How do I keep the context box and sidebar level? - position

I'm kind of getting back into coding after not touching it since high school, and to practice I'm making a webpage for myself. I'm trying to have a sidebar and content box, however when the content box gets filled with text, the sidebar moves down. How can I keep both boxes stuck to the top? Image here
In the CSS file I tried position: sticky, fixed, relative, etc but none of those did what I needed it to do.

Related

kentico widget config button unclickable

Is there any way to make a widget's config and move buttons be placed at the top of the widget itself.
As it is one has to hover over a widget in order to see which one of the items in the widget zone it belongs to. This is impossible though when the content of the widget is not in the same screen space (I had to zoom out in the browser in order to get the below screenshot) unless you zoom out and then zoom back in.
In this image, there are 3 seperate widgets (red, white and green respectively) in a single widget zone.
Also, when the mouse leaves the widget the widget config/move buttons are no longer visible.
One solution is to right-click on the widget and then scroll up to the config wheel but this is not something I want to tell my editors they have to do.
Has anyone else come across this problem and if so, how did they solve it?
This can happen when you have CSS conflicts. You can use Chrome Inspector, Firebug, or IE developer tool to investigate and see if anthing is 'overlapping' those buttons (often a floating div is overlapping the buttons and intercepting the 'click')
Then once you figure out a css class to make it work, just add it to your style sheet with ".EditMode " before it, this is a special class that is on the body when in page editor.
Example:
.EditMode .MyFloatingDivThatsCoveringTheWidgets {
z-index: 0;
}

Weird results when trying to get UI elements to fit a dynamic size in Unity

I have a system where if you walk by a sign it will create a popup dialogue which is fine (just the popup part) but when I try to make it to where it can be adjusted based on how much text is displayed (Content Size Fitter) then I get something that literally does not make any sense to me whatsoever. When using World Space my font on Text components has to be 0 (also makes no sense) so that 1 letter isn't the size of 100 units and the combination of these 2 issues has almost made me go mad but that is the reason why I am here so you all can save me!
My setup for my sign :
Now this is the dialogue that is spawned viewed from the inspector (Not shown in the scene/game view yet) :
Now this is when the player walks near the sign with all the components you see in the screenshots :
As you can see the height of my dialoguePanel for some reason keeps going to 321 and New Years isn't close so this countdown I am not happy with. It should be adjusting to how much text is in it. I mean I just did a tooltip almost 100% identical except that the Canvas isn't World Space but Screen Space - Overlay. On top of all this it seems any text I use in World Space HAS to be font 0. Please help I am about to lose my mind.
World space canvas is a bit tricky. And guess what is even more tricky: content size fitter. One of solutions is that you add your dialog UI element manually in the scene at desired location and tweak its RectTransform values in inspector to get what you want to see in scene view and then save it as prefab.
Read more about How Content Size Fitter works and there is one more thing about UI when working with world space canvas. UI is way too bigger than your other scene elements. To solve this problem you have to scale it down as instructed in section Specify the size of the Canvas in the world.
Hope it helps :)

confusion about chrome extensions iframe dimensions and scrolling

So I really hate the way chrome extension development works so I decided to make a regular webapp and use an iframe in my extension. Everything works fine, except for the dimensions of the website and the scrolling on the extension/site.
When developing the site, I knew I was going to use an iframe so I used percentages when formatting the site, for the most part I used 100% on most divs and textboxes. Anyway, the problem I am facing is that the scroll is extremely wonky on the extension for instance this is a picture of my extension with 400px height:
400x400. Everything looks fine.
and here is my extension with 800px height:
400x800. Scroll appears.
Why is the scroll appearing if I am merely making the extension longer? It doesn't make sense to me.
Any idea why this is happening?
There is a limit on the size of the popup window. I don't know the exact dimensions though.
You cannot increase the size of the document past it, scroll will appear.

some browser problems on my code

my website, has some issues acting different for different browsers.
the red panel appearing under the grey buttons on bottom,seems only ff,not other browsers.
when user clicks one of grey buttons on the bottom,red panel should start under the white panel.but it starts a little bit of its left side.
the white panel on the left side on islerimiz.html(which user clicks middle button on bottom) page should be blurred.i added script for this but it is not doing blurring thing.the same script is on the iletisim.html(which user clicks rightest button on bottom) page and it is working truly.
ie6 errors:
the red point seems as a rectangle.
red panel script is not working.
the background of page and the logo's background should be the same but they seems different
the blurred panel on islerimiz.html page is not appearing at all.the bottom buttons seems true but the active button's color should be black but it seems grey too.besides little pictures should appear when mouse hover on the grey buttons,appears on open position.
the blurred panel on iletisim.html is not appearing.the pictures on the blured panel appears with shadows and shape is rectangle.also the links on that pictures is not clickable.
how can i solve this problems with css.if i couldn't solve with css,i can try jquery but my first choice is css.i have more than one javascript library on index page.but if i remove one of them,some scripts is not working.
almost all of those issues are because you are using pngs. switch them to gifs. apply them in a style sheet wrapped in conditional comments, at least for ie6, and a percentage of that list will go away. your selectivizrCSSForIEselectivizr.js is also targeting greater than ie6. i'm not sure what the red panel script exactly is, but i see you are adding webm file for ie...idk 100%, but i'll say it doesn't support that format either. convert it to media type that ie6 likes, and again, only serve this up in the ie6 conditional comments

Silverlight 3 - Elements inside an element dont arrange sometimes

I have a grid/canvas that has an element (say an icon with an image and text overlayed) added to it dynamically via code.
Most of the time it renders correctly when added (content is aligned properly inside it),
but sometimes all the content sits in one corner.
I can remove/add/remove/add/remove/add and it will eventually do it
After a movement of the parent canvas, the element corrects itself as if the layout has been updated.
I have tried the following on Loaded and OnApplyTemplate for both the element and the element parent but it still seems to happen occasionally
InvalidateMeasure()
InvalidateArrange()
UpdateLayout()
Any ideas on why the content wouldn't arrange would be appreciated cause its driving me nuts
I'm not sure why it works for you sometimes but not others. But a grid has the inherent ability to dynamically resize itself and its contents. A canvas doesn't (you'd have to handle that manually in code).
If you change your canvas to a grid does it work? A grid has slightly more overhead than a canvas but it sounds to me like you need its functionality anyway.

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