Why does my UIVIew load offscreen?
By : eadile
Date : March 29 2020, 07:55 AM
it fixes the issue You have to account for the height of the status bar when you add the view to the window: code :
CGRect statusBarFrame = [[UIApplication sharedApplication] statusBarFrame];
CGSize statusBarSize = statusBarFrame.size;
CGFloat statusBarHeight = statusBarSize.height;
LViewController *aLViewController = [[LViewController alloc] initWithNibName:@"LViewController" bundle:[NSBundle mainBundle]];
self.viewController = aLViewController;
[aLViewController release];
viewController.view.frame = CGRectMake(0.0f,
statusBarHeight,
window.bounds.size.width,
window.bounds.size.height - statusBarHeight);
[window addSubview:[viewController view]];
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When does a view (or layer) require offscreen rendering?
By : sfg
Date : March 29 2020, 07:55 AM
it should still fix some issue I don't think there is a rule written down anywhere, but hopefully this will help: First, let's clear up some definitions. I think offscreen vs onscreen rendering is not the overriding concern most of the time, because offscreen rendering can be as fast as onscreen. The main issue is whether the rendering is done in hardware or software.
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Awesomium offscreen webview never load a page
By : user2112824
Date : March 29 2020, 07:55 AM
will be helpful for those in need I made some research and found instruction here code :
static void Main(string[] args)
{
Task t = new Task(() =>
{
WebCore.Initialize(new WebConfig(), true);
WebView browser = WebCore.CreateWebView(1024, 768, WebViewType.Offscreen);
browser.DocumentReady += browser_DocumentReady;
browser.Source = new Uri("https://www.google.ru/");
WebCore.Run();
});
t.Start();
Console.ReadLine();
}
static void browser_DocumentReady(object sender, UrlEventArgs e)
{
Console.WriteLine("DocumentReady");
}
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Javascript load Image into Offscreen Canvas, perform webp conversion
By : user2708195
Date : March 29 2020, 07:55 AM
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Render layer offscreen
By : Nandan
Date : March 29 2020, 07:55 AM
I think the issue was by ths following , Render your content into an CGBitmapContext, pull a CGImageRef off of that and set that as the contents of the CALayer. Take a look at Creating a Bitmap Graphics Context for example code for most of this. But if your real problem is that your drawInContext: is too slow, you should first look at breaking that up so that you pre-calculate everything when the data changes and only do drawing in drawInContext:. This is generally the better approach. Don't pre-render the layer itself; pre-calculate everything you need to render the layer quickly. But for very complicated drawing, the CGImageRef approach is useful.
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