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  • How to continuously scroll content within a DIV using jQuery?

    - by Camsoft
    Aim The aim is to a have a container DIV with a fixed height and width and have the HTML content within that DIV automatically scroll vertically continuously. Question Basically I've created the code below using jQuery to scroll (move) the child DIV vertically upwards until its outside the bounding parent box where the animation then completes which triggers an event handler which resets the position of the child DIV and starts the process again. This works fine, so the content scrolls up leaving a blank space and then starts from the bottom again and scrolls up. The problem I have is that the requirements for this is for the content to appear as if it was continuously repeating, see below diagram to better explain this, is there a way to do this? (I don't want to use 3rd party plug ins or libraries other than jQuery): What I have so far The HTML: <div id="scrollingContainer"> <div class="scroller"> <h1>This is a title</h1> <p>Lorem ipsum dolor sit amet, consectetur adipiscing elit. Suspendisse at orci mi, id gravida tellus. Integer malesuada ante sit amet enim pulvinar congue. Donec pulvinar dolor et arcu posuere feugiat id et felis.</p> <p>More content....</p> </div> </div> The CSS: #scrollingContainer{ height: 300px; width: 300px; overflow: hidden; } #scrollingContainer DIV.scroller{ position: relative; } The JavaScript: /** * Scrolls the content DIV */ function scroll() { if($('DIV.scroller').height() > $('#scrollingContainer').height()) { var t = $('DIV.scroller').position().top + $('DIV.scroller').height(); /* Animate */ $('DIV.scroller').animate( { top: '-=' + t + 'px' } , 4000, 'linear', animationComplete); } } function animationComplete() { $(this).css('top', $('#scrollingContainer').height()); scroll(); }

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  • Image jQuery scroller in a container. (like facebook cropper) can't get values of position.

    - by Stefan
    Hey all. Having a reallllll mind pain. I have a php image uploader which is all good and sotring the file and the jquery ajax is returning the image in an ammended html div with a div set up like this: #crop-holder { width:80px; height:80px; margin:10px 10px 20px 10px; border:1px #c0c0c0 solid; overflow:hidden; cursor:move; } The image is viewing fine and I am using the jquery scrollview plugin: http://code.google.com/p/jquery-scrollview/ I have tried adding a few lines to the plugin to store variables of scrollTop and Left and then replacing two hidden input values with x and y in my page. And then on the returned ajax html in the div I am trying to on a button click (for example) retrieve the values of the two hidden inputs.... Heres what i added to the plugin (i'm no js expert!): .mouseout(function(){ var _m = this.m; var lasty = _m.scrollTop(); getElementById("ycord").value = lasty; var lastx = _m.scrollLeft(); getElementById("xcord").value = lastx; self.stopgrab(); }) Still no luck!! How can I get the scrollTop and scrollLeft and successfully prepare them for sending onto another php script!? Thanks:) stefpretty

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  • libgdx draw issue and animation

    - by johnny-b
    it seems as though i cannot get the draw method to work??? it seems as though the bullet.draw(batcher) does not work and i cannot understand why as the bullet is a sprite. i have made a Sprite[] and added them as animation. could that be it? i tried batcher.draw(AssetLoader.bulletAnimation.getKeyFrame(runTime), bullet.getX(), bullet.getY(), bullet.getOriginX() / 2, bullet.getOriginY() / 2, bullet.getWidth(), bullet.getHeight(), 1, 1, bullet.getRotation()); but that dont work, the only way it draws is this batcher.draw(AssetLoader.bulletAnimation.getKeyFrame(runTime), bullet.getX(), bullet.getY()); below is the code. // this is in a Asset Class texture = new Texture(Gdx.files.internal("SpriteN1.png")); texture.setFilter(TextureFilter.Nearest, TextureFilter.Nearest); bullet1 = new Sprite(texture, 380, 350, 45, 20); bullet1.flip(false, true); bullet2 = new Sprite(texture, 425, 350, 45, 20); bullet2.flip(false, true); Sprite[] bullets = { bullet1, bullet2 }; bulletAnimation = new Animation(0.06f, bullets); bulletAnimation.setPlayMode(Animation.PlayMode.LOOP); // this is the GameRender class public class GameRender() { private Bullet bullet; private Ball ball; public GameRenderer(GameWorld world) { myWorld = world; cam = new OrthographicCamera(); cam.setToOrtho(true, 480, 320); batcher = new SpriteBatch(); // Attach batcher to camera batcher.setProjectionMatrix(cam.combined); shapeRenderer = new ShapeRenderer(); shapeRenderer.setProjectionMatrix(cam.combined); // Call helper methods to initialize instance variables initGameObjects(); initAssets(); } private void initGameObjects() { ball = GameWorld.getBall(); bullet = myWorld.getBullet(); scroller = myWorld.getScroller(); } private void initAssets() { ballAnimation = AssetLoader.ballAnimation; bulletAnimation = AssetLoader.bulletAnimation; } public void render(float runTime) { Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL30.GL_COLOR_BUFFER_BIT); batcher.begin(); // Disable transparency // This is good for performance when drawing images that do not require // transparency. batcher.disableBlending(); // The ball needs transparency, so we enable that again. batcher.enableBlending(); batcher.draw(AssetLoader.ballAnimation.getKeyFrame(runTime), ball.getX(), ball.getY(), ball.getWidth(), ball.getHeight()); batcher.draw(AssetLoader.bulletAnimation.getKeyFrame(runTime), bullet.getX(), bullet.getY()); // End SpriteBatch batcher.end(); } } // this is the gameworld class public class GameWorld { public static Ball ball; private Bullet bullet; private ScrollHandler scroller; public GameWorld() { ball = new Ball(480, 273, 32, 32); bullet = new Bullet(10, 10); scroller = new ScrollHandler(0); } public void update(float delta) { ball.update(delta); bullet.update(delta); scroller.update(delta); } public static Ball getBall() { return ball; } public ScrollHandler getScroller() { return scroller; } public Bullet getBullet() { return bullet; } } is there anyway so make the sprite work?

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  • How to differentiate between scrollbar click events and scrollbar drag events?

    - by Sameer
    I need to scroll an EXT-GWT grid by some custom amount instead of the default 1-2 rows. Since I couldn't find any parameter that let me do this, I overrode the event handler to capture scroll or mousewheel events. On any such event, I just programmatically move the scroller further by the required amount in the same direction, keeping a flag to ensure that it doesn't go into an infinite loop. However, this technique fails when the user scrolls the grid with the scroller. Specifically, when I drag the scroller from some position to the top of the scroll track, the rows displayed in the grid are not the topmost rows in the grid but some rows further down. I figured that if I could differentiate between the events generated by the scroll-up and scroll-down buttons and those generated by scroller drag, I could handle them separately and rectify the issue. Any way this could be done? Or is there a way to specify the amount by which a scrollbar should scroll in one step? Thanks -Sameer

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  • libgdx arrays onTouch() method and delays for objects

    - by johnny-b
    i am trying to create random bullets but it is not working for some reason. also how can i make a delay so the bullets come every 30 seconds or 1 minute???? also the onTouch method does not work and it is not taking the bullet away???? shall i put the array in the GameRender class? thanks public class GameWorld { public static Ball ball; private Bullet bullet1; private ScrollHandler scroller; private Array<Bullet> bullets = new Array<Bullet>(); public GameWorld() { ball = new Ball(280, 273, 32, 32); bullet = new Bullet(-300, 200); scroller = new ScrollHandler(0); bullets.add(new Bullet(bullet.getX(), bullet.getY())); bullets = new Array<Bullet>(); Bullet bullet = null; float bulletX = 0.0f; float bulletY = 0.0f; for (int i=0; i < 10; i++) { bulletX = MathUtils.random(-10, 10); bulletY = MathUtils.random(-10, 10); bullet = new Bullet(bulletX, bulletY); bullets.add(bullet); } } public void update(float delta) { ball.update(delta); bullet.update(delta); scroller.update(delta); } public static Ball getBall() { return ball; } public ScrollHandler getScroller() { return scroller; } public Bullet getBullet1() { return bullet1; } } i also tried this and it is not working, i used this in the GameRender class Array<Bullet> enemies=new Array<Bullet>(); //in the constructor of the class enemies.add(new Bullet(bullet.getX(), bullet.getY())); // this throws an exception for some reason??? this is in the render method for(int i=0; i<bullet.size; i++) bullet.get(i).draw(batcher); //this i am using in any method that will allow me from the constructor to update to render for(int i=0; i<bullet.size; i++) bullet.get(i).update(delta); this is not taking the bullet out @Override public boolean touchDown(int screenX, int screenY, int pointer, int button) { for(int i=0; i<bullet.size; i++) if(bullet.get(i).getBounds().contains(screenX,screenY)) bullet.removeIndex(i--); return false; } thanks for the help anyone.

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  • libgdx rotation (animation, arrays) issues and help needed

    - by johnny-b
    well i am a noob at java and libgdx. i got the homing bullet working with the help of someone. now i am smashing my head as to how i can make it rotate so it faces the ball (which is the main character) when it goes around it or when it is coming towards it. the bullet is facing <--- and the code below is what i have done so far. also i used sprites for the bullet and also animation method. Also how do i make it an array/arraylist which is best so i can have multiple bullets at random or placed places. i tried many things nothing workd :( thank you for the help. // below is the bullet or enemy if you want to call it. public class Bullet extends Sprite { public static final float BULLET_HOMING = 6000; public static final float BULLET_SPEED = 300; private Vector2 velocity; private float lifetime; public Bullet(float x, float y) { velocity = new Vector2(0, 0); setPosition(x, y); } public void update(float delta) { float targetX = GameWorld.getBall().getX(); float targetY = GameWorld.getBall().getY(); float dx = targetX - getX(); float dy = targetY - getY(); float distToTarget = (float) Math.sqrt(dx * dx + dy * dy); dx /= distToTarget; dy /= distToTarget; dx *= BULLET_HOMING; dy *= BULLET_HOMING; velocity.x += dx * delta; velocity.y += dy * delta; float vMag = (float) Math.sqrt(velocity.x * velocity.x + velocity.y * velocity.y); velocity.x /= vMag; velocity.y /= vMag; velocity.x *= BULLET_SPEED; velocity.y *= BULLET_SPEED; Vector2 v = velocity.cpy().scl(delta); setPosition(getX() + v.x, getY() + v.y); setOriginCenter(); setRotation(velocity.angle()); lifetime += delta; setRegion(AssetLoader.bulletAnimation.getKeyFrame(lifetime)); } } // this is where i load the images. public class AssetLoader { public static Animation bulletAnimation; public static Sprite bullet1, bullet2; public static void load() { texture = new Texture(Gdx.files.internal("SpriteN1.png")); texture.setFilter(TextureFilter.Nearest, TextureFilter.Nearest); bullet1 = new Sprite(texture, 380, 350, 45, 20); bullet1.flip(false, true); bullet2 = new Sprite(texture, 425, 350, 45, 20); bullet2.flip(false, true); Sprite[] bullets = { bullet1, bullet2 }; bulletAnimation = new Animation(0.06f, aims); bulletAnimation.setPlayMode(Animation.PlayMode.LOOP); } public static void dispose() { // We must dispose of the texture when we are finished. texture.dispose(); } // this is for the rendering of the images etc public class GameRenderer { private Bullet bullet; private Ball ball; public GameRenderer(GameWorld world) { myWorld = world; cam = new OrthographicCamera(); cam.setToOrtho(true, 480, 320); batcher = new SpriteBatch(); // Attach batcher to camera batcher.setProjectionMatrix(cam.combined); shapeRenderer = new ShapeRenderer(); shapeRenderer.setProjectionMatrix(cam.combined); // Call helper methods to initialize instance variables initGameObjects(); initAssets(); } private void initGameObjects() { ball = GameWorld.getBall(); bullet = myWorld.getBullet(); scroller = myWorld.getScroller(); } private void initAssets() { ballAnimation = AssetLoader.ballAnimation; bulletAnimation = AssetLoader.bulletAnimation; } public void render(float runTime) { Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL30.GL_COLOR_BUFFER_BIT); batcher.begin(); // Disable transparency // This is good for performance when drawing images that do not require // transparency. batcher.disableBlending(); // The ball needs transparency, so we enable that again. batcher.enableBlending(); batcher.draw(AssetLoader.ballAnimation.getKeyFrame(runTime), ball.getX(), ball.getY(), ball.getWidth(), ball.getHeight()); batcher.draw(AssetLoader.bulletAnimation.getKeyFrame(runTime), bullet.getX(), bullet.getY()); // End SpriteBatch batcher.end(); } } // this is to load the image etc on the screen i guess public class GameWorld { public static Ball ball; private Bullet bullet; private ScrollHandler scroller; public GameWorld() { ball = new Ball(480, 273, 32, 32); bullet = new Bullet(10, 10); scroller = new ScrollHandler(0); } public void update(float delta) { ball.update(delta); bullet.update(delta); scroller.update(delta); } public static Ball getBall() { return ball; } public ScrollHandler getScroller() { return scroller; } public Bullet getBullet() { return bullet; } } so there is the whole thing. the images are loaded via the AssetLoader then to the GameRenderer and GameWorld via the Bullet class. i am guessing that is how it is. sorry newbie so still learning. thank you in advace for the help or any advice.

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  • jQuery animation loop not working

    - by Marko Ivanovski
    Hi, I'm trying to create a looping animation that starts on onmousedown and stops on onmouseout. The effect is a simple scroll that will continue looping until you release the mouse. I've created a function which performs the .animate method and it passes itself as a callback but the code only runs once. Here's the entire code: $(document).ready(function() { var $scroller = $("#scroller"); var $content = $("#content", $scroller); // lineHeight equal to 1 line of text var lineHeight = $content.css('line-height'); //Amount to scroll = 3 lines of text a time var amountToScroll = lineHeight.replace("px","")*3; var maxScroll = $content.height() - $scroller.height(); function scrollDown() { var topCoord = $content.css("top").replace("px",""); if(topCoord > -maxScroll) { if((-maxScroll-topCoord) > -amountToScroll) { $content.stop().animate({ top: -maxScroll }, 1000 ); } else { $content.stop().animate({ top: "-=" + amountToScroll }, 1000, function(){ scrollDown() } ); } } } function scrollUp() { var topCoord = $content.css("top").replace("px",""); if(topCoord < 0) { if(topCoord > -amountToScroll) { $content.stop().animate({ top: 0 }, 1000 ); } else { $content.stop().animate({ top: "+=" + amountToScroll }, 1000, function(){scrollUp()} ); } } } $("#scroll-down").mousedown(function() { scrollDown(); }); $("#scroll-down").mouseup(function() { $content.stop(); }); $("#scroll-up").mousedown(function() { scrollUp(); }); $("scroll-up").mouseup(function() { $content.stop(); }); });

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  • LibGDX onTouch() method Array and flip method

    - by johnny-b
    How can I add this on my application. i want to use the onTouch() method from the implementation of the InputProcessor to kill the enemies on screen. how do i do that? do i have to do anything to the enemy class? also i am trying to add a Array of enemies and it keeps throwing exceptions or the bullet now is facing LEFT <--- again after I used the flip method in the bullet class. All the code is below so please anyone feel free to have a look thanks. please help Thank you M // This is the bullet class. public class Bullet extends Sprite { public static final float BULLET_HOMING = 6000; public static final float BULLET_SPEED = 300; private Vector2 velocity; private float lifetime; private Rectangle bul; public Bullet(float x, float y) { velocity = new Vector2(0, 0); setPosition(x, y); AssetLoader.bullet1.flip(true, false); AssetLoader.bullet2.flip(true, false); setSize(AssetLoader.bullet1.getWidth(), AssetLoader.bullet1.getHeight()); bul = new Rectangle(); } public void update(float delta) { float targetX = GameWorld.getBall().getX(); float targetY = GameWorld.getBall().getY(); float dx = targetX - getX(); float dy = targetY - getY(); float distToTarget = (float) Math.sqrt(dx * dx + dy * dy); dx /= distToTarget; dy /= distToTarget; dx *= BULLET_HOMING; dy *= BULLET_HOMING; velocity.x += dx * delta; velocity.y += dy * delta; float vMag = (float) Math.sqrt(velocity.x * velocity.x + velocity.y * velocity.y); velocity.x /= vMag; velocity.y /= vMag; velocity.x *= BULLET_SPEED; velocity.y *= BULLET_SPEED; bul.set(getX(), getY(), getOriginX(), getOriginY()); Vector2 v = velocity.cpy().scl(delta); setPosition(getX() + v.x, getY() + v.y); setOriginCenter(); setRotation(velocity.angle()); } public Rectangle getBounds() { return bul; } public Rectangle getBounds1() { return this.getBoundingRectangle(); } } // This is the class where i load all the images from public class AssetLoader { public static Texture texture; public static TextureRegion bg, ball1, ball2; public static Animation bulletAnimation, ballAnimation; public static Sprite bullet1, bullet2; public static void load() { texture = new Texture(Gdx.files.internal("SpriteN1.png")); texture.setFilter(TextureFilter.Nearest, TextureFilter.Nearest); bg = new TextureRegion(texture, 80, 421, 395, 30); bg.flip(false, true); ball1 = new TextureRegion(texture, 0, 321, 32, 32); ball1.flip(false, true); ball2 = new TextureRegion(texture, 32, 321, 32, 32); ball2.flip(false, true); bullet1 = new Sprite(texture, 380, 350, 45, 20); bullet1.flip(false, true); bullet2 = new Sprite(texture, 425, 350, 45, 20); bullet2.flip(false, true); TextureRegion[] balls = { ball1, ball2 }; ballAnimation = new Animation(0.16f, balls); ballAnimation.setPlayMode(Animation.PlayMode.LOOP); } Sprite[] bullets = { bullet1, bullet2 }; bulletAnimation = new Animation(0.06f, aims); bulletAnimation.setPlayMode(Animation.PlayMode.LOOP); } public static void dispose() { texture.dispose(); } // This is for the rendering or drawing onto the screen/canvas. public class GameRenderer { private Bullet bullet; private Ball ball; public GameRenderer(GameWorld world) { myWorld = world; cam = new OrthographicCamera(); cam.setToOrtho(true, 480, 320); batcher = new SpriteBatch(); // Attach batcher to camera batcher.setProjectionMatrix(cam.combined); shapeRenderer = new ShapeRenderer(); shapeRenderer.setProjectionMatrix(cam.combined); // Call helper methods to initialize instance variables initGameObjects(); initAssets(); } private void initGameObjects() { ball = GameWorld.getBall(); bullet = myWorld.getBullet(); scroller = myWorld.getScroller(); } private void initAssets() { ballAnimation = AssetLoader.ballAnimation; bulletAnimation = AssetLoader.bulletAnimation; } public void render(float runTime) { Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL30.GL_COLOR_BUFFER_BIT); batcher.begin(); batcher.disableBlending(); batcher.enableBlending(); batcher.draw(AssetLoader.ballAnimation.getKeyFrame(runTime), ball.getX(), ball.getY(), ball.getWidth(), ball.getHeight()); batcher.draw(AssetLoader.bulletAnimation.getKeyFrame(runTime), bullet.getX(), bullet.getY(), bullet.getOriginX(), bullet.getOriginY(), bullet.getWidth(), bullet.getHeight(), 1.0f, 1.0f, bullet.getRotation()); // End SpriteBatch batcher.end(); } } // this is to load the image etc on the screen i guess public class GameWorld { public static Ball ball; private Bullet bullet; private ScrollHandler scroller; public GameWorld() { ball = new Ball(480, 273, 32, 32); bullet = new Bullet(10, 10); scroller = new ScrollHandler(0); } public void update(float delta) { ball.update(delta); bullet.update(delta); scroller.update(delta); } public static Ball getBall() { return ball; } public ScrollHandler getScroller() { return scroller; } public Bullet getBullet() { return bullet; } } //This is the input handler class public class InputHandler implements InputProcessor { private Ball myBall; private Bullet bullet; private GameRenderer aims; // Ask for a reference to the Soldier when InputHandler is created. public InputHandler(Ball ball) { myBall = ball; } @Override public boolean touchDown(int screenX, int screenY, int pointer, int button) { return false; } @Override public boolean keyDown(int keycode) { return false; } @Override public boolean keyUp(int keycode) { return false; } @Override public boolean keyTyped(char character) { return false; } @Override public boolean touchUp(int screenX, int screenY, int pointer, int button) { return false; } @Override public boolean touchDragged(int screenX, int screenY, int pointer) { return false; } @Override public boolean mouseMoved(int screenX, int screenY) { return false; } @Override public boolean scrolled(int amount) { return false; } } i am rendering all graphics in a GameRender class and a gameworld class if you need more info please let me know I am trying to make the array work but keep finding that when an array is initialized then the bullet fips back to the original and ends up being backwards???? and if I create an array I keep getting Exceptions throw??? Thank you for any help given.

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  • Is this considered as using private functions in iPhone dev, and thus illegal?

    - by user153231
    I'm trying to disable scrolling for a UIWebView and the only way i found is using this way: #import <objc/runtime.h> id scroller = [[Webview subviews] lastObject]; int count; Method *method = class_copyMethodList([scroller class], &count); int i; for (i=0; i<count; i++) { if (strcmp(method_getName(method[i]), "setScrollingEnabled:") == 0) break; } IMP test = method_getImplementation(method[i]); test(scroller, @selector(setScrollingEnabled:), NO); Is this considered to be an illegal way of using the iPhone SDK? Can this cause my application to be rejected for the App store?

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  • Error message: "$(window).width is not a function"

    - by Crippletoe
    Hi all, i am trying to use a jQuery scrollbar called "Jscrollhorizontalpane". when i am trying to use it i get the following error message: "$(window).width is not a function" in firebug's console. i am new to jQuery do this might be very basic but still, i dont know what that means and why there is a problem. the scroller comes in a bundle with a few files, one of which is called "jScrollHorizontalPane.js" and i believe it holds the code for the scroller. i tried replacing $ signs there with the word "jQuery" (in case there is a conflict) but it didnt seem to help. also important to add that on the same page i am using another jQuery scroller (a vertical one as opposed to the horizontal on mentioned above) which works just fine and when i examined it's .js file, i could spot lines with "$(window).width". any ideas?

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  • Sharing elements between Android apps, a question of best practices

    - by Emanuil
    Here's a quote from Android's Dev Guide: A central feature of Android is that one application can make use of elements of other applications (provided those applications permit it). For example, if your application needs to display a scrolling list of images and another application has developed a suitable scroller and made it available to others, you can call upon that scroller to do the work, rather than develop your own. Isn't it a bad practice to make an app dependent on other apps?

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  • disable arrow key on flowplayer scrollable

    - by loo
    i need to disable the arrow keys in a flowplayer.org scrollable i have a text input that i cant move between the letters due to the scroller moving when arrow keys pressed, i dont care to disable the scroller keys permanently. thanks link to scrollable link to forum to disable keys

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  • Wpf binding to a function

    - by carlopenid
    I've a created a simple scrollviewer (pnlDayScroller) and want to have a separate horizontal scrollbar (associated scroller) to do the horizontal scrolling. All works with the below code accept I need to bind the visibility of the associated scroller. I can't simply bind this to the visibility property of the horizontal template part of the scroll viewer as I've set this to be always hidden. The only way I can think to do this is to bind the visibility of the associated scroller to a function such that If associatedScroller.scrollableWidth > 0 then associatedScroller.visibility = visibility.visible else associatedScroller.visibility = visibility.collapsed end if Is this possible to do and if so how do I do it? Private Sub pnlDayScroller_Loaded(ByVal sender As System.Object, ByVal e As System.Windows.RoutedEventArgs) Handles pnlDayScroller.Loaded Dim binViewport, binMax, binMin, binSChange, binLChange As Binding Dim horizontalScrollBar As Primitives.ScrollBar = CType(pnlDayScroller.Template.FindName("PART_HorizontalScrollBar", pnlDayScroller), Primitives.ScrollBar) binViewport = New Binding("ViewportSize") binViewport.Mode = BindingMode.OneWay binViewport.Source = horizontalScrollBar associatedScroller.SetBinding(Primitives.ScrollBar.ViewportSizeProperty, binViewport) binMax = New Binding("Maximum") binMax.Mode = BindingMode.OneWay binMax.Source = horizontalScrollBar associatedScroller.SetBinding(Primitives.ScrollBar.MaximumProperty, binMax) binMin = New Binding("Minimum") binMin.Mode = BindingMode.OneWay binMin.Source = horizontalScrollBar associatedScroller.SetBinding(Primitives.ScrollBar.MinimumProperty, binMin) binSChange = New Binding("SmallChange") binSChange.Mode = BindingMode.OneWay binSChange.Source = horizontalScrollBar associatedScroller.SetBinding(Primitives.ScrollBar.SmallChangeProperty, binSChange) binLChange = New Binding("LargeChange") binLChange.Mode = BindingMode.OneWay binLChange.Source = horizontalScrollBar associatedScroller.SetBinding(Primitives.ScrollBar.LargeChangeProperty, binLChange) End Sub Private Sub associatedScroller_Scroll(ByVal sender As System.Object, ByVal e As System.Windows.RoutedPropertyChangedEventArgs(Of Double)) Handles associatedScroller.ValueChanged pnlDayScroller.ScrollToHorizontalOffset(e.NewValue) end sub FOLLOW UP (thanks to JustABill) : I've add this code into the pnlDayScroller sub above (I've discovered scrollableWidth is a property of scrollviewer not scrollbar, but the maximum property gives a result I can use instead) binVisibility = New Binding("Maximum") binVisibility.Mode = BindingMode.OneWay binVisibility.Source = horizontalScrollBar binVisibility.Converter = New ScrollableConverter associatedScroller.SetBinding(Primitives.ScrollBar.VisibilityProperty, binVisibility) and I've created this class Public Class ScrollableConverter Implements IValueConverter Public Function Convert(ByVal value As Object, ByVal targetType As Type, ByVal parameter As Object, ByVal culture As System.Globalization.CultureInfo) As Object Implements IValueConverter.Convert Dim dblMaximum As Double If targetType IsNot GetType(Visibility) Then Throw New InvalidOperationException("The target must be a visibility") Else dblMaximum = CType(value, Double) Debug.WriteLine("Value of double is " & dblMaximum) If dblMaximum > 0 Then Return Visibility.Visible Else Return Visibility.Collapsed End If End If End Function Public Function ConvertBack(ByVal value As Object, ByVal targetType As Type, ByVal parameter As Object, ByVal culture As System.Globalization.CultureInfo) As Object Implements IValueConverter.ConvertBack Throw New NotSupportedException() End Function End Class And the problem is resolved.

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  • problems with scrolling a java TextArea

    - by Jonathan
    All, I am running into an issue using JTextArea and JScrollPane. For some reason the scroll pane appears to not recognize the last line in the document, and will only scroll down to the line before it. The scroll bar does not even change to a state where I can slide it until the lines in the document are two greater than the number of lines the textArea shows (it should happen as soon as it is one greater). Has anyone run into this before? What would be a good solution (I want to avoid having to add an extra 'blank' line to the end of the document, which I would have to remove every time I add a new line)? Here is how I instantiate the TextArea and ScrollPane: JFrame frame = new JFrame("Java Chat Program"); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); Container pane = frame.getContentPane(); if (!(pane.getLayout() instanceof BorderLayout)) { System.err.println("Error: UI Container does not implement BorderLayout."); System.exit(-1); } textArea = new JTextArea(); textArea.setPreferredSize(new Dimension(500, 100)); textArea.setEditable(false); textArea.setLineWrap(true); textArea.setWrapStyleWord(true); JScrollPane scroller = new JScrollPane(textArea); scroller.setVerticalScrollBarPolicy(ScrollPaneConstants.VERTICAL_SCROLLBAR_ALWAYS); pane.add(scroller, BorderLayout.CENTER); Here is the method I use to add a new line to textArea: public void println(String a) { textArea.append(" "+a+"\n"); textArea.setCaretPosition(textArea.getDocument().getLength()); } Thanks for your help, Jonathan EDIT: Also, as a side note, with the current code I have to manually scroll down. I assumed that setCaretPosition(doc.getLength()) in the println(line) method would automatically set the page to the bottom after a line is entered... Should that be the case, or do I need to do something differently?

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  • How to use my trackpad for horizontal mousewheel scrolling in a Java AWT ScrollPane

    - by blissapp
    Like many modern mice and trackpads, my laptop supports vertical and horizontal scrolling. It's an addictive feature once you get used to it. I simply want my Java apps to support horizontal scrolling via the trackpad/mousewheel, but everywhere I search it seems that this is not possible in Java. I really want someone to tell me that I'm somehow doing it wrong, this feature is already requested behaviour: http://bugs.sun.com/bugdatabase/view_bug.do?bug_id=6440198 The inability to do this simple thing is actually a deal breaker for the app I'm working on. In fact, for any app I can envision! I've invested a bit of time in the Java backend, so I'd really like to find a solution for this seemingly simple thing. Question is what could I do to implement this behaviour? Are raw OS level events even exposed to java, would I then need to write this from scratch? import java.awt.*; public class ScrollExample extends Canvas { public void paint(Graphics g) { g.setColor(Color.green); g.fillOval(0,0,400, 400); } public static void main(String[] args) { ScrollExample b = new ScrollExample(); Frame f = new Frame ("Scroll Example"); ScrollPane scroller = new ScrollPane (ScrollPane.SCROLLBARS_ALWAYS); scroller.add(b,"Center"); f.setPreferredSize(new Dimension(500,500)); f.add ("Center",scroller); f.pack(); f.show(); } }

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  • Adding a div layer on top of a jquery carousel. Tough one.

    - by wilwaldon
    Hey everyone, I have a tough one, well it's tough for me because I'm kinda new to the whole jQuery carousel thing, never built one before this project. Here's my problem. If you go to the TEST SITE you will see a scroller with a blue background about half way down the page. If you mouse onto the "data analytics" slide you should see a black box fade in. Here is my dilemma. I want that black box to be a menu that's connected to the data analytics slide. I've done a mock up for you so you can see what I'm talking about. Here is my scroller code. I'm using jCarousel. <div class="carousel"> <ul> <li> <div id="homeslide1"> testers sdfasdfasdfas asdftjhs iasndkad kasdnf <a href="#" id="#homeslide1-toggle">Close this</a> </div> <a href="#" id="homeslide1-show"><img src="<?php bloginfo('template_url'); ?>/images/home_data_analytics.jpg" width="200" height="94" /></a> </li> <li><img src="<?php bloginfo('template_url'); ?>/images/home_oem_partnerships.jpg" width="200" height="94" /></li> <li><img src="<?php bloginfo('template_url'); ?>/images/home_reporting.jpg" width="200" height="92" /></li> <li><img src="<?php bloginfo('template_url'); ?>/images/home_returning_lost_customers.jpg" width="200" height="92" /></li> <li><img src="<?php bloginfo('template_url'); ?>/images/home_sales.jpg" width="200" height="92" /></li> <li><img src="<?php bloginfo('template_url'); ?>/images/home_service_retention.jpg" width="200" height="92" /></li> </ul> Here is my scroller css /*HOMEPAGE SCROLLER*/ .carousel {!important padding:10px; width: 890px; margin: 0px 0px 0px 26px;} .carousel ul li element.style{height: 94px;} .carousel ul{width: 200px; padding: 5px;} .carouselitem{height: 94px;} .prev{background: url(images/home_left_scroll.png); height: 94px; width: 16px; text-indent: -999px; outline: none; cursor:pointer; float: left;} .next{background: url(images/home_right_scroll.png); height: 94px; width: 16px; text-indent: -999px; outline: none; cursor:pointer; float: right;} .carousel ul li{ padding: 0px 3px 0px 3px; margin: 0px; height:!important 94px; } .home_right_arrow{ width: 16px; float: right;} .home_left_arrow{ width: 16px; float: left;} .homeslide1{ width: 200px; height: 94px;} I've tried all sorts of z-index tricks but can't seem to figure it out on my own. If you solve this riddle I'll buy you a beer if we ever meet up. I'll also give you a high five through the internet. Is there a simple way to do this via jQuery? If so could you point me in the right direction? Thanks so much.

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  • save as .txt format

    - by user1180492
    I made a NotePad program. The problem is it doesn't save in .txt format, It save as a file with no format. But it can open .txt files. How can i fix it? Here is my work. import javax.swing.*; import java.awt.*; import java.awt.event.*; import java.util.Scanner; import java.io.*; public class NotePad extends JFrame { private JTextArea noteArea; public static void main(String[] args) { NotePad p = new NotePad(); p.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); p.setSize(500,300); p.setVisible(true); } public NotePad() { super("Java Notepad"); setLayout(new BorderLayout()); noteArea = new JTextArea("",20,20); noteArea.setWrapStyleWord(true); noteArea.setLineWrap(true); Font font = new Font("sanserif", Font.BOLD,14); noteArea.setFont(font); JScrollPane scroller = new JScrollPane(noteArea); scroller.setVerticalScrollBarPolicy(ScrollPaneConstants.VERTICAL_SCROLLBAR_ALWAYS); scroller.setHorizontalScrollBarPolicy(ScrollPaneConstants.HORIZONTAL_SCROLLBAR_NEVER); add(scroller,BorderLayout.CENTER); JMenuBar menuBar = new JMenuBar(); JMenu fileMenu = new JMenu("File"); JMenuItem openMenu = new JMenuItem("Open"); openMenu.addActionListener(new ActionListener() { public void actionPerformed(ActionEvent ae) { JFileChooser openFile = new JFileChooser(); openFile.showOpenDialog(new NotePad()); loadFile(openFile.getSelectedFile()); } }); JMenuItem saveMenu = new JMenuItem("Save"); saveMenu.addActionListener(new ActionListener() { public void actionPerformed(ActionEvent ae) { JFileChooser saveFile = new JFileChooser(); saveFile.showSaveDialog(new NotePad()); fileSaved(saveFile.getSelectedFile()); } }); JMenuItem exitMenu = new JMenuItem("Close"); exitMenu.addActionListener(new ActionListener(){ public void actionPerformed(ActionEvent ae) { System.exit(0); } }); fileMenu.add(openMenu); fileMenu.add(saveMenu); fileMenu.add(exitMenu); menuBar.add(fileMenu); this.setJMenuBar(menuBar); } public void loadFile(File file) { noteArea.setText(""); try { BufferedReader read = new BufferedReader(new FileReader(file)); String line = null; while((line =read.readLine())!=null) { noteArea.append(line +"\n"); } read.close(); } catch (Exception e) { System.out.println("Error " + e.toString()); } } public void fileSaved(File file) { try { PrintWriter writer = new PrintWriter(file); String[] lines = noteArea.getText().split("\\n"); for (String ) { writer.println(words); } writer.close(); } catch (Exception e) { System.out.println("Error " + e.toString()); } } } btw I can't post my question because of not explaning the scenario according to the site. So there. Thanks for the help

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  • checking for collision detection

    - by bill
    I am trying to create a game where you have a player and you can move right,left, and jump. kind of like mario but its not a side scroller. also i want to use 2d array to make a tile map. my big problem is that i dont understand how to check for collision. i spend about 2 week thinking about this and i came up with 2 solution but they both have problems. let say my map is: 0 = sky 1 = player 2 = ground 00000 10002 22022 Solution 1: move the '1'(player) and update the map less say player wants to move right, then x+=grid[x+1][y] this make the collision easy bc you can just check if if(grid[x][y+1] == 2){ //player is standing on top of ground } problem with this when u hit right key player will move (x*Titlewidth) to right. and as you can see the animation wont look smooth. Solution 2: move player and dont update map player_x += 2 this will make the animation more smoother bc i am just moving 2 pixels. problem1: i cant update map bc if player some times will be middle of int(2d array). but thats ok sinces its not a side scroller so updating the map is not a big deal. problem2: only way to check for collision is to use java intersection method. but then player have to be atleast 1 or 2 pixel in ground in order to check for collision. and as you can see that wont look good too. plz note this is my first collision game in java. so plz try to explain alot otherwise i wont understand it.

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  • How do I get a different type of scrollbars in 12.04? [closed]

    - by Joseph Garvin
    Possible Duplicate: How do I disable overlay scrollbars? By default 12.04 uses overlay scroll bars that do not suit my taste, and every method I've found so far of disabling them makes them broken in a different way. When I was using 11.10 this wasn't a problem because I could still change the GTK theme. In 12.04, the Appearance settings only contain a few stock themes, and other than the special purpose contrast ones they all have the overlay scroll bars. If I aptitude search gtk3 | grep theme I get no results so there appears to be no packaged alternative either. Most suggestions I've seen for disabling the overlay scroll bars involve uninstalling packages or editing files as root. I want to disable them just for the current user, not for everyone on the whole box; as should be the case for any theme/display setting. There is a gsettings command that temporarily disables the overlay scrollbars just for the current user, but this has two problems of its own: The setting doesn't stick after log off. Because who would want to save settings? The scroll bars put in place have no contrast. They have a black scroller on a black background and are completely unusable. In short what I'd like to know is how to disable overlay scroll bars such that: My preference is user specific. My preference is actually saved. The scroller can actually be seen against the background without having to use a special high contrast theme that makes my whole desktop look like a negative photo from Tron.

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  • Sharing a UIView between UIViewControllers in a UITabBarController

    - by Wireless Designs
    Hi all - I have a UIScrollView that houses a gallery of images the user can scroll through. This view needs to be visible on each of three separate UIViewControllers that are housed within a UITabBarController. Right now, I have three separate UIScrollView instances in the UITabBarController subclass, and the controller manages keeping the three synchronized (when a user scrolls the one they can see, programmatically scrolling the other two to match, etc.), which is not ideal. I would like to know if there is a way to work with only ONE instance of the UIScrollView, but have it show up only in the UIViewController that the user is currently interacting with. This would completely eliminate all the synchronization code. Here is basically what I have now in the UITabBarController (which is where all this is currently managed): @interface ScrollerTabBarController : UITabBarController { FirstViewController *firstView; SecondViewController *secondView; ThirdViewController *thirdView; UIScrollView *scrollerOne; UIScrollView *scrollerTwo; UIScrollView *scrollerThree; } @property (nonatomic,retain) IBOutlet FirstViewController *firstView; @property (nonatomic,retain) IBOutlet SecondViewController *secondView; @property (nonatomic,retain) IBOutlet ThirdViewController *thirdView; @property (nonatomic,retain) IBOutlet UIScrollView *scrollerOne; @property (nonatomic,retain) IBOutlet UIScrollView *scrollerTwo; @property (nonatomic,retain) IBOutlet UIScrollView *scrollerThree; @end @implementation ScrollerTabBarController - (void)layoutScroller:(UIScrollView *)scroller {} - (void)scrollToMatch:(UIScrollView *)scroller {} - (void)viewDidLoad { [self layoutScroller:scrollerOne]; [self layoutScroller:scrollerTwo]; [self layoutScroller:scrollerThree]; [scrollerOne setDelegate:self]; [scrollerTwo setDelegate:self]; [scrollerThree setDelegate:self]; [firstView setGallery:scrollerOne]; [secondView setGallery:scrollerTwo]; [thirdView setGallery:scrollerThree]; } - (void)scrollViewDidEndDecelerating:(UIScrollView *)scrollView { [self scrollToMatch:scrollView]; } @end The UITabBarController gets notified (as the scroll view's delegate) when the user scrolls one of the instances, and then calls methods like scrollToMatch: to sync up the other two with the user's choice. Is there something that can be done, using a many-to-one relationship on IBOutlet or something like that, to narrow this down to one instance so I'm not having to manage three scroll views? I tried keeping a single instance and moving the pointer from one view to the next using the UITabBarControllerDelegate methods (calling setGallery:nil on the current and setGallery:scrollerOne on the next each time it changed), but the scroller never moved to the other tabs. Thanks in advance!

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  • horizontal scrolling only!

    - by Crippletoe
    Hi all i have a that contains a HORIZONTAL menu. the menu consists of an unordered list. i would like the div to get a horizontal scroller whenever the menu exceeds the width of the <div>. i tried using these CSS definitions for my <div>: position: absolute; width: 380px; overflow: auto; overflow-y: hidden; height: 30px; but than realized that since the menu is LIST, the different list items break the line whenever they reach the width of the <div> and move on to the next line, thus the browser doesnt see the need for a horizontal scroller (it doesnt display a vertical one as well because of the overflow-y: hidden; line) any ideas how i can create a 1 line horizontal menu which will scroll horizontally only? thank you all so much.

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  • How to resize WebView according to its content?

    - by Miraaj
    Hi all, I want to set simple html contents within a web view and then resize it according to its content. To set simple html contents within web view I used this code and it is working fine: [[myWebView mainFrame] loadHTMLString:webViewContents baseURL:baseURLFramed]; Right now, if content is more than its actual size then it appears in web view showing both vertical and horizontal scroller in it. I want to set some default width and manage height according to its content in a way so that neither horizontal nor vertical scroller appears. Can anyone suggest me some solution for it? Thanks, Miraaj

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  • how to customize NSTokenField like in "To/ CC" fields in mac mail?

    - by Miraaj
    Hi all, I am able to work with NSTokenField, it is easy to use.. but I want your suggestions on how can I customize it just like it is in "To/ CC" fields in mac mail ie. when no. of tokens in a token field increases height of "To" field gets increased to a certain limit then a vertical scroller starts appearing! By default when we use a token field neither its height gets increased nor a vertical scroller appears! I tried different combinations in IB but I could not obtain mac mail like functionality. Can anyone suggest me some solution for it?? Thanks, Miraaj

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  • jQuery & IE on Refresh/Reload

    - by Bry4n
    Basically I create a page with a jQuery scroller on it. However in IE7 specifically, on refresh all the li's on the page are shown full out then they hide and the scroller begins. Anyone know how I can fire the jquery first, or prevent this from happening. Heres the code <script language="JavaScript" src="/site/js/jquery-1.3.2.js"></script> <script language="JavaScript" src="/site/js/jcarousellite_1.0.1c4.js"></script> <script type="text/javascript"> $(document).ready(function() { $(".air_ticker").jCarouselLite({vertical: true,visible: 1,auto:10000,speed:1800}); }); </script>

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  • <rich:datatable> and <rich:datascroller> problem

    - by Bariscan
    Hi all, I am developing a Seam-Jsfv1.2-EJB3 web app. I have a datatable and checkboxes in each row. Moreover, I have a datascroller at the bottom of my table as well. My problem is when I click the next page number from the scroller, the selected checkboxes at the first page of the datatable is gone. I mean, even if they were selected, clicking the next page make them deselected. I see it by going back to the first page again by clicking the scroller. Do you have any idea about that problem? In order to clearify my case, I attached my code below: <rich:dataTable id="apiV2ProductList" rows="10" var="_apiV2Product" value="#{apiV2ProductList.resultList}" rendered="#{not empty apiV2ProductList.resultList}" reRender="ds"> <rich:column> <f:facet name="header"> <h:selectBooleanCheckbox id="selectionCheckAll" onclick="selectAll()" /> </f:facet> <h:selectBooleanCheckbox id="selectionCheck" onclick="increase(this)" value="#{_apiV2Product.selectValue}" > </h:selectBooleanCheckbox> </rich:column> ... <f:facet name="footer"> <rich:datascroller id="ds" renderIfSinglePage="false"> </rich:datascroller> </f:facet> Many thanks in advance. Baris

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