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  • [SmartGWT] How to center a DynamicForm?

    - by user334209
    Hi there! I'm new in smartGWT and I'm getting problems designing my client. I'd like to know if there is a way to center a form. I have a TabSet in my page. I would like to make the first tab ("Welcome") similar to Google search engine, with the search box centered in the pane. The setAlign(Alignment.CENTER) method doesn't for this type of object. I get to have this at this point : link text Thanks you for helping me.

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  • How do I create an ImageView in java code, within an existing Layout?

    - by Dan T
    I'm looking for an easy way for the user to see how many drinks they've had for a BAC calculator. PICTURE OF THE APP, for reference On button press, I would like an image to be added to the screen, directly under the spinner and with left alignment. When I press the button again, I want another image to be added to the screen. So if I pressed the add beer button, a drawable of a beer would appear below the spinner. If I pressed the add beer button again, I want there to be TWO drawables of beers under the spinner, preferably with them being added from the right. (Also, having them reach their width limit, wrapping around, and starting again on the left, but below a full line, would be AWESOME) I can't figure out how to do this. I assume adding a ImageView in code to a relative layout (because it needs to be positioned to the right) would be the best route, but if it's possible in xml I'd be more than happy to use that. Any help?

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  • How to Highlight a Row in Excel Using Conditional Formatting

    - by Erez Zukerman
    Conditional formatting is an Excel feature you can use when you want to format cells based on their content. For example, you can have a cell turn red when it contains a number lower than 100. But how do you highlight an entire row? If you’ve never used Conditional Formatting before, you might want to look at Using Conditional Cell Formatting in Excel 2007. It’s one version back, but the interface really hasn’t changed much. But what if you wanted to highlight other cells based on a cell’s value? The screenshot above shows some codenames used for Ubuntu distributions. One of these is made up; when I entered “No” in the “Really” column, the entire row got different background and font colors. To see how this was done, read on.How To Make a Youtube Video Into an Animated GIFHTG Explains: What Are Character Encodings and How Do They Differ?How To Make Disposable Sleeves for Your In-Ear Monitors

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  • How to change Shift + <Keypad Key> behavior ?

    - by LeGEC
    I am used to use the numeric keypad for navigation (e.g. : [KP7] - Start, [KP1] - End, [KP4] - Left, etc... ). I am also used to use it for selection (e.g. : Shift+[KP7] - Select from cursor position to beginning of line, Shift+[KP1] - Select from cursor position to end of line, etc...) With the keyboard configuration installed with Ubuntu, though, Shift+[KP7] prints the character "7", Shift+[KP1] prints "1", etc... How can I change this so that Shift+[KP-key] is not mapped to [key], but to Shift+[KP-key] ?

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  • How do you change the style of cell in a JQuery.DataTable?

    - by Sephrial
    Hello fellow coders, I have a question about setting the style attributes for a data cell in the jQuery.DataTable. I was able to set the width for each column when initializing the dataTable using the following: oTable = $('#example').dataTable( { "aoColumns" : [ { sWidth: '40%' }, { sWidth: '60%' } ] } ); However, now I want to change the alignment for the second column like so: style="text-align: right;". I am adding rows dynamically: /* Global var for counter */ var giCount = 2; function fnClickAddRow() { oTable.fnAddData( [ 'col_1', 'col_2' ] ); giCount++; } Can you tell me how I can select the second cell of the added row after it's inserted? OR can you tell me how to set the style of the row before/during insertion? Any help would be greatly appreciated!

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  • Is it possible to calculate or mathematically prove if a game is balanced / fair?

    - by Lurca
    This question is not focussed on video games but games in general. I went to a boardgame trade fair yesterday and asked myself if there is a way to calculate the fairness of a game. Sure, some of them require a good portion of luck, but it might be possible to calculate if some character is overpowered. Especially in role-playing games and trading card games. How, for example, can the creators of "Magic: The Gathering" make sure that there isn't the "one card that beats them all", given the impressive number of available cards?

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  • SQLBeat Podcast Episode 3 – Buck Woody – Former Nun and Windows Azooray Solutioner

    - by SQLBeat
    So here it is after so many anticpated months, Episode 3. I almost feel like like having an Amercian-style hot dog in a jar to celebrate. Buck Woody and I talk about that. And we talk about moms and a Woody tattoo,  Jehova’s Witness insurance salesmen, the proper pronunciation of Azure and character. We are in England, a country with so many names and very few ice cold beverages.  We find ourselves and our wives and yungins (we can say that cause we are from Florida) in the first SQL Saturday in the U.K., Cambridge.  Though I have spent some time with Buck over the years, this trip stood out as being one where we really bonded. And I have the audio and pictures to prove it. So without further annoying text intro, I give you 30 minutes of Buck Woody…and me asking dumb questions and saying "When I was grown up."  Enjoy. Download the MP3

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  • How can I implement an Iris Wipe effect?

    - by Vandell
    For those who doesn't know: An iris wipe is a wipe that takes the shape of a growing or shrinking circle. It has been frequently used in animated short subjects, such as those in the Looney Tunes and Merrie Melodies cartoon series, to signify the end of a story. When used in this manner, the iris wipe may be centered around a certain focal point and may be used as a device for a "parting shot" joke, a fourth wall-breaching wink by a character, or other purposes. Example from flasheff.com Your answer may or may not include a coding sample, a language agnostic explanation is considered enough.

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  • SEO domain name advice

    - by Dominykas Mostauskis
    I'm starting a website, that is meant for a non-English region, using an alphabet that is a bit different than that of English. Current plan is as follows. The website name, and the domain name, will be in the local language (not English); however, domain name will be spelled in the English alphabet, while the website's title will be the same word(s), but spelled properly with accents. E.g.: 'www.litterat.fr' and 'Littérat'. Does the difference between domain name and website name character use influence the site's SEO? Is it better, SEO-wise, to choose a name that can be spelled the same way in the English alphabet? From my experience, when searching online, invariably, the English alphabet is used, no matter the language, so people will still be searching 'litterat' (without accents and such).

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  • how can i give other drives and partitions short, meaningful names (in nautilus)?

    - by honestann
    I have 4 disk drives in my 64-bit ubuntu 12.04 LTS computer at the moment, plus one external USB drive. In nautilus and unity the external drive has a nice short descriptive name "mcat", but all partitions on the 4 internal drives are displayed as a size (834GB filesystem) or a huge 32-character string form of a GUID: I'm guessing the external drive is nice, short, sweet and readable because that drive may have no partitions (well, just one I guess) and that name may be the drive label, whereas partitions usually don't have names. That may explain my problem, but doesn't solve it. Is there some way to give reasonable names to these partitions in nautilus and unity?

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  • Absorbtion 2d image effect

    - by Ed.
    I want to create a specyfic 2d image effect. It consists in modifying a sprite so it looks like it is being zoomed to a point or "absorbed" by that point. I'm not really sure what is the technical name of this effect so I cannot explain it correctly. Here you can see a video of what I'm talking about, it is the effect when the character absorbs the three glyphs. http://www.youtube.com/watch?v=PIo-GddsMcU&t=4m45s What is the name of this effect? How can I implement it with XNA for 2D textures/sprites?

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  • Subprocess fails to catch the standard output

    - by user343934
    I am trying to generate tree with fasta file input and Alignment with MuscleCommandline import sys,os, subprocess from Bio import AlignIO from Bio.Align.Applications import MuscleCommandline cline = MuscleCommandline(input="c:\Python26\opuntia.fasta") child= subprocess.Popen(str(cline), stdout = subprocess.PIPE, stderr=subprocess.PIPE, shell=(sys.platform!="win32")) align=AlignIO.read(child.stdout,"fasta") outfile=open('c:\Python26\opuntia.phy','w') AlignIO.write([align],outfile,'phylip') outfile.close() I always encounter with these problems Traceback (most recent call last): File "<string>", line 244, in run_nodebug File "C:\Python26\muscleIO.py", line 11, in <module> align=AlignIO.read(child.stdout,"fasta") File "C:\Python26\Lib\site-packages\Bio\AlignIO\__init__.py", line 423, in read raise ValueError("No records found in handle") ValueError: No records found in handle

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  • Pixel perfect collision with paths (Android)

    - by keysersoze
    Hi I'm writing a game and I'm trying to do some pixel perfect collisions with paths. The player's character has a bitmask which looks for example like this: Currenly my code that handles player's collision with path looks like this: private boolean isTerrainCollisionDetected() { if(collisionRegion.op(player.getBounds(), terrain.getBottomPathBounds(), Region.Op.INTERSECT) || collisionRegion.op(player.getBounds(), terrain.getTopPathBounds(), Region.Op.INTERSECT)) { collisionRegion.getBounds(collisionRect); for(int i = collisionRect.left; i < collisionRect.right; i++) { for(int j = collisionRect.top; j < collisionRect.bottom; j++) { if(player.getBitmask().getPixel(i - player.getX(), j - player.getY()) != Color.TRANSPARENT) { return true; } } } } return false; } The problem is that collisions aren't pixel perfect. It detects collisions in situations like this: The question is: what can I do to improve my collision detection?

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  • Is it possible to vertical align listitem marker in a flowdocument?

    - by Oggy
    I want to to align listitem marker to the top, default is alignment to the bottom of the first block. My faulty code: <Grid> <FlowDocumentScrollViewer> <FlowDocument> <List MarkerStyle="Decimal"> <ListItem> <BlockUIContainer> <Grid> <Rectangle Height="100" Fill="HotPink" /> <TextBlock VerticalAlignment="Center" HorizontalAlignment="Center">Picture</TextBlock> </Grid> </BlockUIContainer> <Paragraph>TextTextTextTextTextTextText</Paragraph> </ListItem> </List> </FlowDocument> </FlowDocumentScrollViewer> </Grid>

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  • Collision detection with entities/AI

    - by James Williams
    I'm making my first game in Java, a top down 2D RPG. I've handled basic collision detection, rendering and have added an NPC, but I'm stuck on how to handle interaction between the player and the NPC. Currently I'm drawing out my level and then drawing characters, NPCs and animated tiles on top of this. The problem is keeping track of the NPCs so that my Character class can interact with methods in the NPC classes on collision. I'm not sure my method of drawing the level and drawing everything else on top is a good one - can anyone shed any light on this topic?

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  • Multi-Threaded Pipelined Game Engine Data Synchronization Questions

    - by Douglas
    Let's say I'm setting up a worker pool based game engine with pipelining. Let's say I have 4 stages in my pipeline as such: Stage 1: Physics Stage 2: AI/Input Stage 3: Game Logic Stage 4: Rendering Now let's say that the physics detects a collision between a bullet and a character in stage 1. Two frames later the game logic may choose to remove that bullet from the simulation, however none of the other copies of the data for the other pipeline stages will get this information. How is this sort of thing and other things like it get handled? Do you generally make changes like this to every pipeline stage's data at the end of a frame?

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  • 2D Platform Game Jumping

    - by Bradley Kreuger
    I'm currently writing a game in XNA for fun which uses C#. I have got my sprites loaded and when the character moves right he looks like he is running right and when he moves left he looks like he is running left. I been looking everywhere for a good coding example for how to create a jumping ability. I have read all the physics stuff that I can stand and it doesn't help when I can't figure out how to use say space bar to jump yet can't keep them from using space just jump again until they land.

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  • How to change keyboard layout?

    - by swedishhh
    I'm on ubuntu 12.04. Recently I bought a cheap apple style bluetooth keyboard. It pairs OK. I paired it with the current 102 key still attached. Anyway I noticed that the character mapping is incorrect. Most keys do not type anything - some keys on the right (k, l, ;') etc give numbers, but that's about it. So I rebooted, with 102 kbd unattached, and the bluetooth keyboard on, ready to connect. After boot at the login screen, the bluetooth keyboard had paired. I typed my password, and it logged in fine!! However after the user login was complete it reverted to the broken behaviour. A glance at the layout chart shows ubuntu thinks I still have the 102 layout, even though it remained disconnected. Any ideas? Thanks, Dave

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  • Set a drawing viewport while using camera

    - by Mariano
    I'm working with XNA. I already have a basic world made of tiles and a camera using a transform matrix. I have a character moving around and the camera follows. What I want to do now is draw the map only on a certain part of the screen as shown on the figure below. This way I can move the map to the left of the screen and have the other fixed parts shift to the right. Do I need to modify the camera matrix? Make a new viewport?

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  • Uninstall Calibri font, installed from Windows' font directory

    - by donkeydown
    I use e PC with both Ubuntu and Windows-7 OSs. I tried to install the Calibri font for Ubuntu in this way: I did open the calibri.ttf file in the Windows/Fonts directory using Font Viewer and clicked on the Install button. Now I need to disintall that font but I can't. Font Viewer shows me "Calibri Regular" font is installed but does not allow me to disintall it. Font Manager does not show Calibri in the font list. Character Map does not show Calibri in the font list. Ubuntu Software Center and Synaptic don't find anything like "calibri". There is no calibri file in those directories: usr/share/fonts usr/local/share/fonts ~/.fonts The font is visible to LibreOffice, Chrome, Firefox.

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  • Functions returning pointers

    - by fg nu
    C++ noob here. I have a very basic question about a construct I found in the C++ book I am reading. // class declaration class CStr { char sData[256]; public: char* get(void); }; // implementation of the function char* CStr::get(void) { return sData; } So the Cstr::get function is obviously meant to return a character pointer, but the function is passing what looks like the value (return sData). Does C++ know to return the address of the returned object? My guess would have been that the function definition would be return &sData.

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  • How Hackers Can Disguise Malicious Programs With Fake File Extensions

    - by Chris Hoffman
    File extensions can be faked – that file with an .mp3 extension may actually be an executable program. Hackers can fake file extensions by abusing a special Unicode character, forcing text to be displayed in reverse order. Windows also hides file extensions by default, which is another way novice users can be deceived – a file with a name like picture.jpg.exe will appear as a harmless JPEG image file. Can Dust Actually Damage My Computer? What To Do If You Get a Virus on Your Computer Why Enabling “Do Not Track” Doesn’t Stop You From Being Tracked

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  • Cocos2d Tiled Dynamic Object Layer

    - by Rodrigo Camargo
    I'm trying to develop a cocos2d tiled based game using a sort of 'dynamic' object layer. What I want to do is after the tiled map is loaded, the user can drag something into the map and that will become an event when the 'hero' pass over it. I know how to build an object layer in tiled but it seems that is for fixed positions and what I want is a dynamic action position based on what the user can select. For instance, the user can drag a rock into a tile and when the character hit that rock he may die, or something. I'm a little lost about how to make it work. Do you have any idea of what should I use or what should I look for? Thanks in advance!

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  • Dynamic body implementation

    - by ArturoVM
    I am writing a 2D game where one of the characters has some very particular requirements. This character is a body with no particular shape (similar to a fluid, but not so much), it has to be able to grow and shrink (as in actually growing, not just scaling), and it has to have collision detection (even if it's basic). Because of this requirements, it obviously can't be based on a sprite, so direct rendering of the shape should be the logical thing to do. I assume this is no easy task, but I just couldn't find a good physics engine that covers these requirements (or at least no tutorial on how to do it; I particularly searched for Box2D tutorials). Is there a way of doing this with Box2D, SDL, or any other physics or game engine out there? If not, what's a good place to start? I am really clueless as far as soft-body physics are concerned.

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  • Camera movement and threshold not working

    - by irish guy mcconagheh
    I have a platformer that is in progress, part of this has a camera which I only want to move when the character moves out of a certain threshold, to try to accomplish this I have the following if statement: if(((Mathf.Abs(target.transform.position.x))-(Mathf.Abs(transform.position.x)))>thres){ x = moveTo(transform.position.x, target.position.x, trackSpeed); } in unity/c#. In pseudocode it means if((absolute value of player x) - (absolute value of camera x) is greater than the threshold){ move { however this does not seem to work correctly. it appears to work for the first couple of times the threshold is reached, however the distance between the camera and the player has to increase every time for the camera to move. I do not believe the movement of the camera is the problem, however the code for it is as follows: private float moveTo(float n, float target, float accel) { if (n == target) { return n; } else { float dir = Mathf.Sign(target - n); n += accel * Time.deltaTime * dir; return (dir == Mathf.Sign(target-n))? n: target; } } }

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