centring the canvas moves it in the corner
I am trying to centre my whole canvas in the middle so I can scale it, as the edges are not complete and I can't fill up the space using values lower or bigger than the canvas as it bring up errors. Here is a picture without scaling and with scaling.
var rows = 10;
var cols = 10;
var points = ;
var sat = 70;
var bright = 80;
var timesDrawed = 0;
function setup() {
createCanvas(600, 600);
colorMode(HSB, 100, 100, 100);
noStroke();
rectMode(CENTER);
}
function draw() {
translate(width/2,height/2);
if (timesDrawed >= 3) {
noLoop();
} else {
timesDrawed++;
}
scale(1.2);
for (var r = 0; r < rows; r++) {
for (var c = 0; c < cols; c++) {
var tempX = random((width / (cols)) * c - (width / cols * 0.5), (width / (cols)) * c + (width / cols * 0.5));
var tempY = random((height / (rows)) * r - (height / rows * 0.5), (height / (rows)) * r + (height / rows * 0.5));
points.push([tempX, tempY]);
}
}
print(points);
for (var r = 0; r < rows - 1; r++) {
for (var c = 0; c < cols -1; c++) {
fill(random(0, 100), sat, bright);
var point1 = c + (r * rows);
var point2 = c + (r * rows) + 1;
var point3 = c + (r * rows) + rows;
triangle(points[point1][0], points[point1][1], points[point2][0], points[point2][1], points[point3][0], points[point3][1]);
fill(random(0, 100), sat, bright);
var point1 = c + (r * rows) + rows;
var point2 = c + (r * rows) + 1;
var point3 = c + (r * rows) + rows + 1;
triangle(points[point1][0], points[point1][1], points[point2][0], points[point2][1], points[point3][0], points[point3][1]);
}
}
}
javascript processing p5.js
add a comment |
I am trying to centre my whole canvas in the middle so I can scale it, as the edges are not complete and I can't fill up the space using values lower or bigger than the canvas as it bring up errors. Here is a picture without scaling and with scaling.
var rows = 10;
var cols = 10;
var points = ;
var sat = 70;
var bright = 80;
var timesDrawed = 0;
function setup() {
createCanvas(600, 600);
colorMode(HSB, 100, 100, 100);
noStroke();
rectMode(CENTER);
}
function draw() {
translate(width/2,height/2);
if (timesDrawed >= 3) {
noLoop();
} else {
timesDrawed++;
}
scale(1.2);
for (var r = 0; r < rows; r++) {
for (var c = 0; c < cols; c++) {
var tempX = random((width / (cols)) * c - (width / cols * 0.5), (width / (cols)) * c + (width / cols * 0.5));
var tempY = random((height / (rows)) * r - (height / rows * 0.5), (height / (rows)) * r + (height / rows * 0.5));
points.push([tempX, tempY]);
}
}
print(points);
for (var r = 0; r < rows - 1; r++) {
for (var c = 0; c < cols -1; c++) {
fill(random(0, 100), sat, bright);
var point1 = c + (r * rows);
var point2 = c + (r * rows) + 1;
var point3 = c + (r * rows) + rows;
triangle(points[point1][0], points[point1][1], points[point2][0], points[point2][1], points[point3][0], points[point3][1]);
fill(random(0, 100), sat, bright);
var point1 = c + (r * rows) + rows;
var point2 = c + (r * rows) + 1;
var point3 = c + (r * rows) + rows + 1;
triangle(points[point1][0], points[point1][1], points[point2][0], points[point2][1], points[point3][0], points[point3][1]);
}
}
}
javascript processing p5.js
Did the answer solve the issue? Are there remaining questions?
– Rabbid76
Feb 10 at 10:38
add a comment |
I am trying to centre my whole canvas in the middle so I can scale it, as the edges are not complete and I can't fill up the space using values lower or bigger than the canvas as it bring up errors. Here is a picture without scaling and with scaling.
var rows = 10;
var cols = 10;
var points = ;
var sat = 70;
var bright = 80;
var timesDrawed = 0;
function setup() {
createCanvas(600, 600);
colorMode(HSB, 100, 100, 100);
noStroke();
rectMode(CENTER);
}
function draw() {
translate(width/2,height/2);
if (timesDrawed >= 3) {
noLoop();
} else {
timesDrawed++;
}
scale(1.2);
for (var r = 0; r < rows; r++) {
for (var c = 0; c < cols; c++) {
var tempX = random((width / (cols)) * c - (width / cols * 0.5), (width / (cols)) * c + (width / cols * 0.5));
var tempY = random((height / (rows)) * r - (height / rows * 0.5), (height / (rows)) * r + (height / rows * 0.5));
points.push([tempX, tempY]);
}
}
print(points);
for (var r = 0; r < rows - 1; r++) {
for (var c = 0; c < cols -1; c++) {
fill(random(0, 100), sat, bright);
var point1 = c + (r * rows);
var point2 = c + (r * rows) + 1;
var point3 = c + (r * rows) + rows;
triangle(points[point1][0], points[point1][1], points[point2][0], points[point2][1], points[point3][0], points[point3][1]);
fill(random(0, 100), sat, bright);
var point1 = c + (r * rows) + rows;
var point2 = c + (r * rows) + 1;
var point3 = c + (r * rows) + rows + 1;
triangle(points[point1][0], points[point1][1], points[point2][0], points[point2][1], points[point3][0], points[point3][1]);
}
}
}
javascript processing p5.js
I am trying to centre my whole canvas in the middle so I can scale it, as the edges are not complete and I can't fill up the space using values lower or bigger than the canvas as it bring up errors. Here is a picture without scaling and with scaling.
var rows = 10;
var cols = 10;
var points = ;
var sat = 70;
var bright = 80;
var timesDrawed = 0;
function setup() {
createCanvas(600, 600);
colorMode(HSB, 100, 100, 100);
noStroke();
rectMode(CENTER);
}
function draw() {
translate(width/2,height/2);
if (timesDrawed >= 3) {
noLoop();
} else {
timesDrawed++;
}
scale(1.2);
for (var r = 0; r < rows; r++) {
for (var c = 0; c < cols; c++) {
var tempX = random((width / (cols)) * c - (width / cols * 0.5), (width / (cols)) * c + (width / cols * 0.5));
var tempY = random((height / (rows)) * r - (height / rows * 0.5), (height / (rows)) * r + (height / rows * 0.5));
points.push([tempX, tempY]);
}
}
print(points);
for (var r = 0; r < rows - 1; r++) {
for (var c = 0; c < cols -1; c++) {
fill(random(0, 100), sat, bright);
var point1 = c + (r * rows);
var point2 = c + (r * rows) + 1;
var point3 = c + (r * rows) + rows;
triangle(points[point1][0], points[point1][1], points[point2][0], points[point2][1], points[point3][0], points[point3][1]);
fill(random(0, 100), sat, bright);
var point1 = c + (r * rows) + rows;
var point2 = c + (r * rows) + 1;
var point3 = c + (r * rows) + rows + 1;
triangle(points[point1][0], points[point1][1], points[point2][0], points[point2][1], points[point3][0], points[point3][1]);
}
}
}
javascript processing p5.js
javascript processing p5.js
asked Nov 25 '18 at 13:24
Tudor PopescuTudor Popescu
16110
16110
Did the answer solve the issue? Are there remaining questions?
– Rabbid76
Feb 10 at 10:38
add a comment |
Did the answer solve the issue? Are there remaining questions?
– Rabbid76
Feb 10 at 10:38
Did the answer solve the issue? Are there remaining questions?
– Rabbid76
Feb 10 at 10:38
Did the answer solve the issue? Are there remaining questions?
– Rabbid76
Feb 10 at 10:38
add a comment |
1 Answer
1
active
oldest
votes
If the canvas is tiled in columns (cols
) and rows rows
, then the start of each column is c * width/cols
and the end of each column is (c+1) * width/cols
, the start of each row is (r * height/rowsand the end of each row is
(r+1) * height/rows, where
cis the column and
r` is the row.
Since the center of the canvas is (0, 0), the half with and the half height have to be subtracted from the coordinate:
var tempX = random(c * width/cols - width/2, (c+1) * width/cols - width/2);
var tempY = random(r * height/rows - height/2, (r+1) * height/rows - height/2);
or
var tempX = random(c, c+1) * width/cols - width/2;
var tempY = random(r, r+1) * height/rows - height/2;
See the preview, where I applied the suggested changes to your original code and I removed the scale :scale(1.2)
var rows = 10;
var cols = 10;
var points = ;
var sat = 70;
var bright = 80;
var timesDrawed = 0;
function setup() {
createCanvas(400, 400);
colorMode(HSB, 100, 100, 100);
noStroke();
rectMode(CENTER);
}
function draw() {
background(64);
translate(width/2,height/2);
if (timesDrawed >= 3) {
noLoop();
} else {
timesDrawed++;
}
//scale(1.2);
for (var r = 0; r < rows; r++) {
for (var c = 0; c < cols; c++) {
var tempX = random(c, c+1) * width/cols - width/2;
var tempY = random(r, r+1) * height/rows - height/2;
points.push([tempX, tempY]);
}
}
print(points);
for (var r = 0; r < rows - 1; r++) {
for (var c = 0; c < cols -1; c++) {
fill(random(0, 100), sat, bright);
var point1 = c + (r * rows);
var point2 = c + (r * rows) + 1;
var point3 = c + (r * rows) + rows;
triangle(points[point1][0], points[point1][1], points[point2][0], points[point2][1], points[point3][0], points[point3][1]);
fill(random(0, 100), sat, bright);
var point1 = c + (r * rows) + rows;
var point2 = c + (r * rows) + 1;
var point3 = c + (r * rows) + rows + 1;
triangle(points[point1][0], points[point1][1], points[point2][0], points[point2][1], points[point3][0], points[point3][1]);
}
}
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/0.6.1/p5.js"></script>
add a comment |
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1 Answer
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1 Answer
1
active
oldest
votes
active
oldest
votes
active
oldest
votes
If the canvas is tiled in columns (cols
) and rows rows
, then the start of each column is c * width/cols
and the end of each column is (c+1) * width/cols
, the start of each row is (r * height/rowsand the end of each row is
(r+1) * height/rows, where
cis the column and
r` is the row.
Since the center of the canvas is (0, 0), the half with and the half height have to be subtracted from the coordinate:
var tempX = random(c * width/cols - width/2, (c+1) * width/cols - width/2);
var tempY = random(r * height/rows - height/2, (r+1) * height/rows - height/2);
or
var tempX = random(c, c+1) * width/cols - width/2;
var tempY = random(r, r+1) * height/rows - height/2;
See the preview, where I applied the suggested changes to your original code and I removed the scale :scale(1.2)
var rows = 10;
var cols = 10;
var points = ;
var sat = 70;
var bright = 80;
var timesDrawed = 0;
function setup() {
createCanvas(400, 400);
colorMode(HSB, 100, 100, 100);
noStroke();
rectMode(CENTER);
}
function draw() {
background(64);
translate(width/2,height/2);
if (timesDrawed >= 3) {
noLoop();
} else {
timesDrawed++;
}
//scale(1.2);
for (var r = 0; r < rows; r++) {
for (var c = 0; c < cols; c++) {
var tempX = random(c, c+1) * width/cols - width/2;
var tempY = random(r, r+1) * height/rows - height/2;
points.push([tempX, tempY]);
}
}
print(points);
for (var r = 0; r < rows - 1; r++) {
for (var c = 0; c < cols -1; c++) {
fill(random(0, 100), sat, bright);
var point1 = c + (r * rows);
var point2 = c + (r * rows) + 1;
var point3 = c + (r * rows) + rows;
triangle(points[point1][0], points[point1][1], points[point2][0], points[point2][1], points[point3][0], points[point3][1]);
fill(random(0, 100), sat, bright);
var point1 = c + (r * rows) + rows;
var point2 = c + (r * rows) + 1;
var point3 = c + (r * rows) + rows + 1;
triangle(points[point1][0], points[point1][1], points[point2][0], points[point2][1], points[point3][0], points[point3][1]);
}
}
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/0.6.1/p5.js"></script>
add a comment |
If the canvas is tiled in columns (cols
) and rows rows
, then the start of each column is c * width/cols
and the end of each column is (c+1) * width/cols
, the start of each row is (r * height/rowsand the end of each row is
(r+1) * height/rows, where
cis the column and
r` is the row.
Since the center of the canvas is (0, 0), the half with and the half height have to be subtracted from the coordinate:
var tempX = random(c * width/cols - width/2, (c+1) * width/cols - width/2);
var tempY = random(r * height/rows - height/2, (r+1) * height/rows - height/2);
or
var tempX = random(c, c+1) * width/cols - width/2;
var tempY = random(r, r+1) * height/rows - height/2;
See the preview, where I applied the suggested changes to your original code and I removed the scale :scale(1.2)
var rows = 10;
var cols = 10;
var points = ;
var sat = 70;
var bright = 80;
var timesDrawed = 0;
function setup() {
createCanvas(400, 400);
colorMode(HSB, 100, 100, 100);
noStroke();
rectMode(CENTER);
}
function draw() {
background(64);
translate(width/2,height/2);
if (timesDrawed >= 3) {
noLoop();
} else {
timesDrawed++;
}
//scale(1.2);
for (var r = 0; r < rows; r++) {
for (var c = 0; c < cols; c++) {
var tempX = random(c, c+1) * width/cols - width/2;
var tempY = random(r, r+1) * height/rows - height/2;
points.push([tempX, tempY]);
}
}
print(points);
for (var r = 0; r < rows - 1; r++) {
for (var c = 0; c < cols -1; c++) {
fill(random(0, 100), sat, bright);
var point1 = c + (r * rows);
var point2 = c + (r * rows) + 1;
var point3 = c + (r * rows) + rows;
triangle(points[point1][0], points[point1][1], points[point2][0], points[point2][1], points[point3][0], points[point3][1]);
fill(random(0, 100), sat, bright);
var point1 = c + (r * rows) + rows;
var point2 = c + (r * rows) + 1;
var point3 = c + (r * rows) + rows + 1;
triangle(points[point1][0], points[point1][1], points[point2][0], points[point2][1], points[point3][0], points[point3][1]);
}
}
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/0.6.1/p5.js"></script>
add a comment |
If the canvas is tiled in columns (cols
) and rows rows
, then the start of each column is c * width/cols
and the end of each column is (c+1) * width/cols
, the start of each row is (r * height/rowsand the end of each row is
(r+1) * height/rows, where
cis the column and
r` is the row.
Since the center of the canvas is (0, 0), the half with and the half height have to be subtracted from the coordinate:
var tempX = random(c * width/cols - width/2, (c+1) * width/cols - width/2);
var tempY = random(r * height/rows - height/2, (r+1) * height/rows - height/2);
or
var tempX = random(c, c+1) * width/cols - width/2;
var tempY = random(r, r+1) * height/rows - height/2;
See the preview, where I applied the suggested changes to your original code and I removed the scale :scale(1.2)
var rows = 10;
var cols = 10;
var points = ;
var sat = 70;
var bright = 80;
var timesDrawed = 0;
function setup() {
createCanvas(400, 400);
colorMode(HSB, 100, 100, 100);
noStroke();
rectMode(CENTER);
}
function draw() {
background(64);
translate(width/2,height/2);
if (timesDrawed >= 3) {
noLoop();
} else {
timesDrawed++;
}
//scale(1.2);
for (var r = 0; r < rows; r++) {
for (var c = 0; c < cols; c++) {
var tempX = random(c, c+1) * width/cols - width/2;
var tempY = random(r, r+1) * height/rows - height/2;
points.push([tempX, tempY]);
}
}
print(points);
for (var r = 0; r < rows - 1; r++) {
for (var c = 0; c < cols -1; c++) {
fill(random(0, 100), sat, bright);
var point1 = c + (r * rows);
var point2 = c + (r * rows) + 1;
var point3 = c + (r * rows) + rows;
triangle(points[point1][0], points[point1][1], points[point2][0], points[point2][1], points[point3][0], points[point3][1]);
fill(random(0, 100), sat, bright);
var point1 = c + (r * rows) + rows;
var point2 = c + (r * rows) + 1;
var point3 = c + (r * rows) + rows + 1;
triangle(points[point1][0], points[point1][1], points[point2][0], points[point2][1], points[point3][0], points[point3][1]);
}
}
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/0.6.1/p5.js"></script>
If the canvas is tiled in columns (cols
) and rows rows
, then the start of each column is c * width/cols
and the end of each column is (c+1) * width/cols
, the start of each row is (r * height/rowsand the end of each row is
(r+1) * height/rows, where
cis the column and
r` is the row.
Since the center of the canvas is (0, 0), the half with and the half height have to be subtracted from the coordinate:
var tempX = random(c * width/cols - width/2, (c+1) * width/cols - width/2);
var tempY = random(r * height/rows - height/2, (r+1) * height/rows - height/2);
or
var tempX = random(c, c+1) * width/cols - width/2;
var tempY = random(r, r+1) * height/rows - height/2;
See the preview, where I applied the suggested changes to your original code and I removed the scale :scale(1.2)
var rows = 10;
var cols = 10;
var points = ;
var sat = 70;
var bright = 80;
var timesDrawed = 0;
function setup() {
createCanvas(400, 400);
colorMode(HSB, 100, 100, 100);
noStroke();
rectMode(CENTER);
}
function draw() {
background(64);
translate(width/2,height/2);
if (timesDrawed >= 3) {
noLoop();
} else {
timesDrawed++;
}
//scale(1.2);
for (var r = 0; r < rows; r++) {
for (var c = 0; c < cols; c++) {
var tempX = random(c, c+1) * width/cols - width/2;
var tempY = random(r, r+1) * height/rows - height/2;
points.push([tempX, tempY]);
}
}
print(points);
for (var r = 0; r < rows - 1; r++) {
for (var c = 0; c < cols -1; c++) {
fill(random(0, 100), sat, bright);
var point1 = c + (r * rows);
var point2 = c + (r * rows) + 1;
var point3 = c + (r * rows) + rows;
triangle(points[point1][0], points[point1][1], points[point2][0], points[point2][1], points[point3][0], points[point3][1]);
fill(random(0, 100), sat, bright);
var point1 = c + (r * rows) + rows;
var point2 = c + (r * rows) + 1;
var point3 = c + (r * rows) + rows + 1;
triangle(points[point1][0], points[point1][1], points[point2][0], points[point2][1], points[point3][0], points[point3][1]);
}
}
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/0.6.1/p5.js"></script>
var rows = 10;
var cols = 10;
var points = ;
var sat = 70;
var bright = 80;
var timesDrawed = 0;
function setup() {
createCanvas(400, 400);
colorMode(HSB, 100, 100, 100);
noStroke();
rectMode(CENTER);
}
function draw() {
background(64);
translate(width/2,height/2);
if (timesDrawed >= 3) {
noLoop();
} else {
timesDrawed++;
}
//scale(1.2);
for (var r = 0; r < rows; r++) {
for (var c = 0; c < cols; c++) {
var tempX = random(c, c+1) * width/cols - width/2;
var tempY = random(r, r+1) * height/rows - height/2;
points.push([tempX, tempY]);
}
}
print(points);
for (var r = 0; r < rows - 1; r++) {
for (var c = 0; c < cols -1; c++) {
fill(random(0, 100), sat, bright);
var point1 = c + (r * rows);
var point2 = c + (r * rows) + 1;
var point3 = c + (r * rows) + rows;
triangle(points[point1][0], points[point1][1], points[point2][0], points[point2][1], points[point3][0], points[point3][1]);
fill(random(0, 100), sat, bright);
var point1 = c + (r * rows) + rows;
var point2 = c + (r * rows) + 1;
var point3 = c + (r * rows) + rows + 1;
triangle(points[point1][0], points[point1][1], points[point2][0], points[point2][1], points[point3][0], points[point3][1]);
}
}
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/0.6.1/p5.js"></script>
var rows = 10;
var cols = 10;
var points = ;
var sat = 70;
var bright = 80;
var timesDrawed = 0;
function setup() {
createCanvas(400, 400);
colorMode(HSB, 100, 100, 100);
noStroke();
rectMode(CENTER);
}
function draw() {
background(64);
translate(width/2,height/2);
if (timesDrawed >= 3) {
noLoop();
} else {
timesDrawed++;
}
//scale(1.2);
for (var r = 0; r < rows; r++) {
for (var c = 0; c < cols; c++) {
var tempX = random(c, c+1) * width/cols - width/2;
var tempY = random(r, r+1) * height/rows - height/2;
points.push([tempX, tempY]);
}
}
print(points);
for (var r = 0; r < rows - 1; r++) {
for (var c = 0; c < cols -1; c++) {
fill(random(0, 100), sat, bright);
var point1 = c + (r * rows);
var point2 = c + (r * rows) + 1;
var point3 = c + (r * rows) + rows;
triangle(points[point1][0], points[point1][1], points[point2][0], points[point2][1], points[point3][0], points[point3][1]);
fill(random(0, 100), sat, bright);
var point1 = c + (r * rows) + rows;
var point2 = c + (r * rows) + 1;
var point3 = c + (r * rows) + rows + 1;
triangle(points[point1][0], points[point1][1], points[point2][0], points[point2][1], points[point3][0], points[point3][1]);
}
}
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/0.6.1/p5.js"></script>
edited Nov 25 '18 at 16:47
answered Nov 25 '18 at 16:25
Rabbid76Rabbid76
39.8k123251
39.8k123251
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– Rabbid76
Feb 10 at 10:38