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  • Typical Search, Result and Detail Workflow Staying Within an Android Tab

    - by Justin
    So, I've been banging my head looking for a good solution for a few days and am stuck. I have a search screen (Activity) in a tab, and after the user enters a value and clicks "search" I would like the results to come back in that same tab, and then if an item from the results is selected, to show more detailed results, in that same tab. I have it all working now in separate activities, and even the first step working in a tab, but as soon as I call the activity to process he search results... i.e. startActivity(i); for the results Activity, the results displayed are not in the tab! I am having a very difficult time getting this flow to work all under a tab. Any thoughts on how to make this happen? I keep hearing that Android views should be used instead of activities, but am I then to assume that all the logic I have right now for 3 activity needs to go inside 1 activity and then I need to handle setting the content and state for each of these cases? Plus, won't the history stack not work as pressing the back button will take the user out of the application, instead of taking them from say the search result to the search screen, or the details to the search results, etc. This seems like a mess. Can anyone show a more complex example of tabs or how one might have a simple search, result and detail workflow staying in a tab? I have seen a few questions on this concept of keeping activities "within a tab", but no good resolution. Please help.

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  • Web page for IPhone - Large fonts instead of scrolling?

    - by chris_l
    I'm planning the layout of my web page, which should also be usable on the IPhone. I don't really have much experience with the IPhone yet - I just installed the IPhone Simulator on my Mac. The page's contents are flexible, so I think it would be better to use this flexibility to avoid that the user has to scroll around the entire page. Especially I have A header and a sidebar that will be used all the time to perform several actions. A main content area with a number of elements (e.g. images). The UI would stay usable pretty well, if the number of elements shown at one time is reduced for a small screen (e.g. by JavaScript). It would also be okay to make the main content area scrollable (as opposed to the entire page). The problem: If I simply display the page on the IPhone, it uses an extremely small font size, so that users must zoom in first, and then scroll around - so that they can't see the header and sidebar all the time. What's the best way to deal with this situation? Just leave it this way (very small fonts), because users expect that behaviour on the IPhone? Increase the font size (by specifying it in em or px or with xx-large, or what would be the best way?), if I detect - somehow - that it's being displayed on the IPhone. Or is there some way to restrict the viewport size to the screen size, and make it zoom in automatically? I think that would be the easiest solution in my case. Or ...?

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  • Drawing animation

    - by HHHH
    I'm creating a simple app where when the user presses a button, a series of lines will be drawn on the screen and the user will be able to see these lines drawn in real time (almost like an animation). My code looks something like this (has been simplified): UIGraphicsBeginImageContext(CGSizeMake(300,300)); CGContextRef context = UIGraphicsGetCurrentContext(); for (int i = 0; i < 100; i++ ) { CGContextMoveToPoint(context, i, i); CGContextAddLineToPoint(context, i+20, i+20); CGContextSetStrokeColorWithColor(context, [[UIColor blackColor] CGColor]); CGContextStrokePath(context); } UIImage *newImage = UIGraphicsGetImageFromCurrentImageContext(); UIGraphicsEndImageContext(); My problem is that: 1) As soon as the user presses the button, the UIThread blocks until the drawing is done. 2) I can't get the lines to be drawn on the screen one at a time - I've tried setting the UIImage directly inside the loop and also tried setting a layer content inside the loop. How do I get around these problems?

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  • Doing some downloading without blocking you app

    - by Code
    Hi guys, I'm working on my first app that's doing a few different web connections at once. My first screen is my Menu. And at the bottom of viewDidLoad of MenuViewController i call a method that gets and parses a .xml file that is located on my webserver. Also at the bottom of viewDidLoad i do FootballScores = [[FootBallScores alloc] init]; and FootballScores makes a connection to a html page which it loads into a string and then parses out data. Now since both of these are getting called at the bottom of viewDidLoad of the class thats is responsible for the main menu(first screen in the app) it means the app is kinda slow to load. What is the right way to do the above? Should i remove the 2 pieces of code from my viewDidLoad and replace with maybe dataGetterOne = [NSTimer scheduledTimerWithTimeInterval:1.000 target:self selector:@selector(xmlParser) userInfo:nil repeats:NO]; dataGetterTwo = [NSTimer scheduledTimerWithTimeInterval:2.000 target:self selector:@selector(htmlParser) userInfo:nil repeats:NO]; This would mean that the methods get called later on and the viewDidLoad gets to finish before the i try get the data from the web servers. Making 2 connections to we bservers a second apart to quick? Can the iphone handle having 2 connections open at once? I'm really unsure of anything bad/dangerous I am doing in regards to connections. Many Thanks -Code

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  • How to detect iPhone movement in space using accelerometer ?

    - by super_tomtom
    Hi ! I am trying to make an application that would detect what kind of shape you made with your iPhone using accelerometer. As an example, if you draw a circle with your hand holding the iPhone, the app would be able to redraw it on the screen. This could also work with squares, or even more complicated shapes. The only example of application I've seen doing such a thing is AirPaint (http://vimeo.com/2276713), but it doesn't seems to be able to do it in real time. My first try is to apply a low-pass filter on the X and Y parameters from the accelerometer, and to make a pointer move toward these values, proportionally to the size of the screen. But this is clearly not enought, I have a very low accuracy, and if I shake the device it also makes the pointer move... Any ideas about that ? Do you think accelerometer data is enought to do it ? Or should I consider using other data, such as the compass ? Thanks in advance !

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  • Why would dynamically changing the stroke type of a GestureOverlayView cause unusual behaviour?

    - by Rob Kent
    I recently introduced multi-stroke gestures into my application. This is a preference so I set the StrokeType dynamically in Activity.OnCreate. What I have discovered is that if you change the StrokeType so that it is different to the setting in the layout file, it changes the behaviour of the GestureOverlayView in the following way. The normal behaviour is that you draw a gesture and it stays on the screen after it is drawn. When you change the stroke type dynamically however, any gesture drawn on the screen disappears immediately after the OnGestureEnded event has fired. I reloaded the sample GesturesBuilder application and confirmed it has the same problem if you add the second line shown here: GestureOverlayView overlay = (GestureOverlayView) findViewById(R.id.gestures_overlay); overlay.setGestureStrokeType(GestureOverlayView.GESTURE_STROKE_TYPE_SINGLE); overlay.addOnGestureListener(new GesturesProcessor()); } The default in the layout is MULTIPLE but changing it to single changes the behaviour. If you keep the above line but set it to what it already is, the behaviour is not affected. Is this a bug in the Android gestures library and does anyone know a workaround? Note that this is on an HTC Magic so it could also be a handset issue.

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  • How to make buttons in python/pygame?

    - by user1334014
    I'm making a game in pygame and on the first screen I want there to be buttons that you can press to (i) start the game, (ii) load a new screen with instructions, and (iii) exit the program. I've found this code online for button making, but I don't really understand it (I'm not that good at object oriented programming). If I could get some explanation as to what it's doing that would be great. Also, when I use it and try to open a file on my computer using the file path, I get the error sh: filepath :Permission denied, which I don't know how to solve. #load_image is used in most pygame programs for loading images def load_image(name, colorkey=None): fullname = os.path.join('data', name) try: image = pygame.image.load(fullname) except pygame.error, message: print 'Cannot load image:', fullname raise SystemExit, message image = image.convert() if colorkey is not None: if colorkey is -1: colorkey = image.get_at((0,0)) image.set_colorkey(colorkey, RLEACCEL) return image, image.get_rect() class Button(pygame.sprite.Sprite): """Class used to create a button, use setCords to set position of topleft corner. Method pressed() returns a boolean and should be called inside the input loop.""" def __init__(self): pygame.sprite.Sprite.__init__(self) self.image, self.rect = load_image('button.png', -1) def setCords(self,x,y): self.rect.topleft = x,y def pressed(self,mouse): if mouse[0] > self.rect.topleft[0]: if mouse[1] > self.rect.topleft[1]: if mouse[0] < self.rect.bottomright[0]: if mouse[1] < self.rect.bottomright[1]: return True else: return False else: return False else: return False else: return False def main(): button = Button() #Button class is created button.setCords(200,200) #Button is displayed at 200,200 while 1: for event in pygame.event.get(): if event.type == MOUSEBUTTONDOWN: mouse = pygame.mouse.get_pos() if button.pressed(mouse): #Button's pressed method is called print ('button hit') if __name__ == '__main__': main() Thank you to anyone who can help me.

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  • Output error in comparing characters from two strings

    - by Andrew Martin
    I'm stuck with my a piece of code I'm creating. My IDE is Eclipse and when I use its debugging feature, to trace what's happening on each line, it outputs perfectly. However, when I click the "run" project, it just outputs a blank screen: public static void compareInterests(Client[] clientDetails) { int interests = 0; for (int p = 0; p < numberOfClients; p++) { for (int q = 0; q < numberOfClients; q++) { String a = clientDetails[p].getClientInterests(); String b = clientDetails[q].getClientInterests(); int count = 0; while (count < a.length()) { if (a.charAt(count) == b.charAt(count)) interests++; count++; } if ((interests >= 3) && (clientDetails[p].getClientName() != clientDetails[q].getClientName())) System.out.print (clientDetails[p].getClientName() + " is compatible with " + clientDetails[q].getClientName()); interests = 0; } } } The code is designed to import an object array which contains information on a client's name and a client's interests. The client's interests are stored in the format "01010", where each 1 means they are interested in that activity, each 0 means they are not. My code compares each character of every client's string with every other client's string and outputs the results for all client's that don't have the same name and have three or more interests in common. When I run this code through Java's debugger, it outputs fine - but when I click run project or compile, I just get a blank screen. Any ideas?

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  • Android getSelectedItem, how to use?

    - by user1881184
    Im trying use the spinner control result in order to point it to another screen that would be on the app. For example in the spinner control if the user chose chevy it would then take you to another screen which is coded in chevy.xml and Chevy.class. This is what i have thus far and need some help, as our book only used getSelectedItem and the example was only for an output statement. Please help. import android.app.Activity; import android.content.Intent; import android.os.Bundle; import android.view.View; import android.widget.AdapterView; import android.widget.AdapterView.OnItemSelectedListener; import android.widget.Spinner; public class Mainpage extends Activity implements OnItemSelectedListener { String carChoice, chevy, ford, dodge, toyota; public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.activity_main); /* carChoice = group.getSelectedItem().toString(); } if (carChoice.compareTo(chevy)==0) { startActivity(new Intent(Mainpage.this, Chevy.class)); */ } public void onItemSelected(AdapterView<?> arg0, View arg1, int arg2, long arg3) { final Spinner group = (Spinner) findViewById(R.id.carGroup); group.setOnItemSelectedListener(this); // TODO Auto-generated method stub String selected = group.getItemAtPosition(1).toString(); } public void onNothingSelected(AdapterView<?> arg0) { // TODO Auto-generated method stub } }

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  • Draggable cards (touch enumeration) issue

    - by glitch
    I'm trying to let a player tap, drag and release a card from a fanned stack on the screen to a 4x4 field on the board. My cards are instantiated from a custom class that inherits from the UIImageView class. I started with the Touches sample app, and I modified the event handlers for touches to iterate over my player's card hand instead of the 3 squares the sample app allows you to move on screen. Everything works, until that is, I move the card I'm dragging near another card. I'm really drawing a blank here for the logic to get the cards to behave properly. Here's my code: - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { NSUInteger numTaps = [[touches anyObject] tapCount]; if(numTaps = 1) { for (UITouch *touch in touches) { [self dispatchFirstTouchAtPoint:[touch locationInView: self.boardCardView] forEvent:nil]; } } } -(void) dispatchFirstTouchAtPoint:(CGPoint)touchPoint forEvent:(UIEvent *)event { for (int i = 0; i<5; i++) { UIImageView *touchedCard = boardBuffer[i]; if (CGRectContainsPoint([touchedCard frame], touchPoint)) { [self animateFirstTouchAtPoint:touchPoint forView:touchedCard]; } } } - (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { NSUInteger touchCount = 0; for (UITouch *touch in touches){ [self dispatchTouchEvent:[touch view] toPosition:[touch locationInView:self.boardCardView]]; touchCount++; } } My questions are: How do I get the touch logic to disallow other cards from being picked up by a dragging finger? Is there anyway I can only enumerate the objects that are directly below a player's finger and explicitly disable other objects from responding? Thanks!

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  • Collision between 2 objects of the same class

    - by user1826033
    Okay, so I have an enemy class(With rotation, position, texture and so on). I spawn a few enemies on the screen, they move around, but they overlap each other. So I tried to do a collision check between two enemies of the same class. But no matter what method I try, it isn't quite working. The best thing I tried was: foreach (Enemy enemy1 in enemies) { enemy1Pos = new Vector2(enemy1.position.X, enemy1.position.Y) foreach (Enemy enemy2 in enemies) { enemy2Pos = new Vector2(enemy2.position.X, enemy2.position.Y) if (Vector2.Distance(enemy2Pos, enemy1Pos) < 200) { enemy1Pos += new Vector2((float)(enemy1.Speed * Math.Cos(enemy1.Rotation)), (float)(enemy1.Speed * Math.Sin(enemy1.Rotation))); } } } This is not to exact code, so it might have some mistakes in it. Anyway when i implemented this solution, the enemies were not overlapping so everything was fine on that part. But, they were always moving to the right side of the screen. I've also looked up flocking etc, but I would like to know, how can I detect collision between 2 objects of the same class?

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  • Detect that the onscreen keyboard has been displayed on Windows Phone 7

    - by David_001
    Simple question: How do I detect that the onscreen keyboard has been displayed on windows mobile 7? Is there an event I can add a listener to? It takes up about half the screen and I want to scroll the view up when it gets displayed... EDIT: A comment below indicates more clearly what I'm trying to do: I have a textbox input, and as the user types into it an autocomplete dropdown appears below it (like google suggest). By default, the active control (the textbox) scrolls into view when focussed, and the onscreen keyboard is directly below it. The onscreen keyboard appears in front of my autocomplete dropdown - what I want to do is make the screen scroll a little further up, so there's some room for my dropdown to be shown. The windows phone UI design guidelines say: "When the keyboard is deployed, the application should scroll to ensure the active edit control and the caret are in view". This happens fine, it's just the non-active dropdown gets hidden behind the onscreen keyboard. The guidelines also say that an application can choose to show the onscreen keyboard, and can also choose to close it. At the moment i'm stuck, and I don't think (based on my research and the replies to this question) that it's possible to detect that the onscreen keyboard has been displayed. I'm moving my investigation to see if it's possible to determine the "visible area" of the page (width & height in pixels for example), and combine this with an onfocus for the textbox... not sure if this will prove fruitful though.

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  • Setting Android webview initialScale prevents proper zooming

    - by Ryan
    Need: I want a webview to automatically be sized to fit the width of that particular page. I have Googled this and found several different suggestions. Most of them work. But then each of them effects zooming in / zooming out. What I'm looking for is a solution that accomplishes both. The webview is initially set to fill the screen, but then it allows the user to zoom in (with pinching) and zoom out. What I've Tried: mainView.getSettings().setLoadWithOverviewMode(true); mainView.getSettings().setUseWideViewPort(false); mainView.setScrollBarStyle(WebView.SCROLLBARS_OUTSIDE_OVERLAY); mainView.getSettings().setBuiltInZoomControls(true); mainView.getSettings().setSupportZoom(true); I have also tried setting mainView.setInitialScale(various percentages) Again, I have tried these in different orders, including some, not including others. Currently, if I use the above code and setInitialScale(65), it loads initially fine but then once you zoom in, you cannot zoom all the way back out. Does anyone know of the best practice to set initial scale to fit screen but fully allow zooming out and in? Why I Need It: I'm using a ViewFlipper in my Android app to load several webviews simultaneously. I have a touch sensor that allows sliding from left to right to switch between different webviews. The practical purpose of this is to show a grocery store's ads and allow the user to slide from page to page. The problem is that the API feed I'm using basically only allows me to load a URL for each page. So I have to use webviews.

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  • issue with tab bar view displaying a compound view

    - by ambertch
    I created a tab bar application, and I make the first tab a table. So I create a tableView controller, and go about setting the class identity of the view controller for the first tab to my tableView controller. This works fine, and I see the contents of the table filling up the whole screen. However, this is not what I actually want in the end goal - I would like a compound window having multiple views: - the aforementioned table - a custom view with data in it So what I do is create a nib for this content (call it contentNib), change the tab's class from the tableView controller to a generic UIViewController, and set the nib of that tab to this new contentNib. In this new contentNib I drag on a tableView and set File's Owner to the TableViewController. I then link the dataSource and delegate to file's owner (which is TableViewController). Surprisingly this does not work and I receive the error: **Terminating app due to uncaught exception 'NSInvalidArgumentException', reason: '*** -[UIViewController tableView:numberOfRowsInSection:]: unrecognized selector sent to instance 0x3b0f910'** This is bewildering to me since the file's owner is the TableViewController, which has been assigned to be both the dataSource and delegate. Does someone have either insight into my confusions, or a link to an example of how to have a compound view include a tableView? *update* I see this in the Apple TableView programming guide: "Note: You should use a UIViewController subclass rather than a subclass of UITableViewController to manage a table view if the view to be managed is composed of multiple subviews, one of which is a table view. The default behavior of the UITableViewController class is to make the table view fill the screen between the navigation bar and the tab bar (if either are present)." <----- I don't really get what this is telling me to do though... if someone can explain or point me to an example I'd be much appreciated!

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  • php mysql error beginner

    - by Marcelo
    Hi, I'm trying to print some values on the screen from a table but I having a problem, I don't know much about string, vector and array but I think that my problem is related to them. I'm getting this on the screen Fatal error: Cannot use [] for reading ... My code $sql="SELECT * FROM $tbl_name"; $result=mysql_query($sql) or trigger_error(mysql_error().$sql); while($row = mysql_fetch_array($result)){ $DATA = $row[]; } //line with probelm mysql_close(); //html part <table> <? foreach($DATA as $row): ?> <tr> <td><?=$row['id']?></td> //more stuff </tr> <? endforeach ?> </table> What I'm trying to do is print somevalues form a database. But I'm getting this error. I'm sorry for any mistake in English, and thanks in advance for any help.

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  • Changing style sheets depending on useragent

    - by John Vasiliou
    <script language="Javascript"> var deviceIphone = "iPhone"; var deviceIpod = "iPod"; //Initialize our user agent string to lower case. var uagent = navigator.userAgent.toLowerCase(); //************************** // Detects if the current device is an iPhone. function DetectiPhone() { if (uagent.search(deviceIphone) > -1) {document.write('<link rel="stylesheet" type="text/css" href="ui/mobile/css/site.css">'); } etc... Above is the start of my code. I am trying to change the CSS file depending on what platform the user is using. I currently use media="screen ... " but it doesn't work with the amount of platforms I'm trying to use. I need something a lot more detailed/complex that is why I'm turning to useragents. Any ideas why the css file doesn't change on my iPhone using the above code? Better yet, any ideas on another way to change style sheets depending on the users platform/screen resolution?

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  • How to convert a string to variable name

    - by p1xelarchitect
    I'm loading several external JSON files and want to check if they have been successfully cached before the the next screen is displayed. My strategy is to check the name of the array to see if it an object. My code works perfectly when I check only a single array and hard code the array name into my function. My question is: how can i make this dynamic? not dynamic: (this works) $("document").ready(){ checkJSON("nav_items"); } function checkJSON(){ if(typeof nav_items == "object"){ // success... } } dynamic: (this doesn't work) $("document").ready(){ checkJSON("nav_items"); checkJSON("foo_items"); checkJSON("bar_items"); } function checkJSON(item){ if(typeof item == "object"){ // success... } } here is the a larger context of my code: var loadAttempts = 0; var reloadTimer = false; $("document").ready(){ checkJSON("nav_items"); } function checkJSON(item){ loadAttempts++; //if nav_items exists if(typeof nav_items == "object"){ //if a timer is running, kill it if(reloadTimer != false){ clearInterval(reloadTimer); reloadTimer = false; } console.log("found!!"); console.log(nav_items[1]); loadAttempts = 0; //reset // load next screen.... } //if nav_items does not yet exist, try 5 times, then give up! else { //set a timer if(reloadTimer == false){ reloadTimer = setInterval(function(){checkJSON(nav_items)},300); console.log(item + " not found. Attempts: " + loadAttempts ); } else { if(loadAttempts <= 5){ console.log(item + " not found. Attempts: " + loadAttempts ); } else { clearInterval(reloadTimer); reloadTimer = false; console.log("Giving up on " + item + "!!"); } } } }

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  • MicroSD card getting corrupted for no good reason

    - by ChaosR
    I recently bought an MicroSD card online. It's a Sandisk 16GB class 2. However, it has a nasty problem. Every time I fill it with my data, the fat tables get corrupted. I've tried reformatting it, blanking it, doesn't seem to solve the problem. I have tried windows and linux (ubuntu), both have the problem. I've used my usb microsd readers, and even tried putting it in my phone and putting data on it from there. All have this problem. Now the really odd thing is, besides the corrupted file tables, no programs can find anything wrong with the hardware. I've tried both chkdisk and "badblocks -w", neither give any type of error. Now I don't know if the actual data gets corrupted, or if its just filesystem tables. What happens is that one or more folders start showing a load of chinese-charred (random UTF8 symbols I suppose) folders and files, and it is impossible to do anything with those. All the other data (outside of the corrupted folders) seems fine. I've tried to test it, and the problem doesn't seem to show up until I fill the disk upto about 3~4GB. After that I can still access the data. But as soon as I eject/safely remove/unmount it, the bad things happen somehow. Next time I plug it in, the folders I most recently wrote to (but sometimes also the folders I wrote the time before last time to) are all gibberish. Does anybody have any clue what might be going on here?

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  • how do i call methods from another class in android?

    - by Phani Gargey
    I have two classes in question. Both extend Activity. Class A public void displayinfo() { setContentView(R.layout.dynamicinfo); //Add some buttons dynamically here //do some processing // move on to Class B } In Class B: I want to go back to Class A state in UI if BACK button is pressed. Class B //Register a listener for this button Backbutton.setOnClickListener(new OnClickListener() { public void onClick(View arg0) { Log.i("setOnClickListener", "Pressed Back Button "); Toast.makeText(mycontext, "Pressed Back Button", Toast.LENGTH_SHORT).show(); //HERE I want to go back class's function in UI as well as restoring the sttae for that screen. } how do I do that? I looked around some questions. they did not answer clearly what I am looking for.hence the posting. thanks.I think I was adding my own Back button on the Layout I created in the Class B's UI Screen --not using the regular "Back" button on the key board. May be that was the problem.

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  • Printer irregularly producing garbage output

    - by John Gardeniers
    Every now and then instead of getting the proper output we get numerous pages, mostly with just a single line, of output which appears to be the raw PCL. My theory is that this happens when the first byte or two of the document is somehow not received by the printer, which then doesn't know how to interpret the rest and does it's best by spitting it out as text. This is a problem I've seen many times over the years but has been popping up more often since we upgraded to Win 7 64 bit, which introduced a number of headaches because of the HP lack of real support for 64 bits. It also appears to happen most often when printing PDF files. We have tried several different PDF readers in addition to Adobe's own but that hasn't helped. While we mainly use HP printers, and the problem is not limited to any particular model, I've also seen it happen on other brands, albeit to a lesser extent. I've also been unable to discern a difference between printers used via a print server or those connected directly by IP address. It also happens to USB attached printers. Because of the erratic nature of this problem there is precious little I can think of to try and debug it, so I'm after any ideas that might help to eliminate it.

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  • I can not navigate to the next page in windows phone 7

    - by Vijay
    I am trying to navigate form one page to another page depends upon the login. If already user logged in, Welcome page should open. Else Log in Page should open. I am trying like this. The Splash Page is the start up page. This is a Splash Screen Xaml.cs: namespace NewExample.Views { public partial class SplashPage : PhoneApplicationPage { public SplashPage() { InitializeComponent(); this.DataContext = new SplashPageViewModel(); } } } This is Splash Screen View Model: Here I am check the user already logged in or not. namespace NewExample.ViewModel { public class SplashPageViewModel { public static bool isLogin = false; public SplashPageViewModel() { var rootFrame = (App.Current as App).RootFrame; if (isLogin) rootFrame.Navigate(new Uri("/Views/WelcomePage.xaml", UriKind.Relative)); else rootFrame.Navigate(new Uri("/Views/LoginPage.xaml", UriKind.Relative)); } } } But it is not working. The Splash Page only showing. This is not navigating to another page. Please help me to resolve this problem.

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  • initialize jquery slider with hidden input value from database.

    - by ludwigs3rd
    I'm using a slider as user input for a screen. Basically it's a bulk update screen where there is a table with multiple rows, thus multiple sliders. I created it so that the hidden value is what gets posted in the form. <td> <input class="percentageProvidedHidden" type="hidden" name='<%= "Values[" + i + "].Percentage" %>' value='<%=item.Percentage %>' /> <div class="percentageProvidedSlider"></div> </td> I have the update working just fine (move slider changes hidden input value, submit, values are updated in db), however, I can't get the damn thing to initialize with the value of the hidden input (note the "value: " parameter below). In this case I think $(this) isn't actually $('percentageProvidedSlider') but the page itself. Can someone help me get the slider value to initialize with the hidden input field? I'm using ASP .Net MVC 2 so if there are any methods I should try with that I welcome them as well. $('.percentageProvidedSlider').slider( { min: 0, max: 100, step: 25, value: $(this).parents('tr').find('input.percentageProvidedHidden').val(), slide: function(e, ui) { var mypos = ui.value; $(this).find('.ui-slider-handle').text(ui.value); }, change: function(event, ui) { var myVal = $(this).slider("option", "value"); $(this).parents('tr').find('input.percentageProvidedHidden').val(myVal); var myDropDown = $(this).parents('tr').find('select.verified'); } });

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  • Cannot Resize DIV to anything smaller than maximum width

    - by MxmastaMills
    Quick CSS Question. I cannot seem to figure out a very simple CSS/HTML problem. Here's a JSFiddle. http://jsfiddle.net/BmM6t/ Basically, these two divs are not resizing to anything less than 100% width: <div id="main_pic" class="main_div"> THIS IS WHERE THE MAIN PIC WILL GO. </div> <div id="signin" class="main_div"> SIGN IN TO THE SITE! <form> <label for="name">EMAIL/USERNAME:</label> <input type="text" name="name" id="name"> <label for="email">PASSWORD:</label> <input type="text" name="email" id="email"> <br /> <input type="submit" value="Let's Play!"> </form> </div> You'll see that the two divs with class main_div actually take up the entire width of the screen for some reason (you can see that if you inspect the element) even though their widths are clearly written. When you try to change the width of one of the main_div's it changes the width but if you inspect the element, it just changes the width of the object and adds padding around it to make sure it still takes up the entire width of the screen. I'm sure it's some little error I've made but I can't find it. Thanks for the help!

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  • NHibernate Performance Optimization | Suggestions invited!!!

    - by user336749
    Hi, I’m facing an issue with NHibernate performance and can you please suggest me some optimizations? Below mentioned is a small summary of my application architecture I have a windows service which is listening to a messaging bus. On receiving a message the service creates an object out of which a property is the received xml snippet and saves the message to the DB (uses NH). There is a WPF UI with a readonly connection to the DB, and on refresh of the UI it displays the objects on the screen. While the UI does a refresh, it retrieves the xml and deserializes it , from which the object’s properties are derived and binded to the screen. For example assume an xml XXX is received by the service, it deserializes the xml , creates the book object and save it to the DB and a property/column is SCHEMA which contains the xml snippet. The UI while refreshed searches all book objects by ID and creates the book objects out of the xml which is being saved (yes, the xml is the constructor param). Now my issue is that the refresh takes more than 2 minutes to display say 50 book objects. I analyzed it using the NHibernate profiler, and found that the time spend within the DB is negligible, however time spent to create the entities is proportionally huge(10ms:1990 ms).I guess it’s due to the fairly huge size of xml snippet and it’s deserialization. My question is, how can I improve the performance. I dispose sessions after every refresh and is not lazy loading (please note that the time spend in DB is negligible). On every refresh it’s possible that all objects are updated by some downstream systems or maybe one of them are updated.Can I implement some sort of caching mechanism in this case? Thanks in advance for any suggestions. Regards, -Mike

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  • How to determine which enemy is hit and destroy it alone

    - by Jon Ferriter
    http://jsfiddle.net/5DB6K/ I have this game being made where you shoot enemies from the sides of the screen. I've got the bullets moving and being removed when they reach the end of the screen (if they didn't hit any enemy) and removing the enemy when they collide with it. //------------collision----------------// if(shot === true){ bulletY = $('.bullet').position().top + 2; bulletX = $('.bullet').position().left + 2; $('.enemy').each(function(){ if($('.enemy').hasClass('smallEnemy')){ enemyY = $(this).position().top + 7; enemyX = $(this).position().left + 7; if(Math.abs(bulletY - enemyY) <= 9 && Math.abs(bulletX - enemyX) <=9){ $(this).remove(); score = score + 40; bulletDestroy(); } } }); } However, the bullet destroys every enemy if the collision check is right which isn't what I want. I want to check if the enemy has the class of either smallEnemy, medEnemy, or lrgEnemy and then do the collision check which is what I thought I had but it doesn't seem to work. Also, the game starts to lag the more and more time goes on. Would anyone know the reason for that?

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