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  • Adding visible "Markers" to represent Geopoints to a MapView using ItemizedOverlay in Android

    - by LordSnoutimus
    Hello, I am building an application which stores GPS locations in a SQLite database and then outputs the data onto a MapView using an Overlay by drawing a red line between the points. I want to be able to show graphical markers (images) for each of these points as well as the red line. My code is as follows: public class MyOverlay extends ItemizedOverlay { // private Projection projection; private Paint linePaint; private Vector points; public MyOverlay(Drawable defaultMarker) { super(defaultMarker); points = new Vector<GeoPoint>(); //set colour, stroke width etc. linePaint = new Paint(); linePaint.setARGB(255, 255, 0, 0); linePaint.setStrokeWidth(3); linePaint.setDither(true); linePaint.setStyle(Style.FILL); linePaint.setAntiAlias(true); linePaint.setStrokeJoin(Paint.Join.ROUND); linePaint.setStrokeCap(Paint.Cap.ROUND); } public void addPoint(GeoPoint point) { populate(); points.addElement(point); } //public void setProjection(Projection projection) { // this.projection = projection; // } public void draw(Canvas canvas, MapView view, boolean shadow) { populate(); int size = points.size(); Point lastPoint = new Point(); if(size == 0) return; view.getProjection().toPixels(points.get(0), lastPoint); Point point = new Point(); for(int i = 1; i<size; i++){ view.getProjection().toPixels(points.get(i), point); canvas.drawLine(lastPoint.x, lastPoint.y, point.x, point.y, linePaint); lastPoint = point; } } @Override protected OverlayItem createItem(int arg0) { // TODO Auto-generated method stub return null; } @Override public int size() { // TODO Auto-generated method stub return 0; } } What would be the easiest way to implement adding markers for each GeoPoint? Thanks

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  • Matplotlib pick event order for overlapping artists

    - by Ajean
    I'm hitting a very strange issue with matplotlib pick events. I have two artists that are both pickable and are non-overlapping to begin with ("holes" and "pegs"). When I pick one of them, during the event handling I move the other one to where I just clicked (moving a "peg" into the "hole"). Then, without doing anything else, a pick event from the moved artist (the peg) is generated even though it wasn't there when the first event was generated. My only explanation for it is that somehow the event manager is still moving through artist layers when the event is processed, and therefore hits the second artist after it is moved under the cursor. So then my question is - how do pick events (or any events for that matter) iterate through overlapping artists on the canvas, and is there a way to control it? I think I would get my desired behavior if it moved from the top down always (rather than bottom up or randomly). I haven't been able to find sufficient enough documentation, and a lengthy search on SO has not revealed this exact issue. Below is a working example that illustrates the problem, with PathCollections from scatter as pegs and holes: import matplotlib.pyplot as plt import sys class peg_tester(): def __init__(self): self.fig = plt.figure(figsize=(3,1)) self.ax = self.fig.add_axes([0,0,1,1]) self.ax.set_xlim([-0.5,2.5]) self.ax.set_ylim([-0.25,0.25]) self.ax.text(-0.4, 0.15, 'One click on the hole, and I get 2 events not 1', fontsize=8) self.holes = self.ax.scatter([1], [0], color='black', picker=0) self.pegs = self.ax.scatter([0], [0], s=100, facecolor='#dd8800', edgecolor='black', picker=0) self.fig.canvas.mpl_connect('pick_event', self.handler) plt.show() def handler(self, event): if event.artist is self.holes: # If I get a hole event, then move a peg (to that hole) ... # but then I get a peg event also with no extra clicks! offs = self.pegs.get_offsets() offs[0,:] = [1,0] # Moves left peg to the middle self.pegs.set_offsets(offs) self.fig.canvas.draw() print 'picked a hole, moving left peg to center' elif event.artist is self.pegs: print 'picked a peg' sys.stdout.flush() # Necessary when in ipython qtconsole if __name__ == "__main__": pt = peg_tester() I have tried setting the zorder to make the pegs always above the holes, but that doesn't change how the pick events are generated, and particularly this funny phantom event.

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  • Overlay only draws line between first 2 GPS points in Android

    - by LordSnoutimus
    Hi, I am experiencing an unusual error using ItemizedOverlay in Android. I am creating a GPS tracking device that plots a route between waypoints stored in a database. When I provide the first two sets of longitude and latitude points through the emulator in Eclipse, it draws a red line just how I want it, but if I send another GPS point, it animates to the point, but does not draw a line from the last point. public class MyOverlay extends ItemizedOverlay { // private Projection projection; private Paint linePaint; private Vector points; public MyOverlay(Drawable defaultMarker) { super(defaultMarker); points = new Vector<GeoPoint>(); //set colour, stroke width etc. linePaint = new Paint(); linePaint.setARGB(255, 255, 0, 0); linePaint.setStrokeWidth(3); linePaint.setDither(true); linePaint.setStyle(Style.FILL); linePaint.setAntiAlias(true); linePaint.setStrokeJoin(Paint.Join.ROUND); linePaint.setStrokeCap(Paint.Cap.ROUND); } public void addPoint(GeoPoint point) { points.addElement(point); } public void draw(Canvas canvas, MapView view, boolean shadow) { int size = points.size(); Point lastPoint = new Point(); if(size == 0) return; view.getProjection().toPixels(points.get(0), lastPoint); Point point = new Point(); for(int i = 1; i<size; i++){ view.getProjection().toPixels(points.get(i), point); canvas.drawLine(lastPoint.x, lastPoint.y, point.x, point.y, linePaint); lastPoint = point; } } @Override protected OverlayItem createItem(int arg0) { // TODO Auto-generated method stub return null; } @Override public int size() { // TODO Auto-generated method stub return 0; } }

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  • How to update a QPixmap in a QGraphicsView with PyQt

    - by pops
    I am trying to paint on a QPixmap inside a QGraphicsView. The painting works fine, but the QGraphicsView doesn't update it. Here is some working code: #!/usr/bin/env python from PyQt4 import QtCore from PyQt4 import QtGui class Canvas(QtGui.QPixmap): """ Canvas for drawing""" def __init__(self, parent=None): QtGui.QPixmap.__init__(self, 64, 64) self.parent = parent self.imH = 64 self.imW = 64 self.fill(QtGui.QColor(0, 255, 255)) self.color = QtGui.QColor(0, 0, 0) def paintEvent(self, point=False): if point: p = QtGui.QPainter(self) p.setPen(QtGui.QPen(self.color, 1, QtCore.Qt.SolidLine)) p.drawPoints(point) def clic(self, mouseX, mouseY): self.paintEvent(QtCore.QPoint(mouseX, mouseY)) class GraphWidget(QtGui.QGraphicsView): """ Display, zoom, pan...""" def __init__(self): QtGui.QGraphicsView.__init__(self) self.im = Canvas(self) self.imH = self.im.height() self.imW = self.im.width() self.zoomN = 1 self.scene = QtGui.QGraphicsScene(self) self.scene.setItemIndexMethod(QtGui.QGraphicsScene.NoIndex) self.scene.setSceneRect(0, 0, self.imW, self.imH) self.scene.addPixmap(self.im) self.setScene(self.scene) self.setTransformationAnchor(QtGui.QGraphicsView.AnchorUnderMouse) self.setResizeAnchor(QtGui.QGraphicsView.AnchorViewCenter) self.setMinimumSize(400, 400) self.setWindowTitle("pix") def mousePressEvent(self, event): if event.buttons() == QtCore.Qt.LeftButton: pos = self.mapToScene(event.pos()) self.im.clic(pos.x(), pos.y()) #~ self.scene.update(0,0,64,64) #~ self.updateScene([QtCore.QRectF(0,0,64,64)]) self.scene.addPixmap(self.im) print('items') print(self.scene.items()) else: return QtGui.QGraphicsView.mousePressEvent(self, event) def wheelEvent(self, event): if event.delta() > 0: self.scaleView(2) elif event.delta() < 0: self.scaleView(0.5) def scaleView(self, factor): n = self.zoomN * factor if n < 1 or n > 16: return self.zoomN = n self.scale(factor, factor) if __name__ == '__main__': import sys app = QtGui.QApplication(sys.argv) widget = GraphWidget() widget.show() sys.exit(app.exec_()) The mousePressEvent does some painting on the QPixmap. But the only solution I have found to update the display is to make a new instance (which is not a good solution). How do I just update it?

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  • SVG animation along path with Raphael

    - by Toby Hede
    I have a rather interesting issue with SVG animation. I am animating along a circular path using Raphael obj = canvas.circle(x, y, size); path = canvas.circlePath(x, y, radius); path = canvas.path(path); //generate path from path value string obj.animateAlong(path, rate, false); The circlePath method is one I have created myself to generate the circle path in SVG path notation: Raphael.fn.circlePath = function(x , y, r) { var s = "M" + x + "," + (y-r) + "A"+r+","+r+",0,1,1,"+(x-0.1)+","+(y-r)+" z"; return s; } So far, so good. This all works. I have my object (obj) animating along the circular path. BUT: The animation only works if I create the object at the same X, Y coords as the path itself. If I start the animation from any other coordinates (say, half-way along the path) the object animates in a circle of the correct radius, however it starts the animation from the object X,Y coordinates, rather than along the path as it is displayed visually. Ideally I would like to be able to stop/start the animation - the same problem occurs on restart. When I stop then restart the animation, it animates in a circle starting from the stopped X,Y.

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  • Implementing a customized drawable in Android

    - by Girish
    Hi , I was trying to get hold of 2D graphics in Android. As a example i want to implement a custom drawable and show it in my Activity I have defined a customized drawable by extending from Android drawable as mentioned below myDrawable extends Drawable { private static final String TAG = myDrawable.class.getSimpleName(); private ColorFilter cf; @Override public void draw(Canvas canvas) { //First you define a colour for the outline of your rectangle Paint rectanglePaint = new Paint(); rectanglePaint.setARGB(255, 255, 0, 0); rectanglePaint.setStrokeWidth(2); rectanglePaint.setStyle(Style.FILL); //Then create yourself a Rectangle RectF rectangle = new RectF(15.0f, 50.0f, 55.0f, 75.0f); //in pixels Log.d(TAG,"On Draw method"); // TODO Auto-generated method stub Paint paintHandl = new Paint(); // paintHandl.setColor(0xaabbcc); paintHandl.setARGB(125, 234, 213, 34 ); RectF rectObj = new RectF(5,5,25,25); canvas.drawRoundRect(rectangle, 0.5f, 0.5f, rectanglePaint); } @Override public int getOpacity() { // TODO Auto-generated method stub return 100; } @Override public void setAlpha(int alpha) { // TODO Auto-generated method stub } @Override public void setColorFilter(ColorFilter cf) { // TODO Auto-generated method stub this.cf = cf; } } I am trying to get this displayed in my activity, as shown below public class custDrawable extends Activity { /** Called when the activity is first created. */ LinearLayout layObj = null; @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.main); layObj = (LinearLayout) findViewById(R.id.parentLay); ImageView imageView = (ImageView) findViewById(R.id.icon2); myDrawable myDrawObj = new myDrawable(); imageView.setImageDrawable(myDrawObj); imageView.invalidate(); // layObj.addView(myDrawObj, params); } } But when i run the app i see no rectangle on the activity, can anyone help me out? Where am i going wrong?

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  • Android Scaled Drawing to ImageView

    - by user329999
    Newbie question, so there's probably a simple answer to this problem. I'm drawing some simple shapes using canvas.drawCircle(), canvas.drawLine() etc. I originally copied the code from: http://developer.android.com/resources/samples/ApiDemos/src/com/example/android/apis/graphics/DrawPoints.html Which extends a View and draws directly to a canvas. It doesn't load a pre-drawn bitmap because I need my application to turn data into a drawing and the user will enter the data. My changes work, but the drawing is too small (or big) and doesn't fill the screen using all the available screen. Ideally I'd rather use something like an ImageView in .XML like so: If that's possible. The documentation seems to imply that I want to set the scaleType as shown in the above .XML which seems like the simple way to do this. If using an ImageView in .XML is a good idea, then I'm lost on how to draw to the ImageView and could use some guidance on doing that task. If that won't work, then I'll need to do some more thinking about how to get my drawing scaled on the screen and basically I'm lazy and would rather have Android do the work for me. Feel free to suggest some other way that's completely different is this is the wrong solution path. :) Thanks.

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  • How can I handle events within my custom control?

    - by highone
    I am not looking to create new events. I need to create a canvas control that optionally fades in or out depending on whether or not the mouse is over it. The code below probably explains what I want to do better than I can. private Storyboard fadeInStoryboard; private Storyboard fadeOutStoryboard; public FadingOptionPanel() { InitializeComponent(); } public static readonly DependencyProperty FadeEnabledProperty = DependencyProperty.Register("IsFadeEnabled", typeof(bool), typeof(FadingOptionPanel), new FrameworkPropertyMetadata(true, OnFadeEnabledPropertyChanged, OnCoerceFadeEnabledProperty)); public bool IsFadeEnabled { get { return (bool)GetValue(FadeEnabledProperty); } set { SetValue(FadeEnabledProperty, value); } } private static void OnFadeEnabledPropertyChanged(DependencyObject source, DependencyPropertyChangedEventArgs e) { } private static object OnCoerceFadeEnabledProperty(DependencyObject sender, object data) { if (data.GetType() != typeof(bool)) { data = true; } return data; } private void FadingOptionPanel_MouseEnter(object sender, MouseEventArgs e) { if (IsFadeEnabled) { fadeInStoryboard.Begin(this); } } private void FadingOptionPanel_MouseLeave(object sender, MouseEventArgs e) { if (IsFadeEnabled) { fadeOutStoryboard.Begin(this); } } private void FadingOptionsPanel_Loaded(object sender, RoutedEventArgs e) { //Initialize Fade In Animation DoubleAnimation fadeInDoubleAnimation = new DoubleAnimation(); fadeInDoubleAnimation.From = 0; fadeInDoubleAnimation.To = 1; fadeInDoubleAnimation.Duration = new Duration(TimeSpan.FromSeconds(.5)); fadeInStoryboard = new Storyboard(); fadeInStoryboard.Children.Add(fadeInDoubleAnimation); Storyboard.SetTargetName(fadeInDoubleAnimation, this.Name); Storyboard.SetTargetProperty(fadeInDoubleAnimation, new PropertyPath(Canvas.OpacityProperty)); //Initialize Fade Out Animation DoubleAnimation fadeOutDoubleAnimation = new DoubleAnimation(); fadeOutDoubleAnimation.From = 1; fadeOutDoubleAnimation.To = 0; fadeOutDoubleAnimation.Duration = new Duration(TimeSpan.FromSeconds(.2)); fadeOutStoryboard = new Storyboard(); fadeOutStoryboard.Children.Add(fadeOutDoubleAnimation); Storyboard.SetTargetName(fadeOutDoubleAnimation, this.Name); Storyboard.SetTargetProperty(fadeOutDoubleAnimation, new PropertyPath(Canvas.OpacityProperty)); } I originally was using this code inside a usercontrol instead of a custom control before I found out that usercontrols don't support content.

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  • Wrong getBounds() on LineScaleMode.NONE

    - by ghalex
    I have write a simple example that adds a canvas and draw a rectangle with stroke size 20 scale mode none. The problem is that if I call getBounds() first time I will get a correct result but after I call scale(); the getBounds() function will give me a wrong result. It will take in cosideration the stroke but stroke has scalemode to none and on the screen nothing happens but in the result I will have a x value smaller. Can sombody tell me how can I fix this ? protected var display :Canvas; protected function addCanvas():void { display = new Canvas(); display.x = display.y = 50; display.width = 100; display.height = 100; display.graphics.clear(); display.graphics.lineStyle( 20, 0x000000, 0.5, true, LineScaleMode.NONE ); display.graphics.beginFill( 0xff0000, 1 ); display.graphics.drawRect(0, 0, 100, 100); display.graphics.endFill(); area.addChild( display ); traceBounce(); } protected function scale():void { var m :Matrix = display.transform.matrix; var apply :Matrix = new Matrix(); apply.scale( 2, 1 ); apply.concat( m ); display.transform.matrix = apply; traceBounce(); } protected function traceBounce():void { trace( display.getBounds( this ) ); }

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  • Why are all objects in this extension of usercontrol null at runtime?

    - by csciguy
    All, I have a simple class. public class Container : UserControl { public bool IsClickable { get; set; } } I have a class that extends this class. public class ScrollingContainer : Container { public void Draw() { } public void Update() { } } I have a custom class, that then extends ScrollingContainer. public partial class MaskContainer : ScrollingContainer { public MaskContainer() { InitializeComponent(); } } XAML <local:ScrollingContainer x:Class="Test.Types.MaskContainer" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:d="http://schemas.microsoft.com/expression/blend/2008" xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006" xmlns:local="clr-namespace:GameObjects;assembly=GameObjects" mc:Ignorable="d" > </local:ScrollingContainer> In my mainpage.xaml, I have the following. <types:MaskContainer x:Name="maskContainer" Canvas.ZIndex="1" Width="Auto" Height="Auto"> <Canvas x:Name="maskCanvas"> <Button x:Name="button1" Content="test button"/> </Canvas> </types:MaskContainer> Why, at runtime, are both maskCanvas and button1 null? maskContainer is not null. The inheritance should be straightforward here. Container inherits usercontrol. Scrollable container inherits container. Mask Container inherits scrollable container. Why am I losing the fucntionality of the original base class at this level? Is it incorrect to add the element (button1) to the maskcontainer inside of the main.xaml? My end goal is to create a container that is reusable, but inherits all properties/methods that I've specified throughout the chain. Any help is appreciated.

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  • Overlay only draws between first 2 points in Android

    - by LordSnoutimus
    Hi, I am experiencing an unusual error using ItemizedOverlay in Android. I am creating a GPS tracking device that plots a route between waypoints stored in a database. When I provide the first two sets of longitude and latitude points through the emulator in Eclipse, it draws a red line just how I want it, but if I send another GPS point, it animates to the point, but does not draw a line from the last point. public class MyOverlay extends ItemizedOverlay { // private Projection projection; private Paint linePaint; private Vector points; public MyOverlay(Drawable defaultMarker) { super(defaultMarker); points = new Vector<GeoPoint>(); //set colour, stroke width etc. linePaint = new Paint(); linePaint.setARGB(255, 255, 0, 0); linePaint.setStrokeWidth(3); linePaint.setDither(true); linePaint.setStyle(Style.FILL); linePaint.setAntiAlias(true); linePaint.setStrokeJoin(Paint.Join.ROUND); linePaint.setStrokeCap(Paint.Cap.ROUND); } public void addPoint(GeoPoint point) { points.addElement(point); } public void draw(Canvas canvas, MapView view, boolean shadow) { int size = points.size(); Point lastPoint = new Point(); if(size == 0) return; view.getProjection().toPixels(points.get(0), lastPoint); Point point = new Point(); for(int i = 1; i<size; i++){ view.getProjection().toPixels(points.get(i), point); canvas.drawLine(lastPoint.x, lastPoint.y, point.x, point.y, linePaint); lastPoint = point; } } @Override protected OverlayItem createItem(int arg0) { // TODO Auto-generated method stub return null; } @Override public int size() { // TODO Auto-generated method stub return 0; } }

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  • How to update a custom dependency property when the datasource list changes

    - by John
    Hi We have a user control with a custom dependency property (DP). The DP is bound to an ObservableCollection. When a new item is added to the collection programatically, the databinding does not update the target DP. Why? We think it's because, unfortunately, in our case the target is not a ListBox or ListView, but a Canvas. The DP, when changed or initialized, is supposed to draw a Shape (!) onto the Canvas, and the shape's position and size is bound to the collection item's two properties: WIDTH, LEFT. Ideally we don't want to clear the Canvas and redraw all items just becasue one has been added (or deleted). But how? So: How can the custom DP take care of drawing the shape for the new collection item? What callback do we need, at what point in time does this have to happen, and what specific MetaDataOptions might there? Also, are there any good resources out there concerning all these dependency property options. They are quite confusing. MSDN does not really help with what we're trying to do. Thanks!

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  • drawing to a JPanel without inheritance

    - by g.rocket
    Right now I'm working on a program that throws up a bunch of separate (generated at runtime) images, each in their own window. To do this i've tried this approach: public void display(){ JFrame window = new JFrame("NetPart"); JPanel canvas = new JPanel(); window.getContentPane().add(canvas); Graphics g = canvas.getGraphics(); Dimension d = getSize(); System.out.println(d); draw(g,new Point(d.minX*50,d.maxY*50), 50); window.setSize(d.size(50)); window.setResizable(false); window.setDefaultCloseOperation(JFrame.HIDE_ON_CLOSE); window.setVisible(true); } public void draw(Graphics g, Point startLoc, int scale){ // generate and draw the image } public Dimension getSize(){ //returns my own dimensions class } However, this throws a NullPointerException in draw, claiming that the graphics is null. is there any way to externally draw to a JPanel from outside it (not inherit from JPanel and override PaintComponent)? Any help would be appreciated.

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  • Extended SurfaceView onDraw never called

    - by Gab Royer
    Hi, I'm trying to modify the SurfaceView I use for doing a camera preview in order to display an overlaying square. However, the onDraw method of the extended SurfaceView is never called. Here is the source : public class CameraPreviewView extends SurfaceView { protected final Paint rectanglePaint = new Paint(); public CameraPreviewView(Context context, AttributeSet attrs) { super(context, attrs); rectanglePaint.setARGB(255, 200, 0, 0); rectanglePaint.setStyle(Paint.Style.FILL); rectanglePaint.setStrokeWidth(2); } @Override protected void onDraw(Canvas canvas){ canvas.drawRect(new Rect(10,10,200,200), rectanglePaint); Log.w(this.getClass().getName(), "On Draw Called"); } } public class CameraPreview extends Activity implements SurfaceHolder.Callback{ private SurfaceHolder holder; private Camera camera; @Override protected void onCreate(Bundle savedInstanceState){ super.onCreate(savedInstanceState); // We remove the status bar, title bar and make the application fullscreen requestWindowFeature(Window.FEATURE_NO_TITLE); getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN, WindowManager.LayoutParams.FLAG_FULLSCREEN); // We set the content view to be the layout we made setContentView(R.layout.camera_preview); // We register the activity to handle the callbacks of the SurfaceView CameraPreviewView surfaceView = (CameraPreviewView) findViewById(R.id.camera_surface); holder = surfaceView.getHolder(); holder.addCallback(this); holder.setType(SurfaceHolder.SURFACE_TYPE_PUSH_BUFFERS); } public void surfaceChanged(SurfaceHolder holder, int format, int width, int height) { Camera.Parameters params = camera.getParameters(); params.setPreviewSize(width, height); camera.setParameters(params); try { camera.setPreviewDisplay(holder); } catch (IOException e) { e.printStackTrace(); } camera.startPreview(); } public void surfaceCreated(SurfaceHolder holder) { camera = Camera.open(); } public void surfaceDestroyed(SurfaceHolder holder) { camera.stopPreview(); camera.release(); } }

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  • MXML composite container initialization error

    - by mkorpela
    I'm getting an odd error from my composite canvas component: An ActionScript error has occurred: Error: null at mx.core::Container/initialize()[C:\autobuild\galaga\frameworks\projects\framework\src\mx\core\Container.as:2560] at -REMOVED THIS FOR STACK OVERFLOW-.view::EditableCanvas/initialize()[.../view/EditableCanvas .... It seems to be related to the fact that my composite component has a child and I'm trying to add one in the place I'm using the component. So how can I do this correctly? Component code looks like this (EditableCanvas.mxml): <?xml version="1.0" encoding="utf-8"?> <mx:Canvas xmlns:mx="http://www.adobe.com/2006/mxml"> <mx:Script> <mx:Image id="editTextImage" source="@Embed('/../assets/icons/small/edit.png')"/> </mx:Canvas> The code that is using the code looks like this: <view:EditableCanvas width="290" height="120" backgroundColor="#FFFFFF" horizontalScrollPolicy="off" borderStyle="solid" cornerRadius="3"> <mx:Text id="textContentBox" width="270" fontFamily="nautics" fontSize="12" text="{_text}"/> </view:EditableCanvas>

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  • How do I target a div without a class or id but with all these specific style-attributes

    - by Ben
    I'm restyling a certain page where I don't have access to all the source-HTML. So I'm left over with some hard to target elements within a page I need removed. For example the page is swamped with <div style="float: left; width: 10.25px; height: 284px;"></div>. To get rid of them I tried this in CSS: div[style="float: left; width: 10.25px; height: 284px;"] { display:none !important; } I'd like to fix this using CSS, because the the HTML that needs to be removed is updated using ajax. How do I target a div without a class or id but with all these specific style-attributes? Some more of the source-code (took a while to organize the parsed source): <div> <span class="Block BigPhotoList_Block"> <span class="Photo BigPhotoList_Photo" style="height: 200px"> <a href="/Webwinkel-Product-83760187/Le-Coq-Sportif-Angers-Low.html.html"> <span style="background-image:url(http://61955.static.securearea.eu/Files/2/61000/61955/ProductPhotos/MaxContent/144036303.jpg);" class="Canvas BigPhotoList_Canvas" title="Le-Coq-Sportif-Angers-Low"></span> </a> </span> <span class="Title BigPhotoList_Title"> <a href="/Webwinkel-Product-83760187/Le-Coq-Sportif-Angers-Low.html.html"> Le Coq Sportif Angers Low </a> </span> <span class="Price BigPhotoList_Price" style="font-size: 120%;"> € 89,95 </span> </span> <div style="float: left; width: 10.25px; height: 284px; border-right: 1px dashed #A0A0A0;" class="BigPhotoList_Stippel"></div> <div style="float: left; width: 10.25px; height: 284px;"></div> <span class="Block BigPhotoList_Block"> <span class="Photo BigPhotoList_Photo" style="height: 200px"> <a href="/Webwinkel-Product-83760185/Le-Coq-Sportif-Auveurne-Low.html"> <span style="background-image:url(http://61955.static.securearea.eu/Files/2/61000/61955/ProductPhotos/MaxContent/144036301.jpg);" class="Canvas BigPhotoList_Canvas" title="Le-Coq-Sportif-Auveurne-Low"></span> </a> </span> <span class="Title BigPhotoList_Title"> <a href="/Webwinkel-Product-83760185/Le-Coq-Sportif-Auveurne-Low.html"> Le Coq Sportif Auveurne Low </a> </span> <span class="Price BigPhotoList_Price" style="font-size: 120%;"> € 79,95 </span> </span> <div style="float: left; width: 10.25px; height: 284px; border-right: 1px dashed #A0A0A0;" class="BigPhotoList_Stippel"></div> <div style="float: left; width: 10.25px; height: 284px;"></div> <span class="Block BigPhotoList_Block"> <span class="Photo BigPhotoList_Photo" style="height: 200px"> <a href="/Webwinkel-Product-83760191/Le-Coq-Sportif-Bordeaux-Low.html"> <span style="background-image:url(http://61955.static.securearea.eu/Files/2/61000/61955/ProductPhotos/MaxContent/144036307.jpg);" class="Canvas BigPhotoList_Canvas" title="Le-Coq-Sportif-Bordeaux-Low"></span> </a> </span> <span class="Title BigPhotoList_Title"> <a href="/Webwinkel-Product-83760191/Le-Coq-Sportif-Bordeaux-Low.html"> Le Coq Sportif Bordeaux Low </a> </span> <span class="Price BigPhotoList_Price" style="font-size: 120%;"> € 99,95 </span> </span> <span class="Block BigPhotoList_Block"> <span class="Photo BigPhotoList_Photo" style="height: 200px"> <a href="/Webwinkel-Product-83760181/Le-Coq-Sportif-Cannet-Low.html"> <span style="background-image:url(http://61955.static.securearea.eu/Files/2/61000/61955/ProductPhotos/MaxContent/144036297.jpg);" class="Canvas BigPhotoList_Canvas" title="Le-Coq-Sportif-Cannet-Low"></span> </a> </span> <span class="Title BigPhotoList_Title"> <a href="/Webwinkel-Product-83760181/Le-Coq-Sportif-Cannet-Low.html"> Le Coq Sportif Cannet Low </a> </span> <span class="Discount BigPhotoList_Discount" style="font-size: 120%;"> € 99,95 </span> <span class="Price BigPhotoList_Price" style="font-size: 120%;"> € 94,95 </span> </span> <div style="float: left; width: 10.25px; height: 284px; border-right: 1px dashed #A0A0A0;" class="BigPhotoList_Stippel"></div> <div style="float: left; width: 10.25px; height: 284px;"></div> <span class="Block BigPhotoList_Block"> <span class="Photo BigPhotoList_Photo" style="height: 200px"> <a href="/Webwinkel-Product-83760183/Le-Coq-Sportif-Rodez-Low.html"> <span style="background-image:url(http://61955.static.securearea.eu/Files/2/61000/61955/ProductPhotos/MaxContent/144036299.jpg);" class="Canvas BigPhotoList_Canvas" title="Le-Coq-Sportif-Rodez-Low"></span> </a> </span> <span class="Title BigPhotoList_Title"> <a href="/Webwinkel-Product-83760183/Le-Coq-Sportif-Rodez-Low.html"> Le Coq Sportif Rodez Low </a> </span> <span class="Price BigPhotoList_Price" style="font-size: 120%;"> € 99,95 </span> </span> <div style="float: left; width: 10.25px; height: 284px; border-right: 1px dashed #A0A0A0;" class="BigPhotoList_Stippel"></div> <div style="float: left; width: 10.25px; height: 284px;"></div> <span class="Block BigPhotoList_Block"> <span class="Photo BigPhotoList_Photo" style="height: 200px"> <a href="/Webwinkel-Product-83760189/Le-Coq-Sportif-Sedan-Low.html"> <span style="background-image:url(http://61955.static.securearea.eu/Files/2/61000/61955/ProductPhotos/MaxContent/144036305.jpg);" class="Canvas BigPhotoList_Canvas" title="Le-Coq-Sportif-Sedan-Low"></span> </a> </span> <span class="Title BigPhotoList_Title"> <a href="/Webwinkel-Product-83760189/Le-Coq-Sportif-Sedan-Low.html"> Le Coq Sportif Sedan Low </a> </span> <span class="Discount BigPhotoList_Discount" style="font-size: 120%;"> € 109,95 </span> <span class="Price BigPhotoList_Price" style="font-size: 120%;"> € 99,95 </span> </span> </div>

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  • Stop image from tiling

    - by Glen Morse
    I have a procedure: procedure DrawSolidHexImage(Target: TCanvas; { Canvas to draw hex on } Fillstyle : TBrushStyle; { How to fill the hex } Fillcolor : TColor; { Color to fill it } fillimage : Tbitmap; { Image to show} Linestyle : TPenStyle; { What kind of lines } LineColor : Tcolor; { What color for lines } x,y,radius: integer; { Position and size of Hex } button : boolean); { Make hexes look like buttons? } When I use this, the image is tiled to fill the area. Is there something I can add or must remove to make it not tile? Thus not repeating the image. Maybe make it center? The Code in which I use DrawSolidHexImage looks like: procedure THexMap.ImageAHex(ImageWanted : TBitmap; HexPatternWanted: TBrushStyle; MapLocation:TPoint); var p0:TPoint; begin if FHexMapOn and FDrawSolidMap and (not UseSavedMap) then begin with TempMap.canvas do p0 := ConvertCoords(Point(MapLocation.x,MapLocation.y),ptROWCOL); DrawSolidHexImage(TempMap.Canvas,HexPatternWanted,clGray, Imagewanted,psSolid,LineColor,p0.x,p0.y,hexradius,hex3d); Refresh; end; end;

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  • Firefox extension: How to inject javascript into page and run it?

    - by el griz
    I'm writing a Firefox extension to allow users to annotate any page with text and/or drawings and then save an image of the page including the annotations. Use cases would be clients reviewing web pages, adding feedback to the page, saving the image of this and emailing it back to the web developer or testers taking annotated screenshots of GUI bugs etc. I wrote the annotation/drawing functionality in javascript before developing the extension. This script adds a <canvas> element to the page to draw upon as well as a toolbar (in a <div>) that contains buttons (each <canvas> elements) for the different draw tools e.g. line, box, ellipse, text, etc. This works fine when manually included in a page. I now need a way for the extension to: Inject this script into any page including pages I don't control. This needs to occur when the user invokes the extension, which can be after the page has loaded. Once injected the init() function in this script that adds the canvas and toolbar elements etc. needs to be run somehow, but I can't determine how to call this from the extension. Note that once injected I don't need this script to interact with the extension (as the extension just takes a screenshot of the entire document (and removes the added page elements) when the user presses the save button in the extension chrome).

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  • export a JOGL applet and embedd into a html page

    - by nkint
    hi guys it is some time that i'm testing opengl with java and JOGL. now i have good result and i wanto to pubblish it on web. but i have some problem. i'm in eclipse, and i'm testing an Applet with JOGL. first of all i have this run time error (but the program works correctly): java.lang.IllegalArgumentException: adding a window to a container at java.awt.Container.checkNotAWindow(Container.java:431) at java.awt.Container.addImpl(Container.java:1039) at java.awt.Container.add(Container.java:365) at AppletHelloWorld.init(AppletHelloWorld.java:30) at sun.applet.AppletPanel.run(AppletPanel.java:424) at java.lang.Thread.run(Thread.java:619) then i found this incredibly clear page and i do what is said, i open html with the browser, the libs are downloaded but it stops at "Starting applet AppletHelloWorld" that is the name i gave to my applet. mayebe i miss something like main function or exporting well the jar? this is my main code: public class AppletHelloWorld extends Applet { public static void main(String[] args) { JFrame fr=new JFrame(); fr.setBounds(0,0,1015,600); fr.add(new AppletHelloWorld()); fr.setVisible(true); } public void init() { setLayout(null); MyJOGLProject canvas = new MyJOGLProject(); //MyJOGLProject extends JFrame canvas.run(); Container c = new Container(); c.add(canvas); add(c); } //....

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  • Need help regarding lwuit

    - by rajiv
    Hi, I have project, already developed using canvas and lib used is LCDUI. It's for nokia keyboard supported devices. Now I want to incorporate same application for touch devices. I have used touch methods like pointerpressed, etc. For normal functionality that worked pretty well. But it creates problem in commands. My application is in fullscreen mode. Commands I have created using user defined menu list. Probles is that I can not directly identify that which command has been clicked. Setting coordinates for every command is not thr feasible solution for me. I come across the new lib LWUIT, but i found out that it supports only forms(Can't we use on canvas?). and integrating LCDUI and LWUIT is also not possible(please give suggestion that can we use both in same application?). Is it possible to create form under canvas itself? Any other lib support available? thank you.

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  • $HTTP_RAW_POST_DATA and Wordpress media_handle_upload

    - by BaronVonKaneHoffen
    Hi there! So I'm making something for which users need to upload images from a canvas element (on the front end) using Wordpress's in-built Media Upload API. I've successfully uploaded images with the API from a file input in a form: <input type="file" name="async-upload" id="async-upload" size="40" /> ... <?php $new_attach_id = media_handle_upload( 'async-upload', $new_id ); ?> and I've saved images from the canvas using my own script: <script type="text/javascript"> ... var img = canvas.toDataURL("image/png"); ... ajax.send(img ); </script> ... <?php $imageData=$GLOBALS['HTTP_RAW_POST_DATA']; $filteredData=substr($imageData, strpos($imageData, ",")+1); $unencodedData=base64_decode($filteredData); $fp = fopen( 'saved_images/canv_save_test.png', 'wb' ); fwrite( $fp, $unencodedData); ... ?> Problem is, Wordpress's media_handle_upload() only accepts an index to the $_FILES array for the upload. So the question is: How can I pass the image data from HTTP_RAW_POST_DATA to it? Could I make the $_FILES['tmp-name'] point to it somehow? Could I use another script as an intermediate step somehow? Could I unleash the monkeys on the typewriter until they come up with the answer? Any help very very much appreciated! Thanks, Kane

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  • Why won't my WPF XAML Grid TranslateTransform.X ?

    - by George
    I'm able to change the width/height of the grid using this, so why won't it work when I use (Grid.RenderTransform).TranslateTransform.X as such: <Window.Triggers> <EventTrigger RoutedEvent="Button.Click" SourceName="button"> <BeginStoryboard> <Storyboard> <DoubleAnimation Storyboard.TargetProperty="(Grid.RenderTransform).(TranslateTransform.X)" From="0" To="200" Storyboard.TargetName="grid" Duration="0:0:2" /> </Storyboard> </BeginStoryboard> </EventTrigger> </Window.Triggers> The application loads etc, but nothing happens when the button is clicked. Here is the XAML for my grid: <Grid x:Name="grid" Height="714" Canvas.Left="240" Canvas.Top="8" Width="360" RenderTransformOrigin="0.5,0.5"> <Grid.Background> <LinearGradientBrush EndPoint="0.5,1" StartPoint="0.5,0"> <GradientStop Color="Black" Offset="0"/> <GradientStop Color="White" Offset="1"/> </LinearGradientBrush> </Grid.Background> <Grid.ColumnDefinitions> <ColumnDefinition Width="0*"/> <ColumnDefinition/> </Grid.ColumnDefinitions> </Grid> Note that I've tried many different Canvas.Left values, to no avail.

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  • How do I change the application background color at run-time in a Flex 3.5 application?

    - by Adam Tuttle
    I have a Flex 3.5 application that will serve multiple purposes, and as part of the visual changes that I'd like to make to indicate which mode the application is in, I want to change its background color. Currently, the application tag looks like this: <mx:Application xmlns:mx="http://www.adobe.com/2006/mxml" xmlns:com="ventures.view.component.*" xmlns:views="ventures.view.*" layout="absolute" preinitialize="onPreInitialize()" creationComplete="onCreationComplete()" applicationComplete="onApplicationComplete()" click="onClick(event)" enabled="{(!chainController.generalLocked)}" backgroundGradientColors="[0xFFFFFF, 0xFFFFFF]" > I've tried using a binding, for both the backgroundColor and backgroundGradientColors attributes: <mx:Application xmlns:mx="http://www.adobe.com/2006/mxml" ... backgroundColor="{app_background_color}" > —and— <mx:Application xmlns:mx="http://www.adobe.com/2006/mxml" ... backgroundGradientColors="{app_background_color}" > but for the former binding is not allowed, and for the latter there is a warning that: Data binding will not be able to detect assignments to "app_background_color". I also ran across this page which seems to indicate that I could do it with the setStyle() method, but the documentation seems to indicate that this method is only available for components, not the main canvas. I suppose I could wrap everything in a <mx:Canvas></mx:Canvas> specificially for this purpose, but that seems wasteful—like Div-itis in HTML or something. What's the best way to change the main application background color at run-time?

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  • How can I avoid garbage collection delays in Java games? (Best Practices)

    - by Brian
    I'm performance tuning interactive games in Java for the Android platform. Once in a while there is a hiccup in drawing and interaction for garbage collection. Usually it's less than one tenth of a second, but sometimes it can be as large as 200ms on very slow devices. I am using the ddms profiler (part of the Android SDK) to search out where my memory allocations come from and excise them from my inner drawing and logic loops. The worst offender had been short loops done like, for(GameObject gob : interactiveObjects) gob.onDraw(canvas); where every single time the loop was executed there was an iterator allocated. I'm using arrays (ArrayList) for my objects now. If I ever want trees or hashes in an inner loop I know that I need to be careful or even reimplement them instead of using the Java Collections framework since I can't afford the extra garbage collection. That may come up when I'm looking at priority queues. I also have trouble where I want to display scores and progress using Canvas.drawText. This is bad, canvas.drawText("Your score is: " + Score.points, x, y, paint); because Strings, char arrays and StringBuffers will be allocated all over to make it work. If you have a few text display items and run the frame 60 times a second that begins to add up and will increase your garbage collection hiccups. I think the best choice here is to keep char[] arrays and decode your int or double manually into it and concatenate strings onto the beginning and end. I'd like to hear if there's something cleaner. I know there must be others out there dealing with this. How do you handle it and what are the pitfalls and best practices you've discovered to run interactively on Java or Android? These gc issues are enough to make me miss manual memory management, but not very much.

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  • Illustrator CS4: SVG Export error "Transforms are Expanded"??

    - by neezer
    I get the following error when trying to save my image to SVG (via "Save Copy As"): Transforms are expanded. When I try to load the SVG in another program, all I get is a blank canvas. I ultimately want the path data to feed into RaphaelJS, but the path data that I got by clicking on the Show Code button during the SVG export also yields a blank canvas with RaphaelJS (and I've verified that RaphaelJS is loaded, and it is rendering properly). I'm convinced that this export error in Illustrator is the problem, but I can't figure out how to make it go away and export my SVG graphic properly. Can anyone help? Thanks!

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