Search Results

Search found 5873 results on 235 pages for 'raster graphics'.

Page 194/235 | < Previous Page | 190 191 192 193 194 195 196 197 198 199 200 201  | Next Page >

  • Trying to draw 2 objects on screen and store the selected item names in an array

    - by thefonso
    Ok...this is a homework question, here is what i'm asked to do.... "Allow the user to draw two Shapes, which when instantiated, get put into the array myShapes...(store the shapes in the createShape() method." I want to know if I'm going in the right direction. Do I need to modify only Model.java or GUIDemo.java as well? Am I sufficient in thinking of only storing the values for the array via a loop inside my createShape() method? How do I go a bout checking to see if things work so far. There are many steps for this homework project after this one but i'm stuck here. Please point me in the right direction. The array myShapes lives inside my model class inside Model.java: package model; import java.awt.Color; import java.awt.Container; import shapes.Line; import shapes.Oval; import shapes.Rectangle; import shapes.Shape; import shapes.Triangle; import interfaces.Resettable; public class Model implements Resettable { private Container container; private String message; public final static String DRAW = "Draw"; public final static String MOVE = "Move"; public final static String REMOVE = "Remove"; public final static String RESIZE = "Resize"; public final static String FILL = "Fill"; public final static String CHANGE = "Change"; public final static String RECTANGLE = "Rectangle"; public final static String OVAL = "Oval"; public final static String LINE = "Line"; public final static String TRIANGLE = "Triangle"; private String action = DRAW; private boolean fill = false; public static String[] selections = {"Rectangle", "Oval", "Line", "Triangle"}; //project 9 begin public Shape[] myShapes = new Shape[2]; //project 9 stop private String currentShapeType; private Shape currentShape; public Color lineColor; private Color fillColor = Color.gray; public Shape createShape() { if(currentShapeType == RECTANGLE){ currentShape = new Rectangle(0, 0, 0, 0, lineColor, fillColor, fill); } if(currentShapeType == OVAL) { currentShape = new Oval(0,0,0,0, lineColor, fillColor, fill); } if(currentShapeType == LINE) { currentShape = new Line(0,0,0,0, lineColor, fillColor, fill); } if(currentShapeType == TRIANGLE) { currentShape = new Triangle(0,0,0,0, lineColor, fillColor, fill); } //project 9 start if(myShapes[0] == null) { myShapes[0]=currentShape; } else { myShapes[1]=currentShape; } //project 9 stop return currentShape; } public Shape getCurrentShape() { return currentShape; } public String getCurrentShapeType(){ return currentShapeType; } public void setCurrentShapeType(String shapeType){ currentShapeType = shapeType; } public Model(Container container) { this.container = container; } public void repaint() { container.repaint(); } public void resetComponents() { action = DRAW; currentShape = null; if (container instanceof Resettable) { ((Resettable) container).resetComponents(); } } public String getAction() { return action; } public void setAction(String action) { this.action = action; } public boolean isFill() { return fill; } public void setFill(boolean fill) { this.fill = fill; } public void setMessage(String msg) { this.message = msg; } public String getMessage() { return this.message; } public Color getLineColor() { return this.lineColor; } public void setLineColor(Color c) { this.lineColor = c; } public String toString() { return "Model:\n\tAction: " + action + "\n\tFill: " + fill; } } The application is run from GUIDemo.java: package ui.applet; import interfaces.Resettable; import java.applet.Applet; import java.awt.Graphics; import event.ShapeMouseHandler; import shapes.Shape; //import ui.panels.ButtonPanel; import ui.panels.ChoicePanel; import ui.panels.MainPanel; import model.Model; @SuppressWarnings("serial") public class GUIDemo extends Applet implements Resettable { MainPanel mainPanel; Model model; ChoicePanel choicePanel; public void init() { resize(600,400); model = new Model(this); choicePanel = new ChoicePanel(model); mainPanel = new MainPanel(model); this.add(choicePanel);//this is the drop down list this.add(mainPanel);//these are the radio buttons and reset button ShapeMouseHandler mouseHandler = new ShapeMouseHandler(model); addMouseListener(mouseHandler); addMouseMotionListener(mouseHandler); } public void paint(Graphics g) { Shape shape; shape = model.getCurrentShape(); if(shape != null) { shape.draw(g); } System.out.println(model); System.out.println(shape); } public void resetComponents() { mainPanel.resetComponents(); choicePanel.resetComponents(); } }

    Read the article

  • Generating PDF files from .NET by using standard .NET GDI printing classes

    - by Philippe Leybaert
    I'm looking for a way to generate PDF files using the standard PrintDocument and Graphics (GDI) classes in .NET. As far as I know, the only way to do that is by printing to a PDF printer. The problem is that a PDF printer driver always asks for a filename, but I need to control the filename from my code. Using a PDF library like PDFSharp or DynamicPDF is not an option, because they all provide their own API for generating PDF files. I need this for an internal application, so dependencies are not a problem. My question is simple: is there a way to control a printer driver (Adobe Acrobat, PDFCreator, ...) in such a way that a filename can be specified and the user is not prompted for anything?

    Read the article

  • How to activate nVidia cards programmatically on new MacBookPros for CUDA programming?

    - by Carsten Kuckuk
    The new MacBookPros come with two graphic adapters, the Intel HD Graphics, and the NVIDIA GeForce GT 330M. OS X switches back and forth between them, depending on the workload, detection of an external monitor, or activation of Rosetta. I want to get my feet wet with CUDA programming, and unfortunately the CUDA SDK doesn't seem to take care of this back-and-forth switching. When Intel is active, no CUDA device gets detected, and when the NVidia card is active, it gets detected. So my current work-around is to use the little tool gfxCardStatus (http://codykrieger.com/gfxCardStatus/) to force the card on or off, just as I need it, but that's not satisfactory. Does anybody here know what the Apple-blessed, Apple-recommended way is to (1) detect the presence of a CUDA card, (2) to activate this card when present?

    Read the article

  • Drawing individual pixels with iphone sdk.

    - by blob8108
    Hi, I've been trying to figure out how to make a powder toy style game on the iPhone. My problem is how to draw pixels to the screen. From what I've read, OpenGL is better for games as it is faster/hardware accelerated, but there is no method to draw pixels directly to the screen. Apparently drawing pixels to an off-screen frame buffer is the way to go, but how do I then pass this to OpenGL? Do I use a texture? (this is assuming I have no previous knowledge of iPhone graphics programming). Thanks!

    Read the article

  • directx 9 hlsl vs. directx 10 hlsl : syntex the same.

    - by numerical25
    For the past month or so I been busting my behind trying to learn directx. So I been mixing back back and fourth from directx 9 to directx 10. One of the major changes I've seen in the two is how to process vectors in the graphics card. one of the drastic changes I notice is how you get the gpu to recognize your structs. In directx 9 you define the Flexible Vertex Formats your typical set up would be like this... #define CUSTOMFVF (D3DFVF_XYZRHW | D3DFVF_DIFFUSE) in directx 10 I believe the equivalent is the input vertex description D3D10_INPUT_ELEMENT_DESC layout[] = { {"POSITION",0,DXGI_FORMAT_R32G32B32_FLOAT, 0 , 0, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"COLOR",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 12, D3D10_INPUT_PER_VERTEX_DATA, 0} }; I notice in directx 10. it is more descriptive. besides this, what are some of the drastic changes made. and is the hlsl syntax the same for both.

    Read the article

  • Intercept web requests from a WebView Flash plugin

    - by starkos
    I've got a desktop browser app which uses a WebView to host a Flash plugin. The Flash plugin makes regular requests to an external website for new data, which it then draws as fancy graphics. I'd like to intercept these web requests and get at the data (so I can display it via Growl, instead of keeping a desktop window around). But best I can tell, requests made by Flash don't get picked up by the normal WebView delegates. Is there another place I can set a hook? I tried installing a custom NSURLCache via [NSURLCache setSharedURLCache] but that never got called. I also tried method swizzling a few of the other classes (like NSCachedURLResponse) but couldn't find a way in. Any ideas? Many thanks!

    Read the article

  • A hooked DirectX 9 program crashes on window resize, texture related.

    - by Ben
    I'm using EasyHook and SlimDX to overlay some graphics using SlimDX's Sprite and Texture classes. When I resize windows some programs fine, but others will crash - Winamp's MilkDrop 2 gives me an ambiguous memory error for example. I expect this is due to the after market Texture I created. The question is what VTable function should I hook and/or how/when do I dispose and recreate the Texture? Reset perhaps? If it isn't obvious I don't know much about DirectX.

    Read the article

  • Compiling Allegro source code (C#)

    - by 7331
    I am trying to build a C# project (downloaded code) in Visual Studio Express 2008. I get the error (my translation): The type or namespace name "Allegro" couldn't be found. for the line using Allegro; I know the 2D graphics library Allegro, of course, but I can't find much information on how to use it in C#. It is being used for visualization in the project I am trying to compile. I also get the warning This reference couldn't be resolved. The Universal assembly couldn't be found. I haven't been working with C# before and and I barely know Visual Studio Express. These are newbie mistakes - but I just need a fast solution for this problem. Could someone provide me with a short step-by-step solution?

    Read the article

  • JPanel: both implementing my own paintComponent() and rendering children doesn't work

    - by Paul Marshall
    I'm extending a JPanel to display a game board, and adding a JEditorPane at the bottom to hold some status text. Unfortunately, the game board renders just fine, but the JEditorPane is just a blank gray area until I highlight the text in it, when it will render whatever text is highlighted (but not the rest). If I'm understanding Swing right, it should work, because super.paintComponent(g) should render the other children (i.e., the JEditorPane). Tell me, o great stackoverflow, what bonehead mistake am I making? public GameMap extends JPanel { public GameMap() { JEditorPane statusLines = new JEditorPane("text/plain","Stuff"); this.setLayout(new BoxLayout(this,BoxLayout.PAGE_AXIS)); this.add(new Box.Filler(/*enough room to draw my game board*/)); this.add(statusLines); } public void paintComponent(Graphics g){ super.paintComponent(g); for ( all rows ){ for (all columns){ //paint one tile } } } }

    Read the article

  • Scrollbar still is painted after it should be removed

    - by Walter Williams
    I have the following custom control and can place on a form (with AutoScroll set to true and the control anchored left, top and right). If the form is too short for the control, the form correctly resizes the control (to make room for the scroll) and displays the scroll bar. When the control is closed using the close glyph, the control is resized and the scroll bar is removed, but occasionally the scroll bar appears to remain painted. If the form is minimized or moved off-screen, the leftover paint is removed. I've tried Parent.Invalidate and have toyed with it in many ways but to no avail. Any suggestions? (Using VS 2008 Standard) using System; using System.ComponentModel; using System.Drawing; using System.Drawing.Drawing2D; using System.Windows.Forms; namespace GroupPanelTest { public class GroupPanel : GroupBox { #region Members private const Int32 iHeaderHeight = 20; private Int32 iFullHeight = 200; private Boolean bClosed = false; private Rectangle rectCloseGlyphBounds = Rectangle.Empty; private Boolean bIsMoveOverCloseGlyph = false; #endregion #region Properties [DefaultValue(false)] public Boolean Closed { get { return (this.bClosed); } set { if (this.bClosed != value) { this.bClosed = value; if (this.bClosed) { this.iFullHeight = base.Height; base.Height = GroupPanel.iHeaderHeight; } else { base.Height = this.iFullHeight; } foreach (Control con in base.Controls) con.Visible = !this.bClosed; this.Invalidate(); } } } public new Int32 Height { get { return (base.Height); } set { if (value != base.Height) { if (this.Closed) { this.iFullHeight = value; } else { Int32 iOldHeight = base.Height; base.Height = value; } } } } [DefaultValue(typeof(Size), "350,200")] public new Size Size { get { return (base.Size); } set { if (base.Size != value) { base.Size = value; if (!this.Closed) this.iFullHeight = value.Height; } } } [DefaultValue(typeof(Padding), "0,7,0,0")] public new Padding Padding { get { return (base.Padding); } set { base.Padding = value; } } #endregion #region Construction public GroupPanel () { SetStyle(ControlStyles.UserPaint, true); SetStyle(ControlStyles.ResizeRedraw, true); SetStyle(ControlStyles.AllPaintingInWmPaint, true); SetStyle(ControlStyles.OptimizedDoubleBuffer, true); SetStyle(ControlStyles.Selectable, true); this.Size = new Size(350, 200); this.Padding = new Padding(0, 7, 0, 0); // the groupbox will add to that this.rectCloseGlyphBounds = new Rectangle(base.ClientSize.Width - 24, 2, 16, 16); } #endregion #region Overrides protected override void OnSizeChanged (EventArgs e) { this.rectCloseGlyphBounds = new Rectangle(base.ClientSize.Width - 24, 2, 16, 16); base.OnSizeChanged(e); } protected override void OnPaint (PaintEventArgs e) { base.OnPaint(e); // we want all the delegates to receive the events, but we do this first so we can paint over it Graphics g = e.Graphics; g.FillRectangle(SystemBrushes.Window, this.ClientRectangle); Rectangle rectTitle = new Rectangle(0, 0, this.ClientRectangle.Width, GroupPanel.iHeaderHeight); g.FillRectangle(SystemBrushes.Control, rectTitle); g.DrawString(this.Text, this.Font, SystemBrushes.ControlText, new PointF(5.0f, 3.0f)); if (this.bIsMoveOverCloseGlyph) { g.FillRectangle(SystemBrushes.ButtonHighlight, this.rectCloseGlyphBounds); Rectangle rectBorder = this.rectCloseGlyphBounds; rectBorder.Inflate(-1, -1); g.DrawRectangle(SystemPens.Highlight, rectBorder); } using (Pen pen = new Pen(SystemColors.ControlText, 1.6f)) { if (this.Closed) { g.DrawLine(pen, this.rectCloseGlyphBounds.Left + 3, this.rectCloseGlyphBounds.Top + 3, this.rectCloseGlyphBounds.Left + 8, this.rectCloseGlyphBounds.Top + 8); g.DrawLine(pen, this.rectCloseGlyphBounds.Left + 13, this.rectCloseGlyphBounds.Top + 3, this.rectCloseGlyphBounds.Left + 8, this.rectCloseGlyphBounds.Top + 8); g.DrawLine(pen, this.rectCloseGlyphBounds.Left + 3, this.rectCloseGlyphBounds.Top + 7, this.rectCloseGlyphBounds.Left + 8, this.rectCloseGlyphBounds.Top + 12); g.DrawLine(pen, this.rectCloseGlyphBounds.Left + 13, this.rectCloseGlyphBounds.Top + 7, this.rectCloseGlyphBounds.Left + 8, this.rectCloseGlyphBounds.Top + 12); } else { g.DrawLine(pen, this.rectCloseGlyphBounds.Left + 3, this.rectCloseGlyphBounds.Top + 8, this.rectCloseGlyphBounds.Left + 8, this.rectCloseGlyphBounds.Top + 3); g.DrawLine(pen, this.rectCloseGlyphBounds.Left + 13, this.rectCloseGlyphBounds.Top + 8, this.rectCloseGlyphBounds.Left + 8, this.rectCloseGlyphBounds.Top + 3); g.DrawLine(pen, this.rectCloseGlyphBounds.Left + 3, this.rectCloseGlyphBounds.Top + 12, this.rectCloseGlyphBounds.Left + 8, this.rectCloseGlyphBounds.Top + 7); g.DrawLine(pen, this.rectCloseGlyphBounds.Left + 13, this.rectCloseGlyphBounds.Top + 12, this.rectCloseGlyphBounds.Left + 8, this.rectCloseGlyphBounds.Top + 7); } } } protected override void OnMouseDown (MouseEventArgs e) { if (e.Button == MouseButtons.Left && this.rectCloseGlyphBounds.Contains(e.Location)) this.Closed = !this.Closed; // close will call invalidate base.OnMouseDown(e); } protected override void OnMouseMove (MouseEventArgs e) { this.bIsMoveOverCloseGlyph = this.rectCloseGlyphBounds.Contains(e.Location); this.Invalidate(this.rectCloseGlyphBounds); base.OnMouseMove(e); } #endregion } }

    Read the article

  • DirectX 9 HLSL vs. DirectX 10 HLSL: syntax the same?

    - by numerical25
    For the past month or so, I have been busting my behind trying to learn DirectX. So I've been mixing back back and forth between DirectX 9 and 10. One of the major changes I've seen in the two is how to process vectors in the graphics card. One of the drastic changes I notice is how you get the GPU to recognize your structs. In DirectX 9, you define the Flexible Vertex Formats. Your typical set up would be like this: #define CUSTOMFVF (D3DFVF_XYZRHW | D3DFVF_DIFFUSE) In DirectX 10, I believe the equivalent is the input vertex description: D3D10_INPUT_ELEMENT_DESC layout[] = { {"POSITION",0,DXGI_FORMAT_R32G32B32_FLOAT, 0 , 0, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"COLOR",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 12, D3D10_INPUT_PER_VERTEX_DATA, 0} }; I notice in DirectX 10 that it is more descriptive. Besides this, what are some of the drastic changes made, and is the HLSL syntax the same for both?

    Read the article

  • How to improve performance

    - by Ram
    Hi, In one of mine applications I am dealing with graphics objects. I am using open source GPC library to clip/merge two shapes. To improve accuracy I am sampling (adding multiple points between two edges) existing shapes. But before displaying back the merged shape I need to remove all the points between two edges. But I am not able to find an efficient algorithm that will remove all points between two edges which has same slope with minimum CPU utilization. Currently all points are of type PointF Any pointer on this will be a great help.

    Read the article

  • What first game did you program, and did it make you a better developer?

    - by thenonhacker
    What first game did you program? Name your game, the OS and language, and even a Website URL to get your game. Old DOS Games and Flash Games with ActionScript are allowed. Game kits are allowed, too. ...and did it make you a better developer? Programming games can be addicting, and it will bring out the best in us as we create our first game. What lessons did you learn form most? Algorithm and/or AI's? Graphics? User Interface? File Formats and Data Storage? Project and Time Management? Can you say that because you practiced programming by creating this game, you became more immersed with the programming language you used and helped you become a better developer?

    Read the article

  • PhysX SDK - error LNK2019: unresolved external symbol when compiling "wavefront.cpp"

    - by user370102
    Hi all, I'm using the PhysX SDK and I'm trying to load an .obj file with the WavefrontObj object which is defined by the files "wavefront.h/.cpp", localized in the samples directory. When I'm compiling my project, I got this error: 1Linking... 1wavefront.obj : error LNK2019: unresolved external symbol "char * __cdecl FindMediaFile(char const *,char *)" (?FindMediaFile@@YAPADPBDPAD@Z) referenced in function "public: void __thiscall WAVEFRONT::InPlaceParser::SetFile(char const *)" (?SetFile@InPlaceParser@WAVEFRONT@@QAEXPBD@Z) 1C:\Users\Nicolas\Documents\GI05\CSED451 - Computer Graphics\ToyFK_Project\Debug\ToyFK_Project.exe : fatal error LNK1120: 1 unresolved externals I guess I forgot to link a library or something but I really can't find what... It's driving me crazy!!! Does somebody have an idea? Thank you

    Read the article

  • DrawImage - unwanted resized

    - by nXqd
    I've implemented GDI+ Drawing, but I really don't know why it's resize unwanted :) case WM_PAINT: { hdc = BeginPaint(hWnd, &ps); Graphics g(hdc); Bitmap* bm; bm = new Bitmap(L"1.png"); g.DrawImage(bm,0,0); g.DrawImage(bm,0,100,126,36); g.DrawImage(bm,0,200,0,0,126,36,UnitPixel); // TODO: Add any drawing code here... EndPaint(hWnd, &ps); break; } the second sprite is the one I want , but I must use the third overload of DrawImage to draw one image.

    Read the article

  • Problem getting the background image of a form

    - by Deumber
    I'm creating a datagridview transparent //I got the parent background image Bitmap parentBackGround = new Bitmap(this.Parent.BackgroundImage); //Set the area i want to create equal to the size of my grid Rectangle rect = new Rectangle(this.Location.X, this.Location.Y, this.Width, this.Height); //And draw in the entire grid the area of the background image that is cover with my grid, making a "transparent" effect. graphics.DrawImage(parentBackGround.Clone(rect, PixelFormat.Format32bppRgb), gridBounds); When the backgroundimage of the grid's parent is show in an normal layout all work ok, but if the layout is stretch, center or any other, the transparency effent gone, have you any idea to fix it?

    Read the article

  • How would I detect horizontal-black lines using ImageMagick?

    - by Zando
    So I have what is essentially a spreadsheet in TIFF format. There is some uniformity to it...for example, all the column widths are the same. I want to de-limit this sheet by those known-column widths and basically create lots of little graphic files, one for each cell, and run OCR on them and store it into a database. The problem is that the horizontal lines are not all the same height, so I need to use some kind of graphics library command to check if every pixel across is the same color (i.e. black). And if so, then I know I've reached the height-delimiter for a cell. How would I go about doing that? (I'm using RMagick)

    Read the article

  • Update JProgressBar from new Thread

    - by Dacto
    How can I update the JProgressBar.setValue(int) from another thread? My secondary goal is do it in the least amount of classes possible. Here is the code I have right now: **Part of the main class....** pp.addActionListener( new ActionListener(){ public void actionPerformed(ActionEvent event) { new Thread(new Task(sd.getValue())).start(); } }); public class Task implements Runnable{ int val; public Task(int value){ this.val = value; } @Override public void run() { for (int i=0; i<=value; i++){ //Progressively increment variable i pbar.setValue(i); //Set value pbar.repaint(); //Refresh graphics try{Thread.sleep(50);} //Sleep 50 milliseconds catch (InterruptedException err){} } } } pp is a JButton and starts the new thread when the JButton is clicked. pbar is the JProgressBar object from the Main class. How can I update its value?(progress) The code above in run() cannot see the pbar.

    Read the article

  • Can 3D OpenGL game written in Python look good and run fast?

    - by praavDa
    I am planning to write an simple 3d(isometric view) game in Java using jMonkeyEngine - nothing to fancy, I just want to learn something about OpenGL and writing efficient algorithms (random map generating ones). When I was planning what to do, I started wondering about switching to Python. I know that Python didn't come into existence to be a tool to write 3d games, but is it possible to write good looking games with this language? I have in mind 3d graphics, nice effects and free CPU time to power to rest of game engine? I had seen good looking java games - and too be honest, I was rather shocked when I saw level of detail achieved in Runescape HD. On the other hand, pygame.org has only 2d games, with some starting 3d projects. Are there any efficient 3d game engines for python? Is pyopengl the only alternative? Good looking games in python aren't popular or possible to achieve? I would be grateful for any information / feedback.

    Read the article

  • wxHaskell on OS X

    - by Bill
    I want to use wxHaskell on OS X (Snow Leopard, MacBook Pro). I was able to install the library successfully and the script below: module Main where import Graphics.UI.WX main :: IO () main = start hello hello :: IO () hello = do f <- frame [text := "Hello!"] quit <- button f [text := "Quit", on command := close f] set f [layout := widget quit] does result in a window being displayed with a single button, as specified. However, nothing happens when I click the button - I don't even get the visual response of the button turning blue to indicate that it's been depressed (haha, no pun intended). I've heard that you have to run a package called "macosx-app" on wxHaskell binaries to get them to run, but I can't find this anywhere. It's not on my machine or (as far as I can tell) in the WX or wxHaskell distros. Anyone know what I need to do to get this to work?

    Read the article

  • Caching issues with TDBadgedCell

    - by Wolfgang Schreurs
    This post is closely related to my previous post: http://stackoverflow.com/questions/2201256/tdbadgedcell-keeps-caching-the-badgenumber The "badge" from TDBadgedCell keeps caching the numbers. A very simple example is shown here: - (UITableViewCell *)tableView:(UITableView *)_tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath { static NSString *CellIdentifier = @"Cell"; TDBadgedCell *cell = (TDBadgedCell *)[_tableView dequeueReusableCellWithIdentifier:CellIdentifier]; if (cell == nil) { cell = [[TDBadgedCell alloc] initWithStyle:UITableViewCellStyleSubtitle reuseIdentifier:CellIdentifier]; [cell setAccessoryType:UITableViewCellAccessoryDisclosureIndicator]; } [cell setBadgeColor:[UIColor blackColor]]; [cell setBadgeNumber:[indexPath row]]; [[cell textLabel] setText:[NSString stringWithFormat:%@"%d", [indexPath row]]]; return cell; } Anyone has any clue why this happens? The textLabel and detailTextLabel don't cache the data. Any additonal info would be welcome as well, as I seem to have a lot of issues with the caching of graphics in UITableViewCells. Any best practices or other useful information would be most welcome.

    Read the article

  • Java/Swing offscreen rendering (Cobra HTMLPanel -> BufferedImage) Problem: Component doesn't finish

    - by Alterscape
    I'm trying to render the contents of a the Java/Swing Cobra HTML renderer to an offscreen BufferedImage, for use elsewhere in my app: slideViewPanel.setDocument(document, rendererContext); BufferedImage test = new BufferedImage(300,300,BufferedImage.TYPE_INT_RGB); Graphics g = test.getGraphics(); slideViewPanel.paint(g); The resulting image in g shows a partially rendered page -- sometimes the contents of the HTMLFrame before the new document was set; sometimes a half-rendered version of the new document. I gather this is because Cobra's setDocument method just schedules the document for re-rendering, but I'm stepping through in the debugger and I don't see a second thread to do re-rendering. Anyone have any insight into what might be happening here?

    Read the article

  • How can I clip strings in Java2D and add ... in the end?

    - by Jonas
    I'm trying to print Invoices in a Java Swing applications. I do that by extending Printable and implement the method public int print(Graphics g, PageFormat pf, int page). I would like to draw strings in columns, and when the string is to long I want to clip it and let it end with "...". How can I measure the string and clip it at the right position? Some of my code: Font headline = new Font("Times New Roman", Font.BOLD, 14); g2d.setFont(headline); FontMetrics metrics = g2d.getFontMetrics(headline); g2d.drawString(myString, 0, 20); I.e How can I limit myString to be max 120px? I could use metrics.stringWidth(myString), but I don't get the position where I have to clip the string. Expected results could be: A longer string that exc... A shorter string. Another long string, but OK

    Read the article

  • Flipping issue when interpolating Rotations using Quaternions

    - by uhuu
    I use slerp to interpolate between two quaternions representing rotations. The resulting rotation is then extracted as Euler angles to be fed into a graphics lib. This kind of works, but I have the following problem; when rotating around two (one works just fine) axes in the direction of the green arrow as shown in the left frame here the rotation soon jumps around to rotate from the opposite site to the opposite visual direction, as indicated by the red arrow in the right frame. This may be logical from a mathematical perspective (although not to me), but it is undesired. How could I achieve an interpolation with no visual flipping and changing of directions when rotating around more than one axis, following the green arrow at all times until the interpolation is complete? Thanks in advance.

    Read the article

  • Transparent child control

    - by pps
    Hello all, I'm writing a control that may have some of its parts transparent or semitransparent. Basically this control shows a png image (with alpha channel). The control's parent window has some graphics on it. Therefore, to make the png control render correctly it needs to get image of what the parent window would draw beneath it. Parent dialog might have WS_CLIPCHILDREN flag set, that means that the the parent window won't draw anything under the the png control and in this case png control won't work properly. This control has to work on Windows Mobile also, so it can't have WS_EX_TRANSPARENT

    Read the article

< Previous Page | 190 191 192 193 194 195 196 197 198 199 200 201  | Next Page >