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  • How to detect a Triangle gesture with kinect?

    - by Akhilesh Mishra
    I am trying to implement a gesture recognition system which interprets the geometric gestures user makes and draws it on screen, I have some idea of how circle can be recognized, however i have no clue how to get started with triangle recognition. the data I have is X and Y coordinates of all points the gesture passed through. I get this data by tracking right hand. I found something online called Hough Transform , which is used for detecting lines but i am not sure whether it will work for discrete collection of points, Any ideas folks?

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  • Game of life in F# with accelerator

    - by jpalmer
    I'm trying to write life in F# using accelerator v2, but for some odd reason my output isn't square despite all my arrays being square - It appears that everything but a rectangular area in the top left of the matrix is being set to false. I've got no idea how this could be happening as all my operations should treat the entire array equally. Any ideas? open Microsoft.ParallelArrays open System.Windows.Forms open System.Drawing type IPA = IntParallelArray type BPA = BoolParallelArray type PAops = ParallelArrays let RNG = new System.Random() let size = 1024 let arrinit i = Array2D.init size size (fun x y -> i) let target = new DX9Target() let threearr = new IPA(arrinit 3) let twoarr = new IPA(arrinit 2) let onearr = new IPA(arrinit 1) let zeroarr = new IPA(arrinit 0) let shifts = [|-1;-1|]::[|-1;0|]::[|-1;1|]::[|0;-1|]::[|0;1|]::[|1;-1|]::[|1;0|]::[|1;1|]::[] let progress (arr:BPA) = let sums = shifts //adds up whether a neighbor is on or not |> List.fold (fun (state:IPA) t ->PAops.Add(PAops.Cond(PAops.Rotate(arr,t),onearr,zeroarr),state)) zeroarr PAops.Or(PAops.CompareEqual(sums,threearr),PAops.And(PAops.CompareEqual(sums,twoarr),arr)) //rule for life let initrandom () = Array2D.init size size (fun x y -> if RNG.NextDouble() > 0.5 then true else false) type meform () as self= inherit Form() let mutable array = new BoolParallelArray(initrandom()) let timer = new System.Timers.Timer(1.0) //redrawing timer do base.DoubleBuffered <- true do base.Size <- Size(size,size) do timer.Elapsed.Add(fun _ -> self.Invalidate()) do timer.Start() let draw (t:Graphics) = array <- array |> progress let bmap = new System.Drawing.Bitmap(size,size) target.ToArray2D array |> Array2D.iteri (fun x y t -> if not t then bmap.SetPixel(x,y,Color.Black)) t.DrawImageUnscaled(bmap,0,0) do self.Paint.Add(fun t -> draw t.Graphics) do Application.Run(new meform())

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  • Caching view-port based Geo-queries

    - by friism
    I have a web app with a giant Google Map in it. As users pan and zoom around on the map, points are dynamically loaded through AJAX call which include the viewport bounds (NE and SW corner coordinates) and some other assorted parameters. How do I cache these request for points? The problem is that the parameters are highly variable and (worst) not discrete i.e. floats with a lots of decimal places. I'm using ASP.NET-MVC/C#/LINQ2SQL/SQL-Server but the problem is not tied to that platform. This is the signature of the the relevant method: [AcceptVerbs(HttpVerbs.Post)] public JsonResult Data(string date, string categories, string ne_lat, string ne_lng, string sw_lat, string sw_lng)

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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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  • How do you measure latency in low-latency environments?

    - by Ajaxx
    Here's the setup... Your system is receiving a stream of data that contains discrete messages (usually between 32-128 bytes per message). As part of your processing pipeline, each message passes through two physically separate applications which exchange the data using a low-latency approach (such as messaging over UDP) or RDMA and finally to a client via the same mechanism. Assuming you can inject yourself at any level, including wire protocol analysis, what tools and/or techniques would you use to measure the latency of your system. As part of this, I'm assuming that every message that is delivered to the system results in a corresponding (though not equivalent) message being pushed through the system and delivered to the client. The only tool that I've seen on the market like this is TS-Associates TipOff. I'm sure that with the right access you could probably measure the same information using a wire analysis tool (ala wireshark) and the right dissectors, but is this the right approach or are there any commodity solutions that I can use?

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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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  • "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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  • 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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  • I like to learn computer science and programming, but i have no understanding.

    - by Josiah
    Hi all, I like to learn computer science and programming, but i don't know where and how to start. For the past two months, i have been researching on types of programming, i found my interest in desktop programming, and also found this subjects (discrete maths, logic, algorithms, data structures, artificial intelligence, simulation) said to be a most known (subjects). Well as a beginner, i have no understanding on what type of language or books that can cover all these subjects, or even how to write any code. Secondly, am as young as you can guess and i need a language to start with that will be easy for me to understand, and books to read. Thank you.

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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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  • 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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  • 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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  • Continuous output in Neural Networks

    - by devoured elysium
    How can I set Neural Networks so they accept and output a continuous range of values instead of a discrete ones? From what I recall from doing a Neural Network class a couple of years ago, the activation function would be a sigmoid, which yields a value between 0 and 1. If I want my neural network to yield a real valued scalar, what should I do? I thought maybe if I wanted a value between 0 and 10 I could just multiply the value by 10? What if I have negative values? Is this what people usually do or is there any other way? What about the input? Thanks

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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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  • The Definition of Regular Languages

    - by AraK
    Good Day, I have tried, and burned my brain to understand the definition of Regular Languages in Discrete Mathematics and its Applications(Rosen) without reaching the goal of understanding why the definition is like that in this book. On page(789), I am rephrasing the definition: Type 3 grammars are defined as: w1 --> w2 Where w1 is a non-terminal, and w2 is of the form: w2 = aB w2 = a Where B is a non-terminal, and a is a terminal. A special case is when w1 is the starting symbol and w2 is lambda(the empty string): w1 = S S --> lambda Two questions I couldn't find an answer for. First, Why can't w2 be of the form Ba. Second, Why lambda is only allowed for the starting symbol only. The book states that, regular languages are equivalent to Finite State Automaton, and we can easily see that a we can build FSA for both cases. I took a look at other resources, and these restrictions don't exist in these resources. Thanks,

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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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  • 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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  • 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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  • 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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