Search Results

Search found 3347 results on 134 pages for 'html5 canvas'.

Page 83/134 | < Previous Page | 79 80 81 82 83 84 85 86 87 88 89 90  | Next Page >

  • Java problem cant find image file

    - by user363035
    I am a student working on a homework project. I spent DAYS trying to get the following code to display an image on my new windows 7 laptop. I compiled it and ran it on my old xp pc and it worked! I really want to use my laptop. Any suggestions on how to get it to display the image? import java.awt.*; import java.applet.*; import java.awt.event.*; import java.awt.image.*; public class MoveIt extends Applet implements ActionListener { // set variables and componets private Image cup; Panel keypad = new Panel(); public int top = 15; public int left = 15; private Button keysArray[]; public void init() { cup = getImage(getDocumentBase(), "cup.gif"); Canvas myCanvas = new Canvas(); keysArray = new Button[5]; setLayout(new BorderLayout(5,5)); setBackground(Color.blue); // set up keypad layout keypad.setLayout(new BorderLayout(0,0)); keysArray[0] = new Button("Up"); keysArray[1] = new Button("Left"); keysArray[2] = new Button("Center"); keysArray[3] = new Button("Right"); keysArray[4] = new Button("Down"); // add buttons to the keypad panel keypad.add(keysArray[0], BorderLayout.NORTH); keysArray[0].addActionListener(this); keypad.add(keysArray[1], BorderLayout.EAST); keysArray[1].addActionListener(this); keypad.add(keysArray[2], BorderLayout.CENTER); keysArray[2].addActionListener(this); keypad.add(keysArray[3], BorderLayout.WEST); keysArray[3].addActionListener(this); keypad.add(keysArray[4], BorderLayout.SOUTH); keysArray[4].addActionListener(this); // add canvas and keypad to the BorderLayout add(myCanvas, BorderLayout.NORTH); add(keypad, BorderLayout.SOUTH); } public void paint(Graphics g) { g.drawImage( cup, left, top, this ); } public void actionPerformed(ActionEvent e) { // test for menu item clicks String arg = e.getActionCommand(); if (arg == "Up") top -=15; else if (arg == "Down") top +=15; else if (arg == "Left") left -=15; else if (arg == "Right") left +=15; else { top = 60; left =125; } repaint(); } }

    Read the article

  • Graphics glitch when drawing to a Cairo context obtained from a gtk.DrawingArea inside a gtk.Viewport.

    - by user410023
    I am trying to redraw the part of the DrawingArea that is visible in the Viewport in the expose-event handler. However, it seems that I am doing something wrong with the coordinates that are passed to the event handler because there is garbage at the edge of the Viewport when scrolling. Can anyone tell what I am doing wrong? Here is a small example: import pygtk pygtk.require("2.0") import gtk from numpy import array from math import pi class Circle(object): def init(self, position = [0., 0.], radius = 0., edge = (0., 0., 0.), fill = None): self.position = position self.radius = radius self.edge = edge self.fill = fill def draw(self, ctx): rect = array(ctx.clip_extents()) rect[2] -= rect[0] rect[3] -= rect[1] center = rect[2:4] / 2 ctx.arc(center[0], center[1], self.radius, 0., 2. * pi) if self.fill != None: ctx.set_source_rgb(*self.fill) ctx.fill_preserve() ctx.set_source_rgb(*self.edge) ctx.stroke() class Scene(object): class Proxy(object): directory = {} def init(self, target, layers = set()): self.target = target self.layers = layers Scene.Proxy.directory[target] = self def __init__(self, viewport): self.objects = {} self.layers = [set()] self.viewport = viewport self.signals = {} def draw(self, ctx): x = self.viewport.get_hadjustment().value y = self.viewport.get_vadjustment().value ctx.set_source_rgb(1., 1., 1.) ctx.paint() ctx.translate(x, y) for obj in self: obj.draw(ctx) def add(self, item, layer = 0): item = Scene.Proxy(item, layers = set((layer,))) assert(hasattr(item.target, "draw")) assert(isinstance(layer, int)) item.layers.add(layer) while not layer < len(self.layers): self.layers.append(set()) self.layers[layer].add(item) if not item in self.objects: self.objects[item] = set() self.objects[item].add(layer) def remove(self, item, layers = None): item = Scene.Proxy.directory[item] if layers == None: layers = self.objects[item] for layer in layers: layer.remove(item) item.layers.remove(layer) if len(item.layers) == 0: self.objects.remove(item) def __iter__(self): for layer in self.layers: for item in layer: yield item.target class App(object): def init(self): signals = { "canvas_exposed": self.update_canvas, "gtk_main_quit": gtk.main_quit } self.builder = gtk.Builder() self.builder.add_from_file("graphics_glitch.glade") self.window = self.builder.get_object("window") self.viewport = self.builder.get_object("viewport") self.canvas = self.builder.get_object("canvas") self.scene = Scene(self.viewport) signals.update(self.scene.signals) self.builder.connect_signals(signals) self.window.show() def update_canvas(self, widget, event): ctx = self.canvas.window.cairo_create() self.scene.draw(ctx) ctx.clip() if name == "main": app = App() scene = app.scene scene.add(Circle((0., 0.), 10.)) gtk.main() And the Glade file "graphics_glitch.glade": <?xml version="1.0"?> <interface> <requires lib="gtk+" version="2.16"/> <!-- interface-naming-policy project-wide --> <object class="GtkWindow" id="window"> <property name="width_request">200</property> <property name="height_request">200</property> <property name="visible">True</property> <signal name="destroy" handler="gtk_main_quit"/> <child> <object class="GtkScrolledWindow" id="scrolledwindow1"> <property name="visible">True</property> <property name="can_focus">True</property> <property name="hadjustment">h_adjust</property> <property name="vadjustment">v_adjust</property> <property name="hscrollbar_policy">automatic</property> <property name="vscrollbar_policy">automatic</property> <child> <object class="GtkViewport" id="viewport"> <property name="visible">True</property> <property name="resize_mode">queue</property> <child> <object class="GtkDrawingArea" id="canvas"> <property name="width_request">640</property> <property name="height_request">480</property> <property name="visible">True</property> <signal name="expose_event" handler="canvas_exposed"/> </object> </child> </object> </child> </object> </child> </object> <object class="GtkAdjustment" id="h_adjust"> <property name="lower">-1000</property> <property name="upper">1000</property> <property name="step_increment">1</property> <property name="page_increment">25</property> <property name="page_size">25</property> </object> <object class="GtkAdjustment" id="v_adjust"> <property name="lower">-1000</property> <property name="upper">1000</property> <property name="step_increment">1</property> <property name="page_increment">25</property> <property name="page_size">25</property> </object> </interface> Thanks! --Dan

    Read the article

  • sproutcore or cappucino for web app development?

    - by swami
    I recently found out about the sproutcore and capuccino frameworks for web app development as proper MVC approach to creating Desktop-like applications. As far as I could understand, the main difference between the two frameworks is that Cappucino abstracts away the HTML+CSS+Javascript to Objective-J - a new programming language developed be the creators of Capuccino that adds OO capabilities to Javascript, whereas Sproutcore uses HTML5,CSS,Javascript. After lots of pondering, I thought it's probably best to go with technologies we know, so I downloaded the Sproutcore tools and did the tutorials, and I have to say I was very impressed. Just the kind of thing I was looking for, for organizing a complex web app. However, I just stumbled across the following link: http://charlesjolley.sys-con.com/node/1341228 in which Charles Jolley (the creator of Sproutcore) syas that he's tired of waiting for the HTML5 and ECMAScript5 specs to get finalized, and announces that from version 1.1 onwards they will be switching to Objective-J ! So now the question is - what will actually differentiate Sproutcore and Capuccino - and which one should I choose now? Kind Regards Swami

    Read the article

  • How to increse performance of raster scrolling on Mac ?

    - by Max
    I have a game with a big raster map Now we are using jpeg (4900x4200) And durring the game we need to scroll through this map. We use the following: Class Map extends mx.containers.Canvas and mx.controls.Image on it In constructor we have: public function Map() { super(); image.source = ResourceManager.interactiveManager.map;//big image addChild(image); ...... } for scrolling we are use: if(parentAsCanvas==null){ parentAsCanvas = (parent as Canvas); } parentAsCanvas.verticalScrollPosition = newX; parentAsCanvas.horizontalScrollPosition = newY; In windows, we have very good performance. In Linux and Mac in flashplayer we have a good performance too. But in browsers performance is quite slow! What can we do to resolve it?

    Read the article

  • Why would a FaceBook application "work" on a profile, but not a page?

    - by ed.talmadge
    I made a FaceBook application that works fine on profiles, but I can't figure out how to get it to show on a FaceBook page. For example, after I visit the application canvas URL, allow the application, then edit application settings and "add" to box and tab view... I cannot click the "plus" symbol to the left of the tabs in order to add a tab for the application. It does not appear in the list of available applications. Meanwhile, the application is working/showing up on profiles with no issues. I DID check the "Installable to Pages" checkbox on the application (authentication tab) settings. What could cause this? Here is the application canvas URL: http://apps.facebook.com/russian_girls/

    Read the article

  • How to add a Page to Frame using code in WPF

    - by Robert Höglund
    I have a Window where I have put a Frame. I would like to add a Page to the Frame when I click a button that is also on the Window but not in the Frame. There are several buttons in the Window and each click on a button should load a different Page in the Frame. Since I'm a total newbie on this WPF stuff it's quite possible that this approach is not the best and I have thought about replacing the Frame with a Canvas and then make UserControls instead of Pages that will be added to the Canvas. I welcome any ideas and suggestions on how to best solve this. I aiming for a functionality that is similar to the application Billy Hollis demonstrated in dnrtv episode 115. (http://dnrtv.com/default.aspx?showID=115).

    Read the article

  • How does ImageView just redraw part of its content when invalidate(Rect) is called?

    - by imax366
    Hi, guys I am new to Android development, just reading docs and trying the APIs. I am quit confused how ImageView managed to draw just a part of its content after an invalidate(Rect) invocation. I've checked ImageView.java, found no other drawing method except onDraw(Canvas), but onDraw(Canvas) only cut the drawable only if it is beyound the view's visible boundary. I also read the implementation of View.invalidate(Rect), I think the key of this function is calling to mParent.invalidateChild(this, r); However, I think the parent view doesn't know how to draw the child in the given Rect, it finally has to call some method of it child to paint out. Has anybody investigated this part of codes? Would you please give me some guide?

    Read the article

  • General zoom algorithm for drawing program

    - by Steven Sproat
    My GUI toolkit, wxPython provides some methods for implementing a user zoom factor, however the quality isn't too good. I'm looking for ideas on how to create a zooming feature, which I know is complicated. I have a bitmap representing my canvas which is drawn to. This is displayed inside a scrolled window. Problems I forsee: - performance when zoomed in and panning around the canvas - difficulties with "real" coordinates and zoomed in coordinates - image quality not degrading with the zoom Using wxPython's SetUserScale() on its device contexts presents image quality like this - this is with a 1px line, at 30% zoomed in. I'm just wondering the general steps I'll need to take and the challenges I'll encounter. Thanks for any suggestions

    Read the article

  • Android: Deciding between SurfaceView and OpenGL (GLSurfaceView)

    - by Rich
    Is there a way to decide up front based on the expected complexity of a game/app in the planning phase whether to use regular Canvas drawing in a SurfaceView or to go with OpenGL? I've been playing around with a Canvas and only need 2D movement, and on a fairly new phone I'm getting pretty decent performance with a bunch of primitive objects and a few bitmaps running around the screen on a solid background. Is it fair to say that if I'm going to be drawing background images and increasing the number of objects being moved and drawn on top of them that I should go straight to OpenGL?

    Read the article

  • Error while applying overlay on a location on a Google map in Android

    - by Hiccup
    This is my Activity for getting Location: public class LocationActivity extends MapActivity{ Bundle bundle = new Bundle(); MapView mapView; MapController mc; GeoPoint p; ArrayList <String> address = new ArrayList<String>(); List<Address> addresses; private LocationManager locationManager; double lat, lng; /** Called when the activity is first created. */ @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.map); mapView = (MapView) findViewById(R.id.mapView1); mapView.displayZoomControls(true); mc = mapView.getController(); LocationManager lm = (LocationManager)getSystemService(Context.LOCATION_SERVICE); Criteria criteria = new Criteria(); // criteria.setAccuracy(Criteria.ACCURACY_FINE); criteria.setAltitudeRequired(false); criteria.setBearingRequired(false); criteria.setCostAllowed(true); String strLocationProvider = lm.getBestProvider(criteria, true); //Location location = lm.getLastKnownLocation(strLocationProvider); Location location = lm.getLastKnownLocation(LocationManager.NETWORK_PROVIDER); lat = (double) location.getLatitude(); lng = (double) location.getLongitude(); p = new GeoPoint( (int) (lat * 1E6), (int) (lng * 1E6)); mc.animateTo(p); mc.setZoom(17); MapOverlay mapOverlay = new MapOverlay(); List<Overlay> listOfOverlays = mapView.getOverlays(); listOfOverlays.clear(); listOfOverlays.add(mapOverlay); Geocoder gcd = new Geocoder(this, Locale.getDefault()); try { addresses = gcd.getFromLocation(lat,lng,1); if (addresses.size() > 0 && addresses != null) { address.add(addresses.get(0).getFeatureName()); address.add(addresses.get(0).getAdminArea()); address.add(addresses.get(0).getCountryName()); bundle.putStringArrayList("id1", address); } bundle.putDouble("lat", lat); bundle.putDouble("lon", lng); } catch (IOException e) { // TODO Auto-generated catch block e.printStackTrace(); } } class MapOverlay extends com.google.android.maps.Overlay { @Override public boolean draw(Canvas canvas, MapView mapView, boolean shadow, long when) { super.draw(canvas, mapView, shadow); //---translate the GeoPoint to screen pixels--- Point screenPts = new Point(); mapView.getProjection().toPixels(p, screenPts); //---add the marker--- Bitmap bmp = BitmapFactory.decodeResource( getResources(), R.drawable.logo); canvas.drawBitmap(bmp, screenPts.x, screenPts.y-50, null); return true; } @Override public boolean onTouchEvent(MotionEvent event, MapView mapView) { //---when user lifts his finger--- if (event.getAction() == 1) { Bundle bundle = new Bundle(); ArrayList <String> address = new ArrayList<String>(); GeoPoint p = mapView.getProjection().fromPixels( (int) event.getX(), (int) event.getY()); Geocoder geoCoder = new Geocoder( getBaseContext(), Locale.getDefault()); try { List<Address> addresses = geoCoder.getFromLocation( p.getLatitudeE6() / 1E6, p.getLongitudeE6() / 1E6, 1); addOverLay(); MapOverlay mapOverlay = new MapOverlay(); Bitmap bmp = BitmapFactory.decodeResource( getResources(), R.drawable.crumbs_logo); List<Overlay> listOfOverlays = mapView.getOverlays(); listOfOverlays.clear(); listOfOverlays.add(mapOverlay); String add = ""; if (addresses.size() > 0) { address.add(addresses.get(0).getFeatureName()); address.add(addresses.get(0).getLocality()); address.add(addresses.get(0).getAdminArea()); address.add(addresses.get(0).getCountryName()); bundle.putStringArrayList("id1", address); for(int i = 0; i <= addresses.size();i++) add += addresses.get(0).getAddressLine(i) + "\n"; } bundle.putDouble("lat", p.getLatitudeE6() / 1E6); bundle.putDouble("lon", p.getLongitudeE6() / 1E6); Toast.makeText(getBaseContext(), add, Toast.LENGTH_SHORT).show(); } catch (IOException e) { e.printStackTrace(); } return true; } else return false; } } public void onClick_mapButton(View v) { Intent intent = this.getIntent(); this.setResult(RESULT_OK, intent); intent.putExtras(bundle); finish(); } public void addOverLay() { MapOverlay mapOverlay = new MapOverlay(); List<Overlay> listOfOverlays = mapView.getOverlays(); listOfOverlays.clear(); listOfOverlays.add(mapOverlay); } @Override protected boolean isRouteDisplayed() { // TODO Auto-generated method stub return false; } public void FindLocation() { LocationManager locationManager = (LocationManager) this .getSystemService(Context.LOCATION_SERVICE); LocationListener locationListener = new LocationListener() { public void onLocationChanged(Location location) { // updateLocation(location); Toast.makeText( LocationActivity.this, String.valueOf(lat) + "\n" + String.valueOf(lng), 5000) .show(); } public void onStatusChanged(String provider, int status, Bundle extras) { } public void onProviderEnabled(String provider) { } public void onProviderDisabled(String provider) { } }; locationManager.requestLocationUpdates( LocationManager.NETWORK_PROVIDER, 0, 0, locationListener); } } I face two problems here. One is that when I click (do a tap) on any location, the overlay is not changing to that place. Also, the app crashes when I am on the MapView page and I click on back button. What might be the error?

    Read the article

  • Flex 3.0 Drag and Drop

    - by C-Man
    Hi all! I have encountered a problem in a Flex application. I have implemented drag and drop support from a List to a Canvas, and I DragManagers doDrag() - with.a proxy-image. In my custom DragDrop event handler, i place a new item on the Canvas. I use the event.localX/localY to position the new item. It is working ok, but the problem is that I want the "new" image to appear exactly where the proxy-image is when i release the mouse button (x/y -wise). Can I somehow get the proxys X,Y location. I thought that DragManager would have a reference to it but I can´t find it. Thanks /C

    Read the article

  • Scaling larger Image problem.

    - by krishna
    Hi, I m developing flex application, in which I want to Draw Image from User local hard-drive to the canvas of size 640x360. User can choose Image of bigger resolution & is scaled to Canvas size. But if user selected images of larger resolution like 3000x2000, the scaling take lot time & freezes the application until scale done. Is there any method to scale image faster or kind of threading can be done? I am using matrix to scale Image as below: var mat:Matrix = new Matrix(); var scalex:Number = canvasScreen.width/content.width; var scaley:Number = canvasScreen.height/content.height; mat.scale(scalex,scaley); canvasScreen.graphics.clear(); canvasScreen.graphics.beginBitmapFill(content.bitmapData,mat);

    Read the article

  • Adorners for C# Windows Forms

    - by j-t-s
    Hello, I have a canvas (Panel Control) in my WinForms app where users can drag things like textbox's, labels etc around. But I want to make it easier for them to more precisely align the objects. I've read into it and Adorners seem to be the way to go? But, apparently it's only for WPF. WPF is not an option for me, unfortunately. What I'm trying to accomplish is to have lines pop up every time the user drags an object around in the canvas... Just how they work in the Windows Forms Designer View. I'd appreciate any help at all. Thank you.

    Read the article

  • Generating Dynamic web pages without server side scripting

    - by Microkernel
    Hi guys, I am trying to control a media device which has lot of multimedia content that it can play using another device(remote control device) like an ipad connected to the LAN. (UPnP) I want the media device to be able to send the content listing to the remote device so that it will be rendered as a webpage on the remote controller. And actions on the webpages needs to be sent to the the device as commands to execute (like play, pause, next etc). The media device is an embedded device, hence can't have any server side scripting, all has to be done on the client side. I want the page rendered to be HTML5. So, is it possible to generate dynamic HTML5 pages using just client side scripting? Thanks a lot. I am an embedded systems developer hence clueless about the web designing stuff.

    Read the article

  • Facebook Feed Dialog Returns API Error Code: 191

    - by Kris
    In my Facebook App I'll always get the following error : An error occurred. Please try again later. API Error Code: 191 API Error Description: The specified URL is not owned by the application Error Message: redirect_uri is not owned by the application. I just want to feed a post via button my code is function postToFeed() { // calling the API ... var obj = { method: 'feed', link: 'https://mydomain.com/', picture: 'https://mydomain.com/img/feed.png', name: 'BLABLADialog', caption: 'UeberschriftBLABLA', description: 'DescriptionBLABLA', show_error: true }; function callback(response) { document.getElementById('msg').innerHTML = "Post ID: " + response['post_id']; } FB.ui(obj, callback); } my Canvas-URL is "http://mydomain.com/" my Secure Canvas-URL is "https://mydomain.com/" my Tab-URL is "https://mydomain.com/tab.php" my Secure Tab-URL is "https://mydomain.com/tab.php" my Website with Facebook Login SITE URL is "https://mydomain.com/" so what I am doing wrong ?

    Read the article

  • ASp.Net Mvc 1.0 Dynamic Images Returned from Controller taking 154 seconds+ to display in IE8, firef

    - by julian guppy
    I have a curious problem with IE, IIS 6.0 dynamic PNG files and I am baffled as to how to fix.. Snippet from Helper (this returns the URL to the view for requesting the images from my Controller. string url = LinkBuilder.BuildUrlFromExpression(helper.ViewContext.RequestContext, helper.RouteCollection, c = c.FixHeight(ir.Filename, ir.AltText, "FFFFFF")); url = url.Replace("&", "&"); sb.Append(string.Format("<removed id=\"TheImage\" src=\"{0}\" alt=\"\" /", url)+Environment.NewLine); This produces a piece of html as follows:- img id="TheImage" src="/ImgText/FixHeight?sFile=Images%2FUser%2FJulianGuppy%2FMediums%2Fconservatory.jpg&backgroundColour=FFFFFF" alt="" / brackets missing because i cant post an image... even though I dont want to post an image I jsut want to post the markup... sigh Snippet from Controller ImgTextController /// <summary> /// This function fixes the height of the image /// </summary> /// <param name="sFile"></param> /// <param name="alternateText"></param> /// <param name="backgroundColour"></param> /// <returns></returns> [AcceptVerbs(HttpVerbs.Get)] public ActionResult FixHeight(string sFile, string alternateText, string backgroundColour) { #region File if (string.IsNullOrEmpty(sFile)) { return new ImgTextResult(); } // MVC specific change to prepend the new directory if (sFile.IndexOf("Content") == -1) { sFile = "~/Content/" + sFile; } // open the file System.Drawing.Image img; try { img = System.Drawing.Image.FromFile(Server.MapPath(sFile)); } catch { img = null; } // did we fail? if (img == null) { return new ImgTextResult(); } #endregion File #region Width // Sort out the width from the image passed to me Int32 nWidth = img.Width; #endregion Width #region Height Int32 nHeight = img.Height; #endregion Height // What is the ideal height given a width of 2100 this should be 1400. var nIdealHeight = (int)(nWidth / 1.40920096852); // So is the actual height of the image already greater than the ideal height? Int32 nSplit; if (nIdealHeight < nHeight) { // Yes, do nothing, well i need to return the iamge... nSplit = 0; } else { // rob wants to not show the white at the top or bottom, so if we were to crop the image how would be do it // 1. Calculate what the width should be If we dont adjust the heigt var newIdealWidth = (int)(nHeight * 1.40920096852); // 2. This newIdealWidth should be smaller than the existing width... so work out the split on that Int32 newSplit = (nWidth - newIdealWidth) / 2; // 3. Now recrop the image using 0-nHeight as the height (i.e. full height) // but crop the sides so that its the correct aspect ration var newRect = new Rectangle(newSplit, 0, newIdealWidth, nHeight); img = CropImage(img, newRect); nHeight = img.Height; nWidth = img.Width; nSplit = 0; } // No, so I want to place this image on a larger canvas and we do this by Creating a new image to be the size that we want System.Drawing.Image canvas = new Bitmap(nWidth, nIdealHeight, PixelFormat.Format24bppRgb); Graphics g = Graphics.FromImage(canvas); #region Color // Whilst we can set the background colour we shall default to white if (string.IsNullOrEmpty(backgroundColour)) { backgroundColour = "FFFFFF"; } Color bc = ColorTranslator.FromHtml("#" + backgroundColour); #endregion Color // Filling the background (which gives us our broder) Brush backgroundBrush = new SolidBrush(bc); g.FillRectangle(backgroundBrush, -1, -1, nWidth + 1, nIdealHeight + 1); // draw the image at the position var rect = new Rectangle(0, nSplit, nWidth, nHeight); g.DrawImage(img, rect); return new ImgTextResult { Image = canvas, ImageFormat = ImageFormat.Png }; } My ImgTextResult is a class that returns an Action result for me but embedding the image from a memory stream into the response.outputstream. snippet from my ImageResults /// <summary> /// Execute the result /// </summary> /// <param name="context"></param> public override void ExecuteResult(ControllerContext context) { // output context.HttpContext.Response.Clear(); context.HttpContext.Response.ContentType = "image/png"; try { var memStream = new MemoryStream(); Image.Save(memStream, ImageFormat.Png); context.HttpContext.Response.BinaryWrite(memStream.ToArray()); context.HttpContext.Response.Flush(); context.HttpContext.Response.Close(); memStream.Dispose(); Image.Dispose(); } catch (Exception ex) { string a = ex.Message; } } Now all of this works locally and lovely, and indeed all of this works on my production server BUT Only for Firefox, Safari, Chrome (and other browsers) IE has a fit and decides that it either wont display the image or it does display the image after approx 154seconds of waiting..... I have made sure my HTML is XHTML compliant, I have made sure I am getting no Routing errors or crashes in my event log on the server.... Now obviously I have been a muppet and have done something wrong... but what I cant fathom is why in development all works fine, and in production all non IE browsers also work fine, but IE 8 using IIS 6.0 production server is having some kind of problem in returning this PNG and I dont have an error to trace... so what I am looking for is guidance as to how I can debug this problem.

    Read the article

  • Flex HDividedBox prevent dragging

    - by Jeremy Mitchell
    I'd love to be able to prevent dragging of a HDividedBox's divider based on a condition. for example: <mx:HDividedBox id="hd1" liveDragging="true" dividerDrag="dividerDragHandler(event)"> <Canvas id="c1"/> <Canvas id="c2"/> </HDividedBox> private function dividerDragHandler(event:DividerEvent):void { if (_something 10) { event.preventDefault(); } } Any ideas how I can do something like that? And I'd rather not mess with the widths of the child canvases. Thanks.

    Read the article

  • simple plot algorithm with autoscale

    - by adrin
    I need to implement a simple plotting component in C#(WPF to be more precise). What i have is a collection of data samples containing time (X axis) and a value (both double types). I have a drawing canvas of a fixed size (Width x Height) and a DrawLine method/function that can draw on it. The problem I am facing now is how do I draw the plot so that it is autoscaled? In other words how do I map the samples I have to actual pixels on my Width x Height canvas?

    Read the article

  • Re-measuring custom item renderer on a List

    - by leolobato
    I'm writing an Adobe Air client to a service similar to Twitter. On the timeline (List component) I have a custom item renderer which is basically a Canvas with a fixed-width Image and a Text control, which is multi-line. If the text is long enough to change the Canvas height, it will only be resized if I manually change the width of the Window, forcing a redraw of all renderers. If I simply scroll through the List, all "new" renderers will have the minimum height possible (which is the Image height). Any ideas on how to force the re-measurement of the renderer when I set it's data? Thanks in advance! :)

    Read the article

  • Drag and drop + custom drawing in Android

    - by Rich
    I am working on something that needed custom drag-and-drop functionality, so I have been subclassing View, doing a bunch of math in response to touch events, and then rendering everything manually through code on the canvas in onDraw. Now, the more functionality I add, the more the code is growing out of control and I find myself writing a ton more code than I would expect to write in a high level environment like Android. Is this how it's done, or am I missing something? If I'm not doing anything fancy in the UI, the framework handles the majority of my interactions. Built-in controls handle the touches and drags, and my code is pretty much limited to business logic and data. Is there a way to leverage the power of some of the UI controls and things like animations while also doing some of it manually in the onDraw canvas? Is there an accepted standard of when to use one or the other (if indeed the two approaches can be mixed)?

    Read the article

  • Which external DSLs do you like to use?

    - by Max Toro
    The reason I'm asking is because right now there seems to be tendency to make DSLs internal. One example is LINQ in C# and VB. You can use it against in-memory objects, or you can use it as a replacement of SQL or other external DSL. Another example is HTML5 vs XHTML2. XHTML2 supported decentralized extensibility through namespaces, in other words you embed external DSL code (XForms, SVG, MathML, etc.) in your XHTML code. Sadly HTML5 doesn't seem to have such mechanism, instead new features are internal (e.g. <canvas> instead of SVG). I'd like to know what other developers think about this. Do you like using external DSLs ? Which ones ? If not, why ?

    Read the article

  • How to store result of drag and drop as a image

    - by Jimmy
    I want to take the screenshot of the result of drag and drop, but I don't know how to do. Actually, I found 2 javascript and using HTML5 such as html2canvas and canvas2image. I am now combining them together, but it's still meet some problem with the canvas2image. Please help me solve this problem if you have same experience, thank you a lot. Please help me, I've been stock here for days. Drag and drop code. <script> $(function() { $( "#draggable" ).draggable(); $( "#draggable2" ).draggable(); $( "#droppable" ).droppable({ hoverClass: "ui-state-active", drop: function( event, ui ) { $( this ) .addClass( "ui-state-highlight" ) .find( "p" ) .html( "Dropped!" ); } }); }); </script> Image generation code <script> window.onload = function() { function convertCanvas(strType) { if (strType == "JPEG") var oImg = Canvas2Image.saveAsJPEG(oCanvas, true); if (!oImg) { alert("Sorry, this browser is not capable of saving " + strType + " files!"); return false; } oImg.id = "canvasimage"; oImg.style.border = oCanvas.style.border; oCanvas.parentNode.replaceChild(oImg, oCanvas); } function convertHtml(strType) { $('body').html2canvas(); var queue = html2canvas.Parse(); var canvas = html2canvas.Renderer(queue,{elements:{length:1}}); var img = canvas.toDataURL(); convertCanvas(strType); window.open(img); } document.getElementById("html2canvasbtn").onclick = function() { convertHtml("JPEG"); } } </script> HTML code <body> <h3>Picture:</h3> <div id="draggable"> <img src='http://1.gravatar.com/avatar/1ea64135b09e00ab80fa7596fafbd340? s=50&d=identicon&r=R'> </div> <div id="draggable2"> <img src='http://0.gravatar.com/avatar/2647a7d4b4a7052d66d524701432273b?s=50&d=identicon&r=G'> </div> <div id="dCanvas"> <canvas id="droppable" width="500" height="500" style="border: 2px solid gray" class="ui-widget-header" /> </div> <input type="button" id="bGenImage" value="Generate Image" /> <div id="dOutput"></div> </body>

    Read the article

  • Silverlight/WPF: Retreiving the size of a `UIElement` once it has been rendered on screen

    - by ondesertverge
    I have the following simple piece of code: var canvas = new Canvas(); foreach (var ztring in strings) { var textblock = new TextBlock(); textblock.Text = ztring; panel.Children.Add(textblock); textblock.Measure(infiniteSize); } At this point I would expect any of the size properties (Height/Width, ActualHeight/ActualWidth, DesiredSize, RenderSize) to give me the size of the textblock. None of them do. ActualHeight always gives 16.0 no matter what size font. ActualWidth changes according to the text length but not the font size. I change the font size on the parent container and not the TextBlock itself. I feel like I am missing some basic element of understanding the manipulation of silverlight elements from within the codebehind. The question is: how do I get the real actual pixel size of my TextBlock?

    Read the article

  • SDK Facebook app - allow to use the app only on FB, not on my website

    - by user984621
    I am newbie in creating apps for Facebook and I would like to ask you about a few things. I created my first app, in the settings I set up the domain URL, canvas URL, etc... when I load the app via apps.facebook.com/my_app_name the app is working, but also when I visit the page via the canvas URL I configured. Is there any way to only allow access to the app only when loaded inside the Facebook chrome? Also, in the app that I made are some links, buttons, etc. and when you hover over them with the mouse you can see my own domain in the status bar below. Is there a way to change that?

    Read the article

< Previous Page | 79 80 81 82 83 84 85 86 87 88 89 90  | Next Page >