I want to display 9 buttons in the middle of the display, three on each row. In conclusion a big square that is composed from 9 little buttons displayed in the middle of the screen.
So I think I need to know the screen size to display buttons.
you only need to use Tablelayout or Linerlayout for this.but if need to know screen size it get as following :
Display display = getWindowManager().getDefaultDisplay();
int width = display.getWidth();
int height = display.getHeight();
If you're not in an Activity you can get the default Display via WINDOW_SERVICE:
WindowManager wm = (WindowManager) ctx.getSystemService(Context.WINDOW_SERVICE);
Display display = wm.getDefaultDisplay();
Related
At the moment I am having to fudge my code like this:
CRect rcList;
m_ListThumbnail.GetClientRect(rcList);
rcList.DeflateRect(25, 25);
// Use monitor 1 to work out the thumbnail sizes
CRect rcMonitor = m_monitors.rcMonitors.at(0);
m_iThumbnailWidth = rcList.Width();
double dHt = ((double)rcMonitor.Height() / (double)rcMonitor.Width()) * (double)m_iThumbnailWidth;
m_iThumbnailHeight = (int)dHt;
I fudge it by deflating the rectangle by 25. m_ListThumbnail is a CListCtrl and I am trying to render my thumbnails so that I do not need a horizontal scroll bar.
When I render the thumbnails of the monitors, I attempt to massage these thumbnail values (incomplete):
nWidth = m_iThumbnailWidth;
double dHt = ((double)rcCapture.Height() / (double)rcCapture.Width()) * (double)m_iThumbnailWidth;
nHeight = (int)dHt;
if (nHeight > m_iThumbnailHeight)
{
AfxMessageBox(L"Need to investigate!");
}
Where rcCapture is the size of the monitor.
If I remove the DeflateRect line, my window displays like this:
As you can see, it is note as I expected. There is a horizontal scroll bar and I have to resize quite a bit to see the thumbnail:
All I want to compute is a set of thumbnail dimensions so that the scaled down monitor image is going to fit in the CListCtrl. I don't really want the user to have to resize the window.
Update
With my adjusted code which now uses the primary monitor aspect ratio to work out the thumbnail sizes (as added above) renders the app with better whitespace:
That was the reason of the extra space at the bottom because the monitors were 16:9 and I was squishing into 4:3. So that is fixed.
But as you can see, using the CListCtrl client width is not sufficient.
Update
This is the rendering code:
// Set the mode first!
SetStretchBltMode(dcImage, COLORONCOLOR);
int iTop = (m_iThumbnailHeight - nHeight) / 2;
// Copy (and resize)
bRet = ::StretchBlt(dcImage, 0, iTop,
nWidth,
nHeight,
dcScreen.m_hDC,
rcCapture.left,
rcCapture.top,
rcCapture.Width(),
rcCapture.Height(), SRCCOPY | CAPTUREBLT);
The control renders the icon with a margin. When I used GetItemPosition function it indicated that the x value was 21. This is why my DeflateRect(25, 25) worked. But I don;t know how the CListCtrl computed that margin value.
Eventually I found out how to do this without deflating, by using the SetIconSpacing function. Like this:
m_ListThumbnail.SetIconSpacing(
CSize(m_iThumbnailWidth, ::GetSystemMetrics(SM_CXHSCROLL)));
Once the above has been done the window looks like this:
Things might be a little different when there are 3 or 4 monitor thumbnails, thus causing a vertical scroll bar. But I only have two monitors to test with.
I am trying to add information to my Listbox and keeping it the size I state when I configure it. Here is my code for the Listbox with the scrollbar and an image of what it looks like.
Picture of the listbox.
taskList = Listbox(setBox, bg="#1B2834",fg="white")
taskList.configure(width=183,height=39)
taskList.pack(side=LEFT,fill=BOTH)
taskScroll = Scrollbar(setBox)
taskScroll.configure(bg="#1B2834",width=18)
taskScroll.pack(side = RIGHT, fill = BOTH)
taskList.config(yscrollcommand = taskScroll.set)
taskScroll.config(command = taskList.yview)
Now, when i click a button the command is to execute this following code:
def savetasks():
#make tasks
letters = string.ascii_uppercase
result_str = ''.join(random.choice(letters) for i in range(4))
num = str(random.randrange(0,9))
taskIDnum = num+result_str
taskIDLBL = Label(taskList, text=taskIDnum,bg="#1B2834", fg="White")
taskIDLBL.configure(padx=20,pady=10)
taskIDLBL.pack()
This code works fine as well, creating new labels with a random ID but it resizes the listbox to look like this...
Picture of the list box after clicking the button to execute the command.
Lastly, the scroll bar is not scrollable and when I create a lot of id's that end up going off my screen I cannot use the scroll bar to scroll down to see them, is there a way to not let the Listbox be resized and is it possible to set the Listbox with max and min-height?
If there is an easier way to do this without using a Listbox please let know, I just need to able to scroll down to see all the other id's and I didn't see any other way to use a scroll bar, that I NEEDED to use a Listbox
I'm developing NativeScript JavaScript code to create dynamic text marker for maps. I have the code working that creates a marker for a specific string. My next step is to take any given string, determine its height and width in bits, and create the marker sized to contain the text.
My problem is finding the size of the text, given the text string itself, the font size, and the font family.
It looks like getMeasuredWidth could work, except that the string must already be loaded on a page before that function will return a value. In my case, I simply need to compute the size; the text won't otherwise appear as such on a page (the text in the marker becomes an image).
Is there a way to do this?
var bmp = BitmapFactory.create(200);
bmp.dispose(function (b) {
try {
b.drawRect(
"100,34", // size
'0,0', // upper-left coordinate
KnownColors.Black, // border color
KnownColors.Cornsilk // fill color
);
b.writeText(
"Parking",
"2,25",
{ color: KnownColors.Black, size: 8, name: 'fontawesome-webfont', });
...
In the code above, the width of "100" of the bounding rectangle actually represents the bit width of "Parking" with a small amount of padding. What I want to does calculate the rectangle's height and width and not hard-code it.
Try this, finding label size without adding it to Page upon button click
export function onFindButtonTap(args: EventData) {
const button = <any>args.object;
const label = new Label();
label.text = "Hello, found my size?"
label.fontSize = 20;
(<any>label)._setupAsRootView(button._context);
label.onLoaded();
label.measure(0, 0);
console.log(`Width : ${label.getMeasuredWidth()} x Height : ${label.getMeasuredHeight()}`);
}
Playground Sample
Note: I didn't get a chance to test it with iOS yet, let me know if you hit any issues.
My application supports over 30 languages:
What is the right way to manage the situation where the menu is too tall for the screen? I will slowly get extra languages added and I do not know how to cater for it.
The standard menu implementation provides the functionality to automatically add scrollbars, should the number of entries exceed the menu's maximum height. By default a popup menu's height is set to 0, instructing the system to use the screen height as the menu's maximum height.
This works for a number of scenarios, and you don't have to do anything to get that behavior. It does fail, though, for multimonitor setups, where the height of the primary display is larger than the height of the display, where the application is displayed.
To work around this, you can set the respective popup menu's maximum height, whenever it is displayed. The appropriate place would be CWnd::OnInitMenuPopup:
void CMainFrame::OnInitMenuPopup( CMenu* pPopupMenu, UINT nIndex, BOOL bSysMenu ) {
CFrameWnd::OnInitMenuPopup( pPopupMenu, nIndex, bSysMenu );
if ( !bSysMenu && ( nIndex == 3 ) ) { // Apply appropriate filter
MENUINFO mi = { 0 };
mi.cbSize = sizeof( mi );
mi.fMask = MIM_MAXHEIGHT;
mi.cyMax = 150; // Pick an appropriate value
pPopupMenu->SetMenuInfo( &mi );
}
}
This callback is called, whenever a popup menu is about to be displayed. The height has been arbitrarily set to 150. You can pick any value you see fit in your application (e.g. the minimum height of all displays, a value based on the height of the display, where the menu will be displayed, etc.).
Scrollbars are added automatically, as can be seen in the following screenshot:
I am a non-developer product manager for an application built in both Android and iOS. We have a bar graph in iOS that provides text for the content of the graph. It displays Totals for each bar, and percentages for each segment of each bar.
In Android, using AndroidPlot (so I understand) we just display the bars with different color segments and no percent totals or totals. I am told by the developer that we can't show more.
I would display the images here, but stackoverflow tells me I don't have enough reputation points to do this. I have created a link to my dropbox with the images https://www.dropbox.com/sh/2uocm5bn79rerbe/AAB7s9QEEYIRIgXhKbUAaOyDa
Is it possible to use AndroidPlot to emulate this iOS chart or at least represent to same information to the end user?
Your developer is more or less correct but you have options. Androidplot's BarRenderer by default provides only an optional label at the top of each bar, which in your iOS images is occupied by the "available", "new", "used" and "rent" label. That label appears to be unused in your Android screenshot so one option would be to utilize those labels do display your totals.
As far as exactly matching the iOS implementation with Androidplot, the missing piece is the ability to add additional labels horizontally and vertically along the side of each bar. You can extend BarRenderer to do this by overriding it's onRender(...) method. Here's a link for your developer that shows where in the code he'll want to modify onRender(...).
I'd suggest these modifications to add the vertical labels:
Invoke Canvas.save(Canvas.ALL_SAVE_FLAG) to store the default orientation of the Canvas.
Use Canvas.translate(leftX, bottom) to center on the bottom left point of the bar
Rotate the Canvas 90 degrees using Canvas.rotate(90) to enable vertical text drawing
Draw whatever text is needed along the side of the plot; 0,0 now corresponds to the bottom left corner of the bar so start there when invoking canvas.drawText(x,y).
Invoke Canvas.restore() to restore the canvas' original orientation.
After implementing the above, adding horizontal "%" labels should be self evident but if you run into trouble feel free to ask more questions along the way.
UPDATE:
Here's a very basic implementation of the above. First the drawVerticalText method:
/**
*
* #param canvas
* #param paint paint used to draw the text
* #param text the text to be drawn
* #param x x-coord of where the text should be drawn
* #param y y-coord of where the text should be drawn
*/
protected void drawVerticalText(Canvas canvas, Paint paint, String text, float x, float y) {
// record the state of the canvas before the draw:
canvas.save(Canvas.ALL_SAVE_FLAG);
// center the canvas on our drawing coords:
canvas.translate(x, y);
// rotate into the desired "vertical" orientation:
canvas.rotate(-90);
// draw the text; note that we are drawing at 0, 0 and *not* x, y.
canvas.drawText(text, 0, 0, paint);
// restore the canvas state:
canvas.restore();
}
All that's left is to invoke this method where necessary. In your case it should be done once per BarGroup and should maintain a consistent position on the y axis. I added the following code to the STACKED case in BarRenderer.onRender(...), immediately above the break:
// needed some paint to draw with so I'll just create it here for now:
Paint paint = new Paint();
paint.setColor(Color.WHITE);
paint.setTextSize(PixelUtils.spToPix(20));
drawVerticalText(
canvas,
paint,
"test",
barGroup.leftX,
basePositionY - PixelUtils.dpToPix(50)); // offset so the text doesnt intersect with the origin
Here's a screenshot of the result...sorry it's so huge:
Personally, I don't care for the fixed y-position of these vertical labels and would prefer them to float along the upper part of the bars. To accomplish this I modify my invocation of drawVerticalText(...) to look like this:
// needed some paint to draw with so I'll just create it here for now:
Paint paint = new Paint();
paint.setColor(Color.WHITE);
paint.setTextSize(PixelUtils.spToPix(20));
// right-justify the text so it doesnt extend beyond the top of the bar
paint.setTextAlign(Paint.Align.RIGHT);
drawVerticalText(
canvas,
paint,
"test",
barGroup.leftX,
bottom);
Which produces this result: