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  • temporarily change fonts in latex with T1 font

    - by georg raba
    Hello, I want to temporarily change fonts in latex, to arev. Usually, this would work, as described here: {\fontencoding{T1}\fontfamily{arev} the font is temporarily changed} it doesnt though, and I think it has to do with the fact that arev is a T1 font. I think I need to specify more? Thanks in advance for any advice, I appreciate it! Georg Raba

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  • jQuery, qTip: tooltips font-size: always the same

    - by Patrick
    hi, I'm using qTip jquery-plugin for my tooltips. I cannot change the font-size of the tooltips. This is the code.. any number 2..4..8 produces the same results. $('.option img[title]').qtip({ style: { name: 'light', border: {width: 0}, title: { 'font-size': 2 } }, position: { corner: { target: 'topMiddle', tooltip: 'bottomMiddle' } } }); thanks

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  • Using font in site

    - by Misha Moroshko
    I know that I can use fonts like arial "for free". But what if I want to use not a standard font ? Is that something that a browser should support ? Where I can check, for example, which fonts Firefox 3.6.3 supports ? I would like, for example, to change the font of input text area.

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  • How to get font size in delphi

    - by Bharat
    Hi, I am looking for some function like this: GetFontSize(<Font Name>, <Sample Character>, <Sample Character Width>, <Sample Character Height>) which must return the font size, Is this possible in delphi?

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  • Change font-smoothing in VS 2010

    - by HeavyWave
    Is there any way to make font smoothing more MacOS like in Visual Studio 2010? I used to do that with GDI++ in VS 2008, but obviously that won't work in new Visual Studio. Is it possible to tweak WPF font-smoothing manually?

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  • What font and size is used in Windows 7 File Explorer Tree

    - by Stefan Koell
    I am having a hard time to find out which font is used by the Win 7 File Explorer in the tree view on the left hand side. Better, of course, would be if I can programmatically find out which the right font is (C#). I searched the Windows 7 design guidelines but this particular scenario is not listed (at least I couldn't find it). So anyone good with fonts?

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  • Fix a font size for .NET GUI

    - by Dmi
    Hi, Depending on the font settings (DPI and such) on the user's computers, I can have text become too big to fit in a button and moves down to the next line (wrap), so if it is a small button that says "Do xyz", it will only show "Do" unless I increase the height on the user's computer, but it looks fine on mine. Is there any way to force it to stick to original font size?

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  • enumitem font size

    - by user451854
    Is it possible to change a itemize font size after including enumitem package? I had: \setbeamerfont{itemize/enumerate body}{size=\small} \setbeamerfont{itemize/enumerate subbody}{size=\scriptsize} \setbeamerfont{itemize/enumerate subsubbody}{size=\scriptsize} but after I included the enumitem package the font size for itemize became default, as far as I see. \usepackage{enumitem} \setlist{label=\tiny\textbullet, leftmargin=1em, labelsep=*, labelwidth=0.2em, noitemsep, labelindent=\parindent, nolistsep} I cannot find anything related in enumitem documentation.

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  • How to check font-size in IE6+

    - by kumarsfriends
    Hi All, I am wondering is there any way we can test the font size/color of a webpage in IE6+. I think it is not possible by checking the css class, as some other style may overwrite the styles of the class which has been assinged to that text. Actually I want to know the browser assigned font-size to the text of the page, as we can do it in firebug on firefox. Any help would be appreciated.

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  • Font display in iPhone

    - by Joe
    I develop a simple mobile page; the font displayed is very samll although I set it as 33px and the screen resolution for iPhone is 320 X 480. Does anyone know why it is so small? Or the screen resolution is not 320 X 480 since it can be zoomed. Then how do I make the font to be adapted to the resolution automatically?

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  • Rails, gmail: howto get plain/text from body

    - by atmorell
    Hello, I am loading am email with IMAP and parsing it with mail. This works very well, however the mail.body.decoded field contains a lot of formatting. How do I dig out the plain/txt body of the email - ignore attachements, formatting etc. It works fine if I try with an email without html. source = imap.uid_fetch(uid, ['RFC822']).first.attr['RFC822'] mail = Mail.new(source) This body content looks like this: Mail::Body:0x7f36ed468270 @epilogue="", @boundary="_004_4C49171DCB8C4540844E69DD39FDD98Ffirm_", @encoding="7bit", @raw_source="--_004_4C49171DCB8C4540844E69DD39FDD98Ffirm_\r\nContent-Type: multipart/alternative;\r\n\tboundary=\"_000_4C49171DCB8C4540844E69DD39FDD98Ffirm_\"\r\n\r\n--_000_4C49171DCB8C4540844E69DD39FDD98Ffirm_\r\nContent-Type: text/plain; charset=\"iso-8859-1\"\r\nContent-Transfer-Encoding: quoted-printable\r\n\r\ndasdsasda\r\n\r\n\r\n\r\nMed venlig hilsen / Med V=E4nlig H=E4lsning / Best Regards\r\r\nAsbj=F8rn Toke Morell. .\r\n+45 7020 0160\r\n+45 2152 0015\r\n[cid:[email protected]]\r\nhttp://www..dk\r\n\r\n\r\n--_000_4C49171DCB8C4540844E69DD39FDD98Ffirm_\r\nContent-Type: text/html; charset=\"iso-8859-1\"\r\nContent-Transfer-Encoding: quoted-printable\r\n\r\n<html>headheadbody style3D"word-wrap: break-word; -webkit-nbsp-mode:=\r\n space; -webkit-line-break: after-white-space; ">dasdsasda<br><div apple-co=\r\nntent-edited=3D"true">\r\n<span class=3D"Apple-style-span" style=3D"border-collapse: separate; color:=\r\n rgb(0, 0, 0); font-family: Helvetica; font-size: medium; font-style: norma=\r\nl; font-variant: normal; font-weight: normal; letter-spacing: normal; line-=\r\nheight: normal; orphans: 2; text-align: auto; text-indent: 0px; text-transf=\r\norm: none; white-space: normal; widows: 2; word-spacing: 0px; -webkit-borde=\r\nr-horizontal-spacing: 0px; -webkit-border-vertical-spacing: 0px; -webkit-te=\r\nxt-decorations-in-effect: none; -webkit-text-size-adjust: auto; -webkit-tex=\r\nt-stroke-width: 0px; "><span class=3D"Apple-style-span" style=3D"font-famil=\r\ny: Calibri, sans-serif; font-size: 15px; "><span class=3D"Apple-style-span"=\r\n style=3D"border-collapse: separate; color: rgb(0, 0, 0); font-family: Helv=\r\netica; font-size: medium; font-style: normal; font-variant: normal; font-we=\r\night: normal; letter-spacing: normal; line-height: normal; orphans: 2; text=\r\n-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-sp=\r\nacing: 0px; -webkit-border-horizontal-spacing: 0px; -webkit-border-vertical=\r\n-spacing: 0px; -webkit-text-decorations-in-effect: none; -webkit-text-size-=\r\nadjust: auto; -webkit-text-stroke-width: 0px; "><span class=3D"Apple-style-=\r\nspan" style=3D"font-family: Calibri, sans-serif; font-size: 15px; "><div st=\r\nyle=3D"margin-top: 0cm; margin-right: 0cm; margin-bottom: 0.0001pt; margin-=\r\nleft: 0cm; font-size: 11pt; font-family: Calibri, sans-serif; "><font class=\r\n=3D"Apple-style-span" color=3D"#000080" face=3D"'Times New Roman', serif" s=\r\nize=3D"3"><span class=3D"Apple-style-span" style=3D"font-size: 13px; "><br =\r\nclass=3D"Apple-interchange-newline"><br></span></font></div><div style=3D"m=\r\nargin-top: 0cm; margin-right: 0cm; margin-bottom: 0.0001pt; margin-left: 0c=\r\nm; font-size: 11pt; font-family: Calibri, sans-serif; "><font class=3D"Appl=\r\ne-style-span" color=3D"#000080" face=3D"'Times New Roman', serif" size=3D"3=\r\n"><span class=3D"Apple-style-span" style=3D"font-size: 13px; "><br></span><=\r\n/font></div><div style=3D"margin-top: 0cm; margin-right: 0cm; margin-bottom=\r\n: 0.0001pt; margin-left: 0cm; font-size: 11pt; font-family: Calibri, sans-s=\r\nerif; "><span style=3D"font-size: 10pt; font-family: 'Times New Roman', ser=\r\nif; color: navy; ">Med venlig hilsen / Med V=E4nlig H=E4lsning / Best Regar=\r\nds&nbsp;<br>firm<br>Asbj=F8rn Toke Morell... This is the ony relevant from information from the body: 'ndasdsasda\r\n\r\n\r\n\r\nMed venlig hilsen / Med V=E4nlig H=E4lsning / Best Regards\r\r\nAsbj=F8rn Toke Morell' Any ideas?

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  • Omni-directional light shadow mapping with cubemaps in WebGL

    - by Winged
    First of all I must say, that I have read a lot of posts describing an usage of cubemaps, but I'm still confused about how to use them. My goal is to achieve a simple omni-directional (point) light type shading in my WebGL application. I know that there is a lot more techniques (like using Two-Hemispheres or Camera Space Shadow Mapping) which are way more efficient, but for an educational purpose cubemaps are my primary goal. Till now, I have adapted a simple shadow mapping which works with spotlights (with one exception: I don't know how to cut off the glitchy part beyond the reach of a single shadow map texture): glitchy shadow mapping<<< So for now, this is how I understand the usage of cubemaps in shadow mapping: Setup a framebuffer (in case of cubemaps - 6 framebuffers; 6 instead of 1 because every usage of framebufferTexture2D slows down an execution which is nicely described here <<<) and a texture cubemap. Also in WebGL depth components are not well supported, so I need to render it to RGBA first. this.texture = gl.createTexture(); gl.bindTexture(gl.TEXTURE_CUBE_MAP, this.texture); gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.LINEAR); gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR); for (var face = 0; face < 6; face++) gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + face, 0, gl.RGBA, this.size, this.size, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); gl.bindTexture(gl.TEXTURE_CUBE_MAP, null); this.framebuffer = []; for (face = 0; face < 6; face++) { this.framebuffer[face] = gl.createFramebuffer(); gl.bindFramebuffer(gl.FRAMEBUFFER, this.framebuffer[face]); gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X + face, this.texture, 0); gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, this.depthbuffer); var e = gl.checkFramebufferStatus(gl.FRAMEBUFFER); // Check for errors if (e !== gl.FRAMEBUFFER_COMPLETE) throw "Cubemap framebuffer object is incomplete: " + e.toString(); } Setup the light and the camera (I'm not sure if should I store all of 6 view matrices and send them to shaders later, or is there a way to do it with just one view matrix). Render the scene 6 times from the light's position, each time in another direction (X, -X, Y, -Y, Z, -Z) for (var face = 0; face < 6; face++) { gl.bindFramebuffer(gl.FRAMEBUFFER, shadow.buffer.framebuffer[face]); gl.viewport(0, 0, shadow.buffer.size, shadow.buffer.size); gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); camera.lookAt( light.position.add( cubeMapDirections[face] ) ); scene.draw(shadow.program); } In a second pass, calculate the projection a a current vertex using light's projection and view matrix. Now I don't know If should I calculate 6 of them, because of 6 faces of a cubemap. ScaleMatrix pushes the projected vertex into the 0.0 - 1.0 region. vDepthPosition = ScaleMatrix * uPMatrixFromLight * uVMatrixFromLight * vWorldVertex; In a fragment shader calculate the distance between the current vertex and the light position and check if it's deeper then the depth information read from earlier rendered shadow map. I know how to do it with a 2D Texture, but I have no idea how should I use cubemap texture here. I have read that texture lookups into cubemaps are performed by a normal vector instead of a UV coordinate. What vector should I use? Just a normalized vector pointing to the current vertex? For now, my code for this part looks like this (not working yet): float shadow = 1.0; vec3 depth = vDepthPosition.xyz / vDepthPosition.w; depth.z = length(vWorldVertex.xyz - uLightPosition) * linearDepthConstant; float shadowDepth = unpack(textureCube(uDepthMapSampler, vWorldVertex.xyz)); if (depth.z > shadowDepth) shadow = 0.5; Could you give me some hints or examples (preferably in WebGL code) how I should build it?

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  • Windows 8 Install Hanging at first white-font boot splash

    - by Omega
    I'm trying to install the Windows 8 preview on my Samsung Series 9 (2012, Ivy Bridge). I've done a bit of a custom scheme with this one: I'm using EFI/UEFI on this system. I've seen no indication that this system supports secure boot (yay!) My SSD is set up with GPT Ubuntu is already installed and working great via UEFI. I'm trying to boot the Windows 8 install from a USB stick via UEFI I don't have access to a CD drive. The problem is that the boot seems to hang at the very first splash screen that looks like this. White windows font, the little beads don't show up. My USB stick has an activity light and it does blink for the first few seconds, but then goes back to it's "nobody is talking to me" idle pulse. What I know: UEFI booting is definitely working. Windows 8 for those few seconds seems to have some kind of access to the USB drive. My Series 9 is running the latest BIOS/firmware. Any idea what I might be able to do to get Windows 8 installed??

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  • Are there any font rendering libraries for games development that support hinting?

    - by Richard Fabian
    I've used angel code's bitmap font generator quite a bit and though it's very good, I wondered if there would be a way of using the hinting information to provide a better readable result by using hinting to provide differing thickness based on size/pixel coverage. I imagine any solution would have to use the distance field tech presented in the valve paper on smoothing fonts while maintaining or reducing asset size. (http://www.gamedev.net/community/forums/topic.asp?topic_id=494612) but I haven't found any demos of it being used with hinting information turned on or included in the field gradients in any way. Another way of looking at this is whether there are any font bitmap generators that will output mipmaps that still maintain their readability in the face of pixel size. I think the lower mip levels would try to guarantee fill and space where it is necessary to maintain readability/topology over maintaining style/form (the point of hinting). In response to "Is there a reason you can't just render the size you want", the problem lies in the fact that font rasterisers currently don't render in 3D, and hinting information would be important in different amounts due to the pixel density being different along different axes, even differing in importance along the length of a string due to the size reducing over distance. For example, I only want horizontal hinting in a texture that is viewed from the side, and only really want vertical hinting in a font that is viewed from below or above. This isn't meant to be a renderer that tries to render a perfect outline as accurately as possible, as hinting distorts the reality of the font, instead this is meant to be a rendering solution for quite static scenes, but scenes that have 3D transformed and warped text layout. In this case the legibility is important, more important than the accuracy of representation of the polygon shape.

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  • Font for Wine that supports the entire character set of the Win32 Console?

    - by Brian Campbell
    I would like to be able to display in the Wine console all characters that the Win32 console can display. I've written a small test program to print out all 8-bit characters: #include <stdio.h> int main(int argc, char *argv[]) { int i, j; for (i = 0; i <= 0xF0; i+=0x10) { for (j = i; j <= i + 0x0F; ++j) printf("%2x:%c", j, (char)j); printf("\n"); } getchar(); return 0; } Under Wine, the best I can do so far is using Andale Mono: While this is what I see on Windows Server 2008: Is there anywhere I can legally download a font that will allow me to view all of those characters under Wine? edit I've found a set of DOS fonts that includes a CP437 font, which should cover the character set I'm interested in. However, even if I install this font, wineconsole doesn't seem to recognize it. Is there any way I can get wineconsole to use this font, or convert this font to a format that wineconsole can use? Or is there any way I can extract fonts from DOSEMU for use in Wine? Oh, and I should probably mention that I'm on Mac OS X 10.6.2, installing Wine via MacPorts, using the wine-devel package. more information I have tried installing some console fonts that should cover the full character set as Mac OS X fonts (such as the NewDOS font listed above, and a font I tried converting from the fonts supplied by DOSEMU). Wine does not seem to pick up on new fonts installed in Mac OS X. Is there a way to register new fonts I've installed with Wine? Would manually editing the system.reg file that seems to contain font mappings work, or is there something else I'd need to do? bump Bounty ends soon, I'm still looking for an answer for this. Does anyone use the Wine console for complex text user interfaces?

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  • OpenCV to JNI how to make it work?

    - by padfoot-4444
    I am tring to use opencv and java for face detection, and in that pursit i found this "JNI2OPENCV" file....but i am confused on how to make it work, can anyone help me? http://img519.imageshack.us/img519/4803/askaj.jpg and the following is the FaceDetection.java `class JNIOpenCV { static { System.loadLibrary("JNI2OpenCV"); } public native int[] detectFace(int minFaceWidth, int minFaceHeight, String cascade, String filename); } public class FaceDetection { private JNIOpenCV myJNIOpenCV; private FaceDetection myFaceDetection; public FaceDetection() { myJNIOpenCV = new JNIOpenCV(); String filename = "lena.jpg"; String cascade = "haarcascade_frontalface_alt.xml"; int[] detectedFaces = myJNIOpenCV.detectFace(40, 40, cascade, filename); int numFaces = detectedFaces.length / 4; System.out.println("numFaces = " + numFaces); for (int i = 0; i < numFaces; i++) { System.out.println("Face " + i + ": " + detectedFaces[4 * i + 0] + " " + detectedFaces[4 * i + 1] + " " + detectedFaces[4 * i + 2] + " " + detectedFaces[4 * i + 3]); } } public static void main(String args[]) { FaceDetection myFaceDetection = new FaceDetection(); } }` CAn anyone tell me how can i make this work on Netbeans?? I tried Google but help on this particular topic is very meger. I have added the whole folder as Llibrary in netbeans project and whe i try to run the file i get the followig wrroes. Exception in thread "main" java.lang.UnsatisfiedLinkError: FaceDetection.JNIOpenCV.detectFace(IILjava/lang/String;Ljava/lang/String;)[I at FaceDetection.JNIOpenCV.detectFace(Native Method) at FaceDetection.FaceDetection.<init>(FaceDetection.java:19) at FaceDetection.FaceDetection.main(FaceDetection.java:29) Java Result: 1 BUILD SUCCESSFUL (total time: 2 seconds) CAn anyone tell me the exact way to work with this? like what all i have to do?

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  • iphone webview dynamic font support

    - by Kiran
    Friends, I am trying to build a simple iphone application to view a local webpage that uses dynamic fonts. The url is www.eenadu.net. I have just a single view based application and inserted a webview into the view and implementing the webviewdelegate in viewcontroller. The site uses ttf/eot fonts that are dynamically downloadable by browser from http://www.eenadu.net/eenadu.ttf or http://www.eenadu.net/EENADU0.eot. Here is what I am doing in the code by doing some research: Code: ( void ) loadFont { NSString *fontPath = [[NSBundle mainBundle] pathForResource:@"eenadu" ofType:@"ttf"]; CGDataProviderRef fontDataProvider = CGDataProviderCreateWithFilename([fontPath UTF8String]); // Create the font with the data provider, then release the data provider. customFont = CGFontCreateWithDataProvider(fontDataProvider); CGDataProviderRelease(fontDataProvider); fontPath = [[NSBundle mainBundle] pathForResource:@"eenadu" ofType:@"eot"]; fontDataProvider = CGDataProviderCreateWithFilename([fontPath UTF8String]); // Create the font with the data provider, then release the data provider. customFont = CGFontCreateWithDataProvider(fontDataProvider); CGDataProviderRelease(fontDataProvider); } (void) viewDidLoad { [super viewDidLoad]; [self loadFont]; [webView setBackgroundColor:[UIColor whiteColor]]; NSString *urlAddress = @"http://www.eenadu.net/"; NSURL *url = [NSURL URLWithString:urlAddress]; NSURLRequest *requestObj = [NSURLRequest requestWithURL:url]; [webView loadRequest:requestObj]; } I see that the page loads however doesn't display the font. Please help. Also, For loadFont, I have included the fonts in the build with right names and took care of the case as well.

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