Search Results

Search found 14962 results on 599 pages for 'max width'.

Page 218/599 | < Previous Page | 214 215 216 217 218 219 220 221 222 223 224 225  | Next Page >

  • Header Div Position Edit according to Content Div

    - by Melih Mucuk
    I want to design my web site. I have two main div, one of them "header", other "content". I want to set width property:80% and I set center for both of them. But I don't do that. Other question about header div. I uploaded an image and I want to design like this. How can I do all of them? My CSS: #main { margin:0px auto; margin-left:50px; margin-right:50px; margin-top:25px; margin-bottom:25px; height:auto; text-align:center;} #content { width:80%; height:auto; margin:0px auto; } #header { width:80%; height:100px; top:20px; } #header_left { float:left ; height: 100px; text-align: center; } #header_right { margin:0px auto; height:30px; text-align:center; margin-top:35px; } #header_social { float:right; height:30px; text-align:center; margin-top:35px;} My client code: <div id="main"> <div id="content"> <div id="header"> <div id="header_left"> <asp:Image ID="Image1" runat="server" /> </div> <div id="header_right"> <asp:LinkButton ID="LinkButton5" runat="server" ForeColor="Gray"></asp:LinkButton>&nbsp;| <asp:LinkButton ID="LinkButton4" runat="server" ForeColor="Gray" ></asp:LinkButton>&nbsp;| <asp:LinkButton ID="LinkButton3" runat="server" ForeColor="#FF3300" ></asp:LinkButton>&nbsp;| <asp:LinkButton ID="LinkButton2" runat="server" ForeColor="Gray" ></asp:LinkButton>&nbsp;| <asp:LinkButton ID="LinkButton1" runat="server" ForeColor="Gray" ></asp:LinkButton> </div> <div id="header_social"> <asp:ImageButton ID="ImageButton1" runat="server"/> <asp:ImageButton ID="ImageButton2" runat="server"/> </div> </div> ******CONTENT FIELD***** </div> </div>

    Read the article

  • Why does my program crash when given negative values?

    - by Wayfarer
    Alright, I am very confused, so I hope you friends can help me out. I'm working on a project using Cocos2D, the most recent version (.99 RC 1). I make some player objects and some buttons to change the object's life. But the weird thing is, the code crashes when I try to change their life by -5. Or any negative value for that matter, besides -1. NSMutableArray *lifeButtons = [[NSMutableArray alloc] init]; CCTexture2D *buttonTexture = [[CCTextureCache sharedTextureCache] addImage:@"Button.png"]; LifeChangeButtons *button = nil; //top left button = [LifeChangeButtons lifeButton:buttonTexture ]; button.position = CGPointMake(50 , size.height - 30); [button buttonText:-5]; [lifeButtons addObject:button]; //top right button = [LifeChangeButtons lifeButton:buttonTexture ]; button.position = CGPointMake(size.width - 50 , size.height - 30); [button buttonText:1]; [lifeButtons addObject:button]; //bottom left button = [LifeChangeButtons lifeButton:buttonTexture ]; button.position = CGPointMake(50 , 30); [button buttonText:5]; [lifeButtons addObject:button]; //bottom right button = [LifeChangeButtons lifeButton:buttonTexture ]; button.position = CGPointMake(size.width - 50 , 30); [button buttonText:-1]; [lifeButtons addObject:button]; for (LifeChangeButtons *theButton in lifeButtons) { [self addChild:theButton]; } This is the code that makes the buttons. It simply makes 4 buttons, puts them in each corner of the screen (size is the screen) and adds their life change ability, 1,-1,5, or -5. It adds them to the array and then goes through the array at the end and adds all of them to the screen. This works fine. Here is my code for the button class: (header file) // // LifeChangeButtons.h // Coco2dTest2 // // Created by Ethan Mick on 3/14/10. // Copyright 2010 Wayfarer. All rights reserved. // #import "cocos2d.h" @interface LifeChangeButtons : CCSprite <CCTargetedTouchDelegate> { NSNumber *lifeChange; } @property (nonatomic, readonly) CGRect rect; @property (nonatomic, retain) NSNumber *lifeChange; + (id)lifeButton:(CCTexture2D *)texture; - (void)buttonText:(int)number; @end Implementation file: // // LifeChangeButtons.m // Coco2dTest2 // // Created by Ethan Mick on 3/14/10. // Copyright 2010 Wayfarer. All rights reserved. // #import "LifeChangeButtons.h" #import "cocos2d.h" #import "CustomCCNode.h" @implementation LifeChangeButtons @synthesize lifeChange; //Create the button +(id)lifeButton:(CCTexture2D *)texture { return [[[self alloc] initWithTexture:texture] autorelease]; } - (id)initWithTexture:(CCTexture2D *)atexture { if ((self = [super initWithTexture:atexture])) { //NSLog(@"wtf"); } return self; } //Set the text on the button - (void)buttonText:(int)number { lifeChange = [NSNumber numberWithInt:number]; NSString *text = [[NSString alloc] initWithFormat:@"%d", number]; CCLabel *label = [CCLabel labelWithString:text fontName:@"Times New Roman" fontSize:20]; label.position = CGPointMake(35, 20); [self addChild:label]; } - (CGRect)rect { CGSize s = [self.texture contentSize]; return CGRectMake(-s.width / 2, -s.height / 2, s.width, s.height); } - (BOOL)containsTouchLocation:(UITouch *)touch { return CGRectContainsPoint(self.rect, [self convertTouchToNodeSpaceAR:touch]); } - (void)onEnter { [[CCTouchDispatcher sharedDispatcher] addTargetedDelegate:self priority:0 swallowsTouches:YES]; [super onEnter]; } - (void)onExit { [[CCTouchDispatcher sharedDispatcher] removeDelegate:self]; [super onExit]; } - (BOOL)ccTouchBegan:(UITouch *)touch withEvent:(UIEvent *)event { CGPoint touchPoint = [touch locationInView:[touch view]]; touchPoint = [[CCDirector sharedDirector] convertToGL:touchPoint]; if ( ![self containsTouchLocation:touch] ) return NO; NSLog(@"Button touch event was called returning yes. "); //this is where we change the life to each selected player NSLog(@"Test1"); NSMutableArray *tempArray = [[[UIApplication sharedApplication] delegate] selectedPlayerObjects]; NSLog(@"Test2"); for (CustomCCNode *aPlayer in tempArray) { NSLog(@"we change the life by %d.", [lifeChange intValue]); [aPlayer changeLife:[lifeChange intValue]]; } NSLog(@"Test3"); return YES; } - (void)ccTouchMoved:(UITouch *)touch withEvent:(UIEvent *)event { CGPoint touchPoint = [touch locationInView:[touch view]]; touchPoint = [[CCDirector sharedDirector] convertToGL:touchPoint]; NSLog(@"You moved in a button!"); } - (void)ccTouchEnded:(UITouch *)touch withEvent:(UIEvent *)event { NSLog(@"You touched up in a button"); } @end Now, This function: - (BOOL)ccTouchBegan:(UITouch *)touch withEvent:(UIEvent *)event Is where all the shit goes down. It works for all of the buttons except the -5 one. And then, it gets to: NSLog(@"we change the life by %d.", [lifeChange integerValue]); And it crashes at that statement. It only crashes when given anything less than -1. -1 works, but nothing smaller does. Here is the code in the CustomCCNode Class, "changeLife" that is being called. - (void)changeLife:(int)lifeChange { NSLog(@"change life in Custom Class was called"); NSLog(@"wtf is lifechange: %d", lifeChange); life += lifeChange; lifeString = [[NSString alloc] initWithFormat:@"%d",life]; [text setString:lifeString]; } Straight forward, but when the NSnumber is -5, it doesn't even get called, it crashes at the NSlog statement. So... what's up with that?

    Read the article

  • how to make my code scalable on iphone ..thanks

    - by zjm1126
    this is my code: <!DOCTYPE html PUBLIC "-//WAPFORUM//DTD XHTML Mobile 1.0//EN" "http://www.wapforum.org/DTD/xhtml-mobile10.dtd"> <html xmlns="http://www.w3.org/1999/xhtml" > <head> <meta http-equiv="Content-Type" content="text/html; charset=UTF-8"> <meta name="viewport" content="width=device-width,minimum-scale=0,maximum-scale=2.0><!--,user-scalable=no">--> </head> <body onorientationchange="updateOrientation();"> <div id="a"> <input id='ab' type="button" value="button" /> </div> <div id=b style="display: none"></div> <style type="text/css"> *{ margin:0; padding:0; } body{ /*height: 356px;* } /* Reposition on orientation change */ body.landscape{ height: 208px; } body.landscape div#a{ line-height:104px; } div#a{ height:50%; line-height:178px; text-align:center; } #b{ width:100%; height:50%; background:red; } </style> <script src="jquery-1.4.2.js" type="text/javascript"></script> <script type="text/javascript"> function updateOrientation() { var orientation = window.orientation; switch (orientation) { // If we're horizontal case 90: case -90: // Set orient to landscape $(document.body).addClass("landscape"); break; // If we're vertical default: // Set orient to portrait $(document.body).removeClass("landscape"); break; } } $('#ab').click(function(){ if($('#b').css('display')=='none')$('#b').css('display','block') else $('#b').css('display','none') }) </script> </body> </html> thanks

    Read the article

  • Actionscript 3: How to remove all black pixels from BitmapData ?

    - by Adnan Doric
    Hello, Let say I have a BitmapData with different pixels representing an object, and some black pixels around it that I want to remove. I would like to obtain a new BitmapData, with width and height of the object represented by non-black pixels. For example, let say I have a BitmapData 400x400px, but the object represented by non-black pixels occupies the rect: x=100, y=100, width=200, height=200. I want to get new BitmapData representing that rect, all black pixels should be removed. Any idea on how to do this please ?

    Read the article

  • MeioUpload and phpThumb() does not exist error

    - by Cameeob2003
    I am currently using CakePHP v2.2.1 and MeioUpload 4.0 along with phpThumb() to try and generate image uploads and thumbnails for those images. If i set my $actAs = array() without the thumbsizes property everything is uploaded well, but when I add the following: 'thumbsizes' => array( 'small' => array('width' => 165, 'height' => 115), 'medium' => array('width' => 800, 'height' => 600) ), to generate thumbnails I get an error stating the following: "E:/xampp/htdocs/site/vendors/phpthumb/img/posts/image-name.jpg" does not exist I have tried several different methods of fixing this from around the web and nothing seems to work. I am new to cakephp so this may be an easy fix and I am just not connecting the dots to find the solution. Any help would be very much appreciated.

    Read the article

  • ExtJS Data Grid Column renderer to have multiple values

    - by Podlsk
    Hi, I am wondering if it is possible in ExtJS to have several values of the data source available to the renderer of the column. For example with the "Actions" column, the id is passed to the renderer. However I require both the user_id and id passed to the render. How may I do this? table_cols = [{ header: "User ID", width: 30, sortable: true, dataIndex: 'user_id' }, { header: "Actions", width: 60, sortable: false, dataIndex: 'id', renderer: function(val) { //IF USER ID MEETS A CONSTRAINT PRINT THE ID } }]; Thanks.

    Read the article

  • Container item implementation

    - by onurozcelik
    Hi, I am working in Train Traffic Controller software project. My responsibility in this project is to develop the visual railroad GUI. We are implementing the project with Qt. By now I am using QGraphicsLinearLayout to hold my items. I am using the layout because I do not want to calculate coordinates of each item. So far I wrote item classes to add the layout. For instance SwitchItem class symbolizes railroad switch in real world. Each item class is responsible for its own painting and events. So far so good. Now I need a composite item that can contain two or more item. This class is going to be responsible for painting the items contained in it. I need this class because I have to put two or more items inside same layout cell. If I don' t put them in same cell I can' t use layout. See the image below. BlockSegmentItem and SignalItem inside same cell. Here is my compositeitem implementation. #include "compositeitem.h" CompositeItem::CompositeItem(QString id,QList<FieldItem *> _children) { children = _children; } CompositeItem::~CompositeItem() { } QRectF CompositeItem::boundingRect() const { FieldItem *child; QRectF rect(0,0,0,0); foreach(child,children) { rect = rect.united(child->boundingRect()); } return rect; } void CompositeItem::paint(QPainter *painter, const QStyleOptionGraphicsItem *option, QWidget *widget ) { FieldItem *child; foreach(child,children) { child->paint(painter,option,widget); } } QSizeF CompositeItem::sizeHint(Qt::SizeHint which, const QSizeF &constraint) const { QSizeF itsSize(0,0); FieldItem *child; foreach(child,children) { // if its size empty set first child size to itsSize if(itsSize.isEmpty()) itsSize = child->sizeHint(Qt::PreferredSize); else { QSizeF childSize = child->sizeHint(Qt::PreferredSize); if(itsSize.width() < childSize.width()) itsSize.setWidth(childSize.width()); itsSize.setHeight(itsSize.height() + childSize.height()); } } return itsSize; } void CompositeItem::contextMenuEvent(QGraphicsSceneContextMenuEvent *event) { qDebug()<<"Test"; } This code works good with painting but when it comes to item events it is problematic. QGraphicsScene treats the composite item like a single item which is right for layout but not for events. Because each item has its own event implementation.(e.g. SignalItem has its special context menu event.) I have to handle item events seperately. Also I need a composite item implementation for the layout. How can I overcome this dilemma?

    Read the article

  • Opacity in CSS, some doubts

    - by André
    Hi, I have some doubts with opacity in CSS. I have a Header and a Footer that uses opacity, but I would like to turn off opacity the opacity in the text. Is that possible? To a better understanding I will post the code. <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> <html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en"> <head> <meta http-equiv="Content-Type" content="text/html; charset=UTF-8" /> <title> stu nicholls | CSS PLaY | cross browser fixed header/footer layout basic method </title> <style type="text/css" media="screen"> #printhead {display:none;} html { height:100%; max-height:100%; padding:0; margin:0; border:0; background:#fff; font-size:80%; font-family: "trebuchet ms", tahoma, verdana, arial, sans-serif; /* hide overflow:hidden from IE5/Mac */ /* \*/ overflow: hidden; /* */ } body {height:100%; max-height:100%; overflow:hidden; padding:0; margin:0; border:0;} #content {display:block; height:100%; max-height:100%; overflow:hidden; padding-left:0px; position:relative; z-index:3; word-wrap:break-word;} #head {position:absolute; margin:0; top:0; right:18px; display:block; width:100%; height:1; background-color:transparent; font-size:1em; z-index:5; color:#000; border-bottom:1px solid #000;} #foot {position:absolute; margin:0; bottom:-1px; right:18px; display:block; width:100%; height:30px; background-color:transparent; color:#000; text-align:right; font-size:2em; z-index:4; border-top:1px solid #000;} .pad1 {display:block; width:18px; height:18px; float:left;} /* Com este "height", alinho a border do header */ .pad2 {display:block; height:100px;} .pad3 {display:block; height:0px;} /* Com este "height" controlo onde começa o content e o scroll do browser */ #content p {padding:5px;} .bold {font-size:1.2em; font-weight:bold;} .red {color:#c00; margin-left:5px; font-family:"trebuchet ms", "trebuchet", "verdana", sans-serif;} h2 {margin-left:5px;} h3 {margin-left:5px;} /* Esta classe controla as caracteristicas do background do footer e do header. */ .bkg { background-color: blue; filter:alpha(opacity=35); /* IE's opacity*/ opacity: 0.35; height: 10; } iframe { border-style: none; width: 100%; height: 100%; } </style> </head> <body> <div id="head"> <div class="bkg"> <div class="pad1"></div>Header </div> </div> <div id="content"> <div class="pad3"></div> <iframe src="http://www.yahoo.com" id="iFrame"></iframe> <div class="pad2"></div> </div> </div> <div id="foot"><div class="bkg">Footer</div></div> </body> </html> I want to maintain the opacity in the blue color in the footer and header but I would like to put the text stronger. Is that possible? Best Regards,

    Read the article

  • poblems with jquery code

    - by Michael
    Another jquery issue... I have tried this several times using "class" and "id" elements and I can not get it right. I am hoping the brains on stackoverflow can help! The problem that I am having is when I open the page all elments are closed. When I click on one link all links open. I believe it closes correctly the problem is that when I open the first link all items open. <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml"> <head> <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> <title>Bid Items</title> <link href="bid.css" rel="stylesheet" type="text/css" /> <script src="jquerry/js/jquery.js" type="text/javascript"></script> <script type="text/javascript"> $(document).ready(function(){ $('#showhideconent').hide(); $('a').click(function(){ $('#showhideconent').show('slow'); }); $('a#close').click(function(){ $('#showhideconent').hide('slow'); }) }); $(document).ready(function(){ $('#showhideconent2').hide(); $('a').click(function(){ $('#showhideconent2').show('slow'); }); $('a#close2').click(function(){ $('#showhideconent2').hide('slow'); }) }); $(document).ready(function(){ $('#showhideconent3').hide(); $('a').click(function(){ $('#showhideconent3').show('slow'); }); $('a#close3').click(function(){ $('#showhideconent3').hide('slow'); }) }); $(document).ready(function(){ $('#showhideconent4').hide(); $('a').click(function(){ $('#showhideconent4').show('slow'); }); $('a#close4').click(function(){ $('#showhideconent4').hide('slow'); }) }); </script> </head> <body class="oneColElsCtr" onload="MM_preloadImages('Assignment4b.jpg')"> <div id="container"> <div id="mainContent"> <h1>Bid Page</h1> <h1>Coke Memorbila</h1> <a href="#" id="click">Amber Bottle 1914</a> <div id="box" align="center"> <div id="showhideconent"> <p><a href="coke/Amber1914.shtml"><img src="amber1914.jpg" width="200" height="200" alt="Amber Coke" /></a></p> <p><a href="#" id="close">Close</a> </p> </div> </div> <a href="#" id="click">Amber Bottle 1915</a> <div id="box" align="center"> <div id="showhideconent2"> <p><a href="coke/Amber1915.shtml"><img src="coke/Amber1914.shtml" width="200" height="200" alt="Amber Bottle 1915" /></a></p> <p><a href="#" id="close2">Close</a> </p> </div> </div> <a href="#" id="click">Green 1929</a> <div id="box" align="center"> <div id="showhideconent3"> <p><a href="coke/green1929.shtml"><img src="green1929.jpg" width="200" height="200" alt="Green 1929" /></a></p> <p><a href="#" id="close3">Close</a> </p> </div> </div> <a href="#" id="click">1970s Cans</a> <div id="box" align="center"> <div id="showhideconent4"> <p><a href="coke/tincans.shtml"><img src="coke_tincan.jpg" width="200" height="200" alt="Tin Cans" /></a></p> <p><a href="#" id="close4">Close</a> </p> </div> </div> </body> </html>

    Read the article

  • Embed font in a mac bundle

    - by RW
    I have a program I am writing. I want to use a fancy font. Can I just embed my font into my bundle and use it from there. My code... NSMutableAttributedString *recOf; recOf = [[NSMutableAttributedString alloc] initWithString:@"In Recognition of"]; length = [recOf length]; [recOf addAttribute:NSFontAttributeName value:[NSFont fontWithName:@"Edwardian Script ITC" size:50] range:NSMakeRange(0, length)]; [[NSColor blackColor] set]; p.x = (bounds.size.width/2)- (([recOf size].width)/2); p.y = (bounds.size.height/1.7); [recOf drawAtPoint:p]; [recOf release];

    Read the article

  • Sizing of a UITableViewCell

    - by Xetius
    I have created a UITableViewCell derived class which resizes itself to display at an indentation level. I have tried setting indentationLevel and indentationWidth using the following in the ViewControllers cellForRowAtIndexPath: cell.indentationLevel = [[item objectForKey:@"indent"] intValue]; cell.indentationWidth = CELL_INDENT_SIZE; This in itself does not indent the cell, so I am using the following layoutSubviews in the UITableViewCell: -(void)layoutSubviews { CGFloat indentSize = (self.indentationLevel - 1) * self.indentationWidth; CGRect r = containerView.frame; containerView.frame = CGRectMake (r.origin.x + indentSize, r.origin.y, r.size.width - indentSize, r.size.height); DLog(@"frameRect : %f, %f, %f, %f, %f",indentSize, r.origin.x, r.origin.y, r.size.width, r.size.height); [super layoutSubviews]; } This works fine for the initial layout, but when the cell is selected, it recalculates itself from the new dimensions and effectively shrinks the cell every time it is selected. How can I resize this cell so that it doesn't keep changing the layout.

    Read the article

  • How do I center a DIV in the exact center of a page using jQuery?

    - by sadmicrowave
    I need to center a DIV in the exact center of a page using jquery. My CSS style for the DIV is as follows: #page-content #center-box{ position:absolute; width:400px; height:500px; background:#C0C0C0; border:1px solid #000; } and my jQuery for centering is as follows: windowheight = $(window).height(); windowwidth = $(window).width(); pagecenterW = windowwidth/2; pagecenterH = windowheight/2; $("div#page-content div#center-box") .css({top: pagecenterH-250 + 'px', left: pagecenterW-200 + 'px'}); This code does not invoke any action on my page when refreshed. What am I doing wrong?

    Read the article

  • How to make flash video show up under navigation element?

    - by Deshiknaves
    I know that the wmode needs to be either transparent or opaque for the video to show up under other elements on the page. I've added the wmode to the element and param in object, I still have no luck with it. <object width="400" height="225"><param name="wmode" value="transparent" /><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="movie" value="http://vimeo.com/moogaloop.swf?clip_id=10875088&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=0&amp;color=&amp;fullscreen=1" /><embed src="http://vimeo.com/moogaloop.swf?clip_id=10875088&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=0&amp;color=&amp;fullscreen=1" type="application/x-shockwave-flash" allowfullscreen="true" allowscriptaccess="always" width="400" height="225" wmode="transparent"></embed></object><p><a href="http://vimeo.com/10875088">Clutchy Hopkins - Verbal Headlock</a> from <a href="http://vimeo.com/ubiquityrecords">Ubiquity Records</a> on <a href="http://vimeo.com">Vimeo</a>.</p>

    Read the article

  • How to represent a Board Panel in Java for a game ?

    - by FILIaS
    I wanna fix a 2D board for a game. I've already fixed other panels for the Gui and everything goes well. But the panel for the board cant be printed on the window. I'm a bit confused about it as i think i've followed the same ideas as for the others panels i need. Here's what i've done: EDIT:*EDIT* what i'm trying to do is fix a board panel for the game according to the dimensions of the it,hold every square in an array in order to use it after wherever it;s needed. I draw each little square of it with the method draw and put it back to the panel. So, each square on the board is a panel. This is the idea. But as u can see. There are troubles/errors on it. EDIT: code updated. just found a part of the problem. i thought first that i had set background to squared, but i didnt. with this one it appears on the panel a wide black "column". Unfortunately,still none squares. :( One More EDIT: Also,i realized that draw method is never called. when i put the draw method in the following method i can see the squares but they remain small. I redefine them with setSize but still no change. How can I use paint method to edit the panels properly???? As it is now it can't. Even it can't return an object(eg panel) as it's polymorphic void! /** *Method used to construct the square in the area of the *gui's grid. In this stage a GUISquare array is being constructed, * used in the whole game as *a mean of changing a square graphical state. *@param squares is the squares array from whom the gui grid will be *constructed. *@see getSquare about the correspondance beetween a squareModel and * a GUISquare. */ private void initBoardPanel(SquareModel[][] squares){ BoardPanel.setLayout(new GridLayout(height ,width )); //set layout SquareRenderer[][] Squares; JPanel[][] grid; Squares=new GUISquare[height][width()]; grid=new JPanel[height()][width()]; for (int i=0; i<height(); i++){ for (int j=0; j<width() ; j++){ SquareRenderer kou=new SquareRenderer(i,j); kou.setSquare(myGame.getSquares()[i][j]); //NOTE: THE FOLLOWING DRAW METHOD CANT BE CALLED!!!? if (myGame.getSquares()[i][j] instanceof SimpleSq ){ kou .paintPanel(i,j,"");} else if (myGame.getSquares()[i][j] instanceof ActionSq ) { kou .paintPanel(i,j); } //JUST BECAUSE DRAW CANT BE CALLED I PUT ITS CODE HERE: //JUST TO CHECK: JPanel panel = new JPanel(); panel.setLayout(new BorderLayout()); JLabel label1 = new JLabel("Move To "+myGame.getSquares()[i][j].getGoTo()); JLabel label2 = new JLabel(""+myGame.getSquares()[i][j].getSquare()); panel.setBackground(Color.ORANGE); panel.add(label2, BorderLayout.NORTH); panel.add(label1, BorderLayout.CENTER); panel.setSize(250,250); ///////// <--until here ---paint method<--- kou.add(panel); kou.setVisible(true); kou.setBackground(Color.BLACK); Squares[i][j]= kou; BoardPanel.add(kou); BoardPanel.setVisible(true); BoardPanel.setBackground(Color.WHITE); } } this.add(BoardPanel,BorderLayout.WEST); // this.pack(); //sets appropriate size for frame this.setVisible(true); //makes frame visible } IMPLEMENTED BY SQUARERENDERER: /** * Transformer for Snake/Ladder * <br>This method is used to display a square on the screen. */ public void paintPanel(int i,int j) { JPanel panel = new JPanel(); panel.setLayout(new BorderLayout()); JLabel label1 = new JLabel("Move To"+myGame.getSquares()[i][j].getGoTo()); JLabel label2 = new JLabel(""+myGame.getSquares()[i][j].getSquare()); JSeparator CellSeparator = new JSeparator(orientation); panel.add(CellSeparator); panel.setForeground(Color.ORANGE); panel.add(label2, BorderLayout.NORTH); panel.add(label1, BorderLayout.CENTER); }

    Read the article

  • CSS Rollovers: how to maintain "hit area" size when hidden image is larger than anchor area

    - by nukefusion
    I have a small problem and I don't think what I want to do can be achieved with just pure CSS, but I figured I'd ask anyway. Basically, I have one DIV which contains a hyperlinked element that is smaller in size to it's parent DIV. So in effect I have a square within a square with the inner square being the "hit area". When I mouse over this inner square I want the background of the outer square to change. I know it's not possible to change the parent DIV's background on a:hover, but I figured I could give the illusion of it happening by nesting a hidden image inside the anchor. This works great until I want to "roll off". The problem is that I want the image to disappear when I leave the area of the anchor tag, not the larger hidden image. Is this possible? For the benefit of everyone I've provided an example to demonstrate what I mean: <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml"> <head> <meta content="text/html; charset=utf-8" http-equiv="Content-Type" /> <title>Test Rollover</title> <link href="main.css" rel="stylesheet" type="text/css" /> </head> <body> <div id="d1"> <a href="#nogo"> <b id="b1"></b> <b id="b2"></b> </a> </div> </body> And the css: #b1 { width: 200px; height: 200px; top: 100px; left: 100px; background-color:aqua; position: absolute; z-index: 100; } #b2 { width: 400px; height: 400px; background-color:lime; position: absolute; display: none; z-index: 90; } #d1 { width: 400px; height: 400px; background-color:fuchsia; position: relative; } #d1 a:hover #b2 { display: block; } In this example I want the green outer square to disappear when I leave the bounds of the hidden inner blue square.

    Read the article

  • Java: Detecting image format, resize (scale) and save as JPEG

    - by BoDiE2003
    This is the code I have, it actually works, not perfectly but it does, the problem is that the resized thumbnails are not pasting on the white Drawn rectangle, breaking the images aspect ratio, here is the code, could someone suggest me a fix for it, please? Thank you import java.awt.Color; import java.awt.Graphics2D; import java.awt.Image; import java.awt.RenderingHints; import java.awt.geom.Rectangle2D; import java.awt.image.BufferedImage; import java.io.BufferedInputStream; import java.io.ByteArrayInputStream; import java.io.ByteArrayOutputStream; import java.io.IOException; import java.io.InputStream; import javax.imageio.ImageIO; import org.apache.commons.logging.Log; import org.apache.commons.logging.LogFactory; public class ImageScalerImageIoImpl implements ImageScaler { private static final String OUTPUT_FORMAT_ID = "jpeg"; // Re-scaling image public byte[] scaleImage(byte[] originalImage, int targetWidth, int targetHeight) { try { InputStream imageStream = new BufferedInputStream( new ByteArrayInputStream(originalImage)); Image image = (Image) ImageIO.read(imageStream); int thumbWidth = targetWidth; int thumbHeight = targetHeight; // Make sure the aspect ratio is maintained, so the image is not skewed double thumbRatio = (double)thumbWidth / (double)thumbHeight; int imageWidth = image.getWidth(null); int imageHeight = image.getHeight(null); double imageRatio = (double)imageWidth / (double)imageHeight; if (thumbRatio < imageRatio) { thumbHeight = (int)(thumbWidth / imageRatio); } else { thumbWidth = (int)(thumbHeight * imageRatio); } // Draw the scaled image BufferedImage thumbImage = new BufferedImage(thumbWidth, thumbHeight, BufferedImage.TYPE_INT_RGB); System.out.println("Thumb width Buffered: " + thumbWidth + " || Thumb height Buffered: " + thumbHeight); Graphics2D graphics2D = thumbImage.createGraphics(); // Use of BILNEAR filtering to enable smooth scaling graphics2D.setRenderingHint(RenderingHints.KEY_INTERPOLATION, RenderingHints.VALUE_INTERPOLATION_BILINEAR); // graphics2D.drawImage(image, 0, 0, thumbWidth, thumbHeight, null); // White Background graphics2D.setPaint(Color.WHITE); graphics2D.fill(new Rectangle2D.Double(0, 0, targetWidth, targetHeight)); graphics2D.fillRect(0, 0, targetWidth, targetHeight); System.out.println("Target width: " + targetWidth + " || Target height: " + targetHeight); // insert the resized thumbnail between X and Y of the image graphics2D.drawImage(image, 0, 0, thumbWidth, thumbHeight, null); System.out.println("Thumb width: " + thumbWidth + " || Thumb height: " + thumbHeight); // Write the scaled image to the outputstream ByteArrayOutputStream out = new ByteArrayOutputStream(); ImageIO.write(thumbImage, OUTPUT_FORMAT_ID, out); return out.toByteArray(); } catch (IOException ioe) { throw new ImageResizingException(ioe); } } }

    Read the article

  • Core Animation performance on iphone

    - by nico
    I'm trying to do some animations using Core Animation on the iphone. I'm using CABasicAnimation on CALayer. It's a straight forward animation from a random place at the top of the screen to the bottom of the screen at random speed, I have 30 elements that doing the same animation continuously until another action happens. But the performance on the iPhone 3G is very sluggish when the animations start. The image is only 8k. Is this the right approach? How should I change so it performs better. // image cached somewhere else. CGImageRef imageRef = [[UIImage imageWithContentsOfFile:[[NSBundle mainBundle] pathForResource:name ofType:@"png"]] CGImage]; - (void)animate:(NSTimer *)timer { int startX = round(radom() % 320); float speed = 1 / round(random() % 100 + 2); CALayer *layer = [CALayer layer]; layer.name = @"layer"; layer.contents = imageRef; // cached image layer.frame = CGRectMake(0, 0, CGImageGetWidth(imageRef), CGImageGetHeight(imageRef)); int width = layer.frame.size.width; int height = layer.frame.size.height; layer.frame = CGRectMake(startX, self.view.frame.origin.y, width, height); [effectLayer addSublayer:layer]; CGPoint start = CGPointMake(startX, 0); CGPoint end = CGPointMake(startX, self.view.frame.size.height); float repeatCount = 1e100; CABasicAnimation *animation = [CABasicAnimation animationWithKeyPath:@"position"]; animation.delegate = self; animation.fromValue = [NSValue valueWithCGPoint:start]; animation.toValue = [NSValue valueWithCGPoint:end]; animation.duration = speed; animation.repeatCount = repeatCount; animation.autoreverses = NO; animation.removedOnCompletion = YES; animation.fillMode = kCAFillModeForwards; [layer addAnimation:animation forKey:@"position"]; } The animations are fired off using a NSTimer. animationTimer = [NSTimer timerWithTimeInterval:0.2 target:self selector:@selector(animate:) userInfo:nil repeats:YES]; [[NSRunLoop currentRunLoop] addTimer:animationTimer forMode:NSDefaultRunLoopMode];

    Read the article

  • How to play small sound file continuously in Silverlight?

    - by ash
    Hello, I have two questions regarding Silverlight's SoundPlay action and properties. My scenario is like: I have two story board: The first story board has an image and a sound file; when the silverlight application gets loaded, the sound starts to play automatically, but if someone clicks the image, the sound file will stop and the second storyboard will start with a new sound file. 1) My first question is how to stop the first sound file of first story board when the second story board starts with the second sound file. 2) My second question is how to play a sound file continuously; for example, in Silverlight we can play a story board continuously with RepeatBehavior="Forever"; but I cannot find a way to play my 10 second sound file forever or continuously. Note: I have attached a small XAML file to show what I am talking about; I am also stating that if instead of an image file, if there were a button, then I can stop the first music file after I click the button and start my second story board with a new sound file, but I would like to use image file instead of a button. Is it possible? If it is, how to do it? Therefore, please answer my following two questions or give big hint or website tutorial links on 1) How to stop the first sound file of first story board when the second story board starts with the second sound file ( When the clickable element is an image instead of a button) 2) How to play a 10 second sound file continuously? ............Code Snippet...................... XAML ............ <Grid x:Name="LayoutRoot" Background="Red"> <Button HorizontalAlignment="Left" Margin="212,0,0,111" VerticalAlignment="Bottom" Width="75" Content="Button" Click="onClick"/> <MediaElement x:Name="sound2_mp3" Height="0" HorizontalAlignment="Left" Margin="105,230,0,0" VerticalAlignment="Top" Width="0" Source="/sound2.mp3" Stretch="Fill"/> <MediaElement x:Name="sound1_mp1" Height="0" HorizontalAlignment="Left" Margin="190,164,0,0" VerticalAlignment="Top" Width="0" Source="/sound1.mp3" Stretch="Fill" AutoPlay="False"/> </Grid> ..................................................................................................................................................................................................................... using System; using System.Windows; using System.Windows.Controls; using System.Windows.Documents; using System.Windows.Ink; using System.Windows.Input; using System.Windows.Media; using System.Windows.Media.Animation; using System.Windows.Shapes; namespace testPrj { public partial class MainPage : UserControl { public MainPage() { // Required to initialize variables InitializeComponent(); } private void onClick(object sender, System.Windows.RoutedEventArgs e) { Storyboard1.Stop(); sound2_mp3.Stop(); sound1_mp1.Play(); } } } ...................................................................................................

    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

  • Delphi / MySql : Problems escaping strings

    - by mawg
    N00b here, having problems escaping strings. I used the QuotedStr() function - shouldn't that be enough. Unfortunately, the string that I am trying to quote is rather messy, but I will post it here in case anyone wants to paste it into WinMerge or KDiff3, etc. I am trying to store an entire Delphi form into the database, rather than into a .DFM file. It has only one field, a TEdit edit box. The debugger shows the form as text as 'object Form1: TScriptForm'#$D#$A' Left = 0'#$D#$A' Top = 0'#$D#$A' Align = alClient'#$D#$A' BorderStyle = bsNone'#$D#$A' ClientHeight = 517'#$D#$A' ClientWidth = 993'#$D#$A' Color = clBtnFace'#$D#$A' Font.Charset = DEFAULT_CHARSET'#$D#$A' Font.Color = clWindowText'#$D#$A' Font.Height = -11'#$D#$A' Font.Name = 'MS Sans Serif''#$D#$A' Font.Style = []'#$D#$A' OldCreateOrder = False'#$D#$A' SaveProps.Strings = ('#$D#$A' 'Visible=False')'#$D#$A' PixelsPerInch = 96'#$D#$A' TextHeight = 13'#$D#$A' object Edit1: TEdit'#$D#$A' Left = 192'#$D#$A' Top = 64'#$D#$A' Width = 121'#$D#$A' Height = 21'#$D#$A' TabOrder = 8'#$D#$A' end'#$D#$A'end'#$D#$A before calling QuotedStr() and ''object Form1: TScriptForm'#$D#$A' Left = 0'#$D#$A' Top = 0'#$D#$A' Align = alClient'#$D#$A' BorderStyle = bsNone'#$D#$A' ClientHeight = 517'#$D#$A' ClientWidth = 993'#$D#$A' Color = clBtnFace'#$D#$A' Font.Charset = DEFAULT_CHARSET'#$D#$A' Font.Color = clWindowText'#$D#$A' Font.Height = -11'#$D#$A' Font.Name = ''MS Sans Serif'''#$D#$A' Font.Style = []'#$D#$A' OldCreateOrder = False'#$D#$A' SaveProps.Strings = ('#$D#$A' ''Visible=False'')'#$D#$A' PixelsPerInch = 96'#$D#$A' TextHeight = 13'#$D#$A' object Edit1: TEdit'#$D#$A' Left = 192'#$D#$A' Top = 64'#$D#$A' Width = 121'#$D#$A' Height = 21'#$D#$A' TabOrder = 8'#$D#$A' end'#$D#$A'end'#$D#$A''' afterwards. The strange thing is that my complete command 'INSERT INTO designerFormDfm(designerFormDfmText) VALUES ("'object Form1: TScriptForm'#$D#$A' Left = 0'#$D#$A' Top = 0'#$D#$A' Align = alClient'#$D#$A' BorderStyle = bsNone'#$D#$A' ClientHeight = 517'#$D#$A' ClientWidth = 993'#$D#$A' Color = clBtnFace'#$D#$A' Font.Charset = DEFAULT_CHARSET'#$D#$A' Font.Color = clWindowText'#$D#$A' Font.Height = -11'#$D#$A' Font.Name = ''MS Sans Serif'''#$D#$A' Font.Style = []'#$D#$A' OldCreateOrder = False'#$D#$A' SaveProps.Strings = ('#$D#$A' ''Visible=False'')'#$D#$A' PixelsPerInch = 96'#$D#$A' TextHeight = 13'#$D#$A' object Edit1: TEdit'#$D#$A' Left = 192'#$D#$A' Top = 64'#$D#$A' Width = 121'#$D#$A' Height = 21'#$D#$A' TabOrder = 8'#$D#$A' end'#$D#$A'end'#$D#$A''");' executes in a MySql console, but not from Delphi, where I pass that command as parameter command to a function which ADOCommand.CommandText := command; ADOCommand.CommandType := cmdText; ADOCommand.Execute(); I can only assume that I am having problems escpaing sequences which contain single quotes (and QuotedStr() doesn't seem to escape backslahes(?!)) What am I doing that is obviously, glaringly wrong?

    Read the article

  • how to refresh list of photos after uploadify jquery

    - by robert
    hello, I want to do a sort of photo editor, i use uploadify to upload images here are my files: http://www.mediafire.com/?nddjyzyygj5 the problem is: after upload the images i dinamicaly generate a thumb .. When I click on it it show me the large pictures in another page, i want to show the picture in a div or a paragraf! after I refresh the page is working! why? from my php script i recive only the image name (response) after UploadifyComplete i append this: jQuery("#" + jQuery(this).attr('id') + ID).html('<a href="uploads/' + response + '"><img width="60px" height="60px" src="uploads/' + response + '" alt="' + response + '" /></a>'); to this: jQuery(queue).append('<li class="uploadifyQueueItem">\ <span class="fileName">' + fileName + ' (' + byteSize + suffix + ')</span>\ <div class="uploadifyProgress">\ <div id="' + jQuery(this).attr('id') + ID + 'ProgressBar" class="uploadifyProgressBar"><!--Progress Bar--></div>\ </div>\ </li>'); } and the result will be: <div class="uploadifyQueue"> <ul id="mainftpQueue"> <li class="uploadifyQueueItem"> <a href="uploads/Winter.jpg"><img height="60px" width="60px" alt="Winter.jpg" src="uploads/Winter.jpg"></a> </li> </ul> </div> i putt all the images in 1 php array after all images uploaded i want to refresh the div where this code is: <div class="uploadifyQueue"> <?php if ($_SESSION['files']){ print '<ul id="mainftpQueue">'."\n"; foreach($_SESSION['files'] as $image ): print '<li class="uploadifyQueueItem">'."\n"; print '<a href="uploads/'.$image.'"><img height="60px" width="60px" alt="'.$image.'" src="uploads/'.$image.'"></a>'."\n"; print "</li>\n"; endforeach; print "</ul>\n"; } ?> </div> i try with: $('#mainftpQueue').load(location.href+" #mainftpQueue>*",""); $('#mainftpQueue').load("/ #mainftpQueue li"); buth no succes sorry 4 my bad english.. if any 1 can edit this thanks

    Read the article

  • Create an grid array...

    - by Anicho
    Okay so I am looking to create a grided array in OGRE3D game engine but the array is generic my array skills are pretty basic and need work so I am posting this just to be sure I am doing this correctly. #define GRIDWIDTH 10 #define GRIDHEIGHT 10 int myGrid [HEIGHT][WIDTH]; int n,m; int main () { for (n=0;n<HEIGHT;n++) for (m=0;m<WIDTH;m++) { jimmy[n][m]=(n+1)*(m+1); } return 0; } I am assuming the above will return: 1 2 3 4 5 6 7 8 9 10 1 2 3 4 5 6 7 8 9 10 Then I can assign each point in the array to a valid node in OGRE3D to create a grid in 3D view would this work? Just need to tell me if I am doing it right or wrong dont need the ogre3d code....

    Read the article

  • CSS - changing the font color for a from select option in firefox

    - by Mick
    I'm building a website for my church, and I'm teaching myself all about web design along the way. http://www.wilmingtonchurchofgod.org/contact_us.html is the link where you can see my issue. If you look at that page in firefox, and you click the select part of the form (next to, "Who would you like to contact?") you will see that when you hover over a choice, the font is white. I have tried various things to fix this, but can't find a solution. This seems to be specific to Firefox. Here is the relevant CSS. input, textarea, select, option{ padding: 6px; border: solid 1px #E5E5E5; outline: 0; font: normal 13px/100% Verdana, Tahoma, sans-serif; width: 200px; background: #FFFFFF url(images/from-grad.jpg) left top repeat-x; background: -webkit-gradient(linear, left top, left 25, from(#FFFFFF), color-stop(4%, #EEEEEE), to(#FFFFFF)); background: -moz-linear-gradient(top, #FFFFFF, #EEEEEE 1px, #FFFFFF 25px); box-shadow: rgba(0,0,0, 0.15) 0px 0px 8px; -moz-box-shadow: rgba(0,0,0, 0.15) 0px 0px 8px; -webkit-box-shadow: rgba(0,0,0, 0.15) 0px 0px 8px; } option{ padding:0px; } textarea { width: 400px; max-width: 400px; height: 150px; line-height: 150%; } input:hover, textarea:hover, input:focus, textarea:focus{ border-color: #C9C9C9; -webkit-box-shadow: rgba(0, 0, 0, 0.15) 0px 0px 8px; -moz-box-shadow: rgba(0,0,0, 0.15) 0px 0px 8px; } option:hover, option:focus, select:hover, select:focus { color: black; border-color: #C9C9C9; -webkit-box-shadow: rgba(0, 0, 0, 0.15) 0px 0px 8px; -moz-box-shadow: rgba(0,0,0, 0.15) 0px 0px 8px; } Another side note is that I can't get any background gradient at all to show up on Google Chome (yet it does on Safari and they are supposed to use the same kit?) Any help with these two things would be greatly appreciated.

    Read the article

  • Canvas element covering the entire screen?

    - by Stefan Kendall
    I'm trying to use <canvas> in iPhone Safari, and if I place the element in the body, there are unused pixels to the left and top of the element. I tried specifying margin:0;padding:0 with CSS to no avail. What's going on here? <html> <head> $(document).ready(function() { $('#screen').attr("height", $(window).height() ); $('#screen').attr("width", $(window).width() ); //prevent scrolling $(document).bind('touchstart touchmove', function(e) { e.preventDefault(); }); }); </script> </head> <body> <canvas id = "screen"> </canvas> </body> </html>

    Read the article

  • CSS Problem, fixed contentarea with left and right sidebar?

    - by mathiregister
    Hey guys, i really need your help with a CSS-Layout. I tried a few time, however i've no chance (and actually no idea how) to solve it. Moreover I don't even know if it's possible the way I want it! The #mainContent should always be centered horizontally in the browserwindow. It should be 1024px in width and a 100% of the windowheight. Now the difficult part. I need two divs, one on the left side, one on the right side of the #mainContent. Both should be 100% in height, but should ALWAYS have the rest of the browserwindow. If the browserwindow has only 1024px in width #navLeft and #navRight are invisible. Is that even possible, if so, HOW? thank you

    Read the article

< Previous Page | 214 215 216 217 218 219 220 221 222 223 224 225  | Next Page >