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  • Out of memory exception during scrolling of listview

    - by user1761316
    I am using facebook data like postedpicture,profile picture,name,message in my listview.I am getting an OOM error while doing fast scrolling of listview. I am also having scrollviewlistener in my application that loads more data when the scrollbar reaches the bottom of the screen.I just want to know whether I need to change anything in this class. imageLoader.DisplayImage(postimage.get(position).replace(" ", "%20"), postimg) ; I am using the above line to call the method in this imageloader class to set the bitmap to imageview. Here is my imageloader class import java.io.File; import java.io.FileInputStream; import java.io.FileNotFoundException; import java.io.FileOutputStream; import java.io.InputStream; import java.io.OutputStream; import java.net.HttpURLConnection; import java.net.URL; import java.util.Collections; import java.util.Map; import java.util.Stack; import java.util.WeakHashMap; import com.stellent.beerbro.Wall; import android.app.Activity; import android.content.Context; import android.graphics.Bitmap; import android.graphics.Bitmap.Config; import android.graphics.BitmapFactory; import android.graphics.Canvas; import android.graphics.Paint; import android.graphics.PorterDuff.Mode; import android.graphics.PorterDuffXfermode; import android.graphics.Rect; import android.graphics.RectF; import android.graphics.drawable.BitmapDrawable; import android.util.Log; import android.widget.ImageView; public class ImageLoader { MemoryCache memoryCache=new MemoryCache(); FileCache fileCache; private Map<ImageView, String> imageViews=Collections.synchronizedMap(new WeakHashMap<ImageView, String>()); public ImageLoader(Context context){ //Make the background thead low priority. This way it will not affect the UI performance photoLoaderThread.setPriority(Thread.NORM_PRIORITY-1); fileCache=new FileCache(context); } // final int stub_id=R.drawable.stub; public void DisplayImage(String url,ImageView imageView) { imageViews.put(imageView, url); System.gc(); // Bitmap bitmap=createScaledBitmap(memoryCache.get(url), 100,100,0); Bitmap bitmap=memoryCache.get(url); // Bitmap bitmaps=bitmap.createScaledBitmap(bitmap, 0, 100, 100); if(bitmap!=null) { imageView.setBackgroundDrawable(new BitmapDrawable(bitmap)); // imageView.setImageBitmap(getRoundedCornerBitmap( bitmap, 10,70,70)); // imageView.setImageBitmap(bitmap); // Log.v("first", "first"); } else { queuePhoto(url, imageView); // Log.v("second", "second"); } } private Bitmap createScaledBitmap(Bitmap bitmap, int i, int j, int k) { // TODO Auto-generated method stub return null; } private void queuePhoto(String url, ImageView imageView) { //This ImageView may be used for other images before. So there may be some old tasks in the queue. We need to discard them. photosQueue.Clean(imageView); PhotoToLoad p=new PhotoToLoad(url, imageView); synchronized(photosQueue.photosToLoad){ photosQueue.photosToLoad.push(p); photosQueue.photosToLoad.notifyAll(); } //start thread if it's not started yet if(photoLoaderThread.getState()==Thread.State.NEW) photoLoaderThread.start(); } public Bitmap getBitmap(String url) { File f=fileCache.getFile(url); //from SD cache Bitmap b = decodeFile(f); if(b!=null) return b; //from web try { Bitmap bitmap=null; URL imageUrl = new URL(url); HttpURLConnection conn = (HttpURLConnection)imageUrl.openConnection(); conn.setConnectTimeout(30000); conn.setReadTimeout(30000); InputStream is=conn.getInputStream(); OutputStream os = new FileOutputStream(f); Utils.CopyStream(is, os); os.close(); bitmap = decodeFile(f); return bitmap; } catch (Exception ex){ ex.printStackTrace(); return null; } }//Lalit //decodes image and scales it to reduce memory consumption private Bitmap decodeFile(File f){ try { //decode image size BitmapFactory.Options o = new BitmapFactory.Options(); o.inJustDecodeBounds = true; BitmapFactory.decodeStream(new FileInputStream(f),null,o); //Find the correct scale value. It should be the power of 2. final int REQUIRED_SIZE=Wall.width; final int REQUIRED_SIZE1=Wall.height; // final int REQUIRED_SIZE=250; // int width_tmp=o.outWidth, height_tmp=o.outHeight; int scale=1; // while(o.outWidth/scale/2>=REQUIRED_SIZE && o.outHeight/scale/2>=REQUIRED_SIZE) //// scale*=2; while(true){ if(width_tmp/2<REQUIRED_SIZE && height_tmp/2<REQUIRED_SIZE1) break; width_tmp/=2; height_tmp/=2; scale*=2; } //decode with inSampleSize BitmapFactory.Options o2 = new BitmapFactory.Options(); o2.inSampleSize=scale; // o2.inSampleSize=2; return BitmapFactory.decodeStream(new FileInputStream(f), null, o2); } catch (FileNotFoundException e) {} return null; } //Task for the queue private class PhotoToLoad { public String url; public ImageView imageView; public PhotoToLoad(String u, ImageView i){ url=u; imageView=i; } } PhotosQueue photosQueue=new PhotosQueue(); public void stopThread() { photoLoaderThread.interrupt(); } //stores list of photos to download class PhotosQueue { private Stack<PhotoToLoad> photosToLoad=new Stack<PhotoToLoad>(); //removes all instances of this ImageView public void Clean(ImageView image) { for(int j=0 ;j<photosToLoad.size();){ if(photosToLoad.get(j).imageView==image) photosToLoad.remove(j); else ++j; } } } class PhotosLoader extends Thread { public void run() { try { while(true) { //thread waits until there are any images to load in the queue if(photosQueue.photosToLoad.size()==0) synchronized(photosQueue.photosToLoad){ photosQueue.photosToLoad.wait(); } if(photosQueue.photosToLoad.size()!=0) { PhotoToLoad photoToLoad; synchronized(photosQueue.photosToLoad){ photoToLoad=photosQueue.photosToLoad.pop(); } Bitmap bmp=getBitmap(photoToLoad.url); memoryCache.put(photoToLoad.url, bmp); String tag=imageViews.get(photoToLoad.imageView); if(tag!=null && tag.equals(photoToLoad.url)){ BitmapDisplayer bd=new BitmapDisplayer(bmp, photoToLoad.imageView); Activity a=(Activity)photoToLoad.imageView.getContext(); a.runOnUiThread(bd); } } if(Thread.interrupted()) break; } } catch (InterruptedException e) { //allow thread to exit } } } PhotosLoader photoLoaderThread=new PhotosLoader(); //Used to display bitmap in the UI thread class BitmapDisplayer implements Runnable { Bitmap bitmap; ImageView imageView; public BitmapDisplayer(Bitmap b, ImageView i){bitmap=b;imageView=i;} public void run() { if(bitmap!=null) imageView.setBackgroundDrawable(new BitmapDrawable(bitmap)); } } public void clearCache() { memoryCache.clear(); fileCache.clear(); } public static Bitmap getRoundedCornerBitmap(Bitmap bitmap, int pixels,int width,int height) { Bitmap output = Bitmap.createBitmap(width,height, Config.ARGB_8888); Canvas canvas = new Canvas(output); final int color = 0xff424242; final Paint paint = new Paint(); final Rect rect = new Rect(0, 0, bitmap.getWidth(), bitmap.getHeight()); final RectF rectF = new RectF(rect); final float roundPx = pixels; paint.setAntiAlias(true); canvas.drawARGB(0, 0, 0, 0); paint.setColor(color); canvas.drawRoundRect(rectF, roundPx, roundPx, paint); paint.setXfermode(new PorterDuffXfermode(Mode.SRC_IN)); canvas.drawBitmap(bitmap, rect, rect, paint); return output; } }

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  • Parallax backgrounds in OpenGL ES on the iPhone

    - by Scott
    I've got basically a 2d game on the iPhone and I'm trying to set up multiple backgrounds that scroll at different speeds (known as parallax backgrounds). So my thought was to just stick the backgrounds BEHIND the foreground using different z-coordinate planes, and just make them bigger than the foreground (in size) to accommodate, so that the whole thing can be scrolled (just at a different speed). And (as far as I know) I basically implemented that. The only problem is that it seems to entirely ignore whatever z-value I give it, or rather it just zeroes all of them. I see the background (I've only tested ONE background so far, to keep it simple...so for now I just have a foreground and I want one background scrolling at a different speed), but it scrolls 1:1 with my foreground, so it obviously doesn't look right, and most of it is cut off (cause it's bigger). And I've tried various z-values for the background and various near/far clipping planes...it's always the same. I'm probably just doing one simple thing wrong, but I can't figure it out. I'm wondering if it has to do with me using only 2 coordinates in glVertexPointer for the foreground? (Of course for the background I AM passing in 3) I'll post some code: This is some initial setup: glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrthof(-1.0f, 1.0f, -1.5f, 1.5f, -10.0f, 10.0f); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glEnableClientState(GL_VERTEX_ARRAY); //glEnableClientState(GL_COLOR_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); //transparency glEnable (GL_BLEND); glBlendFunc (GL_ONE, GL_ONE_MINUS_SRC_ALPHA); A little bit about my foreground's float array....it's interleaved. For my foreground it goes vertex x, vertex y, texture x, texture y, repeat. This all works just fine. This is my FOREGROUND rendering: glVertexPointer(2, GL_FLOAT, 4*sizeof(GLfloat), texes); <br> glTexCoordPointer(2, GL_FLOAT, 4*sizeof(GLfloat), (GLvoid*)texes + 2*sizeof(GLfloat)); <br> glDrawArrays(GL_TRIANGLES, 0, indexCount / 4); BACKGROUND rendering: Same drill here except this time it goes vertex x, vertex y, vertex z, texture x, texture y, repeat. Note the z value this time. I did make sure the data in this array was correct while debugging (getting the right z values). And again, it shows up...it's just not going far back in the distance like it should. glVertexPointer(3, GL_FLOAT, 5*sizeof(GLfloat), b1Texes); glTexCoordPointer(2, GL_FLOAT, 5*sizeof(GLfloat), (GLvoid*)b1Texes + 3*sizeof(GLfloat)); glDrawArrays(GL_TRIANGLES, 0, b1IndexCount / 5); And to move my camera, I just do a simple glTranslatef(x, y, 0.0f); I'm not understanding what I'm doing wrong cause this seems like the most basic 3D function imaginable...things further away are smaller and don't move as fast when the camera moves. Not the case for me. Seems like it should be pretty basic and not even really be affected by my projection and all that (though I've even tried doing glFrustum just for fun, no success). Please help, I feel like it's just one dumb thing. I will post more code if necessary.

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  • How can I support scrolling when using batched rendering for my tiles?

    - by dardanel
    I have tiled map 100*75 and tiles are 32*32 pixel.I want to use batching for performance .I don't figure it out , because of my game needs scrolling and every frame i draw 22*16 tiles (my screen is 20*16 tile) .I thought that batching tiles for every frame .Is it good or any suggestion? edit :to more clarify I want to use occlusion culling and batching at the same time.I thought that drawing only visible areas and batching them together .But there is a something i couldn't figure out .When scrolling screen with translate matrix , if one row become invisible , I bind new row and batch them again.Every batched objects needs to buffer again.So I batch tiles and buffer to VBO every time when one row become invisible .I don't know these way is efficient or not .This is my question .And i am open to any suggestions.

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  • How can I add a character and enemies to a game that uses Parallax Scrolling? [on hold]

    - by Homer_Simpson
    I use the following code to create Parallax Scrolling: http://www.david-gouveia.com/portfolio/2d-camera-with-parallax-scrolling-in-xna/ Parallax Scrolling is working but I don't know how to add the player and the enemies. I tried to add a player class to the existing code, but if the player moves, then the camera isn't pointing at the player. The player leaves the camera viewport after a few seconds. I use the following code(as described in the tutorial), but it's not working: // Updates my camera to lock on the character _camera.LookAt(player.Playerposition); What can I do so that the player is always the center of the camera? How should I add the character and the enemies to the game? Should I create a layer for the character and the enemies? For example: new Layer(_camera) { Parallax = new Vector2(0.9f, 1.0f) } At the moment, I don't use a layer for the player and I don't have implemented the enemies because I don't know how to do that. My player class: public class Player { Texture2D Playertex; public Vector2 Playerposition = new Vector2(400, 240); private Game1 game1; public Player(Game1 game) { game1 = game; } public void Load(ContentManager content) { Playertex = content.Load<Texture2D>("8bitmario"); TouchPanel.EnabledGestures = GestureType.HorizontalDrag; } public void Update(GameTime gameTime) { while (TouchPanel.IsGestureAvailable) { GestureSample gs = TouchPanel.ReadGesture(); switch (gs.GestureType) { case GestureType.HorizontalDrag: Playerposition.X += 3f; break; } } } public void Render(SpriteBatch batch) { batch.Draw(Playertex, new Vector2(Playerposition.X - Playertex.Width / 2, Playerposition.Y - Playertex.Height / 2), Color.White); } } In Game1, I update the player and camera class: protected override void Update(GameTime gameTime) { // Updates my character's position player.Update(gameTime); // Updates my camera to lock on the character _camera.LookAt(player.Playerposition); base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); foreach (Layer layer in _layers) layer.Draw(spriteBatch); spriteBatch.Begin(SpriteSortMode.Deferred, null, null, null, null, null, _camera.GetViewMatrix(new Vector2(0.0f, 0.0f))); player.Render(spriteBatch); spriteBatch.End(); base.Draw(gameTime); }

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  • Android ListView scrolling to top

    - by aandroid
    Hi, I have a ListView with custom rows. When any of these rows is clicked, the ListView's data is regenerated. I'd like the list to scroll back to the top when this happens. I initially tried using setSelection(0) in each row's OnClickListener to achieve this but was unsuccessful (I believe because the ListView loses its scroll position when its data is invalidated - so my call to setSelection is undone. I still don't understand how the ListView decides where to scroll to after invalidation, though). The only working solution I know of was given by Romain Guy here: http://groups.google.com/group/android-developers/browse_thread/thread/127ca57414035301 It involves (View.post)ing the call to _listView.setSelection(0). I found this to perform quite poorly. The newly generated list shows up with it's scroll location unchanged and there is a considerable delay before it scrolls back to the top. Is there any better way to achieve this functionality? Any help would be much appreciated. Thanks!

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  • How to disable scrolling in ScrollViewer while Ctrl is pressed

    - by zunyite
    I'd like to implement zoom function while Ctrl key is pressed. But the MouseWheel event is not trigger while the mouse is over the ScrollView. Is there any way to do it? ps:SilverLight 4.0 <UserControl x:Class="SilverlightApplication11.MainPage" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:d="http://schemas.microsoft.com/expression/blend/2008" xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006" mc:Ignorable="d" d:DesignHeight="300" d:DesignWidth="400"> <Grid x:Name="LayoutRoot" Background="White"> <ScrollViewer Background="Gray" MouseWheel="ScrollViewer_MouseWheel" x:Name="scrollViewer"> <Rectangle Width="200" Height="2000" MouseWheel="ScrollViewer_MouseWheel" Fill="AliceBlue" /> </ScrollViewer> </Grid> private void ScrollViewer_MouseWheel(object sender, MouseWheelEventArgs e) { if (Keyboard.Modifiers.HasFlag(ModifierKeys.Control)) { zoom+=0.1; e.Handled = true; } }

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  • how does scrolling in android listview work?

    - by gartenkralleb
    hi, i have an android-app with a listview in an activity. the listview has, if i call it so, three data states. no data loaded from inet - only one dummy item is visible, saying that data is loading data is loaded and shown in list one listitem is clicked and now shows more information for this listitem (so it is increased in its height) on every state change (1 - 2, 2 - 3) i call notifyDataSetChanged() on this ListAdapater. this causes the listview to scroll down to the last item. this is ugly in the first transition and even more ugly in the second because the clicked list item is now out of focus. as i can see, this happens with a google g1 with android 1.6. a htc touch with the same sdk acts like desired (i try to figure it out with some more devices). to avoid this i tried to read out getScrollY() and set this value back. but this returns 0. the reason for this return value i already found on stackoverflow in other qutestions. does anyone else comes along with my problem so far? why does the listview scrolls to the last item? it was mentioned, that listview does keep track on the scroll position. but it seems that it does not in my case. or may i call the wrong refresh method? is notifyDataSetChanged the correct one?

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  • Jquery, Jcarousel smooth infinite scrolling

    - by nharry
    Hi all, I am using jcarousel to auto scroll some images. I would like to know how to make them scroll in one fluid scroll with no pauses or stops. Currently there is a pause and then it scrolls again. If I am not making myself clear then ask and I will try to explain a little better. This is the code: jQuery(document).ready(function() { jQuery('#mycarousel').jcarousel({ auto: 1, wrap: 'last', vertical: true, animation: 5000 });

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  • Android ScrollView Not Scrolling Correctly

    - by user3133534
    I've been making my way through thenewboston's android tutorials and I'm stuck on number 35. There is supposed to be a scroll bar that takes up a weight of 30 at the top of the app. There are 6 textview/edittext field groups in the code, but I deleted 5 for simplicity. My problem is that all of the text and text boxes appear on the page and are not confined to the given weight (they all just show up on the page). Has anyone else had this problem or know how to fix it? Please, I'm new to stackoverflow. If you think this is a stupid question, please explain to me why and how I can ask it better. Here is what it looks like: http://imgur.com/gJmOgqk <?xml version="1.0" encoding="utf-8"?> <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:layout_width="match_parent" android:layout_height="wrap_content" android:orientation="vertical" android:weightSum="100" > <ScrollView android:layout_width="match_parent" android:layout_height="match_parent" android:layout_weight="30" > <LinearLayout android:layout_width="match_parent" android:layout_height="wrap_content" android:orientation="vertical" > <TextView android:id="@+id/textView1" android:layout_width="wrap_content" android:layout_height="wrap_content" android:text="TextView" /> <EditText android:id="@+id/editText1" android:layout_width="match_parent" android:layout_height="wrap_content" android:ems="10" > </EditText> </LinearLayout> </ScrollView> <LinearLayout android:layout_width="match_parent" android:layout_height="match_parent" android:layout_weight="40" android:orientation="vertical" > <Button android:id="@+id/button1" android:layout_width="wrap_content" android:layout_height="wrap_content" android:text="Button" /> </LinearLayout> <LinearLayout android:layout_width="match_parent" android:layout_height="match_parent" android:layout_weight="30" android:orientation="vertical" > <AnalogClock android:id="@+id/analogClock1" android:layout_width="wrap_content" android:layout_height="wrap_content" /> </LinearLayout> </LinearLayout>

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  • iPhone Tableview Use Cells in Horizontal Scrolling not Vertical

    - by norskben
    Hi Guys This is not an uiview orientation question, I want to Have the iphone in Portrait or Landscape, and I want a standard tableview(controller?) that will display cells in a vertical strip down the iphone and the tableview scrolls horizontally. -I.e. a 100% normal tableview, that is rotated 90deg without rotating the phone orientation Is this possible?

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  • vertical scrolling of text in UItextfield

    - by mindfreak
    I am filling Uitextfield with Uibutton click event.(e.g. clicking on BUTTONA will add 'a' to textfield.). my problem is that when inserted text reaches the end of textfield, further characters inserted into textfield via UIbutton are not visible.instead ... is seen . how to let text inside Uitextfield scroll to left when width of UItextfield is reached(just like when we enter characters in UItextfield via keyboard) ? Please let me know.

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  • problems with scrolling a java TextArea

    - by Jonathan
    All, I am running into an issue using JTextArea and JScrollPane. For some reason the scroll pane appears to not recognize the last line in the document, and will only scroll down to the line before it. The scroll bar does not even change to a state where I can slide it until the lines in the document are two greater than the number of lines the textArea shows (it should happen as soon as it is one greater). Has anyone run into this before? What would be a good solution (I want to avoid having to add an extra 'blank' line to the end of the document, which I would have to remove every time I add a new line)? Here is how I instantiate the TextArea and ScrollPane: JFrame frame = new JFrame("Java Chat Program"); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); Container pane = frame.getContentPane(); if (!(pane.getLayout() instanceof BorderLayout)) { System.err.println("Error: UI Container does not implement BorderLayout."); System.exit(-1); } textArea = new JTextArea(); textArea.setPreferredSize(new Dimension(500, 100)); textArea.setEditable(false); textArea.setLineWrap(true); textArea.setWrapStyleWord(true); JScrollPane scroller = new JScrollPane(textArea); scroller.setVerticalScrollBarPolicy(ScrollPaneConstants.VERTICAL_SCROLLBAR_ALWAYS); pane.add(scroller, BorderLayout.CENTER); Here is the method I use to add a new line to textArea: public void println(String a) { textArea.append(" "+a+"\n"); textArea.setCaretPosition(textArea.getDocument().getLength()); } Thanks for your help, Jonathan EDIT: Also, as a side note, with the current code I have to manually scroll down. I assumed that setCaretPosition(doc.getLength()) in the println(line) method would automatically set the page to the bottom after a line is entered... Should that be the case, or do I need to do something differently?

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  • Horizontal Scrolling Flash Game/Large Horizontal Scene

    - by Nathan
    Hello, I'm currently learning Flash (CS4, AS3) and am creating a game. I have currently 1 flv file with 4 scenes, I then move from left to right and then to scene 2 and go from left to right. This is the game where items pop up that need to be clicked on and you get points. Is there any way I can combine these onto 1 scene? Flash only allows you to have a maximum of 2880px wide. The reason for this is the transition between the scenes is RUBBISH and that my AS is not working correctly in between scenes (it loses values). Any help would be greatly appreciated! Nathan

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  • Mouse wheel not scrolling in JDialog but working in JFrame

    - by Iulian Serbanoiu
    Hello, I'm facing a frustrating issue. I have an application where the scroll wheel doesn't work in a JDialog window (but works in a JFrame). Here's the code: import javax.swing.*; import java.awt.event.*; public class Failtest extends JFrame { public static void main(String[] args) { new Failtest(); } public Failtest() { super(); setDefaultCloseOperation(JFrame.DISPOSE_ON_CLOSE); setTitle("FRAME"); JScrollPane sp1 = new JScrollPane(getNewList()); add(sp1); setSize(150, 150); setVisible(true); JDialog d = new JDialog(this, false);// NOT WORKING //JDialog d = new JDialog((JFrame)null, false); // NOT WORKING //JDialog d = new JDialog((JDialog)null, false);// WORKING - WHY? d.setTitle("DIALOG"); d.setDefaultCloseOperation(JDialog.DISPOSE_ON_CLOSE); JScrollPane sp = new JScrollPane(getNewList()); d.add(sp); d.setSize(150, 150); d.setVisible(true); } public JList getNewList() { String objs[] = new String[30]; for(int i=0; i<objs.length; i++) { objs[i] = "Item "+i; } JList l = new JList(objs); return l; } } I found a solution which is present as a comment in the java code - the constructor receiving a (JDialog)null parameter. Can someone enlighten me? My opinion is that this is a java bug. Tested on Windows XP-SP3 with 1 JDK and 2 JREs: D:\Program Files\Java\jdk1.6.0_17\bin>javac -version javac 1.6.0_17 D:\Program Files\Java\jdk1.6.0_17\bin>java -version java version "1.6.0_17" Java(TM) SE Runtime Environment (build 1.6.0_17-b04) Java HotSpot(TM) Client VM (build 14.3-b01, mixed mode, sharing) D:\Program Files\Java\jdk1.6.0_17\bin>cd .. D:\Program Files\Java\jdk1.6.0_17>java -version java version "1.6.0_18" Java(TM) SE Runtime Environment (build 1.6.0_18-b07) Java HotSpot(TM) Client VM (build 16.0-b13, mixed mode, sharing) Thank you in advance, Iulian Serbanoiu PS: The problem is not new - the code is taken from a forum (here) where this problem was also mentioned - but no solutions to it (yet) LATER EDIT: The problem persists with jre/jdk_1.6.0_10, 1.6.0_16 also LATER EDIT 2: Back home, tested on linux (Ubuntu - lucid/lynx) - both with openjdk and sun-java from distribution repo and it works (I used the .class file compiled on Windows) !!! - so I believe I'm facing a JRE bug that happens on some Windows configurations.

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  • CSS: Horizontally scrolling image inside variable width div?

    - by neezer
    I have... <div id="tabs"> <!-- ... --> <div id="interior-photo"> <img src="..."> </div> <!-- ... --> </div> ... and ... #interior-photo { overflow-x: auto; } Basically, I have a page broken down into a main section and a fixed-width right sidebar. Within the main section, I have my tabbed div. The entire page grows with the width of the window, so when the window is resized, the tabbed div grows horizontally in size too. My problem is that the image that I'm loading inside one of the tabbed divs is generally much, much wider than the window usually is (they're panorama pictures; very lengthy horizontally, but not much vertically). I know that I can force the contents of #interior-photo to scroll horizontally using the CSS rule above, but that only seems to work when that same div has a fixed width. Since I want that div to have a variable width, it always seems to display the full width of the image, pushing my layout way out of whack. I know how to fix this using Javascript, but I was wondering if anyone has a CSS-only solution. If you need more information about my layout to solve this issue, please let me know. Thanks!

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  • CSS: series of floated elements without wrapping but rather scrolling horizontally

    - by tybro0103
    I'm working on a album viewer. At the top I want a horizontal container of all the image thumbnails. Right now all the thumbnails are wrapped in a div with float:left. I'm trying to figure out how to keep these thumbnails from wrapping to the next line when there are too many, but rather stay all in one horizontal row and use the scrollbar. Here's my code: (I don't want to use tables) <style type="text/css"> div { overflow:hidden; } #frame { width:600px; padding:8px; border:1px solid black; } #thumbnails_container { height:75px; border:1px solid black; padding:4px; overflow-x:scroll; } .thumbnail { border:1px solid black; margin-right:4px; width:100px; height:75px; float:left; } .thumbnail img { width:100px; height:75px; } #current_image_container img { width:600px; } </style> <div id="frame"> <div id="thumbnails_container"> <div class="thumbnail"><img src="http://www.blueridgexotics.com/images/glry-pixie-bob-kittens.jpg" alt="foo" /></div> <div class="thumbnail"><img src="http://www.blueridgexotics.com/images/PB-KitJan08-1.jpg" alt="foo" /></div> <div class="thumbnail"><img src="http://www.blueridgexotics.com/images/PB-KitJan08-3.jpg" alt="foo" /></div> <div class="thumbnail"><img src="http://www.blueridgexotics.com/images/PB-Jan08.jpg" alt="foo" /></div> <div class="thumbnail"><img src="http://www.blueridgexotics.com/images/gallery3.jpg" alt="foo" /></div> <div class="thumbnail"><img src="http://www.blueridgexotics.com/images/gallery4.jpg" alt="foo" /></div> <div class="thumbnail"><img src="http://www.blueridgexotics.com/Gallery-Pics/kitten3.jpg" alt="foo" /></div> <div class="thumbnail"><img src="http://www.blueridgexotics.com/Gallery-Pics/kitten1.jpg" alt="foo" /></div> </div> <div id="current_image_container"> <img src="http://www.whitetailrun.com/Pixiebobs/PBkittenpics/shani-kits/Cats0031a.jpg" alt="foo" /> </div> </div>

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  • Stop Progressbar manual scrolling in Android

    - by Rony
    Hi experts, I have already posted my query here, but unfortunately, not getting the required support for this simple query. http://www.anddev.org/prevent_manual_moving_of_seekbar_widget-t13048.html I am using progressbar widget in my application to show the download progress. In the current state, I am able to manually move the slider back and forth while download is progressing. How can I prevent the manual moving of progressbar, instead it works only based on progressbar.setProgress(progressbar.getProgress() + 1024); -- currently this works perfect, but I need to prevent the manual moving of progressbar during download. Any help in this regard is appreciated. Regards, Rony

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  • How to disable scrolling the document body?

    - by Manohar
    I have a HTML which has lot of content and a vertical scrollbar appears as soon as the HTML is loaded. Now from this HTML a full screen IFRAME is loaded. The problem is when the IFRAME is loaded, the parent scrollbar still persists, I want to disable the scrollbar when the Iframe is loaded. I tried: document.body.scroll = "no", it did not work with FF and chrome. document.style.overflow = "hidden"; after this I was still able to scroll, and the whole iframe would scroll up revealing the parent HTML. My requirement is, when the IFRAME is loaded, we should never be able to scroll the entire IFRAME if the parent HTML has a scrollbar. Any ideas?

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  • Scrolling when idle?

    - by Julie
    Can anyone point me to an example of code for a page that begins to automatically scroll when the user is idle for an amount of time? I think this is slightly beyond my skill set. I think JQuery or something similar might be appropriate but I just can't seem to figure it out. I'm designing a site for the nonprofit I work for and we don't have the money to hire a programmer. I wouldn't ask anyone to code anything for me, just to point me in the right direction. Thank you so much. Julie K.

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  • ScrollView alawys scrolling to the bottom

    - by Sebi
    I defined a scrollview with a texteedit in my layout: <ScrollView android:fillViewport="true" android:layout_marginBottom="50dip" android:id="@+id/start_scroller" android:layout_height="fill_parent" android:layout_width="fill_parent" android:fadingEdge="none"> <TextView android:id="@+id/text" android:layout_width="fill_parent" android:layout_height="wrap_content" > </TextView> </ScrollView> I add text to this ScrollView with the following method: public void writeToLogView(String textMsg) { if (text.getText().equals("")) { text.append(textMsg); } else { text.append("\n" + textMsg); scroller.scrollBy(0, 1000000); } } As you can see i append the text and try to scroll to the bottom of the ScrollView. Unfortunately this doesn't worked correctly. It scrolls down, but not always, and not always to the bottom. Any hints?

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