Thanks good to know.

On Sun, Apr 19, 2015 at 1:42 PM Olivier Henley <[email protected]>
wrote:

> Found it. Needs to emulate the browser ...
>
> $('#player_comm_input').attr('value', 'toaster').change();
>
> Olivier
>
>
> On Sun, Apr 19, 2015 at 1:37 PM, Olivier Henley <[email protected]>
> wrote:
>
>> Hey! Thank you for the quick answer.
>>
>> I tried the following:
>>
>> <-- Gnoga side -->
>>
>> App.Player_Comm_Form.Create (Parent => App.Player_Area);
>> App.Player_Comm_Input.Create (Form  => App.Player_Comm_Form,
>>                                                 Value => "nothing",
>>                                                 ID    =>
>> "player_comm_input");
>>
>>
>> App.Player_Comm_Input.On_Change_Handler(On_Player_Event'Unrestricted_Access);
>> App.Player_Comm_Form.Hidden (Value => True);
>>
>> <-- Javascript side -->
>>
>> $('#player_comm_input').attr('value', 'toaster');
>>
>> On_Player_Event is never called. I checked in the DOM, the value of the
>> input tag changed for "toaster".
>>
>> Any idea?
>>
>> Thx!
>>
>> Olivier
>>
>> On Sat, Apr 18, 2015 at 11:17 PM, Rabbi David Botton <[email protected]>
>> wrote:
>>
>>> You would need to use the same internal messaging protocol used by Gnoga
>>> to do it the way you mentioned. While possible, a simple solution is to
>>> create a hidden field and bind the On_Change event to that field in Gnoga.
>>> Then in your JS every time you change the hidden field's value it will
>>> trigger your handler on the Gnoga side.
>>>
>>> David Botton
>>>
>>>
>>> On Sat, Apr 18, 2015 at 9:27 PM Olivier Henley <[email protected]>
>>> wrote:
>>>
>>>> Hi,
>>>>
>>>> I try to use the youtube iframe API (
>>>> https://developers.google.com/youtube/iframe_api_reference#Loading_a_Video_Player)
>>>> and I'm hitting a wall trying to communicate events from browser to server
>>>> that are not binded to a html element.
>>>>
>>>> When instantiating a Youtube player, you specify a callback that will
>>>> be called once the player is ready : onPlayerReady(event)
>>>>
>>>> I want to forward that event to the server so I can react accordingly.
>>>> I tried the following in boot.js:
>>>>
>>>> function onPlayerReady(event) {
>>>>         ws.send("test");
>>>> }
>>>>
>>>> On the server side I binded a on_message_handler on the main window but
>>>> no luck, the server output a Dispatch Message Error followed by a
>>>> CONSTRAINT_ERROR - bad input for 'Value: "" to stdout everytime I send the
>>>> test string through the websocket.
>>>>
>>>> I checked in the code for those outputted keywords but did not find
>>>> anything. (Still not sure how to do a full blown search in GPS yet ;)
>>>>
>>>> Any help would be appreciated.
>>>>
>>>> Thank you very much!
>>>>
>>>> Olivier
>>>>
>>>>
>>>> ------------------------------------------------------------------------------
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>>>> Develop your own process in accordance with the BPMN 2 standard
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>>>>
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>>>
>>
>
> ------------------------------------------------------------------------------
> BPM Camp - Free Virtual Workshop May 6th at 10am PDT/1PM EDT
> Develop your own process in accordance with the BPMN 2 standard
> Learn Process modeling best practices with Bonita BPM through live
> exercises
> http://www.bonitasoft.com/be-part-of-it/events/bpm-camp-virtual-
> event?utm_
>
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Develop your own process in accordance with the BPMN 2 standard
Learn Process modeling best practices with Bonita BPM through live exercises
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