Search Results

Search found 619 results on 25 pages for 'edges'.

Page 21/25 | < Previous Page | 17 18 19 20 21 22 23 24 25  | Next Page >

  • How to bundle extension methods requiring configuration in a library

    - by Greg
    Hi, I would like to develop a library that I can re-use to add various methods involved in navigating/searching through a graph (nodes/relationships, or if you like vertexs/edges). The generic requirements would be: There are existing classes in the main project that already implement the equivalent of the graph class (which contains the lists of nodes / relationships), node class and relationship class (which links nodes together) - the main project likely already has persistence mechanisms for the info (e.g. these classes might be built using Entity Framework for persistance) Methods would need to be added to each of these 3 classes: (a) graph class - methods like "search all nodes", (b) node class - methods such as "find all children to depth i", c) relationship class - methods like "return relationship type", "get parent node", "get child node". I assume there would be a need to inform the library with the extending methods the class names for the graph/node/relationships table (as different project might use different names). To some extent it would need to be like how a generics collection works (where you pass the classes to the collection so it knows what they are). Need to be a way to inform the library of which node property to use for equality checks perhaps (e.g. if it were a graph of webpages the equality field to use might be the URI path) I'm assuming that using abstract base classes wouldn't really work as this would tie usage down to have to use the same persistence approach, and same class names etc. Whereas really I want to be able to, for a project that has "graph-like" characteristics, the ability to add graph searching/walking methods to it.

    Read the article

  • ArrayList<String> NullPointerException

    - by Carlucho
    Am trying to solve a labyrinth by DFS, using adj List to represent the vertices and edges of the graph. In total there are 12 nodes (3 rows[A,B,C] * 4 cols[0,..,3]). My program starts by saving all the vertex labels (A0,..C3), so far so good, then checks the adjacent nodes, also no problems, if movement is possible, it proceeds to create the edge, here its where al goes wrong. adjList[i].add(vList[j].label); I used the debugger and found that vList[j].label is not null it contains a correct string (ie. "B1"). The only variables which show null are in adjList[i], which leads me to believe i have implemented it wrongly. this is how i did it. public class GraphList { private ArrayList<String>[] adjList; ... public GraphList(int vertexcount) { adjList = (ArrayList<String>[]) new ArrayList[vertexCount]; ... } ... public void addEdge(int i, int j) { adjList[i].add(vList[j].label); //NULLPOINTEREXCEPTION HERE } ... } I will really appreaciate if anyone can point me on the right track regrading to what its going wrong... Thanks!

    Read the article

  • Graphical glitches when adding cells and scrolling with UITableView

    - by Daniel I-S
    I am using a UITableView to display the results of a series of calculations. When the user hits 'calculate', I wish to add the latest result to the screen. This is done by adding a new cell to a 'results' section. The UITableViewCell object is added to an array, and then I use the following code to add this new row to what is displayed on the screen: [thisView beginUpdates]; [thisView insertRowsAtIndexPaths:[NSArray arrayWithObject:newIndexPath] withRowAnimation: UITableViewRowAnimationFade]; [thisView endUpdates]; This results in the new cell being displayed. However, I then want to immediately scroll the screen down so that the new cell is the lowermost cell on-screen. I use the following code: [thisView scrollToRowAtIndexPath:newIndexPath atScrollPosition:UITableViewScrollPositionBottom animated:YES]; This almost works great. However, the first time a cell is added and scrolled to, it appears onscreen only briefly before vanishing. The view scrolls down to the correct place, but the cell is not there. Scrolling the view by hand until this invisible new cell's position is offscreen, then back again, causes the cell to appear - after which it behaves normally. This only happens the first time a cell is added; subsequent cells don't have this problem. It also happens regardless of the combination of scrollToRowAtIndexPath and insertRowsAtIndexPath animation settings. There is also a problem where, if new cells are added repeatedly and quickly, the new cells stop 'connecting up'. The lowermost cell in a group is supposed to have rounded corners, and when a new cell is added these turn into square corners so that there is a clean join with the next cell in the group. In this case, however, a cell often does not lose its rounded edges despite not being the last cell anymore. This also gets corrected once the affected area moves offscreen and back. This method of adding and scrolling would be perfect for my application if it weren't for these weird glitches. Any ideas as to what I may be doing wrong?

    Read the article

  • Rotating UIWebView with transform, content partially off screen, how to get it to stick on screen?

    - by jarmod
    I have a 320x416 portrait-shaped UIWebView filling a UIViewController's view. I also have a 90 degree rotate button that will transform the UIWebView through 90 degrees each time the button is touched. The code is basically: webView.transform = CGAffineTransformMakeRotation(touches%4 * M_PI/2.0); After rotation through 90 degrees, the now-landscape transformed UIWebView extends beyond both the left and right edges of the screen. In the process of applying the transformation, iPhone OS has changed the UIWebView's frame from {{0,0}, {320,416}} to {{-48,48}, {416,320}}. Don't have a problem with that. I then tweak the UIWebView's frame origin to (0,0) so that it starts top-left, but extends a little further beyond the right edge of the screen. Now, I can touch the UIWebView and pull it left to view the hidden information on the right but I cannot get the right-hand end to to stay on the screen -- the moment I untouch it, the right side bounces back off the screen. What is it that causes the view to bounce back off-screen? In other words, what is it that I need to tweak to allow either the left edge or the right edge to stick on the screen and remain visible (only one at a time, obviously)? Thanks.

    Read the article

  • Write contents of custom View to large Image file on SD card

    - by JFortney
    I have a class that extends View. I override the onDraw method and allow the user to draw on the screen. I am at the point where I want to save this view as an image. I Can use buildDrawingCache and getDrawingCache to create a bitmap that I can write to the SD card. However, the image is not good quality at a large size, it has jagged edges. Since I have a View and I use Paths I can transform all by drawing to a bigger size. I just don't know how to make the Canvas bigger so when I call getDrawingCache it doesn't crop all the paths I am just transformed. What is happening is I transform all my paths but when I write the Bitmap to file I am only getting the "viewport" of the actual screen size. I want something much bigger. Any help in the right direction would be greatly appreciated. I have been reading the docs and books and am at a loss. Thanks Jon

    Read the article

  • Shortest acyclic path on directed cyclic graph with negative weights/cycles

    - by Janathan
    I have a directed graph which has cycles. All edges are weighted, and the weights can be negative. There can be negative cycles. I want to find a path from s to t, which minimizes the total weight on the path. Sure, it can go to negative infinity when negative cycles exist. But what if I disallow cycles in the path (not in the original graph)? That is, once the path leaves a node, it can not enter the node again. This surely avoids the negative infinity problem, but surprisingly no known algorithm is found by a search on Google. The closest is Floyd–Warshall algorithm, but it does not allow negative cycles. Thanks a lot in advance. Edit: I may have generalized my original problem too much. Indeed, I am given a cyclic directed graph with nonnegative edge weights. But in addition, each node has a positive reward too. I want to find a simple path which minimizes (sum of edge weights on the path) - (sum of node rewards covered by the path). This can be surely converted to the question that I posted, but some structure is lost. And some hint from submodular analysis suggests this motivating problem is not NP-hard. Thanks a lot

    Read the article

  • iPhone OpenGL ES Texture2D Masking

    - by Robert Neagu
    What's the best choice when trying to mask a texture like ColorSplash or other apps like iSteam, etc? I started learning OPENGL ES like... 4 days ago (I'm a total rookie) and tried the following approach: 1) I created a colored texture2D, a grayscale version of the first texture and a third texture2D called mask 2) I also created a texture2D for the brush... which is grayscale and it's opaque (brush = black = 0,0,0,1 and surroundings = white = 1,1,1,1). My intention was to create an antialiased brush with smooth edges but i'm fine with a normal one right now 3) I searched for masking techniques on the internet and found this tutorial ZeusCMD - Design and Development Tutorials : OpenGL ES Programming Tutorials - Masking about masking. The tutorial tells me to use blending to achieve masking... first draw colored, then mask with glBlendFunc(GL_DST_COLOR, GL_ZERO) and then grayscale with glBlendFunc(GL_ONE, GL_ONE) ... and this gives me something close to what i want... but not exactly what i want. The result is masked but it's somehow overbright-ed 4) For drawing to the mask texture i used an extra frame buffer object (FBO) I'm not really happy with the resulting image (overbright-ed picture) nor with the speed achieved with this method. I think the normal way was to draw directly to the grayscale (overlay) texture2D affecting only it's alpha channel in the places where the brush hits. Is there a fast way to achieve this? I have searched a lot and never got an answer that's clear and understandable. Then, in the main draw loop I could only draw the colored texture and then blend the grayscale ontop with glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA). I just want to learn to use OPENGL ES and it's driving me nuts because i can't get it to work properly. An advice, a link to a tutorial would be much appreciated.

    Read the article

  • PHP Resize image down and crop using imagemagick

    - by mr12086
    I'm trying to downsize image uploaded by users at the time of upload. This is no problem but I want to get specific with sizes now. I'm looking for some advice on an algorithm im struggling to produce that will take any shape image - square or rectangle of any widths/heights and downsize it. This image needs to be downsized to a target box size (this changes but is stored in a variable).. So it needs to downsize the image so that both the width and height are larger than the width and height of the target maintaining aspect ratio. but only just.. The target size will be used to crop the image so there is no white space around the edges etc. I'm looking for just the algorithm behind creating the correct resize based on different dimension images - I can handle the cropping, even resizing in most cases but it fails in a few so i'm reaching out. I'm not really asking for PHP code more pseudo. Either is fine obviously. Thanks Kindly.

    Read the article

  • A simple way to put a UIImage in a UIButton

    - by Alice
    I have a UIButton in my iPhone app. I set its size to 100x100. I have an image that is 400x200 that I wish to display in the button. The button STILL needs to stay at 100x100... and I want the image to downsize to fit... but keep the correct aspect ratio. I thought that's what "Aspect Fit" was used for. Do I include my image with setImage, or setBackgroundImage? Do I set AspectFit for the button? or the image? or the background image? (I need the smaller images to INCREASE in size. While larger images should DESCREASE in size. Always keeping the button at 100x100.) I've tried countless combinations of all of the above... and I just can't seem to get everything to work at the same time: Don't change the button's size of 100x100. Don't destroy the image's aspect ratio. Always increase small images to fit the button. Always decrease large images to fit the button. Never clip any of the image edges. Never require the "put UIButtons over all your UIimages" hack. Don't require everyone to upgrade to v4.2.1 just to use new framework methods. I see so many apps, with so many fully-working image-buttons... that I can't believe I can't figure out this very simple, very common thing. Ugh.

    Read the article

  • How do I create a Status Icon / System Tray Icon with custom text and transparent background using P

    - by Raugturi
    Here is the code that I have so far to define the icon: icon_bg = gtk.gdk.pixbuf_new_from_file('gmail.png') w, h = icon_bg.get_width(), icon_bg.get_height() cmap = gtk.gdk.Colormap(gtk.gdk.visual_get_system(), False) drawable = gtk.gdk.Pixmap(None, w, h, 24) drawable.set_colormap = cmap gc = drawable.new_gc() drawable.draw_pixbuf(gc, icon_bg, 0, 0, 0, 0, w, h) drawn_icon = gtk.gdk.Pixbuf(gtk.gdk.COLORSPACE_RGB, False, 8, w, h) drawn_icon.get_from_drawable(drawable, cmap, 0, 0, 0, 0, w, h) icon = gtk.status_icon_new_from_pixbuf(drawn_icon) This works to get the png into the icon, but falls short in two areas. First, transparency is not working. If I use a 22x22 png with transparent background and the image centered, I end up with sections of other active icons showing up inside of mine, like this: http://i237.photobucket.com/albums/ff311/Raugturi/22x22_image_with_transparency.png The icon it choose to steal from is somewhat random. Sometimes it's part of the dropbox icon, others the NetworkManager Applet. If I instead use this code: icon_bg = gtk.gdk.pixbuf_new_from_file('gmail.png') w, h = icon_bg.get_width(), icon_bg.get_height() cmap = gtk.gdk.Colormap(gtk.gdk.visual_get_system(), False) drawable = gtk.gdk.Pixmap(None, w, h, 24) drawable.set_colormap = cmap gc = drawable.new_gc() drawable.draw_pixbuf(gc, icon_bg, 0, 0, 0, 0, w, h) drawn_icon = gtk.gdk.Pixbuf(gtk.gdk.COLORSPACE_RGB, False, 8, 22, 22) drawn_icon.get_from_drawable(drawable, cmap, 0, 0, 3, 6, w, h) icon = gtk.status_icon_new_from_pixbuf(drawn_icon) And an image that is only 16x11 with the transparent edges removed, what I end up with is this: Same URL but file is 16x11_image_positioned_in_middle.png So how do I end up with a transparent block like the 1st one that doesn't pull in stuff from other icons? As for the second problem, I need the ability to write on the image before converting it to the icon. I tried using draw_glyphs and it told me I should be using Pango layout/context instead. Unfortunately all the Pango tutorials I could find deal with actual windows, not the status icon. Is there a good tutorial out there for Pango that would apply to this issue (and also maybe have at least some explanation of how to tell it what font to use as all of them that I found seem to lack this and it won't write anything without it). Note: Sorry for the lack of actual images and only one working link, apparently this is a spam prevention feature due to my lack of reputation.

    Read the article

  • Why doesn't the Java Collections API include a Graph implementation?

    - by dvanaria
    I’m currently learning the Java Collections API and feel I have a good understanding of the basics, but I’ve never understood why this standard API doesn’t include a Graph implementation. The three base classes are easily understandable (List, Set, and Map) and all their implementations in the API are mostly straightforward and consistent. Considering how often graphs come up as a potential way to model a given problem, this just doesn’t make sense to me (it’s possible it does exist in the API and I’m not looking in the right place of course). Steve Yegge suggests in one of his blog posts that a programmer should consider graphs first when attacking a problem, and if the problem domain doesn’t fit naturally into this data structure, only then consider the alternative structures. My first guess is that there is no universal way to represent graphs, or that their interfaces may not be generic enough for an API implementation to be useful? But if you strip down a graph to its basic components (vertices and a set of edges that connect some or all of the vertices) and consider the ways that graphs are commonly constructed (methods like addVertex(v) and insertEdge(v1, v2)) it seems that a generic Graph implementation would be possible and useful. Thanks for helping me understand this better.

    Read the article

  • How do I serialise a graph in Java without getting StackOverflowException?

    - by Tim Cooper
    I have a graph structure in java, ("graph" as in "edges and nodes") and I'm attempting to serialise it. However, I get "StackOverflowException", despite significantly increasing the JVM stack size. I did some googling, and apparently this is a well known limitation of java serialisation: that it doesn't work for deeply nested object graphs such as long linked lists - it uses a stack record for each link in the chain, and it doesn't do anything clever such as a breadth-first traversal, and therefore you very quickly get a stack overflow. The recommended solution is to customise the serialisation code by overriding readObject() and writeObject(), however this seems a little complex to me. (It may or may not be relevant, but I'm storing a bunch of fields on each edge in the graph so I have a class JuNode which contains a member ArrayList<JuEdge> links;, i.e. there are 2 classes involved, rather than plain object references from one node to another. It shouldn't matter for the purposes of the question). My question is threefold: (a) why don't the implementors of Java rectify this limitation or are they already working on it? (I can't believe I'm the first person to ever want to serialise a graph in java) (b) is there a better way? Is there some drop-in alternative to the default serialisation classes that does it in a cleverer way? (c) if my best option is to get my hands dirty with low-level code, does someone have an example of graph serialisation java source-code that can use to learn how to do it?

    Read the article

  • Can C++ do something like an ML case expression?

    - by Nathan Andrew Mullenax
    So, I've run into this sort of thing a few times in C++ where I'd really like to write something like case (a,b,c,d) of (true, true, _, _ ) => expr | (false, true, _, false) => expr | ... But in C++, I invariably end up with something like this: bool c11 = color1.count(e.first)>0; bool c21 = color2.count(e.first)>0; bool c12 = color1.count(e.second)>0; bool c22 = color2.count(e.second)>0; // no vertex in this edge is colored // requeue if( !(c11||c21||c12||c22) ) { edges.push(e); } // endpoints already same color // failure condition else if( (c11&&c12)||(c21&&c22) ) { results.push_back("NOT BICOLORABLE."); return true; } // nothing to do: nodes are already // colored and different from one another else if( (c11&&c22)||(c21&&c12) ) { } // first is c1, second is not set else if( c11 && !(c12||c22) ) { color2.insert( e.second ); } // first is c2, second is not set else if( c21 && !(c12||c22) ) { color1.insert( e.second ); } // first is not set, second is c1 else if( !(c11||c21) && c12 ) { color2.insert( e.first ); } // first is not set, second is c2 else if( !(c11||c21) && c22 ) { color1.insert( e.first ); } else { std::cout << "Something went wrong.\n"; } I'm wondering if there's any way to clean all of those if's and else's up, as it seems especially error prone. It would be even better if it were possible to get the compiler complain like SML does when a case expression (or statement in C++) isn't exhaustive. I realize this question is a bit vague. Maybe, in sum, how would one represent an exhaustive truth table with an arbitrary number of variables in C++ succinctly? Thanks in advance.

    Read the article

  • Consistent HashCode() and Equals() results, but inconsistent TreeMap.containsKey() result

    - by smessing
    I have the following object Node: private class Node implements Comparable<Node>(){ private String guid(); ... public boolean equals(Node o){ return (this == o); } public int hashCode(){ return guid.hashCode(); } ... } And I use it in the following TreeMap: TreeMap<Node, TreeSet<Edge>> nodes = new TreeMap<Node, TreeSet<Edge>>(); Now, the tree map is used in a class called Graph to store nodes currently in the graph, along with a set of their edges (from the class Edge). My problem is when I try to execute: public containsNode(n){ for (Node x : nodes.keySet()) { System.out.println("HASH CODE: "); System.out.print(x.hashCode() == n.hashCode()); System.out.println("EQUALS: "); System.out.print(x.equals(n)); System.out.println("CONTAINS: "); System.out.print(nodes.containsKey(n)); System.out.println("N: " + n); System.out.println("X: " + x); } } I sometimes get the following: HASHCODE: true EQUALS: true CONTAINS: false N: foo X: foo Anyone have an idea as to what I'm doing wrong? I'm still new to all this, so I apologize in advance if I'm overlooking something simple (I know hashCode() doesn't really matter for TreeMap, but I figured I'd include it).

    Read the article

  • Increasing figure size in Matplotlib

    - by Anirudh
    I am trying to plot a graph from a distance matrix. The code words fine and gives me a image in 800 * 600 pixels. The image being too small, All the nodes are packed together. I want increase the size of the image. so I added the following line to my code - figure(num=None, figsize=(10, 10), dpi=80, facecolor='w', edgecolor='k') After this all I get is a blank 1000 * 1000 image file. My overall code - import networkx as nx import pickle import matplotlib.pyplot as plt print "Reading from pickle." p_file = open('pickles/names') Names = pickle.load(p_file) p_file.close() p_file = open('pickles/distance') Dist = pickle.load(p_file) p_file.close() G = nx.Graph() print "Inserting Nodes." for n in Names: G.add_node(n) print "Inserting Edges." for i in range(601): for j in range(601): G.add_edge(Names[i],Names[j],weight=Dist[i][j]) print "Drawing Graph." nx.draw(G) print "Saving Figure." #plt.figure(num=None, figsize=(10, 10)) plt.savefig('new.png') print "Success!"

    Read the article

  • Threshold of blurry image - part 2

    - by 1''
    How can I threshold this blurry image to make the digits as clear as possible? In a previous post, I tried adaptively thresholding a blurry image (left), which resulted in distorted and disconnected digits (right): Since then, I've tried using a morphological closing operation as described in this post to make the brightness of the image uniform: If I adaptively threshold this image, I don't get significantly better results. However, because the brightness is approximately uniform, I can now use an ordinary threshold: This is a lot better than before, but I have two problems: I had to manually choose the threshold value. Although the closing operation results in uniform brightness, the level of brightness might be different for other images. Different parts of the image would do better with slight variations in the threshold level. For instance, the 9 and 7 in the top left come out partially faded and should have a lower threshold, while some of the 6s have fused into 8s and should have a higher threshold. I thought that going back to an adaptive threshold, but with a very large block size (1/9th of the image) would solve both problems. Instead, I end up with a weird "halo effect" where the centre of the image is a lot brighter, but the edges are about the same as the normally-thresholded image: Edit: remi suggested morphologically opening the thresholded image at the top right of this post. This doesn't work too well. Using elliptical kernels, only a 3x3 is small enough to avoid obliterating the image entirely, and even then there are significant breakages in the digits:

    Read the article

  • Android game logic problem

    - by semajhan
    I'm currently creating a game and have a problem which I think I know why it is occurring but not entirely sure and even if I knew, don't know how to solve. I have a 2D array 10 x 10 and have a "player" class that takes up a tile. Now, I have created 2 instances of the player and move them around via swiping. Around the edges I have put "walls" that the player cannot walk through and everything works fine, until I remove a wall. Once I remove a wall and move the character/player to the edge of the screen, the player cannot go any further. The problem occurs here, where the second instance of the player is not at the edge of the screen but say 2 tiles from the first instance of "player" who is at the edge. If I try moving them further into the direction of the edge, I understand that the first instance of player wouldn't move or do anything but the second instance of player should still move, but it won't. This is the code that executed when the user swipes: if (player.getArrayX() - 1 != player2.getArrayX()) { player.moveLeft(); } else if (player.getArrayX() - 1 == player2.getArrayX() && player.getArrayY() != player2.getArrayY()) { player.moveLeft(); } if (player2.getArrayX() - 1 != player.getArrayX()) { player2.moveLeft(); } else if (player2.getArrayX() - 1 == player.getArrayX() && player2.getArrayY() != player.getArrayY()) { player2.moveLeft(); } In the player class I have: public void moveLeft() { if (alive) { switch (levelMaster.getLevel1(getArrayX() - 1, getArrayY())) { case 0: break; case 1: subX(); // basically moves player left setArrayX(getArrayX() - 1); // shifts x coord of player 1 within tilemap Log.d("semajhan", "x: " + getArrayX()); break; case 9: subX(); setArrayX(getArrayX() - 1); setAlive(false); break; } } } Any help on the matter or further insight would be greatly appreciated, thanks.

    Read the article

  • Are there any code critique sites or similar resources?

    - by Ukko
    I have noticed when people post example code illustrating some issue that they are having often they will gather a number of comments addressing the quality of the code they presented and not the actual problem asked. This is very helpful--if not well directed. Often, this is wasted effort since the asker is often not receptive and the code is often chopped down to something small to post leaving lots of rough edges. In the old days you would see people asking questions like this on comp.lang.lisp and other parts of the comp.lang hierarchy. But that bit of the net kind of sank into the sewers of neglect. Is there a comparable one-stop-shop today? I am partially asking for selfish reasons, I know how to write good idiomatic C, Lisp, O'Caml, and Java code. But I learned C++ pre-template and STL, those rusty skills are not really applicable to today's C++. I have picked up languages like Scala in a vacuum and get by, but am I really doing it correctly? There are so many ways you can abuse a language, I am currently working against a codebase of Fortran written in C, and I recognize and loathe the "that guy" who wrote it. I don't want to be someone else's "that guy" if I can help it. Just because it works does not mean that one did not totally miss the boat on how it should have been done. Do you seek out this type of critique? If so how, where and why? What types of benefits do you derive from it? How about abuse and trolls?

    Read the article

  • Classical task-scheduling assignment

    - by Bruno
    I am working on a flight scheduling app (disclaimer: it's for a college project, so no code answers, please). Please read this question w/ a quantum of attention before answering as it has a lot of peculiarities :( First, some terminology issues: You have planes and flights, and you have to pair them up. For simplicity's sake, we'll assume that a plane is free as soon as the flight using it prior lands. Flights are seen as tasks: They have a duration They have dependencies They have an expected date/time for beginning Planes can be seen as resources to be used by tasks (or flights, in our terminology). Flights have a specific type of plane needed. e.g. flight 200 needs a plane of type B. Planes obviously are of one and only one specific type, e.g., Plane Airforce One is of type C. A "project" is the set of all the flights by an airline in a given time period. The functionality required is: Finding the shortest possible duration for a said project The earliest and latest possible start for a task (flight) The critical tasks, with basis on provided data, complete with identifiers of preceding tasks. Automatically pair up flights and planes, so as to get all flights paired up with a plane. (Note: the duration of flights is fixed) Get a Gantt diagram with the projects scheduling, in which all flights begin as early as possible, showing all previously referred data graphically (dependencies, time info, etc.) So the questions is: How in the world do I achieve this? Particularly: We are required to use a graph. What do the graph's edges and nodes respectively symbolise? Are we required to discard tasks to achieve the critical tasks set? If you could also recommend some algorithms for us to look up, that'd be great.

    Read the article

  • how to create static line in coreplot

    - by Rémi Bédard-Couture
    I am trying to make my control lines static so instead of being displayed as part of the graph(the control lines are moving with the graph), they would be displayed like an axis the app can only scroll horizontally i'm talking about the two red line and the green line(which i put over the x axis) this is how i do my lines: // Center line CPTScatterPlot *centerLinePlot = [[CPTScatterPlot alloc] init]; centerLinePlot.identifier = kCenterLine; CPTMutableLineStyle *lineStyle = [CPTMutableLineStyle lineStyle]; lineStyle.lineWidth = 2.0; lineStyle.lineColor = [CPTColor greenColor]; centerLinePlot.dataLineStyle = lineStyle; centerLinePlot.dataSource = self; [graph addPlot:centerLinePlot]; but maybe it has something to do with the displayed range: ////////ajuste la portion a voir if(data.Resultats.count>10) { plotSpace.xRange = [CPTPlotRange plotRangeWithLocation:CPTDecimalFromDouble(data.Resultats.count - 10) length:CPTDecimalFromDouble(10)]; } plotSpace.yRange = [CPTPlotRange plotRangeWithLocation:CPTDecimalFromDouble(RangeMin) length:CPTDecimalFromDouble(RangeMax-RangeMin)]; // Adjust visible ranges so plot symbols along the edges are not clipped CPTMutablePlotRange *xRange = [plotSpace.xRange mutableCopy]; CPTMutablePlotRange *yRange = [plotSpace.yRange mutableCopy]; //place l'axe x sur la ligne de controle pour voir les WorkOrders x.orthogonalCoordinateDecimal = CPTDecimalFromDouble(center); //x.orthogonalCoordinateDecimal = yRange.location; //y.orthogonalCoordinateDecimal = xRange.location; //x.visibleRange = xRange; //y.visibleRange = yRange; //x.gridLinesRange = yRange; //y.gridLinesRange = xRange; [xRange expandRangeByFactor:CPTDecimalFromDouble(1.15)];//1.05 [yRange expandRangeByFactor:CPTDecimalFromDouble(1.15)]; plotSpace.xRange = xRange; plotSpace.yRange = yRange;

    Read the article

  • How to -accurately- measure size in pixels of text being drawn on a canvas by drawTextOnPath()

    - by Nick
    I'm using drawTextOnPath() to display some text on a Canvas and I need to know the dimensions of the text being drawn. I know this is not feasible for paths composed of multiple segments, curves, etc. but my path is a single segment which is perfectly horizontal. I am using Paint.getTextBounds() to get a Rect with the dimensions of the text I want to draw. I use this rect to draw a bounding box around the text when I draw it at an arbitrary location. Here's some simplified code that reflects what I am currently doing: // to keep this example simple, always at origin (0,0) public drawBoundedText(Canvas canvas, String text, Paint paint) { Rect textDims = new Rect(); paint.getTextBounds(text,0, text.length(), textDims); float hOffset = 0; float vOffset = paint.getFontMetrics().descent; // vertically centers text float startX = textDims.left; / 0 float startY = textDims.bottom; float endX = textDims.right; float endY = textDims.bottom; path.moveTo(startX, startY); path.lineTo(endX, endY); path.close(); // draw the text canvas.drawTextOnPath(text, path, 0, vOffset, paint); // draw bounding box canvas.drawRect(textDims, paint); } The results are -close- but not perfect. If I replace the second to last line with: canvas.drawText(text, startX, startY - vOffset, paint); Then it works perfectly. Usually there is a gap of 1-3 pixels on the right and bottom edges. The error seems to vary with font size as well. Any ideas? It's possible I'm doing everything right and the problem is with drawTextOnPath(); the text quality very visibly degrades when drawing along paths, even if the path is horizontal, likely because of the interpolation algorithm or whatever its using behind the scenes. I wouldnt be surprised to find out that the size jitter is also coming from there.

    Read the article

  • Closing Windows Forms on a Touchscreen

    - by drharris
    Our clients have fat fingers, and so do we. We take touchscreen netbooks apart to insert them into our custom hardware, and I write a software interface that shows up on the touchscreen. The problem is that it has about a 3/4" bezel over the screen, which means hitting that little red "X" becomes a challenge, especially considering reduced capacitive ability on the edges and corners. Is there a way to make this standard close button larger? Of course in the application I can always make really nice 80x80 buttons that are perfectly usable, but there seems to be no way to override the default frame of the form. We have tried enabling Large Fonts and all the built-in accessibility features, but nothing seems to make it large enough to hit successfully. Simply adding a toolbar button is also not much of an option. We prefer to utilize the standard look and feel of a normal Windows application. Alternatively, should we be looking at making some sort of "kiosk mode" where we simply go fullscreen and do nothing involving the taskbar or title bar? How difficult is this to accomplish, if so?

    Read the article

  • Safe way for getting/finding a vertex in a graph with custom properties -> good programming practice

    - by Shadow
    Hi, I am writing a Graph-class using boost-graph-library. I use custom vertex and edge properties and a map to store/find the vertices/edges for a given property. I'm satisfied with how it works, so far. However, I have a small problem, where I'm not sure how to solve it "nicely". The class provides a method Vertex getVertex(Vertexproperties v_prop) and a method bool hasVertex(Vertexproperties v_prop) The question now is, would you judge this as good programming practice in C++? My opinion is, that I have first to check if something is available before I can get it. So, before getting a vertex with a desired property, one has to check if hasVertex() would return true for those properties. However, I would like to make getVertex() a bit more robust. ATM it will segfault when one would directly call getVertex() without prior checking if the graph has a corresponding vertex. A first idea was to return a NULL-pointer or a pointer that points past the last stored vertex. For the latter, I haven't found out how to do this. But even with this "robust" version, one would have to check for correctness after getting a vertex or one would also run into a SegFault when dereferencing that vertex-pointer for example. Therefore I am wondering if it is "ok" to let getVertex() SegFault if one does not check for availability beforehand?

    Read the article

  • Moving Computer Player in Xcode

    - by user1631497
    I am working on a 2d game using xcode and objective-c. I am trying to make my enemy player move left if I am left of him, until he is touching my character. The same will go when I am right of him. Basically just trying to get him to move towards me. But my code to do so is not working. So I have my code that says the following -(void)moveTowardsCharacter { enemyLeftTimer = [NSTimer scheduledTimerWithTimeInterval:0.05 target:self selector:@selector(goEnemyLeft) userInfo:nil repeats:YES]; if (enemyLeftTimer == nil){ enemyLeftTimer = [NSTimer scheduledTimerWithTimeInterval:0.05 target:self selector:@selector(goEnemyLeft) userInfo:nil repeats:YES]; } } -(IBAction)enemyStopLeft { if (CGRectIntersectsRect(bluebox.frame, redbox.frame)) { [enemyLeftTimer invalidate]; enemyLeftTimer = nil; } } -(void)goEnemyLeft { if (redbox.center.x + [self getRedboxWidthLeft] > bluebox.center.x + [self getBlueboxWidthRight]) { redbox.center = CGPointMake(redbox.center.x -5, redbox.center.y); } } So the first bit is saying for it to set up a timer to continue moving left. The next will stop the timer if my player(bluebox) and the Computer player(redbox) collide. Finally, the thing that actually tells it to go left, but only if the bluebox is left of the redbox. The getRedBoxWidth Left and getBlueBoxWidthRight are just voids that get, well, the left and right edges. If you could, please help try and solve this code. Thank You.

    Read the article

  • why Floating point exception?

    - by livio8495
    I have a floating point exception, and I don't know why. the code is this: void calcola_fitness(){ vector<double> fitness; int n=nodes.size(); int e=edges.size(); int dim=feasibility.size(); int feas=(feasibility[dim-1])*100; int narchi=numarchicoll[dim-1]/e; int numero_nodi=freePathNode.size()/n; double dist_start_goal=node_dist(0,1); int i,f,t; double pathlenght=0; int siize=freePathNode.size(); for(i=0;i!=siize-1; i++){ f=freePathNode[i].getIndex(); i++; t=freePathNode[i].getIndex(); i--; pathlenght=pathlenght+node_dist(f,t); } double pathlenghtnorm=pathlenght/10*dist_start_goal; double fit=((double)numero_nodi+pathlenghtnorm+(double)narchi)*((double)feas); fitness.push_back(fit); } Could anybody help me? What's the problem? I could I solve this? thank you very much

    Read the article

< Previous Page | 17 18 19 20 21 22 23 24 25  | Next Page >