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  • managing images in an iphone/ipad universal app

    - by taber
    Hi, I'm just curious as to what methods people are using to dynamically use larger or smaller images in their universal iPhone/iPad apps. I created a large test image and I tried scaling down (using cocos2d) by 0.46875. After viewing that in the iPhone 4.0 simulator I found the results were pretty crappy... rough pixel edges, etc. Plus, loading huge image files for iPhone users when they don't need them is pretty lame. So I guess what I will probably have to do is save out two versions of every sprite... large (for the iPad side) and small (for iPhone/iPod Touch) then detect the user's device and spit out the proper sprite like so: NSString *deviceType = [UIDevice currentDevice].model; CCSprite *test; if([deviceType isEqualToString:@"iPad"]) { test = [CCSprite spriteWithFile:@"testBigHuge.png"]; } else { test = [CCSprite spriteWithFile:@"testRegularMcTiny.png"]; } [self addChild: test]; How are you guys doing this? I'd rather avoid sprinkling all of my code with if statements like this. I want to also avoid using .xib files since it's an OpenGL-based app. Thanks!

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  • cannot convert 'b2PolygonShape' to 'objc_object*' in argument passing

    - by GONeale
    Hey there, I am not sure if many of you are familiar with the box2d physics engine, but I am using it within cocos2d and objective c. This more or less could be a general objective-c question though, I am performing this: NSMutableArray *allShapes = [[NSMutableArray array] retain]; b2PolygonShape shape; .. .. [allShapes addObject:shape]; and receiving this error on the addObject definition on build: cannot convert 'b2PolygonShape' to 'objc_object*' in argument passing So more or less I guess I want to know how to add a b2PolygonShape to a mutable array. b2PolygonShape appears to just be a class, not a struct or anything like that. The closest thing I could find on google to which I think could do this is described as 'encapsulating the b2PolygonShape as an NSObject and then add that to the array', but not sure the best way to do this, however I would have thought this object should add using addObject, as some of my other instantiated class objects add to arrays fine. Is this all because b2PolygonShape does not inherit NSObject at it's root? Thanks

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  • CCSprite: setTexture doesn't work when the sprite is rendered using a CCSpriteSheet

    - by srikanth rongali
    My code is in cocos2d. I am getting this error in my code. To get the fast animation I used CCSpriteSheet CCSpriteSheet *danceSheet = [CCSpriteSheet spriteSheetWithFile:@"new1.png"]; [self addChild:danceSheet]; CCSprite *danceSprite = [CCSprite spriteWithTexture:danceSheet.texture rect:CGRectMake(0, 0, 119, 320)]; [danceSheet addChild:danceSprite]; danceSprite.position = ccp(danceSprite.contentSize.width/2,danceSprite.contentSize.height/2); CCAnimation *danceAnimation = [CCAnimation animationWithName:@"dance" delay:0.1f]; int frameCount = 0; for (int x = 0; x < 13; x++) { // create an animation frame CCSpriteFrame *frame = [CCSpriteFrame frameWithTexture:danceSheet.texture rect:CGRectMake(x*119,0,119,320) offset:ccp(0,0)]; [danceAnimation addFrame:frame]; frameCount++; NSLog(@"frameCount value: %d", frameCount); if (frameCount == 13) break; } CCAnimate *danceAction = [CCAnimate actionWithAnimation:danceAnimation restoreOriginalFrame:NO ]; [danceSprite runAction:danceAction]; But when I touched the screen it is giving the error CCSprite: setTexture doesn't work when the sprite is rendered using a CCSpriteSheet

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  • Extremely slow MFMailComposeViewControllerDelegate

    - by Jeff B
    I have a bit of a strange problem. I am trying to send in-app email. I am also using Cocos2d. It works, so far as I get the mail window and I can send mail, but it is extremely slow. It seems to only accept touches every second or so. I checked the cpu usage, and it is quite low. I paused my director, so nothing else should be happening. Any ideas? I am pulling my hair out. I looked at some examples and did the following: Made my scene the mail delegate: @interface MyLayer : CCLayer <MFMailComposeViewControllerDelegate> { ... } And implemented the following function in the scenes: -(void) showEmailWindow: (id) sender { [[CCDirector sharedDirector] pause]; MFMailComposeViewController *picker = [[MFMailComposeViewController alloc] init]; picker.mailComposeDelegate = self; [picker setSubject: @"My subject here"]; NSString *emailBody = @"<h1>Here is my email!</h1>"; [picker setMessageBody:emailBody isHTML:YES]; [myMail presentModalViewController:picker animated:NO]; [picker release]; } I also implemented the mailComposeController, to handle the callback.

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  • How to stop the targets generated by schedule:@selector(target:) interval:timeInterval ?

    - by srikanth rongali
    I am using [self schedule:@selector(target:) interval:timeInterval]; for generating bullets in shooting game in cocos2d. In target: I called method targetGenerate to generate for bullet. The enemy generates these bullets. After the player won or enemy won the game the bullets should stop. But, I could not make them stop. I used flags for this. But they did either work. If I set flag1 = 1; for game won. I am using [self schedule:@selector(update:)]; for updating the bullet position to know it hits the player or not ? And I tried like this -(id)init { if( (self = [super init]) ) { //code for enemy [self schedule:@selector(target:) interval:timeInterval]; [self schedule:@selector(update:)]; }return self; } -(void)target:(ccTime)dt { if(flag != 1) [self targetGenerate]; } -(void)targetGenerate { //code for the bullet to generate; CCSprite *bullet = … } -(void)update:(ccTime)dt { //code for to know intersection of bullet and player } But it was not working. How can I make the bullets to disappear after player won the game or enemy won the game ? Thank you.

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  • curios about CCSpriteBatchNode's addchild method

    - by lzyy
    when diving into "learn cocos2d game development with ios5", in ch08 in EnemyCache.m -(id) init { if ((self = [super init])) { // get any image from the Texture Atlas we're using CCSpriteFrame* frame = [[CCSpriteFrameCache sharedSpriteFrameCache] spriteFrameByName:@"monster-a.png"]; batch = [CCSpriteBatchNode batchNodeWithTexture:frame.texture]; [self addChild:batch]; [self initEnemies]; [self scheduleUpdate]; } return self; } so batch is with texture "monster-a.png" in EnemyEntity.m's initWithType method switch (type) { case EnemyTypeUFO: enemyFrameName = @"monster-a.png"; bulletFrameName = @"shot-a.png"; break; case EnemyTypeCruiser: enemyFrameName = @"monster-b.png"; bulletFrameName = @"shot-b.png"; shootFrequency = 1.0f; initialHitPoints = 3; break; case EnemyTypeBoss: enemyFrameName = @"monster-c.png"; bulletFrameName = @"shot-c.png"; shootFrequency = 2.0f; initialHitPoints = 15; break; default: [NSException exceptionWithName:@"EnemyEntity Exception" reason:@"unhandled enemy type" userInfo:nil]; } if ((self = [super initWithSpriteFrameName:enemyFrameName])) { //... } so the returned object may be in 3 different frame. since Only the CCSprites that are contained in that texture can be added to the CCSpriteBatchNode, obviously, 'monster-b.png' is not contained in 'monster-a.png', why the different enemy can still be added to the batch?

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  • Is it possible to change 2-3 times f->SetSensor() ?

    - by Asen
    Hello there ! i use cocos2d-iphone-0.99.2 and integrated in it box2d. i have 2 kind of sprites with tags 1 and 2. Also i created bodies and shape definitions for them. what i'm trying to do is to make sprite1 kinds to act as solid or act as not solid when sprite2 colides with them. i tried this code : for(b2Body *b = _world->GetBodyList(); b; b=b->GetNext()) { if (b-GetUserData() != NULL) { CCSprite *sprite = (CCSprite )b-GetUserData(); if (sprite.tag == 1) { b2Fixture f = b-GetFixtureList(); f-SetSensor(solid); } } } Where solid is bool. The first time when i change fixture to sensor everything is just fine but when i try to revert and change again to solid my app crashes with the following error : Assertion failed: (manifold-pointCount 0), function b2ContactSolver, file /Documents/myapp/libs/Box2D/Dynamics/Contacts/b2ContactSolver.cpp, line 58. Is it possible somehow to change fixture-SetSensor several times and if so ... how ? Any help is highly appreciated.

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  • Create swipe controlled simple flipbook style animation in ObjC

    - by eco_bach
    Hi I am a beginner in Obj C development, though quite experienced (over 10 years) with other ECMAscript based languages and OOP development. I want to build a simple flipbook style animation, controlled through swiping motion. I'm sure extremely simple for any advanced ObjC coders. Can anyone with extensive ObjC-CocoaTouch experience give me some higher level recommendations? ie, 1 -general application design, should I start with a simple view based application, or navigation based or? 2 -should I use 3rd party animation frameworks such as Cocos2D, or stick with built in classes and methods? 3 -if using built in methods, classes, what is the recommended way of achieving a animation, that will be controlled via swipe and touch gestures? 4 -I want to eventually have multiple 'flipbooks' that I can 'instantly' swap with one another, ie to give the net effect of an object changing color, etc, but not sure how to approach this from a memory management point of view, related to #1 above Except for point 3 above, I'm not expecting any actual code examples. Just general guidelines to follow and perhaps, what are some next steps I should take in my goal as an ObjC code samurai.

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  • How to stop the horizontal scrolling programmatically ?

    - by srikanth rongali
    I have a UITextView *textView in cocos2d's CCLayer. The text is scrolling in both the horizontal and vertical directions. But, I need it to scroll and bounce only in vertically. How to stop the horizontal scrolling programmatically ? UITextView *textView = [[UITextView alloc] initWithFrame:CGRectMake(100,200, windowSize.height/2,windowSize.width/2)]; textView.backgroundColor = [UIColor clearColor]; textView.text = @"I am First enemy I am First enemy I am First enemy I am First enemy I am First enemy I am First enemy I am First enemy I am First enemy"; [textView setEditable:NO]; textView.font = [UIFont fontWithName:@"Helvetica" size:24.0f]; CGPoint location = CGPointMake(200, 160); textView.showsHorizontalScrollIndicator = NO; //textView.bounces = NO; //textView.alwaysBounceVertical = YES; textView.center = location; textView.transform = CGAffineTransformMakeRotation(CC_DEGREES_TO_RADIANS( 90.0f )); What should I do stop scrolling horizontally ? Thank You.

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  • Problem of Sprites and labels are displayed by white boxes.

    - by srikanth rongali
    I am writing a game in cocos2d. I am using a function restartDirector in AppDelegate class. -(void)restartDirector{ [[CCDirector sharedDirector] end]; [[CCDirector sharedDirector] release]; if( ! [CCDirector setDirectorType:CCDirectorTypeDisplayLink] ) [CCDirector setDirectorType:CCDirectorTypeDefault]; [[CCDirector sharedDirector] setPixelFormat:kPixelFormatRGBA8888]; [CCTexture2D setDefaultAlphaPixelFormat:kTexture2DPixelFormat_RGBA8888]; [[CCDirector sharedDirector] setAnimationInterval:1.0/60]; [[CCDirector sharedDirector] setDisplayFPS:YES]; [[CCDirector sharedDirector] setDeviceOrientation:CCDeviceOrientationLandscapeLeft]; [[CCDirector sharedDirector] attachInView:window]; } This function I called in one of the game Scene . -(void)PracticeMethod:(id)sender { [MY_DELEGATE restartDirector]; CCScene *endPageScene = [CCScene node]; CCLayer *endPageLayer = [DummyScene node]; [endPageScene addChild:endPageLayer]; [[CCDirector sharedDirector] runWithScene:endPageScene]; // [[CCDirector sharedDirector] replaceScene:endPageScene]; } When used the replaceScene, there is no problem in game but the memory of abject allocation is high(I checked in leaks tool). So I used runWithScene. But , while using these when the scene DummyScene is loaded the sprites, labels in it are displayed by white boxes. I cannot see the sprites and labels. If I am using replaceScene everything thing is working fine but the memory allocation is high. this is my problem. Thank you.

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  • iPad3 HD Black Screen in Portrait Orientation

    - by Jason Brooks
    I'm currently updating my game using XCode 4.3.1 and an iPad3. WHen iPAD HD mode is selected, I get a black screen when I change the scene from the AppDelegate. I'm using COCOS2d v1.0.1 My Game is portrait only mode, and I think I've tracked the problem down. If you create a new project with the default HelloWorld Layer, it works on the iPad3 and it's simulator in HD. However if you change the following code :- -(BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation { ... #elif GAME_AUTOROTATION == kGameAutorotationUIViewController // // EAGLView will be rotated by the UIViewController // // Sample: Autorotate only in landscpe mode // // return YES for the supported orientations //return ( UIInterfaceOrientationIsLandscape( interfaceOrientation ) ); return ( UIInterfaceOrientationIsPortrait ( interfaceOrientation ) ); //return NO; ... } In RootViewController.m You see a black screen for the iPad3 real device and simulator. It works as expected on all devices, iPhone/iPod Touch, and iPad 1 and 2. If I change the statement back to return ( UIInterfaceOrientationIsLandscape( interfaceOrientation ) ); I get the Hello World rendered to the screen, but it is in landscape only on iPad3. Has anyone else encountered this and have any suggestions for a fix? The project is quite large to upgrade to the latest V1 Beta code.

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  • How can I differentiate two different touches on a layer ?

    - by srikanth rongali
    I am writing an app in cocos2d. I hava a sprite and a text in my scene. I have written two separate classes for sprite and text. And I added both of them to another class. In sprite class I have written - (void)ccTouchesEnded:(NSSet *)touches withEvent:(UIEvent *)event And in text class I have written -(void) registerWithTouchDispatcher { [[CCTouchDispatcher sharedDispatcher]addTargetedDelegate:self priority:0 swallowsTouches:YES]; } -(BOOL) ccTouchBegan:(UITouch *)touch withEvent:(UIEvent *)event { return YES; } -(void) ccTouchEnded:(UITouch *)touch withEvent:(UIEvent *)event { NSLog(@"Recognized tOuches in Instructions");// CGSize windowSize = [[CCDirector sharedDirector] winSize]; CCNode *node = [self getChildByTag:kTagNode]; [node setPosition: ccp(text1.contentSize.width/2,text1.contentSize.height/2 - windowSize.height)]; } -(void) ccTouchMoved:(UITouch *)touch withEvent:(UIEvent *)event { CGPoint touchLocation = [touch locationInView: [touch view]]; CGPoint prevLocation = [touch previousLocationInView: [touch view]]; touchLocation = [[CCDirector sharedDirector] convertToGL: touchLocation]; prevLocation = [[CCDirector sharedDirector] convertToGL: prevLocation]; CGPoint diff = ccpSub(touchLocation,prevLocation); CCNode *node = [self getChildByTag:kTagNode]; CGPoint currentPos = [node position]; [node setPosition: ccpAdd(currentPos, diff)]; } But, only touches in the text are recognized and touch of sprite is not recognized ? How can I differentiate the two touches.

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  • Square collision detection problem (iPhone).

    - by thyrgle
    Hi, I know I've probably posted three questions related to this then deleted them, but thats only because I solved them before I got an answer. But, this one I can not solve and I don't believe it is that hard compared to the others. So, with out further ado, here is my problem: So I am using Cocos2d and one of the major problem is they don't have buttons. To compensate for there lack in buttons I am trying to detect if when a touch ended did it collide with a square (the button). Here is my code: - (void)ccTouchesEnded:(NSSet*)touches withEvent:(UIEvent*)event { UITouch *touch = [touches anyObject]; CGPoint location = [touch locationInView:touch.view]; NSLog(@"%f", 240-location.y); if (isReady == YES) { if (((240-location.y) <= (240-StartButton.position.x - 100) || -(240-location.y) >= (240-StartButton.position.x) + 100) && ((160-location.x) <= (160-StartButton.position.y) - 25 || (160-location.x) >= (160-StartButton.position.y) + 25)) { NSLog(@"Coll:%f", 240-StartButton.position.x); CCScene *scene = [PlayScene node]; [[CCDirector sharedDirector] replaceScene:[CCZoomFlipAngularTransition transitionWithDuration:2.0f scene:scene orientation:kOrientationRightOver]]; } } } Do you know what I am doing wrong?

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  • Configuring nginx to check for hard files in only a few directories,

    - by Evan Carroll
    For a node.js project I'm doing, I have a tree like this. +-- public ¦   +-- components ¦   +-- css ¦   +-- img +-- routes +-- views Essentially, I have the root to be set to public. I want all requests destined to /components/ /css/ /img/ To check to see if their appropriate destinations exist on disk. However, I don't want requests to other directories to even run an IO operation, /foo/asdf /bar /baz/index.html None of those should result in the disk being touched. I have a stansa that does the proxy to node.js, location @proxy { internal; proxy_set_header Host $http_host; proxy_set_header X-Real-IP $remote_addr; proxy_set_header X-Forwarded-For $proxy_add_x_forwarded_for; proxy_set_header X-NginX-Proxy true; proxy_pass http://localhost:3030; proxy_redirect off; } I just would like to know how to arrange this. My problem would be easily solved if try_files took a single argument, but it always wants a file first. location /components/ { try_files $uri, @proxy } location /css/ { try_files $uri, @proxy } location /img/ { try_files $uri, @proxy } However, there is nothing that I can find that will give me, location / { try_files @proxy } How do I get the effect I want?

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  • MVC2 and jquery.validate.js

    - by Will I Am
    I am experiencing some confusion with jquery.validate.js First of all, what is MicrosoftMvcJqueryValidation.js. It is referenced in snippets on the web but appears to have dissapeared from the RTM MVC2 and is now in futures. Do I need it? The reason I'm asking is that I'm trying to use the validator with MVC and I can't get it to work. I defined my JS as: $(document).ready(function () { $("#myForm").validate({ rules: { f_fullname: { required: true }, f_email: { required: true, email: true }, f_email_c: { equalTo: "#f_email" }, f_password: { required: true, minlength: 6 }, f_password_c: { equalTo: "#f_password" } }, messages: { f_fullname: { required: "* required" }, f_email: { required: "* required", email: "* not a valid email address" }, f_email_c: { equalTo: "* does not match the other email" }, f_password: { required: "* required", minlength: "password must be at least 6 characters long" }, f_password_c: { equalTo: "* does not match the other email" } } }); }); and my form on the view: <% using (Html.BeginForm("CreateNew", "Account", FormMethod.Post, new { id = "myForm" })) { %> <fieldset> <label for="f_fullname">name:</label><input id="f_fullname"/> <label for="f_email"><input id="f_email"/> ...etc... <input type="submit" value="Create" id="f_submit"/> </fieldset> <% } %> and the validation method gets called on .ready() with no errors in firebug. however when I submit the form, nothing gets validated and the form gets submitted. If I create a submitHandler() it gets called, but the plugin doesn't detect any validation errors (.valid() == true) What am I missing?

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  • Mimic.js handle fault response

    - by nikolas
    i use mimic.js regarding a project that i m developing.. the issue that i face, is if there is a fault response from the webservice, mimic, doesn't handle it, and the browser remains "awaiting" for a response, that has actually been back, but hasn't been handled by mimic.. to be more specific, one typical fault response is the following.. <?xml version="1.0" encoding="UTF-8"?> <methodResponse> <fault> <value> <struct> <member> <name>faultCode</name><value><int>104</int></value> </member> <member> <name>faultString</name><value><string>Invalid Input Parameters</string></value> </member> </struct></value></fault></methodResponse> and chrome console get me the error mimic.js:11 Uncaught TypeError: Cannot read property 'childNodes' of null any suggestions on how to handle "fault" responses? mimic.js hasn't been altered at all.. also tried to bypass the fact that mimic can't handle the fault, by trying to use the isFault flag, in the if statement, with no success either.. isFault is supposed to get a boolean value, i guess true/false?

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  • Word-wrap grid cells in Ext JS

    - by richardtallent
    (This is not a question per se, I'm documenting a solution I found using Ext JS 3.1.0. But, feel free to answer if you know of a better solution!) The Column config for an Ext JS Grid object does not have a native way to allow word-wrapped text, but there is a css property to override the inline CSS of the TD elements created by the grid. Unfortunately, the TD elements contain a DIV element wrapping the content, and that DIV is set to white-space:nowrap by Ext JS's stylesheet, so overriding the TD CSS does no good. I added the following to my main CSS file, a simple fix that appears to not break any grid functionality, but allows any white-space setting I apply to the TD to pass through to the DIV. .x-grid3-cell { /* TD is defaulted to word-wrap. Turn it off so it can be turned on for specific columns. */ white-space:nowrap; } .x-grid3-cell-inner { /* Inherit DIV's white-space from TD parent, since DIV's inline style is not accessible in the column definition. */ white-space:inherit; } YMMV, but it works for me, wanted to get it out there as a solution since I couldn't find a working solution by searching the Interwebs.

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  • Submit form with JS

    - by Thomas
    Im working with a shopping cart plugin and that uses a basic form on the product page to submit values like price, product name, etc.. The problem is that the plugin uses a standard submit button to send the values and I would like to replace said button with a prettier custom jquery rollover. In order to make this happen I used some JS and tossed a link around my custom submit button: <a href="#" onclick="document.forms[0].submit()" value="Add to Cart" onsubmit="return ReadForm(this, true);"> <img class="fade" src="style/img/add_btn.jpg" style="background: url(style/img/add_ro.png);" alt=""/> </a> The form submits and the user is redirected to the homepage but the data in the form doesn't seem to get submitted and the product never gets added to the 'cart' page. I suspect that the form is getting submitted but I am failing to fire some additional JS function that submits the data. The plugin adds some JS to the top of the page: <!-- // function ReadForm (obj1, tst) { // Read the user form var i,j,pos; val_total="";val_combo=""; for (i=0; i<obj1.length; i++) { // run entire form obj = obj1.elements[i]; // a form element if (obj.type == "select-one") { // just selects if (obj.name == "quantity" || obj.name == "amount") continue; pos = obj.selectedIndex; // which option selected val = obj.options[pos].value; // selected value val_combo = val_combo + "(" + val + ")"; } } // Now summarize everything we have processed above val_total = obj1.product_tmp.value + val_combo; obj1.product.value = val_total; } //--> If you want to check out the the site in question, take a look here and click 'add to cart button': http://hardtopdepot.com/?p=34 You can see the cart at the top: http://hardtopdepot.com/?page_id=50 Any help would be super appreciated- thanks!

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  • Rails3 renders a js.erb template with a text/html content-type instead of text/javascript

    - by Yannis
    Hi, I'm building a new app with 3.0.0.beta3. I simply try to render a js.erb template to an Ajax request for the following action (in publications_controller.rb): def get_pubmed_data entry = Bio::PubMed.query(params[:pmid])# searches PubMed and get entry @publication = Bio::MEDLINE.new(entry) # creates Bio::MEDLINE object from entry text flash[:warning] = "No publication found."if @publication.title.blank? and @publication.authors.blank? and @publication.journal.blank? respond_to do |format| format.js end end Currently, my get_pubmed_data.js.erb template is simply alert('<%= @publication.title %>') The server is responding with the following alert('Evidence for a herpes simplex virus-specific factor controlling the transcription of deoxypyrimidine kinase.') which is perfectly fine except that nothing happen in the browser, probably because the content-type of the response is 'text/html' instead of 'text/javascript' as shown by the response header partially reproduced here: Status 200 Keep-Alive timeout=5, max=100 Connection Keep-Alive Transfer-Encoding chunked Content-Type text/html; charset=utf-8 Is this a bug or am I missing something? Thanks for your help!

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  • asp.net mvc stand alone ascx control how do i link (css and js) most efficiently

    - by Julian
    Hi, I need some advice. I have developed some asp.net mvc web pages. Each page has a master and some ascx controls (between 2 - 6) embedded into it a js and css file. Up to now every thing was fine. In order to improve modularity, flexibility and testability the ascx's are now expected to be able to work as stand alone controls. (Each ascx has also got its own css and js files in some cases it has another control inside it) In order to meet this requirement we call the controller with the relevant parameters and it returns the ascx (partial) directly to the browser without all of the other parts of the original page . In order to get it to display correctly (css) and act correctly (js/jquery) all of the relevant files need to be added (as links or scripts eg. href="<%= ResolveUrl(styleSheet)%>") to the user control. This is "contradicting" the concept of positioning the files at the most logical place (could be the master page for example). How can I overcome this problem? Keep in mind that this is relevant for each "control" ascx file. Any thoughts will be appreciated.

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  • JS/CSS include section replacement, Debug vs Release

    - by Bayard Randel
    I'd be interested to hear how people handle conditional markup, specifically in their masterpages between release and debug builds. The particular scenario this is applicable to is handling concatenated js and css files. I'm currently using the .Net port of YUI compress to produce a single site.css and site.js from a large collection of separate files. One thought that occurred to me was to place the js and css include section in a user control or collection of panels and conditionally display the <link> and <script> markup based on the Debug or Release state of the assembly. Something along the lines of: #if DEBUG pnlDebugIncludes.visible = true #else pnlReleaseIncludes.visible = true #endif The panel is really not very nice semantically - wrapping <script> tags in a <div> is a bit gross; there must be a better approach. I would also think that a block level element like a <div> within <head> would be invalid html. Another idea was this could possibly be handled using web.config section replacements, but I'm not sure how I would go about doing that.

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  • Ext JS 4.2.1 loading controller - best practice

    - by Hown_
    I am currently developing a Ext JS application with many views/controlers/... I am wondering myself what the best practice is for loading the JS controllers/views/and so on... currently i have my application defined like this: // enable javascript cache for debugging, otherwise Chrome breakpoints are lost Ext.Loader.setConfig({ disableCaching: false }); Ext.require('Ext.util.History'); Ext.require('app.Sitemap'); Ext.require('app.Error'); Ext.define('app.Application', { name: 'app', extend: 'Ext.app.Application', views: [ // TODO: add views here 'app.view.Viewport', 'app.view.BaseMain', 'app.view.Main', 'app.view.ApplicationHeader', //administration 'app.view.administration.User' ... ], controllers: [ 'app.controller.Viewport', 'app.controller.Main', 'app.controller.ApplicationHeader', //administration 'app.controller.administration.User', ... ], stores: [ // stores in there.. ] }); somehow this forces the client to load all my views and controllers at startup and is calling all init methods of all controllers of course.. i need to load data everytime i chnage my view.. and now i cant load it in my controllers init function. I would have to do something like this i assume: init: function () { this.control({ '#administration_User': { afterrender: this.onAfterRender } }); }, Is there a better way to do this? Or just an other event? Though the main thing i am questioning myself is if it is the best practice to load all the javascript at startup. Wouldnt it be better to only load the controllers/views/... which the client does need right now? Or should i load all the JS at startup? If i do want to load the controllers dynamicly how could i do this? I assume a would have to remove them from my application arrays (views, controllers, stores) and create an instance if i do need it and mby set the view in the controllers init?! What's best practice??

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  • Masonry js won't bunch images vertically

    - by user1449737
    The images are being aligned horizontally correctly but they are all spaced out vertically.. Take a look here http://brstudios.co.uk/testing to see what I mean properly.. My mark up is as followed (simplified): <html> <head> <script type="text/javascript" src="http://code.jquery.com/jquery-latest.js"></script> <script type="text/javascript" src="http://masonry.desandro.com/jquery.masonry.min.js"></script> <script type="text/javascript" src="https://raw.github.com/desandro/imagesloaded/master/jquery.imagesloaded.min.js"></script> <script type="text/javascript"> var $container = $('.portfolio-container'); $container.imagesLoaded(function(){ $container.masonry({ itemSelector : '.break', columnWidth : 429 }); }); </script> <style type="text/css"> .break { float: left; width: 429px; margin: 10px 20px; } </style> </head> <body> <div class="portfolio-container"> <?php do { ?> <div class="break"> // Contents taken from MySQL // </div> <?php } while ($row_displayPosts = mysql_fetch_assoc($displayPosts)); ?> </div> </body> </html> I think part of it is working but as you can see by the link provided it isn't moving the elements together vertically. Does anyone have any pointers?

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  • Isotope.js help: Changing item image after sorting

    - by user3643081
    This is a general question on how to go about building a project I have in mind, and the best way to set off on the right foot. I am fairly new to JS, please be gentle. I want to use isotope.js (or a similar script) to display a page with multiple items (about 30 different plants found in a garden) and the ability to sort them by seasons of the year + "what is most beautiful now" + and "view all" (a total of 6 categories) . On load, or when sorted by either "what is beautiful now" or "view all", I need each item to reflect the image of the current season we are in. When sorted by season, I need those "current" images to switch over to a designated seasonal image of that plant. Therefore, each sortable item will ultimately have 4 different versions with 4 different images in the background ready to surface when plants are sorted. (perhaps 5 if it makes more sense to have a "current" version besides the 4 seasonal versions.) My question: what approach can I take to achieve this effect in a manageable way? Can isotope apply a class to items sorted? Assuming it can: Should each item have 4 inline images, each with a css class, that I then control by using display:inline; and display:none; properties from my stylesheets? (I worry that this approach would significantly increase load times) Would it make more sense to create a blank dummy div who's background I control similarly to the example above -relying mostly on CSS. Or is there some other way involving JS I am overlooking? Any help would be appreciated. Examples of what you suggest would be immensely helpful.

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  • JS: Storing dynamic variables across pages?

    - by user2467599
    I've been looking into local storage options and plugins like Persist.js, sessvars.js, and even sisyphus.js - but I am unsure if any are the best fit (though I'm fairly certain I need to use one). Page one is a form with input fields for data like names, phones, and email. I have a button that replicates a wrapper div (and it's inputs) as long as more inputs are needed. When the form is filled the user hits submit which takes them to a 'confirmation' type php page. I need to the give the user an 'edit' button on page 2 that takes them back to page 1 and leaves all the info alone. For the most part everything returns fine, but if the user had hit the 'replicate' button before submission, and then hits edit afterwards, all the inputs that were dynamically generated return empty and the div no longer exists. Someone suggested that my variables are not persistent (when the replicate button is hit, input with an id="name1" becomes "name2" and so on) so that's when I found out about the plugins mentioned before. Is there a way that I can implement one of those plugins (or any other method) so that when the user returns to page one the div and it's input values remain unchanged? And if I'm on the right track are there any examples?

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