I'm using both jQuery plugins:
-fullpage
-slimscroll
for the purposes of making the scrollOverflow option work, so that I can scroll inside the sections with large content, and AFAIK, this happens in Internet Explorer 11.
$('#fullpage').fullpage({
anchors:['home', 'what-we-do', 'our-work', 'contact-us'],
menu: '#menu',
css3: true,
scrollingSpeed: 1000,
scrollBar: true,
scrollOverflow: true, ...
Works fine in Internet Explorer, except when the slimscroll is activated in smaller screens.
Whenever I try to use the mousewheel to scroll down in a section with slimscroll activated, it won't work. Instead I can go back to the previous section by scrolling up.
JSFiddle here
Am I missing something?
Please read this topic in fullPage.js forum.
scrollOverflow:true was never tested with scrollBar:true as it doesn't make much sense to have two scroll bars.
...
Therefore I don't think this problem will get solved.
Try preventing the use of double scroll bars. From he UI point of view its a terrible thing.
Related
In order to refresh a part of the grid, i.e., when font or alignment changes, I was using the following approach:
wxRect rect1=CellToRect(TopLeft);
wxRect rect2=CellToRect(BottomRight);
wxRect r(rect1.GetTopLeft(), rect2.GetBottomRight());
RefreshRect(r);
This was refreshing only a part of the intended block and was not working correctly.
From the suggestions of intellisense I came across RefreshBlock function and it works correctly. I searched the docs and have not found any information on it. I wonder if it is not recommended to use RefreshBlock for some reason? What does RefreshBlock do, does it refresh a block (as the name suggests) or is it equivalent to Refresh?
I am using wxWidgets 3.2 on Win10.
Thanks in advance.
The function RefreshBlock() is indeed the best way to do what you want and it was only undocumented by mistake, i.e. we simply forgot to do it. I've added documentation for it only now, so it will only get included in 3.2.1, but you can still use it in your code, the function itself is available since 3.1.3.
It seems from the source code that, depending on the location of its parameters, RefreshBlock refreshes any of the following:
corner grid
frozen cols grid
frozen rows grid
main grid
Since the area I wanted to refresh was on the main grid the following approach works (the idea is similar to RefreshBlock's approach):
auto GridWnd = CellToGridWindow(TL);
wxRect rect = BlockToDeviceRect(TL, BR, GridWnd);
GetGridWindow()->RefreshRect(rect);
Now everything is refreshed correctly.
Notes:
If only RefreshRect(rect) is called, things will NOT work as expected.
Little experiment showed that BlockToDeviceRect(TL, BR) also works, therefore eliminating the need for auto GridWnd = CellToGridWindow(TL);
I completed Unity's roll-a-ball tutorial and it works fine. I changed a couple of materials to make it look better. I also added a C# script that should restart the level when the player falls off of the ground (I disables the walls). I am using Unity 5.5.
It initially looks like this:
But when I go off the edge and the level restarts, it looks like this:
It sometimes looks like this for a few seconds after opening unity when the editor is loading.
Here is the script:
using UnityEngine;
using System.Collections;
public class DeathTrigger : MonoBehaviour {
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
}
void OnTriggerEnter (Collider other)
{
if (other.gameObject.CompareTag("Player"))
Application.LoadLevel(Application.loadedLevel);
}
}
Any ideas on what's causing this?
The colors and materials are loaded. This is a lighting problem because lighliting is still calculating in the background. This will likely occur in the Editor only. This should not happen in the build.
Depending on your Unity version, you can fix this by going to Windows --> Lighting --> Settings then go to the Scene tab. Scroll down and disable Auto Generate checkbox then click the Generate Lightning button.
For older version of Unity with no Auto Generate checkbox, see here.
After play with Lighting tools, only one thing should be change on Lighting Setting for every scene.
Window > Rendering > Lighting (Unity 2020)
Click at Environment Tab
At Environment Lighting, change Source from Skybox to Color.
Select white color from Ambient Color.
Done. Try test it.
Before
After
I found many solutions online but I was missing out a step, so I hope this helps.
Most solutions indicated to go to Windows->Lightning, then untick Auto and Click Generate Lighting. My problem was that while I was pressing the generate button I did not have all of my scenes loaded for preview (at least not the scene I had problems with), so it was only applying light generation to the loaded scenes. Make sure all scenes are loaded when generating the lights.
Try Clearing Baked Data if you are using unity version around 5.5
Go to Windows->Lightning->Untick Auto->Now Click dropdown arrow of Build Button which is near Auto(Check Box) -> Select Clear Baked Data.
Now try Your code which looks fine although SceneManager.LoadScene (1); is enough.
Also unloading the previous scene and setting new scene as active scene is a good practice.
This worked for me.
File > Build settings > player Settings > (on the left) Graphics > (Top-Right) gear icon > Reset
I'm a newbie and none of the advice on web helped me. However when I went to Window > Rendering > Lightning > scene tab; If "lightning setting" says “none”, click on it and choose “demo”- setting. Press “generate”.
So it seems like it was missing settings all together which made the scene go dark when loaded.
I encountered the exact same problem. What worked for me was to set Directional Light > Light > Mode to Realtime. (it was Baked, for some reason)
I hope this can help someone in the future.
The subject pretty much says it all. I have a Video.js instance with controls turned off (aka no "controls" in the markup). It works brilliantly, but when I pause the video (using my external custom button and myPlayer.pause() the controls on the video fade back in. When I hit play, they fade out again.
This definitely doesn't seem like the way it should work. Does anyone know if this is a bug, or I'm just missing something?
ctangney's answer only works when using the uncompressed (dev) version of videojs, since once compressed the lockShowing method is renamed (so is player() for that matter). Hopefully his merge request for issue 556 will be accepted soon.
When lockShowing is called on pause() it adds the class vjs-lock-showing to the controls element, which has the css: display: block !important. This is causing the inline style of display:none, added by the disable() method, to be trumped. Here is work around which addresses the CSS specificity problem, and works with the compressed and uncompressed videojs:
var v = videojs("video", {});
if(!v.controls()) {
v.controlBar.el().className = v.controlBar.el().className + ' vjs-controls-disabled';
}
Then add to the bottom of the css file(s):
.vjs-controls-disabled {display: none !important;}
(Or you could just remove the !important from .vjs-lock-showing)
This is a confirmed bug. I see a proposed fix there, but it's still an open pull request at the moment. In the meantime you can fix this by just overwriting the ControlBar's lockShowing method.
var vid = videojs("video", {});
if (!vid.player().controls()) {
vid.controlBar.lockShowing = function(){};
}
... since (currently) the controlbar attaches a listener to 'pause' events and calls lockShowing().
I'm developing a cross-platform browser extension, and have based all my code on the Chrome-way of doing this. I have counted on that the background page will be accessible from the options page, which in Safari extensions turns out to be not possible (since there is no such thing as an options-page). You can only access safari.extension.globalPage.contentWindow from within the extension popup, and the background page itself.
Now, I have an options page, which is an html-page within the extension bundle, and so far I haven't found a way for Safari to give it extension "rights". The closest I have come is adding a content script that's only added on the options page. This seems a bit silly, since the html page itself is in the extension bundle?!
Others have suggested using asynchronous ping-pong style message event handlers, and even the canLoad-mechanism (which is "only" able to run in a beforeload-event). I have been able to hack the canLoad-mechanism for synchronous messaging by forging the BeforeLoadEvent:
// Content script (run from anywhere)
var result = safari.self.tab.canLoad(new BeforeLoadEvent, "data")
-> "return value"
// Background page
safari.application.addEventListener('message', function(e) {
if ( e.name === "canLoad" )
e.message = "return value";
}, true);
It's a hack, but it works. However, I am crippled by the message transport serialization, since I need to be able access methods and data on my objects from the background page. Is there anyway around this?
Possible ways that might work but I don't know if possible:
Access options-page window-object from backgrounds page. Is that possible?
Message passing, need to bypass message serialization
Any shared/global object that I can attach objects to and fetch from the options page?
Make Safari run the options.html page from outside the content-script sandbox? It works in Chrome since they are both within the extension-bundle. It's quite annoying that safari doesn't do this too.
Run the options-page from within the popup. This is promising, but it crashes safari (which is very promising!). However, from the looks of it it's just something to do with a CSS animation in my options.html page. The biggest issue is that it has to be able to open an OAuth2 popup, but thanks to being able to programmatically open the popover, it might be a non-issue. However, this option is the most realistic, but I would rather have it open in a new tab.
Any suggestions and hackish workarounds would really help.
I'm using JavaFX 2. I want my frame to open maximized but I'm not seeing a way. I searched a bit on the internet without success. For the stage I see setFullScreen() and setIconified() but I don't see anything like setMaximized().
The Java 8 implementation of the Stage class provides a maximized property, which can be set as follows:
primaryStage.setMaximized(true);
When evaluating the sourcecode of the Ensemble.jar provided with the samples of JavaFX 2.0 SDK, the currently valid way to achieve window maximizing is
Screen screen = Screen.getPrimary();
Rectangle2D bounds = screen.getVisualBounds();
primaryStage.setX(bounds.getMinX());
primaryStage.setY(bounds.getMinY());
primaryStage.setWidth(bounds.getWidth());
primaryStage.setHeight(bounds.getHeight());
(you find similar code in WindowButtons.java)
The 'maximize' button is still enabled and when clicking it, the windows will grow a bit more (Windows OS). After this the 'maximize 'button is disabled. In the provided example the standard buttons are replaced. Maybe this is still an issue.
Better use Multi-Screen compatible maximize logic:
// Get current screen of the stage
ObservableList<Screen> screens = Screen.getScreensForRectangle(new Rectangle2D(stage.getX(), stage.getY(), stage.getWidth(), stage.getHeight()));
// Change stage properties
Rectangle2D bounds = screens.get(0).getVisualBounds();
stage.setX(bounds.getMinX());
stage.setY(bounds.getMinY());
stage.setWidth(bounds.getWidth());
stage.setHeight(bounds.getHeight());
try this simpler code
primaryStage.setMaximized(true);
and it fills up the whole screen
. note that if you remove maximize/minise buttons the application will fill the whole screen as well as remove the taskbar so mnd your initStyles if you have any
Use this to remove the Minimise, Maximise Buttons :
primaryStage.initStyle(StageStyle.UTILITY);
Where primaryStage is your Stage object.