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  • tcpdf table header in each page

    - by DragoN
    i am using tcpdf to create pdf files with rows of table in the first page of pdf i display some info like : List of table .... and header of table after that i display the rows in table if there much rows it contiunes in the next page without the info [List of table... and header of table] i want to display the header of table only in the next pages here is my code $pdf->SetFont('aefurat', '', 15); $pdf->AddPage('P', 'A4'); $pdf->SetFontSize(17); $pdf->Cell(0, 13, 'List of the Byan Table,'C'); $pdf->SetFont('dejavusans', '', 14); $htmlpersian = 'In / Out List'; $pdf->WriteHTML($htmlpersian, true, 0, true, 0); $pdf->setRTL(false); $pdf->SetFontSize(11); $pdf->setRTL(true); Connect(); $resultsc = mysql_query("SELECT * FROM byan Order By Date "); while($r = mysql_fetch_array($resultsc)) { $printresult .= ' <tr> <td ><center>'.$r['Date'].'</center></td> <td ><center>'.$r['In'].'</center></td> <td ><center>'.$r['Out'].'</center></td> <td ><center>'.$r['Balance'].'</center></td> <td ><center>'.$r['Info'].'</center></td> <td ><center>'.$r['Number'].'</center></td> </tr>'; } $tbl = ' <table cellspacing="0" cellpadding="1" border="1" align="center"> <tr> <td style="width: 13%; background-color:black; color:white;"><center>Date</center></td> <td style="width: 11%; background-color:black; color:white;"><center>In</center></td> <td style="width: 11%; background-color:black; color:white;"><center>Out</center></td> <td style="width: 12%; background-color:black; color:white;"><center>Balance</center></td> <td style="width: 45%; background-color:black; color:white;"><center>Info</center></td> <td style="width: 11%; background-color:black; color:white;"><center>Number</center></td> </tr> '.$printresult.' </table> '; $pdf->writeHTML($tbl, true, false, true, false, ''); the output is First Page: List of the Byan Table In / Out List Table Header rows Second Page: Rows Third Page: Rows i want the output to be like that First Page: List of the Byan Table In / Out List Table Header Rows Second Page: Table Header Rows Third Page: Table Header Rows

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  • Get rid of jfreechart chartpanel unnecessary space

    - by ryvantage
    I am trying to get a JFreeChart ChartPanel to remove unwanted extra space between the edge of the panel and the graph itself. To best illustrate, here's a SSCCE (with JFreeChart installed): public static void main(String[] args) { JPanel panel = new JPanel(new GridBagLayout()); GridBagConstraints gbc = new GridBagConstraints(); gbc.fill = GridBagConstraints.BOTH; gbc.gridwidth = 1; gbc.gridheight = 1; gbc.weightx = 1; gbc.weighty = 1; gbc.gridy = 1; gbc.gridx = 1; panel.add(createChart("Sales", Chart_Type.DOLLARS, 100000, 115000), gbc); gbc.gridx = 2; panel.add(createChart("Quotes", Chart_Type.DOLLARS, 250000, 240000), gbc); gbc.gridx = 3; panel.add(createChart("Profits", Chart_Type.PERCENTAGE, 40.00, 38.00), gbc); JFrame frame = new JFrame(); frame.add(panel); frame.setSize(800, 300); frame.setLocationRelativeTo(null); frame.setVisible(true); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); } private static ChartPanel createChart(String title, Chart_Type type, double goal, double actual) { double maxValue = goal * 2; double yellowToGreenNum = goal; double redToYellowNum = goal * .75; DefaultValueDataset dataset = new DefaultValueDataset(actual); JFreeChart jfreechart = createChart(dataset, Math.max(actual, maxValue), redToYellowNum, yellowToGreenNum, title, type); ChartPanel chartPanel = new ChartPanel(jfreechart); chartPanel.setBorder(new LineBorder(Color.red)); return chartPanel; } private static JFreeChart createChart(ValueDataset valuedataset, Number maxValue, Number redToYellowNum, Number yellowToGreenNum, String title, Chart_Type type) { MeterPlot meterplot = new MeterPlot(valuedataset); meterplot.setRange(new Range(0.0D, maxValue.doubleValue())); meterplot.addInterval(new MeterInterval(" Goal Not Met ", new Range(0.0D, redToYellowNum.doubleValue()), Color.lightGray, new BasicStroke(2.0F), new Color(255, 0, 0, 128))); meterplot.addInterval(new MeterInterval(" Goal Almost Met ", new Range(redToYellowNum.doubleValue(), yellowToGreenNum.doubleValue()), Color.lightGray, new BasicStroke(2.0F), new Color(255, 255, 0, 64))); meterplot.addInterval(new MeterInterval(" Goal Met ", new Range(yellowToGreenNum.doubleValue(), maxValue.doubleValue()), Color.lightGray, new BasicStroke(2.0F), new Color(0, 255, 0, 64))); meterplot.setNeedlePaint(Color.darkGray); meterplot.setDialBackgroundPaint(Color.white); meterplot.setDialOutlinePaint(Color.gray); meterplot.setDialShape(DialShape.CHORD); meterplot.setMeterAngle(260); meterplot.setTickLabelsVisible(false); meterplot.setTickSize(maxValue.doubleValue() / 20); meterplot.setTickPaint(Color.lightGray); meterplot.setValuePaint(Color.black); meterplot.setValueFont(new Font("Dialog", Font.BOLD, 0)); meterplot.setUnits(""); if(type == Chart_Type.DOLLARS) meterplot.setTickLabelFormat(NumberFormat.getCurrencyInstance()); else if(type == Chart_Type.PERCENTAGE) meterplot.setTickLabelFormat(NumberFormat.getPercentInstance()); JFreeChart jfreechart = new JFreeChart(title, JFreeChart.DEFAULT_TITLE_FONT, meterplot, false); return jfreechart; } enum Chart_Type { DOLLARS, PERCENTAGE } If you resize the frame, you can see that you cannot make the edge of the graph go to the edge of the panel (the panels are outlined in red). Especially on the bottom - there is always a gap between the bottom the graph and the bottom of the panel. Is there a way to make the graph fill the entire area? Is there a way to at least guarantee that it is touching one edge of the panel (i.e., it is touching the top and bottom or the left and right) ??

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  • Background-color puzzle on CSS for heading/title div.

    - by ProfK
    I have the following title div setup, but when only the leftmost div has content, the red background for the title is not applied. Why is this, as the 'title' div has content, and its background should be red. Head stuff: <title>Into the Breech</title> <link href="Styles/Reset.css" rel="stylesheet" type="text/css" /> <style type="text/css"> body { font-family: Arial, Sans-Serif, System; } #title { background-color: #F71831; font-weight: bold; } .title-segment-left { float: left; } </style> Body stuff: <div id="title"> <div id="menu-title" class="title-segment-left" style="width: 200px;"> Menu </div> <div id="main-title" class="title-segment-left" style="width: auto;"> Home Page </div> <div id="right-title" style="float: right;"> Provantage Media Management System </div> </div>

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  • How can we change color of a text programmatically ?

    - by user297535
    My code is -(UIImage *)addText:(UIImage *)img text:(NSString *)text1{ int w = img.size.width; int h = img.size.height; CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB(); CGContextRef context = CGBitmapContextCreate(NULL, w, h, 8, 4 * w, colorSpace, kCGImageAlphaPremultipliedFirst); CGContextDrawImage(context, CGRectMake(0, 0, w, h), img.CGImage); CGContextSetRGBFillColor(context, 0.0, 0.0, 1.0, 1); char* text = (char *)[text1 cStringUsingEncoding:NSASCIIStringEncoding]; CGContextSelectFont(context, "Arial", 18, kCGEncodingMacRoman); CGContextSetTextDrawingMode(context, kCGTextFill); CGContextSetRGBFillColor(context, 255, 255, 255, 2); CGContextShowTextAtPoint(context, 10, 170, text, strlen(text)); CGImageRef imageMasked = CGBitmapContextCreateImage(context); CGContextRelease(context); CGColorSpaceRelease(colorSpace); return [UIImage imageWithCGImage:imageMasked]; } -(UIImage *)addText:(UIImage *)img text:(NSString *)text1{ int w = img.size.width; int h = img.size.height; CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB(); CGContextRef context = CGBitmapContextCreate(NULL, w, h, 8, 4 * w, colorSpace, kCGImageAlphaPremultipliedFirst); CGContextDrawImage(context, CGRectMake(0, 0, w, h), img.CGImage); CGContextSetRGBFillColor(context, 0.0, 0.0, 1.0, 1); char* text = (char *)[text1 cStringUsingEncoding:NSASCIIStringEncoding]; CGContextSelectFont(context, "Arial", 18, kCGEncodingMacRoman); CGContextSetTextDrawingMode(context, kCGTextFill); CGContextSetRGBFillColor(context, 255, 255, 255, 2); CGContextShowTextAtPoint(context, 10, 170, text, strlen(text)); CGImageRef imageMasked = CGBitmapContextCreateImage(context); CGContextRelease(context); CGColorSpaceRelease(colorSpace); return [UIImage imageWithCGImage:imageMasked]; } How can we change the color of the text programmatically? Answers will be greatly appreciated!

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  • Why does font-size only work when I set background-color on a button?

    - by Andrew Latham
    I am in Rails 3.2.6, on Chrome. I have the following code in my html.erb file: <div id="beta"> <%= form_tag({}, {:id => "id_search"}) do %> ID: <%= text_field_tag "beta_id" %> <%= submit_tag "Go" %> <% end %> </div> When I set the font-size to 24pt in my CSS file, the text field changes properly, but the button doesn't change at all. I pulled it up in my Developer Tools, and it was getting the CSS property, but just not changing its font size. Even when I put !important, nothing happened. I couldn't change the font-family either. JSFiddle: http://jsfiddle.net/R5CXg/ Changing other properties worked. When I changed the background-color property, the button suddenly turned square instead of round, and popped into the correct font-size and font-family. Why was this the case and how can I work around it?

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  • How to change button background color depending on bound command canexecute ??

    - by LaurentH
    Hi, I Have a ItemTemplate in which is a simple button bound on a command, which can be executable or not depending on some property. I'd like the color of this button's background to change if the command isn't executable. I tried several methods, but I can't find anyway to do this purely in XAML (I'm doing this in a study context, and code behind isn't allowed). Here's my code for the button : <Button x:Name="Dispo" HorizontalAlignment="Center" Margin="0" VerticalAlignment="Center" Width="30" Height="30" Grid.Column="2" Grid.Row="0" Command="{Binding AddEmpruntCommandModel.Command}" CommandParameter="{Binding ElementName='flowCars', Path='SelectedItem'}" vm:CreateCommandBinding.Command="{Binding AddEmpruntCommandModel}" > <Button.Style> <Style TargetType="{x:Type Button}"> <Style.Triggers> <Trigger Property="IsEnabled" Value="True"> <Setter Property="Button.Background" Value="Green"/> </Trigger> <Trigger Property="IsEnabled" Value="False"> <Setter Property="Button.Background" Value="Red"/> </Trigger> </Style.Triggers> </Style> </Button.Style> </Button>

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  • How to format individual DropDownlist Items (color, etc.) during onDataBinding event

    - by LesterDove
    Hi, I have a basic DropDownList bound to a ObjectDataSource: <asp:DropDownList ID="DropDownList1" runat="server" AutoPostBack="True" DataSourceID="objDataSource1" DataTextField="FieldName" DataValueField="FieldID" /> The DataTable from which it receives the DataTextField and DataValueField values also returns some other interesting information about the records. Say Active = Y/N for simplicity's sake. What I'd like to do is to set the background-color property of the DropDownList Item based on that Active field in the DataSource results. Further, I'd like to do this "in the same pass" as when the DropDownList is bound to the data. So my guess is that it has to happen during OnDataBinding. Things I already know/tried: I could go back and loop through the DropDownList items later. But it would involve embedding loops and re-visiting the DataTable rows and it just seems inefficient int row; for (row = 0; row < DropDownList1.Items.Count - 1; row++) { [[if this row = that data row]] DropDownList1.Items[row].[[DoStuffHere, etc.]] } We already do stuff like this with the GridView OnRowDataBound event, by accessing the GridViewRowEventArgs e. What I seem to be missing is an "OnDropDownListItemBound" event, so to speak. Hope I've been clear and concise. Seems as though it should be easy...

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  • Editting CSS in iframe that sets Select tag's text color to black?

    - by Corey Ogburn
    This is a very specific question for a Google Chrome extension. http://www.meebo.com/mobile/ This page is where you're kicked to when you go to Meebo.com on an iPhone or Droid phone. But if you notice, the Status box where you can set yourself away or what you want your status to be has white text on a white background. In order to get a website to appear in a Google Chrome extension's popup window (the one that drops down when you click the icon next to the address bar) that isn't an included html file in the extension, I need to use an iFrame. I know that there's security measures about Cross-Site stuff like javascript and I'm not surprised I'm having trouble accessing the CSS. But there's a class, status, and it's color is white and I need to change that to black. I've tested it with Chrome's Inspect Element window and if I change that, I'll be fine. I've tried changing the manifest.json file to inject a CSS file using Content-Scripts, but nothing... I'm new to Chrome Extensions but I have experience doing web development.

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  • RegisterRequiresControlState can only be called before and during PreRender.

    - by user203127
    Hi When i am trying to export data from gridview to excelML I am getting error like RegisterRequiresControlState can only be called before and during PreRender. I dont know why it is happening. Please help me to sove this issue. Here is my sample code. I didnt implement any prerender method in my code. If i need to implement what should i write in that. protected void Button4_Click(object sender, System.EventArgs e) { ConfigureExport(); RadGrid1.ExportSettings.Excel.Format = Telerik.Web.UI.GridExcelExportFormat.ExcelML; CheckBox1.Checked = true; RadGrid1.ExportSettings.ExportOnlyData = true; RadGrid1.MasterTableView.ExportToExcel(); } public void ConfigureExport() { RadGrid1.ExportSettings.ExportOnlyData = CheckBox1.Checked; RadGrid1.ExportSettings.IgnorePaging = CheckBox2.Checked; RadGrid1.ExportSettings.OpenInNewWindow = CheckBox3.Checked; } protected void RadGrid1_ExcelMLExportRowCreated(object source, Telerik.Web.UI.GridExcelBuilder.GridExportExcelMLRowCreatedArgs e) { if (e.RowType == Telerik.Web.UI.GridExcelBuilder.GridExportExcelMLRowType.DataRow) { if (e.Row.Cells[0] != null && ((string)e.Row.Cells[0].Data.DataItem).Contains("U")) { e.Row.Cells[0].StyleValue = "MyCustomStyle"; e.Worksheet.Name = "comcast"; } } } protected void RadGrid1_ExcelMLExportStylesCreated(object source, Telerik.Web.UI.GridExcelBuilder.GridExportExcelMLStyleCreatedArgs e) { foreach (Telerik.Web.UI.GridExcelBuilder.StyleElement style in e.Styles) { if (style.Id == "headerStyle") { style.FontStyle.Bold = true; style.FontStyle.Color = System.Drawing.Color.Gainsboro; style.InteriorStyle.Color = System.Drawing.Color.Wheat; style.InteriorStyle.Pattern = Telerik.Web.UI.GridExcelBuilder.InteriorPatternType.Solid; } else if (style.Id == "itemStyle") { style.InteriorStyle.Color = System.Drawing.Color.WhiteSmoke; style.InteriorStyle.Pattern = Telerik.Web.UI.GridExcelBuilder.InteriorPatternType.Solid; } else if (style.Id == "alternatingItemStyle") { style.InteriorStyle.Color = System.Drawing.Color.LightGray; style.InteriorStyle.Pattern = Telerik.Web.UI.GridExcelBuilder.InteriorPatternType.Solid; } } Telerik.Web.UI.GridExcelBuilder.StyleElement myStyle = new Telerik.Web.UI.GridExcelBuilder.StyleElement("MyCustomStyle"); myStyle.FontStyle.Bold = true; myStyle.FontStyle.Italic = true; myStyle.InteriorStyle.Color = System.Drawing.Color.Gray; myStyle.InteriorStyle.Pattern = Telerik.Web.UI.GridExcelBuilder.InteriorPatternType.Solid; e.Styles.Add(myStyle); }

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  • Rails Catch All Route URL Helpers?

    - by viatropos
    If I have a catch-all-route like this: match '*request_path' => "pages#show", :as => :page ...and the pages can be arbitrarily nested, how do I make it so I can use the url helper methods? If I have a page structure like this: /about /about/people /about/story /about/story/in-depth Then I want to be able to write page_path(@page) and get /about/story/in-depth for the hypothetical "In Depth Story" page. But instead I'm just getting /in-depth. If I override Page#to_param, and do something like this: def to_param result = "" if parent result << parent.to_param result << "/" end result << super end ... it returns an encoded string like this: /about%2Fstory%2Fin-depth Is there a way to make this work?

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  • Does webkit-scrollbar work with webkit-transition?

    - by Trev
    I want a custom webkit-scrollbar to animate a different background color for the hover state. The code below changes the color on hover but doesn't animate anything. It works on a div so I suspect webkit-scrollbar doesn't play nice with transitions. ::-webkit-scrollbar-thumb { background-color: #a8a8a8; -webkit-transition: background-color 1s linear; } ::-webkit-scrollbar-thumb:hover { background-color: #f6f6f6; }

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  • C# or C++ game: many 16 color images loaded into RAM. Efficient solution?

    - by user560639
    I am in the planning stages of creating a fighting game and am unsure how to handle one issue relating to memory. Background info: - Still debating whether to use C# (XNA) or C++. We do not want to commit to either until we have explored how to solve this problem in both languages. - Using a max of 256MB RAM would be great if possible. - Two characters will be present at a time, and these characters can only change between battles. There is time to load/free memory between battles, but the game needs to run at a constant 60 drawn frames per second during combat. Each frame is 16.67ms - The total number of images per character is in the low hundreds. Each image is roughly 200x400 pixels. Only one image from each character will be displayed at any given moment. Uncompressed, each image takes roughly 300kb from my calculations; upwards of 100MB for a whole character. This is pushing too close to the 256MB limit given that memory will be needed for some other resources as well. Since each image can be made with a total of 16 colors. Theoretically I should be able to use 1/8th the space if I can take advantage of this. I've looked around but haven't found any word of native support for paletted images. (Storing each pixel using fewer bits that each map to a 32-bit RGBa color) I was considering making my own file format with 4 bits per pixel (and some extra palette info), loading all the images of this new format into RAM before battle, and then when drawing any specific image, decompress only that image into a raw image so it can be rendered properly. I don't know if it's realistic to perform so many assignment operations (appx 200x400 for each character = 160k) each frame. It sounds very hacky to me. Does anyone have advice on whether my solution sounds reasonable, and if there is perhaps a better one available? Thanks so much! (I also attempted to use an image with only 1 channel, then use a shader to perform a series of if statements to translate various values into other colors. Unfortunately, there were too many lines of code for the shader. It is also rather hacky and does not scale well.)

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  • Turn Texture Blending off in XNA

    - by George Johnston
    I am currently drawing single colored pixels to my texture in XNA. However, there seems to be blending occuring, as the color I draw on the screen gets blended with my background color. How can I turn this off so that the color I draw is only the color I draw? this.spriteBatch.Draw(texture, new Rectangle(x, y, 1, 1), [My Color]);

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  • How to shoot a triangle out of an asteroid which floats all of the way up to the screen?

    - by Holland
    I currently have an asteroid texture loaded as my "test player" for the game I'm writing. What I'm trying to figure out how to do is get a triangle to shoot from the center of the asteroid, and keep going until it hits the top of the screen. What happens in my case (as you'll see from the code I've posted), is that the triangle will show, however it will either be a long line, or it will just be a single triangle which stays in the same location as the asteroid moving around (that disappears when I stop pressing the space bar), or it simply won't appear at all. I've tried many different methods, but I could use a formula here. All I'm trying to do is write a space invaders clone for my final in C#. I know how to code fairly well, my formulas just need work is all. So far, this is what I have: Main Logic Code protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(ClearOptions.Target, Color.Black, 1, 1); mAsteroid.Draw(mSpriteBatch); if (mIsFired) { mPositions.Add(mAsteroid.LastPosition); mRay.Fire(mPositions); mIsFired = false; mRay.Bullets.Clear(); mPositions.Clear(); } base.Draw(gameTime); } Draw Code public void Draw() { VertexPositionColor[] vertices = new VertexPositionColor[3]; int stopDrawing = mGraphicsDevice.Viewport.Width / mGraphicsDevice.Viewport.Height; for (int i = 0; i < mRayPos.Length(); ++i) { vertices[0].Position = new Vector3(mRayPos.X, mRayPos.Y + 5f, 10); vertices[0].Color = Color.Blue; vertices[1].Position = new Vector3(mRayPos.X - 5f, mRayPos.Y - 5f, 10); vertices[1].Color = Color.White; vertices[2].Position = new Vector3(mRayPos.X + 5f, mRayPos.Y - 5f, 10); vertices[2].Color = Color.Red; mShader.CurrentTechnique.Passes[0].Apply(); mGraphicsDevice.DrawUserPrimitives<VertexPositionColor>(PrimitiveType.TriangleStrip, vertices, 0, 1); mRayPos += new Vector2(0, 1f); mGraphicsDevice.ReferenceStencil = 1; } }

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  • Python turtle module confusion

    - by John
    Hi, I'm trying to to add more lines to the triangle, so instead of 3 leading off there will be 5 depending on the parameter given but I really have no idea what to do at this stage and any help would be very welcome. Thanks in advance!:) def draw_sierpinski_triangle(tracer_on, colour, initial_modulus, line_width, initial_heading,initial_x, initial_y, steps): turtle=Turtle() turtle.name = 'Mother of all turtles' turtle.reset () turtle.tracer (tracer_on) turtle.speed ('fastest') turtle.color (colour) turtle.width (line_width) turtle.up() turtle.goto (initial_x, initial_y) turtle.down() turtle.set_heading (initial_heading) draw_sub_pattern (tracer_on, turtle, initial_modulus, 0, steps) def draw_sub_pattern (tracer_on, turtle, modulus, depth, steps): if (depth >= steps): return; x, y = turtle.position () heading = turtle.heading () # draw the pattern turtle.up() turtle.down() turtle.forward (modulus) draw_sub_pattern(tracer_on, turtle, modulus * 0.5, depth + 1, steps) turtle.up() turtle.goto(x, y) turtle.down() turtle.set_heading (heading + 120) turtle.forward (modulus) draw_sub_pattern(tracer_on, turtle, modulus * 0.5, depth + 1, steps) turtle.up() turtle.goto(x, y) turtle.down() turtle.set_heading (heading + 240) turtle.forward (modulus) draw_sub_pattern(tracer_on, turtle, modulus * 0.5, depth + 1, steps)

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  • Multiple render targets and gamma correctness in Direct3D9

    - by Mario
    Let's say in a deferred renderer when building your G-Buffer you're going to render texture color, normals, depth and whatever else to your multiple render targets at once. Now if you want to have a gamma-correct rendering pipeline and you use regular sRGB textures as well as rendertargets, you'll need to apply some conversions along the way, because your filtering, sampling and calculations should happen in linear space, not sRGB space. Of course, you could store linear color in your textures and rendertargets, but this might very well introduce bad precision and banding issues. Reading from sRGB textures is easy: just set SRGBTexture = true; in your texture sampler in your HLSL effect code and the hardware does the conversion sRGB-linear for you. Writing to an sRGB rendertarget is theoretically easy, too: just set SRGBWriteEnable = true; in your effect pass in HLSL and your linear colors will be converted to sRGB space automatically. But how does this work with multiple rendertargets? I only want to do these corrections to the color textures and rendertarget, not to the normals, depth, specularity or whatever else I'll be rendering to my G-Buffer. Ok, so I just don't apply SRGBTexture = true; to my non-color textures, but when using SRGBWriteEnable = true; I'll do a gamma correction to all the values I write out to my rendertargets, no matter what I actually store there. I found some info on gamma over at Microsoft: http://msdn.microsoft.com/en-us/library/windows/desktop/bb173460%28v=vs.85%29.aspx For hardware that supports Multiple Render Targets (Direct3D 9) or Multiple-element Textures (Direct3D 9), only the first render target or element is written. If I understand correctly, SRGBWriteEnable should only be applied to the first rendertarget, but according to my tests it doesn't and is used for all rendertargets instead. Now the only alternative seems to be to handle these corrections manually in my shader and only correct the actual color output, but I'm not totally sure, that this'll not have any negative impact on color correctness. E.g. if the GPU does any blending or filtering or multisampling after the Linear-sRGB conversion... Do I even need gamma correction in this case, if I'm just writing texture color without lighting to my rendertarget? As far as I know, I DO need it because of the texture filtering and mip sampling happening in sRGB space instead, if I don't correct for it. Anyway, it'd be interesting to hear other people's solutions or thoughts about this.

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  • CSS layout problem on Firefox with filling space between end of left column and footer

    - by Jean
    Basically, the left column is supposed to extend to the footer with the continuous red color. However, in Firefox on pages with lots of text, the column does not extend to the footer and leaves a large white gap--see site: http://library.luhs.org/JHSII/about.html I've tried readjusting the heights, creating the sticky footer, and other things I've read about on this site. So I admit that I'm stumped, and what's really odd is that the layout seems to work in IE as there is no white space! I didn't create the site, but I recently inherited it and trying to work through the mess Any help is much appreciated, here's the CSS #html,body{ margin:0; padding:0; border:0; height:100%; } #body{ background:#ffffff; min-width:965px; text-align:center; width: 600px; font: Geneva, Arial, Helvetica, sans-serif; } #.style7{ clear:both; height:1px; overflow:hidden; line-height:1%; font-size:0px; margin-bottom:-1px; } #fullheightcontainer{ margin-left:auto; margin-right:auto; text-align:left; position:relative; width:965px; height:100%; } #wrapper{ min-height:100%; height:100%; background:#660000; background-color: #660000; background-repeat: repeat; } #wrapp\65 r{ height:auto; } # html wrapper{ height:100%; } #outer{ z-index:1; position:relative; margin-left:150px; width:815px; background:#FFFFFF; height:100%; background-color: #FFFFFF; } #left{ width:151px; float:left; display:inline; position:relative; margin-left:-150px; } padding: 20px; border: 0; margin: 0 0 0 240px *>html #left{width:150px;} #container-left{ width:150px; color: #CCCCCC; } * html #left{margin-right:-3px;} #center{ width:800px; float:right; display:inline; margin-left:-1px; } #clearheadercenter{ height:125px; overflow:hidden; } #clearfootercenter{ height:50px; overflow:hidden; } #footer{ z-index:1; position:relative; clear: both; width:965px; height:50px; overflow:hidden; margin-top:-50px; background-color: #660000; } #subfooter1{ background:#FFFFCC; text-align:left; margin-left:150px; height:50px; } #header{ z-index:1; position:absolute; top:0px; width:815px; margin-left:150px; height:100px; overflow:hidden; background-color: #660000; } #subheader1{ background:#FFFFCC; text-align:center; height:70px; } #gfx_bg_middle{ top:0px; position:absolute; height:100%; overflow:hidden; width:815px; margin-left:150px; background:#FFFFFF; } # html #gfx_bg_middle{ display:none; } #floatingnav { margin: 5px 10px 5px 5px; padding: 0px 5px 5px; float: right; font: .75em/1.35em Geneva, Arial, Helvetica, sans-serif; height: 600px; width: 300px; } #floatingnav a { color: #630; } #floatingnav ul { margin-top: -5; } #.floatright { float: right; margin: 0 0 10px 10px; border: 1px solid #666; padding: 2px; } #outer{ word-wrap:break-word; } #table.s1 { border-width: medium; border-spacing: 2px; border-style: none; border-color: rgb(85, 0, 0); border-collapse: collapse; background-color: white; } #table.s1 th { border-width: medium; padding: 2px; border-style: groove; border-color: red; background-color: white; -moz-border-radius: 0px 0px 0px 0px; } #table.s1 td { border-width: medium; padding: 2px; border-style: groove; border-color: #660000; background-color: #FFFFFF; -moz-border-radius: 0px 0px 0px 0px; } #a:link { color: #000066; } #a:visited { color: #000066; } #p.sample { font-family: serif; font-style: normal; font-variant: normal; font-weight: normal; font-size: medium; line-height: 100%; word-spacing: normal; letter-spacing: normal; text-decoration: none; text-transform: none; text-align: left; text-indent: 0ex; }

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  • Platformer Starter Kit - Collision Issues

    - by Cyral
    I'm having trouble with my game that is based off the XNA Platformer starter kit. My game uses smaller tiles (16x16) then the original (32x40) which I'm thinking may be having an effect on collision (Being it needs to be more precise). Standing on the edge of a tile and jumping causes the player to move off the the tile when he lands. And 80% of the time, when the player lands, he goes flying though SOLID tiles in a diagonal fashion. This is very annoying as it is almost impossible to test other features, when spawning and jumping will result in the player landing in another part of the level or falling off the edge completely. The code is as follows: /// <summary> /// Updates the player's velocity and position based on input, gravity, etc. /// </summary> public void ApplyPhysics(GameTime gameTime) { float elapsed = (float)gameTime.ElapsedGameTime.TotalSeconds; Vector2 previousPosition = Position; // Base velocity is a combination of horizontal movement control and // acceleration downward due to gravity. velocity.X += movement * MoveAcceleration * elapsed; velocity.Y = MathHelper.Clamp(velocity.Y + GravityAcceleration * elapsed, -MaxFallSpeed, MaxFallSpeed); velocity.Y = DoJump(velocity.Y, gameTime); // Apply pseudo-drag horizontally. if (IsOnGround) velocity.X *= GroundDragFactor; else velocity.X *= AirDragFactor; // Prevent the player from running faster than his top speed. velocity.X = MathHelper.Clamp(velocity.X, -MaxMoveSpeed, MaxMoveSpeed); // Apply velocity. Position += velocity * elapsed; Position = new Vector2((float)Math.Round(Position.X), (float)Math.Round(Position.Y)); // If the player is now colliding with the level, separate them. HandleCollisions(); // If the collision stopped us from moving, reset the velocity to zero. if (Position.X == previousPosition.X) velocity.X = 0; if (Position.Y == previousPosition.Y) velocity.Y = 0; } /// <summary> /// Detects and resolves all collisions between the player and his neighboring /// tiles. When a collision is detected, the player is pushed away along one /// axis to prevent overlapping. There is some special logic for the Y axis to /// handle platforms which behave differently depending on direction of movement. /// </summary> private void HandleCollisions() { // Get the player's bounding rectangle and find neighboring tiles. Rectangle bounds = BoundingRectangle; int leftTile = (int)Math.Floor((float)bounds.Left / Tile.Width); int rightTile = (int)Math.Ceiling(((float)bounds.Right / Tile.Width)) - 1; int topTile = (int)Math.Floor((float)bounds.Top / Tile.Height); int bottomTile = (int)Math.Ceiling(((float)bounds.Bottom / Tile.Height)) - 1; // Reset flag to search for ground collision. isOnGround = false; // For each potentially colliding tile, for (int y = topTile; y <= bottomTile; ++y) { for (int x = leftTile; x <= rightTile; ++x) { // If this tile is collidable, ItemCollision collision = Level.GetCollision(x, y); if (collision != ItemCollision.Passable) { // Determine collision depth (with direction) and magnitude. Rectangle tileBounds = Level.GetBounds(x, y); Vector2 depth = RectangleExtensions.GetIntersectionDepth(bounds, tileBounds); if (depth != Vector2.Zero) { float absDepthX = Math.Abs(depth.X); float absDepthY = Math.Abs(depth.Y); // Resolve the collision along the shallow axis. if (absDepthY < absDepthX || collision == ItemCollision.Platform) { // If we crossed the top of a tile, we are on the ground. if (previousBottom <= tileBounds.Top) isOnGround = true; // Ignore platforms, unless we are on the ground. if (collision == ItemCollision.Impassable || IsOnGround) { // Resolve the collision along the Y axis. Position = new Vector2(Position.X, Position.Y + depth.Y); // Perform further collisions with the new bounds. bounds = BoundingRectangle; } } else if (collision == ItemCollision.Impassable) // Ignore platforms. { // Resolve the collision along the X axis. Position = new Vector2(Position.X + depth.X, Position.Y); // Perform further collisions with the new bounds. bounds = BoundingRectangle; } } } } } // Save the new bounds bottom. previousBottom = bounds.Bottom; } It also tends to jitter a little bit sometimes, I'm solved some of this with some fixes I found here on stackexchange, But Ive only seen one other case of the flying though blocks problem. This question seems to have a similar problem in the video, but mine is more crazy. Again this is a very annoying bug! Any help would be greatly appreciated! EDIT: Speed stuff // Constants for controling horizontal movement private const float MoveAcceleration = 13000.0f; private const float MaxMoveSpeed = 1750.0f; private const float GroundDragFactor = 0.48f; private const float AirDragFactor = 0.58f; // Constants for controlling vertical movement private const float MaxJumpTime = 0.35f; private const float JumpLaunchVelocity = -3500.0f; private const float GravityAcceleration = 3400.0f; private const float MaxFallSpeed = 550.0f; private const float JumpControlPower = 0.14f;

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  • How can I set my screen resolution to match my TV?

    - by Scott Severance
    I have a computer in my classroom that's connected to an LG smart TV (that's actually not so smart. I wouldn't recommend buying one.). For the touch interface, the TV wants a resolution of 1920x1080 at 60Hz. However, I can't seem to set the computer to that resolution. The display settings only offer 1024x768 and 640x480. The computer dual boots with Windows XP, where widescreen options are available in approximately the required size, but the exact resolution -- or even aspect ratio-- isn't available in XP either. I tried the following command: xrandr -s 1920x1080 -r 60 The response was: Size 1920x1080 not found in available modes Back in the old days, the solution would be to edit xorg.conf. However, since that file no longer exists, and I haven't found up-to-date info, I don't know what else to do. If it helps, this machine will never be connected to a different display, so resolution flexibility isn't important. Here's the output of lshw: *-display:0 description: VGA compatible controller product: 4 Series Chipset Integrated Graphics Controller vendor: Intel Corporation physical id: 2 bus info: pci@0000:00:02.0 version: 03 width: 64 bits clock: 33MHz capabilities: vga_controller bus_master cap_list rom configuration: driver=i915 latency=0 resources: irq:42 memory:fe800000-febfffff memory:d0000000-dfffffff ioport:ecd8(size=8) *-display:1 UNCLAIMED description: Display controller product: 4 Series Chipset Integrated Graphics Controller vendor: Intel Corporation physical id: 2.1 bus info: pci@0000:00:02.1 version: 03 width: 64 bits clock: 33MHz According to the system settings, my graphics driver is unknown and my "experience" is standard. This is 64-bit Ubuntu 12.04 (Precise) Note: There are a number of similar questions to this one, but they didn't include any answers that helped me. Update After posting this question, I noticed one in the sidebar that I hadn't found through search but which appeared to contain the answer. Based on that question, I created the /etc/X11/xorg.conf file below: Section "ServerLayout" Identifier "X.org Configured" Screen 0 "Screen0" 0 0 InputDevice "Mouse0" "CorePointer" InputDevice "Keyboard0" "CoreKeyboard" EndSection Section "Files" ModulePath "/usr/lib/xorg/modules" FontPath "/usr/share/fonts/X11/misc" FontPath "/var/lib/defoma/x-ttcidfont-conf.d/dirs/TrueType" FontPath "built-ins" EndSection Section "Module" Load "glx" Load "dri2" Load "dbe" Load "dri" Load "record" Load "extmod" EndSection Section "InputDevice" Identifier "Keyboard0" Driver "kbd" EndSection Section "InputDevice" Identifier "Mouse0" Driver "mouse" Option "Protocol" "auto" Option "Device" "/dev/input/mice" Option "ZAxisMapping" "4 5 6 7" EndSection Section "Monitor" Identifier "Monitor0" VendorName "LG" ModelName "Smart TV" EndSection Section "Device" ### Available Driver options are:- ### Values: <i>: integer, <f>: float, <bool>: "True"/"False", ### <string>: "String", <freq>: "<f> Hz/kHz/MHz", ### <percent>: "<f>%" ### [arg]: arg optional #Option "DRI" # [<bool>] #Option "ColorKey" # <i> #Option "VideoKey" # <i> #Option "FallbackDebug" # [<bool>] #Option "Tiling" # [<bool>] #Option "LinearFramebuffer" # [<bool>] #Option "Shadow" # [<bool>] #Option "SwapbuffersWait" # [<bool>] #Option "TripleBuffer" # [<bool>] #Option "XvMC" # [<bool>] #Option "XvPreferOverlay" # [<bool>] #Option "DebugFlushBatches" # [<bool>] #Option "DebugFlushCaches" # [<bool>] #Option "DebugWait" # [<bool>] #Option "HotPlug" # [<bool>] #Option "RelaxedFencing" # [<bool>] Identifier "Card0" Driver "intel" BusID "PCI:0:2:0" EndSection Section "Screen" Identifier "Screen0" Device "Card0" Monitor "Monitor0" DefaultDepth 24 #SubSection "Display" # Viewport 0 0 # Depth 1 #EndSubSection #SubSection "Display" # Viewport 0 0 # Depth 4 #EndSubSection #SubSection "Display" # Viewport 0 0 # Depth 8 #EndSubSection #SubSection "Display" # Viewport 0 0 # Depth 15 #EndSubSection #SubSection "Display" # Viewport 0 0 # Depth 16 #EndSubSection SubSection "Display" Viewport 0 0 Depth 24 Modes "1024x768" "1920x1080" EndSubSection EndSection According to /var/log/Xorg.0.log, my settings aren't being applied. In fact, I wonder if the config file is even being read. [ 1209.083] (**) intel(0): Depth 24, (--) framebuffer bpp 32 [ 1209.084] (==) intel(0): RGB weight 888 [ 1209.084] (==) intel(0): Default visual is TrueColor [ 1209.084] (II) intel(0): Integrated Graphics Chipset: Intel(R) G41 [ 1209.084] (--) intel(0): Chipset: "G41" [ 1209.084] (**) intel(0): Relaxed fencing enabled [ 1209.084] (**) intel(0): Wait on SwapBuffers? enabled [ 1209.084] (**) intel(0): Triple buffering? enabled [ 1209.084] (**) intel(0): Framebuffer tiled [ 1209.084] (**) intel(0): Pixmaps tiled [ 1209.084] (**) intel(0): 3D buffers tiled [ 1209.084] (**) intel(0): SwapBuffers wait enabled [ 1209.084] (==) intel(0): video overlay key set to 0x101fe [ 1209.172] (II) intel(0): Output VGA1 using monitor section Monitor0 [ 1209.260] (II) intel(0): EDID for output VGA1 [ 1209.260] (II) intel(0): Printing probed modes for output VGA1 [ 1209.260] (II) intel(0): Modeline "1024x768"x60.0 65.00 1024 1048 1184 1344 768 771 777 806 -hsync -vsync (48.4 kHz) [ 1209.260] (II) intel(0): Modeline "800x600"x60.3 40.00 800 840 968 1056 600 601 605 628 +hsync +vsync (37.9 kHz) [ 1209.260] (II) intel(0): Modeline "800x600"x56.2 36.00 800 824 896 1024 600 601 603 625 +hsync +vsync (35.2 kHz) [ 1209.260] (II) intel(0): Modeline "848x480"x60.0 33.75 848 864 976 1088 480 486 494 517 +hsync +vsync (31.0 kHz) [ 1209.260] (II) intel(0): Modeline "640x480"x59.9 25.18 640 656 752 800 480 489 492 525 -hsync -vsync (31.5 kHz) [ 1209.260] (II) intel(0): Output VGA1 connected [ 1209.260] (II) intel(0): Using user preference for initial modes [ 1209.260] (II) intel(0): Output VGA1 using initial mode 1024x768 [ 1209.260] (II) intel(0): Using default gamma of (1.0, 1.0, 1.0) unless otherwise stated. [ 1209.260] (II) intel(0): Kernel page flipping support detected, enabling [ 1209.260] (==) intel(0): DPI set to (96, 96)

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  • How to set Foreground Color in a ListBox single element?

    - by user1038056
    I'm doing a game. I have a list of users (nicks): List<string> users; This list is used to show to the users on a ListBox, call listaJogadores. public delegate void actualizaPlayersCallback(List<string> users); public void actualizaPlayers(List<string> users) { listaJogadores.BeginInvoke(new actualizaPlayersCallback(this.actualizarListaPlayers), new object[] { users }); } public void actualizarListaPlayers(List<string> users) { listaJogadores.Items.Clear(); for (int i = 0; i < users.Count; i++) { listaJogadores.Items.Add(users.ElementAt(i)); } } When a user is playing, then it have is nick on the list of games: List<Game> games; What I want is when a player enter in a game, the color of is nick show in listaJogadores, must be Red! When I have only one player in a game, everything is ok, all the players see the nick of that player in red, but when another player go to a game, then I get an ArgumentOutOfRangeException in the instruction string nick = tmp.players.ElementAt(i).getNick(); This is my code... Give me some ideas/help please! I think that the problem is the for(), but how can I manipulate an entire list without doing a loop? listaJogadores.DrawMode = DrawMode.OwnerDrawFixed; private void listaJogadores_DrawItem(object sender, DrawItemEventArgs e) { e.DrawBackground(); Brush textBrush = SystemBrushes.ControlText; Font drawFont = e.Font; for (int i = 0; i < games.Count; i++) { Game tmp; tmp = games.ElementAt(i); for (int j = 0; j < tmp.players.Count; j++) { string nick = tmp.players.ElementAt(i).getNick(); if (listaJogadores.Items[e.Index].ToString() == nick) { textBrush = Brushes.Red;//RED.... if ((e.State & DrawItemState.Selected) > 0) drawFont = new Font(drawFont.FontFamily, drawFont.Size, FontStyle.Bold); } else if ((e.State & DrawItemState.Selected) > 0) { textBrush = SystemBrushes.HighlightText; } } } e.Graphics.DrawString(listaJogadores.Items[e.Index].ToString(), drawFont, textBrush, e.Bounds); }

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  • How come my red border is not wrapping around my text div and my side bar div

    - by Clay
    How come my red border is not wrapping around my text div and my side bar div. Here's my code: CSS: body{ background-color: #d7d7d7; color: #666666; font-family: arial, sans-serif; font-size: x-small; } div#header { background-color: #323232; height: 140px; width: 950px; } div#maincontainer { background-color: #d7d7d7; width: 950px; height: auto; margin-top: 5px; border: 1px solid red; } div#maintextcontainer{ //background-color: #333333; width: 640px; //margin-right: 10px; margin: 1px; float: left; color: black; } div#maintextcontainer h2{ color: #4f4f4f; } div#sidebarcontainer { //background-color: #333333; width: 300px; float: left; color: black; margin: 1px; } div#footer{ background-color: #323232; width: 950px; margin-top: 5px; clear: left; } div#global{ width: 950px; margin: auto; } HTML: <div id="global"> <div id="header"> This is the header div</div> <div id="maincontainer"> <div id="maintextcontainer">Lorem ipsum dolor sit amet, consectetur adipiscing elit. Morbi aliquam neque eu turpis euismod eget suscipit nulla ultrices. Donec sagittis mi non sem vestibulum elementum dapibus risus auctor. Praesent tristique laoreet dapibus. Integer vel ligula lorem, et pharetra lorem. </div> <div id="sidebarcontainer">Nam at lectus vitae est tempor lacinia sed et ante. Vestibulum ante ipsum primis in faucibus orci luctus et ultrices posuere cubilia Curae; Praesent interdum mi id nisi aliquet pulvinar. </div> </div> <div id="footer">This is Footer Text</div> </div>

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  • Problem setting row backgrounds in Android Listview

    - by zchtodd
    I have an application in which I'd like one row at a time to have a certain color. This seems to work about 95% of the time, but sometimes instead of having just one row with this color, it will allow multiple rows to have the color. Specifically, a row is set to have the "special" color when it is tapped. In rare instances, the last row tapped will retain the color despite a call to setBackgroundColor attempting to make it otherwise. private OnItemClickListener mDirectoryListener = new OnItemClickListener(){ public void onItemClick(AdapterView parent, View view, int pos, long id){ if (stdir.getStationCount() == pos) { stdir.moreStations(); return; } if (playingView != null) playingView.setBackgroundColor(Color.DKGRAY); view.setBackgroundColor(Color.MAGENTA); playingView = view; playStation(pos); } }; I have confirmed with print statements that the code setting the row to gray is always called. Can anyone imagine a reason why this code might intermittently fail? If there is a pattern or condition that causes it, I can't tell. I thought it might have something to do with the activity lifecycle setting the "playingView" variable back to null, but I can't reliably reproduce the problem by switching activities or locking the phone. private class DirectoryAdapter extends ArrayAdapter { private ArrayList<Station> items; public DirectoryAdapter(Context c, int resLayoutId, ArrayList<Station> stations){ super(c, resLayoutId, stations); this.items = stations; } public int getCount(){ return items.size() + 1; } public View getView(int position, View convertView, ViewGroup parent){ View v = convertView; LayoutInflater vi = (LayoutInflater)getContext().getSystemService(Context.LAYOUT_INFLATER_SERVICE); if (position == this.items.size()) { v = vi.inflate(R.layout.morerow, null); return v; } Station station = this.items.get(position); v = vi.inflate(R.layout.songrow, null); if (station.playing) v.setBackgroundColor(Color.MAGENTA); else if (station.visited) v.setBackgroundColor(Color.DKGRAY); else v.setBackgroundColor(Color.BLACK); TextView title = (TextView)v.findViewById(R.id.title); title.setText(station.name); return v; } };

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  • jquery element filter by css

    - by salmane
    I would like to select every div that has a red background color for example. is this possible in jquery? <div style="background-color:red"></div> <div style="background-color:white"></div> <div style="background-color:red"></div> <div style="background-color:yellow"></div> thank you

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  • How to assign WPF resources to other resource tags

    - by Tom
    This is quite obscure, I may just be missing something extremely simple. Scenario 1 Lets say I create a gradient brush, like this in my <Window.Resources> section: <LinearGradientBrush x:Key="GridRowSelectedBackBrushGradient" StartPoint="0,0" EndPoint="0,1"> <GradientStop Color="#404040" Offset="0.0" /> <GradientStop Color="#404040" Offset="0.5" /> <GradientStop Color="#000000" Offset="0.6" /> <GradientStop Color="#000000" Offset="1.0" /> </LinearGradientBrush> Then much later on, I want to override the HighlightBrushKey for a DataGrid. I have basically done it like this (horrible); <LinearGradientBrush x:Key="{x:Static SystemColors.HighlightBrushKey}" GradientStops="{Binding Source={StaticResource GridRowSelectedBackBrushGradient}, Path=GradientStops}" StartPoint="{Binding Source={StaticResource GridRowSelectedBackBrushGradient}, Path=StartPoint}" EndPoint="{Binding Source={StaticResource GridRowSelectedBackBrushGradient}, Path=EndPoint}" /> This is obviously not the most slick way of referencing a resource. I also came up with the following problem, which is almost identical. Scenario 2 Say I created two colors in my <Window.Resources> markup, like so: <SolidColorBrush x:Key="DataGridRowBackgroundBrush" Color="#EAF2FB" /> <SolidColorBrush x:Key="DataGridRowBackgroundAltBrush" Color="#FFFFFF" /> Then later on, I want to supply them in an Array, which feeds the ConverterParameter on a Binding so I can supply the custom Converter with my static resource instances: <Setter Property="Background"> <Setter.Value> <Binding RelativeSource="{RelativeSource Mode=Self}" Converter="{StaticResource BackgroundBrushConverter}"> <Binding.ConverterParameter> <x:Array Type="{x:Type Brush}"> <SolidColorBrush Color="{Binding Source={StaticResource DataGridRowBackgroundBrush}, Path=Color}" /> <SolidColorBrush Color="{Binding Source={StaticResource DataGridRowBackgroundAltBrush}, Path=Color}" /> </x:Array> </Binding.ConverterParameter> </Binding> </Setter.Value> </Setter> What I've done is attempt to rereference an existing resource, but in my efforts I've actually recreated the resource, and bound the properties so they match. Again, this is not ideal. Because I've now hit this problem at least twice, is there a better way? Thanks, Tom

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