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  • Where's the Win32 resource for the mouse cursor for dragging splitters?

    - by Luther Baker
    I am building a custom win32 control/widget and would like to change the cursor to a horizontal "splitter" symbol when hovering over a particular vertical line in the control. IE: I want to drag this vertical line (splitter bar) left and right (WEST and EAST). Of the the system cursors (OCR_*), the only cursor that makes sense is the OCR_SIZEWE. Unfortunately, that is the big, awkward cursor the system uses when resizing a window. Instead, I am looking for the cursor that is about 20 pixels tall and around 3 or 4 pixel wide with two small arrows pointing left and right. I can easily draw this and include it as a resource in my application but the cursor itself is so prevalent that I wanted to be sure it wasn't missing something. For example: when you use the COM drag and drop mechanism (CLSID_DragDropHelper, IDropTarget, etc) you implicitly have access to the "drag" icon (little box under the pointer). I didn't see an explicit OCR_* constant for this guy ... so likewise, if I can't find this splitter cursor outright, I am wondering if it is part of a COM object or something else in the win32 lib.

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  • How to speed up marching cubes?

    - by Dan Vinton
    I'm using this marching cube algorithm to draw 3D isosurfaces (ported into C#, outputting MeshGeomtry3Ds, but otherwise the same). The resulting surfaces look great, but are taking a long time to calculate. Are there any ways to speed up marching cubes? The most obvious one is to simply reduce the spatial sampling rate, but this reduces the quality of the resulting mesh. I'd like to avoid this. I'm considering a two-pass system, where the first pass samples space much more coarsely, eliminating volumes where the field strength is well below my isolevel. Is this wise? What are the pitfalls? Edit: the code has been profiled, and the bulk of CPU time is split between the marching cubes routine itself and the field strength calculation for each grid cell corner. The field calculations are beyond my control, so speeding up the cubes routine is my only option... I'm still drawn to the idea of trying to eliminate dead space, since this would reduce the number of calls to both systems considerably.

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  • using ontouch to zoom in

    - by user357032
    i have used some sample code and am trying to tweak it to let me allow the user to touch the screen and zoom in the code runs fine with no errors but when i touch the screen nothing happens package com.thomas.zoom; import android.content.Context; import android.graphics.Canvas; import android.graphics.drawable.Drawable; import android.view.KeyEvent; import android.view.MotionEvent; import android.view.View; public class Zoom extends View { private Drawable image; private int zoomControler=20; public Zoom(Context context) { super(context); image=context.getResources().getDrawable(R.drawable.icon); setFocusable(true); } @Override protected void onDraw(Canvas canvas) { // TODO Auto-generated method stub super.onDraw(canvas); //here u can control the width and height of the images........ this line is very important image.setBounds((getWidth()/2)-zoomControler, (getHeight()/2)-zoomControler, (getWidth()/2)+zoomControler, (getHeight()/2)+zoomControler); image.draw(canvas); } public boolean onTouch(int action, MotionEvent event) { action= event.getAction(); if(action == MotionEvent.ACTION_DOWN){ zoomControler+=10; } invalidate(); return true; } }

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  • How to invalidate layout of listbox from custom children

    - by Stephen Price
    I have a custom panel for a listbox <ItemsPanelTemplate x:Key="FloatPanelTemplate"> <Controls:FloatPanel x:Name="CardPanel" /> </ItemsPanelTemplate> The panel lays out its children using its X and Y dependency properties. This all works nicely when the FloatPanel is used by itself - I'm using FrameworkPropertyMetadataOptions.AffectsArrange | FrameworkPropertyMetadataOptions.AffectsMeasure on the dependency properties of the child items to tell the FloatPanel to redraw its layout. When I use it in a Listbox (code above) then it draws fine the first time, but when I drag the children (which modifies the item's X and Y) it is not notifying the Listbox that it needs to redraw the FloatPanel's children. I think the issue is related to the fact that each item in the bound collection is wrapped with a ListBoxItem. Hopefully I've described what i'm doing well enough that someone can tell me how to make the panel (or its children) tell it needs to do the Layout routines again. As I said it works once (initial draw) but then dragging items doesn't work (Listbox isnt aware that its children have changed and needs to relayout.) If I drag an item and then resize the window, the listbox does a layout and the items are drawn in their new locations. How do I notify the ListBox (or more importantly the FloatPanel in the ItemsPanelTemplate) that it needs to do a Layout pass?

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  • Can a GeneralPath be modified?

    - by Dov
    java2d is fairly expressive, but requires constructing lots of objects. In contrast, the older API would let you call methods to draw various shapes, but lacks all the new features like transparency, stroke, etc. Java has fairly high costs associated with object creation. For speed, I would like to create a GeneralPath whose structure does not change, but go in and change the x,y points inside. path = new GeneralPath(GeneralPath.WIND_EVEN_ODD, 10); path.moveTo(x,y); path.lineTo(x2, y2); double len = Math.sqrt((x2-x)*(x2-x) + (y2-y)*(y2-y)); double dx = (x-x2) * headLen / len; double dy = (y-y2) * headLen / len; double dx2 = -dy * (headWidth/headLen); double dy2 = dx * (headWidth/headLen); path.lineTo(x2 + dx + dx2, y2 + dy + dy2); path.moveTo(x2 + dx - dx2, y2 + dy - dy2); path.lineTo(x2,y2); This one isn't even that long. Imagine a much longer sequence of commands, and only the ones on the end are changing. I just want to be able to overwrite commands, to have an iterator effectively. Does that exist?

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  • VB.net Saving an MetaFile / EMF as a bitmap ( .tiff)

    - by pehaada
    Currently I have a third party control that generates a Metafile. I can save the .wmf file to disk with out issue. The problem is how do I render the Metafile as a Tiff file. Currently I have the following code to get my metafile and save it. Dim mf As Metafile = page.GetImage(TXTextControl.Page.PageContent.All) Dim enhMetafileHandle As IntPtr = mf.GetHenhmetafile() Dim h As IntPtr Dim bufferSize As UInteger = GetEnhMetaFileBits(enhMetafileHandle, 0, h) Dim buffer(CInt(bufferSize)) As Byte GetEnhMetaFileBits(enhMetafileHandle, bufferSize, buffer) Dim msMetafileStream As New MemoryStream msMetafileStream.Write(buffer, 0, CInt(bufferSize)) Dim baMetafileData() As Byte baMetafileData = msMetafileStream.ToArray Dim g As Graphics = Graphics.FromImage(mf) mf.Dispose() File.WriteAllBytes("c:\a.wmf", baMetafileData) end sub _ Public Shared Function GetEnhMetaFileBits( ByVal hEMF As System.IntPtr, ByVal nSize As UInteger, ByVal lpData As IntPtr) As UInteger End Function <System.Runtime.InteropServices.DllImportAttribute("gdi32.dll", EntryPoint:="GetEnhMetaFileBits")> _ Public Shared Function GetEnhMetaFileBits(<System.Runtime.InteropServices.InAttribute()> ByVal hEMF As System.IntPtr, ByVal nSize As UInteger, ByVal lpData() As Byte) As UInteger End Function I've tried all sort of IMAGE and Graphic calls and just can't save the meta file as a .tiff. Any suggestions would be great. I even tried to create a new bitmap and draw the metafile onto it. I always end up with a GDI exception being thrown.

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  • Python fit polynomial, power law and exponential from data

    - by Nadir
    I have some data (x and y coordinates) coming from a study and I have to plot them and to find the best curve that fits data. My curves are: polynomial up to 6th degree; power law; and exponential. I am able to find the best fit for polynomial with while(i < 6): coefs, val = poly.polyfit(x, y, i, full=True) and I take the degree that minimizes val. When I have to fit a power law (the most probable in my study), I do not know how to do it correctly. This is what I have done. I have applied the log function to all x and y and I have tried to fit it with a linear polynomial. If the error (val) is lower than the others polynomial tried before, I have chosen the power law function. Am I correct? Now how can I reconstruct my power law starting from the line y = mx + q in order to draw it with the original points? I need also to display the function found. I have tried with: def power_law(x, m, q): return q * (x**m) using x_new = np.linspace(x[0], x[-1], num=len(x)*10) y1 = power_law(x_new, coefs[0], coefs[1]) popt, pcov = curve_fit(power_law, x_new, y1) but it seems not to work well.

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  • Adding a guideline to the editor in Visual Studio

    - by xsl
    Introduction I've always been searching for a way to make Visual Studio draw a line after a certain amount of characters: Below is a guide to enable these so called guidelines for various versions of Visual Studio. Visual Studio 2010 Install Paul Harrington's Editor Guidelines extension. Open the registry at HKEY_CURRENT_USER\Software\Microsoft\VisualStudio\10.0\Text Editor and add a new string called Guides with the value RGB(100,100,100), 80. The first part specifies the color, while the other one (80) is the column the line will be displayed. Or install the Guidelines UI extension, which will add entries to the editor's context menu for adding/removing the entries without needing to edit the registry directly. The current disadvantage of this method is that you can't specify the column directly. Visual Studio 2008 and Other Versions If you are using Visual Studio 2008 open the registry at HKEY_CURRENT_USER\Software\Microsoft\VisualStudio\9.0\Text Editor and add a new string called Guides with the value RGB(100,100,100), 80. The first part specifies the color, while the other one (80) is the column the line will be displayed. The vertical line will appear, when you restart Visual Studio. This trick also works for various other version of Visual Studio, as long as you use the correct path: 2003: HKEY_CURRENT_USER\Software\Microsoft\VisualStudio\7.1\Text Editor 2005: HKEY_CURRENT_USER\Software\Microsoft\VisualStudio\8.0\Text Editor 2008: HKEY_CURRENT_USER\Software\Microsoft\VisualStudio\9.0\Text Editor 2008 Express: HKEY_CURRENT_USER\Software\Microsoft\VCExpress\9.0\Text Editor This also works in SQL Server 2005 and probably other versions.

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  • OpenGL - drawing 2D polygons shapes with texture

    - by plonkplonk
    I am trying to make a few effects in a C+GL game. So far I draw all my sprites as a quad, and it works. However, I am trying to make a large ring appear at times, with a texture following that ring, as it takes less memory than a quad with the ring texture inside. The type of ring I want to make is not a round-shaped GL mesh ring (the "tube" type) but a "paper" 2D ring. That way I can modify the "width" of the ring, getting more of the effect than a simple quad+ring texture. So far all my attempts have been...kind of ridiculous, as I don't understand GL's coordinates too well (and I can't really understand the available documentation...I am just a designer with no coder help or background. A n00b, basically). glBegin(GL_POLYGON); for(i = 0;i < 360; i += 10){ glTexCoord2f(0, 0); glVertex2f(Cos(i)*(H-10),Sin(i)H); glTexCoord2f(0, HP); glVertex2f(Sin(i)(H-10),Cos(i)*(H-10)); glTexCoord2f(WP, HP); glVertex2f(Cos(i)H,Sin(i)(H-10)); glTexCoord2f(WP, 0); glVertex2f(Sin(i)*H,Cos(i)*H); } glEnd(); This is my last attempt, and it seems to generate a "sunburst" from the right edge of the circle instead of a ring. It's an amusing effect but definitely not what I want. Other results included the circle looking exactly the same as the quad textured (aka drawing a sprite literally) or something that looked like a pop-art filter, by working on this train of thought. Seems like my logic here is entirely flawed, so, what would be the easiest way to obtain such a ring? No need to reply in code, just some guidance for a non-math-skilled user...

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  • Updating UIView subclass contents

    - by Brett
    Hi; I am trying to update a UIView subclass to draw individual pixels (rectangles) after calculating if they are in the mandelbrot set. I am using the following code but am getting a blank screen: //drawingView.h ... -(void)drawRect:(CGRect)rect{ CGContextRef context = UIGraphicsGetCurrentContext(); CGContextSetRGBFillColor(context, r, g, b, 1); CGContextSetRGBStrokeColor(context, r, g, b, 1); CGRect arect = CGRectMake(x,y,1,1); CGContextFillRect(context, arect); } ... //viewController.m ... - (void)viewDidLoad { [drawingView setX:10]; [drawingView setY:10]; [drawingView setR:0.0]; [drawingView setG:0.0]; [drawingView setB:0.0]; [super viewDidLoad]; [drawingView setNeedsDisplay]; } Once I figure out how to display one pixel, I'd like to know how to go about updating the view by adding another pixel (once calculated). Once all the variables change, how do I keep the current view as is but add another pixel? Thanks, Brett

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  • Seperation of game- and rendering logic

    - by Qua
    What is the best way to seperate rendering code from the actually game engine/logic code? And is it even a good idea to seperate those? Let's assume we have a game object called Knight. The Knight has to be rendered on the screen for the user to see. We're now left with two choices. Either we give the Knight a Render/Draw method that we can call, or we create a renderer class that takes care of rendering all knights. In the scenario where the two is seperated the Knight should the knight still contain all the information needed to render him, or should this be seperated as well? In the last project we created we decided to let all the information required to render an object be stored inside the object itself, but we had a seperate component to actually read those informations and render the objects. The object would contain information such as size, rotation, scale, and which animation was currently playing and based on this the renderer object would compose the screen. Frameworks such as XNA seem to think joining the object and rendering is a good idea, but we're afraid to get tied up to a specific rendering framework, whereas building a seperate rendering component gives us more freedom to change framework at any given time.

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  • How to implement properly plugins in C#?

    - by MartyIX
    I'm trying to add plugins to my game and what I'm trying to implement is this: Plugins will be either mine or 3rd party's so I would like a solution where crashing of the plugin would not mean crashing of the main application. Methods of plugins are called very often (for example because of drawing of game objects). What I've found so far: 1) http://www.codeproject.com/KB/cs/pluginsincsharp.aspx - simple concept that seems like it should work nicely. Since plugins are used in my game for every round I would suffice to add the Restart() method and if a plugin is no longer needed Unload() method + GC should take care of that. 2) http://mef.codeplex.com/Wikipage - Managed Extensibility Framework - my program should work on .NET 3.5 and I don't want to add any other framework separately I want to write my plugin system myself. Therefore this solution is out of question. 3) Microsoft provides: http://msdn.microsoft.com/en-us/library/system.addin.aspx but according to a few articles I've read it is very complex. 4) Different AppDomains for plugins. According to Marc Gravell ( http://stackoverflow.com/questions/665668/usage-of-appdomain-in-c ) different AppDomains allow isolation. Unloading of plugins would be easy. What would the performance load be? I need to call methods of plugins very often (to draw objects for example). Using Application Domains - http://msdn.microsoft.com/en-us/library/yb506139.aspx A few tutorials on java2s.com Could you please comment on my findings? New approaches are also welcomed! Thanks!

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  • Create an anonymous type object from an arbitrary text file

    - by Robert Harvey
    I need a sensible way to draw arbitrary text files into a C# program, and produce an arbitrary anonymous type object, or perhaps a composite dictionary of some sort. I have a representative text file that looks like this: adapter 1: LPe11002 Factory IEEE: 10000000 C97A83FC Non-Volatile WWPN: 10000000 C93D6A8A , WWNN: 20000000 C93D6A8A adapter 2: LPe11002 Factory IEEE: 10000000 C97A83FD Non-Volatile WWPN: 10000000 C93D6A8B , WWNN: 20000000 C93D6A8B Is there a way to get this information into an anonymous type object or some similar structure? The final anonymous type might look something like this, if it were composed in C# by hand: new { adapter1 = new { FactoryIEEE = "10000000 C97A83FC", Non-VolatileWWPN = "10000000 C93D6A8A", WWNN = "20000000 C93D6A8A" } adapter2 = new { FactoryIEEE = "10000000 C97A83FD", Non-VolatileWWPN = "10000000 C93D6A8B", WWNN = "20000000 C93D6A8B" } } Note that, as the text file's content is arbitrary (i.e. the keys could be anything), a specialized solution (e.g. that looks for names like "FactoryIEEE") won't work. However, the structure of the file will always be the same (i.e. indentation for groups, colons and commas as delimiters, etc). Or maybe I'm going about this the wrong way, and you have a better idea?

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  • OpenGL/Carbon/Cocoa Memory Management Autorelease issue

    - by Stephen Furlani
    Hoooboy, I've got another doozy of a memory problem. I'm creating a Carbon (AGL) Window, in C++ and it's telling me that I'm autorelease-ing it without a pool in place. uh... what? I thought Carbon existed outside of the NSAutoreleasePool... When I call glEnable(GL_TEXTURE_2D) to do some stuff, it gives me a EXC_BAD_ACCESS warning - but if the AGL Window is never getting release'd, then shouldn't it exist? Setting set objc-non-blocking-mode at (gdb) doesn't make the problem go away. So I guess my question is WHAT IS UP WITH CARBON/COCOA/NSAutoreleasePool? And... are there any resources for Objective-C++? Because crap like this keeps happening to me. Thanks, -Stephen --- CODE --- Test Draw Function void Channel::frameDraw( const uint32_t frameID) { eq::Channel::frameDraw( frameID ); getWindow()->makeCurrent(false); glEnable(GL_TEXTURE_2D); // Throws Error Here } Make Current (Equalizer API from Eyescale) void Window::makeCurrent( const bool useCache ) const { if( useCache && getPipe()->isCurrent( this )) return; _osWindow->makeCurrent(); } void AGLWindow::makeCurrent() const { aglSetCurrentContext( _aglContext ); AGLWindowIF::makeCurrent(); if( _aglContext ) { EQ_GL_ERROR( "After aglSetCurrentContext" ); } } _aglContext is a valid memory location (i.e. not NULL) when I step through. -S!

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  • Android Scaled Drawing to ImageView

    - by user329999
    Newbie question, so there's probably a simple answer to this problem. I'm drawing some simple shapes using canvas.drawCircle(), canvas.drawLine() etc. I originally copied the code from: http://developer.android.com/resources/samples/ApiDemos/src/com/example/android/apis/graphics/DrawPoints.html Which extends a View and draws directly to a canvas. It doesn't load a pre-drawn bitmap because I need my application to turn data into a drawing and the user will enter the data. My changes work, but the drawing is too small (or big) and doesn't fill the screen using all the available screen. Ideally I'd rather use something like an ImageView in .XML like so: If that's possible. The documentation seems to imply that I want to set the scaleType as shown in the above .XML which seems like the simple way to do this. If using an ImageView in .XML is a good idea, then I'm lost on how to draw to the ImageView and could use some guidance on doing that task. If that won't work, then I'll need to do some more thinking about how to get my drawing scaled on the screen and basically I'm lazy and would rather have Android do the work for me. Feel free to suggest some other way that's completely different is this is the wrong solution path. :) Thanks.

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  • Cannot show scene with Cocos2D when using UITabBarController

    - by gw1921
    Hi I'm new to Cocos2D but am having serious issues when trying to load a cocos scene in one of the UIViewControllers mixed with other normal UIKit UIViewControllers. My project uses a UITabBarController to manage four view controllers. Three are normal UIKit view controllers while one of them I want to use cocos2D for (to draw some sprites and animate them). The following is what I've done so far. In the applicationDidFinishLaunching method, I initialize cocos2D to use the window and take the first tabbarcontroller view: - (void)applicationDidFinishLaunching:(UIApplication *)application { if( ! [CCDirector setDirectorType:CCDirectorTypeDisplayLink] ) { [CCDirector setDirectorType:CCDirectorTypeDefault]; } [[CCDirector sharedDirector] setPixelFormat:kPixelFormatRGBA8888]; [CCTexture2D setDefaultAlphaPixelFormat:kTexture2DPixelFormat_RGBA8888]; [[CCDirector sharedDirector] setDisplayFPS:YES]; [[CCDirector sharedDirector] attachInView: window]; [[[CCDirector sharedDirector] openGLView] addSubview: tabBarController.view]; [window makeKeyAndVisible]; } Then in the third UIViewController code (where I want to use cocos2D) I do this (note: the view is being loaded from a NIB file which has a blank UIView and nothing else):\ - (void)viewDidLoad { [super viewDidLoad]; // 'scene' is an autorelease object. CCScene *myScene = [CCScene node]; // 'layer' is an autorelease object. MyLayer *myLayer = [MyLayer node]; // add layer as a child to scene [myScene addChild: myLayer]; [[CCDirector sharedDirector] runWithScene: myScene]; } However all I see is a blank white view and nothing else. If I call the following in viewdidLoad: [[CCDirector sharedDirector] attachInView: self.view]; The app crashes complaining that CCDirector is already attached. Please help!

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  • Disabling redraw in WinForms app

    - by Ryan
    I'm working on a C#.Net application which has a somewhat annoying bug in it. The main window has a number of tabs, each of which has a grid on it. When switching from one tab to another, or selecting a different row in a grid, it does some background processing, and during this the menu flickers as it's redrawn (File, Help, etc menu items as well as window icon and title). I tried disabling the redraw on the window while switching tabs/rows (WM_SETREDRAW message) at first. In one case, it works perfectly. In the other, it solves the immediate bug (title/menu flicker), but between disabling the redraw and enabling it again, the window is "transparent" to mouse clicks - there's a small window (<1 sec) in which I can click and it will, say, highlight an icon on my desktop, as if the app wasn't there at all. If I have something else running in the background (Firefox, say) it will actually get focus when clicked (and draw part of the browser, say the address bar.) Here's code I added. m = new Message(); m.HWnd = System.Windows.Forms.Application.OpenForms[0].Handle; //top level m.WParam = (IntPtr)0; //disable redraw m.LParam = (IntPtr)0; //unused m.Msg = 11; //wm_setredraw WndProc(ref m); <snip - Application ignores clicks while in this section (in one case) m = new Message(); m.HWnd = System.Windows.Forms.Application.OpenForms[0].Handle; //top level m.WParam = (IntPtr)1; //enable m.LParam = (IntPtr)0; //unused m.Msg = 11; //wm_setredraw WndProc(ref m); System.Windows.Forms.Application.OpenForms[0].Refresh(); Does anyone know if a) there's a way to fix the transparent-application problem here, or b) if I'm doing it wrong in the first place and this should be fixed some other way?

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  • 'echo' or drop out of 'programming' write HTML then start PHP code again

    - by thecoshman
    For the most part, when I want to display some HTML code to be actually rendered I would use a 'close PHP' tag, write the HTML, then open the PHP again. eg <?php // some php code ?> <p>HTML that I want displayed</p> <?php // more php code ?> But I have seen lots of people who would just use echo instead, so they would have done the above something like <?php // some php code echo("<p>HTML that I want displayed</p>"); // more php code ?> Is their any performance hit for dropping out and back in like that? I would assume not as the PHP engine would have to process the entire file either way. What about when you use the echo function in the way that dose not look like a function, eg echo "<p>HTML that I want displayed</p>" I would hope that this is purely a matter of taste, but I would like to know if I was missing out on something. I personally find the first way preferable (dropping out of PHP then back in) as it helps draw a clear distinction between PHP and HTML and also lets you make use of code highlighting and hinting for your HTML, which is always handy.

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  • Qt 5.3 OpenGL - vertex buffer object drawing using the core profile

    - by user3700881
    Im using Qt 5.3 to create a QWindow to do some basic rendering stuff. The QWindow is declared like this: class OpenGLWindow : public QWindow, protected QOpenGLFunctions_3_3_Core { Q_OBJECT ... } It is initialized in the constructor: OpenGLWindow::OpenGLWindow(QWindow *parent) : QWindow(parent) { QSurfaceFormat format; format.setVersion(3,3); format.setProfile(QSurfaceFormat::CoreProfile); this->setSurfaceType(OpenGLSurface); this->setFormat(format); this->create(); _context = new QOpenGLContext; _context->setFormat(format); _context->create(); _context->makeCurrent(this); this->initializeOpenGLFunctions(); ... } And that's the rendering code: void OpenGLWindow::render() { if(!isExposed()) return; _context->makeCurrent(this); glClear(GL_COLOR_BUFFER_BIT); glUseProgram(_shaderProgram); glBindBuffer(GL_ARRAY_BUFFER, _positionBufferObject); glEnableVertexAttribArray(0); glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, 0); glDrawArrays(GL_TRIANGLES, 0, 3); glDisableVertexAttribArray(0); glUseProgram(0); _context->swapBuffers(this); } I am trying to draw a simple triangle using a vertex and fragment shader. The problem is that the triangle is not showing up when the core profile is set. Only when I set the OpenGL version to 2.0 or when I use the compatibility profile, it shows up. From my point of view that doesn't make any sense because I am not using fixed functionality at all. What am I missing?

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  • [Smalltalk] Store List of Instruction

    - by Luciano Lorenti
    Hi all, I have a design Problem. i have a Drawer class wich invokes a serie of methods of a kind-of-brush class and i have a predefined shapes which i want to draw. Each shape uses a list of instance methods from the drawer. I can have more than 1 brush object. I want to add custom shapes on runtime in the drawer instance, especifying the list of methods of the new shape. i've created a class method for every predefined shape that returns a BlockClosure with the instruccions. Obviously i have to give to each BlockClosure the brush object as parameter. I imagine a collection with all the BlockClosures in each instance of the Drawer Class. Maybe i can inherit a SequenceableCollection and make a instruccion collection. Each element of the collection it's a instruction and i give the brush object when i instance this new collection. I really don't know the best way to store these steps. (Maybe a shared variable?)

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  • Loading google datatable using ajax/json

    - by puff
    I can't figure out how to load a datable using ajax/json. Here is my json code in a remote file (pie.json) { cols: [{id: 'task', label: 'Task', type: 'string'}, {id: 'hours', label: 'Hours per Day', type: 'number'}], rows: [{c:[{v: 'Work'}, {v: 11}]}, {c:[{v: 'Eat'}, {v: 2}]}, {c:[{v: 'Commute'}, {v: 2}]}, {c:[{v: 'Watch TV'}, {v:2}]}, {c:[{v: 'Sleep'}, {v:7, f:'7.000'}]} ] } This is what I have tried so far but it doesn't work. <script type="text/javascript" src="http://www.google.com/jsapi"></script> <script type="text/javascript"> google.load("visualization", "1", {packages:["piechart"]}); function ajaxjson() { jsonreq=GetXmlHttpObject(); jsonreq.open("GET", "pie.json", true); jsonreq.onreadystatechange = jsonHandler; jsonreq.send(null); } function jsonHandler() { if (jsonreq.readyState == 4) { var res = jsonreq.responseText; google.setOnLoadCallback(drawChart); function drawChart() { var data = new google.visualization.DataTable(res, 0.6) var chart = new google.visualization.PieChart(document.getElementByI('chart_div')); chart.draw(data, {width: 400, height: 240, is3D: true}); } // end drawChart } // end if } // end jsonHandler function GetXmlHttpObject() { var xmlHttp=null; xmlHttp=new ActiveXObject("Microsoft.XMLHTTP"); return xmlHttp; } Things work perfectly if I replace the 'res' variable with the actual code in pie.json. Any help would be greatly appreciated.

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  • TextRenderer.DrawText renders Arial differently on XP vs Vista

    - by Michael
    I have a c# application that does text rendering, something on par with a simple wysiwyg text editor. I'm using TextRenderer.DrawText to render the text to the screen and GetTextExtentPoint32 to measure text so I can position different font styles/sizes on the same line. In Vista this all works fine. In XP however, Arial renders differently, certain characters like 'o' and 'b' take up more width than in Vista. GetTextExtentPoint32 seems to be measuring the string as it would in Vista though, with the smaller widths. The end result is that every now and then a run of text will overlap the text preceding it because the preceding text gets measured as smaller than it actually is on the screen. Also, my text rendering code mimics ie's text rendering exactly (for simple formatting and english language only) and ie text rendering seems to be consistent between vista and xp - that's how I noticed the change in size of the different characters. Anyone have any ideas about what's going on? In short, TextRenderer.DrawText and GetTextExtentPoint32 don't match up in xp for Arial. DrawText seems to draw certain characters larger and/or smaller than it does in Vista but GetTextExtentPoint32 seems to be measuring the text as it would in Vista (which seems to match the text rendering in ie on both xp and vista). Hope that makes sense. Note: unfortunately TextRenderer.MeasureString isn't fast or accurate enough to meet my requirements. I tried using it and had to rip it out.

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  • tikz: set appropriate x value for a node

    - by basweber
    This question resulted from the question here I want to produce a curly brace which spans some lines of text. The problem is that I have to align the x coordinate manually, which is not a clean solution. Currently I use \begin{frame}{Example} \begin{itemize} \item The long Issue 1 \tikz[remember picture] \node[coordinate,yshift=0.7em] (n1) {}; \\ spanning 2 lines \item Issue 2 \tikz[remember picture] \node[coordinate, xshift=1.597cm] (n2) {}; \item Issue 3 \end{itemize} \visible<2->{ \begin{tikzpicture}[overlay,remember picture] \draw[thick,decorate,decoration={brace,amplitude=5pt}] (n1) -- (n2) node[midway, right=4pt] {One and two are cool}; \end{tikzpicture} } % end visible \end{frame} which produces the desired result: The unsatisfying thing is, that I had to figure out the xshift value of 1.597cm by trial and error (more or less) Without xshift argument the result is: I guess there is an elegant way to avoid the explicit xshift value. The best way would it imho be to calculate the maximum x value of two nodes and use this, (as already suggested by Geoff) But it would already be very handy to be able to explicitly define the absolute xvalues of both nodes while keeping their current y values. This would avoid the fiddly procedure of adapting the third post decimal position to ensure that the brace looks vertical.

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  • MySql Geospatial bug..?

    - by ShaChris23
    This question is for Mysql geospatial-extension experts. The following query doesn't the result that I'm expecting: create database test_db; use test_db; create table test_table (g polygon not null); insert into test_table (g) values (geomfromtext('Polygon((0 5,5 10,7 8,2 3,0 5))')); insert into test_table (g) values (geomfromtext('Polygon((2 3,7 8,9 6,4 1,2 3))')); select X(PointN(ExteriorRing(g),1)), Y(PointN(ExteriorRing(g),1)), X(PointN(ExteriorRing(g),2)), Y(PointN(ExteriorRing(g),2)), X(PointN(ExteriorRing(g),3)), Y(PointN(ExteriorRing(g),3)), X(PointN(ExteriorRing(g),4)), Y(PointN(ExteriorRing(g),4)) from test_table where MBRContains(g,GeomFromText('Point(3 6)')); Basically we are creating 2 Polygons, and we are trying to use MBRContains to determine whether a Point is within either of the two polygons. Surprisingly, it returns both polygons! Point 3,6 should only exist in the first inserted polygon. Note that both polygons are tilted (once you draw the polygons on a piece of paper, you will see) How come MySql returns both polygons? I'm using MySql Community Edition 5.1.

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  • Open space sitting optimization algorithm

    - by Georgy Bolyuba
    As a result of changes in the company, we have to rearrange our sitting plan: one room with 10 desks in it. Some desks are more popular than others for number of reasons. One solution would be to draw a desk number from a hat. We think there is a better way to do it. We have 10 desks and 10 people. Lets give every person in this contest 50 hypothetical tokens to bid on the desks. There is no limit of how much you bid on one desk, you can put all 50, which would be saying "I want to sit only here, period". You can also say "I do not care" by giving every desk 5 tokens. Important note: nobody knows what other people are doing. Everyone has to decide based only on his/her best interest (sounds familiar?) Now lets say we obtained these hypothetical results: # | Desk# >| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 1 | Alise | 30 | 2 | 2 | 1 | 0 | 0 | 0 | 15 | 0 | 0 | = 50 2 | Bob | 20 | 15 | 0 | 10 | 1 | 1 | 1 | 1 | 1 | 0 | = 50 ... 10 | Zed | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | = 50 Now, what we need to find is that one (or more) configuration(s) that gives us maximum satisfaction (i.e. people get desks they wanted taking into account all the bids and maximizing on the total of the group. Naturally the assumption is the more one bade on the desk the more he/she wants it). Since there are only 10 people, I think we can brute force it looking into all possible configurations, but I was wondering it there is a better algorithm for solving this kind of problems?

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