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  • like exec command in silverlight(save and load properties of Elements dynamically)

    - by Meysam Javadi
    i have some element in my container and want to save all properties of this elements. i list this element by VisualTreeHelper and save its attributes in DB, question is that how to retrieve this properties and affect them? i think that The Silverlight have some statement that behave like Exec in Sql-Server. i save properties in one line that delimited by semicolon.(if you have any suggestion ,appreciate) Edit: suppose this scenario: End-User choose a tool from Mytoolbox(a container like Grid) ,a dialog shown its properties for creation and finally draw Grid . in resumption he/she choose one element(like Button) and drop it on one of the grid's cell. now i want to save workspace that he/she created! My RootLayout have one container control so any of element are child of this.HERETOFORE i want create one string that contain all general properties(not all of them) and save to DB, and when i load this control, i create an element by the type that i saved and affect it by the properties that i saved; with something like EXEC command. is this possible ? have you new approach for this scenario(Guide me with example please).

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  • How to resize a Flot graph when its containing div changes size

    - by Will Gorman
    I'm using the Flot graphing library jQuery plugin and I haven't found a good way to handle resizing the graph when it's containing <div> changes size (for example, due to window resizing). When handling the onresize event, I've made sure that the width and height of the containing <div>are updated to the correct size and then tried calling both setupGrid and draw on the plot object but with no effect. I've had some success with the approach of just removing and readding the containing <div> and replotting the graph in it. However, this seems to be prone to getting stuck in infinite resize event loops if I have to add other <div> elements to the document at the same time (like for tooltips for the graph) as I'm guessing those can trigger resize events as well? Is there a good way to handle it that I'm missing? (I'm also using ExplorerCanvas for IE in order to be able to use Flot, if that might have anything to do with it. I haven't really tried in any other browsers yet)

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  • How to keep text inside a circle using Cairo?

    - by miguelrios
    I a drawing a graph using Cairo (pycairo specifically) and I need to know how can I draw text inside a circle without overlapping it, by keeping it inside the bounds of the circle. I have this simple code snippet that draws a letter "a" inside the circle: ''' Created on May 8, 2010 @author: mrios ''' import cairo, math WIDTH, HEIGHT = 1000, 1000 #surface = cairo.PDFSurface ("/Users/mrios/Desktop/exampleplaces.pdf", WIDTH, HEIGHT) surface = cairo.ImageSurface (cairo.FORMAT_ARGB32, WIDTH, HEIGHT) ctx = cairo.Context (surface) ctx.scale (WIDTH/1.0, HEIGHT/1.0) # Normalizing the canvas ctx.rectangle(0, 0, 1, 1) # Rectangle(x0, y0, x1, y1) ctx.set_source_rgb(255,255,255) ctx.fill() ctx.arc(0.5, 0.5, .4, 0, 2*math.pi) ctx.set_source_rgb(0,0,0) ctx.set_line_width(0.03) ctx.stroke() ctx.arc(0.5, 0.5, .4, 0, 2*math.pi) ctx.set_source_rgb(0,0,0) ctx.set_line_width(0.01) ctx.set_source_rgb(255,0,255) ctx.fill() ctx.set_source_rgb(0,0,0) ctx.select_font_face("Georgia", cairo.FONT_SLANT_NORMAL, cairo.FONT_WEIGHT_BOLD) ctx.set_font_size(1.0) x_bearing, y_bearing, width, height = ctx.text_extents("a")[:4] print ctx.text_extents("a")[:4] ctx.move_to(0.5 - width / 2 - x_bearing, 0.5 - height / 2 - y_bearing) ctx.show_text("a") surface.write_to_png ("/Users/mrios/Desktop/node.png") # Output to PNG The problem is that my labels have variable amount of characters (with a limit of 20) and I need to set the size of the font dynamically. It must fit inside the circle, no matter the size of the circle nor the size of the label. Also, every label has one line of text, no spaces, no line breaks. Any suggestion?

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  • C# - WinForms - Exception Handling for Events

    - by JustLooking
    Hi all, I apologize if this is a simple question (my Google-Fu may be bad today). Imagine this WinForms application, that has this type of design: Main application - shows one dialog - that 1st dialog can show another dialog. Both of the dialogs have OK/Cancel buttons (data entry). I'm trying to figure out some type of global exception handling, along the lines of Application.ThreadException. What I mean is: Each of the dialogs will have a few event handlers. The 2nd dialog may have: private void ComboBox_SelectedIndexChanged(object sender, EventArgs e) { try { AllSelectedIndexChangedCodeInThisFunction(); } catch(Exception ex) { btnOK.enabled = false; // Bad things, let's not let them save // log stuff, and other good things } } Really, all the event handlers in this dialog should be handled in this way. It's an exceptional-case, so I just want to log all the pertinent information, show a message, and disable the okay button for that dialog. But, I want to avoid a try/catch in each event handler (if I could). A draw-back of all these try/catch's is this: private void someFunction() { // If an exception occurs in SelectedIndexChanged, // it doesn't propagate to this function combobox.selectedIndex = 3; } I don't believe that Application.ThreadException is a solution, because I don't want the exception to fall all the way-back to the 1st dialog and then the main app. I don't want to close the app down, I just want to log it, display a message, and let them cancel out of the dialog. They can decide what to do from there (maybe go somewhere else in the app). Basically, a "global handler" in between the 1st dialog and the 2nd (and then, I suppose, another "global handler" in between the main app and the 1st dialog). Thanks.

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  • Call bindings for DependencyObject when DependencyProperites are changed

    - by melculetz
    Is there a way to notify a DependencyObject's bindinigs when the inner DependencyProperties have changed? For example, I have this class: public class BackgroundDef : DependencyObject { public static readonly DependencyProperty Color1Property = DependencyProperty.Register("Color1", typeof(Color), typeof(Background), new UIPropertyMetadata(Colors.White)); public static readonly DependencyProperty UseBothColorsProperty = DependencyProperty.Register("UseBothColors", typeof(bool), typeof(Background), new UIPropertyMetadata(false)); public static readonly DependencyProperty Color2Property = DependencyProperty.Register("Color2", typeof(Color), typeof(Background), new UIPropertyMetadata(Colors.White)); public Color Color1 { set { SetValue(Color1Property, value); } get { return (Color)GetValue(Color1Property); } } public bool UseBothColors { set { SetValue(UseBothColorsProperty, value); } get { return (bool)GetValue(UseBothColorsProperty); } } public Color Color2 { set { SetValue(Color2Property, value); } get { return (Color)GetValue(Color2Property); } } } For which I have 3 separate two-way bindings that set the values for Color1, Color2 and UseBothColors. But I also have a binding for a BackgroundDef instance, which should create a Brush and draw the background of a button (either a single color, or two gradient colors). My problem is that the two-way bindings for the DependencyProperties update the properties, but the binding for the class instance is not called, as apparently the entire object does not change. Any idea how I could call the bindings for the DependencyObject when the DependencyProperties are changed?

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  • Add KO "data-bind" attribute on $(document).ready

    - by M.Babcock
    Preface I've rarely ever been a JS developer and this is my first attempt at doing something with Knockout.js. The question to follow likely illustrates both points. Backgound I have a fairly complex MVC3 application that I'm trying to get to work with KO (v2.0.0.0). My MVC app is designed to generically control which fields appear in the view (and how they are added to the view). It makes use of partial views to decide what to draw in the view based on the user's permissions (If the user is in group A then show control A, if the user in group B then show control B or possibly if the user is in group A don't include the control at all). Also, my model is very flat so I'm not sure the built-in ability to apply my ViewModel to a specific portion of the view will help. My solution to this problem is to provide an action in my controller that responds with an object in JSON format with that contains the JQuery selector and the content to assign to the "data-bind" attribute and bind the ViewModel to the View in the $(document).ready event using the values provided. Failed Proof-of-concept My first attempt at proving that this works doesn't actually seem to work, and by "doesn't work" I mean it just doesn't bind the values at all (as can be seen in this jsfiddle). I've tried it with the applyBindings inside of the ready event and not, but it doesn't seem to make any bit of difference. Question What am I doing wrong? Or is this just not something that can work with KO (though I've seen at least one example online doing the same thing and it supposedly works)? Like I said in the preface, I've only ever pretended to be a JS developer (though I've generally gotten it to work in the past) so I'm at a loss where to start trying to figure out what I'm doing wrong. Hopefully this isn't a real noob question.

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  • XNA Reach profile with VMWare - Vertex Buffers not working?

    - by Nektarios
    Running XNA app, using Reach profile, in VMWare Fusion host OS Mac OSX, VM is Windows XP SP 3 (my dual-boot OS). Running on MacBook Pro w/NVidia 320M graphics card When I am booted in to XP natively, my code works. The code is drawing cubes that are set up using vertex buffers When another friend runs this same code on Windows 7, it also works for him just fine When I am running my code in the VM, it doesn't work. I have billboarding sprites running in a shader program and this part displays fine. I get no crashing or errors, the geometry just doesn't appear. I tried Debug and Release. This is very basic operation so I'm thinking VMWare isn't the problem, but it's my code.... My init code: var vertexArray = verts.ToArray(); var indexArray = indices.ToArray(); indexBuffer = new IndexBuffer(GraphicsDevice, typeof(Int16), indexArray.Length, BufferUsage.WriteOnly); indexBuffer.SetData(indexArray); vertexBuffer = new VertexBuffer(GraphicsDevice, typeof(VertexPositionColor), vertexArray.Length, BufferUsage.WriteOnly); vertexBuffer.SetData(vertexArray); My Draw code: // problem isn't here, tried no cull GraphicsDevice.RasterizerState = RasterizerState.CullClockwise; GraphicsDevice.BlendState = BlendState.AlphaBlend; GraphicsDevice.DepthStencilState = new DepthStencilState() { DepthBufferEnable = true }; // Update View and Projection TileEffect.View = ((Game1)Game).Camera.View; TileEffect.Projection = ((Game1)Game).Camera.Projection; TileEffect.CurrentTechnique.Passes[0].Apply(); GraphicsDevice.SetVertexBuffer(vertexBuffer); GraphicsDevice.Indices = indexBuffer; GraphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, indices.Count, 0, indices.Count / 3); For LoadContent: TileEffect = new BasicEffect(GraphicsDevice) { World = Matrix.Identity, View = ((Game1)Game).Camera.View, Projection = ((Game1)Game).Camera.Projection, VertexColorEnabled = true };

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  • Track "commands" send to WPF window by touchpad (Bamboo)

    - by Christian
    Hi, I just bought a touchpad wich allows drawing and using multitouch. The api is not supported fully by windows 7, so I have to rely on the build in config dialog. The basic features are working, so if I draw something in my WPF tool, and use both fingers to do a right click, I can e.g. change the color. What I want to do now is assign other functions to special features in WPF. Does anybody know how to find out in what way the pad communicates with the app? It works e.g. in Firefox to scroll, like it should (shown on this photo). But I do not know how to hookup the scroll event, I tried a Scrollviewer (which ignores my scroll attempts) and I also hooked up an event with the keypressed, but it does not fire (I assume the pad does not "press a key" but somehow sends the "scroll" command direclty. How can I catch that command in WPF? Thanks a lot, Chris [EDIT] I got the scroll to work, but only up and down, not left and right. It was just a stupid "listbox in scrollviewer" mistake. But still not sure about commands like ZOOM in (which is working even in paint).. Which API contains such things? [EDIT2] Funny, the zoom works in Firefox, the horizontal scrolling does not. But, in paint, the horizontal scrolling works... [EDIT 3] Just asked in the wacom forum, lets see about vendor support reaction time... http://forum.wacom.eu/viewtopic.php?f=4&t=1939 Here is a picture of the config surface to get the idea what I am talking about: (Bamboo settings, I try to catch these commands in WPF)

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  • Need help making a check statement to make sure al the controls are not blank

    - by Michael Quiles
    This is for a tic tac toe game. I need help making a check statement to see if all the controls' Texts are non-blank, and if they are, you have a draw (if someone had won the previous code would have discovered that). Can you give me a good example using my code. using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Windows.Forms; using System.Drawing; namespace MyGame { public class Result1 { static private int[,] Winners = new int[,] { // main gameplay Ex: if x is on 0,1,2 x is the winner {0,1,2}, {3,4,5}, {6,7,8}, {0,3,6}, {1,4,7}, {2,5,8}, {0,4,8}, {2,4,6}, }; static public bool CheckWinner(Button[] myControls) { //bolean statement to check for the winner bool gameOver = false; for (int i = 0; i < 8; i++) { int a = Winners[i, 0]; int b = Winners[i, 1]; int c = Winners[i, 2]; Button b1 = myControls[a], b2 = myControls[b], b3 = myControls[c]; if (b1.Text == "" || b2.Text == "" || b3.Text == "") continue; if (b1.Text == b2.Text && b2.Text == b3.Text) { b1.BackColor = b2.BackColor = b3.BackColor = Color.LightCoral; b1.Font = b2.Font = b3.Font = new System.Drawing.Font("Microsoft Sans Serif", 32F, System.Drawing.FontStyle.Italic & System.Drawing.FontStyle.Bold, System.Drawing.GraphicsUnit.Point, ((System.Byte)(0))); gameOver = true; xWinnerForm xWinnerForm = new xWinnerForm(); xWinnerForm.ShowDialog(); //only works with show not showDialog method gets overloaded (b1.Text + " is the Winner"); to get around this I added and image showing the last player } } return gameOver; } } }

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  • QT- QImage and multi-threading problem.

    - by umanga
    Greetings all, Please refer to image at : http://i48.tinypic.com/316qb78.jpg We are developing an application to extract cell edges from MRC images from electron microscope. MRC file format stores volumetric pixel data (http://en.wikipedia.org/wiki/Voxel) and we simply use 3D char array(char***) to load and store data (gray scale values) from a MRC file. As shown in the image,there are 3 viewers to display XY,YZ and ZX planes respectively. Scrollbars on the top of the viewers use to change the image slice along an axis. Here is the steps we do when user changes the scrollbar position. 1) get the new scrollbar value.(this is the selected slice) 2) for the relavant plane (YZ,XY or ZX), generate (char* slice;) array for the selected slice by reading 3D char array (char***) 3) Create a new QImage* (Format_RGB888) and set pixel values by reading 'slice' (using img-setPixel(x,y,c);) 4) This new QImage* is painted in the paintEvent() method. We are going to execute "edge-detection" process in a seperate thread since it is an intensive process.During this process we need to draw detected curve (set of pixels) on top of above QImage*.(as a layer).This means we need to call drawPoint() methods outside the QT thread. Is it the best wayto use QImage for this case? What is the best way to execute QT drawing methods from another thread? thanks in advance,

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  • Creating a UIImage from a rotated UIImageView...

    - by Magic Bullet Dave
    I have a UIImageView with an image in it. I have rotated the image prior to display by setting the transform property of the UIImageView to CGAffineTransformMakeRotation(angle) where angle is the angle in radians. I want to be able to create another UIImage that corresponds to the rotated version that I can see in my view. I am almost there, by rotating the image context I get a rotated image: - (UIImage *) rotatedImageFromImageView: (UIImageView *) imageView { UIImage *rotatedImage; // Get image width, height of the bonuding rectangle CGRect boundingRect = [self getBoundingRectAfterRotation: imageView.bounds byAngle:angle]; // Create a graphics context the size of the boundinf rectangle UIGraphicsBeginImageContext(boundingRect.size); CGContextRef context = UIGraphicsGetCurrentContext(); // Rotate and translate the context CGAffineTransform ourTransform = CGAffineTransformIdentity; ourTransform = CGAffineTransformConcat(ourTransform, CGAffineTransformMakeRotation(angle)); CGContextConcatCTM(context, ourTransform); // Draw the image into the context CGContextDrawImage(context, CGRectMake(0, 0, imageView.image.size.width, imageView.image.size.height), imageView.image.CGImage); // Get an image from the context rotatedImage = [UIImage imageWithCGImage: CGBitmapContextCreateImage(context)]; // Clean up UIGraphicsEndImageContext(); return rotatedImage; } However the image is not rotated about its centre. I have tried all kinds of transforms concatenated with my rotate to get it to rotate around the centre but to no avail. Am I missing a trick? Is this even possible since I am rotating the context not the image? Getting desperate to make this work now, so any help would be appreciated. Dave

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  • Why does Raphael's framerate slow down on this code?

    - by Bob
    So I'm just doing a basic orbit simulator using Raphael JS, where I draw one circle as the "star" and another circle as the "planet". It seems to be working just fine, with the one snag that as the simulation continues, its framerate progressively slows down until the orbital motion no longer appears fluid. Here's the code (note: uses jQuery only to initialize the page): $(function() { var paper = Raphael(document.getElementById('canvas'), 640, 480); var star = paper.circle(320, 240, 10); var planet = paper.circle(320, 150, 5); var starVelocity = [0,0]; var planetVelocity = [20.42,0]; var starMass = 3.08e22; var planetMass = 3.303e26; var gravConstant = 1.034e-18; function calculateOrbit() { var accx = 0; var accy = 0; accx = (gravConstant * starMass * ((star.attr('cx') - planet.attr('cx')))) / (Math.pow(circleDistance(), 3)); accy = (gravConstant * starMass * ((star.attr('cy') - planet.attr('cy')))) / (Math.pow(circleDistance(), 3)); planetVelocity[0] += accx; planetVelocity[1] += accy; planet.animate({cx: planet.attr('cx') + planetVelocity[0], cy: planet.attr('cy') + planetVelocity[1]}, 150, calculateOrbit); paper.circle(planet.attr('cx'), planet.attr('cy'), 1); // added to 'trace' orbit } function circleDistance() { return (Math.sqrt(Math.pow(star.attr('cx') - planet.attr('cx'), 2) + Math.pow(star.attr('cy') - planet.attr('cy'), 2))); } calculateOrbit(); }); It doesn't appear, to me anyway, that any part of that code would cause the animation to gradually slow down to a crawl, so any help solving the problem will be appreciated!

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  • Difference dynamic static 2d array c++

    - by snorlaks
    Hello, Im using opensource library called wxFreeChart to draw some XY charts. In example there is code which uses static array as a serie : double data1[][2] = { { 10, 20, }, { 13, 16, }, { 7, 30, }, { 15, 34, }, { 25, 4, }, }; dataset->AddSerie((double *) data1, WXSIZEOF(dynamicArray)); WXSIZEOF ismacro defined like: sizeof(array)/sizeof(array[0]) In this case everything works great but in my program Im using dynamic arrays (according to users input). I made a test and wrotecode like below: double **dynamicArray = NULL; dynamicArray = new double *[5] ; for( int i = 0 ; i < 5 ; i++ ) dynamicArray[i] = new double[2]; dynamicArray [0][0] = 10; dynamicArray [0][1] = 20; dynamicArray [1][0] = 13; dynamicArray [1][1] = 16; dynamicArray [2][0] = 7; dynamicArray [2][1] = 30; dynamicArray [3][0] = 15; dynamicArray [3][1] = 34; dynamicArray [4][0] = 25; dynamicArray [4][1] = 4; dataset->AddSerie((double *) *dynamicArray, WXSIZEOF(dynamicArray)); But it doesnt work correctly. I mean point arent drawn. I wonder if there is any possibility that I can "cheat" that method and give it dynamic array in way it understands it and will read data from correct place thanks for help

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  • Things one needs to know while writing a game engine

    - by Joe Barr
    I have been dabbling in game development as a hobby for a while now, and I cannot seam to quite get my games to sparkle at least a bit with some graphics. I have decided to write a simple test game engine that only focuses on the representation of graphics - shapes, textures and surfaces. While I have a few very simple game engines designed for my own games under my belt, I want to create a game engine that I can use to display and play with graphics. I'm going to do this in C++. Since this is my first time with a major engine, the engine in not going to focus on 3D graphics, it's going to be a mixture of isometric and 2D graphics. My previous engines have incorporated (been able to draw) or focused on simple flat (almost 2D) non impressive graphic designs and representations of: the player NPCs objects walls and surfaces textures Also, I had some basic AI and sometimes even sound. They also saved and loaded games. They didn't have a map editor or a level editor. Is this going to be a problem in the future? At this time I have to point out that some of my games didn't get finished because I was to lazy to write the few last levels. My question at this point would be: What are some things one should know if one wants write (develope) a better graphical game engine with all it's functions.

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  • Resizing image algorithm in python

    - by hippocampus
    So, I'm learning my self python by this tutorial and I'm stuck with exercise number 13 which says: Write a function to uniformly shrink or enlarge an image. Your function should take an image along with a scaling factor. To shrink the image the scale factor should be between 0 and 1 to enlarge the image the scaling factor should be greater than 1. This is not meant as a question about PIL, but to ask which algorithm to use so I can code it myself. I've found some similar questions like this, but I dunno how to translate this into python. Any help would be appreciated. I've come to this: import image win = image.ImageWin() img = image.Image("cy.png") factor = 2 W = img.getWidth() H = img.getHeight() newW = int(W*factor) newH = int(H*factor) newImage = image.EmptyImage(newW, newH) for col in range(newW): for row in range(newH): p = img.getPixel(col,row) newImage.setPixel(col*factor,row*factor,p) newImage.draw(win) win.exitonclick() I should do this in a function, but this doesn't matter right now. Arguments for function would be (image, factor). You can try it on OP tutorial in ActiveCode. It makes a stretched image with empty columns :.

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  • Overriding Only Some Default Parameters in ActionScript

    - by TheDarkIn1978
    i have a function which has all optional arguments. is it possible to override a an argument of a function without supplying the first? in the code below, i'd like to keep most of the default arguments for the drawSprite function, and only override the last argument, which is the sprite's color. but how can i call the object? DrawSprite(0x00FF00) clearly will not work. //Main Class package { import DrawSprite; import flash.display.Sprite; public class Start extends Sprite { public function Start():void { var myRect:DrawSprite = new DrawSprite(0x00FF00) addChild(myRect); } } } //Draw Sprite Class package { import flash.display.Sprite; import flash.display.Graphics; public class DrawSprite extends Sprite { private static const DEFAULT_WIDTH:Number = 100; private static const DEFAULT_HEIGHT:Number = 200; private static const DEFAULT_COLOR:Number = 0x000000; public function DrawSprite(spriteWidth:Number = DEFAULT_WIDTH, spriteHeight:Number = DEFAULT_HEIGHT, spriteColor:Number = DEFAULT_COLOR):void { graphics.beginFill(spriteColor, 1.0); graphics.drawRect(0, 0, spriteWidth, spriteHeight); graphics.endFill(); } } }

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  • Android: How to get a custom view to redraw partially?

    - by Peterdk
    I have a custom view that fills my entire screen. (A piano keyboard) When a user touches the key, it would cause a invalidate() to be called and the whole keyboard gets redrawn to show the new state with a touched key. Currently the view is very simple, but I plan to add a bit more nice graphics. Since the whole keyboard is dynamically rendered this would make redrawing the entire keyboard more expensive. So I thought, let's look into partial redrawing. Now I call invalidate(Rect dirty) with the correct dirty region. I set my onDraw(Canvas canvas) method to only draw the keys in the dirty region if I do indeed want a partial redraw. This results in those keys being drawn, but the rest of the keyboard is totally black/not drawn at all. Am I wrong in expecting that calling invalidate(Rect dirty) would "cache" the current canvas, and only "allows" drawing in the dirty region? Is there any way I can achieve what I want? (A way to "cache" the canvas and only redraw the dirty area?"

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  • This codes in Actionscript-2, Can anyone help me translate it into AS-3 please ?.......a newby pulli

    - by Spux
    this.createEmptyMovieClip('mask_mc',0); bg_mc.setMask(mask_mc); var contor:Number=0; // function drawCircle draws a circle on mask_mc MovieClip of radius r and having center to mouse coordinates function drawCircle(mask_mc:MovieClip):Void{ var r:Number = 20; var xcenter:Number = _xmouse; var ycenter:Number = _ymouse; var A:Number = Math.tan(22.5 * Math.PI/180); var endx:Number; var endy:Number; var cx:Number; var cy:Number; mask_mc.beginFill(0x000000, 100); mask_mc.moveTo(xcenter+r, ycenter); for (var angle:Number = Math.PI/4; angle<=2*Math.PI; angle += Math.PI/4) { xend = r*Math.cos(angle); yend = r*Math.sin(angle); xbegin =xend + r* A *Math.cos((angle-Math.PI/2)); ybegin =yend + r* A *Math.sin((angle-Math.PI/2)); mask_mc.curveTo(xbegin+xcenter, ybegin+ycenter, xend+xcenter, yend+ycenter); } mask_mc.endFill(); } // contor variable is used to hold if the mouse is pressed (contor is 1) or not (contor is 0) this.onMouseDown=function(){ drawCircle(mask_mc); contor=1; } // if the mouse is hold and moved then we draw a circle on the mask_mc this.onMouseMove=this.onEnterFrame=function(){ if (contor==1){ drawCircle(mask_mc); } } this.onMouseUp=function(){ contor=0; }

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  • JFreeChart - change SeriesStroke of chart lines from solid to dashed in one line

    - by MisterMichaelK
    The answer accepted here (JFreechart(Java) - How to draw lines that is partially dashed lines and partially solid lines?) helped me start down the path of changing my seriesstroke lines on my chart. After stepping through my code and watching the changes, I see that my seriesstroke does in fact change to "dashedStroke" when it is supposed to (after a certain date "dai"), but when the chart is rendered the entire series line is dashed. How can I get a series line to be drawn solid at first and dashed after a set date? /* series line modifications */ final Number dashedAfter = timeNowDate.getTime(); final int dai = Integer.parseInt(ndf.format(timeNowDate)); XYLineAndShapeRenderer render = new XYLineAndShapeRenderer() { Stroke regularStroke = new BasicStroke(); Stroke dashedStroke = new BasicStroke( 1.0f, BasicStroke.CAP_ROUND, BasicStroke.JOIN_ROUND, 1.0f, new float[] {10.0f, 6.0f}, 0.0f ); @Override public Stroke getItemStroke(int row, int column) { Number xVal = cd.getXValue(row, column); int xiv = xVal.intValue(); if (xVal.doubleValue() > dashedAfter.doubleValue()) { return dashedStroke; } else { return regularStroke; } } }; plot.setRenderer(render);

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  • How to scale a sprite image without losing color key information?

    - by Michael P
    Hello everyone, I'm currently developing a simple application that displays map and draws some markers on it. I'm developing for Windows Mobile, so I decided to use DirectDraw and Imaging interfaces to make the application fast and pretty. The map moves when user moves finger on the touchscreen, so the whole map moving/scrolling animation has to be fast, but it is not. On every map update I have to draw portion of the map, control buttons, and markers - buttons and markers are preloaded on DirectDraw surface as a mipmap. So the only thing I do is BitBlit from the mipmap to a back buffer, and from the back buffer to a primary surface (I can't use page flipping due to the windowed mode of my application). Previously I used premultiplied-alpha surface with 32 bit ARGB pixel format for images mipmap, everything was looking good, but drawing entire "scene" was horribly slow - i could forget about smooth map scrolling. Now I'm using mipmap with native (RGB565) pixel format and fuchsia (0xFF00FF) color key. Drawing is much better my mipmap surface is generated on program loading - images are loaded from files, scaled (with filtering) and drawn on mipmap. The problem is, that image scaling process blends pixel colors, and those pixels which are on the border of a sprite region are blended with surrounding fuchsia pixels resulting semi-fuchsia color that is not treated as color key. When I do blitting with color key option, sprites have small fuchsia-like borders, and it looks really bad. How to solve this problem? I can use alpha blitting, but it is too slow - even in ARGB 1555 format.

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  • CCLabelAtlas setString doesn't update label

    - by JonnyFunFun
    Hello! I have a CCLabelAtlas that I have on a layer to display the current score within my game...the problem that I am having with it is that it does not update when I use [scoreLabel setString:]. Here's how I have it laid out: In the header: @interface GameScene : CCLayer { ... CCLabelAtlas* scoreLabel; } And in the init: scoreLabel = [[CCLabelAtlas alloc] initWithString:@"0" charMapFile:@"scoreCharMap.png" itemWidth:6 itemHeight:8 startCharMap:'.']; [scoreLabel setPosition:ccp(105, 414)]; [self addChild:scoreLabel z: 6]; scoreCharMap.png is a custom map that includes ./0123456789 of my desired font. When the score is changed, I attempt to do this to get the label to update with the current score: NSString* str = [[NSString alloc] initWithFormat:@"%d", [[GameRunner sharedInstance] currentScore]]; [scoreLabel setString: str]; [str release]; [scoreLabel draw]; Problem is that it doesn't ever update - it just sits there and displays 0. I know for a fact due to breakpoints and debugging that setString is being called, and that the string that it should be displaying is correct - but it just doesn't update. Hard-coding the value and saying [scoreLabel setString:@"1234"] does nothing, either. What am I doing wrong here? I am using Cocos2d 0.99 - thanks in advance!

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  • undefined method `user_sessions_path' for #<ActionView::Base:0xdb3158>

    - by mrbernz
    I'm getting this error that's driving me up the wall. I don't see what's going on... I've followed instructions to the T and it's still complaining - help please!! I've got extracts of the error message, controller file, login page and routes file. Error message NoMethodError in User_sessions#new Showing app/views/user_sessions/new.html.erb where line #4 raised: undefined method `user_sessions_path' for # Extracted source (around line #4): 1: 2: User Login 3: 4: <% form_for @user_session do |f| % 5: <%= f.error_messages % 6: 7: controller/user_sessions_controller.rb class UserSessionsController < ApplicationController before_filter :require_no_user, :only = [:new, :create] before_filter :require_user, :only = :destroy def new @user_session = UserSession.new end def create @user_session = UserSession.new(params[:user_session]) if @user_session.save flash[:notice] = "Login successful!" redirect_to root_url #redirect_back_or_default account_url else render :action = :new end end def destroy current_user_session.destroy flash[:notice] = "Logout successful!" redirect_to root_url #redirect_back_or_default account_url end end user_sessions/new.html.erb User Login <% form_for @user_session do |f| % <%= f.error_messages % <%= f.label :Email % <%= f.text_field :email % <%= f.label :Password % <%= f.password_field :password % <%= f.submit "Submit" % <% end % routes.rb file ActionController::Routing::Routes.draw do |map| map.login "login", :controller = "user_sessions", :action = "new" Am I look in in the wrong place??

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  • Where's the Win32 resource for the mouse cursor for dragging splitters?

    - by Luther Baker
    I am building a custom win32 control/widget and would like to change the cursor to a horizontal "splitter" symbol when hovering over a particular vertical line in the control. IE: I want to drag this vertical line (splitter bar) left and right (WEST and EAST). Of the the system cursors (OCR_*), the only cursor that makes sense is the OCR_SIZEWE. Unfortunately, that is the big, awkward cursor the system uses when resizing a window. Instead, I am looking for the cursor that is about 20 pixels tall and around 3 or 4 pixel wide with two small arrows pointing left and right. I can easily draw this and include it as a resource in my application but the cursor itself is so prevalent that I wanted to be sure it wasn't missing something. For example: when you use the COM drag and drop mechanism (CLSID_DragDropHelper, IDropTarget, etc) you implicitly have access to the "drag" icon (little box under the pointer). I didn't see an explicit OCR_* constant for this guy ... so likewise, if I can't find this splitter cursor outright, I am wondering if it is part of a COM object or something else in the win32 lib.

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  • best way to pick a random subset from a collection?

    - by Tom
    I have a set of objects in a Vector from which I'd like to select a random subset (e.g. 100 items coming back; pick 5 randomly). In my first (very hasty) pass I did an extremely simple and perhaps overly clever solution: Vector itemsVector = getItems(); Collections.shuffle(itemsVector); itemsVector.setSize(5); While this has the advantage of being nice and simple, I suspect it's not going to scale very well, i.e. Collections.shuffle() must be O(n) at least. My less clever alternative is Vector itemsVector = getItems(); Random rand = new Random(System.currentTimeMillis()); // would make this static to the class List subsetList = new ArrayList(5); for (int i = 0; i < 5; i++) { // be sure to use Vector.remove() or you may get the same item twice subsetList.add(itemsVector.remove(rand.nextInt(itemsVector.size()))); } Any suggestions on better ways to draw out a random subset from a Collection?

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  • how to handle an asymptote/discontinuity with Matplotlib

    - by Geddes
    Hello all. Firstly - thanks again for all your help. Sorry not to have accepted the responses to my previous questions as I did not know how the system worked (thanks to Mark for pointing that out!). I have since been back and gratefully acknowledged the kind help I have received. My question: when plotting a graph with a discontinuity/asymptote/singularity/whatever, is there any automatic way to prevent Matplotlib from 'joining the dots' across the 'break'? (please see code/image below). I read that Sage has a [detect_poles] facility that looked good, but I really want it to work with Matplotlib. Thanks and best wishes, Geddes import matplotlib.pyplot as plt import numpy as np from sympy import sympify, lambdify from sympy.abc import x fig = plt.figure(1) ax = fig.add_subplot(111) # set up axis ax.spines['left'].set_position('zero') ax.spines['right'].set_color('none') ax.spines['bottom'].set_position('zero') ax.spines['top'].set_color('none') ax.xaxis.set_ticks_position('bottom') ax.yaxis.set_ticks_position('left') # setup x and y ranges and precision xx = np.arange(-0.5,5.5,0.01) # draw my curve myfunction=sympify(1/(x-2)) mylambdifiedfunction=lambdify(x,myfunction,'numpy') ax.plot(xx, mylambdifiedfunction(xx),zorder=100,linewidth=3,color='red') #set bounds ax.set_xbound(-1,6) ax.set_ybound(-4,4) plt.show()

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