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  • How to retain canvas state and use it in onDraw() method

    - by marqss
    I want to make a measure tape component for my app. It should look something like this with values from 0cm to 1000cm: Initially I created long bitmap image with repeated tape background. I drew that image to canvas in onDraw() method of my TapeView (extended ImageView). Then I drew a set of numbers with drawText() on top of the canvas. public TapeView(Context context, AttributeSet attrs){ ImageView imageView = new ImageView(mContext); LayoutParams params = new LayoutParams(LayoutParams.WRAP_CONTENT, LayoutParams.FILL_PARENT); imageView.setLayoutParams(params); mBitmap = createTapeBitmap(); imageView.setImageBitmap(mBitmap); this.addView(imageView); } private Bitmap createTapeBitmap(){ Bitmap mBitmap = Bitmap.createBitmap(5000, 100, Config.ARGB_8888); //size of the tape Bitmap tape = BitmapFactory.decodeResource(getResources(),R.drawable.tape);//the image size is 100x100px Bitmap scaledTape = Bitmap.createScaledBitmap(tape, 100, 100, false); Canvas c = new Canvas(mBitmap); Paint paint = new Paint(); paint.setColor(Color.WHITE); paint.setFakeBoldText(true); paint.setAntiAlias(true); paint.setTextSize(30); for(int i=0; i<=500; i++){ //draw background image c.drawBitmap(scaledTape,(i * 200), 0, null); //draw number in the middle of that background String text = String.valueOf(i); int textWidth = (int) paint.measureText(text); int position = (i * 100) + 100 - (textWidth / 2); c.drawText(text, position, 20, paint); } return mBitmap; } Finally I added this view to HorizontalScrollView. At the beginning everything worked beautifully but I realised that the app uses a Lot of memory and sometimes crashed with OutOfMemory exception. It was obvious because a size of the bitmap image was ~4mb! In order to increase the performance, instead of creating the bitmap I use Drawable (with the yellow tape strip) and set the tile mode to REPEAT: setTileModeX(TileMode.REPEAT); The view now is very light but I cannot figure out how to add numbers. There are too many of them to redraw them each time the onDraw method is called. Is there any way that I can draw these numbers on canvas and then save that canvas so it can be reused in onDraw() method?

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  • iPhone CALayer Stacking Order

    - by Brian
    I'm using CALayers to draw to a UITableViewCell. I'm trying to figure out how layers are ordered with the content of the UITableViewCell. For instance: I add labels to the UITableViewCell in my cellForRow:atIndexPath method In the drawRect method of UITableViewCell I draw some content using the current context Also, in drawRect I add a few sublayers So what would be the order of these elements. I know I have zPosition on the CALayers but I'm not sure if they are always on top of any subviews of the UITableViewCell. And I'm not sure where the content that is drawn in drawRect comes in the order. Any help or links to documentation would be great. I have read through the Core Animation Programming Guide and didn't see anywhere where this would be answered.

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  • Java - Is Set.contains() broken on OpenJDK 6?

    - by Peter
    Hey, I've come across a really strange problem. I have written a simple Deck class which represents a standard 52 card deck of playing cards. The class has a method missingCards() which returns the set of all cards which have been drawn from the deck. If I try and compare two identical sets of missing cards using .equals() I'm told they are different, and if I check to see if a set contains an element that I know is there using .contains() I am returned false. Here is my test code: public void testMissingCards() { Deck deck = new Deck(true); Set<Card> drawnCards = new HashSet<Card>(); drawnCards.add(deck.draw()); drawnCards.add(deck.draw()); drawnCards.add(deck.draw()); Set<Card> missingCards = deck.missingCards(); System.out.println(drawnCards); System.out.println(missingCards); Card c1 = null; for (Card c : drawnCards){ c1 = c; } System.out.println("C1 is "+c1); for (Card c : missingCards){ System.out.println("C is "+c); System.out.println("Does c1.equal(c) "+c1.equals(c)); System.out.println("Does c.equal(c1) "+c.equals(c1)); } System.out.println("Is c1 in missingCards "+missingCards.contains(c1)); assertEquals("Deck confirm missing cards",drawnCards,missingCards); } (Edit: Just for clarity I added the two loops after I noticed the test failing. The first loop pulls out a card from drawnCards and then this card is checked against every card in missingCards - it always matches one, so that card must be contained in missingCards. However, missingCards.contains() fails) And here is an example of it's output: [5C, 2C, 2H] [2C, 5C, 2H] C1 is 2H C is 2C Does c1.equal(c) false Does c.equal(c1) false C is 5C Does c1.equal(c) false Does c.equal(c1) false C is 2H Does c1.equal(c) true Does c.equal(c1) true Is c1 in missingCards false I am completely sure that the implementation of .equals on my card class is correct and, as you can see from the output it does work! What is going on here? Cheers, Pete

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  • ASP.NET MVC 4/Web API Single Page App for Mobile Devices ... Needs Authentication

    - by lmttag
    We have developed an ASP.NET MVC 4/Web API single page, mobile website (also using jQuery Mobile) that is intended to be accessed only from mobile devices (e.g., iPads, iPhones, Android tables and phones, etc.), not desktop browsers. This mobile website will be hosted internally, like an intranet site. However, since we’re accessing it from mobile devices, we can’t use Windows authentication. We still need to know which user (and their role) is logging in to the mobile website app. We tried simply using ASP.NET’s forms authentication and membership provider, but couldn’t get it working exactly the way we wanted. What we need is for the user to be prompted for a user name and password only on the first time they access the site on their mobile device. After they enter a correct user name and password and have been authenticated once, each subsequent time they access the site they should just go right in. They shouldn’t have to re-enter their credentials (i.e., something needs to be saved locally to each device to identify the user after the first time). This is where we had troubles. Everything worked as expected the first time. That is, the user was prompted to enter a user name and password, and, after doing that, was authenticated and allowed into the site. The problem is every time after the browser was closed on the mobile device, the device and user were not know and the user had to re-enter user name and password. We tried lots of things too. We tried setting persistent cookies in JavaScript. No good. The cookies weren’t there to be read the second time. We tried manually setting persistent cookies from ASP.NET. No good. We, of course, used FormsAuthentication.SetAuthCookie(model.UserName, true); as part of the form authentication framework. No good. We tried using HTML5 local storage. No good. No matter what we tried, if the user was on a mobile device, they would have to log in every single time. (Note: we’ve tried on an iPad and iPhone running both iOS 5.1 and 6.0, with Safari configure to allow cookies, and we’ve tried on Android 2.3.4.) Is there some trick to getting a scenario like this working? Or, do we have to write some sort of custom authentication mechanism? If so, how? And, what? Or, should we use something like claims-based authentication and WIF? Or??? Any help is appreciated. Thanks!

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  • Catch Multiple Custom Exceptions? - C++

    - by Alex
    Hi all, I'm a student in my first C++ programming class, and I'm working on a project where we have to create multiple custom exception classes, and then in one of our event handlers, use a try/catch block to handle them appropriately. My question is: How do I catch my multiple custom exceptions in my try/catch block? GetMessage() is a custom method in my exception classes that returns the exception explanation as a std::string. Below I've included all the relevant code from my project. Thanks for your help! try/catch block // This is in one of my event handlers, newEnd is a wxTextCtrl try { first.ValidateData(); newEndT = first.ComputeEndTime(); *newEnd << newEndT; } catch (// don't know what do to here) { wxMessageBox(_(e.GetMessage()), _("Something Went Wrong!"), wxOK | wxICON_INFORMATION, this);; } ValidateData() Method void Time::ValidateData() { int startHours, startMins, endHours, endMins; startHours = startTime / MINUTES_TO_HOURS; startMins = startTime % MINUTES_TO_HOURS; endHours = endTime / MINUTES_TO_HOURS; endMins = endTime % MINUTES_TO_HOURS; if (!(startHours <= HOURS_MAX && startHours >= HOURS_MIN)) throw new HourOutOfRangeException("Beginning Time Hour Out of Range!"); if (!(endHours <= HOURS_MAX && endHours >= HOURS_MIN)) throw new HourOutOfRangeException("Ending Time Hour Out of Range!"); if (!(startMins <= MINUTE_MAX && startMins >= MINUTE_MIN)) throw new MinuteOutOfRangeException("Starting Time Minute Out of Range!"); if (!(endMins <= MINUTE_MAX && endMins >= MINUTE_MIN)) throw new MinuteOutOfRangeException("Ending Time Minute Out of Range!"); if(!(timeDifference <= P_MAX && timeDifference >= P_MIN)) throw new PercentageOutOfRangeException("Percentage Change Out of Range!"); if (!(startTime < endTime)) throw new StartEndException("Start Time Cannot Be Less Than End Time!"); } Just one of my custom exception classes, the others have the same structure as this one class HourOutOfRangeException { public: // param constructor // initializes message to passed paramater // preconditions - param will be a string // postconditions - message will be initialized // params a string // no return type HourOutOfRangeException(string pMessage) : message(pMessage) {} // GetMessage is getter for var message // params none // preconditions - none // postconditions - none // returns string string GetMessage() { return message; } // destructor ~HourOutOfRangeException() {} private: string message; };

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  • Drawing bezier curve with limited subdivisions in OpenGL

    - by xEnOn
    Is it possible to tell OpenGL to draw a 4 degree (5 control points) bezier curve with 10 subdivisions? I was trying with this: point ctrlpts[] = {..., ..., ..., ...}; glMap1f(GL_MAP1_VERTEX_3, 0, 1, 3, 5, ctrlpts); glBegin(GL_LINE_STRIP); for (i = 0; i <= 30; i++) glEvalCoord1f((GLfloat) i/30.0); glEnd(); But this just draws the curve nicely. I am thinking that I want the algorithm inside the bezier curve to draw only until 10 subdivisions and then stop. The line should look a little facet.

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  • How to create curved Text on a Bitmap?

    - by TooFat
    I am currently dynamically creating a bitmap and using the graphics object from the string from the bitmap to Draw a string on it like so. System.Drawing.Graphics graph = System.Drawing.Graphics.FromImage(bmp); graph.DrawString(text, font, brush, new System.Drawing.Point(0, 0)); This returns a rectangle shaped bitmap with the string written straight across from left to right. I would like to also be able to draw the string in the shape of a rainbow. How can I do this?

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  • How To Send A Confirmation Number To Others And Myself?

    - by user2913307
    On my website I have a reservation form. Once someone clicks submit a confirmation number comes up (that number is different everytime). I get an e-mail with everything the person filled out on my reservation form but I want to know their confirmation number as well. RANDOM NUMBER CODE $(document).ready(function() { var ranval = Math.floor((Math.random()*10000)+1); $('input[name=lblrand]').val(ranval); // bind 'myForm' and provide a simple callback function $('#myForm').ajaxForm(function() { alert("Your Message has been sent!Your Form Registration Number is: "+ ranval); $('#myForm').resetForm(); WHAT GETS E-MAILED TO ME $('#rSubmit').click(function(){ var data = {}; data.to = "[email protected]"; data.from = "[email protected]>"; data.subject = "New Reservation"; data.message = "New Reservation from Website \n"+ '\n First Name : '+$('#name').val()+ '\n Last Name : '+$('#lastname').val() + '\n Confirmation : '+$('#lblrand').val () + '\n Coupon Code : '+$('#coupon').val() + '\n Company Name : '+$('#company').val() + '\n Phone Number : '+$('#phone').val() + '\n Street Address : '+$('#street').val() + '\n Pick-Up City : '+$('#city').val()+ '\n Pick-Up State : '+$('#state').val() + '\n Pick-Up Zip : '+$('#zip').val() + '\n Date : '+$('#calendar').val()+ '\n Time : '+$('#time').val() + '\n Time : '+$('#time2').val() + '\n Time : '+$('#time3').val() + '\n Airport : '+$('#airport').val() + '\n Airline : '+$('#airline').val() + '\n Flight # : '+$('#fnumber').val() + '\n Stops : '+$('#hstops').val() + '\n Stops Info : '+$('#info').val() + '\n Passengers : '+$('#passengers').val() + '\n Luggages : '+$('#luggages').val()+ '\n Car Seat : '+$('#seat').val()+ '\n Drop-Off Street : '+$('#dostreet').val() + '\n Drop-Off City : '+$('#docity').val()+ '\n Drop-Off State : '+$('#dostate').val() + '\n Drop-Off Zip : '+$('#dozip').val() + '\n D.O Airport : '+$('#doairport').val() + '\n D.O Airline : '+$('#doairline').val() + '\n Flight # : '+$('#dofnumber').val() + '\n Date : '+$('#calendar2').val()+ '\n Time : '+$('#rtime').val() + '\n Time : '+$('#rtime2').val() + '\n Time : '+$('#rtime3').val() + '\n Return Street : '+$('#rtstreet').val() + '\n Return City : '+$('#rtcity').val()+ '\n Return State : '+$('#rtstate').val() + '\n Return Zip : '+$('#rtzip').val() + '\n Return Airport : '+$('#rtairport').val() + '\n Return Airline : '+$('#rtairline').val() + '\n Return Flight # : '+$('#rtfnumber').val() + '\n Payment Type : '+$('#payment').val() + '\n Card Number : '+$('#creditcardno').val() + '\n Exp. Date : '+$('#expirydate').val() + '\n Exp. Date : '+$('#expirydate2').val() ; Also, if there is a way when this information gets e-mailed to me if I can put it in a table so it could come up more organized. Any help, tips, advice is appreciated. ALSO, check out my website and the form for yourself at http://www.greatlimoservice.com

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  • Transparent child control

    - by pps
    Hello all, I'm writing a control that may have some of its parts transparent or semitransparent. Basically this control shows a png image (with alpha channel). The control's parent window has some graphics on it. Therefore, to make the png control render correctly it needs to get image of what the parent window would draw beneath it. Parent dialog might have WS_CLIPCHILDREN flag set, that means that the the parent window won't draw anything under the the png control and in this case png control won't work properly. This control has to work on Windows Mobile also, so it can't have WS_EX_TRANSPARENT

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  • iOS: is it allowed to paint outside the bounds

    - by Tbee
    If clipToBounds = YES then you can draw all you want, but you only can paint inside the bounds. If it is set to NO then painting outside the bounds is possible, but is it allowed? The reason that I'm asking is because iOS uses the concept where the environment takes care of making sure the correct parts of the screen are (re)painted (e.g. setNeedsDisplay). If I draw outside my bounds, will it goof up? I have tried it, and it seems to work, but?

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  • Having issue with OpenGL 1.0 for HP slate 7

    - by Roy Coder
    I have issue with HP slate when i am trying to draw Line in OpenGL Draw method. But working in other devices. In Hp Slate Green line not drawn properly as like in another device. My Code is: gl.glPushMatrix(); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glVertexPointer(2, GL10.GL_FLOAT, 0, vertexFloatBuffer); gl.glColorMask(true, true, true, true); gl.glDepthMask(true); gl.glLineWidth(8.0f); setColor(gl); gl.glDrawArrays(GL10.GL_LINES, 0, fPoints.length / 2); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glPopMatrix(); Suggest me at which place i am wrong or missing something? UpdateImage

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  • Connecting Android XML and Code

    - by Nick
    I'm new to android and have gotten used to doing all my previous UI in code. I can understand the simple examples, but I'm trying something more complex and have no idea how to do it in code and XML. I'm trying to use the google map api and draw text on the map at a specified spot. I have succeeded in doing so by extending overlay and overriding the draw method using drawtext. This has pretty much accomplished what I'm looking to do, but I want have read that is poor practice. I now want to add a second line below the first and just using \n does not work. I can work it out using another drawtext method, but I figured it would be better to create a custom textview, I just have no idea how to position it using code and encapsulate it inside the overlay. Maybe the way I'm doing it is the best way...

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  • How to display .gif (with animation) on dc

    - by mukul sharma
    Hi All, in my application i am having a panel with associated a wxWindowDC and wxMemoryDC. i have to draw the various thing on that panel like bg color, on top of bg color bg image and on the top bg image i have to draw some text etc. I am storing all this thing into memory dc and finally in paint handler i m copying the memory dc to window dc. But i stuck in this process when i have a .gif (with multiple frames) and i m trying to bliting this gif image on DC that time it shows only a single frame of that gif image (its became a ordinary still image not an animated image). how i can store this whole gif image in memory dc and display full gif image on dc(with animation). I cant use wx.AnimateCrl() because i need that image in memoryDC. Any help really appreciable.

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  • NoClassDefFoundError with new eclipse bundle

    - by djmedic
    I am informed by a customer that they are receiving an error. On the report they filed it is continuosly coming up with NoClassDefFoundError. It appears none of my other customers are having this issue. I'm not having this issue running the app on my Motorola Droid Maxx. The customer is running the app on a rooted Droid Bionic. Everything was working fine on my version at 2.3 but when I updated it to 2.4, this issue arose. I also replaced my computer with a new and now I am running windows 8 and installed the adt bundle. The only change I made to the file in question in changing a -90 to -85. Below is the code...I have also included below the code the error report. This is only happening on phone. import android.app.Activity; import android.content.Context; import android.content.Intent; import android.net.ConnectivityManager; import android.net.NetworkInfo; import android.os.Bundle; import android.telephony.PhoneStateListener; import android.telephony.SignalStrength; import android.telephony.TelephonyManager; public class ConnectivityCheck extends Activity { TelephonyManager Tel; MyPhoneStateListener MyListener; boolean isGsm; boolean cellAvailable; int strengthAmplitudeGSM; int strengthAmplitudeCDMA; @Override public void onCreate(Bundle icicle) { super.onCreate(icicle); ConnectivityManager connec = (ConnectivityManager)getSystemService(Context.CONNECTIVITY_SERVICE); if (connec.getNetworkInfo(0) != null) { cellAvailable = true; } if (cellAvailable) { /* Update the listener, and start it */ MyListener = new MyPhoneStateListener(); Tel = ( TelephonyManager )getSystemService(Context.TELEPHONY_SERVICE); Tel.listen(MyListener ,PhoneStateListener.LISTEN_SIGNAL_STRENGTHS); } if (connec.getNetworkInfo(1).getState() == NetworkInfo.State.CONNECTED) { startActivity(new Intent(ConnectivityCheck.this, LicenseCheck.class)); if (cellAvailable) { Tel.listen(MyListener, PhoneStateListener.LISTEN_NONE); } finish(); } else if (cellAvailable) { if (connec.getNetworkInfo(0).getState() == NetworkInfo.State.CONNECTED && strengthAmplitudeCDMA >= -90) { startActivity(new Intent(ConnectivityCheck.this, LicenseCheck.class)); Tel.listen(MyListener, PhoneStateListener.LISTEN_NONE); finish(); } else if (connec.getNetworkInfo(0).getState() == NetworkInfo.State.CONNECTED && isGsm && strengthAmplitudeGSM >= 10 && strengthAmplitudeGSM <= 31) { startActivity(new Intent(ConnectivityCheck.this, LicenseCheck.class)); Tel.listen(MyListener, PhoneStateListener.LISTEN_NONE); finish(); } else { startActivity(new Intent(ConnectivityCheck.this, ProtocolsMMenuActivity.class)); Tel.listen(MyListener, PhoneStateListener.LISTEN_NONE); finish(); } } else { startActivity(new Intent(ConnectivityCheck.this, ProtocolsMMenuActivity.class)); if (cellAvailable) { Tel.listen(MyListener, PhoneStateListener.LISTEN_NONE); } finish(); } } /* Called when the application is minimized */ @Override protected void onPause() { super.onPause(); if (cellAvailable) { Tel.listen(MyListener, PhoneStateListener.LISTEN_NONE); } } /* Called when the application resumes */ @Override protected void onResume() { super.onResume(); if (cellAvailable) { Tel.listen(MyListener, PhoneStateListener.LISTEN_SIGNAL_STRENGTHS); } } /* Start the PhoneState listener */ private class MyPhoneStateListener extends PhoneStateListener { /* Get the Signal strength from the provider, each tiome there is an update */ @Override public void onSignalStrengthsChanged(SignalStrength signalStrength) { isGsm = signalStrength.isGsm(); strengthAmplitudeGSM = signalStrength.getGsmSignalStrength(); strengthAmplitudeCDMA = signalStrength.getCdmaDbm(); super.onSignalStrengthsChanged(signalStrength); } };/* End of private Class */ } Here is the error report java.lang.NoClassDefFoundError: com.emsprotocols.njalsprotocolspaidac.ConnectivityCheck at com.emsprotocols.njalsprotocolspaidac.ProtocolsSplashActivity$1.onAnimationEnd (ProtocolsSplashActivity.java:144) at android.view.animation.AnimationSet.getTransformation(AnimationSet.java:411) at android.view.animation.Animation.getTransformation(Animation.java:920) at android.view.ViewGroup.drawChild(ViewGroup.java:2657) at android.view.ViewGroup.dispatchDraw(ViewGroup.java:2489) at android.view.ViewGroup.drawChild(ViewGroup.java:2885) at android.view.ViewGroup.dispatchDraw(ViewGroup.java:2489) at android.view.ViewGroup.drawChild(ViewGroup.java:2885) at android.view.ViewGroup.dispatchDraw(ViewGroup.java:2489) at android.view.View.draw(View.java:11009) at android.widget.FrameLayout.draw(FrameLayout.java:450) at com.android.internal.policy.impl.PhoneWindow$DecorView.draw(PhoneWindow.java:2154) at android.view.ViewRootImpl.draw(ViewRootImpl.java:2096) at android.view.ViewRootImpl.performTraversals(ViewRootImpl.java:1679) at android.view.ViewRootImpl.handleMessage(ViewRootImpl.java:2558) at android.os.Handler.dispatchMessage(Handler.java:99) at android.os.Looper.loop(Looper.java:137) at android.app.ActivityThread.main(ActivityThread.java:4722) at java.lang.reflect.Method.invokeNative(Native Method) at java.lang.reflect.Method.invoke(Method.java:511) at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:787) at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:554) at dalvik.system.NativeStart.main(Native Method)

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  • create a sparse BufferedImage in java

    - by elgcom
    I have to create an image with very large resolution, but the image is relatively "sparse", only some areas in the image need to draw. For example with following code /* this take 5GB memory */ final BufferedImage img = new BufferedImage( 36000, 36000, BufferedImage.TYPE_INT_ARGB); /* draw something */ Graphics g = img.getGraphics(); g.drawImage(....); /* output as PNG */ final File out = new File("out.png"); ImageIO.write(img, "png", out); The PNG image on the end I created is ONLY about 200~300 MB. The question is how can I avoid creating a 5GB BufferedImage at the beginning? I do need an image with large dimension, but with very sparse color information. Is there any Stream for BufferedImage so that it will not take so much memory?

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  • javascript table - update on data request

    - by flyingcrab
    Hi, I am trying to update a table based on a json request. The first update / draw works fine - but any subsequent changes to the variables (the start and end date) do not show up - even though the json pulled from the server seems to be correct (according to firebug). AFAIK the code below should re-initialize everything - no sure what is going on (I'm using the Google vizulization api)? function handleQueryResponse(response) { if (response.isError()) { //alert('Error in query: ' + response.getMessage() + ' ' + response.getDetailedMessage()); return; } visualization = new google.visualization.Table(document.getElementById('visualization')); visualization.draw(response.getDataTable(), null); } One more thing: I'm working on a page that displays textbased tables and currently trying to decide between the google table (viz api) and a jQuery alternative I came across jqGrid any good ones I am missing?

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  • Social Network directed Graph Library? .NET

    - by MRFerocius
    Hello everybody, I am on a project where I have multiple users of a portal and they are connected to other users of the portal, now we are asked to draw a "Social Network" relationship graph to see the relationships. The constraint is that this graph has to be seen on the WEB BROWSER. The graph has to be something like: Is there any C# library or component to draw this type of graphs? We have already checked these: http://flare.prefuse.org/ http://www.yworks.com/en/products_yfiles_practicalinfo_gallery.html .NET graph library around? http://quickgraph.codeplex.com/ https://graphsharp.codeplex.com/ http://research.microsoft.com/en-us/downloads/f1303e46-965f-401a-87c3-34e1331d32c5/default.aspx http://sourceforge.net/projects/zedgraph/ But I want to check if you already used some other and your feedback... Thanks in advanced!

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  • simple plot algorithm with autoscale

    - by adrin
    I need to implement a simple plotting component in C#(WPF to be more precise). What i have is a collection of data samples containing time (X axis) and a value (both double types). I have a drawing canvas of a fixed size (Width x Height) and a DrawLine method/function that can draw on it. The problem I am facing now is how do I draw the plot so that it is autoscaled? In other words how do I map the samples I have to actual pixels on my Width x Height canvas?

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  • OpenGL ES functions not accepting values originating outside of it's view

    - by Josh Elsasser
    I've been unable to figure this out on my own. I currently have an Open GLES setup where a view controller both updates a game world (with a dt), fetches the data I need to render, passes it off to an EAGLView through two structures (built of Apple's ES1Renderer), and draws the scene. Whenever a value originates outside of the Open GL view, it can't be used to either translate objects using glTranslatef, or set up the scene using glOrthof. If I assign a new value to something, it will work - even if it is the exact same number. The two structures I have each contain a variety of floating-point numbers and booleans, along with two arrays. I can log the values from within my renderer - they make it there - but I receive errors from OpenGL if I try to do anything with them. No crashes result, but the glOrthof call doesn't work if I don't set the camera values to anything different. Code used to set up scene: [EAGLContext setCurrentContext:context]; glBindFramebufferOES(GL_FRAMEBUFFER_OES, viewFramebuffer); //clears the color buffer bit glClear(GL_COLOR_BUFFER_BIT); glMatrixMode(GL_PROJECTION); //sets up the scene w/ ortho projection glViewport(0, 0, 320, 480); glLoadIdentity(); glOrthof(320, 0, dynamicData.cam_x2, dynamicData.cam_x1, 1.0, -1.0); glClearColor(1.0, 1.0, 1.0, 1.0); /*error checking code here*/ "dynamicData" (which is replaced every frame) is created within my game simulation. From within my controller, I call a method (w/in my simulation) that returns it, and pass the result on to the EAGLView, which passes it on to the renderer. I haven't been able to come up with a better solution for this - suggestions in this regard would be greatly appreciated as well. Also, this function doesn't work as well (values originate in the same place): glTranslatef(dynamicData.ship_x, dynamicData.ship_y, 0.0); Thanks in advance. Additional Definitions: Structure (declared in a separate header): typedef struct { float ship_x, ship_y; float cam_x1, cam_x2; } dynamicRenderData; Render data getter (and builder) (every frame) - (dynamicData)getDynRenderData { //d_rd is an ivar, zeroed on initialization d_rd.ship_x = mainShip.position.x; d_rd.ship_y = mainShip.position.y; d_rd.cam_x1 = d_rd.ship_x - 30.0f; d_rd.cam_x2 = d_rd.cam_x1 + 480.0f; return d_rd; } Zeroed at start. (d_rd.ship_x = 0;, etc…) Setting up the view. Prototype (GLView): - (void)draw: (dynamicRenderData)dynamicData Prototype (Renderer): - (void)drawView: (dynamicRenderData)dynamicData How it's called w/in the controller: //controller [glview draw: [world getDynRenderData]]; //glview (within draw) [renderer drawView: dynamicData];

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  • OpenGL, how to set a monochrome texture to a colored shape?

    - by Santiago
    I'm developing on Android with OpenGL ES, I draw some cubes and I change its colors with glColor4f. Now, what I want is to give a more realistic effect on the cubes, so I create a monochromatic 8bit depth, 64x64 pixel size PNG file. I loaded on a texture, and here is my problem, witch is the way to combine the color and the texture to get a colorized and textured cubes onto the screen? I'm not an expert on OpenGL, I tried this: On create: public void asignBitmap(GL10 gl, Bitmap bitmap) { int[] textures = new int[1]; gl.glGenTextures(1, textures, 0); mTexture = textures[0]; gl.glBindTexture(GL10.GL_TEXTURE_2D, mTexture); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_NEAREST); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_CLAMP_TO_EDGE); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_CLAMP_TO_EDGE); gl.glTexEnvf(GL10.GL_TEXTURE_ENV, GL10.GL_TEXTURE_ENV_MODE, GL10.GL_REPLACE); GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, GL10.GL_ALPHA, bitmap, 0); ByteBuffer tbb = ByteBuffer.allocateDirect(texCoords.length * 4); tbb.order(ByteOrder.nativeOrder()); mTexBuffer = tbb.asFloatBuffer(); for (int i = 0; i < 48; i++) mTexBuffer.put(texCoords[i]); mTexBuffer.position(0); } And OnDraw: public void draw(GL10 gl, int alphawires) { gl.glColor4f(1.0f, 0.0f, 0.0f, 0.5f); //RED gl.glBindTexture(GL10.GL_TEXTURE_2D, mTexture); gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); gl.glEnable(GL10.GL_TEXTURE_2D); gl.glEnable(GL10.GL_BLEND); gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, mTexBuffer); //Set the face rotation gl.glFrontFace(GL10.GL_CW); //Point to our buffers gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer); //Enable the vertex and color state gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); //Draw the vertices as triangles, based on the Index Buffer information gl.glDrawElements(GL10.GL_TRIANGLES, 36, GL10.GL_UNSIGNED_BYTE, indexBuffer); //Disable the client state before leaving gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glDisable(GL10.GL_BLEND); gl.glDisable(GL10.GL_TEXTURE_2D); } I'm even not sure if I have to use a blend option, because I don't need transparency, but is a plus :)

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  • Tkinter mouse event initially triggered

    - by user3714884
    I'm currently learning Tkinter and I cannot find a solution for my problem here nor outside Stackoverflow. In a nutshell, all events that I bind to my widgets are triggered initialy and don't respond to my actions. In this example, the red rectangle appears on the canvas when I run the code, and color=random.choice(['red', 'blue']) revealed that the event binding doesn't work after that: import Tkinter as tk class application(tk.Frame): def __init__(self, master=None): tk.Frame.__init__(self, master) self.can = tk.Canvas(master, width=200, height=200) self.can.bind('<Button-2>', self.draw()) self.can.grid() def draw(self): self.can.create_rectangle(50, 50, 100, 100, fill='red') app = application() app.mainloop() I use a Mac platform, but I haven't got a clue about its role in the problem. Could anyone please point me at the mistake i did here?

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  • How to store a function in a member of class? (Using function as callback)

    - by Dane
    I want to store a function as a class member and call it inside the class? Pretty much like a callback function. My class draw a document but every document must drawn differently. So I want to assign a function (written outside of the class) into one of the members of the class and then call it when I want to draw the document. This function mostly is responsible for transforming objects according to each specific document. Here is my class: class CDocument { public: CDocument(); ~CDocument(); void *TransFunc(); } void Transform() { } int main() CDocument* Doc = new CDocument(); Doc->TransFunc = Transform(); } I know that this is probably simple question, but I couldn't find the answer by googling or searching SO.

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  • setNeedsDisplayInRect: paints a white rectangle only

    - by Ion Tichy
    Hi, I'm still a little fresh to CoreGraphics programming, so please bear with me. I'm trying to write an application, which allows the user to rub stuff off an image with the finger. I have the basic functionality nailed down, but the result is sluggish since the screen is redrawn completely every time a touch is rendered. I did some research and found out that I can refresh only a portion of the screen using UIView's setNeedsDisplayInRect: method. This does call drawRect: as expected, however everything I draw in the drawRect: following the setNeedsDisplayInRect: is ignored. Instead, the area in the rect parameter is simply filled with white. No matter what I draw inside, all I end up with is a white rectangle. In essence, this is what I do: 1) when user touches screen, this touch is rendered into a mask 2) when the drawRect: is called, the image is masked with that mask There must be something simple I'm overlooking, surely?

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