使用javacsript的会话

时间:2018-05-31 11:14:44

标签: javascript c# html asp.net

如何在没有页面刷新的情况下管理会话?

描述:我在First.aspx页面上有一个模型弹出窗口,当点击First.aspx上的按钮时,使用iframe在弹出窗口中打开Second.aspx页面 我想从input = '123abc456def' output = re.findall(r'^\d+', input) (服务器端)获取Second.aspx的值并在session["Value"]页面上显示当弹出关闭而不重新加载First.aspx这可能吗?

我试过这样 - 但重新加载First.aspx后显示此会话值

.cs代码(First.aspx)

First.aspx

Javascript代码()

 Session["ComplaintValue"] = hfPresentComplaint.Value.Replace("'", "''");

1 个答案:

答案 0 :(得分:0)

有不同的技巧可以做到这一点,但在我的情况下,我使用Ajax每隔1秒调用一个单独的页面,我在那里调用我的会话,并在索引页面中调用一个空div,如下所示:

import random
import pygame


pygame.init()
FPS = 60
DS = pygame.display.set_mode((800, 600))
clock = pygame.time.Clock()
PLAYER_SHEET = pygame.image.load('karakter.png').convert_alpha()
# Cut the sprite sheet and append the subsurfaces to this list.
PLAYER_IMAGES = []
width = PLAYER_SHEET.get_width() / 4
height = PLAYER_SHEET.get_height()
for x in range(4):
    PLAYER_IMAGES.append(PLAYER_SHEET.subsurface(x*width, 0, width, height))


class Player(pygame.sprite.Sprite):
    def __init__(self, x, y, py):
        super(Player,self).__init__()
        self.x = x
        self.y = y

        self.jumping = False
        self.platform_y = py
        self.velocity_index = 0
        self.velocity = list([(i/ 1)-20 for i in range (0,60)])

        self.frame_index = 0
        self.image = PLAYER_IMAGES[self.frame_index]
        self.rect = self.image.get_rect()
        self.mask = pygame.mask.from_surface(self.image)

    def do_jump(self):
        if self.jumping:
            self.y += self.velocity[self.velocity_index]
            self.velocity_index += 1
            if self.velocity_index >= len(self.velocity) - 1:
                self.velocity_index = len(self.velocity) - 1
            if self.y > self.platform_y:
                self.y = self.platform_y
                self.jumping = False
                self.velocity_index = 0

    def update(self):
        self.rect.center = self.x, self.y
        self.do_jump()
        # Update the animation frame.
        self.frame_index += 1
        self.frame_index %= len(PLAYER_IMAGES) * 7  # * 7 to slow it down.
        # Swap the image.
        self.image = PLAYER_IMAGES[self.frame_index//7]  # // 7 to slow it down.


def keys(player):
    keys = pygame.key.get_pressed()
    if keys[pygame.K_SPACE] or keys[pygame.K_UP] and player.jumping == False:
         player.jumping = True


class Obstacle(pygame.sprite.Sprite):
    """Game Obstacle."""

    def __init__(self, x, y):
        super(Obstacle,self).__init__()
        self.image = pygame.Surface((90, 90), pygame.SRCALPHA)
        self.image.fill((100, 150, 0))
        self.image = pygame.transform.scale(self.image, (90,90))
        self.rect = self.image.get_rect(center=(x, y))
        self.x = x
        self.y = y
        self.mask = pygame.mask.from_surface(self.image)

    def update(self):
        if self.x < -64:
            self.kill()

        self.x += speed
        self.rect.center = self.x, self.y


pygame.time.set_timer(pygame.USEREVENT+2, random.choice([2500, 3000, 1500]))
index = 3

obstacle = Obstacle(832, 363)
player = Player(190, 359, 359)

all_sprites = pygame.sprite.Group(player, obstacle)
obstacles = pygame.sprite.Group(obstacle)
speed = -5

running = True
while running:
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            running = False
        elif event.type == pygame.USEREVENT+2:
            r = random.randrange(0, 2)
            if r == 0:
                obstacle = Obstacle(832, 363)
                # Add the obstacle to both groups.
                obstacles.add(obstacle)
                all_sprites.add(obstacle)

    keys(player)

    # ---Game logic.---
    speed += -0.008

    all_sprites.update()

    collided = pygame.sprite.spritecollide(player, obstacles, True,
        pygame.sprite.collide_mask)

    if collided:
        print('crash')

    index += 1

    # ---Draw everything.---
    DS.fill((30, 30, 30))
    all_sprites.draw(DS)

    # Here I draw the outline (points) of the player's mask.
    px, py = player.rect.topleft
    for point in player.mask.outline(8):
        x, y = point[0] + px, point[1] + py
        pygame.draw.circle(DS, (250, 250, 0), (x, y), 2)

    pygame.draw.rect(DS, (0, 0, 250), player.rect, 1)
    # Draw the outlines of the obstacles.
    for obstac in obstacles:
        pygame.draw.rect(DS, (150, 250, 0), obstac.rect, 1)
        ox, oy = obstac.rect.topleft
        for point in obstac.mask.outline(6):
            pygame.draw.circle(DS, (250, 0, 0), (point[0]+ox, point[1]+oy), 2)

    pygame.display.update()
    clock.tick(60)


pygame.quit()

希望它会有所帮助。