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  • Scaling MKMapView Annotations relative to the zoom level

    - by Jonathan
    The Problem I'm trying to create a visual radius circle around a annonation, that remains at a fixed size in real terms. Eg. So If i set the radius to 100m, as you zoom out of the Map view the radius circle gets progressively smaller. I've been able to achieve the scaling, however the radius rect/circle seems to "Jitter" away from the Pin Placemark as the user manipulates the view. The Manifestation Here is a video of the behaviour. The Implementation The annotations are added to the Mapview in the usual fashion, and i've used the delegate method on my UIViewController Subclass (MapViewController) to see when the region changes. -(void)mapView:(MKMapView *)pMapView regionDidChangeAnimated:(BOOL)animated{ //Get the map view MKCoordinateRegion region; CGRect rect; //Scale the annotations for( id<MKAnnotation> annotation in [[self mapView] annotations] ){ if( [annotation isKindOfClass: [Location class]] && [annotation conformsToProtocol:@protocol(MKAnnotation)] ){ //Approximately 200 m radius region.span.latitudeDelta = 0.002f; region.span.longitudeDelta = 0.002f; region.center = [annotation coordinate]; rect = [[self mapView] convertRegion:foo toRectToView: self.mapView]; if( [[[self mapView] viewForAnnotation: annotation] respondsToSelector:@selector(setRadiusFrame:)] ){ [[[self mapView] viewForAnnotation: annotation] setRadiusFrame:rect]; } } } The Annotation object (LocationAnnotationView)is a subclass of the MKAnnotationView and it's setRadiusFrame looks like this -(void) setRadiusFrame:(CGRect) rect{ CGPoint centerPoint; //Invert centerPoint.x = (rect.size.width/2) * -1; centerPoint.y = 0 + 55 + ((rect.size.height/2) * -1); rect.origin = centerPoint; [self.radiusView setFrame:rect]; } And finally the radiusView object is a subclass of a UIView, that overrides the drawRect method to draw the translucent circles. setFrame is also over ridden in this UIView subclass, but it only serves to call [UIView setNeedsDisplay] in addition to [UIView setFrame:] to ensure that the view is redrawn after the frame has been updated. The radiusView object's (CircleView) drawRect method looks like this -(void) drawRect:(CGRect)rect{ //NSLog(@"[CircleView drawRect]"); [self setBackgroundColor:[UIColor clearColor]]; //Declarations CGContextRef context; CGMutablePathRef path; //Assignments context = UIGraphicsGetCurrentContext(); path = CGPathCreateMutable(); //Alter the rect so the circle isn't cliped //Calculate the biggest size circle if( rect.size.height > rect.size.width ){ rect.size.height = rect.size.width; } else if( rect.size.height < rect.size.width ){ rect.size.width = rect.size.height; } rect.size.height -= 4; rect.size.width -= 4; rect.origin.x += 2; rect.origin.y += 2; //Create paths CGPathAddEllipseInRect(path, NULL, rect ); //Create colors [[self areaColor] setFill]; CGContextAddPath( context, path); CGContextFillPath( context ); [[self borderColor] setStroke]; CGContextSetLineWidth( context, 2.0f ); CGContextSetLineCap(context, kCGLineCapSquare); CGContextAddPath(context, path ); CGContextStrokePath( context ); CGPathRelease( path ); //CGContextRestoreGState( context ); } Thanks for bearing with me, any help is appreciated. Jonathan

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  • How does a template class inherit another template class?

    - by hkBattousai
    I have a "SquareMatrix" template class which inherits "Matrix" template class, like below: SquareMatrix.h: #ifndef SQUAREMATRIX_H #define SQUAREMATRIX_H #include "Matrix.h" template <class T> class SquareMatrix : public Matrix<T> { public: T GetDeterminant(); }; template <class T> // line 49 T SquareMatrix<T>::GetDeterminant() { T t = 0; // Error: Identifier "T" is undefined // line 52 return t; // Error: Expected a declaration // line 53 } // Error: Expected a declaration // line 54 #endif I commented out all other lines, the files contents are exactly as above. I receive these error messages: LINE 49: IntelliSense: expected a declaration LINE 52: IntelliSense: expected a declaration LINE 53: IntelliSense: expected a declaration LINE 54: error C2039: 'GetDeterminant' : is not a member of 'SquareMatrix' LINE 54: IntelliSense: expected a declaration So, what is the correct way of inheriting a template class? And what is wrong with this code? The "Matrix" class: template <class T> class Matrix { public: Matrix(uint64_t unNumRows = 0, uint64_t unNumCols = 0); void GetDimensions(uint64_t & unNumRows, uint64_t & unNumCols) const; std::pair<uint64_t, uint64_t> GetDimensions() const; void SetDimensions(uint64_t unNumRows, uint64_t unNumCols); void SetDimensions(std::pair<uint64_t, uint64_t> Dimensions); uint64_t GetRowSize(); uint64_t GetColSize(); void SetElement(T dbElement, uint64_t unRow, uint64_t unCol); T & GetElement(uint64_t unRow, uint64_t unCol); //Matrix operator=(const Matrix & rhs); // Compiler generate this automatically Matrix operator+(const Matrix & rhs) const; Matrix operator-(const Matrix & rhs) const; Matrix operator*(const Matrix & rhs) const; Matrix & operator+=(const Matrix & rhs); Matrix & operator-=(const Matrix & rhs); Matrix & operator*=(const Matrix & rhs); T& operator()(uint64_t unRow, uint64_t unCol); const T& operator()(uint64_t unRow, uint64_t unCol) const; static Matrix Transpose (const Matrix & matrix); static Matrix Multiply (const Matrix & LeftMatrix, const Matrix & RightMatrix); static Matrix Add (const Matrix & LeftMatrix, const Matrix & RightMatrix); static Matrix Subtract (const Matrix & LeftMatrix, const Matrix & RightMatrix); static Matrix Negate (const Matrix & matrix); // TO DO: static bool IsNull(const Matrix & matrix); static bool IsSquare(const Matrix & matrix); static bool IsFullRowRank(const Matrix & matrix); static bool IsFullColRank(const Matrix & matrix); // TO DO: static uint64_t GetRowRank(const Matrix & matrix); static uint64_t GetColRank(const Matrix & matrix); protected: std::vector<T> TheMatrix; uint64_t m_unRowSize; uint64_t m_unColSize; bool DoesElementExist(uint64_t unRow, uint64_t unCol); };

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  • Creating a GraphicsPath from a semi-transparent bitmap

    - by Moozhe
    I want to create a GraphicsPath and a list of Points to form the outline of the non-transparent area of a bitmap. If needed, I can guarantee that each image has only one solid collection of nontransparent pixels. So for example, I should be able to record the points either clockwise or counter-clockwise along the edge of the pixels and perform a full closed loop. The speed of this algorithm is not important. However, the efficiency of the resulting points is semi-important if I can skip some points to reduce in a smaller and less complex GraphicsPath. I will list my current code below which works perfectly with most images. However, some images which are more complex end up with paths which seem to connect in the wrong order. I think I know why this occurs, but I can't come up with a solution. public static Point[] GetOutlinePoints(Bitmap image) { List<Point> outlinePoints = new List<Point>(); BitmapData bitmapData = image.LockBits(new Rectangle(0, 0, image.Width, image.Height), ImageLockMode.ReadOnly, PixelFormat.Format32bppArgb); byte[] originalBytes = new byte[image.Width * image.Height * 4]; Marshal.Copy(bitmapData.Scan0, originalBytes, 0, originalBytes.Length); for (int x = 0; x < bitmapData.Width; x++) { for (int y = 0; y < bitmapData.Height; y++) { byte alpha = originalBytes[y * bitmapData.Stride + 4 * x + 3]; if (alpha != 0) { Point p = new Point(x, y); if (!ContainsPoint(outlinePoints, p)) outlinePoints.Add(p); break; } } } for (int y = 0; y < bitmapData.Height; y++) { for (int x = bitmapData.Width - 1; x >= 0; x--) { byte alpha = originalBytes[y * bitmapData.Stride + 4 * x + 3]; if (alpha != 0) { Point p = new Point(x, y); if (!ContainsPoint(outlinePoints, p)) outlinePoints.Add(p); break; } } } for (int x = bitmapData.Width - 1; x >= 0; x--) { for (int y = bitmapData.Height - 1; y >= 0; y--) { byte alpha = originalBytes[y * bitmapData.Stride + 4 * x + 3]; if (alpha != 0) { Point p = new Point(x, y); if (!ContainsPoint(outlinePoints, p)) outlinePoints.Add(p); break; } } } for (int y = bitmapData.Height - 1; y >= 0; y--) { for (int x = 0; x < bitmapData.Width; x++) { byte alpha = originalBytes[y * bitmapData.Stride + 4 * x + 3]; if (alpha != 0) { Point p = new Point(x, y); if (!ContainsPoint(outlinePoints, p)) outlinePoints.Add(p); break; } } } // Added to close the loop outlinePoints.Add(outlinePoints[0]); image.UnlockBits(bitmapData); return outlinePoints.ToArray(); } public static bool ContainsPoint(IEnumerable<Point> points, Point value) { foreach (Point p in points) { if (p == value) return true; } return false; } And when I turn the points into a path: GraphicsPath outlinePath = new GraphicsPath(); outlinePath.AddLines(_outlinePoints); Here's an example showing what I want. The red outline should be an array of points which can be made into a GraphicsPath in order to perform hit detection, draw an outline pen, and fill it with a brush.

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  • adv. styling list with css

    - by Ayrton
    Hi I need to style a regular html list like the following picture: as you see each each list item has a padding on the sides and a top&bottom border. When hovered the border has a width of 100% of the <ul> item. Now the problem actually is: when you give each <li> element a top & bottom border I have a border of 2 px between each element (bottom border from the first element and the top border from the second element), I don't want that however I do not know any solution for this. my html: <div id="tab_top" class="tab"> <div class="bottom"> <div class="cont"> <ul> <li><a href="#">Here’s a Sample Post <span class="ct">32</span></a></li> <li><a href="#">Here’s a Sample Post <span class="ct">32</span></a></li> <li><a href="#">Here’s a Sample Post <span class="ct">32</span></a></li> <li><a href="#">Here’s a Sample Post <span class="ct">32</span></a></li> <li><a href="#">Here’s a Sample Post <span class="ct">32</span></a></li> <li><a href="#">Here’s a Sample Post <span class="ct">32</span></a></li> <li><a href="#">Here’s a Sample Post <span class="ct">32</span></a></li> </ul> </div> </div> </div> my css: #tabs .tab div.cont ul li a{line-height:30px; height:30px; color:#3ca097; display:block; padding-left:11px; padding-right:13px; width:259px;} #tabs .tab div.cont ul li a span.ct{float:right;background:url(images/count_comments.gif) no-repeat left top; height:13px; padding-left:16px; margin-top:10px; line-height:12px;} #tabs .tab div.cont ul li a:hover{color:#fff; background-color:#6fd2c8; border-top:1px solid #7db9b2; border-bottom:1px solid #7db9b2; height:28px; line-height:28px;} #tabs .tab div.cont ul li a:hover span.ct{background-position:left bottom; color:#23665f; margin-top:9px;} I would be pleased if you can help me Yours truthfully

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  • Problem with Freetype and OpenGL

    - by Morgan
    Hey, i'm having a weird issue with drawing text in openGL loaded with the Freetype 2 library. Here is a screenshot of what I'm seeing. http://img203.imageshack.us/img203/3316/freetypeweird.png Here are my code bits for loading and rendering my text. class Font { Font(const String& filename) { if (FT_New_Face(Font::ftLibrary, "arial.ttf", 0, &mFace)) { cout << "UH OH!" << endl; } FT_Set_Char_Size(mFace, 16 * 64, 16 * 64, 72, 72); } Glyph* GetGlyph(const unsigned char ch) { if(FT_Load_Char(mFace, ch, FT_LOAD_RENDER)) cout << "OUCH" << endl; FT_Glyph glyph; if(FT_Get_Glyph( mFace->glyph, &glyph )) cout << "OUCH" << endl; FT_BitmapGlyph bitmap_glyph = (FT_BitmapGlyph)glyph; Glyph* thisGlyph = new Glyph; thisGlyph->buffer = bitmap_glyph->bitmap.buffer; thisGlyph->width = bitmap_glyph->bitmap.width; thisGlyph->height = bitmap_glyph->bitmap.rows; return thisGlyph; } }; The relevant glyph information (width, height, buffer) is stored in the following struct struct Glyph { GLubyte* buffer; Uint width; Uint height; }; And finally, to render it, I have this class called RenderFont. class RenderFont { RenderFont(Font* font) { mTextureIds = new GLuint[128]; mFirstDisplayListId=glGenLists(128); glGenTextures( 128, mTextureIds ); for(unsigned char i=0;i<128;i++) { MakeDisplayList(font, i); } } void MakeDisplayList(Font* font, unsigned char ch) { Glyph* glyph = font->GetGlyph(ch); glBindTexture( GL_TEXTURE_2D, mTextureIds[ch]); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, glyph->width, glyph->height, 0, GL_ALPHA, GL_UNSIGNED_BYTE, glyph->buffer); glNewList(mFirstDisplayListId+ch,GL_COMPILE); glBindTexture(GL_TEXTURE_2D, mTextureIds[ch]); glBegin(GL_QUADS); glTexCoord2d(0,1); glVertex2f(0,glyph->height); glTexCoord2d(0,0); glVertex2f(0,0); glTexCoord2d(1,0); glVertex2f(glyph->width,0); glTexCoord2d(1,1); glVertex2f(glyph->width,glyph->height); glEnd(); glTranslatef(16, 0, 0); glEndList(); } void Draw(const String& text, Uint size, const TransformComponent* transform, const Color32* color) { glEnable(GL_TEXTURE_2D); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glTranslatef(100, 250, 0.0f); glListBase(mFirstDisplayListId); glCallLists(text.length(), GL_UNSIGNED_BYTE, text.c_str()); glDisable(GL_TEXTURE_2D); glDisable(GL_BLEND); glLoadIdentity(); } private: GLuint mFirstDisplayListId; GLuint* mTextureIds; }; Can anybody see anything weird going on here that would cause the garbled text? It's strange because if I change the font size, or the DPI, then some of the letters that display correctly become garbled, and other letters that were garbled before then display correctly.

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  • Java - Problem when Resizing a JInternalFrame

    - by Amokrane
    Hi, In a previous SO question, I was talking about somes issues dealing with my MDI architecture. I have now another problem, when resizing my JInternalFrame. Here is a short video that illustrates the problem. I have a class: Cadre which is basically my JInternalFrame. public class Cadre extends JInternalFrame { /** Largeur par d'une fenêtre interne */ private int width; /** Hauteur d'une fenêtre interne */ private int height; /** Titre d'une fenêtre interne */ private String title; /** Toile associée à la fenêtre interne */ private Toile toile; /** Permet de compter le nombre de fenêtres internes ouvertes */ static int frameCount = 0; /** Permet de décaler les fenêtres internes à l'ouverture */ static final int xDecalage = 30, yDecalage = 30; public Cadre() { super("Form # " + (++frameCount), true, //resizable true, //closable true, //maximizable true);//iconifiable // Taille de la fenêtre interne par défaut width = 500; height = 500; // Titre par défaut title = "Form # " + (frameCount); // On associe une nouvelle toile à la fenêtre toile = new Toile(); this.setContentPane(toile); // On spécifie le titre this.setTitle(title); // Taille de chaque form par défaut this.setSize(width, height); // Permet d'ouvrir les frames de manière décalée par rapport à la dernière ouverte this.setLocation(xDecalage * frameCount, yDecalage * frameCount); } } And this is the JFrame that contains all the JInternalFrame(s): public class Fenetre extends JFrame { /** Titre de la fenêtre principale */ private String title; /** Largeur de la fenêtre */ private int width; /** Hauteur de la fenêtre */ private int height; /** Le menu */ private Menu menu; /** La barre d'outils */ private ToolBox toolBox; /** La zone contenant les JInternalFrame */ private JDesktopPane planche; /** Le pannel comportant la liste des formes à dessiner*/ private Pannel pannel; /** La liste de fenêtres ouvertes */ private static ArrayList<Cadre> cadres; public Fenetre(String inTitle, int inWidth, int inHeight) { // lecture de la taille de la frame width = inWidth; height = inHeight; // lecture du titre de la fenêtre title = inTitle; // On spécifie la taille de la fenêtre ainsi que le titre this.setSize(width, height); this.setTitle(title); // Initialisations des listes de cadres cadres = new ArrayList<Cadre>(); // Instanciation de la fenêtre this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); // On définit un layout pour notre frame this.setLayout(new BorderLayout()); // On crée la zone supérieure : Menu + ToolBar JPanel banniere = new JPanel(); banniere.setLayout(new BorderLayout()); // Instanciation d'un menu menu = new Menu(this); this.setJMenuBar(menu); // En haut la ToolBox toolBox = new ToolBox(); this.add(toolBox, BorderLayout.NORTH); // Ajout du pannel à gauche pannel = new Pannel(); this.add(pannel, BorderLayout.WEST); **// Intialisation de la planche de dessin planche = new JDesktopPane(); // On ajoute une Internal frame à notre desktop pane Cadre cadre = new Cadre(); cadre.setVisible(true); planche.add(cadre); try { cadre.setSelected(true); } catch (PropertyVetoException e) { e.printStackTrace(); }** // Pour faire en sorte que le déplacement soit "nice" planche.setDragMode(JDesktopPane.OUTLINE_DRAG_MODE); // On ajoute le nouveau cadre crée à la liste des cadres cadres.add(cadre); // Le contenu principal de la fenêtre est la planche contenant les différentes JInternalFrame this.getContentPane().add(planche); this.setVisible(true); } } So as you can see, I have declared a: JDesktopPane inside the main JFrame of my application. Any idea how to solve this? Thank you!

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  • using xml type attribute for derived complex types

    - by David Michel
    Hi All, I'm trying to get derived complex types from a base type in an xsd schema. it works well when I do this (inspired by this): xml file: <person xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:type="Employee"> <name>John</name> <height>59</height> <jobDescription>manager</jobDescription> </person> xsd file: <xs:element name="person" type="Person"/> <xs:complexType name="Person" abstract="true"> <xs:sequence> <xs:element name= "name" type="xs:string"/> <xs:element name= "height" type="xs:double" /> </xs:sequence> </xs:complexType> <xs:complexType name="Employee"> <xs:complexContent> <xs:extension base="Person"> <xs:sequence> <xs:element name="jobDescription" type="xs:string" /> </xs:sequence> </xs:extension> </xs:complexContent> </xs:complexType> However, if I want to have the person element inside, for example, a sequence of another complex type, it doesn't work anymore: xml: <staffRecord> <company>mycompany</company> <dpt>sales</dpt> <person xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:type="Employee"> <name>John</name> <height>59</height> <jobDescription>manager</jobDescription> </person> </staffRecord> xsd file: <xs:element name="staffRecord"> <xs:complexType> <xs:sequence> <xs:element name="company" type="xs:string"/> <xs:element name="dpt" type="xs:string"/> <xs:element name="person" type="Person"/> <xs:complexType name="Person" abstract="true"> <xs:sequence> <xs:element name= "name" type="xs:string"/> <xs:element name= "height" type="xs:double" /> </xs:sequence> </xs:complexType> <xs:complexType name="Employee"> <xs:complexContent> <xs:extension base="Person"> <xs:sequence> <xs:element name="jobDescription" type="xs:string" /> </xs:sequence> </xs:extension> </xs:complexContent> </xs:complexType> </xs:sequence> </xs:complexType> </xs:element> When validating the xml with that schema with xmllint (under linux), I get this error message then: config.xsd:12: element complexType: Schemas parser error : Element '{http://www.w3.org/2001/XMLSchema}sequence': The content is not valid. Expected is (annotation?, (element | group | choice | sequence | any)*). WXS schema config.xsd failed to compile Any idea what is wrong ? David

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  • wpf display staggered content

    - by Chris Cap
    I am trying to display a rather dynamic list of data in WPF. I have essentially a LineItem class that contains a list of strings and a line type. The line type separates different categories of line items. All line items with the same type should be displayed the same and their data should line up. For example, this list will contain an order summary. And the there will be a line type that represents something with a width and height. The width and height must line up vertically. However, there may be other line types that don't have to line up vertically. I want to produce a table similar to what you see below: ------------------------------------------------------------------ | some content here | some more content here | last content here | |----------------------------------------------------------------| | some content here | | last content here | |----------------------------------------------------------------| | spanning content that is longer then most | last content here | |----------------------------------------------------------------| | some content that can span a really long distance | ------------------------------------------------------------------ I attempted to do this by creating ListView with a single column that had a datatemplate that contained a grid with a fixed number of fields and then bind to the Colspan value. Unfortunately, this didn't work. I ended up with incorrect or overlapping content anytime I tried to do a column span. Here's the XAML I was working with <ListView ItemsSource="{Binding}" > <ListView.View> <GridView> <GridViewColumn Header="Content"> <GridViewColumn.CellTemplate> <DataTemplate> <Grid> <Grid.ColumnDefinitions> <ColumnDefinition /> <ColumnDefinition /> <ColumnDefinition /> </Grid.ColumnDefinitions> <TextBlock Grid.Column="0" Grid.ColumnSpan="{Binding Path=Tokens[0].ColumnSpan}" Text="{Binding Path=Tokens[0].Content}" ></TextBlock> <TextBlock Grid.Column="1" Grid.ColumnSpan="{Binding Path=Tokens[1].ColumnSpan}" Text="{Binding Path=Tokens[1].Content}" ></TextBlock> <TextBlock Grid.Column="2" Text="{Binding Path=Tokens[2].Content}"></TextBlock> </Grid> </DataTemplate> </GridViewColumn.CellTemplate> </GridViewColumn> </GridView> </ListView.View> And here's the classes I was binding to public class DisplayLine { public LineType Linetype { get; set; } public List<Token> Tokens { get; set; } public DisplayLine() { Tokens = new List<Token>(); } } public class Token { public string Content { get; set; } public bool IsEmpty { get { return string.IsNullOrEmpty(Content); } } public int ColumnSpan { get; set; } public Token() { ColumnSpan = 1; } } Does anyone have any suggestions of maybe a way of making this work. I may be taking the wrong approach. I'm trying to avoid any solutions where I explcitily build something in the code behind as I'm using the MVVM pattern so it has to be something that I can bind from exposed through the controller. My intial plan was to create a factory and separate classes that display the data differently based on type. However, I'm struggling coming up with a strategy for this using MVVM as I really can't just build something and display it. I have toyed with the idea of making some kind of UI service class that is injected, but it would still require some pretty detailed UI information from the controller to do it's work.

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  • Deadlock problem

    - by DoomStone
    Hello i'm having a deadlock problem with the following code. It happens when i call the function getMap(). But i can't reealy see what can cause this. using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Drawing; using System.Drawing.Imaging; using System.Threading; using AForge; using AForge.Imaging; using AForge.Imaging.Filters; using AForge.Imaging.Textures; using AForge.Math.Geometry; namespace CDIO.Library { public class Polygon { List<IntPoint> hull; public Polygon(List<IntPoint> hull) { this.hull = hull; } public bool inPoly(int x, int y) { int i, j = hull.Count - 1; bool oddNodes = false; for (i = 0; i < hull.Count; i++) { if (hull[i].Y < y && hull[j].Y >= y || hull[j].Y < y && hull[i].Y >= y) { try { if (hull[i].X + (y - hull[i].X) / (hull[j].X - hull[i].X) * (hull[j].X - hull[i].X) < x) { oddNodes = !oddNodes; } } catch (DivideByZeroException e) { if (0 < x) { oddNodes = !oddNodes; } } } j = i; } return oddNodes; } public Rectangle getRectangle() { int x = -1, y = -1, width = -1, height = -1; foreach (IntPoint item in hull) { if (item.X < x || x == -1) x = item.X; if (item.Y < y || y == -1) y = item.Y; if (item.X > width || width == -1) width = item.X; if (item.Y > height || height == -1) height = item.Y; } return new Rectangle(x, y, width-x, height-y); } public Point[] getMap() { List<Point> points = new List<Point>(); lock (hull) { Rectangle rect = getRectangle(); for (int x = rect.X; x <= rect.X + rect.Width; x++) { for (int y = rect.Y; y <= rect.Y + rect.Height; y++) { if (inPoly(x, y)) points.Add(new Point(x, y)); } } } return points.ToArray(); } public float calculateArea() { List<IntPoint> list = new List<IntPoint>(); list.AddRange(hull); list.Add(hull[0]); float area = 0.0f; for (int i = 0; i < hull.Count; i++) { area += list[i].X * list[i + 1].Y - list[i].Y * list[i + 1].X; } area = area / 2; if (area < 0) area = area * -1; return area; } } }

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  • Cross Browser Issue

    - by dazedandconfused
    My background is in WinForms programming and I'm trying to branch out a bit. I'm finding cross-browser issues a frustrating barrier in general, but have a specific one that I just can't seem to work through. I want to display an image and place a semi-transparent bar across the top and bottom. This isn't my ultimate goal, of course, but it demonstrates the problem I'm having ina a relatively short code fragment so let's go with it. The sample code below displays as intended in Chrome, Safari, and Firefox. In IE8, the bar at the bottom doesn't appear at all. I've researched it for hours but just can't seem to come up with the solution. I'm sure this is some dumb rookie mistake, but gotta start somewhere. Code snippet... <!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> <title></title> <script type="text/javascript" language="javascript"> </script> <style type="text/css"> .workarea { position: relative; border: 1px solid black; background-color: #ccc; overflow: hidden; cursor: move; -moz-user-focus: normal; -moz-user-select: none; unselectable: on; } .semitransparent { filter: alpha(opacity=70); -moz-opacity: 0.7; -khtml-opacity: 0.7; opacity: 0.7; background-color: Gray; } </style> </head> <body style="width: 800px; height: 600px;"> <div id="workArea" class="workarea" style="width: 800px; height: 350px; left: 100px; top: 50px; background-color: White; border: 1px solid black;"> <img alt="" src="images/TestImage.jpg" style="left: 0px; top: 0px; border: none; z-index: 1;" /> <div id="topBar" class="semitransparent" style="position: absolute;width: 800px; height: 75px; left: 0px; top: 0px; min-height: 75px; border: none; z-index: 2;" /> <div id="bottomBar" class="semitransparent" style="position: absolute; width: 800px; height: 75px; left: 0px; top: 275px; min-height: 75px; border: none; z-index: 2;" /> </div> </body> </html>

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  • Crop circular or elliptical image from original UIImage

    - by vikas ojha
    I am working on openCV for detecting the face .I want face to get cropped once its detected.Till now I got the face and have marked the rect/ellipse around it on iPhone. Please help me out in cropping the face in circular/elliptical pattern (UIImage *) opencvFaceDetect:(UIImage *)originalImage { cvSetErrMode(CV_ErrModeParent); IplImage *image = [self CreateIplImageFromUIImage:originalImage]; // Scaling down /* Creates IPL image (header and data) ----------------cvCreateImage CVAPI(IplImage*) cvCreateImage( CvSize size, int depth, int channels ); */ IplImage *small_image = cvCreateImage(cvSize(image->width/2,image->height/2), IPL_DEPTH_8U, 3); /*SMOOTHES DOWN THYE GUASSIAN SURFACE--------:cvPyrDown*/ cvPyrDown(image, small_image, CV_GAUSSIAN_5x5); int scale = 2; // Load XML NSString *path = [[NSBundle mainBundle] pathForResource:@"haarcascade_frontalface_default" ofType:@"xml"]; CvHaarClassifierCascade* cascade = (CvHaarClassifierCascade*)cvLoad([path cStringUsingEncoding:NSASCIIStringEncoding], NULL, NULL, NULL); // Check whether the cascade has loaded successfully. Else report and error and quit if( !cascade ) { NSLog(@"ERROR: Could not load classifier cascade\n"); //return; } //Allocate the Memory storage CvMemStorage* storage = cvCreateMemStorage(0); // Clear the memory storage which was used before cvClearMemStorage( storage ); CGColorSpaceRef colorSpace; CGContextRef contextRef; CGRect face_rect; // Find whether the cascade is loaded, to find the faces. If yes, then: if( cascade ) { CvSeq* faces = cvHaarDetectObjects(small_image, cascade, storage, 1.1f, 3, 0, cvSize(20, 20)); cvReleaseImage(&small_image); // Create canvas to show the results CGImageRef imageRef = originalImage.CGImage; colorSpace = CGColorSpaceCreateDeviceRGB(); contextRef = CGBitmapContextCreate(NULL, originalImage.size.width, originalImage.size.height, 8, originalImage.size.width * 4, colorSpace, kCGImageAlphaPremultipliedLast|kCGBitmapByteOrderDefault); //VIKAS CGContextDrawImage(contextRef, CGRectMake(0, 0, originalImage.size.width, originalImage.size.height), imageRef); CGContextSetLineWidth(contextRef, 4); CGContextSetRGBStrokeColor(contextRef, 1.0, 1.0, 1.0, 0.5); // Draw results on the iamge:Draw all components of face in the form of small rectangles // Loop the number of faces found. for(int i = 0; i < faces->total; i++) { NSAutoreleasePool * pool = [[NSAutoreleasePool alloc] init]; // Calc the rect of faces // Create a new rectangle for drawing the face CvRect cvrect = *(CvRect*)cvGetSeqElem(faces, i); // CGRect face_rect = CGContextConvertRectToDeviceSpace(contextRef, // CGRectMake(cvrect.x * scale, cvrect.y * scale, cvrect.width * scale, cvrect.height * scale)); face_rect = CGContextConvertRectToDeviceSpace(contextRef, CGRectMake(cvrect.x*scale, cvrect.y , cvrect.width*scale , cvrect.height*scale*1.25 )); facedetectapp=(FaceDetectAppDelegate *)[[UIApplication sharedApplication]delegate]; facedetectapp.grabcropcoordrect=face_rect; NSLog(@" FACE off %f %f %f %f",facedetectapp.grabcropcoordrect.origin.x,facedetectapp.grabcropcoordrect.origin.y,facedetectapp.grabcropcoordrect.size.width,facedetectapp.grabcropcoordrect.size.height); CGContextStrokeRect(contextRef, face_rect); //CGContextFillEllipseInRect(contextRef,face_rect); CGContextStrokeEllipseInRect(contextRef,face_rect); [pool release]; } } CGImageRef imageRef = CGImageCreateWithImageInRect([originalImage CGImage],face_rect); UIImage *returnImage = [UIImage imageWithCGImage:imageRef]; CGImageRelease(imageRef); CGContextRelease(contextRef); CGColorSpaceRelease(colorSpace); cvReleaseMemStorage(&storage); cvReleaseHaarClassifierCascade(&cascade); return returnImage; } } Thanks Vikas

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  • Jquery calendar and tab sliding div clash...

    - by StealthRT
    Hey all, i am trying my best to figure out another way around this problem i seem to have encountered. On my website i have a jquery calendar and also a jquery div tab slider (this: http://www.queness.com/resources/html/tabmenu/jquery-tabbed-menu-queness.html). The problem comes into play with the DIV tag. The calender loads up inside a DIV with a id of 'calender'. The CSS for the tabs have the DIV hidden: CSS: .boxBody div {display:none;} .boxBody div.show {display:block;} .boxBody #category a {display:block;} And because of that, the calender never shows on the page. However, if i comment out that css code above, it shows up but does not cover each section as it should. In other words, everything is shown when it should be hidden until the tabs are clicked on to revel it. code: <script type="text/javascript"> $(document).ready(function() { $('#tabMenu > li').click(function(){ $('#tabMenu > li').removeClass('selected'); $(this).addClass('selected'); $('.boxBody div').slideUp('1500'); $('.boxBody div:eq(' + $('#tabMenu > li').index(this) + ')').slideDown('1500'); }).mouseover(function() { $(this).addClass('mouseover'); $(this).removeClass('mouseout'); }).mouseout(function() { $(this).addClass('mouseout'); $(this).removeClass('mouseover'); }); $('.boxBody #category li').mouseover(function() { $(this).css('backgroundColor','#888'); $(this).children().animate({paddingLeft:"20px"}, {queue:false, duration:300}); }).mouseout(function() { $(this).css('backgroundColor',''); $(this).children().animate({paddingLeft:"0"}, {queue:false, duration:300}); }); $('.boxBody li').click(function(){ window.location = $(this).find("a").attr("href"); }).mouseover(function() { $(this).css('backgroundColor','#888'); }).mouseout(function() { $(this).css('backgroundColor',''); }); }); </script> <div align="center"> <div class="Mainbox"> <ul id="tabMenu"> <div id="theLogo"><[img] src="img/theLogo.png" width="415" height="146" /></div> <li class="stats"><[img] src="img/Stats.png" width="70" height="52" id="tab1" /></li> <li class="cal"><[img] src="img/cal.png" width="70" height="52" id="tab2" /></li> <li class="loyalty"><[img] src="img/Loyalty.png" width="70" height="52" id="tab3" /></li> <li class="Employees"><[img] src="img/Employees.png" width="70" height="52" id="tab4" /></li> <li class="txtemail"><[img] src="img/TxtEmail.png" width="70" height="52" id="tab5" /></li> </ul> <div class="boxTop"></div> <div class="boxBody"> <div id="stats" class="show"> Just a test here.... </div> <div id="cal"> <div id='calendar'></div> </div> <div class="boxBottom"></div> </div> </div> How can i change the tab javascript code so that it does not have to hide the DIV's so that the calendar will work? I've tried to replace all div's with 'span' or 'p' but that does not seem to work at all. Any help would be great as i am stuck on this and can not go any further without it being solved! :) David

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  • Horizontal navigation from next previous buttons for Overflow:Hidden div

    - by brz dot net
    See following Code <div> <a id="west" href="javascript:void(0);" onclick="scrollBlockWest();"><<West</a> <a id="east" href="javascript:void(0);" onclick="scrollBlockEast();">East >></a> </div> <div id="myScrollContainer" style="overflow:hidden; width:900px; height:700px"> <table id="myScrollContent"><tr><td> <div id="block0" style="display:block;height:300px; width:300px; background-color:Lime">Content 0</div> </td><td> <div id="block1" style="display:block;height:300px; width:300px; background-color:Aqua">Content 1</div> </td><td> <div id="block2" style="display:block;height:300px; width:300px; background-color:Blue">Content 2</div> </td><td> <div id="block3" style="display:block;height:300px; width:300px; background-color:Gray">Content 3</div> </td><td> <div id="block4" style="display:block;height:300px; width:300px; background-color:Gray">Content 4</div> </td> </tr></table> </div> This is my script: <script type="text/javascript" > var totalBlock = 4; var currentBlock = 0; function scrollBlockEast() { var blk = document.getElementById('block'+currentBlock); //alert('block'+blockid); blk.style.display='none'; currentBlock++; //document.getElementById('myScrollContent').style.left = -100; if(currentBlock<totalBlock) { document.getElementById('west').style.display='inline'; } //alert(totlaBlock-1); if(currentBlock==totalBlock) { document.getElementById('east').style.display='none'; } } function scrollBlockWest() { currentBlock--; document.getElementById('block'+currentBlock).style.display='inline'; if(currentBlock<1) { document.getElementById('west').style.display='none'; } else { document.getElementById('east').style.display='inline'; } } </script> Now My object is to slide block on << and click. By default, 3 blocks(Content 0,Content 1,Content 2) are coming. When is clicked then (Content 1,Content 2,Content 3) will come. For this, I hide content 0 block. But layout will disturb on << click. I know this is wrong way. I should set left position instead of hiding content but it is empty I tried to set left position but no luck. Let me know How the block can be moved one by one using javascript and what is the best approach to do this?

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  • Mismatched coordinate systems in LWJGL with Mouse and Textures

    - by Braains
    I'm not really sure how to expand on this other than to say that it appears that my LWJGL seems to have different coordinate systems for the Mouse and for painting Textures. It seems that Textures have the usual Java2D way of putting (0, 0) in the upper-left corner, while the Mouse goes by the more sensible way of having the origin in the lower-left corner. I've checked my code a bunch but I don't see anything modifying the values between where I read them and where I use them. It's thrown me for a loop and I can't quite figure it out. I'll post all the code that involves the Mouse input and Texture painting for you guys to look at. private static void pollHelpers() { while(Mouse.next()) { InputHelper.acceptMouseInput(Mouse.getEventButton(), Mouse.getEventX(), Mouse.getEventY()); } while (Keyboard.next()) { if (Keyboard.getEventKeyState()) { InputHelper.acceptKeyboardInput(Keyboard.getEventKey(), true); } else { InputHelper.acceptKeyboardInput(Keyboard.getEventKey(), false); } } } public static void acceptMouseInput(int mouseButton, int x, int y) { for(InputHelper ie: InputHelper.instances) { if(ie.checkRectangle(x, y)) { ie.sendMouseInputToParent(mouseButton); } } } private void sendMouseInputToParent(int mouseButton) { parent.onClick(mouseButton); } public boolean checkRectangle(int x, int y) { //y = InputManager.HEIGHT - y; See below for explanation return x > parent.getX() && x < parent.getX() + parent.getWidth() && y > parent.getY() && y < parent.getY() + parent.getHeight(); } I put this line of code in because it temporarily fixed the coordinate system problem. However, I want to have my code to be as independent as possible so I want to remove as much reliance on other classes as possible. These are the only methods that touch the Mouse input, and as far as I can tell none of them change anything so all is good here. Now for the Texture methods: public void draw() { if(!clicked || deactivatedImage == null) { activatedImage.bind(); glBegin(GL_QUADS); { DrawHelper.drawGLQuad(activatedImage, x, y, width, height); } glEnd(); } else { deactivatedImage.bind(); glBegin(GL_QUADS); { DrawHelper.drawGLQuad(deactivatedImage, x, y, width, height); } glEnd(); } } public static void drawGLQuad(Texture texture, float x, float y, float width, float height) { glTexCoord2f(x, y); glVertex2f(x, y); glTexCoord2f(x, y + texture.getHeight()); glVertex2f(x, y + height); glTexCoord2f(x + texture.getWidth(), y + texture.getHeight()); glVertex2f(x + width, y +height); glTexCoord2f(x + texture.getWidth(), y); glVertex2f(x + width, y); } I'll be honest, I do not have the faintest clue as to what is really happening in this method but I was able to put it together on my own and get it to work. my guess is that this is where the problem is. Thanks for any help!

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  • Error With CBitmapContextCreate, CGContextDrawImage, CGBitmapContextCreateImage

    - by wsidell
    Error: CGBitmapContextCreate: invalid data bytes/row: should be at least 400 for 8 integer bits/component, 3 components, kCGImageAlphaNoneSkipFirst. Error: CGContextDrawImage: invalid context Error: CGBitmapContextCreateImage: invalid context Currently, I have in application that runs perfectly in OS 4.0, but I have been trying to get it to work properly in 3.1.3 and I keep getting the errors mentioned above. I am fairly new to iPhone development and am not exactly sure what the problem would be. I am using image resize code that I found in another post on stackoverflow. Here is the code: - (UIImage*)imageWithImage:(UIImage*)sourceImage scaledToSizeWithSameAspectRatio:(CGSize)targetSize{ CGSize imageSize = sourceImage.size; CGFloat width = imageSize.width; CGFloat height = imageSize.height; CGFloat targetWidth = targetSize.width; CGFloat targetHeight = targetSize.height; CGFloat scaleFactor = 0.0; CGFloat scaledWidth = targetWidth; CGFloat scaledHeight = targetHeight; CGPoint thumbnailPoint = CGPointMake(0.0,0.0); if (CGSizeEqualToSize(imageSize, targetSize) == NO) { CGFloat widthFactor = targetWidth / width; CGFloat heightFactor = targetHeight / height; if (widthFactor > heightFactor) { scaleFactor = widthFactor; // scale to fit height } else { scaleFactor = heightFactor; // scale to fit width } scaledWidth = width * scaleFactor; scaledHeight = height * scaleFactor; // center the image if (widthFactor > heightFactor) { thumbnailPoint.y = (targetHeight - scaledHeight) * 0.5; } else if (widthFactor < heightFactor) { thumbnailPoint.x = (targetWidth - scaledWidth) * 0.5; } } CGImageRef imageRef = [sourceImage CGImage]; CGBitmapInfo bitmapInfo = CGImageGetBitmapInfo(imageRef); CGColorSpaceRef colorSpaceInfo = CGImageGetColorSpace(imageRef); if (bitmapInfo == kCGImageAlphaNone) { bitmapInfo = kCGImageAlphaNoneSkipLast; } CGContextRef bitmap; if (sourceImage.imageOrientation == UIImageOrientationUp || sourceImage.imageOrientation == UIImageOrientationDown) { bitmap = CGBitmapContextCreate(NULL, targetWidth, targetHeight, CGImageGetBitsPerComponent(imageRef), CGImageGetBytesPerRow(imageRef), colorSpaceInfo, bitmapInfo); } else { bitmap = CGBitmapContextCreate(NULL, targetHeight, targetWidth, CGImageGetBitsPerComponent(imageRef), CGImageGetBytesPerRow(imageRef), colorSpaceInfo, bitmapInfo); } // In the right or left cases, we need to switch scaledWidth and scaledHeight, // and also the thumbnail point if (sourceImage.imageOrientation == UIImageOrientationLeft) { thumbnailPoint = CGPointMake(thumbnailPoint.y, thumbnailPoint.x); CGFloat oldScaledWidth = scaledWidth; scaledWidth = scaledHeight; scaledHeight = oldScaledWidth; CGContextRotateCTM (bitmap, radians(90)); CGContextTranslateCTM (bitmap, 0, -targetHeight); } else if (sourceImage.imageOrientation == UIImageOrientationRight) { thumbnailPoint = CGPointMake(thumbnailPoint.y, thumbnailPoint.x); CGFloat oldScaledWidth = scaledWidth; scaledWidth = scaledHeight; scaledHeight = oldScaledWidth; CGContextRotateCTM (bitmap, radians(-90)); CGContextTranslateCTM (bitmap, -targetWidth, 0); } else if (sourceImage.imageOrientation == UIImageOrientationUp) { // NOTHING } else if (sourceImage.imageOrientation == UIImageOrientationDown) { CGContextTranslateCTM (bitmap, targetWidth, targetHeight); CGContextRotateCTM (bitmap, radians(-180.)); } CGContextDrawImage(bitmap, CGRectMake(thumbnailPoint.x, thumbnailPoint.y, scaledWidth, scaledHeight), imageRef); CGImageRef ref = CGBitmapContextCreateImage(bitmap); UIImage* newImage = [UIImage imageWithCGImage:ref]; CGContextRelease(bitmap); CGImageRelease(ref); return newImage; Any help would be appreciated. If you need more info, I will gladly post it.

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  • Jquery .Animate Width Problem.

    - by smoop
    Thanks in advance for any-help with this, I'll try and explain it well. I have a container of 1000px width and 220px height, in this I will have three columns 220px in height but with different widths (77px, 200px and 300px). When you click one div it will open to a fixed size (the same for each, say 400px) and the others which are not clicked will shrink back to their original sizes (77px, 200px and 300px). Like an accordian with different widths.. My jquery is getting there but not quite, I know how to create an Event on click, I know from there I need to shrink everything but the one I clicked back to their orignal size. I finish but making the one clicked expand to the size it needs to be. jsfiddle here! $(document).ready(function(){ // Your code here $('.section').click(function() { $('.section').not(this).animate({width:"77px"},400); //alert('clicked!'); $(this).animate({width:"400px"},400); }); }); <div id="pictureNavContainer"> <div class="section pictureSectionOne" id="1"></div> <div class="section pictureSectionTwo" id="2"></div> <div class="section pictureSectionThree" id="3"></div> </div> <style> #pictureNavContainer{background-color:#262626; width:1000px; height:220px; overflow:hidden;} .pictureSectionOne{float:left; background:yellow; height:220px; width:77px;} .pictureSectionTwo{float:left; background:red; height:220px; width:177px;} .pictureSectionThree{float:left; background:blue; height:220px; width:400px;} </style> I figured a kind of solution: <script> $(document).ready(function(){ // Your code here $('.section').click(function() { $('#1').animate({width:"50px"},400); $('#2').animate({width:"100px"},400); $('#3').animate({width:"200px"},400); //alert('clicked!'); $(this).animate({width:"400px"},400); }); }); </script> But the code isnt very good.. but it works This: $(function(){ var $sections = $('.section'); var orgWidth = []; var animate = function() { var $this = $(this); $sections.not($this).each(function(){ var $section = $(this), org = orgWidth[$section.index()]; $section.animate({ width: org }, 400); }); $this.animate({ width: 400 }, 400); }; $sections.each(function(){ var $this = $(this); orgWidth.push($this.width()); $this.click(animate); }); });

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  • jQuery: Div elements are not showing up

    - by Legend
    I am adapting the Coverflow technique to work with a div. Following is the html: <html> <head> <meta http-equiv="Content-type" content="text/html; charset=utf-8" /> <style type="text/css" media="screen"> body,html { margin: 0; padding: 0; background: #000; height: 100%; color: #eee; font-family: Arial; font-size: 10px; } div.magnifyme { height: 80px; padding: 80px; position: absolute; top: 0px; left: 0px; width: 8000px; } div.wrapper { margin: 0px; height: 470px; /*border: 2px solid #999;*/ overflow: hidden; padding-left: 40px; right: 1px; width: 824px; position: relative; } div.container {position: relative; width: 854px; height: 480px; background: #000; margin: auto;} div.nav {position: absolute; top: 10px; width: 20%; height: 10%; right: 1px; } div.magnifyme div { position: absolute; width: 300px; height: 280px; float: left; margin: 5px; position: relative; border: 2px solid #999; background: #500; } </style> <script type="text/javascript" src="jquery-1.3.2.js"></script> <script type="text/javascript" src="ui.coverflow.js"></script> <script type="text/javascript"> $(function() { $("div.magnifyme").coverflow(); $("#add").click(function() { location.reload(); $(".magnifyme").append("<div id=\"div5\">hello world</div>"); $("div.magnifyme").coverflow(); }); }); </script> </head> <body> <div class="container"> <div class="wrapper"> <div class="magnifyme"> <div id="div0">This is div 0</div> <div id="div1">This is div 1</div> <div id="div2">This is div 2</div> <div id="div3">This is div 3</div> <div id="div4">This is div 4</div> </div> </div> <div class="nav"> <button type="button" id="add">Add to Deck</button> </div> </div> </body> </html> The coverflow function (included as a js file in the head section) is here. When I click the button, I was expecting it to add a DIV to the already present deck. For some reason, it doesn't show the newly added DIV. I tried calling the coverflow() function after I added the new element but that didn't work either. Is there any way I can make this work?

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  • Smooth Div Scroll jquery not scrolling

    - by Razor
    The Smooth Div Scroll is great but for some reason the area no longer scrolls when I edit or remove the #makeMeScrollable or #makeMeScrollable div.scrollableArea * When I leave it as is it works. Which is a problem for customization. and it won't work after I take the "*" out of div.scrollableArea * If I edit the part with the It's been frustrating figuring out why that part which is supposed to be editable not work at all. Any help with this jquery would be helpful! Thanks in advance! /* You can alter this CSS in order to give SmoothDivScroll your own look'n'feel */ /* Invisible left hotspot */ div.scrollingHotSpotLeft { /* The hotspots have a minimum width of 75 pixels and if there is room the will grow and occupy 10% of the scrollable area (20% combined). Adjust it to your own taste. */ min-width: 75px; width: 10%; height: 100%; /* There is a big background image and it's used to solve some problems I experienced in Internet Explorer 6. */ background-image: url(../images/big_transparent.gif); background-repeat: repeat; background-position: center center; position: absolute; z-index: 200; left: 0; /* The first cursor url is for Firefox and other browsers, the second is for Internet Explorer */ cursor: url(../images/cursors/cursor_arrow_left.cur), url(images/cursors/cursor_arrow_left.cur),w-resize; } /* Visible left hotspot */ div.scrollingHotSpotLeftVisible { background-image: url(../images/arrow_left.gif); background-color: #fff; background-repeat: no-repeat; /* Standard CSS3 opacity setting */ opacity: 0.35; /* Opacity for really old versions of Mozilla Firefox (0.9 or older) */ -moz-opacity: 0.35; /* Opacity for Internet Explorer. */ filter: alpha(opacity = 35); /* Use zoom to Trigger "hasLayout" in Internet Explorer 6 or older versions */ zoom: 1; } /* Invisible right hotspot */ div.scrollingHotSpotRight { min-width: 75px; width: 10%; height: 100%; background-image: url(../images/big_transparent.gif); background-repeat: repeat; background-position: center center; position: absolute; z-index: 200; right: 0; cursor: url(../images/cursors/cursor_arrow_right.cur), url(images/cursors/cursor_arrow_right.cur),e-resize; } /* Visible right hotspot */ div.scrollingHotSpotRightVisible { background-image: url(../images/arrow_right.gif); background-color: #fff; background-repeat: no-repeat; opacity: 0.35; filter: alpha(opacity = 35); -moz-opacity: 0.35; zoom: 1; } /* The scroll wrapper is always the same width and height as the containing element (div). Overflow is hidden because you don't want to show all of the scrollable area. */ div.scrollWrapper { position: relative; overflow: hidden; width: 100%; height: 100%; } div.scrollableArea { position: relative; width: auto; height: 100%; } #makeMeScrollable { width:100%; height: 330px; position: relative; } #makeMeScrollable div.scrollableArea * { position: relative; float: left; margin: 0; padding: 0; } http://www.smoothdivscroll.com/ //^above link to the jquery I am talking about

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  • background image disappears when position relative used in firefox

    - by toomanyairmiles
    So I'm trying to add a badge to the top right corner of a site I'm doing some work on. z-index works to float the object above the page content but each time i try to use position relative the background image disappears only position absolute shows the image. I don't really want to use absolute as the image needs to be positioned on the right hand side of the sites menu bar not the right hand side of the viewport. Any thoughts or advice appreciated <div class="badge-box"> <a href="http://www.google.com" class="badge">Book Now!</a> </div> <div id="header"> <a href="index.php"><img src="images/pixel.gif" width="378" height="31" alt="Welcome to Gwynfryn Farm Cottages" /></a> </div> <div id="main-menu"> <div> <a href="/">Home</a> <a href="/cottages.php">Our Cottages</a> <a href="/gwynfryn.php">Bed &amp; Breakfast</a> <a href="/rates.php">Price Guide</a> <a href="/llanbedr.php">Location &amp; Local Attractions</a> <a href="/news.php">News &amp; Special Offers</a> <a href="/contact.php">Contact Us</a> </div> </div> .badge-box { width: 1030px; margin-left: auto; margin-right: auto; border: 0px solid red; } .badge { background: url(../images/badge.png) 0px 0px no-repeat; width: 148px; height: 148px; text-indent: -10000px; position: relative; z-index: 999; } #header { width: 960px; height: 40px; margin-left:auto; margin-right:auto; margin-top:20px; padding: 20px 0px 0px 20px; background: #58564f url(../images/header-top-background.png); } #main-menu { width: 980px; margin-left: auto; margin-right: auto; height: 35px; /*background: red;*/ background: #58564f url(../images/header-bottom-background.png); font-family: Georgia, "Times New Roman", Times, serif; } #main-menu div { width: 776px; height: 35px; margin-left: auto; margin-right: auto; background: blue; } #main-menu div a { display: block; float: left; padding: 5px 10px 0px 10px; height: 30px; color: #FFFFFF; font-size: 1.2em; text-align: center; background: green; } #main-menu div a:hover { background-color: #333333; }

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  • Need to hide displayed div when I show others

    - by adrian collins
    I am stuck. I have a page with 3 buttons, the 3 buttons do a couple things - they change the style of a div, and they also show/hide a content div. The changing of the div style works fine, but I am having issues with the content div. If you land on the page and click the "Our Brands" tab, then click the other 2 tabs, it works fine. If you land on the page, and click "What's New" or "About Us" first, then the show/hide does not work correctly - it does not until you actually click on "Our Brands." http://www.adriancollins.net/clients/kennys/ Any help would be appreciated, I am a designer first, a developer about 9000th. Show/Hide Code <script type="text/javascript"> var _hidediv = null; function showdiv(id) { if(_hidediv) _hidediv(); var div = document.getElementById(id); div.style.display = 'block'; _hidediv = function () { div.style.display = 'none'; }; } </script> Tab Divs <div id="brand_button"><a href="#" onClick="showdiv('brands_content'); lower.className='blue';angle.className='blue_angle';return false"><img src="wp-content/uploads/2012/10/brands_button.png"></a></div> <div id="whatsnew_button"><a href="#" onClick="showdiv('new_content');lower.className='black';angle.className='black_angle';return false"><img src="wp-content/uploads/2012/10/whatsnew_button.png"></a></div> <div id="about_button"><a href="#" onClick="showdiv('about_content');lower.className='green';angle.className='green_angle';return false"><img src="wp-content/uploads/2012/10/about_button.png"></a></div> Content Divs <div id="brands_content">Content...</div> <div id="whats_content">Content...</div> <div id="about_content">Content...</div> CSS #brands_content { position: relative; display: block; width: 990px; top: 10px; height: auto; min-height: 800px; margin-left: auto; margin-top: 0px; margin-right: auto; border: 0px; padding: 0px 0px 0px 0px; z-index: 12; } #new_content { position: relative; display: none; width: 990px; top: 10px; height: auto; min-height: 800px; margin-left: auto; margin-top: 0px; margin-right: auto; border: 0px; padding: 0px 0px 0px 0px; z-index: 999; color: #fff; } #about_content { position: relative; display: none; width: 990px; top: 10px; height: auto; min-height: 800px; margin-left: auto; margin-top: 0px; margin-right: auto; border: 0px; padding: 0px 0px 0px 0px; z-index: 999; } Thanks

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  • globals and locals in python exec()

    - by hawkettc
    Hi, I'm trying to run a piece of python code using exec. my_code = """ class A(object): pass print 'locals: %s' % locals() print 'A: %s' % A class B(object): a_ref = A """ global_env = {} local_env = {} my_code_AST = compile(my_code, "My Code", "exec") exec(my_code_AST, global_env, local_env) print local_env which results in the following output locals: {'A': <class 'A'>} A: <class 'A'> Traceback (most recent call last): File "python_test.py", line 16, in <module> exec(my_code_AST, global_env, local_env) File "My Code", line 8, in <module> File "My Code", line 9, in B NameError: name 'A' is not defined However, if I change the code to this - my_code = """ class A(object): pass print 'locals: %s' % locals() print 'A: %s' % A class B(A): pass """ global_env = {} local_env = {} my_code_AST = compile(my_code, "My Code", "exec") exec(my_code_AST, global_env, local_env) print local_env then it works fine - giving the following output - locals: {'A': <class 'A'>} A: <class 'A'> {'A': <class 'A'>, 'B': <class 'B'>} Clearly A is present and accessible - what's going wrong in the first piece of code? I'm using 2.6.5, cheers, Colin * UPDATE 1 * If I check the locals() inside the class - my_code = """ class A(object): pass print 'locals: %s' % locals() print 'A: %s' % A class B(object): print locals() a_ref = A """ global_env = {} local_env = {} my_code_AST = compile(my_code, "My Code", "exec") exec(my_code_AST, global_env, local_env) print local_env Then it becomes clear that locals() is not the same in both places - locals: {'A': <class 'A'>} A: <class 'A'> {'__module__': '__builtin__'} Traceback (most recent call last): File "python_test.py", line 16, in <module> exec(my_code_AST, global_env, local_env) File "My Code", line 8, in <module> File "My Code", line 10, in B NameError: name 'A' is not defined However, if I do this, there is no problem - def f(): class A(object): pass class B(object): a_ref = A f() print 'Finished OK' * UPDATE 2 * ok, so the docs here - http://docs.python.org/reference/executionmodel.html 'A class definition is an executable statement that may use and define names. These references follow the normal rules for name resolution. The namespace of the class definition becomes the attribute dictionary of the class. Names defined at the class scope are not visible in methods.' It seems to me that 'A' should be made available as a free variable within the executable statement that is the definition of B, and this happens when we call f(), but not when we use exec(). This can be more easily shown with the following - my_code = """ class A(object): pass print 'locals in body: %s' % locals() print 'A: %s' % A def f(): print 'A in f: %s' % A f() class B(object): a_ref = A """ which outputs locals in body: {'A': <class 'A'>} A: <class 'A'> Traceback (most recent call last): File "python_test.py", line 20, in <module> exec(my_code_AST, global_env, local_env) File "My Code", line 11, in <module> File "My Code", line 9, in f NameError: global name 'A' is not defined So I guess the new question is - why aren't those locals being exposed as free variables in functions and class definitions - it seems like a pretty standard closure scenario.

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  • Text not Being Placed Correctly In the Center

    - by ThatMacLad
    This is another noobish mistake from me but I've placed some text in my page but after adding some padding to my div tag it's impossible for me to place my Text in the vertical center. Here is a preview of my problem: The CSS: body { background-image: url(../images/body-bg.jpg); font-family: arial; } .cms-head { background-image: url(../images/cms-head.png); background-repeat: no-repeat; width: 850px; height: 50px; padding: 5px; margin-bottom: -10px; } .posts-list { background-image: url(../images/new-post-b.png);; width: 840px; height: 500px; padding: 5px; border-bottom: 1px solid #000000; } .content { width: 850px; height: 500px; margin-left: auto; margin-right: auto; } .edit-post-but { background-image: url(../images/new-button.png); background-repeat: no-repeat; width: 60px; height: 40px; } .post-title { width: 834px; height: 40px; background-image: url(../images/post-head.png); background-repeat: no-repeat; -moz-border-radius: 5px; -webkit-border-radius: 5px; margin-left: auto; margin-right: auto; padding: 5px; font-size: 20px; color: #ffffff; } .bottom { width: 850px; height: 50px; background-image: url(../images/cms-bot.png); background-repeat: no-repeat; } a:active, a:link, a:visited{ color: #ffffff; } a:hover{ text-decoration:none; } The HTML/PHP: <html> <head> <title>Blog Name | Edit Post</title> <link rel="stylesheet" href="css/cms.css" type="text/css" /> </head> <body> <div class="content"> <div class="cms-head"> <a href="newpost.php"><img src="images/new-button.png" /></a> <a href="#"><img src="images/rss-button.png" /></a> </div> <div class="posts-list"> <?php mysql_connect ('localhost', 'root', 'root') ; mysql_select_db ('tmlblog'); $result = mysql_query("SELECT timestamp, id, title FROM php_blog ORDER BY id DESC"); while($row = mysql_fetch_array($result)) { $date = date("l F d Y",$row['timestamp']); $id = $row['id']; $title = strip_tags(stripslashes($row['title'])); if (mb_strlen($title) >= 50) { $title = substr($title, 0, 50); $title = $title . "..."; } print("<div class='post-title'><a href=\"update.php?id=" . $id . "\"><img src='images/edit-button.png'></a>$title<br /></div>"); } mysql_close(); ?> </div> <div class="bottom"></div> </div> </body> </html>

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  • When Clearing an ObservableCollection, There are No Items in e.OldItems

    - by cplotts
    I have something here that is really catching me off guard. I have an ObservableCollection of T that is filled with items. I also have an event handler attached to the CollectionChanged event. When you Clear the collection it causes an CollectionChanged event with e.Action set to NotifyCollectionChangedAction.Reset. Ok, that's normal. But what is weird is that neither e.OldItems or e.NewItems has anything in it. I would expect e.OldItems to be filled with all items that were removed from the collection. Has anyone else seen this? And if so, how have they gotten around it? Some background: I am using the CollectionChanged event to attach and detach from another event and thus if I don't get any items in e.OldItems ... I won't be able to detach from that event. CLARIFICATION: I do know that the documentation doesn't outright state that it has to behave this way. But for every other action, it is notifying me of what it has done. So, my assumption is that it would tell me ... in the case of Clear/Reset as well. Below is the sample code if you wish to reproduce it yourself. First off the xaml: <Window x:Class="ObservableCollection.Window1" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" Title="Window1" Height="300" Width="300" > <StackPanel> <Button x:Name="addButton" Content="Add" Width="100" Height="25" Margin="10" Click="addButton_Click"/> <Button x:Name="moveButton" Content="Move" Width="100" Height="25" Margin="10" Click="moveButton_Click"/> <Button x:Name="removeButton" Content="Remove" Width="100" Height="25" Margin="10" Click="removeButton_Click"/> <Button x:Name="replaceButton" Content="Replace" Width="100" Height="25" Margin="10" Click="replaceButton_Click"/> <Button x:Name="resetButton" Content="Reset" Width="100" Height="25" Margin="10" Click="resetButton_Click"/> </StackPanel> </Window> Next, the code behind: using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Windows; using System.Windows.Controls; using System.Windows.Data; using System.Windows.Documents; using System.Windows.Input; using System.Windows.Media; using System.Windows.Media.Imaging; using System.Windows.Navigation; using System.Windows.Shapes; using System.Collections.ObjectModel; namespace ObservableCollection { /// <summary> /// Interaction logic for Window1.xaml /// </summary> public partial class Window1 : Window { public Window1() { InitializeComponent(); _integerObservableCollection.CollectionChanged += new System.Collections.Specialized.NotifyCollectionChangedEventHandler(_integerObservableCollection_CollectionChanged); } private void _integerObservableCollection_CollectionChanged(object sender, System.Collections.Specialized.NotifyCollectionChangedEventArgs e) { switch (e.Action) { case System.Collections.Specialized.NotifyCollectionChangedAction.Add: break; case System.Collections.Specialized.NotifyCollectionChangedAction.Move: break; case System.Collections.Specialized.NotifyCollectionChangedAction.Remove: break; case System.Collections.Specialized.NotifyCollectionChangedAction.Replace: break; case System.Collections.Specialized.NotifyCollectionChangedAction.Reset: break; default: break; } } private void addButton_Click(object sender, RoutedEventArgs e) { _integerObservableCollection.Add(25); } private void moveButton_Click(object sender, RoutedEventArgs e) { _integerObservableCollection.Move(0, 19); } private void removeButton_Click(object sender, RoutedEventArgs e) { _integerObservableCollection.RemoveAt(0); } private void replaceButton_Click(object sender, RoutedEventArgs e) { _integerObservableCollection[0] = 50; } private void resetButton_Click(object sender, RoutedEventArgs e) { _integerObservableCollection.Clear(); } private ObservableCollection<int> _integerObservableCollection = new ObservableCollection<int> { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19 }; } }

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  • A very strange problem related to Flash and Java

    - by Nitesh Panchal
    Hello, I have created one simple program for showing webcam of the user. It works absolutely fine when i am running without integrating it in my java web application. But as soon as i copy paste the same files in Netbeans 6.8 and try to run it. My swf file is visible but the buttons in it are totally unclickable. I get the message of allow or deny showing webcam but the buttons are not clickable. It makes my application totally useless. I thought it's a minor issue but now it's getting on my nerves. I am trying it since 3 hours but didn't find any solution. I don't think anybody faced this issue till now that's why can't seem to find any thread in any forum on it in google. I am using Netbeans 6.8, Ubuntu, Glassfish V3 and JSF. Thanks in advance :). UPDATE:- It works fine on Windows XP. Then what can be the problem with Ubuntu? Any kind of permission rights that i need to give? 2nd UPDATE:- I think this is bug with Flash. I found that this code doesn't work :- <object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=9,0,0,0" id="VideoConferenceAdmin" align="middle"> <param name="allowScriptAccess" value="sameDomain" /> <param name="wmode" value="opaque"/> <param name="allowFullScreen" value="false" /> <param NAME="FlashVars" VALUE="rootIp=localhost&amp;userName=admin&amp;roomName=test" /> <param name="movie" value="Conference/VideoConference.swf" /><param name="quality" value="high" /> <embed src="Conference/VideoConference.swf" wmode="window" FlashVars="rootIp=localhost&amp;userName=test&amp;roomName=test" quality="high" width="600" height="500" name="VideoConference" align="middle" allowScriptAccess="sameDomain" allowFullScreen="false" type="application/x-shockwave-flash" pluginspage="http://www.macromedia.com/go/getflashplayer" /> </object> And this one works :- <object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=9,0,0,0" id="VideoConferenceAdmin" align="middle"> <param name="allowScriptAccess" value="sameDomain" /> <param name="wmode" value="opaque"/> <param name="allowFullScreen" value="false" /> <param NAME="FlashVars" VALUE="rootIp=localhost&amp;userName=admin&amp;roomName=test" /> <param name="movie" value="Conference/VideoConference.swf" /><param name="quality" value="high" /> <embed src="Conference/VideoConference.swf" wmode="window" FlashVars="rootIp=localhost&amp;userName=test&amp;roomName=test" quality="high" name="VideoConference" align="middle" allowScriptAccess="sameDomain" allowFullScreen="false" type="application/x-shockwave-flash" pluginspage="http://www.macromedia.com/go/getflashplayer" /> </object> As you can see, just by removing the height and width attribute the panels of Flash settings work fine. I know you will find me funny but i am not. You can check out on your own if you don't trust me. Now, my question would be, can anybody tell me how do i set height and width of swf? I want it to be 600px width and 500px height. Even the style attribute doesn't work. Can i set height and width from within Flash? because without explicitly setting height and width, it looks very small. I think this should be very easy for all now. Thanks in advance :)

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  • Div in HTML not floating left with CSS

    - by rusty009
    My div with class name 'header-body-right' doesn't seem to be floating to the left of my div named 'header-body-centre' and I can't understand why, here is my HTML, <!DOCTYPE HTML> <HTML> <HEAD> <TITLE> </TITLE> <meta charset="UTF-8" /> <link href="main.css" rel="stylesheet" type="text/css"> <META NAME="Generator" CONTENT="Notepad"> <META NAME="Author" CONTENT="00"> <META NAME="KEYWORDS" CONTENT="" /> <META NAME="DESCRIPTION" CONTENT="" /> </HEAD> <BODY> <div class="header-top"> </div> <div class="header-body"> <div class="header-body-centre"> <div class="logo"> <img src="logo.png" /> </div> </div> <div class="header-body-right"> test </div> </div> <div class="navbar"> </div> <div class="content-container"> </div> </BODY> </HTML> The CSS I am using for the code is posted below, body { margin:0px; padding:0px; } .header-top { height:11px; width:100%; background-image: url('HeaderTopNav.png'); background-repeat: repeat-x; } .header-body { width:100%; height:100px; } .header-body-centre { margin: 0 auto; height:100%; width:70%; } .header-body-right { width:15%; height:100px; float:left; } .navbar { height:35px; width:auto; border: 1px solid green; } .logo { margin-top:35px; float:left; } .quickNav { float:right; } .container { margin: 0 auto; background-color: #fff; border: 2px solid #c9c8c8; border-bottom: none; height:auto; overflow:hidden; width: 1000px; clear:both; } Can anyone see why? I have tried floating the header-bosy-centre and decreasing the width of the header-body-right but nothing works. Can anyone see what I have done wrong? I am out of ideas. Thanks.

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