First of all thanks to the developers of blogdown. I just started my first blogdown-blog on github / netlify and it looks really nice.
There is one issue that I would like to change:
On mobile devices, graphics from R code chunks are displayed in a way that I can see only the left part of the graphics. Ideally, I would want to reduce the size of the graphics on mobile devices so they fit to the height and the width of the screen.
Is this possible? Where would introduce changes?
Here is the link to my blog: https://sbloggel.netlify.com/
(I have only the most minimal knowledge about web programming).
Thanks in advance for any advice or pointers to relevant resources to start learning and best greetings,
Sebastian
I just accidentally found a potential solution that is sufficient to me.
Most (maybe all) figures on my blog will be produced by R code chunks.
By specifying the 'out.width'-parameter in the code chunk that produces the figure, the size of the figure will be fitted to the screen size as far as I can see:
```{r out.width = "100%"}
plot(1:10)
```
Thanks nonetheless!
Related
Im using blender to edit a video and when i try to render it, it comes up with the error: border rendering is not supported by sequencer.
Using blender 2.80
Disabling Render Region fixed the problem for me.
Turning off border rendering (render region blender 2.8) in Rendering -> Properties -> Output properties
fixed it for me.
I recall playing with menus and the hypothesis is that I checked it somewhere along the way to cause that problem in the first place.
I cant comment yet bc of reputation apparently, so I guess I have to leave my comment behind here. I do have an answer but I'm not sure if it is a correct one.
I had the same problem, and I think i fixed it by unchecking the sequencer box under Post processing in the same tab as where you edit the format and encoding etc. But now that it does let me render my video (just a picture with audio under it) the render result is audio only? Could be a seperate problem or part of this solution, idk. Would unchecking that box help for you?
I have a set of pixel perfect icons which I want to use on toolbar (NSToolbar) of my app. Toolbar is configurable thus I need to provide icons in four sizes: small, standard, small#2x, standard#2x.
I could not find any official information about the size of those icons, but unofficial information (confirmed by my tests) is the following:
small is 24px, normal is 32px.
Thus I need to add four different images: 24x24px, 32x32px, 48x48px, 64x64px to my image set.
As for now I could not find a correct way for that.
I have tried a dozen of different methods but could not find one which preserves pixel perfect quality of all four images.
I believe, I can load right size of the image manually each time it has to be changed, but I am wondering if where is a correct way for that.
Does anyone has a good solution for that?
And yes, I clean build folder before each test.
See the Apple Developer site Human Interface guidelines for formats and sizes. The requirements are different for the different devices, and quite detailed.
For a quick & dirty solution if you're not ready to ship and just want nice looking graphics for testing, I've found that one 512 x 512 pdf, labeled "image#2x" works pretty well. You need to set the
imageScaling = .scaleProportionallyDown
and Cocoa will take care of the rest. But it's definitely not ready for prime-time.
The NSToolbar.sizeModes are enum: small and regular. Small is 24x24 and regular is 32x32; additionally the retina options allow for #2x (48x48 and 64x64) and potentially #3x future-forward.
Apple documentation on these sizes can be found here and here
Make sure to use enum Regular not "Standard", which is undocumented.
Ebay now requires images to be 500x500.
I want to try to use ImageResizer to resize an image to be a minimum of 500x500 by adding white background padding
The following command achieves this quite easily.
product.jpg?width=500&height=500&scale=canvas
This works great, except when the original image is 800x800 and it will be downsized and lose quality.
What I really want to do is combine scale=canvas with scale=upscaleonly but that doesn't seem to be possible? Am I missing something or will I have to write code myself using the API.
PS. I realize ebay may detect whitespace and still reject the image, but I'm trying that for now - I have a lot of perfectly good 450x450 images that fall short and I don't want to upscale them.
At present, there's no 'upscalecanvasonly' mode.
So far we haven't had anyone else request this, but feel free to add it to our UserVoice site as a feature idea.
You could also implement this with a small IPlugin that subclassed BuilderExtension and implemented LayoutImage to support an additional command. It shouldn't be very difficult.
I haven't used ImageResizer before, but I've worked with images, so I took a quick peek at the basic commands for ImageResizer.
If I understand your problem correctly, when you downsize a 800x800 image it looses quality. This does point to a severe problem because the original image has more data than what is needed to display a high quality 500x500 image. Because of this, we must look at the image file format type and the data compression quality/method.
In your example, you are using the JPEG file format. You may want to specify the format in the command, i.e., format=jpg
In using the JPEG format, Imageresizer gives you control over the quality of the compression:
The documentation states:
quality - Jpeg compression: 0-100 100=best, 90=very good balance, 0=ugly
Take a look at the documentation for the exact verbage for setting the quality.
I want to create controls that lets the user decide crop area of a bitmap, in the common way, having four corners on the image. I saw that there is a sample C# app in the Microsoft site for this - http://www.microsoft.com/en-us/showcase/details.aspx?uuid=bef08d57-fa4d-4d9c-9080-6ee55b8623c0
But I cannot figure out how to do this strictly WinJS. Do I need to create custom controls - if so how? Any sample code will help a great deal.
I have an example in my codeSHOW project. It's the demo called Rx Crop. It uses Reactive Extensions (which are awesome by the way), but if you didn't want that dependency you could probably just use the example to figure out how to do it without.
BTW, the codeSHOW project has a bug and a usability issue currently. I have an update in certification. For now, just make sure you select the Rx Crop demo on the home screen and then click See the Code. If you hit See the Code with no demo selected it will crash.
Do me a favor and rate the app. Thanks.
I am developing an iPhone application where i want to display three image in each row on scroll view where i need to click action on each image like Photo album in iPhone. I am not getting any sample code.
Hoping for help
subodh
There's plenty of sample code out there, I found this after only basic googling. You want to search for "UIImageView Iphone". It's also worth mentioning that Apple's very own Developer Center is extremely well written, and will teach you everything you need to know about iPhone programming.
Generally it is frowned down upon to say to look more or read documentation, but you really haven't looked at all. Especially because of Apple's own resource that tells you how to do almost anything, especially something like this. It's not something you can pick up and bits and pieces of and expect to be successful with, it really should be learned starting from the beginning and moving forward. This is especially true if you've never programmed before or are unfamiliar with C/Objective-C.
Three20 has a photo browser that is open source and works similarly to the iPhone's photo browser with some nice code examples. The images come from an image source object that can relate them to images in your apps bundle or images on the web. Looks like its Google group is here. I think that to use images in your bundle you use a URL formed like: bundle://image-name.png and not the typical use of the main bundle to get a path to resource.