In AEM there is a workflow step called "Thumbnail Process". Its purpose is to generate renditions from an original asset, like thumbnails or "web enabled images". There are separate tabs in the properties window - "Thumbnails" and "Web Enabled Images". The tabs are different, but both can define size of generated images. Is there any significant difference between images generated as "thumbnails" and "web enabled images"?
Related
I installed the new Unity UI Builder. Everything works just fine...
But how do I add the uxml to my scene or how do I attache it to camera?
I tried to drag and drop the uxml to camera and I searched for a component, but I couldn't find anything... Is there any official documentation?
You must use an gameObject with PanelRenderer.cs attached to it:
For now, I only know you have to set UXML file and USS file. In play mode, by magic (I still don't understand how unity does it), it will render.
In the Github project you can see how things are for now. UIElementsUniteCPH2019RuntimeDemo
EDIT:
The project linked above uses UI Builder 0.8.
Runtime support is still not available using the packet manager.
You can add the preview version to your project by adding the following line to your manifest.json (it's located in the projects Packages-folder)
"com.unity.ui.runtime": "0.0.4-preview"
You may want to check whether a newer version is available.
Keep in mind that the preview version is intended for previews only. The api and workflow might change with newer versions.
Once runtime support is enabled you can use the Panel Renderer as described above.
In Unity 2021.2, when you add a UI Document to the hierarchy, a PanelSettings asset is automatically created and assigned to the that UI Document.
Simply add your uxml file to the UI Document -- there is no Panel Renderer component anymore.
Even though the UI Builder offers a preview of the menu over the actual game scene, there is no way to use that menu in a game using Unity's functionality or packages. To do that we need to use the code that comes with the demo by Damian Campeanu from Unite Copenhagen 2019 that you can find here: https://github.com/Unity-Technologies/UIElementsUniteCPH2019RuntimeDemo.
The demo has following structure.
Structure of the project
The files that we are interested in are located in Assets/UIRuntime folder. Simply copy this folder into Assets folder of your project.
After copying the the folder,create empty game object, and add two components in the inspector. Panel Scaler and Panel Renderer.
Game menu object with panel scaler and panel renderer components
Panel Scaller is responsible for scalling your menu for the display. Choose "Constant Physical Size" and 96 for both Reference and Fallback DPI. Those are the values from the original demo and 96 DPI is a typical pixel density for most computer screens (it is different on mobiles and high density screens).
Panel Renderer is the place where you will set your UXML and USS (Unity Style Sheet) files (Uxml and Unity Style Sheet fields. Leave the last two of fields empty, and tick the "Enable Live Updates" checkbox. This will enable you to show the updates in the game viewport as you make them.
I wanted to comment under existing answer by Pablo but I'm new so I can't.
How can I describe class instances with images (e.g. abc.png) and display them inside Protege 5.2.0? I have read the tutorial which uses widgets, but the Forms tab is no longer available in current version of Protege-Owl.
There is a project which intends to provide such ontology : Schema.org.
It is also possible to fully describe a picture thank to the use a of metadata ontology (ISO, ...).
schema:image annotation property may provide what you intend to do.
For annotation values that are URLs that point to images, Protégé displays thumbnails of the images.
More info: https://github.com/protegeproject/protege/issues/315.
Update
You should add the schema:image annotation property (or another suitable annotation property) first:
You can add pictures both for classes and instances.
Be aware until this moment you only can add picture from the web.
I'm going to show you how to add a picture for a class.
First go to Annotation tab and click on + button:
A window will be opened. At this window, you should add schema:image as an annotation property:
After adding schema:image, go to IRI Editor tab at the same window and paste the picture URL into the box (for copying the picture URL, right-click on the image on the web and then click on copy image address):
By clicking on OK you can see the thumbnail of the picture:
Now if you click on this thumbnail, the full image will be opened in a new tab in your browser and you can see it in full size.
I have a document-level (dotx) customization, with a custom ribbon, and one of the controls in that ribbon is this:
<gallery idMso="CustomGallery1" label="Building Blocks" size="large" />
The only other part that makes this work is the creation of entries under Custom1 in the Building Blocks Organizer. In Word 2010, this would show all the building blocks under the Custom1 category. In Word 2013, it shows the name of each building block briefly, and then all of them are removed and the list is empty:
The building blocks themselves all contain either a document property or document variable.
I have tried the following to resolve this but without success:
Ensured that they are still present by opening the template outside of Visual Studio; they are.
Upgraded the template to the 2013 dotx format.
Re-created the building blocks.
Re-created the entire dotx file, and then re-created the building blocks.
I also tried using other ribbon IDs, they are empty too (they do all have entries) but they display it differently:
There should be four entries there, they exist in my Normal.dotm. The last two controls there, for equations and content controls, do work, except the content control that is inserted displays similar behavior as the Autotext gallery:
I don't know what should be shown in this case but I doubt it's nothing.
Right now I'm assuming that this is just a broken feature in 2013 and will have to replace it with something else. Does anyone know anything to the contrary?
I don't think it is a broken feature, after some struggle, I did get to understand how to use it:
The gallery button in the "toolbar" of a newly added Building Block Gallery Content Control indeed seems empty at first, because it is set to list QuickParts. You have to change it in the properties of the control so that it lists the content of the AutoText Gallery instead (or any other Gallery of Building Blocks you'd like). To do so, either directly click on the Properties button in the Developper tab while the control is selected, or switch to Design Mode so that the Properties appears in the context menu (right-click on the control):
AutoText is "Insertion automatique" in French, the rest you can guess ;)
As far as I could find, it's just a broken feature. There's also a ridiculous memory leak the first time you do a Find and add fields during that find.
When ClientBundle created, images from bundle are represent on page as inline data (for ex. img src="data:image/gif;base64,R0lGODlh.... ) in FF, CH. Images are assigned to background so "background-position" attributes works fine.
As usually, MS IE makes problems. Instead of embedding image, IE creates image map/texture atlas/image cache (not so sure about the name) so "background-position" can't be used. Is there any way to disable creation of the image cache.
Also, is it possible to control data embedding. For long list of for ex. list items generated html is very big as same data is repeated from item to item.
How are you including the images? with #Sprite? Create one #Sprite style with nothing in it but the image. Then create styles for all the rest of the css as separate styles. In the code you can set an element to multiple styles. As for ie, look at using chrome-frame when it is an old version of ie.
I have a resource in ModX Revolution and I'm using some TVs but not the 'content' TV. So, it is not used & it confuses users who insert content into it which is not supposed to be displayed on the frontend.
How do I hide or remove the 'content' input from a particular template in ModX Revolution backend?
Fishcake is right, you should utilize the builtin form customization for this.
You have to:
Go to Security -> Form Customization
Create a new form customization profile.
Edit your newly created profile (right click).
Create a new form customization set for the 'Create'-Action.
Edit this set (right click).
Choose the template you want to restrict the customization to (other constraints are possible, too).
Remove the tick beneath modx-resource-content (Set information and fields tab).
Create another form customization set for the 'Update'-Action and repeat steps 5 - 7.
constraints. Have a look at the form customization sets documentation for a more lengthy explanation.
I've done this in Evolution using a plugin called ManagerManager.....a quick search later.....seems it is now native functionality to Modx Revolution: Customizing the manager