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  • UIView animation VS core animation

    - by Tom Irving
    I'm trying to animate a view sliding into view and bouncing once it hits the side of the screen. A basic example of the slide I'm doing is as follows: // The view is added with a rect making it off screen. [UIView beginAnimations:nil context:NULL]; [UIView setAnimationBeginsFromCurrentState:YES]; [UIView setAnimationDuration:0.07]; [UIView setAnimationCurve:UIViewAnimationCurveLinear]; [UIView setAnimationDelegate:self]; [UIView setAnimationDidStopSelector:@selector(animationDidStop:finished:context:)]; [theView setFrame:CGRectMake(-5, 0, theView.frame.size.width, theView.frame.size.height)]; [UIView commitAnimations]; More animations are then called in the didStopSelector to make the bounce effect. The problem is when more than one view is being animated, the bounce becomes jerky and, well, doesn't bounce anymore. Before I start reading up on how to do this in Core Animation, (I understand it's a little more difficult) I'd like to know if there is actually an advantage using Core Animation rather than UIView animations. If not, is there something I can do to improve performance?

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  • How to Export Flash Animation Data

    - by charliep
    I'd love for my partner, the artist, to be able to animate using flash movieclips and timelines. Then I, the programmer, would like to read the raw Flash info and re-program it into my engine of choice (which happens to be Torque2D). The data I'd want is the bitmap images that were used in Flash, like the head and body the links between the images, like where the head connects to the body the motion data from the flash animation, like move, rotate (at what speed), shear, etc. for the head or arms or whatever. Is there any way to get this data? Here's what I know so far. There are tools like SWFSheet and Spriteloq that convert the entire flash animation into a frame by frame sprite animation (in a sprite sheet). This would take too much space in my case, so I'd like to avoid that. Re-animating on the fly would take much less texture memory. There is a PDF that describes the SWF file format but NOT the individual components like the movieclips. So anyone know of a library I can use, or how I can learn more about the movieclip components and whatnot? (more better tags: transform, export, convert)

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  • Rotation of bitmap using a frame by frame animation

    - by pengume
    Hey every one I know this has probably been asked a ton of times but I just wanted to clarify if I am approaching this correctly, since I ran into some problems rotating a bitmap. So basically I have one large bitmap that has four frames drawn on it and I only draw one at a time by looping through the bitmap by increments to animate walking. I can get the bitmap to rotate correctly when it is not moving but once the animation starts it starts to cut off alot of the image and sometimes becomes very fuzzy. I have tried public void draw(Canvas canvas,int pointerX, int pointerY) { Matrix m; if (setRotation){ // canvas.save(); m = new Matrix(); m.reset(); // spriteWidth and spriteHeight are for just the current frame showed m.setTranslate(spriteWidth / 2, spriteHeight / 2); //get and set rotation for ninja based off of joystick m.preRotate((float) GameControls.getRotation()); //create the rotated bitmap flipedSprite = Bitmap.createBitmap(bitmap , 0, 0,bitmap.getWidth(),bitmap.getHeight() , m, true); //set new bitmap to rotated ninja setBitmap(flipedSprite); // canvas.restore(); Log.d("Ninja View", "angle of rotation= " +(float) GameControls.getRotation()); setRotation = false; } And then the Draw Method here // create the destination rectangle for the ninjas current animation frame // pointerX and pointerY are from the joystick moving the ninja around destRect = new Rect(pointerX, pointerY, pointerX + spriteWidth, pointerY + spriteHeight); canvas.drawBitmap(bitmap, getSourceRect(), destRect, null); The animation is four frames long and gets incremented by 66 (the size of one of the frames on the bitmap) for every frame and then back to 0 at the end of the loop.

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  • GWT combobox not displaying correctly

    - by James
    Hi, I am using GWT with GWT-EXT running in glassfish. I create 2 combo boxes as follows: import com.extjs.gxt.ui.client.widget.form.ComboBox; import com.extjs.gxt.ui.client.widget.form.SimpleComboBox; this.contentPanel = new ContentPanel(); this.contentPanel.setFrame(true); this.contentPanel.setSize((int)(Window.getClientWidth()*0.95), 600); this.contentPanel.setLayout(new FitLayout()); initWidget(this.contentPanel); SimpleComboBox<String> combo = new SimpleComboBox<String>(); combo.setEmptyText("Select a topic..."); combo.add("String1"); combo.add("String2"); this.contentPanel.add(combo); ComboBox combo1 = new ComboBox(); combo1.setEmptyText("Select a topic..."); ListStore topics = new ListStore(); topics.add("String3"); topics.add("String4"); combo.setStore(topics); this.contentPanel.add(combo1); When these are loaded in the browser (IE 8.0, Firefox 3.6.6 or Chrome 10.0) the combo boxes are shown but don't have the pull down arrow. They look like a text field with the "Select a topic..." text. When you select the text it disappears and if you type a character and then delete it the options are shown (i.e. pull down is invoked) however, there is still no pull down arrow. Does anyone know what the issue might be? Or how I can investigate further? Is it possible to see the actual HTML the browser is getting, when I View Page Source I only get the landing page HTML. As an additional I also have a import com.google.gwt.user.client.ui.Grid that does not render correctly. It is in table format but has no grid lines or header bar etc. Cheers, James

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  • How to get maven gwt 2.0 build working

    - by Pieter Breed
    EDIT: Added some of the output of the mvn -X -e commands at the end My company is developing a GWT application. We've been using maven 2 and GWT 1.7 successfully for quite a while. We recently decided to upgrade to GWT 2.0. We've already updated the eclipse project and we are able to successfully run the application in dev-mode. We are struggling to get the application built using maven though. I'm hoping somebody can tell me what I'm doing wrong here since I'm running out of time on this. The exacty bit of the output that worries me is the 'GWT compilation skipped' message: [INFO] Copying 119 resources [INFO] [compiler:compile {execution: default-compile}] [INFO] Compiling 704 source files to K:\iCura\assessor\target\classes [INFO] [gwt:compile {execution: default}] [INFO] using GWT jars for specified version 2.0.0 [INFO] establishing classpath list (scope = compile) [INFO] com.curasoftware.assessor.Assessor is up to date. GWT compilation skipped [INFO] [jspc:compile {execution: jspc}] [INFO] Built File: \index.jsp I'm pasting the gwt-maven-plugin section below. If you need anything else please ask. <plugin> <groupId>org.codehaus.mojo</groupId> <artifactId>gwt-maven-plugin</artifactId> <version>1.2</version> <configuration> <localWorkers>1</localWorkers> <warSourceDirectory>${basedir}/war</warSourceDirectory> <logLevel>ALL</logLevel> <module>${cura.assessor.module}</module> <!-- use style OBF for prod --> <style>OBFUSCATED</style> <extraJvmArgs>-Xmx2048m -Xss1024k</extraJvmArgs> <gwtVersion>${version.gwt}</gwtVersion> <disableCastChecking>true</disableCastChecking> <soyc>false</soyc> </configuration> <executions> <execution> <goals> <!-- plugin goals --> <goal>clean</goal> <goal>compile</goal> </goals> </execution> </executions> </plugin> I executed mvn clean install -X -e and this is some of the output that I get: [DEBUG] Configuring mojo 'org.codehaus.mojo:gwt-maven-plugin:1.2:compile' --> [DEBUG] (f) disableCastChecking = true [DEBUG] (f) disableClassMetadata = false [DEBUG] (f) draftCompile = false [DEBUG] (f) enableAssertions = false [DEBUG] (f) extra = K:\iCura\assessor\target\extra [DEBUG] (f) extraJvmArgs = -Xmx2048m -Xss1024k [DEBUG] (f) force = false [DEBUG] (f) gen = K:\iCura\assessor\target\.generated [DEBUG] (f) generateDirectory = K:\iCura\assessor\target\generated-sources\gwt [DEBUG] (f) gwtVersion = 2.0.0 [DEBUG] (f) inplace = false [DEBUG] (f) localRepository = Repository[local|file://K:/iCura/lib] [DEBUG] (f) localWorkers = 1 [DEBUG] (f) logLevel = ALL [DEBUG] (f) module = com.curasoftware.assessor.Assessor [DEBUG] (f) project = MavenProject: com.curasoftware.assessor:assessor:3.5.0.0 @ K:\iCura\assessor\pom.xml [DEBUG] (f) remoteRepositories = [Repository[gwt-maven|http://gwt-maven.googlecode.com/svn/trunk/mavenrepo/], Repository[main-maven|http://www.ibiblio.org/maven2/], Repository[central|http://repo1.maven.org/maven2]] [DEBUG] (f) skip = false [DEBUG] (f) sourceDirectory = K:\iCura\assessor\src [DEBUG] (f) soyc = false [DEBUG] (f) style = OBFUSCATED [DEBUG] (f) treeLogger = false [DEBUG] (f) validateOnly = false [DEBUG] (f) warSourceDirectory = K:\iCura\assessor\war [DEBUG] (f) webappDirectory = K:\iCura\assessor\target\assessor [DEBUG] -- end configuration -- and then this: [DEBUG] SOYC has been disabled by user [DEBUG] GWT module com.curasoftware.assessor.Assessor found in K:\iCura\assessor\src [INFO] com.curasoftware.assessor.Assessor is up to date. GWT compilation skipped [DEBUG] com.curasoftware.assessor:assessor:war:3.5.0.0 (selected for null) [DEBUG] com.curasoftware.dto:dto-gen:jar:3.5.0.0:compile (selected for compile) ... It's finding the correct sourceDirectory. That folders has a 'com' folder within which ultimately is the source of the application organized in folders as per the package structure.

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  • Trigerring other animation after first ending Animation (Objetive-C)

    - by ludo
    Hi, I have a simple animation which simply modify the position of a button: [UIView beginAnimation:nil context:nil]; [UIView setAnimationsDuration:3.0]; [UIView setAnimationCurve:UIViewAnimationCurveEaseInOut]; mybutton.frame = CGREctMake(20, 233, 280, 46); [UIView commitAnimations]; I want to perform some other animations when this one is finish, how to do that?

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  • How stoper one annimation model on XNA?

    - by Mehdi Bugnard
    I met a Difficulty for one stoper annimation. Everything works great starter for the animation. But I do not see how stoper and can continue the annimation paused. The "animationPlayer.StartClip (clip)" is used to choke the annimation but impossible to find a way to stoper Thans's a lot Here is my code to use. protected override void LoadContent() { //Model - Player model_player = Content.Load<Model>("Models\\Player\\models"); // Look up our custom skinning information. SkinningData skinningData = model_player.Tag as SkinningData; if (skinningData == null) throw new InvalidOperationException ("This model does not contain a SkinningData tag."); // Create an animation player, and start decoding an animation clip. animationPlayer = new AnimationPlayer(skinningData); AnimationClip clip = skinningData.AnimationClips["ArmLowAction_006"]; animationPlayer.StartClip(clip); } protected overide update(GameTime gameTime) { KeyboardState key = Keyboard.GetState(); // If player don't move -> stop anim if (!key.IsKeyDown(Keys.W) && !keyStateOld.IsKeyUp(Keys.S) && !keyStateOld.IsKeyUp(Keys.A) && !keyStateOld.IsKeyUp(Keys.D)) { //animation stop ? not exist ? animationPlayer.Stop(); isPlayerStop = true; } else { if(isPlayerStop == true) { isPlayerStop = false; animationPlayer.StartClip(Clip); } }

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  • options for producing audio with GWT

    - by Kaffeine Coma
    What options are there for producing audio in a GWT app? I'm thinking of making a simple game, but I'm disappointed to see that there's still not much progress on audio support directly in GWT (yes, I realize that's largely due to lack of underlying browser support; looking forward to HTML5!) This blog post says that "audio support in GWT is rapidly evolving", yet I don't see updates in over a year, at least not at that site. It seems these are the available options: GWT Voices GWT SoundManager GWT Sound GWT Incubator I believe most of these (all of them?) rely on Flash to produce audio. I'm most inclined to go with the GWT Incubator, as that's where features slated for inclusion in GWT get started, but I've no real recommendations to go on. I would appreciate hearing about your experiences with any of these libraries, thanks.

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  • how does gwt work or rather how gwt loads the code into the app.html file

    - by Pero
    i would like to know what the rootPanel (which is in the entryClass) exactly is and how gwt loads the java code into the appname.html file via rootpanel. what happens there exactly? where is the connection between the rootpanel and the html file. i could not find any side which explains this process in a detail. the only thing i know i that all the created panels are div-elements. it would be very helpfulf if somebody could explain it or send some good links to websites which are explaining this issue. thx!

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  • Android animation's first frame is applied too early on ImageView

    - by Robert
    I have the following View setup in one of my Activities: <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:id="@+id/photoLayout" android:layout_width="fill_parent" android:layout_height="fill_parent"> <ImageView android:id="@+id/photoImageView" android:src="@drawable/backyardPhoto" android:layout_width="fill_parent" android:layout_height="fill_parent" android:gravity="center" android:scaleType="centerInside" android:padding="45dip" > </ImageView> </LinearLayout> Without an animation set, this displays just fine. However I want to display a very simple animation. So in my Activity's onStart override, I have the following: @Override public void onStart() { super.onStart(); mPhotoImageView = (ImageView) findViewById(R.id.photoImageView); float offset = -25; int top = mPhotoImageView.getTop(); TranslateAnimation anim1 = new TranslateAnimation( Animation.ABSOLUTE, 0, Animation.ABSOLUTE, 0, Animation.ABSOLUTE, top, Animation.ABSOLUTE, offset); anim1.setInterpolator(new AnticipateInterpolator()); anim1.setDuration(1500); anim1.setStartOffset(5000); TranslateAnimation anim2 = new TranslateAnimation( Animation.ABSOLUTE, 0, Animation.ABSOLUTE, 0, Animation.ABSOLUTE, offset, Animation.ABSOLUTE, top); anim2.setInterpolator(new BounceInterpolator()); anim2.setDuration(3500); anim2.setStartOffset(6500); mBouncingAnimation = new AnimationSet(false); mBouncingAnimation.addAnimation(anim1); mBouncingAnimation.addAnimation(anim2); mPhotoImageView.setAnimation(mBouncingAnimation); } The problem is that when the Activity displays for the first time, the initial position of the photo is not in the center of the screen with padding around. It seems like the first frame of the animation is loaded already. Only after the animation is completed, does the photoImageView "snap" back to the intended location. I've looked and looked and could not find how to avoid this problem. I want the photoImageView to start in the center of the screen, and then the animation to happen, and return it to the center of the screen. The animation should happen by itself without interaction from the user.

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  • Scaling gwt's "Contacts" (sample project) AppController with MVP

    - by brad
    I'm just learning GWT so I'm still trying to sort out all of its quirks and features. I'm reading through the example they give illustrating the MVP pattern, and I pretty much get it, except I'm wondering about one thing. The AppController they use implements the ValueChangeHandler interface and the onValueChange method is triggered when history changes. My problem is with this onValueChange in the AppController (i've included it below for anyone who hasn't seen the sample project). It's doing a string comparison on the history token sent in and instantiating the appropriate presenter to handle the action. This is all fine and dandy for the sample app with 3 actions, but how would one scale this to a real app with many more actions? Sticking to this pattern would lead to a pretty large/ugly else if, but I'm still too new to GWT (and java) to infer a better pattern for larger apps. Any help is greatly appreciated! public class AppController implements Presenter, ValueChangeHandler<String> { ... public void onValueChange(ValueChangeEvent<String> event) { String token = event.getValue(); if (token != null) { Presenter presenter = null; if (token.equals("list")) { presenter = new ContactsPresenter(rpcService, eventBus, new ContactsView()); } else if (token.equals("add")) { presenter = new EditContactPresenter(rpcService, eventBus, new EditContactView()); } else if (token.equals("edit")) { presenter = new EditContactPresenter(rpcService, eventBus, new EditContactView()); } if (presenter != null) { presenter.go(container); } } } }

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  • Blender to Collada to Assimp - Rigid (Non-skinned) Animation

    - by gareththegeek
    I am trying to get simple animations to work, exporting from Blender and importing into my application. My first attempt was as follows: Open Blender at factory settings. Select the default cube and insert a location keyframe. Select another frame and move the cube. Insert a second location keyframe. Export to Collada. When I open the Collada file using assimp it contains zero animations, even though in Blender the cube animates correctly. On my next attempt, I inserted a bone armature with a single bone, made it the parent of the cube, and animated the bone instead. Again the animation worked correctly in Blender. Assimp now lists one animation but both key frames have the position [0, 0, 0] Does anyone have any suggestions as to how I can get animated (non-skinned) meshes from Blender into Assimp? My ultimate goal here is to export animated meshes from Blender, process them offline into my own model format, and load them into my SharpDX based graphics engine..

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  • Smooth animation in Cocos2d for iOS

    - by MrDatabase
    I move a simple CCSprite around the screen of an iOS device using this code: [self schedule:@selector(update:) interval:0.0167]; - (void) update:(ccTime) delta { CGPoint currPos = self.position; currPos.x += xVelocity; currPos.y += yVelocity; self.position = currPos; } This works however the animation is not smooth. How can I improve the smoothness of my animation? My scene is exceedingly simple (just has one full-screen CCSprite with a background image and a relatively small CCSprite that moves slowly). I've logged the ccTime delta and it's not consistent (it's almost always greater than my specified interval of 0.0167... sometimes up to a factor of 4x). I've considered tailoring the motion in the update method to the delta time (larger delta = larger movement etc). However given the simplicity of my scene it's seems there's a better way (and something basic that I'm probably missing).

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  • Open GL Android frame-by-frame animation tutorial/example code

    - by Trick
    My first question was asked wrong, so I need to ask again :) I found out, that I will have to do an OpenGL animation for my Android game. The closest (known) example is Talking Tom (but I don't know how they did the animations). I have large PNGs which I would like to put into a animation. For example - 30 PNGs 427×240px at 8 FPS. I know some things already about Open GL, but I am used to learn from example code. And it is quicker that way (so I don't need to invent hot water all over again :)). Does anybody has any points to direct me?

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  • J2ME character animation with multiple sprite sheets

    - by Alex
    I'm working on a J2ME game and I want to have walking animations. Each direction of walking has a separate sprite sheet (i.e. one for walking up, one for walking right etc), I also have a static idle image for each direction held together in a single file. I've tried to hold an array of sprites in my player class and then just drawing the sprite corresponding to the current direction, but this doesn't seem to work. I'm aware that if I combine all the animations into one sprite sheet I could set up different animation sequences, but I want to be able to do it with separate images for each animation. Is there a way that anyone knows of to achieve this? And ideally without too much extra code (as opposed to combining the sprites into one sheet)

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  • CALayer: callback when animation ends?

    - by carloe
    Hi All, I have been running into some issues with animating multiple CALayers at the same time, and was hoping someone could point me in the right direction. My app contains an array of CALayer. The position of each layer is set to (previousLayer.position.y + previousLayer.bounds.height), which basically lays them out similar to a table. I then have a method that, every-time it is called, adds a new layer to the stack and sets its Y position is set to 0. The Y positions of all other layers in the array are then offset by the height of the new layer (essentially pushing all old layers down). What I am having problems with is preventing the adding of new layers until the previous animation has completed. Is there a way to tell when an implicit animation has finished? Or alternatively, if I use CABasicAnimation and animationDidFinish, is there a way to tell which object finished animating when animationDidFinish is called?

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  • Searching for fast skeletal animation algorithm

    - by igf
    Is it theoretically possible to dynamicaly animate scene with 100-150 400 poly characters meshes on high-end GL ES 2.0 mobile devices or i definetley should use prerendered keyframe animation? Scene have only one light source and precalculated shadow maps. View from top like in Warcraft 3. No any other meshes or objects. 2d collision detecting between objects calculated via spatial hashing. It can be any other algorithm besides ragdoll, but it must supply fast and simple skeletal animation for frame with 100+ low poly meshes for each mesh. Any ideas?

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  • How do I control an animation with a drag command?

    - by Zishan
    I want to play an animation when someone drags a sprite from it's default position to another selected position. If they drag half of the selected position then animation will be play half. For example, I have 15 frames of a animation for a projectile arm. The projectile arm can be rotated a maximum of 30°, if someone rotates the arm 2° then the animation sprite should show the 2nd frame, if rotated 12° then the animation sprite should show the 6th frame.... and so on. Also when they release the arm, the arm will be reverse back to it's default position and animation frames also will be reverse back to the default first frame. I am new on cocos2D. I know how to make an animation and how to drag a sprite but I have no idea how to combine them. Can anyone give me an idea or any tutorial on how to do this?

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  • gwt-RPC problem! what is the best practice on using gwt-RPC?

    - by guaz
    Dear all, I want draw a chart based on the date retrieve from the database by using RPC. But everytime I fail to get the result. My rpc function is working. I think is the sequence of the process. below is my class: public class TrafficPattern_1 extends GChart { TrafficPattern_1() { final DBServiceAsync dbService = GWT .create(DBService.class); dbService.SendData(null, null, new AsyncCallback<Container_TrafficPattern>() { @Override public void onFailure(Throwable caught) { } @Override public void onSuccess(Container_TrafficPattern result) { // TODO Auto-generated method stub pContainer.SetaDate(result.aDate.get(1)); } }); pContainer.aDate.get(0); setChartSize(350, 200); setChartTitle("<h2>Temperature vs Time<h2>"); setPadding("8px"); //setPixelSize(380, 200); getXAxis().setAxisLabel("<small><b><i>Time</i></b></small>"); getXAxis().setHasGridlines(true); getXAxis().setTickCount(6); // Except for "=(Date)", a standard GWT DateTimeFormat string getXAxis().setTickLabelFormat("=(Date)h:mm a"); getYAxis().setAxisLabel("<small><b><i>&deg;C</i></b></small>"); getYAxis().setHasGridlines(true); getYAxis().setTickCount(11); getYAxis().setAxisMin(11); getYAxis().setAxisMax(16); addCurve(); getCurve().setLegendLabel("<i> </i>"); getCurve().getSymbol().setBorderColor("blue"); getCurve().getSymbol().setBackgroundColor("blue"); // getCurve().getSymbol().setFillSpacing(10); // getCurve().getSymbol().setFillThickness(3); getCurve().getSymbol().setSymbolType(SymbolType.LINE); getCurve().getSymbol().setFillThickness(2); getCurve().getSymbol().setFillSpacing(1); for (int i = 0; i < dateSequence.length; i++) // Note that getTime() returns milliseconds since // 1/1/70--required whenever "date cast" tick label // formats (those beginning with "=(Date)") are used. getCurve().addPoint(dateSequence[i].date.getTime(), dateSequence[i].value); }

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  • Preventing browser loading indicator with Chrome + GWT-rpc.

    - by Jeeyoung Kim
    Hello. I'm writing a ajax chatting webapp, just to test working with GWT. To simulate server side push of chat messages from the server to the browser, I have a XHR request running behind. It all works fine - except on Chrome, the browser is displaying a loading icon (a spinner) because of the XHR request on background. Is there any way to avoid this? I've tested it in Firefox, and it doesn't display such behavior.

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  • EXT-GWT Portal: How to get all Portlets?

    - by Lars
    Hi all this is my first Question here! Im just making my first steps with (Ext-) GWT. I´m testing the Ext-GWT libraries and really: These are absolute great! Now my question: Is it possible to make a kind of "clear-Portal" or "hide all portles" for a defined Portal? Or have i always manually clear the portal like in my example code above? My sample code looks like this: //define the Portal, 2 columns, each 50% auf width, with borders and Backgroundcolor portal = new Portal(2); portal.setBorders(true); portal.setStyleAttribute("backgroundColor", "white"); portal.setColumnWidth(0, .50); portal.setColumnWidth(1, .50); //define a Portlet for showing all Users portletUser = new Portlet(); portletUser.setHeading("Benutzer"); configPanel(portletUser); portletUser.setLayout(new FitLayout()); CompUserList compUserList = new CompUserList(); portletUser.add(compUserList); portletUser.setHeight(250); //define a Portlet for showing all Vehicles portletVehicles = new Portlet(); portletVehicles.setHeading("Fahrzeuge"); configPanel(portletVehicles); portletVehicles.setLayout(new FitLayout()); CompVehicleList compVehicleList = new CompVehicleList(); portletVehicles.add(compVehicleList); portletVehicles.setHeight(250); //define a portlet for showing all countries portletCountries = new Portlet(); portletCountries.setHeading("Länder"); configPanel(portletCountries); portletCountries.setLayout(new FitLayout()); CompCountryList compCountryList = new CompCountryList(); portletCountries.add(compCountryList); portletCountries.setHeight(250); //add both Portlets to Portal portal.add(portletUser, 0); portal.add(portletVehicles, 1); So first of all this works fine and looks great :-) Now i have a a button in a accordeon menu. The Listener on this button should hide all portlets in the portal (at this time its the portletUser and portletVehicles) and then add another portlet (for example the portletCountries): portletUser.hide(); portletVehicles.hide(); portal.add(portletCountries, 0) Question from above again ;-) Is it possible to make a kind of "clear-Portal" or "hide all portles" for a defined Portal? Or have i always manually clear the portal like in my example code above? What is the best practice for this functionallity? Thanks all for your tips! Lars.

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  • GWT Compilation

    - by Zeeshan
    Hi, I am facing problem while GWT compilation. I am using ANT build file in which i run 'build' target. when execution comes to 'gwtc' target the compilation sometimes stop or somtime it compiles successfully. Can anyone please tell me what i am doing wrong ? I am using GWT2.0

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  • Chat client with GWT

    - by user284016
    What would be the best way to create a JS chat client with GWT? The bit that I'm having trouble with is the persistence and transfer of the messages. Should I store the messages in a DB and check the db for new messages? Is there a much better way to do this?

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  • Error when running a GWTTestCase using maven gwt plugin

    - by adancu
    Hi, I've created a test which extends GWTTestCase but I'm getting this error: mvn integration-test gwt:test Running com.myproject.test.ui. GwtTestMyFirstTestCase Translatable source found in... [WARN] No source path entries; expect subsequent failures [ERROR] Unable to find type 'java.lang.Object' [ERROR] Hint: Check that your module inherits 'com.google.gwt.core.Core' either directly or indirectly (most often by inheriting module 'com.google.gwt.user.User') Tests run: 1, Failures: 0, Errors: 1, Skipped: 0, Time elapsed: 2.1 sec <<< FAILURE! GwtTestMyFirstTestCase.java is in /src/test/java, while the GWT module is located in src/main/java. I assume this shouldn't be a problem. I've done everything required according to http://mojo.codehaus.org/gwt-maven-plugin/user-guide/testing.html and of course that my gwt module already has com.google.gwt.core.Core indirectly imported. http://maven.apache.org/maven-v4_0_0.xsd" 4.0.0 com.myproject main jar 0.0.1-SNAPSHOT Main Module <properties> <gwt.module>com.myproject.MainModule</gwt.module> </properties> <parent> <groupId>com.myproject</groupId> <artifactId>app</artifactId> <version>0.1.0-SNAPSHOT</version> </parent> <dependencies> <dependency> <groupId>com.myproject</groupId> <artifactId>app-commons</artifactId> <version>0.0.1-SNAPSHOT</version> </dependency> <dependency> <groupId>com.google.gwt</groupId> <artifactId>gwt-dev</artifactId> <version>${gwt.version}</version> <scope>provided</scope> </dependency> </dependencies> <build> <plugins> <plugin> <groupId>org.apache.maven.plugins</groupId> <artifactId>maven-dependency-plugin</artifactId> <configuration> <outputFile>../app/src/main/webapp/WEB-INF/main.tree</outputFile> </configuration> </plugin> <plugin> <groupId>org.codehaus.mojo</groupId> <artifactId>gwt-maven-plugin</artifactId> <executions> <execution> <goals> <goal>test</goal> </goals> </execution> </executions> </plugin> <plugin> <groupId>org.apache.maven.plugins</groupId> <artifactId>maven-jar-plugin</artifactId> <configuration> <classesDirectory> ${project.build.directory}/${project.build.finalName}/${gwt.module} </classesDirectory> </configuration> </plugin> </plugins> </build> Here is the test case, located in /src/test/java/com/myproject/test/ui public class GwtTestMyFirstTestCase extends GWTTestCase { @Override public String getModuleName() { return "com.myproject.MainModule"; } public void testSomething() { } } Here is the gwt module I'm trying to test, located in src/main/java/com/myproject/MainModule.gwt.xml: <inherits name='com.myproject.Commons' /> <source path="site" /> <source path="com.myproject.test.ui" /> <set-property name="gwt.suppressNonStaticFinalFieldWarnings" value="true" /> <entry-point class='com.myproject.site.SiteModuleEntry' /> Can anyone give me a hint or two about what I'm doing wrong? Thanks in advance.

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