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  • Find a better control

    - by Budda
    It is necessary to implement the following functionality: There is a rectangle "field", its size is 150x100 pixels. Field is split to locations, each location is 10x10 (totally 15x10 locations on the field). There are few "coins" (5, for example), each of them can be dropped into any location. The list of text messages should be displayed in the drop-down list if any coin is clicked (when any message is clicked, drop-down list should be hidden and coin should display the number of selected message from 0 to 9, for example). That should be done with Silverlight 4.0 I am going to implement custom control "Coin", it will have a view (with a circle), it will display some kind of popup-window (please advise, which one), focus will be set to this window. On "FocusLost" window will be closed (without changing message number), if any message from the list will be clicked then its number will be stored inside of coin. Question 1: is there any control that already has required functionality? Question 2: how to implement "drag-and-drop" of coins to the "field" (lets assume, they will be close to the field)? Any thought or ideas will be helpful. Thanks.

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  • flickr api advice

    - by sico87
    Hi There, I am working with the API from flickr trying to get my photosets into my site, my problem is I am wanting to only show the primary image for each set but current it is showing all the images from each of my sets. Can anyone see where I am going wrong? <?php $f = new phpFlickr(FLICKR_API_KEY); $f->enablecache("fs", $_SERVER['DOCUMENT_ROOT']. '/../system/cache'); $result = $f->people_findByusername(FLICKR_USERNAME); $user = $result['id']; $photosets = $f->photosets_getList($user); $count = 1; foreach ($photosets['photoset'] as $ph_set): ?> <li> <h2>Images</h2> <h2>Videos</h2> <?php $photoset_id = $ph_set['id']; $photos = $f->photosets_getPhotos($photoset_id); foreach ($photos['photoset']['photo'] as $photo): ?> <a rel="lightbox[album<?=$count;?>]" href="<?= $f->buildPhotoURL($photo, 'medium') ?>" title="<?= $photo['title'] ?>"> <img src="<?= $f->buildPhotoURL($photo, 'rectangle') ?>" alt="<?= $photo['title'] ?>" width="210" height="160" title="<?= $photo['title'] ?>" /> <h3><?=$ph_set['title']?></h3> <p><?=$ph_set['description'];?></p> </a> <?php endforeach; ?> </li> <?php $count++; ?> <?php endforeach; ?>

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  • [AS3] BitmapData cut-off

    - by Fristi
    Hello, I am writing a MovieClip rasterizer which rasterizes all the frames in the specified movieclip. Here's the code for rasterizing: for ( var i:int = start; i <= end; i++ ) { //goto the next frame clip.gotoAndStop( i ); //get the bounds bounds = clip.getBounds(clip); //create a new bitmapdata container bitmapData = new BitmapData( transformer.width == -1 ? bounds.width : transformer.width, transformer.height == -1 ? bounds.height : transformer.height, transformer.transparent, transformer.color ); //rotate the clip if (clip.rotation != 0) transformer.rotate( clip.rotation * (Math.PI / 180) ); //scale the clip if (clip.scaleX != 1 || clip.scaleY != 1) transformer.scale( clip.scaleX, clip.scaleY ); //translate the movieclip to its zero point if (transformer.matrix.tx == 0 && transformer.matrix.ty == 0) transformer.translateToZero( bounds ); //draw the bitmap data with the transformers bitmapData.draw( this._source, transformer.matrix, transformer.colorTransform, transformer.blendMode, transformer.clipRect, //new Rectangle(0, 0, bounds.width, bounds.height), transformer.smoothing ); //push the data on the array frames.push( bitmapData ); } Now the result is different - http://i42.tinypic.com/lfv52.jpg - (note the head and left shoe). Anyone knows what the problem is? I've seen people adding 'extra' pixels to their boundary box at the BitmapData constructor, but thats nasty imo.

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  • Animate UserControl in WPF?

    - by sanjeev40084
    I have two xaml file one is MainWindow.xaml and other is userControl EditTaskView.xaml. In MainWindow.xaml it consists of listbox and when double clicked any item of listbox, it displays other window (edit window) from EditView userControl. I am trying to animate this userControl everytime whenever any item from the listbox is double clicked. I added some animation in userControl however the animation only gets run once. How can i make my animation run everytime whenever any item from the listbox is clicked? <ListBox x:Name="lstBxTask" Style="{StaticResource ListBoxItems}" MouseDoubleClick="lstBxTask_MouseDoubleClick"> <ListBox.ItemTemplate> <DataTemplate> <StackPanel> <Rectangle Style="{StaticResource LineBetweenListBox}"/> <StackPanel Orientation="Horizontal"> <TextBlock Text="{Binding Taskname}" Style="{StaticResource TextInListBox}"/> <Button Name="btnDelete" Style="{StaticResource DeleteButton}" Click="btnDelete_Click"/> </StackPanel> </StackPanel> </DataTemplate> </ListBox.ItemTemplate> </ListBox> <ToDoTask:EditTaskView x:Name="EditTask" Grid.Row="1" Grid.RowSpan="2" Grid.ColumnSpan="2" Visibility="Collapsed"/> In the MainWindow code, there is mouse double click event, which changes the visibility of EditTaskView to Visible. Suggestions?

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  • C# winforms: graphics.DrawImage problem

    - by Tony
    Hi, I have a really strange problem with Graphics.DrawImage method. I have the PictureBox control in the Panel control with AllowScroll property = true. The program cuts the image on small parts basing on the area selected by the user. I load the image 300x547 and select the area (the red rectangle): program properly cuts the image: then, I load another image 427x640: and then, as the result I see that the image is not cut properly. Each img.jpg file has properly width & height but the drawn image is too small: here's the code snippet - it saves the bitmap area selected by the user: Bitmap bmp = new Bitmap(selectedAreaRECT.Width, selectedAreaRECT.Height); Graphics g = Graphics.FromImage(bmp); g.DrawImage(OriginalIMG, 0,0, selectedAreaRECT, GraphicsUnit.Pixel); g.Save(); g.Dispose(); bmp.Save(AppDomain.CurrentDomain.BaseDirectory + @"\Temp\" + "img1.jpg", System.Drawing.Imaging.ImageFormat.Jpeg); As You see, the code is the same for the img1.jpg from image A and from Image B. I'm trying to resolve that stupid problem for too long, I don't know what's the reason of that problem. I tried diffrent constructors of the DrawImage method, with no success

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  • WPF data validation is overriding theme on the interface

    - by black sensei
    Hello! Good People I built a WPF application and manage to get the validation working thanks to posts on stackoverflow.The only probblem i'm having is that it's overriding the theme i'm using. example the theme makes the textboxes look like a round rectangle but after setting the binding it look like the default textboxes. here is my code : <Button.Style> <Style TargetType="{x:Type Button}"> <Setter Property="IsEnabled" Value="false" /> <Style.Triggers> <!-- Require the controls to be valid in order to press OK --> <MultiDataTrigger> <MultiDataTrigger.Conditions> <Condition Binding="{Binding ElementName=txtEmail, Path=(Validation.HasError)}" Value="false" /> </MultiDataTrigger.Conditions> <Setter Property="IsEnabled" Value="true" /> </MultiDataTrigger> </Style.Triggers> </Style> </Button.Style> code behind is : //Form loaded event code txtEmail.GetBindingExpression(TextBox.TextProperty).UpdateSource(); I've tried to look into the theme file but i was quickly lost.i thought i could use that file like a web css file.Now i've disabled the data binding because of that.Is there any work around for this? thanks for reading this

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  • NSString sizeWithFont: returning inconsistent results? known bug?

    - by Olof Hedman
    I'm trying to create a simple custom UIView wich contain a string drawn with a single font, but where the first character is slightly larger. I thought this would be easily implemented with two UILabel:s placed next to eachother. I use NSString sizeWithFont to measure my string to be able to lay it out correctly. But I noticed that the font baseline in the returned rectangle varies with +/- 1 pixel depending on the font size I set. Here is my code: NSString* ctxt = [text substringToIndex:1]; NSString* ttxt = [text substringFromIndex:1]; CGSize sz = [ctxt sizeWithFont: cfont ]; clbl = [[UILabel alloc] initWithFrame:CGRectMake(0, 0, sz.width, sz.height)]; clbl.text = ctxt; clbl.font = cfont; clbl.backgroundColor = [UIColor clearColor]; [contentView addSubview:clbl]; CGSize sz2 = [ttxt sizeWithFont: tfont]; tlbl = [[UILabel alloc] initWithFrame:CGRectMake(sz.width, (sz.height - sz2.height), sz2.width, sz2.height)]; tlbl.text = ttxt; tlbl.font = tfont; tlbl.backgroundColor = [UIColor clearColor]; [contentView addSubview:tlbl]; If I use 12.0 and 14.0 as sizes, it works fine. But if I instead use 13.0 and 15.0, then the first character is 1 pixel too high. Is this a known problem? Any suggestions how to work around it? Creating a UIWebView with a CSS and HTML page seems way overkill for this. and more work to handle dynamic strings. Is that what I'm expected to do?

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  • Changing a sprites bitmap

    - by numerical25
    As of right now, I am trying to create a tiling effect for a game I am creating. I am using a tilesheet and I am loading the tiles to the sprite like so... this.graphics.beginBitmapFill(tileImage); this.graphics.drawRect(30, 0,tWidth ,tHeight ); var tileImage is the bitMapData. 30 is the Number of pixels to move retangle. then tWidth and tHeight is how big the rectangle is. which is 30x30 This is what I do to change the bitmap when I role over the tile this.graphics.clear(); this.graphics.beginBitmapFill(tileImage); this.graphics.drawRect(60, 0,tWidth ,tHeight ); I clear the sprite canvas. I then rewrite to another position on tileImage. My problem is.... It removes the old tile completely but the new tile positions farther to the right then where the old bitmap appeared. My tile sheet is only 90px wide by 30px height. On top of that, it appears my new tile is drawn behind the old tile. Is there any better way to perfect this. again, all i want is for the bitmap to change colors

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  • Missing chars in JpGraph

    - by Álvaro G. Vicario
    I have a web site that runs on Windows and uses cp1252 (aka Win-1252) so it can display Spanish characters. The app generates some plots with JpGraph 2.3. These plots use the Tahoma Open Type font family to display text labels. Strings are provided in ANSI (i.e., cp1252) and font files support cp1252 (actually, the *.ttf files were copied from the system's font folder). It's been working fine in several setups from PHP/5.2.6 to PHP/5.3.0. Problems started when I ran the app under PHP/5.3.1: all non-ASCII are replaced by the hollow rectangle that represents missing or unknown chars. JpGraph's documentation is not very precise about how it expects international chars. Apparently, text is handled internally by the imagettftext() function, which expects UTF-8. However, encoding everything as UTF-8 breaks the app in all the systems. Where ANSI used to work fine, I get wrong characters (Ê instead of Ú). Where I got missing chars, now I get a PHP error: Warning: imagettftext(): any2eucjp(): something happen Do you have any clue about what changed in GD2 from PHP/5.3.0 to 5.3.1 that could be affecting the rendering on non-ASCII chars? How am I expected to feed JpGraph with strings in the Win-1252 charset?

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  • WatiN NativeElement.GetElementBounds() - What is the unit of measurement?

    - by Brian Schroer
    When I'm testing with WatiN, I like to save screenshots. Sometimes I don't really need a picture of the whole browser window though - I just want a picture of the element that I'm testing. My attempt to save a picture of an element with the code below resulted in a picture of a block box, because elementBounds.Top points to a pixel position way past the bottom of the screen. The elementBounds.Width and .Height values also appear to be about half what they should be. Is this a WatiN bug, or are these properties in a different unit of measure that I have to convert to pixels somehow? public static void SaveElementScreenshot (WatiN.Core.IE ie, WatiN.Core.Element element, string screenshotPath) { ScrollIntoView(ie, element); ie.BringToFront(); var ieClass = (InternetExplorerClass) ie.InternetExplorer; Rectangle elementBounds = element.NativeElement.GetElementBounds(); int left = ieClass.Left + elementBounds.Left; int top = ieClass.Top + elementBounds.Top; int width = elementBounds.Width; int height = elementBounds.Height; using (var bitmap = new Bitmap(width, height)) { using (Graphics graphics = Graphics.FromImage(bitmap)) { graphics.CopyFromScreen (new Point(left, top), Point.Empty, new Size(width, height)); } bitmap.Save(screenshotPath, ImageFormat.Jpeg); } }

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  • Embedding two slideshows

    - by Jennifer Heidelberg
    Hello, I am trying to embedd two slideshows into my flash file. I already managed to integrate one, but I can't integrate another since my knowledge of actionscript is very limited. For people that know Flash well it is a really easy question. What do I have to rename in this script so that I can create a second slideshow, without always calling on the first one. Here is the script for the first slideshow: (I got it from the website where I bought the template for the slideshow from) var loader:Loader = new Loader(); var monoslideshow:Object; loader.contentLoaderInfo.addEventListener(Event.CO MPLETE, onLoadComplete); addChild(loader); loader.load(new URLRequest("monoslideshow.swf")); function onLoadComplete(event:Event):void { monoslideshow = event.target.content; monoslideshow.showLogo = false; monoslideshow.setViewport(new Rectangle(730, 20, 700, 660)); var xml:XML = monoslideshow.loadXML(xml); } Thank you very much in advance!! Aylin

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  • Need help figuring out scala compiler errors.

    - by klactose
    Hello all, I have been working on a project in scala, but I am getting some error messages that I don't quite understand. The classes that I am working with are relatively simple. For example: abstract class Shape case class Point(x: Int, y: Int) extends Shape case class Polygon(points: Point*) extends Shape Now suppose that I create a Polygon: val poly = new Polygon(new Point(2,5), new Point(7,0), new Point(3,1)) Then if I attempt to determine the location and size of the smallest possible rectangle that could contain the polygon, I get various errors that I don't quite understand. Below are snippets of different attempts and the corresponding error messages that they produce. val upperLeftX = poly.points.reduceLeft(Math.min(_.x, _.x)) Gives the error: "missing parameter type for expanded function ((x$1) = x$1.x)" val upperLeftX = poly.points.reduceLeft((a: Point, b: Point) => (Math.min(a.x, b.x))) Gives this error: "type mismatch; found : (Point, Point) = Int required: (Any, Point) = Any" I am very confused about both of these error messages. If anyone could explain more clearly what I am doing incorrectly, I would really appreciate it. Yes, I see that the second error says that I need type "Any" but I don't understand exactly how to implement a change that would work as I need it. Obviously simply changing "a: Point" to "a: Any" is not a viable solution, so what am I missing?

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  • Determine whether a canvas has been inserted into each page

    - by Hadi Teo
    Hi, Currently i have a code which will print OMR Mark on each pages. Basically i insert a canvas into each page and subsequently an OMR Mark Line Series are inserted into the canvas. Recently i found an issue that somehow one of the canvas is placed out of a page and it appears at the previous page instead of the current page. Below is the code snippet in how i inserted canvas as well as OMR Marks into each page: ' Start Code Snippet Sub GenerateOMR() Dim ShpCanvas As Shape Dim MaxPages As Integer Dim PNo As Integer ClearOMR MaxPages = Selection.Information(wdNumberOfPagesInDocument) For PNo = 1 To MaxPages Selection.GoTo What:=wdGoToPage, Which:=wdGoToFirst, Count:=PNo, Name:="" Select Case PNo Case 1 Set ShpCanvas = ActiveDocument.Shapes.AddCanvas(0, 0.5, 600, 300) Case Else Set ShpCanvas = ActiveDocument.Shapes.AddCanvas(0, 0, 600, 300) End Select ' Add a canvas on each page With ShpCanvas .Name = "OMR_Canvas_" & CStr(PNo) .RelativeHorizontalPosition = wdRelativeHorizontalPositionPage .RelativeVerticalPosition = wdRelativeVerticalPositionPage End With ' Insert a white background rectange and remove the rectangle border line With ShpCanvas.CanvasItems.AddShape(msoShapeRectangle, 536, 0, 64, 300) .Name = "OMR_WhiteBackground_" & CStr(PNo) .Fill.ForeColor.RGB = RGB(255, 255, 255) .Line.ForeColor.RGB = RGB(255, 255, 255) End With PrintOMRPage ShpCanvas, PNo Next PNo End Sub ' End Code Snippet There is a custom method called PrintOMRPage method which is not relevant here. My question now, how do i know whether a canvas has been inserted into a page ? Basically i will loop in all the pages and check whether a canvas has been inserted into that page. Apparently i cannot find the correct way. I have tried to check using ActiveDocument.Shapes(1).Top and validate whether the Top position is a negative value. But apparently the Top position is always measured from the top of each page. Thanks for the help. hadi teo

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  • Java Swing NullPointerException when drawing

    - by juFo
    I'm using a custom JLayeredPane. I have several Shapes which needed to be drawn on different layers in the JLayeredPane. To test this I create a JPanel and ask its graphics. Then I draw a test rectangle on that JPanel (preparing the graphics) and in my paintComponent method from the JLayeredPane I finally draw everything. But this fails (NullPointerException). public class MyCustomPanel extends JLayeredPane { // test JPanel testpane; Graphics g2; // test // constructor public MyCustomPanel() { testpane = new JPanel(); this.add(testpane, new Integer(14)); g2 = testpane.getGraphics(); } @Override public void paintComponent(Graphics g) { super.paintComponent(g); g2.drawRect(10, 10, 300, 300); } } // run: //Exception in thread "AWT-EventQueue-0" java.lang.NullPointerException // at view.MyCustomPanel.paintComponent(MyCustomPanel.java:65) Why can't I draw on such a JPanel from within my JLayeredPane? I can draw directly on my JLayeredPane from within my paintComponent method but that's on the default Panel from the JLayeredPane. I need to create and draw on several layers which are added in my JLayeredPane. What am I doing wrong? :s

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  • Dojo DataGrid, programmatic creation

    - by djna
    I'm trying to create a DataGrid dynamically. Declarative creation is working fine: A source of data: <span dojoType="dojo.data.ItemFileReadStore" jsId="theStore" url="dataonly001.json"> </span> a simple layout: <script type="text/javascript" > var layout = [ { field: 'custId', name: 'Id', } // more items elided ... ]; </script> The grid: <body class="tundra" id="mainbody"> <div id="grid" dojoType="dojox.grid.DataGrid" store="theStore" structure="layout" autoWidth="true" ></div> </body> And I get the grid displayed nicely. Instead, I want to create the grid dynamically. For the sake of figuring out what's broken I've tried to use exactly the same layout and store, removing just teh grid declaration and adding this script: <script type="text/javascript" djConfig="parseOnLoad: true, debugAtAllCosts: true"> dojo.addOnLoad(function(){ // initialise and lay out home page console.log("Have a store:" + theStore); console.log("Have a structure:" + layout); var grid = new dojox.grid.DataGrid({ id:"grid", store : theStore, clientSort : "true", structure : layout }); grid.startup(); dojo.place(grid.domNode, dojo.body(), "first"); }); </script> The effect that I get is a completely empty rectangle is displayed. Using FireBug I can see that the DataGrid widget is created but that it has no rows or columns. So my guess is that the datastore or layout are not being passed correctly. However, it does appear that at the point of creation the values of theStore and layout are correct. Suggestions please, or indeed a working example of a programmic grid might solve the problem.

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  • making my player sprite land on top of my platform sprite

    - by Stone
    Hi, in my XNA game(im fairly new to XNA by the way) i would like to have my player sprite land on top of a platform. i have a player sprite class that inherits from my regular sprite class, and the regular sprite class for basic non playable sprite stuff such as boxes, background stuff, and platforms. However, i am unsure how to implement a way to make my player sprite land on a platform. My player Sprite can jump and move around, but i dont know where and how to check to see if it is on top of my platform sprite. My player sprites jump method is here private void Jump() { if (mCurrentState != State.Jumping) { mCurrentState = State.Jumping; mStartingPosition = Position; mDirection.Y = MOVE_UP; mSpeed = new Vector2(jumpSpeed, jumpSpeed); } } mStartingPosition is player sprites starting position of the jump, and Position is the player sprites current position. I would think that my code for checking to see whether my player sprite is on top of my platform sprite. I am unsure how to reference my platform sprite inside of the playersprite class and inside of the jump method. i think it should be something like this //platformSprite.CollisonBox would be the rectangle around the platform, but im not //sure how to check to see if player.Position is touching any point //on platformSprite.CollisionBox if(player.Position == platformSprite.CollisionBox) { player.mDirection = 0; } Again im pretty new to programming and XNA, and some of this logic i dont quite understand so any help on any of it would be greatly appreciated:D Thanks

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  • How to get the "real" colors when exporting a GDI drawing to bmp

    - by Rodrigo
    Hi guys I'm developing a ASP.Net web handler that returns images making a in-memory System.Windows.Forms.Control and then exports the rendered control as a bitmap compressed to PNG, using the method DrawToBitmap(). The classes are fully working by now, except for a problem with the color assignment. By example, this is a Gauge generated by the web handler. The colors assigned to the inner parts of the gauge are red (#FF0000), yellow (#FFFF00) and green (#00FF00) but I only get a dully version of each color (#CB100F for red, #CCB70D for yellow and #04D50D for green). The background is a bmp file containing the color gradient. The color loss happens whether the background is a gradient as the sample, a black canvas, a white canvas, a transparent canvas, even when there is not a background set. With black background With transparent background With a white background Without a background set With pixel format in Format32bppArgb I've tried multiple bitmap color deeps, output formats, compression level, etc. but none of them seems to work. Any ideas? This is a excerpt of the source code: Bitmap bmp = new Bitmap(w, h, System.Drawing.Imaging.PixelFormat.Format32bppPArgb); Image bgimage = (Image) HttpContext.GetGlobalResourceObject("GraphicResources", "GaugeBackgroundImage"); Canvas control_canvas = new Canvas(); .... //the routine that makes the gauge .... control_canvas.DrawToBitmap(bmp, new Rectangle(0, 0, w, h));

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  • Wrong getBounds() on LineScaleMode.NONE

    - by ghalex
    I have write a simple example that adds a canvas and draw a rectangle with stroke size 20 scale mode none. The problem is that if I call getBounds() first time I will get a correct result but after I call scale(); the getBounds() function will give me a wrong result. It will take in cosideration the stroke but stroke has scalemode to none and on the screen nothing happens but in the result I will have a x value smaller. Can sombody tell me how can I fix this ? protected var display :Canvas; protected function addCanvas():void { display = new Canvas(); display.x = display.y = 50; display.width = 100; display.height = 100; display.graphics.clear(); display.graphics.lineStyle( 20, 0x000000, 0.5, true, LineScaleMode.NONE ); display.graphics.beginFill( 0xff0000, 1 ); display.graphics.drawRect(0, 0, 100, 100); display.graphics.endFill(); area.addChild( display ); traceBounce(); } protected function scale():void { var m :Matrix = display.transform.matrix; var apply :Matrix = new Matrix(); apply.scale( 2, 1 ); apply.concat( m ); display.transform.matrix = apply; traceBounce(); } protected function traceBounce():void { trace( display.getBounds( this ) ); }

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  • Flash as3 smooth threshold

    - by arkzai
    hello, I'm building a flash app that pulls images from flickr and removes the white background I'm dong this using threshold and i get a really ragged outcome is there any way to get a better and smoother color key? thanks photoNumber = Math.floor(Math.random() * (photos.length)); loader.load(new URLRequest(photos[photoNumber].path)); loader.contentLoaderInfo.addEventListener(Event.COMPLETE,draw); trace ( "trying to load photo " + photoNumber ); function draw(e:Event) { trace ("show photo " + photoNumber) var W:int=e.target.content.width; var H:int=e.target.content.height; bitmapdata=new BitmapData(W,H); bitmap=new Bitmap(bitmapdata); bitmapdata.draw(e.target.content); var threshold:uint = 0xF9F8F800; var color:uint = 0x00000000; var maskColor:uint = 0x00FF0000; bitmapdata.threshold(bitmapdata,new Rectangle(0,0,W,H),new Point(0,0),">", threshold, color, maskColor, true); bitmap.smoothing = true; //bitmap.scaleX = bitmap.scaleY = 0.99; // <---- imgHolder.addChild(bitmap); } }

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  • Using custom coordinates with QGraphicsScene

    - by Rob
    I am experimenting with a WYSIWYG editor that allows a user to draw shapes on a page and the Qt graphics scene support seems perfect for this. However, instead of working in pixels I want all my QGraphicsItem objects to work in tenths of a millimetre but I don't know how to achieve this. For example: // Create a scene that is the size if an A4 page (2100 = 21cm, 2970 = 29.7cm) QGraphicsScene* scene = new QGraphicsScene(0, 0, 2100, 2970); // Add a rectangle located 1cm across, 1cm down, 5cm wide and 2cm high QGraphicsItem* item = scene->addRect(100, 100, 500, 200); ... QGraphicsView* view = new QGraphicsView(scene); setCentralWidget(view); Now, when I display the scene above I want the shapes to appear at correct size for the screen DPI. Is this simply a case of using QGraphicsView::scale or do I have to do something more complicated? Note that if I was using a custom QWidget instead then I would use QPainter::setWindow and QPainter::setViewport to create a custom mapping mode but I can't see how to do this using the graphics scene support.

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  • Forwarding first responder to UIScrollView unsuccessful

    - by Winston
    Hello, I am trying to create an image cropping bpx whereby the underlying image can be zoomed an scrolled while the cropping "maskview" layer stays the same and the corners can be dragged in any direction. To achieve this, the ImageView is added to a UIScrollView, and this is added to the SelectionViewController.view . I then add the cropping "maskview" layer to the SelectionViewController.view. I did this instead of adding to the scrollview so that the cropping maskview won't be expanded when the underlying image expands. @interface SelectionViewController : UIViewController <UIScrollViewDelegate> { UIImageView *photoview; // Added to self.scrollview MaskedView *maskedview; // Added to self.view UIScrollView *scrollview; // Added to self.view } The maskview has first responder status and responds accordingly. However, the only event I am interested in the maskview is if any of the corners are dragged (this works fine). The problem I want to try to solve is two-fold: If it is a pinch or zoom gesture, I am trying to forward the responder to the UIScrollview using: [self.nextResponder touchesMoved:touches withEvent:event]; The scrollview does not seem to respond. I have confirmed that the self.nextResponder after the maskedview is the SelectionViewController's view itself. From there, it doesn't seem like the UIScrollview responds. It does respond fine if I remove the cropping maskedview. If I zoom in on the underlying image and the cropping maskview rectangle is still the same, I want to now crop the actual zoomed image. Let's say for the upper left hand corner of the crop box, how can I find what the coordinates translates to in the underlying UIImageView now that the image has been zoomed? Any insight into either of these questions would be appreciated. Thank you, Winston

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  • How can I include a .eps figure within a Tikz simple flow chart?

    - by Jan
    Hi, I would like to create a simple flow chart in latex with the TikZ package similar to the following example http://www.texample.net/tikz/examples/simple-flow-chart/ However I would like to include figures (a time series plot created in R, as eps or something else) within the flowchart (e.g. for example within a {block}? \documentclass{article} \usepackage[latin1]{inputenc} \usepackage{tikz} \usetikzlibrary{shapes,arrows} \begin{document} \pagestyle{empty} % Define block styles \tikzstyle{decision} = [diamond, draw, fill=blue!20, text width=4.5em, text badly centered, node distance=3cm, inner sep=0pt] \tikzstyle{block} = [rectangle, draw, fill=blue!20, text width=5em, text centered, rounded corners, minimum height=4em] \tikzstyle{line} = [draw, -latex'] \tikzstyle{cloud} = [draw, ellipse,fill=red!20, node distance=3cm, minimum height=2em] \begin{tikzpicture}[node distance = 2cm, auto] % Place nodes \node [block] (init) {initialize model}; \node [cloud, left of=init] (expert) {expert}; \node [cloud, right of=init] (system) {system}; \node [block, below of=init] (identify) {identify candidate models}; \node [block, below of=identify] (evaluate) {evaluate candidate models}; \node [block, left of=evaluate, node distance=3cm] (update) {update model}; \node [decision, below of=evaluate] (decide) {is best candidate better?}; \node [block, below of=decide, node distance=3cm] (stop) {stop}; % Draw edges \path [line] (init) -- (identify); \path [line] (identify) -- (evaluate); \path [line] (evaluate) -- (decide); \path [line] (decide) -| node [near start] {yes} (update); \path [line] (update) |- (identify); \path [line] (decide) -- node {no}(stop); \path [line,dashed] (expert) -- (init); \path [line,dashed] (system) -- (init); \path [line,dashed] (system) |- (evaluate); \end{tikzpicture} \end{document} Thanks, Jan

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  • Simple Java Applet not loading in FireFox / Safari on MacOS

    - by Sleepless
    Hello all, I'm probably missing something very basic here. I'm trying to get my first applet to run inside a local HTML page in Firefox 3.6 on Mac OS 10.5.8. Here's the applet's code: package SimpleApplet; import java.applet.Applet; import java.awt.*; public class MyApplet extends Applet { private static final long serialVersionUID = 1L; public void init() { } public void stop() { } public void paint(Graphics g) { g.drawString("Tweedle-Dee!",20,40); } } Here's the HTML page: <html> <body> Here's the applet: <br/> <applet code="MyApplet.class" width="300" height="150"> </applet> </body> </html> Both files (.class and .html) are in the same folder on my local machine. Now when I load the .html file into Firefox, a rectangle with a red X gets displayed. The applet works when started from Eclipse (using JRE 1.5 BTW). Also, it's not a general problem with my browser, as several pages with applets (e.g. http://java.sun.com/applets/jdk/1.4/demo/applets/Blink/example1.html) work. This is also difficult to troubleshoot because there is no output at all on the Java console... Any suggestions are appreciated!

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  • Image Masking Problem

    - by Adnan Sohail
    Hi I am doing image masking. First I was using C*GImageMaskCreate()* function for masking but now I am using your solution which you had posted for masking. My problem is it works fine on simulator but on device it is not transparent and it gives rectangle of mask image at background. The following is my code. Now tell me what I have to do? Thanks. CGContextRef mainViewContentContext; CGColorSpaceRef colorSpace; UIImage *orgImage=[UIImage imageNamed:@"orgimage.png"]; CGImageRef img = [orgImage CGImage]; colorSpace = CGColorSpaceCreateDeviceRGB(); mainViewContentContext = CGBitmapContextCreate (NULL, width, height, 8, 0, colorSpace, kCGImageAlphaPremultipliedLast); CGColorSpaceRelease(colorSpace); if (mainViewContentContext==NULL) return NULL; CGRect subImageRect; CGImageRef tileImage; subImageRect = CGRectMake(xCord,yCord,width,height); tileImage = CGImageCreateWithImageInRect(img,subImageRect); CGImageRef maskImage = mask_image.CGImage; CGContextClipToMask(mainViewContentContext, CGRectMake(0, 0, width, height), maskImage); CGContextDrawImage(mainViewContentContext, CGRectMake(0, 0, width, height), tileImage); CGImageRef mainViewContentBitmapContext = CGBitmapContextCreateImage(mainViewContentContext); CGContextRelease(mainViewContentContext); UIImage *theImage = [UIImage imageWithCGImage:mainViewContentBitmapContext]; CGImageRelease(mainViewContentBitmapContext);

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  • How to setup OpenGL camera for a racing game

    - by vian
    I need the view to show the road polygon (a rectangle 3.f * 100.f) with a vanishing point for a road being at 3/4 height of the viewport and the nearest road edge as a viewport's bottom side. See Crazy Taxi game for an example of what I wish to do. I'm using iPhone SDK 3.1.2 default OpenGL ES project template. I setup the projection matrix as follows: glMatrixMode(GL_PROJECTION); glLoadIdentity(); glFrustumf(-2.25f, 2.25f, -1.5f, 1.5f, 0.1f, 1000.0f); Then I use glRotatef to adjust for landscape mode and setup camera. glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glRotatef(-90, 0.0f, 0.0f, 1.0f); const float cameraAngle = 45.0f * M_PI / 180.0f; gluLookAt(0.0f, 2.0f, 0.0f, 0.0f, 0.0f, 100.0f, 0.0f, cos(cameraAngle), sin(cameraAngle)); My road polygon triangle strip is like this: static const GLfloat roadVertices[] = { -1.5f, 0.0f, 0.0f, 1.5f, 0.0f, 0.0f, -1.5f, 0.0f, 100.0f, 1.5f, 0.0f, 100.0f, }; And I can't seem to find the right parameters for gluLookAt. My vanishing point is always at the center of the screen.

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