i don't understand something with grid mixin.Actually i use this code, but only work on mobile, on desktop, the image container doesn't get the full size.
.vue-diapo-hp-img{
//#include set-container-width();
img{#include adaptable-img;}
#include at-breakpoint ($mobile){
#include set-container-width();
}
#include at-breakpoint ($desktop){
#include set-container-width();
//#include span-columns($desktop);
}
#include at-breakpoint ($tablet){
#include set-container-width();
}
}
The html code is (drupal views source):
<div class="vue-diapo-hp-img"> <img class="imagefield imagefield-field_diapo_home_pano" width="990" height="204" src="http://sandboxd6-1.vmsbx/sites/sandboxd6-1.vmsbx/files/diapo_home/site-date-yyyy/site-date-ww/gabarit-diapo-home-er.jpg?1383819992"> </div>
<div id="transparency"></div>
<div id="contenu-diapo">
<h2></h2></div>
what can i do to get both breakpoint works ? what is the difference between
#include set-container-width(); and #include span-columns($desktop); for example ?
you can see it in action : http://d6sbx1.pfdev.tk/
thanks
EDIT1: modified code after explaination
.vue-diapo-hp-img{
clear: both;
img{#include adaptable-img;}
#include at-breakpoint ($mobile){
#include set-container-width();
}
#include at-breakpoint ($desktop){
#include set-container-width();
//#include span-columns($desktop);
}
#include at-breakpoint ($tablet){
#include set-container-width();
}
}
this doesn't do responsive image on mobile but give full width on desktop.
set-container-width sets a width (or max-width) value based on the total-columns, plus grid-padding. span-columns sets the width of an item inside that container - often a relative width unless you have set your $container-style to static (which you haven't, in this case). span-columns also applies floats, and margins to align items on your grid. With a static grid and no grid-padding, they might return the same width, but they are built to calculate different objects, so they use different logic underneath.
But it looks to me like you already have a container in place, and you simply want to span the full width of that container - in which case you don't need either one. All block elements, including your image-wrapper, span full width by default. If you need to clear a float above, you can just clear: both to do that. And sine you want that at every breakpoint, there's no reason to use media-queries either:
.vue-diapo-hp-img{
clear: both;
}
That should be all you need. At most, you could add width: 100% if (for some reason) it's not spanning the full width.
Related
I’m working in C on a project to capture data from a sensor and display it as part of a GUI application on the Raspberry Pi. I am using GTK 3.0, plus Cairo for graphing. I have built an application that works, but I want to make a modification to enable me to change the frequency of data capture.
Within my main code section I have a command like:-
gdk_threads_add_timeout (250, data_capture, widgets);
This all works, the data capture routine is triggered every 250mS, but I want to add functionality to the GUI to enable the user to change the speed. If I try to call this function from anywhere else other than main, it fails.
I have looked for other ways to do it, but I can’t find any examples or explanations of how I can do it.
Ideally what I would like is something like:-
void update_speed(button, widgets)
// Button to change speed has been pressed
read speed from GUI
update frequency
return
int main()
...
setup GUI
set default speed
start main GTK loop
Does anyone have any idea how I could achieve this?
Edit: Additional Code Snippet
(This is not the whole program, but an extract of main)
int main(int argc, char** argv) {
GtkBuilder *builder;
GtkWidget *window;
GError *err = NULL; // holds any error that occurs within GTK
// instantiate structure, allocating memory for it
struct app_widgets *widgets = g_slice_new(struct app_widgets);
// initialise GTK library and pass it in command line parameters
gtk_init(&argc, &argv);
// build the gui
builder = gtk_builder_new();
gtk_builder_add_from_file (builder, "../Visual/gui/main_window.glade", &err);
window = GTK_WIDGET(gtk_builder_get_object(builder, "main_application_window"));
// build the structure of widget pointers
widgets->w_spn_dataspeed = GTK_SPIN_BUTTON(gtk_builder_get_object(builder, "spn_dataspeed"));
widgets->w_spn_refreshspeed = GTK_SPIN_BUTTON(gtk_builder_get_object(builder, "spn_refreshspeed"));
widgets->w_adj_dataspeed = GTK_ADJUSTMENT(gtk_builder_get_object(builder, "adj_dataspeed"));
widgets->w_adj_refreshspeed = GTK_ADJUSTMENT(gtk_builder_get_object(builder, "adj_refreshspeed"));
// connect the widgets to the signal handler
gtk_builder_connect_signals(builder, widgets); // note: second parameter points to widgets
g_object_unref(builder);
// Set a timeout running to refresh the screen
gdk_threads_add_timeout(SCREEN_REFRESH_TIMER, (GSourceFunc)screen_timer_exe, (gpointer)widgets);
gdk_threads_add_timeout(DATA_REFRESH_TIMER, (GSourceFunc)data_timer_exe, (gpointer)widgets);
gtk_widget_show(window);
gtk_main();
// free up memory used by widget structure, probably not necessary as OS will
// reclaim memory from application after it exits
g_slice_free(struct app_widgets, widgets);
return (EXIT_SUCCESS);
UPDATE
After other tests i verified that this issue below is related to some problem in the rendering of the font.
So in the end i chose a simpler solution: i edited the font moving the "ascender" line upper in a way that now all the symbols are under this line. And now i can see alle the symbols correctly!
===========================================================================
I have some problems to correctly visualize the font Helvetica Neue LT Std Font on an embedded device. The problem is that i can't see the part of a character that is in the ascender area of the font, for example i can't see the accent of the char "À". But also for example the symbol ^ above the char "ê" is cutten. Checking the font with fontdrop.info i can confirm that the parts of the characters that are cutten are the parts in the ascender area.
If i run the application on PC, it works fine.
My embedded device is based on a iMx6 ULL processor. The screen resolution is 800x480.
Meaning of "ascender area"
I verified that the font that is displayed is the correct one. I tried to edit the font moving the symbol above the "À" under the "ascender" line and in this way the symbol is visible. So i can confirm that the problem is in the visualization of the symbols or of the parts of a character that is in the ascender area.
main.cpp
#include <QGuiApplication>
#include <QQmlApplicationEngine>
#include <QFont>
int main(int argc, char *argv[])
{
QGuiApplication app(argc, argv);
QQmlApplicationEngine engine;
QFont font("HelveticaNeueLTStd");
// font.setStretch(QFont::Condensed);
app.setFont(font);
engine.load(QUrl(QStringLiteral("qrc:/main.qml")));
return app.exec();
}
main.qml
import QtQuick 2.6
import QtQuick.Window 2.2
Window {
visible: true
width: 800
height: 480
// FontLoader { id: fixedFont; name: "HelveticaNeueLTStd" }
Text {
id: textEdit
text: qsTr("212Àê\u222B")
font.pointSize: 24
verticalAlignment: Text.AlignVCenter
anchors.top: parent.top
anchors.horizontalCenter: parent.horizontalCenter
anchors.topMargin: 20
// font.family: fixedFont.name
}
}
PC vs Embedded example
Maybe is not a Qt problem but is a problem in some configuration of fonts management on my embedded system? Please Help!
The documentation for Fl_Tree in FLTK 1.3.4 says:
The callback() is invoked depending on the value of when()
FL_WHEN_RELEASE -- callback invoked when left mouse button is released on an item
FL_WHEN_CHANGED -- callback invoked when left mouse changes selection state
but I can't get the callback called if the mouse is released and I can't see a difference between both. Any ideas?
#include <FL/Fl.H>
#include <FL/Fl_Double_Window.H>
#include <FL/Fl_Tree.H>
static void cb_(Fl_Tree*, void*)
{
printf ("callback\n");
}
int main()
{
Fl_Double_Window* w = new Fl_Double_Window(325, 325);
Fl_Tree* o = new Fl_Tree(25, 25, 255, 245);
o->callback((Fl_Callback*)cb_);
o->when(FL_WHEN_RELEASE);
o->add("foo/bar");
o->add("foo/baz");
o->end();
w->show();
return Fl::run();
}
this snippets outputs "callback" on every change, even if FL_WHEN_RELEASE is set.
If you have downloaded, the distribution, have a look at test/input.cxx and test/tree.cxx. Both have tests for the different when selections.
WHEN_CHANGED only makes sense on edit boxes, browsers and tables - you can verify the data as it is typed in. This does not happen with WHEN_RELEASE. For all other widgets, there is virtually no difference.
Edit
In order for release to fire every time, there are one of three options
Modify the source FL_Tree.cxx. Look for FL_Tree::select. Change alreadySelected to false.
If you look at the source, in the same routine, further down, it says
#if FLTK_ABI_VERSION >= 10301
If the library is built with FLTK_ABI_VERSION set to 10301, it will call the reselect but there is also a whole load of other stuff it will do when this #define is set since it affects all widgets
Comment out the #if FLTK_ABI_VERISON and corresponding #endif in FL_Tree::select.
I had to change to directshow for my eyetracking software due to the difficulties to change resolution of the camera when using c++ and opencv.
Directshow is new to me and it is kind of hard to understand everything. But I found this nice example that works perfectly for capturing & viewing the web cam.
http://www.codeproject.com/Articles/12869/Real-time-video-image-processing-frame-grabber-usi
I am using the version that not requires directShow SDK. (But it is still directshow that is used in the example, right??)
#include <windows.h>
#include <dshow.h>
#pragma comment(lib,"Strmiids.lib")
#define DsHook(a,b,c) if (!c##_) { INT_PTR* p=b+*(INT_PTR**)a; VirtualProtect(&c##_,4,PAGE_EXECUTE_READWRITE,&no);\
*(INT_PTR*)&c##_=*p; VirtualProtect(p, 4,PAGE_EXECUTE_READWRITE,&no); *p=(INT_PTR)c; }
// Here you get image video data in buf / len. Process it before calling Receive_ because renderer dealocates it.
HRESULT ( __stdcall * Receive_ ) ( void* inst, IMediaSample *smp ) ;
HRESULT __stdcall Receive ( void* inst, IMediaSample *smp ) {
BYTE* buf; smp->GetPointer(&buf); DWORD len = smp->GetActualDataLength();
HRESULT ret = Receive_ ( inst, smp );
return ret;
}
int WINAPI WinMain(HINSTANCE inst,HINSTANCE prev,LPSTR cmd,int show){
HRESULT hr = CoInitialize(0); MSG msg={0}; DWORD no;
IGraphBuilder* graph= 0; hr = CoCreateInstance( CLSID_FilterGraph, 0, CLSCTX_INPROC,IID_IGraphBuilder, (void **)&graph );
IMediaControl* ctrl = 0; hr = graph->QueryInterface( IID_IMediaControl, (void **)&ctrl );
ICreateDevEnum* devs = 0; hr = CoCreateInstance (CLSID_SystemDeviceEnum, 0, CLSCTX_INPROC, IID_ICreateDevEnum, (void **) &devs);
IEnumMoniker* cams = 0; hr = devs?devs->CreateClassEnumerator (CLSID_VideoInputDeviceCategory, &cams, 0):0;
IMoniker* mon = 0; hr = cams->Next (1,&mon,0); // get first found capture device (webcam?)
IBaseFilter* cam = 0; hr = mon->BindToObject(0,0,IID_IBaseFilter, (void**)&cam);
hr = graph->AddFilter(cam, L"Capture Source"); // add web cam to graph as source
IEnumPins* pins = 0; hr = cam?cam->EnumPins(&pins):0; // we need output pin to autogenerate rest of the graph
IPin* pin = 0; hr = pins?pins->Next(1,&pin, 0):0; // via graph->Render
hr = graph->Render(pin); // graph builder now builds whole filter chain including MJPG decompression on some webcams
IEnumFilters* fil = 0; hr = graph->EnumFilters(&fil); // from all newly added filters
IBaseFilter* rnd = 0; hr = fil->Next(1,&rnd,0); // we find last one (renderer)
hr = rnd->EnumPins(&pins); // because data we are intersted in are pumped to renderers input pin
hr = pins->Next(1,&pin, 0); // via Receive member of IMemInputPin interface
IMemInputPin* mem = 0; hr = pin->QueryInterface(IID_IMemInputPin,(void**)&mem);
DsHook(mem,6,Receive); // so we redirect it to our own proc to grab image data
hr = ctrl->Run();
while ( GetMessage( &msg, 0, 0, 0 ) ) {
TranslateMessage( &msg );
DispatchMessage( &msg );
}
};
The method HRESULT Receive is called for every new frame from the cam. the the comments says that buf contains the data. But I have 3 problems/questions.
I cant include the opencv lib. I create a new project in visual studio, and add the same property sheets as I always include. the only difference from earlier projects is that I Now create a totaly empty project, earlier I created a win32 application.
How to add opencv into the directshow project?
The example above. from buf. which is a pointer to the data. How do I get that into iplImage/Mat for the opencv calc?
Is there a way to not show the images from the webcam (I only need to perform some algorithms on the frames, I guess removing the window with the results might give me more power for the analyse algorithms?!)
Thanks!
With DirectShow you typically create a pipeline, that is a graph and you add filters to it, like this:
Camera -> [possibly some extra stuff] -> Sample Grabber -> Null Renderer
Camera, Sample Grabber, Null Renderer are all standard components shipped with clean Windows. Sample Grabber can be set to call you back via ISampleGrabberCB::SampleCB and give you data for every video frame captured. Null Renderer is the termination of pipeline without displaying video on monitor (just video capture).
SampleCB is the keyword to bring you sample code you need. Having data received with this call, you can convert/wrap it into IPL/OpenCV class as suggested by #praks411.
Having it done as simple as this, you don't need DirectShow BaseClasses, and the code will be merely regular ATL/MFC code and project. Make sure to use CComPtr wrapper class to deal with COM interfaces to not lose references and leak objects. Some declarations might be missing in very latest Windows SDK, so you need to either use Windows SDK 6.x or just copy missing parts from there.
See also:
How to capture frames using Delphi/DSPack without displaying it on TVideoWindow? (Delphi code, but good description and figures)
DirectShow: Examples for Using SampleGrabber for Grabbing a Frame and Building a VU Meter
SetLifeCamStudioResolutionSample - A small DirectShow project showing how to set capture up, including resolution on camera, and Sample Grabber, and also missing SDK declarations; related Q is Can't make IAMStreamConfig.SetFormat() to work with LifeCam Studio
Building the Filter Graph on Sample Grabber and Null Renderer
I think you can include opencv in existing. I've done that for console application. You will need to include path to opencv headers and path to opencv lib in property page for you current project.
Go to project property:
1.To addheaders
C/C++ -----> Additional Include Directories ---> Here add opencv include directories (You may want to include multiples directories)
To add libs
Linker -----> Additional Library Directories ----> Here add opencv lib.
To create IplImage from buf. You can use following once you have the height and width of image.
IplImage *m_img_show;
CvSize cv_img_size = cvSize(m_mediaInfo.m_width, m_mediaInfo.m_height);
m_img_show = cvCreateImageHeader(cv_img_size, IPL_DEPTH_8U,3);
cvSetData(m_img_show, m_pBuffer, m_mediaInfo.m_width*3);
I think preview of image is quite helpful. It seems that your filter above take data from renderer. If you do want you may want to change your renderer and use it in windowless mode. Other option could be to use sample grabber filter.
I am trying to make a paint application in MFC using visul basic c++ 6.0 i have already created a window using Create function and also have created a toolbar with a tool line but i am stuck on how to code for the line because the function i know goes like d.lineTo(x,y) and d.Moveto(x2,y2) but it comes under the line function how do i use OnLButtonDown to Trap the co-ordiantes or is there any other way i can draw a line ..? any help will be useful
have a look at the MFC Scribble tutorial :
http://msdn.microsoft.com/en-us/library/aa716527%28v=vs.60%29.aspx)
It will get you started on how to handling mouse click and mouse move and drawing.
M.
Ok, you're going to have to override several member functions to do this. I've outlined an approach below. My example below deals with a single line-drawing operation (from mouse down, to mouse up). An exercise for you, is to make it so that once you've done one, you can then do another at a different place. It's easy, btw!
CWnd::OnLButtonDown(UINT _flags, CPoint _pt);
CWnd::OnLButtonUp(UINT _flags, CPoint _pt);
CWnd::OnMouseMove(UINT _flags, CPoint _pt);
CWnd::OnPaint()
Apologies if some of these function signatures are wrong! Add some members to your window class:
// at the top of your file
#include <vector>
// in your class
typedef std::vector<POINT> PointVector;
PointVector m_Points;
CYourWnd::OnLButtonDown(UINT _flags, CPoint _pt);
{
// NOTE: For more than one set of drawing, this will be different!
m_Points.clear();
m_Points.push_back(POINT(_pt.x, _pt.y));
}
CYourWnd::OnMouseMove(UINT _flags, CPoint _pt);
{
if(_flags & MK_LBUTTON)
{
const POINT& last(m_Points.back());
if(_pt.x != last.x || _pt.y != last.y)
{
m_Points.push_back(POINT(_pt.x, _pt.y));
Invalidate();
}
}
}
CYourWnd::OnPaint()
{
CPaintDC dc(this);
CRect rcClient; GetClientRect(&rc);
FillSolidRect(&rcClient, RGB(255, 255, 255));
if(m_Points.size())
{
dc.MoveTo(m_Points[0].x, m_Points[0].y);
for(PointsVector::size_type p(1);
p < m_Points.size();
++p)
dc.LineTo(m_Points[p].x, m_Points[p].y);
}
}
Obviously, this is crude and gives you a single drawing operation. Once you click the left button down again, it erases what you've done. So, once you have this working:
Make it so you can draw an unlimited amount of lines. You could accomplish this in several ways such as an additional container (to store vectors), or even drawing-operation classes that you can store in a single vector and then execute.
This solution may well flicker. How might you stop this? Perhaps OnEraseBkgnd holds the clue...
How about more colours?
All signs point towards creating some drawing-classes that encapsulate this for you, but I hope this has got you started.