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  • Creating an array & outputting its code definition for preloading

    - by user422318
    I want to create a 2d array that represents my 2d canvas. For each pixel, I will look up the value and then save an integer {0, 1, 2, 3, 4} as each element of the array. Unfortunately, this takes way too friggin' long to run each time I load the game. How can I write a script that creates this array for me and outputs the array code so I can just paste it in a js file and have it preloaded? (I'm prototyping a game, so I just need to run this for my test map or two.)

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  • Validating Time & Date To Be At Least A Certain Amount Of Time In The Future

    - by MJH
    I've built a reservation form for a taxi company which works fine, but I'm having an issue with users making reservations that are due too soon in the future. Since the entire form is kind of long, I first want to make sure the user is not trying to make a reservation for less than an hour ahead of time, without them having to fill out the whole form. This is what I have come up with so far, but it's just not working: <?php //Set local time zone. date_default_timezone_set('America/New_York'); //Get current date and time. $current_time = date('Y-m-d H:i:s'); //Set reservation time variable $res_datetime = $_POST['res_datetime']; //Set event time. $event_time = strtotime($res_datetime); ?> <!doctype html> <html> <head> <meta charset="utf-8"> <title>Check Date and Time</title> </head> <?php //Check to be sure reservation time is at least one hour in the future. if (($current_time - $event_time) <= (3600)) { echo "You must make a reservation at least one hour ahead of time."; } ?> <form name="datetime" action="" method="post"> <input name="res_datetime" type="datetime-local" id="res_datetime"> <input type="submit"> </form> <body> </body> </html> How can I create a validation check to make sure the date and time of the reservation is at least one hour ahead of time?

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  • Hyperlinks and iPad videos

    - by bhan
    Hello everybody, I'm trying to develop something in the cloud incorporating video, text and images. However, any hyperlinked content that appears above or below the video is unclickable, as the video takes the focus on the iPad. This isn't a problem with Safari in general, as it works on Desktop Safari. Thankyou, BH

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  • Make accordeon/toggle menu using jquery or javascript

    - by Souza
    Found a solution: $('div.divname').not(':eq(0)').hide(); Check this page: http://www.iloja.pt/index.php?_a=viewDoc&docId=19 I would like to have ONLY the first text (faqtexto) open, and the one bellow, hidden on loading (by default) This is the HTML: <div class="agendarfaq"> <div class="topfaq"></div> <div class="faqtopics"><p class="textopics">Recolha e entrega, quanto tempo?</p></div> <div class="faqtexto"> Neque porro quisquam est, qui dolorem ipsum quia dolor sit amet, consectetur, adipisci velit, sed quia non numquam eius modi tempora incidunt ut labore et dolore magnam Quis autem vel eum iure reprehenderit qui in ea voluptate velit esse quam nihil molestiae consequatur, vel illum qui dolorem</div> <div class="faqtopics"><p class="textopics">Recolha e entrega, quanto tempo?</p></div> <div class="faqtexto"> Neque porro quisquam est, qui dolorem ipsum quia dolor sit amet, consectetur, adipisci velit, sed quia non numquam eius modi tempora incidunt ut labore et dolore magnam Quis autem vel eum iure reprehenderit qui in ea voluptate velit esse quam nihil molestiae consequatur, vel illum qui dolorem</div> </div> The jQuery I propose: $(".faqtopics").click(function(event) { $("div.faqtexto").slideUp(100); $(this).next("div.faqtexto").slideToggle(); }); Do you suggest any other cleaner jQuery code? Any help would be welcome! Thank you very much!

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  • How would one rotate an image around itself using Canvas?

    - by Wolfr
    I'm having trouble roating an image around itself using Canvas. Since you can't rotate an image you have to rotate the canvas: if I rotate the canvas by a degree the origin around which I want to rotate changes. I don't get how to track this change. This is my current code: http://pastie.org/669023 And a demo is at http://preview.netlashproject.be/cog/ If you want to give things a shot the zipped up code and image is at http://preview.netlashproject.be/cog/cog.zip

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  • audio onprogress in chrome not working

    - by user351709
    Hi I am having a problem getting onprogress event for the audio tag working on chrome. it seems to work on fire fox. http://www.scottandrew.com/pub/html5audioplayer/ works on chrome but there is no progress bar update. When I copy the code and change the src to a .wav file and run it on fire fox it works perfectly. <style type="text/css"> #content { clear:both; width:60%; } .player_control { float:left; margin-right:5px; height: 20px; } #player { height:22px; } #duration { width:400px; height:15px; border: 2px solid #50b; } #duration_background { width:400px; height:15px; background-color:#ddd; } #duration_bar { width:0px; height:13px; background-color:#bbd; } #loader { width:0px; height:2px; } .style1 { height: 35px; } </style> <script type="text/javascript"> var audio_duration; var audio_player; function pageLoaded() { audio_player = $("#aplayer").get(0); //get the duration audio_duration = audio_player.duration; $('#totalTime').text(formatTimeSeconds(audio_player.duration)); //set the volume } function update(){ //get the duration of the player dur = audio_player.duration; time = audio_player.currentTime; fraction = time/dur; percent = (fraction*100); wrapper = document.getElementById("duration_background"); new_width = wrapper.offsetWidth*fraction; document.getElementById("duration_bar").style.width = new_width + "px"; $('#currentTime').text(formatTimeSeconds(audio_player.currentTime)); $('#totalTime').text(formatTimeSeconds(audio_player.duration)); } function formatTimeSeconds(time) { var minutes = Math.floor(time / 60); var seconds = "0" + (Math.floor(time) - (minutes * 60)).toString(); if (isNaN(minutes) || isNaN(seconds)) { return "0:00"; } var Strseconds = seconds.substr(seconds.length - 2); return minutes + ":" + Strseconds; } function playClicked(element){ //get the state of the player if(audio_player.paused) { audio_player.play(); newdisplay = "||"; }else{ audio_player.pause(); newdisplay = ">"; } $('#totalTime').text(formatTimeSeconds(audio_player.duration)); element.value = newdisplay; } function trackEnded(){ //reset the playControl to 'play' document.getElementById("playControl").value=">"; } function durationClicked(event){ //get the position of the event clientX = event.clientX; left = event.currentTarget.offsetLeft; clickoffset = clientX - left; percent = clickoffset/event.currentTarget.offsetWidth; duration_seek = percent*audio_duration; document.getElementById("aplayer").currentTime=duration_seek; } function Progress(evt){ $('#progress').val(Math.round(evt.loaded / evt.total * 100)); var width = $('#duration_background').css('width') $('#loader').css('width', evt.loaded / evt.total * width.replace("px","")); } function getPosition(name) { var obj = document.getElementById(name); var topValue = 0, leftValue = 0; while (obj) { leftValue += obj.offsetLeft; obj = obj.offsetParent; } finalvalue = leftValue; return finalvalue; } function SetValues() { var xPos = xMousePos; var divPos = getPosition("duration_background"); var divWidth = xPos - divPos; var Totalwidth = $('#duration_background').css('width').replace("px","") audio_player.currentTime = divWidth / Totalwidth * audio_duration; $('#duration_bar').css('width', divWidth); } </script> </head> <script type="text/javascript" src="js/MousePosition.js" ></script> <body onLoad="pageLoaded();"> <table> <tr> <td valign="bottom"><input id="playButton" type="button" onClick="playClicked(this);" value=">"/></td> <td colspan="2" class="style1" valign="bottom"> <div id='player'> <div id="duration" class='player_control' > <div id="duration_background" onClick="SetValues();"> <div id="loader" style="background-color: #00FF00; width: 0px;"></div> <div id="duration_bar" class="duration_bar"></div> </div> </div> </div> </td> </tr> <tr> <td> </td> <td> <span id="currentTime">0:00</span> </td> <td align="right" > <span id="totalTime">0:00</span> </td> </tr> </table> <audio id='aplayer' src='<%=getDownloadLink() %>' type="audio/ogg; codecs=vorbis" onProgress="Progress(event);" onTimeUpdate="update();" onEnded="trackEnded();" > <b>Your browser does not support the <code>audio</code> element. </b> </audio> </body>

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  • How to load array values into tableview in iphone app using phonegap

    - by user1586650
    Am new to phonegap. Now am using phonegap2.0 in my Lion mac. My xcode version is 4.3. Now i created Tableview for iphone app using html. And i created array with some values using JavaScript. Please see this below link: In this below link i have attach my html file and my Javascript file. "http://pastie.org/4779045" Now i want to load the array values in tableview. Please some body help me to load done this issue.

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  • Get latlng and draw a polyline between that two latlng

    - by anup sharma
    I have some issue in my code in that first I want to get latlng of my given address/city name from two text boxes after that i converts it to from position's latlng and to position's latlng and at last i want to draw a polyline between these point and markers on both point also, But now i am trying to draw a line between these points. But still not working this code also no any error in console also. code is here for your help. function getRoute(){ var from_text = document.getElementById("travelFrom").value; var to_text = document.getElementById("travelTo").value; if(from_text == ""){ alert("Enter travel from field") document.getElementById("travelFrom").focus(); } else if(to_text == ""){ alert("Enter travel to field"); document.getElementById("travelTo").focus(); } else{ //google.maps.event.addListener(map, "", function (e) { var myLatLng = new google.maps.LatLng(28.6667, 77.2167); var mapOptions = { zoom: 3, center: myLatLng, mapTypeId: google.maps.MapTypeId.TERRAIN }; var map = new google.maps.Map(document.getElementById('map-canvas'), mapOptions); var geocoder = new google.maps.Geocoder(); var address1 = from_text; var address2 = to_text; var from_latlng,to_latlng; //var prepath = path; //if(prepath){ // prepath.setMap(null); //} geocoder.geocode( { 'address': address1}, function(results, status) { if (status == google.maps.GeocoderStatus.OK) { // do something with the geocoded result // alert(results[0].geometry.location); from_latlng = results[0].geometry.location; // from_lat = results[0].geometry.location.latitude; // from_lng = results[0].geometry.location.longitude; // alert(from_latlng); } }); geocoder.geocode( { 'address': address2}, function(results, status) { if (status == google.maps.GeocoderStatus.OK) { // do something with the geocoded result to_latlng = results[0].geometry.location; // to_lat = results[0].geometry.location.latitude; // to_lng = results[0].geometry.location.longitude; // results[0].geometry.location.longitude // alert(to_latlng) } }); setTimeout(function(){ var flightPlanCoordinates = [ new google.maps.LatLng(from_latlng), new google.maps.LatLng(to_latlng) ]; //alert("123") var polyline; polyline = new google.maps.Polyline({ path: flightPlanCoordinates, strokeColor: "#FF0000", strokeOpacity: 1.0, strokeWeight: 2 }); polyline.setMap(map); // assign to global var path // path = polyline; },4000); // }); } }

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  • Why aren't these Canvases rendering?

    - by bpapa
    I'm creating a web app that allows users to enter a number of colors, by specifying RGB values. Upon submission, the user will see a canvas with a solid rectangle drawn in the color chosen. On this page, I have 7 canvases. The first one draws just fine, but none of the rest show up. The browser is Safari. Here's the relevant code: First, the script element in the header, which defines the function I use to draw to the canvas. <script language="JavaScript" TYPE="text/javascript"><!-- function drawCanvas(canvasId, red, green, blue) { var theCanvas = document.getElementById("canvas" + canvasId); var context = theCanvas.getContext("2d"); context.clearRect(0,0,100,100); context.setFillColor(red,green,blue,1.0); context.fillRect(0,0,100,100); } // --> </script> Next, the HTML source, where I have my canvas tags and some embedded Javascript to call my drawCanvas function <canvas id="canvas0" width="100" height="100"> </canvas> <script language="JavaScript" TYPE="text/javascript"><!-- drawCanvas(0,250,0,0); // --> </script> . . //more source . <canvas id="canvas1" width="100" height="100"> </canvas> <script language="JavaScript" TYPE="text/javascript"><!-- drawCanvas(1,4,250,6); // --> </script> Also provided is a screenshot. As you can see, the "red" canvas comes up just fine, but the second one, which should be green, doesn't show up at all. Any ideas?

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  • Doctype, HTML 5

    - by MB1
    Hi, i have two questions: 1) was HTML released and if yes, when? 2) is doctype HTML 5 in use? or is it better to use one of these: - HTML 4.01 Strict, - HTML 4.01 Transitional, - HTML 4.01 Frameset, - XHTML 1.0 Strict, - XHTML 1.0 Transitional, - XHTML 1.0 Frameset, - XHTML 1.1

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  • how do I call a javacript function every 60 seconds?

    - by William
    So I'm trying to work on a Canvas demo, and I want this square to move from one side to the other, but I can't figure out how to call javascript in a way that repeats every 60 seconds. Here's what I got so far: <!DOCTYPE html> <html lang="en"> <head> <title>Canvas test</title> <meta charset="utf-8" /> <link href="/bms/style.css" rel="stylesheet" /> <style> body { text-align: center; background-color: #000000;} canvas{ background-color: #ffffff;} </style> <script type="text/javascript"> var x = 50; var y = 250; function update(){ draw(); x = x + 5; } function draw(){ var canvas = document.getElementById('screen1'); if (canvas.getContext){ var ctx = canvas.getContext('2d'); ctx.fillStyle = 'rgb(236,138,68)'; ctx.fillRect(x,y,24,24); } } </script> </head> <body onLoad="setTimeout(update(), 0);"> <canvas id="screen1" width="500" height="500"></canvas> </body> </html>

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  • Flip <canvas> (rotate 180deg) after being published on page.

    - by smallmeans
    I'm trying to rotate a canvas element AFTER it's been appended to the DOM. Canvas is 600x50 and this is the code at hand: var canvas = document.getElementsByTagName('canvas')[2]; var ctx = canvas.getContext('2d'); ctx.translate(300, 25); // rotate @ center ctx.rotate(angle * Math.PI/180); which isn't accomplishing the task. Am I missing something? Thanks

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  • Web Forms 2.0: Editor & Libraries

    - by lacco
    Hi! I would like to build a web application where users can create forms with very few technical knowledge. Since they need "advanced" features like validations, required fields and some more, I am currently evaluating XForms and web forms 2.0 (from HTML 5 spec). Concerning web forms, my research couldn't find any answers for the following questions: Are there any (JavaScript) libraries out there which make web forms fully available in browsers which have currently no support for them (i.e. Firefox)? Is there a "web forms editor" which allows creating input and select fields, with setting attributes like the type, required, ...? It has to be something visual, and must create "nice" html. Any help/ hints would be appreciated!

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  • What are pros and cons, If I choose HTML 5 for all new projects?

    - by jitendra
    Everyone, every blog is talking about HTML 5 and giving solution to use HTML in all browsers including IE6. Should we leave XHTML 1.0 now and go for HTML 5 and use JavaScript for IE6 support? Does all other desktop/mobile browser except IE6 supports HTML 5 without adding JavaScript? Will every browser render CSS written for HTML 5 elements? What about Screen- readers? What are pros and cons to choose HTML 5 for all new projects?

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  • delete row from result set in web sql with javascript

    - by Kaijin
    I understand that the result set from web sql isn't quite an array, more of an object? I'm cycling through a result set and to speed things up I'd like to remove a row once it's been found. I've tried "delete" and "splice", the former does nothing and the latter throws an error. Here's a piece of what I'm trying to do, notice the delete on line 18: function selectFromReverse(reverseRay,suggRay){ var reverseString = reverseRay.toString(); db.transaction(function (tx) { tx.executeSql('SELECT votecount, comboid FROM counterCombos WHERE comboid IN ('+reverseString+') AND votecount>0', [], function(tx, results){ processSelectFromReverse(results,suggRay); }); }, function(){onError}); } function processSelectFromReverse(results,suggRay){ var i = suggRay.length; while(i--){ var j = results.rows.length; while(j--){ console.log('searching'); var found = 0; if(suggRay[i].reverse == results.rows.item(j).comboid){ delete results.rows.item(j); console.log('found'); found++; break; } } if(found == 0){ console.log('lost'); } } }

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  • Browser gets blocked, workers to the rescue?

    - by tb_selleo
    Hello, I use JavaScript for rendering 20 tables of 100 rows each. The data for each table is provided by controller as JSON. Each table is split into section that have "totals" and have some other JavaScript logic code. Some totals are outside of the table itself. As a result JavaScript blocks browser for a couple of seconds (especially in IE6) :( I was consideting to use http://code.google.com/p/jsworker/, however Google Gears Workers (I guess workers in general) will not allow me to make changes to DOM at the worker code, and also it seems to me that I can not use jQuery inside jsworker worker code. (Maybe I am wrong here?). This issue seems to be fundamental to the JavaScript coding practice, can you share with me your thoughts how to approach it?

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  • how to work with javascript typed arrays without using for

    - by ramesh babu
    var sendBuffer = new ArrayBuffer(4096); var dv = new DataView(sendBuffer); dv.setInt32(0, 1234); var service = svcName; for (var i = 0; i < service.length; i++) { dv.setUint8(i + 4, service.charCodeAt(i)); } ws.send(sendBuffer); how to workout this wihout using for loop. for loop decreasing performance while works with huge amount of data.

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  • Unable to update value of Select from AngularJs

    - by Ahmad.Masood
    I am unable to update value of select from AngularJs. Here is my code <select ng-model="family.grade" > <option ng-repeat="option in options" value='{{option.id}}'>{{option.text}}</option> </select> Here are the options which i am using to populate my select var options = [{text:'Pre-K',id:'Pre-K'}, {text:'K',id:'K'}, {text:'1',id:'1'}, {text:'2',id:'2'}, {text:'3',id:'3'}, {text:'4',id:'4'}, {text:'5',id:'5'}, {text:'6',id:'6'}, {text:'7',id:'7'}, {text:'8',id:'8'}, {text:'+',id:'+'}]; Here is mu js code. $scope.$watch("family_member.date_of_birth" ,function(newValue, oldValue){ $scope.family.grade = "1" }) When ever value of family_member.date_of_birth changes it should set they value of select to 1. But this change is not visible on UI.

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  • CSS Page Layout w/ Breaks

    - by stevenheidel
    I'm trying to make a webpage where it basically looks like a word document. There would be multiple boxes that would scroll down and the text would flow and page break from one page to the next. Does anyone have any idea where I would even start? Thanks.

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  • SetInterval missing property in js class

    - by sebastian
    I wrote simple class in JS witch works, but i had problem when i try use setInterval with it. Ex. if i do something like that ball = new ball(5,10,0, '#canvas'); ball.draw(); ball.draw(); ball.draw(); ball.draw(); It works. But this: ball = new ball(5,10,0, '#canvas'); setInterval(ball.draw, 100); Not work. I get error that values are undefined. function ball (x,y,z,holdingEl) { this.r = 5; //zmienna przechowujaca promien pilki this.size = this.r *2; // zmienna przechowujaca rozmiar this.ballSpeed = 100; // predkosc pilki this.ballWeight = 0.45; // masa pilki this.maxFootContactTime = 0.2; // maksymalny czas kontaktu pilki z noga - stala this.ctx = jQuery(holdingEl)[0].getContext("2d"); // obiekt pilki this.intVal = 100 // predkosc odswiezania this.currentPos = { // wspolrzedne pozycji x: x, y: y, z: z } this.interactionPos = { // wspolrzedne pozycji ostatniej interakcji x: -1, y: -1, z: -1 } this.direct = { // kierunek w kazdej plaszczyznie x : 1, y : 0, z : 0 } this.draw = function (){ this.ctx.clearRect(0,0,1100,800); this.ctx.beginPath(); this.ctx.arc(this.currentPos.x, this.currentPos.y, this.r, 0, Math.PI*2, true); this.ctx.closePath(); this.ctx.fill(); } }

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  • Unzipping zip archives with JavaScript in Firefox 3.6

    - by August Lilleaas
    I am toying with an application that will demo some Firefox 3.6 specific functionality, most of which are listed here: http://demos.hacks.mozilla.org/openweb/ I want to drag a zip file in the browser, unzip it, and work with the unzipped contents. Are there any existing libraries that can do this? Does FireFox 3.6 in particular have something I can use? Or would I have to roll my own unzipper library? For the record: http://github.com/augustl/js-unzip

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  • Simulating click with javascript on document

    - by Charlie
    Is it possible to simulate a click on a webpage using javascript but without defining a specific element, but rather just specifying the document? I would have liked to do something like this, and if the location happens to have a link, then this will be pressed: function simulateClick(x, y) { var evt = window.createEvent("MouseEvents"); evt.initMouseEvent("click", true, true, window, x, y, x, y, 1, false, false, false, false, 0, null); window.dispatchEvent(evt); }

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