Search Results

Search found 3424 results on 137 pages for 'gwt animation'.

Page 9/137 | < Previous Page | 5 6 7 8 9 10 11 12 13 14 15 16  | Next Page >

  • Modular GWT design concerns

    - by GlGuru
    Hi, I have a couple of questions regarding a modular GWT based application framework. I have some ideas about them but being new to the field of web development I feel they are far from ideal. I'd appreciate a few comments and suggestions in this regard. Here are my questions: I am developing a framework which will allow third parties to embed GWT applications into our website and do some communication with them using simple iFrame postMessage. All these third party modules are going to use our SDK which is also GWT based. The problem arises that even though all the modules will be using the same codebase there is going to be a massive overheard in the amount of duplicate Javascript code (i.e. our common SDK code base which is quite large) being downloaded on the client's machine. This is highly redundant and problematic, not only due to the sheer size of duplicate code but, also due to the fact that subsequent updates of the SDK would require the modules to be recompiled which is going to create a DLL hell kind of scenario in the long run. What is the best way of doing this kind of thing? Is there a way where I can have some static GWT code (i.e. the SDK) and the dynamic GWT module refers to it (even if lies on a different domain) and it all work happily? The other part of the problem lies in providing robust scripting front end to the SDK. At first it appears to be trivial since Javascript itself is a scripting language. However, I do not know how to load and call a piece of pure Javascript code at runtime? I am willing to put restrictions on the target Javascript (i.e. having a function main and unique namespace or something). Furthermore the Javascript will come as a string from a database and not as a full URL. If its doable in Javascript how does one get this right in GWT i.e. forcing the compiler to emit a certain function in the generated Javascript? This I believe can be lesser of a problem by having a stub Javascript with all the right requirements which just loads up a GWT generated Javascript. Is any of this possible at all? I generally hate to be this verbose but I hope to find a quick solution to the problem as its holding up my progress. I'd highly appreciate any comments, suggestions and experiences.

    Read the article

  • Marrying Core Animation with OpenGL ES

    - by Ole Begemann
    Edit: I suppose instead of the long explanation below I might also ask: Sending -setNeedsDisplay to an instance of CAEAGLLayer does not cause the layer to redraw (i.e., -drawInContext: is not called). Instead, I get this console message: <GLLayer: 0x4d500b0>: calling -display has no effect. Is there a way around this issue? Can I invoke -drawInContext: when -setNeedsDisplay is called? Long explanation below: I have an OpenGL scene that I would like to animate using Core Animation animations. Following the standard approach to animate custom properties in a CALayer, I created a subclass of CAEAGLLayer and defined a property sceneCenterPoint in it whose value should be animated. My layer also holds a reference to the OpenGL renderer: #import <UIKit/UIKit.h> #import <QuartzCore/QuartzCore.h> #import "ES2Renderer.h" @interface GLLayer : CAEAGLLayer { ES2Renderer *renderer; } @property (nonatomic, retain) ES2Renderer *renderer; @property (nonatomic, assign) CGPoint sceneCenterPoint; I then declare the property @dynamic to let CA create the accessors, override +needsDisplayForKey: and implement -drawInContext: to pass the current value of the sceneCenterPoint property to the renderer and ask it to render the scene: #import "GLLayer.h" @implementation GLLayer @synthesize renderer; @dynamic sceneCenterPoint; + (BOOL) needsDisplayForKey:(NSString *)key { if ([key isEqualToString:@"sceneCenterPoint"]) { return YES; } else { return [super needsDisplayForKey:key]; } } - (void) drawInContext:(CGContextRef)ctx { self.renderer.centerPoint = self.sceneCenterPoint; [self.renderer render]; } ... (If you have access to the WWDC 2009 session videos, you can review this technique in session 303 ("Animated Drawing")). Now, when I create an explicit animation for the layer on the keyPath @"sceneCenterPoint", Core Animation should calculate the interpolated values for the custom properties and call -drawInContext: for each step of the animation: - (IBAction)animateButtonTapped:(id)sender { CABasicAnimation *animation = [CABasicAnimation animationWithKeyPath:@"sceneCenterPoint"]; animation.duration = 1.0; animation.fromValue = [NSValue valueWithCGPoint:CGPointZero]; animation.toValue = [NSValue valueWithCGPoint:CGPointMake(1.0f, 1.0f)]; [self.glView.layer addAnimation:animation forKey:nil]; } At least that is what would happen for a normal CALayer subclass. When I subclass CAEAGLLayer, I get this output on the console for each step of the animation: 2010-12-21 13:59:22.180 CoreAnimationOpenGL[7496:207] <GLLayer: 0x4e0be20>: calling -display has no effect. 2010-12-21 13:59:22.198 CoreAnimationOpenGL[7496:207] <GLLayer: 0x4e0be20>: calling -display has no effect. 2010-12-21 13:59:22.216 CoreAnimationOpenGL[7496:207] <GLLayer: 0x4e0be20>: calling -display has no effect. 2010-12-21 13:59:22.233 CoreAnimationOpenGL[7496:207] <GLLayer: 0x4e0be20>: calling -display has no effect. ... So it seems that, possibly for performance reasons, for OpenGL layers, -drawInContext: is not getting called because these layers do not use the standard -display method to draw themselves. Can anybody confirm that? Is there a way around it? Or can I not use the technique I laid out above? This would mean I would have to implement the animations manually in the OpenGL renderer (which is possible but not as elegant IMO).

    Read the article

  • Per-vertex animation with VBOs: Stream each frame or use index offset per frame?

    - by charstar
    Scenario Meshes are animated using either skeletons (skinned animation) or some form of morph targets (i.e. per-vertex key frames). However, in either case, the animations are known in full at load-time, that is, there is no physics, IK solving, or any other form of in-game pose solving. The number of character actions (animations) will be limited but rich (hand-animated). There may be multiple characters using a each mesh and its animations simultaneously in-game (they will be at different poses/keyframes at the same time). Assume color and texture coordinate buffers are static. Goal To leverage the richness of well vetted animation tools such as Blender to do the heavy lifting for a small but rich set of animations. I am aware of additive pose blending like that from Naughty Dog and similar techniques but I would prefer to expend a little RAM/VRAM to avoid implementing a thesis-ready pose solver. I would also like to avoid implementing a key-frame + interpolation curve solver (reinventing Blender vertex groups and IPOs). Current Considerations Much like a non-shader-powered pose solver, create a VBO for each character and copy vertex and normal data to each VBO on each frame (VBO in STREAMING). Create one VBO for each animation where each frame (interleaved vertex and normal data) is concatenated onto the VBO. Then each character simply has a buffer pointer offset based on its current animation frame (e.g. pointer offset = (numVertices+numNormals)*frameNumber). (VBO in STATIC) Known Trade-Offs In 1 above: Each VBO would be small but there would be many VBOs and therefore lots of buffer binding and vertex copying each frame. Both client and pipeline intensive. In 2 above: There would be few VBOs therefore insignificant buffer binding and no vertex data getting jammed down the pipe each frame, but each VBO would be quite large. Are there any pitfalls to number 2 (aside from finite memory)? Are there other methods that I am missing?

    Read the article

  • How can I get my first-person character in Unity to move to a ledge with an animation?

    - by BallzOfSteel
    I'm trying to get this to happen: The character walks up to a large crate, the player presses a button, and an animation starts playing where the character climbs up on to the crate. (all in first person view). So far I tried this with normal "First Person Controller" Prefab in Unity. My code so far: function OnTriggerStay(other : Collider){ if(other.tag == "GrabZone"){ if(Input.GetKeyDown("e")){ animation.Play("JumpToLedge"); } } } However when i use this on The FPC it will always play from the position the animation is created on. I also tried to create an empty game object, placing the FPC in there. Gives same effect. I also tried just animating the graphics of the FPC alone. This seems to work but since the Character Controller itself is not animated that stays onthe ground. So the whole FPC wont work anymore. Is there anyway i could let this animation play on the local position the player is on at that time? Or can you think of any other logical solution for a grab and climb?

    Read the article

  • trouble running smooth animation in thread only when using key listener

    - by heysuse renard
    first time using a forum for coding help so sorry if i post this all wrong. i have more than a few classes i don't think screenManger or core holds the problem but i included them just incase. i got most of this code working through a set of tutorials. but a certain point started trying to do more on my own. i want to play the animation only when i'm moving my sprite. in my KeyTest class i am using threads to run the animation it used to work (poorly) but now not at all pluss it really gunks up my computer. i think it's because of the thread. im new to threads so i'm not to sure if i should even be using one in this situation or if its dangerous for my computer. the animation worked smoothly when i had the sprite bouce around the screen forever. the animation loop played with out stopping. i think the main problem is between the animationThread, Sprite, and keyTest classes, but itcould be more indepth. if someone could point me in the right direction for making the animation run smoothly when i push down a key and stop runing when i let off it would be greatly apriciated. i already looked at this Java a moving animation (sprite) obviously we were doing the same tutorial. but i feel my problem is slightly different. p.s. sorry for the typos. import java.awt.*; import java.awt.event.KeyEvent; import java.awt.event.KeyListener; import java.awt.image.BufferStrategy; import java.awt.image.BufferedImage; import java.util.ArrayList; import javax.swing.ImageIcon; import javax.swing.JFrame; public class KeyTest extends Core implements KeyListener { public static void main(String[] args) { new KeyTest().run(); } Sprite player1; Image hobo; Image background; animation hoboRun; animationThread t1; //init also calls init form superclass public void init() { super.init(); loadImages(); Window w = s.getFullScreenWindow(); w.setFocusTraversalKeysEnabled(false); w.addKeyListener(this); } //load method will go here. //load all pics need for animation and sprite public void loadImages() { background = new ImageIcon("\\\\STUART-PC\\Users\\Stuart\\workspace\\Gaming\\yellow square.jpg").getImage(); Image face1 = new ImageIcon("\\\\STUART-PC\\Users\\Stuart\\workspace\\Gaming\\circle.png").getImage(); Image face2 = new ImageIcon("\\\\STUART-PC\\Users\\Stuart\\workspace\\Gaming\\one eye.png").getImage(); hoboRun = new animation(); hoboRun.addScene(face1, 250); hoboRun.addScene(face2, 250); player1 = new Sprite(hoboRun); this.t1 = new animationThread(); this.t1.setAnimation(player1); } //key pressed public void keyPressed(KeyEvent e) { int keyCode = e.getKeyCode(); if (keyCode == KeyEvent.VK_ESCAPE) { stop(); } if (keyCode == KeyEvent.VK_RIGHT) { player1.setVelocityX(0.3f); try { this.t1.setRunning(true); Thread th1 = new Thread(this.t1); th1.start(); } catch (Exception ex) { System.out.println("noooo"); } } if (keyCode == KeyEvent.VK_LEFT) { player1.setVelocityX(-0.3f); try { this.t1.setRunning(true); Thread th1 = new Thread(this.t1); th1.start(); } catch (Exception ex) { System.out.println("noooo"); } } if (keyCode == KeyEvent.VK_DOWN) { player1.setVelocityY(0.3f); try { this.t1.setRunning(true); Thread th1 = new Thread(this.t1); th1.start(); } catch (Exception ex) { System.out.println("noooo"); } } if (keyCode == KeyEvent.VK_UP) { player1.setVelocityY(-0.3f); try { this.t1.setRunning(true); Thread th1 = new Thread(this.t1);; th1.start(); } catch (Exception ex) { System.out.println("noooo"); } } else { e.consume(); } } //keyReleased @SuppressWarnings("static-access") public void keyReleased(KeyEvent e) { int keyCode = e.getKeyCode(); if (keyCode == KeyEvent.VK_RIGHT || keyCode == KeyEvent.VK_LEFT) { player1.setVelocityX(0); try { this.t1.setRunning(false); } catch (Exception ex) { } } if (keyCode == KeyEvent.VK_UP || keyCode == KeyEvent.VK_DOWN) { player1.setVelocityY(0); try { this.t1.setRunning(false); } catch (Exception ex) { } } else { e.consume(); } } //last method from interface public void keyTyped(KeyEvent e) { e.consume(); } //draw public void draw(Graphics2D g) { Window w = s.getFullScreenWindow(); g.setColor(w.getBackground()); g.fillRect(0, 0, s.getWidth(), s.getHieght()); g.setColor(w.getForeground()); g.drawImage(player1.getImage(), Math.round(player1.getX()), Math.round(player1.getY()), null); } public void update(long timePassed) { player1.update(timePassed); } } abstract class Core { private static DisplayMode modes[] = { new DisplayMode(1600, 900, 64, 0), new DisplayMode(800, 600, 32, 0), new DisplayMode(800, 600, 24, 0), new DisplayMode(800, 600, 16, 0), new DisplayMode(800, 480, 32, 0), new DisplayMode(800, 480, 24, 0), new DisplayMode(800, 480, 16, 0),}; private boolean running; protected ScreenManager s; //stop method public void stop() { running = false; } public void run() { try { init(); gameLoop(); } finally { s.restoreScreen(); } } //set to full screen //set current background here public void init() { s = new ScreenManager(); DisplayMode dm = s.findFirstCompatibleMode(modes); s.setFullScreen(dm); Window w = s.getFullScreenWindow(); w.setFont(new Font("Arial", Font.PLAIN, 20)); w.setBackground(Color.GREEN); w.setForeground(Color.WHITE); running = true; } //main gameLoop public void gameLoop() { long startTime = System.currentTimeMillis(); long cumTime = startTime; while (running) { long timePassed = System.currentTimeMillis() - cumTime; cumTime += timePassed; update(timePassed); Graphics2D g = s.getGraphics(); draw(g); g.dispose(); s.update(); try { Thread.sleep(20); } catch (Exception ex) { } } } //update animation public void update(long timePassed) { } //draws to screen abstract void draw(Graphics2D g); } class animationThread implements Runnable { String name; boolean playing; Sprite a; //constructor takes input from keyboard public animationThread() { } //The run method for animation public void run() { long startTime = System.currentTimeMillis(); long cumTime = startTime; boolean test = getRunning(); while (test) { long timePassed = System.currentTimeMillis() - cumTime; cumTime += timePassed; test = getRunning(); } } public String getName() { return name; } public void setAnimation(Sprite a) { this.a = a; } public void setName(String name) { this.name = name; } public void setRunning(boolean running) { this.playing = running; } public boolean getRunning() { return playing; } } class animation { private ArrayList scenes; private int sceneIndex; private long movieTime; private long totalTime; //constructor public animation() { scenes = new ArrayList(); totalTime = 0; start(); } //add scene to ArrayLisy and set time for each scene public synchronized void addScene(Image i, long t) { totalTime += t; scenes.add(new OneScene(i, totalTime)); } public synchronized void start() { movieTime = 0; sceneIndex = 0; } //change scenes public synchronized void update(long timePassed) { if (scenes.size() > 1) { movieTime += timePassed; if (movieTime >= totalTime) { movieTime = 0; sceneIndex = 0; } while (movieTime > getScene(sceneIndex).endTime) { sceneIndex++; } } } //get animations current scene(aka image) public synchronized Image getImage() { if (scenes.size() == 0) { return null; } else { return getScene(sceneIndex).pic; } } //get scene private OneScene getScene(int x) { return (OneScene) scenes.get(x); } //Private Inner CLASS////////////// private class OneScene { Image pic; long endTime; public OneScene(Image pic, long endTime) { this.pic = pic; this.endTime = endTime; } } } class Sprite { private animation a; private float x; private float y; private float vx; private float vy; //Constructor public Sprite(animation a) { this.a = a; } //change position public void update(long timePassed) { x += vx * timePassed; y += vy * timePassed; } public void startAnimation(long timePassed) { a.update(timePassed); } //get x position public float getX() { return x; } //get y position public float getY() { return y; } //set x public void setX(float x) { this.x = x; } //set y public void setY(float y) { this.y = y; } //get sprite width public int getWidth() { return a.getImage().getWidth(null); } //get sprite height public int getHeight() { return a.getImage().getHeight(null); } //get horizontal velocity public float getVelocityX() { return vx; } //get vertical velocity public float getVelocityY() { return vx; } //set horizontal velocity public void setVelocityX(float vx) { this.vx = vx; } //set vertical velocity public void setVelocityY(float vy) { this.vy = vy; } //get sprite / image public Image getImage() { return a.getImage(); } } class ScreenManager { private GraphicsDevice vc; public ScreenManager() { GraphicsEnvironment e = GraphicsEnvironment.getLocalGraphicsEnvironment(); vc = e.getDefaultScreenDevice(); } //get all compatible DM public DisplayMode[] getCompatibleDisplayModes() { return vc.getDisplayModes(); } //compares DM passed into vc DM and see if they match public DisplayMode findFirstCompatibleMode(DisplayMode modes[]) { DisplayMode goodModes[] = vc.getDisplayModes(); for (int x = 0; x < modes.length; x++) { for (int y = 0; y < goodModes.length; y++) { if (displayModesMatch(modes[x], goodModes[y])) { return modes[x]; } } } return null; } //get current DM public DisplayMode getCurrentDisplayMode() { return vc.getDisplayMode(); } //checks if two modes match each other public boolean displayModesMatch(DisplayMode m1, DisplayMode m2) { if (m1.getWidth() != m2.getWidth() || m1.getHeight() != m2.getHeight()) { return false; } if (m1.getBitDepth() != DisplayMode.BIT_DEPTH_MULTI && m2.getBitDepth() != DisplayMode.BIT_DEPTH_MULTI && m1.getBitDepth() != m2.getBitDepth()) { return false; } if (m1.getRefreshRate() != DisplayMode.REFRESH_RATE_UNKNOWN && m2.getRefreshRate() != DisplayMode.REFRESH_RATE_UNKNOWN && m1.getRefreshRate() != m2.getRefreshRate()) { return false; } return true; } //make frame full screen public void setFullScreen(DisplayMode dm) { JFrame f = new JFrame(); f.setUndecorated(true); f.setIgnoreRepaint(true); f.setResizable(false); vc.setFullScreenWindow(f); if (dm != null && vc.isDisplayChangeSupported()) { try { vc.setDisplayMode(dm); } catch (Exception ex) { } } f.createBufferStrategy(2); } //sets graphics object = this return public Graphics2D getGraphics() { Window w = vc.getFullScreenWindow(); if (w != null) { BufferStrategy s = w.getBufferStrategy(); return (Graphics2D) s.getDrawGraphics(); } else { return null; } } //updates display public void update() { Window w = vc.getFullScreenWindow(); if (w != null) { BufferStrategy s = w.getBufferStrategy(); if (!s.contentsLost()) { s.show(); } } } //returns full screen window public Window getFullScreenWindow() { return vc.getFullScreenWindow(); } //get width of window public int getWidth() { Window w = vc.getFullScreenWindow(); if (w != null) { return w.getWidth(); } else { return 0; } } //get height of window public int getHieght() { Window w = vc.getFullScreenWindow(); if (w != null) { return w.getHeight(); } else { return 0; } } //get out of full screen public void restoreScreen() { Window w = vc.getFullScreenWindow(); if (w != null) { w.dispose(); } vc.setFullScreenWindow(null); } //create image compatible with monitor public BufferedImage createCopatibleImage(int w, int h, int t) { Window win = vc.getFullScreenWindow(); if (win != null) { GraphicsConfiguration gc = win.getGraphicsConfiguration(); return gc.createCompatibleImage(w, h, t); } return null; } }

    Read the article

  • WPF MVVM Trigger Animation on MainWindow close

    - by Scott
    I'm using trying to implement MVVM in my app. I have a MainWindow.xaml and a MainWindowViewModel. I'm in the process of removing all of the code-behind code from the MainWindow.xaml but I'm stuck on one final piece. In my pre-MVVM setup I started an animation in the MainWindow.xaml.cs that would fade out the form before closing it. Since Closing is not a RoutedEvent, I had to use code-behind to get this to work. My VM has the following two properties that can be bound: ClosingWindow and CloseWindow. My goal was to bind a DataTrigger in my MainWindowStyle to the ClosingWindow property of the VM. When ClosingWindow was set to True, it would start an animation using the following XAML: <DataTrigger Binding="{Binding ClosingWindow}" Value="True"> <DataTrigger.EnterActions> <BeginStoryboard> <Storyboard> <DoubleAnimation Storyboard.TargetProperty="Opacity" From="1" To="0" Duration="0:0:2"/> </Storyboard> </BeginStoryboard> </DataTrigger.EnterActions> </DataTrigger> Somehow (insert magic here) I was going to set CloseWindow on the VM, via Binding, to True when the animation completed, which would then use an AttachedBehavior to Close the Window. The AttachedBehavior works perfectly when I just set CloseWindow directly using the following XAML: <DataTrigger Binding="{Binding CloseWindow}" Value="True"> <Setter Property="ab:WindowCloseBehavior.Close" Value="True"/> </DataTrigger> ...but I want to reproduce the form fade before the form actually closes. So there are two issues that I've run into: First, the animation doesn't work. I enter the trigger correctly (I've taken out the animation and put a Setter statement in there that changes the Title of the MainWindow to "Closing" and it changes correctly when ClosingWindow = True) but the DoubleAnimation never does anything. Second, there's no way to set the value of CloseWindow once the animation is complete. I looked at Marlon Grech's animation code but that won't work on DataTriggers. I can't publish a RoutedEvent because my VM doesn't descend from UIElement, and I've been Googling all day trying to come up with a clever, MVVM-friendly way to do this with no luck. So any ideas why that animation doesn't do anything? And more importantly, how would you solve the entire problem of animating a form fade on close from the VM? I don't doubt that my entire solution to this problem might be whacked so I'm open to just about anything.

    Read the article

  • Smooth text animation (Marquee) using WPF

    - by Goran
    Trying to build a marquee control with smooth text animation. Current efforts include: Using translate transform Using animation on Canvas dependency properties (Left, Right) Using animation on custom dependency property (Point) and using drawing visuals (formattedtext) Using CompositionTarget.Rendering But the animation is still choppy and resource intensive. Checklist: Confirmed no software rendering is taking place (ms performance tool and checking RenderCapability.Tier) Calling freeze on any imaginable object Running app on dual core machine with decent graphic card (NVidia 9600) Disabled any bitmap effect and transparency Checked all marquee controls out there (same issues) Any ideas (or better yet code example)?

    Read the article

  • IPHONE - Flip animation when controller pushed

    - by chacha
    Hi, I had a look around and didn't find what I was exactly looking for ... Is there a way to get a flip animation when pushing a view controller ? I read that you can change the animation by using a modal view controller but AFAIK the animation for a modal view is from bottom to top and that's not what i am looking for ;) Is there a way to get a flip animation somehow ? Cheers, Chacha

    Read the article

  • UIImageView animation has long delay on device

    - by jiunhong
    I create a 5-frame animation on UImageView and each image is created by [UIImage imageWithContentOfFile:xxx], however, the animation on simulator is working well but not on device, it usually has ~1 sec delay though the animation duration is 1sec. Is anyway to preload the images involved in the animation? thanks.

    Read the article

  • Link doesn't let animation to end JQUERY

    - by christian deliens
    I create a div that when is clicked it executes an jquery script, but the problem I have is that in the animation there is a link, when you click on the link the links is execute as well as the animation but it does not let the animation to end. Is there a way to let know Jquery that when the links its executed wait for the animation to end and then go to the link?

    Read the article

  • iphone animation - catch notification

    - by satyam
    I'm using following lines of code to animate: CATransition *animation = [self getAnimation:dirString]; [[self view] exchangeSubviewAtIndex:0 withSubviewAtIndex:1]; [[[self view] layer] addAnimation:animation forKey:kAnimationKey]; After end of animation, I want to play sound. How can I get notification when animation is completed?

    Read the article

  • How do I render an animation where some frames appear twice?

    - by hustlerinc
    I am animating a sprite. The sprite has 7 different frames, but the animation is 10 frames long. This is because 3 of the original frames appear twice in the animation: 3 -> 4 -> 5 -> 6 -> 4 -> 3 -> 2 -> 1 -> 0 -> 2 Frames 2, 3 and 4 appear twice. This avoids having to store duplicate frames in the spritesheet. How can I render the animation in this sequence with repeated frames?

    Read the article

  • [ExtJs] Vs [Ext GWT] Vs [SmartGWT]

    - by shafi
    Hi, I am going to start a new application which mainly consist NavigationPane, Grid, Toolbar. Layout should look like this demo page http://www.gwt-ext.com/demo/ I am quite confused which one to use in terms of writing less code, more performant, etc.. Could someone tell the pros and cons of all these technologies. All the while I coded in javascript, so that way ExtJs seems to be the easy one for me to code. But I am curios to try GWT Ext, Is it true that it could do a lot just by writing few lines of java code. For eg: To achieve the layout ( given in above gwt ext demo url), which one should I opt ExtJs or GWT Ext. I read SmartGWT is relatively slower than GwtEXT. Does it have any advantage over GWT EXT. I am also looking for hibernate based data modules ( as my application is going to have many database calls). Anyone of SmartGWT or GWTExt has support for such modules. I came to know that smartgwt doesn't offer all of smartclient enterprise version functionalities, that we are allowed only a few of smartclient features. Will it be an issue? Your response is highly appreciated. Thanks & Regards `Shafi

    Read the article

  • GWT simple form validation example

    - by nablik
    Hi, I'm looking for nice and fast way for validating forms in GWT, that can display errors one by one, focusing on the offending field. I've found gwt-validator and gwt-validation, but their documentation lack of examples. Thanks for help

    Read the article

  • String.split() method bug in GWT 2.0.3

    - by Domchi
    I'm upgrading a GWT project from GWT 1.7.1 to currently newest version 2.0.3. It seems that new GWT broke String.split(String regex) method - I get the following error on the Javascript side: this$static is undefined This happens in this line of my .nocache.js file: if (maxMatch == 0 && this$static.length > 0) { ...which happens to be a part of String split method equivalent in Javascript. Is there a cure for this, apart from doing string splitting myself?

    Read the article

  • Which doctype should I use for GWT 2.0?

    - by David
    I think I should use <!DOCTYPE html> for my new GWT application; I understand that doing so will put my application into standards-compliant mode. Am I correct? Are there any disadvantages to using this doctype? Does GWT work properly in standards-compliant mode? I'm wary because the GWT tutorial still uses the HTML 4.01 transitional doctype.

    Read the article

  • Embed VLC player in GWT

    - by chrisnfoneur
    Hello, I want to embed a VLC player in my webapp build with Google's GWT. First I had a look at this page: http://wiki.videolan.org/GWT, which offers a nice solution but I add to implements all javascript functions calls (play, stop, fullscreen) with JSNI. Then I found gwt-player (hosted by Google code) which does all the job for me but the annoying part is that the project is not widely used (few posts each month on the project's group, not so many talks about it in blogs/forums...) Do you know another option to easly embed & control a VLC player in a GWT app ? My main goal is to play any video/audio file in a webapp and offer the user a fast/forward feature (set rate in VLC), is there any other player I could use ? I already had a look at Quicktime, Windows Media player & Flowplayer, none of them offers as much features as VLC. Thanks in advance & have a nice new year's eve. Chris

    Read the article

  • GWT UiBinder doesn't load the stylesheet

    - by halish
    I wanted to make a GWT widget using UiBinder. So I made: UserPanel.ui.xml like this: <?xml version="1.0" encoding="UTF-8"?> <ui:UiBinder xmlns:ui='urn:ui:com.google.gwt.uibinder' xmlns:g='urn:import:com.google.gwt.user.client.ui'> <ui:with field="res" type="com.example.resources.UserPanelResources" /> <g:VerticalPanel styleNames='{res.userpanel.main}'> ...some other widgets go here... </g:VerticalPanel> </ui:UiBinder> UserPanel.css like this: .main { width: 1000px; background-color: #f9f9fa; padding: 15px 10px; font-family: "Georgia"; } and UserPanelResources.java like: public interface UserPanelResources extends ClientBundle { public interface UserPanelCss extends CssResource { String main(); } @Source("css/userpanel.css") UserPanelCss userpanel(); } All the files and packages are in their place, as everything compiles just fine. But when I run the Development Mode, the styles are not applied! I tried many different approaches, but it still doesn't work. What I noticed, is that in the HTML, the VerticalPanel is given the class name obfuscated by GWT, but the CSS is not send to the browser - in fact, the GWT doesn't even ask for it. Am I missing something?

    Read the article

  • GWT Button eventlistener designer

    - by msaif
    For example I took html from a designer which is given below. How can i add click event which shows alert from GWT? final Button button = new Button("OK"); I dont allow to add button dynamically from GWT by RootPanel.get("sendButtonContainer").add(button); I am searching the syntax something like: RootPanel.get("sendButtonContainer").getWidget(0).addEventListener()??????? Jquery can search the button object from nameFieldContainer and dynamically add click event listener but is it possible in GWT??

    Read the article

  • GWT 2.X No resource found for key

    - by Han Fastolfe
    I've developed a GWT app using i18n internationalization. In Host/Dev mode it works fine, but launching GWT compile gives this error: No resource found for key xxx, like below. Compiling module ...rte.RTE Scanning for additional dependencies: file:/home/.../client/i18n/RTEValidationMessages.java Computing all possible rebind results for '...client.i18n.RTEMessages' Rebinding ...client.i18n.RTEMessages Invoking com.google.gwt.dev.javac.StandardGeneratorContext@e7dfd0 Processing interface ...client.i18n.RTEMessages Generating method body for txtIndirizzo3() [ERROR] No resource found for key 'txtIndirizzo3' Messages are loaded with late binding. public class RTEValidationMessages { private RTEMessages additionalMessages; public RTEValidationMessages() { additionalMessages = GWT.create(RTEMessages.class); } } Deleting the method which gives the error, results in another random method with error, say not the method before or after in the interface ...client.i18n.RTEMessages. Help is greatly appreciated.

    Read the article

  • GWT UIBinding cannot find zero-arg constructor

    - by aarestad
    I'm trying my hand at the new GWT 2.0 UIBinder capability, and I have a ui XML that looks like this: <ui:UiBinder xmlns:ui="urn:ui:com.google.gwt.uibinder" xmlns:g="urn:import:com.google.gwt.user.client.ui" xmlns:my='urn:import:com.mystuff.mypackage'> <g:VerticalPanel> <!-- other stuff --> <my:FileUploadPanel.ValidatingFileUpload styleName="field" ui:field="fileUpload" /> </g:VerticalPanel> ValidatingFileUpload is a non-static inner class contained in FileUploadPanel. It has an explicit zero-arg constructor that simply calls super(). However, when GWT starts up, I get this error: 00:00:18.359 [ERROR] Rebind result 'com.mystuff.mypackage.FileUploadPanel.ValidatingFileUpload' has no default (zero argument) constructors. java.lang.NoSuchMethodException: com.mystuff.mypackage.FileUploadPanel$ValidatingFileUpload.<init>() Any idea what might be going wrong here?

    Read the article

  • GWT FormPanel not submitting in IE - works fine on FF, Chrome, Safari

    - by JohnIdol
    I am using a simple FormPanel in GWT (com.google.gwt.user.client.ui.FormPanel). Once setting the action for the form, in Firefox, Safari, Chrome the submit method works fine while in IE (8) nothing happens when submit is called (I am submitting a form to paypal, not that it matters). I am on GWT 2.0. Is this some kind of known problem? Been looking around but couldn't find anything on the subject. Any help appreciated!

    Read the article

  • GWT Post build command in Eclipse

    - by Henrik
    I am starting getting used to Eclipse, but I have much more experience with Visual Studio. In Visual Studio it is possible to run auto commands after the build has finished. Now I am creating a GWT project and several other projects at once in one solution (or workspace) in Eclipse. Some files which are compiled with the GWT project needs to be copied to another location when they have been compiled. I am currently doing this manually and would like to do it automatically. I am not doing it often, since the project works fine in debug mode (...?gwt.codesvr=localhost:9997). But where is the location for executing a post build command for a GWT project in eclipse? Is it possible?

    Read the article

< Previous Page | 5 6 7 8 9 10 11 12 13 14 15 16  | Next Page >