fullscreen

Swift - How can I make an image full screen when clicked and then original size when clicked again? [closed]

你说的曾经没有我的故事 提交于 2019-12-03 02:20:00
问题 Closed . This question needs to be more focused. It is not currently accepting answers. Want to improve this question? Update the question so it focuses on one problem only by editing this post. Closed 3 years ago . For the app that I am making I want the user to be able to click an image to make it full screen on the app. And then the user to be able to click the now full screen image to make it the original size. Is this possible? Any help would be great, I am just a beginner learner on

How can I set subplot size in MATLAB figure?

泪湿孤枕 提交于 2019-12-03 00:18:01
I often need to plot 10 images together, but using this code results in small images : img = rand(400,600); for i=1:10 subplot(2,5,i); imshow(img); title(['Image ' int2str(i)]); end As you can see, the images do not use all available space in the screen. How can I increase the size, or decrease the padding/margin between them? Thanks for any help. I don't believe there is an easy way to do it. There are two options: First, use the position part of the subplot: >> subplot(2,5, i, [l, b, w, h]) and calculate the left, bottom, width, height. Or, get the handle of the returned axis: >> h(i) =

Why is there a vertical scrollbar on my svg at 100%?

ⅰ亾dé卋堺 提交于 2019-12-02 23:11:07
Can somebody explain why I see a vertical scrollbar in Chrome and IE9 with the following markup: <!DOCTYPE html> <html> <head> <title>Fullscreen SVG</title> <style> html,body { margin: 0px; padding: 0px; width: 100%; height: 100%; } .fullscreen { width: 100%; height: 100%; } </style> </head> <body> <svg class="fullscreen"></svg> </body> </html> If I replace the svg with a div it works perfectly. But if I put the svg inside that div, the layout is broken again: <div class="fullscreen"> <svg></svg> </div> Changing the doctype to XHTML seems to fix the problem: <!DOCTYPE html PUBLIC "-//W3C//DTD

iPhone how to create a full screen app?

六月ゝ 毕业季﹏ 提交于 2019-12-02 20:21:36
I've been trying to create a full screen view. I plan on using core graphics for rendering. I am new to iPhone development so please forgive this basic question. Here's my setup code; - (void)loadView { CGRect rect = [[UIScreen mainScreen] bounds]; GameView *main_view; main_view = [[GameView alloc] initWithFrame:rect ]; main_view.clearsContextBeforeDrawing = NO; self.view = main_view; [main_view release]; } Yet when I run this I get a thin status bar at the top with the time and battery level. I tried looking for some samples yet all the samples were opengles. Could someone please tell me

How to make a Mac OSX Cocoa application fullscreen?

左心房为你撑大大i 提交于 2019-12-02 19:05:21
I have been trying to make my Mac application enter fullscreen now for a while but can't get it to work. According to the Apple developer center, I should use enterFullScreenMode:withOptions: which gives me, method enterFullScreenMode not found. Everywhere I google there seems to be people having issues with making their app fullscreen, so what is the way to make it work? Edit: Of course enterFullScreenMode is for the NSView and I used it on a NSWindow ; it's not the view I want to have fullscreen, but the window. I can't find any function for the NSWindow though. As mentioned in the link

Setting fullscreen using other ways besides getting screen size in Java

本秂侑毒 提交于 2019-12-02 18:11:47
问题 I was wondering if there was a way that is better than using the Toolkit.getDefaultToolkit().getScreenSize().getHeight()/getWidth(); and then using that as the dimensions for the JFrame and then setting the JFrame to undecorated ? Would there be some sort of pre-built function in Java that takes control of the graphics card for a true fullscreen? 回答1: You're after what's called "full-screen exclusive mode" Have a look at Full-Screen Exclusive Mode for more details. Understand though, it doesn

Why Direct3D application performs better in full screen mode?

天大地大妈咪最大 提交于 2019-12-02 18:07:14
The performance of a Direct3D application seems to be significantly better in full screen mode compared to windowed mode. What are the technical reasons behind this? I guess it has something to do with the fact that a full screen application can gain exclusive control for the display. But why the application cannot gain exclusive control for part of the screen (i.e. window) and have the same performance benefits? Here are the cliff notes on how things work underneath. Monitor screen always needs to be associated with so-called primary surface to be able to display anything, i.e. videocard can

Three.js Full Screen Issue

*爱你&永不变心* 提交于 2019-12-02 17:33:46
I've read through the Three.js API, read through the questions here on StackOverflow, I've debugged the code using firebug and chrome's debugger, I've stripped out everything I can, but I am still getting this irritating full screen error, where the renderer view port is larger than my screen thus causing scroll bars to appear. It's a visible error that does not affect rendering, or other operations, I am just trying to control the size of the view port so that it matches available screen real estate without scroll bars appearing. I am using Google Chrome 18 on Windows 7 and I am just starting

Swift - How can I make an image full screen when clicked and then original size when clicked again? [closed]

余生长醉 提交于 2019-12-02 15:50:15
For the app that I am making I want the user to be able to click an image to make it full screen on the app. And then the user to be able to click the now full screen image to make it the original size. Is this possible? Any help would be great, I am just a beginner learner on xcode and am interested in knowing how to do this. Here is code which creates a full screen image (with black bars to preserve aspect ratio) when an image is clicked. To use this, add this code to your ViewController which holds the image. Then, for your imageView that you want to expand, check the box for

Setting fullscreen using other ways besides getting screen size in Java

别来无恙 提交于 2019-12-02 13:27:37
I was wondering if there was a way that is better than using the Toolkit.getDefaultToolkit().getScreenSize().getHeight()/getWidth(); and then using that as the dimensions for the JFrame and then setting the JFrame to undecorated ? Would there be some sort of pre-built function in Java that takes control of the graphics card for a true fullscreen? You're after what's called "full-screen exclusive mode" Have a look at Full-Screen Exclusive Mode for more details. Understand though, it doesn't play well with Swing. Under Mac OS X 10.7, you can access the full screen support it provides for