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  • How come drawing this line at (0,0) doesn't really draw it at (0,0)?

    - by George Edison
    I have this ActionScript code here: package { import flash.display.Sprite; import flash.display.LineScaleMode; import flash.display.CapsStyle; import flash.display.JointStyle; import flash.display.Shape; import flash.events.Event; public class Main extends Sprite { private var lines:Shape; public function Main():void { if (stage) init(); else addEventListener(Event.ADDED_TO_STAGE, init); } private function init(e:Event = null):void { removeEventListener(Event.ADDED_TO_STAGE, init); // entry point lines = new Shape(); addChild(lines); lines.graphics.clear(); lines.graphics.lineStyle(10, 0x000000); lines.graphics.moveTo(0, 0); lines.graphics.lineTo(stage.stageWidth, stage.stageHeight); } } } What I'm expecting this to do is to draw a line from one corner of the screen to the other... but that's not what it does. See here.

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  • Mulit-dimensional array edge/border conditions

    - by kirbuchi
    Hi, I'm iterating over a 3 dimensional array (which is an image with 3 values for each pixel) to apply a 3x3 filter to each pixel as follows: //For each value on the image for (i=0;i<3*width*height;i++){ //For each filter value for (j=0;j<9;j++){ if (notOutsideEdgesCondition){ *(**(outArray)+i)+= *(**(pixelArray)+i-1+(j%3)) * (*(filter+j)); } } } I'm using pointer arithmetic because if I used array notation I'd have 4 loops and I'm trying to have the least possible number of loops. My problem is my notOutsideEdgesCondition is getting quite out of hands because I have to consider 8 border cases. I have the following handled conditions Left Column: ((i%width)==0) && (j%3==0) Right Column: ((i-1)%width ==0) && (i>1) && (j%3==2) Upper Row: (i<width) && (j<2) Lower Row: (i>(width*height-width)) && (j>5) and still have to consider the 4 corner cases which will have longer expressions. At this point I've stopped and asked myself if this is the best way to go because If I have a 5 line long conditional evaluation it'll not only be truly painful to debug but will slow the inner loop. That's why I come to you to ask if there's a known algorithm to handle this cases or if there's a better approach for my problem. Thanks a lot.

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  • JQuery Progress Bar Inline Text

    - by Craig
    Hello, I am trying to use the basic progress bar however I am unable to figure out the css/command to actually put some text inside the bar. I am using this progress bar: http://docs.jquery.com/UI/Progressbar however I am open to other ones if they are just as simple to implement. I want it to display in the left corner some static information and then a percentage of complete somewhere in the right section. All css I attempted to do just made the information display below or to the side of. As well I am unsure how to actually have this CSS change based on a JQuery method (new to JQuery). below is my actual JQuery. Don't try to understand the url value just assume it returns 0-100. <script type="text/javascript"> var url = "%%$protocol_url%%/bin/task_status?id=%%$tid%%&cmd=percent_done"; $(function() { var progress = 0; //alert("some value" + value, value); $("#progressbar").progressbar({ progress: 0 }); setTimeout(updateProgress, 500); }); function updateProgress() { var progress; $.get(url, function(data) { // data contains whatever that page returns if (data < 100) { $("#progressbar") .progressbar("option", "value", data); setTimeout(updateProgress, 500); } else { $("#progressbar") .progressbar("option", "value", 100); } }); } Thanks

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  • unexplained spacing in horizontal panel in GWT

    - by special0ne
    hi, i am adding widgets to a horizontal panel, and i want them to be all once next to the other on the left corner. even though i have set the spacing=0 and alignment= left the widgets still have space between them. they are spread evenly in the panel. please see the code here for the widget C'tor and the function that adds a new tab (toggle button) tabsPanel is a horizontalPanel, that you can see is aligned to left/right according to the locale any advise would be appreciated thanks.... public TabsWidgetManager(int width, int height, int tabs_shift_direction){ DecoratorPanel decorContent = new DecoratorPanel(); DecoratorPanel decorTitle = new DecoratorPanel(); widgetPanel.setSize(Integer.toString(width), Integer.toString(height)); tabsPanel.setSize(Integer.toString(UIConst.USER_CONTENT_WIDTH), Integer.toString(UIConst.TW_DEFAULT_TAB_HEIGHT)); tabsPanel.setSpacing(0); if (tabs_shift_direction==1) tabsPanel.setHorizontalAlignment(HorizontalPanel.ALIGN_LEFT); else tabsPanel.setHorizontalAlignment(HorizontalPanel.ALIGN_RIGHT); decorTitle.add(tabsPanel); contentPanel.setSize(Integer.toString(UIConst.USER_CONTENT_WIDTH), Integer.toString(UIConst.USER_CONTENT_MINUS_TABS_HEIGHT)); decorContent.add(contentPanel); widgetPanel.add(decorTitle, 0, 0); widgetPanel.add(decorContent, 0, UIConst.TW_DEFAULT_TAB_HEIGHT+15); initWidget(widgetPanel); } public void addTab(String title, Widget widget){ widget.setVisible(false); ToggleButton tab = new ToggleButton(title); tabsList.add(tab); tab.setSize(Integer.toString(UIConst.TW_TAB_DEFAULT_WIDTH), Integer.toString(UIConst.TW_TAB_DEFAULT_HEIGHT)); tab.addClickHandler(new ClickHandler() { @Override public void onClick(ClickEvent event) { handleTabClick((ToggleButton)event.getSource()); } }); //adding to the map tabToWidget.put(tab, widget); // adding to the tabs bar tabsPanel.add(tab); //adding to the content contentPanel.add(widget); }

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  • javascript innerHTML without childNodes?

    - by John Doe
    hi all im having a firefox issue where i dont see the wood for the trees using ajax i get html source from a php script this html code contains a tag and within the tbody some more tr/td's now i want to append this tbody plaincode to an existing table. but there is one more condition: the table is part of a form and thus contains checkboxe's and drop down's. if i would use table.innerHTML += content; firefox reloads the table and reset's all elements within it which isnt very userfriendly as id like to have what i have is this // content equals transport.responseText from ajax request function appendToTable(content){ var wrapper = document.createElement('table'); wrapper.innerHTML = content; wrapper.setAttribute('id', 'wrappid'); wrapper.style.display = 'none'; document.body.appendChild(wrapper); // get the parsed element - well it should be wrapper = document.getElementById('wrappid'); // the destination table table = document.getElementById('tableid'); // firebug prints a table element - seems right console.log(wrapper); // firebug prints the content ive inserted - seems right console.log(wrapper.innerHTML); var i = 0; // childNodes is iterated 2 times, both are textnode's // the second one seems to be a simple '\n' for(i=0;i<wrapper.childNodes.length;i++){ // firebug prints 'undefined' - wth!?? console.log(wrapper.childNodes[i].innerHTML); // firebug prints a textnode element - <TextNode textContent=" "> console.log(wrapper.childNodes[i]); table.appendChild(wrapper.childNodes[i]); } // WEIRD: firebug has no problems showing the 'wrappid' table and its contents in the html view - which seems there are the elements i want and not textelements } either this is so trivial that i dont see the problem OR its a corner case and i hope someone here has that much of expirience to give an advice on this - anyone can imagine why i get textnodes and not the finally parsed dom elements i expect? btw: btw i cant give a full example cause i cant write a smaller non working piece of code its one of those bugs that occure in the wild and not in my testset thx all

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  • How do I perform a flip and grow animation like in iPhoto 09?

    - by Austin
    I'm developing a Cocoa application and want to be able to click a button in one of the views in my NSCollectionView and have a details view flip open and position to the middle of the screen like it does in iPhoto 09 when you click the "i" in the bottom-right hand corner of a photo. The photo "flips" and grows, centered on the window to reveal details about the photo. I'm guessing they're using Core Animation to achieve this. I've been looking at the Lemur Flip example, but when I try to modify it to add repositioning code to the animation, it throws off the flip. Here is the positioning code I've added to the - (IBAction)flip:(id)sender; code of LemurFlip: ... [CATransaction begin]; { NSSize supersize = contentView.frame.size; // Size of window content view NSSize subsize = frontView.frame.size; // Size of view we're flipping out if(!frontView.isHidden) { // Move views to middle of the window [[backView animator] setFrameOrigin:NSMakePoint((supersize.width / 2) - (subsize.width / 2), (supersize.height / 2) - (subsize.height / 2))]; [[frontView animator] setFrameOrigin:NSMakePoint((supersize.width / 2) - (subsize.width / 2), (supersize.height / 2) - (subsize.height / 2))]; } else { // Return views to point of origin [[backView animator] setFrameOrigin:NSMakePoint(0, 0)]; [[frontView animator] setFrameOrigin:NSMakePoint(0, 0)]; } [hiddenLayer addAnimation:[self _flipAnimationWithDuration:flipDuration isFront:NO] forKey:@"flipGroup"]; [visibleLayer addAnimation:[self _flipAnimationWithDuration:flipDuration isFront:YES] forKey:@"flipGroup"]; } [CATransaction commit]; ... Is there a good example of how to do this or some rules for combining these sort of animations?

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  • Need some help understanding this problem

    - by Legend
    I was wondering if someone could help me understand this problem. I prepared a small diagram because it is much easier to explain it visually. Problem I am trying to solve: 1. Constructing the dependency graph Given the connectivity of the graph and a metric that determines how well a node depends on the other, order the dependencies. For instance, I could put in a few rules saying that node 3 depends on node 4 node 2 depends on node 3 node 3 depends on node 5 But because the final rule is not "valuable" (again based on the same metric), I will not add the rule to my system. 2. Execute the request order Once I built a dependency graph, execute the list in an order that maximizes the final connectivity. First and foremost, I am wondering if I constructed the problem correctly and if I should be aware of any corner cases. Secondly, is there a closely related algorithm that I can look at? Currently, I am thinking of something like Feedback Arc Set or the Secretary Problem but I am a little confused at the moment. Any suggestions? PS: I am a little confused about the problem myself so please don't flame on me for that. If any clarifications are needed, I will try to update the question.

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  • asp net jquery popup dialog form in asp:formview

    - by qwebek
    Hi, i have following problem, i am using a popup jquery dialog with asp:formview . the purpose of this popup is for user to enter a hyperlink which is placed then in textbox control in formview the popup dialog div is located outside a formview just after body tag <body style="background-color: #FFFFFF; font-family:Lucida Console;"> <div id="dialog-form" title="sdfdfsdf" style="font-size:14px; "> <form> <fieldset> <label for="link">sdfdf</label> <input type="text" name="sdfsdf" id="link" size="32" /> </fieldset> </form> </div> <form id="form1" runat="server" style="margin-top:50px;" > <div> <asp:FormView ID="FormView1" ....... <InsertItemTemplate> ... <sometextbox ...../> <button id="create-user" class="ui-state-default ui-corner-all">Create link</button> ... </InsertItemTemplate> After clicking a button a popup window is shown BUT the page starts to refresh immidiately ((( and ofc popup s hidden after that if relocate the button outside the formview - the page is not refreshed, but i need it in formview.. any ideas what to do?

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  • live.com setting can't be changed

    - by M M
    I'm on mail.live.com where, in the upper left corner it says "Windows Live™" and to the right of that it says "Hotmail([number])" "Messenger" "SkyDrive" "|" "MSN." Directly under the "Windows Live™," there is a square, bluish/gray avatar (with a generic, rotund peop with a head and trunk and arms). To the right of that there is a field (with a subtle, barely perceptible speech bubble-like arrow emanating from the avatar). But there's a word inside that field that I cannot get rid of. Coincidentally I think it's the same word I used as a search term a while back, having meant to put the search term in the "Search email and more" bing field on the other side of the screen. (Even that would have been by mistake because I had been aiming for the e-mail search field.) But it remains in the field connected to the avatar--and moreover the field is editable to the limited extent that a cursor can be placed into the field with a mouse click; the word just can't be deleted. I don't know if the avatar should be there either, but I'd rather have just simply that than the word next to it continuously there for time immemorial. If I click into the field hoping to delete the word, I'm confronted with options along the bottom of the same field (now expanded by my mouse click): "Add: Photo Link Document," and a button that says "Share" and an [X] to reduce the field back to its default state--which still contains the word I'm trying to delete.

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  • Javascript and rendering pauses and stays paused on scroll in the android browser

    - by user357303
    Hi. I've found some wierd behaviour related to scrolling and rendering and javascript. How to make it happen: On any webpage that is long enough to scroll on. Start to scroll pretty fast (fling the page). then release the touch. No while the page is still scrolling because of the momentum. Tap the screen to stop the scroll. This make the browser enter a wierd mode. On the nexus one it behaves like this: The updating of what's shown on the screen stops, you can still click on links and the go to where they are supposed to but what's shown on the screen stays the same. If you then scroll the screen a bit the update of the screen kicks in again and what you you where suppsed to see all the time is shown. On all phones with HTC Sense I've tried (Hero, Desire, Legend) this happens: The updating of the screen is stopped just like on the nexus one, but also the execution of any javascript is stopped. If you click on a link that takes you to another page however things return to normal again. The way I tested this was I created a page like this: http://pastebin.ca/1881620 The changeColor function simply changed the background color of 'container' to a few different colors. So before the error what happens is that when you click any link the color changes. after the error this happens: Nexus one: when you click on the links nothing happens (except the "orange link selected rounded corner box thing" is shown as if the link is clicked). Then when you scroll abit. You can see the color has changed (and equal amount of times to the number of times I clicked the link). On Sense: The links take me to google.com Has anyone else noticed this problem? Is there anyway to work around it? Thanks.

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  • TicTacToe strategic reduction

    - by NickLarsen
    I decided to write a small program that solves TicTacToe in order to try out the effect of some pruning techniques on a trivial game. The full game tree using minimax to solve it only ends up with 549,946 possible games. With alpha-beta pruning, the number of states required to evaluate was reduced to 18,297. Then I applied a transposition table that brings the number down to 2,592. Now I want to see how low that number can go. The next enhancement I want to apply is a strategic reduction. The basic idea is to combine states that have equivalent strategic value. For instance, on the first move, if X plays first, there is nothing strategically different (assuming your opponent plays optimally) about choosing one corner instead of another. In the same situation, the same is true of the center of the walls of the board, and the center is also significant. By reducing to significant states only, you end up with only 3 states for evaluation on the first move instead of 9. This technique should be very useful since it prunes states near the top of the game tree. This idea came from the GameShrink method created by a group at CMU, only I am trying to avoid writing the general form, and just doing what is needed to apply the technique to TicTacToe. In order to achieve this, I modified my hash function (for the transposition table) to enumerate all strategically equivalent positions (using rotation and flipping functions), and to only return the lowest of the values for each board. Unfortunately now my program thinks X can force a win in 5 moves from an empty board when going first. After a long debugging session, it became apparent to me the program was always returning the move for the lowest strategically significant move (I store the last move in the transposition table as part of my state). Is there a better way I can go about adding this feature, or a simple method for determining the correct move applicable to the current situation with what I have already done?

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  • why is css not being applied to this jquery anchor button?

    - by Tim
    I must be missing something very basic in the CSS. My jQuery anchor button is functional, but it's rendering as a simple underlined label, not asa rounded-corner UI button. I would be grateful if someone could point out the error in this simple example. Thanks !DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01//EN" "http://www.w3.org/TR/html4/strict.dtd"> <HTML LANG="en-US"> <HEAD> <TITLE>button test</TITLE> <META http-equiv="Content-Type" content="text/html; charset=UTF-8"> <meta http-equiv="Expires" content="Sat, 22 May 2010 00:00:11 GMT"> <link href="http://ajax.googleapis.com/ajax/libs/jqueryui/1.8/themes/base/jquery-ui.css" rel="stylesheet" type="text/css"> <script type="text/javascript" src="http://ajax.googleapis.com/ajax/libs/jquery/1.4.2/jquery.min.js"></script> <script type="text/javascript" src="http://ajax.googleapis.com/ajax/libs/jqueryui/1.8.1/jquery-ui.min.js"></script> <SCRIPT type="text/javascript"> $(document).ready( function() { $('a','.test').click(function(){showIntro();return false;}); }); function showIntro() { document.location.href="intro.htm"; } </script> <body> <div class='test'><a href="#">Button</a></div> </body> </html>

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  • IE7 modal dialog scrollbars overlap content

    - by cdmckay
    Here's the offending code. To test it, save it in a file called "test.html" and click the button in the top-left corner. <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html> <head> <title>Blarg</title> <style type='text/css'> body { margin: 20px; } #test { background: red; height: 2000px; } </style> </head> <body> <div id="test"><input type='button' onclick="javascript:window.showModalDialog('test.html', window, 'dialogWidth: 300px; resizable: yes;');" /></div> </body> </html> If I open the page in normal IE7 window, it works fine. However, if I open it in an IE7 modal dialog, it draws the vertical scrollbar on top of the margin. What's even worse, because it draws the scrollbar on top of the margin, it also causes a horizontal scrollbar to be drawn. How do I work around this? I absolutely must use the IE modal dialog, I'm not at liberty to change that.

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  • Making a table in a scrolling div resizable?

    - by Mason Jones
    I've got a table in a div, with a vertical scrollbar on the div to allow the table to be longer than the div can hold. Works fine. But I'd like to allow the user to resize the div vertically if they want to be able to view more of the table. I've been playing with the jQueryUI resizable interaction, but it doesn't seem to quite do what I want; at least, not so far. I've tried making the wrapper div resizable, but the behavior's erratic. If I have the style "height:20em; overflow:auto;" on it, then I can resize the table horizontally, but not vertically. If I remove the overflow, then the table flows outside the div of course. If I remove the height, then the table is actually resizable, but it is initially drawn at full height. Anyone know of a way to specify an initial height, but allow it to be resized larger than that? If I make the table resizable rather than the div, then I can resize the table horizontally within the div but I can't increase the height of the displayed table. Which makes sense, of course, but I thought I'd mention it. Also, is there a way to make the resize "handle" the corner between the horizontal and vertical scrollbars? Right now it's a sort of invisible handle in the bottom-right of the table. Thanks for any thoughts.

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  • event listener says NetStream.Play.Start but I see no video

    - by Curtis
    I'm trying to test out the Adobe Media Server, and I'm following some tutorials in order to stream a video. I have a NetConnection which successfully connects to the application on the server, then I have the code below. It looks like it's supposed to play a video, but it doesn't. It creates the video object as a black square in the top left corner, and the event.info.code says NetStream.Play.Start, but I don't see the video playing. case "NetConnection.Connect.Success": var v:Video = new Video(); v.width=200; v.height=200; v.x=0; v.y=0; v.visible=true; v.opaqueBackground=false; stage.addChild(v); var ns:NetStream = new NetStream(nc); ns.addEventListener(NetStatusEvent.NET_STATUS,netStatusHandler); v.attachNetStream(ns); ns.play("mp4:polymorphics.f4v"); I can also try ns.play("rtmp://localhost/vod/mp4:tests/polymorphics.f4v"); but that gives me a Stream Not Found error The lines that begin with "ns" means that they're generated by my NetStream listener, as opposed to my NetConnection listener. Connecting... connected is: true event.info.level: status event.info.code: NetConnection.Connect.Success onReply recieved value: Hello, World! ns connected is: true ns event.info.level: status ns event.info.code: NetStream.Play.Reset ns connected is: true ns event.info.level: status ns event.info.code: NetStream.Play.Start

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  • Strange issue with fixed form border styles in Vista

    - by Nazgulled
    My previous post about this issue didn't got too many answers and it was kinda specific and hard to understand. I think I've managed to understand the problem better and I now believe it to be a Vista issue... The problem lies on all types of fixed border styles like FixedDialog, Fixed3D, FixedSingle and FixedToolWindow. It does not happen on the sizable ones. This problem, like I said, it also happens only on Vista. Let's say you have a form with any of the fixed border styles and set the starting location to 0,0. What you want here is for the form to be snapped to the top left corner of the screen. This works just fine if the form border style is one of the sizable options, if it's fixed, well, the form will be a little bit outside of the screen working area both to the left and top. What's more strange about this is that the form location does not change, it sill is 0,0, but a few pixels of the form are still drawn outside of the working screen area. I tested this on XP and it didn't happen, the problem is Vista specific. On XP, the only difference was the border size that change a bit between any of the styles. But the form was always perfectly snapped to position 0,0. If possible, without finding how many pixels are being drawn outside of the working area and then add that to the form location, is there a possible way to fix or workaround this?

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  • How to Make a Game like Space Invaders - Ray Wenderlich (why do my space invaders scroll off screen)

    - by Erv Noel
    I'm following this tutorial(http://www.raywenderlich.com/51068/how-to-make-a-game-like-space-invaders-with-sprite-kit-tutorial-part-1) and I've run into a problem right after the part where I add [self determineInvaderMovementDirection]; to my GameScene.m file (specifically to my moveInvadersForUpdate method) The tutorial states that the space invaders should be moving accordingly after adding this piece of code but when I run they move to the left and they do not come back. I'm not sure what I am doing wrong as I have followed this tutorial very carefully. Any help or clarification would be greatly appreciated. Thanks in advance ! Here is the full GameScene.m #import "GameScene.h" #import <CoreMotion/CoreMotion.h> #pragma mark - Custom Type Definitions /* The type definition and constant definitions 1,2,3 take care of the following tasks: 1.Define the possible types of invader enemies. This can be used in switch statements later when things like displaying different sprites images for each enemy type. The typedef makes InvaderType a formal Obj-C type that is type checked for method arguments and variables.This is so that the wrong method argument is not used or assigned to the wrong variable. 2. Define the size of the invaders and that they'll be laid out in a grid of rows and columns on the screen. 3. Define a name that will be used to identify invaders when searching for them. */ //1 typedef enum InvaderType { InvaderTypeA, InvaderTypeB, InvaderTypeC } InvaderType; /* Invaders move in a fixed pattern: right, right, down, left, down, right right. InvaderMovementDirection tracks the invaders' progress through this pattern */ typedef enum InvaderMovementDirection { InvaderMovementDirectionRight, InvaderMovementDirectionLeft, InvaderMovementDirectionDownThenRight, InvaderMovementDirectionDownThenLeft, InvaderMovementDirectionNone } InvaderMovementDirection; //2 #define kInvaderSize CGSizeMake(24,16) #define kInvaderGridSpacing CGSizeMake(12,12) #define kInvaderRowCount 6 #define kInvaderColCount 6 //3 #define kInvaderName @"invader" #define kShipSize CGSizeMake(30, 16) //stores the size of the ship #define kShipName @"ship" // stores the name of the ship stored on the sprite node #define kScoreHudName @"scoreHud" #define kHealthHudName @"healthHud" /* this class extension allows you to add “private” properties to GameScene class, without revealing the properties to other classes or code. You still get the benefit of using Objective-C properties, but your GameScene state is stored internally and can’t be modified by other external classes. As well, it doesn’t clutter the namespace of datatypes that your other classes see. This class extension is used in the method didMoveToView */ #pragma mark - Private GameScene Properties @interface GameScene () @property BOOL contentCreated; @property InvaderMovementDirection invaderMovementDirection; @property NSTimeInterval timeOfLastMove; @property NSTimeInterval timePerMove; @end @implementation GameScene #pragma mark Object Lifecycle Management #pragma mark - Scene Setup and Content Creation /*This method simply invokes createContent using the BOOL property contentCreated to make sure you don’t create your scene’s content more than once. This property is defined in an Objective-C Class Extension found near the top of the file()*/ - (void)didMoveToView:(SKView *)view { if (!self.contentCreated) { [self createContent]; self.contentCreated = YES; } } - (void)createContent { //1 - Invaders begin by moving to the right self.invaderMovementDirection = InvaderMovementDirectionRight; //2 - Invaders take 1 sec for each move. Each step left, right or down // takes 1 second. self.timePerMove = 1.0; //3 - Invaders haven't moved yet, so set the time to zero self.timeOfLastMove = 0.0; [self setupInvaders]; [self setupShip]; [self setupHud]; } /* Creates an invade sprite of a given type 1. Use the invadeType parameterr to determine color of the invader 2. Call spriteNodeWithColor:size: of SKSpriteNode to alloc and init a sprite that renders as a rect of the given color invaderColor with size kInvaderSize */ -(SKNode*)makeInvaderOfType:(InvaderType)invaderType { //1 SKColor* invaderColor; switch (invaderType) { case InvaderTypeA: invaderColor = [SKColor redColor]; break; case InvaderTypeB: invaderColor = [SKColor greenColor]; break; case InvaderTypeC: invaderColor = [SKColor blueColor]; break; } //2 SKSpriteNode* invader = [SKSpriteNode spriteNodeWithColor:invaderColor size:kInvaderSize]; invader.name = kInvaderName; return invader; } -(void)setupInvaders { //1 - loop over the rows CGPoint baseOrigin = CGPointMake(kInvaderSize.width / 2, 180); for (NSUInteger row = 0; row < kInvaderRowCount; ++row) { //2 - Choose a single InvaderType for all invaders // in this row based on the row number InvaderType invaderType; if (row % 3 == 0) invaderType = InvaderTypeA; else if (row % 3 == 1) invaderType = InvaderTypeB; else invaderType = InvaderTypeC; //3 - Does some math to figure out where the first invader // in the row should be positioned CGPoint invaderPosition = CGPointMake(baseOrigin.x, row * (kInvaderGridSpacing.height + kInvaderSize.height) + baseOrigin.y); //4 - Loop over the columns for (NSUInteger col = 0; col < kInvaderColCount; ++col) { //5 - Create an invader for the current row and column and add it // to the scene SKNode* invader = [self makeInvaderOfType:invaderType]; invader.position = invaderPosition; [self addChild:invader]; //6 - update the invaderPosition so that it's correct for the //next invader invaderPosition.x += kInvaderSize.width + kInvaderGridSpacing.width; } } } -(void)setupShip { //1 - creates ship using makeShip. makeShip can easily be used later // to create another ship (ex. to set up more lives) SKNode* ship = [self makeShip]; //2 - Places the ship on the screen. In SpriteKit the origin is at the lower //left corner of the screen. The anchorPoint is based on a unit square with (0, 0) at the lower left of the sprite's area and (1, 1) at its top right. Since SKSpriteNode has a default anchorPoint of (0.5, 0.5), i.e., its center, the ship's position is the position of its center. Positioning the ship at kShipSize.height/2.0f means that half of the ship's height will protrude below its position and half above. If you check the math, you'll see that the ship's bottom aligns exactly with the bottom of the scene. ship.position = CGPointMake(self.size.width / 2.0f, kShipSize.height/2.0f); [self addChild:ship]; } -(SKNode*)makeShip { SKNode* ship = [SKSpriteNode spriteNodeWithColor:[SKColor greenColor] size:kShipSize]; ship.name = kShipName; return ship; } -(void)setupHud { //Sets the score label font to Courier SKLabelNode* scoreLabel = [SKLabelNode labelNodeWithFontNamed:@"Courier"]; //1 - Give the score label a name so it becomes easy to find later when // the score needs to be updated. scoreLabel.name = kScoreHudName; scoreLabel.fontSize = 15; //2 - Color the score label green scoreLabel.fontColor = [SKColor greenColor]; scoreLabel.text = [NSString stringWithFormat:@"Score: %04u", 0]; //3 - Positions the score label near the top left corner of the screen scoreLabel.position = CGPointMake(20 + scoreLabel.frame.size.width/2, self.size.height - (20 + scoreLabel.frame.size.height/2)); [self addChild:scoreLabel]; //Applies the font of the health label SKLabelNode* healthLabel = [SKLabelNode labelNodeWithFontNamed:@"Courier"]; //4 - Give the health label a name so it can be referenced later when it needs // to be updated to display the health healthLabel.name = kHealthHudName; healthLabel.fontSize = 15; //5 - Colors the health label red healthLabel.fontColor = [SKColor redColor]; healthLabel.text = [NSString stringWithFormat:@"Health: %.1f%%", 100.0f]; //6 - Positions the health Label on the upper right hand side of the screen healthLabel.position = CGPointMake(self.size.width - healthLabel.frame.size.width/2 - 20, self.size.height - (20 + healthLabel.frame.size.height/2)); [self addChild:healthLabel]; } #pragma mark - Scene Update - (void)update:(NSTimeInterval)currentTime { //Makes the invaders move [self moveInvadersForUpdate:currentTime]; } #pragma mark - Scene Update Helpers //This method will get invoked by update -(void)moveInvadersForUpdate:(NSTimeInterval)currentTime { //1 - if it's not yet time to move, exit the method. moveInvadersForUpdate: // is invoked 60 times per second, but you don't want the invaders to move // that often since the movement would be too fast to see if (currentTime - self.timeOfLastMove < self.timePerMove) return; //2 - Recall that the scene holds all the invaders as child nodes; which were // added to the scene using addChild: in setupInvaders identifying each invader // by its name property. Invoking enumerateChildNodesWithName:usingBlock only loops over the invaders because they're named kInvaderType; which makes the loop skip the ship and the HUD. The guts og the block moves the invaders 10 pixels either right, left or down depending on the value of invaderMovementDirection [self enumerateChildNodesWithName:kInvaderName usingBlock:^(SKNode *node, BOOL *stop) { switch (self.invaderMovementDirection) { case InvaderMovementDirectionRight: node.position = CGPointMake(node.position.x - 10, node.position.y); break; case InvaderMovementDirectionLeft: node.position = CGPointMake(node.position.x - 10, node.position.y); break; case InvaderMovementDirectionDownThenLeft: case InvaderMovementDirectionDownThenRight: node.position = CGPointMake(node.position.x, node.position.y - 10); break; InvaderMovementDirectionNone: default: break; } }]; //3 - Record that you just moved the invaders, so that the next time this method is invoked (1/60th of a second from when it starts), the invaders won't move again until the set time period of one second has elapsed. self.timeOfLastMove = currentTime; //Makes it so that the invader movement direction changes only when the invaders are actually moving. Invaders only move when the check on self.timeOfLastMove passes (when conditional expression is true) [self determineInvaderMovementDirection]; } #pragma mark - Invader Movement Helpers -(void)determineInvaderMovementDirection { //1 - Since local vars accessed by block are default const(means they cannot be changed), this snippet of code qualifies proposedMovementDirection with __block so that you can modify it in //2 __block InvaderMovementDirection proposedMovementDirection = self.invaderMovementDirection; //2 - Loops over the invaders in the scene and refers to the block with the invader as an argument [self enumerateChildNodesWithName:kInvaderName usingBlock:^(SKNode *node, BOOL *stop) { switch (self.invaderMovementDirection) { case InvaderMovementDirectionRight: //3 - If the invader's right edge is within 1pt of the right edge of the scene, it's about to move offscreen. Sets proposedMovementDirection so that the invaders move down then left. You compare the invader's frame(the frame that contains its content in the scene's coordinate system) with the scene width. Since the scene has an anchorPoint of (0,0) by default and is scaled to fill it's parent view, this comparison ensures you're testing against the view's edges. if (CGRectGetMaxX(node.frame) >= node.scene.size.width - 1.0f) { proposedMovementDirection = InvaderMovementDirectionDownThenLeft; *stop = YES; } break; case InvaderMovementDirectionLeft: //4 - If the invader's left edge is within 1 pt of the left edge of the scene, it's about to move offscreen. Sets the proposedMovementDirection so invaders move down then right if (CGRectGetMinX(node.frame) <= 1.0f) { proposedMovementDirection = InvaderMovementDirectionDownThenRight; *stop = YES; } break; case InvaderMovementDirectionDownThenLeft: //5 - If invaders are moving down then left, they already moved down at this point, so they should now move left. proposedMovementDirection = InvaderMovementDirectionLeft; *stop = YES; break; case InvaderMovementDirectionDownThenRight: //6 - if the invaders are moving down then right, they already moved down so they should now move right. proposedMovementDirection = InvaderMovementDirectionRight; *stop = YES; break; default: break; } }]; //7 - if the proposed invader movement direction is different than the current invader movement direction, update the current direction to the proposed direction if (proposedMovementDirection != self.invaderMovementDirection) { self.invaderMovementDirection = proposedMovementDirection; } } #pragma mark - Bullet Helpers #pragma mark - User Tap Helpers #pragma mark - HUD Helpers #pragma mark - Physics Contact Helpers #pragma mark - Game End Helpers @end

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  • CSS3 background-origin property does work in firefox?

    - by hh54188
    I want use CSS3 property to make a complicated background image which with corner shadow and so on.Including background image,left border image,right border image.So,for the <div class="outer"></div>I write the CSS below: .outer { background:url("title_main.png"); background-repeat:repeat-x; background-clip: content; background-origin:content; -moz-background-clip: content; -moz-background-origin: content; -webkit-background-clip: content; -webkit-background-origin:content; -webkit-border-image:url("title_border.png") 0 15 0 15 stretch; -moz-border-image: url("title_border.png") 0 15 0 15 stretch; border-image:url("fancy_title.png") 0 15 0 15 stretch; border-width:0 15px ; width:80px; height:32px; } In chrome browser it work well like: But the firefox doesn't like this: Why would this happened?How can I fix this?Make the firefox effect like the chrome?

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  • How to accept an incoming call by clicking a button?

    - by upright
    HI, all! I'm trying to implement my own phone call handling UI. What I want to do is, if a call comes in, the incoming telephone number and a picture are displayed, and, if I press a button, the incoming call will be accepted/answered. The related codes are: @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.main); answerButton = (Button) findViewById(R.id.pickup); answerButton.setOnClickListener(new OnClickListener() { public void onClick(final View v) { Intent intent = new Intent("android.intent.action.ANSWER"); intent.setFlags(Intent.FLAG_ACTIVITY_NEW_TASK); startActivity(intent); } }); Sadly, the code does not work. At first, an exception is thrown if I press my answer button: ActivityNotFoundException: No Activity found to handle Intent { act=android.intent.action.ANSWER Then I added an entry in the AndroidManifest.xml: I run the app again, there is no exception anymore. However, I doubt the incoming call is not really accepted. Because if the press the Android's screen answer button (green button), the incoming call is accepted and a green button is also displayed on the upper left corner of the emulator screen, while my app doesn't. I also read the Phone app's source code in android source. There is method such as acceptCall() in the Phone class. But these codes seem difficult for me to use, because there are many imports declaration in the code, such as : import com.android.internal.telephony.Call; import com.android.internal.telephony.CallStateException; import com.android.internal.telephony.CallerInfo; import com.android.internal.telephony.CallerInfoAsyncQuery; import com.android.internal.telephony.Connection; import com.android.internal.telephony.MmiCode; import com.android.internal.telephony.Phone; And, if I add these imports in my code, there will be too many errors, such as : "The import com.android.internal.telephony cannot be resolved" What is the right and simple way for my problem? Thanks in advance!

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  • Orientation issue while presenting Modal ViewController

    - by Jacky Boy
    Current scenario: Right now I am showing a UIViewController using a segue with the style Modal and presentation Sheet. This Modal gets its superview bounds change, in order to have the dimensions I want, like this: - (void)viewWillLayoutSubviews { [super viewWillLayoutSubviews]; self.view.superview.bounds = WHBoundsRect; } The only allowed orientations are UIInterfaceOrientationLandscapeLeft and UIInterfaceOrientationLandscapeRight. Since the Modal has some TextFields and the keyboard would be over the Modal itself, I am changing its center so it moves a bit to the top. The problem: What I am noticing right now, is that I am unable to work with the Y coordinate. In order for it move vertically (remember it's on landscape) I need to work with the X. The problem is that when it's UIInterfaceOrientationLandscapeLeft I need to come with a negative X. And when it's UIInterfaceOrientationLandscapeRight I need to come with a positive X. So it seems that the X/Y Coordinate System is "glued" to the top left corner while in Portrait and when an orientation occurs, it's still there: What I have done So I have something like this: UIInterfaceOrientation orientation = [[UIApplication sharedApplication] statusBarOrientation]; NSInteger newX = 0.0f; if (orientation == UIInterfaceOrientationLandscapeLeft) { // Logic for calculating the negative X. } else { // Logic for calculating the positive X. } It works exactly like I want, but it seems a very fragile implementation. Am I missing something? Is this the expected behaviour?

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  • CSS3 image rotation and reposition to fit in div

    - by blid
    I'll start with JS Fiddle: http://jsfiddle.net/zy2xy/4/ <div id="page" style="position: relative; background: #ccc; width: 500px; height: 600px;"> <div id="container" style="top: 50px; left: 100px; width: 200px; height: 200px; position: absolute; background: #fff;"> <img src="http://lorempixel.com/200/100/"> </div> </div>????????? I've got a whole page div #page, and inside that another div #container positioned absolute against #page. What I want to achieve, is to rotate image inside it 90deg, 180deg or 270deg but always move that image to top left corner of #container. I tried a little bit with transform-origin but I couldn't find any solution.

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  • Are SQL Reporting Services Report Parameters deprecated in VS.NET 2010?

    - by Jason Kealey
    We use an Reporting Services inside an ASP.NET web application. (We have an *.rdlc which is presented to the ReportViewer web control in our page). Our ASPX page wires up a few report parameters in code: var parameters = new List<ReportParameter>(); parameters.Add(new ReportParameter("StoreAddress", InvoiceStoreAddress)); parameters.Add(new ReportParameter("LogoURL", InvoiceLogoURL)); parameters.Add(new ReportParameter("StoreName", InvoiceStoreName)); ReportViewer1.LocalReport.SetParameters(parameters); These are just general parameters that are passed to the report, instead of hooking it up to a data source. Recently, we upgraded to VS.NET 2010. We upgraded the *.rdlc to the newest version and also upgraded the ReportViewer control used by ASP.NET. Everything works as it did before. However, I now want to add a new report parameter to my *.rdlc. I typically right-clicked on the top left corner and clicked on "Report Parameters" to add it. With the new VS.NET, I cannot find this option anywhere - it is not even in the report properties. Where did it go? Are the deprecating this feature? How should I be passing some general parameters now?

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  • Can i change the view without changing the controller?

    - by Ian Boyd
    Pretend1 there is a place to type in a name:     Name: __________________ When the text box changes, the value is absorbed into the controller, who stores it in data model. Business rules require that a name be entered: if there is no text entered the TextBox should be colored something in the view to indicate baddness; otherwise it can be whatever color the view likes. The TextBox contains a String, the controller handles a String, and the model stores a String. Now lets say i want to improve the view. There is a new kind of text box2 that can be fed not only string-based keyboard input, but also an image. The view (currently) knows how to determine if the image is in the proper format to perform the processing required to extract text out of it. If there is text, then that text can be fed to the controller, who feeds it to the data model. But if the image is invalid, e.g.3 wrong file format invalid dimensions invalid bit depth unhandled or unknown encoding format missing or incorrectly located registration marks contents not recognizable the view can show something to the user that the image is bad. But the telling the user that something is bad is supposed to be the job of the controller. i'm, of course, not going to re-write the controller to handle Image based text-input (e.g. image based names). a. the code is binary locked inside a GUI widget4 b. there other views besides this one, i'm not going to impose a particular view onto the controller c. i just don't wanna. If i have to change things outside of this UI improvement, then i'll just leave the UI unimproved5 So what's the thinking on having different views for the same Model and Controller? Nitpicker's Corner 1 contrived hypothetical example 2 e.g. bar code, g-mask, ocr 3 contrived hypothetical reasons 4 or hardware of a USB bar-code scanner 5 forcing the user to continue to use a DateTimePicker rather than a TextBox

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  • qTip pop ups come in from top left of screen (on first load)

    - by franko75
    Hi, not sure if i'm set things up incorrectly - I don't seem to see anyone else with this problem, but my qTip popups (all ajax loaded content) are loading quite erratically, in that they are often animating in from off screen before appearing in the correct position. Is there a simple solution to this which I may have missed? Thanks again for your help. HTML markup: <span class="formInfo"> <a href="http://localhost/httpdocs/index.php/help/kc_dob" class="jTip" name="" id="dob_help">?</a> </span> qTip initialisation.. //set up for qtip function initQtip() { $('a.jTip').each(function() { $(this).qtip( { content: { // Set the text to an image HTML string with the correct src URL to the loading image you want to use text: '<img src="/media/images/wait.gif" alt="Loading..." />', url: $(this).attr('href') // Use the rel attribute of each element for the url to load }, position: { adjust: { screen: true // Keep the tooltip on-screen at all times } }, show: { when: 'click', solo: true // Only show one tooltip at a time }, hide: 'unfocus', style: { tip: true, // Apply a speech bubble tip to the tooltip at the designated tooltip corner border: { width: 10, radius: 10 }, width: { min: 200, max: 500 }, name: 'light' // Use the default light style } }); //prevent default event on click }).bind('click', function(event){ event.preventDefault(); return false; }); }

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  • how do I get a new line, after using float:left?

    - by codeman73
    What I am trying to do is have rows of images, 6 images in each row. Some of these images need to have another image floating on top of them (flush with the lower-right corner). I was able to get that to work from this thread: http://stackoverflow.com/questions/48474/how-do-i-position-one-image-on-top-of-another-in-html However, now I'm unable to get the new row after the 6th image. Neither <BR> or <P> create a new line. They simply push the next image down several pixels, but the image is still in the same line. It seems like the float style is interfering with the <BR> and/or <P>. I tried using different styles for the image that starts a new row, like float:none and display:block, but neither worked. The odd thing is that the new line starts after the 7th image. Here's what I'm using so far: <style type="text/css"> .containerdiv { float: left; position: relative; } .containerdivNewLine { float: none; display: block; position: relative; } .cornerimage { position: absolute; bottom: 0; right: 0; } </style> <div class="containerdiv"> <img border="0" height="188" src="myImg" width="133" /> <img class="cornerimage" height="140" src="imageOnTop" width="105" /> </div> For the 7th image, when I'm trying to start a new row, I'm simply replacing the 'containerdiv' class with 'containerdivNewLine'.

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