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  • Show hide DIVs : jQuery

    - by Muhammad Sajid
    Hi, I have two links & I want to show / hide them one at a time, my code is : <!DOCTYPE html> <html> <head> <script class="jsbin" src="http://ajax.googleapis.com/ajax/libs/jquery/1/jquery.min.js"></script> <script type="text/javascript" src="js/jquery.js"></script> <script type="text/javascript"> // we will add our javascript code here $(document).ready(function() { $(function(){ $('#link').click(function(){ $('#colorDiv').slideToggle('slow'); return false; }); }); }); </script> <meta charset=utf-8 /> <title>JS Bin</title> <!--[if IE]> <script src="http://html5shiv.googlecode.com/svn/trunk/html5.js"></script> <![endif]--> <style> #dv { width:100px; height:100px; border:1px solid; } </style> </head> <body> <table cellspacing="2"> <tr><td><a href="#" id="link">Color</a></td><td><a href="#" id="link">Car</a></td></tr> <tr><td><div id="colorDiv">Red</div></td><td><div id="carDiv">PRADO</div></td></tr> </table> </body> </html> by default first div should me shown. hanks.

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  • Using C#, can you drag a canvas in WPF?

    - by TERACytE
    Can you drag a canvas in WPF? How do you set the position of the canvas? Here is what I got so far: /// xaml <Window x:Class="TestApp.MainWindow" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" Height="350" Width="525" WindowStyle="None" ResizeMode="NoResize" AllowsTransparency="True" Background="Transparent" Loaded="MainWindow_Loaded"> <Canvas Name="ParentCanvas" Background="#FF6E798D"> </Canvas> </Window> /// code behind public partial class MainWindow : Window { private Boolean isMouseCapture; public MainWindow() { InitializeComponent(); } void MainWindow_Loaded(object sender, RoutedEventArgs e) { this.ParentCanvas.MouseLeftButtonDown += new MouseButtonEventHandler(_MouseLeftButtonDown); this.ParentCanvas.MouseLeftButtonUp += new MouseButtonEventHandler(_MouseLeftButtonUp); this.ParentCanvas.MouseMove += new MouseEventHandler(_MouseMove); } void _MouseLeftButtonUp(object sender, MouseButtonEventArgs e) { this.ParentCanvas.ReleaseMouseCapture(); isMouseCapture = false; } void _MouseLeftButtonDown(object sender, MouseButtonEventArgs e) { this.ParentCanvas.CaptureMouse(); isMouseCapture = true; } void _MouseMove(object sender, MouseEventArgs e) { if (isMouseCapture) { this.ParentCanvas.X= e.GetPosition(this).X; this.ParentCanvas.Y = e.GetPosition(this).Y; } } } 'X' is not a property of Canvas (i.e."this.ParentCanvas.X"). What do I use to set the position?

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  • Android maps out of memory error

    - by SamB09
    Hi , sometimes when running a google maps program with an overlay image i will receive a bit map out of memory error. It always seems to be at a random point in the app. Im not sure how to solve this. Anyone have any ideas ? My overlay code is below , im not sure if you need to see the class its called in though? public class MyOverlay2 extends Overlay { private static final double MAX_TAP_DISTANCE_KM = 3; // Rough approximation - one degree = 50 nautical miles private static final double MAX_TAP_DISTANCE_DEGREES = MAX_TAP_DISTANCE_KM * 0.5399568 * 50; private final GeoPoint gPoint; private final Context cont; private final int draw; // private final int lat; public MyOverlay2(Context cont, GeoPoint gPoint1, int draw) { // constructor will be called in the userLocation class to draw an overly image this.cont = cont; this.gPoint = gPoint1; this.draw = draw; } @Override public boolean draw(Canvas canvas, MapView mapView, boolean shadow, long when) { // constructor takes 3 arguments super.draw(canvas, mapView, shadow); // Convert geo coordinates to screen pixels Point screenPoint = new Point(); mapView.getProjection().toPixels(gPoint, screenPoint); //Read the image from the xml resource using a bitmap factory BitmapFactory.Options options=new BitmapFactory.Options(); options.inSampleSize = 1; Bitmap preview_bitmap=BitmapFactory.decodeResource(cont.getResources(),R.drawable.monday12,options); //draw the image at the location specified by the co-ordinates canvas.drawBitmap(preview_bitmap, screenPoint.x - preview_bitmap.getWidth() /2, screenPoint.y - preview_bitmap.getHeight()/2 , null); // get the images height and width values divided by two draw the image at the specified screen points return true; } @Override public boolean onTap(GeoPoint s, MapView mapView) { // Handle tapping on the overlay here return true; } }

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  • Show image from clipboard to defalut imageviewer of windows using c#.net

    - by Rajesh Rolen- DotNet Developer
    I am using below function to make a image of current form and set it in clipboard Image bit = new Bitmap(this.Width, this.Height); Graphics gs = Graphics.FromImage(bit); gs.CopyFromScreen(this.Location, new Point(0, 0), bit.Size); Guid guid = System.Guid.NewGuid(); string FileName = guid.ToString(); //Copy that image in the clipbaord. Image imgToCopy = Image.FromFile(Path.Combine(Environment.CurrentDirectory, FileName + ".jpg")); Clipboard.SetImage(imgToCopy); Now my image is in clipboard and i am able to show it in picturebox on other form using below code : mypicturebox.Image = Clipboard.GetImage(); Now the the problem is that i want to show it in default imageviewer of that system. so for that i think using "System.Diagnostics.Process.Start" we can do that.. but i dont know, how to find default imageviewer and how to set clipboard's image in that ... please help me out... if i find solution than thats good otherwise i am thinking to save that file from clipboard to harddisk and then view it in window's default imageviewer... please help me to resolve my problem.. i am using c#.net

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  • Drawing only part of a texture OpenGL ES iPhone

    - by Ben Reeves
    ..Continued on from my previous question I have a 320*480 RGB565 framebuffer which I wish to draw using OpenGL ES 1.0 on the iPhone. - (void)setupView { glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_CROP_RECT_OES, (int[4]){0, 0, 480, 320}); glEnable(GL_TEXTURE_2D); } // Updates the OpenGL view when the timer fires - (void)drawView { // Make sure that you are drawing to the current context [EAGLContext setCurrentContext:context]; //Get the 320*480 buffer const int8_t * frameBuf = [source getNextBuffer]; //Create enough storage for a 512x512 power of 2 texture int8_t lBuf[2*512*512]; memcpy (lBuf, frameBuf, 320*480*2); //Upload the texture glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 512, 512, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, lBuf); //Draw it glDrawTexiOES(0, 0, 1, 480, 320); [context presentRenderbuffer:GL_RENDERBUFFER_OES]; } If I produce the original texture in 512*512 the output is cropped incorrectly but other than that looks fine. However using the require output size of 320*480 everything is distorted and messed up. I'm pretty sure it's the way I'm copying the framebuffer into the new 512*512 buffer. I have tried this routine int8_t lBuf[512][512][2]; const char * frameDataP = frameData; for (int ii = 0; ii < 480; ++ii) { memcpy(lBuf[ii], frameDataP, 320); frameDataP += 320; } Which is better, but the width appears to be stretched and the height is messed up. Any help appreciated.

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  • Assigning a RecID field to Gridview TemplateField (Checbox column)

    - by user279521
    I want to assign a RecID to the checkbox column "cbPOID". The RecID field that is being returned in my dataset, but should not be displayed in the gridview. <asp:GridView ID="gvOrders" runat="server" AutoGenerateColumns="False" CellPadding="4" GridLines="None" Width="100%" AllowPaging="True" PageSize="20" onpageindexchanging="gvOrders_PageIndexChanging" ForeColor="#333333"> <Columns> <asp:TemplateField HeaderText="VerifiedComplete" > <ItemTemplate> <asp:CheckBox ID="cbPOID" runat="server"/> </ItemTemplate> </asp:TemplateField> <asp:BoundField DataField="PurchaseOrderID" HeaderText="PurchaseOrderID" HtmlEncode="False" ></asp:BoundField> <asp:BoundField DataField="VENDOR_ID" HeaderText="Vendor ID"></asp:BoundField> <asp:BoundField DataField="VENDOR_NAME" HeaderText="Vendor Name"></asp:BoundField> <asp:BoundField DataField="ITEM_DESC" HeaderText="Item Desc"></asp:BoundField> <asp:BoundField DataField="SYS_DATE" HeaderText="System Date"></asp:BoundField> </Columns> <FooterStyle CssClass="GridFooter" BackColor="#990000" Font-Bold="True" ForeColor="White" /> <PagerStyle CssClass="GridPager" ForeColor="#333333" BackColor="#FFCC66" HorizontalAlign="Center" /> <SelectedRowStyle BackColor="#FFCC66" Font-Bold="True" ForeColor="Navy" /> <HeaderStyle CssClass="GridHeader" BackColor="#990000" Font-Bold="True" ForeColor="White" /> <RowStyle CssClass="GridItem" BackColor="#FFFBD6" ForeColor="#333333" /> <AlternatingRowStyle CssClass="GridAltItem" BackColor="White" /> </asp:GridView>

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  • Why setPreferredSize does not change the size of the button?

    - by Roman
    Here is the code: import javax.swing.*; import java.awt.event.*; import java.awt.*; public class TestGrid { public static void main(String[] args) { JFrame frame = new JFrame("Colored Trails"); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); JPanel mainPanel = new JPanel(); mainPanel.setLayout(new BoxLayout(mainPanel, BoxLayout.Y_AXIS)); JPanel panel = new JPanel(); panel.setLayout(new GridLayout(4, 9)); panel.setMaximumSize(new Dimension(9*30-20,4*30)); JButton btn; for (int i=1; i<=4; i++) { for (int j=1; j<=4; j++) { btn = new JButton(); btn.setPreferredSize(new Dimension(30, 30)); panel.add(btn); } btn = new JButton(); btn.setPreferredSize(new Dimension(30, 10)); panel.add(btn); for (int j=1; j<=4; j++) { btn = new JButton(); btn.setPreferredSize(new Dimension(30, 30)); panel.add(btn); } } mainPanel.add(panel); frame.add(mainPanel); frame.setSize(450,950); frame.setVisible(true); } } I suppose to have a table of buttons with 4 rows and 9 columns. And the middle column should be narrower that other columns. I tried Dimension(30, 10) and Dimension(30, 10) both have no effect on the width of the middle column. Why?

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  • Loosing Textbox value on postback

    - by Dusty Roberts
    Hi Peeps i have an href that once clicking on it, it opens a dialog and sets a textbox value for that dialog. however, once i click on submit in that dialog, the textbox value is null. Link: <a href="#" onclick="javascript:expand('https://me.yahoo.com'); jQuery('#openiddialog').dialog('open'); return false;"><img id="yahoo" class="spacehw" src="/Content/Images/spacer.gif" /></a> Script: <script type="text/javascript"> jQuery(document).ready(function () { jQuery("#openiddialog").dialog({ autoOpen: false, width: 600, modal: true, buttons: { "Cancel": function () { $(this).dialog("close"); } } }); }); function expand(obj) { $("#<%=openIdBox.ClientID %>").val(obj); } </script> Dialog:<div id="openiddialog" title="Log in using OpenID"> <p> <asp:Label ID="Label1" runat="server" Text="OpenID Login" /> <asp:TextBox ID="openIdBox" EnableViewState="true" runat="server" /> <asp:JButton Icon="ui-icon-key" ID="loginButton" runat="server" Text="Authenticate" OnClick="loginButton_Click" /> <asp:CustomValidator runat="server" ID="openidValidator" ErrorMessage="Invalid OpenID Identifier" ControlToValidate="openIdBox" EnableViewState="false" OnServerValidate="openidValidator_ServerValidate" /> <br /> <asp:Label ID="loginFailedLabel" runat="server" EnableViewState="False" Text="Login failed" Visible="False" /> <asp:Label ID="loginCanceledLabel" runat="server" EnableViewState="False" Text="Login canceled" Visible="False" /> </p> </div> ... sorry... can't fix formatting ?!?

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  • CSS: Making two transparent images overlapping

    - by Pierre
    Hi all, I'm trying to make two transparent images (having the same size/dimension ) overlapping into a div at their top left corner. I tried: <html xmlns="http://www.w3.org/1999/xhtml"> <body> <div style="margin:20px;"> <div id="main" style="overflow:hidden;background-color:red;width:400px;height:400px;border:3px solid blue;"> <img src="myimage1.png" style="position:relative;top:0px;left:0px;z-index:0;"/> <img src="myimage2.png" style="position:relative;top:0px;left:0px;z-index:10;"/> </div> </div> </body> </html> but it doesn't work, the two pictures are concatenated into the parent div. Thanks for your help !

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  • Silverlight graphics pixel side position?

    - by Tuukka
    I try to port simple game to silverlight (SameGame). The problem is that my old source code used pixel sizes to allight game marks to board. I draw simple grid using lines and game mark (using rectangle). How i can set rentacle position correctly? Example 20 20 pixels to upper left corner). private void DrawGrid() { LayoutRoot.Children.Clear(); Rectangle r = new Rectangle(); r.Width = 20; r.Height = 20; r.Fill = new SolidColorBrush(Color.FromArgb(255, 0, 255, 0)); r.Stroke = new SolidColorBrush(Color.FromArgb(255, 0, 255, 0)); r.SetValue(Canvas.LeftProperty, (double)0); r.SetValue(Canvas.TopProperty, (double)0); LayoutRoot.Children.Add(r); Color GridColor = Color.FromArgb(0xFF, 0x00, 0x00, 0x00); for (int y = 0; y < 11; y++) { Line l = new Line(); l.X1 = 0; l.Y1 = 30 * y - 1; l.X2 = 20 * 30; l.Y2 = 30 * y - 1; l.Stroke = new SolidColorBrush(GridColor); l.StrokeThickness = 1; LayoutRoot.Children.Add(l); } for (int x = 0; x < 21; x++) { Line l = new Line(); l.X1 = 30 * x; l.Y1 = 0; l.X2 = 30 * x; l.Y2 = 10 * 30; l.Stroke = new SolidColorBrush(GridColor); l.StrokeThickness = 1; LayoutRoot.Children.Add(l); } }

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  • How to draw a circle in java with a radius and points around the edge

    - by windopal
    Hi, I'm really stuck on how to go about programming this. I need to draw a circle within a JFrame with a radius and points around the circumference. i can mathematically calculate how to find the coordinates of the point around the edge but i cant seem to be able to program the circle. I am currently using a Ellipse2D method but that doesn't seem to work and doesn't return a radius, as under my understanding, it doesn't draw the circle from the center rather from a starting coordinate using a height and width. My current code is on a separate frame but i need to add it to my existing frame. import java.awt.*; import javax.swing.*; import java.awt.geom.*; public class circle extends JFrame { public circle() { super("circle"); setSize(410, 435); setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); Panel sp = new Panel(); Container content = getContentPane(); content.add(sp); setContentPane(content); setVisible(true); } public static void main (String args[]){ circle sign = new circle(); } } class Panel extends JPanel { public void paintComponent(Graphics comp) { super.paintComponent(comp); Graphics2D comp2D = (Graphics2D) comp; comp2D.setColor(Color.red); Ellipse2D.Float sign1 = new Ellipse2D.Float(0F, 0F, 350F, 350F); comp2D.fill(sign1); } }

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  • "Link" against a SWC in Flex

    - by ggambett
    I'm trying to do a very simple app in Flash/Flex, that loads an image embedded in the swf itself and then shows it. The thing is I'm trying to do it using the command line only (mxmlc and compc) and without using @Embed, and failing miserably. I have a very simple Main.as : package { import flash.display.*; import flash.utils.*; public class Main extends Sprite { public function Main () : void { var pDef:Class = getDefinitionByName("icon_big.png") as Class; var _image:BitmapData = new pDef(0, 0); var pSprite:Sprite = new Sprite(); pSprite.graphics.beginBitmapFill(_image); pSprite.graphics.drawRect(0, 0, _image.width, _image.height); pSprite.graphics.endFill(); addChild(pSprite); } } } This works fine if I add icon_big.png to the Library using the Flash IDE, but I can't figure out how to do it from the command line. I'm using compc to put the png inside a swc : compc --include-file icon_big.png icon_big.png -output assets.swc This generates a 17 kb assets.swf, slightly bigger than icon_big.png. Then I try to compile and link Main.as : mxmlc -include-libraries+=assets.swc Main.as This produces a 944 byte Main.swf, which clearly doesn't include the asset, and fails at runtime. According to the mxmlc docs I found, -include-libraries should link with every class, including the ones not directly referenced by code (as is the case here, since I'm getting the class from code), and it unsurprisingly fails at runtime. Note that this same code (or, more precisely, quite equivalent code) works when used within a Flash project - I'm not looking to fix the code, but how to do in the command line whatever Flash does internally. I feel I'm just "not getting" something... any clues?

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  • How to Use Calculated Color Values with ColorMatrix?

    - by Otaku
    I am changing color values of each pixel in an image based on a calculation. The problem is that this takes over 5 seconds on my machine with a 1000x1333 image and I'm looking for a way to optimize it to be much faster. I think ColorMatrix may be an option, but I'm having a difficult time figure out how I would get a set of pixel RGB values, use that to calculate and then set the new pixel value. I can see how this can be done if I was just modifying (multiplying, subtracting, etc.) the original value with ColorMatrix, but now how I can use the pixels returned value to use it to calculate and new value. For example: Sub DarkenPicture() Dim clrTestFolderPath = "C:\Users\Me\Desktop\ColorTest\" Dim originalPicture = "original.jpg" Dim Luminance As Single Dim bitmapOriginal As Bitmap = Image.FromFile(clrTestFolderPath + originalPicture) Dim Clr As Color Dim newR As Byte Dim newG As Byte Dim newB As Byte For x = 0 To bitmapOriginal.Width - 1 For y = 0 To bitmapOriginal.Height - 1 Clr = bitmapOriginal.GetPixel(x, y) Luminance = ((0.21 * (Clr.R) + (0.72 * (Clr.G)) + (0.07 * (Clr.B))/ 255 newR = Clr.R * Luminance newG = Clr.G * Luminance newB = Clr.B * Luminance bitmapOriginal.SetPixel(x, y, Color.FromArgb(newR, newG, newB)) Next Next bitmapOriginal.Save(clrTestFolderPath + "colorized.jpg", ImageFormat.Jpeg) End Sub The Luminance value is the calculated one. I know I can set ColorMatrix's M00, M11, M22 to 0, 0, 0 respectively and then put a new value in M40, M41, M42, but that new value is calculated based of a value multiplication and addition of that pixel's components (((0.21 * (Clr.R) + (0.72 * (Clr.G)) + (0.07 * (Clr.B)) and the result of that - Luminance - is multiplied by the color component). Is this even possible with ColorMatrix?

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  • xml vs java LinearLayout fills

    - by user293443
    the xml version below properly handles height and width and the java doesn't what is the java missing? xml <?xml version="1.0" encoding="utf-8"?> <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:layout_height="fill_parent" android:layout_width="fill_parent" android:orientation="horizontal"> <include android:id="@+id/cell1" layout="@layout/grid_text_view" /> <include android:id="@+id/cell2" layout="@layout/grid_text_view" /> </LinearLayout> java LinearLayout ll = new LinearLayout(this); ll.setOrientation(LinearLayout.HORIZONTAL); ll.setLayoutParams(new LayoutParams(LayoutParams.FILL_PARENT, LayoutParams.FILL_PARENT)); ll.addView((TextView)this.getLayoutInflater().inflate(R.layout.grid_text_view, null)); ll.addView((TextView)this.getLayoutInflater().inflate(R.layout.grid_text_view, null)); setContentView(ll); grid_text_view <TextView xmlns:android="http://schemas.android.com/apk/res/android" android:layout_height="fill_parent" android:layout_width="0dip" android:text="1" android:textSize="20sp" android:gravity="center" android:layout_weight="1" /> I've tried a ll.invalidate() and it didn't work either? :( screenshots at http://www.flickr.com/photos/48409507@N06/sets/72157623618407586/

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  • Configuring Displays for Different Mobile Devices

    - by Mike
    Does anyone know a way to have specific CSS style sheets based on the type of Mobile Device? I have been researching it a few days now and haven't found anything except this snippet of code for iPhones. <link media="only screen and (max-device-width: 480px)" href="iPhone.css" type="text/css" rel="stylesheet" /> This works great for iPhones, but on all other mobile devices (android, blackberry, Nokia), it's still displaying the same as my site. I tried: <link media="handheld" href="iPhone.css" type="text/css" rel="stylesheet" /> but that didn't seem to have any effect on the other mobile devices. So I'm not sure how to reach the blackberry's/androids/nokia's without effect the code of my actual site. I'm building my site using the PHP framework CodeIgniter and I looked into this code which is suppose to be able to tell if it is being looked at through a mobile device or browser. if ($this->agent->is_browser()) { $agent = $this->agent->browser().' '.$this->agent->version(); } elseif ($this->agent->is_mobile()) { $agent = $this->agent->mobile(); } else { $agent = 'Unidentified User Agent'; } The only problem is that the newer phones we are building on render the site as a browser and not as a mobile (I think, I've only tested the iphone because it's all I have at the moment). So does anyone have any work arounds for the other phone platforms?

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  • In facebook connect, how can I check if a user is a fan of my facebook page? Is it possible to track

    - by Tony
    I am trying to determine if a user is a facebook fan. I load the facebook JS library and initialize: <script type="text/javascript" src="http://static.ak.connect.facebook.com/js/api_lib/v0.4/FeatureLoader.js.php/en_US"></script> FB_RequireFeatures(["XFBML","Connect","Api"], function() { FB.init("my_api_key","xd_receiver.htm") }); FB.ensureInit(function () { FB.ApiClient.pages_isFan(my_profile_id,"some_UID",callback); }); However when I call the API client with FB.ApiClient.pages_isFan, I get a JS error - FB.ApiClient is undefined I am also using the FBML fan tag to display the "become a fan" button: <fb:fan profile_id="my_profile_id" stream="0" connections="10" logobar="1" width="300"></fb:fan> And would like to be notified when either the "become a fan" button is clicked or a user has successfully become a fan. The business logic is pretty simple - If they become a fan, track it in my database. Then if they try to become a fan again, check with the library if they are a fan and say "You are already a fan" if they are a fan, show the widget if not.

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  • Javascript API not working for Chrome or Safari on JW Player 5.9

    - by Lando
    I am working on a custom interface for the JW Player which displays the current track title and has play/pause, next track, previous track and volume toggle buttons. It works for IE8/9 and FF but fails for Chrome and Safari. Chrome's console gives the following error: Uncaught TypeError: Object # has no method 'addControllerListener' This is the code I am using for testing. <div id="container">Loading the player ...</div> <script type="text/javascript"> jwplayer("container").setup({ image: "preview.jpg", height: 320, width: 480, modes: [ { type: "html5" }, { type: "flash", src: "player.swf" } ], 'playlist': [ { 'file': "audio/01.mp3", 'title': "Track 1" }, { 'file': "audio/02.mp3", 'title': "Track 2" }, { 'file': "audio/03.mp3", 'title': "Track 3" } ], }); function playerReady(obj) { player = document.getElementById(obj.id); displayFirstItem(); }; function displayFirstItem() { try { playlist = player.getPlaylist(); } catch(e) { setTimeout("displayFirstItem()", 100); } player.addControllerListener('ITEM', 'itemMonitor'); itemMonitor({index:0}); }; function itemMonitor(obj) { $('#nowplaying').html('<span><strong>Now Playing:</strong> ' + playlist[obj.index]['title'] + '</span>'); }; </script> <div id="nowplaying"></div> <div class="control_bar"> <ul> <li onclick='player.sendEvent("play");'>[ &#8250; ] Play / Pause</li> <li onclick='player.sendEvent("prev");'>[ &laquo; ] Previous item</li> <li onclick='player.sendEvent("next");'>[ &raquo; ] Next item</li> </ul> </div> I have searched and tried several modifications, like adding the javascriptid parameter, nothing seems to work for Chrome or Safari. Any ideas? Thanks

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  • android & libgdx - disable blurry images rendering

    - by android developer
    i'm trying out libgdx as an opengl wrapper , and i have some issues with its graphical rendering : for some reason , all images (textures) on android device look a little blurred using libgdx . this also includes text (font) . however, for normal images , even though i show the entire image , i expect it to look as sharp as i see it on a computer , especially if i have such a good screen on the device (it's galaxy nexus) . i've tried to set the anti-aliasing off , by using the next code : final AndroidApplicationConfiguration androidApplicationConfiguration=new AndroidApplicationConfiguration(); androidApplicationConfiguration.numSamples=0; //tried the value of 1 too. ... i've also tried to set the scaling method to various methods , but with no luck. example: texture.setFilter(TextureFilter.Nearest,TextureFilter.Nearest); as a test , i've found a sharp image that is exactly the same as the seen resolution on the device (720x1184 for galaxy nexus , because of the buttons bar) , and i've put it to be on the background of the libgdx app . of course , i had to add extra blank space in order for the texute to be loaded , so the final size of the image (which will include content and empty space) is still a power of 2 for both width and height (1024x2048 in my case) . on the desktop app , it look ok . on the device , it looked blurred. a weird thing that i've noticed is that when i change the device's orientation (horizontal <= vertical) , for the very short time before the rotating animation starts , i see both the image and the text very well . can anyone please help me?

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  • Adding a selection box into an ItemsControl?

    - by Jens
    I have a WPF ItemsControl with a Canvas ItemPanel. Drawing from an internal source, it displays lots of automatically generated Rectangles. As of now, it looks like this: <Window // .. NameSpaces > <Window.Resources> <DataTemplate x:Key="binTemplate"> <Rectangle x:Name="Rect" VerticalAlignment="Bottom" Canvas.Left="10" StrokeThickness="0"> // .. Databinding Height, Width, etc </Rectangle> </DataTemplate> </Window.Resources> <DockPanel x:Name="LayoutRoot" LastChildFill="True"> <ItemsControl ItemsSource="{Binding Bins}" ItemTemplate="{StaticResource binTemplate}"> <ItemsControl.ItemsPanel> <ItemsPanelTemplate> <Canvas MouseDown="Canvas_MouseDown" MouseMove="Canvas_MouseMove" MouseUp="Canvas_MouseUp"> <Rectangle x:Name="Selection" Canvas.Left="0" Canvas.Top="0" Visibility="Hidden" /> </Canvas> </ItemsPanelTemplate> </ItemsControl.ItemsPanel> </ItemsControl> </DockPanel> </Window> I now try to implement a selection box, too.. well.. select my Rectangles. =) I tried just adding the box into the ItemsControl PanelTemplate, and controlling it with the Canvas mouse events, but it appears I am not allowed to do so. The error message is "Cannot explicitly modify Children collection of Panel used as ItemsPanel for ItemsControl. ItemsControl generates child elements for Panel." What is the preferred way to implement such behavior? I thought about overlaying another canvas (using negative Margin) and drawing the selection box in there, but that seems like a bad hack. Thanks in advance!

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  • unexpected margin with very simple html

    - by Serhat Özgel
    I have a very simple html. The red div is inside the blue div and has a 10 px top margin. On non-ie browsers, the blue box is 10 px apart from the top of viewport and the red div is at the very top of the blue div. What I expect is the ie behavior: red div must be 10 px apart from the top of the blue div. Why does non-ie browsers render like this? (I suppose the wrong behavior is the IE's but why?) And, what is the correct way to do this? <html> <head> <style> body { margin:0; padding:0; } .outer { background-color: #00f; height: 50px; } .inner { height: 20px; width: 20px; background-color: #f00; margin: 10px 0 0 10px; } </style> </head> <body> <div class="outer"> <div class="inner"> </div> </div> </body> </html>

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  • jQuery loading issues within wordpress

    - by Chase
    I am having a couple problems trying to manually insert some jQuery features into a wordpress theme. I have a lightbox wordpress plugin that is jQuery based that is working fine. So if I manually load the jQuery script into wordpress the functions seem to work but instead of say a slide being hidden it is revealed when it should still be hidden. Or a pop up that should work is already being shown instead of hidden. I don't think I'm supposed to manually include the jQuery into my skin but using the wp_enqueue_script('jquery'); doesn't seem to be resolving my issues either. <script src="http://platform.twitter.com/anywhere.js?id=i5CnpkmwnlWpDdAZGVpxw&v=1" type="text/javascript"></script> <script type="text/javascript"> $(document).ready(function(){ $(".btn-slide").click(function(){ $("#twitpanel").slideToggle("slow"); $(this).toggleClass("active"); }); }); </script> <div id="tweetit"><a class="btn-slide">Tell em'</a> <div id="twitpanel"></div> <script type="text/javascript"> twttr.anywhere(function (T) { T("#twitpanel").tweetBox({ height: 100, width: 225, defaultContent: "Some Random Text" }); }); </script> </div></h2> Like I said it works but in the reverse fashion that it should be. I think I'm just loading in something wrong? TIA, Chase

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  • ColorBox (jquery plug in) my textbox values are empty after postback

    - by UshaP
    Hi, I'm having trouble getting the values from text box when using ColorBox http://colorpowered.com/colorbox/ I have a form that opens a ColorBox modal dialog.In the modal i have a asp.net textbox and a button when i click the button i'm getting the postback but the value of the textbox is always empty. <script type="text/javascript"> $(document).ready(function () { $(".example8").colorbox({ width: "50%", inline: true, href: "#inline_example1" }); }); </script> .... <form id="form1" runat="server"> <a href="content/ohoopee1.jpg" rel="example8" title="abc">Click here</a></p> <a class='example8' href="#">Inline HTML</a></p> <!-- This contains the hidden content for inline calls --> <div style='display: none'> <div id='inline_example1' style='padding: 10px; background: #fff;'> <asp:LinkButton ID="LinkButton1" runat="server" OnClick="LinkButton1_Click">LinkButton</asp:LinkButton><asp:TextBox ID="TextBox1" runat="server"></asp:TextBox> </div> </div> </form> Any help will be appreciated. Thanks.

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  • Drag/drop problem (draggable in position:relative parent)

    - by MackDaddy
    Here's the scenario, I'm using prototype and scriptaculous, but I believe jquery would have the same issue. I have a list draggable images in a relatively positioned div. The problem is I can't drag the images out of the parent div... well... you can, they're just not visible. If you remove the position:relative on the parent div, it works just fine, I can drag items out of the div perfectly. However because of this little IE7 bug: http://snook.ca/archives/html%5Fand%5Fcss/position%5Frelative%5Foverflow%5Fie/ that position:relative is required. IS there another work around to this bug that does not require setting position? I've tried playing with z-index and everything I can think of to no avail. Here's the CSS for the box: #products{ width: 680px; height: 400px; border: 1px solid gray; /*background-color: #66FF00;*/ overflow-y: scroll; overflow-x: hidden; font-family:"Helvetica Neue","Helvetica"; font-size:12px; font-weight:bold; position: relative; } If you would like to see this bug in action, you can visit it here: http://twinmed-dev.com/template%5Fadd.php. Try searching for an item like "gloves" then adding it to the cart below. Thanks for any help.

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  • Having trouble plugging jQuery FullCalendar into Squarespace page

    - by ellenchristine
    When I test the fullcalendar widget locally, it works fine. However, when I try to integrate it with Squarespace, it doesn't show up. Here is what is in my head tag: <link rel='stylesheet' type='text/css' href='storage/scripts/fullcalendar.css' /> <script type='text/javascript' src='storage/scripts/jquery.js'></script> <script type='text/javascript' src='storage/scripts/fullcalendar.js'></script> <script type='text/javascript'> $(document).ready(function() { // page is now ready, initialize the calendar... $('#calendar').fullCalendar({ aspectRatio:2 }) }); </script> I have this in my body tag: <div id="calendar" style="width:500px; height:330px; background-color:#CCCCCC;"></div> The div displays but the calendar doesn't appear at all. I can't figure out why this isn't working! The calendar should definitely fit in the div space (at least it does locally). I've used jQuery with Squarespace before, and I don't see where my error is.

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  • Drawing only part of a

    - by Ben Reeves
    ..Continued on from my previous question I have a 320*480 RGB565 framebuffer which I wish to draw using OpenGL ES 1.0 on the iPhone. - (void)setupView { glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_CROP_RECT_OES, (int[4]){0, 0, 480, 320}); glEnable(GL_TEXTURE_2D); } // Updates the OpenGL view when the timer fires - (void)drawView { // Make sure that you are drawing to the current context [EAGLContext setCurrentContext:context]; //Get the 320*480 buffer const int8_t * frameBuf = [source getNextBuffer]; //Create enough storage for a 512x512 power of 2 texture int8_t lBuf[2*512*512]; memcpy (lBuf, frameBuf, 320*480*2); //Upload the texture glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 512, 512, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, lBuf); //Draw it glDrawTexiOES(0, 0, 1, 480, 320); [context presentRenderbuffer:GL_RENDERBUFFER_OES]; } If I produce the original texture in 512*512 the output is cropped incorrectly but other than that looks fine. However using the require output size of 320*480 everything is distorted and messed up. I'm pretty sure it's the way I'm copying the framebuffer into the new 512*512 buffer. I have tried this routine int8_t lBuf[512][512][2]; const char * frameDataP = frameData; for (int ii = 0; ii < 480; ++ii) { memcpy(lBuf[ii], frameDataP, 320); frameDataP += 320; } Which is better, but the width appears to be stretched and the height is messed up. Any help appreciated.

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