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  • Wordpress Contact Form 7 in a hidden div.

    - by Luke
    Hi there, I'm using Contact Form 7 on Wordpress. I have it set up so the upload appears in the 3rd of three divs that hide and show depending on a clicked link. Everything is fine except when I click submit it hides the uploads div and shows the first div again. The form is submitting fine and you see a message that it has sent if you navigate back to the uploads section. Is there any way to keep the div you're in open and keep the rest hidden on submit? This is the code i'm using for hiding and showing. I'm sure it's not perfect but it works. // My Files function basic_myfiles($atts, $content = null) { return '' . $content . ''; } add_shortcode("myfiles", "basic_myfiles"); // Sound Library function basic_soundlib($atts, $content = null) { return '' . $content . ''; } add_shortcode("soundlib", "basic_soundlib"); // Uploads function basic_uploads($atts, $content = null) { return '' . $content . do_shortcode( '[contact-form 4 "Client Upload Form"]' ) . ''; } add_shortcode("uploads", "basic_uploads"); Thanks

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  • validate form view and gridview at the same form

    - by Saeed
    i have formview when with tow required validator and gridview with reqired validator when i click insert on form view it fires the validation on the gridview i want when i click inserton form view just validate the tow validators on the form and doesnt fire the validator on gridview

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  • Show a form from another form

    - by M.H
    Hi,When I want to Display a from (C#) by clicking a button in another form I usually create an object form the form that I want to show and use the show method : Form2 f2 = new Form2(); f2.Show(); or I work with the "Owner" : Form2 tempForm = new Form2(); this.AddOwnedForm(tempForm); tempForm.Show(); the tow ways generate the same results but what is the best and what are the differences between them?

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  • JSF form does not get submitted when form is disabled by JavaScript

    - by Steve
    This is the submit button: <h:commandButton actionListener="#{regBean.findReg}" action="#{regBean.navigate}" value="Search" /> This is the form: <h:form onsubmit="this.disabled=true;busyProcess();return true;"> If the submit button is pressed, the page shows a "busy" icon until request is processed. The problem is, the form is never submitted and the request never reaches the backend. However, if I instead take out the "disabled" call like so: <h:form onsubmit="busyProcess();return true;"> Then everything works. Any ideas?

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  • Disable redirect in fb:request-form Send/Cancel button

    - by Colossal Paul
    How do I disable the redirect in Facebook's invite form? <fb:serverfbml style="width: 600px; height: 650px;"> <script type="text/fbml"> <fb:request-form action="index.php" method="POST" invite="true" type="MyApp" content="Please have a look. <fb:req-choice url='http://apps.facebook.com/myapp/' label='View Now!' />"> <div class="clearfix" style="padding-bottom: 10px;"> <fb:multi-friend-selector condensed="true" style="width: 600px;" /> </div> <fb:request-form-submit /> </fb:request-form> After selecting friends, you will see the final Send Invite dialog with your template. After you click send or cancel, how do i disable the redirect by just closing the the dialog? Thanks.

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  • Render To Texture Using OpenGL is not working but normal rendering works just fine

    - by Franky Rivera
    things I initialize at the beginning of the program I realize not all of these pertain to my issue I just copy and pasted what I had //overall initialized //things openGL related I initialize earlier on in the project glClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); glClearDepth( 1.0f ); glEnable(GL_ALPHA_TEST); glEnable( GL_STENCIL_TEST ); glEnable(GL_DEPTH_TEST); glDepthFunc( GL_LEQUAL ); glEnable(GL_CULL_FACE); glFrontFace( GL_CCW ); glEnable(GL_COLOR_MATERIAL); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ); //we also initialize our shader programs //(i added some shader program functions for definitions) //this enum list is else where in code //i figured it would help show you guys more about my //shader compile creation function right under this enum list VVVVVV /*enum eSHADER_ATTRIB_LOCATION { VERTEX_ATTRIB = 0, NORMAL_ATTRIB = 2, COLOR_ATTRIB, COLOR2_ATTRIB, FOG_COORD, TEXTURE_COORD_ATTRIB0 = 8, TEXTURE_COORD_ATTRIB1, TEXTURE_COORD_ATTRIB2, TEXTURE_COORD_ATTRIB3, TEXTURE_COORD_ATTRIB4, TEXTURE_COORD_ATTRIB5, TEXTURE_COORD_ATTRIB6, TEXTURE_COORD_ATTRIB7 }; */ //if we fail making our shader leave if( !testShader.CreateShader( "SimpleShader.vp", "SimpleShader.fp", 3, VERTEX_ATTRIB, "vVertexPos", NORMAL_ATTRIB, "vNormal", TEXTURE_COORD_ATTRIB0, "vTexCoord" ) ) return false; if( !testScreenShader.CreateShader( "ScreenShader.vp", "ScreenShader.fp", 3, VERTEX_ATTRIB, "vVertexPos", NORMAL_ATTRIB, "vNormal", TEXTURE_COORD_ATTRIB0, "vTexCoord" ) ) return false; SHADER PROGRAM FUNCTIONS bool CShaderProgram::CreateShader( const char* szVertexShaderName, const char* szFragmentShaderName, ... ) { //here are our handles for the openGL shaders int iGLVertexShaderHandle = -1, iGLFragmentShaderHandle = -1; //get our shader data char *vData = 0, *fData = 0; int vLength = 0, fLength = 0; LoadShaderFile( szVertexShaderName, &vData, &vLength ); LoadShaderFile( szFragmentShaderName, &fData, &fLength ); //data if( !vData ) return false; //data if( !fData ) { delete[] vData; return false; } //create both our shader objects iGLVertexShaderHandle = glCreateShader( GL_VERTEX_SHADER ); iGLFragmentShaderHandle = glCreateShader( GL_FRAGMENT_SHADER ); //well we got this far so we have dynamic data to clean up //load vertex shader glShaderSource( iGLVertexShaderHandle, 1, (const char**)(&vData), &vLength ); //load fragment shader glShaderSource( iGLFragmentShaderHandle, 1, (const char**)(&fData), &fLength ); //we are done with our data delete it delete[] vData; delete[] fData; //compile them both glCompileShader( iGLVertexShaderHandle ); //get shader status int iShaderOk; glGetShaderiv( iGLVertexShaderHandle, GL_COMPILE_STATUS, &iShaderOk ); if( iShaderOk == GL_FALSE ) { char* buffer; //get what happend with our shader glGetShaderiv( iGLVertexShaderHandle, GL_INFO_LOG_LENGTH, &iShaderOk ); buffer = new char[iShaderOk]; glGetShaderInfoLog( iGLVertexShaderHandle, iShaderOk, NULL, buffer ); //sprintf_s( buffer, "Failure Our Object For %s was not created", szFileName ); MessageBoxA( NULL, buffer, szVertexShaderName, MB_OK ); //delete our dynamic data free( buffer ); glDeleteShader(iGLVertexShaderHandle); return false; } glCompileShader( iGLFragmentShaderHandle ); //get shader status glGetShaderiv( iGLFragmentShaderHandle, GL_COMPILE_STATUS, &iShaderOk ); if( iShaderOk == GL_FALSE ) { char* buffer; //get what happend with our shader glGetShaderiv( iGLFragmentShaderHandle, GL_INFO_LOG_LENGTH, &iShaderOk ); buffer = new char[iShaderOk]; glGetShaderInfoLog( iGLFragmentShaderHandle, iShaderOk, NULL, buffer ); //sprintf_s( buffer, "Failure Our Object For %s was not created", szFileName ); MessageBoxA( NULL, buffer, szFragmentShaderName, MB_OK ); //delete our dynamic data free( buffer ); glDeleteShader(iGLFragmentShaderHandle); return false; } //lets check to see if the fragment shader compiled int iCompiled = 0; glGetShaderiv( iGLVertexShaderHandle, GL_COMPILE_STATUS, &iCompiled ); if( !iCompiled ) { //this shader did not compile leave return false; } //lets check to see if the fragment shader compiled glGetShaderiv( iGLFragmentShaderHandle, GL_COMPILE_STATUS, &iCompiled ); if( !iCompiled ) { char* buffer; //get what happend with our shader glGetShaderiv( iGLFragmentShaderHandle, GL_INFO_LOG_LENGTH, &iShaderOk ); buffer = new char[iShaderOk]; glGetShaderInfoLog( iGLFragmentShaderHandle, iShaderOk, NULL, buffer ); //sprintf_s( buffer, "Failure Our Object For %s was not created", szFileName ); MessageBoxA( NULL, buffer, szFragmentShaderName, MB_OK ); //delete our dynamic data free( buffer ); glDeleteShader(iGLFragmentShaderHandle); return false; } //make our new shader program m_iShaderProgramHandle = glCreateProgram(); glAttachShader( m_iShaderProgramHandle, iGLVertexShaderHandle ); glAttachShader( m_iShaderProgramHandle, iGLFragmentShaderHandle ); glLinkProgram( m_iShaderProgramHandle ); int iLinked = 0; glGetProgramiv( m_iShaderProgramHandle, GL_LINK_STATUS, &iLinked ); if( !iLinked ) { //we didn't link return false; } //NOW LETS CREATE ALL OUR HANDLES TO OUR PROPER LIKING //start from this parameter va_list parseList; va_start( parseList, szFragmentShaderName ); //read in number of variables if any unsigned uiNum = 0; uiNum = va_arg( parseList, unsigned ); //for loop through our attribute pairs int enumType = 0; for( unsigned x = 0; x < uiNum; ++x ) { //specify our attribute locations enumType = va_arg( parseList, int ); char* name = va_arg( parseList, char* ); glBindAttribLocation( m_iShaderProgramHandle, enumType, name ); } //end our list parsing va_end( parseList ); //relink specify //we have custom specified our attribute locations glLinkProgram( m_iShaderProgramHandle ); //fill our handles InitializeHandles( ); //everything went great return true; } void CShaderProgram::InitializeHandles( void ) { m_uihMVP = glGetUniformLocation( m_iShaderProgramHandle, "mMVP" ); m_uihWorld = glGetUniformLocation( m_iShaderProgramHandle, "mWorld" ); m_uihView = glGetUniformLocation( m_iShaderProgramHandle, "mView" ); m_uihProjection = glGetUniformLocation( m_iShaderProgramHandle, "mProjection" ); ///////////////////////////////////////////////////////////////////////////////// //texture handles m_uihDiffuseMap = glGetUniformLocation( m_iShaderProgramHandle, "diffuseMap" ); if( m_uihDiffuseMap != -1 ) { //store what texture index this handle will be in the shader glUniform1i( m_uihDiffuseMap, RM_DIFFUSE+GL_TEXTURE0 ); (0)+ } m_uihNormalMap = glGetUniformLocation( m_iShaderProgramHandle, "normalMap" ); if( m_uihNormalMap != -1 ) { //store what texture index this handle will be in the shader glUniform1i( m_uihNormalMap, RM_NORMAL+GL_TEXTURE0 ); (1)+ } } void CShaderProgram::SetDiffuseMap( const unsigned& uihDiffuseMap ) { (0)+ glActiveTexture( RM_DIFFUSE+GL_TEXTURE0 ); glBindTexture( GL_TEXTURE_2D, uihDiffuseMap ); } void CShaderProgram::SetNormalMap( const unsigned& uihNormalMap ) { (1)+ glActiveTexture( RM_NORMAL+GL_TEXTURE0 ); glBindTexture( GL_TEXTURE_2D, uihNormalMap ); } //MY 2 TEST SHADERS also my math order is correct it pertains to my matrix ordering in my math library once again i've tested the basic rendering. rendering to the screen works fine ----------------------------------------SIMPLE SHADER------------------------------------- //vertex shader looks like this #version 330 in vec3 vVertexPos; in vec3 vNormal; in vec2 vTexCoord; uniform mat4 mWorld; // Model Matrix uniform mat4 mView; // Camera View Matrix uniform mat4 mProjection;// Camera Projection Matrix out vec2 vTexCoordVary; // Texture coord to the fragment program out vec3 vNormalColor; void main( void ) { //pass the texture coordinate vTexCoordVary = vTexCoord; vNormalColor = vNormal; //calculate our model view projection matrix mat4 mMVP = (( mWorld * mView ) * mProjection ); //result our position gl_Position = vec4( vVertexPos, 1 ) * mMVP; } //fragment shader looks like this #version 330 in vec2 vTexCoordVary; in vec3 vNormalColor; uniform sampler2D diffuseMap; uniform sampler2D normalMap; out vec4 fragColor[2]; void main( void ) { //CORRECT fragColor[0] = texture( normalMap, vTexCoordVary ); fragColor[1] = vec4( vNormalColor, 1.0 ); }; ----------------------------------------SCREEN SHADER------------------------------------- //vertext shader looks like this #version 330 in vec3 vVertexPos; // This is the position of the vertex coming in in vec2 vTexCoord; // This is the texture coordinate.... out vec2 vTexCoordVary; // Texture coord to the fragment program void main( void ) { vTexCoordVary = vTexCoord; //set our position gl_Position = vec4( vVertexPos.xyz, 1.0f ); } //fragment shader looks like this #version 330 in vec2 vTexCoordVary; // Incoming "varying" texture coordinate uniform sampler2D diffuseMap;//the tile detail texture uniform sampler2D normalMap; //the normal map from earlier out vec4 vTheColorOfThePixel; void main( void ) { //CORRECT vTheColorOfThePixel = texture( normalMap, vTexCoordVary ); }; .Class RenderTarget Main Functions //here is my render targets create function bool CRenderTarget::Create( const unsigned uiNumTextures, unsigned uiWidth, unsigned uiHeight, int iInternalFormat, bool bDepthWanted ) { if( uiNumTextures <= 0 ) return false; //generate our variables glGenFramebuffers(1, &m_uifboHandle); // Initialize FBO glBindFramebuffer(GL_FRAMEBUFFER, m_uifboHandle); m_uiNumTextures = uiNumTextures; if( bDepthWanted ) m_uiNumTextures += 1; m_uiTextureHandle = new unsigned int[uiNumTextures]; glGenTextures( uiNumTextures, m_uiTextureHandle ); for( unsigned x = 0; x < uiNumTextures-1; ++x ) { glBindTexture( GL_TEXTURE_2D, m_uiTextureHandle[x]); // Reserve space for our 2D render target glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexImage2D(GL_TEXTURE_2D, 0, iInternalFormat, uiWidth, uiHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL); glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + x, GL_TEXTURE_2D, m_uiTextureHandle[x], 0); } //if we need one for depth testing if( bDepthWanted ) { glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_uiTextureHandle[uiNumTextures-1], 0); glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, m_uiTextureHandle[uiNumTextures-1], 0);*/ // Must attach texture to framebuffer. Has Stencil and depth glBindRenderbuffer(GL_RENDERBUFFER, m_uiTextureHandle[uiNumTextures-1]); glRenderbufferStorage(GL_RENDERBUFFER, /*GL_DEPTH_STENCIL*/GL_DEPTH24_STENCIL8, TEXTURE_WIDTH, TEXTURE_HEIGHT ); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_uiTextureHandle[uiNumTextures-1]); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, m_uiTextureHandle[uiNumTextures-1]); } glBindFramebuffer(GL_FRAMEBUFFER, 0); //everything went fine return true; } void CRenderTarget::Bind( const int& iTargetAttachmentLoc, const unsigned& uiWhichTexture, const bool bBindFrameBuffer ) { if( bBindFrameBuffer ) glBindFramebuffer( GL_FRAMEBUFFER, m_uifboHandle ); if( uiWhichTexture < m_uiNumTextures ) glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + iTargetAttachmentLoc, m_uiTextureHandle[uiWhichTexture], 0); } void CRenderTarget::UnBind( void ) { //default our binding glBindFramebuffer( GL_FRAMEBUFFER, 0 ); } //this is all in a test project so here's my straight forward rendering function for testing this render function does basic rendering steps keep in mind i have already tested my textures i have already tested my box thats being rendered all basic rendering works fine its just when i try to render to a texture then display it in a render surface that it does not work. Also I have tested my render surface it is bound exactly to the screen coordinate space void TestRenderSteps( void ) { //Clear the color and the depth glClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); //bind the shader program glUseProgram( testShader.m_iShaderProgramHandle ); //1) grab the vertex buffer related to our rendering glBindBuffer( GL_ARRAY_BUFFER, CVertexBufferManager::GetInstance()->GetPositionNormalTexBuffer().GetBufferHandle() ); //2) how our stream will be split here ( 4 bytes position, ..ext ) CVertexBufferManager::GetInstance()->GetPositionNormalTexBuffer().MapVertexStride(); //3) set the index buffer if needed glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, CIndexBuffer::GetInstance()->GetBufferHandle() ); //send the needed information into the shader testShader.SetWorldMatrix( boxPosition ); testShader.SetViewMatrix( Static_Camera.GetView( ) ); testShader.SetProjectionMatrix( Static_Camera.GetProjection( ) ); testShader.SetDiffuseMap( iTextureID ); testShader.SetNormalMap( iTextureID2 ); GLenum buffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 }; glDrawBuffers(2, buffers); //bind to our render target //RM_DIFFUSE, RM_NORMAL are enums (0 && 1) renderTarget.Bind( RM_DIFFUSE, 1, true ); renderTarget.Bind( RM_NORMAL, 1, false); //false because buffer is already bound //i clear here just to clear the texture to make it a default value of white //by doing this i can see if what im rendering to my screen is just drawing to the screen //or if its my render target defaulted glClearColor( 1.0f, 1.0f, 1.0f, 1.0f ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); //i have this box object which i draw testBox.Draw(); //the draw call looks like this //my normal rendering works just fine so i know this draw is fine // glDrawElementsBaseVertex( m_sides[x].GetPrimitiveType(), // m_sides[x].GetPrimitiveCount() * 3, // GL_UNSIGNED_INT, // BUFFER_OFFSET(sizeof(unsigned int) * m_sides[x].GetStartIndex()), // m_sides[x].GetStartVertex( ) ); //we unbind the target back to default renderTarget.UnBind(); //i stop mapping my vertex format CVertexBufferManager::GetInstance()->GetPositionNormalTexBuffer().UnMapVertexStride(); //i go back to default in using no shader program glUseProgram( 0 ); //now that everything is drawn to the textures //lets draw our screen surface and pass it our 2 filled out textures //NOW RENDER THE TEXTURES WE COLLECTED TO THE SCREEN QUAD //bind the shader program glUseProgram( testScreenShader.m_iShaderProgramHandle ); //1) grab the vertex buffer related to our rendering glBindBuffer( GL_ARRAY_BUFFER, CVertexBufferManager::GetInstance()->GetPositionTexBuffer().GetBufferHandle() ); //2) how our stream will be split here CVertexBufferManager::GetInstance()->GetPositionTexBuffer().MapVertexStride(); //3) set the index buffer if needed glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, CIndexBuffer::GetInstance()->GetBufferHandle() ); //pass our 2 filled out textures (in the shader im just using the diffuse //i wanted to see if i was rendering anything before i started getting into other techniques testScreenShader.SetDiffuseMap( renderTarget.GetTextureHandle(0) ); //SetDiffuseMap definitions in shader program class testScreenShader.SetNormalMap( renderTarget.GetTextureHandle(1) ); //SetNormalMap definitions in shader program class //DO the draw call drawing our screen rectangle glDrawElementsBaseVertex( m_ScreenRect.GetPrimitiveType(), m_ScreenRect.GetPrimitiveCount() * 3, GL_UNSIGNED_INT, BUFFER_OFFSET(sizeof(unsigned int) * m_ScreenRect.GetStartIndex()), m_ScreenRect.GetStartVertex( ) );*/ //unbind our vertex mapping CVertexBufferManager::GetInstance()->GetPositionTexBuffer().UnMapVertexStride(); //default to no shader program glUseProgram( 0 ); } Last words: 1) I can render my box just fine 2) i can render my screen rect just fine 3) I cannot render my box into a texture then display it into my screen rect 4) This entire project is just a test project I made to test different rendering practices. So excuse any "ugly-ish" unclean code. This was made just on a fly run through when I was trying new test cases.

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  • Complex shading using one single (small) texture

    - by teodron
    Recently I stumbled upon a demo reel in UDK about how one can attain beautiful results using just one (rather tiny) texture that's being sent to the shader pipeline. The famous link is this one. Basically, the author states that they've used just one texture and give a snapshot of the technique here. I see that every RGBA channel contains different grayscale information.. and that info could be used to inside a shader to obtain a colour blended output. The problem is that the reel displays a fairly complex scene. To top that, the author even makes use of a normal map. How did they manage to fit a normal map in an already cluttered texture? It makes sense to have a half-space normal map by using only RG from an RGB texture, but what about the rest of the information? Since it was proven to be possible, could someone please explain how it was done (the big picture, not the dirty details!)!? Here's the texture being used. Click to see in full size.

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  • Not use CSS definitions for one <FORM>

    - by Svisstack
    I have template from themeforest and i dont want edit css from this template, because i don't have time for it. But i want integrate paypal buttons to my webpage, problem is paypal button use tag for selection payment option. I have overloaded style for tag and this not look like should. How to not use CSS for this element. I dont want use and if i don't must then i dont want edit this CSS;-) This css look wired, i must edit her to solve this problem? What is best solution for this? /*//// - Forms - ////*/ form { margin-bottom:20px; } body.ie7 form, body.ie8 { margin-bottom:40px; } form p { margin-bottom:15px; } form label { float:left; width:140px; margin-top:5px; } form input, form textarea, form select { padding:10px 5px; background:#fff url(../img/bg-input.gif) repeat-x top; border:1px solid #D9D9D9; width:448px; border-radius:3px; -moz-border-radius:3px; -webkit-border-radius:3px; } form input.small { width:35px; } html, body, div, span, object, iframe, h1, h2, h3, h4, h5, h6, p, blockquote, pre, abbr, address, cite, code, del, dfn, em, img, ins, kbd, q, samp, small, strong, sub, sup, var, b, i, dl, dt, dd, ol, ul, li, fieldset, form, label, legend, table, caption, tbody, tfoot, thead, tr, th, td, article, aside, figure, footer, header, hgroup, menu, nav, section, menu, time, mark, audio, video { margin:0; padding:0; border:0; outline:0; font-size:100%; vertical-align:baseline; background:transparent; } Can anyone help me?

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  • How to Implement Complex Form Data?

    - by SoulBeaver
    I'm supposed to implement a relatively complex form that looks like follows, but has at least four more pages requiring the user to fill in all necessary information for the tracks: This data will need to be sent to the server, which is implemented using Dropwizard. I'm looking for best practices on how to upload and send such a complex form with potentially dozens of songs to the server. The simplest available solution I have seen is a simple multipart/form-data request with the following form schema (Source): Client <html> <body> <h1>File Upload with Jersey</h1> <form action="rest/file/upload" method="post" enctype="multipart/form-data"> <p> Select a file : <input type="file" name="file" size="45" /> </p> <input type="submit" value="Upload It" /> </form> </body> </html> Server @POST @Path("/upload") @Consumes(MediaType.MULTIPART_FORM_DATA) public Response uploadTrack(final FormDataMultiPart multiPart) { List<FormDataBodyPart> artists = multiPart.getFields("artist"); StringBuffer output = new StringBuffer(); for (FormDataBodyPart artist : artists) output.append(artist.getValueAs(String.class)); List<FormDataBodyPart> tracks = multiPart.getFields("track"); for (FormDataBodyPart track : tracks) writeToFile(track.getValueAs(InputStream.class), "Foo"); return Response.status(200).entity(output.toString()).build(); } Then I have also read about file uploads via Ajax or Formdata (Mozilla HttpRequest) which allows for Posts in the formats application/x-www-form-urlencoded, multipart/form-data, or text/plain. I don't know which approach, if any, is best. An ideal solution would be to utilize Jackson to convert a json string into my data objects, but I don't get the impression that this is possible with binary data.

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  • jquery, changing form action

    - by Jason
    i cannot seem to find the answer to this. i uploaded code to pastebin (so wouldnt clutter up the post): http://pastebin.com/BhnNTnJM but the action only changes for the delete form (id=form-horse-delete) and not the other 2 forms located on the page. i am at my wits end trying to figure out why it doesn't work for the 2 forms, yet will work for the 1 form. in IE, if i try and change the action of the 2 forms, it gives a javascript error. but if i take out the change, it works fine with no javascript error.

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  • jQuery fadeIn fails with jqQuery form-plugin

    - by VoodooBurger
    I have a message that I want to fadeIn when a form is successfully send. I'm using the jQuery form plugin and the code: $(document).ready(function() { var options = { target: '#output', beforeSubmit: validate, resetForm: true }; $('#holdform').ajaxForm(options); }); The validate function works perfectly so i added this code before it returns true: (...) $('#output').fadeIn('slow'); return true; } This should fadeIn the div I have underneath the form, styled as display: none;. But what happens is that the div fades in and then disappears. Does anyone have an explanation and possibly a solution to fix it? Thank you in advance! The code can be seen in it error-action here: http://gadebold.dk/events/tilmeld/

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  • Secure ajax form POST

    - by user194630
    I was wondering how to develop a secure form post through AJAX. For example, i have: My HTML form. My JavaScript handling the submit. The submit url is "post_data.php" The posted data is: id=8&name=Denis The PHP verifies if variables id and name are POSTED and their data type. If this is ok it proceed to do some stuff on a database. My question is, how can i prevent someone from creating his own html form, outside my web site, or whatever, and posting false data to my PHP script? Imagine that data realy exists on my database, this could be bad. Thanks

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  • Advice needed- aweber form submission using curl?

    - by i need help
    Advice needed for backend form submission to aweber and get response. Scenario When customer signup at my form, I will 1. insert the customer details into my own database, 2. send them a welcome email from my system, 3. at the same time I want the email to be added into aweber (this should run in the background, so that customer no need to fill in details for second time) If I use the php curl call alone, is it a good solution? I want to submit form value to aweber, so that aweber add the new email into their system, and then response to my backend script? I have seen many versions outside, which may include: http://scripts.incutio.com/httpclient/ http://freshmeat.net/projects/curl_http_client/ http://snoopy.sourceforge.net/ Are they having any special benefit over the normal php curl call to pass in data?

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  • Non modal "status" form

    - by David Jenings
    At the beginning of a section of C# code that could take several seconds to complete, I'd like to display a non modal form with a label that just says, "Please wait..." WaitForm myWaitForm = null; try { // if conditions suggest process will take awhile myWaitForm = new WaitForm(); myWaitForm.Show(); // do stuff } finally { if (myWaitForm != null) { myWaitForm.Hide(); myWaitForm.Dispose(); myWaitForm = null; } } The problem: the WaitForm doesn't completely display before the rest of the code ties up the thread. So I only see the frame of the form. In Delphi (my old stomping ground) I would call Application.ProcessMessages after the Show() Is there an equivalent in C#? Is there a canned "status" form that I can use in situations like this? Is there a better way to approach this? Thanks in advance. David Jennings

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  • Intergration of checkout badges into an order form

    - by Reno
    Hi Does anyone know how to integrate several checkout badges into an order form? It might sound obvious to all (or most) but within the html wouldn't the form tag have an action to just one of the online merchants and not all? For example? I would like to have a basic order form which collects a users name, email, uploaded files, project details, and a few packages to choose from. Once they have selected the package most appropriate to them? They would be given a total cost and asked to pay via Paypal, Google Checkout OR Moneybookers. Can anyone help me out on this? Or point me in the direction where I can obtain further knowledge? Thanks in advance. Reno

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  • Delphi - How to register a custom form...

    - by durumdara
    Hi! D6 Prof. Because of Z-Order problem I created a new form. I want to register this custom form in Delphi, to I can use it as normal form, and to I can replace my forms with this - to avoid Z-Order problems. But I don't know, how to do it. I created the class, but how to register? How to force Delphi to show it under "New..." menu? Thanks for your help: dd

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  • [Java] Form data transition into entity beans to persist them by the server side ORM

    - by cscsaba242
    Hello guys, Is there any good explanation or tutorial which describes the common way how can we create entity beans from the received data of the form ? The main reason of my question the treating the received ids (e.g id of country,city and so forth) which is the way from the id to entity ? Example: ................Client side form username:String countryid:Integer (could be a drop down) ................Server side entities public class UserBean { String username; CountryBean Country; } public class CountryBean { String cityname; Integer id; } ............................................ Maybe the question is dependent of the used technology, but I guess there is a very common way. I would like to comprehend the conventional approach of this problem. (For the sake of the completeness I would like to save the form data (received by Stripes) by JPA) Thanks advance. cscsaba242

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  • JQuery - Form Submission

    - by user70192
    Hello, I have a web page that has a DIV and an IFRAME. When a user clicks a button in my DIV, I need to submit the web form that is hosted in my IFRAME. Both pages are hosted on the same server in the same directory. My code that attempts to submit the web form looks like this: $("#myIFrame").contents().find("form").submit(); When this code is called, I receive an error in IE that says: "Internet Explorer cannot display the webpage" In FireFox when I execute the code, I receive an error that says: "The connection was reset" In FireFox when I look at the error console I see: "Error: Permission denied for http://localhost:2995 to get property HTMLDocument.nodeType from ." What am I doing wrong?

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  • ASP.NET MVC 2 form submit route issue

    - by Tomaszewski
    Hi, i'm having this issue, in ASP.NET MVC 2 where I'm adding a drop down list on the master page and filling it with data from an abstract master controller. When an option is selected an submit button clicked, it reroutes you to a new page. so lets say the page lives on http://domain.com/landingPage i'm on: http://domain.com/landingPage i select option and submit takes me to http://domain.com/landingPage/Projects/FramedPage i select again and now the post tries to go to: http://domain.com/landingPage/Projects/landingPage/Projects/FramedPage because of the action="" i have set on the form tag. Any ideas on how to go about this? MasterPage: <form method="get" action="landingPage/Projects/FramedPage"> <%= Html.DropDownList("navigationList")%> <input id="navSubmitBtn" class="btnBlue" type="submit" value="Take Me There" /> </form> Projects Controller public ActionResult FramedPage(string navigationList) { ViewData["navLink"] = navigationList; return View(); } The problem i am having is that if I am ON that page

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  • python appengine form-posted utf8 file issue

    - by khany
    hi, i am trying to form-post a sql file that consists on many INSERTS, eg. INSERT INTO `TABLE` VALUES ('abcdé', 2759); then i use re.search to parse it and extract the fields to put into my own datastore. The problem is that, although the file contains accented characters (see the e is a é), once uploaded it loses it and either errors or stores a bytestring representation of it. Heres what i am currently using (and I have tried loads of alternatives): form = cgi.FieldStorage() uFile = form['sql'] uSql = uFile.file.read() lineX = uSql.split("\n") # to get each line and so on. has anyone got a robust way of making this work? remember i am on appengine so access to some libraries is restricted/forbidden

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  • html-login form not working

    - by codymanix
    I have a child page LoginContent.aspx which contains a login form. If the user logs in he should be redirected to my Welcome.aspx page. But if I press the login button the page just reloads itself, nothing happens. The codebehind on this page is empty. Both LoginContent.aspx and Welcome.aspx are child forms of the same master page. <form method="post" action="~/Welcome.aspx"> Username: <input type="text" name="username" size="15" /><br /> Password: <input type="password" name="passwort" size="15" /><br /> <input type="submit" value="Login"/></p> </form> I know I could use the asp.net login control but I want more control over things.

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  • Infopath form publishing and root content type ?

    - by Steve B
    Hi, I have several infopath 2010 form template that I want to publish to a form library in SharePoint 2010 Server with enterprise CaL. All of this forms have a common part (a template part actually). Is it possible to define a common "parent" content type of this forms ? In fact, I want : Form content type (SP OOB) My root form content type, with standard columns "requester", "process name", etc. Form 1 Form 2 etc. other unrelated form 1 other unrelated form 2 Instead of the standard behavior : Form content type (SP OOB) Form 1 Form 2 other unrelated form 1 other unrelated form 2 etc. Behind this question I want to be able to create a dashboard of all form request using a content query web, by simply specifying the content type ... One last word: the idea is to allow a customer (assuming its knowledge is limited to IP 2010 basic form design). So I can't accept answers like "extract files, use a text editor and hack the xsf file"... thx in advance

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  • How to direct people to fill out a form

    - by Solmead
    What is the best way to get people to fill out a form correctly? For instance I originally had a "Name" field on a form and I want 1 person per form. People filled it out like this: "Mark & Becky Newsman". So I broke it into 2 fields, "First Name" and "Last Name", And people are still filling it out wrong, like "First Name" = "Mark & Becky", "Last Name" = "Newsman". Are there any recommendations on how better to get people to understand that only one person's name should go there? I currently have it on two lines, would it work better to put both fields on one line? If this is on the wrong site go ahead and move it to the correct site.

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  • need some tips on Drupal $form value

    - by bert
    I got dpm($form) working. Nice! This is much better way to view data. I am still trying to figure out where stuff is coming from eg: location longitude & latitude. The word 'longitude' is referenced in 20 different places. I thought this was a likely place to isolate text box for this input field. dpm($form['#field_info']['field_store_latitude']['location_settings']['form']['fields']); Any tips on how to track down individual input elements?

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  • Problem in form submit through javascript

    - by Durga Dutt
    I am submitting form via javascript by using 'document.FormName.submit()' . But this is giving me error of 'submit is not a function'. I m using IE8 <script typr="text/javascript"> function submitForm() { document.theForm.submit() } </script> <body> <form name="theForm" method="post"> <input type="text" name= "name"> <input type="button" name="submit" value="submit" onclick="submitForm()"> </form> </body> Please help me ?

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