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  • jQuery plugin to wrap text around images + support IE6

    - by Alex
    This is a tall order, but is there a jQuery or Mootools (or other framework) plugin to wrap text around images and support IE6? I've tried the jQSlickWrap, but unless the browser supports HTML 5, you're out of luck. What's strange is that IE 6 supports the jQuery Background Canvas plugin, which uses the CANVAS object (via excanvas.js) just as this plugin does. Thanks.

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  • WPF Datagrid items binding problem

    - by gencay
    I get a problem while displaying a List in WPF-Datagrid. When I do this line ... DocumentList dt = new DocumentList(fileWordList, fileUriType, fileUri, cosineSimilarityRatio, diceSimilarityRatio, extendedJaccardSimilarityRatio); documentList.Add(dt); ... dataGrid1.Items.Add(dt); ... It creates an empty row into dataGrid1 and no text is shown there. my xaml implementation is this: <GroupBox Canvas.Left="-0.003" Canvas.Top="0" Header="Display Results" Height="427.5" Name="groupBox2" Width="645.56"> <toolkit:DataGrid Canvas.Left="137.5" Canvas.Top="240" Height="392" Name="dgrDocumentList" Width="627" ItemsSource="{Binding DocumentList }"> <toolkit:DataGrid.Columns> <toolkit:DataGridTextColumn Header="Type" Binding="{Binding type}" IsReadOnly="True"> </toolkit:DataGridTextColumn> <toolkit:DataGridHyperlinkColumn Header="Uri" Binding="{Binding path}" IsReadOnly="True"> </toolkit:DataGridHyperlinkColumn> <toolkit:DataGridTextColumn Header="Cosine" Binding="{Binding cos}" IsReadOnly="True"> </toolkit:DataGridTextColumn> <toolkit:DataGridTextColumn Header="Dice" Binding="{Binding dice}" IsReadOnly="True"> </toolkit:DataGridTextColumn> <toolkit:DataGridTextColumn Header="Jaccard" Binding="{Binding jaccard}" IsReadOnly="True"> </toolkit:DataGridTextColumn> </toolkit:DataGrid.Columns> </toolkit:DataGrid> </GroupBox> and my DocumentList class class DocumentList { public List<WordList> wordList; public string type; public string path; public double cos; public double dice; public double jaccard; //public static string title; public DocumentList(List<WordList> wordListt, string typee, string pathh, double sm11, double sm22, double sm33) { type = typee; wordList = wordListt; path = pathh; cos = sm11; dice = sm22; jaccard = sm33; } I would like to do that: When i add a new element into documentList instance, would like to see the results on data grid. Thank you in advance.

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  • Vertical scrolling in silverlight

    - by Mrt
    I have a silverlight application that is set to use 100% browser height. As I dynamically add controls to a canvas (which can be dragged around), I would like the expand the canvas vertically. Ideally show the browser scrollbar so the user can move up or down, if that can't be done, use the scrollbar control. I would also need to handle the user changing the size of the browser. Any suggestions on how to do this ? Cheers,

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  • create image from divs composite

    - by EduardoMello
    I'd like to have a div as a canvas, where users would choose images to show, out of a list. They will choose what background it would have, icons, and they will upload an image which will appear in this canvas too. I'm looking for solutions in PHP or ASP.NET. thansk

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  • dialog.show() crashes my application, why?

    - by user1739462
    I'm new in adroid. I like to do things when the color reach a value. I like (for example) show the alert if r is bigger than 30, but the application go in crash. Thank for very simple answares. public class MainActivity extends Activity { private AlertDialog dialog; private AlertDialog.Builder builder; private BackgroundColors view; public class BackgroundColors extends SurfaceView implements Runnable { public int grand=0; public int step=0; private boolean flip=true; private Thread thread; private boolean running; private SurfaceHolder holder; public BackgroundColors(Context context) { super(context); } Inside this loop while running is true. is impossible to show dialogs ?? public void run() { int r = 0; while (running){ if (holder.getSurface().isValid()){ Canvas canvas = holder.lockCanvas(); if (r > 250) r = 0; r += 10; if (r>30 && flip){ flip=false; // ********************************* dialog.show(); // ********************************* // CRASH !! } try { Thread.sleep(300); } catch(InterruptedException e) { e.printStackTrace(); } canvas.drawARGB(255, r, 255, 255); holder.unlockCanvasAndPost(canvas); } } } public void start() { running = true; thread = new Thread(this); holder = this.getHolder(); thread.start(); } public void stop() { running = false; boolean retry = true; while (retry){ try { thread.join(); retry = false; } catch(InterruptedException e) { retry = true; } } } public boolean onTouchEvent(MotionEvent e){ dialog.show(); return false; } protected void onSizeChanged(int xNew, int yNew, int xOld, int yOld){ super.onSizeChanged(xNew, yNew, xOld, yOld); grand = xNew; step =grand/15; } } public void onCreate(Bundle b) { super.onCreate(b); view = new BackgroundColors(this); this.setContentView(view); builder = new AlertDialog.Builder(this); builder.setMessage("ciao"); builder.setPositiveButton("OK", new DialogInterface.OnClickListener() { public void onClick(DialogInterface dialog, int which) { Log.d("Basic", "It worked"); } }); dialog = builder.create(); } public void onPause(){ super.onPause(); view.stop(); } public void onResume(){ super.onResume(); view.start(); } }

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  • How do you make the scale animation begin at the middle of the object instead of the top left?

    - by Roy
    What I am trying to accomplish: 10 percent increase scale transformation of a rectangle via Silverlight storyboard animation. What I currently doing: While in Expression Blend 3, I created a rectangle, created a storyboard, and created the scale transformation. The preview looked correct because the increase in scale begins in the middle of the object. When I run the project the scale transformation begins at the top left. Is there some piece of code missing? Here is my current code: <UserControl xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" x:Class="TestingGroundsWebsite.MainPage" Width="640" Height="480"> <UserControl.Resources> <Storyboard x:Name="RectangleAppear"> <DoubleAnimationUsingKeyFrames BeginTime="00:00:00" Storyboard.TargetName="rectangle" Storyboard.TargetProperty="(UIElement.RenderTransform).(TransformGroup.Children)[0].(ScaleTransform.ScaleX)"> <EasingDoubleKeyFrame KeyTime="00:00:00" Value="0.1"/> <EasingDoubleKeyFrame KeyTime="00:00:01" Value="1.1"/> <EasingDoubleKeyFrame KeyTime="00:00:02" Value="1"/> </DoubleAnimationUsingKeyFrames> <DoubleAnimationUsingKeyFrames BeginTime="00:00:00" Storyboard.TargetName="rectangle" Storyboard.TargetProperty="(UIElement.RenderTransform).(TransformGroup.Children)[0].(ScaleTransform.ScaleY)"> <EasingDoubleKeyFrame KeyTime="00:00:00" Value="0.1"/> <EasingDoubleKeyFrame KeyTime="00:00:01" Value="1.1"/> <EasingDoubleKeyFrame KeyTime="00:00:02" Value="1"/> </DoubleAnimationUsingKeyFrames> </Storyboard> </UserControl.Resources> <Canvas x:Name="LayoutRoot" Background="White"> <Rectangle x:Name="rectangle" Fill="#FFE80000" Stroke="Black" Height="75" Width="76" Canvas.Left="227" Canvas.Top="167" RenderTransformOrigin="0.5,0.5"> <Rectangle.RenderTransform> <TransformGroup> <ScaleTransform/> <SkewTransform/> <RotateTransform/> <TranslateTransform/> </TransformGroup> </Rectangle.RenderTransform> </Rectangle> </Canvas> </UserControl> Thanks

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  • CodePlex Daily Summary for Thursday, April 08, 2010

    CodePlex Daily Summary for Thursday, April 08, 2010New ProjectsBackUpAnyWhere: BackUpAnyWhereCustomFormbyEndUser: 在项目开发中,经常遇到不同的用户对同一报表有不同要求的情况,有时甚至用户需要从头生成一个报表,在以前可能使用第三方的开发工具来实现。在SQL Server2005中,通过使用Reporting Services可以使最终用户不通过编码,只要了解数据结构就能自行编辑报表。本例使用Adventur...DbExecutor - linq based database executor: IEnumerable based database reader. (linq like primitive sql executor)DeepZoomRenderingPack: A collection of libraries and plug-ins architecture that turns various files (like PDF, PS, etc.) into a "Visual" representation that the DeepZoom ...DotNetNuke Russian Language packs: DNNRussianLP - DotNetNuke Russian Language pack. F# Refactor: Deisgned to bring Code Refactoring capabilities to the F# Language in Visual Studio 2010. Invocando WebService e Site HTTP dinamicamente com HTTPWebRequest C#: Invocando Site HTTP e WebService dinamicamente com HTTPWebRequest Passando o SoapAction e Envelope XML Escrito em C# www.biztalkbrasil.c...Jitbit WYSWYG BBCode Editor: "Jitbit WYSIWYG-BBCode" is a browser-based JavaScript-powered WYSIWYG BBCode editorMRDS Services for Phidgets: MRDS (Microsoft Robotics Developer Studio) Services for Phidgets provides additional services for Phidgets sensors and controllers that are not inc...MSBuild Addin: This tool is a simple addin for VisualStudio 2008 used in association with Microsoft MSBuild. It allows you to run MSBuild directly inside Visual S...NISHIL-BizTalk Custom Eventlog Functiod: While testing our maps at times when it fails we cant trace it because we don’t know what the output of the functiods are. Normally in a single ma...Northest GNSG: Supinfo B3C Paris Northest University project. Galego, Neveu, Simon, Geissmann.Oily: Composite application project for oil parameters. It's developed in C#Outlook.Utility: The MSDN article Outlook Customization for Integrating with Enterprise Applications at http://msdn.microsoft.com/en-us/library/Aa479345 has quite a...Particle Plot Pivot: Scan select particle physics experiment web sites for plots and generate a Pivot display for easy browsing.project tca: project tca - translating chat application. Satisfyr: A new way of performing assertions on tests so that they remain agnostic to the underlying test framework, and leverage .NET built-in lambda syntax.sejce2008: jce se course wiki and projects linksSGB Controls: SGB Controls is a set of standard .net controls that include a number of enhancements to make life easier for the developer. These controls incl...Syringe: Syringe is a lightweight service container and dependency injection library designed for use with ASP.NET MVC2. Supported features: Dependency inj...topicbox: topicboxUr-Index: Ur-Index makes it a lot easier to create onomastic indexes for books in pdf format.VietGeeks ZohoDocApis: Implement .NET Zoho Document Apis library to help developer can intergrate Zoho Docs easy with their websitesWebometrics Dashboard: Webometrics Dashboardwebpress: It is a WebBased CMS and Blog platform.WPF Ink Canvas Toolbar: WPF Ink Canvas Toolbar makes it easy for WPF developers to use pen input in TabletPC or UMPC applications. The WPF InkCanvas control has drawing, e...WS-TMS: WS GISG HTT TMSNew ReleasesBatterySaver: Version 1.0: Fixed battery increase/decrease events not firing Fixed memory corruption error Added working set trimming (used very sparingly) Fixed poorly rende...Chargify.NET: Chargify.NET 0.65: Added in Transactions, Subscription Re-activation, and finally XML documentation (which has been missing in the previous releases).DbExecutor - linq based database executor: DbExecutor ver.1.0.0.1: renameDotNetNuke Russian Language packs: Russian Language Pack for DotNetNuke 04.09.02: Russian Language Pack for DotNetNuke 04.09.02Encrypted Notes: Encrypted Notes 1.6.3: This is the latest version of Encrypted Notes (1.6.3), with general improvements. It has an installer that will create a directory 'CPascoe' in My ...Invocando WebService e Site HTTP dinamicamente com HTTPWebRequest C#: Código projeto CallSiteHTTP: Código escrito em C#.NET 2.0 - VS2005 Contem: Solution completa(código e executável) XML de configuração - Config.xml ...Jitbit WYSWYG BBCode Editor: Main package: Contains the JS-file, CSS-file and a sample.Live Writer Picasa Plugin: Live Writer Picasa Plugin 1.1.0: Changelog Communication with Picasa Web Albums is done directly via HTTP now (v1.0.0 used Google's GData .NET Libraries) The plugin can search fo...MRDS Services for Phidgets: Phidgets for RDS 2008 R3: First Beta Release This ZIP file contains a web page called Readme_CodePlex.html that explains how to install the RDS Phidgets services for RDS 200...MSBuild Addin: MsBuildAddin-v1.0.0: Initial versionMSBuild Addin: MsBuildAddin-v1.0.0-src.zip: Initial versionOutlook.Utility: Outlook.Utility v1: I have used most of the code in previous projects and seems to be quite stable. Of course the point of open sourcing this is so this project is use...Scrum Dashboard: Scrum Dashboard v3 Alpha 1: Scrum Dashboard v3 is targeting .NET 4, TFS 2010 and the brand new Scrum for Team System v3 process templates. Most of the code has been rewritten ...SharePoint Labs: SPLab4004A-FRA-Level100: SPLab4004A-FRA-Level100 This SharePoint Lab will teach you the 4th best practice you should apply when writing code with the SharePoint API. Lab La...SharePoint Labs: SPLab5012A-FRA-Level100: SPLab5012A-FRA-Level100 This SharePoint Lab will teach you how to provision a new welcome page (how to change and rename the default.aspx page) on ...Shweet: SharePoint 2010 Team Messaging built with Pex: Shweet Source Code: Although the latest version pex and moles used with this project is not available, we thought it would be useful to provide a download to the source.Syringe: Syringe 1.0: Features Dependency injection on properties of services in container Dependency injection on constructors of services in container ASP.Net Mvc ...Text to HTML: 0.4.1.0: Cambios de la versiónOptimización del código de exportación reduciendo el código. Cambio en el icono de exportación. Añadido menú Seleccionar t...VsTortoise - a TortoiseSVN add-in for Microsoft Visual Studio: VsTortoise Build 23: Build 23 Fix: Executing "Blame" through the Solution Explorer on a file opens TortoiseMerge rather than TortoiseBlame. Build 22 (beta) New: Visua...WPF Ink Canvas Toolbar: WPF Ink Canvas Toolbar 1.0: First release - included custom colour selectionMost Popular ProjectsRawrWBFS ManagerMicrosoft SQL Server Product Samples: DatabaseASP.NET Ajax LibrarySilverlight ToolkitAJAX Control ToolkitWindows Presentation Foundation (WPF)ASP.NETMicrosoft SQL Server Community & SamplesFacebook Developer ToolkitMost Active ProjectsGraffiti CMSnopCommerce. Open Source online shop e-commerce solution.RawrShweet: SharePoint 2010 Team Messaging built with Pexpatterns & practices – Enterprise LibraryAcadsysAutoPocoIonics Isapi Rewrite FilterNcqrs Framework - The CQRS framework for .NETFarseer Physics Engine

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  • Car animations in Frogger on Javascript

    - by Mijoro Nicolas Rasoanaivo
    I have to finish a Frogger game in Javascript for my engineering school degree, but I don't know how to animate the cars. Right now I tried to manipulate the CSS, the DOM, I wrote a script with a setTimeout(), but none of them works.Can I have some help please? Here's my code and my CSS: <html> <head> <title>Image d&eacute;filante</title> <link rel="stylesheet" type="text/css" href="map_style.css"/> </head> <body onload="start()"> <canvas id="jeu" width="800" height="450"> </canvas> <img id="voiture" class="voiture" src="car.png" onload="startTimerCar()"> <img id="voiture2" class="voiture" src="car.png" onload="startTimerCar()"> <img id="voiture3" class="voiture" src="car.png" onload="startTimerCar()"> <img id="bigrig" class="bigrig" src="bigrig.png" onload="startTimerBigrig()"> <img id="bigrig2" class="bigrig" src="bigrig.png" onload="startTimerBigrig()"> <img id="bigrig3" class="bigrig" src="bigrig.png" onload="startTimerBigrig()"> <img id="hotrod" src="hotrod.png" onload="startTimerHotrod()"> <img id="hotrod2" src="hotrod.png" onload="startTimerHotrod()"> <img id="turtle" src="turtles_diving.png" onload="startTimerTurtle()"> <img id="turtle2" src="turtles_diving.png" onload="startTimerTurtle()"> <img id="turtle3" src="turtles_diving.png" onload="startTimerTurtle()"> <img id="small" src="log_small.png" onload="startTimerSmall()"> <img id="small2" src="log_small.png" onload="startTimerSmall()"> <img id="small3" src="log_small.png" onload="startTimerSmall()"> <img id="small4" src="log_small.png" onload="startTimerSmall()"> <img id="med" src="log_medium.png" onload="startTimerMedium()"> <img id="med2" src="log_medium.png" onload="startTimerMedium()"> <img id="med3" src="log_medium.png" onload="startTimerMedium()"> <script type="text/javascript"> var X = 1; var timer; function start(){ setInterval(init,10); document.onkeydown = move; var canvas = document.getElementById('jeu'); var context = canvas.getContext('2d'); var frog = document.getElementById('frog'); var posX_frog = 415; var posY_frog = 400; var voiture = [document.getElementById('voiture'),document.getElementById('voiture2'),document.getElementById('voiture3')]; var bigrig = [document.getElementById('bigrig'),document.getElementById('bigrig2'),document.getElementById('bigrig3')]; var hotrod = [document.getElementById('hotrod'),document.getElementById('hotrod2')]; var turtle = [document.getElementById('turtle'),document.getElementById('turtle2'),document.getElementById('turtle3')]; var small = [document.getElementById('small'),document.getElementById('small2'),document.getElementById('small3'),document.getElementById('small4')]; var med = [document.getElementById('med'),document.getElementById('med2'),document.getElementById('med3')]; function init() { context.fillStyle = "#AEEE00"; context.fillRect(0,0,800,50); context.fillRect(0,200,800,50); context.fillRect(0,400,800,50); context.fillStyle = "#046380"; context.fillRect(0,50,800,150); context.fillStyle = "#000000"; context.fillRect(0,250,800,150); var img= new Image(); img.src="./frog.png"; context.drawImage(img,posX_frog, posY_frog, 46, 38); } function move(event){ if (event.keyCode == 39){ if( posX_frog < 716 ){ posX_frog += 50; } } if(event.keyCode == 37){ if( posX_frog >25 ){ posX_frog -= 50; } } if (event.keyCode == 38){ if( posY_frog > 10 ){ posY_frog -= 50; } } if(event.keyCode == 40){ if( posY_frog <400 ){ posY_frog += 50; } } } } </script> </body> And my map_css: #jeu{ z-index:10; width: 800px; height: 450px; border: 2px black solid; overflow: hidden; position: relative; transition:width 2s; -moz-transition:width 2s; /* Firefox 4 */ -webkit-transition:width 2s; /* Safari and Chrome */ } #voiture{ z-index: 100; position: absolute; top: 315px; left: 48px; transition-timing-function: linear; -webkit-transition-timing-function: linear; -moz-transition-timing-function: linear; } #voiture2{ z-index: 100; position: absolute; top: 315px; left: 144px; } #voiture3{ z-index: 100; position: absolute; top: 315px; left: 240px; } #bigrig{ z-index: 100; position: absolute; top: 365px; left: 200px; } #bigrig2{ z-index: 100; position: absolute; top: 365px; left: 400px; } #bigrig3{ z-index: 100; position: absolute; top: 365px; left: 600px; } #hotrod{ z-index: 100; position: absolute; top: 265px; left: 200px; } #hotrod2{ z-index: 100; position: absolute; top: 265px; left: 500px; } #hotrod3{ z-index: 100; position: absolute; top: 265px; left: 750px; } #turtle{ z-index: 100; position: absolute; top: 175px; left: 50px; } #turtle2{ z-index: 100; position: absolute; top: 175px; left: 450px; } #turtle3{ z-index: 100; position: absolute; top: 175px; left: 250px; } #small{ z-index: 100; position: absolute; top: 125px; left: 20px; } #small2{ z-index: 100; position: absolute; top: 125px; left: 220px; } #small3{ z-index: 100; position: absolute; top: 125px; left: 420px; } #small4{ z-index: 100; position: absolute; top: 125px; left: 620px; } #med{ z-index: 100; position: absolute; top: 75px; left: 120px; } #med2{ z-index: 100; position: absolute; top: 75px; left: 320px; } #med3{ z-index: 100; position: absolute; top: 75px; left: 520px; } I had to say that I'm in the obligation to code in HTML5, CSS3, and Javascript but not jQuery, who is way more easier, I already created games in jQuery... It takes me too much time and too much code lines right here.

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  • What is the best way to slide a panel in WPF?

    - by Kris Erickson
    I have a fairly simple UserControl that I have made (pardon my Xaml I am just learning WPF) and I want to slide the off the screen. To do so I am animating a translate transform (I also tried making the Panel the child of a canvas and animating the X position with the same results), but the panel moves very jerkily, even on a fairly fast new computer. What is the best way to slide in and out (preferably with KeySplines so that it moves with inertia) without getting the jerkyness. I only have 8 buttons on the panel, so I didn't think it would be too much of a problem. Here is the Xaml I am using, it runs fine in Kaxaml, but it is very jerky and slow (as well as being jerkly and slow when run compiled in a WPF app). <UserControl xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" Width="1002" Height="578"> <UserControl.Resources> <Style TargetType="Button"> <Setter Property="Control.Padding" Value="4"/> <Setter Property="Control.Margin" Value="10"/> <Setter Property="Control.Template"> <Setter.Value> <ControlTemplate TargetType="Button"> <Grid Name="backgroundGrid" Width="210" Height="210" Background="#00FFFFFF"> <Grid.BitmapEffect> <BitmapEffectGroup> <DropShadowBitmapEffect x:Name="buttonDropShadow" ShadowDepth="2"/> <OuterGlowBitmapEffect x:Name="buttonGlow" GlowColor="#A0FEDF00" GlowSize="0"/> </BitmapEffectGroup> </Grid.BitmapEffect> <Border x:Name="background" Margin="1,1,1,1" CornerRadius="15"> <Border.Background> <LinearGradientBrush StartPoint="0,0" EndPoint="0,1"> <LinearGradientBrush.GradientStops> <GradientStop Offset="0" Color="#FF0062B6"/> <GradientStop Offset="1" Color="#FF0089FE"/> </LinearGradientBrush.GradientStops> </LinearGradientBrush> </Border.Background> </Border> <Border Margin="1,1,1,0" BorderBrush="#FF000000" BorderThickness="1.5" CornerRadius="15"/> <ContentPresenter HorizontalAlignment="Center" Margin="{TemplateBinding Control.Padding}" VerticalAlignment="Center" Content="{TemplateBinding ContentControl.Content}" ContentTemplate="{TemplateBinding ContentControl.ContentTemplate}"/> </Grid> </ControlTemplate> </Setter.Value> </Setter> </Style> </UserControl.Resources> <Canvas> <Grid x:Name="Panel1" Height="578" Canvas.Left="0" Canvas.Top="0"> <Grid.RenderTransform> <TransformGroup> <TranslateTransform x:Name="panelTranslate" X="0" Y="0"/> </TransformGroup> </Grid.RenderTransform> <Grid.RowDefinitions> <RowDefinition Height="287"/> <RowDefinition Height="287"/> </Grid.RowDefinitions> <Grid.ColumnDefinitions> <ColumnDefinition x:Name="Panel1Col1"/> <ColumnDefinition x:Name="Panel1Col2"/> <ColumnDefinition x:Name="Panel1Col3"/> <ColumnDefinition x:Name="Panel1Col4"/> <!-- Set width to 0 to hide a column--> </Grid.ColumnDefinitions> <Button x:Name="Panel1Product1" Grid.Column="0" Grid.Row="0" HorizontalAlignment="Center" VerticalAlignment="Center"> <Button.Triggers> <EventTrigger RoutedEvent="Button.Click" SourceName="Panel1Product1"> <EventTrigger.Actions> <BeginStoryboard> <Storyboard> <DoubleAnimation BeginTime="00:00:00.6" Duration="0:0:3" From="0" Storyboard.TargetName="panelTranslate" Storyboard.TargetProperty="X" To="-1000"/> </Storyboard> </BeginStoryboard> </EventTrigger.Actions> </EventTrigger> </Button.Triggers> </Button> <Button x:Name="Panel1Product2" Grid.Column="0" Grid.Row="1" HorizontalAlignment="Center" VerticalAlignment="Center"/> <Button x:Name="Panel1Product3" Grid.Column="1" Grid.Row="0" HorizontalAlignment="Center" VerticalAlignment="Center"/> <Button x:Name="Panel1Product4" Grid.Column="1" Grid.Row="1" HorizontalAlignment="Center" VerticalAlignment="Center"/> <Button x:Name="Panel1Product5" Grid.Column="2" Grid.Row="0" HorizontalAlignment="Center" VerticalAlignment="Center"/> <Button x:Name="Panel1Product6" Grid.Column="2" Grid.Row="1" HorizontalAlignment="Center" VerticalAlignment="Center"/> <Button x:Name="Panel1Product7" Grid.Column="3" Grid.Row="0" HorizontalAlignment="Center" VerticalAlignment="Center"/> <Button x:Name="Panel1Product8" Grid.Column="3" Grid.Row="1" HorizontalAlignment="Center" VerticalAlignment="Center"/> </Grid> </Canvas> </UserControl>

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  • Android programming - How to acces [to draw on] XML view in main.xml layout, using code

    - by user556248
    Ok I'm a newbie at Android programming, have a hard time with the graphics part. Understand the beauty of creating layout in XML file, but lost how to access various elements, especially a View element to draw on it. See example of my layout main.xml here; <?xml version="1.0" encoding="utf-8"?> <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:id="@+id/root" android:orientation="vertical" android:layout_width="fill_parent" android:layout_height="fill_parent"> <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:layout_width="fill_parent" android:layout_height="wrap_content"> <TextView xmlns:android="http://schemas.android.com/apk/res/android" android:id="@+id/Title" android:text="App title" android:layout_width="fill_parent" android:layout_height="wrap_content" android:textColor="#000000" android:background="#A0A0FF"/> </LinearLayout> <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:id="@+id/PaperLayout" android:layout_width="fill_parent" android:layout_height="0dp" android:layout_weight="1" android:orientation="horizontal" android:focusable="true"> <View android:id="@+id/Paper" android:layout_width="fill_parent" android:layout_height="fill_parent" /> </LinearLayout> <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:layout_width="fill_parent" android:layout_height="wrap_content"> <Button android:id="@+id/File" android:layout_width="fill_parent" android:layout_weight="1" android:layout_height="34dp" android:layout_alignParentTop="true" android:layout_centerInParent="true" android:clickable="true" android:textSize="10sp" android:text="File" /> <Button android:id="@+id/Edit" android:layout_width="fill_parent" android:layout_weight="1" android:layout_height="34dp" android:clickable="true" android:textSize="10sp" android:text="Edit" /> </LinearLayout> </LinearLayout> As you can see I have a custom app title bar, then a View filling middle, and finally two buttons in bottom. Catching button events and responding to, for example changing title bar text and changing View background color works fine, but how the heck do I access and more importantly draw on the view defined in main.xml UPDATE: That for your suggestion, however besides that I need a View, not ImageView and you are missing a parameter on canvas.drawText and an ending bracket, it does not work. Now this is most likely because you missed the fact that I am a newbie and assuming I can fill in any blanks. Now first of all I do NOT understand why in my main.xml layout file I can create a View or even a SurfaceView element, which is what I need, but according to your solution I don't even specify the View like Anyways I edited my main.xml according to your solution, and slimmed it down a bit for simplicity; <?xml version="1.0" encoding="utf-8"?> <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:id="@+id/root" android:orientation="vertical" android:layout_width="fill_parent" android:layout_height="fill_parent"> <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:layout_width="fill_parent" android:layout_height="wrap_content"> <TextView xmlns:android="http://schemas.android.com/apk/res/android" android:id="@+id/Title" android:text="App title" android:layout_width="fill_parent" android:layout_height="wrap_content" android:textColor="#000000" android:background="#A0A0FF"/> </LinearLayout> <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:id="@+id/PaperLayout" android:layout_width="fill_parent" android:layout_height="0dp" android:layout_weight="1" android:orientation="horizontal" android:focusable="true"> <com.example.MyApp.CustomView android:id="@+id/Paper" android:layout_width="fill_parent" android:layout_height="fill_parent" /> <com.example.colorbook.CustomView/> </LinearLayout> <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:layout_width="fill_parent" android:layout_height="wrap_content"> <Button android:id="@+id/File" android:layout_width="fill_parent" android:layout_weight="1" android:layout_height="34dp" android:layout_alignParentTop="true" android:layout_centerInParent="true" android:clickable="true" android:textSize="10sp" android:text="File" /> </LinearLayout> </LinearLayout> In my main java file, MyApp.java, I added this after OnCreate; public class CustomView extends ImageView { @Override protected void onDraw(Canvas canvas) { super.onDraw(canvas); canvas.drawText("Your Text", 1, 1, null); } } But I get error on the "CustomView" part; "Implicit super constructor ImageView() is undefined for default constructor.Must define an explicit constructor" Eclipse suggests 3 quick fixes about adding constructor, but none helps, well it removes error but gives error on app when running. I hope somebody can break this down for me and provide a solution, and perhaps explain why I can't just create a View element in my main.xml layotu file and draw on it in code.

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  • Help needed with Javascript Variable Scope / OOP and Call Back Functions

    - by gargantaun
    I think this issue goes beyond typical variable scope and closure stuff, or maybe I'm an idiot. Here goes anyway... I'm creating a bunch of objects on the fly in a jQuery plugin. The object look something like this function WedgePath(canvas){ this.targetCanvas = canvas; this.label; this.logLabel = function(){ console.log(this.label) } } the jQuery plugin looks something like this (function($) { $.fn.myPlugin = function() { return $(this).each(function() { // Create Wedge Objects for(var i = 1; i <= 30; i++){ var newWedge = new WedgePath(canvas); newWedge.label = "my_wedge_"+i; globalFunction(i, newWedge]); } }); } })(jQuery); So... the plugin creates a bunch of wedgeObjects, then calls 'globalFunction' for each one, passing in the latest WedgePath instance. Global function looks like this. function globalFunction(indicator_id, pWedge){ var targetWedge = pWedge; targetWedge.logLabel(); } What happens next is that the console logs each wedges label correctly. However, I need a bit more complexity inside globalFunction. So it actually looks like this... function globalFunction(indicator_id, pWedge){ var targetWedge = pWedge; someSql = "SELECT * FROM myTable WHERE id = ?"; dbInterface.executeSql(someSql, [indicator_id], function(transaction, result){ targetWedge.logLabel(); }) } There's a lot going on here so i'll explain. I'm using client side database storage (WebSQL i call it). 'dbInterface' an instance of a simple javascript object I created which handles the basics of interacting with a client side database [shown at the end of this question]. the executeSql method takes up to 4 arguments The SQL String an optional arguments array an optional onSuccess handler an optional onError handler (not used in this example) What I need to happen is: When the WebSQL query has completed, it takes some of that data and manipulates some attribute of a particular wedge. But, when I call 'logLabel' on an instance of WedgePath inside the onSuccess handler, I get the label of the very last instance of WedgePath that was created way back in the plugin code. Now I suspect that the problem lies in the var newWedge = new WedgePath(canvas); line. So I tried pushing each newWedge into an array, which I thought would prevent that line from replacing or overwriting the WedgePath instance at every iteration... wedgeArray = []; // Inside the plugin... for(var i = 1; i <= 30; i++){ var newWedge = new WedgePath(canvas); newWedge.label = "my_wedge_"+i; wedgeArray.push(newWedge); } for(var i = 0; i < wedgeArray.length; i++){ wedgeArray[i].logLabel() } But again, I get the last instance of WedgePath to be created. This is driving me nuts. I apologise for the length of the question but I wanted to be as clear as possible. END ============================================================== Also, here's the code for dbInterface object should it be relevant. function DatabaseInterface(db){ var DB = db; this.sql = function(sql, arr, pSuccessHandler, pErrorHandler){ successHandler = (pSuccessHandler) ? pSuccessHandler : this.defaultSuccessHandler; errorHandler = (pErrorHandler) ? pErrorHandler : this.defaultErrorHandler; DB.transaction(function(tx){ if(!arr || arr.length == 0){ tx.executeSql(sql, [], successHandler, errorHandler); }else{ tx.executeSql(sql,arr, successHandler, errorHandler) } }); } // ---------------------------------------------------------------- // A Default Error Handler // ---------------------------------------------------------------- this.defaultErrorHandler = function(transaction, error){ // error.message is a human-readable string. // error.code is a numeric error code console.log('WebSQL Error: '+error.message+' (Code '+error.code+')'); // Handle errors here var we_think_this_error_is_fatal = true; if (we_think_this_error_is_fatal) return true; return false; } // ---------------------------------------------------------------- // A Default Success Handler // This doesn't do anything except log a success message // ---------------------------------------------------------------- this.defaultSuccessHandler = function(transaction, results) { console.log("WebSQL Success. Default success handler. No action taken."); } }

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  • How to center and scale Silverlight applications using ViewBox control

    - by Jacek Ciereszko
    There are many ways to make your application scalable in Web Browser window and align it in the center. Usually we use two Grid controls to align and panel control (like Canvas) to scale our apps. Not the best solution <UserControl … >     <Grid x:Name="LayoutRoot" Background="White">         <Grid HorizontalAlignment="Center" VerticalAlignment="Center">             <Canvas x:Name="scalePanel" VerticalAlignment="Top" HorizontalAlignment="Center">                 …             </Canvas>         </Grid>     </Grid> </UserControl>               The example above usually works but there are better ways. How? Use ViewBox. ViewBox control contains scale mechanisms with some stretching options. So ViewBox together with Grid control is all what we need to align and scale our applications. Good solution <UserControl … >     <Grid x:Name="LayoutRoot" Background="White">         <Viewbox>             ...         </Viewbox>     </Grid> </UserControl> How to find ViewBox control For those applications created in Silverlight 4, ViewBox is available in plug-in. For applications created in Silverlight 3 you can find it in Microsoft Silverlight Toolkit. Demo Let’s create a simple application that will contain: Button, TextBlock and red Rectangle. It will also have some Margin settings. This application won’t be in the center of window and it will not scale. <UserControl … >     <Grid x:Name="LayoutRoot">         <Grid Margin="100, 50, 100, 20">                 <StackPanel Orientation="Horizontal">                     <Button Width="100" Height="100" Content="test"/>                     <TextBlock Text="Button" Width="100" Height="100" />                     <Rectangle Width="100" Height="100" Fill="Red"/>                 </StackPanel>         </Grid> </Grid> </UserControl>   Run demo: RUN But If we use ViewBox control, we will got centered and always scaled application.    <Grid x:Name="LayoutRoot">         <Viewbox>             <Grid Margin="100, 50, 100, 20">                     <StackPanel Orientation="Horizontal">                         <Button Width="100" Height="100" Content="test"/>                         <TextBlock Text="bottom" Width="100" Height="100" />                         <Rectangle Width="100" Height="100" Fill="Red"/>                     </StackPanel>             </Grid>         </Viewbox>     </Grid> Link to application: RUN (try to resize application’s window) Link to source code: SilverlightCenterApplication.zip References ViewBox for Silverlight 3 http://silverlight.codeplex.com/    Polish version: http://jacekciereszko.pl/2010/05/jak-wysrodkowac-i-skalowac-aplikacje.html Jacek Ciereszko

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  • Rotation of viewplatform in Java3D

    - by user29163
    I have just started with Java3D programming. I thought I had built up some basic intuition about how the scene graph works, but something that should work, does not work. I made a simple program for rotating a pyramid around the y-axis. This was done just by adding a RotationInterpolator R to the TransformGroup above the pyramid. Then I thought hey, can I now remove the RotationInterpolator from this TransformGroup, then add it to the TransformGroup above my ViewPlatform leaf. This should work if I have understood how things work. Adding the RotationInterpolator to this TransformGroup, should make the children of this TransformGroup rotate, and the ViewingPlatform is a child of the TransformGroup. Any ideas on where my reasoning is flawed? Here is the code for setting up the universe, and the view branchgroup. import java.awt.*; import java.awt.event.*; import javax.media.j3d.*; import javax.vecmath.*; public class UniverseBuilder { // User-specified canvas Canvas3D canvas; // Scene graph elements to which the user may want access VirtualUniverse universe; Locale locale; TransformGroup vpTrans; View view; public UniverseBuilder(Canvas3D c) { this.canvas = c; // Establish a virtual universe that has a single // hi-res Locale universe = new VirtualUniverse(); locale = new Locale(universe); // Create a PhysicalBody and PhysicalEnvironment object PhysicalBody body = new PhysicalBody(); PhysicalEnvironment environment = new PhysicalEnvironment(); // Create a View and attach the Canvas3D and the physical // body and environment to the view. view = new View(); view.addCanvas3D(c); view.setPhysicalBody(body); view.setPhysicalEnvironment(environment); // Create a BranchGroup node for the view platform BranchGroup vpRoot = new BranchGroup(); // Create a ViewPlatform object, and its associated // TransformGroup object, and attach it to the root of the // subgraph. Attach the view to the view platform. Transform3D t = new Transform3D(); Transform3D s = new Transform3D(); t.set(new Vector3f(0.0f, 0.0f, 10.0f)); t.rotX(-Math.PI/4); s.set(new Vector3f(0.0f, 0.0f, 10.0f)); //forandre verdier her for å endre viewing position t.mul(s); ViewPlatform vp = new ViewPlatform(); vpTrans = new TransformGroup(t); vpTrans.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE); // Rotator stuff Transform3D yAxis = new Transform3D(); //yAxis.rotY(Math.PI/2); Alpha rotationAlpha = new Alpha( -1, Alpha.INCREASING_ENABLE, 0, 0,4000, 0, 0, 0, 0, 0); RotationInterpolator rotator = new RotationInterpolator( rotationAlpha, vpTrans, yAxis, 0.0f, (float) Math.PI*2.0f); RotationInterpolator rotator2 = new RotationInterpolator( rotationAlpha, vpTrans); BoundingSphere bounds = new BoundingSphere(new Point3d(0.0,0.0,0.0), 1000.0); rotator.setSchedulingBounds(bounds); vpTrans.addChild(rotator); vpTrans.addChild(vp); vpRoot.addChild(vpTrans); view.attachViewPlatform(vp); // Attach the branch graph to the universe, via the // Locale. The scene graph is now live! locale.addBranchGraph(vpRoot); } public void addBranchGraph(BranchGroup bg) { locale.addBranchGraph(bg); } }

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  • Trouble rotating viewplatform in Java3D [closed]

    - by user29163
    I have just started with Java3D programming. I thought I had built up some basic intuition about how the scene graph works, but something that should work, does not work. I made a simple program for rotating a pyramid around the y-axis. This was done just by adding a RotationInterpolator R to the TransformGroup above the pyramid. Then I thought hey, can I now remove the RotationInterpolator from this TransformGroup, then add it to the TransformGroup above my ViewPlatform leaf. This should work if I have understood how things work. Adding the RotationInterpolator to this TransformGroup, should make the children of this TransformGroup rotate, and the ViewingPlatform is a child of the TransformGroup. Any ideas on where my reasoning is flawed? Here is the code for setting up the universe, and the view branchgroup. import java.awt.*; import java.awt.event.*; import javax.media.j3d.*; import javax.vecmath.*; public class UniverseBuilder { // User-specified canvas Canvas3D canvas; // Scene graph elements to which the user may want access VirtualUniverse universe; Locale locale; TransformGroup vpTrans; View view; public UniverseBuilder(Canvas3D c) { this.canvas = c; // Establish a virtual universe that has a single // hi-res Locale universe = new VirtualUniverse(); locale = new Locale(universe); // Create a PhysicalBody and PhysicalEnvironment object PhysicalBody body = new PhysicalBody(); PhysicalEnvironment environment = new PhysicalEnvironment(); // Create a View and attach the Canvas3D and the physical // body and environment to the view. view = new View(); view.addCanvas3D(c); view.setPhysicalBody(body); view.setPhysicalEnvironment(environment); // Create a BranchGroup node for the view platform BranchGroup vpRoot = new BranchGroup(); // Create a ViewPlatform object, and its associated // TransformGroup object, and attach it to the root of the // subgraph. Attach the view to the view platform. Transform3D t = new Transform3D(); Transform3D s = new Transform3D(); t.set(new Vector3f(0.0f, 0.0f, 10.0f)); t.rotX(-Math.PI/4); s.set(new Vector3f(0.0f, 0.0f, 10.0f)); //forandre verdier her for å endre viewing position t.mul(s); ViewPlatform vp = new ViewPlatform(); vpTrans = new TransformGroup(t); vpTrans.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE); // Rotator stuff Transform3D yAxis = new Transform3D(); //yAxis.rotY(Math.PI/2); Alpha rotationAlpha = new Alpha( -1, Alpha.INCREASING_ENABLE, 0, 0,4000, 0, 0, 0, 0, 0); RotationInterpolator rotator = new RotationInterpolator( rotationAlpha, vpTrans, yAxis, 0.0f, (float) Math.PI*2.0f); RotationInterpolator rotator2 = new RotationInterpolator( rotationAlpha, vpTrans); BoundingSphere bounds = new BoundingSphere(new Point3d(0.0,0.0,0.0), 1000.0); rotator.setSchedulingBounds(bounds); vpTrans.addChild(rotator); vpTrans.addChild(vp); vpRoot.addChild(vpTrans); view.attachViewPlatform(vp); // Attach the branch graph to the universe, via the // Locale. The scene graph is now live! locale.addBranchGraph(vpRoot); } public void addBranchGraph(BranchGroup bg) { locale.addBranchGraph(bg); } }

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  • Inheritance of templates in WPF

    - by Alxandr
    I'm trying to make sure that every child of a given element (MPF.MWindow) gets custom templates. For instance, the button should get the template defined in resMButton.xaml. As of now I'm using the following code on: (resMWindow.xaml) <ResourceDictionary xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:local="clr-namespace:MPF"> <Style x:Key="SystemKeyAnimations" TargetType="{x:Type Button}"> <Setter Property="Opacity" Value="0.5" /> <Setter Property="Background" Value="Transparent" /> <Style.Triggers> <EventTrigger RoutedEvent="Mouse.MouseEnter"> <BeginStoryboard> <Storyboard> <DoubleAnimationUsingKeyFrames BeginTime="00:00:00" Storyboard.TargetProperty="Opacity"> <SplineDoubleKeyFrame KeyTime="00:00:00.2" Value="1.0" /> </DoubleAnimationUsingKeyFrames> </Storyboard> </BeginStoryboard> </EventTrigger> <EventTrigger RoutedEvent="Mouse.MouseLeave"> <BeginStoryboard> <Storyboard> <DoubleAnimationUsingKeyFrames BeginTime="00:00:00" Storyboard.TargetProperty="Opacity"> <SplineDoubleKeyFrame KeyTime="00:00:00.2" Value="0.5" /> </DoubleAnimationUsingKeyFrames> </Storyboard> </BeginStoryboard> </EventTrigger> </Style.Triggers> </Style> <Style TargetType="{x:Type local:MWindow}"> <!-- Remove default frame appearance --> <Setter Property="WindowStyle" Value="None" /> <Setter Property="AllowsTransparency" Value="True" /> <Setter Property="Background" Value="Transparent" /> <Setter Property="Template"> <Setter.Value> <ControlTemplate TargetType="{x:Type local:MWindow}"> <Border Background="{TemplateBinding Background}" BorderBrush="{TemplateBinding BorderBrush}" BorderThickness="{TemplateBinding BorderThickness}" x:Name="ChromeBorder"> <Grid> <Grid.ColumnDefinitions> <ColumnDefinition Width="4" /> <ColumnDefinition /> <ColumnDefinition Width="4" /> </Grid.ColumnDefinitions> <Grid.RowDefinitions> <RowDefinition Height="4" /> <RowDefinition /> <RowDefinition Height="4" /> </Grid.RowDefinitions> <Thumb Grid.Row="0" Grid.Column="1" x:Name="TopThumb" Cursor="SizeNS" BorderThickness="4" BorderBrush="Transparent" /> <Thumb Grid.Row="2" Grid.Column="1" x:Name="BottomThumb" Cursor="SizeNS" BorderThickness="4" BorderBrush="Transparent" /> <Thumb Grid.Row="1" Grid.Column="0" x:Name="LeftThumb" Cursor="SizeWE" BorderThickness="4" BorderBrush="Transparent" /> <Thumb Grid.Row="1" Grid.Column="2" x:Name="RightThumb" Cursor="SizeWE" BorderThickness="4" BorderBrush="Transparent" /> <Thumb Grid.Row="0" Grid.Column="0" x:Name="TopLeftThumb" Cursor="SizeNWSE" BorderThickness="5" BorderBrush="Transparent" /> <Thumb Grid.Row="0" Grid.Column="2" x:Name="TopRightThumb" Cursor="SizeNESW" BorderThickness="5" BorderBrush="Transparent" /> <Thumb Grid.Row="2" Grid.Column="0" x:Name="BottomLeftThumb" Cursor="SizeNESW" BorderThickness="5" BorderBrush="Transparent" /> <Thumb Grid.Row="2" Grid.Column="2" x:Name="BottomRightThumb" Cursor="SizeNWSE" BorderThickness="5" BorderBrush="Transparent" /> <Grid Grid.Row="1" Grid.Column="1"> <Grid.RowDefinitions> <RowDefinition Height="20" /> <RowDefinition /> </Grid.RowDefinitions> <Grid> <Grid.ColumnDefinitions> <ColumnDefinition /> <ColumnDefinition Width="Auto" /> </Grid.ColumnDefinitions> <StackPanel Orientation="Horizontal" Grid.Column="1"> <Button Command="local:WindowCommands.Minimize" Style="{StaticResource ResourceKey=SystemKeyAnimations}"> <Button.Template> <ControlTemplate> <Canvas Width="10" Height="10" Margin="5" Background="Transparent"> <Line X1="0" X2="10" Y1="5" Y2="5" Stroke="White" StrokeThickness="2" /> </Canvas> </ControlTemplate> </Button.Template> </Button> <Button Command="local:WindowCommands.Maximize" x:Name="MaximizeButton" Style="{StaticResource ResourceKey=SystemKeyAnimations}"> <Button.Template> <ControlTemplate> <Canvas Width="10" Height="10" Margin="5" Background="Transparent"> <Rectangle Width="10" Height="10" Stroke="White" StrokeThickness="2" /> </Canvas> </ControlTemplate> </Button.Template> </Button> <Button Command="ApplicationCommands.Close" Style="{StaticResource ResourceKey=SystemKeyAnimations}"> <Button.Template> <ControlTemplate> <Canvas Width="10" Height="10" Margin="5" Background="Transparent"> <Line X1="0" X2="10" Y1="0" Y2="10" Stroke="White" StrokeThickness="2" /> <Line X1="10" X2="0" Y1="0" Y2="10" Stroke="White" StrokeThickness="2" /> </Canvas> </ControlTemplate> </Button.Template> </Button> </StackPanel> <ContentControl x:Name="TitleContentControl"> <TextBlock Text="{TemplateBinding Title}" Foreground="DarkGray" Margin="5,0" /> </ContentControl> </Grid> <ContentPresenter Content="{TemplateBinding Content}" Grid.Row="1"> <ContentPresenter.Resources> <ResourceDictionary> <ResourceDictionary.MergedDictionaries> <ResourceDictionary Source="/MPF;component/Themes/resMWindowContent.xaml" /> </ResourceDictionary.MergedDictionaries> </ResourceDictionary> </ContentPresenter.Resources> </ContentPresenter> </Grid> </Grid> </Border> </ControlTemplate> </Setter.Value> </Setter> </Style> </ResourceDictionary> As you can see during the ContentPresenter which gets the content of the window I merge in a dicrionary called resMWindowContent.xaml. The resMWindowContent.xaml looks as following: <ResourceDictionary xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:local="clr-namespace:MPF"> <ResourceDictionary.MergedDictionaries> <ResourceDictionary Source="/MPF;component/Themes/resMButton.xaml" /> </ResourceDictionary.MergedDictionaries> </ResourceDictionary> It simply merges in the resMButton.xaml dictionary (this is done because in the feature I will have MTextBox, mList... and I want to separate them). The resMButton.xaml looks as following: <ResourceDictionary xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:local="clr-namespace:MPF"> <Style TargetType="{x:Type Button}"> <Setter Property="Template"> <Setter.Value> <ControlTemplate TargetType="{x:Type Button}"> <Grid Background="Transparent"> <Rectangle Stroke="{TemplateBinding BorderBrush}" StrokeThickness="{TemplateBinding BorderThickness}" Fill="{TemplateBinding Background}" /> <ContentPresenter Content="{TemplateBinding Content}" Margin="3" /> </Grid> </ControlTemplate> </Setter.Value> </Setter> </Style> </ResourceDictionary> A simple template drawing a square button. However, it isn't applied at all. My buttons remain normal, and I don't understand what I'm doing wrong. I just want every button inside the MWindow to get a special style (and in time every textbox and so forth). How do I achieve this? One note though: It's important that the styles doesn't apply to elements outside an MWindow.

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  • Extended SurfaceView's onDraw() method never called

    - by Gab Royer
    Hi, I'm trying to modify the SurfaceView I use for doing a camera preview in order to display an overlaying square. However, the onDraw method of the extended SurfaceView is never called. Here is the source : public class CameraPreviewView extends SurfaceView { protected final Paint rectanglePaint = new Paint(); public CameraPreviewView(Context context, AttributeSet attrs) { super(context, attrs); rectanglePaint.setARGB(255, 200, 0, 0); rectanglePaint.setStyle(Paint.Style.FILL); rectanglePaint.setStrokeWidth(2); } @Override protected void onDraw(Canvas canvas){ canvas.drawRect(new Rect(10,10,200,200), rectanglePaint); Log.w(this.getClass().getName(), "On Draw Called"); } } public class CameraPreview extends Activity implements SurfaceHolder.Callback{ private SurfaceHolder holder; private Camera camera; @Override protected void onCreate(Bundle savedInstanceState){ super.onCreate(savedInstanceState); // We remove the status bar, title bar and make the application fullscreen requestWindowFeature(Window.FEATURE_NO_TITLE); getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN, WindowManager.LayoutParams.FLAG_FULLSCREEN); // We set the content view to be the layout we made setContentView(R.layout.camera_preview); // We register the activity to handle the callbacks of the SurfaceView CameraPreviewView surfaceView = (CameraPreviewView) findViewById(R.id.camera_surface); holder = surfaceView.getHolder(); holder.addCallback(this); holder.setType(SurfaceHolder.SURFACE_TYPE_PUSH_BUFFERS); } public void surfaceChanged(SurfaceHolder holder, int format, int width, int height) { Camera.Parameters params = camera.getParameters(); params.setPreviewSize(width, height); camera.setParameters(params); try { camera.setPreviewDisplay(holder); } catch (IOException e) { e.printStackTrace(); } camera.startPreview(); } public void surfaceCreated(SurfaceHolder holder) { camera = Camera.open(); } public void surfaceDestroyed(SurfaceHolder holder) { camera.stopPreview(); camera.release(); } }

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  • Adding visible "Markers" to represent Geopoints to a MapView using ItemizedOverlay in Android

    - by LordSnoutimus
    Hello, I am building an application which stores GPS locations in a SQLite database and then outputs the data onto a MapView using an Overlay by drawing a red line between the points. I want to be able to show graphical markers (images) for each of these points as well as the red line. My code is as follows: public class MyOverlay extends ItemizedOverlay { // private Projection projection; private Paint linePaint; private Vector points; public MyOverlay(Drawable defaultMarker) { super(defaultMarker); points = new Vector<GeoPoint>(); //set colour, stroke width etc. linePaint = new Paint(); linePaint.setARGB(255, 255, 0, 0); linePaint.setStrokeWidth(3); linePaint.setDither(true); linePaint.setStyle(Style.FILL); linePaint.setAntiAlias(true); linePaint.setStrokeJoin(Paint.Join.ROUND); linePaint.setStrokeCap(Paint.Cap.ROUND); } public void addPoint(GeoPoint point) { populate(); points.addElement(point); } //public void setProjection(Projection projection) { // this.projection = projection; // } public void draw(Canvas canvas, MapView view, boolean shadow) { populate(); int size = points.size(); Point lastPoint = new Point(); if(size == 0) return; view.getProjection().toPixels(points.get(0), lastPoint); Point point = new Point(); for(int i = 1; i<size; i++){ view.getProjection().toPixels(points.get(i), point); canvas.drawLine(lastPoint.x, lastPoint.y, point.x, point.y, linePaint); lastPoint = point; } } @Override protected OverlayItem createItem(int arg0) { // TODO Auto-generated method stub return null; } @Override public int size() { // TODO Auto-generated method stub return 0; } } What would be the easiest way to implement adding markers for each GeoPoint? Thanks

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  • Matplotlib pick event order for overlapping artists

    - by Ajean
    I'm hitting a very strange issue with matplotlib pick events. I have two artists that are both pickable and are non-overlapping to begin with ("holes" and "pegs"). When I pick one of them, during the event handling I move the other one to where I just clicked (moving a "peg" into the "hole"). Then, without doing anything else, a pick event from the moved artist (the peg) is generated even though it wasn't there when the first event was generated. My only explanation for it is that somehow the event manager is still moving through artist layers when the event is processed, and therefore hits the second artist after it is moved under the cursor. So then my question is - how do pick events (or any events for that matter) iterate through overlapping artists on the canvas, and is there a way to control it? I think I would get my desired behavior if it moved from the top down always (rather than bottom up or randomly). I haven't been able to find sufficient enough documentation, and a lengthy search on SO has not revealed this exact issue. Below is a working example that illustrates the problem, with PathCollections from scatter as pegs and holes: import matplotlib.pyplot as plt import sys class peg_tester(): def __init__(self): self.fig = plt.figure(figsize=(3,1)) self.ax = self.fig.add_axes([0,0,1,1]) self.ax.set_xlim([-0.5,2.5]) self.ax.set_ylim([-0.25,0.25]) self.ax.text(-0.4, 0.15, 'One click on the hole, and I get 2 events not 1', fontsize=8) self.holes = self.ax.scatter([1], [0], color='black', picker=0) self.pegs = self.ax.scatter([0], [0], s=100, facecolor='#dd8800', edgecolor='black', picker=0) self.fig.canvas.mpl_connect('pick_event', self.handler) plt.show() def handler(self, event): if event.artist is self.holes: # If I get a hole event, then move a peg (to that hole) ... # but then I get a peg event also with no extra clicks! offs = self.pegs.get_offsets() offs[0,:] = [1,0] # Moves left peg to the middle self.pegs.set_offsets(offs) self.fig.canvas.draw() print 'picked a hole, moving left peg to center' elif event.artist is self.pegs: print 'picked a peg' sys.stdout.flush() # Necessary when in ipython qtconsole if __name__ == "__main__": pt = peg_tester() I have tried setting the zorder to make the pegs always above the holes, but that doesn't change how the pick events are generated, and particularly this funny phantom event.

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  • Overlay only draws line between first 2 GPS points in Android

    - by LordSnoutimus
    Hi, I am experiencing an unusual error using ItemizedOverlay in Android. I am creating a GPS tracking device that plots a route between waypoints stored in a database. When I provide the first two sets of longitude and latitude points through the emulator in Eclipse, it draws a red line just how I want it, but if I send another GPS point, it animates to the point, but does not draw a line from the last point. public class MyOverlay extends ItemizedOverlay { // private Projection projection; private Paint linePaint; private Vector points; public MyOverlay(Drawable defaultMarker) { super(defaultMarker); points = new Vector<GeoPoint>(); //set colour, stroke width etc. linePaint = new Paint(); linePaint.setARGB(255, 255, 0, 0); linePaint.setStrokeWidth(3); linePaint.setDither(true); linePaint.setStyle(Style.FILL); linePaint.setAntiAlias(true); linePaint.setStrokeJoin(Paint.Join.ROUND); linePaint.setStrokeCap(Paint.Cap.ROUND); } public void addPoint(GeoPoint point) { points.addElement(point); } public void draw(Canvas canvas, MapView view, boolean shadow) { int size = points.size(); Point lastPoint = new Point(); if(size == 0) return; view.getProjection().toPixels(points.get(0), lastPoint); Point point = new Point(); for(int i = 1; i<size; i++){ view.getProjection().toPixels(points.get(i), point); canvas.drawLine(lastPoint.x, lastPoint.y, point.x, point.y, linePaint); lastPoint = point; } } @Override protected OverlayItem createItem(int arg0) { // TODO Auto-generated method stub return null; } @Override public int size() { // TODO Auto-generated method stub return 0; } }

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  • How to update a QPixmap in a QGraphicsView with PyQt

    - by pops
    I am trying to paint on a QPixmap inside a QGraphicsView. The painting works fine, but the QGraphicsView doesn't update it. Here is some working code: #!/usr/bin/env python from PyQt4 import QtCore from PyQt4 import QtGui class Canvas(QtGui.QPixmap): """ Canvas for drawing""" def __init__(self, parent=None): QtGui.QPixmap.__init__(self, 64, 64) self.parent = parent self.imH = 64 self.imW = 64 self.fill(QtGui.QColor(0, 255, 255)) self.color = QtGui.QColor(0, 0, 0) def paintEvent(self, point=False): if point: p = QtGui.QPainter(self) p.setPen(QtGui.QPen(self.color, 1, QtCore.Qt.SolidLine)) p.drawPoints(point) def clic(self, mouseX, mouseY): self.paintEvent(QtCore.QPoint(mouseX, mouseY)) class GraphWidget(QtGui.QGraphicsView): """ Display, zoom, pan...""" def __init__(self): QtGui.QGraphicsView.__init__(self) self.im = Canvas(self) self.imH = self.im.height() self.imW = self.im.width() self.zoomN = 1 self.scene = QtGui.QGraphicsScene(self) self.scene.setItemIndexMethod(QtGui.QGraphicsScene.NoIndex) self.scene.setSceneRect(0, 0, self.imW, self.imH) self.scene.addPixmap(self.im) self.setScene(self.scene) self.setTransformationAnchor(QtGui.QGraphicsView.AnchorUnderMouse) self.setResizeAnchor(QtGui.QGraphicsView.AnchorViewCenter) self.setMinimumSize(400, 400) self.setWindowTitle("pix") def mousePressEvent(self, event): if event.buttons() == QtCore.Qt.LeftButton: pos = self.mapToScene(event.pos()) self.im.clic(pos.x(), pos.y()) #~ self.scene.update(0,0,64,64) #~ self.updateScene([QtCore.QRectF(0,0,64,64)]) self.scene.addPixmap(self.im) print('items') print(self.scene.items()) else: return QtGui.QGraphicsView.mousePressEvent(self, event) def wheelEvent(self, event): if event.delta() > 0: self.scaleView(2) elif event.delta() < 0: self.scaleView(0.5) def scaleView(self, factor): n = self.zoomN * factor if n < 1 or n > 16: return self.zoomN = n self.scale(factor, factor) if __name__ == '__main__': import sys app = QtGui.QApplication(sys.argv) widget = GraphWidget() widget.show() sys.exit(app.exec_()) The mousePressEvent does some painting on the QPixmap. But the only solution I have found to update the display is to make a new instance (which is not a good solution). How do I just update it?

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  • SVG animation along path with Raphael

    - by Toby Hede
    I have a rather interesting issue with SVG animation. I am animating along a circular path using Raphael obj = canvas.circle(x, y, size); path = canvas.circlePath(x, y, radius); path = canvas.path(path); //generate path from path value string obj.animateAlong(path, rate, false); The circlePath method is one I have created myself to generate the circle path in SVG path notation: Raphael.fn.circlePath = function(x , y, r) { var s = "M" + x + "," + (y-r) + "A"+r+","+r+",0,1,1,"+(x-0.1)+","+(y-r)+" z"; return s; } So far, so good. This all works. I have my object (obj) animating along the circular path. BUT: The animation only works if I create the object at the same X, Y coords as the path itself. If I start the animation from any other coordinates (say, half-way along the path) the object animates in a circle of the correct radius, however it starts the animation from the object X,Y coordinates, rather than along the path as it is displayed visually. Ideally I would like to be able to stop/start the animation - the same problem occurs on restart. When I stop then restart the animation, it animates in a circle starting from the stopped X,Y.

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  • Implementing a customized drawable in Android

    - by Girish
    Hi , I was trying to get hold of 2D graphics in Android. As a example i want to implement a custom drawable and show it in my Activity I have defined a customized drawable by extending from Android drawable as mentioned below myDrawable extends Drawable { private static final String TAG = myDrawable.class.getSimpleName(); private ColorFilter cf; @Override public void draw(Canvas canvas) { //First you define a colour for the outline of your rectangle Paint rectanglePaint = new Paint(); rectanglePaint.setARGB(255, 255, 0, 0); rectanglePaint.setStrokeWidth(2); rectanglePaint.setStyle(Style.FILL); //Then create yourself a Rectangle RectF rectangle = new RectF(15.0f, 50.0f, 55.0f, 75.0f); //in pixels Log.d(TAG,"On Draw method"); // TODO Auto-generated method stub Paint paintHandl = new Paint(); // paintHandl.setColor(0xaabbcc); paintHandl.setARGB(125, 234, 213, 34 ); RectF rectObj = new RectF(5,5,25,25); canvas.drawRoundRect(rectangle, 0.5f, 0.5f, rectanglePaint); } @Override public int getOpacity() { // TODO Auto-generated method stub return 100; } @Override public void setAlpha(int alpha) { // TODO Auto-generated method stub } @Override public void setColorFilter(ColorFilter cf) { // TODO Auto-generated method stub this.cf = cf; } } I am trying to get this displayed in my activity, as shown below public class custDrawable extends Activity { /** Called when the activity is first created. */ LinearLayout layObj = null; @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.main); layObj = (LinearLayout) findViewById(R.id.parentLay); ImageView imageView = (ImageView) findViewById(R.id.icon2); myDrawable myDrawObj = new myDrawable(); imageView.setImageDrawable(myDrawObj); imageView.invalidate(); // layObj.addView(myDrawObj, params); } } But when i run the app i see no rectangle on the activity, can anyone help me out? Where am i going wrong?

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  • Android Scaled Drawing to ImageView

    - by user329999
    Newbie question, so there's probably a simple answer to this problem. I'm drawing some simple shapes using canvas.drawCircle(), canvas.drawLine() etc. I originally copied the code from: http://developer.android.com/resources/samples/ApiDemos/src/com/example/android/apis/graphics/DrawPoints.html Which extends a View and draws directly to a canvas. It doesn't load a pre-drawn bitmap because I need my application to turn data into a drawing and the user will enter the data. My changes work, but the drawing is too small (or big) and doesn't fill the screen using all the available screen. Ideally I'd rather use something like an ImageView in .XML like so: If that's possible. The documentation seems to imply that I want to set the scaleType as shown in the above .XML which seems like the simple way to do this. If using an ImageView in .XML is a good idea, then I'm lost on how to draw to the ImageView and could use some guidance on doing that task. If that won't work, then I'll need to do some more thinking about how to get my drawing scaled on the screen and basically I'm lazy and would rather have Android do the work for me. Feel free to suggest some other way that's completely different is this is the wrong solution path. :) Thanks.

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  • How can I handle events within my custom control?

    - by highone
    I am not looking to create new events. I need to create a canvas control that optionally fades in or out depending on whether or not the mouse is over it. The code below probably explains what I want to do better than I can. private Storyboard fadeInStoryboard; private Storyboard fadeOutStoryboard; public FadingOptionPanel() { InitializeComponent(); } public static readonly DependencyProperty FadeEnabledProperty = DependencyProperty.Register("IsFadeEnabled", typeof(bool), typeof(FadingOptionPanel), new FrameworkPropertyMetadata(true, OnFadeEnabledPropertyChanged, OnCoerceFadeEnabledProperty)); public bool IsFadeEnabled { get { return (bool)GetValue(FadeEnabledProperty); } set { SetValue(FadeEnabledProperty, value); } } private static void OnFadeEnabledPropertyChanged(DependencyObject source, DependencyPropertyChangedEventArgs e) { } private static object OnCoerceFadeEnabledProperty(DependencyObject sender, object data) { if (data.GetType() != typeof(bool)) { data = true; } return data; } private void FadingOptionPanel_MouseEnter(object sender, MouseEventArgs e) { if (IsFadeEnabled) { fadeInStoryboard.Begin(this); } } private void FadingOptionPanel_MouseLeave(object sender, MouseEventArgs e) { if (IsFadeEnabled) { fadeOutStoryboard.Begin(this); } } private void FadingOptionsPanel_Loaded(object sender, RoutedEventArgs e) { //Initialize Fade In Animation DoubleAnimation fadeInDoubleAnimation = new DoubleAnimation(); fadeInDoubleAnimation.From = 0; fadeInDoubleAnimation.To = 1; fadeInDoubleAnimation.Duration = new Duration(TimeSpan.FromSeconds(.5)); fadeInStoryboard = new Storyboard(); fadeInStoryboard.Children.Add(fadeInDoubleAnimation); Storyboard.SetTargetName(fadeInDoubleAnimation, this.Name); Storyboard.SetTargetProperty(fadeInDoubleAnimation, new PropertyPath(Canvas.OpacityProperty)); //Initialize Fade Out Animation DoubleAnimation fadeOutDoubleAnimation = new DoubleAnimation(); fadeOutDoubleAnimation.From = 1; fadeOutDoubleAnimation.To = 0; fadeOutDoubleAnimation.Duration = new Duration(TimeSpan.FromSeconds(.2)); fadeOutStoryboard = new Storyboard(); fadeOutStoryboard.Children.Add(fadeOutDoubleAnimation); Storyboard.SetTargetName(fadeOutDoubleAnimation, this.Name); Storyboard.SetTargetProperty(fadeOutDoubleAnimation, new PropertyPath(Canvas.OpacityProperty)); } I originally was using this code inside a usercontrol instead of a custom control before I found out that usercontrols don't support content.

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