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  • segemented control in iphone not appearing as in interface builder

    - by zecougar
    here is what i see in IB and here is what appears in the simulator i've used a segmented control with style = "Bezelled". When i change the style to "Bar", IB and simulator are consistent in the display. the style is set in interface builder and not in code, if that matters Also - the edges look rather ugly in the simulator. not what i expected even when it rendered incorrectly. Thanks in advance

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  • Delete table in all the rendering pages of a single page in Javascript

    - by Aruna
    HI , i am having a table like in many pages .. All these pages are rendered in a single page . when i apply the javascript to delete that using on load with the below var tbl = document.getElementById('toc'); if(tbl) tbl.parentNode.removeChild(tbl); Only one table is deleted and not the others i am trying to delete the tables in all the rendering pages using javascript.how to do this??

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  • Rendering ExtJs components without panels?

    - by Tower
    Hi, Take a look at this example: http://www.extjs.com/deploy/dev/examples/multiselect/multiselect-demo.html On it, there are components rendered against a panel. I've been searching for a way to render components without a panel, so that they are laid out against empty background directly, without any window-like panels. Is there a way to accomplish this?

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  • Large Table in iFrame crashes IE8

    - by Brian
    I have a page with an iFrame whose source is an ashx page. The handler takes in 3 arguments through the query string and generates a text/html response containing a table. When the table gets 1700 rows it crashes the IE8 browser. The browser freezes and returns a null reference error. If I take the html that is being rendered and place it inside a DIV on the page it renders fine in IE8. Any suggestions?

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  • How to create XML webparts using sharepoint web services?

    - by Manish
    I have an XML to be rendered in sharepoint using a XSL file. I now the how to do this using object model of sharepoint but don't how to do this using sharepoint web services. i.e. I want to create XML web parts using sharepoint web services. Is it possible to do create XML web parts using sharepoint web services? If yes, how?

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  • shell tool which renders web site including javascript

    - by drholzmichl
    Hi, we want to test our webpages on linux shell. For that reason I'm looking for a shell tool, which gets the html page from server (like 'wget') and then executes contained Javascript, include pictures and so on. After this, the tool should give me a 'screenshot' of the rendered page, so that I can create a checksum for that screen. (So I want to the same as opening browser in Windows, open webpage and make a screenshot after page load, but on linux) Can anyone give me a hint?

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  • communication foundation showing plain text / code behind

    - by Michel
    Hi, i have a wcf service which runs perfectly on my dev machine (vs2010, target 3.5) but once deployed, it shows me the code behind of the service (actually the plain text of the .svc file) and not the normal service page: <%@ ServiceHost Language="C#" Debug="true" Service="SilverlightPoc.Web.FinanceData" CodeBehind="FinanceData.svc.cs" %> Anyone any idea why the .svc file is rendered as plain text and not as wcf service?

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  • Onclick not added until after Postback

    - by Morph
    I have the following: <asp:Button id="SubmitButton" Text="Submit" runat="server" OnClientClick="Do();" OnClick="SubmitButton_Click"/> When the page is first rendered, I go to the view source in my browser and see that the onclick="Do();" is not added to my submit button tag. But when I do a post back, and do the view source again, the onclick is added to the submit. Why would the onclick not be there on the first request?

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  • JQuery: can I submit values from inputs that aren't in a form?

    - by Alvaro
    Simple as that: I have some inputs that are rendered inside another form element, but I want to submit then individually. I tried "serializing" the div that contains them, but it didn't work. Is there an easy way to do this? My code: var form = $("#my_div"); var get_data = $(form).serialize(); /* Get #my_div inputs value */ $.get(self.url_form_rendering, get_data, function (data){ /* handle server response */ }) Serialize returns "", any ideas that don't involve redesigning the layout to avoid form nesting?

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  • Clone elements and load previously loaded scripts

    - by kuswantin
    Hi, I am using clone() to move certain elements into another place in the DOM, but had trouble due to the fact that the scripts previously rendered was not available anymore when called from the cloned elements. So I think I need to call them again, but one by one will be a PITA. Perhaps getScript will do, but I have no idea to call more than one. Any help would be very much appreciated. Thanks

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  • Prism: How to render one view on top of another

    - by Nate Noonen
    We have a Prism/WPF application and are using an expander to animate a menu. When the expander expands, the content is rendered behind the main region's content. The menu is in a different region than the content it is supposed to overlay (since the menu governs what items go into that region) which is why this is occurring. We have tried setting the Z-Index of the ContentControls to no avail.

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  • p:commandButton update doesn't work in ui:include

    - by Roberto de Santis
    Hi guys. I want to update a part of a page by PPR. This is the part of page that i want to update: <h:panelGroup id="aggiungiAuto" rendered="#{!autoBean.operazioneOk}"> <ui:include src="../component/aggiungi_auto.xhtml"/> </h:panelGroup> While this is the commandButton present in aggiungi_auto.xhtml <p:commandButton value="Submit" update="growl aggiungiAuto aggiungiFoto" actionListener="#{autoBean.insert}"/> Any Idea?

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  • How to prevent components from rendering in Flex

    - by Tam
    Is there a way to prevent a component from rendering in Flex (to save memory or processing power)? I tried doing something like: <components:AddNewItemGroup id="addItemGroup" visible="false" enabled="false" horizontalCenter="0" bottom="0" /> I noticed that the component gets rendered but it's just not visible or functional.

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  • At what point in the render process of a web page can we interact with that page

    - by Bamerza
    I'd like to measure to distinct user experience points during the rendering of an HTML page: 1) Point which user sees the first painting of the page 2) Point at which user can interact with the page - meaning sees 75% of it or can actually register a button click or link click I am pretty certain these UX interactions can start before the HTML code is fully rendered, so would that instance be the JS func "OnLoad" or some other distinct measureable value/function? If it helps, we can even narrow the answer down to webkit based browsers.

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  • Why it's giving me raw HTML?

    - by leomayleomay
    I'm using Facebox, and when I tried to change the content of a tag, it's giving me raw HTML but the rendered form, the code snippet is: jQuery('#facebox .content').html("<%= escape_javascript(render :partial => 'form')%>"); Anybody has any idea about this? Thanks a lot.

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  • Create a class that inherets DrawableGameComponent in XNA as a CLASS with custom functions

    - by user3675013
    using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Media; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; namespace TileEngine { class Renderer : DrawableGameComponent { public Renderer(Game game) : base(game) { } SpriteBatch spriteBatch ; protected override void LoadContent() { base.LoadContent(); } public override void Draw(GameTime gameTime) { base.Draw(gameTime); } public override void Update(GameTime gameTime) { base.Update(gameTime); } public override void Initialize() { base.Initialize(); } public RenderTarget2D new_texture(int width, int height) { Texture2D TEX = new Texture2D(GraphicsDevice, width, height); //create the texture to render to RenderTarget2D Mine = new RenderTarget2D(GraphicsDevice, width, height); GraphicsDevice.SetRenderTarget(Mine); //set the render device to the reference provided //maybe base.draw can be used with spritebatch. Idk. We'll see if the order of operation //works out. Wish I could call base.draw here. return Mine; //I'm hoping that this returns the same instance and not a copy. } public void draw_texture(int width, int height, RenderTarget2D Mine) { GraphicsDevice.SetRenderTarget(null); //Set the renderer to render to the backbuffer again Rectangle drawrect = new Rectangle(0, 0, width, height); //Set the rendering size to what we want spriteBatch.Begin(); //This uses spritebatch to draw the texture directly to the screen spriteBatch.Draw(Mine, drawrect, Color.White); //This uses the color white spriteBatch.End(); //ends the spritebatch //Call base.draw after this since it doesn't seem to recognize inside the function //maybe base.draw can be used with spritebatch. Idk. We'll see if the order of operation //works out. Wish I could call base.draw here. } } } I solved a previous issue where I wasn't allowed to access GraphicsDevice outside the main Default 'main' class Ie "Game" or "Game1" etc. Now I have a new issue. FYi no one told me that it would be possible to use GraphicsDevice References to cause it to not be null by using the drawable class. (hopefully after this last bug is solved it doesn't still return null) Anyways at present the problem is that I can't seem to get it to initialize as an instance in my main program. Ie Renderer tileClipping; and I'm unable to use it such as it is to be noted i haven't even gotten to testing these two steps below but before it compiled but when those functions of this class were called it complained that it can't render to a null device. Which meant that the device wasn't being initialized. I had no idea why. It took me hours to google this. I finally figured out the words I needed.. which were "do my rendering in XNA in a seperate class" now I haven't used the addcomponent function because I don't want it to only run these functions automatically and I want to be able to call the custom ones. In a nutshell what I want is: *access to rendering targets and graphics device OUTSIDE default class *passing of Rendertarget2D (which contain textures and textures should automatically be passed with a rendering target? ) *the device should be passed to this function as well OR the device should be passed to this function as a byproduct of passing the rendertarget (which is automatically associated with the render device it was given originally) *I'm assuming I'm dealing with abstracted pointers here so when I pass a class object or instance, I should be recieving the SAME object , I referenced, and not a copy that has only the lifespan of the function running. *the purpose for all these options: I want to initialize new 2d textures on the fly to customize tileclipping and even the X , y Offsets of where a WHOLE texture will be rendered, and the X and Y offsets of where tiles will be rendered ON that surface. This is why. And I'll be doing region based lighting effects per tile or even per 8X8 pixel spaces.. we'll see I'll also be doing sprite rotations on the whole texture then copying it again to a circular masked texture, and then doing a second copy for only solid tiles for masked rotated collisions on sprites. I'll be checking the masked pixels for my collision, and using raycasting possibly to check for collisions on those areas. The sprite will stay in the center, when this rotation happens. Here is a detailed diagram: http://i.stack.imgur.com/INf9K.gif I'll be using texture2D for steps 4-6 I suppose for steps 1 as well. Now ontop of that, the clipping size (IE the sqaure rendered) will be able to be shrunk or increased, on a per frame basis Therefore I can't use the same static size for my main texture2d and I can't use just the backbuffer Or we get the annoying flicker. Also I will have multiple instances of the renderer class so that I can freely pass textures around as if they are playing cards (in a sense) layering them ontop of eachother, cropping them how i want and such. and then using spritebatch to simply draw them at the locations I want. Hopefully this makes sense, and yes I will be planning on using alpha blending but only after all tiles have been drawn.. The masked collision is important and Yes I am avoiding using math on the tile rendering and instead resorting to image manipulation in video memory which is WHY I need this to work the way I'm intending it to work and not in the default way that XNA seems to handle graphics. Thanks to anyone willing to help. I hate the code form offered, because then I have to rely on static presence of an update function. What if I want to kill that update function or that object, but have it in memory, but just have it temporarily inactive? I'm making the assumption here the update function of one of these gamecomponents is automatic ? Anyways this is as detailed as I can make this post hopefully someone can help me solve the issue. Instead of tell me "derrr don't do it this wayyy" which is what a few people told me (but they don't understand the actual goal I have in mind) I'm trying to create basically a library where I can copy images freely no matter the size, i just have to specify the size in the function then as long as a reference to that object exists it should be kept alive? right? :/ anyways.. Anything else? I Don't know. I understand object oriented coding but I don't understand this XNA It's beggining to feel impossible to do anything custom in it without putting ALL my rendering code into the draw function of the main class tileClipping.new_texture(GraphicsDevice, width, height) tileClipping.Draw_texture(...)

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