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  • Is there a way to get x-mouse-type scrolling under the cursor for child windows within one program window?

    - by eigor40
    I've been messing with X-mouse setups, to enable scrolling for whatever is under the cursor, regardless of whether it has the focus or not. I've found several ways to get this to work between various 'parent' windows (Win7's built-in mouse options, WizMouse, etc), but I've found nothing that will do the same thing with (for example) several child windows with spreadsheets, open at the same time in one parent Excel window. I have the spreadsheets set up so that two are visible in the window at the same time, but I always have to click on either one to scroll it up and down. I'd love to be able to scroll these just by moving the mouse and doing the scroll, without the extra focus-change-click. I am not a big fan of running separate parent windows for each spreadsheet, which I realize would be something of a workaround. I'd rather keep the single parent Excel window, but still have X-mouse functionality within it. Anyone know of any way to achieve this? I'd call it "XMouse for Child Windows".

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  • jQuery gallery scrolling effect with ease

    - by Sebastian Otarola
    So, I got this page from a friend and I think the gallery is amazingly done. Too bad it's in Flash ; http://selected.com/en/#/collection/homme/ Now, I'm trying to replicate the effect with jQuery. I've made all the loco searches on google one could think of. Zooming the picture is not a problem, the problem lies within the scrolling, how they come together at the ease part. I'm looking for solution in how to make the thumbnail animate when you scroll the page, they drag behind and infront of each other in a very subtle way - I've got (With a lot of help from Whirl3d in the jQuery-irc channel) this for the scrollup/down part of the mouse but the scrolling goes haywire; I Thought I post it here where I've come many times to get answers to a lot of questions and code-errors. This is my first post in stackoverflow and I know you guys are geniuses! Give it a shot! Thanks in advance! jQuery Part $(document).ready(function() { var fronts=$(".front"); var backs=$(".back"); var tempScrollTop, currentScrollTop = 0; $(document).scroll(function () { currentScrollTop = $(document).scrollTop(); if (tempScrollTop < currentScrollTop) { //Scroll down fronts.animate({marginTop:"-=100"},{duration:500, queue:false, easing:"easeOutBack"}); backs.animate({marginTop:"-=100"}, {duration:300, queue:false, easing:"easeOutBack"}); console.log('scroll down'); } else if (tempScrollTop > currentScrollTop) { //scroll up fronts.animate({marginTop:"+=100"},{duration:500, queue:false, easing:"easeOutBack"}); backs.animate({marginTop:"+=100"}, {duration:300, queue:false, easing:"easeOutBack"}); console.log('scroll up'); } tempScrollTop = currentScrollTop ;}) ;}); The HTML <html> <head> <link rel="stylesheet" type="text/css" href="style.css" /> <script type="text/javascript" src="http://code.jquery.com/jquery-1.7.2.min.js"></script> <script type="text/javascript" src="http://www.paigeharvey.net/assets/js/jquery.easing.js"></script> <script type="text/javascript" src="gallery.js"></script> <title>Parallax testing image gallery</title> </head> <body> <div class="container"> <div class='box front'>First Group</div> <div class='box back'>First Group</div> <div class='box front'>First Group</div> <div class='box back'>First Group</div> <br style="clear:both"/> <div class='box front'>Second Group</div> <div class='box back'>Second Group</div> <div class='box front'>Second Group</div> <div class='box back'>Second Group</div> <br style="clear:both"/> <div class='box front'>Third Group</div> <div class='box back'>Third Group</div> <div class='box front'>Third Group</div> <br style="clear:both"/> </div> </body> And finally the CSS Part .container {margin: auto; width: 410px; border: 1px solid red;} .box.front{border: 1px solid red;background-color:Black;color:white;z-Index:500;} .box.back {border: 1px solid green;z-Index:300;background-color:white;} .box {float:left; text-align:center; width:100px; height:100px;}

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  • Day 2 - Game Design Documentation

    - by dapostolov
    So yesterday I didn't cut any code for my game but I was able to do a tiny bit of research on the XNA Game Development Technology and the communities out there and do you know what? I feel I'm a bit closer to my goal. The bad news is today I didn't cut code either. However, not all is lost because I wanted to get my ideas on paper and today I just did that.  Today, I began to jot down notes about the game and how I felt the visual elements would interact with each other. Unlike my workplace, my personal level of documentation is nothing more than a task list or a mind map of my ideas; it helps me streamline my solutions quiet effectively and circumvent the long process of articulating each thought to the n-th degree. I truly dislike documentation (because I have an extremely hard time articulating my thought and solutions); however, because I tend to do a really good job with documentation I tend to get stuck writing the buggers. But as a generalist remark: 'No Developer likes documentation.' For now let's stick with my basic notes and call this post a living document. Here are my notes, fresh, from after watching the new first episode of Merlin second season! Actually, a quick recommendation to anyone who is reading this (if anyone is): I truly recommend you envelope yourself in the medium or task you're trying to tackle. Be one with moment and feel it! For instance: Are you writing a fantasy script / game? What would the music of the genre sound like? For me the Conan the Barbarian soundtrack by Basil Poledouris is frackin awesome. There are many other good CD's out there, which I listen to (some who even use medival instruments, but Conan I keep returning to. It's a creative trigger for me. Ask yourself what would the imagery look like? Time to surf google for artist renditions of fantasy! What would the game feel like? Start playing some of your favorite games that inspire you, be wary though, have some self control and don't let it absorb your time. Anyhow, onto the documentation... Screens, Scenes, and Sprites. Oh My! (groan...) The first thing that came to mind were the screens, I thought the following would suffice: Menu Screen Character Customisation Screen Loading Screen? Battle Ground The Menu Screen Ok. So, the thought here is when the game loads a huge title is displayed: Wizard Wars. The player is prompted with 3 menu items: 1 Player Game, 2 Player Game, and Exit. Since I'm targetting the PC platform, as a non-networked game to start, I picture myself running my mouse over each menu option and the visual element of the menu item changes, along with a sound to indicate that I am over a curent menu item. And as I move my mouse away, it changes back, and possibly an exit mouse sound. Maybe on the screen somewhere is a brazier alit with a magical tome open right beside it, OR, maybe the tome is the menu! I hear the menu music as mellow, not obtrusive or piercing. On a menu item select, a confirmation sound bellows to indicate the players selection. The Esc key will always return me to the previous screens or desktop. The menu screen must feel...dark, like a really important ritual is about to happen and thus the music should build up. 1 Player Game - > Customize Character(s) 2 Player Game - > Customize Character(s) Exit - > Back to Windows Notes: So the first thing I pick up here are a couple things: First and foremost, my artistic abilities suck crap, so I may have to hire an artist (now that i've said that, lets get techy) graphical objects will be positioned within a scene on each screen / window. Menu items will be represented grapically, possibly animated, and have sound / animation effects triggered by user input or a time line. I have an animated scene involving a brazier or fire on a stick IF I was to move this game to the xbox, I'd have to track which menu item is currently selected (unless I do a mouse pointer type thing.) WindowObject has a scene A Scene has many GameObjects GameObject has a position graphic or animation MenuObject is a GameObject which has a mouse in, mouse out, and click event which either does something graphically (animation), does something with sound, or moves to another screen.  Character Customisation Screen With either the 1 or 2 player option selected, both selections will come to this screen; a wizard requires a name, powers, and vestements of course! Player one will configure his character first and then player two. I considered a split screen for PC but to have two people fighting over a keyboard would probably suck. For XBox, a split screen could work; maybe when I get into the networking portion (phase 2 blog?) of this game I will remove the 2 player option for PC and provide only multiplayer and I will leave 2 player for xbox...hmm... Anyhow...I picture the creation process as follows: Name: (textbox / keyboard entry) - for xbox, this would have to be different. Robe Color: (color box, or something) Stats: Speed, Oomph, and Health. (as sliders) 1 as minimum and 10 as maximum. Ok, Back, and Cancel buttons / options. Each stat has a benefit which are listed below. The idea is the player decides if he wants his wizard to run fast, be a tank and ... hit with a purse.Regardless, the player will have a pool of 12 points to use. Ideally, A balanced wizard will have 5 in each attribute. Spells? The only spell of choice is a ball of fire which comes without question. The music and screen should still feel like a ritual. The Character Speed Basically, how fast your character moves and casts. Oomph (Best Monster Truck Voice): PURE POWAH!!! The damage output of your fireball. Health How much damage you can take. Notes: I realise the game dynamics may sound uninteresting at the moment; but I think after a couple releases, we could have some other grand ideas such as: saved profiles, gold to upgrade arsenal of spells, talents, etc...but for now...a vanilla fireball thrower mage will suffice for this experiment. OK. So... a MenuObject  may need to be loosely coupled to allow future items such as networking? may be a button? a CharacterObject has a name speed oomph health and a funky robe color. cap on the three stats (1-10) an arsenal of 1 spell (possibly could expand this) The Loading Screen As is. The Battleground Screen For now, I'm keeping the screen as max resolution for the PC. The screen isn't going to move or even be a split screen. I'm not aiming high here because I want to see what level of change is involved when new features / concepts are added to game content. I'm interested to find out if we could apply techniques such as MVC or MVVM to this type of development or is it too tightly coupled? This reminds me when when my best friend and I were brainstorming our game idea (this is going back a while...1994, 6?) and he cringed at the thought of bringing business technology into games, especially when I suggested a database to store character information and COM / DCOM as the medium, but it seems I wasn't far off (reflecting); just like his implementation of a xml "config file" for dynamic direct-x menus back before .net in 1999...anyhow...i digress... The Battle One screen, two characters lobing balls of fire at each other...It doesn't get better than that. Every so often a scroll appears...and the fireballs bounce off walls, or the wizard has rapid fire, or even scrolls of healing! The scroll options are endless. Two bars at the top, each the color of the wizard (with their name beside the bar) indicate how much health they have. Possibly the appearance of the scrolls means the battle is taking too long? I'm thinking 1 player controls: up, down, left, right and space to fire the button. Or even possibly, mouse click and shift - mouse button to fire a spell in the direction they are facing. Two player controls: a, s, d, f and space AND arrows (up, down, left, right) and Del key or Crtl. The game ends when a player has 0 health and a dialog box appears asking for a rematch / reconfigure / exit. Health goes down when a fireball (friendly or not), connects with a wizard. When a wizard connects with a scroll, a countdown clock / icon appears near the health bar and the wizard begins to glow. For the most part, a wizard can have only scroll 1 effect on him at a time. Notes: Ok, there's alot to cover here. a CharacterObject is a GameObject it travels at a set velocity it travels in a direction it has sounds (walking, running, casting, impact, dying, laughing, whistling, other?) it has animations (walking, running, casting, impact, dying, laughing, idle, other?) it has a lifespan (determined by health) it is alive or dead it has a position a ScrollObject is a GameObject it carries a transferance of points "damage" (or healing, bad scroll effect?) (determinde by caster) it carries a transferance of "other" it is stationary it has a sound on impact it has a stationary animation it has an impact animation / or transfers an impact animation it has a fade animation? it has a lifespan (determined by game) it is alive or dead it has a position a WallObject is a GameObject it has a sound on fireball impact? it is a still image / stationary it has an impact animation / or transfers an impact animation it is dead it has a position A FireBall is a GameObject it carries a transferance of poinst "damage" (or healing, bad scroll effect?) (determinde by caster) it travels at a set velocity it travels in a direction it has a sound it has a travel animation it has an impact animation / or transfers an impact animation it has a fade animation? it has a lifespan (determined by caster) it is alive or dead it has a position As I look at this, I can see some common attributes in each object that I can carry up to the GameObject. I think I'm going to end the documentation here, it's taken me a bit of time to type this all out, tomorrow. I'll load up my IDE and my paint studio to get some good old fashioned cowboy hacking going!   D.

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  • ScrollViewer.EnsureVisible for Windows Phone

    - by Daniel Moth
    In my Translator By Moth app, on both the current and saved pivot pages the need arose to programmatically scroll to the bottom. In the former, case it is when a translation takes place (if the text is too long, I want to scroll to the bottom of the translation so the user can focus on that, and not their input text for translation). In the latter case it was when a new translation is saved (it is added to the bottom of the list, so scrolling is required to make it visible). On both pages a ScrollViewer is used. In my exploration of the APIs through intellisense and msdn I could not find a method that auto scrolled to the bottom. So I hacked together a solution where I added a blank textblock to the bottom of each page (within the ScrollViewer, but above the translated textblock and the saved list) and tried to make it scroll it into view from code. After searching the web I found a little algorithm that did most of what I wanted (sorry, I do not have the reference handy, but thank you whoever it was) that after minor tweaking I turned into an extension method for the ScrollViewer that is very easy to use: this.Scroller.EnsureVisible(this.BlankText); The method itself I share with you here: public static void EnsureVisible(this System.Windows.Controls.ScrollViewer scroller, System.Windows.UIElement uiElem) { System.Diagnostics.Debug.Assert(scroller != null); System.Diagnostics.Debug.Assert(uiElem != null); scroller.UpdateLayout(); double maxScrollPos = scroller.ExtentHeight - scroller.ViewportHeight; double scrollPos = scroller.VerticalOffset - scroller.TransformToVisual(uiElem).Transform(new System.Windows.Point(0, 0)).Y; if (scrollPos > maxScrollPos) scrollPos = maxScrollPos; else if (scrollPos < 0) scrollPos = 0; scroller.ScrollToVerticalOffset(scrollPos); } I am sure there are better ways, but this "worked for me" :-) Comments about this post by Daniel Moth welcome at the original blog.

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  • How can I do vertical paging with UITableView?

    - by vodkhang
    Let me describe the situation I am trying to do: I have a list of Items. When I go into ItemDetailView, which is a UITableView. I want to do paging here like: When I scroll down out of the table view, I want to display the next item. Like in Good Reader: Currently, I am trying 2 approaches but both do not really work for me. 1st: I let my UITableView over my scroll view and I have a nice animation and works quite ok except sometimes, the UITableView will receive event instead of my scroll view. And because, a UITableView is already a UITableView, this approach seems not be a good idea. Here is some code: - (void)applicationDidFinishLaunching:(UIApplication *)application { // a page is the width of the scroll view scrollView.pagingEnabled = YES; scrollView.contentSize = CGSizeMake(scrollView.frame.size.width, scrollView.frame.size.height * kNumberOfPages); scrollView.showsHorizontalScrollIndicator = NO; scrollView.showsVerticalScrollIndicator = YES; scrollView.scrollsToTop = NO; scrollView.delegate = self; [self loadScrollViewWithPage:0]; } - (void)loadScrollViewWithPage:(int)page { if (page < 0) return; if (page >= kNumberOfPages) return; [self.currentViewController.view removeFromSuperview]; self.currentViewController = [[[MyNewTableView alloc]initWithPageNumber:page] autorelease]; if (nil == currentViewController.view.superview) { CGRect frame = scrollView.frame; [scrollView addSubview:currentViewController.view]; } } - (void)scrollViewDidScroll:(UIScrollView *)sender { if (pageControlUsed) { return; } CGFloat pageHeight = scrollView.frame.size.height; int page = floor((scrollView.contentOffset.y - pageHeight / 2) / pageHeight) + 1; [self loadScrollViewWithPage:page]; } - (IBAction)changePage:(id)sender { int page = pageControl.currentPage; [self loadScrollViewWithPage:page]; // update the scroll view to the appropriate page CGRect frame = scrollView.frame; [scrollView scrollRectToVisible:frame animated:YES]; pageControlUsed = YES; } My second approach is: using pop and push of navigationController to pop the current ItemDetail and push a new one on top of it. But this approach will not give me a nice animation of scrolling down like the first approach. So, the answer to how I can get it done with either approach will be appreciated

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  • Center content of UISCrollView when smaller

    - by hgpc
    I have an UIImageView inside a UIScrollView which I use for zooming and scrolling. If the image/content of the scroll view if bigger than the scroll view everything works fine. However, when the image becomes smaller than the scroll view, it sticks to the top left corner of the scroll view. I would like to keep it centered, like the Photos app. Any ideas or examples about keeping the content of the UIScrollView centered when smaller? I am working with iPhone 3.0. The following code almost works. The image returns to the top left corner if I pinch it after reaching the minimum zoom level. - (void)loadView { [super loadView]; // set up main scroll view imageScrollView = [[UIScrollView alloc] initWithFrame:[[self view] bounds]]; [imageScrollView setBackgroundColor:[UIColor blackColor]]; [imageScrollView setDelegate:self]; [imageScrollView setBouncesZoom:YES]; [[self view] addSubview:imageScrollView]; UIImageView *imageView = [[UIImageView alloc] initWithImage:[UIImage imageNamed:@"WeCanDoIt.png"]]; [imageView setTag:ZOOM_VIEW_TAG]; [imageScrollView setContentSize:[imageView frame].size]; [imageScrollView addSubview:imageView]; CGSize imageSize = imageView.image.size; [imageView release]; CGSize maxSize = imageScrollView.frame.size; CGFloat widthRatio = maxSize.width / imageSize.width; CGFloat heightRatio = maxSize.height / imageSize.height; CGFloat initialZoom = (widthRatio heightRatio) ? heightRatio : widthRatio; [imageScrollView setMinimumZoomScale:initialZoom]; [imageScrollView setZoomScale:1]; float topInset = (maxSize.height - imageSize.height) / 2.0; float sideInset = (maxSize.width - imageSize.width) / 2.0; if (topInset < 0.0) topInset = 0.0; if (sideInset < 0.0) sideInset = 0.0; [imageScrollView setContentInset:UIEdgeInsetsMake(topInset, sideInset, -topInset, -sideInset)]; } - (UIView *)viewForZoomingInScrollView:(UIScrollView *)scrollView { return [imageScrollView viewWithTag:ZOOM_VIEW_TAG]; } /************************************** NOTE **************************************/ /* The following delegate method works around a known bug in zoomToRect:animated: */ /* In the next release after 3.0 this workaround will no longer be necessary */ /**********************************************************************************/ - (void)scrollViewDidEndZooming:(UIScrollView *)scrollView withView:(UIView *)view atScale:(float)scale { [scrollView setZoomScale:scale+0.01 animated:NO]; [scrollView setZoomScale:scale animated:NO]; // END Bug workaround CGSize maxSize = imageScrollView.frame.size; CGSize viewSize = view.frame.size; float topInset = (maxSize.height - viewSize.height) / 2.0; float sideInset = (maxSize.width - viewSize.width) / 2.0; if (topInset < 0.0) topInset = 0.0; if (sideInset < 0.0) sideInset = 0.0; [imageScrollView setContentInset:UIEdgeInsetsMake(topInset, sideInset, -topInset, -sideInset)]; }

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  • SQL Join Statement

    - by mouthpiec
    Hi I have the following SQL SELECT statement SELECT bar_id, bar_name, town_name, advert_text FROM bar, towns, baradverts WHERE town_id = town_id_fk AND bar_id = bar_id_fk My problem is that since not every bar has an advert in table "baradverts", these bars are not coming up in the results. In other words I need a NULL for those bars that do not have an advert string.

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  • Reducing width of bar chart series

    - by gAMBOOKa
    Note: by width i mean the height here, I use width because by default, bar charts are vertical and flex uses the width property I want to reduce the width of the following barchart so Type 5, Type 4, Type 3, Type 2, Type 1 are very close to each other. I tried playing with the barWidthRatio, the horizontalAxisRatio and the maxBarWidth properties. Neither is giving me the desired result. I can only manage to reduce the width of the orange bars, how do I reduce the width of the blue bars?

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  • How to add changebar in latex?

    - by Rabarberski
    In Latex, I've created a new command 'changedtext' to mark specifics parts in my document and make it appear blue: \newcommand{\changedtext}[1]{\textcolor{blue}{#1} } Is there any easy way to alter the command to have change bars appear next to the text in the resulting PDF? If not possible, any other suggestion for a visual markup (other than change bars) that would be clear on a black & white printout would be useful as well.

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  • relay stuck on this (GtkScrolledWindow)!

    - by PP
    I am trying to remove scroll bars from GtkScrolledWindow and want to display just a list with scrolling contains. but i am not able to hide/remove scroll bars from GtkScrolledWindow. can anyone provide some example on how to implement scrolling using GtkViewport? it will be very helpful. Thanks, PP.

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  • Help trying to get two-finger scrolling to work on Asus UL80VT

    - by Dan2k3k4
    Multi-touch works fine on Windows 7 with: two-fingers scroll vertical and horizontally, two-finger tap for middle click, and three-finger tap for right click. However with Ubuntu, I've never been able to get multi-touch to "save" and work, I was able to get it to work a few times but after restarting - it would just reset back. I have the settings for two-finger scrolling on: Mouse and Touchpad Touchpad Two-finger scrolling (selected) Enable horizontal scrolling (ticked) The cursor stops moving when I try to scroll with two fingers, but it doesn't actually scroll the page. When I perform xinput list, I get: Virtual core pointer id=2 [master pointer (3)] ? Virtual core XTEST pointer id=4 [slave pointer (2)] ? ETPS/2 Elantech ETF0401 id=13 [slave pointer (2)] I've tried to install some 'synaptics-dkms' bug-fix (from a few years back) but that didn't work, so I removed that. I've tried installing 'uTouch' but that didn't seem to do anything so removed it. Here's what I have installed now: dpkg --get-selections installed-software grep 'touch\|mouse\|track\|synapt' installed-software libsoundtouch0 --- install libutouch-evemu1 --- install libutouch-frame1 --- install libutouch-geis1 --- install libutouch-grail1 --- install printer-driver-ptouch --- install ptouch-driver --- install xserver-xorg-input-multitouch --- install xserver-xorg-input-mouse --- install xserver-xorg-input-vmmouse --- install libnetfilter-conntrack3 --- install libxatracker1 --- install xserver-xorg-input-synaptics --- install So, I'll start again, what should I do now to get two-finger scrolling to work and ensure it works after restarting? Also doing: synclient TapButton1=1 TapButton2=2 TapButton3=3 ...works but doesn't save after restarting. However doing: synclient VertTwoFingerScroll=1 HorizTwoFingerScroll=1 Does NOT work to fix the two-finger scrolling. Output of: cat /var/log/Xorg.0.log | grep -i synaptics [ 4.576] (II) LoadModule: "synaptics" [ 4.577] (II) Loading /usr/lib/xorg/modules/input/synaptics_drv.so [ 4.577] (II) Module synaptics: vendor="X.Org Foundation" [ 4.577] (II) Using input driver 'synaptics' for 'ETPS/2 Elantech ETF0401' [ 4.577] (II) Loading /usr/lib/xorg/modules/input/synaptics_drv.so [ 4.584] (--) synaptics: ETPS/2 Elantech ETF0401: x-axis range 0 - 1088 [ 4.584] (--) synaptics: ETPS/2 Elantech ETF0401: y-axis range 0 - 704 [ 4.584] (--) synaptics: ETPS/2 Elantech ETF0401: pressure range 0 - 255 [ 4.584] (--) synaptics: ETPS/2 Elantech ETF0401: finger width range 0 - 16 [ 4.584] (--) synaptics: ETPS/2 Elantech ETF0401: buttons: left right middle double triple scroll-buttons [ 4.584] (--) synaptics: ETPS/2 Elantech ETF0401: Vendor 0x2 Product 0xe [ 4.584] (--) synaptics: ETPS/2 Elantech ETF0401: touchpad found [ 4.588] (**) synaptics: ETPS/2 Elantech ETF0401: (accel) MinSpeed is now constant deceleration 2.5 [ 4.588] (**) synaptics: ETPS/2 Elantech ETF0401: MaxSpeed is now 1.75 [ 4.588] (**) synaptics: ETPS/2 Elantech ETF0401: AccelFactor is now 0.154 [ 4.589] (--) synaptics: ETPS/2 Elantech ETF0401: touchpad found Tried installing synaptiks but that didn't seem to work either, so removed it. Temporary Fix (works until I restart) Doing the following commands: modprobe -r psmouse modprobe psmouse proto=imps Works but now xinput list shows up as: Virtual core pointer id=2 [master pointer (3)] ? Virtual core XTEST pointer id=4 [slave pointer (2)] ? ImPS/2 Generic Wheel Mouse id=13 [slave pointer (2)] Instead of Elantech, and it gets reset when I reboot. Solution (not ideal for most people) So, I ended up reinstalling a fresh 12.04 after indirectly playing around with burg and plymouth then removing plymouth which removed 50+ packages (I saw the warnings but was way too tired and assumed I could just 'reinstall' them all after (except that didn't work). Right now xinput list shows up as: ? Virtual core pointer --- id=2 [master pointer (3)] ? ? Virtual core XTEST pointer --- id=4 [slave pointer (2)] ? ? ETPS/2 Elantech Touchpad --- id=13 [slave pointer (2)] grep 'touch\|mouse\|track\|synapt' installed-software libnetfilter-conntrack3 --- install libsoundtouch0 --- install libutouch-evemu1 --- install libutouch-frame1 --- install libutouch-geis1 --- install libutouch-grail1 --- install libxatracker1 --- install mousetweaks --- install printer-driver-ptouch --- install xserver-xorg-input-mouse --- install xserver-xorg-input-synaptics --- install xserver-xorg-input-vmmouse --- install cat /var/log/Xorg.0.log | grep -i synaptics [ 4.890] (II) LoadModule: "synaptics" [ 4.891] (II) Loading /usr/lib/xorg/modules/input/synaptics_drv.so [ 4.892] (II) Module synaptics: vendor="X.Org Foundation" [ 4.892] (II) Using input driver 'synaptics' for 'ETPS/2 Elantech Touchpad' [ 4.892] (II) Loading /usr/lib/xorg/modules/input/synaptics_drv.so [ 4.956] (II) synaptics: ETPS/2 Elantech Touchpad: ignoring touch events for semi-multitouch device [ 4.956] (--) synaptics: ETPS/2 Elantech Touchpad: x-axis range 0 - 1088 [ 4.956] (--) synaptics: ETPS/2 Elantech Touchpad: y-axis range 0 - 704 [ 4.956] (--) synaptics: ETPS/2 Elantech Touchpad: pressure range 0 - 255 [ 4.956] (--) synaptics: ETPS/2 Elantech Touchpad: finger width range 0 - 15 [ 4.956] (--) synaptics: ETPS/2 Elantech Touchpad: buttons: left right double triple [ 4.956] (--) synaptics: ETPS/2 Elantech Touchpad: Vendor 0x2 Product 0xe [ 4.956] (--) synaptics: ETPS/2 Elantech Touchpad: touchpad found [ 4.980] () synaptics: ETPS/2 Elantech Touchpad: (accel) MinSpeed is now constant deceleration 2.5 [ 4.980] () synaptics: ETPS/2 Elantech Touchpad: MaxSpeed is now 1.75 [ 4.980] (**) synaptics: ETPS/2 Elantech Touchpad: AccelFactor is now 0.154 [ 4.980] (--) synaptics: ETPS/2 Elantech Touchpad: touchpad found So, if all else fails, reinstall Linux :/

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  • How to Speed Up Any Android Phone By Disabling Animations

    - by Chris Hoffman
    Android phones — and tablets, too — display animations when moving between apps and screens. These animations look very slick, but they waste time — especially on fast phones, which could switch between apps instantly if not for the animations. Disabling these animations will speed up navigating between different apps and interface screens on your phone, saving you time. You can also speed up the animations if you’d rather see them. Access the Developer Options Menu First, we’ll need to access the Developer Options menu. It’s hidden by default so Android users won’t stumble across it unless they’re actually looking for it. To access the Developer Options menu, open the Settings screen, scroll down to the bottom of the list, and tap the About phone or About tablet option. Scroll down to the Build number field and tap it repeatedly. Eventually, you’ll see a message appear saying “You are now a developer!”. The Developer options submenu now appears on the Settings screen. You’ll find it near the bottom of the list, just above the About phone or About tablet option. Disable Interface Animations Open the Developer Options screen and slide the switch at the top of the screen to On. This allows you to change the hidden options on this screen. If you ever want to re-enable the animations and revert your changes, all you have to do is slide the Developer Options switch back to Off. Scroll down to the Drawing section. You’ll find the three options we want here — Window animation scale, Transition animation scale, and Animator duration scale. Tap each option and set it to Animation off to disable the associated animations. If you’d like to speed up the animations without disabling them entirely, select the Animation .5x option instead. If you’re feeling really crazy, you can even select longer animation durations. You can make the animations take as much as ten times longer with the Animation 10x setting. The Animator duration scale option applies to the transition animation that appears when you tap the app drawer button on your home screen.  Your change here won’t take effect immediately — you’ll have to restart Android’s launcher after changing the Animator duration scale setting. To restart Android’s launcher, open the Settings screen, tap Apps, swipe over to the All category, scroll down, and tap the Launcher app. Tap the Force stop button to forcibly close the launcher, then tap your device’s home button to re-launch the launcher. Your app drawer will now open immediately, too. Now whenever you open an app or transition to a new screen, it will pop up as quickly as possible — no waiting for animations and wasting processing power rendering them. How much of a speed improvement you’ll see here depends on your Android device and how fast it is. On our Nexus 4, this change makes many apps appear and become usable instantly if they’re running in the background. If you have a slower device, you may have to wait a moment for apps to be usable. That’s one of the big reasons why Android and other operating systems use animations. Animations help paper over delays that can occur while the operating system loads the app.     

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  • How to configure emacs by using this file?

    - by Andy Leman
    From http://public.halogen-dg.com/browser/alex-emacs-settings/.emacs?rev=1346 I got: (setq load-path (cons "/home/alex/.emacs.d/" load-path)) (setq load-path (cons "/home/alex/.emacs.d/configs/" load-path)) (defconst emacs-config-dir "~/.emacs.d/configs/" "") (defun load-cfg-files (filelist) (dolist (file filelist) (load (expand-file-name (concat emacs-config-dir file))) (message "Loaded config file:%s" file) )) (load-cfg-files '("cfg_initsplit" "cfg_variables_and_faces" "cfg_keybindings" "cfg_site_gentoo" "cfg_conf-mode" "cfg_mail-mode" "cfg_region_hooks" "cfg_apache-mode" "cfg_crontab-mode" "cfg_gnuserv" "cfg_subversion" "cfg_css-mode" "cfg_php-mode" "cfg_tramp" "cfg_killbuffer" "cfg_color-theme" "cfg_uniquify" "cfg_tabbar" "cfg_python" "cfg_ack" "cfg_scpaste" "cfg_ido-mode" "cfg_javascript" "cfg_ange_ftp" "cfg_font-lock" "cfg_default_face" "cfg_ecb" "cfg_browser" "cfg_orgmode" ; "cfg_gnus" ; "cfg_cyrillic" )) ; enable disabled advanced features (put 'downcase-region 'disabled nil) (put 'scroll-left 'disabled nil) (put 'upcase-region 'disabled nil) ; narrow cursor ;(setq-default cursor-type 'hbar) (cua-mode) ; highlight current line (global-hl-line-mode 1) ; AV: non-aggressive scrolling (setq scroll-conservatively 100) (setq scroll-preserve-screen-position 't) (setq scroll-margin 0) (custom-set-variables ;; custom-set-variables was added by Custom. ;; If you edit it by hand, you could mess it up, so be careful. ;; Your init file should contain only one such instance. ;; If there is more than one, they won't work right. '(ange-ftp-passive-host-alist (quote (("redbus2.chalkface.com" . "on") ("zope.halogen-dg.com" . "on") ("85.119.217.50" . "on")))) '(blink-cursor-mode nil) '(browse-url-browser-function (quote browse-url-firefox)) '(browse-url-new-window-flag t) '(buffers-menu-max-size 30) '(buffers-menu-show-directories t) '(buffers-menu-show-status nil) '(case-fold-search t) '(column-number-mode t) '(cua-enable-cua-keys nil) '(user-mail-address "[email protected]") '(cua-mode t nil (cua-base)) '(current-language-environment "UTF-8") '(file-name-shadow-mode t) '(fill-column 79) '(grep-command "grep --color=never -nHr -e * | grep -v .svn --color=never") '(grep-use-null-device nil) '(inhibit-startup-screen t) '(initial-frame-alist (quote ((width . 80) (height . 40)))) '(initsplit-customizations-alist (quote (("tabbar" "configs/cfg_tabbar.el" t) ("ecb" "configs/cfg_ecb.el" t) ("ange\\-ftp" "configs/cfg_ange_ftp.el" t) ("planner" "configs/cfg_planner.el" t) ("dired" "configs/cfg_dired.el" t) ("font\\-lock" "configs/cfg_font-lock.el" t) ("speedbar" "configs/cfg_ecb.el" t) ("muse" "configs/cfg_muse.el" t) ("tramp" "configs/cfg_tramp.el" t) ("uniquify" "configs/cfg_uniquify.el" t) ("default" "configs/cfg_font-lock.el" t) ("ido" "configs/cfg_ido-mode.el" t) ("org" "configs/cfg_orgmode.el" t) ("gnus" "configs/cfg_gnus.el" t) ("nnmail" "configs/cfg_gnus.el" t)))) '(ispell-program-name "aspell") '(jabber-account-list (quote (("[email protected]")))) '(jabber-nickname "AVK") '(jabber-password nil) '(jabber-server "halogen-dg.com") '(jabber-username "alex") '(remember-data-file "~/Plans/remember.org") '(safe-local-variable-values (quote ((dtml-top-element . "body")))) '(save-place t nil (saveplace)) '(scroll-bar-mode (quote right)) '(semantic-idle-scheduler-idle-time 432000) '(show-paren-mode t) '(svn-status-hide-unmodified t) '(tool-bar-mode nil nil (tool-bar)) '(transient-mark-mode t) '(truncate-lines f) '(woman-use-own-frame nil)) ; ?? ????? ??????? y ??? n? (fset 'yes-or-no-p 'y-or-n-p) (custom-set-faces ;; custom-set-faces was added by Custom. ;; If you edit it by hand, you could mess it up, so be careful. ;; Your init file should contain only one such instance. ;; If there is more than one, they won't work right. '(compilation-error ((t (:foreground "tomato" :weight bold)))) '(cursor ((t (:background "red1")))) '(custom-variable-tag ((((class color) (background dark)) (:inherit variable-pitch :foreground "DarkOrange" :weight bold)))) '(hl-line ((t (:background "grey24")))) '(isearch ((t (:background "orange" :foreground "black")))) '(message-cited-text ((((class color) (background dark)) (:foreground "SandyBrown")))) '(message-header-name ((((class color) (background dark)) (:foreground "DarkGrey")))) '(message-header-other ((((class color) (background dark)) (:foreground "LightPink2")))) '(message-header-subject ((((class color) (background dark)) (:foreground "yellow2")))) '(message-separator ((((class color) (background dark)) (:foreground "thistle")))) '(region ((t (:background "brown")))) '(tooltip ((((class color)) (:inherit variable-pitch :background "IndianRed1" :foreground "black"))))) The above is a python emacs configure file. Where should I put it to use it? And, are there any other changes I need to make?

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  • problems with scrolling a java TextArea

    - by Jonathan
    All, I am running into an issue using JTextArea and JScrollPane. For some reason the scroll pane appears to not recognize the last line in the document, and will only scroll down to the line before it. The scroll bar does not even change to a state where I can slide it until the lines in the document are two greater than the number of lines the textArea shows (it should happen as soon as it is one greater). Has anyone run into this before? What would be a good solution (I want to avoid having to add an extra 'blank' line to the end of the document, which I would have to remove every time I add a new line)? Here is how I instantiate the TextArea and ScrollPane: JFrame frame = new JFrame("Java Chat Program"); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); Container pane = frame.getContentPane(); if (!(pane.getLayout() instanceof BorderLayout)) { System.err.println("Error: UI Container does not implement BorderLayout."); System.exit(-1); } textArea = new JTextArea(); textArea.setPreferredSize(new Dimension(500, 100)); textArea.setEditable(false); textArea.setLineWrap(true); textArea.setWrapStyleWord(true); JScrollPane scroller = new JScrollPane(textArea); scroller.setVerticalScrollBarPolicy(ScrollPaneConstants.VERTICAL_SCROLLBAR_ALWAYS); pane.add(scroller, BorderLayout.CENTER); Here is the method I use to add a new line to textArea: public void println(String a) { textArea.append(" "+a+"\n"); textArea.setCaretPosition(textArea.getDocument().getLength()); } Thanks for your help, Jonathan EDIT: Also, as a side note, with the current code I have to manually scroll down. I assumed that setCaretPosition(doc.getLength()) in the println(line) method would automatically set the page to the bottom after a line is entered... Should that be the case, or do I need to do something differently?

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  • How to make a UITextField move up when keyboard is present

    - by philfreo
    EDIT: Over 1k views with 3 upvotes? If this question is helpful, vote it up :) With the iPhone SDK: I have a UIView with UITextFields that brings up a keyboard. I need it to be able to: Allow scrolling of the contents of the UIScrollView to see the other text fields once the keyboard is brought up Automatically "jump" (by scrolling up) or shortening I know that I need a UIScrollView. I've tried changing the class of my UIView to a UIScrollView but I'm still unable to scroll the textboxes up or down. Do I need both a UIView and a UIScrollView? Does one go inside the other? [EDIT: I now know that you want a UIView inside of a UIScrollView, and the trick is to programatically set the content size of the UIScrollView to the frame size of the UIView.] Then what needs to be implemented in order to automatically scroll to the active text field? Ideally as much of the setup of the components as possible will be done in Interface Builder. I'd like to only write code for what needs it. Note: the UIView (or UIScrollView) that I'm working with is brought up by a tabbar (UITabBar), which needs to function as normal. Edit: I am adding the scroll bar just for when the keyboard comes up. Even though it's not needed, I feel like it provides a better interface because then the user can scroll and change textboxes, for example. I've got it working where I change the frame size of the UIScrollView when the keyboard goes up and down. I'm simply using: -(void)textFieldDidBeginEditing:(UITextField *)textField { //Keyboard becomes visible scrollView.frame = CGRectMake(scrollView.frame.origin.x, scrollView.frame.origin.y, scrollView.frame.size.width, scrollView.frame.size.height - 215 + 50); //resize } -(void)textFieldDidEndEditing:(UITextField *)textField { //keyboard will hide scrollView.frame = CGRectMake(scrollView.frame.origin.x, scrollView.frame.origin.y, scrollView.frame.size.width, scrollView.frame.size.height + 215 - 50); //resize } However this doesn't automatically "move up" or center the lower text fields in the visible area, which is what I would really like.

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  • Android: Creating a Scrollable Layout

    - by MD
    I'm trying to create a "scrollable" layout in Android. Even using developers.android.com, though, I feel a little bit lost at the moment. I'm somewhat new to Java, but not so much that I feel I should be having these issues--being new to Android is the bigger problem right now. The layout I'm trying to create should scroll in a sort of a "grid". I THINK what I'm looking for is the Gallery view, but I'm really lost as to how to implement it at the moment. I want it to "snap" to center the frame, like in the actual Gallery application. Essentially, if I had a photo gallery of 9 pictures, the idea is to scroll between them up/down AND side to side, in a 3x3 manner. Doesn't need to dynamically adjust, or anything like that, I just want a grid I can scroll through. I'm also not asking for anyone to give me explicit code for it--I'm trying to learn, more than anything. But pointing me in the right direction for helpful layout programming resources would be greatly appreciated, and confirming if it's a Gallery view I'm looking for would also be really helpful. EDIT: To clarify, the goal is to have ONE item on screen at a time. If you scroll between one item and the next, the previous one leaves the screen, and the new one snaps into place. So if it were a photo gallery, each spot on the grid would take up the entire screen size, approximately, and would be flung out of the viewable area when you slide across to the next photo, in either direction. (Photos are just an example for illustration purposes)

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  • Problem with UIScrollView

    - by leon
    Hi, Sorry for long winded post. I am trying to understand UIScrollView and running into very simple problem. I am creating a scroll view I am making this view 1.5 size larger then normal size Using UIScrollView I expect to see some edge elements of view out of bounds, but should be able to pan the view therefore bringing missing elements back to the visible area. However I am seeing that I can't just pan/scroll view anyway I want, instead view always wants to scroll up, as soon as move away my finger from the screen (touch end event). I am not handling any touches, etc - I just want to understand why does not scaled view stay put where I scroll it? CGRect viewFrame = self.view.frame ; viewFrame.size.width *= 1.5; viewFrame.size.height *= 1.5; CGSize mySize = viewFrame.size; [ ((UIScrollView *) self.view) setContentSize: mySize]; self.view.transform = CGAffineTransformMakeScale(1.5, 1.5); What I really trying to accomplish is something similar to Number on iPad (the same code will work on iPhone): There is a view with lots of controls on it (order entry form) User can zoom into the entire form so all elements look bigger user can pan the form therefore bringing various elements into the visible area of the screen. It seems that UIScrollView can should be able to handle zoom and pan actions (for now I am using Affine Transform to zoom in to the order entry form and iPad) Thanks

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  • Scrolling down to next element via keypress & scrollTo plugin - jQuery

    - by lyrae
    I am using jQuery's scrollTo plugin to scroll up and down my page, using UP arrow and DOWN arrow. i have a bunch of div with class "screen", as so: <div class="screen-wrapper">...</div> What I am trying to do is, when i press UP or DOWN, the window scrolls to the next, or previous div with class of "screen". I have the keypresses taken care of. According to the plugin docs, to scroll a window, you use $.scrollTo(...); Here's the code I have: $(document).keypress(function(e){ switch (e.keyCode) { case 40: // down n = $('.screen-wrapper').next() $.scrollTo( n, 800 ); break; case 38: // up break; case 37: // left break; case 39: // right break; } }); And if it helps, here's the HTML div. I have a few of these on the page, and essentially, am trying to scroll to next one by pressing down arrow: <div class='screen-wrapper'> <div class='screen'> <div class="sections"> <ul> <li><img src="images/portfolio/sushii-1.png " /></li> <li><img src="images/portfolio/sushii-2.png" /></li> <li><img src="images/portfolio/sushii-3.png" /></li> </ul> </div> <div class="next"></div> <div class="prev"></div> </div> And also if it needed, I can provide a link where this is being used if it'll help someone get a better idea. edit And, i forgot to mention what the real question here is. The question/problem is that it won't scroll down past the first element, as seth mentioned.

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  • Add double tap action (presentModalViewController) to UISCOLLVIEW

    - by R.J.
    I have been wrestling this issue for a while now and cannot seem to get the following "touchesEnded" method to execute within a UISCROLLVIEW. I have read on many of the forums that UISCROLLVIEW will take control of all touch events unless it is subclassed, but I cannot seem to get the code right (still new to the SDK). Basically I have a scrollview made uo with several UIIMAGEVIEW's and currenlty have scrolling with paging (much like the photo app). I have been studying the SCROLLING MADDNESS example without success. All I want to do is anywhere in the UISCROLLVIEW have the user double tap to presentModalViewController back to my info page (i.e.) (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event { NSSet *allTouches = [event allTouches]; switch ([allTouches count]) { case 1: {// One finger touch UITouch *touch = [[allTouches allObjects] objectAtIndex:0]; if ([touch tapCount] == 2) {InfoButtonViewController *scroll = [[InfoButtonViewController alloc] initWithNibName:nil bundle:nil]; scroll.modalTransitionStyle = UIModalTransitionStyleFlipHorizontal; [self presentModalViewController:scroll animated:YES]; [scroll release]; } } } } Any code assistance would be greatly appreciated. The UISCROLLVIEW is implemented as follows (let me know if I need to provide additional details). Thank you in advance... MyViewController.h @interface MyViewController : UIViewController { } @end

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  • QT: custom widget in QScrollArea

    - by slimscsi
    I am attempting to create a custom widget. My Widget renders itself unless it is inside a scroll area. The code below works. If I change the if(0) to an if(1) inside the MainWindow constructor, it will not render the "Hello World" string. I assume that I must (re)implement some additional methods, but so far I have not been able to find the correct ones with trial and error. // hellowidget.h #ifndef HELLOWIDGET_H #define HELLOWIDGET_H #include <QtGui> class HelloWidget : public QWidget { Q_OBJECT public: HelloWidget(QWidget *parent = 0); void paintEvent(QPaintEvent *event); }; #endif // HELLOWIDGET_H // hellowidget.cpp #include "hellowidget.h" HelloWidget::HelloWidget(QWidget *parent) : QWidget(parent) { } void HelloWidget::paintEvent(QPaintEvent *event) { QPainter painter(this); painter.drawText(rect(), Qt::AlignCenter, "Hello World"); } // mainwindow.h #ifndef MAINWINDOW_H #define MAINWINDOW_H #include <QtGui> class MainWindow : public QMainWindow { Q_OBJECT public: MainWindow(QWidget *parent = 0); ~MainWindow(); private: }; #endif // MAINWINDOW_H // mainwindow.cpp #include "mainwindow.h" #include "hellowidget.h" MainWindow::MainWindow(QWidget *parent) : QMainWindow(parent) { HelloWidget *hello = new HelloWidget; QWidget *central = hello; if( 0 ) { QScrollArea *scroll = new QScrollArea ; scroll->setWidget(hello); central = scroll; } setCentralWidget( central ); } MainWindow::~MainWindow() { } // main.cpp #include <QtGui/QApplication> #include "mainwindow.h" int main(int argc, char *argv[]) { QApplication a(argc, argv); MainWindow w; w.show(); return a.exec(); }

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  • jQuery code working in Safari and Chrome but not Firefox

    - by Chris Armstrong
    I'm got a site that has a long list of tweets, and as you scroll down the right column follows you down, showing stats on the tweets. (See it in action at http://www.grapevinegame.com . Click 'memorise', then 'skip' to get to the list page. Works in Safari and Chrome). I'm using jQuery to update the top-margin of the right column, increasing it as I scroll down. It seems to be working fine in webkit-based browsers, but doesn't budge in Firefox. Heres the code, the right column element is a div with id = "distance". // Listen for scroll function $(window).scroll(function () { // Calculating the position of the scrollbar var doc = $("body"), scrollPosition = $("body").scrollTop(), pageSize = $("body").height(), windowSize = $(window).height(), fullScroll = (pageSize) - windowSize; percentageScrolled = (scrollPosition / fullScroll); var entries = $("#whispers-list > li").length; // Set position of distance counter $('div#distance').css('margin-top', ($("#whispers-list").height()+$("#latest-whisper").height()+33)*percentageScrolled); // Update distance counter $('#distance-travelled').text(Math.round(distanceTravelled*(1-percentageScrolled))); $('#whispers-list li').each(function(index) { //highlight adjacent whispers if ($('#whispers-list li:nth-child('+(index+1)+')').offset().top >= $('#distance').offset().top && $('#whispers-list li:nth-child('+(index+1)+')').offset().top <= $('#distance').offset().top + $('#distance').height()) { // alert("yup"); $('#whispers-list li:nth-child('+(index+1)+') ul').fadeTo(1, 1); } else { $('#whispers-list li:nth-child('+(index+1)+') ul').fadeTo(1, 0.5); } }); }); Appreciate any help or advice!

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  • Automatically grow document view of NSScrollView using auto layout?

    - by Monolo
    Is there a simple way to get an NSScrollView to adapt to its document view changing size when using autolayout (the Lion feature)? I have tried to call both setNeedsUpdateConstraints: and setNeedsLayout: on the document view, the clip view and the scroll view, without any results. fittingSize of the document view reports the correct size. An NSPopover in conjunction with an NSViewController handles this nicely, with the popover growing and shrinking as needed, and I was hoping to get a similar simple and robust behaviour with the scroll view. I have checked the documentation for scroll views, but they don't seem to be updated to use autolayout. Edited to clarify: The problem I experience is that the document view, which holds subviews, is not re-sized when the subviews change their size, even if they call invalidateIntrinsicContentSize. The contents of the document view are hence clipped to the original size of the document view as they grow. The document view is created in a nib and set as the scroll view's document view in an awakeFromBib method. What I hoped to obtain was that the document view frame would automatically be adjusted to when its fittingSize changes, and the scrollbars updated accordingly. NSPopover does something similar - provided that the subviews of the content controller's view have the constraints set right and various content hugging values are high enough (higher than the hidden popover window's hight constraint priority, for one).

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  • bind event handler on keydown listen function JavaScript jQuery

    - by user1644123
    I am trying to bind a handler to an event. The event is a keydown function. The handler will listen for hit variables to produce one of two conditions. The 1st condition (odd number of hits) will perform 1 function, the 2nd (even number of hits) will perform another function. To elaborate, the 1st function will scroll to one element, the 2nd will scroll to another element. My syntax may be the wrong approach, but it works for the 1st condition, but not the 2nd. I think I have the conditional statement in the wrong place. How can I rewrite this to work as intended? Thank you kindly, in advance! $(document).keydown(function(e) { switch (e.which) { case 37: break; case 38: break; case 39: break; case 40: //bottom arrow key var hits = 0; if (hits % 2 !== 0) { $('#wrap').animate({ scrollTop: $("#scrollToHere").offset().top }, 2800); } else { $('#wrap').animate({ scrollTop: $("#scroll2ToHere").offset().top }, 2800); } hits++; return false; break; } })? *I moved "var hits = 0;" to the top, but it only works! But is there a way I can reset the whole thing after every two hits? I want to reset because when there is a bug and if I press a 3rd time it scrolls to the very top of the page, where there is no element to make it scroll to the top. Why would it scroll to the top of the page if I never scripted it to do so?? *

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  • HOw to make image stay inside the div box on scrolling

    - by Mirage
    I have the image position fixed inside div and code is gven below #content{ margin-top:100px; width:900px; color:#009; border:1px solid red; overflow:hidden; display:block; } img { float:left; position:fixed; top:140px; padding:50px; } #text{ display:block; border:1px solid green; width:500px; height:1200px; float:right; overflow:scroll; } #footer{ clear:both; width:600px; height:300px; border:2x solid blue; color:#939; } HTML is <div id="content" > <img src="bar.jpg" width="46" height="639" /> <div id="text"> ggggggggggggggggggfgdfgdfgdgdfgdgdfgdf </div> </div> <div id="footer"> Footer text </div> </body> Now when i scroll down then image comes out of the content div box. IS there any way so that even if i scroll the image bar should stay inside the div box. The screen shot shows my problem First Screen is ok without scrolling But when i scroll the text full then it covers my footer as well

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