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  • How do I destruct data associated with an object after the object no longer exists?

    - by Phineas
    I'm creating a class (say, C) that associates data (say, D) with an object (say, O). When O is destructed, O will notify C that it soon will no longer exist :( ... Later, when C feels it is the right time, C will let go of what belonged to O, namely D. If D can be any type of object, what's the best way for C to be able to execute "delete D;"? And what if D is an array of objects? My solution is to have D derive from a base class that C has knowledge of. When the time comes, C calls delete on a pointer to the base class. I've also considered storing void pointers and calling delete, but I found out that's undefined behavior and doesn't call D's destructor. I considered that templates could be a novel solution, but I couldn't work that idea out. Here's what I have so far for C, minus some details: // This class is C in the above description. There may be many instances of C. class Context { public: // D will inherit from this class class Data { public: virtual ~Data() {} }; Context(); ~Context(); // Associates an owner (O) with its data (D) void add(const void* owner, Data* data); // O calls this when he knows its the end (O's destructor). // All instances of C are now aware that O is gone and its time to get rid // of all associated instances of D. static void purge (const void* owner); // This is called periodically in the application. It checks whether // O has called purge, and calls "delete D;" void refresh(); // Side note: sometimes O needs access to D Data *get (const void *owner); private: // Used for mapping owners (O) to data (D) std::map _data; }; // Here's an example of O class Mesh { public: ~Mesh() { Context::purge(this); } void init(Context& c) const { Data* data = new Data; // GL initialization here c.add(this, new Data); } void render(Context& c) const { Data* data = c.get(this); } private: // And here's an example of D struct Data : public Context::Data { ~Data() { glDeleteBuffers(1, &vbo); glDeleteTextures(1, &texture); } GLint vbo; GLint texture; }; }; P.S. If you're familiar with computer graphics and VR, I'm creating a class that separates an object's per-context data (e.g. OpenGL VBO IDs) from its per-application data (e.g. an array of vertices) and frees the per-context data at the appropriate time (when the matching rendering context is current).

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  • Spinning a circle in J2ME using a Canvas.

    - by JohnQPublic
    Hello all! I have a problem where I need to make a multi-colored wheel spin using a Canvas in J2ME. What I need to do is have the user increase the speed of the spin or slow the spin of the wheel. I have it mostly worked out (I think) but can't think of a way for the wheel to spin without causing my cellphone to crash. Here is what I have so far, it's close but not exactly what I need. class MyCanvas extends Canvas{ //wedgeOne/Two/Three define where this particular section of circle begins to be drawn from int wedgeOne; int wedgeTwo; int wedgeThree; int spinSpeed; MyCanvas(){ wedgeOne = 0; wedgeTwo = 120; wedgeThree = 240; spinSpeed = 0; } //Using the paint method to public void paint(Graphics g){ //Redraw the circle with the current wedge series. g.setColor(255,0,0); g.fillArc(getWidth()/2, getHeight()/2, 100, 100, wedgeOne, 120); g.setColor(0,255,0); g.fillArc(getWidth()/2, getHeight()/2, 100, 100, wedgeTwo, 120); g.setColor(0,0,255); g.fillArc(getWidth()/2, getHeight()/2, 100, 100, wedgeThree, 120); } protected void keyPressed(int keyCode){ switch (keyCode){ //When the 6 button is pressed, the wheel spins forward 5 degrees. case KEY_NUM6: wedgeOne += 5; wedgeTwo += 5; wedgeThree += 5; repaint(); break; //When the 4 button is pressed, the wheel spins backwards 5 degrees. case KEY_NUM4: wedgeOne -= 5; wedgeTwo -= 5; wedgeThree -= 5; repaint(); } } I have tried using a redraw() method that adds the spinSpeed to each of the wedge values while(spinSpeed0) and calls the repaint() method after the addition, but it causes a crash and lockup (I assume due to an infinite loop). Does anyone have any tips or ideas how I could automate the spin so you do not have the press the button every time you want it to spin? (P.S - I have been lurking for a while, but this is my first post. If it's too general or asking for too much info (sorry if it is) and I either remove it or fix it. Thank you!)

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  • Create a Color Picker, similar to Photoshop's, using Javascript and HTML Canvas

    - by André Alçada Padez
    I am not at all versed in Computer Graphics and am in need of creating a color picker as a javascript tool to embed in an HTML page. First, and looking at Photoshop's one, i thought of the RGB palette as a three-dimensional matrix. My first attempt envolved: <script type="text/javascript"> var rgCanvas = document.createElement('canvas'); rgCanvas.width = 256; rgCanvas.height = 256; rgCanvas.style.border = '3px solid black'; for (g = 0; g < 256; g++){ for (r = 0; r < 256; r++){ var context = rgCanvas.getContext('2d'); context.beginPath(); context.moveTo(r,g); context.strokeStyle = 'rgb(' + r + ', ' + g + ', 0)'; context.lineTo(r+1,g+1); context.stroke(); context.closePath(); } } var bCanvas = document.createElement('canvas'); bCanvas.width = 20; bCanvas.height = 256; bCanvas.style.border = '3px solid black'; for (b = 0; b < 256; b++){ var context = bCanvas.getContext('2d'); context.beginPath(); context.moveTo(0,b); context.strokeStyle = 'rgb(' + 0 + ', ' + 0 + ', ' + b + ')'; context.lineTo(20, b); context.stroke(); context.closePath(); } document.body.appendChild(rgCanvas); document.body.appendChild(bCanvas); </script> this results in something like My thought is this is too linear, comparing to the ones i see in Photoshop and on the web. I would like to know the logic behind the color mapping in a picker like this: I don't really need the algorythms itself, i'm mainly trying to understand the logic. Thanks

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  • Why did the old 3D games have "jittery" graphics?

    - by dreta
    I've been playing MediEvil lately and it got me wondering, what causes some of the old 3D games have "flowing" graphics when moving? It's present in games like Final Fantasy VII, MediEvil, i remember Dungeon Keeper 2 having the same thing in zoom mode, however f.e. Quake 2 didn't have this "issue" and it's just as old. The resolution doesn't seem to be the problem, everything is rendered perfectly fine when you stand still. So is the game refreshing slowly or it's something to do with buffering?

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  • The Loser In Our Windows vs. Linux Tests: Intel Graphics

    <b>Phoronix:</b> "We are still working on the first part of our Windows 7 vs. Ubuntu 10.04 LTS benchmarks that are set to be published early next week, but so far there is one easy conclusion to draw from the completed tests: Intel's Linux graphics driver is still no match to the Intel Windows driver."

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  • Problems with 5.1 digital out on Ubuntu 12.04

    - by user895319
    I've recently bought a new PC, installed Ubuntu and am now unable to get 5.1 digital sound working. Simple analogue stereo works fine on both the front and rear connectors. On my old box I connected the coax connection from my soundcard to my surround sound amplifier, set Settings-Sound to "Digital Stereo Duplex" and it worked. My old soundcard doesn't fit in my new machine so I'm using the built-in sound hardware. I'm connecting the combination output socket on the back of the PC via the same cable to my surround amp as before. The MB is an MSI Global H61M-P31 with an RealTek ALC887 sound chip. When I go to Settings-Sound I only see "Headphone Built-in Audio" and "Analogue Output Built-in Audio" - no digitial options. The output from aplay -l is: default Playback/recording through the PulseAudio sound server sysdefault:CARD=PCH HDA Intel PCH, ALC887-VD Analog Default Audio Device front:CARD=PCH,DEV=0 HDA Intel PCH, ALC887-VD Analog Front speakers surround40:CARD=PCH,DEV=0 HDA Intel PCH, ALC887-VD Analog 4.0 Surround output to Front and Rear speakers surround41:CARD=PCH,DEV=0 HDA Intel PCH, ALC887-VD Analog 4.1 Surround output to Front, Rear and Subwoofer speakers surround50:CARD=PCH,DEV=0 HDA Intel PCH, ALC887-VD Analog 5.0 Surround output to Front, Center and Rear speakers surround51:CARD=PCH,DEV=0 HDA Intel PCH, ALC887-VD Analog 5.1 Surround output to Front, Center, Rear and Subwoofer speakers surround71:CARD=PCH,DEV=0 HDA Intel PCH, ALC887-VD Analog 7.1 Surround output to Front, Center, Side, Rear and Woofer speakers dmix:CARD=PCH,DEV=0 HDA Intel PCH, ALC887-VD Analog Direct sample mixing device dsnoop:CARD=PCH,DEV=0 HDA Intel PCH, ALC887-VD Analog Direct sample snooping device hw:CARD=PCH,DEV=0 HDA Intel PCH, ALC887-VD Analog Direct hardware device without any conversions plughw:CARD=PCH,DEV=0 HDA Intel PCH, ALC887-VD Analog Hardware device with all software conversions While googling for ALC887 I've seen some references to "ALC887 -VD Analog" and some to "ALC887 -VD Digital". Does anyone know if I need to force it to chance mode somehow? It's worth mentioning that when I set the output to 5.1 digital surround in Windows 7 on the same machine I still don't get any sound so it's not a unique Linux problem. Thanks for any help.

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  • How to create Executable Jar

    - by Siddharth
    When I try to create a jar file i found the following error, so please someone help me to out of this. Exception in thread "LWJGL Application" com.badlogic.gdx.utils.GdxRuntimeException: Couldn't load file: img/black_ring.png at com.badlogic.gdx.graphics.Pixmap.(Pixmap.java:137) at com.badlogic.gdx.graphics.glutils.FileTextureData.prepare(FileTextureData.java:55) at com.badlogic.gdx.graphics.Texture.load(Texture.java:175) at com.badlogic.gdx.graphics.Texture.create(Texture.java:159) at com.badlogic.gdx.graphics.Texture.(Texture.java:133) at com.badlogic.gdx.graphics.Texture.(Texture.java:122) at com.badlogic.runningball.UserBall.(UserBall.java:19) at com.badlogic.runningball.GameScreen.(GameScreen.java:25) at com.badlogic.runningball.RunningBall.create(RunningBall.java:12) at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:126) at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:113) Caused by: com.badlogic.gdx.utils.GdxRuntimeException: File not found: img/black_ring.png (Internal) at com.badlogic.gdx.files.FileHandle.read(FileHandle.java:108) at com.badlogic.gdx.files.FileHandle.length(FileHandle.java:364) at com.badlogic.gdx.files.FileHandle.readBytes(FileHandle.java:156) at com.badlogic.gdx.graphics.Pixmap.(Pixmap.java:134) ... 10 more

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  • Impact of the L3 cache on performance - worth a dual-processor system?

    - by Dan Nissenbaum
    I will be purchasing a new high-end system, and I would like to have a better sense of whether a dual-processor Xeon system (I am looking at the new, high-end Xeon E5-2687W) might, realistically, provide a noticeable performance improvement due to the doubling of the L3 cache (20 MB per CPU). (This is in addition to the occasional added advantage due to the doubling of cores and RAM.) My usage scenario is, roughly, that I have many background applications running at any time - 3 or 4 data compression/backup applications, a low-impact web server, one or two virtual machines at any given time (usually fairly idle), and perhaps 20 utility programs that utilize a noticeable (but small) portion of the CPU cores. In total, when I am not actively using the computer, about 25% of the total CPU power is utilized in my current i7-970 6-core (12 thread) system. When I am doing routine work, the CPU utilization often exceeds 50%, and occasionally hits 75%-80%. The Xeon E5-2687W is not only a second-generation i7 (so should improve performance for that reason), but also has 8 cores (16 threads), rather than 6 cores. For this reason, I expect to run into the 75% CPU range even less frequently. Nonetheless, the ability to double the cores and the RAM is a consideration. However, in the end, I believe this decision comes down to whether the doubling of the L3 cache will provide a noticeable improvement. There are many benchmarks, and a lot of discussion, regarding CPU power. However, I find very little discussion of L3 cache utilization, and how increases in the L3 cache (such as doubling it with dual processors) affect performance. For example: If there are only two processes running, but each benefits from a large L3 cache (such as might be the case for background processes that frequently scan the file system), perhaps the overall system performance might noticeably improve with dual CPU's - even if only a single core is active on each CPU - due to each process having double the effective L3 cache. I am hoping that someone has a sense of the benefits of increasing (or doubling) the L3 cache size. Note: the CPU I am considering (the Xeon E5-2687W) has 20 MB L3 cache, so a system with dual CPU's would have 40 MB L3 cache.

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  • Multiple Audio Issues

    - by Lerp
    I am having issues with my audio on Ubuntu 12.04, I will try and give as much detail as possible so sorry if there's too much detail. The Problem Audio plays from both speakers and headphone regardless of what connector I choose and regardless of the profile I use. The microphone is constantly being played through headphones & speakers. The headphone audio is extremely quiet but plays from both ears when I select "Headphones" for the connector in Sound Settings. The headphone audio only plays from one ear and is quiet (but not as quiet as above) when I select "Analogue Output" for the connector in Sound Settings. I can only select "Headphones" as the connector in Sound Settings if I set the profile to either "Analogue Stereo Output/Duplex", all others only allow me to choose "Analogue Output" for the connector. Despite the headphone sound issues, the speaker sound is fine apart from the fact that I am not able to select which output is used, they just both play. My headphone and microphone are plugged into the front and my speakers are plugged into the back. What I have tried I have put everything in alsamixer to 100 apart from "Front Mic Boost" which I have set to 0. Command Output aplay -l **** List of PLAYBACK Hardware Devices **** card 0: Intel [HDA Intel], device 0: AD198x Analog [AD198x Analog] Subdevices: 0/1 Subdevice #0: subdevice #0 card 0: Intel [HDA Intel], device 1: AD198x Digital [AD198x Digital] Subdevices: 1/1 Subdevice #0: subdevice #0 card 0: Intel [HDA Intel], device 2: AD198x Headphone [AD198x Headphone] Subdevices: 1/1 Subdevice #0: subdevice #0 arecord -l **** List of CAPTURE Hardware Devices **** card 0: Intel [HDA Intel], device 0: AD198x Analog [AD198x Analog] Subdevices: 2/3 Subdevice #0: subdevice #0 Subdevice #1: subdevice #1 Subdevice #2: subdevice #2 cat /proc/asound/cards 0 [Intel ]: HDA-Intel - HDA Intel HDA Intel at 0xf7ff8000 irq 70 cat /proc/asound/modules 0 snd_hda_intel cat /proc/asound/card*/codec* | grep "Codec" Codec: Analog Devices AD1989B cat /etc/modprobe.d/alsa-base.conf # autoloader aliases install sound-slot-0 /sbin/modprobe snd-card-0 install sound-slot-1 /sbin/modprobe snd-card-1 install sound-slot-2 /sbin/modprobe snd-card-2 install sound-slot-3 /sbin/modprobe snd-card-3 install sound-slot-4 /sbin/modprobe snd-card-4 install sound-slot-5 /sbin/modprobe snd-card-5 install sound-slot-6 /sbin/modprobe snd-card-6 install sound-slot-7 /sbin/modprobe snd-card-7 # Cause optional modules to be loaded above generic modules install snd /sbin/modprobe --ignore-install snd $CMDLINE_OPTS && { /sbin/modprobe --quiet --use-blacklist snd-ioctl32 ; /sbin/modprobe --quiet --use-blacklist snd-seq ; } # # Workaround at bug #499695 (reverted in Ubuntu see LP #319505) install snd-pcm /sbin/modprobe --ignore-install snd-pcm $CMDLINE_OPTS && { /sbin/modprobe --quiet --use-blacklist snd-pcm-oss ; : ; } install snd-mixer /sbin/modprobe --ignore-install snd-mixer $CMDLINE_OPTS && { /sbin/modprobe --quiet --use-blacklist snd-mixer-oss ; : ; } install snd-seq /sbin/modprobe --ignore-install snd-seq $CMDLINE_OPTS && { /sbin/modprobe --quiet --use-blacklist snd-seq-midi ; /sbin/modprobe --quiet --use-blacklist snd-seq-oss ; : ; } # install snd-rawmidi /sbin/modprobe --ignore-install snd-rawmidi $CMDLINE_OPTS && { /sbin/modprobe --quiet --use-blacklist snd-seq-midi ; : ; } # Cause optional modules to be loaded above sound card driver modules install snd-emu10k1 /sbin/modprobe --ignore-install snd-emu10k1 $CMDLINE_OPTS && { /sbin/modprobe --quiet --use-blacklist snd-emu10k1-synth ; } install snd-via82xx /sbin/modprobe --ignore-install snd-via82xx $CMDLINE_OPTS && { /sbin/modprobe --quiet --use-blacklist snd-seq ; } # Load saa7134-alsa instead of saa7134 (which gets dragged in by it anyway) install saa7134 /sbin/modprobe --ignore-install saa7134 $CMDLINE_OPTS && { /sbin/modprobe --quiet --use-blacklist saa7134-alsa ; : ; } # Prevent abnormal drivers from grabbing index 0 options bt87x index=-2 options cx88_alsa index=-2 options saa7134-alsa index=-2 options snd-atiixp-modem index=-2 options snd-intel8x0m index=-2 options snd-via82xx-modem index=-2 options snd-usb-audio index=-2 options snd-usb-caiaq index=-2 options snd-usb-ua101 index=-2 options snd-usb-us122l index=-2 options snd-usb-usx2y index=-2 # Ubuntu #62691, enable MPU for snd-cmipci options snd-cmipci mpu_port=0x330 fm_port=0x388 # Keep snd-pcsp from being loaded as first soundcard options snd-pcsp index=-2 # Keep snd-usb-audio from beeing loaded as first soundcard options snd-usb-audio index=-2 Hopefully I have provided enough information, I will happily provide anymore information needed. Thank you. Update Reinstalling alsa-base and pulseaudio fixed the headphone issues I was having.

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  • Image/"most resembling pixel" search optimization?

    - by SigTerm
    The situation: Let's say I have an image A, say, 512x512 pixels, and image B, 5x5 or 7x7 pixels. Both images are 24bit rgb, and B have 1bit alpha mask (so each pixel is either completely transparent or completely solid). I need to find within image A a pixel which (with its' neighbors) most closely resembles image B, OR the pixel that probably most closely resembles image B. Resemblance is calculated as "distance" which is sum of "distances" between non-transparent B's pixels and A's pixels divided by number of non-transparent B's pixels. Here is a sample SDL code for explanation: struct Pixel{ unsigned char b, g, r, a; }; void fillPixel(int x, int y, SDL_Surface* dst, SDL_Surface* src, int dstMaskX, int dstMaskY){ Pixel& dstPix = *((Pixel*)((char*)(dst->pixels) + sizeof(Pixel)*x + dst->pitch*y)); int xMin = x + texWidth - searchWidth; int xMax = xMin + searchWidth*2; int yMin = y + texHeight - searchHeight; int yMax = yMin + searchHeight*2; int numFilled = 0; for (int curY = yMin; curY < yMax; curY++) for (int curX = xMin; curX < xMax; curX++){ Pixel& cur = *((Pixel*)((char*)(dst->pixels) + sizeof(Pixel)*(curX & texMaskX) + dst->pitch*(curY & texMaskY))); if (cur.a != 0) numFilled++; } if (numFilled == 0){ int srcX = rand() % src->w; int srcY = rand() % src->h; dstPix = *((Pixel*)((char*)(src->pixels) + sizeof(Pixel)*srcX + src->pitch*srcY)); dstPix.a = 0xFF; return; } int storedSrcX = rand() % src->w; int storedSrcY = rand() % src->h; float lastDifference = 3.40282347e+37F; //unsigned char mask = for (int srcY = searchHeight; srcY < (src->h - searchHeight); srcY++) for (int srcX = searchWidth; srcX < (src->w - searchWidth); srcX++){ float curDifference = 0; int numPixels = 0; for (int tmpY = -searchHeight; tmpY < searchHeight; tmpY++) for(int tmpX = -searchWidth; tmpX < searchWidth; tmpX++){ Pixel& tmpSrc = *((Pixel*)((char*)(src->pixels) + sizeof(Pixel)*(srcX+tmpX) + src->pitch*(srcY+tmpY))); Pixel& tmpDst = *((Pixel*)((char*)(dst->pixels) + sizeof(Pixel)*((x + dst->w + tmpX) & dstMaskX) + dst->pitch*((y + dst->h + tmpY) & dstMaskY))); if (tmpDst.a){ numPixels++; int dr = tmpSrc.r - tmpDst.r; int dg = tmpSrc.g - tmpDst.g; int db = tmpSrc.g - tmpDst.g; curDifference += dr*dr + dg*dg + db*db; } } if (numPixels) curDifference /= (float)numPixels; if (curDifference < lastDifference){ lastDifference = curDifference; storedSrcX = srcX; storedSrcY = srcY; } } dstPix = *((Pixel*)((char*)(src->pixels) + sizeof(Pixel)*storedSrcX + src->pitch*storedSrcY)); dstPix.a = 0xFF; } This thing is supposed to be used for texture generation. Now, the question: The easiest way to do this is brute force search (which is used in example routine). But it is slow - even using GPU acceleration and dual core cpu won't make it much faster. It looks like I can't use modified binary search because of B's mask. So, how can I find desired pixel faster? Additional Info: It is allowed to use 2 cores, GPU acceleration, CUDA, and 1.5..2 gigabytes of RAM for the task. I would prefer to avoid some kind of lengthy preprocessing phase that will take 30 minutes to finish. Ideas?

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  • Window's content disappears when minimized

    - by Carmen Cojocaru
    I have a simple class that draws a line when mouse dragging or a dot when mouse pressing(releasing). When I minimize the application and then restore it, the content of the window disappears except the last dot (pixel). I understand that the method super.paint(g) repaints the background every time the window changes, but the result seems to be the same whether I use it or not. The difference between the two of them is that when I don't use it there's more than a pixel painted on the window, but not all my painting. How can I fix this? Here is the class. package painting; import java.awt.*; import java.awt.event.MouseAdapter; import java.awt.event.MouseEvent; import java.awt.event.MouseMotionAdapter; import javax.swing.JFrame; import javax.swing.JPanel; class CustomCanvas extends Canvas{ Point oldLocation= new Point(10, 10); Point location= new Point(10, 10); Dimension dimension = new Dimension(2, 2); CustomCanvas(Dimension dimension){ this.dimension = dimension; this.init(); addListeners(); } private void init(){ oldLocation= new Point(0, 0); location= new Point(0, 0); } public void paintLine(){ if ((location.x!=oldLocation.x) || (location.y!=oldLocation.y)) { repaint(location.x,location.y,1,1); } } private void addListeners(){ addMouseListener(new MouseAdapter(){ @Override public void mousePressed(MouseEvent me){ oldLocation = location; location = new Point(me.getX(), me.getY()); paintLine(); } @Override public void mouseReleased(MouseEvent me){ oldLocation = location; location = new Point(me.getX(), me.getY()); paintLine(); } }); addMouseMotionListener(new MouseMotionAdapter() { @Override public void mouseDragged(MouseEvent me){ oldLocation = location; location = new Point(me.getX(), me.getY()); paintLine(); } }); } @Override public void paint(Graphics g){ super.paint(g); g.setColor(Color.red); g.drawLine(location.x, location.y, oldLocation.x, oldLocation.y); } @Override public Dimension getMinimumSize() { return dimension; } @Override public Dimension getPreferredSize() { return dimension; } } class CustomFrame extends JPanel { JPanel displayPanel = new JPanel(new BorderLayout()); CustomCanvas canvas = new CustomCanvas(new Dimension(200, 200)); public CustomFrame(String titlu) { canvas.setBackground(Color.white); displayPanel.add(canvas, BorderLayout.CENTER); this.add(displayPanel); } } public class CustomCanvasFrame { public static void main(String args[]) { CustomFrame panel = new CustomFrame("Test Paint"); JFrame f = new JFrame(); f.add(panel); f.pack(); SwingConsole.run(f, 700, 700); } }

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  • Using my custom colormap in Java for images

    - by John
    Hi everyone! I've got a question concering a colormapping via index. I tried this code found on http://www.podgoretsky.pri.ee/ftp/Docs/Java/Tricks%20of%20the%20Java%20Programming%20Gurus/ch12.htm // Gradient.java // Imports import java.applet.Applet; import java.awt.; import java.awt.image.; public class Gradient extends Applet { final int colors = 32; final int width = 200; final int height = 200; Image img; public void init() { // Create the color map byte[] rbmap = new byte[colors]; byte[] gmap = new byte[colors]; for (int i = 0; i < colors; i++) gmap[i] = (byte)((i * 255) / (colors - 1)); // Create the color model int bits = (int)Math.ceil(Math.log(colors) / Math.log(2)); IndexColorModel model = new IndexColorModel(bits, colors, rbmap, gmap, rbmap); // Create the pixels int pixels[] = new int[width * height]; int index = 0; for (int y = 0; y < height; y++) for (int x = 0; x < width; x++) pixels[index++] = (x * colors) / width; // Create the image img = createImage(new MemoryImageSource(width, height, model, pixels, 0, width)); } public void paint(Graphics g) { g.drawImage(img, 0, 0, this); } } It worked great but I tried to load a custom image jpeg mapped on my own colormap but it didnt work right. I saw only a bunch of green and blue pixels drawn on a white background. My custom color map method here: public void inintByteArrays() { double[][] c = // basic color map { { 0.0000, 0.0000, 0.5625 }, { 0.0000, 0.0000, 0.6250 }, { 0.0000, 0.0000, 0.6875 }, { 0.0000, 0.0000, 0.6875 }, { 0.0000, 0.0000, 0.7500 }, { 0.0000, 0.0000, 0.8125 }, { 0.0000, 0.0000, 0.8750 }, { 0.0000, 0.0000, 0.9375 }, { 0.0000, 0.0000, 1.0000 }, { 0.0000, 0.0625, 1.0000 }, { 0.0000, 0.1250, 1.0000 }, { 0.0000, 0.1875, 1.0000 }, { 0.0000, 0.2500, 1.0000 }, { 0.0000, 0.3125, 1.0000 }, { 0.0000, 0.3750, 1.0000 }, { 0.0000, 0.4375, 1.0000 }, { 0.0000, 0.5000, 1.0000 }, { 0.0000, 0.5625, 1.0000 }, { 0.0000, 0.6250, 1.0000 }, { 0.0000, 0.6875, 1.0000 }, { 0.0000, 0.7500, 1.0000 }, { 0.0000, 0.8125, 1.0000 }, { 0.0000, 0.8750, 1.0000 }, { 0.0000, 0.9375, 1.0000 }, { 0.0000, 1.0000, 1.0000 }, { 0.0625, 1.0000, 0.9375 }, { 0.1250, 1.0000, 0.8750 }, { 0.1875, 1.0000, 0.8125 }, { 0.2500, 1.0000, 0.7500 }, { 0.3125, 1.0000, 0.6875 }, { 0.3750, 1.0000, 0.6250 }, { 0.4375, 1.0000, 0.5625 }, { 0.5000, 1.0000, 0.5000 }, { 0.5625, 1.0000, 0.4375 }, { 0.6250, 1.0000, 0.3750 }, { 0.6875, 1.0000, 0.3125 }, { 0.7500, 1.0000, 0.2500 }, { 0.8125, 1.0000, 0.1875 }, { 0.8750, 1.0000, 0.1250 }, { 0.9375, 1.0000, 0.0625 }, { 1.0000, 1.0000, 0.0000 }, { 1.0000, 0.9375, 0.0000 }, { 1.0000, 0.8750, 0.0000 }, { 1.0000, 0.8125, 0.0000 }, { 1.0000, 0.7500, 0.0000 }, { 1.0000, 0.6875, 0.0000 }, { 1.0000, 0.6250, 0.0000 }, { 1.0000, 0.5625, 0.0000 }, { 1.0000, 0.5000, 0.0000 }, { 1.0000, 0.4375, 0.0000 }, { 1.0000, 0.3750, 0.0000 }, { 1.0000, 0.3125, 0.0000 }, { 1.0000, 0.2500, 0.0000 }, { 1.0000, 0.1875, 0.0000 }, { 1.0000, 0.1250, 0.0000 }, { 1.0000, 0.0625, 0.0000 }, { 1.0000, 0.0000, 0.0000 }, { 0.9375, 0.0000, 0.0000 }, { 0.8750, 0.0000, 0.0000 }, { 0.8125, 0.0000, 0.0000 }, { 0.7500, 0.0000, 0.0000 }, { 0.6875, 0.0000, 0.0000 }, { 0.6250, 0.0000, 0.0000 }, { 0.5625, 0.0000, 0.0000 }, { 0.5000, 0.0000, 0.0000 } }; for (int i = 0; i < c.length; i++) { for (int j = 0; j < c[i].length; j++) { if (j == 0) r[i] = (byte) ((byte) c[i][j]*255); if (j == 1) g[i] = (byte) ((byte) c[i][j]*255); if (j == 2) b[i] = (byte) ((byte) c[i][j]*255); } } My question is how I can use my colormap for any image I want to load and map in the right way. Thank you very much! Greetings, protein1.

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  • Can my computer run Ubuntu? [duplicate]

    - by Harry B
    This question already has an answer here: How do I find out which version and derivative of Ubuntu is right for my hardware in terms of minimal system requirements? 2 answers Just want to check if my computer can run Ubuntu. It is an old IBM ThinkPad, so here are the basic stats I could find: IBM 28832ZU Processor Intel(R) Celeron(R) M processor 1300MHz Processor Speed 1.27 GHz Memory (RAM) 2048 MB Operating System Microsoft Windows XP Professional Operating System Version 5.1.2600 Intel Extreme Graphics 2M And here is some info pulled from the graphics panel NTEL(R) EXTREME GRAPHICS 2 FOR MOBILE REPORT Report Date: 06/28/2013 Report Time[hr:mm:ss]: 17:53:20 Driver Version: 6.14.10.3943 Operating System: Windows NT* 5.1.2600 Service Pack 2 Default Language: English DirectX* Version: 9.0 Physical Memory: 2038 MB Min. Graphics Memory: 8 MB Max. Graphics Memory: 64 MB Graphics Memory in use: 7 MB Processor: x86 family 6 Model 9 Stepping 5 Processor Speed: 1296 MHZ Device Revision: 2 Output Devices Connected to Graphics Accelerator * Active Notebook Displays:1

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  • How can a single threaded application like Excel 2003 take more than 50% of a hyper-threaded or dual

    - by Lunatik
    I'm waiting for Excel to finish a recalculation and I notice that the CPU usage as reported by Task Manager occasionally spikes to 51% or 52% on a Pentium 4 with hyper-threading. How is a single-threaded application like Excel 2003 doing this? Is it just a rounding/estimation error on the part of Task Manager? Or is it something to do with HT allocation i.e. I wouldn't see this happening on a genuine dual-core or dual-CPU machine?

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  • Is there an application that can automatically set Graphics Properties when docking?

    - by Ken Liu
    I have a dual display setup with my laptop (Dell, with integrated graphics, WinXP). The problem is that whenever I hook up the laptop to the monitor I have to go to Graphics Properties (Intel Graphics Media Driver for Mobile) and set the display resolution, window position, etc. Note that this screen is different than the built-in one you usually see in WinXP. 1) Is there an app that can save display settings properly so they will come back when I dock again? 2) Barring this, run a script or a macro to automatically set up the display the way I want it. 3) Or, can I write a .Net program that does this for me? Extra points if there is an Open source app that can do this.

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  • Internet unusably slow with Realtek Semiconductor Co., Ltd. RTL8111/8168B card

    - by user42424
    So I have recently installed Ubuntu 11.10 for a dual boot with wind 7. After the install I had like 300 updates, so I installed them. At first I could use the internet, although it was extremely slow. However now I cannot, sometimes it will load and others it will simply time out. When I try to download something it will either take forever or will not at all. This is a wired system. On Windows side my speeds are fine. Any help would be greatly appreciated. Also like I said I am new to Linux/Ubuntu so please be nice. One last thing, I also installed 11.10 for same dual boot on my laptop, and wireless speed is the same as on Windows? Only the wired desktop gives me the problem? Hear is some hardware info.. Hope it helps. Mobo: Gigabyte GA=880GMA- AMD / CPU: AMD Phenom (tm) IIx4 965 / 16 GB Ram / Realtek PCIe GBE Family Controller / Cisco Linksys E2000 / Ethernet controller: Realtek Semiconductor Co., Ltd. RTL8111/8168B PCI Express Gigabit Ethernet controller (rev 06) / eth0 Link encap:Ethernet HWaddr 50:e5:49:33:64:cf inet addr:192.168.1.118 Bcast:192.168.1.255 Mask:255.255.255.0 inet6 addr: fe80::52e5:49ff:fe33:64cf/64 Scope:Link UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:76722 errors:0 dropped:76722 overruns:0 frame:76722 TX packets:49692 errors:0 dropped:65 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:107956638 (107.9 MB) TX bytes:4342553 (4.3 MB) Interrupt:44 Base address:0x2000 thanks to roadmr problem solved! I powered down PC, un plugged power from pc end, waited a few (maybe 3)minutes. plugged power back in, pushed and held power button for 30 + seconds. Let go, powered on PC, and my Internet is fine! downloads and web speed blaze, just like on my Win 7 boot, maybe even faster. Problem Solved, Thanks to all!! **

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  • Tutorial (or livedisk) for multiseat setup with dual-head display supporting openGL direct rendering?

    - by Tobias Kienzler
    I'm currently running Ubuntu 10.10 (64 bit), the GPU is an ATI Radeon HD 4290 onboard a ASUS M4A89GTD PRO/USB3 mainboard. The Ubuntu wiki doesn't cover 10.10 yet and I also don't know if that method would support direct rendering. I heard mentions of xephyr and xgl, what are the differences? Where should I start? I tried the mdm livedisk but that doesn't boot. I'm also willing to try a different distribution if necessary. Edit: 1 Will the HowTo: A well performing, full eye-candy, accelerated pseudo-multiseat setup on a single dualhead GPU. for Ubuntu 9.04 still work? I'm afraid it omits how to setup two input devices and sound however... Edit: 2 http://multiseatonlinux.blogspot.com/2010/06/part-1-setting-up-base.html covers 10.10 but requires pinning gdm. Is that circumvenatable? Also how does that setup have to be modified for dual-head?

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  • How do I get my ART USB Dual Pre preamp to work?

    - by Zach
    I am using Audacity. I have an ART USB Dual Pre preamp. Ubuntu is not recognizing it whatsoever. I am able to record in Audacity, but it is using the mic that is built into my computer (which is a compaq Presario CQ50) instead of the one plugged into the preamp. How do I get Ubuntu to recognize the preamp that is plugged into my computer? Something tells me it has to do with the installation of the preamp software. It came with a installation CD, but when I go to "install", the nothing happens. I can view what is on the CD, but there is no installing of anything. Please help!

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  • How to make Ubuntu recognize an unknown external display (so I can adjust its resolution)?

    - by WagnerAA
    I have a Dell laptop with an external monitor attached (a Samsumg SyncMaster 931c). My laptop display was recognized, and I can adjust its optimum resolution. My external display is still unknown, thus I'm stuck at a lower resolution (1024x768): I tried the "Detect Displays" button, but it didn't work, nothing happens. I recently upgraded from Ubuntu 12.04 to 12.10. Things were working before. I don't know if I can actually change this configuration, or if this is a bug. I searched for an answer here and also in Launchpad's website, but found none. I even tried to install Nvidia drivers, and just messed things up. It seems I wasn't even using nvidia before, as I guessed by looking at my additional drivers configuration: My laptop has an Intel chipset, I guess: $ dpkg --get-selections | grep -i -e nvidia -e intel intel-gpu-tools install libdrm-intel1:amd64 install libdrm-intel1:i386 install nvidia-common install xserver-xorg-video-intel install I don't have an xorg.conf file (I think this is nvidia related, am I right?): $ cat /etc/X11/xorg.conf cat: /etc/X11/xorg.conf: No such file or directory $ ls -l /etc/X11/ total 76 drwxr-xr-x 2 root root 4096 Out 19 23:41 app-defaults drwxr-xr-x 2 root root 4096 Abr 25 2012 cursors -rw-r--r-- 1 root root 18 Abr 25 2012 default-display-manager drwxr-xr-x 4 root root 4096 Abr 25 2012 fonts -rw-r--r-- 1 root root 17394 Dez 3 2009 rgb.txt lrwxrwxrwx 1 root root 13 Mai 1 03:33 X -> /usr/bin/Xorg drwxr-xr-x 3 root root 4096 Out 19 23:41 xinit drwxr-xr-x 2 root root 4096 Jan 23 2012 xkb -rw-r--r-- 1 root root 0 Out 24 08:55 xorg.conf.nvidia-xconfig-original -rwxr-xr-x 1 root root 709 Abr 1 2010 Xreset drwxr-xr-x 2 root root 4096 Out 19 10:08 Xreset.d drwxr-xr-x 2 root root 4096 Out 19 10:08 Xresources -rwxr-xr-x 1 root root 3730 Jan 20 2012 Xsession drwxr-xr-x 2 root root 4096 Out 20 00:11 Xsession.d -rw-r--r-- 1 root root 265 Jul 1 2008 Xsession.options -rw-r--r-- 1 root root 13 Ago 15 06:43 XvMCConfig -rw-r--r-- 1 root root 601 Abr 25 2012 Xwrapper.config Here is some information I gathered by looking at other related posts: $ sudo lshw -C display; lsb_release -a; uname -a *-display:0 description: VGA compatible controller product: Mobile 4 Series Chipset Integrated Graphics Controller vendor: Intel Corporation physical id: 2 bus info: pci@0000:00:02.0 version: 07 width: 64 bits clock: 33MHz capabilities: msi pm vga_controller bus_master cap_list rom configuration: driver=i915 latency=0 resources: irq:48 memory:f6800000-f6bfffff memory:d0000000-dfffffff ioport:1800(size=8) *-display:1 UNCLAIMED description: Display controller product: Mobile 4 Series Chipset Integrated Graphics Controller vendor: Intel Corporation physical id: 2.1 bus info: pci@0000:00:02.1 version: 07 width: 64 bits clock: 33MHz capabilities: pm bus_master cap_list configuration: latency=0 resources: memory:f6100000-f61fffff LSB Version: core-2.0-amd64:core-2.0-noarch:core-3.0-amd64:core-3.0-noarch:core-3.1-amd64:core-3.1-noarch:core-3.2-amd64:core-3.2-noarch:core-4.0-amd64:core-4.0-noarch:cxx-3.0-amd64:cxx-3.0-noarch:cxx-3.1-amd64:cxx-3.1-noarch:cxx-3.2-amd64:cxx-3.2-noarch:cxx-4.0-amd64:cxx-4.0-noarch:desktop-3.1-amd64:desktop-3.1-noarch:desktop-3.2-amd64:desktop-3.2-noarch:desktop-4.0-amd64:desktop-4.0-noarch:graphics-2.0-amd64:graphics-2.0-noarch:graphics-3.0-amd64:graphics-3.0-noarch:graphics-3.1-amd64:graphics-3.1-noarch:graphics-3.2-amd64:graphics-3.2-noarch:graphics-4.0-amd64:graphics-4.0-noarch:printing-3.2-amd64:printing-3.2-noarch:printing-4.0-amd64:printing-4.0-noarch:qt4-3.1-amd64:qt4-3.1-noarch Distributor ID: Ubuntu Description: Ubuntu 12.10 Release: 12.10 Codename: quantal Linux Batcave 3.5.0-17-generic #28-Ubuntu SMP Tue Oct 9 19:31:23 UTC 2012 x86_64 x86_64 x86_64 GNU/Linux $ xrandr -q Screen 0: minimum 320 x 200, current 2304 x 800, maximum 32767 x 32767 LVDS1 connected 1280x800+0+0 (normal left inverted right x axis y axis) 286mm x 1790mm 1280x800 59.9*+ 1024x768 60.0 800x600 60.3 56.2 640x480 59.9 VGA1 connected 1024x768+1280+32 (normal left inverted right x axis y axis) 0mm x 0mm 1024x768 60.0* 800x600 60.3 56.2 848x480 60.0 640x480 59.9 DP1 disconnected (normal left inverted right x axis y axis) If there's anything else I can do, any other information I can post here, to help me configure this external display, please let me know. If this is actually a bug, I apologize (I know bugs are not allowed here), but I really wasn't sure. And I will promptly file a bug report in Launchpad if that's the case. Thanks a lot in advance. ;)

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  • Dual Boot 10.10 and 11.04 can't boot into 10.10 after an update.

    - by Gaurav Butola
    I've been dual booting my system with Ubuntu 10.10 (Maverick Meerkat) and 11.04 (Natty Narwhal) but today after an update, I can't boot into 10.10, there's only option to boot into 11.04 and Grub also looks a bit different. Before this update, I used to see first option for 11.04 and an other option called /dev/sda1 for 10.10 but now there is a new option called Previous Linux Versions, but when I Enter into that menu, there is no option to boot into 10.10 all the options take me to 11.04 now it looks like this... And when I click on Previous Linux Versions...

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  • On a dual monitor setup, how can I set which lone monitor the ALT-TAB interface appears?

    - by conner_bw
    On a dual monitor setup, how can I set which monitor the ALT-TAB (or ALT+`) interfaces appear? Right now, it's flying all over the place, possibly based on on which app is focused? I'm not sure. In any case this is not useful to me. I spend 80% of my time staring at the monitor in front of me, and sometimes I turn my head to the left to look at logs, or whatever. When I press ALT-TAB or ALT+`, I want the interface to appear, 100% of the time, on the monitor in front of me. Geforce GT 430, NVIDIA binary drivers, Ubuntu 12.04 LTS. Help?

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  • UIImagePickerController, UIImage, Memory and More!

    - by Itay
    I've noticed that there are many questions about how to handle UIImage objects, especially in conjunction with UIImagePickerController and then displaying it in a view (usually a UIImageView). Here is a collection of common questions and their answers. Feel free to edit and add your own. I obviously learnt all this information from somewhere too. Various forum posts, StackOverflow answers and my own experimenting brought me to all these solutions. Credit goes to those who posted some sample code that I've since used and modified. I don't remember who you all are - but hats off to you! How Do I Select An Image From the User's Images or From the Camera? You use UIImagePickerController. The documentation for the class gives a decent overview of how one would use it, and can be found here. Basically, you create an instance of the class, which is a modal view controller, display it, and set yourself (or some class) to be the delegate. Then you'll get notified when a user selects some form of media (movie or image in 3.0 on the 3GS), and you can do whatever you want. My Delegate Was Called - How Do I Get The Media? The delegate method signature is the following: - (void)imagePickerController:(UIImagePickerController *)picker didFinishPickingMediaWithInfo:(NSDictionary *)info; You should put a breakpoint in the debugger to see what's in the dictionary, but you use that to extract the media. For example: UIImage* image = [info objectForKey:UIImagePickerControllerOriginalImage]; There are other keys that work as well, all in the documentation. OK, I Got The Image, But It Doesn't Have Any Geolocation Data. What gives? Unfortunately, Apple decided that we're not worthy of this information. When they load the data into the UIImage, they strip it of all the EXIF/Geolocation data. Can I Get To The Original File Representing This Image on the Disk? Nope. For security purposes, you only get the UIImage. How Can I Look At The Underlying Pixels of the UIImage? Since the UIImage is immutable, you can't look at the direct pixels. However, you can make a copy. The code to this looks something like this: UIImage* image = ...; // An image NSData* pixelData = (NSData*) CGDataProviderCopyData(CGImageGetDataProvider(image.CGImage)); unsigned char* pixelBytes = (unsigned char *)[pixelData bytes]; // Take away the red pixel, assuming 32-bit RGBA for(int i = 0; i < [pixelData length]; i += 4) { pixelBytes[i] = 0; // red pixelBytes[i+1] = pixelBytes[i+1]; // green pixelBytes[i+2] = pixelBytes[i+2]; // blue pixelBytes[i+3] = pixelBytes[i+3]; // alpha } However, note that CGDataProviderCopyData provides you with an "immutable" reference to the data - meaning you can't change it (and you may get a BAD_ACCESS error if you do). Look at the next question if you want to see how you can modify the pixels. How Do I Modify The Pixels of the UIImage? The UIImage is immutable, meaning you can't change it. Apple posted a great article on how to get a copy of the pixels and modify them, and rather than copy and paste it here, you should just go read the article. Once you have the bitmap context as they mention in the article, you can do something similar to this to get a new UIImage with the modified pixels: CGImageRef ref = CGBitmapContextCreateImage(bitmap); UIImage* newImage = [UIImage imageWithCGImage:ref]; Do remember to release your references though, otherwise you're going to be leaking quite a bit of memory. After I Select 3 Images From The Camera, I Run Out Of Memory. Help! You have to remember that even though on disk these images take up only a few hundred kilobytes at most, that's because they're compressed as a PNG or JPG. When they are loaded into the UIImage, they become uncompressed. A quick over-the-envelope calculation would be: width x height x 4 = bytes in memory That's assuming 32-bit pixels. If you have 16-bit pixels (some JPGs are stored as RGBA-5551), then you'd replace the 4 with a 2. Now, images taken with the camera are 1600 x 1200 pixels, so let's do the math: 1600 x 1200 x 4 = 7,680,000 bytes = ~8 MB 8 MB is a lot, especially when you have a limit of around 24 MB for your application. That's why you run out of memory. OK, I Understand Why I Have No Memory. What Do I Do? There is never any reason to display images at their full resolution. The iPhone has a screen of 480 x 320 pixels, so you're just wasting space. If you find yourself in this situation, ask yourself the following question: Do I need the full resolution image? If the answer is yes, then you should save it to disk for later use. If the answer is no, then read the next part. Once you've decided what to do with the full-resolution image, then you need to create a smaller image to use for displaying. Many times you might even want several sizes for your image: a thumbnail, a full-size one for displaying, and the original full-resolution image. OK, I'm Hooked. How Do I Resize the Image? Unfortunately, there is no defined way how to resize an image. Also, it's important to note that when you resize it, you'll get a new image - you're not modifying the old one. There are a couple of methods to do the resizing. I'll present them both here, and explain the pros and cons of each. Method 1: Using UIKit + (UIImage*)imageWithImage:(UIImage*)image scaledToSize:(CGSize)newSize; { // Create a graphics image context UIGraphicsBeginImageContext(newSize); // Tell the old image to draw in this new context, with the desired // new size [image drawInRect:CGRectMake(0,0,newSize.width,newSize.height)]; // Get the new image from the context UIImage* newImage = UIGraphicsGetImageFromCurrentImageContext(); // End the context UIGraphicsEndImageContext(); // Return the new image. return newImage; } This method is very simple, and works great. It will also deal with the UIImageOrientation for you, meaning that you don't have to care whether the camera was sideways when the picture was taken. However, this method is not thread safe, and since thumbnailing is a relatively expensive operation (approximately ~2.5s on a 3G for a 1600 x 1200 pixel image), this is very much an operation you may want to do in the background, on a separate thread. Method 2: Using CoreGraphics + (UIImage*)imageWithImage:(UIImage*)sourceImage scaledToSize:(CGSize)newSize; { CGFloat targetWidth = targetSize.width; CGFloat targetHeight = targetSize.height; CGImageRef imageRef = [sourceImage CGImage]; CGBitmapInfo bitmapInfo = CGImageGetBitmapInfo(imageRef); CGColorSpaceRef colorSpaceInfo = CGImageGetColorSpace(imageRef); if (bitmapInfo == kCGImageAlphaNone) { bitmapInfo = kCGImageAlphaNoneSkipLast; } CGContextRef bitmap; if (sourceImage.imageOrientation == UIImageOrientationUp || sourceImage.imageOrientation == UIImageOrientationDown) { bitmap = CGBitmapContextCreate(NULL, targetWidth, targetHeight, CGImageGetBitsPerComponent(imageRef), CGImageGetBytesPerRow(imageRef), colorSpaceInfo, bitmapInfo); } else { bitmap = CGBitmapContextCreate(NULL, targetHeight, targetWidth, CGImageGetBitsPerComponent(imageRef), CGImageGetBytesPerRow(imageRef), colorSpaceInfo, bitmapInfo); } if (sourceImage.imageOrientation == UIImageOrientationLeft) { CGContextRotateCTM (bitmap, radians(90)); CGContextTranslateCTM (bitmap, 0, -targetHeight); } else if (sourceImage.imageOrientation == UIImageOrientationRight) { CGContextRotateCTM (bitmap, radians(-90)); CGContextTranslateCTM (bitmap, -targetWidth, 0); } else if (sourceImage.imageOrientation == UIImageOrientationUp) { // NOTHING } else if (sourceImage.imageOrientation == UIImageOrientationDown) { CGContextTranslateCTM (bitmap, targetWidth, targetHeight); CGContextRotateCTM (bitmap, radians(-180.)); } CGContextDrawImage(bitmap, CGRectMake(0, 0, targetWidth, targetHeight), imageRef); CGImageRef ref = CGBitmapContextCreateImage(bitmap); UIImage* newImage = [UIImage imageWithCGImage:ref]; CGContextRelease(bitmap); CGImageRelease(ref); return newImage; } The benefit of this method is that it is thread-safe, plus it takes care of all the small things (using correct color space and bitmap info, dealing with image orientation) that the UIKit version does. How Do I Resize and Maintain Aspect Ratio (like the AspectFill option)? It is very similar to the method above, and it looks like this: + (UIImage*)imageWithImage:(UIImage*)sourceImage scaledToSizeWithSameAspectRatio:(CGSize)targetSize; { CGSize imageSize = sourceImage.size; CGFloat width = imageSize.width; CGFloat height = imageSize.height; CGFloat targetWidth = targetSize.width; CGFloat targetHeight = targetSize.height; CGFloat scaleFactor = 0.0; CGFloat scaledWidth = targetWidth; CGFloat scaledHeight = targetHeight; CGPoint thumbnailPoint = CGPointMake(0.0,0.0); if (CGSizeEqualToSize(imageSize, targetSize) == NO) { CGFloat widthFactor = targetWidth / width; CGFloat heightFactor = targetHeight / height; if (widthFactor > heightFactor) { scaleFactor = widthFactor; // scale to fit height } else { scaleFactor = heightFactor; // scale to fit width } scaledWidth = width * scaleFactor; scaledHeight = height * scaleFactor; // center the image if (widthFactor > heightFactor) { thumbnailPoint.y = (targetHeight - scaledHeight) * 0.5; } else if (widthFactor < heightFactor) { thumbnailPoint.x = (targetWidth - scaledWidth) * 0.5; } } CGImageRef imageRef = [sourceImage CGImage]; CGBitmapInfo bitmapInfo = CGImageGetBitmapInfo(imageRef); CGColorSpaceRef colorSpaceInfo = CGImageGetColorSpace(imageRef); if (bitmapInfo == kCGImageAlphaNone) { bitmapInfo = kCGImageAlphaNoneSkipLast; } CGContextRef bitmap; if (sourceImage.imageOrientation == UIImageOrientationUp || sourceImage.imageOrientation == UIImageOrientationDown) { bitmap = CGBitmapContextCreate(NULL, targetWidth, targetHeight, CGImageGetBitsPerComponent(imageRef), CGImageGetBytesPerRow(imageRef), colorSpaceInfo, bitmapInfo); } else { bitmap = CGBitmapContextCreate(NULL, targetHeight, targetWidth, CGImageGetBitsPerComponent(imageRef), CGImageGetBytesPerRow(imageRef), colorSpaceInfo, bitmapInfo); } // In the right or left cases, we need to switch scaledWidth and scaledHeight, // and also the thumbnail point if (sourceImage.imageOrientation == UIImageOrientationLeft) { thumbnailPoint = CGPointMake(thumbnailPoint.y, thumbnailPoint.x); CGFloat oldScaledWidth = scaledWidth; scaledWidth = scaledHeight; scaledHeight = oldScaledWidth; CGContextRotateCTM (bitmap, radians(90)); CGContextTranslateCTM (bitmap, 0, -targetHeight); } else if (sourceImage.imageOrientation == UIImageOrientationRight) { thumbnailPoint = CGPointMake(thumbnailPoint.y, thumbnailPoint.x); CGFloat oldScaledWidth = scaledWidth; scaledWidth = scaledHeight; scaledHeight = oldScaledWidth; CGContextRotateCTM (bitmap, radians(-90)); CGContextTranslateCTM (bitmap, -targetWidth, 0); } else if (sourceImage.imageOrientation == UIImageOrientationUp) { // NOTHING } else if (sourceImage.imageOrientation == UIImageOrientationDown) { CGContextTranslateCTM (bitmap, targetWidth, targetHeight); CGContextRotateCTM (bitmap, radians(-180.)); } CGContextDrawImage(bitmap, CGRectMake(thumbnailPoint.x, thumbnailPoint.y, scaledWidth, scaledHeight), imageRef); CGImageRef ref = CGBitmapContextCreateImage(bitmap); UIImage* newImage = [UIImage imageWithCGImage:ref]; CGContextRelease(bitmap); CGImageRelease(ref); return newImage; } The method we employ here is to create a bitmap with the desired size, but draw an image that is actually larger, thus maintaining the aspect ratio. So We've Got Our Scaled Images - How Do I Save Them To Disk? This is pretty simple. Remember that we want to save a compressed version to disk, and not the uncompressed pixels. Apple provides two functions that help us with this (documentation is here): NSData* UIImagePNGRepresentation(UIImage *image); NSData* UIImageJPEGRepresentation (UIImage *image, CGFloat compressionQuality); And if you want to use them, you'd do something like: UIImage* myThumbnail = ...; // Get some image NSData* imageData = UIImagePNGRepresentation(myThumbnail); Now we're ready to save it to disk, which is the final step (say into the documents directory): // Give a name to the file NSString* imageName = @"MyImage.png"; // Now, we have to find the documents directory so we can save it // Note that you might want to save it elsewhere, like the cache directory, // or something similar. NSArray* paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES); NSString* documentsDirectory = [paths objectAtIndex:0]; // Now we get the full path to the file NSString* fullPathToFile = [documentsDirectory stringByAppendingPathComponent:imageName]; // and then we write it out [imageData writeToFile:fullPathToFile atomically:NO]; You would repeat this for every version of the image you have. How Do I Load These Images Back Into Memory? Just look at the various UIImage initialization methods, such as +imageWithContentsOfFile: in the Apple documentation.

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  • Why does installing NVidia 9600GT graphics card, take 1GB of RAM away from Windows?

    - by Nick G
    Hi, I've changed graphics cards in my PC and now Windows 7 (32bit) is reporting that I have a whole gigabyte less physical RAM in my PC. Why is this? Firstly, the machine has 4GB of physical RAM. The old card was an ATI 2600XT with 256MB and the new card is an NVidia 9600GT with 512MB. With the ATI card windows sees 3326MB. With the NVidia card, windows sees 2558MB. I realise that due to address space restrictions I will not see all 4GB with 32bit windows, but why is there such a massive loss of RAM when simply changing cards (bearing in mind BOTH cards have their own RAM and borrow no main memory like some built on chipsets do). Would using 64 bit windows solve this? Thanks Nick.

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  • How do I implement SkyBox in xna 4.0 Reach Profile (for Windows Phone 7)?

    - by Biny
    I'm trying to Implement SkyBox in my phone game. Most of the samples in the web are for HiDef profile, and they are using custom effects (that not supported on Windows Phone). I've tried to follow this guide. But for some reason my SkyBox is not rendered. This is my SkyBox class: using System; using System.Collections.Generic; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Rocuna.Core; using Rocuna.GameEngine.Graphics; using Rocuna.GameEngine.Graphics.Components; namespace Rocuna.GameEngine.Extension.WP7.Graphics { /// <summary> /// Sky box element for phone games. /// </summary> public class SkyBox : SkyBoxBase { /// <summary> /// Initializes a new instance of the <see cref="SkyBoxBase"/> class. /// </summary> /// <param name="game">The Game that the game component should be attached to.</param> public SkyBox(TextureCube cube, Game game) : base(game) { Cube = cube; CubeFaces = new Texture2D[6]; PositionOffset = new Vector3(20, 20, 20); CreateGraphic(512); StripTexturesFromCube(); InitializeData(Game.GraphicsDevice); } #region Properties /// <summary> /// Gets or sets the position offset. /// </summary> /// <value> /// The position offset. /// </value> public Vector3 PositionOffset { get; set; } /// <summary> /// Gets or sets the position. /// </summary> /// <value> /// The position. /// </value> public Vector3 Position { get; set; } /// <summary> /// Gets or sets the cube. /// </summary> /// <value> /// The cube. /// </value> public TextureCube Cube { get; set; } /// <summary> /// Gets or sets the pixel array. /// </summary> /// <value> /// The pixel array. /// </value> public Color[] PixelArray { get; set; } /// <summary> /// Gets or sets the cube faces. /// </summary> /// <value> /// The cube faces. /// </value> public Texture2D[] CubeFaces { get; set; } /// <summary> /// Gets or sets the vertex buffer. /// </summary> /// <value> /// The vertex buffer. /// </value> public VertexBuffer VertexBuffer { get; set; } /// <summary> /// Gets or sets the index buffer. /// </summary> /// <value> /// The index buffer. /// </value> public IndexBuffer IndexBuffer { get; set; } /// <summary> /// Gets or sets the effect. /// </summary> /// <value> /// The effect. /// </value> public BasicEffect Effect { get; set; } #endregion protected override void LoadContent() { } public override void Update(GameTime gameTime) { var camera = Game.GetService<GraphicManager>().CurrentCamera; this.Position = camera.Position + PositionOffset; base.Update(gameTime); } public override void Draw(GameTime gameTime) { DrawOrder = int.MaxValue; var graphics = Effect.GraphicsDevice; graphics.DepthStencilState = new DepthStencilState() { DepthBufferEnable = false }; graphics.RasterizerState = new RasterizerState() { CullMode = CullMode.None }; graphics.BlendState = new BlendState(); graphics.SamplerStates[0] = SamplerState.AnisotropicClamp; graphics.SetVertexBuffer(VertexBuffer); graphics.Indices = IndexBuffer; Effect.Texture = CubeFaces[0]; Effect.CurrentTechnique.Passes[0].Apply(); graphics.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, _vertices.Count, 0, 2); Effect.Texture = CubeFaces[1]; Effect.CurrentTechnique.Passes[0].Apply(); graphics.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, _vertices.Count, 6, 2); Effect.Texture = CubeFaces[2]; Effect.CurrentTechnique.Passes[0].Apply(); graphics.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, _vertices.Count, 12, 2); Effect.Texture = CubeFaces[3]; Effect.CurrentTechnique.Passes[0].Apply(); graphics.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, _vertices.Count, 18, 2); Effect.Texture = CubeFaces[4]; Effect.CurrentTechnique.Passes[0].Apply(); graphics.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, _vertices.Count, 24, 2); Effect.Texture = CubeFaces[5]; Effect.CurrentTechnique.Passes[0].Apply(); graphics.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, _vertices.Count, 30, 2); base.Draw(gameTime); } #region Fields private List<VertexPositionNormalTexture> _vertices = new List<VertexPositionNormalTexture>(); private List<ushort> _indices = new List<ushort>(); #endregion #region Private methods private void InitializeData(GraphicsDevice graphicsDevice) { VertexBuffer = new VertexBuffer(graphicsDevice, typeof(VertexPositionNormalTexture), _vertices.Count, BufferUsage.None); VertexBuffer.SetData<VertexPositionNormalTexture>(_vertices.ToArray()); // Create an index buffer, and copy our index data into it. IndexBuffer = new IndexBuffer(graphicsDevice, typeof(ushort), _indices.Count, BufferUsage.None); IndexBuffer.SetData<ushort>(_indices.ToArray()); // Create a BasicEffect, which will be used to render the primitive. Effect = new BasicEffect(graphicsDevice); Effect.TextureEnabled = true; Effect.EnableDefaultLighting(); } private void CreateGraphic(float size) { Vector3[] normals = { Vector3.Right, Vector3.Left, Vector3.Up, Vector3.Down, Vector3.Backward, Vector3.Forward, }; Vector2[] textureCoordinates = { Vector2.One, Vector2.UnitY, Vector2.Zero, Vector2.UnitX, Vector2.Zero, Vector2.UnitX, Vector2.One, Vector2.UnitY, Vector2.Zero, Vector2.UnitX, Vector2.One, Vector2.UnitY, Vector2.Zero, Vector2.UnitX, Vector2.One, Vector2.UnitY, Vector2.UnitY, Vector2.Zero, Vector2.UnitX, Vector2.One, Vector2.UnitY, Vector2.Zero, Vector2.UnitX, Vector2.One, }; var index = 0; foreach (var normal in normals) { var side1 = new Vector3(normal.Z, normal.X, normal.Y); var side2 = Vector3.Cross(normal, side1); AddIndex(CurrentVertex + 0); AddIndex(CurrentVertex + 1); AddIndex(CurrentVertex + 2); AddIndex(CurrentVertex + 0); AddIndex(CurrentVertex + 2); AddIndex(CurrentVertex + 3); AddVertex((normal - side1 - side2) * size / 2, normal, textureCoordinates[index++]); AddVertex((normal - side1 + side2) * size / 2, normal, textureCoordinates[index++]); AddVertex((normal + side1 + side2) * size / 2, normal, textureCoordinates[index++]); AddVertex((normal + side1 - side2) * size / 2, normal, textureCoordinates[index++]); } } protected void StripTexturesFromCube() { PixelArray = new Color[Cube.Size * Cube.Size]; for (int s = 0; s < CubeFaces.Length; s++) { CubeFaces[s] = new Texture2D(Game.GraphicsDevice, Cube.Size, Cube.Size, false, SurfaceFormat.Color); switch (s) { case 0: Cube.GetData<Color>(CubeMapFace.PositiveX, PixelArray); CubeFaces[s].SetData<Color>(PixelArray); break; case 1: Cube.GetData(CubeMapFace.NegativeX, PixelArray); CubeFaces[s].SetData(PixelArray); break; case 2: Cube.GetData(CubeMapFace.PositiveY, PixelArray); CubeFaces[s].SetData(PixelArray); break; case 3: Cube.GetData(CubeMapFace.NegativeY, PixelArray); CubeFaces[s].SetData(PixelArray); break; case 4: Cube.GetData(CubeMapFace.PositiveZ, PixelArray); CubeFaces[s].SetData(PixelArray); break; case 5: Cube.GetData(CubeMapFace.NegativeZ, PixelArray); CubeFaces[s].SetData(PixelArray); break; } } } protected void AddVertex(Vector3 position, Vector3 normal, Vector2 textureCoordinates) { _vertices.Add(new VertexPositionNormalTexture(position, normal, textureCoordinates)); } protected void AddIndex(int index) { if (index > ushort.MaxValue) throw new ArgumentOutOfRangeException("index"); _indices.Add((ushort)index); } protected int CurrentVertex { get { return _vertices.Count; } } #endregion } }

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