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  • Text rendering blurred in Firefox and Internet Explorer using jQuery

    - by Sixfoot Studio
    Not sure what causes this? If I user slideDown in Firefox the text rendering cuts off the top of the letters before the animation is complete. This is ok in IE. If I then change the animation to use fadeIn instead, the blur does not happen in Firefox but the text is very jagged in IE. From another question I have asked in the past pertaining to animation, the guy told me that I should wrap that which I want to animate in another DIV and animate that instead. This sorted out the jerkiness caused by the padding on the content inside the .animateDiv. Is there a trick to the text rendering as well in jQuery

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  • Linking jQuery UI to the ASP.NET MVC 2 project

    - by Tx3
    What I am trying to accomplish is using jQuery UI dialog method from my own JavaScript source code file. I have this kind of links in the Site.Master <script src="/Scripts/jquery-1.4.2.js" type="text/javascript"></script> <script src="/Scripts/jquery.validate.js" type="text/javascript"></script> <script src="/Scripts/jquery-ui.js" type="text/javascript"></script> <script src="/Scripts/Common.js" type="text/javascript"></script> Common.js is my own helper file. jQuery works fine there, but when I try to call for example: $(document).ready(function() { $("#dialog").dialog(); }); I'll get "Microsoft JScript runtime error: Object doesn't support this property or method" Any ideas why this happens? jQuery Works fine, but jQuery UI doesn't.

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  • Chaining jQuery animations using recursion crashes browser

    - by Rob Sobers
    Here's the basic idea of what I'm trying to do: Set the innerHTML of a DIV to some value X Animate the DIV When the animation finishes, change the value of X and repeat N times If I do this in a loop, what ends up happening is, because the animations occur asynchronously, the loop finishes and the DIV is set to its final value before the animations have had a chance to run for each value of X. As this question notes, the best way to solve this problem is to make a recursive call to the function in the callback handler for the animation. This way the value of the DIV doesn't change until the animation of the previous value is complete. This works perfectly...to a point. If I animate a bunch of these DIVs at the same time, my browser gets overwhelmed and crashes. Too much recursion. Can anyone think of a way to do this without using recursion?

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  • Trying to get simple jquery animations on a site I created in Dreamweaver

    - by JoeOzz
    Hey guys, another question. I'm trying to do some basic jQuery stuff for my final project. I'll be using it to modify my already existing site created in Dreamweaver a few months ago. However, no matter how I source the framework, it just won't take regardless of whether I host my own copy or link to someone else's like Google's. I'm including my jQuery function calls within my already existing .js file that includes some auto generated functions. I also tried creating a new .js specifically for my jQuery functions and still nothing. I realize this is vague, but any tips? Do I need another framework for jQuery to work off of to make animations like .fadeIn() or .slideDown()? Thanks guys and gals!

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  • Uncaught ReferenceError: jQuery is not defined "jquery-ui.js:338"

    - by Chad Sellers
    My jquery script reference are : <script src="http://code.jquery.com/jquery-latest.min.js" type="text/javascript"></script> <script src="http://code.jquery.com/ui/1.9.1/jquery-ui.js" type="text/javascript"></script> I'm using Chrome Version 23.0.1271.64 m - And I'm getting an error on line 338 })( jQuery ); //-- line 338 is highlighted This is a 1st for me and looking for answers.

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  • jQuery - How to Prevent Animation Queue Buildup with Double Animations?

    - by Jason
    Hello, I was taking a look at this tutorial here to prevent animation buildups: http://www.learningjquery.com/2009/01/quick-tip-prevent-animation-queue-buildup My situation: I am doing a double animation like this below, and would like the prevent the animation build up. Since I have 2 animations going, it seems it ignores the .stop(). What can be done to prevent this? I have tried .stop() on both .animate and if I do that it stops animating... $(document).ready(function() { $('#element').hover(function() { $(this).stop() .animate( { left: 200 }, { duration: 'slow', }) .animate( { top: 200 }, { duration: 'slow', }); } , function() { $(this).stop() .animate( { left: 0 }, { duration: 'slow', }) .animate( { top: 0 }, { duration: 'slow', }); }); }); Any help will be greatly aprecaited!!

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  • Why am I unable to prevent the animation queue from stacking without breaking my code?

    - by user1888886
    I am attempting to use jquery and CSS to animate the buttons of a navigation sidebar I am using to signify which button is selected when the mouse is hovered over each. Currently, my code for the CSS appears as such: #navbutton {position:relative; width:178px; height:35px; border:1px #FFF solid; z-index:+3; font-family:'Capriola', sans-serif; font-size:18px; text-align:center;} #navbutton.button {color:#77D; background-color: #F0B0D0;} #navbutton.button_hover {color:#66C; background-color: #FCF; padding:10px;} And my jquery: <script type="text/javascript"> $(document).ready(function(){ $("#sidebar div").mouseenter(buttonHover) function buttonHover(){ $(this).stop().switchClass('button','button_hover',500); } $("#sidebar div").mouseleave(button) function button(){ $(this).stop().switchClass('button_hover','button',500); } }); </script> Before I added the .stop() to each part of the animation, the animation queue would stack up for each time the mouse was moved over each button and then removed. Now that the .stop() has been applied, however, if the mouse is moved away from a button during its animation, the button will freeze and remain in its mid-animation state, unable to be fixed by being hovered over until the page is reloaded, rather than reverting to its original mouseleave state. From everything I've read, this should not be the case. Might anyone be able to tell why my animation queue becomes broken once the .stop() is applied?

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  • jQuery animate opacity doesn't work properly on IE

    - by fidoboy
    I'm trying to use animate function to change the height and opacity for a DIV. The div has a image background in CSS, it works fine on Firefox and Safari, but when i test it on IE the background is being removed. This is my code: if (jQuery.support.opacity) { jQuery('#list_box').animate({opacity: '1',height: '300px',top: newTop},{duration: 300}); } else { jQuery('#list_box').animate({filter: 'alpha(opacity=100)',height: '300px',top: newTop},{duration: 300}); } How can i fix it?

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  • animate each child jquery

    - by Martavis P.
    It's amazing how simple this should be but I can't get it to work. I'm looking to animate a set of divs one at a time. I am using animate.css for those familiar with it. I thought I may have found the answer here but jsFiddle is not working at the moment. Anywho, the code is $('.elements').each(function(i) { $(this).addClass('animated slideInLeft').delay(500); }); The problem is that when I debug and step through each element, the animation is happening for each element but when I let it run, it appears to all do it at once. What is needed to actually show the animation one at a time? Thanks EDIT: jsFiddle is back up and that link provided below did not help. The answer did not include looping through elements, but looping the animation itself. EDIT 2 Here is a Fiddle to play with if you guys need one.

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  • Marrying Core Animation with OpenGL ES

    - by Ole Begemann
    Edit: I suppose instead of the long explanation below I might also ask: Sending -setNeedsDisplay to an instance of CAEAGLLayer does not cause the layer to redraw (i.e., -drawInContext: is not called). Instead, I get this console message: <GLLayer: 0x4d500b0>: calling -display has no effect. Is there a way around this issue? Can I invoke -drawInContext: when -setNeedsDisplay is called? Long explanation below: I have an OpenGL scene that I would like to animate using Core Animation animations. Following the standard approach to animate custom properties in a CALayer, I created a subclass of CAEAGLLayer and defined a property sceneCenterPoint in it whose value should be animated. My layer also holds a reference to the OpenGL renderer: #import <UIKit/UIKit.h> #import <QuartzCore/QuartzCore.h> #import "ES2Renderer.h" @interface GLLayer : CAEAGLLayer { ES2Renderer *renderer; } @property (nonatomic, retain) ES2Renderer *renderer; @property (nonatomic, assign) CGPoint sceneCenterPoint; I then declare the property @dynamic to let CA create the accessors, override +needsDisplayForKey: and implement -drawInContext: to pass the current value of the sceneCenterPoint property to the renderer and ask it to render the scene: #import "GLLayer.h" @implementation GLLayer @synthesize renderer; @dynamic sceneCenterPoint; + (BOOL) needsDisplayForKey:(NSString *)key { if ([key isEqualToString:@"sceneCenterPoint"]) { return YES; } else { return [super needsDisplayForKey:key]; } } - (void) drawInContext:(CGContextRef)ctx { self.renderer.centerPoint = self.sceneCenterPoint; [self.renderer render]; } ... (If you have access to the WWDC 2009 session videos, you can review this technique in session 303 ("Animated Drawing")). Now, when I create an explicit animation for the layer on the keyPath @"sceneCenterPoint", Core Animation should calculate the interpolated values for the custom properties and call -drawInContext: for each step of the animation: - (IBAction)animateButtonTapped:(id)sender { CABasicAnimation *animation = [CABasicAnimation animationWithKeyPath:@"sceneCenterPoint"]; animation.duration = 1.0; animation.fromValue = [NSValue valueWithCGPoint:CGPointZero]; animation.toValue = [NSValue valueWithCGPoint:CGPointMake(1.0f, 1.0f)]; [self.glView.layer addAnimation:animation forKey:nil]; } At least that is what would happen for a normal CALayer subclass. When I subclass CAEAGLLayer, I get this output on the console for each step of the animation: 2010-12-21 13:59:22.180 CoreAnimationOpenGL[7496:207] <GLLayer: 0x4e0be20>: calling -display has no effect. 2010-12-21 13:59:22.198 CoreAnimationOpenGL[7496:207] <GLLayer: 0x4e0be20>: calling -display has no effect. 2010-12-21 13:59:22.216 CoreAnimationOpenGL[7496:207] <GLLayer: 0x4e0be20>: calling -display has no effect. 2010-12-21 13:59:22.233 CoreAnimationOpenGL[7496:207] <GLLayer: 0x4e0be20>: calling -display has no effect. ... So it seems that, possibly for performance reasons, for OpenGL layers, -drawInContext: is not getting called because these layers do not use the standard -display method to draw themselves. Can anybody confirm that? Is there a way around it? Or can I not use the technique I laid out above? This would mean I would have to implement the animations manually in the OpenGL renderer (which is possible but not as elegant IMO).

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  • Gravity Forms not loading under https, jQuery is not defined

    - by cmykrgbb
    I am using Gravity Forms on my Wordpress site, and so far so good. The problem is I have made the page secure (https/SSL), and this is making the form not to work. It looks like the issue is how the site is trying to load jQuery. There are 23 JS errors on the page, which seem to be due to a failed jQuery load "Uncaught ReferenceError: jQuery is not defined". If I go to the page where the source is trying to pull the jQuery file, you'll see the error:https://code.jquery.com/jquery-1.7.1.min.js?ver=3.4.2 Screenshot of the error: https://www.evernote.com/shard/s212/sh/326f95d6-a498-4c33-b413-7e968225cc79/c2e380ed0fa02a913f712005c8301185 And this screenshot is the reference in the page source: https://www.evernote.com/shard/s212/sh/ae547962-c017-4321-90a2-c51433e59262/124ae116f2b803771f4eb36c90b5a524 So I have been told I'd want to look into that - that's where the ultimate issue is, but I don't really know what to do next. Is it failing because of Gravity Forms, the HTTPS plugin from Wordpress, my SSL certificate...? Thanks in advance!

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  • Creating and Using a jQuery Plug-in in ASP.NET Web Forms

    - by bipinjoshi
    Developers often resort to code reuse techniques in their projects. As far as ASP.NET framework server side programming is concerned classes, class libraries, components, custom server controls and user controls are popular code reuse techniques. Modern ASP.NET web applications no longer restrict themselves only to server side programming. They also make use of client side scripting to render rich web forms. No wonder that Microsoft Visual Studio 2010 includes jQuery library by default as a part of newly created web site. If you are using jQuery for client side scripting then one way to reuse your client side code is to create a jQuery plug-in. Creating a plug-in allows you to bundle your reusable jQuery code in a neat way and then reuse it across web forms. In this article you will learn how to create a simple jQuery plug-in from scratch. You will also learn about certain guidelines that help you build professional jQuery plug-ins.http://www.bipinjoshi.net/articles/aae84a03-b4a8-477d-b087-5b7f42935220.aspx 

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  • Methodology to understanding JQuery plugin & API's developed by third parties

    - by Taoist
    I have a question about third party created JQuery plug ins and API's and the methodology for understanding them. Recently I downloaded the JQuery Masonry/Infinite scroll plug in and I couldn't figure out how to configure it based on the instructions. So I downloaded a fully developed demo, then manually deleted everything that wouldn't break the functionality. The code that was left allowed me to understand the plug in much greater detail than the documentation. I'm now having a similar issue with a plug in called JQuery knob. http://anthonyterrien.com/knob/ If you look at the JQuery Knob readme file it says this is working code: $(function() { $('.dial') .trigger( 'configure', { "min":10, "max":40, "fgColor":"#FF0000", "skin":"tron", "cursor":true } ); }); But as far as I can tell it isn't at all. The read me also says the Plug in uses Canvas. I am wondering if I am suppose to wrap this code in a canvas context or if this functionality is already part of the plug in. I know this kind of "question" might not fit in here but I'm a bit confused on the assumptions around reading these kinds of documentation and thought I would post the query regardless. Curious to see if this is due to my "newbi" programming experience or if this is something seasoned coders also fight with. Thank you. Edit In response to Tyanna's reply. I modified the code and it still doesn't work. I posted it below. I made sure that I checked the Google Console to insure the basics were taken care of, such as not getting a read-error on the library. <!DOCTYPE html> <meta charset="UTF-8"> <title>knob</title> <link rel="stylesheet" href="http://ajax.googleapis.com/ajax/libs/jqueryui/1.7.2/themes/hot-sneaks/jquery-ui.css" type="text/css" /> <script type="text/javascript" src="https://ajax.googleapis.com/ajax/libs/jquery/1.7.2/jquery.js" charset="utf-8"></script> <script src="https://ajax.googleapis.com/ajax/libs/jqueryui/1.8.21/jquery-ui.min.js"></script> <script src="js/jquery.knob.js"></script> <div id="button1">test </div> <script> $(function() { $("#button1").click(function () { $('.dial').trigger( 'configure', { "min":10, "max":40, "fgColor":"#FF0000", "skin":"tron", "cursor":true } ); }); }); </script>

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  • <optgroup> Not working in jQuery Dropdown

    - by Santhosh Kumar
    I have a asp:dropdownlist which i have changed to jQuery multiselect. I have to group the data inside the dropdown. I am grouping this in runtime.If it is a normal asp dropdown its working. When applying jquery Multiselect its dosen't. Source: <link rel="stylesheet" type="text/css" href="Styles/jquery.multiselect.css" /> <link rel="stylesheet" type="text/css" href="Styles/jquery.multiselect.filter.css" /> <link rel="stylesheet" type="text/css" href="Styles/style.css" /> <link rel="stylesheet" type="text/css" href="Styles/prettify.css" /> <%--<script src="Scripts/jquery-1.4.1.min.js" type="text/javascript"></script>--%> <script src="Scripts/jquery-1.4.1.js" type="text/javascript"></script> <link rel="stylesheet" type="text/css" href="http://ajax.googleapis.com/ajax/libs/jqueryui/1/themes/ui-lightness/jquery-ui.css" /> <script type="text/javascript" src="http://ajax.googleapis.com/ajax/libs/jquery/1/jquery.js"></script> <script type="text/javascript" src="http://ajax.googleapis.com/ajax/libs/jqueryui/1/jquery-ui.min.js"></script> <script type="text/javascript" src="Scripts/jquery.multiselect.js"></script> <script type="text/javascript" src="Scripts/jquery.multiselect.filter.js"></script> <script type="text/javascript" src="Scripts/prettify.js"></script> <script type="text/javascript"> $(document).ready(function () { //Create groups for dropdown list $("option[classification='LessThanFive']").wrapAll("<optgroup label='Less Than Five' />"); $("option[classification='GreaterThanFive']").wrapAll("<optgroup label='Greater Than five' />"); }); </script> <asp:DropDownList ID="MobileData" runat="server" OnDataBound="ddl_DataBound"> </asp:DropDownList> //Code Behind: protected void ddl_DataBound(object sender, EventArgs e) { foreach (ListItem item in ((DropDownList)sender).Items) { if (System.Int32.Parse(item.Value) < 2) item.Attributes.Add("classification", "LessThanFive"); else item.Attributes.Add("classification", "GreaterThanFive"); } } protected void Page_Load(object sender, EventArgs e) { ListItemCollection list = new ListItemCollection(); list.Add(new ListItem("1", "1")); list.Add(new ListItem("2", "2")); list.Add(new ListItem("3", "3")); list.Add(new ListItem("4", "4")); list.Add(new ListItem("5", "5")); list.Add(new ListItem("6", "6")); list.Add(new ListItem("7", "7")); list.Add(new ListItem("8", "8")); list.Add(new ListItem("9", "9")); list.Add(new ListItem("10", "10")); MobileData.DataSource = list; MobileData.DataBind(); } Where i'm wrong?

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  • Per-vertex animation with VBOs: Stream each frame or use index offset per frame?

    - by charstar
    Scenario Meshes are animated using either skeletons (skinned animation) or some form of morph targets (i.e. per-vertex key frames). However, in either case, the animations are known in full at load-time, that is, there is no physics, IK solving, or any other form of in-game pose solving. The number of character actions (animations) will be limited but rich (hand-animated). There may be multiple characters using a each mesh and its animations simultaneously in-game (they will be at different poses/keyframes at the same time). Assume color and texture coordinate buffers are static. Goal To leverage the richness of well vetted animation tools such as Blender to do the heavy lifting for a small but rich set of animations. I am aware of additive pose blending like that from Naughty Dog and similar techniques but I would prefer to expend a little RAM/VRAM to avoid implementing a thesis-ready pose solver. I would also like to avoid implementing a key-frame + interpolation curve solver (reinventing Blender vertex groups and IPOs). Current Considerations Much like a non-shader-powered pose solver, create a VBO for each character and copy vertex and normal data to each VBO on each frame (VBO in STREAMING). Create one VBO for each animation where each frame (interleaved vertex and normal data) is concatenated onto the VBO. Then each character simply has a buffer pointer offset based on its current animation frame (e.g. pointer offset = (numVertices+numNormals)*frameNumber). (VBO in STATIC) Known Trade-Offs In 1 above: Each VBO would be small but there would be many VBOs and therefore lots of buffer binding and vertex copying each frame. Both client and pipeline intensive. In 2 above: There would be few VBOs therefore insignificant buffer binding and no vertex data getting jammed down the pipe each frame, but each VBO would be quite large. Are there any pitfalls to number 2 (aside from finite memory)? Are there other methods that I am missing?

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  • How can I get my first-person character in Unity to move to a ledge with an animation?

    - by BallzOfSteel
    I'm trying to get this to happen: The character walks up to a large crate, the player presses a button, and an animation starts playing where the character climbs up on to the crate. (all in first person view). So far I tried this with normal "First Person Controller" Prefab in Unity. My code so far: function OnTriggerStay(other : Collider){ if(other.tag == "GrabZone"){ if(Input.GetKeyDown("e")){ animation.Play("JumpToLedge"); } } } However when i use this on The FPC it will always play from the position the animation is created on. I also tried to create an empty game object, placing the FPC in there. Gives same effect. I also tried just animating the graphics of the FPC alone. This seems to work but since the Character Controller itself is not animated that stays onthe ground. So the whole FPC wont work anymore. Is there anyway i could let this animation play on the local position the player is on at that time? Or can you think of any other logical solution for a grab and climb?

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  • Why build Javascript functions as JQuery plugins?

    - by Mohammad
    I've seen alot of JQuery implementations of existent JavaScript functions that merely wrap the JavaScript code in a JQuery wrapper and don't actually rely on any of JQuery's base for their operation. What are the benefits of using Javascript as a JQuery plugin? If there are none is there a speed loss to use a JQuery plugin that could have easily been implemented outside the wrapper just as well? Many thanks in advance (just trying to learn something here).

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  • How do I keep child elements together with parent jQuery sortable.

    - by unknowndomain
    I have a list of items like this... <ol> <li> <span></span> <img src="image.png" /> <p>Image Caption</p> </li> </ol> And I want to be able to sort the LI's but not the sub elements, they should just move with their parent. I am using the jQuery to do that... $('ol li').sortable({ 'cursor': 'move' }); And its working but not moving the whole lot just the element you clicked i.e. the <p>, <img> or <span> I can't figure out how to solve this so I looked about and found an option called 'items': '> li' which was recommended but upon using this nothing drags any more but using firebug + jquery plugin I can see there is a sortable on the <li> still. Not sure what to do, example here: http://clareshilland.unknowndomain.co.uk/ Press ctrl+l to login. Enter the login details: Username: clarePassword: demo Select 'edit' from under then 'image' portion of the menu. The sortables should be those polaroids. Thanks in advance, another one I've been banging my head on the table with.

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  • jQuery HOW TO?? pass additional parameters to success callback for $.ajax call ?

    - by dotnetgeek
    Hello jQuery Ninjas! I am trying, in vain it seems, to be able to pass additional parameters back to the success callback method that I have created for a successful ajax call. A little background. I have a page with a number of dynamically created textbox / selectbox pairs. Each pair having a dynamically assigned unique name such as name="unique-pair-1_txt-url" and name="unique-pair-1_selectBox" then the second pair has the same but the prefix is different. In an effort to reuse code, I have crafted the callback to take the data and a reference to the selectbox. However when the callback is fired the reference to the selectbox comes back as 'undefined'. I read here that it should be doable. I have even tried taking advantage of the 'context' option but still nothing. Here is the script block that I am trying to use: <script type="text/javascript" language="javascript"> $j = jQuery.noConflict(); function getImages(urlValue, selectBox) { $j.ajax({ type: "GET", url: $j(urlValue).val(), dataType: "jsonp", context: selectBox, success:function(data){ loadImagesInSelect(data, $j(this)) } , error:function (xhr, ajaxOptions, thrownError) { alert(xhr.status); alert(thrownError); } }); } function loadImagesInSelect(data, selectBox) { //var select = $j('[name=single_input.<?cs var:op_unique_name ?>.selImageList]'); var select = selectBox; select.empty(); $j(data).each(function() { var theValue = $j(this)[0]["@value"]; var theId = $j(this)[0]["@name"]; select.append("<option value='" + theId + "'>" + theValue + "</option>"); }); select.children(":first").attr("selected", true); } From what I have read, I feel I am close but I just cant put my finger on the missing link. Please help in your typical ninja stealthy ways. TIA

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  • trouble running smooth animation in thread only when using key listener

    - by heysuse renard
    first time using a forum for coding help so sorry if i post this all wrong. i have more than a few classes i don't think screenManger or core holds the problem but i included them just incase. i got most of this code working through a set of tutorials. but a certain point started trying to do more on my own. i want to play the animation only when i'm moving my sprite. in my KeyTest class i am using threads to run the animation it used to work (poorly) but now not at all pluss it really gunks up my computer. i think it's because of the thread. im new to threads so i'm not to sure if i should even be using one in this situation or if its dangerous for my computer. the animation worked smoothly when i had the sprite bouce around the screen forever. the animation loop played with out stopping. i think the main problem is between the animationThread, Sprite, and keyTest classes, but itcould be more indepth. if someone could point me in the right direction for making the animation run smoothly when i push down a key and stop runing when i let off it would be greatly apriciated. i already looked at this Java a moving animation (sprite) obviously we were doing the same tutorial. but i feel my problem is slightly different. p.s. sorry for the typos. import java.awt.*; import java.awt.event.KeyEvent; import java.awt.event.KeyListener; import java.awt.image.BufferStrategy; import java.awt.image.BufferedImage; import java.util.ArrayList; import javax.swing.ImageIcon; import javax.swing.JFrame; public class KeyTest extends Core implements KeyListener { public static void main(String[] args) { new KeyTest().run(); } Sprite player1; Image hobo; Image background; animation hoboRun; animationThread t1; //init also calls init form superclass public void init() { super.init(); loadImages(); Window w = s.getFullScreenWindow(); w.setFocusTraversalKeysEnabled(false); w.addKeyListener(this); } //load method will go here. //load all pics need for animation and sprite public void loadImages() { background = new ImageIcon("\\\\STUART-PC\\Users\\Stuart\\workspace\\Gaming\\yellow square.jpg").getImage(); Image face1 = new ImageIcon("\\\\STUART-PC\\Users\\Stuart\\workspace\\Gaming\\circle.png").getImage(); Image face2 = new ImageIcon("\\\\STUART-PC\\Users\\Stuart\\workspace\\Gaming\\one eye.png").getImage(); hoboRun = new animation(); hoboRun.addScene(face1, 250); hoboRun.addScene(face2, 250); player1 = new Sprite(hoboRun); this.t1 = new animationThread(); this.t1.setAnimation(player1); } //key pressed public void keyPressed(KeyEvent e) { int keyCode = e.getKeyCode(); if (keyCode == KeyEvent.VK_ESCAPE) { stop(); } if (keyCode == KeyEvent.VK_RIGHT) { player1.setVelocityX(0.3f); try { this.t1.setRunning(true); Thread th1 = new Thread(this.t1); th1.start(); } catch (Exception ex) { System.out.println("noooo"); } } if (keyCode == KeyEvent.VK_LEFT) { player1.setVelocityX(-0.3f); try { this.t1.setRunning(true); Thread th1 = new Thread(this.t1); th1.start(); } catch (Exception ex) { System.out.println("noooo"); } } if (keyCode == KeyEvent.VK_DOWN) { player1.setVelocityY(0.3f); try { this.t1.setRunning(true); Thread th1 = new Thread(this.t1); th1.start(); } catch (Exception ex) { System.out.println("noooo"); } } if (keyCode == KeyEvent.VK_UP) { player1.setVelocityY(-0.3f); try { this.t1.setRunning(true); Thread th1 = new Thread(this.t1);; th1.start(); } catch (Exception ex) { System.out.println("noooo"); } } else { e.consume(); } } //keyReleased @SuppressWarnings("static-access") public void keyReleased(KeyEvent e) { int keyCode = e.getKeyCode(); if (keyCode == KeyEvent.VK_RIGHT || keyCode == KeyEvent.VK_LEFT) { player1.setVelocityX(0); try { this.t1.setRunning(false); } catch (Exception ex) { } } if (keyCode == KeyEvent.VK_UP || keyCode == KeyEvent.VK_DOWN) { player1.setVelocityY(0); try { this.t1.setRunning(false); } catch (Exception ex) { } } else { e.consume(); } } //last method from interface public void keyTyped(KeyEvent e) { e.consume(); } //draw public void draw(Graphics2D g) { Window w = s.getFullScreenWindow(); g.setColor(w.getBackground()); g.fillRect(0, 0, s.getWidth(), s.getHieght()); g.setColor(w.getForeground()); g.drawImage(player1.getImage(), Math.round(player1.getX()), Math.round(player1.getY()), null); } public void update(long timePassed) { player1.update(timePassed); } } abstract class Core { private static DisplayMode modes[] = { new DisplayMode(1600, 900, 64, 0), new DisplayMode(800, 600, 32, 0), new DisplayMode(800, 600, 24, 0), new DisplayMode(800, 600, 16, 0), new DisplayMode(800, 480, 32, 0), new DisplayMode(800, 480, 24, 0), new DisplayMode(800, 480, 16, 0),}; private boolean running; protected ScreenManager s; //stop method public void stop() { running = false; } public void run() { try { init(); gameLoop(); } finally { s.restoreScreen(); } } //set to full screen //set current background here public void init() { s = new ScreenManager(); DisplayMode dm = s.findFirstCompatibleMode(modes); s.setFullScreen(dm); Window w = s.getFullScreenWindow(); w.setFont(new Font("Arial", Font.PLAIN, 20)); w.setBackground(Color.GREEN); w.setForeground(Color.WHITE); running = true; } //main gameLoop public void gameLoop() { long startTime = System.currentTimeMillis(); long cumTime = startTime; while (running) { long timePassed = System.currentTimeMillis() - cumTime; cumTime += timePassed; update(timePassed); Graphics2D g = s.getGraphics(); draw(g); g.dispose(); s.update(); try { Thread.sleep(20); } catch (Exception ex) { } } } //update animation public void update(long timePassed) { } //draws to screen abstract void draw(Graphics2D g); } class animationThread implements Runnable { String name; boolean playing; Sprite a; //constructor takes input from keyboard public animationThread() { } //The run method for animation public void run() { long startTime = System.currentTimeMillis(); long cumTime = startTime; boolean test = getRunning(); while (test) { long timePassed = System.currentTimeMillis() - cumTime; cumTime += timePassed; test = getRunning(); } } public String getName() { return name; } public void setAnimation(Sprite a) { this.a = a; } public void setName(String name) { this.name = name; } public void setRunning(boolean running) { this.playing = running; } public boolean getRunning() { return playing; } } class animation { private ArrayList scenes; private int sceneIndex; private long movieTime; private long totalTime; //constructor public animation() { scenes = new ArrayList(); totalTime = 0; start(); } //add scene to ArrayLisy and set time for each scene public synchronized void addScene(Image i, long t) { totalTime += t; scenes.add(new OneScene(i, totalTime)); } public synchronized void start() { movieTime = 0; sceneIndex = 0; } //change scenes public synchronized void update(long timePassed) { if (scenes.size() > 1) { movieTime += timePassed; if (movieTime >= totalTime) { movieTime = 0; sceneIndex = 0; } while (movieTime > getScene(sceneIndex).endTime) { sceneIndex++; } } } //get animations current scene(aka image) public synchronized Image getImage() { if (scenes.size() == 0) { return null; } else { return getScene(sceneIndex).pic; } } //get scene private OneScene getScene(int x) { return (OneScene) scenes.get(x); } //Private Inner CLASS////////////// private class OneScene { Image pic; long endTime; public OneScene(Image pic, long endTime) { this.pic = pic; this.endTime = endTime; } } } class Sprite { private animation a; private float x; private float y; private float vx; private float vy; //Constructor public Sprite(animation a) { this.a = a; } //change position public void update(long timePassed) { x += vx * timePassed; y += vy * timePassed; } public void startAnimation(long timePassed) { a.update(timePassed); } //get x position public float getX() { return x; } //get y position public float getY() { return y; } //set x public void setX(float x) { this.x = x; } //set y public void setY(float y) { this.y = y; } //get sprite width public int getWidth() { return a.getImage().getWidth(null); } //get sprite height public int getHeight() { return a.getImage().getHeight(null); } //get horizontal velocity public float getVelocityX() { return vx; } //get vertical velocity public float getVelocityY() { return vx; } //set horizontal velocity public void setVelocityX(float vx) { this.vx = vx; } //set vertical velocity public void setVelocityY(float vy) { this.vy = vy; } //get sprite / image public Image getImage() { return a.getImage(); } } class ScreenManager { private GraphicsDevice vc; public ScreenManager() { GraphicsEnvironment e = GraphicsEnvironment.getLocalGraphicsEnvironment(); vc = e.getDefaultScreenDevice(); } //get all compatible DM public DisplayMode[] getCompatibleDisplayModes() { return vc.getDisplayModes(); } //compares DM passed into vc DM and see if they match public DisplayMode findFirstCompatibleMode(DisplayMode modes[]) { DisplayMode goodModes[] = vc.getDisplayModes(); for (int x = 0; x < modes.length; x++) { for (int y = 0; y < goodModes.length; y++) { if (displayModesMatch(modes[x], goodModes[y])) { return modes[x]; } } } return null; } //get current DM public DisplayMode getCurrentDisplayMode() { return vc.getDisplayMode(); } //checks if two modes match each other public boolean displayModesMatch(DisplayMode m1, DisplayMode m2) { if (m1.getWidth() != m2.getWidth() || m1.getHeight() != m2.getHeight()) { return false; } if (m1.getBitDepth() != DisplayMode.BIT_DEPTH_MULTI && m2.getBitDepth() != DisplayMode.BIT_DEPTH_MULTI && m1.getBitDepth() != m2.getBitDepth()) { return false; } if (m1.getRefreshRate() != DisplayMode.REFRESH_RATE_UNKNOWN && m2.getRefreshRate() != DisplayMode.REFRESH_RATE_UNKNOWN && m1.getRefreshRate() != m2.getRefreshRate()) { return false; } return true; } //make frame full screen public void setFullScreen(DisplayMode dm) { JFrame f = new JFrame(); f.setUndecorated(true); f.setIgnoreRepaint(true); f.setResizable(false); vc.setFullScreenWindow(f); if (dm != null && vc.isDisplayChangeSupported()) { try { vc.setDisplayMode(dm); } catch (Exception ex) { } } f.createBufferStrategy(2); } //sets graphics object = this return public Graphics2D getGraphics() { Window w = vc.getFullScreenWindow(); if (w != null) { BufferStrategy s = w.getBufferStrategy(); return (Graphics2D) s.getDrawGraphics(); } else { return null; } } //updates display public void update() { Window w = vc.getFullScreenWindow(); if (w != null) { BufferStrategy s = w.getBufferStrategy(); if (!s.contentsLost()) { s.show(); } } } //returns full screen window public Window getFullScreenWindow() { return vc.getFullScreenWindow(); } //get width of window public int getWidth() { Window w = vc.getFullScreenWindow(); if (w != null) { return w.getWidth(); } else { return 0; } } //get height of window public int getHieght() { Window w = vc.getFullScreenWindow(); if (w != null) { return w.getHeight(); } else { return 0; } } //get out of full screen public void restoreScreen() { Window w = vc.getFullScreenWindow(); if (w != null) { w.dispose(); } vc.setFullScreenWindow(null); } //create image compatible with monitor public BufferedImage createCopatibleImage(int w, int h, int t) { Window win = vc.getFullScreenWindow(); if (win != null) { GraphicsConfiguration gc = win.getGraphicsConfiguration(); return gc.createCompatibleImage(w, h, t); } return null; } }

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  • Implementing History Support using jQuery for AJAX websites built on asp.net AJAX

    - by anil.kasalanati
    Problem Statement: Most modern day website use AJAX for page navigation and gone are the days of complete HTTP redirection so it is imperative that we support back and forward buttons on the browser so that end users navigation is not broken. In this article we discuss about solutions which are already available and problems with them. Microsoft History Support: Post .Net 3.5 sp1 Microsoft’s Script manager supports history for websites using Update panels. This is achieved by enabling the ENABLE HISTORY property for the script manager and then the event “Page_Browser_Navigate” needs to be handled. So whenever the browser buttons are clicked the event is fired and the application can write code to do the navigation. The following articles provide good tutorials on how to do that http://www.asp.net/aspnet-in-net-35-sp1/videos/introduction-to-aspnet-ajax-history http://www.codeproject.com/KB/aspnet/ajaxhistorymanagement.aspx And Microsoft api internally creates an IFrame and changes the bookmark of the url. Unfortunately this has a bug and it does not work in Ie6 and 7 which are the major browsers but it works in ie8 and Firefox. And Microsoft has apparently fixed this bug in .Net 4.0. Following is the blog http://weblogs.asp.net/joshclose/archive/2008/11/11/asp-net-ajax-addhistorypoint-bug.aspx For solutions which are still running on .net 3.5 sp1 there is no solution which Microsoft offers so there is  are two way to solve this o   Disable the back button. o   Develop custom solution.   Disable back button Even though this might look like a very simple thing to do there are issues around doing this  because there is no event which can be manipulated from the javascript. The browser does not provide an api to do this. So most of the technical solution on internet offer work arounds like doing a history.forward(1) so that even if the user clicks a back button the destination page redirects the user to the original page. This is not a good customer experience and does not work for asp.net website where there are different views in the same page. There are other ways around detecting the window unload events and writing code there. So there are 2 events onbeforeUnload and onUnload and we can write code to show a confirmation message to the user. If we write code in onUnLoad then we can only show a message but it is too late to stop the navigation. And if we write on onBeforeUnLoad we can stop the navigation if the user clicks cancel but this event would be triggered for all AJAX calls and hyperlinks where the href is anything other than #. We can do this but the website has to be checked properly to ensure there are no links where href is not # otherwise the user would see a popup message saying “you are leaving the website”. Believe me after doing a lot of research on the back button disable I found it easier to support it rather than disabling the button. So I am going to discuss a solution which work  using jQuery with some tweaking. Custom Solution JQuery already provides an api to manage the history of a AJAX website - http://plugins.jquery.com/project/history We need to integrate this with Microsoft Page request manager so that both of them work in tandem. The page state is maintained in the cookie so that it can be passed to the server and I used jQuery cookie plug in for that – http://plugins.jquery.com/node/1386/release Firstly when the page loads there is a need to hook up all the events on the page which needs to cause browser history and following is the code to that. jQuery(document).ready(function() {             // Initialize history plugin.             // The callback is called at once by present location.hash.             jQuery.history.init(pageload);               // set onlick event for buttons             jQuery("a[@rel='history']").click(function() {                 //                 var hash = this.page;                 hash = hash.replace(/^.*#/, '');                 isAsyncPostBack = true;                 // moves to a new page.                 // pageload is called at once.                 jQuery.history.load(hash);                 return true;             });         }); The above scripts basically gets all the DOM objects which have the attribute rel=”history” and add the event. In our test page we have the link button  which has the attribute rel set to history. <asp:LinkButton ID="Previous" rel="history" runat="server" onclick="PreviousOnClick">Previous</asp:LinkButton> <asp:LinkButton ID="AsyncPostBack" rel="history" runat="server" onclick="NextOnClick">Next</asp:LinkButton> <asp:LinkButton ID="HistoryLinkButton" runat="server" style="display:none" onclick="HistoryOnClick"></asp:LinkButton>   And you can see that there is an hidden HistoryLinkButton which used to send a sever side postback in case of browser back or previous buttons. And note that we need to use display:none and not visible= false because asp.net AJAX would disallow any post backs if visible=false. And in general the pageload event get executed on the client side when a back or forward is pressed and the function is shown below function pageload(hash) {                   if (hash) {                         if (!isAsyncPostBack) {                           jQuery.cookie("page", hash);                     __doPostBack("HistoryLinkButton", "");                 }                isAsyncPostBack = false;                             } else {                 // start page             jQuery("#load").empty();             }         }   As you can see in case there is an hash in the url we are basically do an asp.net AJAX post back using the following statement __doPostBack("HistoryLinkButton", ""); So whenever the user clicks back or forward the post back happens using the event statement we provide and Previous event code is invoked in the code behind.  We need to have the code to use the pageId present in the url to change the page content. And there is an important thing to note – because the hash is worked out using the pageId’s there is a need to recalculate the hash after every AJAX post back so following code is plugged in function ReWorkHash() {             jQuery("a[@rel='history']").unbind("click");             jQuery("a[@rel='history']").click(function() {                 //                 var hash = jQuery(this).attr("page");                 hash = hash.replace(/^.*#/, '');                 jQuery.cookie("page", hash);                 isAsyncPostBack = true;                                   // moves to a new page.                 // pageload is called at once.                 jQuery.history.load(hash);                 return true;             });        }   This code is executed from the code behind using ScriptManager RegisterClientScriptBlock as shown below –       ScriptManager.RegisterClientScriptBlock(this, typeof(_Default), "Recalculater", "ReWorkHash();", true);   A sample application is available to be downloaded at the following location – http://techconsulting.vpscustomer.com/Source/HistoryTest.zip And a working sample is available at – http://techconsulting.vpscustomer.com/Samples/Default.aspx

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  • jquery run function in infinite loop

    - by zac
    I am creating a background color animation with jQuery and the color animation plugin http://plugins.jquery.com/project/color How do I have a function stay in a loop repeating itself each time it has finished running? I tried this but it did not work : $(document).ready(function(){ function colorLoop(){ $("#window") .animate({ backgroundColor: "orange" }, 11000) .animate({ backgroundColor: "yellow" }, 1000) .animate({ backgroundColor: "green" }, 1000) .animate({ backgroundColor: "blue" }, 1000) .animate({ backgroundColor: "indigo" }, 1000) .animate({ backgroundColor: "violet" }, 1000) .animate({ backgroundColor: "red" }, 1000, colorLoop); }; });

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  • WPF MVVM Trigger Animation on MainWindow close

    - by Scott
    I'm using trying to implement MVVM in my app. I have a MainWindow.xaml and a MainWindowViewModel. I'm in the process of removing all of the code-behind code from the MainWindow.xaml but I'm stuck on one final piece. In my pre-MVVM setup I started an animation in the MainWindow.xaml.cs that would fade out the form before closing it. Since Closing is not a RoutedEvent, I had to use code-behind to get this to work. My VM has the following two properties that can be bound: ClosingWindow and CloseWindow. My goal was to bind a DataTrigger in my MainWindowStyle to the ClosingWindow property of the VM. When ClosingWindow was set to True, it would start an animation using the following XAML: <DataTrigger Binding="{Binding ClosingWindow}" Value="True"> <DataTrigger.EnterActions> <BeginStoryboard> <Storyboard> <DoubleAnimation Storyboard.TargetProperty="Opacity" From="1" To="0" Duration="0:0:2"/> </Storyboard> </BeginStoryboard> </DataTrigger.EnterActions> </DataTrigger> Somehow (insert magic here) I was going to set CloseWindow on the VM, via Binding, to True when the animation completed, which would then use an AttachedBehavior to Close the Window. The AttachedBehavior works perfectly when I just set CloseWindow directly using the following XAML: <DataTrigger Binding="{Binding CloseWindow}" Value="True"> <Setter Property="ab:WindowCloseBehavior.Close" Value="True"/> </DataTrigger> ...but I want to reproduce the form fade before the form actually closes. So there are two issues that I've run into: First, the animation doesn't work. I enter the trigger correctly (I've taken out the animation and put a Setter statement in there that changes the Title of the MainWindow to "Closing" and it changes correctly when ClosingWindow = True) but the DoubleAnimation never does anything. Second, there's no way to set the value of CloseWindow once the animation is complete. I looked at Marlon Grech's animation code but that won't work on DataTriggers. I can't publish a RoutedEvent because my VM doesn't descend from UIElement, and I've been Googling all day trying to come up with a clever, MVVM-friendly way to do this with no luck. So any ideas why that animation doesn't do anything? And more importantly, how would you solve the entire problem of animating a form fade on close from the VM? I don't doubt that my entire solution to this problem might be whacked so I'm open to just about anything.

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  • Smooth text animation (Marquee) using WPF

    - by Goran
    Trying to build a marquee control with smooth text animation. Current efforts include: Using translate transform Using animation on Canvas dependency properties (Left, Right) Using animation on custom dependency property (Point) and using drawing visuals (formattedtext) Using CompositionTarget.Rendering But the animation is still choppy and resource intensive. Checklist: Confirmed no software rendering is taking place (ms performance tool and checking RenderCapability.Tier) Calling freeze on any imaginable object Running app on dual core machine with decent graphic card (NVidia 9600) Disabled any bitmap effect and transparency Checked all marquee controls out there (same issues) Any ideas (or better yet code example)?

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