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  • How to save, retrieve and draw an image using postgresql an java (no path saving)?

    - by spderosso
    Hi, Given an object X; I want this object to have an image. The image must be stored in the database. I can't store the path, the actual image must be in the database. My question can be answered by answering the following subquestions: a) What type of field should I put in the database? (e.g VARCHAR) b) What type of object should I use for storing and manipulating the image (at an object layer)? (e.g java.awt.Image) c) How do I create an object of the type selected (answer of question b) from the data obtained from the database? d) How do I save an object of the type selected (answer of question b) to the database? e) How do I draw the image on a web page? I am using postgresql, java and it is a web application. Thanks!

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  • Looking for a way to draw a line between two points on a sphere in Three.js

    - by speedwell
    My app (a flight tracker) needs to draw a line between two points (cities say) on a sphere (earth) along the surface (i.e. the great circle route) using Three.js. I can think of 2 ways - (a) creating Three.js 'Line' with a set of (enough) points that I calculate manually and (b) writing the lines into the texture I use for the sphere after it's loaded but before I apply it as a texture. I can see problems with both (not even sure if (b) is possible in Three.js yet) - anyone think of a better way or have an opinion? Thanks in advance.

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  • how to draw rectangle around mouse cursor in java?

    - by Nitz
    hey guys i had made one module in my project, on which user can draw any thing using pencil now i want to create eraser for that drawing module so i need that as soon as user click on that eraser button then, around my mouse cursor i want little rectangle shape around it. so user can use it to erase the some parts in drawing. may be smilier kind of things happen in mspaint but i am doing this in java - swing. how to do this, any suggestion? thanks in advance... nitz.

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  • Is there any way that I can draw fast a chart with too many series? [on hold]

    - by Maryam Bagheri
    I have a project that need to draw a fast chart with many series. I must change start position of drawing to a favor position when user want. .Net Chart is slow in lots of series. I wanted to use this library: http://www.codeproject.com/Articles/32836/A-simple-C-library-for-graph-plotting?msg=4109664#xx4109664xx but loading speed is too slow when count of series increases. When I plot the chart, I must invalidate the chart for updates, drawing speed will be too slow if there are too many series. I need at least 900 series in a chart for this project. I wanted to use multiple layer series to decrease invalidate rate with the idea: http://www.codeproject.com/Articles/84833/Drawing-multiple-layers-without-flicker I do not know this idea would be helpful. I tested LightningChart control but it could not help me.

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  • I want to crop an image, draw a smaller size image without caching the images.... What is the best w

    - by rkbang
    Hello all, I am storing the images in database. I get the NSData and create an image from it. Now I want to crop or draw a smaller image of the existing image in database which I am getting from the querry. I dont want to cache the images since I am using them in bulk and want to release them as soon as the view being displayed where the images are used is popped up. Is there any efficient solution to make sure that images dont consume memory at the background once their use is over... I will appreciate the lines of code for this. Tnx in advance.

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  • Creating a tiled map with blender

    - by JamesB
    I'm looking at creating map tiles based on a 3D model made in blender, The map is 16 x 16 in blender. I've got 4 different zoom levels and each tile is 100 x 100 pixels. The entire map at the most zoomed out level is 4 x 4 tiles constructing an image of 400 x 400. The most zoomed in level is 256 x 256 obviously constructing an image of 25600 x 25600 What I need is a script for blender that can create the tiles from the model. I've never written in python before so I've been trying to adapt a couple of the scripts which are already there. So far I've come up with a script, but it doesn't work very well. I'm having real difficulties getting the tiles to line up seamlessly. I'm not too concerned about changing the height of the camera as I can always create the same zoomed out tiles at 6400 x 6400 images and split the resulting images into the correct tiles. Here is what I've got so far... #!BPY """ Name: 'Export Map Tiles' Blender: '242' Group: 'Export' Tip: 'Export to Map' """ import Blender from Blender import Scene,sys from Blender.Scene import Render def init(): thumbsize = 200 CameraHeight = 4.4 YStart = -8 YMove = 4 XStart = -8 XMove = 4 ZoomLevel = 1 Path = "/Images/Map/" Blender.drawmap = [thumbsize,CameraHeight,YStart,YMove,XStart,XMove,ZoomLevel,Path] def show_prefs(): buttonthumbsize = Blender.Draw.Create(Blender.drawmap[0]); buttonCameraHeight = Blender.Draw.Create(Blender.drawmap[1]) buttonYStart = Blender.Draw.Create(Blender.drawmap[2]) buttonYMove = Blender.Draw.Create(Blender.drawmap[3]) buttonXStart = Blender.Draw.Create(Blender.drawmap[4]) buttonXMove = Blender.Draw.Create(Blender.drawmap[5]) buttonZoomLevel = Blender.Draw.Create(Blender.drawmap[6]) buttonPath = Blender.Draw.Create(Blender.drawmap[7]) block = [] block.append(("Image Size", buttonthumbsize, 0, 500)) block.append(("Camera Height", buttonCameraHeight, -0, 10)) block.append(("Y Start", buttonYStart, -10, 10)) block.append(("Y Move", buttonYMove, 0, 5)) block.append(("X Start", buttonXStart,-10, 10)) block.append(("X Move", buttonXMove, 0, 5)) block.append(("Zoom Level", buttonZoomLevel, 1, 10)) block.append(("Export Path", buttonPath,0,200,"The Path to save the tiles")) retval = Blender.Draw.PupBlock("Draw Map: Preferences" , block) if retval: Blender.drawmap[0] = buttonthumbsize.val Blender.drawmap[1] = buttonCameraHeight.val Blender.drawmap[2] = buttonYStart.val Blender.drawmap[3] = buttonYMove.val Blender.drawmap[4] = buttonXStart.val Blender.drawmap[5] = buttonXMove.val Blender.drawmap[6] = buttonZoomLevel.val Blender.drawmap[7] = buttonPath.val Export() def Export(): scn = Scene.GetCurrent() context = scn.getRenderingContext() def cutStr(str): #cut off path leaving name c = str.find("\\") while c != -1: c = c + 1 str = str[c:] c = str.find("\\") str = str[:-6] return str #variables from gui: thumbsize,CameraHeight,YStart,YMove,XStart,XMove,ZoomLevel,Path = Blender.drawmap XMove = XMove / ZoomLevel YMove = YMove / ZoomLevel Camera = Scene.GetCurrent().getCurrentCamera() Camera.LocZ = CameraHeight / ZoomLevel YStart = YStart + (YMove / 2) XStart = XStart + (XMove / 2) #Point it straight down Camera.RotX = 0 Camera.RotY = 0 Camera.RotZ = 0 TileCount = 4**ZoomLevel #Because the first thing we do is move the camera, start it off the map Camera.LocY = YStart - YMove for i in range(0,TileCount): Camera.LocY = Camera.LocY + YMove Camera.LocX = XStart - XMove for j in range(0,TileCount): Camera.LocX = Camera.LocX + XMove Render.EnableDispWin() context.extensions = True context.renderPath = Path #setting thumbsize context.imageSizeX(thumbsize) context.imageSizeY(thumbsize) #could be put into a gui. context.imageType = Render.PNG context.enableOversampling(0) #render context.render() #save image ZasString = '%s' %(int(ZoomLevel)) XasString = '%s' %(int(j+1)) YasString = '%s' %(int((3-i)+1)) context.saveRenderedImage("Z" + ZasString + "X" + XasString + "Y" + YasString) #close the windows Render.CloseRenderWindow() try: type(Blender.drawmap) except: #print 'initialize extern variables' init() show_prefs()

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  • 3D Model not translating correctly (visually)

    - by ChocoMan
    In my first image, my model displays correctly: But when I move the model's position along the Z-axis (forward) I get this, yet the Y-axis doesnt change. An if I keep going, the model disappears into the ground: Any suggestions as to how I can get the model to translate properly visually? Here is how Im calling the model and the terrain in draw(): cameraPosition = new Vector3(camX, camY, camZ); // Copy any parent transforms. Matrix[] transforms = new Matrix[mShockwave.Bones.Count]; mShockwave.CopyAbsoluteBoneTransformsTo(transforms); Matrix[] ttransforms = new Matrix[terrain.Bones.Count]; terrain.CopyAbsoluteBoneTransformsTo(ttransforms); // Draw the model. A model can have multiple meshes, so loop. foreach (ModelMesh mesh in mShockwave.Meshes) { // This is where the mesh orientation is set, as well // as our camera and projection. foreach (BasicEffect effect in mesh.Effects) { effect.EnableDefaultLighting(); effect.PreferPerPixelLighting = true; effect.World = transforms[mesh.ParentBone.Index] * Matrix.CreateRotationY(modelRotation) * Matrix.CreateTranslation(modelPosition); // Looking at the model (picture shouldnt change other than rotation) effect.View = Matrix.CreateLookAt(cameraPosition, modelPosition, Vector3.Up); effect.Projection = Matrix.CreatePerspectiveFieldOfView( MathHelper.ToRadians(45.0f), aspectRatio, 1.0f, 10000.0f); effect.TextureEnabled = true; } // Draw the mesh, using the effects set above. prepare3d(); mesh.Draw(); } //Terrain test foreach (ModelMesh meshT in terrain.Meshes) { foreach (BasicEffect effect in meshT.Effects) { effect.EnableDefaultLighting(); effect.PreferPerPixelLighting = true; effect.World = ttransforms[meshT.ParentBone.Index] * Matrix.CreateRotationY(0) * Matrix.CreateTranslation(terrainPosition); // Looking at the model (picture shouldnt change other than rotation) effect.View = Matrix.CreateLookAt(cameraPosition, terrainPosition, Vector3.Up); effect.Projection = Matrix.CreatePerspectiveFieldOfView( MathHelper.ToRadians(45.0f), aspectRatio, 1.0f, 10000.0f); effect.TextureEnabled = true; } // Draw the mesh, using the effects set above. prepare3d(); meshT.Draw(); DrawText(); } base.Draw(gameTime); } Im suspecting that there may be something wrong with how I'm handling my camera. The model rotates fine on its Y-axis.

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  • Why does my 3D model not translate the way I expect? [closed]

    - by ChocoMan
    In my first image, my model displays correctly: But when I move the model's position along the Z-axis (forward) I get this, yet the Y-axis doesnt change. An if I keep going, the model disappears into the ground: Any suggestions as to how I can get the model to translate properly visually? Here is how Im calling the model and the terrain in draw(): cameraPosition = new Vector3(camX, camY, camZ); // Copy any parent transforms. Matrix[] transforms = new Matrix[mShockwave.Bones.Count]; mShockwave.CopyAbsoluteBoneTransformsTo(transforms); Matrix[] ttransforms = new Matrix[terrain.Bones.Count]; terrain.CopyAbsoluteBoneTransformsTo(ttransforms); // Draw the model. A model can have multiple meshes, so loop. foreach (ModelMesh mesh in mShockwave.Meshes) { // This is where the mesh orientation is set, as well // as our camera and projection. foreach (BasicEffect effect in mesh.Effects) { effect.EnableDefaultLighting(); effect.PreferPerPixelLighting = true; effect.World = transforms[mesh.ParentBone.Index] * Matrix.CreateRotationY(modelRotation) * Matrix.CreateTranslation(modelPosition); // Looking at the model (picture shouldnt change other than rotation) effect.View = Matrix.CreateLookAt(cameraPosition, modelPosition, Vector3.Up); effect.Projection = Matrix.CreatePerspectiveFieldOfView( MathHelper.ToRadians(45.0f), aspectRatio, 1.0f, 10000.0f); effect.TextureEnabled = true; } // Draw the mesh, using the effects set above. prepare3d(); mesh.Draw(); } //Terrain test foreach (ModelMesh meshT in terrain.Meshes) { foreach (BasicEffect effect in meshT.Effects) { effect.EnableDefaultLighting(); effect.PreferPerPixelLighting = true; effect.World = ttransforms[meshT.ParentBone.Index] * Matrix.CreateRotationY(0) * Matrix.CreateTranslation(terrainPosition); // Looking at the model (picture shouldnt change other than rotation) effect.View = Matrix.CreateLookAt(cameraPosition, terrainPosition, Vector3.Up); effect.Projection = Matrix.CreatePerspectiveFieldOfView( MathHelper.ToRadians(45.0f), aspectRatio, 1.0f, 10000.0f); effect.TextureEnabled = true; } // Draw the mesh, using the effects set above. prepare3d(); meshT.Draw(); DrawText(); } base.Draw(gameTime); } I'm suspecting that there may be something wrong with how I'm handling my camera. The model rotates fine on its Y-axis.

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  • Drawing lots of tiles with OpenGL, the modern way

    - by Nic
    I'm working on a small tile/sprite-based PC game with a team of people, and we're running into performance issues. The last time I used OpenGL was around 2004, so I've been teaching myself how to use the core profile, and I'm finding myself a little confused. I need to draw in the neighborhood of 250-750 48x48 tiles to the screen every frame, as well as maybe around 50 sprites. The tiles only change when a new level is loaded, and the sprites are changing all the time. Some of the tiles are made up of four 24x24 pieces, and most (but not all) of the sprites are the same size as the tiles. A lot of the tiles and sprites use alpha blending. Right now I'm doing all of this in immediate mode, which I know is a bad idea. All the same, when one of our team members tries to run it, he gets very bad frame rates (~20-30 fps), and it's much worse when there are more tiles, especially when a lot of those tiles are the kind that are cut into pieces. This all makes me think that the problem is the number of draw calls being made. I've thought of a few possible solutions to this, but I wanted to run them by some people who know what they're talking about so I don't waste my time on something stupid: TILES: When a level is loaded, draw all the tiles once into a frame buffer attached to a big honking texture, and just draw a big rectangle with that texture on it every frame. Put all the tiles into a static vertex buffer when the level is loaded, and draw them that way. I don't know if there's a way to draw objects with different textures with a single call to glDrawElements, or if this is even something I'd want to do. Maybe just put all the tiles into a big giant texture and use funny texture coordinates in the VBO? SPRITES: Draw each sprite with a separate call to glDrawElements. Use a dynamic VBO somehow. Same texture question as number 2 above. Point sprites? This is probably silly. Are any of these ideas sensible? Is there a good implementation somewhere I could look over?

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  • LibGDX Box2D Body and Sprite AND DebugRenderer out of sync

    - by Free Lancer
    I am having a couple issues with Box2D bodies. I have a GameObject holding a Sprite and Body. I use a ShapeRenderer to draw an outline of the Body's and Sprite's bounding boxes. I also added a Box2DDebugRenderer to make sure everything's lining up properly. My problem is the Sprite and Body at first overlap perfectly, but as I turn the Body moves a bit off the sprite then comes back when the Car is facing either North or South. Here's an image of what I mean: (Not sure what that line is, first time to show up) BLUE is the Body, RED is the Sprite, PURPLE is the Box2DDebugRenderer. Also, you probably noticed a purple square in the top right corner. Well that's the Car drawn by the Box2D Debug Renderer. I thought it might be the camera but I've been playing with the Cameras for hours and nothing seems to work. All give me weird results. Here's my code: Screen: public void show() { // --------------------- SETUP ALL THE CAMERA STUFF ------------------------------ // battleStage = new Stage( 720, 480, false ); // Setup the camera. In Box2D we operate on a meter scale, pixels won't do it. So we use // an Orthographic camera with a Viewport of 24 meters in width and 16 meters in height. battleStage.setCamera( new OrthographicCamera( CAM_METER_WIDTH, CAM_METER_HEIGHT ) ); battleStage.getCamera().position.set( CAM_METER_WIDTH / 2, CAM_METER_HEIGHT / 2, 0 ); // The Box2D Debug Renderer will handle rendering all physics objects for debugging debugger = new Box2DDebugRenderer( true, true, true, true ); //debugCam = new OrthographicCamera( CAM_METER_WIDTH, CAM_METER_HEIGHT ); } public void render(float delta) { // Update the Physics World, use 1/45 for something around 45 Frames/Second for mobile devices physicsWorld.step( 1/45.0f, 8, 3 ); // 1/45 for devices // Set the Camera matrices and clear the screen Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); battleStage.getCamera().update(); // Draw game objects here battleStage.act(delta); battleStage.draw(); // Again update the Camera matrices and call the debug renderer debugCam.update(); debugger.render( physicsWorld, debugCam.combined); // Vehicle handles its own interaction with the HUD // update all Actors movements in the game Stage hudStage.act( delta ); // Draw each Actor onto the Scene at their new positions hudStage.draw(); } Car: (extends Actor) public Car( Texture texture, float posX, float posY, World world ) { super( "Car" ); mSprite = new Sprite( texture ); mSprite.setSize( WIDTH * Consts.PIXEL_METER_RATIO, HEIGHT * Consts.PIXEL_METER_RATIO ); mSprite.setOrigin( mSprite.getWidth()/2, mSprite.getHeight()/2); // set the origin to be at the center of the body mSprite.setPosition( posX * Consts.PIXEL_METER_RATIO, posY * Consts.PIXEL_METER_RATIO ); // place the car in the center of the game map FixtureDef carFixtureDef = new FixtureDef(); mBody = Physics.createBoxBody( BodyType.DynamicBody, carFixtureDef, mSprite ); } public void draw() { mSprite.setPosition( mBody.getPosition().x * Consts.PIXEL_METER_RATIO, mBody.getPosition().y * Consts.PIXEL_METER_RATIO ); mSprite.setRotation( MathUtils.radiansToDegrees * mBody.getAngle() ); // draw the sprite mSprite.draw( batch ); } Physics: (Create the Body) public static Body createBoxBody( final BodyType pBodyType, final FixtureDef pFixtureDef, Sprite pSprite ) { float pRotation = 0; float pWidth = pSprite.getWidth(); float pHeight = pSprite.getHeight(); final BodyDef boxBodyDef = new BodyDef(); boxBodyDef.type = pBodyType; boxBodyDef.position.x = pSprite.getX() / Consts.PIXEL_METER_RATIO; boxBodyDef.position.y = pSprite.getY() / Consts.PIXEL_METER_RATIO; // Temporary Box shape of the Body final PolygonShape boxPoly = new PolygonShape(); final float halfWidth = pWidth * 0.5f / Consts.PIXEL_METER_RATIO; final float halfHeight = pHeight * 0.5f / Consts.PIXEL_METER_RATIO; boxPoly.setAsBox( halfWidth, halfHeight ); // set the anchor point to be the center of the sprite pFixtureDef.shape = boxPoly; final Body boxBody = BattleScreen.getPhysicsWorld().createBody(boxBodyDef); boxBody.createFixture(pFixtureDef); } Sorry for all the code and long description but it's hard to pin down what exactly might be causing the problem.

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  • How to mix textures in DirectX?

    - by tobsen
    I am new to DirectX development and I am wondering if I am taking the wrong route to achieve the following: I would like to mix three textures which contain transparent areas and some solid areas (Red, Blue, Green). The three textures should blend like shown in this example: How can I achieve that in DirectX (preferably in directx9)? A link or example code would be nice. Update: My rendering method looks like this and I still think I am doing it wrong, because the sprite only shows the last texture (nothing is rendered transparent or blended): void D3DTester::render() { d3ddevice->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0,0,0), 1.0f, 0); d3ddevice->BeginScene(); d3ddevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE); d3ddevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ONE); d3ddevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE); LPD3DXSPRITE sprite=NULL; HRESULT hres = D3DXCreateSprite(d3ddevice, &sprite); if(hres != S_OK) { throw std::exception(); } sprite->Begin(D3DXSPRITE_ALPHABLEND); std::vector<LPDIRECT3DTEXTURE9>::iterator it; for ( it=textures.begin() ; it < textures.end(); it++ ) { sprite->Draw(*it, NULL, NULL, NULL, 0xFFFFFFFF); } sprite->End(); d3ddevice->EndScene(); d3ddevice->Present(NULL, NULL, NULL, NULL); } The resulting image looks like this: But I need it to look like this instead: Update2: I figured out that I have to SetRenderState after I use sprite->Begin(D3DXSPRITE_ALPHABLEND); thanks to the hint by Josh Petrie. However, by using this: sprite->Begin(D3DXSPRITE_ALPHABLEND); d3ddevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE); d3ddevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ONE); d3ddevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE); std::vector<LPDIRECT3DTEXTURE9>::iterator it; for ( it=textures.begin() ; it < textures.end(); it++ ) { sprite->Draw(*it, NULL, NULL, NULL, 0xFFFFFFFF); } sprite->End(); The sprites colors are becoming transparent towards the background scene e.g.: if I use d3ddevice->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0,100,21), 1.0f, 0); the result looks like: Is there any way to avoid that? I would like the sprites be transparent to each other but to be still solid to the background. Update3: After having sombody explained to me, how to do what @LaurentCouvidou and @JoshPetrie suggested, I have a working solution and therfore accept the answer: d3ddevice->BeginScene(); D3DCOLOR white = D3DCOLOR_RGBA((UINT)255, (UINT)255, (UINT)255, 255); D3DCOLOR black = D3DCOLOR_RGBA((UINT)0, (UINT)0, (UINT)0, 255); sprite->Begin(D3DXSPRITE_ALPHABLEND); sprite->Draw(pTextureRed, NULL, NULL, NULL, black); sprite->Draw(pTextureGreen, NULL, NULL, NULL, black); sprite->Draw(pTextureBlue, NULL, NULL, NULL, black); sprite->End(); sprite->Begin(D3DXSPRITE_ALPHABLEND); d3ddevice->SetRenderState(D3DRS_ALPHATESTENABLE, TRUE); d3ddevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD); d3ddevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ONE); d3ddevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE); sprite->Draw(pTextureRed, NULL, NULL, NULL, white); sprite->Draw(pTextureGreen, NULL, NULL, NULL, white); sprite->Draw(pTextureBlue, NULL, NULL, NULL, white); sprite->End(); d3ddevice->EndScene(); d3ddevice->Present(NULL, NULL, NULL, NULL);

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  • What is the best tool to draw an idea?

    - by Abhishek
    I have one twitter based idea which I have put in words. But I would like to have a prototype which contains screens and will show how exactly the homepage, other pages will look like. Basically it should explain the complete flow of the application. What is the best and easiest tool to do that?

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  • Color Picking Troubles - LWJGL/OpenGL

    - by Tom Johnson
    I'm attempting to check which object the user is hovering over. While everything seems to be just how I'd think it should be, I'm not able to get the correct color due to the second time I draw (without picking colors). Here is my rendering code: public void render() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); camera.applyTranslations(); scene.pick(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); camera.applyTranslations(); scene.render(); } And here is what gets called on each block/tile on "scene.pick()": public void pick() { glColor3ub((byte) pickingColor.x, (byte) pickingColor.y, (byte) pickingColor.z); draw(); glReadBuffer(GL_FRONT); ByteBuffer buffer = BufferUtils.createByteBuffer(4); glReadPixels(Mouse.getX(), Mouse.getY(), 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, buffer); int r = buffer.get(0) & 0xFF; int g = buffer.get(1) & 0xFF; int b = buffer.get(2) & 0xFF; if(r == pickingColor.x && g == pickingColor.y && b == pickingColor.z) { hovered = true; } else { hovered = false; } } I believe the problem is that in the method of each tile/block called by scene.pick(), it is reading the color from the regular drawing state, after that method is called somehow. I believe this because when I remove the "glReadBuffer(GL_FRONT)" line from the pick method, it seems to almost fix it, but then it will also select blocks behind the one you are hovering as it is not only looking at the front. If you have any ideas of what to do, please be sure to reply!/ EDIT: Adding scene.render(), tile.render(), and tile.draw() scene.render: public void render() { for(int x = 0; x < tiles.length; x++) { for(int z = 0; z < tiles.length; z++) { tiles[x][z].render(); } } } tile.render: public void render() { glColor3f(color.x, color.y, color.z); draw(); if(hovered) { glColor3f(1, 1, 1); glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); draw(); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); } } tile.draw: public void draw() { float x = position.x, y = position.y, z = position.z; //Top glBegin(GL_QUADS); glVertex3f(x, y + size, z); glVertex3f(x + size, y + size, z); glVertex3f(x + size, y + size, z + size); glVertex3f(x, y + size, z + size); glEnd(); //Left glBegin(GL_QUADS); glVertex3f(x, y, z); glVertex3f(x + size, y, z); glVertex3f(x + size, y + size, z); glVertex3f(x, y + size, z); glEnd(); //Right glBegin(GL_QUADS); glVertex3f(x + size, y, z); glVertex3f(x + size, y + size, z); glVertex3f(x + size, y + size, z + size); glVertex3f(x + size, y, z + size); glEnd(); } (The game is like an isometric game. That's why I only draw 3 faces.)

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  • How can I draw "perfect" squiggly lines in Photoshop?

    - by loosebruce
    I want to create a logo that for the two "o" characters uses a series of squiggly lines in the the shape of an "o". Sketch: I did this with Paint but I obviously want consistency with the squiggly lines and close to a circular layout. Why squiggly lines? Well, it's to reinforce the word itself being "loose". Does anyone have any ideas how to tackle making this or tutorials that do similar things to word art?

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  • What is your approach to draw a representation of your network ?

    - by Kartoch
    Hello, I'm looking to the community to see how people are drawing their networks, i.e. using symbols to represent complex topology. You can have hardware approach, where every hardware unit are represented. You can also have "entity" approach, where each "service" is shown. Both are interesting but it is difficult to have both on the same schema (but this is needed, especially using virtualization environment). Furthermore, it is difficult to have complex informations on such representation. For instance security parameters (encrypted link, need for authentication) or specific details (protocol type, ports, encapsulation). So my question is: where your are drawing a representation of your network, what is your approach ? Are you using methodology and/or specific softwares ? What is your recommendations for information to put (or not) ? How to deal with the complexity when the network becomes large and/or you want to put a lot of information on it ? Examples and links to good references will be appreciated.

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  • How does Android decide which background resource to draw on the foreground?

    - by Sebi
    I defined two ImageButton which are contained in a LinearLayout in my XML layout file: <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:id="@+id/tabs" android:layout_width="fill_parent" android:layout_height="wrap_content" android:orientation="horizontal" android:minHeight="40px" android:background="@drawable/library_tabs_background"> <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:id="@+id/button_library" android:layout_width="160px" android:paddingTop="7px" android:layout_height="40px" android:paddingLeft="30px" android:orientation="horizontal"> <ImageButton android:id="@+id/list" android:layout_width="110px" android:layout_height="30px" android:src="@drawable/library_tab1_button_active"> </ImageButton> </LinearLayout> <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:id="@+id/button_search" android:layout_width="160px" android:paddingTop="7px" android:layout_height="40px" android:orientation="horizontal"> <ImageButton android:id="@+id/search" android:layout_width="110px" android:layout_height="30px" android:src="@drawable/library_tab2_button_deactive"> </ImageButton> </LinearLayout> </LinearLayout> As one can see in the XML file, also the LinearLayout in which the buttons are contained, a background image is set. This two images (the button background and the linearlayout background) are overlapping. So in some views, the button background is in front of the layout background and in other views (im using a view flipper), the background of the layer is in the foreground. How can i set a clear rule? How does Android decide which BackgroundResource to draw first?

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  • Why function Ellipse(...) are needed twice here to draw an ellipse?

    - by John Son
    MFC: I read this code which is to draw an ellipse (not solid interior), but I cannot understand why function "pDC-Ellipse(...)" is needed twice here? CDC *pDC=GetDC(); CPen pen; CBrush brush; getpen(pen,pDC,col,bol); if(do_what>=DRAW_LINE&&do_what<=DRAW_RRECT){ p->p[0]=start; p->p[1]=end; if(sol==1){ getbrush(brush,pDC,col); } if(do_what==DRAW_LINE){ pDC->MoveTo(start); pDC->LineTo(end); } else if(do_what==DRAW_ELLIPSE||do_what==DRAW_CIRCLE){ pDC->SetROP2(R2_NOT); assist=start; if(do_what==DRAW_CIRCLE){ assist.y=end.y-end.x+start.x; } pDC->Ellipse(start.x,assist.y,end.x,end.y); pDC->SetROP2(R2_COPYPEN); if(sol==0){ pDC->SelectStockObject(NULL_BRUSH); } if(do_what==DRAW_CIRCLE){ assist.y=point.y-point.x+start.x; } pDC->Ellipse(start.x,assist.y,point.x,point.y); end=point; } } If I remove the first one, the ellipse will be black solid inside. If I remove the second one, the ellipse will never be drawn but disappears when left mouse button is up. the dialog: when moving mouse: mouse moving when mouse button pops: mouse button pops Besides, what color of CBrush is if I use "CBrush brush; pDC-Ellipse(start.x,assist.y,end.x,end.y);"

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  • How come drawing this line at (0,0) doesn't really draw it at (0,0)?

    - by George Edison
    I have this ActionScript code here: package { import flash.display.Sprite; import flash.display.LineScaleMode; import flash.display.CapsStyle; import flash.display.JointStyle; import flash.display.Shape; import flash.events.Event; public class Main extends Sprite { private var lines:Shape; public function Main():void { if (stage) init(); else addEventListener(Event.ADDED_TO_STAGE, init); } private function init(e:Event = null):void { removeEventListener(Event.ADDED_TO_STAGE, init); // entry point lines = new Shape(); addChild(lines); lines.graphics.clear(); lines.graphics.lineStyle(10, 0x000000); lines.graphics.moveTo(0, 0); lines.graphics.lineTo(stage.stageWidth, stage.stageHeight); } } } What I'm expecting this to do is to draw a line from one corner of the screen to the other... but that's not what it does. See here.

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  • Setting up a view to draw to in Objective-C (iPhone) ?

    - by Johannes Jensen
    Okay, so, I'm all new to iPhone and stuff, but I'm not even at programming, I have many years of experience with ActionScript 2.0 and 3.0, I want to set up a view, that I can also pass variables to. The view is gonna draw everything with Quartz. I tried to make another game where I tried to add a pointer to a NSMutableArray to the view class, but it didn't work cause I didn't know how to store an actual class. I wanted to do like: [myView setNeedsDisplay]; but I had to do [(View*)self.view setNeedsDisplay]; didn't really work out in the end... Okay, so now I got: - (void) viewDidLoad { [super viewDidLoad]; viewClass = [[View class] retain]; gameView = [[[viewClass alloc] initWithFrame: CGRectZero] retain]; [gameView setNeedsDisplay]; } This is in my drawInContext:context, which is fired by drawRect: Also, my drawRect does [self drawInContext: UIGraphicsGetCurrentContext()]; CGContextSetStrokeColorWithColor(context, [[UIColor blackColor] CGColor]); CGContextSetLineWidth(context, 3.0); CGContextSetLineCap(context, kCGLineCapRound); CGContextSetLineJoin(context, kCGLineJoinRound); CGMutablePathRef aPath = CGPathCreateMutable(); CGPathMoveToPoint(aPath, nil, 5, 5); CGPathAddLineToPoint(aPath, nil, 45, 43); CGContextAddPath(context, aPath); CGContextStrokePath(context); Nothing happens. Help? Oh yeah, I get this error: : invalid context for each time I use those functions. :[ Thanks!

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  • Get coordinates of arraylist

    - by opiop65
    Here's my map class: public class map{ public static final int CLEAR = 0; public static final ArrayList<Integer> STONE = new ArrayList<Integer>(); public static final int GRASS = 2; public static final int DIRT = 3; public static final int WIDTH = 32; public static final int HEIGHT = 24; public static final int TILE_SIZE = 25; // static int[][] map = new int[WIDTH][HEIGHT]; ArrayList<ArrayList<Integer>> map = new ArrayList<ArrayList<Integer>>(WIDTH * HEIGHT); enum tiles { air, grass, stone, dirt } Image air, grass, stone, dirt; Random rand = new Random(); public Map() { /* default map */ /*for(int y = 0; y < WIDTH; y++){ map[y][y] = (rand.nextInt(2)); System.out.println(map[y][y]); }*/ /*for (int y = 18; y < HEIGHT; y++) { for (int x = 0; x < WIDTH; x++) { map[x][y] = STONE; } } for (int y = 18; y < 19; y++) { for (int x = 0; x < WIDTH; x++) { map[x][y] = GRASS; } } for (int y = 19; y < 20; y++) { for (int x = 0; x < WIDTH; x++) { map[x][y] = DIRT; } }*/ for (int y = 0; y < HEIGHT; y++) { for(int x = 0; x < WIDTH; x++){ map.set(x * WIDTH + y, STONE); } } try { init(null, null); } catch (SlickException e) { e.printStackTrace(); } render(null, null, null); } public void init(GameContainer gc, StateBasedGame sbg) throws SlickException { air = new Image("res/air.png"); grass = new Image("res/grass.png"); stone = new Image("res/stone.png"); dirt = new Image("res/dirt.png"); } public void render(GameContainer gc, StateBasedGame sbg, Graphics g) { for (int x = 0; x < WIDTH; x++) { for (int y = 0; y < HEIGHT; y++) { switch (map.get(x * WIDTH + y)) { case CLEAR: air.draw(x * TILE_SIZE, y * TILE_SIZE, TILE_SIZE, TILE_SIZE); break; case STONE: stone.draw(x * TILE_SIZE, y * TILE_SIZE, TILE_SIZE, TILE_SIZE); break; case GRASS: grass.draw(x * TILE_SIZE, y * TILE_SIZE, TILE_SIZE, TILE_SIZE); break; case DIRT: dirt.draw(x * TILE_SIZE, y * TILE_SIZE, TILE_SIZE, TILE_SIZE); break; } } } } public static boolean blocked(float x, float y) { return map[(int) x][(int) y] == STONE; } public static Rectangle blockBounds(int x, int y) { return (new Rectangle(x, y, TILE_SIZE, TILE_SIZE)); } } Specifically I am looking at this: for (int x = 0; x < WIDTH; x++) { for (int y = 0; y < HEIGHT; y++) { switch (map.get(x * WIDTH + y).intValue()) { case CLEAR: air.draw(x * TILE_SIZE, y * TILE_SIZE, TILE_SIZE, TILE_SIZE); break; case STONE: stone.draw(x * TILE_SIZE, y * TILE_SIZE, TILE_SIZE, TILE_SIZE); break; case GRASS: grass.draw(x * TILE_SIZE, y * TILE_SIZE, TILE_SIZE, TILE_SIZE); break; case DIRT: dirt.draw(x * TILE_SIZE, y * TILE_SIZE, TILE_SIZE, TILE_SIZE); break; } } } How can I access the coordinates of my arraylist map and then draw the tiles to the screen? Thanks!

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  • How to test method call order with Moq

    - by Finglas
    At the moment I have: [Test] public void DrawDrawsAllScreensInTheReverseOrderOfTheStack() { // Arrange. var screenMockOne = new Mock<IScreen>(); var screenMockTwo = new Mock<IScreen>(); var screens = new List<IScreen>(); screens.Add(screenMockOne.Object); screens.Add(screenMockTwo.Object); var stackOfScreensMock = new Mock<IScreenStack>(); stackOfScreensMock.Setup(s => s.ToArray()).Returns(screens.ToArray()); var screenManager = new ScreenManager(stackOfScreensMock.Object); // Act. screenManager.Draw(new Mock<GameTime>().Object); // Assert. screenMockOne.Verify(smo => smo.Draw(It.IsAny<GameTime>()), Times.Once(), "Draw was not called on screen mock one"); screenMockTwo.Verify(smo => smo.Draw(It.IsAny<GameTime>()), Times.Once(), "Draw was not called on screen mock two"); } But the order in which I draw my objects in the production code does not matter. I could do one first, or two it doesn't matter. However it should matter as the draw order is important. How do you (using Moq) ensure methods are called in a certain order? Edit I got rid of that test. The draw method has been removed from my unit tests. I'll just have to manually test it works. The reversing of the order though was taken into a seperate test class where it was tested so it's not all bad. Thanks for the link about the feature they are looking into. I sure hope it gets added soon, very handy.

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  • C# XNA: What can cause SpriteBatch.End() to throw a NRE?

    - by Rosarch
    I don't understand what I'm doing wrong here: public void Draw(GameTime gameTime) // in ScreenManager { SpriteBatch.Begin(SpriteBlendMode.AlphaBlend); for (int i = 0; i < Screens.Count; i++) { if (Screens[i].State == Screen.ScreenState.HIDDEN) continue; Screens[i].Draw(gameTime); } SpriteBatch.End(); // null ref exception } SpriteBatch itself is not null. Some more context: public class MasterEngine : Microsoft.Xna.Framework.Game { public MasterEngine() { graphicsDeviceManager = new GraphicsDeviceManager(this); Components.Add(new GamerServicesComponent(this)); // ... spriteBatch = new SpriteBatch(graphicsDeviceManager.GraphicsDevice); screenManager = new ScreenManager(assets, gameEngine, graphicsDeviceManager.GraphicsDevice, spriteBatch); } //... protected override void Draw(GameTime gameTime) { screenManager.Draw(gameTime); // calls the problematic method base.Draw(gameTime); } } Am I failing to initialize something properly? UPDATE: As an experiment, I tried this to the constructor of MasterEngine: spriteBatch = new SpriteBatch(graphicsDeviceManager.GraphicsDevice); spriteBatch.Begin(); spriteBatch.DrawString(assets.GetAsset<SpriteFont>("calibri"), "ftw", new Vector2(), Color.White); spriteBatch.End(); This does not cause a NRE. hmm.... UPDATE 2: This does cause an NRE: protected override void Draw(GameTime gameTime) { spriteBatch.Begin(); spriteBatch.End(); // boned here //screenManager.Draw(gameTime); base.Draw(gameTime); }

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  • XNA: What can cause SpriteBatch.End() to throw a NRE?

    - by Rosarch
    I don't understand what I'm doing wrong here: public void Draw(GameTime gameTime) // in ScreenManager { SpriteBatch.Begin(SpriteBlendMode.AlphaBlend); for (int i = 0; i < Screens.Count; i++) { if (Screens[i].State == Screen.ScreenState.HIDDEN) continue; Screens[i].Draw(gameTime); } SpriteBatch.End(); // null ref exception } SpriteBatch itself is not null. Some more context: public class MasterEngine : Microsoft.Xna.Framework.Game { public MasterEngine() { graphicsDeviceManager = new GraphicsDeviceManager(this); Components.Add(new GamerServicesComponent(this)); // ... spriteBatch = new SpriteBatch(graphicsDeviceManager.GraphicsDevice); screenManager = new ScreenManager(assets, gameEngine, graphicsDeviceManager.GraphicsDevice, spriteBatch); } //... protected override void Draw(GameTime gameTime) { screenManager.Draw(gameTime); // calls the problematic method base.Draw(gameTime); } } Am I failing to initialize something properly? UPDATE: As an experiment, I tried this to the constructor of MasterEngine: spriteBatch = new SpriteBatch(graphicsDeviceManager.GraphicsDevice); spriteBatch.Begin(); spriteBatch.DrawString(assets.GetAsset<SpriteFont>("calibri"), "ftw", new Vector2(), Color.White); spriteBatch.End(); This does not cause a NRE. hmm.... UPDATE 2: This does cause an NRE: protected override void Draw(GameTime gameTime) { spriteBatch.Begin(); spriteBatch.End(); // boned here //screenManager.Draw(gameTime); base.Draw(gameTime); }

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  • How can I fix this touch event / draw loop "deadlock"?

    - by Josh
    Just want to start out by saying this seems like a great site, hope you guys can help! I'm trying to use the structure laid out in LunarLander to create a simple game in which the user can drag some bitmaps around on the screen (the actual game is more complex, but that's not important). I ripped out the irrelevant parts of LanderLander, and set up my own bitmap drawing, something like BoardThread (an inner class of BoardView): run() { while(mRun) { canvas = lockSurfaceHolder... syncronized(mSurfaceHolder) { /* drawStuff using member position fields in BoardView */ } unlockSurfaceHolder } } My drawStuff simply walks through some arrays and throws bitmaps onto the canvas. All that works fine. Then I wanted to start handling touch events so that when the user presses a bitmap, it is selected, when the user unpresses a bitmap, it is deselected, and if a bitmap is selected during a touch move event, the bitmap is dragged. I did this stuff by listening for touch events in the BoardView's parent, BoardActivity, and passing them down into the BoardView. Something like In BoardView handleTouchEvent(MotionEvent e) { synchronized(mSurfaceHolder) { /* Modify shared member fields in BoardView so BoardThread can render the bitmaps */ } } This ALSO works fine. I can drag my tiles around the screen no problem. However, every once in a while, when the app first starts up and I trigger my first touch event, the handleTouchEvent stops executing at the synchronized line (as viewed in DDMS). The drawing loop is active during this time (I can tell because a timer changes onscreen), and it usually takes several seconds or more before a bunch of touch events come through the pipeline and everything is fine again. This doesn't seem like deadlock to me, since the draw loop is constantly going in and out of its syncronized block. Shouldn't this allow the event handling thread to grab a lock on mSurfaceHolder? What's going on here? Anyone have suggestions for improving how I've structured this? Some other info. This "hang" only ever occurs on first touch event after activity start. This includes on orientation change after restoreState has been called. Also, I can remove EVERYTHING within the syncronized block in the event handler, and it will still get hung up at the syncronized call. Thanks!

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