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  • What do I need to do to make sure my app launches as Admin?

    - by John Gietzen
    I'm writing an app that allows you to script the buttons from a wiimote into actions on your PC. It currently supports all of the features of the main remote control, except for the speaker. Now, I'm running in to trouble when I run it on Vista with UAC turned on. Any time a UAC'd window has focus, my app fails to move the mouse successfully. For instance, when an installer is run, I have to navigate it with the keyboard. Will running the app as administrator solve my problem? (At one point in time, I was able to successfully move the mouse over a UAC-password-entry box) How do I build a manifest that will tell windows to "run as administrator"? How do I embed this manifest into my app, if I'm strongly naming my assembly? How do I sign my application with an Authenticode cert? EDIT: Ok, so after some more extensive research, I have found: http://msdn.microsoft.com/en-us/library/bb756929.aspx <requestedExecutionLevel level="asInvoker|highestAvailable|requireAdministrator" uiAccess="true|false"/> However, the article says: Applications with the uiAccess flag set to true must be Authenticode signed to start properly. In addition, the application must reside in a protected location in the file system. \Program Files\ and \windows\system32\ are currently the two allowable protected locations. I have edited the question to reflect the new developments.

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  • Best practice - When to evaluate conditionals of function execution

    - by Tesserex
    If I have a function called from a few places, and it requires some condition to be met for anything it does to execute, where should that condition be checked? In my case, it's for drawing - if the mouse button is held down, then execute the drawing logic (this is being done in the mouse movement handler for when you drag.) Option one says put it in the function so that it's guaranteed to be checked. Abstracted, if you will. public function Foo() { DoThing(); } private function DoThing() { if (!condition) return; // do stuff } The problem I have with this is that when reading the code of Foo, which may be far away from DoThing, it looks like a bug. The first thought is that the condition isn't being checked. Option two, then, is to check before calling. public function Foo() { if (condition) DoThing(); } This reads better, but now you have to worry about checking from everywhere you call it. Option three is to rename the function to be more descriptive. public function Foo() { DoThingOnlyIfCondition(); } private function DoThingOnlyIfCondition() { if (!condition) return; // do stuff } Is this the "correct" solution? Or is this going a bit too far? I feel like if everything were like this function names would start to duplicate their code. About this being subjective: of course it is, and there may not be a right answer, but I think it's still perfectly at home here. Getting advice from better programmers than I is the second best way to learn. Subjective questions are exactly the kind of thing Google can't answer.

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  • Javascript Mouseover bubbling from children

    - by Nicky De Maeyer
    Ive got the following html setup: <div id="div1"> <div id="content1">blaat</div> <div id="content1">blaat2</div> </div> it is styled so you can NOT hover div1 without hovering one of the other 2 divs. Now i've got a mouseout on div1. The problem is that my div1.mouseout gets triggered when i move from content1 to content2, because their mouseouts are bubbling. and the event's target, currentTarget or relatedTarget properties are never div1, since it is never hovered directly... I've been searching mad for this, but I can only find articles and solutions for problems who are the reverse of what I need. It seems trivial but I can't get it to work... The mouseout of div1 should ONLY get triggered when the mouse leaves div1. One of the possibilities would be to set some data on mouse enter and mouseleave, but I'm convinced this should work out of the box, since it is just a mouseout... EDIT: bar.mouseleave(function(e) { if ($(e.currentTarget).attr('id') == bar.attr('id')) { bar.css('top', '-'+contentOuterHeight+'px'); $('#floatable-bar #floatable-bar-tabs span').removeClass('active'); } }); changed the mouseout to mouseleave and the code worked...

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  • Looking for a specific featured content slider script - PHP (and jQuery, I think)

    - by Sootah
    I was looking around a few days ago for a new script to replace the featured content area on my website's current implementation. Randomly, I can across a gorgeous one that I have not been able to find again because, like an idiot, I didn't bookmark the page. It's difficult to explain what the slider looked like, so I'll try to make a crude ASCII image of it: When you would hover your mouse over one of the "title" areas that were visible, the rest of the tags would slide to the right and show the one you were hovering on. You could also hover the mouse over a tab on the right and the tabs would collapse left for the same effect. I don't know if this particular effect has a specific name to it, but for the life of me I cannot find this script again, or anything even like it. It was gorgeous. I've resorted to combing through my browser history, but there is sooooo much of it, and I cannot remember what day I saw it. So, if any of you know either what the name of this effect is, or even BETTER, what script I'm talking about, I would REAAAAALLLLYYY appreciate a link! Thanks as always! -Sootah

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  • Free Fall Question

    - by Makenshi
    ok im gonna try my best to explain my problem i have this program where u can select 5 balls when u select one you can take it with you while you have the mouse button pressed and its within the ball radius. The problem is that i need a way to make the ball go up when the user stop pressing the mouse button like he sent it to float in the air then make it fall down again i have one way to know the time,velocity and thus the acceleration but i dont know how to implement it... right now i have this void Circulo::caida(float velocidad,float tiempo) { if(this->posY >= 580) { this->posY = 580; this->vcaida = 0.0f; } else if(this->posY < 580) { //this->distancia=9.81f * 0.5f*tiempo*tiempo; this->vcaida += velocidad; this->posY += this->vcaida; } } with this like this it just falls and i cant make the effect i tried to explain... thank you i hope someone can help me .< oh yeah im calculating the time like this just in case it helps difX=(x> evento.motion.xrel)? x-evento.motion.xrel : evento.motion.xrel-x; difY=(y> evento.motion.yrel)? y-evento.motion.yrel : evento.motion.yrel-y; and im sending difY as the time variable

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  • Grayscale image with colored spotlight in JavaFX

    - by DaUltimateTrooper
    I need a way to have a gray scale image in an ImageView and on mouse moved if the cursor position is in the ImageView bounds to show a colored spotlight on the mouse position. I have created a sample to help you understand what I need. This sample negates the colors of a colored image on the onMouseMoved event. package javafxapplication3; import javafx.scene.effect.BlendMode; import javafx.scene.Group; import javafx.scene.image.Image; import javafx.scene.image.ImageView; import javafx.scene.input.MouseEvent; import javafx.scene.paint.Color; import javafx.scene.paint.RadialGradient; import javafx.scene.paint.Stop; import javafx.scene.Scene; import javafx.scene.shape.Circle; import javafx.stage.Stage; var spotlightX = 0.0; var spotlightY = 0.0; var visible = false; var anImage = Image { url: "{__DIR__}picture1.jpg" } Stage { title: "Spotlighting" scene: Scene { fill: Color.WHITE content: [ Group { blendMode: BlendMode.EXCLUSION content: [ ImageView { image: anImage onMouseMoved: function (me: MouseEvent) { if (me.x > anImage.width - 10 or me.x < 10 or me.y > anImage.height - 10 or me.y < 10) { visible = false; } else { visible = true; } spotlightX = me.x; spotlightY = me.y; } }, Group { id: "spotlight" content: [ Circle { visible: bind visible translateX: bind spotlightX translateY: bind spotlightY radius: 60 fill: RadialGradient { centerX: 0.5 centerY: 0.5 stops: [ Stop { offset: 0.1, color: Color.WHITE }, Stop { offset: 0.5, color: Color.BLACK }, ] } } ] } ] }, ] }, } I am a total newbie what can I say...

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  • Android - Correspondence between ImageView coordinates and Bitmap Pixels

    - by Matteo
    In my application I want the user to be able to select some content of an Image contained inside an ImageView. To select the content I subclassed the ImageView class making it implement the OnTouchListener so to draw over it a rectangle with borders decided by the user. Here is an example of the result of the drawing (to have an idea you can think of it as when you click with the mouse on your desktop and drag the mouse): Now I need to determine which pixels of the Bitmap image correspond to the selected part. It's kind of easy to determine which are the points of the ImageView belonging to the rectangle, but I don't know how to get the correspondent pixels, since the ImageView has a different aspect ratio than the original image. I followed the approach described especially here, but also here, but am not fully satisfied because in my opinion the correspondence made is 1 on 1 between pixels and points on the ImageView and does not give me all the correspondent pixels on the original image to the selected area. Calling hoveredRect the rectangle on the ImageView the points inside of it are: class Point { float x, y; @Override public String toString() { return x + ", " + y; } } Vector<Point> pointsInRect = new Vector<Point>(); for( int x = hoveredRect.left; x <= hoveredRect.right; x++ ){ for( int y = hoveredRect.top; y <= hoveredRect.bottom; y++ ){ Point pointInRect = new Point(); pointInRect.x = x; pointInRect.y = y; pointsInRect.add(pointInRect); } } How can I obtain a Vector<Pixels> pixelsInImage containing the correspondent pixels?

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  • I can't figure out why this fps counter is inaccurate.

    - by rmetzger
    I'm trying to track frames per second in my game. I don't want the fps to show as an average. I want to see how the frame rate is affected when I push keys and add models etc. So I am using a variable to store the current time and previous time, and when they differ by 1 second, then I update the fps. My problem is that it is showing around 33fps but when I move the mouse around really fast, the fps jumps up to 49fps. Other times, if I change a simple line of code elsewhere not related to the frame counter, or close the project and open it later, the fps will be around 60. Vsync is on so I can't tell if the mouse is still effecting the fps. Here is my code which is in an update function that happens every frame: FrameCount++; currentTime = timeGetTime (); static unsigned long prevTime = currentTime; TimeDelta = (currentTime - prevTime) / 1000; if (TimeDelta > 1.0f) { fps = FrameCount / TimeDelta; prevTime = currentTime; FrameCount = 0; TimeDelta = 0; } Here are the variable declarations: int FrameCount; double fps, currentTime, prevTime, TimeDelta, TimeElapsed; Please let me know what is wrong here and how to fix it, or if you have a better way to count fps. Thanks!!!!!! I am using DirectX 9 btw but I doubt that is relevant, and I am using PeekMessage. Should I be using an if else statement instead? Here is my message processing loop: MSG msg; ZeroMemory (&msg, sizeof (MSG)); while (msg.message != WM_QUIT) { if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) { TranslateMessage (&msg); DispatchMessage (&msg); } Update (); RenderFrame (); }

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  • Trying to draw a dynamic rectangle in SVG

    - by Shaun
    To be more specific, here are the steps I need: onmousedown - set x and y of rect as mouse coordinates onmousemove - using the current x and y mouse coordinates calculate height and width of the rect, set these and append onmouseup - remove the rectangle, and call a function based off some calculations from the rect. Here is what I have but isn't quite working (right now I have it drawing a line to make it simpler): onmousedown: startbox(evt) function startbox(evt) { if(evt.button === 0) { x1 = evt.clientX + div.scrollLeft-5; y1 = evt.clientY + div.scrollTop-30; obj.setAttributeNS(null, "x1", x1); obj.setAttributeNS(null, "y1", y1); Root.setAttributeNS(null, "onmousemove", "updatebox(evt)"); } } onmousemove: updatebox(evt) function updatebox(evt) { if(evt.button === 0) { x2 = evt.clientX + div.scrollLeft-5; y2 = evt.clientY + div.scrollTop-30; Root.appendChild(.obj); w = Math.abs(x2-x1); h = Math.abs(y2-y1); var strokecolor; if(w>20 && h>20) { strokecolor = "green"; validbox = true; } else { strokecolor = "red"; validbox = false; } var Attr={ x2:x2, y2:y2, stroke:strokecolor } assignAttr(obj, Attr); //just loops thru adding multiple attributes } } onmouseup: endbox() function endbox(evt) { if(evt.button===0) { Root.setAttributeNS(null, "onmousemove", ""); Root.removeChild(obj); if(validbox) { //do stuff validbox = !validbox; } } } Some of my problems with this are: Its slow in Chrome making drawing the line/rect feel sluggish. It won't work two times in a row. This is the real problem that I can't fix. Any and all feedback is welcome.

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  • Condensing repeating JQuery code

    - by Craig Ward
    I have a page that has a large image on it with a number of thumbnails. When you mouse over a thumbnail the main image changes to the image you have just rolled your mouse over. The problem is the more thumbnails I have, the more repeated code I have. How could I reduce it? The Jquery code is as follows. <script type="text/javascript"> $('#thumb1') .mouseover(function(){ $('#big_img').fadeOut('slow', function(){ $('#big_img').attr('src', '0001.jpg'); $('#big_img').fadeIn('slow'); }); }); $('#thumb2') .mouseover(function(){ $('#big_img').fadeOut('slow', function(){ $('#big_img').attr('src', 'p_0002.jpg'); $('#big_img').fadeIn('slow'); }); }); $('#thumb3') .mouseover(function(){ $('#big_img').fadeOut('slow', function(){ $('#big_img').attr('src', '_img/p_0003.jpg'); $('#big_img').fadeIn('slow'); }); }); $('#thumb4') .mouseover(function(){ $('#big_img').fadeOut('slow', function(){ $('#big_img').attr('src', '0004.jpg'); $('#big_img').fadeIn('slow'); }); }); </script> #big_img = the ID of the full size image #thumb1, #thumb2, #thumb3, #thumb4 = The ID's of the thumbnails The main code for the page is PHP if that helps.

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  • Gui problem after rewriting to MVC

    - by trevor_nise
    I'm practicing MVC style programming. I have a Mastermind game in a single file, working with no problems (maybe apart of the fact that "Check" button is invisible at start). http://paste.pocoo.org/show/226726/ But when I've rewritten it to model, view, controller files - when I click on empty Pin (that should be updated, and repainted with new color) - noting happens. Can anybody see any problems here ? I've tried placing repaint() in different places, but it simply does not work at all :/ Main : public class Main { public static void main(String[] args){ Model model = new Model(); View view = new View("Mastermind", 400, 590, model); Controller controller = new Controller(model, view); view.setVisible(true); } } Model : import java.util.Random; public class Model{ static final int LINE = 5, SCORE = 10, OPTIONS = 20; Pin pins[][] = new Pin[21][LINE]; int combination[] = new int[LINE]; int curPin = 0; int turn = 1; Random generator = new Random(); int repaintPin; boolean pinsRepaint=false; int pinsToRepaint; boolean isUpdate = true, isPlaying = true, isRowFull = false; static final int HIT_X[] = {270,290,310,290,310}, HIT_Y[] = {506,496,496,516,516}; public Model(){ for ( int i=0; i < SCORE; i++ ){ for ( int j = 0; j < LINE; j++ ){ pins[i][j] = new Pin(20,0); pins[i][j].setPosition(j*50+30,510-i*50); pins[i+SCORE][j] = new Pin(8,0); pins[i+SCORE][j].setPosition(HIT_X[j],HIT_Y[j]-i*50); } } for ( int i=0; i < LINE; i++ ){ pins[OPTIONS][i] = new Pin( 20, i+2 ); pins[OPTIONS][i].setPosition( 370,i * 50 + 56); } } void fillHole(int color) { pins[turn-1][curPin].setColor(color+1); pinsRepaint = true; pinsToRepaint = turn; curPin = (curPin+1) % LINE; if (curPin == 0){ isRowFull = true; } pinsRepaint = false; pinsToRepaint = 0; } void check() { int junkPins[] = new int[LINE], junkCode[] = new int[LINE]; int pinCount = 0, pico = 0; for ( int i = 0; i < LINE; i++ ) { junkPins[i] = pins[turn-1][i].getColor(); junkCode[i] = combination[i]; } for ( int i = 0; i < LINE; i++ ){ if (junkPins[i]==junkCode[i]) { pins[turn+SCORE][pinCount].setColor(1); pinCount++; pico++; junkPins[i] = 98; junkCode[i] = 99; } } for ( int i = 0; i < LINE; i++ ){ for ( int j = 0; j < LINE; j++ ) if (junkPins[i]==junkCode[j]) { pins[turn+SCORE][pinCount].setColor(2); pinCount++; junkPins[i] = 98; junkCode[j] = 99; j = LINE; } } pinsRepaint = true; pinsToRepaint = turn + SCORE; pinsRepaint = false; pinsToRepaint=0; if ( pico == LINE ){ isPlaying = false; } else if ( turn >= 10 ){ isPlaying = false; } else{ curPin = 0; isRowFull = false; turn++; } } void combination() { for ( int i = 0; i < LINE; i++ ){ combination[i] = generator.nextInt(6) + 1; } } } class Pin{ private int color, X, Y, radius; public Pin(){ X = 0; Y = 0; radius = 0; color = 0; } public Pin( int r,int c ){ X = 0; Y = 0; radius = r; color = c; } public int getX(){ return X; } public int getY(){ return Y; } public int getRadius(){ return radius; } public void setRadius(int r){ radius = r; } public void setPosition( int x,int y ){ this.X = x ; this.Y = y ; } public void setColor( int c ){ color = c; } public int getColor() { return color; } } View: import java.awt.*; import javax.swing.*; public class View extends Frame{ Model model; JButton checkAnswer; private JPanel button; private static final Color COLORS[] = {Color.black, Color.white, Color.red, Color.yellow, Color.green, Color.blue, new Color(7, 254, 250)}; public View(String name, int w, int h, Model m){ model = m; setTitle( name ); setSize( w,h ); setResizable( false ); this.setLayout(new BorderLayout()); button = new JPanel(); button.setSize( new Dimension(400, 100)); button.setVisible(true); checkAnswer = new JButton("Check"); checkAnswer.setSize( new Dimension(200, 30)); button.add( checkAnswer ); this.add( button, BorderLayout.SOUTH); button.setVisible(true); } @Override public void paint( Graphics g ) { g.setColor( new Color(238, 238, 238)); g.fillRect( 0,0,400,590); for ( int i=0; i < model.pins.length; i++ ) { paintPins(model.pins[i][0],g); paintPins(model.pins[i][1],g); paintPins(model.pins[i][2],g); paintPins(model.pins[i][3],g); paintPins(model.pins[i][4],g); } } @Override public void update( Graphics g ) { if ( model.isUpdate ) { paint(g); } else { model.isUpdate = true; paintPins(model.pins[model.repaintPin-1][0],g); paintPins(model.pins[model.repaintPin-1][1],g); paintPins(model.pins[model.repaintPin-1][2],g); paintPins(model.pins[model.repaintPin-1][3],g); paintPins(model.pins[model.repaintPin-1][4],g); } } void repaintPins( int pin ) { model.repaintPin = pin; model.isUpdate = false; repaint(); } public void paintPins(Pin p, Graphics g ){ int X = p.getX(); int Y = p.getY(); int color = p.getColor(); int radius = p.getRadius(); int x = X-radius; int y = Y-radius; if (color > 0){ g.setColor( COLORS[color]); g.fillOval( x,y,2*radius,2*radius ); } else{ g.setColor( new Color(238, 238, 238) ); g.drawOval( x,y,2*radius-1,2*radius-1 ); } g.setColor( Color.black ); g.drawOval( x,y,2*radius,2*radius ); } } Controller: import java.awt.*; import java.awt.event.*; public class Controller implements MouseListener, ActionListener { private Model model; private View view; public Controller(Model m, View v){ model = m; view = v; view.addWindowListener( new WindowAdapter(){ public void windowClosing(WindowEvent e){ System.exit(0); } }); view.addMouseListener(this); view.checkAnswer.addActionListener(this); model.combination(); } public void actionPerformed( ActionEvent e ) { if(e.getSource() == view.checkAnswer){ if(model.isRowFull){ model.check(); } } } public void mousePressed(MouseEvent e) { Point mouse = new Point(); mouse = e.getPoint(); if (model.isPlaying){ if (mouse.x > 350) { int button = 1 + (int)((mouse.y - 32) / 50); if ((button >= 1) && (button <= 5)){ model.fillHole(button); if(model.pinsRepaint){ view.repaintPins( model.pinsToRepaint ); } } } } } public void mouseClicked(MouseEvent e) {} public void mouseReleased(MouseEvent e){} public void mouseEntered(MouseEvent e) {} public void mouseExited(MouseEvent e) {} }

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  • Java swing app can't find image

    - by KáGé
    Hello, I'm making a torpedo game for school in java with swing gui, please see the zipped source HERE. I use custom button icons and mouse cursors of images stored in the /bin/resource/graphics/default folder's subfolders, where the root folder is the program's root folder (it will be the root in the final .jar as well I suppose) which apart from "bin" contains a "main" folder with all the classes. The relative path of the resources is stored in MapStruct.java's shipPath and mapPath variables. Now Battlefield.java's PutPanel class finds them all right and sets up its buttons' icons fine, but every other class fail to get their icons, e.g. Table.java's setCursor, which should set the mouse cursor for all its elements for the selected ship's image or Field.java's this.button.setIcon(icon); in the constructor, which should set the icon for the buttons of the "water". I watched with debug what happens, and the images stay null after loading, though the paths seem to be correct. I've also tried to write a test file in the image folder but the method returns a filenotfound exception. I've tried to get the path of the class to see if it runs from the supposed place and it seems it does, so I really can't find the problem now. Could anyone please help me? Thank you.

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  • BeginInvoke on ObservableCollection not immediate.

    - by Padu Merloti
    In my code I subscribe to an event that happens on a different thread. Every time this event happens, I receive an string that is posted to the observable collection: Dispatcher currentDispatcher = Dispatcher.CurrentDispatcher; var SerialLog = new ObservableCollection<string>(); private void hitStation_RawCommandSent(object sender, StringEventArgs e) { string command = e.Value.Replace("\r\n", ""); Action dispatchAction = () => SerialLog.Add(command); currentDispatcher.BeginInvoke(dispatchAction, DispatcherPriority.Render); } The code below is in my view model (could be in the code behind, it doesn't matter in this case). When I call "hitstation.PrepareHit", the event above gets called a couple times, then I wait and call "hitStation.HitBall", and the event above gets called a couple more times. private void HitBall() { try { try { Mouse.OverrideCursor = Cursors.Wait; //prepare hit hitStation.PrepareHit(hitSpeed); Thread.Wait(1000); PlayWarning(); //hit hitStation.HitBall(hitSpeed); } catch (TimeoutException ex) { MessageBox.Show("Timeout hitting ball: " + ex.Message); } } finally { Mouse.OverrideCursor = null; } } The problem I'm having is that the ListBox that is bound to my SerialLog gets updated only when the HitBall method finishes. I was expecting seeing a bunch of updates from the PrepareHit, a pause and then a bunch more updates from the HitBall. I've tried a couple of DispatcherPriority arguments, but they don't seem to have any effect.

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  • Drag and Drop in Silverlight with F# and Asynchronous Workflows

    - by knotig
    Hello everyone! I'm trying to implement drag and drop in Silverlight using F# and asynchronous workflows. I'm simply trying to drag around a rectangle on the canvas, using two loops for the the two states (waiting and dragging), an idea I got from Tomas Petricek's book "Real-world Functional Programming", but I ran into a problem: Unlike WPF or WinForms, Silverlight's MouseEventArgs do not carry information about the button state, so I can't return from the drag-loop by checking if the left mouse button is no longer pressed. I only managed to solve this by introducing a mutable flag. Would anyone have a solution for this, that does not involve mutable state? Here's the relevant code part (please excuse the sloppy dragging code, which snaps the rectangle to the mouse pointer): type MainPage() as this = inherit UserControl() do Application.LoadComponent(this, new System.Uri("/SilverlightApplication1;component/Page.xaml", System.UriKind.Relative)) let layoutRoot : Canvas = downcast this.FindName("LayoutRoot") let rectangle1 : Rectangle = downcast this.FindName("Rectangle1") let mutable isDragged = false do rectangle1.MouseLeftButtonUp.Add(fun _ -> isDragged <- false) let rec drag() = async { let! args = layoutRoot.MouseMove |> Async.AwaitEvent if (isDragged) then Canvas.SetLeft(rectangle1, args.GetPosition(layoutRoot).X) Canvas.SetTop(rectangle1, args.GetPosition(layoutRoot).Y) return! drag() else return() } let wait() = async { while true do let! args = Async.AwaitEvent rectangle1.MouseLeftButtonDown isDragged <- true do! drag() } Async.StartImmediate(wait()) () Thank you very much for your time!

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  • What Javascript graphing package will let me plot points against a user-selected coordinate system?

    - by wes
    My customer has some specific requirements for a graph to show in our web app. We use HighCharts elsewhere in the app for more traditional graphing, but it doesn't seem to work for this situation. Their requirements: Allow the user to select a background image, set the scale and origin of the coordinate system. We'll graph our points against the user-defined coordinates. Points can be color coded Mouse-over boxes show more detail about the points Support for zooming and panning, scaling the background appropriately Less importantly: Support for drawing vectors off the points Some of this seems basic, but looking around at different graph packages, I was unable to find any with an example of this kind of usage. I've entertained the thought of just hacking it together in canvas myself, but I've never worked with canvas before so I don't think it would be cost effective. The basics of plotting points with a scaled coordinate system against an image background wouldn't be too hard, but the mouse-over details, zooming and panning sound much more daunting to me. More info: Right now we use jQuery, HighCharts, and ExtJS for our app. We tried flot in the past but switched to HighCharts after flot didn't meet our needs.

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  • NSOpenGLFullScreen and SetSystemUIMode freeze bug!?

    - by Mattias
    Hi! I have a really strange problem which is perfectly re-producable using sample code! If I use Apple's NSOpenGLFullScreen sample I can click a button to enter fullscreen OpenGL mode. However if I click the mouse in the area where the menubar would be if I was running windowed mode, the entire program freezes because I really activate the menu-choice behind the OpenGL screen, so to speak. The solution I have found after some Googling is to use SetSystemUIMode to hide the menubar. Also I want to initiate the application to fullscreen at startup by adding a call to EnterFullScreen after initialization. Entering FullScreen works perfectly, BUT - if I add the call to SetSystemUIMode I get a really strange error! The entire screen hangs, the animation stops and no mouse coordinates seem to be reported. If I then exit the Fullscreen mode and press the FullScreen button again everything works and the menubar is gone.. What could be wrong here? I mean it obviously works to remove the menubar in that manner and it obviously works to enter fullscreen mode like that (using Cocoa), but why doesn't the combination work!? Pleeease help :) Sincerely, / Mattias

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  • I would like to know how to put a "change image" layer like in facebook on a mouseover event

    - by netadictos
    Hello: I have a photo gallery I would like that every time a user does mouseover the image, there is a button on the top of this image that appears. The user can click on it. But every time that the user mouse out of the photo it must disappear. It works like the "change photo" in Facebook, with the photo of your profile. The problem I am having is that when I try to get over the button that appears (in my code is a link), it disappear because javascript understands that the mouse is just out of the image, even if this button/link is over the image. The image that I use is positioned absolutely over the image. This is my code, where you can see that I create a dom element that I append on the link of the image and then when there is a mouseout, I remove it. $('a.ftelement').mouseover(function() { var fav = $('<a></a>'); fav.attr("class","imgfavorito"); fav.attr("id","fav"+$J(this).attr("id")).html("<img src=\"/im/favorito.gif\"/>"); fav.appendTo(this); }); $('a.ftelement').mouseout(function() { $("a.imgfavorito").remove() }); The result is this graphically (http://www.freeimagehosting.net/uploads/41fbac8994.gif):

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  • Approaches to replace cursor in pure AS3 / Flare project?

    - by peteorpeter
    Hi there good lookin, I've got a pure AS3 (no Flex) project that uses Flare to display and interact with a data visualization. I just implemented some panning behavior, so you can click and drag the visualization around, and now I'd like to give the user a visual indicator that this is possible, by switching the arrow cursor with a nice grabby-looking hand icon. The user can click and drag at any time except when the mouse is over a clickable node (at which time the cursor swaps to a pointer - this behavior is already in place). So... 1) Do I need to create my own custom bitmap/sprite or is there a palette of built-in cursors I can use? (I'm not using Flex.) 2) Is there a way to simply replace the default arrow with the pan cursor project-wide, or do I need to attach the swapping to mouse events on display objects? Can I use the stage object to make this behavior apply everywhere? 3) How do I perform the swap? Do I use the Cursor object directly or do I need to get involved with the CursorManager? Any guidance, pseudo-code, or words of wisdom is greatly appreciated!

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  • AJAX AutoCompletExtender doesn't allow to move ahead of first item with arrow-key

    - by dharmbhav
    Hi, I am using an AJAX AutoCompleteExtender to display a list of suburbs-postcodes after the user presses 3 keys in the given textbox. The problem is that on the page, I can't move my selection below the first item (with down arrow key/mouse). However with mouse if I click on any item, it gets selected. <asp:TextBox ID="txtPostalSuburb" runat="server" CssClass="select_insert_menu_text1" MaxLength="40" TabIndex="9"></asp:TextBox> <cc1:AutoCompleteExtender ID="txtPostalSuburb_AutoCompleteExtender" runat="server" DelimiterCharacters="" Enabled="True" ServicePath="~/Web/Common/ListingService.asmx" TargetControlID="txtPostalSuburb" UseContextKey="False" ServiceMethod="GetSuburbList" MinimumPrefixLength="3" CompletionListCssClass="contact-details-suggestion-list" OnClientItemSelected="AutoCompleteExtender_ItemSelected" CompletionListItemCssClass="contact-details-suggestion-list-item" > </cc1:AutoCompleteExtender> CSS: .contact-details-suggestion-list { background-color: window; color: windowtext; cursor: default; list-style-image: none; list-style-position: outside; list-style-type: none; padding:0px; text-align: left; border: solid 1px #005883; margin-top: 0px; font-size: 10px; } .contact-details-suggestion-list-item { border-bottom: dotted 1px black; } Any help is appreciated. Thanks

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  • [Adobe Air] Can I catch a mouseUp event of an mx:Window that did not fire hte mouseDown?

    - by Irene
    Hi, In an AIR application, I have one mx:TileList with several images. What I need to do is let the user drag and drop one of the images on the desktop, giving a feeling of a desktop widget. Firstly I tried to implement this using dragStart etc, but in the end I think it is easier to handle mouseDown and mouseUp on the TileList. In general the whole setup works as desired. When a mouseDown is detected on the TileList, I create a transparent mx:Window containing the corresponding image, and call the startMove() on the Window to simulate a dragging behavior. If I release the mouse, the Window stops moving as desired. My problem is that now I want some visual feedback during dragging. It works while the Window is moving, however I can't find a way to stop it when the user releases the mouse. The mouseUp is not fired from the TileList, nor from the s:WindowedApplication. I also tried to add a listener to the Window itself, but still with no luck. Some code: private function onMouseDown(e:MouseEvent):void { trace ("down " + e.target); if (e.target is TileListItemRenderer) { // first create a dragWindow dragWindow.startGlow(); // then show some visual feedback dragWindow.moveWindow(e); // and start dragging } } private function onMouseUp(e:MouseEvent):void { trace("up " + e.target); dragWindow.stopGlow(); // <--------- Not called! } <mx:TileList id="photoTileList" mouseDown="onMouseDown(event)" mouseUp="onMouseUp(event)">

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  • How can I keep an event from being delivered to the GUI until my code finished running?

    - by Frerich Raabe
    I installed a global mouse hook function like this: mouseEventHook = ::SetWindowsHookEx( WH_MOUSE_LL, mouseEventHookFn, thisModule, 0 ); The hook function looks like this: RESULT CALLBACK mouseEventHookFn( int code, WPARAM wParam, LPARAM lParam ) { if ( code == HC_ACTION ) { PMSLLHOOKSTRUCT mi = (PMSLLHOOKSTRUCT)lParam; // .. do interesting stuff .. } return ::CallNextHookEx( mouseEventHook, code, wParam, lParam ); } Now, my problem is that I cannot control how long the 'do interesting stuff' part takes exactly. In particular, it might take longer than the LowLevelHooksTimeout defined in the Windows registry. This means that, at least on Windows XP, the system no longer delivers mouse events to my hook function. I'd like to avoid this, but at the same time I need the 'do interesting stuff' part to happen before the target GUI receives the event. I attempted to solve this by doing the 'interesting stuff' work in a separate thread so that the mouseEventHookFn above can post a message to the worker thread and then do a return 1; immediately (which ends the hook function but avoids that the event is handed to the GUI). The idea was that the worker thread, when finished, performs the CallNextHookEx call itself. However, this causes a crash inside of CallNextHookEx (in fact, the crash occurs inside an internal function called PhkNextValid. I assume it's not safe to call CallNextHookEx from outside a hook function, is this true? If so, does anybody else know how I can run code (which needs to interact with the GUI thread of an application) before the GUI receives the event and avoid that my hook function blocks too long?

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  • How to properly set button phase after dragging over button?

    - by irobeth
    I have a class (mxml) that extends Button while implementing drag/drop support. When I drag one of them onto another, the drag receiver stays stuck in its 'over' phase until I click on it (As if something about DragManager.acceptDragDrop is preventing the MouseEvent from getting to button) Is there a way to make a button re-evaluate its phase after the drop? I've tried fabricating a MouseEvent and sending it to rollOverHandler with no luck. This resembles the scenario in Button.as (lines 2606-2647) described like Drag over and up mouse down while out of Button roll over Button - stay in "up" phase mouse up while over Button - "over" phase continue with step 2 of first three sequences above This is my drag/drop handler private function dragDropHandler(event:DragEvent):void { trace("dropped"); var ib : IconButton = (event.dragInitiator as IconButton); if(this.data is Section) { if(ib.data is Item) { trace("ITEM"); //move an item into a section. var ae : AldonaEvent = new AldonaEvent(AldonaEvent.MOVE); ae.data = ib.data; dispatchEvent(ae); } else if(ib.data is Section) { trace("SECTION"); //change a section's parent. var ae : AldonaEvent = new AldonaEvent(AldonaEvent.MOVE); ae.data = ib.data; dispatchEvent(ae); } } //you can only drag stuff into sections. }

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  • Cnoverting application to MVC architecture

    - by terence6
    I'm practicing writing MVC applications. I have a Mastermind game, that I would like to rewrite as MVC app. I have divided my code to parts, but instead of working game I'm getting empty Frame and an error in "public void paint( Graphics g )". Error comes from calling this method in my view with null argument. But how to overcome this ? MVC was quite simple with swing but awt and it's paint methods are much more complicated. Code of working app : http://paste.pocoo.org/show/224982/ App divided to MVC : Main : public class Main { public static void main(String[] args){ Model model = new Model(); View view = new View("Mastermind", 400, 590, model); Controller controller = new Controller(model, view); view.setVisible(true); } } Controller : import java.awt.*; import java.awt.event.*; public class Controller implements MouseListener, ActionListener { private Model model; private View view; public Controller(Model m, View v){ model = m; view = v; view.addWindowListener( new WindowAdapter(){ public void windowClosing(WindowEvent e){ System.exit(0); } }); view.addMouseListener(this); } public void actionPerformed( ActionEvent e ) { if(e.getSource() == view.checkAnswer){ if(model.isRowFull){ model.check(); } } } public void mousePressed(MouseEvent e) { Point mouse = new Point(); mouse = e.getPoint(); if (model.isPlaying){ if (mouse.x > 350) { int button = 1 + (int)((mouse.y - 32) / 50); if ((button >= 1) && (button <= 5)){ model.fillHole(button); } } } } public void mouseClicked(MouseEvent e) {} public void mouseReleased(MouseEvent e){} public void mouseEntered(MouseEvent e) {} public void mouseExited(MouseEvent e) {} } View : import java.awt.*; import javax.swing.*; import java.awt.event.*; public class View extends Frame implements ActionListener { Model model; JButton checkAnswer; private JPanel button; static final int HIT_X[] = {270,290,310,290,310}, HIT_Y[] = {506,496,496,516,516}; public View(String name, int w, int h, Model m){ model = m; setTitle( name ); setSize( w,h ); setResizable( false ); this.setLayout(new BorderLayout()); button = new JPanel(); button.setSize( new Dimension(400, 100)); button.setVisible(true); checkAnswer = new JButton("Check"); checkAnswer.addActionListener(this); checkAnswer.setSize( new Dimension(200, 30)); button.add( checkAnswer ); this.add( button, BorderLayout.SOUTH); button.setVisible(true); for ( int i=0; i < model.SCORE; i++ ){ for ( int j = 0; j < model.LINE; j++ ){ model.pins[i][j] = new Pin(20,0); model.pins[i][j].setPosition(j*50+30,510-i*50); model.pins[i+model.SCORE][j] = new Pin(8,0); model.pins[i+model.SCORE][j].setPosition(HIT_X[j],HIT_Y[j]-i*50); } } for ( int i=0; i < model.LINE; i++ ){ model.pins[model.OPTIONS][i] = new Pin( 20, i+2 ); model.pins[model.OPTIONS][i].setPosition( 370,i * 50 + 56); } model.combination(); model.paint(null); } public void actionPerformed( ActionEvent e ) { } } Model: import java.awt.*; public class Model extends Frame{ static final int LINE = 5, SCORE = 10, OPTIONS = 20; Pin pins[][] = new Pin[21][LINE]; int combination[] = new int[LINE]; int curPin = 0; int turn = 1; int repaintPin; boolean isUpdate = true, isPlaying = true, isRowFull = false; public Model(){ } void fillHole(int color) { pins[turn-1][curPin].setColor(color+1); repaintPins( turn ); curPin = (curPin+1) % LINE; if (curPin == 0){ isRowFull = true; } } public void paint( Graphics g ) { g.setColor( new Color(238, 238, 238)); g.fillRect( 0,0,400,590); for ( int i=0; i < pins.length; i++ ) { pins[i][0].paint(g); pins[i][1].paint(g); pins[i][2].paint(g); pins[i][3].paint(g); pins[i][4].paint(g); } } public void update( Graphics g ) { if ( isUpdate ) { paint(g); } else { isUpdate = true; pins[repaintPin-1][0].paint(g); pins[repaintPin-1][1].paint(g); pins[repaintPin-1][2].paint(g); pins[repaintPin-1][3].paint(g); pins[repaintPin-1][4].paint(g); } } void repaintPins( int pin ) { repaintPin = pin; isUpdate = false; repaint(); } void check() { int junkPegs[] = new int[LINE], junkCode[] = new int[LINE]; int pegCount = 0, pico = 0; for ( int i = 0; i < LINE; i++ ) { junkPegs[i] = pins[turn-1][i].getColor(); junkCode[i] = combination[i]; } for ( int i = 0; i < LINE; i++ ){ if (junkPegs[i]==junkCode[i]) { pins[turn+SCORE][pegCount].setColor(1); pegCount++; pico++; junkPegs[i] = 98; junkCode[i] = 99; } } for ( int i = 0; i < LINE; i++ ){ for ( int j = 0; j < LINE; j++ ) if (junkPegs[i]==junkCode[j]) { pins[turn+SCORE][pegCount].setColor(2); pegCount++; junkPegs[i] = 98; junkCode[j] = 99; j = LINE; } } repaintPins( turn+SCORE ); if ( pico == LINE ){ isPlaying = false; } else if ( turn >= 10 ){ isPlaying = false; } else{ curPin = 0; isRowFull = false; turn++; } } void combination() { for ( int i = 0; i < LINE; i++ ){ combination[i] = 1 + (int)(Math.random()*5); System.out.print(i+","); } } } class Pin{ private int color, X, Y, radius; private static final Color COLORS[] = { Color.black, Color.white, Color.red, Color.yellow, Color.green, Color.blue, new Color(7, 254, 250)}; public Pin(){ X = 0; Y = 0; radius = 0; color = 0; } public Pin( int r,int c ){ X = 0; Y = 0; radius = r; color = c; } public void paint( Graphics g ){ int x = X-radius; int y = Y-radius; if (color > 0){ g.setColor( COLORS[color]); g.fillOval( x,y,2*radius,2*radius ); } else{ g.setColor( new Color(238, 238, 238) ); g.drawOval( x,y,2*radius-1,2*radius-1 ); } g.setColor( Color.black ); g.drawOval( x,y,2*radius,2*radius ); } public void setPosition( int x,int y ){ this.X = x ; this.Y = y ; } public void setColor( int c ){ color = c; } public int getColor() { return color; } } Any clues on how to overcome this would be great. Have I divided my code improperly ?

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  • Repaint() not calling paint() in Java

    - by Joshua Auriemma
    Let me start off by saying I know I've violated some basic Java principles in this messy code, but I'm desperately trying to finish a program by Tuesday for a social science experiment, and I don't know Java, so I'm basically just fumbling through it for now. With that disclaimer out of the way, I have a separate program working where a circle is moving around the screen and the user must click on it. It works fine when its in its own separate class file, but when I add the code to my main program, it's no longer working. I don't even really understand why repaint() calls my paint() function — as far as I'm concerned, it's magic, but I've noticed that repaint() calls paint() in my test program, but not in the more complicated actual program, and I assume that's why the circle is no longer painting on my program. Entire code is below: import java.awt.Color; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.Rectangle; import javax.swing.*; import java.awt.event.*; import java.awt.geom.Ellipse2D; import java.io.FileReader; import java.io.IOException; import java.util.Calendar; public class Reflexology1 extends JFrame{ private static final long serialVersionUID = -1295261024563143679L; private Ellipse2D ball = new Ellipse2D.Double(0, 0, 25, 25); private Timer moveBallTimer; int _ballXpos, _ballYpos; JButton button1, button2; JButton movingButton; JTextArea textArea1; int buttonAClicked, buttonDClicked; private long _openTime = 0; private long _closeTime = 0; JPanel thePanel = new JPanel(); JPanel thePlacebo = new JPanel(); final JFrame frame = new JFrame("Reflexology"); final JFrame frame2 = new JFrame("The Test"); JLabel label1 = new JLabel("Press X and then click the moving dot as fast as you can."); public static void main(String[] args){ new Reflexology1(); } public Reflexology1(){ frame.setSize(600, 475); frame.setLocationRelativeTo(null); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); frame.setTitle("Reflexology 1.0"); frame.setResizable(false); frame2.setSize(600, 475); frame2.setLocationRelativeTo(null); frame2.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); frame2.setTitle("Reflexology 1.0"); frame2.setResizable(false); button1 = new JButton("Accept"); button2 = new JButton("Decline"); //movingButton = new JButton("Click Me"); ListenForAcceptButton lForAButton = new ListenForAcceptButton(); ListenForDeclineButton lForDButton = new ListenForDeclineButton(); button1.addActionListener(lForAButton); button2.addActionListener(lForDButton); //movingButton.addActionListener(lForMButton); JTextArea textArea1 = new JTextArea(24, 50); textArea1.setText("Tracking Events\n"); textArea1.setLineWrap(true); textArea1.setWrapStyleWord(true); textArea1.setSize(15, 50); textArea1.setEditable(false); FileReader reader = null; try { reader = new FileReader("EULA.txt"); textArea1.read(reader, "EULA.txt"); } catch (IOException exception) { System.err.println("Problem loading file"); exception.printStackTrace(); } finally { if (reader != null) { try { reader.close(); } catch (IOException exception) { System.err.println("Error closing reader"); exception.printStackTrace(); } } } JScrollPane scrollBar1 = new JScrollPane(textArea1, JScrollPane.VERTICAL_SCROLLBAR_AS_NEEDED, JScrollPane.HORIZONTAL_SCROLLBAR_NEVER); AdjustmentListener listener = new MyAdjustmentListener(); thePanel.add(scrollBar1); thePanel.add(button1); thePanel.add(button2); frame.add(thePanel); ListenForMouse lForMouse = new ListenForMouse(); thePlacebo.addMouseListener(lForMouse); thePlacebo.add(label1); frame2.add(thePlacebo); ListenForWindow lForWindow = new ListenForWindow(); frame.addWindowListener(lForWindow); frame2.addKeyListener(new KeyAdapter() { public void keyPressed(KeyEvent e){ if(e.getKeyChar() == 'X' || e.getKeyChar() == 'x') {moveBallTimer.start();} } }); frame.setVisible(true); moveBallTimer = new Timer(1000, new ActionListener() { public void actionPerformed(ActionEvent e) { moveBall(); System.out.println("Timer started!"); repaint(); } }); addKeyListener(new KeyAdapter() { public void keyPressed(KeyEvent e) { if(frame2.isVisible()){ moveBallTimer.start(); } } }); } private class ListenForAcceptButton implements ActionListener{ public void actionPerformed(ActionEvent e){ if (e.getSource() == button1){ Calendar ClCDateTime = Calendar.getInstance(); System.out.println(ClCDateTime.getTimeInMillis() - _openTime); _closeTime = ClCDateTime.getTimeInMillis() - _openTime; //frame.getContentPane().remove(thePanel); //thePlacebo.addKeyListener(lForKeys); //frame.getContentPane().add(thePlacebo); //frame.repaint(); //moveBallTimer.start(); frame.setVisible(false); frame2.setVisible(true); frame2.revalidate(); frame2.repaint(); } } } private class ListenForDeclineButton implements ActionListener{ public void actionPerformed(ActionEvent e){ if (e.getSource() == button2){ JOptionPane.showMessageDialog(Reflexology1.this, "You've declined the license agreement. DO NOT RESTART the program. Please go inform a researcher that you have declined the agreement.", "WARNING", JOptionPane.INFORMATION_MESSAGE); System.exit(0); } } } private class ListenForWindow implements WindowListener{ public void windowActivated(WindowEvent e) { //textArea1.append("Window is active"); } // if this.dispose() is called, this is called: public void windowClosed(WindowEvent arg0) { } // When a window is closed from a menu, this is called: public void windowClosing(WindowEvent arg0) { } // Called when the window is no longer the active window: public void windowDeactivated(WindowEvent arg0) { //textArea1.append("Window is NOT active"); } // Window gone from minimized to normal state public void windowDeiconified(WindowEvent arg0) { //textArea1.append("Window is in normal state"); } // Window has been minimized public void windowIconified(WindowEvent arg0) { //textArea1.append("Window is minimized"); } // Called when the Window is originally created public void windowOpened(WindowEvent arg0) { //textArea1.append("Let there be Window!"); Calendar OlCDateTime = Calendar.getInstance(); _openTime = OlCDateTime.getTimeInMillis(); //System.out.println(_openTime); } } private class MyAdjustmentListener implements AdjustmentListener { public void adjustmentValueChanged(AdjustmentEvent arg0) { AdjustmentEvent scrollBar1; //System.out.println(scrollBar1.getValue())); } } public void paint(Graphics g) { //super.paint(g); frame2.paint(g); Graphics2D g2d = (Graphics2D) g; g2d.setColor(Color.RED); g2d.fill(ball); System.out.println("Calling fill()"); } protected void moveBall() { //System.out.println("I'm in the moveBall() function!"); int width = getWidth(); int height = getHeight(); int min, max, randomX, randomY; min =200; max = -200; randomX = min + (int)(Math.random() * ((max - min)+1)); randomY = min + (int)(Math.random() * ((max - min)+1)); //System.out.println(randomX + ", " + randomY); Rectangle ballBounds = ball.getBounds(); //System.out.println(ballBounds.x + ", " + ballBounds.y); if (ballBounds.x + randomX < 0) { randomX = 200; } else if (ballBounds.x + ballBounds.width + randomX > width) { randomX = -200; } if (ballBounds.y + randomY < 0) { randomY = 200; } else if (ballBounds.y + ballBounds.height + randomY > height) { randomY = -200; } ballBounds.x += randomX; ballBounds.y += randomY; _ballXpos = ballBounds.x; _ballYpos = ballBounds.y; ball.setFrame(ballBounds); } public void start() { moveBallTimer.start(); } public void stop() { moveBallTimer.stop(); } private class ListenForMouse implements MouseListener{ // Called when the mouse is clicked public void mouseClicked(MouseEvent e) { //System.out.println("Mouse Panel pos: " + e.getX() + " " + e.getY() + "\n"); if (e.getX() >=_ballXpos && e.getX() <= _ballXpos + 25 && e.getY() <=_ballYpos && e.getY() >= _ballYpos - 25 ) { System.out.println("TRUE"); } System.out.println("{e.getX(): " + e.getX() + " / " + "_ballXpos: " + _ballXpos + " | " + "{e.getY(): " + e.getY() + " / " + "_ballYpos: " + _ballYpos); } public void mouseEntered(MouseEvent arg0) { // TODO Auto-generated method stub } public void mouseExited(MouseEvent arg0) { // TODO Auto-generated method stub } public void mousePressed(MouseEvent arg0) { // TODO Auto-generated method stub } public void mouseReleased(MouseEvent arg0) { // TODO Auto-generated method stub } } // System.out.println("e.getX(): " + e.getX() + " / " + "_ballXpos: " + _ballXpos); // Mouse over public void mouseEntered(MouseEvent arg0) { // TODO Auto-generated method stub } // Mouse left the mouseover area: public void mouseExited(MouseEvent arg0) { // TODO Auto-generated method stub } public void mousePressed(MouseEvent arg0) { // TODO Auto-generated method stub } public void mouseReleased(MouseEvent arg0) { // TODO Auto-generated method stub } } Could anyone tell me what I need to do to get repaint() to call the paint() method in the above program? I'm assuming the multiple frames is causing the problem, but that's just a guess. Thanks.

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  • JavaFX MouseEvent continues when I remove the object it happened on

    - by Kyle
    It took me a while to realize what was going on with mouse events going through my blocking dialog boxes when I closed them, but I finally figured out why. I still don't know any good way to fix it. I have a custom dialog box (that blocks the mouse) with a close button. When I click the close button, I remove the dialog box from the scene, but JavaFx is still processing the MouseEvent and now it finds that there is nothing blocking the screen behind where the cancel button was, so that component receives a MouseEvent. How do I make the mouseEvent stop processing when I see that they pressed cancel and remove the dialog box? Or, is there a way to make the removing of the dialog box not happen until after it is done processing the MouseEvent? Example Code for the problem: import javafx.stage.Stage; import javafx.scene.Scene; import javafx.scene.shape.Rectangle; import javafx.scene.input.MouseEvent; import javafx.scene.control.Button; var theScene:Scene; var btn:Button; Stage { title: "Application title" scene: theScene= Scene { width: 500 height: 200 content: [ Rectangle{ width: bind theScene.width height: bind theScene.height onMouseClicked: function(e:MouseEvent):Void{ println("Rectangle");} }, Button{ layoutX: 20 layoutY: 50 blocksMouse: true text: "JustPrint" action:function():Void{ println("JustPrint");} }, btn = Button{ layoutX: 20 layoutY: 20 blocksMouse: true text: "Cancel" action:function():Void{ println("Cancel"); delete btn from theScene.content;} }, ] } } When you press "JustPrint" you get: JustPrint When you press "Cancel" you get: Cancel Rectangle

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