Framework7 and map - dictionary

Thank you in advance for your help..
Here’s the problem :
I use the Framework7 and it works well but…
On the 3rd tab on the bottom (« se repérer », locate) a map could load, but the system bug…
The complete map ( every tiles) load ONLY if we resize the window, it’s ok on the computer, but impossible to do on a smartphone.
I think I missed somthing, but I dont find.
I guess the map dont initialize correctly when the 3rd screen is loading, but I didn’t find how to do.
If I put the map on the main page : everything works well.
Thank’s to the personn which will find.
Best regards,
The example is available on http://weblol.free.fr

i suggest you use a callback to call resize function (if there is any for leaflet)
you could also use a better map framework

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I assume that you are using web-ifc-viewer. Just to give some more insight on this, the postproduction of web-ifc-viewer is an additional HTML elements that is displayed on top of the Three.js canvas.
For performance reasons, this layer only gets updated when the user stops moving the camera. When you go into floorplan mode, you need to disable the postproduction manually. This can be done like this:
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This also means that when you go back to 3D mode, you probably need to activate it again. FYI, you can also update the postproduction on demand:
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I found the error, I'll leave my solution here in case you need to help someone.
You need to activate the togglePostproduction function. like so:
togglePostproduction();

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I'm trying to enhance the gTile extension by allowing it to resize a fullscreen window to a tiled area of the screen. That's a pretty common thing to do when tiling and it's pretty handy since some windows will hide some chrome when in fullscreen mode. But I'm having the hardest time figuring out how to do that.
Searching the internet led me to this forum post which mentions EWMH and _NET_WM_FULLSCREEN. I've tried to find ways to access window manager hints but can't find anything bashing by head on Looking Glass or scanning through the docs. Is this kind of thing possible through a shell extension?
Meta.Window is likely what you are looking for:
https://gjs-docs.gnome.org/meta4~4_api/
Setting Window.decorated = false may be able to remove the title bar or perhaps getting the compositor object and changing it from there. However this will still keep the address and tab bars in chrome. You may need to find another method to signal chrome to hide those.
There is not really an easy way to do this, the thread you linked is in regards to VLC and modifying it's source code.

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I'm not sure what's wrong, but after setting up the map, all I get is a light blue screen. Changing schemes seems to not affect it either. Neither does changing the geoCenter (currently testing with: 37.73088189776775 -122.14045649405767) which is in the SF bay area.
Also, when I check usage on the project via my account, it is 0 despite me testing all day.
My delegate is called when I try to scroll the map, so I know that part is hooked up and I'm actually rendering the map. It's just a light blue screen...like I'm stuck in the ocean...
Any ideas? Any low hanging fruit I can check? Thanks.
Update: I'm using the iOS Starter SDK. Please let me know what additional information would help. Thanks.
I was able to get it working by not embedding the map inside another view. By bringing it to the top level, and then subclassing it I was able to get it to work. Thanks.

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As far as I remember the effect was pretty similar to moving the object into a hidden layer (but not changing the object layer but using a different Unity built-in action so he actually dind't change anything in the object).
I've been trying to remember how he did such a thing and looking around the editor to find the specific option but with no luck. Honestly, I'm beginnig to think that I might not be remembering correctly. Do anyone know about this 'hide objects without changing them' command?
Regards!
Sounds like he might have just turned the object's renderer off. Each GaneObject is going to have some kind of renderer as a property in the inspector (sprite renderer if its 2D, ect). He probably just disabled that as opposed to disabling the entire GameObject. Let me know if that helps!
I've just received by chance a link to a video on twitter (I think it's the very same I was trying to remember but I'm not 100% sure). Anyway it seems that my current Unity version 2018.3.3) doesn't include that 'Scene visibility' toggle; it seems to be available for 2019 Beta. . I didn't test it yet but it seems pretty straightforward, just click on a gray bar in the hierarchy bar, to the left of the object you want to 'hide'; the bar seems to work as a an visible/not visible toggle. Here a link to de video where you can see the thing working!
I hope it helps!!

Adobe Extendscript Photoshop Guides Visibility

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The code to show and hide the guides is the same code as it 'toggles' the guides on or off so it must know the status when this code is executed, but how do I get at it?
I appreciate this could be done via a preference switch but that seems an awkward hack for something this simple, especially as something somewhere must be accessing this 'property' during execution of the 'toggle' code.
What would be great is to have activeDocument.guides.visible property, returning either true or false. Is there anything like that?
EDIT:
OK. Further investigation reveals that creating a guide using guides.add does not automatically toggle guides ON, however, using the code generated via the scriptListener does.
I would rather use guides.add as its only one line of code compared to fourteen so in order to toggle the guides to ON I thought I could run a function that created and then deleted a guide using the scriptListener code during the onLoad of the HTML.
This works great, except getting this function to run only when a document is opened is now the new problem.
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So the question now is really what part of the flash code is allowing documentAfterActivate to work properly and how can I use it in my code instead of opening a flash panel I don't need?
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Keep in mind that even getting to the guide position via the photoshop DOM wasn't avail before CS4 I think? maybe CS5.
And i realised I just mis-read your question quite a bit. Anyway, this way you'd also know if the guides were visible based on whether or not they are there :) But yes, it isn't as nice as it could be.
The solution:
As stated, the workaround is to create and delete a guide with the fourteen lines of code from the scriptListener.
This toggles the guide visibility to ON regardless of its current state.
I can then save this status as a preference using putCustomOptions.
A function to do this is fired during the onLoad of the HTML but only when a document is opened otherwise guide creation fails.
documentAfterActivate does not work as expected unless a further flash panel (such as Kuler) is also opened beforehand.
An alternative to documentAfterActivate is to register the open event using CSevent instead.
The code can be found HERE.

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