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  • program for drawing diagrams

    - by ldigas
    I need to draw a few diagrams that describe the working of some smaller programs (nothing real, but some exercise to illustrate some points). They're supposed to be 'old kind' diagrams, like you remember from the "old school of programming" - I gather some users here will know what I mean. And it's be good if they have ready blocks for program units, IF conditions, FOR/DO loops and such ... So, anyone knows of an application for such ? (I've tried Visio which I have on my work machine (for whatever reason ... I sure didn't put it there) ... but it is "too visual" for this kinda thing ... I just want to draw a few simple black on white diagrams ... nothing special or in colours).

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  • Program for drawing with pen tablet, like Salman Khan's one

    - by Halst
    I do a lot of sketching with my pen-tablet. I use Microsoft Paint in Windows 7, and it is just perfect except for bad anti-aliasing. I found some videos of Salman Khan, where his sketching is really smooth and anti-aliased. Do you know what program he might use? You can see a bit of its interface here: http://www.khanacademy.org/press/chronicle.HTML and some more: http://www.khanacademy.org/ http://khanexercises.appspot.com/video?v=GW8ZPjGlk24 Else, you can recommend me something else. I hope to find something like Microsoft Paint in Windows 7, but anti-aliased, or whatever.

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  • Bitmap to Texture2D problem with colors

    - by xnaNewbie89
    I have a small problem with converting a bitmap to a Texture2D. The resulted image of the conversion has the red channel switched with the blue channel :/ I don't know why, because the pixel formats are the same. If someone can help me I will be very happy :) System.Drawing.Image image = System.Drawing.Bitmap.FromFile(ImageFileLoader.filename); System.Drawing.Bitmap bitmap = new System.Drawing.Bitmap(image); Texture2D mapTexture = new Texture2D(Screen.Game.GraphicsDevice, bitmap.Width, bitmap.Height,false,SurfaceFormat.Color); System.Drawing.Imaging.BitmapData data = bitmap.LockBits(new System.Drawing.Rectangle( 0, 0, bitmap.Width, bitmap.Height), System.Drawing.Imaging.ImageLockMode.ReadOnly,System.Drawing.Imaging.PixelFormat.Format32bppArgb); byte[] bytes = new byte[data.Height * data.Width*4]; System.Runtime.InteropServices.Marshal.Copy(data.Scan0, bytes, 0, bytes.Length); mapTexture.SetData<byte>(bytes, 0, data.Height * data.Width * 4); bitmap.UnlockBits(data); bitmap.Dispose(); image.Dispose();

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  • Powerpoint not drawing in slide properly...

    - by commradepolski
    So got another issue to post about. I have a user here who uses powerpoint a lot, Office 07 with SP2. When he opens up the presentation, powerpoint opens fine without errors, but does not draw in the main slide properly. So to better explain that, the list on the left hand side, that shows the slides and what order they are in, loads up fine. You can see the slides and the content etc. When you click on a slide, to edit it, it does not draw in on the editing screen. Not really sure how to explain that. The screen where the work on the slide is done, is what is affected. This is a screen shot from my pc not the users. So instead of the screen saying "Click to add title" it would be improperly drawn such that if I were to drag an explorer window across it, it would leave a trail. I have tried reinstalling office, updating it, as well as giving the user a new windows image and nothing has helped. Any help or advice is appreciated.

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  • Copy all text in a LibreOffice Draw drawing

    - by harbichidian
    I have a large flowchart, created in LibreOffice Draw (3.3.1), that I would like to copy all of the text from. I do not need, nor care about the order or structure, I just need all of the text from within the blocks. I can't seem to find any way to export without turning it into an image, and none of the "Paste Special" options allow me to get unformatted text. Is there a way to do this without retyping everything?

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  • Android Canvas Coordinate System

    - by Mitch
    I'm trying to find information on how to change the coordinate system for the canvas. I have some vector data I'd like to draw to a canvas using things like circles and lines, but the data's coordinate system doesn't match the canvas coordinate system. Is there a way to map the units I'm using to the screen's units? I'm drawing to an ImageView which isn't taking up the entire display. If I have to do my own calculations prior to each drawing call, how to I find the width and height of my ImageView? The getWidth() and getHeight() calls I tried seem to be returning the entire canvas size and not the size of the ImageView which isn't helpful. I see some matrix stuff, is that something that will work for me? I tried to use the "public void scale(float sx, float sy)", but that works more like a pixel level zoom rather than a vector scale function by expanding each pixel. This means if the dimensions are increased to fit the screen, the line thickness is also increased. Update: After some research I'm starting to think there's no way to change coordinate systems to something else. I'll need to map all my coordinates to the screen's pixel coordinates and do so by modifying each vector. The getWidth() and getHeight() seem to be working better for me now. I can say what was wrong, but I suspect I can't use these methods inside the constructor.

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  • Empty UIView with minimal drawRect: overhead

    - by Benjohn Barnes
    Hi, I have an application that has three nested views that are mechanically important, but have no visual elements: A vanila UIView that doesn't have any content of its own, and is simply used as a host for CALayers. A UIScrollView (that is queried for it's origin and used to position CALayers in 3d: I really only use this view to faithfully replicate the scroll view's "mechanics"), The scroll view's contents: a UIView subclass. It simply picks up touch events and passes them to a delegate - all that is important are its UIResponder machinery. The UIView hosting CALayers is a sibling of a UIImageView that is a background image over which the CALayers are drawn. I'd really like to ensure that none of these empty UIViews have any drawing or compositing overhead (in time, or storage) associated with them, or if that's not possible, to get this overhead as small as possible, and to understand it so that I can perhaps decide if I should try a different approach. In interface builder, I've set all of the views to not clear their context before drawing. I've not set them to be opaque though, because they definitely are not opaque - they are completely transparent. I've found that I need to give the scroll view contents a transparent clear colour (again in IB by setting the background colour's opacity to zero), and this suggests that it is being drawn, which I don't want. So, in short, I've not got much idea of what is and isn't getting drawn (anyone know of a tool like Quartz Debug for iPhone / simulator?), or how to go about stopping things from getting drawn. Advice would be very welcome! Thanks, Benjohn

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  • How can I modify my code to line through the bezier control points?

    - by WillyCornbread
    HI all - I am using anchor points and control points to create a shape using curveTo. It's all working fine, but I cannot figure out how to get my lines to go through the center of the control points (blue dots) when the line is not straight. Here is my code for drawing the shape: // clear old line and draw new / begin fill var g:Graphics = graphics; g.clear(); g.lineStyle(2, 0, 1); g.beginFill(0x0099FF,.1); //move to starting anchor point var startX:Number = anchorPoints[0].x; var startY:Number = anchorPoints[0].y; g.moveTo(startX, startY); // Connect the dots var numAnchors:Number = anchorPoints.length; for (var i:Number=1; i<numAnchors; i++) { // curve to next anchor through control g.curveTo(controlPoints[i].x,controlPoints[i].y, anchorPoints[i].x, anchorPoints[i].y); } // Close the loop g.curveTo(controlPoints[0].x,controlPoints[0].y,startX,startY); And the shape I'm drawing for reference: How can I modify my code so that the lines go directly through the blue control points? Thanks in advance! b

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  • My program is spending most of its time in objc_msgSend. Does that mean that Objective-C has bad per

    - by Paperflyer
    Hello Stackoverflow. I have written an application that has a number of custom views and generally draws a lot of lines and bitmaps. Since performance is somewhat critical for the application, I spent a good amount of time optimizing draw performance. Now, activity monitor tells me that my application is usually using about 12% CPU and Instrument (the profiler) says that a whopping 10% CPU is spent in objc_msgSend (mostly in drawing related system calls). On the one hand, I am glad about this since it means that my drawing is about as fast as it gets and my optimizations where a huge success. On the other hand, it seems to imply that the only thing that is still using my CPU is the Objective-C overhead for messages (objc_msgSend). Hence, that if I had written the application in, say, Carbon, its performance would be drastically better. Now I am tempted to conclude that Objective-C is a language with bad performance, even though Cocoa seems to be awfully efficient since it can apparently draw faster than Objective-C can send messages. So, is Objective-C really a language with bad performance? What do you think about that?

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  • Drawing performance with CGImageCreateWithJPEGDataProvider?

    - by Rnegi
    I've actually curious about this for the iPhone. I am getting an MJPEG stream from a server and trying to render it natively on the iphone (without the use of safari class). Reasons for this is because the safari class while CAN render MJPEG natively, does not do so at the framerate I would like. So I tried drawing it natively, but I've come up with performance issues, namely a syncing issue between what I'm getting from the server and what I am able to draw onto the screen of the phone. (There should be a little lag, but the drift gets really bad, which is what I want to avoid). So I have a connection set up to my server and I do get the JPEGS. It's just data I insert into a NSMutableArray buffer CFMutableDataRef _t_data_ref = (CFMutableDataRef)[_buffer_array objectAtIndex:0]; //CGDataProviderRef imgDataProvider = CGDataProviderCreateWithCFData (_cf_buffer_data); CGDataProviderRef imgDataProvider = CGDataProviderCreateWithCFData(_t_data_ref); CGImageRef image = CGImageCreateWithJPEGDataProvider(imgDataProvider, NULL, true, kCGRenderingIntentDefault); CGImageRef imgRef = image; CGContextDrawImage(context, CGRectMake(0, 17, 380, 285), imgRef); CGImageRelease(image); CGDataProviderRelease(imgDataProvider); please note this is the gist of my code, but it should summarize what I am trying to accomplish with regards to drawing. Also in order to get the framerate in sync, I had to detach a separate thread that sleeps X seconds and calls [self setNeedsDisplay]. NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init]; // Top-level pool while(1) { //[NSThread sleepForTimeInterval:TIMER_REFRESH_VALUE]; //sleep(unsigned int ); usleep(MICRO_REFRESH_VALUE); if ([_buffer_array count] > 10) { //NSLog(@"stuff %d", [_buffer_array count]); //[self setNeedsDisplay]; [self performSelectorOnMainThread:@selector(setNeedsDisplay) withObject:nil waitUntilDone:NO]; } } [pool release]; // Release the objects in the pool. My buffer of jpeg data actually fills up quite quick, but I can't seem to actually consume what i'm getting at the same rate, actually much slower. Are there any documents that can describe what kind of performance tuning I can do to make it go faster when rendering the JPEG to the screen? Or am I kind of stuck here? Thanks!

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  • Xcode - Drawing Pixels

    - by Brett
    Hi guys; I am trying to draw individual pixels in xcode to be outputted to the iphone. I do not know any OpenGL or Quartz coding but I do know a bit about Core Graphics. I was thinking about drawing small rectangles with width and height of one, but do not know how to implement this into code and how to get this to show in the view. Any help is greatly appreciated. Thanks, Brett

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  • Drawing a stack frame for x86 assembly

    - by drozzy
    So, I am kind of confused about drawing a stack frame for my assembly code. I have a feeling I started out wrong. Here is what I got so far, but as you can see I am confused at step 5, because I think my initial layout is wrong. Can you tell me where I went wrong?

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  • Preserve Font Size when scaling a Drawing

    - by serhio
    I do the following when drawing: Matrix m = new Matrix() m.Scale(_zoom, _zoom) e.Graphics.Transform = m e.Graphics.DrawLine(...) ' line representation e.Graphics.DrawString(...) ' line text Now, the text became also scaled. Is it possible to avoid it?

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  • Quartz 2D's drawing text and NSTimer in custom method

    - by coure06
    i want to show text using quartz 2d. Text will be drawing randomly on different position after each 1 seconds. I am not sure how i can use NSTimer with quartz 2D text. I can draw text in drawRect method where graphics context is already available. How i will draw text using my custom method myDraw which will be called after 1 second using NSTimer? If i create my custom Method the graphics context is not available in that method.

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  • Optimal pixel format for drawing on iPhone?

    - by Felixyz
    Pretty simple question: when doing some pretty intense drawing with CoreGraphics on the iPhone, how can I specify the pixel format to get optimal performance? Is the format that I get from the context via UIGraphicsGetCurrentContext per definition the best one? I know that RGB565 is supposed to be the fastest to use in OpenGL. Does that go for CoreGraphics as well? General advice?

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  • slowness in IE 8 IE9 while drawing tables in a html page

    - by GustlyWind
    My HTML page contains many tables,with numerous tr and td. While rendering in IE8/IE9 the its very slow but in Firefox its fast. I had read somewhere while drawing tables if the tables are not of fixed width, IE calculates the width every time and renders so usually slow. Right now i am adding Table style="table-layout:fixed" which made me feel its faster. Are there any similar styles that can be added to tr and td as well.Also suggest if there any other attribtes that can be added to a table

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  • can i get the font information from Graphics System.Drawing.Graphics in c#

    - by Bahgat Mashaly
    Hello i get the Graphics from Graphics g= System.Drawing.Graphics.FromHwnd(button1.Handle); can i get the font information from this Graphics i was try to get a font by using GetTextFace api function but it return "system" it mean default font in OS and i was try to use SendMessage(button1.Handle, WM_GETFONT, 0, 0); bu it return me 0 also it is mean default font in OS I have known the cause of the problem, it due to FlatStyle property See this link http://blogs.msdn.com/b/michkap/archive/2008/09/26/8965526.aspx thanks

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  • Flex Drawing Library

    - by Evgeny Nacu
    Do you know any simple drawing libraries with align support (one component to other, also align to grid) I would like to implement simple editor of wall configuration in the apartments, by the way. Or, may be, there is no such component and is better to use Graphics class?

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  • .NET Library for drawing tables with GDI+

    - by Jan Willem B
    I need to print the contents of a datagridview, simple text in rows and columns, with GDI+ in .NET to paper. To do this, I need to iterate over the rows, draw lines, iterate over the columns, calculate width, height, wrap the contents if contents do not fit on one line, etc. This is all possible, but is there a library that simplifies the drawing of tables in GDI+ and abstracts some of the difficulties away?

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  • Optimizing GDI+ drawing?

    - by user146780
    I'm using C++ and GDI+ I'm going to be making a vector drawing application and want to use GDI+ for the drawing. I'v created a simple test to get familiar with it: case WM_PAINT: GetCursorPos(&mouse); GetClientRect(hWnd,&rct); hdc = BeginPaint(hWnd, &ps); MemDC = CreateCompatibleDC(hdc); bmp = CreateCompatibleBitmap(hdc, 600, 600); SelectObject(MemDC,bmp); g = new Graphics(MemDC); for(int i = 0; i < 1; ++i) { SolidBrush sb(Color(255,255,255)); g->FillRectangle(&sb,rct.top,rct.left,rct.right,rct.bottom); } for(int i = 0; i < 250; ++i) { pts[0].X = 0; pts[0].Y = 0; pts[1].X = 10 + mouse.x * i; pts[1].Y = 0 + mouse.y * i; pts[2].X = 10 * i + mouse.x; pts[2].Y = 10 + mouse.y * i; pts[3].X = 0 + mouse.x; pts[3].Y = (rand() % 600) + mouse.y; Point p1, p2; p1.X = 0; p1.Y = 0; p2.X = 300; p2.Y = 300; g->FillPolygon(&b,pts,4); } BitBlt(hdc,0,0,900,900,MemDC,0,0,SRCCOPY); EndPaint(hWnd, &ps); DeleteObject(bmp); g->ReleaseHDC(MemDC); DeleteDC(MemDC); delete g; break; I'm wondering if I'm doing it right, or if I have areas killing the cpu. Because right now it takes ~ 1sec to render this and I want to be able to have it redraw itself very quickly. Thanks In a real situation would it be better just to figure out the portion of the screen to redraw and only redraw the elements withing bounds of this?

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