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  • Unable to use certain Fonts programatically in ASP.Net

    - by TooFat
    I am trying to programatically create a bitmap with a specified font in ASP.Net. The idea is that the text, font name, size color etc. will be passed in from variables and a bitmap of the text using the font etc will be returned. However, I have been finding that I am only able to do so using the following code with certain fonts. <div> <% string fontName = "Segoe Script"; //Change Font here System.Drawing.Bitmap bmp = new System.Drawing.Bitmap(100, 100); System.Drawing.Graphics graph = System.Drawing.Graphics.FromImage(bmp); System.Drawing.Font fnt = new System.Drawing.Font(fontName, 20); System.Drawing.SolidBrush brush = new System.Drawing.SolidBrush(System.Drawing.Color.Red); graph.DrawString("Help", fnt, brush, new System.Drawing.Point(10, 10)); bmp.Save(@"C:\Development\Path\image1.bmp"); this.Image1.ImageUrl = "http://mysite/Images/image1.bmp"; %> <asp:Label ID="Label1" runat="server" Text="Label" Font-Names="Segoe Script"> <%Response.Write("Help"); %></asp:Label> //Change font here <asp:Image ID="Image1" runat="server" /> </div> If I change the font name in the areas indicated by the comments to Arial or Verdana both the image and the label appear with the correct font. If however, I change the font name in both locations to something "Segoe Script" the Label will show up in Segoe Script but the image is in what looks like Arial.

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  • Am I right about the differences between Floyd-Warshall, Dijkstra's and Bellman-Ford algorithms?

    - by Programming Noob
    I've been studying the three and I'm stating my inferences from them below. Could someone tell me if I have understood them accurately enough or not? Thank you. Dijkstra's algorithm is used only when you have a single source and you want to know the smallest path from one node to another, but fails in cases like this Floyd-Warshall's algorithm is used when any of all the nodes can be a source, so you want the shortest distance to reach any destination node from any source node. This only fails when there are negative cycles (this is the most important one. I mean, this is the one I'm least sure about:) 3.Bellman-Ford is used like Dijkstra's, when there is only one source. This can handle negative weights and its working is the same as Floyd-Warshall's except for one source, right? If you need to have a look, the corresponding algorithms are (courtesy Wikipedia): Bellman-Ford: procedure BellmanFord(list vertices, list edges, vertex source) // This implementation takes in a graph, represented as lists of vertices // and edges, and modifies the vertices so that their distance and // predecessor attributes store the shortest paths. // Step 1: initialize graph for each vertex v in vertices: if v is source then v.distance := 0 else v.distance := infinity v.predecessor := null // Step 2: relax edges repeatedly for i from 1 to size(vertices)-1: for each edge uv in edges: // uv is the edge from u to v u := uv.source v := uv.destination if u.distance + uv.weight < v.distance: v.distance := u.distance + uv.weight v.predecessor := u // Step 3: check for negative-weight cycles for each edge uv in edges: u := uv.source v := uv.destination if u.distance + uv.weight < v.distance: error "Graph contains a negative-weight cycle" Dijkstra: 1 function Dijkstra(Graph, source): 2 for each vertex v in Graph: // Initializations 3 dist[v] := infinity ; // Unknown distance function from 4 // source to v 5 previous[v] := undefined ; // Previous node in optimal path 6 // from source 7 8 dist[source] := 0 ; // Distance from source to source 9 Q := the set of all nodes in Graph ; // All nodes in the graph are 10 // unoptimized - thus are in Q 11 while Q is not empty: // The main loop 12 u := vertex in Q with smallest distance in dist[] ; // Start node in first case 13 if dist[u] = infinity: 14 break ; // all remaining vertices are 15 // inaccessible from source 16 17 remove u from Q ; 18 for each neighbor v of u: // where v has not yet been 19 removed from Q. 20 alt := dist[u] + dist_between(u, v) ; 21 if alt < dist[v]: // Relax (u,v,a) 22 dist[v] := alt ; 23 previous[v] := u ; 24 decrease-key v in Q; // Reorder v in the Queue 25 return dist; Floyd-Warshall: 1 /* Assume a function edgeCost(i,j) which returns the cost of the edge from i to j 2 (infinity if there is none). 3 Also assume that n is the number of vertices and edgeCost(i,i) = 0 4 */ 5 6 int path[][]; 7 /* A 2-dimensional matrix. At each step in the algorithm, path[i][j] is the shortest path 8 from i to j using intermediate vertices (1..k-1). Each path[i][j] is initialized to 9 edgeCost(i,j). 10 */ 11 12 procedure FloydWarshall () 13 for k := 1 to n 14 for i := 1 to n 15 for j := 1 to n 16 path[i][j] = min ( path[i][j], path[i][k]+path[k][j] );

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  • What are graphs in laymen's terms

    - by Justin984
    What are graphs, in computer science, and what are they used for? In laymen's terms preferably. I have read the definition on Wikipedia: In computer science, a graph is an abstract data type that is meant to implement the graph and hypergraph concepts from mathematics. A graph data structure consists of a finite (and possibly mutable) set of ordered pairs, called edges or arcs, of certain entities called nodes or vertices. As in mathematics, an edge (x,y) is said to point or go from x to y. The nodes may be part of the graph structure, or may be external entities represented by integer indices or references. but I'm looking for a less formal, easier to understand definition.

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  • Designing binary operations(AND, OR, NOT) in graphs DB's like neo4j

    - by Nicholas
    I'm trying to create a recipe website using a graph database, specifically neo4j using spring-data-neo4j, to try and see what can be done in Graph Databases. My model so far is: (Chef)-[HAS_INGREDIENT]->(Ingredient) (Chef)-[HAS_VALUE]->(Value) (Ingredient)-[HAS_INGREDIENT_VALUE]->(Value) (Recipe)-[REQUIRES_INGREDIENT]->(Ingredient) (Recipe)-[REQUIRES_VALUE]->(Value) I have this set up so I can do things like have the "chef" enter ingredients they have on hand, and suggest recipes, as well as suggest recipes that are close matches, but missing one ingredient. Some recipes can get complex, utilizing AND, OR, and NOT type logic, something like (Milk AND (Butter OR spread OR (vegetable oil OR olive oil))) and I'm wondering if it would be sane to model this in a graph using a tree type representation? An example of what I was thinking is to create three "node" types of AND, OR, and NOT and have each of them connect to the nodes value underneath. How else might this be represented in a Graph Database or is my example above a decent representation?

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  • Creating dynamic plots

    - by geoff92
    I'm completely new to web programming but I do have a programming background. I'd like to create a site that allows users to visit, enter some specifications into a form, submit the form, and then receive a graph. I have a few questions about this, only because I'm pretty ignorant: Is there a good framework I should start in? I know a lot of java, I'm okay with python, and I learned Ruby in the past. I figure I might use ruby on rails only because I hear of it so often and I think I've also heard it's easy. If anyone has some other recommendation, please suggest. The user will be entering data into a form. I'm guessing the request they'll be making should be one of a GET request, right? Because I don't intend for any of the data they're entering to modify my server (in fact, I don't intend on having a database). The data the user inputs will be used to perform calculations involving lots of matrices. I've written this functionality in python. If I use ruby on rails, should it be instead written in Ruby? Somewhere I've heard that you can either place the load of the work on your server or on the client's computer. Since the code performs heavy math, which option is preferable? How do I alter the setup to either make the client do the work or my server? Should I be using a "cgi-bin"? In the code that I have now, I use matplotlib, a python library, and then "show" the plot in order to see the graph. I specify the x and y limits, but I am able to "drag" the graph in order to see more data within the plot window. Ultimately, I want a graph to be shown on my site with the drag functionality. Is this possible? What if the client drags the graph so far, more computations must be made? Thanks!

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  • How to display a graph only for business hours with CACTI?

    - by Blast Raider
    I have noticed that I can only display an uninterrupted period with Cacti. I am wondering whether is possible or not to make a custom graph which displaying only the business hours during a period (a week, a month, etc.). If it is possible, how could I configure it on Cacti ? For example, I would like to be able to display a graph with an average inbound/outbound traffic between 8am and 7pm for 5 business days a week of the last month. I would apreciate any help. Thank you.

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  • How can I prepare a cake graph in excel with a result based on 100%?

    - by Pitto
    Hello my friends... I need to distribute correctly a little data in an excel graph. I have the total I've earned last year which should represent the 100% of the cake. Then I have my insurance expenses and I want to understand, graphically, how much of my total income went away to pay insurance... I know that a basic proportion like: total expenses : total insurance costs = 100 : x do the correct math but I can't find a way to display this in a cake graph... Any hints?

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  • How to get levels for Fry Graph readability formula?

    - by Vic
    Hi, I'm working in an application (C#) that applies some readability formulas to a text, like Gunning-Fog, Precise SMOG, Flesh-Kincaid. Now, I need to implement the Fry-based Grade formula in my program, I understand the formula's logic, pretty much you take 3 100-words samples and calculate the average on sentences per 100-words and syllables per 100-words, and then, you use a graph to plot the values. Here is a more detailed explanation on how this formula works. I already have the averages, but I have no idea on how can I tell my program to "go check the graph and plot the values and give me a level." I don't have to show the graph to the user, I only have to show him the level. I was thinking that maybe I can have all the values in memory, divided into levels, for example: Level 1: values whose sentence average are between 10.0 and 25+, and whose syllables average are between 108 and 132. Level 2: values whose sentence average are between 7.7 and 10.0, and .... so on But the problem is that so far, the only place in which I have found the values that define a level, are in the graph itself, and they aren't too much accurate, so if I apply the approach commented above, trying to take the values from the graph, my level estimations would be too much imprecise, thus, the Fry-based Grade will not be accurate. So, maybe any of you knows about some place where I can find exact values for the different levels of the Fry-based Grade, or maybe any of you can help me think in a way to workaround this. Thanks

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  • How to determine Scale of Line Graph based on Pixels/Height?

    - by Dexter
    I have a problem due to my terrible math abilities, that I cannot figure out how to scale a graph based on the maximum and minimum values so that the whole graph will fit onto the graph-area (400x420) without parts of it being off the screen (based on a given equation by user). Let's say I have this code, and it automatically draws squares and then the line graph based on these values. What is the formula (what do I multiply) to scale it so that it fits into the small graphing area? vector<int> m_x; vector<int> m_y; // gets automatically filled by user equation or values int HeightInPixels = 420;// Graphing area size!! int WidthInPixels = 400; int best_max_y = GetMaxOfVector(m_y); int best_min_y = GetMinOfVector(m_y); m_row = 0; m_col = 0; y_magnitude = (HeightInPixels/(best_max_y+best_min_y)); // probably won't work magnitude = (WidthInPixels/(int)m_x.size()); m_col = m_row = best_max_y; // number of vertical/horizontal lines to draw ////x_magnitude = (WidthInPixels/(int)m_x.size())/2; Doesn't work well ////y_magnitude = (HeightInPixels/(int)m_y.size())/2; Doesn't work well ready = true; // we have values, graph it Invalidate(); // uses WM_PAINT

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  • How to use Facebook graph API to retrieve fan photos uploaded to wall of fan page?

    - by Joe
    I am creating an external photo gallery using PHP and the Facebook graph API. It pulls thumbnails as well as the large image from albums on our Facebook Fan Page. Everything works perfect, except I'm only able to retrieve photos that an ADMIN posts to our page. (graph.facebook.com/myalbumid/photos) Is there a way to use graph api to load publicy uploaded photos from fans? I want to retrieve the pictures from the "Photos from" album, but trying to get the ID for the graph query is not like other albums... it looks like this: http://www.facebook.com/media/set/?set=o.116860675007039 Another note: The only way i've come close to retreiving this data is by using the "feed" option.. ie: graph.facebook.com/pageid/feed EDIT: This is about as far as I could get- it works, but has certain issues stated below. Maybe someone could expand on this, or provide a better solution. (Using FB PHP SDK) <?php require_once ('config.php'); // get all photos for album $photos = $facebook->api("/YourID/tagged"); $maxitem =10; $count = 0; foreach($photos['data'] as $photo) { if ($photo['type'] == "photo"): echo "<img src='{$photo['picture']}' />", "<br />"; endif; $count+= 1; if ($count >= "$maxitem") break; } ?> Issues with this: 1) The fact that I don't know a method for graph querying specific "types" of Tags, I had to run a conditional statement to display photos. 2) You cannot effectively use the "?limit=#" with this, because as I said the "tagged" query contains all types (photo, video, and status). So if you are going for a photo gallery and wish to avoid running an entire query by using ?limit, you will lose images. 3) The only content that shows up in the "tagged" query is from people that are not Admins of the page. This isn't the end of the world, but I don't understand why Facebook wouldn't allow yourself to be shown in this data as long as you posted it "as yourself" and not as the page.

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  • How do I serialise a graph in Java without getting StackOverflowException?

    - by Tim Cooper
    I have a graph structure in java, ("graph" as in "edges and nodes") and I'm attempting to serialise it. However, I get "StackOverflowException", despite significantly increasing the JVM stack size. I did some googling, and apparently this is a well known limitation of java serialisation: that it doesn't work for deeply nested object graphs such as long linked lists - it uses a stack record for each link in the chain, and it doesn't do anything clever such as a breadth-first traversal, and therefore you very quickly get a stack overflow. The recommended solution is to customise the serialisation code by overriding readObject() and writeObject(), however this seems a little complex to me. (It may or may not be relevant, but I'm storing a bunch of fields on each edge in the graph so I have a class JuNode which contains a member ArrayList<JuEdge> links;, i.e. there are 2 classes involved, rather than plain object references from one node to another. It shouldn't matter for the purposes of the question). My question is threefold: (a) why don't the implementors of Java rectify this limitation or are they already working on it? (I can't believe I'm the first person to ever want to serialise a graph in java) (b) is there a better way? Is there some drop-in alternative to the default serialisation classes that does it in a cleverer way? (c) if my best option is to get my hands dirty with low-level code, does someone have an example of graph serialisation java source-code that can use to learn how to do it?

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  • Finding a Eulerian Tour

    - by user590903
    I am trying to solve a problem on Udacity described as follows: # Find Eulerian Tour # # Write a function that takes in a graph # represented as a list of tuples # and return a list of nodes that # you would follow on an Eulerian Tour # # For example, if the input graph was # [(1, 2), (2, 3), (3, 1)] # A possible Eulerian tour would be [1, 2, 3, 1] I came up with the following solution, which, while not as elegant as some of the recursive algorithms, does seem to work within my test case. def find_eulerian_tour(graph): tour = [] start_vertex = graph[0][0] tour.append(start_vertex) while len(graph) > 0: current_vertex = tour[len(tour) - 1] for edge in graph: if current_vertex in edge: if edge[0] == current_vertex: current_vertex = edge[1] else: current_vertex = edge[0] graph.remove(edge) tour.append(current_vertex) break return tour graph = [(1, 2), (2, 3), (3, 1)] print find_eulerian_tour(graph) >> [1, 2, 3, 1] However, when submitting this, I get rejected by the grader. I am doing something wrong? I can't see any errors.

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  • XNA Transparency depending on drawing order?

    - by DarthRoman
    I am drawing two 3D objects, both of them can fade from opaque to transparent independently, and they can intersect between them (so you cannot say when one of them is before the other one). Look at the image for a better understanding (one of the object is a terrain and the other one an area): Now, if I apply transparency to both of them, and draw the terrain before the area, the terrain is not transparent respecting to the area, but the area is: And finally, if I draw the area before the terrain, then the area is not transparent respecting of the terrain: QUESTION: How can I make all the objects transparent to the rest of objects without depending on the drawing order?

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  • Indexed Drawing in OpenGL not working

    - by user2050846
    I am trying to render 2 types of primitives- - points ( a Point Cloud ) - triangles ( a Mesh ) I am rendering points simply without any index arrays and they are getting rendered fine. To render the meshes I am using indexed drawing with the face list array having the indices of the vertices to be rendered as Triangles. Vertices and their corresponding vertex colors are stored in their corresponding buffers. But the indexed drawing command do not draw anything. The code is as follows- Main Display Function: void display() { simple->enable(); simple->bindUniform("MV",modelview); simple->bindUniform("P", projection); // rendering Point Cloud glBindVertexArray(vao); // Vertex buffer Point Cloud glBindBuffer(GL_ARRAY_BUFFER,vertexbuffer); glEnableVertexAttribArray(0); glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,0,0); // Color Buffer point Cloud glBindBuffer(GL_ARRAY_BUFFER,colorbuffer); glEnableVertexAttribArray(1); glVertexAttribPointer(1,3,GL_FLOAT,GL_FALSE,0,0); // Render Colored Point Cloud //glDrawArrays(GL_POINTS,0,model->vertexCount); glDisableVertexAttribArray(0); glDisableVertexAttribArray(1); // ---------------- END---------------------// //// Floor Rendering glBindBuffer(GL_ARRAY_BUFFER,fl); glEnableVertexAttribArray(0); glEnableVertexAttribArray(1); glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,0,0); glVertexAttribPointer(1,4,GL_FLOAT,GL_FALSE,0,(void *)48); glDrawArrays(GL_QUADS,0,4); glDisableVertexAttribArray(0); glDisableVertexAttribArray(1); // -----------------END---------------------// //Rendering the Meshes //////////// PART OF CODE THAT IS NOT DRAWING ANYTHING //////////////////// glBindVertexArray(vid); for(int i=0;i<NUM_MESHES;i++) { glBindBuffer(GL_ARRAY_BUFFER,mVertex[i]); glEnableVertexAttribArray(0); glEnableVertexAttribArray(1); glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,0,0); glVertexAttribPointer(1,3,GL_FLOAT,GL_FALSE,0,(void *)(meshes[i]->vertexCount*sizeof(glm::vec3))); //glDrawArrays(GL_TRIANGLES,0,meshes[i]->vertexCount); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,mFace[i]); //cout<<gluErrorString(glGetError()); glDrawElements(GL_TRIANGLES,meshes[i]->faceCount*3,GL_FLOAT,(void *)0); glDisableVertexAttribArray(0); glDisableVertexAttribArray(1); } glUseProgram(0); glutSwapBuffers(); glutPostRedisplay(); } Point Cloud Buffer Allocation Initialization: void initGLPointCloud() { glGenBuffers(1,&vertexbuffer); glGenBuffers(1,&colorbuffer); glGenBuffers(1,&fl); //Populates the position buffer glBindBuffer(GL_ARRAY_BUFFER,vertexbuffer); glBufferData(GL_ARRAY_BUFFER, model->vertexCount * sizeof (glm::vec3), &model->positions[0], GL_STATIC_DRAW); //Populates the color buffer glBindBuffer(GL_ARRAY_BUFFER, colorbuffer); glBufferData(GL_ARRAY_BUFFER, model->vertexCount * sizeof (glm::vec3), &model->colors[0], GL_STATIC_DRAW); model->FreeMemory(); // To free the not needed memory, as the data has been already // copied on graphic card, and wont be used again. glBindBuffer(GL_ARRAY_BUFFER,0); } Meshes Buffer Initialization: void initGLMeshes(int i) { glBindBuffer(GL_ARRAY_BUFFER,mVertex[i]); glBufferData(GL_ARRAY_BUFFER,meshes[i]->vertexCount*sizeof(glm::vec3)*2,NULL,GL_STATIC_DRAW); glBufferSubData(GL_ARRAY_BUFFER,0,meshes[i]->vertexCount*sizeof(glm::vec3),&meshes[i]->positions[0]); glBufferSubData(GL_ARRAY_BUFFER,meshes[i]->vertexCount*sizeof(glm::vec3),meshes[i]->vertexCount*sizeof(glm::vec3),&meshes[i]->colors[0]); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,mFace[i]); glBufferData(GL_ELEMENT_ARRAY_BUFFER,meshes[i]->faceCount*sizeof(glm::vec3), &meshes[i]->faces[0],GL_STATIC_DRAW); meshes[i]->FreeMemory(); //glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0); } Initialize the Rendering, load and create shader and calls the mesh and PCD initializers. void initRender() { simple= new GLSLShader("shaders/simple.vert","shaders/simple.frag"); //Point Cloud //Sets up VAO glGenVertexArrays(1, &vao); glBindVertexArray(vao); initGLPointCloud(); //floorData glBindBuffer(GL_ARRAY_BUFFER, fl); glBufferData(GL_ARRAY_BUFFER, sizeof(floorData), &floorData[0], GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER,0); glBindVertexArray(0); //Meshes for(int i=0;i<NUM_MESHES;i++) { if(i==0) // SET up the new vertex array state for indexed Drawing { glGenVertexArrays(1, &vid); glBindVertexArray(vid); glGenBuffers(NUM_MESHES,mVertex); glGenBuffers(NUM_MESHES,mColor); glGenBuffers(NUM_MESHES,mFace); } initGLMeshes(i); } glEnable(GL_DEPTH_TEST); } Any help would be much appreciated, I have been breaking my head on this problem since 3 days, and still it is unsolved.

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  • Drawing application on OpenGL for iOS (iPad)

    - by Alesia
    Some help is needed. I'm developing drawing application on OpenGL (deployment target 4.0) for iOS (iPad). We have 3 drawing tools: pen, marker (with alfa) and eraser. I draw with textures, using blending in orthographic projection. I can't use z-ordering because in this case I have to face a lot of troubles with cutting and erasing. The thing that I need is to make the pen be always on the top. When I first use marker and than pen - it's ok. But if I use pen first and marker over the pen - I can't see pen color under marker. I'd appreciate any help or advice. Thank you veeeeeery much!

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  • Base on User Drawing Create Polygon Body as well Image

    - by Siddharth
    In my game, I want to provide a user with drawing feature. By free hand drawing user create a polygon shape. So in my game implementation I have to create body for all found vertices and I have to generate image based on that polygon shape. So my problem is how to create image that match the user provided vertices. In cocos2d I listen that there is an implementation of something like Image Masking. But I don't understand how that thing I implement in andengnine. Please provide any guidance on how to create image same as user generated polygon shape.

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  • OpenGL: Drawing to a texture

    - by Danran
    Well im just a bit stuck wondering how to draw an item to a texture. Specifically, i'm using; glDrawArrays(GL_LINE_STRIP, indices[0], indices.size()); Because what i'm drawing via the above function updates every-frame, i'm just totally not sure how to go about drawing what i have to a texture. Any help is greatly appreciated! Edit: Well unfortunately my graphics card doesn't support FrameBuffer Objects :/. So i've been trying to get the copy contents from backbuffer method working. Here's what i currently have; http://pastebin.com/dJpPt6Pd And sadly all i get is a white square. Its probably something stupid that i'm doing wrong. Just unsure what it could be?

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  • Iphone SDK quesiton: How to make a Drawing method in a View class work using CGContextRef?

    - by SimpleCode
    I have these 2 methods in the View class. the drawRect method always gets called when the view is initalized. But i can't get the drawLine method to work. It doesn't do anything when it gets called. Am i supposed to deal with cgimagecontext or something like that? please help!! (void)drawRect:(CGRect)rect { // Drawing code // Drawing code CGContextRef contextRef = UIGraphicsGetCurrentContext(); //CGContextSetRGBFillColor(contextRef, 0, 0, 255, 1); CGContextSetRGBStrokeColor(contextRef, 0, 0, 0, 1); CGContextSetLineWidth(contextRef, 5.0); CGContextBeginPath(contextRef); CGContextMoveToPoint(contextRef, 0, 0); CGContextAddLineToPoint(contextRef, 320, 480); CGContextStrokePath(contextRef); } -(void)drawLine:(CGPoint)from to:(CGPoint) to { // Drawing code CGContextRef contextRef = UIGraphicsGetCurrentContext(); //CGContextSetRGBFillColor(contextRef, 0, 0, 255, 1); CGContextSetRGBStrokeColor(contextRef, 0, 128, 0, 1); CGContextSetLineWidth(contextRef, 5.0); CGContextBeginPath(contextRef); CGContextMoveToPoint(contextRef, 0, 0); CGContextAddLineToPoint(contextRef, 320, 50); CGContextStrokePath(contextRef); }

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