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  • Pause and Resume and get the value of a countdown timer by savedInstanceState [closed]

    - by Catherine grace Balauro
    I have developed a countdown timer and I am not sure how to pause and resume the timer as the TextView for the timer is being clicked. Click to start then click again to pause and to resume, click again the timer's text view. This is my code: Timer = (TextView)this.findViewById(R.id.time); //TIMER Timer.setOnClickListener(TimerClickListener); counter = new MyCount(600000, 1000); }//end of create private OnClickListener TimerClickListener = new OnClickListener() { public void onClick(View v) { updateTimeTask(); } private void updateTimeTask() { if (decision==0){ counter.start(); decision=1;} else if(decision==2){ counter.onResume1(); decision=1; } else{ counter.onPause1(); decision=2; }//end if }; }; class MyCount extends CountDownTimer { public MyCount(long millisInFuture, long countDownInterval) { super(millisInFuture, countDownInterval); }//MyCount public void onResume1(){ onResume(); } public void onPause1() { onPause();} public void onFinish() { Timer.setText("00:00"); p1++; if (p1<=4){ TextView PScore = (TextView) findViewById(R.id.pscore); PScore.setText(p1 + ""); }//end if }//finish public void onTick(long millisUntilFinished) { Integer milisec = new Integer(new Double(millisUntilFinished).intValue()); Integer cd_secs = milisec / 1000; Integer minutes = (cd_secs % 3600) / 60; Integer seconds = (cd_secs % 3600) % 60; Timer.setText(String.format("%02d", minutes) + ":" + String.format("%02d", seconds)); //long timeLeft = millisUntilFinished / 1000; }//on tick }//class MyCount protected void onResume() { super.onResume(); //handler.removeCallbacks(updateTimeTask); //handler.postDelayed(updateTimeTask, 1000); }//onResume @Override protected void onPause() { super.onPause(); //do stuff }//onPause I am only beginner in android programming and I don't know how to get the value of the countdown timer using savedInstanceState. How do I do this?

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  • running adb via wifi on ubuntu 13.04

    - by Blaze Tama
    First, im new on linux so please bear with me. I have a rooted android phone and i was able to run the adb via wifi network on windows, where i just need to go to the adb's directory and type adb connect. However, i can't just do that in my ubuntu. Everytime i enter adb connect, the terminal always said that i dont have the adb and i must install it. When i check the ADT Bundle (I downloaded the bundled one from here), i can see the adb is there inside the platform-tools folder. I already tried to change the directory to the platform-tools and run the adb connect from there, but its still not working. Do i need to install the adb again via terminal? Or did i miss something? You may be wondering why dont i just download the adb (again) via terminal and do trial and error? The answer is because i dont have a good internet connection, so i want to avoid unnecessary downloads. Thanks for your time :D

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  • my application did not show toast mesage when network is not available [closed]

    - by Smart Guy
    my application did no show toast message when network is disable if (position == 2) { final ConnectivityManager connMgr = (ConnectivityManager) getSystemService(Context.CONNECTIVITY_SERVICE); NetworkInfo activeNetworkInfo = connMgr .getActiveNetworkInfo(); android.net.NetworkInfo mobile1 = connMgr.getNetworkInfo(ConnectivityManager.TYPE_MOBILE); if (activeNetworkInfo == null) { Toast.makeText(LoginScreen.this, "No Active Network",Toast.LENGTH_LONG).show(); } else { if (activeNetworkInfo.isConnected()) { btnLogin.setOnClickListener(new OnClickListener() { public void onClick(View view) { String pinemptycheck = pin.getText().toString(); String mobileemptycheck = mobile.getText().toString(); if (pinemptycheck.trim().equals("")||(mobileemptycheck.trim().equals(""))) { Toast.makeText(getApplicationContext(), "Please Enter Correct Information", Toast.LENGTH_LONG).show(); } else { showProgress(); postLoginData(); } } }); } else if (activeNetworkInfo.isConnectedOrConnecting()) { Toast.makeText(LoginScreen.this, "network is Connecting", Toast.LENGTH_LONG) .show(); else if (mobile1.isAvailable()) { btnLogin.setOnClickListener(new OnClickListener() { public void onClick(View view) { showProgress(); postLoginData(); } }); } else if (!mobile1.isAvailable()) { Toast.makeText(LoginScreen.this,"No other Connection Found ",Toast.LENGTH_LONG).show(); btnLogin.setOnClickListener(new OnClickListener() { public void onClick(View v) { Toast.makeText(LoginScreen.this," No other Connection Found", Toast.LENGTH_LONG).show(); } }); }}}

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  • My GLSL shader isn't compiling even though it should. What should I investigate?

    - by reapz
    I'm porting an iOS game to Android. One of the shaders I'm using wouldn't compile until I reduced the number of uniform variables. Here are the uniform definitions: uniform highp mat4 ViewProjMatrix; uniform mediump vec3 LightDirWorld; uniform mediump int BoneCount; uniform highp mat4 BoneMatrixArray[8]; uniform highp mat3 BoneMatrixArrayIT[8]; uniform mediump int LightCount; uniform mediump vec3 LightPos[4]; // This used to be 12, but now 4, next lines also uniform lowp vec3 LightColour[4]; uniform mediump vec3 LightInnerOuterFalloff[4]; My issue is that the GLSL shader wouldn't compile until I reduced the count of the above arrays from 12 to 4. My understanding is that if those 3 lines were arrays of 12 then I would be using 56 vertex uniform vectors. I query the system at startup (GL_MAX_VERTEX_UNIFORM_VECTORS) and it says that 128 are available. Why wouldn't it compile with 56? I'm having issues on the Kindle Fire.

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  • Tips on how to notify a user of new features in your game

    - by brent777
    I have noticed a problem when releasing new features for a game that I wrote for Android and published on Google Play Store. Because my game is "stage-based" - and not a game like Hay Day, for example, where users will just go into the game every day since it can't really be finished - my users are not aware of new features that I release for the game. For example, if I publish a new version of my game and it contains a couple new stages, most of their devices will just auto-update the game and they don't even notice this and think to check out what's new. So this is why an approach like popping open a dialog that showcases the new feature(s) when they open the game for the first time after the update was done is not really sufficient. I am looking for some tips on an approach that will draw my users back into the game and then they could read more detail about new features on such a dialog. I was thinking of something like a notification that tells them to check out the new features after an update is done but I am not sure if this is a good idea. Any suggestions to help me solve this problem would be awesome.

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  • Problems syncing photos and strange effects of uploaded files from other devices

    - by Daniel
    I have a Galaxy Spica (GT-i5700) Android v2.1, rooted with Leshak dev 7 #123. But never mind the root info, the problem would be the same unrooted. The photos from this phone is stored in "sdcard/images", nevertheless the phone also creates a "sdcard/DCIM" but only stores some thumbnails there. Problem nr 1: U1 only reads the DCIM-folder for automatic photo-upload. So photos stored in this phone is not uploaded. If I move photos to "DCIM" folder, U1 recognises the photos and start uploading them. Possible solution: Could there be an option in the settings, to set preferred photo folder? Problem nr 2: Out of 74 pictures, 12 did not get uploaded. Pressing "Retry failed transfers" in Settings does nothing. Pressing the files where status is "Upload failed, tap to retry" only changes the status to "Uploading..." but nothing gets uploaded. If I upload another file to U1, it is uploaded directly without any problem. It has nothing to do with file size, 1,1 MB files has been uploaded fine whilst some failed are 0,8 MB. Problem nr 3: The photos from DCIM are in my case uploaded to a folder called "Pictures - GT-I5700" in U1. If I log in to the homepage and from there upload another photo in "Pictures - GT-I5700", it shows up in U1 on my phone fine. But when I tap it, U1 downloads the photo to "sdcard/U1/Pictures - GT-I5700". If it sync photos from "sdcard/DCIM" to a specific folder, why not also download files to the same folder from which it is synced? After a while of usage, syncing and uploading files from different clients it would be a mishmash of folders and places files are stored and considering that I see no use of U1 at all. Another question: If my SD card in some way breaks down/some folders cannot be read/card temporarly changed and U1 is running, does U1 consider that as files deleted and also delete from the cloud?

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  • What are some ways to separate game logic from animations and the draw loop?

    - by TMV
    I have only previously made flash games, using MovieClips and such to separate out my animations from my game logic. Now I am getting into trying my hand at making a game for Android, but the game programming theory around separating these things still confuses me. I come from a background of developing non game web applications so I am versed in more MVC like patterns and am stuck in that mindset as I approach game programming. I want to do things like abstract my game by having, for example, a game board class that contains the data for a grid of tiles with instances of a tile class that each contain properties. I can give my draw loop access to this and have it draw the game board based on the properties of each tile on the game board, but I don't understand where exactly animation should go. As far as I can tell, animation sort of sits between the abstracted game logic (model) and the draw loop (view). With my MVC mindset, it's frustrating trying to decide where animation is actually supposed to go. It would have quite a bit of data associated with it like a model, but seemingly needs to be very closely coupled with the draw loop in order to have things like frame independent animation. How can I break out of this mindset and start thinking about patterns that make more sense for games?

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  • Keep cube spinning after fling

    - by Zero
    So I've been trying to get started with game development for Android using Unity3D. For my first project I've made a simple cube that you can spin using touch. For that I have the following code: using UnityEngine; using System.Collections; public class TouchScript : MonoBehaviour { float speed = 0.4f; bool canRotate = false; Transform cachedTransform; public bool CanRotate { get { return canRotate; } private set { canRotate = value; } } void Start () { // Make reference to transform cachedTransform = transform; } // Update is called once per frame void Update () { if (Input.touchCount > 0) { Touch touch = Input.GetTouch (0); // Switch through touch events switch (Input.GetTouch (0).phase) { case TouchPhase.Began: if (VerifyTouch (touch)) CanRotate = true; break; case TouchPhase.Moved: if (CanRotate) RotateObject (touch); break; case TouchPhase.Ended: CanRotate = false; break; } } } bool VerifyTouch (Touch touch) { Ray ray = Camera.main.ScreenPointToRay (touch.position); RaycastHit hit; // Check if there is a collider attached already, otherwise add one on the fly if (collider == null) gameObject.AddComponent (typeof(BoxCollider)); if (Physics.Raycast (ray, out hit)) { if (hit.collider.gameObject == this.gameObject) return true; } return false; } void RotateObject (Touch touch) { cachedTransform.Rotate (new Vector3 (touch.deltaPosition.y, -touch.deltaPosition.x, 0) * speed, Space.World); } } The above code works fine. However, I'm wondering how I can keep the cube spinning after the user lifts his finger. The user should be able to "fling" the cube, which would keep spinning and after a while would slowly come to a stop due to drag. Should I do this using AddForce or something? I'm really new to this stuff so I'd like it if you guys could point me in the right direction here :) .

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  • Ad Service That Lets You Choose Your Ad, and Then Some [on hold]

    - by user3634450
    I'm trying to build an app for both Android and/or iOS where part of the gameplay actually involves ads as a texture. I need to be able to choose which ads I would like to use. I need to be able to be able to identify the ads (which if I can choose which ads show up in the app shouldn't be that hard). I need to be able to swap in and out new ads on what could possibly be a daily basis (and don't want to have to update the app to do it). And as if that wasn't too needy a list, I need to be able to load 50 ads from the pool of ads I deem fit, all to each and every user of the app at least every couple of days. I don't care if the ads pay, I'm not looking for clicks, but I don't want to have to make 50 fake ads every couple of days, from an "artistic" level I don't want the content to feel phony or fake, and I don't really have a way to load content to each user via some internet source (if anyone could name one that would be great). I'm not sure what kind of ad provider would like or even approve of this, in fact just what I've described might be against Google Play's or iTunes' content developer policies, but if anyone could give me any advice to steer me in the right direction it would be greatly appreciated, thank you.

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  • Rendering multiple squares fast?

    - by Sam
    so I'm doing my first steps with openGL development on android and I'm kinda stuck at some serious performance issues... What I'm trying to do is render a whole grid of single colored squares on to the screen and I'm getting framerates of ~7FPS. The squares are 9px in size right now with one pixel border in between, so I get a few thousand of them. I have a class "Square" and the Renderer iterates over all Squares every frame and calls the draw() method of each (just the iteration is fast enough, with no openGL code the whole thing runs smootlhy at 60FPS). Right now the draw() method looks like this: // Prepare the square coordinate data GLES20.glVertexAttribPointer(mPositionHandle, COORDS_PER_VERTEX, GLES20.GL_FLOAT, false, vertexStride, vertexBuffer); // Set color for drawing the square GLES20.glUniform4fv(mColorHandle, 1, color, 0); // Draw the square GLES20.glDrawElements(GLES20.GL_TRIANGLES, drawOrder.length, GLES20.GL_UNSIGNED_SHORT, drawListBuffer); So its actually only 3 openGL calls. Everything else (loading shaders, filling buffers, getting appropriate handles, etc.) is done in the Constructor and things like the Program and the handles are also static attributes. What am I missing here, why is it rendering so slow? I've also tried loading the buffer data into VBOs, but this is actually slower... Maybe I did something wrong though. Any help greatly appreciated! :)

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  • Fun programming or something else?

    - by gion_13
    I've recently heard about android's isUserAGoat method and I didn't know what to think. At first I laughed my brains out, than I was embarrassed for my lack of professionalism and tried to look into it and see if it makes any normal sense. As it turns out it is a joke (as stated here) and it appears that other languages/apis have these sort of easter eggs implemented in their core. While I personally like them and feel they can be a fresh breath sometimes, I think that they also can be both frustrating and confusing (and you begin to ask yourself : "can users be goats?" or "I get it! "goat" is slang for.... wait.."). My question is are there any other examples of these kind of programming jokes and what are their intends? Should they be considered harmless or not (how do programmers feel about it) ? Do they reach their goal (if any other than to laugh) ? Where do you draw a line between a good joke and a disaster? (what if the method was called isUserStupid?)

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  • How come I cannot make this file executable (chmod permissions)?

    - by bappi48
    I downloaded Android Development Tool for linux (ADT) and placed it in home directory. After unzipping the files, when I double click the "eclipse" executable file; the eclipse works perfectly fine. But If I unzip the ADT in a different directory, in my case directory E: (is shown when I boot in windows 7) There double clicking the same "eclipse" executable file does not run eclipse. It shows error message: Could not display /media/Software/00.AndroidLinux/ADT/eclipse/eclipse. There is no application installed for executable files. Do you want to search for an application to open this file? If I press yes in the Dialog, it finds "Pypar2" which is not my solution. I found that the "eclipse" file permission is following -rw------- 1 tanvir tanvir 63050 Feb 4 19:05 eclipse I tried to change the permission by "chmod +x eclipse" , but no use. This command does not change the file permission at all in this case. what should I do? Relevant output of cat /proc/mounts: /dev/sda6 /media/Software fuseblk rw,nosuid,nodev,relatime,user_id=0,group_id=0,default_permissions,allow_other,blksize=4096 0 0 Please not that I'm new to Ubuntu and still learning day by day.

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  • Algorithm to zoom a plotted function

    - by astinx
    I'm making a game in android and I need plot a function, my algorithm is this: @Override protected void onDraw(Canvas canvas) { float e = 0.5f; //from -x axis to +x evaluate f(x) for (float x = -z(canvas.getWidth()); x < z(canvas.getWidth()); x+=e) { float x1,y1; x1 = x; y1 = f(x); canvas.drawPoint((canvas.getWidth()/2)+x1, (canvas.getHeight()/2)-y1, paintWhite); } super.onDraw(canvas); } This is how it works. If my function is, for example f(x)=x^2, then z(x) is sqrt(x). I evaluate each point between -z(x) to z(x) and then I draw them. As you can see I use the half of the size of the screen to put the function in the middle of the screen. The problem isn't that the code isn't working, actually plots the function. But if the screen is of 320*480 then this function will be really tiny like in the image below. My question is: how can I change this algorithm to scale the function?. BTW what I'm really wanting to do is trace a route to later display an animated sprite, so actually scale this image doesnt gonna help me. I need change the algorithm in order to draw the same interval but in a larger space. Any tip helps, thanks! Current working result Desired result UPDATE: I will try explain more in detail what the problem is. Given this interval [-15...15] (-z(x) to z(x)) I need divide this points in a bigger interval [-320...320] (-x to x). For example, when you use some plotting software like this one. Although the div where is contain the function has 640 px of width, you dont see that the interval is from -320 to 320, you see that the interval is from -6 to 6. How can I achieve this?

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  • Game with changing logic

    - by rsprat
    I'm planing to develop a puzzle like mobile game (android/ios) with a different logic for each puzzle. Say, for example one puzzle could be a Rubik's cube and another one a ball maze. Many more new puzzles will appear during the life of the game, and I want the users to be able to play those new puzzles. The standard way for managing this would be through application updates. Each time a new puzzle or bunch of puzzles appear, create a new update for the app that the user can download. However, I would like to do it in a more transparent way. When a new puzzle appears, the basic info of the puzzle would be displayed in the app menu, and the user would be able to play it by just clicking it. What comes to my mind is that the app would automatically download a .dll or .jar and inject it in the application at runtime. Is that even possible? Are there any restrictions from the OS? Is there a better way for solving it? Thanks alot

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  • WPF - Translate a point relative to MainWindow to it's coordinates relative to a child control

    - by James Cadd
    Is it possible to translate a point relative to MainWindow to be relative to one of its child controls? For example, say a control's upper left corner was located at 500, 500 relative to MainWindow what code would convert that number to (0, 0)? I'd like the solution to be agnostic of the layout mechanism (i.e. not require me to parent the control in a Canvas and use the Top and Bottom methods).

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  • Jquery tools Overlay CSS Conflict, Image positioned under the overlay

    - by Ami Mahloof
    First here's what I'm usingh and trying to do: the minimal setup for this effect: flowplayer.org/tools/demos/overlay/index.html then the Apple Leopard Preview Effect: flowplayer.org/tools/demos/overlay/apple.html Now here's the page I'm having the issue with http://gentle-mist-64.heroku.com/pictures My Issue: when I click on an image the picture shows under the overlay and to the right side, This has to be a conflict between my CSS positioning to the the plugin positioning. when I try this on a blank page with no layout, it works just fine. my layout css: body{ background: url('/images/background.jpg'); } #image_stage{ position: relative; top: 30px; margin: auto; margin-top: 75px; background-color: white; width: 900px; height: 520px; } #image_inside_stage { float: left; margin-top: 7px; margin-left: 27px; } #logo{ position: absolute; left: 725px; top: 4px; } #see_through_box { position: absolute; background-color: black; opacity: 0.66; -moz-opacity: 0.66; filter:alpha(opacity=66); width: 665px; height: 432px; margin: 45px; z-index: 99; -moz-border-radius-topleft: 15px; -moz-border-radius-topright: 0; -moz-border-radius-bottomleft: 0; -moz-border-radius-bottomright: 15px; -webkit-border-top-left-radius: 15px; -webkit-border-top-right-radius: 0; -webkit-border-bottom-left-radius: 0; -webkit-border-bottom-right-radius: 15px; } .inner_content{ position: absolute; top: 75px; left: 75px; z-index: 99; color: whitesmoke; } Anyone Please Help, I want this plugin to work, this is so much better then just a light box plugin, I have used the plugin acros my entire website and would like to keep on using it. I Appreciate any input Thanks Ami

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  • 100% width table cell

    - by Elvis
    Hello! I have this table layout. I want to align the whole content to the right. So i'm using one cell with width: 100%;. Usually everything looks good and nice. But there is something, which i don't understand. If the content in cell, which has colspan, becomes bigger than normal cell in this column (you can test this by clicking Click to test button), it brakes whole layout. This happens on Chrome, Safari 4 and 5, IE8, but on Opera, FF and IE7 is OK. Any ideas? <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd"> <html> <head> <meta http-equiv="Content-Type" content="text/html; charset=UTF-8"> <title>TEST</title> <style type="text/css"> table { width: 100%; } table td { border: 1px solid black; white-space: nowrap; } .delimiter { width: 100%; } </style> </head> <body> <table> <tr> <td><label>Row 1</label></td> <td>&nbsp;</td> <td><input type="text" value="Field 1" id="field1" size="25"></td> <td><input type="button" value="Click to test" onclick="var o = document.getElementById('field2'); o.size = o.size == 25 ? 50 : 25;"></td> <td class="delimiter">&nbsp;</td> </tr> <tr> <td><label>Row 2</label></td> <td>&nbsp;</td> <td colspan="3"><input type="text" id="field2" value="Field 2" size="25"></td> </tr> </table> </body> </html>

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  • Graph layouting with Perl

    - by jonny
    Ok, I have a flowchart definition (basically, array of nodes and edges for each node). Now I want to calculate coordinates for every task in the flow, preferably hierarchycal style. I need something like Graph::Easy::Layout but I have no idea how to get nodes coordinates: I render nodes myself and I only want to retrieve box coordinates/size. Any suggestions? What I need is a cpan module avialable even in Debian repository.

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  • Grid View as demoed in iPad

    - by Sean Clark Hess
    I'm trying to develop a grid-like application for the iPad. Has anyone seen a control that displays info in a grid? In the demos they use a grid-like layout in both the iBooks store and the pictures application. Specifically in pictures, they are displaying a dynamic list of data in a grid. I can work around it, of course, but I'd rather use a control if one exists. Thanks!

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  • WinForms: Making a set of controls scale vertically.

    - by DonaldRay
    I have a Windows Form that displays several DataGridViews in the following layout: (No access to image hosting at work, so please pardon the ASCII art...) +-----------------------------------------+ ¦+-----------++--------------------------+¦ ¦¦ ¦¦ ¦¦ ¦+-----------+¦ ¦¦ |+-----------+¦ ¦¦ ¦¦ ¦¦ ¦¦ ¦+-----------+¦ ¦¦ |+-----------+¦ ¦¦ ¦¦ ¦¦ ¦¦ ¦+-----------++--------------------------+¦ +-----------------------------------------+ Unfortunately, when the user resizes the form to be taller, the form ends up looking like this: +-----------------------------------------+ ¦+-----------++--------------------------+¦ ¦¦ ¦¦ ¦¦ ¦+-----------+¦ ¦¦ | | || | | || |+-----------+¦ ¦¦ ¦¦ ¦¦ ¦¦ ¦+-----------+¦ ¦¦ | | || | | || |+-----------+¦ ¦¦ ¦¦ ¦¦ ¦¦ ¦+-----------++--------------------------+¦ +-----------------------------------------+ Instead of this: +-----------------------------------------+ ¦+-----------++--------------------------+¦ ¦¦ ¦¦ ¦¦ ¦¦ ¦¦ ¦¦ ¦+-----------+¦ ¦¦ |+-----------+¦ ¦¦ ¦¦ ¦¦ ¦¦ ¦¦ ¦¦ ¦¦ ¦+-----------+¦ ¦¦ |+-----------+¦ ¦¦ ¦¦ ¦¦ ¦¦ ¦¦ ¦¦ ¦¦ ¦+-----------++--------------------------+¦ +-----------------------------------------+ To reproduce this, anchor the Top-Left DataGridView to Top-Left, the Center-Left DataGridView to Left, and the Bottom-Left DataGridView to Bottom-Left, and the big DataGridView to all 4. What can I do to get the behavior I want?

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  • Creating GUI for Bantumi game

    - by owca
    I've written backend for simple Bantumi game. Now I'd like to create a simple GUI for it, so that it would look like this : How to start ? What layout should I use, and what type of component each element should be? Classes : Basket Player Game Main Shared

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  • CSS two divs next to each other

    - by Martijn
    Hi, I want to put two divs next to each other. The right div is about 200px; en the div left must fill up the rest of the screen width? How can i do this? I don't want to use percents because then my layout is crap :) Thnx

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  • dijit style claro not in Google CDN

    - by user256007
    dojo's Theme Tester is Showing theme claro as one available theme in http://archive.dojotoolkit.org/dojo-2010-04-12/dojotoolkit/dijit/themes/themeTester.html?theme=claro But claro is not accessible from Google CDN. I've also tried to use claro from the same place where the ThemeTester is pulling. But layout doesn't look the same. rather it looks broken. However my same code works with other themes

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  • Dojo and Ajax - rendering widgets

    - by Michael Merchant
    I'm trying to load content into a Dojo content pane in a specific html tag and not replace the entire content pane. The html I'm loading includes a markup defined widget that I'd like to have rendered when the new row is loaded. So, I have a table that is being dynamically filled via ajax,ie: <body> <script type="text/javascript" src="http://ajax.googleapis.com/ajax/libs/dojo/1.5/dojo/dojo.xd.js" djConfig="parseOnLoad: true, isDebug:true"></script> <div id="table-pane" dojoType="dijit.layout.ContentPane"> <table class="test"> <tbody> <tr><td>Name</td><td>Year</td><td>Age</td></tr> <tr> <td><span dojoType="dijit.InlineEditBox" editor="dijit.form.Textarea">Mike</span> </td> <td>2010</td> <td>12</td> </tr> </tbody> </table> </div> </body> <script> var html ='<tr><td><span dojoType="dijit.InlineEditBox" editor="dijit.form.Textarea">John</span></td><td>2011</td><td>22</td></tr>'; dojo.require("dijit.layout.ContentPane"); dojo.require("dijit.InlineEditBox"); dojo.require("dijit.form.Textarea"); dojo.addOnLoad(function(){ pane = dijit.byId("table-pane"); add_elem(); }); function add_elem(){ var node = $(".test tr:last"); node.after(html); dojo.addOnLoad(function(){ //Here I want to initiate any widgets that haven't been initiated pane.buildRendering(); }); }</script> How do I render the Dojo widget in the new table row?

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