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  • How can I draw on JPanel using another quadrant for the coordinates?

    - by Sanoj
    I would like to draw some shapes on a JPanel by overriding paintComponent. I would like to be able to pan and zoom. Panning and zooming is easy to do with AffineTransform and the setTransform method on the Graphics2D object. After doing that I can easyli draw the shapes with g2.draw(myShape) The shapes are defined with the "world coordinates" so it works fine when panning and I have to translate them to the canvas/JPanel coordinates before drawing. Now I would like to change the quadrant of the coordinates. From the 4th quadrant that JPanel and computer often uses to the 1st quadrant that the users are most familiar with. The X is the same but the Y-axe should increase upwards instead of downwards. It is easy to redefine origo by new Point(origo.x, -origo.y); But How can I draw the shapes in this quadrant? I would like to keep the coordinates of the shapes (defined in the world coordinates) rather than have them in the canvas coordinates. So I need to transform them in some way, or transform the Graphics2D object, and I would like to do it efficiently. Can I do this with AffineTransform too?

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  • Reducing moire when downsampling halftone comic images.

    - by drawnonward
    How can I reduce moire effects when downsampling halftone comic book images during live zoom on an iPhone or iPad? I am writing a comic book viewer. It would be nice to provide higher resolution images and allow the user to zoom in while reading the comic book. However, my client is averse to moire effects and will not allow this feature if there are noticeable moire artifacts while zooming, which of course there are. Modifying the images to be less susceptible to moire would only work if the modifications were not perceptible. Blur was specifically prohibited, as is anything that removes the beloved halftone dots. The images are black and white halftone and line art. The originals are 600 dpi but what we ship with the application will be half that at best, so probably 2500 pixels or less tall. So what are my options? If I write a custom downsampling algorithm would it be fast enough for real time on these devices? Are there other tricks I can do? Would it work to just avoid the size ratios that have the most visual moire effects? As you zoom in an out, there are definitely peaks where the moire effects are worst. Is there a way to calculate what those points are and just zoom to a nearby scale that is not as bad? Any suggestions are welcome. I have very little experience with image and signal processing, but am enjoying the opportunity to learn. I know nothing of wavelets and acutance and other jargon, so please be verbose.

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  • Does android maps support ground overlay?

    - by wmh1108
    I have a weather image I would like to use as an overlay in the google maps android api. I would like to achieve the same result that I get from using GroundOverlay in KML files, such as <GroundOverlay> <name>myimage</name> <Icon> <href>myimage.png</href> <viewBoundScale>0.75</viewBoundScale> </Icon> <LatLonBox> <north>75.6088</north> <south>5.0121</south> <east>182.2805</east> <west>120.6795</west> </LatLonBox> </GroundOverlay> The above will ensure that the 4 corners of my image stay anchored to the 4 lat/long points listed, regardless of scrolling, zooming etc.. Is there a way to accomplish this using the google api/maps provided for android?

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  • CALayer and Off-Screen Rendering

    - by Luke Mcneice
    I have a Paging UIScrollView with a contentSize large enough to hold a number of small UIScrollViews for zooming, The viewForZoomingInScrollView is a viewController that holds a CALayer for drawing a PDF page onto. This allows me to navigate through a PDF much like the ibooks PDF reader. The code that draws the PDF (Tiled Layers) is located in: - (void)drawLayer:(CALayer *)layer inContext:(CGContextRef)ctx; And simply adding a 'page' to the visible screen calls this method automatically. When I change page there is some delay before all the tiles are drawn, even though the object (page) has already been created. What i want to be able to do is render the next page before the user scrolls to it, thus preventing the visible tiling effect. However, i have found that if the layer is located offscreen adding it to the scrollview doesn't call the drawLayer. Any Ideas/common gotchas here? I have tried: [viewController.view.layer setNeedsLayout]; [viewController.view.layer setNeedsDisplay]; NB: The fact that this is replicating the ibooks functionally is irrelevant within the context of the full app.

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  • Deep Zoom in Ajax - Possible? Any examples out there?

    - by Phil
    I have an idea to implement a deep zoom type interface hosted in a browser for sports training data (speed, distance, heart rate etc.) However, rather than images I actually want to zoom into a hierarchy of information. For example, the initial display would contain a grid of years - hover over 2008, for example, and spin the mouse wheel (or click) will zoom into that year but during the zoom I want 2008 to fade out and be replaced with a calendar of months. Again zoom into a month and the months are replaced with the months calendar, zoom into a day and you finally see a chart with the training data plotted on it. All the time only dates with actual data would be highlighted in some fashion. My question is whether this would even be possible and whether anyone has seen examples of this already. I'm imagining that most of the time the next level of information could be cached in the browser (in fact, because this is calendar-based, I can calculate most of that and cache the dates to be highlighted.) I could also zoom into an empty chart whilst an Ajax thread is fetching the data to display. I've never tried anything like this before and I'm especially interested in whether DHTML would be capable of this sort of zoom (I suspect not and I would have to resort to Silverlight) and whether the Ajax execution would be uninterrupted whilst the browser rendering thread is kept busy zooming.

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  • Silverlight: How can I built an overview display block for any XAML?

    - by Ryan Bates
    Hi all, I am trying to create a generic "overview" control for any XAML. A good example of the desired effect would be on Google Maps or Bing maps: The main map zooms into some content, while a small "overview" block is docked to one of the map corners, showing the user where he/she is zoomed into. My content is all placed inside a <Canvas>, which can then be scaled and zoomed with transforms. While the user does this kind of navigation, I would like to give them a visual indication of where they are in the larger context of the content. I have tried to take a 'screenshot' of the XAML before the user starts navigating, i.e. create a WriteableBitmap wbImageData = new WriteableBitmap(TheCanvas, null); and then displaying it in an Image. Based on the user's scrolling and zooming activity, a Rectangle displays which part of the content is currently visible in the display area. This works OK-ish (still clunky), but the image has to be redone everytime the content changes. Is there a simple way to create this kind of preview, or does anyone know of a component that does it? Thanks!

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  • How to know which image is being viewed in UIScrollView? Also, is it possible to loop scrolling for

    - by bruin
    This is what I'm trying to do, and I'm not sure if it's possible using UIScrollView. First, I don't care about zooming, all I care is that the user is able to scroll through images just like the Photo App, this I got. But how do I know which image he is viewing while using UIScrollView? For instance, if he stops on the 3rd image out of 10 images in the view, how do I know he's on that image? I can't find a way to access the index (is this accessible)?? Also, bonus question, once the user scrolls to the last image, I don't want the scrolling to stop but I want it to loop so that image 1 comes after image 10. And vice versa, if you scroll left passed image 1, you'll see image 10. I'm not asking for the logic, I can do this in an array very simply, I just don't know how to access (if it's even possible) the indexing of the images in the scroll view. If it's not, does anyone have a solution to do this? thanks in advance!

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  • How can I stop the iPhone from displaying a transform change until after the screen is redrawn

    - by Ed Marty
    I have found the UIScrollView's zooming mechanism to be clunk and essentially unusable. So instead, I'm rolling my own. I have a UIView that resizes itself with the pinch-zoom, and that's working fine. When the zoom is complete, the view needs to reset its transform and redraw the images. The zoom works essentially in the same way the UIScrollView does. It sets the transform property of the UIView until complete. Then, when the zoom finishes, I want to reset the transform to CGAffineTransformIdentity, resize the frame to be the size it was before, and tell the view to redraw itself at the new size. It all works pretty well, except when I change the transform to identity then redraw the image, there is a slight flicker before the image completely redraws. This is due to the fact that I'm using a subclass of CATiledLayer, since the view can be of arbitrary size. I've overridden the fadeDuration to be zero, but there is still a flicker while the transform is reset before the redraw is finished. Is there any simple way to overcome this without creating another view to draw with then replacing it?

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  • App is fast on 3GS but slow on 3G

    - by Anthony Chan
    Hi all, I'm new to computer coding and have just finished coding an app and tested it on both 3G and 3GS. On 3GS, it worked as normal as on the simulator. However, when I tried to run it on 3G, the app becomes extremely slow. I'm not sure what's the reason and I hope someone could shed some light on me. Generally, my app has a couple of view controller classes, with one of them being the title page, one being the main page, one is setting, etc. I used a dissolve to transition from the title page to the main page. But even this simple transition shows un-smooth performance on a 3G! My other part of the app involves zooming in to some images by scaling up the images, switching images by push or dissolve upon receiving touch events, saving photos into photo library and storing and retrieving some photos in a folder and some data in a SQlite database, each showing un-smooth actions. Compared with some heavy graphic or heavy maths app, I think mine is pretty simple. I totally have no clue why the app would behave so slow and un-smooth that it is barely useful on a 3G. Any help/ direction would be much appreciated. Thanks for helping out.

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  • Bing Maps - Auto update location binding of pushpins

    - by abp
    Hi I'm using the Bing Maps control to display a series of custom pushpins, representing objects which are constantly moving around and changing state. Using databinding the various properties for the objects are being updated as they should, but for some reason this doesn't apply to their locations. I have the map bound to an ObservableCollection as such: <UserControl.Resources> <DataTemplate x:Key="PushpinTemplate"> <v:CustomPushpin /> </DataTemplate> </UserControl.Resources> ... <m:Map Name="map"> <m:MapItemsControl ItemTemplate="{StaticResource PushpinTemplate}" ItemsSource="{Binding Objects}" /> </m:Map> ...and in CustomPushpin: <UserControl ... m:MapLayer.Position="{Binding Location}" m:MapLayer.PositionOrigin="BottomCenter" mc:Ignorable="d" d:DesignHeight="126" d:DesignWidth="85"> Like all other properties, the Location of the individual objects are implemented using INotifyPropertyChanged. private Location _location; public Location Location { get { return _location; } set { _location = value; OnPropertyChanged("Location"); } } When the map is moving, either because of panning or zooming, the objects move, but othersize not. I can't quite figure if I'm doing something wrong here, or if it's a problem with the Bing Maps control. Any thought?

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  • Passing Extras and screen rotation

    - by Luis A. Florit
    This kind of questions appear periodically. Sorry if this has been covered before, but I'm a newbie and couldn't find the appropriate answer. It deals with the correct implementation of communication between classes and activities. I made a gallery app. It has 3 main activities: the Main one, to search for filenames using a pattern; a Thumb one, that shows all the images that matched the pattern as thumbnails in a gridview, and a Photo activity, that opens a full sized image when you click a thumb in Thumbs. I pass to the Photo activity via an Intent the filenames (an array), and the position (an int) of the clicked thumb in the gridview. This third Photo activity has only one view on it: a TouchImageView, that I adapted for previous/next switching and zooming according to where you shortclick on the image (left, right or middle). Moreover, I added a longclick listener to Photo to show EXIF info. The thing is working, but I am not happy with the implementation... Some things are not right. One of the problems I am experiencing is that, if I click on the right of the image to see the next in the Photo activity, it switches fine (position++), but when rotating the device the original one at position appears. What is happening is that Photo is destroyed when rotating the image, and for some reason it restarts again, without obeying super.onCreate(savedInstanceState), loading again the Extras (the position only changed in Photo, not on the parent activities). I tried with startActivityForResult instead of startActivity, but failed... Of course I can do something contrived to save the position data, but there should be something "conceptual" that I am not understanding about how activities work, and I want to do this right. Can someone please explain me what I am doing wrong, which is the best method to implement what I want, and why? Thanks a lot!!!

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  • Zoom in on a point (using scale and translate)

    - by csiz
    I want to be able to zoom in on the point under the mouse in canvas with the mouse whell, like when zooming on maps.google. I'd like straight code as I've been working on this for 5h+ Something to start with: <canvas id="canvas" width="800" height="600"></canvas> <script type="text/javascript"> var canvas = document.getElementById("canvas"); var context = canvas.getContext("2d"); var scale = 1; var originx = 0; var originy = 0; function draw(){ context.fillStyle = "white"; context.fillRect(originx,originy,800/scale,600/scale); context.fillStyle = "black"; context.fillRect(50,50,100,100); } setInterval(draw,100); canvas.onmousewheel = function (event){ var mousex = event.clientX - canvas.offsetLeft; var mousey = event.clientY - canvas.offsetTop; var wheel = event.wheelDelta/120;//n or -n var zoom = 1 + wheel/2; scale *= zoom; originx += 0;//??? originy += 0;//??? context.scale(zoom,zoom); context.translate(0,0);//??? } </script>

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  • Touch gestures in IE not working without explorer.exe being run once

    - by Michael
    Edit: Rephrasing my question: Upon further troubleshooting, I can conclude that: Touch gestures (dragging, pinch to zoom, touch-and-hold right click) in Internet Explorer start to work when: The system has been running for ~2 minutes. This coincides with the delayed start of services. Explorer.exe is being run, then killed. I assume Explorer.exe starts some services? The services with delayed start are as follows: Security Center Software Protection Windows Defender, Search and Update Windows Font Cache Service Microsoft .NET Framework NGEN v4.0.30319_X64 and X86 I see no connection between these services and touch gestures, but just in case, I manually tried starting these services, but without luck. What else happens delayed after system boot, which also happens when explorer is started? Old question: Details: Internet Explorer 9 and Windows 7 Professional, running on a HP TouchSmart (touch screen PC). It is going to be a kiosk PC (running a custom GUI for displaying websites). Scenario 1: When running Internet Explorer as a normal program in Windows 7, touch functions work perfectly. I can scroll the website by dragging it with my finger, I can pinch zoom and I can touch-and-hold right click. I now change the default shell in Windows to Internet Explorer (ie. IE starts instead of explorer.exe). Internet Explorer of course starts up when logging in. However, touch functions are reduced to basic clicking (no dragging, no pinch zooming, no touch-and-hold right click). Then I manually start explorer.exe, and the touch functions work again! And here is the weird part: When I kill explorer.exe, the touch functions keeps working - even if I close IE and start a new instance. Scenario 2: The exact same, but instead of changing the default shell to Internet Explorer, I change it to my own program, which uses an embedded Internet Explorer ("WebBrowser"). Same thing happens. What I've tried: Autorun programs: When explorer.exe launches, it launches all the autorun programs. There are no relevant programs being run by explorer, but just in case, I have manually started all the autorun programs, so that it is identical (but without explorer.exe) to a normal login. It still does not work (until I launch explorer.exe). Specifically TabTip.exe, TabTip32.exe and wisptis.exe are all running. All services are also started. To sum it up Running explorer.exe once changes something in the touch capabilities of Internet Explorer. It doesn't matter if explorer.exe is running - as long as it has been run once. Does anyone know what causes this behavior? Or how I can circumvent it neatly?

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  • Display is slightly blurry on (native) 1920x1080 resolution

    - by Martin Tuskevicius
    I have a computer monitor that is approximately 23" in size. Its native resolution is 1920x1080, and Windows 7 will not allow it to be any higher. However, I cannot make the resolution a little lower as well. When I right-click on my desktop and select 'Screen resolution,' the vertical slider has only two options: 1920x1080 and 1280x720. There are no real problems that I am having besides the fact that the image is slightly blurry. I can easily make things out and see them, but I definitely feel that the image is not as clear as it could be. My graphics card is ATI Radeon HD 5450 and it has the latest graphics drivers installed. I've tried playing around with the AMD VISION Engine Control Center to see if I can change an option to make the image clearer, but I had no luck. I did find one odd thing, though. When I lowered the refresh rate from 60Hz to 50Hz, the image kind of "zoomed in" but it also became perfectly clear like I would expect it to look. The problem is that when I use 50Hz, the image zooms in a little on the center and I lose maybe an inch and a half of the screen (I do not see the bar at the top of applications, I do not see the Windows taskbar thing, etc). I figured if I could somehow zoom in so that the entire image fills the screen (not the slightly cropped version) then I would have the perfectly crisp image of 50Hz, and also the uncropped image of 60Hz. However, upon zooming in, the image began to look blurry again just like it did with 60Hz. So I am at a loss here. I do not know how to make the image look as clear as it should. I have the latest drivers (I updated them today) and I know that my monitor supports the resolution that I am trying to use. Has anybody experienced something like this before? I'd really appreciate any input - thanks! Update: I have figured out how to make the display look crisp! I set it to the 50Hz option, and then I changed the scaling through the monitor itself, rather than software. Now, however, I am finding that games look pretty bad because since it is clear, the lower quality really becomes apparent. I cannot run new games at 1080p, so I run them at the lowest resolution possible (1280x720, since it is the only other option offered, as I have mentioned). So I am wondering, is there a way to have Windows display more resolution options?

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  • Weekend With #iPad

    - by andrewbrust
    Saturday morning, I got up, got dressed and took a 7-minute walk up to the Apple Store in New York’s Meatpacking District to pick up my reserved iPad.  This precinct, which borders Greenwich Village (where I live and grew up) was, when I was a kid, a very industrial and smelly neighborhood during the day  and a rough neighborhood at night.  So imagine my sense of irony as I walked up Hudson Street towards 14th Street, to go wait in line with a bunch of hipsters to buy an iPad on launch day. Numerous blue T-shirt-clad Apple store workers were on hand to check people in to the line specifically identified for people who had reserved an iPad.  Others workers passed out water and all of them, I kid you not, applauded people as they got their chance to go into the store and buy their devices.  They also cheered people and yelled “congratulations” as they left.  The event had all the charm of a mass wedding officiated by Reverend Sung Myung Moon.  Once inside, a nice dude named Trey, with lots of tattoos on his calves, helped me and I acquired my device in short order.  Another guy helped me activate the device, which was comical, because that has to be done through iTunes, which I hadn’t logged into in a while. Turns out my user id was my email address from the company I sold 5 1/2 years ago.  Who knew?  Regardless, I go the device working, packed up and left the store, shuddering as I was cheered and congratulated.  By this time (about 10:30am) the line for reserved units and even walk-ins, was gone.  The iPhone launch this was not. As much as I detested the Apple Store experience, I must say the device is really nice.  the screen is bright, the colors are bold, and the experience is ultra-smooth.  I quickly tested Safari, YouTube, Google Maps, and then installed a few apps, including the New York Times Editors’ Choice and a couple of Twitter clients. Some initial raves: Google Maps and Street View on the iPad is just amazing.  The screen is full-size like a PC or Mac, but it’s right in front of you and responding to taps and flicks and pinches and it’s really engulfing.  Video and photos are really nice on this device, despite the fact that 16:9 and anamorphic aspect ration content is letter boxed.  It still looks amazing.  And apps that are designed especially for the iPad, including The Weather Channel and Gilt and Kayak just look stunning.  The richness, the friendly layout, the finger-friendly UIs, and the satisfaction of not having a keyboard between you and the information you’re managing, while you sit on a couch or an easy chair, is just really a beautiful thing.  The mere experience of seeing these apps’ splash screens causes a shiver and Goosebumps.  Truly.  The iPad is not a desktop machine, and it’s not pocket device.  That doesn’t mean it’s useless though.  It’s the perfect “couchtop” computer. Now some downsides: the WiFi radio seems a bit flakey.  More than a few times, I have had to toggle the WiFi off and back on to get it to connect properly.  Worse yet, the iPad is totally bamboozled by the fact that I have four WiFi access points in my house, each with the same SSID.  My laptops are smart enough to roam from one to the other, but the iPad seems to maintain an affinity for the downstairs access point, even if I’m turning it on two flights up.  Telling the iPad to “forget” my WiFi network and then re-associate with it doesn’t help. More downers: as you might expect, there are far more applications developed for the iPhone than the iPad.  And although iPhone apps run on the iPad, that provides about the same experience as watching standard def on a big HD flat panel, complete with the lousy choice of thick black borders or zooming the picture in to fill the screen.  And speaking of iPhone Apps, I can’t get the Sonos one to work.  Ideally, they’d have a dedicated iPad app and it would work on the first try.  And the iPad is just as bad as any netbook when it comes to being a magnet for fingerprints.  The lack of multi-tasking is quite painful too – truly, I don’t mind if only one app can be active at once, but the lack of ability to switch between apps, and the requirement to return to the home screen and re-launch a previous app to switch back, is already old and I’ve had the thing less than 48 hours. These are just initial impressions.  I’ll have a fuller analysis soon, after I’ve had some more break-in time with my new toy.  I’ll be thinking not just about the iPad and iPhone but also about Android, the 2.1 update for which was pushed to my Droid today, and Windows Phone 7, whose “hub” concept I now understand the value of.  This has been a great year for alternative computing devices, and I see no net downside for Apple, Google or Microsoft.  Exciting times.

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  • How do I consistently re-size my game window and elements?

    - by Milo
    In my 2D game, I have a flow layout. Inside the flow layout are tables. I have a slider that lets the user make the tables larger or smaller. This makes the background larger or smaller too. Everything should scale proportionally which means the background should stay at the same position when I make things larger, and it almost does. When the scrollbar is at 0, it does exactly this. As the scrollbar gets further down problems arise. I'll toggle the slider maybe 3 times and on the fourth time, the background jumps a little lower on the Y axis. In order to be efficient, I only start rendering the background near the parent of the flow layout. Here it is: void LobbyTableManager::renderBG( GraphicsContext* g, agui::Rectangle& absRect, agui::Rectangle& childRect ) { int cx, cy, cw, ch; g->getClippingRect(cx,cy,cw,ch); g->setClippingRect(absRect.getX(),absRect.getY(),absRect.getWidth(),absRect.getHeight()); float scale = 0.35f; int w = m_bgSprite->getWidth() * getTableScale() * scale; int h = m_bgSprite->getHeight() * getTableScale() * scale; int numX = ceil(absRect.getWidth() / (float)w) + 2; int numY = ceil(absRect.getHeight() / (float)h) + 2; float offsetX = m_activeTables[0]->getLocation().getX() - w; float offsetY = m_activeTables[0]->getLocation().getY() - h; int startY = childRect.getY(); if(moo) { std::cout << "S=" << startY << ","; } int numAttempts = 0; while(startY + h < absRect.getY() && numAttempts < 1000) { startY += h; if(moo) { std::cout << startY << ","; } numAttempts++; } if(moo) { std::cout << "\n"; moo = false; } g->holdDrawing(); for(int i = 0; i < numX; ++i) { for(int j = 0; j < numY; ++j) { g->drawScaledSprite(m_bgSprite,0,0,m_bgSprite->getWidth(),m_bgSprite->getHeight(), absRect.getX() + (i * w) + (offsetX),absRect.getY() + (j * h) + startY,w,h,0); } } g->unholdDrawing(); g->setClippingRect(cx,cy,cw,ch); } The numeric problem seems to be in the value of startY. I outputted startY figuring out its value: As you can see here, this is me only zooming in, pay attention to the final number before the next s=. You'll notice that, what should happen is, the numbers should be linear, ex: -40, -38, -36, -34, -32, -30, etc. As you'll notice, the start numbers linearly correlate ex: 62k, 64k, 66k, 68k, 70k etc.. but the end result is wrong every third or 4th time. Here is most of the resize code: void LobbyTableManager::setTableScale( float scale ) { scale += 0.3f; scale *= 2.0f; agui::Gui* gotGui = getGui(); float scrollRel = m_vScroll->getRelativeValue(); setScale(scale); rescaleTables(); resizeFlow(); if(gotGui) { gotGui->toggleWidgetLocationChanged(false); } updateScrollBars(); float newVal = scrollRel * m_vScroll->getMaxValue(); if((int)(newVal + 0.5f) > (int)newVal) { newVal++; } m_vScroll->setValue(newVal); static int x = 0; x++; moo = true; //std::cout << m_vScroll->getValue() << std::endl; if(gotGui) { gotGui->toggleWidgetLocationChanged(true); } if(gotGui) { gotGui->_widgetLocationChanged(); } } void LobbyTableManager::valueChanged( agui::VScrollBar* source,int val ) { if(getGui()) { getGui()->toggleWidgetLocationChanged(false); } m_flow->setLocation(0,-val); if(getGui()) { getGui()->toggleWidgetLocationChanged(true); getGui()->_widgetLocationChanged(); } }

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  • Discover What Powers Your Favorite Websites

    - by Matthew Guay
    Have you ever wondered if the site you’re visiting is powered by WordPress or if the webapp you’re using is powered by Ruby on Rails?  With these extensions for Google Chrome, you’ll never have to wonder again. Geeks love digging under the hood to see what makes their favorite apps and sites tick.  But opening the “View Source” window today doesn’t tell you everything there is to know about a website.  Plus, even if you can tell what CMS is powering a website from its source, it can be tedious to dig through lines of code to find what you’re looking for.  Also, the HTML code never tells you what web server a site is running on or what version of PHP it’s using.  With three extensions for Google Chrome you’ll never have to wonder again.  Note that some sites may not give as much information, but still, you’ll find enough data from most sites to be interesting. Discover Web Frameworks and Javascript Libraries with Chrome Sniffer If you want to know what CMS is powering a site or if it’s using Google Analytics or Quantcast, this is the extension for you.  Chrome Sniffer (link below) identifies over 40 different frameworks, and is constantly adding more.  It shows the logo of the main framework on the site on the left of your address bar.  Here wee see Chrome Sniffer noticed that How-To Geek is powered by WordPress.   Click the logo to see other frameworks on the site.  We can see that the site also has Google Analytics and Quantcast.  If you want more information about the framework, click on its logo and the framework’s homepage will open in a new tab. As another example, we can see that the Tumblr Staff blog is powered by Tumblr (of course), the Discus comment system, Quantcast, and the Prototype JavaScript framework. Or here’s a site that’s powered by Drupal, Google Analytics, Mollom spam protection, and jQuery.  Chrome Sniffer definitely uncovers a lot of neat stuff, so if you’re into web frameworks you’re sure to enjoy this extension. Find Out What Web Server The Site is Running On Want to know whether the site you’re looking at is running on IIS or Appache?  The Web Server Notifier extension for Chrome (link below) lets you easily recognize the web server a site is running on by its favicon on the right of the address bar.  Click the icon to see more information. Some web servers will show you a lot of information about their server, including version, operating system, PHP version, OpenSSL version, and more. Others will simply tell you their name. If the site is powered by IIS, you can usually tell the version of Windows Server its running on since the IIS versions are specific to a version of Windows.  Here we see that Microsoft.com is running on the latest and greatest – Windows Server 2008 R2 with IIS 7.5. Discover Web Technologies Powering Sites Wondering if a webapp is powered by Ruby on Rails or ASP.NET?  The Web Technology Notifier extension for Chrome (link below), from the same developer as the Web Server Notifier, will let you easily discover the backend of a site.  You’ll see the technology’s favicon on the right of your address bar, and, as with the other extension, can get more information by clicking the icon. Here we can see that Backpack from 37signals is powered by the Phusion Passenger module to run Ruby on Rails.   Microsoft’s new Docs.com Office Online apps is powered by ASP.NET…   And How-To Geek has PHP running to power WordPress. Conclusion With all these tools at hand, you can find out a lot about your favorite sites.  For example, with all three extensions we can see that How-To Geek runs on WordPress with PHP, uses Google Analytics and Quantcast, and is served by the LightSpeed web server.  Fun info, huh?   Links Download the Chrome Sniffer extension Download the Web Server Notifier extension Download the Web Technology Notifier extension Similar Articles Productive Geek Tips Enjoy a Clean Start Page with New Tab PageEnjoy Image Zooming on Your Favorite Photo Websites in ChromeAdd Your Own Folders to Favorites in Windows 7Find User Scripts for Your Favorite Websites the Easy WayAdd Social Elements to Your Gmail Contacts with Rapportive TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips Xobni Plus for Outlook All My Movies 5.9 CloudBerry Online Backup 1.5 for Windows Home Server Snagit 10 tinysong gives a shortened URL for you to post on Twitter (or anywhere) 10 Superb Firefox Wallpapers OpenDNS Guide Google TV The iPod Revolution Ultimate Boot CD can help when disaster strikes

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  • Center content of UISCrollView when smaller

    - by hgpc
    I have an UIImageView inside a UIScrollView which I use for zooming and scrolling. If the image/content of the scroll view if bigger than the scroll view everything works fine. However, when the image becomes smaller than the scroll view, it sticks to the top left corner of the scroll view. I would like to keep it centered, like the Photos app. Any ideas or examples about keeping the content of the UIScrollView centered when smaller? I am working with iPhone 3.0. The following code almost works. The image returns to the top left corner if I pinch it after reaching the minimum zoom level. - (void)loadView { [super loadView]; // set up main scroll view imageScrollView = [[UIScrollView alloc] initWithFrame:[[self view] bounds]]; [imageScrollView setBackgroundColor:[UIColor blackColor]]; [imageScrollView setDelegate:self]; [imageScrollView setBouncesZoom:YES]; [[self view] addSubview:imageScrollView]; UIImageView *imageView = [[UIImageView alloc] initWithImage:[UIImage imageNamed:@"WeCanDoIt.png"]]; [imageView setTag:ZOOM_VIEW_TAG]; [imageScrollView setContentSize:[imageView frame].size]; [imageScrollView addSubview:imageView]; CGSize imageSize = imageView.image.size; [imageView release]; CGSize maxSize = imageScrollView.frame.size; CGFloat widthRatio = maxSize.width / imageSize.width; CGFloat heightRatio = maxSize.height / imageSize.height; CGFloat initialZoom = (widthRatio heightRatio) ? heightRatio : widthRatio; [imageScrollView setMinimumZoomScale:initialZoom]; [imageScrollView setZoomScale:1]; float topInset = (maxSize.height - imageSize.height) / 2.0; float sideInset = (maxSize.width - imageSize.width) / 2.0; if (topInset < 0.0) topInset = 0.0; if (sideInset < 0.0) sideInset = 0.0; [imageScrollView setContentInset:UIEdgeInsetsMake(topInset, sideInset, -topInset, -sideInset)]; } - (UIView *)viewForZoomingInScrollView:(UIScrollView *)scrollView { return [imageScrollView viewWithTag:ZOOM_VIEW_TAG]; } /************************************** NOTE **************************************/ /* The following delegate method works around a known bug in zoomToRect:animated: */ /* In the next release after 3.0 this workaround will no longer be necessary */ /**********************************************************************************/ - (void)scrollViewDidEndZooming:(UIScrollView *)scrollView withView:(UIView *)view atScale:(float)scale { [scrollView setZoomScale:scale+0.01 animated:NO]; [scrollView setZoomScale:scale animated:NO]; // END Bug workaround CGSize maxSize = imageScrollView.frame.size; CGSize viewSize = view.frame.size; float topInset = (maxSize.height - viewSize.height) / 2.0; float sideInset = (maxSize.width - viewSize.width) / 2.0; if (topInset < 0.0) topInset = 0.0; if (sideInset < 0.0) sideInset = 0.0; [imageScrollView setContentInset:UIEdgeInsetsMake(topInset, sideInset, -topInset, -sideInset)]; }

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  • iPhone SDK can't get UIScrollView to work with a UIWebView

    - by Maxwell Segal
    I am building an app that in part of it has two views - one portrait and one landscape. And I want to offer scrolling and pinch & zooming on the landscape orientation. I've built the two views and the simple UIImages in the landscape view all work OK but it does not seem to insert my UIWebView into the UIScrollView. I've done this before with UIImage and all was OK but I must be missing something here - can anybody help with some advice. I'm sure it's something very simple - perhaps to do with the adding of the subview??. Thanks in advance of your help. I've shown the relevant parts of my code below: @interface MonthViewController : UIViewController <UIScrollViewDelegate> { MonthViewController *monthController; IBOutlet UIView *portraitView; IBOutlet UIView *landscapeView; IBOutlet UIWebView *monthKWHChartPortrait; UIWebView *monthKWHChartLandscape; IBOutlet UIScrollView *scrollChartLandscape; IBOutlet UIImageView *eLogoPortrait; IBOutlet UIImageView *eLogoLandscape; IBOutlet UIImageView *clientLogoPortrait; IBOutlet UIImageView *clientLogoLandscape; IBOutlet UIActivityIndicatorView *loadIndicatorPortrait; IBOutlet UIActivityIndicatorView *loadIndicatorLandscape; NSTimer *timer; IBOutlet UILabel *test; } -(UIView *)viewForZoomingInScrollView:(UIScrollView *)scrollChartLandscape { return monthKWHChartLandscape; } - (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation { return (interfaceOrientation == UIInterfaceOrientationPortrait || interfaceOrientation == UIInterfaceOrientationLandscapeLeft || interfaceOrientation == UIInterfaceOrientationLandscapeRight); } -(void)willRotateToInterfaceOrientation:(UIInterfaceOrientation)toInterfaceOrientation duration:(NSTimeInterval)duration { [super willRotateToInterfaceOrientation:(UIInterfaceOrientation)toInterfaceOrientation duration:duration]; if (toInterfaceOrientation ==UIInterfaceOrientationLandscapeRight) { NSLog(@"right"); test.text=@"right"; NSString *urlAddressLandscape = @"http://PRIVATEURLHERE.aspx?WIDTH=440"; NSURL *urlLandscape = [NSURL URLWithString:urlAddressLandscape]; NSURLRequest *requestObjLandscape = [NSURLRequest requestWithURL:urlLandscape]; [self.monthKWHChartLandscape loadRequest:requestObjLandscape]; scrollChartLandscape.contentSize = CGSizeMake(monthKWHChartLandscape.frame.size.width, monthKWHChartLandscape.frame.size.height); scrollChartLandscape.maximumZoomScale = 2.5; scrollChartLandscape.minimumZoomScale = 0.6; scrollChartLandscape.showsHorizontalScrollIndicator = YES; scrollChartLandscape.showsVerticalScrollIndicator = YES; scrollChartLandscape.clipsToBounds = YES; scrollChartLandscape.delegate = self; [self.scrollChartLandscape addSubview:monthKWHChartLandscape]; self.view=landscapeView; //self.view.transform=CGAffineTransformMakeRotation(deg2rad*(90)); //self.view.bounds=CGRectMake(0.0, 0.0, 480.0, 320.0); } else

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  • iPhone SDK / Core Data usage scenario, similar to GAE data store?

    - by boliva
    Hi all, I am currently rewriting a map based App which I wrote in the past, specifically for 2.2.1 devices. Originally I wrote it to make use of SQLite databases but I would like to try and migrate it over Core Data, now that it's available on 3.X (for which I am rewriting to). I am fairly experienced in iPhone/Obj-C development, SQL and server backend technologies, but I have never had the chance to work with Core Data so IDK really if it's the appropiate tool for what I am trying to accomplish. The App works on a limited area in a map over which there are about 4000 placemarks, with different kinds of icons and sizes. Of course not all 4000 placemarks are shown at once but only those currently visible in the map viewport, and depending on the zoom level. What I am doing right now is, after the user moves the map in any way (panning or zooming) I am requesting from the backend server the required information for the placemarks that would be visible given the viewport coordinates boundaries and zoom level, however the process isn't as smooth as I'd like (the backend is sending its response in XML and I am compressing it using gzip), it takes anywhere from 1 to 3 seconds to update the display of the placemarks after the user ends moving the map. What I would like to do is to prefetch all the placemarks data at the App launch and use it all through the app life time - I don't mind storing it for later use because the data should be dynamic. The way I would do it right now is, after retrieving all the data, to store it on an SQLite db which I would query later, whenever the user moves the map, to return only the placemarks inside the viewport coordinate boundaries and specific to a given zoom level. Now, the question itself is, if is it possible to use some more 'native', object driven way to carry this queries process, which got me thinking about Core Data and if it is in any way similar to what Google App Engine offers through its datastore where you can fetch a number of objects from the backend given a certain query or criteria, without resorting to an SQL query itself. Like I said before I don't have any experience on Core Data but I have a pretty deep understanding of Obj-C and iPhone development, as well as SQL databases. Any guides on how to achieve what I'm trying (if possible at all) would be greatly appreciated.

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  • JavaScript Image zoom with CSS3 Transforms, How to calculate Origin? (with example)

    - by Sunday Ironfoot
    I'm trying to implement an image zoom effect, a bit like how the zoom works with Google Maps, but with a grid of fix position images. I've uploaded an example of what I have so far here: http://www.dominicpettifer.co.uk/Files/MosaicZoom.html (uses CSS3 transforms so only works with Firefox, Opera, Chrome or Safari) Use your mouse wheel to zoom in/out. The HTML source is basically an outer div with an inner-div, and that inner-div contains 16 images arranged using absolute position. It's going to be a Photo Mosaic basically. I've got the zoom bit working using CSS3 transforms: $(this).find('div').css('-moz-transform', 'scale(' + scale + ')'); ...however, I'm relying on the mouse X/Y position on the outer div to zoom in on where the mouse cursor is, similar to how Google Maps functions. The problem is that if you zoom right in on an image, move the cursor to the bottom/left corner and zoom again, instead of zooming to the bottom/left corner of the image, it zooms to the bottom/left of the entire mosaic. This has the effect of appearing to jump about the mosaic as you zoom in closer while moving the mouse around, even slightly. That's basically the problem, I want the zoom to work exactly like Google Maps where it zooms exactly to where your mouse cursor position is, but I can't get my head around the Maths to calculate the transform-origin: X/Y values correctly. Please help, been stuck on this for 3 days now. Here is the full code listing for the mouse wheel event: var scale = 1; $("#mosaicContainer").mousewheel(function(e, delta) { if (delta > 0) { scale += 1; } else { scale -= 1; } scale = scale < 1 ? 1 : (scale > 40 ? 40 : scale); var x = e.pageX - $(this).offset().left; var y = e.pageY - $(this).offset().top; $(this).find('div').css('-moz-transform', 'scale(' + scale + ')') .css('-moz-transform-origin', x + 'px ' + y + 'px'); return false; });

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  • How to program a real-time accurate audio sequencer on the iphone?

    - by Walchy
    Hi... I want to program a simple audio sequencer on the iphone but I can't get accurate timing. The last days I tried all possible audio techniques on the iphone, starting from AudioServicesPlaySystemSound and AVAudioPlayer and OpenAL to AudioQueues. In my last attempt I tried the CocosDenshion sound engine which uses openAL and allows to load sounds into multiple buffers and then play them whenever needed. Here is the basic code: init: int channelGroups[1]; channelGroups[0] = 8; soundEngine = [[CDSoundEngine alloc] init:channelGroups channelGroupTotal:1]; int i=0; for(NSString *soundName in [NSArray arrayWithObjects:@"base1", @"snare1", @"hihat1", @"dit", @"snare", nil]) { [soundEngine loadBuffer:i fileName:soundName fileType:@"wav"]; i++; } [NSTimer scheduledTimerWithTimeInterval:0.14 target:self selector:@selector(drumLoop:) userInfo:nil repeats:YES]; In the initialisation I create the sound engine, load some sounds to different buffers and then establish the sequencer loop with NSTimer. audio loop: - (void)drumLoop:(NSTimer *)timer { for(int track=0; track<4; track++) { unsigned char note=pattern[track][step]; if(note) [soundEngine playSound:note-1 channelGroupId:0 pitch:1.0f pan:.5 gain:1.0 loop:NO]; } if(++step>=16) step=0; } Thats it and it works as it should BUT the timing is shaky and instable. As soon as something else happens (i.g. drawing in a view) it goes out of sync. As I understand the sound engine and openAL the buffers are loaded (in the init code) and then are ready to start immediately with alSourcePlay(source); - so the problem may be with NSTimer? Now there are dozens of sound sequencer apps in the appstore and they have accurate timing. I.g. "idrum" has a perfect stable beat even in 180 bpm when zooming and drawing is done. So there must be a solution. Does anybody has any idea? Thanks for any help in advance! Best regards, Walchy

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  • Recommendations for a free GIS library supporting raster images

    - by gspr
    Hi. I'm quite new to the whole field of GIS, and I'm about to make a small program that essentially overlays GPS tracks on a map together with some other annotations. I primarily need to allow scanned (thus raster) maps (although it would be nice to support proper map formats and something like OpenStreetmap in the long run). My first exploratory program uses Qt's graphics view framework and overlays the GPS points by simply projecting them onto the tangent plane to the WGS84 ellipsoid at a calibration point. This gives half-decent accuracy, and actually looks good. But then I started wondering. To get the accuracy I need (i.e. remove the "half" in "half-decent"), I have to correct for the map projection. While the math is not a problem in itself, supporting many map projection feels like needless work. Even though a few projections would probably be enough, I started thinking about just using something like the PROJ.4 library to do my projections. But then, why not take it all the way? Perhaps I might aswell use a full-blown map library such as Mapnik (edit: Quantum GIS also looks very nice), which will probably pay off when I start to want even more fancy annotations or some other symptom of featuritis. So, finally, to the question: What would you do? Would you use a full-blown map library? If so, which one? Again, it's important that it supports using (and zooming in and out with) raster maps and has pretty overlay features. Or would you just keep it simple, and go with Qt's own graphics view framework together with something like PROJ.4 to handle the map projections? I appreciate any feedback! Some technicalities: I'm writing in C++ with a Qt-based GUI, so I'd prefer something that plays relatively nicely with those. Also, the library must be free software (as in FOSS), and at least decently cross-platform (GNU/Linux, Windows and Mac, at least). Edit: OK, it seems I didn't do quite enough research before asking this question. Both Quantum GIS and Mapnik seem very well suited for my purpose. The former especially so since it's based on Qt.

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  • JavaScript + Maths: Image zoom with CSS3 Transforms, How to set Origin? (with example)

    - by Sunday Ironfoot
    My Math skills really suck! I'm trying to implement an image zoom effect, a bit like how the Zoom works with Google Maps, but with a grid of fix position images. I've uploaded an example of what I have so far here: http://www.dominicpettifer.co.uk/Files/MosaicZoom.html (uses CSS3 transforms so only works with Firefox, Opera, Chrome or Safari) Use your mouse wheel to zoom in/out. The HTML source is basically an outer div with an inner-div, and that inner-div contains 16 images arranged using absolute position. It's going to be a Photo Mosaic basically. I've got the zoom bit working using CSS3 transforms: $(this).find('div').css('-moz-transform', 'scale(' + scale + ')'); ...however, I'm relying on the mouse X/Y position on the outer div to zoom in on where the mouse cursor is, similar to how Google Maps functions. The problem is that if you zoom right in on an image, move the cursor to the bottom/left corner and zoom again, instead of zooming to the bottom/left corner of the image, it zooms to the bottom/left of the entire mosaic. This has the effect of appearing to jump about the mosaic as you zoom in closer while moving the mouse around, even slightly. That's basically the problem, I want the zoom to work exactly like Google Maps where it zooms exactly to where your mouse cursor position is, but I can't get my head around the Maths to calculate the transform-origin: X/Y values correctly. Please help, been stuck on this for 3 days now. Here is the full code listing for the mouse wheel event: var scale = 1; $("#mosaicContainer").mousewheel(function(e, delta) { if (delta > 0) { scale += 1; } else { scale -= 1; } scale = scale < 1 ? 1 : (scale > 40 ? 40 : scale); var x = e.pageX - $(this).offset().left; var y = e.pageY - $(this).offset().top; $(this).find('div').css('-moz-transform', 'scale(' + scale + ')') .css('-moz-transform-origin', x + 'px ' + y + 'px'); return false; });

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  • Google maps sometimes does not return a geocoded value for string

    - by XGreen
    Hi Guys, I have the following code: It basically looks into a HTML list and geocodes and markets each item. it does it correctly 8 out of ten but sometimes I get an error I set for show in the console. I can't think of anything. Any thoughts is much appreciated. $(function () { var map = null; var geocoder = null; function initialize() { if (GBrowserIsCompatible()) { // Specifies that the element with the ID map is the container for the map map = new GMap2(document.getElementById("map")); // Sets an initial map positon (which mainly gets ignored after reading the adderesses list) map.setCenter(new GLatLng(37.4419, -122.1419), 13); // Instatiates the google Geocoder class geocoder = new GClientGeocoder(); map.addControl(new GSmallMapControl()); // Sets map zooming controls on the map map.enableScrollWheelZoom(); // Allows the mouse wheel to control the map while on it } } function showAddress(address, linkHTML) { if (geocoder) { geocoder.getLatLng(address, function (point) { if (!point) { console.log('Geocoder did not return a location for ' + address); } else { map.setCenter(point, 8); var marker = new GMarker(point); map.addOverlay(marker); // Assigns the click event to each marker to open its balloon GEvent.addListener(marker, "click", function () { marker.openInfoWindowHtml(linkHTML); }); } } ); } } // end of show address function initialize(); // This iterates through the text of each address and tells the map // to show its location on the map. An internal error is thrown if // the location is not found. $.each($('.addresses li a'), function () { var addressAnchor = $(this); showAddress(addressAnchor.text(), $(this).parent().html()); }); }); which looks into this HTML: <ul class="addresses"> <li><a href="#">Central London</a></li> <li><a href="#">London WC1</a></li> <li><a href="#">London Shoreditch</a></li> <li><a href="#">London EC1</a></li> <li><a href="#">London EC2</a></li> <li><a href="#">London EC3</a></li> <li><a href="#">London EC4</a></li> </ul>

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