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  • How do I disable DirectDraw and Direct3D acceleration on Windows 8? [closed]

    - by Favourite Chigozie Onwuemene
    Some old games that i would really like to play run slowly on some graphic drivers when direct3d acceleration is enabled. I have tried many suggestions but none seems to work. The only thing i have not tried is disabling direct3d acceleration. Is it possible to disable DirectDraw and Direct3D acceleration on my Windows 8 pc? There are certain bad versions of GeForce drivers that cause this problem. This is a problem in the drivers themselves and is unfortunately completely outside our control. The recommended way to fix this problem is to update your graphics card drivers (go to NVIDIA's web site for this). Alternatively, there is a workaround that alleviates or solves the slowdown problem altogether. Try this: Right-click on your desktop and select "Properties". Go to the "Settings" tab and click on "Advanced...". Click on the "Troubleshooting" tab and move the slider to the left until it says that all DirectDraw and Direct3D accelerations have been disabled (around the middle of the range). Finally, click on "OK". Note that this workaround might cause other games on your computer to slow down, so you may have to switch back and forth between settings, but it's certainly worth a try if you can't obtain an updated graphics driver. -source: interactionstudios

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  • Does VLC Player work well on Windows 7 64-bit?

    - by ????
    I tried VLC Player on Windows 7 64-bit version and the playback was fine, but when the video is maximized the image is very pixelated. I tried this on a Radeon HD 2600 XT graphics card as well as a computer with an Intel graphics chipset and both have the same result. If I use VLC Player on Windows 7 32-bit instead of 64-bit, there is no pixelation. Is this a known problem or is there any method to fix it on Windows 7 64-bit? Update: there isn't a 32-bit vs 64-bit version of VLC player, is there? (unlike 7-Zip) I also tried GOM Player and it doesn't have the problem on Windows 7 64-bit. Update: Nov 4, 2009 VLC displays an update notice: VLC 1.0.3 is a minor release fixing many bugs, especially for Windows Vista and 7, but it also introduces 2 new modes for deinterlacing, and a new udev module. Major fixes are about WMA Pro support, Dolby tracks in 4.0, v4l/v4l2 and atsc and a crash in mjpeg demuxer. Update of translations are also part of this release.

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  • Anyone have ideas for solving the "n items remaining" problem on Internet Explorer?

    - by CMPalmer
    In my ASP.Net app, which is javascript and jQuery heavy, but also uses master pages and .Net Ajax pieces, I am consistently seeing on the status bar of IE 6 (and occasionally IE 7) the message "2 items remaining" or "15 items remaining" followed by "loading somegraphicsfile.png|gif ." This message never goes away and may or may not prevent some page functionality from running (it certainly seems to bog down, but I'm not positive). I can cause this to happen 99% of the time by just refreshing an .aspx age, but the number of items and, sometimes, the file it mentions varies. Usually it is 2, 3, 12, 13, or 15. I've Googled for answers and there are several suggestions or explanations. Some of them haven't worked for us, and others aren't practical for us to implement or try. Here are some of the ideas/theories: IE isn't caching images right, so it repeatedly asks for the same image if the image is repeated on the page and the server assumes that it should be cached locally since it's already served it in that page context. IE displays the images correctly, but sits and waits for a server response that never comes. Typically the file it says it is waiting on is repeated on the page. The page is using PNG graphics with transparency. Indeed it is, but they are jQuery-UI Themeroller generated graphics which, according to the jQuery-UI folks, are IE safe. The jQuery-UI components are the only things using PNGs. All of our PNG references are in CSS, if that helps. I've changed some of the graphics from PNG to GIF, but it is just as likely to say it's waiting for somegraphicsfile.png as it is for somegraphicsfile.gif Images are being specified in CSS and/or JavaScript but are on things that aren't currently being displayed (display: none items for example). This may be true, but if it is, then I would think preloading images would work, but so far, adding a preloader doesn't do any good. IIS's caching policy is confusing the browser. If this is true, it is only Microsoft server SW having problems with Microsoft's browser (which doesn't surprise me at all). Unfortunately, I don't have much control over the IIS configuration that will be hosting the app. Has anyone seen this and found a way to combat it? Particularly on ASP.Net apps with jQuery and jQuery-UI? UPDATE One other data point: on at least one of the pages, just commenting out the jQuery-UI Datepicker component setup causes the problem to go away, but I don't think (or at least I'm not sure) if that fixes all of the pages. If it does "fix" them, I'll have to swap out plug-ins because that functionality needs to be there. There doesn't seem to be any open issues against jQuery-UI on IE6/7 currently... UPDATE 2 I checked the IIS settings and "enable content expiration" was not set on any of my folders. Unchecking that setting was a common suggestion for fixing this problem. I have another, simpler, page that I can consistently create the error on. I'm using the jQuery-UI 1.6rc6 file (although I've also tried jQuery-UI 1.7.1 with the same results). The problem only occurs when I refresh the page that contains the jQuery-UI Datepicker. If I comment out the Datepicker setup, the problem goes away. Here are a few things I notice when I do this: This page always says "(1 item remaining) Downloading picture http:///images/Calendar_scheduleHS.gif", but only when reloading. When I look at HTTP logging, I see that it requests that image from the server every time it is dynamically turned on, without regard to caching. All of the requests for that graphic are complete and return the graphic correctly. None are marked code 200 or 304 (indicating that the server is telling IE to use the cached version). Why it says waiting on that graphic when all of the requests have completed I have no idea. There is a single other graphic on the page (one of the UI PNG files) that has a code 304 (Not Modified). On another page where I managed to log HTTP traffic with "2 items remaining", two different graphic files (both UI PNGs) had a 304 as well (but neither was the one listed as "Downloading". This error is not innocuous - the page is not fully responsive. For example, if I click on one of the buttons which should execute a client-side action, the page refreshes. Going away from the page and coming back does not produce the error. I have moved the script and script references to the bottom of the content and this doesn't affect this problem. The script is still running in the $(document).ready() though (it's too hairy to divide out unless I absolutely have to). FINAL UPDATE AND ANSWER There were a lot of good answers and suggestions below, but none of them were exactly our problem. The closest one (and the one that led me to the solution) was the one about long running JavaScript, so I awarded the bounty there (I guess I could have answered it myself, but I'd rather reward info that leads to solutions). Here was our solution: We had multiple jQueryUI datepickers that were created on the $(document).ready event in script included from the ASP.Net master page. On this client page, a local script's $(document).ready event had script that destroyed the datepickers under certain conditions. We had to use "destroy" because the previous version of datepicker had a problem with "disable". When we upgraded to the latest version of jQuery UI (1.7.1) and replaced the "destroy"s with "disable"s for the datepickers, the problem went away (or mostly went away - if you do things too fast while the page is loading, it is still possible to get the "n items remaining" status). My theory as to what was happening goes like this: The page content loads and has 12 or so text boxes with the datepicker class. The master page script creates datepickers on those text boxes. IE queues up requests for each calendar graphic independently because IE doesn't know how to properly cache dynamic image requests. Before the requests get processed, the client area script destroys those datepickers so the graphics are no longer needed. IE is left with some number of orphaned requests that it doesn't know what to do with.

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  • Binary data instead of actual image in C#

    - by acadia
    Hello, I am using the below mentioned library to create a barcode which is storing in a specified location as shown below: My question is, is there a way instead of saving it to a png file I get byte data? thanks Code39 code = new Code39("10090"); code.Paint().Save("c:/NewBARCODE.png", ImageFormat.Png); using System; using System.Collections.Generic; using System.Drawing; using System.Drawing.Imaging; using System.Diagnostics; namespace BarCode39 { public class Code39Settings { private int height = 60; public int BarCodeHeight { get { return height; } set { height = value; } } private bool drawText = true; public bool DrawText { get { return drawText; } set { drawText = value; } } private int leftMargin = 10; public int LeftMargin { get { return leftMargin; } set { leftMargin = value; } } private int rightMargin = 10; public int RightMargin { get { return rightMargin; } set { rightMargin = value; } } private int topMargin = 10; public int TopMargin { get { return topMargin; } set { topMargin = value; } } private int bottomMargin = 10; public int BottomMargin { get { return bottomMargin; } set { bottomMargin = value; } } private int interCharacterGap = 2; public int InterCharacterGap { get { return interCharacterGap; } set { interCharacterGap = value; } } private int wideWidth = 2; public int WideWidth { get { return wideWidth; } set { wideWidth = value; } } private int narrowWidth = 1; public int NarrowWidth { get { return narrowWidth; } set { narrowWidth = value; } } private Font font = new Font(FontFamily.GenericSansSerif, 12); public Font Font { get { return font; } set { font = value; } } private int codeToTextGapHeight = 10; public int BarCodeToTextGapHeight { get { return codeToTextGapHeight; } set { codeToTextGapHeight = value; } } } public class Code39 { #region Static initialization static Dictionary<char, Pattern> codes; static Code39() { object[][] chars = new object[][] { new object[] {'0', "n n n w w n w n n"}, new object[] {'1', "w n n w n n n n w"}, new object[] {'2', "n n w w n n n n w"}, new object[] {'3', "w n w w n n n n n"}, new object[] {'4', "n n n w w n n n w"}, new object[] {'5', "w n n w w n n n n"}, new object[] {'6', "n n w w w n n n n"}, new object[] {'7', "n n n w n n w n w"}, new object[] {'8', "w n n w n n w n n"}, new object[] {'9', "n n w w n n w n n"}, new object[] {'A', "w n n n n w n n w"}, new object[] {'B', "n n w n n w n n w"}, new object[] {'C', "w n w n n w n n n"}, new object[] {'D', "n n n n w w n n w"}, new object[] {'E', "w n n n w w n n n"}, new object[] {'F', "n n w n w w n n n"}, new object[] {'G', "n n n n n w w n w"}, new object[] {'H', "w n n n n w w n n"}, new object[] {'I', "n n w n n w w n n"}, new object[] {'J', "n n n n w w w n n"}, new object[] {'K', "w n n n n n n w w"}, new object[] {'L', "n n w n n n n w w"}, new object[] {'M', "w n w n n n n w n"}, new object[] {'N', "n n n n w n n w w"}, new object[] {'O', "w n n n w n n w n"}, new object[] {'P', "n n w n w n n w n"}, new object[] {'Q', "n n n n n n w w w"}, new object[] {'R', "w n n n n n w w n"}, new object[] {'S', "n n w n n n w w n"}, new object[] {'T', "n n n n w n w w n"}, new object[] {'U', "w w n n n n n n w"}, new object[] {'V', "n w w n n n n n w"}, new object[] {'W', "w w w n n n n n n"}, new object[] {'X', "n w n n w n n n w"}, new object[] {'Y', "w w n n w n n n n"}, new object[] {'Z', "n w w n w n n n n"}, new object[] {'-', "n w n n n n w n w"}, new object[] {'.', "w w n n n n w n n"}, new object[] {' ', "n w w n n n w n n"}, new object[] {'*', "n w n n w n w n n"}, new object[] {'$', "n w n w n w n n n"}, new object[] {'/', "n w n w n n n w n"}, new object[] {'+', "n w n n n w n w n"}, new object[] {'%', "n n n w n w n w n"} }; codes = new Dictionary<char, Pattern>(); foreach (object[] c in chars) codes.Add((char)c[0], Pattern.Parse((string)c[1])); } #endregion private static Pen pen = new Pen(Color.Black); private static Brush brush = Brushes.Black; private string code; private Code39Settings settings; public Code39(string code) : this(code, new Code39Settings()) { } public Code39(string code, Code39Settings settings) { foreach (char c in code) if (!codes.ContainsKey(c)) throw new ArgumentException("Invalid character encountered in specified code."); if (!code.StartsWith("*")) code = "*" + code; if (!code.EndsWith("*")) code = code + "*"; this.code = code; this.settings = settings; } public Bitmap Paint() { string code = this.code.Trim('*'); SizeF sizeCodeText = Graphics.FromImage(new Bitmap(1, 1)).MeasureString(code, settings.Font); int w = settings.LeftMargin + settings.RightMargin; foreach (char c in this.code) w += codes[c].GetWidth(settings) + settings.InterCharacterGap; w -= settings.InterCharacterGap; int h = settings.TopMargin + settings.BottomMargin + settings.BarCodeHeight; if (settings.DrawText) h += settings.BarCodeToTextGapHeight + (int)sizeCodeText.Height; Bitmap bmp = new Bitmap(w, h, PixelFormat.Format32bppArgb); Graphics g = Graphics.FromImage(bmp); int left = settings.LeftMargin; foreach (char c in this.code) left += codes[c].Paint(settings, g, left) + settings.InterCharacterGap; if (settings.DrawText) { int tX = settings.LeftMargin + (w - settings.LeftMargin - settings.RightMargin - (int)sizeCodeText.Width) / 2; if (tX < 0) tX = 0; int tY = settings.TopMargin + settings.BarCodeHeight + settings.BarCodeToTextGapHeight; g.DrawString(code, settings.Font, brush, tX, tY); } return bmp; } private class Pattern { private bool[] nw = new bool[9]; public static Pattern Parse(string s) { Debug.Assert(s != null); s = s.Replace(" ", "").ToLower(); Debug.Assert(s.Length == 9); Debug.Assert(s.Replace("n", "").Replace("w", "").Length == 0); Pattern p = new Pattern(); int i = 0; foreach (char c in s) p.nw[i++] = c == 'w'; return p; } public int GetWidth(Code39Settings settings) { int width = 0; for (int i = 0; i < 9; i++) width += (nw[i] ? settings.WideWidth : settings.NarrowWidth); return width; } public int Paint(Code39Settings settings, Graphics g, int left) { #if DEBUG Rectangle gray = new Rectangle(left, 0, GetWidth(settings), settings.BarCodeHeight + settings.TopMargin + settings.BottomMargin); g.FillRectangle(Brushes.Gray, gray); #endif int x = left; int w = 0; for (int i = 0; i < 9; i++) { int width = (nw[i] ? settings.WideWidth : settings.NarrowWidth); if (i % 2 == 0) { Rectangle r = new Rectangle(x, settings.TopMargin, width, settings.BarCodeHeight); g.FillRectangle(brush, r); } x += width; w += width; } return w; } } } }

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  • java.lang.ArrayIndexOutOfBoundsException

    - by thefonso
    Here is the code. import java.applet.Applet; import java.awt.Button; import java.awt.Color; import java.awt.Graphics; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; public class GuessingGame extends Applet{ /** * */ private static final long serialVersionUID = 1L; private final int START_X = 20; private final int START_Y = 40; private final int ROWS = 4; private final int COLS = 4; private final int BOX_WIDTH = 20; private final int BOX_HEIGHT = 20; //this is used to keep track of boxes that have been matched. private boolean matchedBoxes[][]; //this is used to keep track of two boxes that have been clicked. private MaskableBox chosenBoxes[]; private MaskableBox boxes[][]; private Color boxColors[][]; private Button resetButton; public void init() { boxes = new MaskableBox[ROWS][COLS]; boxColors = new Color[ROWS][COLS]; resetButton = new Button("Reset Colors"); resetButton.addActionListener(new ActionListener() { public void actionPerformed(ActionEvent e) { randomizeColors(); buildBoxes(); repaint(); } }); add(resetButton); //separate building colors so we can add a button later //to re-randomize them. randomizeColors(); buildBoxes(); } public void paint(Graphics g) { for (int row =0; row < boxes.length; row ++) { for (int col = 0; col < boxes[row].length; col++) { if(boxes[row][col].isClicked()) { //boxes[row][col].setMaskColor(Color.black); //boxes[row][col].setMask(!boxes[row][col].isMask()); //boxes[row][col].setClicked(false); //} if (!matchedBoxes[row][col]) { gameLogic(boxes[row][col]); //boxes[row][col].draw(g); } } } } //loop through the boxes and draw them. for (int row = 0; row < boxes.length; row++) { for (int col = 0; col < boxes[row].length; col++) { boxes[row][col].draw(g); } } } public void gameLogic(MaskableBox box) { if ((chosenBoxes[0] != null)&&(chosenBoxes[1] != null)) { if(chosenBoxes[0].getBackColor() == chosenBoxes[1].getBackColor()) { for (int i=0; 0 <= chosenBoxes.length; ++i ) { for(int row = 0; row < boxes.length; row++) { for(int col = 0; col < boxes[row].length; col++) { if( boxes[row][col] == chosenBoxes[i] ) { System.out.println("boxes [row][col] == chosenBoxes[] at index: " + i ); matchedBoxes[row][col] = true; break; } } } } }else { chosenBoxes[0].setMask(true); chosenBoxes[1].setMask(true); } chosenBoxes = new MaskableBox[2]; }else { if (chosenBoxes[0] == null) { chosenBoxes[0] = box; chosenBoxes[0].setMask(false); return; }else{ if (chosenBoxes[1] == null) { chosenBoxes[1] = box; chosenBoxes[1].setMask(false); } } } } private void removeMouseListeners() { for(int row = 0; row < boxes.length; row ++) { for(int col = 0; col < boxes[row].length; col++) { removeMouseListener(boxes[row][col]); } } } private void buildBoxes() { // need to clear any chosen boxes when building new array. chosenBoxes = new MaskableBox[2]; // create a new matchedBoxes array matchedBoxes = new boolean [ROWS][COLS]; removeMouseListeners(); for(int row = 0; row < boxes.length; row++) { for(int col = 0; col < boxes[row].length; col++) { boxes[row][col] = new MaskableBox(START_X + col * BOX_WIDTH, START_Y + row * BOX_HEIGHT, BOX_WIDTH, BOX_HEIGHT, Color.gray, boxColors[row][col], true, true, this); addMouseListener(boxes[row][col]); } } } private void randomizeColors() { int[] chosenColors = {0,0,0,0,0,0,0,0}; Color[] availableColors = {Color.red, Color.blue, Color.green, Color.yellow, Color.cyan, Color.magenta, Color.pink, Color.orange }; for(int row = 0; row < boxes.length; row++) { for (int col = 0; col < boxes[row].length; col++) { for (;;) { int rnd = (int) (Math.random() * 8); if (chosenColors[rnd]< 2) { chosenColors[rnd]++; boxColors[row][col] = availableColors[rnd]; break; } } } } } } here is the second batch of code containing maskablebox import java.awt.Color; import java.awt.Container; import java.awt.Graphics; public class MaskableBox extends ClickableBox { private boolean mask; private Color maskColor; Container parent; public MaskableBox(int x, int y, int width, int height, Color borderColor, Color backColor, boolean drawBorder, boolean mask, Container parent ) { super(x, y, width, height, borderColor, backColor, drawBorder, parent); this.parent = parent; this.mask = mask; } public void draw(Graphics g) { if(mask=false) { super.draw(g); // setOldColor(g.getColor()); // g.setColor(maskColor); // g.fillRect(getX(),getY(),getWidth(), getHeight()); // if(isDrawBorder()) { // g.setColor(getBorderColor()); // g.drawRect(getX(),getY(),getWidth(),getHeight()); // } // g.setColor(getOldColor()); }else { if(mask=true) { //super.draw(g); setOldColor(g.getColor()); g.setColor(maskColor); g.fillRect(getX(),getY(),getWidth(), getHeight()); if(isDrawBorder()) { g.setColor(getBorderColor()); g.drawRect(getX(),getY(),getWidth(),getHeight()); } g.setColor(getOldColor()); } } } public boolean isMask() { return mask; } public void setMask(boolean mask) { this.mask = mask; } public Color getMaskColor() { return maskColor; } public void setMaskColor(Color maskColor) { this.maskColor = maskColor; } } I keep getting these error messages. I'm going nuts trying to figure this out. can anyone tell me what I'm doing wrong? boxes [row][col] == chosenBoxes[] at index: 0 boxes [row][col] == chosenBoxes[] at index: 1 Exception in thread "AWT-EventQueue-1" java.lang.ArrayIndexOutOfBoundsException: 2 at GuessingGame.gameLogic(GuessingGame.java:77) at GuessingGame.paint(GuessingGame.java:55) at java.awt.Container.update(Container.java:1801) at sun.awt.RepaintArea.updateComponent(RepaintArea.java:239) at sun.awt.RepaintArea.paint(RepaintArea.java:216) at sun.awt.windows.WComponentPeer.handleEvent(WComponentPeer.java:306) at java.awt.Component.dispatchEventImpl(Component.java:4706) at java.awt.Container.dispatchEventImpl(Container.java:2099) at java.awt.Component.dispatchEvent(Component.java:4460) at java.awt.EventQueue.dispatchEvent(EventQueue.java:599) at java.awt.EventDispatchThread.pumpOneEventForFilters(EventDispatchThread.java:269) at java.awt.EventDispatchThread.pumpEventsForFilter(EventDispatchThread.java:184) at java.awt.EventDispatchThread.pumpEventsForHierarchy(EventDispatchThread.java:174) at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:169) at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:161) at java.awt.EventDispatchThread.run(EventDispatchThread.java:122)

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  • Font serialization in vb.net

    - by jovany
    Hello all, as the title says , I need to serialize my font. I have tried the following approach unfortunately to no avail. This is what I have and what happens; I have a drawing application and certain variables and properties need to be serialized. (So , Xml.Serialization has been used.) Now this has already been done in a huge portion and I've created some other attributes which needed to be serialized and it works. There is one base class and classes such as drawablestar, drawableeclipse ,etc. all inherit from this class. As does my drawabletextboxclass. The base class is Serializable as can be seen in the sample below. It looks like this... Imports System.Xml.Serialization <Serializable()> _ Public MustInherit Class Drawable ' Drawing characteristics. 'Font characteristics <XmlIgnore()> Public FontFamily As String <XmlIgnore()> Public FontSize As Integer <XmlIgnore()> Public FontType As Integer <XmlIgnore()> Public ForeColor As Color <XmlIgnore()> Public FillColor As Color <XmlAttributeAttribute()> Public LineWidth As Integer = 0 <XmlAttributeAttribute()> Public X1 As Integer <XmlAttributeAttribute()> Public Y1 As Integer <XmlAttributeAttribute()> Public X2 As Integer <XmlAttributeAttribute()> Public Y2 As Integer ' attributes for size textbox <XmlAttributeAttribute()> Public widthLabel As Integer <XmlAttributeAttribute()> Public heightLabel As Integer '<XmlTextAttribute()> Public FontFamily As String '<XmlAttributeAttribute()> Public FontSize As Integer 'this should actually not be here.. <XmlAttributeAttribute()> Public s_InsertLabel As String ' Indicates whether we should draw as selected. <XmlIgnore()> Public IsSelected As Boolean = False ' Constructors. Public Sub New() ForeColor = Color.Black FillColor = Color.White 'FontFamily = "Impact" 'FontSize = 12 End Sub Friend WriteOnly Property _Label() As String Set(ByVal Value As String) s_InsertLabel = Value End Set End Property Public Sub New(ByVal fore_color As Color, ByVal fill_color As Color, Optional ByVal line_width As Integer = 0) LineWidth = line_width ForeColor = fore_color FillColor = fill_color ' FontFamily = Font_Family ' FontSize = Font_Size End Sub ' Property procedures to serialize and ' deserialize ForeColor and FillColor. <XmlAttributeAttribute("ForeColor")> _ Public Property ForeColorArgb() As Integer Get Return ForeColor.ToArgb() End Get Set(ByVal Value As Integer) ForeColor = Color.FromArgb(Value) End Set End Property <XmlAttributeAttribute("BackColor")> _ Public Property FillColorArgb() As Integer Get Return FillColor.ToArgb() End Get Set(ByVal Value As Integer) FillColor = Color.FromArgb(Value) End Set End Property 'Property procedures to serialize and 'deserialize Font <XmlAttributeAttribute("InsertLabel")> _ Public Property InsertLabel_() As String Get Return s_InsertLabel End Get Set(ByVal value As String) s_InsertLabel = value End Set End Property <XmlAttributeAttribute("FontSize")> _ Public Property FontSizeGet() As Integer Get Return FontSize End Get Set(ByVal value As Integer) FontSize = value End Set End Property <XmlAttributeAttribute("FontFamily")> _ Public Property FontFamilyGet() As String Get Return FontFamily End Get Set(ByVal value As String) FontFamily = value End Set End Property <XmlAttributeAttribute("FontType")> _ Public Property FontType_() As Integer Get Return FontType End Get Set(ByVal value As Integer) FontType = value End Set End Property #Region "Methods to override" Public MustOverride Sub Draw(ByVal gr As Graphics) ' Return the object's bounding rectangle. Public MustOverride Function GetBounds() As Rectangle ...... ........ ..... End Class [/code] My textbox class which looks like this , is the one that needs to save it's font. Imports System.Math Imports System.Xml.Serialization Imports System.Windows.Forms <Serializable()> _ Public Class DrawableTextBox Inherits Drawable Private i_StringLength As Integer Private i_StringWidth As Integer Private drawFont As Font = New Font(FontFamily, 12, FontStyle.Regular) Private brsTextColor As Brush = Brushes.Black Private s_insertLabelTextbox As String = "label" ' Constructors. Public Sub New() End Sub Public Sub New(ByVal objCanvas As PictureBox, ByVal fore_color As Color, ByVal fill_color As Color, Optional ByVal line_width As Integer = 0, Optional ByVal new_x1 As Integer = 0, Optional ByVal new_y1 As Integer = 0, Optional ByVal new_x2 As Integer = 1, Optional ByVal new_y2 As Integer = 1) MyBase.New(fore_color, fill_color, line_width) Dim objGraphics As Graphics = objCanvas.CreateGraphics() X1 = new_x1 Y1 = new_y1 'Only rectangles ,circles and stars can resize for now b_Movement b_Movement = True Dim frm As New frmTextbox frm.MyFont = drawFont frm.ShowDialog() If frm.DialogResult = DialogResult.OK Then FontFamily = frm.MyFont.FontFamily.Name FontSize = frm.MyFont.Size FontType = frm.MyFont.Style 'drawFont = frm.MyFont drawFont = New Font(FontFamily, FontSize) drawFont = FontAttributes() brsTextColor = New SolidBrush(frm.txtLabel.ForeColor) s_InsertLabel = frm.txtLabel.Text i_StringLength = s_InsertLabel.Length 'gefixtf Dim objSizeF As SizeF = objGraphics.MeasureString(s_InsertLabel, drawFont, New PointF(X2 - X1, Y2 - Y1), New StringFormat(StringFormatFlags.NoClip)) Dim objPoint As Point = objCanvas.PointToClient(New Point(X1 + objSizeF.Width, Y1 + objSizeF.Height)) widthLabel = objSizeF.Width heightLabel = objSizeF.Height X2 = X1 + widthLabel Y2 = Y1 + heightLabel Else Throw New ApplicationException() End If End Sub ' Draw the object on this Graphics surface. Public Overrides Sub Draw(ByVal gr As System.Drawing.Graphics) ' Make a Rectangle representing this rectangle. Dim rectString As Rectangle rectString = New Rectangle(X1, Y1, widthLabel, heightLabel) rectString = GetBounds() ' See if we're selected. If IsSelected Then gr.DrawString(s_InsertLabel, drawFont, brsTextColor, X1, Y1) 'gr.DrawRectangle(Pens.Black, rect) ' Pens.Transparent gr.DrawRectangle(Pens.Black, rectString) ' Draw grab handles. DrawGrabHandle(gr, X1, Y1) DrawGrabHandle(gr, X1, Y2) DrawGrabHandle(gr, X2, Y2) DrawGrabHandle(gr, X2, Y1) Else gr.DrawString(s_InsertLabel, drawFont, brsTextColor, X1, Y1) 'gr.DrawRectangle(Pens.Black, rect) ' Pens.Transparent gr.DrawRectangle(Pens.Black, rectString) End If End Sub 'get fontattributes Public Function FontAttributes() As Font Return New Font(FontFamily, 12, FontStyle.Regular) End Function ' Return the object's bounding rectangle. Public Overrides Function GetBounds() As System.Drawing.Rectangle Return New Rectangle( _ Min(X1, X1), _ Min(Y1, Y1), _ Abs(widthLabel), _ Abs(heightLabel)) End Function ' Return True if this point is on the object. Public Overrides Function IsAt(ByVal x As Integer, ByVal y As Integer) As Boolean Return (x >= Min(X1, X2)) AndAlso _ (x <= Max(X1, X2)) AndAlso _ (y >= Min(Y1, Y2)) AndAlso _ (y <= Max(Y1, Y2)) End Function ' Move the second point. Public Overrides Sub NewPoint(ByVal x As Integer, ByVal y As Integer) X2 = x Y2 = y End Sub ' Return True if the object is empty (e.g. a zero-length line). Public Overrides Function IsEmpty() As Boolean Return (X1 = X2) AndAlso (Y1 = Y2) End Function End Class The coordinates ( X1 ,X2,Y1, Y2 ) are needed to draw a circle , rectangle etc. ( in the other classes ).This all works. If I load my saved file it shows me the correct location and correct size of drawn objects. If I open my xml file I can see all values are correctly saved ( including my FontFamily ). Also the color which can be adjusted is saved and then properly displayed when I load a previously saved drawing. Of course because the coordinates work, if I insert a textField ,the location where it is being displayed is correct. However here comes the problem , my fontSize and fontfamily don't work. As you can see I created them in the base class, However this does not work. Is my approach completely off? What can I do ? Before saving img14.imageshack.us/i/beforeos.jpg/ After loading the Font jumps back to Sans serif and size 12. I could really use some help here.. Edit: I've been using the sample from this website http://www.vb-helper.com/howto_net_drawing_framework.html

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  • Problem rendering VBO

    - by Onno
    I'm developing a game engine using OpenTK. I'm trying to get to grips with the use of VBO's. I've run into some trouble because somehow it doesn't render correctly. Thus far I've used immediate mode to render a test object, a test cube with a texture. namespace SharpEngine.Utility.Mesh { using System; using System.Collections.Generic; using OpenTK; using OpenTK.Graphics; using OpenTK.Graphics.OpenGL; using SharpEngine.Utility; using System.Drawing; public class ImmediateFaceBasedCube : IMesh { private IList<Face> faces = new List<Face>(); public ImmediateFaceBasedCube() { IList<Vector3> allVertices = new List<Vector3>(); //rechtsbovenvoor allVertices.Add(new Vector3(1.0f, 1.0f, 1.0f)); //0 //rechtsbovenachter allVertices.Add(new Vector3(1.0f, 1.0f, -1.0f)); //1 //linksbovenachter allVertices.Add(new Vector3(-1.0f, 1.0f, -1.0f)); //2 //linksbovenvoor allVertices.Add(new Vector3(-1.0f, 1.0f, 1.0f)); //3 //rechtsondervoor allVertices.Add(new Vector3(1.0f, -1.0f, 1.0f)); //4 //rechtsonderachter allVertices.Add(new Vector3(1.0f, -1.0f, -1.0f)); //5 //linksonderachter allVertices.Add(new Vector3(-1.0f, -1.0f, -1.0f)); //6 //linksondervoor allVertices.Add(new Vector3(-1.0f, -1.0f, 1.0f)); //7 IList<Vector2> textureCoordinates = new List<Vector2>(); textureCoordinates.Add(new Vector2(0, 0)); //AA - 0 textureCoordinates.Add(new Vector2(0, 0.3333333f)); //AB - 1 textureCoordinates.Add(new Vector2(0, 0.6666666f)); //AC - 2 textureCoordinates.Add(new Vector2(0, 1)); //AD - 3 textureCoordinates.Add(new Vector2(0.3333333f, 0)); //BA - 4 textureCoordinates.Add(new Vector2(0.3333333f, 0.3333333f)); //BB - 5 textureCoordinates.Add(new Vector2(0.3333333f, 0.6666666f)); //BC - 6 textureCoordinates.Add(new Vector2(0.3333333f, 1)); //BD - 7 textureCoordinates.Add(new Vector2(0.6666666f, 0)); //CA - 8 textureCoordinates.Add(new Vector2(0.6666666f, 0.3333333f)); //CB - 9 textureCoordinates.Add(new Vector2(0.6666666f, 0.6666666f)); //CC -10 textureCoordinates.Add(new Vector2(0.6666666f, 1)); //CD -11 textureCoordinates.Add(new Vector2(1, 0)); //DA -12 textureCoordinates.Add(new Vector2(1, 0.3333333f)); //DB -13 textureCoordinates.Add(new Vector2(1, 0.6666666f)); //DC -14 textureCoordinates.Add(new Vector2(1, 1)); //DD -15 Vector3 copy1 = new Vector3(-2.0f, -2.5f, -3.5f); IList<Vector3> normals = new List<Vector3>(); normals.Add(new Vector3(0, 1.0f, 0)); //0 normals.Add(new Vector3(0, 0, 1.0f)); //1 normals.Add(new Vector3(1.0f, 0, 0)); //2 normals.Add(new Vector3(0, 0, -1.0f)); //3 normals.Add(new Vector3(-1.0f, 0, 0)); //4 normals.Add(new Vector3(0, -1.0f, 0)); //5 //todo: move vertex normal and texture data to datastructure //todo: VBO based rendering //top face //1 IList<VertexData> verticesT1 = new List<VertexData>(); VertexData T1a = new VertexData(); T1a.Normal = normals[0]; T1a.TexCoord = textureCoordinates[5]; T1a.Position = allVertices[3]; verticesT1.Add(T1a); VertexData T1b = new VertexData(); T1b.Normal = normals[0]; T1b.TexCoord = textureCoordinates[9]; T1b.Position = allVertices[0]; verticesT1.Add(T1b); VertexData T1c = new VertexData(); T1c.Normal = normals[0]; T1c.TexCoord = textureCoordinates[10]; T1c.Position = allVertices[1]; verticesT1.Add(T1c); Face F1 = new Face(verticesT1); faces.Add(F1); //2 IList<VertexData> verticesT2 = new List<VertexData>(); VertexData T2a = new VertexData(); T2a.Normal = normals[0]; T2a.TexCoord = textureCoordinates[10]; T2a.Position = allVertices[1]; verticesT2.Add(T2a); VertexData T2b = new VertexData(); T2b.Normal = normals[0]; T2b.TexCoord = textureCoordinates[6]; T2b.Position = allVertices[2]; verticesT2.Add(T2b); VertexData T2c = new VertexData(); T2c.Normal = normals[0]; T2c.TexCoord = textureCoordinates[5]; T2c.Position = allVertices[3]; verticesT2.Add(T2c); Face F2 = new Face(verticesT2); faces.Add(F2); //front face //3 IList<VertexData> verticesT3 = new List<VertexData>(); VertexData T3a = new VertexData(); T3a.Normal = normals[1]; T3a.TexCoord = textureCoordinates[1]; T3a.Position = allVertices[3]; verticesT3.Add(T3a); VertexData T3b = new VertexData(); T3b.Normal = normals[1]; T3b.TexCoord = textureCoordinates[0]; T3b.Position = allVertices[7]; verticesT3.Add(T3b); VertexData T3c = new VertexData(); T3c.Normal = normals[1]; T3c.TexCoord = textureCoordinates[5]; T3c.Position = allVertices[0]; verticesT3.Add(T3c); Face F3 = new Face(verticesT3); faces.Add(F3); //4 IList<VertexData> verticesT4 = new List<VertexData>(); VertexData T4a = new VertexData(); T4a.Normal = normals[1]; T4a.TexCoord = textureCoordinates[5]; T4a.Position = allVertices[0]; verticesT4.Add(T4a); VertexData T4b = new VertexData(); T4b.Normal = normals[1]; T4b.TexCoord = textureCoordinates[0]; T4b.Position = allVertices[7]; verticesT4.Add(T4b); VertexData T4c = new VertexData(); T4c.Normal = normals[1]; T4c.TexCoord = textureCoordinates[4]; T4c.Position = allVertices[4]; verticesT4.Add(T4c); Face F4 = new Face(verticesT4); faces.Add(F4); //right face //5 IList<VertexData> verticesT5 = new List<VertexData>(); VertexData T5a = new VertexData(); T5a.Normal = normals[2]; T5a.TexCoord = textureCoordinates[2]; T5a.Position = allVertices[0]; verticesT5.Add(T5a); VertexData T5b = new VertexData(); T5b.Normal = normals[2]; T5b.TexCoord = textureCoordinates[1]; T5b.Position = allVertices[4]; verticesT5.Add(T5b); VertexData T5c = new VertexData(); T5c.Normal = normals[2]; T5c.TexCoord = textureCoordinates[6]; T5c.Position = allVertices[1]; verticesT5.Add(T5c); Face F5 = new Face(verticesT5); faces.Add(F5); //6 IList<VertexData> verticesT6 = new List<VertexData>(); VertexData T6a = new VertexData(); T6a.Normal = normals[2]; T6a.TexCoord = textureCoordinates[1]; T6a.Position = allVertices[4]; verticesT6.Add(T6a); VertexData T6b = new VertexData(); T6b.Normal = normals[2]; T6b.TexCoord = textureCoordinates[5]; T6b.Position = allVertices[5]; verticesT6.Add(T6b); VertexData T6c = new VertexData(); T6c.Normal = normals[2]; T6c.TexCoord = textureCoordinates[6]; T6c.Position = allVertices[1]; verticesT6.Add(T6c); Face F6 = new Face(verticesT6); faces.Add(F6); //back face //7 IList<VertexData> verticesT7 = new List<VertexData>(); VertexData T7a = new VertexData(); T7a.Normal = normals[3]; T7a.TexCoord = textureCoordinates[4]; T7a.Position = allVertices[5]; verticesT7.Add(T7a); VertexData T7b = new VertexData(); T7b.Normal = normals[3]; T7b.TexCoord = textureCoordinates[9]; T7b.Position = allVertices[2]; verticesT7.Add(T7b); VertexData T7c = new VertexData(); T7c.Normal = normals[3]; T7c.TexCoord = textureCoordinates[5]; T7c.Position = allVertices[1]; verticesT7.Add(T7c); Face F7 = new Face(verticesT7); faces.Add(F7); //8 IList<VertexData> verticesT8 = new List<VertexData>(); VertexData T8a = new VertexData(); T8a.Normal = normals[3]; T8a.TexCoord = textureCoordinates[9]; T8a.Position = allVertices[2]; verticesT8.Add(T8a); VertexData T8b = new VertexData(); T8b.Normal = normals[3]; T8b.TexCoord = textureCoordinates[4]; T8b.Position = allVertices[5]; verticesT8.Add(T8b); VertexData T8c = new VertexData(); T8c.Normal = normals[3]; T8c.TexCoord = textureCoordinates[8]; T8c.Position = allVertices[6]; verticesT8.Add(T8c); Face F8 = new Face(verticesT8); faces.Add(F8); //left face //9 IList<VertexData> verticesT9 = new List<VertexData>(); VertexData T9a = new VertexData(); T9a.Normal = normals[4]; T9a.TexCoord = textureCoordinates[8]; T9a.Position = allVertices[6]; verticesT9.Add(T9a); VertexData T9b = new VertexData(); T9b.Normal = normals[4]; T9b.TexCoord = textureCoordinates[13]; T9b.Position = allVertices[3]; verticesT9.Add(T9b); VertexData T9c = new VertexData(); T9c.Normal = normals[4]; T9c.TexCoord = textureCoordinates[9]; T9c.Position = allVertices[2]; verticesT9.Add(T9c); Face F9 = new Face(verticesT9); faces.Add(F9); //10 IList<VertexData> verticesT10 = new List<VertexData>(); VertexData T10a = new VertexData(); T10a.Normal = normals[4]; T10a.TexCoord = textureCoordinates[8]; T10a.Position = allVertices[6]; verticesT10.Add(T10a); VertexData T10b = new VertexData(); T10b.Normal = normals[4]; T10b.TexCoord = textureCoordinates[12]; T10b.Position = allVertices[7]; verticesT10.Add(T10b); VertexData T10c = new VertexData(); T10c.Normal = normals[4]; T10c.TexCoord = textureCoordinates[13]; T10c.Position = allVertices[3]; verticesT10.Add(T10c); Face F10 = new Face(verticesT10); faces.Add(F10); //bottom face //11 IList<VertexData> verticesT11 = new List<VertexData>(); VertexData T11a = new VertexData(); T11a.Normal = normals[5]; T11a.TexCoord = textureCoordinates[10]; T11a.Position = allVertices[7]; verticesT11.Add(T11a); VertexData T11b = new VertexData(); T11b.Normal = normals[5]; T11b.TexCoord = textureCoordinates[9]; T11b.Position = allVertices[6]; verticesT11.Add(T11b); VertexData T11c = new VertexData(); T11c.Normal = normals[5]; T11c.TexCoord = textureCoordinates[14]; T11c.Position = allVertices[4]; verticesT11.Add(T11c); Face F11 = new Face(verticesT11); faces.Add(F11); //12 IList<VertexData> verticesT12 = new List<VertexData>(); VertexData T12a = new VertexData(); T12a.Normal = normals[5]; T12a.TexCoord = textureCoordinates[13]; T12a.Position = allVertices[5]; verticesT12.Add(T12a); VertexData T12b = new VertexData(); T12b.Normal = normals[5]; T12b.TexCoord = textureCoordinates[14]; T12b.Position = allVertices[4]; verticesT12.Add(T12b); VertexData T12c = new VertexData(); T12c.Normal = normals[5]; T12c.TexCoord = textureCoordinates[9]; T12c.Position = allVertices[6]; verticesT12.Add(T12c); Face F12 = new Face(verticesT12); faces.Add(F12); } public void draw() { GL.Begin(BeginMode.Triangles); foreach (Face face in faces) { foreach (VertexData datapoint in face.verticesWithTexCoords) { GL.Normal3(datapoint.Normal); GL.TexCoord2(datapoint.TexCoord); GL.Vertex3(datapoint.Position); } } GL.End(); } } } Gets me this very nice picture: The immediate mode cube renders nicely and taught me a bit on how to use OpenGL, but VBO's are the way to go. Since I read on the OpenTK forums that OpenTK has problems doing VA's or DL's, I decided to skip using those. Now, I've tried to change this cube to a VBO by using the same vertex, normal and tc collections, and making float arrays from them by using the coordinates in combination with uint arrays which contain the index numbers from the immediate cube. (see the private functions at end of the code sample) Somehow this only renders two triangles namespace SharpEngine.Utility.Mesh { using System; using System.Collections.Generic; using OpenTK; using OpenTK.Graphics; using OpenTK.Graphics.OpenGL; using SharpEngine.Utility; using System.Drawing; public class VBOFaceBasedCube : IMesh { private int VerticesVBOID; private int VerticesVBOStride; private int VertexCount; private int ELementBufferObjectID; private int textureCoordinateVBOID; private int textureCoordinateVBOStride; //private int textureCoordinateArraySize; private int normalVBOID; private int normalVBOStride; public VBOFaceBasedCube() { IList<Vector3> allVertices = new List<Vector3>(); //rechtsbovenvoor allVertices.Add(new Vector3(1.0f, 1.0f, 1.0f)); //0 //rechtsbovenachter allVertices.Add(new Vector3(1.0f, 1.0f, -1.0f)); //1 //linksbovenachter allVertices.Add(new Vector3(-1.0f, 1.0f, -1.0f)); //2 //linksbovenvoor allVertices.Add(new Vector3(-1.0f, 1.0f, 1.0f)); //3 //rechtsondervoor allVertices.Add(new Vector3(1.0f, -1.0f, 1.0f)); //4 //rechtsonderachter allVertices.Add(new Vector3(1.0f, -1.0f, -1.0f)); //5 //linksonderachter allVertices.Add(new Vector3(-1.0f, -1.0f, -1.0f)); //6 //linksondervoor allVertices.Add(new Vector3(-1.0f, -1.0f, 1.0f)); //7 IList<Vector2> textureCoordinates = new List<Vector2>(); textureCoordinates.Add(new Vector2(0, 0)); //AA - 0 textureCoordinates.Add(new Vector2(0, 0.3333333f)); //AB - 1 textureCoordinates.Add(new Vector2(0, 0.6666666f)); //AC - 2 textureCoordinates.Add(new Vector2(0, 1)); //AD - 3 textureCoordinates.Add(new Vector2(0.3333333f, 0)); //BA - 4 textureCoordinates.Add(new Vector2(0.3333333f, 0.3333333f)); //BB - 5 textureCoordinates.Add(new Vector2(0.3333333f, 0.6666666f)); //BC - 6 textureCoordinates.Add(new Vector2(0.3333333f, 1)); //BD - 7 textureCoordinates.Add(new Vector2(0.6666666f, 0)); //CA - 8 textureCoordinates.Add(new Vector2(0.6666666f, 0.3333333f)); //CB - 9 textureCoordinates.Add(new Vector2(0.6666666f, 0.6666666f)); //CC -10 textureCoordinates.Add(new Vector2(0.6666666f, 1)); //CD -11 textureCoordinates.Add(new Vector2(1, 0)); //DA -12 textureCoordinates.Add(new Vector2(1, 0.3333333f)); //DB -13 textureCoordinates.Add(new Vector2(1, 0.6666666f)); //DC -14 textureCoordinates.Add(new Vector2(1, 1)); //DD -15 Vector3 copy1 = new Vector3(-2.0f, -2.5f, -3.5f); IList<Vector3> normals = new List<Vector3>(); normals.Add(new Vector3(0, 1.0f, 0)); //0 normals.Add(new Vector3(0, 0, 1.0f)); //1 normals.Add(new Vector3(1.0f, 0, 0)); //2 normals.Add(new Vector3(0, 0, -1.0f)); //3 normals.Add(new Vector3(-1.0f, 0, 0)); //4 normals.Add(new Vector3(0, -1.0f, 0)); //5 //todo: VBO based rendering uint[] vertexElements = { 3,0,1, //01 1,2,3, //02 3,7,0, //03 0,7,4, //04 0,4,1, //05 4,5,1, //06 5,2,1, //07 2,5,6, //08 6,3,2, //09 6,7,5, //10 7,6,4, //11 5,4,6 //12 }; VertexCount = vertexElements.Length; IList<uint> vertexElementList = new List<uint>(vertexElements); uint[] normalElements = { 0,0,0, 0,0,0, 1,1,1, 1,1,1, 2,2,2, 2,2,2, 3,3,3, 3,3,3, 4,4,4, 4,4,4, 5,5,5, 5,5,5 }; IList<uint> normalElementList = new List<uint>(normalElements); uint[] textureIndexArray = { 5,9,10, 10,6,5, 1,0,5, 5,0,4, 2,1,6, 1,5,6, 4,9,5, 9,4,8, 8,13,9, 8,12,13, 10,9,14, 13,14,9 }; //textureCoordinateArraySize = textureIndexArray.Length; IList<uint> textureIndexList = new List<uint>(textureIndexArray); LoadVBO(allVertices, normals, textureCoordinates, vertexElements, normalElementList, textureIndexList); } public void draw() { //bind vertices //bind elements //bind normals //bind texture coordinates GL.EnableClientState(ArrayCap.VertexArray); GL.EnableClientState(ArrayCap.NormalArray); GL.EnableClientState(ArrayCap.TextureCoordArray); GL.BindBuffer(BufferTarget.ArrayBuffer, VerticesVBOID); GL.VertexPointer(3, VertexPointerType.Float, VerticesVBOStride, 0); GL.BindBuffer(BufferTarget.ArrayBuffer, normalVBOID); GL.NormalPointer(NormalPointerType.Float, normalVBOStride, 0); GL.BindBuffer(BufferTarget.ArrayBuffer, textureCoordinateVBOID); GL.TexCoordPointer(2, TexCoordPointerType.Float, textureCoordinateVBOStride, 0); GL.BindBuffer(BufferTarget.ElementArrayBuffer, ELementBufferObjectID); GL.DrawElements(BeginMode.Polygon, VertexCount, DrawElementsType.UnsignedShort, 0); } //loads a static VBO void LoadVBO(IList<Vector3> vertices, IList<Vector3> normals, IList<Vector2> texcoords, uint[] elements, IList<uint> normalIndices, IList<uint> texCoordIndices) { int size; //todo // To create a VBO: // 1) Generate the buffer handles for the vertex and element buffers. // 2) Bind the vertex buffer handle and upload your vertex data. Check that the buffer was uploaded correctly. // 3) Bind the element buffer handle and upload your element data. Check that the buffer was uploaded correctly. float[] verticesArray = convertVector3fListToFloatArray(vertices); float[] normalsArray = createFloatArrayFromListOfVector3ElementsAndIndices(normals, normalIndices); float[] textureCoordinateArray = createFloatArrayFromListOfVector2ElementsAndIndices(texcoords, texCoordIndices); GL.GenBuffers(1, out VerticesVBOID); GL.BindBuffer(BufferTarget.ArrayBuffer, VerticesVBOID); Console.WriteLine("load 1 - vertices"); VerticesVBOStride = BlittableValueType.StrideOf(verticesArray); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(verticesArray.Length * sizeof(float)), verticesArray, BufferUsageHint.StaticDraw); GL.GetBufferParameter(BufferTarget.ArrayBuffer, BufferParameterName.BufferSize, out size); if (verticesArray.Length * BlittableValueType.StrideOf(verticesArray) != size) { throw new ApplicationException("Vertex data not uploaded correctly"); } else { Console.WriteLine("load 1 finished ok"); size = 0; } Console.WriteLine("load 2 - elements"); GL.GenBuffers(1, out ELementBufferObjectID); GL.BindBuffer(BufferTarget.ElementArrayBuffer, ELementBufferObjectID); GL.BufferData(BufferTarget.ElementArrayBuffer, (IntPtr)(elements.Length * sizeof(uint)), elements, BufferUsageHint.StaticDraw); GL.GetBufferParameter(BufferTarget.ElementArrayBuffer, BufferParameterName.BufferSize, out size); if (elements.Length * sizeof(uint) != size) { throw new ApplicationException("Element data not uploaded correctly"); } else { size = 0; Console.WriteLine("load 2 finished ok"); } GL.GenBuffers(1, out normalVBOID); GL.BindBuffer(BufferTarget.ArrayBuffer, normalVBOID); Console.WriteLine("load 3 - normals"); normalVBOStride = BlittableValueType.StrideOf(normalsArray); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(normalsArray.Length * sizeof(float)), normalsArray, BufferUsageHint.StaticDraw); GL.GetBufferParameter(BufferTarget.ArrayBuffer, BufferParameterName.BufferSize, out size); Console.WriteLine("load 3 - pre check"); if (normalsArray.Length * BlittableValueType.StrideOf(normalsArray) != size) { throw new ApplicationException("Normal data not uploaded correctly"); } else { Console.WriteLine("load 3 finished ok"); size = 0; } GL.GenBuffers(1, out textureCoordinateVBOID); GL.BindBuffer(BufferTarget.ArrayBuffer, textureCoordinateVBOID); Console.WriteLine("load 4- texture coordinates"); textureCoordinateVBOStride = BlittableValueType.StrideOf(textureCoordinateArray); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(textureCoordinateArray.Length * textureCoordinateVBOStride), textureCoordinateArray, BufferUsageHint.StaticDraw); GL.GetBufferParameter(BufferTarget.ArrayBuffer, BufferParameterName.BufferSize, out size); if (textureCoordinateArray.Length * BlittableValueType.StrideOf(textureCoordinateArray) != size) { throw new ApplicationException("texture coordinate data not uploaded correctly"); } else { Console.WriteLine("load 3 finished ok"); size = 0; } } //used to convert vertex arrayss for use with VBO's private float[] convertVector3fListToFloatArray(IList<Vector3> input) { int arrayElementCount = input.Count * 3; float[] output = new float[arrayElementCount]; int fillCount = 0; foreach (Vector3 v in input) { output[fillCount] = v.X; output[fillCount + 1] = v.Y; output[fillCount + 2] = v.Z; fillCount += 3; } return output; } //used for converting texture coordinate arrays for use with VBO's private float[] convertVector2List_to_floatArray(IList<Vector2> input) { int arrayElementCount = input.Count * 2; float[] output = new float[arrayElementCount]; int fillCount = 0; foreach (Vector2 v in input) { output[fillCount] = v.X; output[fillCount + 1] = v.Y; fillCount += 2; } return output; } //used to create an array of floats from private float[] createFloatArrayFromListOfVector3ElementsAndIndices(IList<Vector3> inputVectors, IList<uint> indices) { int arrayElementCount = inputVectors.Count * indices.Count * 3; float[] output = new float[arrayElementCount]; int fillCount = 0; foreach (int i in indices) { output[fillCount] = inputVectors[i].X; output[fillCount + 1] = inputVectors[i].Y; output[fillCount + 2] = inputVectors[i].Z; fillCount += 3; } return output; } private float[] createFloatArrayFromListOfVector2ElementsAndIndices(IList<Vector2> inputVectors, IList<uint> indices) { int arrayElementCount = inputVectors.Count * indices.Count * 2; float[] output = new float[arrayElementCount]; int fillCount = 0; foreach (int i in indices) { output[fillCount] = inputVectors[i].X; output[fillCount + 1] = inputVectors[i].Y; fillCount += 2; } return output; } } } This code will only render two triangles and they're nothing like I had in mind: I've done some searching. In some other questions I read that, if I did something wrong, I'd get no rendering at all. Clearly, something gets sent to the GFX card, but it might be that I'm not sending the right data. I've tried altering the sequence in which the triangles are rendered by swapping some of the index numbers in the vert, tc and normal index arrays, but this doesn't seem to be of any effect. I'm slightly lost here. What am I doing wrong here?

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  • CodePlex Daily Summary for Tuesday, January 04, 2011

    CodePlex Daily Summary for Tuesday, January 04, 2011Popular ReleasesMini Memory Dump Diagnosis using Asp.Net: MiniDump HealthMonitor: Enable developers to generate mini memory dumps in case of unhandled exceptions or for specific exception scenarios without using any external tools , only using Asp.Net 2.0 and above. Many times in production , QA Servers the issues require post-mortem or low-level system debugging efforts. This Memory dump generator will help in those scenarios.EnhSim: EnhSim 2.2.9 BETA: 2.2.9 BETAThis release supports WoW patch 4.03a at level 85 To use this release, you must have the Microsoft Visual C++ 2010 Redistributable Package installed. This can be downloaded from http://www.microsoft.com/downloads/en/details.aspx?FamilyID=A7B7A05E-6DE6-4D3A-A423-37BF0912DB84 To use the GUI you must have the .NET 4.0 Framework installed. This can be downloaded from http://www.microsoft.com/downloads/en/details.aspx?FamilyID=9cfb2d51-5ff4-4491-b0e5-b386f32c0992 - Added in the Gobl...xUnit.net - Unit Testing for .NET: xUnit.net 1.7 Beta: xUnit.net release 1.7 betaBuild #1533 Important notes for Resharper users: Resharper support has been moved to the xUnit.net Contrib project. Important note for TestDriven.net users: If you are having issues running xUnit.net tests in TestDriven.net, especially on 64-bit Windows, we strongly recommend you upgrade to TD.NET version 3.0 or later. This release adds the following new features: Added support for ASP.NET MVC 3 Added Assert.Equal(double expected, double actual, int precision)...Json.NET: Json.NET 4.0 Release 1: New feature - Added Windows Phone 7 project New feature - Added dynamic support to LINQ to JSON New feature - Added dynamic support to serializer New feature - Added INotifyCollectionChanged to JContainer in .NET 4 build New feature - Added ReadAsDateTimeOffset to JsonReader New feature - Added ReadAsDecimal to JsonReader New feature - Added covariance to IJEnumerable type parameter New feature - Added XmlSerializer style Specified property support New feature - Added ...StyleCop for ReSharper: StyleCop for ReSharper 5.1.14977.000: Prerequisites: ============== o Visual Studio 2008 / Visual Studio 2010 o ReSharper 5.1.1753.4 o StyleCop 4.4.1.2 Preview This release adds no new features, has bug fixes around performance and unhandled errors reported on YouTrack.BloodSim: BloodSim - 1.3.1.0: - Restructured simulation log back end to something less stupid to drastically reduce simulation time and memory usage - Removed a debug log entry that was left over from testing of 1.3.0.0 - Fixed a rounding and calculation error with Haste rating - Added option for Rune of SwordshatteringDbDocument: DbDoc Initial Version: DbDoc Initial versionASP .NET MVC CMS (Content Management System): Atomic CMS 2.1.2: Atomic CMS 2.1.2 release notes Atomic CMS installation guide Kind Of Magic MSBuild Task: Beta 4: Update to keep up with latest bug fixes. To those who don't like Magic/NoMagic attributes, you may change these names in KindOfMagic.targets file: Change this line: <MagicTask Assembly="@(IntermediateAssembly)" References="@(ReferencePath)"/> to something like this: <MagicTask Assembly="@(IntermediateAssembly)" References="@(ReferencePath)" MagicAttribute="MyMagicAttribute" NoMagicAttribute="MyNoMagicAttribute"/>N2 CMS: 2.1: N2 is a lightweight CMS framework for ASP.NET. It helps you build great web sites that anyone can update. Major Changes Support for auto-implemented properties ({get;set;}, based on contribution by And Poulsen) All-round improvements and bugfixes File manager improvements (multiple file upload, resize images to fit) New image gallery Infinite scroll paging on news Content templates First time with N2? Try the demo site Download one of the template packs (above) and open the proj...Wii Backup Fusion: Wii Backup Fusion 1.0: - Norwegian translation - French translation - German translation - WBFS dump for analysis - Scalable full HQ cover - Support for log file - Load game images improved - Support for image splitting - Diff for images after transfer - Support for scrubbing modes - Search functionality for log - Recurse depth for Files/Load - Show progress while downloading game cover - Supports more databases for cover download - Game cover loading routines improvedAutoLoL: AutoLoL v1.5.1: Fix: Fixed a bug where pressing Save As would not select the Mastery Directory by default Unexpected errors are now always reported to the user before closing AutoLoL down.* Extracted champion data to Data directory** Added disclaimer to notify users this application has nothing to do with Riot Games Inc. Updated Codeplex image * An error report will be shown to the user which can help the developers to find out what caused the error, this should improve support ** We are working on ...TortoiseHg: TortoiseHg 1.1.8: TortoiseHg 1.1.8 is a minor bug fix release, with minor improvementsBlogEngine.NET: BlogEngine.NET 2.0: Get DotNetBlogEngine for 3 Months Free! Click Here for More Info 3 Months FREE – BlogEngine.NET Hosting – Click Here! If you want to set up and start using BlogEngine.NET right away, you should download the Web project. If you want to extend or modify BlogEngine.NET, you should download the source code. If you are upgrading from a previous version of BlogEngine.NET, please take a look at the Upgrading to BlogEngine.NET 2.0 instructions. To get started, be sure to check out our installatio...Free Silverlight & WPF Chart Control - Visifire: Visifire SL and WPF Charts v3.6.6 Released: Hi, Today we are releasing final version of Visifire, v3.6.6 with the following new feature: * TextDecorations property is implemented in Title for Chart. * TitleTextDecorations property is implemented in Axis. * MinPointHeight property is now applicable for Column and Bar Charts. Also this release includes few bug fixes: * ToolTipText property of DataSeries was not getting applied from Style. * Chart threw exception if IndicatorEnabled property was set to true and Too...StyleCop Compliant Visual Studio Code Snippets: Visual Studio Code Snippets - January 2011: StyleCop Compliant Visual Studio Code Snippets Visual Studio 2010 provides C# developers with 38 code snippets, enhancing developer productivty and increasing the consistency of the code. Within this project the original code snippets have been refactored to provide StyleCop compliant versions of the original code snippets while also adding many new code snippets. Within the January 2011 release you'll find 82 code snippets to make you more productive and the code you write more consistent!...WPF Application Framework (WAF): WPF Application Framework (WAF) 2.0.0.2: Version: 2.0.0.2 (Milestone 2): This release contains the source code of the WPF Application Framework (WAF) and the sample applications. Requirements .NET Framework 4.0 (The package contains a solution file for Visual Studio 2010) The unit test projects require Visual Studio 2010 Professional Remark The sample applications are using Microsoft’s IoC container MEF. However, the WPF Application Framework (WAF) doesn’t force you to use the same IoC container in your application. You can use ...DocX: DocX v1.0.0.11: Building Examples projectTo build the Examples project, download DocX.dll and add it as a reference to the project. OverviewThis version of DocX contains many bug fixes, it is a serious step towards a stable release. Added1) Unit testing project, 2) Examples project, 3) To many bug fixes to list here, see the source code change list history.Cosmos (C# Open Source Managed Operating System): 71406: This is the second release supporting the full line of Visual Studio 2010 editions. Changes since release 71246 include: Debug info is now stored in a single .cpdb file (which is a Firebird database) Keyboard input works now (using Console.ReadLine) Console colors work (using Console.ForegroundColor and .BackgroundColor)Paint.NET PSD Plugin: 1.6.0: Handling of layer masks has been greatly improved. Improved reliability. Many PSD files that previously loaded in as garbage will now load in correctly. Parallelized loading. PSD files containing layer masks will load in a bit quicker thanks to the removal of the sequential bottleneck. Hidden layers are no longer made visible on save. Many thanks to the users who helped expose the layer masks problem: Rob Horowitz, M_Lyons10. Please keep sending in those bug reports and PSD repro files!New Projects3D SharePoint Tag Cloud in Silverlight: This is a Silverlight Tag Cloud intended for use in SharePoint but can be configured for use separately as well. Based on a blog post from Peter Gerritsen (http://blog.petergerritsen.nl/2009/02/14/creating-a-3d-tagcloud-in-silverlight-part-1/).AffinityUI for Unity 3D: AffinityUI makes writing GUI code for Unity 3D easier with a component based API that allows you to write GUIs in a declarative fashion using a fluent interface, update events and powerful two-way databinding. A visual editor and scene GUI support are planned for the future.calendar synchronization: This will enable tight integration between ivvy core and infragistics scheduler. Will utilize oData and native isolated strorage instead of SQLite as planed earlier.Card Games Library: The aim of this project is to offer a framework for creating card games logics and rules. This project is not focused on particular games but offers a felxible and extensible base for creating card games, like; poker, solitaire, rummy, etcDbDocument: DbDoc tool seeks to be helper tool side by side with MS SQL server management studio tool, you can design your DB Tables in visualized way through Diagrams and then use “DbDoc” tool to generate design document in MS Word table formatDelux: Delux project for educationDnEcuDiag - A .NET Ecu Diagnostic Application: DnEcuDiag is an application framework for developing electronic control unit diagnostic functionality without the need to implement code.Dynamics CRM 4.0 Recycle Bin: This add-on for Microsoft Dynamics CRM 4.0 to enable Recycle Bin Features (Restore, Permenant Delete) for CRM users.EPPLib.it: Il sistema sincrono di registrazione e mantenimento dei nomi a dominio del Registro.it utilizza il protocollo EPP (Extensible Provisioning Protocol). EPPLib consente di interfacciare i propri progetti con il sistema sincrono del Registro.it.IoC4Fun: Very LightWeight IoC or DI Container only required Net Framework 3.5 written in C#. For Small Apps or Educational purpose. Not intrusion code added like others Containers. Just Plan Register Dependencies and Let Container resolve magically the Injection Dependencies.ISocial: WP7 Application, centralise les réseaux sociauxJohnnyIssa: begASP.NET Version 4.LiveCPE: LiveCPE is an Academic project based on C# and ASP.Net. It aims to be a social network website. MS CRM - Skype Connector: Skype Addon for Microsoft Dynamics CRM allows to dial CRM Contacts, Lead and so on via Skype. It's developed in ASP.NET and C#.Ryan's Projects: a group of random c# projectsSeleniuMspec: SeleniuMspec is a template for Selenium IDE that generates Selenium tests for Mspec (a .NET BDD framework). SharePoint FAQ Web Part: The SharePoint FAQ Web Part makes it easier for SharePoint Users to display FAQs feature on their SharePoint sites. You'll no longer have to maintain HTML and anchors in the Content Editor Web Part, as the FAQs are now automatically generated from a SharePoint list. Silverlight Planet: Projetos da comunidade Silverlight Planet www.silverlightplanet.net.brWP7 Expense Report: Expense Report for Windows Phone 7xll - the easy way to create Excel add-ins: The xll C++ library makes it easy to create xll add-ins for Excel. It also supports the big grid, wide-character strings, and thread-safe functions. ????????: ????,??,??,????,????,??????

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  • CodePlex Daily Summary for Tuesday, November 06, 2012

    CodePlex Daily Summary for Tuesday, November 06, 2012Popular ReleasesMetodología General Ajustada - MGA: 03.04.01: Cambios Parmenio: Se desarrollan las opciones de los botones Siguiente y Anterior en todos los formularios de Identificación y Preparación. Cambios John: Integración de código con cambios enviados por Parmenio Bonilla. Generación de instaladores. Soporte técnico por correo electrónico, telefónico y en sitio.DictationTool: DictationCool-WPF: • Open a media file to start a new dication. • Open a dct file to continue a dictation. • Compare your dictation with original text if exists. • Save your dictation to dct file, and restore it to continue later. • Save the compared result to html file.SSIS Expression Editor & Tester: Expression Editor and Tester v1.0.8.0: Getting Started Download and extract the files, no install required. The ExpressionEditor.zip download contains a folder for each SQL Server version. ExpressionEditor2005 ExpressionEditor2008 ExpressionEditor2012 Changes Fixed issues 32868 and 33291 raised by BIDS Helper users. No functional changes from previous release. Versions There are three versions included, all built from the same code with the same functionality, but each targeting a different release of SQL Server. The downlo...LINQ to Twitter: LINQ to Twitter Beta v2.1.2: Now supports Windows Phone 8. Supports .NET 3.5, .NET 4.0, Silverlight 4.0, Windows Phone 7.1, Windows Phone 8, Client Profile, and Windows 8. 100% Twitter API coverage. Now supports Twitter API v1.1! LINQ to Twitter Samples contains example code for using LINQ to Twitter with various .NET technologies. Downloadable source code also has C# samples in the LinqToTwitterDemo project and VB samples in the LinqToTwitterDemoVB project. Also on NuGet.Resume Search: Version 1.0.0.3: - updates to messages - slight change to UIMCEBuddy 2.x: MCEBuddy 2.3.7: Changelog for 2.3.7 (32bit and 64bit) 1. Improved performance of MP4 Fast and M4V Fast Profiles (no deinterlacing, removed --decomb) 2. Improved priority handling 3. Added support for Pausing and Resume conversions 4. Added support for fallback to source directory if network destination directory is unavailable 5. MCEBuddy now installs ShowAnalyzer during installation 6. Added support for long description atom in iTunesKuick Application & ORM Framework: Version 1.0.15322.29505 - Released 2012-11-05: Fix bugs and add new features.FoxyXLS: FoxyXLS Releases: Source code and samplesMySQL Tuner for Windows: 0.2: Welcome to the second beta of MySQL Tuner for Windows! This release fixes a critical bug in 0.1 where it would not work with recent version of MySQL server. Be warned that there will be bugs in this release, so please do not use on production or critical systems. Do post details of issues found to the issue tracker, and I will endeavour to fix them, when I can. I would love to have your feedback, and if possible your support! Requirements Microsoft .NET Framework 4.0 (http://www.microsoft....Dyanamic Reports (RDLC) - SharePoint 2010 Visual WebPart: Initial Release: This is a Initial Release.HTML Renderer: HTML Renderer 1.0.0.0 (3): Major performance improvement (http://theartofdev.wordpress.com/2012/10/25/how-i-optimized-html-renderer-and-fell-in-love-with-vs-profiler/) Minor fixes raised in issue tracker and discussions.ProDinner - ASP.NET MVC Sample (EF4.4, N-Tier, jQuery): 8: update to ASP.net MVC Awesome 3.0 udpate to EntityFramework 4.4 update to MVC 4 added dinners grid on homepageASP.net MVC Awesome - jQuery Ajax Helpers: 3.0: added Grid helper added XML Documentation added textbox helper added Client Side API for AjaxList removed .SearchButton from AjaxList AjaxForm and Confirm helpers have been merged into the Form helper optimized html output for AjaxDropdown, AjaxList, Autocomplete works on MVC 3 and 4BlogEngine.NET: BlogEngine.NET 2.7: Cheap ASP.NET Hosting - $4.95/Month - Click Here!! Click Here for More Info Cheap ASP.NET Hosting - $4.95/Month - Click Here! If you want to set up and start using BlogEngine.NET right away, you should download the Web project. If you want to extend or modify BlogEngine.NET, you should download the source code. If you are upgrading from a previous version of BlogEngine.NET, please take a look at the Upgrading to BlogEngine.NET 2.7 instructions. If you looking for Web Application Project, ...Launchbar: Launchbar 4.2.2.0: This release is the first step in cleaning up the code and using all the latest features of .NET 4.5 Changes 4.2.2 (2012-11-02) Improved handling of left clicks 4.1.0 (2012-10-17) Removed tray icon Assembly renamed and signed with strong name Note When you upgrade, Launchbar will start with the default settings. You can import your previous settings by following these steps: Run Launchbar and just save the settings without configuring anything Shutdown Launchbar Go to the folder %LOCA...Mouse Jiggler: MouseJiggle-1.3: This adds the much-requested minimize-to-tray feature to Mouse Jiggler.Umbraco CMS: Umbraco 4.10.0 Release Candidate: This is a Release Candidate, which means that if we do not find any major issues in the next week, we will release this version as the final release of 4.10.0 on November 9th, 2012. The documentation for the MVC bits still lives in the Github version of the docs for now and will be updated on our.umbraco.org with the final release of 4.10.0. Browse the documentation here: https://github.com/umbraco/Umbraco4Docs/tree/4.8.0/Documentation/Reference/Mvc If you want to do only MVC then make sur...Skype Auto Recorder: SkypeAutoRecorder 1.3.4: New icon and images. Reworked settings window. Implemented high-quality sound encoding. Implemented a possibility to produce stereo records. Added buttons with system-wide hot keys for manual starting and canceling of recording. Added buttons for opening folder with records. Added Help button. Fixed an issue when recording is continuing after call end. Fixed an issue when recording doesn't start. Fixed several bugs and improved stability. Major refactoring and optimization...Python Tools for Visual Studio: Python Tools for Visual Studio 1.5: We’re pleased to announce the release of Python Tools for Visual Studio 1.5 RTM. Python Tools for Visual Studio (PTVS) is an open-source plug-in for Visual Studio which supports programming with the Python language. PTVS supports a broad range of features including CPython/IronPython, Edit/Intellisense/Debug/Profile, Cloud, HPC, IPython, etc. support. For a quick overview of the general IDE experience, please watch this video There are a number of exciting improvement in this release comp...AssaultCube Reloaded: 2.5.5: Linux has Ubuntu 11.10 32-bit precompiled binaries and Ubuntu 10.10 64-bit precompiled binaries, but you can compile your own as it also contains the source. If you are using Mac or other operating systems, please wait while we try to package for those OSes. Try to compile it. If it fails, download a virtual machine. The server pack is ready for both Windows and Linux, but you might need to compile your own for Linux (source included) Changelog: Fixed potential bot bugs: Map change, OpenAL...New Projects1105p1: just a testAssaultCube Reloaded Launcher: This is the official ACR Launcher For AssaultCube Reloaded. Betting Manager: This project allows the users to store and analyze all their betting activities.BTalk: Simple communicator with encryption capability.Chronozoom Extensions: This project adds a touch interface to the original chronozoom source code, as well as adding an intuitive way to integrate new data into chronozoom easily.CloudClipX: CloudClipx is a simple clipboard monitor that optionally connects to a cloud service where you can upload your most recent clips and retrieve them from your mobcodeplexproject01: The project is okcodeplexproject02: Jean well done summaryDelayed Reaction: Delayed Reaction is a mini library designed to help with application event distribution. Events can fire from any method in your code in any form or window and be distributed to any window that registered for the event. Events can also be fired with a delay or become sticky. Dyanamic Reports (RDLC) - SharePoint 2010 Visual WebPart: SharePoint 2010 Visual Web Part solution to create RDLC reports on fly, based on lists/libraries available in SharePoint 2010 Portal.Eight OData: Consuming an OData feedFreelance: Freelance projectgraphdrawing: graph drawingGrasshoppers Time Board: Application for measure time during floorball match. Can be used also for socker or other game. HCyber: A Cyberminer Search Engine using the KWIC system.lcwineight: lcs win eight projectMeta Protector: MetaProtector is a DotNetNuke module intended to help sites apply additional Meta tags to their markup. MetroEEG: Mindwave for Windows Phone: Windows Phone 8 API for Minewave Mobile EEG Headset. minipp: This is a test project.mleai: A test project for ml.MVC Multi Layer Best Practices App: MVC Multi Layer Best Practices AppNon-Unique Key Dictionary: A dictionary that does not require unique keys for values. nTribeHR: .NET wrapper for TribeHR web services.Object Serialiser: Object Instance to Object Initialiser Syntax serialiserOrchard Metro JS library: Metro JS is a JavaScript plugin for jQuery developed to easily enable Metro interfaces on the web.Pasty Cloud Clipboard Client: A windows forms application for managing your Pasty cloud clipboard. Also includes a separate API wrapper that can be used independently.PowerComboBox: PowerComboBox is an enhanced ComboBox control. Programmed in Visual Basic, PowerComboBox adds 4 new features, Hovering; Backcolour; Checkboxes; Groups.project4: my summaryProjet POO IMA: Projet POO IMAQuickShot: Quickshot is a desktop screen capture utility that allows you to upload your captures directly to the popular image hosting website, imgur. RePro - NFe: Aplicativo de integração com ERP’s para emissão e distribuição de NFe.Resume Search: Search, filter and parse user resumes in PDF, .DOC, .DOCX format into properly organized database format.Script-base POP3 Connector for Exchange: This is a script based POP3 connector for Exchange. It works with all Exchange having "Pickup folder"Squadron for SharePoint 2010: Squadron is a: - Collection of SharePoint 2010 utility modules - Created with Windows Forms application - Plugin enabled modules - Free SRS Subscription Manager: This utility allows you to re-execute subscriptions in Microsoft SQL Server Reporting ServicesStart Screen Button: Windows 8 / Server 2012 taskbar button to bring up the Start Screen. Useful for RDP, VNC, LogMeIn, etc.TableSizer: A Windows Live Writer plugin that automatically sets the width property of every table to a configurable value prior to publishing the post.TodayHumor for Windows: Windows Phone? ?? ??? ?? ?????????. Towers of Hanoi 3D: A simple Towers of Hanoi 3D game for the Windows Store. Developed with the Visual Studio 3D Starter Kit - http://aka.ms/vs3dkitTweet 4 ME: Tweet 4 ME is a Java Micro Edition (MIDP 2.0 CLDC 1.0) based Twitter client built with a custom GUI framework. The application is part of a college project.UWE Bristol - Robotic Pick and Place System 2012: A robot arm pick and place will be trained to repeatedly move an item from one location to another. The training and control input will be from a 4x4 keypad.

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  • Jframe using multiple classes?

    - by user2945880
    and im trying to make it so it can show multiple classes at once Jframe: import javax.swing.JFrame; import java.awt.BorderLayout; public class Concert { public static void main(String[] args) { JFrame frame = new JFrame(); frame.setSize(1000, 800); frame.setTitle("Concert!"); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); Concertbackground component = new Concertbackground(); BandComponent component1 = new BandComponent(); frame.add(component, BorderLayout.NORTH); frame.add(component1, BorderLayout.CENTER); frame.setVisible(true); } } These are the two classes mentioned in the Jframe: import java.awt.Color; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.Rectangle; import java.awt.geom.Ellipse2D; import java.awt.geom.Line2D; import javax.swing.JComponent; import java.awt.Polygon; /* BandComponent.java Justin Walker 10/27/13 */ public class BandComponent extends JComponent { public void paintComponent(Graphics g) { // Recover Graphics2D Graphics2D g2 = (Graphics2D) g; int xScale = 250; int yScale = 100; int x = 343; int y = 343; //singer Polygon sing = new Polygon(); sing.addPoint(667 ,208 + xScale); sing.addPoint(676,213 + xScale); sing.addPoint(678,217 + xScale); sing.addPoint(682,221 + xScale); sing.addPoint(681,224 + xScale); sing.addPoint(680,231 + xScale); sing.addPoint(676,242 + xScale); sing.addPoint(672,244 + xScale); sing.addPoint(672,250 + xScale); sing.addPoint(682,248 + xScale); sing.addPoint(713,244 + xScale); sing.addPoint(734,247 + xScale); sing.addPoint(750,247 + xScale); sing.addPoint(794,232 + xScale); sing.addPoint(800,231 + xScale); sing.addPoint(801,223 + xScale); sing.addPoint(807,219 + xScale); sing.addPoint(806,221 + xScale); sing.addPoint(806,229 + xScale); sing.addPoint(818,222 + xScale); sing.addPoint(820,223 + xScale); sing.addPoint(825,227 + xScale); sing.addPoint(825,240 + xScale); sing.addPoint(817,243 + xScale); sing.addPoint(807,245 + xScale); sing.addPoint(803,247 + xScale); sing.addPoint(801,252 + xScale); sing.addPoint(781,257 + xScale); sing.addPoint(762,264 + xScale); sing.addPoint(734,271 + xScale); sing.addPoint(701,286 + xScale); sing.addPoint(691,296 + xScale); sing.addPoint(693,311 + xScale); sing.addPoint(690,317 + xScale); sing.addPoint(690,335 + xScale); sing.addPoint(691,339 + xScale); sing.addPoint(689,343 + xScale); sing.addPoint(712,382 + xScale); sing.addPoint(725,400 + xScale); sing.addPoint(731,418 + xScale); sing.addPoint(731,428 + xScale); sing.addPoint(738,454 + xScale); sing.addPoint(741,460 + xScale); sing.addPoint(746,468 + xScale); sing.addPoint(766,468 + xScale); sing.addPoint(771,481 + xScale);// sing.addPoint(723,482 + xScale); sing.addPoint(720,462 + xScale); sing.addPoint(718,454 + xScale); sing.addPoint(709,436 + xScale); sing.addPoint(703,436 + xScale); sing.addPoint(699,417 + xScale); sing.addPoint(686,396 + xScale); sing.addPoint(678,395 + xScale); sing.addPoint(676,437 + xScale); sing.addPoint(673,439 + xScale); sing.addPoint(638,435 + xScale); sing.addPoint(640,398 + xScale); sing.addPoint(634,410 + xScale); sing.addPoint(625,416 + xScale); sing.addPoint(622,436 + xScale); sing.addPoint(622,443 + xScale); sing.addPoint(615,447 + xScale); sing.addPoint(609,456 + xScale); sing.addPoint(606,481 + xScale);// sing.addPoint(557,481 + xScale); sing.addPoint(560,467 + xScale); sing.addPoint(579,467 + xScale); sing.addPoint(587,464 + xScale); sing.addPoint(593,452 + xScale); sing.addPoint(594,441 + xScale); sing.addPoint(592,434 + xScale); sing.addPoint(600,416 + xScale); sing.addPoint(608,405 + xScale); sing.addPoint(609,394 + xScale); sing.addPoint(617,376 + xScale); sing.addPoint(619,363 + xScale); sing.addPoint(632,334 + xScale); sing.addPoint(637,324 + xScale); sing.addPoint(635,314 + xScale); sing.addPoint(639,296 + xScale); sing.addPoint(627,285 + xScale); sing.addPoint(600,279 + xScale); sing.addPoint(582,278 + xScale); sing.addPoint(575,275 + xScale); sing.addPoint(546,256 + xScale); sing.addPoint(536,252 + xScale); sing.addPoint(533,350 + xScale); sing.addPoint(534,361 + xScale); sing.addPoint(532,367 + xScale); sing.addPoint(529,369 + xScale); sing.addPoint(524,363 + xScale); sing.addPoint(525,355 + xScale); sing.addPoint(531,254 + xScale); sing.addPoint(527,249 + xScale); sing.addPoint(527,242 + xScale); sing.addPoint(529,237 + xScale); sing.addPoint(532,237 + xScale); sing.addPoint(536,178 + xScale); sing.addPoint(534,129 + xScale); sing.addPoint(535,123 + xScale); sing.addPoint(541,120 + xScale); sing.addPoint(545,123 + xScale); sing.addPoint(547,131 + xScale); sing.addPoint(545,173 + xScale); sing.addPoint(538,233 + xScale); sing.addPoint(549,239 + xScale); sing.addPoint(558,241 + xScale); sing.addPoint(585,257 + xScale); sing.addPoint(599,257 + xScale); sing.addPoint(627,254 + xScale); sing.addPoint(647,251 + xScale); sing.addPoint(653,248 + xScale); sing.addPoint(652,235 + xScale); sing.addPoint(648,226 + xScale); sing.addPoint(652,218 + xScale); sing.addPoint(661,212 + xScale); g2.setColor(Color.black); g2.fill(sing); g2.draw(sing); //guitar Polygon guitar = new Polygon(); guitar.addPoint(148,28); guitar.addPoint(158,32); guitar.addPoint(164,38); guitar.addPoint(168,46); guitar.addPoint(169,52); guitar.addPoint(167,60); guitar.addPoint(164,65); guitar.addPoint(165,70); guitar.addPoint(161,76); guitar.addPoint(158,92); guitar.addPoint(162,97); guitar.addPoint(161,102); guitar.addPoint(158,106); guitar.addPoint(155,108); guitar.addPoint(151,127); guitar.addPoint(152,133); guitar.addPoint(155,137); guitar.addPoint(151,146); guitar.addPoint(153,147); guitar.addPoint(160,142); guitar.addPoint(162,133); guitar.addPoint(162,123); guitar.addPoint(161,113); guitar.addPoint(162,110); guitar.addPoint(164,117); guitar.addPoint(169,131); guitar.addPoint(171,144); guitar.addPoint(170,159); guitar.addPoint(166,167); guitar.addPoint(166,171); guitar.addPoint(174,174); guitar.addPoint(183,184); guitar.addPoint(191,195); guitar.addPoint(196,198); guitar.addPoint(198,200); guitar.addPoint(199,210); guitar.addPoint(211,225); guitar.addPoint(212,233); guitar.addPoint(220,248); guitar.addPoint(233,260); guitar.addPoint(245,266); guitar.addPoint(248,268); guitar.addPoint(249,277); guitar.addPoint(205,275); guitar.addPoint(204,262); guitar.addPoint(187,238); guitar.addPoint(178,224); guitar.addPoint(177,216); guitar.addPoint(156,201); guitar.addPoint(146,197); guitar.addPoint(134,211); guitar.addPoint(128,229); guitar.addPoint(125,244);// guitar.addPoint(121,246); guitar.addPoint(107,248); guitar.addPoint(100,252); guitar.addPoint(97,258); guitar.addPoint(96,253); guitar.addPoint(89,258); guitar.addPoint(65,267); guitar.addPoint(63,274); guitar.addPoint(64,283); guitar.addPoint(41,282); guitar.addPoint(44,270); guitar.addPoint(47,264); guitar.addPoint(51,255); guitar.addPoint(73,238); guitar.addPoint(79,228); guitar.addPoint(97,222); guitar.addPoint(101,204); guitar.addPoint(102,181); guitar.addPoint(100,170); guitar.addPoint(95,161); guitar.addPoint(97,154); guitar.addPoint(91,152); guitar.addPoint(77,131); guitar.addPoint(65,123); guitar.addPoint(61,105); guitar.addPoint(64,94); guitar.addPoint(72,91); guitar.addPoint(78,82); guitar.addPoint(78,76); guitar.addPoint(70,73); guitar.addPoint(70,67); guitar.addPoint(93,51); guitar.addPoint(101,48); guitar.addPoint(111,52); guitar.addPoint(118,59); guitar.addPoint(119,70); guitar.addPoint(117,78); guitar.addPoint(113,79); guitar.addPoint(112,86); guitar.addPoint(111,88); guitar.addPoint(109,89); guitar.addPoint(109,92); guitar.addPoint(122,99);// guitar.addPoint(124,99); guitar.addPoint(133,96); guitar.addPoint(145,93); //guitar.addPoint(138,124); guitar.addPoint(150,69); guitar.addPoint(150,62); guitar.addPoint(155,58); guitar.addPoint(154,53); guitar.addPoint(149,50); guitar.addPoint(154,46); guitar.addPoint(153,38); guitar.addPoint(147,28); g2.setColor(Color.black); g2.fill(guitar); g2.draw(guitar); Polygon guitar2 = new Polygon (); guitar2.addPoint(141,108); guitar2.addPoint(139,126); guitar2.addPoint(135,122); guitar2.addPoint(128,122); guitar2.addPoint(129,116); guitar2.addPoint(143,108); g2.setColor(Color.white); g2.fill(guitar2); g2.draw(guitar2); //bass guitar Polygon bassgt = new Polygon (); bassgt.addPoint(871,21); bassgt.addPoint(879,24); bassgt.addPoint(885,32); bassgt.addPoint(886,42); bassgt.addPoint(895,47); bassgt.addPoint(904,56); bassgt.addPoint(907,69); bassgt.addPoint(909,83); bassgt.addPoint(910,91); bassgt.addPoint(941,81); bassgt.addPoint(946,75); bassgt.addPoint(945,67); bassgt.addPoint(950,67); bassgt.addPoint(955,75); bassgt.addPoint(960,68); bassgt.addPoint(963,74); bassgt.addPoint(967,72); bassgt.addPoint(971,66); bassgt.addPoint(973,70); bassgt.addPoint(981,67); bassgt.addPoint(984,71); bassgt.addPoint(982,76); bassgt.addPoint(987,80); bassgt.addPoint(986,82); bassgt.addPoint(980,83); bassgt.addPoint(979,90); bassgt.addPoint(974,85); bassgt.addPoint(970,86); bassgt.addPoint(973,91); bassgt.addPoint(965,86); bassgt.addPoint(960,90); bassgt.addPoint(961,100); bassgt.addPoint(955,92); bassgt.addPoint(944,91); bassgt.addPoint(907,103); bassgt.addPoint(906,109); bassgt.addPoint(893,114); bassgt.addPoint(895,123); bassgt.addPoint(900,131); bassgt.addPoint(904,134); bassgt.addPoint(908,145); bassgt.addPoint(911,159); bassgt.addPoint(918,171); bassgt.addPoint(919,190); bassgt.addPoint(923,198); bassgt.addPoint(919,201); bassgt.addPoint(919,210); bassgt.addPoint(927,220); bassgt.addPoint(942,226); bassgt.addPoint(944,234); bassgt.addPoint(909,230); bassgt.addPoint(905,214); bassgt.addPoint(899,204); bassgt.addPoint(893,203); bassgt.addPoint(889,171); bassgt.addPoint(877,151); bassgt.addPoint(861,152); bassgt.addPoint(852,169); bassgt.addPoint(849,203); bassgt.addPoint(841,210); bassgt.addPoint(840,228); bassgt.addPoint(828,233); bassgt.addPoint(806,235); bassgt.addPoint(805,228); bassgt.addPoint(822,219); bassgt.addPoint(824,204); bassgt.addPoint(817,201); bassgt.addPoint(822,196); bassgt.addPoint(822,184); bassgt.addPoint(828,162); bassgt.addPoint(829,152); bassgt.addPoint(820,149); bassgt.addPoint(811,144); bassgt.addPoint(806,134); bassgt.addPoint(805,117); bassgt.addPoint(820,107); bassgt.addPoint(819,89); bassgt.addPoint(811,83); bassgt.addPoint(811,77); bassgt.addPoint(824,66); bassgt.addPoint(825,61); bassgt.addPoint(842,53); bassgt.addPoint(852,43); bassgt.addPoint(853,29); bassgt.addPoint(870,20); g2.setColor(Color.black); g2.fill(bassgt); g2.draw(bassgt); Polygon bassgt2 = new Polygon(); bassgt2.addPoint(845,78); bassgt2.addPoint(845,98); bassgt2.addPoint(843,98); bassgt2.addPoint(842,105); bassgt2.addPoint(839,109); bassgt2.addPoint(834,103); bassgt2.addPoint(832,85); bassgt2.addPoint(845,78); g2.setColor(Color.white); g2.fill(bassgt2); g2.draw(bassgt2); Polygon drums = new Polygon (); drums.addPoint(713,104); drums.addPoint(706,121); drums.addPoint(721,377); drums.addPoint(248,380); drums.addPoint(253,228); drums.addPoint(250,206); drums.addPoint(237,178); drums.addPoint(206,166); drums.addPoint(201,154); drums.addPoint(198,152); drums.addPoint(208,148); drums.addPoint(236,150); drums.addPoint(247,130); drums.addPoint(227,119); drums.addPoint(219,105); drums.addPoint(222,96); drums.addPoint(233,88); drums.addPoint(251,84); drums.addPoint(272,83); drums.addPoint(300,91); drums.addPoint(285,72); drums.addPoint(294,57); drums.addPoint(319,46); drums.addPoint(372,45); drums.addPoint(406,50); drums.addPoint(428,65); drums.addPoint(433,74); drums.addPoint(450,58); drums.addPoint(478,48); drums.addPoint(514,48); drums.addPoint(544,51); drums.addPoint(566,52); drums.addPoint(577,67); drums.addPoint(575,79); drums.addPoint(561,95); drums.addPoint(545,98); drums.addPoint(525,105); drums.addPoint(524,147); drums.addPoint(524,183); drums.addPoint(645,175); drums.addPoint(662,143); drums.addPoint(617,152); drums.addPoint(608,148); drums.addPoint(614,139); drums.addPoint(633,128); drums.addPoint(661,116); drums.addPoint(659,107); drums.addPoint(625,114); drums.addPoint(592,113); drums.addPoint(571,111); drums.addPoint(565,102); drums.addPoint(576,86); drums.addPoint(616,70); drums.addPoint(647,66); drums.addPoint(679,67); drums.addPoint(695,72); drums.addPoint(699,90); drums.addPoint(678,100); drums.addPoint(667,103); drums.addPoint(672,113); drums.addPoint(689,105); drums.addPoint(709,106); g2.setColor(Color.black); g2.fill(drums); g2.draw(drums); } } The second class: import java.awt.Color; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.Rectangle; import java.awt.geom.Ellipse2D; import java.awt.geom.Line2D; import javax.swing.JComponent; import java.awt.GradientPaint; /* component that draws the concert background */ public class Concertbackground extends JComponent { public void paintComponent(Graphics g) { super.paintComponent(g); // Recover Graphics2D Graphics2D g2 = (Graphics2D) g; //Background Top g2.setColor(Color.BLUE); Rectangle backgroundTop = new Rectangle (0, 0, getWidth(), getHeight() / 4); g2.fill(backgroundTop); // Background bottom g2.setColor(Color.GREEN); Rectangle backgroundBottom = new Rectangle (0, getHeight() / 2, getWidth(), getHeight() / 2); g2.fill(backgroundBottom); // Speaker base g2.setColor(Color.BLACK); Rectangle base = new Rectangle (0, 0, 50, 100); g2.fill(base); // Speakers circles gray top g2.setColor(Color.DARK_GRAY); Ellipse2D.Double speakerTop = new Ellipse2D.Double(10, 10, 30, 30); g2.fill(speakerTop); //speakers circles black top g2.setColor(Color.BLACK); Ellipse2D.Double speakerTop1 = new Ellipse2D.Double(15, 15, 20, 20); g2.fill(speakerTop1); // Speakers circles gray bottom g2.setColor(Color.DARK_GRAY); Ellipse2D.Double speakerBottom = new Ellipse2D.Double(10, 50, 30, 30); g2.fill(speakerBottom); //speakers circles black bottom g2.setColor(Color.BLACK); Ellipse2D.Double speakerBottom1 = new Ellipse2D.Double(15, 55, 20, 20); g2.fill(speakerBottom1); } } My main question is how do I change my Jframe so it can use as many classes as I want, It cant be the size of my classes because they were used with the same 1000, 800 Jframe to make the classes. I also need to be able to add more than just these two classes to my Jframe.

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  • error CS0177: The out parameter 'Wx' must be assigned to before control leaves the current method

    - by sonny5
    using System; using System.Drawing; using System.Drawing.Drawing2D; using System.Collections; using System.ComponentModel; using System.Windows.Forms; using System.Data; public class Form1 : System.Windows.Forms.Form { public static float WXmin; public static float WYmin; public static float WXmax; public static float WYmax; public static int VXmin; public static int VYmin; public static int VXmax; public static int VYmax; public static float Vx; public static float Vy; public Form1() { InitializeComponent(); } private void InitializeComponent() { //this.AutoScaleBaseSize = new System.Drawing.Size(5, 13); this.ClientSize = new System.Drawing.Size(400, 300); this.Text="Pass Args"; this.Paint += new System.Windows.Forms.PaintEventHandler(this.doLine); } static void Main() { Application.Run(new Form1()); } private void doLine(object sender, System.Windows.Forms.PaintEventArgs e) { Graphics g = e.Graphics; g.FillRectangle(Brushes.White, this.ClientRectangle); Pen p = new Pen(Color.Black); g.DrawLine(p, 0, 0, 100, 100); p.Dispose(); } private void eachCornerPix (object sender, PaintEventArgs e, out float Wx, out float Wy, out float Vx, out float Vy) { Graphics g = this.CreateGraphics(); Pen penBlu = new Pen(Color.Blue, 2); SolidBrush redBrush = new SolidBrush(Color.Red); int width = 2; // 1 pixel wide in x int height = 2; float [] Wxc = {0.100f, 5.900f, 5.900f, 0.100f}; float [] Wyc = {0.100f, 0.100f, 3.900f, 3.900f}; for (int i = 0; i<3; i++) { Wx = Wxc[i]; Wy = Wyc[i]; Vx = ((Wx - WXmin)*((VXmax-VXmin)+VXmin)/(WXmax-WXmin)); Vy = ((Wy - WYmin)*(VYmax-VYmin)/(WYmax-WYmin)+VYmin); Console.WriteLine("eachCornerPix Vx= {0}", Vx); Console.WriteLine("eachCornerPix Vy= {0}", Vy); g.FillRectangle(redBrush, Vx, Vy, width, height); g.Dispose(); } // Desired effect: Use the array values (Wxc, Wyc) and re-assign them to Wx and Wy. Then use // Wx and Wy as components to calculate Vx and Vy. // My end goal...once compile issues are resolved, is to pass each array value listed // using this method. This should allow 4 xy point pairs to be plotted. // Errors: // pass1.cs(51,18): error CS0177: The out parameter 'Wx' must be assigned to before // control leaves the current method // pass1.cs(51,18): error CS0177: The out parameter 'Wy' must be assigned to before // control leaves the current method // pass1.cs(51,18): error CS0177: The out parameter 'Vx' must be assigned to before // control leaves the current method // pass1.cs(51,18): error CS0177: The out parameter 'Vy' must be assigned to before // control leaves the current method } }

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  • Edit and render RichText

    - by OregonGhost
    We have an application (a custom network management tool for building automation) that supports printing labels that you can cut out and insert into the devices' front displays. In earlier versions of the tool (not developed in my company), the application just pushed the strings into an Excel file that the field technician could then manipulate (like formatting text). We didn't do this in the new version because it was hard (impossible) to keep the Excel file in sync, and to avoid a binding to an external application (let alone different versions of Excel). We're using PDFSharp for rendering the labels. It has a System.Drawing-like interface, but can output to a System.Drawing.Graphics (screen / printer) as well as to a PDF file, which is a requirement. Later, basic formatting was introduced like Font Family, Style, Size, Color which would apply to one label (i.e. to exactly one string). Now the customer wants to be able to apply these formats to single characters in a string. I think the easiest way would be to support a subset of RichText. It's not as easy as I thought though. Currently the editor just displays a TextBox for the label you want to edit, with the font set to the label's font. I thought I'd just replace it with RichTextBox, and update the formatting buttons to use the RichTextBox formatting properties. Fairly easy. However, I need to draw the text. I know you can get the RichTextBox to draw to a HDC or System.Drawing.Graphics - but as already said, I need it to use PDFSharp. Rendering to bitmaps is not an option, since the PDF must not be huge, and it's a lot of labels. Unfortunately I couldn't get the RichTextBox to tell me the layout of the text - I'm fine with doing the actual rendering by hand, as long as I know where to draw what. This is the first question: How can I get the properly layouted metrics of the rich text out of a RichTextBox? Or is there any way to convert the rich text to a vector graphics format that can be easily drawn manually? I know about NRTFTree which can be used to parse and manipulate RichText. The documentation is bad (actually I don't know, it's Spanish), but I think I can get it to work. As far as I understood, it won't provide layouting as well. Because of this, I think I'll have to write a custom edit control (remember, it's basically just one or two line labels with basic RTF formatting, not a full-fledged edit control - more like editing a textbox in PowerPoint) and write custom text layout logic that used PDFSharp rather than System.Drawing for drawing. Is there any existing, even if partial, solution available, either for the editing or for doing the layout manually (or both)? Or is there an entirely different approach I'm just not seeing? Bonus points if exporting the label texts as RTF into a CSV file, and then importing in Excel retains the formatting. For the editing part, I need it to work in Windows Forms. Other than that it's not Windows-Forms-related, I think.

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  • How to take the snapshot of a IE webpage through a BHO (C#)

    - by Kapil
    Hi, I am trying to build an IE BHO in C# for taking the snapshot of a webpage loaded in the IE browser. Here is what I'm trying to do: public class ShowToolbarBHO : BandObjectLib.IObjectWithSite { IWebBrowser2 webBrowser = null; public void SetSite (Object site) { ....... if (site != null) { ...... webBrowser = (IWebBrowser2)site; ...... } } } Also, I p/invoke the following COM methods: [Guid("0000010D-0000-0000-C000-000000000046")] [InterfaceTypeAttribute(ComInterfaceType.InterfaceIsIUnknown)] [ComImportAttribute()] public interface IViewObject { void Draw([MarshalAs(UnmanagedType.U4)] int dwDrawAspect, int lindex, IntPtr pvAspect, [In] IntPtr ptd, IntPtr hdcTargetDev, IntPtr hdcDraw, [MarshalAs(UnmanagedType.LPStruct)] ref COMRECT lprcBounds, [In] IntPtr lprcWBounds, IntPtr pfnContinue, int dwContinue); int GetColorSet([MarshalAs(UnmanagedType.U4)] int dwDrawAspect, int lindex, IntPtr pvAspect, [In] IntPtr ptd, IntPtr hicTargetDev, [Out] IntPtr ppColorSet); int Freeze([MarshalAs(UnmanagedType.U4)] int dwDrawAspect, int lindex, IntPtr pvAspect, out IntPtr pdwFreeze); int Unfreeze([MarshalAs(UnmanagedType.U4)] int dwFreeze); int SetAdvise([MarshalAs(UnmanagedType.U4)] int aspects, [MarshalAs(UnmanagedType.U4)] int advf, [MarshalAs(UnmanagedType.Interface)] IAdviseSink pAdvSink); void GetAdvise([MarshalAs(UnmanagedType.LPArray)] out int[] paspects, [MarshalAs(UnmanagedType.LPArray)] out int[] advf, [MarshalAs(UnmanagedType.LPArray)] out IAdviseSink[] pAdvSink); } [StructLayoutAttribute(LayoutKind.Sequential)] public class COMRECT { public int left; public int top; public int right; public int bottom; public COMRECT() { } public COMRECT(int left, int top, int right, int bottom) { this.left = left; this.top = top; this.right = right; this.bottom = bottom; } } [InterfaceTypeAttribute(ComInterfaceType.InterfaceIsIUnknown)] [ComVisibleAttribute(true)] [GuidAttribute("0000010F-0000-0000-C000-000000000046")] [ComImportAttribute()] public interface IAdviseSink { void OnDataChange([In]IntPtr pFormatetc, [In]IntPtr pStgmed); void OnViewChange([MarshalAs(UnmanagedType.U4)] int dwAspect, [MarshalAs(UnmanagedType.I4)] int lindex); void OnRename([MarshalAs(UnmanagedType.Interface)] object pmk); void OnSave(); void OnClose(); } Now When I take the snapshot: I make a call CaptureWebScreenImage((IHTMLDocument2) webBrowser.document); public static Image CaptureWebScreenImage(IHTMLDocument2 myDoc) { int heightsize = (int)getDocumentAttribute(myDoc, "scrollHeight"); int widthsize = (int)getDocumentAttribute(myDoc, "scrollWidth"); Bitmap finalImage = new Bitmap(widthsize, heightsize); Graphics gFinal = Graphics.FromImage(finalImage); COMRECT rect = new COMRECT(); rect.left = 0; rect.top = 0; rect.right = widthsize; rect.bottom = heightsize; IntPtr hDC = gFinal.GetHdc(); IViewObject vO = myDoc as IViewObject; vO.Draw(1, -1, (IntPtr)0, (IntPtr)0, (IntPtr)0, (IntPtr)hDC, ref rect, (IntPtr)0, (IntPtr)0, 0); gFinal.ReleaseHdc(); gFinal.Dispose(); return finalImage; } I am not getting the image of the webpage. Rather I am getting an image with black background. I am not sure if this is the right way of doing it, but I found over the web that IViewObject::Draw method is used for taking the image of a webpage in IE. I was earlier doing the image capture using the Native PrintWindow() method as mentioned in the following codeproject's page - http://www.codeproject.com/KB/graphics/IECapture.aspx But the image size is humongous! I was trying to see if I can reduce the size by using other techniques. It would be great if someone can point out the mistakes (I am sure there would be many) in my code above. Thanks, Kapil

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  • restore Ubuntu desktop

    - by target
    Hi, Few days back, I installed compis to try out the 3d desktop. Unfortunately, that messed up my desktop, and it has since been working in low resolution mode. Can someone suggest a quick restore mechanism to get my desktop display back to normal. Many thanks, Target

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  • Rendering a random generated maze in WinForms.NET

    - by Claus Jørgensen
    Hi I'm trying to create a maze-generator, and for this I have implemented the Randomized Prim's Algorithm in C#. However, the result of the generation is invalid. I can't figure out if it's my rendering, or the implementation that's invalid. So for starters, I'd like to have someone take a look at the implementation: maze is a matrix of cells. var cell = maze[0, 0]; cell.Connected = true; var walls = new HashSet<MazeWall>(cell.Walls); while (walls.Count > 0) { var randomWall = walls.GetRandom(); var randomCell = randomWall.A.Connected ? randomWall.B : randomWall.A; if (!randomCell.Connected) { randomWall.IsPassage = true; randomCell.Connected = true; foreach (var wall in randomCell.Walls) walls.Add(wall); } walls.Remove(randomWall); } Here's a example on the rendered result: Edit Ok, lets have a look at the rendering part then: private void MazePanel_Paint(object sender, PaintEventArgs e) { int size = 20; int cellSize = 10; MazeCell[,] maze = RandomizedPrimsGenerator.Generate(size); mazePanel.Size = new Size( size * cellSize + 1, size * cellSize + 1 ); e.Graphics.DrawRectangle(Pens.Blue, 0, 0, size * cellSize, size * cellSize ); for (int y = 0; y < size; y++) for (int x = 0; x < size; x++) { foreach(var wall in maze[x, y].Walls.Where(w => !w.IsPassage)) { if (wall.Direction == MazeWallOrientation.Horisontal) { e.Graphics.DrawLine(Pens.Blue, x * cellSize, y * cellSize, x * cellSize + cellSize, y * cellSize ); } else { e.Graphics.DrawLine(Pens.Blue, x * cellSize, y * cellSize, x * cellSize, y * cellSize + cellSize ); } } } } And I guess, to understand this we need to see the MazeCell and MazeWall class: namespace MazeGenerator.Maze { class MazeCell { public int Column { get; set; } public int Row { get; set; } public bool Connected { get; set; } private List<MazeWall> walls = new List<MazeWall>(); public List<MazeWall> Walls { get { return walls; } set { walls = value; } } public MazeCell() { this.Connected = false; } public void AddWall(MazeCell b) { walls.Add(new MazeWall(this, b)); } } enum MazeWallOrientation { Horisontal, Vertical, Undefined } class MazeWall : IEquatable<MazeWall> { public IEnumerable<MazeCell> Cells { get { yield return CellA; yield return CellB; } } public MazeCell CellA { get; set; } public MazeCell CellB { get; set; } public bool IsPassage { get; set; } public MazeWallOrientation Direction { get { if (CellA.Column == CellB.Column) { return MazeWallOrientation.Horisontal; } else if (CellA.Row == CellB.Row) { return MazeWallOrientation.Vertical; } else { return MazeWallOrientation.Undefined; } } } public MazeWall(MazeCell a, MazeCell b) { this.CellA = a; this.CellB = b; a.Walls.Add(this); b.Walls.Add(this); IsPassage = false; } #region IEquatable<MazeWall> Members public bool Equals(MazeWall other) { return (this.CellA == other.CellA) && (this.CellB == other.CellB); } #endregion } }

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  • How to take the sanpshot of a IE webpage through a BHO (C#)

    - by Kapil
    Hi, I am trying to build an IE BHO in C# for taking the snapshot of a webpage loaded in the IE browser. Here is what I'm trying to do: public class ShowToolbarBHO : BandObjectLib.IObjectWithSite { IWebBrowser2 webBrowser = null; public void SetSite (Object site) { ....... if (site != null) { ...... webBrowser = (IWebBrowser2)site; ...... } } } Also, I p/invoke the following COM methods: [Guid("0000010D-0000-0000-C000-000000000046")] [InterfaceTypeAttribute(ComInterfaceType.InterfaceIsIUnknown)] [ComImportAttribute()] public interface IViewObject { void Draw([MarshalAs(UnmanagedType.U4)] int dwDrawAspect, int lindex, IntPtr pvAspect, [In] IntPtr ptd, IntPtr hdcTargetDev, IntPtr hdcDraw, [MarshalAs(UnmanagedType.LPStruct)] ref COMRECT lprcBounds, [In] IntPtr lprcWBounds, IntPtr pfnContinue, int dwContinue); int GetColorSet([MarshalAs(UnmanagedType.U4)] int dwDrawAspect, int lindex, IntPtr pvAspect, [In] IntPtr ptd, IntPtr hicTargetDev, [Out] IntPtr ppColorSet); int Freeze([MarshalAs(UnmanagedType.U4)] int dwDrawAspect, int lindex, IntPtr pvAspect, out IntPtr pdwFreeze); int Unfreeze([MarshalAs(UnmanagedType.U4)] int dwFreeze); int SetAdvise([MarshalAs(UnmanagedType.U4)] int aspects, [MarshalAs(UnmanagedType.U4)] int advf, [MarshalAs(UnmanagedType.Interface)] IAdviseSink pAdvSink); void GetAdvise([MarshalAs(UnmanagedType.LPArray)] out int[] paspects, [MarshalAs(UnmanagedType.LPArray)] out int[] advf, [MarshalAs(UnmanagedType.LPArray)] out IAdviseSink[] pAdvSink); } [StructLayoutAttribute(LayoutKind.Sequential)] public class COMRECT { public int left; public int top; public int right; public int bottom; public COMRECT() { } public COMRECT(int left, int top, int right, int bottom) { this.left = left; this.top = top; this.right = right; this.bottom = bottom; } } [InterfaceTypeAttribute(ComInterfaceType.InterfaceIsIUnknown)] [ComVisibleAttribute(true)] [GuidAttribute("0000010F-0000-0000-C000-000000000046")] [ComImportAttribute()] public interface IAdviseSink { void OnDataChange([In]IntPtr pFormatetc, [In]IntPtr pStgmed); void OnViewChange([MarshalAs(UnmanagedType.U4)] int dwAspect, [MarshalAs(UnmanagedType.I4)] int lindex); void OnRename([MarshalAs(UnmanagedType.Interface)] object pmk); void OnSave(); void OnClose(); } Now When I take the snapshot: I make a call CaptureWebScreenImage((IHTMLDocument2) webBrowser.document); public static Image CaptureWebScreenImage(IHTMLDocument2 myDoc) { int heightsize = (int)getDocumentAttribute(myDoc, "scrollHeight"); int widthsize = (int)getDocumentAttribute(myDoc, "scrollWidth"); Bitmap finalImage = new Bitmap(widthsize, heightsize); Graphics gFinal = Graphics.FromImage(finalImage); COMRECT rect = new COMRECT(); rect.left = 0; rect.top = 0; rect.right = widthsize; rect.bottom = heightsize; IntPtr hDC = gFinal.GetHdc(); IViewObject vO = myDoc as IViewObject; vO.Draw(1, -1, (IntPtr)0, (IntPtr)0, (IntPtr)0, (IntPtr)hDC, ref rect, (IntPtr)0, (IntPtr)0, 0); gFinal.ReleaseHdc(); gFinal.Dispose(); return finalImage; } I am not getting the image of the webpage. Rather I am getting an image with black background. I am not sure if this is the right way of doing it, but I found over the web that IViewObject::Draw method is used for taking the image of a webpage in IE. I was earlier doing the image capture using the Native PrintWindow() method as mentioned in the following codeproject's page - http://www.codeproject.com/KB/graphics/IECapture.aspx But the image size is humongous! I was trying to see if I can reduce the size by using other techniques. It would be great if someone can point out the mistakes (I am sure there would be many) in my code above. Thanks, Kapil

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  • Simple animation using C#/Windows Forms

    - by clintp
    I need to knock out a quick animation in C#/Windows Forms for a Halloween display. Just some 2D shapes moving about on a solid background. Since this is just a quick one-off project I really don't want to install and learn an entire new set of tools for this. (DirectX dev kits, Silverlight, Flash, etc..) I also have to install this on multiple computers so anything beyond the basic .Net framework (2.0) would be a pain in the arse. For tools I've got VS2k8, 25 years of development experience, a wheelbarrow, holocaust cloak, and about 2 days to knock this out. I haven't done animation since using assembler on my Atari 130XE (hooray for page flipping and player/missile graphics!) Advice? Here's some of the things I'd like to know: I can draw on any empty widget (like a panel) by fiddling with it's OnPaint handler, right? That's how I'd draw a custom widget. Is there a better technique than this? Is there a page-flipping technique for this kind of thing in Windows Forms? I'm not looking for a high frame rate, just as little flicker/drawing as necessary. Thanks. Post Mortem Edit ... "a couple of coding days later" Well, the project is done. The links below came in handy although a couple of them were 404. (I wish SO would allow more than one reply to be marked "correct"). The biggest problem I had to overcome was flickering, and a persistent bug when I tried to draw on the form directly. Using the OnPaint event for the Form: bad idea. I never got that to work; lots of mysterious errors (stack overflows, or ArgumentNullExceptions). I wound up using a panel sized to fill the form and that worked fine. Using the OnPaint method is slow anyway. Somewhere online I read that building the PaintEventArgs was slow, and they weren't kidding. Lots of flickering went away when I abandoned this. Skip the OnPaint/Invalidate() and just paint it yourself. Setting all of the "double buffering" options on the form still left some flicker that had to be fixed. (And I found conflicting docs that said "set them on the control" and "set them on the form". Well controls don't have a .SetStyle() method.) I haven't tested without them, so they might be doing something (this is the form): this.SetStyle(ControlStyles.UserPaint, true); this.SetStyle(ControlStyles.OptimizedDoubleBuffer, true); this.SetStyle(ControlStyles.AllPaintingInWmPaint, true); So the workhorse of the code wound up looking like (pf is the panel control): void PaintPlayField() { Bitmap bufl = new Bitmap(pf.Width, pf.Height); using (Graphics g = Graphics.FromImage(bufl)) { g.FillRectangle(Brushes.Black, new Rectangle(0, 0, pf.Width, pf.Height)); DrawItems(g); DrawMoreItems(g); pf.CreateGraphics().DrawImageUnscaled(bufl, 0, 0); } } And I just called PaintPlayField from the inside of my Timer loop. No flicker at all.

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  • asp.net image aspect ratio help

    - by StealthRT
    Hey all, i am in need of some help with keeping an image aspect ratio in check. This is the aspx code that i have to resize and upload an image the user selects. <%@ Page Trace="False" Language="vb" aspcompat="false" debug="true" validateRequest="false"%> <%@ Import Namespace=System.Drawing %> <%@ Import Namespace=System.Drawing.Imaging %> <%@ Import Namespace=System %> <%@ Import Namespace=System.Web %> <SCRIPT LANGUAGE="VBScript" runat="server"> const Lx = 500 ' max width for thumbnails const Ly = 60 ' max height for thumbnails const upload_dir = "/uptest/" ' directory to upload file const upload_original = "sample" ' filename to save original as (suffix added by script) const upload_thumb = "thumb" ' filename to save thumbnail as (suffix added by script) const upload_max_size = 512 ' max size of the upload (KB) note: this doesn't override any server upload limits dim fileExt ' used to store the file extension (saves finding it mulitple times) dim newWidth, newHeight as integer ' new width/height for the thumbnail dim l2 ' temp variable used when calculating new size dim fileFld as HTTPPostedFile ' used to grab the file upload from the form Dim originalimg As System.Drawing.Image ' used to hold the original image dim msg ' display results dim upload_ok as boolean ' did the upload work ? </script> <% randomize() ' used to help the cache-busting on the preview images upload_ok = false if lcase(Request.ServerVariables("REQUEST_METHOD"))="post" then fileFld = request.files(0) ' get the first file uploaded from the form (note:- you can use this to itterate through more than one image) if fileFld.ContentLength > upload_max_size * 1024 then msg = "Sorry, the image must be less than " & upload_max_size & "Kb" else try originalImg = System.Drawing.Image.FromStream(fileFld.InputStream) ' work out the width/height for the thumbnail. Preserve aspect ratio and honour max width/height ' Note: if the original is smaller than the thumbnail size it will be scaled up If (originalImg.Width/Lx) > (originalImg.Width/Ly) Then L2 = originalImg.Width newWidth = Lx newHeight = originalImg.Height * (Lx / L2) if newHeight > Ly then newWidth = newWidth * (Ly / newHeight) newHeight = Ly end if Else L2 = originalImg.Height newHeight = Ly newWidth = originalImg.Width * (Ly / L2) if newWidth > Lx then newHeight = newHeight * (Lx / newWidth) newWidth = Lx end if End If Dim thumb As New Bitmap(newWidth, newHeight) 'Create a graphics object Dim gr_dest As Graphics = Graphics.FromImage(thumb) ' just in case it's a transparent GIF force the bg to white dim sb = new SolidBrush(System.Drawing.Color.White) gr_dest.FillRectangle(sb, 0, 0, thumb.Width, thumb.Height) 'Re-draw the image to the specified height and width gr_dest.DrawImage(originalImg, 0, 0, thumb.Width, thumb.Height) try fileExt = System.IO.Path.GetExtension(fileFld.FileName).ToLower() originalImg.save(Server.MapPath(upload_dir & upload_original & fileExt), originalImg.rawformat) thumb.save(Server.MapPath(upload_dir & upload_thumb & fileExt), originalImg.rawformat) msg = "Uploaded " & fileFld.FileName & " to " & Server.MapPath(upload_dir & upload_original & fileExt) upload_ok = true catch msg = "Sorry, there was a problem saving the image." end try ' Housekeeping for the generated thumbnail if not thumb is nothing then thumb.Dispose() thumb = nothing end if catch msg = "Sorry, that was not an image we could process." end try end if ' House Keeping ! if not originalImg is nothing then originalImg.Dispose() originalImg = nothing end if end if %> What i am looking for is a way to just have it go by the height of what i set it: const Ly = 60 ' max height for thumbnails And have the code for the width just be whatever. So if i had an image... say 600 x 120 (w h) and i used photoshop to change just the height, it would keep it in ratio and have it 300 x 60 (w x h). Thats what i am looking to do with this code here. However, i can not think of a way to do this (or to just leave a wildcard for the width setting. Any help would be great :o) David

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  • blender rendering question

    - by Kombuwa
    hi, I need to render a 3d model that have been implement uv map in blender. When I press the render button it renders with normal blender material. But I need to render it with uv map textures. please help me.

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  • Mikrotik and NAT/Routing issue

    - by arul
    I have basic NAT/Routing problem with Mikrotik RB750 that I've been unable to solve over the past days. From our ISP we have 26 IP addresses: 10.10.10.192/27, with 10.10.10.193 being the gateway and 10.10.10.194 the first available IP. What I need is that everything connected to ether2 gets a public IP from the DHCP server, and everything connected to ether3 gets a local IP from another DHCP (192.168.100.0/24). All clients should have internet access (I'll figure out bandwidth throttling later) and optimally just 'see' each other (all boxes are Win7, I guess this can ultimately be handled with VPN). Here is my setup: ether1 (10.10.10.194) is connected directly to ISP. 20 clients connected to ether2(10.10.10.195), and another 20 to ether3(10.10.10.196) (both through same 24 port switches). This is my setup, which doesn't work, all 20 clients from ether2 can access the internet, though all comm. seems to come from 10.10.10.194 (is this due to the masquerade on ether1?), and ether3 can't access the internet at all. I think that I need to masquerade ether3, and SNAT/DNAT or NETMAP ether2, but that doesn't work either, I guess that I need to somehow 'wire' both ether2+3 to ether1. Address list: # ADDRESS NETWORK INTERFACE 0 ;;; public 10.10.10.194/32 10.10.10.192 ether1-gateway 1 ;;; inner DHCP 192.168.100.0/24 192.168.100.0 ether3-private 2 ;;; public 10.10.10.195/32 10.10.10.192 ether2-pub 3 ;;; public 10.10.10.196/32 10.10.10.192 ether3-private NAT 0 ;;; ether3 nat chain=srcnat action=src-nat to-addresses=10.10.10.196 src-address=192.168.100.0/24 out-interface=ether3-private 1 ;;; ether3 nat chain=dstnat action=dst-nat to-addresses=192.168.100.0/24 in-interface=ether3-private 2 ;;; ether1 masquerade chain=srcnat action=masquerade to-addresses=10.10.10.194 out-interface=ether1-gateway Routes: # DST-ADDRESS PREF-SRC GATEWAY DISTANCE 0 A S 0.0.0.0/0 ether1-gateway 1 2 A S 10.10.10.192/27 10.10.10.195 ether2-pub 1 3 ADC 10.10.10.192/32 10.10.10.195 ether2-pub 0 ether1-gateway ether3-private 4 ADC 192.168.100.0/24 192.168.100.0 ether3-private 0 IP Pools: # NAME RANGES 0 public-pool 10.10.10.201-10.10.10.220 1 private-pool 192.168.100.2-192.168.100.254 DHCP configs: # NAME INTERFACE RELAY ADDRESS-POOL LEASE-TIME ADD-ARP 0 public-dhcp ether2-pub public-pool 3d 1 private-dhcp ether3-private private-pool 3d Thanks!

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  • Tying down a cloud by virtualizing everything and then locking VMs to real hardware as necessary

    - by tudor
    I'm looking for a cloud software solution that: Can run on both server and desktop machines; Virtualizes hardware and has the option of exposing each real machine to the cloud; Allows a VM to be "locked" to a set of real hardware capabilities and stay there until moved (e.g. a user's "real" desktop); Allows a VM to link to some types of devices elsewhere (e.g. USB/serial via ethernet); and Is geography-aware to control movement of VMs between real networks. I'm aware that this may be the holy grail of virtualization, and I've searched alot. Some solutions appear to meet some criteria but not others. Most cloud implementations appear to ignore real hardware, for example. I realise that this may be solved by using three different implementations in combination: A standard cloud server farm. A bare-metal network backup utility with PXEBoot. VNC and/or VDI. (VNC obviously would require the real hardware to be running.) This combination, however, has some serious drawbacks that I'd like to solve by treating it as one system. My explanation follows... I have a network of real servers and desktops in multiple locations. I've virtualized servers before using Virtualbox and that's worked quite well. I've even connected USB devices to VMs on servers. I would like to virtualize the desktops in all my offices to facilitate movement of desktops, remote access (e.g. VDI) and bare-metal backups. However, I know that there are problems with this. For example, some desktops have specific hardware (e.g. 3D graphics cards, USB devices, etc) that limit their mobility. Geographic constraints also limit movement in that VMs can be moved easily within offices, but transferring between offices is not always preferable. What I would like to find is a system that can virtualize everything from bare-metal easily by maintaining an abstraction layer on each client and server machine that exposes the hardware available and runs as a cloud. Then certain VMs would be "locked" to specific hardware (so that, e.g. the VM runs only on their own desktop.) This would be required for situations where speed is important (e.g. 3D graphics pass-through). In addition, abstracted low-speed devices (e.g. USB) could be piped from real hardware to a VM in the cloud. This is important since if a VM is taken down, another VM can connect to the real hardware for minimum downtime.

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  • Testing my new 120 Hz monitor.

    - by D Connors
    I just got a Samsung Syncmaster 2233 at a local store, and it's suppose to reach 120 Hz frequencies. I plan on using it with Nvidia 3D vision later on, but I don't have the hardware for that yet. In the mean time, I just want to test the monitor to see if it's working ok. Obviously, if I set it to 120Hz I can't notice any visual difference compared to 60Hz. So how can I test if the monitor is reaching the higher frequency? Thanks

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  • creating a tooltip for a line drawn on cartesiandatacanvas in flex

    - by Guru
    I am trying to draw a line on cartesiandatacanvas. While I am able to draw lines easily using the canvas.moveTo and canvas.lineTo methods, I cannot provide a tooltip to the line if I use that functionality. I have tried creating a label(when ever I draw a line) and adding a tooltip to it but since I show the lines in a 10*10 grid both vertical and horizontal there is a overlap and it is confusing. So now I am trying to create a line object that extends shape or UIComponent. I cannot add this object to canvas using the addChild method it does not work. The addDataChild method works but it messes with the positioning of the line. Can someone help with a solution to this. Simply put I want to draw lines on a datacanvas and add tooltips to them. Here is my code for the line object: package model { import flash.display.CapsStyle; import flash.display.JointStyle; import flash.display.LineScaleMode; import mx.core.UIComponent; public class Line extends UIComponent { public var x1:Number; public var x2:Number; public var y1:Number; public var y2:Number; public var color:Number; public function Line(x1:Number, y1:Number, x2:Number, y2:Number,color:Number) { super(); this.graphics.lineStyle(4, color, 1, true, LineScaleMode.NORMAL, CapsStyle.ROUND, JointStyle.MITER, 1 ); this.graphics.moveTo(x1,y1); this.graphics.lineTo(x2,y2); } } } Here is a sample MXML that has a canvas and tries to use the line object above: <?xml version="1.0" encoding="utf-8"?> <mx:WindowedApplication xmlns:mx="http://www.adobe.com/2006/mxml" layout="absolute" initialize="init()"> <mx:Script> <![CDATA[ import model.Line; import mx.charts.chartClasses.CartesianCanvasValue; private var accidImage:Image = new Image(); public function init():void { var line:Line = new Line(10,10,40,40,0XFF0000); // canvas.addChild(line); *Does not Work* canvas.addDataChild(line,10,10,null,null,null,null); } ]]> </mx:Script> <mx:Panel x="60" y="53" width="517" height="472" layout="absolute"> <mx:PlotChart x="48" y="10" id="plotchart1"> <mx:series> <mx:PlotSeries displayName="Series 1" yField=""/> </mx:series> <mx:annotationElements> <mx:CartesianDataCanvas id="canvas" includeInRanges="true"/> </mx:annotationElements> <mx:verticalAxis> <mx:LinearAxis id="axis11" minimum="0" maximum="100" interval="10" padding="10"/> </mx:verticalAxis> <mx:horizontalAxis> <mx:LinearAxis id="axis21" minimum="0" maximum="100" interval="10" padding="10"/> </mx:horizontalAxis> </mx:PlotChart> <mx:Legend dataProvider="{plotchart1}"/> </mx:Panel> </mx:WindowedApplication>

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  • Seemingly simple skinning problem in Flex4; style gives disco effect

    - by Cheradenine
    I'm doing something wrong, but I can't figure out what. Simple project in flex4, whereby I create a skinned combobox (fragments at end). If I turn on the 3 skin references (over-skin, up-skin, down-skin), the combobox appears to simply stop working. If I remove the up-skin, hovering over the combo produces a flickering effect, where it appears to apply the style, then remove it immediately. I get the same thing with a button instead of a combo. I'm sure it's something really simple, but it's evading me. <?xml version="1.0" encoding="utf-8"?> <s:Application xmlns:fx="http://ns.adobe.com/mxml/2009" xmlns:s="library://ns.adobe.com/flex/spark" xmlns:mx="library://ns.adobe.com/flex/mx" minWidth="955" minHeight="600" xmlns:containers="flexlib.containers.*"> <fx:Declarations> <!-- Place non-visual elements (e.g., services, value objects) here --> </fx:Declarations> <fx:Style> @namespace s "library://ns.adobe.com/flex/spark"; @namespace mx "library://ns.adobe.com/flex/mx"; #myCombo { over-skin: ClassReference("nmx.MyComboSkin"); up-skin: ClassReference("nmx.MyComboSkin"); down-skin: ClassReference("nmx.MyComboSkin"); } </fx:Style> <fx:Script> <![CDATA[ [Bindable] public var items:Array = ["A","B","C"]; ]]> </fx:Script> <mx:Canvas backgroundColor="#ff0000" width="726" height="165" x="20" y="41"> <mx:ComboBox id="myCombo" x="10" y="10" prompt="Hospital" dataProvider="{items}"> </mx:ComboBox> </mx:Canvas> </s:Application> Skin Definition: package nmx { import flash.display.GradientType; import flash.display.Graphics; import mx.skins.Border; import mx.skins.ProgrammaticSkin; import mx.skins.halo.ComboBoxArrowSkin; import mx.skins.halo.HaloColors; import mx.utils.ColorUtil; public class MyComboSkin extends ProgrammaticSkin { public function MyComboSkin() { super(); } override protected function updateDisplayList(w:Number, h:Number):void { trace(name); super.updateDisplayList(w, h); var arrowColor:int = 0xffffff; var g:Graphics = graphics; g.clear(); // Draw the border and fill. switch (name) { case "upSkin": case "editableUpSkin": { g.moveTo(0,0); g.lineStyle(1,arrowColor); g.lineTo(w-1,0); g.lineTo(w-1,h-1); g.lineTo(0,h-1); g.lineTo(0,0); } break; case "overSkin": case "editableOverSkin": case "downSkin": case "editableDownSkin": { // border /*drawRoundRect( 0, 0, w, h, cr, [ themeColor, themeColor ], 1); */ g.moveTo(0,0); g.lineStyle(1,arrowColor); g.lineTo(w-1,0); g.lineTo(w-1,h-1); g.lineTo(0,h-1); g.lineTo(0,0); // Draw the triangle. g.beginFill(arrowColor); g.moveTo(w - 11.5, h / 2 + 3); g.lineTo(w - 15, h / 2 - 2); g.lineTo(w - 8, h / 2 - 2); g.lineTo(w - 11.5, h / 2 + 3); g.endFill(); } break; case "disabledSkin": case "editableDisabledSkin": { break; } } } } }

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