Bing maps v8 pin position is off when zoomed - internet-explorer-10

I am using Bing Maps V8 web API. It works fine when using all latest version of modern browsers. It does not plot the pins correctly. The pins are off from the original position.
Zoomed in:
Zoomed Out:
All of the pin locations are supposed to be inside the land area. But when zooming out, the pin never updates its location.
Is there anything I am missing? Is there any update event to be fired when map zooms?
Thanks
Senthil S

To fix the issue, I had to add the "anchor" to options when creating Pushpin object as said in this post
Properly Anchoring Pushpins

Related

sony-camera-api trackingFocus

I can turn tracking Focus on and use the actTrackingFocus. Once the actTrackingFocus is set how can I get the coordinates back from the camera so I can draw a box in the Liveview box showing what the camera is focused on?
That is not possible with the existing API unfortunately.
Appreciate that this is an old question, but if you are still trying and OK playing in python...
The tracking focus location is (apparently) reported via the frame info packets, and thus you have to enable them and then decode.
We are attempting to do this with pysony 1
Use 'python src/example/pygameLiveView -i' to see the reported locations. You might need to add your 'actTrackingFocus()' call to enable tracking focus, but they should be rendered (box with triangle corners) on screen.
Since none of the devs have a camera which support tracking focus, we'd love to hear whether it works on not. :-)

Camera constraints on Verold

There is a problem that multiple users of my model have noticed, namely that when you right click the model (here), the movements are hypersensitive. Orbit and zoom are fine and steady, but pan now more often than not results on the model rapidly shooting off into the distance. I've been playing with the camera controls to no avail and I don't want to simply remove the pan option for the client.
Also, is there any way to transition between cameras without a fade, just a movement of the camera?
Also, Verold not working on Internet Explorer 11... any news?
Thanks
Solved: problem was the focal point (white lined sphere). Had been set off accidentally far off into the distance (can be easily done without noticing and there is no undo). Just brought it back to the object.

Cocos2d - 4inch screen displace the game

i developed a game for the iphone4. Now i got problems with the iphone5 and the 4inch screen. My game is on the left side of the 4inch screen and i have a big black border on the right side. But the buttons from the game are in the middle of screen, they have same position like on the iphone4. I checked everythin but i dont know why the background-images and the sprites are on the left side and the buttons are in the middle. I want that everything is in the middle or on the left side. It would be great if anybody could help me!! Thanks!!
COCOS2d-iPhone:
If you're using the latest beta, the only change you should need to
make is export all your images at twice the size and use the "-hd"
suffix, similar to Apple's "#2x". The documentation also says you need
to set the content scale factor of the director.
You can find the documentation here.
and more detail here.
COCS2d-X:
Cocos2D-x has a very easy solution for multi-resolution problem.
In fact you just need to set your DesignResolution and then just imagine your target device will has this resolution.
If target device really has this resolution ( or some other but with same ratio) cocos2d will handle to fix screen and your game looks same in all devices.
And when ratio of target device is different, you have many option ( as cocos2d language, policy) to manage that.
For example if you use Exact fit policy, cocos2d will force your game ( and design) to fit target device screen (without that black boarder).
Exact fit
The entire application is visible in the specified area without trying
to preserve the original aspect ratio. Distortion can occur, and the
application may appear stretched or compressed.
For more detail just take a look at this link : http://www.cocos2d-x.org/projects/cocos2d-x/wiki/Multi_resolution_support

Thumbnail MKMapView without Google Logo

I am in the process of developing a thumbnail MKMapView to show a singular point on the map. However, as the thumbnail is only 70x61px, the google logo takes up a large proportion of the map.
Please can you tell me a way of using the MKMapView so that the google logo is less visible or can't been seen, but avoiding app rejection, or any alternatives to using the MKMapView?
Thanks in advanced.
How it looks at the moment:
Have you looking into the Google Maps Static API? It returns regular jpeg maps rather than interactive ones. You might be able to craft a URL that gets you a small enough image for your thumbnail. I don't know whether that would be ok according to their license or not.
Start developing with the iOS 6 beta. There are significant changes to MapKit that removes Google as the data provider (and thus their logo). The final version of iOS 6 and it's SDK will be released in the next couple of weeks. So you will also be good to go submitting an iOS 6 app soon.

Custom icons on google map not drawing correctly

I'm having problems with google maps, drawing icons was working fine few weeks ago in my project. At some time the icons are very frequently drawing in partly and I don't know what is causing it. It is both happening on my development machine and production server and on all machines.
I'm only using two different icons so I know the bitmap images are not corrupt.
Here below are two sample images.
You'll get more help if you post your outputted JSON. Your gmaps JSON must not have quotes around width or height, like so: "picture":"/assets/dayhome.png","width":32,"height":37,"lat":53.5402,"lng":-113.628
Another fix is to include optimized:false which disables the html5 canvas (the squares that are cutting off the markers).
My much more detailed analysis here: Canvas Tiles Cut Off Custom Markers
Set optimized:false in your Marker options.
If optimized is true (the default), then your marker images are incorporated into the tiles. Unfortunately where markers cross tile boundaries, they are not also used on the adjacent tile, so appear to be truncated at the edge of the tile. Using optimized:false forces the icons to be placed on the map as separate DOM objects.