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  • JS DOM: Get elements by text content.

    - by hristo
    Hello! I am looking for a way to perform fulltext search on the DOM tree with JS. In two words, I would like to retrieve the list of text nodes which contain a given string. I've tried mootools' Element.getElements ( ':contains[string]' ) but I can't get it to work with strings containing whitespace. I'm thinking about simply indexing all text nodes and checking against each node for the string being searched for, but, in my project, there's no way of telling when the DOM updates in order to maintain such an index up-to-date. Any better ideas? Thanks

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  • How to use the variable declared in one class in another class in Obj C.

    - by srikanth rongali
    I have a NSDate *date1 in class1 implementation file(I initialized it as Global variable). I have NSDate *date2 in class 2 implementation file (initialized it as Global variable). I need to calculate the NSTimeInterval between the two dates in class 2. But I could not do it. I could not access date1 in this class. It is giving error as (date2 undeclared). Please give me help in how to call other class variables in this class. Thank you.

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  • JS Variable inside another variable

    - by Tusk
    I have a function that would use other variables, depending on what has been passed. Like this = ActionBar(slot) slot contains "one". and I would like to create a call inside that like object.slot.name but it should convert it before hand to make the command look like object.one.name. Is there a way to do this in javascript/jquery? I remember vaguely that some other language does this as {slot} or something like that. Sorry if this question was already asked, I've checked google and stackoverflow too, but didn't find an answer. Also I'd like to know what's the proper programming term for this kind of variable passing? Edited it cause of misunderstandings. I'm looking into OOP js, so object is an object, one is an object, and name is an attribute, but when passing I'm passing "one" as a string to the function. Tried eval, it doesn't work while dotted with an object.

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  • How can we detect a touch of a sprite?

    - by srikanth rongali
    I have two sprites in my app. Both should have touches enabled and both touches are independent of one another. And if I touch the screen (not on sprites) it should have different touches. My problem is all three sprite1, sprite2, remaining screen should have independent touches. But my program is taking all the touches as same. How can I make them as what I needed ? Thank You.

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  • Missing part of the image when taking screenshot while supporting Retina Display

    - by Spaft
    I'm currently working on enabling support for retina display for my game. In the game, we have a feature that the user can take screenshot. We are using these part of code we found online a while ago and it's working fine when we are not supporting retina display: CCDirector* director = [CCDirector sharedDirector]; CGSize size = [director winSizeInPixels]; //Create buffer for pixels GLuint bufferLength = size.width * size.height * 4; GLubyte* buffer = (GLubyte*)malloc(bufferLength); //Read Pixels from OpenGL glReadPixels(0, 100, size.width, size.height, GL_RGBA, GL_UNSIGNED_BYTE, buffer); //Make data provider with data. CGDataProviderRef provider = CGDataProviderCreateWithData(NULL, buffer, bufferLength, NULL); //Configure image int bitsPerComponent = 8; int bitsPerPixel = 32; int bytesPerRow = 4 * size.width; CGColorSpaceRef colorSpaceRef = CGColorSpaceCreateDeviceRGB(); CGBitmapInfo bitmapInfo = kCGBitmapByteOrderDefault; CGColorRenderingIntent renderingIntent = kCGRenderingIntentDefault; CGImageRef iref = CGImageCreate(size.width, size.height, bitsPerComponent, bitsPerPixel, bytesPerRow, colorSpaceRef, bitmapInfo, provider, NULL, NO, renderingIntent); uint32_t* pixels = (uint32_t*)malloc(bufferLength); CGContextRef context = CGBitmapContextCreate(pixels, size.width, size.height, 8, size.width * 4, CGImageGetColorSpace(iref), kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big); CGContextTranslateCTM(context, 0, size.height); CGContextScaleCTM(context, 1.0f, -1.0f); switch (director.deviceOrientation) { case CCDeviceOrientationPortrait: break; case CCDeviceOrientationPortraitUpsideDown: CGContextRotateCTM(context, CC_DEGREES_TO_RADIANS(180)); CGContextTranslateCTM(context, -size.width, -size.height); break; case CCDeviceOrientationLandscapeLeft: CGContextRotateCTM(context, CC_DEGREES_TO_RADIANS(-90)); CGContextTranslateCTM(context, -size.width, 0); break; case CCDeviceOrientationLandscapeRight: CGContextRotateCTM(context, CC_DEGREES_TO_RADIANS(90)); CGContextTranslateCTM(context, size.width * 0.5f, -size.height); break; } CGContextDrawImage(context, CGRectMake(0.0f, 0.0f, size.width, size.height), iref); UIImage *outputImage = [UIImage imageWithCGImage:CGBitmapContextCreateImage(context)]; //Dealloc CGDataProviderRelease(provider); CGImageRelease(iref); CGContextRelease(context); free(buffer); free(pixels); return outputImage; But when we enabled retina display in cocos 0.99.5. This functionality is a little messed up since it will miss a little left part of the image while the high is still correct. So I'm wondering if there is anything wrong with the code or am I doing anything wrong here? Thank you in advance for any reply!

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  • Update text on CCLabelTFF end in bad access?

    - by TheDeveloper
    I'm doing a little game in Coco2D and I have a countdown clock Note: As I am just trying to fix a bug, I am not working on cleanup so the timer can stop, etc. Here is my code I'm using to setup the label and start the timer: timer = [CCLabelTTF labelWithString:@"10.0000" fontName:@"Helvetica" fontSize:20]; timerDisplay = timer; timerDisplay.position = ccp(277,310); [self addChild:timerDisplay]; timeLeft = 10; timerObject = [NSTimer scheduledTimerWithTimeInterval:0.1 target:self selector:@selector(updateTimer) userInfo:nil repeats:YES]; Note: timeLeft is a double This is updateTimers's code: -(void)updateTimer { NSLog(@"Got Called!"); timeLeft = timeLeft -0.1; [timer setString:[NSString stringWithFormat:@"%f",timeLeft]]; timerDisplay = timer; timerDisplay.position = ccp(277,310); [self removeChild:timerDisplay cleanup:YES]; //[self addChild:timerDisplay]; if (timeLeft <= 0) { [timerObject invalidate]; } } When I run this I toggle between crashing on this this: [timer setString:[NSString stringWithFormat:@"%f",timeLeft]]; and in the green arrow thing it gives Thread 1: EXEC_BAD_ACCESS (code=2, address=0x8) and 0x197a7ff: movl 16(%edi), %esi and in the green arrow thing it gives Thread 1: EXEC_BAD_ACCESS (code=2, address=0x8)

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  • ext-js update params dynamically

    - by jeffkolez
    I'm building a search using ext-js. I have an event that fires on keyup. I want to be able to change either the URL I'm searching, or the params. I've had luck with neither. Here's my snippit of code: Ext.get("search").on('keyup', function() { proxy.url = '/customer/list?key=' + $('search').value; store.load(); }); But, no love for me. The store loads, but the proxy.url is the old value. Is what I'm trying to do possible? Thanks in advance!

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  • Problem loading js content with ajax

    - by Justin Goodman
    I have a page that loads content into a single div via a script in the page. It works fine but the problem is that I have a lightbox in one of the dynamically loaded pages that only works the first time you navigate to it (the script I got for the page loading is found here). Once you navigate to another area, then back again, the lightbox fails to work and instead just loads the plain image. It's been suggested that the easiest way to fix this would be to have a script unload the js and css that is loaded in with the page, then reload it when you go back to the gallery section. I'm a designer, not a developer though, so I don't know if this is true or not. Any help is really appreciated. The page can be found here: justgooddesign.net/graduation/

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  • I could not understand where the memory is leaking in my code ?

    - by srikanth rongali
    I have the following code. I do not understand the problem in it. Whenever I include this class in my class the code is going to infinite loop. I could not get where I am wrong. please help me. Just point the errors in the code. #import "readFileData.h" #import "DuelScreen.h" @implementation readFileData @synthesize enemyDescription, numberOfEnemies, numberOfValues; @synthesize enemyIndex, numberOfEnemyGunDrawImages, numberOfEnemyGunFireImages, numberOfEnemyDieImages; @synthesize countDownSpeed, enemyGunDrawInterval, enemyGunFire, enemyRefire; @synthesize enemyAccuracyProbability, enemyGunCoordinateX, enemyGunCoordinateY; -(id)init { if( (self = [super init]) ) { NSArray *paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES); NSString *documentsDirectory = [paths objectAtIndex:0]; NSString *path = [documentsDirectory stringByAppendingPathComponent:@"enemyDetals.txt"]; NSString *contentsOfFile = [[NSString alloc ]initWithContentsOfFile:path]; NSArray *lines = [contentsOfFile componentsSeparatedByString:@"#"]; numberOfEnemies = [lines count]; int nEnemy; nEnemy = 0; NSArray *eachEnemy=[[lines objectAtIndex:nEnemy] componentsSeparatedByString:@"^"]; DuelScreen *enemyNumber1 = [[DuelScreen alloc] init]; NSLog(@"tempCount value in: readFile: %d", enemyNumber1.tempCount); enemyIndex = enemyNumber1.tempCount - 1; countDownSpeed = [[eachEnemy objectAtIndex:0]intValue]; enemyGunDrawInterval = [[eachEnemy objectAtIndex:1]floatValue]; enemyGunFire = [[eachEnemy objectAtIndex:2]floatValue]; enemyAccuracyProbability = [[eachEnemy objectAtIndex:3]floatValue]; enemyRefire = [[eachEnemy objectAtIndex:4]floatValue]; numberOfEnemyGunDrawImages = [[eachEnemy objectAtIndex:5]intValue]; numberOfEnemyGunFireImages = [[eachEnemy objectAtIndex:6]intValue]; numberOfEnemyDieImages = [[eachEnemy objectAtIndex:7]intValue]; enemyGunCoordinateX = [[eachEnemy objectAtIndex:8]floatValue]; enemyGunCoordinateY = [[eachEnemy objectAtIndex:9]floatValue]; enemyDescription = [eachEnemy objectAtIndex:10]; } return self; } @end

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  • How to get a 3D picture in an iphone app?

    - by wolverine
    In an application, i saw that they used to display pictures of vehicles. But what was amazing was when we touch and swipe in that picture, it rotates in 3d way left and right. And from the front view we can rotate and get to see its back view also. It is a very good feature and i was trying to replicate it. But couldnt get an idea of how and where to start. My doubts are Whats the actual format of the thing, it surely isn't a picture. How do they get to rotate it? Could someone give me an idea where i should start or where I should look upon?

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  • Syntax error. Help with one small JS snippet :(

    - by Bogdan
    Hey guys. I don't know much JS, but I wanted to do some quick work with jQuery. But I've been staring at this for about an hour and I don't understand what I missed: <script type="text/javascript"> $('#qty_6035').change(function () { var substractedQty, stockQty, remQty; substractedQty = (int) $('#qty_6035').val(); // missing ; before statement stockQty = (int) $('#orig_qty_6035').val(); $('#rem_qty_6035').html(stockQty-substractedQty); }); </script> jQuery library is included at the beggining of the document. Thanks.

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  • how to deal with HTTPS connection in iphone

    - by pnilangekar
    please provide any example or tutorial for the same. I have used SetallowsAnyHTTPSCertificateForHost But it is private API and apple will reject app for it. I have tried to use ASIHTTPRequest but not reaching to final solution. have anyone tried using ASIHTTPRequest with https type url

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  • Image Replacement (JS/JQuery) working in IE but not FF

    - by Sunburnt Ginger
    I have tried multiple solutions for replacing broken images (both JS & jQuery) and all work perfectly with IE but not in FF, is there a reason for this? Are images handled differently in FF that may cause this? JQuery Example: $("img").error(function(){ $(this).unbind("error").attr("src", "nopic.jpg"); }); Javascript Example: (triggered by onError event in img tag) function noimage(img){ img.onerror=""; img.src="nopic.jpg"; return true; } Both of these examples work perfectly in IE but not at all in FF. What gives? Thanks in advance!

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  • Most Efficient way to deal with multiple CCSprites?

    - by nardsurfer
    I have four different types of objects within my environment(box2d), each type of object having multiple instances of itself, and would like to find the most efficient way to deal with adding and manipulating all the CCSprites. The sprites are all from different files, so would it be best to create each sprite and add it to a data structure (NSMutableArray) or would I use a CCSpriteBatchNode even though each CCSprite file is different (for each type of object)? Thanks. @interface LevelScene : CCLayer { b2World* world; GLESDebugDraw *m_debugDraw; CCSpriteBatchNode *ballBatch; CCSpriteBatchNode *blockBatch; CCSpriteBatchNode *springBatch; CCSprite *goal; } +(id) scene; // adds a new sprite at a given coordinate -(void) addNewBallWithCoords:(CGPoint)p; // loads the objects (blocks, springs, and the goal), returns the Level Object -(Level) loadLevel:(int)level; @end or using NSMutableArray objects within the Level object... @interface zLevel : zThing { NSMutableArray *springs; NSMutableArray *blocks; NSMutableArray *balls; zGoal *goal; int levelNumber; } @property(nonatomic,retain)NSMutableArray *springs; @property(nonatomic,retain)NSMutableArray *blocks; @property(nonatomic,retain)NSMutableArray *balls; @property(nonatomic,retain)zGoal *goal; @property(nonatomic,assign)int levelNumber; -(void)initWithLevel:(int)level; -(void)loadLevelThings; @end

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  • Only the last node moves when multiple nodes are called for action

    - by Kriem
    Of the three parts I want to move, only the last one actually moves. I can't seem to "recycle" the ease action I created. How is this done the correct way? - init { // initial setup [self moveParts]; } - (void)moveParts { id action = [CCMoveBy actionWithDuration:1 position:ccp(0,160)]; id ease = [CCEaseInOut actionWithAction:action]; [part1 runAction:ease]; [part2 runAction:ease]; [part3 runAction:ease]; }

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  • Using JS Methods in jQuery

    - by Wasabi
    In the following code snippet, the String.fromCharCode is used, can all JS methods be used within jQuery? Perhaps a noob question, but better to ask and prove a noob, then assume and be a fool. // Invoke setBodyClass when a key is pressed $(document).keyup(function(){ switch (String.fromCharCode(event.keyCode)){ case 'D': setBodyClass('default'); break; case 'N': setBodyClass('narrow'); break; case 'L': setBodyClass('large'); break; } });//end keyup

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  • How to reuse actions

    - by Kriem
    Of the three parts I want to move, only the last one actually moves. I can't seem to "recycle" the ease action I created. How is this done the correct way? - init { // initial setup [self moveParts]; } - (void)moveParts { id action = [CCMoveBy actionWithDuration:1 position:ccp(0,160)]; id ease = [CCEaseInOut actionWithAction:action]; [part1 runAction:ease]; [part2 runAction:ease]; [part3 runAction:ease]; }

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  • How can I set different sound for different players by using [[SimpleAudioEngine sharedEngine] playE

    - by srikanth rongali
    I need to set sounds for different players in my game. There are 10 players. And I have 10 sounds. The players are loaded int his way for( int i = 1; i <5; i++ ) { [playerAnimation addFrameWithFilename: [NSString stringWithFormat:@"Player %02d gun draw_%02d.png", playerNumber, i]]; } How can I set the sounds in this way by giving the filenames. And player1 shoots player1sound should play. How can I do it using [[SimpleAudioEngine sharedEngine] playEffect:@"player1.sound.wav"];

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  • Caller property of JS for "foo = function()" style of coding

    - by arvind
    I want to use the property of "caller" for a function which is defined here It works fine for this style of function declaration function g() { alert(g.caller.name) // f } function f() { alert(f.caller.name) // undefined g() } f() JSfiddle for this But then my function declaration is something like g = function() { alert(g.caller.name) // expected f, getting undefined } f = function() { alert("calling f") alert(f.caller.name) // undefined g() } f() and I am getting undefined (basically not getting anything) JSfiddle for this Is there any way that I can use the caller property without having to rewrite my code? Also, I hope I have not made any mistakes in usage and function declaration since I am quite new to using JS.

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  • Google Adword not working /conversion.js not found

    - by Jed
    I'm currently working on a wordpress site. My task is just to add the conversion script in a thankyou page. I added the script here: http://www.livingedge.co.nz/thanks-for-getting-in-touch/ , unfortunately does not work. It says that a conversion.js was not found. See the attached screenshot: http://screencast.com/t/52ixQUzHKNxZ I added the conversion script on the footer put it in a conditional so that it will load only on the thakyoupage. I'm new to this and can't figure out what would be the possible cause of such problem. I tried adding the script in the header, on the page editor, on a form redirect. Q: What could be the possible cause of this issue?

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  • jQuery Mobile button js control

    - by David
    I have a button that is not triggering event in jQuery mobile. It was working but I had to remove the css. It was screwing up my all my ul lists. Any help would greatly appreciated Here is the code for the button at the bottom of the form : <div class="next"> <a class="btnNext">Next &gt;&gt;</a> </div> Which is supposed to do this on a separate js file: init: function(){ $('.btnNext').onclick(function(){ if ($('input[type=radio]:checked:visible').length == 0) { return false; } $(this).parents('.questionContainer').fadeOut(500, function(){ Here is the css I removed: a { border: 1px solid #000; padding: 2px 5px; font-weight: bold; font-size: 10px; background: #FFF; cursor: pointer; } a:hover { background: none; }

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  • Why is the application not starting from top...

    - by user536213
    i have created iphone game.When i pause the game using pause button i quit cliking quit button... Now when i start the game again ..the previous counter i created using this code... [NSTimer scheduledTimerWithTimeInterval:1.0 target:self selector:@selector(updateTimerFunc) userInfo:nil repeats:YES]; the timer is 100 sec and moves to zero...now it start giving the difference of twwo ,,98,96,94 if i quit the game again ans start this time the difference will become of 4 96,92 ...its keep on increasing ....what is this issue? kindly help

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  • Removing random object from parent CCprite

    - by Natty
    probably this is a simple problem to solve, since I'm quite new. I have a scene with a waiter holding a tray of food (the food is a random CCSprite choosen from an array) each time he comes onscreen he holds a new piece of food (the user touches the food and the waiter walks off to return again with a new piece of food however I cant seem to delete the old peice of food from the screen as it says the child is already added... any help would be great -(id) init { ///other code then... waiterOnSCreen = [CCSprite spriteWithSpriteFrameName:@"CatUP.png"]; waiterOnSCreen.position = ccp(CatOffSCreenPosX, catXpos); [self addChild:waiterOnSCreen z:0]; //moving the waiter // the random food sprite is added later to the waiter // [waiterOnSCreen addChild:myRandomSprite]; } -(void)LoadRandomFood { ///I make my array here then... int i = arc4random() % [RandomFood count]; myRandomSprite = (CCSprite *)[RandomFood objectAtIndex:i]; //waiterOnSCreen is a CCSprite added on the init [waiterOnSCreen addChild:myRandomSprite]; myRandomSprite.position=ccp(290,220); myRandomSprite.tag = RandomFoodTag; } } later in if(CGRectContainsPoint(waiterOnSCreen.boundingBox, location)) { //trying to remove the food here //Ive already tried to remove the sprite using [self removeChildByTag:RandomeObjectTag]; //and also CCSprite *wantedSprite = (CCSprite *)[self getChildByTag:RandomFoodTag]; [wantedSprite removeFromParentAndCleanup:YES]; } }

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  • Using CCSpriteFrameCache without CCSpriteBatchNode

    - by AwDogsGo2Heaven
    I want to know if there is any benefiting caching a sprite sheet and accessing the sprite by frame without using the CCSpriteBatchNode? In some parts of my game the sprite batch node is useful because there is a lot on the screen, however on another part its not, because there are just a few things, and there are requirements for layers so CCSpriteBatchNode wouldn't be useful. However, for the sake of consistency I would like to use Sprite Sheets for all my sprites, and so was beginning to wonder if I would still receive any benefit from it? (Or worse that it could some how be slower...)

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