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  • User controls do not properly fit on the screen

    - by Royson
    Hi, My application has several controls. Like in one screen has TreeView on left side, GridView with paging in the middle and 4 buttons at right side. The controls properly appear when the form is in a maximized state, but if I minimize it the controls do not properly fit on the screen. I tried with different different tricks like table layout.. in dat I added a panel, etc... But I could not solve the problem. How can I create such type of screens which fits independently of size of my window? Thanks

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  • small javascript problem

    - by dfg
    Hi, I have this little function that opens modal window type thing. The problem is that it doesnt work on IE. All other browser its fine, but on IE, nothing happends: function showOverlayBox() { if( isOpen == false ) return; $('#full').css({ display:'block', left: ( $(window).width() - $('#full').width() )/2, top: ( $(window).height() - $('#full').height() )/2, position:'absolute' }); $('.BgCover').css({ display:'block', width: $(window).width(), height: $(window).height() }); } function doOverlayOpen() { isOpen = true; showOverlayBox(); $('.BgCover').css({opacity:0}).animate( {opacity:0.8} ); return false; } function doOverlayClose() { $('#full').css( 'display', 'none' ); $('.BgCover').animate( {opacity:0}, null, null, function() { $(this).hide(); } ); } Maybe something to do with isOpen == false?

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  • How to delete characters and append strings?

    - by devin250
    i am adding a new record to xml file im first quering all existing items and storing the count in an int int number = query.count() and then incrementing number by 1; number = number +1; now i want to format this value in a string having "N00000000" format and the number will ocuppy the last positions Pseudo code: //declare the format string sting format = "N00000000" //calculate the length of number string int length =number.ToString().Length(); // delete as many characters from right to left as the length of number string ??? // finally concatenate both strings with + operator ??? help please

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  • Spritebatch drawing sprite with jagged borders

    - by Mutoh
    Alright, I've been on the making of a sprite class and a sprite sheet manager, but have come across this problem. Pretty much, the project is acting like so; for example: Let's take this .png image, with a transparent background. Note how it has alpha-transparent pixels around it in the lineart. Now, in the latter link's image, in the left (with CornflowerBlue background) it is shown the image drawn in another project (let's call it "Project1") with a simpler sprite class - there, it works. The right (with Purple background for differentiating) shows it drawn with a different class in "Project2" - where the problem manifests itself. This is the Sprite class of Project1: using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; namespace WindowsGame2 { class Sprite { Vector2 pos = new Vector2(0, 0); Texture2D image; Rectangle size; float scale = 1.0f; // --- public float X { get { return pos.X; } set { pos.X = value; } } public float Y { get { return pos.Y; } set { pos.Y = value; } } public float Width { get { return size.Width; } } public float Height { get { return size.Height; } } public float Scale { get { return scale; } set { if (value < 0) value = 0; scale = value; if (image != null) { size.Width = (int)(image.Width * scale); size.Height = (int)(image.Height * scale); } } } // --- public void Load(ContentManager Man, string filename) { image = Man.Load<Texture2D>(filename); size = new Rectangle( 0, 0, (int)(image.Width * scale), (int)(image.Height * scale) ); } public void Become(Texture2D frame) { image = frame; size = new Rectangle( 0, 0, (int)(image.Width * scale), (int)(image.Height * scale) ); } public void Draw(SpriteBatch Desenhista) { // Desenhista.Draw(image, pos, Color.White); Desenhista.Draw( image, pos, new Rectangle( 0, 0, image.Width, image.Height ), Color.White, 0.0f, Vector2.Zero, scale, SpriteEffects.None, 0 ); } } } And this is the code in Project2, a rewritten, pretty much, version of the previous class. In this one I added sprite sheet managing and, in particular, removed Load and Become, to allow for static resources and only actual Sprites to be instantiated. using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; namespace Mobby_s_Adventure { // Actually, I might desconsider this, and instead use static AnimationLocation[] and instanciated ID and Frame; // For determining the starting frame of an animation in a sheet and being able to iterate through // the Rectangles vector of the Sheet; class AnimationLocation { public int Location; public int FrameCount; // --- public AnimationLocation(int StartingRow, int StartingColumn, int SheetWidth, int NumberOfFrames) { Location = (StartingRow * SheetWidth) + StartingColumn; FrameCount = NumberOfFrames; } public AnimationLocation(int PositionInSheet, int NumberOfFrames) { Location = PositionInSheet; FrameCount = NumberOfFrames; } public static int CalculatePosition(int StartingRow, int StartingColumn, SheetManager Sheet) { return ((StartingRow * Sheet.Width) + StartingColumn); } } class Sprite { // The general stuff; protected SheetManager Sheet; protected Vector2 Position; public Vector2 Axis; protected Color _Tint; public float Angle; public float Scale; protected SpriteEffects _Effect; // --- // protected AnimationManager Animation; // For managing the animations; protected AnimationLocation[] Animation; public int AnimationID; protected int Frame; // --- // Properties for easy accessing of the position of the sprite; public float X { get { return Position.X; } set { Position.X = Axis.X + value; } } public float Y { get { return Position.Y; } set { Position.Y = Axis.Y + value; } } // --- // Properties for knowing the size of the sprite's frames public float Width { get { return Sheet.FrameWidth * Scale; } } public float Height { get { return Sheet.FrameHeight * Scale; } } // --- // Properties for more stuff; public Color Tint { set { _Tint = value; } } public SpriteEffects Effect { set { _Effect = value; } } public int FrameID { get { return Frame; } set { if (value >= (Animation[AnimationID].FrameCount)) value = 0; Frame = value; } } // --- // The only things that will be constantly modified will be AnimationID and FrameID, anything else only // occasionally; public Sprite(SheetManager SpriteSheet, AnimationLocation[] Animations, Vector2 Location, Nullable<Vector2> Origin = null) { // Assign the sprite's sprite sheet; // (Passed by reference! To allow STATIC sheets!) Sheet = SpriteSheet; // Define the animations that the sprite has available; // (Passed by reference! To allow STATIC animation boundaries!) Animation = Animations; // Defaulting some numerical values; Angle = 0.0f; Scale = 1.0f; _Tint = Color.White; _Effect = SpriteEffects.None; // If the user wants a default Axis, it is set in the middle of the frame; if (Origin != null) Axis = Origin.Value; else Axis = new Vector2( Sheet.FrameWidth / 2, Sheet.FrameHeight / 2 ); // Now that we have the axis, we can set the position with no worries; X = Location.X; Y = Location.Y; } // Simply put, draw the sprite with all its characteristics; public void Draw(SpriteBatch Drafter) { Drafter.Draw( Sheet.Texture, Position, Sheet.Rectangles[Animation[AnimationID].Location + FrameID], // Find the rectangle which frames the wanted image; _Tint, Angle, Axis, Scale, _Effect, 0.0f ); } } } And, in any case, this is the SheetManager class found in the previous code: using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; namespace Mobby_s_Adventure { class SheetManager { protected Texture2D SpriteSheet; // For storing the sprite sheet; // Number of rows and frames in each row in the SpriteSheet; protected int NumberOfRows; protected int NumberOfColumns; // Size of a single frame; protected int _FrameWidth; protected int _FrameHeight; public Rectangle[] Rectangles; // For storing each frame; // --- public int Width { get { return NumberOfColumns; } } public int Height { get { return NumberOfRows; } } // --- public int FrameWidth { get { return _FrameWidth; } } public int FrameHeight { get { return _FrameHeight; } } // --- public Texture2D Texture { get { return SpriteSheet; } } // --- public SheetManager (Texture2D Texture, int Rows, int FramesInEachRow) { // Normal assigning SpriteSheet = Texture; NumberOfRows = Rows; NumberOfColumns = FramesInEachRow; _FrameHeight = Texture.Height / NumberOfRows; _FrameWidth = Texture.Width / NumberOfColumns; // Framing everything Rectangles = new Rectangle[NumberOfRows * NumberOfColumns]; int ID = 0; for (int i = 0; i < NumberOfRows; i++) { for (int j = 0; j < NumberOfColumns; j++) { Rectangles[ID] = new Rectangle ( _FrameWidth * j, _FrameHeight * i, _FrameWidth, _FrameHeight ); ID++; } } } public SheetManager (Texture2D Texture, int NumberOfFrames): this(Texture, 1, NumberOfFrames) { } } } For even more comprehending, if needed, here is how the main code looks like (it's just messing with the class' capacities, nothing actually; the result is a disembodied feet walking in place animation on the top-left of the screen and a static axe nearby): using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; using System.Threading; namespace Mobby_s_Adventure { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; static List<Sprite> ToDraw; static Texture2D AxeSheet; static Texture2D FeetSheet; static SheetManager Axe; static Sprite Jojora; static AnimationLocation[] Hack = new AnimationLocation[1]; static SheetManager Feet; static Sprite Mutoh; static AnimationLocation[] FeetAnimations = new AnimationLocation[2]; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; this.TargetElapsedTime = TimeSpan.FromMilliseconds(100); this.IsFixedTimeStep = true; } /// <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); // Loading logic ToDraw = new List<Sprite>(); AxeSheet = Content.Load<Texture2D>("Sheet"); FeetSheet = Content.Load<Texture2D>("Feet Sheet"); Axe = new SheetManager(AxeSheet, 1); Hack[0] = new AnimationLocation(0, 1); Jojora = new Sprite(Axe, Hack, new Vector2(100, 100), new Vector2(5, 55)); Jojora.AnimationID = 0; Jojora.FrameID = 0; Feet = new SheetManager(FeetSheet, 8); FeetAnimations[0] = new AnimationLocation(1, 7); FeetAnimations[1] = new AnimationLocation(0, 1); Mutoh = new Sprite(Feet, FeetAnimations, new Vector2(0, 0)); Mutoh.AnimationID = 0; Mutoh.FrameID = 0; } /// <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(); // Update logic Mutoh.FrameID++; ToDraw.Add(Mutoh); ToDraw.Add(Jojora); 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.Purple); // Drawing logic spriteBatch.Begin(); foreach (Sprite Element in ToDraw) { Element.Draw(spriteBatch); } spriteBatch.Draw(Content.Load<Texture2D>("Sheet"), new Rectangle(50, 50, 55, 60), Color.White); spriteBatch.End(); base.Draw(gameTime); } } } Please help me find out what I'm overlooking! One thing that I have noticed and could aid is that, if inserted the equivalent of this code spriteBatch.Draw( Content.Load<Texture2D>("Image Location"), new Rectangle(X, Y, images width, height), Color.White ); in Project2's Draw(GameTime) of the main loop, it works. EDIT Ok, even if the matter remains unsolved, I have made some more progress! As you see, I managed to get the two kinds of rendering in the same project (the aforementioned Project2, with the more complex Sprite class). This was achieved by adding the following code to Draw(GameTime): protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Purple); // Drawing logic spriteBatch.Begin(); foreach (Sprite Element in ToDraw) { Element.Draw(spriteBatch); } // Starting here spriteBatch.Draw( Axe.Texture, new Vector2(65, 100), new Rectangle ( 0, 0, Axe.FrameWidth, Axe.FrameHeight ), Color.White, 0.0f, new Vector2(0, 0), 1.0f, SpriteEffects.None, 0.0f ); // Ending here spriteBatch.End(); base.Draw(gameTime); } (Supposing that Axe is the SheetManager containing the texture, sorry if the "jargons" of my code confuse you :s) Thus, I have noticed that the problem is within the Sprite class. But I only get more clueless, because even after modifying its Draw function to this: public void Draw(SpriteBatch Drafter) { /*Drafter.Draw( Sheet.Texture, Position, Sheet.Rectangles[Animation[AnimationID].Location + FrameID], // Find the rectangle which frames the wanted image; _Tint, Angle, Axis, Scale, _Effect, 0.0f );*/ Drafter.Draw( Sheet.Texture, Position, new Rectangle( 0, 0, Sheet.FrameWidth, Sheet.FrameHeight ), Color.White, 0.0f, Vector2.Zero, Scale, SpriteEffects.None, 0 ); } to make it as simple as the patch of code that works, it still draws the sprite jaggedly!

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  • How would you communicate with aliens as a computer scientist?

    - by Pyrolistical
    Let's say aliens arrive on Earth and instead of just sending mathematicians and linguistic experts governments around the work decide to send an expert of major field. After a quick round of sorting you are paired up with an alien computer scientist. Given you don't understand each others language how would you using computer science to start the ground work of communication? eg. We know binary is universal, but not the way we write it. The symbols are not universal nor is the the direction we write it (MSB vs LSB and left vs right) Assume aliens are "similar" to us physically it won't impede visual communication.

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  • Can an app use the clipboard for its own purposes? (read: who owns the clipboard?)

    - by eran
    In PowerBuilder's IDE, the code autocomplete feature uses the clipboard to communicate the completed text to the code window. By doing so, it overrides whatever was stored on the clipboard before. So, if you had the winning numbers of the next lottary stored on your clipboard, and you used the autocomplete to turn m_goodfor into m_goodfornothing, you've just lost your only chance of ever getting rich, and you're left with nothing on your clipboard. Features like that are the reason I hate software. It looks like it was implemented by some intern that noone was looking after. However, there's also a chance I got all worked up for nothing, and making such use of the clipboard is absolutely legit. So, can an app use the clipboard for its own purposes? Who is considered the owner of the clipboard? (Bonus votes to whoever puts himself in place of the feature's programmer, and provides some reasoning for this being done on purpose, assuming the users would actually benefite from it)

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  • IE 7 anchor background

    - by Oden
    Why does IE 7 not handle, the css background property for anchors? css: .nav a { float: left; display: block; padding: 5px; height: 25px; line-height: 25px; font-weight: bold; } .nav a:hover { background: #fff; color: #000; } html: <div class="nav"> <a href="#">anchor</a> </div> It has no background, but only in ie7. Why?

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  • WordPress query posts into two Divs

    - by Cameron
    I want to display my wordpress posts in a category in two divs. So for example: <div id="left"> POST 1 POST 3 POST 5 POST 7 </div> <div id="right" POST 2 POST 4 POST 6 POST 8 </div> So want I need to do is tell the query_posts to somehow start spitting out the first 4 posts oddly and then evenly for each div. I don't want to have two seperate WP_Queries as this is a category.php file and needs to have the default loop. Not quite sure how to do this. Any help much appreciated.

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  • Hierarchical animations in DirectX and handling seperate animations on the same mesh?

    - by meds
    I have a hierarchical animated model in DirectX which loads and animates based on the following DirectX sample: http://msdn.microsoft.com/en-us/library/ee418677%28VS.85%29.aspx As good as the sample is it does not really go into some of the details of animation that I'd like. For example, if I have a mesh which has a running animation and a throwing animation as seperate animation sets how can I get the throwing animation to occur for bones above the hip and the walking animation to occur for bones underneath the hip? Also if I wanted to for example have the person lean left or right would I simply have to find the bone for the hip and multiplay a rotation matrix by its matrix? In this case I think the matrix is m_amxBoneOffsets?

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  • Nhibernate criteria query inserts an extra order by expression when using JoinType.LeftOuterJoin and Projections

    - by Aaron Palmer
    Why would this nhibernate criteria query produce the sql query below? return Session.CreateCriteria(typeof(FundingCategory), "fc") .CreateCriteria("FundingPrograms", "fp") .CreateCriteria("Projects", "p", JoinType.LeftOuterJoin) .Add(Restrictions.Disjunction() .Add(Restrictions.Eq("fp.Recipient.Id", recipientId)) .Add(Restrictions.Eq("p.Recipient.Id", recipientId)) ) .SetProjection(Projections.ProjectionList() .Add(Projections.GroupProperty("fc.Name"), "fcn") .Add(Projections.Sum("fp.ObligatedAmount"), "fpo") .Add(Projections.Sum("p.ObligatedAmount"), "po") ) .AddOrder(Order.Desc("fpo")) .AddOrder(Order.Desc("po")) .AddOrder(Order.Asc("fcn")) .List<object[]>(); SELECT this_.Name as y0_, sum(fp1_.ObligatedAmount) as y1_, sum(p2_.ObligatedAmount) as y2_ FROM fundingCategories this_ inner join fundingPrograms fp1_ on this_.fundingCategoryId = fp1_.fundingCategoryId left outer join projects p2_ on fp1_.fundingProgramId = p2_.fundingProgramId WHERE (fp1_.recipientId = 6 /* @p0 */ or p2_.recipientId = 6 /* @p1 */) GROUP BY this_.Name ORDER BY p2_.name asc, y1_ desc, y2_ desc, y0_ asc It is incorrectly putting the p2_name asc into the ORDER BY statement, and causing it to crash. This only happens when I use JoinType.LeftOuterJoin on my Projects criteria. Is this a known nhibernate bug? I'm using nhibernate 2.0.1.4000. Thanks for any insight.

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  • preg_match , regexp , php , ignore white spaces and new lines

    - by Michael
    I'm trying to extract richard123 using php preg_replace but there are a lot of white spaces and new lines and I think because of that my regexp doesn't work . The html can be seen here : http://pastebin.com/embed_iframe.php?i=vuD3z9ij My current preg_match is : $find = "/< tr bgcolor=\"F0F0F0\" valign=\"middle\">< td align=\"left\">< font size=\"-1\">(.*)<\/font><\/td>/"; preg_match_all($find, $res, $matches2); print_r($matches2); I also tried <\/td/s"; <\/td/m"; <\/td/x"; but doesn't work either .

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  • Using TextOptions.TextFormattingMode with FormattedText

    - by dan gibson
    With WPF4 you can have non-blurry text by adding TextOptions.TextFormattingMode="Display" and TextOptions.TextRenderingMode="Aliased" to your xaml: <Window TextOptions.TextFormattingMode="Display" TextOptions.TextRenderingMode="Aliased"> This works fine for me except for when I draw text with DrawingContext.DrawText like this: void DrawText(DrawingContext dc) { FormattedText ft = new FormattedText("Hello World", System.Globalization.CultureInfo.CurrentCulture, System.Windows.FlowDirection.LeftToRight, new Typeface(FontFamily, FontStyle, FontWeight, FontStretch), FontSize, brush); dc.DrawText(ft, new Point(rect.Left, rect.Top)); } How can I draw non-blurry text with FormattedText? ie I want TextOptions.TextFormattingMode="Display" and TextOptions.TextRenderingMode="Aliased" to be used.

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  • Django DecimalField returns "None" instead of empty value

    - by Ed
    Is there a way to force django to display nothing instead of "None" for a Decimal Field that's been left blank? In my template, I show a list of all the values for a particular field. Each value is hyperlinked to a page that displays the results of a query filtered on that value. But because there are some entries with null value, my list includes actual DecimalField entries and "None" for all those that are empty. When a user clicks on None, django throws a validation error because you cannot query a DecimalField using a string. I could write if statements checking all instances of decimal fields for Nones and skipping them, but that is far from an elegant solution. Any advice? This is one part of the code, though there are other templates that derive the None value in slightly different manners: {% for item in choices %} <a href={% url app_views.field_choice item %}>{{ item }}</a><br> {% endfor %}

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  • jqgrid - edit form field combobox not defaulting to selected row value after first edit

    - by ooo
    i am using jqgrid with asp.net-mvc. I have an edit form (using jqmodal) which works great but for some reason one combobox field doesn't default to the current selected row after the first time i bring up the edit form. the weird thing is that i have many other comboboxes which work fine every time and i don't see any real difference. here is an example of the field that doesn't work: { name: "TechOwner", index: "TechOwner", width: 70, editable: true, edittype: "select", editoptions: { dataUrl: "/Person/GetSelectData" }, editrules: { required: true} }, and here is a field that works fine: { name: "FundingType", index: "FundingType", align: "left", width: 25, editable: true, edittype: "select", editoptions: { dataUrl: "/Project/FundingGetSelectData" }, editrules: { required: true} }, the dropdown is getting populated with all options (including the current selected row option) but its just defaulting to the top item) instead of one that matches the current row. is there anything to look out for here that may cause this behavior?

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  • UITextView on iPad INCREDIBLY Slow

    - by Sj
    I have an NSMutableArray of custom views (that are pretty much 1 UITextView and 1 UILabel with a custom back ground image), these are created as they are need (I start with 2 (though the first one is only 2 UITextFields and the other is normal) of these). Now my issue here seems to be this: as soon as I try to edit any UITextView past the one in the 2nd view, it starts to run incredibly slow, not the app, just the textview. For example, as I type, the little blinky guy lags behind the text and when I click to copy/paste/cut/etc you can see the little balloon fly in from the upper left corner every time. I have run the static analyzer for leaks and come up with nothing and run it alongside some other the testing software in XCode and it does not appear to have any reason for this. Any help would be greatly appreciated.

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  • Fancy box and youtube video problems

    - by shinjuo
    I have some fancy box photos and a youtube video, but when the fancy box picture opens the youtube video sits in front of it? Any ideas? Here is a snippet of my code: <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml"> <head> <script type="text/javascript"> <!-- var newwindow; function newWindow(url) { newwindow=window.open(url,'name','height=600,width=625'); if (window.focus) {newwindow.focus()} } // --> </script> <meta content="text/html; charset=utf-8" http-equiv="Content-Type" /> <title>onco Construction and Supply - Rhino Shield</title> <script type="text/javascript" src="http://code.jquery.com/jquery-1.4.2.min.js"></script> <script type="text/javascript" src="fancybox/jquery.mousewheel-3.0.2.pack.js"></script> <script type="text/javascript" src="fancybox/jquery.fancybox-1.3.1.js"></script> <link rel="stylesheet" type="text/css" href="fancybox/jquery.fancybox-1.3.1.css" media="screen" /> <link rel="stylesheet" type="text/css" href="../style3.css" media="screen" /> <script type="text/javascript"> $(document).ready(function() { $("a[rel=example_group]").fancybox({ 'transitionIn' : 'elastic', 'transitionOut' : 'elastic', 'titlePosition' : 'over', 'titleFormat' : function(title, currentArray, currentIndex, currentOpts) { return '<span id="fancybox-title-over">Image ' + (currentIndex + 1) + ' / ' + currentArray.length + (title.length ? ' &nbsp; ' + title : '') + '</span>'; } }); }); </script> <style type="text/css"> .commercial { position: absolute; left:205px; top:1175px; width:327px; height:auto; } .pictures { position: absolute; left: 50px; top: 1090px; width: 750px; height: auto; text-align: center; } </style> </head> <body> <div class="pictures"> <a rel="example_group" href="images/rhino/1.jpg"> <img src="images/rhino/small/1.jpg" alt=""/></a> <a rel="example_group" href="images/rhino/2.jpg"> <img src="images/rhino/small/2.jpg" alt=""/></a> <a rel="example_group" href="images/rhino/3.jpg"> <img src="images/rhino/small/3.jpg" alt=""/></a> <a rel="example_group" href="images/rhino/4.jpg"> <img src="images/rhino/small/4.jpg" alt=""/></a> <a rel="example_group" href="images/rhino/5.jpg"> <img src="images/rhino/small/5.jpg" alt=""/></a> <a rel="example_group" href="images/rhino/6.jpg"> <img src="images/rhino/small/6.jpg" alt=""/></a> </div> <div class="commercial"> <object width="445" height="364"><param name="movie" value="http://www.youtube.com/v/Mw3gLivJkg0&hl=en_US&fs=1&rel=0&color1=0x2b405b&color2=0x6b8ab6&border=1"></param> <param name="allowFullScreen" value="true"></param> <param name="allowscriptaccess" value="always"></param> <embed src="http://www.youtube.com/v/Mw3gLivJkg0&hl=en_US&fs=1&rel=0&color1=0x2b405b&color2=0x6b8ab6&border=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="445" height="364"> </embed> </object> </div> </body> </html>

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  • Matlab: Adding symbols to figure

    - by niko
    Hi, Below is the user interface I have created to simulate LDPC coding and decoding The code sequence is decoded iteratively by passing values between the left and right nodes through the connections. The first thing it would be good to add in order to improve visualization is to add arrows to the connections in the direction of passing values. The alternative is to draw a bigger arrow at the top of the connection showing the direction. Another thing I would like to do is displaying the current mathematical operation below the connection (in this example c * H'). What I don't know how to do is displaying special characters and mathematical symbols and other kinds of text such as subscript and superscript in the figure (for example sum sign and subscript "T" instead of sign ="'" to indicate transposed matrix). I would be very thankful if anyone could point to any useful resources for the questions above or show the solution. Thank you.

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  • Implement functionality in PHP?

    - by Rachel
    How can we Implement Bisect Python functionality in PHP Implement function bisect_left($arr, $item); as a pure-PHP routine to do a binary-bisection search for the position at which to insert $item into $list, maintaining the sort order therein. Assumptions: Assume that $arr is already sorted by whatever comparisons would be yielded by the stock PHP < operator, and that it's indexed on ints. The function should return an int, representing the index within the array at which $item would be inserted to maintain the order of the array. The returned index should be below any elements in $arr equal to $item, i.e., the insertion index should be "to the left" of anything equal to $item. Search routine should not be linear! That is, it should honor the name, and should attempt to find it by iteratively bisecting the list and comparing only around the midpoint.

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  • Close button during modal sheet

    - by Nano8Blazex
    In Objective C (Cocoa) I have an app running with a modal sheet, but I want to allow the app to quit even when the sheet is displayed (contradicting the definition of modal I think, but I like the animated effect of modal sheets). I'm already using the -setPreventsApplicationTerminationWhenModal method and it works fine, but I'm wondering... is there any way to keep the close button enabled? The little circle usually red-colored close button that comes with all windows in the top left corner (side by side with minimize and maximize)? Right now it's completely disabled when the sheet is running, and it would be awesome if there is a way to enable it. Thanks!

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  • Parsing Complex Text File with C#

    - by David
    Hello, I need to parse a text file that has a lot of levels and characters. I've been trying different ways to parse it but I haven't been able to get anything to work. I've included a sample of the text file I'm dealing with. Any suggestions on how I can parse this file? I have denoted the parts of the file I need with TEXTINEED. (bean name: 'TEXTINEED context: (list '/text '/content/home/left-nav/text '/content/home/landing-page) type: '/text/types/text module: '/modules/TEXTINEED source: '|moretext| ((contents (list (list (bean type: '/directory/TEXTINEED ((directives (bean ((chartSize (list 600 400)) (showCorners (list #f)) (showColHeader (list #f)) (showRowHeader (list #f))))))) (bean type: '/directory/TEXTINEED ((directives (bean ((displayName (list "MTD")) (showCorners (list #f)) (showColHeader (list #f)) (showRowLabels (list #f)) (hideDetailedLink (list #t)) (showRowHeader (list #f)) (chartSize (list 600 400))))))) (bean type: '/directory/TEXTINEED ((directives (bean ((displayName (list "QTD")) (showCorners (list #f)) (showColHeader (list #f)) (showRowLabels (list #f)) (hideDetailedLink (list #t)) (showRowHeader (list #f)) (chartSize (list 600 400)))))))) Thanks!

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  • FireBug - inspect element problem -- showing different interface?

    - by Susan
    When I used to use Firebugs inspect elements feature it displayed the results like this below. Nice, nested tags on the left...css style on the right. Recently, however, when I try to inspect elements it always shows this: I've tried reverting to older versions of FireBug (can't remember if it started after an update?).. I've poked around the settings... Can't find why it's different. The interface it's showing now is completely useless for figuring out what's going on in the html / css.

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  • strange problem with WriteBeginTag

    - by user276640
    i use such code, but it renders with error <li class="dd0"><div id="dt1"<a href="http://localhost:1675/Category/29-books.aspx">Books</a></div></li> there is no > in opening tag div. what the problem? writer.WriteBeginTag("li"); //writer.WriteAttribute("class", this.CssClass); writer.WriteAttribute("class", "dd0"); if (!String.IsNullOrEmpty(this.LiLeftMargin)) { writer.WriteAttribute("style", string.Format("margin-left: {0}px", this.LiLeftMargin)); } writer.Write(HtmlTextWriter.TagRightChar); writer.WriteBeginTag("div"); writer.WriteAttribute("id", "dt1"); this.HyperLink.RenderControl(writer); writer.WriteEndTag("div"); writer.WriteEndTag("li");

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  • Resizing a UIButton programmatically by maintaining a margin

    - by Oscar Del Ben
    Hello, I'm adding a UIButton to a tableView footer programmatically. This button has a left and right margin that is equal to the tableView margin: UIButton *deleteButton = [UIButton buttonWithType:UIButtonTypeRoundedRect]; deleteButton.frame = CGRectMake(10, 60, 300, 34); deleteButton.autoresizingMask = UIViewAutoresizingFlexibleWidth I'm adding autoresizingMask because I want to support rotation. However, it does not work as I want, as the button stretches all the way down to the right, as shown by the image below. Any idea how to fix it? If I remove the autosizing property then the margin is correct.

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  • Accurate Timings with Oscilloscopes on PC

    - by Paul Bullough
    In the world of embedded software (firmware) it is fairly common to observe the order of events, take timings and optimise a program by getting it to waggle PIO lines and capturing their behavior on an oscilloscope. In days gone by it was possible to toggle pins on the serial and parallel ports to achieve much the same thing on PC-based software. This made it possible to capture host PC-based software events and firmware events on the same trace and examine host software/firmware interactions. Now, my new laptop ... no serial or parallel ports! This is increasingly the case. So, does anyone have any suggestions as to go about emitting accurate timing signals off a "modern" PC? It strikes me that we don't have any immediately programmable, lag-free output pins left. The solution needs to run off a laptop, so using add-on cards that only plug into desktops are not permitted.

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  • Identifying an empty text node with jQuery + Javascript

    - by b. e. hollenbeck
    You'd think this was easy - but I'm having the hardest time with it. Here's what I'm trying to identify: <span class="cw-value-one"></span> Here's what I'm using so far: $('span.cw-value-one').each(function(){ var textNode = $(this).text(); var type = typeof textNode; var len = textNode.length; if($(this).is(':empty')){ $(this).siblings('span.cw-value-two').css({"position": "relative", "left": "1em"}); } }); Ok, so textNode = "", type = string and len = 1 - none of which is helpful in identifying an empty text node, since a has a type of string and length of 1. The jQuery .is(':empty') is not working either. So whow do you identify an empty text node in JQuery or plain ol' Javascript?

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