Bootstrap addons not working properly on different resolutions - twitter-bootstrap-3

It looks like there is a bug in Bootstrap. If you change resolution, for example with ctrl + (+/-) in your browser the addons are not properly adjusted. It looks like this:
Notice the wrong sizes of addons.
Is there a simple way to fix this?

No, there is no simple way (and quite possibly no way period) to fix problems related to the type of zooming that you're referring to (as opposed to the viewport-width-based zooming that you get when using the pinch gesture on touch-based devices).
Per Bootstrap's documentation:
Page zooming inevitably presents rendering artifacts in some components, both in Bootstrap and the rest of the web. [... these issues] often have no direct solution other than hacky workarounds.

Zooming in and out is not changing the resolution at all its zooming and is completely different from changing the view port's aspect ratio and dimensions.
Give the input area a fixed width like input {width:100px}

Related

How to display images as the same size in a V-Card

This should be a simple fix but I can’t figure it out. Please excuse my lack of posting my whole code.
Here is the issue. I am using the following
`
<v-card>
<v-img :src=“{{person.png}}”</v-img>
<v-card>
`
I have an array of users with profile images. Some of these images are different sizes ( some may be 400w other maybe 250w ). My issue is that because these images are different sizes, that they actually end up making my cards ( which are uniform in size ), different widths and height. This makes the cards ugly of course, and I need help on how to fix this.
Now, I had a friend build a react project, and I providing him with pictures, but the sizes were off. I fixed this by importing all images into Figma and making them all the same height and width, which, worked. However, for this project, this method isn’t working for me and I need a way to auto size these images so that my cards stay uniform.
I do not want to use the v-avatar feature, so please refrain from asking me, because these aren’t really “avatars”.
One “solution” I found was to use “contain” but I can’t find any information on contain in the documentation and I’m not sure if that would even work.
Unfortunately in some edge cases you cannot depend only on the components provided by a framework and you need to improvise. This issue sounds purely like a CSS one. Instead of using vuetify component you could try to create own component and just apply the avatar image as element's background-image inline property. Then you could use background-size: cover in order to preserve correct ratio of uploaded images.
I never found a 1 size fits all fix for this, but this is what I did to make it work out.
1. I imported all images to figma
2. I edited the images to all be the same size, then used the crop tool to "fit" them to the new "canvas" size
3. Within my v-img , I added "contain", which insured that the picture didn't get cut off or cropped when placing inside of a card.
Thanks for the help all.

Bootstrap Photo gallery: responsiveness on desktop has bug

Every time the window is sized from big:
http://res.cloudinary.com/liberationfront/image/upload/v1497626018/vb1_t29xlz.png
To small:
https://res.cloudinary.com/liberationfront/image/upload/v1497625905/vb2_gtmjrl.png
There is all of a sudden a gap.
The problem is likely that your images don't all have the exact same aspect ratio, so some of them end up a pixel taller than others in some cases. Then the floated columns don't clear properly.
You can either re-crop your images, which is a fragile solution since you then rely on all future images being perfectly cropped, or you can set your cards' height through CSS and let the images flow to fit. Often using background images gives much more flexibility.
I suggest looking into Bootstrap's responsive embed and setting your images as backgrounds on a child element. Create your own 1:1 class if needed.

libgdx tiledmap flicker with Nearest filtering

I am having strange artifacts on a tiledmap while scrolling with the camera clamped on the player (who is a box2d-Body).
Before getting this issue i used the linear filter for the tiledmap which prevents those strange artifacts from happening but results in Texture bleeding (i loaded the tiledmap straight from a .tmx file without padding the tiles).
However now i am using the Nearest filter instead which gets rid of the bleeding but when scrolling the map (by walking the character with the cam clamped on him) it seams like a lot of pixel are flickering around. The flickering results can get better or worse depending on the cameras zoom value.
But when I use the "OrthoCamController" class from the libgdx-Utilities which allows to scroll the map by panning with the mouse/finger i don't get these artifacts at all.
I assume that the flickering might be caused by bad camera-position values received by the box2d-Body's position.
One more thing i should add here: The game instance runs in 1280*720 display mode while my gamecam renders only 800*480. Wen i change the gamecam's rendersolution to 1280*720 i don't get those artifacts but then the tiles are way too tiny.
Has anyone experienced this issue or knows how to fix that? :)
I had a similar problem with this, and found it was due to having too small a decimal value for the camera position.
I think what may be happening is some sort of rounding with certain tile columns/rows in the tilemap renderer.
I fixed this by rounding to a set accuracy, like so:
camera.position.x = Math.round(player.entity.getX() * scalePosition) / scalePosition;
Experiment with various values, but I got it working by using the tile size as the scalePosition value.
About tilesets, I posted a solution here: Getting gaps between tiled textures with libgdx
I've been using that method with Tiled itself. You will have to adjust "margin" and "spacing" when importing tilesets in Tiled to get the effect working.
It's 100% working for me :)

ADF Components - Resizing Issues

We have created an application in [ADF] in Oracle JDeveloper 11g Release1.
We are facing a resizing issue.
When we re-size our application.. most of the components are getting cut. They are not resizing as per the screen resolution.
Kindly provide suitable inputs.
it is only working fine on 1364 x 768. :( but on resolutions lesser than these, the components are not flexible as per the screen resolution.
kindly send us a pointer in this case.
Well, it's little tricky to get the right resize behavior. In ADF every component has two aspects:
If it can be resized by it's parent: So if you even put a component which can be resized still you wont be able to if the parent is not resizable for example you should not expect it happening for any child component if the parent is a panelGroupLayout of type vertical
If it is resizable: Many components are not resizable at all in adf so no matter how you use them they wont.
Have a look at http://jdevadf.oracle.com/adf-richclient-demo/faces/feature/layoutBasics.jspx;jsessionid=pGxPT2BY4GfrvvWWpTvx3QNTn1F3GTQxFlVwBYSF1WG3wLwBS2vp!-1053881112?_afrLoop=89920899359956&_afrWindowMode=0&Adf-Window-Id=w0
For an Image you can also try using HTML tags in ADF:

How do I render the scrollable regions of a canvas with IViewObject::Draw?

I've been trying to render the entire canvas in an IWebBrowser2 control to a bitmap. IViewObject::Draw seems to be the most promising approach, but I can't get it to render anything that would requires a scroll to show. While I could automate the scrolling and stitch the images together, this would look weird with any fixed position elements. Is this even doable?
Additionally, I've tried to set the controller's size to one that would allow the entire contents to display without needing to scroll, but Windows caps the max size to the current screen resolution, so that only gets me partially there.
Any help would be much appreciated. I'm currently doing this in the context of Win7 and IE8, but I don't think that should matter much.
Sorry it took so long for me to follow up with the answer to this.
I wrote up an article detailing how to trick Windows into allowing you to resize a window larger than the virtual screen resolution, allowing functions like PrintWindow or IViewObject::Draw to capture the entire client area (i.e., the browser canvas).
http://nirvdrum.com/2010/03/25/how-to-take-full-page-or-full-canvas-screenshots-in-windows.html
An actual implementation of the technique can be found in my SnapsIE repository on GitHub (username: nirvdrum). Unfortunately I don't have enough karma to post two hyperlinks. The repository is linked from the article though.
It is very likely an IE optimisation that avoid to draw more than required. You might be able to scroll the window and call IViewObject::Draw in a loop without any animation occuring ?
I'm surprised that Windows caps the max size to the current screen resolution. Are you sure about that ?