Search Results

Search found 12375 results on 495 pages for 'red black tree'.

Page 460/495 | < Previous Page | 456 457 458 459 460 461 462 463 464 465 466 467  | Next Page >

  • writing XML with Xerces 3.0.1 and C++ on windows

    - by Jon
    Hi, i have the following function i wrote to create an XML file using Xerces 3.0.1, if i call this function with a filePath of "foo.xml" or "../foo.xml" it works great, but if i pass in "c:/foo.xml" then i get an exception on this line XMLFormatTarget *formatTarget = new LocalFileFormatTarget(targetPath); can someone explain why my code works for relative paths, but not absolute paths please? many thanks. const int ABSOLUTE_PATH_FILENAME_PREFIX_SIZE = 9; void OutputXML(xercesc::DOMDocument* pmyDOMDocument, std::string filePath) { //Return the first registered implementation that has the desired features. In this case, we are after a DOM implementation that has the LS feature... or Load/Save. DOMImplementation *implementation = DOMImplementationRegistry::getDOMImplementation(L"LS"); // Create a DOMLSSerializer which is used to serialize a DOM tree into an XML document. DOMLSSerializer *serializer = ((DOMImplementationLS*)implementation)->createLSSerializer(); // Make the output more human readable by inserting line feeds. if (serializer->getDomConfig()->canSetParameter(XMLUni::fgDOMWRTFormatPrettyPrint, true)) serializer->getDomConfig()->setParameter(XMLUni::fgDOMWRTFormatPrettyPrint, true); // The end-of-line sequence of characters to be used in the XML being written out. serializer->setNewLine(XMLString::transcode("\r\n")); // Convert the path into Xerces compatible XMLCh*. XMLCh *tempFilePath = XMLString::transcode(filePath.c_str()); // Calculate the length of the string. const int pathLen = XMLString::stringLen(tempFilePath); // Allocate memory for a Xerces string sufficent to hold the path. XMLCh *targetPath = (XMLCh*)XMLPlatformUtils::fgMemoryManager->allocate((pathLen + ABSOLUTE_PATH_FILENAME_PREFIX_SIZE) * sizeof(XMLCh)); // Fixes a platform dependent absolute path filename to standard URI form. XMLString::fixURI(tempFilePath, targetPath); // Specify the target for the XML output. XMLFormatTarget *formatTarget = new LocalFileFormatTarget(targetPath); //XMLFormatTarget *myFormTarget = new StdOutFormatTarget(); // Create a new empty output destination object. DOMLSOutput *output = ((DOMImplementationLS*)implementation)->createLSOutput(); // Set the stream to our target. output->setByteStream(formatTarget); // Write the serialized output to the destination. serializer->write(pmyDOMDocument, output); // Cleanup. serializer->release(); XMLString::release(&tempFilePath); delete formatTarget; output->release(); }

    Read the article

  • Programmatically Setting ControlTemplate Item

    - by Robert
    I'm having trouble figuring out how to programmatically setting the "Stroke" of my arrow. I'm using these buttons in a menu bar and I want the one currently selected to have it's arrow change to green and all the others gray. <Style x:Key="FooterGrayButtonStyle" TargetType="{x:Type Button}"> <Setter Property="HorizontalContentAlignment" Value="Center"/> <Setter Property="VerticalContentAlignment" Value="Center"/> <Setter Property="MinHeight" Value="35" /> <Setter Property="FontSize" Value="16"/> <Setter Property="Margin" Value="0,5,10,5" /> <Setter Property="Foreground" Value="White" /> <Setter Property="Template"> <Setter.Value> <ControlTemplate TargetType="{x:Type Button}"> <Grid> <Border x:Name="Bd" Background="#FF535A65" BorderBrush="Black" BorderThickness="1" CornerRadius="10"> <Path x:Name="arrow" Stretch="Fill" Stroke="#FFB1BB1C" StrokeThickness="5" HorizontalAlignment="Right" Margin="5" StrokeEndLineCap="Round" StrokeStartLineCap="Round" StrokeLineJoin="Miter" Width="13" Height="23" Data="M0,0 L1,1 0,2" /> </Border> <ContentPresenter HorizontalAlignment="Left" Margin="15,-2,30,0" VerticalAlignment="{TemplateBinding VerticalContentAlignment}" SnapsToDevicePixels="{TemplateBinding SnapsToDevicePixels}" RecognizesAccessKey="True"/> </Grid> <ControlTemplate.Triggers> <Trigger Property="IsPressed" Value="True"> <Setter TargetName="Bd" Property="Background" Value="#FFB1BB1C" /> <Setter Property="Stroke" TargetName="arrow" Value="White"/> </Trigger> <Trigger Property="IsEnabled" Value="False"> <Setter Property="Stroke" TargetName="arrow" Value="#FFB7B7B7"/> <Setter Property="Foreground" Value="#FFB7B7B7"/> </Trigger> </ControlTemplate.Triggers> </ControlTemplate> </Setter.Value> </Setter> </Style>

    Read the article

  • RadioButton checkedchanged event firing multiple times

    - by kash3
    Hi, I am trying to add multiple radiobutton columns to my gridview dynamically in the code and i want to implement some logic which involves database fetch in the checkedchanged event of radiobuttons but some how the checked changed event is being fired multiple times for each row. Following is the code: aspx: <asp:GridView ID="GridView1" runat="server" AutoGenerateColumns="False" BackColor="White" BorderColor="#CC9966" BorderStyle="None" EnableViewState="true" BorderWidth="1px" CellPadding="4" Font-Names="Verdana"> <FooterStyle BackColor="#FFFFCC" ForeColor="#330099" /> <Columns> <asp:TemplateField HeaderText="Select One"> <ItemTemplate> </ItemTemplate> </asp:TemplateField> <asp:TemplateField HeaderText="Select Two"> <ItemTemplate> </ItemTemplate> </asp:TemplateField> <asp:TemplateField> <ItemTemplate> <asp:Label ID="lblval" runat="server" Text="!" ForeColor="Red" Visible="false"/> </ItemTemplate> </asp:TemplateField> </Columns> **code behind** void GridView1_RowDataBound(object sender, GridViewRowEventArgs e) { if (e.Row.DataItem != null) { DataRowView dvRowview = (DataRowView)e.Row.DataItem; int currentRow = GridView1.Rows.Count; RadioButton rdoSelect1 = new RadioButton(); rdoSelect1.GroupName = "Select" + currentRow; rdoSelect1.ID = string.Concat("rdoSelect1", currentRow); rdoSelect1.AutoPostBack = true; rdoSelect1.CheckedChanged += new EventHandler(rdoSelect_CheckedChanged); e.Row.Cells[0].Controls.Add(rdoSelect1); RadioButton rdoSelect2 = new RadioButton(); rdoSelect2.GroupName = "Select" + currentRow; rdoSelect2.ID = string.Concat("rdoSelect2", currentRow); rdoSelect2.AutoPostBack = true; rdoSelect2.CheckedChanged += new EventHandler(rdoSelect_CheckedChanged); e.Row.Cells[1].Controls.Add(rdoSelect2); if (!IsPostBack) { e.Row.Cells[e.Row.Cells.Count - 1].Controls[1].Visible = false; if (e.Row.Cells[0] != null && Convert.ToBoolean(dvRowview["Select1"]) == true) rdoSelect1.Checked = true; else rdoSelect1.Checked = false; if (e.Row.Cells[0] != null && Convert.ToBoolean(dvRowview["Select2"]) == true) rdoSelect2.Checked = true; else rdoSelect2.Checked = false; } } } void rdoSelect_CheckedChanged(object sender, EventArgs e) { RadioButton rdoSelectedOption = (RadioButton)sender; GridViewRow selRow = rdoSelectedOption.NamingContainer as GridViewRow; if (rdoSelectedOption.Checked) selRow.Cells[selRow.Cells.Count - 1].Controls[1].Visible = true; else selRow.Cells[selRow.Cells.Count - 1].Controls[1].Visible = false; } i want the checkedchanged event to fire only once for a group name and row.

    Read the article

  • Unable to resize a button using java.awt

    - by asm_debuger
    this is my code: import java.applet.Applet; import java.awt.BorderLayout; import java.awt.Button; import java.awt.Color; import java.awt.Dimension; import java.awt.GridLayout; import java.awt.Panel; import java.awt.TextField; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; public class Maapp extends Applet implements ActionListener { private int flag=0; Panel p1=new Panel(); Panel p2=new Panel(); Button[] arr=new Button[12]; TextField textf=new TextField("",25); public void init() { this.setLayout(new BorderLayout()); this.p2.setBackground(Color.DARK_GRAY); this.p2.setLayout(new GridLayout(2,30)); textf.setBackground(Color.BLACK); textf.setForeground(Color.YELLOW); this.p1.setLayout(new GridLayout(4,10)); p2.add(textf); for(int i=0; i<10 ;i++) { arr[i]=new Button(""+i); arr[i].setForeground(Color.WHITE); arr[i].setBackground(Color.DARK_GRAY); p1.add(arr[i]); this.arr[i].addActionListener(this); } arr[10]=new Button("="); p1.add(arr[10]); arr[10].setPreferredSize(new Dimension(20,40)); this.arr[10].addActionListener(this); this.add(p2,BorderLayout.NORTH); this.add(p1,BorderLayout.CENTER); } public void actionPerformed(ActionEvent arg0) { for(int i=0;i<10;i++) { if(arg0.getSource()==arr[i]) { this.textf.setText(this.textf.getText()+i); } } } } i`m want to resize 1 of the buttons i tried to write: arr[10].setPreferredSize(new Dimension(20,40)); ist do not works i tried to write : arr[10].resize(10,20); ist do not works so how can i resize button arr[10]?

    Read the article

  • c++ i need help with this program. everytime i try to run it, i got a problem

    - by FOXMULDERIZE
    1-the program must read numeric data from a file. 2-only one line per number 3-half way between those numbers is a negative number. 4-the program must sum those who are above the negative number in a acumulator an those below the negative number in another acumulator. 5-the black screen shall print both results and determined who is grater or equal. include include using namespace std; void showvalues(int,int,int[]); void showvalues2(int,int); void sumtotal(int,int); int main() { int total1=0; int total2=0; const int SIZE_A= 9; int arreglo[SIZE_A]; int suma,total,a,b,c,d,e,f; ifstream archivo_de_entrada; archivo_de_entrada.open("numeros.txt"); //lee/// for(int count =0 ;count < SIZE_A;count++) archivo_de_entrada>>arreglo[count] ; archivo_de_entrada.close(); showvalues(0,3,arreglo); showvalues2(5,8); sumtotal(total1,total2); system("pause"); return 0; } void showvalues(int a,int b,int arreglos) { int total1=0; //muestra//////////////////////// cout<< "los num son "; for(int count = a ;count <= b;count++) total1 += arreglos[count]; cout < } void showvalues2(int c,int d) { ////////////////////////////// int total2=0; cout<< "los num 2 son "; for(count =5 ;count <=8;count++) total2 = total2 + arreglo[count]; cout < void sumtotal(int e,int f) { ///////////////////////////////// cout<<"la suma de t1 y t2 es "; total= total1 + total2; cout< }

    Read the article

  • ListBox content does not resize when window is made smaller

    - by DamonGant
    I'm using .NET 4.0 (not .NET 4.0 CP) and have run into this kinda unique issue. I created a ListBox to display bound elements, first off here is (a part) of my XAML. <Grid Grid.Row="2" Background="#EEEEEE"> <Border Margin="6,10,10,10" BorderBrush="#666666" BorderThickness="1"> <ListBox ItemsSource="{Binding}" Name="appList" BorderThickness="0" HorizontalContentAlignment="Stretch" HorizontalAlignment="Stretch"> <ItemsControl.ItemTemplate> <DataTemplate> <Grid> <Grid.ColumnDefinitions> <ColumnDefinition Width="80" /> <ColumnDefinition Width="*" /> </Grid.ColumnDefinitions> <Border Grid.Column="0" Margin="5" BorderThickness="3" CornerRadius="2" BorderBrush="Black" HorizontalAlignment="Left" VerticalAlignment="Top" x:Name="ItemBorder"> <Image Width="64" Height="64" Source="{Binding Path=IconUri}" Stretch="UniformToFill" /> </Border> <StackPanel Margin="0,5,5,5" Grid.Column="1" Orientation="Vertical" HorizontalAlignment="Stretch"> <TextBlock FontSize="18" Text="{Binding Path=DisplayName}" /> <Grid> <Grid.ColumnDefinitions> <ColumnDefinition Width="*" /> <ColumnDefinition Width="60"/> </Grid.ColumnDefinitions> <ProgressBar Grid.Column="0" Height="24" HorizontalAlignment="Stretch" IsIndeterminate="{Binding Path=IsDiscovering}" Value="{Binding Path=PercentageDownloaded}" /> <TextBlock Grid.Column="1" HorizontalAlignment="Center" VerticalAlignment="Center"><TextBlock x:Name="percentageDownloaded" /><TextBlock x:Name="percentageMeter">%</TextBlock></TextBlock> </Grid> </StackPanel> </Grid> <DataTemplate.Triggers> <DataTrigger Binding="{Binding Path=IsDiscovering}"> <DataTrigger.Value>True</DataTrigger.Value> <Setter TargetName="percentageDownloaded" Property="Text" Value="N/A" /> <Setter TargetName="percentageMeter" Property="Visibility" Value="Collapsed" /> </DataTrigger> <DataTrigger Binding="{Binding Path=IsDiscovering}"> <DataTrigger.Value>False</DataTrigger.Value> <Setter TargetName="percentageDownloaded" Property="Text" Value="{Binding Path=PercentageDownloaded}" /> <Setter TargetName="percentageMeter" Property="Visibility" Value="Visible" /> </DataTrigger> </DataTemplate.Triggers> </DataTemplate> </ItemsControl.ItemTemplate> </ListBox> </Border> </Grid> Sizing the window up stretches the ListBox content just fine, but when I size it down, it retains it's width and spawns vertical scrollbars.

    Read the article

  • JFrame does not refresh after deleting an image

    - by dajackal
    Hi! I'm working for the first time with images in a JFrame, and I have some problems. I succeeded in putting an image on my JFrame, and now i want after 2 seconds to remove my image from the JFrame. But after 2 seconds, the image does not disappear, unless I resize the frame or i minimize and after that maximize the frame. Help me if you can. Thanks. Here is the code: File f = new File("2.jpg"); System.out.println("Picture " + f.getAbsolutePath()); BufferedImage image = ImageIO.read(f); MyBufferedImage img = new MyBufferedImage(image); img.resize(400, 300); img.setSize(400, 300); img.setLocation(50, 50); getContentPane().add(img); this.setSize(600, 400); this.setLocationRelativeTo(null); this.setVisible(true); Thread.sleep(2000); System.out.println("2 seconds over"); getContentPane().remove(img); Here is the MyBufferedImage class: public class MyBufferedImage extends JComponent{ private BufferedImage image; private int nPaint; private int avgTime; private long previousSecondsTime; public MyBufferedImage(BufferedImage b) { super(); this.image = b; this.nPaint = 0; this.avgTime = 0; this.previousSecondsTime = System.currentTimeMillis(); } @Override public void paintComponent(Graphics g) { Graphics2D g2D = (Graphics2D) g; g2D.setColor(Color.BLACK); g2D.fillRect(0, 0, this.getWidth(), this.getHeight()); long currentTimeA = System.currentTimeMillis(); //g2D.drawImage(this.image, 320, 0, 0, 240, 0, 0, 640, 480, null); g2D.drawImage(image, 0,0, null); long currentTimeB = System.currentTimeMillis(); this.avgTime += currentTimeB - currentTimeA; this.nPaint++; if (currentTimeB - this.previousSecondsTime > 1000) { System.out.format("Drawn FPS: %d\n", nPaint++); System.out.format("Average time of drawings in the last sec.: %.1f ms\n", (double) this.avgTime / this.nPaint++); this.previousSecondsTime = currentTimeB; this.avgTime = 0; this.nPaint = 0; } } }

    Read the article

  • Generating Unordered List with PHP + CodeIgniter from a MySQL Database

    - by Tim
    Hello Everyone, I am trying to build a dynamically generated unordered list in the following format using PHP. I am using CodeIgniter but it can just be normal php. This is the end output I need to achieve. <ul id="categories" class="menu"> <li rel="1"> Arts &amp; Humanities <ul> <li rel="2"> Photography <ul> <li rel="3"> 3D </li> <li rel="4"> Digital </li> </ul> </li> <li rel="5"> History </li> <li rel="6"> Literature </li> </ul> </li> <li rel="7"> Business &amp; Economy </li> <li rel="8"> Computers &amp; Internet </li> <li rel="9"> Education </li> <li rel="11"> Entertainment <ul> <li rel="12"> Movies </li> <li rel="13"> TV Shows </li> <li rel="14"> Music </li> <li rel="15"> Humor </li> </ul> </li> <li rel="10"> Health </li> And here is my SQL that I have to work with. -- -- Table structure for table `categories` -- CREATE TABLE IF NOT EXISTS `categories` ( `id` mediumint(8) NOT NULL auto_increment, `dd_id` mediumint(8) NOT NULL, `parent_id` mediumint(8) NOT NULL, `cat_name` varchar(256) NOT NULL, `cat_order` smallint(4) NOT NULL, PRIMARY KEY (`id`) ) ENGINE=MyISAM DEFAULT CHARSET=latin1 AUTO_INCREMENT=1 ; So I know that I am going to need at least 1 foreach loop to generate the first level of categories. What I don't know is how to iterate inside each loop and check for parents and do that in a dynamic way so that there could be an endless tree of children. Thanks for any help you can offer. Tim

    Read the article

  • Define Javascript slider hit/rollover area

    - by Rob
    Hey, Im having an issue defining the hit area for a javascript sliding element. See example: http://www.warface.co.uk/clients/warface.co.uk/ Please slide over the grey box on the right side to reveal the button, although this works I would only like for the slider to only be triggered by rolling over the red block. CSS .slidingtwitter { /* -- This is the hit area -- */ background: #ccc; width:255px; height:55px; overflow: hidden; top:50%; right: 0px; /* -- This is the sliding start point -- */ position: fixed; font-family: Gotham, Sans-Serif; z-index: 50; } .slidingtwitter.right { right:0px; } .slidingtwitter .caption { /* -- This is the sliding area -- */ background: #fff; position: absolute; width:260px; height:55px; right: -205px; /* -- This is the sliding start point -- */ } .slidingtwitter a { color: #484848; font-size: 20px; text-transform: uppercase; } .slidingtwitter a:hover { color: black; } .slidingtwitter .smaller { font-size: 12px; font-family: Gotham Medium; } .twitterblock { background: #f35555 url("styles/images/button_twitter.png") no-repeat 14px 15px ; width:35px; height:35px; padding:10px; float:left; display:block; } .slidingtwitter .followme { background: url("styles/images/button_arrowheadthin.jpg")no-repeat right 0; height:35px; display:block; float:left; line-height:14px; width:140px; margin:10px 0px 0px 14px; padding-top:6px; padding-right: 40px; } JS $('.slidingtwitter').hover(function(){ $(".slide", this).stop().animate({right:'0px'},{queue:false,duration:400}); //Position on rollover },function() { $(".slide", this).stop().animate({right:'-205px'},{queue:false,duration:400}); //Position on rollout }); Any suggestions would be much appreciated.

    Read the article

  • Php plugin to replace '->' with '.' as the member access operator ? Or even better: alternative synt

    - by Gigi
    Present day usable solution: Note that if you use an ide or an advanced editor, you could make a code template, or record a macro that inserts '->' when you press Ctrl and '.' or something. Netbeans has macros, and I have recorded a macro for this, and I like it a lot :) (just click the red circle toolbar button (start record macro),then type -> into the editor (thats all the macro will do, insert the arrow into the editor), then click the gray square (stop record macro) and assign the 'Ctrl dot' shortcut to it, or whatever shortcut you like) The php plugin: The php plugin, would also have to have a different string concatenation operator than the dot. Maybe a double dot ? Yea... why not. All it has to do is set an activation tag so that it doesnt replace / interpreter '.' as '->' for old scripts and scripts that dont intent do use this. Something like this: <php+ $obj.i = 5 ?> (notice the modified '<?php' tag to '<?php+' ) This way it wouldnt break old code. (and you can just add the '<?php+' code template to your editor and then type 'php tab' (for netbeans) and it would insert '<?php+' ) With the alternative syntax method you could even have old and new syntax cohabitating on the same page like this (I am illustrating this to show the great compatibility of this method, not because you would want to do this): <?php+ $obj.i = 5; ?> <?php $obj->str = 'a' . 'b'; ?> You could change the tag to something more explanatory, in case somebody who doesnt know about the plugin reads the script and thinks its a syntax error <?php-dot.com $obj.i = 5; ?> This is easy because most editors have code templates, so its easy to assign a shortcut to it. And whoever doesnt want the dot replacement, doesnt have to use it. These are NOT ultimate solutions, they are ONLY examples to show that solutions exist, and that arguments against replacing '->' with '.' are only excuses. (Just admit you like the arrow, its ok : ) With this potential method, nobody who doesnt want to use it would have to use it, and it wouldnt break old code. And if other problems (ahem... excuses) arise, they could be fixed too. So who can, and who will do such a thing ?

    Read the article

  • C# Serialization Surrogate - Cannot access a disposed object

    - by crushhawk
    I have an image class (VisionImage) that is a black box to me. I'm attempting to serialize the image object to file using Serialization Surrogates as explained on this page. Below is my surrogate code. sealed class VisionImageSerializationSurrogate : ISerializationSurrogate { public void GetObjectData(Object obj, SerializationInfo info, StreamingContext context) { VisionImage image = (VisionImage)obj; byte[,] temp = image.ImageToArray().U8; info.AddValue("width", image.Width); info.AddValue("height", image.Height); info.AddValue("pixelvalues", temp, temp.GetType()); } public Object SetObjectData(Object obj, SerializationInfo info, StreamingContext context, ISurrogateSelector selector) { VisionImage image = (VisionImage)obj; Int32 width = info.GetInt32("width"); Int32 height = info.GetInt32("height"); byte[,] temp = new byte[height, width]; temp = (byte[,])info.GetValue("pixelvalues", temp.GetType()); PixelValue2D tempPixels = new PixelValue2D(temp); image.ArrayToImage(tempPixels); return image; } } I've stepped through it to write to binary. It seems to be working fine (file is getting bigger as the images are captured). I tried to test it read the file back in. The values read back in are correct as far as the "info" object is concerned. When I get to the line image.ArrayToImage(tempPixels); It throws the "Cannot access a disposed object" exception. Upon further inspection, the object and the resulting image are both marked as disposed. My code behind the form spawns an "acquisitionWorker" and runs the following code. void acquisitionWorker_LoadImages(object sender, DoWorkEventArgs e) { // This is the main function of the acquisition background worker thread. // Perform image processing here instead of the UI thread to avoid a // sluggish or unresponsive UI. BackgroundWorker worker = (BackgroundWorker)sender; try { uint bufferNumber = 0; // Loop until we tell the thread to cancel or we get an error. When this // function completes the acquisitionWorker_RunWorkerCompleted method will // be called. while (!worker.CancellationPending) { VisionImage savedImage = (VisionImage) formatter.Deserialize(fs); CommonAlgorithms.Copy(savedImage, imageViewer.Image); // Update the UI by calling ReportProgress on the background worker. // This will call the acquisition_ProgressChanged method in the UI // thread, where it is safe to update UI elements. Do not update UI // elements directly in this thread as doing so could result in a // deadlock. worker.ReportProgress(0, bufferNumber); bufferNumber++; } } catch (ImaqException ex) { // If an error occurs and the background worker thread is not being // cancelled, then pass the exception along in the result so that // it can be handled in the acquisition_RunWorkerCompleted method. if (!worker.CancellationPending) e.Result = ex; } } What am I missing here? Why would the object be immediately disposed?

    Read the article

  • Why oh why doesn't my asp.net treeview update?

    - by Brendan
    I'm using an ASP.net treeview on a page with a custom XmlDataSource. When the user clicks on a node of the tree, a detailsview pops up and edits a bunch of things about the underlying object. All this works properly, and the underlying object gets updated in my background object-management classes. Yay! However, my treeview just isn't updating the display. Either immediately (which i would like it to), or on full page re-load (which is the minimal useful level i need it to be at). Am i subclassing XmlDataSource poorly? I really don't know. Can anyone point me in a good direction? Thanks! The markup looks about like this (chaff removed): <data:DefinitionDataSource runat="server" ID="DefinitionTreeSource" RootDefinitionID="uri:1"></data:DefinitionDataSource> <asp:TreeView ID="TreeView" runat="server" DataSourceID="DefinitionTreeSource"> <DataBindings> <asp:TreeNodeBinding DataMember="definition" TextField="name" ValueField="id" /> </DataBindings> </asp:TreeView> <asp:DetailsView ID="DetailsView1" runat="server" AutoGenerateRows="False" DataKeyNames="Id" DataSourceID="DefinitionSource" DefaultMode="Edit"> <Fields> <asp:BoundField DataField="Name" HeaderText="Name" HeaderStyle-Wrap="false" SortExpression="Name" /> <asp:CommandField ShowCancelButton="False" ShowInsertButton="True" ShowEditButton="True" ButtonType="Button" /> </Fields> </asp:DetailsView> And the DefinitionTreeSource code looks like this: public class DefinitionDataSource : XmlDataSource { public string RootDefinitionID { get { if (ViewState["RootDefinitionID"] != null) return ViewState["RootDefinitionID"] as String; return null; } set { if (!Object.Equals(ViewState["RootDefinitionID"], value)) { ViewState["RootDefinitionID"] = value; DataBind(); } } } public DefinitionDataSource() { } public override void DataBind() { base.DataBind(); setData(); } private void setData() { String defXML = "<?xml version=\"1.0\" ?>"; Test.Management.TestManager.Definition root = Test.Management.TestManager.Definition.GetDefinitionById(RootDefinitionID); if (root != null) this.Data = defXML + root.ToXMLString(); else this.Data = defXML + "<definition id=\"null\" name=\"Set Root Node\" />"; } } }

    Read the article

  • Header Guard Issues - Getting Swallowed Alive

    - by gjnave
    I'm totally at wit's end: I can't figure out how my dependency issues. I've read countless posts and blogs and reworked my code so many times that I can't even remember what almost worked and what didnt. I continually get not only redefinition errors, but class not defined errors. I rework the header guards and remove some errors simply to find others. I somehow got everything down to one error but then even that got broke while trying to fix it. Would you please help me figure out the problem? card.cpp #include <iostream> #include <cctype> #include "card.h" using namespace std; // ====DECL====== Card::Card() { abilities = 0; flavorText = 0; keywords = 0; artifact = 0; classType = new char[strlen("Card") + 1]; classType = "Card"; } Card::~Card (){ delete name; delete abilities; delete flavorText; artifact = NULL; } // ------------ Card::Card(const Card & to_copy) { name = new char[strlen(to_copy.name) +1]; // creating dynamic array strcpy(to_copy.name, name); type = to_copy.type; color = to_copy.color; manaCost = to_copy.manaCost; abilities = new char[strlen(to_copy.abilities) +1]; strcpy(abilities, to_copy.abilities); flavorText = new char[strlen(to_copy.flavorText) +1]; strcpy(flavorText, to_copy.flavorText); keywords = new char[strlen(to_copy.keywords) +1]; strcpy(keywords, to_copy.keywords); inPlay = to_copy.inPlay; tapped = to_copy.tapped; enchanted = to_copy.enchanted; cursed = to_copy.cursed; if (to_copy.type != ARTIFACT) artifact = to_copy.artifact; } // ====DECL===== int Card::equipArtifact(Artifact* to_equip){ artifact = to_equip; } Artifact * Card::unequipArtifact(Card * unequip_from){ Artifact * to_remove = artifact; artifact = NULL; return to_remove; // put card in hand or in graveyard } int Card::enchant( Card * to_enchant){ to_enchant->enchanted = true; cout << "enchanted" << endl; } int Card::disenchant( Card * to_disenchant){ to_disenchant->enchanted = false; cout << "Enchantment Removed" << endl; } // ========DECL===== Spell::Spell() { currPower = basePower; currToughness = baseToughness; classType = new char[strlen("Spell") + 1]; classType = "Spell"; } Spell::~Spell(){} // --------------- Spell::Spell(const Spell & to_copy){ currPower = to_copy.currPower; basePower = to_copy.basePower; currToughness = to_copy.currToughness; baseToughness = to_copy.baseToughness; } // ========= int Spell::attack( Spell *& blocker ){ blocker->currToughness -= currPower; currToughness -= blocker->currToughness; } //========== int Spell::counter (Spell *& to_counter){ cout << to_counter->name << " was countered by " << name << endl; } // ============ int Spell::heal (Spell *& to_heal, int amountOfHealth){ to_heal->currToughness += amountOfHealth; } // ------- Creature::Creature(){ summoningSick = true; } // =====DECL====== Land::Land(){ color = NON; classType = new char[strlen("Land") + 1]; classType = "Land"; } // ------ int Land::generateMana(int mana){ // ... // } card.h #ifndef CARD_H #define CARD_H #include <cctype> #include <iostream> #include "conception.h" class Artifact; class Spell; class Card : public Conception { public: Card(); Card(const Card &); ~Card(); protected: char* name; enum CardType { INSTANT, CREATURE, LAND, ENCHANTMENT, ARTIFACT, PLANESWALKER}; enum CardColor { WHITE, BLUE, BLACK, RED, GREEN, NON }; CardType type; CardColor color; int manaCost; char* abilities; char* flavorText; char* keywords; bool inPlay; bool tapped; bool cursed; bool enchanted; Artifact* artifact; virtual int enchant( Card * ); virtual int disenchant (Card * ); virtual int equipArtifact( Artifact* ); virtual Artifact* unequipArtifact(Card * ); }; // ------------ class Spell: public Card { public: Spell(); ~Spell(); Spell(const Spell &); protected: virtual int heal( Spell *&, int ); virtual int attack( Spell *& ); virtual int counter( Spell*& ); int currToughness; int baseToughness; int currPower; int basePower; }; class Land: public Card { public: Land(); ~Land(); protected: virtual int generateMana(int); }; class Forest: public Land { public: Forest(); ~Forest(); protected: int generateMana(); }; class Creature: public Spell { public: Creature(); ~Creature(); protected: bool summoningSick; }; class Sorcery: public Spell { public: Sorcery(); ~Sorcery(); protected: }; #endif conception.h -- this is an "uber class" from which everything derives class Conception{ public: Conception(); ~Conception(); protected: char* classType; }; conception.cpp Conception::Conception{ Conception(){ classType = new char[11]; char = "Conception"; } game.cpp -- this is an incomplete class as of this code #include <iostream> #include <cctype> #include "game.h" #include "player.h" Battlefield::Battlefield(){ card = 0; } Battlefield::~Battlefield(){ delete card; } Battlefield::Battlefield(const Battlefield & to_copy){ } // =========== /* class Game(){ public: Game(); ~Game(); protected: Player** player; // for multiple players Battlefield* root; // for battlefield getPlayerMove(); // ask player what to do addToBattlefield(); removeFromBattlefield(); sendAttack(); } */ #endif game.h #ifndef GAME_H #define GAME_H #include "list.h" class CardList(); class Battlefield : CardList{ public: Battlefield(); ~Battlefield(); protected: Card* card; // make an array }; class Game : Conception{ public: Game(); ~Game(); protected: Player** player; // for multiple players Battlefield* root; // for battlefield getPlayerMove(); // ask player what to do addToBattlefield(); removeFromBattlefield(); sendAttack(); Battlefield* field; }; list.cpp #include <iostream> #include <cctype> #include "list.h" // ========== LinkedList::LinkedList(){ root = new Node; classType = new char[strlen("LinkedList") + 1]; classType = "LinkedList"; }; LinkedList::~LinkedList(){ delete root; } LinkedList::LinkedList(const LinkedList & obj) { // code to copy } // --------- // ========= int LinkedList::delete_all(Node* root){ if (root = 0) return 0; delete_all(root->next); root = 0; } int LinkedList::add( Conception*& is){ if (root == 0){ root = new Node; root->next = 0; } else { Node * curr = root; root = new Node; root->next=curr; root->it = is; } } int LinkedList::remove(Node * root, Node * prev, Conception* is){ if (root = 0) return -1; if (root->it == is){ root->next = root->next; return 0; } remove(root->next, root, is); return 0; } Conception* LinkedList::find(Node*& root, const Conception* is, Conception* holder = NULL) { if (root==0) return NULL; if (root->it == is){ return root-> it; } holder = find(root->next, is); return holder; } Node* LinkedList::goForward(Node * root){ if (root==0) return root; if (root->next == 0) return root; else return root->next; } // ============ Node* LinkedList::goBackward(Node * root){ root = root->prev; } list.h #ifndef LIST_H #define LIST_H #include <iostream> #include "conception.h" class Node : public Conception { public: Node() : next(0), prev(0), it(0) { it = 0; classType = new char[strlen("Node") + 1]; classType = "Node"; }; ~Node(){ delete it; delete next; delete prev; } Node* next; Node* prev; Conception* it; // generic object }; // ---------------------- class LinkedList : public Conception { public: LinkedList(); ~LinkedList(); LinkedList(const LinkedList&); friend bool operator== (Conception& thing_1, Conception& thing_2 ); protected: virtual int delete_all(Node*); virtual int add( Conception*& ); // virtual Conception* find(Node *&, const Conception*, Conception* ); // virtual int remove( Node *, Node *, Conception* ); // removes question with keyword int display_all(node*& ); virtual Node* goForward(Node *); virtual Node* goBackward(Node *); Node* root; // write copy constrcutor }; // ============= class CircularLinkedList : public LinkedList { public: // CircularLinkedList(); // ~CircularLinkedList(); // CircularLinkedList(const CircularLinkedList &); }; class DoubleLinkedList : public LinkedList { public: // DoubleLinkedList(); // ~DoubleLinkedList(); // DoubleLinkedList(const DoubleLinkedList &); protected: }; // END OF LIST Hierarchy #endif player.cpp #include <iostream> #include "player.h" #include "list.h" using namespace std; Library::Library(){ root = 0; } Library::~Library(){ delete card; } // ====DECL========= Player::~Player(){ delete fname; delete lname; delete deck; } Wizard::~Wizard(){ delete mana; delete rootL; delete rootH; } // =====Player====== void Player::changeName(const char[] first, const char[] last){ char* backup1 = new char[strlen(fname) + 1]; strcpy(backup1, fname); char* backup2 = new char[strlen(lname) + 1]; strcpy(backup1, lname); if (first != NULL){ fname = new char[strlen(first) +1]; strcpy(fname, first); } if (last != NULL){ lname = new char[strlen(last) +1]; strcpy(lname, last); } return 0; } // ========== void Player::seeStats(Stats*& to_put){ to_put->wins = stats->wins; to_put->losses = stats->losses; to_put->winRatio = stats->winRatio; } // ---------- void Player::displayDeck(const LinkedList* deck){ } // ================ void CardList::findCard(Node* root, int id, NodeCard*& is){ if (root == NULL) return; if (root->it.id == id){ copyCard(root->it, is); return; } else findCard(root->next, id, is); } // -------- void CardList::deleteAll(Node* root){ if (root == NULL) return; deleteAll(root->next); root->next = NULL; } // --------- void CardList::removeCard(Node* root, int id){ if (root == NULL) return; if (root->id = id){ root->prev->next = root->next; // the prev link of root, looks back to next of prev node, and sets to where root next is pointing } return; } // --------- void CardList::addCard(Card* to_add){ if (!root){ root = new Node; root->next = NULL; root->prev = NULL; root->it = &to_add; return; } else { Node* original = root; root = new Node; root->next = original; root->prev = NULL; original->prev = root; } } // ----------- void CardList::displayAll(Node*& root){ if (root == NULL) return; cout << "Card Name: " << root->it.cardName; cout << " || Type: " << root->it.type << endl; cout << " --------------- " << endl; if (root->classType == "Spell"){ cout << "Base Power: " << root->it.basePower; cout << " || Current Power: " << root->it.currPower << endl; cout << "Base Toughness: " << root->it.baseToughness; cout << " || Current Toughness: " << root->it.currToughness << endl; } cout << "Card Type: " << root->it.currPower; cout << " || Card Color: " << root->it.color << endl; cout << "Mana Cost" << root->it.manaCost << endl; cout << "Keywords: " << root->it.keywords << endl; cout << "Flavor Text: " << root->it.flavorText << endl; cout << " ----- Class Type: " << root->it.classType << " || ID: " << root->it.id << " ----- " << endl; cout << " ******************************************" << endl; cout << endl; // ------- void CardList::copyCard(const Card& to_get, Card& put_to){ put_to.type = to_get.type; put_to.color = to_get.color; put_to.manaCost = to_get.manaCost; put_to.inPlay = to_get.inPlay; put_to.tapped = to_get.tapped; put_to.class = to_get.class; put_to.id = to_get.id; put_to.enchanted = to_get.enchanted; put_to.artifact = to_get.artifact; put_to.class = to_get.class; put.to.abilities = new char[strlen(to_get.abilities) +1]; strcpy(put_to.abilities, to_get.abilities); put.to.keywords = new char[strlen(to_get.keywords) +1]; strcpy(put_to.keywords, to_get.keywords); put.to.flavorText = new char[strlen(to_get.flavorText) +1]; strcpy(put_to.flavorText, to_get.flavorText); if (to_get.class = "Spell"){ put_to.baseToughness = to_get.baseToughness; put_to.basePower = to_get.basePower; put_to.currToughness = to_get.currToughness; put_to.currPower = to_get.currPower; } } // ---------- player.h #ifndef player.h #define player.h #include "list.h" // ============ class CardList() : public LinkedList(){ public: CardList(); ~CardList(); protected: virtual void findCard(Card&); virtual void addCard(Card* ); virtual void removeCard(Node* root, int id); virtual void deleteAll(); virtual void displayAll(); virtual void copyCard(const Conception*, Node*&); Node* root; } // --------- class Library() : public CardList(){ public: Library(); ~Library(); protected: Card* card; int numCards; findCard(Card&); // get Card and fill empty template } // ----------- class Deck() : public CardList(){ public: Deck(); ~Deck(); protected: enum deckColor { WHITE, BLUE, BLACK, RED, GREEN, MIXED }; char* deckName; } // =============== class Mana(int amount) : public Conception { public: Mana() : displayTotal(0), classType(0) { displayTotal = 0; classType = new char[strlen("Mana") + 1]; classType = "Mana"; }; protected: int accrued; void add(); void remove(); int displayTotal(); } inline Mana::add(){ accrued += 1; } inline Mana::remove(){ accrued -= 1; } inline Mana::displayTotal(){ return accrued; } // ================ class Stats() : public Conception { public: friend class Player; friend class Game; Stats() : wins(0), losses(0), winRatio(0) { wins = 0; losses = 0; if ( (wins + losses != 0) winRatio = wins / (wins + losses); else winRatio = 0; classType = new char[strlen("Stats") + 1]; classType = "Stats"; } protected: int wins; int losses; float winRatio; void int getStats(Stats*& ); } // ================== class Player() : public Conception{ public: Player() : wins(0), losses(0), winRatio(0) { fname = NULL; lname = NULL; stats = NULL; CardList = NULL; classType = new char[strlen("Player") + 1]; classType = "Player"; }; ~Player(); Player(const Player & obj); protected: // member variables char* fname; char* lname; Stats stats; // holds previous game statistics CardList* deck[]; // hold multiple decks that player might use - put ll in this private: // member functions void changeName(const char[], const char[]); void shuffleDeck(int); void seeStats(Stats*& ); void displayDeck(int); chooseDeck(); } // -------------------- class Wizard(Card) : public Player(){ public: Wizard() : { mana = NULL; rootL = NULL; rootH = NULL}; ~Wizard(); protected: playCard(const Card &); removeCard(Card &); attackWithCard(Card &); enchantWithCard(Card &); disenchantWithCard(Card &); healWithCard(Card &); equipWithCard(Card &); Mana* mana[]; Library* rootL; // Library Library* rootH; // Hand } #endif

    Read the article

  • 2 Shaders using the same vertex data

    - by Fonix
    So im having problems rendering using 2 different shaders. Im currently rendering shapes that represent dice, what i want is if the dice is selected by the user, it draws an outline by drawing the dice completely red and slightly scaled up, then render the proper dice over it. At the moment some of the dice, for some reason, render the wrong dice for the outline, but the right one for the proper foreground dice. Im wondering if they aren't getting their vertex data mixed up somehow. Im not sure if doing something like this is even allowed in openGL: glGenBuffers(1, &_vertexBuffer); glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer); glBufferData(GL_ARRAY_BUFFER, numVertices*sizeof(GLfloat), vertices, GL_STATIC_DRAW); glEnableVertexAttribArray(effect->vertCoord); glVertexAttribPointer(effect->vertCoord, 3, GL_FLOAT, GL_FALSE, 0, 0); glEnableVertexAttribArray(effect->toon_vertCoord); glVertexAttribPointer(effect->toon_vertCoord, 3, GL_FLOAT, GL_FALSE, 0, 0); im trying to bind the vertex data to 2 different shaders here when i load my first shader i have: vertCoord = glGetAttribLocation(TexAndLighting, "position"); and the other shader has: toon_vertCoord = glGetAttribLocation(Toon, "position"); if I use the shaders independently of each other they work fine, but when i try to render both one on top of the other they get the model mixed up some times. here is how my draw function looks: - (void) draw { [EAGLContext setCurrentContext:context]; glBindVertexArrayOES(_vertexArray); effect->modelViewMatrix = mvm; effect->numberColour = GLKVector4Make(numbers[colorSelected].r, numbers[colorSelected].g, numbers[colorSelected].b, 1); effect->faceColour = GLKVector4Make(faceColors[colorSelected].r, faceColors[colorSelected].g, faceColors[colorSelected].b, 1); if(selected){ [effect drawOutline]; //this function prepares the shader glDrawElements(GL_TRIANGLES, numIndices, GL_UNSIGNED_SHORT, 0); } [effect prepareToDraw]; //same with this one glDrawElements(GL_TRIANGLES, numIndices, GL_UNSIGNED_SHORT, 0); } this is what it looks like, as you can see most of the outlines are using the wrong dice, or none at all: links to full code: http://pastebin.com/yDKb3wrD Dice.mm //rendering stuff http://pastebin.com/eBK0pzrK Effects.mm //shader stuff http://pastebin.com/5LtDAk8J //my shaders, shouldn't be anything to do with them though TL;DR: trying to use 2 different shaders that use the same vertex data, but its getting the models mixed up when rendering using both at the same time, well thats what i think is going wrong, quite stumped actually.

    Read the article

  • How do I Print a dynamically created Flex component/chart that is not being displayed on the screen?

    - by Adam Jones
    I have a several chart components that I have created in Flex. Basically I have set up a special UI that allows the user to select which of these charts they want to print. When they press the print button each of the selected charts is created dynamically then added to a container. Then I send this container off to FlexPrintJob. i.e. private function prePrint():void { var printSelection:Box = new Box(); printSelection.percentHeight = 100; printSelection.percentWidth = 100; printSelection.visible = true; if (this.chkMyChart1.selected) { var rptMyChart1:Chart1Panel = new Chart1Panel(); rptMyChart1.percentHeight = 100; rptMyChart1.percentWidth = 100; rptMyChart1.visible = true; printSelection.addChild(rptMyChart1); } print(printSelection); } private function print(container:Box):void { var job:FlexPrintJob; job = new FlexPrintJob(); if (job.start()) { job.addObject(container, FlexPrintJobScaleType.MATCH_WIDTH); job.send(); } } This code works fine if the chart is actually displayed somewhere on the page but adding it dynamically as shown above does not. The print dialog will appear but nothing happens when I press OK. So I really have two questions: Is it possible to print flex components/charts when they are not visible on the screen? If so, how do I do it / what am I doing wrong? UPDATE: Well, at least one thing wrong is my use of the percentages in the width and height. Using percentages doesn't really make sense when the Box is not contained in another object. Changing the height and width to fixed values actually allows the printing to progress and solves my initial problem. printSelection.height = 100; printSelection.width = 100; But a new problem arises in that instead of seeing my chart, I see a black box instead. I have previously resolved this issue by setting the background colour of the chart to #FFFFFF but this doesn't seem to be working this time. UPDATE 2: I have seen some examples on the adobe site that add the container to the application but don't include it in the layout. This looks like the way to go. i.e. printSelection.includeInLayout = false; addChild(printSelection);

    Read the article

  • Calling back a functions value

    - by Jason Kelly
    I need your help, I cannot, for the life of me, figure this out. I've had my head wrapped around it only to no avail. Ideally, i'd like to setup two functions. 1 function: select_date() to interact with the user to select a date from the jQuery Date picker. If the dialog is closed then return as null. Then a second function: test() to check wether or not a date was picked/selected.' Here's my delema, when the function test() is executed, an alert box pops up and says "undefined" which means, I never get to select a date and it always being "undefined" I dont see what I am doing wrong here and everything seems logical to me. <!DOCTYPE html> <html> <head> <link href="http://ajax.googleapis.com/ajax/libs/jqueryui/1.8.21/themes/base/jquery-ui.css" rel="stylesheet" type="text/css"/> <script src="http://ajax.googleapis.com/ajax/libs/jquery/1.7.2/jquery.js"></script> <script src="http://ajax.googleapis.com/ajax/libs/jqueryui/1.8.21/jquery-ui.js"></script> <script type="text/javascript"> function select_date() { var sdate $('#dd').dialog({ autoOpen: true, modal: true, overlay: { opacity: 0.5, background: 'black' }, title: "title", height: 265, width: 235, draggable: false, resizable: false }); $('#d1').datepicker({ onSelect: function () { $("#dd").dialog("close"); } }); return sdate } function test() { var x = select_date() alert(x) } </script> <style type="text/css"> #d1 {font-size:64%;} </style> </head> <body> <div id="dd"> <div id="d1"> </div> </div> <a href="javascript:test()">test</a> </body> </html>

    Read the article

  • General workflow to allow multiple OpenIDs to be associated with one app account

    - by BobTodd
    I have a (typical?) scenario: that my app's users can use multiple openids mapped to one app account (like stackoverflow). For me the unique thing on the account is the email address, so this binds openids to the profile. Question is, how to allow a user to start using a second openid once one is setup. I am asking as I have read that it is a security hole to allow automatic account openid syncing simply based on the provider-supplied email address as someone could easily spoof someone's email address to create a spoof openid and falsely access the account (how I am not sure) - although this seems to be exactly how stack operates. See options a. and b. below. Problem for me with a. is what happens if the original openid no longer works for whatever reason - how would you set-up a new openid? Would b. be more acceptable if we used email verification? Does anyone have an article detailing a "standard" way (set of user stories) for this - it seems to be an increasingly popular way to authenticate. I have tried to detail this in a rough decision tree... 1. My Site > authentication landing page - user chooses an openid (facebook, google, myopenid etc), redirection > 2. Provider site returns with token (includes user registering a new openid, logging in or is already logged in to Provider site) 3. My Site > use token id to lookup user 3.1 Profile exists? Yes > authenticate. ends. No > 3.1.1 was email address supplied by provider? Yes > lookup user by email address 3.1.1.1 Profile exists? Yes > a. error message - please login with existing openid and associate this openid (from special page) Yes > b. or associate this openid with existing profile automatically. authenticate. ends. No > Register profile. With registration email address follow 3.1.1, except this time where email is unique, we will associate openid. ends

    Read the article

  • What makes a Winform position initially stale?

    - by msorens
    The code below demonstrates a very simple problem; I am hoping that I am just missing a setting that someone might be able to reveal. Goal (1) Launch main winform (MainForm). (2) Press button to display secondary winform (ShadowForm) that is semi-transparent and should exactly overlay MainForm. What Actually Happens Scenario 1: Launch main winform then press button: ShadowForm displays with correct size but incorrect location, lower and to the right (as if it was cascaded). Press button to close ShadowForm again. Press button once more to reopen ShadowForm and now it is in the correct position, covering MainForm. Scenario 2: Launch main winform, move it around, then press button: ShadowForm displays with correct size but incorrect location (where the MainForm was before moving it). Press button to close; press again to reopen and now ShadowForm is in the correct position. using System; using System.Windows.Forms; namespace LocationTest { static class Program { static void Main() { Application.EnableVisualStyles(); Application.SetCompatibleTextRenderingDefault(false); Application.Run(new MainForm()); } } public class MainForm : Form { ShadowForm shadowForm = new ShadowForm(); Button button1 = new Button(); System.ComponentModel.IContainer components = null; public MainForm() { this.SuspendLayout(); this.button1.Location = new System.Drawing.Point(102, 44); this.button1.Size = new System.Drawing.Size(75, 23); this.button1.Text = "button1"; this.button1.Click += new System.EventHandler(this.button1_Click); this.ClientSize = new System.Drawing.Size(292, 266); this.Controls.Add(this.button1); this.ResumeLayout(false); } private void button1_Click(object sender, EventArgs e) { if (shadowForm.Visible) { shadowForm.Hide(); } else { shadowForm.Size = Size; // this always works shadowForm.Location = Location; // this fails first time, but works second time! shadowForm.Show(); } } protected override void Dispose(bool disposing) { if (disposing && (components != null)) { components.Dispose(); } base.Dispose(disposing); } } public class ShadowForm : Form { private System.ComponentModel.IContainer components = null; public ShadowForm() { this.SuspendLayout(); this.BackColor = System.Drawing.Color.Black; this.FormBorderStyle = System.Windows.Forms.FormBorderStyle.None; this.Opacity = 0.5; this.Click += new System.EventHandler(this.ShadowForm_Click); this.ResumeLayout(false); } private void ShadowForm_Click(object sender, EventArgs e) { Hide(); } protected override void Dispose(bool disposing) { if (disposing && (components != null)) { components.Dispose(); } base.Dispose(disposing); } } }

    Read the article

  • Dragging Custom Node in JavaFX

    - by Karussell
    I cannot get it working although I am very close to an acceptable solution. I can drag the Dock if it is only a rectangle. But if I add a node (e.g. an image) to this dock I am not able to get a working solution. Do you have a code snippet, link or other advices for me? Here is my code: public class Dock extends CustomNode { // initialize this with an 64x64 image of your choice // via ImageView { image: Image {..}} public var content: Node[]; public var width = 64; public var height = 64; public var xOffset: Number = 0; public var yOffset: Number = 0; var imgX: Number = 0; var imgY: Number = 0; var distX: Number; var distY: Number; public var rasterX = function (n: Number): Number { var MAX = 4 * 64; if (n < 0) { return 0 } else if (n > MAX) { return MAX } else return n } public var rasterY = rasterX; override protected function create(): Node { Group { // if we place the translate here then the whole dock will flicker //translateX: bind imgX; //translateY: bind imgY; content: [ Rectangle { // ... and here 'content' won't be dragged translateX: bind imgX; translateY: bind imgY; height: bind height width: bind width fill: Color.LIGHTGRAY strokeWidth: 4 stroke: Color.BLACK }, content] onMousePressed: function (e: MouseEvent): Void { xOffset = e.x; yOffset = e.y; // Calculate the distance of the mouse point from the image // top-left corner which will always come out as positive value distX = e.x - imgX; distY = e.y - imgY; } onMouseDragged: function (e: MouseEvent): Void { // Find out the new image postion by subtracting the distance // part from the mouse point. imgX = rasterX(e.x - distX); imgY = rasterY(e.y - distY); } } }

    Read the article

  • Is there a way to make PHP's SplHeap recalculate? (aka: add up-heap to SplHeap?)

    - by md2k7
    I am using an SplHeap to hold graph nodes of a tree with directed edges that will be traversed from the leaves to the root. For this, I precalculate the "fan-in" of nodes and put them into the heap so that I can always retrieve the node with the smallest fan-in (0) from it. After visiting a node, I reduce the fan-in of its successor by 1. Then obviously, the heap needs to be recalculated because the successor is now in the wrong place there. I have tried recoverFromCorruption(), but it doesn't do anything and keeps the heap in the wrong order (node with larger fanIn stays in front of smaller fanIn). As a workaround, I'm now creating a new heap after each visit, amounting to a full O(N*log(N)) sort each time. It should be possible, however, to make up-heap operations on the changed heap entry until it's in the right position in O(log(N)). The API for SplHeap doesn't mention an up-heap (or deletion of an arbitrary element - it could then be re-added). Can I somehow derive a class from SplHeap to do this or do I have to create a pure PHP heap from scratch? EDIT: Code example: class VoteGraph { private $nodes = array(); private function calculateFanIn() { /* ... */ } // ... private function calculateWeights() { $this->calculateFanIn(); $fnodes = new GraphNodeHeap(); // heap by fan-in ascending (leaves are first) foreach($this->nodes as $n) { // omitted: filter loops $fnodes->insert($n); } // traversal from leaves to root while($fnodes->valid()) { $node = $fnodes->extract(); // fetch a leaf from the heap $successor = $this->nodes[$node->successor]; // omitted: actual job of traversal $successor->fanIn--; // will need to fix heap (sift up successor) because of this //$fnodes->recoverFromCorruption(); // doesn't work for what I want // workaround: rebuild $fnodes from scratch $fixedHeap = new GraphNodeHeap(); foreach($fnodes as $e) $fixedHeap->insert($e); $fnodes = $fixedHeap; } } } class GraphNodeHeap extends SplHeap { public function compare($a, $b) { if($a->fanIn === $b->fanIn) return 0; else return $a->fanIn < $b->fanIn ? 1 : -1; } }

    Read the article

  • Converting text into numeric in xls using Java

    - by Work World
    When I create excel sheet through java ,the column which has number datatype in the oracle table, get converted to text format in excel.I want it to remain in the number format.Below is my code snippet for excel creation. FileWriter fw = new FileWriter(tempFile.getAbsoluteFile(),true); // BufferedWriter bw = new BufferedWriter(fw); HSSFWorkbook wb = new HSSFWorkbook(); HSSFSheet sheet = wb.createSheet("Excel Sheet"); //Column Size of excel for(int i=0;i<10;i++) { sheet.setColumnWidth((short) i, (short)8000); } String userSelectedValues=result; HSSFCellStyle style = wb.createCellStyle(); ///HSSFDataFormat df = wb.createDataFormat(); style.setFillForegroundColor(HSSFColor.GREY_25_PERCENT.index); style.setFillPattern(HSSFCellStyle.SOLID_FOREGROUND); //style.setDataFormat(df.getFormat("0")); HSSFFont font = wb.createFont(); font.setColor(HSSFColor.BLACK.index); font.setBoldweight((short) 700); style.setFont(font); int selecteditems=userSelectedValues.split(",").length; // HSSFRow rowhead = sheet.createRow((short)0); //System.out.println("**************selecteditems************" +selecteditems); for(int k=0; k<selecteditems;k++) { HSSFRow rowhead = sheet.createRow((short)k); if(userSelectedValues.contains("O_UID")) { HSSFCell cell0 = rowhead.createCell((short) k); cell0.setCellValue("O UID"); cell0.setCellStyle(style); k=k+1; } ///some columns here.. } int index=1; for (int i = 0; i<dataBeanList.size(); i++) { odb=(OppDataBean)dataBeanList.get(i); HSSFRow row = sheet.createRow((short)index); for(int j=0;j<selecteditems;j++) { if(userSelectedValues.contains("O_UID")) { row.createCell((short)j).setCellValue(odb.getUID()); j=j+1; } } index++; } FileOutputStream fileOut = null; try { fileOut = new FileOutputStream(path.toString()+"/temp.xls"); } catch (FileNotFoundException e1) { // TODO Auto-generated catch block e1.printStackTrace(); } try { wb.write(fileOut); } catch (IOException e) { // TODO Auto-generated catch block e.printStackTrace(); } try { fileOut.close(); } catch (IOException e) { // TODO Auto-generated catch block e.printStackTrace(); }

    Read the article

  • Urgent help needed on How to update NSMutableDictionary. My code doesn't work.

    - by dawatson833
    I've populated an array using. arrSettings = [[NSMutableArray alloc] initWithContentsOfFile:[self settingsPath]]; The file is a plist with the root as an array and then a dictionary with three three keys defined as number. I've also tried setting the keys to string. I display the values in the plist file on a view using. diaper = [[arrSettings objectAtIndex:0] objectForKey:@"Diaper Expenses"]; oil = [[arrSettings objectAtIndex:0] objectForKey:@"Oil Used"]; tree = [[arrSettings objectAtIndex:0] objectForKey:@"Wood Used"]; This code works fine, the values in the dictionary are assigned to the variables and they are displayed. The user can make changes and then press a save button. I use this code to extract the dictionary part of the array so I can update it. The assignment to editDictionary works. I've double checked the key names including case and that is correct. editDictionary = [[NSMutableDictionary alloc] init]; editDictionary = [arrSettings objectAtIndex:0]; NSNumber *myNumber = [NSNumber numberWithFloat:diaperAmount]; [editDictionary setValue:myNumber forKey:@"Diaper Expenses"]; myNumber = [NSNumber numberWithFloat:oilAmount]; [editDictionary setValue:myNumber forKey:@"Oil Used"]; myNumber = [NSNumber numberWithFloat:treeAmount]; [editDictionary setValue:myNumber forKey:@"Wood Used"]; In this example I've used a nsnumber. But I've also tried the xxxAmount field as part of SetValue instead of creating a NSNumber. Neither implementation works. Several strange things happen. Sometimes the first two setvalue statements work, but the last setvalue fails with a EXC_BAD_ACCESS failure. Other times the first setValue fails with the same error. I have no idea why the first two sometimes work. I'm at a loss of what to do next. I've tried several implentations and none of them work. Also, in the debugger how can I display the editDictionary elements. I can see editDictionary, but I don't know how to display the individual elements.

    Read the article

  • unable to trigger event in IE during clonning

    - by Abhimanyu
    Following is the code which will clone a set of div with their events(onclick) which is working fine for FF but in case of IE it is not firing events associated with each div. <html> <head> <style type='text/css'> .firstdiv{ border:1px solid red; } </style> <script language="JavaScript"> function show_tooltip(idx,condition,ev) { alert(idx +"=="+condition+"=="+ev); } function createCloneNode () { var cloneObj = document.getElementById("firstdiv").cloneNode(true); document.getElementById("maindiv").appendChild(cloneObj); } function init(){ var mainDiv = document.createElement("div"); mainDiv.id = 'maindiv'; var firstDiv = document.createElement("div"); firstDiv.id ='firstdiv'; firstDiv.className ='firstdiv'; for(var j=0;j<4;j++) { var summaryDiv = document.createElement("div"); summaryDiv.id = "sDiv"+j summaryDiv.className ='summaryDiv'; summaryDiv.onmouseover = function() {this.setAttribute("style","text-decoration:underline;cursor:pointer;");} summaryDiv.onmouseout = function() {this.setAttribute("style","text-decoration:none;");} summaryDiv.setAttribute("onclick", "show_tooltip("+j+",'view_month',event)"); summaryDiv.innerHTML = 'Div'+j; firstDiv.appendChild(summaryDiv); } mainDiv.appendChild(firstDiv); var secondDiv = document.createElement("div"); var linkDiv = document.createElement("div"); linkDiv.innerHTML ='create clone of above element'; linkDiv.onclick = function() { createCloneNode(); } secondDiv.appendChild(linkDiv); mainDiv.appendChild(secondDiv); document.body.appendChild(mainDiv); } </script> </head> <body> <script language="JavaScript"> init() </script> </body> </html> can anybody tell me whats the problem in above code please correct me..

    Read the article

  • chrome renders js different depending on the extension of the file to render [testcase included]

    - by pakore
    I was trying to implement an image panner I found here Chrome renders the same document differently depending on the extension of the file requested. I have created a test case, where it works when the file it's not named as test.xhtml You can download the test case from here Does anybody know why or how to solve it? I want my files to be .xhtml In IE and FF it works fine. Code: test.html / test.xhtml (change the name to see that works with one but not with the other). <!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" lang="en" xml:lang="en"> <head> <meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1"/> <style type="text/css"> /*Default CSS for pan containers*/ .pancontainer { position: relative; /*keep this intact*/ overflow: hidden; /*keep this intact*/ width: 300px; height: 300px; border: 1px solid black; } </style> <script type="text/javascript" src="http://ajax.googleapis.com/ajax/libs/jquery/1.4.2/jquery.min.js"></script> <script type="text/javascript" src="http://www.dynamicdrive.com/dynamicindex4/imagepanner.js"></script> </head> <body> <div class="pancontainer" data-orient="center" data-canzoom="yes" style="width: 350px; height: 200px; float: left; position: relative; overflow-x: hidden; overflow-y: hidden; cursor: move; "><img src="./test_files/image.jpg" style="position: absolute; width: 700px; height: 525px; left: -175px; top: -163px; display: block;" /> </div> </body> </html>

    Read the article

  • Returning the Name of a column header

    - by Jason Kelly
    I need your help, Given the html table below, how can I create a javascript function that will, at the click of a mouse, alert me the name of the column header? Ie. if I click on the COLORS header, a javascript box will popup and alert("COLORS")? <html> <head> </head> <body> <table border="1" cellspacing="1" width="500"> <tr> <td>FRUITS</td> <td>COLORS</td> <td>VEGGIES</td> <td>NUMBERS</td> </tr> <tr> <td>apples</td> <td>red</td> <td>carrots</td> <td>123</td> </tr> <tr> <td>oranges</td> <td>blue</td> <td>celery</td> <td>456</td> </tr> <tr> <td>pears</td> <td>green</td> <td>brocoli</td> <td>789</td> </tr> <tr> <td>mangos</td> <td>yellow</td> <td>lettuce</td> <td>098</td> </tr> </table> </body> </html>

    Read the article

< Previous Page | 456 457 458 459 460 461 462 463 464 465 466 467  | Next Page >