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  • Excel duration converts to date

    - by Malcolm Anderson
    I'm working on an Excel 2010 spreadsheet and I'm trying to put in durations for some tasks I want to schedule.The interesting thing is that up until a few minutes ago, I couldn't do it.I was entering in "47:00" and excel was (and still is) converting it to "1/1/1900 23:00:00"In my mind, I want the value to be 47 minutes, but for the life of me I cannot find a fix for this behavior.Here's the weirdest thing, I haven't had this problem in the past.  Usually I put in times, add them up and they work like magic.  Put in 18 entries of 20 minutes each, total them and excel will usually tell me that it's a total of 6 hours.No problem.Today, problem.Here's the weird bit:As I was writing this post, I got it to work.By formatting the column as custom "[hh]:mm" and summing the columns, I can get total times.But the times are still being formatted into dates if I look at the underlying data.  Bottom line, if you need to calculate durations, you can, but don't look too closely at what is happening underneath the covers.

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  • No video signal after install

    - by tW4r
    Today I tried to install Ubuntu 12.10 to my machine, but all the time I encountered the same problem, I successfully boot from Ubuntu 12.04 DVD, and a purple background comes up with accessibility and keyboard icons at the bottom of the screen, then when you wait a while a monitor text comes up "No signal" (Keep in mind that this signal is only shown when there's cable in the monitor HDMI plug), and nothing happens, a little later disk drive stops flashing meaning that disk finished being read. Even if you reset the computer you still get no signal, you have to turn the power of and on again, and plug HDMI out and put it in again. My info: Graphics card: ATI/AMD Radeon HD 4850 Connection to monitor: HDMI Monitor: Samsung SyncMaster T220HD

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  • C# XNA 4.0 multitextured cube

    - by chron
    So I am following this tutorial on how to draw a cube in XNA and I ran into a problem. Ok so my shader can only have texture right? I need to have a texture on the front and back of my cube. So I thought I could just have both textures stored in one texture. Problem is I do not know how to map out my UV coords to do so. (I tried dividing by 2 and such with no luck...). I am really new to this (not programming, just game development and some concepts), but how could I get UV coordinates for both halfs of the texture. private void ConstructCube(Vector3 Position,Vector3 Size) { _vertices = new VertexPositionNormalTexture[50]; // Calculate the position of the vertices on the top face. Vector3 topLeftFront = Position + new Vector3(-1.0f, 1.0f, -1.0f) * Size; Vector3 topLeftBack = Position + new Vector3(-1.0f, 1.0f, 1.0f) * Size; Vector3 topRightFront = Position + new Vector3(1.0f, 1.0f, -1.0f) * Size; Vector3 topRightBack = Position + new Vector3(1.0f, 1.0f, 1.0f) * Size; // Calculate the position of the vertices on the bottom face. Vector3 btmLeftFront = Position + new Vector3(-1.0f, -1.0f, -1.0f) * Size; Vector3 btmLeftBack = Position + new Vector3(-1.0f, -1.0f, 1.0f) * Size; Vector3 btmRightFront = Position + new Vector3(1.0f, -1.0f, -1.0f) * Size; Vector3 btmRightBack = Position + new Vector3(1.0f, -1.0f, 1.0f) * Size; // Normal vectors for each face (needed for lighting / display) Vector3 normalFront = new Vector3(0.0f, 0.0f, 1.0f) * Size; Vector3 normalBack = new Vector3(0.0f, 0.0f, -1.0f) * Size; Vector3 normalTop = new Vector3(0.0f, 1.0f, 0.0f) * Size; Vector3 normalBottom = new Vector3(0.0f, -1.0f, 0.0f) * Size; Vector3 normalLeft = new Vector3(-1.0f, 0.0f, 0.0f) * Size; Vector3 normalRight = new Vector3(1.0f, 0.0f, 0.0f) * Size; // UV texture coordinates Vector2 textureTopLeft = new Vector2(1.0f * Size.X, 0.0f * Size.Y); Vector2 textureTopRight = new Vector2(0.0f * Size.X, 0.0f * Size.Y); Vector2 textureBottomLeft = new Vector2(1.0f * Size.X, 1.0f * Size.Y); Vector2 textureBottomRight = new Vector2(0.0f * Size.X, 1.0f * Size.Y); // Add the vertices for the FRONT face. _vertices[0] = new VertexPositionNormalTexture(topLeftFront, normalFront, textureTopLeft); _vertices[1] = new VertexPositionNormalTexture(btmLeftFront, normalFront, textureBottomLeft); _vertices[2] = new VertexPositionNormalTexture(topRightFront, normalFront, textureTopRight); _vertices[3] = new VertexPositionNormalTexture(btmLeftFront, normalFront, textureBottomLeft); _vertices[4] = new VertexPositionNormalTexture(btmRightFront, normalFront, textureBottomRight); _vertices[5] = new VertexPositionNormalTexture(topRightFront, normalFront, textureTopRight); // Add the vertices for the BACK face. _vertices[6] = new VertexPositionNormalTexture(topLeftBack, normalBack, textureTopRight); _vertices[7] = new VertexPositionNormalTexture(topRightBack, normalBack, textureTopLeft); _vertices[8] = new VertexPositionNormalTexture(btmLeftBack, normalBack, textureBottomRight); _vertices[9] = new VertexPositionNormalTexture(btmLeftBack, normalBack, textureBottomRight); _vertices[10] = new VertexPositionNormalTexture(topRightBack, normalBack, textureTopLeft); _vertices[11] = new VertexPositionNormalTexture(btmRightBack, normalBack, textureBottomLeft); // Add the vertices for the TOP face. _vertices[12] = new VertexPositionNormalTexture(topLeftFront, normalTop, textureBottomLeft); _vertices[13] = new VertexPositionNormalTexture(topRightBack, normalTop, textureTopRight); _vertices[14] = new VertexPositionNormalTexture(topLeftBack, normalTop, textureTopLeft); _vertices[15] = new VertexPositionNormalTexture(topLeftFront, normalTop, textureBottomLeft); _vertices[16] = new VertexPositionNormalTexture(topRightFront, normalTop, textureBottomRight); _vertices[17] = new VertexPositionNormalTexture(topRightBack, normalTop, textureTopRight); // Add the vertices for the BOTTOM face. _vertices[18] = new VertexPositionNormalTexture(btmLeftFront, normalBottom, textureTopLeft); _vertices[19] = new VertexPositionNormalTexture(btmLeftBack, normalBottom, textureBottomLeft); _vertices[20] = new VertexPositionNormalTexture(btmRightBack, normalBottom, textureBottomRight); _vertices[21] = new VertexPositionNormalTexture(btmLeftFront, normalBottom, textureTopLeft); _vertices[22] = new VertexPositionNormalTexture(btmRightBack, normalBottom, textureBottomRight); _vertices[23] = new VertexPositionNormalTexture(btmRightFront, normalBottom, textureTopRight); // Add the vertices for the LEFT face. _vertices[24] = new VertexPositionNormalTexture(topLeftFront, normalLeft, textureTopRight); _vertices[25] = new VertexPositionNormalTexture(btmLeftBack, normalLeft, textureBottomLeft ); _vertices[26] = new VertexPositionNormalTexture(btmLeftFront, normalLeft, textureBottomRight ); _vertices[27] = new VertexPositionNormalTexture(topLeftBack, normalLeft, textureTopLeft); _vertices[28] = new VertexPositionNormalTexture(btmLeftBack, normalLeft, textureBottomLeft ); _vertices[29] = new VertexPositionNormalTexture(topLeftFront, normalLeft, textureTopRight ); // Add the vertices for the RIGHT face. _vertices[30] = new VertexPositionNormalTexture(topRightFront, normalRight, textureTopLeft); _vertices[31] = new VertexPositionNormalTexture(btmRightFront, normalRight, textureBottomLeft); _vertices[32] = new VertexPositionNormalTexture(btmRightBack, normalRight, textureBottomRight); _vertices[33] = new VertexPositionNormalTexture(topRightBack, normalRight, textureTopRight); _vertices[34] = new VertexPositionNormalTexture(topRightFront, normalRight, textureTopLeft); _vertices[35] = new VertexPositionNormalTexture(btmRightBack, normalRight, textureBottomRight); done = true; }

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  • Top 5 Places to Get Good Quality Links & Boost Your Search Rank

    If you're looking to get a higher ranking for your website, the bottom line is that you need to get good quality links. Gone are the days when you could just rely on keywords on your site to get you to the top... or even getting 1,000's of un-targeted links to blast your way to the #1 spot on Google. Now, it's all about getting high quality links that will make Google think your site is "worthy" enough to put at the top of the results... and here's where to get those links.

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  • Missing Firefox app icon

    - by frozenkoi
    I'm using Ubuntu 11.04 (upgraded from LTS 10.04) and Firefox (version 11) doesn't show it's icon in the Window List panel, in the Firefox window top left corner (system menu) nor when using ALT+TAB to switch applications. I'm using unity 2D since I'm running ubuntu as a guest in a VMWare virtual machine (Host is windows 7) Instead of the Firefox icon I get what appears to be a generic icon that looks like an app window in the window list and a black rectangle with a curl in the bottom right corner in the ALT+TAB window. How do I fix this so that the proper Firefox icon gets displayed? EDIT: Depending on the icon set chosen in the Appearence settings window sometimes I get the icon, sometimes I don't. When using Ubuntu classic none of the icon sets provide the icon for Firefox.

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  • CSS padding displays in FF and Chrome, but not in IE 8? [migrated]

    - by bullitt five
    I'm updating the CSS on a page design, trying to put borders around my images, with 7px of padding between the image and the border. It seems to be working fine in Firefox and Chrome, but IE displays the border directly against the image, with no padding. Any suggestions? CSS code: img.right { float: right; margin: 0px; border: 1px solid #999; padding: 7px; margin-left: 10px; margin-bottom: 5px; } HTML: <img src="images/homepage_challengecoin.jpg" class="right">

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  • Ubuntu 12.04 mdadm inactive

    - by user32274
    For a while now, my RAID 5 has ceased to work. Everytime I tried "madm --detail /dev/md127", its states all the drive and drive info, but that two of the drives have been removed. After some restarts, doing the same thing, i am getting /dev/md127 does not appear to be active. When I go into DiskUtil, I can see all 6 Hard Drives healthy and present, and i can see the Raid 5 at the bottom under Multi-disk Devices. However, the Raid says 0.0kb, and is not active. Please help and let me know how to proceed from here. I would really like to avoid rebuilding the RAID, especially because all 6 drives seem to be healthy and present. Thanks so much.

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  • How to elegantly work with a lot of print functions?

    - by user1824372
    I'm working on a Python project that is executed on a terminal (or console) for which I am planning to implement a GUI. I did not major in CS so I really have no idea how to effectively design a terminal GUI such that: the user interface looks good in GUI, it is directed to a certain widget, let's say, a text label, or a bottom bar, or a hide-able frame. Do you have any suggestions? Currently, I am using the print function to provide essential information on STDOUT during execution, so a lot of print calls are distributed here and there in the code. I'm thinking of using macro-like variables such as 'FILE_NOT_EXISTS_MESSAGE' for printing, and all of them and their values would be defined in one file. Is that a standard way to do this? Should I introduce a logging system? In summary, I'm looking for a pattern for handling console output that is effective and adaptable.

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  • gnome-panel has multiple rows -- how to undo that?

    - by towi
    On Ubuntu 12.04 I use openbox with a single "gnome-panel" started. But after trying to configure my two screen in Xinerama mode I got additional rows of panels each time X restarted. And despite I completely reverted to my one-screen-X-config the gnome-panel displayed has 4 rows (4 at top sreen, 4 at bottom) only the outermost row has content, the other 3 are empty there is only one gnome-panel process running some widgets appear 4 times, too, although they run only once when I switch away from openbox using unity I am back to 1 row temporarily What went wrong here? How do I undo that? Things that did not help: rm -Rf .gnome2 .gconf/ .compiz-1/ pkill panel, and restarting it

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  • How to have the game world get rendered on just a part of the screen?

    - by VictorB
    I am implementing a game on both Desktop and Android. The Desktop version will just rely on the keyboard to handle the user input on the game screen, whilst the Android one will have to have a set of buttons placed in a bar at the bottom of the game screen, using a Stage. Consequently, I am expecting the game world to take up the entire space available on the Desktop screen, whilst on Android it should expand to the entire width of the screen, and to the screen height minus the height of the buttons bar I've mentioned. What would be an appropriate approach of handling space sharing between the game world and the buttons bar? Thank you.

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  • Drop in rankings after removing sitewide backlinks

    - by user319940
    Here's the scenario: I have a small web design business and was using a branded backlink on the bottom of all client sites. Recently this has become a bit taboo with the Google updates so I went back to a few of my sites and made it so there's only a homepage backlink. After doing this, I've had a drop in rankings, despite this apparently being a best practice. Is this likely a temporary drop that will pick back up? For any new sites, I still want to have a link on all pages of client sites as it's good advertising. I plan to have a do-follow homepage link and then no-follow every other link - is this a good idea?

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  • Best Way to Handle Meta Information in a SQL Database

    - by danielhanly.com
    I've got a database where I want to store user information and user_meta information. The reason behind setting it up in this way was because the user_meta side may change over time and I would like to do this without disrupting the master user table. If possible, I would like some advice on how to best set up this meta data table. I can either set it as below: +----+---------+----------+--------------------+ | id | user_id | key | value | +----+---------+----------+--------------------+ | 1 | 1 | email | [email protected] | | 2 | 1 | name | user name | | 3 | 1 | address | test address | ... Or, I can set it as below: +----+---------+--------------------+--------------------+--------------+ | id | user_id | email | name | address | +----+---------+--------------------+--------------------+--------------+ | 1 | 1 | [email protected] | user name | test address | Obviously, the top verison is more flexible, but the bottom version is space saving and perhaps more efficient, returning all the data as a single record. Which is the best way to go about this? Or, am I going about this completely wrong and there's another way I've not thought of?

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  • Recommendations for taskbar

    - by user210551
    I recently updated to Ubuntu 13.10 and now tint2 stopped working. Better yet: it works, I just can not see it as the all bar is now transparent. Since Tint2 is no longer maintained I doubt it will be updated hence I'm now looking into alternative is there are any. In short: looking for a simple taskbar that sits at the bottom of the screen and that lists applications per window (no groupping!). Don't need fancy animations or widgets/features. Any ideas?

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  • Child to Parent linking - bad idea?

    - by Thraka
    I have a situation where my parent knows about it's child (duh) but I want the child to be able to reference the parent. The reason for this is that I want the child to have the ability to designate itself as most important or least important when it feels like it. When the child does this, it moves it to the top or bottom of the parent's children. In the past I've used a WeakReference property on the child to refer back tot he parent, but I feel that adds an annoying overhead, but maybe it's just the best way to do it. Is this just a bad idea? How would you implement this ability differently?

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  • Incorrect Google Profile Results

    - by Mikhel
    Where do Google gets the info they display along with your profile in their "Profile Results" that is shown once you hit search for a particular person? When Google shows incorrect info, there's a feedback option at the bottom and it gives you an option to report a problem on which info is wrong. However, this is a tedious task since I've already done this before and they have corrected it but then when I search again after a couple of months, wrong info is shown again. So maybe I need to correct or do something on the process of putting those info into the profile... Not sure where Google gets all these info.. Help?

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  • Issue with div image size [migrated]

    - by nextyear
    I hope this helps explain the issue I am having I have recently designed a horizontal scrolling portfolio for a client, the rights and wrongs of horizontal web design, is a sligtly seperate topic but alas the client wanted something different. Im having a real issue with the bottom div though As the monitor size is reduced its creating the browser scroll bar down the side as the div image is overlapping the monitor size. Wouldnt be such a huge issue but because of the nature of the horizontal site its producing a diagional scrolling effect. Is there away to prevent the screen expanding from the actual monitor size using css or anyother solution? I'm probably staring at the answer as I type but brain doesnt seem to be working unfortunately.

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  • Javascript in XSL that is loaded by Javascript

    - by James Armstead
    Is there anyway to have javascript run when a XSL sheet has been applied to an XML file by Javascript? I am using a JQuery plugin to apply the sheet to the xml but the javascript that is located inside of the XSL file will not run. I put the Javascript at the bottom of the file and it still does not run.. I can't seem to get an alert to even run?

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  • Listview Row Overlap Problem

    - by rgrandy
    I just updated my app and I am getting some odd complaints from people who update it. I am only getting complaints from people with non-stock android phones (phones that manufacturers have modified...HTC phones, cliq, pulse, etc), other phones like the Droid, Nexus work fine. My app (Photo Frame Deluxe) has a list in it with a Image View, Text View, View (spacer) and checkbox, all in a row. What happens on the affected phones is that the rows start overlapping and it cuts the top half of everything off. My layout code for this is below, I am pulling my hair out on this, what might I have wrong in this layout. Why does this work on some phones and not on others? Any help would be appreciated. Row Layout: <?xml version="1.0" encoding="UTF-8"?> <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:layout_width="fill_parent" android:layout_height="wrap_content" android:orientation="horizontal"> <ImageView android:id="@+id/photorowIcon" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_gravity="center_vertical" android:paddingTop="10dp" android:paddingBottom="10dp" android:paddingRight="5dp" /> <TextView android:id="@+id/photorowText" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_gravity="center_vertical" /> <View android:layout_width="0px" android:layout_height="wrap_content" android:layout_weight="1"/> <CheckBox android:id="@+id/photorowCheckBox" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_gravity="center_vertical" android:focusable="false" android:focusableInTouchMode="false" /> </LinearLayout> Layout Row is inserted in: <?xml version="1.0" encoding="UTF-8"?> <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:layout_width="fill_parent" android:layout_height="fill_parent" android:orientation="vertical"> <LinearLayout android:layout_width="fill_parent" android:layout_height="wrap_content" android:background="@drawable/title1_gradient" android:orientation="vertical"> <TextView android:layout_width="fill_parent" android:layout_height="wrap_content" android:text="Select Photos to Display:" android:textSize="20sp" android:textStyle="bold" android:textColor="#FFFFFFFF" android:paddingLeft="5dp" android:paddingRight="5dp" android:paddingTop="5dp" /> <TextView android:layout_width="fill_parent" android:layout_height="wrap_content" android:id="@+id/folderName" android:textSize="15sp" android:textStyle="bold" android:textColor="#FFFFFFFF" android:paddingLeft="5dp" android:paddingRight="5dp" android:paddingBottom="5dp" /> <View android:layout_width="fill_parent" android:layout_height="1px" android:background="#406C6C6C"/> </LinearLayout> <ListView android:id="@android:id/list" android:layout_width="fill_parent" android:layout_height="0px" android:layout_weight="1" android:drawSelectorOnTop="false" android:paddingLeft="5dp" android:paddingRight="5dp" /> <LinearLayout android:layout_width="fill_parent" android:layout_height="wrap_content" android:orientation="vertical" android:layout_gravity="bottom"> <LinearLayout android:layout_width="fill_parent" android:layout_height="wrap_content" android:orientation="horizontal" android:layout_gravity="bottom" android:background="#FF6C6C6C" android:padding="5dp"> <Button android:layout_width="fill_parent" android:layout_height="wrap_content" android:id="@+id/ok" android:text="OK"/> </LinearLayout> </LinearLayout> </LinearLayout>

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  • Make ListView.ScrollIntoView Scroll the Item into the Center of the ListView (C#)

    - by Kirk
    ListView.ScrollIntoView(object) currently finds an object in the ListView and scrolls to it. If you are positioned beneath the object you are scrolling to, it scrolls the object to the top row. If you are positioned above, it scrolls it into view at the bottom row. I'd like to have the item be scrolled right into the center of my list view if it is currently not visible. Is there an easy way to accomplish this?

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  • drawing thick, textured lines in OpenGL

    - by NateS
    I need to draw thick textured line segments in OpenGL. Actually I need curves made out of short line segments. Here is what I have: In the upper left is an example of two connected line segments. The second image shows once the lines are given width, they overlap. If I apply a texture that uses translucency, the overlap looks terrible. The third image shows that both lines are shortened by half the amount necessary to make the thick line corners just touch. This way I can fill the space between the lines with a triangle. On the right you can see this works well (ignore the horizontal line when the crappy texture repeats). But it doesn't always work well. In the bottom left the curve is made of many short line segments. Note the incorrect texture application. My program is written in Java, making use of the LWJGL OpenGL binding (and minor use of Slick, a 2D helper framework). I've made a zip file that contains an executable JAR so you can easily see the problem. It also has the Java code (there is only one source file) and an Eclipse project, so you can instantly run it through Eclipse and hack at it if you like. Here she is: http://n4te.com/temp/lines.zip To run, execute "java -jar lines.jar". You may need "-Djava.library.path=." before -jar if you are not on Windows. Press space to toggle texture/wireframe. The wireframe only shows the line segments, the triangle between them isn't drawn. I don't need to draw arbitrary lines, just bezier curves similar to what you see in the program. Sorry the code is a bit messy, once I have a solution I will refactor. I have investigated using GLUtessellator. It greatly simplified construction of the line, but I found that applying the texture was perfect. It worked most of the time (top image below), but long vertical curves would have severe texture distortion (bottom image below): This turned out to be much easier to code, but in the end worse than my approach. I believe what I'm trying to do is called "line tessellation" or "stroke tessellation". I assume this has been solved already? Is there standard code I can leverage? Otherwise, how can I fix my code so that the texture does not freak out on short, vertical curves?

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  • Can't create a fullscreen WPF popup

    - by Scrappydog
    Using WPF .NET 4.0 in VS2010 RTM: I can't create a fullscreen WPF popup. If I create a popup that is sized 50% width and 100% height everything works fine, but if I try to create a "full screen" popup sized to 100% width and height it ends up displaying at 100% width and 75% height... the bottom is truncated. Note: The width and height are actually being expressed in pixels in code, I'm using percent to make the situation a little more understandable... It "feels" like there is some sort of limit preventing the area of a popup from exceeding ~75% of the total area of the screen. UPDATE: Here is a Hello World example that shows the problem. <Window x:Class="TechnologyVisualizer.PopupTest" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" Title="PopupTest" WindowStyle="None" WindowState="Maximized" Background="DarkGray"> <Canvas x:Name="MainCanvas" Width="1920" Height="1080"> <Popup Placement="Center" VerticalAlignment="Center" HorizontalAlignment="Center" Width="1900" Height="1060" Name="popContent"> <TextBlock Background="Red">Hello World</TextBlock> </Popup> <Button Canvas.Left="50" Canvas.Top="50" Content="Menu" Height="60" Name="button1" Width="80" FontSize="22" Foreground="White" Background="Black" Click="button1_Click" /> </Canvas> </Window> using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Windows; using System.Windows.Controls; using System.Windows.Data; using System.Windows.Documents; using System.Windows.Input; using System.Windows.Media; using System.Windows.Media.Imaging; using System.Windows.Shapes; namespace TechnologyVisualizer { /// <summary> /// Interaction logic for PopupTest.xaml /// </summary> public partial class PopupTest : Window { public PopupTest() { InitializeComponent(); } private void button1_Click(object sender, RoutedEventArgs e) { popContent.IsOpen = true; } } } If you run this the bottom 25% of the popup is missing if you change the width of the popup to 500 then it will go full height

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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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  • CSS/HTML: How to simulate IFRAME with CSS?

    - by BBnight
    I want to have a header DIV and a footer DIV always displayed on my web page, regardless of when you scroll down the page. How do I accomplish this using only CSS (without IFRAMES) For example: <div id=header>Always display on top, regardless if you have scrolled down the page</div> <div id=main_content>...</div> <div id=footer>Always display on the bottom</div>

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