Search Results

Search found 3807 results on 153 pages for 'draw'.

Page 117/153 | < Previous Page | 113 114 115 116 117 118 119 120 121 122 123 124  | Next Page >

  • Android : Stop image scaling down

    - by John Smith
    Hi, I'm trying to draw an image in a view but having problems trying to maintain the scale of the original image. Basically, I have a small view and I would like to show part of the image in the view. The intention then is to perform a translation on the image so that a different part appears in the view. No matter what I try, either the image is down-scaled automatically to fit the view or the whole image is viewable. I've tried playing about with the settings on BitmapDrawable, ImageView and Layout to no avail. Anyone know a good way to achieve this?

    Read the article

  • directX texture appears incorrectly

    - by numerical25
    I finally managed to get a texture onto a cube sadly, but it is appearing incorrectly. as the below picture identifies. Anyways, I am not sure what it could be. My first guess is it could be my uv mapping or my vertex positioning is off. If someone could check and make sure thats good. The first element is the vertex position, second is the color, and third is the uv texture. //Create vectors and put in vertices // Create vertex buffer VertexPos vertices[] = { // BACK SIDES { D3DXVECTOR3(-5.0f, 5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(-5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(1.0,1.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(0.0,1.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(0.0,1.0)}, { D3DXVECTOR3(-5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(1.0,1.0)}, { D3DXVECTOR3(5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(1.0,1.0)}, // 2 FRONT SIDE { D3DXVECTOR3(-5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f), D3DXVECTOR2(1.0,0.0)}, { D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f), D3DXVECTOR2(0.0,1.0)}, { D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f), D3DXVECTOR2(0.0,1.0)}, { D3DXVECTOR3(5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f) , D3DXVECTOR2(1.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f), D3DXVECTOR2(1.0,1.0)}, // 3 { D3DXVECTOR3(-5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(1.0,0.0)}, { D3DXVECTOR3(-5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,1.0)}, { D3DXVECTOR3(-5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,2.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(1.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,1.0)}, // 4 { D3DXVECTOR3(-5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(1.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,1.0)}, { D3DXVECTOR3(5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,1.0)}, { D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(1.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, -5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,1.0)}, // 5 { D3DXVECTOR3(5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(1.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,1.0)}, { D3DXVECTOR3(5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,1.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(1.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, 5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,2.0)}, // 6 {D3DXVECTOR3(-5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, {D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(1.0,0.0)}, {D3DXVECTOR3(-5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,1.0)}, {D3DXVECTOR3(-5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,1.0)}, {D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(1.0,0.0)}, {D3DXVECTOR3(-5.0f, -5.0f, 5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,1.0)}, }; My second guess could be an error that I am receiving as I run the program. But I don't know where to begin with that. The following is the description of the error . D3D10: WARNING: ID3D10Device::Draw: Vertex Buffer at the input vertex slot 0 is not big enough for what the Draw*() call expects to traverse. This is OK, as reading off the end of the Buffer is defined to return 0. However the developer probably did not intend to make use of this behavior. [ EXECUTION WARNING #356: DEVICE_DRAW_VERTEX_BUFFER_TOO_SMALL ] Not sure what it could be. but where is my vertex layout description //Create Layout D3D10_INPUT_ELEMENT_DESC layout[] = { {"POSITION",0,DXGI_FORMAT_R32G32B32_FLOAT, 0 , 0, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"COLOR",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 12, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"NORMAL",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 28, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"TEXCOORD",0, DXGI_FORMAT_R32G32_FLOAT, 0 , 44, D3D10_INPUT_PER_VERTEX_DATA, 0} }; UINT numElements = (sizeof(layout)/sizeof(layout[0])); modelObject.numVertices = sizeof(vertices)/sizeof(VertexPos); for(int i = 0; i < modelObject.numVertices; i += 3) { D3DXVECTOR3 out; D3DXVECTOR3 v1 = vertices[0 + i].pos; D3DXVECTOR3 v2 = vertices[1 + i].pos; D3DXVECTOR3 v3 = vertices[2 + i].pos; D3DXVECTOR3 u = v2 - v1; D3DXVECTOR3 v = v3 - v1; D3DXVec3Cross(&out, &u, &v); D3DXVec3Normalize(&out, &out); vertices[0 + i].normal = out; vertices[1 + i].normal = out; vertices[2 + i].normal = out; } //Create buffer desc D3D10_BUFFER_DESC bufferDesc; bufferDesc.Usage = D3D10_USAGE_DEFAULT; bufferDesc.ByteWidth = sizeof(VertexPos) * modelObject.numVertices; bufferDesc.BindFlags = D3D10_BIND_VERTEX_BUFFER; bufferDesc.CPUAccessFlags = 0; bufferDesc.MiscFlags = 0; D3D10_SUBRESOURCE_DATA initData; initData.pSysMem = vertices; //Create the buffer HRESULT hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &modelObject.pVertexBuffer); if(FAILED(hr)) return false;

    Read the article

  • Adding a subview larger than cellHeight to a UITableViewCell?

    - by MathieuK
    I'm trying to add a subview to a UITableViewCell and the design that I'm working from demands that this particular subview (an image) needs to be larger than the actual UITableViewCell and thus partly overlap its siblings. So I've set up my table cell, generated my image and added it to the cell's contentView: // rowHeight for the UITableView is 45.0f UIImage *image = [self createCellThumbnail: someImage]; UIImageView *thumbView = [[UIImageView alloc] initWithFrame: CGRectMake(150, -5, 55,55)]; thumbView.transform = CGAffineTransformMakeRotation(0.1f); thumbView.image = image; cell.clipsToBounds = NO; cell.contentView.clipsToBounds = NO; [cell.contentView addSubview: thumbView]; While the image will 'overflow' into the cell below it, the top of the image is always clipped, as demonstrated here: http://imgur.com/WDsAx . Does anyone know if what I'm trying to do is possible with the current approach or should I just figure out a way to draw these images onto the UITableView after all the cells are drawn (it's a non-scrollable tableview, so that would work and be fairly easy).

    Read the article

  • How should I think about perspectives and rotation in OpenGL ES?

    - by Omega
    As I start to write rendering code, how do I want to consider my drawing operations? Will they always be relative to a fixed coordinate system on the screen, or does this change based on the camera perspective? The best example I can try to come up with is say I'm at (0,0,0) and I draw a line to (3,3,3). If I change the perspective +1 on the X axis and conduct the same operation, does it happen at (4,3,3), or am I just getting a new view of the line still being made at (3,3,3)? When doing rotation, am I moving the point from which a frustum emanates, or am I moving the rendering underneath?

    Read the article

  • DrawString only works in top-left part of form vb.net

    - by WillumMaguire
    Here is my code Public Class Form1 Public MyFormObject As Graphics = Me.CreateGraphics Public objFont = New System.Drawing.Font("arial", 20) Public a, b As Integer Private Sub Button1_Click(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles Button1.Click Randomize() For i = 1 To 10 a = CInt(Int(Rnd() * Me.Width)) b = CInt(Int(Rnd() * Me.Height)) MyFormObject.DrawString("text", objFont, System.Drawing.Brushes.Black, a, b) Next End Sub End Class As you can see, I have one button that draws the string "text" randomly in the form 10 times. My problem is that it will ONLY draw the string in the upper-left portion of the form, roughly 260x260 starting at 0,0. It literally cuts off the text if it goes beyond. Why is this? Shouldn't it work for the entire form?

    Read the article

  • Determining if a coordinate is on a line

    - by TGCBraun
    I´m coding a little app that allows the user to draw multiple shapes and then remove or resize them. It´s working perfectly on rectangles and ovals, but I´m having issues with lines. Here´s a method that I wrote to find if the clicked spot on the screen is part of a specific line: public boolean containsLocation(int x, int y) { int m = (getY2() - getY()) / (getX2() - getX()); int b = getY() - (m * getX()); if (y == (m * x) + b) { return true; } return false; I´m using the famous y = mx + b formula and replacing y and x to find if the clicked spot is part of the line. The problem is when I click on the screen to remove the line, it only works if I click on the very fist coordinate (x,y) where the line starts. Nothing happens when I click anywhere else along the line. Can anyone shed a light on what I´m doing wrong? Thanks a lot.

    Read the article

  • Simple graphics API with transparency, polygons, reading image pixels?

    - by M. Elkstein
    I need a simple graphics library that supports the following functionality: Ability to draw polygons (not just rectangles!) with RGBA colors (i.e., partially transparent), Ability to load bitmap images, Ability to read current color of pixel in a given coordinate. Ideally using JavaScript or Python. Seems like HTML 5 Canvas can handle #2 and #3 but not #1, whereas SVG can handle #1 and #2 but not #3. Am I missing something (about either of these two)? Or are there other alternatives?

    Read the article

  • Understanding the concept of Inodes

    - by darkie15
    Hi All, I am referring to the link: http://www.tux4u.nl/freedocs/unix/draw/inode.pdf I am confused on parts: 1 12 direct block pointers 2 1 single indirect block pointer 3 1 double indirect block pointer 4 1 triple indirect block pointer Now the diagram says that each pointer is 32/64 bits. [Query]: Why and how are these values inferred? I mean why specifically have only 32 or 64 bit pointers? The diagram says, One data block{8 KB} for each pointer {4 bytes/8 bytes} [Query]: How does this actually work out? i.e. 8*1024 bytes / 8 bytes = 1024 bytes? What is the logic behind having a 8 bytes pointer for 8KB block? Regards, darkie.

    Read the article

  • Android animation doesn't work, probably some kind of screen redraw problem.

    - by BenIOs
    I have created a custom component in my program by extending a ViewGroup. This component listens to touch events and are supposed to start animations when the user has move their finger past some certain points. I'm able to start animations while the user is touching the screen. But I'm not able to start animations if the user doesn't move their finger. It's probably that the phone thinks it doesn't have to update the screen if the user isn't moving their finger. I added some logs and according to them the animation starts and ends but it doesn't draw on the screen. I have the same problems when starting an animation with a timer. I use AlphaAnimations and TranslateAnimations on ImageViews. I have tried to use invalidate() both on the component and the ImageView but it doesn't help. Anyone who has an idea how to solve this?

    Read the article

  • How i store the images pixels in matrix form?

    - by Rajendra Bhole
    Hi, I developing an application in which the pixelize image i want to be store in matrix format. The code is as follows. struct pixel { //unsigned char r, g, b,a; Byte r, g, b; int count; }; (NSInteger) processImage1: (UIImage*) image { // Allocate a buffer big enough to hold all the pixels struct pixel* pixels = (struct pixel*) calloc(1, image.size.width * image.size.height * sizeof(struct pixel)); if (pixels != nil) { // Create a new bitmap CGContextRef context = CGBitmapContextCreate( (void*) pixels, image.size.width, image.size.height, 8, image.size.width * 4, CGImageGetColorSpace(image.CGImage), kCGImageAlphaPremultipliedLast ); NSLog(@"1=%d, 2=%d, 3=%d", CGImageGetBitsPerComponent(image), CGImageGetBitsPerPixel(image),CGImageGetBytesPerRow(image)); if (context != NULL) { // Draw the image in the bitmap CGContextDrawImage(context, CGRectMake(0.0f, 0.0f, image.size.width, image.size.height), image.CGImage); NSUInteger numberOfPixels = image.size.width * image.size.height; I confusing about how to initialize the 2-D matrix in which the matrix store data of pixels.

    Read the article

  • How do I get a UIView which displays text to behave like a UILabel when bounds change?

    - by Hilton Campbell
    I have a UIView in which I need to draw text in drawRect: - (void)drawRect:(CGRect)rect { ... [@"some text" drawAtPoint:somePoint withFont:someFont]; ... } Because the text requires special formatting, I cannot just use a UILabel. It looks fine until I rotate the device. Then the size of my custom UIView changes (in the parent view's layoutSubviews method), and the text becomes stretched in one direction and squished in the other. When I replace my view with a UILabel, the text always looks great, even when the bounds of the view changes. How can I get my view to exhibit the same behavior as UILabel? Some things I have looked into, but have yet to have success with: Set the view's layer's needsDisplayOnBoundsChange to YES. Set the view's contentStretch to CGRectZero. Call setNeedsDisplay in my view's layoutSubviews. Maybe I'm not doing one of these things right. Has anyone else run into this?

    Read the article

  • OpenGL index buffer object with additional data

    - by muksie
    I have a large set of lines, which I render from a vertex buffer object using glMultiDrawArrays(GL_LINE_STRIP, ...); This works perfectly well. Now I have lots of vertex pairs which I also have to visualize. Every pair consists of two vertices on two different lines, and the distance between the vertices is small. However, I like to have the ability to draw a line between all vertex pairs with a distance less than a certain value. What I like to have is something like a buffer object with the following structure: i1, j1, r1, i2, j2, r2, i3, j3, r3, ... where the i's and j's are indices pointing to vertices and the r's are the distances between those vertices. Thus every vertex pair is stored as a (i, j, r) tuple. Then I like to have a (vertex) shader which only draws the vertex pairs with r < SOME_VALUE as a line. So my question is, what is the best way to achieve this?

    Read the article

  • open source flash or ajax sketchpad?

    - by Fh
    For a non-profit (charity) site I need a simple sketchpad (drawing) component. It should be able to: Let the user draw a simple black on white sketch. Save to server the full drawing steps. Save to server the final image. Re-play the drawing steps to future users. http://www.sketchswap.com/ has a similar component. Do you know where I could find an open source component to use in this project? Thanks,

    Read the article

  • matlab: how to transform screen pixels into specific coordinates

    - by user3137385
    I have to draw a curve captured on a image using screen pixels (mouse clicks) into a coordinate system. E.g.: Pixels on the screen, from left to right (130 px to 970 px) correspond to the x-axis of my coordinate system (1000 to 6000). Pixels from bottom to top (670 to 99) correspond to the y-axis of coordinate system (0 to 1.2). How can this be done? Maybe there's a function in matlab doing something like that? Some more explanation: I have a jpg image of a curve on a coordinate system. I've got pixel positions (x,y) of several points on that curve. Now I want to plot same curve into a matlab figure with same x and y axis as on the jpg image.

    Read the article

  • Python OpenGL Can't Redraw Scene

    - by RobbR
    I'm getting started with OpenGL and shaders using GLUT and PyOpenGL. I can draw a basic scene but for some reason I can't get it to update. E.g. any changes I make during idle(), display(), or reshape() are not reflected. Here are the methods: def display(self): glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ) glMatrixMode(GL_MODELVIEW) glLoadIdentity() glUseProgram(self.shader_program) self.m_vbo.bind() glEnableClientState( GL_VERTEX_ARRAY ) glVertexPointerf(self.m_vbo) glDrawArrays(GL_TRIANGLES, 0, len(self.m_vbo)) glutSwapBuffers() glutReportErrors() def idle(self): test_change += .1 self.m_vbo = vbo.VBO( array([ [ test_change, 1, 0 ], # triangle [ -1,-1, 0 ], [ 1,-1, 0 ], [ 2,-1, 0 ], # square [ 4,-1, 0 ], [ 4, 1, 0 ], [ 2,-1, 0 ], [ 4, 1, 0 ], [ 2, 1, 0 ], ],'f') ) glutPostRedisplay() def begin(self): glutInit() glutInitWindowSize(400, 400) glutCreateWindow("Simple OpenGL") glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB) glutDisplayFunc(self.display) glutReshapeFunc(self.reshape) glutMouseFunc(self.mouse) glutMotionFunc(self.motion) glutIdleFunc(self.idle) self.define_shaders() glutMainLoop() I'd like to implement a time step in idle() but even basic changes to the vertices or tranlastions and rotations on the MODELVIEW matrix don't display. It just puts up the initial state and does not update. Am I missing something?

    Read the article

  • Realy urgent and big help in a little MATLAB game... Please help me!

    - by Sanyi
    Hi! I have to make the game „Planarity” in Matlab, for school project. (If you Google it, you can see and play the game in flash). The computer have to randomly put 5 circles in the coordinate system in different positions. After that it must draw lines between them. When the circles are randomly put in the coordinate system the coordinates must be whole numbers. Good example for number one circle: (3,4) ; bad example for number one circle (2.5 ,6.7). Please if Matlab is a childs game to you help me by sending me the source code for this. I really really need help... Please help me, this can be one hour to you, but a life saving thing to me...

    Read the article

  • LINQ, creating unique collection of a collection

    - by Wish
    I have class Vertex and a class Edge (Edge holds 2 properties - Vertex Source and Vertex Target); Edges and Vertexes are collected into lists Some example: A-->B // edge from vertex A to B B-->C // edge from vertex B to C C-->A // edge from vertex C to A A-->C // edge from vertex A to C -- this is two way edge So I would like to make IDictionary<Edge, bool> which would hold edges (A--B and B--A would be like 1), and bool - if it is two way or no. I need it because when I draw them now, it draws 2 arrows under one another. I would better make 1 arrow. So I'm pretty stuck right here... May anybody help me a bit ?

    Read the article

  • How does R treat positional arguments

    - by inspectorG4dget
    I'm a python guy and very new to R (so far, all I've done is copy-paste code and screen-shot the resulting, graph). I would now like to actually learn the language so that I can draw useful plots (right now, I am trying to plot this). In attempting my first plot, I came across this function call: sets_options("universe", seq(from = 0, to = 25, by = 0.1)) Now, I would like to know if I can achieve the same result by calling sets_options("universe", seq(0, 25, 0.1)) The help page for seq doesn't speak to this specifically (or I'm not reading it correctly), so I was hoping someone could shed some light on how R handles positional arguments I tried calling the function that way in R and it worked (no syntax errors, etc), but I don't know how to test the output of that function, so I'm forced to ask here

    Read the article

  • How to save multiple UIImage to a file iPad

    - by aron
    I have a PDF reader that displays pages of the document. What I want to do is allow the user to draw over the PDF in a transparent view. Then I want to save the drawing (UIImage) to disk. If at all possible, I don't want to have the documents folder filled with files like documentName_page01.png, documentName_page02.png for every page that is drawn over. However, I can't figure out how to store these UIImages into a single file without it becoming unwieldy and memory intensive. Any ideas appreciated.

    Read the article

  • where should this check logic go?

    - by Benny
    I have a function that draw a string on graphics: private void DrawSmallImage(Graphics g) { if (this.SmallImage == null) return; var smallPicHeight = this.Height / 5; var x = this.ClientSize.Width - smallPicHeight; var y = this.ClientSize.Height - smallPicHeight; g.DrawImage(this.SmallImage, x, y, smallPicHeight, smallPicHeight); } the check if (this.SmallImage == null) return; should be in the function DrawSmallImage or should be in the caller? which is better?

    Read the article

  • Wrong route generation using namespace

    - by Plume
    Hi people! I am building an administration space in my web application. To do this, I am using namespaces but even if the rake generated routes are ok, when i follow the root of my admin space I get an error: Routing Error No route matches "/guru" My routes.rb : Baies::Application.routes.draw do |map| resources :fights resources :actions resources :users namespace :guru do root :to => "guru#index" resources :users end root :to => "public#index" end My arbo: . `-- app `-- controllers |-- actions_controller.rb |-- application_controller.rb |-- fights_controller.rb |-- guru | |-- guru_controller.rb | `-- users_controller.rb |-- public_controller.rb `-- users_controller.rb For information, the routes /guru/users works :) Thanks for help! @tchaOo°

    Read the article

  • how do i design a high pass filters in matlab without using the builtin function?

    - by noura
    hello everyone, i'm just not sure how to draw the frequency response (H) of the high pass filter? after drawing the frequency response i can get the b coefficient by taking the ifft of (H). so yeah, for a low pass filter, with a cutoff frequency of say pi/2 : the frequency response code will be H = exp(-1*j*w*4).*(((0 <= w) & (w<= pi/2)) | ((2*pi - pi/2 <= w) & (w<=2*pi)); sincr the response is "1" between 0 and pi/2 and between (2*pi - pi/2) and 2*pi. can you help me write H for a high pass filter? thanx in advance.

    Read the article

  • Find most right and left point of a horizontal circle in 3d Vector environment

    - by Olivier de Jonge
    I'm drawing a 3D pie chart that is rendered with in 3D vectors, projected to 2D vectors and then drawn on a Graphics object. I want to calculate the most left and right point of the circle The method to create a vector, draw and project to a 2d vector are below. Anyone knows the answer? public class Vector3d { public var x:Number; public var y:Number; public var z:Number; //the angle that the 3D is viewed in tele or wide angle. public static var viewDist:Number = 700; function Vector3d(x:Number, y:Number, z:Number){ this.x = x; this.y = y; this.z = z; } public function project2DNew():Vector { var p:Number = getPerspective(); return new Vector(p * x, p * y); } public function getPerspective():Number{ return viewDist / (this.z + viewDist); } }

    Read the article

  • GLUT multiple Windows and OpenGL context

    - by user3511595
    I would like to use GLUT 3.7 Window Toolkit in a program written in php because i saw that there was a binding in php. I am interesting in having multiple windows ! In order to have a clean code, i was wondering to separate on the one hand the window toolkit and on the other hand the OpenGL implementation. I hope that i can program event with the glut callbacks in php then the application get the events and can interacts ! But i don't know how to draw in each window from php with opengl ? They say in the man page that each glut window has an opengl context. How to get each context ? Can i render offscreen with each context ?

    Read the article

  • lwjgl isKeyDown canceling out other keys

    - by AKrush95
    While trying to create a simple game where a square is manipulated via the keyboard keys, I have come across a small, rather irritating problem. I would like it to work so that when the opposite directional key is pressed, the character will stop; the character may move the other two directions while stopped in this situation. This works perfectly with LEFT and RIGHT held down; the player may move UP or DOWN. If UP and DOWN are held down, however, the player will not move, nor will Java recognize that the LEFT or RIGHT keys were pressed. import java.util.ArrayList; import java.util.Random; import org.lwjgl.*; import org.lwjgl.input.Keyboard; import org.lwjgl.opengl.*; import static org.lwjgl.opengl.GL11.*; public class Main { private Man p; private ArrayList<Integer> keysDown, keysUp; public Main() { try { Display.setDisplayMode(new DisplayMode(640, 480)); Display.setTitle("LWJGLHelloWorld"); Display.create(); } catch (LWJGLException e) { e.printStackTrace(); } p = new Man(0, 0); keysDown = new ArrayList<>(); keysUp = new ArrayList<>(); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0, 640, 480, 0, 1, -1); glMatrixMode(GL_MODELVIEW); while (!Display.isCloseRequested()) { glClear(GL_COLOR_BUFFER_BIT); checkKeys(); p.draw(); Display.update(); Display.sync(60); } Display.destroy(); } public void checkKeys() { ArrayList<Integer> keys = new ArrayList<>(); keys.add(Keyboard.KEY_A); keys.add(Keyboard.KEY_D); keys.add(Keyboard.KEY_W); keys.add(Keyboard.KEY_S); for (int key : keys) { if (Keyboard.isKeyDown(key)) keysDown.add(key); else keysUp.add(key); } keysDown.removeAll(keysUp); keysUp = new ArrayList<>(); int speed = 4; int dx = 0; int dy = 0; if (keysDown.contains(keys.get(2))) { System.out.println("keyUP"); dy -= speed; } if (keysDown.contains(keys.get(3))) { System.out.println("keyDOWN"); dy += speed; } if (keysDown.contains(keys.get(0))) { System.out.println("keyLEFT"); dx -= speed; } if (keysDown.contains(keys.get(1))) { System.out.println("keyRIGHT"); dx += speed; } //if (keysDown.contains(keys.get(0)) && keysDown.contains(keys.get(1))) dx = 0; //if (keysDown.contains(keys.get(2)) && keysDown.contains(keys.get(3))) dy = 0; p.update(dx, dy); } public static void main(String[] args) { new Main(); } class Man { public int x, y, w, h; public float cR, cG, cB; public Man(int x, int y) { this.x = x; this.y = y; w = 50; h = 50; Random rand = new Random(); cR = rand.nextFloat(); cG = rand.nextFloat(); cB = rand.nextFloat(); } public void draw() { glColor3f(cR, cG, cB); glRecti(x, y, x+w, y+h); } public void update(int dx, int dy) { x += dx; y += dy; } } } That is the code that I am working with. In addition, I am unsure how to compile an executable jar that is using the lwjgl library in addition to slick-util.

    Read the article

< Previous Page | 113 114 115 116 117 118 119 120 121 122 123 124  | Next Page >