Search Results

Search found 38203 results on 1529 pages for 'library development'.

Page 673/1529 | < Previous Page | 669 670 671 672 673 674 675 676 677 678 679 680  | Next Page >

  • What are the Starting Games I need to make?[Best steps for a beginner Game Developer?] [closed]

    - by Man With Steel Nerves...
    Possible Duplicate: What are good games to “earn your wings” with? Hai, I'm new to the genre "Creating Games".Previously i had done only porting.I need some suggestion's for making a game. What are the basic game logics i need to start with? - Should i write Tic-Tac-Toe game? - Actually this seem very basic to me. I'm totally confused on where to start with.I like to create big games but after starting i feel the game is too heavy to handle. Can any one list out the basic needs of a Game Play programmer? I don't mind using any platform (Flash,c++,objective-c) but i need to know what are the game logic's i need to know before i start a big game.

    Read the article

  • Android Dynamic 2D Map

    - by Deltharis
    My problem is, I want to create a 2D tiled map. Yes, I know it's been asked a lot. I've seen answers that propose the use of tiled however it only allows (or so it seems to me) to generate static maps that do not change once generated. And I need a large empty uniform space of empty tiles, upon which players may place various buildings (some spanning more than one tile and logically being the same one). How to approach this in Android? Do I make some kind of TableLayout, use arbitrarly large amount of rows and imageviews (with my emptyTile), than somehow work event-based changing of image ids from there? I'd think that only a portion of that map should be visible at a time, but I don't see how scrolling around could be the part of that structure.

    Read the article

  • Mercurial Subrepos, how to control which changeset I want to use for a subrepo?

    - by Lasse V. Karlsen
    I am reading up on subrepos, and have been running some tests locally, seems to work OK so far, but I have one question. How do I specify/control which changeset I want to use for a particular subrepo? For instance, let's say I have the following two projects: class library application o fourth commit o second commit, added a feature | | o third commit o initial commit | | o second commit |/ o initial commit Now, I want the class library as a subrepo of my application, but due to the immaturity of the longest branch (the one ending up as fourth commit), I want to temporarily use the "second commit" tip. How do I go about configuring that, assuming it is even possible? Here's a batch file that sets up the above two repos + adds the library as a subrepo. If you run the batch file, it will output: [C:\Temp] :test ... v4 As you can see from that last line there, it verifies the contents of the file in the class library, which is "v4" from the fourth commit. I'd like it to be "v2", and persist as "v2" until I'm ready to pull down a newer version from the class library repository. Can anyone tell me if it is possible to do what I want, and if so, what I need to do in order to lock my subrepo to the right changeset? Batch-file: @echo off if exist app rd /s /q app if exist lib rd /s /q lib if exist app-clone rd /s /q app-clone rem == app == hg init app cd app echo program>main.txt hg add main.txt hg commit -m "initial commit" echo program+feature1>main.txt hg commit -m "second commit, added a feature" cd .. rem == lib == hg init lib cd lib echo v1>lib.txt hg add lib.txt hg commit -m "initial commit" echo v2>lib.txt hg commit -m "second commit" hg update 0 echo v3>lib.txt hg commit -m "third commit" echo v4>lib.txt hg commit -m "fourth commit" cd .. rem == subrepos == cd app hg clone ..\lib lib echo lib = ..\lib >.hgsub hg add .hgsub hg commit -m "added subrepo" cd .. rem == clone == hg clone app app-clone type app-clone\lib\lib.txt

    Read the article

  • Threads slowing down application and not working properly

    - by Belgin
    I'm making a software renderer which does per-polygon rasterization using a floating point digital differential analyzer algorithm. My idea was to create two threads for rasterization and have them work like so: one thread draws each even scanline in a polygon and the other thread draws each odd scanline, and they both start working at the same time, but the main application waits for both of them to finish and then pauses them before continuing with other computations. As this is the first time I'm making a threaded application, I'm not sure if the following method for thread synchronization is correct: First of all, I use two global variables to control the two threads, if a global variable is set to 1, that means the thread can start working, otherwise it must not work. This is checked by the thread running an infinite loop and if it detects that the global variable has changed its value, it does its job and then sets the variable back to 0 again. The main program also uses an empty while to check when both variables become 0 after setting them to 1. Second, each thread is assigned a global structure which contains information about the triangle that is about to be rasterized. The structures are filled in by the main program before setting the global variables to 1. My dilemma is that, while this process works under some conditions, it slows down the program considerably, and also it fails to run properly when compiled for Release in Visual Studio, or when compiled with any sort of -O optimization with gcc (i.e. nothing on screen, even SEGFAULTs). The program isn't much faster by default without threads, which you can see for yourself by commenting out the #define THREADS directive, but if I apply optimizations, it becomes much faster (especially with gcc -Ofast -march=native). N.B. It might not compile with gcc because of fscanf_s calls, but you can replace those with the usual fscanf, if you wish to use gcc. Because there is a lot of code, too much for here or pastebin, I created a git repository where you can view it. My questions are: Why does adding these two threads slow down my application? Why doesn't it work when compiling for Release or with optimizations? Can I speed up the application with threads? If so, how? Thanks in advance.

    Read the article

  • How do I properly implement zooming in my game?

    - by Rudy_TM
    I'm trying to implement a zoom feature but I have a problem. I am zooming in and out a camera with a pinch gesture, I update the camera each time in the render, but my sprites keep their original position and don't change with the zoom in or zoom out. The Libraries are from libgdx. What am I missing? private void zoomIn() { ((OrthographicCamera)this.stage.getCamera()).zoom += .01; } public boolean pinch(Vector2 arg0, Vector2 arg1, Vector2 arg2, Vector2 arg3) { // TODO Auto-generated method stub zoomIn(); return false; } public void render(float arg0) { this.gl.glClear(GL10.GL_DEPTH_BUFFER_BIT | GL10.GL_COLOR_BUFFER_BIT); ((OrthographicCamera)this.stage.getCamera()).update(); this.stage.draw(); } public boolean touchDown(int arg0, int arg1, int arg2) { this.stage.toStageCoordinates(arg0, arg1, point); Actor actor = this.stage.hit(point.x, point.y); if(actor instanceof Group) { ((LevelSelect)((Group) actor).getActors().get(0)).touched(); } return true; } Zoom In Zoom Out

    Read the article

  • How to configure Bullet for LookAt?

    - by AllCoder
    I'm having problems positioning Bullet objects. I am doing: ToolVec3 origin = ToolVec3( obj_posx, obj_posy, obj_posz ); ToolVec3 vmod = ToolVec3( object_sizex / 2.0f, object_sizey / 2.0f, object_sizez / 2.0f ); btTransform shapeTransform = btTransform::getIdentity(); shapeTransform.setOrigin( btVector3(origin.x+vmod.x, origin.y+vmod.y, origin.z+vmod.z) ); btDefaultMotionState* myMotionState = new btDefaultMotionState(shapeTransform); btRigidBody::btRigidBodyConstructionInfo rbInfo(mass,myMotionState,m_collisionShapes[2],localInertia); btRigidBody* body = new btRigidBody(rbInfo); I then do: btCollisionObject* colObj = m_dynamicsWorld->getCollisionObjectArray()[i]; btRigidBody* body = btRigidBody::upcast(colObj); if(body && body->getMotionState()) { btDefaultMotionState* myMotionState = (btDefaultMotionState*)body->getMotionState(); myMotionState->m_graphicsWorldTrans.getOpenGLMatrix(m); } else { colObj->getWorldTransform().getOpenGLMatrix(m); } And after obtaining the matrix m, I paste it as model matrix. I am observing few things: I must add some weird "size / 2" to object's position, to have it drawed normally, I have following "up" look at vector defined: "0.0f, -1.0f, 0.0f" – basically, Y grows up, Z grows forward (to monitor), BUT – x grows LEFT, I think there is some conflict with the X direction.. I cannot obtain consistent positioning having world setup like this How to configure this in Bullet? Why the weird + size/2 requirement?

    Read the article

  • SWIG: From Plain C++ to working Wrapper

    - by duckworthd
    Hi everyone. I've been trying to create a SWIG wrapper for this tiny little C++ class for the better part of 3 hours with no success, so I was hoping one of you out there could lend me a small hand. I have the following class: #include <stdio.h> class Example { public: Example(); ~Example(); int test(); }; #include "example.h" Along with the implementation: Example::Example() { printf("Example constructor called\n"); } Example::~Example() { printf("Example destructor called\n"); } int Example::test() { printf("Holy shit, I work!\n"); return 42; } I've read through the introduction page ( www.swig.org/Doc1.3/Java.html ) a few times without gaining a whole lot of insight into the situation. My steps were Create an example.i file Compile original alongside example_wrap.cxx (no linking) link resulting object files together Create a little java test file (see below) javac all .java files there and run Well steps 4 and 5 have created a host of problems for me, starting with the basic ( library 'example' not found due to not being in java's path ) to the weird ( library not found even unless LD_LIBRARY_PATH is set to something, even if it's nothing at all). I've included my little testing code below public class test2 { static { String libpath = System.getProperty("java.library.path"); String currentDir = System.getProperty("user.dir"); System.setProperty("java.library.path", currentDir + ":" + libpath); System.out.println(System.getProperty("java.library.path")); System.loadLibrary("example"); } public static void main(String[] args){ System.out.println("It loads!"); } } Well, if anyone has navigated these murky waters of wrapping, I could not be happier than if you could light the way, particularly if you could provide the example.i and bash commands to go along with it.

    Read the article

  • How do I include 3rd party libraries in my code...

    - by Krakkos
    I understand the process of using a 3rd party library to access functions outside of my code base, but how do i actually set up Visual Studio 2005 to include them in the project. I have a 3rd party library with some headers, some cpp's, and some .lib files. In the projects properties I add the top level external library directory as an include directory, I add the additional library directory at the same level put this is project properties too. In the .cpp file where I use the functions, do I put the #include in its header file? In the top level projects header file? in the cpp? I've tried all that, but I get "unresolved external symbol"... grrrrrrrrrrrrr

    Read the article

  • Parsing glGetShaderInfoLog() to get error info. Is this reliable, or is there a better way?

    - by m4ttbush
    I want to get a list of errors and their line numbers so I can display the error information different to how it's formatted in the error string, and also show the line in error. It looks easy enough to just parse the result of glGetShaderInfoLog(), look for "ERROR:" then read the next number up to : and then the next, and then the error description up to the next newline. But the OpenGL docs say "Application developers should not expect different OpenGL implementations to produce identical information logs." Which makes me worry that my code may behave incorrectly on different systems. I don't need them to be identical, I just need them to follow the same format. So is there a better way to get a list of errors with line number separate, is it safe to assume that they'll always follow the "ERROR: 0:123:" format, or is there simply no reliable way to do this? Thanks!

    Read the article

  • How do I add a Rigid body and a box collider component to a Texture2D?

    - by gamenewdev
    I am making a snake game. I'm basing it on a basic tutorial game, which does no collision detection, wall checking or different levels. All snake head, piece, food, even the background is made of Texture2D. I want the head of the snake to detects 2D collisions with them, but Rect.contains isn't working. I'd prefer to detect collisions by onTriggerEnter() for which I need to add BoxCollider to my snakeHead.

    Read the article

  • XNA Spritebatch sorting by texture vs depth

    - by Motig
    I am refining my 2D game engine, and I want to look in to sorting sprite batches by texture (because I'm quite often using the same textures repeatedly). However, I also want to retain a few 'layers' of depth (i.e. ground < buildings < units < GUI etc). My question is, which of the following is the best approach (in terms of performance)? Create multiple SpriteBatches and Begin() and End() them in order; or... Create a single SpriteBatch and call Begin() and End() multiple times, once for each layer (in order)?

    Read the article

  • String on a model

    - by alecnash
    I am trying to put a sting on a Model and I want it to be dynamic. Did some research and came up with drawing the text on the texture and then set it on the model. I use something like this: public static Texture2D SpriteFontTextToTexture(SpriteFont font, string text, Color backgroundColor, Color textColor) { Size = font.MeasureString(text); RenderTarget2D renderTarget = new RenderTarget2D(GraphicsDevice, (int)Size.X, (int)Size.Y); GraphicsDevice.SetRenderTarget(renderTarget); GraphicsDevice.Clear(Color.Transparent); Spritbatch.Begin(); //have to redo the ColorTexture Spritbatch.Draw(ColorTexture.Create(GraphicsDevice, 1024, 1024, backgroundColor), Vector2.Zero, Color.White); Spritbatch.DrawString(font, text, Vector2.Zero, textColor); Spritbatch.End(); GraphicsDevice.SetRenderTarget(null); return renderTarget; } When I was working with primitives and not models everything worked fine because I set the texture exactly where I wanted but with the model (RoundedRect 3d button) it looks like that: Is there a way to have the text centered only on one side?

    Read the article

  • How can I extract a list of Minecraft items and recipes?

    - by Sean
    I'm designing a robust system for resolving item dependencies in Minecraft and to do so, I need to maintain a database of items and recipes. Right now, this database has to be hand-crafted (no pun intended); I would like to know if it is possible to somehow query the Minecraft jars (or perhaps more realistically, grep through them) to extract this data automatically. How can this be done? The project is currently in Python, but it can still be ported to Java without much fuss at this stage. (For the curious.)

    Read the article

  • Detect click on Triangle and Circle buttons

    - by chr1s89
    How can i detect clicks on a texture (will be a button in my game) that has a form of a triangle or circle. I know only the rectangle solution where u can use the positions + the width/height but this dont work for that because clicks will be detected at the transparent pixels. I heard of pixel-perfect collision is it the right way for this? It would be great if someone can give me a example for such a solution or other.

    Read the article

  • Using Bullet physics engine to find the moment of object contact before penetration

    - by MooMoo
    I would like to use Bullet Physics engine to simulate the objects in 3D world. One of the objects in the world will move using the position from 3D mouse control. I will call it "Mouse Object" and any object in the world as "Object A" I define the time before "mouse object" and "Object A" collide as t-1 The time "mouse object" penetrate "Object A" as t Now there is a problem about rendering the scene because when I move the mouse very fast, "Mouse object" will reside in "Object A" before "Object A" start to move. I would like the "Mouse Object" to stop right away attach to the "Object A". Also If the "Object A" move, the "Mouse object" should move following (attach) the "Object A" without stop at the first collision take place. This is what i did I find the position of the "Mouse Object" at time t-1 and time t. I will name it as pos(t-1) and pos(t) The contact time will be sometime between t-1 to t, which the time of contact I name it as t_contact, therefore the contact position (without penetration) between "Mouse object" and "Object A" will be pos(t_contact) then I create multiple "Mouse object"s using this equation pos[n] = pos(t-1) * C * ( pos(t) - pos(t-1) ) where 0 <= C <= 1 if I choose C = 0.1, 0.2, 0.3,0.4..... 1.0, I will get pos[n] for 10 values Then I test collision for all of these 10 "Mouse Objects" and choose the one that seperate between "no collision" and "collision". I feel this method is super non-efficient. I am not sure the way other people find the time-of-contact or the position-of-contact when "Object A" can move.

    Read the article

  • Movement on the X an Z axis are combined?

    - by Magicaxis
    This is probably a stupid question, but I'm trying to simply move a 3D object up, down, left, and right (Not forward or backward). The Y axis works fine, but when I increment the object's X position, the object moves BOTH right and backwards! when I decrement X, left and forwards! setPosition(getPosition().X + 2/*times deltatime*/, getPosition().Y, getPosition().Z); I was astonished that XNA doesnt have its own setPosition function, so I made a parent class for all objects with a setPosition and Draw function. Setposition simply edits a variable "mPosition" and passes it to the common draw function: // Copy any parent transforms. Matrix[] transforms = new Matrix[block.Bones.Count]; block.CopyAbsoluteBoneTransformsTo(transforms); // Draw the model. A model can have multiple meshes, so loop. foreach (ModelMesh mesh in block.Meshes) { // This is where the mesh orientation is set, as well // as our camera and projection. foreach (BasicEffect effect in mesh.Effects) { effect.EnableDefaultLighting(); effect.World = transforms[mesh.ParentBone.Index] * Matrix.CreateRotationY(MathHelper.ToRadians(mOrientation.Y)) * Matrix.CreateTranslation(mPosition); effect.View = game1.getView(); effect.Projection = game1.getProjection(); } // Draw the mesh, using the effects set above. mesh.Draw(); } I tried to work it out by attempting to increment and decrement the Z axis, but nothing happens?! So using the X axis changes the objects x and z axis', but changing the Z does nothing. Great. So how do I seperate the X and Z axis movement?

    Read the article

  • How Would I create alternate players (Turn base Event)

    - by Blue
    The picture above shows 2 players. Each containing 3 characters. I want to know how to make a Turn based event starting with player 1 alternating turns with player 2. And in every alternation each character gets a turn. If a character dies, the next character on the same team goes, and so on. How would I create this? Is there a tutorial? I haven't made any turn-based games so I don't know how to program these kinds of stuff.

    Read the article

  • What are some ways of making manageable complex AI?

    - by Tetrad
    In the past I've used simple systems like finite state machines (FSMs) or hierarchical FSMs to control AI behavior. For any complex system, this pattern falls apart very quickly. I've heard about behavior trees and it seems like that's the next obvious step, but haven't seen a working implementation or really tried going down that route yet. Are there any other patterns to making manageable yet complex AI behaviors?

    Read the article

  • forward rendering and multiple shadow maps

    - by Irbis
    I have two light sources on my scene. I created two fbo's which store depth textures for these lights. A render loop looks like this: bind fbo1 save depth values for first light unbind fbo1 bind fbo2 save depth values for second light unbind fbo2 enable additive blending bind first depth texture render scene bind second depth texture render scene disable additive blending For one light source the program works fine. For many light sources I use an additive blending to acumulate lighting results but then some objects become transparent (for example when an object which is further away from the camera is drawn before an object which is closer to the camera). How to resolve that problem ? How should I accumulate lighting effects for many light sources (many shadow maps) ? P.S. I use OpenGL/GLSL 3.3+

    Read the article

  • Logic in Entity Components Sytems

    - by aaron
    I'm making a game that uses an Entity/Component architecture basically a port of Artemis's framework to c++,the problem arises when I try to make a PlayerControllerComponent, my original idea was this. class PlayerControllerComponent: Component { public: virtual void update() = 0; }; class FpsPlayerControllerComponent: PlayerControllerComponent { public: void update() { //handle input } }; and have a system that updates PlayerControllerComponents, but I found out that the artemis framework does not look at sub-classes the way I thought it would. So all in all my question here is should I make the framework aware of subclasses or should I add a new Component like object that is used for logic.

    Read the article

  • How to calculate new velocities between resting objects (AABB) after accelerations?

    - by Tiedye
    lately I have been trying to create a 2D platformer engine in C++ with Direct2D. The problem I am currently having is getting objects that are resting against each other to interact correctly after accelerations like gravity have been applied to them. Right now I can detect collisions and respond to them correctly (I think) and when objects collide they remember what other objects they're resting against so objects can be pushed by other objects (note that there is no bounce in any collisions so when objects collide they are guaranteed to become resting until something else happens). Every time the simulation advances, the acceleration for objects is applied to their velocities (for example vx += ax * t, where t is time elapsed since last advancement). After these accelerations are applied, I want to check if any objects that are resting against each other are moving at different speeds than their counterparts (as different objects can have different accelerations) and depending on that difference either unlink the two objects so they are no longer resting, or even out their velocities so they are moving at the same speed once again. I am having trouble creating an algorithm that can do this across many resting objects. Here's a diagram to help explain my problem

    Read the article

  • Doing imagemagick like stuff in Unity (using a mask to edit a texture)

    - by Codejoy
    There is this tutorial in imagemagick http://www.imagemagick.org/Usage/masking/#masks I was wondering if there was some way to mimic the behavior (like cutting the image up based on a black image mask that turns image parts transparent... ) and then trim that image in game... trying to hack around with the webcam feature and reproduce some of the imagemagick opencv stuff in it in Unity but I am saddly unequipped with masks, shaders etc in unity skill/knowledge. Not even sure where to start.

    Read the article

  • Will C++ remain viable for game engines in somewhat distant future?

    - by samual
    C++11 has opened ways, which were only dreamt by the C++ programmers. It has been three years since I have been learning C++, and I am going well. Now I want to get into vedio games. Every core of the game code I saw, was monstourously writtern in C++. My question is - If I get into serious game engine dev, and perfecting it would take, maybe say 10 years, would we still be writing game engines in C++ ?(newer standard) Or, will John Carmack, write id tech 7 in c++? note - I am strictly talking about game engines.

    Read the article

  • How to make a stack stable? Need help for an explicit resting contact scheme (2-dimensional)

    - by Register Sole
    Previously, I struggle with the sequential impulse-based method I developed. Thanks to jedediah referring me to this paper, I managed to rebuild the codes and implement the simultaneous impulse based method with Projected-Gauss-Seidel (PGS) iterative solver as described by Erin Catto (mentioned in the reference of the paper as [Catt05]). So here's how it currently is: The simulation handles 2-dimensional rotating convex polygons. Detection is using separating-axis test, with a SKIN, meaning closest points between two polygons is detected and determined if their distance is less than SKIN. To resolve collision, simultaneous impulse-based method is used. It is solved using iterative solver (PGS-solver) as in Erin Catto's paper. Error-correction is implemented using Baumgarte's stabilization (you can refer to either paper for this) using J V = beta/dt*overlap, J is the Jacobian for the constraints, V the matrix containing the velocities of the bodies, beta an error-correction parameter that is better be < 1, dt the time-step taken by the engine, and overlap, the overlap between the bodies (true overlap, so SKIN is ignored). However, it is still less stable than I expected :s I tried to stack hexagons (or squares, doesn't really matter), and even with only 4 to 5 of them, they would swing! Also note that I am not looking for a sleeping scheme. But I would settle if you have any explicit scheme to handle resting contacts. That said, I would be more than happy if you have a way of treating it generally (as continuous collision, instead of explicitly as a special state). Ideas I have tried: Using simultaneous position based error correction as described in the paper in section 5.3.2, turned out to be worse than the current scheme. If you want to know the parameters I used: Hexagons, side 50 (pixels) gravity 2400 (pixels/sec^2) time-step 1/60 (sec) beta 0.1 restitution 0 to 0.2 coeff. of friction 0.2 PGS iteration 10 initial separation 10 (pixels) mass 1 (unit is irrelevant for now, i modified velocity directly<-impulse method) inertia 1/1000 Thanks in advance! I really appreciate any help from you guys!! :) EDIT In response to Cholesky's comment about warm starting the solver and Baumgarte: Oh right, I forgot to mention! I do save the contact history and the impulse determined in this time step to be used as initial guess in the next time step. As for the Baumgarte, here's what actually happens in the code. Collision is detected when the bodies' closest distance is less than SKIN, meaning they are actually still separated. If at this moment, I used the PGS solver without Baumgarte, restitution of 0 alone would be able to stop the bodies, separated by a distance of ~SKIN, in mid-air! So this isn't right, I want to have the bodies touching each other. So I turn on the Baumgarte, where its role is actually to pull the bodies together! Weird I know, a scheme intended to push the body apart becomes useful for the reverse. Also, I found that if I increase the number of iteration to 100, stacks become much more stable, though the program becomes so slow. UPDATE Since the stack swings left and right, could it be something is wrong with my friction model? Current friction constraint: relative_tangential_velocity = 0

    Read the article

  • JQuery Dynamic Element - In DOM but unable to bind

    - by Grant80
    Hi All, I'm new to using JQuery so bear with me. I had implmented some code based on a js file that I found online which enables a series of div tags within a nested structure on my page to step through and show each one individually on the page. This all works great when I define the div tags as static entries in the masterpage. I should add that this is being implemented in a SharePoint master page. Ultimately though, with a static collection of div tags ideally containing an image with some descriptive text, and a hyperlink its not very flexible. Roll on my changes to make this a little more configurable. I have implemented some additional code that will read from a SharePoint list via an ajax call to the lists web service. For each entry in the list I am building a div tag that contains the information required dynamically. For testing, I am only pulling the title through at present. I have used the following code: $('#beltDiv').append(divHTML) to append the divs in the loop that are created to my nested structure on the page. I figured that this would cause the fade code to work as expected but I was wrong. It doesn't do anything at all. When check the source on the page, the div tags are not shown. They are however available in the DOM model when viewed through the IE developer toolbar. The issue (I think) looks to be that the initiation of the featureFade code is not working due to the div tags being unavailable. Is there a way to address this? The code used is shown below: <script type="text/javascript"> $(document).ready(function() { var soapEnv = "<soapenv:Envelope xmlns:soapenv='http://schemas.xmlsoap.org/soap/envelope/'> \ <soapenv:Body> \ <GetListItems xmlns='http://schemas.microsoft.com/sharepoint/soap/'> \ <listName>Carousel Items</listName> \ <viewFields> \ <ViewFields> \ <FieldRef Name='Title' /> \ </ViewFields> \ </viewFields> \ </GetListItems> \ </soapenv:Body> \ </soapenv:Envelope>"; $.ajax({ url: "_vti_bin/lists.asmx", type: "POST", dataType: "xml", data: soapEnv, complete: processResult, contentType: "text/xml; charset=\"utf-8\"" }); }); function processResult(xData, status) { $(xData.responseXML).find("z\\:row").each(function() { var divHTML = "<div id=\"divPanel_" + $(this).attr("ows_Title") + "\" class=\"panel\" style=\"background:url('http://devSP2010/sites/SPSOPS/Style Library/SharePointOps/Images/01.jpg') no-repeat; width:650px; height:55px;\"><div><div class=\"content\"><div><P><A style=\"COLOR: #cc0000\" href=\"www.google.com\">" + $(this).attr("ows_Title") + "</A></P><P>&nbsp;</P><P>&nbsp;</P><P>&nbsp;</P><P>&nbsp;</P></div></div></div></div>"; $("#beltDiv").append(divHTML); }); } featureFade.setup({ galleryid: 'headlines', beltclass: 'belt', panelclass: 'panel', autostep: { enable: true, moveby: 1, pause: 10000 }, panelbehavior: { speed: 1000, wraparound: true }, stepImgIDs: ["ftOne", "ftTwo", "ftThree", "ftFour","ftFive"], defaultButtons: { itemOn: "Style Library/SharePointOps/Images/dotOn.png", itemOff: "Style Library/SharePointOps/Images/dotOff.png" } }); The section where the div tags are dynamically appended is shown below. I've commented out the static div tags that work as expected. The only change is that these are implmented by the JQuery logic: <div class="homeFeature" style="display:inline-block"> <div id="headlines" class="headlines"> <div id="beltDiv" class="belt"> <!-- <div id="divPanel_ct01" class="panel" style="position:absolute;background-image:url('http://devsp2010/sites/spsops/Style Library/SharePointOps/Images/01.jpg'); background-repeat:no-repeat">Static Test 1</div> <div id="divPanel_ct02" class="panel" style="position:absolute;background-image:url('http://devsp2010/sites/spsops/Style Library/SharePointOps/Images/02.jpg'); background-repeat:no-repeat">Static Test 2</div> --> </div> </div> I'm stumped as to why it's not recognising the dynamically added elements in the DOM. Any help would be greatly appreciated on this. I'm happy to provide any further information on this. Thanks in advance, Grant Further to the answer recieved: I have modified the function call: function processResult(xData, status) { $(xData.responseXML).find("z\\:row").each( function() { /*alert($(this).attr("ows_ImagePath"));*/ var divHTML = "<div id=\"divPanel_" + $(this).attr("ows_Title") + "\" class=\"panel\" style=\"background:url('http://devSP2010/sites/SPSOPS/Style Library/SharePointOps/Images/ClydePort01big.jpg') no-repeat; width:650px; height:55px;\"><div><div class=\"content\"><div><P><A style=\"COLOR: #cc0000\" href=\"www.google.com\">" + $(this).attr("ows_Title") + "</A></P><P>&nbsp;</P><P>&nbsp;</P><P>&nbsp;</P><P>&nbsp;</P></div></div></div></div>"; $("#beltDiv").append(divHTML); } ); featureFade.setup( { galleryid: 'headlines', beltclass: 'belt', panelclass: 'panel', autostep: { enable: true, moveby: 1, pause: 10000 }, panelbehavior: { speed: 1000, wraparound: true }, stepImgIDs: ["ftOne", "ftTwo", "ftThree", "ftFour","ftFive"], defaultButtons: { itemOn: "Style Library/SharePointOps/Images/dotOn.png", itemOff: "Style Library/SharePointOps/Images/dotOff.png" } } ); }

    Read the article

< Previous Page | 669 670 671 672 673 674 675 676 677 678 679 680  | Next Page >