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  • Save entity with entity framework

    - by Michel
    Hi, I'm saving entities/records with the EF, but i'm curious if there is another way of doing it. I receive a class from a MVC controller method, so basicly i have all the info: the class's properties, including the primary key. Without EF i would do a Sql update (update table set a=b, c=d where id = 5), but with EF i got no further than this: Get an object with ID of 5 Update the (existing) object with the new object Submitchanges. What bothers me is that i have to get the object from the database first, where i have all the info to do an update statement. Is there another way of doing this?

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  • how do i add two delegates to a ui element at run time?

    - by Michael Xu
    Hi everyone, im trying to implement some behaviors when a mapview element scrolls... by coding a delegate for the scrollview inside of a mapview. so, right now, i got a pointer to the scroll view used by the map view in my code. however, i wish to set the delegate of this scroll view inside the map view, but the issue is that the mapview already sets up a default delegate for this scroll view inside the map view. can i make my delegate implement all of the messages of the protocol, explicitly sending them to the mapview's default delegate while also implementing my own behaviors? how else can i go about adding my own delegate behavior, to an already existing default delegate....? thanks everyone, michael

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  • getting window screenshot windows API

    - by Oliver
    Hi, I am trying to make a program to work on top of an existing GUI to annotate it and provide extra calculations and statistical information. I want to do this using image recognition, as I have learned a fair amount about this in University using Matlab and similar things. I can get a handle to the window I want to perform image recognition on, but I don't know how to turn that handle into an image of that window, and all its visible child windows. I suppose I am looking for something like the screenshot function, but restricted to a single window. How would I go about doing this? I suppose I'd need something like a .bmp to mess about with. Also, it would have to be efficient enough that I could call it several times a second without my PC grinding to a halt. Hopefully this isn't an obvious question, I typed some things into google but didn't get anything related.

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  • CATransitionFade not working on newly added subviews

    - by David Liu
    For some reason, fading in new buttons using CATransition isn't working for me when it's a newly added button. The fade animation, however, is working on existing subviews. Code: // Add new button. CATransition *animation = [CATransition animation]; [animation setDuration:0.5]; [animation setType:kCATransitionFade]; [[button layer] addAnimation:animation forKey:@"fadeIn"]; [self.view addSubview:button]; // Enable previous button (Enabling fades in different type of background) if(toolbar.buttons.count != 0){ UIButton * prevButton = [toolbar.buttons objectAtIndex:(toolbar.buttons.count - 1)]; prevButton.enabled = YES; [[prevButton layer] addAnimation:animation forKey:@"fadeIn"]; }

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  • How do I dynamically tell a .NET MVC application which datasource to point to?

    - by Bialecki
    I'm beginning a port of an existing ColdFusion application to .NET MVC and one of the first issues I'm running into is that in ColdFusion we use the fact that you can define multiple datasources and access them in a dynamic way so that a particular user can be pointed at a particular database. To give an example, I might have two databases, Foo and Bar which each have a table called Locations which store locations particular to that database. The databases are guaranteed to have the same tables, so that's not a concern. In ColdFusion, you can easily dynamically point a user towards a particular datasource because it's just a string which is configured via the ColdFusion administrator (or you could programatically modify an XML file). So the question is how to do this in .NET? And specifically, I think I'd really like to use the Entity framework to leverage the ORM support it'll offer to perform operations on the data in the database, but I'm not sure how to do that (hopefully it's possible). Any thoughts?

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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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  • AES Encryption. From Python (pyCrypto) to .NET

    - by Why
    I am currently trying to port a legacy Python app over to .NET which contains AES encrpytion using from what I can tell pyCrpyto. I have very limited Python and Crypto experience. The code uses the snippet from the following page. http://www.djangosnippets.org/snippets/1095/ So far I believe I have managed to work out that it that it calls Crypto.Cipher with AES and the first 32 character of our secret key as the password, but no mode or IV. It also puts a prefix on the encrpyed text when it is added to database. What I can't work out is how I can decrypt the existing ecrypted database records in .NET. I have been looking at RijndaelManaged but it requires an IV and can't see any reference to one in python. Can anyone point me in the dirrection to what method could be used in .NET to get the desired result.

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  • Interaction between Java and Android

    - by Grasper
    I am currently trying to research how to use Android with an existing java based system. Basically, I need to communicate to/from an Android application. The system currently passes object data from computer to computer using ActiveMQ as the JMS provider. On one of the computers is a display which shows object data to the user. What we want to do now is use a phone (running Android) as another option to show this object data to a user with wifi/network access. Ideally we would like to have a native application on the Android that would listen to the ActiveMQ topic and publish to another Topic and read/write/display the object data, but from some research I have done, I am not sure if this is possible. What are some other ways to approach this problem? The android Phone needs to be able to send/receive data. I have been using the AndroidEmulator for testing.

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  • Dynamic Midi generation and playback on Android: Possible?

    - by Peterdk
    Strangely I find no support for Midi in Android. The only thing that comes close is the Jetplayer, but this only takes a existing .jet file. I want to dynamically generate a midi file with some intervals and play it. I even thought about just manually creating a .jet file with a tone and then transposing it with the jet player, but it limits the transposing to -12, +12. Which is not so good for me. There also is a ToneGenerator on Android, but it's limited to predefined tones with no way to transpose. Does someone know how to achieve midi generation and playback on Android?

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  • SQLite as an App Queue, Exclusive Row Lock?

    - by ScSub
    I am considering using SQLite as a "job queue container", and was wondering how I could do so, using custom C# (with ADO.NET) to work the database. If this was SQL Server, I would setup a serializable transaction to make sure the parent row and child rows were exclusively mine until I was done. I'm not sure how that would work in SQLite, can anyone offer any assistance? Or if there are any other existing implementations of message queueing with SQLite, I'd appreciate any pointers in that direction as well. Thanks!

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  • twitter bootstrap typeahead ajax example

    - by emeraldjava
    I'm trying to find a working example of the twitter bootstrap typeahead element that will make an ajax call to populate it's dropdown. I have an existing working jquery autocomplete example which defines the ajax url to and how to process the reply <script type="text/javascript"> //<![CDATA[ $(document).ready(function() { var options = { minChars:3, max:20 }; $("#runnerquery").autocomplete('./index/runnerfilter/format/html',options).result( function(event, data, formatted) { window.location = "./runner/index/id/"+data[1]; } ); .. What do i need change to convert this to the typeahead example? <script type="text/javascript"> //<![CDATA[ $(document).ready(function() { var options = { source:'/index/runnerfilter/format/html', items:5 }; $("#runnerquery").typeahead(options).result( function(event, data, formatted) { window.location = "./runner/index/id/"+data[1]; } ); .. I'm going to wait for the 'Add remote sources support for typeahead' issue to be resolved.

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  • How Does Entourage 2008 (for Mac) Decide Which Emails Form a Conversation?

    - by David M
    This is a little bit like http://stackoverflow.com/questions/288757/how-to-identify-email-belongs-to-existing-thread-or-conversation but I am more interested in how Entourage 2008 really does threading as opposed to how it ought to. I have the parent message that has something like Message-ID: <[email protected]/> then some replies that have (in addition to their own Message-ID) In-Reply-To: <[email protected]/> However, these show up as two conversations! The first conversation consists solely of the parent message, and the second conversation consists of the other replies. Would adding a References: header (as described in RFC 2822) resolve this?

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  • adding SSL to microchip Generic TCP server application

    - by Surjya Narayana Padhi
    Hi, Has anybody upgraded the code of generic tcp server application provided by Microchip to SSL? I added new listener port to existing server socket. But then also its not TCPPutIsReady state. When I tried to connect through ssh client Tera Term its asking for username and password. But does it required for client to provide username and password? I a bit new to SSL. So please let me know the steps to connect to any ssl server using Tera Term. Another doubt is that can i use a TCP server socket without using http or ftp or telnet session?

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  • Display content in folder like Wordpress displays Themes

    - by Mestika
    Hi, I’ve throughout the last couple of years downloaded a lot of templates for websites and these are now starting to become chaotic in the different folders so I’m starting to get a overview of the different templates. Regarding to this I was thinking about the way that WordPress displays the different themes installed in the themes folder. It provides a small overview (thumbnail) of the theme and a possibility to preview the theme. Of cause, I don’t need or want such a advanced system as Wordpress but I’m attractive to the idea of displaying my templates in the same kind of manner and without using a Database. I’ve played around with different directory management scripts and tools for PHP but the best result I’ve got so fare is just to display the different content in the different folders but not create a preview which in each preview it will use the webpage itself and it’s stylesheets, images, etc. Does anyone have an idea how to create such a script or have a link to a already existing script. Of cause is all the main pages named index.htm / .html Sincere Mestika

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  • AnkhSVN: No Versioned Parent Directories when adding a Web Site

    - by CJM
    I've recently been trying out Ankhsvn and I quite like it, and more importantly, it generally likes me. But I've hit a problem adding existing VS projects to subversion using AnkhSVN. Most Windows and Web projects are added fine, but I have a problem when I try to a Websites (as opposed to Web Applications), and in these cases I get the following error: No versioned parent directories After some googling, I've come across other people with the same problems and there have been one or two suggests for solving the problem, but non so far have worked. AnkhSVN is popular enough, and although web applications are often preferred to websites these days, I'm hoping that someone here has a ready solution available.

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  • Choosing http status code for unknown command reply

    - by w0rldart
    So, I'm writing a small test that I have been required to complete and I just want to give it some final touches by adding some header status code responses and some other stuff. Right now, my dilemma is what HTTP status code to choose for my "Unknown command" response after the $_GET['cmd'] has been compared to the existing commands list. case 404: $text = 'Not Found'; break; case 405: $text = 'Method Not Allowed'; break; case 406: $text = 'Not Acceptable'; break; For which one of the above should I go? And if none, which other?

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  • Visual Studio 2010 does not discover new unit tests

    - by driis
    I am writing some unit tests in Visual Studio 2010. I can run all tests by using "Run all Tests in Current Context". However, if I write a new unit test, it does not get picked up by the environment - in other words, I am not able to find it in Test List Editor, by running all tests, or anywhere else. If I unload the project and then reload it; the new test is available to run. When I am adding a unit test, I simply add a new method to an already existing TestClass and decorating it with [TestMethod] attribute - nothing fancy. What might be causing this behaviour, and how do I make it work ?

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  • Sharing ASP.NET State databases between multiple apps

    - by MikeWyatt
    Is it better for a collection of ASP.NET web apps to share the same session database, or should each one have its own? If there is no significant difference, having a single database would be preferable due to easier maintenance. Background My team has an assortment of ASP.NET web apps, all written in either Monorail 1.1 or ASP.NET MVC 1.0. Each app currently uses a dedicated session state database. I'm working on adding a new site to that list, and am debating whether I should create another new session database, or just share an existing one with another app.

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  • unable to inject seam cache provider

    - by Joshua
    Env: Seam 2.2, ehcache-core 2.1.0 I tried injecting the CacheProvider using the following call in my bean scoped for session @In CacheProvider cacheProvider; WEB-INF\components.xml contains the following line to enable the cache provider <cache:eh-cache-provider/> The above configuration seems to return a null value for the cache provider Using the cache provider like this CacheProvider cacheProvider = CacheProvider.instance(); throws the following warning 15:29:27,586 WARN [CacheManager] Creating a new instance of CacheManager using the diskStorePath "C:\DOCUME~1\user5\LOCALS~1\Temp\" which is already used by an existing CacheManager. The source of the configuration was net.sf.ehcache.config.generator.Configuratio nSource$DefaultConfigurationSource@15ed0f9. The diskStore path for this CacheManager will be set to C:\DOCUME~1\user5\LOCALS ~1\Temp\\ehcache_auto_created_1276682367586. To avoid this warning consider using the CacheManager factory methods to create a singleton CacheManager or specifying a separate ehcache configuration (ehcache .xml) for each CacheManager instance. What am I missing here?

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  • Alternative to BitConverter.ToInt32

    - by MusiGenesis
    I'm using BitConverter.ToInt32 to pack 3 byte values into an int, like so: byte R = 0; byte G = 0; byte B = 0; int i = BitConverter.ToInt32(new byte[] { R, G, B, 0 }, 0); Is there a faster way to do this that doesn't involve the creation of a new int each time? Getting the bytes out of an int is easy: int i = 34234; byte B = (byte)(i >> 0); byte G = (byte)(i >> 8); byte R = (byte)(i >> 16); Is there a simple way to reverse this process and use bit-shifting to write the RGB bytes back over an existing int?

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  • Session Management in Axis1.2

    - by venkat
    Hi, In our application we are using Axis1.2. Our service has one instance variable profileDataManager which is responsible to return set of profiles. The application has pagination to display only 25 profiles at a time. My requirement is the profileDataManager should be instantiated only once for respective client. On subsequent calls, it should use the existing object. For this i need the one service object should be created for user session.If a client sends another request, the service object created in previous call should be returned. On client side i am using Flex. In CXF webserice, my requirement is fulfilled with an annotation '@HttpSessionScope'. Is there away that i can get the abovementioned behavior in Axis? I have given the following trials. but no success added and modified the java client stub.setMaintainSession(true); The above didn't work for me.

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  • rails nested attributes

    - by user342798
    I am using rails 3.0.0.beta3 and I am trying to implement form with nested attributes using :accepts_nested_attributes_for. My form is nested to three levels: Survey Question Answer. Survey has_many Questions, and Question has many Answers. Inside the Survey model, there is :accepts_nested_attributes_for :questions and inside the question mode, there is :accepts_nested_attributes_for :answers Everything is working fine except when I add a new answer to an existing question, it doesn't get created. However, if I make changes to the corresponding question while creating the answer, I can successfully create the answer. This example is exactly similar to a railscast: http://railscasts.com/episodes/197-nested-model-form-part-2 but doesn't work in rails3 (at least in my case). Please let me know if there is any issue with nested attributes in Rails 3. Thanks in advance.

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  • Anyone have an XSL to convert Boost.Test XML logs to a presentable format?

    - by Stuart Lange
    I have some C++ projects running through cruisecontrol.net. As a part of the build process, we compile and run Boost.Test unit test suites. I have these configured to dump XML log files. While the format is similar to JUnit/NUnit, it's not quite the same (and lacks some information), so cruisecontrol.net is unable to pick them up. I am wondering if anyone has created (or knows of) an existing XSL transform that will convert Boost.Test results to JUnit/NUnit format, or alternatively, directly to a presentable (html) format. Thanks!

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  • Transfer files using java

    - by markovuksanovic
    I need to transfer lots of small files to a remote computer within my java program. I was wondering if somebody could suggest the best way to do so... I need to transfer lots of small files and it has to be really fast. Should I use some existing protocol implementation? maybe ftp? One important thing is that most files would be the same all the time, or the difference would be minor so I was thinking of using git for that purpose. Does anyone have experience with sth like this?

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  • iPhone: Core Data: Updating a pre-filled database in future app versions.

    - by Cuzog
    I am creating an app with a database of information that needs to be pre-filled. This data will change in future versions. In the same database, I also need to store user editable information since that user edited data directly relates to the pre-filled data. My question is, if I'm pre-filling the database by creating a duplicate data model in a second app and copying over the core data file before release, how would I handle updates to that data in future versions of the app without destroying the user's existing data? Do the core data migration methods handle this, or must I write custom methods to programatically handle the merge at first app launch?

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