Search Results

Search found 3280 results on 132 pages for 'navigation mesh'.

Page 5/132 | < Previous Page | 1 2 3 4 5 6 7 8 9 10 11 12  | Next Page >

  • Unity3D draw call optimization : static batching VS manually draw mesh with MaterialPropertyBlock

    - by Heisenbug
    I've read Unity3D draw call batching documentation. I understood it, and I want to use it (or something similar) in order to optimize my application. My situation is the following: I'm drawing hundreds of 3d buildings. Each building can be represented using a Mesh (or a SubMesh for each building, but I don't thing this will affect performances) Each building can be textured with several combinations of texture patterns(walls, windows,..). Textures are stored into an Atlas for optimizaztion (see Texture2d.PackTextures) Texture mapping and facade pattern generation is done in fragment shader. The shader can be the same (except for few values) for all buildings, so I'd like to use a sharedMaterial in order to optimize parameters passed to the GPU. The main problem is that, even if I use an Atlas, share the material, and declare the objects as static to use static batching, there are few parameters(very fews, it could be just even a float I guess) that should be different for every draw call. I don't know exactly how to manage this situation using Unity3D. I'm trying 2 different solutions, none of them completely implemented. Solution 1 Build a GameObject for each building building (I don't like very much the overhead of a GameObject, anyway..) Prepare each GameObject to be static batched with StaticBatchingUtility.Combine. Pack all texture into an atlas Assign the parent game object of combined batched objects the Material (basically the shader and the atlas) Change some properties in the material before drawing an Object The problem is the point 5. Let's say I have to assign a different id to an object before drawing it, how can I do this? If I use a different material for each object I can't benefit of static batching. If I use a sharedMaterial and I modify a material property, all GameObjects will reference the same modified variable Solution 2 Build a Mesh for every building (sounds better, no GameObject overhead) Pack all textures into an Atlas Draw each mesh manually using Graphics.DrawMesh Customize each DrawMesh call using a MaterialPropertyBlock This would solve the issue related to slightly modify material properties for each draw call, but the documentation isn't clear on the following point: Does several consecutive calls to Graphic.DrawMesh with a different MaterialPropertyBlock would cause a new material to be instanced? Or Unity can understand that I'm modifying just few parameters while using the same material and is able to optimize that (in such a way that the big atlas is passed just once to the GPU)?

    Read the article

  • Multiple Vertex Buffers per Mesh

    - by Daniel
    I've run into the situation where the size of my mesh with all its vertices and indices, is larger than the (optimal) vertex buffer object upper limit (~8MB). I was wondering if I can sub-divide the mesh across multiple vertex buffers, and somehow retain validity of the indices. Ie a triangle with a indice at the first vertex, and an indice at the last (ie in seperate VBOs). All the while maintaining this within Vertex Array Objects. My thoughts are, save myself the hassle, and for meshes (messes :P) such as this, just use the necessary size ( 8MB); which is what I do at the moment. But ideally my buffer manager (wip) at the moment is using optimal sizes; I may just have to make a special case then... Any ideas? If necessary, a simple C++ code example is appreciated. Note: I have also cross-posted this on stackoverflow, as I was not sure as to which it would be more suitable (its partly a design question).

    Read the article

  • Navigation in a #WP7 application with MVVM Light

    - by Laurent Bugnion
    In MVVM applications, it can be a bit of a challenge to send instructions to the view (for example a page) from a viewmodel. Thankfully, we have good tools at our disposal to help with that. In his excellent series “MVVM Light Toolkit soup to nuts”, Jesse Liberty proposes one approach using the MVVM Light messaging infrastructure. While this works fine, I would like to show here another approach using what I call a “view service”, i.e. an abstracted service that is invoked from the viewmodel, and implemented on the view. Multiple kinds of view services In fact, I use view services quite often, and even started standardizing them for the Windows Phone 7 applications I work on. If there is interest, I will be happy to show other such view services, for example Animation services, responsible to start/stop animations on the view. Dialog service, in charge of displaying messages to the user and gathering feedback. Navigation service, in charge of navigating to a given page directly from the viewmodel. In this article, I will concentrate on the navigation service. The INavigationService interface In most WP7 apps, the navigation service is used in quite a straightforward way. We want to: Navigate to a given URI. Go back. Be notified when a navigation is taking place, and be able to cancel. The INavigationService interface is quite simple indeed: public interface INavigationService { event NavigatingCancelEventHandler Navigating; void NavigateTo(Uri pageUri); void GoBack(); } Obviously, this interface can be extended if necessary, but in most of the apps I worked on, I found that this covers my needs. The NavigationService class It is possible to nicely pack the navigation service into its own class. To do this, we need to remember that all the PhoneApplicationPage instances use the same instance of the navigation service, exposed through their NavigationService property. In fact, in a WP7 application, it is the main frame (RootFrame, of type PhoneApplicationFrame) that is responsible for this task. So, our implementation of the NavigationService class can leverage this. First the class will grab the PhoneApplicationFrame and store a reference to it. Also, it registers a handler for the Navigating event, and forwards the event to the listening viewmodels (if any). Then, the NavigateTo and the GoBack methods are implemented. They are quite simple, because they are in fact just a gateway to the PhoneApplicationFrame. The whole class is as follows: public class NavigationService : INavigationService { private PhoneApplicationFrame _mainFrame; public event NavigatingCancelEventHandler Navigating; public void NavigateTo(Uri pageUri) { if (EnsureMainFrame()) { _mainFrame.Navigate(pageUri); } } public void GoBack() { if (EnsureMainFrame() && _mainFrame.CanGoBack) { _mainFrame.GoBack(); } } private bool EnsureMainFrame() { if (_mainFrame != null) { return true; } _mainFrame = Application.Current.RootVisual as PhoneApplicationFrame; if (_mainFrame != null) { // Could be null if the app runs inside a design tool _mainFrame.Navigating += (s, e) => { if (Navigating != null) { Navigating(s, e); } }; return true; } return false; } } Exposing URIs I find that it is a good practice to expose each page’s URI as a constant. In MVVM Light applications, a good place to do that is the ViewModelLocator, which already acts like a central point of setup for the views and their viewmodels. Note that in some cases, it is necessary to expose the URL as a string, for instance when a query string needs to be passed to the view. So for example we could have: public static readonly Uri MainPageUri = new Uri("/MainPage.xaml", UriKind.Relative); public const string AnotherPageUrl = "/AnotherPage.xaml?param1={0}&param2={1}"; Creating and using the NavigationService Normally, we only need one instance of the NavigationService class. In cases where you use an IOC container, it is easy to simply register a singleton instance. For example, I am using a modified version of a super simple IOC container, and so I can register the navigation service as follows: SimpleIoc.Register<INavigationService, NavigationService>(); Then, it can be resolved where needed with: SimpleIoc.Resolve<INavigationService>(); Or (more frequently), I simply declare a parameter on the viewmodel constructor of type INavigationService and let the IOC container do its magic and inject the instance of the NavigationService when the viewmodel is created. On supported platforms (for example Silverlight 4), it is also possible to use MEF. Or, of course, we can simply instantiate the NavigationService in the ViewModelLocator, and pass this instance as a parameter of the viewmodels’ constructor, injected as a property, etc… Once the instance has been passed to the viewmodel, it can be used, for example with: NavigationService.NavigateTo(ViewModelLocator.ComparisonPageUri); Testing Thanks to the INavigationService interface, navigation can be mocked and tested when the viewmodel is put under unit test. Simply implement and inject a mock class, and assert that the methods are called as they should by the viewmodel. Conclusion As usual, there are multiple ways to code a solution answering your needs. I find that view services are a really neat way to delegate view-specific responsibilities such as animation, dialogs and of course navigation to other classes through an abstracted interface. In some cases, such as the NavigationService class exposed here, it is even possible to standardize the implementation and pack it in a class library for reuse. I hope that this sample is useful! Happy coding. Laurent   Laurent Bugnion (GalaSoft) Subscribe | Twitter | Facebook | Flickr | LinkedIn

    Read the article

  • Can minecraft support an asymmetrical mesh?

    - by Qwaar
    So in a bout of fancy I have decided I want to play as a Zaku II from gundam, and was saddened that player skins must be symmetrical. Then I remembered my friends mod that let him play as a MLP pony, and another one that let you shapeshift into mobs. So I decided I could just butcher a player model mesh and slap on the shoulder spike and shield, slap a Zaku skin I found on it, port the colors over onto more texture for the shoulder portions, and call it a day once I added it to the shiftable list, before butchering a gun mod to turn a gun into a ZMP-78. Before I get started on this though, I need to know if minecraft will support an asymmetrical mesh.

    Read the article

  • Encoding Problem with Zend Navigation using Zend Translate Spanish in XMLTPX File Special Characters

    - by Routy
    Hello, I have been attempting to use Zend Translate to display translated menu items to the user. It works fine until I introduce special characters into the translation files. I instantiate the Zend_Translate object in my bootstrap and pass it in as a translator into Zend_Navigation: $translate = new Zend_Translate( array('adapter' => 'tmx', 'content' => APPLICATION_PATH .'/languages/translation.tmx', 'locale' => 'es' ) ); $navigation->setUseTranslator($translate); I have used several different adapters (array,tmx) in order to see if that made a difference. I ended up with a TMX file that is encoded using ISO-8859-1 (otherwise that throws an XML parse error when introducing the menu item "Administrar Applicación". <?xml version="1.0" encoding="ISO-8859-1"?> <!DOCTYPE tmx SYSTEM "tmx14.dtd"> <tmx version="1.4"> <header creationtoolversion="1.0.0" datatype="tbx" segtype="sentence" adminlang="en" srclang="en" o-tmf="unknown" creationtool="XYZTool" > </header> <body> <tu tuid='link_signout'> <tuv xml:lang="en"><seg>Sign Out</seg></tuv> <tuv xml:lang="es"><seg>Salir</seg></tuv> </tu> <tu tuid='link_signin'> <tuv xml:lang="en"><seg>Login</seg></tuv> <tuv xml:lang="es"><seg>Acceder</seg></tuv> </tu> <tu tuid='Manage Application'> <tuv xml:lang="en"><seg>Manage Application</seg></tuv> <tuv xml:lang="es"><seg>Administrar Applicación</seg></tuv> </tu> </body> </tmx> Once I display the menu in the layout: echo $this->navigation()->menu(); It will display all menu items just fine, EXCEPT the one using special characters. It will simply be blank. NOW - If I use PHP's UTF8-encode inside of the zend framework class 'Menu' which I DO NOT want to do: Line 215 in Zend_View_Helper_Navigation_Menu: if ($this->getUseTranslator() && $t = $this->getTranslator()) { if (is_string($label) && !empty($label)) { $label = utf8_encode($t->translate($label)); } if (is_string($title) && !empty($title)) { $title = utf8_encode($t->translate($title)); } } Then it works. The menu item display correctly and all is joyful. The thing is, I do not want to modify the library. Is there some kind of an encoding setting in either zend translate or zend navigation that I am not finding? Please Help! Zend Library Version: 1.11

    Read the article

  • Security Trimmed Cross Site Collection Navigation

    - by Sahil Malik
    Ad:: SharePoint 2007 Training in .NET 3.5 technologies (more information). This article will serve as documentation of a fully functional codeplex project that I just created. This project will give you a WebPart that will give you security trimmed navigation across site collections. The first question is, why create such a project? In every single SharePoint project you will do, one question you will always be faced with is, what should the boundaries of sites be, and what should the boundaries of site collections be? There is no good or bad answer to this, because it really really depends on your needs. There are some factors in play here. Site Collections will allow you to scale, as a Site collection is the smallest entity you can put inside a content database Site collections will allow you to offer different levels of SLAs, because you put a site collection on a separate content database, and put that database on a separate server. Site collections are a security boundary – and they can be moved around at will without affecting other site collections. Site collections are also a branding boundary. They are also a feature deployment boundary, so you can have two site collections on the same web application with completely different nature of services. But site collections break navigation, i.e. a site collection at “/”, and a site collection at “/sites/mySiteCollection”, are completely independent of each other. If you have access to both, the navigation of / won’t show you a link to /sites/mySiteCollection. Some people refer to this as a huge issue in SharePoint. Luckily, some workarounds exist. A long time ago, I had blogged about “Implementing Consistent Navigation across Site Collections”. That approach was a no-code solution, it worked – it gave you a consistent navigation across site collections. But, it didn’t work in a security trimmed fashion! i.e., if I don’t have access to Site Collection ‘X’, it would still show me a link to ‘X’. Well this project gets around that issue. Simply deploy this project, and it’ll give you a WebPart. You can use that WebPart as either a webpart or as a server control dropped via SharePoint designer, and it will give you Security Trimmed Cross Site Collection Navigation. The code has been written for SP2010, but it will work in SP2007 with the help of http://spwcfsupport.codeplex.com . What do I need to do to make it work? I’m glad you asked! Simple! Deploy the .wsp (which you can download here). This will give you a site collection feature called “Winsmarts Cross Site Collection Navigation” as shown below. Go ahead and activate it, and this will give you a WebPart called “Winsmarts Navigation Web Part” as shown below: Just drop this WebPart on your page, and it will show you all site collections that the currently logged in user has access to. Really it’s that easy! This is shown as below - In the above example, I have two site collections that I created at /sites/SiteCollection1 and /sites/SiteCollection2. The navigation shows the titles. You see some extraneous crap as well, you might want to clean that – I’ll talk about that in a minute. What? You’re running into problems? If the problem you’re running into is that you are prompted to login three times, and then it shows a blank webpart that says “Loading your applications ..” and then craps out!, then most probably you’re using a different authentication scheme. Behind the scenes I use a custom WCF service to perform this job. OOTB, I’ve set it to work with NTLM, but if you need to make it work alternate authentications such as forms based auth, or client side certs, you will need to edit the %14%\ISAPI\Winsmarts.CrossSCNav\web.config file, specifically, this section - 1: <bindings> 2: <webHttpBinding> 3: <binding name="customWebHttpBinding"> 4: <security mode="TransportCredentialOnly"> 5: <transport clientCredentialType="Ntlm"/> 6: </security> 7: </binding> 8: </webHttpBinding> 9: </bindings> For Kerberos, change the “clientCredentialType” to “Windows” For Forms auth, remove that transport line For client certs – well that’s a bit more involved, but it’s just web.config changes – hit a good book on WCF or hire me for a billion trillion $. But fair warning, I might be too busy to help immediately. If you’re running into a different problem, please leave a comment below, but the code is pretty rock solid, so .. hmm .. check what you’re doing! BTW, I don’t  make any guarantee/warranty on this – if this code makes you sterile, unpopular, bad hairstyle, anything else, that is your problem! But, there are some known issues - I wrote this as a concept – you can easily extend it to be more flexible. Example, hierarchical nav, or, horizontal nav, jazzy effects with jquery or silverlight– all those are possible very very easily. This webpart is not smart enough to co-exist with another instance of itself on the same page. I can easily extend it to do so, which I will do in my spare(!?) time! Okay good! But that’s not all! As you can see, just dropping the WebPart may show you many extraneous site collections, or maybe you want to restrict which site collections are shown, or exclude a certain site collection to be shown from the navigation. To support that, I created a property on the WebPart called “UrlMatchPattern”, which is a regex expression you specify to trim the results :). So, just edit the WebPart, and specify a string property of “http://sp2010/sites/” as shown below. Note that you can put in whatever regex expression you want! So go crazy, I don’t care! And this gives you a cleaner look.   w00t! Enjoy! Comment on the article ....

    Read the article

  • Prevent Navigation to CreateUserWizardStep in the Postback event of nextbutton

    - by Aparna
    I am working with CreateUserWizard tool for creating a registration page. This is the first time and I am encountering problem with the following: I defined two steps in WizardSteps in the page: <WizardSteps> <asp:WizardStep ID="CreateUserWizardStep0" runat="server" Title="Sign Up for your new Account !!"> <asp:TextBox ID="Email" runat="server"> In the first wizard step, the user provides email, and we need to check if this email meets certain criteria (if he exists in our internal database, country is US etc) and if he/she is eligible navigate to CreateUserWizardStep1. I have a StartNextButton in the Start Navigation template for the WizardStep0. <StartNavigationTemplate> <br /> <asp:Button ID="StartNextButton" runat="server" CommandName="MoveNext" OnClick="StartNextButton_Click" Text="Check My Eligibility" /> </StartNavigationTemplate> I do all the logic of checking eligibility in the post-back event OnClick="StartNextButton_Click . If he is not eligible, I should display the error message in the step0 textbox and prevent navigation to CreateUserWizardStep1. I tried the following: if(noteligible) { lblError1.Visible = true; lblError1.Text = this.hfUserAlreadyRegistered.Value.ToString(); this.CreateUserWizard1.ActiveStepIndex = this.CreateUserWizard1.WizardSteps.IndexOf(this.CreateUserWizardStep0); this.CreateUserWizard1.Controls.Remove(CreateUserWizardStep1); this.CreateUserWizard1.ActiveStepIndex = 0; break; } But this is not working. I am taken out of step0 and step1 is coming irrespective of this. How can I just remain in Step0 and display the error message when the user is not eligible and navigate to Step1 only when he is eligible to register ? Thank you very much.

    Read the article

  • Bread-crumb style navigation for Winforms

    - by lazycoder
    Does anybody know of a bread-crumb style navigation for Winforms like the one from DotNetBar. http://www.devcomponents.com/dotnetbar/BreadCrumbHorizontalTreeControl.aspx I really like that control. However I am using a other UI library already and just for this control I do not want a reference to another 4 MB lib. I just need this control. Does anybody if something like this is available as a standalone control?

    Read the article

  • Silverlight Navigation , Get rid of '#'

    - by Key
    Hi, I am trying to create a silverlght navigation application and it is adding this "#" sign by default in the URL. I want to use asp .net routing and somehow get rid of this "#" sign. Is this possible ? How ? Any sample or right direction will be really helpful. Thanks

    Read the article

  • Open-source navigation software and 3rd party hardware

    - by anttir
    I'm a bit fed up with the current navigator (TomTom) as it turned to adware after six months of use. "Please buy new maps at www.tomtom.com, click this button to see what you wanted to do". Is there any (good) OSS navigation software with support for proprietary hardware? I'm perfectly happy to purchase separate maps and hardware for the software as long as I don't have to give my money to TomTom or Navigon.

    Read the article

  • Problem Implementing Texture on Libgdx Mesh of Randomized Terrain

    - by BrotherJack
    I'm having problems understanding how to apply a texture to a non-rectangular object. The following code creates textures such as this: from the debug renderer I think I've got the physical shape of the "earth" correct. However, I don't know how to apply a texture to it. I have a 50x50 pixel image (in the environment constructor as "dirt.png"), that I want to apply to the hills. I have a vague idea that this seems to involve the mesh class and possibly a ShapeRenderer, but the little i'm finding online is just confusing me. Bellow is code from the class that makes and regulates the terrain and the code in a separate file that is supposed to render it (but crashes on the mesh.render() call). Any pointers would be appreciated. public class Environment extends Actor{ Pixmap sky; public Texture groundTexture; Texture skyTexture; double tankypos; //TODO delete, temp public Tank etank; //TODO delete, temp int destructionRes; // how wide is a static pixel private final float viewWidth; private final float viewHeight; private ChainShape terrain; public Texture dirtTexture; private World world; public Mesh terrainMesh; private static final String LOG = Environment.class.getSimpleName(); // Constructor public Environment(Tank tank, FileHandle sfileHandle, float w, float h, int destructionRes) { world = new World(new Vector2(0, -10), true); this.destructionRes = destructionRes; sky = new Pixmap(sfileHandle); viewWidth = w; viewHeight = h; skyTexture = new Texture(sky); terrain = new ChainShape(); genTerrain((int)w, (int)h, 6); Texture tankSprite = new Texture(Gdx.files.internal("TankSpriteBase.png")); Texture turretSprite = new Texture(Gdx.files.internal("TankSpriteTurret.png")); tank = new Tank(0, true, tankSprite, turretSprite); Rectangle tankrect = new Rectangle(300, (int)tankypos, 44, 45); tank.setRect(tankrect); BodyDef terrainDef = new BodyDef(); terrainDef.type = BodyType.StaticBody; terrainDef.position.set(0, 0); Body terrainBody = world.createBody(terrainDef); FixtureDef fixtureDef = new FixtureDef(); fixtureDef.shape = terrain; terrainBody.createFixture(fixtureDef); BodyDef tankDef = new BodyDef(); Rectangle rect = tank.getRect(); tankDef.type = BodyType.DynamicBody; tankDef.position.set(0,0); tankDef.position.x = rect.x; tankDef.position.y = rect.y; Body tankBody = world.createBody(tankDef); FixtureDef tankFixture = new FixtureDef(); PolygonShape shape = new PolygonShape(); shape.setAsBox(rect.width*WORLD_TO_BOX, rect.height*WORLD_TO_BOX); fixtureDef.shape = shape; dirtTexture = new Texture(Gdx.files.internal("dirt.png")); etank = tank; } private void genTerrain(int w, int h, int hillnessFactor){ int width = w; int height = h; Random rand = new Random(); //min and max bracket the freq's of the sin/cos series //The higher the max the hillier the environment int min = 1; //allocating horizon for screen width Vector2[] horizon = new Vector2[width+2]; horizon[0] = new Vector2(0,0); double[] skyline = new double[width]; //TODO skyline necessary as an array? //ratio of amplitude of screen height to landscape variation double r = (int) 2.0/5.0; //number of terms to be used in sine/cosine series int n = 4; int[] f = new int[n*2]; //calculating omegas for sine series for(int i = 0; i < n*2 ; i ++){ f[i] = rand.nextInt(hillnessFactor - min + 1) + min; } //amp is the amplitude of the series int amp = (int) (r*height); double lastPoint = 0.0; for(int i = 0 ; i < width; i ++){ skyline[i] = 0; for(int j = 0; j < n; j++){ skyline[i] += ( Math.sin( (f[j]*Math.PI*i/height) ) + Math.cos(f[j+n]*Math.PI*i/height) ); } skyline[i] *= amp/(n*2); skyline[i] += (height/2); skyline[i] = (int)skyline[i]; //TODO Possible un-necessary float to int to float conversions tankypos = skyline[i]; horizon[i+1] = new Vector2((float)i, (float)skyline[i]); if(i == width) lastPoint = skyline[i]; } horizon[width+1] = new Vector2(800, (float)lastPoint); terrain.createChain(horizon); terrain.createLoop(horizon); //I have no idea if the following does anything useful :( terrainMesh = new Mesh(true, (width+2)*2, (width+2)*2, new VertexAttribute(Usage.Position, (width+2)*2, "a_position")); float[] vertices = new float[(width+2)*2]; short[] indices = new short[(width+2)*2]; for(int i=0; i < (width+2); i+=2){ vertices[i] = horizon[i].x; vertices[i+1] = horizon[i].y; indices[i] = (short)i; indices[i+1] = (short)(i+1); } terrainMesh.setVertices(vertices); terrainMesh.setIndices(indices); } Here is the code that is (supposed to) render the terrain. @Override public void render(float delta) { Gdx.gl.glClearColor(1, 1, 1, 1); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); // tell the camera to update its matrices. camera.update(); // tell the SpriteBatch to render in the // coordinate system specified by the camera. backgroundStage.draw(); backgroundStage.act(delta); uistage.draw(); uistage.act(delta); batch.begin(); debugRenderer.render(this.ground.getWorld(), camera.combined); batch.end(); //Gdx.graphics.getGL10().glEnable(GL10.GL_TEXTURE_2D); ground.dirtTexture.bind(); ground.terrainMesh.render(GL10.GL_TRIANGLE_FAN); //I'm particularly lost on this ground.step(); }

    Read the article

  • Breadcrumb Navigation For Cocoa

    - by Till Theis
    Is there an open source implementation of a breadcrumb navigation for the Cocoa framework? Those path bars seem to gain more attraction these days (used in Transmit or Instinctiv) but the implementations I found are closed source.

    Read the article

  • Page navigation in silverlight 4 using MVVM pattern

    - by Archie
    Hello, I have a a navigation application developed in Silverlight 4. It has a main page which contains a frame. I load a particualr view in that frame and I know that I can use NavigationService to navigate to other page which would be loaded in the same frame. But my question is how it can be done using MVVM? To get the frame do I need to pass the reference of the page? Also, as per my knowledge one view is not aware of any other views. So what is the best way to make them aware of each other? I have heard of Controller and Mediator but how shall I implement them so as to get the Frame of the mainpage? It would be very helpful if anyone can give me the example or probably sample code for this. Thanks in advance.

    Read the article

  • Create Slideshow with Fade Transition and Navigation

    - by user310564
    Hello! I am trying to create a slideshow like the one on this site: http://www.marthastewart.com/ However, I would like to use JavaScript and CSS instead of Flash. I would be super grateful for any suggestions on how to do this. I am currently using the InnerFade plugin, which works great for the slideshow part, but I can't figure out how to integrate the navigation; I'm not even sure where to start! :) I'm open to starting over from scratch and not using InnerFade. Thanks for any help!

    Read the article

  • jQuery Cycle multi slideshows and independent keyboard navigation.

    - by Hoagy
    I have a page with 2 (or more) jQuery tabs. Each tab contains a jQuery Cycle slideshow with prev/next paging appended in the code. I've added keyboard navigation of the slideshows, based on a tutorial at jqueryfordesigners dot com. Keyboard nav works for each slideshow but the slides page in synchrony, i.e. if paging to the 3rd slide in tab 1, when tab 2 is viewed it is showing it's 3rd too. Any way to make them page independently? See http://pastie.org/916682

    Read the article

  • 15 Stylish Navigation Menus For Inspiration

    - by Jyoti
    A site’s navigation menu is one of the most prominent things that users see when they first visit. There are many ways to design a navigation menu  and since almost all websites have some form of navigation designers have to push their creative limits to build one that’s remarkable and outstanding. In this article, you’ll [...]

    Read the article

  • WPF ListView Keyboard Navigation Problem

    - by Veer
    I've a listview like this ListView: ————----- Mango Orange Grapes Grapes Grapes Apple Strawberry Whenever i navigate using downarrow, the BlueHighlight pauses at the first Grapes, a dotted rectangle start from second grapes and pauses at the third grapes, then the BlueHighlight resumes from Apple. This seems weird and it grows more weird when the navigation is upwards. It jumps from Apple to Orange or mango. Is this due to Virtualization? It seems only the duplicate data (grapes) is creating the problem. Any Help?

    Read the article

  • Sharepoint - Navigation.QuickLaunch has missing items

    - by linqmonkey
    The following code generates an ASCII art tree view of a sharepoint site structure based on the items in the quick launch menu. But some are missing. From googling i've found suggestions that this may be because QuickLaunch only contains items that have been customised. Any idea how to fix this? I want to use the QuickLaunch items as many of the sites have subsites and pages that need to be displayed in a specific order. RecurseNavigation(SPWeb web) { depth++; foreach (SPNavigationNode node in web.Navigation.QuickLaunch) { Console.Write(new String('-', depth)); Console.WriteLine(node.Title + " ("+node.Url+")"); RecurseNavigation(root.OpenWeb(node.Url)); } depth--; }

    Read the article

  • Python hooks navigation logger windows

    - by user363054
    Hi, I´m trying to do a path logger (Navigation logger) in Python, the thing that I need is that the program can get the paths that de user is accesing in real time, for example: C:\Documents and Settings\ C:\Documents and Settings\Administrator\ C:\Documents and Settings\Administrator\Desktop\ C:\Documents and Settings\Administrator\Desktop\archivos\ C:\Documents and Settings\Administrator\Desktop\Freescale ZeD 1.1.0.lnk C:\Documents and Settings\Administrator\Desktop\Freescale BeeKit.lnk C:\Documents and Settings\All Users\Desktop\PowerISO.lnk Someone knows how I can do this? I read and used the library pyhook, because I think that I need hooks, specially the WH_GETMESSAGE but pyhook doesn't use it and doesn't give the path only things like the Message, the time, the name of the window, etc. Note: I´m using Windows XP 32bits and python 2.6 Thanks in advance!

    Read the article

  • WSS 3.0 navigation structure

    - by Dante
    Hi all, I'm a beginner in WSS 3.0 and I'm having some problems with the navigation setup. I can't find any documentation that clearly recommends best practices in this area. I'm trying to create an intranet, custom look and feel, that should have a structure similar to: Company - News - News type 1 - News type 2 - Organogram - ... Employees - Employees 1 - Employees 2 - Employees 2_1 - ... How to properly set this up? Company, News, are sites/subsites? And News type 1 and 2 are pages within a site? I created as described above and in the master page of the main site I added some scripts that will be used by web parts, like jquery. The subsites will have their own master page and will not recognize the scripts, I need to add them there which is annoying. Any recommendations? Or some resource that provides best practices setting up these structures? Thx in advance

    Read the article

  • Trying to create scrolling horizontal thumbnail navigation that hides on left side when not in use

    - by user346602
    Hi, I am trying recreate the following type of scrolling thumbnail navigation as described in the following tutorial: http://tympanus.net/codrops/2010/05/10/scrollable-thumbs-menu/ I require my thumbs to slide out horizontally from the left. I have amended the code to the best of my abilities, but I can't get it to work. (Think the problem is in the top third of the jquery). Here is what I have to date: HTML <ul class="menu" id="menu"> <li> <a href="#"></a> <div class="sc_menu_wrapper"> <div class="sc_menu"> <a href="#"><img src="images/gallery/1.jpg" alt=""/></a> <a href="#"><img src="images/gallery/2.jpg" alt=""/></a> <a href="#"><img src="images/gallery/3.jpg" alt=""/></a> <a href="#"><img src="images/gallery/4.jpg" alt=""/></a> <a href="#"><img src="images/gallery/5.jpg" alt=""/></a> </div> </div> </li> </ul> CSS /* Navigation Style */ ul.menu{ position: fixed; top: 0px; left:0px; width: 100%; } ul.menu li{ position:relative; width: 100% } ul.menu li > a{ position:absolute; top:300px; left:0px; width:40px; height:200px; background-color:#e7e7e8; } /* Thumb Scrolling Style */ div.sc_menu_wrapper { position: absolute; right: 0px; height: 220px; overflow: hidden; top: 300px; left:0px; visibility:hidden; } div.sc_menu { height: 200px; visibility:hidden; } .sc_menu a { display: block; background-color:#e7e7e8; } .sc_menu img { display: block; border: none; opacity:0.3; filter:progid:DXImageTransform.Microsoft.Alpha(opacity=30); } JQUERY $(function(){ // function to make the thumbs menu scrollable function buildThumbs($elem){ var $wrapper = $elem.next(); var $menu = $wrapper.find('.sc_menu'); var inactiveMargin = 220; // move the scroll down to the beggining (move as much as the height of the menu) $wrapper.scrollRight($menu.outerHeight()); //when moving the mouse up or down, the wrapper moves (scrolls) up or down $wrapper.bind('mousemove',function(e){ var wrapperWidth = $wrapper.width(); var menuWidth = $menu.outerWidth() + 2 * inactiveMargin; var top = (e.pageX - $wrapper.offset().right) * (menuWidth - wrapperWidth) / wrapperWidth - inactiveMargin; $wrapper.scrollRight(right+10); }); } var stacktime; $('#menu li > a').bind('mouseover',function () { var $this = $(this); buildThumbs($this); var pos = $this.next().find('a').size(); var f = function(){ if(pos==0) clearTimeout(stacktime); $this.next().find('a:nth-child('+pos+')').css('visibility','visible'); --pos; }; // each thumb will appear with a delay stacktime = setInterval(f , 50); }); /// on mouseleave of the whole <li> the scrollable area is hidden $('#menu li').bind('mouseleave',function () { var $this = $(this); clearTimeout(stacktime); $this.find('.sc_menu').css('visibility','hidden').find('a').css('visibility','hidden'); $this.find('.sc_menu_wrapper').css('visibility','hidden'); }); // when hovering a thumb, change its opacity $('.sc_menu a').hover( function () { var $this = $(this); $this.find('img') .stop() .animate({'opacity':'1.0'},400); }, function () { var $this = $(this); $this.find('img') .stop() .animate({'opacity':'0.3'},400); } ); }); Wondering if some eagle eye might be able to point out where I am going wrong. As my knowledge of JQuery is limited, I'm guessing it is in there. I really appreciate anyone taking the time to look this over. Thank you!

    Read the article

  • Triangulating a partially triangulated mesh (2D)

    - by teodron
    Referring to the above exhibits, this is the scenario I am working with: starting with a planar graph (in my case, a 2D mesh) with a given triangulation, based on a certain criterion, the graph nodes are labeled as RED and BLACK. (A) a subgraph containing all the RED nodes (with edges between only the directly connected neighbours) is formed (note: although this figure shows a tree forming, it may well happen that the subgraph contain loops) (B) Problem: I need to quickly build a triangulation around the subgraph (e.g. as shown in figure C), but under the constraint that I have to keep the already present edges in the final result. Question: Is there a fast way of achieving this given a partially triangulated mesh? Ideally, the complexity should be in the O(n) class. Some side-remarks: it would be nice for the triangulation algorithm to take into account a certain vertex priority when adding edges (e.g. it should always try to build a "1-ring" structure around the most important nodes first - I can implement iteratively such a routine, but it's O(n^2) ). it would also be nice to reflect somehow the "hop distance" when adding edges: add edges first between the nodes that were "closer" to each other given the start topology. Nevertheless, disregarding the remarks, is there an already known scenario similar to this one where a triangulation is built upon a partially given set of triangles/edges?

    Read the article

  • Dynamic Navigation

    - by Dooie
    I am building a project in asp.net 4.0. My navigation will be database driven where i return a datatable from the db containing all the pages of my site, some will be top level while others will be children and sometimes children of children n-times. Im thinking of going down the nested repeater route and databinding from code behind, dynamically generating repeaters for children, but have read that this is not a best practice and should consider the listview control. Im wanting to build a list of links using an unordered list. I cannot find a solid example and was hoping for some pointers/ideas. Thanks Doo

    Read the article

< Previous Page | 1 2 3 4 5 6 7 8 9 10 11 12  | Next Page >