LocationRectangle Width and Height - windows-phone-8

Does anyone know what value the width and height are specified for the constructor?
LocationRectangle Constructor (GeoCoordinate, Double, Double)
Are they the width and height of the actual map control on the XAML page, or are they the width and height in degrees latitude or longitude? Or some other measurement?

The MSDN documentation doesn't specify what is it, but as small test showed:
those values are in Degrees.

Related

how to raise a entity with mouse when x, y was locked in cesium

I want to change a point’s height by mouse, only height, because longitude and latitude was fixed.
please give some idea..., thanks
The effect is as follows
picture
I try to convert mouse's position to coordinates it's useless, and I try to convert to screen pixel to distance the Proportional problem was happen

Actionscript 3 movie clip size with float

I'm wondering why flash does not support exact value of box sizing.
When I try to set dimensions of a box with "850.54" of width and "1624.71" of height,
The real box size's set to "850.50" of width and "1624.70" of height by automatically.
I lost my decimal points(float) value in my box.
What happened to me?
Width and height are internally measures in 1/20ths of a pixel, so reading width will return a value that's a multiple of 0.05. The solution is not to use width to store values with precision.

how to get the global width and height of movieClip after scaling parent(s)?

I do work on some already developped project.
myMovieClip has been scaled and is nested into many movieclips which may have been scaled themselves
When I trace his width and height, it does not give me the right width and size:
How can I get the absolute width and height ?
(the width and height it takes on the screen)
(a kind of localToGlobalWidth function)
regards
You can use the getBounds method of a display object to get the bounds (actual width/height and position) relative to whatever display object you pass to the method as an argument. (doucmentation)
myScaledObj.getBounds(stage); //would return a rectangle of where on the stage the display object is.
The width and height property of the returned rectangle would be what you'd use.
Do you know how many times it's been scaled, and by how much it's being scaled? In that case, you could trace the width * the scaling, for example:
mc1 has a width of 100, and is being scaled by 2:
mc1.scaleX = 2;
trace (mc1.width*2);
Extra information: if it's being scaled by a variable, replace 2 with the variable name.
This method should work even if it's being scaled multiple times, by using a variable to pile up the scaling:
var scaler1:int = 2;
var scaler2:int = 7;
var scalePiler:int = scaler1*scaler2;
mc1.scaleX = scalePiler;
trace (mc1.width*scalePiler);
Hope I helped and covered all possibilities, good luck with your program! ^^

Away3D: How to resize an ObjectContainer3D instance

my question is: how can I resize an ObjectContainer3D instance (as it doesn't have "width", "height" and "depth" properties)?
Maybe you can use 'scaleX', 'scaleY', 'scaleZ', or 'scale'.
Note that this will chance the size of the objects in the ObjectContainer3D within the 3D space. Not sure if that's what you're trying to do, given that 3D objects have width, height & depth.
In 3D space there is no concept of pixels. Usually the size is in "units". What you are looking for is a way to render pixel perfect textures. So a pixel mapped onto the 3D object renders as a pixel on screen. This is usually achieved by moving the object at a specific distance from the camera.
Here's a link to a blog post I found on the subject that should point you in the right direction.
In the end the size of the actual 3D object doesn't matter. What matter is the scale and mainly the aspect ratio to render texture as needed. To render a 400px by 200px texture on screen, the 3D plane can be 4 units by 2 units. After that positioning it correctly in front of the camera will produce a 400px by 200px image on screen.
hth.
J.

How to display multiple Canvas?

Currently I want to be able to display multiple canvas. My problem is that I'm only able to display one in Google Chrome. In FF it shows me the first canvas and shadow and from the second canvas only shadow.
Here is an example http://jsfiddle.net/ktVsF/
Bugs? Or bad coding?
The problem is due to the fact that you have not defined the height and width attributes of the <canvas> elements.
As per the HTML specification, "The canvas element has two attributes to control the size of the coordinate space: width and height. These attributes, when specified, must have values that are valid non-negative integers. The rules for parsing non-negative integers must be used to obtain their numeric values. If an attribute is missing, or if parsing its value returns an error, then the default value must be used instead. The width attribute defaults to 300, and the height attribute defaults to 150."
So your default width and height is getting set to 300 and 150 and because of the your top,left, bottom,right attributes in rect, it is going out of the canvas size.
Set it explicitly to a larger width and height and you will see your rectangles.