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  • Scroll shell output with mouse in tmux

    - by user31494
    Mouse scrolling doesn't work in tmux the way it works when I run shell without tmux (in Gnome Terminal). It seems tmux sends mouse scroll events as if I pressed Up/Down keys. But I want it to scroll though the shell output history. Is there a way to make tmux work like this? Note: I know how to scroll with keyboard (thanks to another question here). Tried mouse scrolling in two versions of tmux: 0.8-5hardy1 (on Ubuntu Hardy) 1.3-1 (on Ubuntu Maverick)

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  • How can I tell what command is running on the remote end of an ssh connection?

    - by user268385
    Tl;dr - how do I find the name of the command (eg $BASH_COMMAND) running on the remote end of an ssh connection? ... My example setup is two tmux vertical panes, LH pane runs a local vim session with vertical split, RH pane runs an ssh session running vim, again with a vertical split. Using tmux-navigator I can navigate from left to right over the first 3 vim buffers, but the 4th (far right hand one) is inaccessible. The reason for this is that tmux-navigator tests the value of 'pane_current_command' and compares it to 'vim' before deciding which keystrokes to dispatch. On the right hand tmux pane, the current command is 'ssh' and not 'vim'. What I want to do is test for (pane_current_command =~ 'ssh'), and if so, examine the command that is running on the far side of the connection? I cannot find a way to get hold of this, so any suggestions would be welcome? For information, the problem is almost the same as this one, but without the nested tmux sessions: https://github.com/christoomey/vim-tmux-navigator/issues/12

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  • Making CTRL+(mouse scroll) work with word 2007 for zooming?

    - by Tal Galili
    I am using Word 2007 and am trying to use the combo: Ctrl + mouse scroll To zoom in and out of the doc. This function works fine in other programs (like google-chrome) Is there a place to fix this ? edit: I found out that when I scroll the mouse FAST the desired effect happens. I would like it to also work with slower scrolling. The thing is also that on any other program - the scrolling acts as normal. (so this is not a system wide preference)

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  • Need help with Android TableLayout alignment

    - by Ben L.
    I'm trying to build a calculator layout using TableLayout, but the last two rows aren't aligning with the rest of the layout. Is there something wrong with my layout XML? What I'm trying to do would be easier to accomplish in HTML (<td> with colspan or rowspan), so should I try converting this into a WebView? Code is as follows: (Screenshot) <?xml version="1.0" encoding="utf-8"?> <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:orientation="vertical" android:layout_width="fill_parent" android:layout_height="fill_parent"> <EditText android:id="@+id/EditText01" android:layout_height="wrap_content" android:layout_width="fill_parent" /> <TableLayout android:layout_height="fill_parent" android:layout_width="fill_parent" android:stretchColumns="*"> <TableRow android:layout_width="fill_parent" android:layout_height="fill_parent" android:layout_weight="1"> <Button android:id="@+id/Button08" android:textSize="16pt" android:text="^" android:layout_weight="1" android:layout_height="fill_parent" android:layout_width="wrap_content" /> <Button android:id="@+id/Button09" android:text="÷" android:textSize="16pt" android:layout_height="fill_parent" android:layout_weight="1" android:layout_width="wrap_content" /> <Button android:id="@+id/Button10" android:text="×" android:textSize="16pt" android:layout_height="fill_parent" android:layout_weight="1" android:layout_width="wrap_content" /> <Button android:id="@+id/Button11" android:textSize="16pt" android:text="-" android:layout_weight="1" android:layout_height="fill_parent" android:layout_width="wrap_content" /> </TableRow> <TableRow android:layout_width="fill_parent" android:layout_height="fill_parent" android:layout_weight="2"> <LinearLayout android:layout_width="wrap_content" android:layout_height="fill_parent" android:orientation="vertical" android:layout_weight="1"> <Button android:id="@+id/Button01" android:text="7" android:textSize="16pt" android:layout_weight="1" android:layout_height="wrap_content" android:layout_width="fill_parent" /> <Button android:layout_height="wrap_content" android:textSize="16pt" android:text="4" android:id="@+id/Button05" android:layout_weight="1" android:layout_width="fill_parent" /> </LinearLayout> <LinearLayout android:layout_height="fill_parent" android:orientation="vertical" android:layout_weight="1" android:layout_width="fill_parent"> <Button android:id="@+id/Button02" android:layout_height="wrap_content" android:text="8" android:textSize="16pt" android:layout_weight="1" android:layout_width="fill_parent" /> <Button android:layout_height="wrap_content" android:textSize="16pt" android:text="5" android:id="@+id/Button06" android:layout_weight="1" android:layout_width="fill_parent" /> </LinearLayout> <LinearLayout android:layout_height="fill_parent" android:orientation="vertical" android:layout_weight="1" android:layout_width="fill_parent"> <Button android:id="@+id/Button03" android:text="9" android:textSize="16pt" android:layout_width="fill_parent" android:layout_height="wrap_content" android:layout_weight="1" /> <Button android:textSize="16pt" android:text="6" android:id="@+id/Button07" android:layout_width="fill_parent" android:layout_height="wrap_content" android:layout_weight="1" /> </LinearLayout> <Button android:id="@+id/Button04" android:text="+" android:textSize="16pt" android:layout_height="fill_parent" android:layout_width="fill_parent" android:layout_weight="1" /> </TableRow> <TableRow android:layout_width="fill_parent" android:layout_height="fill_parent" android:layout_weight="2"> <LinearLayout android:layout_width="wrap_content" android:layout_height="fill_parent" android:orientation="vertical" android:layout_weight="2"> <LinearLayout android:layout_weight="1" android:orientation="horizontal" android:layout_width="fill_parent" android:layout_height="wrap_content"> <Button android:id="@+id/Button02" android:textSize="16pt" android:layout_weight="1" android:layout_width="fill_parent" android:layout_height="fill_parent" android:text="1" /> <Button android:textSize="16pt" android:id="@+id/Button06" android:layout_weight="1" android:layout_width="fill_parent" android:layout_height="fill_parent" android:text="2" /> </LinearLayout> <Button android:id="@+id/Button01" android:layout_height="wrap_content" android:textSize="16pt" android:layout_weight="1" android:layout_width="fill_parent" android:text="0" /> </LinearLayout> <LinearLayout android:layout_width="wrap_content" android:layout_height="fill_parent" android:orientation="vertical" android:layout_weight="1"> <Button android:id="@+id/Button03" android:textSize="16pt" android:layout_width="fill_parent" android:layout_height="wrap_content" android:layout_weight="1" android:text="3" /> <Button android:textSize="16pt" android:id="@+id/Button07" android:layout_width="fill_parent" android:layout_height="wrap_content" android:layout_weight="1" android:text="." /> </LinearLayout> <Button android:id="@+id/Button04" android:textSize="16pt" android:layout_height="fill_parent" android:layout_width="fill_parent" android:layout_weight="1" android:text="=" /> </TableRow> </TableLayout> </LinearLayout>

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  • Resultant Vector Algorithm for 2D Collisions

    - by John
    I am making a Pong based game where a puck hits a paddle and bounces off. Both the puck and the paddles are Circles. I came up with an algorithm to calculate the resultant vector of the puck once it meets a paddle. The game seems to function correctly but I'm not entirely sure my algorithm is correct. Here are my variables for the algorithm: Given: velocity = the magnitude of the initial velocity of the puck before the collision x = the x coordinate of the puck y = the y coordinate of the puck moveX = the horizontal speed of the puck moveY = the vertical speed of the puck otherX = the x coordinate of the paddle otherY = the y coordinate of the paddle piece.horizontalMomentum = the horizontal speed of the paddle before it hits the puck piece.verticalMomentum = the vertical speed of the paddle before it hits the puck slope = the direction, in radians, of the puck's velocity distX = the horizontal distance between the center of the puck and the center of the paddle distY = the vertical distance between the center of the puck and the center of the paddle Algorithm solves for: impactAngle = the angle, in radians, of the angle of impact. newSpeedX = the speed of the resultant vector in the X direction newSpeedY = the speed of the resultant vector in the Y direction Here is the code for my algorithm: int otherX = piece.x; int otherY = piece.y; double velocity = Math.sqrt((moveX * moveX) + (moveY * moveY)); double slope = Math.atan(moveX / moveY); int distX = x - otherX; int distY = y - otherY; double impactAngle = Math.atan(distX / distY); double newAngle = impactAngle + slope; int newSpeedX = (int)(velocity * Math.sin(newAngle)) + piece.horizontalMomentum; int newSpeedY = (int)(velocity * Math.cos(newAngle)) + piece.verticalMomentum; for those who are not program savvy here is it simplified: velocity = v(moveX² + moveY²) slope = arctan(moveX / moveY) distX = x - otherX distY = y - otherY impactAngle = arctan(distX / distY) newAngle = impactAngle + slope newSpeedX = velocity * sin(newAngle) + piece.horizontalMomentum newSpeedY = velocity * cos(newAngle) + piece.verticalMomentum My Question: Is this algorithm correct? Is there an easier/simpler way to do what I'm trying to do?

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  • Having to check collisions twice per game tic

    - by user22241
    I have vertically moving elevators (3 solid tiles wide) and static solid tiles. Each are separate entities and therefore have their own respective collision routines (to check for, and resolve, collisions with the main character) I check my vertical collisions after characters vertical movements and then horizontal collisions after horizontal movements. The problem is that I want my platform to kill the player if it squashes him from the top, and also if he's on a moving platform (that is moving up) that squashes him into a solid block. Correct behaviour, player on solid blocks being squashed from above by decending elevator Here is what happens. Gravity pushes character into solid block, solid block collision routine corrects characters position and sits him on the solid block which pushes him into the moving elevator, elevator routine then checks for collision and kills player. This assumes I am checking solid blocks first, then elevator collisions. However, if it's the other way around, this happens.... Incorrect behaviour, player on accending elevator gets pushed into solid blocks above Player is on an elevator moving up, gravity pushes him into the elevator, solid block CD routine detects no collision, no action taken. Elevator CD routine detects character has been pushed into elevator by gravity, corrects this by moving character up and sitting him on the elevator and pushes him into the solid blocks above, however the solid block vertical routine has now already run for this tic, so the game continues and the next solid block collision that is encountered is the horizontal routine. This detects a collision and moves the character out of the collision to the left or right of the block which looks odd to say the least (character should get killed here). The only way I've managed to get this working correctly is by running the solid block CD, then the elevator CD, then the solid block CD again straight after. This is clearly wasteful but I can't figure out how else to do this. Any help would be appreciated.

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  • Why is Desktop Unity using the global application menu?

    - by Kazade
    It was announced in another question that the desktop version of Unity will keep the global menu by default. Here are the facts: The global menu was introduced into UNE to save vertical screen space because at Netbook resolutions the vertical space is limited. On a modern desktop with a high resolution, there is ample vertical space making this unnecessary On the announcement of UNE global menus, Mark Shuttleworth himself said the following: "There are outstanding questions about the usability of a panel-hosted menu on much larger screens, where the window and the menu could be very far apart." The benefits of a global menu don't seem to carry across to a high-resolution desktop and instead seem to bring draw backs (increased mouse travel, large distance between the menu and its associated window). The other worrying factor is that applications seem to be moving away from having a menu bar, and instead of innovating on this and defining new guidelines for moving away from the menu, we are giving it prime place right at the top of the desktop. If applications continue moving away from the desktop we will have an inconsistent experience concerning where to locate application related options/tools depending on which app you are using (e.g. Chrome). Finally, the current global menu bar implementation doesn't work for all apps, and doesn't even work for all apps in the default install. This means that the default desktop implementation will be inconsistent. So, there are a bunch of reasons why moving to a global menu is a bad idea, so we need some pretty convincing arguments for why it is a good idea. What are the reasons for the global menu implementation in the desktop version of Unity?

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  • Optimized Image Loading in a UIScrollView

    - by Michael Gaylord
    I have a UIScrollView that has a set of images loaded side-by-side inside it. You can see an example of my app here: http://www.42restaurants.com. My problem comes in with memory usage. I want to lazy load the images as they are about to appear on the screen and unload images that aren't on screen. As you can see in the code I work out at a minimum which image I need to load and then assign the loading portion to an NSOperation and place it on an NSOperationQueue. Everything works great apart from a jerky scrolling experience. I don't know if anyone has any ideas as to how I can make this even more optimized, so that the loading time of each image is minimized or so that the scrolling is less jerky. - (void)scrollViewDidScroll:(UIScrollView *)scrollView{ [self manageThumbs]; } - (void) manageThumbs{ int centerIndex = [self centerThumbIndex]; if(lastCenterIndex == centerIndex){ return; } if(centerIndex >= totalThumbs){ return; } NSRange unloadRange; NSRange loadRange; int totalChange = lastCenterIndex - centerIndex; if(totalChange > 0){ //scrolling backwards loadRange.length = fabsf(totalChange); loadRange.location = centerIndex - 5; unloadRange.length = fabsf(totalChange); unloadRange.location = centerIndex + 6; }else if(totalChange < 0){ //scrolling forwards unloadRange.length = fabsf(totalChange); unloadRange.location = centerIndex - 6; loadRange.length = fabsf(totalChange); loadRange.location = centerIndex + 5; } [self unloadImages:unloadRange]; [self loadImages:loadRange]; lastCenterIndex = centerIndex; return; } - (void) unloadImages:(NSRange)range{ UIScrollView *scrollView = (UIScrollView *)[[self.view subviews] objectAtIndex:0]; for(int i = 0; i < range.length && range.location + i < [scrollView.subviews count]; i++){ UIView *subview = [scrollView.subviews objectAtIndex:(range.location + i)]; if(subview != nil && [subview isKindOfClass:[ThumbnailView class]]){ ThumbnailView *thumbView = (ThumbnailView *)subview; if(thumbView.loaded){ UnloadImageOperation *unloadOperation = [[UnloadImageOperation alloc] initWithOperableImage:thumbView]; [queue addOperation:unloadOperation]; [unloadOperation release]; } } } } - (void) loadImages:(NSRange)range{ UIScrollView *scrollView = (UIScrollView *)[[self.view subviews] objectAtIndex:0]; for(int i = 0; i < range.length && range.location + i < [scrollView.subviews count]; i++){ UIView *subview = [scrollView.subviews objectAtIndex:(range.location + i)]; if(subview != nil && [subview isKindOfClass:[ThumbnailView class]]){ ThumbnailView *thumbView = (ThumbnailView *)subview; if(!thumbView.loaded){ LoadImageOperation *loadOperation = [[LoadImageOperation alloc] initWithOperableImage:thumbView]; [queue addOperation:loadOperation]; [loadOperation release]; } } } } EDIT: Thanks for the really great responses. Here is my NSOperation code and ThumbnailView code. I tried a couple of things over the weekend but I only managed to improve performance by suspending the operation queue during scrolling and resuming it when scrolling is finished. Here are my code snippets: //In the init method queue = [[NSOperationQueue alloc] init]; [queue setMaxConcurrentOperationCount:4]; //In the thumbnail view the loadImage and unloadImage methods - (void) loadImage{ if(!loaded){ NSString *filename = [NSString stringWithFormat:@"%03d-cover-front", recipe.identifier, recipe.identifier]; NSString *directory = [NSString stringWithFormat:@"RestaurantContent/%03d", recipe.identifier]; NSString *path = [[NSBundle mainBundle] pathForResource:filename ofType:@"png" inDirectory:directory]; UIImage *image = [UIImage imageWithContentsOfFile:path]; imageView = [[ImageView alloc] initWithImage:image andFrame:CGRectMake(0.0f, 0.0f, 176.0f, 262.0f)]; [self addSubview:imageView]; [self sendSubviewToBack:imageView]; [imageView release]; loaded = YES; } } - (void) unloadImage{ if(loaded){ [imageView removeFromSuperview]; imageView = nil; loaded = NO; } } Then my load and unload operations: - (id) initWithOperableImage:(id<OperableImage>) anOperableImage{ self = [super init]; if (self != nil) { self.image = anOperableImage; } return self; } //This is the main method in the load image operation - (void)main { [image loadImage]; } //This is the main method in the unload image operation - (void)main { [image unloadImage]; }

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  • WPF DataGrid : CanContentScroll property causing odd behavior

    - by Sonic Soul
    i have a solution where i generate a DataGrid (or multiple instances) based on user criteria.. each grid keeps receiving data as it comes in via ObservableCollection the problem i had, was that the scroll acted weird. It was choppy, and scrollbar would resize it self while scrolling. than i found.. CanContentScroll property! It completely fixes the weird scrolling behavior bringing me temporary bliss and happiness. however, it causes 2 unfortunate side effects. whenever i re-create grid instances and bind them to my observable collection, it freezes my entire window for 5 seconds. when my grid grows to a big size, this delay can last for 30 seconds. when i call TradeGrid.ScrollIntoView(TradeGrid.Items(TradeGrid.Items.Count - 1)) to scroll to the bottom, it jumps to bottom and than back to the top. is there another way to achieve smooth scrolling perhaps?

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  • Horizontal UITableView

    - by imran
    I want implement a layout in my ipad application that has a uitable view that scrolls left and right rather then up and down : So rather than row 1 row 2 row 3 ( scrolling vertically ) It would be : row 1, row2, row 3 (scrolling horizontally ) I've seen that UItableView is designed to only do vertical scrolling so doing a transform does not give the desired effect. Is there a standard way to do this taking advantage of a datasource provider like uitableview provides? I basically want to do somthing similar to what the BBC News reader app ( http://itunes.apple.com/us/app/bbc-news/id364147881?mt=8 ) on the Ipad does with the list of stories to select from. Thanks

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  • autoscrolling for UIScrollView

    - by thndrkiss
    Hi, I used the setContentOffset method to scroll to a particular point automatically without user interaction. [menuScrollView setContentOffset:CGPointMake(600.0,0) animated:YES] but when i try to call the same method in a looping fashion inorder to slow down the speed of scrolling the scrolling never happens for (int i = 1; i<=30; i++) { [menuScrollView setContentOffset:CGPointMake(600.0-i*10,0.0) animated:YES]; NSLog(@"%f",600.0-i*10); } During the above piece of code the scrolling of UIScrollview happens only once (1st iteration( and it does not scroll for remaining 29 interations. What is the problem here ?

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  • UIScrollView and UIImage in it with paging enabled

    - by Infinity
    Hello guys! I need to display 10 - 1000 images on a UIScrollView. Paging is enabled. So every page of the scrollview is an image, it is an uiimage. I can load 10 images to 10 uiimages which stays in the memory, but with 1000 images I have problems on the iPhone or on the iPad. I am trying to unload and then load the images when I am doing scrolling. I every time displays 3 images. The current page image, and the -1 and +1 pages. When I am scrolling I unload the image and then load the next. With this method I have two problems. The scrolling is laggy and if I scroll very fast the images don't appear. Maybe is there any good solution for these problems? Can you suggest me one?

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  • UIScrollView won't autorotate

    - by clozach
    My app design requires the same scrolling functionality found in the iPhone's native Photos app when browsing photos in full screen. Specifically: Each view snaps into place as the view is swiped Scrolling happens in only one direction Rotating the iPhone rotates the entire scrolling region as well such that the frame of each subview (photos, in Apple's case) rotates in-place and paging is still in the same direction (left-to-right) I started to use Apple's sample PageControl code as a launching point, and everything was going swimmingly until I attempted adding autorotation to the code. My sense from the docs was that all I had to do to get autorotation working was to add this to the sample code's MyViewController.m - (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation { return YES; } While that does seem to cause the subviews' backgrounds to rotate, the UILabels and the enclosing UIScrollView stay fixed so that, from a user perspective, paging through the views now requires up/down flicking instead of left/right.

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  • MKMapView within UITableView

    - by john-london
    I have a MKMapView within a UITableviewCell and I want to be able to disable scrolling of the table view when the user starts to drag within the map view. My plan had been to override the MKMapView touchesBegan/Moved etc methods and if they were called to then disable scrolling in the parent view. Scrolling in the parent view would be enabled again only when the touches in the MKMapView ended or were cancelled. My problem is that the touchesBegan/Moved methods inside MKMapView are not called - the problem is also discussed here: stackoverflow discussion. My table view is within a tab control, so I don't think I can extend UIWindow the way they describe, as there are several views that could be within the window, depending on which tab is active. How can I access the MKMapView touch events please?

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  • Refreshing UIScrollView / Animation, timing (Objective-C)

    - by Switch
    I have a UIScrollView that is displaying a list of data. Right now, when the user adds one more item to the list, I can extend the content size of the UIScrollView and scroll down smoothly using setContentOffset and YES to animated. When the user removes an item from the list, I want to resize the content size of the UIScrollView, and scroll back up one step also in an animated fashion. How can I get the ordering right? Right now, if I resize the content size before scrolling back up, the scroll isn't animated. I tried scrolling back up before resizing the content size, but that still didn't give a smooth transition. Is there a way to finish the scrolling animation BEFORE resizing the content size? Thanks

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  • How to automatically scroll ScrollViewer - only if the user did not change scroll position

    - by Elad
    I would like to create the following behaviour in a ScrollViewer that wraps ContentControl: When the ContentControl height grows , the ScrollViewer should automatically scroll to the end. This is easy to achive by using ScrollViewer.ScrollToEnd(). However, if the user uses the scroll bar, the automatic scrolling shouldn't happen anymore. This is similar to what happens in VS output window for example. The problem is to know when a scrolling has happened because of user scrolling and when it happened because the content size changed. I tried to play with the ScrollChangedEventArgsof ScrollChangedEvent, but couldn't get it to work. Ideally, I do not want to handle all possible Mouse and keyboard events.

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  • Figuring out if overflow:auto would have been triggered on a div

    - by jerrygarciuh
    Hi folks, // Major edit, sorry in bed with back pain, screwed up post One of the ad agencies I code for had me set up an alternate scrolling solution because you know how designers hate things that just work but aren't beautiful. The scrolling solution is applied to divs with overflow:hidden and uses jQuery's scrollTo(). So, this is married in places to their CMS. What I have not been able to sort yet is how to hide the scrolling UI when overflow:auto would not have been triggered by the CMS content. The divs have set heights and widths. Can i detect hidden content? Or measure the div contents' height? Any ideas? TIA JG

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  • DataGridView lags for a second with large data updates

    - by alexD
    I have a DataGridView with about 400 rows and 10 columns. When the user first displays this table, it receives all of the data from the server and populates the table. The DGV uses a DataTable as it's data source, and when updating the DataTable I use row.BeginEdit/EndEdit and acceptChanges, but when the View itself is updated it lags for a second while all of the DGV is being updated. I am wondering if there is a way to make this smooth, so that for example, if the user is scrolling through the data and it updates, it won't interrupt the scrolling. Or if the user is moving the display around the screen and it updates, it won't interrupt. Is there an easy way to do this? If not, is there away to prevent the DGV from updating the view until all events have ended so it won't be repainted until the user stops scrolling, dragging, etc ?

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  • How do I understand what the following means?

    - by Runner
    Quoted from here: if (to_end) { /* If we want to scroll to the end, including horizontal scrolling, * then we just create a mark with right gravity at the end of the * buffer. It will stay at the end unless explicitely moved with * gtk_text_buffer_move_mark. */ gtk_text_buffer_create_mark (buffer, "end", &iter, FALSE); /* Add scrolling timeout. */ return g_timeout_add (50, (GSourceFunc) scroll_to_end, textview); } else { /* If we want to scroll to the bottom, but not scroll horizontally, * then an end mark won't do the job. Just create a mark so we can * use it with gtk_text_view_scroll_mark_onscreen, we'll position it * explicitely when needed. Use left gravity so the mark stays where * we put it after inserting new text. */ gtk_text_buffer_create_mark (buffer, "scroll", &iter, TRUE); /* Add scrolling timeout. */ return g_timeout_add (100, (GSourceFunc) scroll_to_bottom, textview); } Though there are quite a few lines of comments, I still don't understand the logic in it,especially, what's the relation between an mark and the position of scroll bar?

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  • Set scroll to an iframe dynamically in IE

    - by Aneesh
    I have an iframe. I am setting the content of the iframe (different domain - like www.google.com) through a form submission.Currently it's scrolling attribute is set to 'no'. <iframe name="testFrame" id="testFrame" frameborder="1" scrolling="no" width="500" height="200"></iframe> <form name="testForm" id="testForm" action="http://www.google.com" target="testFrame"></form> <button name="testBtn" value="submit" onclick="submitForm();">submit</button> I want to put scroll to this iframe dynamically. $("#testFrame").attr('scrolling','yes'); This is working in Firefox but not in IE. Also tried with: document.getElementById("testFrame").style.overflow="scroll"; No luck...:( Help me please...

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  • How to tell a UITableView to preload all Rows?

    - by Infinite
    Is there a way to tell a UITableView to preload all rows? The tableView is supposed to show several comments (up to 80 comments). So my CommentCell uses a Setter to adapt the cell to a specific comment. -(void)setComment:(Comment *)newComment { if (newComment != comment) { [comment release]; comment = [newComment retain]; /* * set the cells view variables here */ } } This specific setter takes quite a bunch of processing resources and scrolling gets kinda laggy. I am using a comment-specific reuseIdentifier instead of a static cellIdentifier when calling dequeueReusableCellWithIdentifier: in order to assure, that "newComment" equals the old "comment". And in fact this does work great when scrolling over cells which have already been loaded. But when scrolling through the comments for the first time, it still lags like hell. Which leads me to my question: Is there a way to tell the tableview to preload all cells? (which I doubt) or Do I have to implement my own cache instead of relying on "dequeueReusableCellWithIdentifier:"?

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  • UITableView issue (iOS)

    - by Oktay
    I wonder why cellForRowAtIndexPath function is called when scrolling the UITableView. Does it mean on every scrolling cell configuration code runs again? I have a slowness problem when scrolling the table. - (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath { static NSString *CellIdentifier = @"CountryCell"; UITableViewCell *cell = [tableView dequeueReusableCellWithIdentifier:CellIdentifier]; if (cell == nil) { cell = [[[UITableViewCell alloc] initWithStyle:UITableViewCellStyleDefault reuseIdentifier:CellIdentifier] autorelease]; } // Configure the cell... NSString *continent = [self tableView:tableView titleForHeaderInSection:indexPath.section]; NSString *country = [[self.countries valueForKey:continent] objectAtIndex:indexPath.row]; cell.textLabel.text = country; cell.accessoryType = UITableViewCellAccessoryDisclosureIndicator; return cell; }

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  • jQuery: Scroll the window then addClass() - how to callback

    - by carillonator
    Inside a jQuery event handler, I would like to scroll the window and then add a class to something. This is my code: $('#foo').click(function() { window.scrollTo(y); $('#bar').addClass('active'); }); $(window).scroll(function() { $('#bar').removeClass('active'); }); Notice I have another handler to remove that same class whenever the window is scrolled. The scrolling part works fine, but seems to run asynchronously, so removeClass() happens after addClass() but before the scrolling is finished. I don't know how to do this in plain javascript. I know there is a jQuery scrollTop() function that does the same thing (but seems to have cross-browser issues), but it doesn't accept a callback. What I really need is a callback to add the class after the scrolling is finished. thanks!

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  • iPhone - Adding new sections and rows into UITableView

    - by Dev
    I have a UITableView to display a list of data. The list will contain images, so I am loading images with lazy loading. Now I don't want to load the whole list at a time. The loading should be like, first it should load some 10 records and when we scrolling down to the tableview, it should automatically load next 10 records as on. For this I need to add rows when I am scrolling to bottom. The tableview may contain different sections. So how can I add new rows and new sections at the end of the tableview while scrolling down?

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  • How to bind mouse buttons to keys?

    - by Callum Rogers
    I have a Logitech MX400 Laser Mouse which has 5 buttons + 4 for vertical/horizontal scrolling. I would like it set up so instead of horizontal scrolling pressing right on the scrollwheel will send Ctrl+Tab and left will send Ctrl+Shift+Tab, which will allow me to cycle through tabs in browsers. Also, it would be nice if I could remap the middle button to one of the ones on the side as it is really hard to press down. Another bonus would be if I could write a script that allows me to define what buttons do what dependent on which window is currently active. I have tried using xmodmap but I could only see how to rearrange buttons, not have them send key signals. Thanks in advance. Button Map (using xev): Left 1 Middle 2 Right 3 ScrollUp 4 ScrollDown 5 ScrollLeft 6 ScrollRight 7 Backward 8 Forward 9

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