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  • jQuery animate opacity doesn't work properly on IE

    - by fidoboy
    I'm trying to use animate function to change the height and opacity for a DIV. The div has a image background in CSS, it works fine on Firefox and Safari, but when i test it on IE the background is being removed. This is my code: if (jQuery.support.opacity) { jQuery('#list_box').animate({opacity: '1',height: '300px',top: newTop},{duration: 300}); } else { jQuery('#list_box').animate({filter: 'alpha(opacity=100)',height: '300px',top: newTop},{duration: 300}); } How can i fix it?

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  • Compare Two DLL's

    - by Goober
    Scenario I have a C# application compiled as a DLL. I have a build from last week and a build from this week. There has been a significant change in performance so I want to compare the the two builds to see what has changed. ANY IDEAS?........SUGGESTIONS? Cheers

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  • Should I use AJAX or get every data beforehand

    - by rix501
    I have a web app where I need to change a drop down list dynamically depending on another drop down list. I have two options: Get all the data beforehand with PHP and "manage" it later with Javascript. Or get the data the user wants through AJAX. The thing is, that the page loads with all the data by default and the user can later select a sub category to narrow the drop downs. Which of the two options are better (faster, less resource intensive)?

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  • How does Undo work?

    - by dontWatchMyProfile
    How does undo work? Does it copy all the managed objects every time any of the values change? Or does it only copy the actual changes together with an information which objects were affected? Is that heavy or lightweight?

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  • Moving to 64-bit on OS X?

    - by ML
    Hi All, What is the best practice for moving to 64-bit on OS X? Using the 10.6 SDK and 64-bit intel as my SDK and target. I have int32 types to change Does OS X have an 'int64' or would one use a 'long long'? Where might I find a resource to available data types? What other issues are there?

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  • SHTML - Testing

    - by Michael
    I am creating an shtml website and I am wondering how can you test the webiste in dreamweaver. Do you simply change the extentions back to html?

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  • changing the name of type="file" input tag?

    - by Syom
    i have an input tag... <input type="file" name="upload"> for browsing it makes the button vith value "browse"(in mozilla) the question is: how can i change the name of that button? i want it to have the name "select" instead of "browse". Thanks

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  • Restrict sprite movement to vertical and horizontal

    - by Daniel Granger
    I have been battling with this for some time and my noob brain can't quite work it out. I have a standard tile map and currently use the following code to move my enemy sprite around the map -(void) movePlayer:(ccTime)deltaTime { if (CGPointEqualToPoint(self.position, requestedPosition)) return; float step = kPlayerSpeed * deltaTime; float dist = ccpDistance(self.position, requestedPosition); CGPoint vectorBetweenAB = ccpSub(self.position, requestedPosition); if (dist <= step) { self.position = requestedPosition; [self popPosition]; } else { CGPoint normVectorBetweenAB = ccpNormalize(vectorBetweenAB); CGPoint movementVectorForThisFrame = ccpMult(normVectorBetweenAB, step); if (abs(vectorBetweenAB.x) > abs(vectorBetweenAB.y)) { if (vectorBetweenAB.x > 0) { [self runAnimation:walkLeft]; } else { [self runAnimation:walkRight]; } } else { if (vectorBetweenAB.y > 0) { [self runAnimation:walkDown]; } else { [self runAnimation:walkUp]; } } if (self.position.x > movementVectorForThisFrame.x) { movementVectorForThisFrame.x = -movementVectorForThisFrame.x; } if (self.position.y > movementVectorForThisFrame.y) { movementVectorForThisFrame.y = -movementVectorForThisFrame.y; } self.position = ccpAdd(self.position, movementVectorForThisFrame); } } movePlayer: is called by the classes updateWithDeltaTime: method. the ivar requestedPosition is set in the updateWithDeltaTime method as well, it basically gets the next point out of a queue to move to. These points can be anywhere on the map, so if they are in a diagonal direction from the enemy the enemy sprite will move directly to that point. But how do I change the above code to restrict the movement to vertical and horizontal movement only so that the enemies movement 'staircases' its way along a diagonal path, taking the manhattan distance (I think its called). As shown by my crude drawing below... S being the start point F being the finish and the numbers being each intermediate point along its path to create a staircase type diagonal movement. Finally I intend to be able to toggle this behaviour on and off, so that I can choose whether or not I want the enemy to move free around the map or be restricted to this horizontal / vertical movement only. | | | | | | | | | | | | | | | | | | | | | |F| | | | | | | | | |5|4| | | | | | | | | |3|2| | | | | | | | | |1|S| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |

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  • writing into a file in c.

    - by mekasperasky
    i have an char array b[20] which i want to write into a file . After every iteration the value of b[20] changes , so i would like to write the string in each line of the file in each iteration . So how can i change a new line in a file and also put in a array of character?

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  • C++ return object

    - by Pauff
    I have a class that has a vector of objects. What do I need to do to return one of this objects and change it outside the class, keeping the changings? Is it possible to do with regular pointers? Is there a standard procedure? (And yes, my background is in Java.)

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  • Why is one query consistently ~25ms faster than another in postgres?

    - by Emory
    A friend wrote a query with the following condition: AND ( SELECT count(1) FROM users_alerts_status uas WHERE uas.alert_id = context_alert.alert_id AND uas.user_id = 18309 AND uas.status = 'read' ) = 0 Seeing this, I suggested we change it to: AND NOT EXISTS ( SELECT 1 FROM users_alerts_status uas WHERE uas.alert_id = context_alert.alert_id AND uas.user_id = 18309 AND uas.status = 'read' ) But in testing, the first version of the query is consistently between 20 and 30ms faster (we tested after restarting the server). Conceptually, what am I missing?

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  • echo that outputs to stderr

    - by BCS
    Is there a standard bash tool that acts like echo but outputs to stderr rather than stdout? I know I can do echo foo 1>&2 but it's kinda ugly and, I suspect, error prone (e.g. more likely to get edited wrong when things change).

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  • How can I scale movement physics functions to frames per second (in a game engine)?

    - by Richard
    I am working on a game in Javascript (HTML5 Canvas). I implemented a simple algorithm that allows an object to follow another object with basic physics mixed in (a force vector to drive the object in the right direction, and the velocity stacks momentum, but is slowed by a constant drag force). At the moment, I set it up as a rectangle following the mouse (x, y) coordinates. Here's the code: // rectangle x, y position var x = 400; // starting x position var y = 250; // starting y position var FPS = 60; // frames per second of the screen // physics variables: var velX = 0; // initial velocity at 0 (not moving) var velY = 0; // not moving var drag = 0.92; // drag force reduces velocity by 8% per frame var force = 0.35; // overall force applied to move the rectangle var angle = 0; // angle in which to move // called every frame (at 60 frames per second): function update(){ // calculate distance between mouse and rectangle var dx = mouseX - x; var dy = mouseY - y; // calculate angle between mouse and rectangle var angle = Math.atan(dy/dx); if(dx < 0) angle += Math.PI; else if(dy < 0) angle += 2*Math.PI; // calculate the force (on or off, depending on user input) var curForce; if(keys[32]) // SPACE bar curForce = force; // if pressed, use 0.35 as force else curForce = 0; // otherwise, force is 0 // increment velocty by the force, and scaled by drag for x and y velX += curForce * Math.cos(angle); velX *= drag; velY += curForce * Math.sin(angle); velY *= drag; // update x and y by their velocities x += velX; y += velY; And that works fine at 60 frames per second. Now, the tricky part: my question is, if I change this to a different framerate (say, 30 FPS), how can I modify the force and drag values to keep the movement constant? That is, right now my rectangle (whose position is dictated by the x and y variables) moves at a maximum speed of about 4 pixels per second, and accelerates to its max speed in about 1 second. BUT, if I change the framerate, it moves slower (e.g. 30 FPS accelerates to only 2 pixels per frame). So, how can I create an equation that takes FPS (frames per second) as input, and spits out correct "drag" and "force" values that will behave the same way in real time? I know it's a heavy question, but perhaps somebody with game design experience, or knowledge of programming physics can help. Thank you for your efforts. jsFiddle: http://jsfiddle.net/BadDB

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