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  • jQuery UI Tabs customization for many tabs

    - by Tauren
    I'd like to implement a tab bar using jquery-ui-tabs that has been customised to work like it does on HootSuite. Try this on HootSuite to see what I mean: Log in to your hootsuite.com account Click the + symbol to the right of your tabs Add tabs named "MMMMMMMMMMMMMMMMM" until a "More..." tab appears You'll see this: HootSuite includes the following features, all of which I would like to do: Fit as many tabs as possible onto the screen. Users with larger screens would see more tabs. If they run out of space, a "More..." tab would appear with a drop-down list Clicking onto the More tab would drop down a list of additional tabs Tabs can be dragged and rearranged. Tabs in the More drop-down list can be dragged to the tab bar Delete tabs with a small X next to the tab name Add tabs with a + icon to the right of the last tab I already have a tab bar working that does 4 and 6. I found a Paging Tab Plugin which is pretty cool, but works differently. Does anyone know of plugins or techniques that would help me accomplish the above? My thought is to not really make the More tab a real tab, but just an object that looks like a tab. I'd add logic to the tabs.add method to calculate if another tab can fit. If it can't, then I would add the details of the tab to my separate "More" list. There'd be a fair amount of effort to get this all working, so if there are any plugins that would help, I'd love to hear about them.

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  • jQuery UI Dialog adding unwanted inline styles to images

    - by oliver
    I am using JQUery UI to for the front end of a rails app I am developing. I am using jQuery dialog windows for displaying some tabbed data and inside one of these tabs I want to render some images. The rendering of the images works fine if I view the page without Javascript, however for some reason when putting it all in a dialog window all but the last image that I render gets some inline styles from somewhere! wihtout the dialog window: <img alt="Dsc_0085" class="picture" src="/system/sources/3/normal/DSC_0085.jpg?1260300748" /> <img alt="Dsc_0006" class="picture" src="/system/sources/4/normal/DSC_0006.jpg?1260301612" /> with the dialog window: <img alt="Dsc_0085" class="picture" src="/system/sources/3/normal/DSC_0085.jpg?1260300748" style="height: 0px; width: 0px; border-top-width: 1px; border-bottom-width: 1px; font-size: 22px; border-left-width: 1px; border-right-width: 1px; display: inline; "> <img alt="Dsc_0006" class="picture" src="/system/sources/4/normal/DSC_0006.jpg?1260301612" style="display: inline; "> I can't work out why putting the images into a dialog window is giving them inline styles with height and width of 0px, does anyone have any ideas?

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  • Forcing an item to remain in place in a jQuery UI Sortable list

    - by calumbrodie
    I've set up a jQuery sortable list but I need to be able to keep some items in the sortable 'fixed' in place and for the other items to sort around them. I thought that there would be built in methods to achieve this, alas this is not the case. I'm able to set up the list and not include the items in question: <ul id="fruit"> <li class="fixed">apples</li> <li>oranges</li> <li>bananas</li> <li>pineapples</li> <li>grapes</li> <li class="fixed">pears</li> <li>mango</li> </ul> <script type="text/javascript"> $('#fruit').sortable({items: "li:not('.fixed')"}) </script> This stops me from drag/dropping these items but they still move if the items around them are sorted. There may be a way to do this using the many callbacks that this method has but I've been unable to work this out. Maybe this method would be a good addition to the UI Sortable options?

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  • JQUERY - jQuery UI Nested Sortables 2 - help getting it working

    - by nobosh
    Hello, I'm interested in using the following JQUERY - http://lucaswoj.com/2010/01/jquery-ui-nested-sortables-2/ However, I can't seem to get a demo instance of the plugin work. Here's the code I'm using: <script type="text/javascript"> $('#findit').nestedSortable({}); </script> <div > <ul id="findit"> <li> List Item Content <ul></ul> <li> <li> List Item Content 2 <ul></ul> <li> <li> List Item Content 3 <ul></ul> <li> <li> List Item Content 4 <ul></ul> <li> <ul> </div> Any ideas? Thanks

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  • Follow the links of the tab in jquery ui tab

    - by Aakash Chakravarthy
    Hello, I have jquery tabs like <ul id="tabsList"> <li><a href="#tab-1">Name 1</a></li> <li><a href="#tab-2">Name 2</a></li> <li><a href="http://www.google.com/">Name 3</a></li> </ul> <div id="tab-1">content 1</div> <div id="tab-2">content 2</div> the first two tabs load the respective divs. But the third one should go to google.com, instead it does nothing. It just adds http://example.com/index.html#ui-tabs-[object Object] to the url. I am developing a wordpress plugin and the admin page needs a tab interface. I tested this in a local server and not working update: i don't want to load google.com inside the page. It should open the webpage in new tab/window like ordinary links do.

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  • jquery ui dialog and our dearest friend, ie6

    - by bradjive
    I'm using the jquery ui dialog for a modal popup dialog. It's working great in Firefox/Chrome but terrible in ie6. Problem: When I show the dialog in ie6, the browser window grows and automatically scrolls down to the bottom. The height increase and automatic scroll-down is equal to the height of the jquery dialog. I can scroll up and then use the dialog as normal, but the behavior where it grows the window and drops is maddeningly unacceptable. Here is how I'm launching the window: <div id="dialogWindow"></div> ... $(document).ready(function() { var $dialog = $("#dialogWindow").dialog({ autoOpen: false, modal: true, minWidth: 560, width: 560, resizable: "true", position: "top" }); $('.addButton').click(function(e) { e.preventDefault(); $('#dialogWindow').load('http://myurl'); $dialog.dialog('open'); }); }); I am already using the bgiframe plugin for jquery which is key for ie6 overlay issues. But this seems unrelated to that. Has anyone seen this before and found a work around?

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  • how to apply jquery ui draggable more than one time to same element

    - by Nuwan Chathuranga
    How can I apply jquery ui draggable or resizable more than one time to same element? For example: <div style="height: 50px; left: 216px; position: absolute; top: 64px; width: 444px; z-index: 1; class="test-12 ui-resizable ui-draggable" id="div-77"> <div class="ui-resizable-handle ui-resizable-e" style="z-index: 1000;"></div> <div class="ui-resizable-handle ui-resizable-s" style="z-index: 1000;"></div> <div class="ui-resizable-handle ui-resizable-se ui-icon ui-icon-gripsmall-diagonal-se" style="z-index: 1000;"></div> <div class="ui-rotatable-handle ui-draggable show"></div> </div> I want to apply jquery draggable and resizable to this div (id=div-77) with these other divs thank you

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  • XNA Xbox 360 Content Manager Thread freezing Draw Thread

    - by Alikar
    I currently have a game that takes in large images, easily bigger than 1MB, to serve as backgrounds. I know exactly when this transition is supposed to take place, so I made a loader class to handle loading these large images in the background, but when I load the images it still freezes the main thread where the drawing takes place. Since this code runs on the 360 I move the thread to the 4th hardware thread, but that doesn't seem to help. Below is the class I am using. Any thoughts as to why my new content manager which should be in its own thread is interrupting the draw in my main thread would be appreciated. namespace FileSystem { /// <summary> /// This is used to reference how many objects reference this texture. /// Everytime someone references a texture we increase the iNumberOfReferences. /// When a class calls remove on a specific texture we check to see if anything /// else is referencing the class, if it is we don't remove it. If there isn't /// anything referencing the texture its safe to dispose of. /// </summary> class TextureContainer { public uint uiNumberOfReferences = 0; public Texture2D texture; } /// <summary> /// This class loads all the files from the Content. /// </summary> static class FileManager { static Microsoft.Xna.Framework.Content.ContentManager Content; static EventWaitHandle wh = new AutoResetEvent(false); static Dictionary<string, TextureContainer> Texture2DResourceDictionary; static List<Texture2D> TexturesToDispose; static List<String> TexturesToLoad; static int iProcessor = 4; private static object threadMutex = new object(); private static object Texture2DMutex = new object(); private static object loadingMutex = new object(); private static bool bLoadingTextures = false; /// <summary> /// Returns if we are loading textures or not. /// </summary> public static bool LoadingTexture { get { lock (loadingMutex) { return bLoadingTextures; } } } /// <summary> /// Since this is an static class. This is the constructor for the file loadeder. This is the version /// for the Xbox 360. /// </summary> /// <param name="_Content"></param> public static void Initalize(IServiceProvider serviceProvider, string rootDirectory, int _iProcessor ) { Content = new Microsoft.Xna.Framework.Content.ContentManager(serviceProvider, rootDirectory); Texture2DResourceDictionary = new Dictionary<string, TextureContainer>(); TexturesToDispose = new List<Texture2D>(); iProcessor = _iProcessor; CreateThread(); } /// <summary> /// Since this is an static class. This is the constructor for the file loadeder. /// </summary> /// <param name="_Content"></param> public static void Initalize(IServiceProvider serviceProvider, string rootDirectory) { Content = new Microsoft.Xna.Framework.Content.ContentManager(serviceProvider, rootDirectory); Texture2DResourceDictionary = new Dictionary<string, TextureContainer>(); TexturesToDispose = new List<Texture2D>(); CreateThread(); } /// <summary> /// Creates the thread incase we wanted to set up some parameters /// Outside of the constructor. /// </summary> static public void CreateThread() { Thread t = new Thread(new ThreadStart(StartThread)); t.Start(); } // This is the function that we thread. static public void StartThread() { //BBSThreadClass BBSTC = (BBSThreadClass)_oData; FileManager.Execute(); } /// <summary> /// This thread shouldn't be called by the outside world. /// It allows the File Manager to loop. /// </summary> static private void Execute() { // Make sure our thread is on the correct processor on the XBox 360. #if WINDOWS #else Thread.CurrentThread.SetProcessorAffinity(new int[] { iProcessor }); Thread.CurrentThread.IsBackground = true; #endif // This loop will load textures into ram for us away from the main thread. while (true) { wh.WaitOne(); // Locking down our data while we process it. lock (threadMutex) { lock (loadingMutex) { bLoadingTextures = true; } bool bContainsKey = false; for (int con = 0; con < TexturesToLoad.Count; con++) { // If we have already loaded the texture into memory reference // the one in the dictionary. lock (Texture2DMutex) { bContainsKey = Texture2DResourceDictionary.ContainsKey(TexturesToLoad[con]); } if (bContainsKey) { // Do nothing } // Otherwise load it into the dictionary and then reference the // copy in the dictionary else { TextureContainer TC = new TextureContainer(); TC.uiNumberOfReferences = 1; // We start out with 1 referece. // Loading the texture into memory. try { TC.texture = Content.Load<Texture2D>(TexturesToLoad[con]); // This is passed into the dictionary, thus there is only one copy of // the texture in memory. // There is an issue with Sprite Batch and disposing textures. // This will have to wait until its figured out. lock (Texture2DMutex) { bContainsKey = Texture2DResourceDictionary.ContainsKey(TexturesToLoad[con]); Texture2DResourceDictionary.Add(TexturesToLoad[con], TC); } // We don't have the find the reference to the container since we // already have it. } // Occasionally our texture will already by loaded by another thread while // this thread is operating. This mainly happens on the first level. catch (Exception e) { // If this happens we don't worry about it since this thread only loads // texture data and if its already there we don't need to load it. } } Thread.Sleep(100); } } lock (loadingMutex) { bLoadingTextures = false; } } } static public void LoadTextureList(List<string> _textureList) { // Ensuring that we can't creating threading problems. lock (threadMutex) { TexturesToLoad = _textureList; } wh.Set(); } /// <summary> /// This loads a 2D texture which represents a 2D grid of Texels. /// </summary> /// <param name="_textureName">The name of the picture you wish to load.</param> /// <returns>Holds the image data.</returns> public static Texture2D LoadTexture2D( string _textureName ) { TextureContainer temp; lock (Texture2DMutex) { bool bContainsKey = false; // If we have already loaded the texture into memory reference // the one in the dictionary. lock (Texture2DMutex) { bContainsKey = Texture2DResourceDictionary.ContainsKey(_textureName); if (bContainsKey) { temp = Texture2DResourceDictionary[_textureName]; temp.uiNumberOfReferences++; // Incrementing the number of references } // Otherwise load it into the dictionary and then reference the // copy in the dictionary else { TextureContainer TC = new TextureContainer(); TC.uiNumberOfReferences = 1; // We start out with 1 referece. // Loading the texture into memory. try { TC.texture = Content.Load<Texture2D>(_textureName); // This is passed into the dictionary, thus there is only one copy of // the texture in memory. } // Occasionally our texture will already by loaded by another thread while // this thread is operating. This mainly happens on the first level. catch(Exception e) { temp = Texture2DResourceDictionary[_textureName]; temp.uiNumberOfReferences++; // Incrementing the number of references } // There is an issue with Sprite Batch and disposing textures. // This will have to wait until its figured out. Texture2DResourceDictionary.Add(_textureName, TC); // We don't have the find the reference to the container since we // already have it. temp = TC; } } } // Return a reference to the texture return temp.texture; } /// <summary> /// Go through our dictionary and remove any references to the /// texture passed in. /// </summary> /// <param name="texture">Texture to remove from texture dictionary.</param> public static void RemoveTexture2D(Texture2D texture) { foreach (KeyValuePair<string, TextureContainer> pair in Texture2DResourceDictionary) { // Do our references match? if (pair.Value.texture == texture) { // Only one object or less holds a reference to the // texture. Logically it should be safe to remove. if (pair.Value.uiNumberOfReferences <= 1) { // Grabing referenc to texture TexturesToDispose.Add(pair.Value.texture); // We are about to release the memory of the texture, // thus we make sure no one else can call this member // in the dictionary. Texture2DResourceDictionary.Remove(pair.Key); // Once we have removed the texture we don't want to create an exception. // So we will stop looking in the list since it has changed. break; } // More than one Object has a reference to this texture. // So we will not be removing it from memory and instead // simply marking down the number of references by 1. else { pair.Value.uiNumberOfReferences--; } } } } /*public static void DisposeTextures() { int Count = TexturesToDispose.Count; // If there are any textures to dispose of. if (Count > 0) { for (int con = 0; con < TexturesToDispose.Count; con++) { // =!THIS REMOVES THE TEXTURE FROM MEMORY!= // This is not like a normal dispose. This will actually // remove the object from memory. Texture2D is inherited // from GraphicsResource which removes it self from // memory on dispose. Very nice for game efficency, // but "dangerous" in managed land. Texture2D Temp = TexturesToDispose[con]; Temp.Dispose(); } // Remove textures we've already disposed of. TexturesToDispose.Clear(); } }*/ /// <summary> /// This loads a 2D texture which represnets a font. /// </summary> /// <param name="_textureName">The name of the font you wish to load.</param> /// <returns>Holds the font data.</returns> public static SpriteFont LoadFont( string _fontName ) { SpriteFont temp = Content.Load<SpriteFont>( _fontName ); return temp; } /// <summary> /// This loads an XML document. /// </summary> /// <param name="_textureName">The name of the XML document you wish to load.</param> /// <returns>Holds the XML data.</returns> public static XmlDocument LoadXML( string _fileName ) { XmlDocument temp = Content.Load<XmlDocument>( _fileName ); return temp; } /// <summary> /// This loads a sound file. /// </summary> /// <param name="_fileName"></param> /// <returns></returns> public static SoundEffect LoadSound( string _fileName ) { SoundEffect temp = Content.Load<SoundEffect>(_fileName); return temp; } } }

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  • Difference between Thread.Sleep(0) and Thread.Yield()

    - by Xose Lluis
    As Java has had Sleep and Yield from long ago, I've found answers for that platform, but not for .Net .Net 4 includes the new Thread.Yield() static method. Previously the common way to hand over the CPU to other process was Thread.Sleep(0). Apart from Thread.Yield() returning a boolean, are there other performance, OS internals differences? For example, I'm not sure if Thread.Sleep(0) checks if other thread is ready to run before changing the current Thread to waiting state... if that's not the case, when no other threads are ready, Thread.Sleep(0) would seem rather worse that Thread.Yield().

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  • kendo ui filtering the grid table, need some idea

    - by cool_spirit
    I want to filter the table by last name, but cant work, here is my code in controller public JsonResult Filtering() { HealthContext rc = new HealthContext(); var last = rc.Profiles.Select(lastt => new SelectListItem { Text = lastt.LastName, Value = lastt.Id.ToString() }).ToList(); return Json(last.ToList(), JsonRequestBehavior.AllowGet); } in view <script type="text/x-kendo-template" id="template"> <div class="toolbar"> <label class="category-label" for="Last name"> by last name:</label> <input type="search" id="LastName" style="width: 230px"></input> </div> </script> and also <script> $(document).ready(function() { $("#grid").kendoGrid({ dataSource: { transport: { read: { url: "/Profiles/GetJsonData", dataType: "json" } }, pageSize: 10, }, toolbar: kendo.template($("#template").html()), height: 250, filterable: true, sortable: true, pageable: true, defaultSorting: 'LastName ASC', columns: [{ field: "Id", filterable: false }, { field: "FirstName", title: "First Name", width: 100, }, { field: "LastName", title: "Last Name", width: 200 }, { field: "Gender", title: "Gender" } ] }); var dropDown = grid.find("#LastName").kendoDropDownList({ dataTextField: "LastName", dataValueField: "Id", autoBind: false, optionLabel: "All", dataSource: { severFiltering: true, transport: { read: { url: "/Profiles/Filtering", dataType: "json" } }, }, change: function() { var value = this.value(); if (value) { grid.data("kendoGrid").dataSource.filter({ field: "Id", operator: "eq", value: parseInt(value) }); } else { grid.data("kendoGrid").dataSource.filter({}); } } }); }); </script> so the problem is the drop down list is not show up as well as the value/ data, any idea guys?

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  • jquery ui autocomplete problem

    - by Roger
    Hi, i've got a select box containing countries, and when one is selected, i want my autocomplete data for the city field to load via ajax. here's my code: // Sets up the autocompleter depending on the currently // selected country $(document).ready(function() { var cache = getCities(); $('#registration_city_id').autocomplete( { source: cache } ); cache = getCities(); // update the cache array when a different country is selected $("#registration_country_id").change(function() { cache = getCities(); }); }); /** * Gets the cities associated with the currently selected country */ function getCities() { var cityId = $("#registration_country_id :selected").attr('value'); return $.getJSON("/ajax/cities/" + cityId + ".html"); } This returns the following json: ["Aberdare","Aberdeen","Aberystwyth","Abingdon","Accrington","Airdrie","Aldershot","Alfreton","Alloa","Altrincham","Amersham","Andover","Antrim","Arbroath","Ardrossan","Arnold","Ashford","Ashington","Ashton-under-Lyne","Atherton","Aylesbury","Ayr",... ] But, it doesn't work. When i start typing in the city box, the style changes so the autocompleter is doing something, but it won't display this data. If i hard-code the above it works. Can anyone see what's wrong? Thanks

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  • JQuery UI sortable: restore position based on some condition

    - by dafi
    I call sortable.stop() to make an ajax call to store some data after drag&drop operation. When the ajax call returns an error (application logic error or net problem) I want to move the dragged element to its original/start position, how can I achieve it? The scenario should be user drags A to B the sortable.stop() event is called, it triggers an ajax call the ajax call returns an error inside the stop() event we get the ajax error move A to its original position user again move A to B everything is ok A remains in its new position in B Steps 6-8 are shown to clarify a successive drag can be done and previous error must be forgotten

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  • jQuery UI tabs link for _blank webpage

    - by Megawolt
    Hi fellas, In our format some pages must be in Tabs that's ok. But some of them must be open in a blank page... So How can i do that. I have try ; $('#tablar #tabs ul li a').filter(function() { return $(this).attr('rel') == 'ex'; }) .unbind() .click(function(e) { location.href = this.href; e.preventDefault(); }); But not working...

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  • background image for jquery ui dialog buttons

    - by mcgrailm
    is it possible to give a button a background image really i have an image that I want to use for a button and would be nice if they stayed in place like the default buttons. right now I just have them inside the dialog but the rest of the content is dynamic and I don't want them to disappear when the scroll bar appears

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  • jQuery UI AutoComplete remote json response question

    - by Greg-J
    I was using geonames.org to autocomplete city and state but found it to be far too slow to be reliable. My code is as follows, and does work (wait about 10 seconds to see the autocomplete results) Old (working) code here: http://jsbin.com/umewo3/2/edit Now I am using YQL as they provide a much quicker response. The issue is that I don't seem to understand how to properly map the response. You can see I am sending a well formed request, and getting the response back - but I am somehow not dealing with the response properly. New (broken) code here: http://jsbin.com/aqoke3/2/edit Any and all help appreciated.

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  • jQuery Resizable() UI Problem

    - by OneNerd
    In general, resizable() works fine. Here is where I am getting into an issue. I have a div that contains some resizable items that work fine (resizable() applied to them at some point). user can save items for later view (the innerHTML of the div gets saved into a JavaScript array, then div gets cleared so they can do something else) When items get placed back onto div (from array) -- I do a $('#divname').append(arrayname[i]); -- items are no longer resizable (although visually they have the resizable classes/handle on them) Here is what I have tried so far (none of which have worked): After append() line, I re-initialize the resizable -- $('#items').resizable(); After append() line, remove then re-add resizable -- $('#items').resizable('destroy').resizable(); Any help is appreciated - thanks.

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  • JQuery UI question, how do you add variables into the dialog box

    $('.openDialog').click(function(event){ var width=$(this).attr('width'); var height=$(this).attr('height'); alert(width + ' ' + height); event.preventDefault(); $("#dialog").dialog({autoOpen: false, modal: true}); $('#dialog').dialog('option', 'width', width); $('#dialog').dialog('open'); $('#dialog p').load('http://pagetoload.com/page.html .content'); }); As you can see above i'm trying to open a dialog box with a passed in parameter of width and height, however when I try and pass in the value of width on this line: $('#dialog').dialog('option', 'width', width); it doesn't work, any ideas why or how to get around that? Thanks

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  • Toggle jQuery-UI widgets

    - by cf_PhillipSenn
    I have: <div class="ui-widget"> <div class="ui-widget-header"> <span class="ui-icon ui-icon-circle-triangle-n">My Menu</span> </div> <ul class="ui-widget-content"> <li>Menu Item 1</li> <li>Menu Item 2</li> <li>Menu Item 3</li> </ul> </div> My jQuery is: $('.ui-widget-header').click(function() { $('.ui-widget-header+ul').toggle('slow'); }); Q: How do I toggle classes between ui-icon-circle-triangle-n and ui-icon-circle-triangle-s as the user clicks on .ui-widget-header?

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  • sortable list using jquery ui not passing updated list order

    - by Matthew Berman
    I am following the sortable lists railscast and got everything working except when I sort, the same (original) order gets passed to the update method each time, so it doesn't update the true order. Here's the code: In the view: %tbody#lineup{"data-update-url" => sort_lineups_url} - @lineup.pieces.each_with_index do |piece, index| = content_tag_for :tr, piece do = render 'piece', :piece => piece, :index => index and pieces.js.coffee: jQuery -> $('#lineup').sortable( axis: 'y' update: -> $.post($(this).data('update-url'), $(this).sortable('serialize')) ); sort and show methods of lineupscontroller: def show @lineup = Lineup.find_by_user_id(current_user.id) @pieces = @lineup.pieces.order("position") end def sort params[:piece].each_with_index do |id, index| current_user.lineup.pieces.update_all({position: index+1}, {id: id}) end render nothing: true end and the update request: Started POST "/lineups/sort" for 127.0.0.1 at 2012-06-24 20:06:14 -0700 Processing by LineupsController#sort as */* Parameters: {"piece"=>["8", "2", "1", "4", "3", "7"]} User Load (0.4ms) SELECT `users`.* FROM `users` WHERE `users`.`id` = 2 LIMIT 1 Lineup Load (0.6ms) SELECT `lineups`.* FROM `lineups` WHERE `lineups`.`user_id` = 2 LIMIT 1 SQL (2.9ms) UPDATE `pieces` INNER JOIN `piece_lineups` ON `pieces`.`id` = `piece_lineups`.`piece_id` SET `position` = 1 WHERE `piece_lineups`.`lineup_id` = 3 AND `pieces`.`id` = 8 SQL (0.6ms) UPDATE `pieces` INNER JOIN `piece_lineups` ON `pieces`.`id` = `piece_lineups`.`piece_id` SET `position` = 2 WHERE `piece_lineups`.`lineup_id` = 3 AND `pieces`.`id` = 2 SQL (0.6ms) UPDATE `pieces` INNER JOIN `piece_lineups` ON `pieces`.`id` = `piece_lineups`.`piece_id` SET `position` = 3 WHERE `piece_lineups`.`lineup_id` = 3 AND `pieces`.`id` = 1 SQL (0.5ms) UPDATE `pieces` INNER JOIN `piece_lineups` ON `pieces`.`id` = `piece_lineups`.`piece_id` SET `position` = 4 WHERE `piece_lineups`.`lineup_id` = 3 AND `pieces`.`id` = 4 SQL (0.6ms) UPDATE `pieces` INNER JOIN `piece_lineups` ON `pieces`.`id` = `piece_lineups`.`piece_id` SET `position` = 5 WHERE `piece_lineups`.`lineup_id` = 3 AND `pieces`.`id` = 3 SQL (0.5ms) UPDATE `pieces` INNER JOIN `piece_lineups` ON `pieces`.`id` = `piece_lineups`.`piece_id` SET `position` = 6 WHERE `piece_lineups`.`lineup_id` = 3 AND `pieces`.`id` = 7 Rendered text template (0.0ms) so each time i drag+drop the list, it sends the same order again. what am I doing wrong that the params isn't passing the right, updated order? Completed 200 OK in 2757ms (Views: 1.0ms | ActiveRecord: 6.7ms)

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  • C++ Multithreading with pthread is blocking (including sockets)

    - by Sebastian Büttner
    I am trying to implement a multi threaded application with pthread. I did implement a thread class which looks like the following and I call it later twice (or even more), but it seems to block instead of execute the threads parallel. Here is what I got until now: The Thread Class is an abstract class which has the abstract method "exec" which should contain the thread code in a derive class (I did a sample of this, named DerivedThread) Thread.hpp #ifndef THREAD_H_ #define THREAD_H_ #include <pthread.h> class Thread { public: Thread(); void start(); void join(); virtual int exec() = 0; int exit_code(); private: static void* thread_router(void* arg); void exec_thread(); pthread_t pth_; int code_; }; #endif /* THREAD_H_ */ And Thread.cpp #include <iostream> #include "Thread.hpp" /*****************************/ using namespace std; Thread::Thread(): code_(0) { cout << "[Thread] Init" << endl; } void Thread::start() { cout << "[Thread] Created Thread" << endl; pthread_create( &pth_, NULL, Thread::thread_router, reinterpret_cast<void*>(this)); } void Thread::join() { cout << "[Thread] Join Thread" << endl; pthread_join(pth_, NULL); } int Thread::exit_code() { return code_; } void Thread::exec_thread() { cout << "[Thread] Execute" << endl; code_ = exec(); } void* Thread::thread_router(void* arg) { cout << "[Thread] exec_thread function in thread" << endl; reinterpret_cast<Thread*>(arg)->exec_thread(); return NULL; } DerivedThread.hpp #include "Thread.hpp" class DerivedThread : public Thread { public: DerivedThread(); virtual ~DerivedThread(); int exec(); void Close() = 0; DerivedThread.cpp [...] #include "DerivedThread.cpp" [...] int DerivedThread::exec() { //code to be executed do { cout << "Thread executed" << endl; usleep(1000000); } while (true); //dummy, just to let it run for a while } [...] Basically, I am calling this like the here: DerivedThread *thread; cout << "Creating Thread" << endl; thread = new DerivedThread(); cout << "Created thread, starting..." << endl; thread->start(); cout << "Started thread" << endl; cout << "Creating 2nd Thread" << endl; thread = new DerivedThread(); cout << "Created 2nd thread, starting..." << endl; thread->start(); cout << "Started 2nd thread" << endl; What is working great if I am only starting one of these Threads , but if I start multiple which should run together (not synced, only parallel) . But I discovered, that the thread is created, then as it tries to execute it (via start) the problem seems to block until the thread has closed. After that the next Thread is processed. I thought that pthread would do it unblocked for me, so what did I wrong? A sample output might be: Creating Thread [Thread] Thread Init Created thread, starting... [Thread] Created thread [Thread] exec_thread function in thread [Thread] Execute Thread executed Thread executed Thread executed Thread executed Thread executed Thread executed Thread executed .... Until Thread 1 is not terminated, a Thread 2 won't be created not executed. The process above is executed in an other class. Just for the information: I am trying to create a multi threaded server. The concept is like this: MultiThreadedServer Class has a main loop, like this one: ::inet::ServerSock *sock; //just a simple self made wrapper class for sockets DerivedThread *thread; for (;;) { sock = new ::inet::ServerSock(); this->Socket->accept( *sock ); cout << "Creating Thread" << endl; //Threads (according to code sample above) thread = new DerivedThread(sock); //I did not mentoine the parameter before as it was not neccesary, in fact, I pass the socket handle with the connected socket to the thread cout << "Created thread, starting..." << endl; thread->start(); cout << "Started thread" << endl; } So I thought that this would loop over and over and wait for new connections to accept. and when a new client arrives, I am creating a new thread and give the thread the connected socket as a parameter. In the DerivedThread::exec I am doing the handling for the connected client. Like: [...] do { [...] if (this-sock_-read( Buffer, sizeof(PacketStruc) ) 0) { cout << "[Handler_Base] Recv Packet" << endl; //handle the packet } else { Connected = false; } delete Buffer; } while ( Connected ); So I loop in the created thread as long as the client keeps the connection. I think, that the socket may cause the blocking behaviour. Edit: I figured out, that it is not the read() loop in the DerivedThread Class as I simply replaced it with a loop over a simple cout-usleep part. It did also only execute the first one and after first thread finished, the 2nd one was executed. Many thanks and best regards, Sebastian

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  • Change the Default Number of Rows of Tiles on the Windows 8 UI (Metro) Screen

    - by Lori Kaufman
    By default, Windows 8 automatically sets the number of rows of tiles to fit your screen, depending on your monitor size and resolution. However, you can tell Windows 8 to display a certain number of rows of tiles at all times, despite the screen resolution. To do this, we will make a change to the registry. If you are not already on the Desktop, click the Desktop tile on the Start screen. NOTE: Before making changes to the registry, be sure you back it up. We also recommend creating a restore point you can use to restore your system if something goes wrong. HTG Explains: Why Do Hard Drives Show the Wrong Capacity in Windows? Java is Insecure and Awful, It’s Time to Disable It, and Here’s How What Are the Windows A: and B: Drives Used For?

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  • Creating user UI using Flixel

    - by Jamie Read
    I am new to game development but familiar with programming languages. I have started using Flixel and have a working Breakout game with score and lives. What I am trying to do is add a Start Screen before actually loading the game. I have a create function that adds all the game elements to the stage: override public function create():void // all game elements { How can I add this pre-load Start Screen? I'm not sure if I have to add in the code to this create function or somewhere else and what code to actually add. Eventually I would also like to add saving, loading, options and upgrades too. So any advice with that would be great. Here is my main game.as: package { import org.flixel.*; public class Game extends FlxGame { private const resolution:FlxPoint = new FlxPoint(640, 480); private const zoom:uint = 2; private const fps:uint = 60; public function Game() { super(resolution.x / zoom, resolution.y / zoom, PlayState, zoom); FlxG.flashFramerate = fps; } } } Thanks.

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  • Pass data from thread into Activity

    - by Laimoncijus
    Hi, I am want to pass data back from a Thread to Activity (which created the thread). So I am doing like described on Android documentation: public class MyActivity extends Activity { [ . . . ] // Need handler for callbacks to the UI thread final Handler mHandler = new Handler(); // Create runnable for posting final Runnable mUpdateResults = new Runnable() { public void run() { updateResultsInUi(); } }; @Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); [ . . . ] } protected void startLongRunningOperation() { // Fire off a thread to do some work that we shouldn't do directly in the UI thread Thread t = new Thread() { public void run() { mResults = doSomethingExpensive(); mHandler.post(mUpdateResults); } }; t.start(); } private void updateResultsInUi() { // Back in the UI thread -- update our UI elements based on the data in mResults [ . . . ] } } Only one thing I am missing here - where and how should be defined mResults so I could access it from both Activity and Thread, and also would be able to modify as needed? If I define it as final in MyActivity, I can't change it anymore in Thread - as it is shown in example... Thanks!

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  • multi-thread in mmorpg server

    - by jean
    For MMORPG, there is a tick function to update every object's state in a map. The function was triggered by a timer in fixed interval. So each map's update can be dispatch to different thread. At other side, server handle player incoming package have its own threads also: I/O threads. Generally, the handler of the corresponding incoming package run in I/O threads. So there is a problem: thread synchronization. I have consider two methods: Synchronize with mutex. I/O thread lock a mutex before execute handler function and map thread lock same mutex before it execute map's update. Execute all handler functions in map's thread, I/O thread only queue the incoming handler and let map thread to pop the queue then call handler function. These two have a disadvantage: delay. For method 1, if the map's tick function is running, then all clients' request need to waiting the lock release. For method 2, if map's tick function is running, all clients' request need to waiting for next tick to be handle. Of course, there is another method: add lock to functions that use data which will be accessed both in I/O thread & map thread. But this is hard to maintain and easy to goes incorrect. It needs carefully check all variables whether or not accessed by both two kinds thread. My problem is: is there better way to do this? Notice that I said map is logic concept means no interactions can happen between two map except transport. I/O thread means thread in 3rd part network lib which used to handle client request.

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