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  • ASP.Net MVC 2.0: EditorFor setting name via attributes

    - by vdh_ant
    Hey guys Just wondering how do I mimic the following using attributes... <%= Html.EditorFor(x => x.SportProgramIdList, "FormMultiSelectDropDownList", "SportProgramIds")%> I know I can specify the template by using [UIHint("FormMultiSelectDropDownList")] but I am left with the problem with how to set the name... Cheers Anthony

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  • jquery get attributes

    - by Mark
    I'm looking for a way to grab the custom attributes of a element with jquery. <span id='element' data-type='foo' data-sort='bar'></span> I'm looking to get: `["data-type", "data-sort"]` as an array. Anyone know how to do this? Thanks.

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  • Validate number of nested attributes

    - by Damien MATHIEU
    Hello, I have a model with nested attributes : class Foo < ActiveRecord::Base has_many :bar accepts_nested_attributes_for :bar end It works fine. However I'd want to be sure that for every Foo, I have at least two Bar. I can't access the bar_attributes in my validations so it seems I can't validate it. Is there any clean way to do so ?

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  • Multiple roles with attributes(?) in Capistrano

    - by Justin
    How can I pass along attributes to my tasks in capistrano? I'm thinking it would be something along the lines of... role :app, [["server_one", {:name => "alice"}], ["server_two", {:name => "bob"}], ["server_three", {:name => "charles"}]] And then for my task... task :start_server do run "./myscript #{name}" end Any ideas?

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  • Python Attributes and Inheritance

    - by user368186
    Say I have the folowing code: class Class1(object): def __init__(self): self.my_attr = 1 self.my_other_attr = 2 class Class2(Class1): def __init__(self): super(Class1,self).__init__() Why does Class2 not inherit the attributes of Class1?

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  • Workaround for abstract attributes in Java

    - by deamon
    In Scala I would write an abstract class with an abstract attribute path: abstract class Base { val path: String } class Sub extends Base { override val path = "/demo/" } Java doesn't know abstract attributes and I wonder what would be the best way to work around this limitation. My ideas: a) constructor parameter abstract class Base { protected String path; protected Base(String path) { this.path = path; } } class Sub extends Base { public Sub() { super("/demo/"); } } b) abstract method abstract class Base { // could be an interface too abstract String getPath(); } class Sub extends Base { public String getPath() { return "/demo/"; } } Which one do you like better? Other ideas? I tend to use the constructor since the path value should not be computed at runtime.

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  • .net Attributes that handle exceptions - usage on a property accessor

    - by Mr AH
    Hi, well I know from my asp.net mvc experience that you can have attributes that handle exceptions (HandleErrorAttribute). As far as I can tell the Controller class has some OnException event which may be integral to this behaviour. However, I want to do something similar in my own code: dream example: public String MyProperty { [ExceptionBehaviour(typeof(FormatException), MyExEnum.ClearValue)] set { _thing.prop = Convert.ToThing(value); } } .... The code above obviously makes very little sense, but is close to the kind of thing I wish to do. I want the attribute on the property set accessor to catch some type of exception and then deal with this in some custom way (or even just swallow it). Any ideas guys?

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  • Form is creating already loaded attributes in addition to new attributes, how do I ignore the first?

    - by looloobs
    In my application you: Have an admin user that signs on and that user has a role (separate model), then I use the declarative_authorization plugin to give access to certain areas. That admin user can also register new users in the system, when they do this (using Authlogic) they fill out a nested form that includes that new users' role. So what is happening is the role of the admin user is being loaded by the declarative_authorization and then the nested form using the has_many_nested_attributes is loading that existing role as well as the new role for the new user (users can have many roles). Is there some way I can tell the new User being created to ignore the role assigned to the current_user and only create the role in the form for the new user? I have looked through a lot of different things, but it seems to get more complicated that these are nested attributes. Thanks in advance.

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  • XPath to compare two distinct attributes of two elements

    - by user364902
    Suppose I have this XML: <x> <e s="1" t="A"/> <e s="2" t="A"/> <e s="1" t="B"/> </x> Is there any way to write an xpath to find any nodes named "e" which have the same value of @s as another node but a different value of @t for the same node. The first part is easy: //e[@s = //e/@s] as is the second part: //e[@t != //e[@t]] But I don't see any way to construct an xpath that compares two different attributes for two separate elements "e". Is there a way within the xpath syntax, or is it hopeless?

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  • Replace an element name while retaining the attributes with jquery

    - by geckomist
    I'm trying to create a jquery setup where all instances of <i> are changed to <em>. It's easy enough to do with: $("i").each(function(){ $(this).replaceWith($('<em>' + this.innerHTML + '</em>')); }); But what I am having trouble figuring out is how to change all the <i> tags but retain each ones individual attributes. So if I have <i style="background-color: #333;" alt="Example" title="Example">Example Text</i> I would like it to change to <em style="background-color: #333;" alt="Example" title="Example">Example Text</em> Thanks for any help!

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  • PHP SimpleXML, how to set attributes ?

    - by Jahmaica
    Hi, if you've got something like, <hello id="1" name="myName1"> <anotherTag title="Hello"> </anotherTag> </hello> <hello id="2" name="myName2"> <anotherTag title="Hi"> </anotherTag> </hello> How to change the attributes of, for example, hello id 2, to name="William" ? Or the title hi to hello ? Thanks a lot for your atention, H'

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  • Display a list of all attributes in opencart

    - by Catalin Dragos Vladulescu
    I want to display a list of all attributes that are added into database but every time I try something it doesn't work. I want to show this inside a div from the from the front page. I tried to insert this into featured.tpl: <?php foreach ($attribute_groups as $attribute_group) { echo $attribute_group['name']; print_r($attribute_group); echo '<select name="listaGrupe">'; foreach ($attribute_groups['attribute'] as $attribute) { echo '<option value="'.$attribute.'">'.$attribute.'</option>'; } echo '</select>'; } ?>

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  • Regex for template tag with attributes

    - by Funkmyer
    Hi, I haven't found my answer after reading through all of these posts, so I'm hoping one of you heavy hitter regex folks can help me out. I'm trying to isolate the tag name and any attributes from the following string format: {TAG:TYPE attr1="foo" attr2="bar" attr3="zing" attr4="zang" attr5="zoom" ...} NOTE: in the above example, TAG will always be the same and TYPE will be one of several preset strings (e.g. share,print,display etc...). TAG and TYPE are uppercased only for the example but will not be case sensitive for real.

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  • Magento - Show Custom Attributes in Grouped Product table.

    - by greencoconut
    I need to find a way to show the value of a custom attribute in place of the "Product Name" shown in the image below. I'm working with /app/design/frontend/default/defaultx/template/catalog/product/view/type/grouped.php The code below doesn't work(the custom attribute is yearmade): <?php if (count($_associatedProducts)): ?> <?php foreach ($_associatedProducts as $_item): ?> <tr> <td><?php echo $this->htmlEscape($_item->getYearmade()) ?></td> Any help would be appreciated. EDIT: So the answer turned out to be quite simple. You see what I failed to mention above was that there was indeed output... but that it was just a number (eg: 52). Turns out this was the ID for that custom attribute value (It was a Dropdown type of custom attribute). So in summary This works for custom attributes of type text: echo $this->htmlEscape($_item->getYearmade()) But for all other types of custom attribute (I think), the following should be used: echo $this->htmlEscape($_item->getAttributeText('yearmade')) I would not have discovered this without the most excellent answer provided by Alan Storm, below. Thank you sir.

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  • Magento Replacing super attributes table with dropdown

    - by thrice801
    Hi, I am trying to replace my magento super attributes table with a drop down menu in place of it, Ive got the menu created but I am struggling to get it to actually use the data from the select dropdown. On submit it calls up function productAddToCartForm, which I feel like if I could modify, I could figure it out. But I have no idea where that function is. My php code looks like the following. <?php if (count($_associatedProducts)): ?> <select name="selectedSku"> <?php foreach ($_associatedProducts as $_item): ?> <?php $prodname = $this->htmlEscape($_item->getName()); $prodprice = $this->htmlEscape($_item->getPrice()); $prodcolor = $_item->getFullColor(); $prodsize = $_item->getTopSize(); $prodcombined = $prodname; $prodcombined .= " / "; $prodcombined .= $prodprice; echo "<option "; echo "value ='"; echo $_item->getId(); echo "'>"; echo $prodcombined; echo "</option>"; ?> <?php endforeach; ?> </select> Any help would be much appreciated. Thanks!

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  • C++ Virtual Methods for Class-Specific Attributes or External Structure

    - by acanaday
    I have a set of classes which are all derived from a common base class. I want to use these classes polymorphically. The interface defines a set of getter methods whose return values are constant across a given derived class, but vary from one derived class to another. e.g.: enum AVal { A_VAL_ONE, A_VAL_TWO, A_VAL_THREE }; enum BVal { B_VAL_ONE, B_VAL_TWO, B_VAL_THREE }; class Base { //... virtual AVal getAVal() const = 0; virtual BVal getBVal() const = 0; //... }; class One : public Base { //... AVal getAVal() const { return A_VAL_ONE }; BVal getBVal() const { return B_VAL_ONE }; //... }; class Two : public Base { //... AVal getAVal() const { return A_VAL_TWO }; BVal getBVal() const { return B_VAL_TWO }; //... }; etc. Is this a common way of doing things? If performance is an important consideration, would I be better off pulling the attributes out into an external structure, e.g.: struct Vals { AVal a_val; VBal b_val; }; storing a Vals* in each instance, and rewriting Base as follows? class Base { //... public: AVal getAVal() const { return _vals->a_val; }; BVal getBVal() const { return _vals->b_val; }; //... private: Vals* _vals; }; Is the extra dereference essentially the same as the vtable lookup? What is the established idiom for this type of situation? Are both of these solutions dumb? Any insights are greatly appreciated

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  • Rails Nested Attributes Doesn't Insert ID Correctly

    - by MunkiPhD
    I'm attempting to edit a model's nested attributes, much as outline here, replicated here: <%= form_for @person do |person_form| %> <%= person_form.text_field :name %> <% for address in @person.addresses %> <%= person_form.fields_for address, :index => address do |address_form|%> <%= address_form.text_field :city %> <% end %> <% end %> <% end %> In my code, I have the following: <%= form_for(@meal) do |f| %> <!-- some other stuff that's irrelevant... --> <% for subitem in @meal.meal_line_items %> <%= f.fields_for subitem, :index => subitem do |line_item_form| %> <%= line_item_form.label :servings %><br/> <%= line_item_form.text_field :servings %><br/> <%= line_item_form.label :food_id %><br/> <%= line_item_form.text_field :food_id %><br/> <% end %> <% end %> <%= f.submit %> <% end %> This works great, except, when I look at the HTML, it's creating the inputs that look like the following, failing to input the correct id and instead placing the memory representation(?) of the model: <input type="text" value="2" size="30" name="meal[meal_line_item][#<MealLineItem:0x00000005c5d618>][servings]" id="meal_meal_line_item_#<MealLineItem:0x00000005c5d618>_servings">

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  • Nested attributes in the index view?

    - by user283179
    I seem to be getting error: uninitialized constant Style::Pic when I'm trying to render a nested object in to the index view the show view is fine. class Style < ActiveRecord::Base #belongs_to :users has_many :style_images, :dependent => :destroy accepts_nested_attributes_for :style_images, :reject_if => proc { |a| a.all? { |k, v| v.blank?} } #found this here http://ryandaigle.com/articles/2009/2/1/what-s-new-in-edge-rails-nested-attributes has_one :cover, :class_name => "Pic", :order => "updated_at DESC" accepts_nested_attributes_for :cover end class StyleImage < ActiveRecord::Base belongs_to :style #belongs_to :style_as_cover, :class_name => "Style", :foreign_key => "style_id" has_attached_file :pic, :styles => { :small => "200x0>", :normal => "600x> " } validates_attachment_presence :pic #validates_attachment_size :pic, :less_than => 5.megabytes end <% for style_image in @style.style_images %> <li><%= style_image.caption %></li> <div id="show_photo"> <%= image_tag style_image.pic.url(:normal) %></div> <% end %> As you can see from the above The main model style has many style_images, all these style_images are displayed in the show view but, in the the index view I wish to show one image which has been name and will act as a cover that is displayed for each style. in the index controller I have tried the following: class StylesController < ApplicationController layout "mini" def index @styles = Style.find(:all, :inculde => [:cover,]).reverse respond_to do |format| format.html # index.html.erb format.xml { render :xml => @styles } end end and the index <% @styles.each do |style| %> <%=image_tag style.cover.pic.url(:small) %> <% end %> class StyleImage < ActiveRecord::Base belongs_to :style #belongs_to :style_as_cover, :class_name => "Style", :foreign_key => "style_id" has_attached_file :pic, :styles => { :small => "200x0>", :normal => "600x> " } validates_attachment_presence :pic #validates_attachment_size :pic, :less_than => 5.megabytes end In the style_images table there is an cover_id also. From the about you can see that I have included the cover in the controller and the model. I have know idea where I'm going wrong here! If any one can help please do!

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  • "Can't mass-assign protected attributes" with nested protected models

    - by JohnnyFive
    I'm having a hell of a time trying to get this nested model working. I've tried all manner of pluralization/singular, removing the attr_accessible altogether, and who knows what else. restaurant.rb: # == RESTAURANT MODEL # # Table name: restaurants # # id :integer not null, primary key # name :string(255) # created_at :datetime not null # updated_at :datetime not null # class Restaurant < ActiveRecord::Base attr_accessible :name, :job_attributes has_many :jobs has_many :users, :through => :jobs has_many :positions accepts_nested_attributes_for :jobs, :allow_destroy => true validates :name, presence: true end job.rb: # == JOB MODEL # # Table name: jobs # # id :integer not null, primary key # restaurant_id :integer # shortname :string(255) # user_id :integer # created_at :datetime not null # updated_at :datetime not null # class Job < ActiveRecord::Base attr_accessible :restaurant_id, :shortname, :user_id belongs_to :user belongs_to :restaurant has_many :shifts validates :name, presence: false end restaurants_controller.rb: class RestaurantsController < ApplicationController before_filter :logged_in, only: [:new_restaurant] def new @restaurant = Restaurant.new @user = current_user end def create @restaurant = Restaurant.new(params[:restaurant]) if @restaurant.save flash[:success] = "Restaurant created." redirect_to welcome_path end end end new.html.erb: <% provide(:title, 'Restaurant') %> <%= form_for @restaurant do |f| %> <%= render 'shared/error_messages' %> <%= f.label "Restaurant Name" %> <%= f.text_field :name %> <%= f.fields_for :job do |child_f| %> <%= child_f.label "Nickname" %> <%= child_f.text_field :shortname %> <% end %> <%= f.submit "Done", class: "btn btn-large btn-primary" %> <% end %> Output Parameters: {"utf8"=>"?", "authenticity_token"=>"DjYvwkJeUhO06ds7bqshHsctS1M/Dth08rLlP2yQ7O0=", "restaurant"=>{"name"=>"The Pink Door", "job"=>{"shortname"=>"PD"}}, "commit"=>"Done"} The error i'm receiving is: ActiveModel::MassAssignmentSecurity::Error in RestaurantsController#create Cant mass-assign protected attributes: job Rails.root: /home/johnnyfive/Dropbox/Projects/sa Application Trace | Framework Trace | Full Trace app/controllers/restaurants_controller.rb:11:in `new' app/controllers/restaurants_controller.rb:11:in `create' Anyone have ANY clue how to get this to work? Thanks!

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  • Core Data deleteObject: sets attributes to nil

    - by SG1
    I am implementing an undo/redo mechanism in my app. This works fine for lots of cases. However, I can't undo past deleteObject:. the object is correctly saved in the undo queue, and I get it back and reinsterted into the Core Data stack just fine when calling undo. The problem is that all it's attributes are getting set to nil when I delete it. I have an entity "Canvas" with a to-many relationship called "graphics" to a "Graphic" entity, which has its inverse set to "canvas". Deleting a Graphic, then inserting it back, doesn't work. Here's the code (the redo method is basically the same): - (void)deleteGraphic:(id)aGraphic { //NSLog(@"undo drawing"); //Prepare the undo/redo [self.undoManager beginUndoGrouping]; [self.undoManager setActionName:@"Delete Graphic"]; [[self.detailItem valueForKey:@"graphics"] removeObject:aGraphic]; [[self managedObjectContext] deleteObject:aGraphic]; //End undo/redo [self.undoManager registerUndoWithTarget:self selector:@selector(insertGraphic:) object:aGraphic]; [self.undoManager endUndoGrouping]; NSLog(@"graphics are %@", [self sortedGraphics]); //Update drawing [self.quartzView setNeedsDisplay]; } and here's the wierdness: Before delete: graphics are ( <NSManagedObject: 0x1cc3f0> (entity: Graphic; id: 0x1c05f0 <x-coredata:///Graphic/t840FE8AD-F2E7-4214-822F-7994FF93D4754> ; data: { canvas = 0x162b70 <x-coredata://A919979E-75AD-474D-9561-E0E8F3388718/Canvas/p20>; content = <62706c69 73743030 d4010203 04050609 0a582476 65727369 6f6e5424 746f7059 24617263 68697665 7258246f 626a6563 7473>; frameRect = nil; label = nil; order = 1; path = "(...not nil..)"; traits = "(...not nil..)"; type = Path; }) After redo: graphics are ( <NSManagedObject: 0x1cc3f0> (entity: Graphic; id: 0x1c05f0 <x-coredata:///Graphic/t840FE8AD-F2E7-4214-822F-7994FF93D4754> ; data: { canvas = nil; content = nil; frameRect = nil; label = nil; order = 0; path = nil; traits = nil; type = nil; }), You can see it's the same object, just totally bleached by Core Data. The relationship delete rouls apparently have nothing to do with it as I've set them to "No Action" in a test.

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  • Nested attributes form for model which belongs_to few models

    - by ExiRe
    I have few models - User, Teacher and TeacherLeader. class User < ActiveRecord::Base attr_accessible ..., :teacher_attributes has_one :teacher has_one :teacher_leader accepts_nested_attributes_for :teacher_leader end class Teacher < ActiveRecord::Base belongs_to :user has_one :teacher_leader end class TeacherLeader < ActiveRecord::Base belongs_to :user belongs_to :teacher end I would like to fill TeacherLeader via nested attributes. So, i do such things in controller: class TeacherLeadersController < ApplicationController ... def new @user = User.new @teacher_leader = @user.build_teacher_leader @teachers_collection = Teacher.all.collect do |t| [ "#{t.teacher_last_name} #{t.teacher_first_name} #{t.teacher_middle_name}", t.id ] end @choosen_teacher = @teachers_collection.first.last unless @teachers_collection.empty? end end And also have such view (new.html.erb): <%= form_for @user, :url => teacher_leaders_url, :html => {:class => "form-horizontal"} do |f| %> <%= field_set_tag do %> <% f.fields_for :teacher_leader do |tl| %> <div class="control-group"> <%= tl.label :teacher_id, "Teacher names", :class => "control-label" %> <div class="controls"> <%= select_tag( :teacher_id, options_for_select( @teachers_collection, @choosen_teacher )) %> </div> </div> <% end %> <div class="control-group"> <%= f.label :user_login, "Login", :class => "control-label" %> <div class="controls"> <%= f.text_field :user_login, :placeholder => @everpresent_field_placeholder %> </div> </div> <div class="control-group"> <%= f.label :password, "Pass", :class => "control-label" %> <div class="controls"> <%= f.text_field :password, :placeholder => @everpresent_field_placeholder %> </div> </div> <% end %> <%= f.submit "Create", :class => "btn btn-large btn-success" %> <% end %> Problem is that select form here does NOT appear. Why? Do i do something wrong?

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  • Why doesn't border-radius work properly on text inputs in MobileSafari?

    - by abrahamvegh
    Here is a reference HTML document: <!DOCTYPE html> <html> <head> <style> body { background-color: #000; } input { -webkit-border-radius: 20px; } </style> </head> <body> <input type="text" value="text" /> </body> </html> The border-radius renders fine on Safari/WebKit-based desktop browsers, but on the "MobileSafari" variant, namely the iPhone and iPad browsers, it renders with this strange box, which destroys the illusion of rounded corners when the input is being displayed on top of a differently-colored background.

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  • Restricting joystick within a radius of center

    - by Phil
    I'm using Unity3d iOs and am using the example joysticks that came with one of the packages. It works fine but the area the joystick moves in is a rectangle which is unintuitive for my type of game. I can figure out how to see if the distance between the center and the current point is too far but I can't figure out how to constrain it to a certain distance without interrupting the finger tracking. Here's the relevant code: using UnityEngine; using System.Collections; public class Boundary { public Vector2 min = Vector2.zero; public Vector2 max = Vector2.zero; } public class Joystick : MonoBehaviour{ static private Joystick[] joysticks; // A static collection of all joysticks static private bool enumeratedJoysticks=false; static private float tapTimeDelta = 0.3f; // Time allowed between taps public bool touchPad; // Is this a TouchPad? public Rect touchZone; public Vector2 deadZone = Vector2.zero; // Control when position is output public bool normalize = false; // Normalize output after the dead-zone? public Vector2 position; // [-1, 1] in x,y public int tapCount; // Current tap count private int lastFingerId = -1; // Finger last used for this joystick private float tapTimeWindow; // How much time there is left for a tap to occur private Vector2 fingerDownPos; private float fingerDownTime; private float firstDeltaTime = 0.5f; private GUITexture gui; // Joystick graphic private Rect defaultRect; // Default position / extents of the joystick graphic private Boundary guiBoundary = new Boundary(); // Boundary for joystick graphic public Vector2 guiTouchOffset; // Offset to apply to touch input private Vector2 guiCenter; // Center of joystick private Vector3 tmpv3; private Rect tmprect; private Color tmpclr; public float allowedDistance; public enum JoystickType { movement, rotation } public JoystickType joystickType; public void Start() { // Cache this component at startup instead of looking up every frame gui = (GUITexture) GetComponent( typeof(GUITexture) ); // Store the default rect for the gui, so we can snap back to it defaultRect = gui.pixelInset; if ( touchPad ) { // If a texture has been assigned, then use the rect ferom the gui as our touchZone if ( gui.texture ) touchZone = gui.pixelInset; } else { // This is an offset for touch input to match with the top left // corner of the GUI guiTouchOffset.x = defaultRect.width * 0.5f; guiTouchOffset.y = defaultRect.height * 0.5f; // Cache the center of the GUI, since it doesn't change guiCenter.x = defaultRect.x + guiTouchOffset.x; guiCenter.y = defaultRect.y + guiTouchOffset.y; // Let's build the GUI boundary, so we can clamp joystick movement guiBoundary.min.x = defaultRect.x - guiTouchOffset.x; guiBoundary.max.x = defaultRect.x + guiTouchOffset.x; guiBoundary.min.y = defaultRect.y - guiTouchOffset.y; guiBoundary.max.y = defaultRect.y + guiTouchOffset.y; } } public void Disable() { gameObject.active = false; enumeratedJoysticks = false; } public void ResetJoystick() { if (joystickType != JoystickType.rotation) { //Don't do anything if turret mode // Release the finger control and set the joystick back to the default position gui.pixelInset = defaultRect; lastFingerId = -1; position = Vector2.zero; fingerDownPos = Vector2.zero; if ( touchPad ){ tmpclr = gui.color; tmpclr.a = 0.025f; gui.color = tmpclr; } } else { //gui.pixelInset = defaultRect; lastFingerId = -1; position = position; fingerDownPos = fingerDownPos; if ( touchPad ){ tmpclr = gui.color; tmpclr.a = 0.025f; gui.color = tmpclr; } } } public bool IsFingerDown() { return (lastFingerId != -1); } public void LatchedFinger( int fingerId ) { // If another joystick has latched this finger, then we must release it if ( lastFingerId == fingerId ) ResetJoystick(); } public void Update() { if ( !enumeratedJoysticks ) { // Collect all joysticks in the game, so we can relay finger latching messages joysticks = (Joystick[]) FindObjectsOfType( typeof(Joystick) ); enumeratedJoysticks = true; } //CHeck if distance is over the allowed amount //Get centerPosition //Get current position //Get distance //If over, don't allow int count = iPhoneInput.touchCount; // Adjust the tap time window while it still available if ( tapTimeWindow > 0 ) tapTimeWindow -= Time.deltaTime; else tapCount = 0; if ( count == 0 ) ResetJoystick(); else { for(int i = 0;i < count; i++) { iPhoneTouch touch = iPhoneInput.GetTouch(i); Vector2 guiTouchPos = touch.position - guiTouchOffset; bool shouldLatchFinger = false; if ( touchPad ) { if ( touchZone.Contains( touch.position ) ) shouldLatchFinger = true; } else if ( gui.HitTest( touch.position ) ) { shouldLatchFinger = true; } // Latch the finger if this is a new touch if ( shouldLatchFinger && ( lastFingerId == -1 || lastFingerId != touch.fingerId ) ) { if ( touchPad ) { tmpclr = gui.color; tmpclr.a = 0.15f; gui.color = tmpclr; lastFingerId = touch.fingerId; fingerDownPos = touch.position; fingerDownTime = Time.time; } lastFingerId = touch.fingerId; // Accumulate taps if it is within the time window if ( tapTimeWindow > 0 ) { tapCount++; print("tap" + tapCount.ToString()); } else { tapCount = 1; print("tap" + tapCount.ToString()); //Tell gameobject that player has tapped turret joystick if (joystickType == JoystickType.rotation) { //TODO: Call! } tapTimeWindow = tapTimeDelta; } // Tell other joysticks we've latched this finger foreach ( Joystick j in joysticks ) { if ( j != this ) j.LatchedFinger( touch.fingerId ); } } if ( lastFingerId == touch.fingerId ) { // Override the tap count with what the iPhone SDK reports if it is greater // This is a workaround, since the iPhone SDK does not currently track taps // for multiple touches if ( touch.tapCount > tapCount ) tapCount = touch.tapCount; if ( touchPad ) { // For a touchpad, let's just set the position directly based on distance from initial touchdown position.x = Mathf.Clamp( ( touch.position.x - fingerDownPos.x ) / ( touchZone.width / 2 ), -1, 1 ); position.y = Mathf.Clamp( ( touch.position.y - fingerDownPos.y ) / ( touchZone.height / 2 ), -1, 1 ); } else { // Change the location of the joystick graphic to match where the touch is tmprect = gui.pixelInset; tmprect.x = Mathf.Clamp( guiTouchPos.x, guiBoundary.min.x, guiBoundary.max.x ); tmprect.y = Mathf.Clamp( guiTouchPos.y, guiBoundary.min.y, guiBoundary.max.y ); //Check distance float distance = Vector2.Distance(new Vector2(defaultRect.x, defaultRect.y), new Vector2(tmprect.x, tmprect.y)); float angle = Vector2.Angle(new Vector2(defaultRect.x, defaultRect.y), new Vector2(tmprect.x, tmprect.y)); if (distance < allowedDistance) { //Ok gui.pixelInset = tmprect; } else { //This is where I don't know what to do... } } if ( touch.phase == iPhoneTouchPhase.Ended || touch.phase == iPhoneTouchPhase.Canceled ) ResetJoystick(); } } } if ( !touchPad ) { // Get a value between -1 and 1 based on the joystick graphic location position.x = ( gui.pixelInset.x + guiTouchOffset.x - guiCenter.x ) / guiTouchOffset.x; position.y = ( gui.pixelInset.y + guiTouchOffset.y - guiCenter.y ) / guiTouchOffset.y; } // Adjust for dead zone float absoluteX = Mathf.Abs( position.x ); float absoluteY = Mathf.Abs( position.y ); if ( absoluteX < deadZone.x ) { // Report the joystick as being at the center if it is within the dead zone position.x = 0; } else if ( normalize ) { // Rescale the output after taking the dead zone into account position.x = Mathf.Sign( position.x ) * ( absoluteX - deadZone.x ) / ( 1 - deadZone.x ); } if ( absoluteY < deadZone.y ) { // Report the joystick as being at the center if it is within the dead zone position.y = 0; } else if ( normalize ) { // Rescale the output after taking the dead zone into account position.y = Mathf.Sign( position.y ) * ( absoluteY - deadZone.y ) / ( 1 - deadZone.y ); } } } So the later portion of the code handles the updated position of the joystick thumb. This is where I'd like it to track the finger position in a direction it still is allowed to move (like if the finger is too far up and slightly to the +X I'd like to make sure the joystick is as close in X and Y as allowed within the radius) Thanks for reading!

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  • Retrieving Custom Attributes Using Reflection

    - by Scott Dorman
    The .NET Framework allows you to easily add metadata to your classes by using attributes. These attributes can be ones that the .NET Framework already provides, of which there are over 300, or you can create your own. Using reflection, the ways to retrieve the custom attributes of a type are: System.Reflection.MemberInfo public abstract object[] GetCustomAttributes(bool inherit); public abstract object[] GetCustomAttributes(Type attributeType, bool inherit); public abstract bool IsDefined(Type attributeType, bool inherit); System.Attribute public static Attribute[] GetCustomAttributes(MemberInfo member, bool inherit); public static bool IsDefined(MemberInfo element, Type attributeType, bool inherit); If you take the following simple class hierarchy: public abstract class BaseClass { private bool result;   [DefaultValue(false)] public virtual bool SimpleProperty { get { return this.result; } set { this.result = value; } } }   public class DerivedClass : BaseClass { public override bool SimpleProperty { get { return true; } set { base.SimpleProperty = value; } } } Given a PropertyInfo object (which is derived from MemberInfo, and represents a propery in reflection), you might expect that these methods would return the same result. Unfortunately, that isn’t the case. The MemberInfo methods strictly reflect the metadata definitions, ignoring the inherit parameter and not searching the inheritance chain when used with a PropertyInfo, EventInfo, or ParameterInfo object. It also returns all custom attribute instances, including those that don’t inherit from System.Attribute. The Attribute methods are closer to the implied behavior of the language (and probably closer to what you would naturally expect). They do respect the inherit parameter for PropertyInfo, EventInfo, and ParameterInfo objects and search the implied inheritance chain defined by the associated methods (in this case, the property accessors). These methods also only return custom attributes that inherit from System.Attribute. This is a fairly subtle difference that can produce very unexpected results if you aren’t careful. For example, to retrieve the custom  attributes defined on SimpleProperty, you could use code similar to this: PropertyInfo info = typeof(DerivedClass).GetProperty("SimpleProperty"); var attributeList1 = info.GetCustomAttributes(typeof(DefaultValueAttribute), true)); var attributeList2 = Attribute.GetCustomAttributes(info, typeof(DefaultValueAttribute), true));   The attributeList1 array will be empty while the attributeList2 array will contain the attribute instance, as expected. Technorati Tags: Reflection,Custom Attributes,PropertyInfo

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