Search Results

Search found 21436 results on 858 pages for 'draw order'.

Page 351/858 | < Previous Page | 347 348 349 350 351 352 353 354 355 356 357 358  | Next Page >

  • How do I make lines scale when using GLOrtho?

    - by Mason Wheeler
    I'm using GLOrtho to set up a 2D view that I can render textures onto. It works really well, up until I try to zoom in on the image. If I pass half the width and half the height of the viewport to GLOrtho, I end up with all my textures displayed twice as big as normal, which is exactly what I expect. But then I try to draw a box around part of the image and it all falls apart. I call glBegin(GL_LINE_LOOP), place the four vertices, and call glEnd, and I expect to see the same thing I would see if I drew it at normal zoom level, doubled. Instead, I get lines that are all the right length, but they all come out one pixel wide, instead of two, and it looks really bad. What am I missing?

    Read the article

  • ASP.NET connection pool question

    - by James Evans
    Does the same connection string used on two different physical servers hosting different web applications that talk to the same database draw connections from the same connection pool? Or are pooled connections confined to at the application level? I ask because I inherited a 7 year old .NET 1.1 web application which is riddled with in-line SQL, unclosed and undisposed sql connection and datareader objects. Recently, I was tasked to write a small web app that is hosted on another server and talks to the same database and therefore used the same database connection string. I created a LINQ object to read and write the one table required by the app. Now the original .NET 1.1 app is throwing exceptions like "Timeout expired. The timeout period elapsed prior to obtaining a connection from the pool. This may have occurred because all pooled connections were in use and max pool size was reached." Maybe these are unreleated, but wanted to get your opinions to make sure I cover all my bases. Thanks!

    Read the article

  • Import a Collada model doesn't align to pixels

    - by Dan Friedman
    Assume I have a model that is simply a cube. (It is more complicated than a cube, but for the purposes of this discussion, we will simplify.) So when I am in Sketchup, the cube is Xmm by Xmm by Xmm, where X is an integer. I then export the a Collada file and subsequently load that into threejs. Now if I look at the geometry bounding box, the values are floats, not integers. So now assume I am putting cubes next to each other with a small space in between say 1 pixel. Because screens can't draw half pixels, sometimes I see one pixel and sometimes I see two, which causes a lack of uniformity. I think I can resolve this satisfactorily if I can somehow get the imported model to have integer dimensions. I have full access to all parts of the model starting with Sketchup, so any point in the process is fair game. Is it possible? Thanks.

    Read the article

  • Simple Android OpenGL App Lag

    - by Eugene
    Hi, I have an Android OpenGL application which simply draws 2D squares (using 2 triangles) and animates them moving down the screen. I essentially do this by running: glLoadIdentity(), then glTranslatef, and finally glDrawElements all in a for loop. (The for loop is to draw all 10 blocks on the screen for every frame). In every drawFrame, the y-position of the blocks increments for the animation. The problem I'm having is strange. I run the application and the animation is laggy and not smooth. Then I re-run the application and I get a smooth animation. If I run again, I may get a smooth animation, or possibly not. Is my method correct, or is there a better way of doing this animation? Thanks for the help!

    Read the article

  • Which containers / graphics components to use in a simple Java Swing game?

    - by rize
    I'm creating a simple labyrinth game with Java + Swing. The game draws a randomized labyrinth on the screen, places a figure in the middle, and the player is then supposed to find the way out by moving the figure with arrow-keys. As for now, I'm using a plain background and drawing the walls of the labyrinth with Graphics.drawLine(). I have a custom picture of the figure in a .gif file, which I load as a BufferedImage object. However, I want the player to see only part of the labyrinth at a time, and the screen should follow the figure in the game, as the player moves around. I'm planning to do this by creating an Image object of the whole labyrinth when it is created, and then "cutting" a square around the current position of the figure and displaying this with Graphics.drawImage(). I'm new with Swing though, and I can't figure out how to draw the figure at different positions "above" the labyrinth without redrawing the whole thing. Which container/component should I use for the labyrinth and then for the figure to achieve this?

    Read the article

  • How to change line thickness in iText? (iText is Java pdf framework)

    - by drasto
    I'm drawing images to pdf using Java framework iText. I need to draw lines of specified width. There is a method setLineWidth(float width) in class PdfContentByte that should change it. However no matter what value I pass as its parameter the lines drawn are always extra thin. There is following line in javadoc of setLineWidth: The line width specifies the thickness of the line used to stroke a path and is measured in user space units. I don't know what is "space unit". Everything else in iText seems to be measured in point(around 1/72 inch). I cant find any reference to what are those "space units" and how to change them. code: to.setLineWidth(thickness); to.moveTo(x, y); to.lineTo(x + 100, y + 100);

    Read the article

  • Add multiples Picturebox using ThreadPool

    - by Pmdusso
    Hi! Im doing a Naval Battle for University. I decided to do it in C#. My board is 20 x 20 of mini (20x20) PictureBoxes. The problem is when I load the board I got a huuuge delay for draw all of them in the panel which contains them. So I thought to ThreadPool my method to escale the picuteres boxes creation and drawing fester. Is this the correct aproach? I'm wondering if even if I launch 20 threads to create and set the picturesoboxes together I will still have the graphic delay. (I wont past code right now because maybe the answer independs of it... if not, I past next :) Sorry the bad english, Thanks folks!

    Read the article

  • iphone: mechanical drawing & layers

    - by d_CFO
    I need to do a bit of mechanical drawing. I can (1) display the part’s image, [self.view addSubview:thePartAsImageView]; (2) implement two sliders (one horizontal for part’s width and one vertical for part’s height), heightSlider.transform = CGAffineTransformRotate(heightSlider.transform, 270.0/180*M_PI); (3) display the corresponding values (dimensions) as the user moves the sliders, and even (4) draw the dimensioning lines with arrowheads: CGContextAddLineToPoint What I can’t do is (5) remove those lines after I’ve drawn them. What I want is “if userTouchedTheHorizontalControl then eraseTheLinesForTheVerticalControl.” If I understand correctly – first, that Quartz composites everything to a single layer, and second, that CALayer, GeekGameBoard and so on only work on Mac -- then I have to do something different. But isn’t there something I can do other than switch to Open GL?

    Read the article

  • How do you go from an abstract project description to actual code?

    - by Jason
    Maybe its because I've been coding around two semesters now, but the major stumbling block that I'm having at this point is converting the professor's project description and requirements to actual code. Since I'm currently in Algorithms 101, I basically do a bottom-up process, starting with a blank whiteboard and draw out the object and method interactions, then translate that into classes and code. But now the prof has tossed interfaces and abstract classes into the mix. Intellectually, I can recognize how they work, but am stubbing my toes figuring out how to use these new tools with the current project (simulating a web server). In my professors own words, mapping the abstract description to Java code is the real trick. So what steps are best used to go from English (or whatever your language is) to computer code? How do you decide where and when to create an interface, or use an abstract class?

    Read the article

  • referencing ints from other classes

    - by user357032
    if i wanted to reference an int from another class how would i go about doing that??? public class Zoom extends View { private Drawable image; public int zoomControler=20; public Zoom(Context context) { super(context); image=context.getResources().getDrawable(R.drawable.icon); setFocusable(true); } @Override protected void onDraw(Canvas canvas) { // TODO Auto-generated method stub super.onDraw(canvas); image.setBounds((getWidth()/2)-zoomControler, (getHeight()/2)-zoomControler, (getWidth()/2)+zoomControler, (getHeight()/2)+zoomControler); image.draw(canvas); } } class HelloOnTouchListener implements OnTouchListener{ @Override public boolean onTouch(View arg0, MotionEvent arg1) { return true; } } in this case i want to reference the zoomControler from the first class in the second helloontouchlistener class

    Read the article

  • Error while applying overlay on a location on a Google map in Android

    - by Hiccup
    This is my Activity for getting Location: public class LocationActivity extends MapActivity{ Bundle bundle = new Bundle(); MapView mapView; MapController mc; GeoPoint p; ArrayList <String> address = new ArrayList<String>(); List<Address> addresses; private LocationManager locationManager; double lat, lng; /** Called when the activity is first created. */ @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.map); mapView = (MapView) findViewById(R.id.mapView1); mapView.displayZoomControls(true); mc = mapView.getController(); LocationManager lm = (LocationManager)getSystemService(Context.LOCATION_SERVICE); Criteria criteria = new Criteria(); // criteria.setAccuracy(Criteria.ACCURACY_FINE); criteria.setAltitudeRequired(false); criteria.setBearingRequired(false); criteria.setCostAllowed(true); String strLocationProvider = lm.getBestProvider(criteria, true); //Location location = lm.getLastKnownLocation(strLocationProvider); Location location = lm.getLastKnownLocation(LocationManager.NETWORK_PROVIDER); lat = (double) location.getLatitude(); lng = (double) location.getLongitude(); p = new GeoPoint( (int) (lat * 1E6), (int) (lng * 1E6)); mc.animateTo(p); mc.setZoom(17); MapOverlay mapOverlay = new MapOverlay(); List<Overlay> listOfOverlays = mapView.getOverlays(); listOfOverlays.clear(); listOfOverlays.add(mapOverlay); Geocoder gcd = new Geocoder(this, Locale.getDefault()); try { addresses = gcd.getFromLocation(lat,lng,1); if (addresses.size() > 0 && addresses != null) { address.add(addresses.get(0).getFeatureName()); address.add(addresses.get(0).getAdminArea()); address.add(addresses.get(0).getCountryName()); bundle.putStringArrayList("id1", address); } bundle.putDouble("lat", lat); bundle.putDouble("lon", lng); } catch (IOException e) { // TODO Auto-generated catch block e.printStackTrace(); } } class MapOverlay extends com.google.android.maps.Overlay { @Override public boolean draw(Canvas canvas, MapView mapView, boolean shadow, long when) { super.draw(canvas, mapView, shadow); //---translate the GeoPoint to screen pixels--- Point screenPts = new Point(); mapView.getProjection().toPixels(p, screenPts); //---add the marker--- Bitmap bmp = BitmapFactory.decodeResource( getResources(), R.drawable.logo); canvas.drawBitmap(bmp, screenPts.x, screenPts.y-50, null); return true; } @Override public boolean onTouchEvent(MotionEvent event, MapView mapView) { //---when user lifts his finger--- if (event.getAction() == 1) { Bundle bundle = new Bundle(); ArrayList <String> address = new ArrayList<String>(); GeoPoint p = mapView.getProjection().fromPixels( (int) event.getX(), (int) event.getY()); Geocoder geoCoder = new Geocoder( getBaseContext(), Locale.getDefault()); try { List<Address> addresses = geoCoder.getFromLocation( p.getLatitudeE6() / 1E6, p.getLongitudeE6() / 1E6, 1); addOverLay(); MapOverlay mapOverlay = new MapOverlay(); Bitmap bmp = BitmapFactory.decodeResource( getResources(), R.drawable.crumbs_logo); List<Overlay> listOfOverlays = mapView.getOverlays(); listOfOverlays.clear(); listOfOverlays.add(mapOverlay); String add = ""; if (addresses.size() > 0) { address.add(addresses.get(0).getFeatureName()); address.add(addresses.get(0).getLocality()); address.add(addresses.get(0).getAdminArea()); address.add(addresses.get(0).getCountryName()); bundle.putStringArrayList("id1", address); for(int i = 0; i <= addresses.size();i++) add += addresses.get(0).getAddressLine(i) + "\n"; } bundle.putDouble("lat", p.getLatitudeE6() / 1E6); bundle.putDouble("lon", p.getLongitudeE6() / 1E6); Toast.makeText(getBaseContext(), add, Toast.LENGTH_SHORT).show(); } catch (IOException e) { e.printStackTrace(); } return true; } else return false; } } public void onClick_mapButton(View v) { Intent intent = this.getIntent(); this.setResult(RESULT_OK, intent); intent.putExtras(bundle); finish(); } public void addOverLay() { MapOverlay mapOverlay = new MapOverlay(); List<Overlay> listOfOverlays = mapView.getOverlays(); listOfOverlays.clear(); listOfOverlays.add(mapOverlay); } @Override protected boolean isRouteDisplayed() { // TODO Auto-generated method stub return false; } public void FindLocation() { LocationManager locationManager = (LocationManager) this .getSystemService(Context.LOCATION_SERVICE); LocationListener locationListener = new LocationListener() { public void onLocationChanged(Location location) { // updateLocation(location); Toast.makeText( LocationActivity.this, String.valueOf(lat) + "\n" + String.valueOf(lng), 5000) .show(); } public void onStatusChanged(String provider, int status, Bundle extras) { } public void onProviderEnabled(String provider) { } public void onProviderDisabled(String provider) { } }; locationManager.requestLocationUpdates( LocationManager.NETWORK_PROVIDER, 0, 0, locationListener); } } I face two problems here. One is that when I click (do a tap) on any location, the overlay is not changing to that place. Also, the app crashes when I am on the MapView page and I click on back button. What might be the error?

    Read the article

  • Alternative approach to OpenGL View on top of Camera

    - by Mr. Roland
    Hi, the traditional way of doing a camera preview background with OpenGL on the front is to take two SurfaceViews(one for the camera another for OpenGL) and stack them on top of each other. The problem is that stacking SurfaceViews is discouraged: http://groups.google.com/group/android-developers/browse_thread/thread/4850fe5c314a3dc6 So what alternatives are there? I was considering the following: Subclass GlSurfaceView, and then call set the Camera preview onto the holder of this subclass: Camera.setPreviewDisplay(mHolder); Don't use GLSurfaceView, instead create your own SurfaceView subclass where you display the Camera preview onto the holder and also draw your openGL. This would require to use OpenGL without GLSurfaceView, has anyone done this before? I'm not sure if this even is possible or makes sense, since it implies displaying the camera preview onto the holder of the surface and at the same time drawing OpenGL on the same surface. Is there any other sensible alternative to solving the problem without using two SurfaceViews? Thanks!

    Read the article

  • Flex 3: Embedding MovieClip Symbol to Image Control programmatically

    - by BlueDude
    I've reviewed all the documentation and Google results surrounding this and I think I have everything setup correctly. My problem is that the symbol is not appearing in my app. I have a MovieClip symbol that I've embedded to my Flex Component. I need to create a new Image control for each item from my dataProvider and assign this embedded symbol as the Image's source. I thought it was simple but apparently not. Here's a stub of the code: [Embed(source="../assets/assetLib.swf", symbol="StarMC")] private var StarClass:Class; protected function rebuildChildren():void { iterator.seek( CursorBookmark.FIRST ); while ( !iterator.afterLast ) { child = new Image(); var asset:MovieClipAsset = new StarClass() as MovieClipAsset; (child as Image).source = asset; } } I know the child is being created because I can draw a shape and and that appears. Am I doing something wrong? Thank you!

    Read the article

  • Link objects as fields in UML diagram

    - by fearofawhackplanet
    I'm trying to generate a diagram for a design document. I've generated a class diagram in VS. At the moment it's just a bunch of unconnected boxes as there isn't any inheritance going on. It feels like it would be more useful if I could show how the objects interact through properties and parameters. As an example, a Boy class has a method Kiss which takes a Girl object. How can I show that Boy and Girl interact by connecting this in the diagram? Is there a notation for this in UML? Or is there another type of diagram that shows this? Can I make VS draw this connection for me somehow? Or is this a silly/useless idea? It just doesn't feel like a proper diagram unless it's got some lines on it somewhere :)

    Read the article

  • Aftering captureing a layout screenshot, ImageView is transparent

    - by Behnam
    After capturing a layout screenshot, Containing ImageViews pixels is semi-transparent ( it's abnormal ). Also widget that has transparent color is transparent ( it's normal ). Solid widget is not transparent ( it's normal ). Source of imageviews is JPG files ( so no transparent pixels in the bitmap ). Code: final Bitmap rawBitmap = Bitmap.createBitmap(width, height, Bitmap.Config.ARGB_8888); final Canvas canvas = new Canvas(rawBitmap); rendererView.layout(0, 0, width, height); rendererView.draw(canvas); rawBitmap.compress(CompressFormat.PNG, 100, new FileOutputStream("/sdcard/test" + System.currentTimeMillis() + ".png")); Result:

    Read the article

  • Delphi component or library to display mathematical expressions

    - by Svein Bringsli
    I'm looking for a simple component that displays mathematical expressions in Delphi. When I started out I thought it would be easy to find something on the net, but it turns out it was harder than anticipated. There are lots and lots of components that will parse mathematical expressions, but few (none?) that will display them. Ideally I would like a component as simple as a TLabel, where I could set the caption to some expression and it would be displayed correctly, but some sort of library that let's me draw expressions to a canvas would also be sufficient for my needs. Update: I'm not talking about plotting graphs of functions or something like that. I want to display (for instance) (X^2+3)/X like this:

    Read the article

  • QScrollBar Snap to value

    - by j3frea
    Hi all, I'm wanting to implement a scroll bar that snaps to particular values (like windows can snap to the edge of a screen). The idea is that as I drag the scrollbar down it snaps the bar to values as it approaches them. My scenario is displaying 3 chapters of text. I would like to be able to snap to the beginning or end of a chapter. Of course, to go to the start of the first chapter the scrollbar one can just scroll to the top and likewise with the end of the third chapter. So I'd like to draw two lines on the scrollbar to represent the start of the second and third chapters and then have the top and bottom of the scrollbar snap to those lines. So I'm really actually wanting to use this within a QTextBrowser but I can control a QTextBrowser with a "QSnapScrollBar" I just don't really know where to start. Any help would be greatly appreciated.

    Read the article

  • How to Programmatically Identify a PI Font (a Dingbat) under OS X

    - by Glenn Howes
    There is a class of fonts called Pi fonts whose glyphs, under OS X, get mapped to the private Unicode space 0xF021-0xF0FF such that if you subtract 0xF000 from each unicode character to retrieve the 8-bit version of the character and be able to draw that character as if it were a standard Roman character. My question is how do I recognize these fonts? It's obvious the system can do so because there is a category on the Special Characters palette called "Pi Fonts" which apparently has the various such fonts installed on my system. In my case they are BookshelSymbolSeven, MSReferenceSpeciality, MT-Extras, Marlett, MonotypeSorts, Webdings, and various Wingdings. If I use the old fashioned QuickDraw routines to ask for the TextEncoding of these fonts, I get a value of 0x20000 which I do not see in the system header file TextCommon.h. Am I supposed to treat any font with a TextEncoding of 0x20000 as a Pi Font? And I'd rather not use any QuickDraw font handling routines for obvious reasons.

    Read the article

  • Only Integrating Box2D collision detection in my 2d engine?

    - by Mr.Gando
    I have integrated box2d in my engine, ( Debug Draw, etc. ) and with a world I can throw in some 2d squares/rectangles etc. I saw this post, where the user is basically not using a world for collision detection, however the user doesn't explain anything about how he's using the manifold (b2Manifold), etc. Another post, is in the cocos2d forum, ( scroll down to the user Lam in the third reply ) Could anyone help me a bit with this?, basically want to add collision detection without the need of using b2World ,etc etc. Thanks a lot!

    Read the article

  • Why OpenGL ES texture mapping is very slow?

    - by Cinar
    I have an Android application that displays VGA (640x480) frames using OpenGL ES. The application reads each frame from a movie file and updates the texture accordingly. My problem is that, it is taking almost 30 ms. to draw each frame using OpenGL. Similar test using the Canvas/drawBitmap was around 6 ms on the same device. I'm following the same OpenGL calls that VLC Media Player is using, so I'm assuming that those are optimized for this purpose. I just wanted to hear your thoughts and ideas about it?

    Read the article

  • Animation in quartz 2D

    - by coure06
    I want to create an app which after each 1 second will show 4-5 words on screen but the last word will zoom out/in. I can easily create static words and for the last animating word i need to draw the static again n again. How can i create 2 separate layers so the static text is on one layer ( i will fill it after each second) and the last word (animated one) will be on other layer. How to create 2 separate layers? Attached on same screen but handling their drawRect method separately?

    Read the article

  • Repeating parallax using Cocos2D on Android

    - by Saurabh Verma
    I want to draw a infinitely repeating parallax using Cocos2D on Android. Now, there are some solutions given to this problem in Objective C, but I'm stuck with my implementation in Android. I have tried using CCSprite background = CCSprite.sprite("background_island.png"); CCTexParams params = new CCTexParams(GL10.GL_LINEAR,GL10.GL_LINEAR,GL10.GL_REPEAT,GL10.GL_REPEAT); background.getTexture().setTexParameters(params); But it only extends the background in 1 direction. I guess I have to use 2 sprites, such that as soon as 1st finishes, the other starts and vice versa, but I'm stuck with the implementation.

    Read the article

  • Dajano admin site foreign key fields

    - by user292652
    hi i have the following models setup class Player(models.Model): #slug = models.slugField(max_length=200) Player_Name = models.CharField(max_length=100) Nick = models.CharField(max_length=100, blank=True) Jersy_Number = models.IntegerField() Team_id = models.ForeignKey('Team') Postion_Choices = ( ('M', 'Manager'), ('P', 'Player'), ) Poistion = models.CharField(max_length=1, blank=True, choices =Postion_Choices) Red_card = models.IntegerField( blank=True, null=True) Yellow_card = models.IntegerField(blank=True, null=True) Points = models.IntegerField(blank=True, null=True) #Pic = models.ImageField(upload_to=path/for/upload, height_field=height, width_field=width, max_length=100) class PlayerAdmin(admin.ModelAdmin): list_display = ('Player_Name',) search_fields = ['Player_Name',] admin.site.register(Player, PlayerAdmin) class Team(models.Model): """Model docstring""" #slug = models.slugField(max_length=200) Team_Name = models.CharField(max_length=100,) College = models.CharField(max_length=100,) Win = models.IntegerField(blank=True, null=True) Loss = models.IntegerField(blank=True, null=True) Draw = models.IntegerField(blank=True, null=True) #logo = models.ImageField(upload_to=path/for/upload, height_field=height, width_field=width, max_length=100) class Meta: pass #def __unicode__(self): # return Team_Name #def save(self, force_insert=False, force_update=False): # pass @models.permalink def get_absolute_url(self): return ('view_or_url_name') class TeamAdmin(admin.ModelAdmin): list_display = ('Team_Name',) search_fields = ['Team_Name',] admin.site.register(Team, TeamAdmin) my question is how do i get to the admin site to show Team_name in the add player form Team_ID field currently it is only showing up as Team object in the combo box

    Read the article

  • JPanel: both implementing my own paintComponent() and rendering children doesn't work

    - by Paul Marshall
    I'm extending a JPanel to display a game board, and adding a JEditorPane at the bottom to hold some status text. Unfortunately, the game board renders just fine, but the JEditorPane is just a blank gray area until I highlight the text in it, when it will render whatever text is highlighted (but not the rest). If I'm understanding Swing right, it should work, because super.paintComponent(g) should render the other children (i.e., the JEditorPane). Tell me, o great stackoverflow, what bonehead mistake am I making? public GameMap extends JPanel { public GameMap() { JEditorPane statusLines = new JEditorPane("text/plain","Stuff"); this.setLayout(new BoxLayout(this,BoxLayout.PAGE_AXIS)); this.add(new Box.Filler(/*enough room to draw my game board*/)); this.add(statusLines); } public void paintComponent(Graphics g){ super.paintComponent(g); for ( all rows ){ for (all columns){ //paint one tile } } } }

    Read the article

  • Screen capture of MDI app with OpenGL graphics using MFC

    - by NPVN
    In our MDI application - which is written in MFC - we have a function to save a screenshot of the MDI client area to file. We are currently doing a BitBlt from the screen into a bitmap, which is then saved. The problem is that some of the MDI child windows have their content rendered by OpenGL, and in the destination bitmap these areas show up as blank or garbled. I have considered some alternatives: - Extract the OpenGL content directly (using glReadPixels), and draw this to the relevant portions of the screen bitmap. - Simulate an ALT+PrtScr, since doing this manually seems to get the content just fine. This will trash the clipboard content, though. - Try working with the DWM. Appart from Vista and Win7, this also needs to work on Win2000 and XP, so this probably isn't the way to go. Any input will be appreciated!

    Read the article

< Previous Page | 347 348 349 350 351 352 353 354 355 356 357 358  | Next Page >