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  • emacs keybindings

    - by Max
    I read a lot about vim and emacs and how they make you much more productive, but I didn't know which one to pick. Finally when I decided to teach myself common lisp, the decision was straight forward: everybody says that there's no better editor for common lisp, than emacs + slime. So I started with emacs tutorial and immediately I ran into something that seems very unproductive to me. I'm talking about key bindings for cursor keys: forward/backward: Ctrl+f, Ctrl+b up/down: Ctrl+p, Ctrl+n I find these bindings very strange. I assume that fingers should be on their home rows (am I wrong here?), so to move cursor forward or backward I should use my left index finger and for up and down right pinky and right index fingers. When working with any of Windows IDEs and text editors to navigate text I usually place my right hand in a position so that my thumb is on the right ctrl and my index, ring and middle fingers are on the cursor keys. From this position it is very easy and comfortable to move cursor: I can do one-character moves with my 3 right fingers, or I can press ctrl with my right thumb and do word-moves instead. Also I can press shift with my left pinky and do single-character or word selections. Also it is a very comfortable position to reach PgUp, PgDn, Home, End, Delete and Backspace keys with my right hand. So I have even more navigation and selection possibilities. I understand that the decision not to use cursor keys is to allow one to use emacs to connect to remote terminal sessions, where these keys are not supported, but I still find the choice of cursor keys very unfortunate. Why not to use j, k, i, l instead? This way I could use my right hand without much finger stretching. So how is emacs more productive? What am I doing wrong?

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  • How to change key binding for Tmux

    - by Severin
    I want to change the key binding in Tmux so I can use Ctrl + Alt instead of Ctrl + b This is my (unfortunately) not working try to do so. unbind C-b set -g prefix M-C What's wrong with this? Thought I followed the documentation for the keys.

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  • How to get "Fn" keys to work (Asus 4830T)? (specificly, the "suspend" key)

    - by Pointy
    I've got an Asus 4830T onto which I've just re-installed 12.04 because I installed an SSD. I was running 12.04 before too, which had been upgraded over a few releases. At some point on that old install, I had gotten all the "Fn" keys to work, or at least all the ones I cared about. (Oh except I think the screen brightness keys never worked.) I have no recollection of what I did. Anyway now things are fine, and some of the Fn keys work: the one to turn of the trackpad and the one to turn off wireless (grr I hate that one). However, the "suspend" key for some reason does not work. Now the system will suspend and resume just fine, but I'm having to do it from the menu. Is there an easy (or hard) way to make those work? I'm running straight Ubuntu but with Xfce installed as my normal desktop. (In other words, it's not Xubuntu, though I doubt it matters.) I recall at some point having found some arcane mapping mechanism to bind the Fn keys to actions, but I can't find it now. (I'm perfectly OK with editing weird files; I'm a long-time Unix user.) (Very long-time.)

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  • how to remap Ctrl to Escape if pressed and released on its own

    - by psvm
    I want to remap Control, so that: A. If it is pressed and released with no other key, it acts as Escape. B. If it is pressed & held together with another key, it acts as Control (no change in behavior in this case). I'm aware of How do I remap certain keys?, so I suspect it may be done with xmodmap. But that answer does not explain how to map the modifier keys. I looked into the examples and grammar sections of the xmodmap manpage, but they do not explain that. The answer in Remapping Caps Lock to Control and Escape (not the usual way) mention that it is not possible to do that to CapsLock, since it is a Lock key, but I hope this may be possible to do it with Control which is a mod key. A solution with something different than xmodmap will also be accepted. (I'm running Xmonad in Ubuntu 12.04, so perhaps there is a way to set this up in xmonad.hs?)

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  • How to get numpad out of "mouse emulation" mode?

    - by Jonik
    My numeric keypad has somehow got into a "mouse emulation" mode where the number keys just move the mouse pointer around (2 = down; 8 = up, 6 = right, etc). Anyone know how to make it work normally again? None of the other numpad keys work either (I first noticed the whole thing when Ctrl + ÷ (numpad division sign) no longer produced "line comment" in IntelliJ IDEA). Toggling num lock doesn't affect this (though the indicator LED works as usual). I'm using GNOME on Lucid Lynx (10.4).

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  • alt + tab not working properly

    - by Ankit
    alt + tab functionality has suddenly started misbehaving. it's showing only desktop and the current active app instead of all the applications opened. For eg currently, opened applications are firefox and terminal but when i press alt+tab i can see either "desktop + firefox" or "desktop + terminal" depending upon whether the current active application is browser or terminal. I have not installed any update. Please help.

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  • How can I make smoother upwards/downwards controls in pygame?

    - by Zolani13
    This is a loop I use to interpret key events in a python game. # Event Loop for event in pygame.event.get(): if event.type == QUIT: pygame.quit() sys.exit() if event.type == pygame.KEYDOWN: if event.key == pygame.K_a: my_speed = -10; if event.key == pygame.K_d: my_speed = 10; if event.type == pygame.KEYUP: if event.key == pygame.K_a: my_speed = 0; if event.key == pygame.K_d: my_speed = 0; The 'A' key represents up, while the 'D' key represents down. I use this loop within a larger drawing loop, that moves the sprite using this: Paddle1.rect.y += my_speed; I'm just making a simple pong game (as my first real code/non-gamemaker game) but there's a problem between moving upwards <= downwards. Essentially, if I hold a button upwards (or downwards), and then press downwards (or upwards), now holding both buttons, the direction will change, which is a good thing. But if I then release the upward button, then the sprite will stop. It won't continue in the direction of my second input. This kind of key pressing is actually common with WASD users, when changing directions quickly. Few people remember to let go of the first button before pressing the second. But my program doesn't accommodate the habit. I think I understand the reason, which is that when I let go of my first key, the KEYUP event still triggers, setting the speed to 0. I need to make sure that if a key is released, it only sets the speed to 0 if another key isn't being pressed. But the interpreter will only go through one event at a time, I think, so I can't check if a key has been pressed if it's only interpreting the commands for a released key. This is my dilemma. I want set the key controls so that a player doesn't have to press one button at a time to move upwards <= downwards, making it smoother. How can I do that?

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  • Use ctrl+space to invoke clang_complete

    - by tsurko
    I've setup a simple vim environment for C++ development and I use clang_complete for code completion. I'm wondering if there is a way to invoke clang_complete with ctrl+space (as in Eclipse for example)? Currently it is invoked with C-X C-U, which is not very convenient. In the plugin code I saw this: inoremap <expr> <buffer> <C-X><C-U> <SID>LaunchCompletion() So I tried something like this in my vimrc: inoremap <expr> <buffer> <C-Space> <SID>LaunchCompletion() Of course it didn't work:) I read vim's doc about key mapping. but no good. Have you got any suggestions what I'm doing wrong?

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  • SDL - Getting a single keypress event instead of a keystate?

    - by MrKatSwordfish
    Right now I'm working on a simple SDL project, but I've hit an issue when trying to get a single keypress event to skip past a splash screen. Right now, there are 4 start-up splash screens that I would like to be able to skip with a single keypress (of any key). My issue is that, as of now, if I hold down a key, it skips through each splash screen to the very last one immediately. The splash screens are stored as an array of SDL surfaces which are all loaded at the initialization of the state. I have an variable called currentSplashImage that controls which element of the array is being rendered on the screen. I've set it up so that whenever there's a SDL_KEYDOWN event, it triggers a single incrementation of the currentSplashImage variable. So, I'm really not sure why my code isn't working correctly. For some reason, when I hold down a button, it seems to be treating the held button as a new key press event every time it ticks through the code. Does anyone know how I can go about fixing this issue? [Here's a snippet of code that I've been using...] void SplashScreenState::handleEvents() { SDL_PollEvent( &localEvent ); if ( localEvent.type == SDL_KEYDOWN ) { if ( currentSplashImage < 3 && currentSplashImage >= 0) { currentSplashImage++; } } else if ( localEvent.type == SDL_QUIT ) { smgaEngine.setRunning(false); } } I should also mention that the SDL_Event 'localEvent' is part of the GameState parent class, while this event handling code is part of a SplashScreenState subclass. If anyone knows why this is happening, or if there is any way to improve my code, It'd be helpful to me! :D I'm still a very new programmer, trying to learn. UPDATE: I added a std::cout line to that the code runs multiple times with a single KEYDOWN event. I also tried disabling SDL_EnableKeyRepeat, but it didn't fix the issue. void SplashScreenState::handleEvents() { SDL_PollEvent( &localEvent ); if ( localEvent.type == SDL_KEYDOWN ) { if ( currentSplashImage < 3 && currentSplashImage >= 0) { currentSplashImage++; std::cout << "KEYDOWN.."; //<---- test cout line } } else if ( localEvent.type == SDL_QUIT ) { smgaEngine.setRunning(false); } } This prints out "KEYDOWN..KEYDOWN..KEYDOWN.." in the cout stream when a button is held.

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  • How do you configure mupen64plus controls?

    - by user99426
    I installed mupen64plus from the repositories using Synaptic. I like the emulator (for the most part, a couple of graphics glitches on TLOZ Ocarina of Time), especially its performance on my old machine, but I cannot figure out how to configure the controls for myself. I tried looking at Google Code's guide here but I can't find the file I need to edit and the link with the key ids isn't working, so even if I could find the file I wouldn't be able to change anything. So what I need is a resource with the key ids and where to find the file I need to edit. I am running Ubuntu 12.10 32-bit. 2GB RAM, Intel CORE 2 DUO @ 2.00GHz

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  • Keyboad layout: In 13.10, modified symbols do not apply

    - by MPi
    I like to tweak my Colemak layout a bit, so I changed /usr/share/X11/xkb/symbols/us to contain my changes. Sure, they get lost on an upgrade, but that is not very often. After upgrading to 13.10, this does not work anymore. I changed the file, but the changes are not applied. Neither when I use the settings program, nor when I issue setxkbmap 'us(colemak)' directly. Where is this data stored now, is there some kind of cache?

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  • KeyTouch remaps the delete key

    - by Robert Gowland
    I installed KeyTouch, but it decided that the delete key should be the KeyTouch hot key. So, when I pressed deleted, KeyTouch came up. Next I uninstalled KeyTouch and now the delete key doesn't do anything. Is there any way to remap the delete key to actually delete? Notes: I tried reinstalling KeyTouch, and the same thing happens. KeyTouch does not allow the user to map the delete key. EDIT xev shows keycode 119 when I press the delete key xmodmap shows keycode 119 mapped to Delete NoSymbol Delete running xmodmap -e "keycode 119 = Delete" from the command line does not resolve the issue

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  • Enable [command] key to register as something other than just [ctrl]?

    - by gojomo
    I'm running 10.04LTS inside VMWare Fusion on a Mac. The [command] key (aka [windows] on many keyboards) is almost always behaving as if it was [ctrl], even though I done anything explicit to request that behavior. In fact, in SystemPreferencesKeyboardLayoutsOptionsAlt/Win key behavior, 'default' is chosen (rather than the 'Control is mapped to Win keys' option). However, choosing other options there do not seem to change the handling of [command], at least not as tested in the SystemPreferenceKeyboard Shortcuts app. (No matter what I've tried, [command]-x is always detected as [Ctrl]-x in that app.) I've tried: various options under SystemPreferencesKeyboardLayoutsOptionsAlt/Win key behavior toggling the VMWare Fusion Preferences KKeyboard & Mouse Key Mappings setup which claims to map '[command]' to '[windows]', and restarting the VM in each position the xmodmap lines suggested at https://help.ubuntu.com/community/MappingWindowsKey And yet, it's clear that all Ubuntu apps aren't merging [ctrl] and [command], because in 'Terminal', [shift]-[ctrl]-c will Copy, but [shift]-[command]-c will not. If the [command]/[windows] key was recognized as anything else ('Super', 'Meta', 'Hyper'? I don't care as long as it's not 'Control'), then I could achieve my real goal (which happens to be enabling CMD-based cut/copy/paste in PyCharm, while leaving CTRL-X/etc available for emacs-like bindings). I think any solution which manages to make [command]-x appear as something other than [ctrl]-x in PreferencesKeyboard Shortcuts will probably do the trick.

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  • camera movement along with model

    - by noddy
    I am making a game in which a cube travels along a maze with the motive of crossing the maze safely. I have two problems in this. The cube needs to have a smooth movement like it is traveling on a frictionless surface. So could someone help me achieve this. I need to have this done in a event callback function I need to move the camera along with the cube. So could someone advice me a good tutorial about camera positions along with an object?

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  • Disable XF86Back and XF86Forward (browser back/forward on Lenovo Thinkpad)

    - by Nicolas Raoul
    My Thinkpad R500 has back/forward keys just about the direction keys, so on Firefox I keep losing entered text, accidentally. How to disable these back/forward keys? Excerpt from xev: KeyPress event, serial 29, synthetic NO, window 0x5e00001, root 0xbc, subw 0x0, time 2375874, (1279,794), root:(1285,881), state 0x10, keycode 166 (keysym 0x1008ff26, XF86Back), same_screen YES, XLookupString gives 0 bytes: XmbLookupString gives 0 bytes: XFilterEvent returns: False KeyPress event, serial 32, synthetic NO, window 0x5e00001, root 0xbc, subw 0x0, time 2377115, (1279,794), root:(1285,881), state 0x10, keycode 167 (keysym 0x1008ff27, XF86Forward), same_screen YES, XLookupString gives 0 bytes: XmbLookupString gives 0 bytes: XFilterEvent returns: False

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  • Intuitive "Take Screenshot" key mapping used by games?

    - by Hatoru Hansou
    I recently had a problem testing my game on Linux Ubuntu. The Print key is intercepted by the desktop environment and It never reaches the game. Rather than fighting this, I will simply use any other key or key combination to trigger the screen capture functionality. Now, using the PRINT key is very intuitive because people already expect this behavior. What other keys are a good idea to use to take screenshots? And if possible elaborate why, have other apps/games used that key?

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  • Android's EditText is hidden when the virtual keyboard is shown and a SurfaceView is involved

    - by Jan
    I have a simple user interface: an EditText should be located below a SurfaceView. I use a RelativeLayout to arrange these two views. Now, when I tap on the EditText to open the virtual keyboard the SurfaceView slides up but the EditText is hidden and does not show the typed string. To reproduce, use the following layout XML code: <?xml version="1.0" encoding="utf-8"?> <RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android" android:id="@+id/RelativeLayout01" android:layout_height="fill_parent" android:layout_width="fill_parent"> <SurfaceView android:id="@+id/SurfaceView01" android:layout_width="fill_parent" android:layout_height="wrap_content"> </SurfaceView> <EditText android:id="@+id/EditText01" android:layout_height="wrap_content" android:layout_width="fill_parent" android:layout_alignParentLeft="true" android:layout_alignParentBottom="true" android:selectAllOnFocus="true" android:textStyle="normal" android:singleLine="true"> </EditText> </RelativeLayout> The main Activity class only needs to show the layout. When I start the program and tap the EditText, the virtual keyboard appears but the EditText field is gone. Maybe the RelativeLayout is causing the problems, but I don't know how to reproduce the same layout with another Layout class. Any suggestions are welcome, I really appreciate your help. Thanks. Edit: Here are two screenshots, one showing the EditText at the bottom without virtual keyboard, one with virtual keyboard but with no EditText. It is interesting to note that the SurfaceView and the EditText actually shift upward, the EditText just disappears. BTW this also happens to a button if it is next to the EditText. EditText below a SurfaceView (left); EditText is gone (right)

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  • xcode UIWebView - Text Fields = No on screen keyboard.

    - by Aakburns
    This application is used to let you use our company basecamp site and only that site. When logged in, if you go to post a new message, you can insert text in the title text field, but if you try to tap in the message body section, it does not bring up the keyboard. I have to assume it's something with my coding, because safari works just fine with it. You can pick textile/html mode or easy. The keyboard does come up in textile/html mode but not in easy formatting mode. Any ideas? Here are some screenshot examples from the iPad. This is shown as the text view not working, no keyboard comes up when you tap in the box. arikburnsDOTcom/forums/fn/IMG_0007.png If you click on 'Switch to Textile/HTML' As seen in the image above, you are presented with this new text box which you can tap in and the keyboard comes up. arikburnsDOTcom/forums/fn/IMG_0006.PNG Now, also note, if you load this same page up in safari, it doesn't actually give you an option as to what text formatting to use, it just works. No options. I basically need to force the 'Textile/HTML' text box somehow and no I cannot change the website code itself. Thanks in advance.

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  • Custom Keyboard (iPhone), UIKeyboardDidShowNotification and UITableViewController

    - by Pascal
    On an iPhone App, I've got a custom keyboard which works like the standard keyboard; it appears if a custom textfield becomes first responder and hides if the field resigns first responder. I'm also posting the Generic UIKeyboardWillShowNotification, UIKeyboardDidShowNotification and their hiding counterparts, like follows: NSMutableDictionary *userInfo = [NSMutableDictionary dictionaryWithCapacity:5]; [userInfo setObject:[NSValue valueWithCGPoint:self.center] forKey:UIKeyboardCenterBeginUserInfoKey]; [userInfo setObject:[NSValue valueWithCGPoint:shownCenter] forKey:UIKeyboardCenterEndUserInfoKey]; [userInfo setObject:[NSValue valueWithCGRect:self.bounds] forKey:UIKeyboardBoundsUserInfoKey]; [userInfo setObject:[NSNumber numberWithInt:UIViewAnimationCurveEaseOut] forKey:UIKeyboardAnimationCurveUserInfoKey]; [userInfo setObject:[NSNumber numberWithDouble:thisAnimDuration] forKey:UIKeyboardAnimationDurationUserInfoKey]; [[NSNotificationCenter defaultCenter] postNotificationName:UIKeyboardWillShowNotification object:nil userInfo:userInfo]; This code is working and I use it in UIViewController subclasses. Now since iPhone OS 3.0, UITableViewController automatically resizes its tableView when the system keyboards show and hide. I'm only now compiling against 3.0 and I thought that the controller should also resize the table if my custom keyboard appears, since I'm posting the same notification. However it doesn't. The table view controller is set as the delegate of the input fields. Does anyone have an idea why this might be the case? Has anyone implemented something similar successfully? I have standard input fields along the custom ones, so if the user changes the fields the standard keyboard hides and the custom one shows. It would be beneficial if the tableView didn't resize to full height and I didn't have to resize it back with a custom method.

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  • Having trouble hiding keyboard using invisible button which sits on top of uiscrollview

    - by phil
    I have 3 items in play... 1) UIView sits at the base of the hierarchy and contains the UIScrollview. 2) UIScrollview that is presenting a lengthy user form. 3) An invisible button on the UIScrollview that I'm using to provide "hide the keyboard" features. Notice in the code below that I'm registering to be notified when the keyboard is going to appear and again when it's going to disappear. These are working great. My problem is seemingly one of "layers". See below where I insert the button into the view atIndex:0. This causes the button to be activated and "stuffed" behind the scrollview so that when you click on it, the scrollview grabs the touch and the button is unaware. There is no way to "reach" the button and suppress the keyboard. However, if I insert atIndex:1, the button gets super imposed on top of the text entry fields and so any touch at all is acted upon by the button, which immediately suppresses the keyboard and then disappears. How do I insert the button on top of the UIScrollview but behind the UITextfields that sit there? other logistics: I have a -(void) hidekeyboard function that I have setup with the UIButtion as an IBAction(). And I have the UIButton connected to "files owner" via a ctrl-drag/drop. (Do I need both of those conventions?) This code in ViewDidLoad()... [[NSNotificationCenter defaultCenter] addObserverForName:UIKeyboardWillShowNotification object:nil queue:nil usingBlock:^(NSNotification *notification){ [self.view insertSubview:self.keyboardDismissalButton atIndex:0]; }];

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  • Autocomplete and User define keyboard

    - by Geetha
    Hi All, I am using asp:button to create a keyboard with A-Z and 0-9 for touch screen using Java script. This keyboard is linked with one textbox. If we click one button corresponding text will be displayed on the textbox. Its working fine. I have included the autocomplete feature to this textbox using jquery JQuery Autocomplete. Problem: The autocomplete is not working if i my user define keyboard. How to modify my key buttons as keyboard keys? Is it possible? Is there any other way to achieve this? Code: <asp:TextBox ID="txtSearch" runat="server"></asp:TextBox> <asp:Button ID="zero" runat="server" Text="0" CssClass="myclass" OnClientClick="return typeLetter(this);" TabIndex="20"/> function typeLetter(currentbutton) { if (previousActiveElement != null) { if (previousActiveElement == 'antSearchText'){ var position = document.getElementById('position').value; if (position == '') { alert('chk position'); } else { var existingString = document.getElementById(previousActiveElement).value; var beforeString = existingString.substring(0, position); var afterString = existingString.substring(position, existingString.length); document.getElementById(previousActiveElement).value = beforeString + currentbutton.value + afterString; setCaretPosition(document.getElementById(previousActiveElement), parseInt(position) + 1); setCaretPosition(document.getElementById(previousActiveElement), parseInt(position) + 1); } } } return false; }

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  • iPhone scrolling the view up when keyboard is open

    - by Rob
    I understand that this problem is incredibly common and I have read through quite a few answers but am having trouble understanding how the code works. This works: -(void)textFieldDidBeginEditing:(UITextField *)sender { if ([sender isEqual:txtLeaveAddyLine1]) { //move the main view, so that the keyboard does not hide it. if (self.view.frame.origin.y >= 0) { [self setViewMovedUp:YES]; } } } In this example, txtLeaveAddy is the very first UITextField that is hidden by the keyboard and it works like a charm. As I cycle through the text fields on the screen it scrolls up when the user enters into that txtLeaveAddyLine1 field. However, when I try to add the fields below the txtLeaveAddyLine1 field - nothing happens. For example: -(void)textFieldDidBeginEditing:(UITextField *)sender { if ([sender isEqual:txtLeaveAddyLine1]) { //move the main view, so that the keyboard does not hide it. if (self.view.frame.origin.y >= 0) { [self setViewMovedUp:YES]; } } if ([sender isEqual:txtLeaveAddyLine2]) { //move the main view, so that the keyboard does not hide it. if (self.view.frame.origin.y >= 0) { [self setViewMovedUp:YES]; } } } Am I not using this function correctly?

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  • How to make softkeyboard candidate view not block application view?

    - by Cedric
    Hi, I am playing with the Demo SoftKeyboard the comes with the Android SDK. In portrait mode when the candidate view is shown, it doesn't move the app up as the default android keyboard does. Hence it covers part of the application view. What should be changed in order to make the candidate view in the demo softkeyboard behave as the default android keyboard does? I've also looked at the source of the android keyboard from git but found nothing related to this behavior.

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  • ActionScript shiftKey Not Working In Full Screen Mode?

    - by Chunk1978
    i've drawn an ellipse sprite and added it to the display list of a container, which is added to the display list of the stage. to move the sprites with the keyboard arrows, it appears that my shiftModifier:Number variable is not working when the stage's display state is set to full screen. shiftModifier works as it should when the stage's display state is set to Normal. stage.addEventListener(KeyboardEvent.KEY_DOWN, onKeyboardDown); function onKeyboardDown(evt:KeyboardEvent):void { var shiftModifier:Number = 0.25; if (evt.shiftKey) {shiftModifier = 10;} if (evt.keyCode == Keyboard.UP) {ellipse1.y -= shiftModifier;} if (evt.keyCode == Keyboard.DOWN) {ellipse1.y += shiftModifier;} if (evt.keyCode == Keyboard.LEFT) {ellipse1.x -= shiftModifier;} if (evt.keyCode == Keyboard.RIGHT) {ellipse1.x += shiftModifier;} } fsm.addEventListener(MouseEvent.CLICK, toggleFullScreenMode); function toggleFullScreenMode(evt:MouseEvent):void { if (stage.displayState == StageDisplayState.FULL_SCREEN) {stage.displayState = StageDisplayState.NORMAL;} else {stage.displayState = StageDisplayState.FULL_SCREEN;} } full screen is tested in Safari and Firefox.

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  • textview.selectedRange.location in UITextview show 2147483647

    - by Risma
    hi i have a textview and i want to get the selectedRange.location value from that textview. in the first time when the keyboard appear, the location value always show an integer point such as 110, or others. But if i dissappear the keyboard and then appear the keyboard again, the location value always show 2147483647. What is this 2147483647 mean and how to get the real location value? This is my code in the keyboard will appear method : -(void)keyboardWillAppear:(NSNotification *)notification { [UIView beginAnimations:nil context:NULL]; [UIView setAnimationDuration:[[[notification userInfo] objectForKey:UIKeyboardAnimationDurationUserInfoKey] doubleValue]]; CGRect keyboardEndingUncorrectedFrame = [[[notification userInfo] objectForKey:UIKeyboardFrameEndUserInfoKey ] CGRectValue]; CGRect keyboardEndingFrame = [self.view convertRect:keyboardEndingUncorrectedFrame fromView:nil]; [UIView commitAnimations]; NSRange selectedRange = textview.selectedRange; NSLog(@"selected Range location : %f", selectedRange.location); }

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