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  • UIView using Quartz rendering engine to display PDF has poor quality compared to original.

    - by Josh Kerr
    I'm using the quartz rendering engine to display a PDF file on the iphone using the 3.0 SDK. The result is a bit blurry compared to a PDF being shown in a UIWebView. How can I improve the quality in the UIView so that I don't need to rewrite my app to use the UIWebView. I'm using pretty much close to the example code that Apple provides. Here is some of my sample code: CGContextRef gc = UIGraphicsGetCurrentContext(); CGContextSaveGState(gc); CGContextTranslateCTM(gc, 0.0, rect.size.height); CGContextScaleCTM(gc, 1.0, -1.0); CGAffineTransform m = CGPDFPageGetDrawingTransform(page, kCGPDFCropBox, rect, 0, false); CGContextConcatCTM(gc, m); CGContextSetGrayFillColor(gc, 1.0, 1.0); CGContextFillRect(gc, rect); CGContextDrawPDFPage(gc, page); CGContextRestoreGState(gc); Apple's tutorial code actually results in a blurry PDF view as well. If you drop the same PDF into a UIWebView you'll see it is actually sharper. Anyone have any ideas? This one issue is holding a two year development project from launching. :(

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  • How to call PopOver Controller from UITableViewCell.accessoryView?

    - by Vic
    Hi, First I would like to say that I'm really new to ipad/ipod/iphone development, and to objective-c too. With that being said, I'm trying to develop a small application targeting the iPad, using Xcode and IB, basically, I have a table, for each UITableViewCell in the table, I added to the accessoryView a button that contains an image. Here is the code: UIImage *img = [UIImage imageNamed:@"myimage.png"]; UIButton *button = [UIButton buttonWithType:UIButtonTypeCustom]; CGRect frame = CGRectMake(0.0, 0.0, img.size.width, img.size.height); button.frame = frame; // match the button's size with the image size [button setBackgroundImage:img forState:UIControlStateNormal]; // set the button's target to this table view controller so we can interpret touch events and map that to a NSIndexSet [button addTarget:self action:@selector(checkButtonTapped:event:) forControlEvents:UIControlEventTouchUpInside]; button.backgroundColor = [UIColor clearColor]; cell.accessoryView = button; So far, so good, now the problem is that I want a PopOver control to appear when a user taps the button on the accessoryView of a cell. I tried this on the "accessoryButtonTappedForRowWithIndexPath" of the tableView: UITableViewCell *cell = [myTable cellForRowAtIndexPath:indexPath]; UIButton *button = (UIButton *)cell.accessoryView; //customViewController is the controller of the view that I want to be displayed by the PopOver controller customViewController = [[CustomViewController alloc]init]; popOverController = [[UIPopoverController alloc] initWithContentViewController: customViewController]; popOverController.popoverContentSize = CGSizeMake(147, 122); CGRect rect = button.frame; [popOverController presentPopoverFromRect:rect inView:cell.accessoryView permittedArrowDirections:UIPopoverArrowDirectionUp animated:YES]; The problem with this code is that it shows the Popover at the top of the application View, while debugging I saw the values of "rect" and they are: x = 267 y = 13 so I think it is pretty obvious why the PopOver is being displayed so up on the view, so my question is, how can I get the correct values for the PopOver to appear just below the button on the accessoryView of the cell? Also, as you can see, I'm telling it to use the "cell.accessoryView" for the "inView:" attribute, is that okay?

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  • NSThread shared object issue

    - by Chris Beeson
    Hi, I'm getting an “EXC_BAD_ACCESS” but just can't work out why, any help would be massive - thank you in advance. The user takes a picture and I want to do some processing on it in another thread... - (void)imagePickerController:(UIImagePickerController *)picker didFinishPickingMediaWithInfo:(NSDictionary *)info { ... NSString *uid = [Asset stringWithUUID]; [_imageQueue setObject:img forKey:uid]; [NSThread detachNewThreadSelector:@selector(createAssetAsyncWithImage:) toTarget:self withObject:uid]; } Then the new thread -(void) createAssetAsyncWithImage:(NSString *)uid { NSAutoreleasePool * pool =[[NSAutoreleasePool alloc] init]; if ([_imageQueue objectForKey:uid]) { Asset *asset = [Asset createAssetWithImage:[_imageQueue objectForKey:uid]]; asset.uid = uid; [self performSelectorOnMainThread:@selector(asyncAssetCreated:) withObject:asset waitUntilDone:YES]; } [pool release]; } Which calls +(Asset *)createAssetWithImage:(UIImage *)img { .... UIImage *masterImg = [GraphicSupport createThumbnailFromImage:img pixels:img.size.height/2]; .... return newAsset; } And then this is where I keep getting the BAD_ACCESS +(UIImage *)createThumbnailFromImage:(UIImage *)inImage pixels:(float)pixels{ CGSize size = image.size; CGFloat ratio = 0; if (size.width > size.height) { ratio = pixels / size.width; } else { ratio = pixels / size.height; } CGRect rect = CGRectMake(0.0, 0.0, ratio * size.width, ratio * size.height); UIGraphicsBeginImageContext(rect.size); //NSAssert(image,@"image NULL"); [image drawInRect:rect]; return UIGraphicsGetImageFromCurrentImageContext(); } It's image that is giving me all the complaints... What am I doing wrong?? Many thanks in advance

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  • Can I avoid explicit 'self'?

    - by bguiz
    I am fairly new to Python and trying to pick it up, so please forgive if this question has a very obvious answer! I have been learning Python by following some pygame tutorials. Therein I found extensive use of the keyword self, and coming from a primarily Java background, I find that I keep forgetting to type self. For example, instead of self.rect.centerx I would type rect.centerx, because, to me, rect is already a member variable of the class. The Java parallel I can think of for this situation is having to prefix all references to member variables with this. Am I stuck prefixing all member variables with self, or is there a way to declare them that would allow me to avoid having to do so? Even if what I am suggesting isn't "pythonic", I'd still like to know if it is possible. I have taken a look at these related SO questions, but they don't quite answer what I am after: Python - why use “self” in a class? Why do you need explicitly have the “self” argument into a Python method?

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  • Drawing a PDF Right-Side-Up in CGContext

    - by Carter Allen
    I'm overriding the drawRect: method in a custom UIView, and I'm doing some custom drawing. All was going well, until I needed to draw a PDF resource (a vector glyph, to be precise) into the context. First I retrieve the PDF from a file: NSURL *pdfURL = [NSURL fileURLWithPath:[[[NSBundle mainBundle] resourcePath] stringByAppendingPathComponent:@"CardKit.bundle/A.pdf"]]; CGPDFDocumentRef pdfDoc = CGPDFDocumentCreateWithURL((CFURLRef)pdfURL); CGPDFPageRef pdfPage = CGPDFDocumentGetPage(pdfDoc, 1); Then I create a box with the same dimensions as the loaded PDF: CGRect box = CGPDFPageGetBoxRect(pdfPage, kCGPDFArtBox); Then I save my graphics state, so that I don't screw anything up: CGContextSaveGState(context); And then I perform a scale+translate of the CTM, theoretically flipping the whole context: CGContextScaleCTM(context, 1.0, -1.0); CGContextTranslateCTM(context, 0.0, rect.size.height); I then scale the PDF so that it fits into the view properly: CGContextScaleCTM(context, rect.size.width/box.size.width, rect.size.height/box.size.height); And finally, I draw the PDF and restore the graphics state: CGContextDrawPDFPage(context, pdfPage); CGContextRestoreGState(context); The issue is that there is nothing visible drawn. All this code should theoretically draw the PDF glyph into the view, right? If I remove the scale+translate used to flip the context, it draws perfectly: it just draws upside-down. Any ideas?

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  • OpenCV: Shift/Align face image relative to reference Image (Image Registration)

    - by Abhischek
    I am new to OpenCV2 and working on a project in emotion recognition and would like to align a facial image in relation to a reference facial image. I would like to get the image translation working before moving to rotation. Current idea is to run a search within a limited range on both x and y coordinates and use the sum of squared differences as error metric to select the optimal x/y parameters to align the image. I'm using the OpenCV face_cascade function to detect the face images, all images are resized to a fixed (128x128). Question: Which parameters of the Mat image do I need to modify to shift the image in a positive/negative direction on both x and y axis? I believe setImageROI is no longer supported by Mat datatypes? I have the ROIs for both faces available however I am unsure how to use them. void alignImage(vector<Rect> faceROIstore, vector<Mat> faceIMGstore) { Mat refimg = faceIMGstore[1]; //reference image Mat dispimg = faceIMGstore[52]; // "displaced" version of reference image //Rect refROI = faceROIstore[1]; //Bounding box for face in reference image //Rect dispROI = faceROIstore[52]; //Bounding box for face in displaced image Mat aligned; matchTemplate(dispimg, refimg, aligned, CV_TM_SQDIFF_NORMED); imshow("Aligned image", aligned); } The idea for this approach is based on Image Alignment Tutorial by Richard Szeliski Working on Windows with OpenCV 2.4. Any suggestions are much appreciated.

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  • Scrolling screen upward to expose TextView above keyboard

    - by Matt Winters
    I think I'm missing something obvious and would appreciate an answer. I have a view with a 2-section grouped tableView, each section having one row and a textView, the heights of the rows 335 and 140. This allows for a box with nicely rounded corners to type text into when the keyboard appears (140 height section) and when the keyboard is dismissed, a nice box to read more text (notes); most of the time, use is without the keyboard. I also added a toolbar at the bottom of the screen to scroll up above the keyboard. A button on the toolbar dismisses the keyboard. This last part works fine with the keyboard going up and down using a notification and the following code in a keyboardWillShow method: [UIView beginAnimations:@"showKeyboardAnimation" context:nil]; [UIView setAnimationDuration:0.50]; self.view.frame = CGRectMake(self.view.frame.origin.x, self.view.frame.origin.y, self.view.frame.size.width, self.view.frame.size.height - 216); [UIView commitAnimations]; But with the above code, the 2 sections of the tableView remain unscrolled, only the toolbar and the keyboard move. With the following code (found both in previous posts), both the toolbar and the tableView sections move. [UIView beginAnimations:nil context:NULL]; [UIView setAnimationDuration:0.50]; CGRect rect = self.view.frame; rect.origin.y -= 216; self.view.frame = rect; [UIView commitAnimations]; Now I know that I have to tweak the numbers to get the everything as I want it but my first question is what is substantively different between the 2 sets of code that the sections move in the 2nd but not in the 1st? The toolbar also moves with the 2nd code. The second question is, am I going to be able to scroll the smaller height section from off the screen to above the keyboard while at the same time moving the toolbar up just 216? Thanks

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  • How to animate the drawing of a CGPath?

    - by Jordan Kay
    I am wondering if there is a way to do this using Core Animation. Specifically, I am adding a sub-layer to a layer-backed custom NSView and setting its delegate to another custom NSView. That class's drawInRect method draws a single CGPath: - (void)drawInRect:(CGRect)rect inContext:(CGContextRef)context { CGContextSaveGState(context); CGContextSetLineWidth(context, 12); CGMutablePathRef path = CGPathCreateMutable(); CGPathMoveToPoint(path, NULL, 0, 0); CGPathAddLineToPoint(path, NULL, rect.size.width, rect.size.height); CGContextBeginPath(context); CGContextAddPath(context, path); CGContextStrokePath(context); CGContextRestoreGState(context); } My desired effect would be to animate the drawing of this line. That is, I'd like for the line to actually "stretch" in an animated way. It seems like there would be a simple way to do this using Core Animation, but I haven't been able to come across any. Do you have any suggestions as to how I could accomplish this goal?

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  • error in a pygame code

    - by mekasperasky
    # INTIALISATION import pygame, math, sys from pygame.locals import * screen = pygame.display.set_mode((1024, 768)) car = pygame.image.load('car.png') clock = pygame.time.Clock() k_up = k_down = k_left = k_right = 0 speed = direction = 0 position = (100, 100) TURN_SPEED = 5 ACCELERATION = 2 MAX_FORWARD_SPEED = 10 MAX_REVERSE_SPEED = ­5 BLACK = (0,0,0) while 1: # USER INPUT clock.tick(30) for event in pygame.event.get(): if not hasattr(event, 'key'): continue down = event.type == KEYDOWN # key down or up? if event.key == K_RIGHT: k_right = down * ­5 elif event.key == K_LEFT: k_left = down * 5 elif event.key == K_UP: k_up = down * 2 elif event.key == K_DOWN: k_down = down * ­2 elif event.key == K_ESCAPE: sys.exit(0) # quit the game screen.fill(BLACK) # SIMULATION # .. new speed and direction based on acceleration and turn speed += (k_up + k_down) if speed > MAX_FORWARD_SPEED: speed = MAX_FORWARD_SPEED if speed < MAX_REVERSE_SPEED: speed = MAX_REVERSE_SPEED direction += (k_right + k_left) # .. new position based on current position, speed and direction x, y = position rad = direction * math.pi / 180 x += ­speed*math.sin(rad) y += ­speed*math.cos(rad) position = (x, y) # RENDERING # .. rotate the car image for direction rotated = pygame.transform.rotate(car, direction) # .. position the car on screen rect = rotated.get_rect() rect.center = position # .. render the car to screen screen.blit(rotated, rect) pygame.display.flip() enter code here the error i get is this Non-ASCII character '\xc2' in file race1.py on line 13, but no encoding declared; see http://www.python.org/peps/pep-0263.html for details Not able to understand what the error is and how to get rid of it?

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  • WPF drawing performance with large numbers of geometries

    - by MyFaJoArCo
    Hello, I have problems with WPF drawing performance. There are a lot of small EllipseGeometry objects (1024 ellipses, for example), which are added to three separate GeometryGroups with different foreground brushes. After, I render it all on simple Image control. Code: DrawingGroup tmpDrawing = new DrawingGroup(); GeometryGroup onGroup = new GeometryGroup(); GeometryGroup offGroup = new GeometryGroup(); GeometryGroup disabledGroup = new GeometryGroup(); for (int x = 0; x < DisplayWidth; ++x) { for (int y = 0; y < DisplayHeight; ++y) { if (States[x, y] == true) onGroup.Children.Add(new EllipseGeometry(new Rect((double)x * EDGE, (double)y * EDGE, EDGE, EDGE))); else if (States[x, y] == false) offGroup.Children.Add(new EllipseGeometry(new Rect((double)x * EDGE, (double)y * EDGE, EDGE, EDGE))); else disabledGroup.Children.Add(new EllipseGeometry(new Rect((double)x * EDGE, (double)y * EDGE, EDGE, EDGE))); } } tmpDrawing.Children.Add(new GeometryDrawing(OnBrush, null, onGroup)); tmpDrawing.Children.Add(new GeometryDrawing(OffBrush, null, offGroup)); tmpDrawing.Children.Add(new GeometryDrawing(DisabledBrush, null, disabledGroup)); DisplayImage.Source = new DrawingImage(tmpDrawing); It works fine, but takes too much time - 0.5s on Core 2 Quad, 2s on Pentium 4. I need <0.1s everywhere. All Ellipses, how you can see, are equal. Background of control, where is my DisplayImage, is solid (black, for example), so we can use this fact. I tried to use 1024 Ellipse elements instead of Image with EllipseGeometries, and it was working much faster (~0.5s), but not enough. How to speed up it? Regards, Oleg Eremeev P.S. Sorry for my English.

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  • Font advance calculation problem on Blackberry OS 5.0

    - by John
    I am currently working on my own implementation of a tab bar for a BlackBerry app, where each tab bar has a title that is right aligned (i.e. the last character in each should be the same distance from the right hand side of the screen). To work out where to draw the text I am using the following calculation: screen width - advance of title - indent. The font I am using is 'BBAlpha Sans' (height 28). Using BlackBerry OS 4.6 everything seems to be calculated properly and the text is aligned when I move between tabs, however I am finding that when I use OS 5.0 it doesn't calculate the advance properly and as a result the alignment is off by maybe 5 pixels or so. With the default font (also BBAlpha Sans, but height 24 - for OS 5.0 at least) it works fine in both versions.. but I don't necessarily always want to use the default font/size, so any ideas what could be going wrong? Is this a bug in the 5.0 API? Thanks. Code: public class TitleBarBackground extends Background { .. public void draw(Graphics graphics, XYRect rect) { graphics.pushRegion(rect); .. Font titleBarFont = FontFamily.forName("BBAlpha Sans").getFont(Font.PLAIN, 28); ... int textWidth = titleBarFont.getAdvance(title); graphics.drawText(title, rect.width - textWidth - TITLE_OFFSET, textYOffset); graphics.popContext(); } .. }

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  • CCAnimate/CCAnimation cause inconsistent setTexture behavior in cocos2d on iPhone

    - by chillid
    Hi, I have a character that goes through multiple states. The state changes are reflected by means of a sprite image (texture) change. The state change is triggered by a user tapping on the sprite. This works consistently and quite well. I then added an animation during State0. Now, when the user taps - setTexture gets executed to change the texture to reflect State1, however some of the times (unpredictable) it does not change the texture. The code flows as below: // 1. // Create the animation sequence CGRect frame1Rect = CGRectMake(0,32,32,32); CGRect frame2Rect = CGRectMake(32,32,32,32); CCTexture2D* texWithAnimation = [[CCTextureCache sharedTextureCache] addImage:@"Frames0_1_thinkNthickoutline32x32.png"]; id anim = [[[CCAnimation alloc] initWithName:@"Sports" delay:1/25.0] autorelease]; [anim addFrame:[CCSpriteFrame frameWithTexture:texWithAnimation rect:frame1Rect offset:ccp(0,0)]]; [anim addFrame:[CCSpriteFrame frameWithTexture:texWithAnimation rect:frame2Rect offset:ccp(0,0)]]; // Make the animation sequence repeat forever id myAction = [CCAnimate actionWithAnimation: anim restoreOriginalFrame:NO]; // 2. // Run the animation: sports = [[CCRepeatForever alloc] init]; [sports initWithAction:myAction]; [self.sprite runAction:sports]; // 3. stop action on state change and change texture: NSLog(@"Stopping action"); [sprite stopAction:sports]; NSLog(@"Changing texture for kCJSports"); [self setTexture: [[CCTextureCache sharedTextureCache] addImage:@"SportsOpen.png"]]; [self setTextureRect:CGRectMake(0,0,32,64)]; NSLog(@"Changed texture for kCJSports"); Note that all the NSLog lines get logged - and the texture RECT changes - but the image/texture changes only some of the times - fails for around 10-30% of times. Locking/threading/timing issue somewhere? My app (game) is single threaded and I only use the addImage and not the Async version. Any help much appreciated.

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  • Extract domain from body of email

    - by iman453
    Hi, I was wondering if there is any way I could extract domain names from the body of email messages in python. I was thinking of using regular expressions, but I am not too great in writing them, and was wondering if someone could help me out. Here's a sample email body: <tr><td colspan="5"><font face="verdana" size="4" color="#999999"><b>Resource Links - </b></font><span class="snv"><a href="http://clk.about.com/?zi=4/RZ">Get Listed Here</a></span></td><td class="snv" valign="bottom" align="right"><a href="http://sprinks.about.com/faq/index.htm">What Is This?</a></td></tr><tr><td colspan="6" bgcolor="#999999"><img height="1" width="1"></td></tr><tr><td colspan="6"><map name="sgmap"><area href="http://x.about.com/sg/r/3412.htm?p=0&amp;ref=fooddrinksl_sg" shape="rect" coords="0, 0, 600, 20"><area href="http://x.about.com/sg/r/3412.htm?p=1&amp;ref=fooddrinksl_sg" shape="rect" coords="0, 55, 600, 75"><area href="http://x.about.com/sg/r/3412.htm?p=2&amp;ref=fooddrinksl_sg" shape="rect" coords="0, 110, 600, 130"></map><img border="0" src="http://z.about.com/sg/sg.gif?cuni=3412" usemap="#sgmap" width="600" height="160"></td></tr><tr><td colspan="6">&nbsp;</td></tr> <tr><td colspan="6"><a name="d"><font face="verdana" size="4" color="#cc0000"><b>Top Picks - </b></font></a><a href="http://slclk.about.com/?zi=1/BAO" class="srvb">Fun Gift Ideas</a><span class="snv"> from your <a href="http://chinesefood.about.com">Chinese Cuisine</a> Guide</span></td></tr><tr><td colspan="6" bgcolor="cc0000"><img height="1" width="1"></td></tr><tr><td colspan="6" class="snv"> So I would need "clk.about.com" etc. Thanks!

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  • VB.NET trying simple captcha

    - by Pride Grimm
    I'm trying to write a simple captcha program in vb.net. I'm just wanting to make an image from random numbers and display it, check the answer, and then proceed. I'm pretty new to vb.net, so I found some code to generate the information. I will cite the owner when I find it again (http://www.knowlegezone.com/80/article/Technology/Software/Asp-Net/Simple-ASP-NET-CAPTCHA-Tutorial) This is in the onload() of default2.aspx Public Sub returnNumer() Dim num1 As New Random Dim num2 As New Random Dim numQ1 As Integer Dim numQ2 As Integer Dim QString As String numQ1 = num1.Next(10, 15) numQ2 = num2.Next(17, 31) QString = numQ1.ToString + " + " + numQ2.ToString + " = " Session("answer") = numQ1 + numQ2 Dim bitmap As New Bitmap(85, 35) Dim Grfx As Graphics = Graphics.FromImage(bitmap) Dim font As New Font("Arial", 18, FontStyle.Bold, GraphicsUnit.Pixel) Dim Rect As New Rectangle(0, 0, 100, 50) Grfx.FillRectangle(Brushes.Brown, Rect) Grfx.DrawRectangle(Pens.PeachPuff, Rect) ' Border Grfx.DrawString(QString, font, Brushes.Azure, 0, 0) Response.ContentType = "Image/jpeg" bitmap.Save(Response.OutputStream, System.Drawing.Imaging.ImageFormat.Jpeg) bitmap.Dispose() Grfx.Dispose() End Sub So I put this in a separate page, like this This all works find and dandy, but when I get the answer from the session like this Dim literal As String = Convert.ToString(Session("answer")) It's always one behind. So if The images adds to 32, the answer in session isn't 32. But after a refresh (and a new image) the session("answer") will be 32. Is there a way to refresh the session on page 1, after the default2.aspx loads? Is there a better way to do this? I though about trying to run the code all on one page, and trying to set the src of and image to returnNumber(), but I need a bit of help on that one.

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  • nextSibling difference between IE and FF?

    - by Ahmet Yildirim
    Hi fellows, I just wrote a javascript code for layering in raphaeljs it works perfectly on FF. But it doesn't on IE. The problem is IE returns null for nextSibling for any object. How does one use it correctly, or is there a nextElementSibling call in IE? Here is the code fragment I used to change the order of objects: n = items[selected_item_id].nextSibling.id; if (n != '') { items[selected_item_id].insertAfter(items[n]); } <div id="consarea"> <svg xmlns="http://www.w3.org/2000/svg" version="1.1" width="100%" height="100%"> <desc>Created with Raphaël</desc> <defs/> <rect x="188" y="100" width="200" height="200" r="10" rx="10" ry="10" fill="#ee8515" stroke="none" style="opacity: 1;" opacity="1"/> <rect x="253" y="158" width="50" height="50" r="0" rx="0" ry="0" fill="#0080ff" stroke="none" style="opacity: 1;" opacity="1" id="0"/> <rect x="230" y="140" width="50" height="50" r="0" rx="0" ry="0" fill="#c03022" stroke="none" style="opacity: 1;" opacity="1" id="1"/></svg> here it is above. the piece of the html im working on

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  • inconsistent setTexture behavior in cocos2d on iPhone after using CCAnimate/CCAnimation

    - by chillid
    Hi, I have a character that goes through multiple states. The state changes are reflected by means of a sprite image (texture) change. The state change is triggered by a user tapping on the sprite. This works consistently and quite well. I then added an animation during State0. Now, when the user taps - setTexture gets executed to change the texture to reflect State1, however some of the times (unpredictable) it does not change the texture. The code flows as below: // 1. // Create the animation sequence CGRect frame1Rect = CGRectMake(0,32,32,32); CGRect frame2Rect = CGRectMake(32,32,32,32); CCTexture2D* texWithAnimation = [[CCTextureCache sharedTextureCache] addImage:@"Frames0_1_thinkNthickoutline32x32.png"]; id anim = [[[CCAnimation alloc] initWithName:@"Sports" delay:1/25.0] autorelease]; [anim addFrame:[CCSpriteFrame frameWithTexture:texWithAnimation rect:frame1Rect offset:ccp(0,0)]]; [anim addFrame:[CCSpriteFrame frameWithTexture:texWithAnimation rect:frame2Rect offset:ccp(0,0)]]; // Make the animation sequence repeat forever id myAction = [CCAnimate actionWithAnimation: anim restoreOriginalFrame:NO]; // 2. // Run the animation: sports = [[CCRepeatForever alloc] init]; [sports initWithAction:myAction]; [self.sprite runAction:sports]; // 3. stop action on state change and change texture: NSLog(@"Stopping action"); [sprite stopAction:sports]; NSLog(@"Changing texture for kCJSports"); [self setTexture: [[CCTextureCache sharedTextureCache] addImage:@"SportsOpen.png"]]; [self setTextureRect:CGRectMake(0,0,32,64)]; NSLog(@"Changed texture for kCJSports"); Note that all the NSLog lines get logged - and the texture RECT changes - but the image/texture changes only some of the times - fails for around 10-30% of times. Locking/threading/timing issue somewhere? My app (game) is single threaded and I only use the addImage and not the Async version. Any help much appreciated.

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  • iOS - is it possible to cache CGContextDrawImage?

    - by woot586
    I used the timing profile tool to identify that 95% of the time is spent calling the function CGContextDrawImage. In my app there are a lot of duplicate images repeatably being chopped from a sprite map and drawn to the screen. I was wondering if it was possible to cache the output of CGContextDrawImage in an NSMutableDictionay, then if the same sprite is requested again it can be just pull it from the cache rather than doing all the work of clipping and rendering it again. This is what i’ve got but I have not been to successful: Definitions if(cache == NULL) cache = [[NSMutableDictionary alloc]init]; //Identifier based on the name of the sprite and location within the sprite. NSString* identifier = [NSString stringWithFormat:@"%@-%d",filename,frame]; Adding to cache CGRect clippedRect = CGRectMake(0, 0, clipRect.size.width, clipRect.size.height); CGContextClipToRect( context, clippedRect); //create a rect equivalent to the full size of the image //offset the rect by the X and Y we want to start the crop //from in order to cut off anything before them CGRect drawRect = CGRectMake(clipRect.origin.x * -1, clipRect.origin.y * -1, atlas.size.width, atlas.size.height); //draw the image to our clipped context using our offset rect CGContextDrawImage(context, drawRect, atlas.CGImage); [cache setValue:UIGraphicsGetImageFromCurrentImageContext() forKey:identifier]; UIGraphicsEndImageContext(); Rendering a cached sprite There is probably a better way to render CGImage which is my ultimate caching goal but at the moment I’m just looking to successfully render the cached image out however this has not been successful. UIImage* cachedImage = [cache objectForKey:identifier]; if(cachedImage){ NSLog(@"Cached %@",identifier); CGRect imageRect = CGRectMake(0, 0, cachedImage.size.width, cachedImage.size.height); if (NULL != UIGraphicsBeginImageContextWithOptions) UIGraphicsBeginImageContextWithOptions(imageRect.size, NO, 0); else UIGraphicsBeginImageContext(imageRect.size); //Use draw for now just to see if the image renders out ok CGContextDrawImage(context, imageRect, cachedImage.CGImage); UIGraphicsEndImageContext(); }

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  • SVG rotate deletes Elemets

    - by user1468661
    I'm trying to generate svg-Code in a web-application. Here's an example output: <?xml version="1.0" encoding="UTF-8"?> <!DOCTYPE svg PUBLIC "-//W3C//DTD SVG 1.1//EN" "http://www.w3.org/Graphics/SVG/1.1/DTD/svg11.dtd"> <svg xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink" xmlns:ev="http://www.w3.org/2001/xml-events" version="1.1" baseProfile="full" width="1000px" height="600px"> <rect x="147.50198255352893" y="109.43695479777953" width="15.860428231562253" height="295.79698651863595" stroke="rgb(0,0,0)" fill="rgb(255,255,255)" stroke-width="3" transform="rotate(20 155.43219666931006 257.3354480570975)"/> <rect x="163.36241078509119" y="405.2339413164155" width="379.85725614591587" height="-23.79064234734335" stroke="rgb(0,0,0)" fill="rgb(255,255,255)" stroke-width="3" transform="rotate(20 353.2910388580491 393.3386201427438)"/> <rect x="543.219666931007" y="381.44329896907215" width="22.204599524187188" height="-353.6875495638382" stroke="rgb(0,0,0)" fill="rgb(255,255,255)" stroke-width="3" transform="rotate(20 554.3219666931006 204.59952418715304)"/> </svg> There should be three rotated Rectangles, but somehow in Chrome, Safari, and Inkscape only one of them is displayed. I did google and have no clue what is wrong. Thx for your help.

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  • Nested Lambdas in wxHaskell Library

    - by kunkelwe
    I've been trying to figure out how I can make staticText elements resize to fit their contents with wxHaskell. From what I can tell, this is the default behavior in wxWidgets, but the wxHaskell wrapper specifically disables this behavior. However, the library code that creates new elements has me very confused. Can anyone provide an explanation for what this code does? staticText :: Window a -> [Prop (StaticText ())] -> IO (StaticText ()) staticText parent props = feed2 props 0 $ initialWindow $ \id rect -> initialText $ \txt -> \props flags -> do t <- staticTextCreate parent id txt rect flags {- (wxALIGN_LEFT + wxST_NO_AUTORESIZE) -} set t props return t I know that feed2 x y f = f x y, and that the type signature of initialWindow is initialWindow :: (Id -> Rect -> [Prop (Window w)] -> Style -> a) -> [Prop (Window w)] -> Style -> a and the signature of initialText is initialText :: Textual w => (String -> [Prop w] -> a) -> [Prop w] -> a but I just can't wrap my head around all the lambdas.

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  • How do I tile and overlay images in WPF?

    - by imnlfn
    I'm very new to WPF and trying to port an application from VB6 to C# and XAML. What I need to do now is create one big image out of a number of small ones, arranged like a series of "tiles." Some of these smaller ones will have overlays superimposed on them. In VB6, accomplishing both the tiling and overlaying would simply be a matter of using the PaintPicture method with the PictureBox control. This is my attempt at the tiling and overlaying in one step (though really the overlaying could occur beforehand): ImageDrawing Drawing1 = new ImageDrawing(new BitmapImage(new Uri(@"c:\one.bmp", UriKind.Absolute)), new Rect(0, 0, 40, 130)); ImageDrawing Drawing2 = new ImageDrawing(new BitmapImage(new Uri(@"c:\two.bmp", UriKind.Absolute)), new Rect(40, 0, 45, 130)); ImageDrawing Drawing3 = new ImageDrawing(new BitmapImage(new Uri(@"c:\overlay.bmp", UriKind.Absolute)), new Rect(40, 0, 45, 130)); DrawingGroup myDrawingGroup = new DrawingGroup(); myDrawingGroup.Children.Add(Drawing1); myDrawingGroup.Children.Add(Drawing2); myDrawingGroup.Children.Add(Drawing3); myImage.Source = new DrawingImage(myDrawingGroup); The tiling works fine, but the overlay is a no-go. I was wondering if someone could point me towards a means of accomplishing the overlays and someone could indicate whether this is the best way to do the tiling. Thanks!!

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  • pygame double buffering

    - by BaldDude
    I am trying to use double buffering in pygame. What I'm trying to do is display a red then green screen, and switch from one to the other. Unfortunately, all I have is a black screen. I looked through many sites, but have been unable to find a solution. Any help would be appreciated. import pygame, sys from pygame.locals import * RED = (255, 0, 0) GREEN = ( 0, 255, 0) bob = 1 pygame.init() #DISPLAYSURF = pygame.display.set_mode((500, 400), 0, 32) DISPLAYSURF = pygame.display.set_mode((1920, 1080), pygame.OPENGL | pygame.DOUBLEBUF | pygame.HWSURFACE | pygame.FULLSCREEN) glClear(GL_COLOR_BUFFER_BIT) glMatrixMode(GL_MODELVIEW) glLoadIdentity() running = True while running: if bob==1: #pygame.draw.rect(DISPLAYSURF, RED, (0, 0, 1920, 1080)) #pygame.display.flip() glBegin(GL_QUADS) glColor3f(1.0, 0.0, 0.0) glVertex2f(-1.0, 1.0) glVertex2f(-1.0, -1.0) glVertex2f(1.0, -1.0) glVertex2f(1.0, 1.0) glEnd() pygame.dis bob = 0 else: #pygame.draw.rect(DISPLAYSURF, GREEN, (0, 0, 1920, 1080)) #pygame.display.flip() glBegin(GL_QUADS) glColor3f(0.0, 1.0, 0.0) glVertex2f(-1.0, 1.0) glVertex2f(-1.0, -1.0) glVertex2f(1.0, -1.0) glVertex2f(1.0, 1.0) glEnd() pygame.dis bob = 1 for event in pygame.event.get(): if event.type == pygame.QUIT: running = False elif event.type == KEYDOWN: if event.key == K_ESCAPE: running = False pygame.quit() sys.exit() I'm using Python 2.7 and my code need to be os independent. Thanks for your help.

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  • Animating Tile with Blitting taking up Memory.

    - by Kid
    I am trying to animate a specific tile in my 2d Array, using blitting. The animation consists of three different 16x16 sprites in a tilesheet. Now that works perfect with the code below. BUT it's causing memory leakage. Every second the FlashPlayer is taking up +140 kb more in memory. What part of the following code could possibly cause the leak: //The variable Rectangle finds where on the 2d array we should clear the pixels //Fillrect follows up by setting alpha 0 at that spot before we copy in nxt Sprite //Tiletype is a variable that holds what kind of tile the next tile in animation is //(from tileSheet) //drawTile() gets Sprite from tilesheet and copyPixels it into right position on canvas public function animateSprite():void{ tileGround.bitmapData.lock(); if(anmArray[0].tileType > 42){ anmArray[0].tileType = 40; frameCount = 0; } var rect:Rectangle = new Rectangle(anmArray[0].xtile * ts, anmArray[0].ytile * ts, ts, ts); tileGround.bitmapData.fillRect(rect, 0); anmArray[0].tileType = 40 + frameCount; drawTile(anmArray[0].tileType, anmArray[0].xtile, anmArray[0].ytile); frameCount++; tileGround.bitmapData.unlock(); } public function drawTile(spriteType:int, xt:int, yt:int):void{ var tileSprite:Bitmap = getImageFromSheet(spriteType, ts); var rec:Rectangle = new Rectangle(0, 0, ts, ts); var pt:Point = new Point(xt * ts, yt * ts); tileGround.bitmapData.copyPixels(tileSprite.bitmapData, rec, pt, null, null, true); } public function getImageFromSheet(spriteType:int, size:int):Bitmap{ var sheetColumns:int = tSheet.width/ts; var col:int = spriteType % sheetColumns; var row:int = Math.floor(spriteType/sheetColumns); var rec:Rectangle = new Rectangle(col * ts, row * ts, size, size); var pt:Point = new Point(0,0); var correctTile:Bitmap = new Bitmap(new BitmapData(size, size, false, 0)); correctTile.bitmapData.copyPixels(tSheet, rec, pt, null, null, true); return correctTile; }

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  • How to make Unity 3D work with Bumblebee using the Intel chipset

    - by EboMike
    I have a Sony VAIO S laptop with the dreaded Optimus and finally managed to get Bumblebee to work fully on Ubuntu 12.04 so that I can utilize both the hardware acceleration of the Intel chipset as well as the Nvidia one via optirun and/or bumble-app-settings. However, the desktop effects don't work. But they should, I vaguely remember that they worked for a while before I had Bumblebee installed. This is what I get with the support test: :~$ /usr/lib/nux/unity_support_test -p Xlib: extension "NV-GLX" missing on display ":0". OpenGL vendor string: Tungsten Graphics, Inc OpenGL renderer string: Mesa DRI Intel(R) Ivybridge Mobile OpenGL version string: 1.4 (2.1 Mesa 8.0.2) Not software rendered: yes Not blacklisted: yes GLX fbconfig: yes GLX texture from pixmap: yes GL npot or rect textures: yes GL vertex program: yes GL fragment program: yes GL vertex buffer object: no GL framebuffer object: yes GL version is 1.4+: yes Unity 3D supported: no First of all, I kind of doubt that the chipset doesn't support VBOs (essentially a standard feature in GL). Neither Xorg.0.log nor Xorg.8.log show any particular errors. As for the Nvidia drivers: In order to get them to work, I had to install the 304.22 drivers (older ones wouldn't work). They clobbered libglx.so, so I reinstated the xserver-xorg-core libglx.so in its original place, moved Nvidia's libglx.so to an nvidia-specific folder and specified that folder in the bumblebee.config. That seems to work and shouldn't cause the problem I see here. For fun, I tried to use the Nvidia chipset for Unity, but that didn't fly either: ~$ optirun /usr/lib/nux/unity_support_test -p OpenGL vendor string: NVIDIA Corporation OpenGL renderer string: GeForce GT 640M LE/PCIe/SSE2 OpenGL version string: 4.2.0 NVIDIA 304.22 Not software rendered: yes Not blacklisted: yes GLX fbconfig: yes GLX texture from pixmap: no GL npot or rect textures: yes GL vertex program: yes GL fragment program: yes GL vertex buffer object: yes GL framebuffer object: yes GL version is 1.4+: yes Unity 3D supported: no

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  • How to use Pixel Bender (pbj) in ActionScript3 on large Vectors to make fast calculations?

    - by Arthur Wulf White
    Remember my old question: 2d game view camera zoom, rotation & offset using 'Filter' / 'Shader' processing? I figured I could use a Pixel Bender Shader to do the computation for any large group of elements in a game to save on processing time. At least it's a theory worth checking. I also read this question: Pass large array to pixel shader Which I'm guessing is about accomplishing the same thing in a different language. I read this tutorial: http://unitzeroone.com/blog/2009/03/18/flash-10-massive-amounts-of-3d-particles-with-alchemy-source-included/ I am attempting to do some tests. Here is some of the code: private const SIZE : int = Math.pow(10, 5); private var testVectorNum : Vector.<Number>; private function testShader():void { shader.data.ab.value = [1.0, 8.0]; shader.data.src.input = testVectorNum; shader.data.src.width = SIZE/400; shader.data.src.height = 100; shaderJob = new ShaderJob(shader, testVectorNum, SIZE / 4, 1); var time : int = getTimer(), i : int = 0; shaderJob.start(true); trace("TEST1 : ", getTimer() - time); } The problem is that I keep getting a error saying: [Fault] exception, information=Error: Error #1000: The system is out of memory. Update: I managed to partially workaround the problem by converting the vector into bitmapData: (Using this technique I still get a speed boost of 3x using Pixel Bender) private function testShader():void { shader.data.ab.value = [1.0, 8.0]; var time : int = getTimer(), i : int = 0; testBitmapData.setVector(testBitmapData.rect, testVectorInt); shader.data.src.input = testBitmapData; shaderJob = new ShaderJob(shader, testBitmapData); shaderJob.start(true); testVectorInt = testBitmapData.getVector(testBitmapData.rect); trace("TEST1 : ", getTimer() - time); }

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  • Unity3D : Retry Menu (Scene Management)

    - by user3666251
    I'm making a simple 2D game for Android using the Unity3D game engine. I created all the levels and everything but I'm stuck at making the game over/retry menu. So far I've been using new scenes as a game over menu. I used this simple script: #pragma strict var level = Application.LoadLevel; function OnCollisionEnter(Collision : Collision) { if(Collision.collider.tag == "Player") { Application.LoadLevel("GameOver"); } } And this as a 'menu': #pragma strict var myGUISkin : GUISkin; var btnTexture : Texture; function OnGUI() { GUI.skin = myGUISkin; if (GUI.Button(Rect(Screen.width/2-60,Screen.height/2+30,100,40),"Retry")) Application.LoadLevel("Easy1"); if (GUI.Button(Rect(Screen.width/2-90,Screen.height/2+100,170,40),"Main Menu")) Application.LoadLevel("MainMenu"); } The problem stands at the part where I have to create over 200 game over scenes, obstacles (the objects that kill the player) and recreate the same script over 200 times for each level. Is there any other way to make this faster and less painful?

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