scale

Make object visual size constant despite the distance

ぐ巨炮叔叔 提交于 2019-12-24 19:53:20
问题 Visual aid here Please see visual aid. Following the gif, there are two GUIs. The GUI on the left is scaling properly based on the cameras distance to the object. The GUI on the right is scaling, seen clearly in the 'Scene' view, but not even noticeable in game view. The application is for the Hololens as the users head controls the camera within the Unity scene. The problem lies in setting the objects scaling. Been racking my brain all day trying to replicate the type of scaling shown on the

Detect screen scaling factor in Windows 8.1 store apps

為{幸葍}努か 提交于 2019-12-24 14:15:43
问题 I am building up a string for the source attribute of some of my images in a Windows 8.1 store app. I need to detect the scale factor that the device requires so that I can append the correct .scale-n to the end of the string. These image sources are external to the app so I cannot rely on Windows' automatic scaling by just referencing the image without the scale-n part. So I need to know whether I should append scale-100, scale-140 or scale-180 to the image URL. How can I work this out in c#

How can I scale my bitmap in Android based on the width and height pixels?

落花浮王杯 提交于 2019-12-24 09:59:16
问题 I want to be able to scale my image based on the screen size. In a normal java applet I would do something like the following.... int windowWidth = 1280; int windowHeight = 720; Image image; public void paint(Graphics g) { g.drawImage(image, x, y, windowWidth / 4, windowHeight / 16, null); } I've been searching for an answer for a while and everything I find seems to turn up some weird result. From what I read I might need to do something with Resolution Independent Pixels but I'm not %100

How to set ImageView drawable Size based on Its parent view size?

Deadly 提交于 2019-12-24 08:34:44
问题 I have imageView inside a relative layout. And when i create the activity i run thread to grap bitmap from the internet and set the imageView. What i want is to resize the bitmap to scale based on relative view size while keeping the aspect ratio. The code for resizing the image is working but what i do is i get the relative view size by calling myRelativeView.getWidth() & myRelativeView.getHeight() and i feel that i should not do that because the docs say it could return 0. So what is the

Paint a JPanel to a BufferedImage or Print it without rendering it to screen first

微笑、不失礼 提交于 2019-12-24 07:48:15
问题 Picture this... A program GUI JFrame that is split in 2, EAST and WEST. The first JPanel is just a print preview screen. The EAST side of the JFrame is where the user can create a 1 2 or 3 size image. The user clicks the "Add" button and the defined image on the right goes to the panel on the left. So if the user clicks "Add" 3 times with different size images, then the panel uses FlowLayout to organize the added panel images added on the left. When you run this code, you can see a sorta idea

picture with border-radius 50% and transform(scale)

拈花ヽ惹草 提交于 2019-12-24 05:50:34
问题 I have a sqare image wich is turned into a circle by using border-radius: 50%; That works quite well so far. ;) But the next step is difficult to do: I want the image to zoom "nearer" by using transform: scale. I mean: I dont want to change the same size of the image, it should stay with the same diameter. But I want to show a small section of the image. The zooming should be activated on :hover and it should be processed during a period of 0.8s My code works perfectly in Firefox, but in

ggplot() scaling with scale::percent_format() producing strange results

百般思念 提交于 2019-12-24 03:39:20
问题 library(tidyverse) mtcars %>% count(cyl) %>% mutate(prop = n / sum(n)) %>% ggplot(aes(x = cyl, y = prop)) + geom_point() + scale_y_continuous(labels = scales::percent_format(accuracy = 5L)) If I use scales::percent() above instead of scales::percent_format(accuracy = 5L) I get decimal places in my percentage labels, which I don't want. The question - what does 5L do in my example above? Why do I need to use the integer 5L instead of 5? And why does 6L change the highest y-value from 40% to 42

Android save polygon from map as bitmap same size for all devices

自古美人都是妖i 提交于 2019-12-24 00:54:33
问题 I am drawing polygon on Google map and it works great. What I need is to save this polygon as bitmap for fixed scale. I am using this code to do that. private static List<Point> scalePolygonPoints(List<LatLng> points, float scale, Projection projection) { List<Point> scaledPoints = new ArrayList(points.size()); LatLng polygonCenter = getPolygonCenterPoint(points); Point centerPoint = projection.toScreenLocation(polygonCenter); for (int i=0; i < points.size(); i++) { Point screenPosition =

Unity3D localscale issue

三世轮回 提交于 2019-12-24 00:50:08
问题 The following code: Debug.LogWarning("updating scale fix, scalefactor: "+scaleFactor+" - Current scale is: "+cell.transform.localScale.x); cell.transform.localScale.Set (scaleFactor,scaleFactor,scaleFactor); Debug.LogWarning("Scale after fix: " + cell.transform.localScale.x); Produces the following output: updating scale fix, scalefactor: 0.9 - Current scale is 0.8921105 UnityEngine.Debug:LogWarning(Object) Scale after fix: 0.8921105 UnityEngine.Debug:LogWarning(Object) Any ideas? I would

How to Avoid Azure App Service Plans to Scale Down Automatically

孤人 提交于 2019-12-24 00:43:00
问题 I would like to ask you if there is a way to avoid App Service Plans from Azure to scale down automatically. For instance, I configured an App Service Plan with the following pricing tier: Basic: 1 Medium; nevertheless, if my app is idle for some time the pricing tier of that App Service Plan changes to Shared. I do not know if that is a standard behavior, financially it makes sense; however, from a technical point of view, I do need at least a Basic Service Plan at all times since I am using