I have three classes of div containers. One is an outer container
with width:1200px, with inner div rows that each have inner div's with a
desired size of 280 px. My problem is that when I create the elements
using the DOM that the CountriesInnerDiv elements are varying in size depending what is inside them.
Here's what I have so far:
.CountriesOuterDiv1{
width: 1200px;
}
.CountriesInnerDiv{
min-width:280px;
display:inline;
border:1px solid black;
}
.RowDiv {
width:100%;
}
Here is the relevant Javascript:
function AddTable() {
var TableDiv = document.getElementById("CountriesOuterDiv");
var i,j;
var NumCountries = 5;
var NumSectors = 5;
for (i = 0; i < NumCountries; i++) {
var RowDiv = document.createElement("div")
RowDiv.className = "RowDiv";
RowDiv.id = "Row"+i;
for (j = 0; j < NumSectors + 1; j++) {
var CountryData = document.createElement("div");
var SectorString = String(i+1)+"_"+String(j);
CountryData.className = "CountriesInnerDiv";
CountryData.id = "CountryData"+SectorString;
if (!((i ==0 && j == 0) || (i==0 && j ==1))) {
CountryData.style.display = "none";
}
if (j == 0 || (i == 0 && j == 1)) {
var CountryDataSelect = document.createElement("select");
var AddButton = document.createElement("button");
AddButton.id = "AddButton" + SectorString;
AddButton.innerHTML = "+";
if (j != 0) {
AddButton.setAttribute('onclick','AddOrDeleteDiv("add", "' + SectorString + '");');
}
else {
if (i != NumCountries - 1) {
AddButton.setAttribute('onclick','AddCountry("' + SectorString + '")');
}
if (i != 0) {
var DeleteCountry = document.createElement("button");
DeleteCountry.id = "DeleteButton" + SectorString;
DeleteCountry.innerHTML = "-";
DeleteCountry.setAttribute('onclick', 'DeleteCountry("' + SectorString + '")');
}
}
CountryData.appendChild(CountryDataSelect);
if (i != NumCountries - 1) {
CountryData.appendChild(AddButton);
}
if (i!=0) {
CountryData.appendChild(DeleteCountry);
}
RowDiv.appendChild(CountryData);
}
else if (j == NumSectors) {
var CountryDataSelect = document.createElement("select");
var DeleteButton = document.createElement("button");
DeleteButton.id = "DeleteButton" + SectorString;
DeleteButton.innerHTML = "-";
DeleteButton.setAttribute('onclick','AddOrDeleteDiv("delete", "' + SectorString + '");');
CountryData.appendChild(CountryDataSelect);
CountryData.appendChild(DeleteButton);
}
else {
var CountryDataSelect = document.createElement("select");
var AddButton = document.createElement("button");
var ADString = "add";
AddButton.setAttribute('onclick','AddOrDeleteDiv("add", "' + SectorString + '");');
AddButton.id = "AddButton" + SectorString;
AddButton.innerHTML = "+";
var DeleteButton = document.createElement("button");
DeleteButton.id = "DeleteButton" + SectorString;
DeleteButton.innerHTML = "-";
DeleteButton.setAttribute('onclick','AddOrDeleteDiv("delete", "' + SectorString + '");');
CountryData.appendChild(CountryDataSelect);
CountryData.appendChild(AddButton);
CountryData.appendChild(DeleteButton);
}
RowDiv.appendChild(CountryData);
TableDiv.appendChild(RowDiv);
}//End of inner for
}//End of outer for
}//end of function
Its cose you make this div display:inline; do like this .CountriesInnerDiv{
min-width:280px;
display:inline-block;
border:1px solid black;
}
Basically, what you're experiencing, is most likely that the inner element is just too big in it's minimal size to fit the parent one when the window is small... well.. we can't have an inside bigger than an outside... unless you use
overflow: scroll;
This will make the parent element scrollable so you can visualize the child by scrolling...
or...
.parent{min-width: 280px}
wich will make the parent has the same minimum width...
I've got this fn().
Is there any simple way to return the number of filtered rows by this conditional statement in Google app scripts?
function getGlobers(globers, project){
var body = "";
var data = globers.getValues();
for( i = 0; i < data.length; i++ ){
if( data[i][2] == project ){
body += "<tr><td style=" + STYLE.TD + ">" + data[i].join("</td><td style=" + STYLE.TD + ">") + "</td></tr>";
}
}
return body;
}
Thanks.
for example (see comments in code)
function getGlobers(globers, project){
var body = "";
var n = 0; // use a variable to count
var data = globers.getValues();
for( i = 0; i < data.length; i++ ){
if( data[i][2] == project ){
n++;// increment each time condition is true
body += "<tr><td style=" + STYLE.TD + ">" + data[i].join("</td><td style=" + STYLE.TD + ">") + "</td></tr>";
}
}
return [body,n];// return an array of 2 values
}
Usage :
var result = getGlobers(range,project);
Logger.log('array result = '+result);
Logger.log('body (string) = '+result[0]);
Logger.log('length (integer) = '+result[1]);
note : instead of an array you could also return an object with 2 properties... a matter of choice.
EDIT : an example using object properties :
function getGlobers(globers, project){
var body = "";
var n = 0;
var result = {};
var data = globers.getValues();
for( i = 0; i < data.length; i++ ){
if( data[i][2] == project ){
n++;
body += "<tr><td style=" + STYLE.TD + ">" + data[i].join("</td><td style=" + STYLE.TD + ">") + "</td></tr>";
}
}
result['body'] = body;
result['length'] = n;
return result;
}
Usage :
var result = getGlobers(range,project);
Logger.log('body = '+result.body);
Logger.log('length = '+result.length);
I have a script which takes data from html and uses it to plot routes on a map. I'm trying to get it to take all the routes and zoom to show all of them. Here's the code:
var ombounds = new google.maps.LatLngBounds(); //bounds
for (var r=1; $("#master-master > div").length; r++)
{
// Add a placemark at the start of each route
var placemark_id = "#master-" + r + " > #placemarks-data > #placemark-0";
var markerParameters = {};
markerParameters.index = r-1;
markerParameters.total = $(placemark_id + " > .total").html();
markerParameters.mapData = $(placemark_id + " > .map").html();
markerParameters.instructionsData = $("#master-" + r + " > #snippet").html();
markerParameters.distanceData = $("#master-" + r + " > #distance").html();
markerParameters.durationData = $("#master-" + r + " > #duration").html();
markerParameters.titleData = $("#master-" + r + " > #title").html();
markerParameters.urltitleData = $("#master-" + r + " > #url-title").html();
markerParameters.imageData = $(placemark_id + " > .image").html();
$.OverMap.addMarker(markerParameters);
// Draw route
var points = new Array();
var pointsData = [];
var pointsData = $('#master-' + r + ' > #route-data').html();
if (pointsData != '')
{
var pointsArray = JSON.parse(pointsData);
for (var p=0; p<pointsArray.length; p++) {
var pt = new google.maps.LatLng(pointsArray[p][0], pointsArray[p][1]);
points.push(pt);
ombounds.extend(pt); //bounds
}
$.OverMap.drawRoute(points);
}
else $.OverMap.drawDirections({preserveViewport:false});
}
(map.getBounds()); //bounds
map.fitBounds(ombounds); //bounds
For some reason, map.fitBounds(ombounds) does nothing. The code still plots the routes, but I can't see what the bounds related functions are doing. I've added //bounds to all the lines related to the zooming - at the moment, they have no visible affect on the code's output. Anyone know where I'm going wrong?
When the preserveViewport option of the directions service is set to false, each call to the DirectionsRenderer will zoom and center the map on its result. If you want fitBounds to override it, you need to set that to true.
I want to have multiple span.play without IDs which can be clicked and play some audio file.
Problem: Display the duration on only the current file $(this)
$('.play').each(function() {
$(this).append('<span class="playIcon"><img src="http://upload.wikimedia.org/wikipedia/commons/thumb/7/76/Fairytale_player_play.png/14px-Fairytale_player_play.png"></span><span class="playDur"></span>');
$(this).click(function() {
var file = this.firstChild;
if (file.paused != false) {
//+ stop all others before playing new one
file.play();
} else {
file.pause();
}
file.addEventListener("timeupdate", function() {
var len = file.duration,
ct = file.currentTime,
s = parseInt(ct % 60),
m = parseInt((ct / 60) % 60);
if (s < 10) {
s = '0' + s;
}
$(".playDur").html(' (' + m + ':' + s + ')');
if (ct == len) {
$(".playDur").html('');
}
}, false);
});
});
Test:
http://jsfiddle.net/sQPPP/
http://jsfiddle.net/sQPPP/1/ - using $(this).children( ".foo" )
You need to save .play jQuery object in a variable, as this changes within the addEventListener callback.
http://jsfiddle.net/sQPPP/2/
$('.play').each(function(index) {
var $play = $(this);
$play.append('<span class="playIcon"><img src="http://upload.wikimedia.org/wikipedia/commons/thumb/7/76/Fairytale_player_play.png/14px-Fairytale_player_play.png"></span><span class="playDur"></span>');
$play.click(function() {
var file = this.firstChild;
if (file.paused != false) {
//+ stop all others before playing new one
file.play();
} else {
file.pause();
}
file.addEventListener("timeupdate", function() {
var len = file.duration,
ct = file.currentTime,
s = parseInt(ct % 60),
m = parseInt((ct / 60) % 60);
if (s < 10) {
s = '0' + s;
}
$play.children( ".playDur" ).html(' (' + m + ':' + s + ')');
if (ct == len) {
$play.children( ".playDur" ).html('');
}
}, false);
});
});
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I'm wondering if there is something like 9-patch in Android, but for web development?
Disclosure: I have no idea about web development at all, but I was curious to know if it exists. And a simple web search with the term 9-patch didn't bring up any related results, so I figured it has either another term or it doesn't exist or is not used widely enough.
Anyone knows?
Yes. It is used for border-image in CSS 3:
http://www.css3.info/preview/border-image/
http://www.w3.org/TR/css3-background/#border-images
If you're still interested I created a Javascript file that uses canvas to create real nine patch image support for the web. The open source project can be found here:
https://github.com/chrislondon/9-Patch-Image-for-Websites
Well, I took the trouble to correct deserts errors I found in the link above.
Knowing NinePath android is a useful tool adding dynamic painting and recognition of padding (which was missing in the previous pluying). I could add one few scripts for complete functionality.
Replace the following code in the library path9.js!
function NinePatchGetStyle(element, style)
{
if (window.getComputedStyle)
{
var computedStyle = window.getComputedStyle(element, "");
if (computedStyle === null)
return "";
return computedStyle.getPropertyValue(style);
}
else if (element.currentStyle)
{
return element.currentStyle[style];
}
else
{
return "";
}
}
// Cross browser function to find valid property
function NinePatchGetSupportedProp(propArray)
{
var root = document.documentElement; //reference root element of document
for (var i = 0; i < propArray.length; i++)
{
// loop through possible properties
if (typeof root.style[propArray[i]] === "string")
{
//if the property value is a string (versus undefined)
return propArray[i]; // return that string
}
}
return false;
}
/**
* 9patch constructer. Sets up cached data and runs initial draw.
* #param {Dom Element} div El Elemento dom en donde se pinta el ninepath
* #param {function} callback La funcion que se llamara cuando se termina
* la carga de la imagen y el pintado del elemento div.
* #returns {NinePatch} Un objeto nine path
*/
function NinePatch(div,callback)
{
this.div = div;
this.callback =callback;
this.padding = {top:0,left:0,right:0,bottom:0};
// Load 9patch from background-image
this.bgImage = new Image();
this.bgImage.src = NinePatchGetStyle(this.div, 'background-image').replace(/"/g, "").replace(/url\(|\)$/ig, "");
var este = this;
this.bgImage.onload = function()
{
este.originalBgColor = NinePatchGetStyle(este.div, 'background-color');
este.div.style.background = 'none';
// Create a temporary canvas to get the 9Patch index data.
var tempCtx, tempCanvas;
tempCanvas = document.createElement('canvas');
tempCanvas.width = este.bgImage.width;
tempCanvas.height = este.bgImage.height;
tempCtx = tempCanvas.getContext('2d');
tempCtx.drawImage(este.bgImage, 0, 0);
// Obteniendo el padding lateral derecho
var dataPad = tempCtx.getImageData(este.bgImage.width-1,0,1,este.bgImage.height).data;
var padRight = este.getPadBorder(dataPad,este.bgImage.width,este.bgImage.height);
este.padding.top = padRight.top;
este.padding.bottom = padRight.bottom;
dataPad = tempCtx.getImageData(0,este.bgImage.height-1,este.bgImage.width,1).data;
var padBottom = este.getPadBorder(dataPad,este.bgImage.width,este.bgImage.height);
este.padding.left = padBottom.top;
este.padding.right = padBottom.bottom;
// Loop over each horizontal pixel and get piece
var data = tempCtx.getImageData(0, 0, este.bgImage.width, 1).data;
// Use the upper-left corner to get staticColor, use the upper-right corner
// to get the repeatColor.
var tempLength = data.length - 4;
var staticColor = data[0] + ',' + data[1] + ',' + data[2] + ',' + data[3];
var repeatColor = data[tempLength] + ',' + data[tempLength + 1] + ',' +
data[tempLength + 2] + ',' + data[tempLength + 3];
este.horizontalPieces = este.getPieces(data, staticColor, repeatColor);
// Loop over each horizontal pixel and get piece
data = tempCtx.getImageData(0, 0, 1, este.bgImage.height).data;
este.verticalPieces = este.getPieces(data, staticColor, repeatColor);
// use this.horizontalPieces and this.verticalPieces to generate image
este.draw();
este.div.onresize = function()
{
este.draw();
};
if(callback !== undefined)
{
if (typeof(callback) === "function")
callback();
}
};
}
// Stores the HTMLDivElement that's using the 9patch image
NinePatch.prototype.div = null;
// Padding
NinePatch.prototype.padding = null;
// Get padding
NinePatch.prototype.callback = null;
// Stores the original background css color to use later
NinePatch.prototype.originalBG = null;
// Stores the pieces used to generate the horizontal layout
NinePatch.prototype.horizontalPieces = null;
// Stores the pieces used to generate the vertical layout
NinePatch.prototype.verticalPieces = null;
// Stores the 9patch image
NinePatch.prototype.bgImage = null;
// Gets the horizontal|vertical pieces based on image data
NinePatch.prototype.getPieces = function(data, staticColor, repeatColor)
{
var tempDS, tempPosition, tempWidth, tempColor, tempType;
var tempArray = new Array();
tempColor = data[4] + ',' + data[5] + ',' + data[6] + ',' + data[7];
tempDS = (tempColor === staticColor ? 's' : (tempColor === repeatColor ? 'r' : 'd'));
tempPosition = 1;
for (var i = 4, n = data.length - 4; i < n; i += 4)
{
tempColor = data[i] + ',' + data[i + 1] + ',' + data[i + 2] + ',' + data[i + 3];
tempType = (tempColor === staticColor ? 's' : (tempColor === repeatColor ? 'r' : 'd'));
if (tempDS !== tempType)
{
// box changed colors
tempWidth = (i / 4) - tempPosition;
tempArray.push(new Array(tempDS, tempPosition, tempWidth));
tempDS = tempType;
tempPosition = i / 4;
tempWidth = 1;
}
}
// push end
tempWidth = (i / 4) - tempPosition;
tempArray.push(new Array(tempDS, tempPosition, tempWidth));
return tempArray;
};
NinePatch.prototype.getPadBorder = function(dataPad,width,height)
{
var staticRight = dataPad[0] + ',' + dataPad[1] + ',' + dataPad[2] + ',' + dataPad[3];
var pad={top:0,bottom:0};
// Padding para la parte superior
for (var i=0;i<dataPad.length;i+=4)
{
var tempColor = dataPad[i] + ',' + dataPad[i + 1] + ',' + dataPad[i + 2] + ',' + dataPad[i + 3];
if(tempColor !==staticRight)
break;
pad.top++;
}
// padding inferior
for (var i=dataPad.length-4;i>=0;i-=4)
{
var tempColor = dataPad[i] + ',' + dataPad[i + 1] + ',' + dataPad[i + 2] + ',' + dataPad[i + 3];
if(tempColor !==staticRight)
break;
pad.bottom++;
}
return pad;
};
// Function to draw the background for the given element size.
NinePatch.prototype.draw = function()
{
var dCtx, dCanvas, dWidth, dHeight;
if(this.horizontalPieces === null)
return;
dWidth = this.div.offsetWidth;
dHeight = this.div.offsetHeight;
dCanvas = document.createElement('canvas');
dCtx = dCanvas.getContext('2d');
dCanvas.width = dWidth;
dCanvas.height = dHeight;
var fillWidth, fillHeight;
// Determine the width for the static and dynamic pieces
var tempStaticWidth = 0;
var tempDynamicCount = 0;
for (var i = 0, n = this.horizontalPieces.length; i < n; i++)
{
if (this.horizontalPieces[i][0] === 's')
tempStaticWidth += this.horizontalPieces[i][2];
else
tempDynamicCount++;
}
fillWidth = (dWidth - tempStaticWidth) / tempDynamicCount;
// Determine the height for the static and dynamic pieces
var tempStaticHeight = 0;
tempDynamicCount = 0;
for (var i = 0, n = this.verticalPieces.length; i < n; i++)
{
if (this.verticalPieces[i][0] === 's')
tempStaticHeight += this.verticalPieces[i][2];
else
tempDynamicCount++;
}
fillHeight = (dHeight - tempStaticHeight) / tempDynamicCount;
// Loop through each of the vertical/horizontal pieces and draw on
// the canvas
for (var i = 0, m = this.verticalPieces.length; i < m; i++)
{
for (var j = 0, n = this.horizontalPieces.length; j < n; j++)
{
var tempFillWidth, tempFillHeight;
tempFillWidth = (this.horizontalPieces[j][0] === 'd') ?
fillWidth : this.horizontalPieces[j][2];
tempFillHeight = (this.verticalPieces[i][0] === 'd') ?
fillHeight : this.verticalPieces[i][2];
// Stretching :
if (this.verticalPieces[i][0] !== 'r') {
// Stretching is the same function for the static squares
// the only difference is the widths/heights are the same.
dCtx.drawImage(
this.bgImage,
this.horizontalPieces[j][1], this.verticalPieces[i][1],
this.horizontalPieces[j][2], this.verticalPieces[i][2],
0, 0,
tempFillWidth, tempFillHeight);
} else {
var tempCanvas = document.createElement('canvas');
tempCanvas.width = this.horizontalPieces[j][2];
tempCanvas.height = this.verticalPieces[i][2];
var tempCtx = tempCanvas.getContext('2d');
tempCtx.drawImage(this.bgImage,
this.horizontalPieces[j][1], this.verticalPieces[i][1],
this.horizontalPieces[j][2], this.verticalPieces[i][2],
0, 0,
this.horizontalPieces[j][2], this.verticalPieces[i][2]);
var tempPattern = dCtx.createPattern(tempCanvas, 'repeat');
dCtx.fillStyle = tempPattern;
dCtx.fillRect(
0, 0,
tempFillWidth, tempFillHeight);
}
// Shift to next x position
dCtx.translate(tempFillWidth, 0);
}
// shift back to 0 x and down to the next line
dCtx.translate(-dWidth, (this.verticalPieces[i][0] === 's' ? this.verticalPieces[i][2] : fillHeight));
}
// store the canvas as the div's background
var url = dCanvas.toDataURL("image/png");
var tempIMG = new Image();
var _this = this;
tempIMG.onload = function(event)
{
_this.div.style.background = _this.originalBgColor + " url(" + url + ") no-repeat";
};
tempIMG.src = url;
};
The usage is the following:
var elemDom = document.getElementById("idDiv");
var background = "border.9.png";
if (background.match(/\.9\.(png|gif)/i)) // Es nine path?
{
elemDom.style.backgroundRepeat = "no-repeat";
elemDom.style.backgroundPosition = "-1000px -1000px";
elemDom.style.backgroundImage = "url('"+background+"')";
var ninePatch = new NinePatch(elemDom,function()
{
elemDom.style.paddingLeft = ninePatch.padding.left;
elemDom.style.paddingTop = ninePatch.padding.top;
elemDom.style.paddingRight = ninePatch.padding.right;
elemDom.style.paddingBottom = ninePatch.padding.bottom;
});
}
I forked https://github.com/chrislondon/9-Patch-Image-for-Websites and fixed the bugs based on the above comments. Now the 9-Patch javascript works well. Please check out https://github.com/blackmonkey/jQuery-9-Patch