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  • jQuery "growl-like" effect in VB.net

    - by StealthRT
    Hey all, i have made a simple form that mimiks the jQuery "GROWL" effect seen here http://www.sandbox.timbenniks.com/projects/jquery-notice/ However, i have ran into a problem. If i have more than one call to the form to display a "Growl" then it just refreshes the same form with whatever call i send it. In other words, i can only display one form at a time instead of having one drop down and a new one appear above it. Here is my simple form code for the "GROWL" form: Public Class msgWindow Public howLong As Integer Public theType As String Private loading As Boolean Protected Overrides Sub OnPaint(ByVal pe As System.Windows.Forms.PaintEventArgs) Dim pn As New Pen(Color.DarkGreen) If theType = "OK" Then pn.Color = Color.DarkGreen ElseIf theType = "ERR" Then pn.Color = Color.DarkRed Else pn.Color = Color.DarkOrange End If pn.Width = 2 pe.Graphics.DrawRectangle(pn, 0, 0, Me.Width, Me.Height) pn = Nothing End Sub Public Sub showMessageBox(ByVal typeOfBox As String, ByVal theMessage As String) Me.Opacity = 0 Me.Show() Me.SetDesktopLocation(My.Computer.Screen.WorkingArea.Width - 350, 15) Me.loading = True theType = typeOfBox lblSaying.Text = theMessage If typeOfBox = "OK" Then Me.BackColor = Color.FromArgb(192, 255, 192) ElseIf typeOfBox = "ERR" Then Me.BackColor = Color.FromArgb(255, 192, 192) Else Me.BackColor = Color.FromArgb(255, 255, 192) End If If Len(theMessage) <= 30 Then howLong = 4000 ElseIf Len(theMessage) >= 31 And Len(theMessage) <= 80 Then howLong = 7000 ElseIf Len(theMessage) >= 81 And Len(theMessage) <= 100 Then howLong = 12000 Else howLong = 17000 End If Me.opacityTimer.Start() End Sub Private Sub opacityTimer_Tick(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles opacityTimer.Tick If Me.loading Then Me.Opacity += 0.07 If Me.Opacity >= 0.8 Then Me.opacityTimer.Stop() Me.opacityTimer.Dispose() Pause(howLong) Me.loading = False Me.opacityTimer.Start() End If Else Me.Opacity -= 0.08 If Me.Opacity <= 0 Then Me.opacityTimer.Stop() Me.Close() End If End If End Sub Public Sub Pause(ByVal Milliseconds As Integer) Dim dTimer As Date dTimer = Now.AddMilliseconds(Milliseconds) Do While dTimer > Now Application.DoEvents() Loop End Sub End Class I call the form by this simple call: Call msgWindow.showMessageBox("OK", "Finished searching images.") Does anyone know a way where i can have the same setup but would allow me to add any number of forms without refreshing the same form over and over again? Like always, any help would be great! :) David

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  • How to move point on arc?

    - by bbZ
    I am writing an app that is simulating RobotArm movement. What I want to achieve, and where I have couple of problems is moving a Point on arc (180degree) that is arm range of movement. I am moving an arm by grabbing with mouse end of arm (Elbow, the Point I was talking about), robot can have multiple arms with diffrent arm lenghts. If u can help me with this part, I'd be grateful. This is what I have so far, drawing function: public void draw(Graphics graph) { Graphics2D g2d = (Graphics2D) graph.create(); graph.setColor(color); graph.fillOval(location.x - 4, location.y - 4, point.width, point.height); //Draws elbow if (parentLocation != null) { graph.setColor(Color.black); graph.drawLine(location.x, location.y, parentLocation.x, parentLocation.y); //Connects to parent if (arc == null) { angle = new Double(90 - getAngle(parentInitLocation)); arc = new Arc2D.Double(parentLocation.x - (parentDistance * 2 / 2), parentLocation.y - (parentDistance * 2 / 2), parentDistance * 2, parentDistance * 2, 90 - getAngle(parentInitLocation), 180, Arc2D.OPEN); //Draws an arc if not drawed yet. } else if (angle != null) //if parent is moved, angle is moved also { arc = new Arc2D.Double(parentLocation.x - (parentDistance * 2 / 2), parentLocation.y - (parentDistance * 2 / 2), parentDistance * 2, parentDistance * 2, angle, 180, Arc2D.OPEN); } g2d.draw(arc); } if (spacePanel.getElbows().size() > level + 1) {//updates all childElbows position updateChild(graph); } } I just do not know how to prevent moving Point moving outside of arc line. It can not be inside or outside arc, just on it. Here I wanted to put a screenshot, sadly I don't have enough rep. Am I allowed to put link to this? Maybe you got other ways how to achieve this kind of thing. Here is the image: Red circle is actual state, and green one is what I want to do. EDIT2: As requested, repo link: https://github.com/dspoko/RobotArm

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  • How to scale JPEG images with a non-standard sampling factor in Java?

    - by HRJ
    I am using Java AWT for scaling a JPEG image, to create thumbnails. The code works fine when the image has a normal sampling factor ( 2x2,1x1,1x1 ) However, an image which has this sampling factor ( 1x1, 1x1, 1x1 ) creates problem when scaled. The colors get corrupted though the features are recognizable. The original and the thumbnail: The code I am using is roughly equivalent to: static BufferedImage awtScaleImage(BufferedImage image, int maxSize, int hint) { // We use AWT Image scaling because it has far superior quality // compared to JAI scaling. It also performs better (speed)! System.out.println("AWT Scaling image to: " + maxSize); int w = image.getWidth(); int h = image.getHeight(); float scaleFactor = 1.0f; if (w > h) scaleFactor = ((float) maxSize / (float) w); else scaleFactor = ((float) maxSize / (float) h); w = (int)(w * scaleFactor); h = (int)(h * scaleFactor); // since this code can run both headless and in a graphics context // we will just create a standard rgb image here and take the // performance hit in a non-compatible image format if any Image i = image.getScaledInstance(w, h, hint); image = new BufferedImage(w, h, BufferedImage.TYPE_INT_RGB); Graphics2D g = image.createGraphics(); g.drawImage(i, null, null); g.dispose(); i.flush(); return image; } (Code courtesy of this page ) Is there a better way to do this? Here's a test image with sampling factor of [ 1x1, 1x1, 1x1 ].

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  • wxGraphicsContext dreadfully slow on Windows

    - by Jonatan
    I've implemented a plotter using wxGraphicsContext. The development was done using wxGTK, and the graphics was very fast. Then I switched to Windows (XP) using wxWidgets 2.9.0. And the same code is extremely slow. It takes about 350 ms to render a frame. Since the user is able to drag the plotter with the mouse to navigate it feels very sluggish with such a slow update rate. I've tried to implement some parts using wxDC and benchmarked the difference. With wxDC the code runs just about 100 times faster. As far as I know both Cairo and GDI+ are implemented in software at this point, so there's no real reason Cairo should be so much faster than GDI+. Am I doing something wrong? Or is the GDI+ implementation just not up on par with Cairo? One small note: I'm rendering to a wxBitmap now, with the wxGraphicsContext created from a wxMemoryDC. This is to avoid flicker on XP, since double buffering doesn't work there.

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  • Have any software engineers gotten math degrees later in their careers?

    - by vin
    I have a bachelors in computer science and worked the last 12 years as a software engineer. I'm bored with doing general development work, so I want to specialize. I'm thinking about getting a master's degree in math so I can build math models and write algorithms to implement them. I'm unsure what type of work I'd do (financial, gaming, graphics, science, research, etc) but I'm open minded. I would need to refresh my undergrad math skills (which are old and faded), but I loved algebra and calculus. I've been working with couple statisticians so I've been finding myself more interested in statistics. Since I'm a parent supporting a household, I would have to continue working while studying. Have any software engineers taken this route? (Specifically, going from BS in comp sci to MS in math.) If so, what advice do you have for coursework, financing, and getting a job that combines programming with advanced math? How abundant are these kinds of jobs? I'm not sure where one starts. Also, how do you hop from a BS to an MS in a different subject?

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  • How to eliminate tearing from animation?

    - by MusiGenesis
    I'm running an animation in a WinForms app at 18.66666... frames per second (it's synced with music at 140 BPM, which is why the frame rate is weird). Each cel of the animation is pre-calculated, and the animation is driven by a high-resolution multimedia timer. The animation itself is smooth, but I am seeing a significant amount of "tearing", or artifacts that result from cels being caught partway through a screen refresh. When I take the set of cels rendered by my program and write them out to an AVI file, and then play the AVI file in Windows Media Player, I do not see any tearing at all. I assume that WMP plays the file smoothly because it uses DirectX (or something else) and is able to synchronize the rendering with the screen's refresh activity. It's not changing the frame rate, as the animation stays in sync with the audio. Is this why WMP is able to render the animation without tearing, or am I missing something? Is there any way I can use DirectX (or something else) in order to enable my program to be aware of where the current scan line is, and if so, is there any way I can use that information to eliminate tearing without actually using DirectX for displaying the cels? Or do I have to fully use DirectX for rendering in order to deal with this problem? Update: forgot a detail. My app renders each cell onto a PictureBox using Graphics.DrawImage. Is this significantly slower than using BitBlt, such that I might eliminate at least some of the tearing by using BitBlt?

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  • How to refresh/redraw the screen (not the program window)

    - by mohrphium
    I'm having a bit of a hard time figuring out, how to remove a drawn ellipse after it has been drawn somewhere else. I need a circle to follow my mouse all the time and this is all the program should do. I get the mousepositions and draw my circle but how can I remove the last one? #include <Windows.h> #include <iostream> void drawRect(int a1, int a2){ HDC screenDC = ::GetDC(0); //Draw circle at mouse position ::Ellipse(screenDC, a1, a2+5, a1+9, a2+14); ::ReleaseDC(0, screenDC); //::InvalidateRect(0, NULL, TRUE); //<- I tried that but then everything flickers //Also, the refresh rate is not fast enough... still some circles left } int main(void) { int a1; int a2; bool exit=false; while (exit!=true) { POINT cursorPos; GetCursorPos(&cursorPos); float x = 0; x = cursorPos.x; float y = 0; y = cursorPos.y; a1=(int)cursorPos.x; a2=(int)cursorPos.y; drawRect(a1, a2); } } I am working with graphics and all that stuff for the first time. Im kinda stuck here... once again. Thanks.

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  • Javascript/Canvas/Images scaling problem in Firefox

    - by DocTiger
    I have a problem with the context2d's drawImage function. Whenever I scale an image, it gets a dark border of one pixel, which is kind of ugly. That does only happen in Firefox, not in Opera or Webkit. Is this an antialiasing problem? For hours I studied the examples and available documentation without getting rid of it... I couldn't yet try it on another computer so maybe just maybe it's an issue with the graphics hardware/drivers. I have reproduced this effect with this minimal snippet, assuming exp.jpg is sized 200x200 pixels. <html> <body> <canvas id="canvas" width="400" height="400"></canvas> </body> <script type="text/javascript" src="../../media/pinax/js/jquery-1.3.2.min.js"></script> <script type="text/javascript" > context = $('#canvas')[0].getContext('2d'); img = new Image(); img.src = "exp.jpg"; //while (!img.complete); context.drawImage(img, 2,2,199,199); context.drawImage(img, 199,2,199,199); </script> </html>

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  • How to: Simulating keystroke inputs in shell to an app running in an embedded target

    - by fzkl
    I am writing an automation script that runs on an embedded linux target. A part of the script involves running an app on the target and obtaining some data from the stdout. Stdout here is the ssh terminal connection I have to the target. However, this data is available on the stdout only if certain keys are pressed and the key press has to be done on the keyboard connected to the embedded target and not on the host system from which I have ssh'd into the target. Is there any way to simulate this? Edit: Elaborating on what I need - I have an OpenGL app that I run on the embedded linux (works like regular linux) target. This displays some graphics on the embedded system's display device. Pressing f on the keyboard connected to the target outputs the fps data onto the ssh terminal from which I control the target. Since I am automating the process of running this OpenGL app and obtaining the fps scores, I can't expect a keyboard to be connected to the target let alone expect a user to input a keystroke on the embedded target keyboard. How do I go about this? Thanks.

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  • Should I choose <button> element or css buttons?

    - by Kenny Bones
    Ok, here's the thing. I've done a webpage which contains forms and so I added buttons as elements and this works great. I created their own css classes and use graphics as background images for each of them. All working great (these are submit buttons btw) Anyway, I've also got a jQuery script from before that takes all a href hyperlinks and add content from a set div from an external file and adds to a div in my current page, all in one animation. But this would probably not work with form buttons? In any case I need to be able to have these buttons work as traditional hyperlinks anyway. So what do I do? I thought about using css-buttons alltogether, but I'm not able to have them stack vertically. Using float left or right just put the buttons outside of their parent containers (probably a different fix for that). But in any case, using css buttons, that wouldn't work as a submit button for the forms anyway would it? Should I perhaps use both form buttons and css buttons? What do you do?

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  • Declaration, allocation and assignment of an array of pointers to function pointers

    - by manneorama
    Hello Stack Overflow! This is my first post, so please be gentle. I've been playing around with C from time to time in the past. Now I've gotten to the point where I've started a real project (a 2D graphics engine using SDL, but that's irrelevant for the question), to be able to say that I have some real C experience. Yesterday, while working on the event system, I ran into a problem which I couldn't solve. There's this typedef, //the void parameter is really an SDL_Event*. //but that is irrelevant for this question. typedef void (*event_callback)(void); which specifies the signature of a function to be called on engine events. I want to be able to support multiple event_callbacks, so an array of these callbacks would be an idea, but do not want to limit the amount of callbacks, so I need some sort of dynamic allocation. This is where the problem arose. My first attempt went like this: //initial size of callback vector static const int initial_vecsize = 32; //our event callback vector static event_callback* vec = 0; //size static unsigned int vecsize = 0; void register_event_callback(event_callback func) { if (!vec) __engine_allocate_vec(vec); vec[vecsize++] = func; //error here! } static void __engine_allocate_vec(engine_callback* vec) { vec = (engine_callback*) malloc(sizeof(engine_callback*) * initial_vecsize); } First of all, I have omitted some error checking as well as the code that reallocates the callback vector when the number of callbacks exceed the vector size. However, when I run this code, the program crashes as described in the code. I'm guessing segmentation fault but I can't be sure since no output is given. I'm also guessing that the error comes from a somewhat flawed understanding on how to declare and allocate an array of pointers to function pointers. Please Stack Overflow, guide me.

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  • Which Stroustrup book should I use?

    - by Chris Simmons
    I'm a C# programmer that is looking to branch out. I'm bored of writing business software and want to start getting into graphics programming and games/simulators. So I figured, although writing that stuff isn't impossible in managed code, the "right" way to do that would be to look to C++, of course focussing on the language first, then getting into OpenGL or DirectX (or whatever). Way way back ('98? '99?) I had tried and failed to really grasp Stroustrup's The C++ Programming Language. I know that this book is often not recommended for the beginner. Anyway, I picked it back up (in a much more recent printing) and I'm actually getting it and enjoying it. I also have a copy of his textbook, Programming: Principles and Practice Using C++, which, as I understand it, is really geared toward teaching programming, not necessarily C++. I'm certainly not arrogant enough to claim I don't have anything more to learn about programming, data structures, algoriths, etc., however I'm not a novice there either. So my question is, with the goal of gaining the broader and more real-world-useful understanding of C++ and given my background, on which should I focus? The denser (as I perceive it) TCPPPL or the gentler Programming? EDIT: I thank everyone for the responses. However, I've got a personal choice here to make between these two books. Granted there are other very good books out there, but I'm already a good length into both of the books I mention and I'd like to finish one. So, can anyone respond on which would be the better and why? Time is not an issue; I'm not looking (at this point) at an "accelerated" read.

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  • Circle to move when mouse clicked Java

    - by Myt
    So I am really new to Java and I need a circle to move around JFrame when it's clicked, but the circle has to get random cordinates. So far this code generates a new circle every time it's clicked, but all the other circles stay there aswell, but I only need one circle to move around the frame. So maybe someone can help me a little :) public class test2 extends JFrame implements MouseListener { int height, width; public test2() { this.setTitle("Click"); this.setSize(400,400); this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); this.setVisible(true); addMouseListener(this); width = getSize().width; height = getSize().height; } public void paint (Graphics g) { setBackground (Color.red); g.setColor(Color.yellow); int a, b; a = -50 + (int)(Math.random()*(width+40)); b = (int)(Math.random()*(height+20)); g.fillOval(a, b, 130, 110); } public void mouseClicked(MouseEvent e) { int a, b; a = -50 + (int)(Math.random()*(width+40)); b = (int)(Math.random()*(height+20)); repaint(); } public void mouseReleased(MouseEvent e){} public void mouseEntered(MouseEvent e){} public void mouseExited(MouseEvent e){} public void mousePressed(MouseEvent e){} public static void main(String arg[]){ new test2(); } }

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  • Leveraging hobby experience to get a job

    - by Bernard
    Like many other's I began programming at an early age. I started when I was 11 and I learned C when I was 14 (now 26). While most of what I did were games just to entertain myself I did everything from low level 2D graphics, and binary I/O, to interfacing with free API's, custom file systems, audio, 3D animations, OpenGL, web sites, etc. I worked on a wide variety of things trying to make various games. Because of this experience I have tested out of every college level C/C++ programming course I have ever been offered. In the classes I took, my classmates would need a week to do what I finished in class with an hour or two of work. I now have my degree now and I have 2 years of experience working full time as a web developer however I would like to get back into C++ and hopefully do simulation programming. Unfortunately I have yet to do C++ as a job, I have only done it for testing out of classes and doing my senior project in college. So most of what I have in C++ is still hobby experience and I don't know how to best convey that so that I don't end up stuck doing something too low level for me. Right now I see a job offer that requires 2 years of C++ experience, but I have at least 9 (I didn't do C++ everyday for the last 14 years). How do I convey my experience? How much is it truly worth? and How do I get it's full value? The best thing that I can think of is a demo and a portfolio, however that only comes into play after an interview has been secured. I used a portfolio to land my current job. All answers and advice are appreciated.

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  • Components don't show in custom JPanel/JComponent

    - by Bart van Heukelom
    I've created a custom swing component. I can see it (the grid from the paint method is drawn), but the buttons that are added (verified by println) aren't shown. What am I doing wrong? Background information: I'm trying to build a tree of visible objects like the Flash/AS3 display list. public class MapPanel extends JComponent { // or extends JPanel, same effect private static final long serialVersionUID = 4844990579260312742L; public MapPanel(ShapeMap map) { setBackground(Color.LIGHT_GRAY); setPreferredSize(new Dimension(1000,1000)); setLayout(null); for (Layer l : map.getLayers()) { // LayerView layerView = new LayerView(l); // add(layerView); System.out.println(l); JButton test = new JButton(l.getName()); add(test); validate(); } } @Override protected void paintComponent(Graphics g) { // necessary? super.paintComponent(g); // background g.setColor(getBackground()); g.fillRect(0, 0, getWidth(), getHeight()); // grid g.setColor(Color.GRAY); for (double x = 0; x < getWidth(); x += 10) { g.drawLine((int)x, 0, (int)x, getHeight()); } for (double y = 0; y < getHeight(); y += 10) { g.drawLine(0, (int)y, getWidth(), (int)y); } } }

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  • ListView causing OutOfMemory Error

    - by Michael
    So I am not really given a reason to the right of this error message. I am not exactly sure why this is happening but my guess though is that it has to do with the fact that there are around ~50 good quality drawables. Upon scrolling really fast, the app crashes. I feel as if I am mitigating most common issues with ListView and crashing such as using View Holders as well as only initiating the inflater once. Process: com.example.michael.myandroidappactivity, PID: 20103 java.lang.OutOfMemoryError at android.graphics.BitmapFactory.nativeDecodeAsset(Native Method) Here is the code public class ImageAdapter extends BaseAdapter { private Context context; private ArrayList<Integer> imageIds; private static LayoutInflater inflater; public ImageAdapter(Context _context, ArrayList<Integer> _imageIds) { context = _context; imageIds = _imageIds; } @Override public int getCount() { return imageIds.size(); } @Override public Object getItem(int position) { return null; } @Override public long getItemId(int position) { return 0; } static class ViewHolder{ ImageView img; } @Override public View getView(int position, View convertView, ViewGroup parent) { ViewHolder holder = null; View rowView = null; if(rowView==null) { LayoutInflater inflater = (LayoutInflater) context .getSystemService(Context.LAYOUT_INFLATER_SERVICE); rowView = inflater.inflate(R.layout.listview_layout, parent, false); holder = new ViewHolder(); holder.img = (ImageView) rowView.findViewById(R.id.flag); rowView.setTag(holder); } else { holder = (ViewHolder) rowView.getTag(); } holder.img.setImageResource(imageIds.get(position)); return rowView; } }

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  • Creating transparent gridlines

    - by Rob Penridge
    I'm trying to get the chart's gridlines to be transparent but it doesn't seem to be supported: http://support.sas.com/documentation/cdl/en/grstatug/63302/HTML/default/viewer.htm#n1f71f6e9v037an1jy274v66z4r1.htm I'm doing to try and blend the gridlines with the chart background color (which in my code can change between colors) which would make the gridlines subtle rather than jarring when background colors change. Here is my code: ** ** TAKE THE DEFAULT STYLE BEING USED. MODIFY IT SO THAT ** GRAPH GRIDLINES WILL BE GREEN AND MOSTLY TRANSPARENT *; proc template; define style my_style; parent = styles.default; style GraphGridLines from GraphGridLines / contrastcolor=green transparency=.05; end; run; ** ** LAYOUT TEMPLATE FOR A SIMPLE SERIES CHART *; proc template; define statgraph mychart; begingraph; layout overlay / wallcolor=black xaxisopts=(display=(line) griddisplay=on) yaxisopts=(display=(line)) ; seriesplot x=name y=height / lineattrs=(color=white); endlayout; endgraph; end; run; ** ** PLOT SAMPLE DATA USING CUSTOM STYLE AND CHART LAYOUT WE JUST DEFINED *; ods graphics / width=640 height=640 ; ods html style=my_style; proc sgrender data=sashelp.class template=mychart; run; ods html close; Is there another way to achieve this effect by blending the green color with the background color?

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  • JApplet behaving unexpectedly

    - by JohnW
    import java.awt.Graphics; import java.awt.Image; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import javax.swing.JApplet; import javax.swing.Timer; public class CountingSheep extends JApplet { private Image sheepImage; private Image backgroundImage; private GameBoard gameBoard; private scoreBoard scoreBoard; public void init() { loadImages(); gameBoard = new GameBoard(sheepImage, backgroundImage); scoreBoard = new scoreBoard(); getContentPane().add(gameBoard); getContentPane().add(scoreBoard); } public void loadImages() { sheepImage = getImage(getDocumentBase(), "sheep.png"); backgroundImage = getImage(getDocumentBase(), "bg.jpg"); } } Update guys: Alright, first of all, thank you very much for all the help you've given so far (specifically creemam and Hovercraft Full of Eels), and your persistence. You've helped me out a lot as this is incredibly important (i.e. me passing my degree). The problem now is: The program works correctly when nothing but the GameBoard class is added to the JApplet, however, when I try to add the ScoreBoard class, both Panel classes do not show on the Applet. I'm guessing this is now down to positioning? Any ideas? EDIT: Gone back to the previously asked question Hovercraft, and found it was due to the layout of the contentPane and the order at with the components were added. Thanks to all of you so much. People like you make the development community a bit of alright.

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  • paintComponent on JPanel, image flashes and then disappears

    - by mark
    I have a JApplet (MainClass extends JApplet), a JPanel (ChartWindow extends JPanel) and a Grafico class. The problem is that the Grafico class instance has 2 JPanel that should show 2 images (1 for each panel) but the images are shown and after a little while they disappears: instead of them i get a gray background (like an empty JPanel). This happens for every repaint() call (that are made in the ChartWindow class) the MainClass init() contains chartwindow=new ChartWindow(); add(chartwindow) chartwindow has a Grafico instance. it's the ChartWindow's paintComponent (override) paintComponent(Graphics g) { super.paintComponent(g); Image immagineGrafico=createImage(grafico.pannelloGrafico.getWidth() ,grafico.pannelloGrafico.getHeight()); Image immagineVolumi=createImage(grafico.pannelloVolumi.getWidth() ,grafico.pannelloVolumi.getHeight()); Graphics2D imgGrafico=(Graphics2D)immagineGrafico.getGraphics(); Graphics2D imgVolumi=(Graphics2D)immagineVolumi.getGraphics(); grafico.draw(imgGrafico,imgVolumi,mouseX,mouseY); ((Graphics2D)grafico.pannelloGrafico.getGraphics()).drawImage(immagineGrafico,0,0,this); ((Graphics2D)grafico.pannelloVolumi.getGraphics()).drawImage(immagineVolumi,0,0,this); } grafico's JPanels are added this way in the ChartWindow's constructor grafico=new Grafico() ................ add(grafico.pannelloGrafico); add(grafico.pannelloVolumi); Tell me if you need more information, thank you very much :-)

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  • How to display panels with component in frame

    - by terence6
    Why my JFrame 'frame' is diplaying empty window, when it should give me 3 menu buttons and my own painted JComponent below ? What am I missing here ? import java.awt.*; import javax.swing.*; public class Eyes extends JFrame { public static void main(String[] args) { final JFrame frame = new JFrame("Eyes"); frame.setPreferredSize(new Dimension(450, 300)); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); JPanel players = new JPanel(new GridLayout(1, 3)); players.add(new JButton("Eyes color")); players.add(new JButton("Eye pupil")); players.add(new JButton("Background color")); JPanel eyes = new JPanel(); eyes.add(new MyComponent()); JPanel content = new JPanel(); content.setLayout(new BoxLayout(content, BoxLayout.Y_AXIS)); content.add(players); content.add(eyes); frame.getContentPane(); frame.pack(); frame.setVisible(true); } } class MyComponent extends JComponent { public MyComponent(){ } @Override public void paint(Graphics g) { int height = 120; int width = 120; Graphics2D g2d = (Graphics2D) g; g2d.setRenderingHint(RenderingHints.KEY_ANTIALIASING,RenderingHints.VALUE_ANTIALIAS_ON); BasicStroke bs = new BasicStroke(3.0f); g2d.setStroke(bs); g2d.setColor(Color.yellow); g2d.fillOval(200, 200, height, width); g2d.setColor(Color.black); g2d.drawOval(60, 60, height, width); } }

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  • android custom dialog imageButton onclicklistener

    - by Asaf Nevo
    this is my custom dialog class: package com.WhosAround.Dialogs; import com.WhosAround.AppVariables; import com.WhosAround.R; import com.WhosAround.AsyncTasks.LoadUserStatus; import com.WhosAround.Facebook.FacebookUser; import android.app.Dialog; import android.content.Context; import android.graphics.drawable.Drawable; import android.view.MotionEvent; import android.view.View; import android.widget.ImageButton; import android.widget.ImageView; import android.widget.TextView; public class MenuFriend extends Dialog{ private FacebookUser friend; private AppVariables app; public MenuFriend(Context context, FacebookUser friend) { super(context, android.R.style.Theme_Translucent_NoTitleBar); this.app = (AppVariables) context.getApplicationContext(); this.friend = friend; } public void setDialog(String userName, Drawable userProfilePicture) { setContentView(R.layout.menu_friend); setCancelable(true); setCanceledOnTouchOutside(true); TextView name = (TextView) findViewById(R.id.menu_user_name); TextView status = (TextView) findViewById(R.id.menu_user_status); ImageView profilePicture = (ImageView) findViewById(R.id.menu_profile_picture); ImageButton closeButton = (ImageButton) findViewById(R.id.menu_close); name.setText(userName); profilePicture.setImageDrawable(userProfilePicture); if (friend.getStatus() != null) status.setText(friend.getStatus()); else new LoadUserStatus(app, friend, status).execute(0); closeButton.setOnClickListener(new OnClickListener() { @Override public void onClick(View v) { dismiss(); } }) } } for some reason eclipse tells me the following errors on closeButton imageButton: The method setOnClickListener(View.OnClickListener) in the type View is not applicable for the arguments (new DialogInterface.OnClickListener(){}) The type new DialogInterface.OnClickListener(){} must implement the inherited abstract method DialogInterface.OnClickListener.onClick(DialogInterface, int) The method onClick(View) of type new DialogInterface.OnClickListener(){} must override or implement a supertype method why is that ?

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  • Repaint() not calling paint() in Java

    - by Joshua Auriemma
    Let me start off by saying I know I've violated some basic Java principles in this messy code, but I'm desperately trying to finish a program by Tuesday for a social science experiment, and I don't know Java, so I'm basically just fumbling through it for now. With that disclaimer out of the way, I have a separate program working where a circle is moving around the screen and the user must click on it. It works fine when its in its own separate class file, but when I add the code to my main program, it's no longer working. I don't even really understand why repaint() calls my paint() function — as far as I'm concerned, it's magic, but I've noticed that repaint() calls paint() in my test program, but not in the more complicated actual program, and I assume that's why the circle is no longer painting on my program. Entire code is below: import java.awt.Color; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.Rectangle; import javax.swing.*; import java.awt.event.*; import java.awt.geom.Ellipse2D; import java.io.FileReader; import java.io.IOException; import java.util.Calendar; public class Reflexology1 extends JFrame{ private static final long serialVersionUID = -1295261024563143679L; private Ellipse2D ball = new Ellipse2D.Double(0, 0, 25, 25); private Timer moveBallTimer; int _ballXpos, _ballYpos; JButton button1, button2; JButton movingButton; JTextArea textArea1; int buttonAClicked, buttonDClicked; private long _openTime = 0; private long _closeTime = 0; JPanel thePanel = new JPanel(); JPanel thePlacebo = new JPanel(); final JFrame frame = new JFrame("Reflexology"); final JFrame frame2 = new JFrame("The Test"); JLabel label1 = new JLabel("Press X and then click the moving dot as fast as you can."); public static void main(String[] args){ new Reflexology1(); } public Reflexology1(){ frame.setSize(600, 475); frame.setLocationRelativeTo(null); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); frame.setTitle("Reflexology 1.0"); frame.setResizable(false); frame2.setSize(600, 475); frame2.setLocationRelativeTo(null); frame2.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); frame2.setTitle("Reflexology 1.0"); frame2.setResizable(false); button1 = new JButton("Accept"); button2 = new JButton("Decline"); //movingButton = new JButton("Click Me"); ListenForAcceptButton lForAButton = new ListenForAcceptButton(); ListenForDeclineButton lForDButton = new ListenForDeclineButton(); button1.addActionListener(lForAButton); button2.addActionListener(lForDButton); //movingButton.addActionListener(lForMButton); JTextArea textArea1 = new JTextArea(24, 50); textArea1.setText("Tracking Events\n"); textArea1.setLineWrap(true); textArea1.setWrapStyleWord(true); textArea1.setSize(15, 50); textArea1.setEditable(false); FileReader reader = null; try { reader = new FileReader("EULA.txt"); textArea1.read(reader, "EULA.txt"); } catch (IOException exception) { System.err.println("Problem loading file"); exception.printStackTrace(); } finally { if (reader != null) { try { reader.close(); } catch (IOException exception) { System.err.println("Error closing reader"); exception.printStackTrace(); } } } JScrollPane scrollBar1 = new JScrollPane(textArea1, JScrollPane.VERTICAL_SCROLLBAR_AS_NEEDED, JScrollPane.HORIZONTAL_SCROLLBAR_NEVER); AdjustmentListener listener = new MyAdjustmentListener(); thePanel.add(scrollBar1); thePanel.add(button1); thePanel.add(button2); frame.add(thePanel); ListenForMouse lForMouse = new ListenForMouse(); thePlacebo.addMouseListener(lForMouse); thePlacebo.add(label1); frame2.add(thePlacebo); ListenForWindow lForWindow = new ListenForWindow(); frame.addWindowListener(lForWindow); frame2.addKeyListener(new KeyAdapter() { public void keyPressed(KeyEvent e){ if(e.getKeyChar() == 'X' || e.getKeyChar() == 'x') {moveBallTimer.start();} } }); frame.setVisible(true); moveBallTimer = new Timer(1000, new ActionListener() { public void actionPerformed(ActionEvent e) { moveBall(); System.out.println("Timer started!"); repaint(); } }); addKeyListener(new KeyAdapter() { public void keyPressed(KeyEvent e) { if(frame2.isVisible()){ moveBallTimer.start(); } } }); } private class ListenForAcceptButton implements ActionListener{ public void actionPerformed(ActionEvent e){ if (e.getSource() == button1){ Calendar ClCDateTime = Calendar.getInstance(); System.out.println(ClCDateTime.getTimeInMillis() - _openTime); _closeTime = ClCDateTime.getTimeInMillis() - _openTime; //frame.getContentPane().remove(thePanel); //thePlacebo.addKeyListener(lForKeys); //frame.getContentPane().add(thePlacebo); //frame.repaint(); //moveBallTimer.start(); frame.setVisible(false); frame2.setVisible(true); frame2.revalidate(); frame2.repaint(); } } } private class ListenForDeclineButton implements ActionListener{ public void actionPerformed(ActionEvent e){ if (e.getSource() == button2){ JOptionPane.showMessageDialog(Reflexology1.this, "You've declined the license agreement. DO NOT RESTART the program. Please go inform a researcher that you have declined the agreement.", "WARNING", JOptionPane.INFORMATION_MESSAGE); System.exit(0); } } } private class ListenForWindow implements WindowListener{ public void windowActivated(WindowEvent e) { //textArea1.append("Window is active"); } // if this.dispose() is called, this is called: public void windowClosed(WindowEvent arg0) { } // When a window is closed from a menu, this is called: public void windowClosing(WindowEvent arg0) { } // Called when the window is no longer the active window: public void windowDeactivated(WindowEvent arg0) { //textArea1.append("Window is NOT active"); } // Window gone from minimized to normal state public void windowDeiconified(WindowEvent arg0) { //textArea1.append("Window is in normal state"); } // Window has been minimized public void windowIconified(WindowEvent arg0) { //textArea1.append("Window is minimized"); } // Called when the Window is originally created public void windowOpened(WindowEvent arg0) { //textArea1.append("Let there be Window!"); Calendar OlCDateTime = Calendar.getInstance(); _openTime = OlCDateTime.getTimeInMillis(); //System.out.println(_openTime); } } private class MyAdjustmentListener implements AdjustmentListener { public void adjustmentValueChanged(AdjustmentEvent arg0) { AdjustmentEvent scrollBar1; //System.out.println(scrollBar1.getValue())); } } public void paint(Graphics g) { //super.paint(g); frame2.paint(g); Graphics2D g2d = (Graphics2D) g; g2d.setColor(Color.RED); g2d.fill(ball); System.out.println("Calling fill()"); } protected void moveBall() { //System.out.println("I'm in the moveBall() function!"); int width = getWidth(); int height = getHeight(); int min, max, randomX, randomY; min =200; max = -200; randomX = min + (int)(Math.random() * ((max - min)+1)); randomY = min + (int)(Math.random() * ((max - min)+1)); //System.out.println(randomX + ", " + randomY); Rectangle ballBounds = ball.getBounds(); //System.out.println(ballBounds.x + ", " + ballBounds.y); if (ballBounds.x + randomX < 0) { randomX = 200; } else if (ballBounds.x + ballBounds.width + randomX > width) { randomX = -200; } if (ballBounds.y + randomY < 0) { randomY = 200; } else if (ballBounds.y + ballBounds.height + randomY > height) { randomY = -200; } ballBounds.x += randomX; ballBounds.y += randomY; _ballXpos = ballBounds.x; _ballYpos = ballBounds.y; ball.setFrame(ballBounds); } public void start() { moveBallTimer.start(); } public void stop() { moveBallTimer.stop(); } private class ListenForMouse implements MouseListener{ // Called when the mouse is clicked public void mouseClicked(MouseEvent e) { //System.out.println("Mouse Panel pos: " + e.getX() + " " + e.getY() + "\n"); if (e.getX() >=_ballXpos && e.getX() <= _ballXpos + 25 && e.getY() <=_ballYpos && e.getY() >= _ballYpos - 25 ) { System.out.println("TRUE"); } System.out.println("{e.getX(): " + e.getX() + " / " + "_ballXpos: " + _ballXpos + " | " + "{e.getY(): " + e.getY() + " / " + "_ballYpos: " + _ballYpos); } public void mouseEntered(MouseEvent arg0) { // TODO Auto-generated method stub } public void mouseExited(MouseEvent arg0) { // TODO Auto-generated method stub } public void mousePressed(MouseEvent arg0) { // TODO Auto-generated method stub } public void mouseReleased(MouseEvent arg0) { // TODO Auto-generated method stub } } // System.out.println("e.getX(): " + e.getX() + " / " + "_ballXpos: " + _ballXpos); // Mouse over public void mouseEntered(MouseEvent arg0) { // TODO Auto-generated method stub } // Mouse left the mouseover area: public void mouseExited(MouseEvent arg0) { // TODO Auto-generated method stub } public void mousePressed(MouseEvent arg0) { // TODO Auto-generated method stub } public void mouseReleased(MouseEvent arg0) { // TODO Auto-generated method stub } } Could anyone tell me what I need to do to get repaint() to call the paint() method in the above program? I'm assuming the multiple frames is causing the problem, but that's just a guess. Thanks.

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  • Multiple case or switch commands in php?

    - by kitenski
    Good Afternoon, I am trying to assign some variables to a listing which has a main category and a subcategory. This works fine for most of the variables, however in each sub category there are some fields which are other. ie Main Category 1 has sub category database, development and other Main Category 2 has sub category email, internet and other Main Category 3 has sub category graphics and other. So my first case statement is as follows which works fine. switch ($main_cat) { case "Main Category 1": $main="79"; break; case "Main Category 2": $main="83"; break; case "Main Category 3": $main="87"; break; } However I am struggling as to how to handle other. This stops the whole page loading with no error message switch ($second_cat) { case "Database": $second="145"; break; case "Development": $second="146"; break; case "Other": if ($main_cat) == 'Main Category 1' { $second="147";} break; } This doesn't work at all, second is not changed. switch ($second_cat) { case "Database": $second="145"; break; case "Development": $second="146"; break; case "Other": switch ($main_cat) { case "Main Category 1": $second="147"; break; } }

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  • efficient android rendering

    - by llll
    I've read quite a few tutorials on game programming on android, and all of them provide basically the same solution as to drawing the game, that is having a dedicated thread spinning like this: public void run() { while(true) { if(!surfaceHolder.getSurface().isValid()) continue; Canvas canvas = surfaceHolder.lockCanvas(); drawGame(canvas); /* do actual drawing here */ surfaceHolder.unlockCanvasAndPost(canvas); } } now I'm wondering, isn't this wasteful? Suppose I've a game with very simple graphics, so that the actual time in drawGame is little; then I'm going to draw the same things on and on, stealing cpu from the other threads; a possibility could be skipping the drawing and sleeping a bit if the game state hasn't changed, which I could check by having the state update thread mantaining a suitable status flag. But maybe there are other options. For example, couldn'it be possible to synchronize with rendering, so that I don't post updates too often? Or am I missing something and that is precisely what lockCanvas does, that is it blocks and burns no cpu until proper time? Thanks in advance L.

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  • How can I create an Image in GDI+ from a Base64-Encoded string in C++?

    - by Schnapple
    I have an application, currently written in C#, which can take a Base64-encoded string and turn it into an Image (a TIFF image in this case), and vice versa. In C# this is actually pretty simple. private byte[] ImageToByteArray(Image img) { MemoryStream ms = new MemoryStream(); img.Save(ms, System.Drawing.Imaging.ImageFormat.Tiff); return ms.ToArray(); } private Image byteArrayToImage(byte[] byteArrayIn) { MemoryStream ms = new MemoryStream(byteArrayIn); BinaryWriter bw = new BinaryWriter(ms); bw.Write(byteArrayIn); Image returnImage = Image.FromStream(ms, true, false); return returnImage; } // Convert Image into string byte[] imagebytes = ImageToByteArray(anImage); string Base64EncodedStringImage = Convert.ToBase64String(imagebytes); // Convert string into Image byte[] imagebytes = Convert.FromBase64String(Base64EncodedStringImage); Image anImage = byteArrayToImage(imagebytes); (and, now that I'm looking at it, could be simplified even further) I now have a business need to do this in C++. I'm using GDI+ to draw the graphics (Windows only so far) and I already have code to decode the string in C++ (to another string). What I'm stumbling on, however, is getting the information into an Image object in GDI+. At this point I figure I need either a) A way of converting that Base64-decoded string into an IStream to feed to the Image object's FromStream function b) A way to convert the Base64-encoded string into an IStream to feed to the Image object's FromStream function (so, different code than I'm currently using) c) Some completely different way I'm not thinking of here. My C++ skills are very rusty and I'm also spoiled by the managed .NET platform, so if I'm attacking this all wrong I'm open to suggestions.

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