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  • Android Scaled Drawing to ImageView

    - by user329999
    Newbie question, so there's probably a simple answer to this problem. I'm drawing some simple shapes using canvas.drawCircle(), canvas.drawLine() etc. I originally copied the code from: http://developer.android.com/resources/samples/ApiDemos/src/com/example/android/apis/graphics/DrawPoints.html Which extends a View and draws directly to a canvas. It doesn't load a pre-drawn bitmap because I need my application to turn data into a drawing and the user will enter the data. My changes work, but the drawing is too small (or big) and doesn't fill the screen using all the available screen. Ideally I'd rather use something like an ImageView in .XML like so: If that's possible. The documentation seems to imply that I want to set the scaleType as shown in the above .XML which seems like the simple way to do this. If using an ImageView in .XML is a good idea, then I'm lost on how to draw to the ImageView and could use some guidance on doing that task. If that won't work, then I'll need to do some more thinking about how to get my drawing scaled on the screen and basically I'm lazy and would rather have Android do the work for me. Feel free to suggest some other way that's completely different is this is the wrong solution path. :) Thanks.

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  • [C#] Three System.Drawing methods manifest slow drawing or flickery: Solutions? or Other Options?

    - by Luke Mcneice
    Hi all, I am doing a little graphing via the System.Drawing and im having a few problems. I'm holding data in a Queue and i'm drawing(graphing) out that data onto three picture boxes this method fills the picture box then scrolls the graph across. so not to draw on top of the previous drawings (and graduly looking messier) i found 2 solutions to draw the graph. Call plot.Clear(BACKGOUNDCOLOR) before the draw loop [block commented] although this causes a flicker to appear from the time it takes to do the actual drawing loop. call plot.DrawLine(channelPen[5], j, 140, j, 0); just before each drawline [commented] although this causes the drawing to start ok then slow down very quickly to a crawl as if a wait command had been placed before the draw command. Here is the Code for reference: /*plotx.Clear(BACKGOUNDCOLOR) ploty.Clear(BACKGOUNDCOLOR) plotz.Clear(BACKGOUNDCOLOR)*/ for (int j = 1; j < 599; j++) { if (j > RealTimeBuffer.Count - 1) break; QueueEntity past = RealTimeBuffer.ElementAt(j - 1); QueueEntity current = RealTimeBuffer.ElementAt(j); if (j == 1) { //plotx.DrawLine(channelPen[5], 0, 140, 0, 0); //ploty.DrawLine(channelPen[5], 0, 140, 0, 0); //plotz.DrawLine(channelPen[5], 0, 140, 0, 0); } //plotx.DrawLine(channelPen[5], j, 140, j, 0); plotx.DrawLine(channelPen[0], j - 1, (((past.accdata.X - 0x7FFF) / 256) + 64), j, (((current.accdata.X - 0x7FFF) / 256) + 64)); //ploty.DrawLine(channelPen[5], j, 140, j, 0); ploty.DrawLine(channelPen[1], j - 1, (((past.accdata.Y - 0x7FFF) / 256) + 64), j, (((current.accdata.Y - 0x7FFF) / 256) + 64)); //plotz.DrawLine(markerPen, j, 140, j, 0); plotz.DrawLine(channelPen[2], j - 1, (((past.accdata.Z - 0x7FFF) / 256) + 94), j, (((current.accdata.Z - 0x7FFF) / 256) + 94)); } Is there any tricks to avoid these overheads? If not would there be any other/better solutions?

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  • [C#] Two System.Drawing methods manifest slow drawing or flickery: Solutions? or Other Options?

    - by Luke Mcneice
    Hi all, I am doing a little graphing via the System.Drawing and im having a few problems. I'm holding data in a Queue and i'm drawing(graphing) out that data onto three picture boxes this method fills the picture box then scrolls the graph across. so not to draw on top of the previous drawings (and graduly looking messier) i found 2 solutions to draw the graph. Call plot.Clear(BACKGOUNDCOLOR) before the draw loop [block commented] although this causes a flicker to appear from the time it takes to do the actual drawing loop. call plot.DrawLine(channelPen[5], j, 140, j, 0); just before each drawline [commented] although this causes the drawing to start ok then slow down very quickly to a crawl as if a wait command had been placed before the draw command. Here is the Code for reference: /*plotx.Clear(BACKGOUNDCOLOR) ploty.Clear(BACKGOUNDCOLOR) plotz.Clear(BACKGOUNDCOLOR)*/ for (int j = 1; j < 599; j++) { if (j > RealTimeBuffer.Count - 1) break; QueueEntity past = RealTimeBuffer.ElementAt(j - 1); QueueEntity current = RealTimeBuffer.ElementAt(j); if (j == 1) { //plotx.DrawLine(channelPen[5], 0, 140, 0, 0); //ploty.DrawLine(channelPen[5], 0, 140, 0, 0); //plotz.DrawLine(channelPen[5], 0, 140, 0, 0); } //plotx.DrawLine(channelPen[5], j, 140, j, 0); plotx.DrawLine(channelPen[0], j - 1, (((past.accdata.X - 0x7FFF) / 256) + 64), j, (((current.accdata.X - 0x7FFF) / 256) + 64)); //ploty.DrawLine(channelPen[5], j, 140, j, 0); ploty.DrawLine(channelPen[1], j - 1, (((past.accdata.Y - 0x7FFF) / 256) + 64), j, (((current.accdata.Y - 0x7FFF) / 256) + 64)); //plotz.DrawLine(markerPen, j, 140, j, 0); plotz.DrawLine(channelPen[2], j - 1, (((past.accdata.Z - 0x7FFF) / 256) + 94), j, (((current.accdata.Z - 0x7FFF) / 256) + 94)); } Is there any tricks to avoid these overheads? If not would there be any other/better solutions?

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  • System.Drawing.Image for Images in Business Objects?

    - by Mudu
    Hi Folks I'd like to store an image in a business object. In MSDN I saw that the System.Drawing-namespace provides lots of GDI+-features, etc. Is it okay to store an Image in an System.Drawing.Image class in business layer (which is a class library "only"), and thus including a reference to System.Drawing too? I slightly feel just kind of bad doing that, 'cause it seems like I have UI-specific references in business code. Moreover, the code could become unnecessarily platform-dependant (though this is only a problem in theory, because we do not develop for multiple platforms). If it isn't right that way, which type would fit best? Thank you for any response! Matthias

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  • circuit/block-diagram drawing

    - by JCLL
    I'm looking for either algorithms or visualization tool for (nice) circuit/block-diagram drawing. I am also interested in a general formulation of the problem. By "circuit drawing", I mean the capability of exploring place & route for block-diagrams (rectangles) with I/O ports and their connections (wires). These block-diagrams can be hierarchical i.e some blocks may have some nested internal sub-structure etc. This topic is strongly related to classical graph-drawing, with the supplemental constraint of the need to take ports location into account, and possibly the shape of the blocks (rectangle of various sizes). Graphviz tools do not respond to the problem (at least my previous experiments have not been satisfactory). Force-directed algorithms retain my attention, but I have just found papers on classical directed graphs. Any hints ?

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  • How to adjust size of programatically created Bitmap to match text drawn on it?

    - by TooFat
    I have the following .ashx page that takes some query string parameters and returns a bitmap with the specified text written on it. The problem I have is that I am currently just manually setting the initial size of the bitmap at 100 X 100 when what I really want is to have the bitmap be just big enough to include all the text that was written to it. How can I do this? public void ProcessRequest (HttpContext context) { context.Response.ContentType = "image/png"; string text = context.Request.QueryString["Text"]; //set FontName string fontName; if (context.Request.QueryString["FontName"] != null) { fontName = context.Request.QueryString["FontName"]; } else { fontName = "Arial"; } //Set FontSize int fontEms; if (context.Request.QueryString["FontSize"] != null) { string fontSize = context.Request.QueryString["FontSize"]; fontEms = Int32.Parse(fontSize); } else { fontEms = 12; } //Set Font Color System.Drawing.Color color; if (context.Request.QueryString["FontColor"] != null) { string fontColor = context.Request.QueryString["FontColor"]; color = System.Drawing.ColorTranslator.FromHtml(fontColor); context.Response.Write(color.ToString()); } else { color = System.Drawing.Color.Red; } using (System.Drawing.Text.PrivateFontCollection fnts = new System.Drawing.Text.PrivateFontCollection()) using (System.Drawing.FontFamily fntfam = new System.Drawing.FontFamily(fontName)) using (System.Drawing.SolidBrush brush = new System.Drawing.SolidBrush(color)) using (System.Drawing.Bitmap bmp = new System.Drawing.Bitmap(100, 100)) { using (System.Drawing.Font fnt = new System.Drawing.Font(fntfam, fontEms)) { fnts.AddFontFile(System.IO.Path.Combine(@"C:\Development\Fonts\", fontName)); System.Drawing.Graphics graph = System.Drawing.Graphics.FromImage(bmp); graph.DrawString(text, fnt, brush, new System.Drawing.Point(0, 0)); string imgPath = System.IO.Path.Combine(@"C:\Development\MyPath\Images\Text", System.IO.Path.GetRandomFileName()); bmp.Save(imgPath); context.Response.WriteFile(imgPath); } } }

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  • What is the point of the logical operators in C?

    - by reubensammut
    I was just wondering if there is an XOR logical operator in C (something like && for AND but for XOR). I know I can split an XOR into ANDs, NOTs and ORs but a simple XOR would be much better. Then it occurred to me that if I use the normal XOR bitwise operator between two conditions, it might just work. And for my tests it did. Consider: int i = 3; int j = 7; int k = 8; Just for the sake of this rather stupid example, if I need k to be either greater than i or greater than j but not both, XOR would be quite handy. if ((k > i) XOR (k > j)) printf("Valid"); else printf("Invalid"); or printf("%s",((k > i) XOR (k > j)) ? "Valid" : "Invalid"); I put the bitwise XOR ^ and it produced "Invalid". Putting the results of the two comparisons in two integers resulted in the 2 integers to contain a 1, hence the XOR produced a false. I've then tried it with the & and | bitwise operators and both gave the expected results. All this makes sense knowing that true conditions have a non zero value, whilst false conditions have zero values. I was wondering, is there a reason to use the logical && and || when the bitwise operators &, | and ^ work just the same? Thanks Reuben

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  • Converting a GUID to System.Drawing.Imaging.ImageFormat

    - by Kjensen
    I store information about images in a database - also their ImageFormat (jpeg, png etc). Console.WriteLine(System.Drawing.Imaging.ImageFormat.Jpeg.Guid); Outputs: b96b3cae-0728-11d3-9d7b-0000f81ef32e I want to store this in the database as a GUID - and read from the database and get the associated ImageFormat. How do I cast the GUID b96b3cae-0728-11d3-9d7b-0000f81ef32e to System.Drawing.Imaging.ImageFormat.Jpeg.Guid ?

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  • gmail drawing send

    - by siran
    is there some online web app which would let me make a vector drawing, and give me the choice to write some text and send it through gmail ? for the magic to be complete, the web app would save my drawing as png (or whatever) and attach it to the sent email... i guess i would have to give the webapp my gmail account info so it can send it from my account...

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  • xor of sequence of numbers

    - by ArG0NaUt
    You are given with a sequence of natural numbers, you can add any natural number to any number in the sequence such that their xor becomes zero. Your goal is to minimize the sum of added numbers. e.g. Consider the following examples : sequence : 1, 3 answer : 2, adding 2 to 1 we get 3^3=0. sequence : 10, 4, 5, 1 answer: 6, adding 3 to 10 & 3 to 8 we get 13^4^8^1 = 0. sequence : 4, 4 answer : 0, since 4^4 = 0. I tried working on binary representations of sequence number but it got so complex. I want to know if there is any simple and efficient way to solve this problem.

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  • Simple iPhone drawing app with Quartz 2D

    - by Mr guy 4
    I am making a simple iPhone drawing program as a personal side-project. I capture touches event in a subclassed UIView and render the actual stuff to a seperate CGLayer. After each render, I call [self setNeedsLayout] and in the drawRect: method I draw the CGLayer to the screen context. This all works great and performs decently for drawing rectangles. However, I just want a simple "freehand" mode like a lot of other iPhone applications have. The way I thought to do this was to create a CGMutablePath, and simply: CGMutablePathRef path; -(void)touchBegan { path = CGMutablePathCreate(); } -(void)touchMoved { CGPathMoveToPoint(path,NULL,x,y); CGPathAddLineToPoint(path,NULL,x,y); } -(void)drawRect:(CGContextRef)context { CGContextBeginPath(context); CGContextAddPath(context,path); CGContextStrokePath(context); } However, after drawing for more than 1 second, performance degrades miserably. I would just draw each line into the off-screen CGLayer, if it were not for variable opacity! The less-than-100% opacity causes dots to be left on the screen connecting the lines. I have looked at CGContextSetBlendingMode() but alas I cannot find an answer. Can anyone point me in the right direction? Other iPhone apps are able to do this with very good efficiency.

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  • Drawing to the canvas

    - by Mattl
    I'm writing an android application that draws directly to the canvas on the onDraw event of a View. I'm drawing something that involves drawing each pixel individually, for this I use something like: for (int x = 0; x < xMax; x++) { for (int y = 0; y < yMax; y++){ MyColour = CalculateMyPoint(x, y); canvas.drawPoint(x, y, MyColour); } } The problem here is that this takes a long time to paint as the CalculateMyPoint routine is quite an expensive method. Is there a more efficient way of painting to the canvas, for example should I draw to a bitmap and then paint the whole bitmap to the canvas on the onDraw event? Or maybe evaluate my colours and fill in an array that the onDraw method can use to paint the canvas? Users of my application will be able to change parameters that affect the drawing on the canvas. This is incredibly slow at the moment.

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  • Image drawing library for Haskell?

    - by absz
    I'm working on a Haskell program for playing spatial games: I have a graph of a bunch of "individuals" playing the Prisoner's Dilemma, but only with their immediate neighbors, and copying the strategies of the people who do best. I've reached a point where I need to draw an image of the world, and this is where I've hit problems. Two of the possible geometries are easy: if people have four or eight neighbors each, then I represent each one as a filled square (with color corresponding to strategy) and tile the plane with these. However, I also have a situation where people have six neighbors (hexagons) or three neighbors (triangles). My question, then, is: what's a good Haskell library for creating images and drawing shapes on them? I'd prefer that it create PNGs, but I'm not incredibly picky. I was originally using Graphics.GD, but it only exports bindings to functions for drawing points, lines, arcs, ellipses, and non-rotated rectangles, which is not sufficient for my purposes (unless I want to draw hexagons pixel by pixel*). I looked into using foreign import, but it's proving a bit of a hassle (partly because the polygon-drawing function requires an array of gdPoint structs), and given that my requirements may grow, it would be nice to use an in-Haskell solution and not have to muck about with the FFI (though if push comes to shove, I'm willing to do that). Any suggestions? * That is also an option, actually; any tips on how to do that would also be appreciated, though I think a library would be easier.

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  • Windows Phone Mango: Making a drawing app with various brushes option

    - by Md. Abdul Munim
    I am trying to make a drawing app. The purpose is simple. Let the user draw something on a canvas with various brush options like square brush,far brush,pencil brush and many more like any other drawing app available in android market. At present I can let the user draw smooth curves using following code: currentPoint = e.GetPosition(this.canvas); Line line = new Line() { X1 = currentPoint.X, Y1 = currentPoint.Y, X2 = oldPoint.X, Y2 = oldPoint.Y }; line.Stroke = new SolidColorBrush(Colors.Purple); line.StrokeThickness = 2; this.drawnImage.Add(line); this.canvas.Children.Add(line); oldPoint = currentPoint; Now I want some custom brush options and let the user draw using that.How can I achieve that? Thanks in advance.

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  • Drawing Sprites for iOS games on iPad

    - by TheGamingArt
    So, I'm quite new and confused on the way to tackle creating sprites/sprite sheets for iOS games. I own the full CS5 sweet and have been told that fireworks is the best way to go for creating these (although I don't have the slightest idea in how yet and would love some tutorials/books specifying sprite sheet creation). My thoughts directed me towards tablet drawing, as I am awful at drawing with a mouse and/or tablet without a screen on it (such as a basic wacom). I was thinking about getting an iPad, as this would provide me with an iPad for testing purposes and a tablet. Does anyone know if it's possible (or even a good idea) to draw out your sprites on the iPad. Is it possible to export them out into Fireworks and such?

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  • Drawing rectangles on a grid in a web browser

    - by Dhruv
    I would like to create an online, simple WYSIWYG drawing editor allowing people to draw rectangular shapes. I'm thinking of a grid which the lines and points can snap on to, ensuring that the lines are strictly vertical or horizontal. I will be parsing the rectangular shapes to obtain some area calculations and compute certain things. How can I achieve the drawing ability? The new canvas tag is good but people have been telling me that IE does not support it. I found some Java applets but I have never programmed in Java before. Is there a way to do this using pure javascript or jquery? Does ASP.NET help at all? Thanks.

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  • How does Photoshop (Or drawing programs) blit?

    - by user146780
    I'm getting ready to make a drawing application in Windows. I'm just wondering, do drawing programs have a memory bitmap which they lock, then set each pixel, then blit? I don't understand how Photoshop can move entire layers without lag or flicker without using hardware acceleration. Also in a program like Expression Design, I could have 200 shapes and move them around all at once with no lag. I'm really wondering how this can be done without GPU help. I don't think super efficient algorithms could justify that? Thanks

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  • Linear feedback shift register?

    - by Mattia Gobbi
    Lately I bumped repeatedly into the concept of LFSR, that I find quite interesting because of its links with different fields and also fascinating in itself. It took me some effort to understand, the final help was this really good page, much better than the (at first) cryptic wikipedia entry. So I wanted to write some small code for a program that worked like a LFSR. To be more precise, that somehow showed how a LFSR works. Here's the cleanest thing I could come up with after some lenghtier attempts (Python): def lfsr(seed, taps): sr, xor = seed, 0 while 1: for t in taps: xor += int(sr[t-1]) if xor%2 == 0.0: xor = 0 else: xor = 1 print xor sr, xor = str(xor) + sr[:-1], 0 print sr if sr == seed: break lfsr('11001001', (8,7,6,1)) #example I named "xor" the output of the XOR function, not very correct. However, this is just meant to show how it circles through its possible states, in fact you noticed the register is represented by a string. Not much logical coherence. This can be easily turned into a nice toy you can watch for hours (at least I could :-) def lfsr(seed, taps): import time sr, xor = seed, 0 while 1: for t in taps: xor += int(sr[t-1]) if xor%2 == 0.0: xor = 0 else: xor = 1 print xor print time.sleep(0.75) sr, xor = str(xor) + sr[:-1], 0 print sr print time.sleep(0.75) Then it struck me, what use is this in writing software? I heard it can generate random numbers; is it true? how? So, it would be nice if someone could: explain how to use such a device in software development come up with some code, to support the point above or just like mine to show different ways to do it, in any language Also, as theres not much didactic stuff around about this piece of logic and digital circuitry, it would be nice if this could be a place for noobies (like me) to get a better understanding of this thing, or better, to understand what it is and how it can be useful when writing software. Should have made it a community wiki? That said, if someone feels like golfing... you're welcome.

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  • UIView: how to do non-destructive drawing?

    - by Caffeine Coma
    My original question: I'm creating a simple drawing application and need to be able to draw over existing, previously drawn content in my drawRect. What is the proper way to draw on top of existing content without entirely replacing it? Based on answers received here and elsewhere, here is the deal. You should be prepared to redraw the entire rectangle whenever drawRect is called. You cannot prevent the contents from being erased by doing the following: [self setClearsContextBeforeDrawing: NO]; This is merely a hint to the graphics engine that there is no point in having it pre-clear the view for you, since you will likely need to re-draw the whole area anyway. It may prevent your view from being automatically erased, but you cannot depend on it. To draw on top of your view without erasing, do your drawing to an off-screen bitmap context (which is never cleared by the system.) Then in your drawRect, copy from this off-screen buffer to the view. Example: - (id) initWithCoder: (NSCoder*) coder { if (self = [super initWithCoder: coder]) { self.backgroundColor = [UIColor clearColor]; CGSize size = self.frame.size; drawingContext = [self createDrawingBufferContext: size]; } return self; } - (CGContextRef) createOffscreenContext: (CGSize) size { CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB(); CGContextRef context = CGBitmapContextCreate(NULL, size.width, size.height, 8, size.width*4, colorSpace, kCGImageAlphaPremultipliedLast); CGColorSpaceRelease(colorSpace); CGContextTranslateCTM(context, 0, size.height); CGContextScaleCTM(context, 1.0, -1.0); return context; } - (void)drawRect:(CGRect) rect { UIGraphicsPushContext(drawingContext); CGImageRef cgImage = CGBitmapContextCreateImage(drawingContext); UIImage *uiImage = [[UIImage alloc] initWithCGImage:cgImage]; UIGraphicsPopContext(); CGImageRelease(cgImage); [uiImage drawInRect: rect]; [uiImage release]; } TODO: can anyone optimize the drawRect so that only the (usually tiny) modified rectangle region is used for the copy?

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  • Optimize a views drawing code

    - by xon1c
    Hi, in a simple drawing application I have a model which has a NSMutableArray curvedPaths holding all the lines the user has drawn. A line itself is also a NSMutableArray, containing the point objects. As I draw curved NSBezier paths, my point array has the following structure: linePoint, controlPoint, controlPoint, linePoint, controlPoint, controlPoint, etc... I thought having one array holding all the points plus control points would be more efficient than dealing with 2 or 3 different arrays. Obviously my view draws the paths it gets from the model, which leads to the actual question: Is there a way to optimize the following code (inside the view's drawRect method) in terms of speed? int lineCount = [[model curvedPaths] count]; // Go through paths for (int i=0; i < lineCount; i++) { // Get the Color NSColor *theColor = [model getColorOfPath:[[model curvedPaths] objectAtIndex:i]]; // Get the points NSArray *thePoints = [model getPointsOfPath:[[model curvedPaths] objectAtIndex:i]]; // Create a new path for performance reasons NSBezierPath *path = [[NSBezierPath alloc] init]; // Set the color [theColor set]; // Move to first point without drawing [path moveToPoint:[[thePoints objectAtIndex:0] myNSPoint]]; int pointCount = [thePoints count] - 3; // Go through points for (int j=0; j < pointCount; j+=3) { [path curveToPoint:[[thePoints objectAtIndex:j+3] myNSPoint] controlPoint1:[[thePoints objectAtIndex:j+1] myNSPoint] controlPoint2:[[thePoints objectAtIndex:j+2] myNSPoint]]; } // Draw the path [path stroke]; // Bye stuff [path release]; [theColor release]; } Thanks, xonic

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  • Graph paper like drawing software

    - by Algorist
    Hi, I have a college assignment, where I have to draw diagrams of voronoi, delaunay, minimum spanning tree etc for the college. I want to do that in computer. I searched in google with no luck. Is there any good graph drawing software you are aware of? Thank you Bala

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  • converting rgb values to System.Drawing

    - by Chris
    Hi, I've looked around, but don't see this question - maybe its too easy, but I don't have it. If I have file containing color values like: 255, 65535, 65280 ( I think this is green) is there a way to either: convert these to a System.Drawing.Color type or....better yet.. have .NET accept them as is to represent the color? thanks,

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