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  • Facebook - generating fb tag in Jquery - not working

    - by Gublooo
    Hey guys Kind of stuck here - I have this functionality on my site where I display 10 user comments along with their photo and when a user clicks on "More" - using Jquery more results are fetched from DB and the results are displayed via string generated in the Jquery method. This is a shortened version of my Jquery function $(".more_swipes").live('click',function() { var profile_id = 'profile-user_id; ?'; $.getJSON("/profile/more-swipes", { user_id: profile_id},function(swipes) { $.each(swipes, function(i,data){ newcomment="<div"; newcomment +="<fb:profile-pic uid='"+data.fb_userid+"' linked='false'/"; newcomment +="Name="+data.user_name+"-Comment="+data.comment; $("#moreswipes").append(newcomment); }); }); return false; }); Here as you can see I'm using the tag <fb:profile-pic uid='"+data.fb_userid+"' linked='false'/ Now when more results get displayed, the profile pic of the user is not getting displayed - when I look at the source code - this is how the fb tag looks when its generated thru Jquery <fb:profile-pic uid="222222" linked="false" height="50" width="50" Whereas the FB tags not generated thru the Jquery code look like <fb:profile-pic uid="222222" linked="false" height="50" width="50" class="FB_profile_pic <fb_profile_pic_rendered FB_ElementReady" style="width:px;height:50px" <img src="http://profile.atk......2025.jpg" alt="User Name" title="User Name" style="width:px;height:50px" class="FB_profile_pic"/ </fb:profile-pic So when I add it as a String in JQuery function - facebook is not identifying it and executing it Any idea how to fix this Thanks a bunch

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  • jQuery code not executing when DOM is ready

    - by Ben
    I have written a simple jQuery script that changes the hash tag of a link. I do this because I am using IntenseDebate comments in Wordpress but the comment link still links replaced id of the old comments. I'm using jQuery so that if javascript is enabled, the user can click on the comments link and it will take them to the IntenseDebate comments. If its not enabled it will take them to the traditional comments (because IntenseDebate requires javascript to function). The issue I'm having lies in this script to change the hash tag at the end of the link. Currently the URL "someurl.com/#respond" but I need the script to change it to "someurl.com/#comments". What is happening is that the script doesn't work, however I believe my syntax is correct so I decided to try copying and pasting the code into Firebug's console and the code executed perfectly. I could see that the link I was trying to change was now correct, and I could click on it and it worked as I desired. So what I don't understand is why the code is not executing when it is supposed to. I am using $(document).ready() and I have other jQuery on the page that executes just fine. I even tested it on a simple HTML page away from all the problems that might be caused by Wordpress and I received the same result. Does anyone know why this might be happening? Here is my code (I am using noConflict because Wordpress makes use of other frameworks): jQuery.noConflict(); jQuery(document).ready(function($) { $("a[href$='respond']").each(function() { this.href = this.href.replace("respond", "comments"); }); })(jQuery); Thanks very much for your help!

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  • Prototype or jQuery for DOM manipulation (client-side dynamic content)

    - by luiggitama
    I need to know which of these two JavaScript frameworks is better for client-side dynamic content modification for known DOM elements (by id), in terms of performance, memory usage, etc.: Prototype's $('id').update(content) jQuery's jQuery('#id').html(content) BTW, both libraries coexist with no conflict in my app, because I'm using RichFaces for JSF development, that's why I can use "jQuery" instead of "$". I have at least 20 updatable areas in my page, and for each one I prepare content (tables, option lists, etc.), based on some user-defined client-side criteria filtering or some AJAX event, etc., like this: var html = []; int idx = 0; ... html[idx++] = '<tr><td class="cell"><span class="link" title="View" onclick="myFunction('; html[idx++] = param; html[idx++] = ')"></span>'; html[idx++] = someText; html[idx++] = '</td></tr>'; ... So here comes the question, which is better to use: // Prototype's $('myId').update(html.join('')); // or jQuery's jQuery('#myId').html(html.join('')); Other needed functions are hide() and show(), which are present in both frameworks. Which is better? Also I'm needing to enable/disable form controls, and to read/set their values. Note that I know my updatable area's id (I don't need CSS selectors at this point). And I must tell that I'm saving these queried objects in some data structure for later use, so they are requested just once when the page is rendered, like this: MyData = {div1:jQuery('#id1'), div2:$('id2'), ...}; ... div1.update('content 1'); div2.html('content 2'); So, which is the best practice?

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  • Toggle classes with radio button in jQuery

    - by dardub
    I have a set of radio buttons where when I click a radio button, I want the label to change color or whatever. But when I click another radio button, the color goes away. Therefore I have something like this: jQuery('label').mouseup(function(){ jQuery(this).prev().attr('checked', 'checked'); jQuery('input').next().removeClass('selected'); jQuery('input:checked').next().addClass('selected'); }); if you need to see some html: <input type="radio" id="radio1" name="myRadio" value="option-1" /> <label for="radio1">Swing Gate</label> <input type="radio" id="radio2" name="myRadio" value="option-2" /> <label for="radio2">Swing Gate</label> This first removes 'selected' class from all the labels and then re-applies to only the checked labels. It works and is simple, but I was thinking this might not be the most efficient way of doing this. I imagine that javascript is iterating through each input element and using more resources than necessary. I'm curious if anyone knows of a common way of doing this more efficiently. I seem to be doing this type of thing quite often in my jQuery code. I've just been using jQuery for the past 3 months or so btw.

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  • Does Jquery and Mootools usually have conflict if both are used on a webpage? [migrated]

    - by Charming Prince
    I have this website am designing, i tried using mootools 1.31 to animate some of the div boxes when clicked or when the mouse hover rounds it, to shows the content. the thing is that it doesn't seem to work on the webpage, but if i try the same script on a blank webpage it works, am thinking probably it's because i have Jquery 1.52 on the same page and maybe both scripts are conflicting with each other because, if i remove the Jquery, the Mootools works. What should be my option, because i need the Jquery to do some validations for me, so i can't remove it completely. Here are the codes <script> //-vertical var mySlide = new Fx.Slide('test'); $('slidein').addEvent('click', function(e){ e = new Event(e); mySlide.slideIn(); e.stop(); }); $('slideout').addEvent('click', function(e){ e = new Event(e); mySlide.slideOut(); e.stop(); }); $('toggle').addEvent('click', function(e){ e = new Event(e); mySlide.toggle(); e.stop(); }); $('hide').addEvent('click', function(e){ e = new Event(e); mySlide.hide(); e.stop(); }); </script> here's the HTML <html> <h3 class="section">Fx.Slide Vertical</h3> <a id="slideout" href="#">slideout</a> | <a id="slidein" href="#">slidein</a> | <a id="toggle" href="#"> toggle</a> | <a id="hide" href="#">hide</a> <div id="test"> Lorem ipsum dolor sit amet, consectetur adipisicing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad mi nim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum. </div> Here's the CSS #test { background: #222; color: #fff; padding: 10px; margin: 20px; border: 10px solid pink; } #test2 { background: #222; color: #fff; padding: 10px; margin: 20px; border: 10px solid pink; } Am using the exact same code supplied by Mootools in their own example, if i do this on a blank webpage it works but incorporated into my own webpage, it doesn't, and my own page just have the script tag of the Jquery in the head section of the HTML.

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  • SVG Animation in Python? - Any options other than Things! 0.4?

    - by ThantiK
    I recently gave my daughter some time on the computer, and she really likes a program called 'BabySmash!', and I also have another program that came with a keyboard attachment called 'Laugh, Smile & Learn' from playschool I think. I'm not a python guru by any stretch of the imagination and I kind of have it in my head that I want to create some sort of program in the spirit of these two, with vector animation and sounds. Thing is, it doesn't look like there are many options for vector animation in python. I found a library called Things! 0.4, but it's lacking in-depth documentation and seems to be more of an experiment in vector animation rather than a full blown solution. Are there any options that I'm not immediately finding? What other animation-libraries do you recommend? Even if the library isn't vector-based, ease of use is probably the strongest factor in my use.

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  • jQuery dialog open causes page to continuously lengthen in IE [closed]

    - by Michael
    I made my first dialog and AJAX work in jQuery and finally got everything working great - the dialog has a few buttons, cancel, save, and generate to get a new random string from the server. The problem is when I make the dialog modal (graying out the rest of the window), then in IE the scrollbars appear and sometimes keep moving as the page continuously extends down. This happens whenever the dialog is opened (it's not initially set to open) but not everytime. I can't think of any part of my code that would do this as I don't even have a JS loop anywhere. Googling for this didn't help. It seems like an IE vs jQuery quirk but any ideas?

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  • Exporting 3DS Max animated biped character into Assimp

    - by Doug Kavendek
    I've been having some trouble with MD5 meshes exported from 3DS Max into my C++ program, using Assimp to import the model and its skeletal animation. If the models were rigged manually with bones, the export and animations work perfectly, but if they were rigged as a biped character, the animation hits a "deadly import error" and all the bones appear to get smooshed together into a big pile. This seems like it might just be a limitation of the MD5 exporter (we're currently using the one found here. Our plan is to try out a different MD5 exporter (this one), and if that still has problems, then try switching from MD5 to COLLADA. Our modeler won't be able to make time to try out these other exporters for a few days, so in the meantime I wanted to see if there were any better methods out there for getting biped rigged models from 3DS Max into our app via Assimp. Out of Assimp's supported formats, I need to figure out which will support the following: Skeletal animations Exportable from 3DS Max biped rigged models Failing that, an alternative would be a way to convert a biped character to its corresponding bones before exporting. We did find one script to do that, but it only seems meant as a starting point for modeling -- it doesn't carry over any hierarchy, skinning, or animation -- so it can't be used solely during export.

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  • exporting bind and keyframe bone poses from blender to use in OpenGL

    - by SaldaVonSchwartz
    I'm having a hard time trying to understand how exactly Blender's concept of bone transforms maps to the usual math of skinning (which I'm implementing in an OpenGL-based engine of sorts). Or I'm missing out something in the math.. It's gonna be long, but here's as much background as I can think of. First, a few notes and assumptions: I'm using column-major order and multiply from right to left. So for instance, vertex v transformed by matrix A and then further transformed by matrix B would be: v' = BAv. This also means whenever I export a matrix from blender through python, I export it (in text format) in 4 lines, each representing a column. This is so I can then I can read them back into my engine like this: if (fscanf(fileHandle, "%f %f %f %f", &skeleton.joints[currentJointIndex].inverseBindTransform.m[0], &skeleton.joints[currentJointIndex].inverseBindTransform.m[1], &skeleton.joints[currentJointIndex].inverseBindTransform.m[2], &skeleton.joints[currentJointIndex].inverseBindTransform.m[3])) { if (fscanf(fileHandle, "%f %f %f %f", &skeleton.joints[currentJointIndex].inverseBindTransform.m[4], &skeleton.joints[currentJointIndex].inverseBindTransform.m[5], &skeleton.joints[currentJointIndex].inverseBindTransform.m[6], &skeleton.joints[currentJointIndex].inverseBindTransform.m[7])) { if (fscanf(fileHandle, "%f %f %f %f", &skeleton.joints[currentJointIndex].inverseBindTransform.m[8], &skeleton.joints[currentJointIndex].inverseBindTransform.m[9], &skeleton.joints[currentJointIndex].inverseBindTransform.m[10], &skeleton.joints[currentJointIndex].inverseBindTransform.m[11])) { if (fscanf(fileHandle, "%f %f %f %f", &skeleton.joints[currentJointIndex].inverseBindTransform.m[12], &skeleton.joints[currentJointIndex].inverseBindTransform.m[13], &skeleton.joints[currentJointIndex].inverseBindTransform.m[14], &skeleton.joints[currentJointIndex].inverseBindTransform.m[15])) { I'm simplifying the code I show because otherwise it would make things unnecessarily harder (in the context of my question) to explain / follow. Please refrain from making remarks related to optimizations. This is not final code. Having said that, if I understand correctly, the basic idea of skinning/animation is: I have a a mesh made up of vertices I have the mesh model-world transform W I have my joints, which are really just transforms from each joint's space to its parent's space. I'll call these transforms Bj meaning matrix which takes from joint j's bind pose to joint j-1's bind pose. For each of these, I actually import their inverse to the engine, Bj^-1. I have keyframes each containing a set of current poses Cj for each joint J. These are initially imported to my engine in TQS format but after (S)LERPING them I compose them into Cj matrices which are equivalent to the Bjs (not the Bj^-1 ones) only that for the current spacial configurations of each joint at that frame. Given the above, the "skeletal animation algorithm is" On each frame: check how much time has elpased and compute the resulting current time in the animation, from 0 meaning frame 0 to 1, meaning the end of the animation. (Oh and I'm looping forever so the time is mod(total duration)) for each joint: 1 -calculate its world inverse bind pose, that is Bj_w^-1 = Bj^-1 Bj-1^-1 ... B0^-1 2 -use the current animation time to LERP the componets of the TQS and come up with an interpolated current pose matrix Cj which should transform from the joints current configuration space to world space. Similar to what I did to get the world version of the inverse bind poses, I come up with the joint's world current pose, Cj_w = C0 C1 ... Cj 3 -now that I have world versions of Bj and Cj, I store this joint's world- skinning matrix K_wj = Cj_w Bj_w^-1. The above is roughly implemented like so: - (void)update:(NSTimeInterval)elapsedTime { static double time = 0; time = fmod((time + elapsedTime),1.); uint16_t LERPKeyframeNumber = 60 * time; uint16_t lkeyframeNumber = 0; uint16_t lkeyframeIndex = 0; uint16_t rkeyframeNumber = 0; uint16_t rkeyframeIndex = 0; for (int i = 0; i < aClip.keyframesCount; i++) { uint16_t keyframeNumber = aClip.keyframes[i].number; if (keyframeNumber <= LERPKeyframeNumber) { lkeyframeIndex = i; lkeyframeNumber = keyframeNumber; } else { rkeyframeIndex = i; rkeyframeNumber = keyframeNumber; break; } } double lTime = lkeyframeNumber / 60.; double rTime = rkeyframeNumber / 60.; double blendFactor = (time - lTime) / (rTime - lTime); GLKMatrix4 bindPosePalette[aSkeleton.jointsCount]; GLKMatrix4 currentPosePalette[aSkeleton.jointsCount]; for (int i = 0; i < aSkeleton.jointsCount; i++) { F3DETQSType& lPose = aClip.keyframes[lkeyframeIndex].skeletonPose.jointPoses[i]; F3DETQSType& rPose = aClip.keyframes[rkeyframeIndex].skeletonPose.jointPoses[i]; GLKVector3 LERPTranslation = GLKVector3Lerp(lPose.t, rPose.t, blendFactor); GLKQuaternion SLERPRotation = GLKQuaternionSlerp(lPose.q, rPose.q, blendFactor); GLKVector3 LERPScaling = GLKVector3Lerp(lPose.s, rPose.s, blendFactor); GLKMatrix4 currentTransform = GLKMatrix4MakeWithQuaternion(SLERPRotation); currentTransform = GLKMatrix4Multiply(currentTransform, GLKMatrix4MakeTranslation(LERPTranslation.x, LERPTranslation.y, LERPTranslation.z)); currentTransform = GLKMatrix4Multiply(currentTransform, GLKMatrix4MakeScale(LERPScaling.x, LERPScaling.y, LERPScaling.z)); if (aSkeleton.joints[i].parentIndex == -1) { bindPosePalette[i] = aSkeleton.joints[i].inverseBindTransform; currentPosePalette[i] = currentTransform; } else { bindPosePalette[i] = GLKMatrix4Multiply(aSkeleton.joints[i].inverseBindTransform, bindPosePalette[aSkeleton.joints[i].parentIndex]); currentPosePalette[i] = GLKMatrix4Multiply(currentPosePalette[aSkeleton.joints[i].parentIndex], currentTransform); } aSkeleton.skinningPalette[i] = GLKMatrix4Multiply(currentPosePalette[i], bindPosePalette[i]); } } At this point, I should have my skinning palette. So on each frame in my vertex shader, I do: uniform mat4 modelMatrix; uniform mat4 projectionMatrix; uniform mat3 normalMatrix; uniform mat4 skinningPalette[6]; attribute vec4 position; attribute vec3 normal; attribute vec2 tCoordinates; attribute vec4 jointsWeights; attribute vec4 jointsIndices; varying highp vec2 tCoordinatesVarying; varying highp float lIntensity; void main() { vec3 eyeNormal = normalize(normalMatrix * normal); vec3 lightPosition = vec3(0., 0., 2.); lIntensity = max(0.0, dot(eyeNormal, normalize(lightPosition))); tCoordinatesVarying = tCoordinates; vec4 skinnedVertexPosition = vec4(0.); for (int i = 0; i < 4; i++) { skinnedVertexPosition += jointsWeights[i] * skinningPalette[int(jointsIndices[i])] * position; } gl_Position = projectionMatrix * modelMatrix * skinnedVertexPosition; } The result: The mesh parts that are supposed to animate do animate and follow the expected motion, however, the rotations are messed up in terms of orientations. That is, the mesh is not translated somewhere else or scaled in any way, but the orientations of rotations seem to be off. So a few observations: In the above shader notice I actually did not multiply the vertices by the mesh modelMatrix (the one which would take them to model or world or global space, whichever you prefer, since there is no parent to the mesh itself other than "the world") until after skinning. This is contrary to what I implied in the theory: if my skinning matrix takes vertices from model to joint and back to model space, I'd think the vertices should already be premultiplied by the mesh transform. But if I do so, I just get a black screen. As far as exporting the joints from Blender, my python script exports for each armature bone in bind pose, it's matrix in this way: def DFSJointTraversal(file, skeleton, jointList): for joint in jointList: poseJoint = skeleton.pose.bones[joint.name] jointTransform = poseJoint.matrix.inverted() file.write('Joint ' + joint.name + ' Transform {\n') for col in jointTransform.col: file.write('{:9f} {:9f} {:9f} {:9f}\n'.format(col[0], col[1], col[2], col[3])) DFSJointTraversal(file, skeleton, joint.children) file.write('}\n') And for current / keyframe poses (assuming I'm in the right keyframe): def exportAnimations(filepath): # Only one skeleton per scene objList = [object for object in bpy.context.scene.objects if object.type == 'ARMATURE'] if len(objList) == 0: return elif len(objList) > 1: return #raise exception? dialog box? skeleton = objList[0] jointNames = [bone.name for bone in skeleton.data.bones] for action in bpy.data.actions: # One animation clip per action in Blender, named as the action animationClipFilePath = filepath[0 : filepath.rindex('/') + 1] + action.name + ".aClip" file = open(animationClipFilePath, 'w') file.write('target skeleton: ' + skeleton.name + '\n') file.write('joints count: {:d}'.format(len(jointNames)) + '\n') skeleton.animation_data.action = action keyframeNum = max([len(fcurve.keyframe_points) for fcurve in action.fcurves]) keyframes = [] for fcurve in action.fcurves: for keyframe in fcurve.keyframe_points: keyframes.append(keyframe.co[0]) keyframes = set(keyframes) keyframes = [kf for kf in keyframes] keyframes.sort() file.write('keyframes count: {:d}'.format(len(keyframes)) + '\n') for kfIndex in keyframes: bpy.context.scene.frame_set(kfIndex) file.write('keyframe: {:d}\n'.format(int(kfIndex))) for i in range(0, len(skeleton.data.bones)): file.write('joint: {:d}\n'.format(i)) joint = skeleton.pose.bones[i] jointCurrentPoseTransform = joint.matrix translationV = jointCurrentPoseTransform.to_translation() rotationQ = jointCurrentPoseTransform.to_3x3().to_quaternion() scaleV = jointCurrentPoseTransform.to_scale() file.write('T {:9f} {:9f} {:9f}\n'.format(translationV[0], translationV[1], translationV[2])) file.write('Q {:9f} {:9f} {:9f} {:9f}\n'.format(rotationQ[1], rotationQ[2], rotationQ[3], rotationQ[0])) file.write('S {:9f} {:9f} {:9f}\n'.format(scaleV[0], scaleV[1], scaleV[2])) file.write('\n') file.close() Which I believe follow the theory explained at the beginning of my question. But then I checked out Blender's directX .x exporter for reference.. and what threw me off was that in the .x script they are exporting bind poses like so (transcribed using the same variable names I used so you can compare): if joint.parent: jointTransform = poseJoint.parent.matrix.inverted() else: jointTransform = Matrix() jointTransform *= poseJoint.matrix and exporting current keyframe poses like this: if joint.parent: jointCurrentPoseTransform = joint.parent.matrix.inverted() else: jointCurrentPoseTransform = Matrix() jointCurrentPoseTransform *= joint.matrix why are they using the parent's transform instead of the joint in question's? isn't the join transform assumed to exist in the context of a parent transform since after all it transforms from this joint's space to its parent's? Why are they concatenating in the same order for both bind poses and keyframe poses? If these two are then supposed to be concatenated with each other to cancel out the change of basis? Anyway, any ideas are appreciated.

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  • How to Best Optimize up Model Transforms, Import 3DS Animations Into XNA 4.0?

    - by Jason R. Mick
    Relative beginner to XNA, but trying to build a multi-purpose (3D) game frameworking in XNA 4. Been using the Reed (O'Reilly) and Cawood/McGee (McGraw Hill) guides. My question is multi-faceted and involves how to most efficiently handle models. I'm using 3DS Max 2010 with kw-Xport to ship out my models as .X files. Solved an early problem by using my depth stencil state. My models are now loading properly (yay!) and I have basic bounding working, I just want to optimize transforming models and get animations working as a next step. My questions on models are: 1. Do you have any suggestions for good resources on exporting 3DS animations to XNA? I've seen some resources on how to handle animations in XNA, but most skimp on basic topics of how to convert multi-animation 3DS files. For example how do I take one big long string of keyframed animations (say running, frame 5-20, climbing frames 25-45, etc.) and turned them into named XNA animations. To my understanding every XNA animation has to have a name, but I haven't seen any tutorials on creating a new named animation from a subset of frames. 2. Is it faster to load a model once and animate/transform that base model on the fly @ draw time, or to load multiple models? My game will have multiple enemies, and I've already seen some lagginess in XNA, so II want to make my code efficient... 3. I've heard people on app hub talking about making custom content processors for models-- what is the benefit of this? Does it speed up transforming or animating the models? If so, can you point me towards any good (model-centric) tutorials? (I've built a custom height map content processor to generate terrain, following Cawood's examples, I'm just a bit confused as to how a model content processor would be implemented.)

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  • Need help with implementation of the jQuery LiveUpdate routine

    - by miCRoSCoPiC_eaRthLinG
    Hey all, Has anyone worked with the LiveUpdate function (may be a bit of a misnomer) found on this page? It's not really a live search/update function, but a quick filtering mechanism for a pre-existing list, based on the pattern you enter in a text field. For easier reference, I'm pasting the entire function in here: jQuery.fn.liveUpdate = function(list){ list = jQuery(list); if ( list.length ) { var rows = list.children('li'), cache = rows.map(function(){ return this.innerHTML.toLowerCase(); }); this .keyup(filter).keyup() .parents('form').submit(function(){ return false; }); } return this; function filter(){ var term = jQuery.trim( jQuery(this).val().toLowerCase() ), scores = []; if ( !term ) { rows.show(); } else { rows.hide(); cache.each(function(i){ var score = this.score(term); if (score > 0) { scores.push([score, i]); } }); jQuery.each(scores.sort(function(a, b){return b[0] - a[0];}), function(){ jQuery(rows[ this[1] ]).show(); }); } } }; I have this list, with members as the ID. And a text field with say, qs as ID. I tried binding the function in the following manner: $( '#qs' ).liveUpdate( '#members' ); But when I do this, the function is called only ONCE when the page is loaded (I put in some console.logs in the function) but never after when text is keyed into the text field. I also tried calling the routine from the keyup() function of qs. $( '#qs' ).keyup( function() { $( this ).liveUpdate( '#members' ); }); This ends up going into infinite loops (almost) and halting with "Too much recursion" errors. So can anyone please shed some light on how I am supposed to actually implement this function? Also while you are at it, can someone kindly explain this line to me: var score = this.score(term); What I want to know is where this member method score() is coming from? I didn't find any such method built into JS or jQuery. Thanks for all the help, m^e

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  • apply non-hierarchial transforms to hierarchial skeleton?

    - by user975135
    I use Blender3D, but the answer might not API-exclusive. I have some matrices I need to assign to PoseBones. The resulting pose looks fine when there is no bone hierarchy (parenting) and messed up when there is. I've uploaded an archive with sample blend of the rigged models, text animation importer and a test animation file here: http://www.2shared.com/file/5qUjmnIs/sample_files.html Import the animation by selecting an Armature and running the importer on "sba" file. Do this for both Armatures. This is how I assign the poses in the real (complex) importer: matrix_bases = ... # matrix from file animation_matrix = matrix_basis * pose.bones['mybone'].matrix.copy() pose.bones[bonename].matrix = animation_matrix If I go to edit mode, select all bones and press Alt+P to undo parenting, the Pose looks fine again. The API documentation says the PoseBone.matrix is in "object space", but it seems clear to me from these tests that they are relative to parent bones. Final 4x4 matrix after constraints and drivers are applied (object space) I tried doing something like this: matrix_basis = ... # matrix from file animation_matrix = matrix_basis * (pose.bones['mybone'].matrix.copy() * pose.bones[bonename].bone.parent.matrix_local.copy().inverted()) pose.bones[bonename].matrix = animation_matrix But it looks worse. Experimented with order of operations, no luck with all. For the record, in the old 2.4 API this worked like a charm: matrix_basis = ... # matrix from file animation_matrix = armature.bones['mybone'].matrix['ARMATURESPACE'].copy() * matrix_basis pose.bones[bonename].poseMatrix = animation_matrix pose.update() Link to Blender API ref: http://www.blender.org/documentation/blender_python_api_2_63_17/bpy.types.BlendData.html#bpy.types.BlendData http://www.blender.org/documentation/blender_python_api_2_63_17/bpy.types.PoseBone.html#bpy.types.PoseBone

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  • Loading images in XNA 4.0; "Cannot Open File" Problems

    - by user32623
    Okay, I'm writing a game in C#/XNA 4.0 and am utterly stumped at my current juncture: Sprite animation. I understand how it works and have all the code in place, but my ContentLoader won't open my file... Basically, my directory looks like this: //WindowsGame1 - "Game1.cs" - //Classes - "NPC.cs" - Content Reference - //Images - "Monster.png" Inside my NPC class, I have all the essential drawing functions, i.e. LoadContent, Draw, Update. And I can get the game to find the correct file and attempt to open it, but when it tries, it throws an exception and tells me it can't open the file. This is how my code in my NPC class looks: Texture2D NPCImage; Vector2 NPCPosition; Animation NPCAnimation = new Animation(); public void Initialize() { NPCAnimation.Initialize(NPCPosition, new Vector2(4, 4)); } public void LoadContent(ContentManager Content) { NPCImage = Content.Load<Texture2D>("_InsertImageFilePathHere_"); NPCAnimation.AnimationImage = NPCImage; } The rest of the code is irrelevant at this point because I can't even get the image to load. I think it might have to do with a directory problem, but I also know little to nothing about spriting or working with images or animations in my code. Any help is appreciated. Not sure if I provided enough information here, so let me know if more is needed! Also, what would be the correct way to direct that Content.Load to Monster.png given the current directory situation? Right now I just have it using the full path from the C:// drive. Thanks in advance!

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  • Jquery draggable + toggleClass problem..

    - by vrynxzent
    the problem here is that the toggleClass position top:0px; left:0px will not trigger.. only the width and height and background-color will activate.. it will work if i will not drag the div(draggable).. if i start to drag the element, the toggled class positioning will not effect.. i dont know if there's such a function in jquery to help this.. <html> <head> <title></title> <script type="text/javascript" src="jquery-1.4.2.js"></script> <script type="text/javascript" src="jquery.ui.core.js"></script> <script type="text/javascript" src="jquery.ui.widget.js"></script> <script type="text/javascript" src="jquery.ui.mouse.js"></script> <script type="text/javascript" src="jquery.ui.resizable.js"></script> <script type="text/javascript" src="jquery.ui.draggable.js"></script> <script type="text/javascript"> $(document).ready(function(){ $("#x").draggable().dblclick(function(){ $(this).toggleClass("hi"); }); }); </script> <style> .hello { background:red; width:200px; height:200px; position:relative; top:100px; left:100px; } .hi { background:yellow; position:relative; width:300px; height:300px; top:0px; left:0px; } </style> </head> <body> <div id="x" class="hello"> </div> </body> </html>

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  • Video playback with jQuery Mobile and Phonegap

    - by aritchie
    I'm fairly new to mobile apps, so am trying to knock up a simple video player using Phonegap and jQuery Mobile. The problem is, jQuery mobile appears to be blocking the video playback for some reason. To troubleshoot I stripped it right back to the following HTML, but get the same result, ie a black rectangle where the video should be, but no video playback or controls. <!DOCTYPE html> <html> <head> <meta http-equiv="Content-Type" content="text/html; charset=UTF-8" /> <meta name="viewport" content="width=device-width,initial-scale=1"/> <link rel="stylesheet" type="text/css" href="css/index.css" /> <link rel="stylesheet" href="css/jquery.mobile-1.2.0.min.css" /> <script type="text/javascript" src="cordova-2.2.0.js"></script> <script type="text/javascript" src="js/index.js"></script> <script src="js/jquery-1.8.3.min.js"></script> <script src="js/jquery.mobile-1.2.0.js"></script> <title></title> </head> <body> <div> <video controls autoplay> <source src="video/video1.mp4" type="video/mp4" > </video> </div> </body> </html> If I remove the link to jquery.mobile-1.2.0.js the video shows up and plays, otherwise, just the black rectangle. I don't know jQuery mobile at all, but searching in the js for a reference to the video elements doesn't show up, so I've no idea what is blocking it. The code works fine in Chrome and Firefox. There are no console messages in Xcode. I also tried hooking up to http://debug.phonegap.com/ but this gave no error messages either. Any ideas??

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  • Can jQuery perform a compound select against the top level only? (a.k.a. "How to avoid chaining chil

    - by harpo
    Basically, is there a way to write a.children('.outer').children('.inner') without the intermediate selector? I can't write $('.outer > .inner', a) because I don't want to do full-depth search against a — I know that the .outer elements are immediate children of a. It's partly a matter of "elegance", but partly because I'm trying to avoid "throwaway" element sets. Yes, jQuery may in effect do the same thing, but it has a better chance of optimizing (at least in theory), when it knows the full query's intent.

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  • jQuery - upgrade from version 1.6.x to 1.7

    - by Renso
    Goal: Issues to consider when upgrading from jQuery version 1.6 to 1.7. This is a short list and may help identify the real issues you need to concern yourself with in stead of reading through all the release notesSummary of issues encountered during upgrade:As you prepare for upgrade to jQuery 1.7 from 1.6.x, this is a quick glimpse of all the issues that are relevant, not sure if it covers all but may be all you need to worry about.Use this method only for checking checkboxes and radio buttons:$("input:checked")http://api.jquery.com/checked-selector/This will work regardless of the version of jQuery you are using. Note that $("input).attr("checked") returns true prior to jQuery 1.6. Only retrieve "real" attributes with "attr", in order versions it would also retrieve properties like "tagName", this no longer works with jQuery 1.6.1+Why does $("input").attr("checked") no longer (from version 1.6.1+) return TRUE or FALSE, because if you look at the HTML (as well as W3C spec) it does not contain a true/false, but the value checked="checked", which is what it should have returned in the first place. $("input").prop("checked") works, return true, because there is in fact a DOM property for "checked" with the value being "true" or "false".Furthermore, if you want to upgrade to jQuery 1.7 you should only have to worry about this for most part:1. isNumeric() is new, be careful as the older version jQuery.isNaN() has been deprecated2. jqXHR success and error have been deprecated3. When rendering content with text(), white space issue cross-browsers: http://bugs.jquery.com/ticket/3144Other than the issues above I am not aware of any deprecations you need to worry about.Hope this helps to get everyone up to version 1.7

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  • jQuery 1.5.1 vs 1.4.4 weirdness

    - by zobgib
    I have been getting some weird errors when I upgrade jQuery from 1.4.4 to 1.5.1. Maybe you guys can explain what I need to change or why the new version is not working. In 1.4.4 I have the following code <div class="navlink home" data-link="home"> <span class="top">Home</span> </div> <div id="index-03"> </div> <div class="navlink resume" data-link="resume"> <span class="top">Resume</span> </div> <div id="index-05"> </div> <div id="index-06"> </div> <div class="navlink portfolio" data-link="portfolio"> <span class="bottom">Portfolio</span> </div> JS: $(".navlink").hover( function () { $(this).delay(100).animate({backgroundPosition: "-100% 0"}, 400); $(this).find("span").css("textDecoration","underline"); }, function () { $(this).queue("fx", []); $(this).animate({backgroundPosition: "0% 0%"}, 400); $(this).find("span").css("textDecoration","none"); } ); Which works just fine. but when I switch jQuery versions by changing this line in my header from <script type="text/javascript" src="https://ajax.googleapis.com/ajax/libs/jquery/1.4.4/jquery.min.js"></script> to <script type="text/javascript" src="https://ajax.googleapis.com/ajax/libs/jquery/1.5.1/jquery.min.js"></script> The above code quits animating and the background image just disappears. Here is a jsFiddle that shows what's happening just change the jQuery version on the side between 1.4.4 and 1.5.1 http://jsfiddle.net/fUXZ4/ -- 1.4.4 http://jsfiddle.net/3APCd/ -- 1.5.1 Here is a video of exactly what is happening to me: http://img.zobgib.com/2011-03-07_1905.swf

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  • how to return success message in session variaible using jquery.get() method

    - by I Like PHP
    Hello All, i m using jQuery.get() to delete row from a table from a page main.php. now i want to show success message after deleting row ,that success message should be in session variable($_session['suxesMsg']) how do i set success message on a session variable and show on specific span ? or is there any other method in jQuery that a message appear for 5-10 seconds only and then disappear? Here is my code main.php <?php if($_SESSION['suxesMsg']!='') { ?> <span class="msg"> <?php echo $_SESSION['suxesMsg'];unset($_SESSION['suxesMsg']); } ?> </span> <table border="0" cellpadding="5" cellspacing="0" id="promotionTable"> <tr> <td align="left"><img border='0' src='images/just.gif'/>First Promotion</td> <td align="center" >View Detail</td> <td align="center" id="deleteMe"> <img src='images/delete.png' alt='Delete' width='14' height='14'id="45"/> </td> </tr> <tr> <td align="left"><img border='0' src='images/just.gif'/>First Promotion</td> <td align="center" >View Detail</td> <td align="center" id="deleteMe"> <img src='images/delete.png' alt='Delete' width='14' height='14' id="48"/> </td> </tr> </table> <script type="text/javascript"> jQuery(document).ready(function(){ jQuery('#deleteMe img').click( function() { if(!confirm('Want to delete!')) return; jQuery.get('deleteThis.php', {oid:this.id}); jQuery(this).parent().parent().fadeTo(400, 0, function() { jQuery(this).remove(); }); }); </script> deleteThis.php if(isset($_GET[oid])) { $offerID=$_GET[oid]; $delsql="DELETE FROM some_table WHERE promotion_id=".$offerID; $db->query($delsql); $_SESSION['suxesMsg'] = "Promotion deleted sucessfully."; } Thanks for helping me alwayz

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  • animated swap position of two buttons

    - by Jagat
    I am trying to swap the position of two buttons. my swapping code looks as below. private void exchangeButtons(Button btn1, Button btn2) { // Create the animation set AnimationSet exchangeAnimation = new AnimationSet(true); TranslateAnimation translate = new TranslateAnimation( Animation.RELATIVE_TO_SELF, btn2.getLeft(), Animation.RELATIVE_TO_SELF, btn1.getLeft(), Animation.RELATIVE_TO_SELF, btn2.getRight(), Animation.RELATIVE_TO_SELF, btn1.getRight() ); translate.setDuration(500); exchangeAnimation.addAnimation(translate); // int fromX = btn1.getLeft(); // int fromY = btn1.getRight(); // int toX = btn2.getLeft(); // int toY = btn2.getRight(); Log.d("ArrangeMe", "view1 pos:" + btn1.getLeft() + ", " +btn1.getRight() + "view2 pos:" + btn2.getLeft() + ", " + btn2.getRight()); AnimationSet exchangeAnimation1 = new AnimationSet(true); TranslateAnimation translate1 = new TranslateAnimation( Animation.RELATIVE_TO_SELF, btn1.getLeft(), Animation.RELATIVE_TO_SELF, btn2.getLeft(), Animation.RELATIVE_TO_SELF, btn1.getRight(), Animation.RELATIVE_TO_SELF, btn2.getRight() ); translate1.setDuration(500); exchangeAnimation1.addAnimation(translate1); // EXECUTE btn1.startAnimation(exchangeAnimation); btn2.startAnimation(exchangeAnimation1); } I call the code as below exchangeButtons(button1, button2); my layout looks as below what happens when i execute the code is, instead of the buttons exchanging their positions, they just disappear for sometime[may be 500 ms] and reappear as they were originally. how to resolve this problem ? will it work properly in device ? regards

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  • Rotating an ImageVIew along with its original position in android in below HoneyComb versions

    - by candy
    I am trying rotate an ImageView along with its original location (rotating the image aswell as the view). So that After rotation, when I click on the rotated Image in its current position, it should be able clicked in the rotated location only. For this solution I am trying the following code. However it is rotating is going fine. After the rotation end I need to place the ImageView and Image in the rotated Location to make it able click over there only. But it is not going successfully. I am unable to rotated Image location axis points to place correctly. Can any one please suggest a way to resolve this issue. fyi-It should work on Gingerbread version android-9 aniView1.setOnClickListener(new View.OnClickListener() { @Override public void onClick(View v) { Log.e("", "Clicked on IMAGE VIEW - 1"); } }); RotateAnimation rotate5 = new RotateAnimation(0, 150, Animation.INFINITE, 100, Animation.INFINITE, 250); //rotate5.setFillAfter(true); rotate5.setDuration(2000); rotate5.setInterpolator(new LinearInterpolator()); aniView1.setAnimation(rotate5); rotate5.setAnimationListener(new Animation.AnimationListener() { @Override public void onAnimationStart(Animation animation) { } @Override public void onAnimationRepeat(Animation animation) { } @Override public void onAnimationEnd(Animation animation) { int newTop = (int) (aniView1.getTop() + aniView1.getWidth()); aniView1.layout(aniView1.getLeft()-200, newTop, aniView1.getRight(), aniView1.getBottom() + aniView1.getMeasuredWidth()); // aniView1.setLayoutParams(new // RelativeLayout.LayoutParams(RelativeLayout.LayoutParams.WRAP_CONTENT,RelativeLayout.LayoutParams.WRAP_CONTENT)); } });

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  • Make a WPF circular progress indicator / loading animation

    how to make a WPF circular progress indicator that resembles Silverlights loading animation  read moreBy Michael DetrasDid you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Animation in Silverlight

    In this chapter, you will be learning the fundamental concepts of Animations in Silverlight Application, which includes Animation Types, namespace details, classes, objects used, implementation of different types of animations with XAML and with C# code ...

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  • C# OpenGL problem with animation

    - by user3696303
    there is a program that simulates a small satellite and requires that a rotation animation of the satellite along the three axes. But when you try to write an animation problem during compilation: the program simply closes (shutdown occurs when swapbuffers, mainloop, redisplay), when you write the easiest programs have the same problem arose. Trying to catch exception by try-catch but here is not exception. How to solve this? I suffer with this a few days. Work in c# visual studio 2008 framework namespace WindowsFormsApplication6 { public partial class Form1 : Form { public Form1() { try { InitializeComponent(); AnT1.InitializeContexts(); } catch(Exception) { Glut.glutDisplayFunc(Draw); Glut.glutTimerFunc(50, Timer, 0); Glut.glutMainLoop(); } } void Timer(int Unused) { Glut.glutPostRedisplay(); Glut.glutTimerFunc(50, Timer, 0); } private void AnT1_Load(object sender, EventArgs e) { Glut.glutInit(); Glut.glutInitDisplayMode(Glut.GLUT_RGB | Glut.GLUT_DOUBLE | Glut.GLUT_DEPTH); Gl.glClearColor(255, 255, 255, 1); Gl.glViewport(0, 0, AnT1.Width, AnT1.Height); Gl.glMatrixMode(Gl.GL_PROJECTION); Gl.glLoadIdentity(); Glu.gluPerspective(45, (float)AnT1.Width / (float)AnT1.Height, 0.1, 200); Gl.glMatrixMode(Gl.GL_MODELVIEW); Gl.glLoadIdentity(); Gl.glEnable(Gl.GL_DEPTH_TEST); Gl.glClear(Gl.GL_COLOR_BUFFER_BIT | Gl.GL_DEPTH_BUFFER_BIT); Gl.glPushMatrix(); double xy = 0.2; Gl.glTranslated(xy, 0, 0); xy += 0.2; Draw(); Glut.glutSwapBuffers(); Glut.glutPostRedisplay(); Gl.glPushMatrix(); Draw(); Gl.glPopMatrix(); } void Draw() { Gl.glLoadIdentity(); Gl.glColor3f(0.502f, 0.502f, 0.502f); Gl.glTranslated(-1, 0, -6); Gl.glRotated(95, 1, 0, 0); Glut.glutSolidCylinder(0.7, 2, 60, 60); Gl.glLoadIdentity(); Gl.glColor3f(0, 0, 0); Gl.glTranslated(-1, 0, -6); Gl.glRotated(95, 1, 0, 0); Glut.glutWireCylinder(0.7, 2, 20, 20); } } }

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