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  • 2 column div layout: right column fixed width, left fluid, height relative to eachother

    - by Henrik
    I want a layout with two columns, two divs, where the left one has fluid width and the right one has fixed width. So far so good - see jsfiddle below - however, the height of the right column must be in relation to the height of the left column. So that if I have some content in the fluid column and would resize the browser window, thereby increasing or decreasing the height of the left column, the right one should follow and getting the same height. What I got so far: http://jsfiddle.net/henrikandersson/vnUdc/2/ Edit: Resolved, see comment below

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  • JQuery. Layout is shaking during animation

    - by Andrew Florko
    Hello everybody, JQuery accordion animation (as well as simple hides / shows) looks weird with some browsers (IE, Opera). But Fire Fox and Chrome renders animation perfectly without artifacts. Html layout tends to shake with IE / Opera during animation as if surrounding paddings / margins are changed for small random value. How can I minimize this effect. Is it jquery bug or browsers issue?

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  • Drupal print module: controlling layout in PDF files?

    - by WhyKiki
    So I'm trying to fix the layout of the PDF files for a specific content type. I'm messing around in the tpl.php file and can't find a way to modify individual fields. There's just the massive $print['content'] variable that contains all of the page content. So, is there a way to access each field?

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  • XHTML/CSS layout to ASP.NET

    - by Zai
    I am trying to build a website consist of three pages but with a contact form using ASP.NET. Now that I have build the layout and all xhtml/css and some javascript and next I wan to convert it so that it's dynamic and can send email. Do I need to convert it using Visual Studio or just rename files from .html to .aspx? and then create a form in Visual studio?... Confused :(

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  • Scala unsatisfiable cyclic dependency in "table-layout" library (Toolkit class)

    - by Atol
    When I try to compile with sbt some code containing an instance of a Table from this library I get this error: java.lang.AssertionError: assertion failed: unsatisfiable cyclic dependency in 'class Toolkit' It seems to work with Java so I don't understand why it fails in Scala. Here is the toolkit class: http://code.google.com/p/table-layout/source/browse/branches/v1/tablelayout/src/com/esotericsoftware/tablelayout/Toolkit.java As long as I get this error I'm totally stopped in my project :(.

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  • Get the layout mode (landscape or portrait) of a pdf from php/linux

    - by Jonathan Hendler
    Given a PDF, how can one get the layout mode of a PDF (or relative width/height) using a PHP lib or linux command line tool? Using http://www.tecnick.com/public/code/cp%5Fdpage.php?aiocp%5Fdp=tcpdf which can set this variable on new PDFs, but for existing pdfs from adobe. Thought of converting pdfs to ps, or using gs in some other way - like converting it to an image first, and getting the width and height of that. Is this the best way?

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  • Setting up layout/events on iPhone

    - by Mohit Deshpande
    I am using Open Source toolchain to compile my iPhone apps. So I have no Interface Builder or XCode. How would I setup the layout of widgets like UIButton, UITextView, etc. Also, how would I add an event handler to those UI widgets? Please remember that I don't have Interface Builder or XCode.

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  • CMS Layout Problem

    - by Sebi
    I made a small page (http://www.ovlu.li) using CMS Made Simple (http://www.cmsmadesimple.org/). It looks more or less okay in all browser, but the problem is, if a resize the window to a smaller size, sometimes the layout of the subnavigation layer is destroyed. Instead of getting smaller, all the elements are ordered more or less randomly. Any hints why?

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  • Layout of popup components changes while moving

    - by Le_Coeur
    I have designed some popup moving menu with JQuery, it looks perfekt in webkit browsers, but i have one problem in mozilla, when i move my popup window, layout of some components in this window changes! For example button add changes from: to: or to: , and it's absolutly random. What can it be?

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  • Present a default window layout on startup in Windows 7

    - by sipickles
    Hello, I have a Win7 PC in use as part of an experiment control system. The experiment in question uses 4 windows simultaneously, and I would like to find away to open, position and size these 4 windows with a script. The script would run at start up, so that the newly booted PC presents the user with the four windows as default. Obviously I can use a batch file in the startup folder to open windows and run applications, but is there a way to specify the layout of these windows? Many thanks Si

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  • scrollable text view with 2 buttons not being displayed using xml layout

    - by rajyalakshmi
    Hi Everyone, the following is my xml layout for scrollbale text view with 2 buttons.But with this i am able to see only text but not the buttons.Howvever if i put smaller text and make it simple text view(without scroll),the buttons are being seen.Can anyone help me to able to get scrll text view in a window with 2 bottoms at the bottom. <Button android:id="@+id/button1" android:layout_width="wrap_content" android:layout_height="fill_parent" android:text="@string/my_button_text1" /

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  • 100% Min Height CSS layout

    - by Chris Porter
    What's the best way to make an element of 100% minimum height across a wide range of browsers ? In particular if you have a layout with a header and footer of fixed height how do you make the middle content part fill 100% of the space in between with the footer fixed to the bottom ?

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  • Orthographic unit translation mismatch on grid (e.g. 64 pixels translates incorrectly)

    - by Justin Van Horne
    I am looking for some insight into a small problem with unit translations on a grid. Setup 512x448 window 64x64 grid gl_Position = projection * world * position; projection is defined by ortho(-w/2.0f, w/2.0f, -h/2.0f, h/2.0f); This is a textbook orthogonal projection function. world is defined by a fixed camera position at (0, 0) position is defined by the sprite's position. Problem In the screenshot below (1:1 scaling) the grid spacing is 64x64 and I am drawing the unit at (64, 64), however the unit draws roughly ~10px in the wrong position. I've tried uniform window dimensions to prevent any distortion on the pixel size, but now I am a bit lost in the proper way in providing a 1:1 pixel-to-world-unit projection. Anyhow, here are some quick images to aide in the problem. I decided to super-impose a bunch of the sprites at what the engine believes is 64x offsets. When this seemed off place, I went about and did the base case of 1 unit. Which seemed to line up as expected. The yellow shows a 1px difference in the movement. Vertices It would appear that the vertices going into the vertex shader are correct. For example, in reference to the first image the data looks like this in the VBO: x y x y ---------------------------- tl | 0.0 24.0 64.0 24.0 bl | 0.0 0.0 -> 64.0 0.0 tr | 16.0 0.0 80.0 0.0 br | 16.0 24.0 80.0 24.0 With that said, all I am left to believe is that I am munging up my actual projection. So, I am looking for any insight into maintaining the 1:1 pixel-to-world-unit projection.

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  • How do I simplify a 2D game grid for level management while keeping its by-pixel features?

    - by Eric Thoma
    (I cross-posted this from StackOverflow as this seems to be a more appropriate forum. I've looked around a little here and I did not find an answer, so I hope this is not a recurring question.) This is a question dealing with 2D world design. I am playing around by creating a 2D bird's eye view shooter game, and I am looking to make the game sleek and advanced. I hope to be able to write physics so projectiles have momentum and knock-down properties. I am immediately running into the problem of world design. I need a way to have level files that store everything there is about a game. This is easiest by just having a grid of objects. But there are thin-walls and other objects that don't seem to fit into a traditional cell of a grid. I want to be able to fit all these together so I can streamline level design; so I don't have to put in the exact pixel-specific start and end of a wall. There doesn't seem to be an obvious translation from level file to game without forcing myself into a pacman-life scenario, meaning a scenario where the game feels boxy and discrete. There is a contrast between the smoothly (relatively) moving characters and finite jumps in a grid. I would appreciate an answer that would describe implementation options or point me to resources that do. I would also appreciate references to sites that teach game design. The language I am using is Java (although I would love to use C or C++, but I can never find convenient resources in those languages). Thank you for any answers. Please leave any questions in the space below; I will be able to answer them later tonight (28th Nov).

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  • How to Create a Grid for a 2D Game?

    - by SoulBeaver
    So I'm currently writing the engine for my videogame. I've almost integrated Tiled (I think) so I should have a map-creator here soon. My question is, how do I actually make the grid? I'm really confused here. If I create a large map with, say, 20x20 grids the size of 32x32 (screen size 640x640), then what do I do with it? Let's say I have the code for creating a window, and then place a player sprite that I can move with input, that's fine. If I use one map that's as big as the screen, then every pixel on the map is also a pixel on the game screen. The mapping is exact. Now what happens if I have a 2000x2000 map, for example? My character would have to keep moving and move the map around (or rather the camera focused on the player moves). Then I can no longer say that the screen maps exactly to the pixel position of the map. I tried making a Grid class that maps out the screen area to 32x32 tiles, but I'm not sure if that makes any sense. Once the map moves each tile would have to update its information, or something. I'm just really confused here. How do I actually make the tiles and a grid and map them to the data I get from tiled, or that I make myself? Are there any good examples of source code that I could look at?

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  • Project Euler #15

    - by Aistina
    Hey everyone, Last night I was trying to solve challenge #15 from Project Euler: Starting in the top left corner of a 2×2 grid, there are 6 routes (without backtracking) to the bottom right corner. How many routes are there through a 20×20 grid? I figured this shouldn't be so hard, so I wrote a basic recursive function: const int gridSize = 20; // call with progress(0, 0) static int progress(int x, int y) { int i = 0; if (x < gridSize) i += progress(x + 1, y); if (y < gridSize) i += progress(x, y + 1); if (x == gridSize && y == gridSize) return 1; return i; } I verified that it worked for a smaller grids such as 2×2 or 3×3, and then set it to run for a 20×20 grid. Imagine my surprise when, 5 hours later, the program was still happily crunching the numbers, and only about 80% done (based on examining its current position/route in the grid). Clearly I'm going about this the wrong way. How would you solve this problem? I'm thinking it should be solved using an equation rather than a method like mine, but that's unfortunately not a strong side of mine. Update: I now have a working version. Basically it caches results obtained before when a n×m block still remains to be traversed. Here is the code along with some comments: // the size of our grid static int gridSize = 20; // the amount of paths available for a "NxM" block, e.g. "2x2" => 4 static Dictionary<string, long> pathsByBlock = new Dictionary<string, long>(); // calculate the surface of the block to the finish line static long calcsurface(long x, long y) { return (gridSize - x) * (gridSize - y); } // call using progress (0, 0) static long progress(long x, long y) { // first calculate the surface of the block remaining long surface = calcsurface(x, y); long i = 0; // zero surface means only 1 path remains // (we either go only right, or only down) if (surface == 0) return 1; // create a textual representation of the remaining // block, for use in the dictionary string block = (gridSize - x) + "x" + (gridSize - y); // if a same block has not been processed before if (!pathsByBlock.ContainsKey(block)) { // calculate it in the right direction if (x < gridSize) i += progress(x + 1, y); // and in the down direction if (y < gridSize) i += progress(x, y + 1); // and cache the result! pathsByBlock[block] = i; } // self-explanatory :) return pathsByBlock[block]; } Calling it 20 times, for grids with size 1×1 through 20×20 produces the following output: There are 2 paths in a 1 sized grid 0,0110006 seconds There are 6 paths in a 2 sized grid 0,0030002 seconds There are 20 paths in a 3 sized grid 0 seconds There are 70 paths in a 4 sized grid 0 seconds There are 252 paths in a 5 sized grid 0 seconds There are 924 paths in a 6 sized grid 0 seconds There are 3432 paths in a 7 sized grid 0 seconds There are 12870 paths in a 8 sized grid 0,001 seconds There are 48620 paths in a 9 sized grid 0,0010001 seconds There are 184756 paths in a 10 sized grid 0,001 seconds There are 705432 paths in a 11 sized grid 0 seconds There are 2704156 paths in a 12 sized grid 0 seconds There are 10400600 paths in a 13 sized grid 0,001 seconds There are 40116600 paths in a 14 sized grid 0 seconds There are 155117520 paths in a 15 sized grid 0 seconds There are 601080390 paths in a 16 sized grid 0,0010001 seconds There are 2333606220 paths in a 17 sized grid 0,001 seconds There are 9075135300 paths in a 18 sized grid 0,001 seconds There are 35345263800 paths in a 19 sized grid 0,001 seconds There are 137846528820 paths in a 20 sized grid 0,0010001 seconds 0,0390022 seconds in total I'm accepting danben's answer, because his helped me find this solution the most. But upvotes also to Tim Goodman and Agos :) Bonus update: After reading Eric Lippert's answer, I took another look and rewrote it somewhat. The basic idea is still the same but the caching part has been taken out and put in a separate function, like in Eric's example. The result is some much more elegant looking code. // the size of our grid const int gridSize = 20; // magic. static Func<A1, A2, R> Memoize<A1, A2, R>(this Func<A1, A2, R> f) { // Return a function which is f with caching. var dictionary = new Dictionary<string, R>(); return (A1 a1, A2 a2) => { R r; string key = a1 + "x" + a2; if (!dictionary.TryGetValue(key, out r)) { // not in cache yet r = f(a1, a2); dictionary.Add(key, r); } return r; }; } // calculate the surface of the block to the finish line static long calcsurface(long x, long y) { return (gridSize - x) * (gridSize - y); } // call using progress (0, 0) static Func<long, long, long> progress = ((Func<long, long, long>)((long x, long y) => { // first calculate the surface of the block remaining long surface = calcsurface(x, y); long i = 0; // zero surface means only 1 path remains // (we either go only right, or only down) if (surface == 0) return 1; // calculate it in the right direction if (x < gridSize) i += progress(x + 1, y); // and in the down direction if (y < gridSize) i += progress(x, y + 1); // self-explanatory :) return i; })).Memoize(); By the way, I couldn't think of a better way to use the two arguments as a key for the dictionary. I googled around a bit, and it seems this is a common solution. Oh well.

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  • MVC2 MSchart with detail grid

    - by ben
    Hello, I need the capability to display a chart, click on a region and display the details in a jqgrid on the same page. I tried using a pie Chart and I can't seem to capture or create a click event for the chart. The data points contain a .url property which I can redirect to a different page but I need to display details on the same page like a master-detail page.

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  • Weight doesn't work in a custom android component

    - by RCB
    I wanted to create a custom bottom button bar layout, I've created a xml file : <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" style="@android:style/ButtonBar" android:layout_width="fill_parent" android:layout_height="wrap_content" android:orientation="horizontal" android:padding="0dp" > <Button android:id="@+id/media_menu_button" style="?android:attr/buttonStyleSmall" android:layout_width="0dp" android:layout_height="match_parent" android:layout_margin="0dp" android:layout_weight="1" android:text="@string/media_menu_button" /> <Button android:id="@+id/scenario_menu_button" style="?android:attr/buttonStyleSmall" android:layout_width="0dp" android:layout_height="match_parent" android:layout_margin="0dp" android:layout_weight="1" android:text="@string/scenario_menu_button" /> <Button android:id="@+id/rooms_menu_button" style="?android:attr/buttonStyleSmall" android:layout_width="0dp" android:layout_height="match_parent" android:layout_margin="0dp" android:layout_weight="1" android:text="@string/rooms_menu_button" /> <Button android:id="@+id/shortcut_menu_button" style="?android:attr/buttonStyleSmall" android:layout_width="0dp" android:layout_height="match_parent" android:layout_margin="0dp" android:layout_weight="1" android:text="@string/shortcut_menu_button" /> as you can see I've given all the buttons width 0dp and weight of 1. then, I've created a class that extends the linear layout class : public class BeLightBottomBar extends LinearLayout implements OnClickListener { private LayoutInflater mInflater; private Context contexnt; private Button mShortcutMenuButton; private Button mRoomsMenuButton; private Button mScenarioMenuButton; private Button mMediaMenuButton; public BeLightBottomBar(Context context, AttributeSet attrs) { super(context, attrs); //inflate the view this.contexnt = context; mInflater = (LayoutInflater) context.getSystemService(Context.LAYOUT_INFLATER_SERVICE); LinearLayout barView = (LinearLayout) mInflater.inflate(R.layout.belight_bottombar, null); addView(barView); //get all the instances of the components of the bar mShortcutMenuButton = (Button) barView.findViewById(R.id.shortcut_menu_button); mRoomsMenuButton = (Button) barView.findViewById(R.id.rooms_menu_button); mScenarioMenuButton = (Button) barView.findViewById(R.id.scenario_menu_button); mMediaMenuButton = (Button) barView.findViewById(R.id.media_menu_button); //set this as a click listener mShortcutMenuButton.setOnClickListener(this); mRoomsMenuButton.setOnClickListener(this); mScenarioMenuButton.setOnClickListener(this); mMediaMenuButton.setOnClickListener(this); ... ... ... } the problem is when i add this class to the main activity xml <belight.homecontrol.components.BeLightBottomBar android:id="@+id/button_bar" android:layout_width="match_parent" android:layout_height="wrap_content" android:layout_alignParentBottom="true" android:layout_margin="0dp" android:padding="0dp" /> the weight stops working, all the buttons are different. and I don't know why !? if I just copy paste the bottom's bar xml code to the main xml file it works fine, the problem only occurs when using it as a whole. P.S. Is it a good practice to create a component this way? Or maybe I'm doing something wrong? Thanks, Dan

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  • how get value from smartgwt Custom FilterEditorType ?

    - by Ehsan Khodarahmi
    Hi I've developed a custom widget (a persian calendar consist of a base textbox & image widget on a gwt grid which look likes smartgwt calendar) & putted it in a CanvasItem because i want to add it as a filter editor for a listGrid : ListGridField regDateTimeField = new ListGridField("regDateTime", ????? ? ????", 120"); regDateTimeField.setFilterEditorType(new PersianCalendarItem()); now list grid displays it successfully, but when i click on filter button, nothing happend even when it value changes. I think i have to override some canvas item methods to return internal textbox value, but i don't know how should i do this ???

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  • Android: how to hide and then show View with animation effect?

    - by tomash
    I have similar question like this one: http://stackoverflow.com/questions/2079074/update-layout-with-the-animation Basically: I have one vertical LinearLayout View with edittext, button and then list. I'd like to hide exittext after pressing button to make more space for list (button will go up). On second press edittext should be visible again. Edittext and button have "wrap_content" height. I'd like to hide and show edittext with animation. I succeeded to animate hiding by overloading Animation's applyTransformation: final float edittextheight= edittext.getHeight(); [....] @Override protected void applyTransformation(float interpolatedTime, Transformation t) { super.applyTransformation(interpolatedTime, t); android.view.ViewGroup.LayoutParams lp = edittext.getLayoutParams(); lp.height = (int)(edittextheight*(1.0-interpolatedTime)); edittext.setLayoutParams(lp); } Problem: I don't know how to calculate height to animate showing - edittext.getHeight(); returns 0 when widget is hidden and in layout definition I'm using "wrap_content". Help?

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  • Button layed out using layout_toLeftOf in a RelativeLayout does not show up

    - by rodion
    Hello all, I am trying to layout a Button to the left of a TextView that is centered on the screen. My layout looks like this: <?xml version="1.0" encoding="utf-8"?> <RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android" android:orientation="vertical" android:layout_width="fill_parent" android:layout_height="fill_parent" android:gravity="center"> <TextView android:layout_width="wrap_content" android:layout_height="wrap_content" android:text="foo" android:id="@+id/center" /> <Button android:layout_width="wrap_content" android:layout_height="wrap_content" android:text="Left button" android:layout_toLeftOf="@id/center" /> </RelativeLayout> Unfortunately, the button just does not appear. I get the following result: As you see, the button doesn't show up. It works if I use layout_toRightOf, then the button appears to the right of the TextView, just as expected. Any ideas what I am doing wrong here?

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  • How to programmatically disable onClick handler on Android AppWidget Button

    - by Gaks
    I have a Button on appwidget, that I need to 'enable'/'disable' programmatically from a Service. First idea was to call setBoolean(R.id.buttonid, "setClickable", false) to disable it, but apparently you can't call setClickable remotely. Another idea was was remove the text label from it with rv.setTextViewText(R.id.buttonid, "") and then remove the click handler by rv.setOnClickPendingIntent(R.id.buttonid, null). Unfortunately passing null to it causes NullPointerException in in android.app.ActivityThread.handleServiceArgs Is there some other way to programmatically disable/enable appwidget Button? I could just call rv.setViewVisibility(R.id.buttonid, View.GONE) to hide the button completely instead of disabling it. This would however completely break whole widget layout and I would like to avoid it. The solution I'm using now is hiding the button with setViewVisibility and showing other blank button instead to the keep appwidget layout as it was before.

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  • Change TextView without completely re-drawing layout?

    - by twk
    I've found that updating a text view every second in my app burns a lot of CPU. The textview is in a horizontal LinearLayout, which is in turn inside of a vertical LinearLayout. Switching to a RelativeLayout (as recommended to increase perf) is not an option right now (I tried to get that working originally, but it was too complicated). The horizontal LinearLayout has 3 elements. The outer ones are TextViews with a layout_weight of 0, and the middle one is a progress bar with a layout_weight of 1 to make it expand to take up most of the space. I'm changing the contents of the leftmost TextView every second So, is there a way to change the contents of the text view without re-drawing everything? Or, can I force the TextViews to use a fixed amount of space to simplify the layout. Other tips for speeding up a LinearLayout are greatly appreciated as well. For reference, here is my entire layout. The field I'm updating is the timeIn one. <?xml version="1.0" encoding="utf-8"?> <RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android" android:layout_width="wrap_content" android:layout_height="wrap_content"> <TextView android:text="Artist Name" android:id="@+id/curArtist" android:textSize="8pt" android:layout_width="fill_parent" android:layout_height="wrap_content" android:gravity="center_horizontal" android:paddingTop="5dp"></TextView> <TextView android:text="Song Name" android:id="@+id/curSong" android:textSize="10pt" android:textStyle="bold" android:layout_below="@id/curArtist" android:layout_width="fill_parent" android:layout_height="wrap_content" android:gravity="center_horizontal"></TextView> <TextView android:text="Album Name" android:id="@+id/curAlbum" android:textSize="8pt" android:layout_below="@id/curSong" android:layout_width="fill_parent" android:layout_height="wrap_content" android:gravity="center_horizontal"></TextView> <LinearLayout android:layout_width="fill_parent" android:layout_height="fill_parent" android:layout_below="@id/curAlbum" android:orientation="vertical"> <LinearLayout android:id="@+id/seekWrapper" android:layout_width="fill_parent" android:layout_height="wrap_content" android:minHeight="10dp" android:maxHeight="10dp" android:orientation="horizontal"> <TextView android:text="0:00" android:id="@+id/timeIn" android:textSize="4pt" android:paddingLeft="10dp" android:gravity="center_vertical" android:layout_weight="0" android:layout_gravity="left|center_vertical" android:layout_width="wrap_content" android:layout_height="fill_parent"></TextView> <ProgressBar android:layout_below="@id/curAlbum" android:id="@+id/progressBar" android:paddingLeft="7dp" android:paddingRight="7dp" android:layout_width="fill_parent" android:layout_height="fill_parent" android:maxHeight="10dp" android:minHeight="10dp" android:indeterminate="false" android:layout_weight="1" android:layout_gravity="center_horizontal|center_vertical" style="?android:attr/progressBarStyleHorizontal"></ProgressBar> <TextView android:text="0:00" android:id="@+id/timeLeft" android:paddingRight="10dp" android:textSize="4pt" android:layout_gravity="right|center_vertical" android:layout_weight="0" android:layout_width="wrap_content" android:layout_height="fill_parent"></TextView> </LinearLayout> <ImageView android:id="@+id/albumArt" android:layout_weight="1" android:padding="5dp" android:layout_width="fill_parent" android:layout_height="fill_parent" android:src="@drawable/blank_album_art"></ImageView> <LinearLayout android:layout_width="fill_parent" android:layout_height="wrap_content" android:orientation="horizontal" > <ImageButton android:id="@+id/prev" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_gravity="left" android:src="@drawable/button_prev" android:paddingLeft="10dp" android:background="@null"></ImageButton> <ImageButton android:id="@+id/playPause" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_gravity="center_horizontal" android:src="@drawable/button_play" android:layout_weight="1" android:background="@null"></ImageButton> <ImageButton android:id="@+id/next" android:layout_width="wrap_content" android:layout_height="wrap_content" android:src="@drawable/button_next" android:layout_gravity="right" android:paddingRight="10dp" android:background="@null"></ImageButton> </LinearLayout> </LinearLayout> </RelativeLayout>

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