % (path,) if not os.path.exists(build_info_xml): env.BuildInfoXML(build_info_xml, None, VERSION = build) My problem is that 'scons --clean' does not remove the generated build-info.xml files. I played around with env.Clean(t, build_info_xml) within the 'if' but I was unable to get this to work - mainly because I could not work out what to assign to 't' - I want a generated build-info.xml to be cleaned unconditionally, rather than based on the cleaning of another target, and I wasn't able to get this to work. If I tried a simple env.Clean(None, "build_info_xml") after but outside the 'if' I found that SCons would clean every single build-info.xml file including those that weren't generated. Not good either. What I'd like to know is how SCons goes about determining which files should be cleaned and which should not. Is there something funny about the way I've used a generator function that prevents SCons from recording this target as a Clean candidate?

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  • Help getting frame rate (fps) up in Python + Pygame

    - by Jordan Magnuson
    I am working on a little card-swapping world-travel game that I sort of envision as a cross between Bejeweled and the 10 Days geography board games. So far the coding has been going okay, but the frame rate is pretty bad... currently I'm getting low 20's on my Core 2 Duo. This is a problem since I'm creating the game for Intel's March developer competition, which is squarely aimed at netbooks packing underpowered Atom processors. Here's a screen from the game: ![www.necessarygames.com/my_games/betraveled/betraveled-fps.png][1] I am very new to Python and Pygame (this is the first thing I've used them for), and am sadly lacking in formal CS training... which is to say that I think there are probably A LOT of bad practices going on in my code, and A LOT that could be optimized. If some of you older Python hands wouldn't mind taking a look at my code and seeing if you can't find any obvious areas for optimization, I would be extremely grateful. You can download the full source code here: http://www.necessarygames.com/my_games/betraveled/betraveled_src0328.zip Compiled exe here: www.necessarygames.com/my_games/betraveled/betraveled_src0328.zip One thing I am concerned about is my event manager, which I feel may have some performance wholes in it, and another thing is my rendering... I'm pretty much just blitting everything to the screen all the time (see the render routines in my game_components.py below); I recently found out that you should only update the areas of the screen that have changed, but I'm still foggy on how that accomplished exactly... could this be a huge performance issue? Any thoughts are much appreciated! As usual, I'm happy to "tip" you for your time and energy via PayPal. Jordan Here are some bits of the source: Main.py #Remote imports import pygame from pygame.locals import * #Local imports import config import rooms from event_manager import * from events import * class RoomController(object): """Controls which room is currently active (eg Title Screen)""" def __init__(self, screen, ev_manager): self.room = None self.screen = screen self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.room = self.set_room(config.room) def set_room(self, room_const): #Unregister old room from ev_manager if self.room: self.room.ev_manager.unregister_listener(self.room) self.room = None #Set new room based on const if room_const == config.TITLE_SCREEN: return rooms.TitleScreen(self.screen, self.ev_manager) elif room_const == config.GAME_MODE_ROOM: return rooms.GameModeRoom(self.screen, self.ev_manager) elif room_const == config.GAME_ROOM: return rooms.GameRoom(self.screen, self.ev_manager) elif room_const == config.HIGH_SCORES_ROOM: return rooms.HighScoresRoom(self.screen, self.ev_manager) def notify(self, event): if isinstance(event, ChangeRoomRequest): if event.game_mode: config.game_mode = event.game_mode self.room = self.set_room(event.new_room) def render(self, surface): self.room.render(surface) #Run game def main(): pygame.init() screen = pygame.display.set_mode(config.screen_size) ev_manager = EventManager() spinner = CPUSpinnerController(ev_manager) room_controller = RoomController(screen, ev_manager) pygame_event_controller = PyGameEventController(ev_manager) spinner.run() # this runs the main function if this script is called to run. # If it is imported as a module, we don't run the main function. if __name__ == "__main__": main() event_manager.py #Remote imports import pygame from pygame.locals import * #Local imports import config from events import * def debug( msg ): print "Debug Message: " + str(msg) class EventManager: #This object is responsible for coordinating most communication #between the Model, View, and Controller. def __init__(self): from weakref import WeakKeyDictionary self.listeners = WeakKeyDictionary() self.eventQueue= [] self.gui_app = None #---------------------------------------------------------------------- def register_listener(self, listener): self.listeners[listener] = 1 #---------------------------------------------------------------------- def unregister_listener(self, listener): if listener in self.listeners: del self.listeners[listener] #---------------------------------------------------------------------- def post(self, event): if isinstance(event, MouseButtonLeftEvent): debug(event.name) #NOTE: copying the list like this before iterating over it, EVERY tick, is highly inefficient, #but currently has to be done because of how new listeners are added to the queue while it is running #(eg when popping cards from a deck). Should be changed. See: http://dr0id.homepage.bluewin.ch/pygame_tutorial08.html #and search for "Watch the iteration" for listener in list(self.listeners): #NOTE: If the weakref has died, it will be #automatically removed, so we don't have #to worry about it. listener.notify(event) #------------------------------------------------------------------------------ class PyGameEventController: """...""" def __init__(self, ev_manager): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.input_freeze = False #---------------------------------------------------------------------- def notify(self, incoming_event): if isinstance(incoming_event, UserInputFreeze): self.input_freeze = True elif isinstance(incoming_event, UserInputUnFreeze): self.input_freeze = False elif isinstance(incoming_event, TickEvent): #Share some time with other processes, so we don't hog the cpu pygame.time.wait(5) #Handle Pygame Events for event in pygame.event.get(): #If this event manager has an associated PGU GUI app, notify it of the event if self.ev_manager.gui_app: self.ev_manager.gui_app.event(event) #Standard event handling for everything else ev = None if event.type == QUIT: ev = QuitEvent() elif event.type == pygame.MOUSEBUTTONDOWN and not self.input_freeze: if event.button == 1: #Button 1 pos = pygame.mouse.get_pos() ev = MouseButtonLeftEvent(pos) elif event.type == pygame.MOUSEMOTION: pos = pygame.mouse.get_pos() ev = MouseMoveEvent(pos) #Post event to event manager if ev: self.ev_manager.post(ev) #------------------------------------------------------------------------------ class CPUSpinnerController: def __init__(self, ev_manager): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.clock = pygame.time.Clock() self.cumu_time = 0 self.keep_going = True #---------------------------------------------------------------------- def run(self): if not self.keep_going: raise Exception('dead spinner') while self.keep_going: time_passed = self.clock.tick() fps = self.clock.get_fps() self.cumu_time += time_passed self.ev_manager.post(TickEvent(time_passed, fps)) if self.cumu_time >= 1000: self.cumu_time = 0 self.ev_manager.post(SecondEvent()) pygame.quit() #---------------------------------------------------------------------- def notify(self, event): if isinstance(event, QuitEvent): #this will stop the while loop from running self.keep_going = False rooms.py #Remote imports import pygame #Local imports import config import continents from game_components import * from my_gui import * from pgu import high class Room(object): def __init__(self, screen, ev_manager): self.screen = screen self.ev_manager = ev_manager self.ev_manager.register_listener(self) def notify(self, event): if isinstance(event, TickEvent): pygame.display.set_caption('FPS: ' + str(int(event.fps))) self.render(self.screen) pygame.display.update() def get_highs_table(self): fname = 'high_scores.txt' highs_table = None config.all_highs = high.Highs(fname) if config.game_mode == config.TIME_CHALLENGE: if config.difficulty == config.EASY: highs_table = config.all_highs['time_challenge_easy'] if config.difficulty == config.MED_DIF: highs_table = config.all_highs['time_challenge_med'] if config.difficulty == config.HARD: highs_table = config.all_highs['time_challenge_hard'] if config.difficulty == config.SUPER: highs_table = config.all_highs['time_challenge_super'] elif config.game_mode == config.PLAN_AHEAD: pass return highs_table class TitleScreen(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) self.background = pygame.image.load('assets/images/interface/background.jpg').convert() #Initialize #--------------------------------------- self.gui_form = gui.Form() self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=0,valign=0) #Quit Button #--------------------------------------- b = StartGameButton(ev_manager=self.ev_manager) c.add(b, 0, 0) self.gui_app.init(c) def render(self, surface): surface.blit(self.background, (0, 0)) #GUI self.gui_app.paint(surface) class GameModeRoom(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) self.background = pygame.image.load('assets/images/interface/background.jpg').convert() self.create_gui() #Create pgu gui elements def create_gui(self): #Setup #--------------------------------------- self.gui_form = gui.Form() self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=0,valign=-1) #Mode Relaxed Button #--------------------------------------- b = GameModeRelaxedButton(ev_manager=self.ev_manager) self.b = b print b.rect c.add(b, 0, 200) #Mode Time Challenge Button #--------------------------------------- b = TimeChallengeButton(ev_manager=self.ev_manager) self.b = b print b.rect c.add(b, 0, 250) #Mode Think Ahead Button #--------------------------------------- # b = PlanAheadButton(ev_manager=self.ev_manager) # self.b = b # print b.rect # c.add(b, 0, 300) #Initialize #--------------------------------------- self.gui_app.init(c) def render(self, surface): surface.blit(self.background, (0, 0)) #GUI self.gui_app.paint(surface) class GameRoom(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) #Game mode #--------------------------------------- self.new_board_timer = None self.game_mode = config.game_mode config.current_highs = self.get_highs_table() self.highs_dialog = None self.game_over = False #Images #--------------------------------------- self.background = pygame.image.load('assets/images/interface/game screen2-1.jpg').convert() self.logo = pygame.image.load('assets/images/interface/logo_small.png').convert_alpha() self.game_over_text = pygame.image.load('assets/images/interface/text_game_over.png').convert_alpha() self.trip_complete_text = pygame.image.load('assets/images/interface/text_trip_complete.png').convert_alpha() self.zoom_game_over = None self.zoom_trip_complete = None self.fade_out = None #Text #--------------------------------------- self.font = pygame.font.Font(config.font_sans, config.interface_font_size) #Create game components #--------------------------------------- self.continent = self.set_continent(config.continent) self.board = Board(config.board_size, self.ev_manager) self.deck = Deck(self.ev_manager, self.continent) self.map = Map(self.continent) self.longest_trip = 0 #Set pos of game components #--------------------------------------- board_pos = (SCREEN_MARGIN[0], 109) self.board.set_pos(board_pos) map_pos = (config.screen_size[0] - self.map.size[0] - SCREEN_MARGIN[0], 57); self.map.set_pos(map_pos) #Trackers #--------------------------------------- self.game_clock = Chrono(self.ev_manager) self.swap_counter = 0 self.level = 0 #Create gui #--------------------------------------- self.create_gui() #Create initial board #--------------------------------------- self.new_board = self.deck.deal_new_board(self.board) self.ev_manager.post(NewBoardComplete(self.new_board)) def set_continent(self, continent_const): #Set continent based on const if continent_const == config.EUROPE: return continents.Europe() if continent_const == config.AFRICA: return continents.Africa() else: raise Exception('Continent constant not recognized') #Create pgu gui elements def create_gui(self): #Setup #--------------------------------------- self.gui_form = gui.Form() self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=-1,valign=-1) #Timer Progress bar #--------------------------------------- self.timer_bar = None self.time_increase = None self.minutes_left = None self.seconds_left = None self.timer_text = None if self.game_mode == config.TIME_CHALLENGE: self.time_increase = config.time_challenge_start_time self.timer_bar = gui.ProgressBar(config.time_challenge_start_time,0,config.max_time_bank,width=306) c.add(self.timer_bar, 172, 57) #Connections Progress bar #--------------------------------------- self.connections_bar = None self.connections_bar = gui.ProgressBar(0,0,config.longest_trip_needed,width=306) c.add(self.connections_bar, 172, 83) #Quit Button #--------------------------------------- b = QuitButton(ev_manager=self.ev_manager) c.add(b, 950, 20) #Generate Board Button #--------------------------------------- b = GenerateBoardButton(ev_manager=self.ev_manager, room=self) c.add(b, 500, 20) #Board Size? #--------------------------------------- bs = SetBoardSizeContainer(config.BOARD_LARGE, ev_manager=self.ev_manager, board=self.board) c.add(bs, 640, 20) #Fill Board? #--------------------------------------- t = FillBoardCheckbox(config.fill_board, ev_manager=self.ev_manager) c.add(t, 740, 20) #Darkness? #--------------------------------------- t = UseDarknessCheckbox(config.use_darkness, ev_manager=self.ev_manager) c.add(t, 840, 20) #Initialize #--------------------------------------- self.gui_app.init(c) def advance_level(self): self.level += 1 print 'Advancing to next level' print 'New level: ' + str(self.level) if self.timer_bar: print 'Time increase: ' + str(self.time_increase) self.timer_bar.value += self.time_increase self.time_increase = max(config.min_advance_time, int(self.time_increase * 0.9)) self.board = self.new_board self.new_board = None self.zoom_trip_complete = None self.game_clock.unpause() def notify(self, event): #Tick event if isinstance(event, TickEvent): pygame.display.set_caption('FPS: ' + str(int(event.fps))) self.render(self.screen) pygame.display.update() #Wait to deal new board when advancing levels if self.zoom_trip_complete and self.zoom_trip_complete.finished: self.zoom_trip_complete = None self.ev_manager.post(UnfreezeCards()) self.new_board = self.deck.deal_new_board(self.board) self.ev_manager.post(NewBoardComplete(self.new_board)) #New high score? if self.zoom_game_over and self.zoom_game_over.finished and not self.highs_dialog: if config.current_highs.check(self.level) != None: self.zoom_game_over.visible = False data = 'time:' + str(self.game_clock.time) + ',swaps:' + str(self.swap_counter) self.highs_dialog = HighScoreDialog(score=self.level, data=data, ev_manager=self.ev_manager) self.highs_dialog.open() elif not self.fade_out: self.fade_out = FadeOut(self.ev_manager, config.TITLE_SCREEN) #Second event elif isinstance(event, SecondEvent): if self.timer_bar: if not self.game_clock.paused: self.timer_bar.value -= 1 if self.timer_bar.value <= 0 and not self.game_over: self.ev_manager.post(GameOver()) self.minutes_left = self.timer_bar.value / 60 self.seconds_left = self.timer_bar.value % 60 if self.seconds_left < 10: leading_zero = '0' else: leading_zero = '' self.timer_text = ''.join(['Time Left: ', str(self.minutes_left), ':', leading_zero, str(self.seconds_left)]) #Game over elif isinstance(event, GameOver): self.game_over = True self.zoom_game_over = ZoomImage(self.ev_manager, self.game_over_text) #Trip complete event elif isinstance(event, TripComplete): print 'You did it!' self.game_clock.pause() self.zoom_trip_complete = ZoomImage(self.ev_manager, self.trip_complete_text) self.new_board_timer = Timer(self.ev_manager, 2) self.ev_manager.post(FreezeCards()) print 'Room posted newboardcomplete' #Board Refresh Complete elif isinstance(event, BoardRefreshComplete): if event.board == self.board: print 'Longest trip needed: ' + str(config.longest_trip_needed) print 'Your longest trip: ' + str(self.board.longest_trip) if self.board.longest_trip >= config.longest_trip_needed: self.ev_manager.post(TripComplete()) elif event.board == self.new_board: self.advance_level() self.connections_bar.value = self.board.longest_trip self.connection_text = ' '.join(['Connections:', str(self.board.longest_trip), '/', str(config.longest_trip_needed)]) #CardSwapComplete elif isinstance(event, CardSwapComplete): self.swap_counter += 1 elif isinstance(event, ConfigChangeBoardSize): config.board_size = event.new_size elif isinstance(event, ConfigChangeCardSize): config.card_size = event.new_size elif isinstance(event, ConfigChangeFillBoard): config.fill_board = event.new_value elif isinstance(event, ConfigChangeDarkness): config.use_darkness = event.new_value def render(self, surface): #Background surface.blit(self.background, (0, 0)) #Map self.map.render(surface) #Board self.board.render(surface) #Logo surface.blit(self.logo, (10,10)) #Text connection_text = self.font.render(self.connection_text, True, BLACK) surface.blit(connection_text, (25, 84)) if self.timer_text: timer_text = self.font.render(self.timer_text, True, BLACK) surface.blit(timer_text, (25, 64)) #GUI self.gui_app.paint(surface) if self.zoom_trip_complete: self.zoom_trip_complete.render(surface) if self.zoom_game_over: self.zoom_game_over.render(surface) if self.fade_out: self.fade_out.render(surface) class HighScoresRoom(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) self.background = pygame.image.load('assets/images/interface/background.jpg').convert() #Initialize #--------------------------------------- self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=0,valign=0) #High Scores Table #--------------------------------------- hst = HighScoresTable() c.add(hst, 0, 0) self.gui_app.init(c) def render(self, surface): surface.blit(self.background, (0, 0)) #GUI self.gui_app.paint(surface) game_components.py #Remote imports import pygame from pygame.locals import * import random import operator from copy import copy from math import sqrt, floor #Local imports import config from events import * from matrix import Matrix from textrect import render_textrect, TextRectException from hyphen import hyphenator from textwrap2 import TextWrapper ############################## #CONSTANTS ############################## SCREEN_MARGIN = (10, 10) #Colors BLACK = (0, 0, 0) WHITE = (255, 255, 255) RED = (255, 0, 0) YELLOW = (255, 200, 0) #Directions LEFT = -1 RIGHT = 1 UP = 2 DOWN = -2 #Cards CARD_MARGIN = (10, 10) CARD_PADDING = (2, 2) #Card types BLANK = 0 COUNTRY = 1 TRANSPORT = 2 #Transport types PLANE = 0 TRAIN = 1 CAR = 2 SHIP = 3 class Timer(object): def __init__(self, ev_manager, time_left): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.time_left = time_left self.paused = False def __repr__(self): return str(self.time_left) def pause(self): self.paused = True def unpause(self): self.paused = False def notify(self, event): #Pause Event if isinstance(event, Pause): self.pause() #Unpause Event elif isinstance(event, Unpause): self.unpause() #Second Event elif isinstance(event, SecondEvent): if not self.paused: self.time_left -= 1 class Chrono(object): def __init__(self, ev_manager, start_time=0): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.time = start_time self.paused = False def __repr__(self): return str(self.time_left) def pause(self): self.paused = True def unpause(self): self.paused = False def notify(self, event): #Pause Event if isinstance(event, Pause): self.pause() #Unpause Event elif isinstance(event, Unpause): self.unpause() #Second Event elif isinstance(event, SecondEvent): if not self.paused: self.time += 1 class Map(object): def __init__(self, continent): self.map_image = pygame.image.load(continent.map).convert_alpha() self.map_text = pygame.image.load(continent.map_text).convert_alpha() self.pos = (0, 0) self.set_color() self.map_image = pygame.transform.smoothscale(self.map_image, config.map_size) self.size = self.map_image.get_size() def set_pos(self, pos): self.pos = pos def set_color(self): image_pixel_array = pygame.PixelArray(self.map_image) image_pixel_array.replace(config.GRAY1, config.COLOR1) image_pixel_array.replace(config.GRAY2, config.COLOR2) image_pixel_array.replace(config.GRAY3, config.COLOR3) image_pixel_array.replace(config.GRAY4, config.COLOR4) image_pixel_array.replace(config.GRAY5, config.COLOR5)

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  • Unrecognized Token : "#" C# to SQLITE

    - by user2788405
    Background + Problem: ( Begginer here ) I want to populate sqlite db with values from a list I have in my c# code. Here's the sqlite code taken from finisarsqlite website: I modified it a bit by creating my own column names like "seq#" etc. But I'm getting the following error : "unrecognized token #" Maybe my syntax is off? Code: // [snip] - As C# is purely object-oriented the following lines must be put into a class: // We use these three SQLite objects: SQLiteConnection sqlite_conn; SQLiteCommand sqlite_cmd; SQLiteDataReader sqlite_datareader; // create a new database connection: sqlite_conn = new SQLiteConnection("Data Source=database.db;Version=3;New=True;Compress=True;"); // open the connection: sqlite_conn.Open(); // create a new SQL command: sqlite_cmd = sqlite_conn.CreateCommand(); // Let the SQLiteCommand object know our SQL-Query: sqlite_cmd.CommandText = "CREATE TABLE table1 (Seq# integer primary key, Field integer primary key, Description integer primary key);"; // Now lets execute the SQL ;D sqlite_cmd.ExecuteNonQuery(); <<< ---- This is where Error Occurs ! // Lets insert something into our new table: sqlite_cmd.CommandText = "INSERT INTO table1 (Seq#, Field, Description) VALUES (list[0], list[1], list[2]);"; // And execute this again ;D sqlite_cmd.ExecuteNonQuery(); // We are ready, now lets cleanup and close our connection: sqlite_conn.Close(); }

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  • SmartGWT TreeGrid, adding and editing

    - by Banang
    I'm trying to programmatically add a new TreeNode to a TreeGrid, and then turn on editing for the newly added node. This is my data source: DataSource ds = new DataSource(); DataSourceTextField idField = new DataSourceTextField("key", "Id"); DataSourceTextField nameField = new DataSourceTextField("name", "Name"); DataSourceTextField keyField = new DataSourceTextField("id", "Key"); keyField.setPrimaryKey(true); ds.setFields(idField, keyField, nameField); ds.setClientOnly(true); My fields: TreeGridField name = new TreeGridField("name", "Name"); TreeGridField id = new TreeGridField("id", "Id"); TreeGridField key = new TreeGridField("key", "Key"); key.setHidden(true); id.setHidden(true); And my code for adding a new record: TreeNode parent = (TreeNode) treeGrid.getSelectedRecord(); if (parent == null) parent = treeGrid.getData().getRoot(); Tree data = treeGrid.getData(); node = data.add(node, parent); Now, how on earth do I switch on editing for the added node? I've tried startEditing(), but that defaults to the first node, and I don't see any way of obtaining the row number for the newly added node, which would allow me to use startEditing(rowNum, colNum, suppressFocus). Using startEditNew() is not an option for many reasons, mainly because that method adds the new node to the bottom of the tree, which doesn't work at all with my app. How do I do this? Grateful for any help you guys can give me.

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  • Hibernate 3.5-Final in JBoss 5.1.0.GA

    - by Bozhidar Batsov
    Hibernate 3.5-Final is finally here and it offers the much anticipated JPA2 support, amongst other features. I am working on a project(EJB3 based) using JBoss 5.1.0.GA and Hibernate 3.3, but I wanted to take advantage of the JPA2 and tried to upgrade to Hibernate 3.5. What I did was fairly simple and standard - I just put all the hibernate 3.5 jars in the server/configuration(default,all,etc)/lib folder - that way they take precedence over the hibernate artifacts shipped with JBoss. It seems though that JBoss ships with libraries that are dependent on the JPA1 implementation part of the hibernate 3.3, because I started getting some errors about unimplemented abstract methods and stuff like that on deploy: 23:21:26,792 WARN [Ejb3Configuration] Persistence provider caller does not implement the EJB3 spec correctly. PersistenceUnitInfo.getNewTempClassLoader() is null. 23:21:26,792 ERROR [AbstractKernelController] Error installing to Start: name=persistence.unit:unitName=kernel-ear-3.3.0-SNAPSHOT.ear/config-persistence.jar#ConfigurationPersistenceUnit state=Create java.lang.AbstractMethodError: org.jboss.jpa.deployment.PersistenceUnitInfoImpl.getValidationMode()Ljavax/persistence/ValidationMode; at org.hibernate.ejb.Ejb3Configuration.configure(Ejb3Configuration.java:613) at org.hibernate.ejb.HibernatePersistence.createContainerEntityManagerFactory(HibernatePersistence.java:72) at org.jboss.jpa.deployment.PersistenceUnitDeployment.start(PersistenceUnitDeployment.java:301) at sun.reflect.GeneratedMethodAccessor308.invoke(Unknown Source) Maybe I should use a different persistence provided? Currently it's: org.hibernate.ejb.HibernatePersistence I looked around the net and didn't find any documented upgrade paths. There was even an unanswered question here in stack overflow on the topic. Any ideas, suggestions? Thanks in advance for your help.

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  • How to change TXSDateTime SOAP serialization in Delphi 7?

    - by LukLed
    I am trying to use Java based webservice and have soap request: <?xml version="1.0"?> <SOAP-ENV:Envelope xmlns:SOAP-ENV="http://schemas.xmlsoap.org/soap/envelope/" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:SOAP-ENC="http://schemas.xmlsoap.org/soap/encoding/"> <SOAP-ENV:Body xmlns:NS1="http://something/"> <NS1:getRequest id="1"> <sessionId xsi:type="xsd:string"></sessionId> <reportType xsi:type="NS1:reportType">ALL</reportType> <xsd:dateFrom xsi:type="xsd:dateTime">2010-05-30T23:29:43.088+02:00</xsd:dateFrom> <xsd:dateTo xsi:type="xsd:dateTime">2010-05-31T23:29:43.728+02:00</xsd:dateTo> </NS1:getRequest> <parameters href="#1" /> </SOAP-ENV:Body> </SOAP-ENV:Envelope> It doesn't work, because webservice doesn't recognize dates as parameters. When I change <xsd:dateFrom xsi:type="xsd:dateTime">2010-05-30T23:29:43.088+02:00</xsd:dateFrom> <xsd:dateTo xsi:type="xsd:dateTime">2010-05-31T23:29:43.728+02:00</xsd:dateTo> to <dateFrom xsi:type="xsd:dateTime">2010-05-30T23:29:43.088+02:00</xsd:dateFrom> <dateTo xsi:type="xsd:dateTime">2010-05-31T23:29:43.728+02:00</xsd:dateTo> everything works ok, but Delphi (without Delphi source code changes) doesn't allow to change generated XML, it has only some options. Is it possible to set conversion options, so TSXDateTime is converted to <dateFrom, not <xsd:dateFrom tag? Did you meet that problem?

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  • winforms databinding best practices

    - by Kaiser Soze
    Demands / problems: I would like to bind multiple properties of an entity to controls in a form. Some of which are read only from time to time (according to business logic). When using an entity that implements INotifyPropertyChanged as the DataSource, every change notification refreshes all the controls bound to that data source (easy to verify - just bind two properties to two controls and invoke a change notification on one of them, you will see that both properties are hit and reevaluated). There should be user friendly error notifications (the entity implements IDataErrorInfo). (probably using ErrorProvider) Using the entity as the DataSource of the controls leads to performance issues and makes life harder when its time for a control to be read only. I thought of creating some kind of wrapper that holds the entity and a specific property so that each control would be bound to a different DataSource. Moreover, that wrapper could hold the ReadOnly indicator for that property so the control would be bound directly to that value. The wrapper could look like this: interface IPropertyWrapper : INotifyPropertyChanged, IDataErrorInfo { object Value { get; set; } bool IsReadOnly { get; } } But this means also a different ErrorProvider for each property (property wrapper) I feel like I'm trying to reinvent the wheel... What is the 'proper' way of handling complex binding demands like these? Thanks ahead.

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  • Entity Framework with MySQL - Timeout Expired while Generating Model

    - by Nathan Taylor
    I've constructed a database in MySQL and I am attempting to map it out with Entity Framework, but I start running into "GenerateSSDLException"s whenever I try to add more than about 20 tables to the EF context. An exception of type 'Microsoft.Data.Entity.Design.VisualStudio.ModelWizard.Engine.ModelBuilderEngine+GenerateSSDLException' occurred while attempting to update from the database. The exception message is: 'An error occurred while executing the command definition. See the inner exception for details.' Fatal error encountered during command execution. Timeout expired. The timeout period elapsed prior to completion of the operation or the server is not responding. There's nothing special about the affected tables, and it's never the same table(s), it's just that after a certain (unspecific) number of tables have been added, the context can no longer be updated without the "Timeout expired" error. Sometimes it's only one table left over, and sometimes it's three; results are pretty unpredictable. Furthermore, the variance in the number of tables which can be added before the error indicates to me that perhaps the problem lies in the size of the query being generated to update the context which includes both the existing table definitions, and also the new tables that are being added to it. Essentially, the SQL query is getting too large and it's failing to execute for some reason. If I generate the model with EdmGen2 it works without any errors, but the generated EDMX file cannot be updated within Visual Studio without producing the aforementioned exception. In all likelihood the source of this problem lies in the tool within Visual Studio given that EdmGen2 works fine, but I'm hoping that perhaps others could offer some advice on how to approach this very unique issue, because it seems like I'm not the only person experiencing it. One suggestion a colleague offered was maintaining two separate EBMX files with some table crossover, but that seems like a pretty ugly fix in my opinion. I suppose this is what I get for trying to use "new technology". :(

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  • log file is not getting created using JDK logging with Commons-logging

    - by Saida Dhanavath
    When I run the TestJcLLoggingService class log messages are coming to Console but no log file is created, please help me if you know the answer. two source files are pasted below. TestJcLLoggingService.java package com.amadeus.psp.pasd.logging; import org.apache.commons.logging.Log; import org.apache.commons.logging.LogFactory; import org.springframework.stereotype.Service; @Service public class TestJCLLoggingService { private static Log psp_log = LogFactory.getLog(TestJCLLoggingService.class); public static String testJCLLoggingServiceMethod(){ psp_log.info("start of method testJCLLoggingServiceMethod class TestJCLLoggingService"); psp_log.info("start of method testJCLLoggingServiceMethod class TestJCLLoggingService"); return "This is a test string for JCLLogging"; } public static void main(String[] args){ testJCLLoggingServiceMethod(); } } logging.properties handlers = java.util.logging.ConsoleHandler, java.util.logging.FileHandler .level = ALL com.amadeus.psp.pasd.level=ALL java.util.logging.ConsoleHandler.level = ALL java.util.logging.ConsoleHandler.formatter = java.util.logging.SimpleFormatter java.util.logging.FileHandler.pattern = %h/java%u.log java.util.logging.FileHandler.level=ALL java.util.logging.FileHandler.limit=50000 java.util.logging.FileHandler.count=1 java.util.logging.FileHandler.formatter=java.util.logging.SimpleFormatter java.util.logging.FileHandler.append=true Thanks in advance.

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  • Android: Adding extended GLSurfaceView to a Layout don't show 3d stuff

    - by Santiago
    I make a game extending the class GLSurfaceView, if I apply SetContentView directly to that class, the 3d stuff and input works great. Now I want to show some items over 3d stuff, so I create a XML with a layout and some objects, and I try to add my class manually to the layout. I'm not getting errors but the 3d stuff is not shown but I can view the objects from XML layout. source: @Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); LayoutInflater inflater = (LayoutInflater) getSystemService(LAYOUT_INFLATER_SERVICE); layout = (RelativeLayout) inflater.inflate(R.layout.testlayout, null); //Create an Instance with this Activity my3dstuff = new myGLSurfaceViewClass(this); layout.addView(my3dstuff,4); setContentView(R.layout.testlayout); } And testlayout have: <?xml version="1.0" encoding="utf-8"?> <RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android" android:layout_width="wrap_content" android:layout_height="wrap_content" android:id="@+id/Pantalla"> <ImageView android:id="@+id/zoom_less" android:layout_width="wrap_content" android:layout_height="wrap_content" android:src="@drawable/zoom_less"></ImageView> <ImageView android:id="@+id/zoom_more" android:layout_width="wrap_content" android:src="@drawable/zoom_more" android:layout_height="wrap_content" android:layout_alignParentRight="true"></ImageView> <ImageView android:id="@+id/zoom_normal" android:layout_width="wrap_content" android:layout_height="wrap_content" android:src="@drawable/zoom_normal" android:layout_centerHorizontal="true"></ImageView> <ImageView android:id="@+id/stop" android:layout_width="wrap_content" android:layout_height="wrap_content" android:src="@drawable/stop" android:layout_centerInParent="true" android:layout_alignParentBottom="true"></ImageView> </RelativeLayout> I also tried to add my class to XML but the Activity hangs up. <com.mygame.myGLSurfaceViewClass android:id="@+id/my3dstuff" android:layout_width="fill_parent" android:layout_height="fill_parent"></com.mygame.myGLSurfaceViewClass> and this don't works: <View class="com.mygame.myGLSurfaceViewClass" android:id="@+id/my3dstuff" android:layout_width="fill_parent" android:layout_height="fill_parent"></View> Any Idea? Thanks

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  • fPDF: how to strikeout/strikethrough justified text in multicell?

    - by SWilk
    Hi, I am generating a PDF with fPDF. I need to strikethrough a long text inside a MultiCell. The text is justified to left and right, which probably is the source of the problem. Here is my code: //get the starting x and y of the cell to strikeout $strikeout_y_start = $pdf->GetY(); $strikeout_x = $pdf->getX(); $strikeText = "Some text with no New Lines (\n), which is wrapped automaticly, cause it is very very very very very very very very very very long long long long long long long long long long long long long long long long long long" //draw the text $pdf->MultiCell(180, 4, $strikeText); //get the y end of cell $strikeout_y_end = $pdf->GetY(); $strikeout_y = $strikeout_y_start+2; $strikeCount = 0; for ($strikeout_y; $strikeout_y < $strikeout_y_end - 4; $strikeout_y+=4) { $strikeCount++; //strike out the full width of all lines but last one - works OK $pdf->Line($strikeout_x, $strikeout_y, $strikeout_x + 180, $strikeout_y); } //this works, but gives incorrect results $width = $pdf->GetStringWidth($strikeText); $width = $width - $strikeCount*180; //the line below will strike out some text, but not all the letters of last line $pdf->line($strikeout_x, $strikeout_y, $strikeout_x+$width, $strikeout_y); The problem is that as the text in multicell is justified (and have to be), the spacec in previous lines are wider than the GetStringWidth assumes, so GetStringWidth underestimates the full width of this text. As a result, the last line is stroked out in, say, 70%, and some letters on the end of it are not stroked out. Any ideas how to calculate the width of last line in multicell?

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  • Parse.com REST API in Java (NOT Android)

    - by Orange Peel
    I am trying to use the Parse.com REST API in Java. I have gone through the 4 solutions given here https://parse.com/docs/api_libraries and have selected Parse4J. After importing the source into Netbeans, along with importing the following libraries: org.slf4j:slf4j-api:jar:1.6.1 org.apache.httpcomponents:httpclient:jar:4.3.2 org.apache.httpcomponents:httpcore:jar:4.3.1 org.json:json:jar:20131018 commons-codec:commons-codec:jar:1.9 junit:junit:jar:4.11 ch.qos.logback:logback-classic:jar:0.9.28 ch.qos.logback:logback-core:jar:0.9.28 I ran the example code from https://github.com/thiagolocatelli/parse4j Parse.initialize(APP_ID, APP_REST_API_ID); // I replaced these with mine ParseObject gameScore = new ParseObject("GameScore"); gameScore.put("score", 1337); gameScore.put("playerName", "Sean Plott"); gameScore.put("cheatMode", false); gameScore.save(); And I got that it was missing org.apache.commons.logging, so I downloaded that and imported it. Then I ran the code again and got Exception in thread "main" java.lang.NoSuchMethodError: org.slf4j.spi.LocationAwareLogger.log(Lorg/slf4j/Marker;Ljava/lang/String;ILjava/lang/String;Ljava/lang/Throwable;)V at org.apache.commons.logging.impl.SLF4JLocationAwareLog.debug(SLF4JLocationAwareLog.java:120) at org.apache.http.client.protocol.RequestAddCookies.process(RequestAddCookies.java:122) at org.apache.http.protocol.ImmutableHttpProcessor.process(ImmutableHttpProcessor.java:131) at org.apache.http.impl.execchain.ProtocolExec.execute(ProtocolExec.java:193) at org.apache.http.impl.execchain.RetryExec.execute(RetryExec.java:85) at org.apache.http.impl.execchain.RedirectExec.execute(RedirectExec.java:108) at org.apache.http.impl.client.InternalHttpClient.doExecute(InternalHttpClient.java:186) at org.apache.http.impl.client.CloseableHttpClient.execute(CloseableHttpClient.java:82) at org.apache.http.impl.client.CloseableHttpClient.execute(CloseableHttpClient.java:106) at org.apache.http.impl.client.CloseableHttpClient.execute(CloseableHttpClient.java:57) at org.parse4j.command.ParseCommand.perform(ParseCommand.java:44) at org.parse4j.ParseObject.save(ParseObject.java:450) I could probably fix this with another import, but I suppose then something else would pop up. I tried the other libraries with similar results, missing a bunch of libraries. Has anyone actually used REST API successfully in Java? If so, I would be grateful if you shared which library/s you used and anything else required to get it going successfully. I am using Netbeans. Thanks.

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  • How to improve WinForms MSChart performance?

    - by Marcel
    Hi all, I have created some simple charts (of type FastLine) with MSChart and update them with live data, like below: . To do so, I bind an observable collection of a custom type to the chart like so: // set chart data source this._Chart.DataSource = value; //is of type ObservableCollection<SpectrumLevels> //define x and y value members for each series this._Chart.Series[0].XValueMember = "Index"; this._Chart.Series[1].XValueMember = "Index"; this._Chart.Series[0].YValueMembers = "Channel0Level"; this._Chart.Series[1].YValueMembers = "Channel1Level"; // bind data to chart this._Chart.DataBind(); //lasts 1.5 seconds for 8000 points per series At each refresh, the dataset completely changes, it is not a scrolling update! With a profiler I have found that the DataBind() call takes about 1.5 seconds. The other calls are negligible. How can I make this faster? Should I use another type than ObservableCollection? An array probably? Should I use another form of data binding? Is there some tweak for the MSChart that I may have missed? Should I use a sparsed set of date, having one value per pixel only? Have I simply reached the performance limit of MSCharts? From the type of the application to keep it "fluent", we should have multiple refreshes per second. Thanks for any hints!

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  • Visual Studio 2010 is asking to convert RDLC created on VS2008 to RDLC 2008 format?

    - by Junior Mayhé
    I've created my project on Visual Studio 2008, as well RDLC files on it. But now, when I open the solution on Visual Studio 2010 and want to open RDLC file, it's showing me a warning. That's a little funny. The report was created on VS2008 and VS2010 is asking to convert to 2008 format. Perhaps there was a problem on my VS2008 installation that created RDLC files using some ancient format (2005??!) The problem is, when you confirm with Ok button, do some design ajustments and run the app, it throws an error on 'Main report': ex.InnerException {"The definition of the report 'Main Report' is invalid."} [Microsoft.Reporting.DefinitionInvalidException]: {"The definition of the report 'Main Report' is invalid."} Data: {System.Collections.ListDictionaryInternal} HelpLink: null InnerException: {"The report definition is not valid. Details: The report definition has an invalid target namespace 'http://schemas.microsoft.com/sqlserver/reporting/2008/01/reportdefinition' which cannot be upgraded."} Message: "The definition of the report 'Main Report' is invalid." Source: "Microsoft.ReportViewer.Common" StackTrace: " at Microsoft.Reporting.ReportCompiler.CompileReport(CatalogItemContext context, Byte[] reportDefinition, Boolean generateExpressionHostWithRefusedPermissions, ReportSnapshotBase& snapshot)\r\n at Microsoft.Reporting.StandalonePreviewStore.StoredReport.CompileReport()\r\n at Microsoft.Reporting.StandalonePreviewStore.StoredReport.get_Snapshot()\r\n at Microsoft.Reporting.StandalonePreviewStore.GetCompiledReport(CatalogItemContext context, Boolean rebuild, ReportSnapshotBase& snapshot)\r\n at Microsoft.Reporting.LocalService.GetCompiledReport(CatalogItemContext itemContext, Boolean rebuild, ReportSnapshotBase& snapshot)\r\n at Microsoft.Reporting.LocalService.CompileReport(CatalogItemContext itemContext, Boolean rebuild)\r\n at Microsoft.Reporting.WinForms.LocalReport.CompileReport()" TargetSite: {Microsoft.ReportingServices.ReportProcessing.PublishingResult CompileReport(Microsoft.ReportingServices.Diagnostics.CatalogItemContext, Byte[], Boolean, Microsoft.ReportingServices.Library.ReportSnapshotBase ByRef)}

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  • Add a row to UITableView for adding new item?

    - by David.Chu.ca
    In order to provide UI for user to add new items to my table view, I would like to add a new row in my table at a specified location (last row for example) when the view is in edit mode (I have a edit button on the view's navigation bar right side). This new row will have a add button indicator on the left side and disclosure accessory arrow on the right. When the view is not in edit mode, this add row should not be displayed. I am not sure if I should overwrite: - (void)setEditing:(BOOL)editing animated:(BOOL)animated{...} where I call the UITableView's method: insertRowsAtIndexPaths:(NSArray *)indexPaths withRowAnimation: (UITableViewRowAnimation)animation to insert a new row? My understanding is that this call may add a new row into the table view. The table view's data source is from CoreData storage. Not sure this may cause inconsistent numbers of data in the data store and table view? If it is OK and I have to manage rows in the table view, how can I add left add indicator and left disclosure arrow to the new row? Another question is that if I can do it to insert a new row as Add row, should I remove it when the table view not in edit mode? Just want to know if I am on the right track.

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