Search Results

Search found 5464 results on 219 pages for 'effect'.

Page 29/219 | < Previous Page | 25 26 27 28 29 30 31 32 33 34 35 36  | Next Page >

  • CSS repeat pattern with linear gradient

    - by luca
    I'm on my first approach with photoshop patterns.I'm buildin a webpage where I want to use my pattern to give a nice effect to my webpage background. The pattern I found is 120x120 px If I was done here I should use this css: background-imag:url(mypattern.jpg); background-repeat:repeat; But Im not done.Id like to *add to my page's background a linear gradient(dir=top/down col=light-blue/green) with the pattern fill layer on top of it, with blending mode=darken *. This is the final effect: I come to the point. QUESTION: Combining linear vertical-gradient effect and my 120x120 pattern is it possible to find a pattern that I could use to repeat itself endlessly both vertical and horizontal??which is a common solution in this case? Hope It's clear thanks Luca

    Read the article

  • Flex Arraycollection filter

    - by Prashant
    Hello all I am working in Flex. I have an arraycollection which is used to fill a tilelist with images. I am using filter method of arraycollection to filter out certain images from tilelist based on a selected value from combobox. The issue is that when the images are filtered out they just vanish suddenly. But I want to give some effect to them when they are filtered out, say slow fade effect or zoom effect. I tried removedEffect, hideEffect etc. but in vain. Can anyone please help me out. thanks.

    Read the article

  • Tinting iPhone application screen red

    - by btschumy
    I'm trying to place a red tint on all the screens of my iPhone application. I've experimented on a bitmap and found I get the effect I want by compositing a dark red color onto the screen image using Multiply (kCGBlendModeMultiply). So the question is how to efficiently do this in real time on the iPhone? One dumb way might be to grab a bitmap of the current screen, composite into the bitmap and then write the composited bitmap back to the screen. This seems like it would almost certainly be too slow. In addition, I need some way of knowing when part of the screen has been redrawn so I can update the tinting. I can almost get the effect I want by putting a red, translucent, fullscreen UIView above everything. That tints everything red within further intervention on my part, but the effect is much "muddier" than results from the composite. So do any wizards out there know of some mechanism I can use to automatically composite the red over the app in similar fashion to what the translucent red UIView does?

    Read the article

  • Rectangular BackColor of selection in RichTextBox

    - by AgentConundrum
    Background: I'm going to start studying/coding at the local university's library. Since I'm not a student, I won't be able to utilize their wireless internet access. Since StackOverflow is such a great resource, I want to be able to take it with me, so I'm building a small desktop application to load/search/display the most recent data dumps. Problem: I want to display code blocks in the same sort of rectangular block as this site does, so I played with the RichTextBox control to try to create this effect. Unfortunately, the RichTextBox.SelectedBackColor property only colors the actual text, when what I want is a rectangle reaching to the outer limits of the selection. Example: This is what I am able to produce with the RichTextBox: This is what I would like to create: Questions: Is there any way to produce this effect using the RichTextBox? If not, are there any other controls I could use to create this effect?

    Read the article

  • Syntax error in INSERT INTO statement

    - by Amit Kr. Ghosh
    conn = new OleDbConnection("Provider=Microsoft.Jet.OLEDB.4.0;Data Source=E:\\database.mdb"); conn.Open(); com = new OleDbCommand(@"insert into group (groupid,groupname,nature,effect) values (@groupid,@groupname,@nature,@effect)", conn); com.Parameters.AddWithValue("@groupid", intialtxt); com.Parameters.AddWithValue("@groupname", groupnametxt); com.Parameters.AddWithValue("@nature", groupnaturecombo); com.Parameters.AddWithValue("@effect", efectivegroupcombo); com.ExecuteNonQuery(); conn.Close() i have write this connection ,but i get one error Syntax error in INSERT INTO statement please someone help me.

    Read the article

  • Flex - weird display behavior on large number of Canvas

    - by itarato
    Hi, I have a Flex app (SDK 3.5 - FP10) that does mindmap trees. Every node is a Canvas (I'm using Canvas specific properties so I needed it). It has a shadow effect, background color and some small ui element on it (like icons, texts...). It works perfectly until it goes over ~700 nodes (Canvas). Over that number it shows grey rectangles: http://yfrog.com/bhw2pj . If I turn off the DropShadowFilter effect for the Canvas, they are also gone, so I assume it's a DropShadowFilter problem: http://yfrog.com/2d9y8j . The effect is simple: private static var _nodeDropShadow:DropShadowFilter = new DropShadowFilter(1, 45, 0x888888, 1, 1, 1); _backgroundComp.filters = _nodeDropShadow; Is it possible that Flex can't handle that much? Thanks in advance

    Read the article

  • prevent hover set by the CSS

    - by meo
    I try to prevent the Browser from using the :hover effect of the CSS. $("ul#mainFilter a").hover( function(o){ o.preventDefault(); ...do my stuff... }, function(o){ o.preventDefault(); ...do my stuff... }); I tired it with return false; to but it does not work. Does anyone know how to do this? due the answers i give you some more nfo: I have set the a and a:hover styles, in my CSS already. Now if JS is available on the clients machine, i want to overwrite the effect with a smoother one. (using jQuery color plugin) As mentioned by fudgey, a work around would be to set the style (using .css()) but i would have to overwrite every single effect specified in the CSS (see here: http://jsfiddle.net/raPeX/1/ ). I am looking for a generic solution.

    Read the article

  • Simple XNA 2D demo: why is my F# version slower than C# version?

    - by Den
    When running this XNA application it should display a rotated rectangle that moves from top-left corner to bottom-right corner. It looks like my F# version is noticeably much slower. It seems that the Draw method skips a lot of frames. I am using VS 2012 RC, XNA 4.0, .NET 4.5, F# 3.0. I am trying to make it as functional as possible. What could be the reason for poor performance? C#: class Program { static void Main(string[] args) { using (var game = new FlockGame()) { game.Run(); } } } public class FlockGame : Game { private GraphicsDeviceManager graphics; private DrawingManager drawingManager; private Vector2 position = Vector2.Zero; public FlockGame() { graphics = new GraphicsDeviceManager(this); } protected override void Initialize() { drawingManager = new DrawingManager(graphics.GraphicsDevice); this.IsFixedTimeStep = false; } protected override void Update(GameTime gameTime) { position = new Vector2(position.X + 50.1f * (float)gameTime.ElapsedGameTime.TotalSeconds, position.Y + 50.1f * (float)gameTime.ElapsedGameTime.TotalSeconds); base.Update(gameTime); } protected override void Draw(GameTime gameTime) { //this.GraphicsDevice.Clear(Color.Lavender) drawingManager.DrawRectangle(position, new Vector2(100.0f, 100.0f), 0.7845f, Color.Red); base.Draw(gameTime); } } public class DrawingManager { private GraphicsDevice GraphicsDevice; private Effect Effect; public DrawingManager(GraphicsDevice graphicsDevice) { GraphicsDevice = graphicsDevice; this.Effect = new BasicEffect(this.GraphicsDevice) { VertexColorEnabled = true, Projection = Matrix.CreateOrthographicOffCenter(0.0f, this.GraphicsDevice.Viewport.Width, this.GraphicsDevice.Viewport.Height, 0.0f, 0.0f, 1.0f) }; } private VertexPositionColor[] GetRectangleVertices (Vector2 center, Vector2 size, float radians, Color color) { var halfSize = size/2.0f; var topLeft = -halfSize; var bottomRight = halfSize; var topRight = new Vector2(bottomRight.X, topLeft.Y); var bottomLeft = new Vector2(topLeft.X, bottomRight.Y); topLeft = Vector2.Transform(topLeft, Matrix.CreateRotationZ(radians)) + center; topRight = Vector2.Transform(topRight, Matrix.CreateRotationZ(radians)) + center; bottomRight = Vector2.Transform(bottomRight, Matrix.CreateRotationZ(radians)) + center; bottomLeft = Vector2.Transform(bottomLeft, Matrix.CreateRotationZ(radians)) + center; return new VertexPositionColor[] { new VertexPositionColor(new Vector3(topLeft, 0.0f), color), new VertexPositionColor(new Vector3(topRight, 0.0f), color), new VertexPositionColor(new Vector3(topRight, 0.0f), color), new VertexPositionColor(new Vector3(bottomRight, 0.0f), color), new VertexPositionColor(new Vector3(bottomRight, 0.0f), color), new VertexPositionColor(new Vector3(bottomLeft, 0.0f), color), new VertexPositionColor(new Vector3(bottomLeft, 0.0f), color), new VertexPositionColor(new Vector3(topLeft, 0.0f), color) }; } public void DrawRectangle(Vector2 center, Vector2 size, float radians, Color color) { var vertices = GetRectangleVertices(center, size, radians, color); foreach (var pass in this.Effect.CurrentTechnique.Passes) { pass.Apply(); this.GraphicsDevice.DrawUserPrimitives(PrimitiveType.LineList, vertices, 0, vertices.Length/2); } } } F#: namespace Flocking module FlockingProgram = open System open Flocking [<STAThread>] [<EntryPoint>] let Main _ = use g = new FlockGame() g.Run() 0 //------------------------------------------------------------------------------ namespace Flocking open System open System.Diagnostics open Microsoft.Xna.Framework open Microsoft.Xna.Framework.Graphics open Microsoft.Xna.Framework.Input type public FlockGame() as this = inherit Game() let mutable graphics = new GraphicsDeviceManager(this) let mutable drawingManager = null let mutable position = Vector2.Zero override Game.LoadContent() = drawingManager <- new Rendering.DrawingManager(graphics.GraphicsDevice) this.IsFixedTimeStep <- false override Game.Update gameTime = position <- Vector2(position.X + 50.1f * float32 gameTime.ElapsedGameTime.TotalSeconds, position.Y + 50.1f * float32 gameTime.ElapsedGameTime.TotalSeconds) base.Update gameTime override Game.Draw gameTime = //this.GraphicsDevice.Clear(Color.Lavender) Rendering.DrawRectangle(drawingManager, position, Vector2(100.0f, 100.0f), 0.7845f, Color.Red) base.Draw gameTime //------------------------------------------------------------------------------ namespace Flocking open System open System.Collections.Generic open Microsoft.Xna.Framework open Microsoft.Xna.Framework.Graphics open Microsoft.Xna.Framework.Input module Rendering = [<AllowNullLiteral>] type DrawingManager (graphicsDevice : GraphicsDevice) = member this.GraphicsDevice = graphicsDevice member this.Effect = new BasicEffect(this.GraphicsDevice, VertexColorEnabled = true, Projection = Matrix.CreateOrthographicOffCenter(0.0f, float32 this.GraphicsDevice.Viewport.Width, float32 this.GraphicsDevice.Viewport.Height, 0.0f, 0.0f, 1.0f)) let private GetRectangleVertices (center:Vector2, size:Vector2, radians:float32, color:Color) = let halfSize = size / 2.0f let mutable topLeft = -halfSize let mutable bottomRight = halfSize let mutable topRight = new Vector2(bottomRight.X, topLeft.Y) let mutable bottomLeft = new Vector2(topLeft.X, bottomRight.Y) topLeft <- Vector2.Transform(topLeft, Matrix.CreateRotationZ(radians)) + center topRight <- Vector2.Transform(topRight, Matrix.CreateRotationZ(radians)) + center bottomRight <- Vector2.Transform(bottomRight, Matrix.CreateRotationZ(radians)) + center bottomLeft <- Vector2.Transform(bottomLeft, Matrix.CreateRotationZ(radians)) + center [| new VertexPositionColor(new Vector3(topLeft, 0.0f), color) new VertexPositionColor(new Vector3(topRight, 0.0f), color) new VertexPositionColor(new Vector3(topRight, 0.0f), color) new VertexPositionColor(new Vector3(bottomRight, 0.0f), color) new VertexPositionColor(new Vector3(bottomRight, 0.0f), color) new VertexPositionColor(new Vector3(bottomLeft, 0.0f), color) new VertexPositionColor(new Vector3(bottomLeft, 0.0f), color) new VertexPositionColor(new Vector3(topLeft, 0.0f), color) |] let DrawRectangle (drawingManager:DrawingManager, center:Vector2, size:Vector2, radians:float32, color:Color) = let vertices = GetRectangleVertices(center, size, radians, color) for pass in drawingManager.Effect.CurrentTechnique.Passes do pass.Apply() drawingManager.GraphicsDevice.DrawUserPrimitives(PrimitiveType.LineList, vertices, 0, vertices.Length/2)

    Read the article

  • jQuery animation if load() returns something different...

    - by Dan LaManna
    setInterval(function() { var prevTopArticle = $("#toparticles table:first").html(); $("#toparticles").load("myurloffeed.com/topfeed", function() { alternateBG(); var newTopArticle = $("#toparticles table:first").html(); if (prevTopArticle!=newTopArticle) { $("#toparticles table:first").effect("highlight", {color:"#faffc4"}, 2000); } }); }, 8000); So it sets the current first table item to a variable, loads the toparticles div with the tables off the url, and if they are different it will perform the highlight effect, however it does the highlight effect anyway, completely unsure why it isn't working.

    Read the article

  • how to start animation using MVVM?

    - by Kishore Kumar
    I am converting my exising Application using WPF using MVVM pattern. I have different storyboards in my view . eg. 1. showing splashscreen while loading the app 2. while clicking Menu Toggle button/Radio Button to show the slide in and Slide out animation effect 3. And different mouseover effect for different elements available in the View. How will i call the storyboard using MVVM and which is the best method?. To show the mouse over effect do we really have to use MVVM or code behind?

    Read the article

  • How to line up columns using paste(1)? or how to make an aligned table merging lines in the shell?

    - by nn
    Hi, I want to merge lines such that the merged lines are aligned on the same boundary. UNIX paste(1) does this nicely when lines all meet at the same tab boundary, but when lines differ in size (in the file that lines are being merged into), the text comes out awkward. Example of paste(1) that has the desired effect: $ echo -e "a\nb\nccc\nd" | paste - - a b ccc d Example of paste(1) with undesired effect: $ echo -e "a\nb\ncccccccccccc\nd" | paste - - a b cccccccccccc d Note how the 2nd column doesn't line up. I want 'b' to line up with 'd', which requires an additional tab. Unfortunately I believe this is the limit for the paste utility, so if anyone has any idea of how to get the desired effect above, I'd love to hear it.

    Read the article

  • Re-opening closed dialog puts it in the start position after moving it

    - by semmelbroesel
    I'm using multiple instances of the JQuery-UI dialog along with draggable and resizable. Whenever I drag or resize one of the dialog boxes, the position and dimensions of the current box are saved to a database and then loaded the next time the page opens. This is working well. However, when I close a dialog box and re-open it using a button, jQuery sets the position of the box back to its original location in the center of the screen. Furthermore, I use a show effect to slide the box off to the left on closing and in from the left on re-opening. I found two ways to update its position when the slide in animation is done, however, it still slides into the center of the screen, and I have yet to find a way to get it to slide in towards the location it is supposed to have. Here are the parts of the code that play a part in this: $('.box').dialog({ closeOnEscape: false, hide: { effect: "drop", direction: 'left' }, beforeClose: function (evt, ui){ var $this = $(this); SavePos($this); // saves the dimensions to db }, dragStop: function() { var $this = $(this); SavePos($this); }, resizeStop: function() { var $this = $(this); SavePos($this); }, open: function() { var $this = $(this); $this.dialog('option', { show: { effect: "drop", direction: 'left'} } ); if (init) // meaning only load this code when the page has finished initializing { // tried it both ways - set the position before and after the effect - no success UpdatePos($this.attr('id')); // I tried this section with promise() and effect / complete - I found no difference $this.parent().promise().done(function() { UpdatePos($this.attr('id')); }); } } }); function UpdatePos(key) { // boxpos is an object holding the position for each box by the box's id var $this = $('#' + key); //console.log('updating pos for box ' + boxid); if ($this && $this.hasClass('ui-dialog-content')) { //console.log($this.dialog('widget').css('left')); $this.dialog('option', { width: boxpos[key].width, height: boxpos[key].height }); $this.dialog('widget').css({ left: boxpos[key].left + 'px', top: boxpos[key].top + 'px' }); //console.log('finished updating pos'); //console.log($this.dialog('widget').css('left')); } } The button that re-opens the box has this code on it to make that happen: var $box = $('#boxid'); if ($box) { if ($box.dialog('isOpen')) { $box.dialog('moveToTop'); } else { $box.dialog("open") } } I don't know what jQuery-UI does to the box as it hides it (other than display:none) or to make it slide in, so maybe there's something I'm missing here that might help... Basically, I need JQuery to remember the box' position and put the box back into that location when it is re-opened. It took me days to make it this far, but this is one obstacle I have yet to overcome. Maybe there's a different way I can re-open the box? Thanks! EDIT: Forgot - this issue ONLY happens when I use my UpdatePos function to set the location of a box (i.e. on page load). When I drag a box with my mouse, close it, and re-open it, everything works. So I'm guessing there's one more storage location for the box' position that I'm missing here... EDIT2: After more messing with it, my code for debugging now looks like this: open: function() { var $this = $(this); console.log('box open'); console.log($this.dialog('widget').position()); // { top=0, left=-78.5} console.log($this.dialog('widget').css('left')); $this.dialog('option', { show: { effect: "drop", direction: 'left'} } ); if (init) { UpdatePos($this.attr('id')); $this.parent().promise().done(function() { console.log($this.dialog('widget').position()); // { top=313, left=641.5} console.log($this.dialog('widget').css('left')); UpdatePos($this.attr('id')); console.log($this.dialog('widget').position()); // { top=121, left=107} console.log($this.dialog('widget').css('left')); }); } The results I'm getting are: box open Object { top=0, left=-78.5} -78.5px Object { top=313, left=641.5} 641.5px Object { top=121, left=107} 107px So looks to me as if the widget is being moved off screen (left=-78.5) and then moved for the animation, and then my code moves it into the location that it should be in (121/107). The position() results for $box.position() or $box.dialog().position() do not change during this debugging section. Maybe this will help someone here - I'm still out of ideas here... ... and I just discovered that when I drag the item around myself, then close and re-open it, it is very unpredictable. Sometimes, it will end up in the correct location horizontally, but not vertically. Sometimes, it will end up back in the center of the screen...

    Read the article

  • Animate search filter results - flex

    - by Adam
    I've created a search with a couple of comboboxes that allow users to filter their search results. The results are currently using a TileList & itemRenderer to display, and now I'd like to add an animation effect when the user filters their results. I know that you can use the itemsChangeEffect to create an animation effect when the user drags and moves result itmes. So I'd like to know if there's a way to create a similar effect triggered by the filtering on the comboboxes? Thanks.

    Read the article

  • How to animate/show a hidden div?

    - by Ricky Cortes
    So I'm trying to show a div with a toggle transition when a link is clicked. My code: $("nav ul li#about a").click(function (e) { $("div#about").slideToggle(200); e.preventDefault(); }); It works great, but I want this effect here: http://ricostacruz.com/jquery.transit/ Scroll down and find "TRANSITIONS FOR OTHER PROPERTIES". Do you see that scale effect (first demo box)? THAT is what I want instead of the slideToggle. So I want this similar effect to TOGGLE... transition IN and OUT when link is clicked. I hope you guys can help me :)

    Read the article

  • How to make an element slide with the viewport as it scrolls?

    - by alex
    I've Googled for this but must be using the wrong keywords. Basically I want to use the effect that Magento and now Stack Overflow uses. That is, there is an element in a column, and when you scroll down, it sticks to the top of the viewport. And once scrolled up again, it goes back into the normal page flow. This Ask A Question is a good page for example. Scroll down and watch the "How to Format" element come down (might need to make your viewport smaller if you have a large screen to see the effect). I've noticed it is setting position: fixed in the CSS. The JavaScript however is obfuscated. What's the easiest way to achieve this effect? Is there a jQuery plugin available?

    Read the article

  • How to enable ListView overscroll in HTC One X (may be all htc devices)?

    - by smeghead
    I have a listview in my app, and in my Xoom, and Galaxy S2, you get the normal glow effect when you overscroll. But in HTC One X, it doesn't show any overscroll behaviour. All the HTC apps have an accordion style overscroll behaviour. Do they use some custom listview? In any case, how do I show some sort of overscroll effect in HTC phones? Also, is there some ListView class out there, that implements overscroll effects on all phones (doesn't have to be the same effect). Some Context: The phones are on Android 4.0.3, and Xoom is on 4.0.4. The app is using the Holo Light theme. The min/target API level (as well as the Project API level) is set to 15.

    Read the article

  • Two pass blur shader using libgdx tile map renderer

    - by Alexandre GUIDET
    I am trying to apply the following technique: blur effect using two pass shader to my libgdx game using the OrthogonalTiledMapRenderer. The idea is to blur the background wich is also a tilemap but rendered with another camera with a different zoom applied. Here is a screen capture without effect: Using the OrthogonalTiledMapRenderer sprite batch like this: backgroundMapRenderer.getSpriteBatch().setShader(shaderBlurX); backgroundMapRenderer.render(layerBackground); I get the following render: Wich is ok for X blur pass. I then try using frame buffer object like in this example. But the effect seems to be too much zoomed: I may be messing up with the camera and the zoom factor. Here is the code: private ShaderProgram shaderBlurX; private ShaderProgram shaderBlurY; private int FBO_SIZE = 800; private FrameBuffer targetA; private FrameBuffer targetB; targetA = new FrameBuffer(Pixmap.Format.RGBA8888, FBO_SIZE, FBO_SIZE, false); targetB = new FrameBuffer(Pixmap.Format.RGBA8888, FBO_SIZE, FBO_SIZE, false); targetA.begin(); Gdx.gl.glClearColor(1, 1, 1, 0); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); backgroundMapRenderer.render(layerBackground); targetA.end(); targetB.begin(); Gdx.gl.glClearColor(1, 1, 1, 0); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); backgroundMapRenderer.getSpriteBatch().setShader(shaderBlurX); backgroundMapRenderer.render(layerBackground); targetB.end(); TextureRegion back = new TextureRegion(targetB.getColorBufferTexture()); back.flip(false, true); backgroundMapRenderer.getSpriteBatch() .setProjectionMatrix(backgroundCamera.combined); backgroundMapRenderer.getSpriteBatch().setShader(shaderBlurY); backgroundMapRenderer.getSpriteBatch().begin(); backgroundMapRenderer.getSpriteBatch().draw(back, 0, 0); backgroundMapRenderer.getSpriteBatch().end(); I know I am making something the wrong way, but I can't find any resources about applying two passes shader using tile map renderer. Does someone know how to achieve this?

    Read the article

  • "'0.offsetWidth' is null or not an object" - Coda Slider - Javascript Error Question

    - by bgadoci
    I implemented the Coda Slider tutorial successfully that is located here: http://jqueryfordesigners.com/coda-slider-effect/ The slider works great but I am getting a javascript error that I am not sure how to fix. The error says: '0.offsetWidth' is null or not an object coda-slider.js, line 19 character 3 Not sure how to fix it. Anyone have any ideas? Here is my js and css (don't think I need to upload the HTML but let me know if that helps). JS (coda-slider.js) // when the DOM is ready... $(document).ready(function () { var $panels = $('#slider .scrollContainer > div'); var $container = $('#slider .scrollContainer'); // if false, we'll float all the panels left and fix the width // of the container var horizontal = true; // float the panels left if we're going horizontal if (horizontal) { $panels.css({ 'float' : 'left', 'position' : 'relative' // IE fix to ensure overflow is hidden }); // calculate a new width for the container (so it holds all panels) $container.css('width', $panels[0].offsetWidth * $panels.length); <------line 19 } // collect the scroll object, at the same time apply the hidden overflow // to remove the default scrollbars that will appear var $scroll = $('#slider .scroll').css('overflow', 'hidden'); // apply our left + right buttons $scroll .before('<img class="scrollButtons left" src="/images/layout/navigation/scroll_left.png" />') .after('<img class="scrollButtons right" src="/images/layout/navigation/scroll_right.png" />'); // handle nav selection function selectNav() { $(this) .parents('ul:first') .find('a') .removeClass('selected') .end() .end() .addClass('selected'); } $('#slider .navigation').find('a').click(selectNav); // go find the navigation link that has this target and select the nav function trigger(data) { var el = $('#slider .navigation').find('a[href$="' + data.id + '"]').get(0); selectNav.call(el); } if (window.location.hash) { trigger({ id : window.location.hash.substr(1) }); } else { $('ul.navigation a:first').click(); } // offset is used to move to *exactly* the right place, since I'm using // padding on my example, I need to subtract the amount of padding to // the offset. Try removing this to get a good idea of the effect var offset = parseInt((horizontal ? $container.css('paddingTop') : $container.css('paddingLeft')) || 0) * -1; var scrollOptions = { target: $scroll, // the element that has the overflow // can be a selector which will be relative to the target items: $panels, navigation: '.navigation a', // selectors are NOT relative to document, i.e. make sure they're unique prev: 'img.left', next: 'img.right', // allow the scroll effect to run both directions axis: 'xy', onAfter: trigger, // our final callback offset: offset, // duration of the sliding effect duration: 500, // easing - can be used with the easing plugin: // http://gsgd.co.uk/sandbox/jquery/easing/ easing: 'swing' }; // apply serialScroll to the slider - we chose this plugin because it // supports// the indexed next and previous scroll along with hooking // in to our navigation. $('#slider').serialScroll(scrollOptions); // now apply localScroll to hook any other arbitrary links to trigger // the effect $.localScroll(scrollOptions); // finally, if the URL has a hash, move the slider in to position, // setting the duration to 1 because I don't want it to scroll in the // very first page load. We don't always need this, but it ensures // the positioning is absolutely spot on when the pages loads. scrollOptions.duration = 1; $.localScroll.hash(scrollOptions); }); CSS #slider { margin-left: 35px; position: relative; width: 875px; } .scroll { position: relative; width: 875px; height: 268px; overflow: auto; /* fix for IE to respect overflow */ background: #FFFFFF scroll 0; } .scrollContainer div.panel { position: relative; height: 210px; width: 875px; /* change to 560px if not using JS to remove rh.scroll */ } .scrollButtons { position: absolute; top: 115px; cursor: pointer; } .scrollButtons.left { left: -20px; } .scrollButtons.right { right: -20px; }

    Read the article

  • Marrying Core Animation with OpenGL ES

    - by Ole Begemann
    Edit: I suppose instead of the long explanation below I might also ask: Sending -setNeedsDisplay to an instance of CAEAGLLayer does not cause the layer to redraw (i.e., -drawInContext: is not called). Instead, I get this console message: <GLLayer: 0x4d500b0>: calling -display has no effect. Is there a way around this issue? Can I invoke -drawInContext: when -setNeedsDisplay is called? Long explanation below: I have an OpenGL scene that I would like to animate using Core Animation animations. Following the standard approach to animate custom properties in a CALayer, I created a subclass of CAEAGLLayer and defined a property sceneCenterPoint in it whose value should be animated. My layer also holds a reference to the OpenGL renderer: #import <UIKit/UIKit.h> #import <QuartzCore/QuartzCore.h> #import "ES2Renderer.h" @interface GLLayer : CAEAGLLayer { ES2Renderer *renderer; } @property (nonatomic, retain) ES2Renderer *renderer; @property (nonatomic, assign) CGPoint sceneCenterPoint; I then declare the property @dynamic to let CA create the accessors, override +needsDisplayForKey: and implement -drawInContext: to pass the current value of the sceneCenterPoint property to the renderer and ask it to render the scene: #import "GLLayer.h" @implementation GLLayer @synthesize renderer; @dynamic sceneCenterPoint; + (BOOL) needsDisplayForKey:(NSString *)key { if ([key isEqualToString:@"sceneCenterPoint"]) { return YES; } else { return [super needsDisplayForKey:key]; } } - (void) drawInContext:(CGContextRef)ctx { self.renderer.centerPoint = self.sceneCenterPoint; [self.renderer render]; } ... (If you have access to the WWDC 2009 session videos, you can review this technique in session 303 ("Animated Drawing")). Now, when I create an explicit animation for the layer on the keyPath @"sceneCenterPoint", Core Animation should calculate the interpolated values for the custom properties and call -drawInContext: for each step of the animation: - (IBAction)animateButtonTapped:(id)sender { CABasicAnimation *animation = [CABasicAnimation animationWithKeyPath:@"sceneCenterPoint"]; animation.duration = 1.0; animation.fromValue = [NSValue valueWithCGPoint:CGPointZero]; animation.toValue = [NSValue valueWithCGPoint:CGPointMake(1.0f, 1.0f)]; [self.glView.layer addAnimation:animation forKey:nil]; } At least that is what would happen for a normal CALayer subclass. When I subclass CAEAGLLayer, I get this output on the console for each step of the animation: 2010-12-21 13:59:22.180 CoreAnimationOpenGL[7496:207] <GLLayer: 0x4e0be20>: calling -display has no effect. 2010-12-21 13:59:22.198 CoreAnimationOpenGL[7496:207] <GLLayer: 0x4e0be20>: calling -display has no effect. 2010-12-21 13:59:22.216 CoreAnimationOpenGL[7496:207] <GLLayer: 0x4e0be20>: calling -display has no effect. 2010-12-21 13:59:22.233 CoreAnimationOpenGL[7496:207] <GLLayer: 0x4e0be20>: calling -display has no effect. ... So it seems that, possibly for performance reasons, for OpenGL layers, -drawInContext: is not getting called because these layers do not use the standard -display method to draw themselves. Can anybody confirm that? Is there a way around it? Or can I not use the technique I laid out above? This would mean I would have to implement the animations manually in the OpenGL renderer (which is possible but not as elegant IMO).

    Read the article

  • Tomcat still running after uninstalling

    - by Rohit Jain
    I installed tomcat7 using the following command: sudo apt-get install tomcat7 Then to uninstall it, I used below command: sudo dpkg -l|grep tomcat This listed all the packages related to tomcat. Then I removed tomcat7: sudo dpkg -P tomcat7 After that, I saw that, some related package were still there, and surprisingly I was still able to access the tomcat home page at - http://localhost:8080. So, I tried to remove it using the following command: sudo apt-get remove tomcat7 sudo apt-get autoremove But, still I was able to access the tomcat home page. So I re-booted my PC, thinking that the effect will take effect after that. But again, I'm still able to access the homepage. That means that tomcat is still running on my PC. What's going on here? Have I followed the steps correctly to uninstall tomcat. I want to uninstall to re-install a private instance of tomcat. I found out that the directory - /usr/share/tomcat7, is still there: /usr/share/tomcat7$ ls conf log webapps Is it something to do with the uninstallation?

    Read the article

  • Youtube videos suddenly all report "Invalid parameters" and won't play

    - by Pointy
    Running 11.10, with up-to-date Flash (11.1.102.55, which the Flash site agrees is the up-to-date version). Every Youtube video reports a blank screen with the words, "Invalid parameters": I've tried fiddling with the player "hardware acceleration" setting, and that has no effect. Similarly, I've clicked and un-clicked and re-clicked the "storage" options in the global settings thing, also to no effect. I haven't seen this in any google searches (though there are other problems described involved the "Invalid parameters" message) which makes me think it's a recent phenomenon. edit — hmm, fails in Firefox but works in Chrome ...

    Read the article

  • I need help with 3d shading/lighting.

    - by Xavier
    How do you guys handle shading in a 3d game? I have a directional light source that shades one side of a tree made of cubes. The remaining 3 sides all get ambient shading only. So the 3d effect is lost when looking at two ambient shaded sides. Am I missing something? Should I be shading the side furthest from the light source even darker? I tried looking at Fallout 3 and it kinda looks like this is what they do however Minecraft appears to shade a grass mound with two opposite sides light and the remaining two opposite sides dark kinda giving the effect that there are two directional lights for the two light shaded sides and ambient light for the dark shaded sides.

    Read the article

  • Did "sudo dconf reset -f /org/compiz". Now ccsm settings ignored

    - by bshanks
    I executed: sudo dconf reset -f /org/compiz Now changing settings in CompizConfig Settings Manager (ccsm) has no effect. For example, changing the number of desktops has no effect. I tried purging and reinstalling ccsm but it didn't help. Incidentally, where is the documentation for this sort of thing (which documentation specifies where Unity and Compiz store config settings?)? And where does dconf store things? And where is dconf's documentation? http://dag.wieers.com/home-made/dconf/dconf.1.html says nothing about the 'reset' command, and it says it stores things in /var/log/dconf, but nothing was there. Are there two things named 'dconf'? I would actually like to just put things back to where they were before I executed sudo dconf reset. I have a backup of my hard drive available, I just need to know which files to rollback. I tried rolling back the .config, .gconf, and .cache directories, to no avail. I'm using 12.04.

    Read the article

  • Bug in firefox address bar autocomplete running on KDE

    - by marcus
    Has anyone experienced this graphical glitch when typing in Firefox address bar? The drop-down list is not drawn correctly, with some "blocks" missing. After typing more letters or hovering the mouse cursor, the list redraws itself and becomes complete. I'm running Ubuntu 12.04, Firefox 13.0.1 and this only happens in KDE (tested with 4.8.2, 4.8.3 and 4.8.4). It does not happen in Unity or Xfce with the same user profile. If I go to the KDE control panel and disable the Fade effect, the bug starts to happen to almost every menu in the system, including, the taskbar window previews. Enabling the “Fade” effect corrects the bug everywhere except in Firefox. I have an Nvidia card and I am using the proprietary driver (current, not current-updates -- not sure about the difference), but the linked question on an Arch Linux forum says this happen with the open source driver and with other cards too. Does anyone have an idea for a solution?

    Read the article

  • Is having a 'home' navigation item on the home page negative to your sites SEO?

    - by Brady
    My work colleague has recently had conversations with some SEO consultants and after those conversations she has come to the conclusion that having a link to the home page on the home page will have a negative effect on the websites SEO. And because of this we are now building websites that don't have a home link show until you are on any page other than the home page. If the above argument is true then surely then if we are on the about page of a website we shouldn't show a navigation item for the page we are on, and that would the case for any other page of the website... So my question is: Does having a home navigation item on the home page have a negative effect on the websites SEO? And if not: Why has my colleague come to the above conclusion? Could she be misunderstanding something more important about home links on the home page regarding SEO?

    Read the article

< Previous Page | 25 26 27 28 29 30 31 32 33 34 35 36  | Next Page >