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  • Drawing a relative line in C#

    - by icemanind
    Guys, I know this is going to turn out to be a simple answer, but I can't seem to figure it out. I have a C# Winform application that I am trying to build. I am trying to draw a white line 60 pixels above the bottom of the form. I am using this code: private void MainForm_Paint(object sender, PaintEventArgs e) { e.Graphics.DrawLine(Pens.White, 10, this.Height-60, 505, this.Height-60); } Simple enough, however no line is drawn. After some debugging, I figured out that it IS drawing the line, but it is drawing it outside my form. If I change the -60 to -175, then I can see it at the bottom of my form. This would solve my problem, except as my form's height changes, the line draws closer and closer to the bottom of my form until eventually, its off the form again. What am I doing wrong? Am I using the wrong graphics unit? Or is there a more complex calculation I need to do to determine 60 pixels from the bottom of my form?

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  • How to adjust size of programatically created Bitmap to match text drawn on it?

    - by TooFat
    I have the following .ashx page that takes some query string parameters and returns a bitmap with the specified text written on it. The problem I have is that I am currently just manually setting the initial size of the bitmap at 100 X 100 when what I really want is to have the bitmap be just big enough to include all the text that was written to it. How can I do this? public void ProcessRequest (HttpContext context) { context.Response.ContentType = "image/png"; string text = context.Request.QueryString["Text"]; //set FontName string fontName; if (context.Request.QueryString["FontName"] != null) { fontName = context.Request.QueryString["FontName"]; } else { fontName = "Arial"; } //Set FontSize int fontEms; if (context.Request.QueryString["FontSize"] != null) { string fontSize = context.Request.QueryString["FontSize"]; fontEms = Int32.Parse(fontSize); } else { fontEms = 12; } //Set Font Color System.Drawing.Color color; if (context.Request.QueryString["FontColor"] != null) { string fontColor = context.Request.QueryString["FontColor"]; color = System.Drawing.ColorTranslator.FromHtml(fontColor); context.Response.Write(color.ToString()); } else { color = System.Drawing.Color.Red; } using (System.Drawing.Text.PrivateFontCollection fnts = new System.Drawing.Text.PrivateFontCollection()) using (System.Drawing.FontFamily fntfam = new System.Drawing.FontFamily(fontName)) using (System.Drawing.SolidBrush brush = new System.Drawing.SolidBrush(color)) using (System.Drawing.Bitmap bmp = new System.Drawing.Bitmap(100, 100)) { using (System.Drawing.Font fnt = new System.Drawing.Font(fntfam, fontEms)) { fnts.AddFontFile(System.IO.Path.Combine(@"C:\Development\Fonts\", fontName)); System.Drawing.Graphics graph = System.Drawing.Graphics.FromImage(bmp); graph.DrawString(text, fnt, brush, new System.Drawing.Point(0, 0)); string imgPath = System.IO.Path.Combine(@"C:\Development\MyPath\Images\Text", System.IO.Path.GetRandomFileName()); bmp.Save(imgPath); context.Response.WriteFile(imgPath); } } }

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  • "Exclusive" DirectDraw palette isn't actually exclusive

    - by CyberShadow
    We're maintaining an old video game that uses a full-screen 256-color graphics mode with DirectDraw. The problem is, some applications running in the background sometimes try to change the system palette while the game is running, which results in corrupted graphics. We can (sometimes) detect when this happens by processing the WM_PALETTECHANGED message. A few update versions ago we added logging (just log the window title/class/process name), which helped users identify offending applications and close them. MSN Live Messenger was a common culprit. The problem got worse when we found out that Windows Vista (and 7) does it "by itself". The WM_PALETTECHANGED parameters point towards CSRSS and the desktop window. In Vista, a workaround that often worked was to open any folder (Computer, Documents, etc.) and leave it open while running the game. Sounds ridiculous, but it worked - in most cases. In Windows 7, not even this workaround worked any more. Users found that stopping some services (Windows Update and the indexing service) also resolved the problem on some configurations. Some time ago I just started trying random things in hope of finding a solution. I found that setting the GDI palette (using Create/SelectPalette) before setting the DirectDraw palette (using IDirectDrawPalette::SetEntries) would restore the palette after it became corrupted (WM_PALETTECHANGED handler). SetSystemPaletteUse and calling SetPalette on the primary surface helped some more. However, there is still perceivable flickering when an application tries to steal the palette, which is especially prominent during fades. Question: is there a way to get a "real" exclusive palette, which completely disallows other applications changing the Windows palette as long as our game retains focus?

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  • Show image from clipboard to defalut imageviewer of windows using c#.net

    - by Rajesh Rolen- DotNet Developer
    I am using below function to make a image of current form and set it in clipboard Image bit = new Bitmap(this.Width, this.Height); Graphics gs = Graphics.FromImage(bit); gs.CopyFromScreen(this.Location, new Point(0, 0), bit.Size); Guid guid = System.Guid.NewGuid(); string FileName = guid.ToString(); //Copy that image in the clipbaord. Image imgToCopy = Image.FromFile(Path.Combine(Environment.CurrentDirectory, FileName + ".jpg")); Clipboard.SetImage(imgToCopy); Now my image is in clipboard and i am able to show it in picturebox on other form using below code : mypicturebox.Image = Clipboard.GetImage(); Now the the problem is that i want to show it in default imageviewer of that system. so for that i think using "System.Diagnostics.Process.Start" we can do that.. but i dont know, how to find default imageviewer and how to set clipboard's image in that ... please help me out... if i find solution than thats good otherwise i am thinking to save that file from clipboard to harddisk and then view it in window's default imageviewer... please help me to resolve my problem.. i am using c#.net

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  • Why aren't my coordinates matching my JFrame size?

    - by AsLanFromNarnia
    I want to do some drawing in a JPanel but the enclosing JFrame size doesn't seem to match where I've asked the coordinates to be drawn. In my example code, the JFrame size is set to (700, 700) and the last point is drawn at (600, 600). I would expect this point to be drawn 100 pixels away from the right and bottom edges but it isn't (please see screenshot). Here's the code I'm using: import java.awt.Graphics; import javax.swing.JFrame; import javax.swing.JPanel; public class Scratch extends JPanel { static int frameWidth = 700; static int frameHeight = 700; public static void main(String[] args) { JFrame frame = new JFrame(); frame.setSize(frameWidth, frameHeight); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); Scratch scratch = new Scratch(); frame.getContentPane().add(scratch); frame.setVisible(true); } @Override public void paintComponent(Graphics g) { g.drawRect(100, 100, 1, 1); g.drawString("100", 100, 100); g.drawRect(200, 200, 1, 1); g.drawString("200", 200, 200); g.drawRect(300, 300, 1, 1); g.drawString("300", 300, 300); g.drawRect(400, 400, 1, 1); g.drawString("400", 400, 400); g.drawRect(500, 500, 1, 1); g.drawString("500", 500, 500); g.drawRect(600, 600, 1, 1); g.drawString("600", 600, 600); } }

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  • How can I modify my code to line through the bezier control points?

    - by WillyCornbread
    HI all - I am using anchor points and control points to create a shape using curveTo. It's all working fine, but I cannot figure out how to get my lines to go through the center of the control points (blue dots) when the line is not straight. Here is my code for drawing the shape: // clear old line and draw new / begin fill var g:Graphics = graphics; g.clear(); g.lineStyle(2, 0, 1); g.beginFill(0x0099FF,.1); //move to starting anchor point var startX:Number = anchorPoints[0].x; var startY:Number = anchorPoints[0].y; g.moveTo(startX, startY); // Connect the dots var numAnchors:Number = anchorPoints.length; for (var i:Number=1; i<numAnchors; i++) { // curve to next anchor through control g.curveTo(controlPoints[i].x,controlPoints[i].y, anchorPoints[i].x, anchorPoints[i].y); } // Close the loop g.curveTo(controlPoints[0].x,controlPoints[0].y,startX,startY); And the shape I'm drawing for reference: How can I modify my code so that the lines go directly through the blue control points? Thanks in advance! b

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  • C# images cropping,splitting,saving

    - by cheesebunz
    Hi, as stated in subject, i have an image: private Image testing; testing = new Bitmap(@"sampleimg.jpg"); I would like to split it into 3 x 3 matrix meaning 9 images in total and save it.Any tips or tricks to do this simple? I'm using visual studios 2008 and working on smart devices. Tried some ways but i can't get it. This is what i tried: int x = 0; int y = 0; int width = 3; int height = 3; int count = testing.Width / width; Bitmap bmp = new Bitmap(width, height); Graphics g = Graphics.FromImage(bmp); for (int i = 0; i < count; i++) { g.Clear(Color.Transparent); g.DrawImage(testing, new Rectangle(0, 0, width, height), new Rectangle(x, y, width, height), GraphicsUnit.Pixel); bmp.Save(Path.ChangeExtension(@"C\AndrewPictures\", String.Format(".{0}.bmp",i))); x += width; }

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  • Images in Applet not showing in web page

    - by Leanne C
    I am trying to display a JPEG image and a moving dot on a Java applet which I am using on a web based application. However, when I run the applet it works fine, but when I display the applet from the JSP page, I get the moving dot but not the JPEG image. Is there a specific folder where the JPEG needs to be? These are the 2 methods i use for drawing the picture and the moving dot on the screen. public class mapplet extends Applet implements Runnable { int x_pos = 10; int y_pos = 100; int radius = 20; Image img, img2; Graphics gr; URL base; MediaTracker m; @Override public void init() { mt = new MediaTracker(this); try { //getDocumentbase gets the applet path. base = getCodeBase(); img = getImage(base, "picture.jpg"); m.addImage(img, 1); m.waitForAll(); } catch (InterruptedException ex) { Logger.getLogger(movement.class.getName()).log(Level.SEVERE, null, ex); } public void paint (Graphics g) { g.drawImage(img, 0, 0, this); // set color g.setColor (Color.red); // paint a filled colored circle g.fillOval (x_pos - radius, y_pos - radius, 2 * radius, 2 * radius); } The code one below is the call from the jsp page <applet archive="mapplet.jar" code="myapplets/mapplet.class" width=350 height=200> </applet> The jar file and the picture are in the same folder as the jsp page, and there is also a folder containing the contents of the class and image of the applet in the web section of the application. The applet loads fine however the picture doesn't display. I think it's not the code but the location of the picture that is causing a problem. Thanks

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  • C# WinForm Drawing - how to clear and redraw

    - by StoneHeart
    Here is screen shot of my game. On the left is my problem, seem "old draw" still existing. On the right is what it should be. http://img682.imageshack.us/img682/1058/38995989.jpg drawing code Graphics g = e.Graphics; for (int i = 1; i < 27; i += 1) { for (int j = 0; j < 18; j += 1) { ZPoint zp = zpoints[i, j]; if (zp != null) { g.DrawImage(zp.sprite_index, new Point(zp.x, zp.y)); Image arrow; if (zp.sprite_index == spr_green_zpoint) { arrow = spr_green_arrows[zp.image_index]; } else if (zp.sprite_index == spr_red_zpoint) { arrow = spr_red_arrows[zp.image_index]; } else { arrow = spr_grey_arrows[zp.image_index]; } g.DrawImage(arrow, new Point(zp.x - 4, zp.y - 4)); } } } if (latest_p1 != -1 && latest_p2 != -1) { ZPoint zp = zpoints[latest_p1, latest_p2]; if (zp != null) { g.DrawImage(spr_focus, new Point(zp.x - 6, zp.y - 6)); } }

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  • How to create dynamic panel layout for this logo creation wizard ?

    - by Rebol Tutorial
    I want to create a wizard for the logo badge below with 3 parameters. I can make the title dynamic but for image and gradient it's hardcoded because I can't see how to make them dynamic. Code follows after pictures: custom-styles: stylize [ lab: label 60x20 right bold middle font-size 11 btn: button 64x20 font-size 11 edge [size: 1x1] fld: field 200x20 font-size 11 middle edge [size: 1x1] inf: info font-size 11 middle edge [size: 1x1] ari: field wrap font-size 11 edge [size: 1x1] with [flags: [field tabbed]] ] panel1: layout/size [ origin 0 space 2x2 across styles custom-styles h3 "Parameters" font-size 14 return lab "Title" fld_title: fld "EXPERIMENT" return lab "Logo" fld_logo: fld "http://www.rebol.com/graphics/reb-logo.gif" return lab "Gradient" fld_gradient: fld "5 55 5 10 10 71.0.6 30.10.10 71.0.6" ] 278x170 panel2: layout/size [ ;layout (window client area) size is 278x170 at the end of the spec block at 0x0 ;put the banner on the top left corner box 278x170 effect [ ; default box face size is 100x100 draw [ anti-alias on line-width 2.5 ; number of pixels in width of the border pen black ; color of the edge of the next draw element fill-pen radial 100x50 5 55 5 10 10 71.0.6 30.10.10 71.0.6 ; the draw element box ; another box drawn as an effect 15 ; size of rounding in pixels 0x0 ; upper left corner 278x170 ; lower right corner ] ] pad 30x-150 Text fld_title/text font [name: "Impact" size: 24 color: white] image http://www.rebol.com/graphics/reb-logo.gif ] 278x170 main: layout [ vh2 "Logo Badge Wizard" guide pad 20 button "Parameters" [panels/pane: panel1 show panels ] button "Rendering" [show panel2 panels/pane: panel2 show panels] button "Quit" [Unview] return box 2x170 maroon return panels: box 278x170 ] panel1/offset: 0x0 panel2/offset: 0x0 panels/pane: panel1 view main

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  • Native functions throw UnsatisfiedLinkError in custom view, despite working in main activity

    - by Mark Ingram
    For some reason I can only call native functions from my main activity and not any custom views that I've created. Here is an example file (I followed a tutorial, but renamed the classes http://mindtherobot.com/blog/452/android-beginners-ndk-setup-step-by-step/) See the usage of the native function "getNewString". package com.example.native; import android.app.Activity; import android.app.AlertDialog; import android.content.Context; import android.graphics.Bitmap; import android.graphics.Canvas; import android.os.Bundle; import android.view.View; public class NativeTestActivity extends Activity { static { System.loadLibrary("nativeTest"); } private native String getNewString(); @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); this.setContentView(new BitmapView(this)); String hello = getNewString(); // This line works fine new AlertDialog.Builder(this).setMessage(hello).show(); } } class BitmapView extends View { static { System.loadLibrary("nativeTest"); } private native String getNewString(); public BitmapView(Context context) { super(context); String hello = getNewString(); // This line throws the UnsatisfiedLinkError new AlertDialog.Builder(this.getContext()).setMessage(hello).show(); } } How can I call native functions in my custom views? I've built the application as an Android 2.2 app. I'm running the application on my HTC Desire. I have the latest SDK (9) and latest NDK (r5).

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  • Png image processing in .NET.

    - by Oybek
    I have the following task. Take a base image and overlay on it another one. The base image is 8b png as well as overlay. Here are the base (left) and overlay (right) images. Here is a result and how it must look. The picture in the left is a screenshot when one picture is on top of another (html and positioning) and the second is the result of programmatic merging. As you can see in the screenshot the borders of the text is darker. Also here are the sizes of the images Base image 14.9 KB Overlay image 6.87 KB Result image 34.8 KB The size of the resulting image is also huge Here is my code that I use to merge those pictures /*...*/ public Stream Concatinate(Stream baseStream, params Stream[] overlayStreams) { var @base = Image.FromStream(baseStream); var canvas = new Bitmap(@base.Width, @base.Height); using (var g = canvas.ToGraphics()) { g.DrawImage(@base, 0, 0); foreach (var item in overlayStreams) { using (var overlayImage = Image.FromStream(item)) { try { Overlay(@base, overlayImage, g); } catch { } } } } var ms = new MemoryStream(); canvas.Save(ms, ImageFormat.Png); canvas.Dispose(); @base.Dispose(); return ms; } /*...*/ /*Tograpics extension*/ public static Graphics ToGraphics(this Image image, CompositingQuality compositingQuality = CompositingQuality.HighQuality, SmoothingMode smoothingMode = SmoothingMode.HighQuality, InterpolationMode interpolationMode = InterpolationMode.HighQualityBicubic) { var g = Graphics.FromImage(image); g.CompositingQuality = compositingQuality; g.SmoothingMode = smoothingMode; g.InterpolationMode = interpolationMode; return g; } My questions are What should I do in order to merge images to achieve the result as in the screenshot? How can I lower the size of the result image? Is the System.Drawing a suitable tool for this or is there any better tool for working with png for .NET?

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  • C#- move a shape to a point which is half way from the top of the form

    - by hello-all
    Hello all, Here I have to create a diamond using drawlines method and make it move horizontally along a path that is half way from the top of the form. I created a diamond and it is moving horizontally, but i want it to start moving from a position which is half way from the top of the form. This is the code to create a diamond, private void Form1_Paint(object sender, PaintEventArgs e) { Graphics g = e.Graphics; Point p1 = new Point(5+x, 0); Point p2 = new Point(10+x, 5); Point p3 = new Point(5+x, 10); Point p4 = new Point(0+x, 5); Point[] ps = { p1, p2, p3, p4, p1 }; Pen p_yellow = new Pen(Color.Yellow, 5); g.DrawLines(p_yellow, ps); this.BackColor = System.Drawing.Color.DarkBlue; } I can make it move using the timer and following is the code, private void timer1_Tick(object sender, EventArgs e) { if (x < 500) x += 2; else timer1.Enabled = false; this.Invalidate(); } please tell me how to bring the diamond to a point which is half way from the top of the form?

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  • image appears larger than bounding rectangle?

    - by Kildareflare
    Hello I'm implementing a custom print preview control. One of the objects it needs to display is an image which can be several pages high and wide. I've successfully divided the image into pages and displayed them in the correct order. Each "page" is drawn within the marginbounds. (That is, each page is sized to be the same as the marginBounds.) The problem I have is that the image the page represents exceeds the bottom margin. However if I draw a rectangle with the same dimensions as the image, at the same position as the image, the rectangle matches the marginbounds. Thus when drawn to the page (in print preview and printed page) the image is larger than a rectangle drawn based on the image dimensions. I.e. The image is drawn at the same size as e.MarignBounds and is drawn at e.MarginBounds.Location yet exceeds the bottom margin. How is this? I've checked resoutions at each step of the process and they are all 96DPI. //... private List<Image> m_printImages = new List<Image>(); //... private void ImagePrintDocument_PrintPage(object sender, PrintPageEventArgs e) { PrepareImageForPrinting(e); e.Graphics.DrawImage(m_printImages[m_currentPage], new Point(e.MarginBounds.X, e.MarginBounds.Y); e.Graphics.DrawRectangle(new Pen(Color.Blue, 1.0F), new Rectangle( new Point(e.MarginBounds.X, e.MarginBounds.Y), new Size(m_printImages[m_currentPage].Width, m_printImages[m_currentPage].Height))); //rest of handler } PS Not able to show an image as free image hosting blocked here.

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  • Put together tiles in android sdk and use as background

    - by Jon
    In a feeble attempt to learn some Android development am I stuck at graphics. My aim here is pretty simple: Take n small images and build a random image, larger than the screen with possibility to scroll around. Have an animated object move around on it I have looked at the SDK examples, Lunar Lander especially but there are a few things I utterly fail to wrap my head around. I've got a birds view plan (which in my head seems reasonably sane): How do I merge the tiles into one large image? The background is static so I figure I should do like this: Make a 2d array with refs to the tiles Make a large Drawable and draw the tiles on it At init draw this big image as the background At each onDraw redraw the background of the previous spot of the moving object, and the moving object at its new location The problem is the hands on things. I load the small images with "Bitmap img1 = BitmapFactory.decodeResource (res, R.drawable.img1)", but then what? Should I make a canvas and draw the images on it with "canvas.drawBitmap (img1, x, y, null);"? If so how to get a Drawable/Bitmap from that? I'm totally lost here, and would really appreciate some hands on help (I would of course be grateful for general hints as well, but I'm primarily trying to understand the Graphics objects). To make you, dear reader, see my level of confusion will I add my last desperate try: Drawable drawable; Canvas canvas = new Canvas (); Bitmap img1 = BitmapFactory.decodeResource (res, R.drawable.img1); // 50 x 100 px image Bitmap img2 = BitmapFactory.decodeResource (res, R.drawable.img2); // 50 x 100 px image canvas.drawBitmap (img1, 0, 0, null); canvas.drawBitmap (img2, 50, 0, null); drawable.draw (canvas); // obviously wrong as draw == null this.setBackground (drawable); Thanks in advance

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  • Determining the color of a pixel in a bitmap using C# in a WPF app

    - by DanM
    The only way I found so far is System.Drawing.Bitmap.GetPixel(), but Microsoft has warnings for System.Drawing that are making me wonder if this is the "old way" to do it. Are there any alternatives? Here's what Microsoft says about the System.Drawing namespace. I also noticed that the System.Drawing assembly was not automatically added to the references when I created a new WPF project. System.Drawing Namespace The System.Drawing namespace provides access to GDI+ basic graphics functionality. More advanced functionality is provided in the System.Drawing.Drawing2D, System.Drawing.Imaging, and System.Drawing.Text namespaces. The Graphics class provides methods for drawing to the display device. Classes such as Rectangle and Point encapsulate GDI+ primitives. The Pen class is used to draw lines and curves, while classes derived from the abstract class Brush are used to fill the interiors of shapes. Caution Classes within the System.Drawing namespace are not supported for use within a Windows or ASP.NET service. Attempting to use these classes from within one of these application types may produce unexpected problems, such as diminished service performance and run-time exceptions. - http://msdn.microsoft.com/en-us/library/system.drawing.aspx

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  • Use XML Layout to contain a simple drawing

    - by user329999
    I would like to create a simple drawing (lines, circles, squares, etc...) but I'm having difficulty figuring out the best way to do this. The drawing would need to be scaled to fit the display since the size is indirectly specified by the user (like in a CAD application). Also, I don't want to take up the entire display, leaving room for some controls (buttons, etc). I would pass the data to describe the drawing. Here's how I imagine it would work. I create an XML layout that contains something that holds the drawing (ImageView, BitmapDrawable, ShapeDrawable, ...??? not sure exactly what). Then in my Activity I would load the main XML and obtain the resource for the control that holds the drawing. I would then draw to a bitmap. Once the bitmap was completed I would load it into the control that is to hold the drawing. Somewhere along this path it would be scaled to fill the entire area allocated for the drawing in the XML layout. I don't know if my approach is the way to do this or what classes to use. I read the http://developer.android.com/guide/topics/graphics/2d-graphics.html documentation, but it's not helping me with an example. The examples I do find leave me with hints, but nothing concrete enough to do what I want, especially when it comes to scaling, using XML and/or having other controls. Also, there seems to be no good documentation on the design of the 2D drawing system in a more conceptual manner, so it makes what I read difficult to put into any useful context. Any hints on what classes would be useful and/or a good example any other reading materials? Thanks

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  • C# - Take Screenshot based on a Timer

    - by APShredder
    Hello everybody. I'm trying to create a WinForms app that takes a screenshot on a set interval. I think my code is correct, but when I try to run it, I get the error message "System.Runtime.InteropServices.ExternalException was unhandled, A generic error occurred in GDI+." System.Windows.Forms.Timer t = new System.Windows.Forms.Timer(); Thread th; private static Bitmap bmpScreenshot; private static Graphics gfxScreenshot; void TakeScreenShot() { 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(Environment.GetFolderPath(Environment.SpecialFolder.DesktopDirectory) + @"\ScreenCaptures", ImageFormat.Png); th.Abort(); } void StartThread(object sender, EventArgs e) { th = new Thread(new ThreadStart(TakeScreenShot)); th.Start(); } private void Form1_Load(object sender, EventArgs e) { Directory.CreateDirectory(Environment.GetFolderPath(Environment.SpecialFolder.DesktopDirectory) + @"\ScreenCaptures"); t.Interval = 500; t.Tick += new EventHandler(StartThread); t.Start(); } The line that's giving my trouble is: bmpScreenshot.Save(Environment.GetFolderPath(Environment.SpecialFolder.DesktopDirectory) + @"\ScreenCaptures", ImageFormat.Png); Any ideas about what is going wrong? Thanks in advance.

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  • How can I overlay images over one another in Java?

    - by Sam
    So I have been posting all over and have yet to get a solid answer: I have created an image resizing class, with a crop method. The cropping works great. The issue that I am having is the background color that I specify in the drawImage function of Graphics is not working correctly. It defaults to black as the background regardless of what I supply (in this case Color.WHITE). Also, the overlaying image or top most image (comes from a file) is being inverted (I think it is) or otherwise discolored. Just so you can conceptualize this a little bit better, I am taking a jpeg and overlaying it on top of a new BufferedImage, the new buffered image's background is not being set. Here is the code below that I am working with: public void Crop(int Height, int Width, int SourceX, int SourceY) throws Exception { //output height and width int OutputWidth = this.OutputImage.getWidth(); int OutputHeight = this.OutputImage.getHeight(); //create output streams ByteArrayOutputStream MyByteArrayOutputStream = new ByteArrayOutputStream(); MemoryCacheImageOutputStream MyMemoryCacheImageOutputStream = new MemoryCacheImageOutputStream(MyByteArrayOutputStream); //Create a new BufferedImage BufferedImage NewImage = new BufferedImage(Width, Height, BufferedImage.TYPE_INT_RGB); Graphics MyGraphics = NewImage.createGraphics(); MyGraphics.drawImage(this.OutputImage, -SourceX, -SourceY, OutputWidth, OutputHeight, Color.WHITE, null); // Get Writer and set compression Iterator MyIterator = ImageIO.getImageWritersByFormatName("png"); if (MyIterator.hasNext()) { //get image writer ImageWriter MyImageWriter = (ImageWriter)MyIterator.next(); //get params ImageWriteParam MyImageWriteParam = MyImageWriter.getDefaultWriteParam(); //set outputstream MyImageWriter.setOutput(MyMemoryCacheImageOutputStream); //create new ioimage IIOImage MyIIOImage = new IIOImage(NewImage, null, null); //write new image MyImageWriter.write(null, MyIIOImage, MyImageWriteParam); } //convert output stream back to inputstream ByteArrayInputStream MyByteArrayInputStream = new ByteArrayInputStream(MyByteArrayOutputStream.toByteArray()); MemoryCacheImageInputStream MyMemoryCacheImageInputStream = new MemoryCacheImageInputStream(MyByteArrayInputStream); //resassign as a buffered image this.OutputImage = ImageIO.read(MyMemoryCacheImageInputStream); }

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  • ASP.NET error on Bitmap.Save "Exception (0x80004005): A generic error occurred in GDI+."

    - by Batu
    Hi, I have a function which first reads an image from disk, resizes it and then saves to another directory. when i use the Bitmap.Save(directory + theimagename) it returns the error as i stated in the question title. i checked the directory is right, and the given image name doesn't exist in that dir. what is weird, is that the same code works great on the local machine. but when i upload it to my shared server. it just doesn't work. the code is below. bmpOut = new Bitmap(Size, Size); Graphics g = Graphics.FromImage(bmpOut); g.InterpolationMode = System.Drawing.Drawing2D.InterpolationMode.HighQualityBicubic; g.FillRectangle(Brushes.White, 0, 0, Size, Size); int topBottomPadding = 0; int leftRightPadding = 0; if (Size > lnNewWidth + 1) leftRightPadding = Convert.ToInt32((Size - lnNewWidth) / 2); else if (Size > lnNewHeight + 1) topBottomPadding = Convert.ToInt32((Size - lnNewHeight) / 2); g.DrawImage(loBMP, leftRightPadding, topBottomPadding, lnNewWidth, lnNewHeight); Bitmap bmp = new Bitmap(bmpOut); if (bmp != null) bmp.Save(ResizedOutput); bmp.Dispose(); bmpOut.Dispose(); g.Dispose(); loBMP.Dispose(); stack trace: [ExternalException (0x80004005): A generic error occurred in GDI+.] System.Drawing.Image.Save(String filename, ImageCodecInfo encoder, EncoderParameters encoderParams) +377630 System.Drawing.Image.Save(String filename, ImageFormat format) +69 System.Drawing.Image.Save(String filename) +25 Utilities.ResizeImage(String fileName, String mode) in c:\inetpub\vhosts\batuhanakcay.com\httpdocs\App_Code\Utilities.cs:181 Link.ToProductImage(String fileName) in c:\inetpub\vhosts\batuhanakcay.com\httpdocs\App_Code\Link.cs:79 Product.PopulateControls(ProductDetails pd) in c:\inetpub\vhosts\batuhanakcay.com\httpdocs\Product.aspx.cs:37 Product.Page_Load(Object sender, EventArgs e) in c:\inetpub\vhosts\batuhanakcay.com\httpdocs\Product.aspx.cs:20

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  • Add gridlines to a output plot in Mathemaitca

    - by xslittlegrass
    I'm trying to add gridlines to a output density plot in Mathematica. The plot is generated by a long calculation in Mathematica and when I do the plot I forget to add the Mesh-True options. I don't want to do all the calculation and generate the plot again since it takes a long time. Is that possible to add the gridlines or mesh lines to plot ONLY using the output plot at hand? For example, If I have a plot p. Is it possible to add the mesh lines ONLY manipulate p? In a ordinary one dimensional plot, this will work p1 = Plot[Sin[x], {x, -3, 3}]; Insert[p1, GridLines -> Automatic, -1] But when I try the density plot, it seems the gridlines is always under the plot, and can be seen only at the image margin area. p2 = DensityPlot[Sin[x + y^2], {x, -3, 3}, {y, -2, 2}, PlotRangePadding -> 0.2]; Insert[p2, GridLines -> Automatic, -1] Updata The Mesh option on the output plot will not work because Mesh is not a options of a Graphics: Show[p2,Mesh->True] will give a message "an unrecoginzed option name(Mesh) was encountered while rendering a Graphics" Thanks.

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  • What .NET reporting tools are best for dynamic report generation?

    - by bvanderw
    Perhaps I need to define "dynamic generation". By this I mean using graphics primitives to draw on the page (such as DrawText or DrawLine, etc) This is what System.Drawing.Printing provides. I often need to create forms and reports for Windows applications that either require dynamic generation or where I need control over the formatting that stretches or goes beyond the capabilities of most report designers. Essentially, I need to ability to create my own pages using graphics primitives like you can do with System.Drawing.Printing that are part of package that also provides a report designer, exporting to PDF, etc. In my Delphi days, I used Rave Reports (along with the exporting add-ons from Gnostice) because it was the only Delphi reporting tool that gave you that kind of fine control. I've been struggling with the reporting tools provided by Developer Express and I have given up trying to make them do what I need to do. I downloaded a trial of ActiveReports and was able to completely create one of my dynamic reports (using their Page class) in a few hours one afternoon. It's likely I will buy their product, but it's a bit frustrating to have to do so after investing in the Developer Express tools. Before I do so, are there any other products that offer this functionality that I should investigate? As far as I can tell, Crystal Reports does not - is this correct? Thanks.... --Bruce

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  • VB.NET trying simple captcha

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

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  • Newbie: Render RGB to GTK widget -- howto?

    - by Billy Pilgrim
    Hi All, Big picture: I want to render an RGB image via GTK on a linux box. I'm a frustrated GTK newbie, so please forgive me. I assume that I should create a Drawable_area in which to render the image -- correct? Do I then have to create a graphics context attached to that area? How? my simple app (which doesn't even address the rgb issue yet is this: int main(int argc, char** argv) { GdkGC * gc = NULL; GtkWidget * window = NULL; GtkDrawingArea * dpage = NULL; GtkWidget * page = NULL; gtk_init( &argc, & argv ); window = gtk_window_new( GTK_WINDOW_TOPLEVEL ); page = gtk_drawing_area_new( ); dpage = GTK_DRAWING_AREA( page ); gtk_widget_set_size_request( page, PAGE_WIDTH, PAGE_HEIGHT ); gc = gdk_gc_new( GTK_DRAWABLE( dpage ) ); gtk_widget_show( window ); gtk_main(); return (EXIT_SUCCESS); } my dpage is apparently not a 'drawable' (though it is a drawing area). I am confused as to a) how do I get/create the graphics context which is required in subsequent function calls? b) am I close to a solution, or am I so completely *#&@& wrong that there is no hope c) a baby steps tutorial. (I started with hello world as my base, so I got that far). any and all help appreciated. bp

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  • What technology should I use to write my game?

    - by Alon
    I have a great idea for a 3D network game, and I've concluded that it is possible to write it in Java as an applet which will live under the web browser, just like a full software in C++. And it will look and feel the same. The main advantage of Java on C++ is that with Java you can play without downloading any software. I have already thought about the download of the graphics, sound, etc but I found a solution for it. RuneScape just proves that it is possible. So my first question is, should my game live on a web browser or on the operating system? I think that in a web browser it is much more portable, although you need install Java and stuff. But the fact is, that most MMO games are currently not in the web. If you suggest in a software so please suggest a language either - C++ or something more productive like Python or C#? So after choosing a language, I need a graphics solution. Should I write directly with OpenGL/DirectX or use a game engine? What game engine should I use? Ogre? jMonkeyEngine? What's your opinion? Thank you! P.S: Please don't use answers like "Use what you know".

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