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  • Random World Generation

    - by Alex Larsen
    I'm making a game like minecraft (although a different idea) but I need a random world generator for a 1024 block wide and 256 block tall map. Basically so far I have a multidimensional array for each layer of blocks (a total of 262,114 blocks). This is the code I have now: Block[,] BlocksInMap = new Block[1024, 256]; public bool IsWorldGenerated = false; Random r = new Random(); private void RunThread() { for (int BH = 0; BH <= 256; BH++) { for (int BW = 0; BW <= 1024; BW++) { Block b = new Block(); if (BH >= 192) { } BlocksInMap[BW, BH] = b; } } IsWorldGenerated = true; } public void GenWorld() { new Thread(new ThreadStart(RunThread)).Start(); } I want to make tunnels and water but the way blocks are set is like this: Block MyBlock = new Block(); MyBlock.BlockType = Block.BlockTypes.Air; How would I manage to connect blocks so the land is not a bunch of floating dirt and stone?

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  • JavaOne Content on Video

    - by Tori Wieldt
    JavaOne content is available in video in three sizes, depending on if you want to have a sip, have a drink, or go to the proverbial firehose. Tall (Keynote Highlights) Go to the JavaOne playlist on the YouTube Java channel for highlights of the JavaOne Keynotes.  Grande (Keynotes in Full) Go to the Oracle Media Network JavaOne 2012 channel to view the keynotes in full (Community Keynote coming soon). Venti (All Sessions, BOFs and Tutorials) To view slides paired with audio of each session, go to the JavaOne content catalog (JavaOne homepage > Programs > Content Catalog) and select a session. If a video is available, you'll see "Media" in the right column. Look under "Presentation Download" to get the slides. Sessions are being made available as quickly as possible. "It's exciting to see Oracle take community stewardship so seriously," said Sharat Chander, Group Director for Java Technology Outreach. "Making all JavaOne sessions on video available online for free will helps make the future Java for everyone."

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  • Rendering a DOM across multiple displays

    - by meetamit
    I'm building a data-driven animation with HTML and javascript to run in a web browser. I would like to display it tiled across three 1080p monitors. This essentially yields a viewport that's 5760px wide and 1080px tall. Pretty large. Does anyone have experience setting up something like this? I have many questions below, but any tip would be appreciated: Is it reasonable to expect a DOM to render into such a large viewport size at close to 60fps? I might choose to use canvas, instead of SVG or HTML, but that would yield a giant canvas. Can a canvas with such high resolution be performant? Of course everything depends on the complexity of the graphics I want to render, but I'm looking to remove that factor from this question, so assume I'm asking about a canvas animation that can run at 60fps at 1920x1080 resolution. Would it run roughly as fast at 3 times the width? Would three.js and WebGL be a more proper approach at that resolution? How do you actually cause Chrome or FF to span 3 monitors at full screen? Do I need a 3rd party solution of any kind? Thanks!

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  • JavaOne Content Available for Free

    - by Tori Wieldt
    JavaOne content is available in video in three sizes, depending on if you want to have a sip, have a drink, or go to the proverbial firehose. Tall (Keynote Highlights) Go to the JavaOne playlist on the YouTube Java channel for highlights of the JavaOne Keynotes.  Grande (Keynotes in Full) Go to the Oracle Media Network JavaOne 2012 channel to view the keynotes in full (Community Keynote coming soon). Venti (All Sessions, BOFs and Tutorials) To view slides paired with audio of each session, go to the JavaOne content catalog (JavaOne homepage, click on JavaOne Technical Sessions) and select a session. If a video is available, you'll see "Media" in the right column. Look under "Presentation Download" to get the slides. Sessions are being made available as quickly as possible. "It's exciting to see Oracle take community stewardship so seriously," said Sharat Chander, Group Director for Java Technology Outreach. "Making all JavaOne sessions on video available online for free will helps make the future Java for everyone." Thanks to Oracle for funding this and providing to it to the Java Community for free.

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  • UIImage rounded corners

    - by catlan
    I try to get rounded corners on a UIImage, what I read so far, the easiest way is to use a mask images. For this I used code from TheElements iPhone Example and some image resize code I found. My problem is that resizedImage is always nil and I don't find the error... - (UIImage *)imageByScalingProportionallyToSize:(CGSize)targetSize { CGSize imageSize = [self size]; float width = imageSize.width; float height = imageSize.height; // scaleFactor will be the fraction that we'll // use to adjust the size. For example, if we shrink // an image by half, scaleFactor will be 0.5. the // scaledWidth and scaledHeight will be the original, // multiplied by the scaleFactor. // // IMPORTANT: the "targetHeight" is the size of the space // we're drawing into. The "scaledHeight" is the height that // the image actually is drawn at, once we take into // account the ideal of maintaining proportions float scaleFactor = 0.0; float scaledWidth = targetSize.width; float scaledHeight = targetSize.height; CGPoint thumbnailPoint = CGPointMake(0,0); // since not all images are square, we want to scale // proportionately. To do this, we find the longest // edge and use that as a guide. if ( CGSizeEqualToSize(imageSize, targetSize) == NO ) { // use the longeset edge as a guide. if the // image is wider than tall, we'll figure out // the scale factor by dividing it by the // intended width. Otherwise, we'll use the // height. float widthFactor = targetSize.width / width; float heightFactor = targetSize.height / height; if ( widthFactor < heightFactor ) scaleFactor = widthFactor; else scaleFactor = heightFactor; // ex: 500 * 0.5 = 250 (newWidth) scaledWidth = width * scaleFactor; scaledHeight = height * scaleFactor; // center the thumbnail in the frame. if // wider than tall, we need to adjust the // vertical drawing point (y axis) if ( widthFactor < heightFactor ) thumbnailPoint.y = (targetSize.height - scaledHeight) * 0.5; else if ( widthFactor > heightFactor ) thumbnailPoint.x = (targetSize.width - scaledWidth) * 0.5; } CGContextRef mainViewContentContext; CGColorSpaceRef colorSpace; colorSpace = CGColorSpaceCreateDeviceRGB(); // create a bitmap graphics context the size of the image mainViewContentContext = CGBitmapContextCreate (NULL, targetSize.width, targetSize.height, 8, 0, colorSpace, kCGImageAlphaPremultipliedLast); // free the rgb colorspace CGColorSpaceRelease(colorSpace); if (mainViewContentContext==NULL) return NULL; //CGContextSetFillColorWithColor(mainViewContentContext, [[UIColor whiteColor] CGColor]); //CGContextFillRect(mainViewContentContext, CGRectMake(0, 0, targetSize.width, targetSize.height)); CGContextDrawImage(mainViewContentContext, CGRectMake(thumbnailPoint.x, thumbnailPoint.y, scaledWidth, scaledHeight), self.CGImage); // Create CGImageRef of the main view bitmap content, and then // release that bitmap context CGImageRef mainViewContentBitmapContext = CGBitmapContextCreateImage(mainViewContentContext); CGContextRelease(mainViewContentContext); CGImageRef maskImage = [[UIImage imageNamed:@"Mask.png"] CGImage]; CGImageRef resizedImage = CGImageCreateWithMask(mainViewContentBitmapContext, maskImage); CGImageRelease(mainViewContentBitmapContext); // convert the finished resized image to a UIImage UIImage *theImage = [UIImage imageWithCGImage:resizedImage]; // image is retained by the property setting above, so we can // release the original CGImageRelease(resizedImage); // return the image return theImage; }

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  • How can I determine if an image has loaded, using Javascript/jQuery?

    - by Kip
    I'm writing some Javascript to resize the large image to fit into the user's browser window. (I don't control the size of the source images unfortunately.) So something like this would be in the HTML: <img id="photo" src="a_really_big_file.jpg" alt="this is some alt text" title="this is some title text" /> Is there a way for me to determine if the src image in an img tag has been downloaded? I need this because I'm running into a problem if $(document).ready() is executed before the browser has loaded the image. $("#photo").width() and $("#photo").height() will return the size of the placeholder (the alt text). In my case this is something like 134 x 20. Right now I'm just checking if the photo's height is less than 150, and assuming that if so it is just alt text. But this is quite a hack, and it would break if a photo is less than 150 pixels tall (not likely in my particular case), or if the alt text is more than 150 pixels tall (could possibly happen on a small browser window). Edit: For anyone wanting to see the code: $(function() { var REAL_WIDTH = $("#photo").width(); var REAL_HEIGHT = $("#photo").height(); $(window).resize(adjust_photo_size); adjust_photo_size(); function adjust_photo_size() { if(REAL_HEIGHT < 150) { REAL_WIDTH = $("#photo").width(); REAL_HEIGHT = $("#photo").height(); if(REAL_HEIGHT < 150) { //image not loaded.. try again in a quarter-second setTimeout(adjust_photo_size, 250); return; } } var new_width = . . . ; var new_height = . . . ; $("#photo").width(Math.round(new_width)); $("#photo").height(Math.round(new_height)); } }); Update: Thanks for the suggestions. There is a risk of the event not being fired if I set a callback for the $("#photo").load event, so I have defined an onLoad event directly on the image tag. For the record, here is the code I ended up going with: <img id="photo" onload="photoLoaded();" src="a_really_big_file.jpg" alt="this is some alt text" title="this is some title text" /> Then in Javascript: //This must be outside $() because it may get called first var isPhotoLoaded = false; function photoLoaded() { isPhotoLoaded = true; } $(function() { //Hides scrollbars, so we can resize properly. Set with JS instead of // CSS so that page doesn't break with JS disabled. $("body").css("overflow", "hidden"); var REAL_WIDTH = -1; var REAL_HEIGHT = -1; $(window).resize(adjust_photo_size); adjust_photo_size(); function adjust_photo_size() { if(!isPhotoLoaded) { //image not loaded.. try again in a quarter-second setTimeout(adjust_photo_size, 250); return; } else if(REAL_WIDTH < 0) { //first time in this function since photo loaded REAL_WIDTH = $("#photo").width(); REAL_HEIGHT = $("#photo").height(); } var new_width = . . . ; var new_height = . . . ; $("#photo").width(Math.round(new_width)); $("#photo").height(Math.round(new_height)); } });

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  • UIImage rounded corners

    - by catlan
    I try to get rounded corners on a UIImage, what I read so far, the easiest way is to use a mask images. For this I used code from TheElements iPhone Example and some image resize code I found. My problem is that resizedImage is always nil and I don't find the error... - (UIImage *)imageByScalingProportionallyToSize:(CGSize)targetSize { CGSize imageSize = [self size]; float width = imageSize.width; float height = imageSize.height; // scaleFactor will be the fraction that we'll // use to adjust the size. For example, if we shrink // an image by half, scaleFactor will be 0.5. the // scaledWidth and scaledHeight will be the original, // multiplied by the scaleFactor. // // IMPORTANT: the "targetHeight" is the size of the space // we're drawing into. The "scaledHeight" is the height that // the image actually is drawn at, once we take into // account the ideal of maintaining proportions float scaleFactor = 0.0; float scaledWidth = targetSize.width; float scaledHeight = targetSize.height; CGPoint thumbnailPoint = CGPointMake(0,0); // since not all images are square, we want to scale // proportionately. To do this, we find the longest // edge and use that as a guide. if ( CGSizeEqualToSize(imageSize, targetSize) == NO ) { // use the longeset edge as a guide. if the // image is wider than tall, we'll figure out // the scale factor by dividing it by the // intended width. Otherwise, we'll use the // height. float widthFactor = targetSize.width / width; float heightFactor = targetSize.height / height; if ( widthFactor < heightFactor ) scaleFactor = widthFactor; else scaleFactor = heightFactor; // ex: 500 * 0.5 = 250 (newWidth) scaledWidth = width * scaleFactor; scaledHeight = height * scaleFactor; // center the thumbnail in the frame. if // wider than tall, we need to adjust the // vertical drawing point (y axis) if ( widthFactor < heightFactor ) thumbnailPoint.y = (targetSize.height - scaledHeight) * 0.5; else if ( widthFactor > heightFactor ) thumbnailPoint.x = (targetSize.width - scaledWidth) * 0.5; } CGContextRef mainViewContentContext; CGColorSpaceRef colorSpace; colorSpace = CGColorSpaceCreateDeviceRGB(); // create a bitmap graphics context the size of the image mainViewContentContext = CGBitmapContextCreate (NULL, targetSize.width, targetSize.height, 8, 0, colorSpace, kCGImageAlphaPremultipliedLast); // free the rgb colorspace CGColorSpaceRelease(colorSpace); if (mainViewContentContext==NULL) return NULL; //CGContextSetFillColorWithColor(mainViewContentContext, [[UIColor whiteColor] CGColor]); //CGContextFillRect(mainViewContentContext, CGRectMake(0, 0, targetSize.width, targetSize.height)); CGContextDrawImage(mainViewContentContext, CGRectMake(thumbnailPoint.x, thumbnailPoint.y, scaledWidth, scaledHeight), self.CGImage); // Create CGImageRef of the main view bitmap content, and then // release that bitmap context CGImageRef mainViewContentBitmapContext = CGBitmapContextCreateImage(mainViewContentContext); CGContextRelease(mainViewContentContext); CGImageRef maskImage = [[UIImage imageNamed:@"Mask.png"] CGImage]; CGImageRef resizedImage = CGImageCreateWithMask(mainViewContentBitmapContext, maskImage); CGImageRelease(mainViewContentBitmapContext); // convert the finished resized image to a UIImage UIImage *theImage = [UIImage imageWithCGImage:resizedImage]; // image is retained by the property setting above, so we can // release the original CGImageRelease(resizedImage); // return the image return theImage; }

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  • Tips for XNA WP7 Developers

    - by Michael B. McLaughlin
    There are several things any XNA developer should know/consider when coming to the Windows Phone 7 platform. This post assumes you are familiar with the XNA Framework and with the changes between XNA 3.1 and XNA 4.0. It’s not exhaustive; it’s simply a list of things I’ve gathered over time. I may come back and add to it over time, and I’m happy to add anything anyone else has experienced or learned as well. Display · The screen is either 800x480 or 480x800. · But you aren’t required to use only those resolutions. · The hardware scaler on the phone will scale up from 240x240. · One dimension will be capped at 800 and the other at 480; which depends on your code, but you cannot have, e.g., an 800x600 back buffer – that will be created as 800x480. · The hardware scaler will not normally change aspect ratio, though, so no unintended stretching. · Any dimension (width, height, or both) below 240 will be adjusted to 240 (without any aspect ratio adjustment such that, e.g. 200x240 will be treated as 240x240). · Dimensions below 240 will be honored in terms of calculating whether to use portrait or landscape. · If dimensions are exactly equal or if height is greater than width then game will be in portrait. · If width is greater than height, the game will be in landscape. · Landscape games will automatically flip if the user turns the phone 180°; no code required. · Default landscape is top = left. In other words a user holding a phone who starts a landscape game will see the first image presented so that the “top” of the screen is along the right edge of his/her phone, such that the natural behavior would be to turn the phone 90° so that the top of the phone will be held in the user’s left hand and the bottom would be held in the user’s right hand. · The status bar (where the clock, battery power, etc., are found) is hidden when the Game-derived class sets GraphicsDeviceManager.IsFullScreen = true. It is shown when IsFullScreen = false. The default value is false (i.e. the status bar is shown). · You should have a good reason for hiding the status bar. Users find it helpful to know what time it is, how much charge their battery has left, and whether or not their phone is in service range. This is especially true for casual games that you expect someone to play for a few minutes at a time, e.g. while waiting for some event to start, for a phone call to come in, or for a train, bus, or subway to arrive. · In portrait mode, the status bar occupies 32 pixels of space. This means that a game with a back buffer of 480x800 will be scaled down to occupy approximately 461x768 screen pixels. Setting the back buffer to 480x768 (or some resolution with the same 0.625 aspect ratio) will avoid this scaling. · In landscape mode, the status bar occupies 72 pixels of space. This means that a game with a back buffer of 800x480 will be scaled down to occupy approximately 728x437 screen pixels. Setting the back buffer to 728x480 (or some resolution with the same 1.51666667 aspect ratio) will avoid this scaling. Input · Touch input is scaled with screen size. · So if your back buffer is 600x360, a tap in the bottom right corner will come in as (599,359). You don’t need to do anything special to get this automatic scaling of touch behavior. · If you do not use full area of the screen, any touch input outside the area you use will still register as a touch input. For example, if you set a portrait resolution of 240x240, it would be scaled up to occupy a 480x480 area, centered in the screen. If you touch anywhere above this area, you will get a touch input of (X,0) where X is a number from 0 to 239 (in accordance with your 240 pixel wide back buffer). Any touch below this area will give a touch input of (X,239). · If you keep the status bar visible, touches within its area will not be passed to your game. · In general, a screen measurement is the diagonal. So a 3.5” screen is 3.5” long from the bottom right corner to the top left corner. With an aspect ratio of 0.6 (480/800 = 0.6), this means that a phone with a 3.5” screen is only approximately 1.8” wide by 3” tall. So there are approximately 267 pixels in an inch on a 3.5” screen. · Again, this time in metric! 3.5 inches is approximately 8.89 cm. So an 8.89 cm screen is 8.89 cm long from the bottom right corner to the top left corner. With an aspect ratio of 0.6, this means that a phone with an 8.89 cm screen is only approximately 4.57 cm wide by 7.62 cm tall. So there are approximately 105 pixels in a centimeter on an 8.89 cm screen. · Think about the size of your finger tip. If you do not have large hands, think about the size of the fingertip of someone with large hands. Consider that when you are sizing your touch input. Especially consider that when you are spacing two touch targets near one another. You need to judge it for yourself, but items that are next to each other and are each 100x100 should be fine when it comes to selecting items individually. Smaller targets than that are ok provided that you leave space between them. · You want your users to have a pleasant experience. Making touch controls too small or too close to one another will make them nervous about whether they will touch the right target. Take this into account when you plan out your game initially. If possible, do some quick size mockups on an actual phone using colored rectangles that you position and size where you plan to have your game controls. Adjust as necessary. · People do not have transparent hands! Nor are their hands the size of a mouse pointer icon. Consider leaving a dedicated space for input rather than forcing the user to cover up to one-third of the screen with a finger just to play the game. · Another benefit of designing your controls to use a dedicated area is that you’re less likely to have players moving their finger(s) so frantically that they accidentally hit the back button, start button, or search button (many phones have one or more of these on the screen itself – it’s easy to hit one by accident and really annoying if you hit, e.g., the search button and then quickly tap back only to find out that the game didn’t save your progress such that you just wasted all the time you spent playing). · People do not like doing somersaults in order to move something forward with accelerometer-based controls. Test your accelerometer-based controls extensively and get a lot of feedback. Very well-known games from noted publishers have created really bad accelerometer controls and been virtually unplayable as a result. Also be wary of exceptions and other possible failures that the documentation warns about. · When done properly, the accelerometer can add a nice touch to your game (see, e.g. ilomilo where the accelerometer was used to move the background; it added a nice touch without frustrating the user; I also think CarniVale does direct accelerometer controls very well). However, if done poorly, it will make your game an abomination unto the Marketplace. Days, weeks, perhaps even months of development time that you will never get back. I won’t name names; you can search the marketplace for games with terrible reviews and you’ll find them. Graphics · The maximum frame rate is 30 frames per second. This was set as a compromise between battery life and quality. · At least one model of phone is known to have a screen refresh rate that is between 59 and 60 hertz. Because of this, using a fixed time step with a target frame rate of 30 will cause a slight internal delay to build up as the framework is forced to wait slightly for the next refresh. Eventually the delay will get to the point where a draw is skipped in order to recover from the delay. (See Nick's comment below for clarification.) · To deal with that delay, you can either stay with a fixed time step and set the frame rate slightly lower or else you can go to a variable time step and make sure to adjust all of your update data (e.g. player movement distance) to take into account the elapsed time from the last update. A variable time step makes your update logic slightly more complicated but will avoid frame skips entirely. · Currently there are no custom shaders. This might change in the future (there is no hardware limitation preventing it; it simply wasn’t a feature that could be implemented in the time available before launch). · There are five built-in shaders. You can create a lot of nice effects with the built-in shaders. · There is more power on the CPU than there is on the GPU so things you might typically off-load to the GPU will instead make sense to do on the CPU side. · This is a phone. It is not a PC. It is not an Xbox 360. The emulator runs on a PC and uses the full power of your PC. It is very good for testing your code for bugs and doing early prototyping and layout. You should not use it to measure performance. Use actual phone hardware instead. · There are many phone models, each of which has slightly different performance levels for I/O, screen blitting, CPU performance, etc. Do not take your game right to the performance limit on your phone since for some other phones you might be crossing their limits and leaving players with a bad experience. Leave a cushion to account for hardware differences. · Smaller screened phones will have slightly more dots per inch (dpi). Larger screened phones will have slightly less. Either way, the dpi will be much higher than the typical 96 found on most computer screens. Make sure that whoever is doing art for your game takes this into account. · Screens are only required to have 16 bit color (65,536 colors). This is common among smart phones. Using gradients on a 16 bit display can produce an ugly artifact known as banding. Banding is when, rather than a smooth transition from one color to another, you instead see distinct lines. Be careful to avoid this when possible. Banding can be avoided through careful art creation. Its effects can be minimized and even unnoticeable when the texture in question is always moving. You should be careful not to rely on “looks good on my phone” since some phones do have 32-bit displays and thus you’ll find yourself wondering why you’re getting bad reviews that complain about the graphics. Avoid gradients; if you can’t, make sure they are 16-bit safe. Audio · Never rely on sounds as your sole signal to the player that something is happening in the game. They might have the sound off. They might be playing somewhere loud. Etc. · You have to provide controls to disable sound & music. These should be separate. · On at least one model of phone, the volume control API currently has no effect. Players can adjust sound with their hardware volume buttons, but in game selectors simply won’t work. As such, it may not be worth the effort of providing anything beyond on/off switches for sound and music. · MediaPlayer.GameHasControl will return true when a game is hooked up to a PC running Zune. When Zune is running, any attempts to do anything (beyond check GameHasControl) with MediaPlayer will cause an exception to be thrown. If this exception is thrown, catch it and disable music. Exceptions take time to propagate; you don’t want one popping up in every single run of your game’s Update method. · Remember that players can already be listening to music or using the FM radio. In this case GameHasControl will be false and you should handle this appropriately. You can, alternately, ask the player for permission to stop their current music and play your music instead, but the (current) requirement that you restore their music when done is very hard (if not impossible) to deal with. · You can still play sound effects even when the game doesn’t have control of the music, but don’t think this is a backdoor to playing music. Your game will fail certification if your “sound effect” seems to be more like music in scope and length.

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  • Validating form dropdown in CodeIgniter

    - by Gaz
    Hi, I am using CodeIgniter's form helper and form validation library to build my forms. I'm having trouble making the dropdown 'sticky' and also finding appropriate validation rules. This is how I'm populating the drodown: foreach($events as $event){ $options[$event->event_title] = $event->event_title; } $firstItem = '<option>Please select one...</option>'; echo form_dropdown('events', $options, '', $firstItem); This is building the options from events stored in the database. The form looks fine and is populating tall the fields correctly. Hwoever, when I come to submit the form, the dropdown isn't holding onto the value selected? Also, how should I validate it, I want to make it required but I also want to make sure that I dont except the first option in the dropdown 'Please select one...' Thanks in advance. Cheers, Gaz

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  • CSS: Setting width/height as Percentage minus pixels

    - by Mega Matt
    Hi all, I've seen this question asked in a couple other contexts on SO, but I thought it would be worth asking again for my particular case. I'm trying to create some re-usable CSS classes for more consistency and less clutter on my site, and I'm stuck on trying to standardize one thing I use frequently. I have a container div that I don't want to set the height for (because it will vary depending on where on the site it is), and inside it is a header div, and then an unordered list of items, all with CSS applied to them. It looks a lot like this: I want the unordered list to take up the remaining room in the container div, knowing that the header div is 18px tall. I just don't know how to specify the list's height as "the result of 100% minus 18px". Does anyone have any advice in this situation? Thanks very much.

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  • What resolution should my Android splash screens be?

    - by Dan Fabulich
    I'm creating a splash screen that will display while my Android application loads. I'd like to create it at the correct size so Android won't auto-scale it up or down to fit the screen. But there are at least three important screen sizes I care about: 320x480, 480x854 (Droid), and 480x800 (Nexus One). I've read the documentation on supporting multiple screen sizes, but I still don't see how I'm supposed to configure different splash screens for Droid/Nexus one (they're both "hdpi" resources as far as Android is concerned), and I don't know exactly how large my splash screen should be in any case. (How tall is the OS title bar/menu in Droid? N1?) What size should I make these images, and how do I tell Android to use the correct size on a given screen?

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  • Watir with IronRuby!

    - by azamsharp
    Has anyone used Watir with IronRuby successfully? I am getting an error that the required file 'Watir' was not found. What path do I need to set to get this file to work in IronRuby? For some reason my igem command is not working: C:\DevTools\IronRuby\ironruby\Merlin\Main\Languages\Ruby\Scripts\binigem instal l watir '"C:\DevTools\IronRuby\ironruby\Merlin\Main\Languages\Ruby\Scripts\bin\ir.exe"' is not recognized as an internal or external command, operable program or batch file. I am using 0.9 version of Ironruby. I remember that in 0.9 you have to indicate the ir tool: I used the following and got the error again! C:\DevTools\IronRuby\ironruby\Merlin\Main\Languages\Ruby\Scripts\binir igem ins tall watir ERROR: While executing gem ... (RangeError) bignum too big to convert into Fixnum The current version of RubyGems is 1.3.5: C:\DevTools\IronRuby\ironruby\Merlin\Main\Languages\Ruby\Scripts\binir igem -v 1.3.5 I even tried using the full path: require File.dirname(__FILE__) + "C:/ruby/lib/ruby/gems/1.8/gems/commonwatir-1.6.2/lib/watir.rb"

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  • css: background-image for tag img doesn't work in IE

    - by Syom
    i have the following script css: img { background-image:url("man.png"); background-repeat:no-repeat; padding-top:6px; padding-bottom:60px; padding-left:10px; padding-right:10px; margin-right:5px; border: 0; } it works fine in all browsers, but in IE doesn't. could you tall me why? thanks

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  • css: background-image for tag img doesnt't work in IE

    - by Syom
    i have the following script css: img { background-image:url("man.png"); background-repeat:no-repeat; padding-top:6px; padding-bottom:60px; padding-left:10px; padding-right:10px; margin-right:5px; border: 0; } it works fine in all browsers, but in IE doesn't. could you tall me why? thanks

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  • Android TranslateAnimation after scrollTo() = undrawn view

    - by user293354
    This might be a "duh" question but I'm going to go ahead and ask it anyway. I have an oversized (bigger than the screen) RelativeLayout, and I'm using swipes to start a TranslateAnimation from viewing one part of the layout to another. Say for instance the layout is two screen wide and two screens tall. After the nice animation to shift the screen, I was using View.scrollTo() to set the new position. This works fine going from the first screen (top left at 0,0) to one of the others. When I swipe to animate back to the first screen though, because the View.scrollTo() invalidated that part of the layout (I assume), that part of the layout is all black as I animate through it. I tried a couple things to get it to redraw itself after the scrollTo() but haven't had any luck, so I figured I'd ask here. thanks! joe d

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  • How to troubleshoot deallocation of object in uitableview?

    - by 4thSpace
    I have a table view with tall cells. About 300 in height. The cells are custom and have an associated nib. In cellForRowAtIndexPath, I access an object in an array using indexPath.row. The object has properties, which I assign to labels on the custom cell. This works fine for the first two cells. Once I scroll enough for the third cell to get created, the app crashes. I have NSZombieEnabled set and here is the output: 2010-04-19 21:48:13.360 MyApp[54463:207] *** -[CALayer release]: message sent to deallocated instance 0xfc4e50 (gdb) continue 2010-04-19 21:48:18.382 MyApp[54463:207] *** NSInvocation: warning: object 0xfc4e50 of class '_NSZombie_CALayer' does not implement methodSignatureForSelector: -- trouble ahead 2010-04-19 21:48:18.383 MyApp[54463:207] *** NSInvocation: warning: object 0xfc4e50 of class '_NSZombie_CALayer' does not implement doesNotRecognizeSelector: -- abort (gdb) continue Program received signal: “EXC_BAD_ACCESS”. (gdb) I'm not sure what is deallocated. How can I trace this to the source?

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  • Setting height of a relatively positioned DIV

    - by Salman A
    I have following HTML+CSS markup: <div id="protofade" style="position: relative;"> <div style="position: absolute;"><img src="slide-01.jpg"></div> <div style="position: absolute;"><img src="slide-02.jpg"></div> <div style="position: absolute;"><img src="slide-03.jpg"></div> </div> Notice that the slides are absolute-positioned inside a relative-positioned element so that the top-left corners of all slides are aligned together. All slides are equal height, but the height is not pre-determined hence this problem: the "protofade" div does not have a height. Is there any CSS trick that can make this div as tall as the first slide without explicitly specifying height: NNpx.

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  • Graph databases and Php

    - by stagas
    I want to use a graph database using php. Can you point out some resources on where to get started? Is there any example code / tutorial out there? Or are there any other methods of storing data that relate to each other in totally random/abstract situations? Very abstract example of the relations needed: John relates to Mary, both relate to School, John is Tall, Mary is Short, John has Blue Eyes, Mary has Green Eyes, query I want is which people are related to 'Short people that have Green Eyes and go to School' - answer John It is possible in MySQL but it would require a fixed set of attributes/columns for each item and a complex non-flexible query, instead I need every attribute to be an item by itself and instead of 'belonging' to something, to be 'related' to something.

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  • Programmatically Centering UIViews

    - by David Foster
    I've seen a bunch of similar questions to this, but nothing seems to be completely what I'm looking for. Do forgive me if I have missed the solution answered in another question, though! Right. I have a view. 160 pixels both tall and wide. I know that this view is going to be used as a subview, and I know that it always needs to be centered about both axis in whatever situation it's used. If defining the view programmatically, how can I be sure that it is always perfectly centered, horizontally and vertically, relative to its superview? So far, all I have is this simple code: - (void)loadView { self.view = [[UIView alloc] initWithFrame:CGRectMake(80, 150, 160, 160)]; self.view.backgroundColor = [UIColor greenColor]; self.view.autoresizingMask = (UIViewAutoresizingFlexibleLeftMargin | UIViewAutoresizingFlexibleRightMargin | UIViewAutoresizingFlexibleTopMargin | UIViewAutoresizingFlexibleBottomMargin); [self.view release]; } This does the centralization, but only in the simplest of cases. Any insight is greatly appreciated.

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  • CSS3 gradient background set on body doesn't stretch but instead repeats?

    - by John Isaacks
    ok say the content inside the <body> totals 300px high. If I set the background of my <body> using -webkit-gradient or -moz-linear-gradient Then I maximize my window (or just make it taller than 300px) the gradient will be exactly 300px tall (the height of the content) and just repeat to fill the rest of the window. I am assuming this is not a bug since it is the same in both webkit and gecko. But is there a way to make the gradient stretch to fill the window instead of repeat?

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  • Textbox height in a small browser window

    - by Fritz H
    Hi folks, I have here a peculiar problem. We have a RAP application intended for use on a PDA/phone, but when it is displayed in a small browser window, all the textboxes on the form(s) are too tall (around twice the height they should be). I've stepped through the code (The form is using GridLayout, number of columns=1, make columns equal=false) and have found that the TextSizeDetermination.getCharHeight() method returns an incorrect font size if the browser window is too small - 13px if the window is large, 26px (exactly double) if the window is too small. Interestingly enough, it seems that if the window is too small, probeStore.containsProbeResult(font) in that method returns true and uses probeStore.getProbeResult(...).getSize().y for the font size. Otherwise, if the window is larger, it returns false and uses TextSizeEstimation.getCharHeight(...). Does anyone have a pointer or two for getting around this? Dialog with a properly-sized window: Dialog with a small window:

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  • Need help making row of buttons consistent

    - by oliverghingold
    I'm making my first website, and I'm trying to make variable-sized buttons so they'll render correctly on low resolution (read: mobile) browsers. Currently I just have the usual rollover image solution (185 pixels wide by 37 tall if anybody cares), but when I preview the site in low resolution it looks, predictably enough, like complete crap (more specifically they don't have room so they arrange vertically instead of horizontally and take up a huge amount of screen real estate). Semi-related, is there a way to overlay text on a button without saving separate images, each with the correct text? Just using a single template for buttons and then deciding what text goes on it as it's needed? tl;dr: I'm trying to get a horizontal lineup of buttons for navigating my website, but I'm a noob and I can't do it right without your generous assistance.

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  • Fixed header and footers gotchas and suggestion

    - by Salman A
    I am planning to revamp my blog layout and this time I plan to have position: fixed headers and footers, both will be ~40px tall. The header will contain the logo and search buttons, the footer is going to contain lots of items such as subscribe buttons, related posts, jump to top/comments/bottom buttons and so on (list is not finalized). Before I jump into this I am wondering if someone can tell me if its a good idea or not. And I'd also appreciate if you can point out best-practices and gotchas. The footer will contain facebook chat style popup for related posts and some other features so I am also wondering if its going to work with this layout. There will be ads too so this leaves me worrying if its possible to have a the header laying on top of ads (specially flash ads). Links to sample layouts will be appreciated.

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  • Free (as in beer) Reverse Image Search API/Library/Service

    - by Bauer
    TinEye provides a great way to "reverse" search by image (i.e. upload/transload an image and have multiple possible sources of that image returned as results.) Since screen-scraping is messy and unreliable, I'm looking for a free API/library/web-service that could offer the same (or similar) reverse-image search function. At present, TinEye offers a commercial API, but since I'll only be using the service for small personal projects, it's hard to justify the cost of the service (the lowest being 1,000 searches for $70 USD). Is anyone aware of such a free service? Or is there a simpler way to approach this (programmatic solution; any language)? I understand that this is a tall order, and submitting the question is really only a last resort in the hope that there is some solution. Example image search is 99designs' StackOverflow logo competition entry by wolv

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  • How do I prevent a font from extending off the top of a textbox?

    - by David Ellis
    I'm using a barcode font (IDAutomationMC39H) in an SSRS 2005 report I'm developing, and while it renders fine in the preview in BIDS, if I export the results to PDF, print the results, or do any of the above (including preview) in Report Manager, the barcode font is extending off the top of the textbox. The barcode itself is nearly 20px tall, even at only a 12pt size. I've tried changing the CanGrow value for the textbox, but it seems that even with that set off the barcode isn't pushing the bottom edge of the textbox downwards, it's simply extending over the top of the box. I've also tried resizing the textbox to allow it to contain the entire height of the font, but even with the VerticalAlign set to Bottom the barcode still sticks to the top of the textbox and overflows out the top. See screenshot here: http://bit.ly/9UfycP Does anyone know how to force the font to be bound by the top of the box, instead of overlapping it?

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