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  • FLVPlayback, go fullscreen smooth?

    - by Marcel
    Hello, Im looking into using and customizing FLVPlayback in a project. How to go about this is clear, but I noticed 1 anoying thing. When going fullscreen, first Flash player goes fullscreen and then briefly shows the FLVPlayback component in its original size, before jumping to show the video itself fullscreen. I noticed on Youtube this doesnt happen. How can I escape this 'flicker' and have the video go fullscreen as the videos do on youtube? Thanks a lot for any tips! Marcel

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  • Smooth scrolling and syntax highlighting in MacVim

    - by mitjak
    Is there any way to get MacVim to scroll more smoothly TextMate style? While I'm here, is there a syntax file I can edit to add syntax highlighting to files? I have Velocity .vhtml files which are largely regular HTML with a bit of VTL thrown in. If I could just add .vhtml as an extension to the HTML syntax highlighter that would already make things 10x better.

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  • trouble running smooth animation in thread only when using key listener

    - by heysuse renard
    first time using a forum for coding help so sorry if i post this all wrong. i have more than a few classes i don't think screenManger or core holds the problem but i included them just incase. i got most of this code working through a set of tutorials. but a certain point started trying to do more on my own. i want to play the animation only when i'm moving my sprite. in my KeyTest class i am using threads to run the animation it used to work (poorly) but now not at all pluss it really gunks up my computer. i think it's because of the thread. im new to threads so i'm not to sure if i should even be using one in this situation or if its dangerous for my computer. the animation worked smoothly when i had the sprite bouce around the screen forever. the animation loop played with out stopping. i think the main problem is between the animationThread, Sprite, and keyTest classes, but itcould be more indepth. if someone could point me in the right direction for making the animation run smoothly when i push down a key and stop runing when i let off it would be greatly apriciated. i already looked at this Java a moving animation (sprite) obviously we were doing the same tutorial. but i feel my problem is slightly different. p.s. sorry for the typos. import java.awt.*; import java.awt.event.KeyEvent; import java.awt.event.KeyListener; import java.awt.image.BufferStrategy; import java.awt.image.BufferedImage; import java.util.ArrayList; import javax.swing.ImageIcon; import javax.swing.JFrame; public class KeyTest extends Core implements KeyListener { public static void main(String[] args) { new KeyTest().run(); } Sprite player1; Image hobo; Image background; animation hoboRun; animationThread t1; //init also calls init form superclass public void init() { super.init(); loadImages(); Window w = s.getFullScreenWindow(); w.setFocusTraversalKeysEnabled(false); w.addKeyListener(this); } //load method will go here. //load all pics need for animation and sprite public void loadImages() { background = new ImageIcon("\\\\STUART-PC\\Users\\Stuart\\workspace\\Gaming\\yellow square.jpg").getImage(); Image face1 = new ImageIcon("\\\\STUART-PC\\Users\\Stuart\\workspace\\Gaming\\circle.png").getImage(); Image face2 = new ImageIcon("\\\\STUART-PC\\Users\\Stuart\\workspace\\Gaming\\one eye.png").getImage(); hoboRun = new animation(); hoboRun.addScene(face1, 250); hoboRun.addScene(face2, 250); player1 = new Sprite(hoboRun); this.t1 = new animationThread(); this.t1.setAnimation(player1); } //key pressed public void keyPressed(KeyEvent e) { int keyCode = e.getKeyCode(); if (keyCode == KeyEvent.VK_ESCAPE) { stop(); } if (keyCode == KeyEvent.VK_RIGHT) { player1.setVelocityX(0.3f); try { this.t1.setRunning(true); Thread th1 = new Thread(this.t1); th1.start(); } catch (Exception ex) { System.out.println("noooo"); } } if (keyCode == KeyEvent.VK_LEFT) { player1.setVelocityX(-0.3f); try { this.t1.setRunning(true); Thread th1 = new Thread(this.t1); th1.start(); } catch (Exception ex) { System.out.println("noooo"); } } if (keyCode == KeyEvent.VK_DOWN) { player1.setVelocityY(0.3f); try { this.t1.setRunning(true); Thread th1 = new Thread(this.t1); th1.start(); } catch (Exception ex) { System.out.println("noooo"); } } if (keyCode == KeyEvent.VK_UP) { player1.setVelocityY(-0.3f); try { this.t1.setRunning(true); Thread th1 = new Thread(this.t1);; th1.start(); } catch (Exception ex) { System.out.println("noooo"); } } else { e.consume(); } } //keyReleased @SuppressWarnings("static-access") public void keyReleased(KeyEvent e) { int keyCode = e.getKeyCode(); if (keyCode == KeyEvent.VK_RIGHT || keyCode == KeyEvent.VK_LEFT) { player1.setVelocityX(0); try { this.t1.setRunning(false); } catch (Exception ex) { } } if (keyCode == KeyEvent.VK_UP || keyCode == KeyEvent.VK_DOWN) { player1.setVelocityY(0); try { this.t1.setRunning(false); } catch (Exception ex) { } } else { e.consume(); } } //last method from interface public void keyTyped(KeyEvent e) { e.consume(); } //draw public void draw(Graphics2D g) { Window w = s.getFullScreenWindow(); g.setColor(w.getBackground()); g.fillRect(0, 0, s.getWidth(), s.getHieght()); g.setColor(w.getForeground()); g.drawImage(player1.getImage(), Math.round(player1.getX()), Math.round(player1.getY()), null); } public void update(long timePassed) { player1.update(timePassed); } } abstract class Core { private static DisplayMode modes[] = { new DisplayMode(1600, 900, 64, 0), new DisplayMode(800, 600, 32, 0), new DisplayMode(800, 600, 24, 0), new DisplayMode(800, 600, 16, 0), new DisplayMode(800, 480, 32, 0), new DisplayMode(800, 480, 24, 0), new DisplayMode(800, 480, 16, 0),}; private boolean running; protected ScreenManager s; //stop method public void stop() { running = false; } public void run() { try { init(); gameLoop(); } finally { s.restoreScreen(); } } //set to full screen //set current background here public void init() { s = new ScreenManager(); DisplayMode dm = s.findFirstCompatibleMode(modes); s.setFullScreen(dm); Window w = s.getFullScreenWindow(); w.setFont(new Font("Arial", Font.PLAIN, 20)); w.setBackground(Color.GREEN); w.setForeground(Color.WHITE); running = true; } //main gameLoop public void gameLoop() { long startTime = System.currentTimeMillis(); long cumTime = startTime; while (running) { long timePassed = System.currentTimeMillis() - cumTime; cumTime += timePassed; update(timePassed); Graphics2D g = s.getGraphics(); draw(g); g.dispose(); s.update(); try { Thread.sleep(20); } catch (Exception ex) { } } } //update animation public void update(long timePassed) { } //draws to screen abstract void draw(Graphics2D g); } class animationThread implements Runnable { String name; boolean playing; Sprite a; //constructor takes input from keyboard public animationThread() { } //The run method for animation public void run() { long startTime = System.currentTimeMillis(); long cumTime = startTime; boolean test = getRunning(); while (test) { long timePassed = System.currentTimeMillis() - cumTime; cumTime += timePassed; test = getRunning(); } } public String getName() { return name; } public void setAnimation(Sprite a) { this.a = a; } public void setName(String name) { this.name = name; } public void setRunning(boolean running) { this.playing = running; } public boolean getRunning() { return playing; } } class animation { private ArrayList scenes; private int sceneIndex; private long movieTime; private long totalTime; //constructor public animation() { scenes = new ArrayList(); totalTime = 0; start(); } //add scene to ArrayLisy and set time for each scene public synchronized void addScene(Image i, long t) { totalTime += t; scenes.add(new OneScene(i, totalTime)); } public synchronized void start() { movieTime = 0; sceneIndex = 0; } //change scenes public synchronized void update(long timePassed) { if (scenes.size() > 1) { movieTime += timePassed; if (movieTime >= totalTime) { movieTime = 0; sceneIndex = 0; } while (movieTime > getScene(sceneIndex).endTime) { sceneIndex++; } } } //get animations current scene(aka image) public synchronized Image getImage() { if (scenes.size() == 0) { return null; } else { return getScene(sceneIndex).pic; } } //get scene private OneScene getScene(int x) { return (OneScene) scenes.get(x); } //Private Inner CLASS////////////// private class OneScene { Image pic; long endTime; public OneScene(Image pic, long endTime) { this.pic = pic; this.endTime = endTime; } } } class Sprite { private animation a; private float x; private float y; private float vx; private float vy; //Constructor public Sprite(animation a) { this.a = a; } //change position public void update(long timePassed) { x += vx * timePassed; y += vy * timePassed; } public void startAnimation(long timePassed) { a.update(timePassed); } //get x position public float getX() { return x; } //get y position public float getY() { return y; } //set x public void setX(float x) { this.x = x; } //set y public void setY(float y) { this.y = y; } //get sprite width public int getWidth() { return a.getImage().getWidth(null); } //get sprite height public int getHeight() { return a.getImage().getHeight(null); } //get horizontal velocity public float getVelocityX() { return vx; } //get vertical velocity public float getVelocityY() { return vx; } //set horizontal velocity public void setVelocityX(float vx) { this.vx = vx; } //set vertical velocity public void setVelocityY(float vy) { this.vy = vy; } //get sprite / image public Image getImage() { return a.getImage(); } } class ScreenManager { private GraphicsDevice vc; public ScreenManager() { GraphicsEnvironment e = GraphicsEnvironment.getLocalGraphicsEnvironment(); vc = e.getDefaultScreenDevice(); } //get all compatible DM public DisplayMode[] getCompatibleDisplayModes() { return vc.getDisplayModes(); } //compares DM passed into vc DM and see if they match public DisplayMode findFirstCompatibleMode(DisplayMode modes[]) { DisplayMode goodModes[] = vc.getDisplayModes(); for (int x = 0; x < modes.length; x++) { for (int y = 0; y < goodModes.length; y++) { if (displayModesMatch(modes[x], goodModes[y])) { return modes[x]; } } } return null; } //get current DM public DisplayMode getCurrentDisplayMode() { return vc.getDisplayMode(); } //checks if two modes match each other public boolean displayModesMatch(DisplayMode m1, DisplayMode m2) { if (m1.getWidth() != m2.getWidth() || m1.getHeight() != m2.getHeight()) { return false; } if (m1.getBitDepth() != DisplayMode.BIT_DEPTH_MULTI && m2.getBitDepth() != DisplayMode.BIT_DEPTH_MULTI && m1.getBitDepth() != m2.getBitDepth()) { return false; } if (m1.getRefreshRate() != DisplayMode.REFRESH_RATE_UNKNOWN && m2.getRefreshRate() != DisplayMode.REFRESH_RATE_UNKNOWN && m1.getRefreshRate() != m2.getRefreshRate()) { return false; } return true; } //make frame full screen public void setFullScreen(DisplayMode dm) { JFrame f = new JFrame(); f.setUndecorated(true); f.setIgnoreRepaint(true); f.setResizable(false); vc.setFullScreenWindow(f); if (dm != null && vc.isDisplayChangeSupported()) { try { vc.setDisplayMode(dm); } catch (Exception ex) { } } f.createBufferStrategy(2); } //sets graphics object = this return public Graphics2D getGraphics() { Window w = vc.getFullScreenWindow(); if (w != null) { BufferStrategy s = w.getBufferStrategy(); return (Graphics2D) s.getDrawGraphics(); } else { return null; } } //updates display public void update() { Window w = vc.getFullScreenWindow(); if (w != null) { BufferStrategy s = w.getBufferStrategy(); if (!s.contentsLost()) { s.show(); } } } //returns full screen window public Window getFullScreenWindow() { return vc.getFullScreenWindow(); } //get width of window public int getWidth() { Window w = vc.getFullScreenWindow(); if (w != null) { return w.getWidth(); } else { return 0; } } //get height of window public int getHieght() { Window w = vc.getFullScreenWindow(); if (w != null) { return w.getHeight(); } else { return 0; } } //get out of full screen public void restoreScreen() { Window w = vc.getFullScreenWindow(); if (w != null) { w.dispose(); } vc.setFullScreenWindow(null); } //create image compatible with monitor public BufferedImage createCopatibleImage(int w, int h, int t) { Window win = vc.getFullScreenWindow(); if (win != null) { GraphicsConfiguration gc = win.getGraphicsConfiguration(); return gc.createCompatibleImage(w, h, t); } return null; } }

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  • how to manage smooth playback in vb.net

    - by testkhan
    i am developing a video player for a local tv channel, which is working well but the main problem is a 1-2 seconds pause between changing one video to second video how can i control that pause so that the video comming next should be played right after the currnet video finished with not any pause or stoping or blank screen effect...... i am using windows media player in my vb.net form for video playback...

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  • Scrollbars for Infinite Document?

    - by andyvn22
    Is there a standard Aqua way to handle a practically infinite document? For example, imagine a level editor for a tile-based game. The level has no preset size (though it's technically limited by NSInteger's size); tiles can be placed anywhere on the grid. Is there a standard interface for scrolling through such a document? I can't simply limit the scrolling to areas that already have tiles, because the user needs to be able to add tiles outside that boundary. Arbitrarily creating a level size, even if it's easily changeable by the user, doesn't seem ideal either. Has anyone seen an application that deals with this problem?

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  • jQuery: How to smooth animated image resizing

    - by nikibrown
    I'm a jQuery noob - so please excuse the probable basicness of this question. I'm doing something pretty simple - on hover animate the position and size of an image. When you mouse over the images there are some noticeable 'jaggies' - is there a way to get rid of this? The jquery code is as follows and a live link is here kristechdev.metropoliscreative.com (hover over the icons). <script type="text/javascript"> $(document).ready(function() { $('#zoomNav li img').hoverIntent( function() { $(this).animate({'margin-top' :'-35px', 'margin-left' :'-10px', 'height' :'95px','width' : '79px' }, 'fast'); }, function() { $(this).animate({'margin-top' : '0px', 'margin-left' :'0px', 'height' :'70px','width' : '58px' }, 'fast'); }); }); </script>

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  • Cocos2d - smooth sprite movement in tile map RPG

    - by Lendo92
    I've been working on a 2-D Gameboy style RPG for a while now, and the game logic is mostly all done so I'm starting to try to make things look good. One thing I've noticed is that the walking movement / screen movement is a little bit choppy. Technically, it should work fine, but either it seems to be having some quirks, either due to taking up a lot of processing power or just timing inconsistencies between moving the screen and moving the sprite. To move the sprite, once I know where I want to move it, I call: tempPos.y += 3*theHKMap.tileSize.width/5; id actionMove = [CCMoveTo actionWithDuration:0.1 position:tempPos]; id actionMoveDone = [CCCallFuncN actionWithTarget:self selector:@selector(orientOneMove)]; [guy runAction:[CCSequence actions:actionMove, actionMoveDone, nil]]; [self setCenterOfScreen:position]; Then, in orientOneMove, I call: [self.guy setTexture:[[CCTextureCache sharedTextureCache] addImage:@"guysprite07.png"]]; //the walking picture-I change texture back at the end of the movement id actionMove = [CCMoveTo actionWithDuration:0.15 position:self.tempLocation2]; id actionMoveDone = [CCCallFuncN actionWithTarget:self selector:@selector(toggleTouchEnabled)]; [guy runAction:[CCSequence actions:actionMove, actionMoveDone, nil]]; The code for the concurrently running setCenterOfScreen:position method is: id actionMove = [CCMoveTo actionWithDuration:0.25 position:difference]; [self runAction: [CCSequence actions:actionMove, nil, nil]]; So the setCenterOfScreen moves the camera in one clean move while the guy moving is chopped into two actions to animate it (which I believe might be inefficient.) It's hard to tell what is making the movement not perfectly clean from looking at it, but essentially the guy isn't always perfectly in the center of the screen -- during movement, he's often times a pixel or two off for an instant. Any ideas/ solutions?

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  • ASP.Net Vertical Menu with Scroll functionality

    - by Thomas
    Referring to Menu / Scrolling Example I would like to create / find the same functionality for a vertical menu. I tried the following. <asp:Menu ID="menuAccountMembers" runat="server" StaticSubMenuIndent="16px" Visible="true" RenderingMode="Table" ScrollDownImageUrl="~/Resources/scrolldown.jpg" ScrollUpImageUrl="~/Resources/scrollup.jpg"> <Items> But it doesnt display any scrolling images. I am using .net 4.0 Tried setting menuAccountMembers.RenderingCompatibility = new Version(3, 5); as well. If there a property to only display the first 5 root menu items, then show scroll bars for the rest? It can be click-able, no need to hover over to show next item.

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  • Smooth arcs in quartz?

    - by ciukes
    While developing a rounded rectangle widget I encountered the following problem: path built with arcs looks ugly when stroked. How to make the stroked arcs look nicer?

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  • How to make smooth movements in OpenGL?

    - by thyrgle
    So this kind of on topic to my other OpenGL question (not my OpenGL ES question but OpenGL the desktop version). If you have someone press a key to move a square how do you make the square movement naturally and less jumpy but also at the same speed I have it now? This is my code for the glutKeyboardFunc() function: void handleKeypress(unsigned char key, int x, int y) { if (key == 'w') { for (int i = 0; i < 12; i++) { if (i == 1 || i == 7 || i == 10 || i == 4) { square[i] = square[i] + 1; } } glutPostRedisplay(); } if (key == 'd') { for (int i = 0; i < 12; i++) { if (i == 0 || i % 3 == 0) { square[i] = square[i] + 1; } } glutPostRedisplay(); } if (key == 's') { for (int i = 0; i < 12; i++) { if (i == 1 || i == 7 || i == 10 || i == 4) { square[i] = square[i] - 1; } } glutPostRedisplay(); } if (key == 'a') { for (int i = 0; i < 12; i++) { if (i == 0 || i % 3 == 0) { square[i] = square[i] - 1; } } glutPostRedisplay(); } } I'm sorry if this doesn't quite make sense I'll try to rephrase it in a better way if it doesn't make sense.

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  • Stop map from scrolling but let player still move?

    - by ChocoMan
    I have a basic method of scrolling around on a map (moving the map instead of the player), but at when the player gets to a certain proximity to the edge, how do you stop the map from scrolling, but still allow the player to move around until it is away from that proximity? I'm not looking for any code. Just a suggestion so that I can implement it myself. I can see it visually (creating 4 boxed intersecting boundaries for the player to enter), but not sure how to come about stopping and resuming the scrolling of the map.

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  • How can I acheive a smooth 2D lighting effect?

    - by Cyral
    I'm making a tile based game in XNA. So currently my lightning looks like this: How can I get it to look like this? Instead of each block having its own tint, it has a smooth overlay. I'm assuming some sort of shader, and to tell it the lighting and blur it some how. But im not an expert with shaders. My current lighting calculates the light, and then passes it to a spritebatch and draws with a color parameter. EDIT: No longer uses spritebatch tint, I was testing and now pass parameters to set the light values. But still looking for a way to smooth it.

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  • QGraphicsView scrolling and image scaling/cropping

    - by boohoo
    I would like to have a background image in my QGraphicsView that is always scaled (and cropped if necessary) to the size of the viewport, without scrollbars and without scrolling with the keyboard and mouse. The example below is what I am doing to scale and crop an image in the viewport, but I am using random values for the cropping that are pulled out of the aether. I would like a logical solution? MainWindow::MainWindow(QWidget *parent) : QMainWindow(parent), ui(new Ui::MainWindow) { ui->setupUi(this); scene = new QGraphicsScene(this); ui->graphicsView->resize(800, 427); // MainWindow is 800x480, GraphicsView is 800x427. I want an image that // is the size of the graphicsView. ui->graphicsView->setHorizontalScrollBarPolicy(Qt::ScrollBarAlwaysOff); ui->graphicsView->setVerticalScrollBarPolicy(Qt::ScrollBarAlwaysOff); // the graphicsView still scrolls if the image is too large, but // displays no scrollbars. I would like it not to scroll (I want to // add a scrolling widget into the QGraphicsScene later, on top of // the background image.) QPixmap *backgroundPixmap = new QPixmap(":/Valentino_Bar_Prague.jpg"); QPixmap sized = backgroundPixmap->scaled( QSize(ui->graphicsView->width(), ui->graphicsView->height()), Qt::KeepAspectRatioByExpanding); // This scales the image too tall QImage sizedImage = QImage(sized.toImage()); QImage sizedCroppedImage = QImage(sizedImage.copy(0,0, (ui->graphicsView->width() - 1.5), (ui->graphicsView->height() + 19))); // so I try to crop using copy(), and I have to use these values // and I am unsure why. QGraphicsPixmapItem *sizedBackground = scene->addPixmap( QPixmap::fromImage(sizedCroppedImage)); sizedBackground->setZValue(1); ui->graphicsView->setScene(this->scene); } I would like to know a way to scale and crop an image to the size of the QGraphicsView that will work even when I resize the QGraphicsView. Where are the 1.5 and 19 coming from?

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  • Android: how to tell if a view is scrolling

    - by Dave
    in iPhone, this would be simple---each view has a scrollViewDidScroll method. I am trying to find the equivalent in Android. My code works, but it isn't giving me what I want. I need to execute code the entire duration that a view is scrolling. So, even though I use OnGestureListener's onScroll method, it only fires when the finger is on the screen (it's not really named correctly---it should be called "onSlide" or "onSwipe", focusing on the gesture rather than the UI animation). It does not continue to fire if the user flicks the view and it is still scrolling for a few moments after the user lifts his finger. is there a method that is called at every step of the scroll? public class Scroll extends Activity implements OnGestureListener { public WebView webview; public GestureDetector gestureScanner; public int currentYPosition; public int lastYPosition; public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); webview = new WebView(this); setContentView(webview); webview.loadUrl("file:///android_asset/Scroll.html"); gestureScanner = new GestureDetector(this); currentYPosition = 0; lastYPosition = 0; } public boolean onTouchEvent(final MotionEvent me) { return gestureScanner.onTouchEvent(me); } public boolean onScroll(MotionEvent e1, MotionEvent e2, float distanceX, float distanceY) { // I do stuff here. return true; }

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  • Flex redrawing background when Scrolling, degrafa: How ?.

    - by coulix
    Hi Everyone, I am using a canvas which has a degrafa background, so far so good. However when scrolling apears the background (degrafa grid) does not get redrawn. In the code the bg strokes are linked to the container height. The thing is container.height does not change even when scrolling. How do i get the heigh of the whole area so i can set the new height to my degrafa background ? it looks like this. <mx:Canvas id="blackBoard" width="100%" height="100%" x="0" y="0" backgroundColor="#444444" clipContent="true"> <!-- Degrafa Surface --> <degrafa:Surface id="boardSurfaceContainer"> <degrafa:strokes> <degrafa:SolidStroke id="whiteStroke" color="#EEE" weight="1" alpha=".2"/> </degrafa:strokes> <!-- Grid drawing --> <degrafa:GeometryGroup id="grid"> <degrafa:VerticalLineRepeater count="{blackBoard.width / ApplicationFacade.settings.GRID_SIZE}" stroke="{whiteStroke}" x="0" y="0" y1="{blackBoard.height}" offsetX="0" offsetY="0" moveOffsetX="{ApplicationFacade.settings.GRID_SIZE}" moveOffsetY="0"/> <degrafa:HorizontalLineRepeater count="{blackBoard.height / ApplicationFacade.settings.GRID_SIZE}" stroke="{whiteStroke}" x="0" y="0" x1="{blackBoard.width}" offsetX="0" offsetY="0" moveOffsetX="0" moveOffsetY="{ApplicationFacade.settings.GRID_SIZE}"/> </degrafa:GeometryGroup> </degrafa:Surface>

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  • How to use my trackpad for horizontal mousewheel scrolling in a Java AWT ScrollPane

    - by blissapp
    Like many modern mice and trackpads, my laptop supports vertical and horizontal scrolling. It's an addictive feature once you get used to it. I simply want my Java apps to support horizontal scrolling via the trackpad/mousewheel, but everywhere I search it seems that this is not possible in Java. I really want someone to tell me that I'm somehow doing it wrong, this feature is already requested behaviour: http://bugs.sun.com/bugdatabase/view_bug.do?bug_id=6440198 The inability to do this simple thing is actually a deal breaker for the app I'm working on. In fact, for any app I can envision! I've invested a bit of time in the Java backend, so I'd really like to find a solution for this seemingly simple thing. Question is what could I do to implement this behaviour? Are raw OS level events even exposed to java, would I then need to write this from scratch? import java.awt.*; public class ScrollExample extends Canvas { public void paint(Graphics g) { g.setColor(Color.green); g.fillOval(0,0,400, 400); } public static void main(String[] args) { ScrollExample b = new ScrollExample(); Frame f = new Frame ("Scroll Example"); ScrollPane scroller = new ScrollPane (ScrollPane.SCROLLBARS_ALWAYS); scroller.add(b,"Center"); f.setPreferredSize(new Dimension(500,500)); f.add ("Center",scroller); f.pack(); f.show(); } }

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  • Graphical glitches when adding cells and scrolling with UITableView

    - by Daniel I-S
    I am using a UITableView to display the results of a series of calculations. When the user hits 'calculate', I wish to add the latest result to the screen. This is done by adding a new cell to a 'results' section. The UITableViewCell object is added to an array, and then I use the following code to add this new row to what is displayed on the screen: [thisView beginUpdates]; [thisView insertRowsAtIndexPaths:[NSArray arrayWithObject:newIndexPath] withRowAnimation: UITableViewRowAnimationFade]; [thisView endUpdates]; This results in the new cell being displayed. However, I then want to immediately scroll the screen down so that the new cell is the lowermost cell on-screen. I use the following code: [thisView scrollToRowAtIndexPath:newIndexPath atScrollPosition:UITableViewScrollPositionBottom animated:YES]; This almost works great. However, the first time a cell is added and scrolled to, it appears onscreen only briefly before vanishing. The view scrolls down to the correct place, but the cell is not there. Scrolling the view by hand until this invisible new cell's position is offscreen, then back again, causes the cell to appear - after which it behaves normally. This only happens the first time a cell is added; subsequent cells don't have this problem. It also happens regardless of the combination of scrollToRowAtIndexPath and insertRowsAtIndexPath animation settings. There is also a problem where, if new cells are added repeatedly and quickly, the new cells stop 'connecting up'. The lowermost cell in a group is supposed to have rounded corners, and when a new cell is added these turn into square corners so that there is a clean join with the next cell in the group. In this case, however, a cell often does not lose its rounded edges despite not being the last cell anymore. This also gets corrected once the affected area moves offscreen and back. This method of adding and scrolling would be perfect for my application if it weren't for these weird glitches. Any ideas as to what I may be doing wrong?

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  • Stop scrolling to ID when opening jQuery Modal via URL

    - by markedup
    I need to be able to open an ID'd jQuery UI Modal on a page when that modal's ID is passed in the page's URL. For example: http://mysite.com/visit.html#directions #directions is an ID'd DIV at the very bottom of the page, right before the closing BODY element. It's instantiated as a jQuery UI dialog on page load, then I'm running a function to check the current URL for the modal's ID. If the URL contains the modal's ID, the modal is opened. Here's what my auto-open function looks like: function autoOpenModal() { if ( document.location.href.indexOf('#') ) { var uriParts = document.location.href.split('#'); var hashID = '#' + uriParts[1]; if ( $(hashID) && $(hashID).hasClass('dialog')) { $(hashID).dialog('open'); } } } The problem I'm having is that the browser is automatically scrolling down to the ID at the very bottom of the page before the modal is opened. So when the user closes the modal they're at the bottom of the page (which seems "broken" to me). Can anyone tell me how I stop the browser from auto-scrolling down to the ID please? I've had a look at event.preventDefault() but without success; I'm not sure where or how to use it in the event chain.

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  • Delphi: Center Specific Line in TRichEdit by Scrolling

    - by Anagoge
    I have a Delphi 2007 TRichEdit with several lines in it. I want to scroll the richedit vertically such that a specific line number if approximately centered in the visible/display area of the richedit. For example, I want to write the code for CenterLineInRichEdit in this example: procedure CenterLineInRichEdit(Edit: TRichEdit; LineNum: Integer); begin ... Edit.ScrollTo(...); end; procedure TForm1.FormCreate(Sender: TObject); var REdit: TRichEdit; i: Integer; begin REdit := TRichEdit.Create(Self); REdit.Parent := Self; Redit.ScrollBars := ssVertical; REdit.SetBounds(10, 10, 200, 150); for i := 1 to 25 do REdit.Lines.Add('This is line number ' + IntToStr(i)); CenterLineInRichEdit(REdit, 13); end; I looked into using the WM_VSCROLL message, and it allows scrolling up/down one line, etc. but not scrolling to center a specific line. I assume I would need to calculate the line height, the display area height, etc? Or is there an easier way?

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  • Issue scrolling table view with content inset

    - by Rog
    Hi all, I am experiencing a weird scrolling issue and I was hoping someone could give me a hand in trying to identify why this is happening. I have included the part of my code that I think is relevant to the question but am happy to update this post with whatever else is needed. I have implemented a pull to refresh view in the tableview's content inset area. The refresh fires an Async NSURLConnection that pulls data from a webserver, parses the relevant information and refreshes the table as required. This is where the refresh process kicks off: - (void)scrollViewDidEndDragging:(UIScrollView *)scrollView willDecelerate:(BOOL)decelerate{ if (scrollView.contentOffset.y <= - 65.0f && !self.reloading) { self.reloading = YES; [self reloadTableViewDataSource]; [refreshHeaderView setState:EGOOPullRefreshLoading]; [UIView beginAnimations:nil context:NULL]; [UIView setAnimationDuration:0.2]; self.tableView.contentInset = UIEdgeInsetsMake(60.0f, 0.0f, 0.0f, 0.0f); [UIView commitAnimations]; } } Problem is if I start to scroll whilst the content inset is "visible" (i.e. during reload) I get this weird behaviour where my table sections do not scroll all the way to the top - see screenshot for a clear visual of what I am trying to describe here. I have included a couple of screenshots below that clearly identify what is happening at the moment. Has anyone experienced this before? Any ideas on what I should be looking at to try and fix it? Many thanks in advance, Rog And this is the result if I start scrolling the table. The orange bit at the top of the image is the actual navigation bar, where I would expect the table section (date 1 December 2010) to be.

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  • Storyboard as timer in WPF

    - by Adrian
    Hi, I'm trying to do smooth animation in procedural code. For this (in Silverlight at least), it's recommended to use the Storyboard timer rather than a DispatcherTimer. So I use something like this: Storyboard _LoopTimer = new Storyboard(); public void StartAnimation() { _LoopTimer.Duration = TimeSpan.FromMilliseconds(0); _LoopTimer.Completed += new EventHandler(MainLoop); _LoopTimer.Begin(); } void MainLoop(object sender, EventArgs e) { // Do animation stuff here // Continue storyboard timer _LoopTimer.Begin(); } And in Silverlight, this works fine. But in WPF, I only hit MainLoop() once. Setting RepeatBehaviour to Forever doesn't help, either. So what's the right way to do this in WPF with a Storyboard? Thanks very much.

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  • didSelectRowAtIndexPath does not get called when scrolling and selecting a cell

    - by Falcon
    Hi all, It seems when I scroll my table view that if I select a cell while the table view is still scrolling, didSelectRowAtIndexPath doesn't get called. It works fine when the table view is still. Any ideas on why this might be? Also, is there a way that didSelectRowAtIndexPath can be called on press down? It seems it gets called after my finger/cursor is raised off of the cell. Thanks,

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  • Prevent diagonal scrolling in UIScrollView?

    - by NickD
    How can I force a UIScrollView in which paging and scrolling are on to move vertically or horizontally only? My understanding is that the directionalLockEnabled property should achieve this, but a diagonal swipe still causes the view to scroll diagonally instead of restricting motion to a single axis. Edit: to be clearer, I'd like to allow the user to scroll horizontally OR vertically, but not both simultaneously.

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