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  • how to fix error in bitmap size exceeds VM budget

    - by narasimha
    hi folks i am working one application image uploading to sdcard i am scaling that sdcard saved into database some times one error is occurs bitmap size exceeds vm budget ouput : 01-11 15:39:51.809: ERROR/AndroidRuntime(6214): Uncaught handler: thread main exiting due to uncaught exception 01-11 15:39:51.979: ERROR/AndroidRuntime(6214): java.lang.OutOfMemoryError: bitmap size exceeds VM budget 01-11 15:39:51.979: ERROR/AndroidRuntime(6214): at android.graphics.BitmapFactory.nativeDecodeByteArray(Native Method) 01-11 15:39:51.979: ERROR/AndroidRuntime(6214): at android.graphics.BitmapFactory.decodeByteArray(BitmapFactory.java:384) 01-11 15:39:51.979: ERROR/AndroidRuntime(6214): at android.graphics.BitmapFactory.decodeByteArray(BitmapFactory.java:397) 01-11 15:39:51.979: ERROR/AndroidRuntime(6214): at com.fitzgeraldsoftware.shout.presentationLayer.Shout.onActivityResult(Shout.java:1653) 01-11 15:39:51.979: ERROR/AndroidRuntime(6214): at android.app.Activity.dispatchActivityResult(Activity.java:3624) 01-11 15:39:51.979: ERROR/AndroidRuntime(6214): at android.app.ActivityThread.deliverResults(ActivityThread.java:3220) 01-11 15:39:51.979: ERROR/AndroidRuntime(6214): at android.app.ActivityThread.handleSendResult(ActivityThread.java:3266) 01-11 15:39:51.979: ERROR/AndroidRuntime(6214): at android.app.ActivityThread.access$2600(ActivityThread.java:116) 01-11 15:39:51.979: ERROR/AndroidRuntime(6214): at android.app.ActivityThread$H.handleMessage(ActivityThread.java:1823) 01-11 15:39:51.979: ERROR/AndroidRuntime(6214): at android.os.Handler.dispatchMessage(Handler.java:99) 01-11 15:39:51.979: ERROR/AndroidRuntime(6214): at android.os.Looper.loop(Looper.java:123) 01-11 15:39:51.979: ERROR/AndroidRuntime(6214): at android.app.ActivityThread.main(ActivityThread.java:4203) 01-11 15:39:51.979: ERROR/AndroidRuntime(6214): at java.lang.reflect.Method.invokeNative(Native Method) 01-11 15:39:51.979: ERROR/AndroidRuntime(6214): at java.lang.reflect.Method.invoke(Method.java:521) 01-11 15:39:51.979: ERROR/AndroidRuntime(6214): at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:791) 01-11 15:39:51.979: ERROR/AndroidRuntime(6214): at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:549) 01-11 15:39:51.979: ERROR/AndroidRuntime(6214): at dalvik.system.NativeStart.main(Native Method) how can fix the error please forward some solution thanks in advance

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  • Chrome targeted CSS

    - by Chris
    I have some CSS code that hides the cursor on a web page (it is a client facing static screen with no interaction). The code I use to do this is below: *, html { cursor: url('/web/resources/graphics/blank.cur'), pointer; } Blank.cur is a totally blank cursor file. This code works perfectly well in all browsers when I host the web files on my local server but when I upload to a Windows CE webserver (our production unit) the cursor represents itself as a black box. Odd. After some testing it seems that chrome only has a problem with totally blank cursor files when served from WinCE web server, so I created a blank cursor with one pixel as white, specifically for chrome. How do I then target this CSS rule to chrome specifically? i.e. *, html { cursor: url('/web/resources/graphics/blank.cur'), pointer; } <!--[if CHROME]> *, html { cursor: url('/web/resources/graphics/blankChrome.cur'), pointer; } <![endif]-->

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  • Flex/Actionscript image display problem.

    - by IanH
    I'm trying to extend the Image class but hit a problem that I can't get past. I have a private image (img) that loads an image and a function that takes that image and copies it onto the parent. The debug function "copyit2" displays the image fine (so I know it's loaded OK). But the function "copyit" doesn't work - it just displays a white rectangle. I can't see how to make copyit work so that the original image is copied to the BitmapData and then subsequenty copied onto the parent? (The idea is to do some processing on the Bitmap data before it is displayed, although this isn't shown here to keep the example simple.) I suspect it is something to do with the security of loading images, but I'm loading it from the same server as the application is run from - so this shouldn't be a problem? Thanks for any help anyone can provide. Ian package zoomapackage { import flash.display.Bitmap; import flash.display.BitmapData; import flash.display.Sprite; import flash.events.MouseEvent; import flash.geom.Matrix; import flash.geom.Point; import flash.geom.Rectangle; import flash.net.*; import mx.controls.Image; import mx.events.FlexEvent; public dynamic class Zooma extends Image { private var img:Image; public function copyit():void { var imgObj:BitmapData = new BitmapData(img.content.width, img.content.height, false); imgObj.draw(img); var matrix:Matrix = new Matrix(); this.graphics.beginBitmapFill(imgObj, matrix, false,true); this.graphics.drawRect(0, 0, this.width , this.height); this.graphics.endFill(); } public function copyit2():void { this.source = img.source; } public function Zooma() { super(); img = new Image(); img.load("http://localhost/Koala.jpg"); } } }

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  • Invert the 1bbp color under a rectangle.

    - by Scott Chamberlain
    I am working with GDI+, the image I am working with is a 1bbp image. What i would like to do is draw a rectangle on the image and everything under that rectangle will be inverted (white pixels will become black and black pixels become white). All of the sample code I have seen is for 8 bit RGB color scale images, and I don't think the techniques they use will work for me. Here is the code I have so far. This is the parent control, one of the Epl2.IDrawableCommand's will be the command that does the inverting. protected override void OnPaint(PaintEventArgs e) { base.OnPaint(e); if (Label != null) { using (Bitmap drawnLabel = new Bitmap((int)((float)Label.LabelHeight * _ImageScaleFactor), (int)((float)Label.LableLength *(int) _ImageScaleFactor), System.Drawing.Imaging.PixelFormat.Format1bppIndexed)) { using (Graphics drawBuffer = Graphics.FromImage(drawnLabel)) { drawBuffer.ScaleTransform(_ImageScaleFactor, _ImageScaleFactor); foreach (Epl2.IDrawableCommand cmd in Label.Collection) { cmd.Paint(drawBuffer); } drawBuffer.ResetTransform(); } drawnLabel.RotateFlip(Rotation); pbLabelDrawArea.Size = drawnLabel.Size; using (Graphics drawArea = pbLabelDrawArea.CreateGraphics()) { drawArea.Clear(Color.White); drawArea.DrawImage(drawnLabel, new Point(0, 0)); } } } } What should I put in the Paint(Graphic g) for this command?

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  • W3 xHTML Validation Errors on jQuery code!

    - by Chris
    I have some jQuery code that, without it in the document it passes validation fine, but with it in it causes errors. The code in question is here: $.ajax({ type: "GET", url: "data.xml", dataType: "xml", success: function(xml) { //Update error info errors = $(xml).find("Errors").find("*").filter(function () { return $(this).children().length === 0; }); if (errors.length == 0) { statuscontent = "<img src='/web/resources/graphics/accept.png' alt='' /> System OK"; } else { statuscontent = "<img src='/web/resources/graphics/exclamation.png' alt='' /> "+errors.length+" System error"+(errors.length>1?"s":""); } $("#top-bar-systemstatus a").html(statuscontent); //Update timestamp $("#top-bar-timestamp").html($(xml).find("Timestamp").text()); //Update storename $("#top-bar-storename").html("Store: "+$(xml).find("StoreName").text()); } }); There are loads of other jQuery code on the page which all works fine and causes no errors so I cannot quite understand what is wrong with this. The page isn't "live" so cannot provide a link to it unfortunately. The error it lists is document type does not allow element "img" here And the line of code it points to is here: statuscontent = "<img src='/web/resources/graphics/accept.png' alt='' /> System OK"; It also has an issue with the next assignment to statuscontent

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  • Getting problem in threading in JAVA

    - by chetans
    In this program i want to stop GenerateImage & MovingImage Thread both... And i want to start those threads from begining. Can u send me the solution? Here is the code........ package Game; import java.applet.Applet; import java.awt.Color; import java.awt.Dimension; import java.awt.Graphics; import java.awt.Image; import java.awt.MediaTracker; import java.awt.event.KeyEvent; import java.awt.event.KeyListener; import java.net.MalformedURLException; import java.net.URL; public class ThreadInApplet extends Applet implements KeyListener { private static final long serialVersionUID = 1L; Image[] asteroidImage; Image spaceshipImage; String levelstr="Easy Level"; int[] XPos,YPos; int number=0,XPosOfSpaceship,YPosOfSpaceship,NoOfObstacles=5,speed=1,level=1,spaceBtnPressdCntr=0; boolean gameStart=false,pauseGame=false,collideUp=false,collideDown=false,collideLeft=false,collideRight=false; private Image offScreenImage; private Dimension offScreenSize; private Graphics offScreenGraphics; Thread GenerateImages,MoveImages; public void init() { try { GenerateImages=new Thread () //thread to create obstacles { synchronized public void run () { for(int g=0;g<NoOfObstacles;g++) { try { sleep(1000); } catch (InterruptedException e) { e.printStackTrace(); } number++; // Temporary counter to count the no of obstacles created } } } ; MoveImages=new Thread () //thread to move obstacles { @SuppressWarnings("deprecation") synchronized public void run () { while(YPos[NoOfObstacles-1]!=600) { pauseGame=false; if(collide()==true) { GenerateImages.suspend(); repaint(); } else GenerateImages.resume(); for(int l=0;l<number;l++) { if(collide()==false) YPos[l]++; else GenerateImages.suspend(); } repaint(); try { sleep(speed); } catch (InterruptedException e) { e.printStackTrace(); } } if(YPos[NoOfObstacles-1]>=600) //level complete state { level++; try { levelUpdation(level); System.out.println("aahe"); } catch (MalformedURLException e) { e.printStackTrace(); } repaint(); } } }; initialPos(); spaceshipImage=getImage(new URL(getCodeBase(),"images/space.png")); for(int i=0;i<NoOfObstacles;i++) { asteroidImage[i]=getImage(new URL(getCodeBase(),"images/asteroid.png")); XPos[i]=(int) (Math.random()*700); YPos[i]=0; } MediaTracker tracker = new MediaTracker (this); for(int i=0;i<NoOfObstacles;i++) { tracker.addImage (asteroidImage[i], 0); } } catch (MalformedURLException e) { e.printStackTrace(); } setBackground(Color.black); addKeyListener(this); } //Sets initial positions of spaceship & obstacle images------------------------------------------------------ public void initialPos() throws MalformedURLException { asteroidImage=new Image[NoOfObstacles]; XPos=new int[NoOfObstacles]; YPos=new int[NoOfObstacles]; XPosOfSpaceship=getWidth()/2-35; YPosOfSpaceship=getHeight()-100; collideUp = false; collideDown=false; collideLeft=false; collideRight=false; } //level finished updations------------------------------------------------------------------------------ @SuppressWarnings("deprecation") public void levelUpdation(int level) throws MalformedURLException { NoOfObstacles=NoOfObstacles+20; speed=speed-3; System.out.println(NoOfObstacles+" "+speed); pauseGame=true; initialPos(); repaint(); } //paint method of graphics to print the messages--------------------------------------------------------- public void paint(Graphics g) { g.setColor(Color.white); if(gameStart==false) { g.drawString("SPACE to start", (getWidth()/2)-15, getHeight()/2); g.drawString(levelstr, (getWidth()/2), getHeight()/2+20); } if(level>1) { if(level==2) levelstr="Medium Level"; else levelstr="High Level"; g.drawString("Level Complete ", (getWidth()/2)-15, getHeight()/2); g.drawString(levelstr, (getWidth()/2), getHeight()/2+20); //g.drawString("SPACE to start", (getWidth()/2)-15, getHeight()/2+40); } for(int n=0;n<number;n++) { if(n>0) g.drawImage(asteroidImage[n],XPos[n],YPos[n],this); } g.drawImage(spaceshipImage,XPosOfSpaceship,YPosOfSpaceship,this); } //update method of graphics to print the messages--------------------------------------------------------- @SuppressWarnings("deprecation") public void update(Graphics g) { Dimension d = size(); if((offScreenImage == null) || (d.width != offScreenSize.width) || (d.height != offScreenSize.height)) { offScreenImage = createImage(d.width, d.height); offScreenSize = d; offScreenGraphics = offScreenImage.getGraphics(); } offScreenGraphics.clearRect(0, 0, d.width, d.height); paint(offScreenGraphics); g.drawImage(offScreenImage, 0, 0, null); } public void keyReleased(KeyEvent arg0){} public void keyTyped(KeyEvent arg0) {} //---------------------Key pressed event to start game & to move the spaceship-------------------------------------- public void keyPressed(KeyEvent e) { if(e.getKeyCode()==32) { spaceBtnPressdCntr++; if(spaceBtnPressdCntr==1) { gameStart=true; GenerateImages.start(); MoveImages.start(); } } if(gameStart==true) { if(e.getKeyCode()==37) { new Thread () { @SuppressWarnings("deprecation") synchronized public void run () { for(int cnt1=1;cnt1<=10;cnt1++) { if(collide()==true && collideLeft == true) { GenerateImages.suspend(); } else { if(XPosOfSpaceship>0) XPosOfSpaceship--; } } repaint(); } }.start(); } if(e.getKeyCode()==38) { new Thread () { @SuppressWarnings("deprecation") synchronized public void run () { for(int cnt1=1;cnt1<=10;cnt1++) { if(collide()==true && collideUp == true) { GenerateImages.suspend(); } else { if(YPosOfSpaceship>10) YPosOfSpaceship--; } } repaint(); } }.start(); } if(e.getKeyCode()==39) { new Thread () { @SuppressWarnings("deprecation") synchronized public void run () { for(int cnt1=1;cnt1<=10;cnt1++) { if(collide()==true && collideRight == true) { GenerateImages.suspend(); } else { if(XPosOfSpaceship<750) XPosOfSpaceship++; } } repaint(); } }.start(); } if(e.getKeyCode()==40) { new Thread () { @SuppressWarnings("deprecation") synchronized public void run () { for(int cnt1=1;cnt1<=10;cnt1++) { if(collide()==true && collideDown == true) { GenerateImages.suspend(); } else { if(YPosOfSpaceship<550) YPosOfSpaceship++; } } repaint(); } }.start(); } } } //------------------------------Collision checking between Spaceship & obstacles------------------------------ public boolean collide() { int x1,y1,x2,y2,x3,y3,x4,y4; //coordinates of obstacles int a1,b1,a2,b2,a3,b3,a4,b4; //coordinates of spaceship a1 =XPosOfSpaceship; b1=YPosOfSpaceship; a2=a1+spaceshipImage.getWidth(this); b2=b1; a3=a1; b3=b1+spaceshipImage.getHeight(this); a4=a2; b4=b3; for(int a=0;a<number;a++) { x1 =XPos[a]; y1=YPos[a]; x2=x1+asteroidImage[a].getWidth(this); y2=y1; x3=x1; y3=y1+asteroidImage[a].getHeight(this); x4=x2; y4=y3; /********checking asteroid touch spaceship from up direction********/ if(y3==b1 && x4>=a1 && x4<=a2) { collideUp = true; collideDown=false; collideLeft=false; collideRight=false; return(true); } if(y3==b1 && x3>=a1 && x3<=a2) { collideUp = true; collideDown=false; collideLeft=false; collideRight=false; return(true); } /********checking asteroid touch spaceship from left direction******/ if(x2==a1 && y4>=b1 && y4<=b3) { collideLeft=true; collideUp = false; collideDown=false; collideRight=false; return(true); } if(x2==a1 && y2>=b1 && y2<=b3) { collideLeft=true; collideUp = false; collideDown=false; collideRight=false; return(true); } /********checking asteroid touch spaceship from right direction*****/ if(x1==a2 && y3>=b2 && y3<=b4) { collideRight=true; collideLeft=false; collideUp = false; collideDown=false; return(true); } if(x1==a2 && y1>=b2 && y1<=b4) { collideRight=true; collideLeft=false; collideUp = false; collideDown=false; return(true); } /********checking asteroid touch spaceship from down direction*****/ if(y1==b3 && x2>=a3 && x2<=a4) { collideDown=true; collideRight=false; collideLeft=false; collideUp = false; return(true); } if(y1==b3 && x1>=a3 && x1<=a4) { collideDown=true; collideRight=false; collideLeft=false; collideUp = false; return(true); } } return(false); } }

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  • How to add/get Sprite to/from UIComponent

    - by user955399
    How to add Sprite to BorderContainer (UIComponent)? var sprite:Sprite = new Sprite(); sprite.graphics.lineStyle(10,0); sprite.graphics.moveTo(40,40); sprite.graphics.lineTo(60,60); mybordercontainer.addChild(sprite); //mybrodercontainer is id of BorderContainer created in mxml This code doesnt work. I cant see Sprite on my BorderContainer. How can I add Sprites on UIComponents, so I can see them? I tried this and it kinda worked: var comp:UIComponent = new UIComponent(); comp.addChild(sprite); myborderconteiner.addElement(comp); But I dont think, that this is a right way to add Sprites to UIComponents. Is there another method to do that? Second problem: When I have few Sprites added to my UIComponent (lines/circles/images or others) how can I receive an object Sprite from that UIComponent, which is containing all Sprites added before to that UIComponent? I need to create Bitmap from that Sprite and do some things. I hope I make myself clear

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  • Thumbnail image saved with worse quality on Windows Server 2003

    - by Angelo
    Hello, In asp.net 2.0 application I am trying to create thumbnails from uploaded images. However when I test the application on my PC under Windows7 it works fine, but on the real Windows 2003 Server the resized image has worse quality. Where this difference could come from? Different JPEG codec or what, if Yes how it can be updated on Win 2003 Server? Thanks! Here is the code: Resize of the Image: Bitmap newBmp = new Bitmap(imgWidth, imgHeight, PixelFormat.Format24bppRgb); newBmp.SetResolution(inputBmp.HorizontalResolution, inputBmp.VerticalResolution); //Create a graphics object attached to the new bitmap Graphics newBmpGraphics = Graphics.FromImage(newBmp); newBmpGraphics.InterpolationMode = InterpolationMode.HighQualityBicubic; newBmpGraphics.SmoothingMode = SmoothingMode.HighQuality; newBmpGraphics.PixelOffsetMode = PixelOffsetMode.HighQuality; newBmpGraphics.DrawImage(inputBmp, new Rectangle(0, 0, imgWidth, imgHeight), new Rectangle(0, 0, inputBmp.Width, inputBmp.Height), GraphicsUnit.Pixel); Save of the Image: System.IO.Stream imgStream = new System.IO.MemoryStream(); //Get the ImageCodecInfo for the desired target format ImageCodecInfo destCodec = FindCodecForType(ImageMimeTypes.JPEG); if (destCodec == null) { //No codec available for that format throw new ArgumentException("The requested format image/jpeg does not have an available codec installed", "destFormat"); } //Create an EncoderParameters collection to contain the //parameters that control the dest format's encoder EncoderParameters destEncParams = new EncoderParameters(1); EncoderParameter qualityParam = new EncoderParameter(System.Drawing.Imaging.Encoder.Quality,(long)quality); destEncParams.Param[0] = qualityParam; //Save w/ the selected codec and encoder parameters inputBmp.Save(imgStream, destCodec, destEncParams); Bitmap destBitmap = new Bitmap(imgStream);

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  • How to reset the context to the original rectangle after clipping it for drawing?

    - by mystify
    I try to draw a sequence of pattern images (different repeated patterns in one view). So what I did is this, in a loop: CGContextRef context = UIGraphicsGetCurrentContext(); // clip to the drawing rectangle to draw the pattern for this portion of the view CGContextClipToRect(context, drawingRect); // the first call here works fine... but for the next nothing will be drawn CGContextDrawTiledImage(context, CGRectMake(0, 0, 2, 31), [img CGImage]); I think that after I've clipped the context to draw the pattern in the specific rectangle, I cut out a snippet from the big canvas and the next time, my canvas is gone. can't cut out another snippet. So I must reset that clipping somehow in order to be able to draw another pattern again somewhere else? Edit: In the documentation I found this: CGContextClip: "... Therefore, to re-enlarge the paintable area by restoring the clipping path to a prior state, you must save the graphics state before you clip and restore the graphics state after you’ve completed any clipped drawing. ..." Well then, how to store the graphics state before clipping and how to restore it?

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  • What is the error in this java code ? What changes should I do to remove it ?

    - by mekasperasky
    import javax.swing.*; // For JPanel, etc. import java.awt.*; // For Graphics, etc. import java.awt.geom.*; // For Ellipse2D, etc. public class ShapeExample extends JPanel { private Ellipse2D.Double circle = new Ellipse2D.Double(10, 10, 350, 350); private Rectangle2D.Double square = new Rectangle2D.Double(10, 10, 350, 350); public void paintComponent(Graphics g) { clear(g); Graphics2D g2d = (Graphics2D)g; g2d.fill(circle); g2d.draw(square); } // super.paintComponent clears offscreen pixmap, // since we're using double buffering by default. protected void clear(Graphics g) { super.paintComponent(g); } protected Ellipse2D.Double getCircle() { return(circle); } public static void main(String[] args) { WindowUtilities.openInJFrame(new ShapeExample(), 100, 100); } } The error I am getting is this . symbol : variable WindowUtilities location: class ShapeExample WindowUtilities.openInJFrame(new ShapeExample(), 100, 100); ^ 1 error What is wrong in the code? r

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  • How to draw mutiple rectangles using c#

    - by Nivas
    I have drawn and saved the Rectangle on the image i loaded in the picture box. How i like to draw multiple rectangles for that i tried array in the rectangle but it gives error ("Object reference not set to an instance of an object." (Null reference Exception was unhandled). enter code here private void pictureBox1_MouseDown(object sender, MouseEventArgs e) { if (mybitmap == null) { mybitmap = new Bitmap(sz.Width, sz.Height); } rect = new Rectangle(e.X, e.Y, 0, 0); this.Invalidate(); } private void pictureBox1_MouseMove(object sender, MouseEventArgs e) { if (stayToolStripMenuItem.Checked == true) { switch (e.Button) { case MouseButtons.Left: { rect = new Rectangle(rect.Left, rect.Top, e.X - rect.Left, e.Y - rect.Top); pictureBox1.Invalidate(); break; } } } } private void pictureBox1_Paint(object sender, PaintEventArgs e) { if (stayToolStripMenuItem.Checked == true) { button1.Visible = true; button2.Visible = true; if (mybitmap == null) { return; } using (g = Graphics.FromImage(mybitmap)) { using (Pen pen = new Pen(Color.Red, 2)) { //g.Clear(Color.Transparent); e.Graphics.DrawRectangle(pen, rect); label1.Top = rect.Top; label1.Left = rect.Left; label1.Width = rect.Width; label1.Height = rect.Height; if (label1.TextAlign == ContentAlignment.TopLeft) { e.Graphics.DrawString(label1.Text, label1.Font, new SolidBrush(label1.ForeColor), rect); g.DrawString(label1.Text, label1.Font, new SolidBrush(label1.ForeColor), rect); g.DrawRectangle(pen, rect); } } } } } How can i do this.....

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  • BlackBerry Field class extension will not paint.

    - by jlindenbaum
    Using JRE 5.0.0, simulator device is an 8520. On a screen I am using a FlowFieldManager(Manager.VERTICAL_SCROLL) and adding Fields to it to show data. When I do this.flowManager = new FlowFieldManager(Manager.VERTICAL_SCROLL); Field field = new Field() { protected void paint(Graphics graphics) { graphics.drawTest("Test", 0, 0); } protected void layout(int width, int height) { this.setExtend(300, 300); // just testing } } this.flowManager.add(field); The screen renders correctly and 'Test' appears on the screen. If, on the other hand, I try and abstract this into a class called CustomField with the same properties and add it to the flow manager the render will not happen. Debugging shows that the device enters into the Object, into the layout function, but not the paint function. I can't figure out why the paint function is not called when I extend Field. The 4.5 API says that layout and paint are the only functions that I really need to extend. (getPreferredWidth and getPreferredHeight will be used to calculate screen sizes etc.) Thanks in advance.

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  • Need Help Setting an Image with Transparent Background to Clipboard

    - by AMissico
    I need help setting a transparent image to the clipboard. I keep getting "handle is invalid". Basically, I need a "second set of eyes" to look over the following code. (The complete working project at ftp://missico.net/ImageVisualizer.zip.) This is an image Debug Visualizer class library, but I made the included project to run as an executable for testing. (Note that window is a toolbox window and show in taskbar is set to false.) I was tired of having to perform a screen capture on the toolbox window, open the screen capture with an image editor, and then deleting the background added because it was a screen capture. So I thought I would quickly put the transparent image onto the clipboard. Well, the problem is...no transparency support for Clipboard.SetImage. Google to the rescue...not quite. This is what I have so far. I pulled from a number of sources. See the code for the main reference. My problem is the "invalid handle" when using CF_DIBV5. Do I need to use BITMAPV5HEADER and CreateDIBitmap? Any help from you GDI/GDI+ Wizards would be greatly appreciated. public static void SetClipboardData(Bitmap bitmap, IntPtr hDC) { const uint SRCCOPY = 0x00CC0020; const int CF_DIBV5 = 17; const int CF_BITMAP = 2; //'reference //'http://social.msdn.microsoft.com/Forums/en-US/winforms/thread/816a35f6-9530-442b-9647-e856602cc0e2 IntPtr memDC = CreateCompatibleDC(hDC); IntPtr memBM = CreateCompatibleBitmap(hDC, bitmap.Width, bitmap.Height); SelectObject(memDC, memBM); using (Graphics g = Graphics.FromImage(bitmap)) { IntPtr hBitmapDC = g.GetHdc(); IntPtr hBitmap = bitmap.GetHbitmap(); SelectObject(hBitmapDC, hBitmap); BitBlt(memDC, 0, 0, bitmap.Width, bitmap.Height, hBitmapDC, 0, 0, SRCCOPY); if (!OpenClipboard(IntPtr.Zero)) { throw new System.Runtime.InteropServices.ExternalException("Could not open Clipboard", new Win32Exception()); } if (!EmptyClipboard()) { throw new System.Runtime.InteropServices.ExternalException("Unable to empty Clipboard", new Win32Exception()); } //IntPtr hClipboard = SetClipboardData(CF_BITMAP, memBM); //works but image is not transparent //all my attempts result in SetClipboardData returning hClipboard = IntPtr.Zero IntPtr hClipboard = SetClipboardData(CF_DIBV5, memBM); //because if (hClipboard == IntPtr.Zero) { // InnerException: System.ComponentModel.Win32Exception // Message="The handle is invalid" // ErrorCode=-2147467259 // NativeErrorCode=6 // InnerException: throw new System.Runtime.InteropServices.ExternalException("Could not put data on Clipboard", new Win32Exception()); } if (!CloseClipboard()) { throw new System.Runtime.InteropServices.ExternalException("Could not close Clipboard", new Win32Exception()); } g.ReleaseHdc(hBitmapDC); } } private void __copyMenuItem_Click(object sender, EventArgs e) { using (Graphics g = __pictureBox.CreateGraphics()) { IntPtr hDC = g.GetHdc(); MemoryStream ms = new MemoryStream(); __pictureBox.Image.Save(ms, ImageFormat.Png); ms.Seek(0, SeekOrigin.Begin); Image imag = Image.FromStream(ms); // Derive BitMap object using Image instance, so that you can avoid the issue //"a graphics object cannot be created from an image that has an indexed pixel format" Bitmap img = new Bitmap(new Bitmap(imag)); SetClipboardData(img, hDC); g.ReleaseHdc(); } }

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  • Is my PC Good enough [closed]

    - by Moinak Nath
    I'm getting a new laptop this Christmas and I was wondering if it's good enough for what I do. I'll be playing games like Need for Speed: Most Wanted (2012) and other NFS games. Also silent hunter and flight sim. I also browse the internet download stuff like, watch movies occasionally type documents with word, edit videos, and transfer files. To be more specific is the hdd big enough? is the ram big enough? Is the graphics card good? is the cpu speed enough, and is Windows windows 8 good for all these things. i also video chat so these are the specs 2.2 Ghz Intel Pentium B960 Dual Core 4 GB RAM 320 GB HDD Intel HD Graphics 720p Webcam 4 USB Ports (2 USB 3.0 @ 2 USB 2.0) HDMI Port It Is a Lenovo IdeaPad This is the one im Looking at http://www.bestbuy.com/site/Lenovo+-+IdeaPad+15.6%26%2334%3B+Laptop+-+4GB+Memory+-+320GB+Hard+Drive+-+Black/6851264.p?id=1218809260330&skuId=6851264#tab=specifications

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  • Sony Vaio E14 upgraded to Windows 8.1 has fan on full all the time

    - by dav_i
    Having a bit of a nightmare after upgrading to 8.1 - the fan is constantly on maximum. This question and other sources around the net suggest upgrading the AMD driver. I have upgraded both the graphics drivers as far as I can: AMD Radeon HD 7600M - v13.150.102.0 Intel HD Graphics 4000 - v10.18.10.3316 and I am still having the issue. I'm at a lost as to what to do now! Any help would be greatly appreciated. Update Upgrading the AMD Radeon HD 7600M Series driver to 13.152.1.1000 seems to have fixed the issue on startup - however, putting the laptop to sleep and resuming causes the fan to go full speed at all times again.

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  • Joystick input in Java

    - by typoknig
    Hi all, I am making a 2D game in Java and I want to use a joystick to control the movement of some crosshairs. Right now I have it so the mouse can control those crosshairs. My only criteria for this is that the control for the crosshair must stay in the game window unless a user clicks off into another window. Basically I want my game to capture whatever device is controlling the crosshairs much like a virtual machine captures a mouse. The joystick I am using (Thrustmaster Hotas Cougar) comes with some pretty advanced features, so that may make this easier (or harder). I have tried the solution listed on this page, but I am using a 64bit computer and for some reason it does not like that. I have also tried to use the key emulation feature of my joystick, but with little success. Here is what I have so far, any pointer would be appreciated. Main Class: import java.awt.Color; import java.awt.Cursor; import java.awt.event.MouseEvent; import java.awt.event.MouseMotionListener; import java.awt.Graphics; import java.awt.Image; import java.awt.image.BufferStrategy; import java.awt.image.MemoryImageSource; import java.awt.Point; import java.awt.Toolkit; import javax.swing.JFrame; public class Game extends JFrame implements MouseMotionListener{ private int windowWidth = 1280; private int windowHeight = 1024; private Crosshair crosshair; public static void main(String[] args) { new Game(); } public Game() { this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); this.setSize(windowWidth, windowHeight); this.setResizable(false); this.setLocation(0,0); this.setVisible(true); this.createBufferStrategy(2); addMouseMotionListener(this); initGame(); while(true) { long start = System.currentTimeMillis(); gameLoop(); while(System.currentTimeMillis()-start < 5) { //empty while loop } } } private void initGame() { hideCursor(); crosshair = new Crosshair (windowWidth/2, windowHeight/2); } private void gameLoop() { //game logic drawFrame(); } private void drawFrame() { BufferStrategy bf = this.getBufferStrategy(); Graphics g = (Graphics)bf.getDrawGraphics(); try { g = bf.getDrawGraphics(); Color darkBlue = new Color(0x010040); g.setColor(darkBlue); g.fillRect(0, 0, windowWidth, windowHeight); drawCrossHair(g); } finally { g.dispose(); } bf.show(); Toolkit.getDefaultToolkit().sync(); } private void drawCrossHair(Graphics g){ Color yellow = new Color (0xEDFF62); g.setColor(yellow); g.drawOval(crosshair.x, crosshair.y, 40, 40); g.fillArc(crosshair.x + 10, crosshair.y + 21 , 20, 20, -45, -90); g.fillArc(crosshair.x - 1, crosshair.y + 10, 20, 20, -135, -90); g.fillArc(crosshair.x + 10, crosshair.y - 1, 20, 20, -225, -90); g.fillArc(crosshair.x + 21, crosshair.y + 10, 20, 20, -315, -90); } @Override public void mouseDragged(MouseEvent e) { //empty method } @Override public void mouseMoved(MouseEvent e) { crosshair.x = e.getX(); crosshair.y = e.getY(); } private void hideCursor() { int[] pixels = new int[16 * 16]; Image image = Toolkit.getDefaultToolkit().createImage(new MemoryImageSource(16, 16, pixels, 0, 16)); Cursor transparentCursor = Toolkit.getDefaultToolkit().createCustomCursor(image, new Point(0, 0), "invisiblecursor"); getContentPane().setCursor(transparentCursor); } } Another Class: public class Crosshair{ public int x; public int y; public Crosshair(int x, int y) { this.x = x; this.y = y; } }

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  • Nvidia GeForce 410m

    - by user1789927
    I have a Lenovo v570 with a Nvidia GeForce 410m with cuda. It came with windows 7 and everything works well. However I just got bored of windows 7 and I'm yearning for xp. I installed xp and got everything to work except the Nvidia driver. In their website there is only the windows 7 nvidia driver available. I searched http://www.geforce.com/drivers/results/26388 and got a driver for the 400m series. I tried the software and it didn't work, message << THIS GRAPHICS DRIVER COULD NOT FIND COMPATIBLE GRAPHICS HARDWARE . I also tried : http://forums.laptopvideo2go.com/topic/29285-v29610-windows-xp-32bit-nvidia/ This time the error message 'REQUIRED FILES ARE MISSING' Any help will be grateful.

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  • Open source Distributed computing tool

    - by Prasenjit Chatterjee
    I want to set up distributed computing on my Local Area Network consisting a bunch of PCs. Say for the time being each one has the same OS - Windows 7. Is there any opensource tool available so that I can share the resources of these PCs over the LAN and increase the speed of my applications and the memory space. I know that if its a graphics intensive application then, it is not very practical, because the speed of LAN is much slower than Graphics processors. But I only want to share general applications, some basic softwares, Programming language IDEs etc. Can anyone shed some light on it? Thanks in Advance..

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  • Having issues with flickering output to TV from Windows 7 laptop

    - by Nimmy Lebby
    I cannot tell why this is happening. I cannot get a pattern as to when it happens. Sometimes, I watch entire Hulu content without any interruptions. Other times, it happens 2-3 times in a span of 3 minutes. Then it stops for 10-15 minutes. Lenovo T410s Integrated graphics: Intel HD Graphics (Driver=8.15.10.2253, Video BIOS=2026.1) TV is a Zenith (does not happen with other laptop so doubt it's TV) TV connected to laptop using HDMI-to-DVI cable (previously was connected directly via DVI but I bought a new cable and it's still happening) Anyone could help me troubleshoot this? I'd greatly appreciate it. If you need more information, I'll be glad to provide it.

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  • How can I stop Ubuntu from playing audio from 2 interfaces at the same time?

    - by Solignis
    Hi there, I just loaded Ubuntu 10.10 Maverick on my home machine. The machine is running a Core2Duo E6750 on an MSI motherboard with an Nvidia GTX260-OC Graphics card. The problem I am having as stated in the title is for some reason Ubuntu is playing audio through my headphone coming out from the computer and it is also playing the audio at the exact same time through the HDMI connection coming out of the graphics card, it has a plug to allow this. What is going on, I have never seen this before. Most importantly of all can it be fixed so that I can sepertate the 2 interfaces, the one is a standard PC audio IO and the HDMI one is connected through the mobo's internal SPDIF. More information can be provided if required.

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  • Can I drive two external screens from an 'Alu' iMac?

    - by robsoft
    I've got a 24" 2.4 Ghz Core 2 Duo iMac. It's about 18 months old, though I can't specifically remember when I bought it. It has a Displayport Mini-DVI socket on the back, and currently I have that linked to a DVI adaptor driving a Philips 20" widescreen monitor in portrait mode (awesome for browsing). I have another, identical Philips monitor and wondered if there was a way of connecting that to the iMac too. Is there such a thing as a DisplayPort Mini-DVI to dual-DVIs adaptor? Can this iMac's graphics card even drive such a set-up? The graphics chipset in the iMac is reported as ATI Radeon HS2600, 256 MB. The main iMac display is 1920x1200 and the Philips display is 1050x1680 (@60Hz, rotated 90 degrees). The third screen would be another 1050x1680 and ideally I'd have it portrait again, too. EDIT: Please let this question stand - it's not a dupe. The current Mac laptops use 'Mini Displayport' connectors, which are not the same as DisplayPort Mini-DVI connectors.

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  • Taking screenshots in Windows Vista, Windows 7, with transparent areas outside the app region

    - by Steve Sheldon
    Hey Folks, I am trying to take a screenshot of an application and I would like to make the parts of the rectangle that are not part of the applications region be transparent. So for instance on a standard windows application I would like to make the rounded corners transparent. I wrote a quick test application which works on on XP (or vista/windows 7 with aero turned off): protected override void OnPaint(PaintEventArgs e) { base.OnPaint(e); Graphics g = e.Graphics; // Just find a window to test with IntPtr hwnd = FindWindowByCaption(IntPtr.Zero, "Calculator"); WINDOWINFO info = new WINDOWINFO(); info.cbSize = (uint)Marshal.SizeOf(info); GetWindowInfo(hwnd, ref info); Rectangle r = Rectangle.FromLTRB(info.rcWindow.Left, info.rcWindow.Top, info.rcWindow.Right, info.rcWindow.Bottom); IntPtr hrgn = CreateRectRgn(info.rcWindow.Left, info.rcWindow.Top, info.rcWindow.Right, info.rcWindow.Bottom); GetWindowRgn(hwnd, hrgn); // fill a rectangle which would be where I would probably // write some mask color g.FillRectangle(Brushes.Red, r); // fill the region over the top, all I am trying to do here // is show the contrast between the applications region and // the rectangle that the region would be placed in Region region = Region.FromHrgn(hrgn); region.Translate(info.rcWindow.Left, info.rcWindow.Top); g.FillRegion(Brushes.Blue, region); } Quick side note: before commenting that this code is doing stuff it shouldn't (or should do, like dispose) in a paint function, I know, it's not going anywhere but this post and is designed purely as a way to quickly show the problem, and that it does... OK, back to the problem ;) When I run this test app on XP (or Vista/Windows 7 with Aero off), I get something like this, which is great because I can eek an xor mask out of this that can be used later with BitBlt. Here is the problem, on Vista or Windows 7 with Aero enabled, there isn't necessarily a region on the window, in fact in most cases there isn't. Can anybody help me figure out how to get the region of the application like this on these platforms. Here are some of the approaches I have already tried... 1. Using the PrintWindow function: This doesn't work because it gives back a screenshot taken of the window with Aero off and this window is a different shape from the window returned with Aero on 2 Using the Desktop Window Manager API to get a full size thumbnail: This didn't work because it draws directly to the screen and from what I can tell you can't get a screenshot directly out of this api. Yeah, I could open a window with a pink background, show the thumbnail, take a screenshot then hide this temporary window but thats a horrible user experience and a complete hack I would rather not have my name on. 3. Using Graphics.CopyFromScreen or some other pinvoke variant of this: This doesn't work because I can't assume that the window I need information from is at the top of the z-order on the screen. Right now, the best solution I can think of is to special case Aero on Windows 7 and Vista to manually rub out the corners by hard coding some graphics paths I paint out but this solution would suck since any application that performs custom skinning will break this. Can you think of another or better solution? If you are here, thanks for taking time to read this post, I appreciate any help or direction that you can offer!

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  • BackTrack5 R2 video driver works, but presents disturbing error message

    - by poz2k4444
    I've installed backtrack 5 R2 on my computer and everything works fine but the video driver. The solution described here does work, but whenever I start the graphics mode, a message saying that the graphics card doesn't support the configuration that is loaded. I don't know why this is happening. It doesn't change the performance of my computer, but I'd like to know why the message is arising, and what I can do to stop it. Alternatively, where can I find the configuration file that would help me understand what's going on?

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  • Android project problem

    - by qwerty
    Hello, here I uploaded my Android project made in Eclipse. The idea is that i have a service, which computes the sum of two random numbers. But when i press the OK Button, i don't see the result in that edit box... why? What i'm doing wrong? Please help Thanks! EDIT: The code: //service class package service; import java.util.Random; import com.android.AplicatieSuma; import android.widget.EditText; import android.widget.TextView; public class ServiciuSuma { public ServiciuSuma() { } public int CalculateSum() { Random generator=new Random(); int n=generator.nextInt(); int m=generator.nextInt(); return n+m; } } The Application class: package com.android; import android.app.*; import service.*; public class ApplicationSum extends Application { public ServiciuSuma service = new ServiciuSuma(); } and the main Activity class: package com.android; import com.android.R; import android.app.Activity; import android.content.Intent; import android.graphics.Color; import android.graphics.PorterDuffColorFilter; import android.graphics.drawable.Drawable; import android.graphics.PorterDuff; import android.os.Bundle; import android.provider.Settings; import android.view.View; import android.view.View.OnClickListener; import android.widget.EditText; import android.view.Menu; import android.view.MenuInflater; import android.view.MenuItem; public class Activitate extends Activity { /** Called when the activity is first created. */ @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.main); View btn_ok = findViewById(R.id.btn_ok); btn_ok.setOnClickListener(new OnClickListener() { public void onClick(View v) { CalculeazaSuma(); } }); } private void CalculeazaSuma() { AplicatieSuma appState = ((AplicatieSuma)this.getApplication()); EditText txt_amount = (EditText)findViewById(R.id.txt_amount); txt_amount.setText(appState.service.CalculateSum()); //BindData(); } } So that edit text does not show the sum of the random generated numbers, by the service. What's wrong? Thanks EDIT: the manifest xml file: <?xml version="1.0" encoding="utf-8"?> <manifest xmlns:android="http://schemas.android.com/apk/res/android" package="com.android" android:versionCode="1" android:versionName="1.0.1"> <supports-screens android:largeScreens="true" android:normalScreens="true" android:smallScreens="true" android:anyDensity="true" /> <application android:name="ApplicationSum" android:icon="@drawable/icon" android:label="@string/app_name" android:debuggable="true"> <activity android:label="@string/app_name" android:name=".Activitate"> <intent-filter> <action android:name="android.intent.action.MAIN" /> <category android:name="android.intent.category.LAUNCHER" /> </intent-filter> </activity> </application> <uses-sdk android:minSdkVersion="7" android:targetSdkVersion="7" /> </manifest>

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  • Options for gaming remotely on a LAN?

    - by Schwern
    I have a Windows 7 desktop for gaming, a big bulky tower with a nice graphics card. I'd like to sit out on my porch rather than inside while the weather is nice and play games. I have a high end Macbook Pro. What are my options? I figure either remote desktop over the LAN on the Macbook or maybe wireless video, keyboard and mouse. Something so I don't have to physically move the PC. The sort of games range from things like Skyrim to SW:TOR to Torchlight 2. What are my options? They have to do a better than running Boot Camp on the Macbook (MacBookPro8,1 i7 2.7 Ghz but Intel Graphics 3000). I realize there's a lot of issues involved in running a game over a remote desktop with a decent frame rate, I'm interested in a practical answer with real experience behind them. Ideally something that works on a OS X so I don't have to reboot into Windows.

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