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  • How to display two grids in same page using jquery?

    - by kumar
    hello friends, I have this code to display jquery grid <div> <%= Html.Trirand().JQGrid(Model.OrdersGrid, "JQGrid1") %> </div> Server side I have this code.. using System; using System.Collections.Generic; using System.Linq; using System.Web; using Trirand.Web.Mvc; using System.Web.UI.WebControls; namespace JQGridMVCExamples.Models { public class OrdersJqGridModel { public OrdersJqGridModel() { OrdersGrid = new JQGrid { Columns = new List<JQGridColumn>() { new JQGridColumn { DataField = "OrderID", Width = 50 }, new JQGridColumn { DataField = "OrderDate", Width = 100, DataFormatString = "{0:d}" }, new JQGridColumn { DataField = "CustomerID", Width = 100 }, new JQGridColumn { DataField = "Freight", Width = 75 }, new JQGridColumn { DataField = "ShipName" } }, Width = Unit.Pixel(640) }; OrdersGrid.ToolBarSettings.ShowRefreshButton = true; } public JQGrid OrdersGrid { get; set; } } } This is displaying only one grid... I I want to display two grids that Is how to display other grid in Same page? that is can I do like this? <div> <%= Html.Trirand().JQGrid(Model.OrdersGrid, "JQGrid1") %> </div> <div> <%= Html.Trirand().JQGrid(Model.OrdersGrid, "JQGrid2") %> </div> in the same page.. if yes how to handle the Sever side grid? bec Server side grid columns are differnt from jqGrid1 and Jqgrid2,,,, On Row Click on JQGrid1 I need to display JqGrid2. Please can anyone help me out about this.. Thanks

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  • WatiN NativeElement.GetElementBounds() - What is the unit of measurement?

    - by Brian Schroer
    When I'm testing with WatiN, I like to save screenshots. Sometimes I don't really need a picture of the whole browser window though - I just want a picture of the element that I'm testing. My attempt to save a picture of an element with the code below resulted in a picture of a block box, because elementBounds.Top points to a pixel position way past the bottom of the screen. The elementBounds.Width and .Height values also appear to be about half what they should be. Is this a WatiN bug, or are these properties in a different unit of measure that I have to convert to pixels somehow? public static void SaveElementScreenshot (WatiN.Core.IE ie, WatiN.Core.Element element, string screenshotPath) { ScrollIntoView(ie, element); ie.BringToFront(); var ieClass = (InternetExplorerClass) ie.InternetExplorer; Rectangle elementBounds = element.NativeElement.GetElementBounds(); int left = ieClass.Left + elementBounds.Left; int top = ieClass.Top + elementBounds.Top; int width = elementBounds.Width; int height = elementBounds.Height; using (var bitmap = new Bitmap(width, height)) { using (Graphics graphics = Graphics.FromImage(bitmap)) { graphics.CopyFromScreen (new Point(left, top), Point.Empty, new Size(width, height)); } bitmap.Save(screenshotPath, ImageFormat.Jpeg); } }

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  • Overlaying 2D paths on UIImage without scaling artifacts

    - by tat0
    I need to draw a path along the shape of an image in a way that it is always matching its position on the image independent of the image scale. Think of this like the hybrid view of Google Maps where streets names and roads are superimposed on top of the aerial pictures. Furthermore, this path will be drawn by the user's finger movements and I need to be able to retrieve the path keypoints on the image pixel coordinates. The user zooms-in in order to more precisely set the paths location. I manage to somehow make it work using this approach: -Create a custom UIView called CanvasView that handles touches interaction and delivers scaling, rotation, translation values to either the UIImageView or PathsView (see bellow) depending on a flag: deliverToImageOrPaths. -Create a UIImageView holding the base image. This is set as a children of CanvasView -Create a custom UIView called PathsView that keeps track of the 2D paths geometry and draws itself with a custom drawRect. This is set as children of the UIImageView. So hierarchy: CanvasView - UIImageView -PathsView In this way when deliverToImageOrPaths is YES, finger gestures transforms both the UIImageView and its child PathsView. When deliverToImageOrPaths is NO the gestures affect only the PathsView altering its geometry. So far so good. QUESTION: The problem I have is that when scaling the base UIImageView (via its .transform property) the PathsView is scaled with aliasing artifacts. drawRect is still being called on the PathsView but I guess it's performing the drawing using the original buffer size and then interpolating. How can I solve this issue? Are there better ways to implement these features? PS: I tried changing the PathsView layer class to CATiledLayer with levelsOfDetailBias 4 and levelsOfDetail 4. It solves the aliasing problem to some extent but it's unacceptable slow to render.

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  • CAScrollLayer doesn't scroll!

    - by Cliff
    Maybe it's because it's late. Whatever the reason I can't figure out why I'm having trouble with a simple CSScrollLayer example I'm trying. I add a 50 pixel Eclipse icon to a view based project and in my initialize method (called from initWithNibName:bundle:) I have this: -(void) initialize { CAScrollLayer *scrollLayer = [CAScrollLayer layer]; scrollLayer.backgroundColor = [[UIColor blackColor] CGColor]; CGRect bounds = self.view.bounds; scrollLayer.bounds = CGRectMake(0, 0, bounds.size.width, bounds.size.height); scrollLayer.contentsRect = CGRectMake(0, 0, bounds.size.width + 800, bounds.size.height + 800); scrollLayer.borderWidth = 2.5; scrollLayer.borderColor = [[UIColor redColor] CGColor]; scrollLayer.position = CGPointMake(self.view.center.x, self.view.center.y - 20); scrollLayer.scrollMode = kCAScrollBoth; [self.view.layer addSublayer:scrollLayer]; UIImage *image = [UIImage imageNamed:@"eclipse32.gif"]; for(int i=0; i<6; i++) { layer = [CALayer layer]; layer.backgroundColor = [[UIColor blackColor] CGColor]; layer.bounds = CGRectMake(0, 0, 100, 100); layer.contents = (id)[image CGImage]; layer.position = CGPointMake(layer.bounds.size.width * i, self.view.center.y); [scrollLayer addSublayer:layer]; } // [button removeFromSuperview]; // [self.view addSubview:button]; // self.view.userInteractionEnabled = YES; [image release]; } The scroll layer shows, the icon is repeated on the layer I have a border around the edge of the screen. Everything is lovely except I can't scroll the icons. I've tried with/without setting scroll mode. I've tried with a single stretched icon that falls off screen. I've tried everything. What am I doing wrong?

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  • WPF Textbox & Borders - curious resizing behavior

    - by CitizenParker
    The following XAML produces a window with strange behavior around the textbox: <Window x:Class="WpfSandbox.CuriousExample" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" Title="CuriousExample" Height="300" Width="300"> <DockPanel Margin="15"> <TextBox BorderThickness="1" BorderBrush="#FF000000"></TextBox> </DockPanel> </Window> What happens, at least during my limited testing, is that the textbox renders with an inset border pattern (top/left is black, right/bottom is grey). However, when you resize to any position except the original, the entire textbox border goes to black. Whenever you return the window to the exact number of on-screen pixels the form had when it first loaded, it's inset again. I'm guessing it isn't pixel snapping as I can easily correct the problem with this code: <Window x:Class="WpfSandbox.CuriousExample" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" Title="CuriousExample" Height="300" Width="300"> <DockPanel Margin="15"> <Border BorderThickness="1" BorderBrush="#FF000000"> <TextBox BorderThickness="0" ></TextBox> </Border> </DockPanel> </Window> Anyone care to venture an explanation as to what I'm seeing? Or is it all in my head? Like I said, the above workaround can resolve this problem - just trying to understand what is happening here. Thanks, -Scott

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  • Java error on bilinear interpolation of 16 bit data

    - by Jon
    I'm having an issue using bilinear interpolation for 16 bit data. I have two images, origImage and displayImage. I want to use AffineTransformOp to filter origImage through an AffineTransform into displayImage which is the size of the display area. origImage is of type BufferedImage.TYPE_USHORT_GRAY and has a raster of type sun.awt.image.ShortInterleavedRaster. Here is the code I have right now displayImage = new BufferedImage(getWidth(), getHeight(), origImage.getType()); try { op = new AffineTransformOp(atx, AffineTransformOp.TYPE_BILINEAR); op.filter(origImage, displayImage); } catch (Exception e) { e.printStackTrace(); } In order to show the error I have created 2 gradient images. One has values in the 15 bit range (max of 32767) and one in the 16 bit range (max of 65535). Below are the two images 15 bit image 16 bit image These two images were created in identical fashions and should look identical, but notice the line across the middle of the 16 bit image. At first I thought that this was an overflow problem however, it is weird that it's manifesting itself in the center of the gradient instead of at the end where the pixel values are higher. Also, if it was an overflow issue than I would suspect that the 15 bit image would have been affected as well. Any help on this would be greatly appreciated.

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  • Silverlight ValidationSummary screen real estate

    - by Mark Cooper
    Silverlight 3; I have a ValidationSummary in the top row of my grid. When the ValidationSummary appears, it pushes my button row (row 3) off the bottom of the displayable screen. <Grid HorizontalAlignment="Stretch" VerticalAlignment="Stretch"> <Grid.RowDefinitions> <RowDefinition Height="Auto" /> <RowDefinition Height="Auto" /> <RowDefinition Height="36" /> </Grid.RowDefinitions> <di:ValidationSummary Grid.Row="0" /> <Grid x:Name="gridOuterContentHolder" Grid.Row="1"> <Grid.RowDefinitions> <RowDefinition Height="0.68*" /> <RowDefinition Height="5" /> <RowDefinition Height="0.32*" /> </Grid.RowDefinitions> <!-- elements removed for brevity --> </Grid> <StackPanel x:Name="stack" Grid.Row="2" Orientation="Horizontal" HorizontalAlignment="Right"> <Button Content="Delete" x:Name="btnDelete" Height="20" Width="75" /> </StackPanel> </Grid> I'm a code monkey not a pixel pusher and can't figure out which combination of Stretch's, Auto's and *'s I need. Any pushers out there that can help?? Thanks, Mark

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

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

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  • How to keep my topmost window on top?

    - by Misko Mare
    I will first explain why I need it, because I anticipate that the first response will be "Why do you need it?". I want to detect when the mouse cursor is on an edge of the screen and I don't want to use hooks. Hence, I created one pixel wide TOPMOST invisible window. I am using C++ on Win XP, so when the window is created (CreateWindowEx(WS_EX_TOPMOST | WS_EX_TRANSPARENT ...) everything works fine. Unfortunately, if a user moves another topmost window, for example the taskbar over my window, I don't get mouse movements. I tried to solve this similarly to approaches suggested in: How To Keep an MDI Window Always on Top I tried to check for Z-order of my topmost window in WM_WINDOWPOSCHANGED first with case WM_WINDOWPOSCHANGED : WINDOWPOS* pWP = (WINDOWPOS*)lParam; yet pWP-hwnd points to my window and pWP-hwndInsertAfter is 0, which should mean that my window is on the top of the Z, even though it is covered with the taskbar. Then I tried: case WM_WINDOWPOSCHANGED : HWND topWndHndl = GetNextWindow(myHandle, GW_HWNDPREV) GetWindowText(topWndHndl, pszMem, cTxtLen + 1); and I'll always get that the "Default IME" window is on top of my window. Even if try to bring my window to the top with SetWindowPos() or BringWindowToTop (), "Default IME" stays on the top. I don't know what is "Default IME" and how to detect if the taskbar is on top of my window. So my question is: How to detect that my topmost window is not the top topmost window anymore and how to keep it on the top? P.S. I know that a "brute force" approach of periodically bringing my window to the top works, yet is ugly and could have some unwanted inference with the notification window for example. (Bringing my window to the top will hide the notification window.) Thank you on your time and suggestions!

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  • Drawing to the canvas

    - by Mattl
    I'm writing an android application that draws directly to the canvas on the onDraw event of a View. I'm drawing something that involves drawing each pixel individually, for this I use something like: for (int x = 0; x < xMax; x++) { for (int y = 0; y < yMax; y++){ MyColour = CalculateMyPoint(x, y); canvas.drawPoint(x, y, MyColour); } } The problem here is that this takes a long time to paint as the CalculateMyPoint routine is quite an expensive method. Is there a more efficient way of painting to the canvas, for example should I draw to a bitmap and then paint the whole bitmap to the canvas on the onDraw event? Or maybe evaluate my colours and fill in an array that the onDraw method can use to paint the canvas? Users of my application will be able to change parameters that affect the drawing on the canvas. This is incredibly slow at the moment.

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  • Image File In Text Editor - What Are The Characters? What's the Process?

    - by TheDarkIn1978
    i'm currently in the process of conceptualizing an art piece for a gallery show next year, so this bizarre question of mine is more than just simple curiosity. if i open up an image file (a .PNG) with Text Edit or Note Pad, the file is presented in textual characters. something like this except: æº"í=™?0Ù:Ã,ÏI8^?K¯pmDHƒÃ?;wÔlD DDF›ä™èÜE[E˜ƒê?¯ƒºäeèçã?'ów+æ1ï‡ê0òHõñ?ò$úîù¥{WÎn}2*Ÿ!y(Ö!%2e9U2µ i4Õ(?=ù(›7}:É?##„G¶VfcVñ[÷D6gvrˆvéZN›=Ù=ó{púp…p?Ók‹oÃvŒÛ»{ùœóüôøW†W–VH\P?P$VTPt^lQ‹_B_S=Q™\Z[Ü)s/{]Œ_û]~¯¿¯Awu˜ùä’JÖ Í*tï[’ÎáÔ=<Æ6?~ZCWSÛpVµ?±ØŒ?nÆ^¨æ??™¡?a¥ë£1µÒÁ#?Gè)G<^mRl™m?jˆj~€"“R–Úª’?u?çO-•m˜â?ìéväˆàˆOä5ùXùûù”]¬]?]›V›œ{X{Óˆ|Ô’Èm{J?4‰Èáæõ}??~Á?óºYáœåüuRFÆ>W|^3Ñ5‰94=,<ú?|1b=2< >ö:?sÃ`¨{úf<f|ÛÖ?ãÊ íâ–âè/_÷O¬}Â?Í›§Ãd’kÃkØ?sSíS? ??øy;-6]ˆ?÷ÌÌÙåËLÈ,l÷uvzNtÆt6Ô6?O ?P?_t_|°N¸]Ÿ{ƒ{è˜3KK> ?x~ò[ñ\ÆXA?x?Ãî?X? ?…°”¸™‘jÂzÕkm~]jObµ·p1°Y‚s?&b”}s?ãËóí-»ñ”÷‰?‡v?ˆ˜WõØ£??æe~;¸n?Ooáa'aÁÎÌ-ª$ª!ª~ ?¨‹CÏpÏO/Á›œ/?80<Ë<§8 can anyone explain what is happening here? are the characters some form translation of pixel data by the text editor? maybe it is completely meaningless / an error? if not, is there a name for this type of data conversion or process?

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  • How to resize font on the GUI buttons in MFC

    - by ame
    I have a GUI written in MFC for a Windows CE device. However I need to resize some of the buttons and their corresponding text. I can't figure out how to change font size. The following code fragments did not help: Trial 1: *CFont fnt2; fnt2.CreateFont(10, 0, 0, 0, FW_NORMAL, FALSE, FALSE, FALSE, ANSI_CHARSET, OUT_DEFAULT_PRECIS, CLIP_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH, L"MS Shell Dlg"); m_btnForceAnalog.SetFont(&fnt2); fnt2.Detach(); Trial 2: LOGFONT lf; memset(&lf,0,sizeof(LOGFONT)); lf.lfHeight = 5; // Request a 100-pixel-height font // DP and LP are always the same on CE - The conversion below is used by CFont::CreateFontIndirect HDC hDC=::GetDC(NULL); lf.lfHeight = ::GetDeviceCaps(hDC,LOGPIXELSY) * lf.lfHeight; ::ReleaseDC(NULL,hDC); //ReleaseDC(/NULL,/hDC); lf.lfHeight /= 720; // 72 points/inch, 10 decipoints/point if(lf.lfHeight 0) lf.lfHeight *= -1; OutputDebugString(L"\nAbout to call the setfont\n"); lstrcpy(lf.lfFaceName, _T("Arial")); HFONT font =::CreateFontIndirectW(&lf); CWnd* myButton = GetDlgItem(IDC_FORCE_ANALOG_BTN); //The Button with regular font myButton-SendMessageW(WM_SETFONT, (WPARAM)font, TRUE); Thankyou!

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  • What are some programming techniques for converting SD images to HD images

    - by Dr Dork
    I'm taking programming class and instructor loves to work with images so most of our assignments involve manipulating raw RGB image data. One of our assignments is to implement a standard image converter that converts SD images to HD images and vice versa. I always take advantage of these types of assignments to go a little beyond what we were asked to do, so I added a basic anti-aliasing process that uses the average pixel color of the 3x3 surrounding pixels to improve the converted image. While it helps a bit, the resulting image still doesn't look good, which is ok because it's not expected to for the assignment. I've learned that converting an SD to HD images has shown to be much harder than down sampling to SD from HD just because SD to HD effectively involves increasing resolution when it is not there. Obviously, it is hard to create pixels from nothing, but I'd like enhance my anti-aliasing to something that provides better results when upscaling an image. Most of the techniques I find and read on the internet are far beyond my level of image processing and programming. Can anybody suggest any better methods or processes to create good HD content from SD content that may be within my programming skill level? I know that's a difficult thing to gauge since you don't know me, but perhaps knowing that I can write c++ code to read in raw RGB data and upscale/downscale it with simple average-anti-aliasing will give you an idea. Thanks in advance for all your help!

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  • PayPal return URL

    - by Sam
    Here's the code for my Paypal button: <form action="https://www.sandbox.paypal.com/cgi-bin/webscr" method="post"> <input type="hidden" name="cmd" value="_xclick"> <input type="hidden" name="business" value="[email protected]"> <input type="hidden" name="lc" value="GB"> <input type="hidden" name="button_subtype" value="products"> <input type="hidden" name="no_note" value="1"> <input type="hidden" name="no_shipping" value="1"> <input type="hidden" name="rm" value="0"> <input type="hidden" name="return" value="http://www.example.com"> <input type="hidden" name="item_name" value="My Item"> <input type="hidden" name="amount" value="25.00"> <input type="hidden" name="currency_code" value="GBP"> <input type="hidden" name="bn" value="PP-BuyNowBF:proceed_btn.gif:NonHosted"> <input type="hidden" name="item_number" value="4BD9569402CDE"> <input type="image" src="http://www.example.com/image.gif" border="0" name="submit" alt="PayPal - The safer, easier way to pay online."> <img alt="" border="0" src="https://www.paypal.com/en_GB/i/scr/pixel.gif" width="1" height="1"> </form> Is it possible to add the item_number to the return URL? For example, after completing the payment within PayPal the user gets sent back to http://www.example.com?item_number=4BD9569402CDE

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  • rotate an image aroound a point

    - by Girish
    Hi all, I have an image which is of rectangular dimension, eg 30 x 60 pixels I want to rotate this image around the bottom center of the image, i.e i want to set the pivot in the above example as (15, 60 )pixel. I am using a drawble and matrix to get this done, whatever i try i always end up rotating around center of the image. Code is : Bitmap bitmapOrg = BitmapFactory.decodeFile("/sdcard/DCIM/2010-06-01_15-32-42_821.jpg"); // float angle = (angle + 10.0f)%360.0f; if(null !=bitmapOrg) { int width = bitmapOrg.getWidth(); int height = bitmapOrg.getHeight(); int newWidth = 15; int newHeight = 15; // calculate the scale - in this case = 0.4f float scaleWidth = ((float) newWidth) / width; float scaleHeight = ((float) newHeight) / height; /* Canvas c = new Canvas(bitmapOrg); float px = ; float py; c.rotate(angle, px, py)*/ // createa matrix for the manipulation Matrix matrix = new Matrix(); // resize the bit map matrix.postScale(scaleWidth, scaleHeight); // rotate the Bitmap // matrix.postRotate(45); // recreate the new Bitmap Bitmap resizedBitmap = Bitmap.createBitmap(bitmapOrg, 0, 0, width, height, matrix, true); // make a Drawable from Bitmap to allow to set the BitMap // to the ImageView, ImageButton or what ever BitmapDrawable bmd = new BitmapDrawable(resizedBitmap); ImageView imageView = new ImageView(this); // set the Drawable on the ImageView imageView.setImageDrawable(bmd); // center the Image imageView.setScaleType(ScaleType.CENTER); // imageView.layout(100, 300, 0, 0); // linLayout.addView(imageView); // add ImageView to the Layout linLayout.addView(imageView, new AbsoluteLayout.LayoutParams( LayoutParams.WRAP_CONTENT, LayoutParams.WRAP_CONTENT, 10, 30 ) ); can anyone let me know how to get this rectified?

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  • How do I repass a function pointer in C++

    - by fneep
    Firstly, I am very new to function pointers and their horrible syntax so play nice. I am writing a method to filter all pixels in my bitmap based on a function that I pass in. I have written the method to dereference it and call it in the pixel buffer but I also need a wrapper method in my bitmap class that takes the function pointer and passes it on. How do I do it? What is the syntax? I'm a little stumped. Here is my code with all the irrelevant bits stripped out and files combined (read all variables initialized filled etc.). struct sColour { unsigned char r, g, b, a; }; class cPixelBuffer { private: sColour* _pixels; int _width; int _height; int _buffersize; public: void FilterAll(sColour (*FilterFunc)(sColour)); }; void cPixelBuffer::FilterAll(sColour (*FilterFunc)(sColour)) { // fast fast fast hacky FAST for (int i = 0; i < _buffersize; i++) { _pixels[i] = (*FilterFunc)(_pixels[i]); } } class cBitmap { private: cPixelBuffer* _pixels; public: inline void cBitmap::Filter(sColour (*FilterFunc)(sColour)) { //HERE!! } };

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  • Inactive area after device rotation

    - by Sébastien
    Hi all, I don't understand what's wrong in my very simple application with device rotation : I built my view with interface builder. (See screen capture here) I specified <key>UIInterfaceOrientation</key><string>UIInterfaceOrientationLandscapeRight</string> in my info.plist file. I had a (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation {return YES;} in my root view controller. The area on the left (shown in red on the capture), around 20 pixel width, keeps inactive (nothing append if I hit a button in this area). In fact the full screen is active only in portrait mode, in landscape right mode there is this 20 pixels width inactive area, in landscape left mode this inactive area is on the right, in portrait upside down mode this area is on the bottom. I read lots of posts and documentation about UIView rotation, but I did not find anything to solve this problem (I tried to play with view.frame and view.bounds without any success). Anybody has an idea ? Thanks a lot. Regards. Sébastien.

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  • Simulate mouse movement in Ubuntu

    - by Dave Jarvis
    Problem Am looking to automatically move the mouse cursor and simulate mouse button clicks from the command-line using an external script. Am not looking to: Record mouse movement and playback (e.g., xnee, xmacro) Instantly move the mouse from one location to another (e.g., xdotool, Python's warp_pointer) Ideal Solution What I'd like to do is the following: Edit a simple script file (e.g., mouse-script.txt). Add a list of coordinates, movement speeds, delays, and button clicks. For example: (x, y, rate) = (500, 500, 50) sleep = 5 click = left Run the script: xsim < mouse-script.txt. Question How do you automate mouse movement so that it transitions from its current location to another spot on the screen, at a specific velocity? For example: xdotool mousemove 500 500 --rate 50 The --rate 50 doesn't exist with xdotool. I could write a script that uses xdotool to get the current mouse coordinates then move it a pixel at a time to the destination with a suitable sleep interval; what automated testing tool already does this? Thank you.

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  • Question about creating device-compatible bitmaps in C#

    - by MusiGenesis
    I am storing bitmap-like data in a two-dimensional int array. To convert this array into a GDI-compatible bitmap (for use with BitBlt), I am using this function: public IntPtr GetGDIBitmap(int[,] data) { int w = data.GetLength(0); int h = data.GetLength(1); IntPtr ret = IntPtr.Zero; using (Bitmap bmp = new Bitmap(w, h)) { for (int x = 0; x < w; x++) { for (int y = 0; y < h; y++) { Color color = Color.FromArgb(data[x, y]); bmp.SetPixel(x, y, color); } } ret = bmp.GetHbitmap(); } return ret; } This works as expected, but the call to bmp.GetHbitmap() has to allocate memory for the returned bitmap. I'd like to modify this method in two (probably related) ways: I'd like to remove the intermediate Bitmap from the above code entirely, and go directly from my int[,] array to the device-compatible bitmap (i.e. the IntPtr). I presume this would involve calling CreateCompatibleBitmap, but I don't know how to go from that call to actually manipulating the pixel values. This should logically follow from the answer to the first, but I'd also like my method to re-use existing GDI bitmap handles (instead of creating a new bitmap each time). How can I do this? NOTE: I don't really use Bitmap.SetPixel(), as its performance could best be described as "glacial". The code is just for illustration.

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  • Finding a picture in a picture with java?

    - by tarrasch
    what i want to to is analyse input from screen in form of pictures. I want to be able to identify a part of an image in a bigger image and get its coordinates within the bigger picture. Example: would have to be located in And the result would be the upper right corner of the picture in the big picture and the lower left of the part in the big picture. As you can see, the white part of the picture is irrelevant, what i basically need is just the green frame. Is there a library that can do something like this for me? Runtime is not really an issue. What i want to do with this is just generating a few random pixel coordinates and recognize the color in the big picture at that position, to recognize the green box fast later. And how would it decrease performance, if the white box in the middle is transparent? The question has been asked several times on SO as it seems without a single answer. I found i found a solution at http://werner.yellowcouch.org/Papers/subimg/index.html . Unfortunately its in C++ and i do not understand a thing. Would be nice to have a Java implementation on SO.

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  • How to create a CGBitmapContext which works for Retina display and not wasting space for regular display?

    - by ????
    Is it true that if it is in UIKit, including drawRect, the HD aspect of Retina display is automatically handled? So does that mean in drawRect, the current graphics context for a 1024 x 768 view is actually a 2048 x 1536 pixel Bitmap context? (is there a way to print this size out to verify it). We actually enjoy the luxury of 1 point = 4 pixels automatically handled for us. However, if we use CGBitmapContextCreate, then those will really be pixels, not points? (at least if we provide a data buffer for that bitmap, the size is not for the higher resolution, but for the standard resolution, and even if we pass NULL as the buffer so that CGBitmapContextCreate handles the buffer for us, the size probably is the same as if we pass in a data buffer, and it is just standard resolution, not Retina's resolution). We can always create 2048 x 1536 for iPad 1 and iPad 2 as well as the New iPad, but it will waste memory and processor and GPU power, as it is only needed for the New iPad. So do we have to use a if () { } else { } to create such a bitmap context and how do we actually do so? And all our code CGContextMoveToPoint has to be adjusted for Retina display to use x * 2 and y * 2 vs non-retina display of just using x, y as well? That can be quite messy for the code. (or maybe we can define a local variable scaleFactor and set it to 1 for standard resolution and 2 if it is retina, so our x and y will always be x * scaleFactor, y * scaleFactor instead of just x and y.) It seems that UIGraphicsBeginImageContextWithOptions can create one for Retina automatically if the scale of 0.0 is passed in, but I don't think it can be used if I need to create the context and keep it (and using ivar or property of UIViewController to hold it). If I don't release it using UIGraphicsEndImageContext, then it stays in the graphics context stack, so it seems like I have to use CGBitmapContextCreate instead. (or do we just let it stay at the bottom of the stack and not worry about it?)

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  • iPhone Dev:Blurring of CALayers when rotated

    - by user153231
    Hello All, I have a CALayer with a png image as its content.When rotation is applied the layer looks blurry. I've searched for a cause for this problem and found out that the problem might be the half pixel problem, which makes the layer blurry if its frame.origin lays on fractions like 96.5, and they suggest to make the origin a whole number. Now, my layer's origin contains fractions because of the rotation i make as in: tempLayer.anchorPoint = CGPointMake(0.5,0.5); tempLayer.position = CGPointMake(200,100); tempLayer.bounds = CGRectMake(0,0,70,88); tempLayer.transform = CATransform3DMakeRotation(10.f*M_PI/180.f, 0.f, 0.f, 1.f); tempLayer.contents = (id)myImage; Basically i have three questions: 1) Is there a better way to rotate the layer? 2) The frame values are derived from the anchorPoint, position, bounds and transform values, how can i round my frame values to integer values and keep my rotation intact? 3) Can the CGRectIntegral function help me? If yes how? Thank you all in advance.

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  • How to load JPG file into NSBitmapImageRep?

    - by Adam
    Objective-C / Cocoa: I need to load the image from a JPG file into a two dimensional array so that I can access each pixel. I am trying (unsuccessfully) to load the image into a NSBitmapImageRep. I have tried several variations on the following two lines of code: NSString *filePath = [NSString stringWithFormat: @"%@%@",@"/Users/adam/Documents/phoneimages/", [outLabel stringValue]]; //this coming from a window control NSImageRep *controlBitmap = [[NSImageRep alloc] imageRepWithContentsOfFile:filePath]; With the code shown, I get a runtime error: -[NSImageRep imageRepWithContentsOfFile:]: unrecognized selector sent to instance 0x100147070. I have tried replacing the second line of code with: NSImage *controlImage = [[NSImage alloc] initWithContentsOfFile:filePath]; NSBitmapImageRep *controlBitmap = [[NSBitmapImageRep alloc] initWithData:controlImage]; But this yields a compiler error 'incompatible type' saying that initWithData wants a NSData variable not an NSImage. I have also tried various other ways to get this done, but all are unsuccessful either due to compiler or runtime error. Can someone help me with this? I will eventually need to load some PNG files in the same way (so it would be nice to have a consistent technique for both). And if you know of an easier / simpler way to accomplish what I am trying to do (i.e., get the images into a two-dimensional array), rather than using NSBitmapImageRep, then please let me know! And by the way, I know the path is valid (confirmed with fileExistsAtPath) -- and the filename in outLabel is a file with .jpg extension. Thanks for any help!

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  • Is there a fast alternative to creating a Texture2D from a Bitmap object in XNA?

    - by Matthew Bowen
    I've looked around a lot and the only methods I've found for creating a Texture2D from a Bitmap are: using (MemoryStream s = new MemoryStream()) { bmp.Save(s, System.Drawing.Imaging.ImageFormat.Png); s.Seek(0, SeekOrigin.Begin); Texture2D tx = Texture2D.FromFile(device, s); } and Texture2D tx = new Texture2D(device, bmp.Width, bmp.Height, 0, TextureUsage.None, SurfaceFormat.Color); tx.SetData<byte>(rgbValues, 0, rgbValues.Length, SetDataOptions.NoOverwrite); Where rgbValues is a byte array containing the bitmap's pixel data in 32-bit ARGB format. My question is, are there any faster approaches that I can try? I am writing a map editor which has to read in custom-format images (map tiles) and convert them into Texture2D textures to display. The previous version of the editor, which was a C++ implementation, converted the images first into bitmaps and then into textures to be drawn using DirectX. I have attempted the same approach here, however both of the above approaches are significantly too slow. To load into memory all of the textures required for a map takes for the first approach ~250 seconds and for the second approach ~110 seconds on a reasonable spec computer. If there is a method to edit the data of a texture directly (such as with the Bitmap class's LockBits method) then I would be able to convert the custom-format images straight into a Texture2D and hopefully save processing time. Any help would be very much appreciated. Thanks

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  • OpenGL equivalent of GDI's HatchBrush or PatternBrush?

    - by Ptah- Opener of the Mouth
    I have a VB6 application (please don't laugh) which does a lot of drawing via BitBlt and the standard VB6 drawing functions. I am running up against performance issues (yes, I do the regular tricks like drawing to memory). So, I decided to investigate other ways of drawing, and have come upon OpenGL. I've been doing some experimenting, and it seems straightforward to do most of what I want; the application mostly only uses very simple drawing -- relatively large 2D rectangles of solid colors and such -- but I haven't been able to find an equivalent to something like a HatchBrush or PatternBrush. More specifically, I want to be able to specify a small monochrome pixel pattern, choose a color, and whenever I draw a polygon (or whatever), instead of it being solid, have it automatically tiled with that pattern, not translated or rotated or skewed or stretched, with the "on" bits of the pattern showing up in the specified color, and the "off" bits of the pattern left displaying whatever had been drawn under the area that I am now drawing on. Obviously I could do all the calculations myself. That is, instead of drawing as a polygon which will somehow automatically be tiled for me, I could calculate all of the lines or pixels or whatever that actually need to be drawn, then draw them as lines or pixels or whatever. But is there an easier way? Like in GDI, where you just say "draw this polygon using this brush"? I am guessing that "textures" might be able to accomplish what I want, but it's not clear to me (I'm totally new to this and the documentation I've found is not entirely obvious); it seems like textures might skew or translate or stretch the pattern, based upon the vertices of the polygon? Whereas I want the pattern tiled. Is there a way to do this, or something like it, other than brute force calculation of exactly the pixels/lines/whatever that need to be drawn? Thanks in advance for any help.

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