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  • Rails - rake:gems:install - not installing gems

    - by Hamish
    If i define a few gems in my config/environments/test.rb file like this: config.gem "rspec" config.gem "rspec-rails" config.gem "mocha" and then run 'rake gems:install RAILS_ENV=test' I get the following error: Missing these required gems: mocha Run rake gems:install to install the missing gems. however if I run rake gems:install like it says it will continue to recurse like this forever. How do I actually get the gems to install using rake (not gem install)? thanks!

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  • Render public html's for dynamic banners in Rails ?

    - by benoror
    Hi, I would like to render specific HTML snippets for displaying banners, because each banner has a different nature (some images, some flash, etc). Every banner file is under app/public/banners/. I tried many ways, like: render :file => "/banners/somebanner.html" But it can't locate the file, because rails looks under app/views. Any Ideas ? Thanks! Missing template banners/somebanner.html in view path app/views

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  • translate database fields with rails

    - by fursie
    hi I know about the built-in I18n in Rails, but how can I select a database field per locale? My model structure is something like this: title #default (englisch) title_de #(german) title_it #(italian) In my template I want to be able to write only <%= @model.title %> and should get the value in the right language. Is there a plugin or a solution to use different fields per different locale settings with a structure like mine?

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  • Ruby on Rails function grapher

    - by Hock
    Hi, I'm looking for a function grapher that I can use in a small Rails application I'm working on for my university. Is there anything out there? If it needs the values (points) is not a problem but it would be better if it just parsed the equation. The functions will be 100% in ruby format (for example Math.exp(3*x))... Thanks a lot! Nicolás Hock

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  • Rails 3 Processing by */*

    - by Maestro
    I have noticed that in Rails 3.2.2, all actions are being processed with */* format. So the question is: what means */* ? And why it is called by default (every time) ? Because there are two processings for one action: Started GET "/" for 127.0.0.1 at 2012-07-07 22:50:22 +0200 Processing by MainController#index as HTML Started GET "/" for 127.0.0.1 at 2012-07-07 22:50:22 +0200 Processing by MainController#index as */* I have tried to set: respond_to :html def index @posts = Post.all respond_with(@posts) end But the same problem still exists.

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  • Rails nested URL question

    - by Jacobo Tibaquira
    Hi Im having issues with RESTful URLs in Rails. I have site.com/services url, and I want to have subpages under that category, thats it: site.com/services/arquitecture, site.com/services/plumbing, etc. The pages that im serving under that category are "static" .rhtml files and I would want them to be on the same controller. Is there a way of doing this? I've tried nested resources but I find it hard to fully understand. Thanks

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  • Rails: Easiest way to provide file downloads?

    - by Schroedinger
    G'day guys, currently have almost finished writing a rails application that allows a CSV download of the database. This is generated when the index is first viewed. Is there an easy way to insert a link to a helper that returns a CSV document? That is to say is it easy to insert links to helpers? This would make a lot of problems I've been having much easier

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  • Rails 3 Abstract Class vs Inherited Class

    - by R. Yanchuleff
    In my rails 3 model, I have two classes: Product, Service. I want both to be of type InventoryItem because I have another model called Store and Store has_many :InventoryItems This is what I'm trying to get to, but I'm not sure how to model this in my InventoryItem model and my Product and Service models. Should InventoryItem just be a parent class that Product and Service inherit from, or should InventoryItem be modeled as a class abstract of which Product and Service extend from. Thanks in advance for the advice!

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  • Rails time zones

    - by Bob
    I'm calling an external web service API that returns a timezone as listed in the Olson timezones database (e.g. "America/New_York"). However some of the values the API returned are "US/Pacific", "US/Eastern" and apparently don't match any of the Olson timezones in Rails 2.3.2. Can anyone shed some light on this? Thanks in advance for your help.

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  • Using build with a has_one association in rails.

    - by espinet
    This is a really noob question but im having trouble finding the answer, is there a way in rails to have 0 or 1 association? For example, I create a user with no objects, than later on create an object for that user. I tried using build with a 'has_one' association but that blew up... The only way I see this working is using 'has_many'. The user is suppose to only have at most one of these objects, is there any way to do this?

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  • Rails Application Hosting

    - by deb
    Where do you host your rails applications? I've tried Heroku (shared) and Slicehost (dedicated). I thought I would ask you, the knowledgeable guys here at stack-overflow, for hosting recommendations. Thanks in advance -- Deb

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  • Rails Plugin Installation Problem

    - by Steve
    When I tried to install the openid plugin, I do not get any confirmation msg about the installation.Even I specify some random .git plugin name, It does not give out any error. Can someone please tell me what about to do to rectify the problem? I used the following syntax ruby script/plugin install git://github.com/rails/open_id_authentication.git

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  • Flash 11 crashing Mac browsers?

    - by dlamblin
    I run Mac OS X 10.6.8 and Flash 11 in Google Chrome 15. The process part looks like this: username 93458 11.4 14.0 2469136 588600 ?? S 2:02AM 5:37.25 /Applications/Google Chrome.app/Contents/Versions/15.0.874.121/Google Chrome Helper EH.app/Contents/MacOS/Google Chrome Helper EH --type=plugin --plugin-path=/Applications/Google Chrome.app/Contents/Versions/15.0.874.121/Google Chrome Framework.framework/Internet Plug-Ins/Flash Player Plugin for Chrome.plugin --lang=en-US --channel=42748.0x2b3200f0.835069097 --enable-crash-reporter=46CB5F28860932569647D54223EACE3E In some flash games it seems memory use grows from 100mb to 300mb and randomly (at no particular memory limit, there's still 1-2 gb free) it churns the CPU at 90% oscillating between a kernel_task process and the plugin. Has anyone experienced this and is there some setting that fixes this? I've uninstalled Flash from the system otherwise (Chrome bundles it) so I only use chrome for Flash games, and as a plus the other browsers are quite solid without Flash.

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  • train wreck. Rails requires RubyGems >= 1.3.2

    - by JZ
    I recently upgraded ruby to ruby 1.8.7 (2009-06-12 patchlevel 174) [i686-darwin10] and I think I broke rails. When I attempt to load rails. I get an odd message. Please help! $ ruby script/server Rails requires RubyGems = 1.3.2. Please install RubyGems and try again: http://rubygems.rubyforge.org $ rails -v Rails 3.0.0.beta $ gem -v 1.3.6 $ which gem /usr/bin/gem $ whereis gem /usr/bin/gem $ which rails /usr/bin/rails $ whereis rails /usr/bin/rails $ /usr/bin/gem -v 1.3.6 $ /usr/bin/rails -v Rails 3.0.0.beta $ ruby script/console Rails requires RubyGems >= 1.3.2. Please install RubyGems and try again: http://rubygems.rubyforge.org $ gem list rails *** LOCAL GEMS *** rails (3.0.0.beta, 2.3.5, 2.2.2, 1.2.6) $ gem list *** LOCAL GEMS *** abstract (1.0.0) actionmailer (3.0.0.beta, 2.3.5, 2.2.2, 1.3.6) actionpack (3.0.0.beta, 2.3.5, 2.2.2, 1.13.6) actionwebservice (1.2.6) activemerchant (1.4.1) activemodel (3.0.0.beta) activerecord (3.0.0.beta, 2.3.5, 2.2.2, 1.15.6) activerecord-tableless (0.1.0) activeresource (3.0.0.beta, 2.3.5, 2.2.2) activesupport (3.0.0.beta, 2.3.5, 2.2.2, 1.4.4) acts_as_ferret (0.4.3) arel (0.2.pre) authlogic (2.1.3) builder (2.1.2) bundler (0.9.3) calendar_date_select (1.15) capistrano (2.5.2) cgi_multipart_eof_fix (2.5.0) chronic (0.2.3) columnize (0.3.1) compass (0.8.17) daemons (1.0.10) dnssd (0.6.0) erubis (2.6.5) fastercsv (1.5.0) fastthread (1.0.1) fcgi (0.8.7) ferret (0.11.6) flay (1.4.0) flog (2.4.0) gbarcode (0.98.16) gem_plugin (0.2.3) git (1.2.5) haml (2.2.15) haml-edge (2.3.100) highline (1.5.0) hoe (2.4.0) hpricot (0.6.164) i18n (0.3.3) javan-whenever (0.3.7) jeweler (1.4.0) jscruggs-metric_fu (1.1.5) json_pure (1.2.0) libxml-ruby (1.1.2) linecache (0.43) mail (2.1.2) mechanize (0.9.3) memcache-client (1.7.8) mime-types (1.16) mislav-will_paginate (2.3.11) mocha (0.9.7) mojombo-chronic (0.3.0) mongrel (1.1.5) needle (1.3.0) net-scp (1.0.1) net-sftp (2.0.1, 1.1.1) net-ssh (2.0.4, 1.1.4) net-ssh-gateway (1.0.0) nifty-generators (0.3.0) nokogiri (1.4.0) openrain-action_mailer_tls (1.1.3) passenger (2.2.5) polyglot (0.2.9) prawn (0.6.3) prawn-core (0.6.3) prawn-format (0.2.3) prawn-layout (0.3.2) prawn-security (0.1.1) rack (1.1.0, 1.0.1) rack-mount (0.4.5) rack-test (0.5.3) rails (3.0.0.beta, 2.3.5, 2.2.2, 1.2.6) railties (3.0.0.beta) rake (0.8.7, 0.8.3) rake-compiler (0.6.0) RedCloth (4.1.1) reek (1.2.6) relevance-rcov (0.9.2.1) rmagick (2.12.2) roodi (2.1.0) rsl-stringex (1.0.3) rspec (1.2.9) rspec-rails (1.2.9) ruby-debug (0.10.3) ruby-debug-base (0.10.3) ruby-openid (2.1.2) ruby-yadis (0.3.4) ruby2ruby (1.2.4) ruby_parser (2.0.4) rubyforge (2.0.3) rubygems-update (1.3.6, 1.3.5) rubynode (0.1.5) searchlogic (2.3.9) sexp_processor (3.0.3) spree (0.9.4) sqlite3-ruby (1.2.5, 1.2.4) termios (0.9.4) test-unit (2.0.5) text-format (1.0.0) text-hyphen (1.0.0) thor (0.13.0) tlsmail (0.0.1) topfunky-gruff (0.3.5) treetop (1.4.3) tzinfo (0.3.16) xmpp4r (0.4)

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  • Rails learn's confusion

    - by Steve
    This is a beginner's rails learning confusion. When I learn rails, from time to time, I feel frustrated on rails' principle "Convention over Configuration". Rails uses heavily on conventions. A lot of them are just naming conventions. If I forget a convention, I will either use the wrong naming and get unexpected result or get things magically done but don't understand how. Sometimes, I think of configuration. At least configuration lists everything clearly and nothing is in fog. In rails, there seems a hidden, dark contract between you and the machine. If you follow the contract, you communicate well. But a beginner usually forgets items listed on the contract and this usually leads to confusion. That's why when I first pick up rails, I feel like it is somehow difficult to learn. Besides, there are many other things that could be new to a learner, such as using git, using plugins from community, using RESTful routing style, using RSpec. All these are new and come together in learning ruby and rails. This definitely adds up difficulties for a beginner. In contrast, if you learn php, it wouldn't be that bad. You can forget many things and focus on learning php itself. You don't need to learn database handling if you know SQL already(in rails, you need to learn a whole new concept migration), you don't have to learn a new decent unit test(in rails, usually they teach RSpec along the way because rails is agile and you should learn test-driven development in the early learning stage), you don't have to learn a new version control(in rails, you will be taught about git anyway), you don't have to use complicated plugins(in rails, they usually use third-party plugins in textbook examples! what the hell? why not teach how to do a simplified similar thing in rails?), you don't have to worry RESTful style. All in all, when I learn php, I learn it quick and soon I start to write things myself. Learning php is similar to learning C/java. It tastes like those traditional languages. When I learn rails, it is more difficult. And I need to learn ruby as well (I believe many of you learn ruby just because of rails). Does anyone have the similar feeling as I have? How do you overcome it and start to master rails? Hints will be welcomed. Thank you.

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  • rails log rotation behaves weird (rails version 2.3.5)

    - by robodo
    I'm trying to setup log rotation in rails. I have put this in my environment/development.rb: config.logger = Logger.new("#{RAILS_ROOT}/log/#{ENV['RAILS_ENV']}.log", 1, 5*1048576) 2 files are created :-) but it looks like rails is writing to them randomly and at the same time as well. This creates messy log files :-( what am I missing?

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  • Game Over function is not working Starling

    - by aNgeLyN omar
    I've been following a tutorial over the web but it somehow did not show something about creating a game over function. I am new to the Starling framework and Actionscript so I'm kind of still trying to find a way to make it work. Here's the complete snippet of the code. package screens { import flash.geom.Rectangle; import flash.utils.getTimer; import events.NavigationEvent; import objects.GameBackground; import objects.Hero; import objects.Item; import objects.Obstacle; import starling.display.Button; import starling.display.Image; import starling.display.Sprite; import starling.events.Event; import starling.events.Touch; import starling.events.TouchEvent; import starling.text.TextField; import starling.utils.deg2rad; public class InGame extends Sprite { private var screenInGame:InGame; private var screenWelcome:Welcome; private var startButton:Button; private var playAgain:Button; private var bg:GameBackground; private var hero:Hero; private var timePrevious:Number; private var timeCurrent:Number; private var elapsed:Number; private var gameState:String; private var playerSpeed:Number = 0; private var hitObstacle:Number = 0; private const MIN_SPEED:Number = 650; private var scoreDistance:int; private var obstacleGapCount:int; private var gameArea:Rectangle; private var touch:Touch; private var touchX:Number; private var touchY:Number; private var obstaclesToAnimate:Vector.<Obstacle>; private var itemsToAnimate:Vector.<Item>; private var scoreText:TextField; private var remainingLives:TextField; private var gameOverText:TextField; private var iconSmall:Image; static private var lives:Number = 2; public function InGame() { super(); this.addEventListener(starling.events.Event.ADDED_TO_STAGE, onAddedToStage); } private function onAddedToStage(event:Event):void { this.removeEventListener(Event.ADDED_TO_STAGE, onAddedToStage); drawGame(); scoreText = new TextField(300, 100, "Score: 0", "MyFontName", 35, 0xD9D919, true); remainingLives = new TextField(600, 100, "Lives: " + lives +" X ", "MyFontName", 35, 0xD9D919, true); iconSmall = new Image(Assets.getAtlas().getTexture("darnahead1")); iconSmall.x = 360; iconSmall.y = 40; this.addChild(iconSmall); this.addChild(scoreText); this.addChild(remainingLives); } private function drawGame():void { bg = new GameBackground(); this.addChild(bg); hero = new Hero(); hero.x = stage.stageHeight / 2; hero.y = stage.stageWidth / 2; this.addChild(hero); startButton = new Button(Assets.getAtlas().getTexture("startButton")); startButton.x = stage.stageWidth * 0.5 - startButton.width * 0.5; startButton.y = stage.stageHeight * 0.5 - startButton.height * 0.5; this.addChild(startButton); gameArea = new Rectangle(0, 100, stage.stageWidth, stage.stageHeight - 250); } public function disposeTemporarily():void { this.visible = false; } public function initialize():void { this.visible = true; this.addEventListener(Event.ENTER_FRAME, checkElapsed); hero.x = -stage.stageWidth; hero.y = stage.stageHeight * 0.5; gameState ="idle"; playerSpeed = 0; hitObstacle = 0; bg.speed = 0; scoreDistance = 0; obstacleGapCount = 0; obstaclesToAnimate = new Vector.<Obstacle>(); itemsToAnimate = new Vector.<Item>(); startButton.addEventListener(Event.TRIGGERED, onStartButtonClick); //var mainStage:InGame =InGame.current.nativeStage; //mainStage.dispatchEvent(new Event(Event.COMPLETE)); //playAgain.addEventListener(Event.TRIGGERED, onRetry); } private function onStartButtonClick(event:Event):void { startButton.visible = false; startButton.removeEventListener(Event.TRIGGERED, onStartButtonClick); launchHero(); } private function launchHero():void { this.addEventListener(TouchEvent.TOUCH, onTouch); this.addEventListener(Event.ENTER_FRAME, onGameTick); } private function onTouch(event:TouchEvent):void { touch = event.getTouch(stage); touchX = touch.globalX; touchY = touch.globalY; } private function onGameTick(event:Event):void { switch(gameState) { case "idle": if(hero.x < stage.stageWidth * 0.5 * 0.5) { hero.x += ((stage.stageWidth * 0.5 * 0.5 + 10) - hero.x) * 0.05; hero.y = stage.stageHeight * 0.5; playerSpeed += (MIN_SPEED - playerSpeed) * 0.05; bg.speed = playerSpeed * elapsed; } else { gameState = "flying"; } break; case "flying": if(hitObstacle <= 0) { hero.y -= (hero.y - touchY) * 0.1; if(-(hero.y - touchY) < 150 && -(hero.y - touchY) > -150) { hero.rotation = deg2rad(-(hero.y - touchY) * 0.2); } if(hero.y > gameArea.bottom - hero.height * 0.5) { hero.y = gameArea.bottom - hero.height * 0.5; hero.rotation = deg2rad(0); } if(hero.y < gameArea.top + hero.height * 0.5) { hero.y = gameArea.top + hero.height * 0.5; hero.rotation = deg2rad(0); } } else { hitObstacle-- cameraShake(); } playerSpeed -= (playerSpeed - MIN_SPEED) * 0.01; bg.speed = playerSpeed * elapsed; scoreDistance += (playerSpeed * elapsed) * 0.1; scoreText.text = "Score: " + scoreDistance; initObstacle(); animateObstacles(); createEggItems(); animateItems(); remainingLives.text = "Lives: "+lives + " X "; if(lives == 0) { gameState = "over"; } break; case "over": gameOver(); break; } } private function gameOver():void { gameOverText = new TextField(800, 400, "Hero WAS KILLED!!!", "MyFontName", 50, 0xD9D919, true); scoreText = new TextField(800, 600, "Score: "+scoreDistance, "MyFontName", 30, 0xFFFFFF, true); this.addChild(scoreText); this.addChild(gameOverText); playAgain = new Button(Assets.getAtlas().getTexture("button_tryAgain")); playAgain.x = stage.stageWidth * 0.5 - startButton.width * 0.5; playAgain.y = stage.stageHeight * 0.75 - startButton.height * 0.75; this.addChild(playAgain); playAgain.addEventListener(Event.TRIGGERED, onRetry); } private function onRetry(event:Event):void { playAgain.visible = false; gameOverText.visible = false; scoreText.visible = false; var btnClicked:Button = event.target as Button; if((btnClicked as Button) == playAgain) { this.dispatchEvent(new NavigationEvent(NavigationEvent.CHANGE_SCREEN, {id: "playnow"}, true)); } disposeTemporarily(); } private function animateItems():void { var itemToTrack:Item; for(var i:uint = 0; i < itemsToAnimate.length; i++) { itemToTrack = itemsToAnimate[i]; itemToTrack.x -= playerSpeed * elapsed; if(itemToTrack.bounds.intersects(hero.bounds)) { itemsToAnimate.splice(i, 1); this.removeChild(itemToTrack); } if(itemToTrack.x < -50) { itemsToAnimate.splice(i, 1); this.removeChild(itemToTrack); } } } private function createEggItems():void { if(Math.random() > 0.95){ var itemToTrack:Item = new Item(Math.ceil(Math.random() * 10)); itemToTrack.x = stage.stageWidth + 50; itemToTrack.y = int(Math.random() * (gameArea.bottom - gameArea.top)) + gameArea.top; this.addChild(itemToTrack); itemsToAnimate.push(itemToTrack); } } private function cameraShake():void { if(hitObstacle > 0) { this.x = Math.random() * hitObstacle; this.y = Math.random() * hitObstacle; } else if(x != 0) { this.x = 0; this.y = 0; lives--; } } private function initObstacle():void { if(obstacleGapCount < 1200) { obstacleGapCount += playerSpeed * elapsed; } else if(obstacleGapCount !=0) { obstacleGapCount = 0; createObstacle(Math.ceil(Math.random() * 5), Math.random() * 1000 + 1000); } } private function animateObstacles():void { var obstacleToTrack:Obstacle; for(var i:uint = 0; i<obstaclesToAnimate.length; i++) { obstacleToTrack = obstaclesToAnimate[i]; if(obstacleToTrack.alreadyHit == false && obstacleToTrack.bounds.intersects(hero.bounds)) { obstacleToTrack.alreadyHit = true; obstacleToTrack.rotation = deg2rad(70); hitObstacle = 30; playerSpeed *= 0.5; } if(obstacleToTrack.distance > 0) { obstacleToTrack.distance -= playerSpeed * elapsed; } else { if(obstacleToTrack.watchOut) { obstacleToTrack.watchOut = false; } obstacleToTrack.x -= (playerSpeed + obstacleToTrack.speed) * elapsed; } if(obstacleToTrack.x < -obstacleToTrack.width || gameState == "over") { obstaclesToAnimate.splice(i, 1); this.removeChild(obstacleToTrack); } } } private function checkElapsed(event:Event):void { timePrevious = timeCurrent; timeCurrent = getTimer(); elapsed = (timeCurrent - timePrevious) * 0.001; } private function createObstacle(type:Number, distance:Number):void{ var obstacle:Obstacle = new Obstacle(type, distance, true, 300); obstacle.x = stage.stageWidth; this.addChild(obstacle); if(type >= 4) { if(Math.random() > 0.5) { obstacle.y = gameArea.top; obstacle.position = "top" } else { obstacle.y = gameArea.bottom - obstacle.height; obstacle.position = "bottom"; } } else { obstacle.y = int(Math.random() * (gameArea.bottom - obstacle.height - gameArea.top)) + gameArea.top; obstacle.position = "middle"; } obstaclesToAnimate.push(obstacle); } } }

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  • Refactoring a Single Rails Model with large methods & long join queries trying to do everything

    - by Kelseydh
    I have a working Ruby on Rails Model that I suspect is inefficient, hard to maintain, and full of unnecessary SQL join queries. I want to optimize and refactor this Model (Quiz.rb) to comply with Rails best practices, but I'm not sure how I should do it. The Rails app is a game that has Missions with many Stages. Users complete Stages by answering Questions that have correct or incorrect Answers. When a User tries to complete a stage by answering questions, the User gets a Quiz entry with many Attempts. Each Attempt records an Answer submitted for that Question within the Stage. A user completes a stage or mission by getting every Attempt correct, and their progress is tracked by adding a new entry to the UserMission & UserStage join tables. All of these features work, but unfortunately the Quiz.rb Model has been twisted to handle almost all of it exclusively. The callbacks began at 'Quiz.rb', and because I wasn't sure how to leave the Quiz Model during a multi-model update, I resorted to using Rails Console to have the @quiz instance variable via self.some_method do all the heavy lifting to retrieve every data value for the game's business logic; resulting in large extended join queries that "dance" all around the Database schema. The Quiz.rb Model that Smells: class Quiz < ActiveRecord::Base belongs_to :user has_many :attempts, dependent: :destroy before_save :check_answer before_save :update_user_mission_and_stage accepts_nested_attributes_for :attempts, :reject_if => lambda { |a| a[:answer_id].blank? }, :allow_destroy => true #Checks every answer within each quiz, adding +1 for each correct answer #within a stage quiz, and -1 for each incorrect answer def check_answer stage_score = 0 self.attempts.each do |attempt| if attempt.answer.correct? == true stage_score += 1 elsif attempt.answer.correct == false stage_score - 1 end end stage_score end def winner return true end def update_user_mission_and_stage ####### #Step 1: Checks if UserMission exists, finds or creates one. #if no UserMission for the current mission exists, creates a new UserMission if self.user_has_mission? == false @user_mission = UserMission.new(user_id: self.user.id, mission_id: self.current_stage.mission_id, available: true) @user_mission.save else @user_mission = self.find_user_mission end ####### #Step 2: Checks if current UserStage exists, stops if true to prevent duplicate entry if self.user_has_stage? @user_mission.save return true else ####### ##Step 3: if step 2 returns false: ##Initiates UserStage creation instructions #checks for winner (winner actions need to be defined) if they complete last stage of last mission for a given orientation if self.passed? && self.is_last_stage? && self.is_last_mission? create_user_stage_and_update_user_mission self.winner #NOTE: The rest are the same, but specify conditions that are available to add badges or other actions upon those conditions occurring: ##if user completes first stage of a mission elsif self.passed? && self.is_first_stage? && self.is_first_mission? create_user_stage_and_update_user_mission #creates user badge for finishing first stage of first mission self.user.add_badge(5) self.user.activity_logs.create(description: "granted first-stage badge", type_event: "badge", value: "first-stage") #If user completes last stage of a given mission, creates a new UserMission elsif self.passed? && self.is_last_stage? && self.is_first_mission? create_user_stage_and_update_user_mission #creates user badge for finishing first mission self.user.add_badge(6) self.user.activity_logs.create(description: "granted first-mission badge", type_event: "badge", value: "first-mission") elsif self.passed? create_user_stage_and_update_user_mission else self.passed? == false return true end end end #Creates a new UserStage record in the database for a successful Quiz question passing def create_user_stage_and_update_user_mission @nu_stage = @user_mission.user_stages.new(user_id: self.user.id, stage_id: self.current_stage.id) @nu_stage.save @user_mission.save self.user.add_points(50) end #Boolean that defines passing a stage as answering every question in that stage correct def passed? self.check_answer >= self.number_of_questions end #Returns the number of questions asked for that stage's quiz def number_of_questions self.attempts.first.answer.question.stage.questions.count end #Returns the current_stage for the Quiz, routing through 1st attempt in that Quiz def current_stage self.attempts.first.answer.question.stage end #Gives back the position of the stage relative to its mission. def stage_position self.attempts.first.answer.question.stage.position end #will find the user_mission for the current user and stage if it exists def find_user_mission self.user.user_missions.find_by_mission_id(self.current_stage.mission_id) end #Returns true if quiz was for the last stage within that mission #helpful for triggering actions related to a user completing a mission def is_last_stage? self.stage_position == self.current_stage.mission.stages.last.position end #Returns true if quiz was for the first stage within that mission #helpful for triggering actions related to a user completing a mission def is_first_stage? self.stage_position == self.current_stage.mission.stages_ordered.first.position end #Returns true if current user has a UserMission for the current stage def user_has_mission? self.user.missions.ids.include?(self.current_stage.mission.id) end #Returns true if current user has a UserStage for the current stage def user_has_stage? self.user.stages.include?(self.current_stage) end #Returns true if current user is on the last mission based on position within a given orientation def is_first_mission? self.user.missions.first.orientation.missions.by_position.first.position == self.current_stage.mission.position end #Returns true if current user is on the first stage & mission of a given orientation def is_last_mission? self.user.missions.first.orientation.missions.by_position.last.position == self.current_stage.mission.position end end My Question Currently my Rails server takes roughly 500ms to 1 sec to process single @quiz.save action. I am confident that the slowness here is due to sloppy code, not bad Database ERD design. What does a better solution look like? And specifically: Should I use join queries to retrieve values like I did here, or is it better to instantiate new objects within the model instead? Or am I missing a better solution? How should update_user_mission_and_stage be refactored to follow best practices? Relevant Code for Reference: quizzes_controller.rb w/ Controller Route Initiating Callback: class QuizzesController < ApplicationController before_action :find_stage_and_mission before_action :find_orientation before_action :find_question def show end def create @user = current_user @quiz = current_user.quizzes.new(quiz_params) if @quiz.save if @quiz.passed? if @mission.next_mission.nil? && @stage.next_stage.nil? redirect_to root_path, notice: "Congratulations, you have finished the last mission!" elsif @stage.next_stage.nil? redirect_to [@mission.next_mission, @mission.first_stage], notice: "Correct! Time for Mission #{@mission.next_mission.position}", info: "Starting next mission" else redirect_to [@mission, @stage.next_stage], notice: "Answer Correct! You passed the stage!" end else redirect_to [@mission, @stage], alert: "You didn't get every question right, please try again." end else redirect_to [@mission, @stage], alert: "Sorry. We were unable to save your answer. Please contact the admministrator." end @questions = @stage.questions.all end private def find_stage_and_mission @stage = Stage.find(params[:stage_id]) @mission = @stage.mission end def find_question @question = @stage.questions.find_by_id params[:id] end def quiz_params params.require(:quiz).permit(:user_id, :attempt_id, {attempts_attributes: [:id, :quiz_id, :answer_id]}) end def find_orientation @orientation = @mission.orientation @missions = @orientation.missions.by_position end end Overview of Relevant ERD Database Relationships: Mission - Stage - Question - Answer - Attempt <- Quiz <- User Mission - UserMission <- User Stage - UserStage <- User Other Models: Mission.rb class Mission < ActiveRecord::Base belongs_to :orientation has_many :stages has_many :user_missions, dependent: :destroy has_many :users, through: :user_missions #SCOPES scope :by_position, -> {order(position: :asc)} def stages_ordered stages.order(:position) end def next_mission self.orientation.missions.find_by_position(self.position.next) end def first_stage next_mission.stages_ordered.first end end Stage.rb: class Stage < ActiveRecord::Base belongs_to :mission has_many :questions, dependent: :destroy has_many :user_stages, dependent: :destroy has_many :users, through: :user_stages accepts_nested_attributes_for :questions, reject_if: :all_blank, allow_destroy: true def next_stage self.mission.stages.find_by_position(self.position.next) end end Question.rb class Question < ActiveRecord::Base belongs_to :stage has_many :answers, dependent: :destroy accepts_nested_attributes_for :answers, :reject_if => lambda { |a| a[:body].blank? }, :allow_destroy => true end Answer.rb: class Answer < ActiveRecord::Base belongs_to :question has_many :attempts, dependent: :destroy end Attempt.rb: class Attempt < ActiveRecord::Base belongs_to :answer belongs_to :quiz end User.rb: class User < ActiveRecord::Base belongs_to :school has_many :activity_logs has_many :user_missions, dependent: :destroy has_many :missions, through: :user_missions has_many :user_stages, dependent: :destroy has_many :stages, through: :user_stages has_many :orientations, through: :school has_many :quizzes, dependent: :destroy has_many :attempts, through: :quizzes def latest_stage_position self.user_missions.last.user_stages.last.stage.position end end UserMission.rb class UserMission < ActiveRecord::Base belongs_to :user belongs_to :mission has_many :user_stages, dependent: :destroy end UserStage.rb class UserStage < ActiveRecord::Base belongs_to :user belongs_to :stage belongs_to :user_mission end

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