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  • java double buffering problem

    - by russell
    Whats wrong with my applet code which does not render double buffering correctly.I am trying and trying.But failed to get a solution.Plz Plz someone tell me whats wrong with my code. import java.applet.* ; import java.awt.* ; import java.awt.event.* ; public class Ball extends Applet implements Runnable { // Initialisierung der Variablen int x_pos = 10; // x - Position des Balles int y_pos = 100; // y - Position des Balles int radius = 20; // Radius des Balles Image buffer=null; //Graphics graphic=null; int w,h; public void init() { Dimension d=getSize(); w=d.width; h=d.height; buffer=createImage(w,h); //graphic=buffer.getGraphics(); setBackground (Color.black); } public void start () { // Schaffen eines neuen Threads, in dem das Spiel l?uft Thread th = new Thread (this); // Starten des Threads th.start (); } public void stop() { } public void destroy() { } public void run () { // Erniedrigen der ThreadPriority um zeichnen zu erleichtern Thread.currentThread().setPriority(Thread.MIN_PRIORITY); // Solange true ist l?uft der Thread weiter while (true) { // Ver?ndern der x- Koordinate repaint(); x_pos++; y_pos++; //x2--; //y2--; // Neuzeichnen des Applets if(x_pos>410) x_pos=20; if(y_pos>410) y_pos=20; try { Thread.sleep (30); } catch (InterruptedException ex) { // do nothing } Thread.currentThread().setPriority(Thread.MAX_PRIORITY); } } public void paint (Graphics g) { Graphics screen=null; screen=g; g=buffer.getGraphics(); g.setColor(Color.red); g.fillOval(x_pos - radius, y_pos - radius, 2 * radius, 2 * radius); g.setColor(Color.green); screen.drawImage(buffer,0,0,this); } public void update(Graphics g) { paint(g); } } what change should i make.When offscreen image is drawn the previous image also remain in screen.How to erase the previous image from the screen??

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  • How can I get the text color of a button using the Substance LaF?

    - by DR
    In my Java application I have to custom-paint a control and for that I need to use the same font colors as JButton. (Enabled an disabled) I don't want to to hard-code them, because the user can change the Substance skin at runtime. I'm aware of the ColorSchemes but I'm not sure how to proceed once I have the color scheme of the current skin. Also the Substance documentation says something about creating your own color scheme, but I just can't figure out the way to retrieve a certain color.

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  • HorizontalFieldmanager overlay

    - by Dachmt
    Hi, I have a VerticalFieldManager that takes all my screen, and I want to put an HorizontalFieldmanager at the bottom of the screen (menu bar that appear and disappear like the WeatherEye menu bar) that overlay the VerticalFieldManager. Any idea? I think it's something with overwriting the paint or sublayout methods but I have no clue how to implement this... Thanks to Max, I have almost everything, but in my other post it resize the VerticalFieldManager instead of having the HorizontalFieldmanager overlaying it. Thank you!

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  • Spinning a circle in J2ME using a Canvas.

    - by JohnQPublic
    Hello all! I have a problem where I need to make a multi-colored wheel spin using a Canvas in J2ME. What I need to do is have the user increase the speed of the spin or slow the spin of the wheel. I have it mostly worked out (I think) but can't think of a way for the wheel to spin without causing my cellphone to crash. Here is what I have so far, it's close but not exactly what I need. class MyCanvas extends Canvas{ //wedgeOne/Two/Three define where this particular section of circle begins to be drawn from int wedgeOne; int wedgeTwo; int wedgeThree; int spinSpeed; MyCanvas(){ wedgeOne = 0; wedgeTwo = 120; wedgeThree = 240; spinSpeed = 0; } //Using the paint method to public void paint(Graphics g){ //Redraw the circle with the current wedge series. g.setColor(255,0,0); g.fillArc(getWidth()/2, getHeight()/2, 100, 100, wedgeOne, 120); g.setColor(0,255,0); g.fillArc(getWidth()/2, getHeight()/2, 100, 100, wedgeTwo, 120); g.setColor(0,0,255); g.fillArc(getWidth()/2, getHeight()/2, 100, 100, wedgeThree, 120); } protected void keyPressed(int keyCode){ switch (keyCode){ //When the 6 button is pressed, the wheel spins forward 5 degrees. case KEY_NUM6: wedgeOne += 5; wedgeTwo += 5; wedgeThree += 5; repaint(); break; //When the 4 button is pressed, the wheel spins backwards 5 degrees. case KEY_NUM4: wedgeOne -= 5; wedgeTwo -= 5; wedgeThree -= 5; repaint(); } } I have tried using a redraw() method that adds the spinSpeed to each of the wedge values while(spinSpeed0) and calls the repaint() method after the addition, but it causes a crash and lockup (I assume due to an infinite loop). Does anyone have any tips or ideas how I could automate the spin so you do not have the press the button every time you want it to spin? (P.S - I have been lurking for a while, but this is my first post. If it's too general or asking for too much info (sorry if it is) and I either remove it or fix it. Thank you!)

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  • CSS Header and Footer are breaking on Zoom-in

    - by mkhululi
    Hi, I have just finished redesigning this site (www.imustsolutions.co.za) and I have a problem with the header and the footer when the user zooms in (Cntrl + in FF). Here is the problem: The background color of the footer/header does not paint to fill the rest of the screen (horizontally) when the user zooms in. What am I doing wrong? Here is the site again: www.imustsolutions.co.za Thanks in advance. Regards, M

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  • PropertyGrid control issue in Windows7

    - by Mahesh
    I have an issue with the Windows Forms PropertyGrid control. I have customized the PropertyGrid control and override only OnPaint function. protected override void OnPaint(PaintEventArgs pe) { base.OnPaint(pe); } In my application I have few more controls (treeview, custom control and few form controls). When I mouseclick on the PropertyGrid control, the paint function in all the controls in the screen are being called continuously and the treeview starts flickering. This happens only in mouseclick event.

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  • doublebuffering not reducing the flicker

    - by fishhead
    I am drawing an grid-work of objects in a Panel. when I scroll the the panel quickly I get a flicker. I thought that enabling the double buffering may take care of this but what I find is that it does not completely draw everything and I am left with blank sections. could anyone give me suggestions as to what may be happening and how I might correct it. UPDATE: I found that I was creating the graphics object with Creategraphics() rather than using the Parameter in the paint method

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  • import pictures from the iphone photos storage to the canvas within uiwebview

    - by How2iphone
    I am currently experimenting with canvas drawing function in a uiwebview.Its a simple app that allows you to finger paint on the Iphone.Can someone point me in the rite direction on a problem I'm having.I need to be able to import pictures from the photos storage to the canvas within the uiwebview.Its built on Html,javascript and css.Would prefer to use objective C in xcode to acomplish this.Any ideas would be greatly appreciated.

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  • Performance issues in android game

    - by user1446632
    I am making an android game, but however, the game is functioning like it should, but i am experiencing some performance issues. I think it has something to do with the sound. Cause each time i touch the screen, it makes a sound. I am using the standard MediaPlayer. The method is onTouchEvent() and onPlaySound1(). Could you please help me with an alternate solution for playing the sound? Thank you so much in advance! It would be nice if you also came up with some suggestions on how i can improve my code. Take a look at my code here: package com.mycompany.mygame; import java.util.ArrayList; import android.content.Context; import android.content.Intent; import android.graphics.Bitmap; import android.graphics.BitmapFactory; import android.graphics.Canvas; import android.graphics.Color; import android.graphics.Paint; import android.media.MediaPlayer; import android.os.Handler; import android.os.Message; import android.util.Log; import android.view.Menu; import android.view.MenuInflater; import android.view.MenuItem; import android.view.MotionEvent; import android.view.SurfaceHolder; import android.view.SurfaceView; import android.view.View; import android.webkit.WebView; import android.widget.TextView; import android.widget.Toast; public class ExampleView extends SurfaceView implements SurfaceHolder.Callback { class ExampleThread extends Thread { private ArrayList<Parachuter> parachuters; private Bitmap parachuter; private Bitmap background; private Paint black; private boolean running; private SurfaceHolder mSurfaceHolder; private Context mContext; private Context mContext1; private Handler mHandler; private Handler mHandler1; private GameScreenActivity mActivity; private long frameRate; private boolean loading; public float x; public float y; public float x1; public float y1; public MediaPlayer mp1; public MediaPlayer mp2; public int parachuterIndexToResetAndDelete; public int canvasGetWidth; public int canvasGetWidth1; public int canvasGetHeight; public int livesLeftValue; public int levelValue = 1; public int levelValue1; public int parachutersDown; public int difficultySet; public boolean isSpecialAttackAvailible; public ExampleThread(SurfaceHolder sHolder, Context context, Handler handler) { mSurfaceHolder = sHolder; mHandler = handler; mHandler1 = handler; mContext = context; mActivity = (GameScreenActivity) context; parachuters = new ArrayList<Parachuter>(); parachuter = BitmapFactory.decodeResource(getResources(), R.drawable.parachuteman); black = new Paint(); black.setStyle(Paint.Style.FILL); black.setColor(Color.GRAY); background = BitmapFactory.decodeResource(getResources(), R.drawable.gamescreenbackground); running = true; // This equates to 26 frames per second. frameRate = (long) (1000 / 26); loading = true; mp1 = MediaPlayer.create(getContext(), R.raw.bombsound); } @Override public void run() { while (running) { Canvas c = null; try { c = mSurfaceHolder.lockCanvas(); synchronized (mSurfaceHolder) { long start = System.currentTimeMillis(); doDraw(c); long diff = System.currentTimeMillis() - start; if (diff < frameRate) Thread.sleep(frameRate - diff); } } catch (InterruptedException e) { } finally { if (c != null) { mSurfaceHolder.unlockCanvasAndPost(c); } } } } protected void doDraw(Canvas canvas) { canvas.drawRect(0, 0, canvas.getWidth(), canvas.getHeight(), black); //Draw for (int i = 0; i < parachuters.size(); i++) { canvas.drawBitmap(parachuter, parachuters.get(i).getX(), parachuters.get(i).getY(), null); parachuters.get(i).tick(); } //Remove for (int i = 0; i < parachuters.size(); i++) { if (parachuters.get(i).getY() > canvas.getHeight()) { parachuters.remove(i); onPlaySound(); checkLivesLeftValue(); checkAmountOfParachuters(); } else if(parachuters.get(i).isTouched()) { parachuters.remove(i); } else{ //Do nothing } } } public void loadBackground(Canvas canvas) { //Load background canvas.drawBitmap(background, 0, 0, black); } public void checkAmountOfParachuters() { mHandler.post(new Runnable() { @Override public void run() { if(parachuters.isEmpty()) { levelValue = levelValue + 1; Toast.makeText(getContext(), "New level! " + levelValue, 15).show(); if (levelValue == 3) { drawParachutersGroup1(); drawParachutersGroup2(); drawParachutersGroup3(); drawParachutersGroup4(); } else if (levelValue == 5) { drawParachutersGroup1(); drawParachutersGroup2(); drawParachutersGroup3(); drawParachutersGroup4(); drawParachutersGroup5(); } else if (levelValue == 7) { drawParachutersGroup1(); drawParachutersGroup2(); drawParachutersGroup3(); drawParachutersGroup4(); drawParachutersGroup5(); drawParachutersGroup6(); } else if (levelValue == 9) { //Draw 7 groups of parachuters drawParachutersGroup1(); drawParachutersGroup2(); drawParachutersGroup3(); drawParachutersGroup4(); drawParachutersGroup5(); drawParachutersGroup6(); drawParachutersGroup1(); } else if (levelValue > 9) { //Draw 7 groups of parachuters drawParachutersGroup1(); drawParachutersGroup2(); drawParachutersGroup3(); drawParachutersGroup4(); drawParachutersGroup5(); drawParachutersGroup6(); drawParachutersGroup1(); } else { //Draw normal 3 groups of parachuters drawParachutersGroup1(); drawParachutersGroup2(); drawParachutersGroup3(); } } else { //Do nothing } } }); } private void checkLivesLeftValue() { mHandler.post(new Runnable() { @Override public void run() { Log.d("checkLivesLeftValue", "lives = " + livesLeftValue); // TODO Auto-generated method stub if (livesLeftValue == 3) { //Message to display: "You lost! Log.d("checkLivesLeftValue", "calling onMethod now"); parachuters.removeAll(parachuters); onMethod(); } else if (livesLeftValue == 2) { Toast.makeText(getContext(), "Lives left=1", 15).show(); livesLeftValue = livesLeftValue + 1; Log.d("checkLivesLeftValue", "increased lives to " + livesLeftValue); } else if (livesLeftValue == 1) { Toast.makeText(getContext(), "Lives left=2", 15).show(); livesLeftValue = livesLeftValue + 1; Log.d("checkLivesLeftValue", "increased lives to " + livesLeftValue); } else { //Set livesLeftValueText 3 Toast.makeText(getContext(), "Lives left=3", 15).show(); livesLeftValue = livesLeftValue + 1; Log.d("checkLivesLeftValue", "increased lives to " + livesLeftValue); } } }); } public void onMethod() { mHandler.post(new Runnable() { @Override public void run() { try { Toast.makeText(getContext(), "You lost!", 15).show(); livesLeftValue = 0; //Tell the user that he lost: android.content.Context ctx = mContext; Intent i = new Intent(ctx, playerLostMessageActivity.class); i.addFlags(Intent.FLAG_ACTIVITY_NEW_TASK); i.putExtra("KEY","You got to level " + levelValue + " And you shot down " + parachutersDown + " parachuters"); i.putExtra("levelValue", levelValue); ctx.startActivity(i); System.exit(0); } catch (Exception e) { // TODO Auto-generated catch block e.printStackTrace(); //Exit activity and start playerLostMessageActivity Toast.makeText(getContext(), "You lost!", 15).show(); livesLeftValue = 0; //Tell the user that he lost: android.content.Context ctx = mContext; Intent i = new Intent(ctx, playerLostMessageActivity.class); i.addFlags(Intent.FLAG_ACTIVITY_NEW_TASK); i.putExtra("KEY","You got to level " + levelValue + " And you shot down " + parachutersDown + " parachuters"); i.putExtra("levelValue", levelValue); System.exit(0); ctx.startActivity(i); System.exit(0); } } }); } public void onPlaySound() { try { mp1.start(); } catch (Exception e) { e.printStackTrace(); mp1.release(); } } public void onDestroy() { try { parachuters.removeAll(parachuters); mp1.stop(); mp1.release(); } catch (Exception e) { e.printStackTrace(); } } public void onPlaySound1() { try { mp2 = MediaPlayer.create(getContext(), R.raw.airriflesoundeffect); mp2.start(); } catch (Exception e) { e.printStackTrace(); mp2.release(); } } public boolean onTouchEvent(MotionEvent event) { if (event.getAction() != MotionEvent.ACTION_DOWN) releaseMediaPlayer(); x1 = event.getX(); y1 = event.getY(); checkAmountOfParachuters(); removeParachuter(); return false; } public void releaseMediaPlayer() { try { mp1.release(); } catch (Exception e) { e.printStackTrace(); } } public void removeParachuter() { try { for (Parachuter p: parachuters) { if (x1 > p.getX() && x1 < p.getX() + parachuter.getWidth() && y1 > p.getY() && y1 < p.getY() + parachuter.getHeight()) { p.setTouched(true); onPlaySound1(); parachutersDown = parachutersDown + 1; p.setTouched(false); } } } catch (Exception e) { e.printStackTrace(); } } public void initiateDrawParachuters() { drawParachutersGroup1(); } public void drawParachutersGroup1() { // TODO Auto-generated method stub //Parachuter group nr. 1 //Parachuter nr. 2 x = 75; y = 77; Parachuter p1 = new Parachuter(x, y); parachuters.add(p1); //Parachuter nr.1 x = 14; y = 28; Parachuter p = new Parachuter(x, y); parachuters.add(p); //Parachuter nr. 3 x = 250; y = 94; Parachuter p3 = new Parachuter(x, y); parachuters.add(p3); //Parachuter nr. 3 x = 275; y = 80; Parachuter p2 = new Parachuter(x, y); parachuters.add(p2); //Parachuter nr. 5 x = 280; y = 163; Parachuter p5 = new Parachuter(x, y); parachuters.add(p5); x = 125; y = 118; Parachuter p4 = new Parachuter(x, y); parachuters.add(p4); //Parachuter nr. 7 x = 126; y = 247; Parachuter p7 = new Parachuter(x, y); parachuters.add(p7); //Parachuter nr. 6 x = 123; y = 77; Parachuter p6 = new Parachuter(x, y); parachuters.add(p6); } public void drawParachutersGroup2() { // TODO Auto-generated method stub //Parachuter group nr. 2 //Parachuter nr. 5 x = 153; y = 166; Parachuter p5 = new Parachuter(x, y); parachuters.add(p5); x = 133; y = 123; Parachuter p4 = new Parachuter(x, y); parachuters.add(p4); //Parachuter nr. 7 x = 170; y = 213; Parachuter p7 = new Parachuter(x, y); parachuters.add(p7); //Parachuter nr. 6 x = 190; y = 121; Parachuter p6 = new Parachuter(x, y); parachuters.add(p6); } public void drawParachutersGroup3() { // TODO Auto-generated method stub //Parachuter group nr. 3 //Parachuter nr. 2 x = 267; y = 115; Parachuter p1 = new Parachuter(x, y); parachuters.add(p1); //Parachuter nr.1 x = 255; y = 183; Parachuter p = new Parachuter(x, y); parachuters.add(p); //Parachuter nr. 3 x = 170; y = 280; Parachuter p3 = new Parachuter(x, y); parachuters.add(p3); //Parachuter nr. 3 x = 116; y = 80; Parachuter p2 = new Parachuter(x, y); parachuters.add(p2); //Parachuter nr. 5 x = 67; y = 112; Parachuter p5 = new Parachuter(x, y); parachuters.add(p5); x = 260; y = 89; Parachuter p4 = new Parachuter(x, y); parachuters.add(p4); //Parachuter nr. 7 x = 260; y = 113; Parachuter p7 = new Parachuter(x, y); parachuters.add(p7); //Parachuter nr. 6 x = 178; y = 25; Parachuter p6 = new Parachuter(x, y); parachuters.add(p6); } public void drawParachutersGroup4() { // TODO Auto-generated method stub //Parachuter group nr. 1 //Parachuter nr. 2 x = 75; y = 166; Parachuter p1 = new Parachuter(x, y); parachuters.add(p1); //Parachuter nr.1 x = 118; y = 94; Parachuter p = new Parachuter(x, y); parachuters.add(p); //Parachuter nr. 3 x = 38; y = 55; Parachuter p3 = new Parachuter(x, y); parachuters.add(p3); //Parachuter nr. 3 x = 57; y = 18; Parachuter p2 = new Parachuter(x, y); parachuters.add(p2); //Parachuter nr. 5 x = 67; y = 119; Parachuter p5 = new Parachuter(x, y); parachuters.add(p5); x = 217; y = 113; Parachuter p4 = new Parachuter(x, y); parachuters.add(p4); //Parachuter nr. 7 x = 245; y = 234; Parachuter p7 = new Parachuter(x, y); parachuters.add(p7); //Parachuter nr. 6 x = 239; y = 44; Parachuter p6 = new Parachuter(x, y); parachuters.add(p6); } public void drawParachutersGroup5() { // TODO Auto-generated method stub //Parachuter group nr. 1 //Parachuter nr. 2 x = 59; y = 120; Parachuter p1 = new Parachuter(x, y); parachuters.add(p1); //Parachuter nr.1 x = 210; y = 169; Parachuter p = new Parachuter(x, y); parachuters.add(p); //Parachuter nr. 3 x = 199; y = 138; Parachuter p3 = new Parachuter(x, y); parachuters.add(p3); //Parachuter nr. 3 x = 22; y = 307; Parachuter p2 = new Parachuter(x, y); parachuters.add(p2); //Parachuter nr. 5 x = 195; y = 22; Parachuter p5 = new Parachuter(x, y); parachuters.add(p5); x = 157; y = 132; Parachuter p4 = new Parachuter(x, y); parachuters.add(p4); //Parachuter nr. 7 x = 150; y = 183; Parachuter p7 = new Parachuter(x, y); parachuters.add(p7); //Parachuter nr. 6 x = 130; y = 20; Parachuter p6 = new Parachuter(x, y); parachuters.add(p6); } public void drawParachutersGroup6() { // TODO Auto-generated method stub //Parachuter group nr. 1 //Parachuter nr. 2 x = 10; y = 10; Parachuter p1 = new Parachuter(x, y); parachuters.add(p1); //Parachuter nr.1 x = 20; y = 20; Parachuter p = new Parachuter(x, y); parachuters.add(p); //Parachuter nr. 3 x = 30; y = 30; Parachuter p3 = new Parachuter(x, y); parachuters.add(p3); //Parachuter nr. 3 x = 60; y = 60; Parachuter p2 = new Parachuter(x, y); parachuters.add(p2); //Parachuter nr. 5 x = 90; y = 90; Parachuter p5 = new Parachuter(x, y); parachuters.add(p5); x = 120; y = 120; Parachuter p4 = new Parachuter(x, y); parachuters.add(p4); //Parachuter nr. 7 x = 150; y = 150; Parachuter p7 = new Parachuter(x, y); parachuters.add(p7); //Parachuter nr. 6 x = 180; y = 180; Parachuter p6 = new Parachuter(x, y); parachuters.add(p6); } public void drawParachuters() { Parachuter p = new Parachuter(x, y); parachuters.add(p); Toast.makeText(getContext(), "x=" + x + " y=" + y, 15).show(); } public void setRunning(boolean bRun) { running = bRun; } public boolean getRunning() { return running; } } /** Handle to the application context, used to e.g. fetch Drawables. */ private Context mContext; /** Pointer to the text view to display "Paused.." etc. */ private TextView mStatusText; /** The thread that actually draws the animation */ private ExampleThread eThread; public ExampleView(Context context) { super(context); // register our interest in hearing about changes to our surface SurfaceHolder holder = getHolder(); holder.addCallback(this); // create thread only; it's started in surfaceCreated() eThread = new ExampleThread(holder, context, new Handler() { @Override public void handleMessage(Message m) { // mStatusText.setVisibility(m.getData().getInt("viz")); // mStatusText.setText(m.getData().getString("text")); } }); setFocusable(true); } @Override public boolean onTouchEvent(MotionEvent event) { return eThread.onTouchEvent(event); } public ExampleThread getThread() { return eThread; } @Override public void surfaceChanged(SurfaceHolder arg0, int arg1, int arg2, int arg3) { // TODO Auto-generated method stub } public void surfaceCreated(SurfaceHolder holder) { if (eThread.getState() == Thread.State.TERMINATED) { eThread = new ExampleThread(getHolder(), getContext(), getHandler()); eThread.start(); } else { eThread.start(); } } @Override public void surfaceDestroyed(SurfaceHolder holder) { boolean retry = true; eThread.setRunning(false); while (retry) { try { eThread.join(); retry = false; } catch (InterruptedException e) { } } } }

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  • Build a custom drawn control for .net compact framework

    - by Hinek
    I just started on the .net compact framework. I want to draw a Sudoku field on the screen. So I put down a PictureBox and defined a method for the Paint event: private void pictureBoxPlayfield_Paint(object sender, PaintEventArgs e) { // use e.Graphics to draw the grid, numbers and cursor } This works, but you can see as the grid is drawn. So my question is, what is the right/better way to create such a custom control? Is there maybe a way to enable double buffering?

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  • Form graphics not set when form loads

    - by Jimmy
    My form has a group box which contains two overlapping rectangles. The form's other controls are two sets of four numeric up down controls to set the rectangles' colors. (nudF1,2,3 and 4 set the rectangle that's in front, and nudB1,2,3 and 4 set the rectangle that's behind.) Everything works fine, except that the rectangles do not display the colors set in the numeric up downs when the form first loads. The numeric up down controls' ChangeValue events all call the ShowColors() method. The form's Load event calls the csColorsForm_Load() method. Any suggestions? namespace csColors { public partial class csColorsForm : Form { public csColorsForm() { InitializeComponent(); } private void csColorsForm_Load(object sender, EventArgs e) { this.BackColor = System.Drawing.Color.DarkBlue; SetColors(sender, e); } private void SetColors(object sender, EventArgs e) { Control control = (Control)sender; String ctrlName = control.Name; Graphics objGraphics; Rectangle rect1, rect2; int colorBack, colorFore; objGraphics = this.grpColor.CreateGraphics(); // If calling control is not a forecolor control, paint backcolor rectangle if (ctrlName.Substring(0,4)!="nudF") { colorBack = int.Parse(SetColorsB("nudB"), NumberStyles.HexNumber); SolidBrush BrushB = new SolidBrush(Color.FromArgb(colorBack)); rect1 = new Rectangle(this.grpColor.Left, this.grpColor.Top, this.grpColor.Width, this.grpColor.Height); objGraphics.FillRectangle(BrushB, rect1); } // Always paint forecolor rectangle colorFore = int.Parse(SetColorsB("nudF"), NumberStyles.HexNumber); SolidBrush BrushF = new SolidBrush(Color.FromArgb(colorFore)); rect2 = new Rectangle(this.grpColor.Left, this.grpColor.Top, this.grpColor.Width, this.grpColor.Height); objGraphics.FillRectangle(BrushF, rect2); objGraphics.Dispose(); } private string SetColorsB(string nam) { string txt=""; for (int n = 1; n <= 4; ++n) { var ud = Controls[nam + n] as NumericUpDown; int hex = (int)ud.Value; txt += hex.ToString("X2"); } return txt; } private void btnClose_Click(object sender, EventArgs e) { this.Close(); } } }

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  • TextBox Label Control

    - by j-t-s
    Hi All I am not worried about whether this is in Winforms or WPF. Is there ANY way at all that I could develop my own user control like the one found in Microsoft Paint, below: If you can't see the pic above, it's here: http://img232.imageshack.us/i/txtboxlblctrl.png/ Is there anyway at all I can do something like this in C#? Thank you

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  • Can a JPEG compressed image be rotated without a loss in quality?

    - by Mat
    JPEG is a lossy compression scheme, so decompression-manipulation-recompression normally reduces the image quality further for each step. Is it possible to rotate a JPEG image without incurring further loss? From what little I know of the JPEG algorithm, it naively seems possible to avoid further loss with a bit of effort. Which common image manipulation programs (e.g. GIMP, Paint Shop Pro, Windows Photo Gallery) and graphic libraries cause quality loss when performing a rotation and which don't?

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  • Thread class closing from other Class (Activity) with protected void onStop() Android

    - by user1761337
    I have a Problem with Closing the Thread. I will Closing the Thread with onStop,onPause and onDestroy. This is my Source in the Activity Class: @Override protected void onStop(){ super.onStop(); finish(); } @Override protected void onPause() { super.onPause(); finish(); } @Override public void onDestroy() { this.mWakeLock.release(); super.onDestroy(); } And the Thread Class: public class GameThread extends Thread { private SurfaceHolder mSurfaceHolder; private Handler mHandler; private Context mContext; private Paint mLinePaint; private Paint blackPaint; //for consistent rendering private long sleepTime; //amount of time to sleep for (in milliseconds) private long delay=1000/30; //state of game (Running or Paused). int state = 1; public final static int RUNNING = 1; public final static int PAUSED = 2; public final static int STOPED = 3; GameSurface gEngine; public GameThread(SurfaceHolder surfaceHolder, Context context, Handler handler,GameSurface gEngineS){ //data about the screen mSurfaceHolder = surfaceHolder; mHandler = handler; mContext = context; gEngine=gEngineS; } //This is the most important part of the code. It is invoked when the call to start() is //made from the SurfaceView class. It loops continuously until the game is finished or //the application is suspended. private long beforeTime; @Override public void run() { //UPDATE while (state==RUNNING) { Log.d("State","Thread is runnig"); //time before update beforeTime = System.nanoTime(); //This is where we update the game engine gEngine.Update(); //DRAW Canvas c = null; try { //lock canvas so nothing else can use it c = mSurfaceHolder.lockCanvas(null); synchronized (mSurfaceHolder) { //clear the screen with the black painter. //reset the canvas c.drawColor(Color.BLACK); //This is where we draw the game engine. gEngine.doDraw(c); } } finally { // do this in a finally so that if an exception is thrown // during the above, we don't leave the Surface in an // inconsistent state if (c != null) { mSurfaceHolder.unlockCanvasAndPost(c); } } this.sleepTime = delay-((System.nanoTime()-beforeTime)/1000000L); try { //actual sleep code if(sleepTime>0){ this.sleep(sleepTime); } } catch (InterruptedException ex) { Logger.getLogger(GameThread.class.getName()).log(Level.SEVERE, null, ex); } while (state==PAUSED){ Log.d("State","Thread is pausing"); try { this.sleep(1000); } catch (InterruptedException e) { // TODO Auto-generated catch block e.printStackTrace(); } } } }} How i can close the Thread from Activity Class??

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  • Figuring out QuadCurveTo's parameters

    - by Fev
    Could you guys help me figuring out QuadCurveTo's 4 parameters , I tried to find information on http://docs.oracle.com/javafx/2/api/javafx/scene/shape/QuadCurveTo.html, but it's hard for me to understand without picture , I search on google about 'Quadratic Bezier' but it shows me more than 2 coordinates, I'm confused and blind now. I know those 4 parameters draw 2 lines to control the path , but how we know/count exactly which coordinates the object will throught by only knowing those 2 path-controller. Are there some formulas? import javafx.animation.PathTransition; import javafx.animation.PathTransition.OrientationType; import javafx.application.Application; import static javafx.application.Application.launch; import javafx.scene.Group; import javafx.scene.Scene; import javafx.scene.paint.Color; import javafx.scene.shape.MoveTo; import javafx.scene.shape.Path; import javafx.scene.shape.QuadCurveTo; import javafx.scene.shape.Rectangle; import javafx.stage.Stage; import javafx.util.Duration; public class _6 extends Application { public Rectangle r; @Override public void start(final Stage stage) { r = new Rectangle(50, 80, 80, 90); r.setFill(javafx.scene.paint.Color.ORANGE); r.setStrokeWidth(5); r.setStroke(Color.ANTIQUEWHITE); Path path = new Path(); path.getElements().add(new MoveTo(100.0f, 400.0f)); path.getElements().add(new QuadCurveTo(150.0f, 60.0f, 100.0f, 20.0f)); PathTransition pt = new PathTransition(Duration.millis(1000), path); pt.setDuration(Duration.millis(10000)); pt.setNode(r); pt.setPath(path); pt.setOrientation(OrientationType.ORTHOGONAL_TO_TANGENT); pt.setCycleCount(4000); pt.setAutoReverse(true); pt.play(); stage.setScene(new Scene(new Group(r), 500, 700)); stage.show(); } public static void main(String[] args) { launch(args); } } You can find those coordinates on this new QuadCurveTo(150.0f, 60.0f, 100.0f, 20.0f) line, and below is the picture of Quadratic Bezier

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  • Flickering Image in Java?

    - by Noah Cagle
    OK so I am coding a game right now to prepair for Ludum Dare SharkJam, and I am using a new method for programming, because the last method I had crashes my PC, so this one should work. Well it does work and all, better too, but the images that I put in it flicker. Here is the whole main class (where the images are drawn) package me.NoahCagle.watermaze; import java.awt.Color; import java.awt.Graphics; import java.awt.Image; import java.awt.image.BufferedImage; import javax.swing.JFrame; import me.NoahCagle.watermaze.entity.EntityShark; import me.NoahCagle.watermaze.entity.Player; import me.NoahCagle.watermaze.input.Keys; import me.NoahCagle.watermaze.map.Map; public class Game extends JFrame { private static final long serialVersionUID = 1L; Map map = new Map(0, 0); Player player = new Player(50, 30); static EntityShark shark = new EntityShark(400, 400); public Image dbImage; public Game() { setSize(800, 600); setDefaultCloseOperation(EXIT_ON_CLOSE); setLocationRelativeTo(null); setVisible(true); setTitle("Water Maze"); setResizable(false); setBackground(Color.blue); addKeyListener(new Keys()); } public static void main(String[] args) { new Game(); Thread s = new Thread(shark); s.start(); } public void paint(Graphics g) { dbImage = new BufferedImage(getWidth(), getHeight(), BufferedImage.TYPE_INT_RGB); g.drawImage(dbImage, map.x, map.y, null); g.drawImage(player.player, player.x, player.y, this); g.drawImage(shark.shark, shark.x, shark.y, this); repaint(); } } What this code does for me is makes the Images work correctly, just flickering, alot. Can anyone help me with my issue? EDIT: I think it has something to do with where I call the repaint method in the paint method, so look there.

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  • how to update newly exposed area of a scrolled widget

    - by yan bellavance
    I have setAttribute(Qt::WA_OpaquePaintEvent,true) on a widget. From a mouseMoveEvent, I scroll the widget. Now what I need to do is to update the newly exposed area, but it seems that doing this from the paintevent function create an artifact because there is a delay created when the user keeps scrolling. In other words, the widget seems to have scrolled again between the call to scrool and the call or end of paintevent. For example, while the paint event is trying to draw the desired area, the widget is still scrolling

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  • Website Design Templates

    - by user347834
    I am looking fr someone to make me two website templates for my site for free. Here is a quick design of what I want:(Took me 2 minutes in Paint) http:/ /i50.tinypic.com/33p9aut.jpg (You have to push backspace on the first link to join up the http:/ and the other /)and http://i50.tinypic.com/2qmogoo.jpg Email me at [email protected] or [email protected] for more information

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  • How to add MousePressEvent?

    - by John Son
    In qt: I create a class based on QToolButton to display icon and text. How can I add 'mousePressEvent' to the class? Thank you. bool IconLabel::event (QEvent* e ) { if ( e->type() == QEvent::Paint) { return QToolButton::event(e); } return true; } The class is: class IconLabel : public QToolButton { Q_OBJECT public: explicit IconLabel(QWidget *parent = 0); bool event (QEvent* e ); signals: public slots: };

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  • Rockmelt, the technology adoption model, and Facebook's spare internet

    - by Roger Hart
    Regardless of how good it is, you'd have to have a heart of stone not to make snide remarks about Rockmelt. After all, on the surface it looks a lot like some people spent two years building a browser instead of just bashing out a Chrome extension over a wet weekend. It probably does some more stuff. I don't know for sure because artificial scarcity is cool, apparently, so the "invitation" is still in the post*. I may in fact never know for sure, because I'm not wild about Facebook sign-in as a prerequisite for anything. From the video, and some initial reviews, my early reaction was: I have a browser, I have a Twitter client; what on earth is this for? The answer, of course, is "not me". Rockmelt is, in a way, quite audacious. Oh, sure, on launch day it's Bay Area bar-chat for the kids with no lenses in their retro specs and trousers that give you deep-vein thrombosis, but it's not really about them. Likewise,  Facebook just launched Google Wave, or something. And all the tech snobbery and scorn packed into describing it that way is irrelevant next to what they're doing with their platform. Here's something I drew in MS Paint** because I don't want to get sued: (see: The technology adoption lifecycle) A while ago in the Guardian, John Lanchester dusted off the idiom that "technology is stuff that doesn't work yet". The rest of the article would be quite interesting if it wasn't largely about MySpace, and he's sort of got a point. If you bolt on the sentiment that risk-averse businessmen like things that work, you've got the essence of Crossing the Chasm. Products for the mainstream market don't look much like technology. Think for  a second about early (1980s ish) hi-fi systems, with all the knobs and fiddly bits, their ostentatious technophile aesthetic. Then consider their sleeker and less (or at least less conspicuously) functional successors in the 1990s. The theory goes that innovators and early adopters like technology, it's a hobby in itself. The rest of the humans seem to like magic boxes with very few buttons that make stuff happen and never trouble them about why. Personally, I consider Apple's maddening insistence that iTunes is an acceptable way to move files around to be more or less morally unacceptable. Most people couldn't care less. Hence Rockmelt, and hence Facebook's continued growth. Rockmelt looks pointless to me, because I aggregate my social gubbins with Digsby, or use TweetDeck. But my use case is different and so are my enthusiasms. If I want to share photos, I'll use Flickr - but Facebook has photo sharing. If I want a short broadcast message, I'll use Twitter - Facebook has status updates. If I want to sell something with relatively little hassle, there's eBay - or Facebook marketplace. YouTube - check, FB Video. Email - messaging. Calendaring apps, yeah there are loads, or FB Events. What if I want to host a simple web page? Sure, they've got pages. Also Notes for blogging, and more games than I can count. This stuff is right there, where millions and millions of users are already, and for what they need it just works. It's not about me, because I'm not in the big juicy area under the curve. It's what 1990s portal sites could never have dreamed of achieving. Facebook is AOL on speed, crack, and some designer drugs it had specially imported from the future. It's a n00b-friendly gateway to the internet that just happens to serve up all the things you want to do online, right where you are. Oh, and everybody else is there too. The price of having all this and the social graph too is that you have all of this, and the social graph too. But plenty of folks have more incisive things to say than me about the whole privacy shebang, and it's not really what I'm talking about. Facebook is maintaining a vast, and fairly fully-featured training-wheels internet. And it makes up a large proportion of the online experience for a lot of people***. It's the entire web (2.0?) experience for the early and late majority. And sure, no individual bit of it is quite as slick or as fully-realised as something like Flickr (which wows me a bit every time I use it. Those guys are good at the web), but it doesn't have to be. It has to be unobtrusively good enough for the regular humans. It has to not feel like technology. This is what Rockmelt sort of is. You're online, you want something nebulously social, and you don't want to faff about with, say, Twitter clients. Wow! There it is on a really distracting sidebar, right in your browser. No effort! Yeah - fish nor fowl, much? It might work, I guess. There may be a demographic who want their social web experience more simply than tech tinkering, and who aren't just getting it from Facebook (or, for that matter, mobile devices). But I'd be surprised. Rockmelt feels like an attempt to grab a slice of Facebook-style "Look! It's right here, where you already are!", but it's still asking the mature market to install a new browser. Presumably this is where that Facebook sign-in predicate comes in handy, though it'll take some potent awareness marketing to make it fly. Meanwhile, Facebook quietly has the entire rest of the internet as a product management resource, and can continue to give most of the people most of what they want. Something that has not gone un-noticed in its potential to look a little sinister. But heck, they might even make Google Wave popular.     *This was true last week when I drafted this post. I got an invite subsequently, hence the screenshot. **MS Paint is no fun any more. It's actually good in Windows 7. Farewell ironically-shonky diagrams. *** It's also behind a single sign-in, lending a veneer of confidence, and partially solving the problem of usernames being crummy unique identifiers. I'll be blogging about that at some point.

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  • CodePlex Daily Summary for Monday, May 17, 2010

    CodePlex Daily Summary for Monday, May 17, 2010New Projects.NET Essentials Course: .NET Essentials course @ Telerik Academy Training project for the studentsAU/NZ Office 2010 Launch Demos: The AU/NZ Office 2010 Launch Demos are a collection of code samples that were used as part of the Office/SharePoint 2010 launch parties in Australi...CybennyCMS: Very simple CMS system for building sites with ASP.NET with templates for lay-out, content pages with only html content and a xml file for the site...essionPIM: essionPIMGIStance: A library for finding "nearest neighbor" among an in-memory set of positions, in C# and F#. A radius must be specified for making a meaningful s...IP Informer: IP Informer is IP Informer.Kurumsal Ofis Paketi: Kurumsal Ofis Paketi (KOP), Microsoft Ofis 2010 ürünleri için geliştirilmiş eklenti yazılımıdır. KOP, Word ve Excel’de bulunan işlevlerinin genişle...Mockup to XAML: Convert Balsamiq Mockups to XAML. This project supports BMML mockup control conversion using plugins. A standard set of controls are included wit...Open XML Validator: This WPF app give you a brief resume about errors in your Open XML documents.Paint.NET Bulk Image Processor: PDNBulkUpdater is a plug-in for Paint.NET that allows you to efficiently perform operations such as resizing and converting multiple images at the ...PiPiBugNet: PiPiBugNet是一套全新的开源Bug管理系统Roleplay character generator: The roleplay character generator allows the creation of characters for different roleplaying gamesSharePoint User Search WebParts: This project contains SharePoint webparts which provide advanced search configuration and experience for SharePoint 2007. It will be upgrade in few...Spodi: Spodi is created on 22-04-2010TfsPolicyPack: This project will provide a few checkin policies for VS 2010.vccodesandobx: vccodesandobxvccodesandobxvccodesandobxWhiteNile: test project using codeplexNew ReleasesAnimeStore.Net: 1.0.3.0: Build 1.0.3.0 Changes Move some functionality to features (MEF) Filter / Search functionality. Anime hard-copy records storage (e.g Disk Storage ...AU/NZ Office 2010 Launch Demos: Twitter map web part: This is the main twitter map web part download, see the Twitter Map web part page for all the information.Blueset Studio Opensource Projects: 推来: 稳定版本BUtil: BUtil 5.0 Alpha2: The initial implementation of multitasking (except ghost)CassiniDev - Cassini 3.5/4.0 Developers Edition: CassiniDev 3.5.1 and 4.0.1 beta: Beta 2 is released here: url http://cassinidev.codeplex.com/releases/view/45456 New in CassiniDev v3.5.1.0/v4.0.1.0 Added .Net 4 / VS10 build. ...CBM-Command: 2010-05-16: Release Notes - 2010-05-16New Features New navigation options: Page Up, Page Down, Top of Directory, Bottom of Directory. See documentation (http:...CCNet Conditional Plugin: CCNet Conditional for CCNet 1.5: A (quick) build of the plugin for CCNet 1.5 to fix the 17365 bug reported by Beakster. This also adds a new condition "timeCondition"CybennyCMS: Cybenny CMS beta 1: The first beta. Includes a small demo site.Data Extracting SDK: Data Extracting SDK v.1.1 RTM: RTM version of Data Extracting SDK.Duckworth Lewis Professional Edition Calculator: DLcalc 2.0: This software can perform all D/L calculations 100% accurately. From version 2.0 onwards, tables for par scores can also be produced.EPiServer CMS Page Type Builder: Page Type Builder 1.2: Release notes can be found in this blog post.Floe IRC Client: Floe IRC Client 2010-05 R5: - Many new context menu options for @s - Ability to select multiple users in the nick list for some operations (kick, ban) - Bunch of minor bug fix...Graffiti CMS Events Plugin: Version 1.0.1: Minor update to previous version to fix bug where deleted posts were still showing in the calendar.Microsoft Research Boogie: 2010-05-16: Binary release of Boogie and Dafny. (Note, Chalice is not pre-built as part of this binary release. To obtain it, you need to build it yourself f...MSBuild Launch Pad (mPad): 1.0 Beta 2: Basic support for sln, csproj, vbproj, vcxproj, shfbproj, ccproj, oxygene and proj files are added. Basic settings (Show Prompt, and Auto Hide) are...Multi-Language Words Memorizer: Memorizer 1.1: Issues fix, XML db update with new words.NShader - HLSL - GLSL - CG - Shader Syntax Highlighter AddIn for Visual Studio: NShader 1.1: New release of NShader! New : - a Visual Studio 2010 port can be installed through the new extension manager : you just have to download NShaderV...PHPExcel: PHPExcel 1.7.3 Production: Want to contribute?Please refer the Contribute page. DonationsDonate via PayPal. If you want to, we can also add your name / company on our Donati...Rollback - A social backup tool.: Rollback Setup 0.5.1.2 Build 48360: Bug fixes for backing up files which are hidden/system. Changes to make builds on 64 bit Windows 7 using VS 2010 Express edition.Rollback - A social backup tool.: Rollback Setup 0.5.1.3: Updated version number.Shake - C# Make: Shake v0.1.20: New: Simple console logger Changes: Command line params helper writes out syntax and samples (like msbuild) Fixes: Assembly info, file task and r...SharePoint User Search WebParts: v0.1 Friendly MOSS 2007 Search WebPart: Very first version of this webpart. A more stabilized version will follow in few days.Team Deploy: Team Deploy 2010 Beta 1: This is the initial release for Team Deploy 2010 for TFS Team Build 2010. All features from Team Build 2.x are functional in this version. Comp...Team Foundation Server Administration Tool: 2.0: TFS Administration Tool 2.0 TFS Administration Tool 2.0 is built on top of the Team Foundation Server 2008 object model and in order to connect to...The Ping Master: v0.9.0.0: Installer for The Ping Master binariesUseful Office Macros: All Macro Downloads: Please find above the downloads related to this project. Each Excel Workbook below works independently of the others, so you only need to download...VCC: Latest build, v2.1.30516.0: Automatic drop of latest buildVisual Studio DSite: Advanced Digital Board Game (Visual C++ 2008): An advanced digital board game made in visual c 2008.YUI Compressor Custom Tool for Visual Studio: YUI Compressor Custom Tool Full Version: Version 1.0 The following changes have been made: Merged classes to automatically sense if the target file is Javascript or CSS. Cleaned up setu...Most Popular ProjectsRawrWBFS ManagerAJAX Control ToolkitMicrosoft SQL Server Product Samples: DatabaseSilverlight ToolkitWindows Presentation Foundation (WPF)patterns & practices – Enterprise LibraryMicrosoft SQL Server Community & SamplesPHPExcelASP.NETMost Active Projectspatterns & practices – Enterprise LibraryPHPExcelBlogEngine.NETRawrMicrosoft Biology FoundationCustomer Portal Accelerator for Microsoft Dynamics CRMWindows Azure Command-line Tools for PHP DevelopersDotNetZip LibraryCaliburn: An Application Framework for WPF and SilverlightSQL Server PowerShell Extensions

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  • How to use WINAPI from newer SDK but still using the old SDK in WindowsMobile.

    - by afriza
    Specifically, I want to use Point-to-point Message Queue but because I am still using legacy codes in eVC++ 4 and it only support until PocketPC 2003SE SDK, I cannot find CreateMsgQueue and friends in the headers (the port to newer VisualStudio is still in progess) I am using the Message Queue to do IPC with apps developed with WM-6.5-DTK (VS2005). Update: I am using the following code (taken from msgqueue.h) to store function pointers and load CoreDLL.dll using GetProcAddress() and LoadLibrary() respectively. HANDLE /*WINAPI*/ (*CreateMsgQueue)(LPCWSTR lpName, LPMSGQUEUEOPTIONS lpOptions); HANDLE /*WINAPI*/ (*OpenMsgQueue)(HANDLE hSrcProc, HANDLE hMsgQ , LPMSGQUEUEOPTIONS lpOptions); BOOL /*WINAPI*/ (*ReadMsgQueue)(HANDLE hMsgQ, /*__out_bcount(cbBufferSize)*/ LPVOID lpBuffer, DWORD cbBufferSize, LPDWORD lpNumberOfBytesRead, DWORD dwTimeout, DWORD *pdwFlags); BOOL /*WINAPI*/ (*WriteMsgQueue)(HANDLE hMsgQ, LPVOID lpBuffer, DWORD cbDataSize, DWORD dwTimeout, DWORD dwFlags); BOOL /*WINAPI*/ (*GetMsgQueueInfo)(HANDLE hMsgQ, LPMSGQUEUEINFO lpInfo); BOOL /*WINAPI*/ (*CloseMsgQueue)(HANDLE hMsgQ); Is the above code alright since I need to comment out WINAPI and __out_bcount(cbBufferSize) in order for them to compile.

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