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  • What's the best approach for modifying PDF interactive form fields on iOS?

    - by gbreen
    I've been doing some head banging on this one and solicit your advice. I am building an app that as part of it's features is to present PDF forms; meaning display them, allow fields to be changed and save the modified PDF file back out. UIWebViews do not support PDF interactive forms. Using the CGPDF apis (and benefit from other questions posted here and elsewhere), I can certainly present the PDF (without the form fields/widgets), scan and find the fields in the document, figure out where on the screen to draw something and make them interactive. What I can't seem to figure out is how to change the CGPDFDictionary objects and write them back out to a file. One could use the CGPDF Apis to create a new PDF document from whole cloth, but how do you use it to modify an existing file? Should I be looking elsewhere such as 3rd party PDF libs like PoDoFo or libHaru? I'd love to hear from anyone who has successfully modified a PDF and written it back out as to your approach. Thanks!

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  • Problems applying texture to a triangle strip using glTexCoordPointer

    - by Alexey
    Hi, I'm writing a pretty simple piece of code which should draw a plane. The plane must have two different textures on its sides, like if it was a book page. I'm trying to achieve this by doing this: glFrontFace(GL_CCW); glBindTexture(GL_TEXTURE_2D, textures[kActiveSideLeft]); glVertexPointer(3, GL_FLOAT, 0, vertexCoordinates); glTexCoordPointer(2, GL_FLOAT, 0, textureCoordinates); glDrawArrays(GL_TRIANGLE_STRIP, 0, (2 * kHorizontalSegmentsCount + 4) * kVerticalSegmentsCount); glFrontFace(GL_CW); glBindTexture(GL_TEXTURE_2D, textures[kActiveSideRight]); glVertexPointer(3, GL_FLOAT, 0, vertexCoordinates); glTexCoordPointer(2, GL_FLOAT, 0, textureCoordinates); glDrawArrays(GL_TRIANGLE_STRIP, 0, (2 * kHorizontalSegmentsCount + 4) * kVerticalSegmentsCount); textures[] array contains 2 GLuint textures which specify appropriate textures. vertexCoordinates and textureCoordinates contain vertexes and texture coordinates respectively ((2 * kHorizontalSegmentsCount + 4) * kVerticalSegmentsCount) equals 15 and that's exactly how many elements I have in the arrays I set up opengl like this: glEnable(GL_DEPTH_TEST); glClearDepthf(1.0f); glDepthFunc(GL_LEQUAL); glClearColor(0.0, 1.0, 1.0, 1.0); glEnable(GL_TEXTURE_2D); glEnable(GL_CULL_FACE); glCullFace(GL_BACK); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glDisableClientState(GL_NORMAL_ARRAY); glDisableClientState(GL_COLOR_ARRAY); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); What happens is when I run it front side of the plane looks Ok, but it appears like if texture coordinates weren't applied to the back side. It appears like texture on the back side is just tiled and not connected to vertexes by any means. Any idea what am I doing wrong? Or any idea about what can I do to debug this problem? Thanks.

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  • How to determine loading status of images not attached to the DOM

    - by Rookwood
    I am working on a bit of javascript to plot data on a <canvas. The data points are marked by one of several different (small) image files. I am attempting to have the plot method wait until all the images are loaded. My best attempt thus far is such: var icon = { left : { air : new Image(), bone : new Image(), }, right : { air: new Image(), bone : new Image(), }, }; icon.left.air.src = option.imgPath + 'left.air.png'; icon.right.air.src = option.imgPath + 'right.air.png'; icon.left.bone.src = option.imgPath + 'left.bone.png'; icon.right.bone.src = option.imgPath + 'right.bone.png'; function main() { Canvas.draw(); // Make sure our image icons are loaded before we try to plot $(icon.left.air).load(function() { $(icon.right.air).load(function() { $(icon.left.bone).load(function() { $(icon.right.bone).load(function() { Data.plot(); }); }); }); }); } This works as expected most of the time. On occasion, it will fail and no data will be plotted. Inserting several console.log() statements shows that the script will silently stop working through the series of .load() statements, though code that comes after will be executed. My questions are as follows: Am I approaching this the right way? Is there a way to attach an event to my icon object that will fire once all of the images inside are loaded? This is a jquery plugin, so obviously jquery-based solutions are just as acceptable as vanilla javascript.

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  • Convert long/lat to pixel x/y on a given picure.

    - by Kalinin
    I have a city "map" (for example - Moscow). She in accuracy repeats the contours the given city in google maps (that is it is copied from google maps and it is a little processed, but the sense remained the same). Also I have object co-ordinates in a city (in co-ordinates of google). Problem: how to convert google co-ordinates to the co-ordinates of my picture (that is in pixels on OX and OY on a picture). That is I receive google-co-ordinates and it is necessary for me to draw this point on my picture. The most desired variant of the answer - is based on javascript, but it is possible and on php. I know that on small scales (for example on city scales) it to make simply enough (it is necessary to learn what google-co-ordinates has one of picture corners, then to learn "price" of one pixel in google-co-ordinates on a picture on axes OX and OY separately). But on the big scales (country scale) "price" of one pixel will be not a constant, and will vary strongly enough and the method described above cannot be applied. How to solve a problem on country scales?

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  • How can I stop the iPhone from displaying a transform change until after the screen is redrawn

    - by Ed Marty
    I have found the UIScrollView's zooming mechanism to be clunk and essentially unusable. So instead, I'm rolling my own. I have a UIView that resizes itself with the pinch-zoom, and that's working fine. When the zoom is complete, the view needs to reset its transform and redraw the images. The zoom works essentially in the same way the UIScrollView does. It sets the transform property of the UIView until complete. Then, when the zoom finishes, I want to reset the transform to CGAffineTransformIdentity, resize the frame to be the size it was before, and tell the view to redraw itself at the new size. It all works pretty well, except when I change the transform to identity then redraw the image, there is a slight flicker before the image completely redraws. This is due to the fact that I'm using a subclass of CATiledLayer, since the view can be of arbitrary size. I've overridden the fadeDuration to be zero, but there is still a flicker while the transform is reset before the redraw is finished. Is there any simple way to overcome this without creating another view to draw with then replacing it?

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  • Incompatible type for argument 1 of 'setBounds'

    - by Brandon
    I am trying to do my own custom classes and learn C and Objective C. I'm recieving the error that there is an incompatible type for argument 1. I've defined a struct and class like this: typedef enum { kRedColor, kGreenColor, kBlueColor } ShapeColor; typedef struct { int x, y, width, height; } ShapeRect; @interface Shape : NSObject { ShapeColor fillColor; ShapeRect bounds; } - (void) setFillColor: (ShapeColor) fillColor; - (void) setBounds: (ShapeRect) bounds; - (void) draw; @end // Shape Then I import the Shape.h file(code above) and try and create a shape like this: id shapes[4]; // I'm different! ShapeRect rect0 = { 0, 0, 10, 30 }; shapes[0] = [Shape new]; [shapes[0] setBounds: rect0]; I get the error that setBounds is incompatible. For some reason it isn't looking at the Shape.h class for the setBounds method and it is instead looking at the default setBounds method? Is there something I'm doing wrong? Thanks!

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  • Simple question about the lunarlander example.

    - by Smills
    I am basing my game off the lunarlander example. This is the run loop I am using (very similar to what is used in lunarlander). I am getting considerable performance issues associated with my drawing, even if I draw almost nothing. I noticed the below method. Why is the canvas being created and set to null each cycle? @Override public void run() { while (mRun) { Canvas c = null; try { c = mSurfaceHolder.lockCanvas();//null synchronized (mSurfaceHolder) { updatePhysics(); doDraw(c); } } finally { // do this in a finally so that if an exception is thrown // during the above, we don't leave the Surface in an // inconsistent state if (c != null) { mSurfaceHolder.unlockCanvasAndPost(c); } } } } Most of the times I have read anything about canvases it is more along the lines of: mField = new Bitmap(...dimensions...); Canvas c = new Canvas(mField); My question is: why is Google's example done that way (null canvas), what are the benefits of this, and is there a faster way to do it?

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  • Namespaced controller redirect urls

    - by bajki
    Hello, i have probably a simple question. I have created a namespace panel with categories controller. After creating or editing a category, rails redirects me to website.com/categories/:id instead of website.com/panel/categories/:id. I've noticed that in the _form view, the @panel_categories argument of form_for() function points to /categories nor /panel/categories and that's causing this behaviour. Offcourse i can add a :url => '/panel/categories' param but i feel that it's not the best solution... Can you provide me any better solution? Thanks in advance Files: routes.rb: Photowall::Application.routes.draw do resources :photos resources :categories resources :fields resources :users, :user_sessions match 'login' => 'user_sessions#new', :as => :login match 'logout' => 'user_sessions#destroy', :as => :logout namespace :panel do root :to => "photos#index" resources :users, :photos, :categories, :fields end namespace :admin do root :to => "users#index" resources :users, :photos, :categories, :fields end end categories_controller.rb: http://pastebin.com/rWJykCCF model is the default one form: http://pastebin.com/HGmkZZHM

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  • Creating many polygons with OpenGL is slow?

    - by user146780
    I want to draw many polygons to the screen but i'm quickly noticing that it slows down quickly. As a test I did this: for(int i = 0; i < 50; ++i) { glBegin( GL_POLYGON); glColor3f( 0.0f, 1, 0.0f ); glVertex2f( 500.0 + frameGL.GetCameraX(), 0.0f + frameGL.GetCameraY()); glColor3f( 0.0f, 1.0f, 0.0f ); glVertex2f( 900.0 + frameGL.GetCameraX(), 0.0f + frameGL.GetCameraY()); glColor3f( 0.0f, 0.0f, 0.5 ); glVertex2f(900.0 + frameGL.GetCameraX(), 500.0f + frameGL.GetCameraY() + (150)); glColor3f( 0.0f, 1.0f, 0.0f ); glVertex2f( 500 + frameGL.GetCameraX(), 500.0f + frameGL.GetCameraY()); glColor3f( 1.0f, 1.0f, 0.0f ); glVertex2f( 300 + frameGL.GetCameraX(), 200.0f + frameGL.GetCameraY()); glEnd(); } This is only 50 polygons and already it's gtting slow. I can't upload them directly to the card because my program will allow the user to reshape the verticies. My question is, how can I speed this up. I'm not using depth. I also know it's not my GetCamera() functions because if I create 500,000 polygons spread apart t's fine, it just has trouble showing them in the view. If a graphics card can support 500,000,000 on screen polygons per second, this should be easy right? Thanks

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  • Can I use drawRect to refresh a UIView subclass?

    - by Timbo
    I've created a subclass of UIView called Status which is designed to display a rectangle of a certain size (within a view) depending on the value of a variable. // Interface #import <Foundation/Foundation.h> #import <QuartzCore/QuartzCore.h> @interface Status: UIView { NSString* name; int someVariable; } @property int someVariable; @property (assign) NSString *name; - (void) createStatus: (NSString*)withName; - (void) drawRect:(CGRect)rect; @end // Implementation #import "Status.h" @implementation Status @synthesize name, someVariable; - (void) createStatus: (NSString*)withName { name = withName; someVariable = 10000; } - (void) drawRect:(CGRect)rect { CGContextRef context = UIGraphicsGetCurrentContext(); //Draw Status CGContextSetRGBFillColor(context, 0.0, 0.0, 1.0, 1); // fill CGContextFillRect(context, CGRectMake(0.0, 0.0, someVariable, 40.0)); } //// myviewcontroller implementation - (void) viewDidAppear:(BOOL)animated { [super viewDidAppear:animated]; myStatus = [[Status alloc] initWithFrame:CGRectMake(8,8,200,56)]; myStatus.backgroundColor = [UIColor grayColor]; [self.view addSubview:myStatus]; } How do I set this up so I can repeatedly call a refresh of the status bar? I'll probably call the refresh 4 times per second using a NSTimer, I'm just not sure what to call or if I should move this rectangle drawing to a separate function or something... Thanks in advance for your help :)

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  • set width of bars in matlab bar plot on logarithmic scale

    - by KatyB
    I am a bit confused on how to draw a bar graph for the following example: x_lims = [1000,10000;10000,100000;100000,1000000;1000000,10000000;10000000,... 100000000;100000000,1000000000;1000000000,10000000000;... 10000000000,100000000000;100000000000,1e12]; ex1 = [277422033.049038;24118536.4203188;2096819.03295482;... 182293.402068030;15905;1330;105;16;1]; Here, x_lims is the x axis limits for each individual bar and ex1 is the count. How can I plot these on a bar graph so that the width of each individual bar along the x axis is defined by the distance between x_lims(:,1) and x_lims(:,2) and the y value is defined by ex1? So far I have: bar(log10(x_lims(:,1)),log10(ex1)); set(gca,'Xtick',3:11,'YTick',0:9); set(gca,'Xticklabel',10.^get(gca,'Xtick'),... 'Yticklabel',10.^get(gca,'Ytick')); But I would like to (1) have the labels to be the same as if they were created using semilogx or semilogy e.g. 10^9, and (2) I would like to remove the space between the bars, for the first bar, for example, I would like to have it extend horizontally from 1000 to 10000 and then the second bar from 10000 to 100000, and so on. How can this be done?

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  • Hundreds of custom UserControls create thousands of USER Objects

    - by Andy Blackman
    I'm creating a dashboard application that shows hundreds of "items" on a FlowLayoutPanel. Each "item" is a UserControl that is made up of 12 or labels. My app queries a database and then creates an "item" instance for each record, populating ethe labels and textboxes with data before adding it to the FlowLayoutPanel. After adding about 560 items to the panel, I noticed that the USER Objects count in my Task Manager had gone up to about 7300, which was much much larger than any other app on my machine. I did a quick spot of mental arithmetic (OK, I might have used calc.exe) and figured that 560 * 13 (12 labels plus the UserControl itself) is 7280. So that suddenly gave away where all the objects were coming from... Knowing that there is a 10,000 USER object limit before windows throws in the towel, I'm trying to figure better ways of drawing these items onto the FlowLayoutPanel. My ideas so far are as follows: 1) User-draw the "item", using graphics.DrawText and DrawImage in place of many of the labels. I'm hoping that this will mean 1 item = 1 USER Object, not 13. 2) Have 1 instance of the "item", then for each record, populate the instance and use the Control.DrawToBitmap() method to grab an image and then use that in the FlowLayoutPanel (or similar) So... Does anyone have any other suggestions ??? P.S. It's a zoomable interface, so I have already ruled out "Paging" as there is a requirement to see all items at once :( Thanks everyone.

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  • How can you change the font color of a theme-enabled control?

    - by Edouard Westphal
    Yes, this is again this question: How can I change the font color of a TCheckBox (or any handled control) with Delphi7-Delphi2007 on a themes enabled application? After reading a lot on the internet and on this site, I found 4 kinds of answer: and Most populare (even from QC): You can't, it's designed like that by Microsoft. Create a component that let you draw it like you want. Buy expensive component set that draws like you want. Do not use themes. OK, but I am still unhappy with that. Giving a user colored feedback for the status of a property/data he has on a form, seems legitimate to me. Then I just installed the MSVC# 2008 Express edition, and what a surprise, they can change the color of the font (property ForeColor of the check box) Then what? It does not seem to be a "it's designed like that, by Microsoft." then now the question again: How can I change the font color of a TCheckBox (or any handled control) with Delphi 7 through Delphi 2007 on a theme-enabled application?

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  • Using CGContextDrawTiledImage at different zooms causes massive memory growth

    - by Jacques
    I'm working on app an where there's a view in a zoomable UIScrollView. When the user zooms in or out, I redraw the view that's in the UIScrollView to be nice and sharp. That view has a background image that I draw with CGContextDrawTiledImage. I noticed that memory usage grows every time I switch to a new zoom level. It looks like CGContextDrawTiledImage keeps a cache somewhere of the image scaled to different sizes. So, If I go from 1.0 to 1.1x zoom, memory use grows. Going back to 1.0 doesn't cause it to grow, but then going to 1.05 and then 1.2 causes it to grow twice. Back to 1.1 and no growth. Of course, the zoom level is under user control so I don't have control over how many zoom levels happen. Right now my background image is kind of massive (512x512), so this causes memory usage to grow very quickly. It doesn't show up as a memory leak in Instruments, just additional allocations that never get freed. I've tried to find a way to free the cache that appears to be being created, but no luck. It doesn't seem to respond to low memory warnings, for example. I also tried setting the view's backgroundColor to a UIColor created with colorWithPatternImage, but that doesn't work because I'm doing the scaling by changing the graphics context's CTM, not by setting the view's transform. Any ideas on how to keep memory usage from blowing up?

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  • Mysterious Flickering Visual Artifact

    - by Axis
    A flashing bar of red appears at the top of the EAGLView that I have added as a subview in my iPhone app. It flickers on and off (i.e., one frame it's there, the next frame it's not, the next frame it's there again). I have removed a lot of code from my app until I'm essentially left with the stock OpenGL-ES project and a few changes: The glview is not fullscreen; it's a subview. I enabled the depth buffer. I'm not even trying to draw anything. If the glview is fullscreen, or if I disable the depth buffer, then there is no flicker and it works fine. But needless to say, this is a 3D view and I'd like to be able to display it within a larger UIKit view. I'm not sure what code would be useful to post, but here's how I add the glview to my main view: appDelegate.glView.frame = CGRectMake(245, 65, 215, 215); [self.view addSubview:appDelegate.glView]; [appDelegate.glView startAnimation]; Here's my render function: - (void) render { [EAGLContext setCurrentContext:context]; glBindFramebufferOES(GL_FRAMEBUFFER_OES, defaultFramebuffer); glViewport(0, 0, backingWidth, backingHeight); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glBindRenderbufferOES(GL_RENDERBUFFER_OES, colorRenderbuffer); [context presentRenderbuffer:GL_RENDERBUFFER_OES]; } It seems pretty obvious to me that the problem lies with the depth buffer somehow, but I'm not sure why. Also, it works fine in the simulator, but not on my iphone. I'm using iPhone OS 3.1. Any ideas on where to look for a problem?

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  • C# image drawing colours are incorrect

    - by Jon Tackabury
    I have a source bitmap that is 1x1 and I am trying to take that image and draw it to a new bitmap. The source bitmap is all red, but for some reason the new bitmap ends up with a gradient (see image). Using the code below, shouldn't the new bitmap be completely red? Where is it getting the white/alpha from? private void DrawImage() { Bitmap bmpSOURCE = new Bitmap(1, 1, PixelFormat.Format32bppArgb); using (Graphics g = Graphics.FromImage(bmpSOURCE)) { g.Clear(Color.Red); } Bitmap bmpTest = new Bitmap(300, 100, PixelFormat.Format32bppArgb); using (Graphics g = Graphics.FromImage(bmpTest)) { g.CompositingMode = CompositingMode.SourceCopy; g.CompositingQuality = CompositingQuality.AssumeLinear; g.InterpolationMode = InterpolationMode.HighQualityBicubic; g.PageUnit = GraphicsUnit.Pixel; g.PixelOffsetMode = PixelOffsetMode.None; g.SmoothingMode = SmoothingMode.None; Rectangle rectDest = new Rectangle(0, 0, bmpTest.Width, bmpTest.Height); Rectangle rectSource = new Rectangle(0, 0, 1, 1); g.DrawImage(bmpSOURCE, rectDest, rectSource, GraphicsUnit.Pixel); } pictureBox1.Image = bmpTest; }

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  • Is there bug in the Matrix.RotateAt method for certain angles? .Net Winforms

    - by Jules
    Here's the code i'm using to rotate: Dim m As New System.Drawing.Drawing2D.Matrix Dim size = image.Size m.RotateAt(degreeAngle, New PointF(CSng(size.Width / 2), CSng(size.Height / 2))) Dim temp As New Bitmap(600, 600, Imaging.PixelFormat.Format32bppPArgb) Dim g As Graphics = Graphics.FromImage(temp) g.Transform = m g.DrawImage(image, 0, 0) (1) Disposals removed for brevity. (2) I test the code with a 200 x 200 rectangle. (3) Size 600,600 it just an arbitrary large value that I know will fit the right and bottom sides of the rotated image for testing purposes. (4) I know, with this code, the top and left edges will be clipped because I'm not transforming the orgin after the rotate. The problem only occurs at certain angles: (1) At 90, the right hand edge disappears completely. (2) At 180, the right and bottom edges are there, but very faded. (3) At 270, the bottom edge disappears completely. Is this a known bug? If I manually rotate the corners an draw the image by specifying an output rectangle, I don't get the same problem - though it is slightly slower than using RotateAt.

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  • Hard coded contents in SVG Editor is not appearing?

    - by marknt15
    Hi, I'm using this: http://code.google.com/p/svg-edit/ I put a hard coded code inside the svgcanvas div html tag: <div id="svgcanvas"> <svg xmlns:xlink="http://www.w3.org/1999/xlink" xmlns="http://www.w3.org/2000/svg" id="svgroot" height="480" width="640"><svg xmlns:xlink="http://www.w3.org/1999/xlink" xmlns="http://www.w3.org/2000/svg" viewbox="0 0 640 480" id="svgcontent"><g style="pointer-events: all;"><title style="pointer-events: inherit;">Layer 1</title><ellipse ry="69" rx="90" style="pointer-events: inherit;" stroke-width="5" stroke="#000000" fill="#FF0000" id="svg_1" cy="156.5" cx="286"></ellipse></g></svg><g id="selectorParentGroup"><rect style="pointer-events: none;" display="none" stroke-width="0.5" stroke="#22C" fill-opacity="0.15" fill="#22C" id="selectorRubberBand"></rect></g></svg> </div> My expected output is that it should draw the example svg code in there but it didn't. Even if I reload the page it will still not appear. How can I make it appear? Thanks

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  • iPhone: How to use CGContextConcatCTM for saving a transformed image properly?

    - by Irene
    I am making an iPhone application that loads an image from the camera, and then the user can select a second image from the library, move/scale/rotate that second image, and then save the result. I use two UIImageViews in IB as placeholders, and then apply transformations while touching/pinching. The problem comes when I have to save both images together. I use a rect of the size of the first image and pass it to UIGraphicsBeginImageContext. Then I tried to use CGContextConcatCTM but I can't understand how it works: CGRect rect = CGRectMake(0, 0, img1.size.width, img1.size.height); // img1 from camera UIGraphicsBeginImageContext(rect.size); // Start drawing CGContextRef ctx = UIGraphicsGetCurrentContext(); CGContextClearRect(ctx, rect); // Clear whole thing [img1 drawAtPoint:CGPointZero]; // Draw background image at 0,0 CGContextConcatCTM(ctx, img2.transform); // Apply the transformations of the 2nd image But what do I need to do next? What information is being held in the img2.transform matrix? The documentation for CGContextConcatCTM doesn't help me that much unfortunately.. Right now I'm trying to solve it by calculating the points and the angle using trigonometry (with the help of this answer), but since the transformation is there, there has to be an easier and more elgant way to do this, right?

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  • convert a textview, including those contents off the screen, to bitmap

    - by user623318
    Hi, I want to save(export) contents of MyView, which extends TextView, into a bitmap. I followed the code: [this][1]. It works fine when the size of the text is small. But when there are lots of texts, and some of the content is out of the screen, what I got is only what showed in the screen. Then I add a "layout" in my code: private class MyView extends TextView{ public MyView(Context context) { super(context); // TODO Auto-generated constructor stub } public Bitmap export(){ Layout l = getLayout(); int width = l.getWidth() + getPaddingLeft() + getPaddingRight(); int height = l.getHeight() + getPaddingTop() + getPaddingBottom(); Bitmap viewBitmap = Bitmap.createBitmap(width, height, Bitmap.Config.ARGB_8888); Canvas canvas = new Canvas(viewBitmap); setCursorVisible(false); layout(0, 0, width, height); draw(canvas); setCursorVisible(true); return viewBitmap; } } Now the strange thing happened: The first time I invoke "export"(I use an option key to do that), I got contents only on the screen. When I invoke "export" again, I got complete contents, including those out of the screen. Why? How to "export" a view, including contents cannot be showed on the screen? Thank you! [1]: http://www.techjini.com/blog/2010/02/10/quicktip-how-to-convert-a-view-to-an-image-android/ this

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  • Cocos2d on iPhone: Using Sprites Defined in Separate Class Files.

    - by srikanth rongali
    I'm trying to draw two sprites on the same screen. I have defined the two sprite objects in two separate class files. If I comment out two lines (see "item 1" comment below) then I get a display as [a backgroundimage[background2.jpg] with a sprite[grossini.png] on the left side. If I uncomment the two lines I do not get the background image and sprite of (gameScreen.m). I get only the sprite [grossinis_sister1.png] defined in (enemy.m). But what I need is a [backgroundimage[background2.jpg]], sprite[grossini.png] and sprite [grossinis_sister1.png] in one screen. This is implementation file of my first class: #import "gameScreen.h" #import "enemy.h" @implementation gameScreen -(id)init { if((self = [super init])) { CCSprite *backGroundImage = [CCSprite spriteWithFile:@"background2.jpg"]; backGroundImage.anchorPoint = ccp(0,0); CCParallaxNode *voidNode = [CCParallaxNode node]; [voidNode addChild:backGroundImage z:-1 parallaxRatio:ccp(0.0f,0.0f) positionOffset:CGPointZero]; [self addChild:voidNode]; CGSize windowSize = [[CCDirector sharedDirector] winSize]; CCSprite *player = [CCSprite spriteWithFile:@"grossini.png"]; player.position = ccp(player.contentSize.width/2, windowSize.height/2); [self addChild:player z:0]; //eSprite = [[enemy alloc]init]; //<-- see item 1 //[self addChild:eSprite]; } return self; } This is my implementation file of my second class: #import "enemy.h" #import "gameScreen.h" @implementation enemy -(id)init { if ((self = [super init])) { CGSize windowSize = [[CCDirector sharedDirector] winSize]; CCSprite *enemySprite = [CCSprite spriteWithFile:@"grossinis_sister1.png" ]; enemySprite.position = ccp(windowSize.width/2, windowSize.height/2); [self addChild:enemySprite]; } return self; } @end

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  • Javascript Graph Layout Engine

    - by GJK
    I'm looking for a Javascript library/engine that can do graph layouts. (And when I say layouts, I mean logically position vertices nicely.) The graphs I'm working with are all m-ary trees. M is usually no more than 5 or 6, but it can be greater in some cases. I do have something that I use now, Graphviz's node program, and it works perfectly. The problem is, when running a web app, I have to send a request to the server every time I want a layout. Preferably, I would like something written in Javascript that can be quickly run on the client side. All it needs to do is provide layout information (relative positioning and whatnot). I don't need it to draw to a canvas or use SVG or anything, all I'm interested in is the layout. Library use like jQuery or RaphaelJS is fine by me. I'll work with it. I'm just looking for something to speed things along a little. Also, I'd consider writing my own if I could find a nice description of an algorithm to do the layouts. But I really don't want to spend too much time. I have something that works now, so getting it on the client side is just a bonus, not a necessity.

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  • How to convert Vector Layer coordinates into Map Latitude and Longitude in Openlayers.

    - by Jenny
    I'm pretty confused. I have a point: x= -12669114.702301 y= 5561132.6760608 That I got from drawing a square on a vector layer with the DrawFeature controller. The numbers seem...erm...awfull large, but they seem to work, because if I later draw a square with all the same points, it's in the same position, so I figure they have to be right. The problem is when I try to convert this point to latitude and longitude. I'm using: map.getLonLatFromPixel(pointToPixel(points[0])); Where points[0] is a geometry Point, and the pointToPixel function takes any point and turns it into a pixel (since the getLonLatFromPixel needs a pixel). It does this by simply taking the point's x, and making it the pixels x, and so on. The latitude and longitude I get is on the order of: lat: -54402718463.864 lng: -18771380.353223 This is very clearly wrong. I'm left really confused. I try projecting this object, using: .transform(new OpenLayers.Projection("EPSG:4326"), map.getProjectionObject()); But I don't really get it and am pretty sure I did it incorrectly, anyways. My code is here: http://pastie.org/909644 I'm sort of at a loss. The coordinates seem consistent, because I can reuse them to get the same result...but they seem way larger than any of the examples I'm seeing on the openLayers website...

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  • JAR files, don't they just bloat and slow Java down?

    - by Josamoto
    Okay, the question might seem dumb, but I'm asking it anyways. After struggling for hours to get a Spring + BlazeDS project up and running, I discovered that I was having problems with my project as a result of not including the right dependencies for Spring etc. There were .jars missing from my WEB-INF/lib folder, yes, silly me. After a while, I managed to get all the .jar files where they belong, and it comes at a whopping 12.5MB at that, and there's more than 30 of them! Which concerns me, but it probably and hopefully shouldn't be concerned. How does Java operate in terms of these JAR files, they do take up quite a bit of hard drive space, taking into account that it's compressed and compiled source code. So that can really quickly populate a lot of RAM and in an instant. My questions are: Does Java load an entire .jar file into memory when say for instance a class in that .jar is instantiated? What about stuff that's in the .jar that never gets used. Do .jars get cached somehow, for optimized application performance? When a single .jar is loaded, I understand that the thing sits in memory and is available across multiple HTTP requests (i.e. for the lifetime of the server instance running), unlike PHP where objects are created on the fly with each request, is this assumption correct? When using Spring, I'm thinking, I had to include all those fiddly .jars, wouldn't I just be better off just using native Java, with say at least and ORM solution like Hibernate? So far, Spring just took extra time configuring, extra hard drive space, extra memory, cpu consumption, so I'm concerned that the framework is going to cost too much application performance just to get for example, IoC implemented with my BlazeDS server. There still has to come ORM, a unit testing framework and bits and pieces here and there. It's just so easy to bloat up a project quickly and irresponsibly easily. Where do I draw the line?

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  • Where to place interactive objects in JavaScript?

    - by Chris
    I'm creating a web based application (i.e. JavaScript with jQuery and lots of SVG) where the user interacts with "objects" on the screen (think of DIVs that can be draged around, resized and connected by arraows - like a vector drawing programm or a graphical programming language). As each "object" contains individual information but is allways belonging to a "class" of elements it's obvious that this application should be programmed by using an OOP approach. But where do I store the "objects" best? Should I create a global structure ("registry") with all (JS native) objects and tell them "draw yourself on the DOM"? Or should I avoid such a structure and think of the (relevant) DOM nodes as my objects and attach the relevant data as .data() to them? The first approach is very MVC - but I guess the attachment of all the event handlers will be non trivial. The second approach will handle the events in a trivial way and it doesn't create a duplicate structure, but I guess the usual OO stuff (like methods) will be more complex. What do you recomend? I think the answer will be JavaScript and SVG specific as "usual" programming languages don't have such a highly organized output "canvas".

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