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  • how to call a javascript fucntion from an included javacript file using GWT?

    - by subh
    I have a function Load() in a js file which I added to the GWT module. I am trying to call it using private static native void load() /*-{ $doc.Load(); }-*/; but it gives me error like Error(s) occurred! (TypeError): $doc.Load is not a function fileName: http://localhost:8888/myapp/888C05FB242806B071A932498F6B5AD9.cache.html lineNumber: 1224 I even tried with $wnd.Load() What the proper way of calling it?

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  • PHP editors for Ubuntu

    - by mepo
    What are the Light weight PHP editors available for ubuntu? And is there a ubuntu version of the Notepad++ editor. For those who haven't used Notepad++, do not confuse it with Notepad.exe. Notepad.exe is the lightweight Windows editor by Microsoft. Notepad++ is an Open Source programmer's text editor for Windows based on SciTE. It has syntax highlighting, code collapsing, language recognition, macro recording, regular expression search and replace across line breaks and in files on disk, copy filenames and paths to clipboard, and many other advance text editing tools. Only the more full-featured editors for Linux would be likely to be suitable replacements for Notepad++. Thanks

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  • Edit-text-files-over-SSH using a local text editor

    - by Mikko Ohtamaa
    I am working in various Linux and UNIX environments. I'd like to elegantly solve the problem of editing remote configuration files over SSH. Instead of using terminal editors (nano), I'd like to open the file in a local text editor on my desktop (Sublime Text 2). CyberDuck, WinSCP and various other SFTP apps can do this. Using editors over X11 forwarding has also proven to be problematic. Also using archaic text editors like Vim or Emacs do not serve my needs well. They could do this, but I prefer using other text editing software. Using ssh mounts (FUSE) are also problematic unless they can happen on the demand and triggered by the remote site. So what I hope to achieve Have a somekind of easily deployable shell script etc. which I can copy to remote server (let's call it mooedit) I run mooedit command on the remote server of which I have connected over SSH connection mooedit sends some kind of signal (over SSH( to my local desktop On my local desktop this signal is captured and it determines 'a ha! moo wants to edit a file on server X in folder Y' File is SFTP transfered to the local desktop (/tmp) File is opened in a nice GUI text editor on the local desktop When Save is pressed, the local desktop notices changes in the file and SFTP sends the resulting file back to the server The question is: What signaling mechanisms SSH provides for this? Any other methods to trigger a local text editor for remote SSH file?

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  • Is it possible to detect a scrollbar release event in GWT?

    - by Keith
    I'm building a GWT app where I want to be able to detect when a user releases a scroll bar on one of my ScrollPanels. My use case is that the horizontal scroll bar represents time. Since it's impossible to represent the full range of scrollable time I want to just represent a small window of time with the scroll bar. When the user moves and releases the scroll bar I want to do a smooth recentering where the new center is the release point. I can work out how to do this by building a custom scroll bar widget, but I wanted to check if I was missing some way to do it using a "native" scroll bar first.

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  • Google Web Toolkit Deferred Binding Issue

    - by snctln
    I developed a web app using GWT about 2 years ago, since then the application has evolved. In its current state it relies on fetching a single XML file and parsing the information from it. Overall this works great. A requirement of this app is that it needs to be able to be ran from the filesystem (file:///..) as well as the traditional model of running from a webserver (http://...) Fetching this file from a webserver works exactly as expected using a RequestBuilder object. When running the app from the filesystem Firefox, Opera, Safari, and Chrome all behave as expected. When running the app from the filesystem using IE7 or IE8 the RequestBuilder.send() call fails, the information about the error suggests that there is a problem accessing the file due to violating the same origin policy. The app worked as expected in IE6 but not in IE7 or IE8. So I looked at the source code of RequestBuilder.java and saw that the actual request was being executed with an XMLHttpRequest GWT object. So I looked at the source code for XMLHttpRequest.java and found out some information. Here is the code (starts at line 83 in XMLHttpRequest.java) public static native XMLHttpRequest create() /*-{ if ($wnd.XMLHttpRequest) { return new XMLHttpRequest(); } else { try { return new ActiveXObject('MSXML2.XMLHTTP.3.0'); } catch (e) { return new ActiveXObject("Microsoft.XMLHTTP"); } } }-*/; So basically if an XMLHttpRequest cannot be created (like in IE6 because it is not available) an ActiveXObject is used instead. I read up a little bit more on the IE implementation of XMLHttpRequest, and it appears that it is only supported for interacting with files on a webserver. I found a setting in IE8 (Tools-Internet Options-Advanced-Security-Enable native XMLHTTP support), when I uncheck this box my app works. I assume this is because I am more of less telling IE to not use their implementation of XmlHttpRequest, so GWT just uses an ActiveXObject because it doesn't think the native XmlHttpRequest is available. This fixes the problem, but is hardly a long term solution. I can currently catch a failed send request and verify that it was trying to fetch the XML file from the filesystem using normal GWT. What I would like to do in this case is catch the IE7 and IE8 case and have them use a ActiveXObject instead of a native XmlHttpRequest object. There was a posting on the GWT google group that had a supposed solution for this problem (link). Looking at it I can tell that it was created for an older version of GWT. I am using the latest release and think that this is more or less what I would like to do (use GWT deferred binding to detect a specific browser type and run my own implementation of XMLHttpRequest.java in place of the built in GWT implementation). Here is the code that I am trying to use package com.mycompany.myapp.client; import com.google.gwt.xhr.client.XMLHttpRequest; public class XMLHttpRequestIE7or8 extends XMLHttpRequest { // commented out the "override" so that eclipse and the ant build script don't throw errors //@Override public static native XMLHttpRequest create() /*-{ try { return new ActiveXObject('MSXML2.XMLHTTP.3.0'); } catch (e) { return new ActiveXObject("Microsoft.XMLHTTP"); } }-*/; // have an empty protected constructor so the ant build script doesn't throw errors // the actual XMLHttpRequest constructor is empty as well so this shouldn't cause any problems protected XMLHttpRequestIE7or8() { } }; And here are the lines that I added to my module xml <replace-with class="com.mycompany.myapp.client.XMLHttpRequestIE7or8"> <when-type-is class="com.google.gwt.xhr.client.XMLHttpRequest"/> <any> <when-property-is name="user.agent" value="ie7" /> <when-property-is name="user.agent" value="ie8" /> </any> </replace-with> From what I can tell this should work, but my code never runs. Does anyone have any idea of what I am doing wrong? Should I not do this via deferred binding and just use native javascript when I catch the fail case instead? Is there a different way of approaching this problem that I have not mentioned? All replies are welcome.

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  • How to handle security constraints using GWT 2.1's RequestFactory?

    - by Marc
    I am currently developing a GWT 2.1 application that is to be deployed on Google App Engine. I would like to realise the server communication using the new RequestFactory. Now my question is how to handle fine-grained security issues in this context? Some server actions (of those declared in the RequestContext stubs) shall be restricted to certain users (possibly depending on the parameters of the remote call). If a call is unauthorised, I would like the client to show a login page (so that one may log in as a different user, for example). From the Expenses example, I know how to implement an automatic redirection to a login page, but in this example, the security model is quite simple: A client is allowed to access the servlet if and only if a user is logged in. Shall I raise a custom UnAuthorizedException in my server-side service? Where should I intercept this exception? (Can I do this in a servlet filter like the GaeAuthFilter of the Expenses example?)

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  • In GWT-EXT checkboxtree how to handle single selection of tree nodes?

    - by RAS
    hi, I'm working on checkBoxTree in GWT-EXT 2.0.3 with Java. My aim is to get a selectionModel which allows me to select(check) only one TreeNode at a time. If I select another TreeNode after selecting one then, the previous one should be unchecked. I've tried using DefaultSelectionModel with TreePanel, but either I've not used it properly or it's working only for selection of TreeNode not for checking a TreeNode. Can anyone help me in this? Thanks in advance.

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  • GWT complex app, many screens. Architecture?

    - by Kurian
    I'm making a GWT application which will have many screens. There will be a menu on the left and clicking a menu option will open the relevant module in the right side content area. Clicking on items in the content area will link to other modules that open in the same content area. How do I implement this architecture? How do I pass objects between the different content modules? How do I isolate each module into its own package? Can all of these be within the same Eclipse project? Anything else that should be considered?

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  • What should I do that GWT use <th> instead of <td>?

    - by Paulus
    To build a HTML table I use direct DOM instead of a predefined Widget to set thead and tbody. But when I insert a cell with the insertCell() method GWT inserts an td element but should insert an th element. So TableElement table = Document.get().createTableElement(); TableSectionElement thead = table.createTHead(); TableRowElement headRow = thead.insertRow(-1); headRow.insertCell(-1).setInnerText( "header1" ); gives table/thead/tr/td but should give table/thead/tr/th Any idea how to solve this problem? Use the "old-school" DOM.createXXX()-Methods?

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  • How do you get GWT 2.0 to accept clicks on two different Widgets added to a LayoutPanel?

    - by kerrr
    Using GWT 2.0 I have an entry point that adds two Widgets to a LayoutPanel. The Widgets both handle click events and have click events ergistered to them. The problem is that only the last widget added to the LayoutPanel can actually be clicked. Switch the order in which the widgets are added switches the widget that works. Add mroe widgets and still the only you can click is the last one added to the LayoutPanel. Any idea why this is? Is there any reasoning behind the behaviour, or have I missunderstood what is happening under the covers? How do I gat all widgets in the LayoutPanel to accept events? Should I be using another panel class? I'm not too bothered if the LayoutPanel prevents anything below it from being clicked, but want all Widgets added to it to be clickable.

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  • SmartGWT with Rest Data Source Error

    - by Holograham
    I am getting the following error when retrieving data from a rest data source 00:00:52.439 [ERROR] 01:46:57.001:RDQ1:WARN:ResultSet:isc_ResultSet_1 (created by: isc_CustomerDocGrid_0):get: invalid index -1 com.smartgwt.client.core.JsObject$SGWT_WARN: 01:46:57.001:RDQ1:WARN:ResultSet:isc_ResultSet_1 (created by: isc_CustomerDocGrid_0):get: invalid index -1 at sun.reflect.NativeConstructorAccessorImpl.newInsta nce0(Native Method) at sun.reflect.NativeConstructorAccessorImpl.newInsta nce(NativeConstructorAccessorImpl.java:39) at sun.reflect.DelegatingConstructorAccessorImpl.newI nstance(DelegatingConstructorAccessorImpl.java:27) at java.lang.reflect.Constructor.newInstance(Construc tor.java:513) at com.google.gwt.dev.shell.MethodAdaptor.invoke(Meth odAdaptor.java:105) at com.google.gwt.dev.shell.MethodDispatch.invoke(Met hodDispatch.java:71) at com.google.gwt.dev.shell.OophmSessionHandler.invok e(OophmSessionHandler.java:157) at com.google.gwt.dev.shell.BrowserChannel.reactToMes sages(BrowserChannel.java:1668) at com.google.gwt.dev.shell.BrowserChannelServer.proc essConnection(BrowserChannelServer.java:401) at com.google.gwt.dev.shell.BrowserChannelServer.run( BrowserChannelServer.java:222) at java.lang.Thread.run(Thread.java:619) Here is my data source (it extends RestDataSource) Code: public CustomerDataSource(String id) { setID(id); setDataFormat(DSDataFormat.XML); setRecordXPath("customerdoc"); setOperationBindings(); OperationBinding fetch = new OperationBinding(); fetch.setOperationType(DSOperationType.FETCH); fetch.setDataProtocol(DSProtocol.GETPARAMS); setOperationBindings(fetch); setDataURL("/customer"); I know my web service is returning data as I can display the XML file in my browser. This doesnt appear to be a parse error (i have seen those before). Not sure what the error means. Any help is appreciated.

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  • Eclipse Error: java.net.SocketException: Broken pipe How to Solve ?

    - by Vaibhav Bhalke
    Hello Everybody I am using GWT2.0.1,when I am running web application then I get following error message on Console. after removing error from error log still same message occur as well as restarting eclipse_galileo.To solve this problem i want to restart machine. Each time this message comes on console,then i need to restart m/c I there any way to solve this problem ? please provide best solution? ASAP. Exception in thread "Code server for Dealelephant from Mozilla/5.0 (X11; U; Linux i686; en-US; rv:1.9.0.17) Gecko/2010010604 Ubuntu/9.04 (jaunty) Firefox/3.0.17 on http://127.0.0.1:8888/Dealelephant.html?gwt.codesvr=127.0.0.1:9997 @ Ci%#*k,XE'=JH,|~" com.google.gwt.dev.shell.BrowserChannel$RemoteDeathError: Remote connection lost at com.google.gwt.dev.shell.BrowserChannelServer.processConnection(BrowserChannelServer.java:391) at com.google.gwt.dev.shell.BrowserChannelServer.run(BrowserChannelServer.java:222) at java.lang.Thread.run(Thread.java:619) Caused by: java.net.SocketException: Broken pipe at java.net.SocketOutputStream.socketWrite0(Native Method) at java.net.SocketOutputStream.socketWrite(SocketOutputStream.java:92) at java.net.SocketOutputStream.write(SocketOutputStream.java:136) at java.io.BufferedOutputStream.flushBuffer(BufferedOutputStream.java:65) at java.io.BufferedOutputStream.flush(BufferedOutputStream.java:123) at java.io.DataOutputStream.flush(DataOutputStream.java:106) at com.google.gwt.dev.shell.BrowserChannel$ReturnMessage.send(BrowserChannel.java:1341) at com.google.gwt.dev.shell.BrowserChannelServer.processConnection(BrowserChannelServer.java:388) ... 2 more Hope for Best co-operation Thank you in advance

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  • 2D game editor with SDK or open format (Windows)

    - by Edward83
    I need 2d editor (Windows) for game like rpg. Mostly important features for me: Load tiles as classes with attributes, for example "tile1 with coordinates [25,30] is object of class FlyingMonster with speed=1.0f"; Export map to my own format (SDK) or open format which I can convert to my own; As good extension feature will be multi-tile brush. I wanna to choose one or many tiles into one brush and spread it on canvas.

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  • Drawing multiple triangles at once isn't working

    - by Deukalion
    I'm trying to draw multiple triangles at once to make up a "shape". I have a class that has an array of VertexPositionColor, an array of Indexes (rendered by this Triangulation class): http://www.xnawiki.com/index.php/Polygon_Triangulation So, my "shape" has multiple points of VertexPositionColor but I can't render each triangle in the shape to "fill" the shape. It only draws the first triangle. struct ShapeColor { // Properties (not all properties) VertexPositionColor[] Points; int[] Indexes; } First method that I've tried, this should work since I iterate through the index array that always are of "3s", so they always contain at least one triangle. //render = ShapeColor for (int i = 0; i < render.Indexes.Length; i += 3) { device.DrawUserIndexedPrimitives<VertexPositionColor> ( PrimitiveType.TriangleList, new VertexPositionColor[] { render.Points[render.Indexes[i]], render.Points[render.Indexes[i+1]], render.Points[render.Indexes[i+2]] }, 0, 3, new int[] { 0, 1, 2 }, 0, 1 ); } or the method that should work: device.DrawUserIndexedPrimitives<VertexPositionColor> ( PrimitiveType.TriangleList, render.Points, 0, render.Points.Length, render.Indexes, 0, render.Indexes.Length / 3, VertexPositionColor.VertexDeclaration ); No matter what method I use this is the "typical" result from my Editor (in Windows Forms with XNA) It should show a filled shape, because the indexes are right (I've checked a dozen of times) I simply click the screen (gets the world coordinates, adds a point from a color, when there are 3 points or more it should start filling out the shape, it only draws the lines (different method) and only 1 triangle). The Grid isn't rendered with "this" shape. Any ideas?

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  • Box2D physics editor for complex bodies

    - by Paul Manta
    Is there any editor out there that would allow me to define complex entities, with joins connecting their multiple bodies, instead of regular single body entities? For example, an editor that would allow me to 'define' a car as having a main body with two circles as wheels, connected through joints. Clarification: I realize I haven't been clear enough about what I need. I'd like to make my engine data-driven, so all entities (and therefore their Box2D bodies) should be defined externally, not in code. I'm looking for a program like Code 'N' Web's PhysicsEditor, except that one only handles single body entities, no joints or anything like that. Like PhysicsEditor, the program should be configurable so that I can save the data in whatever format I want to. Does anyone know of any such software?

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  • Game editor integration with the engine?

    - by Daniel
    What I am trying to figure out is what is the best way to integrate the editor(level, effects, model, etc...) in the most effective way? Now the first thing I thought would be to create the game engine(*) extremely modular. For example I took the example of game states. You could have multiple game states that all have their own update() and draw() methods among others. Each game state class would inherit from a base GameState class. This allows for a more modular approach and a useful one at that. Now would the most efficient approach be to implement the editor along with the modular engine, or create two different designs for both the game, and editor? I thought to take the game state example and extend it to window states, and well could be used for a lot more systems. Is there a better implementation of this design(game state) for use in other systems used in the engine? *: Now I know the term game engine is sorta irrelevant, and misused in many situations. What I am referring to as the "game engine" is the combination of the systems that the game must interact with for short. Also this is more of a theory / design question than an implementation. Even though both mix, i'd rather like to have a more general idea on how the editor is built in an efficient way and still using the same engine code as what the game uses. Thanks, Daniel P.S If you need more clarification or extra bits just leave a comment.

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  • 3D game editor with C++ support and Bullet Physics

    - by Raghav Bali
    I am very new to game development and hence the question. Is there any open-source game editor that uses Bullet Physics engine with C++ code edit support.I have read about blender but it allows python based editing(if I am not wrong here). I need an editor to quickly draw the needed objects and concentrate more on the logic on their interactions(mostly magnetism based). This(my project) is part of an already existing legacy code in C++ which is forcing the dependency. Also, is there any physics engine which provides support for magnetism? Any help will surely be great. Thanks

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  • Game Editor - When screen is clicked, how do you identify which object that is clicked?

    - by Deukalion
    I'm trying to create a Game Editor, currently just placing different types of Shapes and such. I'm doing this in Windows Forms while drawing the 3D with XNA. So, if I have a couple of Shapes on the screen and I click the screen I want to be able to identify "which" of these objects you clicked. What is the best method for this? Since having two objects one behind the other, it should be able to recognize the one in front and not the one behind it and also if I rotate the camera and click on the one behind it - it should identify it and not the first one. Are there any smart ways to go about this?

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  • How one could use a live editor

    - by Sathvik
    I was thinking about a live editing environment where code / a source file is synchronized so that, changes made by one user would be carried across to all others editing the file. Something like Google Wave, but for code. Could this kind of an environment be better for the code, as changes are shared instantly? (with revision-control, of course) Has anyone tried (or has had a need for) using a shared environment for code?

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  • Unity gizmos vs. referenced game objects

    - by DuckMaestro
    I'm designing a Unity script that I intend to be highly reusable and as easy as possible to setup within the editor. To this end, a number of properties of this script really need some kind of visual representation on screen. It is an unresolved question to me whether the design of the script should require references to placeholder game objects, OR just Vector3's and float's that have associated gizmos drawn for them. Normally a gizmo would be a natural choice, except that Unity gizmos are not directly manipulable (as far as I can tell). Because of this shortcoming I'm having to consider whether depending on references to placeholder game objects is a more designer-friendly approach ultimately, in spite of the extra setup required, and that it might be counter-intuitive when the placeholder game objects disappear at run-time (which my script would do). Is there a community standard or preference here in this case? Can a Unity-experienced game programmer / designer speak to which approach they feel is more intuitive or more convenient to setup, when using a 3rd party script? Or is this just splitting hairs as long as I ship an example prefab with my script?

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  • Game engine lib and editor

    - by luke
    I would like to know the best way/best practice to handle the following situation. Suppose the project you are working on is split in two sub-projects: game engine lib editor gui. Now, you have a method bool Method( const MethodParams &params ) that will be called during game-level initialization. So it is a method belonging to the game engine lib. Now, the parameters of this method, passed as a reference the structure MethodParams can be decided via the editor, in the level design phase. Suppose the structure is the following: enum Enum1 { E1_VAL1, E1_VAL2, }; enum Enum2 { E2_VAL1, E2_VAL2, E2_VAL3, }; struct MethodParams { float value; Enum1 e1; Enum2 e2; // some other member } The editor should present a dialog that will let the user set the MethodParams struct. A text control for the field value. Furthermore, the editor needs to let the user set the fields e1 and e2 using, for example, two combo boxes (a combo box is a window control that has a list of choices). Obviously, every enum should be mapped to a string, so the user can make an informed selection (i have used E1_VAL1 etc.., but normally the enum would be more meaningful). One could even want to map every enum to a string more informative (E1_VAL1 to "Image union algorithm", E1_VAL2 to "Image intersection algorithm" and so on...). The editor will include all the relevant game egine lib files (.h etc...), but this mapping is not automatic and i am confused on how to handle it in a way that, if in future i add E1_VAL3 and E1_VAL4, the code change will be minimal.

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  • Framework to implement an in game gui editor

    - by momboco
    I need to do an in game gui editor. The game engine has his own widgets elements and I don't want a gui library that substitute it. The most difficult task is the implementation of the functionality that makes usable to artists and designers. Positioning Resize Alignment between some elements Multiselection Relationship between children and parents Add guides Magnet to place elements quickly Use of layers Undo / Redo ... I'm searching a framework or something like, with these functionalities implemented. And a form of append my own engine to make use of it. It would be ideally a mixing between a tool like Photoshop and libRocket ( engine rendering independent ).

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  • LaTeX Editors

    - by thinkhard
    Whats the best LaTeX editor you've used, and what would you recommend someone read to understand and become proficient with authoring papers/books in LaTeX? Additionally, I have failed in migrating to this site from StackOverflow and ServerFault so I cannot create a new tag for this. Anyone with sufficient reputation may tag this question for me with LaTeX and edit this paragraph out.

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  • What is a good "free-form" ("type anywhere" or canvas-like) text editor? [on hold]

    - by scorpiodawg
    My 5-1/2 y.o. son is starting to use a computer and one of the things he likes to do is to type stuff into an editor. He has used TuxPaint before and is familiar with the idea of a "canvas" for painting stuff (where painting anything anywhere on the canvas is fair game). When he opened the text editor (this was gedit on Qimo Linux), he attempted to do the same thing -- he pointed the text cursor to an arbitrary location within the editor window and expected to be able to type there (like a "text canvas", if you will). I had to explain to him that he would have to press Enter a few times to create new lines, as well as press Space a few times to create columns before he could do that. This is sub-optimal. My question: are there any free-form, canvas-like text editors that I can have him use? Almost like hex editors of yore. I am not interested in getting him to create "text areas" in a paint program.

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