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  • How to automatically render all opaque meshes with a specific shader?

    - by dsilva.vinicius
    I have a specular outline shader that I want to be used on all opaque meshes of the scene whenever a specific camera renders. The shader is working properly when it is manually applied to some material. The shader is as follows: Shader "Custom/Outline" { Properties { _Color ("Main Color", Color) = (.5,.5,.5,1) _OutlineColor ("Outline Color", Color) = (1,0.5,0,1) _Outline ("Outline width", Range (0.0, 0.1)) = .05 _SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 1) _Shininess ("Shininess", Range (0.03, 1)) = 0.078125 _MainTex ("Base (RGB) Gloss (A)", 2D) = "white" {} } SubShader { Tags { "Queue"="Overlay" "RenderType"="Opaque" } Pass { Name "OUTLINE" Tags { "LightMode" = "Always" } Cull Off ZWrite Off // Uncomment to show outline always. //ZTest Always CGPROGRAM #pragma target 3.0 #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float3 normal : NORMAL; }; struct v2f { float4 pos : POSITION; float4 color : COLOR; }; float _Outline; float4 _OutlineColor; v2f vert(appdata v) { // just make a copy of incoming vertex data but scaled according to normal direction v2f o; o.pos = mul(UNITY_MATRIX_MVP, v.vertex); float3 norm = mul ((float3x3)UNITY_MATRIX_IT_MV, v.normal); float2 offset = TransformViewToProjection(norm.xy); o.pos.xy += offset * o.pos.z * _Outline; o.color = _OutlineColor; return o; } float4 frag(v2f fromVert) : COLOR { return fromVert.color; } ENDCG } UsePass "Specular/FORWARD" } FallBack "Specular" } The camera used fot the effect has just a script component which setups the shader replacement: using UnityEngine; using System.Collections; public class DetectiveEffect : MonoBehaviour { public Shader EffectShader; // Use this for initialization void Start () { this.camera.SetReplacementShader(EffectShader, "RenderType=Opaque"); } // Update is called once per frame void Update () { } } Unfortunately, whenever I use this camera I just see the background color. Any ideas?

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  • Simplest way to render image over top of another with another image used as mask in OpenGL?

    - by Adam Naylor
    The effect I'm looking for is to have a single large background image that is always visible (at full alpha) and then show a second image (what I call a light map or specular map) that is partially shown over the top based on a third image (which is effectively a mask). The effect is similar to this effect except instead of simply darkening or lightening the background image using the third image it needs to mask the second without effecting the first at all. The third image is the only one that moves therefore hard baking the third images alpha into the second image isn't an option. If my explanation isn't clear I'll provide visual examples when I have more time. I'd prefer not to go down a shader route as I haven't taught myself this area yet so unless I have too I'd rather try to achieve this with simple alpha blending. Happy to use a shader approach. Cheers. Additional These third images are obviously light sources being cast onto the first image showing the specular information from the second image to simulate the light 'shining' off the objects in the first image. The solution I implement will need to allow two light sources to potentially overlap so my current thoughts are that the alpha values of the two images will need to be combined (Added?) to produce a final image which masks the second image? Don't worry about things like coloured lights. For this technique the lights are all considered white.

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  • When Your ASP.NET MVC Custom Error Doesn't Render...

    You've put [HandleError] on your controller and you've set <customErrors mode="On"> in the web.config file. So why do you still see the yellow screen of death? I've heard various wrong explanations for this phenomena, including "it only works under IIS" and "it only works in release mode". But the custom error view does work in debug mode and it does work with the Visual Studio WebDev web server. I think the most common reason for the error view not to display is because the error view throws...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • When Your ASP.NET MVC Custom Error Doesn't Render...

    You've put [HandleError] on your controller and you've set <customErrors mode="On"> in the web.config file. So why do you still see the yellow screen of death? I've heard various wrong explanations for this phenomena, including "it only works under IIS" and "it only works in release mode". But the custom error view does work in debug mode and it does work with the Visual Studio WebDev web server. I think the most common reason for the error view not to display is because the error view throws...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • How to render 3D models as SVG vector graphics? (planar projection)

    - by Jan
    This image (original SVG from Wikipedia, public domain) was created using the following procedure: Create a 3D model in Google sketchup Export as PDF Import in Inkscape Save as SVG Is there a straightforward way to produce such a SVG with software that runs (natively) on Ubuntu? (Pantograph, a Blender plugin, has only broken download links; VRM, another Blender plugin works with Belnder 2.4x, but not with Blender 2.6x.)

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  • What techniques can I use to render very large numbers of objects more efficiently in OpenGL?

    - by Luke
    You can think of my application as drawing a very large ball-and-stick diagram (or graph). At times, this graph can get very large, where the number of elements even outnumbers the pixels on the screen. Currently I am simply passing all of my textures (as GL_POINTS) and lines to the graphics card using VBO's. When the number of elements outnumbers the number of pixels, is this the most efficient way to do this? Or should I do some calculations on the CPU side before handing everything over to the GPU? If it matters, I do use GL_DEPTH_TEST and GL_ALPHA_TEST. I do some alpha blending, but probably not enough to make a huge performance difference. My scene can be static at times, but the user has control over a typical arc-ball camera and can pan, rotate, or zoom. It is during these operations that performance degradation is noticeable.

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  • Control Attributes render Encoded on dot net 4 - how to disable the encoding ?

    - by Aristos
    I have an issue in asp.net 4. When I add an attribute on controls, then the render it encoded. For example, when I type this code txtQuestion.Attributes["onfocus"] = "if(this.value == this.title) { this.value = ''; this.style.backgroundColor='#FEFDE0'; this.style.color='#000000'; }"; I get render onfocus="if(this.value == this.title){this.value = &#39;&#39;;this.style.backgroundColor=&#39;#FEFDE0&#39;; this.style.color=&#39;#000000&#39;;}" And every ' hash been change to & #39; Is there a way to disable this new future only on some controls ? or an easy way to make a custom render ? My Fail tries I have all ready try some thinks but I fail. For example this fails. txtQuestion.RenderingCompatibility = new Version("3.5"); I also locate the point that this attributes renders and is on public virtual void RenderBeginTag(HtmlTextWriterTag tagKey) function, there every attribute have a flag if he wish to be encoded, but I do not know how can anyone set it or not. Anyway, thank you in advanced.

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  • "render as JSON" is display JSON as text instead of returning it to AJAX call as expected

    - by typoknig
    I'm navigating to the index action of MyController. Some of the on the index page I'm making an AJAX call back to myAction in MyController. I expect myAction action to return some data as JSON to my AJAX call so I can do something with the data client side, but instead of returning the data as JSON like I want, the data is being displayed as text. Example of my Grails controller: class MyController { def index() { render( view: "myView" ) } def myAction { def mapOfStuff = [ "foo": "foo", "bar":] render mapOfStuff as JSON } } Example of my JavaScript: $( function() { function callMyAction() { $.ajax({ dataType: 'json', url: base_url + '/myController/myAction', success: function( data ) { $(function() { if( data.foo ) { alert( data.foo ); } if( data.bar ) { alert( data.bar ); } }); } }); } }); What I expect is that my page will render, then my JavaScript will be called, then two alerts will display. Instead the JSON array is displayed as text in my browser window: {"foo":"foo","bar":"bar"} At this point the last segment of the URL in my address bar is myAction and not index. Now if I manually enter the URL of the index page and press refresh, all works as expected. I have half a dozen AJAX calls I do the exact same way and none of them are having problems. What is the deal here? UPDATE: I have noticed something. When I set a break point in the index action of MyController and another one in the myAction action, the break point in myAction gets hit BEFORE the break point in index, even though I am navigating to the index. This is obviously closer to the root cause of my problem, but why is it happening?

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  • How can I make monodevelop render text in KDE?

    - by Spikolynn
    Monodevelop from git in KDE 4.10.2 does not render text in code edit tabs I tried with xfce and text is rendered ok there. I tried disabling composition with alt shift f12 and restarting x server but it was no better. I also tried disabling font softening in monodevelop options and disabling plugins. I also tried temporarily deleting my KDE profile. This is dual screen setup on Nvidia with nouveau. OS is slackware64-current.

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  • C# XNA Handle mouse events?

    - by user406470
    I'm making a 2D game engine called Clixel over on GitHub. The problem I have relates to two classes, ClxMouse and ClxButton. In it I have a mouse class - the code for that can be viewed here. ClxMouse using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; namespace org.clixel { public class ClxMouse : ClxSprite { private MouseState _curmouse, _lastmouse; public int Sensitivity = 3; public bool Lock = true; public Vector2 Change { get { return new Vector2(_curmouse.X - _lastmouse.X, _curmouse.Y - _lastmouse.Y); } } private int _scrollwheel; public int ScrollWheel { get { return _scrollwheel; } } public bool LeftDown { get { if (_curmouse.LeftButton == ButtonState.Pressed) return true; else return false; } } public bool RightDown { get { if (_curmouse.RightButton == ButtonState.Pressed) return true; else return false; } } public bool MiddleDown { get { if (_curmouse.MiddleButton == ButtonState.Pressed) return true; else return false; } } public bool LeftPressed { get { if (_curmouse.LeftButton == ButtonState.Pressed && _lastmouse.LeftButton == ButtonState.Released) return true; else return false; } } public bool RightPressed { get { if (_curmouse.RightButton == ButtonState.Pressed && _lastmouse.RightButton == ButtonState.Released) return true; else return false; } } public bool MiddlePressed { get { if (_curmouse.MiddleButton == ButtonState.Pressed && _lastmouse.MiddleButton == ButtonState.Released) return true; else return false; } } public bool LeftReleased { get { if (_curmouse.LeftButton == ButtonState.Released && _lastmouse.LeftButton == ButtonState.Pressed) return true; else return false; } } public bool RightReleased { get { if (_curmouse.RightButton == ButtonState.Released && _lastmouse.RightButton == ButtonState.Pressed) return true; else return false; } } public bool MiddleReleased { get { if (_curmouse.MiddleButton == ButtonState.Released && _lastmouse.MiddleButton == ButtonState.Pressed) return true; else return false; } } public MouseState CurMouse { get { return _curmouse; } } public MouseState LastMouse { get { return _lastmouse; } } public ClxMouse() : base(ClxG.Textures.Default.Cursor) { _curmouse = Mouse.GetState(); _lastmouse = _curmouse; CollisionBox = new Rectangle(ClxG.Screen.Center.X, ClxG.Screen.Center.Y, Texture.Width, Texture.Height); this.Solid = false; DefaultPosition = new Vector2(CollisionBox.X, CollisionBox.Y); Mouse.SetPosition(CollisionBox.X, CollisionBox.Y); } public ClxMouse(Texture2D _texture) : base(_texture) { _curmouse = Mouse.GetState(); _lastmouse = _curmouse; CollisionBox = new Rectangle(ClxG.Screen.Center.X, ClxG.Screen.Center.Y, Texture.Width, Texture.Height); DefaultPosition = new Vector2(CollisionBox.X, CollisionBox.Y); } public override void Update() { _lastmouse = _curmouse; _curmouse = Mouse.GetState(); if (_curmouse != _lastmouse) { if (ClxG.Game.IsActive) { _scrollwheel = _curmouse.ScrollWheelValue; Velocity = new Vector2(Change.X / Sensitivity, Change.Y / Sensitivity); if (Lock) Mouse.SetPosition(ClxG.Screen.Center.X, ClxG.Screen.Center.Y); _curmouse = Mouse.GetState(); } base.Update(); } } public override void Draw(SpriteBatch _sb) { base.Draw(_sb); } } } ClxButton using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; namespace org.clixel { public class ClxButton : ClxSprite { /// <summary> /// The color when the mouse is over the button /// </summary> public Color HoverColor; /// <summary> /// The color when the color is being clicked /// </summary> public Color ClickColor; /// <summary> /// The color when the button is inactive /// </summary> public Color InactiveColor; /// <summary> /// The color when the button is active /// </summary> public Color ActiveColor; /// <summary> /// The color after the button has been clicked. /// </summary> public Color ClickedColor; /// <summary> /// The text to be displayed on the button, set to "" if no text is needed. /// </summary> public string Text; /// <summary> /// The ClxText object to be displayed. /// </summary> public ClxText TextRender; /// <summary> /// The ClxState that should be ResetAndShow() when the button is clicked. /// </summary> public ClxState ClickState; /// <summary> /// Collision check to make sure onCollide() only runs once per frame, /// since only the mouse needs to be collision checked. /// </summary> private bool _runonce = false; /// <summary> /// Gets a value indicating whether this instance is colliding. /// </summary> /// <value> /// <c>true</c> if this instance is colliding; otherwise, <c>false</c>. /// </value> public bool IsColliding { get { return _runonce; } } /// <summary> /// Initializes a new instance of the <see cref="ClxButton"/> class. /// </summary> public ClxButton() : base(ClxG.Textures.Default.Button) { HoverColor = Color.Red; ClickColor = Color.Blue; InactiveColor = Color.Gray; ActiveColor = Color.White; ClickedColor = Color.Yellow; Text = Name + ID + " Unset!"; TextRender = new ClxText(); TextRender.Text = Text; TextRender.TextPadding = new Vector2(5, 5); ClickState = null; CollideObjects(ClxG.Mouse); } /// <summary> /// Initializes a new instance of the <see cref="ClxButton"/> class. /// </summary> /// <param name="_texture">The button texture.</param> public ClxButton(Texture2D _texture) : base(_texture) { HoverColor = Color.Red; ClickColor = Color.Blue; InactiveColor = Color.Gray; ActiveColor = Color.White; ClickedColor = Color.Yellow; Texture = _texture; Text = Name + ID; TextRender = new ClxText(); TextRender.Name = this.Name + ".TextRender"; TextRender.Text = Text; TextRender.TextPadding = new Vector2(5, 5); TextRender.Reset(); ClickState = null; CollideObjects(ClxG.Mouse); } /// <summary> /// Draws the debug information, run from ClxG.DrawDebug unless manual control is assumed. /// </summary> /// <param name="_sb">SpriteBatch used for drawing.</param> public override void DrawDebug(SpriteBatch _sb) { _runonce = false; TextRender.DrawDebug(_sb); _sb.Draw(Texture, ActualRectangle, new Rectangle(0, 0, Texture.Width, Texture.Height), DebugColor, Rotation, Origin, Flip, Layer); _sb.Draw(ClxG.Textures.Default.DebugBG, new Rectangle(ActualRectangle.X - DebugLineWidth, ActualRectangle.Y - DebugLineWidth, ActualRectangle.Width + DebugLineWidth * 2, ActualRectangle.Height + DebugLineWidth * 2), new Rectangle(0, 0, ClxG.Textures.Default.DebugBG.Width, ClxG.Textures.Default.DebugBG.Height), DebugOutline, Rotation, Origin, Flip, Layer - 0.1f); _sb.Draw(ClxG.Textures.Default.DebugBG, ActualRectangle, new Rectangle(0, 0, ClxG.Textures.Default.DebugBG.Width, ClxG.Textures.Default.DebugBG.Height), DebugBGColor, Rotation, Origin, Flip, Layer - 0.01f); } /// <summary> /// Draws using the SpriteBatch, run from ClxG.Draw unless manual control is assumed. /// </summary> /// <param name="_sb">SpriteBatch used for drawing.</param> public override void Draw(SpriteBatch _sb) { _runonce = false; TextRender.Draw(_sb); if (Visible) if (Debug) { DrawDebug(_sb); } else _sb.Draw(Texture, ActualRectangle, new Rectangle(0, 0, Texture.Width, Texture.Height), Color, Rotation, Origin, Flip, Layer); } /// <summary> /// Updates this instance. /// </summary> public override void Update() { if (this.Color != ActiveColor) this.Color = ActiveColor; TextRender.Layer = this.Layer + 0.03f; TextRender.Text = Text; TextRender.Scale = .5f; TextRender.Name = this.Name + ".TextRender"; TextRender.Origin = new Vector2(TextRender.CollisionBox.Center.X, TextRender.CollisionBox.Center.Y); TextRender.Center(this); TextRender.Update(); this.CollisionBox.Width = (int)(TextRender.CollisionBox.Width * TextRender.Scale) + (int)(TextRender.TextPadding.X * 2); this.CollisionBox.Height = (int)(TextRender.CollisionBox.Height * TextRender.Scale) + (int)(TextRender.TextPadding.Y * 2); base.Update(); } /// <summary> /// Collide event, takes the colliding object to call it's proper collision code. /// You'd want to use something like if(typeof(collider) == typeof(ClxObject) /// </summary> /// <param name="collider">The colliding object.</param> public override void onCollide(ClxObject collider) { if (!_runonce) { _runonce = true; UpdateEvents(); base.onCollide(collider); } } /// <summary> /// Updates the mouse based events. /// </summary> public void UpdateEvents() { onHover(); if (ClxG.Mouse.LeftReleased) { onLeftReleased(); return; } if (ClxG.Mouse.RightReleased) { onRightReleased(); return; } if (ClxG.Mouse.MiddleReleased) { onMiddleReleased(); return; } if (ClxG.Mouse.LeftPressed) { onLeftClicked(); return; } if (ClxG.Mouse.RightPressed) { onRightClicked(); return; } if (ClxG.Mouse.MiddlePressed) { onMiddleClicked(); return; } if (ClxG.Mouse.LeftDown) { onLeftClick(); return; } if (ClxG.Mouse.RightDown) { onRightClick(); return; } if (ClxG.Mouse.MiddleDown) { onMiddleClick(); return; } } /// <summary> /// Shows the state of the click. /// </summary> public void ShowClickState() { if (ClickState != null) { ClickState.ResetAndShow(); } } /// <summary> /// Hover event /// </summary> virtual public void onHover() { this.Color = HoverColor; } /// <summary> /// Left click event /// </summary> virtual public void onLeftClick() { this.Color = ClickColor; } /// <summary> /// Right click event /// </summary> virtual public void onRightClick() { } /// <summary> /// Middle click event /// </summary> virtual public void onMiddleClick() { } /// <summary> /// Left click event, called once per click /// </summary> virtual public void onLeftClicked() { ShowClickState(); } /// <summary> /// Right click event, called once per click /// </summary> virtual public void onRightClicked() { this.Reset(); } /// <summary> /// Middle click event, called once per click /// </summary> virtual public void onMiddleClicked() { } /// <summary> /// Ons the left released. /// </summary> virtual public void onLeftReleased() { this.Color = ClickedColor; } virtual public void onRightReleased() { } virtual public void onMiddleReleased() { } } } The issue I have is that I have all these have event styled methods, especially in ClxButton with all the onLeftClick, onRightClick, etc, etc. Is there a better way for me to handle these events to be a lot more easier for a programmer to use? I was looking at normal events on some other sites, (I'd post them but I need more rep.) and didn't really see a good way to implement delegate events into my framework. I'm not really sure how these events work, could someone possibly lay out how these events are processed for me? TL:DR * Is there a better way to handle events like this? * Are events a viable solution to this problem? Thanks in advance for any help.

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  • Spritebatch drawing sprite with jagged borders

    - by Mutoh
    Alright, I've been on the making of a sprite class and a sprite sheet manager, but have come across this problem. Pretty much, the project is acting like so; for example: Let's take this .png image, with a transparent background. Note how it has alpha-transparent pixels around it in the lineart. Now, in the latter link's image, in the left (with CornflowerBlue background) it is shown the image drawn in another project (let's call it "Project1") with a simpler sprite class - there, it works. The right (with Purple background for differentiating) shows it drawn with a different class in "Project2" - where the problem manifests itself. This is the Sprite class of Project1: using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; namespace WindowsGame2 { class Sprite { Vector2 pos = new Vector2(0, 0); Texture2D image; Rectangle size; float scale = 1.0f; // --- public float X { get { return pos.X; } set { pos.X = value; } } public float Y { get { return pos.Y; } set { pos.Y = value; } } public float Width { get { return size.Width; } } public float Height { get { return size.Height; } } public float Scale { get { return scale; } set { if (value < 0) value = 0; scale = value; if (image != null) { size.Width = (int)(image.Width * scale); size.Height = (int)(image.Height * scale); } } } // --- public void Load(ContentManager Man, string filename) { image = Man.Load<Texture2D>(filename); size = new Rectangle( 0, 0, (int)(image.Width * scale), (int)(image.Height * scale) ); } public void Become(Texture2D frame) { image = frame; size = new Rectangle( 0, 0, (int)(image.Width * scale), (int)(image.Height * scale) ); } public void Draw(SpriteBatch Desenhista) { // Desenhista.Draw(image, pos, Color.White); Desenhista.Draw( image, pos, new Rectangle( 0, 0, image.Width, image.Height ), Color.White, 0.0f, Vector2.Zero, scale, SpriteEffects.None, 0 ); } } } And this is the code in Project2, a rewritten, pretty much, version of the previous class. In this one I added sprite sheet managing and, in particular, removed Load and Become, to allow for static resources and only actual Sprites to be instantiated. using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; namespace Mobby_s_Adventure { // Actually, I might desconsider this, and instead use static AnimationLocation[] and instanciated ID and Frame; // For determining the starting frame of an animation in a sheet and being able to iterate through // the Rectangles vector of the Sheet; class AnimationLocation { public int Location; public int FrameCount; // --- public AnimationLocation(int StartingRow, int StartingColumn, int SheetWidth, int NumberOfFrames) { Location = (StartingRow * SheetWidth) + StartingColumn; FrameCount = NumberOfFrames; } public AnimationLocation(int PositionInSheet, int NumberOfFrames) { Location = PositionInSheet; FrameCount = NumberOfFrames; } public static int CalculatePosition(int StartingRow, int StartingColumn, SheetManager Sheet) { return ((StartingRow * Sheet.Width) + StartingColumn); } } class Sprite { // The general stuff; protected SheetManager Sheet; protected Vector2 Position; public Vector2 Axis; protected Color _Tint; public float Angle; public float Scale; protected SpriteEffects _Effect; // --- // protected AnimationManager Animation; // For managing the animations; protected AnimationLocation[] Animation; public int AnimationID; protected int Frame; // --- // Properties for easy accessing of the position of the sprite; public float X { get { return Position.X; } set { Position.X = Axis.X + value; } } public float Y { get { return Position.Y; } set { Position.Y = Axis.Y + value; } } // --- // Properties for knowing the size of the sprite's frames public float Width { get { return Sheet.FrameWidth * Scale; } } public float Height { get { return Sheet.FrameHeight * Scale; } } // --- // Properties for more stuff; public Color Tint { set { _Tint = value; } } public SpriteEffects Effect { set { _Effect = value; } } public int FrameID { get { return Frame; } set { if (value >= (Animation[AnimationID].FrameCount)) value = 0; Frame = value; } } // --- // The only things that will be constantly modified will be AnimationID and FrameID, anything else only // occasionally; public Sprite(SheetManager SpriteSheet, AnimationLocation[] Animations, Vector2 Location, Nullable<Vector2> Origin = null) { // Assign the sprite's sprite sheet; // (Passed by reference! To allow STATIC sheets!) Sheet = SpriteSheet; // Define the animations that the sprite has available; // (Passed by reference! To allow STATIC animation boundaries!) Animation = Animations; // Defaulting some numerical values; Angle = 0.0f; Scale = 1.0f; _Tint = Color.White; _Effect = SpriteEffects.None; // If the user wants a default Axis, it is set in the middle of the frame; if (Origin != null) Axis = Origin.Value; else Axis = new Vector2( Sheet.FrameWidth / 2, Sheet.FrameHeight / 2 ); // Now that we have the axis, we can set the position with no worries; X = Location.X; Y = Location.Y; } // Simply put, draw the sprite with all its characteristics; public void Draw(SpriteBatch Drafter) { Drafter.Draw( Sheet.Texture, Position, Sheet.Rectangles[Animation[AnimationID].Location + FrameID], // Find the rectangle which frames the wanted image; _Tint, Angle, Axis, Scale, _Effect, 0.0f ); } } } And, in any case, this is the SheetManager class found in the previous code: using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; namespace Mobby_s_Adventure { class SheetManager { protected Texture2D SpriteSheet; // For storing the sprite sheet; // Number of rows and frames in each row in the SpriteSheet; protected int NumberOfRows; protected int NumberOfColumns; // Size of a single frame; protected int _FrameWidth; protected int _FrameHeight; public Rectangle[] Rectangles; // For storing each frame; // --- public int Width { get { return NumberOfColumns; } } public int Height { get { return NumberOfRows; } } // --- public int FrameWidth { get { return _FrameWidth; } } public int FrameHeight { get { return _FrameHeight; } } // --- public Texture2D Texture { get { return SpriteSheet; } } // --- public SheetManager (Texture2D Texture, int Rows, int FramesInEachRow) { // Normal assigning SpriteSheet = Texture; NumberOfRows = Rows; NumberOfColumns = FramesInEachRow; _FrameHeight = Texture.Height / NumberOfRows; _FrameWidth = Texture.Width / NumberOfColumns; // Framing everything Rectangles = new Rectangle[NumberOfRows * NumberOfColumns]; int ID = 0; for (int i = 0; i < NumberOfRows; i++) { for (int j = 0; j < NumberOfColumns; j++) { Rectangles[ID] = new Rectangle ( _FrameWidth * j, _FrameHeight * i, _FrameWidth, _FrameHeight ); ID++; } } } public SheetManager (Texture2D Texture, int NumberOfFrames): this(Texture, 1, NumberOfFrames) { } } } For even more comprehending, if needed, here is how the main code looks like (it's just messing with the class' capacities, nothing actually; the result is a disembodied feet walking in place animation on the top-left of the screen and a static axe nearby): using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; using System.Threading; namespace Mobby_s_Adventure { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; static List<Sprite> ToDraw; static Texture2D AxeSheet; static Texture2D FeetSheet; static SheetManager Axe; static Sprite Jojora; static AnimationLocation[] Hack = new AnimationLocation[1]; static SheetManager Feet; static Sprite Mutoh; static AnimationLocation[] FeetAnimations = new AnimationLocation[2]; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; this.TargetElapsedTime = TimeSpan.FromMilliseconds(100); this.IsFixedTimeStep = true; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // Loading logic ToDraw = new List<Sprite>(); AxeSheet = Content.Load<Texture2D>("Sheet"); FeetSheet = Content.Load<Texture2D>("Feet Sheet"); Axe = new SheetManager(AxeSheet, 1); Hack[0] = new AnimationLocation(0, 1); Jojora = new Sprite(Axe, Hack, new Vector2(100, 100), new Vector2(5, 55)); Jojora.AnimationID = 0; Jojora.FrameID = 0; Feet = new SheetManager(FeetSheet, 8); FeetAnimations[0] = new AnimationLocation(1, 7); FeetAnimations[1] = new AnimationLocation(0, 1); Mutoh = new Sprite(Feet, FeetAnimations, new Vector2(0, 0)); Mutoh.AnimationID = 0; Mutoh.FrameID = 0; } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // Update logic Mutoh.FrameID++; ToDraw.Add(Mutoh); ToDraw.Add(Jojora); base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Purple); // Drawing logic spriteBatch.Begin(); foreach (Sprite Element in ToDraw) { Element.Draw(spriteBatch); } spriteBatch.Draw(Content.Load<Texture2D>("Sheet"), new Rectangle(50, 50, 55, 60), Color.White); spriteBatch.End(); base.Draw(gameTime); } } } Please help me find out what I'm overlooking! One thing that I have noticed and could aid is that, if inserted the equivalent of this code spriteBatch.Draw( Content.Load<Texture2D>("Image Location"), new Rectangle(X, Y, images width, height), Color.White ); in Project2's Draw(GameTime) of the main loop, it works. EDIT Ok, even if the matter remains unsolved, I have made some more progress! As you see, I managed to get the two kinds of rendering in the same project (the aforementioned Project2, with the more complex Sprite class). This was achieved by adding the following code to Draw(GameTime): protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Purple); // Drawing logic spriteBatch.Begin(); foreach (Sprite Element in ToDraw) { Element.Draw(spriteBatch); } // Starting here spriteBatch.Draw( Axe.Texture, new Vector2(65, 100), new Rectangle ( 0, 0, Axe.FrameWidth, Axe.FrameHeight ), Color.White, 0.0f, new Vector2(0, 0), 1.0f, SpriteEffects.None, 0.0f ); // Ending here spriteBatch.End(); base.Draw(gameTime); } (Supposing that Axe is the SheetManager containing the texture, sorry if the "jargons" of my code confuse you :s) Thus, I have noticed that the problem is within the Sprite class. But I only get more clueless, because even after modifying its Draw function to this: public void Draw(SpriteBatch Drafter) { /*Drafter.Draw( Sheet.Texture, Position, Sheet.Rectangles[Animation[AnimationID].Location + FrameID], // Find the rectangle which frames the wanted image; _Tint, Angle, Axis, Scale, _Effect, 0.0f );*/ Drafter.Draw( Sheet.Texture, Position, new Rectangle( 0, 0, Sheet.FrameWidth, Sheet.FrameHeight ), Color.White, 0.0f, Vector2.Zero, Scale, SpriteEffects.None, 0 ); } to make it as simple as the patch of code that works, it still draws the sprite jaggedly!

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  • installed openstack using devstack install shell script but getting 500 error when i try opening dashboard

    - by Arvind
    I followed the instructions at http://devstack.org/guides/single-machine.html to install OpenStack. I first installed Ubuntu on my Windows 7 PC using the officially supported Windows installer for Ubuntu 12.04 LTS. And after that I followed the instructions at above page to install OpenStack. As per instructions, I should be able to access the dashboard aka Horizon, at http://192.168.1.4/ (thats the IP of the PC on which I installed Ubuntu-OpenStack). However I am getting a 500 error web page when I open that. How do I resolve this error? I want to set up a dev environment for OpenStack. For your ref, the whole error message is given now-- FilterError at / /usr/bin/env: node: No such file or directory Request Method: GET Request URL: http://192.168.1.4/ Django Version: 1.4.2 Exception Type: FilterError Exception Value: /usr/bin/env: node: No such file or directory Exception Location: /usr/local/lib/python2.7/dist-packages/compressor/filters/base.py in input, line 133 Python Executable: /usr/bin/python Python Version: 2.7.3 Python Path: ['/opt/stack/horizon/openstack_dashboard/wsgi/../..', '/opt/stack/python-keystoneclient', '/opt/stack/python-novaclient', '/opt/stack/python-openstackclient', '/opt/stack/keystone', '/opt/stack/glance', '/opt/stack/python-glanceclient/setuptools_git-0.4.2-py2.7.egg', '/opt/stack/python-glanceclient', '/opt/stack/nova', '/opt/stack/horizon', '/opt/stack/cinder', '/opt/stack/python-cinderclient', '/usr/local/lib/python2.7/dist-packages', '/usr/lib/python2.7', '/usr/lib/python2.7/plat-linux2', '/usr/lib/python2.7/lib-tk', '/usr/lib/python2.7/lib-old', '/usr/lib/python2.7/lib-dynload', '/usr/lib/python2.7/dist-packages', '/usr/lib/python2.7/dist-packages/PIL', '/usr/lib/python2.7/dist-packages/gst-0.10', '/usr/lib/python2.7/dist-packages/gtk-2.0', '/usr/lib/pymodules/python2.7', '/usr/lib/python2.7/dist-packages/ubuntu-sso-client', '/usr/lib/python2.7/dist-packages/ubuntuone-client', '/usr/lib/python2.7/dist-packages/ubuntuone-control-panel', '/usr/lib/python2.7/dist-packages/ubuntuone-couch', '/usr/lib/python2.7/dist-packages/ubuntuone-storage-protocol', '/opt/stack/horizon/openstack_dashboard'] Server time: Sat, 27 Oct 2012 08:43:29 +0000 Error during template rendering In template /opt/stack/horizon/openstack_dashboard/templates/_stylesheets.html, error at line 3 /usr/bin/env: node: No such file or directory 1 {% load compress %} 2 3 {% compress css %} 4 <link href='{{ STATIC_URL }}dashboard/less/horizon.less' type='text/less' media='screen' rel='stylesheet' /> 5 {% endcompress %} 6 7 <link rel="shortcut icon" href="{{ STATIC_URL }}dashboard/img/favicon.ico"/> 8 Also, the traceback is now given below-- Environment: Request Method: GET Request URL: http://192.168.1.4/ Django Version: 1.4.2 Python Version: 2.7.3 Installed Applications: ('openstack_dashboard', 'django.contrib.contenttypes', 'django.contrib.auth', 'django.contrib.sessions', 'django.contrib.messages', 'django.contrib.staticfiles', 'django.contrib.humanize', 'compressor', 'horizon', 'openstack_dashboard.dashboards.project', 'openstack_dashboard.dashboards.admin', 'openstack_dashboard.dashboards.settings', 'openstack_auth') Installed Middleware: ('django.middleware.common.CommonMiddleware', 'django.middleware.csrf.CsrfViewMiddleware', 'django.contrib.sessions.middleware.SessionMiddleware', 'django.contrib.auth.middleware.AuthenticationMiddleware', 'django.contrib.messages.middleware.MessageMiddleware', 'horizon.middleware.HorizonMiddleware', 'django.middleware.doc.XViewMiddleware', 'django.middleware.locale.LocaleMiddleware') Template error: In template /opt/stack/horizon/openstack_dashboard/templates/_stylesheets.html, error at line 3 /usr/bin/env: node: No such file or directory 1 : {% load compress %} 2 : 3 : {% compress css %} 4 : <link href='{{ STATIC_URL }}dashboard/less/horizon.less' type='text/less' media='screen' rel='stylesheet' /> 5 : {% endcompress %} 6 : 7 : <link rel="shortcut icon" href="{{ STATIC_URL }}dashboard/img/favicon.ico"/> 8 : Traceback: File "/usr/local/lib/python2.7/dist-packages/django/core/handlers/base.py" in get_response 111. response = callback(request, *callback_args, **callback_kwargs) File "/usr/local/lib/python2.7/dist-packages/django/views/decorators/vary.py" in inner_func 36. response = func(*args, **kwargs) File "/opt/stack/horizon/openstack_dashboard/wsgi/../../openstack_dashboard/views.py" in splash 38. return shortcuts.render(request, 'splash.html', {'form': form}) File "/usr/local/lib/python2.7/dist-packages/django/shortcuts/__init__.py" in render 44. return HttpResponse(loader.render_to_string(*args, **kwargs), File "/usr/local/lib/python2.7/dist-packages/django/template/loader.py" in render_to_string 176. return t.render(context_instance) File "/usr/local/lib/python2.7/dist-packages/django/template/base.py" in render 140. return self._render(context) File "/usr/local/lib/python2.7/dist-packages/django/template/base.py" in _render 134. return self.nodelist.render(context) File "/usr/local/lib/python2.7/dist-packages/django/template/base.py" in render 823. bit = self.render_node(node, context) File "/usr/local/lib/python2.7/dist-packages/django/template/debug.py" in render_node 74. return node.render(context) File "/usr/local/lib/python2.7/dist-packages/django/template/loader_tags.py" in render 155. return self.render_template(self.template, context) File "/usr/local/lib/python2.7/dist-packages/django/template/loader_tags.py" in render_template 137. output = template.render(context) File "/usr/local/lib/python2.7/dist-packages/django/template/base.py" in render 140. return self._render(context) File "/usr/local/lib/python2.7/dist-packages/django/template/base.py" in _render 134. return self.nodelist.render(context) File "/usr/local/lib/python2.7/dist-packages/django/template/base.py" in render 823. bit = self.render_node(node, context) File "/usr/local/lib/python2.7/dist-packages/django/template/debug.py" in render_node 74. return node.render(context) File "/usr/local/lib/python2.7/dist-packages/compressor/templatetags/compress.py" in render 147. return self.render_compressed(context, self.kind, self.mode, forced=forced) File "/usr/local/lib/python2.7/dist-packages/compressor/templatetags/compress.py" in render_compressed 107. rendered_output = self.render_output(compressor, mode, forced=forced) File "/usr/local/lib/python2.7/dist-packages/compressor/templatetags/compress.py" in render_output 119. return compressor.output(mode, forced=forced) File "/usr/local/lib/python2.7/dist-packages/compressor/css.py" in output 51. ret.append(subnode.output(*args, **kwargs)) File "/usr/local/lib/python2.7/dist-packages/compressor/css.py" in output 53. return super(CssCompressor, self).output(*args, **kwargs) File "/usr/local/lib/python2.7/dist-packages/compressor/base.py" in output 230. content = self.filter_input(forced) File "/usr/local/lib/python2.7/dist-packages/compressor/base.py" in filter_input 192. for hunk in self.hunks(forced): File "/usr/local/lib/python2.7/dist-packages/compressor/base.py" in hunks 167. precompiled, value = self.precompile(value, **options) File "/usr/local/lib/python2.7/dist-packages/compressor/base.py" in precompile 210. command=command, filename=filename).input(**kwargs) File "/usr/local/lib/python2.7/dist-packages/compressor/filters/base.py" in input 133. raise FilterError(err) Exception Type: FilterError at / Exception Value: /usr/bin/env: node: No such file or directory

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  • OpenGL, how to set a monochrome texture to a colored shape?

    - by Santiago
    I'm developing on Android with OpenGL ES, I draw some cubes and I change its colors with glColor4f. Now, what I want is to give a more realistic effect on the cubes, so I create a monochromatic 8bit depth, 64x64 pixel size PNG file. I loaded on a texture, and here is my problem, witch is the way to combine the color and the texture to get a colorized and textured cubes onto the screen? I'm not an expert on OpenGL, I tried this: On create: public void asignBitmap(GL10 gl, Bitmap bitmap) { int[] textures = new int[1]; gl.glGenTextures(1, textures, 0); mTexture = textures[0]; gl.glBindTexture(GL10.GL_TEXTURE_2D, mTexture); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_NEAREST); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_CLAMP_TO_EDGE); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_CLAMP_TO_EDGE); gl.glTexEnvf(GL10.GL_TEXTURE_ENV, GL10.GL_TEXTURE_ENV_MODE, GL10.GL_REPLACE); GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, GL10.GL_ALPHA, bitmap, 0); ByteBuffer tbb = ByteBuffer.allocateDirect(texCoords.length * 4); tbb.order(ByteOrder.nativeOrder()); mTexBuffer = tbb.asFloatBuffer(); for (int i = 0; i < 48; i++) mTexBuffer.put(texCoords[i]); mTexBuffer.position(0); } And OnDraw: public void draw(GL10 gl, int alphawires) { gl.glColor4f(1.0f, 0.0f, 0.0f, 0.5f); //RED gl.glBindTexture(GL10.GL_TEXTURE_2D, mTexture); gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); gl.glEnable(GL10.GL_TEXTURE_2D); gl.glEnable(GL10.GL_BLEND); gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, mTexBuffer); //Set the face rotation gl.glFrontFace(GL10.GL_CW); //Point to our buffers gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer); //Enable the vertex and color state gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); //Draw the vertices as triangles, based on the Index Buffer information gl.glDrawElements(GL10.GL_TRIANGLES, 36, GL10.GL_UNSIGNED_BYTE, indexBuffer); //Disable the client state before leaving gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glDisable(GL10.GL_BLEND); gl.glDisable(GL10.GL_TEXTURE_2D); } I'm even not sure if I have to use a blend option, because I don't need transparency, but is a plus :)

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  • OpenGL, how to set a monocrome texture to a colored shape?

    - by Santiago
    I'm developing on Android with OpenGL ES, I draw some cubes and I change its colors with glColor4f. Now, what I want is to give a more realistic effect on the cubes, so I create a monochromatic 8bit depth, 64x64 pixel size PNG file. I loaded on a texture, and here is my problem, witch is the way to combine the color and the texture to get a colorized and textured cubes onto the screen? I'm not an expert on OpenGL, I tried this: On create: public void asignBitmap(GL10 gl, Bitmap bitmap) { int[] textures = new int[1]; gl.glGenTextures(1, textures, 0); mTexture = textures[0]; gl.glBindTexture(GL10.GL_TEXTURE_2D, mTexture); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_NEAREST); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_CLAMP_TO_EDGE); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_CLAMP_TO_EDGE); gl.glTexEnvf(GL10.GL_TEXTURE_ENV, GL10.GL_TEXTURE_ENV_MODE, GL10.GL_REPLACE); GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, GL10.GL_ALPHA, bitmap, 0); ByteBuffer tbb = ByteBuffer.allocateDirect(texCoords.length * 4); tbb.order(ByteOrder.nativeOrder()); mTexBuffer = tbb.asFloatBuffer(); for (int i = 0; i < 48; i++) mTexBuffer.put(texCoords[i]); mTexBuffer.position(0); } And OnDraw: public void draw(GL10 gl, int alphawires) { gl.glColor4f(1.0f, 0.0f, 0.0f, 0.5f); //RED gl.glBindTexture(GL10.GL_TEXTURE_2D, mTexture); gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); gl.glEnable(GL10.GL_TEXTURE_2D); gl.glEnable(GL10.GL_BLEND); gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, mTexBuffer); //Set the face rotation gl.glFrontFace(GL10.GL_CW); //Point to our buffers gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer); //Enable the vertex and color state gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); //Draw the vertices as triangles, based on the Index Buffer information gl.glDrawElements(GL10.GL_TRIANGLES, 36, GL10.GL_UNSIGNED_BYTE, indexBuffer); //Disable the client state before leaving gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glDisable(GL10.GL_BLEND); gl.glDisable(GL10.GL_TEXTURE_2D); } I'm even not sure if I have to use a blend option, because I don't need transparency, but is a plus :) Thank's

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  • How do I separate codes with classes?

    - by Trycon
    I have this main class: package javagame; import org.newdawn.slick.GameContainer; import org.newdawn.slick.Graphics; import org.newdawn.slick.SlickException; import org.newdawn.slick.state.BasicGameState; import org.newdawn.slick.state.StateBasedGame; public class tests extends BasicGameState{ public boolean render=false; tests1 test = new tests1(); public tests(int test) { // TODO Auto-generated constructor stub } @Override public void init(GameContainer arg0, StateBasedGame arg1) throws SlickException { // TODO Auto-generated method stub } @Override public void render(GameContainer arg0, StateBasedGame arg1, Graphics g) throws SlickException { // TODO Auto-generated method stub if(render==true) { g.drawString("Hello",100,100); } } @Override public void update(GameContainer gc, StateBasedGame s, int delta) throws SlickException { // TODO Auto-generated method stub test.render=render; test.update(gc, s, delta); } @Override public int getID() { // TODO Auto-generated method stub return 1000; } } and its sub-class: package javagame; import org.newdawn.slick.GameContainer; import org.newdawn.slick.Input; import org.newdawn.slick.state.StateBasedGame; public class tests1 { public boolean render; public void update(GameContainer gc, StateBasedGame s, int delta) { Input input = gc.getInput(); if(input.isKeyPressed(Input.KEY_X)) { render=true; } } } I was finding a way to prevent many codes in one class. I'm new to java. When I try running my game, then when I press X, it does not work. How am I suppose to fix that?

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  • An Introduction to jQuery Templates

    - by Stephen Walther
    The goal of this blog entry is to provide you with enough information to start working with jQuery Templates. jQuery Templates enable you to display and manipulate data in the browser. For example, you can use jQuery Templates to format and display a set of database records that you have retrieved with an Ajax call. jQuery Templates supports a number of powerful features such as template tags, template composition, and wrapped templates. I’ll concentrate on the features that I think that you will find most useful. In order to focus on the jQuery Templates feature itself, this blog entry is server technology agnostic. All the samples use HTML pages instead of ASP.NET pages. In a future blog entry, I’ll focus on using jQuery Templates with ASP.NET Web Forms and ASP.NET MVC (You can do some pretty powerful things when jQuery Templates are used on the client and ASP.NET is used on the server). Introduction to jQuery Templates The jQuery Templates plugin was developed by the Microsoft ASP.NET team in collaboration with the open-source jQuery team. While working at Microsoft, I wrote the original proposal for jQuery Templates, Dave Reed wrote the original code, and Boris Moore wrote the final code. The jQuery team – especially John Resig – was very involved in each step of the process. Both the jQuery community and ASP.NET communities were very active in providing feedback. jQuery Templates will be included in the jQuery core library (the jQuery.js library) when jQuery 1.5 is released. Until jQuery 1.5 is released, you can download the jQuery Templates plugin from the jQuery Source Code Repository or you can use jQuery Templates directly from the ASP.NET CDN. The documentation for jQuery Templates is already included with the official jQuery documentation at http://api.jQuery.com. The main entry for jQuery templates is located under the topic plugins/templates. A Basic Sample of jQuery Templates Let’s start with a really simple sample of using jQuery Templates. We’ll use the plugin to display a list of books stored in a JavaScript array. Here’s the complete code: <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html > <head> <title>Intro</title> <link href="0_Site.css" rel="stylesheet" type="text/css" /> </head> <body> <div id="pageContent"> <h1>ASP.NET Bookstore</h1> <div id="bookContainer"></div> </div> <script id="bookTemplate" type="text/x-jQuery-tmpl"> <div> <img src="BookPictures/${picture}" alt="" /> <h2>${title}</h2> price: ${formatPrice(price)} </div> </script> <script type="text/javascript" src="http://ajax.aspnetcdn.com/ajax/jQuery/jquery-1.4.4.js"></script> <script type="text/javascript" src="http://ajax.aspnetcdn.com/ajax/jquery.templates/beta1/jquery.tmpl.js"></script> <script type="text/javascript"> // Create an array of books var books = [ { title: "ASP.NET 4 Unleashed", price: 37.79, picture: "AspNet4Unleashed.jpg" }, { title: "ASP.NET MVC Unleashed", price: 44.99, picture: "AspNetMvcUnleashed.jpg" }, { title: "ASP.NET Kick Start", price: 4.00, picture: "AspNetKickStart.jpg" }, { title: "ASP.NET MVC Unleashed iPhone", price: 44.99, picture: "AspNetMvcUnleashedIPhone.jpg" }, ]; // Render the books using the template $("#bookTemplate").tmpl(books).appendTo("#bookContainer"); function formatPrice(price) { return "$" + price.toFixed(2); } </script> </body> </html> When you open this page in a browser, a list of books is displayed: There are several things going on in this page which require explanation. First, notice that the page uses both the jQuery 1.4.4 and jQuery Templates libraries. Both libraries are retrieved from the ASP.NET CDN: <script type="text/javascript" src="http://ajax.aspnetcdn.com/ajax/jQuery/jquery-1.4.4.js"></script> <script type="text/javascript" src="http://ajax.aspnetcdn.com/ajax/jquery.templates/beta1/jquery.tmpl.js"></script> You can use the ASP.NET CDN for free (even for production websites). You can learn more about the files included on the ASP.NET CDN by visiting the ASP.NET CDN documentation page. Second, you should notice that the actual template is included in a script tag with a special MIME type: <script id="bookTemplate" type="text/x-jQuery-tmpl"> <div> <img src="BookPictures/${picture}" alt="" /> <h2>${title}</h2> price: ${formatPrice(price)} </div> </script> This template is displayed for each of the books rendered by the template. The template displays a book picture, title, and price. Notice that the SCRIPT tag which wraps the template has a MIME type of text/x-jQuery-tmpl. Why is the template wrapped in a SCRIPT tag and why the strange MIME type? When a browser encounters a SCRIPT tag with an unknown MIME type, it ignores the content of the tag. This is the behavior that you want with a template. You don’t want a browser to attempt to parse the contents of a template because this might cause side effects. For example, the template above includes an <img> tag with a src attribute that points at “BookPictures/${picture}”. You don’t want the browser to attempt to load an image at the URL “BookPictures/${picture}”. Instead, you want to prevent the browser from processing the IMG tag until the ${picture} expression is replaced by with the actual name of an image by the jQuery Templates plugin. If you are not worried about browser side-effects then you can wrap a template inside any HTML tag that you please. For example, the following DIV tag would also work with the jQuery Templates plugin: <div id="bookTemplate" style="display:none"> <div> <h2>${title}</h2> price: ${formatPrice(price)} </div> </div> Notice that the DIV tag includes a style=”display:none” attribute to prevent the template from being displayed until the template is parsed by the jQuery Templates plugin. Third, notice that the expression ${…} is used to display the value of a JavaScript expression within a template. For example, the expression ${title} is used to display the value of the book title property. You can use any JavaScript function that you please within the ${…} expression. For example, in the template above, the book price is formatted with the help of the custom JavaScript formatPrice() function which is defined lower in the page. Fourth, and finally, the template is rendered with the help of the tmpl() method. The following statement selects the bookTemplate and renders an array of books using the bookTemplate. The results are appended to a DIV element named bookContainer by using the standard jQuery appendTo() method. $("#bookTemplate").tmpl(books).appendTo("#bookContainer"); Using Template Tags Within a template, you can use any of the following template tags. {{tmpl}} – Used for template composition. See the section below. {{wrap}} – Used for wrapped templates. See the section below. {{each}} – Used to iterate through a collection. {{if}} – Used to conditionally display template content. {{else}} – Used with {{if}} to conditionally display template content. {{html}} – Used to display the value of an HTML expression without encoding the value. Using ${…} or {{= }} performs HTML encoding automatically. {{= }}-- Used in exactly the same way as ${…}. {{! }} – Used for displaying comments. The contents of a {{!...}} tag are ignored. For example, imagine that you want to display a list of blog entries. Each blog entry could, possibly, have an associated list of categories. The following page illustrates how you can use the { if}} and {{each}} template tags to conditionally display categories for each blog entry:   <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml"> <head> <title>each</title> <link href="1_Site.css" rel="stylesheet" type="text/css" /> </head> <body> <div id="blogPostContainer"></div> <script id="blogPostTemplate" type="text/x-jQuery-tmpl"> <h1>${postTitle}</h1> <p> ${postEntry} </p> {{if categories}} Categories: {{each categories}} <i>${$value}</i> {{/each}} {{else}} Uncategorized {{/if}} </script> <script type="text/javascript" src="http://ajax.aspnetcdn.com/ajax/jQuery/jquery-1.4.4.js"></script> <script type="text/javascript" src="http://ajax.aspnetcdn.com/ajax/jquery.templates/beta1/jquery.tmpl.js"></script> <script type="text/javascript"> var blogPosts = [ { postTitle: "How to fix a sink plunger in 5 minutes", postEntry: "Lorem ipsum dolor sit amet, consectetuer adipiscing elit. Maecenas porttitor congue massa. Fusce posuere, magna sed pulvinar ultricies, purus lectus malesuada libero, sit amet commodo magna eros quis urna.", categories: ["HowTo", "Sinks", "Plumbing"] }, { postTitle: "How to remove a broken lightbulb", postEntry: "Lorem ipsum dolor sit amet, consectetuer adipiscing elit. Maecenas porttitor congue massa. Fusce posuere, magna sed pulvinar ultricies, purus lectus malesuada libero, sit amet commodo magna eros quis urna.", categories: ["HowTo", "Lightbulbs", "Electricity"] }, { postTitle: "New associate website", postEntry: "Lorem ipsum dolor sit amet, consectetuer adipiscing elit. Maecenas porttitor congue massa. Fusce posuere, magna sed pulvinar ultricies, purus lectus malesuada libero, sit amet commodo magna eros quis urna." } ]; // Render the blog posts $("#blogPostTemplate").tmpl(blogPosts).appendTo("#blogPostContainer"); </script> </body> </html> When this page is opened in a web browser, the following list of blog posts and categories is displayed: Notice that the first and second blog entries have associated categories but the third blog entry does not. The third blog entry is “Uncategorized”. The template used to render the blog entries and categories looks like this: <script id="blogPostTemplate" type="text/x-jQuery-tmpl"> <h1>${postTitle}</h1> <p> ${postEntry} </p> {{if categories}} Categories: {{each categories}} <i>${$value}</i> {{/each}} {{else}} Uncategorized {{/if}} </script> Notice the special expression $value used within the {{each}} template tag. You can use $value to display the value of the current template item. In this case, $value is used to display the value of each category in the collection of categories. Template Composition When building a fancy page, you might want to build a template out of multiple templates. In other words, you might want to take advantage of template composition. For example, imagine that you want to display a list of products. Some of the products are being sold at their normal price and some of the products are on sale. In that case, you might want to use two different templates for displaying a product: a productTemplate and a productOnSaleTemplate. The following page illustrates how you can use the {{tmpl}} tag to build a template from multiple templates:   <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml"> <head> <title>Composition</title> <link href="2_Site.css" rel="stylesheet" type="text/css" /> </head> <body> <div id="pageContainer"> <h1>Products</h1> <div id="productListContainer"></div> <!-- Show list of products using composition --> <script id="productListTemplate" type="text/x-jQuery-tmpl"> <div> {{if onSale}} {{tmpl "#productOnSaleTemplate"}} {{else}} {{tmpl "#productTemplate"}} {{/if}} </div> </script> <!-- Show product --> <script id="productTemplate" type="text/x-jQuery-tmpl"> ${name} </script> <!-- Show product on sale --> <script id="productOnSaleTemplate" type="text/x-jQuery-tmpl"> <b>${name}</b> <img src="images/on_sale.png" alt="On Sale" /> </script> <script type="text/javascript" src="http://ajax.aspnetcdn.com/ajax/jQuery/jquery-1.4.4.js"></script> <script type="text/javascript" src="http://ajax.aspnetcdn.com/ajax/jquery.templates/beta1/jquery.tmpl.js"></script> <script type="text/javascript"> var products = [ { name: "Laptop", onSale: false }, { name: "Apples", onSale: true }, { name: "Comb", onSale: false } ]; $("#productListTemplate").tmpl(products).appendTo("#productListContainer"); </script> </div> </body> </html>   In the page above, the main template used to display the list of products looks like this: <script id="productListTemplate" type="text/x-jQuery-tmpl"> <div> {{if onSale}} {{tmpl "#productOnSaleTemplate"}} {{else}} {{tmpl "#productTemplate"}} {{/if}} </div> </script>   If a product is on sale then the product is displayed with the productOnSaleTemplate (which includes an on sale image): <script id="productOnSaleTemplate" type="text/x-jQuery-tmpl"> <b>${name}</b> <img src="images/on_sale.png" alt="On Sale" /> </script>   Otherwise, the product is displayed with the normal productTemplate (which does not include the on sale image): <script id="productTemplate" type="text/x-jQuery-tmpl"> ${name} </script>   You can pass a parameter to the {{tmpl}} tag. The parameter becomes the data passed to the template rendered by the {{tmpl}} tag. For example, in the previous section, we used the {{each}} template tag to display a list of categories for each blog entry like this: <script id="blogPostTemplate" type="text/x-jQuery-tmpl"> <h1>${postTitle}</h1> <p> ${postEntry} </p> {{if categories}} Categories: {{each categories}} <i>${$value}</i> {{/each}} {{else}} Uncategorized {{/if}} </script>   Another way to create this template is to use template composition like this: <script id="blogPostTemplate" type="text/x-jQuery-tmpl"> <h1>${postTitle}</h1> <p> ${postEntry} </p> {{if categories}} Categories: {{tmpl(categories) "#categoryTemplate"}} {{else}} Uncategorized {{/if}} </script> <script id="categoryTemplate" type="text/x-jQuery-tmpl"> <i>${$data}</i> &nbsp; </script>   Using the {{each}} tag or {{tmpl}} tag is largely a matter of personal preference. Wrapped Templates The {{wrap}} template tag enables you to take a chunk of HTML and transform the HTML into another chunk of HTML (think easy XSLT). When you use the {{wrap}} tag, you work with two templates. The first template contains the HTML being transformed and the second template includes the filter expressions for transforming the HTML. For example, you can use the {{wrap}} template tag to transform a chunk of HTML into an interactive tab strip: When you click any of the tabs, you see the corresponding content. This tab strip was created with the following page: <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml"> <head> <title>Wrapped Templates</title> <style type="text/css"> body { font-family: Arial; background-color:black; } .tabs div { display:inline-block; border-bottom: 1px solid black; padding:4px; background-color:gray; cursor:pointer; } .tabs div.tabState_true { background-color:white; border-bottom:1px solid white; } .tabBody { border-top:1px solid white; padding:10px; background-color:white; min-height:400px; width:400px; } </style> </head> <body> <div id="tabsView"></div> <script id="tabsContent" type="text/x-jquery-tmpl"> {{wrap "#tabsWrap"}} <h3>Tab 1</h3> <div> Content of tab 1. Lorem ipsum dolor <b>sit</b> amet, consectetuer adipiscing elit. Maecenas porttitor congue massa. Fusce posuere, magna sed pulvinar ultricies, purus lectus malesuada libero, sit amet commodo magna eros quis urna. </div> <h3>Tab 2</h3> <div> Content of tab 2. Lorem ipsum dolor <b>sit</b> amet, consectetuer adipiscing elit. Maecenas porttitor congue massa. Fusce posuere, magna sed pulvinar ultricies, purus lectus malesuada libero, sit amet commodo magna eros quis urna. </div> <h3>Tab 3</h3> <div> Content of tab 3. Lorem ipsum dolor <b>sit</b> amet, consectetuer adipiscing elit. Maecenas porttitor congue massa. Fusce posuere, magna sed pulvinar ultricies, purus lectus malesuada libero, sit amet commodo magna eros quis urna. </div> {{/wrap}} </script> <script id="tabsWrap" type="text/x-jquery-tmpl"> <div class="tabs"> {{each $item.html("h3", true)}} <div class="tabState_${$index === selectedTabIndex}"> ${$value} </div> {{/each}} </div> <div class="tabBody"> {{html $item.html("div")[selectedTabIndex]}} </div> </script> <script type="text/javascript" src="http://ajax.aspnetcdn.com/ajax/jQuery/jquery-1.4.4.js"></script> <script type="text/javascript" src="http://ajax.aspnetcdn.com/ajax/jquery.templates/beta1/jquery.tmpl.js"></script> <script type="text/javascript"> // Global for tracking selected tab var selectedTabIndex = 0; // Render the tab strip $("#tabsContent").tmpl().appendTo("#tabsView"); // When a tab is clicked, update the tab strip $("#tabsView") .delegate(".tabState_false", "click", function () { var templateItem = $.tmplItem(this); selectedTabIndex = $(this).index(); templateItem.update(); }); </script> </body> </html>   The “source” for the tab strip is contained in the following template: <script id="tabsContent" type="text/x-jquery-tmpl"> {{wrap "#tabsWrap"}} <h3>Tab 1</h3> <div> Content of tab 1. Lorem ipsum dolor <b>sit</b> amet, consectetuer adipiscing elit. Maecenas porttitor congue massa. Fusce posuere, magna sed pulvinar ultricies, purus lectus malesuada libero, sit amet commodo magna eros quis urna. </div> <h3>Tab 2</h3> <div> Content of tab 2. Lorem ipsum dolor <b>sit</b> amet, consectetuer adipiscing elit. Maecenas porttitor congue massa. Fusce posuere, magna sed pulvinar ultricies, purus lectus malesuada libero, sit amet commodo magna eros quis urna. </div> <h3>Tab 3</h3> <div> Content of tab 3. Lorem ipsum dolor <b>sit</b> amet, consectetuer adipiscing elit. Maecenas porttitor congue massa. Fusce posuere, magna sed pulvinar ultricies, purus lectus malesuada libero, sit amet commodo magna eros quis urna. </div> {{/wrap}} </script>   The tab strip is created with a list of H3 elements (which represent each tab) and DIV elements (which represent the body of each tab). Notice that the HTML content is wrapped in the {{wrap}} template tag. This template tag points at the following tabsWrap template: <script id="tabsWrap" type="text/x-jquery-tmpl"> <div class="tabs"> {{each $item.html("h3", true)}} <div class="tabState_${$index === selectedTabIndex}"> ${$value} </div> {{/each}} </div> <div class="tabBody"> {{html $item.html("div")[selectedTabIndex]}} </div> </script> The tabs DIV contains all of the tabs. The {{each}} template tag is used to loop through each of the H3 elements from the source template and render a DIV tag that represents a particular tab. The template item html() method is used to filter content from the “source” HTML template. The html() method accepts a jQuery selector for its first parameter. The tabs are retrieved from the source template by using an h3 filter. The second parameter passed to the html() method – the textOnly parameter -- causes the filter to return the inner text of each h3 element. You can learn more about the html() method at the jQuery website (see the section on $item.html()). The tabBody DIV renders the body of the selected tab. Notice that the {{html}} template tag is used to display the tab body so that HTML content in the body won’t be HTML encoded. The html() method is used, once again, to grab all of the DIV elements from the source HTML template. The selectedTabIndex global variable is used to display the contents of the selected tab. Remote Templates A common feature request for jQuery templates is support for remote templates. Developers want to be able to separate templates into different files. Adding support for remote templates requires only a few lines of extra code (Dave Ward has a nice blog entry on this). For example, the following page uses a remote template from a file named BookTemplate.htm: <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml"> <head> <title>Remote Templates</title> <link href="0_Site.css" rel="stylesheet" type="text/css" /> </head> <body> <div id="pageContent"> <h1>ASP.NET Bookstore</h1> <div id="bookContainer"></div> </div> <script type="text/javascript" src="http://ajax.aspnetcdn.com/ajax/jQuery/jquery-1.4.4.js"></script> <script type="text/javascript" src="http://ajax.aspnetcdn.com/ajax/jquery.templates/beta1/jquery.tmpl.js"></script> <script type="text/javascript"> // Create an array of books var books = [ { title: "ASP.NET 4 Unleashed", price: 37.79, picture: "AspNet4Unleashed.jpg" }, { title: "ASP.NET MVC Unleashed", price: 44.99, picture: "AspNetMvcUnleashed.jpg" }, { title: "ASP.NET Kick Start", price: 4.00, picture: "AspNetKickStart.jpg" }, { title: "ASP.NET MVC Unleashed iPhone", price: 44.99, picture: "AspNetMvcUnleashedIPhone.jpg" }, ]; // Get the remote template $.get("BookTemplate.htm", null, function (bookTemplate) { // Render the books using the remote template $.tmpl(bookTemplate, books).appendTo("#bookContainer"); }); function formatPrice(price) { return "$" + price.toFixed(2); } </script> </body> </html>   The remote template is retrieved (and rendered) with the following code: // Get the remote template $.get("BookTemplate.htm", null, function (bookTemplate) { // Render the books using the remote template $.tmpl(bookTemplate, books).appendTo("#bookContainer"); });   This code uses the standard jQuery $.get() method to get the BookTemplate.htm file from the server with an Ajax request. After the BookTemplate.htm file is successfully retrieved, the $.tmpl() method is used to render an array of books with the template. Here’s what the BookTemplate.htm file looks like: <div> <img src="BookPictures/${picture}" alt="" /> <h2>${title}</h2> price: ${formatPrice(price)} </div> Notice that the template in the BooksTemplate.htm file is not wrapped by a SCRIPT element. There is no need to wrap the template in this case because there is no possibility that the template will get interpreted before you want it to be interpreted. If you plan to use the bookTemplate multiple times – for example, you are paging or sorting the books -- then you should compile the template into a function and cache the compiled template function. For example, the following page can be used to page through a list of 100 products (using iPhone style More paging). <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml"> <head> <title>Template Caching</title> <link href="6_Site.css" rel="stylesheet" type="text/css" /> </head> <body> <h1>Products</h1> <div id="productContainer"></div> <button id="more">More</button> <script type="text/javascript" src="http://ajax.aspnetcdn.com/ajax/jQuery/jquery-1.4.4.js"></script> <script type="text/javascript" src="http://ajax.aspnetcdn.com/ajax/jquery.templates/beta1/jquery.tmpl.js"></script> <script type="text/javascript"> // Globals var pageIndex = 0; // Create an array of products var products = []; for (var i = 0; i < 100; i++) { products.push({ name: "Product " + (i + 1) }); } // Get the remote template $.get("ProductTemplate.htm", null, function (productTemplate) { // Compile and cache the template $.template("productTemplate", productTemplate); // Render the products renderProducts(0); }); $("#more").click(function () { pageIndex++; renderProducts(); }); function renderProducts() { // Get page of products var pageOfProducts = products.slice(pageIndex * 5, pageIndex * 5 + 5); // Used cached productTemplate to render products $.tmpl("productTemplate", pageOfProducts).appendTo("#productContainer"); } function formatPrice(price) { return "$" + price.toFixed(2); } </script> </body> </html>   The ProductTemplate is retrieved from an external file named ProductTemplate.htm. This template is retrieved only once. Furthermore, it is compiled and cached with the help of the $.template() method: // Get the remote template $.get("ProductTemplate.htm", null, function (productTemplate) { // Compile and cache the template $.template("productTemplate", productTemplate); // Render the products renderProducts(0); });   The $.template() method compiles the HTML representation of the template into a JavaScript function and caches the template function with the name productTemplate. The cached template can be used by calling the $.tmp() method. The productTemplate is used in the renderProducts() method: function renderProducts() { // Get page of products var pageOfProducts = products.slice(pageIndex * 5, pageIndex * 5 + 5); // Used cached productTemplate to render products $.tmpl("productTemplate", pageOfProducts).appendTo("#productContainer"); } In the code above, the first parameter passed to the $.tmpl() method is the name of a cached template. Working with Template Items In this final section, I want to devote some space to discussing Template Items. A new Template Item is created for each rendered instance of a template. For example, if you are displaying a list of 100 products with a template, then 100 Template Items are created. A Template Item has the following properties and methods: data – The data associated with the Template Instance. For example, a product. tmpl – The template associated with the Template Instance. parent – The parent template item if the template is nested. nodes – The HTML content of the template. calls – Used by {{wrap}} template tag. nest – Used by {{tmpl}} template tag. wrap – Used to imperatively enable wrapped templates. html – Used to filter content from a wrapped template. See the above section on wrapped templates. update – Used to re-render a template item. The last method – the update() method -- is especially interesting because it enables you to re-render a template item with new data or even a new template. For example, the following page displays a list of books. When you hover your mouse over any of the books, additional book details are displayed. In the following screenshot, details for ASP.NET Kick Start are displayed. <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml"> <head> <title>Template Item</title> <link href="0_Site.css" rel="stylesheet" type="text/css" /> </head> <body> <div id="pageContent"> <h1>ASP.NET Bookstore</h1> <div id="bookContainer"></div> </div> <script id="bookTemplate" type="text/x-jQuery-tmpl"> <div class="bookItem"> <img src="BookPictures/${picture}" alt="" /> <h2>${title}</h2> price: ${formatPrice(price)} </div> </script> <script id="bookDetailsTemplate" type="text/x-jQuery-tmpl"> <div class="bookItem"> <img src="BookPictures/${picture}" alt="" /> <h2>${title}</h2> price: ${formatPrice(price)} <p> ${description} </p> </div> </script> <script type="text/javascript" src="http://ajax.aspnetcdn.com/ajax/jQuery/jquery-1.4.4.js"></script> <script type="text/javascript" src="http://ajax.aspnetcdn.com/ajax/jquery.templates/beta1/jquery.tmpl.js"></script> <script type="text/javascript"> // Create an array of books var books = [ { title: "ASP.NET 4 Unleashed", price: 37.79, picture: "AspNet4Unleashed.jpg", description: "The most comprehensive book on Microsoft’s new ASP.NET 4.. " }, { title: "ASP.NET MVC Unleashed", price: 44.99, picture: "AspNetMvcUnleashed.jpg", description: "Writing for professional programmers, Walther explains the crucial concepts that make the Model-View-Controller (MVC) development paradigm work…" }, { title: "ASP.NET Kick Start", price: 4.00, picture: "AspNetKickStart.jpg", description: "Visual Studio .NET is the premier development environment for creating .NET applications…." }, { title: "ASP.NET MVC Unleashed iPhone", price: 44.99, picture: "AspNetMvcUnleashedIPhone.jpg", description: "ASP.NET MVC Unleashed for the iPhone…" }, ]; // Render the books using the template $("#bookTemplate").tmpl(books).appendTo("#bookContainer"); // Get compiled details template var bookDetailsTemplate = $("#bookDetailsTemplate").template(); // Add hover handler $(".bookItem").mouseenter(function () { // Get template item associated with DIV var templateItem = $(this).tmplItem(); // Change template to compiled template templateItem.tmpl = bookDetailsTemplate; // Re-render template templateItem.update(); }); function formatPrice(price) { return "$" + price.toFixed(2); } </script> </body> </html>   There are two templates used to display a book: bookTemplate and bookDetailsTemplate. When you hover your mouse over a template item, the standard bookTemplate is swapped out for the bookDetailsTemplate. The bookDetailsTemplate displays a book description. The books are rendered with the bookTemplate with the following line of code: // Render the books using the template $("#bookTemplate").tmpl(books).appendTo("#bookContainer");   The following code is used to swap the bookTemplate and the bookDetailsTemplate to show details for a book: // Get compiled details template var bookDetailsTemplate = $("#bookDetailsTemplate").template(); // Add hover handler $(".bookItem").mouseenter(function () { // Get template item associated with DIV var templateItem = $(this).tmplItem(); // Change template to compiled template templateItem.tmpl = bookDetailsTemplate; // Re-render template templateItem.update(); });   When you hover your mouse over a DIV element rendered by the bookTemplate, the mouseenter handler executes. First, this handler retrieves the Template Item associated with the DIV element by calling the tmplItem() method. The tmplItem() method returns a Template Item. Next, a new template is assigned to the Template Item. Notice that a compiled version of the bookDetailsTemplate is assigned to the Template Item’s tmpl property. The template is compiled earlier in the code by calling the template() method. Finally, the Template Item update() method is called to re-render the Template Item with the bookDetailsTemplate instead of the original bookTemplate. Summary This is a long blog entry and I still have not managed to cover all of the features of jQuery Templates J However, I’ve tried to cover the most important features of jQuery Templates such as template composition, template wrapping, and template items. To learn more about jQuery Templates, I recommend that you look at the documentation for jQuery Templates at the official jQuery website. Another great way to learn more about jQuery Templates is to look at the (unminified) source code.

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  • How to render a partial and and a javascript file in the same time in Rails ?

    - by master2004
    Hi. My main intention is to keep the functionality independent form the Javascript, to have it gracefully degradable. Maybe I am trying to go where I want the wrong way but the main idea is: there are some jQuery UI tabs and when the user presses a link, a new tab is added corresponding to that action $("#tabs").tabs('add', "/groups", "My Groups"); the controller identifies the AJAX request and renders only the partial for that tab if request.xhr? render :partial => "index_tab" end at this point I would like the Javascript file associated with the /groups/index action to be executed as well, meaning the index.js.erb file in the groups folder. because of the "only one render" rule I couldn't think of a nice way to do it and I am in need of a fast solution. Thank you for any suggestions you might have.

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  • How do I render the scrollable regions of a canvas with IViewObject::Draw?

    - by nirvdrum
    Hi, I've been trying to render the entire canvas in an IWebBrowser2 control to a bitmap. IViewObject::Draw seems to be the most promising approach, but I can't get it to render anything that would requires a scroll to show. While I could automate the scrolling and stitch the images together, this would look weird with any fixed position elements. Is this even doable? Additionally, I've tried to set the controller's size to one that would allow the entire contents to display without needing to scroll, but Windows caps the max size to the current screen resolution, so that only gets me partially there. Any help would be much appreciated. I'm currently doing this in the context of Win7 and IE8, but I don't think that should matter much.

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  • Can SVG render partially if gzipped and chunk-transferred?

    - by Scott Stafford
    Hi - I have some large, dynamically generated SVGs that are being served over a relatively slow internet connection. I'm trying to optimize them to be viewable as fast as possible. If I set the server to Content-Encoding: gzip and Transfer-Encoding: chunked, will any SVG viewers take advantage of that and render it partially, as it is transferred? If not, are there other ways to get it to render as-it-streams? I could break it up into several SVG pieces but that will be a lot of work, I was hoping for server settings... The most common users use IE7 with the Adobe SVG Viewer plugin. I doubt it matters but I'm serving with C#/ASP.NET and IIS6.

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  • TYPO3: How do i render tt_content text elements in my own extensions?

    - by arturh
    I'm currently writing a TYPO3 extension which is configured with a list of tt_content UID's. These point to content elements of type "text" and i want to render them by my extension. Because of TYPO3s special way of transforming the text you enter in the rich text editing when it enters the database, and again transforming it when it is rendered to the frontend, i can not just output the database contents of the "bodytext" field. I want to render these texts as they would usually get rendered by TYPO3. How do I do that?

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  • How do I use link_to_remote to pass then render a partial in rails?

    - by Angela
    I want to create several link_to_remote links that are campaign names: <% @campaigns.each do |campaign| %> <!--link_to_remote(name, options = {}, html_options = nil)--> <%= link_to_remote(campaign, :update => "campaign_todo", :url => %> <% end %> I want the output to update on the page to render a partial, which runs a loop through the values associated with the campaign. The API docs says this will render a partial, but I'm not clear where the name of the :partial template is passed in, either here or in the controller Thanks.

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  • How to efficiently render different things at different times in a game?

    - by Baqjohanson
    Sorry for the ambiguous title. What I am wondering is what is an efficient way to alternate rendering between lets say a main menu, options menu, and "in the game." The only two ways I've come up with so far are to have 1 render function, with code for each part (menu, ...) and a variable to control what gets drawn, or to have multiple render functions, and use a function pointer to point to the appropriate one, and then just call the function pointer. I always wonder how more professional games do it.

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