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  • CSS Layout-- Make table cell contents appear in row below and set height of parent row/cell

    - by Laramie
    I am modifying a skin for the CKEdit component so that the toolbar is hidden unless clicked. To do so, I moved the toolbar collapser to the row below it using position: relative and top:18px. My goal is to have the parent tr of the anchor element a height of 2px, but keep the anchor at 11px. Is this possible? I cannot alter the DOM, just the styles. Here's my reduced code <style type="text/css"> table { width: 80px;} td { border: solid 1px #ccc; } .header { background-color: #99f; /* This is being ignored */ height:2px; } .below { float: right; position: relative; top: 18px; /*If I shrink, the BG image goes Away*/ height: 11px; width: 11px; background-image: url('http://ckeditor.com/apps/ckeditor/3.3/skins/kama/images/sprites.png'); background-position: 4px -1387px; border: 1px outset #D3D3D3; } .hidden { display:none; } </style> <table> <tr><td class="header"><a class="below"><span class="hidden">#</span></a></td></tr> <tr><td>next row</td></tr> </table>

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  • How do I get the WVGA Android browser to stop scaling my images?

    - by Dan Fabulich
    I'm designing an HTML page for display in Android browsers. Consider this simple example page: <html> <head><title>Simple!</title> </head> <body> <p><img src="http://sstatic.net/so/img/logo.png"></p> </body> </html> It looks just fine on the standard HVGA phones (320x480), but on HDPI WVGA sizes (480x800 or 480x854) the built-in browser automatically scales the image up; it looks ugly. I've read that I should be able to use this tag to force the browser to stop scaling my page: <meta name="viewport" content="width=device-width; initial-scale=1.0; maximum-scale=1.0; minimum-scale=1.0; user-scalable=0;" /> ... but all that does is disable user scaling (the zoom buttons disappear); it doesn't actually prevent the browser from scaling my image. Adjusting the scale factors (setting them all to 2.0 or 0.5) has no effect at all. How can I force the WVGA browser to stop scaling my images?

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  • What Javascript graphing package will let me plot points against a user-selected coordinate system?

    - by wes
    My customer has some specific requirements for a graph to show in our web app. We use HighCharts elsewhere in the app for more traditional graphing, but it doesn't seem to work for this situation. Their requirements: Allow the user to select a background image, set the scale and origin of the coordinate system. We'll graph our points against the user-defined coordinates. Points can be color coded Mouse-over boxes show more detail about the points Support for zooming and panning, scaling the background appropriately Less importantly: Support for drawing vectors off the points Some of this seems basic, but looking around at different graph packages, I was unable to find any with an example of this kind of usage. I've entertained the thought of just hacking it together in canvas myself, but I've never worked with canvas before so I don't think it would be cost effective. The basics of plotting points with a scaled coordinate system against an image background wouldn't be too hard, but the mouse-over details, zooming and panning sound much more daunting to me. More info: Right now we use jQuery, HighCharts, and ExtJS for our app. We tried flot in the past but switched to HighCharts after flot didn't meet our needs.

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  • PHP File Upload, using the FILES superglobal array

    - by jnkrois
    Hello everybody, I just have a quick question. Let's say that I'm setting up an upload feature for a project. I'm using PHP5, and I was wondering if by using the $_FILES superglobal array, I could have access to the "tmp_name" array key , which is the temporary path and name of the file being uploaded to display a preview of the image, before moving it to the "uploads" folder in the server. What I had in mind is something like this: Use jQuery to detect when the "file" input filed changes (when the user selects an image file), then place an ajax call to upload the the file, which will move it to the temp folder even before I use "move_uploaded_file". If I can somehow access the "tmp_name" array key, I could probably put it into and "img" tag to display a preview. Later move the file to it's final location when the submit button is clicked. I'm not asking for any code examples or anything, since I'd be thrilled to accomplish this on my own, I just want to find out if there is access to that array key in any way. Thanks in advance.

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  • Sequential animations in Jquery

    - by Pickels
    I see a lot people struggling with this(me included). I guess it's mostly due to not perfectly knowing how Javascript scopes work. An image slideshow is a good example of this. So lets say you have series of images, the first one fades in = waits = fades out = next image. When I first created this I was already a little lost. I think the biggest problem for creating the basics is to keep it clean. I noticed working with callbacks can get uggly pretty fast. So to make it even more complicated most slideshows have control buttons. Next, previous, go to img, pause, ... I've been trying this for a while now and this is where I got: $(InitSlideshow); function InitSlideshow() { var img = $("img").hide(); var animate = { wait: undefined, start: function() { img.fadeIn(function() { animate.middle(); }); }, middle: function() { animate.wait = setTimeout(function() { animate.end(); }, 1000); }, end: function() { img.fadeOut(function() { animate.start(); }); }, stop: function() { img.stop(); clearTimeout(animate.wait); } }; $("#btStart").click(animate.start); $("#btStop").click(animate.stop); }; This code works(I think) but I wonder how other people deal with sequentials animations in Jquery? Tips and tricks are most welcome. So are links to good resources dealing with this issue. If this has been asked before I will delete this question. I didn't find a lot of info about this right away. I hope making this community wiki is correct as there is not one correct answer to my question. Kind regards, Pickels

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  • jQuery Cycle - #next #prev, goto nextGallery after final slide of currentGallery

    - by FHP
    I am using jQuery cycle in several galleries with #next #prev navigation and a image counter output. Now I am trying to connect all these galleries together. If the user reaches the final slide of gallery A (galleryA.html), the #next anchor should point to gallery B (galleryB.html) / the #prev anchor should point to gallery C (galleryC.html). How can I combine my 2 functions to do that? // slideshow fx $(function() { $('#slideshow').cycle({ fx: 'fade', speed: 350, prev: '#prev', next: '#next', timeout: 0, after: onAfter }); }); //image counter output function onAfter(curr,next,opts) { var caption = (opts.currSlide + 1) + opts.slideCount; $('#counter').html(caption); } html: <div id="slideshow-container"> <div class="slideshow-nav"><a id="prev" href=""></a></div> <div class="slideshow-nav"><a id="next" href=""></a></div> <div id="slideshow" class="pics"> <img src="galleryA/01.jpg" /> <img src="galleryA/02.jpg" /> <img src="galleryA/03.jpg" /> <img src="galleryA/04.jpg" /> <img src="galleryA/05.jpg" /> <img src="galleryA/06.jpg" /> </div> </div>

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  • Using a Control Template for all controls across the application

    - by samar
    Hi, I have a control template in one of my pages and i am assigning this template to my textbox's Validation.ErrorTemplate property. The following code would give you a better view. <ControlTemplate x:Key="ValidationErrorTemplate"> <StackPanel Orientation="Horizontal" HorizontalAlignment="Right"> <AdornedElementPlaceholder/> <Image Name="ValidizorImage" Stretch="None" Source="validizor.gif" ToolTip="{Binding [0].ErrorContent}" ToolTipService.InitialShowDelay="0" ToolTipService.ShowDuration="60000"/> </StackPanel> </ControlTemplate> The above template sets the image at the end of the textbox which is having the error. This template is used as below. <TextBox Grid.Column="5" Grid.Row="1" x:Name="txtemail" Grid.ColumnSpan="3" Margin="0,1,20,1" Validation.ErrorTemplate="{StaticResource ValidationErrorTemplate}" /> My question here is I want to move this control template outside of this page so that i can use it across the application. I tried putting the exact same code of the control template in a user control say "ErrorUC" and using it as below TextBox1.SetResourceReference (System.Windows.Controls.Validation.ErrorTemplateProperty, new ErrorUC()); On running the above code i learnt that "AdornedElementPlaceholder" can be used only in templates and not in user controls. If i comment the same i am not getting the desired result. Can anyone please help! Thanks in advance! Regards, Samar

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  • SIGABRT on iPhone when changing xib

    - by Boz
    I've just finished off an app for the iPhone which, until today, ran fine on the iPhone simulator and actual devices. I tried changing the xib which is loaded in the applicationDidFinishLaunching method in my application delegate class - all I did was change the string in initWithNibName. When I launch the app on the simulator, the Default.png image is shown, then the app crashes with an uncaught exception. When running on a device, the Default.png image is shown for about 10 seconds, the UI is never loaded and I get 'GDB: Program received signal: "SIGABRT".' on the Xcode status bar. Debugging shows that applicationDidFinishLaunching is never actually reached before the app crashes. Setting the starting xib back to the original solves the issue, but now I've made a change and saved it in the Interface Builder and the app shows the same issues as above - I've made no code changes at all. Is this a memory issue, or a known issue of a common mistake? NOTE: I've made no code changes whatsoever, and the only changes I've made to the xib are cosmetic, the IBOutlets are all intact.

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  • How do you pass a BitmapImage from a background thread to the UI thread in WPF?

    - by DanM
    I have a background thread that generates a series of BitmapImage objects. Each time the background thread finishes generating a bitmap, I would like to show this bitmap to the user. The problem is figuring out how to pass the BitmapImage from the background thread to the UI thread. This is an MVVM project, so my view has an Image element: <Image Source="{Binding GeneratedImage}" /> My view-model has a property GeneratedImage: private BitmapImage _generatedImage; public BitmapImage GeneratedImage { get { return _generatedImage; } set { if (value == _generatedImage) return; _generatedImage= value; RaisePropertyChanged("GeneratedImage"); } } My view-model also has the code that creates the background thread: public void InitiateGenerateImages(List<Coordinate> coordinates) { ThreadStart generatorThreadStarter = delegate { GenerateImages(coordinates); }; var generatorThread = new Thread(generatorThreadStarter); generatorThread.ApartmentState = ApartmentState.STA; generatorThread.IsBackground = true; generatorThread.Start(); } private void GenerateImages(List<Coordinate> coordinates) { foreach (var coordinate in coordinates) { var backgroundThreadImage = GenerateImage(coordinate); // I'm stuck here...how do I pass this to the UI thread? } } I'd like to somehow pass backgroundThreadImage to the UI thread, where it will become uiThreadImage, then set GeneratedImage = uiThreadImage so the view can update. I've looked at some examples dealing with the WPF Dispatcher, but I can't seem to come up with an example that addresses this issue. Please advise.

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  • Jquery Blinking issues when using 2 .hover

    - by user1897502
    I want to do 2 .hover : first when the cursor is hover the image icons should appear on the image second when the cursor is hover a specific icon, (for exemple info) a div with the informations should appear I have nearly sucess but I have blinkin problems and when I use the two .hover function the information popup does not show up. here my html {LinkOpenTag}<div class="centrage"><div class="photoDiv"><img src="{PhotoURL-500}" alt="{PhotoAlt}" /> <div class="icons"> {block:Exif} <span class="info"><span> <div class="exif" style="display: none; opacity: 0"> <ol class="CameraMeta"> <li>{block:Camera}Camera: {Camera}{/block:Camera}</li> <li>{block:Aperture}Aperture: {Aperture}{/block:Aperture}</li> <li>{block:Exposure}Exposure: {Exposure}{/block:Exposure}</li> <li>{block:FocalLength}Focal Length: {FocalLength}{/block:FocalLength}</li> </ol> </div> {/block:Exif} </div> </div>{LinkCloseTag} and here my jquery <script type="text/javascript"> $(".photoDiv img").hover( function() { $(this).next().css("visibility", "visible"); }, function() { $(this).next().css("visibility", "hidden"); } ); $("span.info").hover( function() { $(".exif").css("display", "block"); $(".exif").css("opacity", "1"); }, function() { $(".exif").css("display", "none"); $(".exif").css("opacity", "0"); } ); Thanks for your time :)

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  • how to change onclick event with jquery?

    - by user550758
    I have create a js file in which i am creating the dynamic table and dynamically changing the click event for the calendar but onclicking the calender image for dynamic generated table, calendar popup in the previous calendar image. Please help me code /***------------------------------------------------------------ * *Developer: Vipin Sharma * *Creation Date: 20/12/2010 (dd/mm/yyyy) * *ModifiedDate ModifiedBy Comments (As and when) * *-------------------------------------------------------------*/ var jq = jQuery.noConflict(); var ia = 1; jq(document).ready(function(){ jq("#subtaskid1").click(function() { if(ia<=10){ var create_table = jq("#orgtable").clone(); create_table.find("input").each(function() { jq(this).attr({ 'id': function(_, id) { return ia + id }, 'name': function(_, name) { return ia + name }, 'value': '' }); }).end(); create_table.find("select").each(function(){ jq(this).attr({ 'name': function(_,name){ return ia + name } }); }).end(); create_table.find("textarea").each(function(){ jq(this).attr({ 'name': function(_,name){ return ia + name } }); }).end(); create_table.find("#f_trigger_c").each(function(){ var oclk = " displayCalendar(document.prjectFrm['"+ ia +"dtSubDate'],'yyyy-mm-dd', this)"; //ERROR IS HERE var newclick = new Function(oclk); jq(this).click(newclick); }).end(); create_table.appendTo("#subtbl"); jq('#maxval').val(ia); ia++; }else{ var ai = ia-1; alert('Only ' + ai + ' SubTask can be insert'); } }); });

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  • Reducing load time, or making the user think the load time is less

    - by Malfist
    I've been working on a website, and we've managed to reduce the total content for a page load from 13.7MiB's to 2.4, but the page still takes forever to load. It's a joomla site (ick), and it has a lot of redundant DOM elements (2000+ for the home page), and make 60+ HttpRequest's per page load, counting all the css, js, and image requests. Unlike drupal, joomla won't merge them all on the fly, and they have to be kept separate or else the joomla components will go nuts. What can I do to improve load time? Things I've done: Added colors to dom elements that have large images as their background so the color is loaded, then the image Reduced excessively large images to much smaller file sizes Reduced DOM elements to ~2000, from ~5000 Loading CSS at the start of the page, and javascript at the end Not totally possible, joomla injects it's own javascript and css and it does it at the header, always. Minified most javascript Setup caching and gziping on server Uncached size 2.4MB, cached is ~300KB, but even with so many dom elements, the page takes a good bit of time to render. What more can I do to improve the load time?

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  • OpenGL pixels drawn with each horizontal pair swapped

    - by Tim Kane
    I'm somewhat new to OpenGL though I'm fairly sure my problem lies in the pixel format being used, or how my texture is being generated... I'm drawing a texture onto a flat 2D quad using a 16bit RGB5_A1 pixel format, though I don't make use of any alpha at this stage. The problem I'm having is that each pair of horizontal pixel values have been swapped. That is... if the pixels positions should be in this order (assume 8x2 image) 0 1 2 3 4 5 6 7 they are instead drawn as 1 0 3 2 5 4 7 6 Or, more clearly from this image (below). Left is what I get... Right is what I should get. . The question is... How have I ended up with this? Is there something wrong with the pixel format? Unlikely since the colours all appear correct, and I would expect all kinds of nasty if it were down to endian-ness. Suggestions greatly appreciated. Update: Turns out the problem was in my source renderer. Interestingly, I've avoided the problem entirely by using 32-bit textures (haven't tried 24-bit at this point).

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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 to create platform independent 3D video on 3D TV via HDMI 1.4?

    - by artif
    I am writing a real-time, interactive 3D visualization program and at each point in the program, I can compute 2 images (bitmaps) that are meant to look 3D together by means of stereoscopy. How do I get my program to display the image pairs such that they look 3D on a 3D TV? Is there a platform independent way of accomplishing it? (By platform I mean independent of GPU brand, operating system, 3D TV vendor, etc.) If not, which is preferable-- to lock in by GPU, OS, or 3D TV? I suppose I need to be using an HDMI 1.4 cable with the 3D TV? HDMI 1.4 can encode stereoscopy via side-by-side method. But how do I send such an encoded signal to the monitor? What kind of libraries do I use for this sort of thing? Windows DirectShow? If DirectShow is correct, is there a cross platform equivalent available? If anyone asks, yes I have seen this question: http://stackoverflow.com/questions/2811350/generating-3d-tv-stereoscopic-output-programmatically. However, correct me if I am wrong, it does not appear to be what I'm looking for. I do not have an OpenGL or Direct3D program that generates polygons, for which a Nvidia card can do ad-hoc impromptu stereoscopy simply by rendering the scene from 2 slightly offset points of view and then displaying those 2 images on the monitor-- my program already has those image pairs and needs to display them (and they are not the result of rendering polygons). Btw, I have never done any major multimedia programming before and know very little about HDMI, Direct Show, 3D TVs, etc so pardon me if any parts of this question did not make any sense at all.

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  • How to remove an object from the canvas?

    - by Marius Jonsson
    Hello there, I am making this script that will rotate a needle on a tachometer using canvas. I am a newbie to this canvas. This is my code: function startup() { var canvas = document.getElementById('canvas'); var context = canvas.getContext('2d'); var meter = new Image(); meter.src = 'background.png'; var pin = new Image(); pin.src = 'needle.png'; context.drawImage(meter,0,0); context.translate(275,297); for (var frm = 0; frm < 6000; frm++){ var r=frm/1000; //handle here var i=r*36-27; //angle of rotation from value of r and span var angleInRadians = 3.14159265 * i/180; //converting degree to radian context.rotate(angleInRadians); //rotating by angle context.drawImage(pin,-250,-3); //adjusting pin center at meter center } } Here is the script in action: http://www.kingoslo.com/instruments/ The problem is, as you can see, that the red needle is not removed beetween each for-loop. What I need to do is to clear the canvas for the pin object between each cycle of the loop. How do I do this? Thanks. Kind regards, Marius

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  • Website does not automatically fit to iphone screen

    - by Ploetzeneder
    Hello, The following code does not fit onto the iphone screen; how do I have to define the viewport? <html> <body> <center> <div id="karteu" style="background: url('../customer/Karten/karte1.jpg') no-repeat left center;width:714px;height:540px;" > </div> </body> </html> Normally the site should be zoomed, so i first should see the website in small, and then be able to zoom that i see it in the original size, but in my case it does not, when i call the site, the zoom is, that the image has this original size already, and that i have to scroll, but i dont want to scroll,...i want to use the normal safari mobile zoom and then scroll The solution at the bottom does not zoom anything. I want to see the overview of the image at the beginning. Then i want to be able to zoom with the normal safari zoom functions,..

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  • Interactive World Map, highlight countries on mouseover

    - by BrenGG
    I need to create an interactive world map on the front page of a site, the view portal will be about 650x200 pixels. The interactivity would include the following, mouse-over a country would highlight (the countries are will literally be filled with "red" for example) that country and display the countries' name (preferably text in a div), I will also be linking the highlighting event with a that will highlight a country when selected. I am having a difficult time finding a suitable solution, I refuse to use or learn a proprietry technology such as flash so it is not an option. I created a simple mockup using openlayers and a custom map image but the countries' markers load too slowly in IE6. Also svg seems too large, as I tried to use RaphaelJS, but abondoned it when I realised the world map data is 1.2mb which is totally un acceptable for the front page of a site.. I am really at a loss on how I am going to do this, my last resort is to manually create 250+ (however many countries there are) pngs and apply mouseover events to hotspots in the image... but this is probably going to be a dead end too.. desperately seeking a solution, any helpful comments will be appreciated!

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  • XUL: fit all elements vertically in prefpane

    - by Michael
    here goes the XUL part of one of the preference panes. <prefpane id="alt-about" label="About" image="chrome://alt/skin/about.png"> <hbox> <vbox> <image id="armliveticker-about-logo" /> </vbox> <vbox> <description id="addonName">Bla bla bla, bla bla</description> <description id="version"/> <description>Author: bla bla bla</description> <description>ICQ: bla</description> <description>E-mail: [email protected]</description> <description>Website: www.bla-bla.com</description> <separator class="groove" flex="1"/> <description>News feed powered by Bla agency</description> <description>Exchange Rates are powered by Blaaaa Blaa of Blabla</description> </vbox> </hbox> </prefpane> and for some reason the window is not being vertically resized to fit last description element I tried many attributes, many combinations of vbox/hbox.. same. How to solve it guys?

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  • resizing images with imagemagick via shell script

    - by jml
    Hi there, I don't really know that much about bash scripts OR imagemagick, but I am attempting to create a script in which you can give some sort of regexp matching pattern for a list of images and then process those into new files that have a given filename prefix. for example given the following dir listing: allfiles01.jpg allfiles02.jpg allfiles03.jpg i would like to call the script like so: ./resisemany.sh allfiles*.jpg 30 newnames*.jpg the end result of this would be that you get a bunch of new files with newnames, the numbers match up, so far what i have is: IMAGELIST=$1 RESIEZFACTOR=$2 NUMIMGS=length($IMAGELIST) for(i=0; i<NUMIMGS; i++) convert $IMAGELIST[i] -filter bessel -resize . RESIZEFACTOR . % myfile.JPG Thanks for any help... The parts that I obviously need help with are 1. how to give a bash script matching criteria that it understands 2. how to use the $2 without having it match the 2nd item in the image list 3. how to get the length of the image list 4. how to create a proper for loop in such a case 5. how to do proper text replacement for a shell command whereby you are appending items as i allude to. jml

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  • WPF drawing performance with large numbers of geometries

    - by MyFaJoArCo
    Hello, I have problems with WPF drawing performance. There are a lot of small EllipseGeometry objects (1024 ellipses, for example), which are added to three separate GeometryGroups with different foreground brushes. After, I render it all on simple Image control. Code: DrawingGroup tmpDrawing = new DrawingGroup(); GeometryGroup onGroup = new GeometryGroup(); GeometryGroup offGroup = new GeometryGroup(); GeometryGroup disabledGroup = new GeometryGroup(); for (int x = 0; x < DisplayWidth; ++x) { for (int y = 0; y < DisplayHeight; ++y) { if (States[x, y] == true) onGroup.Children.Add(new EllipseGeometry(new Rect((double)x * EDGE, (double)y * EDGE, EDGE, EDGE))); else if (States[x, y] == false) offGroup.Children.Add(new EllipseGeometry(new Rect((double)x * EDGE, (double)y * EDGE, EDGE, EDGE))); else disabledGroup.Children.Add(new EllipseGeometry(new Rect((double)x * EDGE, (double)y * EDGE, EDGE, EDGE))); } } tmpDrawing.Children.Add(new GeometryDrawing(OnBrush, null, onGroup)); tmpDrawing.Children.Add(new GeometryDrawing(OffBrush, null, offGroup)); tmpDrawing.Children.Add(new GeometryDrawing(DisabledBrush, null, disabledGroup)); DisplayImage.Source = new DrawingImage(tmpDrawing); It works fine, but takes too much time - 0.5s on Core 2 Quad, 2s on Pentium 4. I need <0.1s everywhere. All Ellipses, how you can see, are equal. Background of control, where is my DisplayImage, is solid (black, for example), so we can use this fact. I tried to use 1024 Ellipse elements instead of Image with EllipseGeometries, and it was working much faster (~0.5s), but not enough. How to speed up it? Regards, Oleg Eremeev P.S. Sorry for my English.

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  • Using WordPress as a CMS

    - by tonsils
    Hi, Hoping someone can assist but I am currently teaching myself WordPress and working on my own CMS site. My site will consist of approx 5 pages where the header/sidebar menu/footer will be seen on all these 5 pages. Newbie here and questions are as follows: 1) All these 5 pages will consist of different content, for example, every page will have a image banner representing the menu option just clicked, for example, "About Us" on page 5, "Promotions" on page 4 etc and then some text beneath that and then possibly some images inside a carousel set up. Within WordPress, how would I tackle this, i.e. do I just create a page in WordPress, position the banner image at the top of the page, then have a few breaks and then insert the carousel of images - is this correct? If not, do I need to create a separate php file called aboutUs.php that has this markup and then somehow link it to a WordPress page? 2) On my landing page of my site ONLY (page 1), just above the footer, I want to display a div section that displays all the sponsors of the website along with a URL to click to their websites - how would I go about doing this in WordPress? If there are any sites that people know that will somehow answer my queries, pls pass them on. Thanks.

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  • changing sounds when objects meet

    - by blacksheep
    i'd like to change sounds when tapping on an image and drag another image over several others. it is not working properly: the "MoveImage" is not dragable, the tapping is working outside the "TouchImage" and the sounds do not change when tapping on it. (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event{ UITouch *touch = [[event allTouches] anyObject]; CGPoint location = [touch locationInView:touch.view]; if(((CGRectContainsPoint(myTouchImage.frame, location)), (CGRectIntersectsRect(myMoveImage.frame,myImage_1.frame)))) { [sound_E play]; } if (((CGRectContainsPoint(myTouchImage.frame, location)), (CGRectIntersectsRect(myMoveImage.frame,myImage_2.frame)))) { [sound_F play]; } if (((CGRectContainsPoint(myTouchImage.frame, location)), (CGRectIntersectsRect(myMoveImage.frame,myImage_3.frame)))) { [sound_D play]; } if (((CGRectContainsPoint(myTouchImage.frame, location)), (CGRectIntersectsRect(myMoveImage.frame,myImage_4.frame)))) { [sound_Dis play]; } } (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { UITouch *touch = [[event allTouches] anyObject]; CGPoint location = [touch locationInView:touch.view]; if (CGRectContainsPoint(myMoveImage.frame, location)){ CGPoint yLocation = CGPointMake(myMoveImage.center.x,location.y); myMoveImage.center = yLocation; } if(CGRectIntersectsRect(myMoveImage.frame,myImage_1.frame)) { E_NOTE.text = @"E"; } if(CGRectIntersectsRect(myMoveImage.frame,myImage_2.frame)) { F_NOTE.text = @"F"; } if(CGRectIntersectsRect(myMoveImage.frame,myImage_3.frame)) { D_NOTE.text = @"D"; } if(CGRectIntersectsRect(myMoveImage.frame,myImage_4.frame)) { Dis_NOTE.text = @"D#"; } }

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  • Pulling a value from one jQuery function into another

    - by Travis
    I'm trying to take the hex value chosen from a jQuery colorpicker plugin, and store it as a cookie using the jQuery cookie plugin. I just don't know the appropriate way to tie the two together (new to js and jQuery). Here's my colorpicker function: $('#colorSelector').ColorPicker({ color: '#ffffff', onShow: function (colpkr) { $(colpkr).fadeIn(500); return false; }, onHide: function (colpkr) { $(colpkr).fadeOut(500); return false; }, onChange: function (hsb, hex, rgb) { $('#colorSelector div, .preview-image, .cover ').css('backgroundColor', '#' + hex); $('body').css('backgroundColor', '#' + hex); $.cookie('bgColor', 'picker'); return false; } }); And here's my cookie function as is: var bgColor = $.cookie('bgColor'); if (bgColor == 'picker') { $('#colorSelector div, .preview-image, .cover ').css('backgroundColor', '#' + hex); }; I can set and store the cookie value as a standard css background-color, but can't figure out how to pull the "'backgroundColor', '#' + hex" value into the cookie function.

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  • jQuery $.getJSON - How do I parse a flickr.photos.search REST API call?

    - by Chad
    Trying to adapt the $.getJSON Flickr example: $.getJSON("http://api.flickr.com/services/feeds/photos_public.gne?tags=cat&tagmode=any&format=json&jsoncallback=?", function(data){ $.each(data.items, function(i,item){ $("<img/>").attr("src", item.media.m).appendTo("#images"); if ( i == 3 ) return false; }); }); to read from the flickr.photos.search REST API method, but the JSON response is different for this call. Click here to see the JSON response. This is what I've done so far: var url = "http://api.flickr.com/services/rest/?method=flickr.photos.search&api_key=9322c53dde3b36bda33f79c16bb99104&tags=yokota+air+base&safe_search=1&per_page=20"; var src; $.getJSON(url + "&format=json&jsoncallback=?", function(data){ $.each(data.photos, function(i,item){ src = "http://farm"+ item.photo.farm +".static.flickr.com/"+ item.photo.server +"/"+ item.photo.id +"_"+ item.photo.secret +"_m.jpg"; $("<img/>").attr("src", src).appendTo("#images"); if ( i == 3 ) return false; }); }); I guess I'm not building the image src correctly. Couldn't find any documentation on how to build the image src, based on what the JSON response is. How do you parse a flickr.photos.search REST API call?

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