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  • How to dispose of a NET COM interop object on Release()

    - by mhenry1384
    I have a COM object written in managed code (C++/CLI). I am using that object in standard C++. How do I force my COM object's destructor to be called immediately when the COM object is released? If that's not possible, call I have Release() call a MyDispose() method on my COM object? My code to declare the object (C++/CLI): [Guid("57ED5388-blahblah")] [InterfaceType(ComInterfaceType::InterfaceIsIDispatch)] [ComVisible(true)] public interface class IFoo { void Doit(); }; [Guid("417E5293-blahblah")] [ClassInterface(ClassInterfaceType::None)] [ComVisible(true)] public ref class Foo : IFoo { public: void MyDispose(); ~Foo() {MyDispose();} // This is never called !Foo() {MyDispose();} // This is called by the garbage collector. virtual ULONG Release() {MyDispose();} // This is never called virtual void Doit(); }; My code to use the object (native C++): #import "..\\Debug\\Foo.tlb" ... Bar::IFoo setup(__uuidof(Bar::Foo)); // This object comes from the .tlb. setup.Doit(); setup-Release(); // explicit release, not really necessary since Bar::IFoo's destructor will call Release(). If I put a destructor method on my COM object, it is never called. If I put a finalizer method, it is called when the garbage collector gets around to it. If I explicitly call my Release() override it is never called. I would really like it so that when my native Bar::IFoo object goes out of scope it automatically calls my .NET object's dispose code. I would think I could do it by overriding the Release(), and if the object count = 0 then call MyDispose(). But apparently I'm not overriding Release() correctly because my Release() method is never called. Obviously, I can make this happen by putting my MyDispose() method in the interface and requiring the people using my object to call MyDispose() before Release(), but it would be slicker if Release() just cleaned up the object. Is it possible to force the .NET COM object's destructor, or some other method, to be called immediately when a COM object is released? Googling on this issue gets me a lot of hits telling me to call System.Runtime.InteropServices.Marshal.ReleaseComObject(), but of course, that's how you tell .NET to release a COM object. I want COM Release() to Dispose of a .NET object.

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  • Navigate from facebook tab to canvas page

    - by Pierre Olivier Martel
    My facebook application has a tab the user can install. On this tab, there is links that are suppose to link to application canvas (ex.: apps.facebook.com/my-app). It seems that when I'm on my user profile tab and click on a link, Facebook loads the page inside the tab. How do I force it to navigate out of the tab and into the canvas page?

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  • uimapview annotations ordering

    - by suk
    i add annotation one by one but annotation may be need some overlapping but the annotation overlapping another annotation look like random. sometimes annotation 1 overlap annotation 2 sometimes annotation 2 overlap annotation 1 how can i force annotation 1 overlap annotation 2? Thank you

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  • PackageManager: Not granting permission

    - by scott
    Im trying to force my phone to go to sleep as soon as i turn my screen off, but whenever i install with adb, packagemanager informs me that it wont grant the permission i need, so my service throws an exception. I was able to install another app called power save mode toggle which has the same permission, and it seems to work, so i should be able to get this to work, right?

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  • C++ like iterators in python?

    - by uberjumper
    This might be a really dumb question, however i've looked around online, etc. And have not seen a solid answer. What i was wondering, is there a simple way to do something like this? lines = open('something.txt', 'r').readlines() for line in lines: if line == '!': # force iteration forward twice line.next().next() <etc> Is there an easy way to do that in python?

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  • What arguments do I send a function being called by a button in python?

    - by Jared
    I have a UI, in that UI is 4 text fields and 1 int field, then I have a function that calls to another function based on what's inside of the text fields, this function has (self, *args). My function that is being called to takes five arguments and I don't know what to put in it to make it actually work with my UI because python button's send an argument of their own. I have tried self and *args, but it doesn't work. Here is my code, didn't include most of the UI code since it is self explanatory: def crBC(self, IKJoint, FKJoint, bindJoint, xQuan, switch): ''' You should have a controller with an attribute 'ikFkBlend' - The name can be changed after the script executes. Controller should contain an enum - FK/DYN(0), IK(1). Specify the IK joint, then either the dynamic or FK joint, then the bind joint. Then a quantity of joints to pass through and connect. Tested currently on 600 joints (200 x 3), executed in less than a second. Returns nothing. Please open your script editor for details. ''' import itertools # gets children joints of the selected joint chHipIK = cmds.listRelatives(IKJoint, ad = True, type = 'joint') chHipFK = cmds.listRelatives(FKJoint, ad = True, type = 'joint') chHipBind = cmds.listRelatives(bindJoint, ad = True, type = 'joint') # list is built backwards, this reverses the list chHipIK.reverse() chHipFK.reverse() chHipBind.reverse() # appends the initial joint to the list chHipIK.append(IKJoint) chHipFK.append(FKJoint) chHipBind.append(bindJoint) # puts the last joint at the start of the list because the initial joint # was added to the end chHipIK.insert(0, chHipIK.pop()) chHipFK.insert(0, chHipFK.pop()) chHipBind.insert(0, chHipBind.pop()) # pops off the remaining joints in the list the user does not wish to be blended chHipBind[xQuan:] = [] chHipIK[xQuan:] = [] chHipFK[xQuan:] = [] # goes through the bind joints, makes a blend colors for each one, connects # the switch to the blender for a, b, c in itertools.izip(chHipBind, chHipIK, chHipFK): rotBC = cmds.shadingNode('blendColors', asUtility = True, n = a + 'rotate_BC') tranBC = cmds.shadingNode('blendColors', asUtility = True, n = a + 'tran_BC') scaleBC = cmds.shadingNode('blendColors', asUtility = True, n = a + 'scale_BC') cmds.connectAttr(switch + '.ikFkSwitch', rotBC + '.blender') cmds.connectAttr(switch + '.ikFkSwitch', tranBC + '.blender') cmds.connectAttr(switch + '.ikFkSwitch', scaleBC + '.blender') # goes through the ik joints, connects to the blend colors cmds.connectAttr(b + '.rotate', rotBC + '.color1', force = True) cmds.connectAttr(b + '.translate', tranBC + '.color1', force = True) cmds.connectAttr(b + '.scale', scaleBC + '.color1', force = True) # connects FK joints to the blend colors cmds.connectAttr(c + '.rotate', rotBC + '.color2') cmds.connectAttr(c + '.translate', tranBC + '.color2') cmds.connectAttr(c + '.scale', scaleBC + '.color2') # connects blend colors to bind joints cmds.connectAttr(rotBC + '.output', a + '.rotate') cmds.connectAttr(tranBC + '.output', a + '.translate') cmds.connectAttr(scaleBC + '.output', a + '.scale') ------------------- def execCrBC(self, *args): g.crBC(cmds.textField(self.ikJBC, q = True, tx = True), cmds.textField(self.fkJBC, q = True, tx = True), cmds.textField(self.bindJBC, q = True, tx = True), cmds.intField(self.bQBC, q = True, v = True), cmds.textField(self.sCBC, q = True, tx = True)) ------------------- self.bQBC = cmds.intField() cmds.text(l = '') self.sCBC = cmds.textField() cmds.text(l = '') cmds.button(l = 'Help Docs', c = self.crBC.__doc__) cmds.setParent('..') cmds.button(l = 'Create', c = self.execCrBC) Here is the code causing the problem as requested: import maya.cmds as cmds import jtRigUI.createDummyRig as dum import jtRigUI.createSkeleton as sk import jtRigUI.generalUtilities as gu import jtRigUI.createLegRig as lr import jtRigUI.createArmRig as ar class RUI(dum.Dict, dum.Dummy, sk.Skel, sk.FiSkel, lr.LeanLocs, lr.LegRig, ar.ArmRig, gu.Gutils): def __init__(self, charNameUI, gScaleUI, fingButtonGrp, thumbCheckBox, spineButtonGrp, neckButtonGrp, ikJBC, fkJBC, bindJBC, bQBC, sCBC): rigUI = 'rigUI' if cmds.window(rigUI, exists = True): cmds.deleteUI(rigUI) rigUI = cmds.window(rigUI, t = 'JT Rigging UI', sizeable = False, tb = True, mnb = False, mxb = False, menuBar = True, tlb = True, nm = 5) form = cmds.formLayout() tabs = cmds.tabLayout(innerMarginWidth = 1, innerMarginHeight = 1) rigUIMenu = cmds.menu('Help', hm = True) aboutMenu = cmds.menuItem('about') cmds.popupMenu('about', button = 1) deleteUIMenu = cmds.menu('Delete', hm = True) cmds.menuItem('dummySkeleton') cmds.formLayout(form, edit = True, attachForm = ((tabs, 'top', 0), (tabs, 'left', 0), (tabs, 'bottom', 0), (tabs, 'right', 0)), w = 30) tab1 = cmds.rowColumnLayout('Dummy') #cmds.columnLayout(rowSpacing = 10) #cmds.setParent('..') cmds.frameLayout(l = 'A: Dummy Skeleton Setup', w = 400) self.charNameUI = cmds.textFieldGrp (label="Optional Character Name:", ann="Insert a name for the character or leave empty.", tx = '', w = 1) fingJUI = cmds.frameLayout(l = 'B: Number of Fingers', w = 10) cmds.text('\n', h = 5) self.fingButtonGrp = cmds.radioButtonGrp('fingRadio', p = fingJUI, l = 'Fingers: ', sl = 4, w = 1, numberOfRadioButtons = 4, labelArray4 = ['One', 'Two', 'Three', 'Four'], ct2 = ('left', 'left'), cw5 = [60,60,60,60,60]) self.thumbCheckBox = cmds.checkBoxGrp(l = 'Thumb: ', v1 = True) cmds.text('\n', h = 5) spineJUI = cmds.frameLayout(l = 'C: Number of Spine Joints') cmds.text('\n', h = 5) self.spineButtonGrp = cmds.radioButtonGrp('spineRadio', p = spineJUI, l = 'Spine Joints: ', sl = 2, w = 1, numberOfRadioButtons = 3, labelArray3 = ['Three', 'Five', 'Ten'], ct2 = ('left', 'left'), cw4 = [95,95,95,95]) cmds.text('\n', h = 5) neckJUI = cmds.frameLayout(l = 'D: Number of Neck Joints') cmds.text('\n', h = 5) self.neckButtonGrp = cmds.radioButtonGrp('neckRadio', p = neckJUI, l = 'Neck Joints: ', sl = 0, w = 1, numberOfRadioButtons = 3, labelArray3 = ['Two', 'Three', 'Four'], ct2 = ('left', 'left'), cw4 = [95,95,95,95]) cmds.text('\n', h = 5) cmds.setParent('..') cmds.setParent('..') cmds.setParent('..') cmds.frameLayout('E: Creation') cmds.text('SAVE FIRST: CAN NOT UNDO', bgc = (0.2,0.2,0.2)) cmds.button(l = '\nCreate Dummy Skeleton\n', c = self.build) # also have it make char name field grey cmds.text('Elbows and Knees must have bend.', bgc = (0.2,0.2,0.2)) cmds.columnLayout() cmds.setParent('..') cmds.setParent('..') cmds.setParent('..') cmds.setParent('..') tab2 = cmds.rowColumnLayout('Skeleton') cmds.columnLayout(columnAttach = ('both', 5), rowSpacing = 10, columnWidth = 150) cmds.setParent('..') cmds.frameLayout(l = 'A: Skeleton Setup') cmds.text('SAVE FIRST: CAN NOT UNDO', bgc = (0.2,0.2,0.2)) cmds.button(l = '\nConvert to Skeleton - Orient - Set LRA\n', c = self.buildSkel) self.gScaleUI = cmds.textFieldGrp (label="Scale Multiplier:", ann="Scale multipler of Character: basis for all further base controllers", tx = '1.0', w = 1, ed = False, en = False, visible = True) cmds.frameLayout('B: Manual Orientation') cmds.text('You must manually check finger, thumb, leg, foot orientation specifically.\nConfirm rest of joints.\nSpine: X aim, Y point backwards from spine, Z to the side.\nFingers: X is aim, Y points upwards, Z to the side - Spread on Y, curl on Z.\nFoot: Pivots on Y, rolls on Z, leans on X.') cmds.columnLayout() cmds.setParent('..') cmds.frameLayout('C: Finalize Creation of Skeleton') cmds.button(l = '\nFinalize Skeleton\n', c = self.finishS) cmds.setParent('..') cmds.setParent('..') cmds.setParent('..') cmds.setParent('..') tab3 = cmds.rowColumnLayout('Legs') cmds.columnLayout(columnAttach = ('both', 5), rowSpacing = 10, columnWidth = 150) cmds.setParent('..') cmds.frameLayout(l = 'A: Leg Rig Setup') cmds.button(l = '\nGenerate Foot Lean Locators\n', c = self.makeLean) cmds.text('Place on either side of the foot.\nDo not rotate: Automatic orientation in place.') cmds.frameLayout(l = 'B: Rig Legs') cmds.button(l = '\nRig Legs\n', c = self.makeLegs) cmds.setParent('..') cmds.setParent('..') cmds.setParent('..') tab4 = cmds.rowColumnLayout('Arms') cmds.columnLayout(columnAttach = ('both', 5), rowSpacing = 10, columnWidth = 150) cmds.setParent('..') cmds.frameLayout(l = 'A: Arm Rig Setup') cmds.button(l = '\nA: Rig Arms\n', c = self.makeArms) cmds.setParent('..') cmds.setParent('..') tab5 = cmds.rowColumnLayout('Spine and Head') cmds.columnLayout(columnAttach = ('both', 5), rowSpacing = 10, columnWidth = 150) cmds.setParent('..') cmds.frameLayout(l = 'Spine Rig Setup') cmds.setParent('..') cmds.setParent('..') tab6 = cmds.rowColumnLayout('Stretchy IK') cmds.columnLayout(columnAttach = ('both', 5), rowSpacing = 10, columnWidth = 150) cmds.setParent('..') cmds.frameLayout(l = 'Stretchy Setup') cmds.setParent('..') cmds.setParent('..') tab6 = cmds.rowColumnLayout('Extras') cmds.scrollLayout(saw = 600, sah = 600, cr = True) cmds.columnLayout(columnAttach = ('both', 5), rowSpacing = 10, columnWidth = 150) cmds.setParent('..') cmds.frameLayout(l = 'General Utitlities') cmds.text('\nHere are all my general utilities for various things') cmds.frameLayout(l = 'Automatic Blend Colors Creation and Connection') cmds.rowColumnLayout(nc = 5, w = 10) cmds.text('IK Joint:') cmds.text(l = '') cmds.text('FK/Dyn Joint:') cmds.text(l = '') cmds.text('Bind Joint:') self.ikJBC = cmds.textField() cmds.text(l = '') self.fkJBC = cmds.textField() cmds.text(l = '') self.bindJBC = cmds.textField() cmds.text(' \nBlend Quantity:') cmds.text(l = '') cmds.text(' \nSwitch Control:') cmds.text(l = '') cmds.text(l = '') self.bQBC = cmds.intField() cmds.text(l = '') self.sCBC = cmds.textField() cmds.text(l = '') cmds.button(l = 'Help Docs', c = self.crBC.__doc__) cmds.setParent('..') cmds.button(l = 'Create', c = self.execCrBC) cmds.text(l = '') cmds.setParent('..') cmds.frameLayout(l = 'Make Spline IK Curve Stretch And Squash') cmds.rowColumnLayout(nc = 5, w = 10) cmds.text('Curve Name:') cmds.text(l = '') cmds.text('Setup Name:') cmds.text(l = '') cmds.text('Joint Quantity:') self.ikJBC = cmds.textField() cmds.text(l = '') self.fkJBC = cmds.textField() cmds.text(l = '') self.bindJBC = cmds.textField() cmds.text(' \nSwitch Control:') cmds.text(l = '') cmds.text(' \nGlobal Control:') cmds.text(l = '') cmds.text(l = '') self.bQBC = cmds.intField() cmds.text(l = '') self.sCBC = cmds.textField() cmds.text(l = '') cmds.button(l = 'Help Docs', c = self.crBC.__doc__) cmds.setParent('..') cmds.button(l = 'Create', c = self.execCrBC) cmds.setParent('..') cmds.showWindow(rigUI) r = RUI('charNameUI', 'gScaleUI', 'fingButtonGrp', 'thumbCheckBox', 'spineButtonGrp', 'neckButtonGrp', 'ikJBC', 'fkJBC', 'bindJBC', 'bQBC', 'sCBC') # last modified at 6.20 pm 29th June 2011

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  • How to use multi-level SUBDIRS in Makefile.am:s?

    - by Jukka Dahlbom
    A common issue automake complains about is caused by following lines in various Makefile.am:s Makefile.am: SUBDIRS = deployment transport/http/util transport/http/common engine transport The intent of this line is to force the order of building so that transport/http/util and transport/http/common are build before the engine directory, and building rest of the transport after engine is build. This line causes the following error when running automake under MinGW: Makefile.am:1: directory should not contain `/'

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  • string categorization strategies

    - by Andrew Heath
    I'm the one-man dev team on a fledgling military history website. One aspect of the site is a catalog of ~1,200 individual battles, including the nations & formations (regiments, divisions, etc) which took part. The formation information (as well as the other battle info) was manually imported from a series of books by a 10-man volunteer team. The formations were listed in groups with varying formatting and abbreviation patterns. At the time I set up the data collection forms I couldn't think of a good way to process that data... and elected to store it all as strings in the MySQL database and sort it out later. Well, "later" - as it tends to happen - has arrived. :-) Each battle has 2+ records in the database - one for each nation that participated. Each record has a formations text string listing the formations present as the volunteer chose to add them. Some real examples: 39th Grenadier Rgmt, 26th Volksgrenadier Division 2nd Luftwaffe Field Division, 246th Infantry Division 247th Rifle Division, 255th Tank Brigade 2nd Luftwaffe Field Division, SS Cavalry Division 28th Tank Brigade, 158th Rifle Division, 135th Rifle Division, 81st Tank Brigade, 242nd Tank Brigade 78th Infantry Division 3rd Kure Special Naval Landing Force, Tulagi Seaplane Base personnel 1st Battalion 505th Infantry Regiment The ultimate goal is for each individual force to have an ID, so that its participation can be traced throughout the battle database. Formation hierarchy, such as the final item above 1st Battalion (of the) 505th Infantry Regiment also needs to be preserved. In that case, 1st Battalion and 505th Infantry Regiment would be split, but 1st Battalion would be flagged as belonging to the 505th. In database terms, I think I want to pull the formation field out of the current battle info table and create three new tables: FORMATION [id] [name] FORMATION_HIERARCHY [id] [parent] [child] FORMATION_BATTLE [f_id] [battle_id] It's simple to explain, but complicated to enact. What I'm looking for from the SO community is just some tips on how best to tackle this problem. Ideally there's some sort of method to solving this that I'm not aware of. However, as a last resort, I could always code a classification framework and call my volunteers back to sort through 2,500+ records...

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  • PROBLEM LOADING IMAGES FROM DOM

    - by bappyiub
    I HAVE PROBLEM IN LOADING IMAGES USING JQUERY. MY PROGRAM IS SUCH THAT IT INSERTS ASWELL AS DELETES FROM THE SAME FORM. WHEN I DELETE AN IMAGE AND INSERTS THE IMAGE AND AFTER LOADING THE JQUERY FUNCTION THE DELETED IMAGE IS SHOWN. I HAVE FOUND INCOSTIENCY IN DOM AND ACTUAL LOACTION. THE BROWSER LOADS THE IMAGES FROM DOM NOT FORM ACTULA LOCATION. IS THERE ANY FUNCTION THAT WILL FORCE TO READ FROM DOM./ DELETE THE IMAGES IN DOM

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  • sleep/wait in android apps

    - by Lynnooi
    Hi, I had an activity which calls a thread for 10times one after another. However, if the network is slow or too much information loaded, force close will occur. Will adding sleep in each thread help to solve this problem? or is there any other ways to solve it?

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  • iPhone SDK: Orientation (Landscape and Portrait views)

    - by domness
    Okay, I've got my normal app which is in portrait mode. I can force my app to go to landscape mode for a view (using navigationcontroller and viewcontroller) like this: - (void)viewWillAppear:(BOOL)animated { [[UIDevice currentDevice] setOrientation:UIInterfaceOrientationLandscapeRight]; } But then when I go back to the main menu (tableview) it goes straight back to portrait. I try this code: - (void)viewWillAppear:(BOOL)animated { [[UIDevice currentDevice] setOrientation:UIInterfaceOrientationPortrait]; } But that doesn't work.. Any ideas?

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  • What is the most efficient way to determine if a directed graph is singly connected?

    - by zebraman
    I am working on an assignment where one of the problems asks to derive an algorithm to check if a directed graph G=(V,E) is singly connected (there is at most one simple path from u to v for all distinct vertices u,v of V. Of course you can brute force check it, which is what I'm doing right now, but I want to know if there's a more efficient way. Could anyone point me in the right direction?

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  • Java EE deployment error

    - by Rajesh
    While deploying a particular project I'm getting deployment error like "module has not been deployed"... but I'm able to deploy other projects... the error shown is as follows In-place deployment at F:\onlineexam_1\build\web deploy?path=F:\onlineexam_1\build\web&name=onlineexam_1&force=true failed on GlassFish v3 Domain F:\onlineexam_1\nbproject\build-impl.xml:577: The module has not been deployed. BUILD FAILED (total time: 3 seconds)

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  • Rails auto_complete "undefined method `auto_complete_for'" problem

    - by Andrew Wize
    rails - 2.3.8 ruby - 1.8.7 After auto_complete plugin installstion i still have "undefined method `auto_complete_for'" problem! Andrey-Bezruks-MacBook-Pro:eyeonasia.stage wizeflux$ ruby script/plugin install http://github.com/rails/auto_complete.git --force svn: '/Users/wizeflux/Projects/ionasia/eyeonasia.stage/vendor/plugins' is not a working copy Initialized empty Git repository in /Users/wizeflux/Projects/ionasia/eyeonasia.stage/vendor/plugins/auto_complete/.git/ warning: Option "depth" is ignored for github.com/rails/auto_complete.git From github.com/rails/auto_complete * branch HEAD - FETCH_HEAD Andrey-Bezruks-MacBook-Pro:eyeonasia.stage wizeflux$ after restarting server i get an error on line " auto_complete_for :listings, :name " - undefined method `auto_complete_for' for #

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  • Adding SPFieldLookup to a list programmatically ?

    - by Mina Samy
    Hi all I added a SPFieldLookup field to a list programmatically. when I checked my list view I found that the lookup field is as if I added it from the user inerface without specifying that it is linked to item. is there a method to force the lookupfield to be linked to item programmatically ? thanks

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  • Using svn diff after reintegration of branch

    - by manu08
    Consider these steps: Create a svn branch Add several new files to the branch Reintegrate the branch into a local copy of the trunk Run svn diff on the local trunk copy The issue is that svn diff doesn't detect any changes. It ignores the new files because they are marked as copies of the branch. So when it diffs them against the head of the branch, no differences are found. How do I force svn diff to pick up these changes?

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  • Binding dont refresh, even when explicitly calling UpdateTarget

    - by Erik
    My ListView does not refresh its bindings when i call OnPropertyChanged. I have tried to force it to refresh by: NestedArguments.GetBindingExpression(ItemsControl.ItemsSourceProperty).UpdateTarget(); But still, no luck! YES, it does get updated. I have set a breakpoint and checked. What is going on? Other bindings seem to work without a problem

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