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  • Allow opening a new tab with Ctrl+T on all websites in Firefox

    - by Martin J.H.
    In Firefox, certain websites and plugins (Adobe PDF Plugin) appear to "capture" the Control key, so that when I try to open a new tab using "Ctrl+t", nothing happens - or worse, something unexpected happens. Examples: On the Codecademy site, while editing code, Ctrl+T either does nothing, or (when Flash is disabled) switches the position of the two characters next to the cursor. When viewing PDF's with the Adobe PDF Plugin, Ctrl+T does nothing. Is there a way to disable this "feature"? I would like "Ctrl+t" to always "talk" to Firefox! Edit: After searching superuser deeper, this question is very similar to the questions: "How to prevent keystroke grabbing/hijacking by websites in Firefox?" "How do I prevent pages I visit from overriding selected Firefox shortcut keys?". The answers to these questions are interesting and relevant, but do not give a method on how to disable combinatinos such as "Ctrl+t". Maybe a modified Greasemonkey script is the easiest solultion. Edit 2 - Attempt at a solution The following UserScript (Use GreaseMonkey to install it) successfully captures Ctrl+t on some sites (Google Search site, for instance - PopUp "Gotcha" appears), but not on the Codecademy site. I found another question pertaining to this subject here: "How to forbid keyboard shortcut stealing by websites in Firefox". It was raised in 2010, and the consensus was: It can't be done. // ==UserScript== // @name Disable Ctrl T interceptions // @description Stop websites from highjacking keyboard shortcuts // // @run-at document-start // @include * // @grant none // ==/UserScript== // Keycode for 't'. Add more to disable other ctrl+X interceptions keycodes = [84]; var lastPressedButton = [0]; document.addEventListener('keydown', function(e) { //uncomment to find out the keycode for any given key // alert(e.keyCode ); if (keycodes.indexOf(e.keyCode) != -1 && e.ctrlKey) { e.cancelBubble = true; e.stopImmediatePropagation(); alert("Gotcha!"); } return false; });

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  • Synergy: Cannot send media keys from Linux to Mac

    - by CraftyThumber
    I have a Linux Synergy server (Si-Linux) serving just one Mac client (Macbook Pro UK) (SiBook-Pro.local). On my Linux server I am using a USB Apple keyboard with the exact layout of the laptops keyboard (the compact UK aluminium keyboard). I would like to send the media keys to the Mac client at all times and I have attempted the following in my synergy.conf: keystroke(AudioPlay) = keystroke(AudioPlay,SiBook-Pro.local) This did not seem to work so I ran both the server and client as foreground processes and with debugging enabled and observed the following: Server Log: DEBUG1: activate actions DEBUG1: hotkey: keyDown(AudioPlay,SiBook-Pro.local) DEBUG1: onKeyDown id=57523 mask=0x0000 button=0x0000 DEBUG1: send key down to "SiBook-Pro.local" id=57523, mask=0x0000, button=0x0000 DEBUG1: deactivate actions DEBUG1: hotkey: keyUp(AudioPlay,SiBook-Pro.local) DEBUG1: onKeyUp id=57523 mask=0x0000 button=0x0000 DEBUG1: send key up to "SiBook-Pro.local" id=57523, mask=0x0000, button=0x0000 Client Log: DEBUG1: recv key down id=0x0000e0b3, mask=0x0000, button=0x0000 DEBUG1: mapKey e0b3 (57523) with mask 0000, start state: 0000 DEBUG1: key e0b3 is not on keyboard DEBUG1: recv key up id=0x0000e0b3, mask=0x0000, button=0x0000 DEBUG1: recv enter, 1279,386 5 2000 As you can see, the client claims the key received is not on keyboard. I don't understand since it is the same key as is on the Macbook's keyboard. I tried to reverse the client-server config to see if I could capture the key being sent if I pressed the Play button on the Macbook but the key doesn't seem to even make it to Synergy. Almost all keyboard presses get logged but the media keys seem to bypass the logs and just execute their function locally. E.g. I press play on the Macbook (with the Macbook as the server) and the key plays music on the Macbook and the key is not logged to the debug log.

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  • How would I handle input with a Game Component?

    - by Aufziehvogel
    I am currently having problems from finding my way into the component-oriented XNA design. I read an overview over the general design pattern and googled a lot of XNA examples. However, they seem to be right on the opposite site. In the general design pattern, an object (my current player) is passed to InputComponent::update(Player). This means the class will know what to do and how this will affect the game (e.g. move person vs. scroll text in a menu). Yet, in XNA GameComponent::update(GameTime) is called automatically without a reference to the current player. The only XNA examples I found built some sort of higher-level Keyboard engine into the game component like this: class InputComponent: GameComponent { public void keyReleased(Keys); public void keyPressed(Keys); public bool keyDown(Keys); public void override update(GameTime gameTime) { // compare previous state with current state and // determine if released, pressed, down or nothing } } Some others went a bit further making it possible to use a Service Locator by a design like this: interface IInputComponent { public void downwardsMovement(Keys); public void upwardsMovement(Keys); public bool pausedGame(Keys); // determine which keys pressed and what that means // can be done for different inputs in different implementations public void override update(GameTime); } Yet, then I am wondering if it is possible to design an input class to resolve all possible situations. Like in a menu a mouse click can mean "click that button", but in game play it can mean "shoot that weapon". So if I am using such a modular design with game components for input, how much logic is to be put into the InputComponent / KeyboardComponent / GamepadComponent and where is the rest handled? What I had in mind, when I heard about Game Components and Service Locator in XNA was something like this: use Game Components to run the InputHandler automatically in the loop use Service Locator to be able to switch input at runtime (i.e. let player choose if he wants to use a gamepad or a keyboard; or which shall be player 1 and which player 2). However, now I cannot see how this can be done. First code example does not seem flexible enough, as on a game pad you could require some combination of buttons for something that is possible on keyboard with only one button or with the mouse) The second code example seems really hard to implement, because the InputComponent has to know in which context we are currently. Moreover, you could imagine your application to be multi-layered and let the key-stroke go through all layers to the bottom-layer which requires a different behaviour than the InputComponent would have guessed from the top-layer. The general design pattern with passing the Player to update() does not have a representation in XNA and I also cannot see how and where to decide which class should be passed to update(). At most time of course the player, but sometimes there could be menu items you have to or can click I see that the question in general is already dealt with here, but probably from a more elobate point-of-view. At least, I am not smart enough in game development to understand it. I am searching for a rather code-based example directly for XNA. And the answer there leaves (a noob like) me still alone in how the object that should receive the detected event is chosen. Like if I have a key-up event, should it go to the text box or to the player?

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  • Limiting Number of Characters in a ContentEditable div

    - by Bill Dami
    Hi guys, I am using contenteditable div elements in my web application and I am trying to come up with a solution to limit the amount of characters allowed in the area, and once the limit is hit, attempting to enter characters simply does nothing. This is what I have so far: var content_id = 'editable_div'; //binding keyup/down events on the contenteditable div $('#'+content_id).keyup(function(){ check_charcount(content_id, max); }); $('#'+content_id).keydown(function(){ check_charcount(content_id, max); }); function check_charcount(content_id, max) { if($('#'+content_id).text().length > max) { $('#'+content_id).text($('#'+content_id).text().substring(0, max)); } } This DOES limit the number of characters to the number specified by 'max', however once the area's text is set by the jquery .text() function the cursor resets itself to the beginning of the area. So if the user keeps on typing, the newly entered characters will be inserted at the beginning of the text and the last character of the text will be removed. So really, I just need some way to keep the cursor at the end of the contenteditable area's text.

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  • Optimizing transition/movement smoothness for a 2D flash game.

    - by Tom
    Update 6: Fenomenas suggested me to re-create everything as simple as possible. I had my doubts that this would make any difference as the algorithm remains the same, and performance did not seem to be the issue. Anyway, it was the only suggestion I got so here it is: 30 FPS: http://www.feedpostal.com/test/simple/30/SimpleMovement.html 40 FPS: http://www.feedpostal.com/test/simple/40/SimpleMovement.html 60 FPS: http://www.feedpostal.com/test/simple/60/SimpleMovement.html 100 FPS: http://www.feedpostal.com/test/simple/100/SimpleMovement.html The code: package { import flash.display.Sprite; import flash.events.Event; import flash.events.KeyboardEvent; import flash.utils.getTimer; [SWF(width="800", height="600", frameRate="40", backgroundColor="#000000")] public class SimpleMovement extends Sprite { private static const TURNING_SPEED:uint = 180; private static const MOVEMENT_SPEED:uint = 400; private static const RADIAN_DIVIDE:Number = Math.PI/180; private var playerObject:Sprite; private var shipContainer:Sprite; private var moving:Boolean = false; private var turningMode:uint = 0; private var movementTimestamp:Number = getTimer(); private var turningTimestamp:Number = movementTimestamp; public function SimpleMovement() { //step 1: create player object playerObject = new Sprite(); playerObject.graphics.lineStyle(1, 0x000000); playerObject.graphics.beginFill(0x6D7B8D); playerObject.graphics.drawRect(0, 0, 25, 50); //make it rotate around the center playerObject.x = 0 - playerObject.width / 2; playerObject.y = 0 - playerObject.height / 2; shipContainer = new Sprite(); shipContainer.addChild(playerObject); shipContainer.x = 100; shipContainer.y = 100; shipContainer.rotation = 180; addChild(shipContainer); //step 2: install keyboard hook when stage is ready addEventListener(Event.ADDED_TO_STAGE, stageReady, false, 0, true); //step 3: install rendering update poll addEventListener(Event.ENTER_FRAME, updatePoller, false, 0, true); } private function updatePoller(event:Event):void { var newTime:Number = getTimer(); //turning if (turningMode != 0) { var turningDeltaTime:Number = newTime - turningTimestamp; turningTimestamp = newTime; var rotation:Number = TURNING_SPEED * turningDeltaTime / 1000; if (turningMode == 1) shipContainer.rotation -= rotation; else shipContainer.rotation += rotation; } //movement if (moving) { var movementDeltaTime:Number = newTime - movementTimestamp; movementTimestamp = newTime; var distance:Number = MOVEMENT_SPEED * movementDeltaTime / 1000; var rAngle:Number = shipContainer.rotation * RADIAN_DIVIDE; //convert degrees to radian shipContainer.x += distance * Math.sin(rAngle); shipContainer.y -= distance * Math.cos(rAngle); } } private function stageReady(event:Event):void { //install keyboard hook stage.addEventListener(KeyboardEvent.KEY_DOWN, keyDown, false, 0, true); stage.addEventListener(KeyboardEvent.KEY_UP, keyUp, false, 0, true); } private final function keyDown(event:KeyboardEvent):void { if ((event.keyCode == 87) && (!moving)) //87 = W { movementTimestamp = getTimer(); moving = true; } if ((event.keyCode == 65) && (turningMode != 1)) //65 = A { turningTimestamp = getTimer(); turningMode = 1; } else if ((event.keyCode == 68) && (turningMode != 2)) //68 = D { turningTimestamp = getTimer(); turningMode = 2; } } private final function keyUp(event:KeyboardEvent):void { if ((event.keyCode == 87) && (moving)) moving = false; //87 = W if (((event.keyCode == 65) || (event.keyCode == 68)) && (turningMode != 0)) turningMode = 0; //65 = A, 68 = D } } } The results were as I expected. Absolutely no improvement. I really hope that someone has another suggestion as this thing needs fixing. Also, I doubt it's my system as I have a pretty good one (8GB RAM, Q9550 QuadCore intel, ATI Radeon 4870 512MB). Also, everyone else I asked so far had the same issue with my client. Update 5: another example of a smooth flash game just to demonstrate that my movement definitely is different! See http://www.spel.nl/game/bumpercraft.html Update 4: I traced the time before rendering (EVENT.RENDER) and right after rendering (EVENT.ENTER_FRAME), the results: rendering took: 14 ms rendering took: 14 ms rendering took: 12 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 14 ms rendering took: 12 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 14 ms rendering took: 12 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 14 ms rendering took: 14 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 24 ms rendering took: 18 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 232 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms The range is 12-16 ms. During these differences, the shocking/warping/flickering movement was already going on. There is also 1 peak of 232ms, at this time there was a relatively big warp. This is however not the biggest problme, the biggest problem are the continuous small warps during normal movement. Does this give anyone a clue? Update 3: After testing, I know that the following factors are not causing my problem: Bitmap's quality - changed with photoshop to an uglier 8 colours optimized graphic, no improvement at all. Constant rotation of image while turning - disabled it, no improvement at all Browser rendering - tried to use the flash player standalone, no improvement at all I am 100% convinced that the problem lies in either my code or in my algorithm. Please, help me out. It has been almost two weeks (1 week that I asked this question on SO) now and I still have to get my golden answer. Update 1: see bottom for full flex project source and a live demo demonstrating my problem. I'm working on a 2d flash game. Player ships are created as an object: ships[id] = new GameShip(); When movement and rotation information is available, this is being directed to the corresponding ship: ships[id].setMovementMode(1); //move forward Now, within this GameShip object movement works using the "Event.ENTER_FRAME" event: addEventListener(Event.ENTER_FRAME, movementHandler); The following function is then being run: private final function movementHandler(event:Event):void { var newTimeStamp:uint = UtilLib.getTimeStamp(); //set current timeStamp var distance:Number = (newTimeStamp - movementTimeStamp) / 1000 * movementSpeed; //speed = x pixels forward every 1 second movementTimeStamp = newTimeStamp; //update old timeStamp var diagonalChange:Array = getDiagonalChange(movementAngle, distance); //the diagonal position update based on angle and distance charX += diagonalChange[0]; charY += diagonalChange[1]; if (shipContainer) { //when the container is ready to be worked with shipContainer.x = charX; shipContainer.y = charY; } } private final function getDiagonalChange(angle:Number, distance:Number):Array { var rAngle:Number = angle * Math.PI/180; //convert degrees to radian return [Math.sin(rAngle) * distance, (Math.cos(rAngle) * distance) * -1]; } When the object is no longer moving, the event listener will be removed. The same method is being used for rotation. Everything works almost perfect. I've set the project's target FPS to 100 and created a FPS counter. According to the FPS counter, the average FPS in firefox is around 100, while the top is 1000 and the bottom is 22. I think that the bottom and top FPSs are only happening during the initialization of the client (startup). The problem is that the ship appears to be almost perfectly smooth, while it should be just that without the "almost" part. It's almost as if the ship is "flickering" very very fast, you can't actually see it but it's hard to focus on the object while it's moving with your eyes. Also, every now and then, there seems to be a bit of a framerate spike, as if the client is skipping a couple of frames, you then see it quickly warp. It is very difficult to explain what the real problem is, but in general it's that the movement is not perfectly smooth. So, do you have any suggestions on how to make the movement or transition of objects perfectly smooth? Update 1: I re-created the client to demonstrate my problem. Please check it out. The client: http://feedpostal.com/test/MovementTest.html The Actionscript Project (full source): http://feedpostal.com/test/MovementTest.rar An example of a smooth flash game (not created by me): http://www.gamesforwork.com/games/swf/Mission%20Racing_august_10th_2009.swf It took me a pretty long time to recreate this client side version, I hope this will help with solving the problem. Please note: yes, it is actually pretty smooth. But it is definitely not smooth enough.

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  • Set focus on textbox in WPF from view model (C#) & wPF

    - by priyanka.sarkar
    I have a TextBox and a Button in my view. Now I am checking a condition upon button click and if the condition turns out to be false, displaying the message to the user, and then I have to set the cursor to the text box control. if (companyref == null) { Lipper.Nelson.AdminClient.Main.Views.ContactPanels.CompanyAssociation cs = new Lipper.Nelson.AdminClient.Main.Views.ContactPanels.CompanyAssociation(); MessageBox.Show("Company does not exist.", "Error", MessageBoxButton.OK, MessageBoxImage.Exclamation); cs.txtCompanyID.Focusable = true; System.Windows.Input.Keyboard.Focus(cs.txtCompanyID); } The above code is in the view model. The CompanyAssociation is the view name. But the cursor is not getting set in the TextBox. The xaml is as under <igEditors:XamTextEditor KeyDown="xamTextEditorAllowOnlyNumeric_KeyDown" Name="txtCompanyID" ValueChanged="txtCompanyID_ValueChanged" Text="{Binding Company.CompanyId, Mode=TwoWay, UpdateSourceTrigger=PropertyChanged}" Width="{Binding ActualWidth, ElementName=border}" Grid.Column="1" Grid.Row="0" VerticalAlignment="Top" Margin="0,5,0,0" HorizontalAlignment="Stretch" IsEnabled="{Binding Path=IsEditable}" /> <Button Template="{StaticResource buttonTemp1}" Command="{Binding ContactCommand}" CommandParameter="searchCompany" Content="Search" Width="80" Grid.Column="2" Grid.Row="0" VerticalAlignment="Top" Margin="0" HorizontalAlignment="Left" IsEnabled="{Binding Path=IsEditable}" /> Please help

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  • Switch-Case for strings in Javascript not working as expected

    - by Coltin
    So I have this problem with strings and switch-case, and I'll try to keep it as simple as possible. Here event.keyCode has the value "65", and is the result of a keydown event of 'a' (using JQuery). if (event.keyCode == "65") { alert("hmmmm"); } That works, but: switch (event.keyCode) { case '65': alert("Yay!"); break; } That doesn't. However this will work: switch ('65') { case '65': alert("Yay!"); break; } And if I do this: var t = '65'; switch (t) { case '65': alert("Yay!"); break; } It works. And then I tried this: var t = event.keyCode; switch (t) { case '65': alert("Yay!"); break; } But it fails! So why does it match in the if-block at the beginning, but not for the switch-case?

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  • Add autoFill capabilities to jQuery-UI 1.8.1

    - by rockinthesixstring
    here's what I currently have, unfortunately I cannot seem to figure out how to get autoFill to work with jQuery-UI... It used to work with the straight up Autocomplete.js <script src="http://ajax.googleapis.com/ajax/libs/jquery/1.4.2/jquery.min.js" type="text/javascript"></script> <script src="http://ajax.googleapis.com/ajax/libs/jqueryui/1.8.1/jquery-ui.min.js" type="text/javascript"></script> <script src="http://jquery-ui.googlecode.com/svn/tags/latest/external/jquery.bgiframe-2.1.1.js" type="text/javascript"></script> <script src="http://ajax.googleapis.com/ajax/libs/jqueryui/1.8.1/i18n/jquery-ui-i18n.min.js" type="text/javascript"></script> <script language="javascript" type="text/javascript"> var thesource = "RegionsAutoComplete.axd?PID=3" $(function () { function log(message) { $("<div/>").text(message).prependTo("#log"); $("#log").attr("scrollTop", 0); } $.expr[':'].textEquals = function (a, i, m) { return $(a).text().match("^" + m[3] + "$"); }; $("#birds").autocomplete({ source: thesource, change: function (event, ui) { //if the value of the textbox does not match a suggestion, clear its value if ($(".ui-autocomplete li:textEquals('" + $(this).val() + "')").size() == 0) { $(this).val(''); } else { log(ui.item ? ("Selected: " + ui.item.value + " aka " + ui.item.id) : "Nothing selected, input was " + this.value); } } }).live('keydown', function (e) { var keyCode = e.keyCode || e.which; //if TAB or RETURN is pressed and the text in the textbox does not match a suggestion, set the value of the textbox to the text of the first suggestion if ((keyCode == 9 || keyCode == 13) && ($(".ui-autocomplete li:textEquals('" + $(this).val() + "')").size() == 0)) { $(this).val($(".ui-autocomplete li:visible:first").text()); } }); }); </script> I've used the answer here to get the mustMatch working, but unfortunately if I "tab" away from the input box, I get the "Nothing selected" response instead of an Value and ID. Does anyone know how to extract the ID out of the autocomplete when you don't actually select the field?

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  • Javascript Detect Control Key Held on Mouseup

    - by Michael Mikowski
    I've searched a good deal, and can't seem to find a satisfactory solution. I hope someone can help. While I am using jQuery, I am also writing many thousands of lines of Javascript. So a "pure" javascript solution is just fine. I'm trying to determine if the control key is physically held down on a mouseup event. That's it; there are no other preconditions. Does anyone know how to do this reliably, cross-browser? I've tried storing this in a state variable by noting when the key is pressed and released: // BEGIN store control key status in hash_state $().bind('keydown','ctrl',function( arg_obj_e ){ hash_state.sw_ctrldn = true; console.debug( hash_state.sw_ctrldn ); }); $().bind('keyup','ctrl',function( arg_obj_e ){ hash_state.sw_ctrldn = false; console.debug( hash_state.sw_ctrldn ); }); // END store control key status in hash_state However, this really doesn't work. If you test this using firebug and watch the console, you will see that auto-repeat seems to happen, and the value toggles. I inspected the mouseup event to see if there is anything useful there, but to no avail: var debugEvent = function( arg_obj_e ){ var str = ''; for ( var attr in arg_obj_e ){ str += attr + ': ' + arg_obj_e[attr] + '\n'; } console.debug(str); } Any help would be appreciated.

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  • Is android's motion event handling accurate??

    - by Peterdk
    Bug I have a weird bug in my piano app. Sometimes keys (and thus notes) hang. I did a lot of debugging and narrowed it down to what looks like androids inaccuracy of motion event handling: DEBUG/(2091): ACTION_DOWN A4 DEBUG/(2091): KeyDown: A4 DEBUG/(2091): ACTION_MOVE A4 => A4 DEBUG/(2091): ACTION_MOVE ignoring DEBUG/(2091): ACTION_MOVE A4 => A4 DEBUG/(2091): ACTION_MOVE ignoring DEBUG/(2091): ACTION_MOVE A4 => A4 DEBUG/(2091): ACTION_MOVE ignoring DEBUG/(2091): ACTION_UP B4 //HOW CAN THIS BE???? DEBUG/(2091): KeyUp: B4 DEBUG/(2091): Stream is null, can't stop DEBUG/(2091): Hanging Note: A4 X=240-287 EventX=292 Y=117-200 EventY=164 DEBUG/(2091): KeyUp Note: B4 X=288-335 EventX=292 Y=117-200 EventY=164 Clearly it can be seen here that out of nowhere I suddenly have an ACTION_UP for another note. Shouldn't I definitely get a ACTION_MOVE first? As shown in the end of the log, it's definitely not an error in region detection, since the ACTION_UP event is clearly in the B4 region. Logging Implementation details Every onTouchEvent() call is logged, so the log is accurate. The relevant pseudo-code for the ACTION_MOVE logging is: Key oldKey = Key.get(event.getHistoricalX(), event.getHistoricalY()); Key newKey = Key.get(event.getX(), event.getY()); Question Is this normal behaviour for Android (the jumping in coordinates)? Am I missing something?

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  • Silverlight 4 race condition with DataGrid master details control

    - by Simon_Weaver
    Basically I want a DataGrid (master) and details (textbox), where DataGrid is disabled during edit of details (forcing people to save/cancel)... Here's what I have... I have a DataGrid which serves as my master data. <data:DataGrid IsEnabled="{Binding CanLoad,ElementName=dsReminders}" ItemsSource="{Binding Data, ElementName=dsReminders}" > Its data comes from a DomainDataSource: <riaControls:DomainDataSource Name="dsReminders" AutoLoad="True" ... I have a bound Textbox which is the 'details' (very simple right now). There are buttons (Save/Cancel) which should be enabled when user tries to edit the text. Unfortunately Silverlight doesn't support UpdateSourceTrigger=PropertyChanged so I have to raise an event: <TextBox Text="{Binding SelectedItem.AcknowledgedNote, Mode=TwoWay, UpdateSourceTrigger=Explicit, ElementName=gridReminders}" TextChanged="txtAcknowledgedNote_TextChanged"/> The event to handle this calls BindingExpression.UpdateSource to update the source immediately: private void txtAcknowledgedNote_TextChanged(object sender, TextChangedEventArgs e) { BindingExpression be = txtAcknowledgedNote.GetBindingExpression(TextBox.TextProperty); be.UpdateSource(); } IN other words - typing in the textbox causes CanLoad of the DomainDataSource to become False (because we're editing). This in turn disables the DataGrid (IsEnabled is bound to it) and enables 'Cancel' and 'Save' buttons. However I'm running up against a race condition if I move quickly through rows in the DataGrid (just clicking random rows). The TextChanged presumably is being called on the textbox and confusing the DomainDataSource which then thinks there's been a change. So how should I disable the DataGrid while editing without having the race condition? One obvious solution would be to use KeyDown events to trigger the call to UpdateSource but I always hate having to do that.

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  • How to select form input based on label inner HTML?

    - by Shane
    I have multiple forms that are dynamically created with different input names and id's. The only thing unique they will have is the inner HTML of the label. Is it possible to select the input via the label inner HTML with jQuery? Here is an example of one of my patient date of birth blocks, there are many and all unique except for innerHTML. <div class="iphorm-element-spacer iphorm-element-spacer-text iphorm_1_8-element-spacer"> <label for="iphorm_081a9e2e6b9c83d70496906bb4671904150cf4b43c0cb1_8">events=Object { mouseover=[1], mouseout=[1]}handle=function()data=Object { InFieldLabels={...}} Patient DOB <span class="iphorm-required">*</span> </label> <div class="iphorm-input-wrap iphorm-input-wrap-text iphorm_1_8-input-wrap"> <input id="iphorm_081a9e2e6b9c83d70496906bb4671904150cf4b43c0cb1_8" class="iphorm-element-text iphorm_1_8" type="text" value="" name="iphorm_1_8">events=Object { focus=[1], blur=[1], keydown=[1], more...}handle=function() </div> <div class="iphorm-errors-wrap iphorm-hidden"> </div> This is in a Wordpress Plugin and because we are building to allow employees to edit their sites (this is actually a Wordpress Network), we do not want to alter the plugin if possible. Note that the label "for" and the input "id" share the same dynamic key, so this might be a way to maybe get the id, but wanted to see if there is a shorter way of doing this.

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  • Jquery button.click bug?

    - by Chris
    I have the following home-grown jquery plugin: (function($) { $.fn.defaultButton = function(button) { var field = $(this); var target = $(button); if (field.attr('type').toLowerCase() != 'text') return; field.keydown(function (e) { if ((e.which || e.keyCode) == 13) { console.log('enter'); target.click(); return false; } }); } })(jQuery); I'm using it like so: $('#SignUpForm input').defaultButton('#SignUpButton'); $('#SignUpButton').click(function(e) { console.log('click'); $.ajax({ type: 'post', url: '<%=ResolveUrl("~/WebServices/ForumService.asmx/SignUp")%>', contentType: 'application/json; charset=utf-8', dataType: 'json', data: JSON.stringify({ email: $('#SignUpEmail').val(), password: $('#SignUpPassword').val() }), success: function(msg) { $.modal.close(); } }); }); The first time, it works. The second time, nothing happens. I see enter and click the first time in the firebug log, but the second time I only see the enter message. It's almost like the button's click handler is being unregistered somehow. Any thoughts?

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  • Keybd is not working right =(

    - by user302131
    i can't get this to work right this should press left for 1sec then wait 10secs then right 1sec. keybd_event(0x25, 0xCB, 0, 0); // press left cout << "Ldown\n"; // so i know it worked Sleep(1000); // hold it for 1sec keybd_event(0x25, 0xCB, KEYEVENTF_KEYUP, 0);// let go of the key cout << "Lup\n"; // so i know i let go Sleep(10000); // Sleep for 10secs keybd_event(0x27, 0xCD, 0, 0); // press right cout << "Rdown\n"; // so i know i pressed right Sleep(1000); // sleep 1sec keybd_event(0x27, 0xCD, KEYEVENTF_KEYUP, 0);// let go of the key cout << "Rdown\n"; // so i know i let go. this is in a loop but it wont do anything :( unless i close the program before the key is let go then it will just keep the keydown until i press the key again. i know you can use only one key code if you want but i need to use both. so what i'm i missing?

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  • Capture *all* display-characters in JavaScript?

    - by Jean-Charles
    I was given an unusual request recently that I'm having the most difficult time addressing that involves capturing all display-characters when typed into a text box. The set up is as follows: I have a text box that has a maxlength of 10 characters. When the user attempts to type more than 10 characters, I need to notify the user that they're typing beyond the character count limit. The simplest solution would be to specify a maxlength of 11, test the length on every keyup, and truncate back down to 10 characters but this solution seems a bit kludgy. What I'd prefer to do is capture the character before keyup and, depending on whether or not it is a display-character, present the notification to the user and prevent the default action. A white-list would be challenging since we handle a lot of international data. I've played around with every combination of keydown, keypress, and keyup, reading event.keyCode, event.charCode, and event.which, but I can't find a single combination that works across all browsers. The best I could manage is the following that works properly in =IE6, Chrome5, FF3.6, but fails in Opera: NOTE: The following code utilizes jQuery. $(function(){ $('#textbox').keypress(function(e){ var $this = $(this); var key = ('undefined'==typeof e.which?e.keyCode:e.which); if ($this.val().length==($this.attr('maxlength')||10)) { switch(key){ case 13: //return case 9: //tab case 27: //escape case 8: //backspace case 0: //other non-alphanumeric break; default: alert('no - '+e.charCode+' - '+e.which+' - '+e.keyCode); return false; }; } }); }); I'll grant that what I'm doing is likely over-engineering the solution but now that I'm invested in it, I'd like to know of a solution. Thanks for your help!

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  • Handling events from user control containing a WPF textbox

    - by Tom
    I've been successful in putting a WPF textbox into an existing windows form using ElementHost and a user control. It looks like the following: Public Class MyUserControl Private _elementHost as ElementHost = New ElementHost Private _wpfTextbox as System.Windows.Controls.Textbox = New System.Windows.Controls.Textbox Public Sub New() Me.Controls.Add(_elementHost) _elementHost.Dock = DockStyle.Fill _elementHost.Child = _wpfTextbox _wpfTextbox.SpellCheck.IsEnabled = True End Sub End Class Now, when I put this user control onto a windows form, it accepts keyboard input and the form itself can get text from the textbox. However, when I try to handle keypress (or keydown, keyup) events from the user control, nothing happens. I've looked into this problem and did a bit of research but now I'm a little confused as to what I really need to be looking at. The following are the topics that I am somewhat confused about. HwndSource Relaxed delegates WPF routed events If I am interpreting everything correctly, input from WPF textboxes are handled differently compared to regular form textboxes. It seems like both aren't compatible with each other but there must be some way to "pass" keys from one to another? I'd appreciate any help.

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  • jQuery Validation error...

    - by Povylas
    Hi, I have been struggling with this jQuery Validation Plugin. Here is the code: <script type="text/javascript"> $(function() { var validator = $('#signup').validate({ errorElement: 'span', rules: { username: { required: true, minlenght: 6 //remote: "check-username.php" }, password: { required: true, minlength: 5 }, confirm_password: { required: true, minlength: 5, equalTo: "#password" }, email: { required: true, email: true }, agree: "required" }, messages: { username: { required: "Please enter a username", minlength: "Your username must consist of at least 6 characters" //remote: "Somenoe have already chosen nick like this." }, password: { required: "Please provide a password", minlength: "Your password must be at least 5 characters long" }, confirm_password: { required: "Please provide a password", minlength: "Your password must be at least 5 characters long", equalTo: "Please enter the same password as above" }, email: "Please enter a valid email address", agree: "Please accept our policy" } }); var root = $("#wizard").scrollable({size: 1, clickable: false}); // some variables that we need var api = root.scrollable(); $("#data").click(function() { validator.form(); }); // validation logic is done inside the onBeforeSeek callback api.onBeforeSeek(function(event, i) { if($("#signup").valid() == false){ return false; }else{ return true; } $("#status li").removeClass("active").eq(i).addClass("active"); }); //if tab is pressed on the next button seek to next page root.find("button.next").keydown(function(e) { if (e.keyCode == 9) { // seeks to next tab by executing our validation routine api.next(); e.preventDefault(); } }); $('button.fin').click(function(){ parent.$.fn.fancybox.close() }); }); </script> And here is the error: $.validator.methods[method] is undefined http://www.vvv.vhost.lt/js/jquery-validate/jquery.validate.min.js Line 15 I am completely confused... Maybe some kind of handler is needed? I would be grateful for any kind of answer.

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  • How to make a custom NSFormatter work correctly on Snow Leopard?

    - by Nathan
    I have a custom NSFormatter attached to several NSTextFields who's only purpose is to uppercase the characters as they are typed into field. The entire code for my formatter is included below. The stringForObjectValue() and getObjectValue() implementations are no-ops and taken pretty much directly out of Apple's documentation. I'm using the isPartialStringValid() method to return an uppercase version of the string. This code works correctly in 10.4 and 10.5. When I run it on 10.6, I get "strange" behaviour where text fields aren't always render the characters that are typed and sometimes are just displaying garbage. I've tried enabling NSZombie detection and running under Instruments but nothing was reported. I see errors like the following in "Console": HIToolbox: ignoring exception '*** -[NSCFString replaceCharactersInRange:withString:]: Range or index out of bounds' that raised inside Carbon event dispatch ( 0 CoreFoundation 0x917ca58a __raiseError + 410 1 libobjc.A.dylib 0x94581f49 objc_exception_throw + 56 2 CoreFoundation 0x917ca2b8 +[NSException raise:format:arguments:] + 136 3 CoreFoundation 0x917ca22a +[NSException raise:format:] + 58 4 Foundation 0x9140f528 mutateError + 218 5 AppKit 0x9563803a -[NSCell textView:shouldChangeTextInRange:replacementString:] + 852 6 AppKit 0x95636cf1 -[NSTextView(NSSharing) shouldChangeTextInRanges:replacementStrings:] + 1276 7 AppKit 0x95635704 -[NSTextView insertText:replacementRange:] + 667 8 AppKit 0x956333bb -[NSTextInputContext handleTSMEvent:] + 2657 9 AppKit 0x95632949 _NSTSMEventHandler + 209 10 HIToolbox 0x93379129 _ZL23DispatchEventToHandlersP14EventTargetRecP14OpaqueEventRefP14HandlerCallRec + 1567 11 HIToolbox 0x933783f0 _ZL30SendEventToEventTargetInternalP14OpaqueEventRefP20OpaqueEventTargetRefP14HandlerCallRec + 411 12 HIToolbox 0x9339aa81 SendEventToEventTarget + 52 13 HIToolbox 0x933fc952 SendTSMEvent + 82 14 HIToolbox 0x933fc2cf SendUnicodeTextAEToUnicodeDoc + 700 15 HIToolbox 0x933fbed9 TSMKeyEvent + 998 16 HIToolbox 0x933ecede TSMProcessRawKeyEvent + 2515 17 AppKit 0x95632228 -[NSTextInputContext handleEvent:] + 1453 18 AppKit 0x9562e088 -[NSView interpretKeyEvents:] + 209 19 AppKit 0x95631b45 -[NSTextView keyDown:] + 751 20 AppKit 0x95563194 -[NSWindow sendEvent:] + 5757 21 AppKit 0x9547bceb -[NSApplication sendEvent:] + 6431 22 AppKit 0x9540f6fb -[NSApplication run] + 917 23 AppKit 0x95407735 NSApplicationMain + 574 24 macsetup 0x00001f9f main + 24 25 macsetup 0x00001b75 start + 53 ) Can anybody shed some light on what is happening? Am I just using NSFormatter incorrectly? -(NSString*) stringForObjectValue:(id)object { if( ![object isKindOfClass: [ NSString class ] ] ) { return nil; } return [ NSString stringWithString: object ]; } -(BOOL)getObjectValue: (id*)object forString: string errorDescription:(NSString**)error { if( object ) { *object = [ NSString stringWithString: string ]; return YES; } return NO; } -(BOOL) isPartialStringValid: (NSString*) cStr newEditingString: (NSString**) nStr errorDescription: (NSString**) error { *nStr = [NSString stringWithString: [cStr uppercaseString]]; return NO; }

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  • Problem with giving focus to first element inside a container

    - by rahul
    Hi, I am just trying to cycle the focus between elements inside a particular element when the tab key is pressed. What I want to do is not to set focus to any element which is not a descendant of an element when tab is pressed from the last control inside the element. At that time the focus must be set to the first input element inside the container. I have done a sample and it its not working, and I am unable to figure out the issue. Sample can be found here The complete code is Script $(function(){ $(":input:last","#div1").bind("keydown", function(e){ if ( e.keyCode === 9 ) { var firstElem = $(":input:first","#div1"); firstElem.focus(); } }); }); CSS input.red { width: 200px; border: solid 1px red; } input { width: 200px; } HTML <input type="text" class="red" /> <div id="div1"> <input type="text" id="txt1" /> <select id="sel1"> <option>1</option> </select> <input type="text" id="txt2" /> </div> Any help would be appreciated. Thanks

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  • vb.net, How can I limit a textchanged event for a textbox to keyboard input only?

    - by Luay
    Hi everyone, Please allow me to explain what I have and what I am trying to achieve. I have a textbox (called txtb1) and a button under it (called btn_browse) on a winform in a vb.net project. When the user clicks the button a folder browser dialog appears. The user selects his desired folder and when he/she clicks 'ok' the dialog closes and the path of the folder selected appears in the textbox. I also want to store that value in a variable to be used somewhere else(the value will be copied to an xml file when the user clicks 'apply' on the form, but this has no effect nor is related to my problem). To achieve that I have the following code: Public myVar As String Private Sub btn_browse_Click(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles btn_browse.Click Dim f As New FolderBrowserDialog If f.ShowDialog() = DialogResult.OK Then txtb1.Text = f.SelectedPath End If myVar = txtb1.text f.Dispose() End Sub This part works with no problems. Now, what if the user either: 1- decides to enter the path manually rather than use the browse button. or, 2- after using the browse button and selecting the folder they decide to manually change the location In trying to solve this I added a textchanged event to the textbox as follows: Private Sub txtb1_TextChanged(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles txtb1.TextChanged myVar = txtb1.Text End Sub However, this is not working. Apparently, and I don't know if this is relevant, when the user selects the desired folder using the browse button the textchanged event is also triggered. and when I click on the textbox (to give it focus) and press any keyboard key the application simply stops responding. So my questions are: am I going about this the right way? if my logic is flawed, could someone point me to how usually such a thing could be achieved? is it possible to limit the triggering events to only keyboard input as a way around this? I tried the keydown and keypress events but I am getting the freeze. I would be grateful for your help. Thanks

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  • stopping backspace on multiple browsers using jQuery

    - by jboyd
    I am attempting to stop a backspace keydown event from being handled by browsers, I'm using the jquery library, so I need to get the original event, but on some browsers (firefox at least) I get an error when trying to set the original events keyCode = 0, it gives and error saying that only a getter exists for that property. function blockBackspace(event) { var altKey = event.originalEvent.altKey; var srcElementType = event.originalEvent.srcElement; if( (altKey) || ((event.keyCode == 8) && (srcElementType != "text" && srcElementType != "textarea" && srcElementType != "password")) || ((event.ctrlKey) && ((event.keyCode == 78) || (event.keyCode == 82)) ) || (event.keyCode == 116) ) { event.keyCode = 0; event.returnValue = false; event.originalEvent.keyCode = 0; event.originalEvent.returnValue = false; //sets process backspaceFlag to keep multiple handlers from removing text processBackspace = true; } } so I'm not exactly sure what to do next, every solution I find yields more problems. There must be ways around this problem or else other text areas (that's kind of what I'm building) would not work

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  • Accesing WinCE ComboBox DroppedDown property (.NET CF 2.0)

    - by PabloG
    I'm implementing custom behavior sub-classing the form controls, but I cannot manage to access the DroppedDown property of the ComboBox. Looking in the help, it's supposed to be supported in CF.NET 2.0: using System; using System.Collections.Generic; using System.ComponentModel; using System.Drawing; using System.Data; using System.Text; using System.Windows.Forms; namespace xCustomControls { public partial class xComboBox : System.Windows.Forms.ComboBox { private ComboBox comboBox1; public xComboBox() { InitializeComponent(); this.KeyDown += new KeyEventHandler(this.KeyDownHandler); } private void KeyDownHandler(object sender, KeyEventArgs e) { // DroppedDown doesn't appear in the IntelliSense of ComboBox. // or this.comboBox1. if (((ComboBox)sender).DroppedDown) // fail! return; switch (e.KeyData) { case Keys.Up: case Keys.Enter: case Keys.Down: e.Handled = true; this.Parent.SelectNextControl((Control)sender, e.KeyData != Keys.Up, true, true, true); ... fails with 'System.Windows.Forms.ComboBox' does not contain a definition for 'DroppedDown' and no extension method 'DroppedDown' accepting a first argument of type 'System.Windows.Forms.ComboBox' could be found How can I access the property? TIA, Pablo

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  • Trying to modify the text of a document onkeydown is inserting text incorrectly.

    - by Benny
    I have the following html: <html> <head> <script> function myKeyDown() { var myDiv = document.getElementById('myDiv'); myDiv.innerHTML = myDiv.innerHTML.replace(/(@[a-z0-9_]+)/gi, '<strong>$1</strong>'); } function init() { document.addEventListener('keydown', myKeyDown, false); document.designMode = "on"; } window.onload = init; </script> </head> <body> <div id="myDiv"> This is my variable name: @varname. If I type here things go wrong... </div> </body> </html> My goal is to do a kind of syntax highlighting on edit, to highlight variable names that begin with an @ symbol. However, when I edit the document's body, the function runs but the cursor is automatically shifted to the beginning of the body before the keystroke is performed. My hypothesis is that the keypress event is trying to insert the new character at a specified index, but when I run the replace function the indices get messed up so it defaults the character insertion point to the beginning. I'm using Firefox to test by the way. Any help would be appreciated. Thanks, B.J.

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  • Apply shortcut keys to sliverlight page

    - by sankar
    Hi.. In application requirement is as follows.. In the Silverlight child page(Usercontrol, when you click menu item )open page it requires to fill some data then for saving we have Save button for cancel it we have Cancel button. Here i am looking for Saving data i need to use ShortCut Keys(Ctrl + S). If i write the following code in KeyDown event it is not Functioning well, because Generally we punch the 'Ctrl' key in Presssed mode and then we punch the "S" key here if i punch 'Ctrl' key is not released then it is not working.. Otherwise ie. if punch "Ctrl" key then release it then punch "S" it is working fine.. //Code //int count=0;--Global--- protected override void OnKeyDown(KeyEventArgs e) { base.OnKeyDown(e); if (e.Key == Key.Ctrl) { count = 1; } string str = e.Key.ToString(); if (count >0 && str == "S") { //MessageBox.Show("Saved"); //Saving the data count = 0; } } I am looking for it works on With "Ctrl" key is in pressed mode please look into this... Thanks

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  • jQuery issue with anchor tag using jqTransform

    - by James Helms
    I'm using jqtransform on my site. When the user is on a for them to be able to use hot keys to move through the selections. I added this function: $wrapper.find('a').keydown(function (e) { var Esc = 27; var code = (e.keyCode ? e.keyCode : e.which); if(code== Esc || (code>=65 &&code<=90)){ var letter = String.fromCharCode(code); if (code==Esc) keyCodes = ""; else{ if (keyCodes=='') keyCodes += letter; else keyCodes += letter.toLowerCase(); var item = $wrapper.find('a[text^=\'' + keyCodes + '\']:first'); item.click(); } } }); inside of $.fn.jqTransSelect. This code works fine in all browsers but IE. the only thing i can find is that IE doesn't like the click event. Can anyone please help me with this? If i debug into the code I can see that item is a select not an anchor like i would expect it to be, and that confuses me even more.

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