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  • CSS highlight menu item based on page body tags

    - by Sai
    I have a menu, I would like to highlight the sub menu item based on the page they are in. Can I use a div tag with an id on the page, and in css if the id is there then highlight the item. in body <div id="doc3"></div> then in css #doc3 #menu li#subnav-5-1 a I tried this but dosent seem to work. How can I change the style of another element based on id in the page body? menu... <!-- Menu 5 --> <li id="nav-5"><a href="ssslate.do">Micro</a> <ul id="subnav-5"> <li class="subnav-5-1"><a href="asdf.do">Site & Visit</a></li> <li><a href="ss.do">MIC</a></li> <li><a href="ss.do">sss</a></li> </ul> </li> CSS body.nav-5-1 li.subnav-5-1 {background-color:red;} htmlbody <body id=nav-5-body class="nav-5-1"> Thanks

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  • Click to make body text larger | JavaScript

    - by Wayne
    Please note this is just an example: <img src="img/normal-font.png" onclick="javascript:document.body.style.fontSize = '13px';" /> &nbsp; <img src="img/medium-font.png" onclick="javascript:document.body.style.fontSize = '14px';" /> &nbsp; <img src="img/large-font.png"onclick="javascript:document.body.style.fontSize = '15px';" /> The body text does indeed enlarge if I choose one of them, but what I like to include is remembering what option you've chosen by reading cookies. In fact, I have no experience in creating cookies in JS, only in PHP. Could someone come up with an example of how to make cookies the simpliest way remembering my option, but whenever someone clicks another one, it should get rid of the cookie that was last set, e.g. Cookie value has 15px, then should update it or remove it with a new cookie with a new value of 13px and so on. Thanks :)

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  • How to disable scrolling of body element?

    - by Starx
    How to disable scrolling of body? $('body').css('overflow','hidden'); only hides the scrollbars but it does not disable the scrolling. I want to disable the scrolling of the body. But I want to keep the scrolling of other division intact.

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  • Unity AddExplosionForce not doing anything

    - by Zero
    Recently I've started learning Unity3D. I'm working on a game as an exercise in which you control a space ship and have to dodge asteroids. If you feel like it's getting a bit too much you can hit the space bar, emitting a blast in all directions that repulses nearby asteroids. To create this blast I have the following code: public class PlayerBlastScript : MonoBehaviour { public ParticleSystem BlastEffect; // Update is called once per frame void Update () { if (Input.GetKeyUp(KeyCode.Space)) { Fire(); } } public void Fire() { ParticleEmitter effect = (ParticleEmitter) Instantiate (BlastEffect, transform.position, Quaternion.identity); effect.Emit(); Vector3 explosionPos = transform.position; Collider[] colliders = Physics.OverlapSphere(explosionPos, 25.0f); foreach(Collider hit in colliders) { if (!hit) { continue; } if (hit.rigidbody) { hit.rigidbody.AddExplosionForce(5000.0f, explosionPos, 100.0f); } } } } Even though the blast effect appears, the asteroids are not affected at all. The asteroids are all rigid bodies so what's the problem?

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  • Netscaler - Involving Response Body Replacement with GeoIP Implementation

    - by MrGoodbyte
    I have a Netscaler (10000) NS9.3: Build 52.3.cl There is a document contains a short tutorial about GeoIP database implementation at http://support.citrix.com/article/CTX130701 I have added location database by following this tutorial successfully but instead of dropping connections I need to replace a string in content body. To do that, I created a rewrite action with those parameters. * Name: ns_country_replacement_action * Type: REPLACE_ALL * Target Expression: HTTP.RES.BODY(50000) * Replacement Text: HTTP.RES.HEADER("international") * Pattern: \{\/\*COUNTRY_NAME\*\/\} To insert header called "international", I try to create another rewrite action with those parameters. I'll add this one's policy prior. * Name: ns_country_injection_action * Type: INSERT_HTTP_HEADER * Header Name: international * Header Value: CLIENT.IP.SRC.MATCHES_LOCATION("*.US.*.*.*.*").NOT When I click on create button, it says; Compound expression syntax error, [.*.*").NOT^, 50] I'm not sure but I think that two things might cause this error. The expression I use for MATCHES_LOCATION is wrong but I use same expression in the tutorial. MATCHES_LOCATION().NOT returns BOOLEAN but the field expects STRING. How can I get this work? Do I use right tools to accomplish what I need to do? Thank you. -Umut

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  • Sleep – Why We Need It and What Happens Without It

    - by Akemi Iwaya
    We spend approximately one-third of our lives sleeping, but why do our bodies need sleep? What is happening in our brains and bodies during our awake and sleeping periods? Could we get by with little to no sleep? Learn the answers to these questions and more with SciShow’s information-packed video about sleep! Sleep: Why We Need It and What Happens Without It [YouTube]     

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  • nginx inserting extra characters in Multi-status reply body

    - by user125011
    Here's the setup. I've got one server running apache/php hosting ownCloud. Among other things, I'm using to do CardDAV contact syncing. In order to make things work with my domain I have an nginx server running on the frontend as a reverse-proxy to the ownCloud server. My nginx config is as follows: server { listen 80; server_name cloud.mydomain.com; location / { proxy_set_header X-Forwarded-Host cloud.mydomain.com; proxy_set_header X-Forwarded-Proto http; proxy_set_header X-Forwarded-For $remote_addr; client_max_body_size 0; proxy_redirect off; proxy_pass http://server; } } The problem is that when my phone does a PROPFIND on the server, nginx adds extra characters to the content body that throw the phone off. Specifically, it prepends d611\r\n at the front of the body and appends 0\r\n\r\n to the end of the content. (I got this from wireshark.) It also re-chunks the result. How do I get nginx to send the original content as-is?

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  • unity4.3 rigidbody2d unexpected force behaviour

    - by Lilz Votca Love
    So guys ive edited the question and here is what my problem is i have a player which has a rigidbody2d attached to it.my player is able to doublejump in the air nicely and stick to walls when colliding with them and slowly slides to the ground.All movement is handle through physics and no transform manipulations.here i did something similar to this in the FixedUpdate of my player. void FixedUpdate() { if(wall && Input.GetButtonDown("Jump")) { if(facingright)//player is facing the left side of the wall { rigidbody2D.Addforce(new vector2(-1f,2f)*jumpforce); /*Now the player should jump backwards following this directional vector and should follow a smooth curve which in this part works well*/ } else { rigidbody2D.Addforce(new vector2(1f,2f)*jumpforce); /*Now this is where everything gets complicated as you should have noticed this is the same directional vector only the opposite x axis value and the same amount of force is used but it behaves like the red curve in the picture below*/ } } } bad behaviour and vector in red .I tested the same thing(both addforce methods) for a simple jump and they exactly behave like mentionned above in the picture.so here is my problem.Jumping diagonally forward with rigidbody2d.addforce() do not have the same impact,do not follow the same curve as jumping the opposite direction with the same exact amount of force.if i could fix this or get past this i could implement a walljump system like a ninja jumping in zigzag between two opposite wall to climb them.Any ideas or alternatives?

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  • Warp GameObject Size When Entering/Leaving Area

    - by Julian
    Below I have an image describing the desired functionality I am going for. Let's say you control a square and when you move this square into a given area, any part of your rigidbody/model inside of the area will be magnified upon entering and shrunk upon leaving. So now you more or less are made up of two rectangles, one small and one large. What would be an elegant approach towards achieving this effect?

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  • Strange behavior of RigidBody with gravity and impulse applied

    - by Heisenbug
    I'm doing some experiments trying to figure out how physics works in Unity. I created a cube mesh with a BoxCollider and a RigidBody. The cuve is laying on a mesh plane with a BoxCollider. I'm trying to update the object position applying a force on its RigidBody. Inside script FixedUpdate function I'm doing the following: public void FixedUpdate() { if (leftButtonPressed()) this.rigidbody.AddForce( this.transform.forward * this.forceStrength, ForceMode.Impulse); } Despite the object is aligned with the world axis and the force is applied along Z axis, it performs a quite big rotation movement around its y axis. Since I didn't modify the center of mass and the BoxCollider position and dimension, all values should be fine. Removing gravity and letting the object flying without touching the plane, the problem doesn't show. So I suppose it's related to the friction between objects, but I can't understand exactly which is the problem. Why this? What's my mistake? How can I fix this, or what's the right way to do such a moving an object on a plane through a force impulse?

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  • Understanding Unity3d physics: where is the force applied?

    - by Heisenbug
    I'm trying to understand which is the right way to apply forces to a RigidBody. I noticed that there are AddForce and AddRelativeForce methods, one applied in world space coordinate system meanwhile the other in the local space. The thing that I do not understand is the following: usually in physics library (es. Bullet) we can specify the force vector and also the force application point. How can I do this in Unity? Is it possible to apply a force vector in a specific point relative to the given RigidBody coordinate system? Where does AddForce apply the force?

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  • Repelling a rigidbody in the direction an object is rotating

    - by ndg
    Working in Unity, I have a game object which I rotate each frame, like so: void Update() { transform.Rotate(new Vector3(0, 1, 0) * speed * Time.deltaTime); } However, I'm running into problems when it comes to applying a force to rigidbodies that collide with this game objects sphere collider. The effect I'm hoping to achieve is that objects which touch the collider are thrown in roughly the same direction as the object is rotating. To do this, I've tried the following: Vector3 force = ((transform.localRotation * Vector3.forward) * 2000) * Time.deltaTime; collision.gameObject.rigidbody.AddForce(force, ForceMode.Impulse); Unfortunately this doesn't always match the rotation of the object. To debug the issue, I wrote a simple OnDrawGizmos script, which (strangely) appears to draw the line correctly oriented to the rotation. void OnDrawGizmos() { Vector3 pos = transform.position + ((transform.localRotation * Vector3.forward) * 2); Debug.DrawLine(transform.position, pos, Color.red); } You can see the result of the OnDrawGizmos function below: What am I doing wrong?

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  • How to remove a box2d body when collision happens?

    - by Ayham
    I’m still new to java and android programming and I am having so much trouble Removing an object when collision happens. I looked around the web and found that I should never handle removing BOX2D bodies during collision detection (a contact listener) and I should add my objects to an arraylist and set a variable in the User Data section of the body to delete or not and handle the removing action in an update handler. So I did this: First I define two ArrayLists one for the faces and one for the bodies: ArrayList<Sprite> myFaces = new ArrayList<Sprite>(); ArrayList<Body> myBodies = new ArrayList<Body>(); Then when I create a face and connect that face to its body I add them to their ArrayLists like this: face = new AnimatedSprite(pX, pY, pWidth, pHeight, this.mBoxFaceTextureRegion); Body BoxBody = PhysicsFactory.createBoxBody(mPhysicsWorld, face, BodyType.DynamicBody, objectFixtureDef); mPhysicsWorld.registerPhysicsConnector(new PhysicsConnector(face, BoxBody, true, true)); myFaces.add(face); myBodies.add(BoxBody); now I add a contact listener and an update handler in the onloadscene like this: this.mPhysicsWorld.setContactListener(new ContactListener() { private AnimatedSprite face2; @Override public void beginContact(final Contact pContact) { } @Override public void endContact(final Contact pContact) { } @Override public void preSolve(Contact contact,Manifold oldManifold) { } @Override public void postSolve(Contact contact,ContactImpulse impulse) { } }); scene.registerUpdateHandler(new IUpdateHandler() { @Override public void reset() { } @Override public void onUpdate(final float pSecondsElapsed) { } }); My plan is to detect which two bodies collided in the contact listener by checking a variable from the user data section of the body, get their numbers in the array list and finally use the update handler to remove these bodies. The questions are: Am I using the arraylist correctly? How to add a variable to the User Data (the code please). I tried removing a body in this update handler but it still throws me NullPointerException , so what is the right way to add an update handler and where should I add it. Any other advices to do this would be great. Thanks in advance.

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  • varnish: Alter response body

    - by soulmerge
    I need to rewrite the response received by the backend in varnish. The C-function is ready, embedded in the configuration file, and passes tests run on response headers. But I need to access the body of the response. I couldn't find a way to extract that from the response struct, though. Does anyone have an idea how I could extract it anyway?

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  • Sending mail from command line if body not empty

    - by cdecker
    I'd like to write a simple script that alerts me if a log changes. For this I'm using grep to find the lines I'm interested in. Right now it works like this: grep line /var/log/file | mail -s Log [email protected] Problem is that this sends a mail even if no matching lines are found. The mail utility from mailutils seems to have no switch telling it to drop mails that have an empty body. Is there a quick and easy way to do so?

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  • JBox2D applyLinearImpulse doesn't work

    - by Romeo
    So i have this line of code: if(input.isKeyDown(Input.KEY_W)&&canJump()) { body.applyLinearImpulse(new Vec2(0, 30), cam.screenToWorld(body.getPosition())); System.out.println("I can jump!"); } My problem is that the console display I can jump! but the body doesn't do that. Can you explain to me if i do something wrong? Some more code. This function creates my 'hero' the one supposed to jump. private Body setDynamic(float width, float height, float x, float y) { PolygonShape shape = new PolygonShape(); shape.setAsBox(width/2, height/2); BodyDef bd = new BodyDef(); bd.allowSleep = true; bd.position = new Vec2(cam.screenToWorld(new Vec2(x + width / 2, y + height / 2))); bd.type = BodyType.DYNAMIC; bd.userData = new BodyInfo(width, height); Body body = world.createBody(bd); body.createFixture(shape, 10); return body; } And this is the main update loop: if(input.isKeyDown(Input.KEY_A)) { body.setLinearVelocity(new Vec2(-10*delta, body.getLinearVelocity().y)); } else if (input.isKeyDown(Input.KEY_D)) { body.setLinearVelocity(new Vec2(10*delta, body.getLinearVelocity().y)); } else { body.setLinearVelocity(new Vec2(0, body.getLinearVelocity().y)); } if(input.isKeyDown(Input.KEY_W)&&canJump()) { body.applyLinearImpulse(new Vec2(0, 30), body.getPosition()); System.out.println("I can jump!"); } world.step(delta * 0.001f, 10, 5); }

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  • Encoding::UndefinedConversionError from email body

    - by raam86
    using mail for ruby I am getting this message: mail.rb:22:in `encode': "\xC7" from ASCII-8BIT to UTF-8 (Encoding::UndefinedConversionError) from mail.rb:22:in `<main>' If I remove encode I get a message ruby /var/lib/gems/1.9.1/gems/bson-1.7.0/lib/bson/bson_ruby.rb:63:in `rescue in to_utf8_binary': String not valid utf-8: "<div dir=\"ltr\"><div class=\"gmail_quote\">l<br><br><br><div dir=\"ltr\"><div class=\"gmail_quote\"><br><br><br><div dir=\"ltr\"><div class=\"gmail_quote\"><br><br><br><div dir=\"ltr\"><div dir=\"rtl\">\xC7\xE1\xE4\xD5 \xC8\xC7\xE1\xE1\xDB\xC9 \xC7\xE1\xDA\xD1\xC8\xED\xC9</div></div>\r\n</div><br></div>\r\n</div><br></div>\r\n</div><br></div>" (BSON::InvalidStringEncoding) This is my code: require 'mail' require 'mongo' connection = Mongo::Connection.new db = connection.db("DB") db = Mongo::Connection.new.db("DB") newsCollection = db["news"] Mail.defaults do retriever_method :pop3, :address => "pop.gmail.com", :port => 995, :user_name => 'my_username', :password => '*****', :enable_ssl => true end emails = Mail.last #Checks if email is multipart and decods accordingly. Put to extract UTF8 from body plain_part = emails.multipart? ? (emails.text_part ? emails.text_part.body.decoded : nil) : emails.body.decoded html_part = emails.html_part ? emails.html_part.body.decoded : nil mongoMessage = {"date" => emails.date.to_s , "subject" => emails.subject , "body" => plain_part.encode('UTF-8') } msgID = newsCollection.insert(mongoMessage) #add the document to the database and returns it's ID puts msgID For English and Hebrew it works perfectly but it seems gmail is sending arabic with different encoding. Replacing UTF-8 with ASCII-8BIT gives a similar error. I get the same result when using plain_part for plain email messages. I am handling emails from one specific source so I can put html_part with confidence it's not causing the error. To make it extra weird Subject in Arabic is rendered perfectly. What encoding should I use?

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  • How to get "Data Type" value of Body of a Lotus Notes Item using .NET?

    - by Pari
    I am trying to get Data Type (Body Format) of Mail,Calendar e.t.c. Body. Getting Body content as: String Body = (string)((object[])docInbox.GetItemValue("Body"))[0]; or String Body = docInbox.GetFirstItem("Body").Text; I tried it using: String bodyFormat = ((object[])docInbox.GetItemValue("Body"))[0].GetType().ToString(); But in this case i am getting "System.String" value.But actually it is : "Rich Text".

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  • Google Maps API 3 How to call initialize without putting it in Body onload

    - by Bex
    Hi I am using the google maps API and have copied the examples and have ended up with a function called "initialize" that is called from the body onload. I am using the maps in a few different user controls, which are placed within content place holders, so the body tag is in the master page. Is there a way of calling initialize directly in the usercontrol rather than having to place an onload on the masterpage? Ideally I want my user control to be a stand alone control that I can just slot into pages without trying to access the master page body onload. I have tried calling the Initialize function from my page load of the user control (by adding a start up script), but the map doesn't appear. Any suggestions? My code: <script type="text/javascript" src="http://maps.google.com/maps/api/js?sensor=false">/script> <script type="text/javascript" src="http://ajax.googleapis.com/ajax/libs/jquery/1.4.2/jquery.min.js"></script> <script type="text/javascript"> var map; var geocoder; function initialize() { geocoder = new google.maps.Geocoder(); var latlng = new google.maps.LatLng(51.8052184317649, -4.965819906250006); var myOptions = { zoom: 8, center: latlng, mapTypeId: google.maps.MapTypeId.ROADMAP }; map = new google.maps.Map(document.getElementById("map_canvas"), myOptions); $.ajax({ type: "POST", url: "/GoogleMapsService.asmx/GetPointers", contentType: "application/json; charset=utf-8", dataType: "json", beforeSend: function () { $(".loadingData").html("<p>Loading data..</p>"); }, complete: function () { $(".loadingData").html(""); }, cache: true, success: mapPoints, error: onError }); } function onError(xhr, ajaxOptions, thrownError) { alert(xhr.status); alert(xhr.responseText); } function mapPoints(response) { if (response.d != null) { if (response.d.length > 0) { for (var i = 0; i < response.d.length; i++) { plotOnMap(response.d[i].Id, response.d[i].Name, response.d[i].Lat, response.d[i].Long, response.d[i].ShortDesc) } } } } and on my test master page: <body onload="initialize()"> <form runat="server"> <asp:ScriptManager ID="ScriptManager1" runat="server" EnablePageMethods="true"></asp:ScriptManager> <asp:ContentPlaceHolder ID="MainContent" runat="server"> </asp:ContentPlaceHolder> </form> </body>

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  • Word 2010 not printing body text on pages with images

    - by Oesor
    I've got a document exhibiting bizarre behavior -- when I print, the body text style is only displayed on pages without images. Headings, header and footer, and captions are printing on the page, along with any graphics such as border styles applied to the style, but the text itself doesn't print -- except for en dashes. The text is pretty basic -- a justified Calibri style. Images are their own style, a centered paragraph item. There's no floating image boxes or text boxes going on, everything's a paragraph style. It's not a print driver issue. I get identical behavior on both a HP and Brother laser printer. It's also not a paragraph-level style issue; I've inserted enough dummy text to move a printing paragraph on a page with no images to the next page, which has an image, and the paragraph does not print on the next page. Has anyone run into an issue like this and knows the solution?

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  • Automatically save/download e-mail body to disk

    - by CatamountJack
    Is there a program that will allow me to connect to my mail server (IMAP) and automatically save certain new e-mails to disk? Multiple times a day I receive automated e-mail updates about pending jobs from a system that processes some information for us. The data in these e-mails is written as plain-text within the body of the message. I would like to download the newest message, parse it, and display it on my desktop. The last two parts I can manage ok - it's just the automatic downloading that is posing a challenge. I don't use Outlook (I do use Thunderbird), but would prefer not to have the client open to make this happen. I'm currently running Win7.

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  • Using Pragma in Oracle Package Body

    - by asalamon74
    I'd like to create an Oracle Package and two functions in it: A public function ( function_public ) and a private one ( function_private ). The public function calls the private one. I'd like to add the same pragma to the functions: WNDS, WNPS. Without the pragma I can create a code like this: CREATE OR REPLACE PACKAGE PRAGMA_TEST AS FUNCTION function_public(x IN VARCHAR2) RETURN VARCHAR2; END PRAGMA_TEST; CREATE OR REPLACE PACKAGE BODY PRAGMA_TEST AS FUNCTION function_private(y IN VARCHAR2) RETURN VARCHAR2 IS BEGIN -- code END; FUNCTION function_public(x IN VARCHAR2) RETURN VARCHAR2 IS BEGIN -- code -- here is a call for function_private -- code END; END PRAGMA_TEST; If I'd like to add WNDS, WNPS pragma to function_public I should also add the same pragma to function_private because function_public calls function_private. It seems to me pragma can be used only in the package declaration, and not in package body, so I have to declare function_private in the package as well: CREATE OR REPLACE PACKAGE PRAGMA_TEST AS FUNCTION function_private(y IN VARCHAR2) RETURN VARCHAR2; PRAGMA RESTRICT_REFERENCES( function_private, WNDS, WNPS); FUNCTION function_public(x IN VARCHAR2) RETURN VARCHAR2; PRAGMA RESTRICT_REFERENCES( function_public, WNDS, WNPS); END PRAGMA_TEST; CREATE OR REPLACE PACKAGE BODY PRAGMA_TEST AS FUNCTION function_private(y IN VARCHAR2) RETURN VARCHAR2 IS BEGIN -- code END; FUNCTION function_public(x IN VARCHAR2) RETURN VARCHAR2 IS BEGIN -- code -- here is a call for function_private -- code END; END PRAGMA_TEST; This solution makes my function_private public as well. Is there a solution to add pragma to a function which can be found only in the package body?

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