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  • SFML 2.0 crashes anytime a method is called

    - by Ken
    This code generates an exception: #include <SFML/Graphics.hpp> #include <SFML/Window.hpp> #include <SFML/System.hpp> int main() { sf::Clock clock; clock.getElapsedTime(); return 0; } However, this doesn't crash: #include <SFML/Graphics.hpp> #include <SFML/Window.hpp> #include <SFML/System.hpp> int main() { sf::Clock clock; return 0; } I'm using SFML 2.0, Windows 7, MinGW 4.70 (Code::Blocks). I don't know why, I followed all instructions to link the libraries and nothing seems to be working. I might be missing something simple through my anger (I've been trying to run sample code for a week, nothing has been working), so can anybody throw me a bone?

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  • How can I scroll my custom view? I want to see the shapes drawn over the bounds of the screen

    - by antonio Musella
    I have a Custom view ... package nan.salsa.goal.customview; import android.R; import android.content.Context; import android.graphics.Canvas; import android.graphics.drawable.ShapeDrawable; import android.graphics.drawable.shapes.RectShape; import android.util.AttributeSet; import android.util.Log; import android.view.View; public class DayView extends View { private static String TAG="DayView"; private ShapeDrawable mDrawable; public DayView(Context context) { super(context); } public DayView(Context context, AttributeSet attrs) { super(context, attrs); init(); } public DayView(Context context, AttributeSet attrs, int defStyle) { super(context, attrs, defStyle); init(); } public void init() { int x = 10; int y = 10; mDrawable = new ShapeDrawable(new RectShape()); mDrawable.getPaint().setColor(Color.GREEN); mDrawable.setBounds(x, y, x + (width - (x * 2)), y + (height - (y*2))); mDrawable.draw(canvas); for (int i = 1; i < 30; i++) { boxDrawable = new ShapeDrawable(new RectShape()); boxDrawable.setBounds(x + x , y + (100 * i) , x + (width - ((x + x) * 2)), y + (100 * i) + 50); boxDrawable.getPaint().setColor(Color.RED); boxDrawable.draw(canvas); } } @Override protected void onDraw(Canvas canvas) { // TODO Auto-generated method stub super.onDraw(canvas); setBackgroundColor(R.color.black); mDrawable.draw(canvas); } } with this simple configuration file : <?xml version="1.0" encoding="utf-8"?> <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:orientation="vertical" android:layout_width="fill_parent" android:layout_height="fill_parent" android:background="#E06F00"> <nan.salsa.goal.customview.DayView android:id="@+id/dayView" android:layout_height="match_parent" android:layout_width="fill_parent" /> </LinearLayout> In my view I want to scroll to see the shapes drawn over the bounds of the screen .. How I can do it? Regards, Antonio Musella

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  • Is there a way to animate on a Home Widget?

    - by David
    Hi All, I want to use an animation on a Home page Widget, i.e. an AppWidgetProvider. I was hoping to use the "Frame Animation" technique: http://developer.android.com/guide/topics/graphics/2d-graphics.html#frame-animation which I've used successfully in an activity. But I can't translate that code to an AppWidgetProvider. Basically, in an AppWidgetProvider, I create and work with a RemoteViews object, which AFAIK doesn't provide me with a method to get a reference to an ImageView in the layout for me to call start() on the animation. There is also not a handler or a callback for when the widget displays so I can make the start() call. Is there another way this can be done? I suppose that I can probably do the animation on my own with very fast onUpdate() calls on the widget, but that seems awfully expensive.

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  • Unable to Calculate Position within Owner-Draw Text

    - by Jonathan Wood
    I'm trying to use Visual Studio 2012 to create a Windows Forms application that can place the caret at the current position within a owner-drawn string. However, I've been unable to find a way to accurately calculate that position. I've done this successfully before in C++. I've now tried numerous methods in C#. Originally, I tried using .NET classes to determine the correct position, but then I tried accessing the Windows API directly. In some cases, I came close, but after some time I still cannot place the caret accurately. I've created a small test program and posted key parts below. I've also posted the entire project here. The exact font used is not important to me; however, my application assumes a mono-spaced font. Any help is appreciated. Form1.cs This is my main form. public partial class Form1 : Form { private string TestString; private int AveCharWidth; private int Position; public Form1() { InitializeComponent(); TestString = "123456789012345678901234567890123456789012345678901234567890"; AveCharWidth = GetFontWidth(); Position = 0; } private void Form1_Load(object sender, EventArgs e) { Font = new Font(FontFamily.GenericMonospace, 12, FontStyle.Regular, GraphicsUnit.Pixel); } protected override void OnGotFocus(EventArgs e) { Windows.CreateCaret(Handle, (IntPtr)0, 2, (int)Font.Height); Windows.ShowCaret(Handle); UpdateCaretPosition(); base.OnGotFocus(e); } protected void UpdateCaretPosition() { Windows.SetCaretPos(Padding.Left + (Position * AveCharWidth), Padding.Top); } protected override void OnLostFocus(EventArgs e) { Windows.HideCaret(Handle); Windows.DestroyCaret(); base.OnLostFocus(e); } protected override void OnPaint(PaintEventArgs e) { e.Graphics.DrawString(TestString, Font, SystemBrushes.WindowText, new PointF(Padding.Left, Padding.Top)); } protected override bool IsInputKey(Keys keyData) { switch (keyData) { case Keys.Right: case Keys.Left: return true; } return base.IsInputKey(keyData); } protected override void OnKeyDown(KeyEventArgs e) { switch (e.KeyCode) { case Keys.Left: Position = Math.Max(Position - 1, 0); UpdateCaretPosition(); break; case Keys.Right: Position = Math.Min(Position + 1, TestString.Length); UpdateCaretPosition(); break; } base.OnKeyDown(e); } protected int GetFontWidth() { int AverageCharWidth = 0; using (var graphics = this.CreateGraphics()) { try { Windows.TEXTMETRIC tm; var hdc = graphics.GetHdc(); IntPtr hFont = this.Font.ToHfont(); IntPtr hOldFont = Windows.SelectObject(hdc, hFont); var a = Windows.GetTextMetrics(hdc, out tm); var b = Windows.SelectObject(hdc, hOldFont); var c = Windows.DeleteObject(hFont); AverageCharWidth = tm.tmAveCharWidth; } catch { } finally { graphics.ReleaseHdc(); } } return AverageCharWidth; } } Windows.cs Here are my Windows API declarations. public static class Windows { [Serializable, StructLayout(LayoutKind.Sequential, CharSet = CharSet.Auto)] public struct TEXTMETRIC { public int tmHeight; public int tmAscent; public int tmDescent; public int tmInternalLeading; public int tmExternalLeading; public int tmAveCharWidth; public int tmMaxCharWidth; public int tmWeight; public int tmOverhang; public int tmDigitizedAspectX; public int tmDigitizedAspectY; public short tmFirstChar; public short tmLastChar; public short tmDefaultChar; public short tmBreakChar; public byte tmItalic; public byte tmUnderlined; public byte tmStruckOut; public byte tmPitchAndFamily; public byte tmCharSet; } [DllImport("user32.dll")] public static extern bool CreateCaret(IntPtr hWnd, IntPtr hBitmap, int nWidth, int nHeight); [DllImport("User32.dll")] public static extern bool SetCaretPos(int x, int y); [DllImport("User32.dll")] public static extern bool DestroyCaret(); [DllImport("User32.dll")] public static extern bool ShowCaret(IntPtr hWnd); [DllImport("User32.dll")] public static extern bool HideCaret(IntPtr hWnd); [DllImport("gdi32.dll", CharSet = CharSet.Auto)] public static extern bool GetTextMetrics(IntPtr hdc, out TEXTMETRIC lptm); [DllImport("gdi32.dll")] public static extern IntPtr SelectObject(IntPtr hdc, IntPtr hgdiobj); [DllImport("GDI32.dll")] public static extern bool DeleteObject(IntPtr hObject); }

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  • java/Swing issue with paintComponent

    - by user310254
    The issue I'm having is issue with is I'm trying to get the paintComponent to draw the circle only when the mouse is clicked, dragged, then let go. However inside my paintPanel class I have to initialize the object I've created (ex. movedCircle myCircle = new movedCircle(0,0,0,0);) just creating the object movedCircle myCircle; gives an error until I actually fully initialize the object with a value. What I'm looking for: What's considered the best practice for this issue. I don't want to draw anything unnecessary before it is needed. The way I know how to fix it: boolean values inside of paintComponent so that way it doesn't draw until somethings actually there. import javax.swing.*; import java.awt.*; import java.awt.event.*; public class drawCircle extends JFrame{ private JPanel myPanel = new paintPanel(); public drawCircle(){ add(myPanel); } private class paintPanel extends JPanel{ private int x1, y1, x2, y2; movedText myText = new movedText(0,0,0,0); movedCircle myCircle = new movedCircle(0,0,0,0); public paintPanel(){ addMouseListener(new MouseAdapter(){ public void mousePressed(MouseEvent e){ x1 = e.getX(); y1 = e.getY(); myCircle = new movedCircle(x1, y1, 0, 0); repaint(); } public void mouseReleased(MouseEvent e){ x2 = e.getX(); y2 = e.getY(); myCircle = new movedCircle(x1, y1, x2, y2); repaint(); } }); addMouseMotionListener(new MouseMotionAdapter(){ public void mouseDragged(MouseEvent e){ x2 = e.getX(); y2 = e.getY(); myText = new movedText(x1, y1, x2, y2); myCircle = new movedCircle(x1, y1, x2, y2); repaint(); } public void mouseMoved(MouseEvent e){ x1 = e.getX(); y1 = e.getY(); x2 = 0; y2 = 0; myText = new movedText(x1, y1, x2, y2); repaint(); } }); } protected void paintComponent(Graphics g){ super.paintComponent(g); //draw oval after mouse released myText.paintText(g); myCircle.paintCircle(g); } } class movedCircle{ private int x1, y1, x2, y2; public movedCircle(int x1, int y1, int x2, int y2){ this.x1 = x1; this.y1 = y1; this.x2 = x2; this.y2 = y2; } public void paintCircle(Graphics g){ g.drawOval(x1, y1, x2 - x1, y2 - y1); } } class movedText{ private int x1, y1, x2, y2; public movedText(int x1, int y1, int x2, int y2){ this.x1 = x1; this.y1 = y1; this.x2 = x2; this.y2 = y2; } public void paintText(Graphics g){ g.drawString("x1: "+x1+" y1: "+y1+" x2: "+x2+" y2: "+y2, x1, y1); } } class RedSquare{ private int xPos = 50; private int yPos = 50; private int width = 20; private int height = 20; public void setX(int xPos){ this.xPos = xPos; } public int getX(){ return xPos; } public void setY(int yPos){ this.yPos = yPos; } public int getY(){ return yPos; } public int getWidth(){ return width; } public int getHeight(){ return height; } public void paintSquare(Graphics g){ g.setColor(Color.RED); g.fillRect(xPos,yPos,width,height); g.setColor(Color.BLACK); g.drawRect(xPos,yPos,width,height); } } public static void main(String[] args){ JFrame frame = new drawCircle(); frame.setTitle("Is in ellipse? Demo"); frame.setSize(400, 400); frame.setLocationRelativeTo(null); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); frame.setVisible(true); } }

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  • JScrollPane content to image

    - by Sebastian Ikaros Rizzo
    I'm trying to save the main viewport and headers of a JScrollPane (larger than screen) to PNG image files. I created 3 classes extending JPanel (MainTablePanel, MapsHeaderPanel and ItemsHeaderPanel) and set them to the viewports. Each of them has this method: public BufferedImage createImage() { BufferedImage bi = new BufferedImage(getSize().width, getSize().height, BufferedImage.TYPE_INT_ARGB); Graphics g = bi.createGraphics(); paint(g); g.dispose(); return bi; } Each class has also a paint method, which paints the background and then call the super.paint() to paint some label. For example: public void paint(Graphics g){ g.setColor(Color.BLACK); g.fillRect(0, 0, getWidth(), getHeight()); g.setColor(new Color(255, 255, 0, 50)); // for loop that paints some vertical yellow lines for(int i=0; i<getWidth(); i+=K.mW){ g.fillRect(i-1, 0, 2, getHeight()); if(i%(K.mW*5)==0){ g.fillRect(i-2, 0, 4, getHeight()); } } // called to pain some rotated JLabels super.paint(g); } From an external JFrame I then tried to save them to PNG file, using this code: BufferedImage tableImg = mainTableP.createImage(); BufferedImage topImg = mapsHeaderP.createImage(); BufferedImage leftImg = itemsHeaderP.createImage(); ImageIO.write(tableImg, "png", new File(s.homeDir+"/table.png")); ImageIO.write(topImg, "png", new File(s.homeDir+"/top.png")); ImageIO.write(leftImg, "png", new File(s.homeDir+"/left.png")); This is a screenshot of the application running: screenshot And this is the header exported: top If I comment the "super.paint(g)" instruction, I obtain a correct image (thus without all JLables, clearly). It seems like the second paint (super.paint(g)) is painted shifted into the BufferedImage and taking elements outside its JPanel. Somebody could explain me this behaviour? Thank you. ========== EDIT for SSCCE ==================================== This should compile. You can execute it as it is, and in c:\ you'll find two images (top.png and left.png) that should be the same as the two headers. Unfortunately, they are not. Background is not painted. Moreover (especially if you look at left.png) you can see that the labels are painted twice and shifted (note, for example, "Left test 21"). import java.awt.*; import java.awt.image.BufferedImage; import java.io.File; import javax.imageio.ImageIO; import javax.swing.*; public class Main { public static void main(String[] args) { JFrame frame = new JFrame(); frame.setLayout(null); frame.setSize(800, 600); JScrollPane scrollP = new JScrollPane(); scrollP.setVerticalScrollBarPolicy(JScrollPane.VERTICAL_SCROLLBAR_ALWAYS); scrollP.setHorizontalScrollBarPolicy(JScrollPane.HORIZONTAL_SCROLLBAR_ALWAYS); MyPanel top = new MyPanel(); for(int i=0; i<30; i++){ JLabel label = new JLabel("Test "+i); label.setOpaque(false); label.setBounds(50*i, 40, 50, 20); label.setForeground(Color.GREEN); top.add(label); } top.setLayout(null); top.setOpaque(false); top.setPreferredSize(new Dimension(50*30, 200)); top.validate(); MyPanel left = new MyPanel(); for(int i=0; i<30; i++){ JLabel label = new JLabel("Left test "+i); label.setBounds(0, 50*i, 100, 20); label.setForeground(Color.RED); left.add(label); } left.setLayout(null); left.setOpaque(false); left.setPreferredSize(new Dimension(200, 50*30)); MyPanel center = new MyPanel(); center.setLayout(null); center.setOpaque(false); center.setPreferredSize(new Dimension(50*30, 50*30)); scrollP.setViewportView(center); scrollP.setColumnHeaderView(top); scrollP.setRowHeaderView(left); scrollP.setBounds(0, 50, 750, 500); frame.add(scrollP); frame.setDefaultCloseOperation(javax.swing.WindowConstants.EXIT_ON_CLOSE); frame.setVisible(true); try{ BufferedImage topImg = top.createImage(); ImageIO.write(topImg, "png", new File("C:/top.png")); BufferedImage leftImg = left.createImage(); ImageIO.write(leftImg, "png", new File("C:/left.png")); }catch(Exception e){ e.printStackTrace(); } } } class MyPanel extends JPanel{ public void paint(Graphics g){ g.setColor(Color.BLACK); g.fillRect(0, 0, getWidth(), getHeight()); g.setColor(new Color(255, 255, 0, 50)); for(int i=0; i<getWidth(); i+=50){ g.fillRect(i-1, 0, 2, getHeight()); } super.paint(g); // COMMENT this line to obtain background images } public BufferedImage createImage() { BufferedImage bi = new BufferedImage(getSize().width, getSize().height, BufferedImage.TYPE_INT_ARGB); Graphics g = bi.createGraphics(); paint(g); g.dispose(); return bi; } }

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  • Is it possible to set ContentType for a WCF WebGet method?

    - by James Cadd
    I'm working with a WCF restful/http method that returns a stream of image data. I want to make sure that the content type is marked as "image/png". The method is defined as: [ServiceContract] [AspNetCompatibilityRequirements(RequirementsMode = AspNetCompatibilityRequirementsMode.Allowed)] [ServiceBehavior(InstanceContextMode = InstanceContextMode.PerCall)] public class TileImageService { [WebGet(UriTemplate = "{id}")] public Stream GetTileImage(string id) { Bitmap bmp = new Bitmap(173, 173); Graphics g = Graphics.FromImage(bmp); g.Clear(Color.Blue); g.DrawString(DateTime.Now.ToLongTimeString(), new Font("Chiller", 20), Brushes.White, new PointF(10, 10)); g.Flush(); MemoryStream ms = new MemoryStream(); bmp.Save(ms, ImageFormat.Png); ms.Seek(0, SeekOrigin.Begin); return ms; } } In Firefox it looks like the content type is marked as application/octet stream. Is there a way to change the content type?

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  • Sometimes, scaling down a bitmap generates a bigger file. Why?

    - by Matías
    Hello, I'm trying to write a method to reduce the size of any image 50% each time is called but I've found a problem. Sometimes, I end up with a bigger filesize while the image is really just half of what it was. I'm taking care of DPI and PixelFormat. What else am I missing? Thank you for your time. public Bitmap ResizeBitmap(Bitmap origBitmap, int nWidth, int nHeight) { Bitmap newBitmap = new Bitmap(nWidth, nHeight, origBitmap.PixelFormat); newBitmap.SetResolution(origBitmap.HorizontalResolution, origBitmap.VerticalResolution); using (Graphics g = Graphics.FromImage((Image)newBitmap)) { g.InterpolationMode = InterpolationMode.HighQualityBicubic; g.DrawImage(origBitmap, 0, 0, nWidth, nHeight); } return newBitmap; }

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  • How to interact between GameCanvas and LCDUI elements on J2ME?

    - by Santiago
    The thing is I writing a J2ME program that fisrt of all show a "menu" using graphics interface (GameCanvas) and when the user select one item, I need to setCurrent that item (ex. a List), but when return from the List (it could be because the user push a Command "Menu" Item) I need to show the menu again. The real problem when the menu show again, the keyPressed() listener of gamecanvas object stop working. Basically I have: A Midlet object with: GameCanvas object instance A List object instance I don't understand how that works, I didn't find tutorial that share low and high graphics-level APIs on one Midlet.

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  • How does .NET repaint controls?

    - by serhio
    Say I have a custom Label that I paint in my way. As lite example we have the code: Protected Overrides Sub OnPaint(ByVal e As System.Windows.Forms.PaintEventArgs) ' MyBase.OnPaint(e) DO NOT USE ' Dim f As Font = Me.Font Dim g As Graphics = e.Graphics Dim textRect As Rectangle = New Rectangle(Me.Location, Me.Size) Using br As New SolidBrush(Me._TextColor) g.DrawString(_Text, f, br, textRect) End Using End Sub maybe this example is useless, because does not bring different behavior that a simple label, but it just for example. Now, the problem is that if this label moves the ancient label area will not be updated, and the old text will remain until the parent will be invalidated. So the question is: How to invalidate the former control region?

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  • Handle/Grip bar convention

    - by tomdemuyt
    Greetings, Because textarea elements do not resize with jquery.touch ( http://plugins.jquery.com/project/touch ), I've put an textarea in a table where the first row allows the user to drag the table around and resize it with the textarea growing/shrinking/moving along. It works well, except that users dont seem to 'get' that they can use the bar to resize/move. I was trying to find some 'grip bar' graphics but google isnt helping me. What is the best way to show users that an element can be moved/resized ? Pointer to graphics ( generators ) would be great. Or, does any one know how to make textarea's movable/resizable ? T.

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  • XNA - Pong Clone - Reflecting ball when it hits a wall?

    - by toleero
    Hi guys, I'm trying to make the ball bounce off of the top and bottom 'Walls' of my UI when creating a 2D Pong Clone. This is my Game.cs public void CheckBallPosition() { if (ball.Position.Y == 0 || ball.Position.Y >= graphics.PreferredBackBufferHeight) ball.Move(true); else ball.Move(false); if (ball.Position.X < 0 || ball.Position.X >= graphics.PreferredBackBufferWidth) ball.Reset(); } At the moment I'm using this in my Ball.cs public void Move(bool IsCollidingWithWall) { if (IsCollidingWithWall) { Vector2 normal = new Vector2(0, 1); Direction = Vector2.Reflect(Direction,normal); this.Position += Direction; Console.WriteLine("WALL COLLISION"); } else this.Position += Direction; } It works, but I'm using a manually typed Normal and I want to know how to calculate the normal of the top and bottom parts of the screen?

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  • C++: Create abstract class with abstract method and override the method in a subclass

    - by Martijn Courteaux
    Hi, How to create in C++ an abstract class with some abstract methods that I want to override in a subclass? How should the .h file look? Is there a .cpp, if so how should it look? In Java it would look like this: abstract class GameObject { public abstract void update(); public abstract void paint(Graphics g); } class Player extends GameObject { @Override public void update() { // ... } @Override public void paint(Graphics g) { // ... } } // In my game loop: for (int i = 0; i < objects.size(); i++) { objects.get(i).update(); } for (int i = 0; i < objects.size(); i++) { objects.get(i).paint(g); } Translating this code to C++ is enough for me.

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  • VB.NET Window Screen Capture (ALT+PRINTSCREEN)

    - by Steve Thomas
    Hi, I found that code somewhere and I find it quite useful but I would like to find a way to make it work so it capture only the given window target. Maybe with a processID or Window Name. Even if that window is not active. I do not want to make that window active but want to get a screen capture like if I was doing Alt+PrintScreen on it. Here is the code that works for full Screen Capture Private bmpScreenShot As Bitmap Private gfxScreenshot As Graphics bmpScreenShot = New Bitmap(Screen.PrimaryScreen.Bounds.Width, Screen.PrimaryScreen.Bounds.Height, PixelFormat.Format32bppArgb) gfxScreenshot = Graphics.FromImage(bmpScreenShot) gfxScreenshot.CopyFromScreen(Screen.PrimaryScreen.Bounds.X, Screen.PrimaryScreen.Bounds.Y, 0, 0, Screen.PrimaryScreen.Bounds.Size, CopyPixelOperation.SourceCopy) bmpScreenShot.Save(fileName, ImageFormat.Png) I use the Visual Basic 2008 Express Thank you in advance!

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  • How do I open a hardware accelarated DirectX window on a secondary screen

    - by user567021
    I'm looking to create a hardware accelarated DirectX (9 at the moment) window on a secondary screen. This screen is connected to the same graphics display as the primary screen (at least at the moment). Currently, when I try to open the window on the secondary screen based on window position or by dragging it there, CPU usage jumps by about 10%, which seems to indicate that windows is switching to a software fallback rather than the hardware accelaration. Machine is windows XP running a NVIDIA graphics card (varying cards as this runs on several machines), with the latest driver. It's also running CUDA at the same time to produce the images if that matters. Programming language is c++, manual window and message queue creation, no tookbox used at the moment to manage the GUI Thanks

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  • Rotate a drawn rectangle in flex

    - by Arif
    i wrote the following code for drawing a rotate rectangle var s:UIComponent = new UIComponent(); s.graphics.lineStyle(1, 0x0000FF); s.graphics.drawRect(50, 50, 200, 200); s.rotation = 30; template.addChild(s); where template is a canvas. Its rotate nicely but the problem is the position is not in right place. i.e. it is not in (50,50) after rotate. How can i solve this problem? Thanks in advance.

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  • Python accessing modules from package that is distributed over different directories

    - by chaindriver
    Hi, I have a question regarding one single module that is distributed over multiple directories. Let's say I have these two file and directories: ~/lib/python xxx __init__.py util __init__.py module1.py module2.py ~/graphics/python xxx __init__.py misc __init__.py module3.py module4.py So then in my Python modules, I did this: import sys pythonlibpath = '~/lib/python' if pythonlibpath not in sys.path: sys.path.append(pythonlibpath) import xxx.util.module1 which works. Now, the problem is that I need xxx.misc.module3, so I did this: import sys graphicslibpath = '~/graphics/python' if graphicslibpath not in sys.path: sys.path.append(graphicslibpath) import xxx.misc.module3 but I get this error: ImportError: No module named misc.module3 It seems like it somehow still remembers that there was a xxx package in ~/lib/python and then tries to find misc.module3 from there. How do I get around this issue?

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  • Is 'donation' considered as commerical?

    - by Horace Ho
    I want to port an open source program to iPhone, the license prohibited any commercial use of the code. I emailed the author and he sent back an email saying freeware is ok. Of course I cannot (should not) charge anything on top of the code. Still, I want to get compensation for my work on UI design, graphics and integration work. So I wonder: Is donation (via PayPal) OK for my case? Is in-app purchase OK? i.e. the program is free, the user has the option to buy addition theme graphics? Thanks

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  • Bitmap brightness issue in c++

    - by Suriyan Suresh
    I have used the following code to adjust the image brightness, i am testing this application in Samsung BADA Platform and its SDK, While i am running this application in bada simulator it never ends runs infinity. Please point out the mistake in the code int BitmapWidth = 0, BitmapHeight = 0; result r = E_SUCCESS; BufferInfo myBuffer; Osp::Media::Image *pImage = null; Osp::Graphics::Canvas *pCanvas = null; Osp::Graphics::Rectangle *pRect = null; String path("/Media/Images/tom1.jpg"); pImage = new Osp::Media::Image(); r = pImage->Construct(); pBitmap2 = pImage->DecodeN(path, BITMAP_PIXEL_FORMAT_ARGB8888,LCD_WIDTH, LCD_HEIGHT); BitmapWidth = pBitmap2->GetWidth(); BitmapHeight = pBitmap2->GetHeight(); pBitmap2->Lock( myBuffer); int nVal = 0; int stride = myBuffer.pitch; byte *p= (byte *)(void *)myBuffer.pPixels; int nWidth = BitmapWidth *3; int nOffset = stride - BitmapWidth*4; for (int y = 0; y < BitmapHeight; ++y) { for (int x = 0; x < nWidth; ++x) { nVal = (int) (p[0] + nBrightness); if (nVal < 0) nVal = 0; if (nVal > 255) nVal = 255; p[0] = (byte) nVal; ++p; } p+= nOffset; } pBitmap2->Unlock(); pCanvas = GetCanvasN(); // Step 3: Create Rectangle pRect = new Osp::Graphics::Rectangle(0, 0, LCD_WIDTH, LCD_HEIGHT); r = pCanvas->DrawBitmap(*pRect, *pBitmap2); pCanvas->Show(); RequestRedraw(true); delete pBitmap2; delete pCanvas; delete pRect;

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  • 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?

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  • How to read binary column in database into image on asp.net page?

    - by marko
    I want to read from database where I've stored a image in binary field and display a image. while (reader.Read()) { byte[] imgarr = (byte[])reader["file"]; Stream s = new MemoryStream(imgarr); System.Drawing.Image image = System.Drawing.Image.FromStream(s); Graphics g = Graphics.FromImage(image); g.DrawImage(image, new Point(400, 10)); image.Save(Response.OutputStream, ImageFormat.Jpeg); g.Dispose(); image.Dispose(); } con.Close(); This piece of code doesn't work: System.Drawing.Image image = System.Drawing.Image.FromStream(s); What am I doing wrong?

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  • Displaying same icon in 2 different sizes on c#

    - by ET
    My goal is to display the same icon twice, but each time in different size. I tried the following: FileStream fs = new FileStream("name_of_the_icon_file.ico", FileMode.Open); Icon ico = new Icon(fs, 32, 32); //create an in-memory instance of the icon, size 32x32 Icon ico2 = new Icon(fs, 16, 16); //create an in-memory instance of the icon, size 16x16 ... Graphics.DrawIcon(ico, /*some point*/); Graphics.DrawIcon(ico2, /*some other point*/); The last line throws an ArgumentException: Value does not fall within the expected range. Can some one explain me whats wrong and whats the way to do this right?

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  • Does HTML5 only replace the video aspects of Flash/Silverlight?

    - by John
    I see a lot of talk how HTML5 video tag will kill Flash. But while video is the most widely used part of Flash/SL, it's only a small part of their technical abilities. For instance you can write a game using full 3D graphics and socket connections in Flex, and serious business applications, etc. Is the thinking that Javascript will kill those parts of Flash/Flex/SL? Because while that seems feasible now for even quite rich web-apps, what about any kind of high-performance app like real-time graphics?

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  • How can I draw a hollow rectangle using CreatePen?

    - by LarsTech
    Since using the DrawArc function in GDI+ isn't very accurate when drawing a small rounded rectangle, I am using RoundRect instead. Protected Overrides Sub OnPaint(ByVal e As PaintEventArgs) Dim hDC As IntPtr = e.Graphics.GetHdc Dim rc As New Rectangle(10, 10, 64, 24) Dim hPen As IntPtr = Win32.CreatePen(Win32.PenStyle.PS_SOLID, 0, _ ColorTranslator.ToWin32(Color.Green)) Dim hOldPen As IntPtr = Win32.SelectObject(hDC, hPen) Call Win32.RoundRect(hDC, rc.Left, rc.Top, rc.Right, rc.Bottom, 10, 10) Win32.SelectObject(hDC, hOldPen) Win32.DeleteObject(hPen) e.Graphics.ReleaseHdc(hDC) MyBase.OnPaint(e) End Sub This will draw a nice rounded rectangle, but it will also fill it with a white brush, erasing what I don't want to have erased. How can I draw this without erasing the inside of the rectangle?

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