Problem with Drag and drop in panel dashboard

Hi
I am having problem with drag and drop in panel dashboard.
I will explain what i am doing.
I am using Oracle three column template in First region i am having a table that showing all customer.
I drag one record from my table and drop it on customer info (CIF) page on second region it is working fine.
my CIF page has a dashboard with 6 panel box. i am showing 6 different jsff in 6 panel box.
I put drop target in each jsff
<af:dropTarget dropListener="#{backingBeanScope.backing_customerinformation.handleItemDrop}"
actions="COPY">
<af:dataFlavor flavorClass="org.apache.myfaces.trinidad.model.RowKeySet"
discriminant="CustomerSearchDnD"/>
</af:dropTarget>
when i put drop target my panel boxes moves only when i drag it to another panel box header not entire part of panel box.
if i remove the drop target then panel box move normally as the example given on: [http://adfui.us.oracle.com:7778/faces-trunk/faces/visualDesigns/dashboard.jspx?_afrLoop=2021391022520156&_afrWindowMode=0&_afrWindowId=null] but in taht case i am not able to drag and drop my data

You must be an Oracle employee as you're referring to a component in the upcoming JDeveloper version which has yet been released to the general public. Oracle employee's are, I believe, directed to post on internal Oracle forums.
CM.

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    var yogurtEndY:int = 329;
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      e.currentTarget.startDrag();
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      e.currentTarget.stopDrag();
      switch (e.currentTarget) {
      case apple:
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      apple.x = appleStartX;
      apple.y = appleStartY;
      else {
      apple.x = appleEndX;
      apple.y = appleEndY;
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      case sandwich:
    if (sandwich.x < sandwichEndX - offset || sandwich.x > sandwichEndX + offset || sandwich.y < sandwichEndY - offset || sandwich.y > sandwichEndY + offset) {
      sandwich.x = sandwichStartX;
      sandwich.y = sandwichStartY;
      else {
      sandwich.x = sandwichEndX;
      sandwich.y = sandwichEndY;
      //checkGame();
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      case orange:
    if (orange.x < orangeEndX - offset || orange.x > orangeEndX + offset || orange.y < orangeEndY - offset || orange.y > orangeEndY + offset) {
      orange.x = orangeStartX;
      orange.y = orangeStartY;
      else {
      orange.x = orangeEndX;
      orange.y = orangeEndY;
      //checkGame();
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      case strawberry:
    if (strawberry.x < strawberryEndX - offset || strawberry.x > strawberryEndX + offset || strawberry.y < strawberryEndY - offset || strawberry.y > strawberryEndY + offset) {
      strawberry.x = strawberryStartX;
      strawberry.y = strawberryStartY;
      else {
      strawberry.x = strawberryEndX;
      strawberry.y = strawberryEndY;
      //checkGame();
      break;
      case napkin:
    if (napkin.x < napkinEndX - offset || napkin.x > napkinEndX + offset || napkin.y < napkinEndY - offset || napkin.y > napkinEndY + offset) {
      napkin.x = napkinStartX;
      napkin.y = napkinStartY;
      else {
      napkin.x = napkinEndX;
      napkin.y = napkinEndY;
      //checkGame();
      break;
      case bar:
    if (bar.x < barEndX - offset || bar.x > barEndX + offset || bar.y < barEndY - offset || bar.y > barEndY + offset) {
      bar.x = barStartX;
      bar.y = barStartY;
      else {
      bar.x = barEndX;
      bar.y = barEndY;
      //checkGame();
      break;
      case juice:
    if (juice.x < juiceEndX - offset || juice.x > juiceEndX + offset || juice.y < juiceEndY - offset || juice.y > juiceEndY + offset) {
      juice.x = juiceStartX;
      juice.y = juiceStartY;
      else {
      juice.x = juiceEndX;
      juice.y = juiceEndY;
      //checkGame();
      break;
      case foil:
    if (foil.x < foilEndX - offset || foil.x > foilEndX + offset || foil.y < foilEndY - offset || foil.y > foilEndY + offset) {
      foil.x = foilStartX;
      foil.y = foilStartY;
      else {
      foil.x = foilEndX;
      foil.y = foilEndY;
      //checkGame();
      break;
      case banana:
    if (banana.x < bananaEndX - offset || banana.x > bananaEndX + offset || banana.y < bananaEndY - offset || banana.y > bananaEndY + offset) {
      banana.x = bananaStartX;
      banana.y = bananaStartY;
      else {
      banana.x = bananaEndX;
      banana.y = bananaEndY;
      //checkGame();
      break;
      case bottle:
    if (bottle.x < bottleEndX - offset || bottle.x > bottleEndX + offset || bottle.y < bottleEndY - offset || bottle.y > bottleEndY + offset) {
      bottle.x = bottleStartX;
      bottle.y = bottleStartY;
      else {
      bottle.x = bottleEndX;
      bottle.y = bottleEndY;
      //checkGame();
      break;
      case waxbag:
    if (waxbag.x < waxbagEndX - offset || waxbag.x > waxbagEndX + offset || waxbag.y < waxbagEndY - offset || waxbag.y > waxbagEndY + offset) {
      waxbag.x = waxbagStartX;
      waxbag.y = waxbagStartY;
      else {
      waxbag.x = waxbagEndX;
      waxbag.y = waxbagEndY;
      //checkGame();
      break;
      case cup:
    if (cup.x < cupEndX - offset || cup.x > cupEndX + offset || cup.y < cupEndY - offset || cup.y > cupEndY + offset) {
      cup.x = cupStartX;
      cup.y = cupStartY;
      else {
      cup.x = cupEndX;
      cup.y = cupEndY;
      //checkGame();
      break;
      case yogurt:
    if (yogurt.x < yogurtEndX - offset || yogurt.x > yogurtEndX + offset || yogurt.y < yogurtEndY - offset || yogurt.y > yogurtEndY + offset) {
      yogurt.x = yogurtStartX;
      yogurt.y = yogurtStartY;
      else {
      waxbag.x = waxbagEndX;
      waxbag.y = waxbagEndY;
      //checkGame();

    Some questions:
    1. Can I specify more than one End x,y location for a draggable sprite?
    yes, use an if-else statement
    I'm creating a lesson to teach kindergartners how to sort lunchroom waste. If they have a napkin, for example, it could either go into the compost OR into the recycling. In cases like this where an item could really be placed into more than one bin, I want them to get it right if they do either of those things, rather than forcing them to choose which one.
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    you could google: 
    actionscript 3 class coding
    actionscript 3 object oriented programming
    p.s.  you can simplify and streamline your coding by learning about arrays and using hitTestObject.

  • Possible Bug with Drag-and-Drop Being Published via HTML5 - Getting "Undefined" Error When Dragging Object

    Hello,
    I came up with a way to use drag-and-drop interactions that will take advantage of file input so that I may create a drag-and-drop interaction that uses one draggable object over and over allowing multiple scoring/tracking possibilities.  Example use...is having the draggable object be dynamic in that it randomly changes its text so that a learner can drag a term it's possible classification.........thus allowing the possibility of having many terms easily loaded without having to redo a drag-and-drop interaction for each needed terms/classifications updates/changes.
    My Issue: When using a variable to represent the text for a draggable Smart Shape object, I'm getting the error message "undefined" when, clicking/pressing on the object, as well as during the drag of the object. This issue occurs when publishing the project in an HTML5 format.  Flash interestingly enough seems to work perfect...but we are not interested in publishing via Flash any longer.
    To better help you explore this error message, I've set up a test project so that you can see when and how the "undefined" message shows up during a drag-and-drop interaction.  I've also included the Captivate 8 project file used to make the exploration project I'm sharing in this post.
    Link to Captivate project I created for you all to explore "undefined" error message": http://iti.cscc.edu/drag_and_drop_bug/
    Link to this Captivate 8 Project file: http://iti.cscc.edu/drag_and_drop_bug.cptx
    It's pretty interesting how things react in this demo, please try the following actions to see some interesting happenings:
    Drag the Yellow (or variable drag box) to the drag target.
    Drag Black Hello square to Drag target and click undo or reset - watch the undefined message come up on the Yellow (or variable drag box).
    Drag the Yellow (or variable drag box) to the drag target and then use the undo or reset.
    Move both draggable boxes to the drag target and use the undo and reset buttons...
    Anyhow, I know you all are sharp and will run the demo through its paces.
    I'd really be very honored if anyone help me figure out how I could (when publishing out to HTML5) no longer have the "undefined" error message show up when using drag-and-drop with a variable for shape text. This technique has been well received at the college I work at...and I have many future project requests for using such an idea on a variety of similar interactions. I'd love see a solution or see if this might be a bug Adobe may be able to fix!
    I tried to find a solution to the issue documented here for quite some time, but I was not able to find anyone with this problem much less attempting the idea I'm sharing in the help request -  save the darn "undefined" message that comes up!
    Many thanks in advance for any help and/or direction that you all may be able to provide,
    Paul

    Hello,
    I just wanted to supply a minor update related to my drag-and-drop question/issue stated above:
    I did another test using Captivate 7, and found that the undefined error (publishing as HTML5) does not appear and the variable data remains visible - except the variable data turns very small and does not honor any font size related settings.
    I did go ahead and submit this to Adobe as a possible bug today.
    Thanks again for any help related to this issue.  If the issued documented above is solved, it will allow many amazing things to be done using Captivate's drag-and-drop for both regular type projects as well as interaction development for iBooks! 
    Matter of fact if this issue gets fixed, I'll publish a Blog entry (or video) on way's I've used Captivate's drag-and-drop to create dynamic learning activities for Higher Ed. and for use in iBooks.
    ~ Paul

  • Stacked BarChart with drag and drop

    Hi,
    I have a BarChart with a stacked BarSet that can be drag and
    dropped. The problem is that when I click on a BarSeries in the
    chart to initiate a drag, only that BarSeries is being visually
    dragged. I would like to visually drag all the BarSeries in the
    stacked BarSet.
    This is better explained with a "picture". Suppose I have the
    following stacked mini-chart:
    XXXXXYYYYYYYYYYYYYYZZZZ
    XXXYYYYYYYYYZZZ
    XXXXXXXXXXXXXXXXXXXXXXYYYYYYYZZZ
    XXYYYYYYYYYYYZZZ
    XXXYYYZZZZZZZZZZZZZZZZZZZ
    Here X, Y and Z are BarSeries. When I click on ZZZ to
    initiate a drag, only the ZZZ is visually dragged. I understand
    that this is okay, but in my case I want to see XXXYYYZZZ visually
    dragged.
    How can I do this?
    Cheers,
    Andrej

    "mavdzee" <[email protected]> wrote in
    message
    news:gavo13$lpu$[email protected]..
    > Does anybody know this? How can I select sub-bars in a
    stacked BarSeries
    > in ActionScript? Is this possible?
    At a guess, I'd hide the real bars and make a dragProxy from
    a bitmap
    capture of the entire stack...

  • Advanced Feedback with Drag and Drop Interaction

    Hello,
    I am trying to create a drag and drop interaction that will blend in a "thumbs up" or a "smiley" after each dragable has been correctly placed. The dragables in my interaction are medical terms and the drop sources are smart shape boxes. Each drop source has been assigned one correct answer, so that when the correct answer has been dragged a "success caption" appears immediately. The opposite occurs with an incorrecty dragged term. I figured, I need a "code" that
    askes each dropable if it is the last one to be answered, and when answered correctly, will show the "smiley"
    checks if all other dragables have been placed correctly
    Since I lack the basic coding knowledge, I am having a hard time trying to figure this one out. Thanks for the help, again!
    -Nik

    Hi Jay,
    Yes, could create such a scenario, but the Submit button is not used in that case, because the feedback will appear immediately when a drag object has been placed on the target. Is that OK?
    Here the work flow:
    Besides the object, create all the feedback text containers that you need, correct and incorrect and label them so that they are easily recognizable. I labeled them FB_1, FB_2... because my objects were Drop1, Drop2...
    Make those feedbacks initially invisible and group them in Gr_FB
    Create the drag&drop in the normal way with one correct link
    Select the target and in the in the D&D panel, click on the Accept button, change the settings like this
    The advanced actions are pretty simple, standard, with two statements: Hide Gr_FB and Show FB_n  (with the appropriate feedback container - you cannot use Shared actions in this dialog).
    In the D&D panel, choose Infinite for the number of attempts and uncheck the Failure caption.
    Lilybiri

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