I've been through the answers HERE several times yet none apply to my issue, far as I can see. I'm not a coder but I can compare code side-by-side.
I make images with an iOS app then access them on my Mac via iCloud. About half the time they convert perfectly though only in Figma since Inkspace and Photoshop display every SVG as a small, black window. I'm seeking help to convert those that won't work anywhere, that in Figma say "Unable to Open" and in Inkspace do nothing at all. In Finder (Catalina) half of these open with the text "This page contains the following errors:error on line 1 at column 1: Document is empty
Below is a rendering of the page up to the first error." and nothing more. Following are some screenshots that may be more meaningful. The side-by-side comparisons are titled "Working" on the left and "Failing" on the right. They are representative of every file that works and fails...each looks very much alike.
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i am working on a app and in 1 option i can load a photo to display when you scroll through items.
The permissions and loading all works fine.
Now my photo is bigger than the imageview so i want that the user can "move" the photo to display the section he/she wants to show.
Again implementing the onTouchListerner and scrolling the photo works fine.
The problem is where to stop the moving of the photo.
I the picture above the grey part is my photo. In my case 2560x1920.
The red part is my imageview (match_parent x 85dp => 1368x255)
I have my scaletype set to CENTER_CROP resulting in a scalefactor of 0.534375
when i scroll in the image ( scrollBy(x,y) ) i can see my Y moves between -390..390 (or close by, hard to see). But that is of course only the case for this specific photo. But no matter which adding/substracting/dividing/... is do i can not seem to find out how the get this limit becuause what is absolutly do not want is the right situation in the picture above.
Does anybody have an idea to figure this out.
I found some (not a lot) examples that are suppose to work but they do not.
Mostly they work by keeping to total somewhere but still having a total is not of much use if you do not no the min/max.
ps. if possible at all (please please) a java example and not kotlin
I just started developing an extension earlier today and when I checked how it would look within the browser I noticed these white spaces at the top and bottom. I noticed similar but smaller spaces in other chrome extensions I have. I can't seem to find anything online about it. Does anyone know what's going on and how I can fix it?
Here's a picture for reference:
image that shows a picture of extension
The white space at the right side isn't part of the problem it was just the way I captured the picture.
--Question was answered by wOxxOm in comments below.
I have a report that is designed to give us a visual representation of available kennel space in our facility. The floorplan image is defined as the background image on a rectangle. Each of the kennel areas are contained in a rectangle on top of the rectangle with the floorplan. I'm happy to share the rdl file if there is a way to upload it to this post (it is 9,559 lines of XML so not practical to copy the code in the post).
When I started into this particular project, I searched for a way to preserve position of each of the report items and the rectangle method came back as the only way to guarantee position at the time the report is generated. I have spent a considerable amount of time making sure each rectangle is positioned precisely where it needs to be on the page. In the designer, when I preview the report, it is as perfect as I can get (note that the image shows the dog lost & found area not lining up as I haven't completed that area just yet). I'm able to zoom in and out in preview and everything stays put exactly where I expect to see it.
On Friday, I decided to publish what I had completed to the server and I'm greatly disappointed at how it looks on the server. I'm at a loss to know how to correct it and can't find anything other than using the rectangles as I have already done. Here is the output on the server:
I even tried it in Internet Explorer and Edge to make sure it wasn't an issue with Chrome. I have not tried Firefox since I don't have it loaded and don't have a need (or desire) to load it. Any ideas as to how to fix this issue are appreciated!
Whenever I try to use a material I downloaded or installed from epic games launcher, I click on the object I want to apply it to, click on the material but what is loaded is the default grey and black box pattern and in the content browser, at the same time I try to load the material, it also changes into the default black and grey box pattern. I've tried this with different materials. The only material that doesn't do this are the ones that came with the blueprint like "M_FGun" or something like that. Please can I have some help with this, I can't use any material for anything. The problem is persistent on both 4.14.3 and 4.15 versions.
It sounds like you've got the materials, but the textures used in those materials have either not imported correctly or somehow the references to them have been broken.
Double-click on the Materials that are malfunctioning and see if there are any errors that show up in the new window.
Compare the materials in your project to the project you downloaded them from. Reselect the textures and it should work again.
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 :)