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  • unformatted input to a std::string instead of c-string from binary file.

    - by posop
    ok i have this program working using c-strings. I am wondering if it is possible to read in blocks of unformatted text to a std::string? I toyed arround with if >> but this reads in line by line. I've been breaking my code and banging my head against the wall trying to use std::string, so I thought it was time to enlist the experts. Here's a working program you need to supply a file "a.txt" with some content to make it run. i tried to fool around with: in.read (const_cast<char *>(memblock.c_str()), read_size); but it was acting odd. I had to do std::cout << memblock.c_str() to get it to print. and memblock.clear() did not clear out the string. anyway, if you can think of a way to use STL I would greatly appreciate it. Here's my program using c-strings // What this program does now: copies a file to a new location byte by byte // What this program is going to do: get small blocks of a file and encrypt them #include <fstream> #include <iostream> #include <string> int main (int argc, char * argv[]) { int read_size = 16; int infile_size; std::ifstream in; std::ofstream out; char * memblock; int completed = 0; memblock = new char [read_size]; in.open ("a.txt", std::ios::in | std::ios::binary | std::ios::ate); if (in.is_open()) infile_size = in.tellg(); out.open("b.txt", std::ios::out | std::ios::trunc | std::ios::binary); in.seekg (0, std::ios::beg);// get to beginning of file while(!in.eof()) { completed = completed + read_size; if(completed < infile_size) { in.read (memblock, read_size); out.write (memblock, read_size); } // end if else // last run { delete[] memblock; memblock = new char [infile_size % read_size]; in.read (memblock, infile_size % read_size + 1); out.write (memblock, infile_size % read_size ); } // end else } // end while } // main if you see anything that would make this code better please feel free to let me know.

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  • WPF Custom Control - Designer looks fine, but I get a runtime issue...

    - by myermian
    MainWindow.xaml <Window x:Class="MainWindow" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:my="clr-namespace:MyStuff;assembly=MyStuff" Title="MainWindow" Height="350" Width="525"> <Grid> <TabControl Margin="5"> <TabItem Header="Start Page" /> <my:XTabItem Header="Tab 1" Image="Resources/icon1.png" /> </TabControl> </Grid> </Window> Generic.xaml <ResourceDictionary xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:local="clr-namespace:MyStuff" > <!-- XTabItem --> <Style TargetType="{x:Type local:XTabItem}"> <Setter Property="Template"> <Setter.Value> <ControlTemplate TargetType="{x:Type local:XTabItem}"> <Border Background="{TemplateBinding Background}" BorderBrush="{TemplateBinding BorderBrush}" BorderThickness="{TemplateBinding BorderThickness}"> <StackPanel Orientation="Horizontal"> <Image Source="{Binding Path=Image, RelativeSource={RelativeSource TemplatedParent}}" Stretch="UniformToFill" MaxHeight="24" /> <TextBlock Text="{TemplateBinding Header}" /> <Button Content="X" /> </StackPanel> </Border> </ControlTemplate> </Setter.Value> </Setter> </Style> </ResourceDictionary> XTabItem.cs using System; using System.ComponentModel; using System.Windows; using System.Windows.Controls; using System.Windows.Media; namespace MyStuff { public class XTabItem : TabItem { #region Dependency Properties public static readonly DependencyProperty ImageProperty; #endregion #region Constructors / Initializer static XTabItem() { //Initialize the control as "lookless". DefaultStyleKeyProperty.OverrideMetadata(typeof(XTabItem), new FrameworkPropertyMetadata(typeof(XTabItem))); //Setup the dependency properties. ImageProperty = DependencyProperty.Register("Image", typeof(ImageSource), typeof(XTabItem), new UIPropertyMetadata(null)); } #endregion #region Custom Control Properties (Image) /// <summary> /// The image (icon) displayed by inside the tab header. /// </summary> /// <remarks>The image is specified in XAML as an absolute or relative path.</remarks> [Description("The image displayed by the button"), Category("Optional Properties")] public ImageSource Image { get { return (ImageSource)GetValue(ImageProperty); } set { SetValue(ImageProperty, value); } } #endregion } } Exception at line #9 () : XamlParseException : 'Provide value on 'System.Windows.Baml2006.TypeConverterMarkupExtension' threw an exception.' Line number '9' and line position '27'.

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  • Thread not behaving correctly

    - by ivor
    Hello, I wonder if anyone can help me to understand where I could be going wrong with this code; Basically I'm working on a turorial and calling the class below from another class - and it is getting the following error; Exception in thread "Thread-1" java.lang.NullPointerException at org.newdawn.spaceinvaders.TCPChat.run(TCPChat.java:322) at java.lang.Thread.run(Unknown Source) I realise the error is beibg flagged in another class- but I have tested the other class with a small class which sets up a separate thread - and it works fine, but as soon as I try and implement a new thread in this class - it causes all sorts of problems. Am I setting up the thread correctly in this class? Basically I can set up a thread in this class, with a test loop and it's fine, but when I bring in the functionality of the rest of the game it sometimes hangs, or does not display at all. Any suggestions on where I could be going wrong would be greatly appreciated. Thanks for looking. package org.newdawn.spaceinvaders; import java.awt.BorderLayout; import java.awt.Canvas; import java.awt.Color; import java.awt.Dimension; import java.awt.FlowLayout; import java.awt.Graphics2D; import java.awt.GridLayout; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import java.awt.event.KeyAdapter; import java.awt.event.KeyEvent; import java.awt.event.WindowAdapter; import java.awt.event.WindowEvent; import java.awt.image.BufferStrategy; import java.util.ArrayList; import java.util.Scanner; import java.awt.*;//maybe not needed import javax.swing.*;//maybenot needed import java.util.Random; //import java.io.*; /** * The main hook of our game. This class with both act as a manager * for the display and central mediator for the game logic. * * Display management will consist of a loop that cycles round all * entities in the game asking them to move and then drawing them * in the appropriate place. With the help of an inner class it * will also allow the player to control the main ship. * * As a mediator it will be informed when entities within our game * detect events (e.g. alient killed, played died) and will take * appropriate game actions. * * @author Kevin Glass */ public class Game extends Canvas implements Runnable{ /** The stragey that allows us to use accelerate page flipping */ private BufferStrategy strategy; /** True if the game is currently "running", i.e. the game loop is looping */ private boolean gameRunning = true; /** The list of all the entities that exist in our game */ private ArrayList entities = new ArrayList(); /** The list of entities that need to be removed from the game this loop */ private ArrayList removeList = new ArrayList(); /** The entity representing the player */ private Entity ship; /** The speed at which the player's ship should move (pixels/sec) */ private double moveSpeed = 300; /** The time at which last fired a shot */ private long lastFire = 0; /** The interval between our players shot (ms) */ private long firingInterval = 500; /** The number of aliens left on the screen */ private int alienCount; /** The number of levels progressed */ private double levelCount; /** high score for the user */ private int highScore; /** high score for the user */ private String player = "bob"; //private GetUserInput getPlayer; /** The list of entities that need to be removed from the game this loop */ /** The message to display which waiting for a key press */ private String message = ""; /** True if we're holding up game play until a key has been pressed */ private boolean waitingForKeyPress = true; /** True if the left cursor key is currently pressed */ private boolean leftPressed = false; /** True if the right cursor key is currently pressed */ private boolean rightPressed = false; /** True if we are firing */ private boolean firePressed = false; /** True if game logic needs to be applied this loop, normally as a result of a game event */ private boolean logicRequiredThisLoop = false; //private Thread cThread = new Thread(this); //public Thread t = new Thread(this); //private Thread g = new Thread(this); void setHighscore(int setHS) { highScore = setHS; } public int getHighscore() { return highScore; } public void setPlayer(String setPlayer) { player = setPlayer; } public String getPlayer() { return player; } public void run() { //setup(); System.out.println("hello im running bob"); /*int count = 1; do { System.out.println("Count is: " + count); count++; try{Thread.sleep(1);} catch(InterruptedException e){} } while (count <= 2000000);*/ //Game g =new Game(); //Game g = this; // Start the main game loop, note: this method will not // return until the game has finished running. Hence we are // using the actual main thread to run the game. //setup(); //this.gameLoop(); //try{thread.sleep(1);} //catch{InterruptedException e} } /** * Construct our game and set it running. */ public Game () { //Thread t = new Thread(this);//set up new thread for invaders game //t.run();//run the run method of the game //Game g =new Game(); //setup(); //Thread t = new Thread(this); //thread.start(); //SwingUtilities.invokeLater(this); Thread er = new Thread(this); er.start(); } public void setup(){ //initialise highscore setHighscore(0); // create a frame to contain our game JFrame container = new JFrame("Space Invaders 101"); // get hold the content of the frame and set up the resolution of the game JPanel panel = (JPanel) container.getContentPane(); panel.setPreferredSize(new Dimension(800,600)); //panel.setLayout(null); // setup our canvas size and put it into the content of the frame setBounds(0,0,800,600); panel.add(this); // Tell AWT not to bother repainting our canvas since we're // going to do that our self in accelerated mode setIgnoreRepaint(true); // finally make the window visible container.pack(); container.setResizable(false); container.setVisible(true); // add a listener to respond to the user closing the window. If they // do we'd like to exit the game container.addWindowListener(new WindowAdapter() { public void windowClosing(WindowEvent e) { //cThread.interrupt(); System.exit(0); } }); // add a key input system (defined below) to our canvas // so we can respond to key pressed addKeyListener(new KeyInputHandler()); // request the focus so key events come to us requestFocus(); // create the buffering strategy which will allow AWT // to manage our accelerated graphics createBufferStrategy(2); strategy = getBufferStrategy(); // initialise the entities in our game so there's something // to see at startup initEntities(); } /** * Start a fresh game, this should clear out any old data and * create a new set. */ private void startGame() { // clear out any existing entities and intialise a new set entities.clear(); initEntities(); //initialise highscore setHighscore(0); // blank out any keyboard settings we might currently have leftPressed = false; rightPressed = false; firePressed = false; } /** * Initialise the starting state of the entities (ship and aliens). Each * entitiy will be added to the overall list of entities in the game. */ //private void initEntities() { public void initEntities() { Random randomAlien = new Random(); // create the player ship and place it roughly in the center of the screen //ship = new ShipEntity(this,"sprites/ship.gif",370,550);//orignal ship = new ShipEntity(this,"sprites/ship.gif",700,300);//changed postioning to right hand side entities.add(ship); // create a block of aliens (5 rows, by 12 aliens, spaced evenly) alienCount = 0; levelCount = 1.02; for (int row=0;row<7;row++) {//altered number of rows for (int x=0;x<5;x++) { int r = randomAlien.nextInt(100);//loop added to produce random aliens if (r < 50){ //Entity alien = new AlienEntity(this,"sprites/alien.gif",/*100+*/(x*50),(50)+row*30); Entity alien = new AlienEntity(this,"sprites/alien.gif",100+(x*90),(12)+row*85); entities.add(alien); alienCount++; } } } } //private void initEntities() { public void initAlienEntities() { Random randomAlien = new Random(); // create the player ship and place it roughly in the center of the screen //ship = new ShipEntity(this,"sprites/ship.gif",370,550);//orignal //ship = new ShipEntity(this,"sprites/ship.gif",700,300);//changed postioning to right hand side //entities.add(ship); // create a block of aliens (5 rows, by 12 aliens, spaced evenly) alienCount = 0; levelCount = levelCount + 0.10;//this increases the speed on every level for (int row=0;row<7;row++) {//altered number of rows for (int x=0;x<5;x++) { int r = randomAlien.nextInt(100);//loop added to produce random aliens if (r < 50){//randome check to show alien //Entity alien = new AlienEntity(this,"sprites/alien.gif",/*100+*/(x*50),(50)+row*30); Entity alien = new AlienEntity(this,"sprites/alien.gif",-250+(x*90),(12)+row*85); entities.add(alien); alienCount++; } } } advanceAlienSpeed(levelCount); } /** * Notification from a game entity that the logic of the game * should be run at the next opportunity (normally as a result of some * game event) */ public void updateLogic() { logicRequiredThisLoop = true; } /** * Remove an entity from the game. The entity removed will * no longer move or be drawn. * * @param entity The entity that should be removed */ public void removeEntity(Entity entity) { removeList.add(entity); } /** * Notification that the player has died. */ public void notifyDeath() { message = "Oh no! They got you, try again?"; waitingForKeyPress = true; } /** * Notification that the player has won since all the aliens * are dead. */ public void notifyWin() { message = "Well done! You Win!"; waitingForKeyPress = true; } /** * Notification that an alien has been killed */ public void notifyAlienKilled() { // reduce the alient count, if there are none left, the player has won! alienCount--; if (alienCount == 0) { //notifyWin();win not relevant here... this.initAlienEntities();//call fresh batch of aliens } // if there are still some aliens left then they all need to get faster, so // speed up all the existing aliens advanceAlienSpeed(1.30); } public void advanceAlienSpeed(double speed) { // if there are still some aliens left then they all need to get faster, so // speed up all the existing aliens for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); if (entity instanceof AlienEntity) { // speed up by 2% entity.setHorizontalMovement(entity.getHorizontalMovement() * speed); //entity.setVerticalMovement(entity.getVerticalMovement() * 1.02); } } } /** * Attempt to fire a shot from the player. Its called "try" * since we must first check that the player can fire at this * point, i.e. has he/she waited long enough between shots */ public void tryToFire() { // check that we have waiting long enough to fire if (System.currentTimeMillis() - lastFire < firingInterval) { return; } // if we waited long enough, create the shot entity, and record the time. lastFire = System.currentTimeMillis(); ShotEntity shot = new ShotEntity(this,"sprites/shot.gif",ship.getX()+10,ship.getY()-30); entities.add(shot); } /** * The main game loop. This loop is running during all game * play as is responsible for the following activities: * <p> * - Working out the speed of the game loop to update moves * - Moving the game entities * - Drawing the screen contents (entities, text) * - Updating game events * - Checking Input * <p> */ public void gameLoop() { long lastLoopTime = System.currentTimeMillis(); // keep looping round til the game ends while (gameRunning) { // work out how long its been since the last update, this // will be used to calculate how far the entities should // move this loop long delta = System.currentTimeMillis() - lastLoopTime; lastLoopTime = System.currentTimeMillis(); // Get hold of a graphics context for the accelerated // surface and blank it out Graphics2D g = (Graphics2D) strategy.getDrawGraphics(); g.setColor(Color.black); g.fillRect(0,0,800,600); // cycle round asking each entity to move itself if (!waitingForKeyPress) { for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.move(delta); } } // cycle round drawing all the entities we have in the game for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.draw(g); } // brute force collisions, compare every entity against // every other entity. If any of them collide notify // both entities that the collision has occured for (int p=0;p<entities.size();p++) { for (int s=p+1;s<entities.size();s++) { Entity me = (Entity) entities.get(p); Entity him = (Entity) entities.get(s); if (me.collidesWith(him)) { me.collidedWith(him); him.collidedWith(me); } } } // remove any entity that has been marked for clear up entities.removeAll(removeList); removeList.clear(); // if a game event has indicated that game logic should // be resolved, cycle round every entity requesting that // their personal logic should be considered. if (logicRequiredThisLoop) { //g.drawString("Press any key",(800-g.getFontMetrics().stringWidth("Press any key"))/2,300); for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.doLogic(); } logicRequiredThisLoop = false; } // if we're waiting for an "any key" press then draw the // current message //show highscore at top of screen //show name at top of screen g.setColor(Color.white); g.drawString("Player : "+getPlayer()+" : Score : "+getHighscore(),20,20); if (waitingForKeyPress) { g.setColor(Color.white); g.drawString(message,(800-g.getFontMetrics().stringWidth(message))/2,250); g.drawString("Press any key",(800-g.getFontMetrics().stringWidth("Press any key"))/2,300); } // finally, we've completed drawing so clear up the graphics // and flip the buffer over g.dispose(); strategy.show(); // resolve the movement of the ship. First assume the ship // isn't moving. If either cursor key is pressed then // update the movement appropraitely ship.setVerticalMovement(0);//set to vertical movement if ((leftPressed) && (!rightPressed)) { ship.setVerticalMovement(-moveSpeed);//**took out setHorizaontalMOvement } else if ((rightPressed) && (!leftPressed)) { ship.setVerticalMovement(moveSpeed);//**took out setHorizaontalMOvement } // if we're pressing fire, attempt to fire if (firePressed) { tryToFire(); } // finally pause for a bit. Note: this should run us at about // 100 fps but on windows this might vary each loop due to // a bad implementation of timer try { Thread.sleep(10); } catch (Exception e) {} } } /** * A class to handle keyboard input from the user. The class * handles both dynamic input during game play, i.e. left/right * and shoot, and more static type input (i.e. press any key to * continue) * * This has been implemented as an inner class more through * habbit then anything else. Its perfectly normal to implement * this as seperate class if slight less convienient. * * @author Kevin Glass */ private class KeyInputHandler extends KeyAdapter { /** The number of key presses we've had while waiting for an "any key" press */ private int pressCount = 1; /** * Notification from AWT that a key has been pressed. Note that * a key being pressed is equal to being pushed down but *NOT* * released. Thats where keyTyped() comes in. * * @param e The details of the key that was pressed */ public void keyPressed(KeyEvent e) { // if we're waiting for an "any key" typed then we don't // want to do anything with just a "press" if (waitingForKeyPress) { return; } // if (e.getKeyCode() == KeyEvent.VK_LEFT) { ////leftPressed = true; ///} //// if (e.getKeyCode() == KeyEvent.VK_RIGHT) { //rightPressed = true; if (e.getKeyCode() == KeyEvent.VK_UP) { leftPressed = true; } if (e.getKeyCode() == KeyEvent.VK_DOWN) { rightPressed = true; } if (e.getKeyCode() == KeyEvent.VK_SPACE) { firePressed = true; } } /** * Notification from AWT that a key has been released. * * @param e The details of the key that was released */ public void keyReleased(KeyEvent e) { // if we're waiting for an "any key" typed then we don't // want to do anything with just a "released" if (waitingForKeyPress) { return; } if (e.getKeyCode() == KeyEvent.VK_UP) {//changed from VK_LEFT leftPressed = false; } if (e.getKeyCode() == KeyEvent.VK_DOWN) {//changed from VK_RIGHT rightPressed = false; } if (e.getKeyCode() == KeyEvent.VK_SPACE) { firePressed = false; } } /** * Notification from AWT that a key has been typed. Note that * typing a key means to both press and then release it. * * @param e The details of the key that was typed. */ public void keyTyped(KeyEvent e) { // if we're waiting for a "any key" type then // check if we've recieved any recently. We may // have had a keyType() event from the user releasing // the shoot or move keys, hence the use of the "pressCount" // counter. if (waitingForKeyPress) { if (pressCount == 1) { // since we've now recieved our key typed // event we can mark it as such and start // our new game waitingForKeyPress = false; startGame(); pressCount = 0; } else { pressCount++; } } // if we hit escape, then quit the game if (e.getKeyChar() == 27) { //cThread.interrupt(); System.exit(0); } } } /** * The entry point into the game. We'll simply create an * instance of class which will start the display and game * loop. * * @param argv The arguments that are passed into our game */ //public static void main(String argv[]) { //Game g =new Game(); // Start the main game loop, note: this method will not // return until the game has finished running. Hence we are // using the actual main thread to run the game. //g.gameLoop(); //} }

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  • How do I make a SignalR client something when it receives a message?

    - by Ben
    I want to do something when a client receives a message via a SignalR hub. I've put together a basic chat app, but want people to be able to "like" a chat comment. I'm thinking the way to do this is to find the chat message on the client's page and update it using javascript. In the meantime to "prove the concept" I just want to make an alert popup on the client machine to say another user likes the comment. Trouble is, I'm not sure where to put it. (Am struggling to find SignalR documentation to be honest.) can't get my head round what is calling what here. My ChatHub class is as follows: public class ChatHub : Hub { public void Send(string name, string message) { // Call the broadcastMessage method to update clients. Clients.All.broadcastMessage(name, message); } } And my JavaScript is: $(function () { // Declare a proxy to reference the hub. var chat = $.connection.chatHub; // Create a function that the hub can call to broadcast messages. chat.client.broadcastMessage = function (name, message) { // Html encode display name and message. var encodedName = $('<div />').text(name).html(); var encodedMsg = $('<div />').text(message).html(); // Add the message to the page. var divContent = $('#discussion').html(); $('#discussion').html('<div class="container">' + '<div class="content">' + '<p class="username">' + encodedName + '</p>' + '<p class="message">' + encodedMsg + '</p>' + '</div>' + '<div class="slideout">' + '<div class="clickme" onclick="slideMenu(this)"></div>' + '<div class="slidebutton"><img id="imgid" onclick="likeButtonClick(this)" src="Images/like.png" /></div>' + '<div class="slidebutton"><img onclick="commentButtonClick(this)" src="Images/comment.png" /></div>' + '<div class="slidebutton" style="margin-right:0px"><img onclick="redcardButtonClick(this)" src="Images/redcard.png" /></div>' + '</div>' + '</div>' + divContent); }; // Set initial focus to message input box. $('#message').focus(); // Start the connection. $.connection.hub.start().done(function () { $('#sendmessage').click(function () { // Call the Send method on the hub. chat.server.send($('#lblUser').html(), $('#message').val()); // Clear text box and reset focus for next comment. $('#message').val('').focus(); }); });

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  • startActivityForResult to an activity that only displays a progressdialog

    - by Alxandr
    I'm trying to make an activity that is asked for some result. This result is normally returned instantly (in the onCreate), however, sometimes it is nesesary to wait for some internet-content to download which causes the "loader"-activity to show. What I want is that the loader-activity don't display anything more than a progressdialog (and that you can still se the old activity calling the loader-activity in the background) and I'm wondering wheather or not this is possible. The code I'm using as of now is: //ListComicsActivity.java public class ListComicsActivity extends Activity { private static final int REQUEST_COMICS = 1; /** Called when the activity is first created. */ @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.list_comics); Button button = (Button)findViewById(R.id.Button01); button.setOnClickListener(new OnClickListener() { @Override public void onClick(View v) { Intent intent = new Intent(); intent.setAction(Intents.ACTION_GET_COMICS); startActivityForResult(intent, REQUEST_COMICS); } }); } /** Called when an activity called by using startActivityForResult finishes. */ @Override public void onActivityResult(int requestCode, int resultCode, Intent data) { Toast toast = Toast.makeText(this, "The activity finnished", Toast.LENGTH_SHORT); toast.show(); } } //LoaderActivity.java (answers to Intents.ACTION_GET_COMICS action-filter) public class LoaderActivity extends Activity { private Intent result = null; private ProgressDialog pg = null; private Runnable returner = new Runnable() { public void run() { if(pg != null) pg.dismiss(); LoaderActivity.this.setResult(Activity.RESULT_OK, result); LoaderActivity.this.finish(); } }; /** Called when the activity is first created. */ @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); String action = getIntent().getAction(); if(action.equals(Intents.ACTION_GET_COMICS)) { Runnable loader = new Runnable() { public void run() { WebProvider.DownloadComicList(); Intent intent = new Intent(); intent.setDataAndType(ComicContentProvider.COMIC_URI, "vnd.android.cursor.dir/vnd.mymir.comic"); returnResult(intent); } }; pg = ProgressDialog.show(this, "Downloading", "Please wait, retrieving data...."); Thread thread = new Thread(null, loader, "LoadComicList"); thread.start(); } else { setResult(Activity.RESULT_CANCELED); finish(); } } private void returnResult(Intent intent) { result = intent; runOnUiThread(returner); } }

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  • Add inner-marging to a 4 columns CSS

    - by Martín Marconcini
    I am not a CSS expert (mainly because I haven’t had the need to use much HTML/CSS stuff lately), so I came up with the following style/divs to create a 4 column layout: <style type="text/css"> <!-- .columns:after { content: "."; display: block; height: 0; clear: both; visibility: hidden; } * html .columns {height: 1%;} .columns{ display:inline-block; } .columns{ display:block; } .columns .column{ float:left; overflow:hidden; display:inline; } .columns .last{ float:right; } .col4 .first{ left: auto;width:25%; } .col4 .second{ left: auto;width:25%; } .col4 .third{ left: auto;width:25%; } .col4 .last{ left: auto;width:25%; } --> </style> note: most of this stuff comes from this google result, I just adapted it to 4 columns. The HTML then looks like this: <div class="columns col4"> <div class="column first”> SOME TEXT </div><!-- /.first -—> <div class="column second”> MORE TEXT</div><!—- /.second -—> <div class="column third”> SOME MORE TEXT </div><!—- /.third --> <div class="column last”> SOME LAST TEXT </div><!-- /.last -—> </div><!-- /.columns --> Ok, I’ve simplified that a bit (there’s a small image and some < h2 text in there too) but the thing is that I’d like to add some space between the columns. Here’s how it looks now: Do you have any idea what CSS property should I touch? note: If I add margin or padding, one column shifts down because (as I understand it) it doesn’t fit. There might be other CSSs as well, since this came in a template (I have been asked for this change, but I didn’t do any of this, as usual). Thanks for any insight.

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  • object not found error with dynamic web forms with (jquery) javscript script

    - by deostroll
    In a normal aspx page I've set up a jquery tab system. When a particular tab shows up I wire up an ajax call to get another html page with the following content. It is simply a form with some javascript inside of it. <!-- demo.htm --> <form method="post" action="post.aspx"> <div id="fields"> Class: <input id="txtclass" name="txtclass" type="text"/> Grade: <input id="txtgrade" name="txtgrade" type="text"/> <input id="btnupdate" value="Update"/> </div> <div id="update"> Reason:<br/> <input id="txtreason" name="txtreason" type="text"/> <br/> Comments:<br/> <textarea id="txtcomments" name="txtcomments"></textarea> <br/> <input type="button" id="btnsave" value="Save"/> </div> <script type="text/javascript"> $(function(){ //all textboxes should be disabled $('#fields input').each(function(i,j){ if(! $(this).is(':button') ) $(this).attr('disabled', 'disabled') }); //update div should be hidden $('#update).hide(); //click event of btnupdate should // be set to show the update div contents // and enable input fields $('#btnupdate').click(function(){ //enable all textboxes $('#fields input').each(function(i,j){ $(this).attr('disabled', ''); }); //hide btnupdate $('#btnupdate').hide(); //show div update $('#update').show(); }); }); </script> </form> The script executes normally and the form is shown as intended. The btnupdate is supposed to show the contents in the update div and load the form for accepting user input. Whenever I hit btnupdate button I get an object not found exception on IE 8. IE 8 asks if it should start up its in-built debuggger. But, even in this debugger I cannot see what the problem is...However on clicking "No" in that dialog the button click function executes properly, and the form is displayed as intended. Is there a better way to resolve the problem?

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  • when to use the abstract factory pattern?

    - by hguser
    Hi: I want to know when we need to use the abstract factory pattern. Here is an example,I want to know if it is necessary. The UML THe above is the abstract factory pattern, it is recommended by my classmate. THe following is myown implemention. I do not think it is necessary to use the pattern. And the following is some core codes: package net; import java.io.IOException; import java.util.HashMap; import java.util.Map; import java.util.Properties; public class Test { public static void main(String[] args) throws IOException, InstantiationException, IllegalAccessException, ClassNotFoundException { DaoRepository dr=new DaoRepository(); AbstractDao dao=dr.findDao("sql"); dao.insert(); } } class DaoRepository { Map<String, AbstractDao> daoMap=new HashMap<String, AbstractDao>(); public DaoRepository () throws IOException, InstantiationException, IllegalAccessException, ClassNotFoundException { Properties p=new Properties(); p.load(DaoRepository.class.getResourceAsStream("Test.properties")); initDaos(p); } public void initDaos(Properties p) throws InstantiationException, IllegalAccessException, ClassNotFoundException { String[] daoarray=p.getProperty("dao").split(","); for(String dao:daoarray) { AbstractDao ad=(AbstractDao)Class.forName(dao).newInstance(); daoMap.put(ad.getID(),ad); } } public AbstractDao findDao(String id) {return daoMap.get(id);} } abstract class AbstractDao { public abstract String getID(); public abstract void insert(); public abstract void update(); } class SqlDao extends AbstractDao { public SqlDao() {} public String getID() {return "sql";} public void insert() {System.out.println("sql insert");} public void update() {System.out.println("sql update");} } class AccessDao extends AbstractDao { public AccessDao() {} public String getID() {return "access";} public void insert() {System.out.println("access insert");} public void update() {System.out.println("access update");} } And the content of the Test.properties is just one line: dao=net.SqlDao,net.SqlDao So any ont can tell me if this suitation is necessary?

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  • android zxing intentintegrator

    - by cristi _b
    I've written the following code that works fine if you decide to scan a QR code (using zxing) and store it in private storage but in case you decide to cancel scanning, it crashes and the file previously stored content disappears. I think it might be a design error, not sure why. Below is relevant code ... /** * menu generation */ @Override public boolean onCreateOptionsMenu(Menu menu) { MenuInflater inflater = getMenuInflater(); inflater.inflate(R.menu.menu, menu); return true; } /** * menu handling */ @Override public boolean onOptionsItemSelected(MenuItem item) { Context context = getApplicationContext(); Toast toast = Toast.makeText(context, "", Toast.LENGTH_LONG); toast.setGravity(Gravity.FILL_HORIZONTAL, 0, 0); switch (item.getItemId()) { case R.id.qrScan: IntentIntegrator integrator = new IntentIntegrator(this); integrator.initiateScan(); return true; case R.id.qrReset: File dir = getFilesDir(); File file = new File(dir, qrCodeFile); boolean deleted = file.delete(); return true; case R.id.appClose: this.finish(); return true; default: return super.onOptionsItemSelected(item); } } ... public void onActivityResult(int requestCode, int resultCode, Intent intent) { IntentResult scanResult = IntentIntegrator.parseActivityResult(requestCode, resultCode, intent); Context context = getApplicationContext(); Toast toast = Toast.makeText(context, "", Toast.LENGTH_SHORT); if (scanResult != null) { FileOutputStream fos = null; CharSequence text = scanResult.getContents(); try { fos = openFileOutput(qrCodeFile, Context.MODE_PRIVATE); try { fos.write(text.toString().getBytes()); fos.close(); toast.setGravity(Gravity.FILL_HORIZONTAL, 0, 0); toast.setText("Code saved"); toast.show(); } catch (IOException ex) { toast.setGravity(Gravity.FILL_HORIZONTAL, 0, 0); toast.setText("Invalid code"); toast.show(); Logger.getLogger(MainActivity.class.getName()).log(Level.SEVERE, null, ex); } } catch (FileNotFoundException ex) { toast.setGravity(Gravity.FILL_HORIZONTAL, 0, 0); toast.setText("Error while saving"); toast.show(); Logger.getLogger(MainActivity.class.getName()).log(Level.SEVERE, null, ex); } } else { toast.setGravity(Gravity.FILL_HORIZONTAL, 0, 0); toast.setText("Invalid code"); toast.show(); } }

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  • architecture python question

    - by tom smith
    hi. creating a distributed crawling python app. it consists of a master server, and associated client apps that will run on client servers. the purpose of the client app is to run across a targeted site, to extract specific data. the clients need to go "deep" within the site, behind multiple levels of forms, so each client is specifically geared towards a given site. each client app looks something like main: parse initial url call function level1 (data1) function level1 (data) parse the url, for data1 use the required xpath to get the dom elements call the next function call level2 (data) function level2 (data2) parse the url, for data2 use the required xpath to get the dom elements call the next function call level3 function level3 (dat3) parse the url, for data3 use the required xpath to get the dom elements call the next function call level4 function level4 (data) parse the url, for data4 use the required xpath to get the dom elements at the final function.. --all the data output, and eventually returned to the server --at this point the data has elements from each function... my question: given that the number of calls that is made to the child function by the current function varies, i'm trying to figure out the best approach. each function essentialy fetches a page of content, and then parses the page using a number of different XPath expressions, combined with different regex expressions depending on the site/page. if i run a client on a single box, as a sequential process, it'll take awhile, but the load on the box is rather small. i've thought of attempting to implement the child functions as threads from the current function, but that could be a nightmare, as well as quickly bring the "box" to its knees! i've thought of breaking the app up in a manner that would allow the master to essentially pass packets to the client boxes, in a way to allow each client/function to be run directly from the master. this process requires a bit of rewrite, but it has a number of advantages. a bunch of redundancy, and speed. it would detect if a section of the process was crashing and restart from that point. but not sure if it would be any faster... i'm writing the parsing scripts in python.. so... any thoughts/comments would be appreciated... i can get into a great deal more detail, but didn't want to bore anyone!! thanks! tom

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  • How to intercept 401 from Forms Authentication in ASP.NET MVC?

    - by Jiho Han
    I would like to generate a 401 page if the user does not have the right permission. The user requests a url and is redirected to the login page (I have deny all anonymous in web.config). The user logs in successfully and is redirected to the original url. However, upon permission check, it is determined that the user does not have the required permission, so I would like to generate a 401. But Forms Authentication always handles 401 and redirects the user to the login page. To me, this isn't correct. The user has already authenticated, the user just does not have the proper authorization. In other scenarios, such as in ajax or REST service scenario, I definitely do not want the login page - I need the proper 401 page. So far, I've tried custom Authorize filter to return ViewResult with 401 but didn't work. I then tried a normal Action Filter, overriding OnActionExecuting, which did not work either. What I was able to do is handle an event in global.asax, PostRequestHandlerExecute, and check for the permission then write out directly to response: if (permissionDenied) { Context.Response.StatusCode = 401; Context.Response.Clear(); Context.Response.Write("Permission Denied"); Context.Response.Flush(); Context.Response.Close(); return; } That works but it's not really what I want. First of all, I'm not even sure if that is the right event or the place in the pipeline to do that. Second, I want the 401 page to have a little more content. Preferably, it should be an aspx page with possibly the same master page as the rest of the site. That way, anyone browsing the site can see that the permission is denied but with the same look and feel, etc. but the ajax or service user will get the proper status code to act on. Any idea how this can be achieved? I've seen other posts with similar requests but didn't see a solution that I can use. And no, I do not want a 403.

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  • Coldfusion Report Builder - How can you set different datasources externally between prod/staging/de

    - by Smooth Operator
    Coldfusion Report Builder is great. One small issue. We use ANT+CFANT to deploy. When we create the report, say in a datasource called MyApp_dev on a dev box. Everything works great when the report is created. We deploy the report to our staging server, which has a datasource of MyApp_Staging. That server also, may or may not, have the live app working under MyApp_Live. Ant pushes the update to Staging just great. Run the report, crashes and burns. Why? It seems the report is looking for the MyApp_Dev data_source, even though the application is using the MyApp_Staging datasource. In digging around I found a few approaches, I would like to do this one, final, ideal way from the beginning instead of having to go back to do dozens of reports differently when I have a new Aha! moment. 1) Obvious: Pass in the datasource in to the cfreport tag. Doesn't work for ColdFusion Builder Reports as of v8, or v9 as tested on Linux. 2) Most realistic option (but painful) so far: Pass in the query as an object into the ColdFusion Builder report. Let's think about this: Create the Report with the report builder to my heart's content using the RDS, etc on my local box. When I'm done, copy the query into a snippet of code, or into a database column to be dynamically be injected at runtime with correct datasource. Modify my "run report" event to find the query from the database column, insert it into another dynamic cfquery and potentially... evaluate (!?!) it? Fun side is I can set the cfquery datasource to what I would need for each environment. When I modify the report's columns in CF Report Builder, I always have to update the query in the database. Is there a snippet of code that can extract this for me? Hmm. 3) Less than ideal. Suck it up and let all the reports in staging run off the live server. Maybe copy the live data into staging (sans structural changes) to let it seem similar. Are there any eloquent ways to accomplish the above? Thanks in Advance!

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  • added div does not recognize jquery function

    - by zurna
    I pull categories of one section from a XML. Problem is, pulled categories need to recognize tab plugin but they do not recognize it. I am not sure if I made sense, please let me know if I didnt make any sense. I will try to explain it again. :) $.ajax({ dataType: "xml", url: "/FLPM/content/home/index.cs.asp?Process=ViewVCategories", success: function(xml) { $(xml).find('row').each(function(){ var id = $(this).attr('id'); var CategoryName = $(this).find('CategoryName').text(); $("<div class='tab fleft'><a href='#'>"+ CategoryName + "</a></div>").appendTo("#VCategories"); }); } }); $("div.row-title").tabs("div.panes > div", {effect: 'ajax'}, function(i) { // get the pane to be opened var pane = this.getPanes().eq(i); // load it with a page specified in the tab's href attribute pane.html('<img src="http://www.refinethetaste.com/html/cp/images/loading.gif" alt="Loading..." />') .load(this.getTabs().eq(i).attr("href")); }); pulled categories displayed here: <div class="row-title clear" id="VCategories"> categories xml <rows> - <row id="1"> <CategoryName>Nation</CategoryName> </row> - <row id="2"> <CategoryName>Politics</CategoryName> </row> - <row id="3"> <CategoryName>Health</CategoryName> </row> - <row id="4"> <CategoryName>Business</CategoryName> </row> - <row id="5"> <CategoryName>Culture</CategoryName> </row> </rows> </div>

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  • Jquery: How do i not select a specific colum

    - by Poku
    Hey I have a table, where i have a click event on the tr: <tr id="<%= candidate.AnsogerID %>" class="newCandidatesTableTr"> , this click event: $(".newCandidatesTableTr").click(function(e) { works just fine, but in the row i also have a click event on a td: $(".insertCandidate").live("click", (function(e) { and this conflicts eachother. I want to do one thing if the tr is clicked and other when this specific td in the tr is clicked. So how do i in my tr.click() event defined that the event shall not happend when i click the specific td? Here is the code: // Lists a table with old candidates who migth be the same person as the new candidate $(".newCandidatesTableTr").click(function(e) { alert(this.id); GetCandidateName(this.id); }); // Show insert candidate dialog $(".insertCandidate").live("click", (function(e) { var tempCanName = $(".suggentionCandidatesTableTitle").text(); var tempCanNameSub = tempCanName.substr(0, tempCanName.length - 1); var canName = $(".suggentionCandidateName_" + canID + "").text(); $("#mergeCandidateDialog").empty(); $.blockUI({ message: $("#mergeCandidateDialog").append( "<div>" + tempCanNameSub + "'s ansøgning vil blive lagt under den eksiterende ansøger " + canName + "'s data.<br /><br /> Ønsker du at fortsætte?<br /><br /></div>" + "<div id=\"content\">" + "<input type=\"button\" id=\"" + this.id + "\" class=\"insertCandidateYes\" value=\"Ja\" />" + "<input type=\"button\" id=\"insertCandidateNo\" value=\"Nej\" /></div>"), css: { cursor: 'default', fontWeight: 'normal', padding: '7px', textAlign: 'left' } }); })); <% foreach (var candidate in Model.Ansogninger) { %> <tr id="<%= candidate.AnsogerID %>" class="newCandidatesTableTr"> <td><div id="candidateID""><label title="<%= candidate.Navn %>"><%= candidate.AnsogerID %></label></div></td> <td><div id="<%= "candidateName_" + candidate.AnsogerID %>" class="candidateNameTD"><%= candidate.Navn %></div></td> <td><div id="candidateEmail"><%= candidate.Email %></div></td> <td><div id="candidateRundeName"><%= Model.RundeName %></div></td> <td id="testTD"> <div id="<%= "acceptCandidateButton_" + candidate.AnsogerID %>" class="acceptb">Godkend</div> </td> </tr> <% } %> /Thanks

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  • Mootools Accordion nonfunctional in Opera

    - by nona
    While working as expected in all other browsers, opera refuses to tween the height of content. oddly enough, as i sat annoyed rapidly clicking it over and over again, if it's closed, and you select some text, and keep clicking the same spot long enough, sometimes it pops open. lol. seriously. ahh, it seems to sometimes open the first time clicked after the page is loaded. wth? the javascript: window.addEvent('domready', function(){ var content_height = [];i=0; $$( '.bio_accordion' ).each(function(item){ i++; content_height.push(item.getElement('.moreInfo').offsetHeight); var thisSlider = new Fx.Slide( item.getElement( '.moreInfo' ), { mode: 'horizontal' } ); thisSlider.hide(); item.getElement('.moreInfo').set('tween').tween('height', '0px'); var morph = new Fx.Morph(item.getElement( '.divToggle' )); var selected = 0; item.getElement( '.divToggle' ).addEvents({ 'mouseenter': function(){ if(!selected) this.morph('.div_highlight'); }, 'mouseleave': function(){ if(!selected) { this.morph('.divToggle'); } }, 'click': function(){ if (!selected){ if (this.getElement('.symbol').innerHTML == '+') this.getElement('.symbol').innerHTML = '-'; else this.getElement('.symbol').innerHTML = '+'; item.getElement('.moreInfo').set('tween', { duration: 1500, transition: Fx.Transitions.Bounce.easeOut }).tween('height', content_height[i]); selected = 1; thisSlider.slideIn(); } else{ if (this.getElement('.symbol').innerHTML == '+') this.getElement('.symbol').innerHTML = '-'; else this.getElement('.symbol').innerHTML = '+'; thisSlider.slideOut(); item.getElement('.moreInfo').set('tween', { duration: 1000, transition: Fx.Transitions.Bounce.easeOut }).tween('height', '0px'); selected = 0; } } }); } ); }); the html: <div class="bio_accordion"> <div class="divToggle">test<span class="symbol">-</span></div> <div class="moreInfo" style="margin-left:10px;"> aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa asdfasdfasdfasdfasdfasdfasdfasdfasdfasdfasdf aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa asdfasdfasdfasdfasdfasdfasdfasdfasdfasdfasdf aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa asdfasdfasdfasdfasdfasdfasdfasdfasdfasdfasdf </div> </div> the css: .bio_accordion { padding:0px; margin:0px; } .divToggle { cursor: pointer; color: #ffffff; background-color:#1089b5; padding: 8px; } .div_highlight { padding-left:30px; padding-right:30px; background-color:#096687; } .moreInfo { padding: 2px; padding-top:15px; padding-bottom:15px; overflow: hidden; } .symbol { float:right; }

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  • compiler warning at C++ template base class

    - by eike
    I get a compiler warning, that I don't understand in that context, when I compile the "Child.cpp" from the following code. (Don't wonder: I stripped off my class declarations to the bare minuum, so the content will not make much sense, but you will see the problem quicker). I get the warning with VS2003 and VS2008 on the highest warning level. The code AbstractClass.h : #include <iostream> template<typename T> class AbstractClass { public: virtual void Cancel(); // { std::cout << "Abstract Cancel" << std::endl; }; virtual void Process() = 0; }; //outside definition. if I comment out this and take the inline //definition like above (currently commented out), I don't get //a compiler warning template<typename T> void AbstractClass<T>::Cancel() { std::cout << "Abstract Cancel" << std::endl; } Child.h : #include "AbstractClass.h" class Child : public AbstractClass<int> { public: virtual void Process(); }; Child.cpp : #include "Child.h" #include <iostream> void Child::Process() { std::cout << "Process" << std::endl; } The warning The class "Child" is derived from "AbstractClass". In "AbstractClass" there's the public method "AbstractClass::Cancel()". If I define the method outside of the class body (like in the code you see), I get the compiler warning... AbstractClass.h(7) : warning C4505: 'AbstractClass::Cancel' : unreferenced local function has been removed with [T=int] ...when I compile "Child.cpp". I do not understand this, because this is a public function and the compiler can't know if I later reference this method or not. And, in the end, I reference this method, because I call it in main.cpp and despite this compiler warning, this method works if I compile and link all files and execute the program: //main.cpp #include <iostream> #include "Child.h" int main() { Child child; child.Cancel(); //works, despite the warning } If I do define the Cancel() function as inline (you see it as out commented code in AbstractClass.h), then I don't get the compiler warning. Of course my program works, but I want to understand this warning or is this just a compiler mistake? Furthermore, if do not implement AbsctractClass as a template class (just for a test purpose in this case) I also don't get the compiler warning...?

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  • NavigationBar from UINavigationController not positioned correctly

    - by David Liu
    So, my iPad program has a pseudo-split view controller (one that I implemented, not base SDK one), and was working correctly a while ago. It has the basic layout (UINavController for master, content view controller for detail on right), but I have it so the master view doesn't disappear when rotated into portrait view. Recently, I added in a UITabBarController to contain the entire split view, which has made the navigation bar go wonky, while all the other views are positioned fine. In addition, the navigation bar only gets mispositioned when the program starts up while the iPad is in landscape, or upside-down portrait. If it starts out in portrait, everything is fine. Relevant Code: RootViewController.m: - (void)loadView { navController = [[NavigationBreadcrumbsController_Pad alloc] init]; ABTableViewController_Pad * tableViewController = [[ABTableViewController_Pad alloc] initWithNibName:@"ABTableView"]; master = [[UINavigationController_Pad alloc] initWithRootViewController:tableViewController]; [tableViewController release]; // Dummy blank UIViewcontroller detail = [[UIViewController alloc] init]; detail.view = [[[UIView alloc] init] autorelease]; [detail.view setBackgroundColor:[UIColor grayColor]]; self.view = [[[UIView alloc] init] autorelease]; self.view.backgroundColor = [UIColor blackColor]; [self positionViews]; [self.view addSubview:navToolbarController.view]; [self.view addSubview:master.view]; [self.view addSubview:detail.view]; } // Handles the respositioning of view into it's current orientation -(void)positionViews{ CGFloat tabBarOffset = 0; if(self.tabBarController){ tabBarOffset = self.tabBarController.tabBar.frame.size.height; } if(self.interfaceOrientation == UIInterfaceOrientationPortrait || self.interfaceOrientation == UIInterfaceOrientationPortraitUpsideDown) { self.view.frame = CGRectMake(0, 0, 768, 1004); navController.view.frame = CGRectMake(0,0,768,44); //adjust master view [master.view setFrame:CGRectMake(0, 44, 320, 1024 - 44 - 20 - tabBarOffset)]; //adjust detail view [detail.view setFrame:CGRectMake(321,44, 448, 1024 - 44 - 20 - tabBarOffset)]; } // Landscape Layout else{ self.view.frame = CGRectMake(0, 0, 748, 1024); navToolbarController.view.frame = CGRectMake(0,0,1024,44); //adjust master view [master.view setFrame:CGRectMake(0, 44, 320, 768 - 44 - 20 - tabBarOffset)]; //adjust detail view [detail.view setFrame:CGRectMake(321,44, 1024 - 320, 768 - 44 - 20 - tabBarOffset)]; } }

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  • extra vertical space within <li> in IE7

    - by powerboy
    The test case is in below. Or you can view it in jsbin: http://jsbin.com/uxagi. <!DOCTYPE html> <html> <head> <style type="text/css"> body {margin: 20px; } #main {border: 1px solid red;} img {float: left; height: 100px; padding: 0 10px 10px 0;} ul {margin: 0; padding: 0; list-style-type: none;} </style> </head> <body> <div id="main"> <ul> <li> <img src="http://upload.wikimedia.org/wikipedia/en/thumb/0/07/CranebyLinson1894.jpg/100px-CranebyLinson1894.jpg" /> <div class="content">"The Open Boat" is a short story by American author Stephen Crane. First published in 1897, it was based on Crane's experience of having survived a shipwreck off the coast of Florida earlier that year while traveling to Cuba to work as a newspaper correspondent. Crane was stranded at sea for thirty hours when his ship, the SS Commodore, sank after hitting a sandbar. He and three other men were forced to navigate their way to shore in a small boat; one of the men, an oiler named Billie Higgins, drowned. Crane subsequently adapted his report into narrative form, and the short story "The Open Boat" was published in Scribner's Magazine. The story is told from the point of view of an anonymous correspondent, Crane's fictional doppelgänger, and the action closely resembles the author's experiences after the shipwreck. A volume titled The Open Boat and Other Tales of Adventure was published in the United States in 1898. Praised for its innovation by contemporary critics, the story is considered an exemplary work of literary Naturalism. One of the most frequently discussed works in Crane's canon, it is notable for its use of imagery, irony, symbolism, and exploration of themes including survival, solidarity, and the conflict between man and nature. H. G. Wells considered "The Open Boat" to be "beyond all question, the crown of all [Crane's] work".</div> </li> </ul> </div> </body> </html> Note that in standards-compliant browsers and IE8, there is no vertical space between the red border and the text. But there is vertical space in IE7 (haven't tested in IE6).

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  • Vaadin: Downloaded file has whole path as file name

    - by javydreamercsw
    I have a download action implemented on my Vaadin application but for some reason the downloaded file has the original file's full path as the file name. Any idea? You can see the code on this post. Edit: Here's the important part of the code: package com.bluecubs.xinco.core.server.vaadin; import com.bluecubs.xinco.core.server.XincoConfigSingletonServer; import com.vaadin.Application; import com.vaadin.terminal.DownloadStream; import com.vaadin.terminal.FileResource; import java.io.*; import java.net.URLEncoder; import java.util.UUID; import java.util.logging.Level; import java.util.logging.Logger; import java.util.zip.CRC32; import java.util.zip.CheckedInputStream; /** * * @author Javier A. Ortiz Bultrón<[email protected]> */ public class FileDownloadResource extends FileResource { private final String fileName; private File download; private File newFile; public FileDownloadResource(File sourceFile, String fileName, Application application) { super(sourceFile, application); this.fileName = fileName; } protected void cleanup() { if (newFile != null && newFile.exists()) { newFile.delete(); } if (download != null && download.exists() && download.listFiles().length == 0) { download.delete(); } } @Override public DownloadStream getStream() { try { //Copy file to directory for downloading InputStream in = new CheckedInputStream(new FileInputStream(getSourceFile()), new CRC32()); download = new File(XincoConfigSingletonServer.getInstance().FileRepositoryPath + System.getProperty("file.separator") + UUID.randomUUID().toString()); newFile = new File(download.getAbsolutePath() + System.getProperty("file.separator") + fileName); download.mkdirs(); OutputStream out = new FileOutputStream(newFile); newFile.deleteOnExit(); download.deleteOnExit(); byte[] buf = new byte[1024]; int len; while ((len = in.read(buf)) > 0) { out.write(buf, 0, len); } in.close(); out.close(); final DownloadStream ds = new DownloadStream( new FileInputStream(newFile), getMIMEType(), fileName); ds.setParameter("Content-Disposition", "attachment; filename=" + URLEncoder.encode(fileName, "utf-8")); ds.setCacheTime(getCacheTime()); return ds; } catch (final FileNotFoundException ex) { Logger.getLogger(FileDownloadResource.class.getName()).log(Level.SEVERE, null, ex); return null; } catch (IOException ex) { Logger.getLogger(FileDownloadResource.class.getName()).log(Level.SEVERE, null, ex); return null; } } } I already debugged and verified that fileName only contains the file's name not the whole path.

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  • IE6 Bug - Div within Anchor tag: inline images not links

    - by thorn100
    I'm trying to get everything in the anchor tag to be a clickable link. Unfortunately, in IE6 (which is the only browser I'm concerned with currently), the only thing that isn't a clickable link are the inline images. I know that it's not valid html to put a div inside of an anchor but it's not my markup and I've been asked to avoid changing it. Any suggestions to altering the CSS to enable the images as clickable links? If changing the markup is the only solution... any suggestions there? My initial thought was to set the image as a background of it's parent (.ph-item-featured-img), although I'm unclear if that will solve the problem. Thanks! <div class="tab-panel-init clear ui-tabs-panel ui-widget-content ui-corner-bottom" id="ph-flashlights"> <a href="#" class="last ph-item-featured clear"> <div class="ph-item-featured-img"> <img src="#"> &nbsp; </div> <strong> PRODUCT CODE </strong> <p> PRODUCT CODE Heavy Duty Aluminum Led Flashlight </p> <span>Learn more &gt;</span> </a> <a href="#" class="last ph-item-featured clear"> <div class="ph-item-featured-img"> <img src="#"> &nbsp; </div> <strong> PRODUCT CODE </strong> <p> PRODUCT CODE Heavy Duty Aluminum Led Flashlight </p> <span>Learn more &gt;</span> </a> </div>

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  • Grails Twitter Bootstrap Plugin Issue with navbar-fixed-top

    - by Philip Tenn
    I am using Grails 2.1.0 and Twitter Bootstrap Plugin 2.1.1 and am encountering an issue with navbar-fixed-top. In order to get the Navbar fixed to the top of the page to behave correctly during resize, the Twitter Bootstrap Docs states: Add .navbar-fixed-top and remember to account for the hidden area underneath it by adding at least 40px padding to the . Be sure to add this after the core Bootstrap CSS and before the optional responsive CSS. How can I do this when using the Grails Plugin for Twitter Bootstrap? Here is what I have tried: main.gsp <head> ... <r:require modules="bootstrap-css"/> <style type="text/css"> body { padding-top: 60px; padding-bottom: 40px; } .sidebar-nav { padding: 9px 0; } </style> <r:require modules="bootstrap-responsive-css"/> <r:layoutResources/> </head> The problem is that Grails Plugin for Twitter Bootstrap takes the content of bootstrap.css and bootstrap-responsive.css and combines them into the following merged file: static/bundle-bundle_bootstrap_head.css. Thus, I am not able to put the body padding style "after core Bootstrap CSS and before Responsive CSS" as per Twitter Bootstrap docs. Here is the View Source HTML that I get from the main.gsp above <style type="text/css"> body { padding-top: 60px; padding-bottom: 40px; } .sidebar-nav { padding: 9px 0; } </style> <link href="/homes/static/bundle-bundle_bootstrap_head.css" type="text/css" rel="stylesheet" media="screen, projection" /> If there is no way to do this, I could always just drop the Grails Twitter Bootstrap Plugin and manually download Twitter Bootstrap and put it my Grails Project's web-app/css, web-app/images, and web-app/js. However, I would like to be able to use the Grails Twitter Bootstrap Plugin. Thank you very much in advance, I appreciate it!

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  • Javascript How to automatically change word when click without need to refresh browser.?

    - by Fakhrul Zakry
    im quite lost here and not really expert about javascript. I want to change the content when user click with "Thanks for vote" automatically without need to refresh the page. Here is my html: {% if poll.privacy == "own" and request.user.get_profile.parliment != poll.location %} You do not have permission to vote this. {% else %} {% if has_vote %} {% if poll.rating_option == '1to5' %} <div class="rate"> <div id="poll-rate-{{ poll.pk }}"></div> </div> {% else %} Thanks for your vote. {% endif %} {% else %} {% if poll.rating_option == 'yes_no' %} <a href="javascript:void(0)" class="rate btn btn-xs btn-success mr5 vote-positive" rel="{% url 'vote_vote' poll.pk 1 %}" alt="{{ poll.pk }}">Yes</a> <a href="javascript:void(0)" class="rate btn btn-xs btn-danger vote-negative" rel="{% url 'vote_vote' poll.pk 0 %}" alt="{{ poll.pk }}">No</a> {% elif poll.rating_option == 'like_dislike' %} <a href="javascript:void(0)" class="rate btn btn-xs btn-success mr5 vote-positive" rel="{% url 'vote_vote' poll.pk 1 %}" alt="{{ poll.pk }}">Like</a> <a href="javascript:void(0)" class="rate btn btn-xs btn-danger vote-negative" rel="{% url 'vote_vote' poll.pk 0 %}" alt="{{ poll.pk }}">Dislike</a> {% elif poll.rating_option == '1to5' %} <div class="rate"> <div id="poll-rate-{{ poll.pk }}"></div> </div> {% endif %} {% endif %} {% endif %} and here is my javascript: function bindVoteHandler() { $('a.vote-positive, a.vote-negative').click(function(event) { event.preventDefault(); var link = $(this).attr('rel'); var poll_pk = $(this).attr('alt'); var selected_div = $(this).parent('div'); selected_div.html('<img src="{{ STATIC_URL }}img/loading_small.gif" />'); $.ajax(link).done(function( data ) { var result_div = $('div#vote-result-'+poll_pk); result_div.html(data); result_div.removeClass('vote-result-grey-out'); selected_div.html('<small>Thanks for your vote.</small>'); }); }); }; did anyone know what is the problem why i need to refresh my page after Like/Vote/rate to make it become (Thanks For your vote) ? please someone know help or share link with me. Below is the image: before click Like: after click Like: then when refreshed the word just displayed, it supposed automatically display when click Like. Thank you in advance..

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  • image upload problem.

    - by Bluemagica
    I wrote a function to resize and upload images...it works, but only for one image. So if I call the function three times, I end up with 3 copies of the last image..... function uploadImage($name,$width,$height,$size,$path='content/user_avatars/') { //=================================================== //Handle image upload $upload_error=0; //Picture $img = $_FILES[$name]['name']; if($img) { $file = stripslashes($_FILES[$name]['name']); $ext = strtolower(getExt($file)); if($ext!='jpg' && $ext!='jpeg' && $ext!='png' && $ext!='gif') { $error_msg = "Unknown extension"; $upload_error = 1; return array($upload_error,$error_msg); } if(filesize($_FILES[$name]['tmp_name'])>$size*1024) { $error_msg = "Max file size of ".($size*1024)."kb exceeded"; $upload_error = 2; return array($upload_error,$error_msg); } $newFile = time().'.'.$ext; resizeImg($_FILES[$name]['tmp_name'],$ext,$width,$height); $store = copy($_FILES[$name]['tmp_name'],$path.$newFile); if(!$store) { $error_msg = "Uploading failed"; $upload_error = 3; return array($upload_error,$error_msg); } else { return array($upload_error,$newFile); } } } //========================================================================================= //Helper Functions function getExt($str) { $i = strpos($str,"."); if(!$i) { return ""; } $l = strlen($str)-$i; $ext = substr($str,$i+1,$l); return $ext; } function resizeImg($file,$ext,$width,$height) { list($aw,$ah) = getimagesize($file); $scaleX = $aw/$width; $scaleY = $ah/$height; if($scaleX>$scaleY) { $nw = round($aw*(1/$scaleX)); $nh = round($ah*(1/$scaleX)); } else { $nw = round($aw*(1/$scaleY)); $nh = round($ah*(1/$scaleY)); } $new_image = imagecreatetruecolor($nw,$nh); imagefill($new_image,0,0,imagecolorallocatealpha($new_image,255,255,255,127)); if($ext=='jpg'||$ext=='jpeg') { $src_image = imagecreatefromjpeg($file); } else if($ext=='gif') { $src_image = imagecreatefromgif($file); } else if($ext=='png') { $src_image = imagecreatefrompng($file); } imagecopyresampled($new_image,$src_image,0,0,0,0,$nw,$nh,$aw,$ah); if($ext=='jpg'||$ext=='jpeg') { imagejpeg($new_image,$file,100); } else if($ext=='gif') { imagegif($new_image,$file); } else if($ext=='png') { imagepng($new_image,$file,9); } imagedestroy($src_image); imagedestroy($new_image); } I have a form with two upload fields, 'face_pic' and 'body_pic', and I want to upload these two to the server and resize them before storing. Any ideas?

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  • Why don't my scrollbars work properly when programmatically hiding rows in silverlight Datagrid?

    - by Luke Vilnis
    I have a Silverlight datagrid with custom code that allows for +/- buttons on the lefthand side and can display a table with a tree structure. The +/- buttons are bound to a IsExpanded property on my ViewModelRows, as I call them. The visibility of rows is bound to an IsVisible property on the ViewModelRows which is determined based on whether or not all of the parent rows are expanded. Straightforward enough. This code works fine in that if I scroll up and down the grid with PageUp/PageDown or the arrow keys, all the right rows are hidden and everything has the right structure and I can play with the +/- buttons to my hearts content. However, the vertical scroll bar on the right hand side, although it starts off the correct size and it scrolls through the rows smoothly, when I collapse rows and then re-expand them, doesn't go back to its correct size. The scrollbar can still usually be moved around to scroll through the whole collection, but because it is too big, once the bar moves to the bottom, there are still more rows to go through and it sort of jerkily shoots all the way down to the bottom or sometimes fails to scroll at all. This is pretty hard to describe so I included a screenshot with the black lines drawn on to show the difference in scrollbar length even though the two grids have the same number of rows expanded. I think this might be a bug related to the way the Datagrid does virtualization of rows. It seems to me like it isn't properly keeping track of how tall each row is supposed to be when expansion states change. Is there a way to programmatically "poke" (read hack) it to recalculate its scrollbar size on LoadingRow or something ugly like that? I'd include a code sample but there's 2 c# files and 1 xaml file so I wanted to see if anyone else has heard of this sort of issue before I try to make it reproducible in a self-contained way. Once again, scrolling with the arrow keys works fine so I'm pretty sure the underlying logic and binding is working, there's just some issue with the row height not being calculated properly. Since I'm a new user, it won't let me use image tags so here's the link to a picture of the problem: http://img210.imageshack.us/img210/8760/messedupscrollbars.png

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  • Javascript & Jquery why it doesnt work on IE?

    - by Yetkin EREN
    i cant run any function on ie this is a little part; my test page : http://www.yetkineren.com/testpage.html code: <meta http-equiv="X-UA-Compatible" content="IE=EmulateIE7" /> <title>test page</title> </head> <body> <script type="text/javascript" src="http://ajax.googleapis.com/ajax/libs/jquery/1.3.1/jquery.min.js"> </script> <script type="text/javascript" language="javascript"> function kutuyap(Eid,iduzan,yazi,yer,ekle){ var div; div = document.createElement('div') div.id = Eid+iduzan; document.getElementById(yer).appendChild(div); //$('#'+yer).append("<div id="+Eid+iduzan+"></div>") $('#'+Eid+iduzan).addClass("minikutu"); $('#'+Eid+iduzan).html(" "+yazi+'<span id='+Eid+'y'+iduzan+' class="yokedici">X</span>'); // $("#"+Eid+'y'+iduzan).attr("onclick","kutusil('"+Eid+"y"+iduzan+"','"+iduzan+"','"+ekle+"');"); $("#"+Eid+'y'+iduzan).click(function() { kutusil(Eid+'y'+iduzan, iduzan, ekle); }); $('#'+ekle).val($('#'+ekle).val()+Eid+'-'); } function kutusil(Eid,iduzan,ekle){ $('#'+Eid).live('click',function() { sil=$(this).parents("div:first").attr("id"); silinecek=sil.replace(iduzan,''); $('#'+ekle).val($('#'+ekle).val().replace(silinecek+'-','')); $(this).parents("div:first").remove(); }); } </script> <select name="Mturs" class="inputs" id="Mturs"> <option value="0" selected="selected">Choise One</option> <option value="4">Pop</option> <option value="3">Pop-Rock </option> <option value="5">Rock (Yabanci)</option> </select> <input name="secMtur" id="secMtur" value="" type="hidden"> <script> $('#Mturs').live('change', function() { $('#Mturs :selected').each(function (i) { if ( $('#Mturs :selected').val() != 0 ) { secMturde=$('#secMtur').val().indexOf($('#Mturs :selected').val()+'-'); splitter=$('#secMtur').val().split("-") if(splitter.length<=12){ if (secMturde<0) { kutuyap($('#Mturs :selected').val(),'mtur',$(this).html(),'divmtur','secMtur'); }else{ alert("Choisen before") } }else{ alert("Max limit is 12 !") } } }); }); </script>

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