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  • UIBezierPath too many paths = too slow?

    - by HHHH
    I have a loop in which I'm adding many (10000+) lines to a UIBezierPath. This seems to be fine, but once I try and render the bezierpath, my device becomes extremely slow and jerky. Is this because I've added too many lines to my path? Adding lines to UIBezierPath - simplified: (this seems fine) [path moveToPoint:CGPointZero]; for (int i = 0; i < 10000; i++ ) { [path addLineToPoint:CGPointMake(i, i)]; } Rendering BeizerPath (Suggested by Rob) - this seems slow. - (void)drawBezierAnimate:(BOOL)animate { UIBezierPath *bezierPath = path; CAShapeLayer *bezier = [[CAShapeLayer alloc] init]; bezier.path = bezierPath.CGPath; bezier.strokeColor = [UIColor blueColor].CGColor; bezier.fillColor = [UIColor clearColor].CGColor; bezier.lineWidth = 2.0; bezier.strokeStart = 0.0; bezier.strokeEnd = 1.0; [self.layer addSublayer:bezier]; if (animate) { CABasicAnimation *animateStrokeEnd = [CABasicAnimation animationWithKeyPath:@"strokeEnd"]; animateStrokeEnd.duration = 100.0; animateStrokeEnd.fromValue = [NSNumber numberWithFloat:0.0f]; animateStrokeEnd.toValue = [NSNumber numberWithFloat:1.0f]; [bezier addAnimation:animateStrokeEnd forKey:@"strokeEndAnimation"]; } } Qs: 1) Is this because I'm adding too many paths too quickly? 2) I want to eventually draw many different lines of different colors, so I assume I would need to create multiple (10000+) UIBezierPaths - would this help or greatly slow the device as well? 3) How would I get around this? Thanks in advance for your help.

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  • Draw arrow on line

    - by Pete
    Hi, I have this code: CGPoint arrowMiddle = CGPointMake((arrowOne.x + arrowTo.x)/2, (arrowOne.y + arrowTo.y)/2); CGPoint arrowLeft = CGPointMake(arrowMiddle.x-40, arrowMiddle.y); CGPoint arrowRight = CGPointMake(arrowMiddle.x, arrowMiddle.y + 40); [arrowPath addLineToScreenPoint:arrowLeft]; [arrowPath addLineToScreenPoint:arrowMiddle]; [arrowPath addLineToScreenPoint:arrowRight]; [[mapContents overlay] addSublayer:arrowPath]; [arrowPath release]; with this output: http://yfrog.com/edschermafbeelding2010032p What have i to add to get the left and right the at same degree of the line + 30°. If someone has the algorithm of drawing an arrow on a line, pleas give it. It doesn't matter what programming language it is... Thanks

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  • Draw points in a view on iPhone screen?

    - by micropsari
    Hello, in my class I have an attribute IBOutlet UIImageView *imageView; And if I want to draw an image in this view I do : imageView.image = [UIImage imageNamed:@"foo.png"]; But how can I do to draw some points with coordinate x, y (in pixel) directly in the view ? Thanks !

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  • Why are my lines getting thicker and thicker?

    - by mystify
    I try to draw some lines with different colors. This code tries to draw two rectangles with 1px thin lines. However, the second rectangle is drawn with 2px width lines, while the first one is drawn with 1px width. - (void)addLineFrom:(CGPoint)p1 to:(CGPoint)p2 context:(CGContextRef)context { // set the current point CGContextMoveToPoint(context, p1.x, p1.y); // add a line from the current point to the wanted point CGContextAddLineToPoint(context, p2.x, p2.y); } - (void)drawRect:(CGRect)rect { CGContextRef context = UIGraphicsGetCurrentContext(); CGPoint from, to; // ----- draw outer black frame (left, bottom, right) ----- CGContextBeginPath(context); // set the color CGFloat lineColor[4] = {26.0f * colorFactor, 26.0f * colorFactor, 26.0f * colorFactor, 1.0f}; CGContextSetStrokeColor(context, lineColor); // left from = CGPointZero; to = CGPointMake(0.0f, rect.size.height); [self addLineFrom:from to:to context:context]; // bottom from = to; to = CGPointMake(rect.size.width, rect.size.height); [self addLineFrom:from to:to context:context]; // right from = to; to = CGPointMake(rect.size.width, 0.0f); [self addLineFrom:from to:to context:context]; CGContextStrokePath(context); CGContextClosePath(context); // ----- draw the middle light gray frame (left, bottom, right) ----- CGContextSetLineWidth(context, 1.0f); CGContextBeginPath(context); // set the color CGFloat lineColor2[4] = {94.0f * colorFactor, 94.0f * colorFactor, 95.0f * colorFactor, 1.0f}; CGContextSetStrokeColor(context, lineColor2); // left from = CGPointMake(200.0f, 1.0f); to = CGPointMake(200.0f, rect.size.height - 2.0f); [self addLineFrom:from to:to context:context]; // bottom from = to; to = CGPointMake(rect.size.width - 2.0f, rect.size.height - 2.0f); [self addLineFrom:from to:to context:context]; // right from = to; to = CGPointMake(rect.size.width - 2.0f, 1.0f); [self addLineFrom:from to:to context:context]; // top from = to; to = CGPointMake(1.0f, 1.0f); [self addLineFrom:from to:to context:context]; CGContextStrokePath(context); }

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  • 3D Mesh Joining

    - by morlst
    I have 2 (or more) intersecting meshes, which require joining into 1 mesh object. I want to have some control over the resulting seam vertex insertion, so looking to write myself rather than use a library. Has anyone come across some open source code to base the algorithm on / ideas on the process? Initial impressions are: 1. Present in every 3D modelling program - mostly reinventing existing process (hence search for examples) 2. Potential for fiddly-ness around the polygon face direction and just touching conditions. (see above point)

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  • Calculating the angle between two points

    - by kingrichard2005
    I'm currently developing a simple 2D game for Android. I have a stationary object that's situated in the center of the screen and I'm trying to get that object to rotate and point to the area on the screen that the user touches. I have the constant coordinates that represent the center of the screen and I can get the coordinates of the point that the user taps on. I'm using the formula outlined in this forum: How to get angle between two points? -It says as follows "If you want the the angle between the line defined by these two points and the horizontal axis: double angle = atan2(y2 - y1, x2 - x1) * 180 / PI;". -I implemented this, but I think the fact the I'm working in screen coordinates is causing a miscalculation, since the Y-coordinate is reversed. I'm not sure if this is the right way to go about it, any other thoughts or suggestions are appreciated.

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  • Generate texture from polygon (openGL)

    - by user146780
    I have a quad and I would like to use the gradient it produces as a texture for another polygon. glPushMatrix(); glTranslatef(250,250,0); glBegin(GL_POLYGON); glColor3f(255,0,0); glVertex2f(10,0); glVertex2f(100,0); glVertex2f(100,100); glVertex2f(50,50); glVertex2f(0,100); glEnd(); //End quadrilateral coordinates glPopMatrix(); glBegin(GL_QUADS); //Begin quadrilateral coordinates glVertex2f(0,0); glColor3f(0,255,0); glVertex2f(150,0); glVertex2f(150,150); glColor3f(255,0,0); glVertex2f(0,150); glEnd(); //End quadrilateral coordinates My goal is to make the 5 vertex polygon have the gradient of the quad (maybe a texture is not the best bet) Thanks

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  • How do I change the Unit:Characters in Matlab?

    - by Jonas
    For portability, I set the units of my GUIs to 'characters'. Now I have a user who wants to use Matlab on his netbook, and the GUI window is larger than the screen (and thus cropped at the top). I think I could try and write something in the openingFcn of the GUI that measures screen size and then adjusts the GUI accordingly, but I'd rather avoid that, because I then need to deal with text that is bigger than the text boxes, etc. What I'd rather like to do is somehow adjust the unit 'character' on his Matlab installation. None of the font sizes in the preferences seem to have an effect on unit:character, though. Does anyone know whether there's a setting for that, which can be changed from within Matlab (I don't mind if it's something that is reset at every reboot, since I can just put it into the startup script)?

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  • Changing direction of rotation Pygame

    - by czl
    How would you change the direction of a rotating image/rect in Pygame? Applying positive and negative degree values works but it seems to only be able to rotate one direction throughout my window. Is there a way to ensure a change in direction of rotation? Perhaps change up rotation of a spinning image every 5 seconds, or if able to change the direction of the spin when hitting a X or Y axis. I've added some code below. It seems like switching movement directions is easy with rect.move_ip as long as I specify a speed and have location clause, it does what I want. Unfortunately rotation is't like that. Here I'l adding angles to make sure it spins, but no matter what I try, I'm unable to negate the rotation. def rotate_image(self): #rotate image orig_rect = self.image.get_rect() rot_image = pygame.transform.rotate(self.image, self.angle) rot_rect = orig_rect.copy() rot_rect.center = rot_image.get_rect().center rot_image = rot_image.subsurface(rot_rect).copy() return rot_image def render(self): self.screen.fill(self.bg_color) self.rect.move_ip(0,5) #Y axis movement at 5 px per frame self.angle += 5 #add 5 anglewhen the rect has not hit one of the window self.angle %= 360 if self.rect.left < 0 or self.rect.right > self.width: self.speed[0] = -self.speed[0] self.angle = -self.angle #tried to invert the angle self.angle -= 5 #trying to negate the angle rotation self.angle %= 360 self.screen.blit(self.rotate_image(),self.rect) pygame.display.flip() I would really like to know how to invert rotation of a image. You may provide your own examples.

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  • Extending a view to the left side, animated

    - by Heinrich
    Hi, I have a view that I want to extend on the left side using an animation. All borders but the left one should remain the same, so the x position and the width of the view are changing. I use this code: [UIView beginAnimations:nil context:nil]; [UIView setAnimationDuration:5.0]; self.frame = CGRectMake(self.frame.origin.x-100, self.frame.origin.y, self.frame.size.width+100, self.frame.size.height); [UIView commitAnimations]; If I run this code, the width of the view is set to the new value immediately and then the view is moved to the new x point, but why? How can I change this behaviour? Thanks for your ideas!

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  • Dynamically generate Triangle Lists for a Complex 3D Mesh

    - by Vulcan Eager
    In my application, I have the shape and dimensions of a complex 3D solid (say a Cylinder Block) taken from user input. I need to construct vertex and index buffers for it. Since the dimensions are taken from user input, I cannot user Blender or 3D Max to manually create my model. What is the textbook method to dynamically generate such a mesh? Edit: I am looking for something that will generate the triangles given the vertices, edges and holes. Something like TetGen. As for TetGen itself, I have no way of excluding the triangles which fall on the interior of the solid/mesh.

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  • BlackBerry - Cropping image

    - by rupesh
    Hi all i want to crop a part of Image ,for that i am using following code: int x=20; int y=50; int [] rgbdata=new int[(0+width-x+height-y)* (image.getWidth())]; image.getARGB(rgbdata, 0, image.getWidth(), x, y, width, height); cropedImage=new Bitmap(image.getWidth(),image.getWidth()); cropedImage.setARGB(rgbdata, 0,image.getWidth(), 80,80, width, height); x an y are the position from where the cropping will be done in the rectangular form. but it is not working can any one help me out please. any sample code will work for me. its urgent. thanks in advance

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  • Error during installation of Mesa on Linux

    - by rodnower
    Hello, I have a problem. I try to install Mesa 7.8 on CentOS 3.9 for i386 on VMVare 7.0.1 like described here: http://linux-sxs.org/multimedia/mesa.html When I perform configuration stage: ++++++++++++++++++++++++++++++++++++++++++++++++++ [root@CentOS Mesa-7.8]# ./configure --prefix=/usr --sysconfdir=/etc ++++++++++++++++++++++++++++++++++++++++++++++++++ (root is actualy root) This is what I get: ++++++++++++++++++++++++++++++++++++++++++++++++++ . . . checking pkg-config files for X11 are available... no checking for X... no configure: error: X11 development libraries needed for dri driver ++++++++++++++++++++++++++++++++++++++++++++++++++ (Three dots says that there is some output before) Put attention to error. Any idea? Thank you very much forahead.

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  • How can you distribute the color intensity of two images using its gradients?

    - by Jeppy-man
    Hello everyone... I am working on an automatic image stitching algorithm using MATLAB. So far, I have downloaded a source code much like the one that I had in mind and so, I'm currently studying how the code work. The problem is, when stitching two or more images together, their color intensity will most probably be different from each other so the stitched seams will be visible to the eye... So, right now, I'm trying to find out how to redistribute their color intensity using the images gradients so that the whole stitched image will have the same color intensity. I hope someone can help me out there and if so, thank you very much...

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  • VB6 Game Development : Don't ask me why :-)

    - by CVS-2600Hertz-wordpress-com
    Hi All, I am developing a game in VB6 (plz don't ask me why :) ). The storyboard is ready and a rough implementation is underway. I am following a "pure-software-rendering" approach. (i.e. no DirectX, no openGL etc.) Amongst many others, the following "serious" problems exist: 2D alpha transparency reqd. to implement overlays. Parallax implementation to give depth-of-field illusion. Capturing mouse-scroll events globally (as in FPS-es; mapping them to changing weapon). Async sound play with absolute "zero-lag". Any ideas anyone. Please suggest any well documented library/ocx or sample-code. Plz do provide solutions with max performance and with as little overhead as possible. Also, anyone who has developed any games, and would be open to sharing her/his code would be highly appreciated. (any well-acknowledged VB games whose source-code i can study??) Thank You

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  • Breaking One Big Graphic of MutablePaths into CAShapeLayers

    - by StackOverFlowRider
    I have a class called GraphicView that takes a Graphic object and draws it in its drawRect method. This Graphic object is basically an array of mutablePaths that comprise an icon that I want drawn. For performance and other issues, I was thinking of taking this icon that is comprised of mutablePaths, and dividing it into a bunch of CAShapeLayers. I'm wondering is this possible? Considering the points for the mutablePaths of the icon are all interwoven together (ie the icon was initially an SVG file that I converted to code), is it possible to divide different parts of the icon into CAShapeLayers, and reassemble them all together when assigning to the views layer? If so how would it be done? If I assign them as sublayers to a CALayer or CAShapeLayer, will it understand to mesh them all together?

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  • Secure Desktop Mode effect for java application

    - by Aiden Strydom
    Does anyone now how to achieve a "Secure-Desktop Mode" (effect) such as one gets from the Windows Vista/7 UAC consent-blocks? I assume it is some function which will remove pixels here-and-there (and possibly graying them) and then finally drawing that to screen... I would like to apply it to my application to keep the user from doing anything until the another user connects to the system (but that is besides the point) I would really appreciate the advise. Kind regards A EDIT: i was really only looking for this graphicsFX.setColor(new Color(0, 0, 0, 0.8f)); graphicsFX.fillRect(0, 0, 800, 600); the defering of input i can do quite well... Thanks for all....

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  • Does the iPhone 3G/3Gs camera put metadata in its images? (and how do you get it?)

    - by Ben Collins
    I've been trying to figure how whether the iPhone (either 3G or 3Gs) camera puts metadata into it's images. Anecdotally, it appears that it does (e.g., I've seen images posted on the web that included a bunch of metadata), but I can't find reference to it anywhere in the SDK documentation. So....does anyone have a definitive answer? Also, if there is metadata, how do I get at it?

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  • Objective C: Using UIImage for Stroking

    - by SeongHo
    I am trying to apply a texture for my brush but i'm really having a hard time figuring how it is done. Here's the image of my output. I used an UIImage that just follows the touch on the screen but when i swipe it faster the result is on the right side "W", and on the left side that's the result when i swipe it slow. i tried using the CGContextMoveToPoint and CGContextAddLineToPoint i don't know how apply the texture. Is it possible to use UIImage for the stroke texture? Here's my code UIImage * brushImageTexture = [UIImage imageNamed:@"brushImage.png"]; [brushImagetexture drawAtPoint:CGPointMake(touchCurrentPosition.x, touchVurrentPosition.y) blendMode:blendMode alpha:1.0f];

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  • Best web technology for building dynamic charts

    - by Ryan
    I need to build a custom designed bar chart that displays some simple data. Below are my requirements. Can anyone suggest the best web technology for my requirements. high browser compatibility ability to draw shapes ability to fill shapes with gradients ability to have onclick and onmouseover events for the different shapes (bars in the chart). Thanks guys. I was thinking of using svg but looking for suggestions.

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  • Drawing animation

    - by HHHH
    I'm creating a simple app where when the user presses a button, a series of lines will be drawn on the screen and the user will be able to see these lines drawn in real time (almost like an animation). My code looks something like this (has been simplified): UIGraphicsBeginImageContext(CGSizeMake(300,300)); CGContextRef context = UIGraphicsGetCurrentContext(); for (int i = 0; i < 100; i++ ) { CGContextMoveToPoint(context, i, i); CGContextAddLineToPoint(context, i+20, i+20); CGContextSetStrokeColorWithColor(context, [[UIColor blackColor] CGColor]); CGContextStrokePath(context); } UIImage *newImage = UIGraphicsGetImageFromCurrentImageContext(); UIGraphicsEndImageContext(); My problem is that: 1) As soon as the user presses the button, the UIThread blocks until the drawing is done. 2) I can't get the lines to be drawn on the screen one at a time - I've tried setting the UIImage directly inside the loop and also tried setting a layer content inside the loop. How do I get around these problems?

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