Search Results

Search found 19699 results on 788 pages for 'touch screen'.

Page 213/788 | < Previous Page | 209 210 211 212 213 214 215 216 217 218 219 220  | Next Page >

  • Smoothly drag a Sprite in cocos2d - iPhone

    - by Saurabh
    Hi All I have implemented a drag on a sprite object as follows.. -(BOOL)ccTouchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { UITouch * touch = [touches anyObject]; CGPoint location = [[Director sharedDirector] convertCoordinate: [touch locationInView:touch.view]]; [diskSprite setPosition:ccp(location.x , location.y )]; return kEventHandled; } but this dragging is not smooth..... when i drag fast with my thumb the object left from the path. Thanks

    Read the article

  • Eclipse Blackberry Preprocessor Not Working?

    - by Jessica
    I've already followed the directions @ http://stackoverflow.com/questions/1383277/using-preprocessor-directives-in-blackberry-jde-plugin-for-eclipse for making sure the blackberry plugin preprocessing hook is (theoretically) enabled. I'm using Eclipse 3.5.1 with Blackberry Plugin 1.1 with BB SDKs 4.7.0 and 4.6.0. I have my preprocessor defines set (and I've tried in both the Project's Blackberry Properties as well as the Workspace Blackberry Build settings), and checked their capitalization and spelling carefully too. I'm fairly confident the actual code to say "this stuff should be preprocessed" is good, because including/excluding preprocessed code seems to work fine on command line builds: //#preprocess --- at beginning of file and then code blocks like this throughout: //#ifndef jde_4_7 /* //#endif //#ifdef jde_4_7 import net.rim.device.api.ui.TouchEvent; //#endif //#ifndef jde_4_7 */ //#endif So what I can't figure out what else could be wrong that would cause Eclipse to not compile in my preprocessed code unless I remove the comments that are supposed to prevent the touch code from building into a build for blackberries that don't support touch. At one point it used to work (and no I haven't updated Eclipse), but sometime in the last couple of weeks it seemed to just stop working. And I'm getting kind of tired of the error-prone process of searching for ifdefs and manually commenting/uncommenting touch code and looking for a better solution while I do testing and initial development requiring testing both touch and non-touch functionality. Any other ideas on what could be wrong or how to fix it?

    Read the article

  • 'Please wait' screen between pages in C# ASP.NET. Best practice?

    - by Glinkot
    Hi, I have a gridview with some imagebuttons, each of which kicks off a report page for that item. The report take 10-15 seconds to run, so I'd like a popup 'Generating report, please wait' type thing. I can think of a few ways but would like the opinion of those more experienced than I. The options I was considering: a) link my imagebutton to an intermediate page that says 'please wait', and then refer it onto the report page from there. Seems a bit clunky b) Investigate using jquery or similar. I have telerik controls, they have a few things but it isn't clear if any are suitable. c) Define some kind of CSS layer with a please wait warning on it, and make it visible as part of the button's onclick event d) Look into jquery or similar Any thoughts? Thanks!

    Read the article

  • WPF FlowDocument: force calculation of height etc. "off screen"

    - by Lars
    My target: a DocumentPaginator which takes a FlowDocument with a table, which splits the table to fit the pagesize and repeat the header/footer (special tagged TableRowGroups) on every page. For splitting the table I have to know the heights of its rows. While building the FlowDocument-table by code, the height/width of the TableRows are 0 (of course). If I assign this document to a FlowDocumentScrollViewer (PageSize is set), the heights etc. are calculated. Is this possible without using an UI-bound object? Instantiating a FlowDocumentScrollViewer which is not bound to a window doesn't force the pagination/calculation of the heights. This is how I determine the height of a TableRow (which works perfectly for documents shown by a FlowDocumentScrollViewer): FlowDocument doc = BuildNewDocument(); // what is the scrollviewer doing with the FlowDocument? FlowDocumentScrollViewer dv = new FlowDocumentScrollViewer(); dv.Document = doc; dv.Arrange(new Rect(0, 0, 0, 0)); TableRowGroup dataRows = null; foreach (Block b in doc.Blocks) { if (b is Table) { Table t = b as Table; foreach (TableRowGroup g in t.RowGroups) { if ((g.Tag is String) && ((String)g.Tag == "dataRows")) { dataRows = g; break; } } } if (dataRows != null) break; } if (dataRows != null) { foreach (TableRow r in dataRows.Rows) { double maxCellHeight = 0.0; foreach (TableCell c in r.Cells) { Rect start = c.ElementStart.GetCharacterRect(LogicalDirection.Forward); Rect end = c.ElementEnd.GetNextInsertionPosition(LogicalDirection.Backward).GetCharacterRect(LogicalDirection.Forward); double cellHeight = end.Bottom - start.Top; if (cellHeight > maxCellHeight) maxCellHeight = cellHeight; } System.Diagnostics.Trace.WriteLine("row " + dataRows.Rows.IndexOf(r) + " = " + maxCellHeight); } } Edit: I added the FlowDocumentScrollViewer to my example. The call of "Arrange" forces the FlowDocument to calculate its heights etc. I would like to know, what the FlowDocumentScrollViewer is doing with the FlowDocument, so I can do it without the UIElement. Is it possible?

    Read the article

  • How to get objects to react to touches in Cocos2D?

    - by Wayfarer
    Alright, so I'm starting to learn more about Coco2D, but I'm kinda frusterated. A lot of the tutorials I have found are for outdated versions of the code, so when I look through and see how they do certain things, I can't translate it into my own program, because a lot has changed. With that being said, I am working in the latest version of Coco2d, version 0.99. What I want to do is create a sprite on the screen (Done) and then when I touch that sprite, I can have "something" happen. For now, let's just make an alert go off. Now, I got this code working with the help of a friend. Here is the header file: // When you import this file, you import all the cocos2d classes #import "cocos2d.h" // HelloWorld Layer @interface HelloWorld : CCLayer { CGRect spRect; } // returns a Scene that contains the HelloWorld as the only child +(id) scene; @end And here is the implementation file: // // cocos2d Hello World example // http://www.cocos2d-iphone.org // // Import the interfaces #import "HelloWorldScene.h" #import "CustomCCNode.h" // HelloWorld implementation @implementation HelloWorld +(id) scene { // 'scene' is an autorelease object. CCScene *scene = [CCScene node]; // 'layer' is an autorelease object. HelloWorld *layer = [HelloWorld node]; // add layer as a child to scene [scene addChild: layer]; // return the scene return scene; } // on "init" you need to initialize your instance -(id) init { // always call "super" init // Apple recommends to re-assign "self" with the "super" return value if( (self=[super init] )) { // create and initialize a Label CCLabel* label = [CCLabel labelWithString:@"Hello World" fontName:@"Times New Roman" fontSize:64]; // ask director the the window size CGSize size = [[CCDirector sharedDirector] winSize]; // position the label on the center of the screen label.position = ccp( size.width /2 , size.height/2 ); // add the label as a child to this Layer [self addChild: label]; CCSprite *sp = [CCSprite spriteWithFile:@"test2.png"]; sp.position = ccp(300,200); [self addChild:sp]; float w = [sp contentSize].width; float h = [sp contentSize].height; CGPoint aPoint = CGPointMake([sp position].x - (w/2), [sp position].y - (h/2)); spRect = CGRectMake(aPoint.x, aPoint.y, w, h); CCSprite *sprite2 = [CCSprite spriteWithFile:@"test3.png"]; sprite2.position = ccp(100,100); [self addChild:sprite2]; //[self registerWithTouchDispatcher]; self.isTouchEnabled = YES; } return self; } // on "dealloc" you need to release all your retained objects - (void) dealloc { // in case you have something to dealloc, do it in this method // in this particular example nothing needs to be released. // cocos2d will automatically release all the children (Label) // don't forget to call "super dealloc" [super dealloc]; } - (void)ccTouchesEnded:(NSSet *)touches withEvent:(UIEvent *)event { UITouch *touch = [touches anyObject]; //CGPoint location = [[CCDirector sharedDirector] convertCoordinate:[touch locationInView:touch.view]]; CGPoint location = [touch locationInView:[touch view]]; location = [[CCDirector sharedDirector] convertToGL:location]; if (CGRectContainsPoint(spRect, location)) { UIAlertView *alert = [[UIAlertView alloc] initWithTitle:@"Win" message:@"testing" delegate:nil cancelButtonTitle:@"okay" otherButtonTitles:nil]; [alert show]; [alert release]; NSLog(@"TOUCHES"); } NSLog(@"Touch got"); } However, this only works for 1 object, the sprite which I create the CGRect for. I can't do it for 2 sprites, which I was testing. So my question is this: How can I have all sprites on the screen react to the same event when touched? For my program, the same event needs to be run for all objects of the same type, so that should make it a tad easier. I tried making a subclass of CCNode and over write the method, but that just didn't work at all... so I'm doing something wrong. Help would be appreciated!

    Read the article

  • ASP.NET How can I write a message on the screen without the end user removing it?

    - by LeeW
    I have written a ASP.NET program for a customer, I want to add a message similar to "Preview version, ABD Consulting" on the master.master page, I had thought to use Response.write but it messes up the look of the page as it seems to move page elemets. If I use a label the customer can remove it from the Master.master file, any suggestions? The customer is in a different country so I want to ensure I'm paid. Many thanks

    Read the article

  • iPhone: Memory leak when using NSOperationQueue...

    - by MacTouch
    Hi, I'm sitting here for at least half an hour to find a memory leak in my code. I just replaced an synchronous call to a (touch) method with an asynchronous one using NSOperationQueue. The Leak Inspector reports a memory leak after I did the change to the code. What's wrong with the version using NSOperationQueue? Version without a MemoryLeak -(NSData *)dataForKey:(NSString*)ressourceId_ { NSString *path = [self cachePathForKey:ressourceId_]; // returns an autoreleased NSString* NSString *cacheKey = [self cacheKeyForRessource:ressourceId_]; // returns an autoreleased NSString* NSData *data = [[self memoryCache] valueForKey:cacheKey]; if (!data) { data = [self loadData:path]; // returns an autoreleased NSData* if (data) { [[self memoryCache] setObject:data forKey:cacheKey]; } } [[self touch:path]; return data; } Version with a MemoryLeak (I do not see any) -(NSData *)dataForKey:(NSString*)ressourceId_ { NSString *path = [self cachePathForKey:ressourceId_]; // returns an autoreleased NSString* NSString *cacheKey = [self cacheKeyForRessource:ressourceId_]; // returns an autoreleased NSString* NSData *data = [[self memoryCache] valueForKey:cacheKey]; if (!data) { data = [self loadData:path]; // returns an autoreleased NSData* if (data) { [[self memoryCache] setObject:data forKey:cacheKey]; } } NSInvocationOperation *touchOp = [[NSInvocationOperation alloc] initWithTarget:self selector:@selector(touch:) object:path]; [[self operationQueue] addOperation:touchOp]; [touchOp release]; return data; } And of course, the touch method does nothing special too. Just change the date of the file. -(void)touch:(id)path_ { NSString *path = (NSString *)path_ NSFileManager *fm = [NSFileManager defaultManager]; if ([fm fileExistsAtPath:path]) { NSDictionary *attributes = [NSDictionary dictionaryWithObjectsAndKeys:[NSDate date], NSFileModificationDate, nil]; [fm setAttributes: attributes ofItemAtPath:path error:nil]; } }

    Read the article

  • Cocos2d:How to Zoom-in Zoom-out effect on a Sprite image?

    - by user187532
    Hello everyone, I am developing module where-in i pick the image from photo library and put into a Sprite. I want to implement Zoom-in, Zoom-out kind of effect for a Sprite image, same like camera album images zoom in/out effect. Could someone please guide me how do i implement it? I see somewhere is that, i have to detect two touch events in TouchBegan and then Adjust the Sprite Scale size to up or down based on the distance of two fingers touch event values. Could someone please tell me, How do i detect two fingers touch values in TouchBegan? How to allow to touch and Zoom-in/out of Sprite image by user? Please give me samples. I tried already some stuff (http://groups.google.com/group/cocos2d-iphone-discuss/browse_thread/thread/61808fd6b578e5e1?hide_quotes=no&utoken=9AdrAzkAAABFNHPPibbeOSHIuKOkxTWQ066onEraO3W2r08xbUjNmAwT6_SsyC2n0d69MF_vYn77vPb7MuI5eIWgjrXT32Kd) but doesn't work for my requirement. Thank you.

    Read the article

  • Use synergy with Physical KVM

    - by Mr. Man
    I am using synergy on a Linux Mint computer as the server with a Mac as the client. I also have a physical KVM switch. The problem I have is that when ever I switch the physical KVM to my Mac, synergy stops working as in the keyboard and mouse don't work with the Mac. Thanks in advance! EDIT: here are some logs: From the Mint machine: INFO: synergys.cpp,1042: Synergy server 1.3.1 on Linux 2.6.31-14-generic #48-Ubuntu SMP Fri Oct 16 14:04:26 UTC 2009 i686 DEBUG: synergys.cpp,1051: opening configuration synergy.conf DEBUG: synergys.cpp,1062: configuration read successfully DEBUG: CXWindowsScreen.cpp,847: XOpenDisplay(:0.0) DEBUG: CXWindowsScreenSaver.cpp,339: xscreensaver window: 0x00000000 DEBUG: CXWindowsScreen.cpp,117: screen shape: 0,0 1024x768 DEBUG: CXWindowsScreen.cpp,118: window is 0x03800004 DEBUG: CScreen.cpp,38: opened display DEBUG: CXWindowsScreen.cpp,679: registered hotkey F12 (id=efc9 mask=0000) as id=1 NOTE: synergys.cpp,500: started server INFO: CServer.cpp,1141: screen ubuntu shape changed NOTE: CClientListener.cpp,127: accepted client connection DEBUG: CClientProxy1_0.cpp,404: received client marks-mac.local info shape=-1024,0 2304x800 NOTE: CServer.cpp,278: client mac has connected INFO: CServer.cpp,447: switch from ubuntu to mac at -1024,393 INFO: CScreen.cpp,116: leaving screen DEBUG: CXWindowsClipboard.cDEBUG: CXWindowsClipboard.cDEBUG: CXWindowsClipboard.cDEBUG: CXWindowsClipboard.cDEBUG: CXWindowsClipboard.cDEBUG: CXWinavDEBUG: CXWindowsClipboard.cDEBUG: CXWindowsClipboard.cDEBUG302)DEBUG: CXWindowsClipboard.cDEBUG: CXWindowsClipboard.cDE47DEBUG: CXWindowsClipboard.cDEBUG: CXWindowsrset=utf-8 (633), text/plain (462) DEBUG: CXWindowsClipboard.cpp,555: added fDEBUG: CXWindowsClipboard.cpp,555: added f DEBUG: CXWindCXWDEBUG: CXWindowsClipboard.cpp,555: added fDEBUG:SerDEBUG: CXWindowsClipboard.cpp,555: ed DEBUG: CXWindowsClipboard.cpp,555: added fDEBUG: CXWindowsClipboard.cpp,555owsClDEBUG: CXWindowsClipboard.cpp,555: 1DEBUG: CXWindowsClipboard.cpp,555: added fDEBUG: getDEBUG: CXWindowsClipboard.cpp,555: added f DEBUG: CXW8_STDEBUG: CXWindowsClipboard.cpp,555: added fDEBUG: CXWindowsClipboard.cpp,555: added fD textDEBUG: CXWindowsClipboard.cpp,555: added fDEBU DEBUG: CXWindowsClipboard.cpp,555: added fDEBUG: CXWindowsClipinDEBUG: CXWindowsClipboard.cpp,555:oardDEBUG: CXWindowsClipboard.cpp,555: added fDEBUG: CXWindowsClipboard.cpp,555: added fDEBUG: CXWindCXWDEBUG: CXWindowsClipboard.cpp,555: added fDEBUG:SerDEBUG: CXWindowsClipboard.cpp,555: ed DEBUG: CXWindowsClipboard.cpp,555: added fDEBUG: CXWindowsClipboard.cpp,555owsClDEBUG: CXWindowsClipboard.cpp,555: 1DEBUG: CXWindowsClipboard.cpp, s From the Mac: connecting to '192.168.3.5': 192.168.3.5:24800 connected to server entering screen leaving screen entering screen leaving screen stopped client

    Read the article

  • Differentiating Between UITouch Objects On The iPhone

    - by Jasarien
    Hey guys, I'm trying to differentiate between two (or more) UITouch objects on the iPhone. Specifically, I'd like to know the order in which the touches occurred. For instance, in my -touchesBegan:withEvent: method I get an NSSet of UITouch objects. Now I can find out how many touches there are, but, which object represents which finger? I notice the timestamp property on UITouch - is this what I'm looking for? I see how that would be useful to obtaining the last or first touch - providing the touches don't mutate... Therein lies my problem. I can use the timestamp to single out the latest touch, but then the touch that occurred first moves, and IT becomes the latest touch... At the end of this exercise, I'd like to be able to implement the "pinch" gesture to zoom in or out, etc. Any help would be greatly appreciated, thanks.

    Read the article

  • Optimizing code using PIL

    - by freakazo
    Firstly sorry for the long piece of code pasted below. This is my first time actually having to worry about performance of an application so I haven't really ever worried about performance. This piece of code pretty much searches for an image inside another image, it takes 30 seconds to run on my computer, converting the images to greyscale and other changes shaved of 15 seconds, I need another 15 shaved off. I did read a bunch of pages and looked at examples but I couldn't find the same problems in my code. So any help would be greatly appreciated. From the looks of it (cProfile) 25 seconds is spent within the Image module, and only 5 seconds in my code. from PIL import Image import os, ImageGrab, pdb, time, win32api, win32con import cProfile def GetImage(name): name = name + '.bmp' try: print(os.path.join(os.getcwd(),"Images",name)) image = Image.open(os.path.join(os.getcwd(),"Images",name)) except: print('error opening image;', name) return image def Find(name): image = GetImage(name) imagebbox = image.getbbox() screen = ImageGrab.grab() #screen = Image.open(os.path.join(os.getcwd(),"Images","Untitled.bmp")) YLimit = screen.getbbox()[3] - imagebbox[3] XLimit = screen.getbbox()[2] - imagebbox[2] image = image.convert("L") Screen = screen.convert("L") Screen.load() image.load() #print(XLimit, YLimit) Found = False image = image.getdata() for y in range(0,YLimit): for x in range(0,XLimit): BoxCoordinates = x, y, x+imagebbox[2], y+imagebbox[3] ScreenGrab = screen.crop(BoxCoordinates) ScreenGrab = ScreenGrab.getdata() if image == ScreenGrab: Found = True #print("woop") return x,y if Found == False: return "Not Found" cProfile.run('print(Find("Login"))')

    Read the article

  • How to disable multitouch?

    - by cannyboy
    My app has several buttons which trigger different events. The user should NOT be able to hold down several buttons. Anyhow, holding down several buttons crashes the app. And so, I'm trying to disable multi-touch in my app. I've unchecked 'Multiple Touch' in all the xib files, and as far as I can work out, the properties 'multipleTouchEnabled' and 'exclusiveTouch' control whether the view uses multitouch. So in my applicationDidFinishLaunching I've put this: self.mainViewController.view.multipleTouchEnabled=NO; self.mainViewController.view.exclusiveTouch =YES; And in each of my view controllers I've put this in the viewDidLoad self.view.multipleTouchEnabled=NO; self.view.exclusiveTouch=YES; However, it still accepts multiple touches. I could do something like disable other buttons after getting a touch down event, but this would be an ugly hack. Surely there is a way to properly disable multi-touch?

    Read the article

  • how to create iPhone main menu screen with 2 tabbars subview ?

    - by Boaz
    Hi. I made two applications that each one of them is tabbar based. Now I want to combine them to one app that will be struct like that: -Main menu with 2 buttones. - button 1: tab bar app no 1. - button 2: tab bar app no 2. from each tab bar app, I want an Home button on the left side of the nav bar that will take me to the main menu. I found this link http://www.pushplay.net/blog_detail.php?id=27 but it's not good to me.. I will be happy if you will able to post some simple code for my problem.. Thanks.

    Read the article

  • Vertical Scroll not working, are the guides but the screen does not scroll.

    - by Leandro
    package com.lcardenas.infoberry; import net.rim.device.api.system.DeviceInfo; import net.rim.device.api.system.GPRSInfo; import net.rim.device.api.system.Memory; import net.rim.device.api.ui.MenuItem; import net.rim.device.api.ui.component.Dialog; import net.rim.device.api.ui.component.LabelField; import net.rim.device.api.ui.component.Menu; import net.rim.device.api.ui.component.SeparatorField; import net.rim.device.api.ui.container.MainScreen; import net.rim.device.api.ui.container.VerticalFieldManager; import net.rim.device.api.ui.decor.Background; import net.rim.device.api.ui.decor.BackgroundFactory; public class vtnprincipal extends MainScreen { //llamamos a la clase principal private InfoBerry padre; //variables para el menu private MenuItem mnubateria; private MenuItem mnuestado; private MenuItem mnuacerca; public vtnprincipal(InfoBerry padre) { super(); this.padre = padre; } public void incventana(){ VerticalFieldManager _ventana = new VerticalFieldManager(VerticalFieldManager.VERTICAL_SCROLL | VerticalFieldManager.VERTICAL_SCROLLBAR); double tmemoria =((DeviceInfo.getTotalFlashSize()/1024)/1024.00); double fmemoria = ((Memory.getFlashFree()/1024)/1024.00); Background cyan = BackgroundFactory.createSolidBackground(0x00E0FFFF); Background gris = BackgroundFactory.createSolidBackground(0x00DCDCDC ); //Borramos todos de la pantalla this.deleteAll(); //llamamos al menu incMenu(); //DIBUJAMOS LA VENTANA try{ LabelField title = new LabelField("Info Berry", LabelField.FIELD_HCENTER | LabelField.USE_ALL_HEIGHT ); setTitle(title); _ventana.add(new LabelField("Información del Dispositivo", LabelField.FIELD_HCENTER |LabelField.RIGHT | LabelField.USE_ALL_HEIGHT | LabelField.NON_FOCUSABLE )); _ventana.add(new SeparatorField()); _ventana.add(new SeparatorField()); txthorizontal modelo = new txthorizontal("Modelo:", DeviceInfo.getDeviceName()); modelo.setBackground(gris); _ventana.add(modelo); txthorizontal pin = new txthorizontal("PIN:" , Integer.toHexString(DeviceInfo.getDeviceId()).toUpperCase()); pin.setBackground(cyan); _ventana.add(pin); txthorizontal imeid = new txthorizontal("IMEID:" , GPRSInfo.imeiToString(GPRSInfo.getIMEI())); imeid.setBackground(gris); _ventana.add(imeid); txthorizontal version= new txthorizontal("SO Versión:" , DeviceInfo.getSoftwareVersion()); version.setBackground(cyan); _ventana.add(version); txthorizontal plataforma= new txthorizontal("SO Plataforma:" , DeviceInfo.getPlatformVersion()); plataforma.setBackground(gris); _ventana.add(plataforma); txthorizontal numero= new txthorizontal("Numero Telefonico: " , "Hay que firmar"); numero.setBackground(cyan); _ventana.add(numero); _ventana.add(new SeparatorField()); _ventana.add(new SeparatorField()); _ventana.add(new LabelField("Memoria", LabelField.FIELD_HCENTER | LabelField.USE_ALL_HEIGHT | LabelField.NON_FOCUSABLE)); _ventana.add(new SeparatorField()); txthorizontal totalm= new txthorizontal("Memoria app Total:" , mmemoria(tmemoria) + " Mb"); totalm.setBackground(gris); _ventana.add(totalm); txthorizontal disponiblem= new txthorizontal("Memoria app Disponible:" , mmemoria(fmemoria) + " Mb"); disponiblem.setBackground(cyan); _ventana.add(disponiblem); ///txthorizontal estadoram = new txthorizontal("Memoria RAM:" , mmemoria(prueba) + " Mb"); //estadoram.setBackground(gris); //add(estadoram); _ventana.add(new SeparatorField()); _ventana.add(new SeparatorField()); this.add(_ventana); }catch(Exception e){ Dialog.alert("Excepción en clase vtnprincipal: " + e.toString()); } } //DIBUJAMOS EL MENU private void incMenu() { MenuItem.separator(30); mnubateria = new MenuItem("Bateria",40, 10) { public void run() { bateria(); } }; mnuestado = new MenuItem("Estado de Red", 50, 10) { public void run() { estado(); } }; mnuacerca = new MenuItem("Acerca de..", 60, 10) { public void run() { acerca(); } }; MenuItem.separator(70); }; // public void makeMenu(Menu menu, int instance) { if (!menu.isDisplayed()) { menu.deleteAll(); menu.add(MenuItem.separator(30)); menu.add(mnubateria); menu.add(mnuestado); menu.add(mnuacerca); menu.add(MenuItem.separator(60)); } } public void bateria(){ padre.vtnbateria.incventana(); padre.pushScreen(padre.vtnbateria); } public void estado(){ padre.vtnestado.incventana(); padre.pushScreen(padre.vtnestado); } public void acerca(){ padre.vtnacerca.incventana(); padre.pushScreen(padre.vtnacerca); } public boolean onClose(){ Dialog.alert("Hasta Luego"); System.exit(0); return true; } public double mmemoria(double x) { if ( x > 0 ) return Math.floor(x * 100) / 100; else return Math.ceil(x * 100) / 100; } }

    Read the article

  • How to fix display on external Samsung Syncmaster shifted to the right when connected to Macbook Pro?

    - by joe larson
    Is there something special I need to do to be able to use external LCD displays with my new MacBook Pro? Do I need extra software, or do I possibly need a different cable? I'm attempting to use an external display with my MBP. I've got a "Mini DisplayPort to VGA Female Adapter for Mac", plugged into the thunderbolt port on my MBP, which I understood should be compatible with thunderbolt. I've tried this with three different SyncMaster models: a B2330 (21.5"), a EX2220 (22"), and a third (also 22" ish) which I don't have the model # for -- but all are 1920x1080 resolution; plus an additional HP monitor of similar size and resolution. In all four cases, the MBP recognizes the screen and choses the correct resolution. However, the display is shifted over about 1 inch. This is true no matter if I change screen resolutions also. The controls on the monitor for horizontal position don't help. Also, sometimes (especially if I drag an app over into the second screen), the screen starts skipping left to right and having bands of fuzz. Additionally, the monitor will periodically blink off for a moment, trying to switch from Digital to Analog and back (the Syncmaster shows text on the screen to tell you it's trying to do this). Often when it comes back from one of these blank-outs, it will show OK (no skipping or fuzz) but still shifted right; then after a few seconds it will go wrong again skipping and fuzzy. This photo shows the worst of it. I've added red rectangles to show the physical edge of the screen, and a yellow rectangle to show the empty space on the left of the screen. (Sorry for the awful quality and lighting!) Also, it's worth noting I am on Mac OS X 10.6.7, and yes I have this update 1.4 installed.

    Read the article

  • Screen-scraping a site with a asp.net form login in C#?

    - by Ajit
    Hi Friends, i've created a web application in asp.net so far. where i've tried to get some data(site scraping) from secure page of a web site.I've used the HttpWebRequest class for this functionality but i haven't accessed the secure page yet. Every time the login pages was scraped not secure page.I have the site user id and password and don't know that which language site has been developed in. Please advice what should i do ?

    Read the article

  • How can I load a view based on how long I hold a UIButton?

    - by Thomas
    Hello all, I've searched the net and documentation, but haven't found anything quite like what I'm trying to do. I'm working on an app where I want to load one view if a UIButton is held for x seconds, another if it's held for x+y seconds, etc. I found this tutorial. The problem I'm running into is, how do I switch the length of the button press? The tutorial switched the number of taps. -(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { NSSet *allTouches = [event allTouches]; switch ([allTouches count]) { case 1: // Single touch { // Get the first touch. UITouch *touch = [[allTouches allObjects] objectAtIndex:0]; switch ([touch tapCount]) { case 1: // Single Tap. { // Start a timer timer = [NSTimer scheduledTimerWithTimeInterval:2 target:self selector:@selector(showAlertView:) userInfo:nil repeats:NO]; [timer retain]; } break; case 2: // Double tap. break; } } break; case 2: // Double touch { } break; default: break; } } Any suggestions? Thanks! Thomas

    Read the article

  • Most effective way to draw 4 lines on a screen?

    - by Ross
    basic question, but I'm unsure: I want to draw 4 short lines 1px lines on a view. What is the best way to approach this task? Options:- Load an image of the line, can create 4 UIImageViews with it. Create my own subclass of a UIView that draws a line in the draw rect method. Draw elsewhere on another view, another UIImageView that has an UIImage inside it (is this possible?) Another way? Thanks Ross

    Read the article

  • Is there an alias for the local machine name in the Windows 7 login screen?

    - by Mikael
    We have many computers connected to a AD. The computers names is auto generated. When I want to log in using a local account, I have to figure out what the computer's name is, and log in using the following syntax: [COMPUTER_NAME]\local_account Now I'm wondering if there is an alias that I can use instead? So instead of logging in using NB-aw35sdds\local_account, I can use something like localhost\local_account.

    Read the article

  • Alternative of touchesMoved in Unity3D

    - by Arman
    - (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { UITouch *touch = [[event allTouches] anyObject]; CGPoint location = [touch locationInView:touch.view]; CGPoint xLocation = CGPointMake(location.x,racquet_yellow.center.y); racquet_yellow.center = xLocation; } The above event move recquet_yellow(UIImageView) with mouse pointer, or when I move thumb on iPhone screen, I have 3D Object in Unity3D how can I move my object like recquet_yellow. Kindly guide me.

    Read the article

< Previous Page | 209 210 211 212 213 214 215 216 217 218 219 220  | Next Page >