I made a lot of research on this site (and others) but I can't solve my problem…
On this website : http://vintagebike.fr/t%C3%A9t%C3%A9/
I want that each sections covers 100% of the height of the viewport…
I set up at min-height : 100% for eachs…
I set up html, body at height : 100%
some code :
html{ overflow-y:scroll; font-size:100%; font-family:Arial,Helvetica,sans-serif; line-height:1.5; background:url(...) repeat top left; font-color:#353232; height:100%;}
body{ height:100%; background:#fff; float:left; width:100%; font-size:.8125em; color:#353232;}
#about{background-color: #cde2f3;position:relative;min-height:100%;}
#elements{background-color: #fbe2e4;position:relative;min-height:100%;}
#pourqui{background-color: #ffedc1;position:relative;min-height:100%;}
#contact{background-color: #ddeee4;position:relative;min-height:100%;}
If I set the height in pixels it's working…
I really don't understand…
Thanks in advance.
(sorry for my english)
Read the specification of percentage height. It has nothing to do with the viewport. Since you have body {height:100%}, as BODY grows, it becomes the element used to represent 100%, not the viewport.
You need to set the section height using JavaScript based on the browser's viewport size.
Bonne chance.
Specifies a percentage height. The percentage is calculated with
respect to the height of the generated box's containing block. If the
height of the containing block is not specified explicitly (i.e., it
depends on content height), and this element is not absolutely
positioned, the value computes to 'auto'. A percentage height on the
root element is relative to the initial containing block. Note: For
absolutely positioned elements whose containing block is based on a
block-level element, the percentage is calculated with respect to the
height of the padding box of that element. This is a change from CSS1,
where the percentage was always calculated with respect to the content
box of the parent element.
Related
For algorithms like yolo or R-CNN, they use the concept of anchor boxes for predicting objects. https://pjreddie.com/darknet/yolo/
The anchor boxes are trained on specific dataset, one for COCO dataset is:
anchors = 0.57273, 0.677385, 1.87446, 2.06253, 3.33843, 5.47434, 7.88282, 3.52778, 9.77052, 9.16828
However, i don't understand how to interpret these anchor boxes? What does a pair of values (0.57273, 0.677385) means?
In the original YOLO or YOLOv1, the prediction was done without any assumption on the shape of the target objects. Let's say that the network tries to detect humans. We know that, generally, humans fit in a vertical rectangle box, rather than a square one. However, the original YOLO tried to detect humans with rectangle and square box with equal probability.
But this is not efficient and might decrease the prediction speed.
So in YOLOv2, we put some assumption on the shapes of the objects. These are Anchor-Boxes. Usually we feed the anchor boxes to the network as a list of some numbers, which is a series of pairs of width and height:
anchors = [0.57273, 0.677385, 1.87446, 2.06253, 3.33843, 5.47434, 7.88282, 3.52778, 9.77052, 9.16828]
In the above example, (0.57273, 0.677385) represents a single anchor box, in which the two elements are width and height respectively. That is, this list defines 5 different anchor boxes. Note that these values are relative to the output size. For example, YOLOv2 outputs 13x13 feature mat and you can get the absolute values by multiplying 13 to the values of anchors.
Using anchor boxes made the prediction a little bit faster. But the accuracy might decrease. The paper of YOLOv2 says:
Using anchor boxes we get a small decrease in accuracy. YOLO only
predicts 98 boxes per image but with anchor boxes our model predicts
more than a thousand. Without anchor boxes our intermediate model gets
69.5 mAP with a recall of 81%. With anchor boxes our model gets 69.2 mAP with a recall of 88%. Even though the mAP decreases, the increase
in recall means that our model has more room to improve
That's what I understood: YOLO divides an 416x416 image into 13x13 grids. Each grid as 32 pixels. The anchor boxes size are relative to the size of the grid.
So an anchor box of width and height 0.57273, 0.677385 pixels has actually a size of
w = 0.57273 * 32 = 18.3 pixels
h = 0.677385 * 32 = 21.67 pixels
If you convert all those values, you can then plot them on a 416x416 image to visualise them.
I have a dynamic chart where using filters, data either comes in or leaves the chart.
Some of my X axis labels are pretty....... long. :) Mostly they fit within the 400px chart but the ones that are very long don't and get truncated.
So currently I have solved that by simply adjusting the chart height itself, so that it fits pretty much any X axis label no matter how short or long it is.
But I've noticed, that with the height change the overall height of the bars (well, the height of everything that's above the X axis labels) also changed, so this means that if a user adds a content to the chart which has a long X axis label, they will get this content in, however the rest of the content that's already in there will visually increase its size.
Is it possible to set a different height for the main part of the chart and for the X axis labels?
Thanks.
I have tried to follow the same simple logic as for cylinder, box … , so just by defining the position for textNode, but it is not working.
func makeText(text3D: String, position: SCNVector3, depthOfText: CGFloat, color: NSColor, transparency: CGFloat) -> SCNNode
{
let textTodraw = SCNText(string: text3D, extrusionDepth: depthOfText)
textTodraw.firstMaterial?.transparency = transparency
textTodraw.firstMaterial?.diffuse.contents = color
let textNode = SCNNode(geometry: textTodraw)
textNode.position = position
return textNode
}
The default font for SCNText is 36 point Helvetica, and a "point" in font size is the same as a unit of scene space. (Well, of local space for the node containing the SCNText geometry. But unless you've set a scale factor on your node, local space units are the same as scene space units.) That means even a short label can be tens of units tall and hundreds of units wide.
It's typical to build SceneKit scenes with smaller scope — for example, simple test scenes like you might throw together in a Swift playground using the default sizes for SCNBox, SCNSphere, etc might be only 3-4 units wide. (And if you're using SceneKit with ARKit, scene units are meters, so some text in 36 "point" font is the size of a few office blocks downtown.)
Also, the anchor point for a text geometry relative to its containing node is at the lower left corner of the text. Put all this together and it's entirely possible that there are giant letters looming over the rest of your scene, hiding just out of camera view.
Note that if you try to fix this by setting a much smaller font on your SCNText, the text might get jagged and chunky. That's because the flatness property is measured relative to the point size of the text (more precisely, it's measured in a coordinate system where one unit == one point of text size). So if you choose a font size that'd be tiny by screen/print standards, you'll need to scale down the flatness accordingly to still get smooth curves in your letters.
Alternatively, you can leave font sizes and flatness alone — instead, set a scale factor on the node containing the text geometry, or set that node's pivot to a transform matrix that scales down its content. For example, if you set a scale factor of 1/72, one unit of scene space is the same as one "inch" (72 points) of text height — depending on the other sizes in your scene, that might make it a bit easier to think of font sizes the way you do in 2D.
The fact is you generally just use "small numbers" for font sizes in SceneKit.
In 3D you always use real meters. A humanoid robot must be about "2" units tall, a car is about "3" units long and so on.
Very typical sizes for the font is about "0.1"
Note that the flatness value is SMALL, usually about one hundredth the size of the font. (Which is obvious, it's how long the line segments are.)
Typical:
t.font = UIFont(name: "Blah", size: 0.10)
t.flatness = 0.001
Set the flatness to about 1/4 the size of the font (hence, 0.025 in the example) to understand what "flatness" is.
I would never change the scale of the type node, that's a bad idea for many reasons. There's absolutely no reason to do so, and it makes it very difficult to genuinely set the flatness appropriately.
But note ...
That being said, on the different platforms and different versions, SCNText() often does a basically bad job drawing text, and it can go to hell at small numbers. So yeah, you may indeed have to scale in practice, if the text construction is crap at (very) small values :/
Trying to figure out a way where I can have portrait and landscape images adjust to viewport size with max-height and max-width scenarios.
The images should keep 100% width as long as the width doesn't exceed 1050px. Another constrainer is that images should be 800px in height at most. So whichever is "true" first should constrain the size of the image.
If I set max-width: 1050px and max-height: 800px; then the aspect ratio of the image is messed up. (As seen in the demo below). There's also the problem that the image width will be wider than the actual image (the portrait image of 836px width will upscale to 1050px). Is this possible to control with just CSS?
Demo
You may use the CSS3 viewport units to achieve this, though actual browser support is still a bit limited.
With some help from a friend I was able to solve this, however it is not 100% what I was looking for, but for the question I asked, I guess it fits.
Have a look HERE.
How to set min-height of row of blocktable in rml? I read the rml-reference and can't find any related content. I only found the attr: rowHeights, But it seems that it just set a fixed height, the content will flow out. I wanna set a base height,and when the content increases the height of row increases too.
Thanks in advance!
I don't think that's possible for v7 or lower (v8/trunk no idea).
As you've stated right, rowHeights sets fixed heights for rows and without that attribute you will have auto-sized heights.