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📐 CSS for desktops, tablets, and phones
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Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of screen
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def _display_output(self, output, is_refresh=False, highlight_regex=None):
"""Display text output in a scrollable text pad.
This method does some preprocessing on the text lines, render them on the
screen and scroll to the appropriate li
def _screen_display_output(self, output):
"""Actually render text output on the screen.
Wraps the lines according to screen width. Pad lines below according to
screen height so that the user can scroll the output to a state where
the
def _navigate_screen_output(self, command):
"""Navigate in screen output history.
Args:
command: (`str`) the navigation command, from
{self._NAVIGATION_FORWARD_COMMAND, self._NAVIGATION_BACK_COMMAND}.
"""
if command ==
Community Discussions
Trending Discussions on screen
QUESTION
const set = firebase.firestore().collection("workoutExercises").doc(firebase.auth().currentUser.uid).get()
console.log(set)
...ANSWER
Answered 2021-Jun-15 at 23:56Firebase calls like this are asynchronous, meaning they don't return immediately. In Javascript, you can deal with this in a couple of different ways, using async/await
or Promises
.
Here's an example using a Promise
:
QUESTION
I have the wackiest bug. Like....the wackiest! If any of ya'll want to put eyes on this, awesomesauce! I really appriciate it! I am creating a survey with REACT, Redux, SQL, HML, Material-ui, and CSS.
I've created a graph of information with am4charts using data from a database. Everything is working and will show up on the page......but not on page load. What I am seeing in my console is that the page will load, it fires off my get request but doesn't return with the data fast enough (I think). By the time that the get request loads, my graph has populated with no data.
Here is the code that I have for the page that I am rendering. What is really odd is that, once my code has run, I can cut a line of code (I've been using a console log). And then the graph will render and load.
...ANSWER
Answered 2021-Jun-15 at 22:40Can you try this fix? I created new functions for some tasks.
https://codesandbox.io/s/vigorous-varahamihira-6j588?file=/src/App.js
QUESTION
Context
Since Windows 10 version 2004 update, the Magnifier windows application was updated. And as with every update, there are some issues with it.
Since those issues might take a long time to fix, I've decided to implement my own small project full screen magnifier.
I've been developing in c#, .Net 4.6 using the Magnification API from windows magnification.dll . All went good and well, and the main functionality is now implemented. One thing is missing though, a smoothing Mode for pixelated content... Windows Magnifier implements an anti aliasing/ smoothing to the Zoomed in content.
I've checked and the Magnification API, doesn't seem to provide that option.
how do i add smoothing mode to magnifier on windows magnification API?
I'm aware of pixel smoothing methods, but not familiar with win32 API to know where to hook the smoothing method to, before the screen refreshes.
EDIT:
Thanks to @IInspectable answer, after a small search i found this call to the Magnification API in a python project.
Based on that, I wrote this snippet in my C# application , and it works as intended!
...ANSWER
Answered 2021-Jun-15 at 17:03There is no public interface in the Magnification API that allows clients to apply filtering (other than color transforms). This used to be possible, but the MagSetImageScalingCallback API was deprecated in Windows 7:
This function works only when Desktop Window Manager (DWM) is off.
Even if it is still available, it will no longer work as designed. From Desktop Window Manager is always on:
In Windows 8, Desktop Window Manager (DWM) is always ON and cannot be disabled by end users and apps.
With that, you're pretty much out of luck trying to replicate the results of the Magnifier application's upscaler using the Magnification API.
The Magnifier application appears to be using undocumented API calls to accomplish the upscaling effects. Running dumpbin /IMPORTS magnify.exe | findstr "Mag"
lists some of the public APIs, as well as the following:
MagSetLensUseBitmapSmoothing
MagSetFullscreenUseBitmapSmoothing
Unless you are willing to reverse-engineer those API calls, you're going to have to spend your time on another project, or look into a different solution.
A note on the upscaling algorithm: If you look closely you'll notice that the upscaled image doesn't exhibit any of the artifacts associated with smoothing algorithms.
The image isn't blurred in any way. Instead, it shows sharp edges everywhere. I don't know what upscaling algorithm is at work here. Wikipedia's entry on Pixel-art scaling algorithms lists some that have very similar properties. It might well be one of those, or a modified version thereof.
QUESTION
I am creating a virtual test ATM machine and I just finished the login and registration system that will bring you to a new screen with your balance, username, and a sign-out button. So far I have the button and the username finished. The way I am storing the usernames is by creating a .txt file with all of the usernames, passwords, and their balances in the format of:
...ANSWER
Answered 2021-Jun-15 at 15:32There are multiple ways. The easiest one will be to use split.
QUESTION
I'm trying to put buttons in a surface*(screen)* and want to include them in just one class. This is the code:
...ANSWER
Answered 2021-Jun-15 at 19:22You don't need the button
attribute at all. Pass the color and the rectangle to the constructor of the class. Save the color and rectangle in an attribute and use the attributes to draw the button:
QUESTION
Here is my underdeveloped pygame ping-pong game, but my sprites(player&opponent) ain't moving, on giving a keyboard input. And when I quit the program, it yells an error pygame.error: video system not initialized
. My pygame is the latest 1.9.6 version with all the files up-to-daee. However, I am certain that pygame.display
is generating this error, but I even tried pygame.display.init()
and that too didn't worked :(
ANSWER
Answered 2021-Jun-15 at 14:57Here, you have two different problems :
First the movement is not working because to differentiate the keys, you use event.type
to compare where it should be event.key
. Try with for example :
QUESTION
I am trying to create scatter plots of all the combinations for the columns: insulin
, sspg
, glucose
(mclust, diabetes dataset, in R) with class as the colo(u)r. By that I mean insulin with sspg, insulin with glucose and sspg with glucose.
And I would like to do that with tidyverse, purrr, mappings and pipe operations. I can't quite get it to work, since I'm relatively new to R and functional programming.
When I load the data I've got the columns: class, glucose, insulin and sspg. I also used pivot_longer
to get the columns: attr and value but I was not able to plot it and don't know how to create the combinations.
I assume that there will be an iwalk()
or map2()
function at the end and that I might have to use group_by()
and nest()
and maybe combn(., m=2)
for the combinations or something like that. But it will probably have some way simpler solution that I can not see myself.
My attempts have amounted to this:
...ANSWER
Answered 2021-Jun-15 at 17:34library(mclust)
#> Package 'mclust' version 5.4.7
#> Type 'citation("mclust")' for citing this R package in publications.
library(tidyverse)
data("diabetes")
QUESTION
Collapsing toolbar layout and the recycler view should work together while swiping but working separately. suggest to me what to do! given below are my code and resulting gif part of my project.
the toolbar layout is not showing fully if I swipe the screen from bottom to top. the toolbar layout is closed and only return if I swipe to toolbar layout separately.
i want to toolbar layout to be in the same manner when i swipe the screen up and down.
Code of my layout
...ANSWER
Answered 2021-Jun-15 at 16:32Try this:
QUESTION
How can I stretch my subview across 100% width of its parent, minus 20px margin on each side? In other words, I need it to fill the width of the parent, with 20px open on each side.
I know in React-Native I can use width: '80%'
to make my subview's width relative to that of its parent, but then it's not always precisely 20px on the sides. I also know that I can use alignSelf: 'stretch'
, however that is not working for me - it has unexpected / unreliable results. I don't want to use Dimensions, as the parent will not always be the device's screen, so Dimensions.get('window').width
is inadequate for this problem.
What other options do I have?
...ANSWER
Answered 2021-Jun-15 at 16:01Use nested View
. You can try here: https://snack.expo.io/@vasylnahuliak/stackoverflow-67989491
QUESTION
The highest Y position that is shown in my camera is 5 and -5. For the X its 10. I'm making a tower defense game and I want the tower to follow my mouseposition after I buy it until I click on a place in the track to build/ place it. I got so confused because I couldn't see my tower at all but now I realized that my mouse coordinates are HUGE. It's up to the hundreds on each axis. My screen obviously can't fit that. I tried even dividing the mouseposition in a vector 2 by 45 and making an offset so it can fit well. Unfortunately I have to change the values depending on the screen size so that can't work. I don't know if it matters but here's my script? This script get's called after the tower gets instantiated from the store. The store button is in the canvas if that helps? Maybe the canvas is why everything is off? How do I fix it?
...ANSWER
Answered 2021-Jun-15 at 15:03In Unity, Input.MousePosition
is measured in terms of pixels on your screen. Let's say you have a 1080p monitor - 1920 x 1080 - which is pretty common these days, that means Input.MousePosition
will be in the following range when your game is fullscreen:
- x: 0 to 1919
- y: 0 to 1079
The actual world units - the units as seen in your scene - don't matter at all and can be basically anything.
Another thing of note is that your gameworld is 3D and the physical screen is 2D. Assuming your camera is looking into open space in your world, a single pixel on the screen is represented by an infinite line in the 3D world. This line is called a ray, and you can turn a 2D screen position into a ray via Camera.ScreenPointToRay, and then find what 3D objects that line intersects with via a Physics.Raycast.
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