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  • Ideas for how to structure a developer class/course? [on hold]

    - by Andy
    Let's say I need to teach a 3-8 week course in programming/development at a technical school (no kids) (regardless of language or technology and the target audience is beginners). I need ideas to make it a awesome class where I : Maximize the students learning and experience Make sure they don't fall a sleep Engage the students Make it exciting! I can always do traditional lecture+exercises and repeat this pattern over and over, but I think this is to old-school. Things I have considered to add to the course are: - Require pair programming - Code-review together with the students I would like suggestions on how to make a modern training class state really awesome?

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  • What is your personal learning process? [closed]

    - by yadvent
    I just wanted to say hello and ask a few simple questions. I have recently dove into programming with c# and have been curious what everyone else's experiences have been with when learning and starting out. What are some things that you can say that really have made a difference in your understanding and usages of any particular language? I lurk several forums but for some reason have always just kept to myself, and I've realized today that I'm not fully utilizing my resources when it comes to interacting with the community. With that being said, I realize that everyone that is interested in programming inherently is a natural problem solver and would like also to ask you to share your process of learning. Are you the type to have a short term project to tackle a general set of problems you're likely to encounter? Or are you a type of programmer that practices by zeroing in on a specific few problems you would like to solve? Any reply will be greatly appreciated Thank you :)

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  • Any tips/tricks/resources on actually TEACHING a class on OOP? [closed]

    - by Sempus
    I may slowly be getting into teaching an Object-Orientated Programming class at my school in a year or two. I just graduated and work at my school as an Application Programmer. I'd first start off as a TA/grader and then slowly move into the Professor role. The class would be in Java. I always see resources on this fine site about HOW to program, but does anyone know any tips/tricks/resources on how to TEACH a programming class? It would be full of all different skills levels(but still semi-technical) so it would have to be a little more understandable than if it was just CS kids.

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  • Silverlight on Windows Phone

    This was a great announcement last week at MIX10: the programming model for the upcoming Windows Phone 7 is Silverlight!   For now it is Silverlight 3, with the possibility to use phone specific features: orientation location & map control (GPS) mic push notifications motion detection accelerometer compass light proximity contacts So we have the same programming model we already know, develop in Visual Studio, test with the built-in emulator or deploy...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Visual Basic for Beginners

    If you want to learn how to program in Visual Basic this tutorial can help you get started in a few simple steps. Visual Basic or VB is a great programming language commonly used for developing Windows programs and applications. It is also used as a server side programming language on the ASP.NET platform along with C# and other languages supported by the .NET framework.... Network Management Software Automate Real Time Network Analysis & IP Mapping. Try NetMRI for Free.

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  • Looking for a previous post about skillsets for an embedded/firmware engineer. Can't find it anymore [closed]

    - by Sandiego
    I remember reading a post inquiring the basic/advanced skills required for embedded engineer works. The top comment divides the answer into two parts, the basic level/design level ,not purely coding(something like this...). Then another level : writing application(all about programming). For each level/category, the top comment talks about the necessary skills/knowledge/college courses(for me at least) . While I was searching for this post as I was trying to read it again, I found similar questions, but these are not the one I saw: http://stackoverflow.com/questions/1091931/what-skill-set-should-a-low-level-programmer-possess http://stackoverflow.com/questions/45247/how-do-i-get-started-in-embedded-programming http://electronics.stackexchange.com/questions/3343/how-to-become-an-embedded-software-developer Has anyone seen the post I'm talking about? This is a repost from Stackoverflow where I was told that this question is off-topic. So..please help guys

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  • Recommended Books for OpenGL [closed]

    - by TheBlueCat
    I'm fairly new to OpenGL and I'm have been researching any books that would be beneficial, I've had suggested to me (I've finished reading the OpenGL Book online): Real Time Rendering GPU Gems 3 OpenGL Super Bible Does anyone know any other books that they've found useful in the past, even if it covers higher level algorithms. Also, can anyone suggest an IDE/Text Editor for Linux? I'm using Komodo and it's super buggy, I just booted into Windows today and tried Visual Studio and loved it, is their anything similar for Linux? Although, the books I've been reading are saying to not use IDEs, partly because of the reliance you place onto them, per se. I use Eclipse a lot for my Java programming, can I use C and OpenGL with that? Lastly, do you think it would be more beneficial staying on Windows and programming in C/OpenGL on their, I do like Linux, but I found Visual Studio to be pretty good in some aspects?

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  • Please recommend me intermediate-to-advanced Python books to buy.

    - by anonnoir
    I'm in the final year, final semester of my law degree, and will be graduating very soon. (April, to be specific.) But before I begin practice, I plan to take 2 two months off, purely for serious programming study. So I'm currently looking for some Python-related books, gauged intermediate to advanced, which are interesting (because of the subject matter itself) and possibly useful to my future line of work. I've identified 2 possible purchases at the moment: Natural Language Processing with Python. The law deals mostly with words, and I've quite a number of ideas as to where I might go with NLP. Data extraction, summaries, client management systems linked with document templates, etc. Programming Collective Intelligence. This book fascinates me, because I've always liked the idea of machine learning (and I'm currently studying it by the side too, for fun). I'd like to build/play around with Web 2.0 applications; and who knows if I can apply some of the things I learn to my legal work. (E.g. Playground experiments to determine how and under what circumstances judges might be biased, by forcing algorithms to pore through judgments and calculate similarities, etc.) Please feel free to criticize my current choices, but do at least offer or recommend other books that I should read in their place. My budget can deal with 4 books, max. These books will be used heavily throughout the 2 months; I will be reading them back to back, absorbing the explanations given, and hacking away at their code. Also, the books themselves should satisfy 2 main criteria: Application. The book must teach how to solve problems. I like reading theory, but I want to build things and solve problems first. Even playful applications are fine, because games and experiments always have real-world applications sooner or later. Readability. I like reading technical books, no matter how difficult they are. I enjoy the effort and the feeling that you're learning something. But the book shouldn't contain code or explanations that are too cryptic or erratic. Even if it's difficult, the book's content should be accessible with focused reading. Note: I realize that I am somewhat of a beginner to the whole programming thing, so please don't put me down. But from experience, I think it's better to aim up and leave my comfort zone when learning new things, rather than to just remain stagnant the way I am. (At least the difficulty gives me focus: i.e. if a programmer can be that good, perhaps if I sustain my own efforts I too can be as good as him someday.) If anything, I'm also a very determined person, so two months of day-to-night intensive programming study with nothing else on my mind should, I think, give me a bit of a fighting chance to push my programming skills to a much higher level.

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  • how can convert bitmap to byte array

    - by narasimha
    hi sir i am implementing image upload in sdcard image converting bitmap in bitmap convert in bytearray i am implementing this code import java.io.ByteArrayOutputStream; import java.io.DataInputStream; import java.io.EOFException; import java.io.File; import java.io.FileDescriptor; import java.io.FileInputStream; import java.io.FileNotFoundException; import java.io.IOException; import android.R.array; import android.app.Activity; import android.graphics.Bitmap; import android.graphics.BitmapFactory; import android.os.Bundle; import android.util.Log; import android.widget.ImageView; public class Photo extends Activity { @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.main); File f = new File("/sdcard/DCIM/1.jpg"); FileInputStream is = null; try { is = new FileInputStream(f); Bitmap bm; bm = BitmapFactory.decodeStream(is,null,null); ByteArrayOutputStream baos = new ByteArrayOutputStream(1000); bm.compress(Bitmap.CompressFormat.JPEG,75, baos); System.out.println("3........................"+bm); ImageView pic=(ImageView)this.findViewById(R.id.picview); pic.setImageBitmap(bm); } catch (Exception e) { // TODO: handle exception e.printStackTrace(); } } }this code is i am implementing how can convert bitmap in byte array INFO/System.out(12658): 3........................android.graphics.Bitmap@4358e3d0 in debug this will be displayed how can retrieve bitmap to byte array

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  • how to implement bitmap to byte array in android

    - by satyamurthy
    hi sir i am implementing image upload in sdcard image converting bitmap in bitmap convert in bytearray i am implementing this code import java.io.ByteArrayOutputStream; import java.io.DataInputStream; import java.io.EOFException; import java.io.File; import java.io.FileDescriptor; import java.io.FileInputStream; import java.io.FileNotFoundException; import java.io.IOException; import android.R.array; import android.app.Activity; import android.graphics.Bitmap; import android.graphics.BitmapFactory; import android.os.Bundle; import android.util.Log; import android.widget.ImageView; public class Photo extends Activity { @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.main); File f = new File("/sdcard/DCIM/1.jpg"); FileInputStream is = null; try { is = new FileInputStream(f); Bitmap bm; bm = BitmapFactory.decodeStream(is,null,null); ByteArrayOutputStream baos = new ByteArrayOutputStream(1000); bm.compress(Bitmap.CompressFormat.JPEG,75, baos); System.out.println("3........................"+bm); ImageView pic=(ImageView)this.findViewById(R.id.picview); pic.setImageBitmap(bm); } catch (Exception e) { // TODO: handle exception e.printStackTrace(); } } }this code is i am implementing how can convert bitmap in byte array INFO/System.out(12658): 3........................android.graphics.Bitmap@4358e3d0 in debug this will be displayed how can retrieve bitmap to byte array

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  • Draw Bitmap with alpha channel

    - by Paja
    I have a Format32bppArgb backbuffer, where I draw some lines: var g = Graphics.FromImage(bitmap); g.Clear(Color.FromArgb(0)); var rnd = new Random(); for (int i = 0; i < 5000; i++) { int x1 = rnd.Next(ClientRectangle.Left, ClientRectangle.Right); int y1 = rnd.Next(ClientRectangle.Top, ClientRectangle.Bottom); int x2 = rnd.Next(ClientRectangle.Left, ClientRectangle.Right); int y2 = rnd.Next(ClientRectangle.Top, ClientRectangle.Bottom); Color color = Color.FromArgb(rnd.Next(0, 255), rnd.Next(0, 255), rnd.Next(0, 255)); g.DrawLine(new Pen(color), x1, y1, x2, y2); } Now I want to copy bitmap in Paint event. I do it like this: void Form1Paint(object sender, PaintEventArgs e) { e.Graphics.DrawImageUnscaled(bitmap, 0, 0); } Hovewer, the DrawImageUnscaled copies pixels and applies the alpha channel, thus pixels with alpha == 0 won't have any effect. But I need raw byte copy, so pixels with alpha == 0 are also copied. So the result of these operations should be that e.Graphics contains exact byte-copy of the bitmap. How to do that? Summary: When drawing a bitmap, I don't want to apply the alpha channel, I merely want to copy the pixels.

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  • NETCF - Optimized Repaint (onPaint)

    - by Nullstr1ng
    Hi Guys, I want to ask for suggestions on how to optimize a repaint in Compact Framework? GetHashCode() didn't help because it always return a different hash code. Anyway, I have a program which you can drag and resize an object in run time. This object is a transparent object and it has a PNG image which also dynamically resize relative to object client size. Though I noticed, (e.g. I have 4 transparent object and I'm dragging or resizing one) all 4 of them triggers OnPaintBackground even if the 3 are not moving. Another one when am just tapping on the one object .. it sill triggers onPaintBacground(). Anyway, I don't have a problem when this events get triggered. What I like to do is optimization and that means I only have to repaint the object when it's necessary. Can you guys please give a suggestions? here's my pseudo C# code Bitmap _backBuff; onResize() { if(_backBuff != null) _backBuff.Dispose(); _backBuff = new Bitmap(ClientSize.Width, ClientSize.Height); Invalidate(); } onPaintBackground(e) /*have to use onPaintBackground because MSDN said it's faster*/ { using(Graphics g = Graphics.FromImage(_backBuff)) { g.Clear(Color.Black); // draw background ....some interface calling here ....and paint the background // draw alpha PNG .. get hDc .. paint PNG .. release hDc } e.Graphics.DrawImage(_backBuff,0,0); } Thanks in advance.

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  • CGImageCreateWithMask with an image as a mask

    - by Peyman
    Hi I am trying to use an image (painted as Core Graphics) to create a mask. What I am doing is this 1. creating a Core Graphics path CGContextSaveGState(context); CGContextBeginPath(context); CGContextMoveToPoint(context,circleCenter.x,circleCenter.y); //CGContextSetAllowsAntialiasing(myBitmapContext, YES); CGContextAddArc(context,circleCenter.x, circleCenter.y,circleRadius,startingAngle, endingAngle, 0); // 0 is counterclockwise CGContextClosePath(context); CGContextSetRGBStrokeColor(context,1.0,0.0,0.0,1.0); CGContextSetRGBFillColor(context,1.0,0.0,0.0,0.2); CGContextDrawPath(context, kCGPathFillStroke); 2. then I'm saving the context that has the path just painted CGImageRef pacmanImage = CGBitmapContextCreateImage (context); 3. restoring the context CGContextRestoreGState(context); CGContextSaveGState(context); 4. creating a 1 bit mask (which will provide the black-white mask) bitsPerComponent = 1; bitsPerPixel = bitsPerComponent * 1 ; bytesPerRow = (CGImageGetWidth(imgToMaskRef) * bitsPerPixel); mask = CGImageCreate(CGImageGetWidth(imgToMaskRef), CGImageGetHeight(imgToMaskRef), bitsPerComponent, bitsPerPixel, bytesPerRow, greyColorSpace, kCGImageAlphaNone, CGImageGetDataProvider(pacmanImage), NULL, //decode YES, //shouldInterpolate kCGRenderingIntentDefault); 5. masking the imgToMaskRef (which is a CGImageRef imgToMaskRef =imgToMask.CGImage;) with the mask just created imageMaskedWithImage = CGImageCreateWithMask(imgToMaskRef, mask); CGContextDrawImage(context,imgRectBox, imageMaskedWithImage); CGImageRef maskedImageFinal = CGBitmapContextCreateImage (context); returning the maskedImageFinal to the caller of this method (as wheelChoiceMadeState, which is a CGImageRef) who then updates the CALayer contents property with the image theLayer.contents = (id) wheelChoiceMadeState; the problem I am seeing is that the mask does not work properly and looks very strange indeed. I get strange patterns across the path painted by the Core Graphics. My hunch is there is something with CGImageGetDataProvider() but I am not sure. Any help would be appreciated thank you

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  • Resizing and saving an image in WinMobile and .NET CF throws OutOfMemoryException

    - by devguy
    I have a WinMobile app which allows the user the snap a photo with the camera, and then use for for various things. The photo can be snapped at 1600x1200, 800x600 or 640x480, but it must always be resized to 400px for the longest size (the other is proportional of course). Here's the code: private void LoadImage(string path) { Image tmpPhoto = new Bitmap(path); // calculate new bitmap size... double width = ... double height = ... // draw new bitmap Image photo = new Bitmap(width, height, System.Drawing.Imaging.PixelFormat.Format24bppRgb); using (Graphics g = Graphics.FromImage(photo)) { g.FillRectangle(new SolidBrush(Color.White), new Rectangle(0, 0, photo.Width, photo.Height)); int srcX = (int)((double)(tmpPhoto.Width - width) / 2d); int srcY = (int)((double)(tmpPhoto.Height - height) / 2d); g.DrawImage(tmpPhoto, new Rectangle(0, 0, photo.Width, photo.Height), new Rectangle(srcX, srcY, photo.Width, photo.Height), GraphicsUnit.Pixel); } tmpPhoto.Dispose(); // save new image and dispose photo.Save(Path.Combine(config.TempPath, config.TempPhotoFileName), System.Drawing.Imaging.ImageFormat.Jpeg); photo.Dispose(); } Now the problem is that the app breaks in the photo.Save call, with an OutOfMemoryException. And I don't know why, since I dispose the tempPhoto (with the original photo from the camera) as soon as I can, and I also dispose the Graphics obj. Why does this happen? It seems impossible to me that one can't take a photo with the camera and resize/save it without making it crash :( Should I restor t C++ for such a simple thing? Thanks.

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  • How to get the stacktrace in a mobile device?

    - by Daniel Moura
    I'm getting a NullPointerException in a Nokia S40. I want to know what is causing this exception. The device shows: NullPointerException java/lang/NullPointerException This error only occurs in the device, running in the emulator the application works fine. I use microlog to debug my application. But the application works fine if the log is enabled. Is there a way to get the stack trace when I get this NullPointerException? I don't need all details like the line number just which method cause this exception. UPDATE: I installed the same application in another Nokia S40 and the same error didn't occur. Nokia 2660 - error Nokia 6131 - no error UPDATE 2: Somehow I find what was causing the NullPointerException. import javax.microedition.lcdui.Canvas; import javax.microedition.lcdui.Graphics; public class OuterClass extends Canvas { private Config config; public OuterClass() { this.config = new Config(); } public void paint(Graphics graphics) { HelperClass helper = new HelperClass(this.config); helper.doStuff(); } public void dispose() { this.config = null; } public class Config implements IConfig { public int getSomething() { // ... } } } public class HelperClass { private IConfig config; public HelperClass(IConfig) { this.config = config; } public doStuff() { config.getSomething(); // Here is thrown NullPointerException } } In some situations a thread is started and call the OuterClass.dispose() before the helper.doStuff() causing the NPE. I think when I enabled the log it made the thread slower and helper.doStuff() was called when I expected it to be called.

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  • Flash AS3 load file xml

    - by Elias
    Hello, I'm just trying to load an xml file witch can be anywere in the hdd, this is what I have done to browse it, but later when I'm trying to load the file it would only look in the same path of the swf file here is the code package { import flash.display.Sprite; import flash.events.; import flash.net.; public class cargadorXML extends Sprite { public var cuadro:Sprite = new Sprite(); public var file:FileReference; public var req:URLRequest; public var xml:XML; public var xmlLoader:URLLoader = new URLLoader(); public function cargadorXML() { cuadro.graphics.beginFill(0xFF0000); cuadro.graphics.drawRoundRect(0,0,100,100,10); cuadro.graphics.endFill(); cuadro.addEventListener(MouseEvent.CLICK,browser); addChild(cuadro); } public function browser(e:Event) { file = new FileReference(); file.addEventListener(Event.SELECT,bien); file.browse(); } public function bien(e:Event) { xmlLoader.addEventListener(Event.COMPLETE, loadXML); req=new URLRequest(file.name); xmlLoader.load(req); } public function loadXML(e:Event) { xml=new XML(e.target.data); //xml.name=file.name; trace(xml); } } } when I open a xml file that isnt it the same directory as the swf, it gives me an unfound file error. is there anything I can do? cause for example for mp3 there is an especial class for loading the file, see http://www.flexiblefactory.co.uk/flexible/?p=46 thanks

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  • How to draw multiple rectangles using c#

    - by Nivas
    I have drawn and saved the Rectangle on the image i loaded in the picture box. How i like to draw multiple rectangles for that i tried array in the rectangle but it gives error ("Object reference not set to an instance of an object." (Null reference Exception was unhandled). private void pictureBox1_MouseDown(object sender, MouseEventArgs e) { if (mybitmap == null) { mybitmap = new Bitmap(sz.Width, sz.Height); } rect[count] = new Rectangle(e.X, e.Y, 0, 0); this.Invalidate(); } private void pictureBox1_MouseMove(object sender, MouseEventArgs e) { if (stayToolStripMenuItem.Checked == true) { switch (e.Button) { case MouseButtons.Left: { rect[count] = new Rectangle(rect[count].Left, rect[count].Top, e.X - rect[count].Left, e.Y - rect[count].Top); pictureBox1.Invalidate(); count++: break; } } } } private void pictureBox1_Paint(object sender, PaintEventArgs e) { if (stayToolStripMenuItem.Checked == true) { button1.Visible = true; button2.Visible = true; if (mybitmap == null) { return; } using (g = Graphics.FromImage(mybitmap)) { using (Pen pen = new Pen(Color.Red, 2)) { //g.Clear(Color.Transparent); e.Graphics.DrawRectangle(pen, rect); label1.Top = rect[count].Top; label1[count].Left = rect[count].Left; label1.Width = rect[count].Width; label1.Height = rect[count].Height; if (label1.TextAlign == ContentAlignment.TopLeft) { e.Graphics.DrawString(label1.Text, label1.Font, new SolidBrush(label1.ForeColor), rect); g.DrawString(label1.Text, label1.Font, new SolidBrush(label1.ForeColor), rect); g.DrawRectangle(pen, rect[count]); } } } } } How can i do this.....

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  • Creating/Maintaining a large project-agnostic code library

    - by bufferz
    In order to reduce repetition and streamline testing/debugging, I'm trying to find the best way to develop a group of libraries that many projects can utilize. I'd like to keep individual executable relatively small, and have shared libraries for math, database, collections, graphics, etc. that were previously scattered among several projects and in many cases duplicated (bad!). This library is to be in an SVN repo and several programmers will be working on it. This library will be in constant development along with the executables that utilize it. For example, I want a code file in ProjectA to look something like the following: using MyCompany.Math.2D; //static 2D math methods using MyCompany.Math.3D; //static #D math methods using MyCompany.Comms.SQL; //static methods for doing simple SQLDB I/O using MyCompany.Graphics.BitmapOperations; //static methods that play with bitmaps So in my ProjectA solution file in VisualStudio, in order to develop/debug the MyCompany library I have to add several projects (Math, Comms, Graphics). Things get pretty cluttered and Solution files get out of date quickly between programmer SVN commits. I'm just looking for a high level approach to maintaining a large, shared code base in an SCN repository. I am fully willing to radically redesign my approach. I'm looking for that warm fuzzy feeling you get when you're design approach is spot on and development is fluid and natural. And ideas? Thanks!!

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  • "Link" against a SWC in Flex

    - by ggambett
    I'm trying to do a very simple app in Flash/Flex, that loads an image embedded in the swf itself and then shows it. The thing is I'm trying to do it using the command line only (mxmlc and compc) and without using @Embed, and failing miserably. I have a very simple Main.as : package { import flash.display.*; import flash.utils.*; public class Main extends Sprite { public function Main () : void { var pDef:Class = getDefinitionByName("icon_big.png") as Class; var _image:BitmapData = new pDef(0, 0); var pSprite:Sprite = new Sprite(); pSprite.graphics.beginBitmapFill(_image); pSprite.graphics.drawRect(0, 0, _image.width, _image.height); pSprite.graphics.endFill(); addChild(pSprite); } } } This works fine if I add icon_big.png to the Library using the Flash IDE, but I can't figure out how to do it from the command line. I'm using compc to put the png inside a swc : compc --include-file icon_big.png icon_big.png -output assets.swc This generates a 17 kb assets.swf, slightly bigger than icon_big.png. Then I try to compile and link Main.as : mxmlc -include-libraries+=assets.swc Main.as This produces a 944 byte Main.swf, which clearly doesn't include the asset, and fails at runtime. According to the mxmlc docs I found, -include-libraries should link with every class, including the ones not directly referenced by code (as is the case here, since I'm getting the class from code), and it unsurprisingly fails at runtime. Note that this same code (or, more precisely, quite equivalent code) works when used within a Flash project - I'm not looking to fix the code, but how to do in the command line whatever Flash does internally. I feel I'm just "not getting" something... any clues?

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  • drawing to a JPanel without inheritance

    - by g.rocket
    Right now I'm working on a program that throws up a bunch of separate (generated at runtime) images, each in their own window. To do this i've tried this approach: public void display(){ JFrame window = new JFrame("NetPart"); JPanel canvas = new JPanel(); window.getContentPane().add(canvas); Graphics g = canvas.getGraphics(); Dimension d = getSize(); System.out.println(d); draw(g,new Point(d.minX*50,d.maxY*50), 50); window.setSize(d.size(50)); window.setResizable(false); window.setDefaultCloseOperation(JFrame.HIDE_ON_CLOSE); window.setVisible(true); } public void draw(Graphics g, Point startLoc, int scale){ // generate and draw the image } public Dimension getSize(){ //returns my own dimensions class } However, this throws a NullPointerException in draw, claiming that the graphics is null. is there any way to externally draw to a JPanel from outside it (not inherit from JPanel and override PaintComponent)? Any help would be appreciated.

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  • How do you refactor a large messy codebase?

    - by Ricket
    I have a big mess of code. Admittedly, I wrote it myself - a year ago. It's not well commented but it's not very complicated either, so I can understand it -- just not well enough to know where to start as far as refactoring it. I violated every rule that I have read about over the past year. There are classes with multiple responsibilities, there are indirect accesses (I forget the technical term - something like foo.bar.doSomething()), and like I said it is not well commented. On top of that, it's the beginnings of a game, so the graphics is coupled with the data, or the places where I tried to decouple graphics and data, I made the data public in order for the graphics to be able to access the data it needs... It's a huge mess! Where do I start? How would you start on something like this? My current approach is to take variables and switch them to private and then refactor the pieces that break, but that doesn't seem to be enough. Please suggest other strategies for wading through this mess and turning it into something clean so that I can continue where I left off!

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  • how to fix error in bitmap size exceeds VM budget

    - by narasimha
    hi folks i am working one application image uploading to sdcard i am scaling that sdcard saved into database some times one error is occurs bitmap size exceeds vm budget ouput : 01-11 15:39:51.809: ERROR/AndroidRuntime(6214): Uncaught handler: thread main exiting due to uncaught exception 01-11 15:39:51.979: ERROR/AndroidRuntime(6214): java.lang.OutOfMemoryError: bitmap size exceeds VM budget 01-11 15:39:51.979: ERROR/AndroidRuntime(6214): at android.graphics.BitmapFactory.nativeDecodeByteArray(Native Method) 01-11 15:39:51.979: ERROR/AndroidRuntime(6214): at android.graphics.BitmapFactory.decodeByteArray(BitmapFactory.java:384) 01-11 15:39:51.979: ERROR/AndroidRuntime(6214): at android.graphics.BitmapFactory.decodeByteArray(BitmapFactory.java:397) 01-11 15:39:51.979: ERROR/AndroidRuntime(6214): at com.fitzgeraldsoftware.shout.presentationLayer.Shout.onActivityResult(Shout.java:1653) 01-11 15:39:51.979: ERROR/AndroidRuntime(6214): at android.app.Activity.dispatchActivityResult(Activity.java:3624) 01-11 15:39:51.979: ERROR/AndroidRuntime(6214): at android.app.ActivityThread.deliverResults(ActivityThread.java:3220) 01-11 15:39:51.979: ERROR/AndroidRuntime(6214): at android.app.ActivityThread.handleSendResult(ActivityThread.java:3266) 01-11 15:39:51.979: ERROR/AndroidRuntime(6214): at android.app.ActivityThread.access$2600(ActivityThread.java:116) 01-11 15:39:51.979: ERROR/AndroidRuntime(6214): at android.app.ActivityThread$H.handleMessage(ActivityThread.java:1823) 01-11 15:39:51.979: ERROR/AndroidRuntime(6214): at android.os.Handler.dispatchMessage(Handler.java:99) 01-11 15:39:51.979: ERROR/AndroidRuntime(6214): at android.os.Looper.loop(Looper.java:123) 01-11 15:39:51.979: ERROR/AndroidRuntime(6214): at android.app.ActivityThread.main(ActivityThread.java:4203) 01-11 15:39:51.979: ERROR/AndroidRuntime(6214): at java.lang.reflect.Method.invokeNative(Native Method) 01-11 15:39:51.979: ERROR/AndroidRuntime(6214): at java.lang.reflect.Method.invoke(Method.java:521) 01-11 15:39:51.979: ERROR/AndroidRuntime(6214): at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:791) 01-11 15:39:51.979: ERROR/AndroidRuntime(6214): at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:549) 01-11 15:39:51.979: ERROR/AndroidRuntime(6214): at dalvik.system.NativeStart.main(Native Method) how can fix the error please forward some solution thanks in advance

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  • Chrome targeted CSS

    - by Chris
    I have some CSS code that hides the cursor on a web page (it is a client facing static screen with no interaction). The code I use to do this is below: *, html { cursor: url('/web/resources/graphics/blank.cur'), pointer; } Blank.cur is a totally blank cursor file. This code works perfectly well in all browsers when I host the web files on my local server but when I upload to a Windows CE webserver (our production unit) the cursor represents itself as a black box. Odd. After some testing it seems that chrome only has a problem with totally blank cursor files when served from WinCE web server, so I created a blank cursor with one pixel as white, specifically for chrome. How do I then target this CSS rule to chrome specifically? i.e. *, html { cursor: url('/web/resources/graphics/blank.cur'), pointer; } <!--[if CHROME]> *, html { cursor: url('/web/resources/graphics/blankChrome.cur'), pointer; } <![endif]-->

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  • Flex/Actionscript image display problem.

    - by IanH
    I'm trying to extend the Image class but hit a problem that I can't get past. I have a private image (img) that loads an image and a function that takes that image and copies it onto the parent. The debug function "copyit2" displays the image fine (so I know it's loaded OK). But the function "copyit" doesn't work - it just displays a white rectangle. I can't see how to make copyit work so that the original image is copied to the BitmapData and then subsequenty copied onto the parent? (The idea is to do some processing on the Bitmap data before it is displayed, although this isn't shown here to keep the example simple.) I suspect it is something to do with the security of loading images, but I'm loading it from the same server as the application is run from - so this shouldn't be a problem? Thanks for any help anyone can provide. Ian package zoomapackage { import flash.display.Bitmap; import flash.display.BitmapData; import flash.display.Sprite; import flash.events.MouseEvent; import flash.geom.Matrix; import flash.geom.Point; import flash.geom.Rectangle; import flash.net.*; import mx.controls.Image; import mx.events.FlexEvent; public dynamic class Zooma extends Image { private var img:Image; public function copyit():void { var imgObj:BitmapData = new BitmapData(img.content.width, img.content.height, false); imgObj.draw(img); var matrix:Matrix = new Matrix(); this.graphics.beginBitmapFill(imgObj, matrix, false,true); this.graphics.drawRect(0, 0, this.width , this.height); this.graphics.endFill(); } public function copyit2():void { this.source = img.source; } public function Zooma() { super(); img = new Image(); img.load("http://localhost/Koala.jpg"); } } }

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