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  • Use OpenGL ES to create an iPhone painting tool?

    - by Jeff
    Is it feasible to use OpenGL ES to create an iPhone raster graphics editor like SketchBook Mobile(http://usa.autodesk.com/adsk/servlet/pc/item?siteID=123112&id=13872203)? Any related reference(tutorial, sample) you can recommend? Why I try to use OpenGL ES? Because it's hardware accelerated and cross-platform. Thanks in advance!

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  • program R- in ggplot restrict y to be >0 in LOESS plot

    - by Nate
    Here's my code: qplot(data=sites, x, y, main="Site 349") (p <- qplot(data = sites, x, y, xlab = "", ylab = "")) (p1 <- p + geom_smooth(method = "loess",span=0.5, size = 1.5)) p1 + theme_bw() + opts(title = "Site 349") Some of the LOESS lines and confidence intervals go below zero, but I would like to restrict the graphics to 0 and positive numbers (because negative do not make sense). How can I do this?

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  • Problem adding eclair sources to Eclipse 3.5

    - by Oletros
    I have sync eclair sources using repo ~/eclair_sources/ In Eclipse I create a project using existent sources and I add the former folder and I have a lot of errors like thos: Description Resource Path Location Type android.R.attr cannot be resolved to a type SuggestionsAdapter.java /eclair/frameworks/base/core/java/android/app line 411 Java Problem _Original_Bitmap cannot be resolved to a type Bitmap.java /eclair/frameworks/base/tools/layoutlib/bridge/src/android/graphics line 27 Java Problem Any advise?

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  • Should I Abandon Adobe Flash for HTML5 and <canvas> ?

    - by helpmarnie
    I'm currently looking into developing Facebook applications and was planning on using Flash as the basis of my application, I have test built some simple PHP Facebook applications and I know enough about action-script 3 to start me on my way, but the API for Facebook development in AS looks far more tedious than the PHP one. my question is would I be able to create interactive graphics (games) like we see across the web in the HTML5 canvas class? and which would be simpler?

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  • Calculating the Angle Between Two vectors Using Dot Product

    - by P. Avery
    I'm trying to calculate the angle between two vectors so that I can rotate a character in the direction of an object in 3D space. I have two vectors( character & object), loc_look, and modelPos respectively. For simplicity's sake I am only trying to rotate along the up axis...yaw. loc_look = D3DXVECTOR3 (0, 0, 1), modelPos = D3DXVECTOR3 (0, 0, 15); I have written this code which seems to be the correct calculations. My problem arises, seemingly, because the rotation I apply to the character's look vector(loc_look) exceeds the value of the object's position (modelPos). Here is my code: BOOL CEntity::TARGET() { if(graphics.m_model->m_enemy) { D3DXVECTOR3 modelPos = graphics.m_model->position; D3DXVec3Normalize(&modelPos, &modelPos); //D3DXVec3Normalize(&loc_look, &loc_look); float dot = D3DXVec3Dot(&loc_look, &modelPos); float yaw = acos(dot); BOOL neg = (loc_look.x > modelPos.x) ? true : false; switch ( neg ) { case false: Yaw(yaw); return true; case true: Yaw(-yaw); return true; } } else return false; } I rotate the character's orientation matrix with the following code: void CEntity::CalculateOrientationMatrix(D3DXMATRIX *orientationMatrix) { D3DXMatrixRotationAxis(&rotY, &loc_up, loc_yaw); D3DXVec3TransformCoord(&loc_look, &loc_look, &rotY); D3DXVec3TransformCoord(&loc_right, &loc_right, &rotY); D3DXMatrixRotationAxis(&rotX, &loc_right, loc_pitch); D3DXVec3TransformCoord(&loc_look, &loc_look, &rotX); D3DXVec3TransformCoord(&loc_up, &loc_up, &rotX); D3DXMatrixRotationAxis(&rotZ, &loc_look, loc_roll); D3DXVec3TransformCoord(&loc_up, &loc_up, &rotZ); D3DXVec3TransformCoord(&loc_right, &loc_right, &rotZ); *orientationMatrix *= rotX * rotY * rotZ; orientationMatrix->_41 = loc_position.x; orientationMatrix->_42 = loc_position.y; orientationMatrix->_43 = loc_position.z; //D3DXVec3Normalize(&loc_look, &loc_look); SetYawPitchRoll(0,0,0); // Reset Yaw, Pitch, & Roll Amounts } Also to note, the modelPos.x increases by 0.1 each iteration so the character will face the object as it moves along the x-axis... Now, when I run program, in the first iteration everything is fine(I haven't rotated the character yet). On the second iteration, the loc_look.x value is greater than the modelPos.x value(I rotated the character too much using the angle specified with the dot product calculations in the TARGET function). Therefore on the second iteration my code will rotate the character left to adjust for the difference in the vectors' x values... How can I tighten up the measurements so that I do not rotate my character's look vector by too great a value?

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  • Error:A generic error occurred in GDI+

    - by sanfra1983
    Hi, I created a web project on the server, and when I upload an image shows me the error Error: A generic error occurred in GDI +. I have read many links on the net that talk about this issue, and although I made the changes, nothing went wrong. I was thinking if the case is not an issue of permissions to folders. In fact I have two folders one inside the other. This is the code to resize the image: public Bitmaps ResizeImage (Stream stream, int? width, int? height) ( System.Drawing.Bitmap bmpOut = null; const int defaultWidth = 800; const int defaultHeight = 600; int width = lnWidth == null? defaultWidth: (int) width; int height = lnHeight == null? defaultHeight: (int) height; try ( LoBMP bitmap = new Bitmap (stream); ImageFormat loFormat = loBMP.RawFormat; decimal lnRatio; lnNewWidth int = 0; lnNewHeight int = 0; if (loBMP.Width <& & lnWidth loBMP.Height <lnHeight) ( loBMP return; ) if (loBMP.Width> loBMP.Height) ( lnRatio = (decimal) lnWidth / loBMP.Width; lnNewWidth = lnWidth; decimal = lnTemp loBMP.Height lnRatio *; lnNewHeight = (int) lnTemp; ) else ( lnRatio = (decimal) lnHeight / loBMP.Height; lnNewHeight = lnHeight; decimal = lnTemp loBMP.Width lnRatio *; lnNewWidth = (int) lnTemp; ) bmpOut = new Bitmap (lnNewWidth, lnNewHeight); Graphics g = Graphics.FromImage (bmpOut); g.InterpolationMode = System.Drawing.Drawing2D.InterpolationMode.HighQualityBicubic; g.FillRectangle (Brushes.White, 0, 0, lnNewWidth, lnNewHeight); g.DrawImage (loBMP, 0, 0, lnNewWidth, lnNewHeight); loBMP.Dispose (); ) catch ( return null; ) bmpOut return; ) and this is the code that I insert in the codebehind: string filepath = AppDomain.CurrentDomain.BaseDirectory + img_veterinario / "; string = filepathM AppDomain.CurrentDomain.BaseDirectory + img_veterinario / img_veterinarioM; Reseize Reseize R = new (); Bitmap = photosFileOriginal r.ResizeImage (fucasiclinici.PostedFile.InputStream, 400, 400); Bitmap = photosFileMiniatura r.ResizeImage (fucasiclinici.PostedFile.InputStream, 72, 72); String filename = Path.GetFileName (fucasiclinici.PostedFile.FileName); photosFileOriginal.Save (Path.Combine (filepath, filename)); photosFileMiniatura.Save (Path.Combine (filepathM, filename)); Can you help me? Thanks

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  • Java - Layering issues with Lists and Graphics2D

    - by Mirrorcrazy
    So I have a DisplayPanel class that extends JPanel and that also paints my numerous images for my program using Graphics2D. In order to be able to easily customly use this I set it up so that every time the panel is repainted it uses a List, that I can add to or remove from as the program processes. My problem is with layering. I've run into an issue where the List must have reached its resizing point (or something whacky like that) and so the images i want to display end up beneath all of the other images already on the screen. I've come to the community for an answer because I have faith you will provide a good one. DisplayPanel: package earthworm; import java.awt.Graphics; import java.awt.Graphics2D; import java.util.ArrayList; import java.util.List; import javax.swing.JPanel; public class DisplayPanel extends JPanel { private List<ImageMap> images = new ArrayList(); public DisplayPanel() { setSize(800, 640); refresh(); } public void refresh() { revalidate(); repaint(); } @Override public void paintComponent(Graphics g) { super.paintComponent(g); Graphics2D g2d = (Graphics2D) g; g2d.clearRect(0, 0, 800, 640); for(int i = 0; i < images.size(); i++) g2d.drawImage( images.get(i).getImage(), images.get(i).getX(), images.get(i).getY(), null); } public void paintImage(ImageMap[] images, ImageMap[] clearImages, boolean clear) { if(clear) this.images.clear(); else if(clearImages!=null) for(int i = 0; i < clearImages.length; i++) this.images.remove(clearImages[i]); if(images!=null) for(int i = 0; i<images.length; i++) this.images.add(images[i]); refresh(); } }

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  • Using CreateOrthographicOffCenter in XNA

    - by Jeffrey Kern
    I'm trying to figure out how to draw graphics in XNA, and someone else suggested this. But before I attempt to use this... If I create and use this camera, and set LEFT,TOP to 0 and WIDTH=256 and HEIGHT=240, anything I render to the screen will use these coordinates? So a box with a width and height of 1, if set to 0,0 will take up space from 0,0 to 1,1?

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  • Best windows iphone app development alternative

    - by Nash0
    What do you think is the best way to develop iphone apps on windows? What are the pros / cons of your method, and why do you use it over other options? How complex is your method in relation to other options? I am more interested in standalone and web apps but fell free to discuss gaming graphics. Yes I know you need to build on a mac to be able to put it on the app store, so no "use a mac" answers please.

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  • doublebuffering not reducing the flicker

    - by fishhead
    I am drawing an grid-work of objects in a Panel. when I scroll the the panel quickly I get a flicker. I thought that enabling the double buffering may take care of this but what I find is that it does not completely draw everything and I am left with blank sections. could anyone give me suggestions as to what may be happening and how I might correct it. UPDATE: I found that I was creating the graphics object with Creategraphics() rather than using the Parameter in the paint method

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  • Can ggplot2 work with R's canvas backend

    - by Casbon
    Having installed canvas from here http://www.rforge.net/canvas/files/ I try to plot: > canvas('test.js') > qplot(rnorm(100), geom='histogram') stat_bin: binwidth defaulted to range/30. Use 'binwidth = x' to adjust this. Error in grid.Call.graphics("L_setviewport", pvp, TRUE) : Non-finite location and/or size for viewport >

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  • How do I superimpose one bitmap image on another in GDI+?

    - by Old Man
    Using GDI+ I've made a heatmap bmp and I'd like to superimpose it on top of my bmp map. I've saved the two bmps to disk, and they look good, I just need a way to put them together. Is there any way to do this, perhaps using the Graphics object? How is transparency/alpa involved? I'm very new to GDI programming so please be as specific as possible.

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  • Is there a common practice how to make freeing memory for Garbage Collector easier in .NET?

    - by MartyIX
    I've been thinking if there's a way how to speed up freeing memory in .NET. I'm creating a game in .NET (only managed code) where no significant graphics is needed but still I would like to write it properly in order to not to lose performance for nothing. For example is it useful to assign null value to objects that are not longer needed? I see this in a few samples over Internet. Thanks for answers!

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  • JPanels, JFrames, and Windows, Oh my!

    - by Jonathan
    Simply stated, I am trying to make a game I am working on full-screen. I have the following code I am trying to use: GraphicsEnvironment ge = GraphicsEnvironment.getLocalGraphicsEnvironment(); GraphicsDevice gs = ge.getDefaultScreenDevice(); if(!gs.isFullScreenSupported()) { System.out.println("full-screen not supported"); } Frame frame = new Frame(gs.getDefaultConfiguration()); Window win = new Window(frame); try { // Enter full-screen mode gs.setFullScreenWindow(win); win.validate(); } Problem with this is that I am working within a class that extends JPanel, and while I have a variable of type Frame, I have none of type Window within the class. My understanding of JPanel is that it is a Window of sorts, but I cannot pass 'this' into gs.setFullScreenWindow(Window win)... How should I go about doing this? Is there any easy way of calling that, or a similar method, using a JPanel? Is there a way I can get something of type Window from my JPanel? - EDIT: The following method changes the state of JFrame and is called every 10ms: public void paintScreen() { Graphics g; try{ g = this.getGraphics(); //get Panel's graphic context if(g == null) { frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); frame.setExtendedState(frame.getExtendedState()|JFrame.MAXIMIZED_BOTH); frame.add(this); frame.pack(); frame.setResizable(false); frame.setTitle("Game Window"); frame.setVisible(true); } if((g != null) && (dbImage != null)) { g.drawImage(dbImage, 0, 0, null); } Toolkit.getDefaultToolkit().sync(); //sync the display on some systems g.dispose(); } catch (Exception e) { if(blockError) { blockError = false; } else { System.out.println("Graphics context error: " + e); } } } I anticipate that there may be a few redundancies or unnecessary calls after the if(g==null) statement (all the frame.somethingOrOther()s), any cleanup advice would be appreciated... Also, the block error is what it seems. I am ignoring an error. The error only occurs once, and this works fine when setup to ignore the first instance of the error... For anyone interested I can post additional info there if anyone wants to see if that block can be removed, but i'm not concerned... I might look into it later.

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