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  • how to place last div into right top corner of partent div? (css)

    - by Radek
    can I somehow using css place the block2 in right top corner of block1? Note that block2 must be the (very) last inside html code of block1 or it could be placed after block1. I cannot make it the first element in block1 <html> <head> <style type="text/css"> .block1 {color:red;width:100px;border:1px solid green;} .block2 {color:blue;width:70px;border:2px solid black;position:relative;} </style> </head> <body> <div class='block1'> <p>text</p> <p>text2</p> <div class='block2'>block2</DIV> </div> </body> </html>

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  • How can I move the close button to the top-right corner of the box in slimbox (jQuery)

    - by janoChen
    I want to have my button in the top-right corner, I tried position: absolute, but I think the position of the box is not relative so I can't use top: 0;. Any suggestions? CSS: /* SLIMBOX */ #lbOverlay { position: fixed; z-index: 9999; left: 0; top: 0; width: 100%; height: 100%; background-color: #000; cursor: pointer; } #lbCenter, #lbBottomContainer { position: absolute; z-index: 9999; overflow: hidden; background-color: #fff; } .lbLoading { background: #fff url(slimbox2/loading.gif) no-repeat center; } #lbImage { position: absolute; left: 0; top: 0; border: 10px solid #fff; background-repeat: no-repeat; } #lbPrevLink, #lbNextLink { display: block; position: absolute; top: 0; width: 50%; outline: none; } #lbPrevLink { left: 0; } #lbPrevLink:hover { background: transparent url(slimbox2/prevlabel.gif) no-repeat 0 15%; } #lbNextLink { right: 0; } #lbNextLink:hover { background: transparent url(slimbox2/nextlabel.gif) no-repeat 100% 15%; } #lbBottom { font-family: Verdana, Arial, Geneva, Helvetica, sans-serif; font-size: 10px; color: #666; line-height: 1.4em; text-align: left; border: 10px solid #fff; border-top-style: none; } #lbCloseLink { display: block; float: right; width: 31px; height: 32px; background: transparent url(slimbox2/closelabel.gif) no-repeat center; margin: 5px 0; outline: none; } #lbCloseLink:hover { background: transparent url(slimbox2/closelabel_hover.gif) no-repeat center; border-bottom: 0px; } #lbCaption, #lbNumber { margin-right: 71px; } #lbCaption { font-weight: bold; }

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  • How do I set the rounded corner radius of a color drawable using xml?

    - by Jay Askren
    On the android website, there is a section about color drawables. Defining these drawables in xml looks like this: <resources> <drawable name="solid_red">#f00</drawable> <drawable name="solid_blue">#0000ff</drawable> <drawable name="solid_green">#f0f0</drawable> </resources> In the java api, they have thr following method to define rounded corners: setCornerRadius(float radius) Is there a way to set the rounded corners in the xml?

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  • PHP : How to add a clickable logo on below right corner on a flash video player?

    - by kishore
    Hi all, I have a code as shown below var so = new SWFObject('http://montsmile.com/jwplayer/player.swf','mpl','480','380','8'); so.addParam('allowscriptaccess','always'); so.addParam('allowfullscreen','true'); so.addVariable('height','310'); so.addVariable('width','470'); so.addVariable('file','http://localhost:81/newtip/'); so.addVariable('logo','http://localhost:81/newtip/ffmpeg/logo2.jpg'); //so.addVariable("logoPosition", "bottom_left"); so.addVariable("ClickURL", "http://www.google.com"); so.addVariable('captions','/upload/corrie.xml'); so.addVariable('link',''); so.addVariable('linkfromdisplay','true'); so.addVariable('linktarget','_blank'); so.addVariable('searchbar','false'); so.addVariable('skin','http://montsmile.com/jwplayer/player.swf'); so.write('player'); It is displaying the logo on the player. but when i click the logo it does not going to the target page. I want to make the logo as clickable. Please help me on this Thanks in advance...

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  • Transformation matrix that maps a window

    - by gbhall
    I'm currently learning OpenGL at uni, and they give us questions to help us learn (these are not worth anything), however I'm stuck on this one question and would have to travel over an hour and a half to uni for an answer. How do I do this question? Please include as many steps as you can, I want to be able to follow exactly how to do this. Find the transformation that maps a window whose lower left corner is at (1,1) and upper right corner is at (3,5) onto: The entire device screen whose dimension is (600, 500) A viewport that has lower left corner at (100,100) and upper right corner at (400,400) Edit: Damn sorry I should have added I am meant to find the matrix, so no code.

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  • PHP image resize and rounded image corners dynamically

    - by Dan
    I'm working of a script that dynamically ads rounded edges to an image then crops it down to a certain size. At the moment the script ads the rounded edges to the picture but i cannot get it so the original image is resized to fit within the dimensons of the final outputted image (140px x 120px) The problem is that the orginal uploaded image depending on it's orginal dimensions change the size it is in the final PNG { $image_file = $_FILES['image']['tmp_name']; $corner_radius = isset($_GET['radius']) ? $_GET['radius'] : 20; // The default corner radius is set to 20px $topleft = (isset($_GET['topleft']) and $_GET['topleft'] == "no") ? false : true; // Top-left rounded corner is shown by default $bottomleft = (isset($_GET['bottomleft']) and $_GET['bottomleft'] == "no") ? false : true; // Bottom-left rounded corner is shown by default $bottomright = (isset($_GET['bottomright']) and $_GET['bottomright'] == "no") ? false : true; // Bottom-right rounded corner is shown by default $topright = (isset($_GET['topright']) and $_GET['topright'] == "no") ? false : true; // Top-right rounded corner is shown by default $imagetype=$_FILES['image']['type']; $endsize=$corner_radius; $startsize=$endsize*3-1; $arcsize=$startsize*2+1; if (($imagetype=='image/jpeg') or ($imagetype=='jpg')) { $image = imagecreatefromjpeg($image_file); } else { if (($imagetype=='GIF') or ($imagetype=='gif')) { $image = imagecreatefromgif($image_file); } else { $image = imagecreatefrompng($image_file); } } $forecolor ='#ffffff'; $size = getimagesize($image_file); // Top-left corner $background = imagecreatetruecolor($size[0],$size[1]); imagecopymerge($background, $image, 0, 0, 0, 0, $size[0], $size[1], 100); $startx=$size[0]*2-1; $starty=$size[1]*2-1; $im_temp = imagecreatetruecolor($startx,$starty); imagecopyresampled($im_temp, $background, 0, 0, 0, 0, $startx, $starty, $size[0], $size[1]); $bg = imagecolorallocate($im_temp, 255,255,255); $fg = imagecolorallocate($im_temp, 255,255,255); if ($topleft == true) { if(!imagearc($im_temp, $startsize, $startsize, $arcsize, $arcsize, 180,270,$bg))echo "nope"; imagefilltoborder($im_temp,0,0,$bg,$bg); } // Bottom-left corner // Top-right corner if ($topright == true) { imagearc($im_temp, $startx-$startsize, $startsize,$arcsize, $arcsize, 270,360,$bg); imagefilltoborder($im_temp,$startx,0,$bg,$bg); } $image = imagecreatetruecolor(140,120); imagecopyresampled($image, $im_temp, 0, 0, 0, 0, $size[0],$size[1],$starty+1310,$startx+1500); // Output final image if(!imagepng($image,'hello.png')) echo "boo"; if(!imagedestroy($image)) echo "2"; if(!imagedestroy($background)) echo "3"; if(!imagedestroy($im_temp)) echo "4"; } EDIT: My question is how to get the orginal image reized so it fits into the 140 x 120 image that is processed with the rounded edges?

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  • Simplex Noise Help

    - by Alex Larsen
    Im Making A Minecraft Like Gae In XNA C# And I Need To Generate Land With Caves This Is The Code For Simplex I Have /// <summary> /// 1D simplex noise /// </summary> /// <param name="x"></param> /// <returns></returns> public static float Generate(float x) { int i0 = FastFloor(x); int i1 = i0 + 1; float x0 = x - i0; float x1 = x0 - 1.0f; float n0, n1; float t0 = 1.0f - x0 * x0; t0 *= t0; n0 = t0 * t0 * grad(perm[i0 & 0xff], x0); float t1 = 1.0f - x1 * x1; t1 *= t1; n1 = t1 * t1 * grad(perm[i1 & 0xff], x1); // The maximum value of this noise is 8*(3/4)^4 = 2.53125 // A factor of 0.395 scales to fit exactly within [-1,1] return 0.395f * (n0 + n1); } /// <summary> /// 2D simplex noise /// </summary> /// <param name="x"></param> /// <param name="y"></param> /// <returns></returns> public static float Generate(float x, float y) { const float F2 = 0.366025403f; // F2 = 0.5*(sqrt(3.0)-1.0) const float G2 = 0.211324865f; // G2 = (3.0-Math.sqrt(3.0))/6.0 float n0, n1, n2; // Noise contributions from the three corners // Skew the input space to determine which simplex cell we're in float s = (x + y) * F2; // Hairy factor for 2D float xs = x + s; float ys = y + s; int i = FastFloor(xs); int j = FastFloor(ys); float t = (float)(i + j) * G2; float X0 = i - t; // Unskew the cell origin back to (x,y) space float Y0 = j - t; float x0 = x - X0; // The x,y distances from the cell origin float y0 = y - Y0; // For the 2D case, the simplex shape is an equilateral triangle. // Determine which simplex we are in. int i1, j1; // Offsets for second (middle) corner of simplex in (i,j) coords if (x0 > y0) { i1 = 1; j1 = 0; } // lower triangle, XY order: (0,0)->(1,0)->(1,1) else { i1 = 0; j1 = 1; } // upper triangle, YX order: (0,0)->(0,1)->(1,1) // A step of (1,0) in (i,j) means a step of (1-c,-c) in (x,y), and // a step of (0,1) in (i,j) means a step of (-c,1-c) in (x,y), where // c = (3-sqrt(3))/6 float x1 = x0 - i1 + G2; // Offsets for middle corner in (x,y) unskewed coords float y1 = y0 - j1 + G2; float x2 = x0 - 1.0f + 2.0f * G2; // Offsets for last corner in (x,y) unskewed coords float y2 = y0 - 1.0f + 2.0f * G2; // Wrap the integer indices at 256, to avoid indexing perm[] out of bounds int ii = i % 256; int jj = j % 256; // Calculate the contribution from the three corners float t0 = 0.5f - x0 * x0 - y0 * y0; if (t0 < 0.0f) n0 = 0.0f; else { t0 *= t0; n0 = t0 * t0 * grad(perm[ii + perm[jj]], x0, y0); } float t1 = 0.5f - x1 * x1 - y1 * y1; if (t1 < 0.0f) n1 = 0.0f; else { t1 *= t1; n1 = t1 * t1 * grad(perm[ii + i1 + perm[jj + j1]], x1, y1); } float t2 = 0.5f - x2 * x2 - y2 * y2; if (t2 < 0.0f) n2 = 0.0f; else { t2 *= t2; n2 = t2 * t2 * grad(perm[ii + 1 + perm[jj + 1]], x2, y2); } // Add contributions from each corner to get the final noise value. // The result is scaled to return values in the interval [-1,1]. return 40.0f * (n0 + n1 + n2); // TODO: The scale factor is preliminary! } public static float Generate(float x, float y, float z) { // Simple skewing factors for the 3D case const float F3 = 0.333333333f; const float G3 = 0.166666667f; float n0, n1, n2, n3; // Noise contributions from the four corners // Skew the input space to determine which simplex cell we're in float s = (x + y + z) * F3; // Very nice and simple skew factor for 3D float xs = x + s; float ys = y + s; float zs = z + s; int i = FastFloor(xs); int j = FastFloor(ys); int k = FastFloor(zs); float t = (float)(i + j + k) * G3; float X0 = i - t; // Unskew the cell origin back to (x,y,z) space float Y0 = j - t; float Z0 = k - t; float x0 = x - X0; // The x,y,z distances from the cell origin float y0 = y - Y0; float z0 = z - Z0; // For the 3D case, the simplex shape is a slightly irregular tetrahedron. // Determine which simplex we are in. int i1, j1, k1; // Offsets for second corner of simplex in (i,j,k) coords int i2, j2, k2; // Offsets for third corner of simplex in (i,j,k) coords /* This code would benefit from a backport from the GLSL version! */ if (x0 >= y0) { if (y0 >= z0) { i1 = 1; j1 = 0; k1 = 0; i2 = 1; j2 = 1; k2 = 0; } // X Y Z order else if (x0 >= z0) { i1 = 1; j1 = 0; k1 = 0; i2 = 1; j2 = 0; k2 = 1; } // X Z Y order else { i1 = 0; j1 = 0; k1 = 1; i2 = 1; j2 = 0; k2 = 1; } // Z X Y order } else { // x0<y0 if (y0 < z0) { i1 = 0; j1 = 0; k1 = 1; i2 = 0; j2 = 1; k2 = 1; } // Z Y X order else if (x0 < z0) { i1 = 0; j1 = 1; k1 = 0; i2 = 0; j2 = 1; k2 = 1; } // Y Z X order else { i1 = 0; j1 = 1; k1 = 0; i2 = 1; j2 = 1; k2 = 0; } // Y X Z order } // A step of (1,0,0) in (i,j,k) means a step of (1-c,-c,-c) in (x,y,z), // a step of (0,1,0) in (i,j,k) means a step of (-c,1-c,-c) in (x,y,z), and // a step of (0,0,1) in (i,j,k) means a step of (-c,-c,1-c) in (x,y,z), where // c = 1/6. float x1 = x0 - i1 + G3; // Offsets for second corner in (x,y,z) coords float y1 = y0 - j1 + G3; float z1 = z0 - k1 + G3; float x2 = x0 - i2 + 2.0f * G3; // Offsets for third corner in (x,y,z) coords float y2 = y0 - j2 + 2.0f * G3; float z2 = z0 - k2 + 2.0f * G3; float x3 = x0 - 1.0f + 3.0f * G3; // Offsets for last corner in (x,y,z) coords float y3 = y0 - 1.0f + 3.0f * G3; float z3 = z0 - 1.0f + 3.0f * G3; // Wrap the integer indices at 256, to avoid indexing perm[] out of bounds int ii = i % 256; int jj = j % 256; int kk = k % 256; // Calculate the contribution from the four corners float t0 = 0.6f - x0 * x0 - y0 * y0 - z0 * z0; if (t0 < 0.0f) n0 = 0.0f; else { t0 *= t0; n0 = t0 * t0 * grad(perm[ii + perm[jj + perm[kk]]], x0, y0, z0); } float t1 = 0.6f - x1 * x1 - y1 * y1 - z1 * z1; if (t1 < 0.0f) n1 = 0.0f; else { t1 *= t1; n1 = t1 * t1 * grad(perm[ii + i1 + perm[jj + j1 + perm[kk + k1]]], x1, y1, z1); } float t2 = 0.6f - x2 * x2 - y2 * y2 - z2 * z2; if (t2 < 0.0f) n2 = 0.0f; else { t2 *= t2; n2 = t2 * t2 * grad(perm[ii + i2 + perm[jj + j2 + perm[kk + k2]]], x2, y2, z2); } float t3 = 0.6f - x3 * x3 - y3 * y3 - z3 * z3; if (t3 < 0.0f) n3 = 0.0f; else { t3 *= t3; n3 = t3 * t3 * grad(perm[ii + 1 + perm[jj + 1 + perm[kk + 1]]], x3, y3, z3); } // Add contributions from each corner to get the final noise value. // The result is scaled to stay just inside [-1,1] return 32.0f * (n0 + n1 + n2 + n3); // TODO: The scale factor is preliminary! } private static byte[] perm = new byte[512] { 151,160,137,91,90,15, 131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23, 190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33, 88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,134,139,48,27,166, 77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,55,46,245,40,244, 102,143,54, 65,25,63,161, 1,216,80,73,209,76,132,187,208, 89,18,169,200,196, 135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,250,124,123, 5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,189,28,42, 223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167, 43,172,9, 129,22,39,253, 19,98,108,110,79,113,224,232,178,185, 112,104,218,246,97,228, 251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239,107, 49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,150,254, 138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180, 151,160,137,91,90,15, 131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23, 190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33, 88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,134,139,48,27,166, 77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,55,46,245,40,244, 102,143,54, 65,25,63,161, 1,216,80,73,209,76,132,187,208, 89,18,169,200,196, 135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,250,124,123, 5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,189,28,42, 223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167, 43,172,9, 129,22,39,253, 19,98,108,110,79,113,224,232,178,185, 112,104,218,246,97,228, 251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239,107, 49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,150,254, 138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180 }; private static int FastFloor(float x) { return (x > 0) ? ((int)x) : (((int)x) - 1); } private static float grad(int hash, float x) { int h = hash & 15; float grad = 1.0f + (h & 7); // Gradient value 1.0, 2.0, ..., 8.0 if ((h & 8) != 0) grad = -grad; // Set a random sign for the gradient return (grad * x); // Multiply the gradient with the distance } private static float grad(int hash, float x, float y) { int h = hash & 7; // Convert low 3 bits of hash code float u = h < 4 ? x : y; // into 8 simple gradient directions, float v = h < 4 ? y : x; // and compute the dot product with (x,y). return ((h & 1) != 0 ? -u : u) + ((h & 2) != 0 ? -2.0f * v : 2.0f * v); } private static float grad(int hash, float x, float y, float z) { int h = hash & 15; // Convert low 4 bits of hash code into 12 simple float u = h < 8 ? x : y; // gradient directions, and compute dot product. float v = h < 4 ? y : h == 12 || h == 14 ? x : z; // Fix repeats at h = 12 to 15 return ((h & 1) != 0 ? -u : u) + ((h & 2) != 0 ? -v : v); } private static float grad(int hash, float x, float y, float z, float t) { int h = hash & 31; // Convert low 5 bits of hash code into 32 simple float u = h < 24 ? x : y; // gradient directions, and compute dot product. float v = h < 16 ? y : z; float w = h < 8 ? z : t; return ((h & 1) != 0 ? -u : u) + ((h & 2) != 0 ? -v : v) + ((h & 4) != 0 ? -w : w); } This Is My World Generation Code 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(); } And This Is A Example Of How I Set Blocks Block b = new Block(); b.BlockType = = Block.BlockTypes.Air; This Is A Example Of How I Set Models foreach (Block b in MyWorld) { switch(b.BlockType) { case Block.BlockTypes.Dirt: b.Model = DirtModel; break; ect. } } How Would I Use These To Generate To World (The Block Array) And If Possible Thread It More? btw It's 1024 Wide And 256 Tall

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  • Rounded Corners Image Change on Hover

    - by Sarfraz
    Hello, I created a rounded box/button and sliced its first corner, the middle bar (which repeats horizontally to adjust the width of the button text/content) and the last corner and used following markup: <div id="left-corner"></div> <div id="middle-bar">About Us</div> <div id="right-corner"></div> These divs have corresponding images from CSS and are floated left. Those three divs create a single rounded button wiht text About Us which is fine. Problem: I have also created similar three slices of hover images but I wonder how to apply hover to those buttons because if I use :hover with these hovered slices, then even hovering on corner images also creates hovering effect. One alternative is to use fixed width buttons and slice buttons completely but I do not want to do that.

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  • jQuery UI Accordion CSS

    - by ScG
    I am planning to use the jQuery UI Accordion and also the default theme provided I see that the jQuery UI Accordion uses the following classes from this url link text <div class="ui-accordion ui-widget ui-helper-reset"> <h3 class="ui-accordion-header ui-helper-reset ui-state-active ui-corner-top"> <span class="ui-icon ui-icon-triangle-1-s"/> <a href="#">Section 1</a> </h3> <div class="ui-accordion-content ui-helper-reset ui-widget-content ui-corner-bottom ui-accordion-content-active"> Section 1 content </div> <h3 class="ui-accordion-header ui-helper-reset ui-state-default ui-corner-all"> <span class="ui-icon ui-icon-triangle-1-e"/> <a href="#">Section 2</a> </h3> <div class="ui-accordion-content ui-helper-reset ui-widget-content ui-corner-bottom"> Section 2 content </div> <h3 class="ui-accordion-header ui-helper-reset ui-state-default ui-corner-all"> <span class="ui-icon ui-icon-triangle-1-e"/> <a href="#">Section 3</a> </h3> <div class="ui-accordion-content ui-helper-reset ui-widget-content ui-corner-bottom"> Section 3 content </div> </div> I do not want to use the entire CSS from the theme file, just the ones required for the UI Accordion. However I am not able to create the same effect. Anyone can help?

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  • Circle-Rectangle collision in a tile map game

    - by furiousd
    I am making a 2D tile map based putt-putt game. I have collision detection working between the ball and the walls of the map, although when the ball collides at the meeting point between 2 tiles I offset it by 0.5 so that it doesn't get stuck in the wall. This aint a huge issue though. if(y % 20 == 0) { y+=0.5; } if(x % 20 == 0) { x+=0.5; } Collisions work as follows Find the closest point between each tile and the center of the ball If distance(ball_x, ball_y, close_x, close_y) <= ball_radius and the closest point belongs to a solid object, collision has occured Invert X/Y speed according to side of object collided with The next thing I tried to do was implement floating blocks in the middle of the map for the ball to bounce off of. When a ball collides with a corner of the block, it gets stuck in it. So I changed my determineRebound() function to treat corners as if they were circles. Here's that functon: `i and j are indexes of the solid object in the 2d map array. x & y are centre point of ball.` void determineRebound(int _i, int _j) { if(y > _i*tile_w && y < _i*tile_w + tile_w) { //Not a corner xs*=-1; } else if(x > _j*tile_w && x < _j*tile_w + tile_w) { //Not a corner ys*=-1; } else { //Corner float nx = x - close_x; float ny = y - close_y; float len = sqrt(nx * nx + ny * ny); nx /= len; ny /= len; float projection = xs * nx + ys * ny; xs -= 2 * projection * nx; ys -= 2 * projection * ny; } } This is where things have gotten messy. Collisions with 'floating' corners work fine, but now when the ball collides near the meeting point of 2 tiles, it detects a corner collision and does not rebound as expected. I'm a bit in over my head at this point. I guess I'm wondering if I'm going about making this sort of game in the right way. Is a 2d tile map the way to go? If so, is there a problem with my collision logic and where am I going wrong? Any advice/feedback would be great.

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  • Change the origin coordinates in GIMP

    - by user35887
    In the GIMP image editor, as with many other computer graphics, the origin coordinates (0,0) are in the upper left corner of the image. I'm doing work with PDF documents which go by the mathematical origin of (0,0) being in the lower left corner. I'd like to flip the y-axis ruler in the gimp so that the origin is in the lower left corner. Is it possible to do this? Thanks!

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  • Good window management grid keyboard shortcuts on keyboards without a numeric keypad

    - by Bryce Thomas
    I like to use Winsplit Revolution to position open windows in a specific place on my screen in a grid-like fashion. One of the things I like about Winsplit Revolution is that the default keyboard shortcuts use the physical layout of the numeric keypad as a mnemonic for where each key positions a window (e.g. Ctrl + Alt + 7 positions window in top left hand corner because 7 is in top left hand corner and Ctrl + Alt + 3 positions window in bottom right hand corner because 3 is in bottom right hand corner). I am looking to get a laptop (Macbook Pro) whose keyboard does not feature a numeric keypad. Can anyone suggest a set of keyboard shortcuts on such a machine that provides a similar mnemonic to aid in remembering what each shortcut does, rather than a simple arbitrary assignment of shortcuts? To be clear, I am not interested in specific window management software, just suggestions for keyboard shortcuts that are easy to remember.

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  • Windows 7: How to disable auto-maximize/resize window (aero-snap) when near screen edge?

    - by glenneroo
    Whenever I drag or resize a window near any edge or corner of either monitor, Windows wants to maximize or resize the window for me in several different ways: dragging a window near a corner offers resize to full-screen dragging directly to the corner offers half-screen maximize resizing to top or bottom edges offers a vertical maximize (one long strip from top to bottom) Actually, now that I think about it the 3rd one isn't so bad, its just the full and half-screen maximize features that drives me mad. Is there a registry hack to disable these settings, preferably independently?

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  • Saving Dragged Dropped items position on postback in asp.net [closed]

    - by Deeptechtons
    Ok i saw many post's on how to serialize the value of dragged items to get hash and they tell how to save them. Now the question is how do i persist the dragged items the next time when user log's in using the has value that i got eg: <ul class="list"> <li id="id_1"> <div class="item ui-corner-all ui-widget ui-widget-content"> </div> </li> <li id="id_2"> <div class="item ui-corner-all ui-widget ui-widget-content"> </div> </li> <li id="id_3"> <div class="item ui-corner-all ui-widget ui-widget-content"> </div> </li> <li id="id_4"> <div class="item ui-corner-all ui-widget"> </div> </li> </ul> which on serialize will give "id[]=1&id[]=2&id[]=3&id[]=4" Now think that i saved it to Sql server database in a single field called SortOrder. Now how do i get the items to these order again ? the code to make these sort is below,without which people didn't know which library i had used to sort and serialize <script type="text/javascript"> $(document).ready(function() { $(".list li").css("cursor", "move"); $(".list").sortable(); }); </script>

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  • Many DIVs inside parent DIV, CSS height issue

    - by Benjamin
    Hi everyone, I am putting together a dynamic photo gallery and getting stuck trying to place thumbnails. Basically I am trying to place each thumbnail and caption in its own DIV, floated to the left. The thumbnails are working just as I want them to but for some reason the parent DIV refuses to cover the height of the thumbnail area. Here is the CSS I am using.. #galleryBox { width: 650px; background: #fff; margin: auto; padding: 5px; text-align: center; } .item { display: block; margin: 10px; padding: 10px; float: left; background: #353535; min-width: 120px; } .label { display: block; color: #fff; } I have tried height: auto and that hasn't done anything. Here is what I am trying to style: <div id="galleryBox" class="ui-corner-all"> <div class="item ui-corner-all"> <img src="http://tapp-essexvfd.org/images/ajax-loader.gif" alt="test"/><br/> <p><span class="label">Testing</span></p> </div> <div class="item ui-corner-all"> <img src="http://tapp-essexvfd.org/images/ajax-loader.gif" alt="test"/><br/> <p><span class="label">Testing</span></p> </div> <div class="item ui-corner-all"> <img src="http://tapp-essexvfd.org/images/ajax-loader.gif" alt="test"/><br/> <p><span class="label">Testing</span></p> </div> <div class="item ui-corner-all"> <img src="http://tapp-essexvfd.org/images/ajax-loader.gif" alt="test"/><br/> <p><span class="label">Testing</span></p> </div> <div class="item ui-corner-all"> <img src="http://tapp-essexvfd.org/images/ajax-loader.gif" alt="test"/><br/> <p><span class="label">Testing</span></p> </div> <div class="item ui-corner-all"> <img src="http://tapp-essexvfd.org/images/ajax-loader.gif" alt="test"/><br/> <p><span class="label">Testing</span></p> </div> <div class="item ui-corner-all"> <img src="http://tapp-essexvfd.org/images/ajax-loader.gif" alt="test"/><br/> <p><span class="label">Testing</span></p> </div> </div> Thanks!

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  • Sliding collision response

    - by dbostream
    I have been reading plenty of tutorials about sliding collision responses yet I am not able to implement it properly in my project. What I want to do is make a puck slide along the rounded corner boards of a hockey rink. In my latest attempt the puck does slide along the boards but there are some strange velocity behaviors. First of all the puck slows down a lot pretty much right away and then it slides for awhile and stops before exiting the corner. Even if I double the speed I get a similar behavior and the puck does not make it out of the corner. I used some ideas from this document http://www.peroxide.dk/papers/collision/collision.pdf. This is what I have: Update method called from the game loop when it is time to update the puck (I removed some irrelevant parts). I use two states (current, previous) which are used to interpolate the position during rendering. public override void Update(double fixedTimeStep) { /* Acceleration is set to 0 for now. */ Acceleration.Zero(); PreviousState = CurrentState; _collisionRecursionDepth = 0; CurrentState.Position = SlidingCollision(CurrentState.Position, CurrentState.Velocity * fixedTimeStep + 0.5 * Acceleration * fixedTimeStep * fixedTimeStep); /* Should not this be affected by a sliding collision? and not only the position. */ CurrentState.Velocity = CurrentState.Velocity + Acceleration * fixedTimeStep; Heading = Vector2.NormalizeRet(CurrentState.Velocity); } private Vector2 SlidingCollision(Vector2 position, Vector2 velocity) { if(_collisionRecursionDepth > 5) return position; bool collisionFound = false; Vector2 futurePosition = position + velocity; Vector2 intersectionPoint = new Vector2(); Vector2 intersectionPointNormal = new Vector2(); /* I did not include the collision detection code, if a collision is detected the intersection point and normal in that point is returned. */ if(!collisionFound) return futurePosition; /* If no collision was detected it is safe to move to the future position. */ /* It is not exactly the intersection point, but slightly before. */ Vector2 newPosition = intersectionPoint; /* oldVelocity is set to the distance from the newPosition(intersection point) to the position it had moved to had it not collided. */ Vector2 oldVelocity = futurePosition - newPosition; /* Project the distance left to move along the intersection normal. */ Vector2 newVelocity = oldVelocity - intersectionPointNormal * oldVelocity.DotProduct(intersectionPointNormal); if(newVelocity.LengthSq() < 0.001) return newPosition; /* If almost no speed, no need to continue. */ _collisionRecursionDepth++; return SlidingCollision(newPosition, newVelocity); } What am I doing wrong with the velocity? I have been staring at this for very long so I have gone blind. I have tried different values of recursion depth but it does not seem to make it better. Let me know if you need more information. I appreciate any help. EDIT: A combination of Patrick Hughes' and teodron's answers solved the velocity problem (I think), thanks a lot! This is the new code: I decided to use a separate recursion method now too since I don't want to recalculate the acceleration in each recursion. public override void Update(double fixedTimeStep) { Acceleration.Zero();// = CalculateAcceleration(fixedTimeStep); PreviousState = new MovingEntityState(CurrentState.Position, CurrentState.Velocity); CurrentState = SlidingCollision(CurrentState, fixedTimeStep); Heading = Vector2.NormalizeRet(CurrentState.Velocity); } private MovingEntityState SlidingCollision(MovingEntityState state, double timeStep) { bool collisionFound = false; /* Calculate the next position given no detected collision. */ Vector2 futurePosition = state.Position + state.Velocity * timeStep; Vector2 intersectionPoint = new Vector2(); Vector2 intersectionPointNormal = new Vector2(); /* I did not include the collision detection code, if a collision is detected the intersection point and normal in that point is returned. */ /* If no collision was detected it is safe to move to the future position. */ if (!collisionFound) return new MovingEntityState(futurePosition, state.Velocity); /* Set new position to the intersection point (slightly before). */ Vector2 newPosition = intersectionPoint; /* Project the new velocity along the intersection normal. */ Vector2 newVelocity = state.Velocity - 1.90 * intersectionPointNormal * state.Velocity.DotProduct(intersectionPointNormal); /* Calculate the time of collision. */ double timeOfCollision = Math.Sqrt((newPosition - state.Position).LengthSq() / (futurePosition - state.Position).LengthSq()); /* Calculate new time step, remaining time of full step after the collision * current time step. */ double newTimeStep = timeStep * (1 - timeOfCollision); return SlidingCollision(new MovingEntityState(newPosition, newVelocity), newTimeStep); } Even though the code above seems to slide the puck correctly please have a look at it. I have a few questions, if I don't multiply by 1.90 in the newVelocity calculation it doesn't work (I get a stack overflow when the puck enters the corner because the timeStep decreases very slowly - a collision is found early in every recursion), why is that? what does 1.90 really do and why 1.90? Also I have a new problem, the puck does not move parallell to the short side after exiting the curve; to be more exact it moves outside the rink (I am not checking for any collisions with the short side at the moment). When I perform the collision detection I first check that the puck is in the correct quadrant. For example bottom-right corner is quadrant four i.e. circleCenter.X < puck.X && circleCenter.Y puck.Y is this a problem? or should the short side of the rink be the one to make the puck go parallell to it and not the last collision in the corner? EDIT2: This is the code I use for collision detection, maybe it has something to do with the fact that I can't make the puck slide (-1.0) but only reflect (-2.0): /* Point is the current position (not the predicted one) and quadrant is 4 for the bottom-right corner for example. */ if (GeometryHelper.PointInCircleQuadrant(circleCenter, circleRadius, state.Position, quadrant)) { /* The line is: from = state.Position, to = futurePosition. So a collision is detected when from is inside the circle and to is outside. */ if (GeometryHelper.LineCircleIntersection2d(state.Position, futurePosition, circleCenter, circleRadius, intersectionPoint, quadrant)) { collisionFound = true; /* Set the intersection point to slightly before the real intersection point (I read somewhere this was good to do because of floting point precision, not sure exactly how much though). */ intersectionPoint = intersectionPoint - Vector2.NormalizeRet(state.Velocity) * 0.001; /* Normal at the intersection point. */ intersectionPointNormal = Vector2.NormalizeRet(circleCenter - intersectionPoint) } } When I set the intersection point, if I for example use 0.1 instead of 0.001 the puck travels further before it gets stuck, but for all values I have tried (including 0 - the real intersection point) it gets stuck somewhere (but I necessarily not get a stack overflow). Can something in this part be the cause of my problem? I can see why I get the stack overflow when using -1.0 when calculating the new velocity vector; but not how to solve it. I traced the time steps used in the recursion (initial time step is always 1/60 ~ 0.01666): Recursion depth Time step next recursive call [Start recursion, time step ~ 0.016666] 0 0,000985806527246773 [No collision, stop recursion] [Start recursion, time step ~ 0.016666] 0 0,0149596704364629 1 0,0144883449376379 2 0,0143155612984837 3 0,014224925727213 4 0,0141673917461608 5 0,0141265435314026 6 0,0140953966184117 7 0,0140704653746625 ...and so on. As you can see the collision is detected early in every recursive call which means the next time step decreases very slowly thus the recursion depth gets very big - stack overflow.

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  • Gnome3 pointer barrier not working with dual monitors

    - by Nathan
    I have a dual monitor setup using Gnome3. Misc Info : In the past I used Fedora, there was a pointer barrier between my two monitors in the upper left corner so that I can hit the hot corner when moving from the right monitor to the left monitor. Problem : However, with my new Ubuntu installation, the barrier no longer exists and my mouse pointer glides straight to the next screen. This makes that hot corner nearly useless. I've looked around, messed with the values in /usr/share/gnome-shell/js/ui/layout.js, but I can't figure out how to make the pointer barrier work. may someone suggest hot to get the full utilization of hot cornet.

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  • How to camel-case where consecutive words have numbers?

    - by Rob I
    Just wondering if anybody has a good convention to follow in this corner-corner-corner case. I really use Java but figured the C# folks might have some good insight too. Say I am trying to name a class where two consecutive words in the class name are numeric (note that the same question could asked about identifier names). Can't get a great example, but think of something like "IEEE 802 16 bit value". Combining consecutive acronyms is doable if you accept classnames such as HttpUrlConnection. But it seriously makes me throw up a little to think of naming the class IEEE80216BitValue. If I had to pick, I'd say that's even worse than IEEE802_16BitValue which looks like a bad mistake. For small numbers, I'd consider IEEE802SixteenBitValue but that doesn't scale that well. Anyone out there have a convention? Seems like Microsoft's naming guidelines are the only ones that describe acronym naming in enough detail to get the job done, but nobody has addressed numbers in classnames.

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  • Upgrade to 12.04, nothing in dash, no date&time

    - by Nicolas
    I've upgraded from ubuntu netbook remix something to 12.04 lts, and I've got two issues. (Got an Asus eeePc 32bits, Intel 945GME x86/MMX/SSE2 and Intel Atom CPU N270 @ 1.6Ghz x2) Nothing in the dash. Only the "home" tab, other tabs are missing. No search result whatsoever. Missing elements in the system panel, privacy and date&time. No date&time on the right corner either. I've tried to reset unity with the terminal but the process was a whole mess full of errors. It did show date&time in the system panel (not on the top-right corner) while the process was going on in the terminal. But then it was such a mess (no more icons on the right corner amongst other things), and the process wouldn't complete: so I had to reboot the computer and get unity as before, still no date&time and privacy. Thanks for any help. nic

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  • CSM shadow errors when models are split

    - by KaiserJohaan
    I'm getting closer to fixing CSM, but there seems to be one more issue at hand. At certain angles, the models will be caught/split between two shadow map cascades, like below. first depth split second depth split - here you can see the model is caught between the splits How does one fix this? Increase the overlapping boundaries between the splits? Or is the frustrum erronous? CameraFrustrum CalculateCameraFrustrum(const float fovDegrees, const float aspectRatio, const float minDist, const float maxDist, const Mat4& cameraViewMatrix, Mat4& outFrustrumMat) { CameraFrustrum ret = { Vec4(1.0f, -1.0f, 0.0f, 1.0f), Vec4(1.0f, 1.0f, 0.0f, 1.0f), Vec4(-1.0f, 1.0f, 0.0f, 1.0f), Vec4(-1.0f, -1.0f, 0.0f, 1.0f), Vec4(1.0f, -1.0f, 1.0f, 1.0f), Vec4(1.0f, 1.0f, 1.0f, 1.0f), Vec4(-1.0f, 1.0f, 1.0f, 1.0f), Vec4(-1.0f, -1.0f, 1.0f, 1.0f), }; const Mat4 perspectiveMatrix = PerspectiveMatrixFov(fovDegrees, aspectRatio, minDist, maxDist); const Mat4 invMVP = glm::inverse(perspectiveMatrix * cameraViewMatrix); outFrustrumMat = invMVP; for (Vec4& corner : ret) { corner = invMVP * corner; corner /= corner.w; } return ret; } Mat4 CreateDirLightVPMatrix(const CameraFrustrum& cameraFrustrum, const Vec3& lightDir) { Mat4 lightViewMatrix = glm::lookAt(Vec3(0.0f), -glm::normalize(lightDir), Vec3(0.0f, -1.0f, 0.0f)); Vec4 transf = lightViewMatrix * cameraFrustrum[0]; float maxZ = transf.z, minZ = transf.z; float maxX = transf.x, minX = transf.x; float maxY = transf.y, minY = transf.y; for (uint32_t i = 1; i < 8; i++) { transf = lightViewMatrix * cameraFrustrum[i]; if (transf.z > maxZ) maxZ = transf.z; if (transf.z < minZ) minZ = transf.z; if (transf.x > maxX) maxX = transf.x; if (transf.x < minX) minX = transf.x; if (transf.y > maxY) maxY = transf.y; if (transf.y < minY) minY = transf.y; } Mat4 viewMatrix(lightViewMatrix); viewMatrix[3][0] = -(minX + maxX) * 0.5f; viewMatrix[3][1] = -(minY + maxY) * 0.5f; viewMatrix[3][2] = -(minZ + maxZ) * 0.5f; viewMatrix[0][3] = 0.0f; viewMatrix[1][3] = 0.0f; viewMatrix[2][3] = 0.0f; viewMatrix[3][3] = 1.0f; Vec3 halfExtents((maxX - minX) * 0.5, (maxY - minY) * 0.5, (maxZ - minZ) * 0.5); return OrthographicMatrix(-halfExtents.x, halfExtents.x, halfExtents.y, -halfExtents.y, halfExtents.z, -halfExtents.z) * viewMatrix; }

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  • Simple CSS Scale-Nine Layout

    - by rfkrocktk
    After all these years, I still haven't learned CSS layout, so bear with me. I'm trying to create a container with rounded corners that I generated in Photoshop. The background of the container is white, so I have eight images: top-left-corner, top, top-right-corner, right, bottom-right-corner, bottom, bottom-left-corner, and left. The edges have a drop shadow around them so yes, I do need 8 sides. How would I lay this out in CSS? I tried and failed miserably to do it with a table + CSS. How would I do it using divs?

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  • jQuery scroll on hover

    - by Happy
    HTML: <body> <div class="top-corner"></div> // absolute, top: 0 <div class="bottom-corner"></div> // absolute, bottom: 0 <a href="#" class="top-link">top</a> // fixed, top 50%, left 0 <a href="#" class="bottom-link">bottom</a> // fixed, top 60%, left 0 <div style="padding: 1500px 0;"></div> // for scroll test </body> Using scrollto plugin http://demos.flesler.com/jquery/scrollTo/ JS $(".top-link").hover(function(){ $("body").scrollTo($(".top-corner"), 3000); },function(){ // stop on unhover }); $(".bottom-link").hover(function(){ $("body").scrollTo($(".bottom-corner"), 3000); },function(){ // stop on unhover }); Animation works on hover. How to stop it on unhover? Thanks.

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  • Position absolute for rounded corners and problems in IE6

    - by danit
    Im using position absolute to give the top left corner of a DIV a rounded corner. HTML: <div id="MyDiv"> Some content <div class="topLeft">&nbsp</div> </div> CSS: #MyDiv { position: relative; padding: 12px; background: #fff url('graident.png') repeat-x top left; } .topLeft { position: absolute; top: 0; right: 0; width: 10px; height: 10px; background: transparent url('corner.png') no-repeat top right; } This works fine in all browsers expcept IE6. In IE6 the corner.png image seems to be about 1px out at the top corner, essentially not top: 0; and right: 0; but more like top: 1px; right: 1px; Can anyone explain why this might be happening only in IE6?

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