Search Results

Search found 8661 results on 347 pages for 'height'.

Page 51/347 | < Previous Page | 47 48 49 50 51 52 53 54 55 56 57 58  | Next Page >

  • what is the best way to use loops to detect events while the main loop is running?

    - by yao jiang
    I am making an "game" that has pathfinding using pygame. I am using Astar algo. I have a main loop which draws the whole map. In the loop I check for events. If user press "enter" or "space", random start and end are selected, then animation starts and it will try to get from start to end. My draw function is stupid as hell right now, it works as expected but I feel that I am doing it wrong. It'll draw everything to the end of the animation. I am also detecting events in there as well. What is a better way of implementing the draw function such that it will draw one "step" at a time while checking for events? animating = False; while loop: check events: if not animating: # space or enter press will choose random start/end coords if enter_pressed or space_pressed: start, end = choose_coords route = find_route(start, end) draw(start, end, grid, route) else: # left click == generate an event to block the path # right click == user can choose a new destination if left_mouse_click: gen_event() reroute() elif right_mouse_click: new_end = new_end() new_start = current_pos() route = find_route(new_start, new_end) draw(new_start, new_end, grid, route) # draw out the grid def draw(start, end, grid, route_coord): # draw the end coords color = red; pick_image(screen, color, width*end[1],height*end[0]); pygame.display.flip(); # then draw the rest of the route for i in range(len(route_coord)): # pausing because we want animation time.sleep(speed); # get the x/y coords x,y = route_coord[i]; event_on = False; if grid[x][y] == 2: color = green; elif grid[x][y] == 3: color = blue; for event in pygame.event.get(): if event.type == pygame.MOUSEBUTTONDOWN: if event.button == 3: print "destination change detected, rerouting"; # get mouse position, px coords pos = pygame.mouse.get_pos(); # get grid coord c = pos[0] // width; r = pos[1] // height; grid[r][c] = 4; end = [r, c]; elif event.button == 1: print "user generated event"; pos = pygame.mouse.get_pos(); # get grid coord c = pos[0] // width; r = pos[1] // height; # mark it as a block for now grid[r][c] = 1; event_on = True; if check_events([x,y]) or event_on: # there is an event # mark it as a block for now grid[y][x] = 1; pick_image(screen, event_x, width*y, height*x); pygame.display.flip(); # then find a new route new_start = route_coord[i-1]; marked_grid, route_coord = find_route(new_start, end, grid); draw(new_start, end, grid, route_coord); return; # just end draw here so it wont throw the "index out of range" error elif grid[x][y] == 4: color = red; pick_image(screen, color, width*y, height*x); pygame.display.flip(); # clear route coord list, otherwise itll just add more unwanted coords route_coord_list[:] = [];

    Read the article

  • Notes - Part II - Play with JavaFX

    - by Silviu Turuga
    Open the project from last lesson Double click on NotesUI.fmxl, this will open the JavaFX Scene Builder On the left side you have a area called Hierarchy, from there press Del or Shift+Backspace on Mac to delete the Button and the Label. You'll receive a warning, that some components have been assigned an fx:id, click Delete as we don't need them anymore. Resize the AnchorPane to have enough room for our design, eg. 820x550px From the top left pick the Container called Accordion and drag over the AnchorPane design Chose then from Controls a List View and drag inside the Accordion. You'll notice that by default the Accordion has 2 TitledPane, and you can switch between them by clicking on their name. I'll let you the pleasure to do the rest in order to get the following result  Here is the list of objects used Save it and then return to NetBeans Run the application and it should be run without any issue. If you click on buttons they all are functional, but nothing happens as we didn't link them with any action. We'll see this in the next episode. Now, let's play a little bit with the application and try to resize it… Have you notice the behavior? If the form is too small, some objects aren't visible, if it is too large there is too much space . That's for sure something that your users won't like and you as a programmer have to care about this. From NetBeans double click NotesUI.fmxl so to return back to JavaFX Scene Builder Select the TextField from bottom left of Notes, the one where I put the text Category and then from the right part of JavaFX Scene Builder you'll notice a panel called Inspector. Chose Layout and then click on the dotted lines from left and bottom of the square, like you see in the below image This will make the textfield to have always the same distance from left and bottom no matter the size of the form. Save and run the application. Note that whenever the form is changing the Height, the Category TextField has the same distance from the bottom. Select Accordion and do the same steps but also check the top dotted line, because we want the Accordion to have the same height as the main form has. I'll let you the pleasure to do the same for the rest of components. It's very important to design an application that can be resize by user and in the same time, all the buttons are on place. Last step is to make sure our application is not getting smaller then a certain size, as this will hide parts of our layout. So select the AnchorPane and from Inspector go to Layout and note down the Width and Height. Go back to NetBeans and open the file Main.java and add the following code just after stage.setScene(scene); (around line 26) stage.setMinWidth(820); stage.setMinHeight(550); Use your own width and height. This will prevent user to reduce the width or height of your application to a value that will hide parts of your layout. So now you should have done most of the design part and next time we'll see how can we enter some data into our newly created application… Note: in case you miss something, here are the source files of the project till this point. 

    Read the article

  • Libgdx 2D Game, Random generated World of random size, how to get mouse coordinates?

    - by Solom
    I'm a noob and English is not my mothertongue, so please bear with me! I'm generating a map for a Sidescroller out of a 2D-array. That is, the array holds different values and I create blocks based on that value. Now, my problem is to match mouse coordinates on screen with the actual block the mouse is pointing at. public class GameScreen implements Screen { private static final int WIDTH = 100; private static final int HEIGHT = 70; private OrthographicCamera camera; private Rectangle glViewport; private Spritebatch spriteBatch; private Map map; private Block block; ... @Override public void show() { camera = new OrthographicCamera(WIDTH, HEIGHT); camera.position.set(WIDTH/2, HEIGHT/2, 0); glViewport = new Rectangle(0, 0, WIDTH, HEIGHT); map = new Map(16384, 256); map.printTileMap(); // Debugging only spriteBatch = new SpriteBatch(); } @Override public void render(float delta) { // Clear previous frame Gdx.gl.glClearColor(1, 1, 1, 1 ); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); GL30 gl = Gdx.graphics.getGL30(); // gl.glViewport((int) glViewport.x, (int) glViewport.y, (int) glViewport.width, (int) glViewport.height); spriteBatch.setProjectionMatrix(camera.combined); camera.update(); spriteBatch.begin(); // Draw Map this.drawMap(); // spriteBatch.flush(); spriteBatch.end(); } private void drawMap() { for(int a = 0; a < map.getHeight(); a++) { // Bounds check (y) if(camera.position.y + camera.viewportHeight < a)// || camera.position.y - camera.viewportHeight > a) break; for(int b = 0; b < map.getWidth(); b++) { // Bounds check (x) if(camera.position.x + camera.viewportWidth < b)// || camera.position.x > b) break; // Dynamic rendering via BlockManager int id = map.getTileMap()[a][b]; Block block = BlockManager.map.get(id); if(block != null) // Check if Air { block.setPosition(b, a); spriteBatch.draw(block.getTexture(), b, a, 1 ,1); } } } } As you can see, I don't use the viewport anywhere. Not sure if I need it somewhere down the road. So, the map is 16384 blocks wide. One block is 16 pixels in size. One of my naive approaches was this: if(Gdx.input.isButtonPressed(Input.Buttons.LEFT)) { Vector3 mousePos = new Vector3(); mousePos.set(Gdx.input.getX(), Gdx.input.getY(), 0); camera.unproject(mousePos); System.out.println(Math.round(mousePos.x)); // *16); // Debugging // TODO: round // map.getTileMap()[mousePos.x][mousePos.y] = 2; // Draw at mouse position } I confused myself somewhere down the road I fear. What I want to do is, update the "block" (or rather the information in the Map/2D-Array) so that in the next render() there is another block. Basically drawing on the spriteBatch g So if anyone could point me in the right direction this would be highly appreciated. Thanks!

    Read the article

  • iTextSharp custom paper size

    - by Morron
    Hi, I'm using iTextsharp library to create PDF files. I can declare for A4 Landscape paper like this: Dim pdfTable As New PdfPTable(9) pdfTable.WidthPercentage = 100 Dim pdfDoc As New Document(PageSize.A4.Rotate()) I'm wondering how I can set Height of pdfTable or A4 Height manually. Because there's a lot more margin left at the bottom, and I need to put some text at that margin. Right now, I put a line of text at the bottom, the line's got pushed to the new page. Q1: How can I override the height of A4 paper provied by iTextsharp? Q2: How can I create a custom size paper, say Width = 29cm, Height = 22cm? Thank you.

    Read the article

  • WPF 3.5 WebBrowser control and ZIndex

    - by emsieja
    I'm trying to figure out why the control does not honor ZIndex. Example 1 - which works fine <Canvas> <Rectangle Canvas.ZIndex="1" Height="400" Width="600" Fill="Yellow"/> <Rectangle Canvas.ZIndex="2" Height="100" Width="100" Fill="Red"/> </Canvas> Example 2 - which does not work <Canvas> <WebBrowser Canvas.ZIndex="1" Height="400" Width="600" Source="http://www.stackoverflow.com"/> <Rectangle Canvas.ZIndex="2" Height="100" Width="100" Fill="Red"/> </Canvas> Thanks, -- Ed

    Read the article

  • WPF 3.5 RenderTargetBitmap memory hog

    - by kingRauk
    I have a 3.5 WPF application that use's RenderTargetBitmap. It eat's memory like a big bear. It's is a know problem in 3.5 that RenderTargetBitmap.Render has memory problems. Have find some solutions for it, but i doesnt help. https://connect.microsoft.com/VisualStudio/feedback/details/489723/rendertargetbitmap-render-method-causes-a-memory-leak Program takes too much memory And more... Does anyway have any more ideas to solve it... static Image Method(FrameworkElement e, int width, int height) { const int dpi = 192; e.Width = width; e.Height = height; e.Arrange(new Rect(0, 0, width, height)); e.UpdateLayout(); if(element is Graph) (element as Graph).UpdateComponents(); var bitmap = new RenderTargetBitmap((int)(width*dpi/96.0), (int)(height*dpi/96.0), dpi, dpi, PixelFormats.Pbgra32); bitmap.Render(element); var encoder = new PngBitmapEncoder(); encoder.Frames.Add(BitmapFrame.Create(bitmap)); using (var stream = new MemoryStream()) { encoder.Save(stream); element.Clip = null; Dispose(element); bitmap.Freeze(); DisposeRender(bitmap); bitmap.Clear(); GC.Collect(); GC.WaitForPendingFinalizers(); return System.Drawing.Image.FromStream(stream); } } public static void Dispose(FrameworkElement element) { GC.Collect(); GC.WaitForPendingFinalizers(); GC.Collect(); } public static void DisposeRender(RenderTargetBitmap bitmap) { if (bitmap != null) bitmap.Clear(); bitmap = null; GC.Collect(); GC.WaitForPendingFinalizers(); }

    Read the article

  • How to add an onclick event to a joint.js element?

    - by ahalbert
    I have a joint.js element in a DAG, and would like to be able to trigger an event by clicking on it. I could use $(selector).click(...) to do it, but I was wondering if there was a joint.js specific way of handling it, since that would probobly be better. One event I decided was a candidate for onclick was 'batch:stop' My code: var variable = new joint.shapes.basic.Rect({ name : label, id: label, onclick : function () {alert("hello");}, size: { width: width, height: height }, attrs: { text: { text: label, 'font-size': letterSize, 'font-family': 'monospace' }, rect: { fill : fillColor, width: width, height: height, rx: 5, ry: 5, stroke: '#555' } } }); variable.on('batch:stop', function (element) {alert(""); toggleEvidence(element.name);}); return variable; How should I add an onclick event?

    Read the article

  • CGBitmapContextCreate on the iPhone/iPad

    - by toastie
    Hello, I have a method that needs to parse through a bunch of large PNG images pixel by pixel (the PNGs are 600x600 pixels each). It seems to work great on the Simulator, but on the device (iPad), i get an EXC_BAD_ACCESS in some internal memory copying function. It seems the size is the culprit because if I try it on smaller images, everything seems to work. Here's the memory related meat of method below. + (CGRect) getAlphaBoundsForUImage: (UIImage*) image { CGImageRef imageRef = [image CGImage]; NSUInteger width = CGImageGetWidth(imageRef); NSUInteger height = CGImageGetHeight(imageRef); CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB(); unsigned char *rawData = malloc(height * width * 4); memset(rawData,0,height * width * 4); NSUInteger bytesPerPixel = 4; NSUInteger bytesPerRow = bytesPerPixel * width; NSUInteger bitsPerComponent = 8; CGContextRef context = CGBitmapContextCreate(rawData, width, height, bitsPerComponent, bytesPerRow, colorSpace, kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big); CGColorSpaceRelease(colorSpace); CGContextDrawImage(context, CGRectMake(0, 0, width, height), imageRef); CGContextRelease(context); /* non-memory related stuff */ free(rawData); When I run this on a bunch of images, it runs 12 times and then craps out, while on the simulator it runs no problem. Do you guys have any ideas?

    Read the article

  • Silverlight and Unexpected Font Sizes

    - by Eric J.
    Someone please teach me to fish here... I'm just learning Silverlight and have ran into a few situations where the font size actually used is drastically different than I would expect. There's probably something conceptual that I'm missing. Case A In one instance, I have defined a user control that presents a Label to show text. If one clicks on the label, the label (that is in a stack panel, in the user control) is replaced with a TextBox. When used at the top of a page (as in the example below with lblName) the label text is very small (around 8 points). When clicked on, the text box that replaces the label uses the specified fonts size. That same user control, used in different parts of the app, uses the same font for Label and TextBox. <Grid x:Name="LayoutRoot" Background="White"> <Grid.RowDefinitions> <RowDefinition Height="33" /> <RowDefinition Height="267*" /> </Grid.RowDefinitions> <StackPanel Height="Auto" HorizontalAlignment="Left" Name="stackPanel" VerticalAlignment="Top" Width="Auto" Grid.Row="1" /> <my:EditLabel Height="33" HorizontalAlignment="Left" x:Name="lblName" VerticalAlignment="Top" Width="Auto" FlexText="{Binding Name, Mode=TwoWay}" FontSize="20" MinHeight="24" /> </Grid> Case B I'm using the LiquidMenu.Menu control to pop up a menu when a button is pressed. The font looks huge compared to the rest of my page (maybe 36 points?). I tried forcing it to a very small by explicitly setting it to 8pt, but that had no effect. <Grid x:Name="LayoutRoot" Background="{x:Null}"> <StackPanel x:Name="labelStackPanel" Orientation="Horizontal"> <TextBlock Height="24" HorizontalAlignment="Left" Name="labelText" VerticalAlignment="Top" Width="200" Text="(Value Goes Here)" /> </StackPanel> <liquidMenu:Menu x:Name="popupMenu" Canvas.Left="40" Canvas.Top="40" ItemSelected="MenuList_ItemSelected" Visibility="Collapsed" Height="Auto" FontSize="8"> <liquidMenu:MenuItem ID="delete" Icon="Images/Delete10.png" Text="Delete" Shortcut="Del" /> <liquidMenu:MenuItem ID="exclusive" Icon="" Text="Exclusive" Shortcut="Ctrl+E" /> <liquidMenu:MenuItem ID="properties" Icon="" Text="Properties" Shortcut="Ctrl+P" /> </liquidMenu:Menu> </Grid> Answers to these specific issues are great, a new way to think about this type of issue so that I understand how to control font size is better.

    Read the article

  • how to change UITabbar selected color?

    - by RAGOpoR
    according to this post for now, Is apple will also reject this code? and how to implement what apple will approve? @interface UITabBar (ColorExtensions) - (void)recolorItemsWithColor:(UIColor *)color shadowColor:(UIColor *)shadowColor shadowOffset:(CGSize)shadowOffset shadowBlur:(CGFloat)shadowBlur; @end @interface UITabBarItem (Private) @property(retain, nonatomic) UIImage *selectedImage; - (void)_updateView; @end @implementation UITabBar (ColorExtensions) - (void)recolorItemsWithColor:(UIColor *)color shadowColor:(UIColor *)shadowColor shadowOffset:(CGSize)shadowOffset shadowBlur:(CGFloat)shadowBlur { CGColorRef cgColor = [color CGColor]; CGColorRef cgShadowColor = [shadowColor CGColor]; for (UITabBarItem *item in [self items]) if ([item respondsToSelector:@selector(selectedImage)] && [item respondsToSelector:@selector(setSelectedImage:)] && [item respondsToSelector:@selector(_updateView)]) { CGRect contextRect; contextRect.origin.x = 0.0f; contextRect.origin.y = 0.0f; contextRect.size = [[item selectedImage] size]; // Retrieve source image and begin image context UIImage *itemImage = [item image]; CGSize itemImageSize = [itemImage size]; CGPoint itemImagePosition; itemImagePosition.x = ceilf((contextRect.size.width - itemImageSize.width) / 2); itemImagePosition.y = ceilf((contextRect.size.height - itemImageSize.height) / 2); UIGraphicsBeginImageContext(contextRect.size); CGContextRef c = UIGraphicsGetCurrentContext(); // Setup shadow CGContextSetShadowWithColor(c, shadowOffset, shadowBlur, cgShadowColor); // Setup transparency layer and clip to mask CGContextBeginTransparencyLayer(c, NULL); CGContextScaleCTM(c, 1.0, -1.0); CGContextClipToMask(c, CGRectMake(itemImagePosition.x, -itemImagePosition.y, itemImageSize.width, -itemImageSize.height), [itemImage CGImage]); // Fill and end the transparency layer CGContextSetFillColorWithColor(c, cgColor); contextRect.size.height = -contextRect.size.height; CGContextFillRect(c, contextRect); CGContextEndTransparencyLayer(c); // Set selected image and end context [item setSelectedImage:UIGraphicsGetImageFromCurrentImageContext()]; UIGraphicsEndImageContext(); // Update the view [item _updateView]; } } @end

    Read the article

  • nyromodal iframe size problem

    - by dzajdol
    Hi I have a jquery gallery (galleriffic), which opened nyroModal and a good set size. I want to post pictures on this page (page open with nyromodal where is gallery). When I use an iframe, the page size has the wrong value. jquery code used on the gallery.aspx, which is run as a nyromodal: <script language="javascript" type="text/javascript"> $(document).ready(function() { var height = $(window).height(); var width = $(window).width(); alert(height); alert(width); var autosizable = true; var windowResize = true; var resizeable = true; $.nyroModalSettings({ bgColor: '#000000', windowResize: windowResize, width: width, height: height, resizable: resizeable, autoSizable: autosizable }); }); link opens the gallery page (a little distorted because I did not want me to display a html): *a class="nyroModal" target="_blank" href='Ajax/gallery.aspx?guid=<%= Trip.guid%&op=add'img src="~/img/icon/icon_add.gif" runat="server" //a* How to set good size to this gallery?? When i will put the value of the stiffness does not interpret them Regards

    Read the article

  • Picker view wont rotate- iPhone

    - by lotuseater
    hi, I am making a booking page. I have included 3 pickers in it. I have included all the delegates required for the pickers to work but it wont rotate. I have enabled user interaction and multitouch in the nib file. Here is my code. Please help me. :( @interface ChooseContactsFrom : UIViewController { IBOutlet UIPickerView *statePickup; IBOutlet UIPickerView *paymentMethodPickup; IBOutlet UIDatePicker *expiryDatePickup; IBOutlet UIView *statePickupView; IBOutlet UIView *paymentMethodPickupView; IBOutlet UIView *expiryDatePickupView; } (void)viewDidLoad { self.title = @"Choose Contacts"; //Fill in the states name/ stateArray = [[NSArray alloc]initWithObjects:@"",nil]; paymentModeArray = [[NSArray alloc] initWithObjects:@"Credit Card", @"Cash",@"Account",@"Voucher",@"Debit Card", nil]; paymentMethodPickup.frame = CGRectMake(0.0, 44.0, paymentMethodPickup.frame.size.width, paymentMethodPickup.frame.size.height); paymentMethodPickup.userInteractionEnabled = YES; paymentMethodPickup.multipleTouchEnabled = YES; paymentMethodPickupView.frame = CGRectMake(0.0, 210.0, paymentMethodPickupView.frame.size.width, paymentMethodPickupView.frame.size.height); statePickup.frame = CGRectMake(0.0, 44.0,statePickup.frame.size.width, statePickup.frame.size.height); statePickupView.frame = CGRectMake(0.0, 210.0, statePickupView.frame.size.width, statePickupView.frame.size.height); stateArray = [[NSArray alloc] initWithObjects:@"state1", @"state2", @"state3", @"state4", @"state5", @"state6", @"state7", @"state8", @"state9", @"state10", nil]; expiryDatePickup.frame = CGRectMake(0.0, 44.0, expiryDatePickup.frame.size.width, expiryDatePickup.frame.size.height); expiryDatePickupView.frame = CGRectMake(0.0, 210.0, expiryDatePickupView.frame.size.width, expiryDatePickupView.frame.size.height); [super viewDidLoad]; } -(IBAction)back:(id)sender { [self dismissModalViewControllerAnimated:YES]; } pragma mark pickerView delegates (NSInteger)numberOfComponentsInPickerView:(UIPickerView *)thePickerView { return 1; } (NSInteger)pickerView:(UIPickerView *)thePickerView numberOfRowsInComponent:(NSInteger)component { if( thePickerView == statePickup) { return [stateArray count]; } else if(thePickerView == paymentMethodPickup) { return [paymentModeArray count]; } else { return 0; } } (NSString *)pickerView:(UIPickerView *)thePickerView titleForRow:(NSInteger)row forComponent:(NSInteger)component { if(thePickerView == statePickup) { return [stateArray objectAtIndex:row]; } else if(thePickerView == paymentMethodPickup) { return [paymentModeArray objectAtIndex:row]; } else { return @" "; } } (CGFloat)pickerView:(UIPickerView *)pickerView rowHeightForComponent:(NSInteger)component{ return 50; } (CGFloat)pickerView:(UIPickerView *)pickerView widthForComponent:(NSInteger)component { return 250; } (void)pickerView:(UIPickerView *)thepickerView didSelectRow:(NSInteger)row inComponent:(NSInteger)component { if(thepickerView == statePickup) { state.text=[stateArray objectAtIndex:row]; } if(thepickerView == paymentMethodPickup) { payment.text=[paymentModeArray objectAtIndex:row]; } } (void)ClearSubviews { //[firstName resignFirstResponder]; // [lastName resignFirstResponder]; // [email resignFirstResponder]; // [address1 resignFirstResponder]; // [address2 resignFirstResponder]; // [city resignFirstResponder]; // //[state resignFirstResponder]; // [payment resignFirstResponder]; // [creditCard resignFirstResponder]; // [expirydate removeFromSuperview]; // [statePickup removeFromSuperview]; // [paymentMethodPickup removeFromSuperview]; } (BOOL)textFieldShouldBeginEditing:(UITextField *)textField { // [self showPicker:textField]; //[self setViewMovedUp]; if(textField == firstName || textField == lastName || textField == email || textField == address1 || textField == address2 ||textField == city) { [self ClearSubviews]; //pickerToolbar.hidden = TRUE; return YES; } else if(textField == payment) { [self ClearSubviews]; [self setViewMovedUp]; [payment setText:[paymentModeArray objectAtIndex:0]]; [self.view insertSubview:paymentMethodPickupView aboveSubview:self.view]; return NO; } else if(textField == state) { [self ClearSubviews]; [self setViewMovedUp]; [state setText:[stateArray objectAtIndex:0]]; [self.view insertSubview:statePickupView aboveSubview:self.view]; return NO; } else if(textField == expirydate) { [self setViewMovedUp]; expiryDatePickup.date = [NSDate date]; NSDate *date1 = [NSDate date]; NSDateFormatter *dateFormatter = [[NSDateFormatter alloc] init]; [dateFormatter setDateStyle:NSDateFormatterMediumStyle]; NSString *strDate=[dateFormatter stringFromDate:date1]; NSString *str=[[NSString alloc] initWithString: strDate]; [expirydate setText:str]; [self.view insertSubview:expiryDatePickupView aboveSubview:self.view]; return NO; } else if(textField == creditCard) { [self ClearSubviews]; [self setViewMovedUp]; return YES; } else { [self ClearSubviews]; return YES; } } -(BOOL)textFieldShouldEndEditing:(UITextField *)textField { return YES; } (void)textFieldDidEndEditing:(UITextField *)textField { if(textField == creditCard) { [self moveDown]; } } (BOOL)textFieldShouldReturn:(UITextField *)textField { [firstName resignFirstResponder]; [lastName resignFirstResponder]; [email resignFirstResponder]; [address1 resignFirstResponder]; [address2 resignFirstResponder]; [city resignFirstResponder]; [creditCard resignFirstResponder]; return YES; } -(IBAction)textFieldDoneEditing:(id)sender { [sender resignFirstResponder]; } ////////----------------------------------------------------------------------- pragma mark move screen (void)setViewMovedUp { [UIView beginAnimations:nil context:NULL]; [UIView setAnimationDuration:0.3]; // Make changes to the view's frame inside the animation block. They will be animated instead // of taking place immediately. CGRect rect = [self.view frame]; // If moving up, not only decrease the origin but increase the height so the view // covers the entire screen behind the keyboard. rect.origin.y -= 50.0f; rect.size.height -= 80.0f; [self.view setFrame:rect]; [UIView commitAnimations]; } -(void)moveDown { [UIView beginAnimations:nil context:NULL]; [UIView setAnimationDuration:0.3]; // Make changes to the view's frame inside the animation block. They will be animated instead // of taking place immediately. CGRect rect = [self.view frame]; rect.origin.y += 50.0f; rect.size.height += 80.0f; [self.view setFrame:rect]; // [UIView setBackgroundColor:[UIColor darkGrayColor]]; [UIView commitAnimations]; } pragma mark Method to show pickers -(void)showPicker:(UITextField *)textField { if(textField == expirydate) { expiryDatePickup .date = [NSDate date]; NSDate *date1 = [NSDate date]; NSDateFormatter *dateFormatter = [[NSDateFormatter alloc] init]; [dateFormatter setDateStyle:NSDateFormatterMediumStyle]; NSString *strDate=[dateFormatter stringFromDate:date1]; NSString *str=[[NSString alloc] initWithString: strDate]; [expirydate setText:str]; [self.view insertSubview:expiryDatePickup aboveSubview:self.view]; } else if(textField == payment) { [payment setText:[paymentModeArray objectAtIndex:0]]; [self.view insertSubview:paymentMethodPickupView aboveSubview:self.view]; } else if(textField == state) { [state setText:[stateArray objectAtIndex:0]]; [self.view insertSubview:statePickupView aboveSubview:self.view]; } } (IBAction)datePickerChanged:(id)sender { NSDateFormatter *dateFormatter = [[NSDateFormatter alloc] init]; [dateFormatter setDateStyle:NSDateFormatterMediumStyle]; NSDate *date=expiryDatePickup.date; formattedDateString1 = [dateFormatter stringFromDate:date]; [expirydate setText:formattedDateString1]; NSCalendar *gregorian = [[NSCalendar alloc] initWithCalendarIdentifier:NSGregorianCalendar]; unsigned int unitFlags = NSMonthCalendarUnit | NSDayCalendarUnit; components = [gregorian components:unitFlags fromDate:date]; [gregorian release]; } pragma mark done and cancel methods -(IBAction) btnCancelExpiryDate:(id)sender { [self moveDown]; [expirydate setText:@" "]; [expiryDatePickupView removeFromSuperview]; } -(IBAction) btnDoneExpiryDate:(id)sender { [self moveDown]; [expiryDatePickupView removeFromSuperview]; expiryDatePickup .date = [NSDate date]; } -(IBAction)cancelPaymentType:(id)sender { [self moveDown]; [payment setText:@" "]; [paymentMethodPickupView removeFromSuperview]; } -(IBAction)donePaymentType:(id)sender { [self moveDown]; [paymentMethodPickupView removeFromSuperview]; } -(IBAction)doneState:(id)sender { [self moveDown]; [statePickupView removeFromSuperview]; } (IBAction)cancelState:(id)sender; { [self moveDown]; [state setText:@" "]; [statePickupView removeFromSuperview]; }

    Read the article

  • TextBlock Wrapping in WPF Layout

    - by Joel Martinez
    Hi, I'm trying to figure out how to do something similar to the twitter silverlight app that Scott Guthrie demoed recently in WPF: http://weblogs.asp.net/scottgu/archive/2010/03/18/building-a-windows-phone-7-twitter-application-using-silverlight.aspx Unfortunately, I seem to be having a hard time understanding the wpf layout system in some fundamental way. I've been trying various combinations of horizontalalignment/stretch, width/auto at different levels in the hierarchy, and I can't seem to get the "message" textblock to wrap without assigning an explicit width. All I want is for the text to wrap based on the width of the window (or whatever is the parent container). <Window x:Class="TweeterWin.Window1" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" Title="Window1" Height="300" Width="300" Loaded="Window_Loaded"> <ScrollViewer Height="auto" > <ListBox Name="tweetList" Height="auto" > <ListBox.ItemTemplate> <DataTemplate> <StackPanel Orientation="Horizontal" Height="132"> <Image Source="{Binding Avatar}" Height="73" Width="73" VerticalAlignment="Top" Margin="0,10,8,0"/> <StackPanel > <TextBlock Text="{Binding User}" TextWrapping="Wrap" Foreground="#FFC8AB14" FontSize="15" /> <TextBlock Text="{Binding Message}" TextWrapping="Wrap" FontSize="10" /> </StackPanel> </StackPanel> </DataTemplate> </ListBox.ItemTemplate> </ListBox> </ScrollViewer> </Window> As a follow up, if anyone can send any links my way that might help me understand some of these layout fundamentals. I think I understand the main layout options (canvas, grid, stackpanel, etc.), but I dont' understand why I can't get this textblock to wrap in this scenario. Thanks!

    Read the article

  • Load content while scrolling a div with jquery

    - by enfix
    I need to load content while scrolling a div, not window. That's my CSS code: #sidebar{ width:30%; float:right; height:455px; } #video_list{ height:100%; overflow:auto; } And this is my html code: <div id="sidebar" > <!-- other --> <div id="video_list"> </div> </div> Video_list is scrollable and the content is loaded by ajax call. When I go to the end of scrollbar i need to load content again. How can i determine the height of scrollable div ? I tried this: if ($("#video_list").scrollTop()==$("#video_list").height()){ loadContent(); } but it doesn't work !

    Read the article

  • How to resize YouTube player when Window Resize

    - by Permana
    I want to show Popup window contain YouTube video. My question is how to resize YouTube Player when user resize the Popup Window ? Head section of Popup windows PHP/HTML code <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml"> <head> <meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1" /> <title>Wavin Video</title> <script src="jquery-1.4.1.min.js" type="text/javascript"></script> <script type="text/javascript" charset="utf-8"> $(document).ready(function(){ //If the User resizes the window //$(window).bind("resize", resizeWindow); $(window).resize(resizeWindow).resize() function resizeWindow( e ) { var target = "#youtubebox2"; var newWindowHeight = $(window).height(); var newWindowWidth = $(window).width(); console.log("Width : "+newWindowWidth); console.log("Height: "+newWindowHeight); console.log("---------"); $(target).html("<object width=\""+newWindowWidth+"\" height=\""+newWindowHeight+"\" id=\"youtubebox\"><param name=\"movie\" value=\"http://www.youtube.com/v/<?php echo $_GET['filename'];?>\"></param><param name=\"allowFullScreen\" value=\"true\"></param><param name=\"allowscriptaccess\" value=\"always\"></param><embed src=\"http://www.youtube.com/v/<?php echo $_GET['filename'];?>\" type=\"application/x-shockwave-flash\" allowscriptaccess=\"always\" allowfullscreen=\"true\" width=\""+newWindowWidth+"\" height=\""+newWindowHeight+"\"></embed></object>"); } }); </script> </head> <body> <div align="center" style="padding:6px 0px 0px 0px;background-color: #ccc;" id="youtubebox2"> <object width="480" height="385" id="youtubebox"> <param name="movie" value="http://www.youtube.com/v/<?php echo $_GET['filename'];?>"></param> <param name="allowFullScreen" value="true"></param> <param name="allowscriptaccess" value="always"></param> <embed src="http://www.youtube.com/v/<?php echo $_GET['filename'];?>" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"> </embed> </object> </div> </body> </html> the page receive youtube video ID through $_GET variable. the code above didn't work, the YouTUbe Player is not resized. Is there something I miss ?

    Read the article

  • Correct flip/mirror of pixels of an image?

    - by igor
    http://tinypic.com/r/fwubzc/5 That shows what a flip should be and what a mirror should be. Code for both types of mirrors: void mirrorLeftRight() { for (int x = 0; x < width/2; x++) { for (int y = 0; y < height; y++) { int temp = pixelData[x][y]; pixelData[x][y]=pixelData[width-x][y] pixelData[width-x][y]=temp; } } } void mirrorUpDown() { for (int x = 0; x < width; x++) { for (int y = 0; y < height/2; y++) { int temp = pixelData[x][y]; pixelData[x][y]=pixelData[x][height-y] pixelData[x][height-y]=temp; } } } Does this seem right for mirrors? And for flip, just a matter of using width and height w/o dividing by 2?

    Read the article

  • Center content of UISCrollView when smaller

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

    Read the article

  • Rotating an Image in Silverlight without cropping

    - by Tim Saunders
    I am currently working on a simple Silverlight app that will allow people to upload an image, crop, resize and rotate it and then load it via a webservice to a CMS. Cropping and resizing is done, however rotation is causing some problems. The image gets cropped and is off centre after the rotation. WriteableBitmap wb = new WriteableBitmap(destWidth, destHeight); RotateTransform rt = new RotateTransform(); rt.Angle = 90; rt.CenterX = width/2; rt.CenterY = height/2; //Draw to the Writeable Bitmap Image tempImage2 = new Image(); tempImage2.Width = width; tempImage2.Height = height; tempImage2.Source = rawImage; wb.Render(tempImage2,rt); wb.Invalidate(); rawImage = wb; message.Text = "h:" + rawImage.PixelHeight.ToString(); message.Text += ":w:" + rawImage.PixelWidth.ToString(); //Finally set the Image back MyImage.Source = wb; MyImage.Width = destWidth; MyImage.Height = destHeight; The code above only needs to rotate by 90° at this time so I'm just setting destWidth and destHeight to the height and width of the original image.

    Read the article

  • Image cropping in PHP is producing blank result

    - by thinkswan
    I'm simply trying to crop a JPEG image (no scaling) using PHP. Here is my function, along with the inputs. function cropPicture($imageLoc, $width, $height, $x1, $y1) { $newImage = imagecreatetruecolor($width, $height); $source = imagecreatefromjpeg($imageLoc); imagecopyresampled($newImage,$source,0,0,$x1,$y1,$width,$height,$width,$height); imagejpeg($newImage,$imageLoc,90); } When I call it as follows--cropPicture('image.jpg', 300, 300, 0, 0)--the function completes properly, but I'm left with a black image that is 300x300 px (in other words, a blank canvas). Am I passing in the wrong arguments? The image exists and is writeable.

    Read the article

  • Conversion from Iphone Core Surface RGB Frame into ffmepg AVFarme

    - by Sridhar
    Hello, I am trying to convert Core Surface RGB frame buffer(Iphone) to ffmpeg Avfarme to encode into a movie file. But I am not getting the correct video output (video showing colors dazzling not the correct picture) I guess there is something wrong with converting from core surface frame buffer into AVFrame. Here is my code : Surface *surface = [[Surface alloc]initWithCoreSurfaceBuffer:coreSurfaceBuffer]; [surface lock]; unsigned int height = surface.height; unsigned int width = surface.width; unsigned int alignmentedBytesPerRow = (width * 4); if (!readblePixels) { readblePixels = CGBitmapAllocateData(alignmentedBytesPerRow * height); NSLog(@"alloced readablepixels"); } unsigned int bytesPerRow = surface.bytesPerRow; void *pixels = surface.baseAddress; for (unsigned int j = 0; j < height; j++) { memcpy(readblePixels + alignmentedBytesPerRow * j, pixels + bytesPerRow * j, bytesPerRow); } pFrameRGB->data[0] = readblePixels; // I guess here is what I am doing wrong. pFrameRGB->data[1] = NULL; pFrameRGB->data[2] = NULL; pFrameRGB->data[3] = NULL; pFrameRGB->linesize[0] = pCodecCtx->width; pFrameRGB->linesize[1] = 0; pFrameRGB->linesize[2] = 0; pFrameRGB->linesize[3] = 0; sws_scale (img_convert_ctx, pFrameRGB->data, pFrameRGB->linesize, 0, pCodecCtx->height, pFrameYUV->data, pFrameYUV->linesize); Please help me out. Thanks, Raghu

    Read the article

  • The body gets displaced (and part of the content disappears) on ie7

    - by diego
    I have been searching for a way to fix this problem for a while now. It seems something could be wrong on the javascript, or maybe it has something to do with the positioning. This page http://www.medspilates.cl/ works fine on FF, on Chrome, on Safari and on IE8, but on ie7 it doesnt, the body gets displaced to the right and the main content disappears, it's also happening on ie6 (it didnt but now it does). Sorry to post the full page but i can't pin point the exact problem except maybe the function i'm using for positioning $(document).ready(function(){var height = $(window).height(); $('#menu').css('margin-top', $(window).height() - $(window).height() /4) $('#post1').css('margin-left', $(window).width() - $(window).width() /1.125) }) any help would be apreciated since I just cant find the answer.

    Read the article

  • ASP.NET site move to IIS7 results in gibberish characters in page output

    - by frankadelic
    I have an ASP.NET site that was working fine running on Windows Server 2003 / IIS6. I moved it to Windows Server 2008 / IIS7 and the aspx page output now includes gibberish text. For example: p???? ????? The majority of the page renders properly, but there is gibberish here and there. I have checked the event logs and there is nothing. Any idea what's going on here? How can I fix this? I have noticed that this issue shows up when I include multiple Server.Execute statements in the aspx code: <% Server.Execute("/inc/top.inc"); %> <% Server.Execute("/inc/footer.inc"); %> The .inc files above contain just html. It appears that the files have to be of a significant length to cause the error. Here is the sample html I've been testing with: <div class="logo"> <a href="/"> <img src="/logo.png" alt="logo" width="31" height="29" class="logoimg" /> </a> </div> <div class="logo"> <a href="/"> <img src="/logo.png" alt="logo" width="31" height="29" class="logoimg" /> </a> </div> <div class="logo"> <a href="/"> <img src="/logo.png" alt="logo" width="31" height="29" class="logoimg" /> </a> </div> <div class="logo"> <a href="/"> <img src="/logo.png" alt="logo" width="31" height="29" class="logoimg" /> </a> </div> <div class="logo"> <a href="/"> <img src="/logo.png" alt="logo" width="31" height="29" class="logoimg" /> </a> </div> <div class="logo"> <a href="/"> <img src="/logo.png" alt="logo" width="31" height="29" class="logoimg" /> </a> </div> Also, the gibberish characters appear inconsistently. If I ctrl+F5 the pages, the gibberish characters change and occasionally don't appear at all.

    Read the article

  • Determine the width of the vertical scroll bar in a ScrollViewer

    - by juharr
    I'm using a ScrollViewer to display an Image. The Image has a ScaleTransform set as one of it's LayoutTransforms. I've got it setup to fit the width of the image into the ActualSize of the ScrollViewer. My problem is that if the image height requires the vertical scrollbar to be present (I have it set to Auto) then my image is scaled just a little bit to much. I know how to determine if the scrollbar would be present and how to get the correct scale, but I cannot figure out how to determine what the actual width of the scrollbar is. I guess I could just guess at it, but I'd like something that would work if I later add styles to my application that would result in the scrollbars being a different size. Additionally I'm also doing Fit to Height and would need to get the Height of the horizontal scrollbar when it would be visible (I'm assuming that the answer to getting the width of the vertical scrollbar would make getting the height of the horizontal scrollbar obvious).

    Read the article

  • CKEditor createFakeParserElement: writeHtml is not a function

    - by Phil Sturgeon
    I am trying to write a plugin for CKEditor that is basically just a iframe with PHP content. The user browses around, selects the video they want and then they click insert. The problem is that I need to create a "fake element" for this video, as inserting a video directly seems to show up as a Flash object, and we need to make it look a little different. I have copied together some code from the Flash plugin.js (remember this is all undocumented and uncommented) and so far come up with this: function insertFakeElement( html ) { editor = window.parent.instance; var realElement = CKEDITOR.dom.element.createFromHtml( html ); var fakeElement = editor.createFakeParserElement( realElement, 'cke_video', 'object', true ), fakeStyle = fakeElement.attributes.style || ''; var width = realElement.attributes.width, height = realElement.attributes.height; if ( typeof width != 'undefined' ) fakeStyle = fakeElement.attributes.style = fakeStyle + 'width:' + cssifyLength( width ) + ';'; if ( typeof height != 'undefined' ) fakeStyle = fakeElement.attributes.style = fakeStyle + 'height:' + cssifyLength( height ) + ';'; editor.insertHTML(fakeElement.getHtml()); } The line "giving me jip" is: var fakeElement = editor.createFakeParserElement( realElement, 'cke_video', 'object', true ), It errors here saying: l.writeHtml is not a function [Break on this error] if(o)o.addRules(l);}});})();a.editor.p..."',o,'_text" The .js file is minified and I have no idea how the source files all fit together so I can't track down the cause of this error. Does anybody know what I am doing wrong?

    Read the article

  • Why is Raphael.JS creating paper with dimensions 1000x1000?

    - by Bryan
    I have a demo using raphael.js. The code for it is very simple but when viewed in Internet Explorer (less that version 9) I get a Raphael canvas that is 1000px by 1000px and I can't figure out why. I'm using version 1.5.2 of Raphael. Code below: HTML <!DOCTYPE html> <html> <head> <meta charset="UTF-8"> <title>Raphael Test</title> <link rel="stylesheet" type="text/css" href="test.css"> <link href="../shared/img/favicon.png" rel="shortcut icon"> </head> <body> <div id="graph"></div> <script src="../shared/js/raphael/raphael-min.js" type="text/javascript"> </script> <script src="test.js" type="text/javascript"> </script> </body> </html> CSS /* Graph */ #graph { padding: 5px; width: 477px; height: 299; } JS var holder = document.getElementById('graph') , width = holder.scrollWidth , height = Math.round(width * 0.5625) + 25 , p = Raphael(10, 50, width, height) , c = p.circle(p.width - 50, p.height - 50, 50); alert(p.width + ' & ' + p.height); I found a discussion in Raphael's Google group with the same problem but no resolution.

    Read the article

< Previous Page | 47 48 49 50 51 52 53 54 55 56 57 58  | Next Page >