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  • Intent and OnActivityResult causing Activity to get restart Actuomatically : Require to solve this issues

    - by Parth Dani
    i am having 20 imageview and i am having 20 button for them when i click any 1 button it gives me option to select image from gallery or camera when i select any option for example galley it will take me to the gallery and let me select image from their and let me display those images on my imageview for respective button now the problem is sometimes when i do the whole above process my activity is getting restart actuomatically and all the image which were first selected get vanished from their imageview For Refernce my code is as follow: @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.new_upload); // **************Code to get Road worthy number and VIN number value in // Shared Preference starts here************************ SharedPreferences myPrefs1 = this.getSharedPreferences("myPrefs", MODE_WORLD_READABLE); roadworthynumber = myPrefs1.getString(MY_ROADWORTHY, "Road Worthy Number"); vinnumber = myPrefs1.getString(MY_VIN, "VIN Number"); // **************Code to get Road worthy number and VIN number value in // Shared Preference ends here************************ // **************Code to create Directory AUSRWC starts // here************************ if (android.os.Environment.getExternalStorageState().equals( android.os.Environment.MEDIA_MOUNTED)) { cacheDir = new File(Environment.getExternalStorageDirectory() + File.separator + "AUSRWC" + File.separator); cacheDir.mkdirs(); } // **************Code to Create Directory AUSRWC ends // here************************ // *****************Assigning Button variable their Id declare in XML // file starts here***************** new_select1 = (Button) findViewById(R.id.new_select1); new_select2 = (Button) findViewById(R.id.new_select2); new_select3 = (Button) findViewById(R.id.new_select3); new_select4 = (Button) findViewById(R.id.new_select4); new_select5 = (Button) findViewById(R.id.new_select5); new_select6 = (Button) findViewById(R.id.new_select6); new_select7 = (Button) findViewById(R.id.new_select7); new_select8 = (Button) findViewById(R.id.new_select8); new_select9 = (Button) findViewById(R.id.new_select9); new_select10 = (Button) findViewById(R.id.new_select10); new_select11 = (Button) findViewById(R.id.new_select11); new_select12 = (Button) findViewById(R.id.new_select12); new_select13 = (Button) findViewById(R.id.new_select13); new_select14 = (Button) findViewById(R.id.new_select14); new_select15 = (Button) findViewById(R.id.new_select15); new_select16 = (Button) findViewById(R.id.new_select16); new_select17 = (Button) findViewById(R.id.new_select17); new_select18 = (Button) findViewById(R.id.new_select18); new_select19 = (Button) findViewById(R.id.new_select19); new_select20 = (Button) findViewById(R.id.new_select20); // *****************Assigning Button variable their Id declare in XML // file ends here***************** // *****************Assigning Image variable their Id declare in XML // file starts here***************** new_selectimage1 = (ImageView) findViewById(R.id.new_selectImage1); new_selectimage2 = (ImageView) findViewById(R.id.new_selectImage2); new_selectimage3 = (ImageView) findViewById(R.id.new_selectImage3); new_selectimage4 = (ImageView) findViewById(R.id.new_selectImage4); new_selectimage5 = (ImageView) findViewById(R.id.new_selectImage5); new_selectimage6 = (ImageView) findViewById(R.id.new_selectImage6); new_selectimage7 = (ImageView) findViewById(R.id.new_selectImage7); new_selectimage8 = (ImageView) findViewById(R.id.new_selectImage8); new_selectimage9 = (ImageView) findViewById(R.id.new_selectImage9); new_selectimage10 = (ImageView) findViewById(R.id.new_selectImage10); new_selectimage11 = (ImageView) findViewById(R.id.new_selectImage11); new_selectimage12 = (ImageView) findViewById(R.id.new_selectImage12); new_selectimage13 = (ImageView) findViewById(R.id.new_selectImage13); new_selectimage14 = (ImageView) findViewById(R.id.new_selectImage14); new_selectimage15 = (ImageView) findViewById(R.id.new_selectImage15); new_selectimage16 = (ImageView) findViewById(R.id.new_selectImage16); new_selectimage17 = (ImageView) findViewById(R.id.new_selectImage17); new_selectimage18 = (ImageView) findViewById(R.id.new_selectImage18); new_selectimage19 = (ImageView) findViewById(R.id.new_selectImage19); new_selectimage20 = (ImageView) findViewById(R.id.new_selectImage20); // ****Assigning Image variable their Id declare in XML file ends // here***************** // **************Creating Dialog to give option to user to new_select // image from gallery or from camera starts here**************** final String[] items = new String[] { "From Camera", "From Gallery" }; ArrayAdapter<String> adapter = new ArrayAdapter<String>(this, android.R.layout.select_dialog_item, items); AlertDialog.Builder builder = new AlertDialog.Builder(this); builder.setTitle("select Image"); builder.setAdapter(adapter, new DialogInterface.OnClickListener() { public void onClick(DialogInterface dialog, int item) { if (item == 0) { if (android.os.Environment.getExternalStorageState() .equals(android.os.Environment.MEDIA_MOUNTED)) { Intent intent = new Intent( MediaStore.ACTION_IMAGE_CAPTURE); File file = new File(Environment .getExternalStorageDirectory(), "/AUSRWC/picture" + ".jpg"); mImageCaptureUri = Uri.fromFile(file); try { Toast.makeText(getBaseContext(), "Click Image", Toast.LENGTH_SHORT).show(); intent.putExtra( android.provider.MediaStore.EXTRA_OUTPUT, mImageCaptureUri); intent.putExtra("return-data", true); startActivityForResult(intent, PICK_FROM_CAMERA); } catch (Exception e) { e.printStackTrace(); } } else { Toast.makeText(getBaseContext(), "Please insert SdCard First", Toast.LENGTH_SHORT).show(); } dialog.cancel(); } else { Intent intent = new Intent(); Toast.makeText(getBaseContext(), "Select Image", Toast.LENGTH_SHORT).show(); intent.setType("image/*"); intent.setAction(Intent.ACTION_GET_CONTENT); startActivityForResult(Intent.createChooser(intent, "Complete action using"), PICK_FROM_FILE); } } }); dialog = builder.create(); // **************Creating Dialog to give option to user to new_select // image from gallery or from camera ends here**************** final Animation animAlpha = AnimationUtils.loadAnimation(this, R.anim.anim_alpha); // Animation Code for displaying Button // Clicked. // ********************Image 1 button code starts // here******************************* if (android.os.Environment.getExternalStorageState().equals( android.os.Environment.MEDIA_MOUNTED)) { new_select1.setOnClickListener(new OnClickListener() { @Override public void onClick(View v) { v.startAnimation(animAlpha); buttonpressed = 1; dialog.show(); } }); } else { Toast.makeText(getBaseContext(), "Please insert SdCard First", Toast.LENGTH_SHORT).show(); } // ********************Image 1 button code ends // here******************************* // ********************Image 2 button code starts // here******************************* if (android.os.Environment.getExternalStorageState().equals( android.os.Environment.MEDIA_MOUNTED)) { new_select2.setOnClickListener(new OnClickListener() { @Override public void onClick(View v) { v.startAnimation(animAlpha); buttonpressed = 2; dialog.show(); } }); } else { Toast.makeText(getBaseContext(), "Please insert SdCard First", Toast.LENGTH_SHORT).show(); } // ********************Image 2 button code ends // here******************************* // ********************Image 3 button code starts // here******************************* if (android.os.Environment.getExternalStorageState().equals( android.os.Environment.MEDIA_MOUNTED)) { new_select3.setOnClickListener(new OnClickListener() { @Override public void onClick(View v) { v.startAnimation(animAlpha); buttonpressed = 3; dialog.show(); } }); } else { Toast.makeText(getBaseContext(), "Please insert SdCard First", Toast.LENGTH_SHORT).show(); } // ********************Image 3 button code ends // here******************************* // ********************Image 4 button code starts // here******************************* if (android.os.Environment.getExternalStorageState().equals( android.os.Environment.MEDIA_MOUNTED)) { new_select4.setOnClickListener(new OnClickListener() { @Override public void onClick(View v) { v.startAnimation(animAlpha); buttonpressed = 4; dialog.show(); } }); } else { Toast.makeText(getBaseContext(), "Please insert SdCard First", Toast.LENGTH_SHORT).show(); } // ********************Image 4 button code ends // here******************************* // ********************Image 5 button code starts // here******************************* if (android.os.Environment.getExternalStorageState().equals( android.os.Environment.MEDIA_MOUNTED)) { new_select5.setOnClickListener(new OnClickListener() { @Override public void onClick(View v) { v.startAnimation(animAlpha); buttonpressed = 5; dialog.show(); } }); } else { Toast.makeText(getBaseContext(), "Please insert SdCard First", Toast.LENGTH_SHORT).show(); } // ********************Image 5 button code ends // here******************************* // ********************Image 6 button code starts // here******************************* if (android.os.Environment.getExternalStorageState().equals( android.os.Environment.MEDIA_MOUNTED)) { new_select6.setOnClickListener(new OnClickListener() { @Override public void onClick(View v) { v.startAnimation(animAlpha); buttonpressed = 6; dialog.show(); } }); } else { Toast.makeText(getBaseContext(), "Please insert SdCard First", Toast.LENGTH_SHORT).show(); } // ********************Image 6 button code ends // here******************************* // ********************Image 7 button code starts // here******************************* if (android.os.Environment.getExternalStorageState().equals( android.os.Environment.MEDIA_MOUNTED)) { new_select7.setOnClickListener(new OnClickListener() { @Override public void onClick(View v) { v.startAnimation(animAlpha); buttonpressed = 7; dialog.show(); } }); } else { Toast.makeText(getBaseContext(), "Please insert SdCard First", Toast.LENGTH_SHORT).show(); } // ********************Image 7 button code ends // here******************************* // ********************Image 8 button code starts // here******************************* if (android.os.Environment.getExternalStorageState().equals( android.os.Environment.MEDIA_MOUNTED)) { new_select8.setOnClickListener(new OnClickListener() { @Override public void onClick(View v) { v.startAnimation(animAlpha); buttonpressed = 8; dialog.show(); } }); } else { Toast.makeText(getBaseContext(), "Please insert SdCard First", Toast.LENGTH_SHORT).show(); } // ********************Image 8 button code ends // here******************************* // ********************Image 9 button code starts // here******************************* if (android.os.Environment.getExternalStorageState().equals( android.os.Environment.MEDIA_MOUNTED)) { new_select9.setOnClickListener(new OnClickListener() { @Override public void onClick(View v) { v.startAnimation(animAlpha); buttonpressed = 9; dialog.show(); } }); } else { Toast.makeText(getBaseContext(), "Please insert SdCard First", Toast.LENGTH_SHORT).show(); } // ********************Image 9 button code ends // here******************************* // ********************Image 10 button code starts // here******************************* if (android.os.Environment.getExternalStorageState().equals( android.os.Environment.MEDIA_MOUNTED)) { new_select10.setOnClickListener(new OnClickListener() { @Override public void onClick(View v) { v.startAnimation(animAlpha); buttonpressed = 10; dialog.show(); } }); } else { Toast.makeText(getBaseContext(), "Please insert SdCard First", Toast.LENGTH_SHORT).show(); } // ********************Image 10 button code ends // here******************************* // ********************Image 11 button code starts // here******************************* if (android.os.Environment.getExternalStorageState().equals( android.os.Environment.MEDIA_MOUNTED)) { new_select11.setOnClickListener(new OnClickListener() { @Override public void onClick(View v) { v.startAnimation(animAlpha); buttonpressed = 11; dialog.show(); } }); } else { Toast.makeText(getBaseContext(), "Please insert SdCard First", Toast.LENGTH_SHORT).show(); } // ********************Image 11 button code ends // here******************************* // ********************Image 12 button code starts // here******************************* if (android.os.Environment.getExternalStorageState().equals( android.os.Environment.MEDIA_MOUNTED)) { new_select12.setOnClickListener(new OnClickListener() { @Override public void onClick(View v) { v.startAnimation(animAlpha); buttonpressed = 12; dialog.show(); } }); } else { Toast.makeText(getBaseContext(), "Please insert SdCard First", Toast.LENGTH_SHORT).show(); } // ********************Image 12 button code ends // here******************************* // ********************Image 13 button code starts // here******************************* if (android.os.Environment.getExternalStorageState().equals( android.os.Environment.MEDIA_MOUNTED)) { new_select13.setOnClickListener(new OnClickListener() { @Override public void onClick(View v) { v.startAnimation(animAlpha); buttonpressed = 13; dialog.show(); } }); } else { Toast.makeText(getBaseContext(), "Please insert SdCard First", Toast.LENGTH_SHORT).show(); } // ********************Image 13 button code ends // here******************************* // ********************Image 14 button code starts // here******************************* if (android.os.Environment.getExternalStorageState().equals( android.os.Environment.MEDIA_MOUNTED)) { new_select14.setOnClickListener(new OnClickListener() { @Override public void onClick(View v) { v.startAnimation(animAlpha); buttonpressed = 14; dialog.show(); } }); } else { Toast.makeText(getBaseContext(), "Please insert SdCard First", Toast.LENGTH_SHORT).show(); } // ********************Image 14 button code ends // here******************************* // ********************Image 15 button code starts // here******************************* if (android.os.Environment.getExternalStorageState().equals( android.os.Environment.MEDIA_MOUNTED)) { new_select15.setOnClickListener(new OnClickListener() { @Override public void onClick(View v) { v.startAnimation(animAlpha); buttonpressed = 15; dialog.show(); } }); } else { Toast.makeText(getBaseContext(), "Please insert SdCard First", Toast.LENGTH_SHORT).show(); } // ********************Image 15 button code ends // here******************************* // ********************Image 16 button code starts // here******************************* if (android.os.Environment.getExternalStorageState().equals( android.os.Environment.MEDIA_MOUNTED)) { new_select16.setOnClickListener(new OnClickListener() { @Override public void onClick(View v) { v.startAnimation(animAlpha); buttonpressed = 16; dialog.show(); } }); } else { Toast.makeText(getBaseContext(), "Please insert SdCard First", Toast.LENGTH_SHORT).show(); } // ********************Image 16 button code ends // here******************************* // ********************Image 17 button code starts // here******************************* if (android.os.Environment.getExternalStorageState().equals( android.os.Environment.MEDIA_MOUNTED)) { new_select17.setOnClickListener(new OnClickListener() { @Override public void onClick(View v) { v.startAnimation(animAlpha); buttonpressed = 17; dialog.show(); } }); } else { Toast.makeText(getBaseContext(), "Please insert SdCard First", Toast.LENGTH_SHORT).show(); } // ********************Image 17 button code ends // here******************************* // ********************Image 18 button code starts // here******************************* if (android.os.Environment.getExternalStorageState().equals( android.os.Environment.MEDIA_MOUNTED)) { new_select18.setOnClickListener(new OnClickListener() { @Override public void onClick(View v) { v.startAnimation(animAlpha); buttonpressed = 18; dialog.show(); } }); } else { Toast.makeText(getBaseContext(), "Please insert SdCard First", Toast.LENGTH_SHORT).show(); } // ********************Image 18 button code ends // here******************************* // ********************Image 19 button code starts // here******************************* if (android.os.Environment.getExternalStorageState().equals( android.os.Environment.MEDIA_MOUNTED)) { new_select19.setOnClickListener(new OnClickListener() { @Override public void onClick(View v) { v.startAnimation(animAlpha); buttonpressed = 19; dialog.show(); } }); } else { Toast.makeText(getBaseContext(), "Please insert SdCard First", Toast.LENGTH_SHORT).show(); } // ********************Image 19 button code ends // here******************************* // ********************Image 20 button code starts // here******************************* if (android.os.Environment.getExternalStorageState().equals( android.os.Environment.MEDIA_MOUNTED)) { new_select20.setOnClickListener(new OnClickListener() { @Override public void onClick(View v) { v.startAnimation(animAlpha); buttonpressed = 20; dialog.show(); } }); } else { Toast.makeText(getBaseContext(), "Please insert SdCard First", Toast.LENGTH_SHORT).show(); } // ********************Image 20 button code ends // here******************************* } // *************************When Back Button is Pressed code begins // here************************************* @Override public void onBackPressed() { Toast.makeText(new_upload.this, "Sorry You are not allowed to go back", Toast.LENGTH_SHORT).show(); return; } // *************************When Back Button is Pressed code ends // here************************************* // ***********************To get Path of new_selected Image code starts // here************************************ public String getRealPathFromURI(Uri contentUri) { String[] proj = { MediaStore.Images.Media.DATA }; Cursor cursor = managedQuery(contentUri, proj, null, null, null); if (cursor == null) return null; int column_index = cursor .getColumnIndexOrThrow(MediaStore.Images.Media.DATA); cursor.moveToFirst(); return cursor.getString(column_index); } // ***********************To get Path of new_selected Image code ends // here************************************ // **********************Picture obtained from the camera or from gallery // code starts here************** @Override protected void onActivityResult(int requestCode, int resultCode, Intent data) { //path = ""; Log.e("","requestCode="+requestCode); switch (requestCode){ case PICK_FROM_FILE: if (resultCode == Activity.RESULT_OK) { mImageCaptureUri = data.getData(); path = getRealPathFromURI(mImageCaptureUri); // from Gallery Log.e("", "Imagepath from gallery=" + path); if (path == null) path = mImageCaptureUri.getPath(); // from File Manager if (path != null) { dialog1 = ProgressDialog.show(new_upload.this, "", "Processing Please wait...", true); new ImageDisplayTask().execute(); } } break; case PICK_FROM_CAMERA: if (resultCode == Activity.RESULT_OK) { try { path = mImageCaptureUri.getPath(); Log.e("", "Imagepath from Camera =" + path); // bitmap = BitmapFactory.decodeFile(path); } catch (Exception e) { e.printStackTrace(); } if (path != null) { dialog1 = ProgressDialog.show(new_upload.this, "", "Processing Please wait...", true); //new ImageDisplayTask1().execute(); new ImageDisplayTask().execute(); } } break; default: } } // ********************Picture obtained from the camera or from gallery code // ends here********************************************* // ******************Image Display on Button when new_selected from gallery // Ashynch Code starts here******************************** class ImageDisplayTask extends AsyncTask<Void, Void, String> { @Override protected String doInBackground(Void... unsued) { Bitmap src = BitmapFactory.decodeFile(path); Bitmap dest = Bitmap.createBitmap(src.getWidth(), src.getHeight(), Bitmap.Config.ARGB_8888); //Bitmap dest = Bitmap.createScaledBitmap(src, src.getWidth(),src.getHeight(), true); SimpleDateFormat sdf = new SimpleDateFormat("dd-MM-yyyy HH:mm:ss"); String dateTime = sdf.format(Calendar.getInstance().getTime()); // reading local `` String timestamp = dateTime + " " + roadworthynumber; SimpleDateFormat sdf1 = new SimpleDateFormat("dd-MM-yyyy HH:mm:ss"); String dateTime1 = sdf1.format(Calendar.getInstance().getTime()); Imagename = dateTime1.toString().trim().replaceAll(":", "") .replaceAll("-", "").replaceAll(" ", "") + roadworthynumber + ".jpg"; Canvas cs = new Canvas(dest); Paint tPaint = new Paint(); tPaint.setTextSize(100); tPaint.setTypeface(Typeface.SERIF); tPaint.setColor(Color.RED); tPaint.setStyle(Style.FILL); cs.drawBitmap(src, 0f, 0f, null); float height = tPaint.measureText("yY"); cs.drawText(timestamp, 5f, src.getHeight() - height + 5f, tPaint); try { dest.compress(Bitmap.CompressFormat.JPEG, 70, new FileOutputStream(new File(cacheDir, Imagename))); dest.recycle(); src.recycle(); } catch (FileNotFoundException e) { // TODO Auto-generated catch block e.printStackTrace(); } return null; } @Override protected void onProgressUpdate(Void... unsued) { } @Override protected void onPostExecute(String serverresponse) { String error = "noerror"; Display currentDisplay = getWindowManager().getDefaultDisplay(); int dw = currentDisplay.getWidth(); int dh = currentDisplay.getHeight() - 100; Log.e("", "width= " + dw + " Height= " + dh); try { BitmapFactory.Options bmpFactoryOptions = new BitmapFactory.Options(); bmpFactoryOptions.inJustDecodeBounds = true; Bitmap bmp = BitmapFactory.decodeFile( Environment.getExternalStorageDirectory() + "/AUSRWC/" + Imagename, bmpFactoryOptions); int heightRatio = (int) Math.ceil(bmpFactoryOptions.outHeight / (float) dh); int widthRatio = (int) Math.ceil(bmpFactoryOptions.outWidth / (float) dw); if (heightRatio > 1 && widthRatio > 1) { if (heightRatio > widthRatio) { bmpFactoryOptions.inSampleSize = heightRatio; } else { bmpFactoryOptions.inSampleSize = widthRatio; } } bmpFactoryOptions.inJustDecodeBounds = false; bmp = BitmapFactory.decodeFile( Environment.getExternalStorageDirectory() + "/AUSRWC/" + Imagename, bmpFactoryOptions); if (buttonpressed == 1) { new_selectimage1.setImageBitmap(bmp); //Image set on ImageView } else if (buttonpressed == 2) { new_selectimage2.setImageBitmap(bmp);//Image set on ImageView } else if (buttonpressed == 3) { new_selectimage3.setImageBitmap(bmp);//Image set on ImageView } else if (buttonpressed == 4) { new_selectimage4.setImageBitmap(bmp);//Image set on ImageView } else if (buttonpressed == 5) { new_selectimage5.setImageBitmap(bmp);//Image set on ImageView } else if (buttonpressed == 6) { new_selectimage6.setImageBitmap(bmp);//Image set on ImageView } else if (buttonpressed == 7) { new_selectimage7.setImageBitmap(bmp);//Image set on ImageView } else if (buttonpressed == 8) { new_selectimage8.setImageBitmap(bmp);//Image set on ImageView } else if (buttonpressed == 9) { new_selectimage9.setImageBitmap(bmp);//Image set on ImageView } else if (buttonpressed == 10) { new_selectimage10.setImageBitmap(bmp); } else if (buttonpressed == 11) { new_selectimage11.setImageBitmap(bmp); } else if (buttonpressed == 12) { new_selectimage12.setImageBitmap(bmp); } else if (buttonpressed == 13) { new_selectimage13.setImageBitmap(bmp); } else if (buttonpressed == 14) { new_selectimage14.setImageBitmap(bmp); } else if (buttonpressed == 15) { new_selectimage15.setImageBitmap(bmp); } else if (buttonpressed == 16) { new_selectimage16.setImageBitmap(bmp); } else if (buttonpressed == 17) { new_selectimage17.setImageBitmap(bmp); } else if (buttonpressed == 18) { new_selectimage18.setImageBitmap(bmp); } else if (buttonpressed == 19) { new_selectimage19.setImageBitmap(bmp); } else if (buttonpressed == 20) { new_selectimage20.setImageBitmap(bmp); } } catch (Exc

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  • Jquery Cycle Plugin Question - turning off relative links to photos so it goes to a URL

    - by alpdog14
    I am using Jquery Cycle Plugin and it has a side panel that highlights as the photos change and currently when I click on the text the associated photo pulls up then I have to click on the photo to go to the URL but I would like the text itself to link to the URL. I have looked at the fn.cycle.defaults but not sure what to change and I tried a few things but nothing works. If anyone can help me figure this out it would be most helpful. Here are the fn.cycle.defaults: fx: 'fade', // one of: fade, shuffle, zoom, scrollLeft, etc timeout: 4000, // milliseconds between slide transitions (0 to disable auto advance) continuous: 0, // true to start next transition immediately after current one completes speed: 1000, // speed of the transition (any valid fx speed value) speedIn: null, // speed of the 'in' transition speedOut: null, // speed of the 'out' transition next: null, // id of element to use as click trigger for next slide prev: null, // id of element to use as click trigger for previous slide prevNextClick: null, // callback fn for prev/next clicks: function(isNext, zeroBasedSlideIndex, slideElement) pager: null, // id of element to use as pager container pagerClick: null, // callback fn for pager clicks: function(zeroBasedSlideIndex, slideElement) pagerEvent: null, // event which drives the pager navigation pagerAnchorBuilder: null, // callback fn for building anchor links before: null, // transition callback (scope set to element to be shown) after: null, // transition callback (scope set to element that was shown) end: null, // callback invoked when the slideshow terminates (use with autostop or nowrap options) easing: null, // easing method for both in and out transitions easeIn: null, // easing for "in" transition easeOut: null, // easing for "out" transition shuffle: null, // coords for shuffle animation, ex: { top:15, left: 200 } animIn: null, // properties that define how the slide animates in animOut: null, // properties that define how the slide animates out cssBefore: null, // properties that define the initial state of the slide before transitioning in cssAfter: null, // properties that defined the state of the slide after transitioning out fxFn: null, // function used to control the transition height: 'auto', // container height startingSlide: 0, // zero-based index of the first slide to be displayed sync: 1, // true if in/out transitions should occur simultaneously random: 0, // true for random, false for sequence (not applicable to shuffle fx) fit: 0, // force slides to fit container pause: true, // true to enable "pause on hover" autostop: 0, // true to end slideshow after X transitions (where X == slide count) autostopCount: 0, // number of transitions (optionally used with autostop to define X) delay: 0, // additional delay (in ms) for first transition (hint: can be negative) slideExpr: null, // expression for selecting slides (if something other than all children is required) cleartype: 0, // true if clearType corrections should be applied (for IE) nowrap: 0 // true to prevent slideshow from wrapping }; I have tried changing the pageClick and pagerEvent but nothing seems to be working. Please help!!!

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  • Hiding iPhone Status Bar pulls my tableViews up by 20px

    - by JustinXXVII
    When doing an asynchronous HTTP request, I hide the iPhone status bar and animate in my own custom UIViewController to show upload status. So instead of seeing signal strength, carrier, time and battery life, the user gets messages based on the progress of the HTTP request. My status bar is exactly 20px high, and fits nicely where the status bar used to be. When the HTTP activity is done, the custom view animates out and the iPhone status bar animates back in. I would like to just avoid hiding the iPhone status bar completely, and instead bring my custom view ON TOP of the status bar. Currently, if I invoke my custom view animation and keep the iPhone status bar set to visible, my custom view is behind it. This is the code I have: -(void) animateStatusBarIn { CGRect statusFrame = CGRectMake(0.0f, -20.0f, 320.0f, 20.0f); UploadStatusBar *statusView = [[UploadStatusBar alloc] initWithNibName:@"UploadStatusBar" bundle:nil]; self.status = statusView; [statusView release]; status.view.frame = statusFrame; [[UIApplication sharedApplication] setStatusBarHidden:YES animated:YES]; [window addSubview:status.view]; [UIView beginAnimations:@"slideDown" context:nil]; [UIView setAnimationDuration:0.3]; [UIView setAnimationDelegate:self]; [UIView setAnimationDidStopSelector:@selector(animationFinished:)]; status.view.frame = CGRectMake(0.0f, 0.0f, 320.0f, 20.0f); [UIView commitAnimations]; } -(void) animateStatusBarOut { [UIView beginAnimations:@"slideUp" context:nil]; [UIView setAnimationDuration:0.3]; [UIView setAnimationDelegate:self]; [UIView setAnimationDidStopSelector:@selector(animationFinished:)]; status.view.frame = CGRectMake(0.0f, -20.0f, 320.0f, 20.0f); [UIView commitAnimations]; } -(void)animationFinished:(NSString *)name { if ([name isEqualToString:@"slideDown"]) { } if ([name isEqualToString:@"slideUp"]) { [[UIApplication sharedApplication]setStatusBarHidden:NO animated:YES]; [status.view removeFromSuperview]; } } Without the [[UIApplication sharedApplication]setStatusBarHidden:YES animated:YES] you can't see my custom view. How can I get my custom view to just appear on top of the status bar so I don't have to hide it? Thank you!

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  • NSObject release destroys local copy of object's data

    - by Spider-Paddy
    I know this is something stupid on my part but I don't get what's happening. I create an object that fetches data & puts it into an array in a specific format, since it fetches asynchronously (has to download & parse data) I put a delegate method into the object that needs the data so that the data fetching object copies it's formatted array into an array in the calling object. The problem is that when the data fetching object is released, the copy it created in the caller is being erased, code is: In .h file @property (nonatomic, retain) NSArray *imagesDataSource; In .m file // Fetch item details ImagesParser *imagesParserObject = [[ImagesParser alloc] init:self]; [imagesParserObject getArticleImagesOfArticleId:(NSInteger)currentArticleId]; [imagesParserObject release] <-- problematic release // Called by parser when images parsing is finished -(void)imagesDataTransferComplete:(ImagesParser *)imagesParserObject { self.imagesDataSource = [ImagesParserObject.returnedArray copy]; // copy array to local variable // If there are more pics, they must be assembled in an array for possible UIImageView animation NSInteger picCount = [imagesDataSource count]; if(picCount > 1) // 1 image is assumed to be the pic already displayed { // Build image array NSMutableArray *tempPicArray = [[NSMutableArray alloc] init]; // Temp space to hold images while building for(int i = 0; i < picCount; i++) { // Get Nr from only article in detailDataSource & pic name (Small) from each item in imagesDataSource NSString *picAddress = [NSString stringWithFormat:@"http://some.url.com/shopdata/image/article/%@/%@", [[detailDataSource objectAtIndex:0] objectForKey:@"Nr"], [[imagesDataSource objectAtIndex:i] objectForKey:@"Small"]]; NSURL *picURL = [NSURL URLWithString:picAddress]; NSData *picData = [NSData dataWithContentsOfURL:picURL]; [tempPicArray addObject:[UIImage imageWithData:picData]]; } imagesArray = [tempPicArray copy]; // copy makes immutable copy of array [tempPicArray release]; currentPicIndex = 0; // Assume first pic is pic already being shown } else imagesArray = nil; // No need for a needless pic array // Remove please wait message [pleaseWaitViewControllerObject.view removeFromSuperview]; } I put in tons of NSLog lines to keep track of what was going on & self.imagesDataSource is populated with the returned array but when the parser object is released self.imagesDataSource becomes empty. I thought self.imagesDataSource = [ImagesParserObject.returnedArray copy]; is supposed to make an independant object, like as if it was alloc, init'ed, so that self.imagesDataSource is not just a pointer to the parser's array but is it's own array. So why does the release of the parser object clear the copy of the array. (I checked & double checked that it's not something overwriting self.imagesDataSource, commenting out [imagesParserObject release] consistently fixes the problem) Also, I have exactly the same problem with self.detailDataSource which is declared & populated in the exact same way as self.imagesDataSource I thought that once I call the parser I could release it because the caller no longer needs to refer to it, all further activity is carried out by the parser object through it's delegate method, what am I doing wrong?

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  • The most efficient method of drawing multiple quads in OpenGL

    - by CPatton
    I'm not very keen with OpenGL and I was wondering if someone could give me some insight on this. I'm a 'seasoned' programmer, I've read the redbook about VBOs and the like, but I was wondering from a more experienced person about the best/most efficient way of achieving this. I've been producing this 2d tile-based game engine to be used in several projects. I have a class called "ScreenObject" which is mainly composed of a Dictionary<Point, Tile> The Point key is to show where to render the Tile on the screen, and the Tile contains one or more textures to be drawn at that point. This ScreenObject is where the tiles will be modified, deleted, added, etc.. My original method of drawing the tiles in the testing I've done was to iterate through the ScreenObject and draw each quad at each location separately. From what I've read, this is a massive waste of resources. It wasn't horribly slow in the testing, but after I've completed the animation classes and effect classes, I'm sure it would be extremely slow. And one last thing, if you wouldn't mind.. As I said before, the Tile class can contain multiple textures to be drawn at the Point location on the screen. I recognize possibly two options for me here. Either add a quad at that location for each texture to be drawn, or, somehow.. use a multiple texture for the same quad (if it's possible). Even if each tile contained one texture only, that would be 64 quads to be drawn on the screen. Most of the tiles will contain 2-5 textures, so the number of total quads would increase dramatically with this method. Would it be feasible to add a quad for each new texture, or am I ignoring a better way to do this? Just need some help understanding this if you don't mind :) I've tried to be as concise as possible, and I'd greatly appreciate any responses.. and even some criticism. Programming is often a learning process and one who develops seems to never stops learning. Thanks for your time.

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  • Gathering Staff anyone interested?

    - by kasene
    Thread Title - Gathering Staff Rush-Soft Game Design is currently looking for staff of a moderate skill level. Team Name - RushSoft Game Design Project Name - N/A We are gathering staff so that we can begin working on a new game. Target Aim - Freeware / Free Version - Paid Version With our first project our aim is to simply get our name out there. Generally we will be targeting a freeware distribution platform or a Free and Paid version. Compensation - Prehaps in the future but don't rely on it If in the future we start developing a game we intend to make any sort of sizable profit from then yes, there will be compensation however currently our low, low funding comes from generous donations. Any money that we make for now will go to the teams funding for things like engine licenses and company registration. Technology - C/C++ RSETech Our primary functional language will be C/C++ as most games are. We will be using a custom built library built on Direct3D called RSETech or RushSoft Engine Technology. Currently its is fully capable of being used for developing a game. The final version is made up of almost entirely C (No C++ or OOP). There is a C++ version currently in the works. Programming: - Microsoft Visual C++ 2008 / 2010 2D Art - Photoshop CS2 - GIMP Talent Needed - We currently are in need of x2 Programmers - With understanding of the following C/C ++ and game programming aspects: -If/Else Conditions -Functions/Methods -Arrays -Pointers (You don't need to fully understand these. Just know when they need to be used.) -Enums -Loops (For and While) -Structs (and How to use . and - syntax) -Classes (and how to call methods and access variables from a class) -State Machines -Switches -Include Guards -Understanding of how game loops work in general. (Init, Update, Render, Deinit) x2 Artists - As long as you have the means to and are able to draw 2D sprites and collab with a game designer to get a good result. 1 or more Game Designers - You can design levels (for platformers) as well as write game scripts and you can come up with good ideas and game mechanics. As long as you can do these things and are able to work well with artists and programmers you're golden. Business Consultant - Someone who knows the industry and how it works. Will inquire about possible distribution platforms as well as contact other developers, websites, and publishers on RushSofts behalf. Team Structure - Kasene Clark - Co-Founder/Lead Programmer/Game Designer Casey W - Co-Founder/Artist(GC/Animation)/Game Designer Nathan Mayworm - Game Designer. Website - RushSoft Websitek Contact - Kasene Clark [email protected] - [email protected] Phone - 12075181967 Feedback - Any Thank You! -Kasene

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  • TypeError #1009, XML and AS3

    - by VideoDnd
    My animation is advanced forward, but it's frozen. It throws a TypeError #1009. How do I get rid of this error and get it to play? ERROR TypeError: Error #1009: Cannot access a property or method of a null object reference. at _fla::MainTimeline/frame1() TypeError: Error #1009: Cannot access a property or method of a null object reference. at _fla::MainTimeline/incrementCounter() at flash.utils::Timer/_timerDispatch() at flash.utils::Timer/tick() download http://sandboxfun.weebly.com/ XML <?xml version="1.0" encoding="utf-8"?> <SESSION> <TIMER TITLE="speed">1000</TIMER> <COUNT TITLE="starting position">10000</COUNT> </SESSION> FLA //DynamicText 'Count' var timer:Timer = new Timer(10); var count:int = 0; var fcount:int = 0; timer.addEventListener(TimerEvent.TIMER, incrementCounter); timer.start(); function incrementCounter(event:TimerEvent) { count = myXML.COUNT.text(); count++; fcount=int(count*count/1000); mytext.text = formatCount(fcount); } function formatCount(i:int):String { var fraction:int = i % 100; var whole:int = i / 100; return ("0000000" + whole).substr(-7, 7) + "." + (fraction < 10 ? "0" + fraction : fraction); } //LOAD XML var myXML:XML; var myLoader:URLLoader = new URLLoader(); myLoader.load(new URLRequest("time.xml")); myLoader.addEventListener(Event.COMPLETE, processXML); /*------CHANGED TIMER VALUE WITH XML------*/ timer = new Timer( Number(myXML.TIMER.text()) ); //timer.start(); //PARSE XML function processXML(e:Event):void { myXML = new XML(e.target.data); trace(myXML.COUNT.text()); trace(myXML.TIMER.text()); } //var count:int = 0;//give it a value type /*------CHANGED COUNT VALUE WITH XML------*/ count = myXML.COUNT.text();

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  • N2 CMS SlidingCurtain control is not visible

    - by Carl Raymond
    I just set up a new N2 site by starting with the MVC 2 Web Application template in Visual Studio, then following the directions in N2 CMS Developer Documentation in the section Integrating with Existing ASP.NET MVC Application. I have the basic site running now, but with one problem: the sliding curtain widget that holds the administrative controls is not visible in the upper right corner (when logged in, of course). I can make it visible the hard way by using Firebug to locate it in the DOM, and then disabling a couple of the CSS positioning elements. Once I do that, it seems to work normally. After I open it that way, I can click the various controls, or close it up (and I see the animation). But then it's off screen again. My master page has the sliding curtain just inside the <body> tag: <body> <n2:SlidingCurtain runat="server"> <n2:ControlPanel runat="server" /> </n2:SlidingCurtain> ... The site.css file generated in the base MVC site doesn't seem to do any positioning that would affect this. Firebug shows that right after by <body> tag, I have this: <div class="sc" id="SC" style="top: -2px; left: -574px;"><div class="scContent"> .... The style for <div class="sc" ...> is element.style { left:-574px; top:-2px; } .sc { background:#FFFFFF none repeat-x scroll 0 0; border-color:#CCCCBB; border-style:none solid solid none; border-width:1px; left:-200px; position:fixed; top:-200px; z-index:990; } If I disable both top: and both left: rules, the widget appears.

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  • Jquery Automatic Image Slider w/ CSS & jQuery

    - by Jacinto
    This is Automatic Image Slider w/ CSS & jQuery by Soh Tanaka I am trying to customize it to show .desc when the mouse hover overs the slider but it does not seem to work any help? //Set Default State of each portfolio piece $(".paging").show(); $(".paging a:first").addClass("active"); //Get size of images, how many there are, then determin the size of the image reel. var imageWidth = $(".window").width(); var imageSum = $(".image_reel ul.examples").size(); var imageReelWidth = imageWidth * imageSum; //Adjust the image reel to its new size $(".image_reel").css({'width' : imageReelWidth}); //Paging + Slider Function rotate = function(){ var triggerID = $active.attr("rel") - 1; //Get number of times to slide var image_reelPosition = triggerID * imageWidth; //Determines the distance the image reel needs to slide $(".paging a").removeClass('active'); //Remove all active class $active.addClass('active'); //Add active class (the $active is declared in the rotateSwitch function) //Slider Animation $(".image_reel").animate({ left: -image_reelPosition }, 500 ); }; //Rotation + Timing Event rotateSwitch = function(){ play = setInterval(function(){ //Set timer - this will repeat itself every 3 seconds $active = $('.paging a.active').next(); if ( $active.length === 0) { //If paging reaches the end... $active = $('.paging a:first'); //go back to first } rotate(); //Trigger the paging and slider function }, 7000); //Timer speed in milliseconds (3 seconds) }; rotateSwitch(); //Run function on launch //On Hover $(".image_reel").hover(function() { clearInterval(play); //Stop the rotation }, function() { rotateSwitch(); //Resume rotation }); //Hide the tooglebox when page load $(".desc").hide(); //slide up and down when hover over heading 2 $(".image_reel").hover(function(){ // slide toggle effect set to slow you can set it to fast too. $(this).next(".desc").slideToggle("slow"); return true; }); //On Click $(".paging a").click(function() { $active = $(this); //Activate the clicked paging //Reset Timer clearInterval(play); //Stop the rotation rotate(); //Trigger rotation immediately rotateSwitch(); // Resume rotation return false; //Prevent browser jump to link anchor });

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  • My ASP.NET Accordion will not animate panel changes when triggered by check boxes.

    - by CowKingDeluxe
    My accordion panel in markup: <ajaxToolkit:Accordion ID="MyAccordion" runat="server" SelectedIndex="0" HeaderCssClass="accordionHeader" HeaderSelectedCssClass="accordionHeaderSelected" ContentCssClass="accordionContent" AutoSize="None" FadeTransitions="true" TransitionDuration="250" FramesPerSecond="40" RequireOpenedPane="false" SuppressHeaderPostbacks="true"> <Panes> <ajaxToolkit:AccordionPane ID="AccordionPane10" runat="server"> <Header>BBBBBBBBBB</Header> <Content> FFFFFFFF:<br /><br /> <table cellpadding="0" cellspacing="0" width="750"><tr><td width="450" class="verificationtdleft"> <asp:Image ID="step4_originalimage" runat="server" AlternateText="" /> </td><td width="300"> <asp:CheckBox ID="CB_Verification0" runat="server" AutoPostBack="true" /> Verify </td></tr> </table> </Content> </ajaxToolkit:AccordionPane> <ajaxToolkit:AccordionPane ID="AccordionPane11" runat="server"> <Header>GGGGGGGGG</Header> <Content> HHHHHHHHHH:<br /><br /> <table cellpadding="0" cellspacing="0" width="750"><tr><td width="450" class="verificationtdleft"> <asp:Image ID="step4_image_thumbnail" runat="server" AlternateText="" /> </td><td width="300"> <asp:CheckBox ID="CB_Verification1" runat="server" AutoPostBack="true" /> Verify </td></tr> </table> </Content> </ajaxToolkit:AccordionPane> </Panes> Here's how I handle the checkbox check: Private Sub CB_Verification0_CheckedChanged(ByVal sender As Object, ByVal e As System.EventArgs) Handles CB_Verification0.CheckedChanged MyAccordion.SelectedIndex = 1 End Sub I'm causing the panels to change correctly, it's just that they don't animate like they do when I click the headers. When I click the checkbox to change the panel, the panel just disappears instantly and the new one appears instantly, but I want it to be animated as if I clicked the headers. Is there a way to cause the animation to happen when force changing the visible panel?

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  • PulpCore music playback - loop sound and animate volume

    - by Peter Perhác
    I have been experimenting with PulpCore, trying to create my own tower defence game (not-playable yet), and I am enjoying it very much I ran into a problem that I can't quite figure out. I extended PulpCore with the JOrbis thing to allow OGG files to be played. Works fine. However, pulpCore seems to have a problem with looping the sound WHILE animating the volume level. I tried this with wav file too, to make sure it isn't jOrbis that breaks it. The code is like this: Sound bgMusic = Sound.load("music/music.ogg"); Playback musicPlayback; ... musicVolume = new Fixed(0.75); musicPlayback = bgMusic.loop(musicVolume); //TODO figure out why it's NOT looping when volume is animated // musicVolume.animate(0, musicVolume.get(), FADE_IN_TIME); This code, for as long as the last line is commented out, plays the music.ogg again and again in an endless loop (which I can stop by calling stop on the Playback object returned from loop(). However, I would like the music to fade in smoothly, so following the advice of the PulpCore API docs, I added the last line which will create the fade-in but the music will only play once and then stop. I wonder why is that? Here is a bit of the documentation: Playback pulpcore.sound.Sound.loop(Fixed level) Loops this sound clip with the specified volume level (0.0 to 1.0). The level may have a property animation attached. Parameters: level Returns: a Playback object for this unique sound playback (one Sound can have many simultaneous Playback objects) or null if the sound could not be played. So what could be the problem? I repeat, with the last line, the sound fades in but doesn't loop, without it it loops but starts with the specified 0.75 volume level. Why can't I animate the volume of the looped music playback? What am I doing wrong? Anyone has any experience with pulpCore and has come across this problem? Anyone could please download PulpCore and try to loop music which fades-in (out)? note: I need to keep a reference to the Playback object returned so I can kill music later.

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  • Scaled ellipse over button, button not clickable

    - by user336720
    Hi, I'm scaling an ellipse in an animation with the following code: ScaleTransform myScTransform = new ScaleTransform(); TransformGroup myTransGroup = new TransformGroup(); myTransGroup.Children.Add(myScTransform); newPHRadio.RenderTransform = myTransGroup; newPHRadio.RenderTransformOrigin = new Point(0.5, 0.5); Storyboard story = new Storyboard(); DoubleAnimation xAnimation = new DoubleAnimation(1, ph.Bereik, new Duration(TimeSpan.FromSeconds(2))); DoubleAnimation yAnimation = new DoubleAnimation(1, ph.Bereik, new Duration(TimeSpan.FromSeconds(2))); DoubleAnimation doorzichtig = new DoubleAnimation(1, 0, new Duration(TimeSpan.FromSeconds(2))); Storyboard.SetTarget(xAnimation, newPHRadio); Storyboard.SetTarget(yAnimation, newPHRadio); Storyboard.SetTarget(doorzichtig, newPHRadio); DependencyProperty[] propertyChainX = new DependencyProperty[] { Ellipse.RenderTransformProperty, TransformGroup.ChildrenProperty, ScaleTransform.ScaleXProperty }; DependencyProperty[] propertyChainY = new DependencyProperty[] { Ellipse.RenderTransformProperty, TransformGroup.ChildrenProperty, ScaleTransform.ScaleYProperty }; string thePath = "(0).(1)[0].(2)"; Storyboard.SetTargetProperty(xAnimation, new PropertyPath(thePath, propertyChainX)); Storyboard.SetTargetProperty(yAnimation, new PropertyPath(thePath, propertyChainY)); Storyboard.SetTargetProperty(doorzichtig, new PropertyPath(Ellipse.OpacityProperty)); story.Children.Add(xAnimation); story.Children.Add(yAnimation); story.Children.Add(doorzichtig); story.Duration = new Duration(TimeSpan.FromSeconds(60 / ph.Frequentie)); story.RepeatBehavior = RepeatBehavior.Forever; story.Begin(); The ellipse is constructed with the following code: Ellipse newPHRadio = new Ellipse(); newPHRadio.Width = 1; newPHRadio.Height = 1; newPHRadio.SetValue(Canvas.LeftProperty, ph.xPositie + 7); newPHRadio.SetValue(Canvas.TopProperty, ph.yPositie + 7); newPHRadio.SetValue(Canvas.ZIndexProperty, 3); newPHRadio.Stroke = new SolidColorBrush(Colors.Black); newPHRadio.StrokeThickness = 0.03; Now the ellipse is scaled over an button which has a z-index of 1. With a static ellipse and no fill, the button is clickable. Now there is no fill as well but the button is not clickable. Can someone tell me how to fix this?

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  • WP7 silverlight custom control using popup

    - by Miloud B.
    Hi guys, I'm creating a custom datepicker, I have a textbox, once clicked it opens a calendar within a popup. What I want to do is change the size of the popup so it shows my whole calendar, but I can't manage to change it..., I've tried using Height, Width, MinHeight, MinWidth... but it doesn't work, the popup keep showing with a fixed size. The thing is that my popup's parent property isn't evaluated since it has expression issues (according to debugger), so I'm sure my popup's parent isn't the main screen( say layout grid). How can I for example make my popup open within a specific context ? This part of my code isn't XAML, it's C# code only and it looks like: using System; using System.Net; using System.Windows; using System.Windows.Controls; using System.Windows.Documents; using System.Windows.Ink; using System.Windows.Input; using System.Windows.Media; using System.Windows.Media.Animation; using System.Windows.Shapes; using System.Windows.Controls.Primitives; namespace CalendarBranch.components { public class wpDatePicker:TextBox { private CalendarPopup calendar; private Popup popup; public wpDatePicker() { this.calendar = new CalendarPopup(); this.popup = new Popup(); this.popup.Child = this.calendar; this.popup.Margin = new Thickness(0); this.MouseLeftButtonUp += new MouseButtonEventHandler(wpDatePicker_MouseLeftButtonUp); this.calendar.onDateSelect += new EventHandler(onDateSelected); this.IsReadOnly = true; } protected void wpDatePicker_MouseLeftButtonUp(object sender, MouseButtonEventArgs e) { this.popup.Height = this.calendar.Height; this.popup.Width = this.calendar.Width; this.popup.HorizontalAlignment = HorizontalAlignment.Center; this.popup.VerticalAlignment = VerticalAlignment.Center; this.popup.HorizontalOffset = 0; this.popup.VerticalOffset = 0; this.popup.MinHeight = this.calendar.Height; this.popup.MinWidth = this.calendar.Width; this.popup.IsOpen = true; } private void onDateSelected(Object sender, EventArgs ea) { this.Text = this.calendar.SelectedValue.ToShortDateString(); this.popup.IsOpen = false; } } } PS: the class Calendar is simply a UserControl that contains a grid with multiple columns, HyperLinkButtons and TextBlocks, so nothing special. Thank you in advance guys ;) Cheers Miloud B.

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  • Flash - Ease out scrolling moviclip, scrolled by sensor on each side

    - by webfac
    I am hoping someone can shed some light on this issue for me... I have a movieclip that is scrolled by means of a 'sensor' on each side of the stage. The clip scrolls fine in both directions, however here is my problem: When the users mouse leaves the stage, the movie clip stops dead in it's tracks, and this does not provide a noce smooth effect. Looking at the code below, is there any way I could tell the animation to ease out when the users mouse leaves the stage rather than simply stop suddenly? Much appreciated! class Sensor extends MovieClip { public function Sensor() { } public function onEnterFrame() { // var active:Boolean; // is mouse within sensor? if ((_level2._xmouse >= this._x) && _level2._xmouse <= (this._x + this._width)) { active = true; } else { active = false; } if(active) { // which area of the sensor is it in? var relative_position:Number; var relative_difference:Number; relative_position = _level2._xmouse / this._width * 100.0; //_level2._logger.message("relative position is " + relative_position); if (!isNaN(relative_position)) { // depending on which area it is in, tend towards a particular adjustment if(relative_position > _level2._background_right_threshold) { relative_difference = Math.abs(relative_position - _level2._background_right_threshold); //relative_difference = 10; } else if(relative_position < _level2._background_left_threshold) { relative_difference = Math.abs(_level2._background_left_threshold - relative_position); relative_difference *= -1; } else { _level2._background_ideal_adjustment = 0; } var direction:Number; if(_level2._pan_direction == "left") { direction = 1; } else { direction = -1; } _level2._background_ideal_adjustment = direction * (relative_difference / 10) * _level2._pan_augmentation; //_level2._logger.message("ideal adjustment is " + _level2._background_ideal_adjustment); if (!isNaN(_level2._background_ideal_adjustment)) { // what is the difference between the ideal adjustment and the current adjustment? // add a portion of the difference to the adjustment: // this has the effect that the adjustment "tends towards" the ideal var difference:Number; difference = _level2._background_ideal_adjustment - _level2._background_adjustment; _level2._background_adjustment += (difference / _level2._background_tension); // calculate what the new background _x position would be var background_x:Number; var projected_x:Number; background_x = _level2["_background"]._x; projected_x = background_x += _level2._background_adjustment; //_level2._logger.message("projected _x is " + projected_x); // if the _x position is valid, change it if(projected_x > 0) projected_x = 0; if(projected_x < -(_level2["_background"]._width - Stage.width)) projected_x = -(_level2["_background"]._width - Stage.width); _level2["_background"]._x = projected_x; // i recommend that you move your other movieclips with code here } } } } }

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  • Uncenter MkMapView

    - by Makinitez21
    I am trying to "uncenter" the map view and remove all annotations. the reason for this is that the mapView will be used by different view controllers to display different annotations and locations. What's happening now is that i am using the "remove annotations" method and i removes them, but the map stays centered on the spot and thus when the new annotations come in, it does not move. Is there a way to reset the region and if so, what value do i reset it to. I tried nil, zero and some calculated value but "core animation" says they are all invalid. how do i get that to zoom out and back in on my new annotations? here is some code -(void)recenterMap { NSArray *coordinates = [_mapView valueForKeyPath:@"annotations.coordinate"]; CLLocationCoordinate2D maxCoord = {-90.0f, -180.0f}; CLLocationCoordinate2D minCoord = {90.0f, 180.0f}; //NSLog(@"%@", [coordinates description]); for (NSValue *value in coordinates) { CLLocationCoordinate2D coord = {0.0f, 0.0f}; [value getValue: &coord]; if(coord.longitude > maxCoord.longitude) { maxCoord.longitude = coord.longitude; } if(coord.latitude > maxCoord.latitude){ maxCoord.latitude = coord.latitude; } if(coord.longitude < minCoord.longitude){ minCoord.longitude = coord.longitude; } if(coord.latitude < minCoord.latitude){ minCoord.latitude = coord.latitude; } } MKCoordinateRegion region = {{0.0f, 0.0f}, {0.0f, 0.0f}}; region.center.longitude = (minCoord.longitude + maxCoord.longitude) / 2.0; region.center.latitude = (minCoord.latitude + maxCoord.latitude) / 2.0; region.span.longitudeDelta = maxCoord.longitude - minCoord.longitude; region.span.latitudeDelta = maxCoord.latitude - minCoord.latitude; [_mapView setRegion: region animated: YES]; } Thats the recenter methos i'm using - (MKAnnotationView *)mapView: (MKMapView *)mapView viewForAnnotation: (id <MKAnnotation>)annotation{ MKAnnotationView *view = nil; if(annotation != mapView.userLocation){ Annotation *schoolAnn = (Annotation*)annotation; view = [self.mapView dequeueReusableAnnotationViewWithIdentifier:@"schoolLoc"]; if(nil == view){ view = [[[MKPinAnnotationView alloc] initWithAnnotation:schoolAnn reuseIdentifier:@"schoolLoc"]autorelease]; } [(MKPinAnnotationView *)view setAnimatesDrop:YES]; [view setCanShowCallout:YES]; } else { [self recenterMap]; } return view; } This "else" piece waits until the blue marble drops in then recenters the map. The problem i have with that part is that when i go back to the previous View Controller i remove all annotations, so when i come back in the User location (for some reason) does not pop back in. How do i get this to pop back in? thanks in advance guys

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  • HELP! Any ideas? Im creating a new site using the below script embedded in my swf. But I keep getti

    - by Suzanne
    package com.flashden { import flash.display.MovieClip; import flash.text.*; import flash.events.MouseEvent; import flash.events.*; import flash.net.URLRequest; import flash.display.Loader; public class MenuItem extends MovieClip { private var scope; public var closedX; :Number public static const OPEN_MENU = "openMenu"; public function MenuItem(scope) { // set scope to talk back to -------------------------------// this.scope = scope; // disable all items not to be clickable -------------------// txt_label.mouseEnabled = false; menuItemShine.mouseEnabled = false; menuItemArrow.mouseEnabled = false; // make background clip the item to be clicked (button) ----// menuItemBG.buttonMode = true; // add click event listener to the header background -------// menuItemBG.addEventListener(MouseEvent.CLICK, clickHandler); } private function clickHandler (e:MouseEvent) { scope.openMenuItem(this); } public function loadContent (contentURL:String) { var loader:Loader = new Loader(); configureListeners(loader.contentLoaderInfo); var request:URLRequest = new URLRequest(contentURL); loader.load(request); // place x position of content at the bottom of the header so the top is not cut off ----// loader.x = 30; // we add the content at level 1, because the background clip is at level 0 ----// addChildAt(loader, 1); } private function configureListeners(dispatcher:IEventDispatcher):void { dispatcher.addEventListener(Event.COMPLETE, completeHandler); dispatcher.addEventListener(HTTPStatusEvent.HTTP_STATUS, httpStatusHandler); dispatcher.addEventListener(Event.INIT, initHandler); dispatcher.addEventListener(IOErrorEvent.IO_ERROR, ioErrorHandler); dispatcher.addEventListener(Event.OPEN, openHandler); dispatcher.addEventListener(ProgressEvent.PROGRESS, progressHandler); dispatcher.addEventListener(Event.UNLOAD, unLoadHandler); } private function completeHandler(event:Event):void { //trace("completeHandler: " + event); // remove loader animation ----------------// removeChild(getChildByName("mc_preloader")); } private function httpStatusHandler(event:HTTPStatusEvent):void { // trace("httpStatusHandler: " + event); } private function initHandler(event:Event):void { //trace("initHandler: " + event); } private function ioErrorHandler(event:IOErrorEvent):void { //trace("ioErrorHandler: " + event); } private function openHandler(event:Event):void { //trace("openHandler: " + event); } private function progressHandler(event:ProgressEvent):void { //trace("progressHandler: bytesLoaded=" + event.bytesLoaded + " bytesTotal=" + event.bytesTotal); } private function unLoadHandler(event:Event):void { //trace("unLoadHandler: " + event); } } }

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  • WPF - Random hanging with file browser attached behaviour.

    - by Stimul8d
    Hi, I have an attached behavior defined thusly,.. public static class FileBrowserBehaviour { public static bool GetBrowsesOnClick(DependencyObject obj) { return (bool)obj.GetValue(BrowsesOnClickProperty); } public static void SetBrowsesOnClick(DependencyObject obj, bool value) { obj.SetValue(BrowsesOnClickProperty, value); } // Using a DependencyProperty as the backing store for BrowsesOnClick. This enables animation, styling, binding, etc... public static readonly DependencyProperty BrowsesOnClickProperty = DependencyProperty.RegisterAttached("BrowsesOnClick", typeof(bool), typeof(FileBrowserBehaviour), new FrameworkPropertyMetadata(false, new PropertyChangedCallback(BrowsesOnClickChanged))); public static void BrowsesOnClickChanged(DependencyObject obj, DependencyPropertyChangedEventArgs args) { FrameworkElement fe = obj as FrameworkElement; if ((bool)args.NewValue) { fe.PreviewMouseLeftButtonDown += new MouseButtonEventHandler(OpenFileBrowser); } else { fe.PreviewMouseLeftButtonDown -= new MouseButtonEventHandler(OpenFileBrowser); } } static void OpenFileBrowser(object sender, MouseButtonEventArgs e) { var tb = sender as TextBox; if (tb.Text.Length < 1 || tb.Text=="Click to browse..") { OpenFileDialog ofd = new OpenFileDialog(); ofd.Filter = "Executables | *.exe"; if (ofd.ShowDialog() == true) { Debug.WriteLine("Setting textbox text-" + ofd.FileName); tb.Text = ofd.FileName; Debug.WriteLine("Set textbox text"); } } } } It's a nice simple attached behavior which pops open an OpenFileDialog when you click on a textbox and puts the filename in the box when you're done. It works maybe 40% of the time but the rest of the time the whole app hangs. The call stack at this point looks like this - [Managed to Native Transition] WindowsBase.dll!MS.Win32.UnsafeNativeMethods.GetMessageW(ref System.Windows.Interop.MSG msg, System.Runtime.InteropServices.HandleRef hWnd, int uMsgFilterMin, int uMsgFilterMax) + 0x15 bytes WindowsBase.dll!System.Windows.Threading.Dispatcher.GetMessage(ref System.Windows.Interop.MSG msg, System.IntPtr hwnd, int minMessage, int maxMessage) + 0x48 bytes WindowsBase.dll!System.Windows.Threading.Dispatcher.PushFrameImpl(System.Windows.Threading.DispatcherFrame frame = {System.Windows.Threading.DispatcherFrame}) + 0x8b bytes WindowsBase.dll!System.Windows.Threading.Dispatcher.PushFrame(System.Windows.Threading.DispatcherFrame frame) + 0x49 bytes WindowsBase.dll!System.Windows.Threading.Dispatcher.Run() + 0x4c bytes PresentationFramework.dll!System.Windows.Application.RunDispatcher(object ignore) + 0x1e bytes PresentationFramework.dll!System.Windows.Application.RunInternal(System.Windows.Window window) + 0x6f bytes PresentationFramework.dll!System.Windows.Application.Run(System.Windows.Window window) + 0x26 bytes PresentationFramework.dll!System.Windows.Application.Run() + 0x19 bytes Debugatron.exe!Debugatron.App.Main() + 0x5e bytes C# [Native to Managed Transition] [Managed to Native Transition] mscorlib.dll!System.AppDomain.nExecuteAssembly(System.Reflection.Assembly assembly, string[] args) + 0x19 bytes mscorlib.dll!System.Runtime.Hosting.ManifestRunner.Run(bool checkAptModel) + 0x6e bytes mscorlib.dll!System.Runtime.Hosting.ManifestRunner.ExecuteAsAssembly() + 0x84 bytes mscorlib.dll!System.Runtime.Hosting.ApplicationActivator.CreateInstance(System.ActivationContext activationContext, string[] activationCustomData) + 0x65 bytes mscorlib.dll!System.Runtime.Hosting.ApplicationActivator.CreateInstance(System.ActivationContext activationContext) + 0xa bytes mscorlib.dll!System.Activator.CreateInstance(System.ActivationContext activationContext) + 0x3e bytes Microsoft.VisualStudio.HostingProcess.Utilities.dll!Microsoft.VisualStudio.HostingProcess.HostProc.RunUsersAssemblyDebugInZone() + 0x23 bytes mscorlib.dll!System.Threading.ThreadHelper.ThreadStart_Context(object state) + 0x66 bytes mscorlib.dll!System.Threading.ExecutionContext.Run(System.Threading.ExecutionContext executionContext, System.Threading.ContextCallback callback, object state) + 0x6f bytes mscorlib.dll!System.Threading.ThreadHelper.ThreadStart() + 0x44 bytes Now, I've seen this kind of thing before when doing some asynchronous stuff but there's none of that going on at that point. The only thread alive is the UI thread! Also, I always get that last debug statement when it does hang. Can anyone point me in the right direction? This one's driving me crazy!

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  • WPF Storyboard works well, except for the first time it runs. Why?

    - by sofri
    Hi, I'm doing a Surface Application. And there I have something like a bulletin board where little cards with news on it are pinned on. On click they shall fly out of the board and scale bigger. My storyboard works well, except for the first time it runs. It's not a smooth animation then but it scales to its final size immediately and it's the same with the orientation-property. Just the center-property seems to behave correctly. This is an example for one of my Storyboards doing that: Storyboard stb = new Storyboard(); PointAnimation moveCenter = new PointAnimation(); DoubleAnimationUsingKeyFrames changeWidth = new DoubleAnimationUsingKeyFrames(); DoubleAnimationUsingKeyFrames changeHeight = new DoubleAnimationUsingKeyFrames(); DoubleAnimationUsingKeyFrames changeOrientation = new DoubleAnimationUsingKeyFrames(); moveCenter.From = News1.ActualCenter; moveCenter.To = new Point(250, 400); moveCenter.Duration = new Duration(TimeSpan.FromSeconds(1.0)); moveCenter.FillBehavior = FillBehavior.Stop; stb.Children.Add(moveCenter); Storyboard.SetTarget(moveCenter, News1); Storyboard.SetTargetProperty(moveCenter, new PropertyPath(ScatterViewItem.CenterProperty)); changeWidth.Duration = TimeSpan.FromSeconds(1); changeWidth.KeyFrames.Add(new EasingDoubleKeyFrame(266, KeyTime.FromTimeSpan(new System.TimeSpan(0, 0, 1)))); changeWidth.FillBehavior = FillBehavior.Stop; stb.Children.Add(changeWidth); Storyboard.SetTarget(changeWidth, News1); Storyboard.SetTargetProperty(changeWidth, new PropertyPath(FrameworkElement.WidthProperty)); changeHeight.Duration = TimeSpan.FromSeconds(1); changeHeight.KeyFrames.Add(new EasingDoubleKeyFrame(400, KeyTime.FromTimeSpan(new System.TimeSpan(0, 0, 1)))); changeHeight.FillBehavior = FillBehavior.Stop; stb.Children.Add(changeHeight); Storyboard.SetTarget(changeHeight, News1); Storyboard.SetTargetProperty(changeHeight, new PropertyPath(FrameworkElement.HeightProperty)); changeOrientation.Duration = TimeSpan.FromSeconds(1); changeOrientation.KeyFrames.Add(new EasingDoubleKeyFrame(0, KeyTime.FromTimeSpan(new System.TimeSpan(0, 0, 1)))); changeOrientation.FillBehavior = FillBehavior.Stop; stb.Children.Add(changeOrientation); Storyboard.SetTarget(changeOrientation, News1); Storyboard.SetTargetProperty(changeOrientation, new PropertyPath(ScatterViewItem.OrientationProperty)); stb.Begin(this); News1.Center = new Point(250, 400); News1.Orientation = 0; News1.Width = 266; News1.Height = 400; Pin1.Visibility = Visibility.Collapsed; news1IsOutside = true; Scroll1.IsEnabled = true; What's wrong with it?

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  • Square Peg Web: Gets you the traffic to where it matters most: Your Website!

    - by demetriusalwyn
    Have you decided to start your business online or is your business not reaching the targeted audience? Come to Square Peg Web; where you will find what you want to make your business reach new heights. The team at Square Peg Web is professionals who understand what you want and make sure you get it right. Our confidence stems from the fact of thousands of satisfied clients who keep referring friends and business associates to us and we do not let our clients down. Many companies promise the sky but how far is does their work live up to the promises? We do not know about the others however, we are sure that we strive to put together all our ideas and thoughts to make your website rank among the top. Web hosting is something that needs to have a personal touch; Square Peg Web customizes everything to suit your requirements so that you do not have to look further. With Square Peg Web you have a host of features to make your Business go viral. Some of the product details that are offered with Square Peg Web are unlimited product options/ variants/ properties giving you an option on price modifiers. You get unlimited customized input fields for your products and you can also Customer-define the prices. Square Peg Web provides you an option of using multiple product images with zoom features and one can also list a particular product in several categories. There are other aspects which make Square Peg Web the best choice for your website needs; every sale of yours’ is important to you and to us. We make sure that each sale is tracked by the product and also the list of bestsellers that appeal to the audience. Other comprehensive statistics of Square Peg Web includes searchable order data, an interface for shipments and order fulfillments, export sales & customer data for usage in a spreadsheet and the ability to export orders to QuickBooks format. With Square Peg Web; Admin Panel is a lot simpler. Administrative access is completely password protected and any changes done are all in real-time. You can have absolute control on the cart from anywhere around the world using your web browser and the topping on the cake is the unlimited amount of admin accounts that can be created for you. Square Peg Web offers you a world of experience with the options of choosing from marketing websites to e-commerce and from customized applications to community oriented sites. Some of the projects which appear in the portfolio of Square Peg Web are Online Marketing Web Sites, E-Commerce Web Sites, customized web applications, Blog designing and programming, video sharing and the option of downloading web sites, online advertisements, flash animation, customer and product support web sites, web site re-designing and planning and complete information architecture.

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  • ArgumentError: Error #1063: Argument count mismatch on com.flashden::MenuItem(). Expected 1, got 0.

    - by Suzanne
    I keep getting the below error only in firefox ArgumentError: Error #1063: Argument count mismatch on com.flashden::MenuItem(). Expected 1, got 0. at flash.display::Sprite/constructChildren() at flash.display::Sprite() at flash.display::MovieClip() at com.flashden::Preview() Below is my menu script: package com.flashden { import flash.display.MovieClip; import flash.text.; import flash.events.MouseEvent; import flash.events.; import flash.net.URLRequest; import flash.display.Loader; public class MenuItem extends MovieClip { private var scope; public var closedX :Number public static const OPEN_MENU = "openMenu"; function callLink(event:MouseEvent):void { public function MenuItem(scope) { // set scope to talk back to -------------------------------// this.scope = scope; // disable all items not to be clickable -------------------// txt_label.mouseEnabled = false; menuItemShine.mouseEnabled = false; menuItemArrow.mouseEnabled = false; // make background clip the item to be clicked (button) ----// menuItemBG.buttonMode = true; // add click event listener to the header background -------// menuItemBG.addEventListener(MouseEvent.CLICK, clickHandler); } private function clickHandler (e:MouseEvent) { scope.openMenuItem(this); } public function loadContent (contentURL:String) { var loader:Loader = new Loader(); configureListeners(loader.contentLoaderInfo); var request:URLRequest = new URLRequest(contentURL); loader.load(request); // place x position of content at the bottom of the header so the top is not cut off ----// loader.x = 35; // we add the content at level 1, because the background clip is at level 0 ----// addChildAt(loader, 0); } private function configureListeners(dispatcher:IEventDispatcher):void { dispatcher.addEventListener(Event.COMPLETE, completeHandler); dispatcher.addEventListener(HTTPStatusEvent.HTTP_STATUS, httpStatusHandler); dispatcher.addEventListener(Event.INIT, initHandler); dispatcher.addEventListener(IOErrorEvent.IO_ERROR, ioErrorHandler); dispatcher.addEventListener(Event.OPEN, openHandler); dispatcher.addEventListener(ProgressEvent.PROGRESS, progressHandler); dispatcher.addEventListener(Event.UNLOAD, unLoadHandler); } private function completeHandler(event:Event):void { //trace("completeHandler: " + event); // remove loader animation ----------------// removeChild(getChildByName("mc_preloader")); } private function httpStatusHandler(event:HTTPStatusEvent):void { // trace("httpStatusHandler: " + event); } private function initHandler(event:Event):void { //trace("initHandler: " + event); } private function ioErrorHandler(event:IOErrorEvent):void { //trace("ioErrorHandler: " + event); } private function openHandler(event:Event):void { //trace("openHandler: " + event); } private function progressHandler(event:ProgressEvent):void { //trace("progressHandler: bytesLoaded=" + event.bytesLoaded + " bytesTotal=" + event.bytesTotal); } private function unLoadHandler(event:Event):void { //trace("unLoadHandler: " + event); } } } Any idea why this is happening?

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  • How to play small sound file continuously in Silverlight?

    - by ash
    Hello, I have two questions regarding Silverlight's SoundPlay action and properties. My scenario is like: I have two story board: The first story board has an image and a sound file; when the silverlight application gets loaded, the sound starts to play automatically, but if someone clicks the image, the sound file will stop and the second storyboard will start with a new sound file. 1) My first question is how to stop the first sound file of first story board when the second story board starts with the second sound file. 2) My second question is how to play a sound file continuously; for example, in Silverlight we can play a story board continuously with RepeatBehavior="Forever"; but I cannot find a way to play my 10 second sound file forever or continuously. Note: I have attached a small XAML file to show what I am talking about; I am also stating that if instead of an image file, if there were a button, then I can stop the first music file after I click the button and start my second story board with a new sound file, but I would like to use image file instead of a button. Is it possible? If it is, how to do it? Therefore, please answer my following two questions or give big hint or website tutorial links on 1) How to stop the first sound file of first story board when the second story board starts with the second sound file ( When the clickable element is an image instead of a button) 2) How to play a 10 second sound file continuously? ............Code Snippet...................... XAML ............ <Grid x:Name="LayoutRoot" Background="Red"> <Button HorizontalAlignment="Left" Margin="212,0,0,111" VerticalAlignment="Bottom" Width="75" Content="Button" Click="onClick"/> <MediaElement x:Name="sound2_mp3" Height="0" HorizontalAlignment="Left" Margin="105,230,0,0" VerticalAlignment="Top" Width="0" Source="/sound2.mp3" Stretch="Fill"/> <MediaElement x:Name="sound1_mp1" Height="0" HorizontalAlignment="Left" Margin="190,164,0,0" VerticalAlignment="Top" Width="0" Source="/sound1.mp3" Stretch="Fill" AutoPlay="False"/> </Grid> ..................................................................................................................................................................................................................... using System; using System.Windows; using System.Windows.Controls; using System.Windows.Documents; using System.Windows.Ink; using System.Windows.Input; using System.Windows.Media; using System.Windows.Media.Animation; using System.Windows.Shapes; namespace testPrj { public partial class MainPage : UserControl { public MainPage() { // Required to initialize variables InitializeComponent(); } private void onClick(object sender, System.Windows.RoutedEventArgs e) { Storyboard1.Stop(); sound2_mp3.Stop(); sound1_mp1.Play(); } } } ...................................................................................................

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  • jQuery: List expands on page load

    - by Hasanah
    I've been looking for something very simple: How to make a side navigation expand with animation on page load, but all the tutorial websites I usually go to don't seem to have it. The closest I could find is this jQuery sample: http://codeblitz.wordpress.com/2009/04/15/jquery-animated-collapsible-list/ I've managed to strip down the list like so: <script type="text/javascript" src="jquery-1.3.2.min.js"></script> <script type="text/javascript"> $(function(){ $('li') .css('pointer','default') .css('list-style','none'); $('li:has(ul)') .click(function(event){ if (this == event.target) { $(this).css('list-style', (!$(this).children().is(':hidden')) ? 'none' : 'none'); $(this).children().toggle('slow'); } return false; }) .css({cursor:'pointer', 'list-style':'none'}) .children().hide(); $('li:not(:has(ul))').css({cursor:'default', 'list-style':'none'}); }); <body> <fieldset> <legend>Collapsable List Demo</legend> <ul> <li>A - F</li> <li>G - M <ul> <li>George Kent Technology Centre</li> <li>Hampshire Park</li> <li>George Kent Technology Centre</li> <li>Hampshire Park</li> </ul> </li> <li> N - R </li> <li>S - Z</li> </ul> </fieldset> My question is: Is there any way to make this list expand on page load instead of on click? I also don't need it to collapse at all; basically I need only the animating expansion. Thank you for your time and advice. :)

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  • Flash AS3 button eventlistener array bug

    - by Tyler Pepper
    Hi there, this is my first time posting a question here. I have an array of 12 buttons on a timeline that when first visiting that part of the timeline, get a CLICK eventlistener added to them using a for loop. All of them work perfectly at that point. When you click one it plays a frame label inside the specific movieClip and reveals a bio on the corresponding person with a close button and removes the CLICK eventlisteners for each button, again using a for loop. The close button plays a closing animation, and then the timeline goes back to the first frame (the one with the 12 buttons on it) and the CLICK eventlisteners are re-added, but now only the first 9 buttons of the array work. There are no output errors and the code to re-add the eventlisteners is exactly the same as the first time that works. I am completely at a loss and am wondering if anyone else has run into this problem. All of my buttons are named correctly, there are absolutely no output errors (I've used the debug module) and I made sure the array with the buttons in it is outputting all 12 at the moment the close button is clicked to add the eventlisteners back. for (var q = 0; q < ackBoDBtnArray.length; q++){ contentArea_mc.acknowledgements_mc.BoD_mc[ackBoDBtnArray[q]].addEventListener(MouseEvent.CLICK, showBio); } private function showBio(eo:MouseEvent):void { trace("show the bio"); bodVar = ackBoDBtnArray.getIndex(eo.target.name); contentArea_mc.acknowledgements_mc.BoD_mc.gotoAndPlay(ackBoDPgArray[bodVar]); contentArea_mc.acknowledgements_mc.BoD_mc.closeBio_btn.addEventListener(MouseEvent.CLICK, hideBio); for (var r = 0; r < ackBoDBtnArray.length; r++){ contentArea_mc.acknowledgements_mc.BoD_mc[ackBoDBtnArray[r]].mouseEnabled = false; contentArea_mc.acknowledgements_mc.BoD_mc[ackBoDBtnArray[r]].removeEventListener(MouseEvent.CLICK, showBio); } } private function hideBio(eo:MouseEvent):void { trace("hide it!"); contentArea_mc.acknowledgements_mc.BoD_mc.closeBio_btn.removeEventListener(MouseEvent.CLICK, hideBio); contentArea_mc.acknowledgements_mc.BoD_mc.gotoAndPlay(ackBoDClosePgArray[bodVar]); for (var s = 0; s < ackBoDBtnArray.length; s++){ trace(ackBoDBtnArray[s]); contentArea_mc.acknowledgements_mc.BoD_mc[ackBoDBtnArray[s]].mouseEnabled = true; contentArea_mc.acknowledgements_mc.BoD_mc[ackBoDBtnArray[s]].addEventListener(MouseEvent.CLICK, showBio); } Thanks in advance for any help and insight you can provide...I have a slight feeling that its something that may be obvious to another set of eyes...haha.

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  • Flash Buttons Don't Work: TypeError: Error #1009: Cannot access a property or method of a null objec

    - by goldenfeelings
    I've read through several threads about this error, but haven't been able to apply it to figure out my situation... My flash file is an approx 5 second animation. Then, the last keyframe of each layer (frame #133) has a button in it. My flash file should stop on this last key frame, and you should be able to click on any of the 6 buttons to navigate to another html page in my website. Here is the Action Script that I have applied to the frame in which the buttons exist (on a separate layer, see screenshot at: http://www.footprintsfamilyphoto.com/wp-content/themes/Footprints/images/flash_buttonissue.jpg stop (); function babieschildren(event:MouseEvent):void { trace("babies children method was called!!!"); var targetURL:URLRequest = new URLRequest("http://www.footprintsfamilyphoto.com/portfolio/babies-children"); navigateToURL(targetURL, "_self"); } bc_btn1.addEventListener(MouseEvent.CLICK, babieschildren); bc_btn2.addEventListener(MouseEvent.CLICK, babieschildren); function fams(event:MouseEvent):void { trace("families method was called!!!"); var targetURL:URLRequest = new URLRequest("http://www.footprintsfamilyphoto.com/portfolio/families"); navigateToURL(targetURL, "_self"); } f_btn1.addEventListener(MouseEvent.CLICK, fams); f_btn2.addEventListener(MouseEvent.CLICK, fams); function couplesweddings(event:MouseEvent):void { trace("couples weddings method was called!!!"); var targetURL:URLRequest = new URLRequest("http://www.footprintsfamilyphoto.com/portfolio/couples-weddings"); navigateToURL(targetURL, "_self"); } cw_btn1.addEventListener(MouseEvent.CLICK, couplesweddings); cw_btn2.addEventListener(MouseEvent.CLICK, couplesweddings); When I test the movie, I get this error in the output box: "TypeError: Error #1009: Cannot access a property or method of a null object reference." The test movie does stop on the appropriate frame, but the buttons don't do anything (no URL is opened, and the trace statements don't show up in the output box when the buttons are clicked on the test movie). You can view the .swf file here: www.footprintsfamilyphoto.com/portfolio I'm confident that all 6 buttons do exist in the appropriate frame (frame 133), so I don't think that's what's causing the 1009 error. I also tried deleting each of the three function/addEventListener sections one at a time and testing, and I still got the 1009 error every time. If I delete ALL of the action script except for the "stop ()" line, then I do NOT get the 1009 error. Any ideas?? I'm very new to Flash, so if I haven't clarified something that I need to, let me know!

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  • Best practices managing JavaScript on a single-page app

    - by seanmonstar
    With a single page app, where I change the hash and load and change only the content of the page, I'm trying to decide on how to manage the JavaScript that each "page" might need. I've already got a History module monitoring the location hash which could look like domain.com/#/company/about, and a Page class that will use XHR to get the content and insert it into the content area. function onHashChange(hash) { var skipCache = false; if(hash in noCacheList) { skipCache = true; } new Page(hash, skipCache).insert(); } // Page.js var _pageCache = {}; function Page(url, skipCache) { if(!skipCache && (url in _pageCache)) { return _pageCache[url]; } this.url = url; this.load(); } The cache should let pages that have already been loaded skip the XHR. I also am storing the content into a documentFragment, and then pulling the current content out of the document when I insert the new Page, so I the browser will only have to build the DOM for the fragment once. Skipping the cache could be desired if the page has time sensitive data. Here's what I need help deciding on: It's very likely that any of the pages that get loaded will have some of their own JavaScript to control the page. Like if the page will use Tabs, needs a slide show, has some sort of animation, has an ajax form, or what-have-you. What exactly is the best way to go around loading that JavaScript into the page? Include the script tags in the documentFragment I get back from the XHR? What if I need to skip the cache, and re-download the fragment. I feel the exact same JavaScript being called a second time might cause conflicts, like redeclaring the same variables. Would the better way be to attach the scripts to the head when grabbing the new Page? That would require the original page know all the assets that every other page might need. And besides knowing the best way to include everything, won't I need to worry about memory management, and possible leaks of loading so many different JavaScript bits into a single page instance?

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