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  • NSLinguisticTagger on the contents of an NSTextStorage- crashing bug

    - by Remy Porter
    I'm trying to use an NSLinguisticTagger to monitor the contents of an NSTextStorage and provide some contextual information based on what the user types. To that end, I have an OverlayManager object, which wires up this relationship: -(void) setView:(NSTextView*) view { _view = view; _layout = view.layoutManager; _storage = view.layoutManager.textStorage; //get the TextStorage from the view [_tagger setString:_storage.string]; //pull the string out, this grabs the mutable version [self registerForNotificationsOn:self->_storage]; //subscribe to the willProcessEditing notification } When an edit occurs, I make sure to trap it and notify the tagger (and yes, I know I'm being annoyingly inconsistent with member access, I'm rusty on Obj-C, I'll fix it later): - (void) textStorageWillProcessEditing:(NSNotification*) notification{ if ([self->_storage editedMask] & NSTextStorageEditedCharacters) { NSRange editedRange = [self->_storage editedRange]; NSUInteger delta = [self->_storage changeInLength]; [_tagger stringEditedInRange:editedRange changeInLength:delta]; //should notify the tagger of the changes [self highlightEdits:self]; } } The highlightEdits message delegates the job out to a pool of "Overlay" objects. Each contains a block of code similar to this: [tagger enumerateTagsInRange:range scheme:NSLinguisticTagSchemeLexicalClass options:0 usingBlock:^(NSString *tag, NSRange tokenRange, NSRange sentenceRange, BOOL *stop) { if (tag == PartOfSpeech) { [self applyHighlightToRange:tokenRange onStorage:storage]; } }]; And that's where the problem is- the enumerateTagsInRange method crashes out with a message: 2014-06-04 10:07:19.692 WritersEditor[40191:303] NSMutableRLEArray replaceObjectsInRange:withObject:length:: Out of bounds This problem doesn't occur if I don't link to the mutable copy of the underlying string and instead do a [[_storage string] copy], but obviously I don't want to copy the entire backing store every time I want to do tagging. This all should be happening in the main run loop, so I don't think this is a threading issue. The NSRange I'm enumerating tags on exists both in the NSTextStorage and in the NSLinguisticTagger's view of the string. It's not even the fact that the applyHighlightToRange call adds attributes to the string, because it crashes before even reaching that line. I attempted to build a test case around the problem, but can't replicate it in those situations: - (void) testEdit { NSAttributedString* str = [[NSMutableAttributedString alloc] initWithString:@"Quickly, this is a test."]; text = [[NSTextStorage alloc] initWithAttributedString:str]; NSArray* schemes = [NSLinguisticTagger availableTagSchemesForLanguage:@"en"]; tagger = [[NSLinguisticTagger alloc] initWithTagSchemes:schemes options:0]; [tagger setString:[text string]]; [text beginEditing]; [[text mutableString] appendString:@"T"]; NSRange edited = [text editedRange]; NSUInteger length = [text changeInLength]; [text endEditing]; [tagger stringEditedInRange:edited changeInLength:length]; [tagger enumerateTagsInRange:edited scheme:NSLinguisticTagSchemeLexicalClass options:0 usingBlock:^(NSString *tag, NSRange tokenRange, NSRange sentenceRange, BOOL *stop) { //doesn't matter, this should crash }]; } That code doesn't crash.

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  • CSS Rollovers: how to main "hit area" size when hidden image is larger than anchor area

    - by nukefusion
    I have a small problem and I don't think what I want to do can be achieved with just pure CSS, but I figured I'd ask anyway. Basically, I have one DIV which contains a hyperlinked element that is smaller in size to it's parent DIV. So in effect I have a square within a square with the inner square being the "hit area". When I mouse over this inner square I want the background of the outer square to change. I know it's not possible to change the parent DIV's background on a:hover, but I figured I could give the illusion of it happening by nesting a hidden image inside the anchor. This works great until I want to "roll off". The problem is that I want the image to disappear when I leave the area of the anchor tag, not the larger hidden image. Is this possible? For the benefit of everyone I've provided an example to demonstrate what I mean: <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml"> <head> <meta content="text/html; charset=utf-8" http-equiv="Content-Type" /> <title>Test Rollover</title> <link href="main.css" rel="stylesheet" type="text/css" /> </head> <body> <div id="d1"> <a href="#nogo"> <b id="b1"></b> <b id="b2"></b> </a> </div> </body> And the css: #b1 { width: 200px; height: 200px; top: 100px; left: 100px; background-color:aqua; position: absolute; } #b2 { width: 400px; height: 400px; background-color:lime; position: absolute; display: none; } #d1 { width: 400px; height: 400px; background-color:fuchsia; position: relative; } #d1 a:hover #b2 { display: block; } In this example I want the green outer square to disappear when I leave the bounds of the hidden inner blue square.

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  • UITableView: Handle cell selection in a mixed cell table view static and dynamic cells

    - by AlexR
    I am trying to mix dynamic and static cells in a grouped table view: I would like to get two sections with static cells at the top followed by a section of dynamic cells (please refer to the screenshot below). I have set the table view contents to static cells. Edit Based on AppleFreak's advice I have changed my code as follows: - (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath { static NSString *CellIdentifier = @"Cell"; UITableViewCell *cell; if (indexPath.section <= 1) { // section <= 1 indicates static cells cell = [super tableView:tableView cellForRowAtIndexPath:indexPath]; } else { // section > 1 indicates dynamic cells CellIdentifier = [NSString stringWithFormat:@"section%idynamic",indexPath.section]; cell = [tableView dequeueReusableCellWithIdentifier:CellIdentifier forIndexPath:indexPath]; } return cell; } However, my app crashes with error message Terminating app due to uncaught exception 'NSInternalInconsistencyException', reason: 'UITableView dataSource must return a cell from tableView:cellForRowAtIndexPath:' for section 0 and row 0. The cell returned from cell = [super tableView:tableView cellForRowAtIndexPath:indexPath] for section 0 and row 0 is nil. What is wrong with my code? Could there be any problems with my outlets? I haven't set any outlets because I am subclassing UITableViewController and supposedly do not any outlets for tableview to be set (?). Any suggestions on how to better do it? Edit II I have recreated my scene in storyboard (please refer to my updated screen shot above) and rewritten the view controller in order to start from a new base. I have also read the description in Apple's forum as applefreak suggested. However, I run in my first problem with the method numberOfSectionsInTableView:tableView, in which I increment the number of static sections (two) by one. - (NSInteger)numberOfSectionsInTableView:(UITableView *)tableView { return [super numberOfSectionsInTableView:tableView] + 1 ; } The app crashed with the error message: Terminating app due to uncaught exception 'NSRangeException', reason: '* -[__NSArrayI objectAtIndex:]: index 2 beyond bounds [0 .. 1]' Why is this code not working for me even though I followed Apple's and applefreak recommendations? It is possible that the tableView has changed a bit in iOS 6? Solution: I got this to work now using AppleFreaks code sample in his answer below. Thank you, AppleFreak! Edit III: Cell Selection: How can I handle cell selection in a mixed (dynamic and static cells) cell table view? When do I call super and when do I call self tableView? When I use [[super tableView] selectRowAtIndexPath:indexPath animated:NO scrollPosition:UITableViewScrollPositionNone] and try to check for the selected index paths with: UITableView *tableView = [super tableView]; if ( [[tableView indexPathForSelectedRow] isEqual:customGrowthIndexPath] ) { .. } I get an return value of nil. As I can't find the source of my error, I really would appreciate your help

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  • UIButtons creating a native-like keyboard behavior.

    - by camilo
    Greets. A somehow detailed explanation on my problem, and what I have already done, and what I cannot do. I want to create a behavior resembling the one in the iPhone's keyboard. Basically, I want a view to appear when the user taps a button and WHILE the user taps that button. This, I accomplished. When the user lets go of the button WHILE his finger is on that button's area, I want to trigger an action "doing stuff". This, I was also able to do. Since all the buttons are near (like in the keyboard) and I don't want the user to select other button than the one he pressed, I reduced the hit area for the button using the -(BOOL)pointInside:(CGPoint)point withEvent:(UIEvent )event function. When the user presses the button, not lifting its finger, and dragging outside the button area, I want another action to trigger. This is the first problem... This function only triggers when the user's finger is far from the buttons' area, and this time the pointInside function is not being my friend. How can I detect the user finger "left" the button area the moment it exits its bounds? This, in case you didn't realize... was problem 1. The second problem is related with the drag enter. Again, I need to limit the area like in the drag exit. But I suppose that when I solve one of these, the other is the same. The problem is that in order to have a behavior like in the keyboard, I may need to detect the user started the touch in another button, never lifted his finger, and changed to another button. I can detect drag enter and drag exit IN THIS ORDER while on the same button. I cannot detect drag enter when the user first touched anywhere else other than the button where I want to detect the drag enter event. Basically what I need is to detect touch on any button (and not anywhere else in the view), and while the user is changing buttons without lifting the finger, I want to detect the new button being touched. This gigantic paragraph was problem #2. Any help, as you might guess, is highly appreciated. Best Regards. Thanks a lot!

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  • How to set Foreground Color in a ListBox single element?

    - by user1038056
    I'm doing a game. I have a list of users (nicks): List<string> users; This list is used to show to the users on a ListBox, call listaJogadores. public delegate void actualizaPlayersCallback(List<string> users); public void actualizaPlayers(List<string> users) { listaJogadores.BeginInvoke(new actualizaPlayersCallback(this.actualizarListaPlayers), new object[] { users }); } public void actualizarListaPlayers(List<string> users) { listaJogadores.Items.Clear(); for (int i = 0; i < users.Count; i++) { listaJogadores.Items.Add(users.ElementAt(i)); } } When a user is playing, then it have is nick on the list of games: List<Game> games; What I want is when a player enter in a game, the color of is nick show in listaJogadores, must be Red! When I have only one player in a game, everything is ok, all the players see the nick of that player in red, but when another player go to a game, then I get an ArgumentOutOfRangeException in the instruction string nick = tmp.players.ElementAt(i).getNick(); This is my code... Give me some ideas/help please! I think that the problem is the for(), but how can I manipulate an entire list without doing a loop? listaJogadores.DrawMode = DrawMode.OwnerDrawFixed; private void listaJogadores_DrawItem(object sender, DrawItemEventArgs e) { e.DrawBackground(); Brush textBrush = SystemBrushes.ControlText; Font drawFont = e.Font; for (int i = 0; i < games.Count; i++) { Game tmp; tmp = games.ElementAt(i); for (int j = 0; j < tmp.players.Count; j++) { string nick = tmp.players.ElementAt(i).getNick(); if (listaJogadores.Items[e.Index].ToString() == nick) { textBrush = Brushes.Red;//RED.... if ((e.State & DrawItemState.Selected) > 0) drawFont = new Font(drawFont.FontFamily, drawFont.Size, FontStyle.Bold); } else if ((e.State & DrawItemState.Selected) > 0) { textBrush = SystemBrushes.HighlightText; } } } e.Graphics.DrawString(listaJogadores.Items[e.Index].ToString(), drawFont, textBrush, e.Bounds); }

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  • Using IOperationBehavior to supply a WCF parameter

    - by Chris Kemp
    This is my first step into the world of stackoverflow, so apologies if I cock anything up. I'm trying to create a WCF Operation which has a parameter that is not exposed to the outside world, but is instead automatically passed into the function. So the world sees this: int Add(int a, int b) But it is implemented as: int Add(object context, int a, int b) Then, the context gets supplied by the system at run-time. The example I'm working with is completely artificial, but mimics something that I'm looking into in a real-world scenario. I'm able to get close, but not quite the whole way there. First off, I created a simple method and wrote an application to confirm it works. It does. It returns a + b and writes the context as a string to my debug. Yay. [OperationContract] int Add(object context, int a, int b); I then wrote the following code: public class SupplyContextAttribute : Attribute, IOperationBehavior { public void Validate(OperationDescription operationDescription) { if (!operationDescription.Messages.Any(m => m.Body.Parts.First().Name == "context")) throw new FaultException("Parameter 'context' is missing."); } public void ApplyDispatchBehavior(OperationDescription operationDescription, DispatchOperation dispatchOperation) { dispatchOperation.Invoker = new SupplyContextInvoker(dispatchOperation.Invoker); } public void ApplyClientBehavior(OperationDescription operationDescription, ClientOperation clientOperation) { } public void AddBindingParameters(OperationDescription operationDescription, BindingParameterCollection bindingParameters) { // Remove the 'context' parameter from the inbound message operationDescription.Messages[0].Body.Parts.RemoveAt(0); } } public class SupplyContextInvoker : IOperationInvoker { readonly IOperationInvoker _invoker; public SupplyContextInvoker(IOperationInvoker invoker) { _invoker = invoker; } public object[] AllocateInputs() { return _invoker.AllocateInputs().Skip(1).ToArray(); } private object[] IntroduceContext(object[] inputs) { return new[] { "MyContext" }.Concat(inputs).ToArray(); } public object Invoke(object instance, object[] inputs, out object[] outputs) { return _invoker.Invoke(instance, IntroduceContext(inputs), out outputs); } public IAsyncResult InvokeBegin(object instance, object[] inputs, AsyncCallback callback, object state) { return _invoker.InvokeBegin(instance, IntroduceContext(inputs), callback, state); } public object InvokeEnd(object instance, out object[] outputs, IAsyncResult result) { return _invoker.InvokeEnd(instance, out outputs, result); } public bool IsSynchronous { get { return _invoker.IsSynchronous; } } } And my WCF operation now looks like this: [OperationContract, SupplyContext] int Amend(object context, int a, int b); My updated references no longer show the 'context' parameter, which is exactly what I want. The trouble is that whenver I run the code, it gets past the AllocateInputs and then throws an Index was outside the bounds of the Array. error somewhere in the WCF guts. I've tried other things, and I find that I can successfully change the type of the parameter and rename it and have my code work. But the moment I remove the parameter it falls over. Can anyone give me some idea of how to get this to work (or if it can be done at all).

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  • Converting OpenGL co-ordinates to lower UIView (and UIImagePickerController)

    - by John Qualis
    Hi, I am new to OpenGL over iPhone. I am developing an iPhone app similar to a barcode reader but with an extra OpenGL layer. The bottommost layer is UIImagePickerController, then I use UIView on top and draw a rectangle at certain co-ordinates on the iphone screen. So far everything is OK. Then I am trying to draw an OpenGL 3-D model in that rectangle. I am able to load a 3-D model in the iPhone based on this code here - http://iphonedevelopment.blogspot.com/2008/12/start-of-wavefront-obj-file-loader.html I am not able to transform the co-ordinates of the rectangle into OpenGL co-ordinates. Appreciate any help. Do I need to use a matrix to translate the currentPosition of the 3-D model so it is drawn within myRect? The code is given below.. Appreciate any help/pointers in this regards. John -(void)setupView:(GLView*)view { const GLfloat zNear = 0.01, zFar = 1000.0, fieldOfView = 45.0; GLfloat size; glEnable(GL_DEPTH_TEST); glMatrixMode(GL_PROJECTION); size = zNear * tanf(DEGREES_TO_RADIANS(fieldOfView) / 2.0); CGRect rect = view.bounds; glFrustumf(-size, size, -size / (rect.size.width / rect.size.height), size / (rect.size.width / rect.size.height), zNear, zFar); glViewport(0, 0, rect.size.width, rect.size.height); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glClearColor(0.0f, 0.0f, 0.0f, 0.0f); NSString *path = [[NSBundle mainBundle] pathForResource:@"plane" ofType:@"obj"]; OpenGLWaveFrontObject *theObject = [[OpenGLWaveFrontObject alloc] initWithPath:path]; Vertex3D position; position.z = -8.0; position.y = 3.0; position.x = 2.0; theObject.currentPosition = position; self.plane = theObject; [theObject release]; } (void)drawView:(GLView*)view; { static GLfloat rotation = 0.0; glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); glColor4f(0.0, 0.5, 1.0, 1.0); // the coordinates of the rectangle are // myRect.x, myRect.y, myRect.width, myRect.height // Do I need to use a matrix to translate the currentPosition of the // 3-D model so it is drawn within myRect? //glOrthof(-160.0f, 160.0f, -240.0f, 240.0f, -1.0f, 1.0f); [plane drawSelf]; }

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  • Java Swing: JWindow appears behind all other process windows, and will not disappear

    - by Kim Jong Woo
    I am using JWindow to display my splash screen during the application start up. however it will not appear in front of all windows as it should, and it will not disappear as well. import java.awt.BorderLayout; import java.awt.Color; import java.awt.Dimension; import java.awt.Font; import java.awt.Toolkit; import javax.swing.BorderFactory; import javax.swing.ImageIcon; import javax.swing.JLabel; import javax.swing.JPanel; import javax.swing.JWindow; public class MySplash { public static MySplash INSTANCE; private static JWindow jw; public MySplash(){ createSplash(); } private void createSplash() { jw = new JWindow(); JPanel content = (JPanel) jw.getContentPane(); content.setBackground(Color.white); // Set the window's bounds, centering the window int width = 328; int height = 131; Dimension screen = Toolkit.getDefaultToolkit().getScreenSize(); int x = (screen.width - width) / 2; int y = (screen.height - height) / 2; jw.setBounds(x, y, width, height); // Build the splash screen JLabel label = new JLabel(new ImageIcon("splash.jpg")); JLabel copyrt = new JLabel("SplashScreen Test", JLabel.CENTER); copyrt.setFont(new Font("Sans-Serif", Font.BOLD, 12)); content.add(label, BorderLayout.CENTER); content.add(copyrt, BorderLayout.SOUTH); Color oraRed = new Color(156, 20, 20, 255); content.setBorder(BorderFactory.createLineBorder(oraRed, 0)); } public synchronized static MySplash getInstance(){ if(INSTANCE==null){ INSTANCE = new MySplash(); } return INSTANCE; } public void showSplash(){ jw.setAlwaysOnTop(true); jw.toFront(); jw.setVisible(true); return; } public void hideSplash(){ jw.setAlwaysOnTop(false); jw.toBack(); jw.setVisible(false); return; } } So in my main class which extends JFrame, I call my splash screen by SwingUtilities.invokeLater(new Runnable(){ @Override public void run() { MySplash.getInstance().showSplash(); } }); However, the JWindow appears behind the all open instances of windows on my computer. Hiding the JWindow also doesn't work. SwingUtilities.invokeLater(new Runnable(){ @Override public void run() { MySplash.getInstance().hideSplash(); } });

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  • Problem creating gui from xml -> Strange CPButton behaviour

    - by Superpro
    Hallo, I'm new to objective-j and cappuccino and just have tried to create a small application, that creates the gui dynamically from a xml file. Unfortunately it works only partially. It seems that the button regions are disorder. This means, that the buttons also response if I click besides the button.... Please help me. I dont get it.. - (void)applicationDidFinishLaunching:(CPNotification)aNotification { mControlList = [CPArray alloc]; theWindow = [[CPWindow alloc] initWithContentRect:CGRectMakeZero() styleMask:CPBorderlessBridgeWindowMask], contentView = [theWindow contentView]; [contentView setFrame:[[contentView superview] bounds]]; [contentView setAutoresizingMask:CPViewWidthSizable | CPViewHeightSizable]; // Loadxmlfile var xhttp; if (window.XMLHttpRequest) { xhttp=new XMLHttpRequest() } else { xhttp=new ActiveXObject("Microsoft.XMLHTTP") } xhttp.open("GET","test.xml",false); xhttp.send(""); xmlDoc = xhttp.responseXML; //Get controls nodeand iterate through all controls var node = xmlDoc.getElementsByTagName("controls")[0]; for (var i=0; i<node.childNodes.length; i++) { if(node.childNodes[i].nodeName=="button"){ var item = node.childNodes[i]; var name = item.attributes["name"].nodeValue; var text = item.getElementsByTagName("text") [0].childNodes[0].nodeValue; var x= item.getElementsByTagName("rect") [0].attributes["x"].nodeValue; var y= item.getElementsByTagName("rect") [0].attributes["y"].nodeValue; var width= item.getElementsByTagName("rect") [0].attributes["width"].nodeValue; var height= item.getElementsByTagName("rect") [0].attributes["height"].nodeValue; var b = [[Button alloc] InitWithParent:contentView Text:text X:x Y:y Width:width Height:height]; [mControlList addObject:b]; } } [theWindow orderFront:self]; } @implementation Button : CPObject { CPButton _button; } - (Button)InitWithParent:(CPView)contentView Text:(CPString)text X: (int)x Y:(int)y Width:(int)width Height:(int)height { _button = [[CPButton alloc] initWithFrame: CGRectMake(x,y,width,height)]; [_button setTitle:text]; [_button setTarget:self]; [_button setAction:@selector(cmdNext_onClick:)]; [contentView addSubview:_button]; return self; } - (void)cmdNext_onClick:(id)sender { } @end

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  • Any thoughts on how to create a true 'punch-out' area in a Sprite?

    - by rhtx
    I've been working on this for awhile, now. You might also call it a 'reverse mask', or an 'inverse mask'. Basically, I'm creating a view window within a display object. I need to allow objects on the stage that are under the window to be able to interact with the mouse. This is similar to a WPF question: http://stackoverflow.com/questions/740994/use-wpf-object-to-punch-hole-in-another, which has a much shorter write-up. I've got a Class called PunchOutShield, which creates a Sprite that covers the stage (or over some desired area). The Sprite's Graphics object is filled using the color and transparency of Flex's modal screen. The result is a screen that looks like the screen which appears behind a modal PopUp. PunchOutShield has a method called punch, which takes two arguments - the first is a Shape object, which defines the shape of the punch-through area; the second is a Point object, which indicates where to position the punch-through area. It took some experimenting, but I found that I can successfully create a punch-out area (i.e. - the modal screen does not display within the bounds of the given Shape). To do this, I set cacheAsBitmap to true on the Sprite that is used to create the modal screen, and also on the Shape object, which is added to the modal screen Sprite's displayList. If I set the blend mode of the Shape to ERASE, a completely transparent area is created in the modal screen. So far, great. The problem is that Shape does not subclass InteractiveObject, so there is no way to set mouseEnabled = false on it. And so, it prevents interaction between the mouse and any objects that are visible through the punch-out area. On top of that, InteractiveObject isn't available to look at, so I can't see if there is a way to borrow what it's doing to provide the mouseEnabled functionality and apply it to a subclass of Shape. I've tried using another Sprite object, rather than a Shape object, but the blending doesn't work out correctly. I'm not sure why there is a difference, but the Shape object seems to somehow combine with the parenting Sprite, allowing the ERASE blendMode to effect the desired punch-out visual appearance. It wouldn't be the end of the world if I had to draw up the screen with a series of rectangles so that the punch-out area was just simply not drawn, but that approach won't work if the punch-out area is complex. Or round. Any thoughts on this approach, or on an alternative approach?

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  • Core Plot: x-axis labels not plotted when using scaleToFitPlots

    - by AlexR
    Problem: I can't get Core Plot (1.1) to plot automatic labels for my x-axis when using autoscaling ([plotSpace scaleToFitPlots:[graph allPlots]). What I have tried: I changed the values for the offsets and paddings, but this did not change the result. However, when turning autoscale off (not using [plotSpace scaleToFitPlots:[graph allPlots]]and setting the y scale automatically, the automatic labeling of the x-axis works. Question: Is there a bug in Core Plot or what did I do wrong? I would appreciate any help! Thank you! This is how I have set up my chart: CPTBarPlot *barPlot = [CPTBarPlot tubularBarPlotWithColor:[CPTColor blueColor] horizontalBars:NO]; barPlot.baseValue = CPTDecimalFromInt(0); barPlot.barOffset = CPTDecimalFromFloat(0.0f); // CPTDecimalFromFloat(0.5f); barPlot.barWidth = CPTDecimalFromFloat(0.4f); barPlot.barCornerRadius = 4; barPlot.labelOffset = 5; barPlot.dataSource = self; barPlot.delegate = self; graph = [[CPTXYGraph alloc]initWithFrame:self.view.bounds]; self.hostView.hostedGraph = graph; graph.paddingLeft = 40.0f; graph.paddingTop = 30.0f; graph.paddingRight = 30.0f; graph.paddingBottom = 50.0f; [graph addPlot:barPlot]; graph.plotAreaFrame.masksToBorder = NO; graph.plotAreaFrame.cornerRadius = 0.0f; graph.plotAreaFrame.borderLineStyle = borderLineStyle; double xAxisStart = 0; CPTXYAxisSet *xyAxisSet = (CPTXYAxisSet *)graph.axisSet; CPTXYAxis *xAxis = xyAxisSet.xAxis; CPTMutableLineStyle *lineStyle = [xAxis.axisLineStyle mutableCopy]; lineStyle.lineCap = kCGLineCapButt; xAxis.axisLineStyle = lineStyle; xAxis.majorTickLength = 10; xAxis.orthogonalCoordinateDecimal = CPTDecimalFromDouble(yAxisStart); xAxis.paddingBottom = 5; xyAxisSet.delegate = self; xAxis.delegate = self; xAxis.labelOffset = 0; xAxis.labelingPolicy = CPTAxisLabelingPolicyAutomatic; [plotSpace scaleToFitPlots:[graph allPlots]]; CPTMutablePlotRange *yRange = plotSpace.yRange.mutableCopy; [yRange expandRangeByFactor:CPTDecimalFromDouble(1.3)]; plotSpace.yRange = yRange; NSInteger xLength = CPTDecimalIntegerValue(plotSpace.xRange.length) + 1; plotSpace.xRange = [CPTPlotRange plotRangeWithLocation:CPTDecimalFromDouble(xAxisStart) length:CPTDecimalFromDouble(xLength)] ;

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  • Programatically created UITableViewCell subclass only working on highlight

    - by squarefrog
    I've created a subclass of UITableViewCell but I'm struggling to get it to work properly. If I use UITableViewStyleDefault then the class only works when highlighted. If I use UITableViewStyleValue1 then it mostly works but I'm unable to change label fonts much. I tried researching but it seems everyone is doing this via a .xib file, but not programatically. Implementation file #import "ASCustomCellWithCount.h" @implementation ASCustomCellWithCount @synthesize primaryLabel,secondaryLabel,contentCountImage,contentCount; - (id)initWithStyle:(UITableViewCellStyle)style reuseIdentifier:(NSString *)reuseIdentifier { self = [super initWithStyle:style reuseIdentifier:reuseIdentifier]; if (self) { // Initialization code contentCountImage = [[UIImageView alloc] initWithImage:[UIImage imageNamed: @"tableCount.png"] ]; primaryLabel = [[UILabel alloc] init]; primaryLabel.textAlignment = UITextAlignmentLeft; primaryLabel.textColor = [UIColor blackColor]; primaryLabel.font = [UIFont systemFontOfSize: 20]; primaryLabel.backgroundColor = [UIColor clearColor]; secondaryLabel = [[UILabel alloc] init]; secondaryLabel.textAlignment = UITextAlignmentLeft; secondaryLabel.textColor = [UIColor blackColor]; secondaryLabel.font = [UIFont systemFontOfSize: 8]; secondaryLabel.backgroundColor = [UIColor clearColor]; contentCount = [[UILabel alloc] init]; contentCount.textAlignment = UITextAlignmentCenter; contentCount.font = [UIFont boldSystemFontOfSize: 15]; contentCount.textColor = [UIColor whiteColor]; contentCount.shadowColor = [UIColor blackColor]; contentCount.shadowOffset = CGSizeMake(1, 1); contentCount.backgroundColor = [UIColor clearColor]; [self.contentView addSubview: contentCountImage]; [self.contentView addSubview: primaryLabel]; [self.contentView addSubview: secondaryLabel]; [self.contentView addSubview: contentCount]; } return self; } - (void)layoutSubviews { [super layoutSubviews]; CGRect contentRect = self.contentView.bounds; // CGFloat boundsX = contentRect.origin.x; primaryLabel.frame = CGRectMake(0 ,0, 200, 25); secondaryLabel.frame = CGRectMake(0, 30, 100, 15); contentCount.frame = CGRectMake(contentRect.size.width - 48, contentRect.size.height / 2 - 13, 36, 24); contentCountImage.frame = CGRectMake(contentRect.size.width - 48, contentRect.size.height / 2 - 12, 36, 24); } - (void)setSelected:(BOOL)selected animated:(BOOL)animated { [super setSelected:selected animated:animated]; // Configure the view for the selected state } - (void)dealloc { [primaryLabel release]; [secondaryLabel release]; [contentCountImage release]; [contentCount release]; } @end And then to create the cell I use - (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath { static NSString *CellIdentifier = @"Cell"; ASCustomCellWithCount *cell = [tableView dequeueReusableCellWithIdentifier:CellIdentifier]; if (cell == nil) { cell = [[[ASCustomCellWithCount alloc] initWithStyle: UITableViewCellStyleDefault reuseIdentifier:CellIdentifier] autorelease]; } cell.textLabel.text = [NSString stringWithFormat:@"%@", [tempArray objectAtIndex: indexPath.row]]; cell.contentCount.text = @"49"; return cell; }

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  • proper fill an image larger than screen

    - by madcat
    what I wanted to achieve here is simply fit the image width to the screen on both orientations and use UIScrollView to just allow scroll vertically to see the whole image. both viewController and view are created pragmatically. the image loaded is larger than screen on both width and height. here is the related code in my viewController: - (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation { return YES; } - (void)loadView { UIScreen *screen = [UIScreen mainScreen]; CGRect rect = [screen applicationFrame]; self.view = [[UIView alloc] initWithFrame:rect]; self.view.contentMode = UIViewContentModeScaleAspectFill; self.view.autoresizingMask = UIViewAutoresizingFlexibleWidth | UIViewAutoresizingFlexibleHeight; UIImage *img=[[UIImage alloc] initWithContentsOfFile:[[NSBundle mainBundle] pathForResource:@"image" ofType:@"png"]]; UIImageView *imgView =[[UIImageView alloc] initWithImage:img]; [img release]; imgView.contentMode = UIViewContentModeScaleAspectFill; imgView.autoresizingMask = UIViewAutoresizingFlexibleWidth | UIViewAutoresizingFlexibleHeight; [self.view addSubview:imgView]; [imgView release]; } tried all combinations for both contentMode above, did not give me correct result. the most close I am getting now: I manually resize imgView in loadView, portrait mode would display correctly since app always starts with portrait mode, but in landscape mode, the width fits correctly, but image is centered vertically rather than top aligned. if I add the imgView to a scrollView, in landscape mode it looks like contentSize is not set to full image size. but when I scroll bounce I can see the image is there in full size. question: why I need to resize it manually? in landscape mode how and where I can 'move' the imgView, so imgView.frame.origin is (0,0) and works correctly with a scroll view? Thanks! UPDATE: I added: imgView.clipsToBounds = YES; and find out in landscape mode the image bounds is smaller than screen in height. so the question becomes how to have the image view keeps original ratio (thus shows the full image always) when rotated to landscape? do I need to manually resize it after rotation again?

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  • Adding Insert Row in tableView

    - by user333624
    Hello everyone, I have a tableView that loads its data directly from a Core Data table with a NSFetchedResultsController. I'm not using an intermediate NSMutableArray to store the objects from the fetch results; I basically implemented inside my UITableViewController the protocol method numberOfRowsInSection and it returns the numberOfObjects inside a NSFetchedResultsSectionInfo. id <NSFetchedResultsSectionInfo> sectionInfo = [[fetchedResultsController sections] objectAtIndex:section]; and then I configure the cell content by implementing configureCell:atIndexPath and retrieving object info from the fetchedResultController but right now I have a generic configuration for any object (to avoid complications) cell.textLabel.text = @"categoria"; I also have a NavigationBar with a custom edit button at the right that loads my own selector called customSetEditing. What I'm trying to accomplish is to load an "Insert Cell" at the beginning of the tableView so when I tap it, it creates a new record. This last part is easy to implement the problem is that I dont's seem to be able to load the insert row or any row when I tap on the navigation bar edit button. this is the code for my customSetEditing: - (void) customSetEditing { [super setEditing:YES animated:YES]; [self.tableView setEditing:YES animated:YES]; [[self tableView] beginUpdates]; //[[self tableView] beginUpdates]; UIBarButtonItem *customDoneButtonItem = [[UIBarButtonItem alloc] initWithBarButtonSystemItem:UIBarButtonSystemItemDone target:self action:@selector(customDone)]; [self.navigationItem.rightBarButtonItem release]; self.navigationItem.rightBarButtonItem = customDoneButtonItem; //[categoriasArray insertObject:[NSNull null] atIndex:0]; NSMutableArray *indexPaths = [[NSMutableArray alloc] initWithObjects:[NSIndexPath indexPathForRow:0 inSection:0],nil ]; [self.tableView insertRowsAtIndexPaths:indexPaths withRowAnimation:UITableViewRowAnimationTop]; //[indexPaths release]; [self.tableView reloadData];} Before adding the:[self.tableView reloadData]; I was getting an out of bounds error plus a program crash and although the program is not crashing it is not loading anything. I have seen many examples of similar situations in stackoverflow (by the way is an excellent forum with very helpful and nice people) none of the examples seems to work for me. Any ideas?

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  • arrayListOutOfBoundsException... Please Help?

    - by Jacob
    This is my class Debugger. Can anyone try and run it and see whens wrong? Ive spent hours on it already. :( public class Debugger { private String codeToDebug = ""; public Debugger(String code) { codeToDebug = code; } /** * This method itterates over a css file and adds all the properties to an arraylist */ public void searchDuplicates() { boolean isInside = false; ArrayList<String> methodStorage = new ArrayList(); int stored = 0; String[] codeArray = codeToDebug.split(""); try { int i = 0; while(i<codeArray.length) { if(codeArray[i].equals("}")) { isInside = false; } if(isInside && !codeArray[i].equals(" ")) { boolean methodFound = false; String method = ""; int c = i; while(!methodFound) { method += codeArray[c]; if(codeArray[c+1].equals(":")) { methodFound = true; } else { c++; } } methodStorage.add(stored, method); System.out.println(methodStorage.get(stored)); stored++; boolean stillInside = true; int skip = i; while(stillInside) { if(codeArray[skip].equals(";")) { stillInside = false; } else { skip++; } } i = skip; } if(codeArray[i].equals("{")) { isInside = true; } i++; } } catch(ArrayIndexOutOfBoundsException ar) { System.out.println("------- array out of bounds exception -------"); } } /** * Takes in String and outputs the number of characters it contains * @param input * @return Number of characters */ public static int countString(String input) { String[] words = input.split(""); int counter = -1; for(int i = 0; i<words.length; i++){ counter++; } return counter; } public static void main(String[] args) { Debugger h = new Debugger("body {margin:;\n}"); h.searchDuplicates(); } }

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  • How can I run an android frame animation without it skewing?

    - by GameDev123
    I have a small state machine that runs a series of frame by frame animations in an ImageView, in a nested hierarchy of layouts. There is more than adequate space to display each frame of the animation. Each frame of the animation is cropped to fit the minimum amount of area, in order to save memory. If a frame only contains 50x50 worth of pixels then the png is 50x50. There is no transparent padding to keep them the same size. The ImageView is directly within a RelativeLayout, and is anchored to the bottom left with some padding. The general idea being that the character in the animation performs some action, which results in individual frames of the animation growing or shrinking. The issue is that individual frames of animation are skewed, and there does not appear to be any way of preventing this. If I set the source of the imageview directly to one of the frames of animation, it displays fine in the layout manager. I have tried this with Adjust View Bounds set to true, false, and undefined. I have tried using the background and the src attribute of imageview to set the animation drawable, I have tried every configuration of layout manager and setting minimum/maximum size that I can think of, and it still stretches the character on various frames depending on the size of the source png. In essence, all I want to do is say "I want this ImageView to anchor in the bottom left and then display any frame that happens to be in it without stretching or skewing it in any way aside from that which occurred when the frame png's were loaded." Seems simple, but I have yet to come across any way of doing it. Here is the layout of the imageview as of my last test, I had to remove bits of the XML to get it to display but nothing pertinent: RelativeLayout android:orientation="horizontal" android:layout_above="@+id/MenuOptions" android:layout_width="fill_parent" android:id="@+id/AnimationLayout" android:clipChildren="false" android:minHeight="180dp" android:layout_height="fill_parent" android:layout_below="@+id/GameBarLayout" ImageView android:id="@+id/animatedImg" android:layout_height="wrap_content" android:layout_width="wrap_content" android:visibility="visible" android:baselineAlignBottom="true" android:minHeight="180dp" android:minWidth="200dp" android:adjustViewBounds="true" android:layout_alignParentBottom="true" android:paddingLeft="30dp" android:paddingBottom="10dp" android:src="@drawable/idle01"/ImageView /RelativeLayout Here is how an animation is set up: animationDrawable = new AnimationDrawable(); animationDrawable.addFrame(res.getDrawable(R.drawable.idle01), 16); animationDrawable.addFrame(res.getDrawable(R.drawable.idle02), 16); animationDrawable.addFrame(res.getDrawable(R.drawable.idle03), 16);

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  • Making a grid on iPhone using Opengl

    - by TheGambler
    I'm trying to make a grid similar to what you would see in these geo games(geoDefense/geometry wars). I'm wanting to apply separate transformation matrixes to each to create different effects. So, it makes since to me that I need to draw each square separately to that I can apply a different transformation to each one. The problem I'm having is mapping these grids out or connecting the squares. The coordinate systems is still confusing to me. I know it would be easy just to create a huge triangle strip but I'm not able to figure out a way to apply separate transformations to each square( quad ) if I use triangle strips. So first question: Can you apply different transformations to quads if you use a triangle strip to draw a huge grid? If so, any tips suggestions on how to do so? If not, how does one usually connect textures without using triangle strips? Here is my coord setup: const GLfloat zNear = 0.01, zFar = 1000.0, fieldOfView = 45.0; GLfloat size; glEnable(GL_DEPTH_TEST); glMatrixMode(GL_PROJECTION); size = zNear * tanf(DEGREES_TO_RADIANS(fieldOfView) / 2.0); CGRect rect = view.bounds; glFrustumf(-size, size, -size / (rect.size.width / rect.size.height), size / (rect.size.width / rect.size.height), zNear, zFar); glViewport(0, 0, rect.size.width, rect.size.height); Here is my draw: - (void)drawView:(GLView*)view; { int loop; //glColor4f(1.0, 1.0, 1.0, 0.5); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); //Grid Loop for( loop = 0; loop < kNumberSectionsInGrid; loop++ ) { //glLoadIdentity(); static Matrix3D shearMatrix; Matrix3DSetShear(shearMatrix, 0.2, 0.2); static Matrix3D finalMatrix; //Matrix3DMultiply(temp2Matrix, shearMatrix, finalMatrix); glLoadMatrixf(shearMatrix); glTranslatef(-1.0f,(float)loop,-3.0f); glScalef(0.1, 0.1, 0.0); Vertex3D vertices[] = { {-1.0, 1.0, 0.5}, { 1.0, 1.0, 0.5}, { -1.0, -1.0, 0.5}, { 1.0, -1.0, 0.5} }; static const Vector3D normals[] = { {0.0, 0.0, 1.0}, {0.0, 0.0, 1.0}, {0.0, 0.0, 1.0}, {0.0, 0.0, 1.0}, }; GLfloat texCoords[] = { 0.0, 1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 0.0 }; glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_NORMAL_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glBindTexture(GL_TEXTURE_2D, texture[0]); glVertexPointer(3, GL_FLOAT, 0, vertices); glNormalPointer(GL_FLOAT, 0, normals); glTexCoordPointer(2, GL_FLOAT, 0, texCoords); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_NORMAL_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); } } glMatrixMode(GL_MODELVIEW);

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  • show tweets inside div from an asynchronous loop

    - by ak_47
    Am trying to laod tweets into a div after looping them from yahoo placemaker. They are loading on the div but the information shown by them is placemaker's last result. This is the code.. function getLocation(user, date, profile_img, text,url) { var templates = []; templates[0] = '<div><div></div><h2 class="firstHeading">'+user+'</h2><div>'+text+'</div><div><p><a href="' + url + '"target="_blank">'+url+'</a></p></div><p>Date Posted- '+date+'</p></div>'; templates[1] = '<table width="320" border="0"><tr><td class="user" colspan="2" rowspan="1">'+user+'</td></tr><tr><td width="45"><a href="'+profile_img+'"><img src="'+profile_img+'" width="55" height="50"/></a></td><td width="186">'+text+'<p><a href="' + url + '"target="_blank">'+url+'</a></p></td></tr></table><hr>'; templates[2] = '<div><div></div><h2 class="firstHeading">'+user+'</h2><div>'+text+'</div><div><p><a href="' + url + '"target="_blank">'+url+'</a></p></div><p>Date Posted- '+date+'</p></div>'; templates[3] = '<table width="320" border="0"><tr><td class="user" colspan="2" rowspan="1">'+user+'</td></tr><tr><td width="45"><a href="'+profile_img+'"><img src="'+profile_img+'" width="55" height="50"/></a></td><td width="186">'+text+'<p><a href="' + url + '"target="_blank">'+url+'</a></p></td></tr></table><hr>'; var geocoder = new google.maps.Geocoder(); Placemaker.getPlaces(text, function (o) { console.log(o); if (!$.isArray(o.match)) { var latitude = o.match.place.centroid.latitude; var longitude = o.match.place.centroid.longitude; var myLatLng = new google.maps.LatLng(latitude, longitude); var marker = new google.maps.Marker({ icon: profile_img, title: user, map: map, position: myLatLng }); var infowindow = new google.maps.InfoWindow({ content: templates[0].replace('user',user).replace('text',text).replace('url',url).replace('date',date) }); var $tweet = $(templates[1].replace('%user',user).replace(/%profile_img/g,profile_img).replace('%text',text).replace('%url',url)); $('#user-banner').css("visibility","visible");$('#news-banner').css("visibility","visible"); $('#news-tweets').css("overflow","scroll").append($tweet); function openInfoWindow() { infowindow.open(map, marker); } google.maps.event.addListener(marker, 'click', openInfoWindow); $tweet.find(".user").on('click', openInfoWindow); bounds.extend(myLatLng); } }); }

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  • Cocoa WebView won't render all images on OSX 10.8

    - by user2906962
    I'm currently developing an application for OS X, backwards compatible with OS X 10.6. At some point I create a WebView in which I load html content that I create dynamically. The html content is formed only of image links <img src= and text, there is no javascript or anything of that kind. All the images (there are only 5 png images) are stored locally and their size is 4 KB. The problem I have is that some images (those that are not on the visible side of the "scroll"), the very first time I run the application,the images are not shown unless I drag the window to another screen or load again the view controller that contains the WebView. In those cases the images appear on the "scroll" even if they are offsite. I've tried creating the WebView both with IB and programatically, I've used WebPreferences like Autosaves, AllowsAnimatedImages … I've tried using NSURLCache to load each image so that the WebView will get access to them easier ... same result. Taking into account that my code is quite extensive I'm gonna post only the bits that I think are relevant: NSString *finalHtml ... //contains the complete html CGRect screenRect = [self.fixedView bounds]; CGRect webFrame = CGRectMake(0.0f, 0.0f, screenRect.size.width, screenRect.size.height); self.miwebView=[[WebView alloc] initWithFrame:webFrame]; [self.miwebView setEditable:NO]; [self.miwebView setUIDelegate:self]; ... NSURLCache *URLCache = [[NSURLCache alloc] initWithMemoryCapacity:4 * 1024 * 1024 diskCapacity:20 * 1024 * 1024 diskPath:nil]; [NSURLCache setSharedURLCache:URLCache]; NSString *imagePath = [[NSBundle mainBundle] pathForResource:@"line" ofType:@"png"]; NSURL *resourceUrl = [NSURL URLWithString:imagePath]; NSURLRequest *request = [NSURLRequest requestWithURL:resourceUrl cachePolicy:NSURLRequestUseProtocolCachePolicy timeoutInterval:10.0f]; [URLCache cachedResponseForRequest:request]; ... [self.miwebView setResourceLoadDelegate:self]; WebPreferences *webPref = [[WebPreferences alloc]init]; [webPref setAutosaves:YES]; [webPref setAllowsAnimatedImages:YES]; [webPref setAllowsAnimatedImageLooping:YES]; [self.miwebView setPreferences:webPref]; NSString *pathResult = [[NSBundle mainBundle] bundlePath]; NSURL *baseURLRes = [NSURL fileURLWithPath:pathResult]; [[self.miwebView mainFrame] loadHTMLString:finalHtml baseURL:baseURLRes]; [self.fixedView addSubview:self.miwebView]; I should also mention that if an image is caught somewhere in between the visible and non visible side of the "scroll" only the visible bit of the image is going to be rendered even if the page gets scrolled up ... so I think all this is some rendering issue ... I appreciate your help, thank you!

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  • Any suggestions for improvement on this style for BDD/TDD?

    - by Sean B
    I was tinkering with doing the setups with our unit test specifciations which go like Specification for SUT when behaviour X happens in scenario Y Given that this thing And also this other thing When I do X... Then It should do ... And It should also do ... I wrapped each of the steps of the GivenThat in Actions... any feed back whether separating with Actions is good / bad / or better way to make the GivenThat clear? /// <summary> /// Given a product is setup for injection /// And Product Image Factory Is Stubbed(); /// And Product Size Is Stubbed(); /// And Drawing Scale Is Stubbed(); /// And Product Type Is Stubbed(); /// </summary> protected override void GivenThat() { base.GivenThat(); Action givenThatAProductIsSetupforInjection = () => { var randomGenerator = new RandomGenerator(); this.Position = randomGenerator.Generate<Point>(); this.Product = new Diffuser { Size = new RectangularProductSize( 2.Inches()), Position = this.Position, ProductType = Dep<IProductType>() }; }; Action andProductImageFactoryIsStubbed = () => Dep<IProductBitmapImageFactory>().Stub(f => f.GetInstance(Dep<IProductType>())).Return(ExpectedBitmapImage); Action andProductSizeIsStubbed = () => { Stub<IDisplacementProduct, IProductSize>(p => p.Size); var productBounds = new ProductBounds(Width.Feet(), Height.Feet()); Dep<IProductSize>().Stub(s => s.Bounds).Return(productBounds); }; Action andDrawingScaleIsStubbed = () => Dep<IDrawingScale>().Stub(s => s.PixelsPerFoot).Return(PixelsPerFoot); Action andProductTypeIsStubbed = () => Stub<IDisplacementProduct, IProductType>(p => p.ProductType); givenThatAProductIsSetupforInjection(); andProductImageFactoryIsStubbed(); andProductSizeIsStubbed(); andDrawingScaleIsStubbed(); andProductTypeIsStubbed(); }

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  • Numpy/Python performing terribly vs. Matlab

    - by Nissl
    Novice programmer here. I'm writing a program that analyzes the relative spatial locations of points (cells). The program gets boundaries and cell type off an array with the x coordinate in column 1, y coordinate in column 2, and cell type in column 3. It then checks each cell for cell type and appropriate distance from the bounds. If it passes, it then calculates its distance from each other cell in the array and if the distance is within a specified analysis range it adds it to an output array at that distance. My cell marking program is in wxpython so I was hoping to develop this program in python as well and eventually stick it into the GUI. Unfortunately right now python takes ~20 seconds to run the core loop on my machine while MATLAB can do ~15 loops/second. Since I'm planning on doing 1000 loops (with a randomized comparison condition) on ~30 cases times several exploratory analysis types this is not a trivial difference. I tried running a profiler and array calls are 1/4 of the time, almost all of the rest is unspecified loop time. Here is the python code for the main loop: for basecell in range (0, cellnumber-1): if firstcelltype == np.array((cellrecord[basecell,2])): xloc=np.array((cellrecord[basecell,0])) yloc=np.array((cellrecord[basecell,1])) xedgedist=(xbound-xloc) yedgedist=(ybound-yloc) if xloc>excludedist and xedgedist>excludedist and yloc>excludedist and yedgedist>excludedist: for comparecell in range (0, cellnumber-1): if secondcelltype==np.array((cellrecord[comparecell,2])): xcomploc=np.array((cellrecord[comparecell,0])) ycomploc=np.array((cellrecord[comparecell,1])) dist=math.sqrt((xcomploc-xloc)**2+(ycomploc-yloc)**2) dist=round(dist) if dist>=1 and dist<=analysisdist: arraytarget=round(dist*analysisdist/intervalnumber) addone=np.array((spatialraw[arraytarget-1])) addone=addone+1 targetcell=arraytarget-1 np.put(spatialraw,[targetcell,targetcell],addone) Here is the matlab code for the main loop: for basecell = 1:cellnumber; if firstcelltype==cellrecord(basecell,3); xloc=cellrecord(basecell,1); yloc=cellrecord(basecell,2); xedgedist=(xbound-xloc); yedgedist=(ybound-yloc); if (xloc>excludedist) && (yloc>excludedist) && (xedgedist>excludedist) && (yedgedist>excludedist); for comparecell = 1:cellnumber; if secondcelltype==cellrecord(comparecell,3); xcomploc=cellrecord(comparecell,1); ycomploc=cellrecord(comparecell,2); dist=sqrt((xcomploc-xloc)^2+(ycomploc-yloc)^2); if (dist>=1) && (dist<=100.4999); arraytarget=round(dist*analysisdist/intervalnumber); spatialsum(1,arraytarget)=spatialsum(1,arraytarget)+1; end end end end end end Thanks!

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  • Optimizing GDI+ drawing?

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

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  • Converting OpenGL coordinates to lower UIView (and UIImagePickerController)

    - by John Qualis
    I am new to OpenGL on the iPhone. I am developing an iPhone app similar to a barcode reader but with an extra OpenGL layer. The bottommost layer is UIImagePickerController, then I use UIView on top and draw a rectangle at certain coordinates on the iPhone screen. So far everything is OK. Then I am trying to draw an OpenGL 3-D model in that rectangle. I am able to load a 3-D model in the iPhone based on this code here - http://iphonedevelopment.blogspot.com/2008/12/start-of-wavefront-obj-file-loader.html I am not able to transform the coordinates of the rectangle into OpenGL coordinates. Appreciate any help. Do I need to use a matrix to translate the currentPosition of the 3-D model so it is drawn within myRect? The code is given below. -(void)setupView:(GLView*)view { const GLfloat zNear = 0.01, zFar = 1000.0, fieldOfView = 45.0; GLfloat size; glEnable(GL_DEPTH_TEST); glMatrixMode(GL_PROJECTION); size = zNear * tanf(DEGREES_TO_RADIANS(fieldOfView) / 2.0); CGRect rect = view.bounds; glFrustumf(-size, size, -size / (rect.size.width / rect.size.height), size / (rect.size.width / rect.size.height), zNear, zFar); glViewport(0, 0, rect.size.width, rect.size.height); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glClearColor(0.0f, 0.0f, 0.0f, 0.0f); NSString *path = [[NSBundle mainBundle] pathForResource:@"plane" ofType:@"obj"]; OpenGLWaveFrontObject *theObject = [[OpenGLWaveFrontObject alloc] initWithPath:path]; Vertex3D position; position.z = -8.0; position.y = 3.0; position.x = 2.0; theObject.currentPosition = position; self.plane = theObject; [theObject release]; } - (void)drawView:(GLView*)view; { static GLfloat rotation = 0.0; glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); glColor4f(0.0, 0.5, 1.0, 1.0); // the coordinates of the rectangle are // myRect.x, myRect.y, myRect.width, myRect.height // Do I need to use a matrix to translate the currentPosition of the // 3-D model so it is drawn within myRect? //glOrthof(-160.0f, 160.0f, -240.0f, 240.0f, -1.0f, 1.0f); [plane drawSelf]; }

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  • Portrait video to landscape

    - by dappa
    I am aware questions like this one may already be out there but for the sake of others like me I will go ahead and ask I have a app that is set to only allow portrait orientation but this setting affects my videos as I would like only the videos to be able to play in landscape also. Is there a method I can add unto my .m file to make this work? Here is my code; #import "BIDVideosViewController.h" @interface BIDVideosViewController () @end @implementation BIDVideosViewController @synthesize moviePlayer ; @synthesize tableList; - (id)initWithNibName:(NSString *)nibNameOrNil bundle:(NSBundle *)nibBundleOrNil { self = [super initWithNibName:nibNameOrNil bundle:nibBundleOrNil]; if (self) { // Custom initialization } return self; } - (void)viewDidLoad { [super viewDidLoad]; UITableView *table = [[UITableView alloc]initWithFrame:self.view.bounds]; [table setDelegate:self]; [table setDataSource:self]; [self.view addSubview:table]; tableList = [[NSMutableArray alloc] initWithObjects:@"Gangan",@"SwimGood",@"German Ice", nil]; } - (void)didReceiveMemoryWarning { [super didReceiveMemoryWarning]; // Dispose of any resources that can be recreated. } -(NSInteger)tableView:(UITableView *)tableView numberOfRowsInSection:(NSInteger)section { return [tableList count]; } -(UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath { static NSString *DisclosureButtonIdentifier = @"DisclosurebutotonIdentifier"; UITableViewCell *cell = [tableView dequeueReusableCellWithIdentifier:DisclosureButtonIdentifier]; if (cell == nil) { cell = [[UITableViewCell alloc] initWithStyle:UITableViewCellStyleDefault reuseIdentifier:DisclosureButtonIdentifier]; } NSInteger row = [indexPath row]; NSString *rowString = [tableList objectAtIndex:row]; cell.textLabel.text = rowString; return cell; } -(void)tableView:(UITableView *)tableView didSelectRowAtIndexPath:(NSIndexPath *)indexPath { { NSBundle *str = [tableList objectAtIndex:indexPath.row]; if ([str isEqual:@"Gangan"]) { NSBundle *bundle = [NSBundle mainBundle]; NSString *thePath = [bundle pathForResource:@"Gangan" ofType:@"mp4"]; NSURL *theurl = [NSURL fileURLWithPath:thePath]; moviePlayer = [[MPMoviePlayerController alloc] initWithContentURL:theurl]; [moviePlayer setMovieSourceType:MPMovieSourceTypeFile]; [self.view addSubview:moviePlayer.view]; [moviePlayer setFullscreen:YES]; [moviePlayer play]; } else if ([str isEqual:@"SwimGood"]) { NSBundle *bundle = [NSBundle mainBundle]; NSString *thePath = [bundle pathForResource:@"SwimGood" ofType:@"mp4"]; NSURL *theurl = [NSURL fileURLWithPath:thePath]; moviePlayer = [[MPMoviePlayerController alloc] initWithContentURL:theurl]; [moviePlayer setMovieSourceType:MPMovieSourceTypeFile]; [self.view addSubview:moviePlayer.view]; [moviePlayer setFullscreen:YES]; [moviePlayer play]; } else if ([str isEqual:@"German Ice"]) { NSBundle *bundle = [NSBundle mainBundle]; NSString *thePath = [bundle pathForResource:@"German Ice" ofType:@"mp4"]; NSURL *theurl = [NSURL fileURLWithPath:thePath]; moviePlayer = [[MPMoviePlayerController alloc] initWithContentURL:theurl]; [moviePlayer setMovieSourceType:MPMovieSourceTypeFile]; [self.view addSubview:moviePlayer.view]; [moviePlayer setFullscreen:YES]; [moviePlayer play]; } } } @end

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  • Psychonauts crashes right after entering load save door

    - by user67974
    Psychonauts crashes right after entering the 'Load Save' door. Here is the terminal output: Shader assembly time: 0.88 seconds Found OpenAL device: 'Simple Directmedia Layer' Found OpenAL device: 'ALSA Software' Found OpenAL device: 'OSS Software' Found OpenAL device: 'PulseAudio Software' Opened OpenAL Device: '(null)' ERROR: CAudioDrv::CAudioDrv->alGenSources reports AL_INVALID_VALUE error. PSYCHONAUTS UNIX FILENAME: corrected 'workresource/sounds/commonfx.isb' to 'WorkResource/Sounds/commonfx.isb' PSYCHONAUTS UNIX FILENAME: corrected 'workresource/sounds/commonvoice.isb' to 'WorkResource/Sounds/commonvoice.isb' PSYCHONAUTS UNIX FILENAME: corrected 'workresource/sounds/commonmusic.isb' to 'WorkResource/Sounds/commonmusic.isb' PSYCHONAUTS UNIX FILENAME: corrected 'workresource/sounds/commonmentalfx.isb' to 'WorkResource/Sounds/commonmentalfx.isb' PSYCHONAUTS UNIX FILENAME: corrected 'workresource/sounds/commonmenfxmem.isb' to 'WorkResource/Sounds/commonmenfxmem.isb' PSYCHONAUTS UNIX FILENAME: corrected 'workresource/sounds/commonfxmem.isb' to 'WorkResource/Sounds/commonfxmem.isb' GameApp::StartUp InitSoundFiles() completed in 0.15 seconds GameApp::StartUp Load some common textures completed in 0.00 seconds WARN: ENGINE: Lua garbage collection starting FreeUnusedBlocksInBuckets released 0 Kb GameApp::StartUp InitEntities() completed in 0.02 seconds PSYCHONAUTS UNIX FILENAME: corrected 'WorkResource/SavedGames/savegameprefs.ini' to 'WorkResource/SAVEDGAMES/savegameprefs.ini' PSYCHONAUTS UNIX FILENAME: corrected 'WorkResource/SavedGames/savegameprefs.ini' to 'WorkResource/SAVEDGAMES/savegameprefs.ini' GameApp::StartUp m_pSaveLoadInterface->Startup() completed in 0.00 seconds GameApp::StartUp m_UserInterface.Setup() completed in 0.00 seconds STUBBED: multisample at EDisplayOptionsWidget (/home/icculus/projects/psychonauts/Source/game/luatest/Game/UIPCDisplayOptions.cpp:97) STUBBED: VK_* at CheckVirtualKey (/home/icculus/projects/psychonauts/Source/CommonLibs/DirectX/SDLInput.cpp:1443) Game: Engine Running hook startup Game: Engine -> SetupGlobalObjects Game: Engine -> SetupLevelMenu Game: Engine -> InitMath GameApp::StartUp InitLua2() completed in 0.00 seconds GameApp::StartUp SetupLevelMenu() completed in 0.00 seconds STUBBED: do we even use this? at InitSocket (/home/icculus/projects/psychonauts/Source/game/luatest/Game/Gameplaylogger.cpp:210) GameApp::StartUp Post-Install total completed in 0.20 seconds Start Up completed in 1.57 seconds UnixMain: StartUp successful.. Working directory: /opt/psychonauts STUBBED: dispatch SDL events at PCMainHandleAnyWindowsMessages (/home/icculus/projects/psychonauts/Source/game/luatest/UnixMain.cpp:56) STUBBED: write me at GetJoystickInput (/home/icculus/projects/psychonauts/Source/CommonLibs/DirectX/SDLInput.cpp:428) STUBBED: write me at GetJoystickActionValue (/home/icculus/projects/psychonauts/Source/CommonLibs/DirectX/SDLInput.cpp:613) PSYCHONAUTS UNIX FILENAME: corrected 'workresource/cutScenes/prerendered/dflogo.bik' to 'WorkResource/cutscenes/prerendered/DFLogo.bik' Prerender subtitle file: workresource\cutScenes\prerendered\dflogo.dfs not found PSYCHONAUTS UNIX FILENAME: corrected 'workresource/cutScenes/prerendered/dflogo.bik' to 'WorkResource/cutscenes/prerendered/DFLogo.bik' STUBBED: fixed function pipeline? at setColorOp (/home/icculus/projects/psychonauts/Source/CommonLibs/DFGraphics/Texture.cpp:2097) STUBBED: fixed function pipeline? at setColorArg1 (/home/icculus/projects/psychonauts/Source/CommonLibs/DFGraphics/Texture.cpp:2106) STUBBED: fixed function pipeline? at setColorArg2 (/home/icculus/projects/psychonauts/Source/CommonLibs/DFGraphics/Texture.cpp:2115) STUBBED: fixed function pipeline? at setAlphaOp (/home/icculus/projects/psychonauts/Source/CommonLibs/DFGraphics/Texture.cpp:2124) STUBBED: fixed function pipeline? at setAlphaArg1 (/home/icculus/projects/psychonauts/Source/CommonLibs/DFGraphics/Texture.cpp:2133) STUBBED: fixed function pipeline? at setAlphaArg2 (/home/icculus/projects/psychonauts/Source/CommonLibs/DFGraphics/Texture.cpp:2142) STUBBED: fixed function pipeline? at setProjected (/home/icculus/projects/psychonauts/Source/CommonLibs/DFGraphics/Texture.cpp:2223) LOC WARN: Could not open Localization file 'Localization/English/_StringTable.lub' STUBBED: memory status at UpdateMemoryTracking (/home/icculus/projects/psychonauts/Source/game/luatest/Game/GameApp.cpp:4884) WARN: Couldn't resize array to 128; out-of-bounds elements are still in use: Vertex Pool, 188 Loading new level 'STMU' STUBBED: Need multithreaded GL at DisplayLoadingScreen (/home/icculus/projects/psychonauts/Source/game/luatest/Game/LoadingScreen.cpp:83) ========================= Memory post unload level ========================= ========================= LOC WARN: Could not open Localization file 'Localization/English/ST_StringTable.lub' DaveD: Info: Texture pack file contains 137 textures Doing a texture readback for locking! Game: Engine Saved[GLOBAL]: InstaHintFord_HostileRecord = [table] Game: Engine Saved[GLOBAL]: InstaHintFord_HostileOrder = [table] WARN: Redundant packfile read: anims\thought_bubble\bubblefirestarting.jan WARN: Redundant packfile read: anims\thought_bubble\bubbleintothemind.jan WARN: Redundant packfile read: anims\thought_bubble\bubbleinvisibility.jan WARN: Redundant packfile read: anims\thought_bubble\bubblepopperfill.jan WARN: Redundant packfile read: anims\thought_bubble\bubbletelekinesis.jan Initializing level script (if there is one) PSYCHONAUTS UNIX FILENAME: corrected 'workresource/sounds/stfx.isb' to 'WorkResource/Sounds/stfx.isb' Game: Engine Reloading goals: Game: Engine Saved[GLOBAL]: NextEncouragement = '/GLZF014TO/ 10' Game: Engine Saved[GLOBAL]: bUsedSalts = 0 Game: Engine Saved[GLOBAL]: bSTEntered = 1 Game: Engine Saved[GLOBAL]: memoriesST = 1 Game: Engine Saved[GLOBAL]: PsiBallColor = 'red' Game: Engine Saved[ST]: lastSubLevel = 'STMU' Game: Engine LOADING LEVEL st.STMU Game: Engine Saved[CA]: CALevelState = 1 Game: Engine Cutscene progression: CS Script moving from state nil to state nil, resultant state nil. Time: 0.124746672809124. * Stack Trace 1: (null) (line -1, file '(none)) () 2: SpawnScript (line -1, file 'C) (global) 3: onBeginLevel (line -1, file '(none)) (field) 4: (null) (line -1, file '(none)) () WARN: Cannot call GetDirectoryListing when running from the DVD Game: Engine Raz spawning at DartStart startpoint VM : LevelScript could not find script 'doorrimlight1' * Stack Trace 1: (null) (line -1, file '(none)) () WARN: (none(-1) SetEntityAlpha LevelScript: NULL script object passed Game: Engine Saved[GLOBAL]: bLoadedFromMainMenu = 1 Game: Engine Saved[GLOBAL]: NextEncouragement = '/GLZF014TO/ 10' Game: Engine Saved[GLOBAL]: NeedRankIncrement = 0 STUBBED: Need multithreaded GL at HideLoadingScreen (/home/icculus/projects/psychonauts/Source/game/luatest/Game/LoadingScreen.cpp:110) WARN: ENGINE: Lua garbage collection starting FreeUnusedBlocksInBuckets released 0 Kb Game: Engine Saved[GLOBAL]: SplineFigmentTVSizex = 4.51434326171875 Game: Engine Saved[GLOBAL]: SplineFigmentTVSizey = 46.38104248046875 Game: Engine Saved[GLOBAL]: SplineFigmentTVSizez = 47.08810424804688 WARN: (none(-1) SetNewAction LevelScript: no string passed ====================== Asset load progression ====================== Initial: 2.518 MB Vertex, 8.688 MB Texture Level : 3.719 MB Vertex, 22.535 MB Texture Scripts: 3.747 MB Vertex, 22.848 MB Texture ====================== ====================== Memory post level load ====================== ====================== WARN: ENGINE: Lua garbage collection starting FreeUnusedBlocksInBuckets released 0 Kb DaveD: Level loaded in 0.14 seconds Anim: anims\objects\tk_arrow_idle.jan: loaded (1 frames latency) Anim: anims\dartnew\helmet\darthelmetdn.jan: loaded (1 frames latency) Anim: anims\thought_bubble\shieldloop.jan: loaded (1 frames latency) Anim: anims\dartnew\standready.jan: loaded (1 frames latency) Anim: anims\dartnew\walkmove.jan: loaded (1 frames latency) Anim: anims\janitor\hint_end.jan: loaded (1 frames latency) Anim: anims\thought_bubble\ballstatic.jan: loaded (1 frames latency) Anim: anims\dartnew\actionfall.jan: loaded (1 frames latency) Anim: anims\dartnew\standstill.jan: loaded (1 frames latency) Anim: anims\dartnew\pack\packbounce_lf_rt.jan: loaded (1 frames latency) Anim: anims\dartnew\pack\packbounce_up_dn.jan: loaded (1 frames latency) Anim: anims\dartnew\helmet\darthelmetdefpose.jan: loaded (1 frames latency) 1: 1 (number) 1: 1 (number) STUBBED: This is probably wrong at GetDt (/home/icculus/projects/psychonauts/Source/CommonLibs/DFUtil/Profiler.cpp:181) STUBBED: set specular highlights at setSpecularEnable (/home/icculus/projects/psychonauts/Source/CommonLibs/DFGraphics/Renderer.cpp:2035) Anim: anims\dartnew\trnrtcycle.jan: loaded (1 frames latency) Anim: anims\dartnew\run.jan: loaded (1 frames latency) Anim: anims\dartnew\walk.jan: loaded (1 frames latency) Anim: anims\thought_bubble\bubbledoublejump.jan: loaded (1 frames latency) Anim: anims\dartnew\longjump.jan: loaded (1 frames latency) Anim: anims\menubrain\door1crack.jan: loaded (1 frames latency) Anim: anims\menubrain\door1crackedidle.jan: loaded (1 frames latency) Anim: anims\menubrain\door1closedidle.jan: loaded (1 frames latency) Anim: anims\dartnew\180.jan: loaded (1 frames latency) Anim: anims\menubrain\door3crack.jan: loaded (1 frames latency) Anim: anims\menubrain\door3crackedidle.jan: loaded (1 frames latency) Anim: anims\menubrain\door3closedidle.jan: loaded (1 frames latency) Anim: anims\dartnew\railslide45angle.jan: loaded (1 frames latency) Anim: anims\dartnew\railslideflat.jan: loaded (1 frames latency) Anim: anims\dartnew\trnlfcycle.jan: loaded (1 frames latency) WARN: (none(-1) SetNewAction LevelScript: no string passed Anim: anims\dartnew\mainmenu_jump.jan: loaded (1 frames latency) Anim: anims\menubrain\door1open.jan: loaded (1 frames latency) ERROR: Assert in /home/icculus/projects/psychonauts/Source/game/luatest/../../CommonLibs/Include/../DFGraphics/Color.h, line 96 v.x >= 0.0f && v.x <= 1.0f && v.y >= 0.0f && v.y <= 1.0f && v.z >= 0.0f && v.z <= 1.0f && v.w >= 0.0f && v.w <= 1.0f Encountered Error: Psychonauts has encountered an error /home/icculus/projects/psychonauts/Source/game/luatest/../../CommonLibs/Include/../DFGraphics/Color.h, line 96 v.x >= 0.0f && v.x <= 1.0f && v.y >= 0.0f && v.y <= 1.0f && v.z >= 0.0f && v.z <= 1.0f && v.w >= 0.0f && v.w <= 1.0f Please contact technical support at http://www.doublefine.com. I am currently using Bumblebee for hybrid graphics, if that helps in any way.

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