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  • Graphics.MeasureCharacterRanges giving wrong size calculations in C#.Net?

    - by Owen Blacker
    I'm trying to render some text into a specific part of an image in a Web Forms app. The text will be user entered, so I want to vary the font size to make sure it fits within the bounding box. I have code that was doing this fine on my proof-of-concept implementation, but I'm now trying it against the assets from the designer, which are larger, and I'm getting some odd results. I'm running the size calculation as follows: StringFormat fmt = new StringFormat(); fmt.Alignment = StringAlignment.Center; fmt.LineAlignment = StringAlignment.Near; fmt.FormatFlags = StringFormatFlags.NoClip; fmt.Trimming = StringTrimming.None; int size = __startingSize; Font font = __fonts.GetFontBySize(size); while (GetStringBounds(text, font, fmt).IsLargerThan(__textBoundingBox)) { context.Trace.Write("MyHandler.ProcessRequest", "Decrementing font size to " + size + ", as size is " + GetStringBounds(text, font, fmt).Size() + " and limit is " + __textBoundingBox.Size()); size--; if (size < __minimumSize) { break; } font = __fonts.GetFontBySize(size); } context.Trace.Write("MyHandler.ProcessRequest", "Writing " + text + " in " + font.FontFamily.Name + " at " + font.SizeInPoints + "pt, size is " + GetStringBounds(text, font, fmt).Size() + " and limit is " + __textBoundingBox.Size()); I then use the following line to render the text onto an image I'm pulling from the filesystem: g.DrawString(text, font, __brush, __textBoundingBox, fmt); where: __fonts is a PrivateFontCollection, PrivateFontCollection.GetFontBySize is an extension method that returns a FontFamily RectangleF __textBoundingBox = new RectangleF(150, 110, 212, 64); int __minimumSize = 8; int __startingSize = 48; Brush __brush = Brushes.White; int size starts out at 48 and decrements within that loop Graphics g has SmoothingMode.AntiAlias and TextRenderingHint.AntiAlias set context is a System.Web.HttpContext (this is an excerpt from the ProcessRequest method of an IHttpHandler) The other methods are: private static RectangleF GetStringBounds(string text, Font font, StringFormat fmt) { CharacterRange[] range = { new CharacterRange(0, text.Length) }; StringFormat myFormat = fmt.Clone() as StringFormat; myFormat.SetMeasurableCharacterRanges(range); using (Graphics g = Graphics.FromImage(new Bitmap( (int) __textBoundingBox.Width - 1, (int) __textBoundingBox.Height - 1))) { g.SmoothingMode = System.Drawing.Drawing2D.SmoothingMode.AntiAlias; g.TextRenderingHint = System.Drawing.Text.TextRenderingHint.AntiAlias; Region[] regions = g.MeasureCharacterRanges(text, font, __textBoundingBox, myFormat); return regions[0].GetBounds(g); } } public static string Size(this RectangleF rect) { return rect.Width + "×" + rect.Height; } public static bool IsLargerThan(this RectangleF a, RectangleF b) { return (a.Width > b.Width) || (a.Height > b.Height); } Now I have two problems. Firstly, the text sometimes insists on wrapping by inserting a line-break within a word, when it should just fail to fit and cause the while loop to decrement again. I can't see why it is that Graphics.MeasureCharacterRanges thinks that this fits within the box when it shouldn't be word-wrapping within a word. This behaviour is exhibited irrespective of the character set used (I get it in Latin alphabet words, as well as other parts of the Unicode range, like Cyrillic, Greek, Georgian and Armenian). Is there some setting I should be using to force Graphics.MeasureCharacterRanges only to be word-wrapping at whitespace characters (or hyphens)? This first problem is the same as post 2499067. Secondly, in scaling up to the new image and font size, Graphics.MeasureCharacterRanges is giving me heights that are wildly off. The RectangleF I am drawing within corresponds to a visually apparent area of the image, so I can easily see when the text is being decremented more than is necessary. Yet when I pass it some text, the GetBounds call is giving me a height that is almost double what it's actually taking. Using trial and error to set the __minimumSize to force an exit from the while loop, I can see that 24pt text fits within the bounding box, yet Graphics.MeasureCharacterRanges is reporting that the height of that text, once rendered to the image, is 122px (when the bounding box is 64px tall and it fits within that box). Indeed, without forcing the matter, the while loop iterates to 18pt, at which point Graphics.MeasureCharacterRanges returns a value that fits. The trace log excerpt is as follows: Decrementing font size to 24, as size is 193×122 and limit is 212×64 Decrementing font size to 23, as size is 191×117 and limit is 212×64 Decrementing font size to 22, as size is 200×75 and limit is 212×64 Decrementing font size to 21, as size is 192×71 and limit is 212×64 Decrementing font size to 20, as size is 198×68 and limit is 212×64 Decrementing font size to 19, as size is 185×65 and limit is 212×64 Writing VENNEGOOR of HESSELINK in DIN-Black at 18pt, size is 178×61 and limit is 212×64 So why is Graphics.MeasureCharacterRanges giving me a wrong result? I could understand it being, say, the line height of the font if the loop stopped around 21pt (which would visually fit, if I screenshot the results and measure it in Paint.Net), but it's going far further than it should be doing because, frankly, it's returning the wrong damn results. Any and all help gratefully received. Thanks!

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  • How to scan convert right edges and slopes less than one?

    - by Zachary
    I'm writing a program which will use scan conversion on triangles to fill in the pixels contained within the triangle. One thing that has me confused is how to determine the x increment for the right edge of the triangle, or for slopes less than or equal to one. Here is the code I have to handle left edges with a slope greater than one (obtained from Computer Graphics: Principles and Practice second edition): for(y=ymin;y<=ymax;y++) { edge.increment+=edge.numerator; if(edge.increment>edge.denominator) { edge.x++; edge.increment -= edge.denominator; } } The numerator is set from (xMax-xMin), and the denominator is set from (yMax-yMin)...which makes sense as it represents the slope of the line. As you move up the scan lines (represented by the y values). X is incremented by 1/(denomniator/numerator) ...which results in x having a whole part and a fractional part. If the fractional part is greater than one, then the x value has to be incremented by 1 (as shown in edge.incrementedge.denominator). This works fine for any left handed lines with a slope greater than one, but I'm having trouble generalizing it for any edge, and google-ing has proved fruitless. Does anyone know the algorithm for that?

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  • Turning off antialiasing in Löve2D

    - by cjanssen
    I'm using Löve2D for writing a small game. Löve2D is an open source game engine for Lua. The problem I'm encountering is that some antialias filter is automatically applied to your sprites when you draw it at non-integer positions. love.graphics.draw( sprite, x, y ) So when x or y is not round (for example, x=100.24), the sprite appears blurred. The same happens when the sprite size is not even, because (x,y) points to the center of the sprite. For example, a sprite which is 31x30 big will appear blurred again, because its pixels are painted in non-integer positions. Since I am using pixel art, I want to avoid this all the way, otherwise the art is destroyed by this effect. The workaround I am using so far is to force the coordinates to be round by littering the code with calls to math.floor(), and forcing all the sprites to have even sizes by adding a row or column of transparent pixels with the paint program, if needed. Is there some command to deactivate the antialiasing I can call at program startup?

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  • Image drawing library for Haskell?

    - by absz
    I'm working on a Haskell program for playing spatial games: I have a graph of a bunch of "individuals" playing the Prisoner's Dilemma, but only with their immediate neighbors, and copying the strategies of the people who do best. I've reached a point where I need to draw an image of the world, and this is where I've hit problems. Two of the possible geometries are easy: if people have four or eight neighbors each, then I represent each one as a filled square (with color corresponding to strategy) and tile the plane with these. However, I also have a situation where people have six neighbors (hexagons) or three neighbors (triangles). My question, then, is: what's a good Haskell library for creating images and drawing shapes on them? I'd prefer that it create PNGs, but I'm not incredibly picky. I was originally using Graphics.GD, but it only exports bindings to functions for drawing points, lines, arcs, ellipses, and non-rotated rectangles, which is not sufficient for my purposes (unless I want to draw hexagons pixel by pixel*). I looked into using foreign import, but it's proving a bit of a hassle (partly because the polygon-drawing function requires an array of gdPoint structs), and given that my requirements may grow, it would be nice to use an in-Haskell solution and not have to muck about with the FFI (though if push comes to shove, I'm willing to do that). Any suggestions? * That is also an option, actually; any tips on how to do that would also be appreciated, though I think a library would be easier.

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  • Scaling Image to multiple sizes for Deep Zoom

    - by AnthonyWJones
    Lets assume I have a bitmap with a square aspect and width of 2048 pixels. In order to create a set of files need by Silverlight's DeepZoomImageTileSource I need to scale this bitmap to 1024 then to 512 then to 256 etc down to 1 pixel image. There are two, I suspect naive, approaches:- For each image required scale the original full size image to the required size. However it seems excessive to be scaling the full image to the very small sizes. Having scaled from one level to the next discard the original image and scale each sucessive scaled image as the source of the next smaller image. However I suspect that this would generate images in the 256-64 range with poor fidelity than using option 1. Note unlike with the Deep Zoom Composer this tool is expected to act in an on-demand fashion hence it needs to complete in a reasonable timeframe (tops 30 seconds). On the pluse side I'm only creating a single multiscale image not a pyramid of mutliple high-res images. I am outside my comfort zone here, any graphics experts got any advice? Am I wrong about point 2? Is point 1 reasonably performant and I'm worrying about nothing? Option 3?

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  • Need guidelines for optimizing WebGL performance by minimizing shader changes

    - by brainjam
    I'm trying to get an idea of the practicality of WebGL for rendering large architectural interior scenes, consisting of 100K's of triangles. These triangles are distributed over many objects, and there are many materials in the scene. On the other hand, there are no moving parts. And the materials tend to be fairly simple, mostly based on texture maps. There is a lot of texture map sharing .. for example all the chairs in scene will share a common map. There is also some multitexturing - up to three textures overlaid in a material. I've been doing a little experimentation and reading, and gather that frequently switching materials during a rendering pass will slow things down. For example, a scene with 200K triangles will have significant performance differences, depending on whether there are 10 or 1000 objects, assuming that each time an object is displayed a new material is set up. So it seems that if performance is important the scene should be sorted by materials so as to minimize material switching. What I'm looking for is guidelines on how to think of the overhead of various state changes, and where do I get the biggest bang for the buck. For example, what are the relative performance costs of, say, gl.useProgram(), gl.uniformMatrix4fv(), gl.drawElements() should I try to write ubershaders to minimize shader switching? should I try to aggregate geometry to minimize the number of gl.drawElements() calls I realize that mileage may vary depending on browser, OS, and graphics hardware. And I'm also not looking for heroic measures. Just some guidelines from people who have already had some experience in making scenes fast. I'll add that while I've had some experience with fixed-pipeline OpenGL programming in the past, I'm rather new to the WebGL/OpenGL ES 2.0 way of doing things.

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  • Using the contents of an array to set individual pixels in a Quartz bitmap context

    - by Magic Bullet Dave
    I have an array that contains the RGB colour values for each pixel in a 320 x 180 display. I would like to be able to set individual pixel values in the a bitmap context of the same size offscreen then display the bitmap context in a view. It appears that I have to create 1x1 rects and either put a stroke on them or a line of length 1 at the point in question. Is that correct? I'm looking for a very efficient way of getting the array data onto the graphics context as you can imagine this is going to be an image buffer that cycles at 25 frames per second and drawing in this way seems inefficient. I guess the other question is should I use OPENGL ES instead? Thoughts/best practice would be much appreciated. Regards Dave OK, have come a short way, but can't make the final hurdle and I am not sure why this isn't working: - (void) displayContentsOfArray1UsingBitmap: (CGContextRef)context { long bitmapData[WIDTH * HEIGHT]; // Build bitmap int i, j, h; for (i = 0; i < WIDTH; i++) { for (j = 0; j < HEIGHT; j++) { h = frameBuffer01[i][j]; bitmapData[i * j] = h; } } // Blit the bitmap to the context CGDataProviderRef providerRef = CGDataProviderCreateWithData(NULL, bitmapData,4 * WIDTH * HEIGHT, NULL); CGColorSpaceRef colorSpaceRef = CGColorSpaceCreateDeviceRGB(); CGImageRef imageRef = CGImageCreate(WIDTH, HEIGHT, 8, 32, WIDTH * 4, colorSpaceRef, kCGImageAlphaFirst, providerRef, NULL, YES, kCGRenderingIntentDefault); CGContextDrawImage(context, CGRectMake(0.0, HEIGHT, WIDTH, HEIGHT), imageRef); CGImageRelease(imageRef); CGColorSpaceRelease(colorSpaceRef); CGDataProviderRelease(providerRef); }

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  • Ogre material scripts; how do I give a technique multiple lod_indexes?

    - by BlueNovember
    I have an Ogre material script that defines 4 rendering techniques. 1 using GLSL shaders, then 3 others that just use textures of different resolutions. I want to use the GLSL shader unconditionally if the graphics card supports it, and the other 3 textures depending on camera distance. At the moment my script is; material foo { lod_distances 1600 2000 technique shaders { lod_index 0 lod_index 1 lod_index 2 //various passes here } technique high_res { lod_index 0 //various passes here } technique medium_res { lod_index 1 //various passes here } technique low_res { lod_index 2 //various passes here } Extra information The Ogre manual says; Increasing indexes denote lower levels of detail You can (and often will) assign more than one technique to the same LOD index, what this means is that OGRE will pick the best technique of the ones listed at the same LOD index. OGRE determines which one is 'best' by which one is listed first. Currently, on a machine supporting the GLSL version I am using, the script behaves as follows; Camera 2000 : Shader technique Camera 1600 <= 2000 : Medium Camera <= 1600 : High If I change the lod order in shader technique to { lod_index 2 lod_index 1 lod_index 0 } The behaviour becomes; Camera 2000 : Low Camera 1600 <= 2000 : Medium Camera <= 1600 : Shader implying only the latest lod_index is used. If I change it to lod_index 0 1 2 It shouts at me Compiler error: fewer parameters expected in foo.material(#): lod_index only supports 1 argument So how do I specify a technique to have 3 lod_indexes? Duplication works; technique shaders { lod_index 0 //various passes here } technique shaders1 { lod_index 1 //passes repeated here } technique shaders2 { lod_index 2 //passes repeated here } ...but it's ugly.

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  • C# / Silverlight / WPF / Fast rendering lots of circles

    - by Walt W
    I want to render a lot of circles or small graphics within either silverlight or wpf (around 1000-10000) as fast and as frequently as possible. If I have to go to DX or OGL, that's fine, but I'm wondering about doing this within either of those two frameworks first (read: it's OK if an answer is WPF-only or Silverlight-only). Also, if there is a way to access DX through WPF and render on a surface that way, I would be interested in that as well. So, what's the fastest way to draw a load of circles? They can be as plain as necessary, but they do need to have a radius. Currently I'm using DrawingVisual and a DrawingContext.DrawEllipse() command for each circle, then rendering the visual to a RenderTargetBItmap, but it becomes very slow as the number of circles rises. By the way, these circles move every frame, so caching isn't really an option unless you're going to suggest caching the individual circles . . . But their sizes are dynamic, so I'm not sure that's a great approach.

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  • Can I access views when drawn in the drawRect method?

    - by GianPac
    When creating the content view of a tableViewCell, I used the drawInRect:withFont, drawAtPoint... and others, inside drawRect: since all I needed was to lay some text. Turns out, part of the text drawn need to be clickable URLs. So I decided to create a UIWebView and insert it into my drawRect. Everything seems to be laid out fine, the problem is that interaction with the UIWebView is not happening. I tried enabling the interaction, did not work. I want to know, since with drawRect: I am drawing to the current graphics context, there is anything I can do to have my subviews interact with the user? here is some of my code I use inside the UITableViewCell class. -(void) drawRect:(CGRect)rect{ NSString *comment = @"something"; [comment drawAtPoint:point forWidth:195 withFont:someFont lineBreakMode:UILineBreakModeMiddleTruncation]; NSString *anotherCommentWithURL = @"this comment has a URL http://twtr.us"; UIWebView *webView = [[UIWebView alloc] initWithFrame:someFrame]; webView.delegate = self; webView.text = anotherCommentWithURL; [self addSubView:webView]; [webView release]; } As I said, the view draws fine, but there is no interaction with the webView from the outside. the URL gets embedded into HTML and should be clickable. It is not. I got it working on another view, but on that one I lay the views. Any ideas?

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  • OpenGL fast texture drawing with vertex buffer objects. Is this the way to do it?

    - by Matthew Mitchell
    Hello. I am making a 2D game with OpenGL. I would like to speed up my texture drawing by using VBOs. Currently I am using the immediate mode. I am generating my own coordinates when I rotate and scale a texture. I also have the functionality of rounding the corners of a texture, using the polygon primitive to draw those. I was thinking, would it be fastest to make a VBO with vertices for the sides of the texture with no offset included so I can then use glViewport, glScale (Or glTranslate? What is the difference and most suitable here?) and glRotate to move the drawing position for my texture. Then I can use the same VBO with no changes to draw the texture each time. I could only change the VBO when I need to add coordinates for the rounded corners. Is that the best way to do this? What things should I look out for while doing it? Is it really fastest to use GL_TRIANGLES instead of GL_QUADS in modern graphics cards? Thank you for any answer.

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  • Using CGContextDrawTiledImage at different zooms causes massive memory growth

    - by Jacques
    I'm working on app an where there's a view in a zoomable UIScrollView. When the user zooms in or out, I redraw the view that's in the UIScrollView to be nice and sharp. That view has a background image that I draw with CGContextDrawTiledImage. I noticed that memory usage grows every time I switch to a new zoom level. It looks like CGContextDrawTiledImage keeps a cache somewhere of the image scaled to different sizes. So, If I go from 1.0 to 1.1x zoom, memory use grows. Going back to 1.0 doesn't cause it to grow, but then going to 1.05 and then 1.2 causes it to grow twice. Back to 1.1 and no growth. Of course, the zoom level is under user control so I don't have control over how many zoom levels happen. Right now my background image is kind of massive (512x512), so this causes memory usage to grow very quickly. It doesn't show up as a memory leak in Instruments, just additional allocations that never get freed. I've tried to find a way to free the cache that appears to be being created, but no luck. It doesn't seem to respond to low memory warnings, for example. I also tried setting the view's backgroundColor to a UIColor created with colorWithPatternImage, but that doesn't work because I'm doing the scaling by changing the graphics context's CTM, not by setting the view's transform. Any ideas on how to keep memory usage from blowing up?

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  • Pythagoras tree with g2d

    - by owca
    I'm trying to build my first fractal (Pythagoras Tree): in Java using Graphics2D. Here's what I have now : import java.awt.*; import java.awt.geom.*; import javax.swing.*; import java.util.Scanner; public class Main { public static void main(String[] args) { int i=0; Scanner scanner = new Scanner(System.in); System.out.println("Give amount of steps: "); i = scanner.nextInt(); new Pitagoras(i); } } class Pitagoras extends JFrame { private int powt, counter; public Pitagoras(int i) { super("Pythagoras Tree."); setSize(1000, 1000); setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); setVisible(true); powt = i; } private void paintIt(Graphics2D g) { double p1=450, p2=800, size=200; for (int i = 0; i < powt; i++) { if (i == 0) { g.drawRect((int)p1, (int)p2, (int)size, (int)size); counter++; } else{ if( i%2 == 0){ //here I must draw two squares } else{ //here I must draw right triangle } } } } @Override public void paint(Graphics graph) { Graphics2D g = (Graphics2D)graph; paintIt(g); } So basically I set number of steps, and then draw first square (p1, p2 and size). Then if step is odd I need to build right triangle on the top of square. If step is even I need to build two squares on free sides of the triangle. What method should I choose now for drawing both triangle and squares ? I was thinking about drawing triangle with simple lines transforming them with AffineTransform but I'm not sure if it's doable and it doesn't solve drawing squares.

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  • Quality questionnaire php mysql graphipcs

    - by Marcelo
    Hi, i'm making a questionnaire about a service quality, its contains the options (poor, regular, good, very good). It's contains 6 questions (radio button) and a suggestion box (textbox). In the table of the database i created 6 rows for questions, 1 for suggestion and 1 for date (a friend of mine tole me to use this but i didn't get why). q1) I'm going to atribute a value form 1 to 4 to the radio buttons options, and i'd like to sum every answer for each question, and then divide by the numbers of user that answered that question and give the mean. how am i supposed to to that? I'd also like generate reports of the month, of the year. q2) not only about the questionnaire but for registration too. I need all the fields to be completed, no blank options, if he don't complete all of fields it'll not be submitted and there will be a warning message to the user. q3) about the field type, i'd like it to be the same class that is in the database, i'm having a "problem". Ex: Name(varchar) : 1234(int), in the field 'name' of the table of the database 1234 will be shown as name, and i don't want this, i want only the type that i declared in the construction of the table. q4) i'd also like to know if it's possible to create pizza graphics, about the percentage of each question, is this possible? q5) I'm using phpmyadmin and some of my id's are auto_increment, but 'cause of my tests they at a high number, i'd like to restart to 0 the ids number, is this possible? Thanks for the attention.

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  • Is there a way to capture a bitmap from a WPF window using native C++?

    - by Mike Caron
    Imagine a document window in a MDI application which contains a child WPF window, say a sidebar for example. How can one get a bitmap containing both the WPF pixels AND the GDI (non-wpf) pixels? I've discovered that when making my thumbnail preview for the Win7 taskbar app icon hover, I get black in the parts of the preview where the WPF pixels should be. My current method simply grabs a bitmap capture of the document window. Then I get a DC for the preview, make a memory DC from it and select my bitmap into it. Then I do some size adjustments and bitblt the memory dc to the real dc. I'm guessing that the BitBlt operation doesn't take into account the fact that the WPF pixels are hardware accelerated and therefore need to be grabbed from the graphics hardware. All the stuff in GDI is managed just fine, though and when there's no WPF child windows, the preview image looks fine. I'm wondering if it's at all possible to grab a bitmap of the WPF window from native C++. Then I can blt that onto the black area of the previous preview.

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  • How to implement a grapher in C#

    - by iansinke
    So I'm writing a graphing calculator. So far I have a semi-functional grapher, however, I'm having a hard time getting a good balance between accurate graphs and smooth looking curves. The current implementation (semi-pseudo-code) looks something like this: for (float i = GraphXMin; i <= GraphXMax; i++) { PointF P = new PointF(i, EvaluateFunction(Function, i) ListOfPoints.Add(P) } Graphics.DrawCurve(ListOfPoints) The problem with this is since it only adds a point at every integer value, graphs end up distorted when their turning points don't fall on integers (e.g. sin(x)^2). I tried incrementing i by something smaller (like 0.1), which works, but the graph looks very rough. I am using C# and GDI+. I have SmoothingMethod set to AntiAlias, so that's not the problem, as you can see from the first graph. Is there some sort of issue with drawing curves with a lot of points? Should the points perhaps be positioned exactly on pixels? I'm sure some of you have worked on something very similar before, so any suggestions? While you're at it, do you have any suggestions for graphing functions with asymptotes? e.g. 1/x^2 P.S. I'm not looking for a library that does all this - I want to write it myself.

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  • java.awt -- when java outputs an image to my monitor (screen), where is the file that is output to the monitor card?

    - by user1405870
    Suppose that I am drawing a set of images using java graphics objects. Suppose that I java is outputting these images to my monitor. Where is the file or files that are sent to the monitor card (the graphical representation files). How can I take this file and save it to disk, or how can I take this file and write it to an array, or how can I take these files and combine the results of their output (to the monitor) into a single file for saving? I don't want to use a screen shot feature, I want to be able to redirect (xor capture also) the output to the monitor to some sort of byte-stream. I note that monitors are much better than semaphores, when you are talking about display capabilities; I don't need a counter example. I might not be asking the correct question. It might be that I want to capture the file while it is still in User Space, before it is put into 'Device Space'. I would like to try and capture the byte stream so that I can convert it to MPEG-4 format. I either need a streaming output from the MPEG-4 converter, coming from the streaming input, or else, I need to take static images at discrete times and convert the images. What format will the output from User Space be in? What format will the Device Space output be in? Try to keep speculation to a minimum. http://docs.oracle.com/javame/config/cdc/opt-pkgs/api/jsr927/index.html I guess that Java has made a means of displaying AWT objects on a television screen. Thank you. Ryan Zoerner

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  • How do I make a jumping dolphin rotate realistically?

    - by Johnny
    I want to program a dolphin that jumps and rotates like a real dolphin. Jumping is not the problem, but I don't know how to make the rotation. At the moment, my dolphin rotates a little weird. But I want that it rotates like a real dolphin does. How can I improve the rotation? public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; Texture2D image, water; float Gravity = 5.0F; float Acceleration = 20.0F; Vector2 Position = new Vector2(1200,720); Vector2 Velocity; float rotation = 0; SpriteEffects flip; Vector2 Speed = new Vector2(0, 0); public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; graphics.PreferredBackBufferWidth = 1280; graphics.PreferredBackBufferHeight = 720; } protected override void Initialize() { base.Initialize(); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); image = Content.Load<Texture2D>("cartoondolphin"); water = Content.Load<Texture2D>("background"); flip = SpriteEffects.None; } protected override void Update(GameTime gameTime) { float VelocityX = 0f; float VelocityY = 0f; float time = (float)gameTime.ElapsedGameTime.TotalSeconds; KeyboardState kbState = Keyboard.GetState(); if(kbState.IsKeyDown(Keys.Left)) { rotation = 0; flip = SpriteEffects.None; VelocityX += -5f; } if(kbState.IsKeyDown(Keys.Right)) { rotation = 0; flip = SpriteEffects.FlipHorizontally; VelocityX += 5f; } // jump if the dolphin is under water if(Position.Y >= 670) { if (kbState.IsKeyDown(Keys.A)) { if (flip == SpriteEffects.None) { rotation += 0.01f; VelocityY += 40f; } else { rotation -= 0.01f; VelocityY += 40f; } } } else { if (flip == SpriteEffects.None) { rotation -= 0.01f; VelocityY += -10f; } else { rotation += 0.01f; VelocityY += -10f; } } float deltaY = 0; float deltaX = 0; deltaY = Gravity * (float)gameTime.ElapsedGameTime.TotalSeconds; deltaX += VelocityX * (float)gameTime.ElapsedGameTime.TotalSeconds * Acceleration; deltaY += -VelocityY * (float)gameTime.ElapsedGameTime.TotalSeconds * Acceleration; Speed = new Vector2(Speed.X + deltaX, Speed.Y + deltaY); Position += Speed * (float)gameTime.ElapsedGameTime.TotalSeconds; Velocity.X = 0; if (Position.Y + image.Height/2 > graphics.PreferredBackBufferHeight) Position.Y = graphics.PreferredBackBufferHeight - image.Height/2; base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(); spriteBatch.Draw(water, new Rectangle(0, graphics.PreferredBackBufferHeight -100, graphics.PreferredBackBufferWidth, 100), Color.White); spriteBatch.Draw(image, Position, null, Color.White, rotation, new Vector2(image.Width / 2, image.Height / 2), 1, flip, 1); spriteBatch.End(); base.Draw(gameTime); } } I changed my code a little. But I still have some trouble with the rotation. Here's the entire code. The dolphin looks at the wrong direction if I press the left or right key. For example, it looks down if I press the left key. What is wrong with the rotation? At the beginning, the dolphin looks at the left side, but after I pressed a key it just looks down or up. I deleted the "rotation += 0.01f;" lines in the code. Is that correct? public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; Texture2D image, water; float Gravity = 5.0F; float Acceleration = 20.0F; Vector2 Position = new Vector2(1200,720); Vector2 Velocity; float rotation = 0; SpriteEffects flip; Vector2 Speed = new Vector2(0, 0); Vector2 prevPos; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; graphics.PreferredBackBufferWidth = 1280; graphics.PreferredBackBufferHeight = 720; } protected override void Initialize() { base.Initialize(); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); image = Content.Load<Texture2D>("cartoondolphin"); water = Content.Load<Texture2D>("background"); flip = SpriteEffects.None; } protected override void Update(GameTime gameTime) { float VelocityX = 0f; float VelocityY = 0f; float time = (float)gameTime.ElapsedGameTime.TotalSeconds; KeyboardState kbState = Keyboard.GetState(); if(kbState.IsKeyDown(Keys.Left)) { flip = SpriteEffects.None; VelocityX += -5f; } if(kbState.IsKeyDown(Keys.Right)) { flip = SpriteEffects.FlipHorizontally; VelocityX += 5f; } rotation = (float)Math.Atan2(Position.X - prevPos.X, Position.Y - prevPos.Y); prevPos = Position; // jump if the dolphin is under water if(Position.Y >= 670) { if (kbState.IsKeyDown(Keys.A)) { if (flip == SpriteEffects.None) { VelocityY += 40f; } else { VelocityY += 40f; } } } else { if (flip == SpriteEffects.None) { VelocityY += -10f; } else { VelocityY += -10f; } } float deltaY = 0; float deltaX = 0; deltaY = Gravity * (float)gameTime.ElapsedGameTime.TotalSeconds; deltaX += VelocityX * (float)gameTime.ElapsedGameTime.TotalSeconds * Acceleration; deltaY += -VelocityY * (float)gameTime.ElapsedGameTime.TotalSeconds * Acceleration; Speed = new Vector2(Speed.X + deltaX, Speed.Y + deltaY); Position += Speed * (float)gameTime.ElapsedGameTime.TotalSeconds; Velocity.X = 0; if (Position.Y + image.Height/2 > graphics.PreferredBackBufferHeight) Position.Y = graphics.PreferredBackBufferHeight - image.Height/2; base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(); spriteBatch.Draw(water, new Rectangle(0, graphics.PreferredBackBufferHeight -100, graphics.PreferredBackBufferWidth, 100), Color.White); spriteBatch.Draw(image, Position, null, Color.White, rotation, new Vector2(image.Width / 2, image.Height / 2), 1, flip, 1); spriteBatch.End(); base.Draw(gameTime); } }

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  • java/swing: Shape questions: serializing and combining

    - by Jason S
    I have two questions about java.awt.Shape. Suppose I have two Shapes, shape1 and shape2. How can I serialize them in some way so I can save the information to a file and later recreate it on another computer? (Shape is not Serializable but it does have the getPathIterator() method which seems like you could get the information out but it would be kind of a drag + I'm not sure how to reconstruct a Shape object afterwards.) How can I combine them into a new Shape so that they form a joint boundary? (e.g. if shape1 is a large square and shape2 is a small circle inside the square, I want the combined shape to be a large square with a small circular hole)

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  • SVG Animation in Python? - Any options other than Things! 0.4?

    - by ThantiK
    I recently gave my daughter some time on the computer, and she really likes a program called 'BabySmash!', and I also have another program that came with a keyboard attachment called 'Laugh, Smile & Learn' from playschool I think. I'm not a python guru by any stretch of the imagination and I kind of have it in my head that I want to create some sort of program in the spirit of these two, with vector animation and sounds. Thing is, it doesn't look like there are many options for vector animation in python. I found a library called Things! 0.4, but it's lacking in-depth documentation and seems to be more of an experiment in vector animation rather than a full blown solution. Are there any options that I'm not immediately finding? What other animation-libraries do you recommend? Even if the library isn't vector-based, ease of use is probably the strongest factor in my use.

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  • Remote desktop logs in with saved credentials when connecting from one computer but asks for username and password from another.

    - by AndrejaKo
    I have two computers on which I recently installed windows 7 64 bit. Using VPN, they connect to remote network on which there is a Windows Server 2000 SP4 computer. User is supposed to connect to server using remote desktop. I set same VPN and remote desktop settings on both computers with Windows 7. I set Remote desktop to save connection credentials on both computers, but when I connect to server form one computer, it uses saved credentials and I don't get log-in prompt on server side. On the other computer with same settings using same username and password, I get log-in prompt once the remote desktop connects to server. I even tried copying the .rdp file from the computer on which everything is working fine to the other computer, but that didn't help. Note that I'm not trying to have both computers connected at the same time. What is causing this and how do I make the other computer skip windows server 2000 log-in prompt.

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  • Why doesn't my Droid phone charge when connected to a powered USB hub that is not connected to my computer?

    - by pkaeding
    I notice that my new Motorola Droid phone charges perfectly fine when I connect it to my computer via the USB cable, or if I connect it to a car cigarette lighter-USB adapter, or a wall power-USB adapter. It also works fine when I connect it to a powered USB hub that is connected to my computer. However, if that same powered USB hub is not connected to my computer when I connect the phone, it does not charge. If I connect the computer to the hub, and then connect the phone to the hub, it will charge. If I then disconnect the computer from the hub, the phone will continue to charge. Does anyone know why this is happening, or what I can do to be able to charge my phone from a powered hub, without my computer being present?

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  • Receiving faxes on printer even while computer is shut down?

    - by Supporter13
    I normally send faxes with a very old fax machine and I was thinking it takes so much time for every fax to be scanned for all the numbers so I would like to send faxes with a printer. I already have an all-in-one printer, it can scan and print, but I have the document I want to fax on my computer already, so there is no need to scan. Now, the question is if I buy a fax capable printer, will it receive my faxes even when the computer is shut down or do I need to keep the computer on? What I really want is a way to send a lot of faxes to a lot of numbers as fast as possible (the document already in the computer through scan or sending) to be able to receive the fax in my computer (even while off) so I can print it with my printer If both are possible then what requirements do I need? Also, I could not find any info on the internet about receiving faxes on the computer.

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  • How to better create stacked bar graphs with multiple variables from ggplot2?

    - by deoksu
    I often have to make stacked barplots to compare variables, and because I do all my stats in R, I prefer to do all my graphics in R with ggplot2. I would like to learn how to do two things: First, I would like to be able to add proper percentage tick marks for each variable rather than tick marks by count. Counts would be confusing, which is why I take out the axis labels completely. Second, there must be a simpler way to reorganize my data to make this happen. It seems like the sort of thing I should be able to do natively in ggplot2 with plyR, but the documentation for plyR is not very clear (and I have read both the ggplot2 book and the online plyR documentation. My best graph looks like this, the code to create it follows: the R code I use to get it is the following: library(epicalc) ### recode the variables to factors ### recode(c(int_newcoun, int_newneigh, int_neweur, int_newusa, int_neweco, int_newit, int_newen, int_newsp, int_newhr, int_newlit, int_newent, int_newrel, int_newhth, int_bapo, int_wopo, int_eupo, int_educ), c(1,2,3,4,5,6,7,8,9, NA), c('Very Interested','Somewhat Interested','Not Very Interested','Not At All interested',NA,NA,NA,NA,NA,NA)) ### Combine recoded variables to a common vector Interest1<-c(int_newcoun, int_newneigh, int_neweur, int_newusa, int_neweco, int_newit, int_newen, int_newsp, int_newhr, int_newlit, int_newent, int_newrel, int_newhth, int_bapo, int_wopo, int_eupo, int_educ) ### Create a second vector to label the first vector by original variable ### a1<-rep("News about Bangladesh", length(int_newcoun)) a2<-rep("Neighboring Countries", length(int_newneigh)) [...] a17<-rep("Education", length(int_educ)) Interest2<-c(a1, a2, a3, a4, a5, a6, a7, a8, a9, a10, a11, a12, a13, a14, a15, a16, a17) ### Create a Weighting vector of the proper length ### Interest.weight<-rep(weight, 17) ### Make and save a new data frame from the three vectors ### Interest.df<-cbind(Interest1, Interest2, Interest.weight) Interest.df<-as.data.frame(Interest.df) write.csv(Interest.df, 'C:\\Documents and Settings\\[name]\\Desktop\\Sweave\\InterestBangladesh.csv') ### Sort the factor levels to display properly ### Interest.df$Interest1<-relevel(Interest$Interest1, ref='Not Very Interested') Interest.df$Interest1<-relevel(Interest$Interest1, ref='Somewhat Interested') Interest.df$Interest1<-relevel(Interest$Interest1, ref='Very Interested') Interest.df$Interest2<-relevel(Interest$Interest2, ref='News about Bangladesh') Interest.df$Interest2<-relevel(Interest$Interest2, ref='Education') [...] Interest.df$Interest2<-relevel(Interest$Interest2, ref='European Politics') detach(Interest) attach(Interest) ### Finally create the graph in ggplot2 ### library(ggplot2) p<-ggplot(Interest, aes(Interest2, ..count..)) p<-p+geom_bar((aes(weight=Interest.weight, fill=Interest1))) p<-p+coord_flip() p<-p+scale_y_continuous("", breaks=NA) p<-p+scale_fill_manual(value = rev(brewer.pal(5, "Purples"))) p update_labels(p, list(fill='', x='', y='')) I'd very much appreciate any tips, tricks or hints. Thanks.

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