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  • Help to resolve 'Out of memory' exception when calling DrawImage

    - by Jack Juiceson
    Hi guys, About one percent of our users experience sudden crash while using our application. The logs show below exception, the only thing in common that I've seen so far is that, they all have XP SP3. Thanks in advance Out of memory. at System.Drawing.Graphics.CheckErrorStatus(Int32 status) at System.Drawing.Graphics.DrawImage(Image image, Rectangle destRect, Int32 srcX, Int32 srcY, Int32 srcWidth, Int32 srcHeight, GraphicsUnit srcUnit, ImageAttributes imageAttrs, DrawImageAbort callback, IntPtr callbackData) at System.Drawing.Graphics.DrawImage(Image image, Rectangle destRect, Int32 srcX, Int32 srcY, Int32 srcWidth, Int32 srcHeight, GraphicsUnit srcUnit, ImageAttributes imageAttr, DrawImageAbort callback) at System.Drawing.Graphics.DrawImage(Image image, Rectangle destRect, Int32 srcX, Int32 srcY, Int32 srcWidth, Int32 srcHeight, GraphicsUnit srcUnit, ImageAttributes imageAttr) at System.Windows.Forms.ControlPaint.DrawBackgroundImage(Graphics g, Image backgroundImage, Color backColor, ImageLayout backgroundImageLayout, Rectangle bounds, Rectangle clipRect, Point scrollOffset, RightToLeft rightToLeft) at System.Windows.Forms.Control.PaintBackground(PaintEventArgs e, Rectangle rectangle, Color backColor, Point scrollOffset) at System.Windows.Forms.Control.PaintBackground(PaintEventArgs e, Rectangle rectangle) at System.Windows.Forms.Control.OnPaintBackground(PaintEventArgs pevent) at System.Windows.Forms.ScrollableControl.OnPaintBackground(PaintEventArgs e) at System.Windows.Forms.Control.PaintTransparentBackground(PaintEventArgs e, Rectangle rectangle, Region transparentRegion) at System.Windows.Forms.Control.PaintBackground(PaintEventArgs e, Rectangle rectangle, Color backColor, Point scrollOffset) at System.Windows.Forms.Control.PaintBackground(PaintEventArgs e, Rectangle rectangle) at System.Windows.Forms.Control.OnPaintBackground(PaintEventArgs pevent) at System.Windows.Forms.ScrollableControl.OnPaintBackground(PaintEventArgs e) at System.Windows.Forms.Control.PaintTransparentBackground(PaintEventArgs e, Rectangle rectangle, Region transparentRegion) at System.Windows.Forms.Control.PaintBackground(PaintEventArgs e, Rectangle rectangle, Color backColor, Point scrollOffset) at System.Windows.Forms.Control.PaintBackground(PaintEventArgs e, Rectangle rectangle) at System.Windows.Forms.Control.OnPaintBackground(PaintEventArgs pevent) at System.Windows.Forms.Control.PaintWithErrorHandling(PaintEventArgs e, Int16 layer, Boolean disposeEventArgs) at System.Windows.Forms.Control.WmPaint(Message& m) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam) Operation System Information ---------------------------- Name = Windows XP Edition = Home Service Pack = Service Pack 3 Version = 5.1.2600.196608 Bits = 32

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  • How do I change the CellErrorStyle for an Xceed Datagrid?

    - by Bob
    So in the Xceed documentation there is a code example that does not work for me. It may be because my grid is bound to a DataGridCollectionView. The objects in the collection used by the datagridcollection are what implement IDataErrorInfo. The errors are showing up just fine. The problem is that they are using the default orange background for errors...I need a red border. Below is the XAML instantiation of my grid. I set the DataCell background property to red just so I could be sure I had access to the grid's properties... I do. I just can't find the way to identify the cell's w/ errors so I can style them. Thanks! <XceedDG:DataGridControl Grid.Row="1" Grid.ColumnSpan="5" ItemsSource="{Binding Path = ABGDataGridCollectionView, UpdateSourceTrigger=PropertyChanged}" Background="{x:Static Views:DataGridControlBackgroundBrushes.ElementalBlue}" IsDeleteCommandEnabled="True" FontSize="16" AutoCreateColumns="False" x:Name="EncounterDataGrid" AllowDrop="True"> <XceedDG:DataGridControl.View> <Views:TableView ColumnStretchMode="All" ShowRowSelectorPane="True" ColumnStretchMinWidth="100"> <Views:TableView.FixedHeaders> <DataTemplate> <XceedDG:InsertionRow Height="40"/> </DataTemplate> </Views:TableView.FixedHeaders> </Views:TableView> </XceedDG:DataGridControl.View> <!--Group Header formatting--> <XceedDG:DataGridControl.Resources> <Style TargetType="{x:Type XceedDG:GroupByControl}"> <Setter Property="Visibility" Value="Collapsed"/> </Style> <Style TargetType="{x:Type XceedDG:DataCell}"> <Setter Property="Background" Value="Red"/> </Style> </XceedDG:DataGridControl.Resources> ...

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  • Why is graphviz drawing two arrows, and using a weird order?

    - by dmd
    Why is graphviz drawing two arrows from uncap_spike to peel, and why is it drawing peel to the right of hang? I want uncap_spike - peel - hang - spike, in that order, with one edge between each. digraph hangers { compound=true fontname="Gill Sans" node [fontname="Gill Sans" shape=box fillcolor=white style="rounded, filled"] edge [fontname="Gill Sans"] subgraph cluster_prep { style="filled" label=Prep gather [shape=Mrecord label="{gather | EtOH swab\nvented tubing}"] uncap_bottle [label="uncap bottle"] uncap_spike [label="uncap spike"] swab [shape=Mrecord label="{swab EtOH | wait 30 seconds for sterility}"] gather -> uncap_bottle -> swab -> uncap_spike {rank=same gather uncap_bottle swab uncap_spike} } subgraph cluster_hang { style=filled label=Hang {rank=same peel hang} } {rank=same uncap_spike -> peel -> hang -> spike -> prime} hang -> rip [color=firebrick] rip [label="eyelet\nripped" style="filled" shape=octagon regular fontcolor=white fontsize=10 width=.5 fixedsize color=firebrick fillcolor=firebrick ] swab -> not_sterile [color=firebrick] not_sterile [label="not\nsterile" style="filled" shape=octagon regular fontcolor=white fontsize=10 width=.5 fixedsize color=firebrick fillcolor=firebrick ] }

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  • How can I fetch Google static maps with TIdHTTP?

    - by cloudstrif3
    I'm trying to return content from maps.google.com from within Delphi 2006 using the TIdHTTP component. My code is as follows procedure TForm1.GetGoogleMap(); var t_GetRequest: String; t_Source: TStringList; t_Stream: TMemoryStream; begin t_Source := TStringList.Create; try t_Stream := TMemoryStream.Create; try t_GetRequest := 'http://maps.google.com/maps/api/staticmap?' + 'center=Brooklyn+Bridge,New+York,NY' + '&zoom=14' + '&size=512x512' + '&maptype=roadmap' + '&markers=color:blue|label:S|40.702147,-74.015794' + '&markers=color:green|label:G|40.711614,-74.012318' + '&markers=color:red|color:red|label:C|40.718217,-73.998284' + '&sensor=false'; IdHTTP1.Post(t_GetRequest, t_Source, t_Stream); t_Stream.SaveToFile('google.html'); finally t_Stream.Free; end; finally t_Source.Free; end; end; However I keep getting the response HTTP/1.0 403 Forbidden. I assume this means that I don't have permission to make this request but if I copy the url into my web browser IE 8, it works fine. Is there some header information that I need or something else?

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  • CSS renders Input in firefox mac vs firefox PC. can i detect os via javascript? or maybe a CSS hack

    - by adardesign
    I have a input[type="text"] the that has padding applied to it behaves differently in firefox PC then on a mac. Any hacks that can target firefox PC? These styles are what its seen on firefox PC firebug .searchContainer input { border-color:#7C7C7C #C3C3C3 #DDDDDD; border-style:solid; border-width:1px; color:#555555; float:left; height:12px; padding:3px; } These styles are what its seen on firefox PC firebug .searchContainer input { border-color:#7C7C7C #C3C3C3 #DDDDDD; border-style:solid; border-width:1px; color:#555555; float:left; height:12px; padding:3px; } No other styles are applied to these inputs. Here is a snapshot of FF PC http://tinyurl.com/2wdxmq5 Here is a snapshot of FF mac http://tinyurl.com/2u7f2nl any suggestions?

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  • Question about creating device-compatible bitmaps in C#

    - by MusiGenesis
    I am storing bitmap-like data in a two-dimensional int array. To convert this array into a GDI-compatible bitmap (for use with BitBlt), I am using this function: public IntPtr GetGDIBitmap(int[,] data) { int w = data.GetLength(0); int h = data.GetLength(1); IntPtr ret = IntPtr.Zero; using (Bitmap bmp = new Bitmap(w, h)) { for (int x = 0; x < w; x++) { for (int y = 0; y < h; y++) { Color color = Color.FromArgb(data[x, y]); bmp.SetPixel(x, y, color); } } ret = bmp.GetHbitmap(); } return ret; } This works as expected, but the call to bmp.GetHbitmap() has to allocate memory for the returned bitmap. I'd like to modify this method in two (probably related) ways: I'd like to remove the intermediate Bitmap from the above code entirely, and go directly from my int[,] array to the device-compatible bitmap (i.e. the IntPtr). I presume this would involve calling CreateCompatibleBitmap, but I don't know how to go from that call to actually manipulating the pixel values. This should logically follow from the answer to the first, but I'd also like my method to re-use existing GDI bitmap handles (instead of creating a new bitmap each time). How can I do this? NOTE: I don't really use Bitmap.SetPixel(), as its performance could best be described as "glacial". The code is just for illustration.

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  • How to include frameset under CGI.pm

    - by neversaint
    I want to have a cgi-script that does two things. Take the input from a form. Generate results base on the input values on a frame. Primarily I want the frame exist only after the results is generated/printed. Below is the simplified code of what I want to do. But somehow it doesn't work. What's the right way to do it? #!/usr/local/bin/perl use CGI ':standard'; print header; print start_html('A Simple Example'), h1('A Simple Example'), start_form, "What's your name? ",textfield('name'), p, "What's the combination?", p, checkbox_group(-name=>'words', -values=>['eenie','meenie','minie','moe'], -defaults=>['eenie','minie']), p, "What's your favorite color? ", popup_menu(-name=>'color', -values=>['red','green','blue','chartreuse']), p, submit, end_form, hr; if (param()) { # begin create the frame print <<EOF; <html><head><title>$TITLE</title></head> <frameset rows="10,90"> <frame src="$script_name/query" name="query"> <frame src="$script_name/response" name="response"> </frameset> EOF # Finish creating frame print "Your name is: ",em(param('name')), p, "The keywords are: ",em(join(", ",param('words'))), p, "Your favorite color is: ",em(param('color')), hr; } print end_html;

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  • positioning text/image with a border

    - by user167487
    Learning html/css, having trouble with positioning text and or images within a border on a page exactly where i want them. I'm first trying to stack them underneath each other vertically, but i dont know how to move each box underneath, at the moment they are stacking horizontally until they go over the max width, what do i do? HTML: <div id="column1"> <p>blah blah blah</p> </div> <div id="column2"> <p>blah blah blah</p> </div> <div id="column3"> <p>blah blah blah</p> </div> CSS: p { font-family: Tahoma; font-size: 14px; margin: 1px; padding: 10px; text-align: left; background-color: white; width: 800px; } #column1 {float: left; position: relative; width: 200px; padding: 3px; background: gray ; top: 10px;margin: 1px; } #column2 {float: left; position: relative; width: 200px; padding: 3px; background: orange; top:50px;margin: 1px; } #column3 {float: left; position: relative; width: 200px; padding: 3px; background: gray; top: 100px;margin: 1px; }

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  • please convert this PHP code in ruby

    - by Arpit Vaishnav
    <?php // amcharts.com export to image utility // set image type (gif/png/jpeg) $imgtype = 'jpeg'; // set image quality (from 0 to 100, not applicable to gif) $imgquality = 100; // get data from $_POST or $_GET ? $data = &$_POST; // get image dimensions $width = (int) $data['width']; $height = (int) $data['height']; // create image object $img = imagecreatetruecolor($width, $height); // populate image with pixels for ($y = 0; $y < $height; $y++) { // innitialize $x = 0; // get row data $row = explode(',', $data['r'.$y]); // place row pixels $cnt = sizeof($row); for ($r = 0; $r < $cnt; $r++) { // get pixel(s) data $pixel = explode(':', $row[$r]); // get color $pixel[0] = str_pad($pixel[0], 6, '0', STR_PAD_LEFT); $cr = hexdec(substr($pixel[0], 0, 2)); $cg = hexdec(substr($pixel[0], 2, 2)); $cb = hexdec(substr($pixel[0], 4, 2)); // allocate color $color = imagecolorallocate($img, $cr, $cg, $cb); // place repeating pixels $repeat = isset($pixel[1]) ? (int) $pixel[1] : 1; for ($c = 0; $c < $repeat; $c++) { // place pixel imagesetpixel($img, $x, $y, $color); // iterate column $x++; } } } // set proper content type header('Content-type: image/'.$imgtype); header('Content-Disposition: attachment; filename="chart.'.$imgtype.'"'); // stream image $function = 'image'.$imgtype; if ($imgtype == 'gif') { $function($img); } else { $function($img, null, $imgquality); } // destroy imagedestroy($img); ?

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  • Silverlight graphics pixel side position?

    - by Tuukka
    I try to port simple game to silverlight (SameGame). The problem is that my old source code used pixel sizes to allight game marks to board. I draw simple grid using lines and game mark (using rectangle). How i can set rentacle position correctly? Example 20 20 pixels to upper left corner). private void DrawGrid() { LayoutRoot.Children.Clear(); Rectangle r = new Rectangle(); r.Width = 20; r.Height = 20; r.Fill = new SolidColorBrush(Color.FromArgb(255, 0, 255, 0)); r.Stroke = new SolidColorBrush(Color.FromArgb(255, 0, 255, 0)); r.SetValue(Canvas.LeftProperty, (double)0); r.SetValue(Canvas.TopProperty, (double)0); LayoutRoot.Children.Add(r); Color GridColor = Color.FromArgb(0xFF, 0x00, 0x00, 0x00); for (int y = 0; y < 11; y++) { Line l = new Line(); l.X1 = 0; l.Y1 = 30 * y - 1; l.X2 = 20 * 30; l.Y2 = 30 * y - 1; l.Stroke = new SolidColorBrush(GridColor); l.StrokeThickness = 1; LayoutRoot.Children.Add(l); } for (int x = 0; x < 21; x++) { Line l = new Line(); l.X1 = 30 * x; l.Y1 = 0; l.X2 = 30 * x; l.Y2 = 10 * 30; l.Stroke = new SolidColorBrush(GridColor); l.StrokeThickness = 1; LayoutRoot.Children.Add(l); } }

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  • Jquery Tabs Help

    - by Jacinto
    So I am trying to make a tabs in a menu but cant make the whole width of each of the tabs 219px. it only allows me to make the li 219 but I wanna make the li a 219px. I cant seem to figure it out. Also is there a way to make a next button or would the best way to go to each tab and literally put in the next tab in a type of way? any help would be greatly appreciated Css .servicesNavigation li { float: left; list-style: none; width: 219px; } ul.servicesNavigation li a { padding: 3px 5px; background-color: #ccc; color: #000; text-decoration: none; width: 219px; } ul.servicesNavigation li a.selected, ul.tabNavigation li a:hover { background-color: #333; color: #fff; padding-top: 7px; } ul.servicesNavigation li a:focus { outline: 0; } HTML <ul class="servicesNavigation"> <li><a href="#Web">Web</a></li> <li><a href="#Print">Print</a></li> <li><a href="#DynamicContent">Dynamic Content</a></li> <li><a href="#Hosting">Hosting</a></li> </ul> Jquery var tabContainers = $('div.servicesInfo > div'); tabContainers.hide().filter(':first').show(); $('div.servicesInfo ul.servicesNavigation a').click(function () { tabContainers.hide(); tabContainers.filter(this.hash).show(); $('div.servicesInfo ul.servicesNavigation a').removeClass('selected'); $(this).addClass('selected'); return false; }).filter(':first').click();

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  • How to modulate every texture unit in OpenGL ES 1.1?

    - by Jesse Beder
    I have two textures and a "blend factor", and I'd like to mix them, modulated by the current color; in effect, I want to use the following shader: gl_FragColor = gl_Color * mix(tex0, tex1, blendFactor); I'm using OpenGL ES 1.1, targeting all versions of the iPhone, so I can't use shaders, and I have two texture units. My best attempt is: // texture 0 glActiveTexture(GL_TEXTURE0); image1.Bind(); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); // texture 1 glActiveTexture(GL_TEXTURE1); image2.Bind(); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_INTERPOLATE); glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_RGB, GL_PREVIOUS); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_SRC1_RGB, GL_TEXTURE); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_SRC2_RGB, GL_CONSTANT); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_SRC_ALPHA); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_INTERPOLATE); glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_ALPHA, GL_PREVIOUS); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA); glTexEnvi(GL_TEXTURE_ENV, GL_SRC1_ALPHA, GL_TEXTURE); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, GL_SRC_ALPHA); glTexEnvi(GL_TEXTURE_ENV, GL_SRC2_ALPHA, GL_CONSTANT); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA, GL_SRC_ALPHA); const float factor[] = { 0, 0, 0, blendFactor }; glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, factor); This has the effect of the shader: gl_FragColor = mix(gl_Color * tex0, tex1, blendFactor); but I don't see how to module texture 1 by the color. Is there any way to have the color provided by a texture unit automatically modulated by the incoming primary color? Or any other way to do what I want that I'm missing? Multiple passes are definitely allowed, but they have to have the proper blend effect; I have glBlend(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); enabled, so it can be tricky to get right with multiple passes.

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  • How to draw some lines in a view element defined in the xml layout

    - by Nils
    Hello, I have problems drawing some simple lines in a view object (Android programming). First I created the layout with the view element(kind of painting area) in it (XML file). [...] < View android:id="@+id/viewmap" android:layout_width="572px" android:layout_height="359px" android:layout_x="26px" android:layout_y="27px" [...] ... and tried then to access it to draw some lines. Unfortunately the program is running and other UI elements like buttons are displayed, but I can't see the drawings. What's wrong ? [...] viewmap = (View) findViewById(R.id.viewmap); Canvas canvas = new Canvas(); viewmap.draw(canvas); Paint p = new Paint(); p.setColor(Color.BLUE); p.setStyle(Paint.Style.STROKE); canvas.drawColor(Color.WHITE); p.setColor(Color.BLUE); canvas.drawLine(4, 4, 29, 5, p); p.setColor(Color.RED); viewmap.draw(canvas); [...] Thanks for help :) !

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  • "Outward" border-radius in css?

    - by MaxMackie
    Currently, the links at the top of my website look like this: However, I am trying to "round" the bottom edges of the buttons to make it look like they are coming out of the page and into the ribbon at the top. I am aware that you can hack it and add a "separator" div with rounded corners between each entry, but this would be difficult to do seeing at the borders used are not all from the same div. Also, it wouldn't be easy seeing as my buttons are very close to each other. The css for the "button": .button { border-top: 3px solid #A1C1BE; border-left: 3px solid #A1C1BE; border-right: 3px solid #A1C1BE; border-bottom: 0px; padding: 5px 8px 5px 8px; margin: 0 0 -9px 0; border-radius: 5px 5px 0 0; font-size: 12px; font-family: 'PT Sans', sans-serif; background-color: #f8f8ff; color: #484848; } css for the "ribbon": #top-wrapper { border-bottom: 5px solid #A1C1BE; width: 100%; background-color: #59554E; padding: 10px 0 0 0; color: #C0C0A8; } As you can see, the thicker border belongs to the ribbon which stretches the length of the webpage, whereas the thinner blue border is part of the button.

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  • Listen to double click not click

    - by Mohsen
    I'm just wondering why click event happening when I dbclick an element? I have this code:(JSBIN) HTML <p id="hello">Hello World</p> JavaScript document.getElementById('hello').addEventListener('click', function(e){ e.preventDefault(); this.style.background = 'red'; }, false); document.getElementById('hello').addEventListener('dbclick', function(){ this.style.background = 'yellow'; }, false); It should do different things for click and double click, but it seems when you double click on the p it catch click event in advance and ignore double click. I tried preventDefault the click event too. How can I listen to just dbclick? UPDATE I had a typo in my code. dbclick is wrong. It's dblclick. Anyway the problem still exist. When user double clicks the click event happens. This is updated code that prove it:(JSBin) document.getElementById('hello').addEventListener('click', function(e){ e.preventDefault(); this.style.background = 'red'; this.innerText = "Hello World clicked"; }, false); document.getElementById('hello').addEventListener('dblclick', function(){ this.style.background = 'green'; }, false);

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  • Javascript: prototypeal inheritance and the prototype property

    - by JanD
    Hi, I have a simple code fragment in JS working with prototype inheritance. function object(o) { function F() {} F.prototype = o; return new F(); } //the following code block has a alternate version var mammal = { color: "brown", getColor: function() { return this.color; } } var myCat = object(mammal); myCat.meow = function(){return "meow";} that worked fine but adding this: mammal.prototype.kindOf = "predator"; does not. ("mammal.prototype is undefined") Since I guessed that object maybe have no prototype I rewrote it, replacing the var mammal={... block with: function mammal() { this.color = "brown"; this.getColor = function() { return this.color; } } which gave me a bunch of other errors: "Function.prototype.toString called on incompatible object" and if I try to call _myCat.getColor() "myCat.getColor is not a function" Now I am totally confused. After reading Crockford, and Flanagan I did not get the solution for the errors. So it would be great if somebody knows... - why is the prototype undefined in the first example (which is foremost concern; I thought the prototype of explicitly set in the object() function) - why get I these strange errors trying to use the mammal function as prototype object in the object() function?

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  • How can I mix SVG and HTML into a page?

    - by John Duff
    I've been using the jQuery.svg plugin to do some SVG rendering and it works perfectly but I also want to have the server render some SVG into the page and I can't get that to work. How do I add some SVG like below into the page so that Firefox will render it? <svg xmlns="http://www.w3.org/2000/svg" version="1.1" preserveAspectRatio="none" viewBox="0 0 100 100"> <linearGradient id="background_gradient_black" x1="0%" y1="10" x2="0%" y2="90" gradientUnits="userSpaceOnUse"> <stop offset="0%" stop-color="#000" stop-opacity="1" /> <stop offset="45%" stop-color="#444" stop-opacity="1" /> <stop offset="55%" stop-color="#444" stop-opacity="1" /> <stop offset="100%" stop-color="#000" stop-opacity="1" /> </linearGradient> <rect x="0" y="0" width="100" height="100" fill="url(#background_gradient_black)"" /> </svg> Do I need a meta tag saying that there is SVG content in the page or define the SVG namespace somehow?

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  • DD_belatedPNG.js - how to access the vml object? this is for a PNG image-swap.

    - by akc
    I am trying to use Drew Dillard's awesome DD_belatedPNG fix + jQuery to achieve a run-of-the-mill image-swap on hover -- but with PNGs, and to work on IE6. Example: <a id="thelink" href="blah.html"><img src="f-u-ie6.png" /></a> Since DD's script sets the visibility of the original image to "hidden", you can't effectively hover over it. A lot of people, I have noticed, are thwarted by this limitation. Enough so that Drew mentioned he would try to get a work-around into the next version of his PNG fix. Well, in the meantime, I thought I could get around this by handling the hover event on the image's parent instead. So onmouseover, I would hide the VML object created by DD_belatedPNG while setting a background image on "thelink", and onmouseout, show the VML object again and set the background image to nothing. The following code was just to see if I could access the VML object, but it does not work on the VML. It hides all manner of other children, but not the VML. Any ideas? $(document).ready(function(){ $("thelink").hover(function() { $(this).children().attr({ style: "visibility:hidden" }); }, function() { $(this).children().attr({ style: "visibility:visible" }); }); }); Alternatively, can anyone suggest a great PNG image-swap method? I know that you can swap a background image of a link. But you still need to have something inside the A tag. That's not my case. Also, you could put a transparent GIF in the A tag and have the background image swapped to achieve the effect, but I really don't want to do that. Thanks for your insights!

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  • Jquery and PHP rating function problem

    - by Sergio
    I know that I was already posted similar question but I just can't find the answer and figure it out how to solve this problem. I'm trying to customize Jquery Star Rating plugin (link text) but I do not know what to do to show the message based on response of PHP script. Jquery script successfully send rating data to PHP scripts that query the database and based on that echo message of proper or improper rating. What should I add to an existing JS code so I can get echo from PHP and base on that write a message on some DIV beside rating star? Jquery: $('#gal').rating('gl.php?gal_no=<?=$gal_no;?>&id=<?=$id;?>', {maxvalue:10,increment:.5, curvalue: <?=$cur;?>}); Simplified PHP code: $br=mysql_query("SELECT count(gal) as total FROM ...") if ... { echo '0'; } else echo '1'; } Jquery code successfully transmitted data to PHP script and when the PHP done with checking data echo the result ('1' or '0'). How can I get this PHP result back to Jquery and based on them write a message? Something like: if(data=="1") { $("#error").show("fast").html('not correct').css({'background-color':'#F5F5F5','border-color' : '#F69'}); }else{ $("#error").show("fast").html('correct').css({'background-color' : '#FFF','border-color' : '#3b5998'}); } If someone has an idea...I would appreciate it.

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  • Why hovering in this menu is not working in IE?

    - by janoChen
    When a anchor is hovered in this menu it should turn its background white. It works in Firefox and Chrome but in IE the words just disappear and the background doesn't turn white. CSS: #lang { float: right; padding: 0 0 0 0; margin: 50px 25px 0 0; width: 285px; } #lang li { font-size: 10px; float: right; } #lang li a#english, #spanish, #chinese { color: #FFF; float: right; padding-right: 20px; padding-top: 2px; padding-bottom: 2px; width: 200px; /* ie fix */ } #lang li a#english { padding-left: 231px; } #lang li a#spanish { padding-left: 228px; } #lang li a#chinese { padding-left: 219px; } #lang li a:hover { background: #FFF; color: #444; } #lang li.current a { background: #FFF !important; color: #444 !important; cursor: default; } HTML: <ul id="lang"> <li <?php if($lang_file=='lang.en.php') {echo 'class="current"';} ?>><a id="english" href="index.php?lang=en">english</a></li> <li <?php if($lang_file=='lang.es.php') {echo 'class="current"';} ?>><a id="spanish" href="index.php?lang=es">español</a></li> <li <?php if($lang_file=='lang.zh-tw.php') {echo 'class="current"';} ?>><a id="chinese" href="index.php?lang=zh-tw">??(??)</a></li> <li <?php if($lang_file=='lang.zh-cn.php') {echo 'class="current"';} ?>><a id="chinese" href="index.php?lang=zh-cn">??(??)</a></li> </ul>

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  • google chrome extension update text after response callback

    - by Jerome
    I am writing a Google Chrome extension. I have reached the stage where I can pass messages back and forth readily but I am running into trouble with using the response callback. My background page opens a message page and then the message page requests more information from background. When the message page receives the response I want to replace some of the standard text on the message page with custom text based on the response. Here is the code: chrome.extension.sendRequest({cmd: "sendKeyWords"}, function(response) { keyWordList=response.keyWordsFound; var keyWords=""; for (var i = 0; i FIRST QUESTION: This all seems to work fine but the text on the page doesn't change. I am almost certainly because the callback completes after the page is finished loading and the rest of the code finishes before the callback completes, too. How do I update the page with the new text? Can I listen for the callback to complete or something like that? SECOND QUESTION: The procedure I am pursuing first opens the message page and then the message page requests the keyword list from background. Since I always want the keyword list, it makes more sense to just send it when I create the tab. Can I do that? Here is the code from background that opens the message page: //when request from detail page to open message page chrome.extension.onRequest.addListener(function(request, sender, sendResponse) { if(request.cmd == "openMessage") { console.log("Received Request to Open Message, Profile Score: "+request.keyWordsFound.length); keyWordList=request.keyWordsFound; chrome.tabs.create({url: request.url}, function(tab){ msgTabId=tab.id; //needed to determine if message tab has later been closed chrome.tabs.executeScript(tab.id, {file: "message.js"}); }); console.log("Opening Message"); } });

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  • Pygame Sprite/Font rendering issues

    - by Grimless
    Hey guys. Here's my problem: I have a game class that maintains a HUD overlay that has a bunch of elements, including header and footer background sprites. Everything was working fine until I added a 1024x128 footer sprite. Now two of my text labels will not render, despite the fact that they DO exist in my Group and self.elements array. Is there something I'm missing? When I take out the footerHUDImage line, all of the labels render correctly and everything works fine. When I add the footerHUDImage, two of the labels (the first two) no longer render and the third only sometimes renders. HELP PLEASE! Here is the code: class AoWHUD (object): def __init__(self, screen, delegate, dataSource): self.delegate = delegate self.dataSource = dataSource self.elements = [] headerHudImage = KJRImage("HUDBackground.png") self.elements.append(headerHudImage) headerHudImage.userInteractionEnabled = True footerHUDImage = KJRImage("ControlsBackground.png") self.elements.append(footerHUDImage) footerHUDImage.rect.bottom = screen.get_rect().height footerHUDImage.userInteractionEnabled = True lumberMessage = "Lumber: " + str(self.dataSource.lumber) lumberLabel = KJRLabel(lumberMessage, size = 48, color = (240, 200, 10)) lumberLabel.rect.topleft = (_kSpacingMultiple * 0, 0) self.elements.append(lumberLabel) stoneMessage = "Stone: " + str(self.dataSource.stone) stoneLabel = KJRLabel(stoneMessage, size = 48, color = (240, 200, 10)) stoneLabel.rect.topleft = (_kSpacingMultiple * 1, 0) self.elements.append(stoneLabel) metalMessage = "Metal: " + str(self.dataSource.metal) metalLabel = KJRLabel(metalMessage, size = 48, color = (240, 200, 10)) metalLabel.rect.topleft = (_kSpacingMultiple * 2, 0) self.elements.append(metalLabel) foodMessage = "Food: " + str(len(self.dataSource.units)) + "/" + str(self.dataSource.food) foodLabel = KJRLabel(foodMessage, size = 48, color = (240, 200, 10)) foodLabel.rect.topleft = (_kSpacingMultiple * 3, 0) self.elements.append(foodLabel) self.selectionSprites = {32 : pygame.image.load("Selected32.png").convert_alpha(), 64 : pygame.image.load("Selected64.png")} self._sprites_ = pygame.sprite.Group() for e in self.elements: self._sprites_.add(e) print self.elements def draw(self, screen): if self.dataSource.resourcesChanged: lumberMessage = "Lumber: " + str(self.dataSource.lumber) stoneMessage = "Stone: " + str(self.dataSource.stone) metalMessage = "Metal: " + str(self.dataSource.metal) foodMessage = "Food: " + str(len(self.dataSource.units)) + "/" + str(self.dataSource.food) self.elements[2].setText(lumberMessage) self.elements[2].rect.topleft = (_kSpacingMultiple * 0, 0) self.elements[3].setText(stoneMessage) self.elements[3].rect.topleft = (_kSpacingMultiple * 1, 0) self.elements[4].setText(metalMessage) self.elements[4].rect.topleft = (_kSpacingMultiple * 2, 0) self.elements[5].setText(foodMessage) self.elements[5].rect.topleft = (_kSpacingMultiple * 3, 0) self.dataSource.resourcesChanged = False self._sprites_.draw(screen) if self.delegate.selectedUnit: theSelectionSprite = self.selectionSprites[self.delegate.selectedUnit.rect.width] screen.blit(theSelectionSprite, self.delegate.selectedUnit.rect)

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  • How do I include a frameset under CGI.pm?

    - by neversaint
    I want to have a cgi-script that does two things. Take the input from a form. Generate results base on the input values on a frame. I also want the frame to exist only after the result is generated/printed. Below is the simplified code of what I want to do. But somehow it doesn't work. What's the right way to do it? #!/usr/local/bin/perl use CGI ':standard'; print header; print start_html('A Simple Example'), h1('A Simple Example'), start_form, "What's your name? ",textfield('name'), p, "What's the combination?", p, checkbox_group(-name=>'words', -values=>['eenie','meenie','minie','moe'], -defaults=>['eenie','minie']), p, "What's your favorite color? ", popup_menu(-name=>'color', -values=>['red','green','blue','chartreuse']), p, submit, end_form, hr; if (param()) { # begin create the frame print <<EOF; <html><head><title>$TITLE</title></head> <frameset rows="10,90"> <frame src="$script_name/query" name="query"> <frame src="$script_name/response" name="response"> </frameset> EOF # Finish creating frame print "Your name is: ",em(param('name')), p, "The keywords are: ",em(join(", ",param('words'))), p, "Your favorite color is: ",em(param('color')), hr; } print end_html;

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  • css style remains after click

    - by rod
    Hi All, I have a simple test page with a single styled button. I'm using a:hover when you hover over the button. However, when you click the button the a:hover style remains until I click on something else. How would I fix this and why is this happening? Thanks, rod. <asp:Content ID="indexContent" ContentPlaceHolderID="MainContent" runat="server"> <% using (Ajax.BeginForm(new AjaxOptions { })) { %> <div id="detailActions"> <a href="#">Delete User</a> </div> <% } %> </asp:Content> My CSS: #detailActions { margin-bottom: 7px; padding: 3px 0px 5px 0px; } #detailActions { padding: 1px 7px 1px 7px; margin: 0px 5px 0px 0px; border: solid 1px gray; background-color: #ADD8E6; cursor: pointer; width: auto !important; font-weight: bold; text-decoration: none; color: #003366; font-size: 1.2em; } #detailActions a:hover, #detailActions a:active, #detailActions a:focus { color: White; background-color: #00008B; }

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  • NSTableView selection & highlights

    - by Christian
    I have a NSTableView as a very central part of my Application and want it to integrate more with the rest of it. It has only one column (it's a list) and I draw all Cells (normal NSTextFieldCells) myself. The first problem is the highlighting. I draw the highlight myself and want to get rid of the blue background. I now fill the whole cell with the original background color to hide the blue background, but this looks bad when dragging the cell around. I tried overriding highlight:withFrame:inView: and highlightColorWithFrame:inView: of NSCell but nothing happened. How can I disable automatic highlighting? I also want all rows/cells to be deselected when I click somewhere outside my NSTableView. Since the background / highlight of the selected cell turns gray there must be an event for this, but I can't find it. I let my cells expand on a double click and may need to undo this. So getting rid of the gray highlight is not enough. EDIT: I add a subview to the NSTableView when a cell gets double clicked and then resignFirstResponder of the NSTableView gets called. I tried this: - (BOOL)resignFirstResponder { if (![[self subviews] containsObject:[[self window] firstResponder]]) { [self deselectAll:self]; ... } return YES; } Besides that it's not working I would need to implement this method for all objects in the view hierarchy. Is there an other solution to find out when the first responder leaves a certain view hierarchy?

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