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  • Re-Centering JQuery Tooltips when resizing the window

    - by leeand00
    I have written a function that positions a tooltip just above a textbox. The function takes two arguments: textBoxId - The ID of the textbox above which the tooltip will appear. Example: "#textBoxA" toolTipId - The ID of the tooltip which will appear above the textbox. Example: "#toolTipA" function positionTooltip(textBoxId, toolTipId){ var hoverElementOffsetLeft = $(textBoxId).offset().left; var hoverElementOffsetWidth = $(textBoxId)[0].offsetWidth; var toolTipElementOffsetLeft = $(toolTipId).offset().left; var toolTipElementOffsetWidth = $(toolTipId)[0].offsetWidth; // calcluate the x coordinate of the center of the hover element. var hoverElementCenterX = hoverElementOffsetLeft + (hoverElementOffsetWidth / 2); // calculate half the width of the toolTipElement var toolTipElementHalfWidth = toolTipElementOffsetWidth / 2; var toolTipElementLeft = hoverElementCenterX - toolTipElementHalfWidth; $(toolTipId)[0].style.left = toolTipElementLeft + "px"; var toolTipElementHeight = $(toolTipId)[0].offsetHeight; var hoverElementOffsetTop = $(textBoxId).offset().top; var toolTipYCoord = hoverElementOffsetTop - toolTipElementHeight; toolTipYCoord = toolTipYCoord - 10; $(toolTipId)[0].style.top = toolTipYCoord + "px"; $(toolTipId).hide(); $(textBoxId).hover( function(){ $(toolTipId + ':hidden').fadeIn(); }, function(){ $(toolTipId + ':visible').fadeOut(); } ); $(textBoxId).focus ( function(){ $(toolTipId + ':hidden').fadeIn(); } ); $(textBoxId).blur ( function(){ $(toolTipId+ ':visible').fadeOut(); } ); } The function works fine upon initial page load: However, after the user resizes the window the tooltips move to locations that no longer display above their associated textbox. I've tried writing some code to fix the problem by calling the positionTooltip() function when the window is resized but for some reason the tooltips do not get repositioned as they did when the page loaded: var _resize_timer = null; $(window).resize(function() { if (_resize_timer) {clearTimeout(_resize_timer);} _resize_timer = setTimeout(function(){ positionTooltip('#textBoxA', ('#toolTipA')); }, 1000); }); I'm really at a loss here as to why it doesn't reposition the tooltip correctly as it did when the page was initially loaded after a resize.

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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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  • e.Row.Tag .ToString

    - by prince23
    hi, Child data grid is not showing the values in the page for the child datagrid I am binding with an list <sdk:DataGrid MinHeight="100" x:Name="contacts" Margin="51,21,88,98" RowDetailsVisibilityChanged="contacts_RowDetailsVisibilityChanged" LoadingRowDetails="contacts_LoadingRowDetails" RowDetailsVisibilityMode="VisibleWhenSelected" MouseLeftButtonUp="contacts_MouseLeftButtonUp" MouseLeftButtonDown="contacts_MouseLeftButtonDown"> <sdk:DataGrid.Columns> <sdk:DataGridTextColumn Binding="{Binding EmployeeID}" Header="ID" /> <sdk:DataGridTextColumn Binding="{Binding EmployeeFName}" Header="Fname" /> <sdk:DataGridTextColumn Binding="{Binding EmployeeLName}" Header="LName" /> <sdk:DataGridTextColumn Binding="{Binding EmployeeMailID}" Header="MailID" /> </sdk:DataGrid.Columns> <sdk:DataGrid.RowDetailsTemplate> <DataTemplate> <sdk:DataGrid x:Name="dgrdRowDetail" Width="200" AutoGenerateColumns="False" HorizontalAlignment="Center" IsReadOnly="True"> <sdk:DataGrid.Columns> <sdk:DataGridTextColumn Header="CompanyName" Binding="{Binding Company name}"/> <sdk:DataGridTextColumn Header="CompanyName" Binding="{Binding EmpID}"/> </sdk:DataGrid.Columns> </sdk:DataGrid> </DataTemplate> </sdk:DataGrid.RowDetailsTemplate> </sdk:DataGrid> I am having 2 grids "contacts" and "dgrdRowDetail" globally i have defined an variable like this:- DataGrid dgrdRowDetail; in the contacts_RowDetailsVisibilityChanged event I have this code if (e.Row.DataContext != null) { string strEmpID = ((SilverlightApplication1.DBServiceEMP.Employee)((e.DetailsElement).DataContext)).EmployeeID; dgrdRowDetail = (DataGrid)e.DetailsElement.FindName("dgrdRowDetail"); // here i am finding the child datgrid control in contacts datagrid // then in dgrdRowDetail i will be binding this grid with new values if (strEmpID != null) { int EmpID = Convert.ToInt32(strEmpID.ToString()); DBServiceEmp.GetEmployeeIDCompleted += new EventHandler<GetEmployeeIDCompletedEventArgs>(DBServiceEmp_GetEmployeeIDCompleted); DBServiceEmp.GetEmployeeIDAsync(EmpID); } } this is my method void DBServiceEmp_GetEmployeeIDCompleted(object sender, GetEmployeeIDCompletedEventArgs e) { // List<Employee> Employes = new List<Employee>(); List<Employee> rows = new List<Employee>(); for (int i = 0; i < e.Result.Count; i++) { rows.Add(e.Result[i]); } dgrdRowDetail.ItemsSource = rows; // here i am binding the child datagrid with new data source } dgrdRowDetail.ItemsSource = rows// what ever rows i am binding to dgrdRowDetail are not shown in the page if i check the rows i am able to see the value ther. but in the child grid it is not reflecting plz plz help me out i am struck thanks in advance prince

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  • Richfaces modal panel and a4j:keepAlive

    - by mykola
    Hello! I've got unexpected problems with richfaces (3.3.2) modal panel. When i try to open it, browser opens two panels instead of one: one is in the center, another is in the upper left corner. Besides, no fading happens. Also i have three modes: view, edit, new - and when i open my panel it should show either "Create new..." or "Edit..." in the header and actually it shows but not in the header as the latter isn't rendered at all though it should, because i set proper mode in action before opening this modal panel. Besides it works fine on all other pages i've made and there are tens of such pages in my application. I can't understand what's wrong here. The only way to fix it is to remove <a4j:keepAlive/> from the page that is very strange, imho. I'm not sure if code will be usefull here as it works fine everywhere in my application but this only case. So if you put it on your page it will probably work without problems. My only question is: are there any hidden or rare problems in interaction of these two elements (<rich:modalPanel> and <a4j:keepAlive>)? Or shall i spent another two or three days searching for some wrong comma, parenthesis or whatever in my code? :) For most curious. Panel itself: <!-- there's no outer form --> <rich:modalPanel id="panel" autosized="true" minWidth="300" minHeight="200"> <f:facet name="header"> <h:panelGroup id="panelHeader"> <h:outputText value="#{msg.new_smth}" rendered="#{MbSmth.newMode}"/> <h:outputText value="#{msg.edit_smth}" rendered="#{MbSmth.editMode}"/> </h:panelGroup> </f:facet> <h:panelGroup id="panelDiv"> <h:form > <!-- fields and buttons --> </h:form> </h:panelGroup> </rich:modalPanel> One of the buttons that open panel: <a4j:commandButton id="addBtn" reRender="panelHeader, panelDiv" value="#{form.add}" oncomplete="#{rich:component('panel')}.show()" action="#{MbSmth.add}" image="create.gif"/> Action invoked on button click: public void add() { curMode = NEW_MODE; // initial mode is VIEW_MODE newSmth = new Smth(); } Mode check: public boolean isNewMode() { return curMode == NEW_MODE; } public boolean isEditMode() { return curMode == EDIT_MODE; }

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  • How do I make my multicast program work between computers on different networks?

    - by George
    I made a little chat applet using multicast. It works fine between computers on the same network, but fails if the computers are on different networks. Why is this? import java.io.*; import java.net.*; import java.awt.*; import java.awt.event.*; import javax.swing.*; public class ClientA extends JApplet implements ActionListener, Runnable { JTextField tf; JTextArea ta; MulticastSocket socket; InetAddress group; String name=""; public void start() { try { socket = new MulticastSocket(7777); group = InetAddress.getByName("233.0.0.1"); socket.joinGroup(group); socket.setTimeToLive(255); Thread th = new Thread(this); th.start(); name =JOptionPane.showInputDialog(null,"Please enter your name.","What is your name?",JOptionPane.PLAIN_MESSAGE); tf.grabFocus(); }catch(Exception e) {e.printStackTrace();} } public void init() { JPanel p = new JPanel(new BorderLayout()); ta = new JTextArea(); ta.setEditable(false); ta.setLineWrap(true); JScrollPane sp = new JScrollPane(ta); p.add(sp,BorderLayout.CENTER); JPanel p2 = new JPanel(); tf = new JTextField(30); tf.addActionListener(this); p2.add(tf); JButton b = new JButton("Send"); b.addActionListener(this); p2.add(b); p.add(p2,BorderLayout.SOUTH); add(p); } public void actionPerformed(ActionEvent ae) { String message = name+":"+tf.getText(); tf.setText(""); tf.grabFocus(); byte[] buf = message.getBytes(); DatagramPacket packet = new DatagramPacket(buf,buf.length, group,7777); try { socket.send(packet); } catch(Exception e) {} } public void run() { while(true) { byte[] buf = new byte[256]; String received = ""; DatagramPacket packet = new DatagramPacket(buf, buf.length); try { socket.receive(packet); received = new String(packet.getData()).trim(); } catch(Exception e) {} ta.append(received +"\n"); ta.setCaretPosition(ta.getDocument().getLength()); } } }

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  • Help choosing authentication method

    - by Dima
    I need to choose an authentication method for an application installed and integrated in customers environment. There are two types of environments - windows and linux/unix. Application is user based, no web stuff, pure Java. The requirement is to authenticate users which will use my application against customer provided user base. Meaning, customer installs my app, but uses his own users to grant or deny access to my app. Typical, right? I have three options to consider and I need to pick up the one which would be a) the most flexible to cover most common modern environments and b) would take least effort while stay robust and standard. Option (1) - Authenticate locally managing user credentials in some local storage, e.g. file. Customer would then add his users to my application and it will then check the passwords. Simple, clumsy but would work. Customers would have to punch every user they want to grant access to my app using some UI we will have to provide. Lots of work for me, headache to the customer. Option (2) - Use LDAP authentication. Customers would tell my app where to look for users and I will walk their directory resolving names into user names and trying to bind with found password. This is better approach IMO, but more fragile because I will have to walk an unknown directory structure and who knows if this will be permitted everywhere. Would be harder to test since there are many LDAP implementation out there, last thing I want is drowning in this voodoo. Option(3) - Use plain Kerberos authentication. Customers would tell my app what realm (domain) and which KDC (key distribution center) to use. In ideal world these two parameters would be all I need to set while customers could use their own administration tools to configure domain and kdc. My application would simply delegate user credentials to this third party (using JAAS or Spring security) and consider success when third party is happy with them. I personally prefer #3, but not sure what surprises I might face. Would this cover windows and *nix systems entirely? Is there another option to consider?

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  • parentNode.parentNode.rowindex to delete a row in a dynamic table

    - by billy85
    I am creating my rows dynamically when the user clicks on "Ajouter". <?xml version="1.0" encoding="UTF-8"?> <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html> <head> <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> <script> function getXhr(){ var xhr = null; if(window.XMLHttpRequest) // Firefox and others xhr = new XMLHttpRequest(); else if(window.ActiveXObject){ // Internet Explorer try { xhr = new ActiveXObject("Msxml2.XMLHTTP"); } catch (e) { xhr = new ActiveXObject("Microsoft.XMLHTTP"); } } else { // XMLHttpRequest not supported by your browser alert("Votre navigateur ne supporte pas les objets XMLHTTPRequest..."); xhr = false; } return xhr } /** * method called when the user clicks on the button */ function go(){ var xhr = getXhr() // We defined what we gonna do with the response xhr.onreadystatechange = function(){ // We do somthing once the server's response is OK if(xhr.readyState == 4 && xhr.status == 200){ //alert(xhr.responseText); var body = document.getElementsByTagName("body")[0]; // Retrieve <table> ID and create a <tbody> element var tbl = document.getElementById("table"); var tblBody = document.createElement("tbody"); var row = document.createElement("tr"); // Create <td> elements and a text node, make the text // node the contents of the <td>, and put the <td> at // the end of the table row var cell_1 = document.createElement("td"); var cell_2 = document.createElement("td"); var cell_3 = document.createElement("td"); var cell_4 = document.createElement("td"); // Create the first cell which is a text zone var cell1=document.createElement("input"); cell1.type="text"; cell1.name="fname"; cell1.size="20"; cell1.maxlength="50"; cell_1.appendChild(cell1); // Create the second cell which is a text area var cell2=document.createElement("textarea"); cell2.name="fdescription"; cell2.rows="2"; cell2.cols="30"; cell_2.appendChild(cell2); var cell3 = document.createElement("div"); cell3.innerHTML=xhr.responseText; cell_3.appendChild(cell3); // Create the fourth cell which is a href var cell4 = document.createElement("a"); cell4.appendChild(document.createTextNode("[Delete]")); cell4.setAttribute("href","javascrit:deleteRow();"); cell_4.appendChild(cell4); // add cells to the row row.appendChild(cell_1); row.appendChild(cell_2); row.appendChild(cell_3); row.appendChild(cell_4); // add the row to the end of the table body tblBody.appendChild(row); // put the <tbody> in the <table> tbl.appendChild(tblBody); // appends <table> into <body> body.appendChild(tbl); // sets the border attribute of tbl to 2; tbl.setAttribute("border", "1"); } } xhr.open("GET","fstatus.php",true); xhr.send(null); } </head> <body > <h1> Create an Item </h1> <form method="post"> <table align="center" border = "2" cellspacing ="0" cellpadding="3" id="table"> <tr><td><b>Functionality Name:</b></td> <td><b>Description:</b></td> <td><b>Status:</b></td> <td><input type="button" Name= "Ajouter" Value="Ajouter" onclick="go()"></td></tr> </table> </form> </body> </html> Now, I would like to use the href [Delete] to delete one particular row. I wrote this: <script type="text/javascript"> function deleteRow(r){ var i=r.parentNode.parentNode.rowIndex; document.getElementById('table').deleteRow(i); } </script> When I change the first code like this: cell4.setAttribute("href","javascrit:deleteRow(this);"); I got an error: The page cannot be displayed. I am redirected to a new pagewhich can not be displayed. How could I delete my row by using the function deleteRow(r)? table is the id of my table Thanks. Billy85

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  • Trying to get these list items to display inline

    - by Joel
    I have several unordered lists that I want to display like this: <ul> <li><img></li> <li><p></li> //inline </ul> //linebreak <ul> <li><img></li> <li><p></li> //inline </ul> ...etc I'm not able to get the li items to be inline with eachother. They are stacking vertically. I have stripped away most styling but still can't figure out what I'm doing wrong: html: <ul class="instrument"> <li class="imagebox"><img src="/images/matepe.jpg" width="247" height="228" alt="Matepe" /></li> <li class="textbox"><p>The matepe is a 24 key instrument that is played by the Kore-Kore people in North-Eastern Zimbabwe and Mozambique. It utilizes four fingers-each playing an individual melody. These melodies also interwieve to create resultant melodies that can be manipulated thru accenting different fingers. The matepe is used in Rattletree as the bridge from the physical world to the spirit world. The matepe is used in the Kore-Kore culture to summon the Mhondoro spirits which are thought to be able to communicate directly with Mwari (God) without the need of an intermediary.</p></li> </ul> <ul class="instrument"> <li class="imagebox"><img src="/images/soprano_little.jpg" border="0" width="247" height="170" alt="Soprano" /></li> <li class="textbox"><p>The highest voice of the Rattletree Marimba orchestra is the Soprano marimba. The soprano is used to whip up the energy on the dancefloor and help people reach ecstatic state with it's high and clear singing voice. The range of these sopranos goes much lower than 'typical' Zimbabwean style sopranos. The sopranos play the range of the right hand of the matepe and go two notes higher and five notes lower. Rattletree uses two sopranos.</p></li> </ul> <ul class="instrument"> <li class="imagebox"><img src="/images/bari_little.jpg" border="0" width="247" height="170" alt="Baritone" /></li> <li class="textbox"><p>The Baritone is the next lower voice in the orchestra. The bari is where the funk is. Generally bubbling over the Bass line, the baritone creates the syncopations and polyrhythms that messes with the 'minds' of the dancers and helps seperate the listener from the physical realm of thought. The range of the baritone covers the full range of the left hand side of the matepe.</p></li> </ul> <ul class="instrument"> <li class="imagebox"><img src="/images/darren_littlebass.jpg" border="0" width="247" height="195" alt="Bass"/><strong>Bass Marimba</strong></li> <li class="textbox"><p>The towering Bass Marimba is the foundation of the Rattletree Marimba sound. Putting out frequencies as low as 22hZ, the bass creates the drive that gets the dancefloor moving. It is 5.5' tall, 9' long, and 4' deep. It is played by standing on a platform and struck with mallets that have lacross-ball size heads (they are actually made with rubber dog balls). The Bass marimba's range covers the lowest five notes of the matepe and goes another five notes lower.</p></li> </ul> <ul class="instrument"> <li class="imagebox"><img src="/images/wayne_little.jpg" border="0" width="247" height="177" alt="Drums"/><strong>Drumset</strong></li> <li class="textbox"><p>All the intricate polyrhythms are held together tastefully with the drumset. The drums provides the consistancy and grounding that the dancers need to keep going all night. While the steady kick and high-hat provide that grounding function, the toms and snare and allowed to be another voice in the poylrhythmic texture-helping the dancers abandon the concept of a "one" within this cyclical music.</p></li> </ul> css: ul.instrument { text-align:left; display:inline; } ul.instrument li { list-style-type: none; } li.imagebox { } li.textbox { } li.textbox p{ width: 247px; }

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  • jQuery Form Processing With PHP to MYSQL Database Using $.ajax Request

    - by FrustratedUser
    Question: How can I process a form using jQuery and the $.ajax request so that the data is passed to a script which writes it to a database? Problem: I have a simple email signup form that when processed, adds the email along with the current date to a table in a MySQL database. Processing the form without jQuery works as intended, adding the email and date. With jQuery, the form submits successfully and returns the success message. However, no data is added to the database. Any insight would be greatly appreciated! <!-- PROCESS.PHP --> <?php // DB info $dbhost = '#'; $dbuser = '#'; $dbpass = '#'; $dbname = '#'; // Open connection to db $conn = mysql_connect($dbhost, $dbuser, $dbpass) or die ('Error connecting to mysql'); mysql_select_db($dbname); // Form variables $email = $_POST['email']; $submitted = $_POST['submitted']; // Clean up function cleanData($str) { $str = trim($str); $str = strip_tags($str); $str = strtolower($str); return $str; } $email = cleanData($email); $error = ""; if(isset($submitted)) { if($email == '') { $error .= '<p class="error">Please enter your email address.</p>' . "\n"; } else if (!eregi("^[A-Z0-9._%-]+@[A-Z0-9._%-]+\.[A-Z]{2,4}$", $email)) { $error .= '<p class="error">Please enter a valid email address.</p>' . "\n"; } if(!$error){ echo '<p id="signup-success-nojs">You have successfully subscribed!</p>'; // Add to database $add_email = "INSERT INTO subscribers (email,date) VALUES ('$email',CURDATE())"; mysql_query($add_email) or die(mysql_error()); }else{ echo $error; } } ?> <!-- SAMPLE.PHP --> <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml"> <head> <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> <title>Sample</title> <script type="text/javascript" src="http://ajax.googleapis.com/ajax/libs/jquery/1.2.6/jquery.min.js"></script> <script type="text/javascript"> $(document).ready(function(){ // Email Signup $("form#newsletter").submit(function() { var dataStr = $("#newsletter").serialize(); alert(dataStr); $.ajax({ type: "POST", url: "process.php", data: dataStr, success: function(del){ $('form#newsletter').hide(); $('#signup-success').fadeIn(); } }); return false; }); }); </script> <style type="text/css"> #email { margin-right:2px; padding:5px; width:145px; border-top:1px solid #ccc; border-left:1px solid #ccc; border-right:1px solid #eee; border-bottom:1px solid #eee; font-size:14px; color:#9e9e9e; } #signup-success { margin-bottom:20px; padding-bottom:10px; background:url(../img/css/divider-dots.gif) repeat-x 0 100%; display:none; } #signup-success p, #signup-success-nojs { padding:5px; background:#fff; border:1px solid #dedede; text-align:center; font-weight:bold; color:#3d7da5; } </style> </head> <body> <?php include('process.php'); ?> <form id="newsletter" class="divider" name="newsletter" method="post" action=""> <fieldset> <input id="email" type="text" name="email" /> <input id="submit-button" type="image" src="<?php echo $base_url; ?>/assets/img/css/signup.gif" alt=" SIGNUP " /> <input id="submitted" type="hidden" name="submitted" value="true" /> </fieldset> </form> <div id="signup-success"><p>You have successfully subscribed!</p></div> </body> </html>

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  • Ajax doesn't trigger a change-event on a webkit based browser

    - by user319464
    I have adapted a Jquery plugin to for-fill my needs to send GET requests to servers as a way of "pinging" them. I've also added some javascript code to add some fancy features like: depending on the changed value in a that the Jquery plugin changes, it changes the Icon accordingly. To make it all work essentially, I made so that when Ajax gets a "complete" event, it forces a "onChange" event to the span, triggering the javascript validation function to change the status icons. Here is the code of my slightly modified jQuery Plugin: /** * ping for jQuery * * Adapted by Carroarmato0 (to actually work instead of randomly "pinging" nowhere instead of faking * * @auth Jessica * @link http://www.skiyo.cn/demo/jquery.ping/ * */ (function($) { $.fn.ping = function(options) { var opts = $.extend({}, $.fn.ping.defaults, options); return this.each(function() { var ping, requestTime, responseTime ; var target = $(this); var server = target.html(); target.html('<img src="img/loading.gif" alt="loading" />'); function ping() { $.ajax({url: 'http://' + server, type: 'GET', dataType: 'html', timeout: 30000, beforeSend : function() { requestTime = new Date().getTime(); }, complete : function() { responseTime = new Date().getTime(); ping = Math.abs(requestTime - responseTime); if (ping > 2000) { target.text('niet bereikbaar'); } else { target.text(ping + opts.unit); } target.change(); } }); } ping(); opts.interval != 0 && setInterval(ping,opts.interval * 1000); }); }; $.fn.ping.defaults = { interval: 3, unit: 'ms' }; })(jQuery); target.change(); is the code that triggers the "onchange" event in the span: echo " <td class=\"center\"><span id=\"ping$pingNb\" onChange=\"checkServerIcon(this)\" >" .$server['IP'] . "</span></td>"; In Firefox this works, checkServerIcon(this) gets executed and passes the span object to the function. function checkServerIcon(object) { var delayText = object.innerHTML; var delay = delayText.substring(0, delayText.length - 2); if ( isInteger(delay) ) { object.parentNode.previousSibling.parentNode.getElementsByTagName('img')[0].src = 'img/servers/enable_server.png'; } else { if (delay == "bezig.") { object.parentNode.previousSibling.parentNode.getElementsByTagName('img')[0].src = 'img/servers/search_server.png'; } else { object.parentNode.previousSibling.parentNode.getElementsByTagName('img')[0].src = 'img/servers/desable_server.png'; } } } My guess would be that there's something different in WebKit browsers in the way object.parentNode.previousSibling.parentNode. .... works...

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  • Can't print elements in a DIV tag

    - by Mckenzi
    I am using a Drag-able and re-sizeable DIV's in this HTML file. Where the user will place the DIV tag to his desired place in a main parent DIV tag. Now I want to print this main DIV tag, but the problem is that the code which I'm using to PRINT this main DIV is printing in a sequence, like not the way user has arranged the DIV's. Also it doesn't take up the main DIV background IMAGE. here is the code. JAVASCRIPT & CSS <link rel="stylesheet" type="text/css" href="byrei-dyndiv_0.5.css"> <script type="text/javascript" src="http://jqueryjs.googlecode.com/files/jquery-1.3.1.min.js" > </script> <script type="text/javascript" src="byrei-dyndiv_1.0rc1.js"></script> <script language="javascript" type="text/javascript"> function change(boxid,divtoaffect) { content = document.getElementById("" + boxid + "").value.replace(/\n/g, '<br>'); document.getElementById(divtoaffect).innerHTML = content; } function select1() { test=document.getElementById("changeMe"); test.style.backgroundImage="url('Sunset.jpg')"; } function select2() { test=document.getElementById("changeMe"); test.style.backgroundImage="url('Blue hills.jpg')"; } function PrintElem(elem) { Popup($(elem).text()); } function Popup(data) { var mywindow = window.open('', 'my div', 'height=400,width=600'); mywindow.document.write('<html><head><title>my div</title>'); /*optional stylesheet*/ //mywindow.document.write('<link rel="stylesheet" href="main.css" type="text/css" />'); mywindow.document.write('</head><body >'); mywindow.document.write(data); mywindow.document.write('</body></html>'); mywindow.document.close(); mywindow.print(); return true; } // Print DIV function printContent(id){ str=document.getElementById(id).innerHTML newwin=window.open('','printwin','left=100,top=100,width=400,height=400') newwin.document.write('<HTML>\n<HEAD>\n') newwin.document.write('<TITLE>Print Page</TITLE>\n') newwin.document.write('<script>\n') newwin.document.write('function chkstate(){\n') newwin.document.write('if(document.readyState=="complete"){\n') newwin.document.write('window.close()\n') newwin.document.write('}\n') newwin.document.write('else{\n') newwin.document.write('setTimeout("chkstate()",2000)\n') newwin.document.write('}\n') newwin.document.write('}\n') newwin.document.write('function print_win(){\n') newwin.document.write('window.print();\n') newwin.document.write('chkstate();\n') newwin.document.write('}\n') newwin.document.write('<\/script>\n') newwin.document.write('</HEAD>\n') newwin.document.write('<BODY onload="print_win()">\n') newwin.document.write(str) newwin.document.write('</BODY>\n') newwin.document.write('</HTML>\n') newwin.document.close() } </script> </head> <body> <style type="text/css"> #output1,#output2 ,#output3 { width: 300px; word-wrap: break-word; border: solid 1px black; } </style> HTML <div style="width:650px;height:300px;" id="changeMe" > <table cellpadding="5" cellspacing="0" width="100%" style="margin:auto;"> <tr> <td><div class="dynDiv_moveDiv" id="output1" style="font-weight:bold;height:20px;margin-top:40px;"> <div class="dynDiv_resizeDiv_tl"></div> <div class="dynDiv_resizeDiv_tr"></div> <div class="dynDiv_resizeDiv_bl"></div> <div class="dynDiv_resizeDiv_br"></div> </div> </td> </tr> <tr> <td><div class="dynDiv_moveDiv" id="output2" style="height:40px;margin-top:30px;"> <div class="dynDiv_resizeDiv_tl"></div> <div class="dynDiv_resizeDiv_tr"></div> <div class="dynDiv_resizeDiv_bl"></div> <div class="dynDiv_resizeDiv_br"></div> </div></td> </tr> <tr> <td><div class="dynDiv_moveDiv" id="output3" style="height:50px;margin-top:40px;"> <div class="dynDiv_resizeDiv_tl"></div> <div class="dynDiv_resizeDiv_tr"></div> <div class="dynDiv_resizeDiv_bl"></div> <div class="dynDiv_resizeDiv_br"></div> </div></td> </tr> </table> </div> <tr> <td align="center"><input type="button" value="Print Div" onClick="printContent('changeMe')" /> </td> </tr>

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  • asp.net labels and asp.net textboxes are not lining up correctly?

    - by Xaisoft
    My Registration page currently looks like the following: The current styling I have for the above is image is: <style type="text/css"> #contactinfo label { float: left; width: 10em; margin-right: 0.5em; text-align: right; font-size: 14px; } #contactinfo p { padding: 5px; } #contactinfo input[type="text"], input[type="password"] { height: 1.5em; } #contactinfo select { padding: 0.25em; } #contactinfo input[type="text"]:focus, input[type="password"]:focus { background-color: #FFFFE0; } #contactinfo .update { margin-left: 12.5em; } #contactinfo .error { background-color: transparent; } #contactinfo .longtextbox { width: 20em; } #contactinfo .shorttextbox { width: 5em; } </style> and the markup is <div id="contactinfo"> <p> <asp:Label runat="server" AssociatedControlID="txtEmail">Email </asp:Label> <asp:TextBox ID="txtEmail" runat="server" CssClass="longtextbox" /> </p> <p> <asp:Label runat="server" AssociatedControlID="txtFirstName">First Name </asp:Label> <asp:TextBox ID="txtFirstName" runat="server" ValidationGroup="AccountValidation" /> <asp:RequiredFieldValidator runat="server" ControlToValidate="txtFirstName" Text="First Name is required." ValidationGroup="AccountValidation" CssClass="error"> </asp:RequiredFieldValidator> </p> <p> <asp:Label runat="server" AssociatedControlID="txtLastName">Last Name </asp:Label> <asp:TextBox ID="txtLastName" runat="server" ValidationGroup="AccountValidation" /> <asp:RequiredFieldValidator runat="server" ControlToValidate="txtLastName" Text="Last Name is required." ValidationGroup="AccountValidation" CssClass="error"> </asp:RequiredFieldValidator> </p> <p> <asp:Label runat="server" AssociatedControlID="txtBusinessName">Business Name </asp:Label> <asp:TextBox ID="txtBusinessName" runat="server" CssClass="longtextbox" ValidationGroup="AccountValidation" /> <asp:RequiredFieldValidator runat="server" ControlToValidate="txtBusinessName" Text="Business Name is required." ValidationGroup="AccountValidation" CssClass="error"> </asp:RequiredFieldValidator> </p> <p> <asp:Label runat="server" AssociatedControlID="txtPhone">Phone </asp:Label> <asp:TextBox ID="txtPhone" runat="server" ValidationGroup="AccountValidation" /> </p> <p> <asp:Label runat="server" AssociatedControlID="txtAddress">Address </asp:Label> <asp:TextBox ID="txtAddress" runat="server" CssClass="longtextbox" ValidationGroup="AccountValidation" /> <asp:RequiredFieldValidator runat="server" ControlToValidate="txtAddress" Text="Address is required." ValidationGroup="AccountValidation" CssClass="error"></asp:RequiredFieldValidator> </p> <p> <asp:Label runat="server" AssociatedControlID="txtCity">City </asp:Label><asp:TextBox ID="txtCity" runat="server" ValidationGroup="AccountValidation" /> <asp:RequiredFieldValidator ID="RequiredFieldValidator4" runat="server" ControlToValidate="txtCity" Text="City is required." ValidationGroup="AccountValidation" CssClass="error"> </asp:RequiredFieldValidator> </p> <p> <asp:Label runat="server" AssociatedControlID="ddlState">State </asp:Label> <asp:DropDownList ID="ddlState" runat="server" DataSourceID="dsStates" DataTextField="Name" DataValueField="Id"> </asp:DropDownList> </p> <p> <asp:Label runat="server" AssociatedControlID="txtZipcode">Zipcode</asp:Label> <asp:TextBox ID="txtZipCode" runat="server" CssClass="shorttextbox" ValidationGroup="AccountValidation" /> </p> </div> As you can see from above, I have every label field pair wrapped in a p tag so it breaks to the next line, but I am not sure if I need to do this. I want to get city, state, and zip all on the same line, but as soon as I move all the labels and inputs for city,state,zip into one p tag, it looks like the following and I don't know how to fix it.

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  • Fix a box 250px from top of content with wrapping content

    - by Matt
    I'm having trouble left aligning a related links div inside a block of text, exactly 250 pixels from the top of a content area, while retaining word wrapping. I attempted to do this with absolute positioning, but the text in the content area doesn't wrap around the content. I would just fix the related links div in the content, however, this will display on an article page, so I would like for it to be done without placing it in a specific location in the content. Is this possible? If so, can someone help me out with the CSS for this? Example image of desired look & feel... UPDATE: For simplicity, I've added example code. You can view this here: http://www.focusontheclouds.com/files/example.html. Example HTML: <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml"> <head> <title>Example Page</title> <style> body { width: 400px; font-family: Arial, sans-serif; } h1 { font-family: Georgia, serif; font-weight: normal; } .relatedLinks { position: relative; width: 150px; text-align: center; background: #f00; height: 300px; float: left; margin: 0 10px 10px 0; } </style> </head> <body> <div class="relatedLinks"><h1>Related Links</h1></div> <p>Lorem ipsum dolor sit amet, consectetur adipiscing elit. Nunc tempus est luctus ante auctor et ullamcorper metus ullamcorper. Vestibulum molestie, lectus sed luctus egestas, dolor ipsum aliquet orci, ac bibendum quam elit blandit nulla.</p> <p>In sit amet sagittis urna. In fermentum enim et lectus consequat a congue elit porta. Pellentesque nisl quam, elementum vitae elementum et, facilisis quis velit. Nam odio neque, viverra in consectetur at, mollis eu mi. Etiam tempor odio vitae ligula ultrices mollis. </p> <p>Donec eget ligula id augue pulvinar lobortis. Mauris tincidunt suscipit felis, eget eleifend lectus molestie in. Donec et massa arcu. Aenean eleifend nulla at odio adipiscing quis interdum arcu dictum. Fusce tellus dolor, tempor ut blandit a, dapibus ac ante. Nulla eget ligula at turpis consequat accumsan egestas nec purus. Nullam sit amet turpis ac lacus tincidunt hendrerit. Nulla iaculis mauris sed enim ornare molestie. </p> <p>Cum sociis natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus. Maecenas non purus diam. Suspendisse iaculis tincidunt tempor. Suspendisse ut pretium lectus. Maecenas id est dui.</p> <p>Nunc pretium ipsum id libero rhoncus varius. Duis imperdiet elit ut turpis porta pharetra. Nulla vel dui vitae ipsum sollicitudin varius. Duis sagittis elit felis, quis interdum odio. </p> <p>Morbi imperdiet volutpat sodales. Aenean non euismod est. Cras ultricies felis non tortor congue ultrices. Proin quis enim arcu. Cras mattis sagittis erat, elementum bibendum ipsum imperdiet eu. Morbi fringilla ullamcorper elementum. Vestibulum semper dui non elit luctus quis accumsan ante scelerisque.</p> </body> </html>

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  • Resize image while rotating image in android

    - by dhams
    Hi every one ,,m working with android project in which i want to rotate image along with touch to some fix pivot point ,,,i have completed all the things but i have facing one problem ,,,while m trying to rotate image the image bitmap is resize....i dont have any idea why it occur ....if somebody have den please give me idea to come over this problem.... my code is below ..... package com.demo.rotation; import android.app.Activity; import android.graphics.Bitmap; import android.graphics.BitmapFactory; import android.graphics.Matrix; import android.os.Bundle; import android.util.Log; import android.view.MotionEvent; import android.view.View; import android.view.View.OnTouchListener; import android.widget.ImageView; import android.widget.ImageView.ScaleType; public class temp extends Activity{ ImageView img1; float startX; float startX2 ; Bitmap source; Bitmap bitmap1 = null; double r; /** Called when the activity is first created. */ @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.main); img1 = (ImageView) findViewById(R.id.img1); img1.setOnTouchListener(img1TouchListener); bitmap1 = BitmapFactory.decodeResource(getResources(), R.drawable.orsl_circle_transparent); } private OnTouchListener img1TouchListener = new OnTouchListener() { @Override public boolean onTouch(View v, MotionEvent event) { switch (event.getAction()) { case MotionEvent.ACTION_MOVE: Log.d("MOVE", "1"); if(source!=null) r = Math.atan2(event.getX() - source.getWidth(), (source.getHeight() / 2) - event.getY()); Log.i("startX" + event.getX(), "startY" + event.getY()); rotate(r,bitmap1, img1); img1.setScaleType(ScaleType.CENTER); break; case MotionEvent.ACTION_DOWN: break; case MotionEvent.ACTION_UP: break; default : break; } return true; } }; private void rotate(double r , Bitmap currentBitmap ,ImageView imageView ) { int rotation = (int) Math.toDegrees(r); Matrix matrix = new Matrix(); matrix.setRotate(rotation, currentBitmap.getWidth()/2, currentBitmap.getHeight()/2); source = Bitmap.createBitmap(currentBitmap, 0, 0, currentBitmap.getWidth(), currentBitmap.getHeight(), matrix, false); imageView.setImageBitmap(source); Log.i("HIGHT OF CURRENT BITMAP", ""+source.getHeight()); } }

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  • Problem with ajax form on Codeigniter

    - by Code Burn
    Everytime I test the email is send correctly. (I have tested in PC: IE6, IE7, IE8, Safari, Firefox, Chrome. MAC: Safari, Firefox, Chrome.) Nome: Jon Doe Empresa: Star Cargo: Developer Email: [email protected] Telefone: 090909222988 Assunto: Subject here.. But I keep recieving emails like this from costumers: Nome: Empresa: Cargo: Email: Telefone: Assunto: CONTACT_FORM.PHP <form name="frm" id="frm"> <div class="campoFormulario nomeDeCampo texto textocinzaescuro" >Nome<font style="color:#EE3063;">*</font></div> <div class="campoFormulario inputDeCampo" ><input class="texto textocinzaescuro" size="31" name="Cnome" id="Cnome" value=""/></div> <div class="campoFormulario nomeDeCampo texto textocinzaescuro" >Empresa<font style="color:#EE3063;">*</font></div> <div class="campoFormulario inputDeCampo" ><input class="texto textocinzaescuro" size="31" name="CEmpresa" id="CEmpresa" value=""/></div> <div class="campoFormulario nomeDeCampo texto textocinzaescuro" >Cargo</div> <div class="campoFormulario inputDeCampo" ><input class="texto textocinzaescuro" size="31" name="CCargo" id="CCargo" value=""/></div> <div class="campoFormulario nomeDeCampo texto textocinzaescuro" >Email<font style="color:#EE3063;">*</font></div> <div class="campoFormulario inputDeCampo" ><input class="texto textocinzaescuro" size="31" name="CEmail" id="CEmail" value=""/></div> <div class="campoFormulario nomeDeCampo texto textocinzaescuro" >Telefone</div> <div class="campoFormulario inputDeCampo" ><input class="texto textocinzaescuro" size="31" name="CTelefone" id="CTelefone" value=""/></div> <div class="campoFormulario nomeDeCampo texto textocinzaescuro" >Assunto<font style="color:#EE3063;">*</font></div> <div class="campoFormulario inputDeCampo" ><textarea class="texto textocinzaescuro" name="CAssunto" id="CAssunto" rows="2" cols="28"></textarea></div> <div class="campoFormulario nomeDeCampo texto textocinzaescuro" >&nbsp;</div> <div class="campoFormulario inputDeCampo" style="text-align:right;" ><input id="Cbutton" class="texto textocinzaescuro" type="submit" name="submit" value="Enviar" /></div> </form> <script type="text/javascript"> $(function() { $("#Cbutton").click(function() { if(validarForm()){ var Cnome = $("input#Cnome").val(); var CEmpresa = $("input#CEmpresa").val(); var CEmail = $("input#CEmail").val(); var CCargo = $("input#CCargo").val(); var CTelefone = $("input#CTelefone").val(); var CAssunto = $("textarea#CAssunto").val(); var dataString = 'nome='+ Cnome + '&Empresa=' + CEmpresa + '&Email=' + CEmail + '&Cargo=' + CCargo + '&Telefone=' + CTelefone + '&Assunto=' + CAssunto; //alert (dataString);return false; $.ajax({ type: "POST", url: "http://www.myserver.com/index.php/pt/envia", data: dataString, success: function() { $('#frm').remove(); $('#blocoform').append("<br />Obrigado. <img id='checkmark' src='http://www.myserver.com/public/images/estrutura/ok.gif' /><br />Será contactado brevemente.<br /><br /><br /><br /><br /><br />") .hide() .fadeIn(1500); } }); } return false; }); }); function validarForm(){ var error = 0; if(!validateNome(document.getElementById("Cnome"))){ error = 1 ;} if(!validateNome(document.getElementById("CEmpresa"))){ error = 1 ;} if(!validateEmail(document.getElementById("CEmail"))){ error = 1 ;} if(!validateNome(document.getElementById("CAssunto"))){ error = 1 ;} if(error == 0){ //frm.submit(); return true; }else{ alert('Preencha os campos correctamente.'); return false; } } function validateNome(fld){ if( fld.value.length == 0 ){ fld.style.backgroundColor = '#FFFFCC'; //alert('Descrição é um campo obrigatório.'); return false; }else { fld.style.background = 'White'; return true; } } function trim(s) { return s.replace(/^\s+|\s+$/, ''); } function validateEmail(fld) { var tfld = trim(fld.value); var emailFilter = /^[^@]+@[^@.]+\.[^@]*\w\w$/ ; var illegalChars= /[\(\)\<\>\,\;\:\\\"\[\]]/ ; if (fld.value == "") { fld.style.background = '#FFFFCC'; //alert('Email é um campo obrigatório.'); return false; } else if (!emailFilter.test(tfld)) { //alert('Email inválido.'); fld.style.background = '#FFFFCC'; return false; } else if (fld.value.match(illegalChars)) { fld.style.background = '#FFFFCC'; //alert('Email inválido.'); return false; } else { fld.style.background = 'White'; return true; } } </script> FUNCTION ENVIA (email sender): function envia() { $this->load->helper(array('form', 'url')); $nome = $_POST['nome']; $empresa = $_POST['Empresa']; $cargo = $_POST['Cargo']; $email = $_POST['Email']; $telefone = $_POST['Telefone']; $assunto = $_POST['Assunto']; $mensagem = " Nome:".$nome." Empresa:".$empresa." Cargo:".$cargo." Email:".$email." Telefone:".$telefone." Assunto:".$assunto.""; $headers = 'From: [email protected]' . "\r\n" . 'Reply-To: no-reply' . "\r\n" . 'X-Mailer: PHP/' . phpversion(); mail('[email protected]', $mensagem, $headers); }

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  • How to add/remove rows using SlickGrid

    - by lkahtz
    How to write such functions and bind them to two buttons like "add row" and "remove row": The now working example code only support adding new row by editing on the blank bottom line. <!DOCTYPE HTML> <html> <head> <meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1"> <title>SlickGrid example 3: Editing</title> <link rel="stylesheet" href="../slick.grid.css" type="text/css"/> <link rel="stylesheet" href="../css/smoothness/jquery-ui-1.8.16.custom.css" type="text/css"/> <link rel="stylesheet" href="examples.css" type="text/css"/> <style> .cell-title { font-weight: bold; } .cell-effort-driven { text-align: center; } </style> </head> <body> <div style="position:relative"> <div style="width:600px;"> <div id="myGrid" style="width:100%;height:500px;"></div> </div> <div class="options-panel"> <h2>Demonstrates:</h2> <ul> <li>adding basic keyboard navigation and editing</li> <li>custom editors and validators</li> <li>auto-edit settings</li> </ul> <h2>Options:</h2> <button onclick="grid.setOptions({autoEdit:true})">Auto-edit ON</button> &nbsp; <button onclick="grid.setOptions({autoEdit:false})">Auto-edit OFF</button> </div> </div> <script src="../lib/firebugx.js"></script> <script src="../lib/jquery-1.7.min.js"></script> <script src="../lib/jquery-ui-1.8.16.custom.min.js"></script> <script src="../lib/jquery.event.drag-2.0.min.js"></script> <script src="../slick.core.js"></script> <script src="../plugins/slick.cellrangedecorator.js"></script> <script src="../plugins/slick.cellrangeselector.js"></script> <script src="../plugins/slick.cellselectionmodel.js"></script> <script src="../slick.formatters.js"></script> <script src="../slick.editors.js"></script> <script src="../slick.grid.js"></script> <script> function requiredFieldValidator(value) { if (value == null || value == undefined || !value.length) { return {valid: false, msg: "This is a required field"}; } else { return {valid: true, msg: null}; } } var grid; var data = []; var columns = [ {id: "title", name: "Title", field: "title", width: 120, cssClass: "cell-title", editor: Slick.Editors.Text, validator: requiredFieldValidator}, {id: "desc", name: "Description", field: "description", width: 100, editor: Slick.Editors.LongText}, {id: "duration", name: "Duration", field: "duration", editor: Slick.Editors.Text}, {id: "%", name: "% Complete", field: "percentComplete", width: 80, resizable: false, formatter: Slick.Formatters.PercentCompleteBar, editor: Slick.Editors.PercentComplete}, {id: "start", name: "Start", field: "start", minWidth: 60, editor: Slick.Editors.Date}, {id: "finish", name: "Finish", field: "finish", minWidth: 60, editor: Slick.Editors.Date}, {id: "effort-driven", name: "Effort Driven", width: 80, minWidth: 20, maxWidth: 80, cssClass: "cell-effort-driven", field: "effortDriven", formatter: Slick.Formatters.Checkmark, editor: Slick.Editors.Checkbox} ]; var options = { editable: true, enableAddRow: true, enableCellNavigation: true, asyncEditorLoading: false, autoEdit: false }; $(function () { for (var i = 0; i < 500; i++) { var d = (data[i] = {}); d["title"] = "Task " + i; d["description"] = "This is a sample task description.\n It can be multiline"; d["duration"] = "5 days"; d["percentComplete"] = Math.round(Math.random() * 100); d["start"] = "01/01/2009"; d["finish"] = "01/05/2009"; d["effortDriven"] = (i % 5 == 0); } grid = new Slick.Grid("#myGrid", data, columns, options); grid.setSelectionModel(new Slick.CellSelectionModel()); grid.onAddNewRow.subscribe(function (e, args) { var item = args.item; grid.invalidateRow(data.length); data.push(item); grid.updateRowCount(); grid.render(); }); }) </script> </body> </html>

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  • Drop down select to change a second drop down select automatically

    - by zvzej
    I have a webpage where I have a form with several areas to input text and two drop down select options countries is the first one and depending in witch country is chosen the second should display the estates for that country to choose. my page connects to my db from where it gets the countries and estates.... I have a table with the country names and one table for each country estates. so all I'm trying to do is making it change the states to choose from automatically depending witch country got selected with out summiting the form since that enters a new entry to another table in my db. I seen that using javascript is the way to go but can't get it to work in my case since I don't want to be sent to another page or summit the form. here is part of my code any help will be greatly appreciated. Thanks $paissql = "SELECT * FROM Paises_table"; $paisresult = mysql_query($paissql); ?> <script language="text/javascript"> function showMe(str) { <? $estadosql = "SELECT * FROM ".str."_table"; $estadoresult = mysql_query($estadosql); ?> } </script> <TABLE BORDER="2" CELLPADDING="2" CELLSPACING="2" ALIGN="CENTER"> <form action="<?php echo $_SERVER['PHP_SELF']?>" method=POST> <TR><th> id </th> <td><?php echo $row_to_edit['id']?></td> </TR> <TR><th>Nombre:</th><td><input type="TEXT" name=Nombre value="<?php echo $row_to_edit['Id_Nombre']?>" SIZE="100"></td></TR> </td></TR> <TR><th>Pais:</th><td> <select name=Pais onchange="showMe(this.value);" > <? while($rowp = mysql_fetch_array($paisresult)) { $pais = $rowp['Name']; ?> <option value=<?php echo $pais; ?> <?php if($row_to_edit['Pais']==$pais) { echo ' selected="true"';} ?> ><?php echo $pais; ?> </option> <? } ?> </select></td></TR> <TR><th>Estado:</th><td> <select name=Estado > <? while($rowe = mysql_fetch_array($estadoresult)) { $estado = $rowe['Estado']; ?> <option value=<?php echo $estado; ?> <?php if($row_to_edit['Estado']==$estado) { echo ' selected="true"';} ?> ><?php echo $estado; ?></option> <? } ?> <TR><th>Ciudad:</th><td><input type="TEXT" name=Ciudad value="<?php echo $row_to_edit['Ciudad']?>" SIZE="100"></td></TR> <TR><th>Website:</th><td><input type="TEXT" name=website value="<?php echo $row_to_edit['website']?>" SIZE="100"></td></TR> <TR><td> </td> <td> <input type="HIDDEN" name="id" value="<?php echo $edit_id?>"> Para agregar preciona aqui: <input type="SUBMIT" name="ACTION" value="AGREGAR"> </td> </TR> </form> </TABLE> <BR> <BR>

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  • Android - OPENGL cube is NOT in the display

    - by Marc Ortiz
    I'm trying to display a square on my display and i can't. Whats my problem? How can I display it on the screen (center of the screen)? I let my code below! Here's my render class: public class GLRenderEx implements Renderer { private GLCube cube; Context c; GLCube quad; // ( NEW ) // Constructor public GLRenderEx(Context context) { // Set up the data-array buffers for these shapes ( NEW ) quad = new GLCube(); // ( NEW ) } // Call back when the surface is first created or re-created. @Override public void onSurfaceCreated(GL10 gl, EGLConfig config) { // NO CHANGE - SKIP } // Call back after onSurfaceCreated() or whenever the window's size changes. @Override public void onSurfaceChanged(GL10 gl, int width, int height) { // NO CHANGE - SKIP } // Call back to draw the current frame. @Override public void onDrawFrame(GL10 gl) { // Clear color and depth buffers using clear-values set earlier gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); gl.glLoadIdentity(); // Reset model-view matrix ( NEW ) gl.glTranslatef(-1.5f, 0.0f, -6.0f); // Translate left and into the // screen ( NEW ) // Translate right, relative to the previous translation ( NEW ) gl.glTranslatef(3.0f, 0.0f, 0.0f); quad.draw(gl); // Draw quad ( NEW ) } } And here is my square class: public class GLCube { private FloatBuffer vertexBuffer; // Buffer for vertex-array private float[] vertices = { // Vertices for the square -1.0f, -1.0f, 0.0f, // 0. left-bottom 1.0f, -1.0f, 0.0f, // 1. right-bottom -1.0f, 1.0f, 0.0f, // 2. left-top 1.0f, 1.0f, 0.0f // 3. right-top }; // Constructor - Setup the vertex buffer public GLCube() { // Setup vertex array buffer. Vertices in float. A float has 4 bytes ByteBuffer vbb = ByteBuffer.allocateDirect(vertices.length * 4); vbb.order(ByteOrder.nativeOrder()); // Use native byte order vertexBuffer = vbb.asFloatBuffer(); // Convert from byte to float vertexBuffer.put(vertices); // Copy data into buffer vertexBuffer.position(0); // Rewind } // Render the shape public void draw(GL10 gl) { // Enable vertex-array and define its buffer gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer); // Draw the primitives from the vertex-array directly gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, vertices.length / 3); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); } } Thanks!!

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  • MacRuby + Interface Builder: How to display, then close, then display a window again

    - by Derick Bailey
    I'm a complete n00b with MacRuby and Cocoa, though I've got more than a year of Ruby experience, so keep that in mind when answering - I need lots of details and explanation. :) I've set up a simple project that has 2 windows in it, both of which are built with Interface Builder. The first window is a simple list of accounts using a table view. It has a "+" button below the table. When I click the + button, I want to show an "Add New Account" window. I also have an AccountsController < NSWindowController and a AddNewAccountController class, set up as the delegates for these windows, with the appropriate button click methods wired up, and outlets to reference the needed windows. When I click the "+" button in the Accounts window, I have this code fire: @add_account.center @add_account.display @add_account.makeKeyAndOrderFront(nil) @add_account.orderFrontRegardless this works great the first time I click the + button. Everything shows up, I'm able to enter my data and have it bind to my model. however, when I close the add new account form, things start going bad. if I set the add new account window to release on close, then the second time I click the + button, the window will still pop up but it's frozen. i can't click any buttons, enter any data, or even close the form. i assume this is because the form's code has been released, so there is no message loop processing the form... but i'm not entirely sure about this. if i set the add new account window to not release on close, then the second time i click the + button, the window shows up fine and it is usable - but it still has all the data that i had previously entered... it's still bound to my previous Account class instance. what am I doing wrong? what's the correct way to create a new instance of the Add New Account form, create a new Account model, bind that model to the form and show the form, when I click the + button on the Accounts form? ... this is all being done on OSX 10.6.6, 64bit, with XCode 3.2.4

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  • Fancy box and youtube video problems

    - by shinjuo
    I have some fancy box photos and a youtube video, but when the fancy box picture opens the youtube video sits in front of it? Any ideas? Here is a snippet of my code: <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml"> <head> <script type="text/javascript"> <!-- var newwindow; function newWindow(url) { newwindow=window.open(url,'name','height=600,width=625'); if (window.focus) {newwindow.focus()} } // --> </script> <meta content="text/html; charset=utf-8" http-equiv="Content-Type" /> <title>onco Construction and Supply - Rhino Shield</title> <script type="text/javascript" src="http://code.jquery.com/jquery-1.4.2.min.js"></script> <script type="text/javascript" src="fancybox/jquery.mousewheel-3.0.2.pack.js"></script> <script type="text/javascript" src="fancybox/jquery.fancybox-1.3.1.js"></script> <link rel="stylesheet" type="text/css" href="fancybox/jquery.fancybox-1.3.1.css" media="screen" /> <link rel="stylesheet" type="text/css" href="../style3.css" media="screen" /> <script type="text/javascript"> $(document).ready(function() { $("a[rel=example_group]").fancybox({ 'transitionIn' : 'elastic', 'transitionOut' : 'elastic', 'titlePosition' : 'over', 'titleFormat' : function(title, currentArray, currentIndex, currentOpts) { return '<span id="fancybox-title-over">Image ' + (currentIndex + 1) + ' / ' + currentArray.length + (title.length ? ' &nbsp; ' + title : '') + '</span>'; } }); }); </script> <style type="text/css"> .commercial { position: absolute; left:205px; top:1175px; width:327px; height:auto; } .pictures { position: absolute; left: 50px; top: 1090px; width: 750px; height: auto; text-align: center; } </style> </head> <body> <div class="pictures"> <a rel="example_group" href="images/rhino/1.jpg"> <img src="images/rhino/small/1.jpg" alt=""/></a> <a rel="example_group" href="images/rhino/2.jpg"> <img src="images/rhino/small/2.jpg" alt=""/></a> <a rel="example_group" href="images/rhino/3.jpg"> <img src="images/rhino/small/3.jpg" alt=""/></a> <a rel="example_group" href="images/rhino/4.jpg"> <img src="images/rhino/small/4.jpg" alt=""/></a> <a rel="example_group" href="images/rhino/5.jpg"> <img src="images/rhino/small/5.jpg" alt=""/></a> <a rel="example_group" href="images/rhino/6.jpg"> <img src="images/rhino/small/6.jpg" alt=""/></a> </div> <div class="commercial"> <object width="445" height="364"><param name="movie" value="http://www.youtube.com/v/Mw3gLivJkg0&hl=en_US&fs=1&rel=0&color1=0x2b405b&color2=0x6b8ab6&border=1"></param> <param name="allowFullScreen" value="true"></param> <param name="allowscriptaccess" value="always"></param> <embed src="http://www.youtube.com/v/Mw3gLivJkg0&hl=en_US&fs=1&rel=0&color1=0x2b405b&color2=0x6b8ab6&border=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="445" height="364"> </embed> </object> </div> </body> </html>

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  • How can I load a file into a DataBag from within a Yahoo PigLatin UDF?

    - by Cervo
    I have a Pig program where I am trying to compute the minimum center between two bags. In order for it to work, I found I need to COGROUP the bags into a single dataset. The entire operation takes a long time. I want to either open one of the bags from disk within the UDF, or to be able to pass another relation into the UDF without needing to COGROUP...... Code: # **** Load files for iteration **** register myudfs.jar; wordcounts = LOAD 'input/wordcounts.txt' USING PigStorage('\t') AS (PatentNumber:chararray, word:chararray, frequency:double); centerassignments = load 'input/centerassignments/part-*' USING PigStorage('\t') AS (PatentNumber: chararray, oldCenter: chararray, newCenter: chararray); kcenters = LOAD 'input/kcenters/part-*' USING PigStorage('\t') AS (CenterID:chararray, word:chararray, frequency:double); kcentersa1 = CROSS centerassignments, kcenters; kcentersa = FOREACH kcentersa1 GENERATE centerassignments::PatentNumber as PatentNumber, kcenters::CenterID as CenterID, kcenters::word as word, kcenters::frequency as frequency; #***** Assign to nearest k-mean ******* assignpre1 = COGROUP wordcounts by PatentNumber, kcentersa by PatentNumber; assignwork2 = FOREACH assignpre1 GENERATE group as PatentNumber, myudfs.kmeans(wordcounts, kcentersa) as CenterID; basically my issue is that for each patent I need to pass the sub relations (wordcounts, kcenters). In order to do this, I do a cross and then a COGROUP by PatentNumber in order to get the set PatentNumber, {wordcounts}, {kcenters}. If I could figure a way to pass a relation or open up the centers from within the UDF, then I could just GROUP wordcounts by PatentNumber and run myudfs.kmeans(wordcount) which is hopefully much faster without the CROSS/COGROUP. This is an expensive operation. Currently this takes about 20 minutes and appears to tack the CPU/RAM. I was thinking it might be more efficient without the CROSS. I'm not sure it will be faster, so I'd like to experiment. Anyway it looks like calling the Loading functions from within Pig needs a PigContext object which I don't get from an evalfunc. And to use the hadoop file system, I need some initial objects as well, which I don't see how to get. So my question is how can I open a file from the hadoop file system from within a PIG UDF? I also run the UDF via main for debugging. So I need to load from the normal filesystem when in debug mode. Another better idea would be if there was a way to pass a relation into a UDF without needing to CROSS/COGROUP. This would be ideal, particularly if the relation resides in memory.. ie being able to do myudfs.kmeans(wordcounts, kcenters) without needing the CROSS/COGROUP with kcenters... But the basic idea is to trade IO for RAM/CPU cycles. Anyway any help will be much appreciated, the PIG UDFs aren't super well documented beyond the most simple ones, even in the UDF manual.

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  • How to redirect to a page using a button tag in html?

    - by Vlad Radulescu
    When I Click a button I want to get redirected to a page. The problem is...if I use the normal sintax , the button works fine, but If I apply some css to id by ussing # and .(classes) ,the button it`s not working any more ?! How can I keep my css and functionality at the same time ?! This is my code: <body> <input id="buttonrain" class="classname" type="button" onClick="window.location.href='rain.html'" value="Rain" /> <!--or <a href="rain.html" id="buttonrain" class="classname">Rain</a> still not working--> </body> CSS FILE html { min-width: 100%; min-height: 100%; } body{ width: 1024px; height:600px; background:white; margin:0px; padding:0px 0px; display:block; overflow:hidden; } .classname { -moz-box-shadow:inset 0px 1px 0px 0px #ffffff; -webkit-box-shadow:inset 0px 1px 0px 0px #ffffff; box-shadow:inset 0px 1px 0px 0px #ffffff; background:-webkit-gradient( linear, left top, left bottom, color-stop(0.05, #f0ea3c), color-stop(1, #dfdfdf) ); background:-moz-linear-gradient( center top, #f0ea3c 5%, #dfdfdf 100% ); filter:progid:DXImageTransform.Microsoft.gradient(startColorstr='#f0ea3c', endColorstr='#dfdfdf'); background-color:#f0ea3c; -moz-border-radius:6px; -webkit-border-radius:6px; border-radius:6px; border:1px solid #dcdcdc; display:inline-block; color:#0f000f; font-family:Verdana; font-size:15px; font-weight:bold; padding:18px 9px; text-decoration:none; text-shadow:1px 1px 0px #ffffff; position:relative; bottom:250px; }.classname:active { position:relative; top:1px; } #buttonrain{ left:80px; }

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  • Why is my UIImageView blurred?

    - by Denis M
    I have a really weird problem with UIImageView. I have an image (an RGB png) 45x45 pixels which I add to the view. I can see that image is blurred after added to the view. Here is the same image in the simulator (left) and in Xcode (right): I have custom UIImageView class with this initWithImage code: - (id) initWithImage:(UIImage*) image { self = [super initWithImage:image]; self.frame = CGRectMake(0, 0, 45, 45); self.contentMode = UIViewContentModeScaleAspectFit; self.quantity = 1; if (self) { self.label = [[UITextField alloc]initWithFrame:CGRectMake(0,40,45,25)]; self.label.font = [UIFont systemFontOfSize:16]; self.label.borderStyle = UITextBorderStyleNone; self.label.enabled = TRUE; self.label.userInteractionEnabled = TRUE; self.label.delegate = self; self.label.keyboardType = UIKeyboardTypeNumbersAndPunctuation; self.label.textAlignment = UITextAlignmentCenter; } self.userInteractionEnabled = TRUE; // Prepare 3 buttons: count up, count down, and delete self.deleteButton = [UIButton buttonWithType:UIButtonTypeRoundedRect]; self.deleteButton.hidden = NO; self.deleteButton.userInteractionEnabled = YES; self.deleteButton.titleLabel.font = [UIFont systemFontOfSize:20]; self.deleteButton.titleLabel.textColor = [UIColor redColor]; [self.deleteButton setTitle:@"X" forState:UIControlStateNormal]; [self.deleteButton addTarget:self action:@selector(deleteIcon:) forControlEvents:UIControlEventTouchUpInside]; self.upCountButton = [UIButton buttonWithType:UIButtonTypeRoundedRect]; self.upCountButton.hidden = NO; self.upCountButton.userInteractionEnabled = YES; [self.upCountButton setTitle:@"+" forState:UIControlStateNormal]; [self.upCountButton addTarget:self action:@selector(addQuantity:) forControlEvents:UIControlEventTouchUpInside]; self.downCountButton = [UIButton buttonWithType:UIButtonTypeRoundedRect]; self.downCountButton.hidden = YES; self.downCountButton.userInteractionEnabled = YES; [self.downCountButton setTitle:@"-" forState:UIControlStateNormal]; [self.downCountButton addTarget:self action:@selector(removeQuantity:) forControlEvents:UIControlEventTouchUpInside]; return self; } I create it like this: UIImage *desertIcon = [UIImage imageNamed:@"desert.png"]; IconObj *desertIconView = [[IconObj alloc] initWithImage:desertIcon]; desertIconView.center = CGPointMake(265,VERTICAL_POINT_ICON); desertIconView.type = [IconObj TYPE_DESERT]; [self.view addSubview:desertIconView]; [desertIconView release]; Why would the displayed image be so than the one stored in a file?

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  • Scrolling RelativeLayout- white border over part of the content

    - by Tanis.7x
    I have a fairly simply Fragment that adds a handful of colored ImageViews to a RelativeLayout. There are more images than can fit on screen, so I implemented some custom scrolling. However, When I scroll around, I see that there is an approximately 90dp white border overlapping part of the content right where the edges of the screen are before I scroll. It is obvious that the ImageViews are still being created and drawn properly, but they are being covered up. How do I get rid of this? I have tried: Changing both the RelativeLayout and FrameLayout to WRAP_CONTENT, FILL_PARENT, MATCH_PARENT, and a few combinations of those. Setting the padding and margins of both layouts to 0dp. Example: Fragment: public class MyFrag extends Fragment implements OnTouchListener { int currentX; int currentY; RelativeLayout container; final int[] colors = {Color.BLACK, Color.RED, Color.BLUE}; @Override public View onCreateView(LayoutInflater inflater, ViewGroup fragContainer, Bundle savedInstanceState) { return inflater.inflate(R.layout.fragment_myfrag, null); } @Override public void onActivityCreated(Bundle savedInstanceState) { super.onActivityCreated(savedInstanceState); container = (RelativeLayout) getView().findViewById(R.id.container); container.setOnTouchListener(this); // Temp- Add a bunch of images to test scrolling for(int i=0; i<1500; i+=100) { for (int j=0; j<1500; j+=100) { int color = colors[(i+j)%3]; ImageView image = new ImageView(getActivity()); image.setScaleType(ImageView.ScaleType.CENTER); image.setBackgroundColor(color); LayoutParams lp = new RelativeLayout.LayoutParams(100, 100); lp.setMargins(i, j, 0, 0); image.setLayoutParams(lp); container.addView(image); } } } @Override public boolean onTouch(View v, MotionEvent event) { switch (event.getAction()) { case MotionEvent.ACTION_DOWN: { currentX = (int) event.getRawX(); currentY = (int) event.getRawY(); break; } case MotionEvent.ACTION_MOVE: { int x2 = (int) event.getRawX(); int y2 = (int) event.getRawY(); container.scrollBy(currentX - x2 , currentY - y2); currentX = x2; currentY = y2; break; } case MotionEvent.ACTION_UP: { break; } } return true; } } XML: <FrameLayout xmlns:android="http://schemas.android.com/apk/res/android" xmlns:tools="http://schemas.android.com/tools" android:layout_width="fill_parent" android:layout_height="fill_parent" tools:context=".FloorPlanFrag"> <RelativeLayout android:id="@+id/container" android:layout_width="fill_parent" android:layout_height="fill_parent" /> </FrameLayout>

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  • Overloading framework methods in objective-c, or retaining local changes with framework updates.

    - by Jeff B
    I am using cocos2d to build an iPhone game. It's mostly done, but along the way I came across some things that I would like to handle better. I am fairly new to Objective C, and honestly I do more Perl scripting in my day-to-day job than anything, so my C skills are a little rusty. One of them is the fact that I have modified cocos2d files for some specific cases in my game. However, when I update to a new version, I have to manually pull my changes forward. So, the question is, what is the best way to deal with this? Some options I have thought of: Overload/redefine the cocos2d classes. I was under the impression that I cannot overload existing class functions, so I don't think this will work. Create patches that I re-apply after library updates. I don't think this will work as the new files won't necessarily be the same as the old ones, and if they were, I could just copy the whole file forward. Turn in my changes to Cocos2d. Not an option as my changes are very specific to my application. Am I missing something obvious? UPDATE: I will explain what I am doing to be more clear. Cocos2d has a CCNode object, which can contain children, etc. I added a shadow, which is very similar to a child, but handled a little differently. The shadow has an offset from the parent, and translates with it's parent, rotates around it's own center when the parent rotates, etc. The shadow is not included as a true child, however, so given the correct z-index, the shadows can render under ALL other objects, but still move with the parent. To do this I added addShadow functions to CCNode, and modified the setPosition and setRotate functions to move the shadowSprite: CCNode.m: -(id) init { if ((self=[super init]) ) { ... shadowSprite_ = nil; ... } } ... -(BOOL) addShadow: (CCNode*) child offset: (CGPoint) offset { shadowSprite_ = child; shadowSprite_.position = CGPointMake(position_.x+offset.x, position_.y+offset.y); return YES; } ... -(void) setRotation: (float)newRotation { rotation_ = newRotation; isTransformDirty_ = isInverseDirty_ = YES; if(shadowSprite_) { [shadowSprite_ setRotation: newRotation]; } } There is more, of course, including the prototypes in the .h file, but that is the basics. I don't think I need shadowSprite to be a property, because I don't need to access it after it has been added.

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