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  • What data structure to use / data persistence

    - by Dave
    I have an app where I need one table of information with the following fields: field 1 - int or char field 2 - string (max 10 char) field 3 - string (max 20 char) field 4 - float I need the program to filter on field 1 based upon a segmented control and select a field 2 from a picker. From this data I need to look up field 4 to use in a calculation. Total records will be about 200. I never see it go above 400 - 500. I am going to use a singleton which I am able to do, I just need help with the structure for this with data persistence. What type of data structure should I use for this and should I use NSNumber, NSString, etc. or old data types like float, Char, etc. I thought about a struct put into an array but there is probably a better way. This is new to me so any help or reference to examples would be great. I also thought about a plist or dictionary but it looks like it is just a lookup and a field which obviously won't work. Core data looked like overkill to me. Also, with any recommendation how should I get initial data into it? I want the user to be able to edit and add to the database. Sorry for the old terms, you can see what generation I am from... Thanks in advance!!!!

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  • How to add a custom background to UISearchDisplayController's table view?

    - by Boon
    I want to add a custom UIImageView to UISearchDisplayController's table view background and set table view's background color to clearColor. Tried a few different approach but couldn't find the right solution. Any idea how to approach this? Note: I don't want to add to searchDisplayController's searchResultsTableView's view hierarchy, but rather overlay another sibling view below it)

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  • How to extract the word and line wrapping information from JTextArea for text with given font

    - by Gábor Lipták
    I have to convert styled text to wrapped simple text (for SVG word wrapping). I cannot beleive that the word wrapping information (how many lines are there, where are the line breaks) cannot be extracted from the JTextArea. So I created a small frame program: package bla; import java.awt.BorderLayout; import java.awt.Color; import java.awt.Font; import java.awt.Frame; import java.awt.event.WindowAdapter; import java.awt.event.WindowEvent; import java.util.ArrayList; import java.util.List; import javax.swing.JTextArea; public class Example1 extends WindowAdapter { private static String content = "01234567890123456789\n" + "0123456 0123456 01234567 01234567"; JTextArea text; public Example1() { Frame f = new Frame("TextArea Example"); f.setLayout(new BorderLayout()); Font font = new Font("Serif", Font.ITALIC, 20); text = new JTextArea(); text.setFont(font); text.setForeground(Color.blue); text.setLineWrap(true); text.setWrapStyleWord(true); f.add(text, BorderLayout.CENTER); text.setText(content); // Listen for the user to click the frame's close box f.addWindowListener(this); f.setSize(100, 511); f.show(); } public static List<String> getLines( JTextArea text ) { //WHAT SHOULD I WRITE HERE return new ArrayList<String>(); } public void windowClosing(WindowEvent evt) { List<String> lines = getLines(text); System.out.println( "Number of lines:" + lines.size()); for (String line : lines) { System.out.println( line ); } System.exit(0); } public static void main(String[] args) { Example1 instance = new Example1(); } } If you run it you will see this: And what I expect as output: Number of lines:6 0123456789 0123456789 0123456 0123456 01234567 01234567 What should I write in place of the comment?

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  • bitmap interpolation c#

    - by Raghav
    Grid size : 160*160 No of row* columns = 16*16 I have created a bitmap for this. Each cell of the grid is filled with different colors. I need to perform color interpolation.

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  • ASP Button Calling JavaScript Function

    - by Steven
    I am attempting to construct my own date picker using code from several sources. Specifically, I am now attempting to have an asp:button display/hide the calendar. What am I doing wrong? myDate.ascx <%@ Control Language="vb" AutoEventWireup="false" CodeBehind="myDate.ascx.vb" Inherits="Website.myDate" %> <script language="javascript" type="text/javascript"> function toggleCalendar(myID) { var obj = document.getElementById(myID) obj.style.display = (obj.style.display == "none") ? "" : "none"; } </script> <asp:TextBox ID="dateText" runat="server" > </asp:TextBox> <asp:Button ID="dateBtn" runat="server" UseSubmitBehavior="false" Text="x" /> <asp:Calendar ID="dateCal" runat="server" > </asp:Calendar> myDate.ascx.vb Partial Public Class myDate Inherits System.Web.UI.UserControl Protected Sub Page_Load (ByVal sender As Object, ByVal e As System.EventArgs) Handles Me.Load 'Add OnClick event to call JavaScript to toggle calendar display' calBtn.Attributes.Add("OnClick", "toggleCalendar(" & cal.ClientID & ")") End Sub End Class HTML code for button (from browser) <input type="button" name="ctl03$calBtn" value="x" onclick="toggleCalendar(ctl03_cal);__doPostBack('ctl03$calBtn','')" id="ctl03_calBtn" />

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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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  • Making a Grid in an NSView

    - by Hooligancat
    I currently have an NSView that draws a grid pattern (essentially a guide of horizontal and vertical lines) with the idea being that a user can change the spacing of the grid and the color of the grid. The purpose of the grid is to act as a guideline for the user when lining up objects. Everything works just fine with one exception. When I resize the NSWindow by dragging the resize handle, if my grid spacing is particularly small (say 10 pixels). the drag resize becomes lethargic in nature. My drawRect code for the grid is as follows: -(void)drawRect:(NSRect)dirtyRect { NSRect thisViewSize = [self bounds]; // Set the line color [[NSColor colorWithDeviceRed:0 green:(255/255.0) blue:(255/255.0) alpha:1] set]; // Draw the vertical lines first NSBezierPath * verticalLinePath = [NSBezierPath bezierPath]; int gridWidth = thisViewSize.size.width; int gridHeight = thisViewSize.size.height; int i; while (i < gridWidth) { i = i + [self currentSpacing]; NSPoint startPoint = {i,0}; NSPoint endPoint = {i, gridHeight}; [verticalLinePath setLineWidth:1]; [verticalLinePath moveToPoint:startPoint]; [verticalLinePath lineToPoint:endPoint]; [verticalLinePath stroke]; } // Draw the horizontal lines NSBezierPath * horizontalLinePath = [NSBezierPath bezierPath]; i = 0; while (i < gridHeight) { i = i + [self currentSpacing]; NSPoint startPoint = {0,i}; NSPoint endPoint = {gridWidth, i}; [horizontalLinePath setLineWidth:1]; [horizontalLinePath moveToPoint:startPoint]; [horizontalLinePath lineToPoint:endPoint]; [horizontalLinePath stroke]; } } I suspect this is entirely to do with the way that I am drawing the grid and am open to suggestions on how I might better go about it. I can see where the inefficiency is coming in, drag-resizing the NSWindow is constantly calling the drawRect in this view as it resizes, and the closer the grid, the more calculations per pixel drag of the parent window. I was thinking of hiding the view on the resize of the window, but it doesn't feel as dynamic. I want the user experience to be very smooth without any perceived delay or flickering. Does anyone have any ideas on a better or more efficient method to drawing the grid? All help, as always, very much appreciated.

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  • iPhone - ModalViewController not raising to top of the screen

    - by Oliver
    Hello, I have a UIImagePickerController that is shown [self presentModalViewController:self.picker animated:NO]; Then later on the code, I allow the user to display a preference panel : PreferencesController *nextWindow = [[[PreferencesController alloc] initWithNibName:@"Preferences" bundle:nil] autorelease]; UINavigationController* navController = [[[UINavigationController alloc] initWithRootViewController:nextWindow] autorelease]; [self presentModalViewController:navController animated:YES]; At this point, the new controller raises on the screen, but don't go to the top. Some space is left "transparent" at the top (I can see the camera view behind), and the bottom of the view is hidden out of the screen. The space I am talking about is about a status bar height. The status bar is not present on the screen. The navigation controller is hidden : self.navigationController.navigationBarHidden = YES; There is a toolbar at the top of the view. Nothing special into the view. The height of the view is defined at 480. All simulated element are set off in IB. The autoresize properties are all set on. I had a previous xib (I rebuilt it from scratch) that worked very well. I don't see what I missed on this one (I have only changed the xib, that replaces the previous one). I've cleaned the cache to be sure there was nothing left. No change... I've deleted everything in the new view to prevent some conflicts. No change... What did I miss ? How could I remove this empty space ?

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  • Use only alpha channel of texture in OpenGL?

    - by Chris
    Hey, I'm trying to draw a constant color to the framebuffer and blend it using the alpha channel from an RGBA texture. I've been looking at glBlendFunc and glBlendColor, but can't seem to figure out a way to ignore the RGB values from the texture. I'm thinking I'll have to pull out the alpha values myself and make a second texture with GL_ALPHA. Is there a better way to do this? Thanks!

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  • Cross domain form submit does not work on Chrome and IE

    - by Debiprasad
    I am having an unexpected issue while submitting a from. The action of the form is a different domain. And the method is get. Here to the code of the from: <div style="width: 100%; background-color: #09334D; margin: 0 0 15px 0; padding: 10px; -webkit-border-radius: 5px; -moz-border-radius: 5px; border-radius: 5px;" <form action="http://www.flipkart.com/search-book" method="get"> <a href="http://www.flipkart.com/?affid=debiprasad"> <img alt="Flipkart.com" style="vertical-align:middle" src="http://static.fkcdn.com/www/270/images/flipkart_india.png" /> </a> <input type="hidden" name="affid" value="debiprasad"> <input type="text" name="query" style="height:25px; width: 400px; font-size: 16px;"> <select onchange="$(this).closest('form').attr('action', 'http://www.flipkart.com/search-' + $(this).val());" style="height:25px; width: 150px; font-size: 16px;"> <option value='book' selected>Books</option> <option value='music'>Music</option> <option value='movie'>Movies & TV</option> <option value='game'>Games</option> <option value='mobile'>Mobiles</option> </select> <input type="submit" value="Search" style="height:25px; width: 100px; font-size: 16px; background: url('http://static.fkcdn.com/www/270/images/fkart/search_button_bg.png') repeat-x scroll 0 0 transparent; border: 1px solid #915A13; color: #3C2911; cursor: pointer; font-family: 'lucida grande',tahoma,verdana,arial,sans-serif; font-weight: bold; padding: 0 17px 0 15px; margin: 0; -webkit-border-radius: 5px; -moz-border-radius: 5px; border-radius: 5px;"> </form> The form is located at: http://wheretobuyonline.in/ When I click on the "Search" (submit) button, it does not submit. This problem happens in Chrome and IE (8). But works without any problem on Firefox.

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  • Possible to do rounded corners in custom Progressbar progressDrawable?

    - by b-ryce
    I have a progress bar that is supposed to look like the attached image: And I've made it a long way. I'm very close the only part that isn't working is the rounded corners for the progressDrawable. Here is what mine looks like. (Notice, circled in red, that the fill inside the white outline does not have rounded corners): So, I've found a couple of ways to make this work when the progress bar is colored in with a shape, gradient, or color. BUT, I can't get it with an image as the progressDrawable. Here is my class that extends ProgressBar public class RoundedProgressBar extends ProgressBar{ private Paint paint; public RoundedProgressBar(Context context) { super(context); setup(); } public RoundedProgressBar(Context context, AttributeSet attrs) { super(context, attrs); setup(); } public RoundedProgressBar(Context context, AttributeSet attrs, int defStyle) { super(context, attrs, defStyle); setup(); ; } protected void setup() { paint = new Paint(); } @Override protected synchronized void onDraw(Canvas canvas) { // First draw the regular progress bar, then custom draw our text super.onDraw(canvas); paint.setColor(Color.WHITE); paint.setStyle(Paint.Style.STROKE); RectF r = new RectF(0,0,getWidth()-1,getHeight()-1); canvas.drawRoundRect(r,getHeight()/2,getHeight()/2, paint); } } Here is my selector: <layer-list xmlns:android="http://schemas.android.com/apk/res/android" > <item android:id="@android:id/background" android:drawable="@drawable/slider_track" /> <item android:id="@android:id/secondaryProgress" android:drawable="@drawable/slider_track" /> <item android:id="@android:id/progress" android:drawable="@drawable/slider_track_progress" /> </layer-list> Here are the images used in the selector: slider_track- slider_track_progress- Here is where I embed my progressbar in the layout for my activity <com.android.component.RoundedProgressBar android:id="@+id/player_hp_bar" android:layout_width="fill_parent" android:layout_height="36dip" android:layout_marginLeft="30dip" android:layout_marginRight="30dip" android:max="100" style="?android:attr/progressBarStyleHorizontal" android:progressDrawable="@drawable/slider_layer_list" android:progress="20" android:maxHeight="12dip" android:minHeight="12dip" /> Anyone know how to make this work?

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  • How can I get jquery to toggle-fade a flashcard div open and closed on click?

    - by Edward Tanguay
    What do I have to change to the code below in order for the user to click on a flashcard header to open and close the flashcard answer? I couldn't get toggle() to work with fadein/fadeout the version below doesn't respond to the click code: <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> <html xmlns="http://www.w3.org/1999/xhtml"> <head> <script type="text/javascript" src="http://www.google.com/jsapi"></script> <script type="text/javascript"> google.load("jquery", "1.4.1"); google.setOnLoadCallback(function() { $("div > div.question").click(function() { if($(this).next().is(":hidden") { $(this).next().fadeIn("slow"); } else { $(this).next().fadeOut("slow"); } }); }); </script> <style> div.flashcard { margin: 0 10px 10px 0; } div.flashcard div.question { background-color:#ddd; width: 400px; padding: 5px; cursor: hand; cursor: pointer; } div.flashcard div.answer { background-color:#eee; width: 400px; padding: 5px; display: none; } </style> </head> <body> <div id="1" class="flashcard"> <div class="question">Who was Wagner?</div> <div class="answer">German composer, conductor, theatre director and essayist, primarily known for his operas (or "music dramas", as they were later called). Unlike most other opera composers, Wagner wrote both the music and libretto for every one of his works.</div> </div> <div id="2" class="flashcard"> <div class="question">Who was Thalberg?</div> <div class="answer">a composer and one of the most distinguished virtuoso pianists of the 19th century.</div> </div> </body> </html>

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  • NSColor transparency on black background?

    - by Alex Zielenski
    In the background of my view, I draw a light blue color. And in the middle, i have a square box that is supposed to have an even lighter gray in it that has a 20% transparency. But for some reason the transparency is on top of a black background instead of a blue. I'm sorry If i'm not being clear.

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  • phpbb specific forum page styles

    - by Ryan Max
    I am using phpbb on a site for a client, and the client has requested that each different forum page have a different background color. Such functionality is not built into phpbb (from what I can tell), so how should I go about doing this? Can I modify the code of phpbb directly? My other thought was to use a js conditional statement, but seeing as the only difference on the forums page would be the page title, I don't know how I could format this.

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  • .NET Impersonate not working!

    - by Jagd
    I have a webpage that allows a user to upload a file to a network share. When I run the webpage locally (within VS 2008) and try to upload the file, it works! However, when I deploy the website to the webserver and try to upload the file through the webpage, it doesn't work! The error being returned to me on the webserver says "Access to the path '\05prd1\emp\test.txt' is denied. So, obviously, this is a permissions issue. The network share is configured to allow full access both to me (NT authentication) and to the NETWORK SERVICE (which is .NET's default account and what we have set in our IIS application pool as the default user for this website). I have tried this with and without authentication, and neither one works on the webserver, yet both ways works on my local machine. The code that does the file upload is below. Please note that the code below includes impersonation, but like I said above, I've tried it with and without impersonation and it's made no difference. if (fuCourses.PostedFile != null && fuCourses.PostedFile.ContentLength > 0) { System.Security.Principal.WindowsImpersonationContext impCtx; impCtx = ((System.Security.Principal.WindowsIdentity)User.Identity).Impersonate(); try { lblMsg.Visible = true; // The courses file to be uploaded HttpPostedFile file = fuCourses.PostedFile; string fName = file.FileName; string uploadPath = "\\\\05prd1\\emp\\"; // Get the file name if (fName.Contains("\\")) { fName = fName.Substring( fName.LastIndexOf("\\") + 1); } // Delete the courses file if it is already on \\05prd1\emp FileInfo fi = new FileInfo(uploadPath + fName); if (fi != null && fi.Exists) { fi.Delete(); } // Open new file stream on \\05prd1\emp and read bytes into it from file upload FileStream fs = File.Create(uploadPath + fName, file.ContentLength); using (Stream stream = file.InputStream) { byte[] b = new byte[4096]; int read; while ((read = stream.Read(b, 0, b.Length)) > 0) { fs.Write(b, 0, read); } } fs.Close(); lblMsg.Text = "File Successfully Uploaded"; lblMsg.ForeColor = System.Drawing.Color.Green; } catch (Exception ex) { lblMsg.Text = ex.Message; lblMsg.ForeColor = System.Drawing.Color.Red; } finally { impCtx.Undo(); } } Any help on this would be very appreciated!

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  • iphone reload tableView

    - by Brodie4598
    In the following code, I have determined that everything works, up until [tableView reloadData] i have NSLOGs set up in the table view delegate methods and none of them are getting called. I have other methods doing the same reloadData and it works perfectly. The only difference tha I am awayre of is tha this is in a @catch block. maybe you smart guys can see something i'm doing wrong... @catch (NSException * e) {////chart is user genrated logoView.image = nil; NSInteger row = [picker selectedRowInComponent:0]; NSString *selectedAircraft = [aircraft objectAtIndex:row]; NSArray* paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES); NSString *docsPath = [paths objectAtIndex:0]; NSString *checklistPath = [[NSString alloc]initWithFormat:@"%@/%@.checklist",docsPath,selectedAircraft]; NSString *dataString = [NSString stringWithContentsOfFile:checklistPath encoding: NSUTF8StringEncoding error:NULL]; if ([dataString hasPrefix:@"\n"]) { dataString = [dataString substringFromIndex:1]; } NSArray *tempArray = [dataString componentsSeparatedByString:@"\n"]; NSDictionary *temporaryDictionary = [NSDictionary dictionaryWithObject: tempArray forKey:@"User Generated Checklist"]; self.names = temporaryDictionary; NSArray *tempArray2 = [NSArray arrayWithObject:@"01User Generated Checklist"]; self.keys = tempArray2; aircraftLabel.text = selectedAircraft; checklistSelectPanel.hidden = YES; [tableView reloadData]; }

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  • jQuery selector syntax gives Firefox warning

    - by FreekOne
    The following code stringref = "tab_2"; jQuery('.someclass a:not(.someclass #a_someclass_'+stringref+')').css('color', '#000'); gives me this warning in the FF 3.5.5 error console and I can't figure out why: Warning: Missing closing ')' in negation pseudo-class '#a_someclass_tab_2'. Is my syntax failing me or has FF gone bonkers ?

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  • Why don't file type filters work properly with nsIFilePicker on Mac OSX?

    - by Eric Strom
    I am running a chrome app in firefox (started with -app) with the following code to open a filepicker: var nsIFilePicker = Components.interfaces.nsIFilePicker; var fp = Components.classes["@mozilla.org/filepicker;1"] .createInstance(nsIFilePicker); fp.init(window, "Select Files", nsIFilePicker.modeOpenMultiple); fp.appendFilter("video", "*.mov; *.mpg; *.mpeg; *.avi; *.flv; *.m4v; *.mp4"); fp.appendFilter("all", "*.*"); var res = fp.show(); if (res == nsIFilePicker.returnCancel) return; var files = fp.files; var paths = []; while (files.hasMoreElements()) { var arg = files.getNext().QueryInterface( Components.interfaces.nsILocalFile ).path; paths.push(arg); } Everything seems to work fine on Windows, and the file picker itself works on OSX, but the dropdown menu to select between file types only displays in Windows. The first filter (video in this case) is in effect, but the dropdown to select the other type never shows. Is there something extra that is needed to get this working on OSX? I have tried the latest firefox (3.6) and an older one (3.0.13) and both don't show the file type dropdown on OSX.

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  • problem with jquery : minipulating val() property of element

    - by P4ul
    Hi, Please help! I have some form elements in a div on a page: <div id="box"> <div id="template"> <div> <label for="username">Username</label> <input type="text" class="username" name="username[]" value="" / > <label for="hostname">hostname</label> <input type="text" name="hostname[]" value=""> </div> </div> </div> using jquery I would like to take a copy of #template, manipulate the values of the inputs and insert it after #template so the result would look something like: <div id="box"> <div id="template"> <div> <label for="username">Username</label> <input type="text" class="username" name="username[]" value="" / > <label for="hostname">hostname</label> <input type="text" name="hostname[]" value=""> </div> </div> <div> <label for="username">Username</label> <input type="text" class="username" name="username[]" value="paul" / > <label for="hostname">hostname</label> <input type="text" name="hostname[]" value="paul"> </div> </div> I am probably going about this the wrong way but the following test bit of javascript code run in firebug on the page does not seem to change the values of the inputs. var cp = $('#template').clone(); cp.children().children().each( function(i,d){ if( d.localName == 'INPUT' ){ $(d).val('paul'); //.css('background-color', 'red'); } }); $("#box").append(cp.html()); although if I uncomment "//.css('background-color', 'red');" the inputs will turn red.

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  • How do I fix problem with layout of tables and text in LaTeX?

    - by laspal
    Hi, my problem is that my full tables and text are coming about 15 cm away from left side, so my text has very little space on right side, about 3 cm. How can I change my text and tables to start from 5 cm away from left and 5 cm before right side? \documentclass[a4paper]{article} \usepackage{graphics} \usepackage{color} \usepackage{hyperref} \usepackage{multirow} \usepackage{longtable} \usepackage{fullpage} \usepackage[pdftex]{graphicx} \usepackage{fancyhdr} \oddsidemargin 0cm \evensidemargin 0cm \pagestyle{fancy} \renewcommand{\headrulewidth}{0.0pt} \lfoot{%(full_name)s/%(emp_id)s/\thepage} \cfoot{} \topmargin -2.5cm \parindent 0cm \textheight 27.5cm \parskip 3mm \begin{document} \fontencoding{\encodingdefault} \renewcommand{\familydefault}{\sfdefault} \fontshape{\shapedefault} \selectfont Thanks

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  • colorizing UIbuttons

    - by Joey
    Does someone know how to colorize a UIButton (iphone)? I have a greyscale image with alpha that I want to colorize to various different colors. Setting things like background color only shade the entire image without respecting the alpha. Is there a straightforward way to do this, or will I need to subclass UIButton and overload the drawRect method perhaps? Thanks.

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  • CSS sidebar multi-level menu

    - by NachoF
    Can you guys point me in the right direction?? I want to add sidebar multilevel functionality to this template. So when I hover over one of the items in the main menu some subitems slide to the right... preferably using only css and mantaining the style/color/look, etc... I suck at css, please help.

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  • SolidColorBrush thickness property

    - by developer
    Hi All, Is it possible to set thickness property of SolidColorBrush. The reason I am asking is that I have a IValueConverter binding to Textbox Border BorderBrush property and I am dynamically setting the color of the textbox using the below code, SolidColorBrush tbbrush = new SolidColorBrush(Colors.DarkGray); return tbbrush; I also want to change the thickness property of the border, but without writing a new IValueConverter. Is it possible?

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  • C# - How do find a string within a string even if it spans across whitespace?

    - by James Heaney
    I want to be able to find and highlight a string within a string BUT I no not want to remove the space. So if my original string is : There are 12 monkeys I want to find '12 mon' and highlight those characters ending up with : There are < font color='red' 12 mon< /font keys BUT I also want the same result if I search for '12mon' (no space this time) This has really bent my mind! I'm sure it can be done with Regex.

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