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  • android calender delete event

    - by Faisal khan
    I am suing android calender. how can i remove calender's event using code ? is it possible ? for clarification i would like to mention that i don't want sync process or want to remove remove event using gdata api. Only want to remove local calender's event.

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  • YUI 3 programmatically fire change event

    - by Jasie
    Hi all, I was wondering how to programmatically fire a change event with YUI3 -- I added a change listener to one select box node: Y.get('#mynode').on('change', function(e) { Alert(“changed me”); }); and somewhere else in the script want to fire that event. It works, of course, when a user changes the select box value in the browser. But I've tried many ways to fire it programmatically, none of which have worked. Including: // All below give this error: T[X] is not a function (referring to what's called in .invoke(), // in the minified javascript Y.get('#mynode').invoke('onchange'); Y.get('#mynode').invoke('change'); Y.get('#mynode').invoke('on','change'); Y.get('#mynode').invoke("on('change')"); /* Tried using .fire() which I found here: * http://developer.yahoo.com/yui/3/api/EventTarget.html#method_fire * Nothing happens */ Y.get('#mynode').fire('change'); /* Looking around the APIs some more, I found node-event-simulate.js: * http://developer.yahoo.com/yui/3/api/node-event-simulate.js.html, * which by its name would seem to have what I want. I tried: * Error: simulate(): Event 'change' can't be simulated. * ( (function(){var I={},B=new Date().getTim...if(B.isObject(G)){if(B.isArray(G)){E=1;\n) */ Y.get('#mynode').simulate('change'); Any help would be appreciated!

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  • AS3 Event Bubbling outside of the Scenegraph/DisplayList

    - by Brian Heylin
    Hi just wondering if it is possible to take advantage of event bubbling in non display list classes in AS3. For example in the model of an application where there is a City class that contains many Cars. What methods are there to attach an event listener to a City object and receive events that bubble up from the child Cars. To clarify The City and Car objects are not part of the display list, they are not DisplayObjects. So can bubbling be implemented outside of the display list somehow? As far as I know, this is not possible without manually attaching event listeners to each Car object and re dispatching the event from the City object. Anyone else have a cleaner solution?

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  • C# Event handling In mutiple level /classes

    - by Amitd
    Hi, I have 3 classes A,B,C . Class A creates B .. class B creates class C. Class C raises events after some action/operation with some data, which is handled by event handler in Class B. Now I want to be handle or pass the same raised event data to Class A. I know i can raise another event from class B and handle it in A but is there a better way of handling such events?? Thx

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  • Emulate domready event with a custom event (mootools)

    - by Rob
    I need to fire a one time only custom event that functions like the domready event, in that if new events are added after the event has occurred they are fired immediately. This is for some code that cannot execute until certain data and resources are initialized, so I want to do something like this: // I am including a script (loadResources.js) to load data and other resources, // when loadResources.js is done doing it's thing it will fire resourcesAreLoaded with: window.fireEvent('resourcesAreLoaded'); window.addEvent('resourcesAreLoaded', function() { // this is fine }); $('mybutton').addEvent('click', function() { window.addEvent('resourcesAreLoaded', function() { // this is not fine, because resourcesAreLoaded has already fired // by the time the button is clicked }); }); If possible I would like resourcesAreLoaded to function like domready, and execute the code immediately if the event has already fired: window.addEvent('testIsReady', function() { alert('firing test'); }); window.fireEvent('testIsReady'); window.addEvent('test', function() { // this will never execute unless I call fireEvent('testIsReady') again alert('test 2'); }); window.addEvent('domready', function() { alert('domready is firing'); }); window.addEvent('domready', function() { setTimeout(function() { alert('domready has already fired, so this is executed immediately'); }, 500); });

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  • Buttons OnClick Event not firing when it causes a textboxes onChange event to fire first

    - by user48408
    I have a few textboxes and button to save their values on a webpage. The onchange event of the textboxes fires some js which adds the changed text to a js array. The ok button when clicked flushes this to the database via a webservice. This works fine except when the onchange event is caused by clicking the ok button. In this scenario the onchange of the textboxes still fires but the onClick event of the button does not. Any ideas? textboxes look something like <input name="ctrlJPView$tbcTabContainer$Details$JP_Details_Address2Text" type="text" value="test" id="ctrlJPView_tbcTabContainer_Details_JP_Details_Address2Text" onchange="addSaveDetails('Jobs###' + document.getElementById('ctrlJPView_tbcTabContainer_Details_JP_Details_Address2Text').value + ');" style="font-size:8pt;Left:110px;Top:29px;Width:420px;Height:13px;Position:absolute;" /> My save button <input type="button" name="ctrlJPView$btnOk" value="OK" onclick="saveAmendments();refreshJobGrids();return false;__doPostBack('ctrlJPView$btnOk','')" id="ctrlJPView_btnOk" class="ControlText" style="width:60px;" /> UPDATE: I guess this comes down to one of two things. 1) Something is happening before the onClick of the button gets called to surpress that call such as an inadvertent return false; or 2) the onClick event isn't firing at all. Now I've rem'd out everything actually inside the functions that are being called beforehand but the problem persists. But if i remove the call altogether it works (???)

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  • jQuery event handling with .live() problem with setInterval and clearInterval

    - by Kyle Lafkoff
    jQuery 1.4.2: I have an image. When the mouseover event is triggered, a function is executed that runs a loop to load several images. On the contrary, the mouseout event needs to set the image back to a predetermined image and no longer have the loop executing. These are only for the images with class "thumb": $("img.thumb").live("mouseover mouseout", function(event) { var foo = $(this).attr('id'); var wait; var i=0; var image = document.getElementById(foo); if (event.type == 'mouseover') { function incrementimage() { i++; image.src = 'http://example.com/images/file_'+i+'.jpg'; if(i==30) {i=0;} } wait = setInterval(incrementimage,500); } else if (event.type == 'mouseout') { clearInterval (wait); image.src = 'http://example.com/images/default.jpg'; } return false; }); When I mouseout, the image is set to the default.jpg but the browser continues to loop though the images. It will never stop. Can someone hit me with some knowledge? Thanks.

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  • Are event handlerss in JavaScript called in order?

    - by musicfreak
    I know this is a simple question, but I haven't had the chance to test it in any browser other than Firefox. If I attach multiple event handlers to a single event on a single DOM element, are the event handlers guaranteed to be called in the order they were added? Or should I not rely on this behavior?

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  • Jquery click event propagation

    - by ozsenegal
    I've a table with click events bind to it rows (tr). Also,there're A elements with it owns click events assigned inside those rows. Problem is when i click on A element,it also fires click event from TD.And Im dont want this behavior,i just want to fire A click's event. Code: //Event row TR $("tr:not(:first)").click(function(){ $(".window,.backFundo,.close").remove(); var position = $(this).offset().top; position = position < 0 ? 20 : position; $("body").append($("<div></div>").addClass("backFundo")); $("body").append($("<div></div>").addClass("window").html("<span class=close><img src=Images/close.png id=fechar /></span>").append("<span class=titulo>O que deseja fazer?</span><span class=crud><a href=# id=edit>Editar</a></span><span class=crud><a href=# id=delete codigo=" + $(this).children("td:first").html() + ">Excluir</a></span>").css({top:"20px"}).fadeIn("slow")); $(document).scrollTop(0); }); //Element event $("a").live("click",function(){alert("clicked!");}); Whenever you click the anchor it fires event from it parent row.Any ideas?

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  • Are event handlers in JavaScript called in order?

    - by musicfreak
    I know this is a simple question, but I haven't had the chance to test it in any browser other than Firefox. If I attach multiple event handlers to a single event on a single DOM element, are the event handlers guaranteed to be called in the order they were added? Or should I not rely on this behavior?

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  • Capture KeyUp event on form when child control has focus

    - by Jon B
    I need to capture the KeyUp event in my form (to toggle a "full screen mode"). Here's what I'm doing: protected override void OnKeyUp(KeyEventArgs e) { base.OnKeyUp(e); if (e.KeyCode == Keys.F12) this.ToggleFullScreen(); } private void ToggleFullScreen() { // Snazzy code goes here } This works fine, unless a control on the form has focus. In that case, I don't get the event at all (also tried OnKeyDown - no luck there either). I could handle the KeyUp event from the child control, but the controls on the form are generated dynamically, and there may be many of them - each having many children of their own. Is there any way to do this without generating event handlers for every control on the screen (which I certainly could do with a recursive function)?

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  • C++ wxWidgets Event (Focus) Handling

    - by Wallter
    Due to comments I added the following code (in BasicPanel) Connect(CTRL_ONE, wxEVT_KILL_FOCUS, (wxObjectEventFunction)&BasicPanel::OnKillFocus); Connect(CTRL_TWO,wxEVT_KILL_FOCUS, (wxObjectEventFunction)&BasicPanel::OnKillFocus); Connect(CTRL_THREE, wxEVT_KILL_FOCUS, (wxObjectEventFunction)&BasicPanel::OnKillFocus); Connect(CTRL_FOUR, wxEVT_KILL_FOCUS, (wxObjectEventFunction)&BasicPanel::OnKillFocus); Connect(CTRL_FIVE, wxEVT_KILL_FOCUS, (wxObjectEventFunction)&BasicPanel::OnKillFocus); (enums) CTRL_NAME = wxID_HIGHEST + 5, // 6004 CTRL_ADDRESS = wxID_HIGHEST + 6, // 6005 CTRL_PHONENUMBER = wxID_HIGHEST + 7, // 6006 CTRL_SS = wxID_HIGHEST + 8, // 6007 CTRL_EMPNUMBER = wxID_HIGHEST + 9 // 6008 (The OnKillFocus Function - the declaration is included as suggested) void BasicPanel::OnKillFocus(wxFocusEvent& event) { switch (event.GetId()) { case 6004: ... break; ... ... ... } All of these added to the code do nothing when the user changes focus on which text box they are using... Q1:I am using wxWidgets (C++) and have come accost a problem that i can not locate any help. I have created several wxTextCtrl boxes and would like the program to update the simple calculations in them when the user 'kills the focus.' I could not find any documentation on this subject on the wxWidgets webpage and Googling it only brought up wxPython. The two events i have found are: EVT_COMMAND_KILL_FOCUS - EVT_KILL_FOCUS for neither of which I could find any snippet for. Could anyone give me a short example or lead me to a page that would be helpful? Q2:Would i have to create an event to handle the focus being killed for each of my 8 wxTextCtrl boxes? In the case that i have to create a different event: How would i get each event to differentiate from each other? I know i will have to create new wxID's for each of the wxTextCtrl boxes but how do I get the correct one to be triggered? class BasicPanel : public wxPanel { ... wxTextCtrl* one; wxTextCtrl* two; wxTextCtrl* three; wxTextCtrl* four; ... }

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  • Basic GUI Event Handling Questions C#

    - by JHarley1
    Good Afternoon, I have some very basic questions on GUI Event Handling. Firstly with C# how can we link events to objects - I am guessing event handlers? If so can each handler use separate code? - How can the event handler locate the objects it must manipulate? I have a rough idea of how it works in JAVA. Pointing me towards a reference would be fine - I have already trawled Google for answers to no avail. Many Thanks, J

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  • C# Event Handlers Using an Enum

    - by Jimbo
    I have a StatusChanged event that is raised by my object when its status changes - however, the application needs to carry out additional actions based on what the new status is. e.g If the new status is Disconnected, then it must update the status bar text and send an email notification. So, I wanted to create an Enum with the possible statuses (Connected, Disconnected, ReceivingData, SendingData etc.) and have that sent with the EventArgs parameter of the event when it is raised (see below) Define the object: class ModemComm { public event CommanderEventHandler ModemCommEvent; public delegate void CommanderEventHandler(object source, ModemCommEventArgs e); public void Connect() { ModemCommEvent(this, new ModemCommEventArgs ModemCommEventArgs.eModemCommEvent.Connected)); } } Define the new EventArgs parameter: public class ModemCommEventArgs : EventArgs{ public enum eModemCommEvent { Idle, Connected, Disconnected, SendingData, ReceivingData } public eModemCommEvent eventType { get; set; } public string eventMessage { get; set; } public ModemCommEventArgs(eModemCommEvent eventType, string eventMessage) { this.eventMessage = eventMessage; this.eventType = eventType; } } I then create a handler for the event in the application: ModemComm comm = new ModemComm(); comm.ModemCommEvent += OnModemCommEvent; and private void OnModemCommEvent(object source, ModemCommEventArgs e) { } The problem is, I get a 'Object reference not set to an instance of an object' error when the object attempts to raise the event. Hoping someone can explain in n00b terms why and how to fix it :)

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  • AS3: Synchronize Timer event to actual time?

    - by Nebs
    I plan to use a timer event to fire every second (for a clock application). I may be wrong, but I assume that there will probably be a (very slight) sync issue with the actual system time. For example the timer event might fire when the actual system time milliseconds are at 500 instead of 0 (meaning the seconds will be partially 'out of phase' if you will). Is there a way to either synchronize the timer event to the real time or get some kind of system time event to fire when an second ticks in AS3? Also if I set a Timer to fire every 1000 milliseconds, is that guaranteed or can there be some offset based on the application load? These are probably negligible issues but I'm just curious. Thanks.

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  • WP7 - Cancelling ContextMenu click event propagation

    - by Praetorian
    I'm having a problem when the Silverlight toolkit's ContextMenu is clicked while it is over a UIElement that has registered a Tap event GestureListener. The context menu click propagates to the underlying element and fires its tap event. For instance, say I have a ListBox and each ListBoxItem within it has registered both a ContextMenu and a Tap GestureListener. Assume that clicking context menu item2 is supposed to take you to Page1.xaml, while tapping on any of ListBox items themselves is supposed to take you to Page2.xaml. If I open the context menu on item1 in the ListBox, then context menu item2 is on top of ListBox item2. When I click on context menu item2 I get weird behavior where the app navigates to Page1.xaml and then immediately to Page2.xaml because the click event also triggered the Tap gesture for ListBox item2. I've verified in the debugger that it is always the context menu that receives the click event first. How do I cancel the context menu item click's routed event propagation so it doesn't reach ListBox item2? Thanks for your help!

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  • WPF Event Handler in Another Class

    - by Nathan Tornquist
    I have built a series of event handlers for some custom WPF controls. The event handles format the text displayed when the user enters or leaves a textbox based on the type of data contained (Phone number, zip code, monetary value, etc.) Right now I have all of the events locally in the C# code directly attached to the xaml. Because I have developed a could controls, this means that the logic is repeated a lot, and if I want to change the program-wide functionality I would have to make changes everywhere the event code is located. I am sure there is a way to put all of my event handlers in a single class. Can anyone help point me in the correct direction? I saw this article: Event Handler located in different class than MainWindow But I'm not sure if it directly relates to what I'm doing. I would rather make small changes to the existing logic that I have, as it works, then rewrite everything into commands. I would essentially like to something like this if possible: LostFocus="ExpandedTextBoxEvents.TextBox_LostFocus" It is easy enough to do something like this: private void TextBoxCurrencyGotFocus(object sender, RoutedEventArgs e) { ExpandedTextBoxEvents.TextBoxCurrencyGotFocus(sender, e); } private void TextBoxCurrencyLostFocus(object sender, RoutedEventArgs e) { ExpandedTextBoxEvents.TextBoxCurrencyLostFocus(sender, e); } But that is less elegant.

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  • (conditional) Multiple Event Handlers C#

    - by gjk
    A portion of my program requires a "flag" retrieval, that is I am fetching a value that is either True or False, and based on this return value two things could follow. 1) The flag is true, aka "go ahead", and I retrieve data from a database. 2) The flag is false, and I want to prevent the data from being retrieved. Now, this check has to be performed before any function that would call upon the database in question. I decided to implement this check in the form of an event handler attached to GUI objects that would trigger this data inquiry. This check event handler is called first upon necessary events, and my question is: How do I stop subsequent event handlers from firing if the FIRST event handler (my flag checker) comes up FALSE? Thanks

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  • Simple Mouse Move Event in F# with Winforms

    - by MarkPearl
    This evening I had the pleasure of reading one of ThomasP’s blog posts on first class events. It was an excellent read, and I thought I would make a brief derivative of his post to explore some of the basics. In Thomas’s post he has a form with an ellipse on it that when he clicks on the ellipse it pops up a message box with the button clicked… awesome. Something that got me on the post though was the code similar to the one below… // React to Mouse Move events on the form let evtMessages = frm.MouseMove |> Event.map (fun mi -> mi.Location.ToString()) |> Event.map (sprintf "Hey, you clicked on the ellipse.\nUsing: %s") |> Event.add (MessageBox.Show >> ignore) The MessageBox is a function with a string passed into it. What if I wanted to rather change a mutable value holder instead, how would the syntax go for that? Immediately the thought came to me of anonymous functions. I’ve used them before to do something like this… let HelloPerson personName = "Hello " + personName |> fun(x) -> Console.WriteLine(x) So using the same approach I adapted the event code to instead of showing a Message Box with a string passed in to it, to rather change the forms header. |> Event.map (sprintf "Your mouse position is %s") |> Event.add(fun(x) -> frm.Text <- x) Okay… it looks a bit weird with the –> x <- syntax, but makes sense and works… The next thing I wanted to do was change Thomas’s code sample from having an ellipse, and reacting to the position of the mouse and click, to rather trigger the event whenever the mouse moved. This simple involved removing some filtering code. Finally I wanted the code to work as a FSharp Project without having to run through the F# interactive. To achieve this I just needed to find out how to trigger the window event loop. This can be achieved with the code below… // Program eventloop while frm.Created do Application.DoEvents()   So lets look at the complete code sample… #light open System open System.Drawing open System.Windows.Forms // Create the main form let frm = new Form(ClientSize=Size(600,400)) // React to Mouse Move events on the form let evtMessages = frm.MouseMove |> Event.map (fun mi -> mi.Location.ToString()) |> Event.map (sprintf "Your mouse position is %s") |> Event.add(fun(x) -> frm.Text <- x) // Show the form frm.Show() // Program eventloop while frm.Created do Application.DoEvents()

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  • Android Touch Event Collision Detection

    - by chrissb
    I'm relatively new to both Java and Android, so hopefully the problem I'm having is stemming from something pretty minor that I've overlooked. I've got a (very early stage) game that I've started working on, for Android using Java. At this stage, when the user touches the screen, if they touched a point at which there is an enemy, the enemies health is decreased and they become immobile (for the current implementation at least). The issue that I'm having is that the touch detection doesn't always seem to work. I've got a testing sprite set up that goes to the eventX and eventY coordinates of the touch down event, and it always seems to collide with the enemy object. Yet, the enemy doesn't always register as being hit, and sometimes a hit is registered when the sprite indicates the touch coordinates were outside of the enemies bounding box. I realise that this probably doesn't mean much without any code, so here's what I've got so far. Be gentle, as this is literally my first attempt at something more than basic movement etc. First off, the MainGamePanel class registers the touch event, and informs the levelmanager class (which is what I set up to monitor/handle enemies) public boolean onTouchEvent(MotionEvent event) { if (event.getAction() == MotionEvent.ACTION_DOWN){ levelManager.handleActionDown((int)event.getX(), (int)event.getY()); targetX=event.getX(); targetY=event.getY(); } if (event.getAction() == MotionEvent.ACTION_MOVE) { //the gestures } if (event.getAction() == MotionEvent.ACTION_UP) { //touch was released } return true; } From there, in the levelmanager class the touch event is passed on to all of the enemies within a list array: public static void handleActionDown(int eventX,int eventY){ hit=false; for (enemy1 en : enemy1array){ en.handleActionDown(eventX, eventY); } } The rest of the collision code is handled within the enemies handleActionDown function: public void handleActionDown(int eventX, int eventY) { if(eventX>this.x-enemy1bitmap.getWidth() && eventX<this.x+enemy1bitmap.getWidth() && eventY>this.y-enemy1bitmap.getHeight() && eventY<this.x+enemy1bitmap.getHeight()){ takeDamage(1); levelmanager.setHit(); } } I should probably be using getWidth()/2 and getHeight()/2 for it to be more accurate, but I expanded the area to test this - although I've noticed no improvement. At this stage, the games detection over whether or not the enemy is hit is spotty at best. Generally it takes two or three attempts before a collision is successfully registered, even though the sprite that is being used for testing and set to the eventX and eventY coordinates always indicates that the collision should have worked. Hopefully someone can steer me in the right direction here, and if more information is needed, ask away! Cheers, -Chris

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