Search Results

Search found 16921 results on 677 pages for 'benjamin button'.

Page 84/677 | < Previous Page | 80 81 82 83 84 85 86 87 88 89 90 91  | Next Page >

  • button click expand and collapse using jquery.

    - by kumar
    <script type="text/javascript"> $(document).ready(function() { $('#tmpOpen').click(function() { var value = $("#tmpOpen").attr("value"); if (value == "Expand") { document.getElementById("tmpOpen").value = "Collapse"; $('#Grid tr[role="row"] td a').not('.icon-minus').click(); } else { document.getElementById("tmpOpen").value = "Expand"; $('#Grid tr[role="row"] td a').not('.icon-plus').click(); } }); </script> is this right what i am doign here? icon-plus is class name for a...

    Read the article

  • Radio Button wont work in internet explorer but works fine in firefox

    - by Mo
    Hi i have HTML code like so: <div id="action_content" class="layout"> <input type="hidden" id="action_editing" value=""/> <div id="action_types"> <input type="radio" checked name="action_type" value="EmailActionDescription" onclick="toggle_action(this);"/><label>Email</label> <input type="radio" name="action_type" value="TicketActionDescription" onclick="toggle_action(this);"/><label>Ticket</label> </div> it works fine in firefox but dosent work in internet explorer. any ideas what it could be? the buttons basically display one of 2 options, a ticket or e mail, when clicking on the ticket it just dosent show. if you require any further information please let me know. thanks

    Read the article

  • Use jQuery to Enable/Disable a Button based on vars

    - by Rylea S.
    Ok so, Im using jQuery to do username and email checks before a signup... this sets a variable true or false depending on the response from php. $(document).ready(function() { if (usr_checked == true) { if (em_checked == true) { $("#registerbttn").removeAttr("disabled"); } } else { $("#registerbttn").attr("disabled", "disabled"); } }); How exactly do i get it to watch those variables live? Thanks :D

    Read the article

  • How to move to another view without using a button

    - by Will
    My first view displays an image and action indicator while web-servers and database function are run in that background. I want the application to go to my tab view when the functions have been completed. How do I do this? Here is what the views look like. What I have tried: TabBarViewController *tab = [[TabBarViewController alloc]init]; [self presentViewController:tab animated:NO completion:nil]; and [self performSegueWithIdentifier:@"first" sender:self]; Please can you help my to understand how to do this. I have spent many hours googling this problem and couldn't work out how to do it. Thanks EDIT: Added Code

    Read the article

  • Button stops working after loading div via ajax

    - by asovgir
    I have two divs on the page: main div and secondary, which loads a separate html page using ajax. All the links within the main div trigerred by a click event continue to work correctly and reference the appropriate content, but none of the jquery outside this div works (such as the navigation). Here's my jQuery: var url; $('.main a').live('click',function() { url = $(this).attr('href'); $('.secondary').load(url); return false; }); Can anyone help me why this isn't working? I think I am supposed to trigger a callback event but I am not sure how to do so. I know this question has been asked multiple times already (usually suggesting to use .live() or .on()), but none of those solutions seemed to work for me.

    Read the article

  • What are some good examples of exuberant in-game instructions for telling the player to repeatedly smash a button?

    - by Michael
    What are some good examples of exuberant in-game instructions for telling the player to repeatedly and quickly press a button or perform an action? I'm especially interested in examples in retro games (e.g., from the NES, SNES, and 1980-90s arcade eras), and I would love to see examples with text, graphics, or both. To illustrate, here are a few examples of the type of instructions that I'm thinking of: Smash the A button to lift something heavy! Toggle the joystick back and forth to break free! Quickly press the button to build power in a meter! I'm working on a 2D iOS game with retro-style pixel art, and there's a point where I want the player to quickly tap on a sprite to complete an action. I have a serviceable starting point -- the word "TAP" flashing with an arrow repeatedly moving downward beneath it: But it still doesn't feel quite right. I would love to see some actual examples from the golden days of 2D gaming to use as reference material. I know examples abound, but I'm just struggling to think of any concrete ones at the moment. Can you think of any examples of this type of thing in old games?

    Read the article

  • Installer gets stuck with a grayed out forward button.

    - by TRiG
    I have a CD with Ubuntu 10.10 and a laptop with Ubuntu 8.10. The laptop had all sorts of crud on it, and anything I wanted to keep was backed up on an external drive, so I was happy to do a wipe and reinstall instead of an update. So after a bit of faffing about trying to work out how to get the thing to boot from the CD drive, I did that. So the screen comes up with the choice: the options are Try Ubuntu and Install Ubuntu. I choose to install and to overwrite my current installation. So far so good. I then get a progress bar labelled something like copying files (I forget the exact wording) and further options to fill in for my location, keyboard locale, username and password. On each of these screens there are forward and back buttons. On the last screen (password), the forward button is greyed out. Well, I think to myself, no doubt it will become active when that copying files progress bar completes. The progress bar never completes. It hangs. And the label changes from copying files to the chirpy ready when you are. The forward button remains greyed out. The back button is as unhelpful as you'd expect it to be. And there's nothing else to click. We have reached an impasse. I tried restarting the laptop, to test whether it actually was properly installed. It wasn't. I tried to run Ubuntu live from the CD, to test whether the disk was damaged. That wouldn't work either, but I suspect it's just because the laptop is old and has a slow disk drive. I'm typing this question on another computer using the Ubuntu live CD and it's working fine. So there's nothing wrong with the CD.

    Read the article

  • Live CD installer gets stuck with a grayed out forward button.

    - by TRiG
    I have a CD with Ubuntu 10.10 and a laptop with Ubuntu 8.10. The laptop had all sorts of crud on it, and anything I wanted to keep was backed up on an external drive, so I was happy to do a wipe and reinstall instead of an update. So after a bit of faffing about trying to work out how to get the thing to boot from the CD drive, I did that. So the screen comes up with the choice: the options are Try Ubuntu and Install Ubuntu. I choose to install and to overwrite my current installation. So far so good. I then get a progress bar labelled something like copying files (I forget the exact wording) and further options to fill in for my location, keyboard locale, username and password. On each of these screens there are forward and back buttons. On the last screen (password), the forward button is greyed out. Well, I think to myself, no doubt it will become active when that copying files progress bar completes. The progress bar never completes. It hangs. And the label changes from copying files to the chirpy ready when you are. The forward button remains greyed out. The back button is as unhelpful as you'd expect it to be. And there's nothing else to click. We have reached an impasse. I tried restarting the laptop, to test whether it actually was properly installed. It wasn't. I tried to run Ubuntu live from the CD, to test whether the disk was damaged. That wouldn't work either, but I suspect it's just because the laptop is old and has a slow disk drive. I'm typing this question on another computer using the Ubuntu live CD and it's working fine. So there's nothing wrong with the CD.

    Read the article

  • Is there a way to make a Google Web Toolkit (GWT) Button look like a HTML Hyperlink?

    - by Catfish
    I plan on appending some comments onto a text, to do that, first, I need the concerned text to act like a button for me to launch a popup, which in turn shows the comment. For that to happen, I need to make that concerned text to act like a button in GWT, but due to some aesthetic reasons I don't want it to look like a normal GWT Button, instead, I prefer it to look like any normal HTML hyper-link, which upon clicking it, acts exactly like a GWT Button which in turn showing the comment in the pop up. So is there a way to make a GWT Button appear more like a html hyper-link? Or, at the minimum, would it be possible to convert the concerned text to .JPG for it to be inserted into a Image Button in GWT?

    Read the article

  • How set panel Default Button that is inside a details view in asp.net?

    - by Avinash
    <asp:panel ID="Panel1" runat="server"> <asp:DetailsView ID="DetailsView1" .... <asp:templatefield ShowHeader="False"> <insertitemtemplate> <asp:Button ID="btnAdd" runat="server" CausesValidation="True" CommandName="Insert" Text="Insert"></asp:Button> ... <asp:DetailsView> </asp:panel> and i write the code for setting the panels default button in details view's DataBound event Button btnAdd = new Button(); btnAdd = DetailsView1.Rows[indexNumber].FindControl("btnAdd") as Button; Panel1.DefaultButton = btnAdd.UniqueID; but I get the error : The DefaultButton of 'Panel1' must be the ID of a control of type IButtonControl.

    Read the article

  • What could cause a button on a UIActionSheet to "miss" on touches?

    - by Alex Gosselin
    I have a UIActionSheet as follows: UIActionSheet *sheet = [[UIActionSheet alloc] initWithTitle:[NSString stringWithFormat: @"Cancel New %@? Changes will be lost.", [creator propertyName]] delegate:self cancelButtonTitle:@"Stay Here" destructiveButtonTitle:@"Discard and Close" otherButtonTitles:@"Save and Close", nil]; [sheet showInView:self.view]; [sheet release]; It creates the action sheet, The buttons display, the Destructive button is on top, cancel button is on the bottom, other button (save and close) shows up in the middle, the top two buttons, (destructive and other) work fine, but the bottom button has a gap, so it is farther down than the other buttons. For some reason though, in order to press the button I need to touch where it would be if there was no gap. Touching the actual button doesn't work. Sorry if this isn't super clear, has anyone encountered something like this? I don't like to whip out the "I found a bug" card too fast, maybe I'm doing something wrong here.

    Read the article

  • iPhone UI: No edit button for UITableView, bad idea?

    - by Nic Hubbard
    I have a UITableViewController which lets the user drill down into different records. On the second level/view, the user can add and edit new records. But, I am not sure what to do, since the back button is on the top left, and I need to put the "Add" button on the top right, so there is no room (keeping to HIG) for the edit button, which would normally go where the back button is. (I am using a tab bar, so can't put it at the bottom.) Do you think that it is logical, to expect users to know to swipe to delete a record? Or, do I need to have an edit button? If I DO need an edit button, where should I put it if I am following HIG?

    Read the article

  • on click button disabled click ent is working? using jquery

    - by kumar
    <div> <input id="PbtnSelectAll" type="button" class="button" value="Select All" /> <input id="PbtnSubmit" type="submit" class="button" value="Save" /> <input id="PbtnCancel" type="button" class="button" value="Cancel" /> </div> </fieldset> <% } %> <script type="text/javascript"> $(document).ready(function() { $('#PbtnSubmit').attr('disabled', 'disabled'); $('#PbtnCancel').attr('disabled', 'disabled'); $('#PbtnSelectAll').click(function() { $('#PricingEditExceptions input[type=checkbox]').attr('checked', 'checked'); $('#PbtnSubmit').attr('disabled', false); $('#PbtnCancel').attr('disabled', false); $('fieldset').find("input:not(:checkbox),select,textarea").attr('disabled', 'disabled'); $('#genericfieldset').find("input,select,textarea").removeAttr('disabled'); }); $('#PbtnCancel').click(function() { $('#PricingEditExceptions input[name=PMchk]').attr('checked', false); $('#PbtnSubmit').attr('disabled', 'disabled'); $('#PbtnCancel').attr('disabled', 'disabled'); $('#exc-flwup').val(''); $('#Inquiry').val(''); $('#comments').val(''); $('#ResolutionCode option:eq(0)').attr('selected', 'selected'); $('#ReasonCode option:eq(0)').attr('selected', 'selected'); $('#ActionCode option:eq(0)').attr('selected', 'selected'); $('fieldset').find("input,select,textarea").removeAttr('disabled'); }); $('#PbtnSubmit').click(function(event) { $('#PricingEditExceptions input[name=PMchk]').each(function() { if ($("#PricingEditExceptions input:checkbox:checked").length > 0) { var checked = $('#PricingEditExceptions input[type=checkbox]:checked'); var PMstrIDs = checked.map(function() { return $(this).val(); }).get().join(','); $('#1_exceptiontypes').attr('value', exceptiontypes) $('#1_PMstrIDs').attr('value', PMstrIDs); } else { alert("Please select atleast one exception"); event.preventDefault(); } }); }); function validate_excpt(formData, jqForm, options) { var form = jqForm[0]; } // post-submit callback function showResponse(responseText, statusText, xhr, $form) { if (responseText[0].substring(0, 16) != "System.Exception") { $('#error-msg-ID span:last').html('<strong>Update successful.</strong>'); } else { $('#error-msg-ID span:last').html('<strong>Update failed.</strong> ' + responseText[0].substring(0, 48)); } $('#error-msg-ID').removeClass('hide'); } $('#exc-').ajaxForm({ target: '#error-msg-ID', beforeSubmit: validate_excpt, success: showResponse, dataType: 'json' }); $('.button').button(); }); </script> this on begin form submit if I click Disabled Save and Cancel buttong still working after disabling also? i can see button is disbled but its working on click? when I click cancel its and not enabling back? still the button shows disbaled/ thanks

    Read the article

  • Why Resource (.resx) file added on merely changing Form size and on adding button which is not resou

    - by Muhammad Kashif Nadeem
    1- Resource files suppose to be added on adding some resource in application like image or audio or video etc. But if I just change size of form a .resx file under that particular form. Changing size of form does not add any resource so why this .resx file. 2- I dropped a button on form and a resource file is included again this button is not some kind of resource, it is object created and having information in designer file. 3- A resource file added on dropping button on form but if I delete this resource file and run application it compile and run with NO error and button is still there. If this button has any relation with resource file then there must by some kind of compile or runtime error AND if .resx file has nothing to do with button then why it was added? I am using VS 2008. Thanks in advance for the help

    Read the article

  • Can the Browser 'Forward' Button be Set from HTML?

    - by John C
    Example: At the bottom of the StackOver Questions page are a bunch of page numbers (1,2,3...), enclosed in a set of prev and next buttons. Clicking next repeatedly will bring me to, say page 5, at which point I will have: The page's prev button will be set to 'http://stackoverflow.com/questions?page=4' The Back button on my Browser will have the same value. The page's next button will be set to 'http://stackoverflow.com/questions?page=6' The Forward button on my Browser - won't be set to anything. Obviously, if I hit the Back button on the Browser, then Forward will have a value, pointing to the URL for page 5 - but not otherwise. Is there any way, from HTML (plus Javascript), to set the value of the Browser's Forward button? Or is this one of those things that HTML is simply forbidden to do?

    Read the article

  • How do I scale a UIButton's imageView?

    - by vcLwei
    Hey guys! I create a UIButton instance(named "button") with a image use [UIButton setImage:forState:] function, the button.frame is larger than the image's size. Now I want to scale this button's image smaller. I had tried to change button.imageView.frame, button.imageView.bounds and button.imageView.contentMode, but all seem ineffective. Hopefully someone can help me how to scale a UIButton's imageView.Thanks! my create UIButton instance code: UIButton *button = [[UIButton alloc] init]; [button setImage:image forState:UIControlStateNormal]; my try to scale the image code: button.imageView.contentMode = UIViewContentModeScaleAspectFit; button.imageView.bounds = CGRectMake(0, 0, 70, 70); and: button.imageView.contentMode = UIViewContentModeScaleAspectFit; button.imageView.frame = CGRectMake(0, 0, 70, 70);

    Read the article

  • ModalPopup CodeBehind Function Wait For User Response

    - by Snave
    I have set up a function which returns an enum of the button that the user clicked in the ModalPopup. I have a variable of type enum to store which button the user clicks in the button click event. In this function, I call the ModalPopupExtender's Show() method. My problem is, the function finishes out and returns the default enum (which is "none" since no button was clicked yet) before the ModalPopup can be shown and store which button the user clicks. So without changing the function to a method and using a different way to store the user's button click, how can I pause the function after the Show() method of the MPE has been called and wait for the user to click a button? Edit(11/20/2009): Clarification: On the aspx page, I include a ScriptManager, PlaceHolder, and an asp:Button with a codebehind click event. What I want is to click the button, then in the click event handler, I want to call a custom static class function that returns a variable. One of the arguments it takes is the PlaceHolder. The function creates all the necessary controls in the PlaceHolder needed to display a ModalPopup. It calls the created ModalPopupExtender's Show() method. What should happen: At this point is the ModalPopup gets displayed, the user clicks a button, that button's event handler fires, the button sets a variable indicating that it was clicked, it then calls the ModalPopupExtender's .Hide() method, and then the function returns the variable that indicates which button was clicked. We then return to the event handler from the original button that was clicked and the programmer can then perform some logic based on what variable was returned. Crux: When the ModalPopupExtender's .Show() method gets called, it does not display the ModalPopup until AFTER the function returns a default variable (because no button was clicked yet) and after the event handler from the original button that was clicked ends. What I need: After the ModalPopupExtender's .Show() method is called, I need the ModalPopup to get displayed immediately and I need the function to wait for a button click to be made from the ModalPopup. My thoughts: Some PostBack needs to be made to the page telling it to update and display the ModalPopup Panel. Then maybe a while loop can be run in the function that waits for a button to be clicked in the ModalPopup.

    Read the article

  • Flex AS3: Assign a button's upSkin property with a remote file dynamically?

    - by aaron.lovelace
    I am building a Flex application with ActionScript 3. Unfortunately I've hit a wall with this one... I would like to be able to apply an upSkin to my dynamically generated button like this: //this theSkin variable is dynamic in my app, but for this example it's a simple string var theSkin:String = "http://www.mypicturedomain.com/images/myimage.gif"; var navBtn:Button = new Button(); navBtn.id = "thumb1"; navBtn.width = 60; navBtn.height = 45; //skin the button navBtn.setStyle("upSkin", theSkin); //add the button to my canvas myCanvas.addChild(navBtn); When I attempt this, I get this error: TypeError: Error #1034: Type Coercion failed: cannot convert flash.display::Loader@3dac941 to Class. How do I skin this button with my image dynamically? A couple of things to consider: The upSkin image must be remote. It can't be local. The button must be generated dynamically (it's in a for loop). Any help/ideas would be much appreciated at this point!

    Read the article

  • Flex AS3: Assign a button's upSkin property with a remote file dynamically?

    - by Aaron
    I am building a Flex application with ActionScript 3. Unfortunately I've hit a wall with this one... I would like to be able to apply an upSkin to my dynamically generated button like this: //this theSkin variable is dynamic in my app, but for this example it's a simple string var theSkin:String = "http://www.mypicturedomain.com/images/myimage.gif"; var navBtn:Button = new Button(); navBtn.id = "thumb1"; navBtn.width = 60; navBtn.height = 45; //skin the button navBtn.setStyle("upSkin", theSkin); //add the button to my canvas myCanvas.addChild(navBtn); When I attempt this, I get this error: TypeError: Error #1034: Type Coercion failed: cannot convert flash.display::Loader@3dac941 to Class. How do I skin this button with my image dynamically? A couple of things to consider: The upSkin image must be remote. It can't be local. The button must be generated dynamically (it's in a for loop). Any help/ideas would be much appreciated at this point!

    Read the article

  • make focusable element unfocusable on webkit

    - by Bill Keese
    When a node has a tabIndex setting (other than -1), clicking it will give it focus. Removing the tabIndex setting should stop that behavior, so that clicking has no effect. However, on webkit, once a node has a tabIndex, even after tabIndex is removed, the node can still be clicked and focused. Setting tabIndex=-1 also has the same click problem. Anyone know a workaround to this problem? <div id="one">one (no initial tabindex)</div> <div id="two" tabindex=0>two (initially tabindex=0)</div> <button type=button onclick="document.getElementById('one').setAttribute('tabindex', 0)">set tabindex on first div</button> <button type=button onclick="document.getElementById('one').removeAttribute('tabindex', 0)">remove tabindex on first div</button> <button type=button onclick="document.getElementById('two').removeAttribute('tabindex', 0)">remove tabindex on second div</button> <button type=button onclick="document.getElementById('one').setAttribute('tabindex', -1)">set tabindex=1 on first div</button> <button type=button onclick="document.getElementById('two').setAttribute('tabindex', -1)">set tabindex=1 on second div</button>

    Read the article

  • Why does my program crash when given negative values?

    - by Wayfarer
    Alright, I am very confused, so I hope you friends can help me out. I'm working on a project using Cocos2D, the most recent version (.99 RC 1). I make some player objects and some buttons to change the object's life. But the weird thing is, the code crashes when I try to change their life by -5. Or any negative value for that matter, besides -1. NSMutableArray *lifeButtons = [[NSMutableArray alloc] init]; CCTexture2D *buttonTexture = [[CCTextureCache sharedTextureCache] addImage:@"Button.png"]; LifeChangeButtons *button = nil; //top left button = [LifeChangeButtons lifeButton:buttonTexture ]; button.position = CGPointMake(50 , size.height - 30); [button buttonText:-5]; [lifeButtons addObject:button]; //top right button = [LifeChangeButtons lifeButton:buttonTexture ]; button.position = CGPointMake(size.width - 50 , size.height - 30); [button buttonText:1]; [lifeButtons addObject:button]; //bottom left button = [LifeChangeButtons lifeButton:buttonTexture ]; button.position = CGPointMake(50 , 30); [button buttonText:5]; [lifeButtons addObject:button]; //bottom right button = [LifeChangeButtons lifeButton:buttonTexture ]; button.position = CGPointMake(size.width - 50 , 30); [button buttonText:-1]; [lifeButtons addObject:button]; for (LifeChangeButtons *theButton in lifeButtons) { [self addChild:theButton]; } This is the code that makes the buttons. It simply makes 4 buttons, puts them in each corner of the screen (size is the screen) and adds their life change ability, 1,-1,5, or -5. It adds them to the array and then goes through the array at the end and adds all of them to the screen. This works fine. Here is my code for the button class: (header file) // // LifeChangeButtons.h // Coco2dTest2 // // Created by Ethan Mick on 3/14/10. // Copyright 2010 Wayfarer. All rights reserved. // #import "cocos2d.h" @interface LifeChangeButtons : CCSprite <CCTargetedTouchDelegate> { NSNumber *lifeChange; } @property (nonatomic, readonly) CGRect rect; @property (nonatomic, retain) NSNumber *lifeChange; + (id)lifeButton:(CCTexture2D *)texture; - (void)buttonText:(int)number; @end Implementation file: // // LifeChangeButtons.m // Coco2dTest2 // // Created by Ethan Mick on 3/14/10. // Copyright 2010 Wayfarer. All rights reserved. // #import "LifeChangeButtons.h" #import "cocos2d.h" #import "CustomCCNode.h" @implementation LifeChangeButtons @synthesize lifeChange; //Create the button +(id)lifeButton:(CCTexture2D *)texture { return [[[self alloc] initWithTexture:texture] autorelease]; } - (id)initWithTexture:(CCTexture2D *)atexture { if ((self = [super initWithTexture:atexture])) { //NSLog(@"wtf"); } return self; } //Set the text on the button - (void)buttonText:(int)number { lifeChange = [NSNumber numberWithInt:number]; NSString *text = [[NSString alloc] initWithFormat:@"%d", number]; CCLabel *label = [CCLabel labelWithString:text fontName:@"Times New Roman" fontSize:20]; label.position = CGPointMake(35, 20); [self addChild:label]; } - (CGRect)rect { CGSize s = [self.texture contentSize]; return CGRectMake(-s.width / 2, -s.height / 2, s.width, s.height); } - (BOOL)containsTouchLocation:(UITouch *)touch { return CGRectContainsPoint(self.rect, [self convertTouchToNodeSpaceAR:touch]); } - (void)onEnter { [[CCTouchDispatcher sharedDispatcher] addTargetedDelegate:self priority:0 swallowsTouches:YES]; [super onEnter]; } - (void)onExit { [[CCTouchDispatcher sharedDispatcher] removeDelegate:self]; [super onExit]; } - (BOOL)ccTouchBegan:(UITouch *)touch withEvent:(UIEvent *)event { CGPoint touchPoint = [touch locationInView:[touch view]]; touchPoint = [[CCDirector sharedDirector] convertToGL:touchPoint]; if ( ![self containsTouchLocation:touch] ) return NO; NSLog(@"Button touch event was called returning yes. "); //this is where we change the life to each selected player NSLog(@"Test1"); NSMutableArray *tempArray = [[[UIApplication sharedApplication] delegate] selectedPlayerObjects]; NSLog(@"Test2"); for (CustomCCNode *aPlayer in tempArray) { NSLog(@"we change the life by %d.", [lifeChange intValue]); [aPlayer changeLife:[lifeChange intValue]]; } NSLog(@"Test3"); return YES; } - (void)ccTouchMoved:(UITouch *)touch withEvent:(UIEvent *)event { CGPoint touchPoint = [touch locationInView:[touch view]]; touchPoint = [[CCDirector sharedDirector] convertToGL:touchPoint]; NSLog(@"You moved in a button!"); } - (void)ccTouchEnded:(UITouch *)touch withEvent:(UIEvent *)event { NSLog(@"You touched up in a button"); } @end Now, This function: - (BOOL)ccTouchBegan:(UITouch *)touch withEvent:(UIEvent *)event Is where all the shit goes down. It works for all of the buttons except the -5 one. And then, it gets to: NSLog(@"we change the life by %d.", [lifeChange integerValue]); And it crashes at that statement. It only crashes when given anything less than -1. -1 works, but nothing smaller does. Here is the code in the CustomCCNode Class, "changeLife" that is being called. - (void)changeLife:(int)lifeChange { NSLog(@"change life in Custom Class was called"); NSLog(@"wtf is lifechange: %d", lifeChange); life += lifeChange; lifeString = [[NSString alloc] initWithFormat:@"%d",life]; [text setString:lifeString]; } Straight forward, but when the NSnumber is -5, it doesn't even get called, it crashes at the NSlog statement. So... what's up with that?

    Read the article

  • accessing a method from a button within a class?

    - by flo
    #import "GameObject.h" #import "Definitions.h" @implementation GameObject @synthesize owner; @synthesize state; @synthesize mirrored; @synthesize button; @synthesize switcher; - (id) init { if ( self = [super init] ) { [self setOwner: EmptyField]; button = [UIButton buttonWithType:UIButtonTypeCustom]; [self setSwitcher: FALSE]; } return self; } - (UIButton*) display{ button.frame = CGRectMake(0, 0, GO_Width, GO_Height); [button setBackgroundImage:[UIImage imageNamed:BlueStone] forState:UIControlStateNormal]; [button addTarget:self action:@selector(buttonPressed:) forControlEvents:UIControlEventTouchUpInside]; return button; } -(void)buttonPressed:(id) sender { //... } } - (void) dealloc { [super dealloc]; } @end Hi! i would like to know if the above is possible somehow within a class (in my case it is called GameObject) or if i HAVE to have the button call a methode in the viewcontroller... the above results with the app crashing. i would call display within a loop on the viewcontroller and id like to change some of the GameObjects instance variables within buttonPressed. Also id like to change some other stuff by calling some other methods from within buttonPressed but i think that will be the lesser of my problems ;) also id like to know how i can pass some variables to the buttonPressed method... cant find it anywhere :( help on this one would be much appreciated ;) thanks flo

    Read the article

  • How will the launcher/button work on a touch panel?

    - by burli
    I'm not sure if Unity has a design problem. If the Launcher is hidden you can bring it to front by moving the mouse over the home button or hit the Super Key. So far, so good. But what is on Tablet Devices with touch panel? Intuitively I would "click" in the corner to show the launcher, but a click will open the Dash. How should that work on a touch device? Do I have to "drag" my finger into the corner? Will touch devices have a "menu button"? Will there be a gesture to show the launcher?

    Read the article

< Previous Page | 80 81 82 83 84 85 86 87 88 89 90 91  | Next Page >