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  • JQuery and PHP display problem

    - by TheCREATOR
    I'm new to JQuery but for some reason I cant get the php code to display correctly when I put it in my JQuery script. The php code will display correctly when its not in the JQuery code can someone help me fix my JQuery code so it will display my PHP code correctly? Here is the JQuery and PHP code. var count = 0; $(function(){ $('p#add_field').click(function(){ count += 1; $('#container').append( '<input type="text" name="sk" id="sk" />' + '<label for="exp">Exp: </label>' + '<?php' + 'echo \'<select id="exp" name="exp">\' . "\n";' + 'foreach($options as $option) {' + 'if ($option == $exp) {' + 'echo \'<option value="\' . stripslashes(htmlentities(strip_tags($option))) . \'" selected="selected">\' .' + ' stripslashes(htmlentities(strip_tags($option))) . \'</option>\' . "\n";' + '} else {' + 'echo \'<option value="\'. stripslashes(htmlentities(strip_tags($option))) . \'">\' .' + 'stripslashes(htmlentities(strip_tags($option))) . \'</option>\'."\n";' + '}' + '}' + 'echo \'</select>\';' + '?>' + '<label for="g">RGB: </label>' + '<?php' + 'echo \'<select id="g" name="g">\' . "\n";' + 'foreach($options as $option) {' + 'if ($option == $g) {' + 'echo \'<option value="\' . stripslashes(htmlentities(strip_tags($option))) . \'" selected="selected">\' .' + 'stripslashes(htmlentities(strip_tags($option))) . \'</option>\' . "\n";' + '} else {' + 'echo \'<option value="\'. stripslashes(htmlentities(strip_tags($option))) . \'">\' .' + 'stripslashes(htmlentities(strip_tags($option))) . \'</option>\'."\n";' + '}' + '}' + 'echo \'</select>\';' + '?></li>' ); }); });

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  • jQuery jScrollPane - it simply won't work! :'(

    - by Jack Webb-Heller
    Hey folks, OK - I'll admit, I'm quite a beginner in this jQuery-department. I've probably made some amateur mistake, but hey, you gotta learn somewhere! :) So I'm using jScrollPane: http://www.kelvinluck.com/assets/jquery/jScrollPane/jScrollPane.html I want to use it style the scrollable area in my second column. Specifically, I would like to apply and format the scrollbars on the div #ajaxresults My page is... rather jQuery heavy. I don't know if any variables are conflicting or something... in fact I really have no idea at all why this isn't working. Take a look at my problematic page: http://furnace.howcode.com In the header, I've set this to go: <!-- Includes for jScrollPane --> <script type="text/javascript" src="http://localhost:8888/js/jquery.mousewheel.min.js"></script> <script type="text/javascript" src="http://localhost:8888/js/jScrollPane.js"></script> <link rel="stylesheet" type="text/css" media="all" href="http://localhost:8888/stylesheets/jScrollPane.css" /> <script type="text/javascript"> $(function() { $('#ajaxresults').jScrollPane(); }); </script> (I've changed localhost on the server copy though) Nothing ever seems to work with the #ajaxresults div. I've set, as the jScrollPane docs say, overflow:auto on it but still no luck. I find that when jScrollPane DOES seem to 'run' it just moves the div down about 100 pixels. Try it for yourself. Perhaps someone could help? There's quite a few jQuery plugins there so I don't know if something's colliding/crashing etc... Please note the site is still in development between myself and a friend, which explains the personal messages we submit to each other ('Hi Donnie!' etc. :D ). Also, when you view the page nothing may appear in the second column for a few seconds - it's just fetching the data via Ajax. So give it a little time. Thanks very much! Jack

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  • Problem with jQuery.ajax with 'delete' method in ie

    - by Max Williams
    I have a page where the user can edit various content using buttons and selects that trigger ajax calls. In particular, one action causes a url to be called remotely, with some data and a 'put' request, which (as i'm using a restful rails backend) triggers my update action. I also have a delete button which calls the same url but with a 'delete' request. The 'update' ajax call works in all browsers but the 'delete' one doesn't work in IE. I've got a vague memory of encountering something like this before...can anyone shed any light? here's my ajax calls: //update action - works in all browsers jQuery.ajax({ async:true, data:data, dataType:'script', type:'put', url:"/quizzes/"+quizId+"/quiz_questions/"+quizQuestionId, success: function(msg){ initializeQuizQuestions(); setPublishButtonStatus(); } }); //delete action - fails in ie function deleteQuizQuestion(quizQuestionId, quizId){ //send ajax call to back end to change the difficulty of the quiz question //back end will then refresh the relevant parts of the page (progress bars, flashes, quiz status) jQuery.ajax({ async:true, dataType:'script', type:'delete', url:"/quizzes/"+quizId+"/quiz_questions/"+quizQuestionId, success: function(msg){ alert("success"); initializeQuizQuestions(); setSelectStatus(quizQuestionId, true); jQuery("tr[id*='quiz_question_"+quizQuestionId+"']").removeClass('selected'); }, error: function(msg){ alert("error:" + msg); } }); } I put the alerts in success and error in the delete ajax just to see what happens, and the 'error' part of the ajax call is triggered, but WITH NO CALL BEING MADE TO THE BACK END (i know this by watching my back end server logs). So, it fails before it even makes the call. I can't work out why - the 'msg' i get back from the error block is blank. Any ideas anyone? Is this a known problem? I've tested it in ie6 and ie8 and it doesn't work in either. thanks - max EDIT - the solution - thanks to Nick Craver for pointing me in the right direction. Rails (and maybe other frameworks?) has a subterfuge for the unsupported put and delete requests: a post request with the parameter "_method" (note the underscore) set to 'put' or 'delete' will be treated as if the actual request type was that string. So, in my case, i made this change - note the 'data' option': jQuery.ajax({ async:true, data: {"_method":"delete"}, dataType:'script', type:'post', url:"/quizzes/"+quizId+"/quiz_questions/"+quizQuestionId, success: function(msg){ alert("success"); initializeQuizQuestions(); setSelectStatus(quizQuestionId, true); jQuery("tr[id*='quiz_question_"+quizQuestionId+"']").removeClass('selected'); }, error: function(msg){ alert("error:" + msg); } }); } Rails will now treat this as if it were a delete request, preserving the REST system. The reason my PUT example worked was just because in this particular case IE was happy to send a PUT request, but it officially does not support them so it's best to do this for PUT requests as well as DELETE requests.

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  • Linking buttion to jQuery through service

    - by Ruddy
    I have a small problem that should be very easy to overcome. For some reason I cant work this out. So the problem is I cannot get a button to link to some jquery. My set-up is as follows (showing the relevant code): Default.aspx jQuery: function getContent() { var data = { numberID: 1 }; $.jsonAspNet("ContentService.asmx", "GetContent", data, function (result) { $('#content').html(result); }); } jQuery(document).ready(function () { getContent(); } HTML: <div id="content"></div> ContentService.vb Public Function GetContent(number As Integer) As String Dim sb = New StringBuilder sb.AppendLine("<table>") sb.AppendLine("<tr>") sb.AppendLine("<td class='ui-widget-header ui-corner-all'>Number</td>") sb.AppendLine("</tr>") sb.AppendLine("<tr>") sb.AppendLine("<td>" & number & "</td>") sb.AppendLine("<td><a href='#' id='test' class='fg-button ui-state-default ui-corner-all'><img src='" & Context.Request.ApplicationPath & "/images/spacer.gif' class='ui-icon ui-icon-pencil' /></a></td>") sb.AppendLine("</tr>") sb.AppendLine("</table>") Return sb.ToString End Function So that's the basics of what I have everything works but I'm not sure how to get the button (id='test') to get linked to some jQuery. I want it to be pressed and bring up a popup. I have tried to put the jQuery on default.aspx but this doesn't seem to work unless the button is place in the HTML on that page. $('#test').unbind('click').click(function () { alert('Working'); }); I'm sure this is easy to be able to do but I have been trying for a while and cannot seem to get it to work.

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  • Jquery Galleryview

    - by kwek-kwek
    I am working on a site that requires a jquery Galleryview now I have everything set up but my images are not showing. here is my header code: <script type="text/javascript" src="=/js/jquery-1.3.2.min.js"></script> <script type="text/javascript" src="/js/jquery.easing.1.3.js"></script> <script type="text/javascript" src="/js/jquery.timers-1.1.2.js"></script> <script type="text/javascript" src="js/jquery.galleryview-1.1.js"></script> <script> $('#photos').galleryView({ panel_width: 506, panel_height: 275, transition_speed: 1500, transition_interval: 5000, nav_theme: 'dark', border: '1px solid white', pause_on_hover: true }); </script> My gallery code: <div id="photos" class="galleryview"> <div class="panel"> <img src="<?php bloginfo('template_url'); ?>/images/condo-one/1.jpg" alt="image1" /> </div> <div class="panel"> <img src="<?php bloginfo('template_url'); ?>/images/condo-one/2.jpg" alt="image1" /> </div> <div class="panel"> <img src="<?php bloginfo('template_url'); ?>/images/condo-one/3.jpg" alt="image1" /> </div> <div class="panel"> <img src="<?php bloginfo('template_url'); ?>/images/condo-one/4.jpg" /> </div> <div class="panel"> <img src="<?php bloginfo('template_url'); ?>/images/condo-one/5.jpg" /> </div> </div> The problem is that the images are not showing but it's the correct path view the site demo here please help.

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  • jQuery 1.4.2 and IE6: change event not firing first time using keyboard

    - by macca1
    I've done a good amount of research on this and found a bunch of reported problems and solutions but the general consensus seems that all change problems in IE6 were fixed in jQuery 1.4.2. I'm having an issue where a change event is not firing in jQuery 1.4.2, but it did fire successfully in jQuery 1.3.2. This is in IE6. I'm about to submit a bug for this, but for my sanity I wanted to post it here first to see if there's something dumb I'm missing. I don't understand why this is working this way... <HTML> <HEAD> <TITLE>jQuery 1.4.2 Problem </TITLE> <script src="jquery-1.4.2.min.js" type="text/javascript"></script> <script> $(document).ready( function() { $("#firstBox").change(function() { alert("CHANGE"); }); // ONLOAD of document autofocus into the first element... $("form").find(":input:visible:first").focus() }); </script> </HEAD> <BODY> <form> <select id="firstBox"> <option value="" selected="selected">--</option> <option value="1">One</option> <option value="2">Two</option> </select> <br><br> <input size="10" id="secondBox"> </form> </BODY> </HTML> Simple enough, right? Onload of the page, give the first element focus. Onchange of the first element, alert. If you use the mouse, it works as expected. The page loads, the focus is in the drop down, you change the option, you get the alert. The problem is if you use the keyboard. The page loads, the focus is in the drop down, you press the down arrow. The option changes. Tab off the field, no alert. Weird. To make it even weirder, if you tab back into the field and change it again (all using the keyboard), the change event DOES fire after tab out this time. Any ideas?

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  • JQuery selfbuild plugin question - default value is overwritten.

    - by Bruno
    Hi jQuery ninjas. I need your help. I have made a really clean and simple example to illustrate my problem. I have build my own jquery plugin: (function($) { $.fn.setColorTest = function(options) { options = $.extend($.fn.setColorTest.defaults,options); return this.each(function() { $(this).css({ 'color': options.color}); }); } $.fn.setColorTest.defaults = { color: '#000' }; })(jQuery); As you can see I'm setting a default color and making it possible for the user to change it. My problem/question is: I have two paragraphs on the same page where I want to use the default color for the first and a different color for the second paragraph: <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> <html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en" lang="en"> <head> <meta http-equiv="Content-Type" content="text/html; charset=utf-8"/> <title>Color Test</title> <script type="text/javascript" src="http://ajax.googleapis.com/ajax/libs/jquery/1.4.2/jquery.min.js"></script> <script type="text/javascript"> $(document).ready(function() { $('a#click').click(function() { $('#test1').setColorTest(); }); $('a#click2').click(function() { $('#test2').setColorTest({color: '#fff666'}); }); }); </script> </head> <body> <a id="click">click here</a> <a id="click2">click here2</a> <p id="test1">Test 1</p> <p id="test2">Test 2</p> </body> </html> My problem is that if I click on the second paragraph (p) that overrides the default color and afterwards clicks on the first p it will use the overwritten color and not the default color for the first p. How can I ensure that the first p always will use the default color? I know I can just define the color for the first p as well but that is not an option here $('#test1').setColorTest('color': '#000'); So what to do?

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  • Radio button inside anchor element is reset after jQuery click handler

    - by GrievousAngel
    I have a situation where an element, of type radio, is contained in an element. The anchor element has a href but I want to override that behaviour by adding a jQuery 'click' handler to the element. The click handler makes the radio button inside it the selected one within the group. This all works when the anchor is clicked, however, when the radio button is clicked it appears that jQuery resets the selected radio to the previously selected one! Here is a the simplified page that duplicates the issue: <html> <head> <script src="https://ajax.googleapis.com/ajax/libs/jquery/1.4.4/jquery.min.js"></script> <script type="text/javascript"> $(document).ready(function() { $("#a1").click(function(event) { anchorClicked("a1"); return false; }); $("#a2").click(function(event) { anchorClicked("a2"); return false; }); }); function anchorClicked(anchorId) { $('#' + anchorId + ' input:radio').attr("checked", true); alert("Look at what is selected and what happens after the event when this dialog is closed!"); } </script> </head> <body> <form> <ul> <li id="li1"> <a id="a1" href="javascript:alert('default functionality')"> <input value="1" name="rb" type="radio" id="rb1"> <span>Details 1</span> </a> </li> <li id="li2"> <a id="a2" href="javascript:alert('default functionality')"> <input value="2" name="rb" type="radio" id="rb2"> <span>Details 2</span> </a> </li> </ul> </form> </body> Does anyone have any idea how I can prevent jQuery for resetting the radio button?

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  • Add jquery link to returned text...

    - by Jerry
    Hi all I am trying to add two jquery plugins files to my application. When a user triggers my ajax event, the server will return text with a form button. The plugins (a jquery calendar) will work when the user clicks the form button inside the returned text . I believe I have to add the link inside the return text instead of the main page to let the code work, but not sure how to do this. I am giving out my code and need you experts opinions. Thanks. My main page html //required jquery plugins ...didn't work if I add them in the main application. <script type="text/javascript" src="JS/date.js"></script> <script type="text/javascript" src="JS/datePicker.js"></script> <script type="text/javascript" src="JS/selectWeek.js"></script> <div id="gameInfo"> //return text will be displayed here. </div> My returned text ...part of it.... <form> <div id=returnDiv> // the form input will be added here when a user clicks #addMatch button... </div> <tr> <td><input type="button" id="addMatch" name="addMatch" value="Add Match"/> </td> </tr> </form> My jquery $("#addMatch").live('click', function(){ //the code below will create a calender when a user click the link...I am not sure //where I should add my two jquery plugins link... $("#returnDiv").html("<td><input type='text' size='6' class='date-pick dp-applied'"+ "name='date'><a style='color:white;' class='dp-choose-date' title='Choose Date'"+ "href='#'>Date</a></td>"; return false; }); I hope I explain my question well. +1 to any reply...:D

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  • jquery use of :last and val()

    - by dole doug
    I'm trying to run the code from http://jsfiddle.net/ddole/AC5mP/13/ on my machine and the approach I've use is below or here. Do you know why that code doesn't work on my machine. Firebug doesn't help me and I can't solve the problem. I think that I need another pair of eyes :((( <!DOCTYPE html> <html lang="en"> <head> <meta charset="utf-8"> <title>jQuery UI Dialog - Modal form</title> <link type="text/css" href="css/ui-lightness/jquery-ui-1.8.21.custom.css" rel="stylesheet" /> <script type="text/javascript" src="js/jquery-1.7.2.min.js"></script> <script type="text/javascript" src="js/jquery-ui-1.8.21.custom.min.js"></script> <script type="text/javascript" > jQuery(function($) { $('.helpDialog').hide(); $('.helpButton').each(function() { $.data(this, 'dialog', $(this).next('.helpDialog').dialog({ autoOpen: false, modal: true, width: 300, height: 250, buttons: { "Save": function() { alert($('.helpText:last').val()); $(this).dialog( "close" ); }, Cancel: function() { $(this).dialog( "close" ); } } }) ); }).click(function() { $.data(this, 'dialog').dialog('open'); return false; }); }); </script> </head> <body> <span class="helpButton">Button</span> <div class="helpDialog"> <input type="text" class="helpText" /> </div> <span class="helpButton">Button 2</span> <div class="helpDialog"> <input type="text" class="helpText" /> </div> <span class="helpButton">Button 3</span> <div class="helpDialog"> <input type="text" class="helpText" /> </div> <span class="helpButton">Button 4</span> <div class="helpDialog"> <input type="text" class="helpText" /> </div> <span class="helpButton">Button 5</span> <div class="helpDialog"> <input type="text" class="helpText" /> </div> </body>

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  • Inheritance of jQuery's prototype partially fails

    - by user1065745
    I want to use Coffeescript to create an UIObject class. This class should inherit from jQuery, so that instances of UIObject can be used as if they where created with jQuery. class UIObject isObject: (val) -> typeof val is "object" constructor: (tag, attributes) -> @merge jQuery(tag, attributes), this @UIObjectProperties = {} merge: (source, destination) -> for key of source if destination[key] is undefined destination[key] = source[key] else if @isObject(source[key]) @merge(source[key], destination[key]) return It partially works. Consider the Foobar class below: class Foobar extends UIObject constructor: -> super("<h1/>", html: "Foobar") $("body").append(new Foobar) works fine. BUT: (new Foobar).appendTo("body") places the tag, but also raises RangeError: Maximum call stack size exceeded. Was it just a bad idea to inherit from jQuery? Or is there a solurion? For those who don't know CoffeeScript, the JavaScript source is: var Foobar, UIObject; var __hasProp = Object.prototype.hasOwnProperty, __extends = function(child, parent) { for (var key in parent) { if (__hasProp.call(parent, key)) child[key] = parent[key]; } function ctor() { this.constructor = child; } ctor.prototype = parent.prototype; child.prototype = new ctor; child.__super__ = parent.prototype; return child; }; UIObject = (function () { UIObject.prototype.isObject = function (val) { return typeof val === "object"; }; function UIObject(tag, attributes) { this.merge(jQuery(tag, attributes), this); this.UIObjectProperties = {}; } UIObject.prototype.merge = function (source, destination) { var key; for (key in source) { if (destination[key] === void 0) { destination[key] = source[key]; } else if (this.isObject(source[key])) { this.merge(source[key], destination[key]); } } }; return UIObject; })(); Foobar = (function () { __extends(Foobar, UIObject); function Foobar() { Foobar.__super__.constructor.call(this, "<h1/>", { html: "Foobar" }); } return Foobar; })();

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  • CentOS: AJAX/jQuery not working

    - by Australiya
    In a nutshell, I have an unmanaged VPS. At one time, it had Ubuntu 10.10 server on it, then I reinstalled it with CentOS 6 and updated it to CentOS 6.2. Now, the problem is, the AJAX/jQuery shoutbox has ceased working (I assume it uses one of the two to inject itself into a div and then refresh when new messages are posted, I'm not sure, I didn't write these), and the plug-board script now shows me a lime green blank page. No changes to the source codes have been made, and they are in the location they expect themselves to be. I have Apache2, MySQL 5, PHP 5, and I did install the php-xml libraries. What am I missing? It's gotta be server side because the scripts themselves are fine, if I move them to a different server they work just fine. I'm not getting any errors related to this in the error_log file. Thanks in advance! Edit: If you want, you can look at the plugboard at kazeshini.net/plugboard and there's an installation of the chatbox at silverlotus.kazeshini.net/yshout/example, I know nothing about scripts and debugging so better someone else looks at it than someone that doesn't know what they're looking for.

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  • jQuery image loop not displaying any images

    - by user1871097
    I'm trying to create a very basic image gallery in jQuery. The goal is to have 3 images fade in and out in a sequential order. So image 1 is displayed, fades to image 2 etc. then the whole thing loops again. My HTML code so far is as follows: <head> <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> <title>Slider</title> <style type="text/css"> .slider{ width: 2848px; height: 2136px; overflow: hidden; margin: 30px auto; } .slider img{ width:2848px; height:2136px; display:none; } </style> <script src="//ajax.googleapis.com/ajax/libs/jquery/1.8.3/jquery.min.js"></script> <script src="//ajax.googleapis.com/ajax/libs/jqueryui/1.9.2/jquery-ui.min.js"></script> <script src="Slider2.js"></script> </head> <body onload="Slider2"();> <div class="slider"> <img id="1" src="31.jpg" border="0" alt="city"/> <img id="2" src="2vrtigo2.jpg" border="0" alt="roof"/> <img id="3" src="3.jpg" border="0" alt="sea"/> </div> </body> And the jQuery code looks like this: function Slider2() { var total = $(".slider img").size(); for (i=1; i<=total; i+=1) { $(".slider #"+i).fadeIn(600); $(".slider #"+i).delay(2000).hide; }} A quick syntactical note, I've also tried using i++ in the last argument of the For Loop. The result of this code is a blank, white page. I know some of the HTML is being compiled because the enormous 2848x2136 div creates scroll bars on the browser. If anyone could help me out, that would be greatly appreciated. Obviously I'm relatively new to web programming and would love some insight into why this isn't working. Thanks!

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  • 2D Skeletal Animation Transformations

    - by Brad Zeis
    I have been trying to build a 2D skeletal animation system for a while, and I believe that I'm fairly close to finishing. Currently, I have the following data structures: struct Bone { Bone *parent; int child_count; Bone **children; double x, y; }; struct Vertex { double x, y; int bone_count; Bone **bones; double *weights; }; struct Mesh { int vertex_count; Vertex **vertices; Vertex **tex_coords; } Bone->x and Bone->y are the coordinates of the end point of the Bone. The starting point is given by (bone->parent->x, bone->parent->y) or (0, 0). Each entity in the game has a Mesh, and Mesh->vertices is used as the bounding area for the entity. Mesh->tex_coords are texture coordinates. In the entity's update function, the position of the Bone is used to change the coordinates of the Vertices that are bound to it. Currently what I have is: void Mesh_update(Mesh *mesh) { int i, j; double sx, sy; for (i = 0; i < vertex_count; i++) { if (mesh->vertices[i]->bone_count == 0) { continue; } sx, sy = 0; for (j = 0; j < mesh->vertices[i]->bone_count; j++) { sx += (/* ??? */) * mesh->vertices[i]->weights[j]; sy += (/* ??? */) * mesh->vertices[i]->weights[j]; } mesh->vertices[i]->x = sx; mesh->vertices[i]->y = sy; } } I think I have everything I need, I just don't know how to apply the transformations to the final mesh coordinates. What tranformations do I need here? Or is my approach just completely wrong?

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  • client-side validation in custom validation attribute - asp.net mvc 4

    - by Giorgos Manoltzas
    I have followed some articles and tutorials over the internet in order to create a custom validation attribute that also supports client-side validation in an asp.net mvc 4 website. This is what i have until now: RequiredIfAttribute.cs [AttributeUsage(AttributeTargets.Property, AllowMultiple = true)] //Added public class RequiredIfAttribute : ValidationAttribute, IClientValidatable { private readonly string condition; private string propertyName; //Added public RequiredIfAttribute(string condition) { this.condition = condition; this.propertyName = propertyName; //Added } protected override ValidationResult IsValid(object value, ValidationContext validationContext) { PropertyInfo propertyInfo = validationContext.ObjectType.GetProperty(this.propertyName); //Added Delegate conditionFunction = CreateExpression(validationContext.ObjectType, _condition); bool conditionMet = (bool)conditionFunction.DynamicInvoke(validationContext.ObjectInstance); if (conditionMet) { if (value == null) { return new ValidationResult(FormatErrorMessage(null)); } } return ValidationResult.Success; } private Delegate CreateExpression(Type objectType, string expression) { LambdaExpression lambdaExpression = System.Linq.Dynamic.DynamicExpression.ParseLambda(objectType, typeof(bool), expression); //Added Delegate function = lambdaExpression.Compile(); return function; } public IEnumerable<ModelClientValidationRule> GetClientValidationRules(ModelMetadata metadata, ControllerContext context) { var modelClientValidationRule = new ModelClientValidationRule { ValidationType = "requiredif", ErrorMessage = ErrorMessage //Added }; modelClientValidationRule.ValidationParameters.Add("param", this.propertyName); //Added return new List<ModelClientValidationRule> { modelClientValidationRule }; } } Then i applied this attribute in a property of a class like this [RequiredIf("InAppPurchase == true", "InAppPurchase", ErrorMessage = "Please enter an in app purchase promotional price")] //Added "InAppPurchase" public string InAppPurchasePromotionalPrice { get; set; } public bool InAppPurchase { get; set; } So what i want to do is display an error message that field InAppPurchasePromotionalPrice is required when InAppPurchase field is true (that means checked in the form). The following is the relevant code form the view: <div class="control-group"> <label class="control-label" for="InAppPurchase">Does your app include In App Purchase?</label> <div class="controls"> @Html.CheckBoxFor(o => o.InAppPurchase) @Html.LabelFor(o => o.InAppPurchase, "Yes") </div> </div> <div class="control-group" id="InAppPurchasePromotionalPriceDiv" @(Model.InAppPurchase == true ? Html.Raw("style='display: block;'") : Html.Raw("style='display: none;'"))> <label class="control-label" for="InAppPurchasePromotionalPrice">App Friday Promotional Price for In App Purchase: </label> <div class="controls"> @Html.TextBoxFor(o => o.InAppPurchasePromotionalPrice, new { title = "This should be at the lowest price tier of free or $.99, just for your App Friday date." }) <span class="help-inline"> @Html.ValidationMessageFor(o => o.InAppPurchasePromotionalPrice) </span> </div> </div> This code works perfectly but when i submit the form a full post is requested on the server in order to display the message. So i created JavaScript code to enable client-side validation: requiredif.js (function ($) { $.validator.addMethod('requiredif', function (value, element, params) { /*var inAppPurchase = $('#InAppPurchase').is(':checked'); if (inAppPurchase) { return true; } return false;*/ var isChecked = $(param).is(':checked'); if (isChecked) { return false; } return true; }, ''); $.validator.unobtrusive.adapters.add('requiredif', ['param'], function (options) { options.rules["requiredif"] = '#' + options.params.param; options.messages['requiredif'] = options.message; }); })(jQuery); This is the proposed way in msdn and tutorials i have found Of course i have also inserted the needed scripts in the form: jquery.unobtrusive-ajax.min.js jquery.validate.min.js jquery.validate.unobtrusive.min.js requiredif.js BUT...client side validation still does not work. So could you please help me find what am i missing? Thanks in advance.

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  • Simple Grouping With TableSorter Plugin

    - by HurnsMobile
    Im playing around with the Tablesorter plug-in for jQuery and was trying to get a very simple grouping functionality added into it. Using the follow html/js works great until you click sort again and reverse the order. The headers get moved to the bottom of the group when this happens. The following is my (admitedly hacky) attempt at it. Does anyone have any ideas? <html> <head> <meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1" /> <title>Table Manipulation Test</title> <link type="text/css" href="css/ui-lightness/jquery-ui-1.8.1.custom.css" rel="stylesheet" /> <link rel="stylesheet" href="tablesorter/themes/green/style.css" type="text/css"/> <script type="text/javascript" src="js/jquery-1.4.2.min.js"></script> <script type="text/javascript" src="js/jquery-ui-1.8.1.custom.min.js"></script> <script type="text/javascript" src="tablesorter/jquery.tablesorter.min.js"></script> <script type="text/javascript"> $(document).ready(function() { $("#test_table").tablesorter({ sortForce: [[3,0]] }); $(".group_details").hide(); $(".group_header").click(function(){ var group = $(this).attr("group"); var $expander = $(this).children("td.expanderguy") if ($("." + group + ":visible").length){ $("." + group + "").fadeOut('fast'); $expander.html("<img src='icons/plus.gif'>"); } else{ $("." + group + "").fadeIn('fast'); $expander.html("<img src='icons/minus.gif'>"); } }); } ); </script> <style type="text/css"> .group_header td{ background-color: #888888; !important } </style> </head> <body> <table id="test_table" class="tablesorter"> <thead> <tr><th>First Name</th><th>Last Name</th><th>Email</th><th>Due Date</th><th>Amount Due</th></tr> </thead> <tbody> <tr class="group_header" group="group1"><td class="expanderguy"><img src="icons/plus.gif"></td><td></td><td></td><td>Monday, June 7</td><td></td></tr> <tr class="group_details group1"><td>Flavian</td><td>Wenceslas</td><td>[email protected]</td><td>Monday, June 7</td><td>$100</td></tr> <tr class="group_details group1"><td>Gordian</td><td>Ives</td><td>[email protected]</td><td>Monday, June 7</td><td>$1700</td></tr> <tr class="group_details group1"><td>Saladin</td><td>Tarquin</td><td>[email protected]</td><td>Monday, June 7</td><td>$1700</td></tr> <tr class="group_details group1"><td>Urban</td><td>Cyprian</td><td>[email protected]</td><td>Monday, June 7</td><td>$1500</td></tr> <tr class="group_details group1"><td>Sargon</td><td>Swithun</td><td>[email protected]</td><td>Monday, June 7</td><td>$1100</td></tr> <tr class="group_details group1"><td>Pompey</td><td>Ladislas</td><td>[email protected]</td><td>Monday, June 7</td><td>$300</td></tr> <tr class="group_details group1"><td>Attila</td><td>Hiawatha</td><td>[email protected]</td><td>Monday, June 7</td><td>$200</td></tr> <tr class="group_header" group="group2"><td class="expanderguy"><img src="icons/plus.gif"></td><td></td><td></td><td>Tuesday, June 8</td><td></td></tr> <tr class="group_details group2"><td>Bruce</td><td>Fenton</td><td>[email protected]</td><td>Tuesday, June 8</td><td>$1700</td></tr> <tr class="group_details group2"><td>Wade</td><td>Sequoia</td><td>[email protected]</td><td>Tuesday, June 8</td><td>$1400</td></tr> <tr class="group_details group2"><td>Eddie</td><td>Jerold</td><td>[email protected]</td><td>Tuesday, June 8</td><td>$1100</td></tr> <tr class="group_details group2"><td>Lynn</td><td>Lucan</td><td>[email protected]</td><td>Tuesday, June 8</td><td>$1200</td></tr> <tr class="group_details group2"><td>Taegan</td><td>Tadg</td><td>[email protected]</td><td>Tuesday, June 8</td><td>$100</td></tr> <tr class="group_details group2"><td>Clyde</td><td>Reed</td><td>[email protected]</td><td>Tuesday, June 8</td><td>$6100</td></tr> <tr class="group_details group2"><td>Alaois</td><td>Art</td><td>[email protected]</td><td>Tuesday, June 8</td><td>$2100</td></tr> <tr class="group_details group2"><td>Gilbert</td><td>Patsy</td><td>[email protected]</td><td>Tuesday, June 8</td><td>$1500</td></tr> <tr class="group_header" group="group3"><td class="expanderguy"><img src="icons/plus.gif"></td><td></td><td></td><td>Wednesday, June 9</td><td></td></tr> <tr class="group_details group3" ><td>Clem</td><td>Eben</td><td>[email protected]</td><td>Wednesday, June 9</td><td>$2100</td></tr> <tr class="group_details group3" ><td>Elijah</td><td>Julyan</td><td>[email protected]</td><td>Wednesday, June 9</td><td>$2100</td></tr> <tr class="group_details group3" ><td>Marvyn</td><td>Damian</td><td>[email protected]</td><td>Wednesday, June 9</td><td>$1100</td></tr> <tr class="group_details group3" ><td>Sawyer</td><td>Ryker</td><td>[email protected]</td><td>Wednesday, June 9</td><td>$500</td></tr> </tbody> </table> </body>

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  • How to Generate Spritesheet from a 'problematic' animated Symbol in Flash Pro CS6?

    - by Arthur Wulf White
    In the new Flash Pro CS6 there is an option to generate spriteheet from a symbol. I used these tutorials: http://www.adobe.com/devnet/flash/articles/using-sprite-sheet-generator.html http://tv.adobe.com/watch/cs6-creative-cloud-feature-tour-for-web/generating-sprite-sheets-using-flash-professional-cs6/ And it works really well! An artist I'm working with created a bunch of assets for a game. One of them is a walking person as seen from a top-down view. You can find the .fla here: https://docs.google.com/folder/d/0B3L2bumwc4onRGhLcGNId1p2Szg/edit (If this does not work let me know, it is the first time I used Google Drive to share files) 1 .When I press ctrl+enter I can see it is moving. When I look for the animation, I do not seem to find it. When I select to create a spritesheet, flash suggest creating a spritesheet with one frame in the base pose and no other (animation) frames. What is causing this and how do I correct it? 2 .I want to convert it to a sprite sheet for 32 angles of movement. Is there any magical easy way to get this done? Is there a workaround without using Flash CS6 to do the same thing?

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  • File format for animated scene

    - by stephelton
    I've got a custom OpenGL based rendering engine and I'd like to add support for cinema-type scene animation. The artist that is helping me uses primarily 3DSMax. I'd like a file format for exporting and importing this data. I'm also in need of a file format for skeletal animation data, which may have an impact here. I've been looking at MAXScript to manually export this stuff, which would buy me the most flexibility, but I have virtually no experience with 3DSMax itself, so I get a little lost when it comes to terminology. So I'd like to know what file formats exist for animated scene data, and whether they are appropriate for my use (my fear is that they will be way too broad for my fairly simple needs.) The way I view animated scene data is basically a bunch of references to [animated] models with keyframe-based matrices describing their orientation over time. And probably some special camera stuff to handle perspective. I might also want some event type stuff for adding/removing objects. Is this a sane concept?

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  • Updating physics for animated models

    - by Mathias Hölzl
    For a new game we have do set up a scene with a minimum of 30 bone animated models.(shooter) The problem is that the update process for the animated models takes too long. Thats what I do: Each character has ~30 bones and for every update tick the animation gets calculated and every bone fires a event with the new matrix. The physics receives the event with the new matrix and updates the collision shape for that bone. The time that it takes to build the animation isn't that bad (0.2ms for 30 Bones - 6ms for 30 models). But the main problem is that the physic engine (Bullet) uses a diffrent matrix for transformation and so its necessary to convert it. Code for matrix conversion: (~0.005ms) btTransform CLEAR_PHYSICS_API Mat_to_btTransform( Mat mat ) { btMatrix3x3 bulletRotation; btVector3 bulletPosition; XMFLOAT4X4 matData = mat.GetStorage(); // copy rotation matrix for ( int row=0; row<3; ++row ) for ( int column=0; column<3; ++column ) bulletRotation[row][column] = matData.m[column][row]; for ( int column=0; column<3; ++column ) bulletPosition[column] = matData.m[3][column]; return btTransform( bulletRotation, bulletPosition ); } The function for updating the transform(Physic): void CLEAR_PHYSICS_API BulletPhysics::VKinematicMove(Mat mat, ActorId aid) { if ( btRigidBody * const body = FindActorBody( aid ) ) { btTransform tmp = Mat_to_btTransform( mat ); body->setWorldTransform( tmp ); } } The real problem is the function FindActorBody(id): ActorIDToBulletActorMap::const_iterator found = m_actorBodies.find( id ); if ( found != m_actorBodies.end() ) return found->second; All physic actors are stored in m_actorBodies and thats why the updating process takes to long. But I have no idea how I could avoid this. Friendly greedings, Mathias

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  • Animating DOM elements vs refreshing a single Canvas

    - by mgibsonbr
    A few years ago, when the HTML Canvas element was still kinda fresh, I wrote a small game in a rather "unusual" way: each game element had its own canvas, and frequently animated elements even had multiple canvases, one for each animation sprite. This way, the translation would be done by manipulating the DOM position of the canvases, while the sprite animation would consist of altering the visibility of the already drawn canvases. (z-indexes, of course, were the tricky part) It worked like a charm: even in IE6 with excanvas it showed a decent performance, and everything was rather consistent between browsers, including some smartphones. Now I'm thinking in writing a larger game engine in the same fashion, so I'm wondering whether it would be a good idea to do so in the current context (with all the advances in browsers and so on). I know I'm trading memory for time, so this needs to be customizable (even at runtime) for each machine the game will be running. But I believe using separate canvases would also help to avoid the game "freezing" on CPU spikes, since the translation would still happen even if the redraws lag for a while. Besides, the browsers' rendering engines are already optimized in may ways, so I'm guessing this scheme would also reduce the load on the CPU (in contrast to doing everything in JavaScript - specially the less optimized ones). It looks good in my head, but I'd like to hear the opinion of more experienced people before proceeding further. Is there any known drawback of doing this? I'm particulartly unexperienced in dealing with the GPU, so I wonder whether this "trick" would nullify any benefit of using a single, big canvas. Or maybe on modern devices it's overkill (though I'm skeptic about the claims that canvas+js - especially WebGL - will ever be a good alternative to native code). Any thoughts?

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  • Common way of animating 'motion' for walk cycle animations

    - by Ben Hymers
    I've just posted this at the Blender artists' forums before realising I would probably get a better response from a more game development-specific audience, so apologies for cross-posting! It's for the right reasons :) I'm a programmer trying to animate a character walking for a game project, using Ogre. I've made a very simple walk cycle in Blender and exported it to Ogre, and it plays just fine. By fine, I mean it works, but there's terrible foot sliding. This is because I just animated the walk in-place (at the origin) in Blender, and of course I don't know what "speed of walk" that corresponds to, so when I move the character in-game the motion doesn't necessarily match up with the movement of the feet in the animation. So my question is: what's the normal approach for this kind of thing? At work we use Maya, and the animators either animate a special 'moveTrans' node that represents the "position" of the character (or have the exporter generate it for them from the movement of the root node), then the game can read this to know how fast the animation moves the character. So in the Maya file, the character will walk forward for one cycle and this extra node will follow along with them by their feet. I've not seen anything like this in open-source land, and there's certainly no provision for that in the Ogre Exporter script. What do you chaps normally do for this?

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  • Player sprite moving slower on iPhone 4

    - by nvillec
    I just finished getting movement/jump animation for a player sprite in Xcode using Cocos2D. The basic movement algorithm is a timer that updates every 0.01 sec, changing the sprite position to (sprite.position.x + xVel, sprite.position.y + yVel). Each time a movement button is tapped, the appropriate velocity (initialized to 0) is changed to whatever speed I choose, then a stop movement button returns the velocity to 0. It's not an ideal solution but I'm very new at this and stoked to at least have that working with little help from the internet. So I may not have explained that perfectly, but it is in fact working to my satisfaction in Xcode's iPhone Simulator, however when I build it for my device and run it on my phone, the sprite's movement speed is noticeably slower than in Xcode. At first I thought it must have to do with the resolution of the iPhone 4, making the sprite's movement path twice as long, but I found that if I pull up the multitask bar, then return to the app the speed will sometimes jump back to normal. My second theory was that the code is just inefficient and is bogging the processes down, but I would see this reflected in the frame rate wouldn't I? It stays at 59-60 the whole time, and the spritesheet animation runs at the correct speed. Has anyone experienced this? Is this a really obvious issue that I'm completely missing? Any help (or tips for optimizing my approach to movement) would be much appreciated!

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  • Bejeweled-like game, managing different gem/powerup behaviors?

    - by Wissam
    I thought I'd ask a question and look forward to some insight from this very compelling community. In a Bejeweled-like (Match 3) game, the standard behavior once a valid swap of two adjacent tiles is made is that the resulting matching tiles are destroyed, any tiles now sitting over empty spaces fall to the position above the next present-tile, and any void created above is filled with new tiles. In richer Match-3 games like Bejeweled, 4 in a row (as opposed to just 3) modifies this behavior such that the tile that was swapped is retained, turned into a "flaming" gem, it falls, and then the empty space above is filled. The next time that "flaming gem" is played it explodes and destroys the 8 perimeter tiles, triggers a different animation sequence (neighbors of those 8 tiles being destroyed look like they've been hit by a shockwave then they fall to their respective positions). Scoring is different, the triggered sounds are different, etc. There are even more elaborate behaviors for Match5, Match-cross-pattern, and many powerups that can be purchased, each which produces a more elaborate sequence of events, sounds, animations, scoring, etc... What is the best approach to developing all these different behaviors that respond to players' "move" and her current "performance" and that deviate from the standard sequence of events, scoring, animation, sounds etc, in such a way that we can always flexibly introduce a new "powerup" ? What we are doing now is hard-coding the events of each one, but the task is long and arduous and seems like the wrong approach especially since the game-designers and testers often offer (later) valuable insight on what works better in-game, which means that the code itself may have to be re-written even for minor changes in behavior (say, destroy only 7 neighboring tiles, instead of all 8 in an explosion). ANY pointers for good practices here would be highly appreciated.

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  • What's the best way to use requestAnimationFrame and fixed frame rates

    - by m90
    I recently got into using the HTML5-requestAnimationFrame-API a lot on animation-heavy websites, especially after seeing the Jank Busters talk. This seems to work pretty well and really improve performance in many cases. Yet one question still persists for me: When wanting to use an animation that is NOT entirely calculated (think spritesheets for example) you will have to aim for a fixed frame rate. Of course one could go back to use setInterval again, but maybe there are other ways to tackle this. The two ways I could think of using requestAnimationFrame with a fixed frame rate are: var fps = 25; //frames per second function animate(){ //actual drawing goes here setTimeout(function(){ requestAnimationFrame(animate); }, 1000 / fps) } animate(); or var fps = 25; //frames per second var lastExecution = new Date().getTime(); function animate(){ var now = new Date().getTime(); if ((now - lastExecution) > (1000 / fps)){ //do actual drawing lastExecution = new Date().getTime(); } requestAnimationFrame(animate); } animate(); Personally, I'd opt for the second option (the first one feels like cheating), yet it seems to be more buggy in certain situations. Is this approach really worth it (especially at low frame rates like 12.5)? Are there things to be improved? Is there another way to tackle this?

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  • jQuery post with FileStreamResult as return value

    - by karl
    Hello, I'm quite new with jquery and asp.net mvc. My problem is that I'm calling a method in a controller that returns a FileStreamResult. This is working fine, but when I'm calling it with the jQuery post it doesn't work. I can see with vs debug tool that the progam is exectuting the method. Therefor I think it has something to do with that my jQuery call should take care of the return parameter? Somenoe? The jQuery code: <script type="text/javascript"> function createPPT() { $.post("<%= Url.Action( "DownloadAsPowerpoint", "RightMenu" )%>"); } </script> The method in the controller: public ActionResult DownloadAsPowerpoint() { Stream stream; //... HttpContext.Response.AddHeader("content-disposition", "attachment; filename=presentation.pptx"); return new FileStreamResult(stream, "application/pptx"); } Could someone explain and give me some example code?

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