Differentiate Next and Previous link click events in Table Region

Hello,
Is there a way to find out whether "Next" link or the "Previous" link was clicked in a Table region when the user tries to navigate to a different range set?
Both "Next" and "Previous" links raise the event "goto". I need to manipulate the range start and range size of another VO. i.e., if Next was clicked I would want to increase the range start of another VO and If "Pevious" was clicked, I would want to decrease this range start.
Thanks
Raja

Yes, this is clearly explained in dev guide, see Event Handling in table section in dev guide.
--Mukul                                                                                                                                                                                                                           

Similar Messages

  • Next and Previous Buttons, n00b edition

    OK, I am trying to construct a "timeline" flash file, where
    basically you click either a next or previous button to move
    through different frames, and I think I know how to do everything
    other than the next and previous buttons. Two questions:
    Would this be easier as AS2.0 or AS3.0?
    If I use AS3, would this code work, and is "my_mc" simply the
    name of the layer with the navigable frames?
    next_btn.addEventListener(MouseEvent.MOUSE_UP,buttonPressed);
    prev_btn.addEventListener(MouseEvent.MOUSE_UP,buttonPressedprev);
    function buttonPressed(event:MouseEvent){
    my_mc.nextFrame()
    function buttonPressedprev(event:MouseEvent){
    my_mc.prevFrame()
    Sorry if this is confusing, I am such a n00b I don't even
    know how to ask questions properly.

    sholditch,
    > This is a huge help and one of the better explanations
    of AS
    > coding I've ever seen. Thanks a ton.
    Thanks!
    > However, I think I may be jumping ahead too much.
    Sure, no worries. It's definitely dizzying at the beginning.
    > Follow up questions, n00b style:
    >
    > 1. What would be the equivalent of the nextFrame()
    method
    > for previous? Tried searching help and googling, but
    getting
    > too much other stuff to wade through.
    Google absolutely rocks, but I hear ya ... you have to be
    willing to
    wade through numerous search results. Fortunately, the Help
    docs usually
    get you directly to your answer -- and quickly, at that -- if
    you just know
    how to navigate them. If you're using Flash CS3, the Help
    docs are local,
    though optionally available online. If you're using Flash
    CS4, the docs are
    online and open in a browser, in either case, what you're
    looking for
    specifically is the ActionScript 2.0 Language Reference (if
    you're using
    AS2) or the ActionScript 3.0 Language and Components
    reference (if you're
    using AS3).
    AS2:
    http://help.adobe.com/en_US/AS2LCR/Flash_10.0/help.html?content=Part2_AS2_LangRef_1.html
    AS3:
    http://help.adobe.com/en_US/AS3LCR/Flash_10.0/index.html
    In the case of AS2, you'll click on the lefthand side. Open
    up
    "ActionScript 2.0 Language Reference," then "ActionScript
    classes," and
    you're in. In the case of AS3, you'll see the classes already
    listed on the
    lefthand side.
    Now ... you've coded up your button, which means you
    consulted the
    Button (AS2) or SimpleButton (AS3) class to see what was
    available to you.
    (I'm speaking hypothetically, of course. When you've become
    more
    comfortable with the docs, this will often describe your
    initial steps.)
    You want to code up a button symbol, so that means you've
    looked up the
    Events heading for the appropriate class to see what this
    object can react
    to, such as a button click. You've found your event --
    onRelease or
    MouseEvent.CLICK -- and have associated that event with a
    custom function.
    Now, you're on to the next step. In this case, the object
    you're
    looking for is no longer a button. It's a movie clip, because
    you want this
    function to send the main timeline forward or backward.
    Again, your first
    question is always: a) what object am I dealing with? Here,
    it's the
    MovieClip class, so that's where you flip to. Your second
    question is: b)
    what category am I looking for? If characteristics, look up
    Properties; if
    something the object can do, look up Methods; if something
    the object can
    react to, look up Events. In this case, you want to send the
    timeline
    somewhere. That's something the timeline (that is, this
    particular movie
    clip) can do. The things-an-object-can-do category is
    Methods, so that's
    where you flip to.
    You'll see a decent selection in either language, including
    the common
    gotoAndPlay(), gotoAndStop(), and so on. You'll also see
    nextFrame() and
    prevFrame(). Bingo! (Note, both versions of the language rely
    on something
    called inheritance, which behaves just like it sounds. Just
    as we humans
    inherit traits from our predecessors, most classes inherit
    traits from other
    classes up the family tree. In the AS3 docs, you'll see a
    "Show Inherited
    Public Methdods [or Properties, or Events]" hyperlink. If you
    need more
    detail, be sure to click that link. In the AS2 docs, the
    inherited items
    are listed in a box beneath each heading. Any given class may
    or may not
    have inherited items.)
    So you really don't have to wade too far. Think of what
    object you're
    dealing with, then jump to the relevant category.
    > 2. How do I make the next and previous buttons the only
    > controls that will move to the next or previous frames?
    I
    > plugged in the code into a separate as_layer and when I
    > test the scene it just goes through the frames
    automatically.
    Movie clips (including the main timeline) just animate
    naturally -- they
    *want* to move -- so if you want a timeline to stop, you have
    to instruct it
    to. Here again, you'll look up the MovieClip class and,
    because you want to
    find out how to *do* something (how to stop this movie clip),
    you'll jump to
    the Methods section. Sure enough, there's a MovieClip.stop()
    method.
    In frame 1 of your main timeline, simply type stop(), and
    that'll do it.
    The reason it works is because you're invoking a MovieClip
    method on a
    MovieClip instance -- the main timeline. If you wanted to
    stop a movie clip
    symbol, you'd have to give it an instance name, then invoke
    the method on
    that particular instance, like this:
    myMovieClip.stop();
    ... in which case, myMovieClip is the instance name, and this
    clip happens
    to site in the same timeline as this code appears.
    Alternatively, you could enter the timeline of that movie
    clip and
    simply put stop() in its own first frame. That would do it
    too. In either
    case, you've invoked a MovieClip method on a particular movie
    clip. All you
    ever need is an object reference (implicit, because you're in
    that object's
    scope) or an instance name (or a variable that, by some other
    mechanism,
    refers to a particular object) and then you're set. With that
    reference in
    hand, you simply name the reference, put a dot, then invoke
    the desired
    property, method, or event.
    In the case where you simply invoke stop() on the main
    timeline, you
    *could* reference the main timeline directly, like this:
    this.stop();
    The "this" keyword is a special reference that refers to
    whatever scope
    its in. Because your code appears inside a keyframe, its
    scope is the movie
    clip in which that keyframe appears, therefore "this" -- in
    that context --
    refers to that movie clip. But as I showed earlier, you can
    also simply
    leave off the prefix object reference because Flash will know
    what you mean
    (that is, which movie clip you mean).
    Eventually, when you're more comfortable, you'll reference
    instances of
    other kinds of objects, such as sounds, text formatting
    objects, and more.
    In those cases, your object reference -- an instance name, or
    a variable --
    will act the same way, but you'll only be able to invoke
    functionality from
    the relevant class.
    If you have Sound instance, for example, you couldn't do
    this:
    mySound.gotoAndPlay(15);
    ... because sounds don't have timelines, and the Sound
    class's Methods
    section doesn't feature a gotoAndPlay() method. And that
    totally makes
    sense, right?
    > If you have a beginner's guide to actionscripting,
    focused
    > on AS3, I will buy it today.
    I'm happy to keep answering your questions here, but yes, I
    do have a
    few books you might be interested in. If you're using Flash
    CS3, you might
    consider Tom Green's and my Foundation Flash CS3 for
    Designers (friends of
    ED) (
    http://tinyurl.com/2k29mj),
    and if you're using Flash CS4, you'll want
    the current version of that book (
    http://tinyurl.com/5j55cv).
    Bear in mind,
    these are "foundation" books, so they cover all of Flash, not
    just
    ActionScript. Still, there's tons of ActionScript in either
    one
    (exclusively AS3, by happenstance), and we've received
    positive feedback on
    the ActionScript Basics chapter, in particular.
    I also recently finished an AS2-to-AS3 migration book for
    O'Reilly
    http://tinyurl.com/2s28a5),
    but that one may not be especially useful for
    you, because it focuses more on developers who have a basic
    understanding of
    AS2 but feel bewildered when it comes to AS3.
    There's also my blog, (quip.net/blog), which has tons of AS2
    stuff, and
    is slowly growing new AS3 content. One of my co-authors for
    the O'Reilly
    book, Rich Shupe, co-authored an ActionScript 3.0 book
    specifically for
    beginners, so take a look, read the reviews, and see if the
    publisher offers
    sample chapters. They often do, and that's usually a good
    indicator -- to
    me, anyway -- of how a particular author's style gels (or
    doesn't gel) with
    your particular learning style.
    David Stiller
    Contributor, How to Cheat in Adobe Flash CS3
    http://tinyurl.com/2cp6na
    "Luck is the residue of good design."

  • 'Next' and 'Previous' buttons in master/detail region

    Hi,
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    I've been trawling userguides and forums for hours now, and I
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    I'm guessing it might be something to do with setRowNumber,
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    I'm pulling my (receding) hair out on this one, so any help
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    <div id="fullimage">
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    <img src="onlinegallery/main/{@path}" />
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    Many thanks!

    They make a call to JavaScript, I'm guessing you knew that?
    I'm 96.7% JS illiterate, so I'm incapable of explaining it.
    You have to download the Spry Framework, unpackage it, look
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    next/prev image.
    the download is here:
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  • Enabling Next and Previous buttons in their conventional functions

    How do I enable standard "Next" and "Previous" buttons for
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    Thanks for all your help - CKA

    Hi beckela and welcome to our community
    The link below should help with this.
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  • How do I change the lable of next and previous button in GAF of FPM

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  • Next and previous button

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  • Next and Previous Button Question

    First my code :)
    import java.util.*;
    import java.awt.*;
    import javax.swing.*;
    import java.awt.event.*;
    import java.awt.GridLayout;
    import java.lang.Object;
    import java.awt.Image;
    public class Inventory // Main class
    //main method begins execution of java application
    public static void main(String args[])
         int i;
         double totalInventory = 0.0;
         final int dispProd = 0; // variable for actionEvents
         final part[] myPart = new part[4];
         for (i=0; i<4; i++)
                   myPart[0] = new part("Glass Break", 730, 12, 32.19);
                  myPart[1] = new part("Motion", 995, 14, 37.69);
                  myPart[2] = new part("Keypad", 220, 12, 50.69);
                  myPart[3] = new part("Contact", 944, 44, 1.19);
         final JButton firstBtn = new JButton("First");
         final JButton prevBtn = new JButton("Previous");
         final JButton nextBtn = new JButton("Next");
         final JButton lastBtn = new JButton("Last");
         final JLabel label;
         final JTextArea textArea;
         final JPanel buttonJPanel;
         //Add Logo          
         ImageIcon icon = new ImageIcon("javashield.JPG");
                   label = new JLabel("Some Company Inc.", icon, JLabel.RIGHT);
         //Set the position of the text, relative to the icon:
         label.setVerticalTextPosition(JLabel.BOTTOM);
         label.setHorizontalTextPosition(JLabel.CENTER);
         buttonJPanel = new JPanel(); // set up panel
         buttonJPanel.setLayout( new GridLayout(1, 4)); //set layout
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         buttonJPanel.add(firstBtn);
         buttonJPanel.add(prevBtn);
         buttonJPanel.add(nextBtn);
         buttonJPanel.add(lastBtn);
    textArea = new JTextArea(myPart[3]+" "); // create textArea for product display
         // add total inventory value to GUI
    textArea.append("\nTotal value of Inventory "+new java.text.DecimalFormat("$0.00").format(totalInventory)+"\n\n");
    textArea.setEditable(false);
    JFrame invFrame = new JFrame();
    invFrame.setLayout(new BorderLayout());
    invFrame.getContentPane().add(new JScrollPane(textArea), BorderLayout.CENTER);
    invFrame.getContentPane().add(buttonJPanel, BorderLayout.SOUTH);
    invFrame.getContentPane().add(label, BorderLayout.NORTH);
    invFrame.setTitle("INVENTORY:");
    invFrame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
    invFrame.setSize(350, 350);
    invFrame.setLocationRelativeTo(null);
    invFrame.setVisible(true);
    // assign actionListener and actionEvent for each button
    firstBtn.addActionListener(new ActionListener()
    public void actionPerformed(ActionEvent ae)
    textArea.setText(myPart[0]+"\n");
    }); // end firstBtn
    prevBtn.addActionListener(new ActionListener()
    public void actionPerformed(ActionEvent ae)
    textArea.setText(myPart[1]+"\n");
    }); // end prevBtn
    nextBtn.addActionListener(new ActionListener()
    public void actionPerformed(ActionEvent ae)
    textArea.setText(myPart[2]+"\n");
    }); // end nextBtn
    lastBtn.addActionListener(new ActionListener()
    public void actionPerformed(ActionEvent ae)
    textArea.setText(myPart[3]+"\n");
    }); // end lastBtn
    } // end main
    } // end class Inventory6
    class part
       public String partName;
       public int itemNum;
       public double units;
       public double price;
       //default constructor
    public part()
            partName = "";
            itemNum = 0;
            units = 0.0;
             price = 0.00;
        }//end default constructor
         //Parameterized Constructor
    public part( String partName, int itemNum, double units, double price)
            this.partName = partName;
             this.itemNum = itemNum;
             this.units = units;
             this.price = price;
        }//end constructor
         public void setpartName(String partName) {
             this.partName = partName;
            public String getpartName()
                return partName;
        public void setitemNum ( int itemNum )
           this.itemNum = itemNum;
        public int getitemNum()
         return itemNum;
        public void setunits ( double units )
             this.units = units;
         public double getunits()
              return units;
         public void setprice ( double price )
             this.price = price;
         public double getprice()
         return price;
      //calculates product total     
         public double invTotal()
         return (units * price);
    public String toString()
              return "Part:  "+partName+
                        "\nPart Number:  "+itemNum+
                        "\nUnits on hand: "+(int)units+
                        "\nPrice per unit:  $"+price+
                        "\nPart Total:  $"+invTotal();
    //end Class Part
    // Class Part holds Part information
    class Wireless extends part
    private String wlPart; // variable for added feature
    public Wireless(String partName, int itemNum, double units, double price, String addWL)
    // call to superclass  constructor
    super(partName, itemNum, units, price);
    wlPart = addWL;
    }// end constructor
    public void setwlPart(String addWL) // method to set added feature
    wlPart = addWL;
    public String getwlPart() // method to get added feature
    return wlPart;
    public double totalRestock() // method to set value and add restock fee
    return units * price * 0.05;
    public String toString()
    return "Part:  "+partName+
                        "\nPart Number:  "+itemNum+
                        "\nUnits on hand: "+(int)units+
                        "\nPrice per unit:  $"+price+
                        "\nRestock Fee:  $"+totalRestock()+     
                        "\nPart Total:  $"+invTotal();
    } I need to make my next and previous button keep going through the array. They go next or previous one time and stop. I know it is because of the way I wrote the statement
    textArea.setText(myPart[2]+"\n");What I can't figure out is how to make that statement be the current myPart and add 1 to it. I tried textArea.setText(myPart[i]+1+"\n");and it did not work either, I got these errors:
    C:\Inventory\Inventory.java:92: local variable i is accessed from within inner class; needs to be declared final
    textArea.setText(myPart[i]+1+"\n");
    ^
    C:\Inventory\Inventory.java:92: operator + cannot be applied to part,int
    textArea.setText(myPart[i]+1+"\n");
    ^
    2 errors
    So I tried to write {nextItem()}
    and writing a method for next item,
    nextBtn.addActionListener(new ActionListener()
    public void actionPerformed(ActionEvent ae)
    nextItem();
    }); // end nextBtn
    lastBtn.addActionListener(new ActionListener()
    public void actionPerformed(ActionEvent ae)
    textArea.setText(myPart[3]+"n");
    } // end lastBtn actionEvent
    }); // end lastBtn actionListener
    } // end main
    private static void nextItem();
    if (myPart < myPart[]-1)
         myPart++;
         textArea.setText(myPart[0]);
    }and I get this error
    C:\Inventory\Inventory.java:109: '.class' expected
    if (myPart < myPart[]-1){
    ^
    1 error
    I thought '.class' expected meant I was missing a bracket, but I can't see where I am missing a bracket.
    I feel dumber by the minute.
    Am I not seeing something?

    Another suggestion. First create a non-GUI Inventory class, something like this:
    public class Inventory
        private part[] myPart;
        private int index = 0;
        public Inventory()
            myPart = new part[4];
            myPart[0] = new part("Glass Break", 730, 12, 32.19);
            myPart[1] = new part("Motion", 995, 14, 37.69);
            myPart[2] = new part("Keypad", 220, 12, 50.69);
            myPart[3] = new part("Contact", 944, 44, 1.19);
        public part getPart(int i)
            //TODO fill this in
        public part getFirst()
            //TODO fill this in
        public part getLast()
            //TODO fill this in
        public part getNext()
            //TODO fill this in
        public part getPrev()
            //TODO fill this in
        public double getTotalInventory()
            //TODO fill this in
        // this main is here only to test out the class
        public static void main(String[] args)
            Inventory inv = new Inventory();
            for (int i = 0; i < 4; i++)
                System.out.println(inv.getPart(i));  
                System.out.println();
            System.out.println("getFirst: " + inv.getFirst());
            System.out.println();
            for (int j = 0; j < 6; j++) // deliberately set to be > 4
                System.out.println("getNext: " + inv.getNext());
                System.out.println();
            for (int j = 0; j < 6; j++)
                System.out.println("getPrev: " + inv.getPrev());
                System.out.println();
            System.out.println("getLast: " + inv.getLast());
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  • Next and previous buttons, Cluster, Image Ring problem

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    Attachments:
    Test.png ‏769 KB

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    Mike...
    Certified Professional Instructor
    Certified LabVIEW Architect
    LabVIEW Champion
    "... after all, He's not a tame lion..."
    Be thinking ahead and mark your dance card for NI Week 2015 now: TS 6139 - Object Oriented First Steps

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