tile

Android custom design Dialog prob without title bar

若如初见. 提交于 2019-12-23 19:16:02
问题 I using following xml to design a custom Dialog. <?xml version="1.0" encoding="utf-8"?> <RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android" android:layout_width="match_parent" android:background="@drawable/wound_screener_bg" android:layout_height="match_parent" > <TextView android:layout_width="wrap_content" android:layout_height="wrap_content" android:textStyle="bold" android:paddingTop="15dp" android:paddingRight="70dp" android:textColor="#5A5C5E" android:paddingLeft=

Using tile in struts2

核能气质少年 提交于 2019-12-23 18:19:44
问题 I am following a tutorial of Tile in Struts2, but ran into the following error: SEVERE: Error configuring application listener of class org.apache.struts2.tiles.StrutsTilesListener java.lang.NoClassDefFoundError: org/slf4j/LoggerFactory at org.apache.tiles.web.startup.AbstractTilesListener.<init>(AbstractTilesListener.java:44) at org.apache.tiles.web.startup.TilesListener.<init>(TilesListener.java:38) at org.apache.struts2.tiles.StrutsTilesListener.<init>(StrutsTilesListener.java:48) at sun

Keep tiles visible while loading TileOverlay Map API v2 Android

别来无恙 提交于 2019-12-21 03:22:08
问题 I would like my TileOverlay to behave like the real Google Maps. When you zoom in, the tile is still visible but pixelized until the new tile is downloaded. The current behavior is: when you zoom in, tiles disappear and you see the ugly grid, and the user has to wait until the new tiles are loaded. This is kind of annoying. Is there a solution to this problem? 回答1: I worked around this issue by "preloading" all zoomlevels before showing the map (just a copy/paste of the current state, need to

Reading JSON Tiled map editor file and displaying to canvas

左心房为你撑大大i 提交于 2019-12-20 14:42:17
问题 Im following this this tutorial to be able to load json map files created by tiled map editor in my javascript/canvas game. ive got to the point where i have implemented my own kind of version, and am getting no errors in firebug in console or net etc. And as far as i can see, by putting in console.logs and alerts, the script is running absolutely fine! The problem is the canvas stays blank! when it should have a tilemap now on it. Here is my version of the tutorial implemented in my game:

Google Maps API V3 - Custom Tiles

怎甘沉沦 提交于 2019-12-20 13:36:42
问题 I am currently working on Google Maps API V3 over here If you zoom between 21 to 23, there will be an image overlay on the map. The image takes too long to load and I have decided to break it into different tiles for easier loading. I am using Automatic Tile Cutter to cut the image into tiles. I have problems with the script; var OrgX = 31551; // the Google Maps X value of the tile at the top left corner of your Photoshop document var OrgY = 50899; // the Google Maps Y value of the tile at

How to draw lots of bitmaps on screen in an Android game without slow performance

*爱你&永不变心* 提交于 2019-12-18 11:30:16
问题 I want to make a tile based game for android. At the moment I am drawing each tile as a separate bitmap. I have a big for loop that reads from a string and draws different tiles depending on what character it finds to draw the level. I have allowed the user to scroll the screen using scrolling gestures. However the game is too slow. It takes a long time to update the screen after the user scrolls. I presume this is because it has to draw each tile's bitmap individually. What would be a faster

How can i split a video into NxM tiles spatially?

丶灬走出姿态 提交于 2019-12-13 08:28:34
问题 now I have a problem. Can you help me? I want to spatially cut a video to generate NxM files.For example,I want to split the test.video into NxM tiles?Video tiles 回答1: You could use ffmpeg and its crop filter. You could simply call it 4 times, each time cropping out the tile you need. 来源: https://stackoverflow.com/questions/49376779/how-can-i-split-a-video-into-nxm-tiles-spatially

how can i use none repeat tiling texture in three.js

被刻印的时光 ゝ 提交于 2019-12-13 08:20:18
问题 I am making a panorama like krpano.I want to know how can i use small images as a texture of one cube face? http://stemkoski.github.io/Three.js/Skybox.html This example uses 6 pics as texture of cube.Could i use many small tiles as each texture of cube face? 回答1: I think the answer is making a new geometry,set your own vertices,faces that meet your demand and then set the faceVertexUvs and materialIndex to make it well textured. vertices.forEach(function(v){ geom.vertices.push(new THREE

Windows 8 app tile clock with seconds [closed]

本秂侑毒 提交于 2019-12-13 08:04:13
问题 It's difficult to tell what is being asked here. This question is ambiguous, vague, incomplete, overly broad, or rhetorical and cannot be reasonably answered in its current form. For help clarifying this question so that it can be reopened, visit the help center. Closed 6 years ago . I want to develop an Windows 8 app that displays clock running with seconds in the tile. Any ideas? 回答1: It's not possible if your app is not running, even with the background task refresh frequency is 15 minutes

C# XNA Random tile engine

不打扰是莪最后的温柔 提交于 2019-12-13 07:12:29
问题 public void Draw(SpriteBatch theSpriteBatch) { Random rand = new Random(); for(int y = 0; y < map.GetLength(0); y++) { for(int x = 0; x < map.GetLength(1); x++) { theSpriteBatch.Draw(tile[rand.Next(0,3)], new Rectangle(x*tileWidth,y*tileHeight,tileWidth,tileHeight), Color.White); } } } When I do this it just flickers the tiles and constantly redraws them. What do I do to get the random effect with it only drawing once? Is there a way I could click on these tiles with the mouse and have them