Loading two template files of same module in two positions - joomla1.5

I am working on a new project and I am using Joomla version 1.5.22.
I need to display one horizontal search form in the middle of home page and the same search form in vertical style in all other pages but in left position.
So what I did is, I created two template files one for horizontal search(horizontal.php) and other for vertical search (vertical.php) and in mod_modulename.php I tried to load the respective modules based on a certain condition and changed the position left or middle according to it. The positions are changed in the database to get effected in the admin panel.
if(condition) {
modModulenameHelper::changeToVertical($position);//to change position in database to left
require( JModuleHelper::getLayoutPath( 'mod_modulename', 'vertical'));
}
else {
modModulenameHelper::changeToHorizontal($position);//to change position in database to middle
require( JModuleHelper::getLayoutPath( 'mod_modulename', 'horizontal'));
But I am not getting the correct output. It is loading the respective modules based on the condition. But the position is not assigned at first. And if I press Ctrl+F5 or refreshes, the page will be loaded with the desired output.
Why is this happening? Any Solution??

The problem is that you are changing the position after the fact. By the time you are changing the position, Joomla has already assigned the module to a position. It's an order of operations thing.
Instead, why not just use 2 instances of the module? Rather than going through this trouble, simply add a parameter to the module that allows you to select horizontal or vertical, then assign one to the home page menu item and another to the rest of the pages. This would also allow for putting the module in other positions instead of hard coding it in to the module.

Related

PowerApps Get Selected Item from Lookup to make a Button Visible at the Command line bar

I want a button from the command line bar to be visible or invisible depending on whether a record has been selected in the lookup field from the main form or not.
If no record has been selected, then the button should be displayed. Otherwise not.
For this problem, I want to use the Power Fx in PowerApps, but I haven't found a command yet, which shows me the content or something like that of the lookup field. Other field data types like text have worked without problems.
With Javascript, I already managed it without problems, but I would like to do it also in PowerFx if that should work.
Screenshot: https://i.stack.imgur.com/uqDJ6.png
The records come from the Table Company, where the attribute is Companyname.
Commands where I think they might work:
If([Selected Record];true;false);If(IsBlank([Selected Record]);true;false);If(IsBlankOrError([Selected Record]);true;false);If(IsEmpty([Selected Record]);true;false)
I guess there are 2 scenarios:
The Lookup form control element is a Dropdown with a Selected output property. Then your approach would work like If(IsBlankOrError(DataCardValue1.Selected),true,false)
If your form control element is a ComboBox then you could use If(CountRows(DataCardValue1.SelectedItems)>0,true,false) or the above described IsBlankOrError.

How to make TextMeshPro Input Field work in layout?

I'm having odd issues trying to use Unity's Text Mesh Pro Input Field UI element. I don't actually know if the layout is causing it though.
I have a scroll view which uses a vertical layout to organize objects under the content object. Each object in the scroll view has a horizontal layout inside it which fits two input fields next to one another so essentially the Scroll view has two columns of input fields.
However I'm getting odd behavior from the input field. When I start typing it won't show the input until I've entered two characters (i.e. I type '0' and it shows nothing then I type another '0' and it will show '00'). Additionally I have some code that automatically populates the input field with default value, below is an example of how I do this:
gameObject.GetComponent<TMP_InputField>().text = numVal.ToString();
However the values never show up, but I can confirm that they are being populated by checking the inspector window while the game is running. Under the TMP_Input Field component, the 'Text' field shows the correct value but I can't see it in the input box.
I'm getting no errors or warnings.
Is it the scroll view or the layered layouts that are confusing the Input Field's script? Something else? Any advice, help, and questions are appreciated.
EDIT:
I've found that it may have something to do with the way the objects are added to the scroll view. The content of the scroll view (which has the vertical layout) get's objects added to it during run time. This is done through instantiating a prefab.
Instantiate(DoubleInputNodePrefab, contentObject.transform);
This prefab object has the horizontal layout and two children, each an input field. If I add this prefab to content window before I run the game it works fine (expect that none of my intended code works since it relies on modularly adding and removing these objects) but I can give input and it looks fine.
WORK AROUND:
I won't consider this a solution but it is a work around I'm going with for now. Using a 'normal' input field rather than a Text Mesh Pro one doesn't create the same issues and works as intended.

Bokeh - How to use box tool without default selections?

I have built a bokeh app that allows users to select windows in data and run python code to find and label (with markers) extreme values within these limits. For ease of interaction, I use the box select tool for the range selection. My problem arises when repeating this process for subsequent cases. After markers are placed for the results, they are rendered invisible by setting alpha to zero and another case needs to be chosen. When the new select box includes previous markers, they become visible based on the selection. How do I override this default behavior? Can markers be made unselectable? or can I add code to the customJS to hide them after they are selected?
Thanks in advance for any help!
There are a few possible approaches. If you just want non-selected glyphs to "disappear" visually, you can set a policy to do that as described here:
http://docs.bokeh.org/en/latest/docs/user_guide/styling.html#selected-and-unselected-glyphs
Basically, for bokeh.plotting, pass
nonselection_fill_alpha=0.0,
nonselection_line_alpha=0.0,
as arguments to your plot.circle call or whatever. Or if you are using the low level bokeh.models interface, something like:
renderer.nonselection_glyph = Circle(fill_alpha=0.0, line_alpha=0.0)
But be aware (I think you already are) that the invisible markers are still there, and still selectable if the user happens to draw a box over them with the selection tool.
If you truly want only a subset of the data to be visible and selectable after a selection, I'd say you want to replace the data in the column data source wholesale with the subset in your selection callback.

how to hide and unhide authoerable tabs depending upon value selected from a drop down in CQ5

i am trying to create a footer component in CQ5, where i have 4 columns & all are autherable.
But we have to make no of columns autherable too i.e based on a value selected form a dropdown we have to open those many tabs for authoring those many columns only.
i have created a dropdown and have a maximum range of 6 columns. i know that i have to configure a listener for this purpose but don't know how . Requirement is like if i select 3 from the drop down then 3 tabs should come to author 3 columns
pls help me , i am middle of something very important.i need the solution very early too as i have to finish the job as soon as possible
I might be late for this by now but in case you still need it:
You need to add a listener node before closing your drop-down element:
<listeners
jcr:primaryType="nt:unstructured"
loadcontent="function(box){ //here you also need to handle the hide/unhide when the panel loads for the first time. Use this.getValue() to retrive the intial value }"
selectionchanged="function(box, value) {
for(var c=1;c<=value;c++){
this.findParentByType('tabpanel').unhideTabStripItem("tab"+c); // You need to handle the opposite with hideTabStripItem("tab"+c);
}
}"/>
Then on both "loadcontent" and "selectionchange" (these are events on your drop-down) grab the current selected value and use it to hide/unhide the tabs. In this case the tabs would be named "tab1", "tab2", etc, make sure you get the names right.
The ExtJS in the events is finding the "tabpanel" container for the whole dialog, and then hiding/unhiding based on name. You could also set to enable/disable using the methods ".enable()" and ".setDisabled(true)". Just make sure you get the reference to the tab first if you want to do this (something like ".getComponent(tabName).enable()").
I didn't test this specific code, I couldn't find my actual example from my code base but this should take you in the right direction.

Displaying forms using Tree in Qt

I'm building a Qt plugin with multiple forms. I have a main form which has a tree widget placed on the left of the form.
I want to add items to this tree, such that clicking on these items would load the corresponding form on the same form. But I want the tree widget to be active so that I can select any other form also.
I was able to display a form on the main form using the following code:
Form1 *myform;
myform=new Form1(this);
myform->show();
where Form1 is the class of the form i intend to display. However this, covers up the tree widget also. And I have to do a string comparison of the item in tree being clicked to display the appropriate form.
Can someone please help me with this as I'm very new to Qt programming.
Thanks
ixM has a good suggestion. The first step should definitely be to use layouts in your main window - separating the tree from the rest of the window - where you are going to put your form. I would suggest using a splitter, because then the user can resize the two halves. You can set the splitter as the main widget of your CentralWidget in your main window.
QSplitter splitter = new QSplitter(CentralWidget);
splitter->setOrientation(Qt::Horizontal);
splitter->setHandleWidth(3);
splitter->setChildrenCollapsible(false);
MyTree= new QTreeWidget(splitter);
splitter->addWidget(MyTree);
Then add your tree widget to the splitter, which will be on the left side.
The next step is to add a placeholder widget on the right side of your splitter. We are also going to add a layout inside that widget. This layout is very important we are going to use it later.
QWidget WidgetRightSide = new QWidget(splitter);
QVBoxLayout setupLayout= new QVBoxLayout(WidgetRightSide);
setupLayout->setSpacing(0);
setupLayout->setContentsMargins(0, 0, 0, 0);
Now, at this point, this is where my answer really differs from the previous answer. You could use a QStackedWidget. That is certainly an option. The problem with that is that you have to create and load all your forms at the beginning. That uses way more memory, and will take longer to start up. That's not so bad if you have 2-5 forms, but when we are talking about 20, 30 or more forms that's really ugly.
So what I would suggest instead, is that when the user selects something in the tree, we will remove the old form, and add the newly selected form at that point.
When the selected item in the tree changes this is now what we have to do.
First, remove all the stuff from the previously selection form.
QLayoutItem *_Item;
while ((_Item = setupLayout->takeAt(0)))
delete _Item;
Next, figure out what form to show next, and create it.
QWidget *ActiveSetupForm = NULL;
if ( I need to load form 1)
{
ActiveSetupForm = new YourNewForm( WidgetRightSide);
}
else ...
And lastly, add your new form to our layout.
if(ActiveSetupForm)
{
setupLayout->addWidget(pActiveSetupForm);
}
Just as a side note. Layouts are tricky to do by hand. I would strongly suggest that you look into using the QtDesigner when you are creating your forms. It makes life soooo much easier. If you would like to know more about it check out this link.
I don't exactly understand what you are trying to achieve but the bit of code you are showing suggests that you do not use the layouts provided by Qt.
If your goal is to be able to dynamically load a form depending on the item that was clicked in the tree, you could achieve that by having a layout (let's say QHBoxLayout) where you would insert your tree and a QStackedWidget in which you could "store" each form (by using addWidget()) and choose which one you want to display by calling setCurrentIndex().