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  • Making Browser Auto-Scroll to Most Recently Submitted Comment.

    - by John
    Hello, I made a comment on a Wordpress blog and I noticed that after I submitted the comment, the top of the browser was flush with the top of my comment. In other words, the web page was auto-scrolled down to the top of my comment. How can I do this? I am using a comment system with PHP / MySQL. Thanks in advance, John

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  • getView only shows Flagged Backgrounds for drawn Views, It does not show Flagged Background when scroll to view more items on list

    - by Leoa
    I am trying to create a listview that receives a flagged list of items to indicate a status to the user. I have been able to create the flag display by using a yellow background (see image at bottom). In Theory, the flagged list can have many flagged items in it. However in my app, only the first three flagged backgrounds are shown. I believe this is because they are initially drawn to the screen. The Flagged background that are not drawn initially to the screen do not show. I'd like to know how to get the remaining flags to show in the list. ListView Recycling: The backgrounds in the listView are being recycled in getView(). This recycling goes from position 0 to position 9. I have flags that need to match at positions 13, 14 and so on. Those positions are not being displayed. listView.getCheckedItemPositions() for multiple selections: This method will not work in my case because the user will not selected the flags. The flags are coming from the server. setNotifyOnChange() and/or public virtual void SetNotifyOnChange (bool notifyOnChange): I'm not adding new data to the list, so I don't see how this method would work for my program. Does this method communicate to getview when it is recycling data? I was unable to find an answer to this in my research. public void registerDataSetObserver: This may be overkill for my problem, but is it possible to have an observer object that keeps track of the all the positions in my items list and in my flag list no matter if the view is recycled and match them on the screen? Code: package com.convention.notification.app; import java.util.Iterator; import java.util.ArrayList; import java.util.List; import android.app.Activity; import android.content.Context; import android.graphics.Color; import android.os.Bundle; import android.text.Html; import android.util.Log; import android.view.LayoutInflater; import android.view.View; import android.view.ViewGroup; import android.view.ViewParent; import android.widget.AdapterView; import android.widget.ArrayAdapter; import android.widget.TextView; public class NewsRowAdapter extends ArrayAdapter<Item> { private Activity activity; private List<Item> items; private Item objBean; private int row; private List<Integer> disable; View view ; int disableView; public NewsRowAdapter(Activity act, int resource, List<Item> arrayList, List<Integer> disableList) { super(act, resource, arrayList); this.activity = act; this.row = resource; this.items = arrayList; this.disable=disableList; System.out.println("results of delete list a:"+disable.toString()); } public int getCount() { return items.size(); } public Item getItem(int position) { return items.get(position); } public long getItemId(int position) { return position; } @Override public int getItemViewType(int position) { for(int k =0;k < disable.size();k++){ if(position==disable.get(k)){ //System.out.println( "is "+position+" value of disable "+disable.get(k)); disableView=disable.get(k); //AdapterView.getItemAtPosition(position); } } return position; } @Override public View getView(final int position, View convertView, ViewGroup parent) { View view = convertView; ViewHolder holder; if (view == null) { LayoutInflater inflater = (LayoutInflater) activity.getSystemService(Context.LAYOUT_INFLATER_SERVICE); view = inflater.inflate(row, null); getItemViewType(position); long id=getItemId(position); if(position==disableView){ view.setBackgroundColor(Color.YELLOW); System.out.println(" background set to yellow at position "+position +" disableView is at "+disableView); }else{ view.setBackgroundColor(Color.WHITE); System.out.println(" background set to white at position "+position +" disableView is at "+disableView); } //ViewHolder is a custom class that gets TextViews by name: tvName, tvCity, tvBDate, tvGender, tvAge; holder = new ViewHolder(); /* setTag Sets the tag associated with this view. A tag can be used to * mark a view in its hierarchy and does not have to be unique * within the hierarchy. Tags can also be used to store data within * a view without resorting to another data structure. */ view.setTag(holder); } else { //the Object stored in this view as a tag holder = (ViewHolder) view.getTag(); } if ((items == null) || ((position + 1) > items.size())) return view; objBean = items.get(position); holder.tv_event_name = (TextView) view.findViewById(R.id.tv_event_name); holder.tv_event_date = (TextView) view.findViewById(R.id.tv_event_date); holder.tv_event_start = (TextView) view.findViewById(R.id.tv_event_start); holder.tv_event_end = (TextView) view.findViewById(R.id.tv_event_end); holder.tv_event_location = (TextView) view.findViewById(R.id.tv_event_location); if (holder.tv_event_name != null && null != objBean.getName() && objBean.getName().trim().length() > 0) { holder.tv_event_name.setText(Html.fromHtml(objBean.getName())); } if (holder.tv_event_date != null && null != objBean.getDate() && objBean.getDate().trim().length() > 0) { holder.tv_event_date.setText(Html.fromHtml(objBean.getDate())); } if (holder.tv_event_start != null && null != objBean.getStartTime() && objBean.getStartTime().trim().length() > 0) { holder.tv_event_start.setText(Html.fromHtml(objBean.getStartTime())); } if (holder.tv_event_end != null && null != objBean.getEndTime() && objBean.getEndTime().trim().length() > 0) { holder.tv_event_end.setText(Html.fromHtml(objBean.getEndTime())); } if (holder.tv_event_location != null && null != objBean.getLocation () && objBean.getLocation ().trim().length() > 0) { holder.tv_event_location.setText(Html.fromHtml(objBean.getLocation ())); } return view; } public class ViewHolder { public TextView tv_event_name, tv_event_date, tv_event_start, tv_event_end, tv_event_location /*tv_event_delete_flag*/; } } Logcat: 06-12 20:54:12.058: I/System.out(493): item disalbed is at postion :0 06-12 20:54:12.058: I/System.out(493): item disalbed is at postion :4 06-12 20:54:12.069: I/System.out(493): item disalbed is at postion :5 06-12 20:54:12.069: I/System.out(493): item disalbed is at postion :13 06-12 20:54:12.069: I/System.out(493): item disalbed is at postion :14 06-12 20:54:12.069: I/System.out(493): item disalbed is at postion :17 06-12 20:54:12.069: I/System.out(493): results of delete list :[0, 4, 5, 13, 14, 17] 06-12 20:54:12.069: I/System.out(493): results of delete list a:[0, 4, 5, 13, 14, 17] 06-12 20:54:12.069: I/System.out(493): set adapaer to list view called; 06-12 20:54:12.128: I/System.out(493): background set to yellow at position 0 disableView is at 0 06-12 20:54:12.628: I/System.out(493): background set to white at position 1 disableView is at 0 06-12 20:54:12.678: I/System.out(493): background set to white at position 2 disableView is at 0 06-12 20:54:12.708: I/System.out(493): background set to white at position 3 disableView is at 0 06-12 20:54:12.738: I/System.out(493): background set to yellow at position 4 disableView is at 4 06-12 20:54:12.778: I/System.out(493): background set to yellow at position 5 disableView is at 5 06-12 20:54:12.808: I/System.out(493): background set to white at position 6 disableView is at 5 06-12 20:54:12.838: I/System.out(493): background set to white at position 7 disableView is at 5 This is a link to my first question a day ago: Change Background on a specific row based on a condition in Custom Adapter I appreciate your help!

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  • can anyone please suggest some simple and short js for vertical multiple text scroll???

    - by developer
    I have a js running in my site that is for text scrolling.What is does is that it scrolls a text vertically upwards then holds for a second or two and then shows next text.Here you can have an idea of what i need and im using http://www.dynamicdrive.com/dynamicindex2/crosstick.htm What i need now is a simple and shorter dynamic js for this scrolling,somewhat around 2 kb or so......i have looked around internet but couldnt find one........please suggest some!!!

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  • How do I understand what the following means?

    - by Runner
    Quoted from here: if (to_end) { /* If we want to scroll to the end, including horizontal scrolling, * then we just create a mark with right gravity at the end of the * buffer. It will stay at the end unless explicitely moved with * gtk_text_buffer_move_mark. */ gtk_text_buffer_create_mark (buffer, "end", &iter, FALSE); /* Add scrolling timeout. */ return g_timeout_add (50, (GSourceFunc) scroll_to_end, textview); } else { /* If we want to scroll to the bottom, but not scroll horizontally, * then an end mark won't do the job. Just create a mark so we can * use it with gtk_text_view_scroll_mark_onscreen, we'll position it * explicitely when needed. Use left gravity so the mark stays where * we put it after inserting new text. */ gtk_text_buffer_create_mark (buffer, "scroll", &iter, TRUE); /* Add scrolling timeout. */ return g_timeout_add (100, (GSourceFunc) scroll_to_bottom, textview); } Though there are quite a few lines of comments, I still don't understand the logic in it,especially, what's the relation between an mark and the position of scroll bar?

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  • Changing the image of a scroll bar without flash.

    - by user352527
    How can i change the appearance (not the color) of a scrollbar within a box with overflow? I know how to do it in flash, I need a way to do it without it. In fact, I want to know how they did this slider in the apple web site: http://www.apple.com/mac/ It seems they used css along with javascript, but that's all I know. Is it possible that they did it using DOM, DHTML, HTML 5, Ruby or PHP? I have no idea. If you'd be kind enough to share the answer, I thank you in advance.

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  • Scrolling a Div programatically using say Javascript

    - by SARAVAN
    Hi I have a jqgrid which is embedded in a Div. I am deleting records from the grid and reloading the grid using grid.Trigger('reload'). The width of the grid is considerably high so it has a scroll bar. Now I scrolled through the end of the grid horizontally before deleting records. Each time I delete the records and reload the grid, the column headers and their values are slightly misaligned. When I move the scroll bar back to original position or just move the scroll bar slightly they are aligned properly. So I thought its better to move the scroll bar to its inital position when the grid reloads. How can a scroll bar be programatically moved using javascript. Or is there any other way to solve my problem?

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  • How to Make a Game like Space Invaders - Ray Wenderlich (why do my space invaders scroll off screen)

    - by Erv Noel
    I'm following this tutorial(http://www.raywenderlich.com/51068/how-to-make-a-game-like-space-invaders-with-sprite-kit-tutorial-part-1) and I've run into a problem right after the part where I add [self determineInvaderMovementDirection]; to my GameScene.m file (specifically to my moveInvadersForUpdate method) The tutorial states that the space invaders should be moving accordingly after adding this piece of code but when I run they move to the left and they do not come back. I'm not sure what I am doing wrong as I have followed this tutorial very carefully. Any help or clarification would be greatly appreciated. Thanks in advance ! Here is the full GameScene.m #import "GameScene.h" #import <CoreMotion/CoreMotion.h> #pragma mark - Custom Type Definitions /* The type definition and constant definitions 1,2,3 take care of the following tasks: 1.Define the possible types of invader enemies. This can be used in switch statements later when things like displaying different sprites images for each enemy type. The typedef makes InvaderType a formal Obj-C type that is type checked for method arguments and variables.This is so that the wrong method argument is not used or assigned to the wrong variable. 2. Define the size of the invaders and that they'll be laid out in a grid of rows and columns on the screen. 3. Define a name that will be used to identify invaders when searching for them. */ //1 typedef enum InvaderType { InvaderTypeA, InvaderTypeB, InvaderTypeC } InvaderType; /* Invaders move in a fixed pattern: right, right, down, left, down, right right. InvaderMovementDirection tracks the invaders' progress through this pattern */ typedef enum InvaderMovementDirection { InvaderMovementDirectionRight, InvaderMovementDirectionLeft, InvaderMovementDirectionDownThenRight, InvaderMovementDirectionDownThenLeft, InvaderMovementDirectionNone } InvaderMovementDirection; //2 #define kInvaderSize CGSizeMake(24,16) #define kInvaderGridSpacing CGSizeMake(12,12) #define kInvaderRowCount 6 #define kInvaderColCount 6 //3 #define kInvaderName @"invader" #define kShipSize CGSizeMake(30, 16) //stores the size of the ship #define kShipName @"ship" // stores the name of the ship stored on the sprite node #define kScoreHudName @"scoreHud" #define kHealthHudName @"healthHud" /* this class extension allows you to add “private” properties to GameScene class, without revealing the properties to other classes or code. You still get the benefit of using Objective-C properties, but your GameScene state is stored internally and can’t be modified by other external classes. As well, it doesn’t clutter the namespace of datatypes that your other classes see. This class extension is used in the method didMoveToView */ #pragma mark - Private GameScene Properties @interface GameScene () @property BOOL contentCreated; @property InvaderMovementDirection invaderMovementDirection; @property NSTimeInterval timeOfLastMove; @property NSTimeInterval timePerMove; @end @implementation GameScene #pragma mark Object Lifecycle Management #pragma mark - Scene Setup and Content Creation /*This method simply invokes createContent using the BOOL property contentCreated to make sure you don’t create your scene’s content more than once. This property is defined in an Objective-C Class Extension found near the top of the file()*/ - (void)didMoveToView:(SKView *)view { if (!self.contentCreated) { [self createContent]; self.contentCreated = YES; } } - (void)createContent { //1 - Invaders begin by moving to the right self.invaderMovementDirection = InvaderMovementDirectionRight; //2 - Invaders take 1 sec for each move. Each step left, right or down // takes 1 second. self.timePerMove = 1.0; //3 - Invaders haven't moved yet, so set the time to zero self.timeOfLastMove = 0.0; [self setupInvaders]; [self setupShip]; [self setupHud]; } /* Creates an invade sprite of a given type 1. Use the invadeType parameterr to determine color of the invader 2. Call spriteNodeWithColor:size: of SKSpriteNode to alloc and init a sprite that renders as a rect of the given color invaderColor with size kInvaderSize */ -(SKNode*)makeInvaderOfType:(InvaderType)invaderType { //1 SKColor* invaderColor; switch (invaderType) { case InvaderTypeA: invaderColor = [SKColor redColor]; break; case InvaderTypeB: invaderColor = [SKColor greenColor]; break; case InvaderTypeC: invaderColor = [SKColor blueColor]; break; } //2 SKSpriteNode* invader = [SKSpriteNode spriteNodeWithColor:invaderColor size:kInvaderSize]; invader.name = kInvaderName; return invader; } -(void)setupInvaders { //1 - loop over the rows CGPoint baseOrigin = CGPointMake(kInvaderSize.width / 2, 180); for (NSUInteger row = 0; row < kInvaderRowCount; ++row) { //2 - Choose a single InvaderType for all invaders // in this row based on the row number InvaderType invaderType; if (row % 3 == 0) invaderType = InvaderTypeA; else if (row % 3 == 1) invaderType = InvaderTypeB; else invaderType = InvaderTypeC; //3 - Does some math to figure out where the first invader // in the row should be positioned CGPoint invaderPosition = CGPointMake(baseOrigin.x, row * (kInvaderGridSpacing.height + kInvaderSize.height) + baseOrigin.y); //4 - Loop over the columns for (NSUInteger col = 0; col < kInvaderColCount; ++col) { //5 - Create an invader for the current row and column and add it // to the scene SKNode* invader = [self makeInvaderOfType:invaderType]; invader.position = invaderPosition; [self addChild:invader]; //6 - update the invaderPosition so that it's correct for the //next invader invaderPosition.x += kInvaderSize.width + kInvaderGridSpacing.width; } } } -(void)setupShip { //1 - creates ship using makeShip. makeShip can easily be used later // to create another ship (ex. to set up more lives) SKNode* ship = [self makeShip]; //2 - Places the ship on the screen. In SpriteKit the origin is at the lower //left corner of the screen. The anchorPoint is based on a unit square with (0, 0) at the lower left of the sprite's area and (1, 1) at its top right. Since SKSpriteNode has a default anchorPoint of (0.5, 0.5), i.e., its center, the ship's position is the position of its center. Positioning the ship at kShipSize.height/2.0f means that half of the ship's height will protrude below its position and half above. If you check the math, you'll see that the ship's bottom aligns exactly with the bottom of the scene. ship.position = CGPointMake(self.size.width / 2.0f, kShipSize.height/2.0f); [self addChild:ship]; } -(SKNode*)makeShip { SKNode* ship = [SKSpriteNode spriteNodeWithColor:[SKColor greenColor] size:kShipSize]; ship.name = kShipName; return ship; } -(void)setupHud { //Sets the score label font to Courier SKLabelNode* scoreLabel = [SKLabelNode labelNodeWithFontNamed:@"Courier"]; //1 - Give the score label a name so it becomes easy to find later when // the score needs to be updated. scoreLabel.name = kScoreHudName; scoreLabel.fontSize = 15; //2 - Color the score label green scoreLabel.fontColor = [SKColor greenColor]; scoreLabel.text = [NSString stringWithFormat:@"Score: %04u", 0]; //3 - Positions the score label near the top left corner of the screen scoreLabel.position = CGPointMake(20 + scoreLabel.frame.size.width/2, self.size.height - (20 + scoreLabel.frame.size.height/2)); [self addChild:scoreLabel]; //Applies the font of the health label SKLabelNode* healthLabel = [SKLabelNode labelNodeWithFontNamed:@"Courier"]; //4 - Give the health label a name so it can be referenced later when it needs // to be updated to display the health healthLabel.name = kHealthHudName; healthLabel.fontSize = 15; //5 - Colors the health label red healthLabel.fontColor = [SKColor redColor]; healthLabel.text = [NSString stringWithFormat:@"Health: %.1f%%", 100.0f]; //6 - Positions the health Label on the upper right hand side of the screen healthLabel.position = CGPointMake(self.size.width - healthLabel.frame.size.width/2 - 20, self.size.height - (20 + healthLabel.frame.size.height/2)); [self addChild:healthLabel]; } #pragma mark - Scene Update - (void)update:(NSTimeInterval)currentTime { //Makes the invaders move [self moveInvadersForUpdate:currentTime]; } #pragma mark - Scene Update Helpers //This method will get invoked by update -(void)moveInvadersForUpdate:(NSTimeInterval)currentTime { //1 - if it's not yet time to move, exit the method. moveInvadersForUpdate: // is invoked 60 times per second, but you don't want the invaders to move // that often since the movement would be too fast to see if (currentTime - self.timeOfLastMove < self.timePerMove) return; //2 - Recall that the scene holds all the invaders as child nodes; which were // added to the scene using addChild: in setupInvaders identifying each invader // by its name property. Invoking enumerateChildNodesWithName:usingBlock only loops over the invaders because they're named kInvaderType; which makes the loop skip the ship and the HUD. The guts og the block moves the invaders 10 pixels either right, left or down depending on the value of invaderMovementDirection [self enumerateChildNodesWithName:kInvaderName usingBlock:^(SKNode *node, BOOL *stop) { switch (self.invaderMovementDirection) { case InvaderMovementDirectionRight: node.position = CGPointMake(node.position.x - 10, node.position.y); break; case InvaderMovementDirectionLeft: node.position = CGPointMake(node.position.x - 10, node.position.y); break; case InvaderMovementDirectionDownThenLeft: case InvaderMovementDirectionDownThenRight: node.position = CGPointMake(node.position.x, node.position.y - 10); break; InvaderMovementDirectionNone: default: break; } }]; //3 - Record that you just moved the invaders, so that the next time this method is invoked (1/60th of a second from when it starts), the invaders won't move again until the set time period of one second has elapsed. self.timeOfLastMove = currentTime; //Makes it so that the invader movement direction changes only when the invaders are actually moving. Invaders only move when the check on self.timeOfLastMove passes (when conditional expression is true) [self determineInvaderMovementDirection]; } #pragma mark - Invader Movement Helpers -(void)determineInvaderMovementDirection { //1 - Since local vars accessed by block are default const(means they cannot be changed), this snippet of code qualifies proposedMovementDirection with __block so that you can modify it in //2 __block InvaderMovementDirection proposedMovementDirection = self.invaderMovementDirection; //2 - Loops over the invaders in the scene and refers to the block with the invader as an argument [self enumerateChildNodesWithName:kInvaderName usingBlock:^(SKNode *node, BOOL *stop) { switch (self.invaderMovementDirection) { case InvaderMovementDirectionRight: //3 - If the invader's right edge is within 1pt of the right edge of the scene, it's about to move offscreen. Sets proposedMovementDirection so that the invaders move down then left. You compare the invader's frame(the frame that contains its content in the scene's coordinate system) with the scene width. Since the scene has an anchorPoint of (0,0) by default and is scaled to fill it's parent view, this comparison ensures you're testing against the view's edges. if (CGRectGetMaxX(node.frame) >= node.scene.size.width - 1.0f) { proposedMovementDirection = InvaderMovementDirectionDownThenLeft; *stop = YES; } break; case InvaderMovementDirectionLeft: //4 - If the invader's left edge is within 1 pt of the left edge of the scene, it's about to move offscreen. Sets the proposedMovementDirection so invaders move down then right if (CGRectGetMinX(node.frame) <= 1.0f) { proposedMovementDirection = InvaderMovementDirectionDownThenRight; *stop = YES; } break; case InvaderMovementDirectionDownThenLeft: //5 - If invaders are moving down then left, they already moved down at this point, so they should now move left. proposedMovementDirection = InvaderMovementDirectionLeft; *stop = YES; break; case InvaderMovementDirectionDownThenRight: //6 - if the invaders are moving down then right, they already moved down so they should now move right. proposedMovementDirection = InvaderMovementDirectionRight; *stop = YES; break; default: break; } }]; //7 - if the proposed invader movement direction is different than the current invader movement direction, update the current direction to the proposed direction if (proposedMovementDirection != self.invaderMovementDirection) { self.invaderMovementDirection = proposedMovementDirection; } } #pragma mark - Bullet Helpers #pragma mark - User Tap Helpers #pragma mark - HUD Helpers #pragma mark - Physics Contact Helpers #pragma mark - Game End Helpers @end

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  • When I Add <DIV> Bottom Scroll Bar Appears, Even Though It Is Not Greater Than The Page Width

    - by Clay Dempsey
    I have searched for this with no answer. My page loads up perfectly when I load the header, navigation and then center image...all 3 different divs. However I have more I need to add and the div tags change the size of the page even though the css I'm using isn't larger than the page. I have no idea what is happening. Here's the code page where everything is fine: http://www.thehdmgroup.com/midwaymissionary/test.php When I add the below div tag with the below css I get a bottom scrollbar on the page and I don't know why. Can someone please explain it to me? #middleTextBox1 { position: absolute; top:507px; left:172px; width:180px; height:180px; background-color:#411b42; border: 1px solid #434343; padding:10px; color: #FFFFFF; font-size: 10px; font-family: Arial, Helvetica, sans-serif; } <div id="middleTextBox1"> <h3 align="center">Mission:</h3> Words </div> I really have no idea why this is happening, could someone please help me out? Thanks for your time.

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  • javascript: A bookmark to scroll to the bottom of a webpage?

    - by mathiregister
    hi guys, i wonder if it is possible to create a bookmarklet to click on and the current webpage scrolls to the bottom! javascript:function%20scrollme(){dh=document.body.scrollHeight;ch=document.body.clientHeight;if(dh>ch){moveme=dh-ch;window.scrollTo(0,moveme);}} if i create a new bookmark and paste this as address nothing happens. I actually have no idea how to run javascript within a bookmarklet, however i just bookmarked the css-tricks Printliminator maybe you could help, i would love to have a bookmarklet like this!

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  • Is there an easy way to do click-and-drag scrolling in text frames?

    - by Skilldrick
    I have a div with overflow:auto and a scroll bar, and I'd like to be able to drag the contents to scroll. I don't need to be able to select text. Is there an easy way to do this? A jQuery plugin would be good, otherwise plain old JavaScript would be fine. It seems I haven't made myself clear enough. There's a div with a fixed height that I want to scroll. Instead of picking up the scroll bar, I want to click and drag inside the text in the opposite direction. Like on an iPhone. Like in Photoshop when you hold down space and drag. ------------------- | | | | | | | ||| | | | | <----------- click here and drag to scroll. | | | | | | -------------------

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  • Can I update window.location.hash without having the web page scroll?

    - by Jonathon Watney
    Using JavaScript, is there a way to update window.location.hash without scrolling the web page? I have clickable title elements that toggle the visibility of a div directly beneath them. I want the /foo#bar in the history when clicking titles but don't want the page scrolling about. So when navigating away from /foo#bar I'll be able to use the back button and have the div whose ID is in window.location.hash be visible upon return. Is this behavior possible?

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  • How do scroll the contents to bottom by default in JTextPane?

    - by Nitesh Panchal
    Hello, I have JTextPane on my window and i have JTextField. When i press enter enter in JTextField, the text gets added in JTextPane. Everything works fine and scrollbar too appears on its own. But, it doesn't appear properly. It automatically scrolls to the beginning of the content in JTextPane. How do i keep the scrollbar to the end of JTextPane? Please let me know if my question is unclear. Thanks in advance :)

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  • Scrool Bar - Help

    - by 3gwebtrain
    Hi, any one can help in this?, i want to make a scroll bar to scroll the li underneath a div. in which i made a ui, scroller, but client want the front and back arrow to adjust the slides. like regular scroll bar like browser. please visit ; http://ikeafamilylive.com/stories/60 and you will witness what i request. And please don't recommend me a plug-in, because i need to use this scroll bar across the site with several customization process. please give me the sample code / suggestion to make a scroll bar using jquery+css. with full functionality.

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  • How do I get a Horizontal ListBox to scroll horizontally in WP7?

    - by Steve Steiner
    I'm attempting to use the code below to make a horizontal listbox in WP7 silverlight. The items appear horizontally but the scrolling is still vertical. Am I doing something wrong in wpf? Is this a WP7 specific bug?. <Style TargetType="ListBox" x:Name="HorizontalListBox"> <Setter Property="ItemsPanel"> <Setter.Value> <ItemsPanelTemplate> <VirtualizingStackPanel Orientation="Horizontal" IsItemsHost="True" CanHorizontallyScroll="True" CanVerticallyScroll="False"/> </ItemsPanelTemplate> </Setter.Value> </Setter> </Style>

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  • Need help making a div appear on the bottom of the screen while the rest of the divs scroll

    - by user1896600
    It's hard to describe my specific problem without just showing you the HTML code. The HTML source can be seen easily from clicking "View Source" while seeing the page http://techdot.us/projects/jeopardy/view.php. The CSS is located here: http://techdot.us/projects/jeopardy/style/gameStyle.css. My main goal is to have the main content table rows/columns appear on the majority of the screen (everything except 69px, to be exact). So, the bottom 69px contains an informational panel that is supposed to stay on the bottom of the screen, even when the user scrolls down the page. Scrolling is supposed to, in theory, trigger the majority of the content to go down the page normally, except the bottom bar which stays static. I have achieved this effect on the website. However, there is a big problem. On smaller screens (as you can simulate by resizing the window), some of the main table gets cut off. It seems that my CSS solution is a botch, and, in effect, does not accomplish my main goal. The bottom bar should not cut off part of the table from the main content div (gameTable), but the main content div should display all of its content in a scrollable fashion. My CSS at the moment works as long as the viewer's screen is a certain pixel height. This is definitely not permanent. Thank you SO much for the help. I really appreciate it and totally understand that I'm being a total pain by just throwing down tons of CSS and HTML code to edit.

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  • jQuery - if div height over 'x', show only content within the visible div, add an image and scroll u

    - by Nicki
    Apologies, I'm very new to jQuery. I am trying to apply jQuery to a div which could contain any number of p tags of varying length or none at all. Depending on the assembled p's this div needs to maintain a height of 45px. If the p's contained therein push the div to be higher than 45px then I need to add an anchor image which users can click allowing the div to slide up and reveal the div's contents. I've browsed the plugins but can't find anything to cater for this. <div class="SummaryExtras"> <h3><span>h3 Title</span></h3> <div> <p class="Extra">text</p> <p class="Extra">text</p> <p class="Extra">text</p> <p class="Extra">text</p> <p class="Extra">text</p> </div> <div class="SummaryExtrasBottom"></div> </div>

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  • Box2D Static-Dynamic body joint eliminates collisions

    - by andrewz
    I have a static body A, and a dynamic body B, and a dynamic body C. A is filtered to not collide with anything, B and C collide with each other. I wish to create a joint between B and A. When I create a joint (ex. revolute), B no longer collides with C - C passes through it as if it does not exist. What am I doing wrong? How can adding a joint prevent a body from colliding with another body it used to? EDIT: I want to join B with A, and have B collide with C, but not A collide with C. In realistic terms, I'm trying to create a revolute joint between a wheel (B) and a wall (A), and have a box (C) hit the wheel and the wheel would then rotate. EDIT: I create a the simplest revolute joint I can with these parameters (C++): b2RevoluteJointDef def; def.Initialize(A, B, B -> GetWorldCenter()); world -> CreateJoint(&def);

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  • Friction not working for Vehicle in BulletPhysics

    - by Manmohan Bishnoi
    I am creating a vehicle using bullet-physics engine (v 2.82). I created a ground ( btBoxShape ), a box and a vehicle (following the demo). But friction between ground and vehicle wheels seems not working. As soon as the vehicle is placed in 3d world, it starts moving forward. START : Steering works for the vehicle, but engineForce and brakingForce does not work (i.e. I cannot speed-up or stop the vehicle) : I create physics world like this : void initPhysics() { broadphase = new btDbvtBroadphase(); collisionConfiguration = new btDefaultCollisionConfiguration(); dispatcher = new btCollisionDispatcher(collisionConfiguration); solver = new btSequentialImpulseConstraintSolver(); dynamicsWorld = new btDiscreteDynamicsWorld(dispatcher, broadphase, solver, collisionConfiguration); dynamicsWorld->setGravity(btVector3(0, -9.81, 0)); // Debug Drawer bulletDebugugger.setDebugMode(btIDebugDraw::DBG_DrawWireframe); dynamicsWorld->setDebugDrawer(&bulletDebugugger); //groundShape = new btStaticPlaneShape(btVector3(0, 1, 0), 1); groundShape = new btBoxShape(btVector3(50, 3, 50)); fallShape = new btBoxShape(btVector3(1, 1, 1)); // Orientation and Position of Ground groundMotionState = new btDefaultMotionState(btTransform(btQuaternion(0, 0, 0, 1), btVector3(0, -3, 0))); btRigidBody::btRigidBodyConstructionInfo groundRigidBodyCI(0, groundMotionState, groundShape, btVector3(0, 0, 0)); groundRigidBody = new btRigidBody(groundRigidBodyCI); dynamicsWorld->addRigidBody(groundRigidBody); /////////////////////////////////////////////////////////////////////// // Vehicle Setup /////////////////////////////////////////////////////////////////////// vehicleChassisShape = new btBoxShape(btVector3(1.f, 0.5f, 2.f)); vehicleBody = new btCompoundShape(); localTrans.setIdentity(); localTrans.setOrigin(btVector3(0, 1, 0)); vehicleBody->addChildShape(localTrans, vehicleChassisShape); localTrans.setOrigin(btVector3(3, 0.f, 0)); vehicleMotionState = new btDefaultMotionState(localTrans); //vehicleMotionState = new btDefaultMotionState(btTransform(btQuaternion(0, 0, 0, 1), btVector3(3, 0, 0))); btVector3 vehicleInertia(0, 0, 0); vehicleBody->calculateLocalInertia(vehicleMass, vehicleInertia); btRigidBody::btRigidBodyConstructionInfo vehicleRigidBodyCI(vehicleMass, vehicleMotionState, vehicleBody, vehicleInertia); vehicleRigidBody = new btRigidBody(vehicleRigidBodyCI); dynamicsWorld->addRigidBody(vehicleRigidBody); wheelShape = new btCylinderShapeX(btVector3(wheelWidth, wheelRadius, wheelRadius)); { vehicleRayCaster = new btDefaultVehicleRaycaster(dynamicsWorld); vehicle = new btRaycastVehicle(vehicleTuning, vehicleRigidBody, vehicleRayCaster); // never deactivate vehicle vehicleRigidBody->setActivationState(DISABLE_DEACTIVATION); dynamicsWorld->addVehicle(vehicle); float connectionHeight = 1.2f; bool isFrontWheel = true; vehicle->setCoordinateSystem(rightIndex, upIndex, forwardIndex); // 0, 1, 2 // add wheels // front left btVector3 connectionPointCS0(CUBE_HALF_EXTENT-(0.3*wheelWidth), connectionHeight, 2*CUBE_HALF_EXTENT-wheelRadius); vehicle->addWheel(connectionPointCS0, wheelDirectionCS0, wheelAxleCS, suspensionRestLength, wheelRadius, vehicleTuning, isFrontWheel); // front right connectionPointCS0 = btVector3(-CUBE_HALF_EXTENT+(0.3*wheelWidth), connectionHeight, 2*CUBE_HALF_EXTENT-wheelRadius); vehicle->addWheel(connectionPointCS0, wheelDirectionCS0, wheelAxleCS, suspensionRestLength, wheelRadius, vehicleTuning, isFrontWheel); isFrontWheel = false; // rear right connectionPointCS0 = btVector3(-CUBE_HALF_EXTENT+(0.3*wheelWidth), connectionHeight, -2*CUBE_HALF_EXTENT+wheelRadius); vehicle->addWheel(connectionPointCS0, wheelDirectionCS0, wheelAxleCS, suspensionRestLength, wheelRadius, vehicleTuning, isFrontWheel); // rear left connectionPointCS0 = btVector3(CUBE_HALF_EXTENT-(0.3*wheelWidth), connectionHeight, -2*CUBE_HALF_EXTENT+wheelRadius); vehicle->addWheel(connectionPointCS0, wheelDirectionCS0, wheelAxleCS, suspensionRestLength, wheelRadius, vehicleTuning, isFrontWheel); for (int i = 0; i < vehicle->getNumWheels(); i++) { btWheelInfo& wheel = vehicle->getWheelInfo(i); wheel.m_suspensionStiffness = suspensionStiffness; wheel.m_wheelsDampingRelaxation = suspensionDamping; wheel.m_wheelsDampingCompression = suspensionCompression; wheel.m_frictionSlip = wheelFriction; wheel.m_rollInfluence = rollInfluence; } } /////////////////////////////////////////////////////////////////////// // Orientation and Position of Falling body fallMotionState = new btDefaultMotionState(btTransform(btQuaternion(0, 0, 0, 1), btVector3(-1, 5, 0))); btScalar mass = 1; btVector3 fallInertia(0, 0, 0); fallShape->calculateLocalInertia(mass, fallInertia); btRigidBody::btRigidBodyConstructionInfo fallRigidBodyCI(mass, fallMotionState, fallShape, fallInertia); fallRigidBody = new btRigidBody(fallRigidBodyCI); dynamicsWorld->addRigidBody(fallRigidBody); } I step physics world like this : // does not work vehicle->applyEngineForce(maxEngineForce, WHEEL_REARLEFT); vehicle->applyEngineForce(maxEngineForce, WHEEL_REARRIGHT); // these also do not work vehicle->setBrake(gBreakingForce, WHEEL_REARLEFT); vehicle->setBrake(gBreakingForce, WHEEL_REARRIGHT); // this works vehicle->setSteeringValue(gVehicleSteering, WHEEL_FRONTLEFT); vehicle->setSteeringValue(gVehicleSteering, WHEEL_FRONTRIGHT); dynamicsWorld->stepSimulation(1 / 60.0f, 10); However If I apply brakingForce to all 4 wheels (i.e. including WHEEL_FRONTLEFT and WHEEL_FRONTRIGHT), then my vehicle stops, but keeps sliding/moving forward very very slowly. How do I fix this ?

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