, you can see that as long as you browse through a lot of images that are not being browsed, the cache becomes larger. Therefore, the conceivable way to achieve this is to:
Use UIL to cache the original image for smaller size thumbnails, such as 320px or 96px
Here, the performance and user experience of the library implemented in this way is basically the same as the Android album. The only disadvantage of this method is that you need to apply your own cache thumbnail, you can imag
because resources in RES are compressed when packaged, font files cannot be compressed),B: Set the font by code// Mword is a edittext, of course, can also be used with TextView, font files exist in the project's Asserts/fonts folder Mword.settypeface (Typeface.createfromasset ( Getassets (), "Fonts/test.ttf"));3. ScreenCode:/**@return*/private Bitmap getscreenshot () {= GetWindow (). Getdecorview (); View.setdrawingcacheenabled (true); View.builddrawingcache (); return View.getdra
jquery. js
Copy the above Code
Set the target image (eg:.post-img,img,.gallery img, Etc .)
You can also set the animation speed (ie. 1000 = 1 second)
Compatibility
I tried all browsers that support HTML5 and canvas, such as chrome, Safari, and Firefox. If it is a browser that does not support HTML5, it only uses the source image and does not generate grayscale images.
Note: If the local HTML file cannot run on Firefox or chrome, You need to deploy
1. First, under the Resources folder, you should have a packaged Atlas file and a plist file of the same name.Shoot.pngShoot.plistShoot_background.pngShoot_background.plist2. Load the plist file in the Init method under the GameScene.cpp fileLoad the plist fileSpriteframecache::getinstance ()->addspriteframeswithfile ("Shoot.plist");Spriteframecache::getinstance ()->addspriteframeswithfile ("Shoot_background.plist");3. Use the spriteframe of the specified name in Spriteframecache in the INIT fun
Jquery ad gallery can be understood literally as an advertisement album with a beautiful design, but it is far from enough in terms of functions. You can switch it to a focus image. It has 6 kinds of switching effects for the transition of images, including gradual enlargement, scrolling, gradual import and export, and cutting. thumbnails are also displayed in a dynamic manner, and it feels very good.
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1. The large image can be scaled automatically based on the browser resolution. Currently, it is displayed in a fixed width and height, and the excess part is hidden.
2. The large image is loaded directly into all images. If there are many images, the experience is poor. It can be changed to asynchronous loading or delayed loading. This can be implemented using the jquery control lazyload.
3. thumbnails are directly generated based on the parameters set during the upload. If they
Http://echarts.baidu.com/demo.html#pie-simpleEcharts, a pure Javascript chart library that runs smoothly on PCs and mobile devices, is compatible with most current browsers (Ie8/9/10/11,chrome,firefox,safari, etc.) and relies on lightweight Canvas class libraries Zrender provides intuitive, vivid, interactive and highly customizable data visualization charts.In Echarts 3, more rich interactivity and more visualizations are added, and the mobile side is optimized in depth.Echarts Chart
feature:private void Startphotozoom (Uri uri) { Intent Intent = new Intent ("Com.android.camera.action.CROP"); Intent.setdataandtype (URI, "image/*"); Crop true is set to set the display of the view in the open intent can be clipped intent.putextra ("Crop", "true"); Aspectx Aspecty is a proportional Intent.putextra ("Aspectx", 1) of the wide height; Intent.putextra ("Aspecty", 1); Outputx,outputy is a wide-height intent.putextra ("O
File directory:Gallery.htmlWhen I tried many times, I find the solvement:i forget to add "return true" at the end of function showpic (). -->Showpic.js/* To change placeholder.jpg into what picture we want */function showpic (whichpic) {if (!document.getelementbyid) return F Alse;var Source = Whichpic.getattribute ("href"), var placeholder = document.getElementById ("placeholder"); Placeholder.setattribute ("src", source);//change the content of return true;} /* Whichpic stands an
To use Gallery in a recent project, the function of GridView must be available because of business needs. [Java]1. package com. easymorse. grid. demo;2.3. import java. util. ArrayList;4. import java. util. HashMap;5.6. import android. app. ListActivity;7. import android. OS. Bundle;8. import android. view. LayoutInflater;9. import android. view. View;10. import android. widget. ArrayAdapter;11. import android. widget. GridView;12. import android. widg
At first I used [java] gallery. setAdapter (new ImageAdapter (this); [java] public class ImageAdapter extends BaseAdapter {// declare the variable private Context mContext; // constructor public ImageAdapter (Context c) {mContext = c;} // number of returned images @ Override public int getCount () {// TODO Auto-generated method stub return pic. length ;}@ Override public Object getItem (int position) {// TODO Auto-generated method stub // imagePositio
A problem occurs when you use Gallery to display images. That is, the sliding speed is too fast. A few images are swiped each time. How can this problem be solved?1. Directly inherit Grallery, override the onFling method, and return the value false.[Java]@ OverridePublic boolean onFling (MotionEvent e1, MotionEvent e2, float velocityX, float velocityY ){Return false;}
2. The onFling method is also rewritten.[Java]Private boolean isScrollingLeft (Motio
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