Search Results

Search found 167 results on 7 pages for 'fading'.

Page 7/7 | < Previous Page | 3 4 5 6 7 

  • jQuery - Compatibility Problem with Internet Explorer 7 and Opera

    - by Marius
    Hello there, I have this counter which counts + 1 every time somebody shares content from the site. When it happens, the social icon that was clicked will bounce. It works in Firefox,Chrome, IE8, and Opera, however the bouncing animation is wrong in opera. $.fn.countExternal = function(animSpeed, num) { // for each counter this.each(function(){ // select all the digit containers var span = $(this).children(); // count the num of digit containers var len = $(span).length; // get the current count u = $(span).text(); // copy variable and add increment(s) v = num + ''; // foreach digit container... for (i=v.length - 1; i >= 0; i--) { // ...check which digits are not affected by the increment(s) if (v.charAt(i) == u.charAt(i)) { break; } } // slice from the total number of digit containers the digits containers which needs updating. slce = len - (v.length - (i + 1)) var updates = $(span).slice(slce); // loop through each digit container and fade out ... $(updates).fadeTo(animSpeed, 0,function(){ $(updates).each(function(index){ f = i + 1 + index; // ...then pick the right digit and update the digit... $(this).text(v.charAt(f)); // ...before fading back in. Cycle complete. $(this).fadeTo(animSpeed, 1); }); }); }); }; }) (jQuery); Demo (NSFW) is here (look underneath the social sharing icons). Any idea how I can solve the IE, and possibly the Opera compatibility problem? Thank you for your time.

    Read the article

  • Need Improvement with this script

    - by manndaar
    This script I have found on StackOverflowe only... <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd"> <html> <head> <style> #appear_div { display: none; } </style> <script type="text/javascript" src="http://ajax.googleapis.com/ajax/libs/jquery/1.3.2/jquery.min.js"></script> <script> $(document).ready(function() { $('#appear').click(function() { $('#appear_div').show(); }); }); </script> </head> <body> <input type="checkbox" id="appear"> <div id="appear_div"> <input type="checkbox" id="cb1">Check me <input type="text" id="text1"> </div> </body> </html> I need further development with this. I want to hide div when uncheck the checkbox. & How to add Fading effect to it ? Thanx

    Read the article

  • JavaScript audio not playing outside of jQuery function

    - by user1814016
    I know the question title doesn't make much sense, but I can't think of a better way to put it. I am a newbie to jQuery and I'm using this code to fade in a <div> and play a sound: $(document).ready(function(){ $('#speech').fadeIn('medium', function() { play('msg_appear'); var sptx = $('<p class="stext">').text('There is nothing here.'); $('#speech').append(sptx); $('.stext').typeOut({marker: '', delay: 22}); }); }); This code runs fine however the sound plays after the fade-in is complete. I wanted it to play while it was fading in, so I tried placing the play() call outside of the fade-in function like this: $(document).ready(function(){ play('msg_appear'); $('#speech').fadeIn('medium', function() { However, now it's not playing at all. There's no errors on the JavaScript console so I'm unsure if it's a syntax error, and probably something obvious, but I don't know what. play() is a function I found to play audio, here it is if it matters at all. I placed it in the same file the above code is; right above the $(document).ready(). function play(sound) { if (window.HTMLAudioElement) { var snd = new Audio(''); if(snd.canPlayType('audio/ogg')) { snd = new Audio(sound + '.ogg'); } else if(snd.canPlayType('audio/mp3')) { snd = new Audio(sound + '.mp3'); } snd.play(); } else { alert('HTML5 Audio is not supported by your browser!'); } }

    Read the article

  • What is the optimal way to animate a drawable within a view using the animator classes?

    - by littleFluffyKitty
    I have read about Property Animation and Hardware Acceleration but I am still uncertain what is the most efficient way to use the animator classes. (For the sake of this question I don't need to support devices before Honeycomb. So I want to use the animator classes.) For example, say I have a View. In this view I have a BitmapDrawable that I want to fade in. There are also many other elements within the view that won't change. What property or object would be best to use with the animator? The drawable? A paint that I am drawing the bitmap with in onDraw? Something else? How can this be done to be most efficient with hardware acceleration? Will this require calling invalidate for each step of the animation or is there a way to animate just the drawable and not cause the rest of the view to be redrawn completely for each step of the animation? I guess I imagine an optimal case would be the rest of the view not having to be completely redrawn in software, but rather hardware acceleration efficiently fading the drawable. Any suggestions or pointers to recommended approaches? Thanks!

    Read the article

  • WiFi signal is lost every 3 minutes

    - by Software Monkey
    For several weeks now my Android phone has been losing it's WiFi signal momentarily, typically at about 3 minute intervals (about 3 minutes, 1.5 seconds) and occasionally at some longer interval that always seems to be just over 3 minutes. This causes an interruption of several seconds while the WiFi connection is re-established and typically fails any kind of download/streaming that is happening, makes web sites "unreachable" and generally makes the phone unusable as a data device due to the frequency. The signal remains down for about a second, but the phone takes a few more seconds to reconnect to the router. This happens regardless of proximity to the router, which otherwise show a very strong signal - usually -40 to -30 dBm or better in the same room, nowhere less than 060 dBm anywhere in the house. Changing channels does not help (I've tried 1, 4, 8 and 9). Nor does turning off the router's guest access. Nor does turning off the 5.0 GHz band. Monitoring the signal on my phone with WiFi analyzer, shows all WiFi signals on all channels drop to nothing when the WiFi connection is lost (there are two other networks on different channels which are strong enough to be relevant, with about 6 others constantly fading in and out). WiFi analyzer shows 3 separate signals for my router, the main 2.4 GHz, the guest 2.4 GHz and the 5.0 GHz. Using WiFi Analyzer on my wife's phone side-by-side shows no change in signal when my phone drops, nor does her phone drop. Monitoring the signal using our laptop, side-by-side likewise shows no signal loss and likewise the laptop does not lose it's WiFi connection. But, at work, the phone seems to not exhibit the same behavior, or, if it does, it's very occasional. Monitoring it all day at work I only saw the signal drop 3 or 4 times. The signal strength of the various networks there is comparatively weak. AT&T were super helpful: "Sorry, we can't help you with WiFi problems. You could try doing a factory reset on your phone". </sarcasm The router is relatively new, but has been working fine with this phone since last Dec. Phone : Motorola Atrix (about 8 months old). Router : Belkin N750 DB (F9K1103 v1 (01C)). Router Firmware: 1.00.46 (2011/10/28 6:37:11). Security : WPA/WPA2-Personal (PSK)

    Read the article

  • Agile Development Requires Agile Support

    - by Matt Watson
    Agile developmentAgile development has become the standard methodology for application development. The days of long term planning with giant Gantt waterfall charts and detailed requirements is fading away. For years the product planning process frustrated product owners and businesses because no matter the plan, nothing ever went to plan. Agile development throws the detailed planning out the window and instead focuses on giving developers some basic requirements and pointing them in the right direction. Constant collaboration via quick iterations with the end users, product owners, and the development team helps ensure the project is done correctly.  The various agile development methodologies have helped greatly with creating products faster, but not without causing new problems. Complicated application deployments now occur weekly or monthly. Most of the products are web-based and deployed as a software service model. System performance and availability of these apps becomes mission critical. This is all much different from the old process of mailing new releases of client-server apps on CD once per quarter or year.The steady stream of new products and product enhancements puts a lot of pressure on IT operations to keep up with the software deployments and adding infrastructure capacity. The problem is most operations teams still move slowly thanks to change orders, documentation, procedures, testing and other processes. Operations can slow the process down and push back on the development team in some organizations. The DevOps movement is trying to solve some of these problems by integrating the development and operations teams more together. Rapid change introduces new problemsThe rapid product change ultimately creates some application problems along the way. Higher rates of change increase the likelihood of new application defects. Delivering applications as a software service also means that scalability of applications is critical. Development teams struggle to keep up with application defects and scalability concerns in their applications. Fixing application problems is a never ending job for agile development teams. Fixing problems before your customers do and fixing them quickly is critical. Most companies really struggle with this due to the divide between the development and operations groups. Fixing application problems typically requires querying databases, looking at log files, reviewing config files, reviewing error logs and other similar tasks. It becomes difficult to work on new features when your lead developers are working on defects from the last product version. Developers need more visibilityThe problem is most developers are not given access to see server and application information in the production environments. The operations team doesn’t trust giving all the developers the keys to the kingdom to log in to production and poke around the servers. The challenge is either give them no access, or potentially too much access. Those with access can still waste time figuring out the location of the application and how to connect to it over VPN. In addition, reproducing problems in test environments takes too much time and isn't always possible. System administrators spend a lot of time helping developers track down server information. Most companies give key developers access to all of the production resources so they can help resolve application defects. The problem is only those key people have access and they become a bottleneck. They end up spending 25-50% of their time on a daily basis trying to solve application issues because they are the only ones with access. These key employees’ time is best spent on strategic new projects, not addressing application defects. This job should fall to entry level developers, provided they have access to all the information they need to troubleshoot the problems.The solution to agile application support is giving all the developers limited access to the production environment and all the server information they need to see. Some companies create their own solutions internally to collect log files, centralize errors or other things to address the problem. Some developers even have access to server monitoring or other tools. But they key is giving them access to everything they need so they can see the full picture and giving access to the whole team. Giving access to everyone scales up the application support team and creates collaboration around providing improved application support.Stackify enables agile application supportStackify has created a solution that can give all developers a secure and read only view of the entire production server environment without console or remote desktop access.They provide a web application that provides real time visibility to the important information that developers need to see. An application centric view enables them to see all of their apps across multiple datacenters and environments. They don’t need to know where the application is deployed, just the name of the application to find it and dig in to see more. All your developers can see server health, application health, log files, config files, windows event viewer, deployment history, application notes, and much more. They can receive email and text alerts when problems arise and even safely query your production databases.Stackify enables companies that do agile development to scale up their application support team by getting more team members involved. The lead developers can spend more time on new projects. Application issues can be fixed quicker than ever. Operations can spend less time helping developers collect server information. Agile application support starts with Stackify. Visit Stackify.com to learn more.

    Read the article

  • Richfaces modal panel and a4j:keepAlive

    - by mykola
    Hello! I've got unexpected problems with richfaces (3.3.2) modal panel. When i try to open it, browser opens two panels instead of one: one is in the center, another is in the upper left corner. Besides, no fading happens. Also i have three modes: view, edit, new - and when i open my panel it should show either "Create new..." or "Edit..." in the header and actually it shows but not in the header as the latter isn't rendered at all though it should, because i set proper mode in action before opening this modal panel. Besides it works fine on all other pages i've made and there are tens of such pages in my application. I can't understand what's wrong here. The only way to fix it is to remove <a4j:keepAlive/> from the page that is very strange, imho. I'm not sure if code will be usefull here as it works fine everywhere in my application but this only case. So if you put it on your page it will probably work without problems. My only question is: are there any hidden or rare problems in interaction of these two elements (<rich:modalPanel> and <a4j:keepAlive>)? Or shall i spent another two or three days searching for some wrong comma, parenthesis or whatever in my code? :) For most curious. Panel itself: <!-- there's no outer form --> <rich:modalPanel id="panel" autosized="true" minWidth="300" minHeight="200"> <f:facet name="header"> <h:panelGroup id="panelHeader"> <h:outputText value="#{msg.new_smth}" rendered="#{MbSmth.newMode}"/> <h:outputText value="#{msg.edit_smth}" rendered="#{MbSmth.editMode}"/> </h:panelGroup> </f:facet> <h:panelGroup id="panelDiv"> <h:form > <!-- fields and buttons --> </h:form> </h:panelGroup> </rich:modalPanel> One of the buttons that open panel: <a4j:commandButton id="addBtn" reRender="panelHeader, panelDiv" value="#{form.add}" oncomplete="#{rich:component('panel')}.show()" action="#{MbSmth.add}" image="create.gif"/> Action invoked on button click: public void add() { curMode = NEW_MODE; // initial mode is VIEW_MODE newSmth = new Smth(); } Mode check: public boolean isNewMode() { return curMode == NEW_MODE; } public boolean isEditMode() { return curMode == EDIT_MODE; }

    Read the article

  • jQuery - addClass or removeClass - Is there an append class?

    - by iamtheratio
    I have css hover over images for my tabs and I'm trying to get the class to change from .how to .how_on when I click on the image HOW. My tabs are HOW | WHAT | WHEN | WHO | WHY I have classes for each (.how, .how_on), (.what, .what_on), etc... Can I make jQuery add _on to the original class name using click(function(){}); ? HTML: <div id="tab_container"> <ul class="tabs"> <li><a class="how_on" href="#how">How</a></li> <li><a class="why" href="#why">Why</a></li> <li><a class="what" href="#what">What</a></li> <li><a class="who" href="#who">Who</a></li> <li><a class="when" href="#when">When</a></li> </ul> <p><img src="images/tab_top.jpg" width="864px" height="6px" alt="" border="0" /></p> </div> <div class="tab_body"> <!-- HOW --> <div id="how" class="tab"> <strong>HOW IT WORKS:</strong> </div> JQUERY: <script type="text/javascript"> jQuery(document).ready(function(){ //if this is not the first tab, hide it jQuery(".tab:not(:first)").hide(); //to fix u know who jQuery(".tab:first").show(); //when we click one of the tabs jQuery(".tabs a").click(function(){ //get the ID of the element we need to show stringref = jQuery(this).attr("href").split('#')[1]; // adjust css on tabs to show active tab //hide the tabs that doesn't match the ID jQuery('.tab:not(#'+stringref+')').hide(); //fix if (jQuery.browser.msie && jQuery.browser.version.substr(0,3) == "6.0") { jQuery('.tab#' + stringref).show(); } else //display our tab fading it in jQuery('.tab#' + stringref).fadeIn(); //stay with me return false; }); }); </script>

    Read the article

  • opacity in ie using absolutely positioned divs not working

    - by camomileCase
    I've been banging my head against the wall for a few hours how trying to sort this out. I'm trying to position one div on top of another for the purpose of fading one in on top of the other. The divs will have an image and some other html in them. I cannot get opacity to work in ie8. I've simplified my html as much as possible: <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01//EN" "http://www.w3.org/TR/html4/strict.dtd"> <html> <head> <style> * { margin: 0; padding: 0; } .carousel-container { position: relative; } .carousel-overlay { position: absolute; } #carousel-container-a { opacity: 1; -ms-filter: "progid:DXImageTransform.Microsoft.Alpha(Opacity=100)"; filter: progid:DXImageTransform.Microsoft.Alpha(Opacity=100); } #carousel-container-b { opacity: 0; -ms-filter: "progid:DXImageTransform.Microsoft.Alpha(Opacity=0)"; filter: progid:DXImageTransform.Microsoft.Alpha(Opacity=0); } h1 { font-size: 100px; } </style> </head> <body> <div id="carousel-container-a" class="carousel-container"> <div class="carousel-overlay" style="left: 10px; top: 10px;"> <h1 style="color: black;">Showcase</h1> </div> <!-- other elements removed for simplicity --> </div> <div id="carousel-container-b" class="carousel-container"> <div class="carousel-overlay" style="left: 20px; top: 20px;"> <h1 style="color: red;">Welcome</h1> </div> <!-- other elements removed for simplicity --> </div> </body> </html> Why doesn't the opacity work? How can I make it work?

    Read the article

  • jQuery doesn't work in <head>?!

    - by Hanz
    This code is supposed to make a slideshow out of stacked list-elements (I commented out the CSS so I can see what's going on) by fading out the topmost elements until only the first one is visible, then fade in the topmost element and the rest and start anew. If I put the script below my content inside the <body> and throw out the $(function() { it works perfectly fine, but in the <head> nothing happens. I wrote this yesterday and today I still can't see the mistake, so I'm posting it here. <!DOCTYPE html> <html> <head> <title></title> <style type="text/css"> ul { position: relative; } ul li { /*position: absolute; left: 0; top: 0;*/ } </style> <script src="jquery-1.5.1.min.js" type="text/javascript"></script> <script type="text/javascript"> $(function() { var i = 0; var count = $('ul li').size(); function fade() { if (i < count-1) { $('ul li:nth-child('+(count-i)+')').fadeOut(300); i++; } else { $('ul li:nth-child('+count+')').fadeIn(300, function(){$('ul li').show();}); i = 0; } } $('button').click(function() { setInterval('fade()', 1000); }); }); </script> </head> <body> <button>Slideshow GO!</button> <ul id="slider"> <li><img src="1.jpg" /></li> <li><img src="2.jpg" /></li> <li><img src="3.jpg" /></li> <li><img src="4.jpg" /></li> </ul> </body> </html> Thanks

    Read the article

  • how to bind parameters correctly in example below in mysqli?

    - by user1421767
    In old mysql code, I had a query below which worked perfectly which is below: $questioncontent = (isset($_GET['questioncontent'])) ? $_GET['questioncontent'] : ''; $searchquestion = $questioncontent; $terms = explode(" ", $searchquestion); $questionquery = " SELECT q.QuestionId, q.QuestionContent, o.OptionType, an.Answer, r.ReplyType, FROM Answer an INNER JOIN Question q ON q.AnswerId = an.AnswerId JOIN Reply r ON q.ReplyId = r.ReplyId JOIN Option_Table o ON q.OptionId = o.OptionId WHERE "; foreach ($terms as $each) { $i++; if ($i == 1){ $questionquery .= "q.QuestionContent LIKE `%$each%` "; } else { $questionquery .= "OR q.QuestionContent LIKE `%$each%` "; } } $questionquery .= "GROUP BY q.QuestionId, q.SessionId ORDER BY "; $i = 0; foreach ($terms as $each) { $i++; if ($i != 1) $questionquery .= "+"; $questionquery .= "IF(q.QuestionContent LIKE `%$each%` ,1,0)"; } $questionquery .= " DESC "; But since that old mysql is fading away that people are saying to use PDO or mysqli (Can't use PDO because of version of php I have currently got), I tried changing my code to mysqli, but this is giving me problems. In the code below I have left out the bind_params command, my question is that how do I bind the parameters in the query below? It needs to be able to bind multiple $each because the user is able to type in multiple terms, and each $each is classed as a term. Below is current mysqli code on the same query: $questioncontent = (isset($_GET['questioncontent'])) ? $_GET['questioncontent'] : ''; $searchquestion = $questioncontent; $terms = explode(" ", $searchquestion); $questionquery = " SELECT q.QuestionId, q.QuestionContent, o.OptionType, an.Answer, r.ReplyType, FROM Answer an INNER JOIN Question q ON q.AnswerId = an.AnswerId JOIN Reply r ON q.ReplyId = r.ReplyId JOIN Option_Table o ON q.OptionId = o.OptionId WHERE "; foreach ($terms as $each) { $i++; if ($i == 1){ $questionquery .= "q.QuestionContent LIKE ? "; } else { $questionquery .= "OR q.QuestionContent LIKE ? "; } } $questionquery .= "GROUP BY q.QuestionId, q.SessionId ORDER BY "; $i = 0; foreach ($terms as $each) { $i++; if ($i != 1) $questionquery .= "+"; $questionquery .= "IF(q.QuestionContent LIKE ? ,1,0)"; } $questionquery .= " DESC "; $stmt=$mysqli->prepare($questionquery); $stmt->execute(); $stmt->bind_result($dbQuestionId,$dbQuestionContent,$dbOptionType,$dbAnswer,$dbReplyType); $questionnum = $stmt->num_rows();

    Read the article

  • CodePlex Daily Summary for Thursday, June 02, 2011

    CodePlex Daily Summary for Thursday, June 02, 2011Popular ReleasesDotRas: DotRas v1.2 (Version 1.2.4168): This release includes compiled (and signed) versions of the binaries, PDBs, CHM help documentation, along with both C# and VB.NET examples. Please don't forget to rate the release! If you find a bug, please open a work item and give as much description as possible. Stack traces, which operating system(s) you're targeting, and build type is also very helpful for bug hunting. If you find something you believe to be a bug but are not sure, create a new discussion on the discussions board. Thank...Caliburn Micro: WPF, Silverlight and WP7 made easy.: Caliburn.Micro v1.1 RTW: Download ContentsDebug and Release Assemblies Samples Changes.txt License.txt Release Highlights For WP7A new Tombstoning API based on ideas from Fluent NHibernate A new Launcher/Chooser API Strongly typed Navigation SimpleContainer included The full phone lifecycle is made easy to work with ie. we figure out whether your app is actually Resurrecting or just Continuing for you For WPFSupport for the Client Profile Better support for WinForms integration All PlatformsA power...Pssdiag and Sqldiag Manager: Diag Manager Release 10.5.1.202: This release fixed a bug regarding saving the final package. If you browse a folder when saving the configured package, the default file name will change back to pssd.exe. It should be pssd.cab.VidCoder: 0.9.1: Added color coding to the Log window. Errors are highlighted in red, HandBrake logs are in black and VidCoder logs are in dark blue. Moved enqueue button to the right with the other control buttons. Added logic to report failures when errors are logged during the encode or when the encode finishes prematurely. Added Copy button to Log window. Adjusted audio track selection box to always show the full track name. Changed encode job progress bar to also be colored yellow when the enco...Terraria Map Generator: TerrariaMapTool 1.0.0.3 Beta: 1) Catch all exception from the gui app. 2) Fixed the use of the graphics device to really use reach.AutoLoL: AutoLoL v2.0.1: - Fixed a small bug in Auto Login - Fixed the updaterEPPlus-Create advanced Excel 2007 spreadsheets on the server: EPPlus 2.9.0.1: EPPlus-Create advanced Excel 2007 spreadsheets on the server This version has been updated to .Net Framework 3.5 New Features Data Validation. PivotTables (Basic functionalliy...) Support for worksheet data sources. Column, Row, Page and Data fields. Date and Numeric grouping Build in styles. ...and more And some minor new features... Ranges Text-Property|Get the formated value AutofitColumns-method to set the column width from the content of the range LoadFromCollection-metho...jQuery ASP.Net MVC Controls: Version 1.4.0.0: Version 1.4.0.0 contains the following additions: Upgraded to MVC 3.0 Upgraded to jQuery 1.6.1 (Though the project supports all jQuery version from 1.4.x onwards) Upgraded to jqGrid 3.8 Better Razor View-Engine support Better Pager support, includes support for custom pagers Added jqGrid toolbar buttons support Search module refactored, with full suport for multiple filters and ordering And Code cleanup, bug-fixes and better controller configuration support.Restbucks on .Net: RestBucks Alpha 1: This is the first release of the application.Nearforums - ASP.NET MVC forum engine: Nearforums v6.0: Version 6.0 of Nearforums, the ASP.NET MVC Forum Engine, containing new features: Authentication using Membership Provider for SQL Server and MySql Spam prevention: Flood Control Moderation: Flag messages Content management: Pages: Create pages (about us/contact/texts) through web administration Allow nearforums to run as an IIS subapp Migrated Facebook Connect to OAuth 2.0 Visit the project Roadmap for more details.NetOffice - The easiest way to use Office in .NET: NetOffice Release 0.8b: Changes: - fix critical issue 15922(AccessViolationException) once and for all update is strongly recommended Includes: - Runtime Binaries and Source Code for .NET Framework:......v2.0, v3.0, v3.5, v4.0 - Tutorials in C# and VB.Net:..............................................................COM Proxy Management, Events, etc. - Examples in C# and VB.Net:............................................................Excel, Word, Outlook, PowerPoint, Access - COMAddin Examples in C# and VB....Facebook Graph Toolkit: Facebook Graph Toolkit 1.5.4186: Updates the API in response to Facebook's recent change of policy: All Graph Api accessing feeds or posts must provide a AccessToken.SharePoint Farm Poster: SharePoint Farm Poster: SharePoint Farm Poster is generated by a PowerShell Script. Run this script under the Farm Admin Account. After downloading, unblock the file in the Property Window. Current version is beta : v0.3.7Serviio for Windows Home Server: Beta Release 0.5.2.0: Ready for widespread beta. Synchronized build number to Serviio version to avoid confusion.AcDown????? - Anime&Comic Downloader: AcDown????? v3.0 Beta4: ??AcDown?????????????,??????????????,????、????。?????Acfun????? ????32??64? Windows XP/Vista/7 ????????????? ??:????????Windows XP???,?????????.NET Framework 2.0???(x86)?.NET Framework 2.0???(x64),?????"?????????"??? ??v3.0 Beta4 2011-5-31?? ???Bilibili.us????? ???? ?? ???"????" ???Bilibili.us??? ??????? ?? ??????? ?? ???????? ?? ?? ???Bilibili.us?????(??????????????????) ??????(6.cn)?????(????) ?? ?????Acfun?????????? ?????????????? ???QQ???????? ????????????Discussion...ClosedXML - The easy way to OpenXML: ClosedXML 0.53.2: New on this release: 1) Added FindCells, FindColumns, and FindRows methods to the workbook object. 2) Added cell.ValueCached property that holds Excel's cache of formula evaluations. 3) Added the following properties to the worksheets: ShowFormulas ShowGridLines ShowOutlineSymbols ShowRowColHeaders ShowRuler ShowWhiteSpace ShowZeros 4) Added methods Worksheets.Add(DataTable), Worksheets.Add(DataSet). See examples Adding DataTable as Worksheet, Adding DataSet 5) Fixed issues 6609,...CodeCopy Auto Code Converter: Code Copy v0.1: Full add-in, setup project source code and setup fileWordpress Theme 'Windows Metro': v1.00.0017: v1.00.0017 Dies ist eine Vorab-Version aus der Entwickler-Phase. This is a preview version from the development phase.Kooboo CMS: Kooboo CMS 3.02: Updated the Kooboo_CMS.zip at 2011-06-02 11:44 GMT 1.Fixed: Adding data rule issue on page. 2.Fixed: Caching issue for higher performance. Updated the Kooboo_CMS.zip at 2011-06-01 10:00 GMT 1. Fixed the published package throwed a compile error under WebSite mode. 2. Fixed the ContentHelper.NewMediaFolderObject return TextFolder issue. 3. Shorten the name of ContentHelper API. NewMediaFolderObject=>MediaFolder, NewTextFolderObject=> TextFolder, NewSchemaObject=>Schema. Also update the C...mojoPortal: 2.3.6.6: see release notes on mojoportal.com http://www.mojoportal.com/mojoportal-2366-released Note that we have separate deployment packages for .NET 3.5 and .NET 4.0 The deployment package downloads on this page are pre-compiled and ready for production deployment, they contain no C# source code. To download the source code see the Source Code Tab I recommend getting the latest source code using TortoiseHG, you can get the source code corresponding to this release here.New ProjectsAgile DDD Framework: Agile DDD FrameworkEnigma Suspicious Indicators Script: Enigma is a bash script that parses known suspicious indicators data from open and close source intelligence feeds and dynamiclly sends the data into ArcSight via CEF syslog. Please unzip the latest build and follow the instructions in the install.txt file.Fonqi ColorPicker for Umbraco: A Color Picker datatype for the Umbraco CMS.Fonqi.TemplatePicker Datatype for Umbraco: A template picker datatype for the umbraco cms. Implemented with the umbraco usercontrol wrapperGeneric Library: Still in building...Microsoft Surface StarterKit for VB.NET: Currently you can only create applications for Microsoft Surface in C #. Microsoft Surface Starterkit for VB.NET is an initial project of WPF that implements all the necessary references to create a Microsoft Surface application in Visual Basic. Actualmente solo se pueden crear aplicaciones para Microsoft Surface en C#. Microsoft Surface StarterKit for VB.NET es un proyecto inicial de WPF que implementa todas las referencias necesarias para crear una aplicación Microsoft Surface en Visual ...OpenCV Video Writer: For OpenCV2.2 Main Function: Use mouse to draw on window, edited video will be made in realtime. Support fading out effect and translucence drawing. This program use a read-edit-write model to achieve Realtime editing of video. Social Playlist: The Social Playlist Module is a DNN module that enables musicians to upload and manage their music online (possibly sale) and enables other users (not musician) to create personal playlist. The dynamics between musicians and user is similar to sites like MySpace and Ilike.splitbook: splitbookSQL Compact Query Analyzer: SQL Server Compact Edition Database Query AnalyzerTerm Store Migration Tool: Console application for migrating term store from one farm to another SharePoint farm. The tool exports the term store in an xml format which can be restored to same/another farm with same GUID's.TFS fa schifo: Questo progetto è da intendersi come dimostrazione del fatto che TFS fa veramente, inesorabilmente, indistintamente e veritatamente schifoTypheus Browser: A simple .Net browser based of the Typheus Browser from Homestuck.Ultimate Explorer: A Windows Explorer alternative.v76.DictionaryPicker for Umbraco: A Dictionary Picker Datatype for Umbraco CMS

    Read the article

  • CABasicAnimation not scrolling with rest of View

    - by morgman
    All, I'm working on reproducing the pulsing Blue circle effect that the map uses to show your own location... I layered a UIView over a MKMapView. The UIView contains the pulsing animation. I ended up using the following code gleaned from numerous answers here on stackoverflow: CABasicAnimation* pulseAnimation = [CABasicAnimation animationWithKeyPath:@"opacity"]; pulseAnimation.toValue = [NSNumber numberWithFloat: 0.0]; pulseAnimation.duration = 1.0; pulseAnimation.repeatCount = HUGE_VALF; pulseAnimation.autoreverses = YES; pulseAnimation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut]; [self.layer addAnimation:pulseAnimation forKey:@"pulseAnimation"]; CABasicAnimation* resizeAnimation = [CABasicAnimation animationWithKeyPath:@"bounds.size"]; resizeAnimation.toValue = [NSValue valueWithCGSize:CGSizeMake(0.0f, 0.0f)]; resizeAnimation.fillMode = kCAFillModeBoth; resizeAnimation.duration = 1.0; resizeAnimation.repeatCount = HUGE_VALF; resizeAnimation.autoreverses = YES; resizeAnimation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut]; [self.layer addAnimation:resizeAnimation forKey:@"resizeAnimation"]; This does an acceptable job of pulsing/fading a circle I drew in the UIView using: CGContextRef context = UIGraphicsGetCurrentContext(); CGContextSetRGBStrokeColor(context, 1.0, 0.0, 0.0, 0.4); // And draw with a blue fill color CGContextSetRGBFillColor(context, 1.0, 0.0, 0.0, 0.1); // Draw them with a 2.0 stroke width so they are a bit more visible. CGContextSetLineWidth(context, 2.0); CGContextAddEllipseInRect(context, CGRectMake(x-30, y-30, 60.0, 60.0)); CGContextDrawPath(context, kCGPathFillStroke); But I soon found that while this appears to work, as soon as I drag the underlying map to another position the animation screws up... While the position I want highlighted is centered on the screen the animation works ok, once I've dragged the position so it's no longer centered the animation now pulses starting at the center of the screen scaling up to center on the position dragged off center, and back again... A humorous and cool effect, but not what I was looking for. I realize I may have been lucky on several fronts. I'm not sure what I misunderstood. I think the animation is scaling the entire layer which just happens to have my circle drawn in the middle of it. So it works when centered but not when off center. I tried the following gleaned from one of the questions suggested by stackoverflow when I started this question: CABasicAnimation* translateAnimation = [CABasicAnimation animationWithKeyPath:@"position"]; translateAnimation.fromValue = [NSValue valueWithCGPoint:CGPointMake(oldx, oldy )]; translateAnimation.toValue = [NSValue valueWithCGPoint:CGPointMake(x, y )]; // translateAnimation.fillMode = kCAFillModeBoth; translateAnimation.duration = 1.0; translateAnimation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut]; [self.layer addAnimation:translateAnimation forKey:@"translateAnimation"]; But it doesn't help much, when I play with it sometimes it looks like once time it animates in the correct spot after I've moved it offcenter, but then it switches back to the animating from the center point to the new location. Sooo, any suggestions or do I need to provide additional information.

    Read the article

  • Jquery fade and swap an element when clicked which will also relate to an accordian menu

    - by Nik
    You will notice when you click posture 1 the description drops down and images appear on the right. Now when you click posture 2 or posture 3 the images and description change as they should. What I need to do now is - If posture 1 has been clicked and then posture 2 is clicked the posture 1 menu needs to close so that there is only one posture description visible at one time. If I could also make it so that if the current open posture item is clicked so that it closes and there are no open posture descriptions that there also no images displayed on the right. Finally is there a way to make sure only one set of animation images is running, because just say the user goes through all 26 options and they continue to run in the background it may get sluggish (thanks to Nick Craver for bringing that up). At this stage only posture 1, 2 and 3 are available. Ok finally some code - //Description drop-down boxes $(document).ready(function(){ //Hide (Collapse) the toggle containers on load $(".toggle_container").hide(); //Switch the "Open" and "Close" state per click $("h5.trigger").toggle(function(){ $(this).addClass("active"); }, function () { $(this).removeClass("active"); }); //Slide up and down on click $("h5.trigger").click(function(){ $(this).next(".toggle_container").slideToggle("slow"); }); }); //Images on the right fade in and out thanks to aSeptik $(document).ready(function(){ $('#section_Q_01,#section_Q_02,#section_Q_03').hide(); $(function() { $('h5.trigger a').click( function(e) { e.preventDefault(); var trigger_id = $(this).parent().attr('id'); //get id Q_## $('.current').removeClass('current').hide(); //add a class for easy access & hide $('#section_' + trigger_id).addClass('current').fadeIn(5000); //show clicked one }); }); }); //Fading pics $(document).ready(function(){ $('.pics').cycle({ fx: 'fade', speed: 2500 }); }); Description boxes - <h5 class="trigger" id="Q_01" ><a href="#">Posture 1 : Standing Deep Breathing :</a></h5> <div class="toggle_container" > <div class="block"> <span class="sc">Pranayama Series</span> <p class="bold">Benefits:</p> </div> </div> <h5 class="trigger" id="Q_02" ><a href="#">Posture 2 : Half Moon Pose With Hands To Feet Pose :</a></h5> <div class="toggle_container"> <div class="block"> <span class="sc">Ardha Chandrasana with Pada-Hastasana</span> <p class="bold">Benefits:</p> </div> </div> <h5 class="trigger" id="Q_03" ><a href="#">Posture 3 : Awkward Pose :</a></h5> <div class="toggle_container"> <div class="block"> <span class="sc">Utkatasana</span> <p class="bold">Benefits:</p> </div> </div> and the images on the right - <div id="section_Q_01" class="01"> <div class="pics"> <img src="../images/multi/poses/pose1/Pranayama._01.jpg"/> <img src="../images/multi/poses/pose1/Pranayama._02.jpg"/> <img src="../images/multi/poses/pose1/Pranayama._03.jpg"/> </div> </div> <div id="section_Q_02" class="02"> <div class="pics"> <img src="../images/multi/poses/pose2/Half_Moon_Pose_04.jpg" /> <img src="../images/multi/poses/pose2/Backward_Bending_05.jpg" /> <img src="../images/multi/poses/pose2/Hands_to_Feet_Pose_06.jpg" /> </div> </div> <div id="section_Q_03" class="03"> <div class="pics"> <img src="../images/multi/poses/pose3/Awkward_01.jpg" /> <img src="../images/multi/poses/pose3/Awkward_02.jpg" /> <img src="../images/multi/poses/pose3/Awkward_03.jpg" /> </div> </div> It would be a bonus if images faded out when another element is clicked... but not a big deal. Thanks for having a look

    Read the article

  • no Jquery only Javascrip fadein function with cleartype fot text

    - by Chetan
    Sorry guys.. I am not familiar with JavaScrip anymore but I need to add clear type of some thing which can make text anti-aliased in IE7 browser. My script as follow // JavaScript Document var CurrentDivIndex=0; var TimeOutValue; var btn; var TimeToFade = 1000.0; function ShowDivSlideShow() { try { if(CurrentDivIndex == 5) CurrentDivIndex=0; CurrentDivIndex++; //alert("Banner" + CurrentDivIndex); //alert(CurrentDivIndex); var Indexer=1; while(Indexer<6) { var DivToShow=document.getElementById("Banner" + Indexer); DivToShow.style.display = "none"; btn=document.getElementById("btnb" + Indexer); btn.setAttribute("class","none"); Indexer++; } var DivToShow=document.getElementById("Banner" + CurrentDivIndex); DivToShow.style.display = "block"; btn=document.getElementById("btnb" + CurrentDivIndex); btn.setAttribute("class","activeSlide"); // btn.className="activeSlide"; fadeIn(); TimeOutValue=setTimeout("ShowDivSlideShow()",6000); } catch(err) { alert(err) } } function ShowCustomDiv(CurrentDivIndexRec) { clearTimeout(TimeOutValue) CurrentDivIndex=CurrentDivIndexRec var Indexer=1; while(Indexer<6) { if(CurrentDivIndex==Indexer) { Indexer++; continue; } var DivToShow=document.getElementById("Banner" + Indexer); DivToShow.style.display = "none"; btn=document.getElementById("btnb" + Indexer); btn.setAttribute("class","none"); Indexer++; } var DivToShow=document.getElementById("Banner" + CurrentDivIndex); DivToShow.style.display = "block"; btn=document.getElementById("btnb" + CurrentDivIndex); btn.setAttribute("class","activeSlide"); btn.className="activeSlide" fadeIn(); } function ShowDivSlideShowWithTimeOut(CurrentDivIndexRec) { clearTimeout(TimeOutValue) CurrentDivIndex=CurrentDivIndexRec; var Indexer=1; while(Indexer<6) { if(CurrentDivIndex==Indexer) { Indexer++; continue; } var DivToShow=document.getElementById("Banner" + Indexer); DivToShow.style.display = "none"; btn=document.getElementById("btnb" + Indexer); btn.setAttribute("class","none"); Indexer++; } var DivToShow=document.getElementById("Banner" + CurrentDivIndexRec); DivToShow.style.display = "block"; btn=document.getElementById("btnb" + CurrentDivIndexRec); btn.setAttribute("class","activeSlide"); TimeOutValue=setTimeout("ShowDivSlideShow()",6000); } function ShowCustomDivOnClick(CurrentDivIndexRec) { clearTimeout(TimeOutValue) CurrentDivIndex=CurrentDivIndexRec; var Indexer=1; while(Indexer<6) { if(CurrentDivIndex==Indexer) { Indexer++; continue; } var DivToShow=document.getElementById("Banner" + Indexer); DivToShow.style.display = "none"; btn=document.getElementById("btnb" + Indexer); btn.setAttribute("class","none"); Indexer++; } var DivToShow=document.getElementById("Banner" + CurrentDivIndexRec); DivToShow.style.display = "block"; btn=document.getElementById("btnb" + CurrentDivIndexRec); btn.setAttribute("class","activeSlide"); fadeIn(); TimeOutValue=setTimeout("ShowDivSlideShow()",6000); } function setOpacity(level) { element=document.getElementById("Banner" + CurrentDivIndex); element.style.opacity = level; element.style.MozOpacity = level; element.style.KhtmlOpacity = level; element.style.filter = "alpha(opacity=" + (level * 100) + ");"; } var duration = 300; /* 1000 millisecond fade = 1 sec */ var steps = 10; /* number of opacity intervals */ var delay = 6000; /* 5 sec delay before fading out */ function fadeIn(){ for (i = 0; i <= 1; i += (1 / steps)) { setTimeout("setOpacity(" + i + ")", i * duration); } // setTimeout("fadeOut()", delay); } function fadeOut() { for (i = 0; i <= 1; i += (1 / steps)) { setTimeout("setOpacity(" + (1 - i) + ")", i * duration); } setTimeout("fadeIn()", duration); } //end of script Now I am very confused where to add : $('#slideshow').cycle({ cleartype: 1 // enable cleartype corrections }); or $('#fadingElement').fadeIn(2000, function(){ $(this).css('filter',''); }); so it will work... Please Help me...

    Read the article

  • jQuery inserting comment help

    - by StealthRT
    Hey all, i am trying to learn how to insert a comment within some html code without having to refresh the page. I know jQuery is capable of inserting a comment into a div area but i am having problems finding an example like that with fading in. Here is my comment code: <div id="CommentBox122" style="width:80%; padding:2px; margin-left:25px;"> <table width="650px" border="0" cellpadding="0" cellspacing="5" style="margin-left:20px; background-color: #F8F8F8; border-bottom:#CCC solid 1px;"><tr> <td width="10%" rowspan="2" align="center" class="Commentimage"><img src="img/avatar/gkrgimmkdhmggfh.jpg" height="60" /></td> <td width="90%" class="Commentposted">Posted by me on Saturday, May 01, 2010 @ 4:37: PM</td></tr> <tr><td class="Commentsaying">this is a test comment</td></tr> </table> <div id="stylized" class="myform" align="center"> <form id="CommentForm122" name="CommentForm122"> <div align="center" style="text-align:center; color:#F00; font-family:Arial, Helvetica, sans-serif; font-weight:bold;">Would you like to leave a comment, Robert?</div> <textarea name="txtComment" class="box" id="txtComment"></textarea> <input name="txtpostid" type="text" id="txtpostid" style="visibility:hidden; display:none; height:0px; width:0px;" value="Demo43639" /> <div class="buttons" align="center"> <button type="button" id="Button122" name="Button122" class="positive" onclick="doStuff();"><img name="Submit" src="img\buttonimgComment.png" alt="" />Post Comment</button> </div> </form> </div> </div> The code i need to insert again would be: <table width="650px" border="0" cellpadding="0" cellspacing="5" style="margin-left:20px; background-color: #F8F8F8; border-bottom:#CCC solid 1px;"><tr> <td width="10%" rowspan="2" align="center" class="Commentimage"><img src="img/avatar/gkrgimmkdhmggfh.jpg" height="60" /></td> <td width="90%" class="Commentposted">Posted by me on Saturday, May 01, 2010 @ 4:37: PM</td></tr> <tr><td class="Commentsaying">this is a test comment</td></tr> </table> But again, i am unable to find an example using jQuery to automatically insert that part of the code under the other "table /table" box.. So after its inserted by jQuery, the code should look like this: <div id="CommentBox122" style="width:80%; padding:2px; margin-left:25px;"> <table width="650px" border="0" cellpadding="0" cellspacing="5" style="margin-left:20px; background-color: #F8F8F8; border-bottom:#CCC solid 1px;"><tr> <td width="10%" rowspan="2" align="center" class="Commentimage"><img src="img/avatar/gkrgimmkdhmggfh.jpg" height="60" /></td> <td width="90%" class="Commentposted">Posted by me on Saturday, May 01, 2010 @ 4:37: PM</td></tr> <tr><td class="Commentsaying">this is a test comment</td></tr> </table> <table width="650px" border="0" cellpadding="0" cellspacing="5" style="margin-left:20px; background-color: #F8F8F8; border-bottom:#CCC solid 1px;"><tr> <td width="10%" rowspan="2" align="center" class="Commentimage"><img src="img/avatar/gkrgimmkdhmggfh.jpg" height="60" /></td> <td width="90%" class="Commentposted">Posted by me on Saturday, May 01, 2010 @ 4:37: PM</td></tr> <tr><td class="Commentsaying">this is a test comment</td></tr> </table> <div id="stylized" class="myform" align="center"> <form id="CommentForm122" name="CommentForm122"> <div align="center" style="text-align:center; color:#F00; font-family:Arial, Helvetica, sans-serif; font-weight:bold;">Would you like to leave a comment, Robert?</div> <textarea name="txtComment" class="box" id="txtComment"></textarea> <input name="txtpostid" type="text" id="txtpostid" style="visibility:hidden; display:none; height:0px; width:0px;" value="Demo43639" /> <div class="buttons" align="center"> <button type="button" id="Button122" name="Button122" class="positive" onclick="doStuff();"><img name="Submit" src="img\buttonimgComment.png" alt="" />Post Comment</button> </div> </form> </div> </div> As always, any help would be great! :o) David

    Read the article

  • XNA Screen Manager problem with transitions

    - by NexAddo
    I'm having issues using the game statemanagement example in the game I am developing. I have no issues with my first three screens transitioning between one another. I have a main menu screen, a splash screen and a high score screen that cycle: mainMenuScreen->splashScreen->highScoreScreen->mainMenuScreen The screens change every 15 seconds. Transition times public MainMenuScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.0); currentCreditAmount = Global.CurrentCredits; } public SplashScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } public HighScoreScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } public GamePlayScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } When a user inserts credits they can play the game after pressing start mainMenuScreen->splashScreen->highScoreScreen->(loops forever) || || || ===========Credits In============= || Start || \/ LoadingScreen || Start || \/ GamePlayScreen During each of these transitions, between screens, the same code is used, which exits(removes) all current active screens and respects transitions, then adds the new screen to the screen manager: foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); //AddScreen takes a new screen to manage and the controlling player ScreenManager.AddScreen(new NameOfScreenHere(), null); Each screen is removed from the ScreenManager with ExitScreen() and using this function, each screen transition is respected. The problem I am having is with my gamePlayScreen. When the current game is finished and the transition is complete for the gamePlayScreen, it should be removed and the next screens should be added to the ScreenManager. GamePlayScreen Code Snippet private void FinishCurrentGame() { AudioManager.StopSounds(); this.UnloadContent(); if (Global.SaveDevice.IsReady) Stats.Save(); if (HighScoreScreen.IsInHighscores(timeLimit)) { foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); Global.TimeRemaining = timeLimit; ScreenManager.AddScreen(new BackgroundScreen(), null); ScreenManager.AddScreen(new MessageBoxScreen("Enter your Initials", true), null); } else { foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); ScreenManager.AddScreen(new BackgroundScreen(), null); ScreenManager.AddScreen(new MainMenuScreen(), null); } } The problem is that when isExiting is set to true by screen.ExitScreen() for the gamePlayScreen, the transition never completes the transition and removes the screen from the ScreenManager. Every other screen that I use the same technique to add and remove each screen fully transitions On/Off and is removed at the appropriate time from the ScreenManager, but noy my GamePlayScreen. Has anyone that has used the GameStateManagement example experienced this issue or can someone see the mistake I am making? EDIT This is what I tracked down. When the game is done, I call foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); to start the transition off process for the gameplay screen. At this point there is only 1 screen on the ScreenManager stack. The gamePlay screen gets isExiting set to true and starts to transition off. Right after the above call to ExitScreen() I add a background screen and menu screen to the screenManager: ScreenManager.AddScreen(new background(), null); ScreenManager.AddScreen(new Menu(), null); The count of the ScreenManager is now 3. What I noticed while stepping through the updates for GameScreen and ScreenManager, the gameplay screen never gets to the point where the transistion process finishes so the ScreenManager can remove it from the stack. This anomaly does not happen to any of my other screens when I switch between them. Screen Manager Code #region File Description //----------------------------------------------------------------------------- // ScreenManager.cs // // Microsoft XNA Community Game Platform // Copyright (C) Microsoft Corporation. All rights reserved. //----------------------------------------------------------------------------- #endregion #define DEMO #region Using Statements using System; using System.Diagnostics; using System.Collections.Generic; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; using PerformanceUtility.GameDebugTools; #endregion namespace GameStateManagement { /// <summary> /// The screen manager is a component which manages one or more GameScreen /// instances. It maintains a stack of screens, calls their Update and Draw /// methods at the appropriate times, and automatically routes input to the /// topmost active screen. /// </summary> public class ScreenManager : DrawableGameComponent { #region Fields List<GameScreen> screens = new List<GameScreen>(); List<GameScreen> screensToUpdate = new List<GameScreen>(); InputState input = new InputState(); SpriteBatch spriteBatch; SpriteFont font; Texture2D blankTexture; bool isInitialized; bool getOut; bool traceEnabled; #if DEBUG DebugSystem debugSystem; Stopwatch stopwatch = new Stopwatch(); bool debugTextEnabled; #endif #endregion #region Properties /// <summary> /// A default SpriteBatch shared by all the screens. This saves /// each screen having to bother creating their own local instance. /// </summary> public SpriteBatch SpriteBatch { get { return spriteBatch; } } /// <summary> /// A default font shared by all the screens. This saves /// each screen having to bother loading their own local copy. /// </summary> public SpriteFont Font { get { return font; } } public Rectangle ScreenRectangle { get { return new Rectangle(0, 0, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height); } } /// <summary> /// If true, the manager prints out a list of all the screens /// each time it is updated. This can be useful for making sure /// everything is being added and removed at the right times. /// </summary> public bool TraceEnabled { get { return traceEnabled; } set { traceEnabled = value; } } #if DEBUG public bool DebugTextEnabled { get { return debugTextEnabled; } set { debugTextEnabled = value; } } public DebugSystem DebugSystem { get { return debugSystem; } } #endif #endregion #region Initialization /// <summary> /// Constructs a new screen manager component. /// </summary> public ScreenManager(Game game) : base(game) { // we must set EnabledGestures before we can query for them, but // we don't assume the game wants to read them. //TouchPanel.EnabledGestures = GestureType.None; } /// <summary> /// Initializes the screen manager component. /// </summary> public override void Initialize() { base.Initialize(); #if DEBUG debugSystem = DebugSystem.Initialize(Game, "Fonts/MenuFont"); #endif isInitialized = true; } /// <summary> /// Load your graphics content. /// </summary> protected override void LoadContent() { // Load content belonging to the screen manager. ContentManager content = Game.Content; spriteBatch = new SpriteBatch(GraphicsDevice); font = content.Load<SpriteFont>(@"Fonts\menufont"); blankTexture = content.Load<Texture2D>(@"Textures\Backgrounds\blank"); // Tell each of the screens to load their content. foreach (GameScreen screen in screens) { screen.LoadContent(); } } /// <summary> /// Unload your graphics content. /// </summary> protected override void UnloadContent() { // Tell each of the screens to unload their content. foreach (GameScreen screen in screens) { screen.UnloadContent(); } } #endregion #region Update and Draw /// <summary> /// Allows each screen to run logic. /// </summary> public override void Update(GameTime gameTime) { #if DEBUG debugSystem.TimeRuler.StartFrame(); debugSystem.TimeRuler.BeginMark("Update", Color.Blue); if (debugTextEnabled && getOut == false) { debugSystem.FpsCounter.Visible = true; debugSystem.TimeRuler.Visible = true; debugSystem.TimeRuler.ShowLog = true; getOut = true; } else if (debugTextEnabled == false) { getOut = false; debugSystem.FpsCounter.Visible = false; debugSystem.TimeRuler.Visible = false; debugSystem.TimeRuler.ShowLog = false; } #endif // Read the keyboard and gamepad. input.Update(); // Make a copy of the master screen list, to avoid confusion if // the process of updating one screen adds or removes others. screensToUpdate.Clear(); foreach (GameScreen screen in screens) screensToUpdate.Add(screen); bool otherScreenHasFocus = !Game.IsActive; bool coveredByOtherScreen = false; // Loop as long as there are screens waiting to be updated. while (screensToUpdate.Count > 0) { // Pop the topmost screen off the waiting list. GameScreen screen = screensToUpdate[screensToUpdate.Count - 1]; screensToUpdate.RemoveAt(screensToUpdate.Count - 1); // Update the screen. screen.Update(gameTime, otherScreenHasFocus, coveredByOtherScreen); if (screen.ScreenState == ScreenState.TransitionOn || screen.ScreenState == ScreenState.Active) { // If this is the first active screen we came across, // give it a chance to handle input. if (!otherScreenHasFocus) { screen.HandleInput(input); otherScreenHasFocus = true; } // If this is an active non-popup, inform any subsequent // screens that they are covered by it. if (!screen.IsPopup) coveredByOtherScreen = true; } } // Print debug trace? if (traceEnabled) TraceScreens(); #if DEBUG debugSystem.TimeRuler.EndMark("Update"); #endif } /// <summary> /// Prints a list of all the screens, for debugging. /// </summary> void TraceScreens() { List<string> screenNames = new List<string>(); foreach (GameScreen screen in screens) screenNames.Add(screen.GetType().Name); Debug.WriteLine(string.Join(", ", screenNames.ToArray())); } /// <summary> /// Tells each screen to draw itself. /// </summary> public override void Draw(GameTime gameTime) { #if DEBUG debugSystem.TimeRuler.StartFrame(); debugSystem.TimeRuler.BeginMark("Draw", Color.Yellow); #endif foreach (GameScreen screen in screens) { if (screen.ScreenState == ScreenState.Hidden) continue; screen.Draw(gameTime); } #if DEBUG debugSystem.TimeRuler.EndMark("Draw"); #endif #if DEMO SpriteBatch.Begin(); SpriteBatch.DrawString(font, "DEMO - NOT FOR RESALE", new Vector2(20, 80), Color.White); SpriteBatch.End(); #endif } #endregion #region Public Methods /// <summary> /// Adds a new screen to the screen manager. /// </summary> public void AddScreen(GameScreen screen, PlayerIndex? controllingPlayer) { screen.ControllingPlayer = controllingPlayer; screen.ScreenManager = this; screen.IsExiting = false; // If we have a graphics device, tell the screen to load content. if (isInitialized) { screen.LoadContent(); } screens.Add(screen); } /// <summary> /// Removes a screen from the screen manager. You should normally /// use GameScreen.ExitScreen instead of calling this directly, so /// the screen can gradually transition off rather than just being /// instantly removed. /// </summary> public void RemoveScreen(GameScreen screen) { // If we have a graphics device, tell the screen to unload content. if (isInitialized) { screen.UnloadContent(); } screens.Remove(screen); screensToUpdate.Remove(screen); } /// <summary> /// Expose an array holding all the screens. We return a copy rather /// than the real master list, because screens should only ever be added /// or removed using the AddScreen and RemoveScreen methods. /// </summary> public GameScreen[] GetScreens() { return screens.ToArray(); } /// <summary> /// Helper draws a translucent black fullscreen sprite, used for fading /// screens in and out, and for darkening the background behind popups. /// </summary> public void FadeBackBufferToBlack(float alpha) { Viewport viewport = GraphicsDevice.Viewport; spriteBatch.Begin(); spriteBatch.Draw(blankTexture, new Rectangle(0, 0, viewport.Width, viewport.Height), Color.Black * alpha); spriteBatch.End(); } #endregion } } Game Screen Parent of GamePlayScreen #region File Description //----------------------------------------------------------------------------- // GameScreen.cs // // Microsoft XNA Community Game Platform // Copyright (C) Microsoft Corporation. All rights reserved. //----------------------------------------------------------------------------- #endregion #region Using Statements using System; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Input; //using Microsoft.Xna.Framework.Input.Touch; using System.IO; #endregion namespace GameStateManagement { /// <summary> /// Enum describes the screen transition state. /// </summary> public enum ScreenState { TransitionOn, Active, TransitionOff, Hidden, } /// <summary> /// A screen is a single layer that has update and draw logic, and which /// can be combined with other layers to build up a complex menu system. /// For instance the main menu, the options menu, the "are you sure you /// want to quit" message box, and the main game itself are all implemented /// as screens. /// </summary> public abstract class GameScreen { #region Properties /// <summary> /// Normally when one screen is brought up over the top of another, /// the first screen will transition off to make room for the new /// one. This property indicates whether the screen is only a small /// popup, in which case screens underneath it do not need to bother /// transitioning off. /// </summary> public bool IsPopup { get { return isPopup; } protected set { isPopup = value; } } bool isPopup = false; /// <summary> /// Indicates how long the screen takes to /// transition on when it is activated. /// </summary> public TimeSpan TransitionOnTime { get { return transitionOnTime; } protected set { transitionOnTime = value; } } TimeSpan transitionOnTime = TimeSpan.Zero; /// <summary> /// Indicates how long the screen takes to /// transition off when it is deactivated. /// </summary> public TimeSpan TransitionOffTime { get { return transitionOffTime; } protected set { transitionOffTime = value; } } TimeSpan transitionOffTime = TimeSpan.Zero; /// <summary> /// Gets the current position of the screen transition, ranging /// from zero (fully active, no transition) to one (transitioned /// fully off to nothing). /// </summary> public float TransitionPosition { get { return transitionPosition; } protected set { transitionPosition = value; } } float transitionPosition = 1; /// <summary> /// Gets the current alpha of the screen transition, ranging /// from 1 (fully active, no transition) to 0 (transitioned /// fully off to nothing). /// </summary> public float TransitionAlpha { get { return 1f - TransitionPosition; } } /// <summary> /// Gets the current screen transition state. /// </summary> public ScreenState ScreenState { get { return screenState; } protected set { screenState = value; } } ScreenState screenState = ScreenState.TransitionOn; /// <summary> /// There are two possible reasons why a screen might be transitioning /// off. It could be temporarily going away to make room for another /// screen that is on top of it, or it could be going away for good. /// This property indicates whether the screen is exiting for real: /// if set, the screen will automatically remove itself as soon as the /// transition finishes. /// </summary> public bool IsExiting { get { return isExiting; } protected internal set { isExiting = value; } } bool isExiting = false; /// <summary> /// Checks whether this screen is active and can respond to user input. /// </summary> public bool IsActive { get { return !otherScreenHasFocus && (screenState == ScreenState.TransitionOn || screenState == ScreenState.Active); } } bool otherScreenHasFocus; /// <summary> /// Gets the manager that this screen belongs to. /// </summary> public ScreenManager ScreenManager { get { return screenManager; } internal set { screenManager = value; } } ScreenManager screenManager; public KeyboardState KeyboardState { get {return Keyboard.GetState();} } /// <summary> /// Gets the index of the player who is currently controlling this screen, /// or null if it is accepting input from any player. This is used to lock /// the game to a specific player profile. The main menu responds to input /// from any connected gamepad, but whichever player makes a selection from /// this menu is given control over all subsequent screens, so other gamepads /// are inactive until the controlling player returns to the main menu. /// </summary> public PlayerIndex? ControllingPlayer { get { return controllingPlayer; } internal set { controllingPlayer = value; } } PlayerIndex? controllingPlayer; /// <summary> /// Gets whether or not this screen is serializable. If this is true, /// the screen will be recorded into the screen manager's state and /// its Serialize and Deserialize methods will be called as appropriate. /// If this is false, the screen will be ignored during serialization. /// By default, all screens are assumed to be serializable. /// </summary> public bool IsSerializable { get { return isSerializable; } protected set { isSerializable = value; } } bool isSerializable = true; #endregion #region Initialization /// <summary> /// Load graphics content for the screen. /// </summary> public virtual void LoadContent() { } /// <summary> /// Unload content for the screen. /// </summary> public virtual void UnloadContent() { } #endregion #region Update and Draw /// <summary> /// Allows the screen to run logic, such as updating the transition position. /// Unlike HandleInput, this method is called regardless of whether the screen /// is active, hidden, or in the middle of a transition. /// </summary> public virtual void Update(GameTime gameTime, bool otherScreenHasFocus, bool coveredByOtherScreen) { this.otherScreenHasFocus = otherScreenHasFocus; if (isExiting) { // If the screen is going away to die, it should transition off. screenState = ScreenState.TransitionOff; if (!UpdateTransition(gameTime, transitionOffTime, 1)) { // When the transition finishes, remove the screen. ScreenManager.RemoveScreen(this); } } else if (coveredByOtherScreen) { // If the screen is covered by another, it should transition off. if (UpdateTransition(gameTime, transitionOffTime, 1)) { // Still busy transitioning. screenState = ScreenState.TransitionOff; } else { // Transition finished! screenState = ScreenState.Hidden; } } else { // Otherwise the screen should transition on and become active. if (UpdateTransition(gameTime, transitionOnTime, -1)) { // Still busy transitioning. screenState = ScreenState.TransitionOn; } else { // Transition finished! screenState = ScreenState.Active; } } } /// <summary> /// Helper for updating the screen transition position. /// </summary> bool UpdateTransition(GameTime gameTime, TimeSpan time, int direction) { // How much should we move by? float transitionDelta; if (time == TimeSpan.Zero) transitionDelta = 1; else transitionDelta = (float)(gameTime.ElapsedGameTime.TotalMilliseconds / time.TotalMilliseconds); // Update the transition position. transitionPosition += transitionDelta * direction; // Did we reach the end of the transition? if (((direction < 0) && (transitionPosition <= 0)) || ((direction > 0) && (transitionPosition >= 1))) { transitionPosition = MathHelper.Clamp(transitionPosition, 0, 1); return false; } // Otherwise we are still busy transitioning. return true; } /// <summary> /// Allows the screen to handle user input. Unlike Update, this method /// is only called when the screen is active, and not when some other /// screen has taken the focus. /// </summary> public virtual void HandleInput(InputState input) { } public KeyboardState currentKeyState; public KeyboardState lastKeyState; public bool IsKeyHit(Keys key) { if (currentKeyState.IsKeyDown(key) && lastKeyState.IsKeyUp(key)) return true; return false; } /// <summary> /// This is called when the screen should draw itself. /// </summary> public virtual void Draw(GameTime gameTime) { } #endregion #region Public Methods /// <summary> /// Tells the screen to serialize its state into the given stream. /// </summary> public virtual void Serialize(Stream stream) { } /// <summary> /// Tells the screen to deserialize its state from the given stream. /// </summary> public virtual void Deserialize(Stream stream) { } /// <summary> /// Tells the screen to go away. Unlike ScreenManager.RemoveScreen, which /// instantly kills the screen, this method respects the transition timings /// and will give the screen a chance to gradually transition off. /// </summary> public void ExitScreen() { if (TransitionOffTime == TimeSpan.Zero) { // If the screen has a zero transition time, remove it immediately. ScreenManager.RemoveScreen(this); } else { // Otherwise flag that it should transition off and then exit. isExiting = true; } } #endregion #region Helper Methods /// <summary> /// A helper method which loads assets using the screen manager's /// associated game content loader. /// </summary> /// <typeparam name="T">Type of asset.</typeparam> /// <param name="assetName">Asset name, relative to the loader root /// directory, and not including the .xnb extension.</param> /// <returns></returns> public T Load<T>(string assetName) { return ScreenManager.Game.Content.Load<T>(assetName); } #endregion } }

    Read the article

< Previous Page | 3 4 5 6 7