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  • Grouping geographical shapes

    - by grenade
    I am using Dundas Maps and attempting to draw a map of the world where countries are grouped into regions that are specific to a business implementation. I have shape data (points and segments) for each country in the world. I can combine countries into regions by adding all points and segments for countries within a region to a new region shape. foreach(var region in GetAllRegions()){ var regionShape = new Shape { Name = region.Name }; foreach(var country in GetCountriesInRegion(region.Id)){ var countryShape = GetCountryShape(country.Id); regionShape.AddSegments(countryShape.ShapeData.Points, countryShape.ShapeData.Segments); } map.Shapes.Add(regionShape); } The problem is that the country border lines still show up within a region and I want to remove them so that only regional borders show up. Dundas polygons must start and end at the same point. This is the case for all the country shapes. Now I need an algorithm that can: Determine where country borders intersect at a regional border, so that I can join the regional border segments. Determine which country borders are not regional borders so that I can discard them. Sort the resulting regional points so that they sequentialy describe the shape boundaries. Below is where I have gotten to so far with the map. You can see that the country borders still need to be removed. For example, the border between Mongolia and China should be discarded whereas the border between Mongolia and Russia should be retained. The reason I need to retain a regional border is that the region colors will be significant in conveying information but adjacent regions may be the same color. The regions can change to include or exclude countries and this is why the regional shaping must be dynamic. EDIT: I now know that I what I am looking for is a UNION of polygons. David Lean explains how to do it using the spatial functions in SQL Server 2008 which might be an option but my efforts have come to a halt because the resulting polygon union is so complex that SQL truncates it at 43,680 characters. I'm now trying to either find a workaround for that or find a way of doing the union in code.

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  • String.substring(index) has stoped my thread in debug mode.

    - by Arkaha
    Hello! I work with j2me polish 2.0.7, in eclipse 3.4.2, with wtk2.5.2_01. I create control which draws text: normal, bold, and italic. The code below is parsing raw text, and search for * and _ symbols, if found than add to draw vector the text and the drawer, and it's just stops after getting second time to the line 58: String test = new String(raw_text_buff.substring(iter)); it stops in raw_text_buff.substring(iter), ONLY in debug mode.. raw text is: bla bla bla *1000* bla bla Full code: private String raw_text = "bla bla bla *1000* bla bla"; Vector draw_items = null; private void prepareText() { char open_char = 0; int open_pos = 0; Object []param = null; StringBuffer sb = new StringBuffer(); String raw_text_buff = new String(raw_text); int iter = 0; boolean was_reset = false; while(true) { char c = raw_text_buff.charAt(iter); if(iter == raw_text_buff.length() || c == '*' || c == '_') { if(sb.length() > 0) { BmFont viewer = null; String str = sb.toString(); if(open_char == '*' && null != bm_strong) { viewer = bm_strong.getViewer(str); }else if(open_char == '_' && null != bm_italic) { viewer = bm_italic.getViewer(str); }else if(null != bm_normal) { viewer = bm_normal.getViewer(str); }else { } param = new Object[2]; param[0] = str; param[1] = viewer; if(null == draw_items) draw_items = new Vector(); draw_items.addElement(param); sb = new StringBuffer(); if(open_char == 0 && (c == '*' || c=='_')) open_char = c; else open_char = 0; String test = new String(raw_text_buff.substring(iter)); // stucks here. raw_text_buff = test; iter = 0; was_reset = true; }else { open_char = c; } if(iter == raw_text_buff.length()) break; }else { sb.append(c); } ++iter; } } What I'm doing wrong?

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  • SET game odds simulation (MATLAB)

    - by yuk
    Here is an interesting problem for your weekend. :) I recently find the great card came - SET. Briefly, there are 81 cards with the four features: symbol (oval, squiggle or diamond), color (red, purple or green), number (one, two or three) or shading (solid, striped or open). The task is to find (from selected 12 cards) a SET of 3 cards, in which each of the four features is either all the same on each card or all different on each card (no 2+1 combination). In my free time I've decided to code it in MATLAB to find a solution and to estimate odds of having a set in randomly selected cards. Here is the code: %% initialization K = 12; % cards to draw NF = 4; % number of features (usually 3 or 4) setallcards = unique(nchoosek(repmat(1:3,1,NF),NF),'rows'); % all cards: rows - cards, columns - features setallcomb = nchoosek(1:K,3); % index of all combinations of K cards by 3 %% test tic NIter=1e2; % number of test iterations setexists = 0; % test results holder % C = progress('init'); % if you have progress function from FileExchange for d = 1:NIter % C = progress(C,d/NIter); % cards for current test setdrawncardidx = randi(size(setallcards,1),K,1); setdrawncards = setallcards(setdrawncardidx,:); % find all sets in current test iteration for setcombidx = 1:size(setallcomb,1) setcomb = setdrawncards(setallcomb(setcombidx,:),:); if all(arrayfun(@(x) numel(unique(setcomb(:,x))), 1:NF)~=2) % test one combination setexists = setexists + 1; break % to find only the first set end end end fprintf('Set:NoSet = %g:%g = %g:1\n', setexists, NIter-setexists, setexists/(NIter-setexists)) toc 100-1000 iterations are fast, but be careful with more. One million iterations takes about 15 hours on my home computer. Anyway, with 12 cards and 4 features I've got around 13:1 of having a set. This is actually a problem. The instruction book said this number should be 33:1. And it was recently confirmed by Peter Norvig. He provides the Python code, but I didn't test it. So can you find an error?

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  • How to define paper in raphael JS liberary?

    - by cj333
    Hi, I want to learn raphael JS liberary to draw a square. I copied the official code, but it is not work, "paper is not defined on line 34". how to define it? The demo is on http://www.irunmywebsite.com/raphael/additionalhelp.php the left menu "animate" ,Thanks. <!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01//EN" "http://www.w3.org/TR/html4/strict.dtd"> <html lang="en"> <head> <meta http-equiv="Content-Type" content="text/html; charset=utf-8"> <title>Raphaël · Gear</title> <style type="text/css"> body { background: #333; color: #fff; font: 300 100.1% "Helvetica Neue", Helvetica, "Arial Unicode MS", Arial, sans-serif; } #holder { height: 480px; left: 50%; margin: -240px 0 0 -320px; position: absolute; top: 50%; width: 640px; } #copy { bottom: 0; font: 300 .7em "Helvetica Neue", Helvetica, "Arial Unicode MS", Arial, sans-serif; position: absolute; right: 1em; text-align: right; } #copy a { color: #fff; } </style> <script src="raphael-min.js" type="text/javascript" charset="utf-8"></script> <script type="text/javascript" charset="utf-8"> var a = paper.circle(320, 100, 60).attr({fill:'#FF0000'}); a.animate({ 'translation': '0,300' }, 500, 'bounce'); var b = paper.circle(320, 100, 60).attr({fill:'#FFFF00'});; b.animate({ cx: 320, cy: 300 }, 500, 'bounce'); var path1=paper.path("M114 253").attr({"stroke": "#f00", "stroke-width":3}); path1.animate({path: "M114 253 L 234 253"},3000,function(){ var path2=paper.path("M234 253").attr({"stroke": "#f00","stroke-width":3}); path2.animate({path: "M234 253 L 234 134"},3000,function(){ var path3=paper.path("M234 134").attr({"stroke": "#f00","stroke-width":3}); path3.animate({path: "M234 134 L 97 134"},3000); }); }); </script> </head> <body> <div id="stroke"></div> </body> </html>

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  • Mailer issue, PHP values do not change

    - by Roland
    I have a script that runs once every month and send out stats to clients, now the stats are displayed in normal text and in the shape of a Pie Graph, now if I run the script mannually from the command line all info on the graphs are correct, but when the cron job executes the script the values for the first client are displaying on the graphs of all clients. but the text is correct. I'm using domDocument to build the HTML and PHPMailer to send out the email with the Graphs embedded into the mail also use pChart to generate the Graph My code that generates the PIE graph is below include_once "pChart.1.26e/pChart/pData.class"; include_once "pChart.1.26e/pChart/pChart.class"; // Dataset definition unset($DataSet); $DataSet = new pData; $DataSet->AddPoint(array($data['total_clicks'],$remaining),"Serie1"); if($remaining < 0){ $DataSet->AddPoint(array("Clicks delivered todate","Clicks remaining = 0"),"Serie2"); }else{ $DataSet->AddPoint(array("Clicks delivered todate","Clicks remaining"),"Serie2"); } $DataSet->AddAllSeries(); $DataSet->SetAbsciseLabelSerie("Serie2"); // Initialise the graph $pie = new pChart(492,292); $pie->drawBackground(255,255,254); $pie->LineWidth = 1.1; $pie->Values = 2; // $pie->drawRoundedRectangle(5,5,375,195,5,230,230,230); //$pie->drawRectangle(0,0,480,288,169,169,169); $pie->drawRectangle(5,5,487,287,169,169,169); $pie->loadColorPalette('pChart.1.26e/color/tones-3.txt',','); // Draw the pie chart $pie->setFontProperties("pChart.1.26e/Fonts/calibrib.ttf",18); $pie->drawTitle(140,33,"Campaign Overview",0,0,0); $pie->setFontProperties("pChart.1.26e/Fonts/calibrib.ttf",11); $pie->drawTitle(343,125,"Total clicks : ".$total_clicks,0,0,0); $pie->setFontProperties("pChart.1.26e/Fonts/calibri.ttf",10); if($remaining < 0){ $pie->setFontProperties("pChart.1.26e/Fonts/calibrib.ttf",10); $pie->drawTitle(260,250,"Campaign over-delivered by ".substr($remaining,1)." clicks",205,53,53); $pie->setFontProperties("pChart.1.26e/Fonts/calibri.ttf",10); } $pie->drawPieLegend(328,140,$DataSet->GetData(),$DataSet->GetDataDescription(),255,255,255); $pie->drawPieGraph($DataSet->GetData(),$DataSet->GetDataDescription(),170,150,130,PIE_VALUE,FALSE,50,30,0); $pie->Render("generated/3dpie.png"); unset($pie); unset($DataSet); $mail->AddEmbeddedImage("/var/www/html/stats/generated/3dpie.png","5"); I just can't understand why this only happens when the cronjob runs?

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  • Calling 32 bit unmanaged dlls from C# randomly failing

    - by Bert
    Hi, I'm having an issue when calling 32 bit delphi dll's from c# web site. The code generally runs fine, but occasionally I get an error Unable to load DLL '': The specified module could not be found. (Exception from HRESULT: 0x8007007E). This issue persists until I recycle the app pool for the site, and then it works fine again. On the same server, there is also a web service that is calling the same set of dlls. This web service doesn't seem to have the same issue that the web site has. Both applications are using .net framework 3.5, separate app pools on IIS. Here is the code I'm using to wrap the dlls: public sealed class Mapper { static Mapper instance = null; [DllImport("kernel32.dll")] private static extern bool SetDllDirectory(string lpPathName); private Mapper() { SetDllDirectory(ConfigManager.Path); } public static Mapper Instance { get { if (instance == null) { instance = new Mapper(); } return instance; } } public int Foo(string bar, ref double val) { return Loader.Foo(bar, ref val); } } public static class Loader { [DllImport("some.dll", CallingConvention = CallingConvention.StdCall, CharSet = CharSet.Unicode, EntryPoint = "foo")] public static extern int Foo(string bar, ref double val); } Then I call it like this: double val = 0.0; Mapper.Instance.Foo("bar", ref val); Any ideas as to why it would "randomly" Unable to load DLL '': The specified module could not be found. (Exception from HRESULT: 0x8007007E). The other problem is that I haven't been able to replicate the issue in the development environment. I thought that due to 2 applications calling the same dlls, that there could be some locks occurring. To replicate this, I created an app that spawned multiple threads and repeatedly called the 32bit dlls, and then used the web site to call these same dlls. I still couldn't replicate the issue. Some possible fixes that I can think of: Wrap the 32 bit dlls in web service (because the webservice doesn't seem to suffer from the same problem). But this may be worthless if it turns out that the web service also fails. Set up state server for the session state and periodically recycle the app pool for the site.This isn't fixing the problem, only avoiding it. Wrap the dll's in exe, and call that exe. Then I shouldn't get the same issue. But this also seems like a hacky solution. Implement the mapper class differently ? But how else should I be doing the call? The other draw back is that other applications are using this mapper, so I'd need to change there code too. Thanks

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  • Java: Detecting image format, resize (scale) and save as JPEG

    - by BoDiE2003
    This is the code I have, it actually works, not perfectly but it does, the problem is that the resized thumbnails are not pasting on the white Drawn rectangle, breaking the images aspect ratio, here is the code, could someone suggest me a fix for it, please? Thank you import java.awt.Color; import java.awt.Graphics2D; import java.awt.Image; import java.awt.RenderingHints; import java.awt.geom.Rectangle2D; import java.awt.image.BufferedImage; import java.io.BufferedInputStream; import java.io.ByteArrayInputStream; import java.io.ByteArrayOutputStream; import java.io.IOException; import java.io.InputStream; import javax.imageio.ImageIO; import org.apache.commons.logging.Log; import org.apache.commons.logging.LogFactory; public class ImageScalerImageIoImpl implements ImageScaler { private static final String OUTPUT_FORMAT_ID = "jpeg"; // Re-scaling image public byte[] scaleImage(byte[] originalImage, int targetWidth, int targetHeight) { try { InputStream imageStream = new BufferedInputStream( new ByteArrayInputStream(originalImage)); Image image = (Image) ImageIO.read(imageStream); int thumbWidth = targetWidth; int thumbHeight = targetHeight; // Make sure the aspect ratio is maintained, so the image is not skewed double thumbRatio = (double)thumbWidth / (double)thumbHeight; int imageWidth = image.getWidth(null); int imageHeight = image.getHeight(null); double imageRatio = (double)imageWidth / (double)imageHeight; if (thumbRatio < imageRatio) { thumbHeight = (int)(thumbWidth / imageRatio); } else { thumbWidth = (int)(thumbHeight * imageRatio); } // Draw the scaled image BufferedImage thumbImage = new BufferedImage(thumbWidth, thumbHeight, BufferedImage.TYPE_INT_RGB); System.out.println("Thumb width Buffered: " + thumbWidth + " || Thumb height Buffered: " + thumbHeight); Graphics2D graphics2D = thumbImage.createGraphics(); // Use of BILNEAR filtering to enable smooth scaling graphics2D.setRenderingHint(RenderingHints.KEY_INTERPOLATION, RenderingHints.VALUE_INTERPOLATION_BILINEAR); // graphics2D.drawImage(image, 0, 0, thumbWidth, thumbHeight, null); // White Background graphics2D.setPaint(Color.WHITE); graphics2D.fill(new Rectangle2D.Double(0, 0, targetWidth, targetHeight)); graphics2D.fillRect(0, 0, targetWidth, targetHeight); System.out.println("Target width: " + targetWidth + " || Target height: " + targetHeight); // insert the resized thumbnail between X and Y of the image graphics2D.drawImage(image, 0, 0, thumbWidth, thumbHeight, null); System.out.println("Thumb width: " + thumbWidth + " || Thumb height: " + thumbHeight); // Write the scaled image to the outputstream ByteArrayOutputStream out = new ByteArrayOutputStream(); ImageIO.write(thumbImage, OUTPUT_FORMAT_ID, out); return out.toByteArray(); } catch (IOException ioe) { throw new ImageResizingException(ioe); } } }

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  • Adding GestureOverlayView to my SurfaceView class, how to add to view hierarchy?

    - by Codejoy
    I was informed in a later answer that I have to add the GestureOverlayView I create in code to my view hierarchy, and I am not 100% how to do that. Below is the original question for completeness. I want my game to be able to recognize gestures. I have this nice SurfaceView class that I do an onDraw to draw my sprites, and I have a thread thats running it to call the onDraw etc . This all works great. I am trying to add the GestureOverlayView to this and it just isn't working. Finally hacked to where it doesn't crash but this is what i have public class Panel extends SurfaceView implements SurfaceHolder.Callback, OnGesturePerformedListener { public Panel(Context context) { theContext=context; mLibrary = GestureLibraries.fromRawResource(context, R.raw.myspells); GestureOverlayView gestures = new GestureOverlayView(theContext); gestures.setOrientation(gestures.ORIENTATION_VERTICAL); gestures.setEventsInterceptionEnabled(true); gestures.setGestureStrokeType(gestures.GESTURE_STROKE_TYPE_MULTIPLE); gestures.setLayoutParams(new LayoutParams(LayoutParams.FILL_PARENT, LayoutParams.FILL_PARENT)); //GestureOverlayView gestures = (GestureOverlayView) findViewById(R.id.gestures); gestures.addOnGesturePerformedListener(this); } ... ... onDraw... surfaceCreated(..); ... ... public void onGesturePerformed(GestureOverlayView overlay, Gesture gesture) { ArrayList<Prediction> predictions = mLibrary.recognize(gesture); // We want at least one prediction if (predictions.size() > 0) { Prediction prediction = predictions.get(0); // We want at least some confidence in the result if (prediction.score > 1.0) { // Show the spell Toast.makeText(theContext, prediction.name, Toast.LENGTH_SHORT).show(); } } } } The onGesturePerformed is never called. Their example has the GestureOverlay in the xml, I am not using that, my activity is simple: @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); requestWindowFeature(Window.FEATURE_NO_TITLE); Panel p = new Panel(this); setContentView(p); } So I am at a bit of a loss of the missing piece of information here, it doesn't call the onGesturePerformed and the nice pretty yellow "you are drawing a gesture" never shows up.

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  • Classes to Entities; Like-class inheritence problems

    - by Stacey
    Beyond work, some friends and I are trying to build a game of sorts; The way we structure some of it works pretty well for a normal object oriented approach, but as most developers will attest this does not always translate itself well into a database persistent approach. This is not the absolute layout of what we have, it is just a sample model given for sake of representation. The whole project is being done in C# 4.0, and we have every intention of using Entity Framework 4.0 (unless Fluent nHibernate can really offer us something we outright cannot do in EF). One of the problems we keep running across is inheriting things in database models. Using the Entity Framework designer, I can draw the same code I have below; but I'm sure it is pretty obvious that it doesn't work like it is expected to. To clarify a little bit; 'Items' have bonuses, which can be of anything. Therefore, every part of the game must derive from something similar so that no matter what is 'changed' it is all at a basic enough level to be hooked into. Sounds fairly simple and straightforward, right? So then, we inherit everything that pertains to the game from 'Unit'. Weights, Measures, Random (think like dice, maybe?), and there will be other such entities. Some of them are similar, but in code they will each react differently. We're having a really big problem with abstracting this kind of thing into a database model. Without 'Enum' support, it is proving difficult to translate into multiple tables that still share a common listing. One solution we've depicted is to use a 'key ring' type approach, where everything that attaches to a character is stored on a 'Ring' with a 'Key', where each Key has a Value that represents a type. This works functionally but we've discovered it becomes very sluggish and performs poorly. We also dislike this approach because it begins to feel as if everything is 'dumped' into one class; which makes management and logical structure difficult to adhere to. I was hoping someone else might have some ideas on what I could do with this problem. It's really driving me up the wall; To summarize; the goal is to build a type (Unit) that can be used as a base type (Table per Type) for generic reference across a relatively global scope, without having to dump everything into a single collection. I can use an Interface to determine actual behavior so that isn't too big of an issue. This is 'roughly' the same idea expressed in the Entity Framework.

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  • OpenGL, problems with GL_MODELVIEW GL_PROJECTION...

    - by Marcos Roriz
    Guys, I'm trying to finish up my homework but I'm having some problems here on these models on openGL... any Idea why is my draw not happening? One thing that strange is that if I change to gluPerspective it works.. #include <GL/glut.h> #include <stdlib.h> #include <stdio.h> static int shoulder = 0; static int elbow = 0; void init(void) { glClearColor(1.0, 1.0, 1.0, 0.0); } void display(void) { glClear(GL_COLOR_BUFFER_BIT); glPushMatrix(); /* BASE */ glRotatef((GLfloat) shoulder, 0.0, 0.0, 1.0); glTranslatef(1.0, 0.0, 0.0); glPushMatrix(); //glScalef(2.0, 0.4, 1.0); glBegin(GL_QUADS); glColor3f(0, 0, 0); glVertex2f(0.0, 0.0); glVertex2f(0.0, 10.0); glVertex2f(10.0, 10.0); glVertex2f(10.0, 0.0); glEnd(); glPopMatrix(); glPopMatrix(); glutSwapBuffers(); } void reshape(int w, int h) { glViewport(0, 0, (GLsizei) w, (GLsizei) h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho((GLfloat)-w/2, (GLfloat)w/2, (GLfloat)-h/2, (GLfloat)h/2, -1.0, 1.0); // modo de projecao ortogonal glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glTranslatef(0.0, 0.0, -5.0); } void keyboard(unsigned char key, int x, int y) { switch (key) { case 's': shoulder = (shoulder + 5) % 360; glutPostRedisplay(); break; case 'S': shoulder = (shoulder - 5) % 360; glutPostRedisplay(); break; case 'e': elbow = (elbow + 5) % 360; glutPostRedisplay(); break; case 'E': elbow = (elbow - 5) % 360; glutPostRedisplay(); break; case 27: exit(0); break; default: break; } } int main(int argc, char** argv) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB); glutInitWindowSize(800, 400); glutInitWindowPosition(100, 100); glutCreateWindow(argv[0]); init(); glutDisplayFunc(display); glutReshapeFunc(reshape); glutKeyboardFunc(keyboard); glutMainLoop(); return 0; }

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  • Custom dynamic error pages in Ruby on Rails not working

    - by PlanetMaster
    Hi, I'm trying to implement custom dynamic error pages following this post: http://www.perfectline.co.uk/blog/custom-dynamic-error-pages-in-ruby-on-rails I did exactly what the blog post says. I included config.action_controller.consider_all_requests_local = false in my environment.rb. But is not working. My browser shows: Routing Error No route matches "/555" with {:method=>:get} So, it looks like the rescues are not fired. I get the following in my log file: ActionController::RoutingError (No route matches "/555" with {:method=>:get}): Rendering rescues/layout (not_found) Is there some routing interfering with the code? I'm not sure what to look for. I'm running rails 2.3.5. Here is the routes.rb file: ActionController::Routing::Routes.draw do |map| # routing van property-url map.connect 'buy/:property_type_plural/:province/:city/:address/:house_number', :controller => 'properties' , :action => 'show', :id => 'whatever' map.myimmonatie 'myimmonatie' , :controller => 'myimmonatie/properties', :action => 'index' map.login "login", :controller => "user_sessions", :action => "create", :conditions => {:method => :post} map.login "login", :controller => "user_sessions", :action => "new" map.logout "logout", :controller => "user_sessions", :action => "destroy" map.buy "buy", :controller => 'buy' map.sell "sell", :controller => 'sell' map.home "home", :controller => 'home' map.disclaimer "disclaimer", :controller => 'disclaimer' map.sign_up "sign_up", :controller => 'users', :action => :new map.contact "contact", :controller => 'contact' map.resources :user_sessions map.resources :contact map.resources :password_resets map.resources :messages map.resources :users, :only => [:index,:new,:create,:activate,:edit,:profile,:password] map.resources :images map.resources :activation , :only => [:new,:resend] map.resources :email map.resources :properties, :except => [:index,:destroy] map.namespace :admin do |admin| admin.resources :users admin.resources :properties admin.resources :order_items, :as => :orders admin.resources :blog_posts, :as => :blog end map.connect 'myimmonatie/:action' , :controller => 'users', :id => 'current', :requirements => {:action => /(profile)|(password)|(email)/} map.namespace :myimmonatie do |myimmonatie| myimmonatie.resources :messages, :controller => 'messages' myimmonatie.resources :password, :as => "password", :controller => 'users', :action => 'password' myimmonatie.resources :properties , :controller => 'properties' myimmonatie.resources :orders , :only => [:index,:show,:create,:new] end map.root :controller => "home" map.connect ':controller/:action' map.connect ':controller/:action/:id' map.connect ':controller/:action/:id.:format' end ActionController::Routing::Translator.translate_from_file('config','i18n-routes.yml')

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  • 8bpp Bitmap format on the Compact Framework

    - by Kieran
    Hi friends. I am messing around with Conway's Game of Life - http://en.wikipedia.org/wiki/Conway's_Game_of_Life I started out coding algorithmns for winforms and now want to port my work onto windows mobile 6.1 (compact framework). I came across an article by Jon Skeet where he compared several different algorithmns for calculating next generations in the game. He used an array of bytes to store a cells state (alive or dead) and then he would copy this array to an 8bpp bitmap. For each new generation, he works out the state of each byte, then copies the array to a bitmap, then draws that bitmap to a picturebox. void CreateInitialImage() { bitmap = new Bitmap(Width, Height, PixelFormat.Format8bppIndexed); ColorPalette palette = bitmap.Palette; palette.Entries[0] = Color.Black; palette.Entries[1] = Color.White; bitmap.Palette = palette; } public Image Render() { Rectangle rect = new Rectangle(0, 0, Width, Height); BitmapData bmpData = bitmap.LockBits(rect, ImageLockMode.ReadWrite, bitmap.PixelFormat); Marshal.Copy(Data, 0, bmpData.Scan0, Data.Length); bitmap.UnlockBits(bmpData); return bitmap; } His code above is beautifully simple and very fast to render. Jon is using Windows Forms but now I want to port my own version of this onto Windows Mobile 6.1 (Compact Framework) but . . . .there is no way to format a bitmap to 8bpp in the cf. Can anyone suggest a way of rendering an array of bytes to a drawable image in the CF. This array is created in code on the fly (it is NOT loaded from an image file on disk). I basically need to store an array of cells represented by bytes, they are either alive or dead and I then need to draw that array as an image. The game is particularly slow on the CF so I need to implement clever optimised algoritmns but also need to render as fast as possible and the above solution would be pretty dam perfect if only it was available on the compact framework. Many thanks for any help Any suggestions?

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  • save button error in AS project

    - by Rajeev
    Whats wrong with the following code,There is an error at saveButton.visible = false; discardButton.visible = false; package { import flash.display.Sprite; import flash.media.Camera; import flash.media.Video; import flash.display.BitmapData; import flash.display.Bitmap; import flash.events.MouseEvent; import flash.net.FileReference; import flash.utils.ByteArray; import com.adobe.images.JPGEncoder; public class caml extends Sprite { private var camera:Camera = Camera.getCamera(); private var video:Video = new Video(); private var bmd:BitmapData = new BitmapData(320,240); private var bmp:Bitmap; private var fileReference:FileReference = new FileReference(); private var byteArray:ByteArray; private var jpg:JPGEncoder = new JPGEncoder(); public function caml() { saveButton.visible = false; discardButton.visible = false; saveButton.addEventListener(MouseEvent.MOUSE_UP, saveImage); discardButton.addEventListener(MouseEvent.MOUSE_UP, discard); capture.addEventListener(MouseEvent.MOUSE_UP, captureImage); if (camera != null) { video.smoothing = true; video.attachCamera(camera); video.x = 140; video.y = 40; addChild(video); } else { trace("No Camera Detected"); } } private function captureImage(e:MouseEvent):void { bmd.draw(video); bmp = new Bitmap(bmd); bmp.x = 140; bmp.y = 40; addChild(bmp); capture.visible = false; saveButton.visible = true; discardButton.visible = true; } private function saveImage(e:MouseEvent):void { byteArray = jpg.encode(bmd); fileReference.save(byteArray, "Image.jpg"); removeChild(bmp); saveButton.visible = false; discardButton.visible = false; capture.visible = true; } private function discard(e:MouseEvent):void { removeChild(bmp); saveButton.visible = false; discardButton.visible = false; capture.visible = true; } } }

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  • Moving a unit precisely along a path in x,y coordinates

    - by Adam Eberbach
    I am playing around with a strategy game where squads move around a map. Each turn a certain amount of movement is allocated to a squad and if the squad has a destination the points are applied each turn until the destination is reached. Actual distance is used so if a squad moves one position in the x or y direction it uses one point, but moving diagonally takes ~1.4 points. The squad maintains actual position as float which is then rounded to allow drawing the position on the map. The path is described by touching the squad and dragging to the end position then lifting the pen or finger. (I'm doing this on an iPhone now but Android/Qt/Windows Mobile would work the same) As the pointer moves x, y points are recorded so that the squad gains a list of intermediate destinations on the way to the final destination. I'm finding that the destinations are not evenly spaced but can be further apart depending on the speed of the pointer movement. Following the path is important because obstacles or terrain matter in this game. I'm not trying to remake Flight Control but that's a similar mechanic. Here's what I've been doing, but it just seems too complicated (pseudocode): getDestination() { - self.nextDestination = remove_from_array(destinations) - self.gradient = delta y to destination / delta x to destination - self.angle = atan(self.gradient) - self.cosAngle = cos(self.angle) - self.sinAngle = sin(self.angle) } move() { - get movement allocation for this turn - if self.nextDestination not valid - - getNextDestination() - while(nextDestination valid) && (movement allocation remains) { - - find xStep and yStep using movement allocation and sinAngle/cosAngle calculated for current self.nextDestination - - if current position + xStep crosses the destination - - - find x movement remaining after self.nextDestination reached - - - calculate remaining direct path movement allocation (xStep remaining / cosAngle) - - - make self.position equal to self.nextDestination - - else - - - apply xStep and yStep to current position - } - round squad's float coordinates to integer screen coordinates - draw squad image on map } That's simplified of course, stuff like sign needs to be tweaked to ensure movement is in the right direction. If trig is the best way to do it then lookup tables can be used or maybe it doesn't matter on modern devices like it used to. Suggestions for a better way to do it? an update - iPhone has zero issues with trig and tracking tens of positions and tracks implemented as described above and it draws in floats anyway. The Bresenham method is more efficient, trig is more precise. If I was to use integer Bresenham I would want to multiply by ten or so to maintain a little more positional accuracy to benefit collisions/terrain detection.

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  • WPF Reusing Xaml Effectively

    - by Steve
    Hi, I've recently been working on a project using WPF to produce a diagram. In this I must show text alongside symbols that illustrate information associated with the text. To draw the symbols I initially used some png images I had produced. Within my diagram these images appeared blurry and only looked worse when zoomed in on. To improve on this I decided I would use a vector rather than a rastor image format. Below is the method I used to get the rastor image from a file path: protected Image GetSymbolImage(string symbolPath, int symbolHeight) { Image symbol = new Image(); symbol.Height = symbolHeight; BitmapImage bitmapImage = new BitmapImage(); bitmapImage.BeginInit(); bitmapImage.UriSource = new Uri(symbolPath); bitmapImage.DecodePixelHeight = symbolHeight; bitmapImage.EndInit(); symbol.Source = bitmapImage; return symbol; } Unfortunately this does not recognise vector image formats. So instead I used a method like the following, where "path" is the file path to a vector image of the format .xaml: public static Canvas LoadXamlCanvas(string path) { //if a file exists at the specified path if (File.Exists(path)) { //store the text in the file string text = File.ReadAllText(path); //produce a canvas from the text StringReader stringReader = new StringReader(text); XmlReader xmlReader = XmlReader.Create(stringReader); Canvas c = (Canvas)XamlReader.Load(xmlReader); //return the canvas return c; } return null; } This worked but drastically killed performance when called repeatedly. I found the logic necessary for text to canvas conversion (see above) was the main cause of the performance problem therefore embedding the .xaml images would not alone resolve the performance issue. I tried using this method only on the initial load of my application and storing the resulting canvases in a dictionary that could later be accessed much quicker but I later realised when using the canvases within the dictionary I would have to make copies of them. All the logic I found online associated with making copies used a XamlWriter and XamlReader which would again just introduce a performance problem. The solution I used was to copy the contents of each .xaml image into its own user control and then make use of these user controls where appropriate. This means I now display vector graphics and performance is much better. However this solution to me seems pretty clumsy. I'm new to WPF and wonder if there is some built in way of storing and reusing xaml throughout an application? Apologies for the length of this question. I thought having a record of my attempts might help someone with any similar problem. Thanks.

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  • Memory corruption in System.Move due to changed 8087CW mode (png + stretchblt)

    - by André Mussche
    I have strange a memory corruption problem. After many hours debugging and trying I think I found something. For example: I do a simple string assignment: sTest := 'SET LOCK_TIMEOUT '; However, the result sometimes becomes: sTest = 'SET LOCK'#0'TIMEOUT ' So, the _ gets replaced by an 0 byte. I have seen this happening once (reproducing is tricky, dependent on timing) in the System.Move function, when it uses the FPU stack (fild, fistp) for fast memory copy (in case of 9 till 32 bytes to move): ... @@SmallMove: {9..32 Byte Move} fild qword ptr [eax+ecx] {Load Last 8} fild qword ptr [eax] {Load First 8} cmp ecx, 8 jle @@Small16 fild qword ptr [eax+8] {Load Second 8} cmp ecx, 16 jle @@Small24 fild qword ptr [eax+16] {Load Third 8} fistp qword ptr [edx+16] {Save Third 8} ... Using the FPU view and 2 memory debug views (Delphi - View - Debug - CPU - Memory) I saw it going wrong... once... could not reproduce however... This morning I read something about the 8087CW mode, and yes, if this is changed into $27F I get memory corruption! Normally it is $133F: The difference between $133F and $027F is that $027F sets up the FPU for doing less precise calculations (limiting to Double in stead of Extended) and different infiniti handling (which was used for older FPU’s, but is not used any more). Okay, now I found why but not when! I changed the working of my AsmProfiler with a simple check (so all functions are checked at enter and leave): if Get8087CW = $27F then //normally $1372? if MainThreadID = GetCurrentThreadId then //only check mainthread DebugBreak; I "profiled" some units and dll's and bingo (see stack): Windows.StretchBlt(3372289943,0,0,514,345,4211154027,0,0,514,345,13369376) pngimage.TPNGObject.DrawPartialTrans(4211154027,(0, 0, 514, 345, (0, 0), (514, 345))) pngimage.TPNGObject.Draw($7FF62450,(0, 0, 514, 345, (0, 0), (514, 345))) Graphics.TCanvas.StretchDraw((0, 0, 514, 345, (0, 0), (514, 345)),$7FECF3D0) ExtCtrls.TImage.Paint Controls.TGraphicControl.WMPaint((15, 4211154027, 0, 0)) So it is happening in StretchBlt... What to do now? Is it a fault of Windows, or a bug in PNG (included in D2007)? Or is the System.Move function not failsafe?

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  • Insane CPU usage in QT 5.0

    - by GravityScore
    I'm having trouble using the QT framework, particularly with the paintEvent of QWidget. I have a QWidget set up, and am overriding the paintEvent of it. I need to render a bunch of rectangles (grid system), 51 by 19, leading to 969 rectangles being drawn. This is done in a for loop. Then I also need to draw an image on each on of these grids. The QWidget is added to a QMainWindow, which is shown. This works nicely, but it's using up 47% of CPU per window open! And I want to allow the user to open multiple windows like this, likey having 3-4 open at a time, which puts the CPU close to 150%. Why does this happen? Here is the paintEvent contents. The JNI calls don't cause the CPU usage, commenting them out doesn't lower it, but commenting out the p.fillRect and Renderer::renderString (which draws the image) lowers the CPU to about 5%. // Background QPainter p(this); p.fillRect(0, 0, this->width(), this->height(), QBrush(QColor(0, 0, 0))); // Lines for (int y = 0; y < Global::terminalHeight; y++) { // Line and color method ID jmethodID lineid = Manager::jenv->GetMethodID(this->javaClass, "getLine", "(I)Ljava/lang/String;"); error(); jmethodID colorid = Manager::jenv->GetMethodID(this->javaClass, "getColorLine", "(I)Ljava/lang/String;"); error(); // Values jstring jl = (jstring) Manager::jenv->CallObjectMethod(this->javaObject, lineid, jint(y)); error(); jstring cjl = (jstring) Manager::jenv->CallObjectMethod(this->javaObject, colorid, jint(y)); error(); // Convert to C values const char *l = Manager::jenv->GetStringUTFChars(jl, 0); const char *cl = Manager::jenv->GetStringUTFChars(cjl, 0); QString line = QString(l); QString color = QString(cl); // Render line for (int x = 0; x < Global::terminalWidth; x++) { QColor bg = Renderer::colorForHex(color.mid(x + color.length() / 2, 1)); // Cell location on widget int cellx = x * Global::cellWidth + Global::xoffset; int celly = y * Global::cellHeight + Global::yoffset; // Background p.fillRect(cellx, celly, Global::cellWidth, Global::cellHeight, QBrush(bg)); // String // Renders the image to the grid Renderer::renderString(p, tc, text, cellx, celly); } // Release Manager::jenv->ReleaseStringUTFChars(jl, l); Manager::jenv->ReleaseStringUTFChars(cjl, cl); }

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  • Android GridView - How to change a bitmap dynamically?

    - by Alborz
    Hello I have a gridView which I use to show some pictures on (small thumb of diffrent levels). When the user finishes one level, I would like to change the thumb for that level. (Somehow show that it has been completed). I created two thumbs for each level. One is the original and one that shows that the level is completed. But how can i change the source of the images? The code which I use to draw the images looks like this. The main activity: /** Called when the activity is first created. */ public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.maps); GridView gridview = (GridView) findViewById(R.id.gridview); gridview.setAdapter(new ImageAdapter(this)); gridview.setOnItemClickListener(new OnItemClickListener() { @Override public void onItemClick(AdapterView<?> parent, View v, int position, long id) { //Open the map which was clicked on, if there is one if(position+1 > 1){ Toast.makeText(maps.this, "Level " + (position+1) + " is not yet available!", Toast.LENGTH_SHORT).show(); }else{ Toast.makeText(maps.this, "Opening Level " + (position+1), Toast.LENGTH_SHORT).show(); Intent myIntent = new Intent(v.getContext(), Tutorial2D.class); startActivity(myIntent); } } }); } The ImageAdapter Class: public class ImageAdapter extends BaseAdapter { private Context mContext; public ImageAdapter(Context c) { mContext = c; } public int getCount() { return mThumbIds.length; } public Object getItem(int position) { return null; } public long getItemId(int position) { return 0; } // create a new ImageView for each item referenced by the Adapter public View getView(int position, View convertView, ViewGroup parent) { ImageView imageView; if (convertView == null) { // if it's not recycled, initialize some attributes imageView = new ImageView(mContext); imageView.setLayoutParams(new GridView.LayoutParams(85, 85)); imageView.setScaleType(ImageView.ScaleType.CENTER_CROP); imageView.setPadding(8, 8, 8, 8); } else { imageView = (ImageView) convertView; } //Changing imageView.setImageResource(mThumbIds[position]); return imageView; } // references to our images private Integer[] mThumbIds = { R.drawable.map1, R.drawable.map2, R.drawable.map3, R.drawable.map4, R.drawable.map5, R.drawable.map6, R.drawable.map7, R.drawable.map8, R.drawable.map9, R.drawable.map10, R.drawable.map11, R.drawable.map12, R.drawable.map13, R.drawable.map14, R.drawable.map15, R.drawable.map16, R.drawable.map17, R.drawable.map18, R.drawable.map19 }; }

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  • Memory allocation and release for UIImage in iPhone?

    - by rkbang
    Hello all, I am using following code in iPhone to get smaller cropped image as follows: - (UIImage*) getSmallImage:(UIImage*) img { CGSize size = img.size; CGFloat ratio = 0; if (size.width < size.height) { ratio = 36 / size.width; } else { ratio = 36 / size.height; } CGRect rect = CGRectMake(0.0, 0.0, ratio * size.width, ratio * size.height); UIGraphicsBeginImageContext(rect.size); [img drawInRect:rect]; UIImage *tempImg = [UIGraphicsGetImageFromCurrentImageContext() retain]; UIGraphicsEndImageContext(); return [tempImg autorelease]; } - (UIImage*)imageByCropping:(UIImage *)imageToCrop toRect:(CGRect)rect { //create a context to do our clipping in UIGraphicsBeginImageContext(rect.size); CGContextRef currentContext = UIGraphicsGetCurrentContext(); //create a rect with the size we want to crop the image to //the X and Y here are zero so we start at the beginning of our //newly created context CGFloat X = (imageToCrop.size.width - rect.size.width)/2; CGFloat Y = (imageToCrop.size.height - rect.size.height)/2; CGRect clippedRect = CGRectMake(X, Y, rect.size.width, rect.size.height); //CGContextClipToRect( currentContext, clippedRect); //create a rect equivalent to the full size of the image //offset the rect by the X and Y we want to start the crop //from in order to cut off anything before them CGRect drawRect = CGRectMake(0, 0, imageToCrop.size.width, imageToCrop.size.height); CGContextTranslateCTM(currentContext, 0.0, drawRect.size.height); CGContextScaleCTM(currentContext, 1.0, -1.0); //draw the image to our clipped context using our offset rect //CGContextDrawImage(currentContext, drawRect, imageToCrop.CGImage); CGImageRef tmp = CGImageCreateWithImageInRect(imageToCrop.CGImage, clippedRect); //pull the image from our cropped context UIImage *cropped = [UIImage imageWithCGImage:tmp];//UIGraphicsGetImageFromCurrentImageContext(); CGImageRelease(tmp); //pop the context to get back to the default UIGraphicsEndImageContext(); //Note: this is autoreleased*/ return cropped; } I am using following line of code in cellForRowAtIndexPath to update the image of the cell: cell.img.image = [self imageByCropping:[self getSmallImage:[UIImage imageNamed:@"goal_image.png"]] toRect:CGRectMake(0, 0, 36, 36)]; Now when I add this table view and pop it from navigation controller, I see a memory hike.I see no leaks but memory keeps climbing. Please note that the images changes for each row and I am creating the controller using lazy initialization that is I create or alloc it whenever I need it. I saw on internet many people facing the same issue, but very rare good solutions. I have multiple views using the same way and I see almost memory raised to 4MB within 20-25 view transitions. What is the good solution to resolve this issue. tnx.

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  • Passing objects to a UITypeEditor

    - by Kath
    I am currently hoping to use a PropertyGrid to allow users to edit some of my classes, however I've hit a wall with passing objects to the UITypeEditor(s) they use. When the user presses the drop down I want to show a listbox of already loaded textures to choose from, if they want to use a texture the application hasn't loaded yet they can click a button to choose one from a file dialog. In case I make no sense here a mock of the form: . My problem: To fill the listbox I need access to the class that manages the list of resources from the UITypeEditor. Now I've solved this problem for my own classes by giving them a reference on creation to their managing object. In the UITypeEditor I then use that reference to access what I need. However I can't do this for classes I haven't written, such as the XNA Texture2D class. Here are what the classes I'm using look like: class StaticGeometryChunk { // Geometry data to draw with. Contains a reference to its managing // class for use in its UITypeEditor. public GeometryData { get; set; } .... } class Material { // These are XNA classes. I can't just add a reference to its managing // class (I think?). public Texture2D Texture1 { get; set; } public Texture2D Texture2 { get; set; } .... } I've been looking at my options and they seem to be: Make the managing classes static. I don't really want to do this. There are several managing classes as each resource is loaded differently. There are also classes that need to be created before these and are passed in. Make the managing classes singletons. I don't really want to do this either. It seems like a quick and dirty way to "hide" the problem instead of "solve" it. I also might want the option of having several managing classes in the future which the singletons eliminate. Create a wrapper class which holds the reference to a managing class and its target (such as the XNA Texture2D). This is currently what I'm thinking of doing. Its would be quite simple and quick to do but something about it nags me but I don't know what. Any thoughts on the above or other methods to pass what I need into the UITypeEditor? Thank you for reading.

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  • Help with C# program design implementation: multiple array of lists or a better way?

    - by Bob
    I'm creating a 2D tile-based RPG in XNA and am in the initial design phase. I was thinking of how I want my tile engine to work and came up with a rough sketch. Basically I want a grid of tiles, but at each tile location I want to be able to add more than one tile and have an offset. I'd like this so that I could do something like add individual trees on the world map to give more flair. Or set bottles on a bar in some town without having to draw a bunch of different bar tiles with varying bottles. But maybe my reach is greater than my grasp. I went to implement the idea and had something like this in my Map object: List<Tile>[,] Grid; But then I thought about it. Let's say I had a world map of 200x200, which would actually be pretty small as far as RPGs go. That would amount to 40,000 Lists. To my mind I think there has to be a better way. Now this IS pre-mature optimization. I don't know if the way I happen to design my maps and game will be able to handle this, but it seems needlessly inefficient and something that could creep up if my game gets more complex. One idea I have is to make the offset and the multiple tiles optional so that I'm only paying for them when needed. But I'm not sure how I'd do this. A multiple array of objects? object[,] Grid; So here's my criteria: A 2D grid of tile locations Each tile location has a minimum of 1 tile, but can optionally have more Each extra tile can optionally have an x and y offset for pinpoint placement Can anyone help with some ideas for implementing such a design (don't need it done for me, just ideas) while keeping memory usage to a minimum? If you need more background here's roughly what my Map and Tile objects amount to: public struct Map { public Texture2D Texture; public List<Rectangle> Sources; //Source Rectangles for where in Texture to get the sprite public List<Tile>[,] Grid; } public struct Tile { public int Index; //Where in Sources to find the source Rectangle public int X, Y; //Optional offsets }

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  • Reason why UIImageView gives me a 'distorted' image sometimes

    - by Cedric Vandendriessche
    I have a custom UIView with a UILabel and a UIImageView subview. (tried using UIImageView subclass aswell). I assign an image to it and add the view to the screen. I wrote a function which adds the amount of LetterBoxes to the screen as there are letters in the word: - (void)drawBoxesForWord:(NSString *)word { if(boxesContainer == nil) { /* Create a container for the LetterBoxes (animation purposes) */ boxesContainer = [[UIView alloc] initWithFrame:CGRectMake(0, 205, 320, 50)]; [self.view addSubview:boxesContainer]; } /* Calculate width of letterboxes */ NSInteger numberOfCharacters = [word length]; CGFloat totalWidth = numberOfCharacters * 28 + (numberOfCharacters - 1) * 3; CGFloat leftCap = (320 - totalWidth) / 2; [letters removeAllObjects]; /* Draw the boxes to the screen */ for (int i = 0; i < numberOfCharacters; i++) { LetterBox *letter = [[LetterBox alloc] initWithFrame:CGRectMake(leftCap + i * 31 , 0, 28, 40)]; [letters addObject:letter]; [boxesContainer addSubview:letter]; [letter release]; }} This gives me the image below: http://www.imgdumper.nl/uploads2/4ba3b2c72bb99/4ba3b2c72abfd-Goed.png But sometimes it gives me this: imgdumper.nl/uploads2/4ba3b2d888226/4ba3b2d88728a-Fout.png I add them to the same boxesContainer but they first remove themselves from the superview, so it's not like you see them double or something. What I find weird is that they are all good or all bad.. This is the init function for my LetterBox: if (self == [super initWithFrame:aRect]) { /* Create the box image with same frame */ boxImage = [[UIImageView alloc] initWithFrame:CGRectMake(0, 0, self.bounds.size.width, self.bounds.size.height)]; boxImage.contentMode = UIViewContentModeScaleAspectFit; boxImage.image = [UIImage imageNamed:@"SpaceOpen.png"]; [self addSubview:boxImage]; /* Create the label with same frame */ letterLabel = [[UILabel alloc] initWithFrame:CGRectMake(0, 0, self.bounds.size.width, self.bounds.size.height)]; letterLabel.backgroundColor = [UIColor clearColor]; letterLabel.font = [UIFont fontWithName:@"ArialRoundedMTBold" size:26]; letterLabel.textColor = [UIColor blackColor]; letterLabel.textAlignment = UITextAlignmentCenter; [self addSubview:letterLabel]; } return self;} Does anyone have an idea why this could be? I'd rather have them display correctly every time :)

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  • Rails & Twilio: Receiving nil when storing texts received from Twilio

    - by Jon Smooth
    I have set up the request URL in my Twilio account to have it POST to: myurl.com/receivetext. It appears to be successfully posting because when I check the database using the Heroku console I see the following: Post id: 5, body: nil, from: nil, created_at: "2012-06-14 17:28:01", updated_at: "2012-06-14 17:28:01" Why is it receiving nil for the body and from attributes? I can't figure out what I'm doing wrong! The created and updated at are storing successfully but the two attributes that I care about continue to be stored as nil. Here's the Receive Text controller which is receiving the Post request from Twilio: class ReceiveTextController < ApplicationController def index @post=Post.create!(body: params[:Body], from: params[:From]) end end EDIT: When I dump the params I receive the following: "{\"controller\"=\"receive_text\", \"action\"=\"index\"}" I attained this by inserting the following into my ReceiveText controller. @params = Post.create!(body: params.inspect, from: "Dumping Params") and then opening up the Heroku console to find the database entry with from = "Dumping Params". I simulated a Twilio request with a curl with the following command curl -X POST myurl.com/receivetext route -d 'AccountSid=AC123&From=%2B19252411234' I checked the production database again and noticed that the curl request did work when obtaining the FROM atribute. It stored the following: params.inspect returned "{\"AccountSid\"=\"AC123\", \"From\"=\"+19252411234\", \"co..." I received a comment stating: "As long as twilio is hitting the same URL with the same method (GET/POST) it should be filling the params array as well" I have no idea how to make this comment actionable. Any help would be greatly appreciated! I'm very new to rails. Here's my database migration (I have both attributes set to string. I have tried setting it to text and that didn't work either) : class CreatePosts < ActiveRecord::Migration def change create_table :posts do |t| t.string :body t.string :from t.timestamps end end end Here is my Post model: class Post < ActiveRecord::Base attr_accessible :body, :from end Routes (everything appears to be routing just fine) : MovieApp::Application.routes.draw do get "receive_text/index" get "pages/home" get "send_text/send_text_message" root to: 'pages#home' match '/receivetext', to: 'receive_text#index' match '/pages/home', to: 'pages#home' match '/sendtext', to: 'send_text#send_text_message' end Here's my gemfile (incase it helps) source 'https://rubygems.org' gem 'rails', '3.2.3' gem 'badfruit' gem 'twilio-ruby' gem 'logger' gem 'jquery-rails' group :production do gem 'pg' end group :development, :test do gem 'sqlite3' end group :assets do gem 'sass-rails', '~> 3.2.3' gem 'coffee-rails', '~> 3.2.1' gem 'uglifier', '>= 1.0.3' end

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  • When to call glEnable(GL_FRAMEBUFFER_SRGB)?

    - by Steven Lu
    I have a rendering system where I draw to an FBO with a multisampled renderbuffer, then blit it to another FBO with a texture in order to resolve the samples in order to read off the texture to perform post-processing shading while drawing to the backbuffer (FBO index 0). Now I'd like to get some correct sRGB output... The problem is the behavior of the program is rather inconsistent between when I run it on OS X and Windows and this also changes depending on the machine: On Windows with the Intel HD 3000 it will not apply the sRGB nonlinearity but on my other machine with a Nvidia GTX 670 it does. On the Intel HD 3000 in OS X it will also apply it. So this probably means that I'm not setting my GL_FRAMEBUFFER_SRGB enable state at the right points in the program. However I can't seem to find any tutorials that actually tell me when I ought to enable it, they only ever mention that it's dead easy and comes at no performance cost. I am currently not loading in any textures so I haven't had a need to deal with linearizing their colors yet. To force the program to not simply spit back out the linear color values, what I have tried is simply comment out my glDisable(GL_FRAMEBUFFER_SRGB) line, which effectively means this setting is enabled for the entire pipeline, and I actually redundantly force it back on every frame. I don't know if this is correct or not. It certainly does apply a nonlinearization to the colors but I can't tell if this is getting applied twice (which would be bad). It could apply the gamma as I render to my first FBO. It could do it when I blit the first FBO to the second FBO. Why not? I've gone so far as to take screen shots of my final frame and compare raw pixel color values to the colors I set them to in the program: I set the input color to RGB(1,2,3) and the output is RGB(13,22,28). That seems like quite a lot of color compression at the low end and leads me to question if the gamma is getting applied multiple times. I have just now gone through the sRGB equation and I can verify that the conversion seems to be only applied once as linear 1/255, 2/255, and 3/255 do indeed map to sRGB 13/255, 22/255, and 28/255 using the equation 1.055*C^(1/2.4)+0.055. Given that the expansion is so large for these low color values it really should be obvious if the sRGB color transform is getting applied more than once. So, I still haven't determined what the right thing to do is. does glEnable(GL_FRAMEBUFFER_SRGB) only apply to the final framebuffer values, in which case I can just set this during my GL init routine and forget about it hereafter?

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  • Using drawAtPoint with my CIImage not doing anything on screen

    - by Adam
    Stuck again. :( I have the following code crammed into a procedure invoked when I click on a button on my application main window. I'm just trying to tweak a CIIMage and then display the results. At this point I'm not even worried about exactly where / how to display it. I'm just trying to slam it up on the window to make sure my Transform worked. This code seems to work down through the drawAtPoint message. But I never see anything on the screen. What's wrong? Thanks. Also, as far as displaying it in a particular location on the window ... is the best technique to put a frame of some sort on the window, then get the coordinates of that frame and "draw into" that rectangle? Or use a specific control from IB? Or what? Thanks again. // earlier I initialize a NSImage from JPG file on disk. // then create NSBitmapImageRep from the NSImage. This all works fine. // then ... CIImage * inputCIimage = [[CIImage alloc] initWithBitmapImageRep:inputBitmap]; if (inputCIimage == Nil) NSLog(@"could not create CI Image"); else { NSLog (@"CI Image created. working on transform"); CIFilter *transform = [CIFilter filterWithName:@"CIAffineTransform"]; [transform setDefaults]; [transform setValue:inputCIimage forKey:@"inputImage"]; NSAffineTransform *affineTransform = [NSAffineTransform transform]; [affineTransform rotateByDegrees:3]; [transform setValue:affineTransform forKey:@"inputTransform"]; CIImage * myResult = [transform valueForKey:@"outputImage"]; if (myResult == Nil) NSLog(@"Transformation failed"); else { NSLog(@"Created transformation successfully ... now render it"); [myResult drawAtPoint: NSMakePoint ( 0,0 ) fromRect: NSMakeRect ( 0,0,128,128 ) operation: NSCompositeSourceOver fraction: 1.0]; //100% opaque [inputCIimage release]; } }

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