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  • Easily Zoom an Image in Silverlight 3 with slider control

    - by Zee99
    Simple question, SilverLight 3 application (no toolkit). I want to use an image and a slider. The image is displayed fit to screen on load, and then the slider has to zoom-in and out the image when its value changes. I don't want to use anything else, like deepzoom. How can this be done? Urgent, Thanks in advance,

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  • How can I get zoom functionality for images?

    - by Janusz
    Is there a common way to show a big image and enable the user to zoom in and out and pan the image? Until now I found two ways: overwriting ImageView, that seems a little bit too much for such a common problem. using a webview but with less control over the overall layout etc.

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  • iphone zoom to user location on mapkit

    - by satyam
    I'm using map kit and showing user's location using "showsUserLocation" I"m using following code to zoom to user's location, but not zooming. Its zooming to some location in Africa, though the user location on map is showing correct. MKCoordinateRegion newRegion; MKUserLocation* usrLocation = mapView.userLocation; newRegion.center.latitude = usrLocation.location.coordinate.latitude; newRegion.center.longitude = usrLocation.location.coordinate.longitude; newRegion.span.latitudeDelta = 20.0; newRegion.span.longitudeDelta = 28.0; [self.mapView setRegion:newRegion animated:YES]; Why is user's location correctly showing and not zooming properly. Can some one correct me please?

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  • Cross-Browser jQuery text-zoom implementation

    - by JMC Creative
    I've got some code to increase/decrease font size. This is giving me a headache because each browser seems to implement the $.css('font-size') differently (see jquery bug). The part that's really killing me, though, is that Firefox is scaling up okay, but when I use the scale down function below, it scales up. Webkit & IE are both working as expected. Any ideas on that? I put this in a fiddle here: http://jsfiddle.net/srQ3P/1/ where you can see it working as expected, and you can see it broken in firefox at the project page: http://cumberlandme.info/residents MAJOR EDIT Sorry, the issue is not the code, it's firefox buggy behavior. After I zoom in or out with the browser controls (ctrl + plus or ctrol + minus) the js goes haywire. This doesn't happen in other browsers. This is the real issue. Any advice on that

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  • How to prevent the floating layout wrapping when firefox zoom is reduced

    - by Dmitri Zhuchkov
    Given the following HTML. It display two columns: #left, #right. Both are fixed width and have 1px borders. Width and borders equal the size of upper container: #wrap. When I zoom out Firefox 3.5.2 by pressing Ctrl+- columns get wrapped (demo). How to prevent this? <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> <html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en" lang="en"> <head> <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> <title>Test</title> <style type="text/css"> div {float:left} #wrap {width:960px} #left, #right {width:478px;border:1px solid} </style> </head> <body> <div id="wrap"> <div id="left"> left </div> <div id="right"> right </div> </div> </body> </html>

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  • UIScrollView strange zoom behavior when content is a UIView subclass

    - by sigsegv
    Hi, I'm experiencing the following: I created a UIView subclass with a CATiledLayer as backing layer by overriding the layerClass method. The layer properties (delegate, tileSize, etc) are set in the initWithFrame: method of the subclass. +(Class)layerClass { return [CATiledLayer class]; } -(id)initWithFrame:(CGRect)frame { if(self = [super initWithFrame:frame]) { renderer = [[MFPDFRenderer alloc]init]; tiledLayer = (CATiledLayer *)[self layer]; [tiledLayer setFrame:frame]; [tiledLayer setLevelsOfDetail:2]; [tiledLayer setLevelsOfDetailBias:3]; [tiledLayer setTileSize:CGSizeMake(512, 512)]; [tiledLayer setDelegate:renderer]; } return self; } Then I add an instance of said class as the content of an UIScrollView and set UIScrollView properties and implement the required delegate's methods. Everything works fine but when zooming the scroll view keep repositioning itself on its center. It's hardly noticeable when zooming in the center of the content, but unbearable otherwise. The same scroll view works fine when I use as (zoomable) content any other view such as an UIImageView or even a normal UIView with a CATiledLayer with the same properties and delegate of the subclass implementation as sublayer. When I check layer bounds and frame in the drawLayer:inContext: method of the delegate I get the following result as the zoom increase UIView with CATiledLayer as sublayer: 2010-04-03 21:05:33.499 Renderer[89293:4903] Layer: (0.000, 0.000) 320.000 x 460.000 2010-04-03 21:05:33.500 Renderer[89293:4903] Bounds: (0.000, 0.000) 320.000 x 460.000 2010-04-03 21:05:33.529 Renderer[89293:4903] Layer: (0.000, 0.000) 320.000 x 460.000 2010-04-03 21:05:33.534 Renderer[89293:4903] Bounds: (0.000, 0.000) 320.000 x 460.000 Custom subclass: 2010-04-03 21:04:15.969 Renderer[88957:4903] Layer: (0.000, 0.000) 657.910 x 945.746 2010-04-03 21:04:15.970 Renderer[88957:4903] Bounds: (0.000, 0.000) 320.000 x 460.000 2010-04-03 21:04:17.428 Renderer[88957:4903] Layer: (-0.000, 0.000) 766.964 x 1102.510 2010-04-03 21:04:17.429 Renderer[88957:4903] Bounds: (0.000, 0.000) 320.000 x 460.000 [...] 2010-04-03 21:19:10.388 Renderer[92573:4903] Layer: (-0.000, 0.000) 905.680 x 1301.916 2010-04-03 21:19:10.388 Renderer[92573:4903] Bounds: (0.000, 0.000) 320.000 x 460.000 I suppose that's the culprit or at least another symptom. I can add that I get the same erratic behavior if my subclass is built over a standard CALayer with the same renderer. Any suggestion will be appreciated!

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  • How to crop black bars or zoom on Youtube and other Video websites?

    - by cloneman
    Many desktop software (VLC, MPC) and have an option to 'zoom in' , 'crop black bars', or crop to a specific aspect ratio. How can we do this in Fullscreen on Youtube or other flash Video sites? I am the viewer, NOT the video's creator/publisher. iOS Can do this (double tap to zoom, which removes black bars, zoom depth not configurable). afaik, Desktop computers (and android devices), cannot do this on the fly. The only 'workaround' I've found is F11 and zooming of the entire web page - basically a fake full screen and zooming the web page beyond the screen size. Use Case: watching 4:3 flash videos from the web on a widescreen monitor. Looking for all creative solutions, including any software that accesses YouTube without using a web browser.

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  • How to disable the third zoom button in webview of Android ?

    - by mob-king
    I want to disable the third button that creates a rectangle to zoom in other than +/- buttons in my WebView which uses builtin zoom controls. How can I do that ? I am able to do this for WebView without using built-in zoom controls by myWebview.getZoomControls().getTouchables().get(2).setVisibility(View.INVISIBLE); But how to do the same for built-in zoom controls ? Also I am extending the WebView class and overriding the onTouchEvent for tracking touch events inside my WebView as this is not possible by default, since zoom buttons consumes the touch event.

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  • Strange 3D game engine camera with X,Y,Zoom instead of X,Y,Z

    - by Jenko
    I'm using a 3D game engine, that uses a 4x4 matrix to modify the camera projection, in this format: r r r x r r r y r r r z - - - zoom Strangely though, the camera does not respond to the Z translation parameter, and so you're forced to use X, Y, Zoom to move the camera around. Technically this is plausible for isometric-style games such as Age Of Empires III. But this is a 3D engine, and so why would they have designed the camera to ignore Z and respond only to zoom? Am I missing something here? I've tried every method of setting the camera and it really seems to ignore Z. So currently I have to resort to moving the main object in the scene graph instead of moving the camera in relation to the objects. My question: Do you have any idea why the engine would use such a scheme? Is it common? Why? Or does it seem like I'm missing something and the SetProjection(Matrix) function is broken and somehow ignores the Z translation in the matrix? (unlikely, but possible) Anyhow, what are the workarounds? Is moving objects around the only way? Edit: I'm sorry I cannot reveal much about the engine because we're in a binding contract. It's a locally developed engine (Australia) written in managed C# used for data visualizations. Edit: The default mode of the engine is orthographic, although I've switched it into perspective mode. Its probably more effective to use X, Y, Zoom in orthographic mode, but I need to use perspective mode to render everyday objects as well.

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  • C# AcroPDFLib Scrollbar/Zoom position

    - by zee
    Hello, I'm trying get and set the "ZoomScroll" of a AcroPDFLib Control. axAcroPDF1.setZoomScroll(150, 300, 300); works but there is no function to get that 3 parameters. Only getting the scrollpos like in a textcontrol doesn't work, too: scrollpos = GetScrollPos(axAcroPDF1.Handle, (int)ScrollBarType.SbVert); Please help

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  • Scale transform in xaml (in a controltemplate) on a button to perform a "zoom"

    - by Matt B
    Hi all, I've got a button with an image in it and it's being styled by the following: <ControlTemplate x:Key="IconButton" TargetType="Button"> <Border> <ContentPresenter Height="80" Width="80" /> </Border> <ControlTemplate.Triggers> <EventTrigger RoutedEvent="Button.Click"> <BeginStoryboard> <Storyboard TargetProperty="Opacity"> <DoubleAnimation From="1" To="0.5" Duration="0:0:0.5" /> <DoubleAnimation From="0.5" To="1" Duration="0:0:0.5" /> </Storyboard> </BeginStoryboard> </EventTrigger> <EventTrigger RoutedEvent="Mouse.MouseEnter"> <BeginStoryboard> <Storyboard TargetProperty="Width"> <DoubleAnimation From="80" To="95" Duration="0:0:0.2" /> </Storyboard> </BeginStoryboard> </EventTrigger> <Trigger Property="IsMouseOver" Value="True"> <Setter Property="Cursor" Value="Hand"/> </Trigger> </ControlTemplate.Triggers> </ControlTemplate> Button is as follows: <Button Template="{StaticResource IconButton}" Name="btnExit"> <Image Source="Images/Exit.png" /> </Button> The problem is that the width doesn't change when my mouse goes over. (Or at least - the width of the image does not...) I believe there is a "scale" transform I can use to enlarge the button and all it's contents? how would I do that here...? Thanks.

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  • Page zoom slows down page rendering

    - by Alex
    I'm building a map viewer much like Google maps and i've run into an interesting performance problem when a page is zoomed (i.e ctrl + OR ctrl -). It seems to affect all major browsers but Firefox has the worst problems as far as I can tell. The problem is that when the page is zoomed panning by dragging the mouse seems really sluggish. This can even be seen on Google maps. Pan the map left and right and note how smooth it is. Now press ctrl+ (3 or 4 times). Now pan the map left and right in the same way. Notice the difference? Does anyone know how I can minimize this problem?

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  • iPhone SDK Zoom like UITextField

    - by Craig
    I have noticed in a number of apps they let you see a zoomed in view of where you are dragging just like the way it is on a UITextField (screenshot attached) but it works over images etc.. Does anyone know if there is an easy way to achieve this? Since a number of apps use it I figured that there might be something built in or an easy way to do it. Any tips are appreciated.

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  • C# 2D Camera Max Zoom

    - by Craig
    I have a simple ship sprite moving around the screen along with a 2D Camera. I have zooming in and out working, however when I zoom out it goes past the world bounds and has the cornflower blue background showing. How do I sort it that I can only zoom out as far as showing the entire world (which is a picture of OZ) and thats it? I dont want any of the cornflower blue showing. Cheers! namespace GamesCoursework_1 { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; // player variables Texture2D Ship; Vector2 Ship_Position; float Ship_Rotation = 0.0f; Vector2 Ship_Origin; Vector2 Ship_Velocity; const float tangentialVelocity = 4f; float friction = 0.05f; static Point CameraViewport = new Point(800, 800); Camera2d cam = new Camera2d((int)CameraViewport.X, (int)CameraViewport.Y); //Size of world static Point worldSize = new Point(1600, 1600); // Screen variables static Point worldCenter = new Point(worldSize.X / 2, worldSize.Y / 2); Rectangle playerBounds = new Rectangle(CameraViewport.X / 2, CameraViewport.Y / 2, worldSize.X - CameraViewport.X, worldSize.Y - CameraViewport.Y); Rectangle worldBounds = new Rectangle(0, 0, worldSize.X, worldSize.Y); Texture2D background; public Game1() { graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = CameraViewport.X; graphics.PreferredBackBufferHeight = CameraViewport.Y; Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here Ship = Content.Load<Texture2D>("Ship"); Ship_Origin.X = Ship.Width / 2; Ship_Origin.Y = Ship.Height / 2; background = Content.Load<Texture2D>("aus"); Ship_Position = new Vector2(worldCenter.X, worldCenter.Y); cam.Pos = Ship_Position; cam.Zoom = 1f; } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> 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 Ship_Position = Ship_Velocity + Ship_Position; keyPressed(); base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); // TODO: Add your drawing code here spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, null, null, null,null, cam.get_transformation(GraphicsDevice)); spriteBatch.Draw(background, Vector2.Zero, Color.White); spriteBatch.Draw(Ship, Ship_Position, Ship.Bounds, Color.White, Ship_Rotation, Ship_Origin, 1.0f, SpriteEffects.None, 0f); spriteBatch.End(); base.Draw(gameTime); } private void Ship_Move(Vector2 move) { Ship_Position += move; } private void keyPressed() { KeyboardState keyState; // Move right keyState = Keyboard.GetState(); if (keyState.IsKeyDown(Keys.Right)) { Ship_Rotation = Ship_Rotation + 0.1f; } if (keyState.IsKeyDown(Keys.Left)) { Ship_Rotation = Ship_Rotation - 0.1f; } if (keyState.IsKeyDown(Keys.Up)) { Ship_Velocity.X = (float)Math.Cos(Ship_Rotation) * tangentialVelocity; Ship_Velocity.Y = (float)Math.Sin(Ship_Rotation) * tangentialVelocity; if ((int)Ship_Position.Y < playerBounds.Bottom && (int)Ship_Position.Y > playerBounds.Top) cam._pos.Y = Ship_Position.Y; if ((int)Ship_Position.X > playerBounds.Left && (int)Ship_Position.X < playerBounds.Right) cam._pos.X = Ship_Position.X; Ship_Position += new Vector2(tangentialVelocity, 0); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(tangentialVelocity * 2, 0.0f); Ship_Position += new Vector2(-tangentialVelocity, 0.0f); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(-tangentialVelocity * 2, 0.0f); Ship_Position += new Vector2(0.0f, -tangentialVelocity); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, -tangentialVelocity * 2); Ship_Position += new Vector2(0.0f, tangentialVelocity); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, 2 * tangentialVelocity); } else if(Ship_Velocity != Vector2.Zero) { float i = Ship_Velocity.X; float j = Ship_Velocity.Y; Ship_Velocity.X = i -= friction * i; Ship_Velocity.Y = j -= friction * j; if ((int)Ship_Position.Y < playerBounds.Bottom && (int)Ship_Position.Y > playerBounds.Top) cam._pos.Y = Ship_Position.Y; if ((int)Ship_Position.X > playerBounds.Left && (int)Ship_Position.X < playerBounds.Right) cam._pos.X = Ship_Position.X; Ship_Position += new Vector2(tangentialVelocity, 0); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(tangentialVelocity * 2, 0.0f); Ship_Position += new Vector2(-tangentialVelocity, 0.0f); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(-tangentialVelocity * 2, 0.0f); Ship_Position += new Vector2(0.0f, -tangentialVelocity); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, -tangentialVelocity * 2); Ship_Position += new Vector2(0.0f, tangentialVelocity); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, 2 * tangentialVelocity); } if (keyState.IsKeyDown(Keys.Q)) { if (cam.Zoom < 2f) cam.Zoom += 0.05f; } if (keyState.IsKeyDown(Keys.A)) { if (cam.Zoom > 0.3f) cam.Zoom -= 0.05f; } } } }

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  • Zoom out recursively for all the folders

    - by Chaitanya
    I want to reduce the icons size in all the folders. In ubuntu 11.10, version, there is an option to decrease icons size and I changed there, and all the icons size is reduced recursively. I am using 11.10 version now. Here, whichever folder I open every time I need to zoom out.(I want zoom out). If I have 20 recursive folders, I open each and every folder and right click there and zoom out. Do we have any global command or grapical tool to reduce the icons size in all the folders. I was told that unity will do this work but I am confused how to use it. If unity is the only solution, please guide me where to change the size. Thanks a ton, Thanks, Chaitanya.

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  • Visual Studio 2010 Zooming Keyboard Commands, Global Zoom

    One of my favorite features in Visual Studio 2010 is zoom. It first caught my attention as a useful tool for screencasts and presentations, but after getting used to it Im finding that its really useful when Im developing letting me zoom out to see the big picture, then zoom in to concentrate on a few lines of code. Zooming without the scroll wheel The common way youll see this feature demonstrated is with the mouse wheel you hold down the control key and scroll up or down to change font size....Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • How to detect page zoom level in all modern browsers?

    - by understack
    How can I detect page zoom level in all modern browsers? While this thread tells how to do it in IE7 and IE8, I can't find good solution for FF, Safari and Chrome. For FF one of the suggested solution FF stores page zoom level for future. So on first page load would I be able to get zoom level? Somewhere I read it works if you're changing zoom level on that page after its loaded. Is there a way to trap 'zoom' event? I need this because some of my calculations are based on no of pixels and they get changed on Zoom. Thanks. Modified sample given by tfl. This would alert different height based on zoom level. <html> <head> <script src="http://ajax.googleapis.com/ajax/libs/jquery/1.3.1/jquery.min.js" type="text/javascript"/></script> <title></title> </head> <body> <div id="xy" style="border:1px solid #f00; width:100px;"> Lorem ipsum dolor sit amet, consectetur adipiscing elit. Pellentesque sollicitudin tortor in lacus tincidunt volutpat. Integer dignissim imperdiet mollis. Suspendisse quis tortor velit, placerat tempor neque. Cum sociis natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus. Praesent bibendum auctor lorem vitae tempor. Nullam condimentum aliquam elementum. Nullam egestas gravida elementum. Maecenas mattis molestie nisl sit amet vehicula. Donec semper tristique blandit. Vestibulum adipiscing placerat mollis. </div> <div> <button onclick="alert($('#xy').height());">Show</button> </div> </body> </html>

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  • Google Earth freezes during zoom-in on Intel processors with integrated graphics

    - by zigma80
    When I zoom in at a certain zoom level, Google Earth makes my system freeze completely so that I have to power off or reboot I use Kubuntu 12.04 and my laptop has an Intel(R)Core(TM)i3-2310M CPU @2.10GHz with HD3000 graphics. I installed intel-gpu-tools and tried to fix it with sudo intel_reg_write 0x2120 0x1206800 as explained [here][1], but that didn't work. I wonder if there any other solution out there...

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  • Giving a scanner-printer-combo a zoom function when copying ?

    - by ldigas
    You know how everytime you go to a photocopying shop, photocopiers always have a neat zoom function (it can take whatever you give it, and zoom it in/out, so your copy comes out smaller or larger). I got one of those neat 3-in-one printer machines. It has a copy button on it, but it also has some software that comes with it (Epson SX115 to be exact is the model). Apart from going into some photo manipulation application, is there some way (software) to give it that feature. So, in short, I need something that can scan a page, scale it to let's say, a quarter of its size, and then print it out ? Anyone knows of anything like that ?

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  • Linux: how to "zoom" into a screen area à la Mac OS X?

    - by puccio
    It seems to me on Mac OS X it is possible to "zoom" (like a photocamera does) into a region of the screen. It is handy for example to put at full monitor size a video which would otherwise be limited to be just into a small window (ie. embedded in a web page and not watchable standalone.), obviously losing some quality due to the "zoom". Do you know of any tool or way to do the same thing on a Linux desktop (with Gnome as desktop manager if it is desktop manager dependant). Thanks in advance for any suggestion.

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  • Smooth Camera Zoom Factor Change

    - by Siddharth
    I have game play scene in which user can zoom in and out. For which I used smooth camera in the following manner. public static final int CAMERA_WIDTH = 1024; public static final int CAMERA_HEIGHT = 600; public static final float MAXIMUM_VELOCITY_X = 400f; public static final float MAXIMUM_VELOCITY_Y = 400f; public static final float ZOOM_FACTOR_CHANGE = 1f; mSmoothCamera = new SmoothCamera(0, 0, Constants.CAMERA_WIDTH, Constants.CAMERA_HEIGHT, Constants.MAXIMUM_VELOCITY_X, Constants.MAXIMUM_VELOCITY_Y, Constants.ZOOM_FACTOR_CHANGE); mSmoothCamera.setBounds(0f, 0f, Constants.CAMERA_WIDTH, Constants.CAMERA_HEIGHT); But above thing create problem for me. When user perform zoom in and leave game play scene then other scene behaviour not look good. I already set zoom factor to 1 for this purpose. But now it show camera translation in other scene. Because scene switching time it so much small that player can easily saw translation of camera that I don't want to show. After camera reposition, everything works perfect but how to set camera its proper position. For example my loading text move from bottom to top or vice versa based on camera movement. Any more detail you want then I can able to give you.

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