Search Results

Search found 6393 results on 256 pages for 'frame rate'.

Page 137/256 | < Previous Page | 133 134 135 136 137 138 139 140 141 142 143 144  | Next Page >

  • how to get response in QtWebKit

    - by user63898
    Hello all im beginner with QtWebKit i build simple web frame that loaded page ( server side ) and when from this page i submit data i like to catch the response string from the server in the c++ side how can i do that ?

    Read the article

  • CSS: series of floated elements without wrapping but rather scrolling horizontally

    - by tybro0103
    I'm working on a album viewer. At the top I want a horizontal container of all the image thumbnails. Right now all the thumbnails are wrapped in a div with float:left. I'm trying to figure out how to keep these thumbnails from wrapping to the next line when there are too many, but rather stay all in one horizontal row and use the scrollbar. Here's my code: (I don't want to use tables) <style type="text/css"> div { overflow:hidden; } #frame { width:600px; padding:8px; border:1px solid black; } #thumbnails_container { height:75px; border:1px solid black; padding:4px; overflow-x:scroll; } .thumbnail { border:1px solid black; margin-right:4px; width:100px; height:75px; float:left; } .thumbnail img { width:100px; height:75px; } #current_image_container img { width:600px; } </style> <div id="frame"> <div id="thumbnails_container"> <div class="thumbnail"><img src="http://www.blueridgexotics.com/images/glry-pixie-bob-kittens.jpg" alt="foo" /></div> <div class="thumbnail"><img src="http://www.blueridgexotics.com/images/PB-KitJan08-1.jpg" alt="foo" /></div> <div class="thumbnail"><img src="http://www.blueridgexotics.com/images/PB-KitJan08-3.jpg" alt="foo" /></div> <div class="thumbnail"><img src="http://www.blueridgexotics.com/images/PB-Jan08.jpg" alt="foo" /></div> <div class="thumbnail"><img src="http://www.blueridgexotics.com/images/gallery3.jpg" alt="foo" /></div> <div class="thumbnail"><img src="http://www.blueridgexotics.com/images/gallery4.jpg" alt="foo" /></div> <div class="thumbnail"><img src="http://www.blueridgexotics.com/Gallery-Pics/kitten3.jpg" alt="foo" /></div> <div class="thumbnail"><img src="http://www.blueridgexotics.com/Gallery-Pics/kitten1.jpg" alt="foo" /></div> </div> <div id="current_image_container"> <img src="http://www.whitetailrun.com/Pixiebobs/PBkittenpics/shani-kits/Cats0031a.jpg" alt="foo" /> </div> </div>

    Read the article

  • C# or C++ game: many 16 color images loaded into RAM. Efficient solution?

    - by user560639
    I am in the planning stages of creating a fighting game and am unsure how to handle one issue relating to memory. Background info: - Still debating whether to use C# (XNA) or C++. We do not want to commit to either until we have explored how to solve this problem in both languages. - Using a max of 256MB RAM would be great if possible. - Two characters will be present at a time, and these characters can only change between battles. There is time to load/free memory between battles, but the game needs to run at a constant 60 drawn frames per second during combat. Each frame is 16.67ms - The total number of images per character is in the low hundreds. Each image is roughly 200x400 pixels. Only one image from each character will be displayed at any given moment. Uncompressed, each image takes roughly 300kb from my calculations; upwards of 100MB for a whole character. This is pushing too close to the 256MB limit given that memory will be needed for some other resources as well. Since each image can be made with a total of 16 colors. Theoretically I should be able to use 1/8th the space if I can take advantage of this. I've looked around but haven't found any word of native support for paletted images. (Storing each pixel using fewer bits that each map to a 32-bit RGBa color) I was considering making my own file format with 4 bits per pixel (and some extra palette info), loading all the images of this new format into RAM before battle, and then when drawing any specific image, decompress only that image into a raw image so it can be rendered properly. I don't know if it's realistic to perform so many assignment operations (appx 200x400 for each character = 160k) each frame. It sounds very hacky to me. Does anyone have advice on whether my solution sounds reasonable, and if there is perhaps a better one available? Thanks so much! (I also attempted to use an image with only 1 channel, then use a shader to perform a series of if statements to translate various values into other colors. Unfortunately, there were too many lines of code for the shader. It is also rather hacky and does not scale well.)

    Read the article

  • Custom title bar without padding (Android)

    - by Casebash
    So I am using the techniques in this thread to use a custom background for my titlebar. Unfortunately the framework places my layout inside a FrameLayout which has padding and so the image doesn't cover the whole bar, but instead has gray borderes. Is there anyway to remove this padding? I can't just set the padding attributes because I do not create the frame layout.

    Read the article

  • UIScrollView works as expected but scrollRectToVisible: does nothing

    - by mahboudz
    HI. I have used UIScrollView before, and am using it now, and never had a problem. I'm now adding it to an old app, and while it works as expected (I can look at the contents, scroll around with my finger, all the bounds and sizes are setup right so there is no empty space in the content, etc.), I just can't get scrollToRectVisible to work. I have even simplified the call so that it merely moves to the 0,0 position: [scrollView scrollRectToVisible:CGRectMake(0, 0, 10, 10) animated:YES]; or move it to 0,200: [scrollView scrollRectToVisible:CGRectMake(0, 200, 10, 10) animated:YES]; I even made a quick app to test this and I can get scrollRectToVisible to work there as I expect. But in my old app, I can't seem to make it do anything. I can make the scrollView scroll with setContentOffset:, but that's not what I want. This scrollView and its contents are defined in the nib by IB and used with an IBOutlet. The only code I am using in my app to handle the scrollView is [scrollView setContentSize:CGSizeMake(scrollView.contentSize.width, imageView.frame.size.height)]; (I'm only interested in vertical scrolling not horizontal). Has anyone run into a problem like this? I have compared the scrollView attributes in both apps and they are identical. ADDENDUM: My scrollViews frame is: 0.000000 0.000000 480.000000 179.000000 My scrollViews contentSize is: 0.000000 324.000000 It still acts like the rect I want to scroll to is already visible and no scrolling is needed. Not sure if that is what is happening. This is just the darnest thing. Seems like such an easy thing to resolve... ADDENDUM #2: This is how I am making do without scrollRectToVisible: CGPoint point = myRect.origin; if (![clefScrollView pointInside:point withEvent:nil]) { point.x = 0; if (point.y > clefScrollView.contentSize.height - clefScrollView.bounds.size.height) point.y = clefScrollView.contentSize.height - clefScrollView.bounds.size.height; [clefScrollView setContentOffset:point animated: YES]; } Everything else about this scrollView works as expected, but scrollRectToVisible. WHY?!? Any wild guesses?

    Read the article

  • CGContextFillEllipseInRect: invalid context

    - by hakewake
    Hi all, when I launch my app, I keep getting this CGContextFillEllipseInRect: invalid context error. My app is simply to make the circle 'pinchable'. The debugger shows me this: [Session started at 2010-05-23 18:21:25 +0800.] 2010-05-23 18:21:27.140 Erase[8045:207] I'm being redrawn. Sun May 23 18:21:27 Sidwyn-Kohs-MacBook-Pro.local Erase[8045] <Error>: CGContextFillEllipseInRect: invalid context 2010-05-23 18:21:27.144 Erase[8045:207] New value of counter is 1 2010-05-23 18:21:27.144 Erase[8045:207] I'm being redrawn. Sun May 23 18:21:27 Sidwyn-Kohs-MacBook-Pro.local Erase[8045] <Error>: CGContextFillEllipseInRect: invalid context 2010-05-23 18:21:27.144 Erase[8045:207] New value of counter is 2 2010-05-23 18:21:27.144 Erase[8045:207] I'm being redrawn. Sun May 23 18:21:27 Sidwyn-Kohs-MacBook-Pro.local Erase[8045] <Error>: CGContextFillEllipseInRect: invalid context 2010-05-23 18:21:27.144 Erase[8045:207] New value of counter is 3 2010-05-23 18:21:27.145 Erase[8045:207] I'm being redrawn. Sun May 23 18:21:27 Sidwyn-Kohs-MacBook-Pro.local Erase[8045] <Error>: CGContextFillEllipseInRect: invalid context 2010-05-23 18:21:27.145 Erase[8045:207] New value of counter is 4 2010-05-23 18:21:27.148 Erase[8045:207] I'm being redrawn. Sun May 23 18:21:27 Sidwyn-Kohs-MacBook-Pro.local Erase[8045] <Error>: CGContextFillEllipseInRect: invalid context 2010-05-23 18:21:27.149 Erase[8045:207] New value of counter is 5 2010-05-23 18:21:27.150 Erase[8045:207] I'm being redrawn. Sun May 23 18:21:27 Sidwyn-Kohs-MacBook-Pro.local Erase[8045] <Error>: CGContextFillEllipseInRect: invalid context 2010-05-23 18:21:27.150 Erase[8045:207] New value of counter is 6 My implementation file is: // // ImageView.m // Erase // #import "ImageView.h" #import "EraseViewController.h" @implementation ImageView -(void)setNewRect:(CGRect)anotherRect{ newRect = anotherRect; } - (id)initWithFrame:(CGRect)frame { if (self = [super initWithFrame:frame]) { newRect = CGRectMake(0,0,0,0); ref = UIGraphicsGetCurrentContext(); } return self; } - (void)drawRect:(CGRect)rect { static int counter = 0; CGRect veryNewRect = CGRectMake(30.0, 210.0, 60.0, 60.0); NSLog(@"I'm being redrawn."); if (counter == 0){ CGContextFillEllipseInRect(ref, veryNewRect); } else{ CGContextFillEllipseInRect(ref, rect); } counter++; NSLog(@"New value of counter is %d", counter); } - (void)setNeedsDisplay{ [super setNeedsDisplay]; [self drawRect:newRect]; } - (void)dealloc { [super dealloc]; } @end I've got two questions: 1) Why is it updating counter 6 times? I removed the line [super setNeedsDisplay]; but it becomes 4 times. 2) What is that invalid context error? Thanks guys.

    Read the article

  • EventDispatcher between an as and an fla?

    - by Christopher Richa
    Hi everyone. I am making a fighting game in Flash and while I have everything running, I am missing something: a victory/loss screen. Logically, I know how to do it: if character.hp < 0 { character.dead = true; dispatchevent("death", event) } My problem is that I have no idea as to how to code it. I know I will use two classes and my two .fla files (unless I am wrong). I have two .fla files that are in play here: the Menu.fla file and the Arena.fla file. Menu.fla contains the entire navigation of the game, options, character selection screens, etc. and when it is time for the player to engage in battle, it loads the Arena.fla file, which contains only the backgrounds (depending on the selected stage) and for now is set to a length of one frame only. For Arena.fla, the real action happens in my classes, but logically, I would only need HP.as and Character.as. In Character.as, I have declared the following variable: var isDead:Boolean = false; //is character dead? In HP.as, believe I should have the following: if(currentHp<0) { currentHp = 0; character.isDead = true; //declared as var `character:Object;` EventDispatcher.dispatchEventListener("playerDead", playerDead); } And finally, in Arena.fla, I want to be able to detect the above-mentioned eventlistener and simply move on to a second frame which will display a message in the style of "PLAYER ONE HAS WON" or "PLAYER ONE HAS LOST" with a button that will allow me to go back to the character selection screen. This is the first part in which I am stuck: how do I detect the dispatched event listener in my main .fla file? Secondly, if the player clicks on the "CONTINUE" button, which displays regardless if the player has won or lost, how can my Menu.fla (which loads the Arena.swf) detect this click event, unload the game, and go back to the character selection screen? Thank you in advance for helping me out. I realize this is a lot of text but it's the most descriptive I can be. If you have any questions or need any clarification concerning my question, feel free to speak up. -Christopher

    Read the article

  • UIScrollView not showing scroll indicator

    - by George
    I have a UIScrollView which I create and size dynamically using... scrollView.contentSize = CGSizeMake(scrollView.frame.size.width , length); I then add subviews to the UIScrollView. I do have scrollView.showsVerticalScrollIndicator = YES; When scrolling the scroll indicator never appears. Even if I call [scrollView flashScrollIndicators] nothing happens. Ideas?

    Read the article

  • url ajax lookup

    - by Joseph
    no clue what im looking for, so if you can tell me what this is, what i should lookup for this. http://website.com/page.php#article23 The Number sign isnt a url request, like GET or POST, its more of a "Ahref Name", but this was with ajax, where it would change the whole frame, wondering what its called.

    Read the article

  • Declare in .h file? iPhone SDK

    - by Henry D'Andrea
    How would I declare this code in the header file (.h) in iPhone SDK? (void) save { UIGraphicsBeginImageContext(self.view.frame.size);  [self.view.layer renderInContext:UIGraphicsGetCurrentContext()]; UIImage *viewImage = UIGraphicsGetImageFromCurrentImageContext(); UIGraphicsEndImageContext(); UIImageWriteToSavedPhotosAlbum(viewImage, nil, nil, nil); }

    Read the article

  • "RFC 2833 RTP Event" Consecutive Events and the E "End" Bit

    - by brian_d
    Hello, I can send out a RFC 2833 dtmf event as outlined at http://www.ietf.org/rfc/rfc2833.txt When I do set the E "End" bit, but leave it as 0, I get the following behaviour: If for example keys 7874556332111111145855885#3 were pressed, then ALL events would be sent and show up in a program like wireshark, however only 87456321458585#3 would sound. So the first key (which I figure could be a separate issue) and any repeats of an event (ie 11111) are failing to sound. In section 3.9, figure 2 of the above linked document, they give a 911 example. Here all but the last event have the E bit set. When I set the bit for all numbers, I never get an event to sound. I have thought of a couple possible thing but do not know if they are the reason: 1) figure 2 shows payload types of 96 and 97 sent. I have not nor know how to exactly. In section 3.8, codes 96 and 97 are described as "the dynamic payload types 96 and 97 have been assigned for the redundancy mechanism and the telephone event payload respectively" 2) In section 3.5, "E:", "A sender MAY delay setting the end bit until retransmitting the last packet for a tone, rather than on its first transmission" Does anyone have an idea of how to actually do this? I have also fiddled around with timestamp intervals and the RTP marker. Any help is greatly appreciated. Here is a sample wireshark event capture of the relevant areas: 6590 31.159045000 xx.x.x.xxx --.--.---.-- RTP EVENT Payload type=RTP Event, DTMF Pound # (end) Real-Time Transport Protocol Stream setup by SDP (frame 6225) Setup frame: 6225 Setup Method: SDP 10.. .... = Version: RFC 1889 Version (2) ..0. .... = Padding: False ...0 .... = Extension: False .... 0000 = Contributing source identifiers count: 0 0... .... = Marker: False Payload type: telephone-event (101) Sequence number: 0 Extended sequence number: 65536 Timestamp: 0 Synchronization Source identifier: 0x15f27104 (368210180) RFC 2833 RTP Event Event ID: DTMF Pound # (11) 1... .... = End of Event: True .0.. .... = Reserved: False ..00 0000 = Volume: 0 Event Duration: 2048

    Read the article

  • Change width of UIImageView

    - by BenMills
    How would you change just the width of a UIImageView in objective-c? Currently I'm doing this: imageview.frame = GCRectMake(x,y,width,height); But when I change the width it seems to just change the position rather then change the size.

    Read the article

  • How to overwrite i-frames of a video?

    - by Dominik
    I want to destroy all i-frames of a video. Doing this I want to check if encrypting only the i-frames of a video would be sufficient for making it unwatchable. How can I do this? Only removing them and recompressing the video would not be the same as really overwriting the i-frame in the stream without recalculating b-frames etc.

    Read the article

  • Java JFrame method pack() problem

    - by Oliver
    Hi, I have a frame with 4 JPanels and 1 JScrollPane, the 4 panels are in border layout north, east, south, west and the scrollpane in the center. I have been trying to get the pack method for a frame fuctioning but when run you just get the title bar of the window. Any Ideas? Thank you in advance. JFrame conFrame; JPanel panel1; JPanel panel2; JPanel panel3; JPanel panel4; JScrollPane listPane; JList list; Object namesAr[]; ... ... ... namesAr= namesA.toArray(); list = new JList(namesAr); list.setSelectionMode(ListSelectionModel.SINGLE_SELECTION); list.setLayoutOrientation(JList.HORIZONTAL_WRAP); list.setVisibleRowCount(-3); list.addListSelectionListener(this); listPane = new JScrollPane(list); panel1 = new JPanel(); panel2 = new JPanel(); panel3 = new JPanel(); panel4 = new JPanel(); conFrame.setLayout(new BorderLayout()); panel1.setPreferredSize(new Dimension(100, 100)); panel2.setPreferredSize(new Dimension(100, 100)); panel3.setPreferredSize(new Dimension(100, 100)); panel4.setPreferredSize(new Dimension(100, 100)); panel1.setBackground(Color.red); panel2.setBackground(Color.red); panel3.setBackground(Color.red); panel4.setBackground(Color.red); conFrame.pack(); conFrame.add(panel1, BorderLayout.NORTH); conFrame.add(panel2, BorderLayout.EAST); conFrame.add(panel3, BorderLayout.SOUTH); conFrame.add(panel4, BorderLayout.WEST); conFrame.add(listPane, BorderLayout.CENTER); conFrame.setVisible(true);

    Read the article

  • NSZombieEnabled breaking working code?

    - by Gordon Fontenot
    I have the following method in UIImageManipulation.m: +(UIImage *)scaleImage:(UIImage *)source toSize:(CGSize)size { UIImage *scaledImage = nil; if (source != nil) { UIGraphicsBeginImageContext(size); [source drawInRect:CGRectMake(0, 0, size.width, size.height)]; scaledImage = UIGraphicsGetImageFromCurrentImageContext(); UIGraphicsEndImageContext(); } return scaledImage; } I am calling it in a different view with: imageFromFile = [UIImageManipulator scaleImage:imageFromFile toSize:imageView.frame.size]; (imageView is a UIImageView allocated earlier) This is working great in my code. I resizes the image perfectly, and throws zero errors. I also don't have anything pop up under build - analyze. But the second I turn on NSZombieEnabled to debug a different EXC_BAD_ACCESS issue, the code breaks. Every single time. I can turn NSZombieEnabled off, code runs great. I turn it on, and boom. Broken. I comment out the call, and it works again. Every single time, it gives me an error in the console: -[UIImage release]: message sent to deallocated instance 0x3b1d600. This error doesn't appear if `NSZombieEnabled is turned off. Any ideas? --EDIT-- Ok, This is killing me. I have stuck breakpoints everywhere I can, and I still cannot get a hold of this thing. Here is the full code when I call the scaleImage method: -(void)setupImageButton { UIImage *imageFromFile; if (object.imageAttribute == nil) { imageFromFile = [UIImage imageNamed:@"no-image.png"]; } else { imageFromFile = object.imageAttribute; } UIImage *scaledImage = [UIImageManipulator scaleImage:imageFromFile toSize:imageButton.frame.size]; UIImage *roundedImage = [UIImageManipulator makeRoundCornerImage:scaledImage :10 :10 withBorder:YES]; [imageButton setBackgroundImage:roundedImage forState:UIControlStateNormal]; } The other UIImageManipulator method (makeRoundCornerImage) shouldn't be causing the error, but just in case I'm overlooking something, I threw the entire file up on github here. It's something about this method though. Has to be. If I comment it out, it works great. If I leave it in, Error. But it doesn't throw errors with NSZombieEnabled turned off ever.

    Read the article

  • How can I obtain raw data from a CVImageBuffer object.

    - by jslap
    Hi, I'm trying to use cocoa to grab images from a webcam. I'm able to get the image in RGBA format using the QTKit and the didOutputVideoFrame delegate call, and converting the CVImageBuffer to a CIImage and then to a NSBitmapImageRep. I know my camera grabs natively in YUV, what I want is to get the YUV data directly from the CVImageBuffer, and proccess the YUV frame before displaying it. My question is: How can I get the YUV data from the CVImageBuffer? thanks.

    Read the article

  • two galleryView on the same page problem!

    - by user334922
    I'm using two galleryView on the same page, but the navigation control get crazy, and navigate the worng gallery sometimes.i think is because the gallery create the frame with the same name. how can i fix? $('#photos').galleryView({ panel_width: 650, panel_height: 400, frame_width: 60, frame_height: 60, transition_speed: 1200, transition_interval:0, border: 'none', nav_theme: 'dark' }); $('#videos').galleryView({ panel_width: 650, panel_height: 400, frame_width: 60, frame_height: 60, transition_speed: 1200, transition_interval:0, border: 'none', nav_theme: 'dark' });

    Read the article

  • Create big buffer on a pic18f with microchip c18 compiler

    - by acemtp
    Using Microchip C18 compiler with a pic18f, I want to create a "big" buffer of 3000 bytes in the program data space. If i put this in the main() (on stack): char tab[127]; I have this error: Error [1300] stack frame too large If I put it in global, I have this error: Error - section '.udata_main.o' can not fit the section. Section '.udata_main.o' length=0x0000007f How to create a big buffer? Do you have tutorial on how to manage big buffer on pic18f with c18?

    Read the article

  • Controlling the Mc's of a loaded SWF

    - by Ross
    I have a controller.swf which loads an external swf into a movieclip. news_mc = loadEvent.currentTarget.content as MovieClip; the swf is called "news.swf" and has a movieclip on the maintimeline, frame 1 called "sb". I have tried everything to access this such as mews_mc.sb.alpha = 0; but nothing works?

    Read the article

< Previous Page | 133 134 135 136 137 138 139 140 141 142 143 144  | Next Page >