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  • How to open popup behind main window (HTML,jQuery)

    - by sara.ma
    I'm new. i have a popup code that when user click anywhere in the HTML page, a popup window shows up: (function () { document.onclick = function () { var sUrl = "http://URL.com"; if (typeof daily_capping == "undefined") var daily_capping = 10; if (typeof capping_minutes == "undefined") var capping_minutes = 60; if (document.cookie.indexOf("_popwin=") === -1) { var ads2day = document.cookie.split("_popwinDaily=")[1]; ads2day = typeof ads2day == "undefined" ? 0 : parseInt(ads2day.split(";")[0]); if (ads2day < daily_capping) { var isMSIE = navigator.userAgent.indexOf("MSIE") != -1 ? !0 : !1, _parent = self, sOptions, popunder; if (top != self) try { top.document.location.toString() && (_parent = top) } catch (err) {} sOptions = "toolbar=no,scrollbars=yes,location=yes,statusbar=yes,menubar=no,resizable=1,width=" + screen.width.toString() + ",height=" + (screen.height - 20).toString() + ",screenX=0,screenY=0,left=0,top=0", popunder = _parent.window.open(sUrl, "rhpop", sOptions); if (popunder) { popunder.blur(); if (isMSIE) { window.focus(); try { opener.window.focus() } catch (err) {} } else popunder.init = function (e) { with(e)(function () { if (typeof window.mozPaintCount != "undefined" || typeof navigator.webkitGetUserMedia == "function") { var e = window.open("about:blank"); e.close() } try { opener.window.focus() } catch (t) {} })() }, popunder.params = { url: sUrl }, popunder.init(popunder) } var now = new Date, popDaily = (new Date(now.getUTCFullYear(), now.getUTCMonth(), now.getUTCDate(), 23, 59, 59)).toGMTString(); document.cookie = "_popwinDaily=" + (ads2day + 1) + ";expires=" + popDaily + ";path=/"; var popInterval = new Date; popInterval.setTime(popInterval.getTime() + capping_minutes * 60 * 1e3), document.cookie = "_popwin=1;expires=" + popInterval.toGMTString() + ";path=/" } } } })(); but popup is on top. is it possible to make it open behind main page?? is there any lighter popup code for this purpose? thanks guys

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  • Which way to go in Linux 3D programming?

    - by Tek
    I'm looking for some answers for a project I'm thinking of. I've searched and from what I understand (correct me if I'm wrong) the only way the program I want to make will work is through 3D application. Let me explain. I plan to make a studio production program but it's unique in the fact that I want to be able to make it fluid. Let me explain. Imagine Microsoft's Surface program where you're able to touch and drag pictures across the screen. Instead of pictures I want them to be sound samples (wavs,mp3,etc). Of course instead the input will be with the mouse but if I ever do finish the project I would totally add touch screen input compatibility! Anyway, I'm guessing there's "physics" to do with it which is why I'm thinking that even though it'll be a 2D application I'll need to code it in a 3D environment. Assuming that I'm correct in how I want to approach my project, where can I start learning about 3D programming? I actually come from PHP programming which will make C++ easier for me to learn. But I don't even know where to start. If I'm not wrong OpenGL is the most up to date API as far as I know. Anyway, please give me your insights guys. I could really use some guidance here since I could totally be wrong in everything that I wrote :)

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  • Typical Search, Result and Detail Workflow Staying Within an Android Tab

    - by Justin
    So, I've been banging my head looking for a good solution for a few days and am stuck. I have a search screen (Activity) in a tab, and after the user enters a value and clicks "search" I would like the results to come back in that same tab, and then if an item from the results is selected, to show more detailed results, in that same tab. I have it all working now in separate activities, and even the first step working in a tab, but as soon as I call the activity to process he search results... i.e. startActivity(i); for the results Activity, the results displayed are not in the tab! I am having a very difficult time getting this flow to work all under a tab. Any thoughts on how to make this happen? I keep hearing that Android views should be used instead of activities, but am I then to assume that all the logic I have right now for 3 activity needs to go inside 1 activity and then I need to handle setting the content and state for each of these cases? Plus, won't the history stack not work as pressing the back button will take the user out of the application, instead of taking them from say the search result to the search screen, or the details to the search results, etc. This seems like a mess. Can anyone show a more complex example of tabs or how one might have a simple search, result and detail workflow staying in a tab? I have seen a few questions on this concept of keeping activities "within a tab", but no good resolution. Please help.

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  • Doing some downloading without blocking you app

    - by Code
    Hi guys, I'm working on my first app that's doing a few different web connections at once. My first screen is my Menu. And at the bottom of viewDidLoad of MenuViewController i call a method that gets and parses a .xml file that is located on my webserver. Also at the bottom of viewDidLoad i do FootballScores = [[FootBallScores alloc] init]; and FootballScores makes a connection to a html page which it loads into a string and then parses out data. Now since both of these are getting called at the bottom of viewDidLoad of the class thats is responsible for the main menu(first screen in the app) it means the app is kinda slow to load. What is the right way to do the above? Should i remove the 2 pieces of code from my viewDidLoad and replace with maybe dataGetterOne = [NSTimer scheduledTimerWithTimeInterval:1.000 target:self selector:@selector(xmlParser) userInfo:nil repeats:NO]; dataGetterTwo = [NSTimer scheduledTimerWithTimeInterval:2.000 target:self selector:@selector(htmlParser) userInfo:nil repeats:NO]; This would mean that the methods get called later on and the viewDidLoad gets to finish before the i try get the data from the web servers. Making 2 connections to we bservers a second apart to quick? Can the iphone handle having 2 connections open at once? I'm really unsure of anything bad/dangerous I am doing in regards to connections. Many Thanks -Code

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  • css absolute positioning hidden scrollbars ... with a twist

    - by ScottE
    I'm working on a website that targets 1024 X 768 as the minimum resolution. So, we're at about 970px wide. Design came back with an interesting layout that has a centered site with a banner that actually exceeds this width (1288px to be exact) that will look good for users with greater resolution, but look fine at 1024. So, to prevent scrollbars from showing up for those at 1024 I positioned the banner absolutely and used overflow-x: hidden on the body. This works just fine across our target browsers. Now, the client has come back and asked for scrollbars to be present for users on 800 X 600 (yes, this is not the target) so they can see a critical login button. How can this be accommodated for those 2% of their users without making radical changes? All I can think of is to detect their screen width and remove the overflow-x:hidden. You have to love when requirements change late in the build process! Edit - here's what I have that seems simple enough to me - any caveats here? if (screen.width === 800) { $("body").css("overflow-x", "visible"); }

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  • Why would dynamically changing the stroke type of a GestureOverlayView cause unusual behaviour?

    - by Rob Kent
    I recently introduced multi-stroke gestures into my application. This is a preference so I set the StrokeType dynamically in Activity.OnCreate. What I have discovered is that if you change the StrokeType so that it is different to the setting in the layout file, it changes the behaviour of the GestureOverlayView in the following way. The normal behaviour is that you draw a gesture and it stays on the screen after it is drawn. When you change the stroke type dynamically however, any gesture drawn on the screen disappears immediately after the OnGestureEnded event has fired. I reloaded the sample GesturesBuilder application and confirmed it has the same problem if you add the second line shown here: GestureOverlayView overlay = (GestureOverlayView) findViewById(R.id.gestures_overlay); overlay.setGestureStrokeType(GestureOverlayView.GESTURE_STROKE_TYPE_SINGLE); overlay.addOnGestureListener(new GesturesProcessor()); } The default in the layout is MULTIPLE but changing it to single changes the behaviour. If you keep the above line but set it to what it already is, the behaviour is not affected. Is this a bug in the Android gestures library and does anyone know a workaround? Note that this is on an HTC Magic so it could also be a handset issue.

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  • OpenGL Pixel Format Attributes (NSOpenGLPixelFormatAttibutes) explanation?

    - by nacho4d
    Hi, I am not new to OpenGL, but not an expert. Many tutorials teach how to draw, 3D, 2D, projections, orthogonal, etc, but How about setting a the view? (NSOpenGLView in Cocoa, Macs). For example I have this: - (id) initWithFrame: (NSRect) frame { GLuint attribs[] = { //PF: PixelAttibutes NSOpenGLPFANoRecovery, NSOpenGLPFAWindow, NSOpenGLPFAAccelerated, NSOpenGLPFADoubleBuffer, NSOpenGLPFAColorSize, 24, NSOpenGLPFAAlphaSize, 8, NSOpenGLPFADepthSize, 24, NSOpenGLPFAStencilSize, 8, NSOpenGLPFAAccumSize, 0, 0 }; NSOpenGLPixelFormat* fmt = [[NSOpenGLPixelFormat alloc] initWithAttributes: (NSOpenGLPixelFormatAttribute*) attribs]; return self = [super initWithFrame:frame pixelFormat: [fmt autorelease]]; } And I don't understand very well their usage, specially when combining them. For example: If I want my view to be capable of full screen should I write NSOpenGLPFAFullScreen only ? or both? (by capable I mean not always in full screen) Regarding Double Buffer, what is this exactly? (Below: Apple's definition) If present, this attribute indicates that only double-buffered pixel formats are considered. Otherwise, only single-buffered pixel formats are considered Regarding Color: if NSOpenGLPFAColorSize is 24 and NSOpenGLPFAColorSize is 8 then it means that alpha and RGB components are treated differently? what happen if I set the former to 32 and the later to 0? Etc, etc,In general how do I learn to set my view from scratch? Thanks in advance. Ignacio.

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  • jquery attr problem on firefox

    - by Tomas
    hello, I'm doing full screen background change system with jquery. When enter to site makes full screen size default background, and when click button must change background. Everythink works fine on opera! But FireFox nothink happend. I think problem is with attr function, please help found problem. All this you can see in http://www.hiphopdance.lt $(document).ready(function(){ //default actions var now_img="images/bg.jpg"; resize(1600,900,"#bgimg",now_img); $(window).bind("resize", function() { resize(1600,900,"#bgimg"); }); //default actions end //clicks $('li#red').click(function(){ $("img#bgimg").attr({src:'http://www.hiphopdance.lt/images/redbg.jpg'}); resize(1024,683,"#bgimg"); $(window).bind("resize", function() { resize(1024,683,"#bgimg"); }); }); //end clicks //resize function start function resize(img_width,img_height,img_id) { var ratio = img_height / img_width; // Get browser window size var browserwidth = $(window).width(); var browserheight = $(window).height(); // Scale the image if ((browserheight/browserwidth) > ratio){ $(img_id).height(browserheight); $(img_id).width(browserheight / ratio); } else { $(img_id).width(browserwidth); $(img_id).height(browserwidth * ratio); } // Center the image $(img_id).css('left', (browserwidth - $(img_id).width())/2); $(img_id).css('top', (browserheight - $(img_id).height())/2); }; //resize function end });

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  • Draggable cards (touch enumeration) issue

    - by glitch
    I'm trying to let a player tap, drag and release a card from a fanned stack on the screen to a 4x4 field on the board. My cards are instantiated from a custom class that inherits from the UIImageView class. I started with the Touches sample app, and I modified the event handlers for touches to iterate over my player's card hand instead of the 3 squares the sample app allows you to move on screen. Everything works, until that is, I move the card I'm dragging near another card. I'm really drawing a blank here for the logic to get the cards to behave properly. Here's my code: - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { NSUInteger numTaps = [[touches anyObject] tapCount]; if(numTaps = 1) { for (UITouch *touch in touches) { [self dispatchFirstTouchAtPoint:[touch locationInView: self.boardCardView] forEvent:nil]; } } } -(void) dispatchFirstTouchAtPoint:(CGPoint)touchPoint forEvent:(UIEvent *)event { for (int i = 0; i<5; i++) { UIImageView *touchedCard = boardBuffer[i]; if (CGRectContainsPoint([touchedCard frame], touchPoint)) { [self animateFirstTouchAtPoint:touchPoint forView:touchedCard]; } } } - (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { NSUInteger touchCount = 0; for (UITouch *touch in touches){ [self dispatchTouchEvent:[touch view] toPosition:[touch locationInView:self.boardCardView]]; touchCount++; } } My questions are: How do I get the touch logic to disallow other cards from being picked up by a dragging finger? Is there anyway I can only enumerate the objects that are directly below a player's finger and explicitly disable other objects from responding? Thanks!

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  • Event Dispatching, void pointer and alternatives

    - by PeeS
    i have my event dispatching / handling functionality working fine, but there is one issue that i need to resolve. Long story short, here are the details. // The event structure struct tEventMessage { // Type of the event int Type; // (void*) Allows those to be casted into per-Type objects void *pArgument1; void *pArgument2; }; I am sending events from different modules in my engine by using the above structure, which requires a pointer to an argument. All messages are queued, and then dispatched on the next ::Tick(). It works fine, untill i try to send something that doesn't exist in next ::Tick, for example: When a mouse click is being handled, it calculates the click coordinates in world space. This is being sent with a pointer to a vector representing that position, but after my program quits that method, this pointer gets invalid obviously, cause local CVector3 is destructed: CVector2 vScreenSpacePosition = vAt; CVector3 v3DPositionA = CVector3(0,0,0); CVector3 v3DPositionB = CVector3(0,0,0); // Screen space to World space calculation for depth zNear v3DPositionA = CMath::UnProject(vScreenSpacePosition, m_vScreenSize, m_Level.GetCurrentCamera()->getViewMatrix(), m_Level.GetCurrentCamera()->getProjectionMatrix(), -1.0 ); // Screen space to World space calculation for depth zFar v3DPositionB = CMath::UnProject(vScreenSpacePosition, m_vScreenSize, m_Level.GetCurrentCamera()->getViewMatrix(), m_Level.GetCurrentCamera()->getProjectionMatrix(), 1.0); // Send zFar position and ScreenSpace position to the handlers // Obviously both vectors won't be valid after this method quits.. CEventDispatcher::Get()->SendEvent(CIEventHandler::EVENT_SYSTEM_FINGER_DOWN, static_cast<void*>(&v3DPositionB), static_cast<void*>(&vScreenSpacePosition)); What i want to ask is, if there is any chance i could make my tEventMessage more 'template', so i can handle sending objects like in the above situation + use what is already implemented? Can't figure it out at the moment.. What else can be done here to allow me to pass some locally available data ? Please can somebody shed a bit of light on this please?

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  • issue with tab bar view displaying a compound view

    - by ambertch
    I created a tab bar application, and I make the first tab a table. So I create a tableView controller, and go about setting the class identity of the view controller for the first tab to my tableView controller. This works fine, and I see the contents of the table filling up the whole screen. However, this is not what I actually want in the end goal - I would like a compound window having multiple views: - the aforementioned table - a custom view with data in it So what I do is create a nib for this content (call it contentNib), change the tab's class from the tableView controller to a generic UIViewController, and set the nib of that tab to this new contentNib. In this new contentNib I drag on a tableView and set File's Owner to the TableViewController. I then link the dataSource and delegate to file's owner (which is TableViewController). Surprisingly this does not work and I receive the error: **Terminating app due to uncaught exception 'NSInvalidArgumentException', reason: '*** -[UIViewController tableView:numberOfRowsInSection:]: unrecognized selector sent to instance 0x3b0f910'** This is bewildering to me since the file's owner is the TableViewController, which has been assigned to be both the dataSource and delegate. Does someone have either insight into my confusions, or a link to an example of how to have a compound view include a tableView? *update* I see this in the Apple TableView programming guide: "Note: You should use a UIViewController subclass rather than a subclass of UITableViewController to manage a table view if the view to be managed is composed of multiple subviews, one of which is a table view. The default behavior of the UITableViewController class is to make the table view fill the screen between the navigation bar and the tab bar (if either are present)." <----- I don't really get what this is telling me to do though... if someone can explain or point me to an example I'd be much appreciated!

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  • Delay android PlusClient login request

    - by jamesakadamingo
    I am trying to implement the new PlayServices API within my android application to use a +1 button. I have it working nicely, all the expected functionality is there. However it has one rather annoying feature (seriously google!). When you instance the plusclient: mPlusClient = new PlusClient(this, this, this, Scopes.PLUS_PROFILE); Your user is presented with a "Pick your account" dialog (if they have more than one account) followed by a "grant access" dialog. I understand the need for these steps, however they really get in the way of the user experience! My initial activity (post splash screen) now has the +1 button, which means that you have to instance the PlusClient. Doing so in the onCreate() method (as google suggests) means that my user is given the "authorisation" screen before they even know what is going on! What I want to do it delay that untill they actually click the +1 button. That way they will know why they are being asked to authorise access to their account! Any ideas? I have tried using an onClick listener on the +1 button to instance but it didn't work.

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  • Detect that the onscreen keyboard has been displayed on Windows Phone 7

    - by David_001
    Simple question: How do I detect that the onscreen keyboard has been displayed on windows mobile 7? Is there an event I can add a listener to? It takes up about half the screen and I want to scroll the view up when it gets displayed... EDIT: A comment below indicates more clearly what I'm trying to do: I have a textbox input, and as the user types into it an autocomplete dropdown appears below it (like google suggest). By default, the active control (the textbox) scrolls into view when focussed, and the onscreen keyboard is directly below it. The onscreen keyboard appears in front of my autocomplete dropdown - what I want to do is make the screen scroll a little further up, so there's some room for my dropdown to be shown. The windows phone UI design guidelines say: "When the keyboard is deployed, the application should scroll to ensure the active edit control and the caret are in view". This happens fine, it's just the non-active dropdown gets hidden behind the onscreen keyboard. The guidelines also say that an application can choose to show the onscreen keyboard, and can also choose to close it. At the moment i'm stuck, and I don't think (based on my research and the replies to this question) that it's possible to detect that the onscreen keyboard has been displayed. I'm moving my investigation to see if it's possible to determine the "visible area" of the page (width & height in pixels for example), and combine this with an onfocus for the textbox... not sure if this will prove fruitful though.

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  • How to detect iPhone movement in space using accelerometer ?

    - by super_tomtom
    Hi ! I am trying to make an application that would detect what kind of shape you made with your iPhone using accelerometer. As an example, if you draw a circle with your hand holding the iPhone, the app would be able to redraw it on the screen. This could also work with squares, or even more complicated shapes. The only example of application I've seen doing such a thing is AirPaint (http://vimeo.com/2276713), but it doesn't seems to be able to do it in real time. My first try is to apply a low-pass filter on the X and Y parameters from the accelerometer, and to make a pointer move toward these values, proportionally to the size of the screen. But this is clearly not enought, I have a very low accuracy, and if I shake the device it also makes the pointer move... Any ideas about that ? Do you think accelerometer data is enought to do it ? Or should I consider using other data, such as the compass ? Thanks in advance !

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  • php mysql error beginner

    - by Marcelo
    Hi, I'm trying to print some values on the screen from a table but I having a problem, I don't know much about string, vector and array but I think that my problem is related to them. I'm getting this on the screen Fatal error: Cannot use [] for reading ... My code $sql="SELECT * FROM $tbl_name"; $result=mysql_query($sql) or trigger_error(mysql_error().$sql); while($row = mysql_fetch_array($result)){ $DATA = $row[]; } //line with probelm mysql_close(); //html part <table> <? foreach($DATA as $row): ?> <tr> <td><?=$row['id']?></td> //more stuff </tr> <? endforeach ?> </table> What I'm trying to do is print somevalues form a database. But I'm getting this error. I'm sorry for any mistake in English, and thanks in advance for any help.

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  • How to make buttons in python/pygame?

    - by user1334014
    I'm making a game in pygame and on the first screen I want there to be buttons that you can press to (i) start the game, (ii) load a new screen with instructions, and (iii) exit the program. I've found this code online for button making, but I don't really understand it (I'm not that good at object oriented programming). If I could get some explanation as to what it's doing that would be great. Also, when I use it and try to open a file on my computer using the file path, I get the error sh: filepath :Permission denied, which I don't know how to solve. #load_image is used in most pygame programs for loading images def load_image(name, colorkey=None): fullname = os.path.join('data', name) try: image = pygame.image.load(fullname) except pygame.error, message: print 'Cannot load image:', fullname raise SystemExit, message image = image.convert() if colorkey is not None: if colorkey is -1: colorkey = image.get_at((0,0)) image.set_colorkey(colorkey, RLEACCEL) return image, image.get_rect() class Button(pygame.sprite.Sprite): """Class used to create a button, use setCords to set position of topleft corner. Method pressed() returns a boolean and should be called inside the input loop.""" def __init__(self): pygame.sprite.Sprite.__init__(self) self.image, self.rect = load_image('button.png', -1) def setCords(self,x,y): self.rect.topleft = x,y def pressed(self,mouse): if mouse[0] > self.rect.topleft[0]: if mouse[1] > self.rect.topleft[1]: if mouse[0] < self.rect.bottomright[0]: if mouse[1] < self.rect.bottomright[1]: return True else: return False else: return False else: return False else: return False def main(): button = Button() #Button class is created button.setCords(200,200) #Button is displayed at 200,200 while 1: for event in pygame.event.get(): if event.type == MOUSEBUTTONDOWN: mouse = pygame.mouse.get_pos() if button.pressed(mouse): #Button's pressed method is called print ('button hit') if __name__ == '__main__': main() Thank you to anyone who can help me.

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  • Changing style sheets depending on useragent

    - by John Vasiliou
    <script language="Javascript"> var deviceIphone = "iPhone"; var deviceIpod = "iPod"; //Initialize our user agent string to lower case. var uagent = navigator.userAgent.toLowerCase(); //************************** // Detects if the current device is an iPhone. function DetectiPhone() { if (uagent.search(deviceIphone) > -1) {document.write('<link rel="stylesheet" type="text/css" href="ui/mobile/css/site.css">'); } etc... Above is the start of my code. I am trying to change the CSS file depending on what platform the user is using. I currently use media="screen ... " but it doesn't work with the amount of platforms I'm trying to use. I need something a lot more detailed/complex that is why I'm turning to useragents. Any ideas why the css file doesn't change on my iPhone using the above code? Better yet, any ideas on another way to change style sheets depending on the users platform/screen resolution?

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  • NHibernate Performance Optimization | Suggestions invited!!!

    - by user336749
    Hi, I’m facing an issue with NHibernate performance and can you please suggest me some optimizations? Below mentioned is a small summary of my application architecture I have a windows service which is listening to a messaging bus. On receiving a message the service creates an object out of which a property is the received xml snippet and saves the message to the DB (uses NH). There is a WPF UI with a readonly connection to the DB, and on refresh of the UI it displays the objects on the screen. While the UI does a refresh, it retrieves the xml and deserializes it , from which the object’s properties are derived and binded to the screen. For example assume an xml XXX is received by the service, it deserializes the xml , creates the book object and save it to the DB and a property/column is SCHEMA which contains the xml snippet. The UI while refreshed searches all book objects by ID and creates the book objects out of the xml which is being saved (yes, the xml is the constructor param). Now my issue is that the refresh takes more than 2 minutes to display say 50 book objects. I analyzed it using the NHibernate profiler, and found that the time spend within the DB is negligible, however time spent to create the entities is proportionally huge(10ms:1990 ms).I guess it’s due to the fairly huge size of xml snippet and it’s deserialization. My question is, how can I improve the performance. I dispose sessions after every refresh and is not lazy loading (please note that the time spend in DB is negligible). On every refresh it’s possible that all objects are updated by some downstream systems or maybe one of them are updated.Can I implement some sort of caching mechanism in this case? Thanks in advance for any suggestions. Regards, -Mike

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  • Cannot Resize DIV to anything smaller than maximum width

    - by MxmastaMills
    Quick CSS Question. I cannot seem to figure out a very simple CSS/HTML problem. Here's a JSFiddle. http://jsfiddle.net/BmM6t/ Basically, these two divs are not resizing to anything less than 100% width: <div id="main_pic" class="main_div"> THIS IS WHERE THE MAIN PIC WILL GO. </div> <div id="signin" class="main_div"> SIGN IN TO THE SITE! <form> <label for="name">EMAIL/USERNAME:</label> <input type="text" name="name" id="name"> <label for="email">PASSWORD:</label> <input type="text" name="email" id="email"> <br /> <input type="submit" value="Let's Play!"> </form> </div> You'll see that the two divs with class main_div actually take up the entire width of the screen for some reason (you can see that if you inspect the element) even though their widths are clearly written. When you try to change the width of one of the main_div's it changes the width but if you inspect the element, it just changes the width of the object and adds padding around it to make sure it still takes up the entire width of the screen. I'm sure it's some little error I've made but I can't find it. Thanks for the help!

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  • Changing direction of rotation Pygame

    - by czl
    How would you change the direction of a rotating image/rect in Pygame? Applying positive and negative degree values works but it seems to only be able to rotate one direction throughout my window. Is there a way to ensure a change in direction of rotation? Perhaps change up rotation of a spinning image every 5 seconds, or if able to change the direction of the spin when hitting a X or Y axis. I've added some code below. It seems like switching movement directions is easy with rect.move_ip as long as I specify a speed and have location clause, it does what I want. Unfortunately rotation is't like that. Here I'l adding angles to make sure it spins, but no matter what I try, I'm unable to negate the rotation. def rotate_image(self): #rotate image orig_rect = self.image.get_rect() rot_image = pygame.transform.rotate(self.image, self.angle) rot_rect = orig_rect.copy() rot_rect.center = rot_image.get_rect().center rot_image = rot_image.subsurface(rot_rect).copy() return rot_image def render(self): self.screen.fill(self.bg_color) self.rect.move_ip(0,5) #Y axis movement at 5 px per frame self.angle += 5 #add 5 anglewhen the rect has not hit one of the window self.angle %= 360 if self.rect.left < 0 or self.rect.right > self.width: self.speed[0] = -self.speed[0] self.angle = -self.angle #tried to invert the angle self.angle -= 5 #trying to negate the angle rotation self.angle %= 360 self.screen.blit(self.rotate_image(),self.rect) pygame.display.flip() I would really like to know how to invert rotation of a image. You may provide your own examples.

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  • Output error in comparing characters from two strings

    - by Andrew Martin
    I'm stuck with my a piece of code I'm creating. My IDE is Eclipse and when I use its debugging feature, to trace what's happening on each line, it outputs perfectly. However, when I click the "run" project, it just outputs a blank screen: public static void compareInterests(Client[] clientDetails) { int interests = 0; for (int p = 0; p < numberOfClients; p++) { for (int q = 0; q < numberOfClients; q++) { String a = clientDetails[p].getClientInterests(); String b = clientDetails[q].getClientInterests(); int count = 0; while (count < a.length()) { if (a.charAt(count) == b.charAt(count)) interests++; count++; } if ((interests >= 3) && (clientDetails[p].getClientName() != clientDetails[q].getClientName())) System.out.print (clientDetails[p].getClientName() + " is compatible with " + clientDetails[q].getClientName()); interests = 0; } } } The code is designed to import an object array which contains information on a client's name and a client's interests. The client's interests are stored in the format "01010", where each 1 means they are interested in that activity, each 0 means they are not. My code compares each character of every client's string with every other client's string and outputs the results for all client's that don't have the same name and have three or more interests in common. When I run this code through Java's debugger, it outputs fine - but when I click run project or compile, I just get a blank screen. Any ideas?

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  • Setting Android webview initialScale prevents proper zooming

    - by Ryan
    Need: I want a webview to automatically be sized to fit the width of that particular page. I have Googled this and found several different suggestions. Most of them work. But then each of them effects zooming in / zooming out. What I'm looking for is a solution that accomplishes both. The webview is initially set to fill the screen, but then it allows the user to zoom in (with pinching) and zoom out. What I've Tried: mainView.getSettings().setLoadWithOverviewMode(true); mainView.getSettings().setUseWideViewPort(false); mainView.setScrollBarStyle(WebView.SCROLLBARS_OUTSIDE_OVERLAY); mainView.getSettings().setBuiltInZoomControls(true); mainView.getSettings().setSupportZoom(true); I have also tried setting mainView.setInitialScale(various percentages) Again, I have tried these in different orders, including some, not including others. Currently, if I use the above code and setInitialScale(65), it loads initially fine but then once you zoom in, you cannot zoom all the way back out. Does anyone know of the best practice to set initial scale to fit screen but fully allow zooming out and in? Why I Need It: I'm using a ViewFlipper in my Android app to load several webviews simultaneously. I have a touch sensor that allows sliding from left to right to switch between different webviews. The practical purpose of this is to show a grocery store's ads and allow the user to slide from page to page. The problem is that the API feed I'm using basically only allows me to load a URL for each page. So I have to use webviews.

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  • HTML5 Canvas and Game Programming

    - by LemonBeagle
    I hope this isn't too open ended. I'm wondering if there is a better (more battery-friendly) way of doing this -- I have a small HTML 5 game, drawn in a canvas (let's say 500x500). I have some objects whose positions I update every 50ms or so. My current implementation re-draws the entire canvas every 50ms. I can't imagine that being very good for battery life on mobile platforms. Is there a better way to do this? This must be a common pattern with games. EDIT: as requested, here are some more updates: Right now, the objects are geometric primitives drawn via arcs and lines. I'm not opposed to making these small png/jpg/gif files instead of that'd help out. These are small graphics -- just 15x15 or so. As the game progresses, more and more of the screen changes at a time. However, at the start, the screen changes relatively slowly (the objects randomly moved a few pixels every 50ms).

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  • App Crashing Inspite of Being ARC Enabled

    - by proctr
    I have been working on an iOS App for sometime now and its almost ready to submit. However, when I gave it to few people for testing purposes (running iOS 5)..they reported cases where the app crashes and the home screen is displayed on the phone OR a frozen app screen appears with no response whatsoever The app is ARC enabled and Xcode shows no warnings. So, I'm relli tensed about what's going wrong. I have declared properties in the following fashion: @property (nonatomic) IBOutlet UILabel *devCountLabel; @property (nonatomic) IBOutlet UIView *splashView; Likewise other properties are declared. Could anyone provide a solution ASAP. It is mainly a network based app and thus, CoreData usage is minimum.. Anyway, I'm running out of time..So Please provide a fix asap..oh and thanks a ton for it. PS: The App doesn't crash in the simulator, so I'm guessing it has something related to memory. And the crashes are random. So, repeating a set of steps to reproduce the crash doesn't help either. For Eg. When I click a button, modalViewControllerAnimation results in normal case. Now this occurs as expected most of the time and freezes the app other times.

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  • how do i call methods from another class in android?

    - by Phani Gargey
    I have two classes in question. Both extend Activity. Class A public void displayinfo() { setContentView(R.layout.dynamicinfo); //Add some buttons dynamically here //do some processing // move on to Class B } In Class B: I want to go back to Class A state in UI if BACK button is pressed. Class B //Register a listener for this button Backbutton.setOnClickListener(new OnClickListener() { public void onClick(View arg0) { Log.i("setOnClickListener", "Pressed Back Button "); Toast.makeText(mycontext, "Pressed Back Button", Toast.LENGTH_SHORT).show(); //HERE I want to go back class's function in UI as well as restoring the sttae for that screen. } how do I do that? I looked around some questions. they did not answer clearly what I am looking for.hence the posting. thanks.I think I was adding my own Back button on the Layout I created in the Class B's UI Screen --not using the regular "Back" button on the key board. May be that was the problem.

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