Search Results

Search found 8172 results on 327 pages for 'vector graphics'.

Page 183/327 | < Previous Page | 179 180 181 182 183 184 185 186 187 188 189 190  | Next Page >

  • computer fails to boot during/after POST for five or six boots, then works

    - by N13
    For the last few days, my computer has had issues booting. I've seen two different behaviors: The screen displays the graphics card information, then begins to list the RAM, hard drives, etc. At different points in this process (after the graphics info), the computer shuts off. After five or six attempts, it then boots normally. In roughly the same time frame, the computer freezes, and fails to boot. I think it boots successfully on the next attempt. I've also noticed that in some instances, the computer freezes on shutdown. It gets right to the point where it should shut off, but doesn't. I recently combined the best parts of two different machines into this one. I'm booting to GRUB, with Ubuntu 12.04, Linux Mint 11 and Windows Vista (unfortunately) as my OS options. It has an Enermax Modu82+ 525W power supply, and I've used an online calculator to determine that my load shouldn't exceed 400W. I even unplugged a hard drive, but that didn't help. I found the latest BIOS, patched it and checked the settings, but that didn't fix it. I'm fairly certain this issue didn't exist at first, but might have started when the power at my new apartment dropped for a second. The machine is plugged into a surge protector strip, but it's old and I've heard they lose effectiveness with age. Is a power dip as damaging as a spike? If something were damaged, why would it boot successfully after five or six attempts? It's almost like the BIOS or PSU need to be primed. The trouble with debugging is that there seems to be a "grace period" after shutdown where the issue doesn't present itself again. What should I try next?

    Read the article

  • Serious 64-bit laptop

    - by Daniel Gehriger
    For the past couple of years, I have been using an IBM Thinkpad T60p for daily work (software development, desktop & embedded). I am extremely satisfied with this machine, due to its robustness. It also has a few features I depend on: a high resolution display: 15.0" TFT FlexView display with 1600x1200 (UXGA); excellent keyboard; decent graphics and CPU performance. Some of the software I develop benefits from larger amounts of RAM, and 3GB (Windows 7 32-bit) or 4GB (Windows 7 64-bit on T60p) are no longer sufficient. My customers run desktop computers with 20GB and more, and I need to have at least 8GB to at least be able to run reasonable test cases. So I'm shopping around for a new laptop, but I'm struggling to find anything that matches my requirements: must run Windows 7 64-bit Pro or higher; must support at least 8GB of RAM (more is better) high screen resolution! While I prefer 4:3 I can live with wide screen. But I really hope to find something with a vertical screen resolution similar to what I have now... portable, so < 16" but = 14" I realize that FlexView isn't available anymore, but I'd like to avoid a glossy screen if possible. decent (not more) graphics performance, ideally hybrid (I'm doing a lot of CAD, never games). good keyboard reasonable CPU -- but I'm still fine with my current Core 2 Duo, so that shouldn't be too complicated. The T60p fits all those requirements, except the 8GB of RAM. Can you help me find a current notebook that would match most of them? I don't mind changing brand. Thanks!

    Read the article

  • DVI output only working on Windows, not during booting or on Linux

    - by Mononofu
    So yesterday I booted my laptop up and the external monitor I have it connected to just stayed black. At first, I thought the problem would go away when Ubuntu was loaded, but it didn't. I tried to reboot a few times, to no avail. Then I decided to give Windows 7 a try, and suddenly (at the login-screen), my external monitor turned on and worked like normal. I have connected the monitor via DVI, and this only seems to work with Windows now. I don't even get a signal in my BIOS! Mind you, everything was working fine before that, and I didn't change a single thing. I then tried to connect the monitor via VGA (from my DVI jack, which can output VGA using an adaptor), and it worked again. However, 1920x1200 using VGA looks like crap - black print on white background is basically illegible. Do you have any ideas how to fix this peculiar problem? I only use windows for gaming, so it's no real help that it still works normally. Please also excuse any spelling mistakes, I am practically typing this blindly. Edit: I only have one graphics card in my laptop, and I can't select anything related to that in my BIOS. In fact, I can pretty much do almost nothing there. My laptop is a Nexoc Osiris E703, graphics gard is a GeForce Go 7900 GTX. As I mentioned before, DVI output during booting and on Ubuntu was working fine for years before yesterday!

    Read the article

  • how is the the linux console displayed to the user and how does the user go about changing the conso

    - by Chris
    I've been searching for the last two day on trying to understand how the console displays itself to the user and how to change the console settings. I've had some luck along the way but nothing that I've found has giving me a real clear explanation of how the console is displayed or how to change or control it's display settings. Some examples that of what I'm looking for are as follows: How is the console displayed on the screen? I know with X11 it uses your graphics card driver to display graphics to the screen, but how is the consoles text mode handled? Could some one ether explain this to me or point me to an in-depth overview of it all? Is it possible to have multi-head support in console mode with separate tty's on each screen? If so how would I go about setting this up? How would you go about changing the size of the console display from the default 80x25 to a custom size? I'm testing anything I find on a debian testing build, which is just the minimal base install on a virtual box. In time I will be using this information to setup my main system which is multi-head with 3 monitors. I would like to be able to support all three displays in console mode if possible.

    Read the article

  • DVI output _only_ working on Windows, not during booting or on Linux

    - by Mononofu
    So yesterday I booted my laptop up and the external monitor I have it connected to just stayed black. At first, I thought the problem would go away when Ubuntu was loaded, but it didn't. I tried to reboot a few times, to no avail. Then I decided to give Windows 7 a try, and suddenly (at the login-screen), my external monitor turned on and worked like normal. I have connected the monitor via DVI, and this only seems to work with Windows now. I don't even get a signal in my BIOS! Mind you, everything was working fine before that, and I didn't change a single thing. I then tried to connect the monitor via VGA (from my DVI jack, which can output VGA using an adaptor), and it worked again. However, 1920x1200 using VGA looks like crap - black print on white background is basically illegible. Do you have any ideas how to fix this peculiar problem? I only use windows for gaming, so it's no real help that it still works normally. Please also excuse any spelling mistakes, I am practically typing this blindly. Edit: I only have one graphics card in my laptop, and I can't select anything related to that in my BIOS. In fact, I can pretty much do almost nothing there. My laptop is a Nexoc Osiris E703, graphics gard is a GeForce Go 7900 GTX. As I mentioned before, DVI output during booting and on Ubuntu was working fine for years before yesterday!

    Read the article

  • Half of installed RAM is hardware reserved

    - by user968270
    After a rather arduous and convoluted series of problems that left me without a desktop for ~80 days, I've finally got the thing up and running, having replaced the power supply, motherboard, graphics card and CPU. Now, however, I'm experiencing the 'hardware reserved RAM' issue. Perhaps this is the exhaustion talking, but looking at the question that tends to get pointed to when this kind of topic gets locked as a duplicate hasn't helped. I have 16 GB of RAM installed in an MSi 970A-G46, which is spec'd for up to 32 GB of RAM. The BIOS recognizes that I have 16 GB installed, and the resource monitor also shows the whole 16 GB, only it shows 8 GB as hardware reserved. I've seen suggestions that it's an OS issue, but the particular installation of Windows 7 (64-bit) which I'm running on my boot drive is the same as the one that could actually access the 16 GB in my previous motherboard (MSi 870A-G54). I've updated my BIOS using the MSi Live Update tool and restarted the machine with no effect, and I cannot seem to locate any 'Memory Remapping' option as I've seen mentioned. I've physically swapped the RAM between the slots to no effect. I've unchecked the Maximum Memory box in the msconfig Boot tab's advanced options, also to no effect. These are my system's basic specifications OS: Windows 7 Home Premium (64-Bit) Motherboard: MSi 970A-G46 CPU: AMD FX-8150 Graphics Card: XFX Radeon HD 6870 Boot Drive: OCZ Agility 3 Storage Drive: Samsung Spinpoint F3 ST1000DM005/HD103SJ 1TB PSU: Thermaltake TR-2 TR600 600W ATX12V v2.3

    Read the article

  • Wireless driver activation issue in Compaq c700 in Ubuntu 9.04

    - by Fazil
    I am using Ubuntu 9.04, I cant access my wireless driver, I activate the madwifi in administrationhardware drivers, but I could'nt activated the wireless too. when I type lspci I get the following message, ################################################## # 00:00.0 Host bridge: Intel Corporation Mobile PM965/GM965/GL960 Memory Controller Hub (rev 03) 00:02.0 VGA compatible controller: Intel Corporation Mobile GM965/GL960 Integrated Graphics Controller (rev 03) 00:02.1 Display controller: Intel Corporation Mobile GM965/GL960 Integrated Graphics Controller (rev 03) 00:1b.0 Audio device: Intel Corporation 82801H (ICH8 Family) HD Audio Controller (rev 04) 00:1c.0 PCI bridge: Intel Corporation 82801H (ICH8 Family) PCI Express Port 1 (rev 04) 00:1d.0 USB Controller: Intel Corporation 82801H (ICH8 Family) USB UHCI Controller #1 (rev 04) 00:1d.1 USB Controller: Intel Corporation 82801H (ICH8 Family) USB UHCI Controller #2 (rev 04) 00:1d.2 USB Controller: Intel Corporation 82801H (ICH8 Family) USB UHCI Controller #3 (rev 04) 00:1d.7 USB Controller: Intel Corporation 82801H (ICH8 Family) USB2 EHCI Controller #1 (rev 04) 00:1e.0 PCI bridge: Intel Corporation 82801 Mobile PCI Bridge (rev f4) 00:1f.0 ISA bridge: Intel Corporation 82801HEM (ICH8M) LPC Interface Controller (rev 04) 00:1f.1 IDE interface: Intel Corporation 82801HBM/HEM (ICH8M/ICH8M-E) IDE Controller (rev 04) 00:1f.2 SATA controller: Intel Corporation 82801HBM/HEM (ICH8M/ICH8M-E) SATA AHCI Controller (rev 04) 00:1f.3 SMBus: Intel Corporation 82801H (ICH8 Family) SMBus Controller (rev 04) 01:00.0 Ethernet controller: Atheros Communications Inc. AR242x 802.11abg Wireless PCI Express Adapter (rev 01) 02:01.0 Ethernet controller: Realtek Semiconductor Co., Ltd. RTL-8139/8139C/8139C+ (rev 10) ################################################## but when I tried in Windows I found that the driver for my laptop is ################################################ atheros AR5007 802.11b/g WiFi Adapter ################################################ so what can I do for solving this problem.

    Read the article

  • nVidia performance with newer X and newer driver abysmal with Compiz

    - by Nakedible
    I recently upgraded Debian to Xorg 2.9.4 and installed nvidia-glx from experimental, version 260.19.21. This was somewhat of an uphill battle as the dependencies for the experimental nvidia-glx package are still somewhat broken. I got it to work without forcing the installation of any packages and without modifying the packages. However, after the upgrade compiz performance has been abysmal. I am using the desktop wall plugin and switching viewports is really slow - takes a few seconds for each switch. In addition to this, every effect that compiz does, such as zoom animations for icons when launching applications, takes seconds. The viewport switching speed changes relative to the amount of windows on that virtual screen - empty screens switch almost at normal speed, single browser windows work almost decently, but just 4 rxvt terminals slows the switches down to a crawl. My compiz configuration should be pretty basic. Xorg is likewise configured without anything special - the only "custom" configuration is forcing the driver name to be "nvidia". I've fiddled around with the nvidia-settings and compizconfig trying different VSync settings, but none of those helped. My graphics card is: NVIDIA GPU NVS 3100M (GT218) at PCI:1:0:0 (GPU-0). This is laptop GPU that is from the Geforce GTX 200 series. Graphics card performance should naturally be no problem. EDIT: In the end, nothing really worked, and I got really annoyed with the state of compiz and its support in Debian. Many nVidia driver revisions have passed and I am using Gnome 3 now, so I am accepting the best answers to this question even though the issue was not resolved.

    Read the article

  • Diff bios - corrupt video driver

    - by sfonck
    Hi, I'm using an Dell M90 Precision Laptop which has a NVidia Quadro FX 2500M graphics card and is running Windows XP. Laptop has been running fine - but a few weeks ago screen went 'white' - restarted computer- bios and startup screens show weird green dots and stripes, normal startup only shows a black screen... only VGA mode works to display something. I've been trying to remove and reinstall the correct drivers downloaded from Dell's website - no solution. I gave up and reinstalled XP - everything was working perfect again. 2 weeks later - again the white screen - tried everything again (flashin new bios also - nothing works) Reinstalled XP - everyhting was working again, so I made a DriveSnapShot of the partition. Today - again the 'white screen'. Ok, no problem ...I was thinking all I needed to do was to restore the DriveSnapShot backup... Few minutes later the backup is restored ... but guess what: video driver does not work correctly... As the DriveSnapShot restored the complete partition, as it was at the time everything was working perfectly, this would mean my driver problems are due to 'settings' in the bios or on the graphics-card itself + these 'settings' can get overridden by doing a new XP-install.... I'm out of options, can somebody help me to find a solution for this problem: Is there some way to backup and restore a bios after seeing some problems? Is there some way to know what is causing this problem like a bios diff utility? Thanks!

    Read the article

  • Install Peppermint OS three on Asus EeePC

    - by Kithoth
    I just had a new Asus EeePC R051CX. Out of the box, the installed OS is Ubuntu 12.04 LTS, but I am trying to install Peppermint OS three (as single boot). Problem. Once on live CD (well, live USB stick...), I'm in trouble in both following situations: Try Peppermint OS Live In this case, the first thing I get is a message reading The system is running in low-graphics mode Your screen, graphics card, and input device settings could not be detected correctly. You will need to configure these yourself. I can solely press "return" to accept, then I have a list of 4 options to answer the question "What would you like to do?". But I simply can't do anything at this moment, except switching to console mode or rebooting (keyboard / mouse controls don't allow me to do anything else). Install Peppermint OS Something I really don't understand... it launches the Ubuntu Recovery Media (which was already installed when I received the device)! Also, it says in the bottom ERROR: This recovery media only functions on Ubuntu systems. All I can do is quit (that is, reboot). One last important thing that comes to my mind: this stick worked just fine on the other computers I've tried it on. I really hope someone could bring me the light, a friend of mine told me how cool this OS is for EeePCs. Don't want to give up! Thanks. Edit I finally could install Peppermint, but not by understanding why I couldn't do it the logical way. Instead, I reinstalled Ubuntu myself (erasing the factory one). Then, I could simply boot on my live USB and perform a fresh install of Peppermint. So, I still don't know how and why the mentioned problem occurred.

    Read the article

  • Nvidia GTX 660m crashes games

    - by dcap
    I just recently bought a Lenovo y580 with both HD intel graphics and an Nvidia GTX 660m. It works great except for one thing: playing games. Every time I load a game, either with Steam or Games for Windows Live, games will end up crashing. I've already talked with lenovo tech support and they couldn't help other than send my new laptop for repair which would take 7 days. So before I do that I thought I'd ask around. These are the games I've tested and what happens when they load: Civilization V: Game loads fine but once it gets loaded to the game, there's noticeable "tearing" popping up and certain things flash. Within a minute of this, the game crashes. Does the same thing regardless if Vsync is on or off. Total War Shogun2: Game gets to the menu screen. The background of the menu screen shows what is expected - slideshow of in-game environments rendered on high settings (this is expected). However, within 2 seconds of the menu loading up it crashes. Age of Empires 3 (Non-steam): This game is several years old so it should work on this brand new laptop fine. However the results are similar to that of Civilization V. Noticeable "Tearing" and after a few seconds it'll freeze/crash. I've done tests on all these games with both the latest stable Nvidia driver 285 as well as the nightly build 307. In addition, Nvidia control panel is set on using the dedicated graphics card for all programs. So is there anything I can do to fix this or will I have to send it back for a week to tech support?

    Read the article

  • Information on the BMPP File Extension/Format

    - by Angel Brighteyes
    I am looking for information on the file type BMPp. Namely I need an application that can create this file type, preferably open source or free. Wikipedia says for BMP File Format that 'BMPp' is a "type code", which is the "mechanism used by pre-OSX Macs ... to denote a files format..." (Look in the little info-box of general information under "Type code"). Continuing my research, I found an old 2009 archived mailing list "Re: Incorrect png file type 'PNG' that talks about something related to another problem a developer is having. In the response he talks about there being variant file types, and lists BMPp as being linked to an old version of Graphics Converter. The company Lemkesoft sells Graphics Converter, which I am not willing to purchase. I can't imagine that the only program in existence to make a BMPp file is that program. There has got to be another way to make that file type, other than creating a BMP file and just renaming it to BMPp (unless of course it is really that easy)? This is the first time I've run into this file format, and it took a bit on Google, Bing, and Wikipedia to find the information that I've posted here. Any further help would be appreciated.

    Read the article

  • Windows 7, Black screen with cursor, impossible to logon

    - by PJC
    First - I have gone through as many possible solutions I've found here and elsewhere. [Edit - to describe the issue in more detail, the PC appears to boot correctly, but instead of the logon screen, I have been getting a black screen WITH the pointer cursor, and it responds correctly to the mouse. Pressing CTL-ALT-DEL brings up the logon screen's background, but with no logon area nor any other content. This screen was at the full resolution before I uninstalled the graphics driver in safe-mode.] I also just ran a full up-to-date AVG scan from boot media. [Edit - the AVG scan, which was updated to today's virus signatures, found no issues at all.] So - steps I've tried: Safe Boot, Restore from before the issue - done, no help. Uninstall the graphics driver - done, now i have a 1024x768 fallback screen, still no way in. sfc /scannow - only doable from Safe boot obviously, but no change. [Edit - booting from restore media, performing a startup repair and...]Restore further back - restored to 2 days ago, and I'd had many reboots since then with no problem. Enable autologin to try to get beyond the login screen - done, doesn't work. It seems the best advice is complete reinstall, but I really don't want to do that because it'll take 3-4 days to add all the apps I use. Some key points to note - in both states - before and after removing the video driver, I always had a mouse cursor on the screen. CTL-ALT-DEL flashes up the login background, but no login info. I can (and often do) reinstall from scratch, but was at a fairly stable state before this, and would prefer not to. -Paul

    Read the article

  • Nvidia 9800GT randomly prevents computer from booting

    - by Blender
    My computer has been running Windows and Linux perfectly fine with my 9800GT for the past year or so, but today it refused to boot. When I press the power button, this is what happens: Power button flashes once. Fans whir. Graphics card makes clicking noise. Computer reboots. Go back to 1. The cycle just keeps going, and I have to yank the cord to make the computer stop. After about 30 attempts at booting it, the computer powers on and everything works. I'm pretty sure that the graphics card isn't malfunctioning, as I've been GPU computing on it for a while now without any hiccups. But the strange thing is, the computer boots perfectly fine in only 5 boots if I remove the card. The computer is a HP Pavilion a6028x Desktop PC: Processor: AMD Athlon 64 X2 (W) 4600+ 2.4 GHz (AM2 socket) Motherboard: ECS MCP61PM-HM (Nettle 1) RAM: 3GB DDR2 (two different brands) More specs here Does anybody know what could be the problem? Any help or information would be greatly appreciated!

    Read the article

  • Python 2.7 and Ubuntu 10.10: X11 fails

    - by c.a.p.
    Against every recommendation I have apt-get remove python in Ubuntu 10.10 (build 2.6.24-29-server x86_64) and apt-get install python2.7 Some built-in software with python2.6 dependencies (like firefox, other minor stuff) was fixed just by apt-get reinstalling or reinstalling from source and the system was stable for one day until I rebooted. Upon booting I got the message "ubuntu is running in low-graphics mode" I have an NVIDIA Quadro NVS 295 256 running on a HP Z600 Workstation so I sudoed: apt-get --purged nvidia* apt-get --purged xserver apt-get install linux-headers-generic apt-get install nvidia-* apt-get install xserver-xorg dpkg-reconfigure xserver-xorg nvidia-xconfig upon rebooting i get the same "ubuntu is running in low-graphics mode" if I decide to tell the boot menu to restart X, the Ubuntu 10.10 "load screen" shows up and does not do anything for hours. If I "X" the screen remains black for hours; ctrl-c shows that /etc/X11/xorg.conf did not produce any errors just a warning "Type "ONE_LEVEL"...". /var/log/Xorg.0.log issues the following warnings (no errors) (WW) AllowEmptyInput is on (WW) NVIDIA(0): UBB is incompatible If I "startX" I get /usr/bin/python: can't find '__main__.py"' in '/usr/share/command-not-found' Before re-installing xserver-xorg however "startX" ran, just by changing the resolution of the tty1 console. Any hints?

    Read the article

  • How do I disable DirectDraw and Direct3D acceleration on Windows 8? [closed]

    - by Favourite Chigozie Onwuemene
    Some old games that i would really like to play run slowly on some graphic drivers when direct3d acceleration is enabled. I have tried many suggestions but none seems to work. The only thing i have not tried is disabling direct3d acceleration. Is it possible to disable DirectDraw and Direct3D acceleration on my Windows 8 pc? There are certain bad versions of GeForce drivers that cause this problem. This is a problem in the drivers themselves and is unfortunately completely outside our control. The recommended way to fix this problem is to update your graphics card drivers (go to NVIDIA's web site for this). Alternatively, there is a workaround that alleviates or solves the slowdown problem altogether. Try this: Right-click on your desktop and select "Properties". Go to the "Settings" tab and click on "Advanced...". Click on the "Troubleshooting" tab and move the slider to the left until it says that all DirectDraw and Direct3D accelerations have been disabled (around the middle of the range). Finally, click on "OK". Note that this workaround might cause other games on your computer to slow down, so you may have to switch back and forth between settings, but it's certainly worth a try if you can't obtain an updated graphics driver. -source: interactionstudios

    Read the article

  • Does VLC Player work well on Windows 7 64-bit?

    - by ????
    I tried VLC Player on Windows 7 64-bit version and the playback was fine, but when the video is maximized the image is very pixelated. I tried this on a Radeon HD 2600 XT graphics card as well as a computer with an Intel graphics chipset and both have the same result. If I use VLC Player on Windows 7 32-bit instead of 64-bit, there is no pixelation. Is this a known problem or is there any method to fix it on Windows 7 64-bit? Update: there isn't a 32-bit vs 64-bit version of VLC player, is there? (unlike 7-Zip) I also tried GOM Player and it doesn't have the problem on Windows 7 64-bit. Update: Nov 4, 2009 VLC displays an update notice: VLC 1.0.3 is a minor release fixing many bugs, especially for Windows Vista and 7, but it also introduces 2 new modes for deinterlacing, and a new udev module. Major fixes are about WMA Pro support, Dolby tracks in 4.0, v4l/v4l2 and atsc and a crash in mjpeg demuxer. Update of translations are also part of this release.

    Read the article

  • Anyone have ideas for solving the "n items remaining" problem on Internet Explorer?

    - by CMPalmer
    In my ASP.Net app, which is javascript and jQuery heavy, but also uses master pages and .Net Ajax pieces, I am consistently seeing on the status bar of IE 6 (and occasionally IE 7) the message "2 items remaining" or "15 items remaining" followed by "loading somegraphicsfile.png|gif ." This message never goes away and may or may not prevent some page functionality from running (it certainly seems to bog down, but I'm not positive). I can cause this to happen 99% of the time by just refreshing an .aspx age, but the number of items and, sometimes, the file it mentions varies. Usually it is 2, 3, 12, 13, or 15. I've Googled for answers and there are several suggestions or explanations. Some of them haven't worked for us, and others aren't practical for us to implement or try. Here are some of the ideas/theories: IE isn't caching images right, so it repeatedly asks for the same image if the image is repeated on the page and the server assumes that it should be cached locally since it's already served it in that page context. IE displays the images correctly, but sits and waits for a server response that never comes. Typically the file it says it is waiting on is repeated on the page. The page is using PNG graphics with transparency. Indeed it is, but they are jQuery-UI Themeroller generated graphics which, according to the jQuery-UI folks, are IE safe. The jQuery-UI components are the only things using PNGs. All of our PNG references are in CSS, if that helps. I've changed some of the graphics from PNG to GIF, but it is just as likely to say it's waiting for somegraphicsfile.png as it is for somegraphicsfile.gif Images are being specified in CSS and/or JavaScript but are on things that aren't currently being displayed (display: none items for example). This may be true, but if it is, then I would think preloading images would work, but so far, adding a preloader doesn't do any good. IIS's caching policy is confusing the browser. If this is true, it is only Microsoft server SW having problems with Microsoft's browser (which doesn't surprise me at all). Unfortunately, I don't have much control over the IIS configuration that will be hosting the app. Has anyone seen this and found a way to combat it? Particularly on ASP.Net apps with jQuery and jQuery-UI? UPDATE One other data point: on at least one of the pages, just commenting out the jQuery-UI Datepicker component setup causes the problem to go away, but I don't think (or at least I'm not sure) if that fixes all of the pages. If it does "fix" them, I'll have to swap out plug-ins because that functionality needs to be there. There doesn't seem to be any open issues against jQuery-UI on IE6/7 currently... UPDATE 2 I checked the IIS settings and "enable content expiration" was not set on any of my folders. Unchecking that setting was a common suggestion for fixing this problem. I have another, simpler, page that I can consistently create the error on. I'm using the jQuery-UI 1.6rc6 file (although I've also tried jQuery-UI 1.7.1 with the same results). The problem only occurs when I refresh the page that contains the jQuery-UI Datepicker. If I comment out the Datepicker setup, the problem goes away. Here are a few things I notice when I do this: This page always says "(1 item remaining) Downloading picture http:///images/Calendar_scheduleHS.gif", but only when reloading. When I look at HTTP logging, I see that it requests that image from the server every time it is dynamically turned on, without regard to caching. All of the requests for that graphic are complete and return the graphic correctly. None are marked code 200 or 304 (indicating that the server is telling IE to use the cached version). Why it says waiting on that graphic when all of the requests have completed I have no idea. There is a single other graphic on the page (one of the UI PNG files) that has a code 304 (Not Modified). On another page where I managed to log HTTP traffic with "2 items remaining", two different graphic files (both UI PNGs) had a 304 as well (but neither was the one listed as "Downloading". This error is not innocuous - the page is not fully responsive. For example, if I click on one of the buttons which should execute a client-side action, the page refreshes. Going away from the page and coming back does not produce the error. I have moved the script and script references to the bottom of the content and this doesn't affect this problem. The script is still running in the $(document).ready() though (it's too hairy to divide out unless I absolutely have to). FINAL UPDATE AND ANSWER There were a lot of good answers and suggestions below, but none of them were exactly our problem. The closest one (and the one that led me to the solution) was the one about long running JavaScript, so I awarded the bounty there (I guess I could have answered it myself, but I'd rather reward info that leads to solutions). Here was our solution: We had multiple jQueryUI datepickers that were created on the $(document).ready event in script included from the ASP.Net master page. On this client page, a local script's $(document).ready event had script that destroyed the datepickers under certain conditions. We had to use "destroy" because the previous version of datepicker had a problem with "disable". When we upgraded to the latest version of jQuery UI (1.7.1) and replaced the "destroy"s with "disable"s for the datepickers, the problem went away (or mostly went away - if you do things too fast while the page is loading, it is still possible to get the "n items remaining" status). My theory as to what was happening goes like this: The page content loads and has 12 or so text boxes with the datepicker class. The master page script creates datepickers on those text boxes. IE queues up requests for each calendar graphic independently because IE doesn't know how to properly cache dynamic image requests. Before the requests get processed, the client area script destroys those datepickers so the graphics are no longer needed. IE is left with some number of orphaned requests that it doesn't know what to do with.

    Read the article

  • Binary data instead of actual image in C#

    - by acadia
    Hello, I am using the below mentioned library to create a barcode which is storing in a specified location as shown below: My question is, is there a way instead of saving it to a png file I get byte data? thanks Code39 code = new Code39("10090"); code.Paint().Save("c:/NewBARCODE.png", ImageFormat.Png); using System; using System.Collections.Generic; using System.Drawing; using System.Drawing.Imaging; using System.Diagnostics; namespace BarCode39 { public class Code39Settings { private int height = 60; public int BarCodeHeight { get { return height; } set { height = value; } } private bool drawText = true; public bool DrawText { get { return drawText; } set { drawText = value; } } private int leftMargin = 10; public int LeftMargin { get { return leftMargin; } set { leftMargin = value; } } private int rightMargin = 10; public int RightMargin { get { return rightMargin; } set { rightMargin = value; } } private int topMargin = 10; public int TopMargin { get { return topMargin; } set { topMargin = value; } } private int bottomMargin = 10; public int BottomMargin { get { return bottomMargin; } set { bottomMargin = value; } } private int interCharacterGap = 2; public int InterCharacterGap { get { return interCharacterGap; } set { interCharacterGap = value; } } private int wideWidth = 2; public int WideWidth { get { return wideWidth; } set { wideWidth = value; } } private int narrowWidth = 1; public int NarrowWidth { get { return narrowWidth; } set { narrowWidth = value; } } private Font font = new Font(FontFamily.GenericSansSerif, 12); public Font Font { get { return font; } set { font = value; } } private int codeToTextGapHeight = 10; public int BarCodeToTextGapHeight { get { return codeToTextGapHeight; } set { codeToTextGapHeight = value; } } } public class Code39 { #region Static initialization static Dictionary<char, Pattern> codes; static Code39() { object[][] chars = new object[][] { new object[] {'0', "n n n w w n w n n"}, new object[] {'1', "w n n w n n n n w"}, new object[] {'2', "n n w w n n n n w"}, new object[] {'3', "w n w w n n n n n"}, new object[] {'4', "n n n w w n n n w"}, new object[] {'5', "w n n w w n n n n"}, new object[] {'6', "n n w w w n n n n"}, new object[] {'7', "n n n w n n w n w"}, new object[] {'8', "w n n w n n w n n"}, new object[] {'9', "n n w w n n w n n"}, new object[] {'A', "w n n n n w n n w"}, new object[] {'B', "n n w n n w n n w"}, new object[] {'C', "w n w n n w n n n"}, new object[] {'D', "n n n n w w n n w"}, new object[] {'E', "w n n n w w n n n"}, new object[] {'F', "n n w n w w n n n"}, new object[] {'G', "n n n n n w w n w"}, new object[] {'H', "w n n n n w w n n"}, new object[] {'I', "n n w n n w w n n"}, new object[] {'J', "n n n n w w w n n"}, new object[] {'K', "w n n n n n n w w"}, new object[] {'L', "n n w n n n n w w"}, new object[] {'M', "w n w n n n n w n"}, new object[] {'N', "n n n n w n n w w"}, new object[] {'O', "w n n n w n n w n"}, new object[] {'P', "n n w n w n n w n"}, new object[] {'Q', "n n n n n n w w w"}, new object[] {'R', "w n n n n n w w n"}, new object[] {'S', "n n w n n n w w n"}, new object[] {'T', "n n n n w n w w n"}, new object[] {'U', "w w n n n n n n w"}, new object[] {'V', "n w w n n n n n w"}, new object[] {'W', "w w w n n n n n n"}, new object[] {'X', "n w n n w n n n w"}, new object[] {'Y', "w w n n w n n n n"}, new object[] {'Z', "n w w n w n n n n"}, new object[] {'-', "n w n n n n w n w"}, new object[] {'.', "w w n n n n w n n"}, new object[] {' ', "n w w n n n w n n"}, new object[] {'*', "n w n n w n w n n"}, new object[] {'$', "n w n w n w n n n"}, new object[] {'/', "n w n w n n n w n"}, new object[] {'+', "n w n n n w n w n"}, new object[] {'%', "n n n w n w n w n"} }; codes = new Dictionary<char, Pattern>(); foreach (object[] c in chars) codes.Add((char)c[0], Pattern.Parse((string)c[1])); } #endregion private static Pen pen = new Pen(Color.Black); private static Brush brush = Brushes.Black; private string code; private Code39Settings settings; public Code39(string code) : this(code, new Code39Settings()) { } public Code39(string code, Code39Settings settings) { foreach (char c in code) if (!codes.ContainsKey(c)) throw new ArgumentException("Invalid character encountered in specified code."); if (!code.StartsWith("*")) code = "*" + code; if (!code.EndsWith("*")) code = code + "*"; this.code = code; this.settings = settings; } public Bitmap Paint() { string code = this.code.Trim('*'); SizeF sizeCodeText = Graphics.FromImage(new Bitmap(1, 1)).MeasureString(code, settings.Font); int w = settings.LeftMargin + settings.RightMargin; foreach (char c in this.code) w += codes[c].GetWidth(settings) + settings.InterCharacterGap; w -= settings.InterCharacterGap; int h = settings.TopMargin + settings.BottomMargin + settings.BarCodeHeight; if (settings.DrawText) h += settings.BarCodeToTextGapHeight + (int)sizeCodeText.Height; Bitmap bmp = new Bitmap(w, h, PixelFormat.Format32bppArgb); Graphics g = Graphics.FromImage(bmp); int left = settings.LeftMargin; foreach (char c in this.code) left += codes[c].Paint(settings, g, left) + settings.InterCharacterGap; if (settings.DrawText) { int tX = settings.LeftMargin + (w - settings.LeftMargin - settings.RightMargin - (int)sizeCodeText.Width) / 2; if (tX < 0) tX = 0; int tY = settings.TopMargin + settings.BarCodeHeight + settings.BarCodeToTextGapHeight; g.DrawString(code, settings.Font, brush, tX, tY); } return bmp; } private class Pattern { private bool[] nw = new bool[9]; public static Pattern Parse(string s) { Debug.Assert(s != null); s = s.Replace(" ", "").ToLower(); Debug.Assert(s.Length == 9); Debug.Assert(s.Replace("n", "").Replace("w", "").Length == 0); Pattern p = new Pattern(); int i = 0; foreach (char c in s) p.nw[i++] = c == 'w'; return p; } public int GetWidth(Code39Settings settings) { int width = 0; for (int i = 0; i < 9; i++) width += (nw[i] ? settings.WideWidth : settings.NarrowWidth); return width; } public int Paint(Code39Settings settings, Graphics g, int left) { #if DEBUG Rectangle gray = new Rectangle(left, 0, GetWidth(settings), settings.BarCodeHeight + settings.TopMargin + settings.BottomMargin); g.FillRectangle(Brushes.Gray, gray); #endif int x = left; int w = 0; for (int i = 0; i < 9; i++) { int width = (nw[i] ? settings.WideWidth : settings.NarrowWidth); if (i % 2 == 0) { Rectangle r = new Rectangle(x, settings.TopMargin, width, settings.BarCodeHeight); g.FillRectangle(brush, r); } x += width; w += width; } return w; } } } }

    Read the article

  • java.lang.ArrayIndexOutOfBoundsException

    - by thefonso
    Here is the code. import java.applet.Applet; import java.awt.Button; import java.awt.Color; import java.awt.Graphics; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; public class GuessingGame extends Applet{ /** * */ private static final long serialVersionUID = 1L; private final int START_X = 20; private final int START_Y = 40; private final int ROWS = 4; private final int COLS = 4; private final int BOX_WIDTH = 20; private final int BOX_HEIGHT = 20; //this is used to keep track of boxes that have been matched. private boolean matchedBoxes[][]; //this is used to keep track of two boxes that have been clicked. private MaskableBox chosenBoxes[]; private MaskableBox boxes[][]; private Color boxColors[][]; private Button resetButton; public void init() { boxes = new MaskableBox[ROWS][COLS]; boxColors = new Color[ROWS][COLS]; resetButton = new Button("Reset Colors"); resetButton.addActionListener(new ActionListener() { public void actionPerformed(ActionEvent e) { randomizeColors(); buildBoxes(); repaint(); } }); add(resetButton); //separate building colors so we can add a button later //to re-randomize them. randomizeColors(); buildBoxes(); } public void paint(Graphics g) { for (int row =0; row < boxes.length; row ++) { for (int col = 0; col < boxes[row].length; col++) { if(boxes[row][col].isClicked()) { //boxes[row][col].setMaskColor(Color.black); //boxes[row][col].setMask(!boxes[row][col].isMask()); //boxes[row][col].setClicked(false); //} if (!matchedBoxes[row][col]) { gameLogic(boxes[row][col]); //boxes[row][col].draw(g); } } } } //loop through the boxes and draw them. for (int row = 0; row < boxes.length; row++) { for (int col = 0; col < boxes[row].length; col++) { boxes[row][col].draw(g); } } } public void gameLogic(MaskableBox box) { if ((chosenBoxes[0] != null)&&(chosenBoxes[1] != null)) { if(chosenBoxes[0].getBackColor() == chosenBoxes[1].getBackColor()) { for (int i=0; 0 <= chosenBoxes.length; ++i ) { for(int row = 0; row < boxes.length; row++) { for(int col = 0; col < boxes[row].length; col++) { if( boxes[row][col] == chosenBoxes[i] ) { System.out.println("boxes [row][col] == chosenBoxes[] at index: " + i ); matchedBoxes[row][col] = true; break; } } } } }else { chosenBoxes[0].setMask(true); chosenBoxes[1].setMask(true); } chosenBoxes = new MaskableBox[2]; }else { if (chosenBoxes[0] == null) { chosenBoxes[0] = box; chosenBoxes[0].setMask(false); return; }else{ if (chosenBoxes[1] == null) { chosenBoxes[1] = box; chosenBoxes[1].setMask(false); } } } } private void removeMouseListeners() { for(int row = 0; row < boxes.length; row ++) { for(int col = 0; col < boxes[row].length; col++) { removeMouseListener(boxes[row][col]); } } } private void buildBoxes() { // need to clear any chosen boxes when building new array. chosenBoxes = new MaskableBox[2]; // create a new matchedBoxes array matchedBoxes = new boolean [ROWS][COLS]; removeMouseListeners(); for(int row = 0; row < boxes.length; row++) { for(int col = 0; col < boxes[row].length; col++) { boxes[row][col] = new MaskableBox(START_X + col * BOX_WIDTH, START_Y + row * BOX_HEIGHT, BOX_WIDTH, BOX_HEIGHT, Color.gray, boxColors[row][col], true, true, this); addMouseListener(boxes[row][col]); } } } private void randomizeColors() { int[] chosenColors = {0,0,0,0,0,0,0,0}; Color[] availableColors = {Color.red, Color.blue, Color.green, Color.yellow, Color.cyan, Color.magenta, Color.pink, Color.orange }; for(int row = 0; row < boxes.length; row++) { for (int col = 0; col < boxes[row].length; col++) { for (;;) { int rnd = (int) (Math.random() * 8); if (chosenColors[rnd]< 2) { chosenColors[rnd]++; boxColors[row][col] = availableColors[rnd]; break; } } } } } } here is the second batch of code containing maskablebox import java.awt.Color; import java.awt.Container; import java.awt.Graphics; public class MaskableBox extends ClickableBox { private boolean mask; private Color maskColor; Container parent; public MaskableBox(int x, int y, int width, int height, Color borderColor, Color backColor, boolean drawBorder, boolean mask, Container parent ) { super(x, y, width, height, borderColor, backColor, drawBorder, parent); this.parent = parent; this.mask = mask; } public void draw(Graphics g) { if(mask=false) { super.draw(g); // setOldColor(g.getColor()); // g.setColor(maskColor); // g.fillRect(getX(),getY(),getWidth(), getHeight()); // if(isDrawBorder()) { // g.setColor(getBorderColor()); // g.drawRect(getX(),getY(),getWidth(),getHeight()); // } // g.setColor(getOldColor()); }else { if(mask=true) { //super.draw(g); setOldColor(g.getColor()); g.setColor(maskColor); g.fillRect(getX(),getY(),getWidth(), getHeight()); if(isDrawBorder()) { g.setColor(getBorderColor()); g.drawRect(getX(),getY(),getWidth(),getHeight()); } g.setColor(getOldColor()); } } } public boolean isMask() { return mask; } public void setMask(boolean mask) { this.mask = mask; } public Color getMaskColor() { return maskColor; } public void setMaskColor(Color maskColor) { this.maskColor = maskColor; } } I keep getting these error messages. I'm going nuts trying to figure this out. can anyone tell me what I'm doing wrong? boxes [row][col] == chosenBoxes[] at index: 0 boxes [row][col] == chosenBoxes[] at index: 1 Exception in thread "AWT-EventQueue-1" java.lang.ArrayIndexOutOfBoundsException: 2 at GuessingGame.gameLogic(GuessingGame.java:77) at GuessingGame.paint(GuessingGame.java:55) at java.awt.Container.update(Container.java:1801) at sun.awt.RepaintArea.updateComponent(RepaintArea.java:239) at sun.awt.RepaintArea.paint(RepaintArea.java:216) at sun.awt.windows.WComponentPeer.handleEvent(WComponentPeer.java:306) at java.awt.Component.dispatchEventImpl(Component.java:4706) at java.awt.Container.dispatchEventImpl(Container.java:2099) at java.awt.Component.dispatchEvent(Component.java:4460) at java.awt.EventQueue.dispatchEvent(EventQueue.java:599) at java.awt.EventDispatchThread.pumpOneEventForFilters(EventDispatchThread.java:269) at java.awt.EventDispatchThread.pumpEventsForFilter(EventDispatchThread.java:184) at java.awt.EventDispatchThread.pumpEventsForHierarchy(EventDispatchThread.java:174) at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:169) at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:161) at java.awt.EventDispatchThread.run(EventDispatchThread.java:122)

    Read the article

  • Font serialization in vb.net

    - by jovany
    Hello all, as the title says , I need to serialize my font. I have tried the following approach unfortunately to no avail. This is what I have and what happens; I have a drawing application and certain variables and properties need to be serialized. (So , Xml.Serialization has been used.) Now this has already been done in a huge portion and I've created some other attributes which needed to be serialized and it works. There is one base class and classes such as drawablestar, drawableeclipse ,etc. all inherit from this class. As does my drawabletextboxclass. The base class is Serializable as can be seen in the sample below. It looks like this... Imports System.Xml.Serialization <Serializable()> _ Public MustInherit Class Drawable ' Drawing characteristics. 'Font characteristics <XmlIgnore()> Public FontFamily As String <XmlIgnore()> Public FontSize As Integer <XmlIgnore()> Public FontType As Integer <XmlIgnore()> Public ForeColor As Color <XmlIgnore()> Public FillColor As Color <XmlAttributeAttribute()> Public LineWidth As Integer = 0 <XmlAttributeAttribute()> Public X1 As Integer <XmlAttributeAttribute()> Public Y1 As Integer <XmlAttributeAttribute()> Public X2 As Integer <XmlAttributeAttribute()> Public Y2 As Integer ' attributes for size textbox <XmlAttributeAttribute()> Public widthLabel As Integer <XmlAttributeAttribute()> Public heightLabel As Integer '<XmlTextAttribute()> Public FontFamily As String '<XmlAttributeAttribute()> Public FontSize As Integer 'this should actually not be here.. <XmlAttributeAttribute()> Public s_InsertLabel As String ' Indicates whether we should draw as selected. <XmlIgnore()> Public IsSelected As Boolean = False ' Constructors. Public Sub New() ForeColor = Color.Black FillColor = Color.White 'FontFamily = "Impact" 'FontSize = 12 End Sub Friend WriteOnly Property _Label() As String Set(ByVal Value As String) s_InsertLabel = Value End Set End Property Public Sub New(ByVal fore_color As Color, ByVal fill_color As Color, Optional ByVal line_width As Integer = 0) LineWidth = line_width ForeColor = fore_color FillColor = fill_color ' FontFamily = Font_Family ' FontSize = Font_Size End Sub ' Property procedures to serialize and ' deserialize ForeColor and FillColor. <XmlAttributeAttribute("ForeColor")> _ Public Property ForeColorArgb() As Integer Get Return ForeColor.ToArgb() End Get Set(ByVal Value As Integer) ForeColor = Color.FromArgb(Value) End Set End Property <XmlAttributeAttribute("BackColor")> _ Public Property FillColorArgb() As Integer Get Return FillColor.ToArgb() End Get Set(ByVal Value As Integer) FillColor = Color.FromArgb(Value) End Set End Property 'Property procedures to serialize and 'deserialize Font <XmlAttributeAttribute("InsertLabel")> _ Public Property InsertLabel_() As String Get Return s_InsertLabel End Get Set(ByVal value As String) s_InsertLabel = value End Set End Property <XmlAttributeAttribute("FontSize")> _ Public Property FontSizeGet() As Integer Get Return FontSize End Get Set(ByVal value As Integer) FontSize = value End Set End Property <XmlAttributeAttribute("FontFamily")> _ Public Property FontFamilyGet() As String Get Return FontFamily End Get Set(ByVal value As String) FontFamily = value End Set End Property <XmlAttributeAttribute("FontType")> _ Public Property FontType_() As Integer Get Return FontType End Get Set(ByVal value As Integer) FontType = value End Set End Property #Region "Methods to override" Public MustOverride Sub Draw(ByVal gr As Graphics) ' Return the object's bounding rectangle. Public MustOverride Function GetBounds() As Rectangle ...... ........ ..... End Class [/code] My textbox class which looks like this , is the one that needs to save it's font. Imports System.Math Imports System.Xml.Serialization Imports System.Windows.Forms <Serializable()> _ Public Class DrawableTextBox Inherits Drawable Private i_StringLength As Integer Private i_StringWidth As Integer Private drawFont As Font = New Font(FontFamily, 12, FontStyle.Regular) Private brsTextColor As Brush = Brushes.Black Private s_insertLabelTextbox As String = "label" ' Constructors. Public Sub New() End Sub Public Sub New(ByVal objCanvas As PictureBox, ByVal fore_color As Color, ByVal fill_color As Color, Optional ByVal line_width As Integer = 0, Optional ByVal new_x1 As Integer = 0, Optional ByVal new_y1 As Integer = 0, Optional ByVal new_x2 As Integer = 1, Optional ByVal new_y2 As Integer = 1) MyBase.New(fore_color, fill_color, line_width) Dim objGraphics As Graphics = objCanvas.CreateGraphics() X1 = new_x1 Y1 = new_y1 'Only rectangles ,circles and stars can resize for now b_Movement b_Movement = True Dim frm As New frmTextbox frm.MyFont = drawFont frm.ShowDialog() If frm.DialogResult = DialogResult.OK Then FontFamily = frm.MyFont.FontFamily.Name FontSize = frm.MyFont.Size FontType = frm.MyFont.Style 'drawFont = frm.MyFont drawFont = New Font(FontFamily, FontSize) drawFont = FontAttributes() brsTextColor = New SolidBrush(frm.txtLabel.ForeColor) s_InsertLabel = frm.txtLabel.Text i_StringLength = s_InsertLabel.Length 'gefixtf Dim objSizeF As SizeF = objGraphics.MeasureString(s_InsertLabel, drawFont, New PointF(X2 - X1, Y2 - Y1), New StringFormat(StringFormatFlags.NoClip)) Dim objPoint As Point = objCanvas.PointToClient(New Point(X1 + objSizeF.Width, Y1 + objSizeF.Height)) widthLabel = objSizeF.Width heightLabel = objSizeF.Height X2 = X1 + widthLabel Y2 = Y1 + heightLabel Else Throw New ApplicationException() End If End Sub ' Draw the object on this Graphics surface. Public Overrides Sub Draw(ByVal gr As System.Drawing.Graphics) ' Make a Rectangle representing this rectangle. Dim rectString As Rectangle rectString = New Rectangle(X1, Y1, widthLabel, heightLabel) rectString = GetBounds() ' See if we're selected. If IsSelected Then gr.DrawString(s_InsertLabel, drawFont, brsTextColor, X1, Y1) 'gr.DrawRectangle(Pens.Black, rect) ' Pens.Transparent gr.DrawRectangle(Pens.Black, rectString) ' Draw grab handles. DrawGrabHandle(gr, X1, Y1) DrawGrabHandle(gr, X1, Y2) DrawGrabHandle(gr, X2, Y2) DrawGrabHandle(gr, X2, Y1) Else gr.DrawString(s_InsertLabel, drawFont, brsTextColor, X1, Y1) 'gr.DrawRectangle(Pens.Black, rect) ' Pens.Transparent gr.DrawRectangle(Pens.Black, rectString) End If End Sub 'get fontattributes Public Function FontAttributes() As Font Return New Font(FontFamily, 12, FontStyle.Regular) End Function ' Return the object's bounding rectangle. Public Overrides Function GetBounds() As System.Drawing.Rectangle Return New Rectangle( _ Min(X1, X1), _ Min(Y1, Y1), _ Abs(widthLabel), _ Abs(heightLabel)) End Function ' Return True if this point is on the object. Public Overrides Function IsAt(ByVal x As Integer, ByVal y As Integer) As Boolean Return (x >= Min(X1, X2)) AndAlso _ (x <= Max(X1, X2)) AndAlso _ (y >= Min(Y1, Y2)) AndAlso _ (y <= Max(Y1, Y2)) End Function ' Move the second point. Public Overrides Sub NewPoint(ByVal x As Integer, ByVal y As Integer) X2 = x Y2 = y End Sub ' Return True if the object is empty (e.g. a zero-length line). Public Overrides Function IsEmpty() As Boolean Return (X1 = X2) AndAlso (Y1 = Y2) End Function End Class The coordinates ( X1 ,X2,Y1, Y2 ) are needed to draw a circle , rectangle etc. ( in the other classes ).This all works. If I load my saved file it shows me the correct location and correct size of drawn objects. If I open my xml file I can see all values are correctly saved ( including my FontFamily ). Also the color which can be adjusted is saved and then properly displayed when I load a previously saved drawing. Of course because the coordinates work, if I insert a textField ,the location where it is being displayed is correct. However here comes the problem , my fontSize and fontfamily don't work. As you can see I created them in the base class, However this does not work. Is my approach completely off? What can I do ? Before saving img14.imageshack.us/i/beforeos.jpg/ After loading the Font jumps back to Sans serif and size 12. I could really use some help here.. Edit: I've been using the sample from this website http://www.vb-helper.com/howto_net_drawing_framework.html

    Read the article

  • Problem rendering VBO

    - by Onno
    I'm developing a game engine using OpenTK. I'm trying to get to grips with the use of VBO's. I've run into some trouble because somehow it doesn't render correctly. Thus far I've used immediate mode to render a test object, a test cube with a texture. namespace SharpEngine.Utility.Mesh { using System; using System.Collections.Generic; using OpenTK; using OpenTK.Graphics; using OpenTK.Graphics.OpenGL; using SharpEngine.Utility; using System.Drawing; public class ImmediateFaceBasedCube : IMesh { private IList<Face> faces = new List<Face>(); public ImmediateFaceBasedCube() { IList<Vector3> allVertices = new List<Vector3>(); //rechtsbovenvoor allVertices.Add(new Vector3(1.0f, 1.0f, 1.0f)); //0 //rechtsbovenachter allVertices.Add(new Vector3(1.0f, 1.0f, -1.0f)); //1 //linksbovenachter allVertices.Add(new Vector3(-1.0f, 1.0f, -1.0f)); //2 //linksbovenvoor allVertices.Add(new Vector3(-1.0f, 1.0f, 1.0f)); //3 //rechtsondervoor allVertices.Add(new Vector3(1.0f, -1.0f, 1.0f)); //4 //rechtsonderachter allVertices.Add(new Vector3(1.0f, -1.0f, -1.0f)); //5 //linksonderachter allVertices.Add(new Vector3(-1.0f, -1.0f, -1.0f)); //6 //linksondervoor allVertices.Add(new Vector3(-1.0f, -1.0f, 1.0f)); //7 IList<Vector2> textureCoordinates = new List<Vector2>(); textureCoordinates.Add(new Vector2(0, 0)); //AA - 0 textureCoordinates.Add(new Vector2(0, 0.3333333f)); //AB - 1 textureCoordinates.Add(new Vector2(0, 0.6666666f)); //AC - 2 textureCoordinates.Add(new Vector2(0, 1)); //AD - 3 textureCoordinates.Add(new Vector2(0.3333333f, 0)); //BA - 4 textureCoordinates.Add(new Vector2(0.3333333f, 0.3333333f)); //BB - 5 textureCoordinates.Add(new Vector2(0.3333333f, 0.6666666f)); //BC - 6 textureCoordinates.Add(new Vector2(0.3333333f, 1)); //BD - 7 textureCoordinates.Add(new Vector2(0.6666666f, 0)); //CA - 8 textureCoordinates.Add(new Vector2(0.6666666f, 0.3333333f)); //CB - 9 textureCoordinates.Add(new Vector2(0.6666666f, 0.6666666f)); //CC -10 textureCoordinates.Add(new Vector2(0.6666666f, 1)); //CD -11 textureCoordinates.Add(new Vector2(1, 0)); //DA -12 textureCoordinates.Add(new Vector2(1, 0.3333333f)); //DB -13 textureCoordinates.Add(new Vector2(1, 0.6666666f)); //DC -14 textureCoordinates.Add(new Vector2(1, 1)); //DD -15 Vector3 copy1 = new Vector3(-2.0f, -2.5f, -3.5f); IList<Vector3> normals = new List<Vector3>(); normals.Add(new Vector3(0, 1.0f, 0)); //0 normals.Add(new Vector3(0, 0, 1.0f)); //1 normals.Add(new Vector3(1.0f, 0, 0)); //2 normals.Add(new Vector3(0, 0, -1.0f)); //3 normals.Add(new Vector3(-1.0f, 0, 0)); //4 normals.Add(new Vector3(0, -1.0f, 0)); //5 //todo: move vertex normal and texture data to datastructure //todo: VBO based rendering //top face //1 IList<VertexData> verticesT1 = new List<VertexData>(); VertexData T1a = new VertexData(); T1a.Normal = normals[0]; T1a.TexCoord = textureCoordinates[5]; T1a.Position = allVertices[3]; verticesT1.Add(T1a); VertexData T1b = new VertexData(); T1b.Normal = normals[0]; T1b.TexCoord = textureCoordinates[9]; T1b.Position = allVertices[0]; verticesT1.Add(T1b); VertexData T1c = new VertexData(); T1c.Normal = normals[0]; T1c.TexCoord = textureCoordinates[10]; T1c.Position = allVertices[1]; verticesT1.Add(T1c); Face F1 = new Face(verticesT1); faces.Add(F1); //2 IList<VertexData> verticesT2 = new List<VertexData>(); VertexData T2a = new VertexData(); T2a.Normal = normals[0]; T2a.TexCoord = textureCoordinates[10]; T2a.Position = allVertices[1]; verticesT2.Add(T2a); VertexData T2b = new VertexData(); T2b.Normal = normals[0]; T2b.TexCoord = textureCoordinates[6]; T2b.Position = allVertices[2]; verticesT2.Add(T2b); VertexData T2c = new VertexData(); T2c.Normal = normals[0]; T2c.TexCoord = textureCoordinates[5]; T2c.Position = allVertices[3]; verticesT2.Add(T2c); Face F2 = new Face(verticesT2); faces.Add(F2); //front face //3 IList<VertexData> verticesT3 = new List<VertexData>(); VertexData T3a = new VertexData(); T3a.Normal = normals[1]; T3a.TexCoord = textureCoordinates[1]; T3a.Position = allVertices[3]; verticesT3.Add(T3a); VertexData T3b = new VertexData(); T3b.Normal = normals[1]; T3b.TexCoord = textureCoordinates[0]; T3b.Position = allVertices[7]; verticesT3.Add(T3b); VertexData T3c = new VertexData(); T3c.Normal = normals[1]; T3c.TexCoord = textureCoordinates[5]; T3c.Position = allVertices[0]; verticesT3.Add(T3c); Face F3 = new Face(verticesT3); faces.Add(F3); //4 IList<VertexData> verticesT4 = new List<VertexData>(); VertexData T4a = new VertexData(); T4a.Normal = normals[1]; T4a.TexCoord = textureCoordinates[5]; T4a.Position = allVertices[0]; verticesT4.Add(T4a); VertexData T4b = new VertexData(); T4b.Normal = normals[1]; T4b.TexCoord = textureCoordinates[0]; T4b.Position = allVertices[7]; verticesT4.Add(T4b); VertexData T4c = new VertexData(); T4c.Normal = normals[1]; T4c.TexCoord = textureCoordinates[4]; T4c.Position = allVertices[4]; verticesT4.Add(T4c); Face F4 = new Face(verticesT4); faces.Add(F4); //right face //5 IList<VertexData> verticesT5 = new List<VertexData>(); VertexData T5a = new VertexData(); T5a.Normal = normals[2]; T5a.TexCoord = textureCoordinates[2]; T5a.Position = allVertices[0]; verticesT5.Add(T5a); VertexData T5b = new VertexData(); T5b.Normal = normals[2]; T5b.TexCoord = textureCoordinates[1]; T5b.Position = allVertices[4]; verticesT5.Add(T5b); VertexData T5c = new VertexData(); T5c.Normal = normals[2]; T5c.TexCoord = textureCoordinates[6]; T5c.Position = allVertices[1]; verticesT5.Add(T5c); Face F5 = new Face(verticesT5); faces.Add(F5); //6 IList<VertexData> verticesT6 = new List<VertexData>(); VertexData T6a = new VertexData(); T6a.Normal = normals[2]; T6a.TexCoord = textureCoordinates[1]; T6a.Position = allVertices[4]; verticesT6.Add(T6a); VertexData T6b = new VertexData(); T6b.Normal = normals[2]; T6b.TexCoord = textureCoordinates[5]; T6b.Position = allVertices[5]; verticesT6.Add(T6b); VertexData T6c = new VertexData(); T6c.Normal = normals[2]; T6c.TexCoord = textureCoordinates[6]; T6c.Position = allVertices[1]; verticesT6.Add(T6c); Face F6 = new Face(verticesT6); faces.Add(F6); //back face //7 IList<VertexData> verticesT7 = new List<VertexData>(); VertexData T7a = new VertexData(); T7a.Normal = normals[3]; T7a.TexCoord = textureCoordinates[4]; T7a.Position = allVertices[5]; verticesT7.Add(T7a); VertexData T7b = new VertexData(); T7b.Normal = normals[3]; T7b.TexCoord = textureCoordinates[9]; T7b.Position = allVertices[2]; verticesT7.Add(T7b); VertexData T7c = new VertexData(); T7c.Normal = normals[3]; T7c.TexCoord = textureCoordinates[5]; T7c.Position = allVertices[1]; verticesT7.Add(T7c); Face F7 = new Face(verticesT7); faces.Add(F7); //8 IList<VertexData> verticesT8 = new List<VertexData>(); VertexData T8a = new VertexData(); T8a.Normal = normals[3]; T8a.TexCoord = textureCoordinates[9]; T8a.Position = allVertices[2]; verticesT8.Add(T8a); VertexData T8b = new VertexData(); T8b.Normal = normals[3]; T8b.TexCoord = textureCoordinates[4]; T8b.Position = allVertices[5]; verticesT8.Add(T8b); VertexData T8c = new VertexData(); T8c.Normal = normals[3]; T8c.TexCoord = textureCoordinates[8]; T8c.Position = allVertices[6]; verticesT8.Add(T8c); Face F8 = new Face(verticesT8); faces.Add(F8); //left face //9 IList<VertexData> verticesT9 = new List<VertexData>(); VertexData T9a = new VertexData(); T9a.Normal = normals[4]; T9a.TexCoord = textureCoordinates[8]; T9a.Position = allVertices[6]; verticesT9.Add(T9a); VertexData T9b = new VertexData(); T9b.Normal = normals[4]; T9b.TexCoord = textureCoordinates[13]; T9b.Position = allVertices[3]; verticesT9.Add(T9b); VertexData T9c = new VertexData(); T9c.Normal = normals[4]; T9c.TexCoord = textureCoordinates[9]; T9c.Position = allVertices[2]; verticesT9.Add(T9c); Face F9 = new Face(verticesT9); faces.Add(F9); //10 IList<VertexData> verticesT10 = new List<VertexData>(); VertexData T10a = new VertexData(); T10a.Normal = normals[4]; T10a.TexCoord = textureCoordinates[8]; T10a.Position = allVertices[6]; verticesT10.Add(T10a); VertexData T10b = new VertexData(); T10b.Normal = normals[4]; T10b.TexCoord = textureCoordinates[12]; T10b.Position = allVertices[7]; verticesT10.Add(T10b); VertexData T10c = new VertexData(); T10c.Normal = normals[4]; T10c.TexCoord = textureCoordinates[13]; T10c.Position = allVertices[3]; verticesT10.Add(T10c); Face F10 = new Face(verticesT10); faces.Add(F10); //bottom face //11 IList<VertexData> verticesT11 = new List<VertexData>(); VertexData T11a = new VertexData(); T11a.Normal = normals[5]; T11a.TexCoord = textureCoordinates[10]; T11a.Position = allVertices[7]; verticesT11.Add(T11a); VertexData T11b = new VertexData(); T11b.Normal = normals[5]; T11b.TexCoord = textureCoordinates[9]; T11b.Position = allVertices[6]; verticesT11.Add(T11b); VertexData T11c = new VertexData(); T11c.Normal = normals[5]; T11c.TexCoord = textureCoordinates[14]; T11c.Position = allVertices[4]; verticesT11.Add(T11c); Face F11 = new Face(verticesT11); faces.Add(F11); //12 IList<VertexData> verticesT12 = new List<VertexData>(); VertexData T12a = new VertexData(); T12a.Normal = normals[5]; T12a.TexCoord = textureCoordinates[13]; T12a.Position = allVertices[5]; verticesT12.Add(T12a); VertexData T12b = new VertexData(); T12b.Normal = normals[5]; T12b.TexCoord = textureCoordinates[14]; T12b.Position = allVertices[4]; verticesT12.Add(T12b); VertexData T12c = new VertexData(); T12c.Normal = normals[5]; T12c.TexCoord = textureCoordinates[9]; T12c.Position = allVertices[6]; verticesT12.Add(T12c); Face F12 = new Face(verticesT12); faces.Add(F12); } public void draw() { GL.Begin(BeginMode.Triangles); foreach (Face face in faces) { foreach (VertexData datapoint in face.verticesWithTexCoords) { GL.Normal3(datapoint.Normal); GL.TexCoord2(datapoint.TexCoord); GL.Vertex3(datapoint.Position); } } GL.End(); } } } Gets me this very nice picture: The immediate mode cube renders nicely and taught me a bit on how to use OpenGL, but VBO's are the way to go. Since I read on the OpenTK forums that OpenTK has problems doing VA's or DL's, I decided to skip using those. Now, I've tried to change this cube to a VBO by using the same vertex, normal and tc collections, and making float arrays from them by using the coordinates in combination with uint arrays which contain the index numbers from the immediate cube. (see the private functions at end of the code sample) Somehow this only renders two triangles namespace SharpEngine.Utility.Mesh { using System; using System.Collections.Generic; using OpenTK; using OpenTK.Graphics; using OpenTK.Graphics.OpenGL; using SharpEngine.Utility; using System.Drawing; public class VBOFaceBasedCube : IMesh { private int VerticesVBOID; private int VerticesVBOStride; private int VertexCount; private int ELementBufferObjectID; private int textureCoordinateVBOID; private int textureCoordinateVBOStride; //private int textureCoordinateArraySize; private int normalVBOID; private int normalVBOStride; public VBOFaceBasedCube() { IList<Vector3> allVertices = new List<Vector3>(); //rechtsbovenvoor allVertices.Add(new Vector3(1.0f, 1.0f, 1.0f)); //0 //rechtsbovenachter allVertices.Add(new Vector3(1.0f, 1.0f, -1.0f)); //1 //linksbovenachter allVertices.Add(new Vector3(-1.0f, 1.0f, -1.0f)); //2 //linksbovenvoor allVertices.Add(new Vector3(-1.0f, 1.0f, 1.0f)); //3 //rechtsondervoor allVertices.Add(new Vector3(1.0f, -1.0f, 1.0f)); //4 //rechtsonderachter allVertices.Add(new Vector3(1.0f, -1.0f, -1.0f)); //5 //linksonderachter allVertices.Add(new Vector3(-1.0f, -1.0f, -1.0f)); //6 //linksondervoor allVertices.Add(new Vector3(-1.0f, -1.0f, 1.0f)); //7 IList<Vector2> textureCoordinates = new List<Vector2>(); textureCoordinates.Add(new Vector2(0, 0)); //AA - 0 textureCoordinates.Add(new Vector2(0, 0.3333333f)); //AB - 1 textureCoordinates.Add(new Vector2(0, 0.6666666f)); //AC - 2 textureCoordinates.Add(new Vector2(0, 1)); //AD - 3 textureCoordinates.Add(new Vector2(0.3333333f, 0)); //BA - 4 textureCoordinates.Add(new Vector2(0.3333333f, 0.3333333f)); //BB - 5 textureCoordinates.Add(new Vector2(0.3333333f, 0.6666666f)); //BC - 6 textureCoordinates.Add(new Vector2(0.3333333f, 1)); //BD - 7 textureCoordinates.Add(new Vector2(0.6666666f, 0)); //CA - 8 textureCoordinates.Add(new Vector2(0.6666666f, 0.3333333f)); //CB - 9 textureCoordinates.Add(new Vector2(0.6666666f, 0.6666666f)); //CC -10 textureCoordinates.Add(new Vector2(0.6666666f, 1)); //CD -11 textureCoordinates.Add(new Vector2(1, 0)); //DA -12 textureCoordinates.Add(new Vector2(1, 0.3333333f)); //DB -13 textureCoordinates.Add(new Vector2(1, 0.6666666f)); //DC -14 textureCoordinates.Add(new Vector2(1, 1)); //DD -15 Vector3 copy1 = new Vector3(-2.0f, -2.5f, -3.5f); IList<Vector3> normals = new List<Vector3>(); normals.Add(new Vector3(0, 1.0f, 0)); //0 normals.Add(new Vector3(0, 0, 1.0f)); //1 normals.Add(new Vector3(1.0f, 0, 0)); //2 normals.Add(new Vector3(0, 0, -1.0f)); //3 normals.Add(new Vector3(-1.0f, 0, 0)); //4 normals.Add(new Vector3(0, -1.0f, 0)); //5 //todo: VBO based rendering uint[] vertexElements = { 3,0,1, //01 1,2,3, //02 3,7,0, //03 0,7,4, //04 0,4,1, //05 4,5,1, //06 5,2,1, //07 2,5,6, //08 6,3,2, //09 6,7,5, //10 7,6,4, //11 5,4,6 //12 }; VertexCount = vertexElements.Length; IList<uint> vertexElementList = new List<uint>(vertexElements); uint[] normalElements = { 0,0,0, 0,0,0, 1,1,1, 1,1,1, 2,2,2, 2,2,2, 3,3,3, 3,3,3, 4,4,4, 4,4,4, 5,5,5, 5,5,5 }; IList<uint> normalElementList = new List<uint>(normalElements); uint[] textureIndexArray = { 5,9,10, 10,6,5, 1,0,5, 5,0,4, 2,1,6, 1,5,6, 4,9,5, 9,4,8, 8,13,9, 8,12,13, 10,9,14, 13,14,9 }; //textureCoordinateArraySize = textureIndexArray.Length; IList<uint> textureIndexList = new List<uint>(textureIndexArray); LoadVBO(allVertices, normals, textureCoordinates, vertexElements, normalElementList, textureIndexList); } public void draw() { //bind vertices //bind elements //bind normals //bind texture coordinates GL.EnableClientState(ArrayCap.VertexArray); GL.EnableClientState(ArrayCap.NormalArray); GL.EnableClientState(ArrayCap.TextureCoordArray); GL.BindBuffer(BufferTarget.ArrayBuffer, VerticesVBOID); GL.VertexPointer(3, VertexPointerType.Float, VerticesVBOStride, 0); GL.BindBuffer(BufferTarget.ArrayBuffer, normalVBOID); GL.NormalPointer(NormalPointerType.Float, normalVBOStride, 0); GL.BindBuffer(BufferTarget.ArrayBuffer, textureCoordinateVBOID); GL.TexCoordPointer(2, TexCoordPointerType.Float, textureCoordinateVBOStride, 0); GL.BindBuffer(BufferTarget.ElementArrayBuffer, ELementBufferObjectID); GL.DrawElements(BeginMode.Polygon, VertexCount, DrawElementsType.UnsignedShort, 0); } //loads a static VBO void LoadVBO(IList<Vector3> vertices, IList<Vector3> normals, IList<Vector2> texcoords, uint[] elements, IList<uint> normalIndices, IList<uint> texCoordIndices) { int size; //todo // To create a VBO: // 1) Generate the buffer handles for the vertex and element buffers. // 2) Bind the vertex buffer handle and upload your vertex data. Check that the buffer was uploaded correctly. // 3) Bind the element buffer handle and upload your element data. Check that the buffer was uploaded correctly. float[] verticesArray = convertVector3fListToFloatArray(vertices); float[] normalsArray = createFloatArrayFromListOfVector3ElementsAndIndices(normals, normalIndices); float[] textureCoordinateArray = createFloatArrayFromListOfVector2ElementsAndIndices(texcoords, texCoordIndices); GL.GenBuffers(1, out VerticesVBOID); GL.BindBuffer(BufferTarget.ArrayBuffer, VerticesVBOID); Console.WriteLine("load 1 - vertices"); VerticesVBOStride = BlittableValueType.StrideOf(verticesArray); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(verticesArray.Length * sizeof(float)), verticesArray, BufferUsageHint.StaticDraw); GL.GetBufferParameter(BufferTarget.ArrayBuffer, BufferParameterName.BufferSize, out size); if (verticesArray.Length * BlittableValueType.StrideOf(verticesArray) != size) { throw new ApplicationException("Vertex data not uploaded correctly"); } else { Console.WriteLine("load 1 finished ok"); size = 0; } Console.WriteLine("load 2 - elements"); GL.GenBuffers(1, out ELementBufferObjectID); GL.BindBuffer(BufferTarget.ElementArrayBuffer, ELementBufferObjectID); GL.BufferData(BufferTarget.ElementArrayBuffer, (IntPtr)(elements.Length * sizeof(uint)), elements, BufferUsageHint.StaticDraw); GL.GetBufferParameter(BufferTarget.ElementArrayBuffer, BufferParameterName.BufferSize, out size); if (elements.Length * sizeof(uint) != size) { throw new ApplicationException("Element data not uploaded correctly"); } else { size = 0; Console.WriteLine("load 2 finished ok"); } GL.GenBuffers(1, out normalVBOID); GL.BindBuffer(BufferTarget.ArrayBuffer, normalVBOID); Console.WriteLine("load 3 - normals"); normalVBOStride = BlittableValueType.StrideOf(normalsArray); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(normalsArray.Length * sizeof(float)), normalsArray, BufferUsageHint.StaticDraw); GL.GetBufferParameter(BufferTarget.ArrayBuffer, BufferParameterName.BufferSize, out size); Console.WriteLine("load 3 - pre check"); if (normalsArray.Length * BlittableValueType.StrideOf(normalsArray) != size) { throw new ApplicationException("Normal data not uploaded correctly"); } else { Console.WriteLine("load 3 finished ok"); size = 0; } GL.GenBuffers(1, out textureCoordinateVBOID); GL.BindBuffer(BufferTarget.ArrayBuffer, textureCoordinateVBOID); Console.WriteLine("load 4- texture coordinates"); textureCoordinateVBOStride = BlittableValueType.StrideOf(textureCoordinateArray); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(textureCoordinateArray.Length * textureCoordinateVBOStride), textureCoordinateArray, BufferUsageHint.StaticDraw); GL.GetBufferParameter(BufferTarget.ArrayBuffer, BufferParameterName.BufferSize, out size); if (textureCoordinateArray.Length * BlittableValueType.StrideOf(textureCoordinateArray) != size) { throw new ApplicationException("texture coordinate data not uploaded correctly"); } else { Console.WriteLine("load 3 finished ok"); size = 0; } } //used to convert vertex arrayss for use with VBO's private float[] convertVector3fListToFloatArray(IList<Vector3> input) { int arrayElementCount = input.Count * 3; float[] output = new float[arrayElementCount]; int fillCount = 0; foreach (Vector3 v in input) { output[fillCount] = v.X; output[fillCount + 1] = v.Y; output[fillCount + 2] = v.Z; fillCount += 3; } return output; } //used for converting texture coordinate arrays for use with VBO's private float[] convertVector2List_to_floatArray(IList<Vector2> input) { int arrayElementCount = input.Count * 2; float[] output = new float[arrayElementCount]; int fillCount = 0; foreach (Vector2 v in input) { output[fillCount] = v.X; output[fillCount + 1] = v.Y; fillCount += 2; } return output; } //used to create an array of floats from private float[] createFloatArrayFromListOfVector3ElementsAndIndices(IList<Vector3> inputVectors, IList<uint> indices) { int arrayElementCount = inputVectors.Count * indices.Count * 3; float[] output = new float[arrayElementCount]; int fillCount = 0; foreach (int i in indices) { output[fillCount] = inputVectors[i].X; output[fillCount + 1] = inputVectors[i].Y; output[fillCount + 2] = inputVectors[i].Z; fillCount += 3; } return output; } private float[] createFloatArrayFromListOfVector2ElementsAndIndices(IList<Vector2> inputVectors, IList<uint> indices) { int arrayElementCount = inputVectors.Count * indices.Count * 2; float[] output = new float[arrayElementCount]; int fillCount = 0; foreach (int i in indices) { output[fillCount] = inputVectors[i].X; output[fillCount + 1] = inputVectors[i].Y; fillCount += 2; } return output; } } } This code will only render two triangles and they're nothing like I had in mind: I've done some searching. In some other questions I read that, if I did something wrong, I'd get no rendering at all. Clearly, something gets sent to the GFX card, but it might be that I'm not sending the right data. I've tried altering the sequence in which the triangles are rendered by swapping some of the index numbers in the vert, tc and normal index arrays, but this doesn't seem to be of any effect. I'm slightly lost here. What am I doing wrong here?

    Read the article

  • Minecraft Style Chunk building problem

    - by David Torrey
    I'm having some problems with speed in my chunk engine. I timed it out, and in its current state it takes a total ~5 seconds per chunk to fill each face's list. I have a check to see if each face of a block is visible and if it is not visible, it skips it and moves on. I'm using a dictionary (unordered map) because it makes sense memorywise to just not have an entry if there is no block. I've tracked my problem down to testing if there is an entry, and accessing an entry if it does exist. If I remove the tests to see if there is an entry in the dictionary for an adjacent block, or if the block type itself is seethrough, it runs within about 2-4 milliseconds. so here's my question: Is there a faster way to check for an entry in a dictionary than .ContainsKey()? As an aside, I tried TryGetValue() and it doesn't really help with the speed that much. If I remove the ContainsKey() and keep the test where it does the IsSeeThrough for each block, it halves the time, but it's still about 2-3 seconds. It only drops to 2-4ms if I remove BOTH checks. Here is my code: using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using System.Runtime.InteropServices; using OpenTK; using OpenTK.Graphics.OpenGL; using System.Drawing; namespace Anabelle_Lee { public enum BlockEnum { air = 0, dirt = 1, } [StructLayout(LayoutKind.Sequential,Pack=1)] public struct Coordinates<T1> { public T1 x; public T1 y; public T1 z; public override string ToString() { return "(" + x + "," + y + "," + z + ") : " + typeof(T1); } } public struct Sides<T1> { public T1 left; public T1 right; public T1 top; public T1 bottom; public T1 front; public T1 back; } public class Block { public int blockType; public bool SeeThrough() { switch (blockType) { case 0: return true; } return false ; } public override string ToString() { return ((BlockEnum)(blockType)).ToString(); } } class Chunk { private Dictionary<Coordinates<byte>, Block> mChunkData; //stores the block data private Sides<List<Coordinates<byte>>> mVBOVertexBuffer; private Sides<int> mVBOHandle; //private bool mIsChanged; private const byte mCHUNKSIZE = 16; public Chunk() { } public void InitializeChunk() { //create VBO references #if DEBUG Console.WriteLine ("Initializing Chunk"); #endif mChunkData = new Dictionary<Coordinates<byte> , Block>(); //mIsChanged = true; GL.GenBuffers(1, out mVBOHandle.left); GL.GenBuffers(1, out mVBOHandle.right); GL.GenBuffers(1, out mVBOHandle.top); GL.GenBuffers(1, out mVBOHandle.bottom); GL.GenBuffers(1, out mVBOHandle.front); GL.GenBuffers(1, out mVBOHandle.back); //make new list of vertexes for each face mVBOVertexBuffer.top = new List<Coordinates<byte>>(); mVBOVertexBuffer.bottom = new List<Coordinates<byte>>(); mVBOVertexBuffer.left = new List<Coordinates<byte>>(); mVBOVertexBuffer.right = new List<Coordinates<byte>>(); mVBOVertexBuffer.front = new List<Coordinates<byte>>(); mVBOVertexBuffer.back = new List<Coordinates<byte>>(); #if DEBUG Console.WriteLine("Chunk Initialized"); #endif } public void GenerateChunk() { #if DEBUG Console.WriteLine("Generating Chunk"); #endif for (byte i = 0; i < mCHUNKSIZE; i++) { for (byte j = 0; j < mCHUNKSIZE; j++) { for (byte k = 0; k < mCHUNKSIZE; k++) { Random blockLoc = new Random(); Coordinates<byte> randChunk = new Coordinates<byte> { x = i, y = j, z = k }; mChunkData.Add(randChunk, new Block()); mChunkData[randChunk].blockType = blockLoc.Next(0, 1); } } } #if DEBUG Console.WriteLine("Chunk Generated"); #endif } public void DeleteChunk() { //delete VBO references #if DEBUG Console.WriteLine("Deleting Chunk"); #endif GL.DeleteBuffers(1, ref mVBOHandle.left); GL.DeleteBuffers(1, ref mVBOHandle.right); GL.DeleteBuffers(1, ref mVBOHandle.top); GL.DeleteBuffers(1, ref mVBOHandle.bottom); GL.DeleteBuffers(1, ref mVBOHandle.front); GL.DeleteBuffers(1, ref mVBOHandle.back); //clear all vertex buffers ClearPolyLists(); #if DEBUG Console.WriteLine("Chunk Deleted"); #endif } public void UpdateChunk() { #if DEBUG Console.WriteLine("Updating Chunk"); #endif ClearPolyLists(); //prepare buffers //for every entry in mChunkData map foreach(KeyValuePair<Coordinates<byte>,Block> feBlockData in mChunkData) { Coordinates<byte> checkBlock = new Coordinates<byte> { x = feBlockData.Key.x, y = feBlockData.Key.y, z = feBlockData.Key.z }; //check for polygonson the left side of the cube if (checkBlock.x > 0) { //check to see if there is a key for current x - 1. if not, add the vector if (!IsVisible(checkBlock.x - 1, checkBlock.y, checkBlock.z)) { //add polygon AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.left); } } else { //polygon is far left and should be added AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.left); } //check for polygons on the right side of the cube if (checkBlock.x < mCHUNKSIZE - 1) { if (!IsVisible(checkBlock.x + 1, checkBlock.y, checkBlock.z)) { //add poly AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.right); } } else { //poly for right add AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.right); } if (checkBlock.y > 0) { //check to see if there is a key for current x - 1. if not, add the vector if (!IsVisible(checkBlock.x, checkBlock.y - 1, checkBlock.z)) { //add polygon AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.bottom); } } else { //polygon is far left and should be added AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.bottom); } //check for polygons on the right side of the cube if (checkBlock.y < mCHUNKSIZE - 1) { if (!IsVisible(checkBlock.x, checkBlock.y + 1, checkBlock.z)) { //add poly AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.top); } } else { //poly for right add AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.top); } if (checkBlock.z > 0) { //check to see if there is a key for current x - 1. if not, add the vector if (!IsVisible(checkBlock.x, checkBlock.y, checkBlock.z - 1)) { //add polygon AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.back); } } else { //polygon is far left and should be added AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.back); } //check for polygons on the right side of the cube if (checkBlock.z < mCHUNKSIZE - 1) { if (!IsVisible(checkBlock.x, checkBlock.y, checkBlock.z + 1)) { //add poly AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.front); } } else { //poly for right add AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.front); } } BuildBuffers(); #if DEBUG Console.WriteLine("Chunk Updated"); #endif } public void RenderChunk() { } public void LoadChunk() { #if DEBUG Console.WriteLine("Loading Chunk"); #endif #if DEBUG Console.WriteLine("Chunk Deleted"); #endif } public void SaveChunk() { #if DEBUG Console.WriteLine("Saving Chunk"); #endif #if DEBUG Console.WriteLine("Chunk Saved"); #endif } private bool IsVisible(int pX,int pY,int pZ) { Block testBlock; Coordinates<byte> checkBlock = new Coordinates<byte> { x = Convert.ToByte(pX), y = Convert.ToByte(pY), z = Convert.ToByte(pZ) }; if (mChunkData.TryGetValue(checkBlock,out testBlock )) //if data exists { if (testBlock.SeeThrough() == true) //if existing data is not seethrough { return true; } } return true; } private void AddPoly(byte pX, byte pY, byte pZ, int BufferSide) { //create temp array GL.BindBuffer(BufferTarget.ArrayBuffer, BufferSide); if (BufferSide == mVBOHandle.front) { //front face mVBOVertexBuffer.front.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY + 1), z = (byte)(pZ + 1) }); mVBOVertexBuffer.front.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY) , z = (byte)(pZ + 1) }); mVBOVertexBuffer.front.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY) , z = (byte)(pZ + 1) }); mVBOVertexBuffer.front.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY) , z = (byte)(pZ + 1) }); mVBOVertexBuffer.front.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ + 1) }); mVBOVertexBuffer.front.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY + 1), z = (byte)(pZ + 1) }); } else if (BufferSide == mVBOHandle.right) { //back face mVBOVertexBuffer.back.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ) }); mVBOVertexBuffer.back.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY) , z = (byte)(pZ) }); mVBOVertexBuffer.back.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY) , z = (byte)(pZ) }); mVBOVertexBuffer.back.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY) , z = (byte)(pZ) }); mVBOVertexBuffer.back.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY + 1), z = (byte)(pZ) }); mVBOVertexBuffer.back.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ) }); } else if (BufferSide == mVBOHandle.top) { //left face mVBOVertexBuffer.left.Add(new Coordinates<byte> { x = (byte)(pX), y = (byte)(pY + 1), z = (byte)(pZ) }); mVBOVertexBuffer.left.Add(new Coordinates<byte> { x = (byte)(pX), y = (byte)(pY) , z = (byte)(pZ) }); mVBOVertexBuffer.left.Add(new Coordinates<byte> { x = (byte)(pX), y = (byte)(pY) , z = (byte)(pZ + 1) }); mVBOVertexBuffer.left.Add(new Coordinates<byte> { x = (byte)(pX), y = (byte)(pY) , z = (byte)(pZ + 1) }); mVBOVertexBuffer.left.Add(new Coordinates<byte> { x = (byte)(pX), y = (byte)(pY + 1), z = (byte)(pZ + 1) }); mVBOVertexBuffer.left.Add(new Coordinates<byte> { x = (byte)(pX), y = (byte)(pY + 1), z = (byte)(pZ) }); } else if (BufferSide == mVBOHandle.bottom) { //right face mVBOVertexBuffer.right.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ + 1) }); mVBOVertexBuffer.right.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY) , z = (byte)(pZ + 1) }); mVBOVertexBuffer.right.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY) , z = (byte)(pZ) }); mVBOVertexBuffer.right.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY) , z = (byte)(pZ) }); mVBOVertexBuffer.right.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ) }); mVBOVertexBuffer.right.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ + 1) }); } else if (BufferSide == mVBOHandle.front) { //top face mVBOVertexBuffer.top.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY + 1), z = (byte)(pZ) }); mVBOVertexBuffer.top.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY + 1), z = (byte)(pZ + 1) }); mVBOVertexBuffer.top.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ + 1) }); mVBOVertexBuffer.top.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ + 1) }); mVBOVertexBuffer.top.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ) }); mVBOVertexBuffer.top.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY + 1), z = (byte)(pZ) }); } else if (BufferSide == mVBOHandle.back) { //bottom face mVBOVertexBuffer.bottom.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY), z = (byte)(pZ + 1) }); mVBOVertexBuffer.bottom.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY), z = (byte)(pZ) }); mVBOVertexBuffer.bottom.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY), z = (byte)(pZ) }); mVBOVertexBuffer.bottom.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY), z = (byte)(pZ) }); mVBOVertexBuffer.bottom.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY), z = (byte)(pZ + 1) }); mVBOVertexBuffer.bottom.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY), z = (byte)(pZ + 1) }); } } private void BuildBuffers() { #if DEBUG Console.WriteLine("Building Chunk Buffers"); #endif GL.BindBuffer(BufferTarget.ArrayBuffer, mVBOHandle.front); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(Marshal.SizeOf(new Coordinates<byte>()) * mVBOVertexBuffer.front.Count), mVBOVertexBuffer.front.ToArray(), BufferUsageHint.StaticDraw); GL.BindBuffer(BufferTarget.ArrayBuffer, mVBOHandle.back); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(Marshal.SizeOf(new Coordinates<byte>()) * mVBOVertexBuffer.back.Count), mVBOVertexBuffer.back.ToArray(), BufferUsageHint.StaticDraw); GL.BindBuffer(BufferTarget.ArrayBuffer, mVBOHandle.left); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(Marshal.SizeOf(new Coordinates<byte>()) * mVBOVertexBuffer.left.Count), mVBOVertexBuffer.left.ToArray(), BufferUsageHint.StaticDraw); GL.BindBuffer(BufferTarget.ArrayBuffer, mVBOHandle.right); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(Marshal.SizeOf(new Coordinates<byte>()) * mVBOVertexBuffer.right.Count), mVBOVertexBuffer.right.ToArray(), BufferUsageHint.StaticDraw); GL.BindBuffer(BufferTarget.ArrayBuffer, mVBOHandle.top); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(Marshal.SizeOf(new Coordinates<byte>()) * mVBOVertexBuffer.top.Count), mVBOVertexBuffer.top.ToArray(), BufferUsageHint.StaticDraw); GL.BindBuffer(BufferTarget.ArrayBuffer, mVBOHandle.bottom); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(Marshal.SizeOf(new Coordinates<byte>()) * mVBOVertexBuffer.bottom.Count), mVBOVertexBuffer.bottom.ToArray(), BufferUsageHint.StaticDraw); GL.BindBuffer(BufferTarget.ArrayBuffer,0); #if DEBUG Console.WriteLine("Chunk Buffers Built"); #endif } private void ClearPolyLists() { #if DEBUG Console.WriteLine("Clearing Polygon Lists"); #endif mVBOVertexBuffer.top.Clear(); mVBOVertexBuffer.bottom.Clear(); mVBOVertexBuffer.left.Clear(); mVBOVertexBuffer.right.Clear(); mVBOVertexBuffer.front.Clear(); mVBOVertexBuffer.back.Clear(); #if DEBUG Console.WriteLine("Polygon Lists Cleared"); #endif } }//END CLASS }//END NAMESPACE

    Read the article

  • How to maintain encapsulation with composition in C++?

    - by iFreilicht
    I am designing a class Master that is composed from multiple other classes, A, Base, C and D. These four classes have absolutely no use outside of Master and are meant to split up its functionality into manageable and logically divided packages. They also provide extensible functionality as in the case of Base, which can be inherited from by clients. But, how do I maintain encapsulation of Master with this design? So far, I've got two approaches, which are both far from perfect: 1. Replicate all accessors: Just write accessor-methods for all accessor-methods of all classes that Master is composed of. This leads to perfect encapsulation, because no implementation detail of Master is visible, but is extremely tedious and makes the class definition monstrous, which is exactly what the composition should prevent. Also, adding functionality to one of the composees (is that even a word?) would require to re-write all those methods in Master. An additional problem is that inheritors of Base could only alter, but not add functionality. 2. Use non-assignable, non-copyable member-accessors: Having a class accessor<T> that can not be copied, moved or assigned to, but overrides the operator-> to access an underlying shared_ptr, so that calls like Master->A()->niceFunction(); are made possible. My problem with this is that it kind of breaks encapsulation as I would now be unable to change my implementation of Master to use a different class for the functionality of niceFunction(). Still, it is the closest I've gotten without using the ugly first approach. It also fixes the inheritance issue quite nicely. A small side question would be if such a class already existed in std or boost. EDIT: Wall of code I will now post the code of the header files of the classes discussed. It may be a bit hard to understand, but I'll give my best in explaining all of it. 1. GameTree.h The foundation of it all. This basically is a doubly-linked tree, holding GameObject-instances, which we'll later get to. It also has it's own custom iterator GTIterator, but I left that out for brevity. WResult is an enum with the values SUCCESS and FAILED, but it's not really important. class GameTree { public: //Static methods for the root. Only one root is allowed to exist at a time! static void ConstructRoot(seed_type seed, unsigned int depth); inline static bool rootExists(){ return static_cast<bool>(rootObject_); } inline static weak_ptr<GameTree> root(){ return rootObject_; } //delta is in ms, this is used for velocity, collision and such void tick(unsigned int delta); //Interaction with the tree inline weak_ptr<GameTree> parent() const { return parent_; } inline unsigned int numChildren() const{ return static_cast<unsigned int>(children_.size()); } weak_ptr<GameTree> getChild(unsigned int index) const; template<typename GOType> weak_ptr<GameTree> addChild(seed_type seed, unsigned int depth = 9001){ GOType object{ new GOType(seed) }; return addChildObject(unique_ptr<GameTree>(new GameTree(std::move(object), depth))); } WResult moveTo(weak_ptr<GameTree> newParent); WResult erase(); //Iterators for for( : ) loop GTIterator& begin(){ return *(beginIter_ = std::move(make_unique<GTIterator>(children_.begin()))); } GTIterator& end(){ return *(endIter_ = std::move(make_unique<GTIterator>(children_.end()))); } //unloading should be used when objects are far away WResult unloadChildren(unsigned int newDepth = 0); WResult loadChildren(unsigned int newDepth = 1); inline const RenderObject& renderObject() const{ return gameObject_->renderObject(); } //Getter for the underlying GameObject (I have not tested the template version) weak_ptr<GameObject> gameObject(){ return gameObject_; } template<typename GOType> weak_ptr<GOType> gameObject(){ return dynamic_cast<weak_ptr<GOType>>(gameObject_); } weak_ptr<PhysicsObject> physicsObject() { return gameObject_->physicsObject(); } private: GameTree(const GameTree&); //copying is only allowed internally GameTree(shared_ptr<GameObject> object, unsigned int depth = 9001); //pointer to root static shared_ptr<GameTree> rootObject_; //internal management of a child weak_ptr<GameTree> addChildObject(shared_ptr<GameTree>); WResult removeChild(unsigned int index); //private members shared_ptr<GameObject> gameObject_; shared_ptr<GTIterator> beginIter_; shared_ptr<GTIterator> endIter_; //tree stuff vector<shared_ptr<GameTree>> children_; weak_ptr<GameTree> parent_; unsigned int selfIndex_; //used for deletion, this isn't necessary void initChildren(unsigned int depth); //constructs children }; 2. GameObject.h This is a bit hard to grasp, but GameObject basically works like this: When constructing a GameObject, you construct its basic attributes and a CResult-instance, which contains a vector<unique_ptr<Construction>>. The Construction-struct contains all information that is needed to construct a GameObject, which is a seed and a function-object that is applied at construction by a factory. This enables dynamic loading and unloading of GameObjects as done by GameTree. It also means that you have to define that factory if you inherit GameObject. This inheritance is also the reason why GameTree has a template-function gameObject<GOType>. GameObject can contain a RenderObject and a PhysicsObject, which we'll later get to. Anyway, here's the code. class GameObject; typedef unsigned long seed_type; //this declaration magic means that all GameObjectFactorys inherit from GameObjectFactory<GameObject> template<typename GOType> struct GameObjectFactory; template<> struct GameObjectFactory<GameObject>{ virtual unique_ptr<GameObject> construct(seed_type seed) const = 0; }; template<typename GOType> struct GameObjectFactory : GameObjectFactory<GameObject>{ GameObjectFactory() : GameObjectFactory<GameObject>(){} unique_ptr<GameObject> construct(seed_type seed) const{ return unique_ptr<GOType>(new GOType(seed)); } }; //same as with the factories. this is important for storing them in vectors template<typename GOType> struct Construction; template<> struct Construction<GameObject>{ virtual unique_ptr<GameObject> construct() const = 0; }; template<typename GOType> struct Construction : Construction<GameObject>{ Construction(seed_type seed, function<void(GOType*)> func = [](GOType* null){}) : Construction<GameObject>(), seed_(seed), func_(func) {} unique_ptr<GameObject> construct() const{ unique_ptr<GameObject> gameObject{ GOType::factory.construct(seed_) }; func_(dynamic_cast<GOType*>(gameObject.get())); return std::move(gameObject); } seed_type seed_; function<void(GOType*)> func_; }; typedef struct CResult { CResult() : constructions{} {} CResult(CResult && o) : constructions(std::move(o.constructions)) {} CResult& operator= (CResult& other){ if (this != &other){ for (unique_ptr<Construction<GameObject>>& child : other.constructions){ constructions.push_back(std::move(child)); } } return *this; } template<typename GOType> void push_back(seed_type seed, function<void(GOType*)> func = [](GOType* null){}){ constructions.push_back(make_unique<Construction<GOType>>(seed, func)); } vector<unique_ptr<Construction<GameObject>>> constructions; } CResult; //finally, the GameObject class GameObject { public: GameObject(seed_type seed); GameObject(const GameObject&); virtual void tick(unsigned int delta); inline Matrix4f trafoMatrix(){ return physicsObject_->transformationMatrix(); } //getter inline seed_type seed() const{ return seed_; } inline CResult& properties(){ return properties_; } inline const RenderObject& renderObject() const{ return *renderObject_; } inline weak_ptr<PhysicsObject> physicsObject() { return physicsObject_; } protected: virtual CResult construct_(seed_type seed) = 0; CResult properties_; shared_ptr<RenderObject> renderObject_; shared_ptr<PhysicsObject> physicsObject_; seed_type seed_; }; 3. PhysicsObject That's a bit easier. It is responsible for position, velocity and acceleration. It will also handle collisions in the future. It contains three Transformation objects, two of which are optional. I'm not going to include the accessors on the PhysicsObject class because I tried my first approach on it and it's just pure madness (way over 30 functions). Also missing: the named constructors that construct PhysicsObjects with different behaviour. class Transformation{ Vector3f translation_; Vector3f rotation_; Vector3f scaling_; public: Transformation() : translation_{ 0, 0, 0 }, rotation_{ 0, 0, 0 }, scaling_{ 1, 1, 1 } {}; Transformation(Vector3f translation, Vector3f rotation, Vector3f scaling); inline Vector3f translation(){ return translation_; } inline void translation(float x, float y, float z){ translation(Vector3f(x, y, z)); } inline void translation(Vector3f newTranslation){ translation_ = newTranslation; } inline void translate(float x, float y, float z){ translate(Vector3f(x, y, z)); } inline void translate(Vector3f summand){ translation_ += summand; } inline Vector3f rotation(){ return rotation_; } inline void rotation(float pitch, float yaw, float roll){ rotation(Vector3f(pitch, yaw, roll)); } inline void rotation(Vector3f newRotation){ rotation_ = newRotation; } inline void rotate(float pitch, float yaw, float roll){ rotate(Vector3f(pitch, yaw, roll)); } inline void rotate(Vector3f summand){ rotation_ += summand; } inline Vector3f scaling(){ return scaling_; } inline void scaling(float x, float y, float z){ scaling(Vector3f(x, y, z)); } inline void scaling(Vector3f newScaling){ scaling_ = newScaling; } inline void scale(float x, float y, float z){ scale(Vector3f(x, y, z)); } void scale(Vector3f factor){ scaling_(0) *= factor(0); scaling_(1) *= factor(1); scaling_(2) *= factor(2); } Matrix4f matrix(){ return WMatrix::Translation(translation_) * WMatrix::Rotation(rotation_) * WMatrix::Scale(scaling_); } }; class PhysicsObject; typedef void tickFunction(PhysicsObject& self, unsigned int delta); class PhysicsObject{ PhysicsObject(const Transformation& trafo) : transformation_(trafo), transformationVelocity_(nullptr), transformationAcceleration_(nullptr), tick_(nullptr) {} PhysicsObject(PhysicsObject&& other) : transformation_(other.transformation_), transformationVelocity_(std::move(other.transformationVelocity_)), transformationAcceleration_(std::move(other.transformationAcceleration_)), tick_(other.tick_) {} Transformation transformation_; unique_ptr<Transformation> transformationVelocity_; unique_ptr<Transformation> transformationAcceleration_; tickFunction* tick_; public: void tick(unsigned int delta){ tick_ ? tick_(*this, delta) : 0; } inline Matrix4f transformationMatrix(){ return transformation_.matrix(); } } 4. RenderObject RenderObject is a base class for different types of things that could be rendered, i.e. Meshes, Light Sources or Sprites. DISCLAIMER: I did not write this code, I'm working on this project with someone else. class RenderObject { public: RenderObject(float renderDistance); virtual ~RenderObject(); float renderDistance() const { return renderDistance_; } void setRenderDistance(float rD) { renderDistance_ = rD; } protected: float renderDistance_; }; struct NullRenderObject : public RenderObject{ NullRenderObject() : RenderObject(0.f){}; }; class Light : public RenderObject{ public: Light() : RenderObject(30.f){}; }; class Mesh : public RenderObject{ public: Mesh(unsigned int seed) : RenderObject(20.f) { meshID_ = 0; textureID_ = 0; if (seed == 1) meshID_ = Model::getMeshID("EM-208_heavy"); else meshID_ = Model::getMeshID("cube"); }; unsigned int getMeshID() const { return meshID_; } unsigned int getTextureID() const { return textureID_; } private: unsigned int meshID_; unsigned int textureID_; }; I guess this shows my issue quite nicely: You see a few accessors in GameObject which return weak_ptrs to access members of members, but that is not really what I want. Also please keep in mind that this is NOT, by any means, finished or production code! It is merely a prototype and there may be inconsistencies, unnecessary public parts of classes and such.

    Read the article

  • Jframe using multiple classes?

    - by user2945880
    and im trying to make it so it can show multiple classes at once Jframe: import javax.swing.JFrame; import java.awt.BorderLayout; public class Concert { public static void main(String[] args) { JFrame frame = new JFrame(); frame.setSize(1000, 800); frame.setTitle("Concert!"); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); Concertbackground component = new Concertbackground(); BandComponent component1 = new BandComponent(); frame.add(component, BorderLayout.NORTH); frame.add(component1, BorderLayout.CENTER); frame.setVisible(true); } } These are the two classes mentioned in the Jframe: import java.awt.Color; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.Rectangle; import java.awt.geom.Ellipse2D; import java.awt.geom.Line2D; import javax.swing.JComponent; import java.awt.Polygon; /* BandComponent.java Justin Walker 10/27/13 */ public class BandComponent extends JComponent { public void paintComponent(Graphics g) { // Recover Graphics2D Graphics2D g2 = (Graphics2D) g; int xScale = 250; int yScale = 100; int x = 343; int y = 343; //singer Polygon sing = new Polygon(); sing.addPoint(667 ,208 + xScale); sing.addPoint(676,213 + xScale); sing.addPoint(678,217 + xScale); sing.addPoint(682,221 + xScale); sing.addPoint(681,224 + xScale); sing.addPoint(680,231 + xScale); sing.addPoint(676,242 + xScale); sing.addPoint(672,244 + xScale); sing.addPoint(672,250 + xScale); sing.addPoint(682,248 + xScale); sing.addPoint(713,244 + xScale); sing.addPoint(734,247 + xScale); sing.addPoint(750,247 + xScale); sing.addPoint(794,232 + xScale); sing.addPoint(800,231 + xScale); sing.addPoint(801,223 + xScale); sing.addPoint(807,219 + xScale); sing.addPoint(806,221 + xScale); sing.addPoint(806,229 + xScale); sing.addPoint(818,222 + xScale); sing.addPoint(820,223 + xScale); sing.addPoint(825,227 + xScale); sing.addPoint(825,240 + xScale); sing.addPoint(817,243 + xScale); sing.addPoint(807,245 + xScale); sing.addPoint(803,247 + xScale); sing.addPoint(801,252 + xScale); sing.addPoint(781,257 + xScale); sing.addPoint(762,264 + xScale); sing.addPoint(734,271 + xScale); sing.addPoint(701,286 + xScale); sing.addPoint(691,296 + xScale); sing.addPoint(693,311 + xScale); sing.addPoint(690,317 + xScale); sing.addPoint(690,335 + xScale); sing.addPoint(691,339 + xScale); sing.addPoint(689,343 + xScale); sing.addPoint(712,382 + xScale); sing.addPoint(725,400 + xScale); sing.addPoint(731,418 + xScale); sing.addPoint(731,428 + xScale); sing.addPoint(738,454 + xScale); sing.addPoint(741,460 + xScale); sing.addPoint(746,468 + xScale); sing.addPoint(766,468 + xScale); sing.addPoint(771,481 + xScale);// sing.addPoint(723,482 + xScale); sing.addPoint(720,462 + xScale); sing.addPoint(718,454 + xScale); sing.addPoint(709,436 + xScale); sing.addPoint(703,436 + xScale); sing.addPoint(699,417 + xScale); sing.addPoint(686,396 + xScale); sing.addPoint(678,395 + xScale); sing.addPoint(676,437 + xScale); sing.addPoint(673,439 + xScale); sing.addPoint(638,435 + xScale); sing.addPoint(640,398 + xScale); sing.addPoint(634,410 + xScale); sing.addPoint(625,416 + xScale); sing.addPoint(622,436 + xScale); sing.addPoint(622,443 + xScale); sing.addPoint(615,447 + xScale); sing.addPoint(609,456 + xScale); sing.addPoint(606,481 + xScale);// sing.addPoint(557,481 + xScale); sing.addPoint(560,467 + xScale); sing.addPoint(579,467 + xScale); sing.addPoint(587,464 + xScale); sing.addPoint(593,452 + xScale); sing.addPoint(594,441 + xScale); sing.addPoint(592,434 + xScale); sing.addPoint(600,416 + xScale); sing.addPoint(608,405 + xScale); sing.addPoint(609,394 + xScale); sing.addPoint(617,376 + xScale); sing.addPoint(619,363 + xScale); sing.addPoint(632,334 + xScale); sing.addPoint(637,324 + xScale); sing.addPoint(635,314 + xScale); sing.addPoint(639,296 + xScale); sing.addPoint(627,285 + xScale); sing.addPoint(600,279 + xScale); sing.addPoint(582,278 + xScale); sing.addPoint(575,275 + xScale); sing.addPoint(546,256 + xScale); sing.addPoint(536,252 + xScale); sing.addPoint(533,350 + xScale); sing.addPoint(534,361 + xScale); sing.addPoint(532,367 + xScale); sing.addPoint(529,369 + xScale); sing.addPoint(524,363 + xScale); sing.addPoint(525,355 + xScale); sing.addPoint(531,254 + xScale); sing.addPoint(527,249 + xScale); sing.addPoint(527,242 + xScale); sing.addPoint(529,237 + xScale); sing.addPoint(532,237 + xScale); sing.addPoint(536,178 + xScale); sing.addPoint(534,129 + xScale); sing.addPoint(535,123 + xScale); sing.addPoint(541,120 + xScale); sing.addPoint(545,123 + xScale); sing.addPoint(547,131 + xScale); sing.addPoint(545,173 + xScale); sing.addPoint(538,233 + xScale); sing.addPoint(549,239 + xScale); sing.addPoint(558,241 + xScale); sing.addPoint(585,257 + xScale); sing.addPoint(599,257 + xScale); sing.addPoint(627,254 + xScale); sing.addPoint(647,251 + xScale); sing.addPoint(653,248 + xScale); sing.addPoint(652,235 + xScale); sing.addPoint(648,226 + xScale); sing.addPoint(652,218 + xScale); sing.addPoint(661,212 + xScale); g2.setColor(Color.black); g2.fill(sing); g2.draw(sing); //guitar Polygon guitar = new Polygon(); guitar.addPoint(148,28); guitar.addPoint(158,32); guitar.addPoint(164,38); guitar.addPoint(168,46); guitar.addPoint(169,52); guitar.addPoint(167,60); guitar.addPoint(164,65); guitar.addPoint(165,70); guitar.addPoint(161,76); guitar.addPoint(158,92); guitar.addPoint(162,97); guitar.addPoint(161,102); guitar.addPoint(158,106); guitar.addPoint(155,108); guitar.addPoint(151,127); guitar.addPoint(152,133); guitar.addPoint(155,137); guitar.addPoint(151,146); guitar.addPoint(153,147); guitar.addPoint(160,142); guitar.addPoint(162,133); guitar.addPoint(162,123); guitar.addPoint(161,113); guitar.addPoint(162,110); guitar.addPoint(164,117); guitar.addPoint(169,131); guitar.addPoint(171,144); guitar.addPoint(170,159); guitar.addPoint(166,167); guitar.addPoint(166,171); guitar.addPoint(174,174); guitar.addPoint(183,184); guitar.addPoint(191,195); guitar.addPoint(196,198); guitar.addPoint(198,200); guitar.addPoint(199,210); guitar.addPoint(211,225); guitar.addPoint(212,233); guitar.addPoint(220,248); guitar.addPoint(233,260); guitar.addPoint(245,266); guitar.addPoint(248,268); guitar.addPoint(249,277); guitar.addPoint(205,275); guitar.addPoint(204,262); guitar.addPoint(187,238); guitar.addPoint(178,224); guitar.addPoint(177,216); guitar.addPoint(156,201); guitar.addPoint(146,197); guitar.addPoint(134,211); guitar.addPoint(128,229); guitar.addPoint(125,244);// guitar.addPoint(121,246); guitar.addPoint(107,248); guitar.addPoint(100,252); guitar.addPoint(97,258); guitar.addPoint(96,253); guitar.addPoint(89,258); guitar.addPoint(65,267); guitar.addPoint(63,274); guitar.addPoint(64,283); guitar.addPoint(41,282); guitar.addPoint(44,270); guitar.addPoint(47,264); guitar.addPoint(51,255); guitar.addPoint(73,238); guitar.addPoint(79,228); guitar.addPoint(97,222); guitar.addPoint(101,204); guitar.addPoint(102,181); guitar.addPoint(100,170); guitar.addPoint(95,161); guitar.addPoint(97,154); guitar.addPoint(91,152); guitar.addPoint(77,131); guitar.addPoint(65,123); guitar.addPoint(61,105); guitar.addPoint(64,94); guitar.addPoint(72,91); guitar.addPoint(78,82); guitar.addPoint(78,76); guitar.addPoint(70,73); guitar.addPoint(70,67); guitar.addPoint(93,51); guitar.addPoint(101,48); guitar.addPoint(111,52); guitar.addPoint(118,59); guitar.addPoint(119,70); guitar.addPoint(117,78); guitar.addPoint(113,79); guitar.addPoint(112,86); guitar.addPoint(111,88); guitar.addPoint(109,89); guitar.addPoint(109,92); guitar.addPoint(122,99);// guitar.addPoint(124,99); guitar.addPoint(133,96); guitar.addPoint(145,93); //guitar.addPoint(138,124); guitar.addPoint(150,69); guitar.addPoint(150,62); guitar.addPoint(155,58); guitar.addPoint(154,53); guitar.addPoint(149,50); guitar.addPoint(154,46); guitar.addPoint(153,38); guitar.addPoint(147,28); g2.setColor(Color.black); g2.fill(guitar); g2.draw(guitar); Polygon guitar2 = new Polygon (); guitar2.addPoint(141,108); guitar2.addPoint(139,126); guitar2.addPoint(135,122); guitar2.addPoint(128,122); guitar2.addPoint(129,116); guitar2.addPoint(143,108); g2.setColor(Color.white); g2.fill(guitar2); g2.draw(guitar2); //bass guitar Polygon bassgt = new Polygon (); bassgt.addPoint(871,21); bassgt.addPoint(879,24); bassgt.addPoint(885,32); bassgt.addPoint(886,42); bassgt.addPoint(895,47); bassgt.addPoint(904,56); bassgt.addPoint(907,69); bassgt.addPoint(909,83); bassgt.addPoint(910,91); bassgt.addPoint(941,81); bassgt.addPoint(946,75); bassgt.addPoint(945,67); bassgt.addPoint(950,67); bassgt.addPoint(955,75); bassgt.addPoint(960,68); bassgt.addPoint(963,74); bassgt.addPoint(967,72); bassgt.addPoint(971,66); bassgt.addPoint(973,70); bassgt.addPoint(981,67); bassgt.addPoint(984,71); bassgt.addPoint(982,76); bassgt.addPoint(987,80); bassgt.addPoint(986,82); bassgt.addPoint(980,83); bassgt.addPoint(979,90); bassgt.addPoint(974,85); bassgt.addPoint(970,86); bassgt.addPoint(973,91); bassgt.addPoint(965,86); bassgt.addPoint(960,90); bassgt.addPoint(961,100); bassgt.addPoint(955,92); bassgt.addPoint(944,91); bassgt.addPoint(907,103); bassgt.addPoint(906,109); bassgt.addPoint(893,114); bassgt.addPoint(895,123); bassgt.addPoint(900,131); bassgt.addPoint(904,134); bassgt.addPoint(908,145); bassgt.addPoint(911,159); bassgt.addPoint(918,171); bassgt.addPoint(919,190); bassgt.addPoint(923,198); bassgt.addPoint(919,201); bassgt.addPoint(919,210); bassgt.addPoint(927,220); bassgt.addPoint(942,226); bassgt.addPoint(944,234); bassgt.addPoint(909,230); bassgt.addPoint(905,214); bassgt.addPoint(899,204); bassgt.addPoint(893,203); bassgt.addPoint(889,171); bassgt.addPoint(877,151); bassgt.addPoint(861,152); bassgt.addPoint(852,169); bassgt.addPoint(849,203); bassgt.addPoint(841,210); bassgt.addPoint(840,228); bassgt.addPoint(828,233); bassgt.addPoint(806,235); bassgt.addPoint(805,228); bassgt.addPoint(822,219); bassgt.addPoint(824,204); bassgt.addPoint(817,201); bassgt.addPoint(822,196); bassgt.addPoint(822,184); bassgt.addPoint(828,162); bassgt.addPoint(829,152); bassgt.addPoint(820,149); bassgt.addPoint(811,144); bassgt.addPoint(806,134); bassgt.addPoint(805,117); bassgt.addPoint(820,107); bassgt.addPoint(819,89); bassgt.addPoint(811,83); bassgt.addPoint(811,77); bassgt.addPoint(824,66); bassgt.addPoint(825,61); bassgt.addPoint(842,53); bassgt.addPoint(852,43); bassgt.addPoint(853,29); bassgt.addPoint(870,20); g2.setColor(Color.black); g2.fill(bassgt); g2.draw(bassgt); Polygon bassgt2 = new Polygon(); bassgt2.addPoint(845,78); bassgt2.addPoint(845,98); bassgt2.addPoint(843,98); bassgt2.addPoint(842,105); bassgt2.addPoint(839,109); bassgt2.addPoint(834,103); bassgt2.addPoint(832,85); bassgt2.addPoint(845,78); g2.setColor(Color.white); g2.fill(bassgt2); g2.draw(bassgt2); Polygon drums = new Polygon (); drums.addPoint(713,104); drums.addPoint(706,121); drums.addPoint(721,377); drums.addPoint(248,380); drums.addPoint(253,228); drums.addPoint(250,206); drums.addPoint(237,178); drums.addPoint(206,166); drums.addPoint(201,154); drums.addPoint(198,152); drums.addPoint(208,148); drums.addPoint(236,150); drums.addPoint(247,130); drums.addPoint(227,119); drums.addPoint(219,105); drums.addPoint(222,96); drums.addPoint(233,88); drums.addPoint(251,84); drums.addPoint(272,83); drums.addPoint(300,91); drums.addPoint(285,72); drums.addPoint(294,57); drums.addPoint(319,46); drums.addPoint(372,45); drums.addPoint(406,50); drums.addPoint(428,65); drums.addPoint(433,74); drums.addPoint(450,58); drums.addPoint(478,48); drums.addPoint(514,48); drums.addPoint(544,51); drums.addPoint(566,52); drums.addPoint(577,67); drums.addPoint(575,79); drums.addPoint(561,95); drums.addPoint(545,98); drums.addPoint(525,105); drums.addPoint(524,147); drums.addPoint(524,183); drums.addPoint(645,175); drums.addPoint(662,143); drums.addPoint(617,152); drums.addPoint(608,148); drums.addPoint(614,139); drums.addPoint(633,128); drums.addPoint(661,116); drums.addPoint(659,107); drums.addPoint(625,114); drums.addPoint(592,113); drums.addPoint(571,111); drums.addPoint(565,102); drums.addPoint(576,86); drums.addPoint(616,70); drums.addPoint(647,66); drums.addPoint(679,67); drums.addPoint(695,72); drums.addPoint(699,90); drums.addPoint(678,100); drums.addPoint(667,103); drums.addPoint(672,113); drums.addPoint(689,105); drums.addPoint(709,106); g2.setColor(Color.black); g2.fill(drums); g2.draw(drums); } } The second class: import java.awt.Color; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.Rectangle; import java.awt.geom.Ellipse2D; import java.awt.geom.Line2D; import javax.swing.JComponent; import java.awt.GradientPaint; /* component that draws the concert background */ public class Concertbackground extends JComponent { public void paintComponent(Graphics g) { super.paintComponent(g); // Recover Graphics2D Graphics2D g2 = (Graphics2D) g; //Background Top g2.setColor(Color.BLUE); Rectangle backgroundTop = new Rectangle (0, 0, getWidth(), getHeight() / 4); g2.fill(backgroundTop); // Background bottom g2.setColor(Color.GREEN); Rectangle backgroundBottom = new Rectangle (0, getHeight() / 2, getWidth(), getHeight() / 2); g2.fill(backgroundBottom); // Speaker base g2.setColor(Color.BLACK); Rectangle base = new Rectangle (0, 0, 50, 100); g2.fill(base); // Speakers circles gray top g2.setColor(Color.DARK_GRAY); Ellipse2D.Double speakerTop = new Ellipse2D.Double(10, 10, 30, 30); g2.fill(speakerTop); //speakers circles black top g2.setColor(Color.BLACK); Ellipse2D.Double speakerTop1 = new Ellipse2D.Double(15, 15, 20, 20); g2.fill(speakerTop1); // Speakers circles gray bottom g2.setColor(Color.DARK_GRAY); Ellipse2D.Double speakerBottom = new Ellipse2D.Double(10, 50, 30, 30); g2.fill(speakerBottom); //speakers circles black bottom g2.setColor(Color.BLACK); Ellipse2D.Double speakerBottom1 = new Ellipse2D.Double(15, 55, 20, 20); g2.fill(speakerBottom1); } } My main question is how do I change my Jframe so it can use as many classes as I want, It cant be the size of my classes because they were used with the same 1000, 800 Jframe to make the classes. I also need to be able to add more than just these two classes to my Jframe.

    Read the article

< Previous Page | 179 180 181 182 183 184 185 186 187 188 189 190  | Next Page >