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  • NETCF - Optimized Repaint (onPaint)

    - by Nullstr1ng
    Hi Guys, I want to ask for suggestions on how to optimize a repaint in Compact Framework? GetHashCode() didn't help because it always return a different hash code. Anyway, I have a program which you can drag and resize an object in run time. This object is a transparent object and it has a PNG image which also dynamically resize relative to object client size. Though I noticed, (e.g. I have 4 transparent object and I'm dragging or resizing one) all 4 of them triggers OnPaintBackground even if the 3 are not moving. Another one when am just tapping on the one object .. it sill triggers onPaintBacground(). Anyway, I don't have a problem when this events get triggered. What I like to do is optimization and that means I only have to repaint the object when it's necessary. Can you guys please give a suggestions? here's my pseudo C# code Bitmap _backBuff; onResize() { if(_backBuff != null) _backBuff.Dispose(); _backBuff = new Bitmap(ClientSize.Width, ClientSize.Height); Invalidate(); } onPaintBackground(e) /*have to use onPaintBackground because MSDN said it's faster*/ { using(Graphics g = Graphics.FromImage(_backBuff)) { g.Clear(Color.Black); // draw background ....some interface calling here ....and paint the background // draw alpha PNG .. get hDc .. paint PNG .. release hDc } e.Graphics.DrawImage(_backBuff,0,0); } Thanks in advance.

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  • CGImageCreateWithMask with an image as a mask

    - by Peyman
    Hi I am trying to use an image (painted as Core Graphics) to create a mask. What I am doing is this 1. creating a Core Graphics path CGContextSaveGState(context); CGContextBeginPath(context); CGContextMoveToPoint(context,circleCenter.x,circleCenter.y); //CGContextSetAllowsAntialiasing(myBitmapContext, YES); CGContextAddArc(context,circleCenter.x, circleCenter.y,circleRadius,startingAngle, endingAngle, 0); // 0 is counterclockwise CGContextClosePath(context); CGContextSetRGBStrokeColor(context,1.0,0.0,0.0,1.0); CGContextSetRGBFillColor(context,1.0,0.0,0.0,0.2); CGContextDrawPath(context, kCGPathFillStroke); 2. then I'm saving the context that has the path just painted CGImageRef pacmanImage = CGBitmapContextCreateImage (context); 3. restoring the context CGContextRestoreGState(context); CGContextSaveGState(context); 4. creating a 1 bit mask (which will provide the black-white mask) bitsPerComponent = 1; bitsPerPixel = bitsPerComponent * 1 ; bytesPerRow = (CGImageGetWidth(imgToMaskRef) * bitsPerPixel); mask = CGImageCreate(CGImageGetWidth(imgToMaskRef), CGImageGetHeight(imgToMaskRef), bitsPerComponent, bitsPerPixel, bytesPerRow, greyColorSpace, kCGImageAlphaNone, CGImageGetDataProvider(pacmanImage), NULL, //decode YES, //shouldInterpolate kCGRenderingIntentDefault); 5. masking the imgToMaskRef (which is a CGImageRef imgToMaskRef =imgToMask.CGImage;) with the mask just created imageMaskedWithImage = CGImageCreateWithMask(imgToMaskRef, mask); CGContextDrawImage(context,imgRectBox, imageMaskedWithImage); CGImageRef maskedImageFinal = CGBitmapContextCreateImage (context); returning the maskedImageFinal to the caller of this method (as wheelChoiceMadeState, which is a CGImageRef) who then updates the CALayer contents property with the image theLayer.contents = (id) wheelChoiceMadeState; the problem I am seeing is that the mask does not work properly and looks very strange indeed. I get strange patterns across the path painted by the Core Graphics. My hunch is there is something with CGImageGetDataProvider() but I am not sure. Any help would be appreciated thank you

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  • Resizing and saving an image in WinMobile and .NET CF throws OutOfMemoryException

    - by devguy
    I have a WinMobile app which allows the user the snap a photo with the camera, and then use for for various things. The photo can be snapped at 1600x1200, 800x600 or 640x480, but it must always be resized to 400px for the longest size (the other is proportional of course). Here's the code: private void LoadImage(string path) { Image tmpPhoto = new Bitmap(path); // calculate new bitmap size... double width = ... double height = ... // draw new bitmap Image photo = new Bitmap(width, height, System.Drawing.Imaging.PixelFormat.Format24bppRgb); using (Graphics g = Graphics.FromImage(photo)) { g.FillRectangle(new SolidBrush(Color.White), new Rectangle(0, 0, photo.Width, photo.Height)); int srcX = (int)((double)(tmpPhoto.Width - width) / 2d); int srcY = (int)((double)(tmpPhoto.Height - height) / 2d); g.DrawImage(tmpPhoto, new Rectangle(0, 0, photo.Width, photo.Height), new Rectangle(srcX, srcY, photo.Width, photo.Height), GraphicsUnit.Pixel); } tmpPhoto.Dispose(); // save new image and dispose photo.Save(Path.Combine(config.TempPath, config.TempPhotoFileName), System.Drawing.Imaging.ImageFormat.Jpeg); photo.Dispose(); } Now the problem is that the app breaks in the photo.Save call, with an OutOfMemoryException. And I don't know why, since I dispose the tempPhoto (with the original photo from the camera) as soon as I can, and I also dispose the Graphics obj. Why does this happen? It seems impossible to me that one can't take a photo with the camera and resize/save it without making it crash :( Should I restor t C++ for such a simple thing? Thanks.

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  • How to get the stacktrace in a mobile device?

    - by Daniel Moura
    I'm getting a NullPointerException in a Nokia S40. I want to know what is causing this exception. The device shows: NullPointerException java/lang/NullPointerException This error only occurs in the device, running in the emulator the application works fine. I use microlog to debug my application. But the application works fine if the log is enabled. Is there a way to get the stack trace when I get this NullPointerException? I don't need all details like the line number just which method cause this exception. UPDATE: I installed the same application in another Nokia S40 and the same error didn't occur. Nokia 2660 - error Nokia 6131 - no error UPDATE 2: Somehow I find what was causing the NullPointerException. import javax.microedition.lcdui.Canvas; import javax.microedition.lcdui.Graphics; public class OuterClass extends Canvas { private Config config; public OuterClass() { this.config = new Config(); } public void paint(Graphics graphics) { HelperClass helper = new HelperClass(this.config); helper.doStuff(); } public void dispose() { this.config = null; } public class Config implements IConfig { public int getSomething() { // ... } } } public class HelperClass { private IConfig config; public HelperClass(IConfig) { this.config = config; } public doStuff() { config.getSomething(); // Here is thrown NullPointerException } } In some situations a thread is started and call the OuterClass.dispose() before the helper.doStuff() causing the NPE. I think when I enabled the log it made the thread slower and helper.doStuff() was called when I expected it to be called.

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  • blackberry smartcard reader example

    - by pajton
    I am writing an app for BlackBerry that utilizes a BlackBerry smartcard reader. There is not much documentation on the subject, so I'd really like if someone could give me starting examples. Basically, there is one RSA private key on the card plus a certificate (for paired public key). I would like to be able to encrypt/decrypt data and also sign it as well. The final goal would be to establish an mutual-authenticated SSL connection using client certificate contained on the smartcard. Here is the code I managed to come up with so far: SmartCardReader btReader = null; SmartCardReader[] readers = SmartCardReaderFactory.getInstalledReaders(); for (int i = 0; i < readers.length; i++) { SmartCardReader reader = readers[i]; if (reader.getType().equalsIgnoreCase("bluetooth")) { btReader = reader; break; } } SmartCardReaderSession readerSession = reader.openSession(); CryptoSmartCard card = (CryptoSmartCard) readerSession.getSmartCard(); RSACryptoToken token = (RSACryptoToken) card.getCryptoToken("RSA"); This token looks promising - has some nice methods, but with "cryptic" arguments. What to do next?

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  • Data Transfer Objects VS Domain/ActiveRecord Entities in the View in RoR

    - by leypascua
    I'm coming from a .NET background, where it is a practice to not bind domain/entity models directly to the view in not-so-basic CRUD-ish applications where the view does not directly project entity fields as-is. I'm wondering what's the practice in RoR, where the default persistence mechanism is ActiveRecord. I would assert that presentation-related info should not be leaked to the entities, not sure though if this is how real RoR heads would do it. If DTOs/model per view is the approach, how will you do it in Rails? Your thoughts? EDIT: Some examples: - A view shows a list of invoices, with the number of unique items in one column. - A list of credit card accounts, where possibly fraudulent transactions were executed. For that, the UI needs to show this row in red. For both scenarios, The lists don't show all of the fields of the entities, just a few to show in the list (like invoice #, transaction date, name of the account, the amount of the transaction) For the invoice example, The invoice entity doesn't have a field "No. of line items" mapped on it. The database has not been denormalized for perf reasons and it will be computed during query time using aggregate functions. For the credit card accounts example, surely the card transaction entity doesn't have a "Show-in-red" or "IsFraudulent" invariant. Yes it may be a business rule, but for this example, that is a presentation concern, so I would like to keep it out of my domain model.

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  • Animate multiple UIView in a cicle

    - by Giovanni
    Hi all, i'm creating a card game on iphone. My problem is that i want to animate the cards at the beginning of the game making the cards animate from a point to another point in a deck. I move my cards that are UIView, in afor cicle. this is what i do With this code, alla tha cards move together, i need to move the cards separately one after another CGPoint point; // Create the deck of playing cards for (int i = 0; i < 28; i++) { CardView *aCardView = [self.mazzo objectAtIndex:i]; point.x = -100; point.y = 200; aCardView.center = point; aCardView.zPosition = i; [self.viewGioco addSubview:aCardView]; [aCardView release]; //Here i call the method to position the card [aCardView positionCard]; } in the card view there are this methods -(void)positionCard{ [self performSelector:@selector(_positionCard) withObject:nil afterDelay:0.0]; } -(void)_positionCard{ [UIView beginAnimations:@"posizionacarta" context:nil]; [UIView setAnimationCurve:UIViewAnimationCurveEaseIn]; [UIView setAnimationDuration:0.3f]; CGPoint point; point.x = 280 + ((arc4random() % 2) - 1); point.y = 240 + ((arc4random() % 2) - 1); self.center = point; [UIView commitAnimations]; [self setNeedsLayout]; }

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  • Flash AS3 load file xml

    - by Elias
    Hello, I'm just trying to load an xml file witch can be anywere in the hdd, this is what I have done to browse it, but later when I'm trying to load the file it would only look in the same path of the swf file here is the code package { import flash.display.Sprite; import flash.events.; import flash.net.; public class cargadorXML extends Sprite { public var cuadro:Sprite = new Sprite(); public var file:FileReference; public var req:URLRequest; public var xml:XML; public var xmlLoader:URLLoader = new URLLoader(); public function cargadorXML() { cuadro.graphics.beginFill(0xFF0000); cuadro.graphics.drawRoundRect(0,0,100,100,10); cuadro.graphics.endFill(); cuadro.addEventListener(MouseEvent.CLICK,browser); addChild(cuadro); } public function browser(e:Event) { file = new FileReference(); file.addEventListener(Event.SELECT,bien); file.browse(); } public function bien(e:Event) { xmlLoader.addEventListener(Event.COMPLETE, loadXML); req=new URLRequest(file.name); xmlLoader.load(req); } public function loadXML(e:Event) { xml=new XML(e.target.data); //xml.name=file.name; trace(xml); } } } when I open a xml file that isnt it the same directory as the swf, it gives me an unfound file error. is there anything I can do? cause for example for mp3 there is an especial class for loading the file, see http://www.flexiblefactory.co.uk/flexible/?p=46 thanks

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  • How to do recurring with bank account payment mode using authorized.net

    - by Salil
    Hi All, I am using recurring facility of authorized.net using active_merchant plugin in rails. there are two payment method for this 1] Credit Card 2] Bank Account I successfully done it using Credit Card For Recurring i need my Test Mode off. Also my E-check, credit card processing, and subscriptions are all enabled. But i am not able to subscribed using Bank Account Following is my code ActiveMerchant::Billing::Base.mode = :developer #i found follwing test bank account on net account = ActiveMerchant::Billing::Check.new(:account_holder_type=>"personal",:account_number=>"123123123", :account_type => "savings", :name=>"name", :routing_number=>"244183602") if account.valid? #this comes true gateway = ActiveMerchant::Billing::AuthorizeNetGateway.new(:login => 'Mylogin', :password => 'Mypassword') response = gateway.recurring( amount, nil, {:interval =>{:length=>@length, :unit =>:months}, :duration =>{:start_date=>'2010-04-24', :occurrences=>1}, :billing_address=>{:first_name=>'dinesh', :last_name=>'singh'}, :bank_account=>{:account_holder_type=>"personal",:account_number=>"123123123", :account_type => "savings", :name_of_account=>"name", :routing_number=>"244183602"} }) if response.success? #this comes false else puts response.message ####>> ERROR render :action=>"account_payment" end I get Follwing ERROR when i debug for response.message "The test transaction was not successful. (128) This transaction cannot be processed." Am i doing anything wrong i search for the another Test Bank Account Data but i didn't find it. Please help I badly need it. Thanks in Advance. Regards, Salil Gaikwad

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  • How to draw multiple rectangles using c#

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

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  • Creating/Maintaining a large project-agnostic code library

    - by bufferz
    In order to reduce repetition and streamline testing/debugging, I'm trying to find the best way to develop a group of libraries that many projects can utilize. I'd like to keep individual executable relatively small, and have shared libraries for math, database, collections, graphics, etc. that were previously scattered among several projects and in many cases duplicated (bad!). This library is to be in an SVN repo and several programmers will be working on it. This library will be in constant development along with the executables that utilize it. For example, I want a code file in ProjectA to look something like the following: using MyCompany.Math.2D; //static 2D math methods using MyCompany.Math.3D; //static #D math methods using MyCompany.Comms.SQL; //static methods for doing simple SQLDB I/O using MyCompany.Graphics.BitmapOperations; //static methods that play with bitmaps So in my ProjectA solution file in VisualStudio, in order to develop/debug the MyCompany library I have to add several projects (Math, Comms, Graphics). Things get pretty cluttered and Solution files get out of date quickly between programmer SVN commits. I'm just looking for a high level approach to maintaining a large, shared code base in an SCN repository. I am fully willing to radically redesign my approach. I'm looking for that warm fuzzy feeling you get when you're design approach is spot on and development is fluid and natural. And ideas? Thanks!!

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  • Close application on error

    - by poke
    I’m currently writing an application for the Android platform that requires a mounted SD card (or ExternalStorage). I know that it might not be the best way to require something like that, but the application will work with quite a lot of data, and I don’t even want to think about storing that on the device’s storage. Anyway, to ensure that the application won’t run without the external storage, I do a quick check in the activity’s onCreate method. If the card is not mounted, I want to display an error message and then quit the application. My current approach looks like this: public void onCreate ( Bundle savedInstanceState ) { super.onCreate( savedInstanceState ); setContentView( R.layout.main ); try { // initialize data storage // will raise an exception if it fails, or the SD card is not mounted // ... } catch ( Exception e ) { AlertDialog.Builder builder = new AlertDialog.Builder( this ); builder .setMessage( "There was an error: " + e.getMessage() ) .setCancelable( false ) .setNeutralButton( "Ok.", new DialogInterface.OnClickListener() { public void onClick ( DialogInterface dialog, int which ) { MyApplication.this.finish(); } } ); AlertDialog error = builder.create(); error.show(); return; } // continue ... } When I run the application, and the exception gets raised (I raise it manually to check if everything works), the error message is displayed correctly. However when I press the button, the application closes and I get an Android error, that the application was closed unexpectedly (and I should force exit). I read some topics before on closing an application, and I know that it maybe shouldn’t happen like that. But how should I instead prevent the application from continuing to run? How do you close the application correctly when an error occurs?

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  • "Link" against a SWC in Flex

    - by ggambett
    I'm trying to do a very simple app in Flash/Flex, that loads an image embedded in the swf itself and then shows it. The thing is I'm trying to do it using the command line only (mxmlc and compc) and without using @Embed, and failing miserably. I have a very simple Main.as : package { import flash.display.*; import flash.utils.*; public class Main extends Sprite { public function Main () : void { var pDef:Class = getDefinitionByName("icon_big.png") as Class; var _image:BitmapData = new pDef(0, 0); var pSprite:Sprite = new Sprite(); pSprite.graphics.beginBitmapFill(_image); pSprite.graphics.drawRect(0, 0, _image.width, _image.height); pSprite.graphics.endFill(); addChild(pSprite); } } } This works fine if I add icon_big.png to the Library using the Flash IDE, but I can't figure out how to do it from the command line. I'm using compc to put the png inside a swc : compc --include-file icon_big.png icon_big.png -output assets.swc This generates a 17 kb assets.swf, slightly bigger than icon_big.png. Then I try to compile and link Main.as : mxmlc -include-libraries+=assets.swc Main.as This produces a 944 byte Main.swf, which clearly doesn't include the asset, and fails at runtime. According to the mxmlc docs I found, -include-libraries should link with every class, including the ones not directly referenced by code (as is the case here, since I'm getting the class from code), and it unsurprisingly fails at runtime. Note that this same code (or, more precisely, quite equivalent code) works when used within a Flash project - I'm not looking to fix the code, but how to do in the command line whatever Flash does internally. I feel I'm just "not getting" something... any clues?

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  • How do I render *parts* of a svg file?

    - by Fake Code Monkey Rashid
    Hello good people! :) I want to render parts of a svg file by name but for the life of me I cannot figure out how to do so (using python + gtk). Here's the svg file in question: http://david.bellot.free.fr/svg-cards/files/SVG-cards-2.0.1.tar.gz On his site, David, says: You can draw a card either by rendering the file onto a pixmap and clipping each card manually or by using the card's name through a DOM interface. All cards are embedded into a SVG group. I don't know what he means by a DOM interface. I have done some searching and the best result I found that seems to fit what I want to do is: QSvgRenderer *renderer = new QSvgRenderer(QLatin1String("SvgCardDeck.svg")); QGraphicsSvgItem *black = new QGraphicsSvgItem(); QGraphicsSvgItem *red = new QGraphicsSvgItem(); black->setSharedRenderer(renderer); black->setElementId(QLatin1String("black_joker")); red->setSharedRenderer(renderer); red->setElementId(QLatin1String("red_joker")); Notice however that it is for Qt and is not even written in python. This is what I have so far: #!/usr/bin/env python from __future__ import absolute_import import cairo import gtk import rsvg from xml import xpath from xml.dom import minidom window = gtk.Window() window.set_title("Foo") window.set_size_request(256, 256) window.set_property("resizable", False) window.set_position(gtk.WIN_POS_CENTER) window.connect("destroy", gtk.main_quit) window.show() document = minidom.parse("cards.svg") element = xpath.Evaluate("//*[@id='1_club']", document)[0] xml = element.toxml() svg = rsvg.Handle() svg.write(xml) pixbuf = svg.get_pixbuf() image = gtk.Image() image.set_from_pixbuf(pixbuf) image.show() window.add(image) gtk.main() It doesn't work, of course. What am I missing?

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  • drawing to a JPanel without inheritance

    - by g.rocket
    Right now I'm working on a program that throws up a bunch of separate (generated at runtime) images, each in their own window. To do this i've tried this approach: public void display(){ JFrame window = new JFrame("NetPart"); JPanel canvas = new JPanel(); window.getContentPane().add(canvas); Graphics g = canvas.getGraphics(); Dimension d = getSize(); System.out.println(d); draw(g,new Point(d.minX*50,d.maxY*50), 50); window.setSize(d.size(50)); window.setResizable(false); window.setDefaultCloseOperation(JFrame.HIDE_ON_CLOSE); window.setVisible(true); } public void draw(Graphics g, Point startLoc, int scale){ // generate and draw the image } public Dimension getSize(){ //returns my own dimensions class } However, this throws a NullPointerException in draw, claiming that the graphics is null. is there any way to externally draw to a JPanel from outside it (not inherit from JPanel and override PaintComponent)? Any help would be appreciated.

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  • How do you refactor a large messy codebase?

    - by Ricket
    I have a big mess of code. Admittedly, I wrote it myself - a year ago. It's not well commented but it's not very complicated either, so I can understand it -- just not well enough to know where to start as far as refactoring it. I violated every rule that I have read about over the past year. There are classes with multiple responsibilities, there are indirect accesses (I forget the technical term - something like foo.bar.doSomething()), and like I said it is not well commented. On top of that, it's the beginnings of a game, so the graphics is coupled with the data, or the places where I tried to decouple graphics and data, I made the data public in order for the graphics to be able to access the data it needs... It's a huge mess! Where do I start? How would you start on something like this? My current approach is to take variables and switch them to private and then refactor the pieces that break, but that doesn't seem to be enough. Please suggest other strategies for wading through this mess and turning it into something clean so that I can continue where I left off!

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  • Android, how to use DexClassLoader to dynamically replace an Activity or Service

    - by RickNotFred
    I am trying to do something similar to this stackoverflow posting. What I want to do is to read the definition of an activity or service from the SD card. To avoid manifest permission issues, I create a shell version of this activity in the .apk, but try to replace it with an activity of the same name residing on the SD card at run time. Unfortunately, I am able to load the activity class definition from the SD card using DexClassLoader, but the original class definition is the one that is executed. Is there a way to specify that the new class definition replaces the old one, or any suggestions on avoiding the manifest permission issues without actually providing the needed activity in the package? The code sample: ClassLoader cl = new DexClassLoader("/sdcard/mypath/My.apk", getFilesDir().getAbsolutePath(), null, MainActivity.class.getClassLoader()); try { Class<?> c = cl.loadClass("com.android.my.path.to.a.loaded.activity"); Intent i = new Intent(getBaseContext(), c); startActivity(i); } catch (Exception e) { Intead of launching the com.android.my.path.to.a.loaded.activity specified in /sdcard/mypath/My.apk, it launches the activity statically loaded into the project.

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  • how to fix error in bitmap size exceeds VM budget

    - by narasimha
    hi folks i am working one application image uploading to sdcard i am scaling that sdcard saved into database some times one error is occurs bitmap size exceeds vm budget ouput : 01-11 15:39:51.809: ERROR/AndroidRuntime(6214): Uncaught handler: thread main exiting due to uncaught exception 01-11 15:39:51.979: ERROR/AndroidRuntime(6214): java.lang.OutOfMemoryError: bitmap size exceeds VM budget 01-11 15:39:51.979: ERROR/AndroidRuntime(6214): at android.graphics.BitmapFactory.nativeDecodeByteArray(Native Method) 01-11 15:39:51.979: ERROR/AndroidRuntime(6214): at android.graphics.BitmapFactory.decodeByteArray(BitmapFactory.java:384) 01-11 15:39:51.979: ERROR/AndroidRuntime(6214): at android.graphics.BitmapFactory.decodeByteArray(BitmapFactory.java:397) 01-11 15:39:51.979: ERROR/AndroidRuntime(6214): at com.fitzgeraldsoftware.shout.presentationLayer.Shout.onActivityResult(Shout.java:1653) 01-11 15:39:51.979: ERROR/AndroidRuntime(6214): at android.app.Activity.dispatchActivityResult(Activity.java:3624) 01-11 15:39:51.979: ERROR/AndroidRuntime(6214): at android.app.ActivityThread.deliverResults(ActivityThread.java:3220) 01-11 15:39:51.979: ERROR/AndroidRuntime(6214): at android.app.ActivityThread.handleSendResult(ActivityThread.java:3266) 01-11 15:39:51.979: ERROR/AndroidRuntime(6214): at android.app.ActivityThread.access$2600(ActivityThread.java:116) 01-11 15:39:51.979: ERROR/AndroidRuntime(6214): at android.app.ActivityThread$H.handleMessage(ActivityThread.java:1823) 01-11 15:39:51.979: ERROR/AndroidRuntime(6214): at android.os.Handler.dispatchMessage(Handler.java:99) 01-11 15:39:51.979: ERROR/AndroidRuntime(6214): at android.os.Looper.loop(Looper.java:123) 01-11 15:39:51.979: ERROR/AndroidRuntime(6214): at android.app.ActivityThread.main(ActivityThread.java:4203) 01-11 15:39:51.979: ERROR/AndroidRuntime(6214): at java.lang.reflect.Method.invokeNative(Native Method) 01-11 15:39:51.979: ERROR/AndroidRuntime(6214): at java.lang.reflect.Method.invoke(Method.java:521) 01-11 15:39:51.979: ERROR/AndroidRuntime(6214): at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:791) 01-11 15:39:51.979: ERROR/AndroidRuntime(6214): at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:549) 01-11 15:39:51.979: ERROR/AndroidRuntime(6214): at dalvik.system.NativeStart.main(Native Method) how can fix the error please forward some solution thanks in advance

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  • Chrome targeted CSS

    - by Chris
    I have some CSS code that hides the cursor on a web page (it is a client facing static screen with no interaction). The code I use to do this is below: *, html { cursor: url('/web/resources/graphics/blank.cur'), pointer; } Blank.cur is a totally blank cursor file. This code works perfectly well in all browsers when I host the web files on my local server but when I upload to a Windows CE webserver (our production unit) the cursor represents itself as a black box. Odd. After some testing it seems that chrome only has a problem with totally blank cursor files when served from WinCE web server, so I created a blank cursor with one pixel as white, specifically for chrome. How do I then target this CSS rule to chrome specifically? i.e. *, html { cursor: url('/web/resources/graphics/blank.cur'), pointer; } <!--[if CHROME]> *, html { cursor: url('/web/resources/graphics/blankChrome.cur'), pointer; } <![endif]-->

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  • Flex/Actionscript image display problem.

    - by IanH
    I'm trying to extend the Image class but hit a problem that I can't get past. I have a private image (img) that loads an image and a function that takes that image and copies it onto the parent. The debug function "copyit2" displays the image fine (so I know it's loaded OK). But the function "copyit" doesn't work - it just displays a white rectangle. I can't see how to make copyit work so that the original image is copied to the BitmapData and then subsequenty copied onto the parent? (The idea is to do some processing on the Bitmap data before it is displayed, although this isn't shown here to keep the example simple.) I suspect it is something to do with the security of loading images, but I'm loading it from the same server as the application is run from - so this shouldn't be a problem? Thanks for any help anyone can provide. Ian package zoomapackage { import flash.display.Bitmap; import flash.display.BitmapData; import flash.display.Sprite; import flash.events.MouseEvent; import flash.geom.Matrix; import flash.geom.Point; import flash.geom.Rectangle; import flash.net.*; import mx.controls.Image; import mx.events.FlexEvent; public dynamic class Zooma extends Image { private var img:Image; public function copyit():void { var imgObj:BitmapData = new BitmapData(img.content.width, img.content.height, false); imgObj.draw(img); var matrix:Matrix = new Matrix(); this.graphics.beginBitmapFill(imgObj, matrix, false,true); this.graphics.drawRect(0, 0, this.width , this.height); this.graphics.endFill(); } public function copyit2():void { this.source = img.source; } public function Zooma() { super(); img = new Image(); img.load("http://localhost/Koala.jpg"); } } }

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  • Invert the 1bbp color under a rectangle.

    - by Scott Chamberlain
    I am working with GDI+, the image I am working with is a 1bbp image. What i would like to do is draw a rectangle on the image and everything under that rectangle will be inverted (white pixels will become black and black pixels become white). All of the sample code I have seen is for 8 bit RGB color scale images, and I don't think the techniques they use will work for me. Here is the code I have so far. This is the parent control, one of the Epl2.IDrawableCommand's will be the command that does the inverting. protected override void OnPaint(PaintEventArgs e) { base.OnPaint(e); if (Label != null) { using (Bitmap drawnLabel = new Bitmap((int)((float)Label.LabelHeight * _ImageScaleFactor), (int)((float)Label.LableLength *(int) _ImageScaleFactor), System.Drawing.Imaging.PixelFormat.Format1bppIndexed)) { using (Graphics drawBuffer = Graphics.FromImage(drawnLabel)) { drawBuffer.ScaleTransform(_ImageScaleFactor, _ImageScaleFactor); foreach (Epl2.IDrawableCommand cmd in Label.Collection) { cmd.Paint(drawBuffer); } drawBuffer.ResetTransform(); } drawnLabel.RotateFlip(Rotation); pbLabelDrawArea.Size = drawnLabel.Size; using (Graphics drawArea = pbLabelDrawArea.CreateGraphics()) { drawArea.Clear(Color.White); drawArea.DrawImage(drawnLabel, new Point(0, 0)); } } } } What should I put in the Paint(Graphic g) for this command?

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  • W3 xHTML Validation Errors on jQuery code!

    - by Chris
    I have some jQuery code that, without it in the document it passes validation fine, but with it in it causes errors. The code in question is here: $.ajax({ type: "GET", url: "data.xml", dataType: "xml", success: function(xml) { //Update error info errors = $(xml).find("Errors").find("*").filter(function () { return $(this).children().length === 0; }); if (errors.length == 0) { statuscontent = "<img src='/web/resources/graphics/accept.png' alt='' /> System OK"; } else { statuscontent = "<img src='/web/resources/graphics/exclamation.png' alt='' /> "+errors.length+" System error"+(errors.length>1?"s":""); } $("#top-bar-systemstatus a").html(statuscontent); //Update timestamp $("#top-bar-timestamp").html($(xml).find("Timestamp").text()); //Update storename $("#top-bar-storename").html("Store: "+$(xml).find("StoreName").text()); } }); There are loads of other jQuery code on the page which all works fine and causes no errors so I cannot quite understand what is wrong with this. The page isn't "live" so cannot provide a link to it unfortunately. The error it lists is document type does not allow element "img" here And the line of code it points to is here: statuscontent = "<img src='/web/resources/graphics/accept.png' alt='' /> System OK"; It also has an issue with the next assignment to statuscontent

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  • Getting problem in threading in JAVA

    - by chetans
    In this program i want to stop GenerateImage & MovingImage Thread both... And i want to start those threads from begining. Can u send me the solution? Here is the code........ package Game; import java.applet.Applet; import java.awt.Color; import java.awt.Dimension; import java.awt.Graphics; import java.awt.Image; import java.awt.MediaTracker; import java.awt.event.KeyEvent; import java.awt.event.KeyListener; import java.net.MalformedURLException; import java.net.URL; public class ThreadInApplet extends Applet implements KeyListener { private static final long serialVersionUID = 1L; Image[] asteroidImage; Image spaceshipImage; String levelstr="Easy Level"; int[] XPos,YPos; int number=0,XPosOfSpaceship,YPosOfSpaceship,NoOfObstacles=5,speed=1,level=1,spaceBtnPressdCntr=0; boolean gameStart=false,pauseGame=false,collideUp=false,collideDown=false,collideLeft=false,collideRight=false; private Image offScreenImage; private Dimension offScreenSize; private Graphics offScreenGraphics; Thread GenerateImages,MoveImages; public void init() { try { GenerateImages=new Thread () //thread to create obstacles { synchronized public void run () { for(int g=0;g<NoOfObstacles;g++) { try { sleep(1000); } catch (InterruptedException e) { e.printStackTrace(); } number++; // Temporary counter to count the no of obstacles created } } } ; MoveImages=new Thread () //thread to move obstacles { @SuppressWarnings("deprecation") synchronized public void run () { while(YPos[NoOfObstacles-1]!=600) { pauseGame=false; if(collide()==true) { GenerateImages.suspend(); repaint(); } else GenerateImages.resume(); for(int l=0;l<number;l++) { if(collide()==false) YPos[l]++; else GenerateImages.suspend(); } repaint(); try { sleep(speed); } catch (InterruptedException e) { e.printStackTrace(); } } if(YPos[NoOfObstacles-1]>=600) //level complete state { level++; try { levelUpdation(level); System.out.println("aahe"); } catch (MalformedURLException e) { e.printStackTrace(); } repaint(); } } }; initialPos(); spaceshipImage=getImage(new URL(getCodeBase(),"images/space.png")); for(int i=0;i<NoOfObstacles;i++) { asteroidImage[i]=getImage(new URL(getCodeBase(),"images/asteroid.png")); XPos[i]=(int) (Math.random()*700); YPos[i]=0; } MediaTracker tracker = new MediaTracker (this); for(int i=0;i<NoOfObstacles;i++) { tracker.addImage (asteroidImage[i], 0); } } catch (MalformedURLException e) { e.printStackTrace(); } setBackground(Color.black); addKeyListener(this); } //Sets initial positions of spaceship & obstacle images------------------------------------------------------ public void initialPos() throws MalformedURLException { asteroidImage=new Image[NoOfObstacles]; XPos=new int[NoOfObstacles]; YPos=new int[NoOfObstacles]; XPosOfSpaceship=getWidth()/2-35; YPosOfSpaceship=getHeight()-100; collideUp = false; collideDown=false; collideLeft=false; collideRight=false; } //level finished updations------------------------------------------------------------------------------ @SuppressWarnings("deprecation") public void levelUpdation(int level) throws MalformedURLException { NoOfObstacles=NoOfObstacles+20; speed=speed-3; System.out.println(NoOfObstacles+" "+speed); pauseGame=true; initialPos(); repaint(); } //paint method of graphics to print the messages--------------------------------------------------------- public void paint(Graphics g) { g.setColor(Color.white); if(gameStart==false) { g.drawString("SPACE to start", (getWidth()/2)-15, getHeight()/2); g.drawString(levelstr, (getWidth()/2), getHeight()/2+20); } if(level>1) { if(level==2) levelstr="Medium Level"; else levelstr="High Level"; g.drawString("Level Complete ", (getWidth()/2)-15, getHeight()/2); g.drawString(levelstr, (getWidth()/2), getHeight()/2+20); //g.drawString("SPACE to start", (getWidth()/2)-15, getHeight()/2+40); } for(int n=0;n<number;n++) { if(n>0) g.drawImage(asteroidImage[n],XPos[n],YPos[n],this); } g.drawImage(spaceshipImage,XPosOfSpaceship,YPosOfSpaceship,this); } //update method of graphics to print the messages--------------------------------------------------------- @SuppressWarnings("deprecation") public void update(Graphics g) { Dimension d = size(); if((offScreenImage == null) || (d.width != offScreenSize.width) || (d.height != offScreenSize.height)) { offScreenImage = createImage(d.width, d.height); offScreenSize = d; offScreenGraphics = offScreenImage.getGraphics(); } offScreenGraphics.clearRect(0, 0, d.width, d.height); paint(offScreenGraphics); g.drawImage(offScreenImage, 0, 0, null); } public void keyReleased(KeyEvent arg0){} public void keyTyped(KeyEvent arg0) {} //---------------------Key pressed event to start game & to move the spaceship-------------------------------------- public void keyPressed(KeyEvent e) { if(e.getKeyCode()==32) { spaceBtnPressdCntr++; if(spaceBtnPressdCntr==1) { gameStart=true; GenerateImages.start(); MoveImages.start(); } } if(gameStart==true) { if(e.getKeyCode()==37) { new Thread () { @SuppressWarnings("deprecation") synchronized public void run () { for(int cnt1=1;cnt1<=10;cnt1++) { if(collide()==true && collideLeft == true) { GenerateImages.suspend(); } else { if(XPosOfSpaceship>0) XPosOfSpaceship--; } } repaint(); } }.start(); } if(e.getKeyCode()==38) { new Thread () { @SuppressWarnings("deprecation") synchronized public void run () { for(int cnt1=1;cnt1<=10;cnt1++) { if(collide()==true && collideUp == true) { GenerateImages.suspend(); } else { if(YPosOfSpaceship>10) YPosOfSpaceship--; } } repaint(); } }.start(); } if(e.getKeyCode()==39) { new Thread () { @SuppressWarnings("deprecation") synchronized public void run () { for(int cnt1=1;cnt1<=10;cnt1++) { if(collide()==true && collideRight == true) { GenerateImages.suspend(); } else { if(XPosOfSpaceship<750) XPosOfSpaceship++; } } repaint(); } }.start(); } if(e.getKeyCode()==40) { new Thread () { @SuppressWarnings("deprecation") synchronized public void run () { for(int cnt1=1;cnt1<=10;cnt1++) { if(collide()==true && collideDown == true) { GenerateImages.suspend(); } else { if(YPosOfSpaceship<550) YPosOfSpaceship++; } } repaint(); } }.start(); } } } //------------------------------Collision checking between Spaceship & obstacles------------------------------ public boolean collide() { int x1,y1,x2,y2,x3,y3,x4,y4; //coordinates of obstacles int a1,b1,a2,b2,a3,b3,a4,b4; //coordinates of spaceship a1 =XPosOfSpaceship; b1=YPosOfSpaceship; a2=a1+spaceshipImage.getWidth(this); b2=b1; a3=a1; b3=b1+spaceshipImage.getHeight(this); a4=a2; b4=b3; for(int a=0;a<number;a++) { x1 =XPos[a]; y1=YPos[a]; x2=x1+asteroidImage[a].getWidth(this); y2=y1; x3=x1; y3=y1+asteroidImage[a].getHeight(this); x4=x2; y4=y3; /********checking asteroid touch spaceship from up direction********/ if(y3==b1 && x4>=a1 && x4<=a2) { collideUp = true; collideDown=false; collideLeft=false; collideRight=false; return(true); } if(y3==b1 && x3>=a1 && x3<=a2) { collideUp = true; collideDown=false; collideLeft=false; collideRight=false; return(true); } /********checking asteroid touch spaceship from left direction******/ if(x2==a1 && y4>=b1 && y4<=b3) { collideLeft=true; collideUp = false; collideDown=false; collideRight=false; return(true); } if(x2==a1 && y2>=b1 && y2<=b3) { collideLeft=true; collideUp = false; collideDown=false; collideRight=false; return(true); } /********checking asteroid touch spaceship from right direction*****/ if(x1==a2 && y3>=b2 && y3<=b4) { collideRight=true; collideLeft=false; collideUp = false; collideDown=false; return(true); } if(x1==a2 && y1>=b2 && y1<=b4) { collideRight=true; collideLeft=false; collideUp = false; collideDown=false; return(true); } /********checking asteroid touch spaceship from down direction*****/ if(y1==b3 && x2>=a3 && x2<=a4) { collideDown=true; collideRight=false; collideLeft=false; collideUp = false; return(true); } if(y1==b3 && x1>=a3 && x1<=a4) { collideDown=true; collideRight=false; collideLeft=false; collideUp = false; return(true); } } return(false); } }

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  • wpf progress bar slows 10x times serial port communications... how could be possible that?

    - by D_Guidi
    I know that this could look a dumb question, but here's my problem. I have a worker dialog that "hides" a backgroundworker, so in a worker thread I do my job, I report the progress in a standard way and then I show the results in my WPF program. The dialog contains a simply animated gif and a standard wpf progress bar, and when a progress is notified I set Value property. All lokks as usual and works well for any kind of job, like web service calls, db queries, background elaboration and so on. For my job we use also many "couplers", card readers that reads data from smart card, that are managed with native C code that access to serial port (so, I don't use .NET SerialPort object). I have some nunit tests and I read a sample card in 10 seconds, but using my actual program, under the backgroundworker and showing my worker dialog, I need 1.30 minutes to do the SAME job. I struggled into problem for days until I decide to remove the worker dialog, and without dialog I obtain the same performances of the tests! So I investigated, and It's not the dialog, not the animated gif, but the wpf progress bar! Simply the fact that a progress bar is shown (so, no animation, no Value set called, nothing of nothing) slows serialport communicatitons. Looks incredible? I've tested this behavior and it's exactly what happens.

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  • How to add/get Sprite to/from UIComponent

    - by user955399
    How to add Sprite to BorderContainer (UIComponent)? var sprite:Sprite = new Sprite(); sprite.graphics.lineStyle(10,0); sprite.graphics.moveTo(40,40); sprite.graphics.lineTo(60,60); mybordercontainer.addChild(sprite); //mybrodercontainer is id of BorderContainer created in mxml This code doesnt work. I cant see Sprite on my BorderContainer. How can I add Sprites on UIComponents, so I can see them? I tried this and it kinda worked: var comp:UIComponent = new UIComponent(); comp.addChild(sprite); myborderconteiner.addElement(comp); But I dont think, that this is a right way to add Sprites to UIComponents. Is there another method to do that? Second problem: When I have few Sprites added to my UIComponent (lines/circles/images or others) how can I receive an object Sprite from that UIComponent, which is containing all Sprites added before to that UIComponent? I need to create Bitmap from that Sprite and do some things. I hope I make myself clear

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