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  • Stage3D Camera problem

    - by Thomas Versteeg
    I am trying to create a 2D Stage3D game where you can move the camera around the level in an RTS style. I thought about using Orthographic Matrix3D functions for this but when I try to scroll the whole "stage" also scrolls. This is the Camera code: public function Camera2D(width:int, height:int, zoom:Number = 1) { resize(width, height); _zoom = zoom; } public function resize(width:Number, height:Number):void { _width = width; _height = height; _projectionMatrix = makeMatrix(0, width, 0, height); _recalculate = true; } protected function makeMatrix(left:Number, right:Number, top:Number, bottom:Number, zNear:Number = 0, zFar:Number = 1):Matrix3D { return new Matrix3D(Vector.<Number>([ 2 / (right - left), 0, 0, 0, 0, 2 / (top - bottom), 0, 0, 0, 0, 1 / (zFar - zNear), 0, 0, 0, zNear / (zNear - zFar), 1 ])); } public function get viewMatrix():Matrix3D { if (_recalculate) { _recalculate = false; _viewMatrix.identity(); _viewMatrix.appendTranslation( -_width / 2 - _x, -_height / 2 - y, 0); _viewMatrix.appendScale(_zoom, _zoom, 1); _renderMatrix.identity(); _renderMatrix.append(_viewMatrix); _renderMatrix.append(_projectionMatrix); } return _renderMatrix; } Here are two screenshots to show what I mean: How do I only let the inside of the stage3D scroll and not the whole stage?

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  • Re-open Word document to previous cursor location with identical page vertical position

    - by Malcolm
    I would like to return to my previous point of edit with the page vertically positioned identical to its original vertical position. The Shift+F5 technique returns me to the previous point of edit, but the page I return to is vertically positioned on the screen in a somewhat random manner. In other words, if my cursor is 300 vertical pixels from the top of the document viewport, I would like to re-open my page so that the location of the cursor is still 300 vertical pixels from the top of my viewport. The following can be used to determine the vertical position (on the screen) of my text cursor: ActiveWindow.GetPoint pLeft, pTop, pWidth, pHeight, Selection.Range So the challenge becomes how to scroll my document in such a manner as to return my text cursor to its original vertical position (pHeight)? There is no corresponding ActiveWindow.SetPoint and ActiveWindow.ScrollIntoView scrolls a selection range into view, but offers no control over the vertical position of the selection range on the screen.

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  • gnu screen - mouse does not work in nested screen session

    - by Matthew
    I started a screen session inside another screen session, both on my local machine. This is using cygwin, but I don't think it matters. I have tried via ssh to a real unix machine but the behaviour is the same. Mouse works great in the first screen session, I'm able to open vim with :set mouse=a and I can click to move the cursor or switch tabs, and the mouse wheel scrolls. But in the nested session it does not work, mouse is only useful for selecting terminal text that gets put in the clipboard, but is not able to interact with vim. I want this to work because I usually work with a local screen session, then ssh to a remote server and have a remote screen session running too (hence the nesting) and I like to scroll swiftly in vim by using the mouse wheel. Can anyone tell me why the mouse works in the first layer of screen but not in the second, nested screen session, and how I can make it work? Thanks in advance, Matthew

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  • OpenGL camera moves faster than player

    - by opiop65
    I have a side scroller game made in OpenGL, and I'm trying to center the player in the viewport when he moves. I know how to do it: cameraX = Width / 2 / TileSize - playerPosX cameraY = Height / 2 / TileSize - playerPosY However, I have a problem. The player and "camera" move, but the player moves faster than the "camera" scrolls. So, the player can actually move out of the screen. Some code, this is how I translate the camera: public Camera(){ } public void update(Player p){ glTranslatef(-p.getPos().x - Main.WIDTH / 64 / 2, -p.getPos().y - Main.HEIGHT / 64 / 2, 1); } Here's how I move the player: public void update(){ if(Keyboard.isKeyDown(Keyboard.KEY_D)){ this.move(MOVESPEED, 0); } if(Keyboard.isKeyDown(Keyboard.KEY_A)){ this.move(-MOVESPEED, 0); } } The move method: public void move(float x, float y){ this.getPos().set(this.getPos().x + x, this.getPos().y + y); } And then after I move the player, I update the player's geometry, which shouldn't matter. What am I doing wrong here, this seems like such a simple problem, yet it doesn't work!

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  • Stage3D: Camera pans the whole screen

    - by Thomas Versteeg
    I am trying to create a 2D Stage3D game where you can move the camera around the level in an RTS style. I thought about using Orthographic Matrix3D functions for this but when I try to scroll the whole "stage" also scrolls. This is the Camera code: public function Camera2D(width:int, height:int, zoom:Number = 1) { resize(width, height); _zoom = zoom; } public function resize(width:Number, height:Number):void { _width = width; _height = height; _projectionMatrix = makeMatrix(0, width, 0, height); _recalculate = true; } protected function makeMatrix(left:Number, right:Number, top:Number, bottom:Number, zNear:Number = 0, zFar:Number = 1):Matrix3D { return new Matrix3D(Vector.<Number>([ 2 / (right - left), 0, 0, 0, 0, 2 / (top - bottom), 0, 0, 0, 0, 1 / (zFar - zNear), 0, 0, 0, zNear / (zNear - zFar), 1 ])); } public function get viewMatrix():Matrix3D { if (_recalculate) { _recalculate = false; _viewMatrix.identity(); _viewMatrix.appendTranslation( -_width / 2 - _x, -_height / 2 - y, 0); _viewMatrix.appendScale(_zoom, _zoom, 1); _renderMatrix.identity(); _renderMatrix.append(_viewMatrix); _renderMatrix.append(_projectionMatrix); } return _renderMatrix; } And the camera is send directly to the GPU with: c3d.setProgramConstantsFromMatrix(Context3DProgramType.VERTEX, 0, cameraMatrix, true); And these are the shaders: ------Vertex Shader------ m44 op, va0, vc0 mov v0, va1.xy mov v0.z, va0.z ------Fragment Shader------ tex ft0, v0, fs0 <2d,linear,nomip> mov oc, ft1 Here is a example and here are two screenshots to show what I mean: How do I only let the inside of the stage3D scroll and not the whole stage?

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  • Focus follows mouse stops working when opening window from launcher and no click to focus

    - by user97600
    This is 12.04 default desktop (unity). I set it to focus follows mouse, and changed the menus to be on the window. This worked for a while, then some unknown even, maybe an upgrade maybe some other setting change caused it to stop working. There are many ways for this behavior to start but one reliable one is to bring a window to the foreground/focus with the launcher. Now the focus is stuck on that window and not just the window but the regions within the window so the close, maximize, minimize and menus do not work. I have to use mouse middle and then mouse right and then focus follows mouse is restored for a bit. The exact details of the mouse action aren't clear, sometimes it seems like just mouse middle helps, sometimes just right some times a desperate sequence of clicks :-( I have tried switching to the gnome desktop and it seems to occur less there but it is not eliminated. I have tried switching mice to an old wired USB mouse. I have tried creating a new account and that has not worked. I have observed "split focus" where to scroll button scrolls one one window but the input goes to another. I go trapped recently where my keyboard input went to libre office calc, but I was selecting the search term in the chrome address window. The selection "grayed" but the keyboard input for the search went to libre. Regions in windows have very confused focus. I have to work hard to get focus on for example the close gliph (X) or the minimize gliph (_).

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  • Power cut during Ubuntu upgrade to 10.04 - boots to command line, apt-get and dpkg do not work.

    - by Macha
    I was upgrading Ubuntu to 10.04, when a tripswitch tripped, cutting power to the computer. When it was restarted, it booted into a command line prompt. Google tells me to try: sudo dpkg --configure -a This gets me a lot of output that ends with a list of packages. I can't tell you what the output is, as piping the output to more/less does not work (still just all scrolls by and moves to next prompt), and redirecting it to a file just results in an empty file. Google also suggested: sudo apt-get install -f This also didn't work. Is a fresh install the only solution at this point?

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  • Light mask map and camera for static lights in XNA Platformer

    - by JiminyCricket
    Using the example for some basic light maps found here : http://blog.josack.com/2011/07/xna-2d-dynamic-lighting.html, I've managed to create a lightmap texture using individual lightmaps and display it over a 2D tiled world as in the Platformer example. I'm using the very basic 2D camera example as found here : http://www.david-amador.com/2009/10/xna-camera-2d-with-zoom-and-rotation/, and the problem is that the lightmap texture scrolls with the player sprite. This looks pretty good and would be excellent for lighting the player sprite as it moves. But, I also want to be able to place static lights (or some initial position for the lights) that do not move with the player or camera. When I turn off the camera or give it a static position, it works as a series of static lights so I believe it's probably caused by the camera transformation matrix following the player around. I'm using RenderTarget2Ds, one for the main game screen after all the backgrounds and tiles are rendered, and one for the "lightmap" which consists of a black background and a bunch of lighting textures which are merged with it using additive blending. For now, I'm doing all of this in PlatformerGame.cs where the camera transformation and position is set and the level.Draw() call is made. I can't figure out how to separate the drawing of the lightmap and the camera following the player. I was thinking it would be better to render the shadows and lighting directly in the drawing of the level itself, but I'm not sure how to do that either because this technique requires RenderTarget2Ds and calling SpriteBatch.Begin()/End().

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  • vim: how do I keep 10 lines visible when scrolling up to EOF with CRTL-F ???

    - by Gaston
    Hello! I am used to use vi, not vim. What I find annoying in vim is that when you are scrolling with CTRL-F and reach EOF, vim scrolls down to the very last line and put this line on the top of your screen, and you can't see the lines above. You must scroll up a little bit so you can see the context. All this happens with CTRL-F only, not with j or the down cursor key. In vi, you scroll down (with CTRL-F), but when you reach EOF it still show you, say, 15 lines and then the tippical ~. I am using Putty for remote access. How can I config vim to behave like vi in this case? Hope you understand the question. Thank you! Gaston.

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  • Scrolling though objects then creating a new instace of this object

    - by gopgop
    In my game when pressing the right mouse button you will place an object on the ground. all objects have the same super class (GameObject). I have a field called selected and will be equal to one certain gameobject at a time. when clicking the right mouse button it checks whats the instance of selected and that how it determines which object to place on the ground. code exapmle: t is the "slot" for which the object will go to. if (selected instanceof MapleTree) { t = new MapleTree(game,highLight); } else if (selected instanceof OakTree) { t = new OakTree(game,highLight); } Now it has to be a "new" instance of the object. Eventually my game will have hundreds of GameObjects and I don't want to have a huge if else statement. How would I make it so it scrolls though the possible kinds of objects and if its the correct type then create a new instance of it...? When pressing E it will switch the type of selected and is an if else statement as well. How would I do it for this too? here is a code example: if (selected instanceof MapleTree) { selected = new OakTree(game); } else if (selected instanceof OakTree) { selected = new MapleTree(game); }

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  • Mouse wheel does not work in Excel 2007

    - by Chris Noe
    I am running Office 2007 on Windows XP-SP3. My mouse wheel works fine in other applications, meaning that it scrolls information up and down when the mouse is positioned over a given panel. It's even working fine in the other Office 2007 apps, so this is not a hardware or driver problem. It doesn't help to click on a cell to give the worksheet focus. I've tried various Advanced options that people recommend, to no avail: Allow editing directly in cell Zoom on roll with IntelliMouse What the heck, has Microsoft disabled this most useful functionality?

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  • powershell Read-host does not stop for input

    - by llirik42
    I thought this would be fairly basic, but i'm stuck. I have 3 lines of powershell script in which I want to collect a mailbox name from user input, then create names based on that mailbox name. (later the script proceeds to create the groups in AD, etc) my problem is that when I run all 3 of these lines by pasting them into powershell window, I don't get a change to enter the response to read-host. Instead the script just scrolls through to the next line and uses it as the response for the Read-Host here's the powershell: $name = read-host "enter group name" $groupfull = ($name+'.Full'a) $groupsendas = ($name+'.SendAs') Here's the output: PS C:\Users\kg> $name = read-host "enter group name" enter group name: $groupfull = ($name+'.Full') PS C:\Users\kg> $groupsendas = ($name+'.SendAs') PS C:\Users\kg> Thanks in advance

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  • How can I determine the first visible tile in an isometric perspective?

    - by alekop
    I am trying to render the visible portion of a diamond-shaped isometric map. The "world" coordinate system is a 2D Cartesian system, with the coordinates increasing diagonally (in terms of the view coordinate system) along the axes. The "view" coordinates are simply mouse offsets relative to the upper left corner of the view. My rendering algorithm works by drawing diagonal spans, starting from the upper right corner of the view and moving diagonally to the right and down, advancing to the next row when it reaches the right view edge. When the rendering loop reaches the lower left corner, it stops. There are functions to convert a point from view coordinates to world coordinates and then to map coordinates. Everything works when rendering from tile 0,0, but as the view scrolls around the rendering needs to start from a different tile. I can't figure out how to determine which tile is closest to the upper right corner. At the moment I am simply converting the coordinates of the upper right corner to map coordinates. This works as long as the view origin (upper right corner) is inside the world, but when approaching the edges of the map the starting tile coordinate obviously become invalid. I guess this boils down to asking "how can I find the intersection between the world X axis and the view X axis?"

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  • Low FPS in some games, but hardware not fully used

    - by Mario De Schaepmeester
    I just did a little funny experiment in the game/sim "Train Simulator 2013". I normally have good FPS in it (around 30) at full settings. What I did was make a really, really long train so that the calculations the sim needed to make were enormous (the sim is quite realistic, it takes all things into account like speed/acceleration, G-forces, comfort levels, possible wheel slip and many more, and most of those things on each carriage seperately). This resulted in only 14FPS as reported by the game, but it felt more like 8FPS or so. I have a Logitech G15 keyboard which has an LCD, and it allows me to monitor CPU/RAM and video card load on it. The strange thing is, all CPU cores were busy, but the total load was only about 60% maximum at all times. The video card was only on 30% load (possibly an important note, the memory was full, which is however not unusual for the game in question). The RAM had plenty of room and there weren't many operations as it didn't grow or shrink much. I just have the feeling that the game would run smoother if it used more of my hardware power. Why is it not doing so? I had the same in another game, The Elder Scrolls: Morrowind when using more than 100 mods (that all use scripting) and a few high res texture mods, + a full-on graphics improvement program. The engine is very old (2003), and so I thought this might be the cause (not being optimised for multithreading). I had thought of possible causes, like: The operating system doesn't let the games use all the resources. It doesn't make use of multi-threading appropriately. To eliminate the former, I tried a CPU stress tool and that got 100% CPU juice as I let it run, so the OS is not the problem. I gave its thread the "higher" priority though. My actual question In both games, I did things the engine was not really built to do or support. Can those games' framerate be limited cause of their own engine not being able to cope? What is the real reason and more importantly, can I help it? And in any case, could something actually be wrong with my hardware? It's all reasonably new, a couple of months, and I (almost) never experience any other trouble. Modern and much more demanding games work absolutely fine. Specs CPU: AMD Phenom II 965 X4 @ 3.4gHz RAM: 8GB of DDR3 RAM Video: MSI GTX560 (nVidia chip) with 1GB of GDDR5 memory OS: Windows 7 Ultimate 64 bit Nothing overclocked.

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  • Where's my tab completion and up-arrow behavior? (Ubuntu 10.04)

    - by pastorius
    I'm new to Linux, trying Ubuntu 10.04, preconfigured by host. When I log in (SSH) using the preconfigured account, the shell prompt is: user@hostname:~$ The up arrow scrolls through the list of recent shell commands, and tab-completion works as expected. However, when I create an account and log in (SSH) using that account, the shell prompt is simply "$", and the up arrow just prints a control character (^[[A). Can anyone tell me how to get my prompt, tab-completion, and up-arrow behavior set up? The fact that I'm getting control characters when I up-arrow makes me think that my account (or session) is in some mode I'm unfamiliar with. I know there is tab-completion code stored in bashrc that I can uncomment, but that doesn't seem to have any effect, even after logging out and logging back in. Am I in some strange mode when I SSH in with the new account, or are there just some session/account settings I need to set up, and can find information for anywhere on the Internet if I just knew what to look for?

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  • Why does my computer erratically scroll up and down?

    - by Jerry
    I am running Windows XP with SP3 on a 2002 Gateway machine. For the last few days I have experienced the problem of erratic scrolling that seems to have a mind of its own. If I am on a window with a scroll bar, the window scrolls up and down the page erratically, often when I have not initiated it. I am not sure but think this started following a routine Windows Update. It is doing it now as I type this. It is totally distracting to being able to do anything while it is occurring. It does it a while then there are occasional pauses in the scrolling then it starts up again. Any suggestions on fixing this?

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  • WPF DataGrid does not scoll on drag

    - by Greg R
    I have a strange problem with a WPF DataGrid from WPF Toolkit. The scrollbars appear correctly when the number of rows grows, and the scrolling works when you press up or down arrows on the scrollbar. The problem comes in when I try to drag the scrollbar on the datagrid. My page has a scroll viewer around it. When I click and drag the scrollbar on the grid, it scrolls the page scroller instead. If the scrollbar does not apear on the page, there grid still does not scroll. Is there a workaround for this??? Would really appreciate some help with this issue! For example, in this case if the page is < 280, it scrolls on drag. But drag scrolling does not work on the grid. <ScrollViewer ScrollViewer.IsDeferredScrollingEnabled="True" HorizontalScrollBarVisibility="Auto" VerticalScrollBarVisibility="Auto" > <DockPanel> <dg:DataGrid HorizontalScrollBarVisibility="Auto" SelectionMode="Single" CanUserAddRows="False" CanUserDeleteRows="False" CanUserResizeColumns="False" CanUserSortColumns="False" AutoGenerateColumns="False" RowHeaderWidth="17" ItemsSource="{Binding Path=OrderSearchVm}" IsReadOnly="True" MaxHeight="280" DockPanel.Dock="Top"> <dg:DataGrid.Columns> <dg:DataGridTextColumn Width="75" Header="Date" Binding="{Binding Path=OrderDate}" > <dg:DataGridTextColumn.ElementStyle> <Style TargetType="{x:Type TextBlock}"> <Setter Property="TextWrapping" Value="Wrap" /> </Style> </dg:DataGridTextColumn.ElementStyle> </dg:DataGridTextColumn> <dg:DataGridTextColumn Header="Type" Binding="{Binding Path=OrderType}" Width="45"/> <dg:DataGridTextColumn Header="Shipping Name" Binding="{Binding Path=ShipToName}" Width="115"> <dg:DataGridTextColumn.ElementStyle> <Style TargetType="{x:Type TextBlock}"> <Setter Property="TextWrapping" Value="Wrap" /> </Style> </dg:DataGridTextColumn.ElementStyle> </dg:DataGridTextColumn> <dg:DataGridTextColumn Header="Shipping Address " Binding="{Binding Path=ShipToAddress}" Width="160"> <dg:DataGridTextColumn.ElementStyle> <Style TargetType="{x:Type TextBlock}"> <Setter Property="TextWrapping" Value="Wrap" /> </Style> </dg:DataGridTextColumn.ElementStyle> </dg:DataGridTextColumn> <dg:DataGridTextColumn Header="E-Mail" Binding="{Binding Path=Email}" Width="140"> <dg:DataGridTextColumn.ElementStyle> <Style TargetType="{x:Type TextBlock}"> <Setter Property="TextWrapping" Value="Wrap" /> </Style> </dg:DataGridTextColumn.ElementStyle> </dg:DataGridTextColumn> </dg:DataGrid.Columns> </dg:DataGrid> </DockPanel> </ScrollViewer>

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  • How to fix notifyDataSetChanged/ListView problems in dynamic Adapter wrapper Android

    - by ipaterson
    Summary: Trying to dynamically add heading rows to a ListView via a custom adapter wrapper. ListView is having trouble keeping the scroll position in sync. Runnable demo project provided. I would like to dynamically add items to a list based on the values in a CursorAdapter, several positions ahead of what the user is currently viewing. To do this, I have an adapter that wraps the CursorAdapter and keeps the new content indexed in a SparseArray. The ListView needs to be updated when items are added to the custom adapter, but I have met a lot of pitfalls trying to get that to work and would love some advice. The demo project can be downloaded here: http://dl.dropbox.com/u/15334423/DynamicSectionedList.zip In the demo, the headings are added dynamically by looking ahead 10 places to find the correct position where the list items switch to the next letter. Each implementation of notifyDataSetChanged has problems as described: Demo 1 This demo shows the importance of notifyDataSetChanged(). On clicking anything, the app will crash. This is due to some sanity checking in ListView... mItemCount != adapter.getItemCount(). Moral is, we need to notify the list that data has changed. Demo 2 The natural next step is to notify the ListView of changes when changes occur. Unfortunately, doing so while the ListView is scrolling firmly breaks all touch interaction until the app switches out of touch mode. You will need to "fling scroll" far enough to generate new headings in order to notice this. Tapping the screen will not cause the scroll to stop, and once stopped none of the list items will be clickable. This is due to some if (!mDataChanged) { /* do very important stuff */ } code in AbsListView.onTouchEvent(). Demo 3 To fix this, Demo 3 introduces a pendingChanges flag and the custom Adapter gains a notifyDataSetChangedIfNeeded() which can be called by the ListView once it has entered a "safe" state for changes. The first point where changes must be notified is in ListView.layoutChildren(), so I overrode that method to first notify of changes if needed, then call through. Fling past at least one heading then click a list item. This doesn't quite work right, though I'm not totally sure why. Tapping or selecting an item with the keyboard/trackball causes the list to refresh without properly syncing the old position. It scrolls to the top of the list which is not acceptable. Demo 4 The scroll problem in Demo 3 can be conquered, at least in touch mode. By adding a call to notifyDataSetChangedIfNeeded() on touch down, the data change happens to take place at such a time that all touch interaction works as expected and the list position is properly synced. However, I can't find an analog for that when the device is not in touch mode, not to mention the fact that it definitely seems like a hack. The list almost always scrolls back to the top, I can't find out what causes it to occasionally maintain the correct position. Since Android is fighting me at each step of the way, I feel like there should be a better approach. Please try the demo, if any fixes can be applied to get it working that would be great! Many thanks to anyone who can look into this, hopefully if we can get the code working it will be useful for others trying to accomplish the same optimization for lists with headings.

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  • Safe, standard way to load images in ListView on a different thread?

    - by Po
    Before making this question, I have searched and read these ones: http://stackoverflow.com/questions/541966/android-how-do-i-do-a-lazy-load-of-images-in-listview http://stackoverflow.com/questions/1409623/android-issue-with-lazy-loading-images-into-a-listview My problem is I have a ListView, where: Each row contains an ImageView, whose content is to be loaded from the internet Each row's view is recycled as in ApiDemo's List14 What I want ultimately: Load images lazily, only when the user scrolls to them Load images on different thread(s) to maintain responsiveness My current approach: In the adapter's getView() method, apart from setting up other child views, I launch a new thread that loads the Bitmap from the internet. When that loading thread finishes, it returns the Bitmap to be set on the ImageView (I do this using AsyncTask or Handler). Because I recycle ImageViews, it may be the case that I first want to set a view with Bitmap#1, then later want to set it to Bitmap#2 when the user scrolls down. Bitmap#1 may happen to take longer than Bitmap#2 to load, so it may end up overwriting Bitmap#2 on the view. I solve this by maintaining a WeakHashMap that remembers the last Bitmap I want to set for that view. Below is somewhat a pseudocode for my current approach. I've ommitted other details like caching, just to keep the thing clear. public class ImageLoader { // keeps track of the last Bitmap we want to set for this ImageView private static final WeakHashMap<ImageView, AsyncTask> assignments = new WeakHashMap<ImageView, AsyncTask>(); /** Asynchronously sets an ImageView to some Bitmap loaded from the internet */ public static void setImageAsync(final ImageView imageView, final String imageUrl) { // cancel whatever previous task AsyncTask oldTask = assignments.get(imageView); if (oldTask != null) { oldTask.cancel(true); } // prepare to launch a new task to load this new image AsyncTask<String, Integer, Bitmap> newTask = new AsyncTask<String, Integer, Bitmap>() { protected void onPreExecute() { // set ImageView to some "loading..." image } protected Bitmap doInBackground(String... urls) { return loadFromInternet(imageUrl); } protected void onPostExecute(Bitmap bitmap) { // set Bitmap if successfully loaded, or an "error" image if (bitmap != null) { imageView.setImageBitmap(bitmap); } else { imageView.setImageResource(R.drawable.error); } } }; newTask.execute(); // mark this as the latest Bitmap we want to set for this ImageView assignments.put(imageView, newTask); } /** returns (Bitmap on success | null on error) */ private Bitmap loadFromInternet(String imageUrl) {} } Problem I still have: what if the Activity gets destroyed while some images are still loading? Is there any risk when the loading thread calls back to the ImageView later, when the Activity is already destroyed? Moreover, AsyncTask has some global thread-pool underneath, so if lengthy tasks are not canceled when they're not needed anymore, I may end up wasting time loading things users don't see. My current design of keeping this thing globally is too ugly, and may eventually cause some leaks that are beyond my understanding. Instead of making ImageLoader a singleton like this, I'm thinking of actually creating separate ImageLoader objects for different Activities, then when an Activity gets destroyed, all its AsyncTask will be canceled. Is this too awkward? Anyway, I wonder if there is a safe and standard way of doing this in Android. In addition, I don't know iPhone but is there a similar problem there and do they have a standard way to do this kind of task? Many thanks.

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  • Scrolling a canvas as a shape you're moving approaches its edges

    - by Steven Sproat
    Hi, I develop a Python-based drawing program, Whyteboard. I have tools that the user can create new shapes on the canvas, such as text/images/rectangles/circles/polygons. I also have a Select tool that allows the users to modify these shapes - for example, moving a shape's position, resizing, or editing polygon's points' positions. I'm adding in a new feature where moving or resizing a point near the canvas edge will automatically scroll the canvas. I think it's a good idea in terms of program usability, and annoys me when other program's don't have this feature. I've made some good progress on coding this; below is some Python code to demonstrate what I'm doing. These functions demonstrate how some shapes calculate their "edges": def find_edges(self): """A line.""" self.edges = {EDGE_TOP: min(self.y, self.y2), EDGE_RIGHT: max(self.x, self.x2), EDGE_BOTTOM: max(self.y, self.y2), EDGE_LEFT: min(self. x, self.x2)} def find_edges(self): """An image""" self.edges = {EDGE_TOP: self.y, EDGE_RIGHT: self.x + self.image.GetWidth(), EDGE_BOTTOM: self.y + self.image.GetWidth(), EDGE_LEFT: self.x} def find_edges(self): """Get the bounding rectangle for the polygon""" xmin = min(x for x, y in self.points) ymin = min(y for x, y in self.points) xmax = max(x for x, y in self.points) ymax = max(y for x, y in self.points) self.edges = {EDGE_TOP: ymin, EDGE_RIGHT: xmax, EDGE_BOTTOM: ymax, EDGE_LEFT: xmin} And here's the code I have so far to implement the scrolling when a shape nears the edge: def check_canvas_scroll(self, x, y, moving=False): """ We check that the x/y coords are within 50px from the edge of the canvas and scroll the canvas accordingly. If the shape is being moved, we need to check specific edges of the shape (e.g. left/right side of rectangle) """ size = self.board.GetClientSizeTuple() # visible area of the canvas if not self.board.area > size: # canvas is too small to need to scroll return start = self.board.GetViewStart() # user's starting "viewport" scroll = (-1, -1) # -1 means no change if moving: if self.shape.edges[EDGE_RIGHT] > start[0] + size[0] - 50: scroll = (start[0] + 5, -1) if self.shape.edges[EDGE_BOTTOM] > start[1] + size[1] - 50: scroll = (-1, start[1] + 5) # snip others else: if x > start[0] + size[0] - 50: scroll = (start[0] + 5, -1) if y > start[1] + size[1] - 50: scroll = (-1, start[1] + 5) # snip others self.board.Scroll(*scroll) This code actually works pretty well. If we're moving a shape, then we need to know its edges to calculate when they're coming close to the canvas edge. If we're resizing just a single point, then we just use the x/y coords of that point to see if it's close to the edge. The problem I'm having is a little tricky to describe - basically, if you move a shape to the left, and stop moving it, if you positioned the shape within the 50px from the canvas, then the next time you go to move the shape, the code that says "ok, is this shape close to the end?" gets triggered, and the canvas scrolls to the left, even if you're moving the shape to the right. Can anyone think on how to stop this? I created a youtube video to demonstrate the issue. At about 0:54, I move a polygon to the left of the canvas and position it there. The next time I move it, the canvas scrolls to the left even though I'm moving it right Another thing I'd like to add, but I'm stuck on is the scroll gaining momentum the longer a shape is scrolling? So, with a large canvas, you're not moving a shape for ages, moving 5px at a time, when you need to cover a 2000px distance. Any suggestions there? Thanks all - sorry for the super long question!

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  • scroll into view the selected element

    - by yb007
    hi all, i am a newbie to javascript... i have two select boxes with multiple selection enabled.When i select an element from first select box it scrolls into view the corrosponding element from the second list.The single selection goes fine in all browsers explorer,firefox,chrome. now, if i select the first,last element from the first selection box the second select box does not scrolls into view the last selected element in chrome browser.although , it works fine in internet explorer and firefox. Please help me to make it run in google chrome browser. <html> <head> <script language="javascript"> function SyncListsL(){ for (var i = 0; i <= [document.puser.user_select.length]-1; i++) { if(document.puser.user_select.options[i].selected == true) { document.puser.user_select2.options[i].selected=true; document.puser.user_select.options[i].selected=true; } else{ document.puser.user_select2.options[i].selected = false; document.puser.user_select.options[i].selected=false; } } } function SyncListsR(){ for (i = 0; i <= [document.puser.user_select2.length]-1; i++) { if(document.puser.user_select2.options[i].selected == true) { document.puser.user_select.options[i].selected=true; document.puser.user_select2.options[i].selected=true; } else{ document.puser.user_select.options[i].selected = false; document.puser.user_select2.options[i].selected=false; } } } </script> <title>scrollintoview</title> </head> <body bgcolor="e2dbc5"> <form name="puser" > <table align="center"> <tr> <td align="right" bgcolor="#eeeadd"> <font size=2> <select name="user_select2" multiple size="5" onChange="SyncListsR()" style="width:35mm"> <option value="a1" title="a1">a1</option> <option value="a2" title="a2">a2</option> <option value="ab" title="ab">ab</option> <option value="abc" title="abc">abc</option> <option value="e1" title="e1">e1</option> <option value="e2" title="e2">e2</option> <option value="new" title="new">new</option> </select> </font></td> <td align="left" bgcolor="#eeeadd"> <font size=2> <select name="user_select" multiple size="5" onChange="SyncListsL()" style="width:50mm"> <option value="first" title="first">first</option> <option value="last" title="last">last</option> <option value="ghi" title="ghi">ghi</option> <option value="User" title="User">User</option> <option value="ed" title="ed">ed</option> <option value="edit" title="edit">edit</option> <option value="second" title="second">second</option> </select> </font></td> </tr> </table> </form> </body> </html>

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  • Android ListView scrolling to top

    - by aandroid
    Hi, I have a ListView with custom rows. When any of these rows is clicked, the ListView's data is regenerated. I'd like the list to scroll back to the top when this happens. I initially tried using setSelection(0) in each row's OnClickListener to achieve this but was unsuccessful (I believe because the ListView loses its scroll position when its data is invalidated - so my call to setSelection is undone. I still don't understand how the ListView decides where to scroll to after invalidation, though). The only working solution I know of was given by Romain Guy here: http://groups.google.com/group/android-developers/browse_thread/thread/127ca57414035301 It involves (View.post)ing the call to _listView.setSelection(0). I found this to perform quite poorly. The newly generated list shows up with it's scroll location unchanged and there is a considerable delay before it scrolls back to the top. Is there any better way to achieve this functionality? Any help would be much appreciated. Thanks!

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  • Change Default Scrolling Behavior of UITableView Section Header

    - by davidjhinson
    I have a UITableView with two sections. It is a simple table view. I am using viewForHeaderInSection to create custom views for these headers. So far, so good. The default scrolling behavior is that when a section is encountered, the section header stays anchored below the Nav bar, until the next section scrolls into view. My question is this: can I change the default behavior so that the section headers do NOT stay anchored at the top, but rather, scroll under the nav bar with the rest of the section rows? Am I missing something obvious? Thanks.

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  • WPF Toolkit: how to scroll datagrid to show selected item from code behind?

    - by Akash Kava
    I tried following, all of following fails on function ScrollIntoView and gives NullReferenceException. // doesnt work grid.SelectedItem = sItem; grid.ScrollIntoView(sItem); // doesnt work grid.SelectedItem = sItem; grid.Focus(); grid.CurrentColumn = grid.Columns[0]; grid.UpdateLayout(); grid.ScrollIntoView(sItem,grid.Columns[0]); // doesnt work grid.SelectedItem = sItem; grid.UpdateLayout(); grid.ScrollIntoView(sItem); The problem is, when I select row from codebehind, selection is not visible its somewhere down in bottom, unless user scrolls he feels that selection has vanished. I need to scroll datagrid to the point user can see the selection. I also tried "BringIntoView" as well but no luck.

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  • iPhone Horizontal Scrolling Table

    - by Wireless Designs
    Hello all - I need to create a view on the iPhone that scrolls horizontally through a gallery of images. The issue is that this gallery has the potential to have 100s to 1000s of images that needs to be presented, so I would like to avoid loading them all into a single UIScrollView at once and destroying performance. I need to create a view that recycles the view objects (like UITableView) to increase performance and reduce memory overhead, but it needs to scroll in a horizontal fashion. Any ideas? Is it possible to make UITableView operation horizontally? Thanks!

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