How do you programmatically select the text of an input field on iOS devices, e.g. iPhone, iPad running mobile Safari? Normally it is sufficient to call the .select() function on the <input ... /> element, but this does not work on those devices. The cursor is simply left at the end of the existing entry with no selection made.
I'm trying to allow for large uploads when running Unicorn on Heroku with Rails but I've realised that any large uploads might take longer than the timeout period for a Unicorn worker. This will mean (I've seen this happen) that the Unicorn master process will kill the worker uploading the large file and the request will timeout (with a 503 error). Without removing or massively increasing the time
If you browse the RSpec Expectations 2.99 and RSpec Expectations 2.14 and search the section - Truthiness and existentialism, you will find expect(actual).to be_true # passes if actual is truthy (not nil or false) expect(actual).to be_false # passes if actual is falsy (nil or false) # ............... # ... But of you browse RSpec Expectations 3.0 , the above method names got changed to - expect(ac
I'm using a custom backgroundView and selectedBackgroundView for a UITableViewCell subclass. These cells are in a grouped table, so I'm setting the background and selected background as UIImageViews based on the cell's row in cellForRowAtIndexPath:. The problem I'm having is that when the cell is selected, its selectedBackgroundView modifies the contents of the contentView. For example, after sele
How would be the correct way to mock or override the Kernel.system method so that when called with: system("some command") instead of executing the command, it executes some predefined code? I tried adding the following to my Test class: module Kernel def system puts "SYSTEM CALL!!" end end But it did not work as expected, instead, the system call was run when executing a test.
Using the HTML5 <canvas> element, I would like to load an image file (PNG, JPEG, etc.), draw it to the canvas completely transparently, and then fade it in. I have figured out how to load the image and draw it to the canvas, but I don't know how to change its opacity. Here's the code I have so far: var canvas = document.getElementById('myCanvas'); if (canvas.getContext) { var c = canvas.getContext
asset_sync gem error :( The first error I started out with was related to the unf gem, so I added gem "unf", "~> 0.1.3" to my gemfile and tried things again. No luck :( After more research I may have an issue with another setting related to my aws bucket. My dns is hosted via route53 and I wanted to use a custom domain to serve my assets. This means my bucket will look like assets.domain.com inste
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