canvas | web backgrounds / animations on canvas & webgl | Canvas library
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QUESTION
I have a WPF app, linked to a SQL-server. I am using the MVVM-light package (I do actually have Prism.Core installed, but I'm not sure if I'm using it or not.... new to MVVM).
There's a DataGrid
, bound to an ObservableCollection
.
I have been trying to implement the PropertyChangedEventHandler
, but I can't seem to get it to work.
I have a Delete button bound, and I am able to remove rows, but when I re-open the form, the changes does not carry over.
I tried to change the binding-mode for the DataGrid
from OneWay
to TwoWay
. With OneWay
, the changes does not carry over when I re-open the form. With TwoWay
, I get this error message when opening the child form (which contains the DataGrid
):
System.InvalidOperationException: 'A TwoWay or OneWayToSource binding cannot work on the read->only property 'licenseHolders' of type 'Ridel.Hub.ViewModel.LicenseHoldersViewModel'.'
So, If I then add a set;
to my public ObservableCollection licenseHolders { get; }
,
the program runs, but the previous problem persists, like it did when there was a OneWay
mode configuration on the DataGrid
.
What do I need to do to get this to work without communicating directly with the Sql-server
, which would defy the whole point of using this methodology in the first place?
ANSWER
Answered 2021-Jun-15 at 13:26You are confusing topics. The VM needs InotifyPropertyChanged
events, which you have but are not using, to notify the Xaml in the front-end that a VMs property has changed and to bind to the new data reference.
This is needed for List
s or ObservableCollection
s. Once that is done, the ObservableCollection
will then send notifications on changes to the list as items are added or removed.
Because you miss the first step:
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.
QUESTION
As is known, we can't access the dom element from the workers. When I create AudioContext:
...ANSWER
Answered 2021-Jun-15 at 14:36Not yet no. Here is a specs issue discussing this very matter, and it is something a lot of actors would like to see, so there is hope it comes, one day.
Note that there is an AudioWorklet API available, which will create its own Worklet (which also works in a parallel thread), but you still need to instantiate it from the UI thread, and you don't have access to everything that can be done in an AudioContext. Still, it may suit your needs.
Also, note that it might be possible to do the computing you have to do in a Worker already, by transferring ArrayBuffers from your UI thread to the Worker's one, or by using SharedArrayBuffers.
QUESTION
I'm writing an app in WPF, trying to use the MVVM-design pattern (which is new to me).
I have a DataGrid
bound to an ObservableCollection
.
Delete the currently selected DataGrid-row using a 'Delete'-button. I've tried a plethora of forum-posts and videos to find a solution. The solution has probably stared me right in the face several times, but at this point I'm more confused than I was when I first started.
Any assistance would be appreciated.
ViewModel (updated with working code, thanks to EldHasp):
...ANSWER
Answered 2021-Jun-14 at 20:15You can use Prism. Intall package Prism.Core then Install-Package Microsoft.Xaml.Behaviors.Wpf -Version 1.1.31
packages in your project, in your xaml declare namespace as - xmlns:i="http://schemas.microsoft.com/xaml/behaviors"
QUESTION
I want to drag and drop those 3 shapes into mxgraph
canvas (which is the black area).
Note: I want to fully preserve the drag element on the canvas, including shape, size, color, text, etc.
I don't know whether insertVertex
does it work. Dragging the orange,red or other box in to the dark area currently does not work.
ANSWER
Answered 2021-Jun-02 at 16:26This works:
QUESTION
In this minimal example, I'm adding a THREE.SphereGeometry to a THREE.Group and then adding the group to the scene. Once I've rendered the scene, I want to remove the group from the scene & dispose of the geometry.
...ANSWER
Answered 2021-Jun-15 at 10:37Ideally, your cleanup should look like this:
QUESTION
I have been learning Unity for the last few weeks in order to create a simple ant simulation. The way I was rendering everything was writing to a texture the size of the camera in the Update
function. It works, but problem is that it is extremely slow, getting only around 3-4 FPS doing so. What could be done to speed it up? Maybe a completely different way of rendering?
Here is the code of a simple test where some Ants just move around in random directions. I have the AntScript.cs
attached to the camera with a texture under a Canvas
where everything is being written to.
AntScript.cs
ANSWER
Answered 2021-Jun-15 at 08:58In general instead of using Texture2D.SetPixel
on individual pixels rather use Texture2D.GetPixels
and Texture2D.SetPixels
on the entire image (or the section you changed).
This is already way more efficient!
Then using Texture2D.GetPixels32
and Texture2D.SetPixels32
which do use raw byte color format (0 to 255 instead of 0f to 1f) is even faster!
QUESTION
I'm trying to add image inside of UITableViewCell with UIImageView, and really added "normally", but when i change the size of UIImageView. I get this error message:
[LayoutConstraints] Unable to simultaneously satisfy constraints. Probably at least one of the constraints in the following list is one you don't want. Try this: (1) look at each constraint and try to figure out which you don't expect; (2) find the code that added the unwanted constraint or constraints and fix it. ( "", "", "", " (active)>", "", "" )
Will attempt to recover by breaking constraint
but i've tried many things, like simple things, just image with background and size, example:
...ANSWER
Answered 2021-Jun-15 at 07:20I suppose do you want this, but your code is a little bit confused to know what you really you want... Declare your table view, and add constraints :
QUESTION
So, I'm using canvg and the function which converts svg file to a jpg/png just downloads and ignores id of a svg block element, so I get the blank image, what could be wrong? Maybe Vue does not support converting SVG to jpg/png using canvas. Here is the javascript:
...ANSWER
Answered 2021-Jun-14 at 23:14Per the documentation for Canvg.from
, you need to pass it your drawing context, not the canvas itself. So change this line:
QUESTION
I'm trying to replicate apple's image sequencing animation - https://www.apple.com/airpods-pro/. I've managed to track down a few examples and they all work great but they all trigger at the top of the page and I want mine to trigger in the middle of the page. I've tried attaching the trigger event to the #graphHolder container but it still starts cycling through the images as soon as you scroll at the top of the page. Can anyone point to where I'm going wrong? Here's a jsfiddle - https://jsfiddle.net/mvyw2bc3/2/
...ANSWER
Answered 2021-Jun-13 at 21:46can't you maybe make an intersection observer and make it trigger on a div that is pushed to the bottom of the image (maybe with a position absolute and bottom zero or you know whatever) and then trigger whatever callback function within the observer ? i'm not sure this is of any help but here is a function i made that lets you call a callback function when an element is intersecting
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