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  • Draw simple circle in XNA

    - by George Johnston
    I want to draw a 2d, filled, circle. I've looked everywhere and cannot seem to find anything that will even remotely help me draw a circle. I simply want to specify a height and width and location on my canvas. Anyone know how? Thanks!

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  • Android Tile Bitmap

    - by Rich Lawrence
    I'm trying to load a bitmap in Android which I want to tile. I'm currently using the following in my view to display a bitmap: canvas.drawBitmap(bitmap, srcRect, destRect, null) I essentially want to use this bitmap as a background image in my app and would like to repeat the bitmap in both the X and Y directions. I've seen the TileMode.REPEAT constant for the BitmapShader class but am unsure if this is to do with repeating he actual bitmap or to do with applying a filter to the bitmap.

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  • Rotate webpage via code?

    - by Adam Davis
    I'm hoping that there's a relatively simple way to rotate a webpage a little bit, 30 degrees or so, while still leaving it fully functional and usable. I completely control the page, and can modify it to make this easier if needed. I'd rather not re-write the whole thing in SVG, though, but perhaps javascript and canvas will work? Is there a way using CSS, Javascript, or some other cross browser method that would allow me to accomplish this?

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  • What does it mean to "preconcat" a matrix?

    - by Brad Hein
    In reviewing: http://developer.android.com/reference/android/graphics/Canvas.html I'm wondering translate(): "preconcat the current matrix with the specified translation" -- what does this mean? I can't find a good definition of "preconcat" anywhere on the internet! The only place I can find it is in the Android Source - I'm starting to wonder if they made it up? :) I'm familiar with "concat" or concatenate, which is to append to, so what is a pre-concat?

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  • invalidArgumentError: Error #2015: Invalid BitmapData

    - by Arif
    the error is ArgumentError: Error #2015: Invalid BitmapData. at flash.display::BitmapData/get width() recently i write code in flex to upload a image in canvas and modify it. first i convert the image bitmapdata then use it. but problem is after upload some image the above error display. the process can't get the width or height of bitmapdata. How can i solve this?

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  • Java Hardware Acceleration

    - by Freezerburn
    I have been spending some time looking into the hardware acceleration features of Java, and I am still a bit confused as none of the sites that I found online directly and clearly answered some of the questions I have. So here are the questions I have for hardware acceleration in Java: 1) In Eclipse version 3.6.0, with the most recent Java update for Mac OS X (1.6u10 I think), is hardware acceleration enabled by default? I read somewhere that someCanvas.getGraphicsConfiguration().getBufferCapabilities().isPageFlipping() is supposed to give an indication of whether or not hardware acceleration is enabled, and my program reports back true when that is run on my main Canvas instance for drawing to. If my hardware acceleration is not enabled now, or by default, what would I have to do to enable it? 2) I have seen a couple articles here and there about the difference between a BufferedImage and VolatileImage, mainly saying that VolatileImage is the hardware accelerated image and is stored in VRAM for fast copy-from operations. However, I have also found some instances where BufferedImage is said to be hardware accelerated as well. Is BufferedImage hardware accelerated as well in my environment? What would be the advantage of using a VolatileImage if both types are hardware accelerated? My main assumption for the advantage of having a VolatileImage in the case of both having acceleration is that VolatileImage is able to detect when its VRAM has been dumped. But if BufferedImage also support acceleration now, would it not have the same kind of detection built into it as well, just hidden from the user, in case that the memory is dumped? 3) Is there any advantage to using someGraphicsConfiguration.getCompatibleImage/getCompatibleVolatileImage() as opposed to ImageIO.read() In a tutorial I have been reading for some general concepts about setting up the rendering window properly (tutorial) it uses the getCompatibleImage method, which I believe returns a BufferedImage, to get their "hardware accelerated" images for fast drawing, which ties into question 2 about if it is hardware accelerated. 4) This is less hardware acceleration, but it is something I have been curious about: do I need to order which graphics get drawn? I know that when using OpenGL via C/C++ it is best to make sure that the same graphic is drawn in all the locations it needs to be drawn at once to reduce the number of times the current texture needs to be switch. From what I have read, it seems as if Java will take care of this for me and make sure things are drawn in the most optimal fashion, but again, nothing has ever said anything like this clearly. 5) What AWT/Swing classes support hardware acceleration, and which ones should be used? I am currently using a class that extends JFrame to create a window, and adding a Canvas to it from which I create a BufferStrategy. Is this good practice, or is there some other type of way I should be implementing this? Thank you very much for your time, and I hope I provided clear questions and enough information for you to answer my several questions.

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  • Problem making local copy of a webpage

    - by Claudiu
    I want to run this chrome experiment locally. I copied the .html and .js files, along with the two .jpgs that the demo uses. However, when I run it off my local drive, Chrome gives this error: light.js:89 - Uncaught Error: SECURITY_ERR: DOM Exception 18 Line 89 returns the image data from the canvas after drawing the image to it. What's causing this security exception? It seems to not be Chrome-specific, as Firefox gives the same error.

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  • Silverlight Marching Ants Image Selection

    - by Ben Herila
    (Silverlight 3) Is there a pre-existing (preferably free, even better if open source) method (either a control or source code) for dragging a "marching ants" style selection on an image in a ScrollViewer or on a Canvas, similar to how it's done in image editing software? Even better if the resulting selection box has adjustment handles.

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  • How to copy matplotlib figure?

    - by Alex
    I have FigureCanvasWxAgg instance with a figure displayed on a frame. If user clicks on the canvas another frame with a new FigureCanvasWxAgg containing the same figure will be shown. By now closing the new frame can result in destroying the C++ part of the figure so that it won't be available for the first frame. How can I save the figure? Python deepcopy from copy module does't work in this case. Thanks in advance.

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  • How to load photoshop action with JavaScript?

    - by Elena
    Hello! How do I load photoshop's action using its javascript scripting language? Mostly curious in this action steps: Add Noise Distribution: gaussian Percent: 2% With Monochromatic Texturizer Texture Type: Canvas Scaling: 100 Relief: 3 Without Invert Texture Light Direction: Top Left

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  • What are the basics of dealing with user input events in Android?

    - by user279112
    Hello. I thought I had understood this question, but something is quite wrong here. When the user (me, so far) tries to press keys, nothing really happens, and I am having a lot of trouble understanding what it is that I've missed. Consider this before I present some code to help clarify my problem: I am using Android's Lunar Lander example to make my first "real" Android program. In that example, of course, there exist a class LunarView, and class nested therein LunarThread. In my code the equivalents of these classes are Graphics and GraphicsThread, respectively. Also I can make sprite animations in 2D just fine on Android. I have a Player class, and let's say GraphicsThread has a Player member referred to as "player". This class has four coordinates - x1, y1, x2, and y2 - and they define a rectangle in which the sprite is to be drawn. I've worked it out so that I can handle that perfectly. Whenever the doDraw(Canvas canvas) method is invoked, it'll just look at the values of those coordinates and draw the sprite accordingly. Now let's say - and this isn't really what I'm trying to do with the program - I'm trying to make the program where all it does is display the Player sprite at one location of the screen UNTIL the FIRST time the user presses the Dpad's left button. Then the location will be changed to another set position on the screen, and the sprite will be drawn at that position for the rest of the program invariably. Also note that the GraphicsThread member in Graphics is called "thread", and that the SurfaceHolder member in GraphicsThread is called "mSurfaceHolder". So consider this method in class Graphics: @Override public boolean onKeyDown(int keyCode, KeyEvent msg) { return thread.keyDownHandler(keyCode, msg); } Also please consider this method in class GraphicsThread: boolean keyDownHandler(int keyCode, KeyEvent msg) { synchronized (mSurfaceHolder) { if (keyCode == KeyEvent.KEYCODE_DPAD_LEFT) { player.x1 = 100; player.y1 = 100; player.x2 = 120; player.y2 = 150; } } return true; } Now then assuming that player's coordinates start off as (200, 200, 220, 250), why won't he do anything different when I press Dpad: Left? Thanks!

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  • iphone touch offset in uiwebview

    - by How2iphone
    I am currently experimenting with canvas drawing function in a uiwebview.Its a simple app that allows you to finger paint on the Iphone.Can someone point me in the rite direction on a problem I'm having.I need to be able to offset the touch so you can see what your painting instead of your finger being in the way.Its built on Html,javascript and css.Any ideas would be greatly appreciated.

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  • How to generate automatic response from the server in flex

    - by Jeeva
    I'm developing a web based game application using flex. I'm placing images dynamically inside a canvas . Whenever i place an image it should change it state after a period of time. For example after 2 mins it should change it state. The time has to be calculated for each image after i place the image. How shall i handle this.

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  • How to find relation between change in latitudes at centre of map and top/bottom

    - by Imran
    Hi, Im having little trouble finding a relation between the movement at centre and edge of a circle, Im doing for panning world map,my map extent is 180,89:-180,-89, my map pans by adding change(dx,dY) to its extents and not its centre. Now a situation has arrrised where I have to move the map to a specific centre, to calculate the change in longitudes is very easy and simple, but its the change in lattitudes that has caused problem. It seems the change in centreY of map is more than the change at edge of the mapY, or simply if I have to move the map centre from 0long,0lat to 73long,33lat, for dX I simply get 73, but for dY apparently it looks 33 but if i add 33 to top of map that is 89 , it will be 122 which is incorrect since Latitudes are between 90 and -90 . It seems a case a projection of a circle on 2D plane where the edge of circle since is moving backward due to angle expereinces less change and the centre expereinces more change, now is there a relation between these two factors? I tried converting the difference between OriginY and destinationY into radians and then add to Top and Bottom of Map, but it did'nt really work for me. Please note that the map is project on a virtual canvas whose width starts from 256 and increases by 256*2^z , z=0 is default and whole world is visible at that extent of canvas code: public void moveMapTo(double destinationLongitude,double destinationLattitude) // moves map to the new centre { double dXLong=destinationLongitude-centreLongitude; double atanhsinO = atanh(Math.sin(destinationLattitude * Math.PI / 180.00)); double atanhsinD = atanh(Math.sin(centreLatitude * Math.PI / 180.00)); double atanhCentre = (atanhsinD + atanhsinO) / 2; double latitudeSpan =destinationLattitude - centreLatitude; double radianOfCentreLatitude = Math.atan(Math.sinh(atanhCentre)); double dXLat=latitudeSpan / Math.cos(radianOfCentreLatitude); dXLat*=getLattitudeSpan()*(Math.PI/180); <--- HERE IS THE PORBLEM System.out.println("dxLong:"+dXLong+"_dxLat:"+dXLat); mapLeft+=dXLong; mapRight+=dXLong; mapTop+=dXLat; mapBottom+=dXLat; } ////latitude span function private double getLattitudeSpan() { double latitudeSpan = mapTop - mapBottom; latitudeSpan = latitudeSpan / Math.cos(radianOfCentreLatitude); return Math.abs(latitudeSpan); } //ht

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  • Extending the SketchFlow player

    - by Aravind
    I would like to add some controls to the SketchFlow player. For example, I would like to add a combo box with a list of values for a specific variable, and selecting a value will make a specific screen/state show up in the SketchFlow player canvas. Is this possible? I have seen that using the PlayerContext allows access to some controls/events in the Player, but I am not sure how extensible the Player itself is.

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  • Component must be a valid peer (when i remove frame.add(Component);)

    - by boyd
    i have this code here for creating and drawing array of pixels into an image import javax.swing.JFrame; import java.awt.Canvas; import java.awt.Graphics; import java.awt.image.BufferStrategy; import java.awt.image.BufferedImage; import java.awt.image.DataBufferInt; public class test extends Canvas implements Runnable{ private static final long serialVersionUID = 1L; public static int WIDTH = 800; public static int HEIGHT = 600; public boolean running=true; public int[] pixels; public BufferedImage img; public static JFrame frame; private Thread thread; public static void main(String[] arg) { test wind = new test(); frame = new JFrame("WINDOW"); frame.add(wind); frame.setVisible(true); frame.setSize(WIDTH, HEIGHT); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); wind.init(); } public void init(){ thread=new Thread(this); thread.start(); img=new BufferedImage(WIDTH, HEIGHT,BufferedImage.TYPE_INT_RGB); pixels=((DataBufferInt)img.getRaster().getDataBuffer()).getData(); } public void run(){ while(running){ render(); try { thread.sleep(55); } catch (InterruptedException e) { e.printStackTrace(); } } } public void render(){ BufferStrategy bs=this.getBufferStrategy(); if(bs==null){ createBufferStrategy(4); return; } drawRect(0,0,150,150); Graphics g= bs.getDrawGraphics(); g.drawImage(img, 0, 0, WIDTH, HEIGHT, null); g.dispose(); bs.show(); } private void drawRect(int x, int y, int w, int h) { for(int i=x;i<w;i++) for(int j=x;j<h;j++) pixels[i+j*WIDTH]=346346; } } Why i get "Component must be a valid peer" error when i remove the line: frame.add(wind); Why I want to remove it? Because I want to create a frame using a class object(from another file) and use the code Window myWindow= new Window() to do exactly the same thing BTW: who knows Java and understands what i wrote please send me a message with your skype or yahoo messenger id.I want to cooperate with you for a project (graphics engine for games)

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