answersLogoWhite

0

What is auto-size?

Updated: 9/26/2023
User Avatar

Wiki User

7y ago

Want this question answered?

Be notified when an answer is posted

Add your answer:

Earn +20 pts
Q: What is auto-size?
Write your answer...
Submit
Still have questions?
magnify glass
imp
Related questions

How do you put music in a bulletin?

<embed name="RAOCXplayer" src="!!!" type="application/x-mplayer2" width="320" height="68" ShowControls="1" ShowStatusBar="1" AutoSize="true" EnableContextMenu="0" DisplaySize="0" pluginspage="http://www.Microsoft.com/Windows/Downloads/Contents/Products/MediaPlayer/"></embed> put the URL in where the exclamation marks are then post entire HTML somewhere on your page [i suggest in your 'about me']


How do you draw line in Visual Studio 2005 VB form at design time?

See http://blog.jtbworld.com/2006/01/draw-line-at-design-time-in-visual.html The most lightweight and easy thing to do is to use a Labelcontrol.Set Height or Width to 1 depending on if you want the line horizontal or verticalClear the Caption / TextSet the BorderStyle to NoneSet AutoSize to FalseSet the BackColor to the color of the lineIf you want a thicker line increase the height or width


How do you adjust the screen on a Quasar 27 inch television set where the beginning and end of sentences are not visible?

Adjusting your picture orientation on your HiDef television is a sort of complicated affair. Understanding dimension formats will help you to set the best screen setting for your television. All the old models of televisions that had a CRT (cathode ray tube) had a generally square shape to them, as opposed to rectangular. These traditional screen dimensions were referred as a 4:3 (ratio) dimension. Newer flat panel televisions and computer monitors are referred to as 16:9 (ratio) dimension because they have a wider width. When you go to the theatre, and watch a movie, the big screen is also in the 16:9 dimension. When the movie was converted from theatre size to television screen size, there were a couple different methods to compress a 16:9 to a 4:3. The oldest method was just to use a convex distortion lense that would squish the 16 dimension down to the 4 dimension (mathematically, 4:3 expanded would result in a 12:9 ratio, whereby you would have a difference of 4 - 2 increments on each side of black bars from the top to the bottom of the screen. A newer method of downconverting 16:9 to 4:3 was letterboxing. Letterboxing shows the full width of the 16:9, but then you have a residual black bar on the top and bottom of the screen which is most prevalent today. If you change your picture orientation on your television to letterbox, you will be able to see the full width of the picture, and then you can "autosize" stretch the vertical dimension to the full height of the screen. This results in a picture that uses all of your screens real estate, with the least amount of distortion.


Difference between picture box and image box?

Main Difference: The Image control is a lightweight control that has no device context (or hDC) or it's own. The Picturebox does have a device context and hDC and is a true "window" from the point of view of the Windows operating system (and can directly use "hWnd" parameter API calls). Due to this difference, an Image control can display a gif file loaded into the picture property with a transparent background, while a picturebox does not. The Picturebox, however, doesn't "flicker" when moved at runtime like an Image control does. This difference also has implications for layering -- a lighweight control (like the Image control) can only be z-ordered (layered) over another lighweight control --but never over a true window like the Picturebox control. The Image control is also "lightweight" in terms of it's memory footprint (versus the Picturebox control which is "heavier" even without the extra memory backbuffer that is reserved with its AutoRedraw property set to True) --although with the amount of memory available in most modern computers, this doesn't usually make this much of a difference, but it might come into play with large control arrays containing large graphics that would force paging out to virtual memory (which, in turn, could effect the speed of game graphics). An Image control has Stretch property, a Picturebox control does not. Picturebox control has an AutoSize property, an Image control does not. However code workarounds can substitute for these two missing properties in either/both. Both controls use a StdPicture object to store graphics and so Picture.Render and LoadPicture/SavePicture will work with both (but PaintPicture only works with the Picturebox control). A Picturebox control is a container control, an Image control is not. A Picturebox control also has a whole bunch of properties that an Image Control does not - BackColor, FillColor, FillStyle, etc. The long and short of it [IMHO] is that the PictureBox control is the more generally useful of the two controls and used in conjunction with PaintPicture or the Bitblt/Stretchblt/AlphaBlend APIs can do just about anything you could want with graphics. DirectX surfaces may be slight faster way of manipulating graphics, but when using Direct Memory Access (DMA) pixel manipulation techniques with Picturebox control graphics --it can be relatively quick..and works even with older non-Directx compatible video cards/systems.