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  • how to send image to remote server using webservices in android only save to byte array retrieve ima

    - by narasimha
    hi sir i am implemented this code public class ImageTest extends Activity { /** Called when the activity is first created. */ @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.main); ImageView image = (ImageView) findViewById(R.id.picview); EditText value=(EditText)findViewById(R.id.EditText01); FileInputStream in; BufferedInputStream buf; try { in = new FileInputStream("/sdcard/pictures/1.jpg"); buf = new BufferedInputStream(in,1070); System.out.println("1.................."+buf); byte[] bMapArray= new byte[buf.available()]; buf.read(bMapArray); System.out.println("2................."+buf.read(bMapArray)); Bitmap bMap = BitmapFactory.decodeByteArray(bMapArray, 0, bMapArray.length); for (int i = 0; i < bMapArray.length; i++) { System.out.print(bMapArray[i]); } System.out.println("3......................"+bMap); System.out.println("4........bitmaparray"+bMap.extractAlpha()); System.out.println("5......................"+bMapArray); System.out.println("6......................"+ bMapArray.length); image.setImageBitmap(bMap); value.setText(bMapArray.length); if (in != null) { in.close(); } if (buf != null) { buf.close(); } } catch (Exception e) { Log.e("Error reading file", e.toString()); } } } 04-14 11:46:16.543: INFO/System.out(736): 2.................-1 3......................android.graphics.Bitmap@435a2d98 4........bitmaparrayandroid.graphics.Bitmap@435a3310 5......................[B@435a2758 6......................1035

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  • I can't understand this issue java.lang.IndexOutOfBoundsException.

    - by praveenb
    I've strange issue, that My application is working fine on some devices, But its crashing one of the client device(on Galaxy Nexus 4.1.1 v) at app starting screen. I get this stack trace from ACRA report. java.lang.IndexOutOfBoundsException at android.graphics.Paint.getTextRunAdvances(Paint.java:1731) at android.graphics.Paint.getTextRunAdvances(Paint.java:1704) at android.text.MeasuredText.addStyleRun(MeasuredText.java:164) at android.text.MeasuredText.addStyleRun(MeasuredText.java:204) at android.text.StaticLayout.generate(StaticLayout.java:281) at android.text.DynamicLayout.reflow(DynamicLayout.java:284) at android.text.DynamicLayout.(DynamicLayout.java:170) at android.widget.TextView.makeSingleLayout(TextView.java:5843) at android.widget.TextView.makeNewLayout(TextView.java:5741) at android.widget.TextView.onMeasure(TextView.java:6098) at android.view.View.measure(View.java:15172) at android.widget.LinearLayout.measureVertical(LinearLayout.java:833) at android.widget.LinearLayout.onMeasure(LinearLayout.java:574) at android.view.View.measure(View.java:15172) at android.widget.RelativeLayout.measureChildHorizontal(RelativeLayout.java:617) at android.widget.RelativeLayout.onMeasure(RelativeLayout.java:399) at android.view.View.measure(View.java:15172) at android.view.ViewGroup.measureChildWithMargins(ViewGroup.java:4814) at android.widget.FrameLayout.onMeasure(FrameLayout.java:310) at android.view.View.measure(View.java:15172) at android.view.ViewGroup.measureChildWithMargins(ViewGroup.java:4814) at android.widget.LinearLayout.measureChildBeforeLayout(LinearLayout.java:1390) at android.widget.LinearLayout.measureVertical(LinearLayout.java:681) at android.widget.LinearLayout.onMeasure(LinearLayout.java:574) at android.view.View.measure(View.java:15172) at android.view.ViewGroup.measureChildWithMargins(ViewGroup.java:4814) at android.widget.FrameLayout.onMeasure(FrameLayout.java:310) at com.android.internal.policy.impl.PhoneWindow$DecorView.onMeasure(PhoneWindow.java:2148) at android.view.View.measure(View.java:15172) at android.view.ViewRootImpl.performMeasure(ViewRootImpl.java:1848) at android.view.ViewRootImpl.measureHierarchy(ViewRootImpl.java:1100) at android.view.ViewRootImpl.performTraversals(ViewRootImpl.java:1273) at android.view.ViewRootImpl.doTraversal(ViewRootImpl.java:998) at android.view.ViewRootImpl$TraversalRunnable.run(ViewRootImpl.java:4212) at android.view.Choreographer$CallbackRecord.run(Choreographer.java:725) at android.view.Choreographer.doCallbacks(Choreographer.java:555) at android.view.Choreographer.doFrame(Choreographer.java:525) at android.view.Choreographer$FrameDisplayEventReceiver.run(Choreographer.java:711) at android.os.Handler.handleCallback(Handler.java:615) at android.os.Handler.dispatchMessage(Handler.java:92) at android.os.Looper.loop(Looper.java:137) at android.app.ActivityThread.main(ActivityThread.java:4745) at java.lang.reflect.Method.invokeNative(Native Method) at java.lang.reflect.Method.invoke(Method.java:511) at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:786) at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:553) at dalvik.system.NativeStart.main(Native Method) Im seeing above stack trace. I'm unable to understand the issue. Please help me on tacking the issue. Thank you.

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  • Programmatically set the DPI from a .net 2.0 WinForms application

    - by Stef
    I want to run my application on 96dpi, no matter what the dpi size from Windows is set to. It is possible ? ' Edit ' I found that using the Scale() method and resizing the font will almost do the trick. public class MyForm : Form { private static bool ScaleDetected = false; const float DPI = 80F; protected override void OnPaint(PaintEventArgs e) { base.OnPaint(e); if (!ScaleDetected) { Graphics g = e.Graphics; float factorX = DPI / g.DpiX; float factorY = DPI / g.DpiY; SizeF newSize = new SizeF(factorX, factorY); AutoScaleDimensions = newSize; AutoScaleMode = AutoScaleMode.Dpi; Scale(newSize); Font = new Font(Font.FontFamily, Font.Size * factorX); ScaleDetected = true; } } } However when using this 'trick' in a MDI application using Janus Controls, the main form is resized, but for some other forms, the scaling + changed font are not applied.

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  • Really slow obtaining font metrics.

    - by Artur
    So the problem I have is that I start my application by displaying a simple menu. To size and align the text correctly I need to obtain font metrics and I cannot find a way to do it quickly. I tested my program and it looks like whatever method I use to obtain font metrics the first call takes over 500 milliseconds!? Because of it the time it takes to start-up my application is much longer than necessary. I don't know if it is platform specific or not, but just in case, I'm using Mac OS 10.6.2 on MacBook Pro (hardware isn't an issue here). If you know a way of obtaining font metrics quicker please help. I tried these 3 methods for obtaining the font metrics and the first call is always very slow, no matter which method I choose. import java.awt.Font; import java.awt.FontMetrics; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.font.FontRenderContext; import java.awt.font.LineMetrics; import javax.swing.JFrame; public class FontMetricsTest extends JFrame { public FontMetricsTest() { setVisible(true); setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); } @Override public void paint(Graphics g) { Graphics2D g2 = (Graphics2D) g; Font font = new Font("Dialog", Font.BOLD, 10); long start = System.currentTimeMillis(); FontMetrics fontMetrics = g2.getFontMetrics(font); // LineMetrics fontMetrics1 = // font.getLineMetrics("X", new FontRenderContext(null, false, false)); // FontMetrics fontMetrics2 = g.getFontMetrics(); long end = System.currentTimeMillis(); System.out.println(end - start); g2.setFont(font); } public static void main(String[] args) { new FontMetricsTest(); } }

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  • how to convert bitmap image to CIELab image?

    - by Neal Davis
    Hello to stackoverflow members! This is my first post but I love reading the questions and answers on this forum! I'm using VS2008, CSharp, NET 3.5 and Windows XP Pro latest patches on this project. I am reading in a jpeg file to a bitmap image using CSharp in the following way: Bitmap bmp = new Bitmap("background.jpg"); Graphics g = Graphics.FromImage(bmp); I then write some text and logos on g using various DrawString and DrawImage commands. I then want to write this bitmap to a tiff file using the command: bmp.Save("final_artwork.tif", ImageFormat.Tiff); I don't know what the TIFF tags in the header of the final resultant TIFF file will be when you do bmp.Save as shown above? But what I want to produce is a TIFF image file with PHOTOMETRIC CIELab, BITSPERSAMPLE 8, SAMPLESPERPIXEL 3, FILLORDER MSB2LSB, ORIENTATION TOPLEFT, PLANARCONFIG CONTIG, and also uncompressed and singlestrip. Im fairly certain, at least I have not found anything about Microsoft API and CIELab, I can not convert the bitmap image to CIELab photometric and the other requirements using anything from the Microsoft API or .NET 3.5 environment - someone please correct if I am wrong. I have used libtiff in a project in the past but just to write a tiff file where the tiff image in memory was already in CIELab format and all the other requirements as noted per above. Im not certain libtiff can convert from my CSharp bitmap image, which is probably RGB photometric, to CIELab, 8 bps, and 3 spp? Maybe I can use OpenCVImage or Emgu CV or something similiar? So the main question is what is going to be the easiest way to get my final bitmap image as outlined above into a CIELab TIFF and also meeting the other requirements per above? Thanks for any suggestions and code fragments you can provide? Neal Davis

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  • Rotate a Swing JLabel

    - by Johannes Rössel
    I am currently trying to implement a Swing component, inheriting from JLabel which should simply represent a label that can be oriented vertically. Beginning with this: public class RotatedLabel extends JLabel { public enum Direction { HORIZONTAL, VERTICAL_UP, VERTICAL_DOWN } private Direction direction; I thought it's be a nice idea to just alter the results from getPreferredSize(): @Override public Dimension getPreferredSize() { // swap size for vertical alignments switch (getDirection()) { case VERTICAL_UP: case VERTICAL_DOWN: return new Dimension(super.getPreferredSize().height, super .getPreferredSize().width); default: return super.getPreferredSize(); } } and then simply transform the Graphics object before I offload painting to the original JLabel: @Override protected void paintComponent(Graphics g) { Graphics2D gr = (Graphics2D) g.create(); switch (getDirection()) { case VERTICAL_UP: gr.translate0, getPreferredSize().getHeight()); gr.transform(AffineTransform.getQuadrantRotateInstance(-1)); break; case VERTICAL_DOWN: // TODO break; default: } super.paintComponent(gr); } } It seems to work—somehow—in that the text is now displayed vertically. However, placement and size are off: Actually, the width of the background (orange in this case) is identical with the height of the surrounding JFrame which is ... not quite what I had in mind. Any ideas how to solve that in a proper way? Is delegating rendering to superclasses even encouraged?

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  • Programatically insert a Word document into an existing document (Word 2007)

    - by cjb
    I have a Word 2007 document that I want to insert an exsiting Word document into - while preserving the header/footer, graphics, borders etc of both documents. I'm doing this using the Word API in C#. It sounds pretty simple, I mean surely you just use the "InsertFile" method... except that in Word 2007 the "insert file" functionality now is actually "insert text from file" and it does just that - leaving out the page border, graphics and footer etc. OK then, I'll use copy and paste instead, like so... _Document sourceDocument = wordApplication.Documents.Open(insert the 8 million by ref parameters Word requries) sourceDocument.Activate(); // This is the document I am copying from wordApplication.Selection.WholeStory(); wordApplication.Selection.Copy(); targetDocument.Activate(); // This is the document I am pasting into wordApplication.Selection.InsertBreak(wdSectionBreakNextPage); Selection.PasteAndFormat(wdFormatOriginalFormatting); wordApplication.Selection.InsertBreak(wdSectionBreakNextPage); which does what you would expect, takes the source document, selects everything, copies it then pastes it into the target document. Because I've added a section break before doing the paste it also preserves the borders, header/footer of both documents. However - now this is where I have the problem. The paste only includes the borders, header etc if I paste at the end of the target document. If I paste it in the middle - despite there being a preceding section break, then only the text gets pasted and the header and borders etc are lost. Can anyone help before I buy a grenade and a one way ticket to Redmond...

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  • CGContext - PDF margin

    - by Manoj Khaylia
    Hi All I am showing PDF content on a view using this code using Quartz Sample // PDF page drawing expects a Lower-Left coordinate system, so we flip the coordinate system // before we start drawing. CGContextTranslateCTM(context, 0.0, self.bounds.size.height); CGContextScaleCTM(context, 1.0, -1.0); // Grab the first PDF page CGPDFPageRef page = CGPDFDocumentGetPage(pdf, pageNo); // We're about to modify the context CTM to draw the PDF page where we want it, so save the graphics state in case we want to do more drawing CGContextSaveGState(context); // CGPDFPageGetDrawingTransform provides an easy way to get the transform for a PDF page. It will scale down to fit, including any // base rotations necessary to display the PDF page correctly. CGAffineTransform pdfTransform = CGPDFPageGetDrawingTransform(page, kCGPDFCropBox, self.bounds, 0, true); // And apply the transform. CGContextConcatCTM(context, pdfTransform); // Finally, we draw the page and restore the graphics state for further manipulations! CGContextDrawPDFPage(context, page); CGContextRestoreGState(context); Using this all works fine I want to set the margin for the PDF context, bydefault it showing 50 px margin in every side.. I have tried CGContext methods but not got the appropriate one. Can any body help me regarding this Thanks Monaj

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  • ListField with image In Blackberry JDE

    - by Karthick
    I use the following code to retrieve image from the phone or SDCard and I use that image in to my ListField. It gives the output but it takes very Long time to produce the screen. How to solve this problem ?? Can any one help me?? Thanks in advance!!! String text = fileholder.getFileName(); try{ String path="file:///"+fileholder.getPath()+text; //path=”file:///SDCard/BlackBerry/pictures/image.bmp” InputStream inputStream = null; //Get File Connection FileConnection fileConnection = (FileConnection) Connector.open(path); inputStream = fileConnection.openInputStream(); ByteArrayOutputStream baos = new ByteArrayOutputStream(); int j = 0; while((j=inputStream.read()) != -1) { baos.write(j); } byte data[] = baos.toByteArray(); inputStream.close(); fileConnection.close(); //Encode and Resize image EncodedImage eImage = EncodedImage.createEncodedImage(data,0,data.length); int scaleFactorX = Fixed32.div(Fixed32.toFP(eImage.getWidth()), Fixed32.toFP(180)); int scaleFactorY = Fixed32.div(Fixed32.toFP(eImage.getHeight()), Fixed32.toFP(180)); eImage=eImage.scaleImage32(scaleFactorX, scaleFactorY); Bitmap bitmapImage = eImage.getBitmap(); graphics.drawBitmap(0, y+1, 40, 40,bitmapImage, 0, 0); graphics.drawText(text, 25, y,0,width); } catch(Exception e){}

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  • Drag and drop rectangle in C#

    - by sama
    I want to know how to draw rectangle in C# and make it dragged and dropped in the page here my code to draw it but I cannot drag or drop it. public partial class Form1 : Form { public bool drag = false; int cur_x, cur_y; Rectangle rec = new Rectangle(10, 10, 100, 100); public Form1() { InitializeComponent(); } protected override void OnPaint(PaintEventArgs r) { base.OnPaint(r); Graphics g = r.Graphics; //g.DrawRectangle(Pens.Black, rec); g.FillRectangle(Brushes.Aquamarine, rec); } private void recmousedown(object sender, MouseEventArgs m) { if (m.Button != MouseButtons.Left) return; rec = new Rectangle(m.X, m.Y,100,100); drag = true; cur_x = m.X; cur_y = m.Y; } private void recmousemove(object sender, MouseEventArgs m) { if (m.Button != MouseButtons.Left) return; rec.X = m.X; rec.Y = m.Y; Invalidate(); } }

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  • how to parse pdf document in iphone or ipad?

    - by JohnWhite
    I have implemented pdf parsing application for ipad.But content of pdf display not clearly.I dont know why this happning.can you help me for this problem. Edit: I have used below code for pdf parsing.But text and image is not clear. (id)initWithFrame:(CGRect)frame { if (self = [super initWithFrame:frame]) { // Initialization code /* Demo PDF printed directly from Wikipedia without permission; all content (c) respective owners */ CFURLRef pdfURL = CFBundleCopyResourceURL(CFBundleGetMainBundle(), CFSTR("2008_11_mp.pdf"), NULL, NULL); pdf = CGPDFDocumentCreateWithURL((CFURLRef)pdfURL); CFRelease(pdfURL); counts+=1; self.pageNumber = counts; self.backgroundColor = nil; self.opaque = NO; self.userInteractionEnabled = NO; } return self; } (void)drawRect:(CGRect)rect { // Drawing code CGContextRef context = UIGraphicsGetCurrentContext(); // PDF page drawing expects a Lower-Left coordinate system, so we flip the coordinate system // before we start drawing. // Grab the first PDF page CGPDFPageRef page = CGPDFDocumentGetPage(pdf, pageNumber); CGContextTranslateCTM(context, 0, self.bounds.size.height); CGContextScaleCTM(context, 1, -1); // We're about to modify the context CTM to draw the PDF page where we want it, so save the graphics state in case we want to do more drawing CGContextSaveGState(context); // CGPDFPageGetDrawingTransform provides an easy way to get the transform for a PDF page. It will scale down to fit, including any // base rotations necessary to display the PDF page correctly. CGAffineTransform pdfTransform = CGPDFPageGetDrawingTransform(page, kCGPDFMediaBox, self.bounds, 0, true); // And apply the transform. CGContextConcatCTM(context, pdfTransform); // Finally, we draw the page and restore the graphics state for further manipulations! CGContextDrawPDFPage(context, page); CGContextRestoreGState(context); } Please help me solve this problem

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  • Drawing a PDF Right-Side-Up in CGContext

    - by Carter Allen
    I'm overriding the drawRect: method in a custom UIView, and I'm doing some custom drawing. All was going well, until I needed to draw a PDF resource (a vector glyph, to be precise) into the context. First I retrieve the PDF from a file: NSURL *pdfURL = [NSURL fileURLWithPath:[[[NSBundle mainBundle] resourcePath] stringByAppendingPathComponent:@"CardKit.bundle/A.pdf"]]; CGPDFDocumentRef pdfDoc = CGPDFDocumentCreateWithURL((CFURLRef)pdfURL); CGPDFPageRef pdfPage = CGPDFDocumentGetPage(pdfDoc, 1); Then I create a box with the same dimensions as the loaded PDF: CGRect box = CGPDFPageGetBoxRect(pdfPage, kCGPDFArtBox); Then I save my graphics state, so that I don't screw anything up: CGContextSaveGState(context); And then I perform a scale+translate of the CTM, theoretically flipping the whole context: CGContextScaleCTM(context, 1.0, -1.0); CGContextTranslateCTM(context, 0.0, rect.size.height); I then scale the PDF so that it fits into the view properly: CGContextScaleCTM(context, rect.size.width/box.size.width, rect.size.height/box.size.height); And finally, I draw the PDF and restore the graphics state: CGContextDrawPDFPage(context, pdfPage); CGContextRestoreGState(context); The issue is that there is nothing visible drawn. All this code should theoretically draw the PDF glyph into the view, right? If I remove the scale+translate used to flip the context, it draws perfectly: it just draws upside-down. Any ideas?

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  • LaTeX limitation?

    - by Jayen
    Hi, I've hit an annoying problem in LaTeX. I've got a tex file of about 1000 lines. I've already got a few figures, but when I try to add another figure, It barfs with: ! Undefined control sequence. <argument> ... \sf@size \z@ \selectfont \@currbox l.937 \begin{figure}[t] If I move the figure to other parts of the file, I can get similar errors on different lines: ! Undefined control sequence. <argument> ... \sf@size \z@ \selectfont \@currbox l.657 \paragraph {A Centering Algorithm} If I comment out the figure, all is ok. %\begin{figure}[t] % \caption{Example decision tree, from Reiter and Dale [2000]} % \label{fig:relation-decision-tree} % \centering % \includegraphics[keepaspectratio=true]{./relation-decision-tree.eps} %\end{figure} If I keep just the begin and end like: \begin{figure}%[t] % \caption{Example decision tree, from Reiter and Dale [2000]} % \label{fig:relation-decision-tree} % \centering % \includegraphics[keepaspectratio=true]{./relation-decision-tree.eps} \end{figure} I get: ! Undefined control sequence. <argument> ... \sf@size \z@ \selectfont \@currbox l.942 \end {figure} At first, I thought maybe LaTeX has hit some limit, and I tried playing with the ulimits, but that didn't help. Any ideas? i've got other figures with graphics already. my preamble looks like: \documentclass[acmcsur,acmnow]{acmtrans2n} \usepackage{array} \usepackage{lastpage} \usepackage{pict2e} \usepackage{amsmath} \usepackage{varioref} \usepackage{epsfig} \usepackage{graphics} \usepackage{qtree} \usepackage{rotating} \usepackage{tree-dvips} \usepackage{mdwlist} \makecompactlist{quote*}{quote} \usepackage{verbatim} \usepackage{ulem}

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  • Getting a job in the games industry as a developer, just knowing a game engine

    - by numerical25
    I recently enrolled in a community college for games developement. But I am skeptical about the curriculum. I have no experience in the gaming industry so I wouldn't be able to tell whether it's a good investment or not. So I am asking you. I don't want to get too much into the details of all the classes I am taking so I will try to be brief. By the time I graduate, I should have a understanding of how a game engine works. I will be working with the Unreal Engine to develop a Multiplayer game from scratch. So in the process of my final project, I will learn how to work within the Unreal Engine, learn Python and learn how to use its API to connect to a remote server and build game mechanics. Overall I will also recieve an associates degree in game development. I learn C++ but not C. The director said he was trying to implement C in the program as well. What I notice is I will not learn how to build a 3D game engine from scratch. They do not teach any artificial intelligence (AI). I will not learn how to work with the graphics card using a graphics API such as DirectX or OpenGL. I know building a game engine from scratch is a little complex, but at the same time the track is requiring me to take some advanced mathematics courses such as calculus and geometry 1 and 2. I also got to take a physics class. I just think that's a little much for just learning how to use the Unreal Engine but not actually build one or try to learn the anatomy of a games engine. Is this good enough to possibly land my a job in the industry? If I left anything out or was not detail, please feel free to ask more questions. Edit: I do learn data structures and algorithms.

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  • JTable Delete All Rows Exception

    - by Dimitri
    Hi, I'm trying to delete all entrys from my abstractTableModel. As long as I don't delete the last remaining row, everything works fine, but as soon as I delete this one, I get an ArrayOutOfBoundsException. I'm using a DefaultRowSorter and this seems to be the Exception. Exception in thread "AWT-EventQueue-0" java.lang.ArrayIndexOutOfBoundsException: Array index out of range: 0 at java.util.Vector.get(Vector.java:694) at graphics.tableModel.MyTableModel.getValueAt(MyTableModel.java:78) at graphics.tableModel.MyTableModel.getColumnClass(MyTableModel.java:90) at javax.swing.table.TableRowSorter.useToString(TableRowSorter.java:224) at javax.swing.DefaultRowSorter.updateUseToString(DefaultRowSorter.java:607) at javax.swing.DefaultRowSorter.sort(DefaultRowSorter.java:556) at javax.swing.DefaultRowSorter.shouldOptimizeChange(DefaultRowSorter.java:1008) at javax.swing.DefaultRowSorter.rowsDeleted(DefaultRowSorter.java:866) at javax.swing.JTable.notifySorter(JTable.java:4262) at javax.swing.JTable.sortedTableChanged(JTable.java:4106) at javax.swing.JTable.tableChanged(JTable.java:4383) at javax.swing.table.AbstractTableModel.fireTableChanged(AbstractTableModel.java:280) my Code to delete all Rows: public void deleteAll() { int size = data.size()-1; data.clear(); this.fireTableRowsDeleted(0, size); } Same thing happens with simply deleting the last existing row. public void deleteRow(int row) { data.remove(row); } the way i'm calling deleteRow: for (int i = rows.length - 1; i >=0; i--) { tm.deleteRow(rows[i]); } tm.fireTableDataChanged(); thanks for your help

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  • weird swing heavyweight object lightweight objects problem

    - by Yoav Schwartz
    Hello, We have a problem in our swing based application since we've upgraded our java version from 6u5 to 6u18 (The application runs over WinXP). Our application contains a Canvas object which resides in a JFrame. The application draws things on the canvas. Every time we drag a lightweight swing object (popup or another frame) over the canvas, it has a refresh problem. It blinks - becomes black. The problem only resolves after we move the swing component away from the canvas and click on it again. We think this problem is related to the fact the the canvas is a heavyweight object. And we know there were changes done in the new versions of java on the mixing of heavyweight and lightweight objects issue. Some more details: 1) Our problem reproduces in java 6u14 and 6u16. 2) Everything works fine in java 6u5. Another strange thing: We have 2 types of stations running our application. The first type has a ATI FireGL7100 PCI-E graphics card. The second type has a Matrox G450 PCI graphic card. The problem does not reproduce on the Matrox based station in any java version. One more thing: http://bugs.sun.com/bugdatabase/view_bug.do?bug_id=6829858 - looks similar to our problem. Is our problem familiar? Do you have any suggestions (workarounds, ideas how the difference in graphics cards is connected to this problem) Hope I was clear enough, Yoav

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  • Java repaint is slow under certain conditions.

    - by Gabriel A. Zorrilla
    I'm doing a simple grid which each square is highlighted by the cursor: They are a couple of JPanels, mapgrid and overlay inside a JLayeredPane, with mapgrid on the bottom. Mapgrid just draws on initialization the grid, its paint metodh is: public void paintComponent(Graphics g) { super.paintComponent(g); Graphics2D g2d = (Graphics2D) g; g2d.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON); for (int i = 0; i < h; i++) { for (int j = 0; j < w; j++) { g2d.setColor(new Color(128, 128, 128, 255)); g2d.drawRect(tileSize * j, i * tileSize, tileSize, tileSize); } } In the overlay JPanel is where the highlighting occurs, this is what is repainted when the mouse is moved: public void paintComponent(Graphics g) { super.paintComponent(g); Graphics2D g2d = (Graphics2D) g; g2d.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON); g2d.setColor(new Color(255, 255, 128, 255)); g2d.drawRect((pointerX/tileSize)*tileSize,(pointerY/ tileSize)*tileSize, tileSize, tileSize); } I noticed that even though the base layer (mapgrid) is NOT repainted when the mouse moves, just the transparent overlay layer, the performance is lacking. If i give the overlay JPanel a background, its way faster. If i remove the mapgrid Antialiasing, its a bit faster too. I don't know why giving a background to the overlay layer (and thus, hiding the mapgrid) or disabling antialiasing in the mapgrid leads to much better performance. Is there a better way to do this? Why does this happen?

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  • Keyword 'this'(Me) is not available calling the base constructor

    - by serhio
    In the inherited class I use the base constructor, but can't use class's members calling this base constructor. In this example I have a PicturedLabel that knows it's own color and has a image. A TypedLabel : PictureLabel knows it's type but uses the base color. The (base)image that uses TypedLabel should be colored with the (base)color, however, I can't obtain this color: Error: Keyword 'this' is not available in the current context A workaround? /// base class public class PicturedLabel : Label { PictureBox pb = new PictureBox(); public Color LabelColor; public PicturedLabel() { // initialised here in a specific way LabelColor = Color.Red; } public PicturedLabel(Image img) : base() { pb.Image = img; this.Controls.Add(pb); } } public enum LabelType { A, B } /// derived class public class TypedLabel : PicturedLabel { public TypedLabel(LabelType type) : base(GetImageFromType(type, this.LabelColor)) //Error: Keyword 'this' is not available in the current context { } public static Image GetImageFromType(LabelType type, Color c) { Image result = new Bitmap(10, 10); Rectangle rec = new Rectangle(0, 0, 10, 10); Pen pen = new Pen(c); Graphics g = Graphics.FromImage(result); switch (type) { case LabelType.A: g.DrawRectangle(pen, rec); break; case LabelType.B: g.DrawEllipse(pen, rec); break; } return result; } }

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  • Getting problem in collision detection in Java Game

    - by chetans
    Hi I am developing Spaceship Game in which i am getting problem in collision detection of moving images Game has a spaceship and number of asteroids(obstacles) i want to detect the collision between them How can i do this?`package Game; import java.applet.Applet; import java.awt.Color; import java.awt.Dimension; import java.awt.Graphics; import java.awt.Image; import java.awt.MediaTracker; import java.awt.event.KeyEvent; import java.awt.event.KeyListener; import java.net.MalformedURLException; import java.net.URL; public class ThreadInApplet extends Applet implements KeyListener { private static final long serialVersionUID = 1L; Image[] asteroidImage; Image spaceshipImage; int[] XPosObst,YPosObst; int numberOfObstacles=0,XPosOfSpaceship,YPosOfSpaceship; int spaceButtnCntr=0,noOfObstaclesLevel=20; boolean gameStart=false,collideUp=false,collideDown=false,collideLeft=false,collideRight=false; private Image offScreenImage; private Dimension offScreenSize,d; private Graphics offScreenGraphics; int speedObstacles=1; String spaceshipImagePath="images/spaceship.png",obstacleImagepath="images/asteroid.png"; String buttonToStart="Press Space to start"; public void init() { try { asteroidImage=new Image[noOfObstaclesLevel]; XPosObst=new int[noOfObstaclesLevel]; YPosObst=new int[noOfObstaclesLevel]; XPosOfSpaceship=getWidth()/2-35; YPosOfSpaceship=getHeight()-100; spaceshipImage=getImage(new URL(getCodeBase(),spaceshipImagePath)); for(int i=0;i<noOfObstaclesLevel;i++) { asteroidImage[i]=getImage(new URL(getCodeBase(),obstacleImagepath)); XPosObst[i]=(int) (Math.random()*700); YPosObst[i]=0; } MediaTracker tracker = new MediaTracker (this); for(int i=0;i<noOfObstaclesLevel;i++) { tracker.addImage (asteroidImage[i], 0); } } catch (MalformedURLException e) { e.printStackTrace(); } setBackground(Color.black); addKeyListener(this); } public void paint(Graphics g) { g.setColor(Color.white); if(gameStart==false) { g.drawString(buttonToStart, (getWidth()/2)-60, getHeight()/2); } g.drawString("HEADfitted Solutions Pvt.Ltd.", (getWidth()/2)-80, getHeight()-20); for(int n=0;n<numberOfObstacles;n++) { if(n>0) g.drawImage(asteroidImage[n],XPosObst[n],YPosObst[n],this); } g.drawImage(spaceshipImage,XPosOfSpaceship,YPosOfSpaceship,this); } @SuppressWarnings("deprecation") public void update(Graphics g) { d = size(); if((offScreenImage == null) || (d.width != offScreenSize.width) || (d.height != offScreenSize.height)) { offScreenImage = createImage(d.width, d.height); offScreenSize = d; offScreenGraphics = offScreenImage.getGraphics(); } offScreenGraphics.clearRect(0, 0, d.width, d.height); paint(offScreenGraphics); g.drawImage(offScreenImage, 0, 0, null); } public void keyReleased(KeyEvent arg0){} public void keyTyped(KeyEvent arg0) {} Thread mainThread=new Thread() { synchronized public void run () { try { //System.out.println("in main thread"); if (gameStart==true) { moveObstacles.start(); if(collide()==false) { createObsThread.start(); } } } catch (Exception e) { e.printStackTrace(); } } }; Thread createObsThread=new Thread() { synchronized public void run () { if (spaceButtnCntr==1) { if (collide()==false) { for(int g=0;g<noOfObstaclesLevel;g++) { try { sleep(1000); } catch (InterruptedException e) { e.printStackTrace(); } numberOfObstacles++; } } } } }; Thread moveObstacles=new Thread() // Moving Obstacle images downwards after every 10 ms { synchronized public void run () { while(YPosObst[19]!=600) { if (collide()==false) { //createObsThread.start(); for(int l=0;l } repaint(); try { sleep(10); } catch (InterruptedException e) { e.printStackTrace(); } } } } }; public void keyPressed(KeyEvent e) { if(e.getKeyCode()==32) { gameStart=true; spaceButtnCntr++; if (spaceButtnCntr==1) { mainThread.start(); } } if(gameStart==true) { if(e.getKeyCode()==37 && collideLeft==false)//Spaceship movement left { new Thread () { synchronized public void run () { XPosOfSpaceship-=10; repaint(); } }.start(); } if(e.getKeyCode()==38 && collideUp==false)//Spaceship movement up { new Thread () { synchronized public void run () { YPosOfSpaceship-=10; repaint(); } }.start(); } if(e.getKeyCode()==39 && collideRight==false)//Spaceship movement right { new Thread () { synchronized public void run () { XPosOfSpaceship+=10; repaint(); } }.start(); } if(e.getKeyCode()==40 && collideDown==false)//Spaceship movement down { new Thread () { synchronized public void run () { YPosOfSpaceship+=10; repaint(); } }.start(); } } } /*public boolean collide() { int x0, y0, w0, h0, x2, y2, w2, h2; x0=XPosOfSpaceship; y0=YPosOfSpaceship; h0=spaceshipImage.getHeight(null); w0=spaceshipImage.getWidth(null); for(int i=0;i<20;i++) { x2=XPosObst[i]; y2=YPosObst[i]; h2=asteroidImage[i].getHeight(null); w2=asteroidImage[i].getWidth(null); if ((x0 > (x2 + w2)) || ((x0 + w0) < x2)) return false; System.out.println(x2+" "+y2+" "+h2+" "+w2); if ((y0 > (y2 + h2)) || ((y0 + h0) < y2)) return false; } return true; }*/ public boolean collide() { int x1,y1,x2,y2,x3,y3,x4,y4; //coordinates of obstacles int a1,b1,a2,b2,a3,b3,a4,b4; //coordinates of spaceship a1 =XPosOfSpaceship; b1=YPosOfSpaceship; a2=a1+spaceshipImage.getWidth(this); b2=b1; a3=a1; b3=b1+spaceshipImage.getHeight(this); a4=a2; b4=b3; for(int a=0;a if(x1>=a1 && x1<=a2 && x1<=b3 && x1>=b1) return (true); if(x2>=a1 && x2<=a2 && x2<=b3 && x2>=b1) return(true); //********checking asteroid touch spaceship from up direction******** if(y3==b1 && x4>=a1 && x4<=a2) { collideUp = true; return(true); } if(y3==b1 && x3>=a1 && x3<=a2) { collideUp = true; return(true); } //********checking asteroid touch spaceship from left direction****** if(x2==a1 && y4>=b1 && y4<=b3) { collideLeft=true; return(true); } if(x2==a1 && y2>=b1 && y2<=b3) { collideLeft=true; return(true); } //********checking asteroid touch spaceship from right direction***** if(x1==a2 && y3>=b2 && y3<=b4) { collideRight=true; return(true); } if(x1==a2 && y1>=b2 && y1<=b4) { collideRight=true; return(true); } //********checking asteroid touch spaceship from down direction***** if(y1==b3 && x2>=a3 && x2<=a4) { collideDown=true; return(true); } if(y1==b3 && x1>=a3 && x1<=a4) { collideDown=true; return(true); } else { collideUp=false; collideDown=false; collideLeft=false; collideRight=false; } } return(false); } } `

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  • using ontouch to zoom in

    - by user357032
    i have used some sample code and am trying to tweak it to let me allow the user to touch the screen and zoom in the code runs fine with no errors but when i touch the screen nothing happens package com.thomas.zoom; import android.content.Context; import android.graphics.Canvas; import android.graphics.drawable.Drawable; import android.view.KeyEvent; import android.view.MotionEvent; import android.view.View; public class Zoom extends View { private Drawable image; private int zoomControler=20; public Zoom(Context context) { super(context); image=context.getResources().getDrawable(R.drawable.icon); setFocusable(true); } @Override protected void onDraw(Canvas canvas) { // TODO Auto-generated method stub super.onDraw(canvas); //here u can control the width and height of the images........ this line is very important image.setBounds((getWidth()/2)-zoomControler, (getHeight()/2)-zoomControler, (getWidth()/2)+zoomControler, (getHeight()/2)+zoomControler); image.draw(canvas); } public boolean onTouch(int action, MotionEvent event) { action= event.getAction(); if(action == MotionEvent.ACTION_DOWN){ zoomControler+=10; } invalidate(); return true; } }

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  • How to write PIL image filter for plain pgm format?

    - by Juha
    How can I write a filter for python imaging library for pgm plain ascii format (P2). Problem here is that basic PIL filter assumes constant number of bytes per pixel. My goal is to open feep.pgm with Image.open(). See http://netpbm.sourceforge.net/doc/pgm.html or below. Alternative solution is that I find other well documented ascii grayscale format that is supported by PIL and all major graphics programs. Any suggestions? br, Juha feep.pgm: P2 # feep.pgm 24 7 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 3 3 3 3 0 0 7 7 7 7 0 0 11 11 11 11 0 0 15 15 15 15 0 0 3 0 0 0 0 0 7 0 0 0 0 0 11 0 0 0 0 0 15 0 0 15 0 0 3 3 3 0 0 0 7 7 7 0 0 0 11 11 11 0 0 0 15 15 15 15 0 0 3 0 0 0 0 0 7 0 0 0 0 0 11 0 0 0 0 0 15 0 0 0 0 0 3 0 0 0 0 0 7 7 7 7 0 0 11 11 11 11 0 0 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 edit: Thanks for the answer, I works... but I need a solution that uses Image.open(). Most of python programs out there use PIL for graphics manipulation (google: python image open). Thus, I need to be able to register a filter to PIL. Then, I can use any software that uses PIL. I now think mostly scipy, pylab, etc. dependent programs.

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  • VB.net Saving an MetaFile / EMF as a bitmap ( .tiff)

    - by pehaada
    Currently I have a third party control that generates a Metafile. I can save the .wmf file to disk with out issue. The problem is how do I render the Metafile as a Tiff file. Currently I have the following code to get my metafile and save it. Dim mf As Metafile = page.GetImage(TXTextControl.Page.PageContent.All) Dim enhMetafileHandle As IntPtr = mf.GetHenhmetafile() Dim h As IntPtr Dim bufferSize As UInteger = GetEnhMetaFileBits(enhMetafileHandle, 0, h) Dim buffer(CInt(bufferSize)) As Byte GetEnhMetaFileBits(enhMetafileHandle, bufferSize, buffer) Dim msMetafileStream As New MemoryStream msMetafileStream.Write(buffer, 0, CInt(bufferSize)) Dim baMetafileData() As Byte baMetafileData = msMetafileStream.ToArray Dim g As Graphics = Graphics.FromImage(mf) mf.Dispose() File.WriteAllBytes("c:\a.wmf", baMetafileData) end sub _ Public Shared Function GetEnhMetaFileBits( ByVal hEMF As System.IntPtr, ByVal nSize As UInteger, ByVal lpData As IntPtr) As UInteger End Function <System.Runtime.InteropServices.DllImportAttribute("gdi32.dll", EntryPoint:="GetEnhMetaFileBits")> _ Public Shared Function GetEnhMetaFileBits(<System.Runtime.InteropServices.InAttribute()> ByVal hEMF As System.IntPtr, ByVal nSize As UInteger, ByVal lpData() As Byte) As UInteger End Function I've tried all sort of IMAGE and Graphic calls and just can't save the meta file as a .tiff. Any suggestions would be great. I even tried to create a new bitmap and draw the metafile onto it. I always end up with a GDI exception being thrown.

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  • parameterized doctype in xsl:stylesheet

    - by Flavius
    How could I inject a --stringparam (xsltproc) into the DOCTYPE of a XSL stylesheet? The --stringparam is specified from the command line. I have several books in docbook5 format I want to process with the same customization layer, each book having an unique identifier, here "demo", so I'm running something like xsltproc --stringparam course.name demo ... for each book. Obviously the parameter is not recognized as such, but as verbatim text, giving the error: warning: failed to load external entity "http://edu.yet-another-project.com/course/$(course.name)/entities.ent" Here it is how I've tried, which won't work: <?xml version='1.0'?> <!DOCTYPE stylesheet [ <!ENTITY % myent SYSTEM "http://edu.yet-another-project.com/course/$(course.name)/entities.ent"> %myent; ]> <xsl:stylesheet xmlns:xsl="http://www.w3.org/1999/XSL/Transform" version="1.0"> <!-- the docbook template used --> <xsl:import href="http://docbook.org/ns/docbook/xhtml/chunk.xsl"/> <!-- processor parameters --> <xsl:param name="html.stylesheet">default.css</xsl:param> <xsl:param name="use.id.as.filename">1</xsl:param> <xsl:param name="chunker.output.encoding">UTF-8</xsl:param> <xsl:param name="chunker.output.indent">yes</xsl:param> <xsl:param name="navig.graphics">1</xsl:param> <xsl:param name="generate.revhistory.link">1</xsl:param> <xsl:param name="admon.graphics">1</xsl:param> <!-- here more stuff --> </xsl:stylesheet> Ideas?

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  • displaying database content in wxHaskell

    - by snorlaks
    Hello, Im using tutorials from wxHaskell and want to display content of table movies in the grid. HEre is my code : {-------------------------------------------------------------------------------- Test Grid. --------------------------------------------------------------------------------} module Main where import Graphics.UI.WX import Graphics.UI.WXCore hiding (Event) import Database.HDBC.Sqlite3 (connectSqlite3) import Database.HDBC main = start gui gui :: IO () gui = do f <- frame [text := "Grid test", visible := False] -- grids g <- gridCtrl f [] gridSetGridLineColour g (colorSystem Color3DFace) gridSetCellHighlightColour g black appendColumns g (movies) -- Here is error: -- Couldn't match expected type [String]' -- against inferred typeIO [[String]]' --appendRows g (map show [1..length (tail movies)]) --mapM_ (setRow g) (zip [0..] (tail movies)) gridAutoSize g -- layout set f [layout := column 5 [fill (dynamic (widget g))] ] focusOn g set f [visible := True] -- reduce flicker at startup. return () where movies = do conn <- connectSqlite3 "Spop.db" r <- quickQuery' conn "SELECT id, title, year, description from Movie where id = 1" [] let myResult = map convRow r return myResult setRow g (row,values) = mapM_ ((col,value) - gridSetCellValue g row col value) (zip [0..] values) {-------------------------------------------------------------------------------- Library?f --------------------------------------------------------------------------------} gridCtrl :: Window a - [Prop (Grid ())] - IO (Grid ()) gridCtrl parent props = feed2 props 0 $ initialWindow $ \id rect - \props flags - do g <- gridCreate parent id rect flags gridCreateGrid g 0 0 0 set g props return g appendColumns :: Grid a - [String] - IO () appendColumns g [] = return () appendColumns g labels = do n <- gridGetNumberCols g gridAppendCols g (length labels) True mapM_ ((i,label) - gridSetColLabelValue g i label) (zip [n..] labels) appendRows :: Grid a - [String] - IO () appendRows g [] = return () appendRows g labels = do n <- gridGetNumberRows g gridAppendRows g (length labels) True mapM_ ((i,label) - gridSetRowLabelValue g i label) (zip [n..] labels) convRow :: [SqlValue] - [String] convRow [sqlId, sqlTitle, sqlYear, sqlDescription] = [intid, title, year, description] where intid = (fromSql sqlId)::String title = (fromSql sqlTitle)::String year = (fromSql sqlYear)::String description = (fromSql sqlDescription)::String What should I do to get rif of error in code above (24th line)

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  • Using custom coordinates with QGraphicsScene

    - by Rob
    I am experimenting with a WYSIWYG editor that allows a user to draw shapes on a page and the Qt graphics scene support seems perfect for this. However, instead of working in pixels I want all my QGraphicsItem objects to work in tenths of a millimetre but I don't know how to achieve this. For example: // Create a scene that is the size if an A4 page (2100 = 21cm, 2970 = 29.7cm) QGraphicsScene* scene = new QGraphicsScene(0, 0, 2100, 2970); // Add a rectangle located 1cm across, 1cm down, 5cm wide and 2cm high QGraphicsItem* item = scene->addRect(100, 100, 500, 200); ... QGraphicsView* view = new QGraphicsView(scene); setCentralWidget(view); Now, when I display the scene above I want the shapes to appear at correct size for the screen DPI. Is this simply a case of using QGraphicsView::scale or do I have to do something more complicated? Note that if I was using a custom QWidget instead then I would use QPainter::setWindow and QPainter::setViewport to create a custom mapping mode but I can't see how to do this using the graphics scene support.

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