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  • C# image drawing colours are incorrect

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

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  • java setting resolution and print size for an Image

    - by Ingrid
    I wrote a program that generates a BufferedImage to be displayed on the screen and then printed. Part of the image includes grid lines that are 1 pixel wide. That is, the line is 1 pixel, with about 10 pixels between lines. Because of screen resolution, the image is displayed much bigger than that, with several pixels for each line. I'd like to draw it smaller, but when I scale the image (either by using Image.getScaledInstance or Graphics2D.scale), I lose significant amounts of detail. I'd like to print the image as well, and am dealing with the same problem. In that case, I am using this code to set the resolution: HashPrintRequestAttributeSet set = new HashPrintRequestAttributeSet(); PrinterResolution pr = new PrinterResolution(250, 250, ResolutionSyntax.DPI); set.add(pr); job.print(set); which works to make the image smaller without losing detail. But the problem is that the image is cut off at the same boundary as if I hadn't set the resolution. I'm also confused because I expected a larger number of DPI to make a smaller image, but it's working the other way. I'm using java 1.6 on Windows 7 with eclipse.

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  • How to animate a path like it's being drawn, dot by dot? (Raphael.js)

    - by Anton
    How to animate a vector path like it's being drawn by hand? In other words, slowly show the path pixel by pixel. I'm using Raphaël.js, but if your answer is not library specific—like maybe there's some general programming pattern for doing that kind of thing (I'm fairly new to vector animation)—it's welcome! Update I know it's easy to do with straight paths, as easy as an example on that page:: path("M114 253").animate({path: "M114 253 L 234 253"}); But try to change code on that page, say, this way:: path("M114 26").animate({path: "M114 26 C 24 23 234 253 234 253"}); And you'll see what I mean. Path is certainly animated from it initial state (point "M114 26") to the end state (curve "C 24 23 234 253 234 253" starting on point "M114 26"), but not in a way specified in question, not like it's being drawn. (Sorry for not making clear from the start that I don't mean animating straight lines.) I don't see how animateAlong can do that either. It can animate an object along a path, and how can I make this path to gradually show itself while object is being animated along it?

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  • Overlay an image over video using OpenGL ES shaders

    - by BlueVoodoo
    I am trying to understand the basic concepts of OpenGL. A week into it, I am still far from there. Once I am in glsl, I know what to do but I find getting there is the tricky bit. I am currently able to pass in video pixels which I manipulate and present. I have then been trying to add still image as an overlay. This is where I get lost. My end goal is to end up in the same fragment shader with pixel data from both my video and my still image. I imagine this means I need two textures and pass on two pixel buffers. I am currently passing the video pixels like this: glGenTextures(1, &textures[0]); //target, texture glBindTexture(GL_TEXTURE_2D, textures[0]); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_BGRA, GL_UNSIGNED_BYTE, buffer); Would I then repeat this process on textures[1] with the second buffer from the image? If so, do I then bind both GL_TEXTURE0 and GL_TEXTURE1? ...and would my shader look something like this? uniform sampler2D videoData; uniform sampler2D imageData; once I am in the shader? It seems no matter what combination I try, image and video always ends up being just video data in both these. Sorry for the many questions merged in here, just want to clear my many assumptions and move on. To clarify the question a bit, what do I need to do to add pixels from a still image in the process described? ("easy to understand" sample code or any types of hints would be appreciated).

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  • HLSL - Combining textures

    - by b34r
    Hi All, I'm trying to combine two textures in HLSL - specifically, I want to take the alpha values from a base image, and the color data from an overlay image. My pixel shader for this looks like this: float4 PixelShaderFunction(VertexOut input) : COLOR0 { float4 baseColor = tex2D( BaseSampler, input.baseCoords.xy ).rgba; float4 overlayColor = tex2D( OverlaySampler, input.overlayCoords.xy ).rgba; float4 color; color.r = overlayColor.r; color.g = overlayColor.g; color.b = overlayColor.b; color.a = baseColor.a; return color.rgba; } and my blend state looks like this: BlendState bs = new BlendState(); bs.AlphaSourceBlend = Blend.SourceAlpha; bs.AlphaDestinationBlend = Blend.DestinationAlpha; bs.ColorSourceBlend = Blend.SourceColor; bs.ColorDestinationBlend = Blend.DestinationColor; What this leaves me with is a washed out version of what should be the overlay color. I've tried numerous permutations of the BlendState settings, and played with the pixel shader math quite a bit, but to no avail. Can anyone point me in the right direction? Thanks in advance =)

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  • XAML PixelGrid to Prevent Blurry Text

    - by Bodekaer
    Hi, Just wanted to share a small Grid I created, which can help prevent blurry text etc. as it adjusts the margin of the Grid to ensure a pixel perfect position and size of the grid. Works great e.g. for inside StackPanels with auto height Labels/TextBlocks. Here is the code: using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Windows; using System.Windows.Controls; using System.Windows.Media; namespace Controls { class PixelGrid : Grid { protected override void OnRenderSizeChanged(SizeChangedInfo sizeInfo) { // POSITION Vector position = VisualTreeHelper.GetOffset(this); double targetX = Math.Round(position.X, MidpointRounding.ToEven); double targetY = Math.Round(position.Y, MidpointRounding.ToEven); double marginLeft = targetX - position.X; double marginTop = targetY - position.Y; // SIZE double targetHeight = Math.Round(sizeInfo.NewSize.Height, MidpointRounding.ToEven); double targetWidth = Math.Round(sizeInfo.NewSize.Width, MidpointRounding.ToEven); double marginBottom = targetHeight - sizeInfo.NewSize.Height; double marginRight = targetWidth - sizeInfo.NewSize.Width; // Adjust margin to ensure pixel width this.Margin = new Thickness(marginLeft, marginTop, marginRight, marginBottom); base.OnRenderSizeChanged(sizeInfo); } } }

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  • How to convert a byte array of 19200 bytes in size where each byte represents 4 pixels (2 bits per p

    - by Klinger
    I am communicating with an instrument (remote controlling it) and one of the things I need to do is to draw the instrument screen. In order to get the screen I issue a command and the instrument replies with an array of bytes that represents the screen. Below is what the instrument manual has to say about converting the response to the actual screen: The command retrieves the framebuffer data used for the display. It is 19200 bytes in size, 2-bits per pixel, 4 pixels per byte arranged as 320x240 characteres. The data is sent in RLE encoded form. To convert this data into a BMP for use in Windows, it needs to be turned into a 4BPP. Also note that BMP files are upside down relative to this data, i.e. the top display line is the last line in the BMP. I managed to unpack the data, but now I am stuck on how to actually go from the unpacked byte array to a bitmap. My background on this is pretty close to zero and my searches have not revealed much either. I am looking for directions and/or articles I could use to help me undestand how to get this done. Any code or even pseudo code would also help. :-) So, just to summarize it all: How to convert a byte array of 19200 bytes in size, where each byte represents 4 pixels (2 bits per pixel), to a bitmap arranged as 320x240 characters. Thanks in advance.

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  • PNG composition using GD and PHP

    - by Dominic
    I am trying to take a rectangular png and add depth using GD by duplicating the background and moving it down 1 pixel and right 1 pixel. I am trying to preserve a transparent background as well. I am having a bunch of trouble with preserving the transparency. Any help would be greatly appreciated. Thanks! $obj = imagecreatefrompng('rectangle.png'); $depth = 5; $obj_width = imagesx($obj); $obj_height = imagesy($obj); imagesavealpha($obj, true); for($i=1;$i<=$depth;$i++){ $layer = imagecreatefrompng('rectangle.png'); imagealphablending( $layer, false ); imagesavealpha($layer, true); $new_obj = imagecreatetruecolor($obj_width+$i,$obj_height+$i); $new_obj_width = imagesx($new_obj); $new_obj_height = imagesy($new_obj); imagealphablending( $new_obj, false ); imagesavealpha($new_obj, true); $trans_color = imagecolorallocatealpha($new_obj, 0, 0, 0, 127); imagefill($new_obj, 0, 0, $trans_color); imagecopyresampled($new_obj, $layer, $i, $i, 0, 0, $obj_width, $obj_height, $obj_width, $obj_height); //imagesavealpha($new_obj, true); //imagesavealpha($obj, true); } header ("Content-type: image/png"); imagepng($new_obj); imagedestroy($new_obj);

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  • Locking a GDI+ Bitmap in Native C++?

    - by user146780
    I can find many examples on how to do this in managed c++ but none for unmanaged. I want to get all the pixel data as efficiently as possible, but some of the scan0 stuff I would need more info about so I can properly iterate through the pixel data and get each rgba value from it. right now I have this: Bitmap *b = new Bitmap(filename); if(b == NULL) { return 0; } UINT w,h; w = b->GetWidth(); h = b->GetHeight(); Rect *r = new Rect(0,0,w,h); BitmapData *lockdat; b->LockBits(r,ImageLockModeRead,PixelFormatDontCare,lockdat); delete(r); if(w == 0 && h == 0) { return 0; } Color c; std::vector<GLubyte> pdata(w * h * 4,0.0); for (unsigned int i = 0; i < h; i++) { for (unsigned int j = 0; j < w; j++) { b->GetPixel(j,i,&c); pdata[i * 4 * w + j * 4 + 0] = (GLubyte) c.GetR(); pdata[i * 4 * w + j * 4 + 1] = (GLubyte) c.GetG(); pdata[i * 4 * w + j * 4 + 2] = (GLubyte) c.GetB(); pdata[i * 4 * w + j * 4 + 3] = (GLubyte) c.GetA(); } } delete(b); return CreateTexture(pdata,w,h); How do I use lockdat to do the equivalent of getpixel? Thanks

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  • How to calculate the y-pixels of someones weight on a graph? (math+programming question)

    - by RexOnRoids
    I'm not that smart like some of you geniuses. I need some help from a math whiz. My app draws a graph of the users weight over time. I need a surefire way to always get the right pixel position to draw the weight point at for a given weight. For example, say I want to plot the weight 80.0(kg) on the graph when the range of weights is 80.0 to 40.0kg. I want to be able to plug in the weight (given I know the highest and lowest weights in the range also) and get the pixel result 400(y) (for the top of the graph). The graph is 300 pixels high (starts at 100 and ends at 400). The highest weight 80kg would be plot at 400 while the lowest weight 40kg would be plot at 100. And the intermediate weights should be plotted appropriately. I tried this but it does not work: -(float)weightToPixel:(float)theWeight { float graphMaxY = 400; //The TOP of the graph float graphMinY = 100; //The BOTTOM of the graph float yOffset = 100; //Graph itself is offset 100 pixels in the Y direction float coordDiff = graphMaxY-graphMinY; //The size in pixels of the graph float weightDiff = self.highestWeight-self.lowestWeight; //The weight gap float pixelIncrement = coordDiff/weightDiff; float weightY = (theWeight*pixelIncrement)-(coordDiff-yOffset); //The return value return weightYpixel; }

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  • OpenGL GL_LINES enpoints not joining

    - by old-school rules
    I'm having problems with the GL_LINES block... the lines in the sample below do not connect on the ends (although sometimes it randomly decides to connect a corner or two). Instead, the endpoints come within 1 pixel of one another (leaving a corner that is not fully squared; if that makes sense). It is a simple block to draw a solid 1-pixel rectangle. glBegin(GL_LINES); glColor3b(cr, cg, cb); glVertex3i(pRect->left, pRect->top, 0); glVertex3i(pRect->right, pRect->top, 0); glVertex3i(pRect->right, pRect->top, 0); glVertex3i(pRect->right, pRect->bottom, 0); glVertex3i(pRect->right, pRect->bottom, 0); glVertex3i(pRect->left, pRect->bottom, 0); glVertex3i(pRect->left, pRect->bottom, 0); glVertex3i(pRect->left, pRect->top, 0); glEnd(); The sample below seems to correct the problem, giving me sharp, square corners; but I can't accept it because I don't know why it's acting this way... glBegin(GL_LINES); glColor3b(cr, cg, cb); glVertex3i(pRect->left, pRect->top, 0); glVertex3i(pRect->right + 1, pRect->top, 0); glVertex3i(pRect->right, pRect->top, 0); glVertex3i(pRect->right, pRect->bottom + 1, 0); glVertex3i(pRect->right, pRect->bottom, 0); glVertex3i(pRect->left - 1, pRect->bottom, 0); glVertex3i(pRect->left, pRect->bottom, 0); glVertex3i(pRect->left, pRect->top - 1, 0); glEnd(); Any OpenGL programmers out there that can help, I would appreciate it :)

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  • Best practice in this situation?

    - by Steve
    My Delphi program relies heavily on Outlook automation. Outlook versions prior to 2007-SP2 tend to get stuck in memory due to badly written addins and badly written Outlook code. If Outlook is stuck, calling CreateOleObject('Outlook.Application') or GetActiveObject ... doesn't return and keeps my application hanging till Outlook.exe is closed in the task manager. I've thought of a solution, but I'm unsure whether it's good practice or not. I'd start Outlook with CreateOleObject in a separate thread, wait 10 seconds in my main thread and if Outlook hangs (CreateOleObject doesn't return), offer the user to kill the Outlook.exe process from my program. But since I don't want to force the user to kill the Outlook.exe proccess, as an alternative I also need a way to kill the new thread in my program which keeps hanging now. My questions are: a, Is this good practice b, How can I terminate a hanging thread in Delphi without leaking memory? Is there a way?

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  • How to display images from SD card in a GalleryView

    - by OceanBlue
    I am trying to display all the images stored in SD card in a Gallery View. I have tried using the content provider (android.provider.MediaStore.images.Media class), but seem to be getting stuck at a point. Not sure if this is the way to go about it. Here is my code so far: String[] colsNeeded = new String[]{Media._ID, Media.TITLE}; Uri mMedia = Media.EXTERNAL_CONTENT_URI; //Create a cursor using the URI & column names needd Cursor c = managedQuery(mMedia, colsNeeded, null, null, Media.DATE_TAKEN + " ASC"); //What kind of adapter should I create here //that contains images from the cursor?? SpinnerAdapter sa = null; //This is the point I get stuck //Set the adapter of the gallery view Gallery galleryPetPhotos = (Gallery)findViewById(R.id.GalleryPetPhotos); galleryPetPhotos.setAdapter(sa); Just a nudge in the right direction would be greatly appreciated.

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  • Problem on IE6-8 with jQuery

    - by Alain Fontaine
    Hello guys, I'm stuck here with this IE6 issue.. always a pain. So I'm using jQuery's "live" feature to add a product each time. Then once each dropdown's value is changed, an input field assigned to it changes its value too so when I hit submit, it sends all the info. Everything works perfectly fine except in IE6, IE7, and IE8. I have no idea why... I've gone through the code and everything... so please guys. Help! :) These are all the files: Index.php http://pastie.org/967139 Submit.php http://pastie.org/967140 JS http://pastie.org/967141 Please guys, I'm really stuck here. I would appreciate some help. Thanks, Alain

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  • Emacs: ac-slime for auto complete

    - by Boris
    I am trying to add auto complete for *.lisp files. My slime setting is: (add-to-list 'load-path "~/.emacs.d/plugins/slime/") (setq slime-lisp-implementations '((sbcl ("/opt/sbcl/bin/sbcl" "--core" "/opt/sbcl/lib/sbcl/sbcl.core") :coding-system utf-8-unix :env ("SBCL_HOME=/opt/sbcl/lib/sbcl")) (ccl ("/opt/ccl/lx86cl64") :coding-system utf-8-unix))) (require 'slime-autoloads) (slime-setup '(slime-fancy)) And ac-slime setting is: (require 'ac-slime) (add-hook 'slime-mode-hook 'set-up-slime-ac) (add-hook 'slime-repl-mode-hook 'set-up-slime-ac) (eval-after-load "auto-complete" '(add-to-list 'ac-modes 'slime-repl-mode)) Each time I type a word in *.lisp file, auto complete popups some candidates but after a second minibuffer outputs error in process filter: Reply to canceled synchronous eval request tag=slime-result-6-19579 sexp=(swank:simple-completions "de" (quote "COMMON-LISP-USER")) and the popup stuck for a while. After that I can continue my selection. My question is how to remove this error and stuck? Any help is appreciated.

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  • Java object to XML Elements?

    - by DaveKub
    I'm working on a webservices client app and I have it mostly working. I can retrieve and read data from the third-party webservice fine. Now I need to submit some data and I'm stuck. The classes for the objects I'm retrieving/submitting were generated from XSD files via the xjc tool. The part I'm stuck on is turning one of those objects into an XML tree to submit to the webservice. When I retrieve/send a request from/to the ws, it contains a 'payload' object. This is defined in java code as (partial listing): @XmlAccessorType(XmlAccessType.FIELD) @XmlType(name = "PayloadType", propOrder = { "compressed", "document", "any", "format" }) public class PayloadType { @XmlElement(name = "Compressed") protected String compressed; @XmlElement(name = "Document") protected List<String> document; @XmlAnyElement protected List<Element> any; protected String format; public List<Element> getAny() { if (any == null) { any = new ArrayList<Element>(); } return this.any; } } The only field I'm concerned with is the 'any' field which contains an XML tree. When I retrieve data from the ws, I read that field with something like this: ('root' is of org.w3c.dom.Element type and is the result of calling 'getAny().get(0)' on the payload object) NodeList nl = root.getElementsByTagName("ns1:Process"); // "ns1:Process" is an XML node to do something with if (nl != null && nl.getLength() > 0) { for (int i = 0; i < nl.getLength(); i++) { Element proc = (Element) nl.item(i); try { // do something with the 'proc' Element here... } catch (Exception ex) { // handle problems here... } } } Submitting data is where I'm stuck. How do I take a java object created from one of the classes generated from XSD and turn it into an Element object that I can add to the 'any' List of the payload object?? For instance, if I have a DailyData class and I create and populate it with data: DailyData dData = new DailyData(); dData.setID = 34; dData.setValues = "3,5,76,23"; How do I add that 'dData' object to the 'any' List of the payload object? It has to be an Element. Do I do something with a JAXBContext marshaller? I've used that to dump the 'dData' object to the screen to check the XML structure. I'm sure the answer is staring me in the face but I just can't see it! Dave

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  • WaitForSingleObject( )

    - by Rakesh Agarwal
    I have got myself stuck into a really amazing issue here.The code is like as below. class A { public: A(){ m_event = CreateEvent(NULL, false, false, NULL); // create an event with initial value as non-signalled m_thread = _beginthread(StaticThreadEntry, 0, this); // create a thread } static void StaticThreadEntry(A * obj) { obj->ThreadEntry(); } void ThreadEntry(); }; void A::ThreadEntry() { WaitforSingleObject(m_event,INFINITE); } int main() { A a; SetEvent(m_event); // sets the event to signalled state which causes the running thread to terminate WaitForSingleObject(m_thread, INFINITE); // waits for the thread to terminate return 0; } Problem : When the above code is run,sometimes( 1 out of 5 ) it hangs and the control gets stuck in the call to WaitforSingleObject()( inside the main function ).The code always calls SetEvent() function to ensure that the thread would terminate before calling Wait() function. I do not see any reason why it should ever hang?

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  • Repeating parallax using Cocos2D on Android

    - by Saurabh Verma
    I want to draw a infinitely repeating parallax using Cocos2D on Android. Now, there are some solutions given to this problem in Objective C, but I'm stuck with my implementation in Android. I have tried using CCSprite background = CCSprite.sprite("background_island.png"); CCTexParams params = new CCTexParams(GL10.GL_LINEAR,GL10.GL_LINEAR,GL10.GL_REPEAT,GL10.GL_REPEAT); background.getTexture().setTexParameters(params); But it only extends the background in 1 direction. I guess I have to use 2 sprites, such that as soon as 1st finishes, the other starts and vice versa, but I'm stuck with the implementation.

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  • Choosing between YUI Charts or Google Visualization API

    - by r2b2
    Hello , I'm a bit stuck with which charting library I will use in my project. Im stuck with this two (but also open for other suggestions) For YUI Charts : Pro : - Very robust and configurable Cons : - Uses flash 9 , which might potentially be inaccessible for users without up to date flash version - Does not support export to image (for flash versions < 10 only) For Google Visualization API pros: - small file size for the libraries, - can be exported to static image charts (via separate API call) Cons - limited configuration options So there, please help me decide. YUI charts has the edge over configuration options but Google Visualization API has the edge in terms of accessibility as it uses SVG to render the grapsh instead of Flash. For users that are hand-cuffed by corporate IT prohibitions , they cant just upgrade their Flash version and the page will not work. Thanks!

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  • Artificial Intelligence in online game using Google App Engine

    - by Hortinstein
    I am currently in the planning stages of a game for google app engine, but cannot wrap my head around how I am going to handle AI. I intend to have persistant NPCs that will move about the map, but short of writing a program that generates the same XML requests I use to control player actions, than run it on another server I am stuck on how to do it. I have looked at the Task Queue feature, but due to long running processes not being an option on the App engine, I am a little stuck. I intend to run multiple server instances with 200+ persistant NPC entities that I will need to update. Most action is slowly roaming around based on player movements/concentrations, and attacking close range players...(you can probably guess the type of game im developing)

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  • If terminating a hung thread is a good idea, how do I do it safely?

    - by Steve
    My Delphi program relies heavily on Outlook automation. Outlook versions prior to 2007-SP2 tend to get stuck in memory due to badly written addins and badly written Outlook code. If Outlook is stuck, calling CreateOleObject('Outlook.Application') or GetActiveObject ... doesn't return and keeps my application hanging till Outlook.exe is closed in the task manager. I've thought of a solution, but I'm unsure whether it's good practice or not. I'd start Outlook with CreateOleObject in a separate thread, wait 10 seconds in my main thread and if Outlook hangs (CreateOleObject doesn't return), offer the user to kill the Outlook.exe process from my program. But since I don't want to force the user to kill the Outlook.exe process, as an alternative I also need a way to kill the new thread in my program which keeps hanging now. Is this good practice? How can I terminate a hanging thread in Delphi without leaking memory?

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  • How to solve JavaScript origin problem with an application and static file server

    - by recipriversexclusion
    In a system that I'm building I want to serve Static files (static HTML pages and a lot of images), and Dynamic XML generated by my servlet. The dynamic XML is generated from my database (through Hibernate) and I use Restlets to serve it in response to API calls. I want to create a static file server (e.g. Apache) so that this does not interfere with the dynamic server traffic. Currently both servers need to run on the same machine. I've never done something like this before and this is where I'm stuck: The static HTML pages contain JavaScript that makes API calls to the dynamic server. However, since the two servers operate on different ports, I get stuck with the same origin problem. How can this be solved? As a bonus, if you can point me to any resources that explain how to create such a static/dynamic content serving system, I'll be happy. Thanks!

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  • What's the VB.NET equivalent of this C# code for wiring up and declaring an event?

    - by Ben McCormack
    I'm working on a tutorial to build a media player in Silverlight and am trying to wire up an EventHandler to the timer.Tick event of a DispatchTimer object so that the time of the video is synced with a Slider object. The sample code is in C# and I can't for the life of me figure out the proper syntax in VB.NET with RaiseEvent and/or Handles to wire up the event. Below is the relevant C# code. I'll include comments on where I'm getting stuck. private DispatchTimer timer; public Page() { //... timer = new DispatchTimer(); timer.Interval = TimeSpan.FromMilliseconds(50); timer.Tick += new EventHandler(timer_Tick); // <== I get stuck here b/c // I can't do "timer.Tick += ..." in VB.NET } void timer_Tick(object sender, EventArgs e) { if (VideoElement.NaturalDuration.TimeSpan.TotalSeconds > 0) { sliderScrubber.Value = VideoElement.Position.TotalSeconds / VideoElement.NaturalDuration.TimeSpan.TotalSeconds; } }

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