Search Results

Search found 1890 results on 76 pages for 'resize'.

Page 18/76 | < Previous Page | 14 15 16 17 18 19 20 21 22 23 24 25  | Next Page >

  • help me with function resize , not working with png

    - by user304828
    it not work with png created a thumb png but haven't data , like null data :D with jpg , jpeg still working without error why ? function thumbnail($pathtoFile,$thumWidth,$pathtoThumb) { //infor of image $infor = pathinfo($pathtoFile); // Setting the resize parameters list($width, $height) = getimagesize($pathtoFile); $modwidth = $thumWidth; $modheight = floor( $height * ( $modwidth / $width )); // Resizing the Image $thumb = imagecreatetruecolor($modwidth, $modheight); switch(strtolower($infor['extension'])) { case 'jpeg': case 'jpg': $image = imagecreatefromjpeg($pathtoFile); break; case 'gif': $image = imagecreatefromgif($pathtoFile); break; case 'png': $image = imagecreatefrompng($pathtoFile); break; } imagecopyresampled($thumb, $image, 0, 0, 0, 0, $modwidth, $modheight, $width, $height); switch(strtolower($infor['extension'])) { case 'jpeg': case 'jpg': imagejpeg($thumb,$pathtoThumb, 70); break; case 'gif': imagegif($thumb,$pathtoThumb, 70); break; case 'png': imagepng($thumb,$pathtoThumb, 70); break; } //destroy tmp imagedestroy($thumb); }

    Read the article

  • std::string.resize() and std::string.length()

    - by dreamlax
    I'm relatively new to C++ and I'm still getting to grips with the C++ Standard Library. To help transition from C, I want to format a std::string using printf-style formatters. I realise stringstream is a more type-safe approach, but I find myself finding printf-style much easier to read and deal with (at least, for the time being). This is my function: using namespace std; string formatStdString(const string &format, ...) { va_list va; string output; size_t needed; size_t used; va_start(va, format); needed = vsnprintf(&output[0], 0, format.c_str(), va); output.resize(needed + 1); // for null terminator?? used = vsnprintf(&output[0], output.capacity(), format.c_str(), va); // assert(used == needed); va_end(va); return output; } This works, kinda. A few things that I am not sure about are: Do I need to make room for a null terminator, or is this unnecessary? Is capacity() the right function to call here? I keep thinking length() would return 0 since the first character in the string is a '\0'. Occasionally while writing this string's contents to a socket (using its c_str() and length()), I have null bytes popping up on the receiving end, which is causing a bit of grief, but they seem to appear inconsistently. If I don't use this function at all, no null bytes appear.

    Read the article

  • PHP Resize image down and crop using imagemagick

    - by mr12086
    I'm trying to downsize image uploaded by users at the time of upload. This is no problem but I want to get specific with sizes now. I'm looking for some advice on an algorithm im struggling to produce that will take any shape image - square or rectangle of any widths/heights and downsize it. This image needs to be downsized to a target box size (this changes but is stored in a variable).. So it needs to downsize the image so that both the width and height are larger than the width and height of the target maintaining aspect ratio. but only just.. The target size will be used to crop the image so there is no white space around the edges etc. I'm looking for just the algorithm behind creating the correct resize based on different dimension images - I can handle the cropping, even resizing in most cases but it fails in a few so i'm reaching out. I'm not really asking for PHP code more pseudo. Either is fine obviously. Thanks Kindly.

    Read the article

  • How to resize a UISwitch?

    - by mshsayem
    I have made a custom UISwitch (from this post). But the problem is, my custom texts are a bit long. Is there any way to resize the switch? [I tried setBounds, did not work] Edit: Here is the code I used: @interface CustomUISwitch : UISwitch - (void) setLeftLabelText: (NSString *) labelText; - (void) setRightLabelText: (NSString *) labelText; @end @implementation CustomUISwitch - (UIView *) slider { return [[self subviews] lastObject]; } - (UIView *) textHolder { return [[[self slider] subviews] objectAtIndex:2]; } - (UILabel *) leftLabel { return [[[self textHolder] subviews] objectAtIndex:0]; } - (UILabel *) rightLabel { return [[[self textHolder] subviews] objectAtIndex:1]; } - (void) setLeftLabelText: (NSString *) labelText { [[self leftLabel] setText:labelText]; } - (void) setRightLabelText: (NSString *) labelText { [[self rightLabel] setText:labelText]; } @end mySwitch = [[CustomUISwitch alloc] initWithFrame:CGRectZero]; //Tried these, but did not work //CGRect aFrame = mySwitch.frame; //aFrame.size.width = 200; //aFrame.size.height = 100; //mySwitch.frame = aFrame; [mySwitch setLeftLabelText: @"longValue1"]; [mySwitch setRightLabelText: @"longValue2"];

    Read the article

  • Jquery Resize Line of text To Fit Div Width

    - by Douglas Cottrell
    I am using the following script to resize a one line string to fit properly in a div box. <script type="text/javascript"> $( '.test' ).css( 'font-size', 0 ).each(function ( i, box2 ) { var width = $( box2 ).width(), line = $( box2 ).wrapInner( '<span style="white-space:nowrap">' ).children()[ 0 ]; function changeFontSize( n ) { $( box2 ).css( 'font-size', function ( i, val ) { return parseInt( val, 10 ) + n; }); } while ( $( line ).width() < width ) { changeFontSize( 1 ); } changeFontSize( -1 ); $( box2 ).text( $( line ).text() ); }); </script> This script works perfect in FF, Chrome, and opera. However in IE if the user is in compatability mode it errors and locks up the browser. I do not know enough about the older browsers to know what I have added that is not compatible. Any help is greatly appreciated.

    Read the article

  • UIWebView loading/randering error after resize

    - by user1343869
    I have a screen with 2 UIWebView. The user can drag the views left and right to make the right and left view bigger (respectively) and the other one smaller (like UISplitView but customized and self made). I'm loading .html pages from strings and local .css files. After resizing the UIWebView If I load a new page there will be a black or white stripe on the right side of the UIWebView. This stripe is part of the web view (not a space between the views), and if I scroll the webView up and then down, the stripe will vanish and the page will be presented correctly. This issue occurs only in iOS 6 and only on the device (on the simulator it doesn't occur). Some notes: - The .css file contains elements with fixed position. Changing to absolute position didn't solve the problem but changed it: the black stripre occured during the drag. - As slower the drag is, the stripe will be bigger. - After resize the page is presented correctly, only when I load a new page the stripe is shown. - The time between resizing the web view and loading a page doesn't matter, it can be straight away or after couple of minutes. Now, as a workaround I create a new UIWebView and copy the old properties to the new. But than I need to reload the presented page which make a white blink... Any idea why does it happens, and how to fix it?

    Read the article

  • Form doesn't resize smoothly with a timer event

    - by BDotA
    I have a grid control at the bottom of my form and it can be shown or hidden if user wants to show/hide it. So one way was to well use AutoSize of the form and change the Visuble property of that grid to true or false,... But I thought let's make it a little cooler! so I wanted the form to resize a little more slowly, like a garage door! So I dropped a Timer on the form and started increasing the height of the form little by little while the timer ticks... so something like this when user says show/hide the grid: timer1.Enabled = true; timer1.Start(); and something like this on the timer_click event: this.Height = this.Height + 5; if(this.Height -10 > ErrorsGrid.Bottom ) timer1.Stop(); It kind of works but still not perfect. For example it lags at the very beginning, stop a like a second and then start moving it...So now with this idea in mind what alterations do you suggest I should do to make this thing look and work better?

    Read the article

  • Resize image while rotating image in android

    - by dhams
    Hi every one ,,m working with android project in which i want to rotate image along with touch to some fix pivot point ,,,i have completed all the things but i have facing one problem ,,,while m trying to rotate image the image bitmap is resize....i dont have any idea why it occur ....if somebody have den please give me idea to come over this problem.... my code is below ..... package com.demo.rotation; import android.app.Activity; import android.graphics.Bitmap; import android.graphics.BitmapFactory; import android.graphics.Matrix; import android.os.Bundle; import android.util.Log; import android.view.MotionEvent; import android.view.View; import android.view.View.OnTouchListener; import android.widget.ImageView; import android.widget.ImageView.ScaleType; public class temp extends Activity{ ImageView img1; float startX; float startX2 ; Bitmap source; Bitmap bitmap1 = null; double r; /** Called when the activity is first created. */ @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.main); img1 = (ImageView) findViewById(R.id.img1); img1.setOnTouchListener(img1TouchListener); bitmap1 = BitmapFactory.decodeResource(getResources(), R.drawable.orsl_circle_transparent); } private OnTouchListener img1TouchListener = new OnTouchListener() { @Override public boolean onTouch(View v, MotionEvent event) { switch (event.getAction()) { case MotionEvent.ACTION_MOVE: Log.d("MOVE", "1"); if(source!=null) r = Math.atan2(event.getX() - source.getWidth(), (source.getHeight() / 2) - event.getY()); Log.i("startX" + event.getX(), "startY" + event.getY()); rotate(r,bitmap1, img1); img1.setScaleType(ScaleType.CENTER); break; case MotionEvent.ACTION_DOWN: break; case MotionEvent.ACTION_UP: break; default : break; } return true; } }; private void rotate(double r , Bitmap currentBitmap ,ImageView imageView ) { int rotation = (int) Math.toDegrees(r); Matrix matrix = new Matrix(); matrix.setRotate(rotation, currentBitmap.getWidth()/2, currentBitmap.getHeight()/2); source = Bitmap.createBitmap(currentBitmap, 0, 0, currentBitmap.getWidth(), currentBitmap.getHeight(), matrix, false); imageView.setImageBitmap(source); Log.i("HIGHT OF CURRENT BITMAP", ""+source.getHeight()); } }

    Read the article

  • Resize an array of images with OpenCV

    - by amr
    I'm passing an array of images (IplImage**) to an object in C++ using OpenCV. I'm then trying to iterate over that array and resize them all to a fixed size (150x150) I'm doing it this way: for(int i = 0; i< this->numTrainingFaces; i++) { IplImage* frame_copy = cvCreateImage( cvSize(150,150), this->faceImageArray[0]->depth, this->faceImageArray[0]->nChannels ); cout << "Created image" << endl; cvResize(this->faceImageArray[i], frame_copy); cout << "Resized image" << endl; IplImage* grey_image = cvCreateImage( cvSize( frame_copy->width, frame_copy->height ), IPL_DEPTH_8U, 1 ); cout << "Created grey image" << endl; cvCvtColor( frame_copy, grey_image, CV_RGB2GRAY ); cout << "Converted image" << endl; this->faceImageArray[i] = grey_image; cvReleaseImage(&frame_copy); cvReleaseImage(&grey_image); } But I'm getting this output, and I'm not sure why: Created image Resized image Created grey image Converted image Created image OpenCV Error: Assertion failed (src.type() == dst.type()) in cvResize, file /build/buildd/opencv-2.1.0/src/cv/cvimgwarp.cpp, line 3102 terminate called after throwing an instance of 'cv::Exception' what(): /build/buildd/opencv-2.1.0/src/cv/cvimgwarp.cpp:3102: error: (-215) src.type() == dst.type() in function cvResize Aborted I'm basically just trying to replace the image in the array with the resized one in as few steps as possible. Edit: Revised my code as follows: for(int i = 0; i< this->numTrainingFaces; i++) { IplImage* frame_copy = cvCreateImage( cvSize(150,150), this->faceImageArray[i]->depth, this->faceImageArray[i]->nChannels ); cvResize(this->faceImageArray[i], frame_copy); IplImage* grey_image = cvCreateImage( cvSize( frame_copy->width, frame_copy->height ), IPL_DEPTH_8U, 1 ); cvCvtColor( frame_copy, grey_image, CV_RGB2GRAY ); faceImageArray[i] = cvCreateImage( cvSize(grey_image->width, grey_image->height), grey_image->depth, grey_image->nChannels); cvCopy(grey_image,faceImageArray[i]); cvReleaseImage(&frame_copy); cvReleaseImage(&grey_image); } Then later on I'm performing some PCA, and get this output: OpenCV Error: Null pointer (Null pointer to the written object) in cvWrite, file /build/buildd/opencv-2.1.0/src/cxcore/cxpersistence.cpp, line 4740 But I don't think my code has got to the point where I'm explicitly calling cvWrite, so it must be part of the library. I can give a full implementation if necessary - is there anything in my code that's going to create a null pointer?

    Read the article

  • Resize image on upload php

    - by blasteralfred
    Hi, I have a php script for image upload as below <?php $LibID = $_POST[name]; define ("MAX_SIZE","10000"); function getExtension($str) { $i = strrpos($str,"."); if (!$i) { return ""; } $l = strlen($str) - $i; $ext = substr($str,$i+1,$l); return $ext; } $errors=0; $image=$_FILES['image']['name']; if ($image) { $filename = stripslashes($_FILES['image']['name']); $extension = getExtension($filename); $extension = strtolower($extension); if (($extension != "jpg") && ($extension != "jpeg")) { echo '<h1>Unknown extension!</h1>'; $errors=1; exit(); } else { $size=filesize($_FILES['image']['tmp_name']); if ($size > MAX_SIZE*1024) { echo '<h1>You have exceeded the size limit!</h1>'; $errors=1; exit(); } $image_name=$LibID.'.'.$extension; $newname="uimages/".$image_name; $copied = copy($_FILES['image']['tmp_name'], $newname); if (!$copied) { echo '<h1>image upload unsuccessfull!</h1>'; $errors=1; exit(); }}} ?> which uploads the image file to a folder "uimages" in the root. I have made changes in the html file for the compact display of the image by defining "max-height" and "max-width". But i want to resize the image file on upload. The image file may have a maximum width of 100px and maximum height of 150px. The image proportions must be constrained. That is, the image may be smaller than the above dimensions, but, it should not exceed the limit. How can I make this possible?? Thanks in advance :) blasteralfred..

    Read the article

  • How can I resize a set of sprite images?

    - by Tyler J Fisher
    Hey StackExchange GameDev community, I'm attempting to resize series of sprites upon instantiation of the class they're located in. I've attempted to use the following code to resize the images, however my attempts have been unsuccessful. I have been unable to write an implementation that is even compilable, so no error codes yet. wLeft.getScaledInstance(wLeft.getWidth()*2, wLeft.getHeight()*2, Image.SCALE_FAST); I've heard that Graphics2D is the best option. Any suggestions? I think I'm probably best off loading the images into a Java project, resizing the images then outputting them to a new directory so as not to have to resize each sprite upon class instantiation. What do you think? Photoshopping each individual sprite is out of the question, unless I used a macro. Code: package game; //Import import java.awt.Image; import javax.swing.ImageIcon; public class Mario extends Human { Image wLeft = new ImageIcon("sprites\\mario\\wLeft.PNG").getImage(); //Constructor public Mario(){ super("Mario", 50); wLeft = wLeft.getScaledInstance(wLeft.getWidth()*2, wLeft.getHeight()*2, Image.SCALE_FAST); }

    Read the article

  • Resolution independence - resize on the fly or ship all sizes?

    - by RecursiveCall
    My game relies heavily on textures of various sizes with some being full-screen. The game is targeted for multiple resolutions. I found that resizing textures (downsizing) works quite well for this game’s art type (it’s not Pixel Art or anything like that). I asked my artist to ensure that all textures at the edges of the screen to be created in such a way that they can safely “overflow” off screen; this means that aspect ratio is not an issue. So with no aspect ratio issues, I figured that I would simply ask my artist to create assets in very high resolution, and then resize them down to the appropriate screen resolution. The question is, when and how do I do that? Do I pre-resize everything to common resolutions in Photoshop and package all assets in the final product (increasing the size download that the user has to deal with) and then select the appropriate asset based on the detected resolution? Or do I ship with the largest set of Textures, detect the resolution on load, set a render target and draw all downsized assets to it and use that? Or for the latter, do I use some sort of a CPU-sided algorithm to resize on game load?

    Read the article

  • WPF unwanted grid splitter behaviour

    - by SaphuA
    Hello, I have a simple grid with 3 columns (one of which contains a grid splitter). When resizing the grid and the left column reaches its minimum width, instead of doing nothing it increases the width of the right column. Could anyone help me stop this? I can't set the max width of the right column, because the grid itself also resizes. Here's some sample code that shows the problem. While resizing, move the mouse over the red area: XAML: <Grid DockPanel.Dock="Top" Height="200"> <Grid.ColumnDefinitions> <ColumnDefinition MinWidth="200" Width="*" /> <ColumnDefinition Width="3" /> <ColumnDefinition MinWidth="120" Width="240" /> </Grid.ColumnDefinitions> <Grid.RowDefinitions> <RowDefinition Height="*" /> </Grid.RowDefinitions> <Rectangle Fill="Red" Grid.Row="0" Grid.Column="0" /> <DockPanel LastChildFill="True" Grid.Row="0" Grid.Column="2" > <Rectangle DockPanel.Dock="Right" Width="20" Fill="Blue" /> <Rectangle Fill="Green" /> </DockPanel> <GridSplitter Background="LightGray" Grid.Row="0" Grid.Column="1" Height="Auto" Width="Auto" HorizontalAlignment="Stretch" VerticalAlignment="Stretch" /> </Grid>

    Read the article

  • FloatableWindow resizes Grid in Silverlight

    - by Ben
    I'm trying to use Tim Heuer's FloatableWindow control for a non-modal options window in my Silverlight application. However, I'm running into a problem with the FloatableWindow resizing it's parent grid when it opens. For example, before I open the window the application looks like this: But after opening the window, the first row of the grid expands: I'm currently setting FloatableWindow.ParentLayoutRoot to the LayoutRoot grid in MainPage.xaml. Is this the right thing to do? How can I prevent the grid from resizing when the FloatableWindow opens?

    Read the article

  • How to change stack size for a .NET program?

    - by carter-boater
    I have a program that does recursive calls for 2 billion times and the stack overflow. I make changes, and then it still need 40K resursive calls. So I need probably serveral MB stack memory. I heard the stack size is default to 1MB. I tried search online. Some one said to go properties -linker .........in visual studio, but I cannot find it. Does anybody knows how to increase it? Also I am wondering if I can set it somewhere in my C# program? P.S. I am using 32-bit winXP and 64bit win7.

    Read the article

  • Scaling a CBitmap - what am I doing wrong?

    - by Smashery
    I've written the following code, which attempts to take a 32x32 bitmap (loaded through MFC's Resource system) and turn it into a 16x16 bitmap, so they can be used as the big and small CImageLists for a CListCtrl. However, when I open the CListCtrl, all the icons are black (in both small and large view). Before I started playing with resizing, everything worked perfectly in Large View. What am I doing wrong? // Create the CImageLists if (!m_imageListL.Create(32,32,ILC_COLOR24, 1, 1)) { throw std::exception("Failed to create CImageList"); } if (!m_imageListS.Create(16,16,ILC_COLOR24, 1, 1)) { throw std::exception("Failed to create CImageList"); } // Fill the CImageLists with items loaded from ResourceIDs int i = 0; for (std::vector<UINT>::iterator it = vec.begin(); it != vec.end(); it++, i++) { CBitmap* bmpBig = new CBitmap(); bmpBig->LoadBitmap(*it); CDC bigDC; bigDC.CreateCompatibleDC(m_itemList.GetDC()); bigDC.SelectObject(bmpBig); CBitmap* bmpSmall = new CBitmap(); bmpSmall->CreateBitmap(16, 16, 1, 24, 0); CDC smallDC; smallDC.CreateCompatibleDC(&bigDC); smallDC.SelectObject(bmpSmall); smallDC.StretchBlt(0, 0, 32, 32, &bigDC, 0, 0, 16, 16, SRCCOPY); m_imageListL.Add(bmpBig, RGB(0,0,0)); m_imageListS.Add(bmpSmall, RGB(0,0,0)); } m_itemList.SetImageList(&m_imageListS, LVSIL_SMALL); m_itemList.SetImageList(&m_imageListL, LVSIL_NORMAL);

    Read the article

  • Iphone resizing images

    - by Greg
    Hi all, As far as I have read, scaling a big image to draw it on the iPhone is very slow [1]. I really need to do it fast and I wonder why zoom goes so fast on the iPhone while code scaling is so slow. Any idea? By the way, any fast way to do scaling? [1] For instance: http://stackoverflow.com/questions/1282830/uiimagepickercontroller-uiimage-memory-and-more Thanks for your time. Greg

    Read the article

  • Best way to cache resized images using PHP and MySQL

    - by Chris Hawes
    What would be the best practice way to handle the caching of images using PHP. The filename is currently stored in a MySQL database which is renamed to a GUID on upload, along with the original filename and alt tag. When the image is put into the HTML pages it is done so using a url such as '/images/get/200x200/{guid}.jpg which is rewritten to a php script. This allows my designers to specify (roughly - the source image maybe smaller) the file size. The php script then creates a hash of the size (200x200 in the url) and the GUID filename and if the file has been generated before (file with the name of the hash exists in TMP directory) sends the file from the application TMP directory. If the hashed filename does not exist, then it is created, written to disk and served up in the same manner, Is this efficient as it could be? (It also supports watermarking the images and the watermarking settings are stored in the hash as well, but thats out of scope for this.)

    Read the article

  • how to change stack size for a C# program?

    - by carter-boater
    Dear friends, I have a program that does recursive calls for 2 billion times and the stack overflow. I make changes, and then it still need 40K resursive calls. So I need probably serveral MB stack memory. I heard the stack size is default to 1MB. I tried search online. Some one said to go properties -linker .........in visual studio, but I cannot find it. Does anybody knows how to increase it? Also I am wondering if I can set it some where in my C# program? P.S. I am using 32-bit winXP and 64bit win7. Thanks a lot

    Read the article

  • UIView autoresize problem

    - by Chonch
    Hey, I have a UIView with several subviews: one UIImageView and a couple of UIViews. When I change the frame property of the view, the imageView's size changes accordingly, but the rest of the subviews remain in their original size! I can't figure out what I'm doing wrong. Can anybody help? Thanks,

    Read the article

  • Resizing JPEG image during decoding

    - by Thomas
    I'm working on a program that creates thumbnails of JPEG images on the fly. Now I was thinking: since a JPEG image is built from 8x8-pixel blocks (Wikipedia has a great explanation), would it be possible to skip part of the decoding? Let's say that my thumbnails are at least 8 times smaller than the original image. We could then map each 8x8 block in the input file to 1 pixel in the decoding output, by including only the constant term of the discrete cosine transform. Most of the image data can be discarded right away, and need not be processed. Moreover, the memory usage is reduced by a factor of 64. I don't want to implement this from scratch; that'll easily take a week. Is there any code out there that can do this? If not, is this because this approach isn't worthwhile, or simply because nobody has thought of it yet?

    Read the article

  • How to change the button fontsize without changing button size (in android) ?

    - by cibercitizen1
    I need to have a grid (created by program, not by xml) of equally sized buttons. They display text in different sizes. The problem is that when I change the text size to a smaller size, then the button automatically resizes to be smaller than the others. Thanks, Note: the grid is created adding *TableRow*s of buttons to a TableLayout. The buttons are created and added to a TableRow tr.addView(bu, 36, 45);

    Read the article

  • Change UITableViewCell Height on Orientation Change

    - by Peter Zich
    I have a UITableView with cells containing variable-height UILabels. I am able to calculate the minimum height the label needs to be using sizeWithFont:constrainedToSize:lineBreakMode:, which works fine when the table view is first loaded. When I rotate the table view the cells become wider (meaning there are fewer lines required to display the content). Is there any way I can have the height of the cells redetermined by the UITableView during the orientation change animation or immediately before or after? Thank you.

    Read the article

  • importing .png image into flash CS3

    - by new
    While importing a .png file in Flash CS3, i noticed that it automatically gets resized. It gets imported smaller than its original size. Im importing it to the stage and not inside any symbol. Can anyone explain why this happens? Do i have to change any settings to get the original size as it is?

    Read the article

  • Flex Canvas child Randomly resizes

    - by BS_C3
    Hi! I have an application with a viewstack that contains all the components that need to be displayed. The navigation is defined in the main application. All the components are based on canvas. The main application looks like that: <mx:Application xmlns:mx="http://www.adobe.com/2006/mxml" layout="absolute" xmlns:components="components.*"> <mx:VBox width="1024" height="100%" horizontalCenter="0" verticalGap="0" backgroundColor="#FFFFFF"> <mx:Image id="header" verticalAlign="top" /> <mx:ViewStack id="body" horizontalCenter="0" verticalCenter="0" width="100%" height="100%"> <components:HomePage id="hp" width="100%"/> <components:CollectionSelection id="cs" width="100%"/> <components:SearchEngine id="se" width="100%"/> <components:SearchResult id="sr" width="100%"/> <components:Tray id="tr" width="100%"/> <components:Order id="or" width="100%"/> </mx:ViewStack> <mx:Image id="footer" verticalAlign="bottom" maintainAspectRatio="false" width="100%"/> </mx:VBox> </mx:Application> I'm getting a strange behaviour from the TRAY component. Here's the code for component Tray (I've only left the display info): <mx:Canvas xmlns:mx="http://www.adobe.com/2006/mxml"> <mx:Image id="bg" horizontalCenter="0" verticalCenter="0" width="100%" height="100%" maintainAspectRatio="false"/> <mx:HBox width="100%"> <mx:Button x="20" y="20" label="BACK"/> <mx:Spacer width="100%"/> <mx:LinkBar itemClick="linkbar_itemClick(event)" styleName="GLBLinkBTN" separatorColor="#FFFFFF" separatorWidth="1" > <mx:dataProvider> <mx:Object label="CLEAR"/> <mx:Object label="LOGOUT"/> </mx:dataProvider> </mx:LinkBar> </mx:HBox> <mx:VBox id="mainBox" horizontalCenter="0" verticalCenter="0" verticalGap="0"> <mx:HBox width="100%" height="50" backgroundColor="#60524D" verticalAlign="bottom" paddingBottom="5"> <mx:Label styleName="TRTitle" paddingLeft="15"/> <mx:Spacer width="100%"/> <mx:Label styleName="TRItems" paddingRight="15"/> </mx:HBox> <mx:HorizontalList id="hlist" dataProvider="{TrayData.instance.itemsCollection}" columnCount="{TrayData.instance.hlistColumns}" rowCount="1" itemRenderer="components.TrayItem" horizontalScrollPolicy="off" rollOverColor="#FFFFFF" selectionColor="#FFFFFF" horizontalCenter="0" verticalCenter="0" borderStyle="none" horizontalScrollPosition="{TrayData.instance.hsPosition}" /> <mx:HBox width="100%" backgroundColor="#E7DDDB" height="40" verticalAlign="middle" paddingLeft="20" paddingRight="20"> <mx:Box width="25" verticalAlign="middle" horizontalAlign="left"> <mx:Button id="leftBtn" /> </mx:Box> <mx:Spacer width="100%"/> <mx:Box width="25" verticalAlign="middle" horizontalAlign="right"> <mx:Button id="rightBtn" /> </mx:Box> </mx:HBox> </mx:VBox> </mx:Canvas> All the components are displaying properly. However, sometimes, randomly, the vbox "mainBox" in the tray component is not displaying as it should: the horizontallist shrinks and instead of fully displaying its items, I get horizontal and vertical scrollbars for each item... I'm currently trying to reproduce this behaviour (to get a print screen) but right know, it's working fine... -_-' As soon as I get it work as it shouldn't, I'll upload an image. Here's the code for the itemRenderer (just in case...): <mx:VBox xmlns:mx="http://www.adobe.com/2006/mxml" > <mx:HBox width="100%" paddingTop="0" paddingBottom="0" paddingRight="3"> <mx:Spacer width="100%"/> <mx:Box width="14" height="14" verticalAlign="middle" horizontalAlign="center"> <mx:Button width="8" height="8"/> </mx:Box> </mx:HBox> <mx:VBox paddingLeft="20" paddingRight="20" verticalGap="15" paddingBottom="15"> <mx:Canvas id="thumbnail"> <mx:Image id="thumbnailBG" /> <mx:Image id="thumbnailIM" /> </mx:Canvas > <mx:VBox width="100%" verticalGap="7"> <mx:HBox width="100%" height="13"> <mx:Label width="74" opaqueBackground="#ECE5E2"/> <mx:Label paddingBottom="5"/> </mx:HBox> <mx:HBox width="100%" height="13"> <mx:Label width="74" opaqueBackground="#ECE5E2"/> <mx:Label /> </mx:HBox> <mx:HBox width="100%" height="13"> <mx:Label width="74" opaqueBackground="#ECE5E2"/> <mx:Label /> </mx:HBox> <mx:HBox width="100%" height="13"> <mx:Label width="74"opaqueBackground="#ECE5E2"/> <mx:Label /> </mx:HBox> <mx:HBox width="100%" height="13"> <mx:Label width="74" opaqueBackground="#ECE5E2"/> <mx:Label /> </mx:HBox> <mx:HBox width="100%" height="13"> <mx:Label width="74" opaqueBackground="#ECE5E2"/> <mx:Label /> </mx:HBox> <mx:HBox width="100%" height="13"> <mx:Label width="74" opaqueBackground="#ECE5E2"/> <mx:Label /> </mx:HBox> <mx:HBox width="100%" height="13"> <mx:Label width="74" opaqueBackground="#ECE5E2"/> <mx:Label /> </mx:HBox> </mx:VBox> <mx:Button /> </mx:VBox> </mx:VBox> Your help would really be appreciated. Regards, BS_C3

    Read the article

< Previous Page | 14 15 16 17 18 19 20 21 22 23 24 25  | Next Page >