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  • numeric choice field:How to let the user set a value by incrementing/decrementing the displayed valu

    - by con_9
    Hi,I have a range say,1-100 and i want the user to select a value from this range.Ofcourse showing this with a spinner will be awful.I want to use the functionality of date widget,where we can pick a date by pressing a +/- sign,the longer the press ,higher the iteration speed. I found numberpicker.java that has the code the date widget uses to get this functionality, but do i have to paste that entire code to achieve this functionality!

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  • Help getting frame rate (fps) up in Python + Pygame

    - by Jordan Magnuson
    I am working on a little card-swapping world-travel game that I sort of envision as a cross between Bejeweled and the 10 Days geography board games. So far the coding has been going okay, but the frame rate is pretty bad... currently I'm getting low 20's on my Core 2 Duo. This is a problem since I'm creating the game for Intel's March developer competition, which is squarely aimed at netbooks packing underpowered Atom processors. Here's a screen from the game: ![www.necessarygames.com/my_games/betraveled/betraveled-fps.png][1] I am very new to Python and Pygame (this is the first thing I've used them for), and am sadly lacking in formal CS training... which is to say that I think there are probably A LOT of bad practices going on in my code, and A LOT that could be optimized. If some of you older Python hands wouldn't mind taking a look at my code and seeing if you can't find any obvious areas for optimization, I would be extremely grateful. You can download the full source code here: http://www.necessarygames.com/my_games/betraveled/betraveled_src0328.zip Compiled exe here: www.necessarygames.com/my_games/betraveled/betraveled_src0328.zip One thing I am concerned about is my event manager, which I feel may have some performance wholes in it, and another thing is my rendering... I'm pretty much just blitting everything to the screen all the time (see the render routines in my game_components.py below); I recently found out that you should only update the areas of the screen that have changed, but I'm still foggy on how that accomplished exactly... could this be a huge performance issue? Any thoughts are much appreciated! As usual, I'm happy to "tip" you for your time and energy via PayPal. Jordan Here are some bits of the source: Main.py #Remote imports import pygame from pygame.locals import * #Local imports import config import rooms from event_manager import * from events import * class RoomController(object): """Controls which room is currently active (eg Title Screen)""" def __init__(self, screen, ev_manager): self.room = None self.screen = screen self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.room = self.set_room(config.room) def set_room(self, room_const): #Unregister old room from ev_manager if self.room: self.room.ev_manager.unregister_listener(self.room) self.room = None #Set new room based on const if room_const == config.TITLE_SCREEN: return rooms.TitleScreen(self.screen, self.ev_manager) elif room_const == config.GAME_MODE_ROOM: return rooms.GameModeRoom(self.screen, self.ev_manager) elif room_const == config.GAME_ROOM: return rooms.GameRoom(self.screen, self.ev_manager) elif room_const == config.HIGH_SCORES_ROOM: return rooms.HighScoresRoom(self.screen, self.ev_manager) def notify(self, event): if isinstance(event, ChangeRoomRequest): if event.game_mode: config.game_mode = event.game_mode self.room = self.set_room(event.new_room) def render(self, surface): self.room.render(surface) #Run game def main(): pygame.init() screen = pygame.display.set_mode(config.screen_size) ev_manager = EventManager() spinner = CPUSpinnerController(ev_manager) room_controller = RoomController(screen, ev_manager) pygame_event_controller = PyGameEventController(ev_manager) spinner.run() # this runs the main function if this script is called to run. # If it is imported as a module, we don't run the main function. if __name__ == "__main__": main() event_manager.py #Remote imports import pygame from pygame.locals import * #Local imports import config from events import * def debug( msg ): print "Debug Message: " + str(msg) class EventManager: #This object is responsible for coordinating most communication #between the Model, View, and Controller. def __init__(self): from weakref import WeakKeyDictionary self.listeners = WeakKeyDictionary() self.eventQueue= [] self.gui_app = None #---------------------------------------------------------------------- def register_listener(self, listener): self.listeners[listener] = 1 #---------------------------------------------------------------------- def unregister_listener(self, listener): if listener in self.listeners: del self.listeners[listener] #---------------------------------------------------------------------- def post(self, event): if isinstance(event, MouseButtonLeftEvent): debug(event.name) #NOTE: copying the list like this before iterating over it, EVERY tick, is highly inefficient, #but currently has to be done because of how new listeners are added to the queue while it is running #(eg when popping cards from a deck). Should be changed. See: http://dr0id.homepage.bluewin.ch/pygame_tutorial08.html #and search for "Watch the iteration" for listener in list(self.listeners): #NOTE: If the weakref has died, it will be #automatically removed, so we don't have #to worry about it. listener.notify(event) #------------------------------------------------------------------------------ class PyGameEventController: """...""" def __init__(self, ev_manager): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.input_freeze = False #---------------------------------------------------------------------- def notify(self, incoming_event): if isinstance(incoming_event, UserInputFreeze): self.input_freeze = True elif isinstance(incoming_event, UserInputUnFreeze): self.input_freeze = False elif isinstance(incoming_event, TickEvent): #Share some time with other processes, so we don't hog the cpu pygame.time.wait(5) #Handle Pygame Events for event in pygame.event.get(): #If this event manager has an associated PGU GUI app, notify it of the event if self.ev_manager.gui_app: self.ev_manager.gui_app.event(event) #Standard event handling for everything else ev = None if event.type == QUIT: ev = QuitEvent() elif event.type == pygame.MOUSEBUTTONDOWN and not self.input_freeze: if event.button == 1: #Button 1 pos = pygame.mouse.get_pos() ev = MouseButtonLeftEvent(pos) elif event.type == pygame.MOUSEMOTION: pos = pygame.mouse.get_pos() ev = MouseMoveEvent(pos) #Post event to event manager if ev: self.ev_manager.post(ev) #------------------------------------------------------------------------------ class CPUSpinnerController: def __init__(self, ev_manager): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.clock = pygame.time.Clock() self.cumu_time = 0 self.keep_going = True #---------------------------------------------------------------------- def run(self): if not self.keep_going: raise Exception('dead spinner') while self.keep_going: time_passed = self.clock.tick() fps = self.clock.get_fps() self.cumu_time += time_passed self.ev_manager.post(TickEvent(time_passed, fps)) if self.cumu_time >= 1000: self.cumu_time = 0 self.ev_manager.post(SecondEvent()) pygame.quit() #---------------------------------------------------------------------- def notify(self, event): if isinstance(event, QuitEvent): #this will stop the while loop from running self.keep_going = False rooms.py #Remote imports import pygame #Local imports import config import continents from game_components import * from my_gui import * from pgu import high class Room(object): def __init__(self, screen, ev_manager): self.screen = screen self.ev_manager = ev_manager self.ev_manager.register_listener(self) def notify(self, event): if isinstance(event, TickEvent): pygame.display.set_caption('FPS: ' + str(int(event.fps))) self.render(self.screen) pygame.display.update() def get_highs_table(self): fname = 'high_scores.txt' highs_table = None config.all_highs = high.Highs(fname) if config.game_mode == config.TIME_CHALLENGE: if config.difficulty == config.EASY: highs_table = config.all_highs['time_challenge_easy'] if config.difficulty == config.MED_DIF: highs_table = config.all_highs['time_challenge_med'] if config.difficulty == config.HARD: highs_table = config.all_highs['time_challenge_hard'] if config.difficulty == config.SUPER: highs_table = config.all_highs['time_challenge_super'] elif config.game_mode == config.PLAN_AHEAD: pass return highs_table class TitleScreen(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) self.background = pygame.image.load('assets/images/interface/background.jpg').convert() #Initialize #--------------------------------------- self.gui_form = gui.Form() self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=0,valign=0) #Quit Button #--------------------------------------- b = StartGameButton(ev_manager=self.ev_manager) c.add(b, 0, 0) self.gui_app.init(c) def render(self, surface): surface.blit(self.background, (0, 0)) #GUI self.gui_app.paint(surface) class GameModeRoom(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) self.background = pygame.image.load('assets/images/interface/background.jpg').convert() self.create_gui() #Create pgu gui elements def create_gui(self): #Setup #--------------------------------------- self.gui_form = gui.Form() self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=0,valign=-1) #Mode Relaxed Button #--------------------------------------- b = GameModeRelaxedButton(ev_manager=self.ev_manager) self.b = b print b.rect c.add(b, 0, 200) #Mode Time Challenge Button #--------------------------------------- b = TimeChallengeButton(ev_manager=self.ev_manager) self.b = b print b.rect c.add(b, 0, 250) #Mode Think Ahead Button #--------------------------------------- # b = PlanAheadButton(ev_manager=self.ev_manager) # self.b = b # print b.rect # c.add(b, 0, 300) #Initialize #--------------------------------------- self.gui_app.init(c) def render(self, surface): surface.blit(self.background, (0, 0)) #GUI self.gui_app.paint(surface) class GameRoom(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) #Game mode #--------------------------------------- self.new_board_timer = None self.game_mode = config.game_mode config.current_highs = self.get_highs_table() self.highs_dialog = None self.game_over = False #Images #--------------------------------------- self.background = pygame.image.load('assets/images/interface/game screen2-1.jpg').convert() self.logo = pygame.image.load('assets/images/interface/logo_small.png').convert_alpha() self.game_over_text = pygame.image.load('assets/images/interface/text_game_over.png').convert_alpha() self.trip_complete_text = pygame.image.load('assets/images/interface/text_trip_complete.png').convert_alpha() self.zoom_game_over = None self.zoom_trip_complete = None self.fade_out = None #Text #--------------------------------------- self.font = pygame.font.Font(config.font_sans, config.interface_font_size) #Create game components #--------------------------------------- self.continent = self.set_continent(config.continent) self.board = Board(config.board_size, self.ev_manager) self.deck = Deck(self.ev_manager, self.continent) self.map = Map(self.continent) self.longest_trip = 0 #Set pos of game components #--------------------------------------- board_pos = (SCREEN_MARGIN[0], 109) self.board.set_pos(board_pos) map_pos = (config.screen_size[0] - self.map.size[0] - SCREEN_MARGIN[0], 57); self.map.set_pos(map_pos) #Trackers #--------------------------------------- self.game_clock = Chrono(self.ev_manager) self.swap_counter = 0 self.level = 0 #Create gui #--------------------------------------- self.create_gui() #Create initial board #--------------------------------------- self.new_board = self.deck.deal_new_board(self.board) self.ev_manager.post(NewBoardComplete(self.new_board)) def set_continent(self, continent_const): #Set continent based on const if continent_const == config.EUROPE: return continents.Europe() if continent_const == config.AFRICA: return continents.Africa() else: raise Exception('Continent constant not recognized') #Create pgu gui elements def create_gui(self): #Setup #--------------------------------------- self.gui_form = gui.Form() self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=-1,valign=-1) #Timer Progress bar #--------------------------------------- self.timer_bar = None self.time_increase = None self.minutes_left = None self.seconds_left = None self.timer_text = None if self.game_mode == config.TIME_CHALLENGE: self.time_increase = config.time_challenge_start_time self.timer_bar = gui.ProgressBar(config.time_challenge_start_time,0,config.max_time_bank,width=306) c.add(self.timer_bar, 172, 57) #Connections Progress bar #--------------------------------------- self.connections_bar = None self.connections_bar = gui.ProgressBar(0,0,config.longest_trip_needed,width=306) c.add(self.connections_bar, 172, 83) #Quit Button #--------------------------------------- b = QuitButton(ev_manager=self.ev_manager) c.add(b, 950, 20) #Generate Board Button #--------------------------------------- b = GenerateBoardButton(ev_manager=self.ev_manager, room=self) c.add(b, 500, 20) #Board Size? #--------------------------------------- bs = SetBoardSizeContainer(config.BOARD_LARGE, ev_manager=self.ev_manager, board=self.board) c.add(bs, 640, 20) #Fill Board? #--------------------------------------- t = FillBoardCheckbox(config.fill_board, ev_manager=self.ev_manager) c.add(t, 740, 20) #Darkness? #--------------------------------------- t = UseDarknessCheckbox(config.use_darkness, ev_manager=self.ev_manager) c.add(t, 840, 20) #Initialize #--------------------------------------- self.gui_app.init(c) def advance_level(self): self.level += 1 print 'Advancing to next level' print 'New level: ' + str(self.level) if self.timer_bar: print 'Time increase: ' + str(self.time_increase) self.timer_bar.value += self.time_increase self.time_increase = max(config.min_advance_time, int(self.time_increase * 0.9)) self.board = self.new_board self.new_board = None self.zoom_trip_complete = None self.game_clock.unpause() def notify(self, event): #Tick event if isinstance(event, TickEvent): pygame.display.set_caption('FPS: ' + str(int(event.fps))) self.render(self.screen) pygame.display.update() #Wait to deal new board when advancing levels if self.zoom_trip_complete and self.zoom_trip_complete.finished: self.zoom_trip_complete = None self.ev_manager.post(UnfreezeCards()) self.new_board = self.deck.deal_new_board(self.board) self.ev_manager.post(NewBoardComplete(self.new_board)) #New high score? if self.zoom_game_over and self.zoom_game_over.finished and not self.highs_dialog: if config.current_highs.check(self.level) != None: self.zoom_game_over.visible = False data = 'time:' + str(self.game_clock.time) + ',swaps:' + str(self.swap_counter) self.highs_dialog = HighScoreDialog(score=self.level, data=data, ev_manager=self.ev_manager) self.highs_dialog.open() elif not self.fade_out: self.fade_out = FadeOut(self.ev_manager, config.TITLE_SCREEN) #Second event elif isinstance(event, SecondEvent): if self.timer_bar: if not self.game_clock.paused: self.timer_bar.value -= 1 if self.timer_bar.value <= 0 and not self.game_over: self.ev_manager.post(GameOver()) self.minutes_left = self.timer_bar.value / 60 self.seconds_left = self.timer_bar.value % 60 if self.seconds_left < 10: leading_zero = '0' else: leading_zero = '' self.timer_text = ''.join(['Time Left: ', str(self.minutes_left), ':', leading_zero, str(self.seconds_left)]) #Game over elif isinstance(event, GameOver): self.game_over = True self.zoom_game_over = ZoomImage(self.ev_manager, self.game_over_text) #Trip complete event elif isinstance(event, TripComplete): print 'You did it!' self.game_clock.pause() self.zoom_trip_complete = ZoomImage(self.ev_manager, self.trip_complete_text) self.new_board_timer = Timer(self.ev_manager, 2) self.ev_manager.post(FreezeCards()) print 'Room posted newboardcomplete' #Board Refresh Complete elif isinstance(event, BoardRefreshComplete): if event.board == self.board: print 'Longest trip needed: ' + str(config.longest_trip_needed) print 'Your longest trip: ' + str(self.board.longest_trip) if self.board.longest_trip >= config.longest_trip_needed: self.ev_manager.post(TripComplete()) elif event.board == self.new_board: self.advance_level() self.connections_bar.value = self.board.longest_trip self.connection_text = ' '.join(['Connections:', str(self.board.longest_trip), '/', str(config.longest_trip_needed)]) #CardSwapComplete elif isinstance(event, CardSwapComplete): self.swap_counter += 1 elif isinstance(event, ConfigChangeBoardSize): config.board_size = event.new_size elif isinstance(event, ConfigChangeCardSize): config.card_size = event.new_size elif isinstance(event, ConfigChangeFillBoard): config.fill_board = event.new_value elif isinstance(event, ConfigChangeDarkness): config.use_darkness = event.new_value def render(self, surface): #Background surface.blit(self.background, (0, 0)) #Map self.map.render(surface) #Board self.board.render(surface) #Logo surface.blit(self.logo, (10,10)) #Text connection_text = self.font.render(self.connection_text, True, BLACK) surface.blit(connection_text, (25, 84)) if self.timer_text: timer_text = self.font.render(self.timer_text, True, BLACK) surface.blit(timer_text, (25, 64)) #GUI self.gui_app.paint(surface) if self.zoom_trip_complete: self.zoom_trip_complete.render(surface) if self.zoom_game_over: self.zoom_game_over.render(surface) if self.fade_out: self.fade_out.render(surface) class HighScoresRoom(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) self.background = pygame.image.load('assets/images/interface/background.jpg').convert() #Initialize #--------------------------------------- self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=0,valign=0) #High Scores Table #--------------------------------------- hst = HighScoresTable() c.add(hst, 0, 0) self.gui_app.init(c) def render(self, surface): surface.blit(self.background, (0, 0)) #GUI self.gui_app.paint(surface) game_components.py #Remote imports import pygame from pygame.locals import * import random import operator from copy import copy from math import sqrt, floor #Local imports import config from events import * from matrix import Matrix from textrect import render_textrect, TextRectException from hyphen import hyphenator from textwrap2 import TextWrapper ############################## #CONSTANTS ############################## SCREEN_MARGIN = (10, 10) #Colors BLACK = (0, 0, 0) WHITE = (255, 255, 255) RED = (255, 0, 0) YELLOW = (255, 200, 0) #Directions LEFT = -1 RIGHT = 1 UP = 2 DOWN = -2 #Cards CARD_MARGIN = (10, 10) CARD_PADDING = (2, 2) #Card types BLANK = 0 COUNTRY = 1 TRANSPORT = 2 #Transport types PLANE = 0 TRAIN = 1 CAR = 2 SHIP = 3 class Timer(object): def __init__(self, ev_manager, time_left): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.time_left = time_left self.paused = False def __repr__(self): return str(self.time_left) def pause(self): self.paused = True def unpause(self): self.paused = False def notify(self, event): #Pause Event if isinstance(event, Pause): self.pause() #Unpause Event elif isinstance(event, Unpause): self.unpause() #Second Event elif isinstance(event, SecondEvent): if not self.paused: self.time_left -= 1 class Chrono(object): def __init__(self, ev_manager, start_time=0): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.time = start_time self.paused = False def __repr__(self): return str(self.time_left) def pause(self): self.paused = True def unpause(self): self.paused = False def notify(self, event): #Pause Event if isinstance(event, Pause): self.pause() #Unpause Event elif isinstance(event, Unpause): self.unpause() #Second Event elif isinstance(event, SecondEvent): if not self.paused: self.time += 1 class Map(object): def __init__(self, continent): self.map_image = pygame.image.load(continent.map).convert_alpha() self.map_text = pygame.image.load(continent.map_text).convert_alpha() self.pos = (0, 0) self.set_color() self.map_image = pygame.transform.smoothscale(self.map_image, config.map_size) self.size = self.map_image.get_size() def set_pos(self, pos): self.pos = pos def set_color(self): image_pixel_array = pygame.PixelArray(self.map_image) image_pixel_array.replace(config.GRAY1, config.COLOR1) image_pixel_array.replace(config.GRAY2, config.COLOR2) image_pixel_array.replace(config.GRAY3, config.COLOR3) image_pixel_array.replace(config.GRAY4, config.COLOR4) image_pixel_array.replace(config.GRAY5, config.COLOR5)

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  • OS X not booting after upgrading LibXML2

    - by Federico
    I tried upgrading the version of LibXML2 in my machine to run some propietary software. Compiled as 32-bit (-arch i386) and restarted to see if it worked. Now when I try to boot I can only get into the spinning screen and it just sits there. Restarting in verbose mode (Cmd-V) does not show any error in the process, it just freezes after "AppleIntelCPUPowerManagement: initialization complete". I can't from any CD either (if I press c on startup it just spins the disk around and then stops in the same spinner screen). I've also reset the PRAM/NVRAM to discard any problems with that and it´s still not fixed. Any pointers of what might´ve gone wrong? (Latest gen MBP, running 10.6.3)

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  • OS X Snow Leopard fails to boot after upgrade to 10.6.1

    - by pixeline
    I'm a fairly recent mac user. Been using windows for decades and happily switched. But i upgraded from 10.6 to 10.6.1 last night and the upgrade looks like it failed. I restarted the machine when it asked to then went to bed. In the morning the computer was still trying to shut itself off. So i forced the shutdown, restarted, but now i'm stuck with the loading spinner. What can i do? UPDATE: Verbose didn't show anything interesting. i also did the hardware test. Nothing comes up wrong. Disk utility did not find any error on the HD. But, it did show a fatal error when checking permissions.

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  • Why is my system waiting for google-analytics?

    - by mikeroosa
    When I go to certain websites that have google analytics, they never load up. One example is www.jquery.com. I tried in firefox, chrome, safari and explorer. Chrome & safari, flash the home page then it disappears and the screen goes white. Firefox never loads anything and the spinner just keeps spinning. Loads fine in explorer. Any ideas of what may be going on? If I use my laptop, on my same home internet connection, it works fine. This is not happening on all sites with analytics, just certain ones.

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  • Why is my system waiting for google-analytics?

    - by mikeroosa
    When I go to certain websites that have google analytics, they never load up. One example is www.jquery.com. I tried in firefox, chrome, safari and explorer. Chrome & safari, flash the home page then it disappears and the screen goes white. Firefox never loads anything and the spinner just keeps spinning. Loads fine in explorer. Any ideas of what may be going on? If I use my laptop, on my same home internet connection, it works fine. This is not happening on all sites with analytics, just certain ones.

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  • Significant OS X Finder lag when listing directories/files

    - by Jack Sleight
    I'm experiencing some significant OS X finder lag, that seems to be purely an issue with Finder itself, and not the HD or any other part of OS X (I'll explain below). The lag only appears to be when listing directories/files, where I'm seeing up to twelve or so seconds of lag (the folder opens with a blank list and the spinner going in the bottom right). This happens with both the local SSD and network drives (connected via ethernet or wifi) Browsing both local and network drives in terminal and listing directories is instant I can actually browse files on my NAS from my phone over a 3G connection from the other side of the country faster than Finder can when connected to the local network (madness!) Can anyone help? Thanks.

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  • No recent docs listed in Office 2007 on Windows XP Pro

    - by user58094
    Hi, I have Office 2007 installed on a laptop running Windows XP Pro. When I go to open a file in Excel or Word, there is no list of recent documents. On the Options/Advanced page, the "show this number of recent documents" spinner displays 0 but is grayed out so I can't change it. The help page it directs me to describes how to disable the list, but not how to enable it. In Word, it says something about the list being disallowed by Group Policy, but I am not part of any workgroup and, as far as I know, the policies are all uninitialized, so it should be allowed by default. There are recent files listed in MRU keys in the registry. A similar question has been answered, but I believe that only applies to Windows Vista or 7 because the folder mentioned doesn't exist on my system. Instead, the folder "%APPDATA%\Microsoft\Office\Recent" contains shortcuts to recent docs for both Excel and Word. Any other ideas? Thanks.

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  • Windows 8 Metro Applications not working

    - by cgoddard
    I have been using Windows 8 now for the past 2 weeks, and have had some interesting experiences with it. At first, nothing on it worked, but after uninstalling Lenovo One Key Theater, and it worked again for a bit. But then the metro apps stopped working, but after uninstalling Kaspersky, they started working again. But now it is doing it again. Whenever I try to open a metro app, the app screen comes up (lets use store as an example), but the icon and the spinner move from the centre of the screen to the top left, and just spins on for ever and never loads, does anyone know what could be causing it, or at least how to check it? Out of interest, the camera app still works fine.

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  • Two new Visual WebGui released simultaneously

    - by Webgui
    Two new Visual WebGui versions were released simultaneously. Downloads are available here. The first is a revision to the beta version of the upcoming 6.4 which brings all-new developer/designer interface and capabilities. The second release is the latest enhancement of the current 6.3.x version. The new 6.3.15 includes the following changes over 6.3.14: Breaking Changes [1] ---------------------------------------------------------------------------------------------- VWG-6132 - [v6.3.15] Deploy language resource assemblies next to the Gizmox.WebGUI.Forms assembly location Installation puts the resources in the assemblies folder rather thatn the GAC. That way they are copied to the output folder of the app, thus enabling their deployment to the server. Bugs fixes [7] ---------------------------------------------------------------------------------------------- VWG-5714 - Help.ShowHelp of .CHM file with images should show the images VWG-6132 - [v6.3.15] Deploy language resource assemblies next to the Gizmox.WebGUI.Forms assembly location VWG-6401 - Radiobutton: The DoubleClick event should fire. VWG-6409 - The Hourglass (white/blue) Spinner icon should not display to the left on LTR cultures VWG-6452 - Calling/Causing an update on a scrollable container should not reset the scroll position. VWG-6463 - Redrawing a scrollable container does not preserve last scrolling position. VWG-6867 - Listbox: The Items selection in run time should be work correctly Enhancements [1] ---------------------------------------------------------------------------------------------- VWG-6610 - Visifire - Add a click event handler on the graph

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  • VBA ActiveX controls grow in size over Remote Desktop Connection

    - by Alistair Knock
    We have an Excel workbook with a number of ActiveX controls, running in Excel 2003 on Windows XP. When connecting using Remote Desktop, the ActiveX controls change font, sometimes font size, and sometimes orientation (in the case of a spinner control). This happens on first connection and also as the workbook is used - some of the controls then enlarge in size, often overlapping other controls and part of the workbook. I read somewhere this may be caused by improper connection management (not closing them) leading to increasing memory usage; are there other reasons why the display is so different over Remote Desktop and are there workarounds? (the properties of each control usually remain the same, so force-resizing them doesn't always have an effect)

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  • Android - Help with ANR and traces.txt

    - by Tori
    My app crashes with an ANR while scrolling in a spinner. I implemented many spinners in different apps and this is the first time i get this ANR. I would appreciate any help in deciphering the traces.txt DALVIK THREADS: "main" prio=5 tid=3 NATIVE | group="main" sCount=1 dsCount=0 s=0 obj=0x40018e70 | sysTid=896 nice=0 sched=0/0 handle=-1097417572 at android.os.BinderProxy.transact(Native Method) at android.app.ActivityManagerProxy.handleApplicationError(ActivityManagerNative.java:2103) at com.android.internal.os.RuntimeInit.crash(RuntimeInit.java:302) at com.android.internal.os.RuntimeInit$UncaughtHandler.uncaughtException(RuntimeInit.java:75) at java.lang.ThreadGroup.uncaughtException(ThreadGroup.java:887) at java.lang.ThreadGroup.uncaughtException(ThreadGroup.java:884) at dalvik.system.NativeStart.main(Native Method)

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  • iphone google maps crosshair button

    - by xastor
    I would like to use or emulate a button like the gps button in the bottom left corner of the standard maps application on the iphone OS. The button behaves like a toggle button where gps is enabled or disabled depending on whether it is pushed and it may hold a small spinner component while the gps is finding your position. Does anyone know if this component can be easily constructed using default components? If no, what would be the best way to develop such a component? Is the crosshair/target icon a generic icon that I can re-use?

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  • $.blockUI loading mask

    - by usman
    hi, i am using jQuery BlockUI Plugin (v2) to block and unblock while loading and when on clicking some button.but my problem is masking is working fine while loading page but it is not working when we click button,here is my code $("input[name^=filtera]").click(function(){ $.blockUI({message:'<h3><img src="images/spinner.gif" /> Please Wait...</h3>'}); $.ajax({ url : "ChangeRequestSearch.action?last_date_modified=" + modifiedDate , cache: false, success : function (data) { $("#tableLoader").html(data); } }); $().ajaxStop($.unblockUI); }); i am getting the Error: $.blockUI is not a function let me know what is the problem Thanks Usman.sk

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  • PROPSHEETHEADER and PSH_PIVOT to get the horizontal pivot scroll?

    - by Johann Gerell
    Windows Mobile 6.5.3 has a "touch friendlier" pivot at the top of the screen instead of tabs at the bottom. In the docs for PROPSHEETHEADER, the dwFlag value PSH_PIVOT is documented: PSH_PIVOT Applies to Windows Mobile 6.5.3 Replaces dialog box tabs with a simple pivot (horizontal spinner). It's supposed to bed defined in prsht.h, but it's not. My 6.5.3 and 6 headers differ only in this: #define PSM_GETPIVOTCONTROL (WM_USER + 119) #define PropSheet_GetPivotControl(hDlg) \ (HWND)SNDMSG(hDlg, PSM_GETPIVOTCONTROL, 0, 0) which is in the 6.5.3 prsht.h, but not in the 6 one. What's the value of PSH_PIVOT? Did they forget to include it?

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  • Replacing a calloutaccessoryview in mkannotationview

    - by Mugunth Kumar
    In my viewForAnnotation delegate, I create a MKAnnotationView with leftCalloutaccessory as a info button. When the info button is tapped, I want to replace it with a UIActivityIndicator. So in the calloutAccessoryTapped delegate, I wrote view.leftCalloutaccessoryView = [UIActivityIndicator indicatorWithStyle:UIActivityIndicatorWhite]; The callout accessory seems to change, but it seems like the view doesn't get updated immediately. That's when the callout accessory gets hidden (by tapping another pin) and is re-opened, I see a spinner. But otherwise, I don't. I tried calling [view setNeedsdisplay] and [view setNeedsLayout] and [view layoutsubviews] as well but in vain. Any suggestions/pointers?

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  • How do I use an indeterminate status indicator as the image for an NSStatusItem?

    - by abrahamvegh
    I have an application that is an NSStatusItem. It has a few different modes, each of which require an external process to be launched, during which the icon is simply highlighted, and appears to be frozen. I want to use the -setImage method (or reasonable facsimile) to display something along the lines of a "spinner" commonly seen in web applications and all over OS X. Is there any native method for accomplishing this (e.g. some instance of NSProgressIndicator?) or must I manually display an animation by cycling through a set of images? In either case, how would I implement?

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  • Is it possible to load ListPreference items from an adapter?

    - by Brad Hein
    I'm setting out to create a settings activity for my app. I've defined a PreferenceActivity with a nice layout including a ListPreference object for the user to select a bluetooth device. I'm having trouble dynamically populating the list. I would like to populate ListPreference with values from an array adapter (which I'll create and populate with relevant bluetooth device names). If this were a spinner View, I could just call setAdapter(). However with the ListPreference object I can't figure out how to attach an adapter (findviewByID won't cast from View To ListPreference, so I can't even get a handle to the object). I would like to attach an adapter and then populate the adapter with values, which in turn would populate the ListPreference with values.

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  • Detecting a image 404 in javascript.

    - by xal
    After a user uploads a file we have to do some additional processing with the images such as resizing and upload to S3. This can take up to 10 extra seconds. Obviously we do this in a background. However, we want to show the user the result page immediately and simply show spinners in place until the images arrive in their permanent home on s3. I'm looking for a way to detect that a certain image failed to load correctly (404) in a cross browser way. If that happens, we want to use JS to show a spinner in it's place and reload the image every few seconds until it can be successfully loaded from s3.

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  • Android: Where to find the RadioButton Drawable?

    - by Peterdk
    Ok, I am trying to create a custom view called CheckedRelativeLayout. It's purpose is the same as a CheckedTextView, to be able to use it in a list of items you want selected or in a Spinner. It's all working fine now, I extended RelativeLayout and implemented Checkable interface. However, I am stuck on a quite simple problem: Where can I find the Drawable that CheckedTextView and RadioButton use? I looked at the sourcecode of both, and they seem to use com.android.internal.R. Well... that's internal stuff. So I can't access it. Any way to get these Drawables or solve the problem somehow?

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  • adding visual effects to RJS before action rendered

    - by Sam
    I just started using RJS which is awesome however I am used to putting visual effects in the link_to_remote and such and I'm not sure how to trigger actions before and after remotes are triggered. Take this link for example: HTML <span id="<%= "edit_comment_link_#{comment.id.to_s}"%>" style="float:left;"> <%= link_to_remote "edit", {:update => "comment_#{comment.id.to_s}", :url => edit_post_comment_path(comment.post, comment), :method => :get}%> | </span> Controller: def edit @comment = Comment.find(params[:id]) respond_to do |format| #format.html render edit_comment_path(@comment) format.js end end RJS: page.replace_html "edit_comment_link_#{@comment.id.to_s}", "currently editing | " So is RJS mainly for after actions are rendered visual effects such as a spinner should be put into the link_to_remote with call_backs? Is this a good way of doing things?

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  • Issue with button text shifting

    - by Fizz
    I'm having this odd issue. I have these buttons where the button's text is shifted downward upon certain actions. For example, I have a spinner with choices and one of the choices makes some buttons invisible while others are made visible. When I choose these, the buttons made visible all have their text shifted downward. Nothing else is shifted, just the text on the buttons. I've tried this on 1.5 and it works fine, no text is shifted, but I have issues with 2.1 and I really cannot figure it out. Any ideas or help would be great. Thanks.

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  • Getting a variable out of a Public Void (Android)

    - by James Rattray
    I have this code: hubSpinner.setOnItemSelectedListener(new OnItemSelectedListener() { public void onItemSelected(AdapterView<?> parentView, View selectedItemView, int position, long id) { final MediaPlayer mp2 = MediaPlayer.create(Textbox.this, R.raw.hero); mp2.start(); } public void onNothingSelected(AdapterView<?> parentView) { } }); (The code basically runs when a new item is selected of a spinner and then plays a song, -which later will be a variable based on what was picked, but i'm fine as it is for now) Problem: And I want to be able to use 'mp2' out of this public void, (I want a button which pauses it) How can I do this? Please explain/show... Thanks alot James

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  • Retrieving values from WSDL before making a request

    - by Egor
    I'm very new to working with web services and I'm trying to understand the basics of it in Android using the ksoap2 library. Here's the question: this is the WSDL file of a service I'm using. It's a service that converts values between different units. The units are stated in the WSDL. Now, is there any way to read those units and, say, populate a Spinner to let users choose the units they want to work with? A code solution will be highly appreciated. Thanks in advance.

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  • Autorelease with elements in a UITableViewCell - memory leak

    - by Shaun Budhram
    In my 'cellForRowAtIndexPath' method for a UITableView delegate, I'm allocating a cell if it doesn't exist, and in this cell, I'm creating a new activity spinner like so: UIActivityIndicatorView *actView = [[[UIActivityIndicatorView alloc] initWithActivityIndicatorStyle:UIActivityIndicatorViewStyleGray ] autorelease]; I'm using Leaks to detect memory leaks in my program, and for some reason, this is coming up as a leak, even though it's autoreleasing. The cell itself is also autoreleasing. Has anyone had experience with autoreleasing variables coming up as leaks in the Leaks instrument, and how to tackle these problems? Also, if it helps, this is the history Leaks is displaying for this memory location. It looks like it at some point gets an additional retain message? This is not being done in my code.

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