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  • Should I choose <button> element or css buttons?

    - by Kenny Bones
    Ok, here's the thing. I've done a webpage which contains forms and so I added buttons as elements and this works great. I created their own css classes and use graphics as background images for each of them. All working great (these are submit buttons btw) Anyway, I've also got a jQuery script from before that takes all a href hyperlinks and add content from a set div from an external file and adds to a div in my current page, all in one animation. But this would probably not work with form buttons? In any case I need to be able to have these buttons work as traditional hyperlinks anyway. So what do I do? I thought about using css-buttons alltogether, but I'm not able to have them stack vertically. Using float left or right just put the buttons outside of their parent containers (probably a different fix for that). But in any case, using css buttons, that wouldn't work as a submit button for the forms anyway would it? Should I perhaps use both form buttons and css buttons? What do you do?

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  • How do I animate text links in jquery?

    - by Peter
    I am somewhat new to jquery and I have a problem with something I am trying to implement using jquery. I have a vertical navigation menu where each link animates on hover by changing color, increasing letter spacing, and adding a border on the left. Everything is working the way I want it to except for when I click on the link. After I click on the link, the text changes to a different color and remains that same color even when I hover over the link. I am wanting to make it to where the color change on hover remains intact even after I click the link. I'm sure I am missing something simple, but I have tried everything I know to do with no luck. Any suggestions would be helpful! Here is what I have for the animation... <script type="text/javascript"> $(document).ready(function(){ $("ul.navlist li a").hover(function(){ $(this).stop() .animate({paddingLeft: '10px',letterSpacing: '2px',borderWidth:'20px'},{queue:false,easing:'easeInQuad'},50) }, function(){ $(this).stop() .animate({paddingLeft: '0px', letterSpacing: '0px',borderWidth:'0px'},{queue:false,easing:'easeOutQuad'},50) }); }); </script> My css for the navigation list is here... .navlist { list-style: none; } .navlist a { border-left-color: #555555; border-left-style: solid; border-left-width: 0px; color: #c4c4c4; } .navlist a:hover { border-left-color: #555555; border-left-style: solid; color: #555555; }

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  • Is there a default way to get hold of an internal property in jQueryUi widget?

    - by prodigitalson
    Im using an existing widget from the jquery-ui labs call selectmenu. It has callback options for the events close and open. The problem is i need in these event to animate a node that is part of the widget but not what its connected to. In order to do this i need access to this node. for example if i were to actually modify the widget code itself: // ... other methods/properties "open" : function(event){ // ... the original logic // this is my animation $(this.list).slideUp('slow'); // this is the orginal call to _trigger this._trigger('open', event, $this._uiHash()); }, // ... other methods/properties However when in the scope of the event handler i attach this is the orginal element i called the widget on. I need the widget instance or specifically the widget instance's list property. $('select#custom').selectmenu({ 'open': function(){ // in this scope `this` is an HTMLSelectElement not the ui widget } }); Whats the best way to go about getting the list property from the widget?

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  • jQuery: hover (mouseleave event fired when mouse is over child)

    - by CronosS
    Hi, I want to create a zoom effect on some thumbs. Here is my javascript simplified code : parent.hover( function(){ parent.stop().animate({/* css */}, inputZoomDuration, "linear"); wrapper.stop().animate({/* css */}, inputZoomDuration, "linear"); child.stop().animate({/* css */}, inputZoomDuration, "linear"); }, function(){ alert("leave"); child.stop().animate({/* css */}, 140, "linear"); wrapper.stop().animate({/* css */}, 140, "linear"); parent.stop().animate({/* css */}, 140, "linear"); } ); and the html is like : <div parent> <div wrapper> <div child> </div> </div> </div> I increase the size of all my divs when I over the "parent". But a soon as I over (or leave, btw) one of the child, the alert appears. Without the alert, the result is a very bugy animation. Is there any way to prevent the mouseleave event to be fired when a child is overed? Best regards, thanks.

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  • Graphical glitches when adding cells and scrolling with UITableView

    - by Daniel I-S
    I am using a UITableView to display the results of a series of calculations. When the user hits 'calculate', I wish to add the latest result to the screen. This is done by adding a new cell to a 'results' section. The UITableViewCell object is added to an array, and then I use the following code to add this new row to what is displayed on the screen: [thisView beginUpdates]; [thisView insertRowsAtIndexPaths:[NSArray arrayWithObject:newIndexPath] withRowAnimation: UITableViewRowAnimationFade]; [thisView endUpdates]; This results in the new cell being displayed. However, I then want to immediately scroll the screen down so that the new cell is the lowermost cell on-screen. I use the following code: [thisView scrollToRowAtIndexPath:newIndexPath atScrollPosition:UITableViewScrollPositionBottom animated:YES]; This almost works great. However, the first time a cell is added and scrolled to, it appears onscreen only briefly before vanishing. The view scrolls down to the correct place, but the cell is not there. Scrolling the view by hand until this invisible new cell's position is offscreen, then back again, causes the cell to appear - after which it behaves normally. This only happens the first time a cell is added; subsequent cells don't have this problem. It also happens regardless of the combination of scrollToRowAtIndexPath and insertRowsAtIndexPath animation settings. There is also a problem where, if new cells are added repeatedly and quickly, the new cells stop 'connecting up'. The lowermost cell in a group is supposed to have rounded corners, and when a new cell is added these turn into square corners so that there is a clean join with the next cell in the group. In this case, however, a cell often does not lose its rounded edges despite not being the last cell anymore. This also gets corrected once the affected area moves offscreen and back. This method of adding and scrolling would be perfect for my application if it weren't for these weird glitches. Any ideas as to what I may be doing wrong?

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  • How do I reference my MainViewController from another class?

    - by todd412
    Hi, I am building an iPhone Utility app that uses UIImageView to display an animation. Within the MainViewController's viewDidLoad() method, I am creating an instance of a CustomClass, and then setting up the animations: - (void)viewDidLoad { [super viewDidLoad]; cc = [CustomClass new]; NSArray * imageArray = [[NSArray alloc] initWithObjects: [UIImage imageNamed:@"image-1-off.jpg"], [UIImage imageNamed:@"image-2-off.jpg"], [UIImage imageNamed:@"image-3-off.jpg"], [UIImage imageNamed:@"image-4-off.jpg"], nil]; offSequence = [[UIImageView alloc] initWithFrame:CGRectMake(0, 0, 320, 480)]; offSequence.animationImages = imageArray; offSequence.animationDuration = .8; offSequence.contentMode = UIViewContentModeBottomLeft; [self.view addSubview:offSequence]; [offSequence startAnimating]; } That works fine. However, I would like to be able to move all the above code that sets up the UIImageView into my CustomClass. The problem is in the second to last line: [self.view addSubview:offSequence]; I basically need to replace 'self' with a reference to the MainControllerView, so I can call addSubview from within my CustomClass. I tried creating an instance var of CustomClass called mvc and a setter method that takes a reference to the MainViewController as an argument as such: - (void) setMainViewController: (MainViewController *) the_mvc { mvc = the_mvc; } And then I called it within MainViewController like so: [cc setMainController:MainViewController:self]; But this yields all sorts of errors which I can post here, but it strikes me that I may be overcomplicating this. Is there an easier way to reference the MainViewController that instanatiated my CustomClass?

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  • calculate camera up vector after glulookat()?

    - by carrots
    I'm just starting out teaching myself openGL and now adding openAL to the mix. I have some planets scattered around in 3D space and when I touch the screen, I'm assigning a sound to a random planet and then slowly and smoothly flying the "camera" over to look at it and listen to it. The animation/tweening part is working perfectly, but the openAL piece isn't quiet right. I move the camera around by doing a tiny translate() and gluLookAt() for every frame to keep things smooth (tweening the camera position and lookAt coords). The trouble seems to be with the stereo image I'm getting out of the headphones.. it seems like the left/right/up/down is mixed up sometimes after the camera rolls or spins. I am pretty sure the trouble is here: ALfloat listenerPos[]={camera->currentX,camera->currentY,camera->currentZ}; ALfloat listenerOri[]={camera->currentLookX, camera->currentLookY, camera->currentLookZ, 0.0,//Camera Up X <--- here 0.1,//Camera Up Y <--- here 0.0}//Camera Up Z <--- and here alListenerfv(AL_POSITION,listenerPos); alListenerfv(AL_ORIENTATION,listenerOri); I'm thinking I need to recompute the UP vector for the camera after each gluLookAt() to straighten out the audio positioning problem.. but after hours of googling and experimenting I'm stuck in math that suddenly got way over my head. 1) Am I right that I need to recalculate the up vector after each gluLookAt() i do? 2) If so, can someone please walk me though figuring out how to do that?

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  • Really cool way to create custom UITabBar for iPhone app?

    - by ludicco
    Hi, I am doing a lot of researching lately about how to get a different looking with nice effects UITabBar on my iPhone app, but unfortunately I am only finding things on how to replace background color etc. Well, I've checked out this app called Momento which is pretty cool and presents a very slick tabBar: So there are a couple of elements here I would like to ask you guys if you could help me by giving me the right directions on how to get a similar effect :) Arrow above items: as you can see this app has this animated arrow that runs above the selected item with a very smooth animation. Selected Stated of the item's image is not that blue-ish default one neither the default state which displays in a different shade of brown and gray version. nice Items separators with beveled vertical lines. diferrent background image for the tabBar different height for the tabBar At this point after some research I am able to set the height and background image by subclassing UITabBarController but I'm still not sure on how to accomplish the other items specially the first one related to the nice arrow effect. If someone knows about a very good tutorial on how to do this it would be great for clarifying what can or can't be done by subclassing the UITabBarController and specially if can be done in Interface Builder :) I am just starting on this world off app development for iOS so if you could help me on that it would be really appreciated Thanks a lot in advance

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  • JS: Why isn't this variable available to the other functions?

    - by Marius Jonsson
    Hello there, I've am trying to make a canvas animation: var context; var meter; var pin; function init() { var meter = new Image(); var pin = new Image(); var context = document.getElementById('canvas').getContext('2d'); meter.src = 'background.png'; pin.src = 'needle.png'; context.drawImage(meter,0,0); context.translate(275,297); context.save(); setTimeout(startup,500); } function startup() { var r=2; // set rpm here. var i=r*36-27; var angleInRadians = 3.14159265 * i/180; //converting degree to radian context.rotate(angleInRadians); //rotating by angle context.drawImage(pin,-250,-3); //adjusting pin center at meter center context.restore(); } You can see the script at http://www.kingoslo.com/instruments/ With firebug I get error saying that context is undefined, which I think is strange. Thanks. Kind regards, Marius

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  • How can I differentiate a manual scroll (via mousewheel/scrollbar) from a Javascript/jQuery scroll?

    - by David Murdoch
    UPDATE: Here is a jsbin example demonstrating the problem. Basically, I have the following javascript which scrolls the window to an anchor on the page: // get anchors with href's that start with "#" $("a[href^=#]").live("click", function(){ var target = $($(this).attr("href")); // if the target exists: scroll to it... if(target[0]){ // If the page isn't long enough to scroll to the target's position // we want to scroll as much as we can. This part prevents a sudden // stop when window.scrollTop reaches its maximum. var y = Math.min(target.offset().top, $(document).height() - $(window).height()); // also, don't try to scroll to a negative value... y=Math.max(y,0); // OK, you can scroll now... $("html,body").stop().animate({ "scrollTop": y }, 1000); } return false; }); It works perfectly......until I manually try to scroll the window. When the scrollbar or mousewheel is scrolled I need to stop the current scroll animation...but I'm not sure how to do this. This is probably my starting point... $(window).scroll(e){ if(IsManuallyScrolled(e)){ $("html,body").stop(); } } ...but I'm not sure how to code the IsManuallyScrolled function. I've checked out e (the event object) in Google Chrome's console and AFAIK there is not way to differentiate between a manual scroll and jQuery's animate() scroll. How can I differentiate between a manual scroll and one called via jQuery's $.fn.animate function?

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  • UIImageView Fade-In Dissapears

    - by Winder
    I have this code which should create a splash image with either no animation or a fade in, then call code to dismiss the image out after a delay. The SplashViewAnimationNone works fine and creates the full screen image, but the Fade code fades the image in but then immediately disappears. - (void)startSplash { [[[[UIApplication sharedApplication] windows] objectAtIndex:0] addSubview:self]; splashImage = [[UIImageView alloc] initWithImage:self.image]; if (self.animationIn == SplashViewAnimationNone) { [self addSubview:splashImage]; } else if (self.animationIn == SplashViewAnimationFade) { [self addSubview:splashImage]; CABasicAnimation *animSplash = [CABasicAnimation animationWithKeyPath:@"opacity"]; animSplash.duration = self.animationDelay; animSplash.removedOnCompletion = NO; animSplash.fillMode = kCAFillModeForwards; animSplash.fromValue = [NSNumber numberWithFloat:0.0]; animSplash.toValue = [NSNumber numberWithFloat:1.0]; animSplash.delegate = self; [self.layer addAnimation:animSplash forKey:@"animateOpacity"]; } // Dismiss after delay. [self performSelector:@selector(dismissSplash) withObject:self afterDelay:self.delay]; }

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  • using a While loop to control the value of a keyframe in a timeline in Javafx

    - by dragoknight
    i want to create an animation where the ball will move in one of the 4 sectors of a circle randomly.this will happen 5 times.so,i create a while loop(i<5) and call the random function.i then create an if loop and attach some x and y values according to the random fn value.i then create an timeline object inside the while loop and in the key frame value,i use these x and y values.but when i run the program,what happens is that all the values are being created(x and y values seen through println) but only the last x and y value(for i=5)is being rendered in the screen.the animations for the previous values(1<=i<=4)are not being rendered.Please advise where have i gone wrong? public function run(args:String[]) { var i=0; while(i<5) { var z=gety(); println(z); // var relativeTime:Duration=0s; if(z==1) {xbind=120; ybind=80; } else if(z==2) {xbind=120; ybind=120; } else if(z==3) { xbind=80; ybind=120; } else if(z==4) { xbind=80; ybind=80; } var t:Timeline=Timeline{ //time: bind pos with inverse; repeatCount: Timeline.INDEFINITE autoReverse: true keyFrames: [ KeyFrame{ time: 0s values: [ x => 100.0,y => 100.0]}, KeyFrame{time: 2s values:[x => xbind tween Interpolator.LINEAR, y => ybind tween Interpolator.LINEAR,] }, ] }//end timeline i++; t.play(); Thread.sleep(2000); }//end while }

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  • How Can I Compress Texture in OpenGL on iPhone/iPad?

    - by nonamelive
    Hi, I'm making an iPad app which needs OpenGL to do a flip animation. I have a front image texture and a back image texture. Both the two textures are screenshots. // Capture an image of the screen UIGraphicsBeginImageContext(view.bounds.size); [view.layer renderInContext:UIGraphicsGetCurrentContext()]; image = UIGraphicsGetImageFromCurrentImageContext(); UIGraphicsEndImageContext(); // Allocate some memory for the texture GLubyte *textureData = (GLubyte*)calloc(maxTextureSize*4, maxTextureSize); // Create a drawing context to draw image into texture memory CGContextRef textureContext = CGBitmapContextCreate(textureData, maxTextureSize, maxTextureSize, 8, maxTextureSize*4, CGImageGetColorSpace(image.CGImage), kCGImageAlphaPremultipliedLast); CGContextDrawImage(textureContext, CGRectMake(0, maxTextureSize-size.height, size.width, size.height), image.CGImage); CGContextRelease(textureContext); // ...done creating the texture data [EAGLContext setCurrentContext:context]; glGenTextures(1, &textureToView); glBindTexture(GL_TEXTURE_2D, textureToView); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, maxTextureSize, maxTextureSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, textureData); // free texture data which is by now copied into the GL context free(textureData); Each of the texture takes up about 8MB memory, which is unacceptable for an iPhone/iPad app. Could anyone tell me how can I compress the texture to reduce the memory. I'm a complete newbie to OpenGL. Any help would be appreciated!

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  • Stuggling with webkit-transition in javascript

    - by Mungbeans
    I've tried a few variations of using webkit-transition that I've found from googling but I've not been able to get any to work. I have some audio controls that I make appear on a click event, they appear suddenly and jerky so I want to fade them in. The target browser is iOS so I am trying webkit extensions. This is what I currently have: <div id = "controls"> <audio id = "audio" controls></audio> </div> #controls { position:absolute; top: 35px; left:73px; height: 20px; width: 180px; display:none; } #audio { opacity:0.0; } audio.src = clip; audio.addEventListener('pause', onPauseOrStop, false); audio.addEventListener('ended', onPauseOrStop, false); audio.play(); audioControls.style.display = 'block'; audio.style.setProperty("-webkit-transition", "opacity 0.4s"); audio.style.opacity = 0.7; The documentation for webkit-transition says it takes effect on a change in the property, so I was assuming changing style.opacity in the last line would kick it off. The controls appear with an opacity of 0.7 but I want it to fade in and that animation isn't happening. I also tried this: #audio { opacity:0.0; -webkit-transition-property: opacity; -webkit-transition-duration: 1s; -webkit-timing-function: ease-in; } Also tried audio.style.webkitTransition = "opacity 1.4s"; from this posting How to set CSS3 transition using javascript? I can't get anything to work, I'm testing on iOS, Safari desktop and Chrome. Same non result on all of them.

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  • HTML5 audio object doesn't play on iPad (when called from a setTimeout)

    - by Dan Halliday
    I have a page with a hidden <audio> object which is being started and stopped using a custom button via javascript. (The reason being I want to customise the button, and that drawing an audio player seems to destroy rendering performance on iPad anyway). A simplified example (in coffeescript): // Works fine on all browsers constructor: (@_button, @_audio) -> @_button.on 'click', @_play // Bind button's click event with jQuery _play: (e) => @_audio[0].play() // Call play() on audio element The audio plays fine when triggered from a function bound to a click event, but I actually want an animation to complete before the file plays so I put .play() inside a setTimeout. However I just can't get this to work: // Will not play on iPad constructor: (@_button, @_audio) -> @_button.on 'click', @_play // Bind button's click event with jQuery _play: (e) => setTimeout (=> // Declare a 300ms timeout @_audio[0].play() // Call play() on audio element ), 300 I've checked that @_audio (this._audio) is in scope and that its play() method exists. Why doesn't this work on iPad?

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  • Javascript changing source of an image

    - by Pete Herbert Penito
    Hi Everyone! I have some javascript which runs a timer that animates something on the website. It all works perfectly but I want to get an image to change when the animation is run, It uses jquery: if(options.auto && dir=="next" && !clicked) { timeout = setTimeout(function(){ if (document.images['bullet1'].src == "img/bulletwhite.png") { document.images['bullet1'].src = "img/bullet.png"; document.images['bullet2'].src = "img/bulletwhite.png"; } animate("next",false); },diff*options.speed+options.pause); } options.auto means that its automatically cycling, dir is the direction of the motion and clicked is whether or not the user clicked it. Is there something wrong with my syntax here? I ran firebug with it, and it doesn't throw any errors, it simply won't work. Any advice would help! I should mention that the src of bullet1 starts at bulletwhite.png and then I was hoping for it to change to bullet.png and have bullet2 change to bulletwhite.png.

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  • Nested Views-button aint clicking

    - by Deepika
    i have a view which has a datepicker and a button added to it. There is another view which adds the above view as subview. But the events like touchesBegan and button's action are not being clicked on the subview. Please help The code of the parent view is: iTagDatePicker *dt=[[iTagDatePicker alloc] initWithFrame:CGRectMake(0.0, 180.0, 320.0, 240.0)]; //dt.userInteractionEnabled=YES; //[dt becomeFirstResponder]; dt.backgroundColor=[UIColor clearColor]; [UIView beginAnimations:@"animation" context:nil]; [UIView setAnimationDuration:1.0]; CGPoint cntr; cntr.x=160.0; cntr.y=420.0; dt.center=cntr; [self.view addSubview:dt]; self.view.userInteractionEnabled=YES; CGPoint cntr1; cntr1.x=160.0; cntr1.y=158.0; dt.center=cntr1; [UIView commitAnimations]; [dt release]; and the code for the sub class is: - (id)initWithFrame:(CGRect)frame { if (self = [super initWithFrame:frame]) { dtPicker=[[UIDatePicker alloc] initWithFrame:CGRectMake(frame.origin.x, frame.origin.y, 320.0, 216.0)]; dtPicker.datePickerMode=UIDatePickerModeDate; dtPicker.date=[NSDate date]; [self addSubview:dtPicker]; btn=[[UIButton buttonWithType:UIButtonTypeDetailDisclosure]retain]; btn.frame=CGRectMake(110.0, 400.0, 100.0, 20.0); [btn setTitle:@"Done" forState:UIControlStateNormal]; btn.userInteractionEnabled=YES; [btn becomeFirstResponder]; [btn addTarget:self action:@selector(SelectedVal:) forControlEvents:UIControlEventTouchDown]; [self addSubview:btn]; } return self; } The button is not working

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  • PHP JQuery: Where to specify uploadify destination folder

    - by Eamonn
    I have an uploadify script running, basic setup. Works fine when I hard code the destination folder for the images into uploadify.php - now I want to make that folder dynamic. How do I do this? I have a PHP variable $uploadify_path which contains the path to the folder I want. I have switched out my hard coded $targetPath = path/to/directory for $targetPath = $uploadify_path in both uploadify.php and check_exists.php, but it does not work. The file upload animation runs, says it is complete, yet the directory remains empty. The file is not hiding out somewhere else either. I see there is an option in the Javascript to specify a folder. I tried this also, but to no avail. If anyone could educate me on how to pass this variable destination to uploadify, I'd be very grateful. I include my current code for checking (basically default): The Javascript <script type="text/javascript"> $(function() { $('#file_upload').uploadify({ 'swf' : 'uploadify/uploadify.swf', 'uploader' : 'uploadify/uploadify.php', // Put your options here }); }); </script> uploadify.php $targetPath = $_SERVER['DOCUMENT_ROOT'] . $uploadify_path; // Relative to the root if (!empty($_FILES)) { $tempFile = $_FILES['Filedata']['tmp_name']; $targetFile = $targetPath . $_FILES['Filedata']['name']; // Validate the file type $fileTypes = array('jpg','jpeg','gif','png'); // File extensions $fileParts = pathinfo($_FILES['Filedata']['name']); if (in_array($fileParts['extension'],$fileTypes)) { move_uploaded_file($tempFile,$targetFile); echo '1'; } else { echo 'Invalid file type.'; } }

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  • Custom UIProgressView drawing weirdness

    - by Werner
    I am trying to create my own custom UIProgressView by subclassing it and then overwrite the drawRect function. Everything works as expected except the progress filling bar. I can't get the height and image right. The images are both in Retina resolution and the Simulator is in Retina mode. The images are called: "[email protected]" (28px high) and "[email protected]" (32px high). CustomProgressView.h #import <UIKit/UIKit.h> @interface CustomProgressView : UIProgressView @end CustomProgressView.m #import "CustomProgressView.h" @implementation CustomProgressView - (id)initWithFrame:(CGRect)frame { self = [super initWithFrame:frame]; if (self) { // Initialization code } return self; } // Only override drawRect: if you perform custom drawing. // An empty implementation adversely affects performance during animation. - (void)drawRect:(CGRect)rect { // Drawing code self.frame = CGRectMake(self.frame.origin.x, self.frame.origin.y, self.frame.size.width, 16); UIImage *progressBarTrack = [[UIImage imageNamed:@"progressBarTrack"] resizableImageWithCapInsets:UIEdgeInsetsZero]; UIImage *progressBar = [[UIImage imageNamed:@"progressBar"] resizableImageWithCapInsets:UIEdgeInsetsMake(4, 4, 5, 4)]; [progressBarTrack drawInRect:rect]; NSInteger maximumWidth = rect.size.width - 2; NSInteger currentWidth = floor([self progress] * maximumWidth); CGRect fillRect = CGRectMake(rect.origin.x + 1, rect.origin.y + 1, currentWidth, 14); [progressBar drawInRect:fillRect]; } @end The resulting ProgressView has the right height and width. It also fills at the right percentage (currently set at 80%). But the progress fill image isn't drawn correctly. Does anyone see where I go wrong?

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  • How do I make custom functions chain-able with jQuery's?

    - by sergio
    I need a "callfront" or "precall" (the opposite of "callback" ¿?) to add in MANY places before an animation occurs in an existing plugin, To be used like e.g. $(some_unpredictable_obj).preFunct().animate(… The problem is, as I said they are MANY places, and all of them are different animations, on different objects. I can TELL where all of them occur, but I don't want to add over and over the same code. I actually have to add both a function before and after those animations, but I think I can use the callback for all of them. In a perfect world, I'd like to replace every animate(property, duration) by preFunct().animate(property,duration).postFunct() preFunct and postFunct don't need parameters, since they are always the same action, on the same object. This could be an amazing addition to "jQuery" (an easy way to jQuerize custom functions to be added to the normal chain (without messing with queues) I found this example but it will act on the applied element, and I don't want that because, as I said above, all the original animations to be added to are on different elements. I also found jQuery.timing, but it looks cooler the chain-able function :) Thanks.

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  • jquery ajaxstart ajaxstop show hide

    - by user1630583
    As usually seemingly simple things take days to resolve, maybe someone could point me to a solution but after 2 days I give up on the following problem; In html, in a form I have a button that is supposed to trigger loading of data through ajax call: <button type="" class="btn" onclick="getData(); return false;">Show Data</button> in javascript: $(document).ajaxStart(function() { $("#qloader").show(); }).ajaxStop(function() { $("#qloader").hide('slow'); });? and in html div with id qloader is defined with 100% width and height and spinner centered as the background, z-index above other: <div id="qloader" class="myLoader" >&nbsp;</div> Now, when page loads, ajax call is executed to get initial data, qloader div is brought up and it shows the spinner - animated, after ajax call finishes, qloader is hidden by ajaxStop. Next, when I click on a button (show data) to initiate another ajax call, ajaxStart is triggered, but it does not show qloader, it waits until ajaxStop is triggered and then in a blink of eye it shows qloader and hides it. I suspected that ajaxStart is not executed, so I put alert before $("#qloader").show(), then alert would be displayed and after that qloader WOULD be displayed BUT spinner animation would be suspended - no spinning, and after ajaxStop it would get hidden. Without alert in ajaxStart trigger, in subsequent ajax calls div is not shown until just before ajaxStop is triggered. It works fine for the first ajax call, but for subsequent ajax call triggered by click on form button it does not work. Any idea what is wrong with this setup?

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  • Why is my PHP upload script not working?

    - by Turner
    Hello all, I am doing some simple work with uploading a file. I am ignoring error checking and exceptions at this point just to get my uploads working. I have this HTML form: <form action='addResult.php' method='post' enctype='multipart/form-data' target='results_iFrame' onsubmit='startUpload();'> Entry: <input type='text' id='entry' /> Stop: <input type='text' id='stop' /> Final: <input type='text' id='final' /> Chart: <input type='file' id='chart' /> <input type='submit' value='Add' /></form> As you can see, it calls 'addResult.php' within the iFrame 'results_iFrame'. The Javascript is just for animation purposes and to tell me when things are finished. addResult.php has this code in it (along with processing the other inputs): $upload_dir = "../img/"; $chart_loc = $upload_dir.basename($_FILES['chart']['name']); move_uploaded_file($_FILES['chart']['tmp_name'], $chart_loc); print_r($_FILES); It uses the 'chart' input from the form and tries to upload it. I have the print_r() function to display some information on $_FILES, but the array is empty, thus making this fail. What could I be doing wrong?

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  • Slider with buttons. How to improve?

    - by Kalinin
    I need to make slider. I have content (which should shift horizontally) and two buttons - "right" and "left". If you press the button and hold it, the content starts to move (in the appropriate direction). If you not hold the button, then the movement stops. This behavior is copies the behavior of usual window scrollbar. I wrote code: var animateTime = 1, offsetStep = 5; //event handling for buttons "left", "right" $('.bttR, .bttL') .mousedown(function() { scrollContent.data('loop', true).loopingAnimation($(this)); }) .bind("mouseup mouseout", function(){ scrollContent.data('loop', false); }); $.fn.loopingAnimation = function(el){ if(this.data('loop') == true){ var leftOffsetStr; leftOffsetInt = parseInt(this.css('marginLeft').slice(0, -2)); if(el.attr('class') == 'bttR') leftOffsetStr = (leftOffsetInt - offsetStep).toString() + 'px'; else if(el.attr('class') == 'bttL') leftOffsetStr = (leftOffsetInt + offsetStep).toString() + 'px'; this.animate({marginLeft: leftOffsetStr}, animateTime, function(){ $(this).loopingAnimation(el); }) } return this; } But it does have a few things that I do not like: Always call the function animation (loopingAnimation) - I think that this is an extra load (not good). When moving content he "twitches and trembling" - (it's not pretty). How can I solve this problem more elegantly and without the drawbacks of my code?

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  • iphone viewWillAppear not firing

    - by chzk
    I've read numerous posts about people having problems with viewWillAppear when you do not create your view heirarchy JUST right. My problem is I can't figure out what that means. If I create a RootViewController and call addSubView on that controller, I would expect the added view(s) to be wired up for viewWillAppear events. Does anyone have an example of a complex programmatic view heirarchy that successfully recieves viewWillAppear events at every level? Apple Docs state: Warning: If the view belonging to a view controller is added to a view hierarchy directly, the view controller will not receive this message. If you insert or add a view to the view hierarchy, and it has a view controller, you should send the associated view controller this message directly. Failing to send the view controller this message will prevent any associated animation from being displayed. The problem is that they don't describe how to do this. What the hell does "directly" mean. How do you "indirectly" add a view. I am fairly new to Cocoa and iPhone so it would be nice if there were useful examples from Apple besides the basic Hello World crap. Any help is greatly appreciated...

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  • Disabling repeating keyboard down event in as3

    - by psy-sci
    now I'm trying to make the keyboard events to stop repeating. My idea was to have a true and false condition for when the key is pressed so that it wont repeat if the key is down already. //Mouse Event Over keyCButton.addEventListener(MouseEvent.MOUSE_OVER, function(){gotoAndStop(2)}); //Variable var Qkey:uint = 81; //Key Down Event stage.addEventListener(KeyboardEvent.KEY_DOWN, keydown); var soundplayed = false; function keydown(event:KeyboardEvent){ if (event.keyCode==Qkey) { this.soundplayed=true;} } if (this.soundplayed==false){ gotoAndPlay(3); } else {} //Key Up Event stage.addEventListener(KeyboardEvent.KEY_UP, keyup); function keyup(event:KeyboardEvent){ if (event.keyCode==Qkey) { this.soundplayed=true; gotoAndStop(1); } } doing this just turns off the key event I think i need to add a "&& keyDown..." to "if (this.soundplayed==true)" but i dont know how to do it without getting errors here is the keyboard player i'm trying to fix http://soulseekrecords.org/psysci/animation/piano.html

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