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  • Generate random number from an arbitrary weighted list

    - by Fernando
    Here's what I need to do, I'll be doing this both in PHP and JavaScript. I have a list of numbers that will range from 1 to 300-500 (I haven't set the limit yet). I will be running a drawing were 10 numbers will be picked at random from the given range. Here's the tricky part: I want some numbers to be less likely to be drawn up. A small set of those 300-500 will be flagged as "lucky numbers". For example, out of 100 drawings, most numbers have equal chances of being drawn, except for a few, that will only be picked once every 30-50 drawings. Basically I need to artificially set the probability of certain numbers to be picked while maintaining an even distribution with the rest of the numbers. The only similar thing I've found so far is this question: Generate A Weighted Random Number, the problem being that my spec has considerably more numbers (up to 500) so the weights would get very small and supposedly this could be a problem with that solution (Rejection Sampling). I'm still trying it, though, but I wonder if there other solutions. Math is not my thing so I appreciate any input. Thanks.

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  • Firefox extension: How to inject javascript into page and run it?

    - by el griz
    I'm writing a Firefox extension to allow users to annotate any page with text and/or drawings and then save an image of the page including the annotations. Use cases would be clients reviewing web pages, adding feedback to the page, saving the image of this and emailing it back to the web developer or testers taking annotated screenshots of GUI bugs etc. I wrote the annotation/drawing functionality in javascript before developing the extension. This script adds a <canvas> element to the page to draw upon as well as a toolbar (in a <div>) that contains buttons (each <canvas> elements) for the different draw tools e.g. line, box, ellipse, text, etc. This works fine when manually included in a page. I now need a way for the extension to: Inject this script into any page including pages I don't control. This needs to occur when the user invokes the extension, which can be after the page has loaded. Once injected the init() function in this script that adds the canvas and toolbar elements etc. needs to be run somehow, but I can't determine how to call this from the extension. Note that once injected I don't need this script to interact with the extension (as the extension just takes a screenshot of the entire document (and removes the added page elements) when the user presses the save button in the extension chrome).

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  • C# async callback on disposed form

    - by Rodney Burton
    Quick question: One of my forms in my winform app (c#) makes an async call to a WCF service to get some data. If the form happens to close before the callback happens, it crashes with an error about accessing a disposed object. What's the correct way to check/handle this situation? The error happens on the Invoke call to the method to update my form, but I can't drill down to the inner exception because it says the code has been optimized. The Code: public void RequestUserPhoto(int userID) { WCF.Service.BeginGetUserPhoto(userID, new AsyncCallback(GetUserPhotoCB), userID); } public void GetUserPhotoCB(IAsyncResult result) { var photo = WCF.Service.EndGetUserPhoto(result); int userID = (int)result.AsyncState; UpdateUserPhoto(userID, photo); } public delegate void UpdateUserPhotoDelegate(int userID, Binary photo); public void UpdateUserPhoto(int userID, Binary photo) { if (InvokeRequired) { var d = new UpdateUserPhotoDelegate(UpdateUserPhoto); Invoke(d, new object[] { userID, photo }); } else { if (photo != null) { var ms = new MemoryStream(photo.ToArray()); var bmp = new System.Drawing.Bitmap(ms); if (userID == theForm.AuthUserID) { pbMyPhoto.BackgroundImage = bmp; } else { pbPhoto.BackgroundImage = bmp; } } } }

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  • Growing user control not updating

    - by user328259
    I am developing in C# and .Net 2.0. I have a user control that draws cells (columnar) depending upon the maximum number of cells. There are some drawing routines that generate the necessary cells. There is a property NumberOfCells that adjust the height of this control; CELLHEIGHT_CONSTANT * NumberOfCells. The OnPaint() method is overridden (code that draws the Number of cells). There is another user control that contains a panel which contains the userControl1 from above. There is a property NumberCells that changes userControl1's NumberOfCells. UserControl2 is then placed on a windows form. On that form there is a NumericUpDown control (only increments from 1). When the user increments by 1, I adjust the VerticalScroll.Maximum by 1 as well. Everything works well and good BUT when I increment once, the panel updates fine (inserts a vertical scrolll when necessary) but cells are not being added! I've tried Invalidating on userControl2 AND on the form but nothing seems to draw the newly added cells. Any assistance is appreciated. Thank you in advance. Lawrence

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  • Designing a class in such a way that it doesn't become a "God object"

    - by devoured elysium
    I'm designing an application that will allow me to draw some functions on a graphic. Each function will be drawn from a set of points that I will pass to this graphic class. There are different kinds of points, all inheriting from a MyPoint class. For some kind of points it will be just printing them on the screen as they are, others can be ignored, others added, so there is some kind of logic associated to them that can get complex. How to actually draw the graphic is not the main issue here. What bothers me is how to make the code logic such that this GraphicMaker class doesn't become the so called God-Object. It would be easy to make something like this: class GraphicMaker { ArrayList<Point> points = new ArrayList<Point>(); public void AddPoint(Point point) { points.add(point); } public void DoDrawing() { foreach (Point point in points) { if (point is PointA) { //some logic here else if (point is PointXYZ) { //...etc } } } } How would you do something like this? I have a feeling the correct way would be to put the drawing logic on each Point object (so each child class from Point would know how to draw itself) but two problems arise: There will be kinds of points that need to know all the other points that exist in the GraphicObject class to know how to draw themselves. I can make a lot of the methods/properties from the Graphic class public, so that all the points have a reference to the Graphic class and can make all their logic as they want, but isn't that a big price to pay for not wanting to have a God class?

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  • How to allow click-through and a cursor in a background app while not taking the active appearance a

    - by Peter Hosey
    Here are my goals: My application displays an overlay window above all applications' window. The user can draw in the overlay window. The mouse cursor changes to a specific cursor while in the overlay window. The application that has the active appearance before summoning the overlay window still has it while the overlay window is up and usable. The user does not need to click on the overlay window to activate it before they can draw. Drawing in the window does not steal the active appearance away from the application that has it. With LSUIElement, I get #1, #2, #3, and #5. With LSBackgroundOnly, I get #1, #2, #4, and #6. How can I satisify all of these goals without installing an event tap and processing the mouse events myself? Things I've tried: [NSApp preventWindowOrdering] in mouseDown: [NSApp activateIgnoringOtherApps:YES] in applicationWillFinishLaunching: [myWindow orderFront:nil] in applicationWillFinishLaunching: [myWindow makeKeyAndOrderFront:nil] in applicationWillFinishLaunching: [myWindow orderFrontRegardless] in applicationWillFinishLaunching: [myWindow makeMainWindow] in applicationWillFinishLaunching: (this caused failure of point 4 even with LSBackgroundOnly) SetThemeCursor in applicationWillFinishLaunching: (With LSUIElement) Implementing canBecomeMainWindow in my NSPanel subclass to return NO Except where otherwise noted, none of these made any difference. So, with LSUIElement, goals #4 and #6 remain; with LSBackgroundOnly, goals #3 and #5 remain. Any suggestions?

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  • Can't draw UImage in UIView::drawRect

    - by Joel
    I know this seems like a simple task, which is why I don't understand why I can't get the image to render. When I set up my UIView, I do the following: myUiView.backgroundColor = [UIColor clearColor]; myUiView.opaque = NO; I create and retain the UIImage in the init function of my UIView: image = [[UIImage imageWithContentsOfFile:[[NSBundle mainBundle] pathForResource:@"test" ofType:@"png"]] retain]; then my drawRect looks like this: - (void) drawRect:(CGRect) rect { [image drawInRect:self.bounds]; } Ultimately I'll be manipulating that UIImage via bitmap context, and then in drawRect create a CGImage out of the context, and render that, but for now I'm just trying to get it rendering a known image. I've been digging through this site, as well as the documentation. I've gone down the CG path and tried drawing it with CGContextDrawImage by following the numerous examples other people have posted, but that didn't work either. So I've come back to what seems to be the most straightforward way to draw an image, but it isn't working. Any help would be greatly appreciated. Thanks in advance.

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  • serial port does not exist in current context: c#

    - by I__
    here's the 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 { private static SerialPort serialPort1; 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 i get an error on this line: string response = serialPort1.ReadLine(); it says:: Error 1 The name 'serialPort1' does not exist in the current context C:\Users\alexluvsdanielle\AppData\Local\Temporary Projects\WindowsFormsApplication1\Form1.cs 44 31 WindowsFormsApplication1 what am i doing wrong?

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  • How to use data receive event in Socket class?

    - by affan
    I have wrote a simple client that use TcpClient in dotnet to communicate. In order to wait for data messages from server i use a Read() thread that use blocking Read() call on socket. When i receive something i have to generate various events. These event occur in the worker thread and thus you cannot update a UI from it directly. Invoke() can be use but for end developer its difficult as my SDK would be use by users who may not use UI at all or use Presentation Framework. Presentation framework have different way of handling this. Invoke() on our test app as Microstation Addin take a lot of time at the moment. Microstation is single threaded application and call invoke on its thread is not good as it is always busy doing drawing and other stuff message take too long to process. I want my events to generate in same thread as UI so user donot have to go through the Dispatcher or Invoke. Now i want to know how can i be notified by socket when data arrive? Is there a build in callback for that. I like winsock style receive event without use of separate read thread. I also do not want to use window timer to for polling for data. I found IOControlCode.AsyncIO flag in IOControl() function which help says Enable notification for when data is waiting to be received. This value is equal to the Winsock 2 FIOASYNC constant. I could not found any example on how to use it to get notification. If i am write in MFC/Winsock we have to create a window of size(0,0) which was just used for listening for the data receive event or other socket events. But i don't know how to do that in dotnet application.

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  • sizer.replace() paints "over" old sizercontent

    - by elbenfreund
    hi. I am rather new to wx/python so please excuse if this is stupid or ill described. I am substituting a nested sizer with a new one as shown in the snippet below. after some tinkering everything seems to work out but the re-drawing of the parent-sizer. the content of the old nested sizer remains and gets "painted" over with the new sizer content despite my sizer.Layout() system setup: - python 2.5.5.2 and 2.6.4 - wxpython 2.8 -- coding: utf8 -- import wx class Frame(wx.Frame): def init(self): wx.Frame.init(self, None, wx.ID_ANY, title='test') class Test(wx.App): def OnInit(self): frame = Frame() self.panel = wx.Panel(frame) self.panel.SetBackgroundColour('red') self.sizer = wx.BoxSizer(wx.VERTICAL) button = wx.Button(self.panel, wx.ID_ANY, 'TEST') self.hsizer = wx.BoxSizer(wx.HORIZONTAL) self.hsizer.Add(wx.StaticText(self.panel, wx.ID_ANY, 'nacknack')) self.sizer.Add(button) self.Bind(wx.EVT_BUTTON, self.on_test_button, button) self.text = wx.StaticText(self.panel, wx.ID_ANY, 'FOOO') self.sizer.Add(self.text) self.sizer.Add(self.hsizer) self.panel.SetSizer(self.sizer) frame.Show() return True def on_test_button(self, evt): tmpsizer = wx.BoxSizer(wx.VERTICAL) tmpsizer.Add(self.makesizer()) tmpitem = tmpsizer.GetChildren()[0] self.sizer.Replace(2, tmpitem) self.sizer.Layout() def makesizer(self): testsizer = wx.BoxSizer(wx.HORIZONTAL) testsizer.Add(wx.StaticText(self.panel, wx.ID_ANY, 'testsizer')) return testsizer if __name__ == '__main__': app = Test() app.MainLoop()

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  • Ordering by a max or a min from another table

    - by Paul Tomblin
    I have a table that consists of a unique id, and a few other attributes. It holds "schedules". Then I have another table that holds a list of all the times each schedule has or will "fire". This isn't the exact schema, but it's close: create table schedule ( id varchar(40) primary key, attr1 int, attr2 varchar(20) ); create table schedule_times ( id varchar(40) foreign key schedule(id), fire_date date ); I want to query the schedule table, getting the attributes and the next and previous fire_dates, in Java, sometimes ordering on one of the attributes, but sometimes ordering on either previous fire_date or the next fire_date. Ordering by the attributes is easy, I just stick an "order by" into the string while I'm building my prepared statement. I'm not even sure how to go about selecting the last fire_date and the next one in a single query - I know that I can find the next fire_date for a given id by doing a SELECT min(fire_date) FROM schedule_times WHERE id = ? AND fire_date > sysdate; and the similar thing for previous fire_date using max() and fire_date < sysdate. I'm just drawing a blank on how to incorporate that into a single select from the schedule so I can get both next and previous fire_date in one shot, and also how to order by either of those attributes.

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  • Rendering of graphics different depending on DisplayObject position

    - by jedierikb
    When drawing vertical lines with a non-integer x-value (e.g., 1.75) to a sprite, the lines are drawn differently based on the non-integer x-value of the sprite. In the picture below are two pairs of very close together vertical lines. As you can see, they look very different. This is frustrating, especially when animating the sprite. Any ideas how ensure that sprites-with-non-integer-positions' graphics will visually display the same way regardless of the sprite position? package { import flash.display.Sprite; import flash.display.StageAlign; import flash.display.StageScaleMode; import flash.events.Event; public class tmp extends Sprite { private var _sp1:Sprite; private var _sp2:Sprite; public function tmp( ):void { stage.align = StageAlign.TOP_LEFT; stage.scaleMode = StageScaleMode.NO_SCALE; _sp1 = new Sprite( ); drawButt( _sp1 ); _sp1.x = 100; _sp1.y = 100; _sp2 = new Sprite( ); drawButt( _sp2 ); _sp2.x = 100; _sp2.y = 200; addChild( _sp1 ); addChild( _sp2 ); addEventListener( Event.ENTER_FRAME, efCb, false, 0, true ); } private function efCb( evt:Event ):void { var nx:Number = _sp2.x + .1; if (nx > 400) { nx = 100; } _sp2.x = nx; } private function drawButt( sp:Sprite ):void { sp.graphics.clear( ); sp.graphics.lineStyle( 1, 0, 1, true ); sp.graphics.moveTo( 1, 1 ); sp.graphics.lineTo( 1, 100 ); sp.graphics.lineStyle( 1, 0, 1, true ); sp.graphics.moveTo( 1.75, 1 ); sp.graphics.lineTo( 1.75, 100 ); } } }

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  • implementing stretchable dialog borders in iphone sdk

    - by Joey
    Hi, I want to implement dialog borders that scale to the size I require the dialog to be. Perhaps there is a better more conventional name for this sort of thing. If there is, if someone would edit the title, that'd be great. Anyhow, I'd like to do this so I can have dialogs of any size without the visual artifacts that come with scaling border art to small, large, or wacky unproportional dimentions. I have a few ideas on how this is done, but am not sure which is better for iphone. I have a few questions. 1) Should I make a containing view object that basically overloads its drawRect method and draws the images where they should be at their appropriate scale when the method is called, or should I main a containing view object that simply contains 8 UIImageViews? I suspect the latter approach won't work if I need to actively scale the resulting dialog class like in an animation. 1b) If overloading drawRect is the way to go, does someone have some sample code or a link to an example that demonstrates drawing an image directly from drawRect()? 2) Is it generally better to create a) a 3 x 3 image where the segments are in their appropriate 1x1 grid of the image? If so, is it simple to draw from a portion of this image onto my target view in drawRect (if the former assumption is correct that I should use drawRect)? b) The pieces separately in 8 different files?

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  • Increasing figure size in Matplotlib

    - by Anirudh
    I am trying to plot a graph from a distance matrix. The code words fine and gives me a image in 800 * 600 pixels. The image being too small, All the nodes are packed together. I want increase the size of the image. so I added the following line to my code - figure(num=None, figsize=(10, 10), dpi=80, facecolor='w', edgecolor='k') After this all I get is a blank 1000 * 1000 image file. My overall code - import networkx as nx import pickle import matplotlib.pyplot as plt print "Reading from pickle." p_file = open('pickles/names') Names = pickle.load(p_file) p_file.close() p_file = open('pickles/distance') Dist = pickle.load(p_file) p_file.close() G = nx.Graph() print "Inserting Nodes." for n in Names: G.add_node(n) print "Inserting Edges." for i in range(601): for j in range(601): G.add_edge(Names[i],Names[j],weight=Dist[i][j]) print "Drawing Graph." nx.draw(G) print "Saving Figure." #plt.figure(num=None, figsize=(10, 10)) plt.savefig('new.png') print "Success!"

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  • how to release object from thid party dll?

    - by Mohamed
    hi all, i'm developing a program to convert RTF to html i'm using the DLLs found here http://www.codeproject.com/KB/recipes/RtfConverter.aspx?fid=1458864&df=90&mpp=25&noise=3&sort=Position&view=Quick&select=3427424&fr=1#xx0xx this dll saves a jpg file from html to a specific folder, when i run the program, it cinverts the rtf for the first time and saves the images to the folder perfectly but when i try to convert it again i hace this error "error a generic error occured in GDI+" i think this dll use SaveImage method and to avoid this you must release the Image object you created but i can't modify the DLL, is there is any way to release the object i've created from this dll? this is my code RtfVisualImageAdapter imageAdapter = new RtfVisualImageAdapter( @Application.StartupPath + "\\Program Data\\temp\\{0}{1}", System.Drawing.Imaging.ImageFormat.Jpeg); RtfImageConvertSettings imageConvertSettings = new RtfImageConvertSettings(imageAdapter); RtfImageConverter imageConverter = new RtfImageConverter(imageConvertSettings); try { IRtfDocument rtfDocument = RtfInterpreterTool.BuildDoc( ConversionText, imageConverter); RtfHtmlConverter htmlConverter = new RtfHtmlConverter(rtfDocument); htmlConverter.Settings.ConvertVisualHyperlinks = true; htmlConverter.Settings.UseNonBreakingSpaces = true; this.richTextBoxPrintCtrl2.Text = htmlConverter.Convert(); } catch (Exception exception) { MessageBox.Show(this, "Error " + exception.Message, this.Text, MessageBoxButtons.OK, MessageBoxIcon.Error); }

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  • How to display many SVGs in Java with high performance

    - by Oak
    What I want My goal is to be able to display a large number of SVG images on a single drawing area in Java, each with its own translation/rotation/scale values. I'm looking for the simplest solution allowing this, optionally even using OpenGL to speed things up. What I've Tried My initial naive approach was to use SVGSalamander to draw directly on a JPanel, but the performance was pathetic. I poked around around and learned that I should do something like manually convert each SVG into a BufferedImage created with createCompatibleImage, then do the transformations I want, then draw it using double buffering. I ran into some troubles here, and before I continued I tried looking for frameworks to simplify things. What I've Looked At I've been a bit overwhelmed by the available options, which is why I'm turning to SO for help. I've looked at: Cairo (with Glitz maybe?) Libart - not sure if this actually supports SVGs FengGUI Slick - looks promising but a bit of an overkill But couldn't decide what is best for me to start working with, and I hope someone here as experience with any of these doing similar things.

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  • How Can I Compress Texture in OpenGL on iPhone/iPad?

    - by nonamelive
    Hi, I'm making an iPad app which needs OpenGL to do a flip animation. I have a front image texture and a back image texture. Both the two textures are screenshots. // Capture an image of the screen UIGraphicsBeginImageContext(view.bounds.size); [view.layer renderInContext:UIGraphicsGetCurrentContext()]; image = UIGraphicsGetImageFromCurrentImageContext(); UIGraphicsEndImageContext(); // Allocate some memory for the texture GLubyte *textureData = (GLubyte*)calloc(maxTextureSize*4, maxTextureSize); // Create a drawing context to draw image into texture memory CGContextRef textureContext = CGBitmapContextCreate(textureData, maxTextureSize, maxTextureSize, 8, maxTextureSize*4, CGImageGetColorSpace(image.CGImage), kCGImageAlphaPremultipliedLast); CGContextDrawImage(textureContext, CGRectMake(0, maxTextureSize-size.height, size.width, size.height), image.CGImage); CGContextRelease(textureContext); // ...done creating the texture data [EAGLContext setCurrentContext:context]; glGenTextures(1, &textureToView); glBindTexture(GL_TEXTURE_2D, textureToView); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, maxTextureSize, maxTextureSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, textureData); // free texture data which is by now copied into the GL context free(textureData); Each of the texture takes up about 8MB memory, which is unacceptable for an iPhone/iPad app. Could anyone tell me how can I compress the texture to reduce the memory. I'm a complete newbie to OpenGL. Any help would be appreciated!

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  • Write contents of custom View to large Image file on SD card

    - by JFortney
    I have a class that extends View. I override the onDraw method and allow the user to draw on the screen. I am at the point where I want to save this view as an image. I Can use buildDrawingCache and getDrawingCache to create a bitmap that I can write to the SD card. However, the image is not good quality at a large size, it has jagged edges. Since I have a View and I use Paths I can transform all by drawing to a bigger size. I just don't know how to make the Canvas bigger so when I call getDrawingCache it doesn't crop all the paths I am just transformed. What is happening is I transform all my paths but when I write the Bitmap to file I am only getting the "viewport" of the actual screen size. I want something much bigger. Any help in the right direction would be greatly appreciated. I have been reading the docs and books and am at a loss. Thanks Jon

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  • iPhone OpenGL ES Texture2D Masking

    - by Robert Neagu
    What's the best choice when trying to mask a texture like ColorSplash or other apps like iSteam, etc? I started learning OPENGL ES like... 4 days ago (I'm a total rookie) and tried the following approach: 1) I created a colored texture2D, a grayscale version of the first texture and a third texture2D called mask 2) I also created a texture2D for the brush... which is grayscale and it's opaque (brush = black = 0,0,0,1 and surroundings = white = 1,1,1,1). My intention was to create an antialiased brush with smooth edges but i'm fine with a normal one right now 3) I searched for masking techniques on the internet and found this tutorial ZeusCMD - Design and Development Tutorials : OpenGL ES Programming Tutorials - Masking about masking. The tutorial tells me to use blending to achieve masking... first draw colored, then mask with glBlendFunc(GL_DST_COLOR, GL_ZERO) and then grayscale with glBlendFunc(GL_ONE, GL_ONE) ... and this gives me something close to what i want... but not exactly what i want. The result is masked but it's somehow overbright-ed 4) For drawing to the mask texture i used an extra frame buffer object (FBO) I'm not really happy with the resulting image (overbright-ed picture) nor with the speed achieved with this method. I think the normal way was to draw directly to the grayscale (overlay) texture2D affecting only it's alpha channel in the places where the brush hits. Is there a fast way to achieve this? I have searched a lot and never got an answer that's clear and understandable. Then, in the main draw loop I could only draw the colored texture and then blend the grayscale ontop with glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA). I just want to learn to use OPENGL ES and it's driving me nuts because i can't get it to work properly. An advice, a link to a tutorial would be much appreciated.

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  • Help a CRUD programmer think about an "approval workflow"

    - by gerdemb
    I've been working on a web application that is basically a CRUD application (Create, Read, Update, Delete). Recently, I've started working on what I'm calling an "approval workflow". Basically, a request is generated for a material and then sent for approval to a manager. Depending on what is requested, different people need to approve the request or perhaps send it back to the requester for modification. The approvers need to keep track of what to approve what has been approved and the requesters need to see the status of their requests. As a "CRUD" developer, I'm having a hard-time wrapping my head around how to design this. What database tables should I have? How do I keep track of the state of the request? How should I notify users of actions that have happened to their requests? Is their a design pattern that could help me with this? Should I be drawing state-machines in my code? I think this is a generic programing question, but if it makes any difference I'm using Django with MySQL.

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  • how can i handle calculator buutons in c# window form program

    - by sama
    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 lab8ass1 { public partial class Form1 : Form { public Form1() { InitializeComponent(); } private void button11_Click(object sender, EventArgs e) { textBox1.Text += "."; } private void btnone_Click(object sender, EventArgs e) { textBox1.Text += "1"; } private void btnrwo_Click(object sender, EventArgs e) { textBox1.Text += "2"; } private void btnthree_Click(object sender, EventArgs e) { textBox1.Text += "3"; } private void btnfour_Click(object sender, EventArgs e) { textBox1.Text += "4"; } private void btnfive_Click(object sender, EventArgs e) { textBox1.Text += "5"; } private void btnsix_Click(object sender, EventArgs e) { textBox1.Text += "6"; } private void btnseven_Click(object sender, EventArgs e) { textBox1.Text += "7"; } private void btneight_Click(object sender, EventArgs e) { textBox1.Text += "8"; } private void btnnine_Click(object sender, EventArgs e) { textBox1.Text += "9"; } private void btnzero_Click(object sender, EventArgs e) { textBox1.Text += "0"; } string s1,s; private void btnplus_Click(object sender, EventArgs e) { s1 = textBox1.Text; textBox1.Text = ""; s = textBox1.Text; //textBox1.Text } private void btnequal_Click(object sender, EventArgs e) { } } } here my code how can i handle calculator buutons

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  • Integer array or struct array - which is better?

    - by MusiGenesis
    In my app, I'm storing Bitmap data in a two-dimensional integer array (int[,]). To access the R, G and B values I use something like this: // read: int i = _data[x, y]; byte B = (byte)(i >> 0); byte G = (byte)(i >> 8); byte R = (byte)(i >> 16); // write: _data[x, y] = BitConverter.ToInt32(new byte[] { B, G, R, 0 }, 0); I'm using integer arrays instead of an actual System.Drawing.Bitmap because my app runs on Windows Mobile devices where the memory available for creating bitmaps is severely limited. I'm wondering, though, if it would make more sense to declare a structure like this: public struct RGB { public byte R; public byte G; public byte B; } ... and then use an array of RGB instead of an array of int. This way I could easily read and write the separate R, G and B values without having to do bit-shifting and BitConverter-ing. I vaguely remember something from days of yore about byte variables being block-aligned on 32-bit systems, so that a byte actually takes up 4 bytes of memory instead of just 1 (but maybe this was just a Visual Basic thing). Would using an array of structs (like the RGB example` above) be faster than using an array of ints, and would it use 3/4 the memory or 3 times the memory of ints?

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  • HTML5 audio object doesn't play on iPad (when called from a setTimeout)

    - by Dan Halliday
    I have a page with a hidden <audio> object which is being started and stopped using a custom button via javascript. (The reason being I want to customise the button, and that drawing an audio player seems to destroy rendering performance on iPad anyway). A simplified example (in coffeescript): // Works fine on all browsers constructor: (@_button, @_audio) -> @_button.on 'click', @_play // Bind button's click event with jQuery _play: (e) => @_audio[0].play() // Call play() on audio element The audio plays fine when triggered from a function bound to a click event, but I actually want an animation to complete before the file plays so I put .play() inside a setTimeout. However I just can't get this to work: // Will not play on iPad constructor: (@_button, @_audio) -> @_button.on 'click', @_play // Bind button's click event with jQuery _play: (e) => setTimeout (=> // Declare a 300ms timeout @_audio[0].play() // Call play() on audio element ), 300 I've checked that @_audio (this._audio) is in scope and that its play() method exists. Why doesn't this work on iPad?

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  • OpenGLES - Rendering a background image only once and not wiping it

    - by chaosbeaker
    Hello, first time asking a question here but been watching others answers for a while. My own question is one for improving the performance of my program. Currently I'm wiping the viewFrameBuffer on each pass through my program and then rendering the background image first followed by the rest of my scene. I was wondering how I go about rendering the background image once, and only wiping the rest of the scene for updating/re-rendering. I tried using a seperate buffer but I'm not sure how to present this new buffer to the render buffer. // Set the current EAGLContext and bind to the framebuffer. This will direct all OGL commands to the // framebuffer and the associated renderbuffer attachment which is where our scene will be rendered [EAGLContext setCurrentContext:context]; glBindFramebufferOES(GL_FRAMEBUFFER_OES, viewFramebuffer); // Define the viewport. Changing the settings for the viewport can allow you to scale the viewport // as well as the dimensions etc and so I'm setting it for each frame in case we want to change i glViewport(0, 0, screenBounds.size.width , screenBounds.size.height); // Clear the screen. If we are going to draw a background image then this clear is not necessary // as drawing the background image will destroy the previous image glClearColor(0.0f, 1.0f, 0.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); // Setup how the images are to be blended when rendered. This could be changed at different points during your // render process if you wanted to apply different effects glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); switch (currentViewInt) { case 1: { [background render:CGPointMake(240, 0) fromTopLeftBottomRightCenter:@"Bottom"]; // Other Rendering Code }} // Bind to the renderbuffer and then present this image to the current context glBindRenderbufferOES(GL_RENDERBUFFER_OES, viewRenderbuffer); [context presentRenderbuffer:GL_RENDERBUFFER_OES]; Hopefully by solving this I'll also be able to implement another buffer just for rendering particles as I can set them to always use a black background as their alpha source. Any help is greatly appreciated

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  • Place JComponent On The Top Of JXLayer

    - by Yan Cheng CHEOK
    Hello, currently, I had successful applying JXLayer on my charting component, to draw a yellow information box on the top of it. final org.jdesktop.jxlayer.JXLayer<ChartPanel> layer = new org.jdesktop.jxlayer.JXLayer<ChartPanel>(this.chartPanel); this.chartLayerUI = new ChartLayerUI<ChartPanel>(this); layer.setUI(this.chartLayerUI); At the same time, I wish to add the following JComponent (DefaultDrawingView) on the top of JXLayer. This JComponent has the ability 1) To receive mouse event to draw figures on itself. Within ChartLayerUI, I add the following code @Override @SuppressWarnings("unchecked") public void installUI(JComponent c) { super.installUI(c); JXLayer<JComponent> l = (JXLayer<JComponent>) c; l.getGlassPane().setLayout(new java.awt.BorderLayout()); // this.view is DefaultDrawingView drawing object. l.getGlassPane().add(this.view, java.awt.BorderLayout.CENTER); } However, after having the above code, I get the following outcome 1) My charting component ChartPanel are being blocked by DefaultDrawingView 2) My charting component no longer able to receive mouse event. What I wish is that A) ChartPanel and DefaultDrawingView able to show up B) ChartPanel and DefaultDrawingView able to receive mouse event Is there other steps I had missed out, or did wrong? Thanks.

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