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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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  • Touch coordinates in iPhone landscape mode app

    - by gok
    I am trying to make this landscape only iphone app. I only use this code for this purpose: - (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation { return (interfaceOrientation == UIInterfaceOrientationLandscapeRight); } However when I click clip subviews checkbox from interface builder, the view is clipped from the middle. I also don't receive any touch events from outside of view bounds obviously. - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { CGPoint fingerPos = [[touches anyObject] locationInView:self.view]; NSLog(@"%f %f",fingerPos.x,fingerPos.y); } only prints for coordinates between 20 and 320 for X. But Y works fine. When i try to modify bounds by hand, everything works fine; View is positioned and shown correctly, printed coordinates are correct, I receive touch from all of the screen except between 0 and 20 for X. So Left side of the screen is unresponsive to touch events for only 20 pixels. Code I use to modify bounds: self.view.bounds = CGRectMake(-180.0f, 0.0f, 680.0f, 480.0f); What might be causing this? Weird!

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  • WPF Textbox & Borders - curious resizing behavior

    - by CitizenParker
    The following XAML produces a window with strange behavior around the textbox: <Window x:Class="WpfSandbox.CuriousExample" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" Title="CuriousExample" Height="300" Width="300"> <DockPanel Margin="15"> <TextBox BorderThickness="1" BorderBrush="#FF000000"></TextBox> </DockPanel> </Window> What happens, at least during my limited testing, is that the textbox renders with an inset border pattern (top/left is black, right/bottom is grey). However, when you resize to any position except the original, the entire textbox border goes to black. Whenever you return the window to the exact number of on-screen pixels the form had when it first loaded, it's inset again. I'm guessing it isn't pixel snapping as I can easily correct the problem with this code: <Window x:Class="WpfSandbox.CuriousExample" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" Title="CuriousExample" Height="300" Width="300"> <DockPanel Margin="15"> <Border BorderThickness="1" BorderBrush="#FF000000"> <TextBox BorderThickness="0" ></TextBox> </Border> </DockPanel> </Window> Anyone care to venture an explanation as to what I'm seeing? Or is it all in my head? Like I said, the above workaround can resolve this problem - just trying to understand what is happening here. Thanks, -Scott

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  • Android, FragmentActivity and prevent Swipe

    - by FIG-GHD742
    I use android.support.v4.app.FragmentActivity for create a app with multi fragment/panels that can be access by drag/swipe between different part of the app. In one of my fragment I has a zoomable view and my problem is in case I is on the zoomable view I will prevent the use for drag/swipe to a other fragment. I has try to hack into android.support.v4.view.ViewPager for get the action from on Touch event but not work. I has try all of this case but not work: (All code is a a part of subclass to android.support.v4.view.ViewPager) Case 1: // Not working @Override protected void onPageScrolled(int position, float offset, int offsetPixels) { if (isPreventDrag()) { super.onPageScrolled(position, 1, 0); } else { super.onPageScrolled(position, offset, offsetPixels); } } Case 2: // Work but stop all event include the event to the target image view. @Override public boolean onInterceptTouchEvent(MotionEvent ev) { switch (ev.getAction()) { case MotionEvent.ACTION_DOWN: lastX = ev.getX(); // float lockScroll = false; return super.onInterceptTouchEvent(ev); case MotionEvent.ACTION_MOVE: this.lockScroll = this.isPreventDrag(); break; } if (lockScroll) { ev.setLocation(lastX, ev.getY()); return super.onInterceptTouchEvent(ev); } else { return super.onInterceptTouchEvent(ev); } } Case 3: // Work good, but by some unknown error I can drag the screen // some pixels before this stop the event. @Override public boolean onTouchEvent(MotionEvent ev) { if (this.isPreventDrag()) { return true; } else { return super.onTouchEvent(ev); } } I want a easy way to deactivate stop or deactivate if the use is allow to switch to a other Fragment. Here is a working code for me, I don't know what error I do before. // This work for me, @Override public boolean onInterceptTouchEvent(MotionEvent ev) { if (this.isPreventDrag()) { return false; } else { return super.onInterceptTouchEvent(ev); } }

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  • Updating UIView subclass contents

    - by Brett
    Hi; I am trying to update a UIView subclass to draw individual pixels (rectangles) after calculating if they are in the mandelbrot set. I am using the following code but am getting a blank screen: //drawingView.h ... -(void)drawRect:(CGRect)rect{ CGContextRef context = UIGraphicsGetCurrentContext(); CGContextSetRGBFillColor(context, r, g, b, 1); CGContextSetRGBStrokeColor(context, r, g, b, 1); CGRect arect = CGRectMake(x,y,1,1); CGContextFillRect(context, arect); } ... //viewController.m ... - (void)viewDidLoad { [drawingView setX:10]; [drawingView setY:10]; [drawingView setR:0.0]; [drawingView setG:0.0]; [drawingView setB:0.0]; [super viewDidLoad]; [drawingView setNeedsDisplay]; } Once I figure out how to display one pixel, I'd like to know how to go about updating the view by adding another pixel (once calculated). Once all the variables change, how do I keep the current view as is but add another pixel? Thanks, Brett

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  • What file format can represent an uncompressed raster image at 48 or 64 bits per pixel?

    - by finnw
    I am creating screenshots under Windows and using the LockBits function from GDI+ to extract the pixel data, which will then be written to a file. To maximise performance I am also: Using the same PixelFormat as the source bitmap, to avoid format conversion Using the ImageLockModeUserInputBuf flag to extract the pixel data into a pre-allocated buffer This pre-allocated buffer (pointed to by BitmapData::Scan0) is part of a memory-mapped file (to avoid copying the pixel data again.) I will also be writing the code that reads the file, so I can use (or invent) any format I wish. However I would prefer to use a well-known format that existing programs (ideally web browsers) are able to read, because that means I can visually confirm that the images are correct before writing the code for the other program (that reads the image.) I have implemented this successfully for the PixelFormat32bppRGB format, which matches the format of a 32bpp BMP file, so if I extract the pixel data directly into the memory-mapped BMP file and prefix it with a BMP header I get a valid BMP image file that can be opened in Paint and most browsers. Unfortunately one of the machines I am testing on returns pixels in PixelFormat64bppPARGB format (presumably this is influenced by the video adapter driver) and there is no corresponding BMP pixel format for this. Converting to a 16, 24 or 32bpp BMP format slows the program down considerably (as well as being lossy) so I am looking for a file format that can use this pixel format without conversion, so I can extract directly into the memory-mapped file as I have done with the 32bpp format. What raster image file formats support 48bpp and/or 64bpp?

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  • Where's the Win32 resource for the mouse cursor for dragging splitters?

    - by Luther Baker
    I am building a custom win32 control/widget and would like to change the cursor to a horizontal "splitter" symbol when hovering over a particular vertical line in the control. IE: I want to drag this vertical line (splitter bar) left and right (WEST and EAST). Of the the system cursors (OCR_*), the only cursor that makes sense is the OCR_SIZEWE. Unfortunately, that is the big, awkward cursor the system uses when resizing a window. Instead, I am looking for the cursor that is about 20 pixels tall and around 3 or 4 pixel wide with two small arrows pointing left and right. I can easily draw this and include it as a resource in my application but the cursor itself is so prevalent that I wanted to be sure it wasn't missing something. For example: when you use the COM drag and drop mechanism (CLSID_DragDropHelper, IDropTarget, etc) you implicitly have access to the "drag" icon (little box under the pointer). I didn't see an explicit OCR_* constant for this guy ... so likewise, if I can't find this splitter cursor outright, I am wondering if it is part of a COM object or something else in the win32 lib.

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  • Draw Rectangle with XNA

    - by mazzzzz
    Hey guys, I was working on game, and wanted to highlight a spot on the screen when something happens, I created a class to do this for me, and found a bit of code to draw the rectangle static private Texture2D CreateRectangle(int width, int height, Color colori) { Texture2D rectangleTexture = new Texture2D(game.GraphicsDevice, width, height, 1, TextureUsage.None, SurfaceFormat.Color);// create the rectangle texture, ,but it will have no color! lets fix that Color[] color = new Color[width * height];//set the color to the amount of pixels in the textures for (int i = 0; i < color.Length; i++)//loop through all the colors setting them to whatever values we want { color[i] = colori; } rectangleTexture.SetData(color);//set the color data on the texture return rectangleTexture;//return the texture } Problem is that the code above is called every update, (60 times a second), and it was not written with optimization in mind, I have no clue how else to write a code to do this though. It needs to be extremely fast (the code above freezes the game, which has only skeleton code right now).. Any suggestions. Note: Any new code would be great (WireFrame/Fill are both fine). I would like to be able to specify color. Something to point in the right direction would be great, Thanks, Max

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  • Can pdflatex (or any tex package) automatically rescale included images which have been reduced in s

    - by drfrogsplat
    I'm writing my thesis in LaTeX, generating it with pdflatex. I have a large number of figures, many of which are bitmaps (as opposed to SVG) in PNG/JPEG format. I've generally created them to be fairly high resolution (say 1600x1200-ish) to ensure that whatever size they end up in the document, they'll be at least 300dpi when printed. As I'm writing/laying out the document, I'm including graphics (using \includegraphics from the graphicx package) and setting widths/heights as appropriate (e.g. subfigures are quite small). I don't need the images to be any more than about 300 dpi at best, so where I have shrunk a 1600x1200 image down to say 5cm, the image is now at 800 dpi. So despite including some very small (on the page) images, the PDF is becoming quite large. Is there a way to tell pdflatex or graphicx (or something else involved?) to convert all images to a maximum of 300 dpi, based on the dimensions I'm setting with say \includegraphics[width=2in]{filename}? i.e. so it scales the image to a max of 600x600 pixels as it includes it in the PDF (leaving the original file untouched). I know I can resize the original images with various command line applications, and include the pre-resized versions, but given the images vary in size considerably, it wouldn't be as simple as making sure they're all 300dpi for a constant printed size. It'd also be nice to be able to easily create different versions of PDFs (web vs final print) without resizing images manually, so that the 'web' PDF capped images at say 72-100 dpi while the final print one could cap at 600 (if at all).

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  • Styling a comment box to appear below dynamically-generated comments

    - by John
    Hello, For the code below, how could I make the form always appear 30 pixels below the bottom of the HTML table styled with "commentecho"? Thanks in advance, John $sqlStr = "SELECT comment.comment, comment.datecommented, login.username FROM comment LEFT JOIN login ON comment.loginid=login.loginid WHERE submissionid=$submissionid ORDER BY comment.datecommented DESC LIMIT 100"; $result = mysql_query($sqlStr); $arr = array(); echo "<table class=\"commentecho\">"; while ($row = mysql_fetch_array($result)) { echo '<tr>'; echo '<td class="commentname1">'.$row["comment"].'</td>'; echo '</tr>'; echo '<tr>'; echo '<td class="commentname2"><a href="http://www...com/sandbox/members/index.php?profile='.$row["username"].'">'.$row["username"].'</a>'.date('l, F j, Y &\nb\sp &\nb\sp g:i a &\nb\sp &\nb\sp \N\E\W &\nb\sp \Y\O\R\K &\nb\sp \T\I\M\E', strtotime($row["datecommented"])).'</td>'; echo '</tr>'; } echo "</table>"; echo '<form action="http://www...com/sandbox/comments/comments2.php" method="post"> <input type="hidden" value="'.$_SESSION['loginid'].'" name="uid"> <input type="hidden" value="'.$submissionid.'" name="submissionid"> <input type="hidden" value="'.$submission.'" name="submission"> <label class="addacomment" for="title">Add a comment:</label> <input class="commentsubfield" name="comment" type="comment" id="comment" maxlength="1000"> <div class="commentsubbutton"><input name="submit" type="submit" value="Submit"></div> </form> ';

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  • app burns numbers into iPad screens, how can I prevent this?

    - by Andrew Johnson
    EDIT: My code for this is actually open source, if anyone would be able to look and comment. Things I can think of that might be an issue: using a custom font, using bright green, updating the label too fast? The repo is: https://github.com/andrewljohnson/StopWatch-of-Gaia The class for the time label: https://github.com/andrewljohnson/StopWatch-of-Gaia/blob/master/src/SWPTimeLabel.m The class that runs the timer to update the label: https://github.com/andrewljohnson/StopWatch-of-Gaia/blob/master/src/SWPViewController.m ============= My StopWatch app reportedly screen burns a number of iPads, for temporary periods. Does anyone have a suggestion about how I might prevent this screen persistence? Some known workaround to blank the pixels occasionally? I get emails all the time about it, and you can see numerous reviews here: http://itunes.apple.com/us/app/stopwatch+-timer-for-gym-kitchen/id518178439?mt=8 Apple can not advise me. I sent an email to appreview, and I was told to file a technical support request (DTS). When I filled the DTS, they told me it was not a code issue, and when I further asked for help from DTS, a "senior manager" told me that this was not an issue Apple knew about. He further advised me to file a bug with the Apple Radar bug tracker if I considered it to be a real issue. I filed the Radar bug a few weeks ago, but it has not been acknowledged. Updated radar link for Apple employees, per commenter's notes rdar://12173447

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  • Problem cube mapping in OpenGL using DDS compressed images

    - by Paul Jones
    Hi All, I am having trouble cube mapping when using a DDS cube map, I'm just getting a black cube which leads me to believe I have missing something simple, here's the code so far: DDS_IMAGE_DATA *pDDSImageData = LoadDDSFile(filename); //compressedTexture = -1; if(pDDSImageData != NULL) { int height = pDDSImageData->height; int width = pDDSImageData->width; int numMipMaps = pDDSImageData->numMipMaps; int blockSize; GLenum cubefaces[6] = { GL_TEXTURE_CUBE_MAP_POSITIVE_X, GL_TEXTURE_CUBE_MAP_NEGATIVE_X, GL_TEXTURE_CUBE_MAP_POSITIVE_Y, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, GL_TEXTURE_CUBE_MAP_POSITIVE_Z, GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, }; if( pDDSImageData->format == GL_COMPRESSED_RGBA_S3TC_DXT1_EXT ) blockSize = 8; else blockSize = 16; glGenTextures( 1, &textureId ); int nSize; int nOffset = 0; glEnable(GL_TEXTURE_CUBE_MAP); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); for(int face = 0; face < 6; face++) { for( int i = 0; i < numMipMaps; i++ ) { if( width == 0 ) width = 1; if( height == 0 ) height = 1; glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_GENERATE_MIPMAP, GL_TRUE); nSize = ((width+3)>>2) * ((height+3)>>2) * blockSize; glCompressedTexImage2D(cubefaces[face] , i, pDDSImageData->format, width, height, 0, nSize, pDDSImageData->pixels + nOffset ); nOffset += nSize; // Half the image size for the next mip-map level... width = (width / 2); height = (height / 2); } } } Once this code is called I bind the texture using glBindTexture and draw a cube using GL_QUADS and glTexCoord3f. Thank you for reading and all comments are welcome, sorry if any of the formatting comes out wrong.

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  • Anomalous results getting color components of some UIColors

    - by hkatz
    I'm trying to extract the rgb components of a UIColor in order to hand-build the pixels in a CGBitmapContext. The following sample code works fine for most of the UIColor constants but, confusingly, not all. To wit: CGColorRef color = [[UIColor yellowColor] CGColor]; const float* rgba = CGColorGetComponents(color); float r = rgba[0]; float g = rgba[1]; float b = rgba[2]; float a = rgba[3]; NSLog( @"r=%f g=%f b=%f a=%f", r, g, b, a); The results for [UIColor yellowColor] above are r=1.000000 g=1.000000 b=0.000000 a=1.000000, as expected. [UIColor redColor] gives r=1.000000 g=0.000000 b=0.000000 a=1.000000, again as expected. Similarly for blueColor and greenColor. However, the results for [UIColor blackColor] and [UIColor whiteColor] seem completely anomalous, and I don't know what I'm doing wrong (if indeed I am). To wit, [UIColor blackColor] gives r=0.000000 g=1.000000 b=0.000000 a=0.000000, which is a tranparent green, and [UIColor whiteColor] gives r=1.000000 g=1.000000 b=0.000000 a=0.000000, which is a transparent yellow. I'd appreciate it if somebody could either: (1) explain what I'm doing wrong (2) replicate my anomalous results and tell me it's not me, or (3) hit me over the head with a big hammer so it stops hurting so much. Howard

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  • MATLAB only prints a part of my figure

    - by simonty
    I'm trying to print my figure in Matlab, but it keeps screwing up and I have no idea why. opslaan = figure(1); plot(1:handles.aantal,handles.nauw,'-r','LineWidth',1.5); xlabel(gca,sprintf('Framenummer (%g ms per frame)',60/handles.aantal)); ylabel(gca,'dB'); set(gca,'YGrid','on'); yAsMax = ceil( ceil(max(handles.nauw)) / 2) * 2; axis([0 handles.aantal 0 yAsMax]); pause(1); print -dpng image.png The first line is just plotting the data on my figure, then labeling x and y, turning on grid and caculating the y-axis like I want it. This all works great and Matlab shows it like I want it in the Figure window. When saving to .png / .jpeg / .eps it goes wrong and only prints the bottom left corner (473x355 pixels), the rest just disappeared. When exporting manually via File - Save As, it works correctly. Any help? Thanks!

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  • Using java2d user space measurements with TextLayout and LineBreakMeasurer

    - by Andrew Wheeler
    I have a java2d image defined in user space (mm) to print an identity card. The transformation to pixels is by using an AffineTransform for the required DPI (Screen or print). I want to wrap text across several lines but the the TextLayout does not respect user space co-ordinates. private void drawParagraph(Graphics2D g2d, Rectangle2D area, String text) { LineBreakMeasurer lineMeasurer; AttributedString string = new AttributedString(text); AttributedCharacterIterator paragraph = string.getIterator(); int paragraphStart = paragraph.getBeginIndex(); int paragraphEnd = paragraph.getEndIndex(); FontRenderContext frc = g2d.getFontRenderContext(); lineMeasurer = new LineBreakMeasurer(paragraph, frc); float breakWidth = (float)area.getWidth(); float drawPosY = (float)area.getY(); float drawPosX = (float)area.getX(); lineMeasurer.setPosition(paragraphStart); while (lineMeasurer.getPosition() < paragraphEnd) { TextLayout layout = lineMeasurer.nextLayout(breakWidth); drawPosY += layout.getAscent(); layout.draw(g2d, drawPosX, drawPosY); drawPosY += layout.getDescent() + layout.getLeading(); } } The above code determines font metrics using user space sizing of the Font and thus turn out rather large. The font size is calculated as best vertical fit for the number of lines in an area with the calculation as below. E.g. attr.put(TextAttribute.SIZE, (geTextArea().getHeight() / noOfLines - LINE_SPACING) ); When using g2d.drawString("Some text to display", x, y); the font size appears correct. Does anyone have a better way of doing text layout in user space co-ords?

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  • Delphi - Populate an imagelist with icons at runtime 'destroys' transparency

    - by ben
    Hi again, I've spended hours for this (simple) one and don't find a solution :/ I'm using D7 and the TImageList. The ImageList is assigned to a toolbar. When I populate the ImageList at designtime, the icons (with partial transparency) are looking fine. But I need to populate it at runtime, and when I do this the icons are looking pretty shitty - complete loose of the partial transparency. I just tried to load the icons from a .res file - with the same result. I've tried third party image lists also without success. I have no clue what I could do :/ Thanks 2 all ;) edit: To be honest I dont know exactly whats going on. Alpha blending is the correkt term... Here are 2 screenies: Icon added at designtime: Icon added at runtime: Your comment that alpha blending is not supported just brought the solution: I've edited the image in an editor and removed the "alpha blended" pixels - and now it looks fine. But its still strange that the icons look other when added at runtime instead of designtime. If you (or somebody else ;) can explain it, I would be happy ;) thanks for you support!

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  • How to map coordinates in AxesImage to coordinates in saved image file?

    - by Vebjorn Ljosa
    I use matplotlib to display a matrix of numbers as an image, attach labels along the axes, and save the plot to a PNG file. For the purpose of creating an HTML image map, I need to know the pixel coordinates in the PNG file for a region in the image being displayed by imshow. I have found an example of how to do this with a regular plot, but when I try to do the same with imshow, the mapping is not correct. Here is my code, which saves an image and attempts to print the pixel coordinates of the center of each square on the diagonal: import numpy as np import matplotlib.pyplot as plt fig = plt.figure() ax = fig.add_axes([0.1, 0.1, 0.8, 0.8]) axim = ax.imshow(np.random.random((27,27)), interpolation='nearest') for x, y in axim.get_transform().transform(zip(range(28), range(28))): print int(x), int(fig.get_figheight() * fig.get_dpi() - y) plt.savefig('foo.png', dpi=fig.get_dpi()) Here is the resulting foo.png, shown as a screenshot in order to include the rulers: The output of the script starts and ends as follows: 73 55 92 69 111 83 130 97 149 112 … 509 382 528 396 547 410 566 424 585 439 As you see, the y-coordinates are correct, but the x-coordinates are stretched: they range from 73 to 585 instead of the expected 135 to 506, and they are spaced 19 pixels o.c. instead of the expected 14. What am I doing wrong?

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  • emacs: x-popup-menu max size constraints?

    - by Cheeso
    I'm working on an intellisense or code-completion capability for C#. So far, so good. Right now I have basic completion working. There are 2 ways to request completion. The first cycles through all the potential matches. The second presents a popup menu of the matches. It works for types: And also for local variables: I'm confronting two problems with x-popup-menu: the popup menu can expand to consume all available screen space, when the number of choices is large. Literally it can obscure the entire screen. The silly thing is, it's scrollable. First it expands to consume all available space, then it also becomes scrollable. Is there a way I can limit the maximum size of x-popup-menu? To specify the position of the popup menu, I pass in a position, and x-popup-menu uses that as the *middle*, not the left, of the top line of the menu. Why middle? who knows. What this means is, if I specify (40 . 60) for the location of the menu, and the menu happens to be 100 pixels wide, the menu will extend beyond the left border of the emacs window. You can see this in the 2nd image above. If I knew how wide the popup would be before specifying the position, I could compensate. But I don't. Is there a workaround? Is there a way to get x-popup-menu to take its position as the LEFT rather than the middle.

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  • How to scan convert right edges and slopes less than one?

    - by Zachary
    I'm writing a program which will use scan conversion on triangles to fill in the pixels contained within the triangle. One thing that has me confused is how to determine the x increment for the right edge of the triangle, or for slopes less than or equal to one. Here is the code I have to handle left edges with a slope greater than one (obtained from Computer Graphics: Principles and Practice second edition): for(y=ymin;y<=ymax;y++) { edge.increment+=edge.numerator; if(edge.increment>edge.denominator) { edge.x++; edge.increment -= edge.denominator; } } The numerator is set from (xMax-xMin), and the denominator is set from (yMax-yMin)...which makes sense as it represents the slope of the line. As you move up the scan lines (represented by the y values). X is incremented by 1/(denomniator/numerator) ...which results in x having a whole part and a fractional part. If the fractional part is greater than one, then the x value has to be incremented by 1 (as shown in edge.incrementedge.denominator). This works fine for any left handed lines with a slope greater than one, but I'm having trouble generalizing it for any edge, and google-ing has proved fruitless. Does anyone know the algorithm for that?

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  • Positioning problem in VIsta when Aero Theme is enabled

    - by Adeel Rehman
    Hi, I have a Windows form which has tab pages. On a Tab Page, I have a Combo Box. When I click the combobox a drop down opens up just below the combo box to give the impression of a drop down. The drop down is a windows form and this is how I set its position Popup.Location = control.PointToScreen(parentcontrol.PointToClient(new System.Drawing.Point(0, control.Height))); Popup = drop down that opens below the combo box (Windows Form) control = my combo box (Combo Box) parentcontrol = the windows form on which the control is present (Parent Form) Problem:- The X coordinate is not plotted correctly on the screen with Aero theme enabled. This works perfectly fine on XP (with some variance in y due to tablelayout panel i assume). But when i use the same code on Vista with Aero theme enabled the x-cordinate wanders away about 20-30 pixels. If I Turn Aero theme off on Vista, it works fine. I have found the X and Y coordiantes calculated in both cases are the same. But the way Vista draws these coordinates on the screen (when aero theme is enabled) is different. Is there any solution to this problem? Thanks, Adeel Rehman.

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  • Using TPrinter in Delphi

    - by Milad
    Hello Experts I don't have any backgrounds in programming and this is my first shot. I wrote a Delphi program that is supposed to print on a result sheet. I work in an institute and we have to establish hundreds of result sheets every 2 months. It's really difficult to do that and different handwritings is also an important issue. My problem is that when i write this code : if PrintDialog.Execute() then begin with MyPrinter do begin MyPrinter.BeginDoc();//Start Printing //Prints First Name MyPrinter.Canvas.TextOut(FirstNameX,FirstNameY,EditFirstName.Text); //Prints Last Name MyPrinter.Canvas.TextOut(LastNameX,LastNameY,EditLastName.Text); //Prints Level MyPrinter.Canvas.TextOut(LevelX,LevelY,EditLevel.Text); //Prints Date MyPrinter.Canvas.TextOut(DateX,DateY,MEditDate.Text); //Prints Student Number MyPrinter.Canvas.TextOut(StdNumX,StdNumY,EditStdnumber.Text); .... MyPrinter.EndDoc();//End Printing end; end; I can't get the right coordinates to print properly. Am I missing something? How can I set the right coordinates? You know TPrinter uses pixels to get the coordinates but papers are measured in inches or centimeters. I'm really confused.I appreciate any help. Thanks in advance.

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  • Inactive area after device rotation

    - by Sébastien
    Hi all, I don't understand what's wrong in my very simple application with device rotation : I built my view with interface builder. (See screen capture here) I specified <key>UIInterfaceOrientation</key><string>UIInterfaceOrientationLandscapeRight</string> in my info.plist file. I had a (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation {return YES;} in my root view controller. The area on the left (shown in red on the capture), around 20 pixel width, keeps inactive (nothing append if I hit a button in this area). In fact the full screen is active only in portrait mode, in landscape right mode there is this 20 pixels width inactive area, in landscape left mode this inactive area is on the right, in portrait upside down mode this area is on the bottom. I read lots of posts and documentation about UIView rotation, but I did not find anything to solve this problem (I tried to play with view.frame and view.bounds without any success). Anybody has an idea ? Thanks a lot. Regards. Sébastien.

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  • How do I repass a function pointer in C++

    - by fneep
    Firstly, I am very new to function pointers and their horrible syntax so play nice. I am writing a method to filter all pixels in my bitmap based on a function that I pass in. I have written the method to dereference it and call it in the pixel buffer but I also need a wrapper method in my bitmap class that takes the function pointer and passes it on. How do I do it? What is the syntax? I'm a little stumped. Here is my code with all the irrelevant bits stripped out and files combined (read all variables initialized filled etc.). struct sColour { unsigned char r, g, b, a; }; class cPixelBuffer { private: sColour* _pixels; int _width; int _height; int _buffersize; public: void FilterAll(sColour (*FilterFunc)(sColour)); }; void cPixelBuffer::FilterAll(sColour (*FilterFunc)(sColour)) { // fast fast fast hacky FAST for (int i = 0; i < _buffersize; i++) { _pixels[i] = (*FilterFunc)(_pixels[i]); } } class cBitmap { private: cPixelBuffer* _pixels; public: inline void cBitmap::Filter(sColour (*FilterFunc)(sColour)) { //HERE!! } };

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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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  • Where is my python script spending time? Is there "missing time" in my cprofile / pstats trace?

    - by fmark
    I am attempting to profile a long running python script. The script does some spatial analysis on raster GIS data set using the gdal module. The script currently uses three files, the main script which loops over the raster pixels called find_pixel_pairs.py, a simple cache in lrucache.py and some misc classes in utils.py. I have profiled the code on a moderate sized dataset. pstats returns: p.sort_stats('cumulative').print_stats(20) Thu May 6 19:16:50 2010 phes.profile 355483738 function calls in 11644.421 CPU seconds Ordered by: cumulative time List reduced from 86 to 20 due to restriction <20> ncalls tottime percall cumtime percall filename:lineno(function) 1 0.008 0.008 11644.421 11644.421 <string>:1(<module>) 1 11064.926 11064.926 11644.413 11644.413 find_pixel_pairs.py:49(phes) 340135349 544.143 0.000 572.481 0.000 utils.py:173(extent_iterator) 8831020 18.492 0.000 18.492 0.000 {range} 231922 3.414 0.000 8.128 0.000 utils.py:152(get_block_in_bands) 142739 1.303 0.000 4.173 0.000 utils.py:97(search_extent_rect) 745181 1.936 0.000 2.500 0.000 find_pixel_pairs.py:40(is_no_data) 285478 1.801 0.000 2.271 0.000 utils.py:98(intify) 231922 1.198 0.000 2.013 0.000 utils.py:116(block_to_pixel_extent) 695766 1.990 0.000 1.990 0.000 lrucache.py:42(get) 1213166 1.265 0.000 1.265 0.000 {min} 1031737 1.034 0.000 1.034 0.000 {isinstance} 142740 0.563 0.000 0.909 0.000 utils.py:122(find_block_extent) 463844 0.611 0.000 0.611 0.000 utils.py:112(block_to_pixel_coord) 745274 0.565 0.000 0.565 0.000 {method 'append' of 'list' objects} 285478 0.346 0.000 0.346 0.000 {max} 285480 0.346 0.000 0.346 0.000 utils.py:109(pixel_coord_to_block_coord) 324 0.002 0.000 0.188 0.001 utils.py:27(__init__) 324 0.016 0.000 0.186 0.001 gdal.py:848(ReadAsArray) 1 0.000 0.000 0.160 0.160 utils.py:50(__init__) The top two calls contain the main loop - the entire analyis. The remaining calls sum to less than 625 of the 11644 seconds. Where are the remaining 11,000 seconds spent? Is it all within the main loop of find_pixel_pairs.py? If so, can I find out which lines of code are taking most of the time?

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