Resizing Stage to fit multiple screens

Hi, I'm designing a Flash website and I want the stage to
fill the viewer's screen, similar to www.s-w-h.com. I've always
designed flash sites with one particular size in mind, never for
multiple screen sizes. I know there's a Stage.onResize property I
can use, but I'm sure there must be a limit to the actual size of
the viewers screen, otherwise it would kill my layout and design.
I'm wondering whethere there's a technique flash designer's use to
effectively and optimally resize, i.e. choose only 3 stage settings
and work around them, or 3 browser types (IE, Safari, Firefox) and
work from there. I ask this because I have also noticed that my
Firefox browser fits my whole screen while my Safari browser does
not. So there are many variables to consider. What would be the
best way to apprach this?

Check out the Stage class in Flash. It lets you know the
actual width and height of your clients browser. You can add a
listener to your main movie to look for onResize events.
That is a great website.
Let me know if you need some extra pointers.
Cheers
Gorka

Similar Messages

  • How to scale my stage to fit smaller screens?

    I'd like to resize the whole stage (while keeping my width/height ratio) to fit smaller screens until it reaches its minimum dimensions (let's say 75% of the original size). I thought of using the css property "zoom" but nothing have worked yet. My default stage dimensions are set to 1024px by 728px.
    Thank you very much!

    It works great but it seems like we can't set a maximum width/height... I would like my stage to "grow" until it reaches its maximum size (1024 x 768) even if the screen is larger than those dimensions.

  • Resizing stage to fit imported jpg file

    Hi, is there a straight-forward way to resize the stage e.g.
    from portrat to landscape for pictures that have different height
    and width dimensions?
    thanks!

    to my knowledge no, but i could be wrong.. buggy, yet, you
    can set wmode to transparent and have your canvas much larger than
    all your images and it wont matter, just set a background image or
    color from in HTML.

  • How to scale the Stage to fit the screen?

    Currtent code dosen't work very well. Any better solution? Thanks,
    var videoHDWidth:Number = 1024;
    var videoHDHeight:Number = 768;
    var videoRegWidth:Number = 550;
    var videoRegHeight:Number = 400;
    // 3. Create an event handler to toggle full screen
    // mode when a button is clicked.
    function toggleFullScreen(event:MouseEvent):void {
        // Jump to full screen
        if( stage.displayState == StageDisplayState.NORMAL ) {
            // Set video to 100% size
            flvControl.setSize(videoHDWidth, videoHDHeight);
            // Position button
            // Activate hardware scaling based on HD state...
            stage.fullScreenSourceRect = new Rectangle(0, 0, videoHDWidth, videoHDHeight);
            stage.displayState = StageDisplayState.FULL_SCREEN;
        // Return to normal size
        else{
            // Set video to regular size
            flvControl.setSize(videoRegWidth, videoRegHeight);
            // Position button
            // Return to normal mode
            stage.displayState = StageDisplayState.NORMAL;
    //fullscreen_btn.addEventListener(MouseEvent.CLICK, toggleFullScreen);
    // 4. Resume normal mode if the Escape button is pressed during full screen
    function resumeNormalMode(event:FullScreenEvent):void
        // The displayState is already 'normal' by the time this
        // event fires. This signals that the Escape button was clicked.
        if (stage.displayState == StageDisplayState.NORMAL)
            // Set video to regular size
            flvControl.setSize(videoRegWidth, videoRegHeight);
            // Position button ;
            // Return to normal mode
            stage.displayState = StageDisplayState.NORMAL;
    stage.addEventListener(FullScreenEvent.FULL_SCREEN, resumeNormalMode);
    // 5. Set video parametes
    flvControl.align = VideoAlign.CENTER;
    flvControl.scaleMode = VideoScaleMode.MAINTAIN_ASPECT_RATIO;
    flvControl.fullScreenTakeOver = false;

    Error "mc is not defined for: mc.contextMenu = fullscreenCM;
    I changed as:
    this.contextMenu = fullscreenCM;
    Run it without error but it dosen't work out for full screen issue. Thanks,
    Refered from Exploring full-screen mode in Flash Player | Adobe Developer Connection
    // functions to enter and leave full screen mode;
    function goFullScreen(event:ContextMenuEvent):void
        stage.displayState = StageDisplayState.FULL_SCREEN;
    // An alternate full-screen function that uses hardware scaling to display the upper left corner of the stage in full screen.
    function goScaledFullScreen()
        var screenRectangle:Rectangle = new Rectangle(0,0,stage.stageWidth / 2,stage.stageHeight / 2);
        stage.fullScreenSourceRect = screenRectangle;
        stage.displayState = StageDisplayState.FULL_SCREEN;
    function exitFullScreen(event:ContextMenuEvent):void
        stage.displayState = StageDisplayState.NORMAL;
    // function to enable and disable the context menu items,
    // based on what mode we are in.
    function menuHandler(event:ContextMenuEvent):void
        if (stage.displayState == StageDisplayState.NORMAL)
            event.target.customItems[0].enabled = true;
            event.target.customItems[1].enabled = false;
        else
            event.target.customItems[0].enabled = false;
            event.target.customItems[1].enabled = true;
    // create the context menu, remove the built-in items,
    // and add our custom items
    var fullscreenCM:ContextMenu = new ContextMenu();
    fullscreenCM.addEventListener(ContextMenuEvent.MENU_SELECT, menuHandler);
    fullscreenCM.hideBuiltInItems();
    var fs:ContextMenuItem = new ContextMenuItem("Go Full Screen");
    fs.addEventListener(ContextMenuEvent.MENU_ITEM_SELECT, goFullScreen);
    fullscreenCM.customItems.push( fs );
    var xfs:ContextMenuItem = new ContextMenuItem("Exit Full Screen");
    xfs.addEventListener(ContextMenuEvent.MENU_ITEM_SELECT, exitFullScreen);
    fullscreenCM.customItems.push( xfs );
    // finally, attach the context menu to a movieclip
    mc.contextMenu = fullscreenCM;  -->error

  • Safari option to resize image to fit window?

    This item has come up here before, but seems to always fizzle out. Did anyone ever find a plugin for Safari that would resize images so that they fit in the browser window?
    The problem is when you try to view pictures that are larger than the screen size, I would like to be able to have my Safari browser automatically resize them to fit the screen. MS Internet Explorer has this feature and I have gotten used to it!
    Randy.

    Geert01 wrote:
    I want to achieve this: Table whith background image but cannot get it to work in an Apex page with HTML region.
    Adding the following code to the html region:
    <table class="tableWithBackground" width="300px" height="200px" border="1">
        <tr>
            <td>
                <img class="tableBackground" src="#APP_IMAGES#Demo.jpg">
                Hello
            </td>
            <td>
                World
            </td>
        </tr>
        <tr>
            <td>How are<br><br><br><br><br>you?</td>
            <td>I am fine</td>
        </tr>
    </td>
    Results in a page with a table but without borders (at his stage I have not yet uploaded the Demo.jpg). After uploading the Demo.jpg results in a table with the entire image placed in het first cell. After placing the class code in the CSS inline property I expected to see the result as is shown in the Table whith background image  demo. For some reason this does not work (the image is no longer visible).
    Can anybody tell me how to achieve my goal?
    This is a workaround. What's your real goal? Why do you want to do this?
    What browser(s)/version(s) are you using? All current browser versions have support for CSS3 background sizing which is the proper way to do this.

  • Multiple stages on multiple screens of different size

    I'm working on a project that requires me to have two stages on two screens of different size. How do I do this in Flex, or is it even possible?
    More specifically, I am building a kiosk appliction, that will have the menu on a small touch-screen that sits in front of a larger, wall-mounted screen. When the user selects content to be played (videos, web sites, whatever) from the touch-screen, then the effect of that selection needs to be sent to the other stage. I need to be able to run a screen-saver on the main screen, also. Basically, the controls are the main application, and the other screen is simply a container for viewing things.
    I am currently packaging my Flex project in AIR, not through the web, so I actually have a windowed application. Basically, I just need to create a new window with a custom chrome that simply holds a movie.
    Is such a thing possible in Flex? I couldn't figure out how to spawn another stage, much less one that was referencable from the first stage.

    Hey all. I have reached the answer. I left everything up that I posted before, in case anybody is having similar issues. To create the custom component, click your project, create a package, and then right-click that package and create a new MXML component. Then, create the MXML just like you would before. Your root tag will be whatever you are working to modify (so, s:Window for my case, but you can do an s:Label or whatever you want). So, first, I'll give you the code for my simple Window component:
    [CODE]
    <?xml version="1.0" encoding="utf-8"?>
    <!-- This is a window component which creates a transparent window with no system chrome (no bars, close, min, max buttons, resize stuff) that contains... This screen is spawned from the main MXML WindowedApplication using AS 3. -->
    <s:Window xmlns:fx="http://ns.adobe.com/mxml/2009"
                        xmlns:s="library://ns.adobe.com/flex/spark"
                        xmlns:mx="library://ns.adobe.com/flex/mx"
                        systemChrome="none" visible="true" transparent="true" showStatusBar="false" width="400" height="300"
        <s:layout>
            <s:BasicLayout />
        </s:layout>
        <s:Label id="controlScreenTitle" text="new Window from VideoScreen component" fontSize="72" fontWeight="normal" color="#222222">
        <s:filters>
            <s:DropShadowFilter color="#CCCCCC" />
        </s:filters>
        </s:Label>
    </s:Window>
    [/CODE]
    All I did was a very simple white box there. You can disable the system chrome and such from the main Window tag, as I have shown. The window this creates has no [ _ ] [ [] ] [ x ] buttons, bar along the bottom, or any background. In my actual project, this component will hold a container to play my video objects.
    Then, I create my main document:
    [CODE]
    <?xml version="1.0" encoding="utf-8"?>
    <!-- This is the main MXML file for the application. MXML is based on pure XML, and is actually a short-cut to generating AS code. You use MXML to set up the layout of the stage. -->
    <s:WindowedApplication xmlns:fx="http://ns.adobe.com/mxml/2009"
                            xmlns:s="library://ns.adobe.com/flex/spark"
                            xmlns:mx="library://ns.adobe.com/flex/mx"
                            showStatusBar="false" alwaysInFront="false"
                            creationComplete="init()">
        <!-- Imports -->
        <fx:Style source="KioskScreensStyles.css" />
        <fx:Script source="controlScreenMain.as" />
        <fx:Script>
            <![CDATA[
                /* Insert other ActionScript stuff here. Try to put as much of it as you can in the .AS file, though */
            ]]>
        </fx:Script>
        <fx:Declarations>
            <!-- Place non-visual elements (e.g., variables, services, value objects) here -->
            <!-- Any variables placed in here will be global, and live for the entirety of the entire program's run. However, for simplicity's sake, I have placed all of those for this application in the imported .as file. But, for reference, they are described using MXML. ie: -->
            <!--<fx:Type id="ASReferencableName">Value of the variable</fx:Type>-->
        </fx:Declarations>
        <s:BorderContainer id="controlInterface" right="0" left="0" top="0" bottom="0" borderStyle="inset" borderColor="#CCCCCC">
            <s:layout>
                <!-- There are several layouts available to you:
                        * s:BasicLayout will allow you to completely control all placement. Objects are absolutely placed, and don't move from their position on the stage, even if the screen scrolls.
                        * s:TileLayout can be used to create grids of button objects.
                        * s:HorizontalLayout and s:VerticalLayout will lay out elements horizontally or vertically on the stage. You can specify padding around each object (example below). Placement will begin from top-left corner of the visible stage. If you go with either of these, then no x, y properties on elements will be used, as the system will automatically place all elements in the order that they are created.
                -->
                <s:BasicLayout />
                <!--<s:TileLayout columnAlign="justifyUsingWidth" rowAlign="justifyUsingHeight" />-->
                <!--<s:HorizontalLayout verticalAlign="middle" paddingLeft="10" paddingRight="10" />-->
            </s:layout>
            <!-- We default the text of this ID as an error, showing that the .as did not link up. -->
            <s:Label id="controlScreenTitle" text="Error loading program..." fontSize="48" fontWeight="normal" color="#222222">
                <s:filters>
                    <s:DropShadowFilter color="#CCCCCC" />
                </s:filters>
            </s:Label>
            <!-- Creating the menu buttons for playing the movies -->
            <s:ToggleButton id="btn1" label="Play video 1" click="btn1_clickHandler(event)" />
            <s:ToggleButton id="btn2" label="Play video 2" click="btn2_clickHandler(event)" />
            <s:ToggleButton id="btn3" label="Play video 3" click="btn3_clickHandler(event)" />
            <s:ToggleButton id="btn4" label="Play video 4" click="btn4_clickHandler(event)" />
            <s:ToggleButton id="btn5" label="Play video 5" click="btn5_clickHandler(event)" />
            <s:ToggleButton id="btn6" label="Play video 6" click="btn6_clickHandler(event)" />
        </s:BorderContainer>
    </s:WindowedApplication>
    [/CODE]
    Now, the important part will be the .as file. Here's parts of that:
    [CODE]
    /* Imports */
    /* import custom components. This is what allows us to open a new window in AIR. NOTE: THIS IS HOW YOU GET THAT CUSTOM MXML FILE IN HERE TO USE */
    import customComponents.VideoScreen;
    // import older mx stuff only when needed. Try to avoid using these.
    import mx.controls.Image;
    // import the newer Spark components. Use these for everything possible.
    import spark.components.VideoDisplay;
    import spark.components.Window;
    import spark.primitives.Rect;
    // Global variable declairation
    protected var screens:Array = Screen.screens;
    protected var controlScreenSizes:Rectangle = screens[0].bounds;
    protected var videoScreenSizes:Rectangle = screens[1].bounds;
    // All variables below Defined in init(), to be sure that they have been fully loaded
    // While the :Window declairation technically works for the controlScreen, Flash views this as an error, and will not process everything properly if I type it like that.
    //protected var controlScreen:Window = this.Window;
    protected var controlScreen;// = this;
    /* NOTE: THIS IS THE USE OF MY NEW, IMPORTED CUSTOM WINDOW. This is all you need to do to make it. */
    protected var videoScreen:VideoScreen = new VideoScreen();
    protected var btns:Array;
    /* Initialize all my variables, and call the needed functions to set everything up */
    protected function init():void
        controlScreen = this;
        // This is a Window method that opens the Window. I did not have to code this.
        videoScreen.open(false);
        btns = [btn1, btn2, btn3, btn4, btn5, btn6];
        placeScreens();
        createControlScreen();
        loadScreenSaver();
    /* Moves all my screens so that they sit in the top-left of each of the two screens, and then expands to be full screen on those two screens, whatever size that may be. */
    private function placeScreens():void
        // We move it to -1,-1 because there is 1 px padding and dead white space that I can't figure out how to remove.
        controlScreen.move(-1,-1);
        controlScreen.width = (controlScreenSizes.width+1);
        controlScreen.height = (controlScreenSizes.height+1);
        controlInterface.width = (controlScreenSizes.width+1);
        controlInterface.height = (controlScreenSizes.height+1);
        videoScreen.systemChrome = "Standard";
        videoScreen.move(controlScreenSizes.width,0);
        videoScreen.width = (videoScreenSizes.width);
        videoScreen.height = (videoScreenSizes.height);
    /* Puts all the buttons where they belong, and attached the background image that we need and so forth */
    private function createControlScreen():void
       /* Most of this code is not needed for the demonstration, so I only include what I feel would be helpful, with psudocode for the rest */
        var backgroundImg:Image = new Image();
        backgroundImg.source = "assets/backgroundImg.jpg";
        var backgroundVid:VideoDisplay = new VideoDisplay();
        backgroundVid.source = "assets/backgroundVid.mp4";
        backgroundVid.width = (controlScreenSizes.width+1);
        backgroundVid.height = (controlScreenSizes.height+1);
        backgroundVid.autoPlay = true;
        backgroundVid.muted = true;
        backgroundVid.loop = true;
        /* Format the buttons. You can change height, width, x and y position on the form, label (the text on it), and some other things (including the ability to spawn video or picture or sound when clicked and such for animations. */
        /* buncha code that moved the buttons around and made them all fit in the screen dynamically based on the screen size. */
        /* Finally, play with controlScreenTitle, which is a label control that you can styple and use for text on the screen in addition to the buttons. In here is just a bunch of code to do that*/
        /* Attach the elements to the controlInterface. The first put on has the lowest z, therefore is under the rest. Stack them in the order you want then displayed. The first one should be either backgroundImg (image), or backgroundVid (video), depending on what you provided and want. Note that the video causes the buttons to lag a lot */
        controlInterface.contentGroup.addElement(backgroundImg);
        //controlInterface.contentGroup.addElement(backgroundVid);
        controlInterface.contentGroup.addElement(controlScreenTitle);
        controlInterface.contentGroup.addElement(btn1);
        controlInterface.contentGroup.addElement(btn2);
        controlInterface.contentGroup.addElement(btn3);
        controlInterface.contentGroup.addElement(btn4);
        controlInterface.contentGroup.addElement(btn5);
        controlInterface.contentGroup.addElement(btn6);
        /* Buncha code for the functionality */
    } // End function createControlScreen()
    /* Puts the screensaver up on the video display so that we don't burn out the display */
    private function loadScreenSaver():void
        //pull in screensave into that window
    /* Makes sure that the user doesn't see two buttons active at the same time--that would look like two movies were playing at the same time. */
    private function deselectOtherButtons(clicked:int):void
        for(var i:int=0; i<6; i++)
            if(i != (clicked-1))
                btns[i].selected = false;
    /* All of the below do the same thing: unselect all the other buttons when one of the buttons is clicked. I could just create one click event handler, but I wanted to leave the possiblity of customizing the result of each button's click, so I left it this way. */
    protected function btn1_clickHandler(event:MouseEvent):void
        deselectOtherButtons(1);
    protected function btn2_clickHandler(event:MouseEvent):void
        deselectOtherButtons(2);
    protected function btn3_clickHandler(event:MouseEvent):void
        deselectOtherButtons(3);
        deselectOtherButtons(4);
    protected function btn5_clickHandler(event:MouseEvent):void
        deselectOtherButtons(5);
    protected function btn6_clickHandler(event:MouseEvent):void
        deselectOtherButtons(6);
    [/CODE]
    If anybody looking at this has any questions about it, feel free to ask me. I am not usually able to comb the forums, so you'll have to PM me or something. I actually put this up right after I found my solution, so there is work still to be done on it (obviously). But if you ever need to do anything like this, here's some code for you.

  • Picture can not be resized to fit the screen, so i can only see half of my face when use it as wallpaper!! Suckss!!

    picture can not be resized to fit the screen, so i can only see half of my face when use it as wallpaper!!  How can I change it??

    There's a bug with the wallpaper. One thing that helps a bit, go to the photos app, find your pic, 'send' it to be wallpaper. You have a bit more control although not all the function you're used to.
    No idea when or if Apple will fix it.

  • On the iOS7 photos do not fit the screen, and I can not move or scale or resize.. Is there something I am missig?

    On the iOS7 photos do not fit the screen, and I can not move or scale or resize.. Is there something I am missig?

    Yep, I have the same issue...really upset about this upgrade now, wish I could rollback to iOS 6..
    -Steph

  • Fullscreen Multiple Screens Mac

    Is it possible to go fullscreen on multiple screens on mac?
    I can't get it to work.
    Then i tried a workaround with an UNDECORATED stage.
    but this gives this http://postimage.org/image/565ld2m1b/
    where the blue is the desktop.
    Code: -----
         private void setupStageFullScreen(Stage stage, int screenNumber) {
              ObservableList<Screen> screens = Screen.getScreens();
              Screen screen = screens.size() <= screenNumber ? Screen.getPrimary() : screens.get(screenNumber);
              Rectangle2D bounds = screen.getBounds();     
              stage.setX(bounds.getMinX()+1);
              stage.setY(bounds.getMinY()+1);
              stage.setWidth(bounds.getWidth());
              stage.setHeight(bounds.getHeight());
              if(screen.equals(Screen.getPrimary())) {
                   stage.setFullScreen(true);
              } else {
                   stage.toFront();
         }

    A DMP connects to a single screen as it has a single HDMI output. Some monitors allow daisy chaining across multiple monitors but this a function of the monitor not the DMP.  With this option you can get the image to fit across multiple monitors like a 2x2 monitor setup.  The primary monitor connects to the DMP and then the rest of the monitors connect monitor to monitor using a HDMI cable.  You then program the main monitor for how you want the screens to show the image.
    The datasheet is referring to content can be placed in separate regions on a monitor.  This way you could have a video in one region, text/image in another and an RSS feed in a third.
    Hope this helps.

  • SRM 7.0 Multiple screen for singe document

    Hi Experts,
    In SRM 7.0 when I select an SC and click create confirmation button, a pop-up window gets open for the confirmation to be entered.
    At this stage, If I click the create confirmation button again on the parent screen a new window get open for confirmation.
    Now I am able to create 2 confirmation document for the same shopping cart with the same qty.
    Can this be avoided? Is it possible to get the parent screen inactive while working on the pop-up/child screen?
    Any better ideas/solution?
    Thanks,

    Hi,
    Please test with NetWeaver Portal Personalization - Work Protect Mode. Ther is an option Discard unsaved data (open page in same window). If it does not help I think ther is no easy way. BTW, my clients are very happy with multiple screen function and item copy&past function between screens.
    Regards,
    Masa

  • We run an iMac 3.4 GHz I7 for our church worship service; we haven't upgraded to Mavericks because we heard about issues with multiple screens crashing.  Has this issue been resolved?  Thank you!

    We run an iMac 3.4 GHz I7 in our church worship service; we have front screens and a stage display monitor ; we haven't upgraded to Mavericks because we heard about issues with multiple screens crashing.  Has this issue been resolved?  Now that we are 2 upgrades behind, I'm getting little concerned.  Thank you!

    Oh, well that was a whole other kettle of fish:
    Oh the G4 I attempted to install iLife '08 before Lepoard was available. About the only thing that installed cleanly was iPhoto. I ended up reinstalling everything back to iLife '06, and then upgrading back to the current stable version of the iLife '06 version. I didn't attempt a reinstall until after I upgraded to Leopard.
    When I did reinstall, I made a iLife '06 folder, copied all iLife apps into it, and upgraded. Seemed to work, except for the part where iMovie gets left behind and iDVD is only mostly functional.
    When I installed on the other 2 machines, it was after installing Leopard and all upgrades. On those 2 machines, I didn't bother with the copy, I just moved everything to the iLife '06 folder I created, and did a fresh install.
    I didn't have to do anything with the iPhoto Libraries, that I can recall.
    I always do an upgrade, never an archive and install. I've never had a problem with this back to 10.1 or 10.2.

  • Why can I not get my windows to fit the screen

    I am not sure what happened today, but in Safari the window does not fit the screen on my Mac Book Pro, even when you click the green + button. What should I do to rectify. I have done a full Shutdown, and still the same.

    One other thing that might be handy:
    You can set the default Safari window size as follows.  Open a new window (command-n). Resize.  Close window.  Subsequent windows should open at that same size.
    charlie

  • Manage multiple screens

    Hi there,
    i got a question concerning an example which was posted about managing multiple screens which Angela Caicedo posted on oracle blogs:
    https://blogs.oracle.com/acaicedo/entry/managing_multiple_screens_in_javafx1
    I got all working but one thing won´t work because of the first line:
         Group root = new Group();
           root.getChildren().addAll(mainContainer);
           Scene scene = new Scene(root);
           primaryStage.setScene(scene);
           primaryStage.show();
    Because all the screens get finally added to a Group they are not resizable. The main window could be resized but the content
    won´t because of the Group.
    I tried some things but without any luck.
    Could one point me plz to the correct direction
    Thy in advance
    Ingo

    I think you misunderstood my previous post.
    Replace
    Group group = new Group();
    group.getChildren().addAll(mainContainer);
    Scene scene = new Scene(group);
    with
    Scene scene = new Scene(mainContainer);

  • "Fit on Screen" doesn't

    After upgrading to Photoshop CS5, I find that the "Fit on Screen" command doesn't fit on the visible screen any more in Full Screen Mode with Menu Bar. Instead, the image is centered on the screen, leaving a large open space on the left side and putting the right side of the image well behind palettes docked to the right side of the screen.
    I tried changing the Zoom Resizes Window setting, but it has no effect on this misbehavior.
    The previous version I had of Photoshop did this correctly, fitting the image so that it would be entirely visible.
    What is the fix?

    Here's an example of the problem. Depending on exactly where I place the palettes on the right and whether I dock them or not, Fit on Screen will make the image larger or smaller, but it will always hide the right part of the image behind the palettes.

  • Make a StringItem fit the screen width

    Hi,
    I�m using a String Item in a Form and I�ve tried to make the Item fit the screen width by using the setPreferredSize(). But if the Text of the String Item is to long, the device still uses a second line to display the end of the text, which I don�t want.
    This is how I tried to make my String Item be displayed on an unique line.
    iTitleString = new StringItem("title : ","",Item.PLAIN);
    int preferedWidth = this.getWidth();
    iTitleString.setPreferredSize(preferedWidth,-1);
    iTitleString.setText("blablablablablalblablalblalbla");
    Thanks for your help

    If you mean that it should fit to the screen width by making the font smaller, then you're out of luck. You can try setting a preferred height to avoid multiple lines, but in a best case scenario it would just mean that not all of the text will be displayed.
    shmoove

Maybe you are looking for

  • Image drawing in cocoa

    Hi Friends, I need a make a java canvas in which i have to paint thumbnail images by native cocoa code. I had got drawing surface(ds) and drawing surface interface(dsi).Also i am able to read the thumbnail images but donot know how to paint images in

  • How to get report output on screen as well as in spool?. Spool to be mailed

    Hi All, Can any guide the approach for: Foreground run: Get report output on screen as well as generate a spool. The content of spool needs to be mailed. Background run: we need to generate the spool and mail the spool contents. Am aware of usage of

  • How can one Delete a Template in Pages

    Can any one advise me how to delete Templates in Pages on my MacBook Pro?

  • Remove add on

    uh, yeah, per (below), THAT ain't working, any other smart idea's? Cause you know. Get an add on knowing there's no way to rid it. Real funny . . . TELL me how to rid Adblock Plus 1.1.3? http://support.mozilla.com/en-US/kb/Uninstalling%20add-ons?s=re

  • Reading and wrting with selectors

    Heres the code is used for Reading. The problem is that when the client send the server some bytes it goes into the loop and exits which is good however it does not delete the Selected Keys set from the selector. I thought that after ever slection pr