我想开发一个自助服务终端应用程序,可以将自己扩展到完整触摸屏的100%.
当我为每个应用程序视图/模板嵌套行和列时,定义每一行和每一列以将高度设置为100%或更小(取决于嵌套元素)变得非常复杂.
这种情况是否有浮动布局?
下面是一些代码:
<div id="mmenu_screen" class="container-fluid main_container">
<div class="row">
<div class="col-sm-6">
<div class="row">
<div class="col-sm-12" id="mmenu_screen--book">
<!-- Button for booking -->
</div>
</div>
<div class="row">
<div class="col-sm-12" id="mmenu_screen--information">
<!-- Button for information -->
</div>
</div>
</div>
<div class="col-sm-6 mmenu_screen--direktaction">
<!-- Button for direktaction -->
</div>
</div>
</div>
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继承人我想要制作的东西:
+------------------------------+small screen
|-------------+ +------------+ |
|| | | | |
|| | | | |
|| | | | |
|| | | | |
|-------------+ | | |
|-------------+ …Run Code Online (Sandbox Code Playgroud) 我配置我的IDE使用已安装的Git-Bash.不幸的是,两个终端(默认为Windows CMD和git-bash sh.exe)都具有蓝色线条背景颜色.我已经改变了系统本机终端窗口中的颜色.此外,我尝试更改(IntelliJ)设置 - > IDE设置 - >编辑器 - >颜色和字体 - >控制台颜色下的颜色.没有什么工作
有人有想法吗?

我不明白ember是如何加载相关模型的.
让我们说我的模型:
export default DS.Model.extend({
title: DS.attr('string'),
description: DS.attr('string'),
states: DS.hasMany('state', {async: true})
})
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我加载了我的外部路线.当通过ember-app(嵌套路由)导航时,模型上下文通常是为路由提供的,而不是路由的模型钩子,而是链接到帮助器(当使用动态段时,模型钩子将是忽略).当目标路径在其模板中有某些内容时{{#each model.states as |state|}},ember将自动加载相关模型 - 从(在这种情况下)状态模型.(如何以及为什么? - 仅仅因为each模板中的?
直接访问动态路由时,不会给出模型,并且将调用动态路由的模型钩子.因此加载我的模型很简单:只需覆盖模型钩子并使用url参数(return this.store.find('item', {title: params.item_title}))加载记录.但是不会加载任何相关模型.我怎样才能手动完成,默认情况下ember执行的方式是什么(以及何时)?
我试图在一个类中在屏幕上绘制一个简单的rect并将其用作actor.
但无论我做什么,似乎没有选择让它透明.有谁知道如何做到这一点?提前致谢!
public class AreaColorRect extends Actor {
public float opacity = 0.0f;
private Color shapeFillColor = new Color();
public Rectangle area;
public ShapeRenderer shapeRen;
public AreaColorRect(float x, float y, float w, float h) {
shapeRen = new ShapeRenderer();
this.area = new Rectangle(x, y, w, h);
}
@Override
public void draw(SpriteBatch batch, float parentAlpha) {
shapeRen.begin(ShapeType.Filled);
shapeRen.setColor(new Color(shapeFillColor.r, shapeFillColor.g, shapeFillColor.b,
0.0f));
shapeRen.rect(area.x, area.y, area.width, area.height);
shapeRen.end();
}
public void setShapeFillColor(float r, float g, float b) {
this.shapeFillColor = new Color(r, …Run Code Online (Sandbox Code Playgroud) 我刚刚创建了 Gruntfile.js,运行时显示以下错误grunt -v:
Reading "Gruntfile.js" Gruntfile...OK
Registering Gruntfile tasks.
Loading "Gruntfile.js" tasks...ERROR
>> SyntaxError: Unexpected identifier
>> at exports.runInThisContext (vm.js:53:16)
>> at Module._compile (module.js:373:25)
>> at Object.Module._extensions..js (module.js:416:10)
>> at Module.load (/home/marc/repo/??????????/node_modules/grunt/node_modules/coffee-script/lib/coffee-script/register.js:45:36)
>> at Function.Module._load (module.js:300:12)
>> at Module.require (module.js:353:17)
>> at require (internal/module.js:12:17)
>> at loadTask (/home/marc/repo/??????????/node_modules/grunt/lib/grunt/task.js:316:10)
>> at Task.task.init (/home/marc/repo/??????????/node_modules/grunt/lib/grunt/task.js:437:5)
>> at Object.grunt.tasks (/home/marc/repo/??????????/node_modules/grunt/lib/grunt.js:111:8)
>> at Object.module.exports [as cli] (/home/marc/repo/??????????/node_modules/grunt/lib/grunt/cli.js:27:9)
>> at Object.<anonymous> (/usr/lib/node_modules/grunt-cli/bin/grunt:44:20)
>> at Module._compile (module.js:409:26)
>> at Object.Module._extensions..js (module.js:416:10)
>> at Module.load (module.js:343:32) …Run Code Online (Sandbox Code Playgroud) 我目前正在学习 C++(用于虚幻引擎)。我在示例代码中遇到了一段我不明白的代码:
class APangaeaCharacter : public ACharacter
{
GENERATED_BODY()
public:
APangaeaCharacter();
// Called every frame.
virtual void Tick(float DeltaSeconds) override;
/** Returns TopDownCameraComponent subobject **/
FORCEINLINE class UCameraComponent* GetTopDownCameraComponent() const { return TopDownCameraComponent; }
/** Returns CameraBoom subobject **/
FORCEINLINE class USpringArmComponent* GetCameraBoom() const { return CameraBoom; }
private:
/** Top down camera */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
class UCameraComponent* TopDownCameraComponent;
/** Camera boom positioning the camera above the character */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category …Run Code Online (Sandbox Code Playgroud)