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  • google maps v3 distance

    - by Shane
    Trying to create a new version of the map functions seen here: http://www.daftlogic.com/projects-google-maps-distance-calculator.htm but using the v3 api. So far I am able to set markers on click and can draw the geodesic polyline. The issues I am currently running into are: Updating the poly-line on marker drag I'm pretty sure I have to put each marker in an array and do a for loop so that I can keep clicking and adding points that will add to the total distance. Properly displaying distance. I have created a jsfiddle: http://jsfiddle.net/wyZyS/ EDIT: I realize I have nothing calling the "update" function. I am trying to create the array for each marker currently. The calculation you see is converting meters to nautical miles.

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  • Spring overloaded constructor injection

    - by noob
    This is the code : public class Triangle { private String color; private int height; public Triangle(String color,int height){ this.color = color; this.height = height; } public Triangle(int height ,String color){ this.color = color; this.height = height; } public void draw() { System.out.println("Triangle is drawn , + "color:"+color+" ,height:"+height); } } The Spring config-file is : <bean id="triangle" class="org.tester.Triangle"> <constructor-arg value="20" /> <constructor-arg value="10" /> </bean> Is there any specific rule to determine which constructor will be called by Spring ?

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  • Path vs GeometryDrawing

    - by Carlo
    Just wondering what's lighter, I'm going to have a control that draws 280 * 4 my SegmentControl, which is a quarter of a circle, and I'm just wondering what's the way that takes least memory to draw said segment. GeometryDrawing: <Image> <Image.Source> <DrawingImage> <DrawingImage.Drawing> <GeometryDrawing Brush="LightBlue" Geometry="M24.612317,0.14044853 C24.612317,0.14044853 33.499971,-0.60608719 41,7.0179795 48.37642,14.516393 47.877537,23.404541 47.877537,23.404541 L24.60978,23.401991 z" /> </DrawingImage.Drawing> </DrawingImage> </Image.Source> </Image> Or Path: <Path Fill="LightBlue" Stretch="Fill" Stroke="#FF0DA17D" Data="M24.612317,0.14044853 C24.612317,0.14044853 33.499971,-0.60608719 41,7.0179795 48.37642,14.516393 47.877537,23.404541 47.877537,23.404541 L24.60978,23.401991 z" /> Or if you know of an even better way, it'll be much appreciated. Thanks!

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  • How to have multiple paths display URL as root

    - by Verdi Erel Ergün
    I want users#new and tasks#index to display as the root path URL, i.e. / When a user logs in on the path users#new (set as root) they are redirected to tasks#index and URL does not change. Can this be done in the routes.rb file? This is my routes.rb file: Todo::Application.routes.draw do resources :sessions resources :subscriptions resources :users resources :tasks do collection do post :sort end end root :to => "users#new" match "sessions#new" => "tasks#index" match "sessions#" => "tasks#index"

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  • Plotting 3D Polygons in python-matplotlib

    - by Developer
    I was unsuccessful browsing web for a solution for the following simple question: How to draw 3D polygon (say a filled rectangle or triangle) using vertices values? I have tried many ideas but all failed, see: from mpl_toolkits.mplot3d import Axes3D from matplotlib.collections import PolyCollection import matplotlib.pyplot as plt fig = plt.figure() ax = Axes3D(fig) x = [0,1,1,0] y = [0,0,1,1] z = [0,1,0,1] verts = [zip(x, y,z)] ax.add_collection3d(PolyCollection(verts),zs=z) plt.show() I appreciate in advance any idea/comment. Updates based on the accepted answer: import mpl_toolkits.mplot3d as a3 import matplotlib.colors as colors import pylab as pl import scipy as sp ax = a3.Axes3D(pl.figure()) for i in range(10000): vtx = sp.rand(3,3) tri = a3.art3d.Poly3DCollection([vtx]) tri.set_color(colors.rgb2hex(sp.rand(3))) tri.set_edgecolor('k') ax.add_collection3d(tri) pl.show() Here is the result:

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  • Context menu not firing when clicking on a line in a MovieClip

    - by Quandary
    Question: In Flash AS3, I have a furniture movieclip (converted from CAD) in another movieclip [to crop the border]. My first problem was that it didn't fire onclick at all. So I had to draw a background, and it started working when I did not click on a CAD drawing line. Then I checked mousevent.target for classname, and if it was not CustomMovieClip, I took object.parent.parent. That worked for onclick. But now I seem to have a similar problem with the contextmenu. When I right-click anywhere, I get the contextmenu, but the context menu event-handler doesn't fire if I right-clicked on a CAD line (but it works if I right-click on the background)... The problem now is it doesn't fire, so I can't take target.parent.parent.

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  • Finding all points common to two circles

    - by Dustin I.
    In Python, how would one find all points common to two circles? For example, imagine a Venn diagram-like intersection of two (equally sized) circles, with center-points (x1,y1) and (x2,y2) and radii r1=r2. Additionally, we already know the two points of intersection of the circles are (xi1,yi1) and (xi2,yi2). How would one generate a list of all points (x,y) contained in both circles in an efficient manner? That is, it would be simple to draw a box containing the intersections and iterate through it, checking if a given point is within both circles, but is there a better way?

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  • Will GTK's pango and cairo work well in Cocoa and MFC applications.

    - by Lothar
    I'm writing a GUI program and decided to go native on all platforms. But for all the stuff i need to draw myself i would like to use the same drawing routines because font and unicode handling is so difficult and complex. Do you see any negative points in useing Pango/Cairo. Well on MacOSX i havent succeded installing Pango/Cairo yet. Looks like a bad Omen. I would also like to hear about the performance penality. The first time i looked at Pango i thought, yes thats the reason why Software is still getting despite better hardware.

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  • Microsoft chart

    - by user222820
    hi there i am writing a program in c# windows app and i use the microsoft chart component i have 100 string in an array and 100 double in an array and i wanna draw a chart with these arrays but i have a problem it draws chart with 5 or 6 column what shoud i do with this problem string[] dates = new string[100]; double[] values = new double[100]; for (int i = 0; i <= 99; i++) { dates[i] = "1/1/138" + i.ToString(); values[i] = i; } s.Series[0].Points.DataBindXY(dates, values);

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  • Which C++ graph library should I use?

    - by mspoerr
    Hello, I found the following graph libraries, but I am not sure which one I should use. Maybe there are some more... Graphviz (http://www.graphviz.org/) Boost Graph Library (http://www.boost.org/doc/libs/1_42_0/libs/graph/doc/index.html) Lemon (http://lemon.cs.elte.hu/trac/lemon) igraph (http://igraph.sourceforge.net/introduction.html) What it should do: draw a undirected network map come as header only or static lib for Windows the output format should be user editable Graphviz is the only one I tried so far, but I found no static lib for it, I failed to build it by my own and the documentation could be better. Therefore I looked around and found these other three libs. I would be glad to get some recommendations which lib to choose. Thanks, /mspoerr

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  • When not to use a Drupal node?

    - by stotastic
    I've recently created a very simple CRUD table where the user stores some data. For the data, I created a custom node. The functionality works great for creating, editing, and deleting data in the CRUD table using the basic node functionality (I'm actually amazed how fast and easy it was to program the basic functionality with proper access controls using only a tiny bit of code).... Since the data isn't meant to be treated the same way as 'content' such as a blog post (no title, no body, no commments, no revisions, shouldn't show up on ?q=node page, no previews, no teasers, etc)... I find that I'm spending most of my time 'turning off' and modifying the stuff that drupal does automatically for nodes. I know its a matter of taste, but where should one draw the line on what should be treated as a node and what shouldn't? In other words, would it be better to program this stuff from scratch without using nodes?

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  • another question about OpenGL ES rendering to texture

    - by ensoreus
    Hello, pros and gurus! Here is another question about rendering to texture. The whole stuff is all about saving texture between passing image into different filters. Maybe all iPhone developers knows about Apple's sample code with OpenGL processing where they used GL filters(functions), but pass into them the same source image. I need to edit an image by passing it sequentelly with saving the state of the image to edit. I am very noob in OpenGL, so I spent increadibly a lot of to solve the issue. So, I desided to create 2 FBO's and attach source image and temporary image as a textures to render in. Here is my init routine: glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glEnable(GL_TEXTURE_2D); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glGetIntegerv(GL_FRAMEBUFFER_BINDING_OES, (GLint *)&SystemFBO); glImage = [self loadTexture:preparedImage]; //source image for (int i = 0; i < 4; i++) { fullquad[i].s *= glImage->s; fullquad[i].t *= glImage->t; flipquad[i].s *= glImage->s; flipquad[i].t *= glImage->t; } tmpImage = [self loadEmptyTexture]; //editing image glGenFramebuffersOES(1, &tmpImageFBO); glBindFramebufferOES(GL_FRAMEBUFFER_OES, tmpImageFBO); glFramebufferTexture2DOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_OES, GL_TEXTURE_2D, tmpImage->texID, 0); GLenum status = glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES); if(status != GL_FRAMEBUFFER_COMPLETE_OES) { NSLog(@"failed to make complete tmp framebuffer object %x", status); } glBindTexture(GL_TEXTURE_2D, 0); glBindFramebufferOES(GL_FRAMEBUFFER_OES, 0); glGenRenderbuffersOES(1, &glImageFBO); glBindFramebufferOES(GL_FRAMEBUFFER_OES, glImageFBO); glFramebufferTexture2DOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_OES, GL_TEXTURE_2D, glImage->texID, 0); status = glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES) ; if(status != GL_FRAMEBUFFER_COMPLETE_OES) { NSLog(@"failed to make complete cur framebuffer object %x", status); } glBindTexture(GL_TEXTURE_2D, 0); glBindFramebufferOES(GL_FRAMEBUFFER_OES, 0); When user drag the slider, this routine invokes to apply changes -(void)setContrast:(CGFloat)value{ contrast = value; if(flag!=mfContrast){ NSLog(@"contrast: dumped"); flag = mfContrast; glBindFramebufferOES(GL_FRAMEBUFFER_OES, glImageFBO); glClearColor(1,1,1,1); glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrthof(0, 512, 0, 512, -1, 1); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glScalef(512, 512, 1); glBindTexture(GL_TEXTURE_2D, tmpImage->texID); glViewport(0, 0, 512, 512); glVertexPointer(2, GL_FLOAT, sizeof(V2fT2f), &fullquad[0].x); glTexCoordPointer(2, GL_FLOAT, sizeof(V2fT2f), &fullquad[0].s); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glBindFramebufferOES(GL_FRAMEBUFFER_OES, 0); } glBindFramebufferOES(GL_FRAMEBUFFER_OES,tmpImageFBO); glClearColor(0,0,0,1); glClear(GL_COLOR_BUFFER_BIT); glEnable(GL_TEXTURE_2D); glActiveTexture(GL_TEXTURE0); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrthof(0, 512, 0, 512, -1, 1); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glScalef(512, 512, 1); glBindTexture(GL_TEXTURE_2D, glImage->texID); glViewport(0, 0, 512, 512); [self contrastProc:fullquad value:contrast]; glBindFramebufferOES(GL_FRAMEBUFFER_OES, 0); [self redraw]; } Here are two cases: if it is the same filter(edit mode) to use, I bind tmpFBO to draw into tmpImage texture and edit glImage texture. contrastProc is a pure routine from Apples's sample. If it is another mode, than I save edited image by drawing tmpImage texture in source texture glImage, binded with glImageFBO. After that I call redraw: glBindFramebufferOES(GL_FRAMEBUFFER_OES, SystemFBO); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrthof(0, kTexWidth, 0, kTexHeight, -1, 1); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glScalef(kTexWidth, kTexHeight, 1); glBindTexture(GL_TEXTURE_2D, glImage->texID); glViewport(0, 0, kTexWidth, kTexHeight); glVertexPointer(2, GL_FLOAT, sizeof(V2fT2f), &flipquad[0].x); glTexCoordPointer(2, GL_FLOAT, sizeof(V2fT2f), &flipquad[0].s); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glBindFramebufferOES(GL_FRAMEBUFFER_OES, 0); And here it binds visual framebuffer and dispose glImage texture. So, the result is VERY aggresive filtering. Increasing contrast volume by just 0.2 brings image to state that comparable with 0.9 contrast volume in Apple's sample code project. I miss something obvious, I guess. Interesting, if I disabple line glBindTexture(GL_TEXTURE_2D, glImage->texID); in setContrast routine it brings no effect. At all. If I replace tmpImageFBO with SystemFBO to draw glImage directly on display(and disabling redraw invoking line), all works fine. Please, HELP ME!!! :(

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  • paket drop and splits in udp tunnel

    - by sr-dusad
    hi guys ! Currently I am working on video conferencing project.For this i m using pwnat for nat traversing. pwnat is based on udp tunneling.I m using the TCP connection for data transmission. My problem is that when i send a packet , it does not reach properly at its destination side . Sometime it drops the packet and many times it breaks ( split ) the packet into pieces. Please Help me .. How can i send and recieve a packet into single piece. So, i can draw image properly and play sound. Any kind of help will be appriciated . Thanks in advance

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  • Why won't my span do a JQuery event click when I click it?

    - by alex
    .tablePlayButton { display: block; width: 16px; background: transparent; margin-top:2px; margin-right: -10px; margin-left: 2px; height:17px; } tr:hover .tablePlayButton { background: url(ton.png) top left no-repeat; } tr:hover .tablePlayButton:active { background-position: bottom left; } tr:hover .tablePlayButton.playing, .tablePlayButton.playing { background: url(ton2.png) top right no-repeat; } tr:hover .tablePlayButton.playing:active, .tablePlayButton.playing:active { background-position: bottom right; } I draw the span like this: <span class="tablePlayButton"></span> It's got a little button. WHen I click it, nothing happens: $(".tablePlayButton").click(function(){ alert('hi'); });

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  • Forbid GridView to load all views at once

    - by efpies
    I have about 700 items to display in the grid view. On a Samsung Galaxy Tab 10.1 this is not a problem: it has enough memory. On a HTC Explorer the heap is overflown. So I want to load data dynamically regarding current scroll position (N rows for screen + 5 rows as a tail). And I want to show a scrollbar which represents the position in total rows. But I don't want to draw items that I don't see. In other words, I want to create something similar to UITableView in iOS. How can I do this?

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  • What does setting the GL color before doing a texture mapping operation do?

    - by quixoto
    I am looking at some sample code in a book that creates a jittered antialiasing effect by repeatedly rendering a scene (at different offsets) onto a offscreen texture, then using that texture to repeatedly draw a quad in the main view with some blend stuff set up. To accumulate the color "correctly", the code is setting the color like so: glColor4f(f, f, f, 1); where f is 1.0/number_of_samples, and then binding the offscreen texture and rendering it. Since textures come with their own color and alpha data, what is the effect (mathematically and intuitively) that setting the overall "color" in advance achieves? Thanks.

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  • Create a Sin wave line with Processing

    - by Nintari
    Hey everybody, first post here, and probably an easy one. I've got the code from Processing's reference site: float a = 0.0; float inc = TWO_PI/25.0; for(int i=0; i<100; i=i+4) { line(i, 50, i, 50+sin(a)*40.0); a = a + inc; } http://processing.org/reference/sin_.html However, what I need is a line that follows the curve of a Sin wave, not lines representing points along the curve and ending at the 0 axis. So basically I need to draw an "S" shape with a sin wave equation. Can someone run me through how to do this? Thank you in advance, -Askee

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  • Surface Detection in 2d Game?

    - by GamiShini
    I'm working on a 2D Platform game, and I was wondering what's the best (performance-wise) way to implement Surface (Collision) Detection. So far I'm thinking of constructing a list of level objects constructed of a list of lines, and I draw tiles along the lines. ( http://img375.imageshack.us/img375/1704/lines.png ). I'm thinking every object holds the ID of the surface that he walks on, in order to easily manipulate his y position while walking up/downhill. Something like this: //Player/MovableObject class MoveLeft() { this.Position.Y = Helper.GetSurfaceById(this.SurfaceId).GetYWhenXIs(this.Position.X) } So the logic I use to detect "droping/walking on surface" is a simple point (player's lower legs)-touches-line (surface) check (with some safety approximation - let`s say 1-2 pixels over the line). Is this approach OK? I`ve been having difficulty trying to find reading material for this problem, so feel free to drop links/advice.

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  • What do you do before starting on a project?

    - by hahuang65
    I'm still a pretty new project, and I haven't really worked on any large projects yet. However a few projects for school has shown me something I have never really thought of before. Pre-Project planning. One project we ran into a huge problem at the very last minute, and the other project was not divided up between partners very evenly, such that all the work was actually done at the end. So my question to everyone here is: How do you plan out the project beforehand? Please try to cover the following: Design (draw out UI by hand, UMLs, etc.) Division of Labor Timeline (especially how you estimate how much time is needed for certain things) and anything else you can think of. Thanks for all the help!

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  • Constructing colours for maximum contrast

    - by Martin
    I want to draw some items on screen, each item is in one of N sets. The number of sets changes all the time, so I need to calculate N different colours which are as different as possible (to make it easy to identify what is in which set). So, for example with N = 2 my results would be black and white. With three I guess I would get all red, all green, all blue. For all four, it's less obvious what the correct answer is, and this is where I'm having trouble.

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  • Why doesn't this work?

    - by user146780
    I'v tried to solve a memory leak in the GLU callback by creating a global variable but now it dos not draw anything: GLdouble *gluptr = NULL; void CALLBACK combineCallback(GLdouble coords[3], GLdouble *vertex_data[4], GLfloat weight[4], GLdouble **dataOut) { GLdouble *vertex; if(gluptr == NULL) { gluptr = (GLdouble *) malloc(6 * sizeof(GLdouble)); } vertex = (GLdouble*)gluptr; vertex[0] = coords[0]; vertex[1] = coords[1]; vertex[2] = coords[2]; for (int i = 3; i < 6; i++) { vertex[i] = weight[0] * vertex_data[0][i] + weight[1] * vertex_data[0][i] + weight[2] * vertex_data[0][i] + weight[3] * vertex_data[0][i]; } *dataOut = vertex; } basically instead of doing malloc each time in the loop (thus the memory leak) im using a global pointer, but this doesn't work (drawing to the screen). Why would using malloc to a pointer created in the function work any different than a global variable? Thanks

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  • Drawing Sprites for iOS games on iPad

    - by TheGamingArt
    So, I'm quite new and confused on the way to tackle creating sprites/sprite sheets for iOS games. I own the full CS5 sweet and have been told that fireworks is the best way to go for creating these (although I don't have the slightest idea in how yet and would love some tutorials/books specifying sprite sheet creation). My thoughts directed me towards tablet drawing, as I am awful at drawing with a mouse and/or tablet without a screen on it (such as a basic wacom). I was thinking about getting an iPad, as this would provide me with an iPad for testing purposes and a tablet. Does anyone know if it's possible (or even a good idea) to draw out your sprites on the iPad. Is it possible to export them out into Fireworks and such?

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  • Google Visualization API Geomap: How to handle marker click events?

    - by Carlos da Costa
    Hello. I initially have the Google Visualization API Geomap on a world view (options['dataMode'] = 'regions') and I capture the 'regionClick' event when a country is clicked like so: google.visualization.events.addListener( geomap, 'regionClick', function (e) { var rowindex = data.getFilteredRows([{column: 0, value: e['region']}]); var location = data.getValue(rowindex[0], 3); location.href = "?ISO=" + e['region'] + "&Location=" + location; }); I then draw the map zoomed into the country in markers mode (options['dataMode'] = 'markers'). However, I can't seem to capture any events when the markers themselves are clicked. The documentation ( http://code.google.com/apis/visualization/documentation/gallery/geomap.html#Events ) only refers to 'select' and 'regionClick' events neither of which are fired in this case. (Tested using Chrome 9, and IE 8.) Has anybody had any success in doing this? Many thanks.

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  • How do I process a jQuery SVG group event in a single handler?

    - by rmflow
    I'm trying to draw a button using jQuery SVG, the button is a filled rect and the text is placed on top of the rect. Rect and text are grouped and I want to control the mouseover/mouseout events. The problem is: mouseover/mouseout events are triggered separately for every element of the group. Is it possible to make a single event handler for entire group? Here is an example: gClear = svg.group(); btClear = svg.rect(gClear, 10, 10, 100, h-20, 5 ,5, attrs); txtClear = svg.text(gClear, 35, 30, "Clear", {fontFamily: "Verdana", fontWeight: "bold", fontSize: "16px"}); $(gClear, svg.root()).bind("mouseover", function() { $(btClear).animate({svgFill: '#adf'}, 100); }).bind("mouseout", function() { $(btClear).animate({svgFill: '#fff'}, 100); }) When I move the mouse inside the rect the events mouseover/mouseout are triggered. Can I make "text" events transparent or can I have a single event handler for the group?

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  • Scale GraphicsPaths

    - by serhio
    In a form I draw a graph. This graph has some distinct paths that should have differently drawn. Say AxesPath, SalesPath, CostsPath etc... When I resize the form need I to scale every of components Paths? Take an example: Imports System.Drawing.Drawing2D Public Class Form1 Dim lineOne As GraphicsPath Dim lineTwo As GraphicsPath Dim allPaths As GraphicsPath Dim initSize As Size Public Sub New() ' This call is required by the designer. ' InitializeComponent() initSize = Me.Size lineOne = New GraphicsPath() lineTwo = New GraphicsPath() lineOne.AddLine(20.0F, 20.0F, Me.initSize.Width - 20.0F, 20.0F) lineTwo.AddLine(0.1F, 10.0F, Me.initSize.Width - 20.0F, _ Me.initSize.Height - 0.5F) allPaths = New GraphicsPath() allPaths.AddPath(lineOne, False) allPaths.AddPath(lineTwo, False) Me.ResizeRedraw = True End Sub Protected Overrides Sub OnResize(ByVal e As System.EventArgs) MyBase.OnResize(e) Dim m As New Matrix m.Scale(Me.Width / initSize.Width, Me.Height / initSize.Height) allPaths.Transform(m) initSize = Me.Size End Sub Protected Overrides Sub OnPaint(ByVal e As PaintEventArgs) MyBase.OnPaint(e) ' WORKS ' ' e.Graphics.DrawPath(Pens.GreenYellow, allPaths) ' ' DOES NOT WORK! ' e.Graphics.DrawPath(Pens.DarkGoldenrod, lineOne) e.Graphics.DrawPath(Pens.DarkMagenta, lineTwo) End Sub End Class

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