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  • Why are my lines getting thicker and thicker?

    - by mystify
    I try to draw some lines with different colors. This code tries to draw two rectangles with 1px thin lines. However, the second rectangle is drawn with 2px width lines, while the first one is drawn with 1px width. - (void)addLineFrom:(CGPoint)p1 to:(CGPoint)p2 context:(CGContextRef)context { // set the current point CGContextMoveToPoint(context, p1.x, p1.y); // add a line from the current point to the wanted point CGContextAddLineToPoint(context, p2.x, p2.y); } - (void)drawRect:(CGRect)rect { CGContextRef context = UIGraphicsGetCurrentContext(); CGPoint from, to; // ----- draw outer black frame (left, bottom, right) ----- CGContextBeginPath(context); // set the color CGFloat lineColor[4] = {26.0f * colorFactor, 26.0f * colorFactor, 26.0f * colorFactor, 1.0f}; CGContextSetStrokeColor(context, lineColor); // left from = CGPointZero; to = CGPointMake(0.0f, rect.size.height); [self addLineFrom:from to:to context:context]; // bottom from = to; to = CGPointMake(rect.size.width, rect.size.height); [self addLineFrom:from to:to context:context]; // right from = to; to = CGPointMake(rect.size.width, 0.0f); [self addLineFrom:from to:to context:context]; CGContextStrokePath(context); CGContextClosePath(context); // ----- draw the middle light gray frame (left, bottom, right) ----- CGContextSetLineWidth(context, 1.0f); CGContextBeginPath(context); // set the color CGFloat lineColor2[4] = {94.0f * colorFactor, 94.0f * colorFactor, 95.0f * colorFactor, 1.0f}; CGContextSetStrokeColor(context, lineColor2); // left from = CGPointMake(200.0f, 1.0f); to = CGPointMake(200.0f, rect.size.height - 2.0f); [self addLineFrom:from to:to context:context]; // bottom from = to; to = CGPointMake(rect.size.width - 2.0f, rect.size.height - 2.0f); [self addLineFrom:from to:to context:context]; // right from = to; to = CGPointMake(rect.size.width - 2.0f, 1.0f); [self addLineFrom:from to:to context:context]; // top from = to; to = CGPointMake(1.0f, 1.0f); [self addLineFrom:from to:to context:context]; CGContextStrokePath(context); }

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  • Objective C: Using UIImage for Stroking

    - by SeongHo
    I am trying to apply a texture for my brush but i'm really having a hard time figuring how it is done. Here's the image of my output. I used an UIImage that just follows the touch on the screen but when i swipe it faster the result is on the right side "W", and on the left side that's the result when i swipe it slow. i tried using the CGContextMoveToPoint and CGContextAddLineToPoint i don't know how apply the texture. Is it possible to use UIImage for the stroke texture? Here's my code UIImage * brushImageTexture = [UIImage imageNamed:@"brushImage.png"]; [brushImagetexture drawAtPoint:CGPointMake(touchCurrentPosition.x, touchVurrentPosition.y) blendMode:blendMode alpha:1.0f];

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  • Dynamically generate Triangle Lists for a Complex 3D Mesh

    - by Vulcan Eager
    In my application, I have the shape and dimensions of a complex 3D solid (say a Cylinder Block) taken from user input. I need to construct vertex and index buffers for it. Since the dimensions are taken from user input, I cannot user Blender or 3D Max to manually create my model. What is the textbook method to dynamically generate such a mesh? Edit: I am looking for something that will generate the triangles given the vertices, edges and holes. Something like TetGen. As for TetGen itself, I have no way of excluding the triangles which fall on the interior of the solid/mesh.

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  • Is there any seriously good reason why a view can not completely manage itself?

    - by mystify
    Example: I have an warning triangle icon, which is a UIImageView subclass. That warning is blended in with an animation, pulses for 3 seconds and then fades out. it always has a parent view! it's always only used this way: alloc, init, add as subview, kick off animation, when done:remove from superview So I want this: [WarningIcon warningAtPosition:CGPointMake(50.0f, 100.0f) parentView:self]; BANG! That's it. Call and forget. The view adds itself as subview to the parent, then does it's animations. And when done, it cuts itself off from the branch with [self removeFromSupeview];. Now some nerd a year ago told me: "Never cut yourself off from your own branch". In other words: A view should never ever remove itself from superview if it's no more referenced anywhere. I want to get it, really. WHY? Think about this: The hard way, I would do actually the exact same thing. Create an instance and hang me in as delegate, kick off the animation, and when the warning icon is done animating, it calls me back "hey man i'm done, get rid of me!" - so my delegate method is called with an pointer to that instance, and I do the exact same thing: [thatWarningIcon removeFromSuperview]; - BANG. Now I'd really love to know why this sucks. Life would be so easy.

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  • BlackBerry - Cropping image

    - by rupesh
    Hi all i want to crop a part of Image ,for that i am using following code: int x=20; int y=50; int [] rgbdata=new int[(0+width-x+height-y)* (image.getWidth())]; image.getARGB(rgbdata, 0, image.getWidth(), x, y, width, height); cropedImage=new Bitmap(image.getWidth(),image.getWidth()); cropedImage.setARGB(rgbdata, 0,image.getWidth(), 80,80, width, height); x an y are the position from where the cropping will be done in the rectangular form. but it is not working can any one help me out please. any sample code will work for me. its urgent. thanks in advance

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  • Merging and splitting overlapping rectangles to produce non-overlapping ones

    - by uj
    I am looking for an algorithm as follows: Given a set of possibly overlapping rectangles (All of which are "not rotated", can be uniformly represented as (left,top,right,bottom) tuplets, etc...), it returns a minimal set of (non-rotated) non-overlapping rectangles, that occupy the same area. It seems simple enough at first glance, but prooves to be tricky (at least to be done efficiently). Are there some known methods for this/ideas/pointers? Methods for not necessarily minimal, but heuristicly small, sets, are interesting as well, so are methods that produce any valid output set at all.

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  • Error during installation of Mesa on Linux

    - by rodnower
    Hello, I have a problem. I try to install Mesa 7.8 on CentOS 3.9 for i386 on VMVare 7.0.1 like described here: http://linux-sxs.org/multimedia/mesa.html When I perform configuration stage: ++++++++++++++++++++++++++++++++++++++++++++++++++ [root@CentOS Mesa-7.8]# ./configure --prefix=/usr --sysconfdir=/etc ++++++++++++++++++++++++++++++++++++++++++++++++++ (root is actualy root) This is what I get: ++++++++++++++++++++++++++++++++++++++++++++++++++ . . . checking pkg-config files for X11 are available... no checking for X... no configure: error: X11 development libraries needed for dri driver ++++++++++++++++++++++++++++++++++++++++++++++++++ (Three dots says that there is some output before) Put attention to error. Any idea? Thank you very much forahead.

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  • Draw arrow on line

    - by Pete
    Hi, I have this code: CGPoint arrowMiddle = CGPointMake((arrowOne.x + arrowTo.x)/2, (arrowOne.y + arrowTo.y)/2); CGPoint arrowLeft = CGPointMake(arrowMiddle.x-40, arrowMiddle.y); CGPoint arrowRight = CGPointMake(arrowMiddle.x, arrowMiddle.y + 40); [arrowPath addLineToScreenPoint:arrowLeft]; [arrowPath addLineToScreenPoint:arrowMiddle]; [arrowPath addLineToScreenPoint:arrowRight]; [[mapContents overlay] addSublayer:arrowPath]; [arrowPath release]; with this output: http://yfrog.com/edschermafbeelding2010032p What have i to add to get the left and right the at same degree of the line + 30°. If someone has the algorithm of drawing an arrow on a line, pleas give it. It doesn't matter what programming language it is... Thanks

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  • iPad --- managedObject problem when [self.tableViewSection reloadData]

    - by user345777
    Hi , I am creating a news aggregator application that fetches a xml feed every 4 minutes. After the xml is loaded, I clear everything by deleting all the objects in the database, then save the new objects back into the database. I then call [self.tableViewSection reloadData]; to reload the tableView. Thats when I get a problem. As soon as the code gets to a section where i access the new [[managedObject valueForKey:@"event_text"] description] content it fails with a : * Terminating app due to uncaught exception 'NSObjectInaccessibleException', reason: 'CoreData could not fulfill a fault for '0x4b3f6a0 '' Now from the flow I described on top, it seems odd to me that the tableView is populated properly the next time i launch the application, with the "new" data I fetched in the previous session. So its not that data thats corrupt , but seems to me something goes wrong when I refetch the managedObject after saving new data. Also keep in mind thats this app runs fine on the iPhone, its the iPad thats is giving me this problem.

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  • how to dynamically recolor a CGGradientRef

    - by saintmac
    I have three CGGradientRef's that I need to be able to dynamically recolor. When I Initialise the CGGradientRef's the first time I get the expected result, but every time I attempt to change the colors nothing happens. Why? gradient is an instance variable ins a subclass of CALayer: @interface GradientLayer : CALayer { CGGradientRef gradient; //other stuff } @end Code: if (gradient != NULL) { CGGradientRelease(gradient); gradient = NULL; } RGBA color[360]; //set up array CGColorSpaceRef rgb = CGColorSpaceCreateDeviceRGB(); gradient = CGGradientCreateWithColorComponents ( rgb, color, NULL, sizeof (color) / sizeof (color[0]) ); CGColorSpaceRelease(rgb); [self setNeedsDisplay];

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  • titleForHeaderInSection is not updating Section Header information correctly

    - by Jim
    I have two tableviews where one navigates to the next. Both use more or less the same code and use the managedObjectContext and FetchedResultsController design pattern to provide the relevant data for both tables. My problem happens when I navigate from the first to the second tableview and the data has only one Section Header / Row in the tableview. The data will then not update Section Header information. It does when there is more than one row but not if there is only one row. It leaves the information from the first attempt in place. I can confirm the row data is correct so the relevant data should be being passed to the Section Header correctly but it isn't. Has anyone else come across this problem?

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  • UIBezierPath too many paths = too slow?

    - by HHHH
    I have a loop in which I'm adding many (10000+) lines to a UIBezierPath. This seems to be fine, but once I try and render the bezierpath, my device becomes extremely slow and jerky. Is this because I've added too many lines to my path? Adding lines to UIBezierPath - simplified: (this seems fine) [path moveToPoint:CGPointZero]; for (int i = 0; i < 10000; i++ ) { [path addLineToPoint:CGPointMake(i, i)]; } Rendering BeizerPath (Suggested by Rob) - this seems slow. - (void)drawBezierAnimate:(BOOL)animate { UIBezierPath *bezierPath = path; CAShapeLayer *bezier = [[CAShapeLayer alloc] init]; bezier.path = bezierPath.CGPath; bezier.strokeColor = [UIColor blueColor].CGColor; bezier.fillColor = [UIColor clearColor].CGColor; bezier.lineWidth = 2.0; bezier.strokeStart = 0.0; bezier.strokeEnd = 1.0; [self.layer addSublayer:bezier]; if (animate) { CABasicAnimation *animateStrokeEnd = [CABasicAnimation animationWithKeyPath:@"strokeEnd"]; animateStrokeEnd.duration = 100.0; animateStrokeEnd.fromValue = [NSNumber numberWithFloat:0.0f]; animateStrokeEnd.toValue = [NSNumber numberWithFloat:1.0f]; [bezier addAnimation:animateStrokeEnd forKey:@"strokeEndAnimation"]; } } Qs: 1) Is this because I'm adding too many paths too quickly? 2) I want to eventually draw many different lines of different colors, so I assume I would need to create multiple (10000+) UIBezierPaths - would this help or greatly slow the device as well? 3) How would I get around this? Thanks in advance for your help.

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  • Generate texture from polygon (openGL)

    - by user146780
    I have a quad and I would like to use the gradient it produces as a texture for another polygon. glPushMatrix(); glTranslatef(250,250,0); glBegin(GL_POLYGON); glColor3f(255,0,0); glVertex2f(10,0); glVertex2f(100,0); glVertex2f(100,100); glVertex2f(50,50); glVertex2f(0,100); glEnd(); //End quadrilateral coordinates glPopMatrix(); glBegin(GL_QUADS); //Begin quadrilateral coordinates glVertex2f(0,0); glColor3f(0,255,0); glVertex2f(150,0); glVertex2f(150,150); glColor3f(255,0,0); glVertex2f(0,150); glEnd(); //End quadrilateral coordinates My goal is to make the 5 vertex polygon have the gradient of the quad (maybe a texture is not the best bet) Thanks

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  • Does the iPhone 3G/3Gs camera put metadata in its images? (and how do you get it?)

    - by Ben Collins
    I've been trying to figure how whether the iPhone (either 3G or 3Gs) camera puts metadata into it's images. Anecdotally, it appears that it does (e.g., I've seen images posted on the web that included a bunch of metadata), but I can't find reference to it anywhere in the SDK documentation. So....does anyone have a definitive answer? Also, if there is metadata, how do I get at it?

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  • Edges on polygon outlines not always correct

    - by user146780
    I'm using the algorithm below to generate quads which are then rendered to make an outline like this http://img810.imageshack.us/img810/8530/uhohz.png The problem as seen on the image, is that sometimes the lines are too thin when they should always be the same width. My algorithm finds the 4 verticies for the first one then the top 2 verticies of the next ones are the bottom 2 of the previous. This creates connected lines, but it seems to not always work. How could I fix this? This is my algorithm: void OGLENGINEFUNCTIONS::GenerateLinePoly(const std::vector<std::vector<GLdouble>> &input, std::vector<GLfloat> &output, int width) { output.clear(); if(input.size() < 2) { return; } int temp; float dirlen; float perplen; POINTFLOAT start; POINTFLOAT end; POINTFLOAT dir; POINTFLOAT ndir; POINTFLOAT perp; POINTFLOAT nperp; POINTFLOAT perpoffset; POINTFLOAT diroffset; POINTFLOAT p0, p1, p2, p3; for(unsigned int i = 0; i < input.size() - 1; ++i) { start.x = static_cast<float>(input[i][0]); start.y = static_cast<float>(input[i][1]); end.x = static_cast<float>(input[i + 1][0]); end.y = static_cast<float>(input[i + 1][1]); dir.x = end.x - start.x; dir.y = end.y - start.y; dirlen = sqrt((dir.x * dir.x) + (dir.y * dir.y)); ndir.x = static_cast<float>(dir.x * 1.0 / dirlen); ndir.y = static_cast<float>(dir.y * 1.0 / dirlen); perp.x = dir.y; perp.y = -dir.x; perplen = sqrt((perp.x * perp.x) + (perp.y * perp.y)); nperp.x = static_cast<float>(perp.x * 1.0 / perplen); nperp.y = static_cast<float>(perp.y * 1.0 / perplen); perpoffset.x = static_cast<float>(nperp.x * width * 0.5); perpoffset.y = static_cast<float>(nperp.y * width * 0.5); diroffset.x = static_cast<float>(ndir.x * 0 * 0.5); diroffset.y = static_cast<float>(ndir.y * 0 * 0.5); // p0 = start + perpoffset - diroffset //p1 = start - perpoffset - diroffset //p2 = end + perpoffset + diroffset // p3 = end - perpoffset + diroffset p0.x = start.x + perpoffset.x - diroffset.x; p0.y = start.y + perpoffset.y - diroffset.y; p1.x = start.x - perpoffset.x - diroffset.x; p1.y = start.y - perpoffset.y - diroffset.y; if(i > 0) { temp = (8 * (i - 1)); p2.x = output[temp + 2]; p2.y = output[temp + 3]; p3.x = output[temp + 4]; p3.y = output[temp + 5]; } else { p2.x = end.x + perpoffset.x + diroffset.x; p2.y = end.y + perpoffset.y + diroffset.y; p3.x = end.x - perpoffset.x + diroffset.x; p3.y = end.y - perpoffset.y + diroffset.y; } output.push_back(p2.x); output.push_back(p2.y); output.push_back(p0.x); output.push_back(p0.y); output.push_back(p1.x); output.push_back(p1.y); output.push_back(p3.x); output.push_back(p3.y); } } Thanks

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  • Has anyone ever worked with a UX designer who also did the graphic design, is it a good combination?

    - by Ami
    I need to design a new framework for web based apps, including both UX guidelines and the art/graphic design guidelines such as what menus will look like, headers, colors, fonts etc. The UX designers I met, were unable to provide the artistic side, and the graphic designers didn't have the UX skills. Should I continue to look for one person with both skills, or is it better broken to two separate tasks?

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  • How do I change the Unit:Characters in Matlab?

    - by Jonas
    For portability, I set the units of my GUIs to 'characters'. Now I have a user who wants to use Matlab on his netbook, and the GUI window is larger than the screen (and thus cropped at the top). I think I could try and write something in the openingFcn of the GUI that measures screen size and then adjusts the GUI accordingly, but I'd rather avoid that, because I then need to deal with text that is bigger than the text boxes, etc. What I'd rather like to do is somehow adjust the unit 'character' on his Matlab installation. None of the font sizes in the preferences seem to have an effect on unit:character, though. Does anyone know whether there's a setting for that, which can be changed from within Matlab (I don't mind if it's something that is reset at every reboot, since I can just put it into the startup script)?

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  • UITableView with Shake and play.

    - by avural79
    hi all i am trying to make a musical app for iphone. the app is simple. there is a couple of musical note sample (caf) files. when user taps the predefined positions on uiview(like strings). app plays note sample and add a string value to a nsmutablearray about note. played note lists displays in a table. now i want to add a shake and play mode to app. when user shake iphone, recorded notes start to play from first record to last record and loop again. also if user shake iphone harder notes will plays faster. how can i do that. any idea? thanks

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  • CADisplayLink stops updating when UIScrollView scrolled

    - by Tricky
    Title is quite self explanatory, but I have some animation being done in a loop triggered by CADisplayLink. However, as soon as I scroll a UIScrollView I have added to my view hierarchy, the animation stops immediately, only to return again when scrolling has completely stopped and come to a standstill.... Anyway to cancel this behaviour?

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  • Calculating the angle between two points

    - by kingrichard2005
    I'm currently developing a simple 2D game for Android. I have a stationary object that's situated in the center of the screen and I'm trying to get that object to rotate and point to the area on the screen that the user touches. I have the constant coordinates that represent the center of the screen and I can get the coordinates of the point that the user taps on. I'm using the formula outlined in this forum: How to get angle between two points? -It says as follows "If you want the the angle between the line defined by these two points and the horizontal axis: double angle = atan2(y2 - y1, x2 - x1) * 180 / PI;". -I implemented this, but I think the fact the I'm working in screen coordinates is causing a miscalculation, since the Y-coordinate is reversed. I'm not sure if this is the right way to go about it, any other thoughts or suggestions are appreciated.

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