Daily Archives

Articles indexed Monday April 2 2012

Page 13/18 | < Previous Page | 9 10 11 12 13 14 15 16 17 18  | Next Page >

  • How to change mimetype image for PSD file (Photoshop)?

    - by ubuntico
    Following this link https://help.ubuntu.com/community/AddingMimeTypes, I first typed a command to discover the mimetype for psd extension ~$ grep 'psd' /etc/mime.types image/x-photoshop psd Then I took Photoshop CS5 SVG image from Wikipedia and renamed it to image-x-photoshop.svg. Then I copied the file to the folder /usr/share/icons/gnome/scalable via command sudo cp image-x-photoshop.svg /usr/share/icons/gnome/scalable/image-x-photoshop.svg Loogged out, logged in, but the icon for the .psd files is still unchanged. Does anyone know what I am doing wrong? I use Ubuntu 10.10. Thanks in advance

    Read the article

  • Domain transfer and New Hosting Management

    - by Anubhav Saini
    I wanted to migrate from my older registrar to GoDaddy. Main reason because current registrar/hosting provider doesn't support .NET. My old registrar gave me control over the domain and hosting account. So, basically I have everything I would need. ( I know theory only ) I applied for Transfer of domain, bought a hosting package from GoDaddy and uploaded new web site. So, I am waiting for domain transfer and it tells me that I have to wait for 5-7 days for approval. Okay. But today, my old registrar told/taunted me that I really didn't need to apply for transfer. What could possibly I have done differently? My domain expires on this 15th. Now I don't know much about how all of this really works, but I am guessing he meant, "you should have waited for 15 days and let it expire after which you should buy the domain as it is expired". Is it really so(I doubt) or there are some other ways I could have got same result but without transferring domain? (like, changing DNS entries) I have read like all of the documentation available on namecheap/GoDaddy/Whois about domain transfers. But maybe because I am new to this it is all confusing to me. I would also like to know what to do with DNS settings after transfer succeeds. I want to kill the old website. So, what nameserver settings I need to change, new one or old one or both? I have old host+old domain registrar + old working site on one hand, on the other hand, new site + pending domain transfer + new DNS settings.

    Read the article

  • Is sqlite3 faster than MySQL on shared hosting?

    - by Osvaldo
    Can sqlite3 be faster than MySQL on shared hosting and small to average websites (less than 500 visitors a day). I have an account in a popular shared hosting provider and I've noticed that it has become quite slow redering pages. My doubt is that this may happen because the MySQL server is overloaded. Some CMS'es work fine with SQLlite too, so I was wandering if I should use SQLite for the new sites instead of MySQL.

    Read the article

  • How do I move the camera sideways in Libgdx?

    - by Bubblewrap
    I want to move the camera sideways (strafe). I had the following in mind, but it doesn't look like there are standard methods to achieve this in Libgdx. If I want to move the camera sideways by x, I think I need to do the following: Create a Matrix4 mat Determine the orthogonal vector v between camera.direction and camera.up Translate mat by v*x Multiply camera.position by mat Will this approach do what I think it does, and is it a good way to do it? And how can I do this in libgdx? I get "stuck" at step 2, as I have not found any standard method in Libgdx to calculate an orthogonal vector. EDIT: I think I can use camera.direction.crs(camera.up) to find v. I'll try this approach tonight and see if it works. EDIT2: I got it working and didn't need the matrix after all: Vector3 right = camera.direction.cpy().crs(camera.up).nor(); camera.position.add(right.mul(x));

    Read the article

  • How to render a retro-like pixel graphics from 3d models?

    - by momijigari
    I was wondering if there's a possibility to render a retro-pixel-like graphics from 3d model in real time? I'm talking about the Starfarer-like graphics. I know it's hand drawn, and it's 2d. But if I need a 3d objects with the same aesthetics? I'm currently working with Flash. But I don't need any ready-solutions, I just want to understand the principle from any other platform if there is one. So if anybody met anything like this I would appreciate your help. (If it's not possible to do in real time, I could at least pre-render a sequence of sprites. It would be much better than creating hundreds of hand-drawn ones)

    Read the article

  • How do you maintain content size vs. content quality in an application?

    - by PeterK
    I am developing my first Cocos2d iPhone/iPad game that includes quite a few sprites, I would need approximately 80 different. As this is for both normal and HD displays I have 2x of each sprite. I am using TexturePacker to optimize the thing. I would like to ask if there are any rules-of-thumb, tricks, ideas etc. to adjust to in regards to size of content, quality and how you maintain high-quality HD-based graphics due to its size vs. the device memory sizes? Also, is it a good idea to only have one copy of the sprites and scale it using code?

    Read the article

  • How to make a ball fall faster on a ramp? Unity3D/C#

    - by Timothy Williams
    So, I'm making a ball game. Where you pick up the ball, drop it on a ramp, and it flies off in to blocks. The only problem right now is it falls at a normal speed, then lightly falls off, not nearly fast enough to get over the wall and hit the blocks. Is there any way to make the ball go faster down the ramp? Maybe even make it go faster depending on what height you dropped it from (e.g. if you hold it way above the ramp, and drop it, it will drop faster than if you dropped it right above the ramp.) Thanks.

    Read the article

  • Multiple Kickstarter campaigns. Good? Bad? Ugly?

    - by BerickCook
    I've been toying with the idea of doing a Kickstarter for my game to help fund some good artists to replace the placeholder graphics I currently have. Just a small goal of $2k or so. Regardless of whether the campaign is successful this time, would it be considered a faux pas to do another, larger kickstarter once the game is looking better? Would the rewards need to be the same, or could I offer better rewards at lower donation levels for the first one as an "early adopter" bonus?

    Read the article

  • What is the proper way to use string::find to look for a word? [migrated]

    - by RubyKing
    How would I look through a string for a word rather then each character in that word. I have my code here and it always seems to find everything that is .obj even if its o or b or j or "." I checked the docuementation here but was unable to find an answer. Here is my code: string &str = *it; if(it->find(".obj")) { cout << "Found .Obj" << endl; } I also tried to use string::compare but that failed.

    Read the article

  • OpenGL 3.x Assimp trouble implementing phong shading (normals?)

    - by Defcronyke
    I'm having trouble getting phong shading to look right. I'm pretty sure there's something wrong with either my OpenGL calls, or the way I'm loading my normals, but I guess it could be something else since 3D graphics and Assimp are both still very new to me. When trying to load .obj/.mtl files, the problems I'm seeing are: The models seem to be lit too intensely (less phong-style and more completely washed out, too bright). Faces that are lit seem to be lit equally all over (with the exception of a specular highlight showing only when the light source position is moved to be practically right on top of the model) Because of problems 1 and 2, spheres look very wrong: picture of sphere And things with larger faces look (less-noticeably) wrong too: picture of cube I could be wrong, but to me this doesn't look like proper phong shading. Here's the code that I think might be relevant (I can post more if necessary): file: assimpRenderer.cpp #include "assimpRenderer.hpp" namespace def { assimpRenderer::assimpRenderer(std::string modelFilename, float modelScale) { initSFML(); initOpenGL(); if (assImport(modelFilename)) // if modelFile loaded successfully { initScene(); mainLoop(modelScale); shutdownScene(); } shutdownOpenGL(); shutdownSFML(); } assimpRenderer::~assimpRenderer() { } void assimpRenderer::initSFML() { windowWidth = 800; windowHeight = 600; settings.majorVersion = 3; settings.minorVersion = 3; app = NULL; shader = NULL; app = new sf::Window(sf::VideoMode(windowWidth,windowHeight,32), "OpenGL 3.x Window", sf::Style::Default, settings); app->setFramerateLimit(240); app->setActive(); return; } void assimpRenderer::shutdownSFML() { delete app; return; } void assimpRenderer::initOpenGL() { GLenum err = glewInit(); if (GLEW_OK != err) { /* Problem: glewInit failed, something is seriously wrong. */ std::cerr << "Error: " << glewGetErrorString(err) << std::endl; } // check the OpenGL context version that's currently in use int glVersion[2] = {-1, -1}; glGetIntegerv(GL_MAJOR_VERSION, &glVersion[0]); // get the OpenGL Major version glGetIntegerv(GL_MINOR_VERSION, &glVersion[1]); // get the OpenGL Minor version std::cout << "Using OpenGL Version: " << glVersion[0] << "." << glVersion[1] << std::endl; return; } void assimpRenderer::shutdownOpenGL() { return; } void assimpRenderer::initScene() { // allocate heap space for VAOs, VBOs, and IBOs vaoID = new GLuint[scene->mNumMeshes]; vboID = new GLuint[scene->mNumMeshes*2]; iboID = new GLuint[scene->mNumMeshes]; glClearColor(0.4f, 0.6f, 0.9f, 0.0f); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); glEnable(GL_CULL_FACE); shader = new Shader("shader.vert", "shader.frag"); projectionMatrix = glm::perspective(60.0f, (float)windowWidth / (float)windowHeight, 0.1f, 100.0f); rot = 0.0f; rotSpeed = 50.0f; faceIndex = 0; colorArrayA = NULL; colorArrayD = NULL; colorArrayS = NULL; normalArray = NULL; genVAOs(); return; } void assimpRenderer::shutdownScene() { delete [] iboID; delete [] vboID; delete [] vaoID; delete shader; } void assimpRenderer::renderScene(float modelScale) { sf::Time elapsedTime = clock.getElapsedTime(); clock.restart(); if (rot > 360.0f) rot = 0.0f; rot += rotSpeed * elapsedTime.asSeconds(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); viewMatrix = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, -3.0f, -10.0f)); // move back a bit modelMatrix = glm::scale(glm::mat4(1.0f), glm::vec3(modelScale)); // scale model modelMatrix = glm::rotate(modelMatrix, rot, glm::vec3(0, 1, 0)); //modelMatrix = glm::rotate(modelMatrix, 25.0f, glm::vec3(0, 1, 0)); glm::vec3 lightPosition( 0.0f, -100.0f, 0.0f ); float lightPositionArray[3]; lightPositionArray[0] = lightPosition[0]; lightPositionArray[1] = lightPosition[1]; lightPositionArray[2] = lightPosition[2]; shader->bind(); int projectionMatrixLocation = glGetUniformLocation(shader->id(), "projectionMatrix"); int viewMatrixLocation = glGetUniformLocation(shader->id(), "viewMatrix"); int modelMatrixLocation = glGetUniformLocation(shader->id(), "modelMatrix"); int ambientLocation = glGetUniformLocation(shader->id(), "ambientColor"); int diffuseLocation = glGetUniformLocation(shader->id(), "diffuseColor"); int specularLocation = glGetUniformLocation(shader->id(), "specularColor"); int lightPositionLocation = glGetUniformLocation(shader->id(), "lightPosition"); int normalMatrixLocation = glGetUniformLocation(shader->id(), "normalMatrix"); glUniformMatrix4fv(projectionMatrixLocation, 1, GL_FALSE, &projectionMatrix[0][0]); glUniformMatrix4fv(viewMatrixLocation, 1, GL_FALSE, &viewMatrix[0][0]); glUniformMatrix4fv(modelMatrixLocation, 1, GL_FALSE, &modelMatrix[0][0]); glUniform3fv(lightPositionLocation, 1, lightPositionArray); for (unsigned int i = 0; i < scene->mNumMeshes; i++) { colorArrayA = new float[3]; colorArrayD = new float[3]; colorArrayS = new float[3]; material = scene->mMaterials[scene->mNumMaterials-1]; normalArray = new float[scene->mMeshes[i]->mNumVertices * 3]; unsigned int normalIndex = 0; for (unsigned int j = 0; j < scene->mMeshes[i]->mNumVertices * 3; j+=3, normalIndex++) { normalArray[j] = scene->mMeshes[i]->mNormals[normalIndex].x; // x normalArray[j+1] = scene->mMeshes[i]->mNormals[normalIndex].y; // y normalArray[j+2] = scene->mMeshes[i]->mNormals[normalIndex].z; // z } normalIndex = 0; glUniformMatrix3fv(normalMatrixLocation, 1, GL_FALSE, normalArray); aiColor3D ambient(0.0f, 0.0f, 0.0f); material->Get(AI_MATKEY_COLOR_AMBIENT, ambient); aiColor3D diffuse(0.0f, 0.0f, 0.0f); material->Get(AI_MATKEY_COLOR_DIFFUSE, diffuse); aiColor3D specular(0.0f, 0.0f, 0.0f); material->Get(AI_MATKEY_COLOR_SPECULAR, specular); colorArrayA[0] = ambient.r; colorArrayA[1] = ambient.g; colorArrayA[2] = ambient.b; colorArrayD[0] = diffuse.r; colorArrayD[1] = diffuse.g; colorArrayD[2] = diffuse.b; colorArrayS[0] = specular.r; colorArrayS[1] = specular.g; colorArrayS[2] = specular.b; // bind color for each mesh glUniform3fv(ambientLocation, 1, colorArrayA); glUniform3fv(diffuseLocation, 1, colorArrayD); glUniform3fv(specularLocation, 1, colorArrayS); // render all meshes glBindVertexArray(vaoID[i]); // bind our VAO glDrawElements(GL_TRIANGLES, scene->mMeshes[i]->mNumFaces*3, GL_UNSIGNED_INT, 0); glBindVertexArray(0); // unbind our VAO delete [] normalArray; delete [] colorArrayA; delete [] colorArrayD; delete [] colorArrayS; } shader->unbind(); app->display(); return; } void assimpRenderer::handleEvents() { sf::Event event; while (app->pollEvent(event)) { if (event.type == sf::Event::Closed) { app->close(); } if ((event.type == sf::Event::KeyPressed) && (event.key.code == sf::Keyboard::Escape)) { app->close(); } if (event.type == sf::Event::Resized) { glViewport(0, 0, event.size.width, event.size.height); } } return; } void assimpRenderer::mainLoop(float modelScale) { while (app->isOpen()) { renderScene(modelScale); handleEvents(); } } bool assimpRenderer::assImport(const std::string& pFile) { // read the file with some example postprocessing scene = importer.ReadFile(pFile, aiProcess_CalcTangentSpace | aiProcess_Triangulate | aiProcess_JoinIdenticalVertices | aiProcess_SortByPType); // if the import failed, report it if (!scene) { std::cerr << "Error: " << importer.GetErrorString() << std::endl; return false; } return true; } void assimpRenderer::genVAOs() { int vboIndex = 0; for (unsigned int i = 0; i < scene->mNumMeshes; i++, vboIndex+=2) { mesh = scene->mMeshes[i]; indexArray = new unsigned int[mesh->mNumFaces * sizeof(unsigned int) * 3]; // convert assimp faces format to array faceIndex = 0; for (unsigned int t = 0; t < mesh->mNumFaces; ++t) { const struct aiFace* face = &mesh->mFaces[t]; std::memcpy(&indexArray[faceIndex], face->mIndices, sizeof(float) * 3); faceIndex += 3; } // generate VAO glGenVertexArrays(1, &vaoID[i]); glBindVertexArray(vaoID[i]); // generate IBO for faces glGenBuffers(1, &iboID[i]); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, iboID[i]); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLuint) * mesh->mNumFaces * 3, indexArray, GL_STATIC_DRAW); // generate VBO for vertices if (mesh->HasPositions()) { glGenBuffers(1, &vboID[vboIndex]); glBindBuffer(GL_ARRAY_BUFFER, vboID[vboIndex]); glBufferData(GL_ARRAY_BUFFER, mesh->mNumVertices * sizeof(GLfloat) * 3, mesh->mVertices, GL_STATIC_DRAW); glEnableVertexAttribArray((GLuint)0); glVertexAttribPointer((GLuint)0, 3, GL_FLOAT, GL_FALSE, 0, 0); } // generate VBO for normals if (mesh->HasNormals()) { normalArray = new float[scene->mMeshes[i]->mNumVertices * 3]; unsigned int normalIndex = 0; for (unsigned int j = 0; j < scene->mMeshes[i]->mNumVertices * 3; j+=3, normalIndex++) { normalArray[j] = scene->mMeshes[i]->mNormals[normalIndex].x; // x normalArray[j+1] = scene->mMeshes[i]->mNormals[normalIndex].y; // y normalArray[j+2] = scene->mMeshes[i]->mNormals[normalIndex].z; // z } normalIndex = 0; glGenBuffers(1, &vboID[vboIndex+1]); glBindBuffer(GL_ARRAY_BUFFER, vboID[vboIndex+1]); glBufferData(GL_ARRAY_BUFFER, mesh->mNumVertices * sizeof(GLfloat) * 3, normalArray, GL_STATIC_DRAW); glEnableVertexAttribArray((GLuint)1); glVertexAttribPointer((GLuint)1, 3, GL_FLOAT, GL_FALSE, 0, 0); delete [] normalArray; } // tex coord stuff goes here // unbind buffers glBindVertexArray(0); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); delete [] indexArray; } vboIndex = 0; return; } } file: shader.vert #version 150 core in vec3 in_Position; in vec3 in_Normal; uniform mat4 projectionMatrix; uniform mat4 viewMatrix; uniform mat4 modelMatrix; uniform vec3 lightPosition; uniform mat3 normalMatrix; smooth out vec3 vVaryingNormal; smooth out vec3 vVaryingLightDir; void main() { // derive MVP and MV matrices mat4 modelViewProjectionMatrix = projectionMatrix * viewMatrix * modelMatrix; mat4 modelViewMatrix = viewMatrix * modelMatrix; // get surface normal in eye coordinates vVaryingNormal = normalMatrix * in_Normal; // get vertex position in eye coordinates vec4 vPosition4 = modelViewMatrix * vec4(in_Position, 1.0); vec3 vPosition3 = vPosition4.xyz / vPosition4.w; // get vector to light source vVaryingLightDir = normalize(lightPosition - vPosition3); // Set the position of the current vertex gl_Position = modelViewProjectionMatrix * vec4(in_Position, 1.0); } file: shader.frag #version 150 core out vec4 out_Color; uniform vec3 ambientColor; uniform vec3 diffuseColor; uniform vec3 specularColor; smooth in vec3 vVaryingNormal; smooth in vec3 vVaryingLightDir; void main() { // dot product gives us diffuse intensity float diff = max(0.0, dot(normalize(vVaryingNormal), normalize(vVaryingLightDir))); // multiply intensity by diffuse color, force alpha to 1.0 out_Color = vec4(diff * diffuseColor, 1.0); // add in ambient light out_Color += vec4(ambientColor, 1.0); // specular light vec3 vReflection = normalize(reflect(-normalize(vVaryingLightDir), normalize(vVaryingNormal))); float spec = max(0.0, dot(normalize(vVaryingNormal), vReflection)); if (diff != 0) { float fSpec = pow(spec, 128.0); // Set the output color of our current pixel out_Color.rgb += vec3(fSpec, fSpec, fSpec); } } I know it's a lot to look through, but I'm putting most of the code up so as not to assume where the problem is. Thanks in advance to anyone who has some time to help me pinpoint the problem(s)! I've been trying to sort it out for two days now and I'm not getting anywhere on my own.

    Read the article

  • check array against each other, to determine response

    - by Johnny
    So, I have an array that has 6 variables in it that I need to check against each other.. to determine what to return to the script calling the function.. All fields are of the datetime type from the database they are derived from. the fields: in1 out1 in2 out2 in3 out3 Array: Array( 'in1' => '2012-04-02 10:00:00), `out1` => '2012-04-02 14:00:00`, `in2` => '2012-04-02 14:30:00`, `out2` => '2012-04-02 18:00:00`, `in3` => NULL, `out3` => NULL ) the response: clocked_in or clocked_out What I need to figure out is, the best way to determine if the user is clocked in or clocked out by checking against this array.. so, if in1, out1 and in2 are not NULL then the user would be clocked in.. if in1 is not NULL but out1 is NULL then the user would be clocked out, etc.. Anyone have any ideas on the easiest way to achieve this without too many if statements? [WHAT WORKED] for ($i=1; $i <= 3; $i++) { if ($entities["in$i"] != NULL) { $ents = "clocked_in"; if ($entities["out$i"] != NULL) { $ents = "clocked_out"; } if ($entities["out3"] != NULL) { $ents = "day_done"; } } }

    Read the article

  • Is there a more efficient way to do this?

    - by garethdn
    I'm hoping there is a better way to the following. I'm creating a jigsaw-type application and this is the current code i'm using: -(void) touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { UITouch *touch = [touches anyObject]; //location of current touch CGPoint location = [touch locationInView:self.view]; if ([touch view] == img1) { [self animateFirstTouch:img1 withLocation:location]; } else if ([touch view] == img2) { [self animateFirstTouch:img2 withLocation:location]; } else if ([touch view] == img3) { [self animateFirstTouch:img3 withLocation:location]; } else if ([touch view] == img4) { [self animateFirstTouch:img4 withLocation:location]; } else if { ...... ...... } else if ([touch view] == img40) { [self animateFirstTouch:img40 withLocation:location]; return; } } I'm hoping that there is a better, more efficieny way to do this, rather than naming every image. I'm thinking something like, if touch view is equal to a UIImageView, then perform some task. The same for touchesEnded: -(void) touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event { UITouch *touch = [touches anyObject]; //location of current touch CGPoint location = [touch locationInView:self.view]; if ([touch view] == image1) { [self animateReleaseTouch:image1 withLocation:location]; } else if ([touch view] == image2) { [self animateReleaseTouch:image2 withLocation:location]; } else if ([touch view] == image3) { [self animateReleaseTouch:image3 withLocation:location]; } else if ([touch view] == image4) { [self animateReleaseTouch:image4 withLocation:location]; } else if{ ...... ...... } else if ([touch view] == image40) { [self animateReleaseTouch:image40 withLocation:location]; } return; } Any help please?

    Read the article

  • php read CSV with various amount of delimiters

    - by jreed121
    I've got a script that reads in from a CSV file and sometimes the CSV files it receives contains an uneven amount of delimiters/columns so the first row could have 30 columns, the 2nd could have 20, etc. I can think of a few solutions myself ie: Count the delimiters in the widest row, then append the proper amount to each row that is short to make them even. But I was wondering if anyone had a more elegant method of doing this.

    Read the article

  • Yii - Custom GridView with Multiple Tables

    - by savinger
    So, I've extended GridView to include an Advanced Search feature tailored to the needs of my organization. Filter - lets you show/hide columns in the table, and you can also reorder columns by dragging the little drag icon to the left of each item. Sort - Allows for the selection of multiple columns, specify Ascending or Descending. Search - Select your column and insert search parameters. Operators tailored to data type of selected column. Version 1 works, albeit slowly. Basically, I had my hands in the inner workings of CGridView, where I snatch the results from the DataProvider and do the searching and sorting in PHP before rendering the table contents. Now writing Version 2, where I aim to focus on clever CDbCriteria creation, allowing MySQL to do the heavy lifting so it will run quicker. The implementation is trivial when dealing with a single database table. The difficulty arises when I'm dealing with 2 or more tables... For example, if the user intends to search on a field that is a STAT relation, I need that relation to be present in my query. Here's the question. How do I assure that Yii includes all with relations in my query so that I include comparisons? I've included all my relations with my criteria in the model's search function and I've tried CDbCriteria's together ... public function search() { $criteria=new CDbCriteria; $criteria->compare('id', $this->id); $criteria->compare( ... ... $criteria->with = array('relation1','relation2','relation3'); $criteria->together = true; return new CActiveDataProvider( get_class($this), array( 'criteria'=>$criteria, 'pagination' => array('pageSize' => 50) ));} But I still get errors like this... CDbCommand failed to execute the SQL statement: SQLSTATE[42S22]: Column not found: 1054 Unknown column 't.relation3' in 'where clause'. The SQL statement executed was: SELECT COUNT(DISTINCT `t`.`id`) FROM `table` `t` LEFT OUTER JOIN `relation_table` `relation0` ON (`t`.`id`=`relation0`.`id`) LEFT OUTER JOIN `relation_table` `relation1` ON (`t`.`id`=`relation1`.`id`) WHERE (`t`.`relation3` < 1234567890) Where relation0 and relation1 are BELONGS_TO relations, but any STAT relations are missing. Furthermore, why is the query a SELECT COUNT(DISTINCT 't'.'id') ?

    Read the article

  • Sax Parsing strange element with nokogiri

    - by SHUMAcupcake
    I want to sax-parse in nokogiri, but when it comes to parse xml element that have a long and crazy xml element name or a attribute on it.. then everthing goes crazy. Fore instans if I like to parse this xml file and grab all the title element, how do I do that with nokogiri-sax. <titles> <title xml:lang="sv">Arkivvetenskap</title> <title xml:lang="en">Archival science</title> </titles>

    Read the article

  • Send form with jQuery using keypress()

    - by kexxcream
    What I have so far: I have a form in PHP that contain the following: <input type="submit" id="0" name="0" value="This button"> <input type="submit" id="1" name="1" value="This button"> <input type="hidden" id="response" name="response" value="150"> The problem: I would like to send the response value together with either name=1 or name=0, depending on which button the user submit. However, this should be done using the keyboard letters A and S. If a user press the letter A then the value 0 should be submitted, and if S is pressed then the value 1 should be sent. The jQuery code: $(document).ready(function() { // listens for any navigation keypress activity $(document).keypress(function(e) { switch(e.which) { // user presses the "a" case 97: submitViaKeypress("0"); break; // user presses the "s" key case 115: submitViaKeypress("1"); break; } }); }); // shows a given element and hides all others function submitViaKeypress(element_id) { var response = $('#response').attr('value'); $.ajax({ type: "POST", url: "initiate.php", data: "response=" + response + "&" + element_id + "=" + element_id }); } Goal: That "initiate.php receive two POST variables (response and either 0 or 1).

    Read the article

  • .net MVC 3 multiple columns

    - by Teodor
    i want to display a list in more columns with 5 items/column my code now doesn't work as expected: @{ var c=0; } <div > @foreach (var item in Model) { c += 1; @Html.ActionLink(item.Judet , "Browse", new { judet = item.Judet }) <br /> if (c == 5){ Response.Write("</div><div style='border: 1px solid red;'>"); c = 0; } } </div>

    Read the article

  • if there is any technique to insert values into multiple tables in sql Server 2008 Database?

    - by Krishanu Dey
    I just wanted to know, if there is any technique to insert values into multiple tables in sql Server 2008 Database? I've got the following cmd.CommandText = "Insert into tb1 (col1, col2, col3) values (@col1, @col2, @col3); Insert into tb2 (col1, col2, col3) values (@col11, @col12, @col13);"; cmd.Parameters.AddWithValue("col1","val1"); cmd.Parameters.AddWithValue("col2", "val2"); cmd.Parameters.AddWithValue("col3", "val3"); cmd.Parameters.AddWithValue("col11","val4"); cmd.Parameters.AddWithValue("col12", "val5"); cmd.Parameters.AddWithValue("col13", "val6"); But will values be inserted to "tb1" even if "Insert into tb2..." part gets an error? if yes then it is not what i wanted. i wanted that, values should not be inserted into tb1 if tb2 part gets an error. please help me out.

    Read the article

  • How can I bind a javascript dialog using Knockout?

    - by Brian
    I've got a list of data in an observableArray and I want to show it in a javascript dialog window (I'm using jQuery.blockUI if it matters). Unfortunately the dialog seems to come unbound after the page is loaded. The dialog initializes correctly (the data is displayed), but it isn't updating with changes. There are no Javascript errors and I've moved the binding to after the dialog is generated and added to the document (no effect). I've also tried calling ko.applyBinding on the main div that makes up the dialog but that, for some reason, causes part of the main page to hide (the DOM is there, but they are hidden). EDIT: I've created a project on jsfiddle that reproduces the problem. The main culprit seems to be wrapping the content of the dialog in a div. If I show the content directly it seems to work (of course I can't do that, the wrappers provide a common style for our dialogs). I'm recovering from the flu and could easily be missing something obvious, but I've been trying all day and nothing is coming to me. Any ideas?

    Read the article

  • linked list sort function only loops once

    - by Tristan Pearce
    i have a singly linked list that i am trying to sort from least to greatest by price. here is what i have so far struct part { char* name; float price; int quantity; struct part *next; }; typedef struct part partType; partType *sort_price(partType **item) { partType *temp1 = *item; partType *temp2 = (*item)->next; if ( *item == NULL || (*item)->next == NULL ) return *item; else { while ( temp2 != NULL && temp2->next != NULL ){ if (temp2->price > temp2->next->price){ temp1->next = temp2->next; temp2->next = temp2->next->next; temp1->next->next = temp2; } temp1 = temp2; temp2 = temp2->next; } } return *item; } the list is already populated but when i call the sort function it only swaps the first two nodes that satisfy the condition in the if statement. I dont understand why it doesnt do the check again after the two temp pointers are incremented.

    Read the article

  • No JSON object could be decoded - RPC POST call

    - by user1307067
    var body = JSON.stringify(params); // Create an XMLHttpRequest 'POST' request w/ an optional callback handler req.open('POST', '/rpc', async); req.setRequestHeader("Content-type", "application/x-www-form-urlencoded"); req.setRequestHeader("Content-length", body.length); req.setRequestHeader("Connection", "close"); if (async) { req.onreadystatechange = function() { if(req.readyState == 4 && req.status == 200) { var response = null; try { response = JSON.parse(req.responseText); } catch (e) { response = req.responseText; } callback(response); } }; } // Make the actual request req.send(body); ---- on the server side ---- class RPCHandler(BaseHandler): '''@user_required''' def post(self): RPCmethods = ("UpdateScenario", "DeleteScenario") logging.info(u'body ' + self.request.body) args = simplejson.loads(self.request.body) ---- Get the following error on the server logs body %5B%22UpdateScenario%22%2C%22c%22%2C%224.5%22%2C%2230frm%22%2C%22Refinance%22%2C%22100000%22%2C%22740%22%2C%2294538%22%2C%2250000%22%2C%22owner%22%2C%22sfr%22%2C%22Fremont%22%2C%22CA%22%5D= No JSON object could be decoded: line 1 column 0 (char 0): Traceback (most recent call last): File "/base/python_runtime/python_lib/versions/1/google/appengine/ext/webapp/_webapp25.py", line 703, in call handler.post(*groups) File "/base/data/home/apps/s~mortgageratealert-staging/1.357912751535215625/main.py", line 418, in post args = json.loads(self.request.body) File "/base/python_runtime/python_lib/versions/1/simplejson/init.py", line 388, in loads return _default_decoder.decode(s) File "/base/python_runtime/python_lib/versions/1/simplejson/decoder.py", line 402, in decode obj, end = self.raw_decode(s, idx=_w(s, 0).end()) File "/base/python_runtime/python_lib/versions/1/simplejson/decoder.py", line 420, in raw_decode raise JSONDecodeError("No JSON object could be decoded", s, idx) JSONDecodeError: No JSON object could be decoded: line 1 column 0 (char 0) --- firebug shows the following --- Parameters application/x-www-form-urlencoded ["UpdateScenario","c","4.... Source ["UpdateScenario","c","4.5","30frm","Refinance","100000","740","94538","50000","owner","sfr","Fremont","CA"] Based on the firebug report and also the logs shows self.request.body as anticipated. However simplejson load doesn't like it. Please help!

    Read the article

  • NuGet Update Error?

    - by Myles McDonnell
    Using the NuGet package manager dialog at the solution level in the normal course of updating a package reference once the process is complete there is a green tick on the item and the update button disappears. However, with certain of my packages the update process completes, as far as I can tell successfully, but no green tick and the update button remains. Press it again and the next dialog shows that no projects require an update for that package. Am I missing something here or is this a bug?

    Read the article

  • Jquery mobile ajax request not working after 4-5 request is made in Android

    - by Coder_sLaY
    I am developing an application using jQuery mobile 1.1.0 RC1 and phonegap 1.5.0 I have a single HTML page which contains all the pages in it as a div(through data-role="page") here is my code <!DOCTYPE HTML> <html> <head> <title>Index Page</title> <!-- Adding viewport --> <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> <meta name="viewport" content="width=device-width, initial-scale=1"> <!-- Adding Phonegap scripts --> <script type="text/javascript" charset="utf-8" src="cordova/cordova-1.5.0.js"></script> <!-- Adding jQuery mobile and jQuery scripts & CSS --> <script type="text/javascript" src="jquery/jquery-1.7.1.min.js"></script> <link rel="stylesheet" href="jquerymobile/jquery.mobile-1.1.0-rc.1.min.css" /> <script type="text/javascript" src="jquery/jquery.validate.min.js"></script> <script type="text/javascript" src="jquerymobile/jquery.mobile-1.1.0-rc.1.min.js"></script> <link rel="stylesheet" href="css/colors.css"> <script type="text/javascript"> function page1(){ $.mobile.changePage("#page2", { transition : "slide" }); } function page2(){ $.mobile.changePage("#page1", { transition : "slide" }); } $("#page1").live("pageshow", function(e) { $.ajax({ type : 'GET', cache : false, url : "http://192.168.1.198:9051/something.xml" + "?time=" + Date.now(), data : { key : "value" }, dataType : "xml", success : function(xml) { console.log("Success Page1"); }, error : function(xhr) { } }); }); $("#page2").live("pageshow", function(e) { $.ajax({ type : 'GET', cache : false, url : "http://192.168.1.198:9051/something.xml" + "?time=" + Date.now(), data : { key : "value" }, dataType : "xml", success : function(xml) { console.log("Success Page2"); }, error : function(xhr) { } }); }); </script> <body> <div data-role="page" id="page1"> <div data-role="header">Page 1</div> <div data-role="content"> <input type="text" name="page1GetTime" id="page1GetTime" value="" /><a href="#" data-role="button" onclick="page1()" id="gotopage2"> Go to Page 2 </a> </div> </div> <div data-role="page" id="page2"> <div data-role="header">Page 2</div> <div data-role="content"> <input type="text" name="page2GetTime" id="page2GetTime" value="" /><a href="#" data-role="button" onclick="page2()" id="gotopage1">Go to Page 1</a> </div> </div> </body> Now when i click to "Go to page2" then page2 will be shown along with one ajax request .. If i keep on moving from one page to another then a ajax request is made.. This request stops responding after 4 to 5 request... Why is it happening?

    Read the article

  • Android OpenGL es "glDrawTexfOES" draws upside down

    - by Alle
    I'm using OpenGL for Android to draw my 2D images. Whenever I draw something using the code: gl.glViewport(aspectRatioOffset, 0, screenWidth, screenHeight); gl.glMatrixMode(GL10.GL_PROJECTION); gl.glLoadIdentity(); GLU.gluOrtho2D(gl, aspectRatioOffset, screenWidth + aspectRatioOffset,screenHeight, 0); gl.glMatrixMode(GL10.GL_MODELVIEW); gl.glLoadIdentity(); gl.glEnable(GL10.GL_TEXTURE_2D); gl.glBindTexture(GL10.GL_TEXTURE_2D, myScene.neededGraphics.get(ID).get(animationID).get(animationIndex)); crop[0] = 0; crop[1] = 0; crop[2] = width; crop[3] = height; ((GL11Ext)gl).glDrawTexfOES(x, y, z, width, height) I get an upside down result. I'v seen people solve this through doing: crop[0] = 0; crop[1] = height; crop[2] = width; crop[3] = -height; This does however hurt the logic in my application, so I would like the result to not be flipped upside down. Does anyone know why it happen, and any way of avoiding or solving it?

    Read the article

  • Huge file in Clojure and Java heap space error

    - by trzewiczek
    I posted before on a huge XML file - it's a 287GB XML with Wikipedia dump I want ot put into CSV file (revisions authors and timestamps). I managed to do that till some point. Before I got the StackOverflow Error, but now after solving the first problem I get: java.lang.OutOfMemoryError: Java heap space error. My code (partly taken from Justin Kramer answer) looks like that: (defn process-pages [page] (let [title (article-title page) revisions (filter #(= :revision (:tag %)) (:content page))] (for [revision revisions] (let [user (revision-user revision) time (revision-timestamp revision)] (spit "files/data.csv" (str "\"" time "\";\"" user "\";\"" title "\"\n" ) :append true))))) (defn open-file [file-name] (let [rdr (BufferedReader. (FileReader. file-name))] (->> (:content (data.xml/parse rdr :coalescing false)) (filter #(= :page (:tag %))) (map process-pages)))) I don't show article-title, revision-user and revision-title functions, because they just simply take data from a specific place in the page or revision hash. Anyone could help me with this - I'm really new in Clojure and don't get the problem.

    Read the article

< Previous Page | 9 10 11 12 13 14 15 16 17 18  | Next Page >