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  • uncomplete ezplot drawing

    - by Alireza
    why when i use ezplot in for example [1 1.5] interval, a discontinuity will appear in some pieces of lines but when i use a closer interval like [1.3 1.5], the discontinuity will be annihilated?

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  • Drawing Bresenham’s Line- Algorithm in all quadrants

    - by Yoyo2965259
    I am newbie for OpenGL. I am practicing the exercises from my textbook but I could not get the outputs which is should be in Bresenham's Line Algorithm in all quadrants. Here's the coding: #include <Windows.h> #include <GL/glut.h> void init(void) { glClearColor(0.0, 0.0, 0.0, 0.0); glShadeModel(GL_FLAT); } void BresnCir(void) { int delta, deltadash; glClear(GL_COLOR_BUFFER_BIT); glPointSize(3.0); int r = 150; int x = 0; int y = r; int D = 2 * (1 - r); glBegin(GL_POINTS); do { glVertex2i(x, y); if (D < 0) { delta = 2 * D + 2 * y - 1; if (delta <= 0) { x++; Right(x); } else { x++; y--; Diagonal(x, y); } glVertex2i(x, y); } else { deltadash = 2 * D - 2 * x - 1; if (deltadash <= 0) { x++; y--; Diagonal(x, y); } else { y--; Down(y); } glVertex2i(x, y); } if (D == 0) { x++; y--; Diagonal(x, y); glVertex2i(x, y); } } while (y > 0); glEnd(); glFlush(); } int main(int argc, char** argv) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB); glutInitWindowSize(400, 150); glutInitWindowPosition(100, 100); glutCreateWindow(argv[0]); init(); glutDisplayFunc(BresnCir); glutMainLoop(); return 0; } But, it keep comes out with errors C3861.

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  • Drawing lines between views in a TableLayout

    - by RiThBo
    Firstly - sorry if you saw my other question which I deleted. My question was flawed. Here is a better version If I have two views, how do I draw a (straight) line between them when one of them is touched? The line needs to be dynamic so it can follow the finger until it reaches the second view where it "locks on". So, when view1 is touched a straight line is drawn which then follows the finger until it reaches view2. I created a LineView class that extends view, but I don't how to proceed. I read some tutorials but none show how to do this. I think I need to get the coordinates of both view, and then create a path which "updates" on MotionEvent. I can get the coordinates and the ids of the views I want to draw a line between, but the line that I try to draw between them either goes above it, or the line does not reach past the width and height of the view. Any advice/code/clarity would be much appreciated! Here is some code: My layout. I want to draw a line between two views contained in theTableLayout.# <RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android" android:id="@+id/activity_game_relative_layout" android:layout_width="match_parent" android:layout_height="match_parent" android:orientation="vertical" > <TableLayout android:layout_marginTop="35dp" android:layout_marginBottom="35dp" android:id="@+id/tableLayout1" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_centerInParent="true" > <TableRow android:id="@+id/table_row_1" android:layout_width="wrap_content" android:layout_height="wrap_content" android:padding="5dip" > <com.example.view.DotView android:id="@+id/game_dot_1" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_marginBottom="10dp" android:layout_marginLeft="10dp" android:layout_marginRight="10dp" android:layout_marginTop="10dp" /> <com.example.view.DotView android:id="@+id/game_dot_2" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_marginBottom="10dp" android:layout_marginLeft="10dp" android:layout_marginRight="10dp" android:layout_marginTop="10dp" /> <com.example.view.DotView android:id="@+id/game_dot_3" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_marginBottom="10dp" android:layout_marginLeft="10dp" android:layout_marginRight="10dp" android:layout_marginTop="10dp" /> </TableRow> <TableRow android:id="@+id/table_row_2" android:layout_width="wrap_content" android:layout_height="wrap_content" android:padding="5dip" > <com.example.view.DotView android:id="@+id/game_dot_7" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_marginBottom="10dp" android:layout_marginLeft="10dp" android:layout_marginRight="10dp" android:layout_marginTop="10dp" /> <com.example.view.DotView android:id="@+id/game_dot_8" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_marginBottom="10dp" android:layout_marginLeft="10dp" android:layout_marginRight="10dp" android:layout_marginTop="10dp" /> <com.example.dotte.DotView android:id="@+id/game_dot_9" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_marginBottom="10dp" android:layout_marginLeft="10dp" android:layout_marginRight="10dp" android:layout_marginTop="10dp" /> </TableRow> </TableLayout> </RelativeLayout> This is my LineView class. I use this to try and draw the actual line between the points. public class LineView extends View { Paint paint = new Paint(); float startingX, startingY, endingX, endingY; public LineView(Context context) { super(context); // TODO Auto-generated constructor stub paint.setColor(Color.BLACK); paint.setStrokeWidth(10); } public void setPoints(float startX, float startY, float endX, float endY) { startingX = startX; startingY = startY; endingX = endX; endingY = endY; invalidate(); } @Override public void onDraw(Canvas canvas) { canvas.drawLine(startingX, startingY, endingX, endingY, paint); } } And this is my Activity. public class Game extends Activity { DotView dv1, dv2, dv3, dv4, dv5, dv6, dv7; @Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.activity_game); getWindow().getDecorView().setSystemUiVisibility( View.SYSTEM_UI_FLAG_LOW_PROFILE); findDotIds(); RelativeLayout rl = (RelativeLayout) findViewById(R.id.activity_game_relative_layout); LineView lv = new LineView(this); lv.setPoints(dv1.getLeft(), dv1.getTop(), dv7.getLeft(), dv7.getTop()); rl.addView(lv); // TODO: Get the coordinates of all the dots in the TableLayout. Use view tree observer. } private void findDotIds() { // TODO Auto-generated method stub dv1 = (DotView) findViewById(R.id.game_dot_1); dv2 = (DotView) findViewById(R.id.game_dot_2); dv3 = (DotView) findViewById(R.id.game_dot_3); dv4 = (DotView) findViewById(R.id.game_dot_4); dv5 = (DotView) findViewById(R.id.game_dot_5); dv6 = (DotView) findViewById(R.id.game_dot_6); dv7 = (DotView) findViewById(R.id.game_dot_7); } } The views I want to draw lines between are in the TableLayout.

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  • Drawing A Piano

    - by Jonathan M.
    Hello Everyone, I have started working on a software synthesizer (or keyboard). I have decided to use Java because of the available Jfugue API. I am trying to figure out how to go about creating the actual keys (notes) of the keyboard user interface, but I am stuck. I have tried to create an interface by dragging/dropping black and white rectangular buttons onto the panel, but that doesn't seem to work. Could someone point me into the right direction?

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  • Drawing triangle/arrow on a line with CGContext

    - by Pete
    Hi, I am using the framework of route-me for working with locations. In this code the path between two markers(points) will be drawn as a line. My Question: "What code should I add if I want to add an arrow in the middle(or top) of the line, so that it points the direction" Thanks - (void)drawInContext:(CGContextRef)theContext { renderedScale = [contents metersPerPixel]; float scale = 1.0f / [contents metersPerPixel]; float scaledLineWidth = lineWidth; if(!scaleLineWidth) { scaledLineWidth *= renderedScale; } //NSLog(@"line width = %f, content scale = %f", scaledLineWidth, renderedScale); CGContextScaleCTM(theContext, scale, scale); CGContextBeginPath(theContext); CGContextAddPath(theContext, path); CGContextSetLineWidth(theContext, scaledLineWidth); CGContextSetStrokeColorWithColor(theContext, [lineColor CGColor]); CGContextSetFillColorWithColor(theContext, [fillColor CGColor]); // according to Apple's documentation, DrawPath closes the path if it's a filled style, so a call to ClosePath isn't necessary CGContextDrawPath(theContext, drawingMode); }

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  • Drawing a texture with an alpha channel doesn't work -- draws black

    - by DevDevDev
    I am modifying GLPaint to use a different background, so in this case it is white. Anyway the existing stamp they are using assumes the background is black, so I made a new background with an alpha channel. When I draw on the canvas it is still black, what gives? When I actually draw, I just bind the texture and it works. Something is wrong in this initialization. Here is the photo - (id)initWithCoder:(NSCoder*)coder { CGImageRef brushImage; CGContextRef brushContext; GLubyte *brushData; size_t width, height; if (self = [super initWithCoder:coder]) { CAEAGLLayer *eaglLayer = (CAEAGLLayer *)self.layer; eaglLayer.opaque = YES; // In this application, we want to retain the EAGLDrawable contents after a call to presentRenderbuffer. eaglLayer.drawableProperties = [NSDictionary dictionaryWithObjectsAndKeys: [NSNumber numberWithBool:YES], kEAGLDrawablePropertyRetainedBacking, kEAGLColorFormatRGBA8, kEAGLDrawablePropertyColorFormat, nil]; context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES1]; if (!context || ![EAGLContext setCurrentContext:context]) { [self release]; return nil; } // Create a texture from an image // First create a UIImage object from the data in a image file, and then extract the Core Graphics image brushImage = [UIImage imageNamed:@"test.png"].CGImage; // Get the width and height of the image width = CGImageGetWidth(brushImage); height = CGImageGetHeight(brushImage); // Texture dimensions must be a power of 2. If you write an application that allows users to supply an image, // you'll want to add code that checks the dimensions and takes appropriate action if they are not a power of 2. // Make sure the image exists if(brushImage) { brushData = (GLubyte *) calloc(width * height * 4, sizeof(GLubyte)); brushContext = CGBitmapContextCreate(brushData, width, width, 8, width * 4, CGImageGetColorSpace(brushImage), kCGImageAlphaPremultipliedLast); CGContextDrawImage(brushContext, CGRectMake(0.0, 0.0, (CGFloat)width, (CGFloat)height), brushImage); CGContextRelease(brushContext); glGenTextures(1, &brushTexture); glBindTexture(GL_TEXTURE_2D, brushTexture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, brushData); free(brushData); } //Set up OpenGL states glMatrixMode(GL_PROJECTION); CGRect frame = self.bounds; glOrthof(0, frame.size.width, 0, frame.size.height, -1, 1); glViewport(0, 0, frame.size.width, frame.size.height); glMatrixMode(GL_MODELVIEW); glDisable(GL_DITHER); glEnable(GL_TEXTURE_2D); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_DST_ALPHA); glEnable(GL_POINT_SPRITE_OES); glTexEnvf(GL_POINT_SPRITE_OES, GL_COORD_REPLACE_OES, GL_TRUE); glPointSize(width / kBrushScale); } return self; }

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  • Drawing RAW buffer to CGBitmapContext

    - by Raj
    Hi all, I have a raw image buffer in the RGB format. I need to draw it to CGContext so that I get a new buffer of the format ARGB. I accomplish this in the following way: Create a data provider out of raw buffer using CGDataProviderCreateWithData and then create image out of the data provider with the api: CGImageCreate. Now if I write this image back to the CGBitmapContext using CGContextImageDraw. Instead of creating an intermediate image, is there any way of writing the buffer directly to CGContext so that I can avoid the image creation phase? Thanks

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  • vector drawing canvas in GWT

    - by Limbic System
    Are there are decent implementations of a vector graphics canvas in GWT? I would like to be draw arbitrary shapes and have them react to user input (mouse in/out/click/etc). There are wrappers for the HTML canvas, but that feature is not supported in older browsers (read: IE).

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  • efficient algorithm for drawing circle arcs?

    - by banister
    I am using the mid-point circle algorithm (bresenham circle) to efficiently draw whole circles. Is there something similar to draw circle arcs? I would like to specify a start angle and end angle and have only that portion of the circle drawn. Thanks in advance! EDIT: I would like to draw filled circle arcs too, i.e pie-slices. :)

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  • problem drawing gRaphaeljs pie chart

    - by Aswad
    Hi, I was trying to draw the raphaeljs piechart. I used the same example as shown on "http://g.raphaeljs.com/piechart2.html". It renders me the text but the pie charts goes missing.Can someone please help? please find the code below. g·Raphaël Dynamic Pie Chart Demo window.onload = function () { var r = Raphael("holder"); r.g.txtattr.font = "12px 'Fontin Sans', Fontin-Sans, sans-serif"; r.g.text(320, 100, "Interactive Pie Chart Demo").attr({"font-size": 20}); var pie = r.g.piechart(320, 240, 100, [55, 20, 13, 32, 5, 1, 2, 10], {legend: ["%%.%% – Enterprise Users", "IE Users"], legendpos: "west", href: ["http://raphaeljs.com", "http://g.raphaeljs.com"]}); pie.hover(function () { this.sector.stop(); this.sector.scale(1.1, 1.1, this.cx, this.cy); if (this.label) { this.label[0].stop(); this.label[0].scale(1.5); this.label[1].attr({"font-weight": 800}); } }, function () { this.sector.animate({scale: [1, 1, this.cx, this.cy]}, 500, "bounce"); if (this.label) { this.label[0].animate({scale: 1}, 500, "bounce"); this.label[1].attr({"font-weight": 400}); } }); }; </script> </head> <body class="raphael" id="g.raphael.dmitry.baranovskiy.com"> <div id="holder"></div> <p> Pie chart with legend, hyperlinks on two first sectors and hover effect. </p> <p> Demo of <a href="http://g.raphaeljs.com/">g·Raphaël</a> JavaScript library. </p> </body>

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  • Using core plot for iPhone, drawing date on x axis

    - by xmax
    I have available an array of dictionary that contains NSDate and NSNumber values. I wanted to plot date on X axis. for plotting I need to supply xRanges to plot with some decimal values.I don't understand how can i supply NSdate values to xRange (low and length). And what should be there in this method: -(NSNumber *)numberForPlot:(CPPlot *)plot field:(NSUInteger)fieldEnum recordIndex:(NSUInteger)index I mean how my date value will be returned as NSNumber..? I think i should use some interval over there.but what should be the exact conversion..? can any one explain me what are the exact requirement to plot the date on xAxis..? I am plotting my plot in half of the view.

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  • Qt 5.3 OpenGL - vertex buffer object drawing using the core profile

    - by user3700881
    Im using Qt 5.3 to create a QWindow to do some basic rendering stuff. The QWindow is declared like this: class OpenGLWindow : public QWindow, protected QOpenGLFunctions_3_3_Core { Q_OBJECT ... } It is initialized in the constructor: OpenGLWindow::OpenGLWindow(QWindow *parent) : QWindow(parent) { QSurfaceFormat format; format.setVersion(3,3); format.setProfile(QSurfaceFormat::CoreProfile); this->setSurfaceType(OpenGLSurface); this->setFormat(format); this->create(); _context = new QOpenGLContext; _context->setFormat(format); _context->create(); _context->makeCurrent(this); this->initializeOpenGLFunctions(); ... } And that's the rendering code: void OpenGLWindow::render() { if(!isExposed()) return; _context->makeCurrent(this); glClear(GL_COLOR_BUFFER_BIT); glUseProgram(_shaderProgram); glBindBuffer(GL_ARRAY_BUFFER, _positionBufferObject); glEnableVertexAttribArray(0); glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, 0); glDrawArrays(GL_TRIANGLES, 0, 3); glDisableVertexAttribArray(0); glUseProgram(0); _context->swapBuffers(this); } I am trying to draw a simple triangle using a vertex and fragment shader. The problem is that the triangle is not showing up when the core profile is set. Only when I set the OpenGL version to 2.0 or when I use the compatibility profile, it shows up. From my point of view that doesn't make any sense because I am not using fixed functionality at all. What am I missing?

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  • Right edge border unpainted & theme drawing on non client area

    - by CodeVisio
    Basically, the problem concerns border flickering during window resizing on Windows. My first goal was to repositioning controls on a dialog during resizing of it. I think I got a good dynamic repositioning without almost any flickering during this operation, but here I'm talking about main window border flickering. However, I wasn't able to eliminate it at all. To simplify the example try to create a simple win32 app with default code VS provided. I'm testing it on Window 7(64bit) with the default theme (Windows 7 basic, no transparency) and VS2008. 1) Do not add code to the app. 2) run it in debug mode. 3) Drag the left edge of the window slowly toward the left of the screen and at the same time keep an eye on the right edge border of the window. You should see a redrawing taking in action. 4) Repeat step 3 moving rapidly the mouse, you should see the flickering on the right edge more clearly. If you invert the edge, that is moving the right edge of the window, then the left edge stay firmly there without unpainted regions. The same process happens for the top edge border vs. the bottom one. Now, enable he Classic Theme (that similar to Win2000) and repeat again the steps above. The right edge is perfectly there without flickering at all! If you keep an eye in the Output Window of Visual Studio when you run in debug mode you should see a list of dll loaded together with your exe. If you run in debug mode with the default theme you will see uxtheme.dll loaded. On the contrary, with classic theme enabled the uxtheme.dll is not loaded (dwmapi.dll is always loaded). Probably uxtheme.dll is loaded at runtime, based on desktop settings and it takes in action for redrawing your windows non-client area. Another trick you could use to see the effect of this flickering is to add a case for WM_NCPAINT and return 0 instead to call the DefWindowProc(). Repeating the steps above and moving fast you should see a big part of the right edge of the window completely erased by background windows. This doesn't happen for the top and bottom ones. Any idea to resolve this flickering? Thank you!

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  • Bug when drawing a QImage on a widget with PIL and PyQt

    - by oulipo
    I'm trying to write a small graphic application, and I need to construct some image using PIL that I show in a widget. The image is correctly constructed (I can check with im.show()), I can convert it to a QImage, that I can save normally to disk (using QImage.save), but if I try to draw it directly on my QWidget, it only show a white square. Here I commented out the code that is not working (converting the Image into QImage then QPixmap result in a white square), and I made a dirty hack to save the image to a temporary file and load it directly in a QPixmap, which work but is not what I want to do https://gist.github.com/f6d479f286ad75bf72b7 Someone has an idea? If it can help, when I try to save my QImage in a BMP file, I can access its content, but if I try to save it to a PNG it is completely white

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  • How to maintain the HTML semantics when HTML is used for drawing diagrams (like organizational chart

    - by Vijay
    I have created an organizational chart using ASP.NET on web page. The web page is using strict DOCTYPE and following W3C standards. The chart has a hierarchical layout decided by the manager field in the table that contains employees in the organization. The chart layout has nodes with employee image and other details like job title, department and contact details. Nodes are beautifully arranged and connected by lines (only horizontal or vertical or both). A lot of DIV elements are used (to avoid table) for connecting lines and arranging the chart properly. As suggested by my friend, using DIVs for connecting lines in the chart is semantically wrong. Is there a way by which I can make it semantically correct? Or, am I using HTML for the wrong purpose?

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  • drawing images and lines over UIScrollView

    - by Jorge
    I'm programming an app in which one of the ViewControllers is showing an UIScrollView that shows an image. I'd like to load an image (pushpin in png format) and draw it (and delete it) in some points of the UIScrollView image. I'd also would like to draw bezier paths in that image (and deleting them). I've programmed several apps but this is the first time I face graphic programming and don't know where to start from. Any suggestions? Thanks!

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  • Image Drawing on UIView

    - by user1180261
    I'm trying to create an application where I can draw a lot of pictures at a specific point (determined for each image) on one view. I have a coordinates where I need draw a picture, width and height of it For example: I have 2 billion jpeg's images. for each images I have a specific origin point and size. In 1 second I need draw on view 20-50 images in specific point. I have already tryid solve that in the next way: UIGraphicsBeginImageContextWithOptions(self.previewScreen.bounds.size, YES, 0); [self.previewScreen.image drawAtPoint:CGPointMake(0, 0)]; [image drawAtPoint:CGPointMake(nRect.left, nRect.top)]; UIImage *imagew = UIGraphicsGetImageFromCurrentImageContext(); UIGraphicsEndImageContext(); [self.previewScreen setImage:imagew]; but in this solution I have a very big latency with displaying images and big CPU usage WBR Maxim Tartachnik

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  • dynamically drawing polylines on googlemaps using php/mysql

    - by arc
    Hi. I am new to the googlemaps API. I have written a small app for my mobile phone that periodically updates its location to an SQL databse. I would like to display this information on a googlemap in my browser. Ideally i'd like to then poll the database periodically and if any new co-ords have arrived, add them to the line. Best way of describing it is this; http://tiny.cc/HEIa0 In a quest to get to there, i've started on the documents on google and been modifying them to try and acheive what I want. It doesn't work - and i don't know enough to know why. I would love some advice as to why, and any pointers towards my ultimate goal would be very much welcomed. Google Maps AJAX + MySQL/PHP Example <script type="text/javascript"> //<![CDATA[ function load() { if (GBrowserIsCompatible()) { var map = new GMap2(document.getElementById("map")); map.addControl(new GSmallMapControl()); map.addControl(new GMapTypeControl()); map.setCenter(new GLatLng(47.614495, -122.341861), 13); GDownloadUrl("phpsqlajax_genxml.php", function(data) { var xml = GXml.parse(data); var line = []; var markers = xml.documentElement.getElementsByTagName("points"); for (var i = 0; i < points.length; i++) { var point = points.item(i); var lat = point.getAttribute("lat"); var lng = point.getAttribute("lng"); var latlng = new GLatLng(lat, lng); line.push(latlng); if (point.firstChild) { var station = point.firstChild.nodeValue; var marker = createMarker(latlng, station); map.addOverlay(marker); } } var polyline = new GPolyline(line, "#ff0000", 3, 1); map.addOverlay(polyline); }); } //]]> My php file is generating the following XML; <?xml version="1.0" encoding="UTF-8" ?> <points> <point lng="-122.340141" lat="47.608940"/> <point lng="-122.344391" lat="47.613590"/> <point lng="-122.356445" lat="47.624561"/> <point lng="-122.337654" lat="47.606365"/> <point lng="-122.345673" lat="47.612823"/> <point lng="-122.340363" lat="47.605961"/> <point lng="-122.345467" lat="47.613976"/> <point lng="-122.326584" lat="47.617214"/> <point lng="-122.342834" lat="47.610126"/> </points> I have successfully worked through this; http://code.google.com/apis/maps/articles/phpsqlajax.html before attempting to customise the code. Any pointers? Where am I go wrong?

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  • Layering Cocoa WebView - Drawing on top?

    - by Josh
    http://stackoverflow.com/questions/1618498/webview-in-core-animation-layer The only other thread I can find is the above which doesn't necessarily fit my needs. Is there a reliable way to simply draw a view on top of a webview? I've tried to layer a regular NSView on top of WebView, and it draws right at first, but any movement in the webview (scrolling the page etc) appears to invalidate the view and produces visual artifacts. I've tried: [[[NSApp mainWindow] contentView] addSubview:view positioned:NSWindowAbove relativeTo:webView]; No luck there, same problems -- z-ordering doesn't seem to work unless I'm missing something. Is this just a limitation of webviews? I also tried implementing the view above as a window, which worked much better (just controlled the location of the window programmatically). However, the desired behavior is for the user to enter some text into this window, but for it not to steal "focus" -- ie the main window goes inactive (the x - + go gray) when the user clicks on the text field in the new window. Any way to avoid that? I've tried subclassing NSWindow and overriding canBecomeKey (return YES) and canBecomeMain (return NO) but the window still steals focus. Josh

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  • Drawing the UIPicker values from multiple components?

    - by Rob
    I have the UIPicker setup with multiple components and a button below it. Depending on what the user has chosen with the UIPicker determines which new view will be loaded but I am having trouble determining how to extrapolate the information from the picker itself. Right now I have this method being called when the button is pressed: - (IBAction) buttonPressed { if (component:1 == 1 && component:2 == 1) { //Load the view number 1. } else if (component:1 == 2 && component:2 == 1) { //Load the view number 2. } else { //Load the view number 3. } } I obviously know that my code is wrong but I hope it gets the point across. I have multiple components and I need to figure out how to use the information that the user is scrolling to on the picker to determine which view to move to. (I know how to load the views, I just commented those in the code to illuminate the problem areas better.)

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  • UITableView Section Headers Drawing Above Front Subview

    - by hadronzoo
    I have a UITableView whose data have sections. I display an overlay view on top of tableView that dims it when searching: - (UIView *)blackOverlay { if (!blackOverlay) { blackOverlay = [[UIView alloc] initWithFrame:[self overlayFrame]]; blackOverlay.alpha = 0.75; blackOverlay.backgroundColor = UIColor.blackColor; [tableView insertSubview:blackOverlay aboveSubview:self.parentViewController.view]; } return blackOverlay; } This works perfectly as long as tableView does not contain sections. When tableView does contain sections and the tableView updates (such as when the view reappears after popping a view off of the navigation controller stack), the section headers are rendered above blackOverlay. This leaves tableView dimmed except for the section headers. I've tried calling [tableView bringSubviewToFront:self.blackOverlay] from within viewWillAppear:, but I get the same behavior. My current work-around is returning nil for tableView section headers while the overlay is present, but this leaves whitespace gaps in the overlaid tableView where the section headers were previously. How can I insure that tableView section headers are never drawn above blackOverlay? Or, is it possible to create a view in front of tableView from within a UITableViewController subclass that is not a subview of tableView?

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  • GLFW - Not drawing square

    - by m00st
    I am using GLFW as GUI for OpenGL projects. I am using my red book and testing code and well the first bit of code doesn't work at all. I want to say this is a GLFW problem because I don't have this problem in JOGL. #include <iostream> #include "GL/glfw.h" #ifndef MAIN #define MAIN #include "GL/gl.h" #include "GL/glu.h" #endif using namespace std; int main() { int running = GL_TRUE; glfwInit(); if( !glfwOpenWindow( 300,300, 0,0,0,0,0,0, GLFW_WINDOW ) ) { glfwTerminate(); return 0; } while( running ) { //GL Code here glClear(GL_COLOR_BUFFER_BIT); glClearColor(0.0, 0.0, 0.0, 0.0); glColor3f(1.0, 1.0, 1.0); glOrtho(0.0, 1.0, 0.0, 1.0, -1.0, 1.0); glBegin(GL_POLYGON); glVertex3f(0.25, 0.25, 0.0); glVertex3f(0.75, 0.25, 0.0); glVertex3f(0.75, 0.75, 0.0); glVertex3f(0.25, 0.75, 0.0); glEnd(); glFlush(); glfwSwapBuffers(); // Check if ESC key was pressed or window was closed running = !glfwGetKey( GLFW_KEY_ESC ) && glfwGetWindowParam( GLFW_OPENED ); } glfwTerminate(); return 0; }

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  • Pre-drawing a UIView

    - by LK
    There is information that is only available after drawRect that I need to access when loading a UIView. Is there any way to do a "pre-draw" or offscreen in order to get this information earlier?

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  • What are useful functions for drawing text (MFC)?

    - by kobac
    I'm creating a line chart control, and I need to write (or better say draw) the axis names and axis values. I found DrawText and TextOut functions, but the text they show is flickering and don't know how to set the font and text orientation (I will need vertical text orientation as well as horizontal). Are there any other functions you could recoommend or how to use these stated above and get the results I need? Thanks in advance. Cheers.

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