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  • Porting Symbian C++ to Android NDK

    - by Donal Rafferty
    I've been given some Symbian C++ code to port over for use with the Android NDK. The code has lots of Symbian specific code in it and I have very little experience of C++ so its not going very well. The main thing that is slowing me down is trying to figure out the alternatives to use in normal C++ for the Symbian specific code. At the minute the compiler is throwing out all sorts of errors for unrecognised types. From my recent research these are the types that I believe are Symbian specific: TInt, TBool, TDesc8, RSocket, TInetAddress, TBuf, HBufc, RPointerArray Changing TInt and TBool to int and bool respectively works in the compiler but I am unsure what to use for the other types? Can anyone help me out with them? Especially TDesc, TBuf, HBuf. Also Symbian has a two phase contructor using NewL and NewLc But would changing this to a normal C++ constructor be ok? Finally Symbian uses the clean up stack to help eliminate memory leaks I believe, would removing the clean up stack code be acceptable, I presume it should be replaced with try/catch statements?

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  • Incorrect colour blending when using a pixel shader with XNA

    - by MazK
    I'm using XNA 4.0 to create a 2D game and while implementing a layer tinting pixel shader I noticed that when the texture's alpha value is anything between 1 or 0 the end result is different than expected. The tinting works from selecting a colour and setting the amount of tint. This is achieved via the shader which works out first the starting colour (for each r, g, b and a) : float red = texCoord.r * vertexColour.r; and then the final tinted colour : output.r = red + (tintColour.r - red) * tintAmount; The alpha value isn't tinted and is left as : output.a = texCoord.a * vertexColour.a; The picture in the link below shows different backdrops against an energy ball object where it's outer glow hasn't blended as I would like it to. The middle two are incorrect as the second non tinted one should not show a glow against a white BG and the third should be entirely invisible. The blending function is NonPremultiplied. Why the alpha value is interfering with the final colour?

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  • how do I upload photos from shotwell?

    - by Mags
    I only started using Ubuntu a couple months ago. I've been able to get pictures from my camera onto the machine. The system is very different for me and I'm trying to work it out on my own, but I have a homework assignment that requires me to upload JPG files of photos I take and I'm having a problem. When I click the button on the page to choose a file, I go into the different photo files and nothing shows up, but the screen where files would be turns a very faint orange, just a tint. I've tried putting the named photos on my desktop, but the upload screen doesn't recognize it at all. How can I use this software to upload my pictures? Thanks.

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  • How to customize / style a UIPopoverController

    - by Thomas Joos
    hi dudes, I'm working on an iPad application and I'm using UIPopoverControllers. I'm at the part where the app needs to be branded and styled and i'm wondering how to change the color / tint of the UIPopoverController? Standard is dark blue but it needs to be another color.. is this possible? Greets, Thomas

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  • Can I apply a texture to UIToolbar?

    - by Ben
    I tried doing this: [toolbar setTint:[UIColor colorWithPatternImage:[UIImage imageNamed:@"thingFromMyBundle.png"]]]; but it just ended up black. At first I assumed you weren't allowed to "tint" with a texture, but I've seen apps recently that can do this. Am I missing something? Thanks.

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  • XAML ToolTip + IsHitTestVisible="False"

    - by Sean
    We need to have mouse clicks and drags "ignored" by our View1 but the ToolTip must still function in that view. The reason is View1 is above View2 in Z-Order, so View1 can tint View2 a red color and show a warning via ToolTip; however the ToolTip accompanying View1 will not work if IsHitTestVisible="False". Anyone know a work around so the ToolTip will display on mouse move/over and the rest of mouse events are ignored by View1 and go to View2? Thanks, Sean

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  • UITableViewCell color issues with custom table view background

    - by Macatomy
    I have a UITableView with a custom background image set like this: self.tableView.backgroundColor = [UIColor colorWithPatternImage:[UIImage imageNamed:@"mybg.png"]]; The background appears fine, but my UITableViewCells (default cells, not custom) have some sort of weird tint to them, and the UILabel containing the "New Project" text also seems to have some sort of background behind it. How can I remove this? I've already tried: cell.backgroundColor = [UIColor clearColor]; cell.textLabel.backgroundColor = [UIColor clearColor]; Thanks

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  • CSS - Colorizing Grayscale Image

    - by Steve
    In CSS, is there a standard way to colorize or apply a tint to a grayscale image? I would like to create a grayscale image to show focus over an element, and allow the color of the focus to be configurable by colorizing the grayscale image. Thanks

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  • How to access GDI+ Effect Classes in C#

    - by Badeoel
    Hello everybody, I try to find out, how to access the Effect-Class and it's decendants of GDI+ in C#. Especially, I'm interested in these: * Blur * Sharpen * Tint * RedEyeCorrection * ColorMatrixEffect * ColorLUT * BrightnessContrast * HueSaturationLightness * ColorBalance * Levels * ColorCurve Can anybody give me a hint, how to access them in C#? I even can't find them in the .net documentation. Do I have to access the gdilus.dll directory? Ciao! Christian

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  • Xerox phaser 7760 prints gray as pink.

    - by Leif
    I have a Xerox phaser 7760 and 60 iMacs that dual boot xp and osx 10.5. They print without problem to other printers, but if you print to the 7760 anything gray scale comes out with a pink tint. This happens from all 60 computers windows or mac boot from any application. I have reinstalled the driver and run the color balance on the printer. The printer does fine on internal prints of gray for diagnostic pages. Any ideas on how to solve this?

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  • Where do I find a color profile for my MacBook Pro display?

    - by Jesse
    I installed Windows 7 on my MacBook Pro, overwriting OSX Lion. The screen has a blue tint due to lack of a calibrated color profile. I once used the "Color LCD" ICC profile from the OSX partition and it worked great, but I've since lost it since I decided to overwrite OSX completely. I tried the manual calibration in Windows 7 but I just can't seem to get it right like it was while using the color profile that was on the OSX partition. All Google tells me is where to find the ICC profile in OSX, and to copy it over. Do I have to reinstall OSX just for the color profile? Even if I do, where does the profile actually come from? Is it on the OSX disk, or is it somehow retrieved from the hardware itself? Is there a way to get it without reinstalling OSX? Thanks!

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  • What's wrong with my custom .desktop xsession?

    - by Noam Gagliardi
    I want to create a custom Xmonad session that loads an .xsession script in my home folder. This is the original file I copied. This one works: [Desktop Entry] Encoding=UTF-8 Name=XMonad Comment=Lightweight tiling window manager Exec=xmonad Icon=xmonad.png Type=XSession This is my modified file, xmonad-custom.desktop. When I logout, then login choosing this "xmonad-custom", the screen just flashes and sends me back to the ubuntu login screen (as if it briefly logs in and out of the session): [Desktop Entry] Encoding=UTF-8 Name=XMonad Custom Comment=Lightweight tiling window manager Exec=/home/{username}/.xsession Icon=xmonad.png Type=XSession X-Ubuntu-Gettext-Domain=gdm I also tried without the last line. This is my ~/.xsession file, in case there's an error with this script: #!/bin/env bash xrdb -merge .Xresources trayer --edge top --align right --SetDockType true --SetPartialStrut \ true --expand true --width 15 --height 12 --transparent true --tint 0x000000 & dropbox start & exec xmonad

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  • [C#][XNA] Draw() 20,000 32 by 32 Textures or 1 Large Texture 20,000 Times

    - by Rudi
    The title may be confusing - sorry about that, it's a poor summary. Here's my dilemma. I'm programming in C# using the .NET Framework 4, and aiming to make a tile-based game with XNA. I have one large texture (256 pixels by 4096 pixels). Remember this is a tile-based game, so this texture is so massive only because it contains many tiles, which are each 32 pixels by 32 pixels. I think the experts will definitely know what a tile-based game is like. The orientation is orthogonal (like a chess board), not isometric. In the Game.Draw() method, I have two choices, one of which will be incredibly more efficient than the other. Choice/Method #1: Semi-Pseudocode: public void Draw() { // map tiles are drawn left-to-right, top-to-bottom for (int x = 0; x < mapWidth; x++) { for (int y = 0; y < mapHeight; y++) { SpriteBatch.Draw( MyLargeTexture, // One large 256 x 4096 texture new Rectangle(x, y, 32, 32), // Destination rectangle - ignore this, its ok new Rectangle(x, y, 32, 32), // Notice the source rectangle 'cuts out' 32 by 32 squares from the texture corresponding to the loop Color.White); // No tint - ignore this, its ok } } } Caption: So, effectively, the first method is referencing one large texture many many times, each time using a small rectangle of this large texture to draw the appropriate tile image. Choice/Method #2: Semi-Pseudocode: public void Draw() { // map tiles are drawn left-to-right, top-to-bottom for (int x = 0; x < mapWidth; x++) { for (int y = 0; y < mapHeight; y++) { Texture2D tileTexture = map.GetTileTexture(x, y); // Getting a small 32 by 32 texture (different each iteration of the loop) SpriteBatch.Draw( tileTexture, new Rectangle(x, y, 32, 32), // Destination rectangle - ignore this, its ok new Rectangle(0, 0, tileTexture.Width, tileTexture.Height), // Notice the source rectangle uses the entire texture, because the entire texture IS 32 by 32 Color.White); // No tint - ignore this, its ok } } } Caption: So, effectively, the second method is drawing many small textures many times. The Question: Which method and why? Personally, I would think it would be incredibly more efficient to use the first method. If you think about what that means for the tile array in a map (think of a large map with 2000 by 2000 tiles, let's say), each Tile object would only have to contain 2 integers, for the X and Y positions of the source rectangle in the one large texture - 8 bytes. If you use method #2, however, each Tile object in the tile array of the map would have to store a 32by32 Texture - an image - which has to allocate memory for the R G B A pixels 32 by 32 times - is that 4096 bytes per tile then? So, which method and why? First priority is speed, then memory-load, then efficiency or whatever you experts believe.

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  • Improving SpriteBatch performance for tiles

    - by Richard Rast
    I realize this is a variation on what has got to be a common question, but after reading several (good answers) I'm no closer to a solution here. So here's my situation: I'm making a 2D game which has (among some other things) a tiled world, and so, drawing this world implies drawing a jillion tiles each frame (depending on resolution: it's roughly a 64x32 tile with some transparency). Now I want the user to be able to maximize the game (or fullscreen mode, actually, as its a bit more efficient) and instead of scaling textures (bleagh) this will just allow lots and lots of tiles to be shown at once. Which is great! But it turns out this makes upward of 2000 tiles on the screen each time, and this is framerate-limiting (I've commented out enough other parts of the game to make sure this is the bottleneck). It gets worse if I use multiple source rectangles on the same texture (I use a tilesheet; I believe changing textures entirely makes things worse), or if you tint the tiles, or whatever. So, the general question is this: What are some general methods for improving the drawing of thousands of repetitive sprites? Answers pertaining to XNA's SpriteBatch would be helpful but I'm equally happy with general theory. Also, any tricks pertaining to this situation in particular (drawing a tiled world efficiently) are also welcome. I really do want to draw all of them, though, and I need the SpriteMode.BackToFront to be active, because

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  • Is it possible to keep nm-applet running between invocations of WM startup?

    - by serverninja
    I am using nm-applet to interface with NetworkManager, running xmonad as a window manager. My X sessions (including nm-applet) are set up with a /usr/local/bin/xmonad.start script. My question is, how can I keep nm-applet running in the background as long as X is running, but not necessarily xmonad? As mentioned above, it is being started with xmonad (and dying with it when xmonad is restarted, etc). I am using gdm to manage my X sessions, and I'm running 10.10. Where's a good place to start nm-applet to suit my particular needs? I need to remove it from the control of xmonad, but don't know where to start it otherwise. Any help, tips, etc appreciated. Edit: problem seems to be with how I have integrated xmonad. I have the session script as a file in /usr/share/xsessions/xmonad.desktop with the following contents: [Desktop Entry] Encoding=UTF-8 Name=XMonad Comment=Lightweight tiling window manager Exec=/usr/local/bin/xmonad.start Icon=xmonad.png Type=XSession /usr/local/bin/xmonad.start contains the following: #!/bin/bash xrdb -merge ~/.Xresources xcompmgr -c & trayer --edge top --align right --SetDockType true --SetPartialStrut true --expand true --width 8 --heighttype pixel --height 18 --transparent true --alpha 0 --tint 0x000000 & gnome-settings-daemon & gnome-screensaver & if [ -x /usr/bin/nm-applet ] ; then nm-applet --sm-disable & fi /usr/bin/urxvtd -q -o -f & eval `ssh-agent` & if [ -x /usr/bin/gnome-power-manager ] ; then sleep 1 gnome-power-manager & fi /usr/bin/gnome-volume-control-applet & exec xmonad The question is how do I integrate xmonad, gdm, X, etc in such a manner to replicate the behavior I currently have except with nm-applet (and possibly other programs) running whether or not xmonad is?

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  • Moviebarcodes Showcases Entire Movies as Frame-based Barcodes

    - by Jason Fitzpatrick
    If you’ve ever wanted a chance to look at at an entire movie in a single glance, here’s your chance. Moviebarcodes shares mock-barcodes generated by turning each frame of a movie into a thin stripe, offering a glimpse into the color choices and shot lengths in popular movies. The barcode seen above was generated from The Matrix; you can see where the green indicates scenes that were shot inside the matrix and thus given a subtle green tint. In the barcode below, generated from the movie Pleasantville you can see the transition in the movie between the color and black and white scenes. In the case of Pleasantville, elements of the black and white world turning to color represent pivotal moments in the plot development which are now neatly mapped out below: Check out the hundreds of barcodes at the link below; you can even order prints of your favorite movies. Find a great rendering in the mix? Share a link in the comments below. Moviebarcodes [via Cool Inforgraphics] How to Create an Easy Pixel Art Avatar in Photoshop or GIMPInternet Explorer 9 Released: Here’s What You Need To KnowHTG Explains: How Does Email Work?

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  • Changing UITabBarController More Item Colors

    - by Avalanchis
    I have a UITabBarController with a "More" tab whose color scheme I would like to modify. Navigation Controller Nav Bar Colors I've been able to change the background color of the "More" tab's UINavigationController by subclassing the UITabBarController and adding the following code to the ViewDidLoad method: UINavigationController *moreController = self.moreNavigationController; moreController.navigationBar.tintColor = [UIColor redColor]; I would also like to change the Nav controller's text color but have not been able to determine how to accomplish this. Table View Highlight Colors I'd like to disable or change the highlight color for the "More" tab's UITableView. I don't want to disable the ability to select, I just want to change or remove the blue highlight color. I see where I can change the SelectedTextColor property for a UITableViewCell's texLabel, but I'm unsure how or when this needs to be set given I'm not the table view's datasource. Edit View Nav Bar Color When the Edit button is selected, the nav bar at the top reverts to the basic blue color. Is there any way to access this nav bar to change its tint color?

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  • customize uipopovercontroller in ipad

    - by Jaimin
    i want to change the image of popover. it is having blue tint at the top so i want it to be of different color. how can i do it... - (void)presentPopoverFromRect:(CGRect)rect inView:(UIView *)view permittedArrowDirections:(UIPopoverArrowDirection)arrowDirections animated:(BOOL)animated can i do it with this method.. make my own view and place a image in that view. i read in some posts that it is not possible to change color and also i didnt fine any instance method of UIPopOverController class to do this.. thanks in advance.

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  • Using Bitmap.LockBits and Marshal.Copy in IronPython not changing image as expected

    - by Leonard H Martin
    Hi all, I have written the following IronPython code: import clr clr.AddReference("System.Drawing") from System import * from System.Drawing import * from System.Drawing.Imaging import * originalImage = Bitmap("Test.bmp") def RedTint(bitmap): bmData = bitmap.LockBits(Rectangle(0, 0, bitmap.Width, bitmap.Height), ImageLockMode.ReadWrite, PixelFormat.Format24bppRgb) ptr = bmData.Scan0 bytes = bmData.Stride * bitmap.Height rgbValues = Array.CreateInstance(Byte, bytes) Runtime.InteropServices.Marshal.Copy(ptr, rgbValues, 0, bytes) for i in rgbValues[::3]: i = 255 Runtime.InteropServices.Marshal.Copy(rgbValues, 0, ptr, bytes) bitmap.UnlockBits(bmData) return bitmap newPic = RedTint(originalImage) newPic.Save("New.bmp") Which is my interpretation of this MSDN code sample: http://msdn.microsoft.com/en-us/library/5ey6h79d.aspx except that I am saving the altered bitmap instead of displaying it in a Form. The code runs, however the newly saved bitmap is an exact copy of the original image with no sign of any changes having occurred (it's supposed to create a red tint). Could anyone advise what's wrong with my code? The image I'm using is simply a 24bpp bitmap I created in Paint (it's just a big white rectangle!), using IronPython 2.6 and on Windows 7 (x64) with .Net Framework 3.5 SP1 installed.

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  • Alpha transparent PNGs not displaying correctly in Mobile Safari

    - by worksology
    I'm using some semi-transparent PNGs as background-images on various websites. These are usually something like a 1x1 image with a 30-percent opaque white layer. I've noticed that Mobile Safari does not display them correctly, giving them a darker/grayish tint. I've created a couple test pages to illustrate. View them both in your normal browser, and then on Mobile Safari, and you should see what I mean. This shows 11 red images of varying opacities on white: http://thecompleteworks.org/alpha-tests/index-red.html This shows 11 white images of varying opacities on blue: http://thecompleteworks.org/alpha-tests/index.html Is this a MobileSafari bug (I couldn't imagine so), or do I need to do something different, either to my pages or PNGs? (Here's how I create the PNGs: In Photoshop, create a 1x1 transparent canvas. Draw a white rectangle in Layer 1. Set opacity to, say 30 percent, Save for Web as 24-bit PNG with transparency.)

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