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  • Looking for some help working with premultiplied alpha

    - by user315142
    I am trying to update a source image with the contents of multiple destination images. From what I can tell using premultiplied alpha is the way to go with this, but I think I am doing something wrong (function below). the image I am starting with is initialized with all ARGB values set to 0. When I run the function once the resulting image looks great, but when I start compositing on any others all the pixels that have alpha information get really messed up. Does anyone know if I am doing something glaringly wrong or if there is something extra I need to do to modify the color values? void CompositeImage(unsigned char *src, unsigned char *dest, int srcW, int srcH){ int w = srcW; int h = srcH; int px0; int px1; int px2; int px3; int inverseAlpha; int r; int g; int b; int a; int y; int x; for (y = 0; y < h; y++) { for (x= 0; x< w*4; x+=4) { // pixel number px0 = (y*w*4) + x; px1 = (y*w*4) + (x+1); px2 = (y*w*4) + (x+2); px3 = (y*w*4) + (x+3); inverseAlpha = 1 - src[px3]; // create new values r = src[px0] + inverseAlpha * dest[px0]; g = src[px1] + inverseAlpha * dest[px1]; b = src[px2] + inverseAlpha * dest[px2]; a = src[px3] + inverseAlpha * dest[px3]; // update destination image dest[px0] = r; dest[px1] = g; dest[px2] = b; dest[px3] = a; } } }

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  • How Do I Do Alpha Transparency Properly In XNA 4.0?

    - by Soshimo
    Okay, I've read several articles, tutorials, and questions regarding this. Most point to the same technique which doesn't solve my problem. I need the ability to create semi-transparent sprites (texture2D's really) and have them overlay another sprite. I can achieve that somewhat with the code samples I've found but I'm not satisfied with the results and I know there is a way to do this. In mobile programming (BREW) we did it old school and actually checked each pixel for transparency before rendering. In this case it seems to render the sprite below it blended with the alpha above it. This may be an artifact of how I'm rendering the texture but, as I said before, all examples point to this one technique. Before I go any further I'll go ahead and paste my example code. public void Draw(SpriteBatch batch, Camera camera, float alpha) { int tileMapWidth = Width; int tileMapHeight = Height; batch.Begin(SpriteSortMode.Texture, BlendState.AlphaBlend, SamplerState.PointWrap, DepthStencilState.Default, RasterizerState.CullNone, null, camera.TransformMatrix); for (int x = 0; x < tileMapWidth; x++) { for (int y = 0; y < tileMapHeight; y++) { int tileIndex = _map[y, x]; if (tileIndex != -1) { Texture2D texture = _tileTextures[tileIndex]; batch.Draw( texture, new Rectangle( (x * Engine.TileWidth), (y * Engine.TileHeight), Engine.TileWidth, Engine.TileHeight), new Color(new Vector4(1f, 1f, 1f, alpha ))); } } } batch.End(); } As you can see, in this code I'm using the overloaded SpriteBatch.Begin method which takes, among other things, a blend state. I'm almost positive that's my problem. I don't want to BLEND the sprites, I want them to be transparent when alpha is 0. In this example I can set alpha to 0 but it still renders both tiles, with the lower z ordered sprite showing through, discolored because of the blending. This is not a desired effect, I want the higher z-ordered sprite to fade out and not effect the color beneath it in such a manner. I might be way off here as I'm fairly new to XNA development so feel free to steer me in the correct direction in the event I'm going down the wrong rabbit hole. TIA

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  • OpenGL alpha blending issue with back face visible.

    - by Max
    I'm trying to display "transparent" surfaces (not closed volumes) with both the front face and back face are visible (not culled). For example displaying a cone or cylinder where the transparency is applied on both sides. There are some visible artifacts where some part of the surface does not seems to be handling the alpha values correctly. The issue it seems is when I (opengl) is trying to apply the alpha from the front side of the surface to the backside of the surface. (when both the inside/outside of the surface is visible). void init() { glMatrixMode(GL_PROJECTION); gluPerspective( /* field of view in degree */ 40.0, /* aspect ratio */ 1.0, /* Z near */ 1.0, /* Z far */ 10.0); glMatrixMode(GL_MODELVIEW); gluLookAt(0.0, 0.0, 5.0, /* eye is at (0,0,5) */ 0.0, 0.0, 0.0, /* center is at (0,0,0) */ 0.0, 1.0, 0.); /* up is in positive Y direction */ glTranslatef(0.0, 0.6, -1.0); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glLightfv(GL_LIGHT0, GL_AMBIENT, light0_ambient); glLightfv(GL_LIGHT0, GL_DIFFUSE, light0_diffuse); glLightfv(GL_LIGHT1, GL_DIFFUSE, light1_diffuse); glLightfv(GL_LIGHT1, GL_POSITION, light1_position); glLightfv(GL_LIGHT2, GL_DIFFUSE, light2_diffuse); glLightfv(GL_LIGHT2, GL_POSITION, light2_position); glClearDepth(1.0f); glEnable(GL_DEPTH_TEST); //glEnable(GL_CULL_FACE); glFrontFace( GL_CW ); glShadeModel(GL_SMOOTH); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } void draw () { static GLfloat amb[] = {0.4f, 0.4f, 0.4f, 0.0f}; static GLfloat dif[] = {1.0f, 1.0f, 1.0f, 0.0f}; static GLfloat back_amb[] = {0.4f, 0.4f, 0.4f, 1.0f}; static GLfloat back_dif[] = {1.0f, 1.0f, 1.0f, 1.0f}; glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnable(GL_LIGHT1); glDisable(GL_LIGHT2); amb[3] = dif[3] = 0.5f;// cos(s) / 2.0f + 0.5f; glMaterialfv(GL_FRONT, GL_AMBIENT, amb); glMaterialfv(GL_FRONT, GL_DIFFUSE, dif); glMaterialfv(GL_BACK, GL_AMBIENT, back_amb); glMaterialfv(GL_BACK, GL_DIFFUSE, back_dif); glPushMatrix(); glTranslatef(-0.3f, -0.3f, 0.0f); glRotatef(angle1, 1.0f, 5.0f, 0.0f); glutSolidCone(1.0, 1.0, 50, 2 ); glPopMatrix(); ///... SwapBuffers(wglGetCurrentDC()); // glutSwapBuffers(); } The code is based on : http://www.sgi.com/products/software/opengl/examples/glut/examples/source/blender.c tinyurled links to 2 images on flickr showing the issue (but from out production code, not the above code, but both have the same kind of problems): http://flic.kr/p/99soxy and http://flic.kr/p/99pg18 Thanks. Max.

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  • A device specific alpha bitmap fails after switching resolutions in remote desktop

    - by Bob
    All my alpha bitmaps, created using CreateCompatibleBitmap(..), start to receive an error code 87 after someone signs in with Remote Desktop. I am assuming that this is because the resolution changed and I am using a device specific bitmap. I am wondering what the best route is to fix this issue without migrating to a device independent bitmap? Some options are: 1) Detect remote desktop change and flag all bitmaps to be reloaded (I have done this but it does not work as well as I would like). 2) Wait for error code 87 to happen on an alphablend image that previously worked, and then reload it (was going to try this next, im sure it will work, but a little hacky) 3) Detect random event such as WM_DISPLAYCHANGE or _ that tells me when I should do this (ie: a device change event I'm guessing, or maybe something more specific?) 4) _? Thanks for any help in advance

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  • CGContextSetRBStrokeColor to replace, not add, for alpha?

    - by Peter Hajas
    I use CGContexts to allow the user to draw in my application, here's an example: CGContextSetLineCap(UIGraphicsGetCurrentContext(), kCGLineCapRound); CGContextSetLineWidth(UIGraphicsGetCurrentContext(), size); CGContextSetRGBStrokeColor(UIGraphicsGetCurrentContext(),r,g,b,a); I want the user to have an "eraser" tool that actually erases - it can't draw white (that would add white to the image, which may not have a white background) or alpha (or else the stroke won't do anything). Is there a way to do this? Perhaps replacing contents of a CGContext or UIImage?

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  • Problem on Windows 7 using Image.FromStream to open cmyk+alpha tiff file

    - by Stefan Andersson
    I'm having a problem running the following code om Windows 7 x86 when creating an Image from a lzw encoded cmyk + alpha TIFF file. The FromStream call throws a System.ArgumentException: Parameter is not validRunning When I run the code on Vista or Server 2008 (both x86 and x64 bit) it just works. using System; using System.Drawing; using System.Drawing.Imaging; . . . using (FileStream stream = File.OpenRead(fileName)) { using (Image image = Image.FromStream(stream, false, false)) { // Do something with the image } }

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  • [SWT/RCP] Alpha blending is slow on linux

    - by elgcom
    we are developing an SWT/RCP(Eclipse 3.5) application on both Windows and Linux (on identical hardware). The application is a GIS app which shows several layered maps(PNG images) rendered with alpha blending. org.eclipse.draw2d.Graphics.setAlpha(...); org.eclipse.draw2d.Graphics.drawImage(...); On Windows the performance is pretty good, but on Linux it is very poor. is that a Linux(GTK/KDE) problem? or is there any workaround to improve the performance on Linux?

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  • How to generate a random alpha-numeric string in Java

    - by Todd
    I've been looking for a simple java algorithm to generate a pseudo-random alpha-numeric string. In my situation it would be used as a unique session/key identifier that would "likely" be unique over 500K+ generation (my needs don't really require anything much more sophisticated) . Ideally I would be able to specify a length depending on my uniqueness needs. For example, a generated string of length 12 might look something like "AEYGF7K0DM1X". Answers: I like @Apocalisp and @erickson's answers equally well. The only downside to @Apocalisp's answer is it requires an apache class. Thanks to both for the help!

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  • Load a bitmap from file in RGB format (without alpha)

    - by Robert
    Hi, i simply want to load a .BMP file and get the Bitmap object in 24bit RGB format (or 32bit in RGB format). All methods I tried return a Bitmap/Image object with PixelFormat = Format32bppArgb. Even if of course BMPs don't have alpha. new Bitmap(System.Drawing.Image.FromFile(fileName, true)); new Bitmap(fileName); I currently solve the problem by copying the first object to another in memory bitmap at 24bit RBG. Is there a single method to do it? Thanks

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  • How to control overlapping Alpha fades on iPhone...

    - by ReduxDJ
    I have two animation methods, basically the just repeat... How do I prevent them from overlapping and flickering, is there a convenient way to do this? Thanks, -(void) doPowerChangeAnimUp { powerIconChange .alpha = 0; [UIView beginAnimations:nil context:NULL]; [UIView setAnimationDidStopSelector:@selector(animationDidStop:)]; [UIView setAnimationDelegate:self] ; [UIView setAnimationDuration:2]; [powerIconChange setAlpha:1]; [UIView commitAnimations]; } -(void)animationDidStop:(NSString *)animationID { [UIView beginAnimations:nil context:NULL]; [UIView setAnimationDelegate:self] ; [UIView setAnimationDidStopSelector:@selector(doPowerChangeAnimUp)]; [UIView setAnimationDuration:2]; [powerIconChange setAlpha:0]; [UIView commitAnimations]; }

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  • Resizing an image with alpha channel

    - by Hafthor
    I am writing some code to generate images - essentially I have a source image that is large and includes transparent regions. I use GDI+ to open that image and add additional objects. What I want to do next is to save this new image much smaller, so I used the Bitmap constructor that takes a source Image object and a height and width, then saved that. I was expecting the alpha channel to be smoothed like the color channels, but this did not happen -- it did result in a couple of semitransparent pixels, but overall it is very blocky. What gives? Using img As New Bitmap("source100x100.png") ''// Drawing stuff Using simg As New Bitmap(img, 20, 20) simg.Save("target20x20.png") End Using End Using Edit: I think what I want is SuperSampling, like what Paint.NET does when set to "Best Quality"

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  • how to convert numbers to alpha numeric system with php

    - by Patrick
    Im not sure what this is called, which is why im having trouble searching for it. What im looking to do, is take numbers, and convert them to some alpha numeric base so that the number say 5000, wouldnt read 5000, but like G4u or something like that. The idea being to save space and also not make it obvious how many records there are in a given system. Im using php, so if there is something like this built into php even better, but even a name for this method would be helpful at this point Again, sorry for not being able to be more clear, im just not sure what this is called.

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  • Reading a part of a alpha numeric string in SQL

    - by novice
    I have a table with one column " otname " table1.otname contains multiple rows of alpha-numeric string resembling the following data sample: 11.10.32.12.U.A.F.3.2.21.249.1 2001.1.1003.8281.A.LE.P.P 2010.1.1003.8261.A.LE.B.B I want to read the fourth number in every string ( part of the string in bold ) and write a query in Oracle 10g to read its description stored in another table. My dilemma is writing the first part of the query.i.e. choosing the fourth number of every string in a table My second query will be something like this: select description_text from table2 where sncode = 8281 -- fourth part of the data sample in every string Many thanks. novice

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  • Mapping Repeating Sequence Groups in BizTalk

    - by Paul Petrov
    Repeating sequence groups can often be seen in real life XML documents. It happens when certain sequence of elements repeats in the instance document. Here’s fairly abstract example of schema definition that contains sequence group: <xs:schemaxmlns:b="http://schemas.microsoft.com/BizTalk/2003"            xmlns:xs="http://www.w3.org/2001/XMLSchema"            xmlns="NS-Schema1"            targetNamespace="NS-Schema1" >  <xs:elementname="RepeatingSequenceGroups">     <xs:complexType>       <xs:sequencemaxOccurs="1"minOccurs="0">         <xs:sequencemaxOccurs="unbounded">           <xs:elementname="A"type="xs:string" />           <xs:elementname="B"type="xs:string" />           <xs:elementname="C"type="xs:string"minOccurs="0" />         </xs:sequence>       </xs:sequence>     </xs:complexType>  </xs:element> </xs:schema> And here’s corresponding XML instance document: <ns0:RepeatingSequenceGroupsxmlns:ns0="NS-Schema1">  <A>A1</A>  <B>B1</B>  <C>C1</C>  <A>A2</A>  <B>B2</B>  <A>A3</A>  <B>B3</B>  <C>C3</C> </ns0:RepeatingSequenceGroups> As you can see elements A, B, and C are children of anonymous xs:sequence element which in turn can be repeated N times. Let’s say we need do simple mapping to the schema with similar structure but with different element names: <ns0:Destinationxmlns:ns0="NS-Schema2">  <Alpha>A1</Alpha>  <Beta>B1</Beta>  <Gamma>C1</Gamma>  <Alpha>A2</Alpha>  <Beta>B2</Beta>  <Gamma>C2</Gamma> </ns0:Destination> The basic map for such typical task would look pretty straightforward: If we test this map without any modification it will produce following result: <ns0:Destinationxmlns:ns0="NS-Schema2">  <Alpha>A1</Alpha>  <Alpha>A2</Alpha>  <Alpha>A3</Alpha>  <Beta>B1</Beta>  <Beta>B2</Beta>  <Beta>B3</Beta>  <Gamma>C1</Gamma>  <Gamma>C3</Gamma> </ns0:Destination> The original order of the elements inside sequence is lost and that’s not what we want. Default behavior of the BizTalk 2009 and 2010 Map Editor is to generate compatible map with older versions that did not have ability to preserve sequence order. To enable this feature simply open map file (*.btm) in text/xml editor and find attribute PreserveSequenceOrder of the root <mapsource> element. Set its value to Yes and re-test the map: <ns0:Destinationxmlns:ns0="NS-Schema2">  <Alpha>A1</Alpha>  <Beta>B1</Beta>  <Gamma>C1</Gamma>  <Alpha>A2</Alpha>  <Beta>B2</Beta>  <Alpha>A3</Alpha>  <Beta>B3</Beta>  <Gamma>C3</Gamma> </ns0:Destination> The result is as expected – all corresponding elements are in the same order as in the source document. Under the hood it is achieved by using one common xsl:for-each statement that pulls all elements in original order (rather than using individual for-each statement per element name in default mode) and xsl:if statements to test current element in the loop:  <xsl:templatematch="/s0:RepeatingSequenceGroups">     <ns0:Destination>       <xsl:for-eachselect="A|B|C">         <xsl:iftest="local-name()='A'">           <Alpha>             <xsl:value-ofselect="./text()" />           </Alpha>         </xsl:if>         <xsl:iftest="local-name()='B'">           <Beta>             <xsl:value-ofselect="./text()" />           </Beta>         </xsl:if>         <xsl:iftest="local-name()='C'">           <Gamma>             <xsl:value-ofselect="./text()" />           </Gamma>         </xsl:if>       </xsl:for-each>     </ns0:Destination>  </xsl:template> BizTalk Map editor became smarter so learn and use this lesser known feature of XSLT 2.0 in your maps and XSL stylesheets.

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  • Are my other partitions safe from harm from an alpha/beta release?

    - by Marcappuccino
    I am quite intrested in testing the latest alpha-3 of Ubuntu, however, performance in VirtualBox is slow and somewhat buggy (I know! It's an Alpha) - guest additions wern't installing, bad mouse intergration, etc. I would now like to test this release on my hard drive. But my main system (12.04) is also on this very same hard drive. Is this safe? Can the alpha touch my main partition? Are there any other risks?

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  • XNA Alpha Blending to make part of a texture transparent

    - by David
    What I am trying to do is use alpha blending in XNA to make part of a drawn texture transparent. So for instance, I clear the screen to some color, lets say Blue. Then I draw a texture that is red. Finally I draw a texture that is just a radial gradient from completely transparent in the center to completely black at the edge. What I want is the Red texture drawn earlier to be transparent in the same places as the radial gradient texture. So you should be able to see the blue back ground through the red texture. I thought that this would work. GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(SpriteBlendMode.None); spriteBatch.Draw(bg, new Vector2(0, 0), Color.White); spriteBatch.End(); spriteBatch.Begin(SpriteBlendMode.None); GraphicsDevice.RenderState.AlphaBlendEnable = true; GraphicsDevice.RenderState.AlphaSourceBlend = Blend.One; GraphicsDevice.RenderState.AlphaDestinationBlend = Blend.Zero; GraphicsDevice.RenderState.SourceBlend = Blend.Zero; GraphicsDevice.RenderState.DestinationBlend = Blend.One; GraphicsDevice.RenderState.BlendFunction = BlendFunction.Add; spriteBatch.Draw(circle, new Vector2(0, 0), Color.White); spriteBatch.End(); GraphicsDevice.RenderState.AlphaBlendEnable = false; But it just seems to ignore all my RenderState settings. I also tried setting the SpriteBlendMode to AlphaBlend. It blends the textures, but that is not the effect I want. Any help would be appreciated.

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  • Improve my php image resizer to support alpha png and transparent GIFs

    - by David
    Hi, I use this function to resize images but i end up with ugly creepy image with a black background if it's a transparent GIF or PNG with alpha, however it works perfectly for jpg and normal png. function cropImage($nw, $nh, $source, $stype, $dest) { $size = getimagesize($source); $w = $size[0]; $h = $size[1]; switch($stype) { case 'gif': $simg = imagecreatefromgif($source); break; case 'jpg': $simg = imagecreatefromjpeg($source); break; case 'png': $simg = imagecreatefrompng($source); break; } $dimg = imagecreatetruecolor($nw, $nh); switch ($stype) { case "png": imagealphablending( $dimg, false ); imagesavealpha( $dimg, true ); $transparent = imagecolorallocatealpha($dimg, 255, 255, 255, 127); imagefilledrectangle($dimg, 0, 0, $nw, $nh, $transparent); break; case "gif": // integer representation of the color black (rgb: 0,0,0) $background = imagecolorallocate($simg, 0, 0, 0); // removing the black from the placeholder imagecolortransparent($simg, $background); break; } $wm = $w/$nw; $hm = $h/$nh; $h_height = $nh/2; $w_height = $nw/2; if($w> $h) { $adjusted_width = $w / $hm; $half_width = $adjusted_width / 2; $int_width = $half_width - $w_height; imagecopyresampled($dimg,$simg,-$int_width,0,0,0,$adjusted_width,$nh,$w,$h); } elseif(($w <$h) || ($w == $h)) { $adjusted_height = $h / $wm; $half_height = $adjusted_height / 2; $int_height = $half_height - $h_height; imagecopyresampled($dimg,$simg,0,-$int_height,0,0,$nw,$adjusted_height,$w,$h); } else { imagecopyresampled($dimg,$simg,0,0,0,0,$nw,$nh,$w,$h); } imagejpeg($dimg,$dest,100); } I use php 5.3.2 and the GD library bundled (2.0.34 compatible) Thanks

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  • Random Alpha numeric generator

    - by AAA
    Hi, I want to give our users in the database a unique alpha-numeric id. I am using the code below, will this always generate a unique id? Below is the old and updated version of the code: New php: // Generate Guid function NewGuid() { $s = strtoupper(md5(uniqid("something",true))); $guidText = substr($s,0,8) . '-' . substr($s,8,4) . '-' . substr($s,12,4). '-' . substr($s,16,4). '-' . substr($s,20); return $guidText; } // End Generate Guid $Guid = NewGuid(); echo $Guid; echo "<br><br><br>"; Old PHP: // Generate Guid function NewGuid() { $s = strtoupper(md5(uniqid("something",true))); $guidText = substr($s,0,8) . '-' . substr($s,8,4) . '-' . substr($s,12,4). '-' . substr($s,16,4). '-' . substr($s,20); return $guidText; } // End Generate Guid $Guid = NewGuid(); echo $Guid; echo "<br><br><br>"; Will this first code guarantee uniqueness?

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  • MIPS: removing non alpha-numeric characters from a string

    - by Kron
    I'm in the process of writing a program in MIPS that will determine whether or not a user entered string is a palindrome. It has three subroutines which are under construction. Here is the main block of code, subroutines to follow with relevant info: .data Buffer: .asciiz " " # 80 bytes in Buffer intro: .asciiz "Hello, please enter a string of up to 80 characters. I will then tell you if that string was a palindrome!" .text main: li $v0, 4 # print_string call number la $a0, intro # pointer to string in memory syscall li $v0, 8 #syscall code for reading string la $a0, Buffer #save read string into buffer li $a1, 80 #string is 80 bytes long syscall li $s0, 0 #i = 0 li $t0, 80 #max for i to reach la $a0, Buffer jal stripNonAlpha li $v0, 4 # print_string call number la $a0, Buffer # pointer to string in memory syscall li $s0, 0 jal findEnd jal toUpperCase li $v0, 4 # print_string call number la $a0, Buffer # pointer to string in memory syscall Firstly, it's supposed to remove all non alpha-numeric characters from the string before hand, but when it encounters a character designated for removal, all characters after that are removed. stripNonAlpha: beq $s0, $t0, stripEnd #if i = 80 end add $t4, $s0, $a0 #address of Buffer[i] in $t4 lb $s1, 0($t4) #load value of Buffer[i] addi $s0, $s0, 1 #i = i + 1 slti $t1, $s1, 48 #if ascii code is less than 48 bne $t1, $zero, strip #remove ascii character slti $t1, $s1, 58 #if ascii code is greater than 57 #and slti $t2, $s1, 65 #if ascii code is less than 65 slt $t3, $t1, $t2 bne $t3, $zero, strip #remove ascii character slti $t1, $s1, 91 #if ascii code is greater than 90 #and slti $t2, $s1, 97 #if ascii code is less than 97 slt $t3, $t1, $t2 bne $t3, $zero, strip #remove ascii character slti $t1, $s1, 123 #if ascii character is greater than 122 beq $t1, $zero, strip #remove ascii character j stripNonAlpha #go to stripNonAlpha strip: #add $t5, $s0, $a0 #address of Buffer[i] in $t5 sb $0, 0($t4) #Buffer[i] = 0 #addi $s0, $s0, 1 #i = i + 1 j stripNonAlpha #go to stripNonAlpha stripEnd: la $a0, Buffer #save modified string into buffer jr $ra #return Secondly, it is supposed to convert all lowercase characters to uppercase. toUpperCase: beq $s0, $s2, upperEnd add $t4, $s0, $a0 lb $s1, 0($t4) addi $s1, $s1, 1 slti $t1, $s1, 97 #beq $t1, $zero, upper slti $t2, $s1, 123 slt $t3, $t1, $t2 bne $t1, $zero, upper j toUpperCase upper: add $t5, $s0, $a0 addi $t6, $t6, -32 sb $t6, 0($t5) j toUpperCase upperEnd: la $a0, Buffer jr $ra The final subroutine, which checks if the string is a palindrome isn't anywhere near complete at the moment. I'm having trouble finding the end of the string because I'm not sure what PC-SPIM uses as the carriage return character. Any help is appreciated, I have the feeling most of my problems result from something silly and stupid so feel free to point out anything, no matter how small.

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  • Drawing a texture with an alpha channel doesn't work -- draws black

    - by DevDevDev
    I am modifying GLPaint to use a different background, so in this case it is white. Anyway the existing stamp they are using assumes the background is black, so I made a new background with an alpha channel. When I draw on the canvas it is still black, what gives? When I actually draw, I just bind the texture and it works. Something is wrong in this initialization. Here is the photo - (id)initWithCoder:(NSCoder*)coder { CGImageRef brushImage; CGContextRef brushContext; GLubyte *brushData; size_t width, height; if (self = [super initWithCoder:coder]) { CAEAGLLayer *eaglLayer = (CAEAGLLayer *)self.layer; eaglLayer.opaque = YES; // In this application, we want to retain the EAGLDrawable contents after a call to presentRenderbuffer. eaglLayer.drawableProperties = [NSDictionary dictionaryWithObjectsAndKeys: [NSNumber numberWithBool:YES], kEAGLDrawablePropertyRetainedBacking, kEAGLColorFormatRGBA8, kEAGLDrawablePropertyColorFormat, nil]; context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES1]; if (!context || ![EAGLContext setCurrentContext:context]) { [self release]; return nil; } // Create a texture from an image // First create a UIImage object from the data in a image file, and then extract the Core Graphics image brushImage = [UIImage imageNamed:@"test.png"].CGImage; // Get the width and height of the image width = CGImageGetWidth(brushImage); height = CGImageGetHeight(brushImage); // Texture dimensions must be a power of 2. If you write an application that allows users to supply an image, // you'll want to add code that checks the dimensions and takes appropriate action if they are not a power of 2. // Make sure the image exists if(brushImage) { brushData = (GLubyte *) calloc(width * height * 4, sizeof(GLubyte)); brushContext = CGBitmapContextCreate(brushData, width, width, 8, width * 4, CGImageGetColorSpace(brushImage), kCGImageAlphaPremultipliedLast); CGContextDrawImage(brushContext, CGRectMake(0.0, 0.0, (CGFloat)width, (CGFloat)height), brushImage); CGContextRelease(brushContext); glGenTextures(1, &brushTexture); glBindTexture(GL_TEXTURE_2D, brushTexture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, brushData); free(brushData); } //Set up OpenGL states glMatrixMode(GL_PROJECTION); CGRect frame = self.bounds; glOrthof(0, frame.size.width, 0, frame.size.height, -1, 1); glViewport(0, 0, frame.size.width, frame.size.height); glMatrixMode(GL_MODELVIEW); glDisable(GL_DITHER); glEnable(GL_TEXTURE_2D); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_DST_ALPHA); glEnable(GL_POINT_SPRITE_OES); glTexEnvf(GL_POINT_SPRITE_OES, GL_COORD_REPLACE_OES, GL_TRUE); glPointSize(width / kBrushScale); } return self; }

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  • How to Improve my php image resizer to support alpha png and transparent GIFs

    - by David
    Hi, I use this function to resize images but i end up with ugly creepy image with a black background if it's a transparent GIF or PNG with alpha, however it works perfectly for jpg and normal png. function cropImage($nw, $nh, $source, $stype, $dest) { $size = getimagesize($source); $w = $size[0]; $h = $size[1]; switch($stype) { case 'gif': $simg = imagecreatefromgif($source); break; case 'jpg': $simg = imagecreatefromjpeg($source); break; case 'png': $simg = imagecreatefrompng($source); break; } $dimg = imagecreatetruecolor($nw, $nh); switch ($stype) { case "png": imagealphablending( $dimg, false ); imagesavealpha( $dimg, true ); $transparent = imagecolorallocatealpha($dimg, 255, 255, 255, 127); imagefilledrectangle($dimg, 0, 0, $nw, $nh, $transparent); break; case "gif": // integer representation of the color black (rgb: 0,0,0) $background = imagecolorallocate($simg, 0, 0, 0); // removing the black from the placeholder imagecolortransparent($simg, $background); break; } $wm = $w/$nw; $hm = $h/$nh; $h_height = $nh/2; $w_height = $nw/2; if($w> $h) { $adjusted_width = $w / $hm; $half_width = $adjusted_width / 2; $int_width = $half_width - $w_height; imagecopyresampled($dimg,$simg,-$int_width,0,0,0,$adjusted_width,$nh,$w,$h); } elseif(($w <$h) || ($w == $h)) { $adjusted_height = $h / $wm; $half_height = $adjusted_height / 2; $int_height = $half_height - $h_height; imagecopyresampled($dimg,$simg,0,-$int_height,0,0,$nw,$adjusted_height,$w,$h); } else { imagecopyresampled($dimg,$simg,0,0,0,0,$nw,$nh,$w,$h); } imagejpeg($dimg,$dest,100); } Example : cropImage("300","200","original.png","png","new.png"); I use php 5.3.2 and the GD library bundled (2.0.34 compatible) How to make it support transparency? i've added imagealphablending() and imagesavealpha but it didn't work. Or atlast is there any similar good classes? Thanks

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  • Unique Alpha numeric generator

    - by AAA
    Hi, I want to give our users in the database a unique alpha-numeric id. I am using the code below, will this always generate a unique id? Below is the updated version of the code: old php: // Generate Guid function NewGuid() { $s = strtoupper(md5(uniqid(rand(),true))); $guidText = substr($s,0,8) . '-' . substr($s,8,4) . '-' . substr($s,12,4). '-' . substr($s,16,4). '-' . substr($s,20); return $guidText; } // End Generate Guid $Guid = NewGuid(); echo $Guid; echo "<br><br><br>"; New PHP: // Generate Guid function NewGuid() { $s = strtoupper(uniqid("something",true)); $guidText = substr($s,0,8) . '-' . substr($s,8,4) . '-' . substr($s,12,4). '-' . substr($s,16,4). '-' . substr($s,20); return $guidText; } // End Generate Guid $Guid = NewGuid(); echo $Guid; echo "<br><br><br>"; Will the second (new php) code guarantee 100% uniqueness. Final code: PHP // Generate Guid function NewGuid() { $s = strtoupper(uniqid(rand(),true)); $guidText = substr($s,0,8) . '-' . substr($s,8,4) . '-' . substr($s,12,4). '-' . substr($s,16,4). '-' . substr($s,20); return $guidText; } // End Generate Guid $Guid = NewGuid(); echo $Guid; $alphabet = '123456789abcdefghijkmnopqrstuvwxyzABCDEFGHJKLMNPQRSTUVWXYZ'; function base_encode($num, $alphabet) { $base_count = strlen($alphabet); $encoded = ''; while ($num >= $base_count) { $div = $num/$base_count; $mod = ($num-($base_count*intval($div))); $encoded = $alphabet[$mod] . $encoded; $num = intval($div); } if ($num) $encoded = $alphabet[$num] . $encoded; return $encoded; } function base_decode($num, $alphabet) { $decoded = 0; $multi = 1; while (strlen($num) > 0) { $digit = $num[strlen($num)-1]; $decoded += $multi * strpos($alphabet, $digit); $multi = $multi * strlen($alphabet); $num = substr($num, 0, -1); } return $decoded; } echo base_encode($Guid, $alphabet); } So for more stronger uniqueness, i am using the $Guid as the key generator. That should be ok right?

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  • need to print 5 column list in alpha order, vertically

    - by Brad
    Have a webpage that will be viewed by mainly IE users, so CSS3 is out of the question. I want it to list like: A D G B E H C F I Here is the function that currently lists like: A B C D E F G H I function listPhoneExtensions($group,$group_title) { $adldap = new adLDAP(); $group_membership = $adldap->group_members(strtoupper($group),FALSE); sort($group_membership); print " <a name=\"".strtolower($group_title)."\"></a> <h2>".$group_title."</h2> <ul class=\"phone-extensions\">"; foreach ($group_membership as $i => $username) { $userinfo = $adldap->user_info($username, array("givenname","sn","telephonenumber")); $displayname = "<span class=\"name\">".substr($userinfo[0]["sn"][0],0,9).", ".substr($userinfo[0]["givenname"][0],0,9)."</span><span class=\"ext\">".$userinfo[0]["telephonenumber"][0]."</span>"; if($userinfo[0]["sn"][0] != "" && $userinfo[0]["givenname"][0] != "" && $userinfo[0]["telephonenumber"][0] != "") { print "<li>".$displayname."</li>"; } } print "</ul><p class=\"clear-both\"><a href=\"#top\" class=\"link-to-top\">&uarr; top</a></p>"; } Example rendered html: <ul class="phone-extensions"> <li><span class="name">Barry Bonds</span><span class="ext">8281</span></li> <li><span class="name">Gerald Clark</span><span class="ext">8211</span></li> <li><span class="name">Juan Dixon</span><span class="ext">8282</span></li> <li><span class="name">Omar Ebbs</span><span class="ext">8252</span></li> <li><span class="name">Freddie Flank</span><span class="ext">2281</span></li> <li><span class="name">Jerry Gilmore</span><span class="ext">4231</span></li> <li><span class="name">Kim Moore</span><span class="ext">5767</span></li> <li><span class="name">Barry Bonds</span><span class="ext">8281</span></li> <li><span class="name">Gerald Clark</span><span class="ext">8211</span></li> <li><span class="name">Juan Dixon</span><span class="ext">8282</span></li> <li><span class="name">Omar Ebbs</span><span class="ext">8252</span></li> <li><span class="name">Freddie Flank</span><span class="ext">2281</span></li> <li><span class="name">Jerry Gilmore</span><span class="ext">4231</span></li> <li><span class="name">Kim Moore</span><span class="ext">5767</span></li> <li><span class="name">Barry Bonds</span><span class="ext">8281</span></li> <li><span class="name">Gerald Clark</span><span class="ext">8211</span></li> <li><span class="name">Juan Dixon</span><span class="ext">8282</span></li> <li><span class="name">Omar Ebbs</span><span class="ext">8252</span></li> <li><span class="name">Freddie Flank</span><span class="ext">2281</span></li> <li><span class="name">Jerry Gilmore</span><span class="ext">4231</span></li> <li><span class="name">Kim Moore</span><span class="ext">5767</span></li> </ul> Any help is appreciated to getting it to list alpha vertically.

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  • Delphi 2009 - Strip non alpha numeric from string

    - by Brad
    I've got the following code, and need to strip all non alpha numeric characters. It's not working in delphi 2009 ` unit Unit2; //Used information from // http://stackoverflow.com/questions/574603/what-is-the-fastest-way-of-stripping-non-alphanumeric-characters-from-a-string-in interface uses Windows, Messages, SysUtils, Variants, Classes, Graphics, Controls, Forms, Dialogs, StdCtrls; Type TExplodeArray = Array Of String; TForm2 = class(TForm) Memo1: TMemo; ListBox1: TListBox; Button1: TButton; procedure Button1Click(Sender: TObject); private { Private declarations } public { Public declarations } Function Explode ( Const cSeparator, vString : String ) : TExplodeArray; Function Implode ( Const cSeparator : String; Const cArray : TExplodeArray ) : String; Function StripHTML ( S : String ) : String; function allwords(data:string):integer; end; var Form2: TForm2; allword, allphrase: TExplodeArray; implementation {$R *.dfm} Function TForm2.StripHTML ( S : String ) : String; Var TagBegin, TagEnd, TagLength : Integer; Begin TagBegin := Pos ( '<', S ); // search position of first < While ( TagBegin > 0 ) Do Begin // while there is a < in S TagEnd := Pos ( '>', S ); // find the matching > TagLength := TagEnd - TagBegin + 1; Delete ( S, TagBegin, TagLength ); // delete the tag TagBegin := Pos ( '<', S ); // search for next < End; Result := S; // give the result End; Function TForm2.Implode ( Const cSeparator : String; Const cArray : TExplodeArray ) : String; Var i : Integer; Begin Result := ''; For i := 0 To Length ( cArray ) - 1 Do Begin Result := Result + cSeparator + cArray [i]; End; System.Delete ( Result, 1, Length ( cSeparator ) ); End; Function TForm2.Explode ( Const cSeparator, vString : String ) : TExplodeArray; Var i : Integer; S : String; Begin S := vString; SetLength ( Result, 0 ); i := 0; While Pos ( cSeparator, S ) 0 Do Begin SetLength ( Result, Length ( Result ) + 1 ); Result[i] := Copy ( S, 1, Pos ( cSeparator, S ) - 1 ); Inc ( i ); S := Copy ( S, Pos ( cSeparator, S ) + Length ( cSeparator ), Length ( S ) ); End; SetLength ( Result, Length ( Result ) + 1 ); Result[i] := Copy ( S, 1, Length ( S ) ); End; //Copied from JclStrings function StrKeepChars(const S: AnsiString; const Chars: TSysCharSet): AnsiString; var Source, Dest: PChar; begin SetLength(Result, Length(S)); UniqueString(Result); Source := PChar(S); Dest := PChar(Result); while (Source < nil) and (Source^ < #0) do begin if Source^ in Chars then begin Dest^ := Source^; Inc(Dest); end; Inc(Source); end; SetLength(Result, (Longint(Dest) - Longint(PChar(Result))) div SizeOf(AnsiChar)); end; function ReplaceNewlines(const AValue: string): string; var SrcPtr, DestPtr: PChar; begin SrcPtr := PChar(AValue); SetLength(Result, Length(AValue)); DestPtr := PChar(Result); while SrcPtr < {greater than less than} #0 do begin if (SrcPtr[0] = #13) and (SrcPtr[1] = #10) then begin DestPtr[0] := '\'; DestPtr[1] := 't'; Inc(SrcPtr); Inc(DestPtr); end else DestPtr[0] := SrcPtr[0]; Inc(SrcPtr); Inc(DestPtr); end; SetLength(Result, DestPtr - PChar(Result)); end; function StripNonAlphaNumeric(const AValue: string): string; var SrcPtr, DestPtr: PChar; begin SrcPtr := PChar(AValue); SetLength(Result, Length(AValue)); DestPtr := PChar(Result); while SrcPtr < #0 do begin if SrcPtr[0] in ['a'..'z', 'A'..'Z', '0'..'9'] then begin DestPtr[0] := SrcPtr[0]; Inc(DestPtr); end; Inc(SrcPtr); end; SetLength(Result, DestPtr - PChar(Result)); end; function TForm2.allwords(data:string):integer; var i:integer; begin listbox1.Items.add(data); data:= StripHTML ( data ); listbox1.Items.add(data); ////////////////////////////////////////////////////////////// data := StrKeepChars(data, ['A'..'Z', 'a'..'z', '0'..'9']); // Strips out everything data comes back blank in Delphi 2009 ////////////////////////////////////////////////////////////// listbox1.Items.add(data); data := stringreplace(data,' ',' ', [rfReplaceAll, rfIgnoreCase] ); //Replace two spaces with one. listbox1.Items.add(data); allword:= explode(' ',data); { // Converting the following PHP code to Delphi $text = ereg_replace("[^[:alnum:]]", " ", $text); while(strpos($text,' ')!==false) $text = ereg_replace(" ", " ", $text); $text=$string=strtolower($text); $text=explode(" ",$text); return count($text); } for I := 0 to Length(allword) - 1 do listbox1.Items.Add(allword[i]); end; procedure TForm2.Button1Click(Sender: TObject); begin //[^[:alnum:]] allwords(memo1.Text); end; end. ` How else would I go about doing this? Thanks

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