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  • weird swing heavyweight object lightweight objects problem

    - by Yoav Schwartz
    Hello, We have a problem in our swing based application since we've upgraded our java version from 6u5 to 6u18 (The application runs over WinXP). Our application contains a Canvas object which resides in a JFrame. The application draws things on the canvas. Every time we drag a lightweight swing object (popup or another frame) over the canvas, it has a refresh problem. It blinks - becomes black. The problem only resolves after we move the swing component away from the canvas and click on it again. We think this problem is related to the fact the the canvas is a heavyweight object. And we know there were changes done in the new versions of java on the mixing of heavyweight and lightweight objects issue. Some more details: 1) Our problem reproduces in java 6u14 and 6u16. 2) Everything works fine in java 6u5. Another strange thing: We have 2 types of stations running our application. The first type has a ATI FireGL7100 PCI-E graphics card. The second type has a Matrox G450 PCI graphic card. The problem does not reproduce on the Matrox based station in any java version. One more thing: http://bugs.sun.com/bugdatabase/view_bug.do?bug_id=6829858 - looks similar to our problem. Is our problem familiar? Do you have any suggestions (workarounds, ideas how the difference in graphics cards is connected to this problem) Hope I was clear enough, Yoav

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  • WPF: Same line drawn different?

    - by stefan.at.wpf
    Hello, I have a canvas and in it I'm drawing some lines: for (int i = 1; i >= 100; i++) { // Line LineGeometry line = new LineGeometry(); line.StartPoint = new Point(i * 100, 0); line.EndPoint = new Point(i * 100, 100 * 100); // Path Path myPath = new Path(); myPath.Stroke = Brushes.Black; myPath.StrokeThickness = 1; // Add to canvas myPath.Data = line; canvas1.Children.Add(myPath); } Well, nothing special, but it makes problems - the lines are drawn different! The canvas is inside a scrollviewer, the following image shows different positions of the canvas, however the lines should look the same? Hell, how is this possible? The code above is the only code I've written by hand and it's the only content in the canvas. Anyone knows why this happens and how to prevent this? Thank you very much! Screenshot: http://www.imagebanana.com/view/c01nrd6i/lines.png

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  • using ontouch to zoom in

    - by user357032
    i have used some sample code and am trying to tweak it to let me allow the user to touch the screen and zoom in the code runs fine with no errors but when i touch the screen nothing happens package com.thomas.zoom; import android.content.Context; import android.graphics.Canvas; import android.graphics.drawable.Drawable; import android.view.KeyEvent; import android.view.MotionEvent; import android.view.View; public class Zoom extends View { private Drawable image; private int zoomControler=20; public Zoom(Context context) { super(context); image=context.getResources().getDrawable(R.drawable.icon); setFocusable(true); } @Override protected void onDraw(Canvas canvas) { // TODO Auto-generated method stub super.onDraw(canvas); //here u can control the width and height of the images........ this line is very important image.setBounds((getWidth()/2)-zoomControler, (getHeight()/2)-zoomControler, (getWidth()/2)+zoomControler, (getHeight()/2)+zoomControler); image.draw(canvas); } public boolean onTouch(int action, MotionEvent event) { action= event.getAction(); if(action == MotionEvent.ACTION_DOWN){ zoomControler+=10; } invalidate(); return true; } }

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  • Custom view in ListView disappears while scrolling in Android

    - by troorl
    Hi. I wrote a simple custom view for rows in ListView. It works fine, but when I try to scroll the list, I see only white rows without content. And when scrolling is over, rows continue to show again. This is how I draw a custom view: @Override protected void onDraw(Canvas canvas) { if(poster != null) { canvas.drawBitmap(poster, padding, padding, paint); } canvas.drawText(title, 55 + padding, 16 + padding, paint); } Maybe I missed something? P.S. This is short screencast (400kb) http://dl.dropbox.com/u/190203/test.mpeg

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  • Binding position to ActualHeight

    - by Qanik
    Hi I want to bind a lists position to its own height in XAML. So its lower left corner always will be at 0.0 of the canvas. I'm using elementBinding to get the ActualHeight and a converter to invert the property. But the height sent to the converter is 0. How do I solve this or am I going at this the wrong way? <Canvas x:Name="DisplaySurface"> <ListBox x:Name="MenuList" Visibility="Visible" Canvas.Top="{Binding ElementName=MenuList, Path=ActualHeight, Converter={StaticResource LamdaConv}, ConverterParameter='val=>-val'}"> <ListBoxItem Content="item 1" /> <ListBoxItem Content="item 2" /> <ListBoxItem Content="item 3" /> <ListBoxItem Content="item 4" /> <ListBoxItem Content="item 5" /> <ListBoxItem Content="item 6" /> </ListBox> </Canvas> -Qanik

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  • How to get the "real" colors when exporting a GDI drawing to bmp

    - by Rodrigo
    Hi guys I'm developing a ASP.Net web handler that returns images making a in-memory System.Windows.Forms.Control and then exports the rendered control as a bitmap compressed to PNG, using the method DrawToBitmap(). The classes are fully working by now, except for a problem with the color assignment. By example, this is a Gauge generated by the web handler. The colors assigned to the inner parts of the gauge are red (#FF0000), yellow (#FFFF00) and green (#00FF00) but I only get a dully version of each color (#CB100F for red, #CCB70D for yellow and #04D50D for green). The background is a bmp file containing the color gradient. The color loss happens whether the background is a gradient as the sample, a black canvas, a white canvas, a transparent canvas, even when there is not a background set. With black background With transparent background With a white background Without a background set With pixel format in Format32bppArgb I've tried multiple bitmap color deeps, output formats, compression level, etc. but none of them seems to work. Any ideas? This is a excerpt of the source code: Bitmap bmp = new Bitmap(w, h, System.Drawing.Imaging.PixelFormat.Format32bppPArgb); Image bgimage = (Image) HttpContext.GetGlobalResourceObject("GraphicResources", "GaugeBackgroundImage"); Canvas control_canvas = new Canvas(); .... //the routine that makes the gauge .... control_canvas.DrawToBitmap(bmp, new Rectangle(0, 0, w, h));

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  • MVVM Light - master / child views and dependency properties

    - by Carl Dickinson
    I'm getting an odd problem when implementing a master / child view and custom dependency properties. Within my master view I'm binding the view model declaratively in the XAML as follows: DataContext="{Binding MainViewModelProperty, Source={StaticResource Locator}}" and my MainViewModel is exposing an observable collection which I'm binding to an ItemsControl as follows: <ItemsControl ItemsSource="{Binding Lists}" Height="490" Canvas.Top="10" Width="70"> <ItemsControl.ItemTemplate> <DataTemplate> <Canvas> <local:TaskListControl Canvas.Left="{Binding ListLeft}" Canvas.Top="{Binding ListTop}" Width="{Binding ListWidth}" Height="{Binding ListHeight}" ListDetails="{Binding}"/> </Canvas> </DataTemplate> </ItemsControl.ItemTemplate> </ItemsControl> TaskListControl in turn declares and bind to it's ViewModel and I've also defined a dependency property for the ListDetails property. The ListDetails property is not being set and if I remove the declarative reference to it's viewmodel the dependency property's callback does get fired. Is there a conflict with declaratively binding to viewmodels and definig dependency properties? I really like MVVM Light's blendability and want to perserve with this problem so any help would be apprectiated. If you'd like to receive the source for my project then please ask

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  • Using TPrinter in Delphi

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

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  • Using max-width = 100% and max-height = 100% on an image, calculate the display width/height

    - by NatalieMac
    I am creating a slideshow for images of various sizes to display centered vertically and horizontally within a canvas area. In my CSS, I set the width and height of the image to 100% so that each image would proportionally fill the canvas. I want the canvas to auto-size itself to fit within the viewer's screensize as the original size of the images is quite large (up to 800 pixels tall). I am using jQuery 1.4, and using the height of the image to calculate the top value for absolute positioning it to the middle of the canvas. I have tried using jQuery to get the .height(), innerHeight(), and outerHeight(), but it always gets the full size of the image. I extracted the DOM element from the jQuery object and tried using .width, .offsetWidth, and .clientWidth, but that too always seems to return the full size of the image. Firebug displays the correct dimensions, so I know there's some way of calculating the actual display height of the image, I just can't figure out what it is. How do you get the actual display height of an image if you've set max-height = 100%? I didn't want to have to calculate and set the height of each image in the js, but if I have to, I will. It just seems like I should be able to set the canvas size and have the images auto-adjust.

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  • Background repat in Flex 3

    - by Tom
    Hello everybody, I am trying to set a background to a canvas, and set an repeat-x on it. But anything I try don't work. I am using this code: <mx:Style> Canvas.topbar { borderColor: yellow; alpha: 1.0; backgroundImage: url('../assets/images/header.png'); backgroundRepeat: x-repeat; } </mx:Style> <mx:Canvas height="25" top="0" left="0" right="0" styleName="topbar"> <mx:Label x="2" y="4" text="{system_name} {system_version}" height="15"/> </mx:Canvas> But it won't work:( What is wrong with the code?

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  • Why won't Silverlight handle the conversion of my custom float property

    - by Jeff Weber
    In a Silverlight 4 project I have a class that extends Canvas: public class AppendageCanvas : Canvas { public float Friction { get; set; } public float Restitution { get; set; } public float Density { get; set; } } I use this canvas in Blend by dragging it onto another control and setting the custom properties: When I run the app, I get the following error when InitializeComponent is called on the control containing my custom canvas: I'm not sure why Silverlight isn't able to convert this property from it's string representation in Xaml, to the float that it is. Anyone have any ideas?

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  • Could any help me in resource of how to build framework with api like facebook ?

    - by Space Cracker
    we will develop a web site that will have some free services and we want to make it as a framework that can any build application over it or can use its api in their site .. Could any lead me in how to start it , what's the better architecture and design pattern help in that , is there any resources discuss or explain how to do like this ? FYI : we are dot net developers but we can learn any other if its urgently needed in such a solution

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  • How to set labels inside textfields for username and password like facebook?

    - by NAVEED
    I have a login form for my website. This login form have two text fields, username and password. Currently I am placing labels(username, password) just before textfields. But now I want to removed these two labels and want to show text(username, password) inside textfield. When user focuses on these textfields then texts should be removed and user can enter his desired username and password. I have also noticed that when user open a login form then font color of text(username, password) populated in textfield(username, password) is of diffent color and when user start typing in that field then previous text is removed and new font color is black. How is it possible?

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  • Multiple consecutive alerts in Java ME

    - by Casebash
    According to the documentation, Display.setCurrent doesn't work if the current displayable is an alert. Does anyone know how to work around this so that we can go from one alert to another? I am using CLDC 1.0 and MIDP 2.0. My attempt The spec does allow us to edit an alert while it is on screen, but some Nokia phones don't handle it well at all. So I am now trying to go from the alert to a canvas, then back to the alert. Of course I don't want the user to interact with the previous canvas, so it seems that I am forced to create a new blank canvas. As a sidenote, this has the slight disadvantage of looking worse on phones which still have the previous screen when an alert is shown. The bigger problem is how to transition from the blank canvas back to an alert once the canvas is loaded. Testing on the Motorola emulator revealed that showNotify is not called after returning from an alert to the previous screen. I guess I could create the next alert in the paint method, but this seems like a ugly hack.

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  • How can I print text fields at the right coordinates?

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

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  • Aftering captureing a layout screenshot, ImageView is transparent

    - by Behnam
    After capturing a layout screenshot, Containing ImageViews pixels is semi-transparent ( it's abnormal ). Also widget that has transparent color is transparent ( it's normal ). Solid widget is not transparent ( it's normal ). Source of imageviews is JPG files ( so no transparent pixels in the bitmap ). Code: final Bitmap rawBitmap = Bitmap.createBitmap(width, height, Bitmap.Config.ARGB_8888); final Canvas canvas = new Canvas(rawBitmap); rendererView.layout(0, 0, width, height); rendererView.draw(canvas); rawBitmap.compress(CompressFormat.PNG, 100, new FileOutputStream("/sdcard/test" + System.currentTimeMillis() + ".png")); Result:

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  • No events are fired from an imagebrush via ImageOpened/ImageFailed

    - by umlgorithm
    A canvas is received from the server, and an image brush is extracted from the canvas via searching for a bunch of pathes. In summary, Canvas - Path - Path.Fill - ImageBrush. Now, I want to take a snapshot of the ImageBrush using WriteableBitmap when it is loaded and here is what I did var imageBrushes = VisualTreeUtility.FindVisualChildren<Path>(canvas) .Where(i => i.Fill.GetType() == typeof(ImageBrush)) .Select(p => p.Fill); foreach(var image in imageBrushes) { image.ImageOpened += delegate { //never gets here }; image.ImageFailed += delegate { //never gets here either }; // if the image is already loaded if (((BitmapSource)image.ImageSource).PixelWidth != 0) { // never gets here either } } As you can see the comments in the code above, no matter what I try, I can't seem to catch an event from the image. Any suggestions?

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  • referencing ints from other classes

    - by user357032
    if i wanted to reference an int from another class how would i go about doing that??? public class Zoom extends View { private Drawable image; public int zoomControler=20; public Zoom(Context context) { super(context); image=context.getResources().getDrawable(R.drawable.icon); setFocusable(true); } @Override protected void onDraw(Canvas canvas) { // TODO Auto-generated method stub super.onDraw(canvas); image.setBounds((getWidth()/2)-zoomControler, (getHeight()/2)-zoomControler, (getWidth()/2)+zoomControler, (getHeight()/2)+zoomControler); image.draw(canvas); } } class HelloOnTouchListener implements OnTouchListener{ @Override public boolean onTouch(View arg0, MotionEvent arg1) { return true; } } in this case i want to reference the zoomControler from the first class in the second helloontouchlistener class

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  • Draw Pixel using OpenGLEs for Android

    - by Shubh
    How can I draw a pixel(2D view)for Android using OpenGlEs. In Simple when we use draw(Canvas canvas){...} to draw, so using it we draw canvas.drawPoint(i, j, paint); ..but in OpenGlEs still I haven't got any function like it. Please reply Thank in Advance

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  • WPF Reusing Xaml Effectively

    - by Steve
    Hi, I've recently been working on a project using WPF to produce a diagram. In this I must show text alongside symbols that illustrate information associated with the text. To draw the symbols I initially used some png images I had produced. Within my diagram these images appeared blurry and only looked worse when zoomed in on. To improve on this I decided I would use a vector rather than a rastor image format. Below is the method I used to get the rastor image from a file path: protected Image GetSymbolImage(string symbolPath, int symbolHeight) { Image symbol = new Image(); symbol.Height = symbolHeight; BitmapImage bitmapImage = new BitmapImage(); bitmapImage.BeginInit(); bitmapImage.UriSource = new Uri(symbolPath); bitmapImage.DecodePixelHeight = symbolHeight; bitmapImage.EndInit(); symbol.Source = bitmapImage; return symbol; } Unfortunately this does not recognise vector image formats. So instead I used a method like the following, where "path" is the file path to a vector image of the format .xaml: public static Canvas LoadXamlCanvas(string path) { //if a file exists at the specified path if (File.Exists(path)) { //store the text in the file string text = File.ReadAllText(path); //produce a canvas from the text StringReader stringReader = new StringReader(text); XmlReader xmlReader = XmlReader.Create(stringReader); Canvas c = (Canvas)XamlReader.Load(xmlReader); //return the canvas return c; } return null; } This worked but drastically killed performance when called repeatedly. I found the logic necessary for text to canvas conversion (see above) was the main cause of the performance problem therefore embedding the .xaml images would not alone resolve the performance issue. I tried using this method only on the initial load of my application and storing the resulting canvases in a dictionary that could later be accessed much quicker but I later realised when using the canvases within the dictionary I would have to make copies of them. All the logic I found online associated with making copies used a XamlWriter and XamlReader which would again just introduce a performance problem. The solution I used was to copy the contents of each .xaml image into its own user control and then make use of these user controls where appropriate. This means I now display vector graphics and performance is much better. However this solution to me seems pretty clumsy. I'm new to WPF and wonder if there is some built in way of storing and reusing xaml throughout an application? Apologies for the length of this question. I thought having a record of my attempts might help someone with any similar problem. Thanks.

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  • Converting HTML TAG Object to JSON Object

    - by cooldude
    Hi, I want to convert the html tag objects to json object in the javascript in order to send them to the server from the javascript. As i have to save these objects at the Ruby on Rails server. These HTML objects is the canvas tag object and the graphics objects created using CAKE API. I have used the stringify function but it is not working. Here is my code: var CAKECanvas = new Canvas(document.body, 1000,1000); var canvas=CAKECanvas.canvas; var text=document.createElement('textarea'); text.id="text"; text.rows="100"; text.cols="200"; document.body.appendChild(text); canvas.style.borderStyle="solid"; canvas.style.borderColor="black"; var rect= new Circle(); rect.radius=100; rect.centered=true; rect.cx=Math.random() * 500; rect.cy= Math.random() * 300; rect.stroke= false; rect.fill= "red"; rect.xDir = Math.random() > 0.5?1:-1; rect.yDir = Math.random() > 0.5?1:-1; var obj=new Object; var count = 0,k; for (k in rect) { if (rect.hasOwnProperty(k)) { count++; obj[k]=rect[k]; } } alert(count); rect.addFrameListener(function(t, dt) { this.cx += this.xDir * 50 * dt/1000; this.cy += this.yDir * 50 * dt/1000; if (this.cx > 550) { this.xDir = -1; } if (this.cx < 50) { this.xDir = 1; } if (this.cy > 350) { this.yDir = -1; } if (this.cy < 50) { this.yDir = 1; } } ); CAKECanvas.append(rect); var carAsJSON = JSON.stringify(obj); /////////////////ERROR

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  • Android map performance with > 800 overlays of KML data

    - by span
    I have some a shape file which I have converted to a KML file that I wish to read coordinates from and then draw paths between the coordinates on a MapView. With the help of this great post: How to draw a path on a map using kml file? I have been able to read the the KML into an ArrayList of "Placemarks". This great blog post then showed how to take a list of GeoPoints and draw a path: http://djsolid.net/blog/android---draw-a-path-array-of-points-in-mapview The example in the above post only draws one path between some points however and since I have many more paths than that I am running into some performance problems. I'm currently adding a new RouteOverlay for each of the separate paths. This results in me having over 800 overlays when they have all been added. This has a performance hit and I would love some input on what I can do to improve it. Here are some options I have considered: Try to add all the points to a List which then can be passed into a class that will extend Overlay. In that new class perhaps it would be possible to add and draw the paths in a single Overlay layer? I'm not sure on how to implement this though since the paths are not always intersecting and they have different start and end points. At the moment I'm adding each path which has several points to it's own list and then I add that to an Overlay. That results in over 700 overlays... Simplify the KML or SHP. Instead of having over 700 different paths, perhaps there is someway to merge them into perhaps 100 paths or less? Since alot of paths are intersected at some point it should be possible to modify the original SHP file so that it merges all intersections. Since I have never worked with these kinds of files before I have not been able to find a way to do this in GQIS. If someone knows how to do this I would love for some input on that. Here is a link to the group of shape files if you are interested: http://danielkvist.net/cprg_bef_cbana_polyline.shp http://danielkvist.net/cprg_bef_cbana_polyline.shx http://danielkvist.net/cprg_bef_cbana_polyline.dbf http://danielkvist.net/cprg_bef_cbana_polyline.prj Anyway, here is the code I'm using to add the Overlays. Many thanks in advance. RoutePathOverlay.java package net.danielkvist; import java.util.List; import android.graphics.Canvas; import android.graphics.Color; import android.graphics.Paint; import android.graphics.Path; import android.graphics.Point; import android.graphics.RectF; import com.google.android.maps.GeoPoint; import com.google.android.maps.MapView; import com.google.android.maps.Overlay; import com.google.android.maps.Projection; public class RoutePathOverlay extends Overlay { private int _pathColor; private final List<GeoPoint> _points; private boolean _drawStartEnd; public RoutePathOverlay(List<GeoPoint> points) { this(points, Color.RED, false); } public RoutePathOverlay(List<GeoPoint> points, int pathColor, boolean drawStartEnd) { _points = points; _pathColor = pathColor; _drawStartEnd = drawStartEnd; } private void drawOval(Canvas canvas, Paint paint, Point point) { Paint ovalPaint = new Paint(paint); ovalPaint.setStyle(Paint.Style.FILL_AND_STROKE); ovalPaint.setStrokeWidth(2); int _radius = 6; RectF oval = new RectF(point.x - _radius, point.y - _radius, point.x + _radius, point.y + _radius); canvas.drawOval(oval, ovalPaint); } public boolean draw(Canvas canvas, MapView mapView, boolean shadow, long when) { Projection projection = mapView.getProjection(); if (shadow == false && _points != null) { Point startPoint = null, endPoint = null; Path path = new Path(); // We are creating the path for (int i = 0; i < _points.size(); i++) { GeoPoint gPointA = _points.get(i); Point pointA = new Point(); projection.toPixels(gPointA, pointA); if (i == 0) { // This is the start point startPoint = pointA; path.moveTo(pointA.x, pointA.y); } else { if (i == _points.size() - 1)// This is the end point endPoint = pointA; path.lineTo(pointA.x, pointA.y); } } Paint paint = new Paint(); paint.setAntiAlias(true); paint.setColor(_pathColor); paint.setStyle(Paint.Style.STROKE); paint.setStrokeWidth(3); paint.setAlpha(90); if (getDrawStartEnd()) { if (startPoint != null) { drawOval(canvas, paint, startPoint); } if (endPoint != null) { drawOval(canvas, paint, endPoint); } } if (!path.isEmpty()) canvas.drawPath(path, paint); } return super.draw(canvas, mapView, shadow, when); } public boolean getDrawStartEnd() { return _drawStartEnd; } public void setDrawStartEnd(boolean markStartEnd) { _drawStartEnd = markStartEnd; } } MyMapActivity package net.danielkvist; import java.util.ArrayList; import java.util.Collection; import java.util.Iterator; import android.graphics.Color; import android.os.Bundle; import android.util.Log; import com.google.android.maps.GeoPoint; import com.google.android.maps.MapActivity; import com.google.android.maps.MapView; public class MyMapActivity extends MapActivity { /** Called when the activity is first created. */ @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.main); MapView mapView = (MapView) findViewById(R.id.mapview); mapView.setBuiltInZoomControls(true); String url = "http://danielkvist.net/cprg_bef_cbana_polyline_simp1600.kml"; NavigationDataSet set = MapService.getNavigationDataSet(url); drawPath(set, Color.parseColor("#6C8715"), mapView); } /** * Does the actual drawing of the route, based on the geo points provided in * the nav set * * @param navSet * Navigation set bean that holds the route information, incl. * geo pos * @param color * Color in which to draw the lines * @param mMapView01 * Map view to draw onto */ public void drawPath(NavigationDataSet navSet, int color, MapView mMapView01) { ArrayList<GeoPoint> geoPoints = new ArrayList<GeoPoint>(); Collection overlaysToAddAgain = new ArrayList(); for (Iterator iter = mMapView01.getOverlays().iterator(); iter.hasNext();) { Object o = iter.next(); Log.d(BikeApp.APP, "overlay type: " + o.getClass().getName()); if (!RouteOverlay.class.getName().equals(o.getClass().getName())) { overlaysToAddAgain.add(o); } } mMapView01.getOverlays().clear(); mMapView01.getOverlays().addAll(overlaysToAddAgain); int totalNumberOfOverlaysAdded = 0; for(Placemark placemark : navSet.getPlacemarks()) { String path = placemark.getCoordinates(); if (path != null && path.trim().length() > 0) { String[] pairs = path.trim().split(" "); String[] lngLat = pairs[0].split(","); // lngLat[0]=longitude // lngLat[1]=latitude // lngLat[2]=height try { if(lngLat.length > 1 && !lngLat[0].equals("") && !lngLat[1].equals("")) { GeoPoint startGP = new GeoPoint( (int) (Double.parseDouble(lngLat[1]) * 1E6), (int) (Double.parseDouble(lngLat[0]) * 1E6)); GeoPoint gp1; GeoPoint gp2 = startGP; geoPoints = new ArrayList<GeoPoint>(); geoPoints.add(startGP); for (int i = 1; i < pairs.length; i++) { lngLat = pairs[i].split(","); gp1 = gp2; if (lngLat.length >= 2 && gp1.getLatitudeE6() > 0 && gp1.getLongitudeE6() > 0 && gp2.getLatitudeE6() > 0 && gp2.getLongitudeE6() > 0) { // for GeoPoint, first:latitude, second:longitude gp2 = new GeoPoint( (int) (Double.parseDouble(lngLat[1]) * 1E6), (int) (Double.parseDouble(lngLat[0]) * 1E6)); if (gp2.getLatitudeE6() != 22200000) { geoPoints.add(gp2); } } } totalNumberOfOverlaysAdded++; mMapView01.getOverlays().add(new RoutePathOverlay(geoPoints)); } } catch (NumberFormatException e) { Log.e(BikeApp.APP, "Cannot draw route.", e); } } } Log.d(BikeApp.APP, "Total overlays: " + totalNumberOfOverlaysAdded); mMapView01.setEnabled(true); } @Override protected boolean isRouteDisplayed() { // TODO Auto-generated method stub return false; } } Edit: There are of course some more files I'm using but that I have not posted. You can download the complete Eclipse project here: http://danielkvist.net/se.zip

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  • Issue while saving image using savefiledialog

    - by user1097772
    I'm using savefiledialog to save an image. Canvas is picturebox and the loaded image is bitmap. When I try to save it the file is created but somehow corrupted. Cause when I try againt load the image or show in different viewer it doesn't work - I mean the saved file is corrupted. There is an method for saving image. private void saveFileDialog1_FileOk(object sender, CancelEventArgs e) { System.IO.FileStream fs = (System.IO.FileStream)saveFileDialog1.OpenFile(); try { switch (saveFileDialog1.FilterIndex) { case 1: canvas.Image.Save(saveFileDialog1.FileName, System.Drawing.Imaging.ImageFormat.Bmp); break; case 2: canvas.Image.Save(saveFileDialog1.FileName, System.Drawing.Imaging.ImageFormat.Jpeg); break; case 3: canvas.Image.Save(saveFileDialog1.FileName, System.Drawing.Imaging.ImageFormat.Png); break; case 4: canvas.Image.Save(saveFileDialog1.FileName, System.Drawing.Imaging.ImageFormat.Tiff); break; } } catch (Exception ex) { System.Console.WriteLine("Exception " + ex); } I should also mention the property Filter. saveFileDialog1.Filter has value: bmp (*.bmp)|*.bmp|jpeg (*.jpeg)|*.jpeg|png (*.png)|*.png|tiff (*.tiff)|*.tiff

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