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  • A simple, clean web layout

    - by Shaun_web
    Ok, so I hate CSS/HTML graphic design... What do you guys recommend as a sample template or website that you think has great CSS and html layout? From my past experience it's best to get a page that has a white background and little dependency on graphics -- that's clean, and easy to modify ;-).

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  • How to use Boost 1.41.0 graph layout algorithmes

    - by daniil-k
    Hi I have problem using boost graph layout algorithmes. boost verision 1_41_0 mingw g++ 4.4.0. So there are issues I have encountered Can you suggest me with them? The function fruchterman_reingold_force_directed_layout isn't compiled. The kamada_kawai_spring_layout compiled but program crashed. Boost documentation to layout algorithms is wrong, sample to fruchterman_reingold_force_directed_layout isn't compiled. This is my example. To use function just uncomment one. String 60, 61, 63. #include <boost/config.hpp> #include <boost/graph/adjacency_list.hpp> #include <boost/graph/graph_utility.hpp> #include <boost/graph/simple_point.hpp> #include <boost/property_map/property_map.hpp> #include <boost/graph/circle_layout.hpp> #include <boost/graph/fruchterman_reingold.hpp> #include <boost/graph/kamada_kawai_spring_layout.hpp> #include <iostream> //typedef boost::square_topology<>::point_difference_type Point; typedef boost::square_topology<>::point_type Point; struct VertexProperties { std::size_t index; Point point; }; struct EdgeProperty { EdgeProperty(const std::size_t &w):weight(w) {} double weight; }; typedef boost::adjacency_list<boost::listS, boost::listS, boost::undirectedS, VertexProperties, EdgeProperty > Graph; typedef boost::property_map<Graph, std::size_t VertexProperties::*>::type VertexIndexPropertyMap; typedef boost::property_map<Graph, Point VertexProperties::*>::type PositionMap; typedef boost::property_map<Graph, double EdgeProperty::*>::type WeightPropertyMap; typedef boost::graph_traits<Graph>::vertex_descriptor VirtexDescriptor; int main() { Graph graph; VertexIndexPropertyMap vertexIdPropertyMap = boost::get(&VertexProperties::index, graph); for (int i = 0; i < 3; ++i) { VirtexDescriptor vd = boost::add_vertex(graph); vertexIdPropertyMap[vd] = i + 2; } boost::add_edge(boost::vertex(1, graph), boost::vertex(0, graph), EdgeProperty(5), graph); boost::add_edge(boost::vertex(2, graph), boost::vertex(0, graph), EdgeProperty(5), graph); std::cout << "Vertices\n"; boost::print_vertices(graph, vertexIdPropertyMap); std::cout << "Edges\n"; boost::print_edges(graph, vertexIdPropertyMap); PositionMap positionMap = boost::get(&VertexProperties::point, graph); WeightPropertyMap weightPropertyMap = boost::get(&EdgeProperty::weight, graph); boost::circle_graph_layout(graph, positionMap, 100); // boost::fruchterman_reingold_force_directed_layout(graph, positionMap, boost::square_topology<>()); boost::kamada_kawai_spring_layout(graph, positionMap, weightPropertyMap, boost::square_topology<>(), boost::side_length<double>(10), boost::layout_tolerance<>(), 1, vertexIdPropertyMap); std::cout << "Coordinates\n"; boost::graph_traits<Graph>::vertex_iterator i, end; for (boost::tie(i, end) = boost::vertices(graph); i != end; ++i) { std::cout << "ID: (" << vertexIdPropertyMap[*i] << ") x: " << positionMap[*i][0] << " y: " << positionMap[*i][1] << "\n"; } return 0; }

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  • What is the method of choice to adjust CSS changes in vaadin?

    - by Karussell
    I am struggling with some minor layout changes in vaadin which has to be done on Java AND Css side. Everytime I need to adjust a layout thing like padding-top, background color or bold text of one component I need to set the style via Java code too: userLink.setStyleName("textbold"); The changes in my styles.css (under VAADIN/themes/app/) would then be: @import "../runo/styles.css"; .textbold { font-weight: bold; } ... Is this the correct way of changing the CSS or is there another way? Can I do this without affecting the Java code?

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  • Easiest, most fun way to program 2D games? Flash? XNA? Some other engine?

    - by Maxi
    Hi, this is a post detailing my search for the most enjoyable way for a hobbyist game programmer to sweeten his free time with making a game. My requirements: I looked at Flash first, I made a couple of small games but I'm doubtful of the performance. I would like to make a fairly large strategy game, with several hundred units fighting simultaneously, explosions and animations included. Also zoomable maps. I saw that Adobe has a new 3D API for Flash, but I don't know if that improves 2D performance aswell, I couldn't find anything related to that question on their MAX10 sessions. Would you say that Flash is a good technology for making large 2D games easily? I really like Actionscript, and I love how easy everything is in Flash. There are several engines available which make it even easier. I just do this for fun, and it would be even better if there were proper animation/particle editors available and if the engine I were to use, would be available for multiple platforms. (so more people can play my game once finished). I'd like to have it available on many mobile platforms aswell. (because I love touch input for some reason) I do know the XNA framework pretty well, but there are no good engines available for it, and it will only run on Windows, which is a huge turn off. Even bigger is, that you need to install the XNA redistributable each time you want to give the game to someone. If I use XNA, I would have to make all the tools myself, and I'd probably have to make them with WPF. (I'd love to make tools with Adobe AIR, but unfortunately the API's for image manipulation etc. are far worse in Flash, than they are in XNA/WPF.) Now, I'm aware that I could make my own engine that supports each of those platforms, but quite frankly, that would be too much work plowing through APIs. After all, I want to make a game, not an engine. So the question becomes: Is there maybe a cross platform (free or free to develop?) engine available that I could use for 2D development? I prefer: C#, Actionscript. I don't mind using c++ if the toolset is above average, but I highly doubt that there is something out there like that. Please prove me wrong :) So summary: I'd like to use Flash, but I don't know if it scales well enough. I'm not a scripter, I want some real APIs that I can work with inside a proper IDE. Just for information, I looked at several alternatives, I'm actually looking for a long time already. You'd help me a lot to make a decision finally. Feature-wise the Flatredball engine would be ideal. But I tried their tools, and quite frankly, they are horrible. Absolutely unusable, I'd need to make my own for sure. I didn't look at their API, but if their tools are so bad, I'm not inclined to look further. Unity3D. This one is quite nice, but I really don't need 3D, and it is quite ...a lot of work to learn. I also don't like that it is so expensive to use for different platforms and that I can only code for it through scripting. You have to buy each platform separately. The editor usability is average, the product overall is good enough for most purposes, but learning it myself would be overkill. Shiva 3D. It looks good enough, but again: I don't really need 3D. The editor usability is a little worse than Unity3D in my opinion and it wasn't clear to me how to start programming. I think it requires C++ for coding, so that's a negative too. I want to have fun, and c# is fun ;) SDL. Quite frankly, I'd still need to port to all those different SDL implementations. And I don't like OpenGL style programming, it's just plain ugly. And it needs c++, I know that there might be some wrappers available, but I don't like to use wrappers, because... Irrlicht. A lot of features, but support seems to be low and it is aimed at enthusiasts. C# bindings get dropped repeatedly. I'm not an engine enthusiast, I just want to make a game. I don't see this happening with Irrlicht. Ogre3D. Way too much work, it's just a graphics engine. Also no multiple platform support and c++. Torque2D. Costs something to use, and I didn't hear a lot of good things about support and documentation. Also costs extra for each platform.

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  • Simple CSS Scale-Nine Layout

    - by rfkrocktk
    After all these years, I still haven't learned CSS layout, so bear with me. I'm trying to create a container with rounded corners that I generated in Photoshop. The background of the container is white, so I have eight images: top-left-corner, top, top-right-corner, right, bottom-right-corner, bottom, bottom-left-corner, and left. The edges have a drop shadow around them so yes, I do need 8 sides. How would I lay this out in CSS? I tried and failed miserably to do it with a table + CSS. How would I do it using divs?

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  • ImageView bounds are larger than expected in android layout

    - by Hamy
    Hey all, This is a layout that I have defined in an app. As you can see, I would like the TextView "@details/image_time_counter" to be aligned with the bottom right of the image. Unfortunately, this is currently what shows - app - hierarchy viewer all - HV part 2. HierarchyViewer reports that the ImageView has bounds much bigger than what I am expecting. Can anyone explain these bounds, or just tell me how to make the bounds be the same as the image size? Thanks, Hamy <RelativeLayout android:id="@+id/RelativeLayout01" android:layout_width="fill_parent" android:layout_height="fill_parent" xmlns:android="http://schemas.android.com/apk/res/android"> </RelativeLayout>

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  • CSS layout with 2 columns, taking up all width of browser, where left column can collapse

    - by Matt Dawdy
    I want to have a 2 column layout, and have the left column able to be 200 px at first, and have a "shrink" button to shrink it down to 10px, and have the right column expand to fill all the rest of the available space. Then if they click on the "show" button (which will be all they see in the now 10px wide left column) have the left grow back to 200px and have the right column shrink by that amount. I can't figure out how to make the right column grown and shrink without knowing the exact width of the window. I hope this makes sense, and I really hope someone can point me in the right direction. Browser requirements are IE8, FF3.6, Safari, and Chrome, so in theory I can use some advanced CSS techniques. At least I don't have to support IE6.

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  • Linear Layout and weight in Android

    - by Janusz
    I always read about this funny weight value in the Android documentations. Now I want to try it for the first time but it isn't working at all. As I understand it from the documentations this layout: <LinearLayout android:layout_width="fill_parent" android:layout_height="wrap_content" android:orientation="horizontal"> <Button android:text="Register" android:id="@+id/register" android:layout_width="wrap_content" android:layout_height="wrap_content" android:padding="10dip" weight="1" /> <Button android:text="Not this time" android:id="@+id/cancel" android:layout_width="wrap_content" android:layout_height="wrap_content" android:padding="10dip" weight="1" /> </LinearLayout> should create two buttons that are horizontally aligned and share the space equally. The problem is the two buttons don't grow to fill the space. The result is something like this: I would like the buttons to grow and fill the whole line.

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  • background scroll-y with liquid layout

    - by TwinPeaksMall
    I have a liquid layout but I am unsure how to get the background to act in the same manner as the content. I have an image which is being created using the scroll-y css call. On full screen it looks great and creates a bordered white box where all the main content goes in and is directly in the middle of the page. However when I resize my window the background image stays in the same place where as all my content is moved to adjust for the window size. Is there anyway to get the background scroll-y image to move in the same liquid style as the rest of the contenyt?

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  • android linear layout solution

    - by dykzei
    ![alt text][1] [1]: http://s48.radikal.ru/i120/1005/ff/6e439e04bbc8.jpg hi what i'm trying to achieve is #1 but what i get is #2 it seems linear layout stacks with height of it's first element and shrinks second's element height to that. the xml for those is the following: <?xml version="1.0" encoding="utf-8"?> android:layout_weight="5" / android:text="Aaa aaaaa aaa aaaaa, aaaaaaa aaa aaa a, aaa aa aaaaaaa aaa aa. Aaa aaaaa aaa aaaaa, aaaaaaa aaa aaa a, aaa aa aaaaaaa aaa aa. Aaa aaaaa aaa aaaaa, aaaaaaa aaa aaa a, aaa aa aaaaaaa aaa aa. Aaa aaaaa aaa aaaaa, aaaaaaa aaa aaa a, aaa aa aaaaaaa aaa aa. Aaa aaaaa aaa aaaaa, aaaaaaa aaa aaa a, aaa aa aaaaaaa aaa aa. Aaa aaaaa aaa aaaaa, aaaaaaa aaa aaa a, aaa aa aaaaaaa aaa aa." /

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  • Keyboard layout for international programmers?

    - by splattne
    I think everybody who had to program using a standard German (or any other international) keyboard layout on Windows (or Mac) will complain about the conundrum of either having all special characters ( [ ] | { } / etc. ) needed for most programming languages "at the fingertip" and "losing" the language specific characters (umlauts ä ö ü etc.) on the keyboard or viceversa: having simple access to umlauts, but not to brackets etc. If you are programming in C / C++ / C# / Java / Javascript for example, it is very exhausting if you have to press Alt-Gr + 7 for every opening curly bracket. It is an ergonomic nightmare and reduces your typing efficiency. What is the best way to cope with this problem? Is there a satisfying solution? Maybe there are special layouts or keyboards which address this issue?

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  • layout problam in android

    - by mahdi
    Hi i try show layout like image 1 (textView and editText in same line) but my out put shown like image 2 ! i try with this code : <?xml version="1.0" encoding="utf-8"?> <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:orientation="vertical" android:layout_width="fill_parent" android:layout_height="wrap_content" android:padding="5px" > <TextView android:id="@+id/label" android:layout_width="wrap_content" android:layout_height="wrap_content" android:text="URL:" android:layout_alignBaseline="@+id/entry" android:layout_alignParentLeft="true"/> /> <EditText android:id="@+id/entry" android:layout_width="fill_parent" android:layout_height="wrap_content" android:layout_toRightOf="@id/label" android:layout_alignParentTop="true" /> <Button android:id="@+id/button" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_gravity="center_horizontal" android:paddingRight="30px" android:paddingLeft="30px" android:text="Go..." /> </LinearLayout> please help me thanks

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  • WPF layout with several fixed height parts and certain parts relative to window size

    - by Daniil Harik
    Hello, At moment my main layout consists of vertically oriented stack panel and it looks like this: Root StackPanel StackPanel - fixed Height 150 (horizontal orientation) StackPanel - relative Height must be behalf of free space left on screen (but at least 150 px). Used by Telerik GridView Control, if I don't specify Height or MaxHeight Telerik GridView Height becomes very large and does not fit my window. StackPanel - fixed Height 100 (horizontal orientation) StackPanel - relative Height must be half of free space left on screen (but at least 150 px). Used by Telerik GridView Control, if I don't specify Height or MaxHeight Telerik GridView Height becomes very large and does not fit my window. StackPanel - fixed Height 100 (horizontal orientation) The view must totally fit available screen size. The problem is that I don't understand how to make certain areas of my view resize depending on available screen size. Is there is easy way to solve it, or should I be binding to Window height property and doing math? Thank You very much!

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  • HTML/CSS layout question

    - by TheDelChop
    Guys, I just need a little help with some CSS layout if you don't mind. I've got three things I'm trying to play around with and I need some help making this work the way I was hoping. I've got the element of a page, which I'd like to be 100% of the browser window, obviously. Then I've got two elements which I'd like to stack on top of each other, but the trick is this, I'd like the bottom div, (a menu which should really be a fixed height) to determine the height of the top div. Is there a way to lay this out in CSS?

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  • What are some popular Git layout strategies?

    - by CodexArcanum
    A fellow developer recently showed me a blog post with a nice visual representation of a git layout. He implied that this particular strategy was gaining a lot of popularity, but numerous searches here and through the Google have yet to turn up the blog post. The gist of it was that you had a trunk for main development, and a "side-trunk" for immediate customer-driven bug fixes. Main development had a branch, which was merged to trunk periodically for major releases, and then you had feature branches. There was a lovely diagram that clearly showed all this. Since I'd like to learn git better, I'd love to have that diagram available as an aide. It'd also be useful as a visual for trying to convince coworkers to switch to git. Does anyone happen to know what I'm talking about and can provide a link?

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  • Easy to follow LaTeX tutorial on layout?

    - by lexu
    I want to layout a page using LaTeX and distribute text snippets/blocks in predefined locations. Something like this +--------------------------------------------------------+ | +-------------+ | | |bla bla bla| | | |bla bl ab lab| +-------------+ | | |bla bla bla| |bla bla bla| | | |bla bl ab lab| |bla bl ab lab| | | +-------------+ |bla bla bla| | | |bla bl ab lab| | | +-------------+ +----+ | | |more| | | Ich und Du |text| | | Müllers Kuh +----+ | | | +--------------------------------------------------------+ My guess is that I should go about this using a minipage or using boxes like \begin{minipage}[b][2cm]{8cm} \mbox{more} \newline \mbox{text} \newline \end{minipage} Is there a tutorial or a 'how to' page that you know, that shows me how to do this - not a list all LaTeX idioms, I have some books for that. But my books are more focused on command lists, scientific publishing and math ..

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  • StackOverflow Site Layout Problem in Chrome

    - by Laramie
    I was cleaning up one of my questions here and noticed that Stack Overflow's comments were overflowing into the right column in Chrome. The question is, what's the difference in CSS handling between Chrome and Firefox. I don't have access to Safari, Opera, et al. Can someone tell me in which browsers the error manifests? Is it just me? Here's the layout error: (my apologies to Tim Down for covering up his name with my comment bubble) Since I have no natural skill for good layouts and the whole process makes me sad, I wonder if someone can diagnose the error on StackOverflow and make a recommendation on how to avoid it. Is this a consequence of embedding a div inside a td? Plus I admit it. It's fun to point out an error on one of the greatest sites ever.

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  • How do I layout a form in WPF using grid or other controls for maintainability

    - by Jason Coyne
    I have a WPF form, I want to lay out a standard form onto it. Each form element will have a label, and then a control. Pretty standard stuff. If I use a wrap panel, it can cause the label and the control to be separated, but I want them to stay together. is there some WPF equivalent of nobr? Grid works, and allows for column spanning etc, however I really really hate that you specify the column and row on each control. This makes it extremely inconvenient to reorder or insert things into the list. Is there a way to get the grid to use more HTML style column/rows where the items are a child of the row they are in, so that I can re-order easily? Is there some other control that will let me layout a form easily?

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  • How to create reusable WPF grid layout

    - by zendar
    I have a window with tab control and number of pages - tab items. Each tab item has same grid layout - 6 rows and 4 columns. Now, each tab item contains grid with row and column definitions, so almost half of XAML is definition of grids. How can I define this grid in one place and reuse that definition in my application? Template? User control? Besides 6x4, I have only two more grid dimensions that repeat: 8x4 and 6x6.

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  • Wraping EditText Boxes in Layout

    - by eric
    I have a UI that has 6 EditText boxes. 3 of those EditText boxes don't show up when in vertical orientation. I was hoping that wrap_content would wrap the non-showing 3 to the next line but found out that LinearLayout only allows for one row. When in horizontal orientation I get all 6 of them showing. I tried a TableView with two rows of 3 each. That looks dorky when in horizontal orientation. Do I need code to determine when the orientation changes to redraw those EditText boxes so it looks better or is there some layout that will automatically wrap when in vertical orientation?

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  • Samsung Galaxy Tab 1 layout problems

    - by William Rae
    I'm having trouble running my app on the Galaxy tab original 7". It appears to make everything 1.5 times bigger, i.e. if I specify 40dip for a textSize in my layout, it will display as 60 dip when I run it on the tablet. I tried messing around with the display metrics and changing the density and densityDpi to 1. (When I run a toString of the display metrics in the Galaxy tab 2, they are both 1, whereas the Galaxy tab 1 has values of 1.5) The app runs very well on every phone I've tested it on, and on the Galaxy tab 2, so I can't figure out what the problem is. I even tried creating a dummy app with just a textView with a size of 40dip, and it still converted it to 60. Any ideas? Thanks.

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  • Android layout issue - table/grid/linear

    - by phpmysqlguy
    I am trying to wrap my head around some basic layout issues in android. Here is what I want as my final goal: As you can see, various fields set up like that. The fields get filled in based on XML data. There could be 1 set of fields, or there could be more. I tried a tablelayout, but couldn't get it set up right even when layout_span for Field 7. It worked ok, but when I tried to change the widths of Field 1 thru 5, the spanned row below it didn't conform to the changes (not like an HTML table would). The fields in each group need to lineup if there are more than one (see red lines in image). Can someone point me in the right direction on how I should approach this? Thanks

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  • Managing the layout of a Java MainFrame of Canvas3d

    - by John N
    Hi, Im trying to organise the layout of four canvas3d objects in a single MainFrame. Iv tried using some layout managers but none are working (or im doing it wrong). Can anyone give me advice or point me to a way to get this to display the four canvas's as a grid of four? Thanks, John public class Main { public static void Main(){ Window win = new Window(); } } import javax.media.j3d.BranchGroup; import javax.media.j3d.Canvas3D; import javax.media.j3d.Locale; import javax.media.j3d.PhysicalBody; import javax.media.j3d.PhysicalEnvironment; import javax.media.j3d.Transform3D; import javax.media.j3d.TransformGroup; import javax.media.j3d.View; import javax.media.j3d.ViewPlatform; import javax.media.j3d.VirtualUniverse; import javax.vecmath.Vector3f; import com.sun.j3d.utils.picking.PickCanvas; public class Universe { boolean camera = true; Canvas3D canvas1, canvas2, canvas3, canvas4; VirtualUniverse universe; Locale locale; TransformGroup vpTrans1, vpTransRight, vpTransFront, vpTransPers; TransformGroup mouseTransform = null; View view1, view2, view3, view4; BranchGroup scene; PickCanvas pickCanvas1 = null; PickCanvas pickCanvas2 = null; PickCanvas pickCanvas3 = null; PickCanvas pickCanvas4 = null; BranchGroup obj = new BranchGroup(); // Create a BranchGroup node for the view platform BranchGroup vpRoot = new BranchGroup(); //Temp vars for cam movement public Universe(Canvas3D c1, Canvas3D c2, Canvas3D c3, Canvas3D c4, BranchGroup scene) { this.canvas1 = c1; this.canvas2 = c2; this.canvas3 = c3; this.canvas4 = c4; this.scene = scene; // Establish a virtual universe that has a single // hi-res Locale universe = new VirtualUniverse(); locale = new Locale(universe); // Create a PhysicalBody and PhysicalEnvironment object PhysicalBody body = new PhysicalBody(); PhysicalEnvironment environment = new PhysicalEnvironment(); // Create a View and attach the Canvas3D and the physical // body and environment to the view. view1 = new View(); view1.addCanvas3D(c1); view1.addCanvas3D(c2); view1.addCanvas3D(c3); view1.addCanvas3D(c4); view1.setPhysicalBody(body); view1.setPhysicalEnvironment(environment); // Create a BranchGroup node for the view platform BranchGroup vpRoot = new BranchGroup(); // Create a ViewPlatform object, and its associated // TransformGroup object, and attach it to the root of the // subgraph. Attach the view to the view platform. Transform3D t = new Transform3D(); t.set(new Vector3f(0.0f, 0.0f, 2.0f)); ViewPlatform vp = new ViewPlatform(); vpTrans1 = new TransformGroup(t); vpTrans1.addChild(vp); vpRoot.addChild(vpTrans1); vpRoot.addChild(scene); view1.attachViewPlatform(vp); // Attach the branch graph to the universe, via the // Locale. The scene graph is now live! locale.addBranchGraph(vpRoot); } } import javax.media.j3d.BranchGroup; import javax.media.j3d.Canvas3D; import javax.media.j3d.Locale; import javax.media.j3d.PhysicalBody; import javax.media.j3d.PhysicalEnvironment; import javax.media.j3d.Transform3D; import javax.media.j3d.TransformGroup; import javax.media.j3d.View; import javax.media.j3d.ViewPlatform; import javax.media.j3d.VirtualUniverse; import javax.vecmath.Vector3f; import com.sun.j3d.utils.picking.PickCanvas; public class Universe { boolean camera = true; Canvas3D canvas1, canvas2, canvas3, canvas4; VirtualUniverse universe; Locale locale; TransformGroup vpTrans1, vpTransRight, vpTransFront, vpTransPers; TransformGroup mouseTransform = null; View view1, view2, view3, view4; BranchGroup scene; PickCanvas pickCanvas1 = null; PickCanvas pickCanvas2 = null; PickCanvas pickCanvas3 = null; PickCanvas pickCanvas4 = null; BranchGroup obj = new BranchGroup(); // Create a BranchGroup node for the view platform BranchGroup vpRoot = new BranchGroup(); //Temp vars for cam movement public Universe(Canvas3D c1, Canvas3D c2, Canvas3D c3, Canvas3D c4, BranchGroup scene) { this.canvas1 = c1; this.canvas2 = c2; this.canvas3 = c3; this.canvas4 = c4; this.scene = scene; // Establish a virtual universe that has a single // hi-res Locale universe = new VirtualUniverse(); locale = new Locale(universe); // Create a PhysicalBody and PhysicalEnvironment object PhysicalBody body = new PhysicalBody(); PhysicalEnvironment environment = new PhysicalEnvironment(); // Create a View and attach the Canvas3D and the physical // body and environment to the view. view1 = new View(); view1.addCanvas3D(c1); view1.addCanvas3D(c2); view1.addCanvas3D(c3); view1.addCanvas3D(c4); view1.setPhysicalBody(body); view1.setPhysicalEnvironment(environment); // Create a BranchGroup node for the view platform BranchGroup vpRoot = new BranchGroup(); // Create a ViewPlatform object, and its associated // TransformGroup object, and attach it to the root of the // subgraph. Attach the view to the view platform. Transform3D t = new Transform3D(); t.set(new Vector3f(0.0f, 0.0f, 2.0f)); ViewPlatform vp = new ViewPlatform(); vpTrans1 = new TransformGroup(t); vpTrans1.addChild(vp); vpRoot.addChild(vpTrans1); vpRoot.addChild(scene); view1.attachViewPlatform(vp); // Attach the branch graph to the universe, via the // Locale. The scene graph is now live! locale.addBranchGraph(vpRoot); } }

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  • Tricky CSS Layout

    - by Meep3D
    So I am making a website with quite a problematic layout. There are four corner images TL, TR, BL and BR indicated by black blocks. The dark orange area is the main content (to a width of 960px), with the outside area denoted by the green arrow as the browser window. See diagram: The top image represents the site at its narrowest possible - it shouldn't be allowed to be narrower than this (960px) if it is larger than the defined area there should be no scrollbars. The bottom two images represent different widths of browser. The bottom left and right black blocks (images) should be at the bottom left and right of the screen at all times, unless the width falls to 960px, in which case the BL and BR images should poke into the main area slightly. If the site is shrunk to, say 200px, the BR image should not still be poking in the right corner. At this point I don't really care about it working exactly in IE6 (I can get it roughly working) but I can't even figure out how to do it fully without Javascript or extremely experimental CSS. Currently I am using absolutely positioned div's which sort of work, but don't work quite right. I think I'd be willing to accept a bit of JS if there is no other way but I'd rather not. Answer very appreciated!

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