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  • Right method to build a online whiteboard - JAVA

    - by Nikhar Sharma
    I am building a whiteboard, which would have a server(teacher) and clients(students). Teacher would draw something on his side, which will be shown exactly same to the students. I want to know which component i should use to do the drawing? i am currently drawing on JPanel . I want the screen of Server gets copied on the clients, so for that what could be the right method to do this? option1: i save the JPanel as image, and send thru socket, and loads it on the screen of client, also it always saves the background image only, not what the user has drawn onto it. OR option2: both server and client JPanel dimensions are same, so i just send the new coordinates drawn everytime thru socket, with some protocol to understand whether it is rubber or pencil.. Any help would be appreciated.

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  • OpenGL loading functions error [on hold]

    - by Ghilliedrone
    I'm new to OpenGL, and I bought a book on it for beginners. I finished writing the sample code for making a context/window. I get an error on this line at the part PFNWGLCREATECONTEXTATTRIBSARBPROC, saying "Error: expected a ')'": typedef HGLRC(APIENTRYP PFNWGLCREATECONTEXTATTRIBSARBPROC)(HDC, HGLRC, const int*); Replacing it or adding a ")" makes it error, but the error disappears when I use the OpenGL headers included in the books CD, which are OpenGL 3.0. I would like a way to make this work with the newest gl.h/wglext.h and without libraries. Here's the rest of the class if it's needed: #include <ctime> #include <windows.h> #include <iostream> #include <gl\GL.h> #include <gl\wglext.h> #include "Example.h" #include "GLWindow.h" typedef HGLRC(APIENTRYP PFNWGLCREATECONTEXTATTRIBSARBPROC)(HDC, HGLRC, const int*); PFNWGLCREATECONTEXTATTRIBSARBPROC wglCreateContextAttribsARB = NULL; bool GLWindow::create(int width, int height, int bpp, bool fullscreen) { DWORD dwExStyle; //Window Extended Style DWORD dwStyle; //Window Style m_isFullscreen = fullscreen;//Store the fullscreen flag m_windowRect.left = 0L; m_windowRect.right = (long)width; m_windowRect.top = 0L; m_windowRect.bottom = (long)height;//Set bottom to height // fill out the window class structure m_windowClass.cbSize = sizeof(WNDCLASSEX); m_windowClass.style = CS_HREDRAW | CS_VREDRAW; m_windowClass.lpfnWndProc = GLWindow::StaticWndProc; //We set our static method as the event handler m_windowClass.cbClsExtra = 0; m_windowClass.cbWndExtra = 0; m_windowClass.hInstance = m_hinstance; m_windowClass.hIcon = LoadIcon(NULL, IDI_APPLICATION); // default icon m_windowClass.hCursor = LoadCursor(NULL, IDC_ARROW); // default arrow m_windowClass.hbrBackground = NULL; // don't need background m_windowClass.lpszMenuName = NULL; // no menu m_windowClass.lpszClassName = (LPCWSTR)"GLClass"; m_windowClass.hIconSm = LoadIcon(NULL, IDI_WINLOGO); // windows logo small icon if (!RegisterClassEx(&m_windowClass)) { MessageBox(NULL, (LPCWSTR)"Failed to register window class", NULL, MB_OK); return false; } if (m_isFullscreen)//If we are fullscreen, we need to change the display { DEVMODE dmScreenSettings; //Device mode memset(&dmScreenSettings, 0, sizeof(dmScreenSettings)); dmScreenSettings.dmSize = sizeof(dmScreenSettings); dmScreenSettings.dmPelsWidth = width; //Screen width dmScreenSettings.dmPelsHeight = height; //Screen height dmScreenSettings.dmBitsPerPel = bpp; //Bits per pixel dmScreenSettings.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT; if (ChangeDisplaySettings(&dmScreenSettings, CDS_FULLSCREEN) != DISP_CHANGE_SUCCESSFUL) { MessageBox(NULL, (LPCWSTR)"Display mode failed", NULL, MB_OK); m_isFullscreen = false; } } if (m_isFullscreen) //Is it fullscreen? { dwExStyle = WS_EX_APPWINDOW; //Window Extended Style dwStyle = WS_POPUP; //Windows Style ShowCursor(false); //Hide mouse pointer } else { dwExStyle = WS_EX_APPWINDOW | WS_EX_WINDOWEDGE; //Window Exteneded Style dwStyle = WS_OVERLAPPEDWINDOW; //Windows Style } AdjustWindowRectEx(&m_windowRect, dwStyle, false, dwExStyle); //Adjust window to true requested size //Class registered, so now create window m_hwnd = CreateWindowEx(NULL, //Extended Style (LPCWSTR)"GLClass", //Class name (LPCWSTR)"Chapter 2", //App name dwStyle | WS_CLIPCHILDREN | WS_CLIPSIBLINGS, 0, 0, //x, y coordinates m_windowRect.right - m_windowRect.left, m_windowRect.bottom - m_windowRect.top, //Width and height NULL, //Handle to parent NULL, //Handle to menu m_hinstance, //Application instance this); //Pass a pointer to the GLWindow here //Check if window creation failed, hwnd would equal NULL if (!m_hwnd) { return 0; } m_hdc = GetDC(m_hwnd); ShowWindow(m_hwnd, SW_SHOW); UpdateWindow(m_hwnd); m_lastTime = GetTickCount() / 1000.0f; return true; } LRESULT CALLBACK GLWindow::StaticWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) { GLWindow* window = nullptr; //If this is the create message if (uMsg == WM_CREATE) { //Get the pointer we stored during create window = (GLWindow*)((LPCREATESTRUCT)lParam)->lpCreateParams; //Associate the window pointer with the hwnd for the other events to access SetWindowLongPtr(hWnd, GWL_USERDATA, (LONG_PTR)window); } else { //If this is not a creation event, then we should have stored a pointer to the window window = (GLWindow*)GetWindowLongPtr(hWnd, GWL_USERDATA); if (!window) { //Do the default event handling return DefWindowProc(hWnd, uMsg, wParam, lParam); } } //Call our window's member WndProc(allows us to access member variables) return window->WndProc(hWnd, uMsg, wParam, lParam); } LRESULT GLWindow::WndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) { switch (uMsg) { case WM_CREATE: { m_hdc = GetDC(hWnd); setupPixelFormat(); //Set the version that we want, in this case 3.0 int attribs[] = { WGL_CONTEXT_MAJOR_VERSION_ARB, 3, WGL_CONTEXT_MINOR_VERSION_ARB, 0, 0}; //Create temporary context so we can get a pointer to the function HGLRC tmpContext = wglCreateContext(m_hdc); //Make the context current wglMakeCurrent(m_hdc, tmpContext); //Get the function pointer wglCreateContextAttribsARB = (PFNWGLCREATECONTEXTATTRIBSARBPROC)wglGetProcAddress("wglCreateContextAttribsARB"); //If this is NULL then OpenGl 3.0 is not supported if (!wglCreateContextAttribsARB) { MessageBox(NULL, (LPCWSTR)"OpenGL 3.0 is not supported", (LPCWSTR)"An error occured", MB_ICONERROR | MB_OK); DestroyWindow(hWnd); return 0; } //Create an OpenGL 3.0 context using the new function m_hglrc = wglCreateContextAttribsARB(m_hdc, 0, attribs); //Delete the temporary context wglDeleteContext(tmpContext); //Make the GL3 context current wglMakeCurrent(m_hdc, m_hglrc); m_isRunning = true; } break; case WM_DESTROY: //Window destroy case WM_CLOSE: //Windows is closing wglMakeCurrent(m_hdc, NULL); wglDeleteContext(m_hglrc); m_isRunning = false; //Stop the main loop PostQuitMessage(0); break; case WM_SIZE: { int height = HIWORD(lParam); //Get height and width int width = LOWORD(lParam); getAttachedExample()->onResize(width, height); //Call the example's resize method } break; case WM_KEYDOWN: if (wParam == VK_ESCAPE) //If the escape key was pressed { DestroyWindow(m_hwnd); } break; default: break; } return DefWindowProc(hWnd, uMsg, wParam, lParam); } void GLWindow::processEvents() { MSG msg; //While there are messages in the queue, store them in msg while (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) { //Process the messages TranslateMessage(&msg); DispatchMessage(&msg); } } Here is the header: #pragma once #include <ctime> #include <windows.h> class Example;//Declare our example class class GLWindow { public: GLWindow(HINSTANCE hInstance); //default constructor bool create(int width, int height, int bpp, bool fullscreen); void destroy(); void processEvents(); void attachExample(Example* example); bool isRunning(); //Is the window running? void swapBuffers() { SwapBuffers(m_hdc); } static LRESULT CALLBACK StaticWndProc(HWND wnd, UINT msg, WPARAM wParam, LPARAM lParam); LRESULT CALLBACK WndProc(HWND wnd, UINT msg, WPARAM wParam, LPARAM lParam); float getElapsedSeconds(); private: Example* m_example; //A link to the example program bool m_isRunning; //Is the window still running? bool m_isFullscreen; HWND m_hwnd; //Window handle HGLRC m_hglrc; //Rendering context HDC m_hdc; //Device context RECT m_windowRect; //Window bounds HINSTANCE m_hinstance; //Application instance WNDCLASSEX m_windowClass; void setupPixelFormat(void); Example* getAttachedExample() { return m_example; } float m_lastTime; };

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  • Using Sandy 3D AS3, fill the viewport (exact fit) with multiple 3D objects.

    - by Andrew Mullins
    I'm stitching together an image using multiple instances of the sandy.primitive.Box. Each box is 96x91 while the viewport is 960x273 which should make for an exact fit if I layout the boxes in a perfect grid of 10x3. However, I can't seem to get the exact camera fieldOfView. I've tried a couple formulas (one for adjusting the "focal length" and one for adjusting the fov, directly). Both of these formulas produce a fov angle that is too narrow. // focal length (stage.stageHeight/2) / Math.tan(cam.fov / 2 * Math.PI / 180) // field of view 2 * Math.atan2( (stage.stageHeight/2), -cam.z ) * (180 / Math.PI) Another question about the same project: I need to adjust the perspective of each cube so that the image appears to be in 2D space (flat)... Any ideas on the best method for calculating such a "correction"?

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  • Favicon for all the pages in my website

    - by Senthil Kumar
    I've learned that the way to add favicon for a web page is to have the following lines in the page. <link rel="SHORTCUT ICON" type="image/x-icon" href="http://mysite.com/faviconfilename.ico"/> <link rel="icon" type="image/x-icon" href="http://mysite.com/faviconfilename.ico" /> Should i add this code in each and every page my site has?? I use Apache - tomcat clustering to serve pages. Is there any other easy way to do this?

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  • How to create a clip region from a path that includes the 'outline'?

    - by mackenir
    I am creating a rounded rectangle GraphicsPath (see red outline image below), and then using this as a clip region both when drawing graphics, and as the Region of a Form. Unfortunately, although the path looks good, it doesn't work well as a region (see solid black image below) Is there a way that I can generate a clipping region from the path that includes all the 'outline' pixels of the path? Do I need to generate a bitmap and then process this to create a region? The rounded rectangle path: When used as a clip region: The discrepancy (red pixels are in the path outline, but outside the region. blue pixels are in both):

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  • Simple syntax error still eluding me.

    - by melee
    Here is the header for a class I started: #ifndef CANVAS_ #define CANVAS_ #include <iostream> #include <iomanip> #include <string> #include <stack> class Canvas { public: Canvas(); void Paint(int R, int C, char Color); const int Nrow; const int Ncol; string Title; int image[][100]; stack<int> path; struct PixelCoordinates { unsigned int r; unsigned int c; } position; Canvas operator<< (const Canvas& One ); Canvas operator>>( Canvas& One ); }; /*----------------------------------------------------------------------------- Name: operator<< Purpose: Put a Canvas into an output stream -----------------------------------------------------------------------------*/ ostream& operator<<( ostream& Out, const Canvas& One ) { Out << One.Title << endl; Out << "Rows: " << One.Nrow << " Columns: " << One.Ncol << endl; int i,j; for( i=0; i<One.Nrow; i++) { cout<<"\n\n\n"; cout<< " COLUMN\n"; cout<< " 1 2 3"; for(i=0;i<One.Nrow;i++) { cout<<"\nROW "<<i+1; for(j=0;j<One.Ncol;j++) cout<< One.image[i][j]; } } return Out; } /*----------------------------------------------------------------------------- Name: operator>> Purpose: Get a Canvas from an input stream -----------------------------------------------------------------------------*/ istream& operator>>( istream& In, Canvas& One ) { // string Line; // int Place = 0; // { // In >> Line; // if (In.good()) // { // One.image[Place][0] = Line; // Place++; // } // return In; #endif Here is my implementation file for class Canvas: using namespace std; #include <iostream> #include <iomanip> #include <string> #include <stack> #include "proj05.canvas.h" //----------------Constructor----------------// Canvas::Canvas() { Title = ""; Nrow = 0; Ncol = 0; image[][100] = {}; position.r = 0; position.c = 0; } //-------------------Paint------------------// void Canvas::Paint(int R, int C, char Color) { cout << "Paint to be implemented" << endl; } And the errors I'm getting are these: proj05.canvas.cpp: In function 'std::istream& operator>>(std::istream&, Canvas&)': proj05.canvas.cpp:11: error: expected `;' before '{' token proj05.canvas.cpp:24: error: expected `}' at end of input From my limited experience, they look like simple syntax errors but for the life of me, I cannot see what I am missing. I know putting a ; at the end of Canvas::Canvas() is wrong but that seems to be what it expects. Could someone please clarify for me? (Also, I know much of the code for the << and operator definitions look terrible, but unless that is the specific reason for the error please do not address it. This is a draft :) )

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  • wrapping the content of a span inside an li so it stays in its own column

    - by codergeek
    hello, I have a list, each li in it has this structure: <li> <img class="yes" src="..."> <img class="no" src="..."> <span class="a">...</span> <span class="b">...</span> </li> now if the content of class b is long, it will wrap around the image. I don't want it to wrap under the image, I want it to stay in its own column. If there is anyway to do this, please let me know as using tables to do it will be just wrong. Thanks! Nima

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  • Why does Java force user-agent through simple Socket IO?

    - by Zombies
    I am using nothing but raw Socket IO. There isn't one HttpURLConnection nor any http client libs in my project. When I run it through wireshark I see somethign very revealing: GET / HTTP/1.1 User-Agent: Java/1.6.0_15 Host: www.google.com Accept: text/html, image/gif, image/jpeg, *; q=.2, */*; q=.2 Connection: keep-alive Here is the crazy part, I never put ANY of that in my original request. My original request was: "GET http://www.google.com/ HTTP/1.1\r\n" + "Host: www.google.com\r\n" + "User-Agent: Mozilla/5.0 (X11; U; Linux i686; en-US; rv:1.9.1.8) Gecko/20100214 Ubuntu/9.10 (karmic) Firefox/3.5.8\r\n" + "Accept: text/html,application/xhtml+xml,application/xml;q=0.9,*/*;q=0.8\r\n" + "Accept-Language: en-us,en;q=0.5\r\n" + "Accept-Charset: ISO-8859-1,utf-8;q=0.7,*;q=0.7\r\n" + "Keep-Alive: 300\r\n" + "\r\n"; I am using the default Sun JVM.

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  • Evenly distribute items on the screen

    - by abolotnov
    I am trying to solve this little puzzle (the algorithm): I have N image icons and I want to distribute them evenly on users screen. Say, I put them in a table. If there is one image, there will be one cell in a table. If two - one row with two columns, if three - one row and three columns, if four - two rows, two columns... and so on until row space is gone and since then the table should only grow in columns without adding extra rows. I'm trying to figure an algorithm for this and perhaps this is something that has a solution already somewhere? My attempt is so far something like this: obtain_max_rows() obtain_visible_columns() if (number_of_pictures > max_rows*max_columns) { columns = roundup(number_of_pictures/max_rows) for(max_rows){generate row;for columns{generate column}} } else { **here comes to trouble...** } This logic is bit silly though - it somehow needs to think cases where there are 12 pictures on first screen and 2 on the other trying to balance it say 8/6 or somehow like that.

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  • javascript script innerhtml

    - by Sanjay
    hi i want to call function changeDivHTML which pass the image <a href="javascript:void(0)" onclick="changeDivHTML(<img src='.DIR_WS_IMAGES .$addimages_images[$item]['popimage'].'>)"> and the function add this images to particular id's div. function is this <script language="javascript" type="text/javascript"> function changeDivHTML(item) { alert(item); previousInnerHTML = 'item'; alert(previousInnerHTML); document.getElementById('image').innerHTML = previousInnerHTML; } </script> but when i click on images browser showas the javascript error. Error: invalid XML attribute value Source File: http://xxx.xxx.xxx.xxx:xxx/product_info.php?products_id=31 Line: 1, Column: 23 Source Code: changeDivHTML(<img src=images/products/top/product_big1.jpg>) plsease help how to remove this error.

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  • Smiley Replace within CDATA of an HTML-String

    - by michaelm
    Hello, i have got a simple problem :( I need to replace text smilies with the according smiley-image. ok.. thats not really complex, but now i have to replace only smilie appereances outside of HTML Tags. short examplae: Text: Thats a good example :/ .. with a <a href="http://www.foobar.com">link</a> inside. i want to replace ":/" with the image of this smiley... ok, how to do that the best way?

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  • Flash caroussel xml parse html link

    - by Marvin
    Hello I am trying to modify a carousel script I have in flash. Its normal function is making some icons rotate and when clicked they zoom in, fade all others and display a little text. On that text I would like to have a link like a "read more". If I use CDATA it wont display a thing, if I use alt char like &#60;a href=&#34;www.google.com&#34;&#62; Read more + &#60;/a&#62; It just displays the text as: <a href="www.google.com"> Read more + </a>. The flash dynamic text box wont render it as html. I dont enough as2 to figure out how to add this. My code: var xml:XML = new XML(); xml.ignoreWhite = true; //definições do xml xml.onLoad = function() { var nodes = this.firstChild.childNodes; numOfItems = nodes.length; for(var i=0;i<numOfItems;i++) { var t = home.attachMovie("item","item"+i,i+1); t.angle = i * ((Math.PI*2)/numOfItems); t.onEnterFrame = mover; t.toolText = nodes[i].attributes.tooltip; t.content = nodes[i].attributes.content; t.icon.inner.loadMovie(nodes[i].attributes.image); t.r.inner.loadMovie(nodes[i].attributes.image); t.icon.onRollOver = over; t.icon.onRollOut = out; t.icon.onRelease = released; } } And the xml: <?xml version="1.0" encoding="UTF-8"?> <icons> <icon image="images/product.swf" tooltip="Product" content="Hello this is some random text &#60;a href=&#34;www.google.com&#34;&#62; Read More + &#60;/a&#62; "/> </icons> Any suggestions? Thanks.

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  • IE6 background appears-disappears on scrolling

    - by itarato
    Hi, Given IE6, an UL-LI list and a background image for the UL container. <style> ul {background-image: url(images/bgr.png);} </style> ... <ul> <li>...</li> ... </ul> When I load the page, the background is randomly loaded, some parts are visible, some are not. Moreover, it changes on runtime when I'm scrolling on the page. When I scroll out the UL list and scroll back, different parts of the background will be visible, depends on the speed of scrolling. Do you have any idea? Thanks in advance.

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  • Nested Execution Flow Control

    - by chris
    I've read tens of answers related to callbacks, promises and other ways to control flow, but I can't still wrap my head around this task, obviously due to my lack of competence. I have a nested problem: In test_1() (and the other functions) I would like to ensure that the rows are added to the table according to the order in which the elements are in the object; I would like to execute either test_2 or test_3 (or both after each other) only after test_1 has finished completely. Actually the right sequence will only be known at runtime (there will be a switch with the possible sequences, like 1,2,3 or 1,3,2 or 1,2,1,3 or 1,3,3,2, etc...) Code: $(function () { // create table tbl = document.createElement('table'); tbl.className = "mainTbl"; $("body").append(tbl); }); function test_1() { $.each(obj, function () { var img = new Image(); img.onload = function () { // add row of data to table var row = tbl.insertRow(-1); var c1 = row.insertCell(0); c1.innerHTML = "loaded"; }; img.onerror = function () { // add row of data to table var row = tbl.insertRow(-1); var c1 = row.insertCell(0); c1.innerHTML = "not loaded"; }; img.src = this.url; }); } function test_2() { $.each(obj, function () { var img = new Image(); img.onload = function () { // add row of data to table var row = tbl.insertRow(-1); var c1 = row.insertCell(0); c1.innerHTML = "loaded"; }; img.onerror = function () { // add row of data to table var row = tbl.insertRow(-1); var c1 = row.insertCell(0); c1.innerHTML = "not loaded"; }; img.src = this.url; }); } function test_3() { $.each(obj, function () { var img = new Image(); img.onload = function () { // add row of data to table var row = tbl.insertRow(-1); var c1 = row.insertCell(0); c1.innerHTML = "loaded"; }; img.onerror = function () { // add row of data to table var row = tbl.insertRow(-1); var c1 = row.insertCell(0); c1.innerHTML = "not loaded"; }; img.src = this.url; }); } I know that calling the functions in sequence doesn't work as they don't wait for each other... I think promises are they way to go but I can't find the right combination and the documentation is way too complex for my skills. What's the best way to structure the code so that it's executed in the right order?

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  • Easy framework for OpenGL Shaders in C/C++

    - by Nils
    I just wanted to try out some shaders on a flat image. Turns out that writing a C program, which just takes a picture as a texture and applies, let's say a gaussian blur, as a fragment shader on it is not that easy: You have to initialize OpenGL which are like 100 lines of code, then understanding the GLBuffers, etc.. Also to communicate with the windowing system one has to use GLUT which is another framework.. Turns out that Nvidia's Fx composer is nice to play with shaders.. But I still would like to have a simple C or C++ program which just applies a given fragment shader to an image and displays the result. Does anybody have an example or is there a framework?

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  • Change the size of the panel dynamically

    - by C. Karunarathne
    Hi! I am implementing an application that needs to drag and drop image boxes in a panel.Image boxes are added dynamically from the program and so I have set the autoscroll property to true in panel.But when I have drag out the boxes at bottom in the panel the panel size got reduced.I have put autosize property false in panel.The panel is docked in another panel.I want to set the size of panel at run time.How can I achieve this. public form1(int[,] dummy, int columnSize, int rowSize) { this.dummy= dummy; numOfColumns = columnSize; numOfRows = rowSize; getData(); addIds = addIdArray; data = mylist; InitializeComponent(); //panel1.MinimumSize = new Size(columnSize * 40, rowSize * 40); //panel1.Height = rowSize * 40; //panel1.Width = columnSize * 40; //panel4.Height = rowSize * 40; //panel4.Width = columnSize * 40; int x, y; Structures.EmptyRectSpace space = new Structures.EmptyRectSpace(); for (int i = 0; i < data.Count; i++)// set picture boxes { space = (Structures.EmptyRectSpace)data[i]; x = space.startingJ; y = space.startingI; int h, w; h = space.length; w = space.width; p = new PictureBox(); p.Width = w * 40; p.Height = h * 40; p.BackColor = Color.DarkGreen; p.Image = Properties.Resources.v; p.BorderStyle = BorderStyle.FixedSingle; p.Name = addIdArray[i].ToString(); p.Location = new Point((x + 1 - w) * 40, (y + 1 - h) * 40); this.panel1.Controls.Add(p); } foreach (Control c in this.panel1.Controls) { if (c is PictureBox) { c.MouseDown += new MouseEventHandler(pictureBox1_MouseDown); } } this.panel1.DragOver += new System.Windows.Forms.DragEventHandler(this.panel1_DragOver); panel1.DragOver += new DragEventHandler(panel1_DragOver); panel1.DragDrop += new DragEventHandler(panel1_DragDrop); panel1.AllowDrop = true; panel2.AllowDrop = true; foreach (Control c in this.panel2.Controls) { c.MouseDown += new MouseEventHandler(pictureBox1_MouseDown); } this.panel2.DragOver += new System.Windows.Forms.DragEventHandler(this.panel2_DragOver); panel2.DragOver += new DragEventHandler(panel2_DragOver); panel2.DragDrop += new DragEventHandler(panel2_DragDrop); } This is the constructor of the form that contained panel.When it loaded the picture boxes must be added to the panel and there drag drop events of panel are implemented. Please give me a helping hand..

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  • Images saved with D3DXSaveSurfaceToFile will open in Paint, not Photoshop

    - by bsruth
    I'm using D3DXSaveSurfaceToFile to save windowed Direct3D 9 surfaces to PNG, BMP and JPG files. There are no errors returned from the D3DXSaveSurfaceToFile call and all files open fine in Windows Photo Viewer and Paint. But they will not open in a higher end image editing program such as Paint Shop Pro or Photoshop. The error messages from these programs basically say that the file is corrupted. If I open the files in Paint and then save them in the same file format with a different file name, then they'll open fine in the other programs. This leads me to believe that D3DXSaveSurfaceToFile is writing out non-standard versions of these file formats. Is there some way I can get this function to write out files that can be opened in programs like Photoshop without the intermediate step of resaving the files in Paint? Or is there another function I should be using that does a better job of saving a Direct3D surfaces to an image?

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  • Bitmap manipulation in C++ on Windows

    - by Oliver
    Hi, I have myself a handle to a bitmap, in C++, on Windows: HBITMAP hBitmap; On this image I want to do some Image Recognition, pattern analysis, that sort of thing. In my studies at University, I have done this in Matlab, it is quite easy to get at the individual pixels based on their position, but I have no idea how to do this in C++ under Windows - I haven't really been able to understand what I have read so far. I have seen some references to a nice looking Bitmap class that lets you setPixel() and getPixel() and that sort of thing, but I think this is with .net . How should I go about turning my HBITMAP into something I can play with easily? I need to be able to get at the RGBA information. Are there libraries that allow me to work with the data without having to learn about DCs and BitBlt and that sort of thing?

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  • Are the built-in images in iPhone documented, and is there a list of their names somewhere?

    - by Alex Gosselin
    I discovered somewhat by accident that if you make a UIButton in Interface Builder and type in Plus in the image field, a + image appears for the button. A similar result comes from typing Minus. I am wondering if this is a bug, or if there is some way the poor programmers can access the built-in general GUI images from other apple apps, such as the green +, the red -, the detail disclosure chevron, the big red "Delete Contact" or similarly styled button, etc. Has anyone else encountered this, or know where to access these things in Xcode? It makes sense to me that they should be usable, cause the Apple HIG seems to be all about making things recognizable and intuitive, and using them the way other apps use them.

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  • conditionals in wordpress

    - by pablo
    Why this code works fine: <?php if (**is_page**('4')) { ?> <style type="text/css"> body {background-image:url("<?php bloginfo('template_url'); ?>/images/bac4.jpg");} </style> <?php } else ?> and this not: <?php if (**is_category**()) { ?> <style type="text/css"> body {background-image:url("<?php bloginfo('template_url'); ?>/images/coaching.jpg");} </style> <?php } else ?>

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  • Rails 3 jQuery UI Slider

    - by Tyler DeWitt
    I'm trying to use the jQuery UI Slider with my rails 3 app. I've downloaded a theme and put the css file in app/assets/stylesheet and I put all the images in app/assets/images. When I load a page with a slider, I get an error that it can't find an image: GET http://10.1.10.100:3000/assets/images/ui-bg_glass_45_0078ae_1x400.png 404 (Not Found) That file is in app/assets/images/ and the css file has been edited to point to ../images/<image> Is there something else I need to do to make a jQuery slider work with Rails 3? gist with the files: https://gist.github.com/2355571

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  • Using polyfit to predict where the object falls ?

    - by ZaZu
    Hi there, I have information of an object being thrown at a parabolic pattern. There are 30 images in total taken at specific intervals from the start position till the end. Now I have managed to extract the x,y coordinates of the object being thrown in all 30 images... I think that using polyfit (or maybe polyval ? ) may help me predict where the object will fall after the first 15 images ... I just want to know, how can polyfit be used with the 30 x,y coordinates I have ? ( I have a loop to extract each image from a mat file 1 row at a time until 30 .. and then plot that image .. so should I use polyfit in the same loop before/after the plot ??? Any ideas ?? Thanks !

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  • Python problem with resize animate GIF

    - by gigimon
    Hello! I'm want to resize animated GIF with save animate. I'm try use PIL and PythonMagickWand (ImageMagick) and with some GIF's get bad frame. When I'm use PIL, it mar frame in read frame. For test, I'm use this code: from PIL import Image im = Image.open('d:/box_opens_closes.gif') im.seek(im.tell()+1) im.seek(im.tell()+1) im.seek(im.tell()+1) im.show() When I'm use MagickWand with this code: wand = NewMagickWand() MagickReadImage(wand, 'd:/Box_opens_closes.gif') MagickSetLastIterator(wand) length = MagickGetIteratorIndex(wand) MagickSetFirstIterator(wand) for i in range(0, length+1): MagickSetIteratorIndex(wand,i) MagickScaleImage(wand, 87, 58) MagickWriteImages(wand, 'path', 1) My GIF where I'm get bad frame this: test gif In GIF editor software, all freme is ok. Where problem? Thx

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  • Can you change/redirect a django form's function by passing in your own function?

    - by Derek
    I'm dealing with django-paypal and want to change the button src images. So I went the the conf.py file in the source and edited the src destination. However, I really want to leave the source alone, and I noticed that the class PayPalPaymentsForm(forms.Form): has def get_image(self): return { (True, self.SUBSCRIBE): SUBSCRIPTION_SANDBOX_IMAGE, (True, self.BUY): SANDBOX_IMAGE, (True, self.DONATE): DONATION_SANDBOX_IMAGE, (False, self.SUBSCRIBE): SUBSCRIPTION_IMAGE, (False, self.BUY): IMAGE, (False, self.DONATE): DONATION_IMAGE, }[TEST, self.button_type] which handles all the image src destinations. Since changing this def in the source is worse than changing conf, I was wondering if there was a way to pass in customized defs you make like passing in initial arguments in forms? This way no source code is changed, and I can customize the get_image def as much as I need. passing in def something like this? def get_image(self): .... .... paypal = { 'amount': 10, 'item_name': 'test1', 'item_number': 'test1_slug', # PayPal wants a unique invoice ID 'invoice': str(uuid.uuid4()), } form = PayPalPaymentsForm(initial=paypal, get_image) Thanks!

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  • How to make inline png <img> transparent using css?

    - by metal-gear-solid
    How to make inline png transparent inside div? using css <div id="report'> <p> some text </p> <img src=transparent.png" /> </p> </div> this is image for example . Other than ball i want to make transparent other white area. Which is looking grey in IE6 I want to do in css like this div#report img {.....} is it possible? Edit: I don't want to make whole image transparent.

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