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  • Using tinybutstrong templating system, how do I have a (secondary) mysql query (sub-block), inside a

    - by desbest
    This is the code that works well. $TBS->MergeBlock("items",$conn,"SELECT * FROM items WHERE categoryid = $getcategory"); and it has a good job of looping the items with no problem. <tr id="itemid_[items.id;block=tr]"> <td height="30"> <!-- <img src="move.png" align="left" style="margin-right: 8px;"> --> <div class="lowlight">[items.title] </div> </td> <td height="30"> <div class="editable" itemid="$item[id]">[items.quantity]</div> </td> <td height="30"> <!-- <img src="pencil.png" id="edititem"width="24" height="24"> --> &nbsp; &nbsp; &nbsp; &nbsp;<img src="icons/folder.png" id="category_[items.categoryid]";" class="changecategory" categoryid="[items.categoryid]" itemid="[items.id]" itemtitle="[items.title]" title="Change category" width="24" height="24"> &nbsp; &nbsp; &nbsp; &nbsp; <a href="index.php?category=[var.getcategory]&deleteitem=[items.id]" title="Delete item" onclick="return confirm('Are you sure you want to delete [items.title]?')"><img src="icons/trash.png" id="deleteitem" width="24" height="24"></a> </td> </tr> This is where the problem lies. In the table row I would like a secondary mysql merge block based on the id column that the primary (items) mysql table has. This means that ideally I would love to do this. $TBS->MergeBlock("fields",$conn,"SELECT * FROM items WHERE categoryid = [items.id]"); So then when I used [fields.value;block=div] inside the table row, it would pick up the a row from the fields table based on the primary mysql query. It would recognise what the id is for the merged block and perform a mysql query based on a variable that that block has. So that's what I would like to do and that's what I call a secondary mysql merge block. This is what I attempted by using the sub-blocks example and modifying it. index.html <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"> <html> <head> <title>TinyButStrong - Examples - subblocks</title> <meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1"> <link href="tbs_us_examples_0styles.css" rel="stylesheet" type="text/css"> <style type="text/css"> <!-- .border02 { border: 2px solid #39C; } .border03 { border: 2px solid #396; } --> </style> </head> <body> <table width="400" align="center" cellpadding="5" cellspacing="0" style="border-collapse:collapse;"> <tr> <td class="border02"><strong>Item name:</strong> [item.title;block=tr] , <strong>Item quantity:</strong> [item.quantity]<br> <table border="1" align="center" cellpadding="2" cellspacing="0"> <tr bgcolor="#CACACA"> <td width="30"><u>Position</u></td> <td width="150"><u>Attribute</u></td> <td width="50"><u>Value</u></td> <td width="100"><div align="center"><u>Date Number</u></div></td> </tr> <tr bgcolor="#F0F0F0"> <td>[field.#]</td> <td>[field.attribute;block=tr;p1=[item.id]] <br><b>[item.id]</b> </td> <td><div align="right">[field.value]</div></td> <td><div align="center">[field.datenumber;frm='mm-dd-yyyy']</div></td> </tr> </table> </td> </tr> </table> </body> </html> index.php <?php require_once('../stockman-v3/tbs_class.php'); require_once('../stockman-v3/config.php'); // Create data $TeamList[0] = array('team'=>'Eagle' ,'total'=>'458'); //{ $TeamList[0]['matches'][] = array('town'=>'London','score'=>'253','date'=>'1999-11-30'); $TeamList[0]['matches'][] = array('town'=>'Paris' ,'score'=>'145','date'=>'2002-07-24'); $TeamList[1] = array('team'=>'Goonies','total'=>'281'); $TeamList[1]['matches'][] = array('town'=>'New-York','score'=>'365','date'=>'2001-12-25'); $TeamList[1]['matches'][] = array('town'=>'Madrid' ,'score'=>'521','date'=>'2004-01-14'); // } $TeamList[2] = array('team'=>'MIB' ,'total'=>'615'); // { $TeamList[2]['matches'][] = array('town'=>'Dallas' ,'score'=>'362','date'=>'2001-01-02'); $TeamList[2]['matches'][] = array('town'=>'Lyon' ,'score'=>'321','date'=>'2002-11-17'); $TeamList[2]['matches'][] = array('town'=>'Washington','score'=>'245','date'=>'2003-08-24'); // } $TBS = new clsTinyButStrong; $TBS->LoadTemplate('index3.html'); // Automatic subblock $TBS->MergeBlock("item",$conn,"SELECT * FROM items"); $TBS->MergeBlock("field",$conn,"SELECT * FROM fields WHERE itemid='[%p1%]' "); $TBS->MergeBlock('teamKEY',$TeamList); // Subblock with a dynamic query //$TBS->MergeBlock('match','array','TeamList[%p1%][matches]'); $TBS->MergeBlock("match",$conn,"SELECT * FROM fields WHERE id='[%p1%]' "); $TBS->Show(); ?> please note what i am trying to do If I was to change $TBS->MergeBlock("field",$conn,"SELECT * FROM fields WHERE itemid='[%p1%]' "); to... $TBS->MergeBlock("field",$conn,"SELECT * FROM fields"); It would show all the items.

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  • Hoe to convert a JSON array of paths to images stored on a server into a javaScript array to display them? Using AJAX

    - by MichaelF
    I need for html file/ ajax code to take the JSON message and store the PATHS as a javaScript array. Then my buildImage function can display the first image in the array. I'm new to AJAX and believe my misunderstanding lies within the converting of the JSON to Javascript. I'm confused also about if my code creates a JSON array or object or either. I might need also to download a library to my app to understand JSON? Below is a PHP file loading the paths of the images. I believe json ecode is converting the PHP Array in a Json message. <?php include("mysqlconnect.php"); $select_query = "SELECT `ImagesPath` FROM `offerstbl` ORDER by `ImagesId` DESC"; $sql = mysql_query($select_query) or die(mysql_error()); $data = array(); while($row = mysql_fetch_array($sql,MYSQL_BOTH)){ $data[] = $row['ImagesPath']; } echo $images = json_encode($data); ?> Below is the script in is going to be loaded on an Cordova app. <!DOCTYPE html> <html> <head> <link rel="stylesheet" href="css/styles.css"> <link rel="stylesheet" href="css/cascading.css"> <script> function importJson(str) { // console.log(typeof xmlhttp.responseText); if (str=="") { document.getElementById("content").innerHTML=""; return; } if (window.XMLHttpRequest) { // code for IE7+, Firefox, Chrome, Opera, Safari xmlhttp=new XMLHttpRequest(); } else { // code for IE6, IE5 xmlhttp=new ActiveXObject("Microsoft.XMLHTTP"); } xmlhttp.onreadystatechange=function() { if (xmlhttp.readyState==4) { //var images = JSON.parse(xmlhttp.responseText); document.getElementById("content").innerHTML=xmlhttp.responseText; } } xmlhttp.open("GET","http://server/content.php"); xmlhttp.send(); } function buildImage(src) { var img = document.createElement('img') img.src = src alert("1"); document.getElementById('content').appendChild(img); } for (var i = 0; i < images.length; i++) { buildImage(images[i]); } </script> </head> <body onload= "importJson();"> <div class="contents" id="content" ></div> <img src="img/logo.png" height="10px" width="10px" onload= "buildImage();"> </body>

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  • Auto Size Embed Code

    - by Belgin Fish
    Hey, I'm just wondering what code I could use to auto change the size of the video being embedded before it gets displayed. Example, I need to have it find all instances of this width="any value" height="any value" and replace them with this width="540" height="405"

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  • UIbutton stretchable

    - by mindfreak
    I have 2 images for UIbutton (1 for normal state and 1 for highlited state). When the button is highlited the height of button increases(as per image size) . I want that height of button should increase only from top and not from bottom. I mean it should stretch from top .is it possible ? if yes ,how ?

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  • Create a class that inherets DrawableGameComponent in XNA as a CLASS with custom functions

    - by user3675013
    using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Media; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; namespace TileEngine { class Renderer : DrawableGameComponent { public Renderer(Game game) : base(game) { } SpriteBatch spriteBatch ; protected override void LoadContent() { base.LoadContent(); } public override void Draw(GameTime gameTime) { base.Draw(gameTime); } public override void Update(GameTime gameTime) { base.Update(gameTime); } public override void Initialize() { base.Initialize(); } public RenderTarget2D new_texture(int width, int height) { Texture2D TEX = new Texture2D(GraphicsDevice, width, height); //create the texture to render to RenderTarget2D Mine = new RenderTarget2D(GraphicsDevice, width, height); GraphicsDevice.SetRenderTarget(Mine); //set the render device to the reference provided //maybe base.draw can be used with spritebatch. Idk. We'll see if the order of operation //works out. Wish I could call base.draw here. return Mine; //I'm hoping that this returns the same instance and not a copy. } public void draw_texture(int width, int height, RenderTarget2D Mine) { GraphicsDevice.SetRenderTarget(null); //Set the renderer to render to the backbuffer again Rectangle drawrect = new Rectangle(0, 0, width, height); //Set the rendering size to what we want spriteBatch.Begin(); //This uses spritebatch to draw the texture directly to the screen spriteBatch.Draw(Mine, drawrect, Color.White); //This uses the color white spriteBatch.End(); //ends the spritebatch //Call base.draw after this since it doesn't seem to recognize inside the function //maybe base.draw can be used with spritebatch. Idk. We'll see if the order of operation //works out. Wish I could call base.draw here. } } } I solved a previous issue where I wasn't allowed to access GraphicsDevice outside the main Default 'main' class Ie "Game" or "Game1" etc. Now I have a new issue. FYi no one told me that it would be possible to use GraphicsDevice References to cause it to not be null by using the drawable class. (hopefully after this last bug is solved it doesn't still return null) Anyways at present the problem is that I can't seem to get it to initialize as an instance in my main program. Ie Renderer tileClipping; and I'm unable to use it such as it is to be noted i haven't even gotten to testing these two steps below but before it compiled but when those functions of this class were called it complained that it can't render to a null device. Which meant that the device wasn't being initialized. I had no idea why. It took me hours to google this. I finally figured out the words I needed.. which were "do my rendering in XNA in a seperate class" now I haven't used the addcomponent function because I don't want it to only run these functions automatically and I want to be able to call the custom ones. In a nutshell what I want is: *access to rendering targets and graphics device OUTSIDE default class *passing of Rendertarget2D (which contain textures and textures should automatically be passed with a rendering target? ) *the device should be passed to this function as well OR the device should be passed to this function as a byproduct of passing the rendertarget (which is automatically associated with the render device it was given originally) *I'm assuming I'm dealing with abstracted pointers here so when I pass a class object or instance, I should be recieving the SAME object , I referenced, and not a copy that has only the lifespan of the function running. *the purpose for all these options: I want to initialize new 2d textures on the fly to customize tileclipping and even the X , y Offsets of where a WHOLE texture will be rendered, and the X and Y offsets of where tiles will be rendered ON that surface. This is why. And I'll be doing region based lighting effects per tile or even per 8X8 pixel spaces.. we'll see I'll also be doing sprite rotations on the whole texture then copying it again to a circular masked texture, and then doing a second copy for only solid tiles for masked rotated collisions on sprites. I'll be checking the masked pixels for my collision, and using raycasting possibly to check for collisions on those areas. The sprite will stay in the center, when this rotation happens. Here is a detailed diagram: http://i.stack.imgur.com/INf9K.gif I'll be using texture2D for steps 4-6 I suppose for steps 1 as well. Now ontop of that, the clipping size (IE the sqaure rendered) will be able to be shrunk or increased, on a per frame basis Therefore I can't use the same static size for my main texture2d and I can't use just the backbuffer Or we get the annoying flicker. Also I will have multiple instances of the renderer class so that I can freely pass textures around as if they are playing cards (in a sense) layering them ontop of eachother, cropping them how i want and such. and then using spritebatch to simply draw them at the locations I want. Hopefully this makes sense, and yes I will be planning on using alpha blending but only after all tiles have been drawn.. The masked collision is important and Yes I am avoiding using math on the tile rendering and instead resorting to image manipulation in video memory which is WHY I need this to work the way I'm intending it to work and not in the default way that XNA seems to handle graphics. Thanks to anyone willing to help. I hate the code form offered, because then I have to rely on static presence of an update function. What if I want to kill that update function or that object, but have it in memory, but just have it temporarily inactive? I'm making the assumption here the update function of one of these gamecomponents is automatic ? Anyways this is as detailed as I can make this post hopefully someone can help me solve the issue. Instead of tell me "derrr don't do it this wayyy" which is what a few people told me (but they don't understand the actual goal I have in mind) I'm trying to create basically a library where I can copy images freely no matter the size, i just have to specify the size in the function then as long as a reference to that object exists it should be kept alive? right? :/ anyways.. Anything else? I Don't know. I understand object oriented coding but I don't understand this XNA It's beggining to feel impossible to do anything custom in it without putting ALL my rendering code into the draw function of the main class tileClipping.new_texture(GraphicsDevice, width, height) tileClipping.Draw_texture(...)

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  • How can I animate multiple elements sequentially using jQuery?

    - by lorenzium
    I thought it would be simple but I still can't get it to work. By clicking one button, I want several animations to happen - one after the other - but now all the animations are happening at once. Here's my code - can someone please tell me where I'm going wrong?: $(".button").click(function(){ $("#header").animate({top: "-50"}, "slow") $("#something").animate({height: "hide"}, "slow") $("ul#menu").animate({top: "20", left: "0"}, "slow") $(".trigger").animate({height: "show", top: "110", left: "0"}, "slow"); });

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  • jQuery animate element reveal - bottom to top

    - by Jon Hadley
    I'm trying to animate a horizontal lists appearance. It's a top navigation bar. The following works pretty well, but it animates in from the top (of, I assume, the ul) to the bottom. How would animate bottom, up? $("#topnavigation li").css({height:'0'}); // 'hide' it first $("#topnavigation li", this).stop().animate({height:'23px'},{queue:false,duration:1000});

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  • I need objective-C syntax for calculating bmi

    - by Umaid
    Actually I am working on bmi calculator. Where I would like to calculate bmi for height in inches and weight in lbs and also in need of correct formula for height in cm and weight in kgs. I have tried but couldn't calculate actual value coming withing the range as below. It exceeds the range. BMI Categories: * Underweight = <18.5 * Normal weight = 18.5-24.9 * Overweight = 25-29.9 * Obesity = BMI of 30 or greater

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  • Javascript passing value to open window

    - by user244394
    Hi! How do i go about passing the value of width ,height,resize received as parameter to window.open using javascript? Thanks Example function poponload(mywidth,myheight,resizeVal) { testwindow = window.open ("http://www.yahoo.com", "mywindow","location=1,status=1,scrollbars=1,width=+mywidth+,height=myheight,resizeVal"); testwindow.moveTo(0,0); } <body onload="javascript: poponload(200, 500,yes)">

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  • How to trouble 9-patch image in android

    - by michael
    Hi, I have an ImageView in my layout xml file. I set the width to wrap_content and height to fill_parent. In hierarchy viewer, the width is 2 px and height is 120 px. But when i see it on device, my 9-patch image for the image view does not stretch to 120 px. Can you please tell me how can I trouble shoot this 9 patch image does not stretch error? Thank you.

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  • Resizing of AS-based Flash app from FireFox vs. IE...

    - by bferster
    I have put in some controls to allow users to resize my Flash app via Javascript: document.getElementById("flashApp").height*=1.25; document.getElementById("flashApp").width*=1.25; This works great in IE/Safari, but is ignored in Firefox. I know it's talking the the flash app and gets and sets the height/width vars ok, but the same code run in FireFox ignores the scaling. (It's not the DOC spec issue) Any thoughts? Bill

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  • c# video equivalent to image.fromstream? Or changing the scope of the following script to allow vide

    - by Daniel
    The following is a part of an upload class in a c# script. I'm a php programmer, I've never messed with c# much but I'm trying to learn. This upload script will not handle anything except images, I need to adapt this class to handle other types of media also, or rewrite it all together. If I'm correct, I realize that using (Image image = Image.FromStream(file.InputStream)) basically says that the scope of the following is Image, only an image can be used or the object is discarded? And also that the variable image is being created from an Image from the file stream, which I understand to be, like... the $_FILES array in php? I dunno, I don't really care about making thumbnails right now either way, so if this can be taken out and still process the upload I'm totally cool with that, I just haven't had any luck getting this thing to take anything but images, even when commenting out that whole part of the class... protected void Page_Load(object sender, EventArgs e) { string dir = Path.Combine(Request.PhysicalApplicationPath, "files"); if (Request.Files.Count == 0) { // No files were posted Response.StatusCode = 500; } else { try { // Only one file at a time is posted HttpPostedFile file = Request.Files[0]; // Size limit 100MB if (file.ContentLength > 102400000) { // File too large Response.StatusCode = 500; } else { string id = Request.QueryString["userId"]; string[] folders = userDir(id); foreach (string folder in folders) { dir = Path.Combine(dir, folder); if (!Directory.Exists(dir)) Directory.CreateDirectory(dir); } string path = Path.Combine(dir, String.Concat(Request.QueryString["batchId"], "_", file.FileName)); file.SaveAs(path); // Create thumbnail int dot = path.LastIndexOf('.'); string thumbpath = String.Concat(path.Substring(0, dot), "_thumb", path.Substring(dot)); using (Image image = Image.FromStream(file.InputStream)) { // Find the ratio that will create maximum height or width of 100px. double ratio = Math.Max(image.Width / 100.0, image.Height / 100.0); using (Image thumb = new Bitmap(image, new Size((int)Math.Round(image.Width / ratio), (int)Math.Round(image.Height / ratio)))) { using (Graphics graphic = Graphics.FromImage(thumb)) { // Make sure thumbnail is not crappy graphic.SmoothingMode = SmoothingMode.HighQuality; graphic.InterpolationMode = InterpolationMode.High; graphic.CompositingQuality = CompositingQuality.HighQuality; // JPEG ImageCodecInfo codec = ImageCodecInfo.GetImageEncoders()[1]; // 90% quality EncoderParameters encode = new EncoderParameters(1); encode.Param[0] = new EncoderParameter(Encoder.Quality, 90L); // Resize graphic.DrawImage(image, new Rectangle(0, 0, thumb.Width, thumb.Height)); // Save thumb.Save(thumbpath, codec, encode); } } } // Success Response.StatusCode = 200; } } catch { // Something went wrong Response.StatusCode = 500; } } }

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  • Searching and sorting by a float field with thinking sphinx

    - by nathan Verni
    I'm using thinking sphinx to for search on a rails app. I have a float field called 'height'. I need to be able to search this field for exact values (i.e. exactly 6.0, not 6.5). I also need to be able to sort on the field. What I have so far: indexes height, :sortable => true Problem: doesn't sort properly, returns 6.0 and 6.5 if I search for '6'

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  • current url javascript binding into html

    - by soField
    document.write("window.location.href");&layout=button_count&show_faces=true&width=450&action=like&font=arial&colorscheme=light&height=21" scrolling="no" frameborder="0" style="border:none; overflow:hidden; width:450px; height:21px;" allowTransparency="true" i am trying to bind current url of my page to this html how can i do that

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  • Why are my lines getting thicker and thicker?

    - by mystify
    I try to draw some lines with different colors. This code tries to draw two rectangles with 1px thin lines. However, the second rectangle is drawn with 2px width lines, while the first one is drawn with 1px width. - (void)addLineFrom:(CGPoint)p1 to:(CGPoint)p2 context:(CGContextRef)context { // set the current point CGContextMoveToPoint(context, p1.x, p1.y); // add a line from the current point to the wanted point CGContextAddLineToPoint(context, p2.x, p2.y); } - (void)drawRect:(CGRect)rect { CGContextRef context = UIGraphicsGetCurrentContext(); CGPoint from, to; // ----- draw outer black frame (left, bottom, right) ----- CGContextBeginPath(context); // set the color CGFloat lineColor[4] = {26.0f * colorFactor, 26.0f * colorFactor, 26.0f * colorFactor, 1.0f}; CGContextSetStrokeColor(context, lineColor); // left from = CGPointZero; to = CGPointMake(0.0f, rect.size.height); [self addLineFrom:from to:to context:context]; // bottom from = to; to = CGPointMake(rect.size.width, rect.size.height); [self addLineFrom:from to:to context:context]; // right from = to; to = CGPointMake(rect.size.width, 0.0f); [self addLineFrom:from to:to context:context]; CGContextStrokePath(context); CGContextClosePath(context); // ----- draw the middle light gray frame (left, bottom, right) ----- CGContextSetLineWidth(context, 1.0f); CGContextBeginPath(context); // set the color CGFloat lineColor2[4] = {94.0f * colorFactor, 94.0f * colorFactor, 95.0f * colorFactor, 1.0f}; CGContextSetStrokeColor(context, lineColor2); // left from = CGPointMake(200.0f, 1.0f); to = CGPointMake(200.0f, rect.size.height - 2.0f); [self addLineFrom:from to:to context:context]; // bottom from = to; to = CGPointMake(rect.size.width - 2.0f, rect.size.height - 2.0f); [self addLineFrom:from to:to context:context]; // right from = to; to = CGPointMake(rect.size.width - 2.0f, 1.0f); [self addLineFrom:from to:to context:context]; // top from = to; to = CGPointMake(1.0f, 1.0f); [self addLineFrom:from to:to context:context]; CGContextStrokePath(context); }

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  • Why don't web browsers have built in validators?

    - by August Karlstrom
    As far as I know there is no web browser with built in validators for HTML, CSS and JavaScript. Developing web pages without validation is like using a compiler that doesn't do syntax analysis. Even Firefox with its excellent plugins aimed at developers like Firebug lacks plugins for CSS and JavaScript validation. Wouldn't it be useful to have these plugins? Am I missing something?

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  • single page for mobile/iphone and desktop

    - by henna
    i have developed a mobile version of a page and it uses some mobile specific java and css i have come across many solutions to point mobile/iphone users to that specific page and desktop users to original webpage. but what i want is that i get both things in one page and when user is on mobile that certain part of javascript and css run while on same page without user being redirected to other pages. is this possible

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  • Tips on how to refactor this unwieldy upvote/downvote code

    - by bob_cobb
    Basically this code is for an upvote/downvote system and I'm basically Incrementing the count by 1 when voting up Decrementing the count by 1 when voting down If the number of downvotes upvotes, we'll assume it's a negative score, so the count stays 0 Reverting the count back to what it originally was when clicking upvote twice or downvote twice Never go below 0 (by showing negative numbers); Basically it's the same scoring scheme reddit uses, and I tried to get some ideas from the source which was minified and kind of hard to grok: a.fn.vote = function(b, c, e, j) { if (reddit.logged && a(this).hasClass("arrow")) { var k = a(this).hasClass("up") ? 1 : a(this).hasClass("down") ? -1 : 0, v = a(this).all_things_by_id(), p = v.children().not(".child").find(".arrow"), q = k == 1 ? "up" : "upmod"; p.filter("." + q).removeClass(q).addClass(k == 1 ? "upmod" : "up"); q = k == -1 ? "down" : "downmod"; p.filter("." + q).removeClass(q).addClass(k == -1 ? "downmod" : "down"); reddit.logged && (v.each(function() { var b = a(this).find(".entry:first, .midcol:first"); k > 0 ? b.addClass("likes").removeClass("dislikes unvoted") : k < 0 ? b.addClass("dislikes").removeClass("likes unvoted") : b.addClass("unvoted").removeClass("likes dislikes") }), a.defined(j) || (j = v.filter(":first").thing_id(), b += e ? "" : "-" + j, a.request("vote", {id: j,dir: k,vh: b}))); c && c(v, k) } }; I'm trying to look for a pattern, but there are a bunch of edge cases that I've been adding in, and it's still a little off. My code (and fiddle): $(function() { var down = $('.vote-down'); var up = $('.vote-up'); var direction = up.add(down); var largeCount = $('#js-large-count'); var totalUp = $('#js-total-up'); var totalDown = $('#js-total-down'); var totalUpCount = parseInt(totalUp.text(), 10); var totalDownCount = parseInt(totalDown.text(), 10); var castVote = function(submissionId, voteType) { /* var postURL = '/vote'; $.post(postURL, { submissionId : submissionId, voteType : voteType } , function (data){ if (data.response === 'success') { totalDown.text(data.downvotes); totalUp.text(data.upvotes); } }, 'json'); */ alert('voted!'); }; $(direction).on('click', direction, function () { // The submission ID var $that = $(this), submissionId = $that.attr('id'), voteType = $that.attr('dir'), // what direction was voted? [up or down] isDown = $that.hasClass('down'), isUp = $that.hasClass('up'), curVotes = parseInt($that.parent().find('div.count').text(), 10); // current vote castVote(submissionId, voteType); // Voted up on submission if (voteType === 'up') { var alreadyVotedUp = $that.hasClass('likes'), upCount = $that.next('div.count'), dislikes = $that.nextAll('a').first(); // next anchor attr if (alreadyVotedUp) { // Clicked the up arrow and previously voted up $that.toggleClass('likes up'); if (totalUpCount > totalDownCount) { upCount.text(curVotes - 1); largeCount.text(curVotes - 1); } else { upCount.text(0); largeCount.text(0); } upCount.css('color', '#555').hide().fadeIn(); largeCount.hide().fadeIn(); } else if (dislikes.hasClass('dislikes')) { // Voted down now are voting up if (totalDownCount > totalUpCount) { upCount.text(0); largeCount.text(0); } else if (totalUpCount > totalDownCount) { console.log(totalDownCount); console.log(totalUpCount); if (totalDownCount === 0) { upCount.text(curVotes + 1); largeCount.text(curVotes + 1); } else { upCount.text(curVotes + 2); largeCount.text(curVotes + 2); } } else { upCount.text(curVotes + 1); largeCount.text(curVotes + 1); } dislikes.toggleClass('down dislikes'); upCount.css('color', '#296394').hide().fadeIn(200); largeCount.hide().fadeIn(); } else { if (totalDownCount > totalUpCount) { upCount.text(0); largeCount.text(0); } else { // They clicked the up arrow and haven't voted up yet upCount.text(curVotes + 1); largeCount.text(curVotes + 1).hide().fadeIn(200); upCount.css('color', '#296394').hide().fadeIn(200); } } // Change arrow to dark blue if (isUp) { $that.toggleClass('up likes'); } } // Voted down on submission if (voteType === 'down') { var alreadyVotedDown = $that.hasClass('dislikes'), downCount = $that.prev('div.count'); // Get previous anchor attribute var likes = $that.prevAll('a').first(); if (alreadyVotedDown) { if (curVotes === 0) { if (totalDownCount > totalUp) { downCount.text(curVotes); largeCount.text(curVotes); } else { if (totalUpCount < totalDownCount || totalUpCount == totalDownCount) { downCount.text(0); largeCount.text(0); } else { downCount.text((totalUpCount - totalUpCount) + 1); largeCount.text((totalUpCount - totalUpCount) + 1); } } } else { downCount.text(curVotes + 1); largeCount.text(curVotes + 1); } $that.toggleClass('down dislikes'); downCount.css('color', '#555').hide().fadeIn(200); largeCount.hide().fadeIn(); } else if (likes.hasClass('likes')) { // They voted up from 0, and now are voting down if (curVotes <= 1) { downCount.text(0); largeCount.text(0); } else { // They voted up, now they are voting down (from a number > 0) downCount.text(curVotes - 2); largeCount.text(curVotes - 2); } likes.toggleClass('up likes'); downCount.css('color', '#ba2a2a').hide().fadeIn(200); largeCount.hide().fadeIn(200); } else { if (curVotes > 0) { downCount.text(curVotes - 1); largeCount.text(curVotes - 1); } else { downCount.text(curVotes); largeCount.text(curVotes); } downCount.css('color', '#ba2a2a').hide().fadeIn(200); largeCount.hide().fadeIn(200); } // Change the arrow to red if (isDown) { $that.toggleClass('down dislikes'); } } return false; }); });? Pretty convoluted, right? Is there a way to do something similar but in about 1/3 of the code I've written? After attempting to re-write it, I find myself doing the same thing so I just gave up halfway through and decided to ask for some help (fiddle of most recent).

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  • javascript, jQuery: how to save values instead of the references

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    - by lorenzium
    I thought it would be simple but I still can't get it to work. By clicking one button, I want several animations to happen - one after the other - but now all the animations are happening at once. Here's my code - can someone please tell me where I'm going wrong?: $(".button").click(function(){ $("#header").animate({top: "-50"}, "slow") $("#something").animate({height: "hide"}, "slow") $("ul#menu").animate({top: "20", left: "0"}, "slow") $(".trigger").animate({height: "show", top: "110", left: "0"}, "slow"); });

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