Search Results

Search found 2879 results on 116 pages for 'xor drawing'.

Page 97/116 | < Previous Page | 93 94 95 96 97 98 99 100 101 102 103 104  | Next Page >

  • How to efficiently show many Images? (iPhone programming)

    - by Thomas
    In my application I needed something like a particle system so I did the following: While the application initializes I load a UIImage laserImage = [UIImage imageNamed:@"laser.png"]; UIImage *laserImage is declared in the Interface of my Controller. Now every time I need a new particle this code makes one: // add new Laserimage UIImageView *newLaser = [[UIImageView alloc] initWithImage:laserImage]; [newLaser setTag:[model.lasers count]-9]; [newLaser setBounds:CGRectMake(0, 0, 17, 1)]; [newLaser setOpaque:YES]; [self.view addSubview:newLaser]; [newLaser release]; Please notice that the images are only 17px * 1px small and model.lasers is a internal array to do all the calculating seperated from graphical output. So in my main drawing loop I set all the UIImageView's positions to the calculated positions in my model.lasers array: for (int i = 0; i < [model.lasers count]; i++) { [[self.view viewWithTag:i+10] setCenter:[[model.lasers objectAtIndex:i] pos]]; } I incremented the tags by 10 because the default is 0 and I don't want to move all the views with the default tag. So the animation looks fine with about 10 - 20 images but really gets slow when working with about 60 images. So my question is: Is there any way to optimize this without starting over in OpenGl ES? Thank you very much and sorry for my english! Greetings from Germany, Thomas

    Read the article

  • Remove "Flash" between pages while using Internet Explorer modal boxes

    - by AaronS
    I have an internal web application, that is IE specific, and uses a lot of IE specific modal boxes: (window.showModalDialog). I recently received a request to remove the "flash" when navigating between pages of the site. To accomplish this, I just added a meta transition tag to my master page: <meta http-equiv="Page-Enter" content="blendTrans(duration=0.0)" /> This works perfectly except for the modal boxes. When you launch a modal box, and then move it around, the web page behind it keeps a trail of the modal box instead of re-drawing the web page content. This prevents the user from moving the modal box to read anything that was behind it. Is there a way to prevent the "flash" between pages in an IE specific site and have the site still work with modal boxes? Please note, this is a large and complex site, so re-architecting it to not use modal boxes isn't an option. This is an asp.net, c# web application, and all of my users are using IE 7 and IE 8 if it makes any difference. -Edit- To duplicate this, put the following into an html page, and open it in Internet Explorer: <html> <head> <title>Test</title> <meta content="blendTrans(duration=0.0)" http-equiv="Page-Exit"> </head> <body> <script language="javascript"> window.showModalDialog('modal.htm', window); </script> </body> </html>

    Read the article

  • SDL with OpenGL (freeglut) crashes on call to glutBitmapCharacter

    - by stett
    I have a program using OpenGL through freeglut under SDL. The SDL/OpenGL initialization is as follows: // Initialize SDL SDL_Init(SDL_INIT_VIDEO); // Create the SDL window SDL_SetVideoMode(SCREEN_W, SCREEN_H, SCREEN_DEPTH, SDL_OPENGL); // Initialize OpenGL glClearColor(BG_COLOR_R, BG_COLOR_G, BG_COLOR_B, 1.f); glViewport(0, 0, SCREEN_W, SCREEN_H); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0.0f, SCREEN_W, SCREEN_H, 0.0f, -1.0f, 1.0f); glEnable(GL_TEXTURE_2D); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); I've been using glBegin() ... glEnd() blocks without any trouble to draw primitives. However, in this program when I call any glutBitmapX function, the program simply exits without an error status. The code I'm using to draw text is: glColor3f(1.f, 1.f, 1.f); glRasterPos2f(x, y); glutStrokeString(GLUT_BITMAP_8_BY_13, (const unsigned char*)"test string"); In previous similar programs I've used glutBitmapCharacter and glutStrokeString to draw text and it's seemed to work. The only difference being that I'm using freeglut with SDL now instead of just GLUT as I did in previous programs. Is there some fundamental problem with my setup that I'm not seeing, or is there a better way of drawing text?

    Read the article

  • Accesing WinCE ComboBox DroppedDown property (.NET CF 2.0)

    - by PabloG
    I'm implementing custom behavior sub-classing the form controls, but I cannot manage to access the DroppedDown property of the ComboBox. Looking in the help, it's supposed to be supported in CF.NET 2.0: using System; using System.Collections.Generic; using System.ComponentModel; using System.Drawing; using System.Data; using System.Text; using System.Windows.Forms; namespace xCustomControls { public partial class xComboBox : System.Windows.Forms.ComboBox { private ComboBox comboBox1; public xComboBox() { InitializeComponent(); this.KeyDown += new KeyEventHandler(this.KeyDownHandler); } private void KeyDownHandler(object sender, KeyEventArgs e) { // DroppedDown doesn't appear in the IntelliSense of ComboBox. // or this.comboBox1. if (((ComboBox)sender).DroppedDown) // fail! return; switch (e.KeyData) { case Keys.Up: case Keys.Enter: case Keys.Down: e.Handled = true; this.Parent.SelectNextControl((Control)sender, e.KeyData != Keys.Up, true, true, true); ... fails with 'System.Windows.Forms.ComboBox' does not contain a definition for 'DroppedDown' and no extension method 'DroppedDown' accepting a first argument of type 'System.Windows.Forms.ComboBox' could be found How can I access the property? TIA, Pablo

    Read the article

  • Am I using Settings in .NET correctly?

    - by Sergio Tapia
    Here's what I'm doing. I have three properties: MomsBackground, DadsBackground and ChosenBackground. When Momsbackground is selected in the program, I set the ChosenBackground string according to what item the user has clicked (either "Mom" or "Dad"). Then on Form_Load() I use a switch case for the ChosenBackground string and according to that select This.BackgroundColor to MomsBackground or DadsBackground. Code below: Am I using this as it was intended? Sorry, codes there now. using System; using System.Collections.Generic; using System.ComponentModel; using System.Data; using System.Drawing; using System.Linq; using System.Text; using System.Windows.Forms; namespace WindowsFormsApplication1 { public partial class Form1 : Form { public Form1() { InitializeComponent(); } private void momToolStripMenuItem_Click(object sender, EventArgs e) { this.BackColor = Properties.Settings.Default.MomFormColor; Properties.Settings.Default.SelectedTheme = "Mom"; Properties.Settings.Default.Save(); } private void dadToolStripMenuItem_Click(object sender, EventArgs e) { this.BackColor = Properties.Settings.Default.DadFormColor; Properties.Settings.Default.SelectedTheme = "Dad"; Properties.Settings.Default.Save(); } private void Form1_Load(object sender, EventArgs e) { switch (Properties.Settings.Default.SelectedTheme) { case "Mom": this.BackColor = Properties.Settings.Default.MomFormColor; break; case "Dad": this.BackColor = Properties.Settings.Default.DadFormColor; break; default: break; } } } }

    Read the article

  • Is there a fast alternative to creating a Texture2D from a Bitmap object in XNA?

    - by Matthew Bowen
    I've looked around a lot and the only methods I've found for creating a Texture2D from a Bitmap are: using (MemoryStream s = new MemoryStream()) { bmp.Save(s, System.Drawing.Imaging.ImageFormat.Png); s.Seek(0, SeekOrigin.Begin); Texture2D tx = Texture2D.FromFile(device, s); } and Texture2D tx = new Texture2D(device, bmp.Width, bmp.Height, 0, TextureUsage.None, SurfaceFormat.Color); tx.SetData<byte>(rgbValues, 0, rgbValues.Length, SetDataOptions.NoOverwrite); Where rgbValues is a byte array containing the bitmap's pixel data in 32-bit ARGB format. My question is, are there any faster approaches that I can try? I am writing a map editor which has to read in custom-format images (map tiles) and convert them into Texture2D textures to display. The previous version of the editor, which was a C++ implementation, converted the images first into bitmaps and then into textures to be drawn using DirectX. I have attempted the same approach here, however both of the above approaches are significantly too slow. To load into memory all of the textures required for a map takes for the first approach ~250 seconds and for the second approach ~110 seconds on a reasonable spec computer. If there is a method to edit the data of a texture directly (such as with the Bitmap class's LockBits method) then I would be able to convert the custom-format images straight into a Texture2D and hopefully save processing time. Any help would be very much appreciated. Thanks

    Read the article

  • Creating a REST client API using Reactive Extensions (Rx)

    - by Jonas Follesø
    I'm trying to get my head around the right use cases for Reactive Extensions (Rx). The examples that keeps coming up are UI events (drag and drop, drawing), and suggestions that Rx is suitable for asynchronous applications/operations such as web service calls. I'm working on an application where I need to write a tiny client API for a REST service. I need to call four REST end-points, three to get some reference data (Airports, Airlines, and Statuses), and the fourth is the main service that will give you flight times for a given airport. I have created classes exposing the three reference data services, and the methods look something like this: public Observable<Airport> GetAirports() public Observable<Airline> GetAirlines() public Observable<Status> GetStatuses() public Observable<Flights> GetFlights(string airport) In my GetFlights method I want each Flight to hold a reference the Airport it's departing from, and the Airline operating the flight. To do that I need the data from GetAirports and GetAirlines to be available. My initial thinking was something like this: Write a Rx Query that will Subscribe on the three reference services (Airports, Airlines and Statuses) Add results into a Dictionary (airline code and Airline object) When all three GetAirports, GetAirlines and GetStatuses are complete, then return the GetFlights IObservable. Is this a reasonable scenario for Rx? I'm developing on the Windows Phone 7, so I'm not sure if there are major differences in the Rx implementations across the different platforms.

    Read the article

  • linearRGB conversion to/from HSL

    - by Otaku
    Does anyone know of a way to get HSL from an linearRGB color (not an sRGB color)? I've seen a lot of sRGB<-HSL conversions, but nothing for linearRGB<-HSL. Not sure if it is fundementally the same conversion with minor tweaks, but I'd appreciate any insight someone may have on this. Linear RGB is not the same as linearizing sRGB (which is taking [0,255] and making it [0,1]). Linear RGB transformation from/to sRGB is at http://en.wikipedia.org/wiki/SRGB. In VBA, this would be expressed (taking in linearized sRGB values [0,1]): Public Function sRGB_to_linearRGB(value As Double) If value < 0# Then sRGB_to_linearRGB = 0# Exit Function End If If value <= 0.04045 Then sRGB_to_linearRGB = value / 12.92 Exit Function End If If value <= 1# Then sRGB_to_linearRGB = ((value + 0.055) / 1.055) ^ 2.4 Exit Function End If sRGB_to_linearRGB = 1# End Function Public Function linearRGB_to_sRGB(value As Double) If value < 0# Then linearRGB_to_sRGB = 0# Exit Function End If If value <= 0.0031308 Then linearRGB_to_sRGB = value * 12.92 Exit Function End If If value < 1# Then linearRGB_to_sRGB = 1.055 * (value ^ (1# / 2.4)) - 0.055 Exit Function End If linearRGB_to_sRGB = 1# End Function I have tried sending in Linear RGB values to standard RGB_to_HSL routines and back out from HSL_to_RGB, but it does not work. I have seen almost no references that this can be done, except for two: A reference on http://en.wikipedia.org/wiki/HSL_and_HSV#cite_note-9 (numbered item 10). A reference on an open source project Grafx2 @ http://code.google.com/p/grafx2/issues/detail?id=63#c22 in which the contributor states that he has done Linear RGB <- HSL conversion and provides some C code in an attachment to his comment in a .diff file (which I can't really read :( ) My intent is to send from sRGB (for example, FF99FF (R=255, G=153, B=255)) to Linear RGB (R=1.0, G=0.318546778125092, B=1.0) using the code above (for example, the G=153 would be obtained in Linear RGB from sRGB_to_linearRGB(153 / 255)) to HSL, modify the Saturation by 350% and going back from HSL-Linear RGB-sRGB, the result would be FF19FF (R=255, G=25, B=255). Using available functions from .NET, such as .getHue from a System.Drawing.Color does not work in any sRGB space above 100% modulation of any HSL value, hence the need for Linear RGB to be sent in instead of sRGB.

    Read the article

  • serialport error

    - by I__
    i have the following code: using System; using System.Collections.Generic; using System.ComponentModel; using System.Data; using System.Drawing; using System.Linq; using System.Text; using System.Windows.Forms; using System.Threading; namespace WindowsFormsApplication1 { public partial class Form1 : Form { public Form1() { InitializeComponent(); } public class ThreadWork { public static void DoWork() { serialPort1.Open(); serialPort1.Write("AT+CMGF=1\r\n"); //Thread.Sleep(500); serialPort1.Write("AT+CNMI=2,2\r\n"); //Thread.Sleep(500); serialPort1.Write("AT+CSCA=\"+4790002100\"\r\n"); //Thread.Sleep(500); serialPort1.DataReceived += serialPort1_DataReceived_1; } } private void Form1_Load(object sender, EventArgs e) { ThreadStart myThreadDelegate = new ThreadStart(ThreadWork.DoWork); Thread myThread = new Thread(myThreadDelegate); myThread.Start(); } private void serialPort1_DataReceived_1(object sender, System.IO.Ports.SerialDataReceivedEventArgs e) { string response = serialPort1.ReadLine(); this.BeginInvoke(new MethodInvoker(() => textBox1.AppendText(response + "\r\n"))); } } } and for all the serialport1 lines i am getting this error: Error 1 An object reference is required for the non-static field, method, or property 'WindowsFormsApplication1.Form1.serialPort1' C:\Users\alexluvsdanielle\AppData\Local\Temporary Projects\WindowsFormsApplication1\Form1.cs 23 17 WindowsFormsApplication1 what am i doing wrong?

    Read the article

  • Custom UITableviewcell, CGGradient still shows when cell is selected?

    - by Burnsoft Ltd
    I'm using a custom tableview cell (like Tweetie's fast scrolling) i've added a gradient to the context, which looks really nice, but when I select the cell, the gradient is still visible. I'm not sure how to go about removing the gradient when the cell is selected? any ideas? cheers Nik - (void)drawContentView:(CGRect)r { CGContextRef context = UIGraphicsGetCurrentContext(); UIColor *backgroundColor = [UIColor whiteColor]; UIColor *textColor = [UIColor blackColor]; UIColor *dateColor = [UIColor colorWithRed:77.f/255.f green:103.f/255.f blue:155.f/255.f alpha:1]; if(self.selected) { backgroundColor = [UIColor clearColor]; textColor = [UIColor whiteColor]; } [backgroundColor set]; CGContextFillRect(context, r); //add gradient CGGradientRef myGradient; CGColorSpaceRef myColorspace; size_t num_locations = 2; CGFloat locations[2] = {0.0, 1.0}; CGFloat components[8] = {0.9f, 0.9f, 0.9f, 0.7f, // Bottom Colour: Red, Green, Blue, Alpha. 1.0f, 1.0f, 1.0f, 1.0}; // Top Colour: Red, Green, Blue, Alpha. myColorspace = CGColorSpaceCreateDeviceRGB(); myGradient = CGGradientCreateWithColorComponents (myColorspace, components, locations, num_locations); CGColorSpaceRelease(myColorspace); CGPoint startPoint, endPoint; startPoint.x = 0; startPoint.y = self.frame.size.height; endPoint.x = 0; endPoint.y = self.frame.size.height-15; // just keep the gradient static size, never mind how big the cell is CGContextDrawLinearGradient (context, myGradient, startPoint, endPoint, 0); CGGradientRelease(myGradient); //gradient end //rest of custom drawing goes here.... } Should I be doing something in the if cell selected code?

    Read the article

  • How can I create "glass" effect on my own UIViews?

    - by lindes
    Hi there, I'm working on an iPhone app that has some non-rectangular UI elements. Currently, I'm subclassing UIView, and in drawRect I'm using a CGPathRef to draw black border and a color-filled interior. I'd like to make these items look more like "buttons", though, so I'd like to have some of the same sort of "glass effects" that are used on e.g. the icons for an iPhone app (when you don't set UIPrerenderedIcon to true), or in other buttons. I hunted around, and found this, which seems to be close to what I need: http://stackoverflow.com/questions/422066/gradients-on-uiview-and-uilabels-on-iphone But I'm having difficulty figuring out how to clip the gradient to my shape. It seems like the mask property on the view would be the right place to go, which seems like it would call for me to create a new CALayer object, with the clipping somehow applied to it. I'm hoping there's some nice convenience function for doing this, though if I need to write something more complicated, that's OK, too. I'm just having difficulty figuring out how to apply the path as a mask. I'm unsure if I need to create a new drawing context and draw the path into it? And then use CGContextClip? I think I've got a lot of the right pieces figured out, I'm just having difficulty understanding how to assemble them. Could someone please point me in the right direction? (I'm happy to read more in the docs, just point me in the right direction, please.)

    Read the article

  • How should I start to play with 3D

    - by MarceloRamires
    I'm a developer for just about 6 months now, and since I enjoy programming I make a couple of little programs. I've startedmaking encripters, calculators, tools, stuff to play with DropBox (hehe), stuff that play with bitmaps, drawing graphics, and even a program to update the MSN display image according to the artwork of the music you're listening yo on iTunes. Now I kind of ran off ideas of programs to deal with information, and I've had an idea: play around with 3d! so I've read a little about it and figured I'd have to have good notions on position and math on point spacial position (which I do, from my 3d modelling experience), but I don't know how to use API's for it, so I've 'simulated' simple 3d with a simple program I've made (it's just a spinning cube, please, first one to open it, comment here stating that it's safe, i've got no reason to harm anyone's pc.) One of my other hobbies is 3d modelling (completly amateur) and I'd like to mix these hobbies together! Here are some questions: 1) What would be a nice 3d development tool for a .NET programmer like me? 2) Is there a way of using 3d models made in 3DS Max ? (I intend on modelling characters) 3) What knowledges should I have in order to render it, and move it areound ? 4) Which API should I use ? NOTE: Not a dupe, I'm asking for directions specific for .NET development possibly using 3ds MAX, and there's no question about it!

    Read the article

  • Bilinear interpolation - DirectX vs. GDI+

    - by holtavolt
    I have a C# app for which I've written GDI+ code that uses Bitmap/TextureBrush rendering to present 2D images, which can have various image processing functions applied. This code is a new path in an application that mimics existing DX9 code, and they share a common library to perform all vector and matrix (e.g. ViewToWorld/WorldToView) operations. My test bed consists of DX9 output images that I compare against the output of the new GDI+ code. A simple test case that renders to a viewport that matches the Bitmap dimensions (i.e. no zoom or pan) does match pixel-perfect (no binary diff) - but as soon as the image is zoomed up (magnified), I get very minor differences in 5-10% of the pixels. The magnitude of the difference is 1 (occasionally 2)/256. I suspect this is due to interpolation differences. Question: For a DX9 ortho projection (and identity world space), with a camera perpendicular and centered on a textured quad, is it reasonable to expect DirectX.Direct3D.TextureFilter.Linear to generate identical output to a GDI+ TextureBrush filled rectangle/polygon when using the System.Drawing.Drawing2D.InterpolationMode.Bilinear setting? For this (magnification) case, the DX9 code is using this (MinFilter,MipFilter set similarly): Device.SetSamplerState(0, SamplerStageStates.MagFilter, (int)TextureFilter.Linear); and the GDI+ path is using: g.InterpolationMode = InterpolationMode.Bilinear; I thought that "Bilinear Interpolation" was a fairly specific filter definition, but then I noticed that there is another option in GDI+ for "HighQualityBilinear" (which I've tried, with no difference - which makes sense given the description of "added prefiltering for shrinking") Followup Question: Is it reasonable to expect pixel-perfect output matching between DirectX and GDI+ (assuming all external coordinates passed in are equal)? If not, why not? Finally, there are a number of other APIs I could be using (Direct2D, WPF, GDI, etc.) - and this question generally applies to comparing the output of "equivalent" bilinear interpolated output images across any two of these. Thanks!

    Read the article

  • iPhone UIScrollView embedded UIView is clipped

    - by scc
    Hello. I have an iPad UIView subclass (we'll call LargerUIView) with which I do a bunch of drawing via drawRect: once asked. That all appears to be working, and looks the way I like. I'm at the point now of trying to get scrolling working (just in the horizontal to begin), yet when I try to scroll, what shows below is black (ie, appears to have never been drawn). That doesn't surprise me as it's likely been clipped. Looking for suggestions. Here's what I'm doing so far: MyAppDelegate.m - (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions { CGRect scrollRect = CGRectMake(0, 0, 768, 1024); UIScrollView *scrollView = [[UIScrollView alloc] initWithFrame:scrollRect]; LargerUIView *view = (LargerUIView *)[viewController view]; [scrollView addSubview:view]; [scrollView setContentSize:CGSizeMake(768, pageHeight)]; [scrollView setContentMode:UIViewContentModeRedraw]; [scrollView setClipsToBounds:YES]; [window addSubview:scrollView]; [scrollView release]; // Without this next line, the "frontmost" (ie, most recently added subview) // is the MoxiesAppetizerMenu - which is not equipped to handle scrolling/UIEvents [window sendSubviewToBack:view]; // Show it all. [window makeKeyAndVisible]; return YES; } Any suggestions? Have tried changing "setClipsToBounds" to NO as well.

    Read the article

  • Png image processing in .NET.

    - by Oybek
    I have the following task. Take a base image and overlay on it another one. The base image is 8b png as well as overlay. Here are the base (left) and overlay (right) images. Here is a result and how it must look. The picture in the left is a screenshot when one picture is on top of another (html and positioning) and the second is the result of programmatic merging. As you can see in the screenshot the borders of the text is darker. Also here are the sizes of the images Base image 14.9 KB Overlay image 6.87 KB Result image 34.8 KB The size of the resulting image is also huge Here is my code that I use to merge those pictures /*...*/ public Stream Concatinate(Stream baseStream, params Stream[] overlayStreams) { var @base = Image.FromStream(baseStream); var canvas = new Bitmap(@base.Width, @base.Height); using (var g = canvas.ToGraphics()) { g.DrawImage(@base, 0, 0); foreach (var item in overlayStreams) { using (var overlayImage = Image.FromStream(item)) { try { Overlay(@base, overlayImage, g); } catch { } } } } var ms = new MemoryStream(); canvas.Save(ms, ImageFormat.Png); canvas.Dispose(); @base.Dispose(); return ms; } /*...*/ /*Tograpics extension*/ public static Graphics ToGraphics(this Image image, CompositingQuality compositingQuality = CompositingQuality.HighQuality, SmoothingMode smoothingMode = SmoothingMode.HighQuality, InterpolationMode interpolationMode = InterpolationMode.HighQualityBicubic) { var g = Graphics.FromImage(image); g.CompositingQuality = compositingQuality; g.SmoothingMode = smoothingMode; g.InterpolationMode = interpolationMode; return g; } My questions are What should I do in order to merge images to achieve the result as in the screenshot? How can I lower the size of the result image? Is the System.Drawing a suitable tool for this or is there any better tool for working with png for .NET?

    Read the article

  • How can I suppress the vertical gridlines in a ggplot2 plot while retaining the x-axis labels?

    - by Tarek
    This is a follow-on from this question, in which I was trying to suppress the vertical gridlines. The solution, as provided by learnr, was to add scale_x_continuous(breaks = NA), but this had the side effect of also suppressing the x-axis labels, as well. I am totally happy to write the labels back in by hand, but it's not clear to me how to figure out where the labels should go. The other option is to suppress all gridlines (using opts( panel.grid.major = theme_blank()) or some such) and then drawing back in just the major horizontal gridlines. Again, the problem here is how to figure out what the breaks are in the plot to supply to geom_hline(). So, essentially, my options are: Suppress vertical gridlines and x-axis labels (using scale_x_continuous(breaks = NA) ) and add the x-axis labels back in. Suppress all gridlines (using opts( panel.grid.major = theme_blank()) ) and add the major horizontal gridlines back in using geom_hline(). Here are the two options: library(ggplot2) data <- data.frame(x = 1:10, y = c(3,5,2,5,6,2,7,6,5,4)) # suppressing vertical gridlines and x-axis labels # need to re-draw x-axis labels ggplot(data, aes(x, y)) + geom_bar(stat = 'identity') + scale_x_continuous(breaks = NA) + opts( panel.grid.major = theme_line(size = 0.5, colour = '#1391FF'), panel.grid.minor = theme_blank(), panel.background = theme_blank(), axis.ticks = theme_blank() ) # suppressing all gridlines # need to re-draw horizontal gridlines, probably with geom_hbar() ggplot(data, aes(x, y)) + geom_bar(stat = 'identity') + scale_x_continuous(breaks = NA) + opts( panel.grid.major = theme_blank(), panel.grid.minor = theme_blank(), panel.background = theme_blank(), axis.ticks = theme_blank() )

    Read the article

  • wxpython: adding panel to wx.Frame disables/conflicts with wx.Frame's OnPaint?!

    - by sdaau
    Hi all, I just encountered this strange situation: I found an example, where wx.Frame's OnPaint is overridden, and a circle is drawn. Funnily, as soon as I add even a single panel to the frame, the circle is not drawn anymore - in fact, OnPaint is not called at all anymore ! Can anyone explain me if this is the expected behavior, and how to correctly handle a wx.Frame's OnPaint, if the wx.Frame has child panels ? Small code example is below.. Thanks in advance for any answers, Cheers! The code: #!/usr/bin/env python # http://www.linuxquestions.org/questions/programming-9/wxwidgets-wxpython-drawing-problems-with-onpaint-event-703946/ import wx class MainWindow(wx.Frame): def __init__(self, parent, title, size=wx.DefaultSize): wx.Frame.__init__(self, parent, wx.ID_ANY, title, wx.DefaultPosition, size) self.circles = list() self.displaceX = 30 self.displaceY = 30 circlePos = (self.displaceX, self.displaceY) self.circles.append(circlePos) ## uncommenting either only first, or both of ## the commands below, causes OnPaint *not* to be called anymore! #~ self.panel = wx.Panel(self, wx.ID_ANY) #~ self.mpanelA = wx.Panel(self.panel, -1, size=(200,50)) self.Bind(wx.EVT_PAINT, self.OnPaint) def OnPaint(self, e): print "OnPaint called" dc = wx.PaintDC(self) dc.SetPen(wx.Pen(wx.BLUE)) dc.SetBrush(wx.Brush(wx.BLUE)) # Go through the list of circles to draw all of them for circle in self.circles: dc.DrawCircle(circle[0], circle[1], 10) def main(): app = wx.App() win = MainWindow(None, "Draw delayed circles", size=(620,460)) win.Show() app.MainLoop() if __name__ == "__main__": main()

    Read the article

  • Is there a good digraph layout library callable from C++?

    - by Steve314
    The digraphs represent finite automata. Up until now my test program has been writing out dot files for testing. This is pretty good both for regression testing (keep the verified output files in subversion, ask it if there has been a change) and for visualisation. However, there are some problems... Basically, I want something callable from C++ and which plans a layout for my states and transitions but leaves the drawing to me - something that will allow me to draw things however I want and draw on GUI (wxWidgets) windows. I also want a license which will allow commercial use - I don't need that at present, and I may very well release as open source, but I don't want to limit my options ATM. The problems with GraphViz are (1) the warnings about building from source on Windows, (2) all the unnecessary dependencies for rendering and parsing, and (3) the (presumed) lack of a documented API specifically and purely for layout. Basically, I want to be able to specify my states (with bounding rectangle sizes) and transitions, and read out positions for the states and waypoints for each transition, then draw based on those co-ordinates myself. I haven't really figured out how annotations on transitions should be handled, but there should be some kind of provision for specifying bounding-box-sizes for those, associating them with transitions, and reading out positions. Does anyone know of a library that can handle those requirements? I'm not necessarily against implementing something for myself, but in this case I'd rather avoid it if possible.

    Read the article

  • Why aren't my coordinates matching my JFrame size?

    - by AsLanFromNarnia
    I want to do some drawing in a JPanel but the enclosing JFrame size doesn't seem to match where I've asked the coordinates to be drawn. In my example code, the JFrame size is set to (700, 700) and the last point is drawn at (600, 600). I would expect this point to be drawn 100 pixels away from the right and bottom edges but it isn't (please see screenshot). Here's the code I'm using: import java.awt.Graphics; import javax.swing.JFrame; import javax.swing.JPanel; public class Scratch extends JPanel { static int frameWidth = 700; static int frameHeight = 700; public static void main(String[] args) { JFrame frame = new JFrame(); frame.setSize(frameWidth, frameHeight); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); Scratch scratch = new Scratch(); frame.getContentPane().add(scratch); frame.setVisible(true); } @Override public void paintComponent(Graphics g) { g.drawRect(100, 100, 1, 1); g.drawString("100", 100, 100); g.drawRect(200, 200, 1, 1); g.drawString("200", 200, 200); g.drawRect(300, 300, 1, 1); g.drawString("300", 300, 300); g.drawRect(400, 400, 1, 1); g.drawString("400", 400, 400); g.drawRect(500, 500, 1, 1); g.drawString("500", 500, 500); g.drawRect(600, 600, 1, 1); g.drawString("600", 600, 600); } }

    Read the article

  • How to draw some lines in a view element defined in the xml layout

    - by Nils
    Hello, I have problems drawing some simple lines in a view object (Android programming). First I created the layout with the view element(kind of painting area) in it (XML file). [...] < View android:id="@+id/viewmap" android:layout_width="572px" android:layout_height="359px" android:layout_x="26px" android:layout_y="27px" [...] ... and tried then to access it to draw some lines. Unfortunately the program is running and other UI elements like buttons are displayed, but I can't see the drawings. What's wrong ? [...] viewmap = (View) findViewById(R.id.viewmap); Canvas canvas = new Canvas(); viewmap.draw(canvas); Paint p = new Paint(); p.setColor(Color.BLUE); p.setStyle(Paint.Style.STROKE); canvas.drawColor(Color.WHITE); p.setColor(Color.BLUE); canvas.drawLine(4, 4, 29, 5, p); p.setColor(Color.RED); viewmap.draw(canvas); [...] Thanks for help :) !

    Read the article

  • Open the Word Application from a button on a web page

    - by Andrea
    I'm developing a proof of concept web application: A web page with a button that opens the Word Application installed on the user's PC. I'm stuck with a C# project in Visual Studio 2008 Express (Windows XP client, LAMP server). I've followed the Writing an ActiveX Control in .NET tutorial and after some tuning it worked fine. Then I added my button for opening Word. The problem is that I can reference the Microsoft.Office.Interop.Word from the project, but I'm not able to access it from the web page. The error says "That assembly does not allow partially trusted callers". I've read a lot about security in .NET, but I'm totally lost now. Disclaimer: I'm into .NET since 4 days ago. I've tried to work around this issue but I cannot see the light!! I don't even know if it will ever be possible! using System; using System.Collections.Generic; using System.ComponentModel; using System.Drawing; using System.Data; using System.Linq; using System.Text; using System.Windows.Forms; using Word = Microsoft.Office.Interop.Word; using System.IO; using System.Security.Permissions; using System.Security; [assembly: AllowPartiallyTrustedCallers] namespace OfficeAutomation { public partial class UserControl1 : UserControl { public UserControl1() { InitializeComponent(); } private void openWord_Click(object sender, EventArgs e) { try { Word.Application Word_App = null; Word_App = new Word.Application(); Word_App.Visible = true; } catch (Exception exc) { MessageBox.Show("Can't open Word application (" + exc.ToString() + ")"); } } } }

    Read the article

  • What is faster with PictureBox? Many small redraws or complete redraw.

    - by kornelijepetak
    I have a PictureBox (WinMobile 6 WinForm) on which I draw some images. There is a background image that goes in the background and it does not change. However objects that are drawn on the picturebox are moving during the application so I need to refresh the background. Since items that are redrawn fill from 50% to 80% of the surface, the question is which of the two is faster: 1) Redraw only parts of the background image that have been changed (previous+next location of the moving object). 2) Redraw complete background and then draw all the objects in their current position. Now, the reason for asking is because I am not sure how much of processor power is needed for a single drawImage operation and what are the time consuming factors. I am aware if there is almost complete coverage of the background, it would be stupid to redraw portions of it, because by drawing portions I will have drawn the complete picture. But since sometimes only half of the image had changed (some objects remained in their old position), it may (perhaps) be benefitial to redraw only those regions. But I need your insight on this... Thanks.

    Read the article

  • Display new image on web page

    - by RuiT
    Hello, I'm uploading images to a folder and I want to display each new image on a web page every time it is saved in the folder. I can display the initial image, which is already in the folder, and I can also detect when a new image is saved into the folder but I don't know how to display the new images. I'm new to web development. Can somebody help me? Here's the code: public partial class _Default : System.Web.UI.Page { string DirectoryPath = "C:\\Users\\Desktop\\PhotoUpload\\Uploads\\"; protected void Page_Load(object sender, EventArgs e) { FileSystemWatcher watcher = new FileSystemWatcher(); try { watcher.Path = DirectoryPath; watcher.Created += new FileSystemEventHandler(watcher_Created); watcher.EnableRaisingEvents = true; Image image = Image.FromFile(DirectoryPath + "inicial.jpg"); MemoryStream ms = new MemoryStream(); image.Save(ms, System.Drawing.Imaging.ImageFormat.Jpeg); byte[] im = ms.ToArray(); Context.Response.ContentType = "Image/JPG"; Context.Response.BinaryWrite(im); } catch (Exception ex) { } } void watcher_Created(object sender, FileSystemEventArgs e) { Console.WriteLine("File Created: Name: " + e.Name); try { //How to display new image? } catch (Exception ex) { } } }

    Read the article

  • Move rotating image along Canvas

    - by fatnic
    Hi. I've managed to make an image rotate on my canvas. And I've managed to make an image move along the canvas. My problem now is making it do both. I have got it working but I seems a bit like a hack. I've posted a demo online Here's the code. var cnv = document.getElementById("drawing"); var c = cnv.getContext('2d'); var image = new Image(); image.src = 'images/spaceship.png'; var imgWidth = image.width; var imgHeight = image.height; var i=0; function animate() { c.clearRect(0,0,640,480); c.save(); c.translate(-(imgWidth/2)+i,200); c.rotate(i * Math.PI/180); c.translate(-(imgWidth/2),-(imgHeight/2)); c.drawImage(image, 0, 0); c.restore(); (i==640+imgWidth) ? i=0: i+=2; }; setInterval(animate, 1); I think my problem is I'm not understanding the translate() method properly. Is this the correct way to do it or am I competely way off?

    Read the article

  • Screen capture doesn't work on MFC application in Vista

    - by David Thornley
    We've got some in-house applications built in MFC, with OpenGL drawing routines. They all use the same code to draw on the screen and either print the screen or save it to a JPEG file. Everything's been working fine in Windows XP, and I need to find a way to make them work on Vista. In three of our applications, everything works. In the remaining one, I can get the window border, title bar, menus, and task bar, but the interior never shows up. As I said, these applications use the exact same code to write to the screen and capture the window image, and the only difference I see that looks like it might be relevant is that the problem application uses the MFC multiple document interface, while the ones that work use the single document interface. Either the answer isn't on the net, or I'm worse at Googling than I thought. I asked on the MSDN forums, and the only practical suggestion I got was to use GDI+ rather than GDI, and that did nothing different. I have tried different things with every part of the code that captures and prints or save, given a pointer to the window, so apparently it's a matter of the window itself. I haven't rebuilt the offending application using SDI yet, and I really don't have any other ideas. Has anybody seen anything like this?

    Read the article

< Previous Page | 93 94 95 96 97 98 99 100 101 102 103 104  | Next Page >