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  • How to draw multiple rectangles using c#

    - by Nivas
    I have drawn and saved the Rectangle on the image i loaded in the picture box. How i like to draw multiple rectangles for that i tried array in the rectangle but it gives error ("Object reference not set to an instance of an object." (Null reference Exception was unhandled). private void pictureBox1_MouseDown(object sender, MouseEventArgs e) { if (mybitmap == null) { mybitmap = new Bitmap(sz.Width, sz.Height); } rect[count] = new Rectangle(e.X, e.Y, 0, 0); this.Invalidate(); } private void pictureBox1_MouseMove(object sender, MouseEventArgs e) { if (stayToolStripMenuItem.Checked == true) { switch (e.Button) { case MouseButtons.Left: { rect[count] = new Rectangle(rect[count].Left, rect[count].Top, e.X - rect[count].Left, e.Y - rect[count].Top); pictureBox1.Invalidate(); count++: break; } } } } private void pictureBox1_Paint(object sender, PaintEventArgs e) { if (stayToolStripMenuItem.Checked == true) { button1.Visible = true; button2.Visible = true; if (mybitmap == null) { return; } using (g = Graphics.FromImage(mybitmap)) { using (Pen pen = new Pen(Color.Red, 2)) { //g.Clear(Color.Transparent); e.Graphics.DrawRectangle(pen, rect); label1.Top = rect[count].Top; label1[count].Left = rect[count].Left; label1.Width = rect[count].Width; label1.Height = rect[count].Height; if (label1.TextAlign == ContentAlignment.TopLeft) { e.Graphics.DrawString(label1.Text, label1.Font, new SolidBrush(label1.ForeColor), rect); g.DrawString(label1.Text, label1.Font, new SolidBrush(label1.ForeColor), rect); g.DrawRectangle(pen, rect[count]); } } } } } How can i do this.....

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  • Duplicating custom nodes in JavaFX

    - by Elazar Leibovich
    As far as I understand, duplicating nodes in JavaFX should be done with the Duplicator.duplicate function. It works fine when duplicating nodes whose types are included in JavaFX library, for example def dup = Duplicator.duplicate(Rectangle{x:30 y:30 width:100 height:100}); dup.translateX = 10; insert dup into content; would insert a black rectangle to the scene. However if I define a new class in the following way: class MyRect extends Rectangle {} Or class MyRect extends CustomNode { override function create() {Rectangle{x:30 y:30 width:10 height:10}} } It gives me the following runtime error Type 'javafxapplication1.NumberGrid$MyRect' not found. Where of course javafxapplication1.NumberGrid are the package and file the MyRect class is in. This guy at Sun's forums had the same problem, but I don't see any answer in there. Or maybe I'm doing that the wrong way, and there's a better approach for duplicating custom nodes? update: Trying to duplicate Group worked, but trying to duplicate Stack yields the same error. According to the documentation, it's supposed to support all types supported in FXD including Node, but maybe it supports only some of Node's descendants?

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  • What happens when value types are created?

    - by Bob
    I'm developing a game using XNA and C# and was attempting to avoid calling new struct() type code each frame as I thought it would freak the GC out. "But wait," I said to myself, "struct is a value type. The GC shouldn't get called then, right?" Well, that's why I'm asking here. I only have a very vague idea of what happens to value types. If I create a new struct within a function call, is the struct being created on the stack? Will it simply get pushed and popped and performance not take a hit? Further, would there be some memory limit or performance implications if, say, I need to create many instances in a single call? Take, for instance, this code: spriteBatch.Draw(tex, new Rectangle(x, y, width, height), Color.White); Rectangle in this case is a struct. What happens when that new Rectangle is created? What are the implications of having to repeat that line many times (say, thousands of times)? Is this Rectangle created, a copy sent to the Draw method, and then discarded (meaning no memory getting eaten up the more Draw is called in that manner in the same function)? P.S. I know this may be pre-mature optimization, but I'm mostly curious and wish to have a better understanding of what is happening.

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  • Finding out max available print area

    - by Armagan
    I'm trying to find out max available area on my printer. I've printed a simple rectangle trying out different boundary variables. My question is, why doesn't first two work correctly? They don't print a full rectangle on the paper, only the left and top sides are drawn. Why does only the third one prints a full rectangle? I was under the impression of that all three should be working correctly. What am I missing? Here's my code: this.printDocument1.DefaultPageSettings.Margins = new Margins(0, 0, 0, 0); ... private void PrintPage(object sender, PrintPageEventArgs e) { //Method 1, no right and bottom sides are printed e.Graphics.DrawRectangle(new Pen(Color.Black, 1), e.PageBounds); //Method 2, same as Method 1 e.Graphics.DrawRectangle(new Pen(Color.Black, 1), e.MarginBounds); //Method 3, works correctly e.Graphics.DrawRectangle(new Pen(Color.Black, 1), new Rectangle((int)e.Graphics.VisibleClipBounds.X, (int)e.Graphics.VisibleClipBounds.Y, (int)e.Graphics.VisibleClipBounds.Width, (int)e.Graphics.VisibleClipBounds.Height)); }

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  • JavaFX MouseEvent continues when I remove the object it happened on

    - by Kyle
    It took me a while to realize what was going on with mouse events going through my blocking dialog boxes when I closed them, but I finally figured out why. I still don't know any good way to fix it. I have a custom dialog box (that blocks the mouse) with a close button. When I click the close button, I remove the dialog box from the scene, but JavaFx is still processing the MouseEvent and now it finds that there is nothing blocking the screen behind where the cancel button was, so that component receives a MouseEvent. How do I make the mouseEvent stop processing when I see that they pressed cancel and remove the dialog box? Or, is there a way to make the removing of the dialog box not happen until after it is done processing the MouseEvent? Example Code for the problem: import javafx.stage.Stage; import javafx.scene.Scene; import javafx.scene.shape.Rectangle; import javafx.scene.input.MouseEvent; import javafx.scene.control.Button; var theScene:Scene; var btn:Button; Stage { title: "Application title" scene: theScene= Scene { width: 500 height: 200 content: [ Rectangle{ width: bind theScene.width height: bind theScene.height onMouseClicked: function(e:MouseEvent):Void{ println("Rectangle");} }, Button{ layoutX: 20 layoutY: 50 blocksMouse: true text: "JustPrint" action:function():Void{ println("JustPrint");} }, btn = Button{ layoutX: 20 layoutY: 20 blocksMouse: true text: "Cancel" action:function():Void{ println("Cancel"); delete btn from theScene.content;} }, ] } } When you press "JustPrint" you get: JustPrint When you press "Cancel" you get: Cancel Rectangle

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  • Calculating collision for a moving circle, without overlapping the boundaries

    - by Robert Vella
    Let's say I have circle bouncing around inside a rectangular area. At some point this circle will collide with one of the surfaces of the rectangle and reflect back. The usual way I'd do this would be to let the circle overlap that boundary and then reflect the velocity vector. The fact that the circle actually overlaps the boundary isn't usually a problem, nor really noticeable at low velocity. At high velocity it becomes quite clear that the circle is doing something it shouldn't. What I'd like to do is to programmatically take reflection into account and place the circle at it's proper position before displaying it on the screen. This means that I have to calculate the point where it hits the boundary between it's current position and it's future position -- rather than calculating it's new position and then checking if it has hit the boundary. This is a little bit more complicated than the usual circle/rectangle collision problem. I have a vague idea of how I should do it -- basically create a bounding rectangle between the current position and the new position, which brings up a slew of problems of it's own (Since the rectangle is rotated according to the direction of the circle's velocity). However, I'm thinking that this is a common problem, and that a common solution already exists. Is there a common solution to this kind of problem? Perhaps some basic theories which I should look into?

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  • Objective-C ref count and autorelease

    - by turbovince
    Hey guys, suppose the following code: int main (int argc, const char * argv[]) { //[...] Rectangle* myRect = [[Rectangle alloc] init]; Vector2* newOrigin = [[[Vector2 alloc] init] autorelease]; // ref count 1 [newOrigin setX: 50.0f]; [myRect setOrigin: newOrigin]; // ref count 2 [myRect.origin setXY: 25.0f :100.0f]; // ref count goes to 3... why ? [myRect release]; [pool drain]; return 0; } Rectangle's origin is declared as a (retain) synthesized property. Just wondering 2 things: Why does ref count goes to 3 when using the getter accessor of Rectangle's origin? Am I doing something wrong ? With a ref count of 3, I don't understand how this snippet of code cannot leak. Calling release on myRect will make it go down to 2 since I call release on the origin in dealloc(). But then, when does autorelease take effect? Thanks!

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  • C# image drawing colours are incorrect

    - by Jon Tackabury
    I have a source bitmap that is 1x1 and I am trying to take that image and draw it to a new bitmap. The source bitmap is all red, but for some reason the new bitmap ends up with a gradient (see image). Using the code below, shouldn't the new bitmap be completely red? Where is it getting the white/alpha from? private void DrawImage() { Bitmap bmpSOURCE = new Bitmap(1, 1, PixelFormat.Format32bppArgb); using (Graphics g = Graphics.FromImage(bmpSOURCE)) { g.Clear(Color.Red); } Bitmap bmpTest = new Bitmap(300, 100, PixelFormat.Format32bppArgb); using (Graphics g = Graphics.FromImage(bmpTest)) { g.CompositingMode = CompositingMode.SourceCopy; g.CompositingQuality = CompositingQuality.AssumeLinear; g.InterpolationMode = InterpolationMode.HighQualityBicubic; g.PageUnit = GraphicsUnit.Pixel; g.PixelOffsetMode = PixelOffsetMode.None; g.SmoothingMode = SmoothingMode.None; Rectangle rectDest = new Rectangle(0, 0, bmpTest.Width, bmpTest.Height); Rectangle rectSource = new Rectangle(0, 0, 1, 1); g.DrawImage(bmpSOURCE, rectDest, rectSource, GraphicsUnit.Pixel); } pictureBox1.Image = bmpTest; }

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  • MVVM and Databinding with UniformGrid

    - by JP
    I'm trying to style the back of a WPF chart with some rectangles. I'm using MVVM, and I need the rectangles to be uniformly sized. When defined via Xaml, this works with a fixed "BucketCount" of 4: <VisualBrush> <VisualBrush.Visual> <UniformGrid Height="500" Width="500" Rows="1" Columns="{Binding BucketCount}"> <Rectangle Grid.Row="0" Grid.Column="0" Fill="#22ADD8E6" /> <Rectangle Grid.Row="0" Grid.Column="1" Fill="#22D3D3D3"/> <Rectangle Grid.Row="0" Grid.Column="2" Fill="#22ADD8E6"/> <Rectangle Grid.Row="0" Grid.Column="3" Fill="#22D3D3D3"/> </UniformGrid> </VisualBrush.Visual> <VisualBrush> How can I bind my ObservableCollection of Rectangles? There is no "ItemsSource" property on UniformGrid. Do I need to use an ItemsControl? If so, how can I do this? Thanks in advance.

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  • How to get drag working properly in silverlight when mouse is not pressed ?

    - by Mrt
    Hello, I have the following code xaml <Canvas x:Name="LayoutRoot" > <Rectangle Canvas.Left="40" Canvas.Top="40" Width="20" Height="20" Name="rec" Fill="Red" MouseLeftButtonDown="rec_MouseLeftButtonDown" MouseMove="rec_MouseMove" /> </Canvas> code behind public partial class MainPage : UserControl { public MainPage() { InitializeComponent(); } public Point LastDragPosition { get; set; } private bool isDragging; private void rec_MouseMove(object sender, MouseEventArgs e) { if(!isDragging) { return; } var position = e.GetPosition(rec as UIElement); var newPosition = new Point( Canvas.GetLeft(rec) + position.X - LastDragPosition.X, Canvas.GetTop(rec) + position.Y - LastDragPosition.Y); Canvas.SetLeft(rec, newPosition.X); Canvas.SetTop(rec, newPosition.Y); LastDragPosition = e.GetPosition(rec as UIElement); } private void rec_MouseLeftButtonDown(object sender, MouseButtonEventArgs e) { isDragging = true; LastDragPosition = e.GetPosition(sender as UIElement); rec.CaptureMouse(); } } This issue is the rectangle follows the mouse if the mouse left button is down, but I would like the rectangle to move even when the mouse left button isn't down. It works, but if you move the mouse very slowly. If you move the mouse to quickly the rectangle stops moving (is the mouse capture lost ?) Cheers,

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  • Why isn't our c# graphics code working any more?

    - by Jared
    Here's the situation: We have some generic graphics code that we use for one of our projects. After doing some clean-up of the code, it seems like something isn't working anymore (The graphics output looks completely wrong). I ran a diff against the last version of the code that gave the correct output, and it looks like we changed one of our functions as follows: static public Rectangle FitRectangleOld(Rectangle rect, Size targetSize) { if (rect.Width <= 0 || rect.Height <= 0) { rect.Width = targetSize.Width; rect.Height = targetSize.Height; } else if (targetSize.Width * rect.Height > rect.Width * targetSize.Height) { rect.Width = rect.Width * targetSize.Height / rect.Height; rect.Height = targetSize.Height; } else { rect.Height = rect.Height * targetSize.Width / rect.Width; rect.Width = targetSize.Width; } return rect; } to static public Rectangle FitRectangle(Rectangle rect, Size targetSize) { if (rect.Width <= 0 || rect.Height <= 0) { rect.Width = targetSize.Width; rect.Height = targetSize.Height; } else if (targetSize.Width * rect.Height > rect.Width * targetSize.Height) { rect.Width *= targetSize.Height / rect.Height; rect.Height = targetSize.Height; } else { rect.Height *= targetSize.Width / rect.Width; rect.Width = targetSize.Width; } return rect; } All of our unit tests are all passing, and nothing in the code has changed except for some syntactic shortcuts. But like I said, the output is wrong. We'll probably just revert back to the old code, but I'm curious if anyone has any idea what's going on here. Thanks.

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  • How to draw mutiple rectangles using c#

    - by Nivas
    I have drawn and saved the Rectangle on the image i loaded in the picture box. How i like to draw multiple rectangles for that i tried array in the rectangle but it gives error ("Object reference not set to an instance of an object." (Null reference Exception was unhandled). enter code here private void pictureBox1_MouseDown(object sender, MouseEventArgs e) { if (mybitmap == null) { mybitmap = new Bitmap(sz.Width, sz.Height); } rect = new Rectangle(e.X, e.Y, 0, 0); this.Invalidate(); } private void pictureBox1_MouseMove(object sender, MouseEventArgs e) { if (stayToolStripMenuItem.Checked == true) { switch (e.Button) { case MouseButtons.Left: { rect = new Rectangle(rect.Left, rect.Top, e.X - rect.Left, e.Y - rect.Top); pictureBox1.Invalidate(); break; } } } } private void pictureBox1_Paint(object sender, PaintEventArgs e) { if (stayToolStripMenuItem.Checked == true) { button1.Visible = true; button2.Visible = true; if (mybitmap == null) { return; } using (g = Graphics.FromImage(mybitmap)) { using (Pen pen = new Pen(Color.Red, 2)) { //g.Clear(Color.Transparent); e.Graphics.DrawRectangle(pen, rect); label1.Top = rect.Top; label1.Left = rect.Left; label1.Width = rect.Width; label1.Height = rect.Height; if (label1.TextAlign == ContentAlignment.TopLeft) { e.Graphics.DrawString(label1.Text, label1.Font, new SolidBrush(label1.ForeColor), rect); g.DrawString(label1.Text, label1.Font, new SolidBrush(label1.ForeColor), rect); g.DrawRectangle(pen, rect); } } } } } How can i do this.....

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  • Calculating collission for a moving circle, without overlapping the boundaries

    - by Robert Vella
    Let's say I have circle bouncing around inside a rectangular area. At some point this circle will collide with one of the surfaces of the rectangle and reflect back. The usual way I'd do this would be to let the circle overlap that boundary and then reflect the velocity vector. The fact that the circle actually overlaps the boundary isn't usually a problem, nor really noticeable at low velocity. At high velocity it becomes quite clear that the circle is doing something it shouldn't. What I'd like to do is to programmitically take reflection into account and place the circle at it's proper position before displaying it on the screen. This means that I have to calculate the point where it hits the boundary between it's current position and it's future position -- rather than calculating it's new position and then checking if it has hit the boundary. This is a little bit more complicated than the usual circle/rectangle collission problem. I have a vague idea of how I should do it -- basically create a bounding rectangle between the current position and the new position, which brings up a slew of problems of it's own (Since the rectangle is rotated according to the direction of the circle's velocity). However, I'm thinking that this is a common problem, and that a common solution already exists. Is there a common solution to this kind of problem? Perhaps some basic theories which I should look into?

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  • Using Color.rgb() doesnt work for full 0...255 range

    - by superflyninja
    I'm writing an android game using opengl. I'm using: colour = Color.rgb(theR,theG,theB); (all ints) to store the color of a rectangle. Then I parse out the RGB to render the rectangle: colorR = Color.red(color); colorG = Color.green(color); colorB = Color.blue(color); For example for color 53,130,255 this should result in a blue but on my app it results in a white. If i use 1,1,1 i get white. If i use 0,0,0 i get black. If i use 0,1,0 I get green etc. So it looks like any value over one is treated as 1 and so i am not getting the full 0...255 range. I tried using Color.argb and color = Color.parseColor(theColor) where the Color is a string. I'm using this in an opengles app. I have a class to display a rectangle of color. This definitely works fine as the correct size rectangle is rendered, just not a color using values above 1. I also use textures and everything displays fine. any ideas? thanks a million

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  • correct method "get next value"

    - by kapec
    Hello!! i need your help! this is my code, it not so good as i wander - it is not working. i have not idea anymore. </code>// need to get next parameter static double getParametr(){ Scanner scanner = new Scanner(System.in); param = scanner.nextDouble(); return param; } .......... ................ if (i==1){ System.out.println("vvedite storoni pryamougolnika: "); Shape parA = new Rectangle(); parA.a = Shape.getParametr(); --- this is ok double aa = parA.a; Shape parB = new Rectangle(); parB.b = Shape.getParametr(); ------ this is no work!!! double bb = parB.b; Rectangle rec = new Rectangle(aa, bb); arrayFigur[i] = rec.area(); } how fix mistake?

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  • Collide with rotation of the object

    - by Lahiru
    I'm developing a mirror for lazer beam(Ball sprite). There I'm trying to redirect the laze beam according to the ration degree of the mirror(Rectangle). How can I collide the ball to the correct angle if the colliding object is with some angle(45 deg) rather than colliding back. here is an screen shot of my work here is my code using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace collision { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; Texture2D ballTexture; Rectangle ballBounds; Vector2 ballPosition; Vector2 ballVelocity; float ballSpeed = 30f; Texture2D blockTexture; Rectangle blockBounds; Vector2 blockPosition; private Vector2 origin; KeyboardState keyboardState; //Font SpriteFont Font1; Vector2 FontPos; private String displayText; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here ballPosition = new Vector2(this.GraphicsDevice.Viewport.Width / 2, this.GraphicsDevice.Viewport.Height * 0.25f); blockPosition = new Vector2(this.GraphicsDevice.Viewport.Width / 2, this.GraphicsDevice.Viewport.Height /2); ballVelocity = new Vector2(0, 1); base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); ballTexture = Content.Load<Texture2D>("ball"); blockTexture = Content.Load<Texture2D>("mirror"); //create rectangles based off the size of the textures ballBounds = new Rectangle((int)(ballPosition.X - ballTexture.Width / 2), (int)(ballPosition.Y - ballTexture.Height / 2), ballTexture.Width, ballTexture.Height); blockBounds = new Rectangle((int)(blockPosition.X - blockTexture.Width / 2), (int)(blockPosition.Y - blockTexture.Height / 2), blockTexture.Width, blockTexture.Height); origin.X = blockTexture.Width / 2; origin.Y = blockTexture.Height / 2; // TODO: use this.Content to load your game content here Font1 = Content.Load<SpriteFont>("SpriteFont1"); FontPos = new Vector2(graphics.GraphicsDevice.Viewport.Width - 100, 20); } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> /// private float RotationAngle; float circle = MathHelper.Pi * 2; float angle; protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // TODO: Add your update logic here //check for collision between the ball and the block, or if the ball is outside the bounds of the screen if (ballBounds.Intersects(blockBounds) || !GraphicsDevice.Viewport.Bounds.Contains(ballBounds)) { //we have a simple collision! //if it has hit, swap the direction of the ball, and update it's position ballVelocity = -ballVelocity; ballPosition += ballVelocity * ballSpeed; } else { //move the ball a bit ballPosition += ballVelocity * ballSpeed; } //update bounding boxes ballBounds.X = (int)ballPosition.X; ballBounds.Y = (int)ballPosition.Y; blockBounds.X = (int)blockPosition.X; blockBounds.Y = (int)blockPosition.Y; keyboardState = Keyboard.GetState(); float val = 1.568017f/90; if (keyboardState.IsKeyDown(Keys.Space)) RotationAngle = RotationAngle + (float)Math.PI; if (keyboardState.IsKeyDown(Keys.Left)) RotationAngle = RotationAngle - val; angle = (float)Math.PI / 4.0f; // 90 degrees RotationAngle = angle; // RotationAngle = RotationAngle % circle; displayText = RotationAngle.ToString(); base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); // TODO: Add your drawing code here spriteBatch.Begin(); // Find the center of the string Vector2 FontOrigin = Font1.MeasureString(displayText) / 2; spriteBatch.DrawString(Font1, displayText, FontPos, Color.White, 0, FontOrigin, 1.0f, SpriteEffects.None, 0.5f); spriteBatch.Draw(ballTexture, ballPosition, Color.White); spriteBatch.Draw(blockTexture, blockPosition,null, Color.White, RotationAngle,origin, 1.0f, SpriteEffects.None, 0f); spriteBatch.End(); base.Draw(gameTime); } } }

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  • WPF 3.5 WebBrowser control and ZIndex

    - by emsieja
    I'm trying to figure out why the control does not honor ZIndex. Example 1 - which works fine <Canvas> <Rectangle Canvas.ZIndex="1" Height="400" Width="600" Fill="Yellow"/> <Rectangle Canvas.ZIndex="2" Height="100" Width="100" Fill="Red"/> </Canvas> Example 2 - which does not work <Canvas> <WebBrowser Canvas.ZIndex="1" Height="400" Width="600" Source="http://www.stackoverflow.com"/> <Rectangle Canvas.ZIndex="2" Height="100" Width="100" Fill="Red"/> </Canvas> Thanks, -- Ed

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  • Resize Clipping Path on window resize in WPF

    - by blobkat
    Hello, I was wondering how to resize a Clipping path dynamically when resizing the window. Right now I'm taking a rectangle in Expression Blend that resizes with the window. Applying this rectangle to a circle as a clipping path makes the rectangle fixed, and it won't resize anymore. I've seen different ways of making clipping paths in XAML, in the Clip="" property as well as style markup. But I haven't succeeded yet in finding a proper XAML solution. Can anyone point me in the right direction? Thanks!

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  • How do I add additional data to a DataGridRowGroupHeader?

    - by Jeff Yates
    I have a DataGrid that is showing some data via a PagedCollectionView with one group definition. I have created a Style for the corresponding DataGridRowGroupHeader under which I have added a ControlTemplate containing an additional TextBlock and a spacing Rectangle. I would like to bind the widths of these controls to the widths of particular columns, but I am struggling to get this working. I would also like to bind the Text property of the TextBlock to a value. I tried binding the widths via the Width property of a Rectangle in resources but this didn't work (possibly because the Rectangle was never drawn and therefore didn't calculate it's layout). However, I believe both sets of bindings can be performed with some use of one or more ValueConverter implementations, but I was wondering if there was a better way. Can any of this be achieved through the definition of a ControlTemplate?

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  • Finding the shortest path between two points on a grid, using Haskell.

    - by esperantist
    This is a problem that I can easily enough solve in a non-functional manner. But solving it in Haskell is giving me big problems. Me being inexperienced when it comes to functional programming is surely a reason. The problem: I have a 2D field divided into rectangles of equal size. A simple grid. Some rectangles are empty space (and can be passed through) while others are impassable. Given a starting rectangle A and a destination rectangle B, how would I calculate the shortest path between the two? Movement is possible only vertically and horizontally, in steps a single rectangle large. How would I go about accomplishing this in Haskell? Code snippets certainly welcome, but also certainly not neccessary. And links to further resources also very welcome! Thanks!

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  • Attached Property Changed Event?

    - by Michael Menne
    Hello, ist there a way to get a change notification if an attached property changed? A simple example is a Canvas with a Rectangle in it. The position of the Rectange is set by using the DepenendyProperties Canvas.Top and Canvas.Left. I'm using an Adorner to move the Rectangle around by changing the Canvas.Top and Canvas.Left. <Canvas Width="500" Height="500" > <Rectangle Width="40" Height="40" Canvas.Left="10" Canvas.Top="20" /> </Canvas> The next step is to create an Arrow between two Rectangles. In order to keep track of the moving Rectangles the Arrow must get a change notification whenever the position of a Rectanglechanges. This would be easy if I could just get a changed notification when the Attached Property Canvas.Topchanges. Thanks for any help, Michael

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  • QPainter::drawText bounding boxes for each character

    - by satuon
    I'm using QPainter to draw multiline text on QImage. However, I also need to display a colored rectangle around each character's bounding box. So I need to know the bounding box that each character had when being drawn. For example, for painter.drawText(QRect(100, 100, 200, 200), Qt::TextWordWrap, "line\nline2", &r); I would need to get 10 rectangles, taking into account newlines, word-wrap, tabs, etc. For example, the rectangle of the second 'l' would be below the rectangle of the first 'l', instead of being to the right of 'e', because of the newline.

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  • Help in using shape drawable as my background xml

    - by n179911
    I really appreciate if someone can help me with using how to use shape drawable as my background xml for my view. This is what I tried: But I never get the color. Android always gives me black text on white background, regardless what color attribute I put. <?xml version="1.0" encoding="utf-8"?> <shape xmlns:android="http://schemas.android.com/apk/res/android" android:shape="rectangle"> <stroke android:width="1dip" android:color="#FBBB" /> <solid android:color="#6000"/> </shape> I tried , does not work <shape xmlns:android="http://schemas.android.com/apk/res/android" android:shape="rectangle" android:color="#6000> </shape> I tried , does not work <shape xmlns:android="http://schemas.android.com/apk/res/android" android:shape="rectangle" android:background="#6000> </shape> I google this is the limited result I found to try.

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