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  • Android Canvas Coordinate System

    - by Mitch
    I'm trying to find information on how to change the coordinate system for the canvas. I have some vector data I'd like to draw to a canvas using things like circles and lines, but the data's coordinate system doesn't match the canvas coordinate system. Is there a way to map the units I'm using to the screen's units? I'm drawing to an ImageView which isn't taking up the entire display. If I have to do my own calculations prior to each drawing call, how to I find the width and height of my ImageView? The getWidth() and getHeight() calls I tried seem to be returning the entire canvas size and not the size of the ImageView which isn't helpful. I see some matrix stuff, is that something that will work for me? I tried to use the "public void scale(float sx, float sy)", but that works more like a pixel level zoom rather than a vector scale function by expanding each pixel. This means if the dimensions are increased to fit the screen, the line thickness is also increased. Update: After some research I'm starting to think there's no way to change coordinate systems to something else. I'll need to map all my coordinates to the screen's pixel coordinates and do so by modifying each vector. The getWidth() and getHeight() seem to be working better for me now. I can say what was wrong, but I suspect I can't use these methods inside the constructor.

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  • Determine size of SizeToContent WPF Window before its rendered

    - by DudeFX
    I have a window in my WPF application that is displayed on occasion. When it is shown it is faded in with an annimation, and when closed it is faded out. Nothing fancy, just a storyboard that modifies the opacity. Actually the window is never really closed, the opacity is just faded out to 0 where it remains until its to be displayed again. This window is an informative window and doesn't always show the same content. It is sized to content (Width and Height) and works well in that regard. The user chooses the basic area of the screen for it to be displayed (TopLeft, TopRight, Center, BottomLeft, BottomRight). Before the window is faded in the content is updated. Because the window is sized to content it increases or descreases in size. The width and height can change. When positioning the window, lets say, in the bottom right corner, I simply take the WorkingArea of the screen (width and height) and then minus the width/height of the window to get the Top and Left position that I need. The logic works, but the trouble I am having is the Window's Height and Width is not returning the size it is after the content was updated, but is returning the size it was the last time it was displayed. I am assuming this is because it hasn't yet been rendered with the new content. This causes me grief becuase if the Window is larger than it was the last time it obviously extends off the screen. I tried positioning the window in the OnContentRendered event, but this only fires once when the Window is created, not after the content has been updated, when the opacity is set to 0. Does anyone have any idea how I might get an accurate width and height of this window before it is faded in? Any help would be appreciated!!

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  • JQGrid datatype as Ajax function not getting called

    - by mraman
    Hi, JQGrid datatype as Ajax function not getting called. once i tried to debug using firebug, found out that those lines are not exectuced. please let me know the issue with my code. Thanks in advance. jQuery("#list").jqGrid({ //url:'example.xml', datatype: function() { $.ajax({ url: "example.xml", data: "{}", dataType: "xml", mtype: "GET", complete: function(jsondata, stat) { alert((jsondata.responseText)); if (stat == "success") { alert("ew"); } }, error : function () {alert("error")} }); }, colNames:['QueueName','SLA Associated', 'SLA met', 'SLA Breached', 'SLA MET %', 'SLA Breached %'], colModel :[ {name:'QueueName',index:'QueueName', width:150}, {name:'SLAAssociated',index:'SLAAssociated', width:150}, {name:'SLAmet',index:'SLAmet', width:150}, {name:'SLABreached',index:'SLABreached', width:150}, {name:'SLAMETPer',index:'SLAMETPer', width:150}, {name:'SLABreachedPer',index:'SLABreachedPer', width:150} ], pager: jQuery('#pager1'), rowNum:1, rowList:[5,10], imgpath: 'themes/basic/images' }); in Header i add as follows <html xmlns="http://www.w3.org/1999/xhtml"> <link rel="stylesheet" type="text/css" media="screen" href="themes/basic/grid.css" /> <link rel="stylesheet" type="text/css" media="screen" href="themes/jqModal.css" /> <link rel="stylesheet" type="text/css" media="screen" href="css/report.css" /> <script src="jquery.js" type="text/javascript"></script> <script src="jquery.jqGrid.js" type="text/javascript"></script> <script src="js/jqModal.js" type="text/javascript"></script> <script src="js/jqDnR.js" type="text/javascript"></script>

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  • Newbie: How to set attribute of the relative layout in my case??

    - by Leem
    I would like to divide my screen into 4 equal areas like ?.Each one of the four area is a linear layout. I tried to use relative layout to hold four linear layout like below: <?xml version="1.0" encoding="utf-8"?> <RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android" android:layout_width="fill_parent" android:layout_height="fill_parent"> <LinearLayout android:id="@+id/up_left_area" android:layout_width="wrap_content" android:layout_height="wrap_content" android:background="#ffff66" > <TextView android:id="@+id/label1" android:layout_width="fill_parent" android:layout_height="fill_parent" android:text="UP LEFT"/> </LinearLayout> <LinearLayout android:id="@+id/up_right_area" android:layout_width="fill_parent" android:layout_height="wrap_content" android:layout_toRightOf="@id/up_left_area" android:background="#ccffff"> <TextView android:id="@+id/label2" android:layout_width="fill_parent" android:layout_height="fill_parent" android:text="UP RIGHT"/> </LinearLayout> <LinearLayout android:id="@+id/down_left_area" android:layout_width="wrap_content" android:layout_height="fill_parent" android:layout_below="@id/up_left_area" android:background="#66cc33" > <TextView android:id="@+id/label3" android:layout_width="fill_parent" android:layout_height="fill_parent" android:text="DOWN LEFT"/> </LinearLayout> <LinearLayout android:id="@+id/down_right_area" android:layout_width="fill_parent" android:layout_height="fill_parent" android:layout_below="@id/up_right_area" android:layout_toRightOf="@id/down_left_area" android:background="#cc6600"> <TextView android:id="@+id/label4" android:layout_width="fill_parent" android:layout_height="fill_parent" android:text="DOWN RIGHT"/> </LinearLayout> </RelativeLayout> With the above xml layout code, I do get 4 areas on the screen, but they are not equal sized. How to modify my code to have equal sized 4 areas on the screen like ? ?

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  • avi to mpeg4 command line convertor

    - by Samvel Siradeghyan
    Hi all I am writting program for recording IP cameras videos. I use Aforge framework and can save video in avi format, but it's size is too big. I need some command line program to convert videos from avi to mpeg4 format. Is there any free program and if yes where can I download them and how to use it. Thanks.

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  • How to create a UIScrollView Programmatically?

    - by Wayfarer
    Alright, so the key here is I'm not using IB at all, because the View I'm working with is created programmatically. The UIView covers the lower half the screen, and has a bunch of buttons on it. However, I want to add more buttons to the UIView, without making it any larger. To do so, I want to make a UIScrollView inside the view, which will allow me to add more buttons off screen so the user can scroll to them. I think that's how it works. self.manaView = [[[UIView alloc] initWithFrame:frame] autorelease]; self.manaView.backgroundColor = [UIColor purpleColor]; UIScrollView *scroll = [UIScrollView alloc]; scroll.contentSize = CGSizeMake(320, 400); scroll.showsHorizontalScrollIndicator = YES; [self.manaView addSubview:scroll]; The first part of the code iniates my UIView, which works great, but I can't figure out how to make the UIScrollView programmatically and add it to the view, and then add the buttons to it. UIButton *ret2 = [UIButton buttonWithType:UIButtonTypeRoundedRect]; ret2.tag = 102; ret2.frame = CGRectMake(255, 5, 60, 50); [ret2 setTitle:@"Return" forState:UIControlStateNormal]; [ret2 addTarget:self action:@selector(flipAction:) forControlEvents:UIControlEventTouchUpInside]; [scroll addSubview:ret2]; When I did that, the button simply disappeared off my screen. So How do I do this correctly? Thank you for your help!

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  • Simple iPhone drawing app with Quartz 2D

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

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  • Using FFMPEG to reliably convert videos to mp4 for iphone/ipod and flash players

    - by Jake Stevenson
    I need to convert videos for use in both a flash player and the iphone/ipod touch. I'm using the following batch script with ffmpeg: @echo off ffmpeg.exe -i %1 -s qvga -acodec libfaac -ar 22050 -ab 128k -vcodec libx264 -threads 0 -f ipod %2 This always outputs an mp4 file, and I can always play it on my PC. The videos also seem to play fine on my iphone 3GS. But with some input files it won't work for older iphone versions (3G and iPod touch). Here's the ffmpeg output from one such file: D:\ffmpeg>encode.bat d:\temp\recording.flv d:\temp\out.m4v FFmpeg version SVN-r18709, Copyright (c) 2000-2009 Fabrice Bellard, et al. configuration: --enable-memalign-hack --prefix=/mingw --cross-prefix=i686-ming w32- --cc=ccache-i686-mingw32-gcc --target-os=mingw32 --arch=i686 --cpu=i686 --e nable-avisynth --enable-gpl --enable-zlib --enable-bzlib --enable-libgsm --enabl e-libfaac --enable-libfaad --enable-pthreads --enable-libvorbis --enable-libtheo ra --enable-libspeex --enable-libmp3lame --enable-libopenjpeg --enable-libxvid - -enable-libschroedinger --enable-libx264 libavutil 50. 3. 0 / 50. 3. 0 libavcodec 52.27. 0 / 52.27. 0 libavformat 52.32. 0 / 52.32. 0 libavdevice 52. 2. 0 / 52. 2. 0 libswscale 0. 7. 1 / 0. 7. 1 built on Apr 28 2009 04:04:42, gcc: 4.2.4 [flv @ 0x187d650]skipping flv packet: type 18, size 164, flags 0 Input #0, flv, from 'd:\temp\recording.flv': Duration: 00:00:07.17, start: 0.001000, bitrate: N/A Stream #0.0: Video: flv, yuv420p, 320x240, 1k tbr, 1k tbn, 1k tbc Stream #0.1: Audio: nellymoser, 44100 Hz, mono, s16 [libx264 @ 0x13518b0]using cpu capabilities: MMX2 SSE2Fast SSSE3 FastShuffle SSE 4.2 [libx264 @ 0x13518b0]profile Baseline, level 4.2 Output #0, ipod, to 'd:\temp\out.m4v': Stream #0.0: Video: libx264, yuv420p, 320x240, q=2-31, 200 kb/s, 1k tbn, 1k tbc Stream #0.1: Audio: libfaac, 22050 Hz, mono, s16, 128 kb/s Stream mapping: Stream #0.0 -> #0.0 Stream #0.1 -> #0.1 Press [q] to stop encoding frame= 90 fps= 0 q=-1.0 Lsize= 128kB time=6.87 bitrate= 152.4kbits/s video:92kB audio:32kB global headers:1kB muxing overhead 2.620892% [libx264 @ 0x13518b0]slice I:8 Avg QP:29.62 size: 7047 [libx264 @ 0x13518b0]slice P:82 Avg QP:30.83 size: 467 [libx264 @ 0x13518b0]mb I I16..4: 17.9% 0.0% 82.1% [libx264 @ 0x13518b0]mb P I16..4: 0.6% 0.0% 0.0% P16..4: 23.1% 0.0% 0.0% 0.0% 0.0% skip:76.3% [libx264 @ 0x13518b0]final ratefactor: 57.50 [libx264 @ 0x13518b0]SSIM Mean Y:0.9544735 [libx264 @ 0x13518b0]kb/s:8412.6 My suspicion is that it has something to do with the audio encoding. If so, does anyone know how to force it to reencode the audio to the proper format? Any other ideas?

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  • LinearLayout not expanding inside a ScrollView

    - by Felix
    I have a LinearLayout inside a ScrollView that has android:layout_height="fill_parent", but it doesn't expand to the full height of the ScrollView. My layout looks something like: level layout layout_width layout_height 1 LinearLayout fill_parent fill_parent 2 LinearLayout fill_parent wrap_content 3 (some irrelevant stuff) 2 ScrollView fill_parent fill_parent <-- this expands full height 3 LinearLayout fill_parent fill_parent <-- this does not (has orientation=vertical) (following stuff probably are irrelevant, but just to be sure:) 4 TextView fill_parent fill_parent 4 LinearLayout fill_parent wrap_content I can see that the LinearLayout doesn't expand the full height of the ScrollView because in Eclipse in Android Layout Editor, if I select the ScrollView (in the Outline panel) it is highlighted with a red border that fills the screen to the bottom but when I select the LinearLayout its highlight doesn't expand to the bottom of the screen. How can I get it to do so? The effect I'm trying to achieve is to have some text and a button below it (inside the LinearLayout in level 4 there's just a button). The text can be big enough to need a scrollbar, in which case I want the user to have to scroll down in order to see the button. In case the text is not big enough for a scroll bar, I want the LinearLayout containing the button to stick to the bottom of the screen.

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  • AVAudioRecorder Memory Leak

    - by Eric Ranschau
    I'm hoping someone out there can back me up on this... I've been working on an application that allows the end user to record a small audio file for later playback and am in the process of testing for memory leaks. I continue to very consistently run into a memory leak when the AVAudioRecorder's "stop" method attempts to close the audio file to which it's been recording. This really seems to be a leak in the framework itself, but if I'm being a bonehead you can tell me. To illustrate, I've worked up a stripped down test app that does nothing but start/stop a recording w/ the press of a button. For the sake of simplicty, everything happens in app. delegate as follows: @synthesize audioRecorder, button; @synthesize window; - (BOOL) application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions { // create compplete path to database NSString *tempPath = NSTemporaryDirectory(); NSString *audioFilePath = [tempPath stringByAppendingString:@"/customStatement.caf"]; // define audio file url NSURL *audioFileURL = [[NSURL alloc] initFileURLWithPath:audioFilePath]; // define audio recorder settings NSDictionary *settings = [[NSDictionary alloc] initWithObjectsAndKeys: [NSNumber numberWithInt:kAudioFormatAppleIMA4], AVFormatIDKey, [NSNumber numberWithInt:1], AVNumberOfChannelsKey, [NSNumber numberWithInt:AVAudioQualityLow], AVSampleRateConverterAudioQualityKey, [NSNumber numberWithFloat:44100], AVSampleRateKey, [NSNumber numberWithInt:8], AVLinearPCMBitDepthKey, nil ]; // define audio recorder audioRecorder = [[AVAudioRecorder alloc] initWithURL:audioFileURL settings:settings error:nil]; [audioRecorder setDelegate:self]; [audioRecorder setMeteringEnabled:YES]; [audioRecorder prepareToRecord]; // define record button button = [UIButton buttonWithType:UIButtonTypeRoundedRect]; [button addTarget:self action:@selector(handleTouch_recordButton) forControlEvents:UIControlEventTouchUpInside]; [button setFrame:CGRectMake(110.0, 217.5, 100.0, 45.0)]; [button setTitle:@"Record" forState:UIControlStateNormal]; [button setTitle:@"Stop" forState:UIControlStateSelected]; // configure the main view controller UIViewController *viewController = [[UIViewController alloc] init]; [viewController.view addSubview:button]; // add controllers to window [window addSubview:viewController.view]; [window makeKeyAndVisible]; // release [audioFileURL release]; [settings release]; [viewController release]; return YES; } - (void) handleTouch_recordButton { if ( ![button isSelected] ) { [button setSelected:YES]; [audioRecorder record]; } else { [button setSelected:NO]; [audioRecorder stop]; } } - (void) dealloc { [audioRecorder release]; [button release]; [window release]; [super dealloc]; } The stack trace from Instruments that shows pretty clearly that the "closeFile" method in the AVFoundation code is leaking...something. You can see a screen shot of the Instruments session here: Developer Forums: AVAudioRecorder Memory Leak Any thoughts would be greatly appreciated!

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  • Slow synch of files form iPad to webserver?

    - by MikeN
    I'm building a recording iPad application that will take some moderately large recordings on the iPad (5-10 minutes of full audio roughly 5-10Megabytes in size.) How can I synch such large files to my web server for use? I want the synching to occur asynchronously in the background. Is there an existing library/utility to synch files in the Megabyte range from an iPhone/iPad to a server in small chunks?

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  • Coded UI Test - How to change the exe it runs

    - by Vaccano
    I created a Coded UI Test from a Microsoft Test Manager recording. The exe it runs is the one the tester recorded against. I want this to be a test I run with my build. How do I change the exe that the coded UI test uses to be the output of: The TFS Build when a TFS Build is being run The local build when the test is being run on my machine.

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  • Process.CloseMainWindow() not working

    - by gehho
    I start the Windows On-Screen-Keyboard like that: s_onScreenKeyboard = new Process(); s_onScreenKeyboard.StartInfo = new ProcessStartInfo("osk.exe"); s_onScreenKeyboard.EnableRaisingEvents = true; s_onScreenKeyboard.Exited += new EventHandler(s_onScreenKeyboard_Exited); s_onScreenKeyboard.Start(); This works fine, but when I try to stop it using the following code, it does nothing: s_onScreenKeyboard.CloseMainWindow(); if (!s_onScreenKeyboard.HasExited) { if (!s_onScreenKeyboard.WaitForExit(1000)) { s_onScreenKeyboard.Close(); //s_onScreenKeyboard.Kill(); } } When uncommenting s_onScreenKeyboard.Kill(); it is closed, but the problem is that osk.exe obviously uses another process called "msswchx.exe" which is not closed if I simply kill the OSK process. This way, I would end up with hundreds of these processes which is not what I want. Another strange thing is that the CloseMainWindow() call worked at some time, but then it suddenly did not work anymore, and I do not remember what has changed. Any ideas? Background: I am implementing an On-Screen-Keyboard for my application because it should work with a touchscreen. It is important that the keyboard layout matches the layout which is configured in Windows since the application will be shipped to many different countries. Therefore, instead of implementing a custom keyboard control with approx. 537 keyboard layouts (exaggerating a little here...), I wanted to utilize the Windows built-in On-Screen-Keyboard which adapts to the selected keyboard layout automatically, saving a lot of work for me.

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  • How to add Custom View +Relative Layout into ViewGroup

    - by TimothyMiller
    Hi I am creating a View where you can draw on the screen, using a view, where I would like to have a button/titlebar drawn at the top of the screen. Here is my current code public class FingerPaint extends Activity implements ColorPickerDialog.OnColorChangedListener { private Paint mPaint; private MyView mView; @Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); LinearLayout main = new LinearLayout(this); mView = new MyView(this); main.addView(this.getLayoutInflater().inflate( R.layout.topbar, null )); main.addView(mView); main.bringChildToFront(mView); setContentView(main); // mView.addView(this.getLayoutInflater().inflate( R.layout.topbar, null )); mPaint = new Paint(); mPaint.setAntiAlias(true); mPaint.setDither(true); mPaint.setColor(0xFFFF0000); mPaint.setStyle(Paint.Style.STROKE); mPaint.setStrokeJoin(Paint.Join.ROUND); mPaint.setStrokeCap(Paint.Cap.ROUND); mPaint.setStrokeWidth(12); mBitmaps=new Bitmap[100]; location=0; actualSize=0; mEmboss = new EmbossMaskFilter(new float[] { 1, 1, 1 }, 0.4f, 6, 3.5f); mBlur = new BlurMaskFilter(8, BlurMaskFilter.Blur.NORMAL); setContentView(main); } public class MyView extends View{ ......... } But when run, only the topbar.xml view is shown. I want the status bar from topbar and the rest down to be from the myView (for drawing on the screen like paint). Am I using ViewGroup properly?

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  • Android layout with sqare buttons

    - by Mannaz
    I want to make a layout similar to this one: Four square buttons on the screen - each of those using half of the screen with/screen height (whichever is smaler). I already tried to achieve this by using a LinearLayoutbut the buttons are ending up using the correct width, but still having the height of the background (not square any more). <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:orientation="vertical" android:layout_width="fill_parent" android:layout_height="fill_parent"> <LinearLayout android:layout_width="fill_parent" android:layout_height="wrap_content"> <Button android:layout_height="wrap_content" style="@style/CKMainButton" android:layout_width="fill_parent" android:text="@string/sights" android:id="@+id/ApplicationMainSight" android:layout_toLeftOf="@+id/ApplicationMainEvent"></Button> <Button android:layout_height="wrap_content" style="@style/CKMainButton" android:layout_width="fill_parent" android:text="@string/sights" android:id="@+id/ApplicationMainSight" android:layout_toLeftOf="@+id/ApplicationMainEvent"></Button> </LinearLayout> <LinearLayout android:layout_width="fill_parent" android:layout_height="wrap_content"> <Button android:layout_height="wrap_content" style="@style/CKMainButton" android:layout_weight="1" android:layout_width="fill_parent" android:text="@string/usergenerated" android:id="@+id/ApplicationMainUserGenerated"></Button> <Button android:layout_height="wrap_content" style="@style/CKMainButton" android:layout_weight="1" android:layout_width="fill_parent" android:text="@string/tours" android:id="@+id/ApplicationMainTour"></Button> </LinearLayout> </LinearLayout> It's looking like this: How can i acchieve the Layout to look like the image above?

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  • Android: Creating a Scrollable Layout

    - by MD
    I'm trying to create a "scrollable" layout in Android. Even using developers.android.com, though, I feel a little bit lost at the moment. I'm somewhat new to Java, but not so much that I feel I should be having these issues--being new to Android is the bigger problem right now. The layout I'm trying to create should scroll in a sort of a "grid". I THINK what I'm looking for is the Gallery view, but I'm really lost as to how to implement it at the moment. I want it to "snap" to center the frame, like in the actual Gallery application. Essentially, if I had a photo gallery of 9 pictures, the idea is to scroll between them up/down AND side to side, in a 3x3 manner. Doesn't need to dynamically adjust, or anything like that, I just want a grid I can scroll through. I'm also not asking for anyone to give me explicit code for it--I'm trying to learn, more than anything. But pointing me in the right direction for helpful layout programming resources would be greatly appreciated, and confirming if it's a Gallery view I'm looking for would also be really helpful. EDIT: To clarify, the goal is to have ONE item on screen at a time. If you scroll between one item and the next, the previous one leaves the screen, and the new one snaps into place. So if it were a photo gallery, each spot on the grid would take up the entire screen size, approximately, and would be flung out of the viewable area when you slide across to the next photo, in either direction. (Photos are just an example for illustration purposes)

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  • How to handle One View with multiple ViewModel and fire different Commands

    - by Naresh
    Hi All, I have senario in which one view and view has binding with multiple ViewModel. Eg. One View displaying Phone Detail and ViewModel as per bellow: Phone basic features- PhoneViewModel, Phone Price Detail- PhoneSubscriptionViewModel, Phone Accessories- PhoneAccessoryViewModel For general properties- PhoneDetailViewModel I have placed View's general properties to PhoneViewModel.Now senario is like this: By default View displays Phone Basic feaures which is bind with ObservationCollection of PhoneViewModel. My view have button - 'View Accessories', onclick of this button one popup screen- in my design I have display/hide Grid and bind it with ObservationCollection of PhoneAccessoryViewModel. Now problem begins- Accessory List also have button 'View Detail' onclick I have to open one popup screen, here also I had placed one Grid and Visible/Hide it. I have bind 'ViewAccessoryDetailCommand' command to 'View Detail' button. And on command execution one function fires and set property which Visible the Popup screen. Using such programming command fires, function calls but the property change not raises and so my view does not display popup. Summary: One View-- ViewModel1--Grid Bind view ViewModel2 --Grid Have Button and Onclick display new Grid which binded with ViewModel3-this Command fires but property not raises. I think there is some problem in my methodology, Please, give your suggetions.

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  • iPhone SDK: PushViewController not working

    - by iPhone Developer
    I am trying to create a basic navigation application with a header and detail screen. My problem is the detail screen is not working. The code below is for the opening the detail view and placing it on the nav stack. My problem is the detail screen is not being pushed and I'm not sure why? I have verified the method below is firing. Any ptr or links to examples appreciated. //this opens up a detail view -(void) tableView:(UITableView *)tb didSelectRowAtIndexPath:(NSIndexPath *)indexPath { NSLog(@"DETAIL VIEW....."); NSInteger index = [indexPath indexAtPosition:1]; Retailer *retailer = [self retailerAtIndex:index]; if(retailer) { NSLog(@"DETAIL VIEW helelelelekjekljklerj....."); Membership * newMem = [[Membership alloc] init]; [newMem setIssuerId:[retailer retailerId]]; MembershipViewController * mvc = [[MembershipViewController alloc] initWithNibName:nil bundle:nil]; [mvc setSubject:newMem]; RootAppDelegate *appDelegate = (RootAppDelegate *)[[UIApplication sharedApplication] delegate]; [appDelegate.landingRetailersNavController pushViewController:mvc animated:YES]; [mvc release]; [newMem release]; }

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  • AdMob ad in iPhone app makes App content disappear when "done" is pressed!

    - by nephilite
    Hello All, When I return from an adMob ad by hitting "done" the content of my app has disappeared ! All that remains is a background image I had attached directly to the main window. Oddly I can still hear the result of my touch events from my main screen (which is now gone). This may be related to the issue some people have had regarding a 20 pixel move involving the toolbar...I see something to that effect as the ad starts to overlay. I have admob in another app that is working fine, and I notice when the ad opens in that app the ad content fills the whole screen EXCEPT the top toolbar (it starts right under it). In the new app I'm working on right now this isn't the case. When the ad starts to open I see the tool bar vanish, then the add comes in and fills the entire screen (including the area where the tool bar was); then when I click done and the the ad goes away everything under it is gone as well. It may be worth noting that the App I had working was 2.x and the current app is 3.x (and thus using the admob 3.0 libraries). This is very odd and deal-breaking; I need help ASAP The relevant part of my view hierarchy is as follows: AppDelegate - ViewController - MainView (Ad is in here) There are also some other Views that are children of the ViewController and a UITabbar is also a subview of the ViewController (programmatically declared, not a UITabBar Controller). Any help you can offer would be extremely appreciate...I need to resolve this issue ASAP, release in two days! Thanks!!

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  • Voice transforming using OpenAL on iPhone

    - by eaglelouk@
    Hi there, I've played a little bit with OpenAL, and I must say that it's pretty fast, even on the iPhone. However, I still got one problem. My app is recording the user voice, and repeats what he said using OpenAL. I've modified the AL_PITCH value, but it's currently also changing the speed, which I don't want to ! Is there a simple way to only change the tonality ? Thanks ;)

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  • Why do I get completely different results when saving a BitmapSource to bmp, jpeg, and png in WPF

    - by DanM
    I wrote a little utility class that saves BitmapSource objects to image files. The image files can be either bmp, jpeg, or png. Here is the code: public class BitmapProcessor { public void SaveAsBmp(BitmapSource bitmapSource, string path) { Save(bitmapSource, path, new BmpBitmapEncoder()); } public void SaveAsJpg(BitmapSource bitmapSource, string path) { Save(bitmapSource, path, new JpegBitmapEncoder()); } public void SaveAsPng(BitmapSource bitmapSource, string path) { Save(bitmapSource, path, new PngBitmapEncoder()); } private void Save(BitmapSource bitmapSource, string path, BitmapEncoder encoder) { using (var stream = new FileStream(path, FileMode.Create)) { encoder.Frames.Add(BitmapFrame.Create(bitmapSource)); encoder.Save(stream); } } } Each of the three Save methods work, but I get unexpected results with bmp and jpeg. Png is the only format that produces an exact reproduction of what I see if I show the BitmapSource on screen using a WPF Image control. Here are the results: BMP - too dark JPEG - too saturated PNG - correct Why am I getting completely different results for different file types? I should note that the BitmapSource in my example uses an alpha value of 0.1 (which is why it appears very desaturated), but it should be possible to show the resulting colors in any image format. I know if I take a screen capture using something like HyperSnap, it will look correct regardless of what file type I save to. Here's a HyperSnap screen capture saved as a bmp: As you can see, this isn't a problem, so there's definitely something strange about WPF's image encoders. Do I have a setting wrong? Am I missing something?

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  • How i zoom perticular part of UIScrollView?

    - by Rajendra Bhole
    HI, I develop an application in which i want to implement the splash screen, on that splash screen i want to bind the scrollView and UIImage. My code as follow, -(void)splashAnimation{ window = [[UIWindow alloc] initWithFrame:CGRectMake(0, 0, 320, 420)]; //scrollView = [[UIScrollView alloc] initWithFrame:[[UIScreen mainScreen] applicationFrame]]; scrollView = [[UIScrollView alloc] initWithFrame:[window bounds]]; scrollView.pagingEnabled = NO; scrollView.bounces = NO; UIImage *image = [UIImage imageNamed:@"splash.png"]; UIImageView *imageView = [[UIImageView alloc] initWithImage:image]; imageView.userInteractionEnabled = NO; [scrollView addSubview:imageView]; [scrollView setDelegate:self]; //[scrollView release]; } - (void)applicationDidFinishLaunching:(UIApplication *)application { [self splashAnimation]; [self initControllers]; [window addSubview:[mainTabBarController view]]; [window makeKeyAndVisible]; } On my given code the one blank window comes up and stay on. I want to on that blank screen bind my splash.png. *The Above problem is solved* My current code is scrollView.pagingEnabled = NO; scrollView.bounces = NO; UIImage *image = [UIImage imageNamed:@"splash.png"]; UIImageView *imageView = [[UIImageView alloc] initWithImage:image]; imageView.userInteractionEnabled = NO; [scrollView addSubview:imageView]; scrollView.maximumZoomScale = 4.0f; scrollView.minimumZoomScale = 1.0f; CGRect rect = CGRectMake(119, 42, 208, 166); [scrollView zoomToRect:rect animated:YES]; [scrollView setDelegate:self]; [window addSubview:scrollView]; [window makeKeyAndVisible]; i want to zoom the particular part of scrollView.

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  • How to do fixed price quote for design sessions?

    - by Shaul
    Normally when I do a system for a customer, I do design sessions on an hourly rate and then come out with a fixed price quotation for the full system development. Now this customer has thrown me a curveball: he doesn't want an hourly rate for design, either - he wants me to quote a fixed price to do all the design, too! Not that he's trying to cheap out, but he doesn't want to be in a situation where the longer design stretches out, the more he has to pay - and I can understand that. For the business layer it was actually not too difficult to work with this, because from his original functional spec I got a good idea of what the core business objects were, and in our design agreement I defined several objects which would be covered by a fixed design price; if any new non-trivial objects were discovered, they would be considered variances, and those would be billed on an hourly rate. So far so good. But when it comes to the UI, things start getting a lot more woolly. How many screens will there be? Don't know yet. What's going to be on each screen? Don't know yet. All we know is that it's a "dashboard" type of system, and there will be a lot of visual reporting involved e.g. gauges, graphs, etc. So maybe make it fixed price per screen design? Not a great definition; he might say that everything is going to be on one screen. Maybe a price per "visual report" design, including ability to slice & dice? Again not so easy - it might be that the entire system is just one report, and all the intelligence is going to go into how to present that segmentation. Anyone have any ideas how to do a fixed price quotation for a UI design like this?

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  • iPhone UIView frame animation inconsistent why?

    - by Rick
    I have an app that uses an image loaded in from an UIImagePickerController instance. Once the picker is dismissed so as to reduce the jarring transition from the picker layout to the layout of the next function I initially have the UIImageView for the image fill the whole screen and then when the picker is dismissed the image 'squeezes' up to the top left of the screen. from the initWithFrame... targetPicView = [[UIImageView alloc] initWithFrame:CGRectMake(0.0, 0.0, 320.0, 480.0)]; [targetPicView setContentMode:UIViewContentModeScaleToFill]; this in a function called after dismissing the picker... [UIView beginAnimations:@"squeeze" context:context]; [UIView setAnimationCurve:UIViewAnimationCurveEaseInOut]; [UIView setAnimationDuration:0.75]; [targetPicView setFrame:CGRectMake(20.0, 20.0, 130.0, 150.0)]; [UIView commitAnimations]; The weird thing is that this works great when the image has been chosen from the library, the view shrinks down with the top left corner in place just as I planned but... If the image comes from the camera then the view shrinks with the top right corner in place instead and appears to come in from the left side of the screen. Can anyone shed any light on this?

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