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  • (Canvas/JS) Getting strange results with moving the view and fillRect, not sure what the problem is

    - by AngerAlone
    I'm really new to JS and have been banging my head against this problem all day. Here's a jsfiddle: http://jsfiddle.net/4ShH4/1/ AND fullscreen: http://jsfiddle.net/4ShH4/1/embedded/result/ I'm getting this weird tearing/elongation of the drawn elements when I move the screen with WASD. I have no idea whats causing the problem. I've put comments on the fiddle to explain my code. Any help would be greatly appreciated.

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  • How can I make the XAnalogTV xscreensaver fill my screen?

    - by Breakthrough
    I recently installed xscreensaver, as well as the additional/extra screensavers. Many of the OpenGL ones function correctly, going fullscreen as expected. However, for some reason, the XAnalogTV screensaver leaves two "blank" spots on the edges of my screen. If I manually launch XAnalogTV, it displays a window, which it fills correctly. When I maximize the window, the same effect occurs: the window maximizes, but the two edges of the screen are literally "transparent". This effect also occurs when the screensaver is set to fullscreen. For these reasons, I believe the problem may be related to the aspect ratio of the screen. The edges of the screen are literally "ignored", with nothing being drawn there. Specifically, note the transition between the maximized and full-screen screenshots (with the un-drawn whitespace shrinking as the vertical height has been increased). For reference, I am running Xubuntu 12.04 on a Dell Vostro 1520 (Intel P8600, Nvidia 9300M) with a 1440 x 900 display (16:10). I have also set the GetViewPortIsFullOfLies preference to true. Is there any way to force XAnalogTV to fill my entire screen? Alternatively, as I believe the problem is aspect-ratio related, is there any way I can get the screensaver to render larger than my display, and simply discard the extra pixels? Relevant screenshots (windowed, maximized, and full-screen, respectively): You can see in the last two that the scrollbar from Firefox is clearly visible, even though this is a full-screen screensaver.

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  • How can I make XAnalogTV fill my screen?

    - by Breakthrough
    I recently installed xscreensaver, as well as the additional/extra screensavers. Many of the OpenGL ones function correctly, going fullscreen as expected. However, for some reason, the XAnalogTV screensaver leaves two "blank" spots on the edges of my screen. If I manually launch XAnalogTV, it displays a window, which it fills correctly. When I maximize the window, the same effect occurs: the window maximizes, but the two edges of the screen are literally "transparent". This effect also occurs when the screensaver is set to fullscreen. For these reasons, I believe the problem may be related to the aspect ratio of the screen. The edges of the screen are literally "ignored", with nothing being drawn there. Specifically, note the transition between the maximized and full-screen screenshots (with the un-drawn whitespace shrinking as the vertical height has been increased). For reference, I am running Xubuntu 12.04 on a Dell Vostro 1520 (Intel P8600, Nvidia 9300M) with a 1440 x 900 display (16:10). I have also set the GetViewPortIsFullOfLies preference to true. Is there any way to force XAnalogTV to fill my entire screen? Relevant screenshots (windowed, maximized, and full-screen, respectively):

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  • How can I remotely display images on my computer?

    - by Jakob
    What I Have: A laptop booted with Ubuntu and a stationary computer dual-booted with Ubuntu and Vista, both connected through a wireless ad-hoc network. What I Want: I want a way to display images in fullscreen on my stationary, using my laptop as a "remote control". I want to be able to choose another picture at any time and have my stationary computer remain in fullscreen mode at all times. Preferably, I should also be able to display just an empty (black) screen. How can I arrange for this? What I Have Tried: I have tried simply SSH:ing into my stationary computer and opening the image files using an image viewer, but all of the ones that I have tried (Eye of Gnome, Mirage, Gwenview, and others) open a new window for every new image. I don't know how to force them into using a single instance. I have tried using the VLC remote control command line interface, but apart from seeming somewhat unreliable (exiting with segmentation faults at one point), it also displays some images with a green border and forces me to pause playback in order for the image to remain on screen. Bonus Question: In my final setup, I also need to play music through my stationary computer's speaker and have the ability to switch to another track at any point, like with the images. Preferably, I would like to control the images and the audio through the same interface. How can I best achieve this?

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  • CodePlex Daily Summary for Friday, February 26, 2010

    CodePlex Daily Summary for Friday, February 26, 2010New Projectsaion-gamecp: Aion Gamecp for aion Private server based on Aion UniqueAzure Email Queuer: Azure Email Queuer makes it easier for Developers Programming in the Cloud to Queue Emails to keep the UI Thread Clear for Requests. Developed w...BIG1: Bob and Ian's Game. Written using XNA Game Studio Express. Basically an update of David Braben and Ian Bell's classic game "Elite." This is a nonco...CMS7: CMS7 The CMS7 is composed of three module. (1)Main CMS Business (2)Process Customization (3)Role/Department CustomizationCoreSharp Networking Core: A simple to use framework to develop efficient client/server application. The framework is part of my project at school and I hope it will benefit ...Fullscreen Countdown: Small and basic countdown application. The countdown window can be resized to fit any size to display the minutes elapsed. Developped in C#, .NET F...IRC4N00bz: Learning sockets, events, delegates, SQL, and IRC commands all in one big project! It's written in C# (Csharp) and hope you find it helpfull, or ev...LjSystem: This project is a collection of my extensions to the BCLMP3 Tags Management: A software to manage the tags of MP3 filesnetone: All net in oneNext Dart (Dublin Area Rapid Transport): The shows the times of the next darts from a given station. It is a windows application that updates automatically and so is easier to use than th...PChat - An OCDotNet.Org Presentation: PChat is a multithreaded pinnable chat server and client. It is designed to be a demonstration of Visual Studio 2010 MVC 2, for ocdotnet.org Use...Pittsburgh Code Camp iPhone App: The Pittsburgh Code Camp iPhone Application is meant as a demonstration of the creation of an iPhone application while at the same time providing t...Radical: Radical is an infrastructure frameworkRadioAutomation: Windows application for radio automation.SilverSynth - Digital Audio Synthesis for Silverlight: SilverSynth is a digial audio synthesis library for Silverlight developers to create synthesized wave forms from code. It supports synthesis of sin...SkeinLibManaged: This implementation of the Skein Cryptographic Hash function is written entirely in Managed CSharp. It is posted here to share with the world at l...SpecExplorerEval: We are checking out spec explorer and presenting on its useSPOJemu: This is a SPOJ emulator. It allows you to define tests in xml and then check your application if it's working as you expected.The C# Skype Chat bot: A Skype bot in C# for managing Skype chats.VS 2010 Architecture Layers Patterns: Architecture layers patterns toolbox items for layers diagrams.Yakiimo3D: Mostly DirectX 11 programming tutorials.代码生成器: Project DetailsNew ReleasesArkSwitch: ArkSwitch v1.1.1: This release fixes a crash that occurs when certain processes with multiple primary windows are encountered.BTP Tools: CSB, CUV and HCSB e-Sword files 2010-02-26: include csb.bbl csb+.bbl csb.cmt csbc.dct cuv.bbl cuv+.bbl cuv.cmt cuvc.dct hcsb+.bbl hcsbc.dct files for e-Sword 8.0BubbleBurst: BubbleBurst v1.1: This is the second release of BubbleBurst, the subject of the book Advanced MVVM. This release contains a minor fix that was added after the book ...DevTreks -social budgeting that improves lives and livelihoods: Social Budgeting Web Software, alpha 3b: Alpha 3b simplifies and strengthens state management. With the exception of linked lists, the internal mechanics of addins have not been improved...Dragonrealms PvpStance plugin for Genie: 1.0.0.4: This updated is needed now that the DR server move broke the "profile soandso pvp" syntax. This version will capture the pvp stance out of the full...FastCode: FastCode 1.0: Definitions <integerType> : byte, sbyte, short, ushort, int, uint, long, ulond <floatType> : float, double, decimal Base types extensions Intege...Fullscreen Countdown: Fullscreen Countdown 1.0: First versionIRC4N00bz: IRC4N00bz_02252010.zip: I'm calling it a night. Here's the dll for where I'm at so far. It works, just lakcs some abilities. Anything not included can be pulled from th...Labrado: Labrado MiniTimer: Labrado MiniTimer is a convenient timer tool designed and implemented for GMAT test preparation.LINQ to VFP: LinqToVfp (v1.0.17.1): Cleaned up WCF Data Service Expression Tree. (details...) This build requires IQToolkit v0.17b.Microsoft Health Common User Interface: Release 8.0.200.000: This is version 8.0 of the Microsoft® Health Common User Interface Control Toolkit. The scope and requirements of this release are based on materia...Mini SQL Query: Mini SQL Query Funky Dev Build (RC1+): The "Funk Dev Build" bit is that I added a couple of features I think are pretty cool. It is a "dev" build but I class it as stable. Find Object...Neovolve: Neovolve.BlogEngine.Extensions 1.2: Updated extensions to work with BE 1.6. Updated Snippets extension to better handle excluded tags and fixed regex bug. Added SyntaxHighlighter exte...Neovolve: Neovolve.BlogEngine.Web 1.1: Update to support BE version 1.6 Neovolve.BlogEngine.Web 1.1 contains a redirector module that translates Community Server url formats into BlogEn...Next Dart (Dublin Area Rapid Transport): 1.0: There are 2 files NextDart 1.0.zip This contains just the files. Extract it to a folder and run NextDart.exe. NextDart 1.0 Intaller.zip This c...Powershell4SQL: Version 1.2: Changes from version 1.1 Added additional attributes to simplify syntax. Server and Database become optional. Defaulted to (local) and 'master' ...Radical: Radical (Desktop) 1.0: First stable dropRaidTracker: Raid Tracker: a few tweaksRaiser's Edge API Developer Toolkit: Alpha Release 1: This is an untested, alpha release. Contains RE API Toolkit built using 7.85 Dlls and 7.91 Dlls.SharePoint Enhanced Calendar by ArtfulBits: ArtfulBits.EnhancedCalendar v1.3: New Features: Simple to activate mechanism added (add Enhanced Calendar Web Part on the same page as standard calendar) Support for any type of S...Silverlight 4.0 Com Library for SQL Server Access: Version 1.0: This is the intial alpha release. It includes ExecuteQuery, ExecuteNonQuery and ExecuteScalar routines. See roadmap section of home page for detai...Silverlight HTML 5 Canvas: SLCanvas 1.1: This release enables <canvas renderMethod="auto" onload="runme(this)"></canvas> or <canvas renderMethod="Silverlight" onload="runme(this)"></ca...SilverSynth - Digital Audio Synthesis for Silverlight: SilverSynth 1.0: Source code including demo application.StringDefs: StringDefs Alpha Release 1.01: In this release of the Library few namespaces are added.STSDev 2008: STSDev 2008 2.1: Update to the StsDev 2008 project to correct Manifest Building issues.Text to HTML: 0.4.0.2: Cambios de la versión:Correcciones menores en el sistema de traducción. Controlada la excepción aparecida al suprimir los archivos de idioma. A...The Silverlight Hyper Video Player [http://slhvp.com]: Release 4 - Friendly User Release (Pre-Beta): Release 4 - Friendly User Release (Pre-Beta) This version of the code has much of the design that we plan to go forward with for Mix and utilizes a...TreeSizeNet: TreeSizeNet 0.10.2: - Assemblies merged in one executableVCC: Latest build, v2.1.30225.0: Automatic drop of latest buildVCC: Latest build, v2.1.30225.1: Automatic drop of latest buildVS 2010 Architecture Layers Patterns: VS 2010 RC Architecture Layers Patterns v1.0: Architecture layers patterns toolbox items based on the Microsoft Application Architecture Guide, 2nd Edition for the layer diagram designer of Vi...Yakiimo3D: DirectX11 BitonicSortCPU Source and Binary: DirectX11 BitonicSortCPU sample source and binary.Yakiimo3D: DirectX11 MandelbrotGPU Source and Binary: DirectX11 MandelbrotGPU source and binary.Most Popular ProjectsVSLabOSIS Interop TestsRawrWBFS ManagerAJAX Control ToolkitMicrosoft SQL Server Product Samples: DatabaseSilverlight ToolkitWindows Presentation Foundation (WPF)ASP.NETMicrosoft SQL Server Community & SamplesMost Active ProjectsDinnerNow.netRawrBlogEngine.NETSLARToolkit - Silverlight Augmented Reality ToolkitInfoServiceSharpMap - Geospatial Application Framework for the CLRCommon Context AdaptersNB_Store - Free DotNetNuke Ecommerce Catalog ModulejQuery Library for SharePoint Web Servicespatterns & practices – Enterprise Library

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  • XNA WP7 Texture memory and ContentManager

    - by jlongstreet
    I'm trying to get my WP7 XNA game's memory under control and under the 90MB limit for submission. One target I identified was UI textures, especially fullscreen ones, that would never get unloaded. So I moved UI texture loads to their own ContentManager so I can unload them. However, this doesn't seem to affect the value of Microsoft.Phone.Info.DeviceExtendedProperties.GetValue("ApplicationCurrentMemoryUsage"), so it doesn't look like the memory is actually being released. Example: splash screens. In Game.LoadContent(): Application.Instance.SetContentManager("UI"); // set the current content manager for (int i = 0; i < mSplashTextures.Length; ++i) { // load the splash textures mSplashTextures[i] = Application.Instance.Content.Load<Texture2D>(msSplashTextureNames[i]); } // set the content manager back to the global one Application.Instance.SetContentManager("Global"); When the initial load is done and the title screen starts, I do: Application.Instance.GetContentManager("UI").Unload(); The three textures take about 6.5 MB of memory. Before unloading the UI ContentManager, I see that ApplicationCurrentMemoryUsage is at 34.29 MB. After unloading the ContentManager (and doing a full GC.Collect()), it's still at 34.29 MB. But after that, I load another fullscreen texture (for the title screen background) and memory usage still doesn't change. Could it be keeping the memory for these textures allocated and reusing it? edit: very simple test: protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); PrintMemUsage("Before texture load: "); // TODO: use this.Content to load your game content here red = this.Content.Load<Texture2D>("Untitled"); PrintMemUsage("After texture load: "); } private void PrintMemUsage(string tag) { Debug.WriteLine(tag + Microsoft.Phone.Info.DeviceExtendedProperties.GetValue("ApplicationCurrentMemoryUsage")); } protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // TODO: Add your update logic here if (count++ == 100) { GC.Collect(); GC.WaitForPendingFinalizers(); PrintMemUsage("Before CM unload: "); this.Content.Dispose(); GC.Collect(); GC.WaitForPendingFinalizers(); PrintMemUsage("After CM unload: "); red = null; spriteBatch.Dispose(); GC.Collect(); GC.WaitForPendingFinalizers(); PrintMemUsage("After SpriteBatch Dispose(): "); } base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); // TODO: Add your drawing code here if (red != null) { spriteBatch.Begin(); spriteBatch.Draw(red, new Vector2(0,0), Color.White); spriteBatch.End(); } base.Draw(gameTime); } This prints something like (it changes every time): Before texture load: 7532544 After texture load: 10727424 Before CM unload: 9875456 After CM unload: 9953280 After SpriteBatch Dispose(): 9953280

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  • iPad. UIBarButtonItem has an undocumented view of type UIToolbarTextButton. Huh?

    - by dugla
    I have an iPad app where I have a view controller that is the UIGestureRecognizerDelegate for a number of UIGestureRecognizers. I have implemented the following method of UIGestureRecognizerDelegate: - (BOOL)gestureRecognizer:(UIGestureRecognizer *)gestureRecognizer shouldReceiveTouch:(UITouch *)touch { // Double tapping anywhere on the screen hides/shows the toolbar if ([gestureRecognizer isKindOfClass:[UITapGestureRecognizer class]] == YES) { if (touch.tapCount == 2) { self.toolbar.hidden = self.toolbar.isHidden ? NO : YES; } // if (touch.tapCount == 2) } // if ([gestureRecognizer isKindOfClass:[UITapGestureRecognizer class]] == YES) // All gestures are ignored unless they happen on the fullscreen EAGLView if ([touch.view isKindOfClass:[EAGLView class]] == NO) { return NO; } // if ([touch.view isKindOfClass:[EAGLView class]] == NO) return YES; } My setup is a fullscreen EAGLView with a UIToolbar atop the EAGLView. There is a UIBarButtonItem on the toolbar. The idea here is that double-tapping anywhere toggles the appearance of the toolbar. All other gestures must occur on the EAGLView. My problem is that taps directly on the UIBarButtonItem show touch.view to be the UIView subclass UIToolbarTextButton which is undocumented and can't be introspected. Huh? Can someone suggest a work around, preferably that uses introspective goodness of some form? Thanks, Doug Thanks, Doug

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  • Javascript error when integrating django-tinymce and django-filebrowser

    - by jwesonga
    I've set up django-filebrowser in my app without any bugs, I already had django-tinymce set up and it loads the editor in the admin forms. I now want to use django-filebrowser with django-tinymce, but I keep getting a weird javascript error when I click on "Image URL" in the Image popup: r is undefined the error is js/tiny_mce/tiny_mce.js My settings.py file has the following configuration: TINYMCE_JS_URL=MEDIA_URL + 'js/tiny_mce/tiny_mce.js' TINYMCE_DEFAULT_CONFIG = { 'mode': "textareas", 'theme': "advanced", 'language': "en", 'skin': "o2k7", 'dialog_type': "modal", 'object_resizing': True, 'cleanup_on_startup': True, 'forced_root_block': "p", 'remove_trailing_nbsp': True, 'theme_advanced_toolbar_location': "top", 'theme_advanced_toolbar_align': "left", 'theme_advanced_statusbar_location': "none", 'theme_advanced_buttons1': "formatselect,styleselect,bold,italic,underline,bullist,numlist,undo,redo,link,unlink,image,code,template,visualchars,fullscreen,pasteword,media,search,replace,charmap", 'theme_advanced_buttons2': "", 'theme_advanced_buttons3': "", 'theme_advanced_path': False, 'theme_advanced_blockformats': "p,h2,h3,h4,div,code,pre", 'width': '700', 'height': '300', 'plugins': "advimage,advlink,fullscreen,visualchars,paste,media,template,searchreplace", 'advimage_update_dimensions_onchange': True, 'file_browser_callback': "CustomFileBrowser", 'relative_urls': False, 'valid_elements' : "" + "-p," + "a[href|target=_blank|class]," + "-strong/-b," + "-em/-i," + "-u," + "-ol," + "-ul," + "-li," + "br," + "img[class|src|alt=|width|height]," + "-h2,-h3,-h4," + "-pre," + "-code," + "-div", 'extended_valid_elements': "" + "a[name|class|href|target|title|onclick]," + "img[class|src|border=0|alt|title|hspace|vspace|width|height|align|onmouseover|onmouseout|name]," + "br[clearfix]," + "-p[class<clearfix?summary?code]," + "h2[class<clearfix],h3[class<clearfix],h4[class<clearfix]," + "ul[class<clearfix],ol[class<clearfix]," + "div[class]," } TINYMCE_FILEBROWSER = False TINYMCE_COMPRESSOR = False i've tried switching back to older versions of tinyMCE Javascript but nothing seems to work. Would appreciate some help

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  • How can I open VLC via browser with PHP (Mac OS X)

    - by Damiqib
    I'm trying to open VLC via browser and make it instantly play the given video file on Mac OS X. This runs on my local server and is only meant to run locally - therefore I already run apache (MAMP) with my username and with group "staff" (defined in httpd.conf). YES - I do know that VLC has http interface - however that is not what I need, so do not suggest that... My current system works without any problems when I run it via Terminal: php /var/www/Movies/index.php - This leads to VLC opening and video starts playing fullscreen like intented. Problems start when I run the same PHP-page with browser. Then the VLC-process starts, but there's no GUI for it, video file won't start playing and the VLC-process takes nearly 100% of CPU. Both; terminal and browser started VLC-processes run with the same user (mine) Both have "Parent process" bash VLC-process begun with Terminal has empty "Process group" (only process id-number) and browser started has "httpd" + (id-number) VLC-process started via browser makes 1000-times more "Mach System Calls" than it's Terminal-started counterpart. Could anyone give me any pointers on how to get this thing working? index.php # $j is a file path to the videofile and is defined before exec('/var/www/Movies/vlc.sh "' . $j . '" > /dev/null 2>&1 & echo $!;'); # If I do this in the given PHP-page it tells me that apache is running # with my username and with the group "staff" like it should be... exec('whoamI'); vlc.sh #!/bin/bash # Activate VLC in 5 seconds to make it the front-most window (sleep 5; open -a VLC) & # Open video file /Applications/VLC.app/Contents/MacOS/VLC --quiet --fullscreen "$1"

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  • "pushModalScreen called by a non-event thread" thrown on event thread

    - by JGWeissman
    I am trying to get my Blackberry application to display a custom modal dialog, and have the opening thread wait until the user closes the dialog screen. final Screen dialog = new FullScreen(); ...// Fields are added to dialog Application.getApplication().invokeAndWait(new Runnable() { public void run() { Application.getUiApplication().pushModalScreen(dialog); } }); This is throwing an Exception which says "pushModalScreen called by a non-event thread" despite the fact that I am using invokeAndWait to call pushModalScreen from the event thread. Any ideas about what the real problem is? Here is the code to duplicate this problem: package com.test; import net.rim.device.api.ui.*; import net.rim.device.api.ui.component.*; import net.rim.device.api.ui.container.*; public class Application extends UiApplication { public static void main(String[] args) { new Application(); } private Application() { new Thread() { public void run() { Application.this.enterEventDispatcher(); } }.start(); final Screen dialog = new FullScreen(); final ButtonField closeButton = new ButtonField("Close Dialog"); closeButton.setChangeListener(new FieldChangeListener() { public void fieldChanged(Field field, int context) { Application.getUiApplication().popScreen(dialog); } }); dialog.add(closeButton); Application.getApplication().invokeAndWait(new Runnable() { public void run() { try { Application.getUiApplication().pushModalScreen(dialog); } catch (Exception e) { // To see the Exception in the debugger throw new RuntimeException(e.getMessage()); } } }); System.exit(0); } } I am using Component Package version 4.5.0.

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  • movie does not start in full screen in flash video player

    - by jodeci
    We have this legacy code of a flash video player that functions well enough but still has some loose ends I need to tighten up. It can do the basic "switch to full screen and back to normal size" stunts, however with one exception. On the first fresh load of the app, if I switch to full screen mode first, and then click to play the movie, the player would be in full screen, yet the movie itself would remain in it's original size. //trigger if (stage.displayState == StageDisplayState.NORMAL) { stage.addEventListener('fullScreen', procFullScreen); stage.scaleMode = StageScaleMode.NO_SCALE; stage.displayState = StageDisplayState.FULL_SCREEN; //mv:VideoDisplay mv.percentHeight = 100; mv.percentWidth = 100; mv.x = 0; mv.y = 0; } // event handler if (event.fullScreen) { mv.smoothing = true; this.height = stage.height; this.width = stage.width; //videoCanvas:Canvas videoCanvas.height = Application.application.height; videoCanvas.width = Application.application.width; fullScreenViewStack.selectedIndex = 1; } The VideoDisplay object even returns the expected width/height, but the movie just plays in it's original size. If I switch screen sizes during movie playback, then the movie size will shrink or stretch as it should. I'm running out of ideas, any suggestions? Thanks in advance!

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  • wordpress extended_valid_elements for script tag?

    - by John
    Can someone tell me how to tell Wordpress' tinymce editor to NOT strip out script tags? I looked in wp-admin/includes/post.php and added 'extended_valid_elements'=>'script[charset|defer|language|src|type]', to the $initArray. When I do a view source on the CMS post editor, I see taht it does show up like so: <script type="text/javascript"> /* <![CDATA[ */ tinyMCEPreInit = { base : "http://dev.esolar.ca/wp-includes/js/tinymce", suffix : "", query : "ver=327-1235", mceInit : {mode:"specific_textareas", editor_selector:"theEditor", width:"100%", theme:"advanced", skin:"wp_theme", theme_advanced_buttons1:"bold,italic,strikethrough,|,bullist,numlist,blockquote,|,justifyleft,justifycenter,justifyright,|,link,unlink,wp_more,|,spellchecker,fullscreen,wp_adv", theme_advanced_buttons2:"formatselect,underline,justifyfull,forecolor,|,pastetext,pasteword,removeformat,|,charmap,|,outdent,indent,|,undo,redo,wp_help", theme_advanced_buttons3:"", theme_advanced_buttons4:"", language:"en", spellchecker_languages:"+English=en,Danish=da,Dutch=nl,Finnish=fi,French=fr,German=de,Italian=it,Polish=pl,Portuguese=pt,Spanish=es,Swedish=sv", theme_advanced_toolbar_location:"top", theme_advanced_toolbar_align:"left", theme_advanced_statusbar_location:"bottom", theme_advanced_resizing:"1", theme_advanced_resize_horizontal:"", dialog_type:"modal", relative_urls:"", remove_script_host:"", convert_urls:"", apply_source_formatting:"", remove_linebreaks:"1", gecko_spellcheck:"1", entities:"38,amp,60,lt,62,gt", accessibility_focus:"1", tabfocus_elements:"major-publishing-actions", media_strict:"", paste_remove_styles:"1", paste_remove_spans:"1", paste_strip_class_attributes:"all", wpeditimage_disable_captions:"", plugins:"safari,inlinepopups,spellchecker,paste,wordpress,media,fullscreen,wpeditimage,wpgallery,tabfocus"}, load_ext : function(url,lang){var sl=tinymce.ScriptLoader;sl.markDone(url+'/langs/'+lang+'.js');sl.markDone(url+'/langs/'+lang+'_dlg.js');} }; /* ]]> */ </script> But for some reason ,my editor still doesn't save <script> tags. What am I doing wrong?

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  • Change Vimeo Video using JQuery

    - by Abs
    Hello all, How can I change the ID of the embedded vimeo video? Here is the embed code for example: <object width="578" height="325"> <param name="allowfullscreen" value="true" /> <param name="allowscriptaccess" value="always" /> <param name="movie" value="http://vimeo.com/moogaloop.swf?clip_id=11527784&amp; server=vimeo.com&amp;show_title=1&amp;show_byline=0&amp;show_portrait=0&amp;color=00ADEF&amp;fullscreen=1" /> <embed src="http://vimeo.com/moogaloop.swf?clip_id=11527784&amp; server=vimeo.com&amp;show_title=1&amp;show_byline=0&amp;show_portrait=0&amp; color=00ADEF&amp;fullscreen=1" type="application/x-shockwave-flash" allowfullscreen="true" allowscriptaccess="always" width="578" height="325"></embed></object> How can I change the clip_id in both the object value and the embed source using JQuery or just pure javascript? The effect this has is that it changes the video. I have tested this on Firefox, if this won't work on all browsers please let me know! Thanks all for any help

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  • How can I move TinyMCE's toolbar into a modal popup?

    - by Nate Wagar
    I'm using TinyMCE & jQuery and am having a problem moving TinyMCE's external toolbar to another location in the DOM. To further complicate things, there are multiple TinyMCE instances on the page. I only want the toolbar for the one that's currently being edited. Here's some sample code: $(textarea).tinymce({ setup: function(ed) {setupMCEToolbar(ed, componentID, displaySettingsPane)} ,script_url: '/clubs/data/shared/scripts/tiny_mce/tiny_mce.js' ,theme : "advanced" ,plugins : "safari,pagebreak,style,layer,table,save,advhr,advimage,advlink,emotions,iespell,inlinepopups,insertdatetime,preview,media,searchreplace,print,contextmenu,paste,directionality,fullscreen,noneditable,visualchars,nonbreaking,xhtmlxtras,template" ,theme_advanced_buttons1 : "save,newdocument,|,bold,italic,underline,strikethrough,|,justifyleft,justifycenter,justifyright,justifyfull,styleselect,formatselect,fontselect,fontsizeselect" ,theme_advanced_buttons2 : "cut,copy,paste,pastetext,pasteword,|,search,replace,|,bullist,numlist,|,outdent,indent,blockquote,|,undo,redo,|,link,unlink,anchor,image,cleanup,help,code,|,insertdate,inserttime,preview,|,forecolor,backcolor" ,theme_advanced_buttons3 : "tablecontrols,|,hr,removeformat,visualaid,|,sub,sup,|,charmap,emotions,iespell,media,advhr,|,print,|,ltr,rtl,|,fullscreen" ,theme_advanced_buttons4 : "insertlayer,moveforward,movebackward,absolute,|,styleprops,|,cite,abbr,acronym,del,ins,attribs,|,visualchars,nonbreaking,template,pagebreak" ,theme_advanced_toolbar_location : "external" ,theme_advanced_toolbar_align : "left" ,theme_advanced_statusbar_location : "bottom" ,theme_advanced_resizing : true }); var setupMCEToolbar = function (mce, componentID, displaySettingsPane) { mce.onClick.add(function(ed,e){ displaySettingsPane($('#' + componentID)); $('#' + componentID).fetch('.mceExternalToolbar').eq(0).appendTo('#settingsPaneContent'); }); } Basically, it seems as though the setupMCEToolbar function cannot track down the mceExternalToolbar to move it. Has anyone ever had success trying to do something like this? EDIT It's a Monday alright... it couldn't find the external toolbar because I was using children() instead of fetch(). There's still an issue in that: 1) Moving it is incredibly slow and 2) Once it moves, TinyMCE breaks. EDIT 2 A bit more clarification: The modal is draggable, thus making any purely-CSS workarounds a bit awkward...

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  • How to set HTMLField's widget's height in Admin?

    - by Georgie Porgie
    I have a HTMLField in a model as it's the laziest way to utilize tinymce widget in Admin. But the problem is that the textarea field doesn't have "rows" property set. So the textarea doesn't have enough height comfortable enough for editing in Admin. Is there any way to set the height of HTMLField without defining a ModelAdmin class? Update: I solved the problem by using the following code: def create_mce_formfield(db_field): return db_field.formfield(widget = TinyMCE( attrs = {'cols': 80, 'rows': 30}, mce_attrs = { 'external_link_list_url': reverse('tinymce.views.flatpages_link_list'), 'plugin_preview_pageurl': reverse('tinymce-preview', args= ('tinymce',)), 'plugins': "safari,pagebreak,style,layer,table,save,advhr,advimage,advlink,emotions,iespell,inlinepopups,insertdatetime,preview,media,searchreplace,print,contextmenu,paste,directionality,fullscreen,noneditable,visualchars,nonbreaking,xhtmlxtras,template", 'theme_advanced_buttons1': "save,newdocument,|,bold,italic,underline,strikethrough,|,justifyleft,justifycenter,justifyright,justifyfull,styleselect,formatselect,fontselect,fontsizeselect", 'theme_advanced_buttons2': "cut,copy,paste,pastetext,pasteword,|,search,replace,|,bullist,numlist,|,outdent,indent,blockquote,|,undo,redo,|,link,unlink,anchor,image,cleanup,help,code,|,insertdate,inserttime,preview,|,forecolor,backcolor", 'theme_advanced_buttons3': "tablecontrols,|,hr,removeformat,visualaid,|,sub,sup,|,charmap,emotions,iespell,media,advhr,|,print,|,ltr,rtl,|,fullscreen", 'theme_advanced_buttons4': "insertlayer,moveforward,movebackward,absolute,|,styleprops,|,cite,abbr,acronym,del,ins,attribs,|,visualchars,nonbreaking,template,pagebreak", 'theme_advanced_toolbar_location': "top", 'theme_advanced_toolbar_align': "left", 'theme_advanced_statusbar_location': "bottom", 'theme_advanced_resizing': True, 'extended_valid_elements': "iframe[src|title|width|height|allowfullscreen|frameborder|webkitAllowFullScreen|mozallowfullscreen|allowFullScreen]", }, )) class TinyMCEFlatPageAdmin(FlatPageAdmin): def formfield_for_dbfield(self, db_field, **kwargs): if db_field.name == 'content': return create_mce_formfield(db_field) return super(TinyMCEFlatPageAdmin, self).formfield_for_dbfield(db_field, **kwargs)

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  • Mysterious Flickering Visual Artifact

    - by Axis
    A flashing bar of red appears at the top of the EAGLView that I have added as a subview in my iPhone app. It flickers on and off (i.e., one frame it's there, the next frame it's not, the next frame it's there again). I have removed a lot of code from my app until I'm essentially left with the stock OpenGL-ES project and a few changes: The glview is not fullscreen; it's a subview. I enabled the depth buffer. I'm not even trying to draw anything. If the glview is fullscreen, or if I disable the depth buffer, then there is no flicker and it works fine. But needless to say, this is a 3D view and I'd like to be able to display it within a larger UIKit view. I'm not sure what code would be useful to post, but here's how I add the glview to my main view: appDelegate.glView.frame = CGRectMake(245, 65, 215, 215); [self.view addSubview:appDelegate.glView]; [appDelegate.glView startAnimation]; Here's my render function: - (void) render { [EAGLContext setCurrentContext:context]; glBindFramebufferOES(GL_FRAMEBUFFER_OES, defaultFramebuffer); glViewport(0, 0, backingWidth, backingHeight); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glBindRenderbufferOES(GL_RENDERBUFFER_OES, colorRenderbuffer); [context presentRenderbuffer:GL_RENDERBUFFER_OES]; } It seems pretty obvious to me that the problem lies with the depth buffer somehow, but I'm not sure why. Also, it works fine in the simulator, but not on my iphone. I'm using iPhone OS 3.1. Any ideas on where to look for a problem?

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  • Can I resize the screen resolution of a remote desktop session?

    - by At Nel
    Is it possible to change the screen resolution of a Windows remote desktop session after I'm already logged on? For example: it's set for fullscreen but afterwards I want to make the window smaller but now it's Windowed with scrollbars etc. making it a real pain. Basically what I'm hoping for is like when you resize a VMWare session, the guest OS can resize the resolution and everything works beautifully.

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  • NOTEPAD replacement for POETRY

    - by DINGUZ
    NEEDS TO; -associateable with .TXT -justified text center (for poetry) -REAL total fullscreen -*open quicker than SIMILAR TO; Jdarkroom, Q10, WriteMonkey none of the above start fast enough on my NETBOOK atom processor, any alternatives would be appreciated, though I feel I have expired my google-foo.

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  • Notepad replacement for writing poetry?

    - by DINGUZ
    Requirements: associateable with .TXT justified text center (for poetry) real total fullscreen *open quicker than Similar to: Jdarkroom, Q10, WriteMonkey None of the above start fast enough on my netbook with an Atom processor. Any alternatives would be appreciated, though I feel I have expired my google-foo.

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  • Reinitialize GPU on RADEON HD 7970 under linux

    - by user1610662
    I have got a RADEON HD 7970 sapphire on Debian Squeeze. Since I often use it with running GPU codes, sometimes the performances highly decrease as I test it with "glxgears" tool (I get only 20 FPS in fullscreen). So I would like to be able to reinitialize the GPU without reboot the system. I know the "clinfo" tool which display the features of the graphics card. Is there a tool which allows to do this reinitialization ?

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  • multi-screen switcher

    - by João Melo
    I have a windows 7 machine with vmware and 2 monitors. The first one, with vmware on fullscreen, and the second one as the main screen with windows 7 with the browser and some applications, is there any way to toggle the screens configuration with a hotkey so it switches the main screen to the left and all applications accordingly (Vmware on full screen on the right monitor, and all applications on the left)

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  • openGL migration from SFML to glut, vertices arrays or display lists are not displayed

    - by user3714670
    Due to using quad buffered stereo 3D (which i have not included yet), i need to migrate my openGL program from a SFML window to a glut window. With SFML my vertices and display list were properly displayed, now with glut my window is blank white (or another color depending on the way i clear it). Here is the code to initialise the window : int type; int stereoMode = 0; if ( stereoMode == 0 ) type = GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH; else type = GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH | GLUT_STEREO; glutInitDisplayMode(type); int argc = 0; char *argv = ""; glewExperimental = GL_TRUE; glutInit(&argc, &argv); bool fullscreen = false; glutInitWindowSize(width,height); int win = glutCreateWindow(title.c_str()); glutSetWindow(win); assert(win != 0); if ( fullscreen ) { glutFullScreen(); width = glutGet(GLUT_SCREEN_WIDTH); height = glutGet(GLUT_SCREEN_HEIGHT); } GLenum err = glewInit(); if (GLEW_OK != err) { fprintf(stderr, "Error: %s\n", glewGetErrorString(err)); } glutDisplayFunc(loop_function); This is the only code i had to change for now, but here is the code i used with sfml and displayed my objects in the loop, if i change the value of glClearColor, the window's background does change color : glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glClearColor(255.0f, 255.0f, 255.0f, 0.0f); glLoadIdentity(); sf::Time elapsed_time = clock.getElapsedTime(); clock.restart(); camera->animate(elapsed_time.asMilliseconds()); camera->look(); for (auto i = objects->cbegin(); i != objects->cend(); ++i) (*i)->draw(camera); glutSwapBuffers(); Is there any other changes i should have done switching to glut ? that would be great if someone could enlighten me on the subject. In addition to that, i found out that adding too many objects (that were well handled before with SFML), openGL gives error 1285: out of memory. Maybe this is related. EDIT : Here is the code i use to draw each object, maybe it is the problem : GLuint LightID = glGetUniformLocation(this->shaderProgram, "LightPosition_worldspace"); if(LightID ==-1) cout << "LightID not found ..." << endl; GLuint MaterialAmbientID = glGetUniformLocation(this->shaderProgram, "MaterialAmbient"); if(LightID ==-1) cout << "LightID not found ..." << endl; GLuint MaterialSpecularID = glGetUniformLocation(this->shaderProgram, "MaterialSpecular"); if(LightID ==-1) cout << "LightID not found ..." << endl; glm::vec3 lightPos = glm::vec3(0,150,150); glUniform3f(LightID, lightPos.x, lightPos.y, lightPos.z); glUniform3f(MaterialAmbientID, MaterialAmbient.x, MaterialAmbient.y, MaterialAmbient.z); glUniform3f(MaterialSpecularID, MaterialSpecular.x, MaterialSpecular.y, MaterialSpecular.z); // Get a handle for our "myTextureSampler" uniform GLuint TextureID = glGetUniformLocation(shaderProgram, "myTextureSampler"); if(!TextureID) cout << "TextureID not found ..." << endl; glActiveTexture(GL_TEXTURE0); sf::Texture::bind(texture); glUniform1i(TextureID, 0); // 2nd attribute buffer : UVs GLuint vertexUVID = glGetAttribLocation(shaderProgram, "color"); if(vertexUVID==-1) cout << "vertexUVID not found ..." << endl; glEnableVertexAttribArray(vertexUVID); glBindBuffer(GL_ARRAY_BUFFER, color_array_buffer); glVertexAttribPointer(vertexUVID, 2, GL_FLOAT, GL_FALSE, 0, 0); GLuint vertexNormal_modelspaceID = glGetAttribLocation(shaderProgram, "normal"); if(!vertexNormal_modelspaceID) cout << "vertexNormal_modelspaceID not found ..." << endl; glEnableVertexAttribArray(vertexNormal_modelspaceID); glBindBuffer(GL_ARRAY_BUFFER, normal_array_buffer); glVertexAttribPointer(vertexNormal_modelspaceID, 3, GL_FLOAT, GL_FALSE, 0, 0 ); GLint posAttrib; posAttrib = glGetAttribLocation(shaderProgram, "position"); if(!posAttrib) cout << "posAttrib not found ..." << endl; glEnableVertexAttribArray(posAttrib); glBindBuffer(GL_ARRAY_BUFFER, position_array_buffer); glVertexAttribPointer(posAttrib, 3, GL_FLOAT, GL_FALSE, 0, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elements_array_buffer); glDrawElements(GL_TRIANGLES, indices.size(), GL_UNSIGNED_INT, 0); GLuint error; while ((error = glGetError()) != GL_NO_ERROR) { cerr << "OpenGL error: " << error << endl; } disableShaders();

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  • How to control in the vertex shader where pixel ends up in the renderTarget?

    - by cubrman
    What if I have an arbitrary renderTarget, that is smaller than the screen (say it is 1x1 pixel) and I want to make sure in the VertexShaderFunction that all my pixels end up exactly in that 1 pixel region? No matter what I do, they all seem to get culled at some point, though GraphicDevise.Clear() works OK. Where is the top left corner of the renderTarget Vertex-shader-vise? I tried output.Position = (0,0,0,0)/(0,0,0,1)/(1,1,1,1)/(-0.5,0.5,0,1) NOTHING works! Fullscreen quad is not an option 'cause I actually need to process geometry in the shaders to get the results I need.

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