Im trying to make one item on my splidejs carusel get sacale out, but is cut by the overflow hidden rule. I think the rule is defined by Splidejs itself. I cant find a solution for this :S
This is want I want get
But it looks like this:
Related
stupid question but I m having an issue with that.
Can you make more than 1 attribute paintable on the same shape ?
I am adding 3 double array attributes for testing purpose and I make them paintable trough a loop while adding them.
When I do that, I can t paint them through my test and to verify that i tried painting it via right click on the mesh -> paint -> mesh and I only see the usual paintable attributes + the first one I defined...
Is there anything specific to do to declare more than 1 attributes paintable ?
Thanks !
I found out why it wasn't working. The documentation for makePaintable is wrong ...
cmds.makePaintable('node','attribute') like shown in the documentation doesn't work. Instead, you have to do cmds.makePaintable('nodeType','attribute') and your mesh has to be selected (I suppose as you don't specify it in the command)
It is now working.
Doing some simple plotting and I cannot seem to figure out why I can't plot my data. I troubleshooted it first by checking to see if I had any data in my arrays first. I did not!! I'm completely lost on how to fix this.
I also tried creating a script to see if maybe it solved the issue instead of using the command window. I still get the same error.
Code:
t=0:1e-6:((2e-3-1e-6)-1);
vm=sin(2*pi*1e3*t);
vc=sin(2*pi*20e3*t);
vdsb=vc.*vm;
plot(t,vdsb,'b')
You probably don't want that last -1 in your code setting up t. Try changing t to:
t=0:1e-6:((2e-3-1e-6));
Or, if you really want it negative, you need to change the step size to negative:
t=0:-1e-6:((2e-3-1e-6)-1);
Otherwise, t is defined from 0:psotiveStep:negativeNumber and so it is empty.
I'm actually using the Go bindings for imagick. Online there aren't really any docs specifically for this but that's okay I can read the C docs and in some cases even the PHP ones; they are all fairly similar.
I would like to use AnnotateImage method, which does currently work:
c.magickWand.ReadImage("example.jpg")
c.magickWand.SetImageMatte(false)
c.drawingWand.SetFont(c.font)
//c.drawingWand.SetFontSize(c.fontSize)
c.pixelWand.SetColor("black")
c.drawingWand.SetFillColor(c.pixelWand)
c.drawingWand.SetGravity(imagick.GRAVITY_CENTER)
c.magickWand.AnnotateImage(c.drawingWand, 0, 0, 0, "This is my text!")
c.magickWand.WriteImage(c.newImageName)
So my code so far looks a bit like the above ^
This is all Go, but method names are pretty much the same in C, and in some cases PHP. The above actually works fine. It will put the text in the centre of the image, but I don't want to specify the font size, and I don't want the text in the centre of the image.
Ideally I would like the text to be towards the bottom of the image, and for imagick to choose the best font size based on the size it has to work with. I know it is somehow possible, I've been close, however I can't get to the bottom of this.
I am working on a flash project that dynamically generates navigation from an XML. For now I am trying to get it to work with arrays so that I can adapt it to xml once I know the logic works. I am new to as3 and learning has been a tiny bit bumpy. I have been searching for a solution to this but many of the examples I have seen have either been too simple to answer my question or too complex to understand since I am on the new side. This is the code I am working with.
var clientList:Array = new Array("Client1","Client2","Client3","Client4","Client5","Client6","Client7","Client8","Client9","Client10","Client11","Client12","Client13","Client14","Client15");
for each (var cName in clientList){
var newClientBtn:btnClientNav = new btnClientNav();
newClientBtn.x = workX;
newClientBtn.y = workY;
workY += newClientBtn.height;
newClientBtn.mcClientName.text = cName;
lContent.mcWork.addChild(newClientBtn.name);
trace(newClientBtn);
}
I can't fingure out how to properly refernce the dynamically created clips. I have a dynamic text box in the button but can't figure out how to reference it properly to change it, then my next issue will be referencing the buttons to make rollover and click code. I know this probably something simple to fix but I have been looking at it for too long and my eyes are starting to cross.. Thank you in advance for any advice you can give.
Why not store the clips you are creating in an object you can access later?
If you want to reference a movie clip by name though, one way to do it is:
var referenceMC:MovieClip = MovieClip(containerMC.getChildByName(“targetMC”));
If it was a text field or a button you were after, I believe you would do the same but instead cast the result of getChildByName to your desired control.
I also believe you want to add the button itself as a child, not pass its name into your addChild call?
i have 8 movie Clips that i stored in an array. i put the movie clips on the stage and i can move them around so everything work fine until now. I made a grid where the mc's can be droped.I saved the grid parts in an array,too.
after that gave names to the mc's and to the grid parts like that:
mc.name= number.toString();
gridpart.name= number.toString();
the movie clips and the grid parts have the same name like: mc1.name=1 and gridpart1.name=1 and so on.
Now I made an if statement to check if the right mc was droped on the right grid part, like that:
if(mc.name==gridpart.name)
{
trace("correct position")
}
But nothing happens. I used "dropTarget", too like that:
if(dropTarget.name==a.target.name)
{
//code
}
I don't know what to try now. I thought to put this code in the callback function of the mouse.CLICK event handler because i want that the mc should not be moved anymore if it is on hir correct position.
I would be happy if you have a better solution for this problem.
I tried to describe my problem so that you can imagine what I am trying to say.
Sorry about my English, I am not a native English speaker.
Thank you for your time
I think you wrong using dropTarget.name. Try dropTarget.parent.name. This why dropTarget is referred to content of the DisplayObject onto which you release your dragged MovieClip.
I hope this will be usefull to you!