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  • Rotate MapView in Android

    - by Matthew B.
    I am writing an Android app where one of the features is that the map will rotate according to the compass (i.e. if the phone is pointing east, the map will be oriented so that the east side of the map is on top). Previous answers that I have found suggested over writing the onDraw() method in mapView, however, the api changed the method to final so it cannot be overwritten. As a result I have tried to overwrite the dispatchDraw() method like so: Note: -compass is a boolean that if true, rotate the view -bearing is a float variable that has the degrees that the view should rotate protected void dispatchDraw(Canvas canvas) { canvas.save(); if (compass) { final float w = this.getWidth(); final float h = this.getHeight(); final float scaleFactor = (float)(Math.sqrt(h * h + w * w) / Math.min(w, h)); final float centerX = w / 2.0f; final float centerY = h / 2.0f; canvas.rotate(bearing, centerX, centerY); canvas.scale(scaleFactor, scaleFactor, centerX, centerY); } super.dispatchDraw(canvas); canvas.restore(); }

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  • RadioButtonGroup with each RadioButton added in components?

    - by futureal
    Hi, Working in Flex 3, I have a series of components being rendered on a canvas, each of which should represent a single potential selection, ideally in a RadioButtonGroup. So in my parent canvas I am defining the RadioButtonGroup, and each component provides a single RadioButton. However, this doesn't seem to work. Suppose there is a component called aComponent defined as such: <mx:Canvas ...> ... <mx:RadioButton id="someButton" groupName="myRadioButtonGroup" ... /> </mx:Canvas> The outer canvas: <mx:Canvas ...> ... <mx:Script> public function doesSomething():void { var myComponent:aComponent = new aComponent(); outerCanvas.addChild(myComponent); } </mx:Script> ... <mx:RadioButtonGroup id="myRadioButtonGroup" /> </mx:Canvas> So my guess was that at this point if, say, four of these components were added, the radio buttons would behave in mutually exclusive fashion and I'd be able to access myRadioButtonGroup.selectedValue to get the current selection. However, it doesn't seem to work that way. Is what I'm trying to do even possible, or have I maybe just missed something? Thanks!

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  • WPF: Viewbox and TranslatePoint

    - by Samir Sabri
    Hello, I have a Viewbox with a Canvas Child, I have the Stretch property of Viewbox to Fill, I have changed the width and height of the Viewbox, I need to get the location of children in Canvas with respect to Viewbox parent I tried : Point p = viewboxInstance.TranslatePoint(new Point(Canvas.GetLeft(child), Canvas.GetTop(child)), viewboxInstanceParent); it gets wrong coordinates! Is there a solution or work around ? Thanks

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  • perl: tk: a way/widget that allows pixel level control over the output

    - by chhh
    I want something like a canvas, but where i'd be able to manipulate pixels easily in addition to all the provided geometries, that can be drawn on canvas. Is it possible to embed something like GD::Image into a canvas? So then I maybe could make the image transparent and set some pixels in it (GD::Image-setPixel()) positioning it over the canvas? ps: well, that doesn't necessarily have to be perl, as there seem to be bindings for all the libs for most scripting (and not only) languages.

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  • ScaleTransform and Image size

    - by Vinjamuri
    I have a Canvas which has an image as background. When I do the ScaleTransform to increase the size of the image, the image blows out of the Canvas. Although I increase the size, I don't want the image to go out of the Canvas, I just want it to fit inside the Canvas. How to fix this issue in WPF?

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  • unable to capture picture using camera in j2me polish?

    - by SIVAKUMAR.J
    I'm, developing a mobile app in j2me.Now im converting it into j2me polish. In my app I capture a picture using camera in mobile phone. It works fine in j2me. But it does not work fine in j2me polish. I cannot resolve it. The code snippet given below public class VideoCanvas extends Canvas { // private VideoMIDlet midlet; // Form frm Form frm=null; public VideoCanvas(VideoControl videoControl) { int width = getWidth(); int height = getHeight(); // this.midlet = midlet; //videoControl.initDisplayMode(VideoControl.USE_DIRECT_VIDEO, this); //Canvas canvas = StyleSheet.currentScreen; //canvas = MasterCanvas.instance; videoControl.initDisplayMode( VideoControl.USE_DIRECT_VIDEO,this); try { videoControl.setDisplayLocation(2, 2); videoControl.setDisplaySize(width - 4, height - 4); } catch (MediaException me) {} videoControl.setVisible(true); } public VideoCanvas(VideoControl videoControl,Form ff) { frm=ff; int width = getWidth(); int height = getHeight(); // this.midlet = midlet; Ticker ticker=new Ticker("B4 video controll init"); frm.setTicker(ticker); //Canvas canvas = StyleSheet.currentScreen; videoControl.initDisplayMode(VideoControl.USE_DIRECT_VIDEO,this); ticker=new Ticker("after video controll init"); frm.setTicker(ticker); try { videoControl.setDisplayLocation(2, 2); videoControl.setDisplaySize(width - 4, height - 4); } catch (MediaException me) {} videoControl.setVisible(true); ticker=new Ticker("Device not supported"); frm.setTicker(ticker); } public void paint(Graphics g) { int width = getWidth(); int height = getHeight(); g.setColor(0x00ff00); g.drawRect(0, 0, width - 1, height - 1); g.drawRect(1, 1, width - 3, height - 3); } } In normal j2me the above code works correctly. But in j2me polish videoControl.initDisplayMode(VideoControl.USE_DIRECT_VIDEO,this) here this refers to VideoCanvas (which extends from javax.microedition.lcdui.Canvas). But it throws an "IllegalArgumentException - container should be canvas" like that. How to solve the issue?

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  • How can I link axes of imshow plots for zooming and panning?

    - by Adam Fraser
    Suppose I have a figure canvas with 3 plots... 2 are images of the same dimensions plotted with imshow, and the other is some other kind of subplot. I'd like to be able to link the x and y axes of the imshow plots so that when I zoom in one (using the zoom tool provided by the NavigationToolbar), the other zooms to the same coordinates, and when I pan in one, the other pans as well. Subplot methods such as scatter and histogram can be passed kwargs specifying an axes for sharex and sharey, but imshow has no such configuration. I started hacking my way around this by subclassing NavigationToolbar2WxAgg (shown below)... but there are several problems here. 1) This will link the axes of all plots in a canvas since all I've done is get rid of the checks for a.in_axes() 2) This worked well for panning, but zooming caused all subplots to zoom from the same global point, rather than from the same point in each of their respective axes. Can anyone suggest a workaround? Much thanks! -Adam from matplotlib.backends.backend_wxagg import NavigationToolbar2WxAgg class MyNavToolbar(NavigationToolbar2WxAgg): def __init__(self, canvas, cpfig): NavigationToolbar2WxAgg.__init__(self, canvas) # overrided # As mentioned in the code below, the only difference here from overridden # method is that this one doesn't check a.in_axes(event) when deciding which # axes to start the pan in... def press_pan(self, event): 'the press mouse button in pan/zoom mode callback' if event.button == 1: self._button_pressed=1 elif event.button == 3: self._button_pressed=3 else: self._button_pressed=None return x, y = event.x, event.y # push the current view to define home if stack is empty if self._views.empty(): self.push_current() self._xypress=[] for i, a in enumerate(self.canvas.figure.get_axes()): # only difference from overridden method is that this one doesn't # check a.in_axes(event) if x is not None and y is not None and a.get_navigate(): a.start_pan(x, y, event.button) self._xypress.append((a, i)) self.canvas.mpl_disconnect(self._idDrag) self._idDrag=self.canvas.mpl_connect('motion_notify_event', self.drag_pan) # overrided def press_zoom(self, event): 'the press mouse button in zoom to rect mode callback' if event.button == 1: self._button_pressed=1 elif event.button == 3: self._button_pressed=3 else: self._button_pressed=None return x, y = event.x, event.y # push the current view to define home if stack is empty if self._views.empty(): self.push_current() self._xypress=[] for i, a in enumerate(self.canvas.figure.get_axes()): # only difference from overridden method is that this one doesn't # check a.in_axes(event) if x is not None and y is not None and a.get_navigate() and a.can_zoom(): self._xypress.append(( x, y, a, i, a.viewLim.frozen(), a.transData.frozen())) self.press(event)

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  • Flex Nested Drag And Drop

    - by Soumitra
    i have a canvas where i can add layout say another canvas.So both the canvas have drag enter and drag drop event . I want to toggle this events .. i.e when outer canvas will accept drag inner will not accept and when inner will accept drag outer will not.I am facing a problem in nested drop events..Inner drop event is not working..Please help me out..Waiting for your help

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  • How to get ImageButton size within Android GridView?

    - by wufoo
    I'm subclassing ImageButton in order to draw lines on it and trying to figure out where the actual button coordinates are within my gridview. I am using onGlobalLayout to setup Top, Bottom, Right and Left, but these seem to be for the actual "square" within the grid, and not the actual button (see image). The purple lines are drawn in myImageButton.onDraw() using coords gathered from myImageButton.onGlobalLayout(). I thought these would be for the button, but they seem to be from something else. Not sure what. I'd like the purple lines to match the outline of the button so the lines I draw appear on the button and not just floating out in the LinearLayout somewhere. The light blue is the background color of the vertical LinearLayout holding the Textview (for the number) and myImageButton. Any way to get the actual button size? XML Layout: <FrameLayout xmlns:android="http://schemas.android.com/apk/res/android" android:id="@+id/lay_cellframe" android:layout_width="fill_parent" android:layout_height="fill_parent" > <LinearLayout android:layout_width="fill_parent" android:layout_height="fill_parent" android:gravity="fill_vertical|fill_horizontal" android:orientation="vertical" > <TextView android:id="@+id/tv_cell" android:layout_width="fill_parent" android:layout_height="wrap_content" android:layout_margin="2dp" android:gravity="center" android:text="TextView" android:textSize="10sp" /> <com.example.icaltest2.myImageButton android:id="@+id/imageButton1" android:layout_width="fill_parent" android:layout_height="fill_parent" android:layout_gravity="center" android:layout_margin="0dp" android:adjustViewBounds="false" android:background="@android:drawable/btn_default" android:scaleType="fitXY" android:src="@android:color/transparent" /> </LinearLayout> </FrameLayout> myImageButton.java public myImageButton (Context context, AttributeSet attrs) { super (context, attrs); mBounds = new Rect(); ViewTreeObserver vto = this.getViewTreeObserver (); vto.addOnGlobalLayoutListener (ogl); Log.d (TAG, "myImageButton"); } ... OnGlobalLayoutListener ogl = new OnGlobalLayoutListener() { @Override public void onGlobalLayout () { Rect b = getDrawable ().getBounds (); mBtnTop = b.centerY () - (b.height () / 2); mBtnBot = b.centerY () + (b.height () / 2); mBtnLeft = b.centerX () - (b.width () / 2); mBtnRight = b.centerX () + (b.width () / 2); } }; ... @Override protected void onDraw (Canvas canvas) { super.onDraw (canvas); Paint p = new Paint (); p.setStyle (Paint.Style.STROKE); p.setStrokeWidth (1); p.setColor (Color.MAGENTA); canvas.drawCircle (mBtnLeft, mBtnTop, 2, p); canvas.drawCircle (mBtnLeft, mBtnBot, 2, p); canvas.drawCircle (mBtnRight, mBtnTop, 2, p); canvas.drawCircle (mBtnRight, mBtnBot, 2, p); canvas.drawRect (mBtnLeft, mBtnTop, mBtnRight, mBtnBot, p); }

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  • Bouncing off a circular Boundary with multiple balls?

    - by Anarkie
    I am making a game like this : Yellow Smiley has to escape from red smileys, when yellow smiley hits the boundary game is over, when red smileys hit the boundary they should bounce back with the same angle they came, like shown below: Every 10 seconds a new red smiley comes in the big circle, when red smiley hits yellow, game is over, speed and starting angle of red smileys should be random. I control the yellow smiley with arrow keys. The biggest problem I have reflecting the red smileys from the boundary with the angle they came. I don't know how I can give a starting angle to a red smiley and bouncing it with the angle it came. I would be glad for any tips! My js source code : var canvas = document.getElementById("mycanvas"); var ctx = canvas.getContext("2d"); // Object containing some global Smiley properties. var SmileyApp = { radius: 15, xspeed: 0, yspeed: 0, xpos:200, // x-position of smiley ypos: 200 // y-position of smiley }; var SmileyRed = { radius: 15, xspeed: 0, yspeed: 0, xpos:350, // x-position of smiley ypos: 65 // y-position of smiley }; var SmileyReds = new Array(); for (var i=0; i<5; i++){ SmileyReds[i] = { radius: 15, xspeed: 0, yspeed: 0, xpos:350, // x-position of smiley ypos: 67 // y-position of smiley }; SmileyReds[i].xspeed = Math.floor((Math.random()*50)+1); SmileyReds[i].yspeed = Math.floor((Math.random()*50)+1); } function drawBigCircle() { var centerX = canvas.width / 2; var centerY = canvas.height / 2; var radiusBig = 300; ctx.beginPath(); ctx.arc(centerX, centerY, radiusBig, 0, 2 * Math.PI, false); // context.fillStyle = 'green'; // context.fill(); ctx.lineWidth = 5; // context.strokeStyle = '#003300'; // green ctx.stroke(); } function lineDistance( positionx, positiony ) { var xs = 0; var ys = 0; xs = positionx - 350; xs = xs * xs; ys = positiony - 350; ys = ys * ys; return Math.sqrt( xs + ys ); } function drawSmiley(x,y,r) { // outer border ctx.lineWidth = 3; ctx.beginPath(); ctx.arc(x,y,r, 0, 2*Math.PI); //red ctx.fillStyle="rgba(255,0,0, 0.5)"; ctx.fillStyle="rgba(255,255,0, 0.5)"; ctx.fill(); ctx.stroke(); // mouth ctx.beginPath(); ctx.moveTo(x+0.7*r, y); ctx.arc(x,y,0.7*r, 0, Math.PI, false); // eyes var reye = r/10; var f = 0.4; ctx.moveTo(x+f*r, y-f*r); ctx.arc(x+f*r-reye, y-f*r, reye, 0, 2*Math.PI); ctx.moveTo(x-f*r, y-f*r); ctx.arc(x-f*r+reye, y-f*r, reye, -Math.PI, Math.PI); // nose ctx.moveTo(x,y); ctx.lineTo(x, y-r/2); ctx.lineWidth = 1; ctx.stroke(); } function drawSmileyRed(x,y,r) { // outer border ctx.lineWidth = 3; ctx.beginPath(); ctx.arc(x,y,r, 0, 2*Math.PI); //red ctx.fillStyle="rgba(255,0,0, 0.5)"; //yellow ctx.fillStyle="rgba(255,255,0, 0.5)"; ctx.fill(); ctx.stroke(); // mouth ctx.beginPath(); ctx.moveTo(x+0.4*r, y+10); ctx.arc(x,y+10,0.4*r, 0, Math.PI, true); // eyes var reye = r/10; var f = 0.4; ctx.moveTo(x+f*r, y-f*r); ctx.arc(x+f*r-reye, y-f*r, reye, 0, 2*Math.PI); ctx.moveTo(x-f*r, y-f*r); ctx.arc(x-f*r+reye, y-f*r, reye, -Math.PI, Math.PI); // nose ctx.moveTo(x,y); ctx.lineTo(x, y-r/2); ctx.lineWidth = 1; ctx.stroke(); } // --- Animation of smiley moving with constant speed and bounce back at edges of canvas --- var tprev = 0; // this is used to calculate the time step between two successive calls of run function run(t) { requestAnimationFrame(run); if (t === undefined) { t=0; } var h = t - tprev; // time step tprev = t; SmileyApp.xpos += SmileyApp.xspeed * h/1000; // update position according to constant speed SmileyApp.ypos += SmileyApp.yspeed * h/1000; // update position according to constant speed for (var i=0; i<SmileyReds.length; i++){ SmileyReds[i].xpos += SmileyReds[i].xspeed * h/1000; // update position according to constant speed SmileyReds[i].ypos += SmileyReds[i].yspeed * h/1000; // update position according to constant speed } // change speed direction if smiley hits canvas edges if (lineDistance(SmileyApp.xpos, SmileyApp.ypos) + SmileyApp.radius > 300) { alert("Game Over"); } // redraw smiley at new position ctx.clearRect(0,0,canvas.height, canvas.width); drawBigCircle(); drawSmiley(SmileyApp.xpos, SmileyApp.ypos, SmileyApp.radius); for (var i=0; i<SmileyReds.length; i++){ drawSmileyRed(SmileyReds[i].xpos, SmileyReds[i].ypos, SmileyReds[i].radius); } } // uncomment these two lines to get every going // SmileyApp.speed = 100; run(); // --- Control smiley motion with left/right arrow keys function arrowkeyCB(event) { event.preventDefault(); if (event.keyCode === 37) { // left arrow SmileyApp.xspeed = -100; SmileyApp.yspeed = 0; } else if (event.keyCode === 39) { // right arrow SmileyApp.xspeed = 100; SmileyApp.yspeed = 0; } else if (event.keyCode === 38) { // up arrow SmileyApp.yspeed = -100; SmileyApp.xspeed = 0; } else if (event.keyCode === 40) { // right arrow SmileyApp.yspeed = 100; SmileyApp.xspeed = 0; } } document.addEventListener('keydown', arrowkeyCB, true); JSFiddle : http://jsfiddle.net/gj4Q7/

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  • Printing images in Flex

    - by TERACytE
    In s Flex 3 app, I have canvas with a PNG image for a background. The image is the same width & height as the canvas. I also have some other controls in the canvas: <mx:Canvas id="form" backgroundImage="@Embed(source='images/formBkg.png')" width="640" height="480" > <mx:label .../> <mx:label .../> I print the canvas using the following code: var printJob:FlexPrintJob = new FlexPrintJob(); if (printJob.start()) { printJob.addObject(form, FlexPrintJobScaleType.SHOW_ALL); printJob.send(); } On screen it looks great, but when I print it the quality of the png degrades. It is not terrible, but not as sharp as what is shown on screen. Is there anything I can do to improve the quality of the printed png?

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  • To make the drawn text clear

    - by user1758835
    I have written the code to draw text on the image and to save the image,But the text which I am drawing is looking blur on the image.What modifications need to do to make it clear,Or if there is any other way to draw text on image in android Canvas canvas = new Canvas(photo); Typeface tf = Typeface.create(topaste, Typeface.BOLD); Paint paint = new Paint(); paint.setStyle(Style.FILL); paint.setTypeface(tf); paint.setColor(Color.WHITE); paint.setStrokeWidth(12); canvas.drawBitmap(photo, 0, 0, paint); canvas.drawText(topaste, 15, 120, paint); image.setImageBitmap(photo);

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  • DataContext as Source for Converter Binding Within Resources

    - by loafofbread
    <Style TargetType="{x:Type local:SomeControl}"> <Canvas.DataContext> <ViewModels:VMSomeControl Model="{Binding RelativeSource={RelativeSource TemplatedParent}}" /> </Canvas.DataContext> <Canvas.Resources> <!-- is there a way to use a binding that points to the datacontext within the resources ? --> <Converters:SomeConverter x:Key="someConverter" SomeProperty="{Binding Path=Model.SomeProperty}" /> <!-- is there a way to point Directly to the TemplatedParent ? --> <Converters:SomeConverter x:Key="someConverter" SomeProperty="{TemplateBinding Path=SomeProperty}" /> </Canvas.Resources> <SomeFrameworkElement SomeProperty="{Binding Path=Model.SomeOtherProperty, Converter={StaticResource someConverter}}" /> </Canvas> is it possible to use bindings that use either the dataContext or the TemplatedParent Within a ControlTemplate's Root Visuals resourecs ?

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  • C++ Adding 2 arrays together quickly

    - by Tom Gullen
    Hello! Given the arrays: int canvas[10][10]; int addon[10][10]; Where all the values range from 0 - 100, what is the fastest way in C++ to add those two arrays so each cell in canvas equals itself plus the corresponding cell value in addon. IE, I want to achieve something like: canvas += another; So if canvas[0][0] =3 and addon[0][0] = 2 then canvas[0][0] = 5 Speed is essential here as I am writing a very simple program to brute force a knapsack type problem and there will be tens of millions of combinations.

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  • How to secure an AJAX call from a facebook canvas application.

    - by user259349
    Reading this Ajax example, http://wiki.developers.facebook.com/index.php/FBJS/Examples/Ajax#Working_Example I found the following line. I'm not sure what to understand out of it, how do you "check the sig values per Platform spec"? "Note: For brevity's sake we are trusting $_POST['fb_sig_user'] without checking the full signature. This is unsafe as anyone could easily forge a user's action. Always be sure to either use the Facebook object which is supplied with the client libraries, or check the sig values per Platform spec"

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  • Snatching the code of a Facebook fan page canvas?

    - by Andre
    I am trying to snatch the code of this fan page: http://www.facebook.com/pages/See-oho-nieps-YothG-RRofiLe/106340746065367 I need the function that suggests the fan page to the users friends automatically (not for spamming purposes as the above fan page is used for). Now by looking at the source, I know that the code is under the pagelet_tab_content, but not all of it. I have copied that part and pasted it into my own fan page. The layout looks identical but the functions does not work. Obviously something is missing. For instance, I cant find the in the source which is strange, as I know for definate that it is being used. I have been working with this all day without any result. Maybe there is someone more intelligent and experienced that could help me out?

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  • about the JOGL 2 problem

    - by Chuchinyi
    Please some help me about the JOGL 2 problem(Sorry for previous error format). I complied JOGL2Template.java ok. but execut it with following error. D:\java\java\jogl>javac JOGL2Template.java <== compile ok D:\java\java\jogl>java JOGL2Template <== execute error Exception in thread "main" java.lang.ExceptionInInitializerError at javax.media.opengl.GLProfile.<clinit>(GLProfile.java:1176) at JOGL2Template.<init>(JOGL2Template.java:24) at JOGL2Template.main(JOGL2Template.java:57) Caused by: java.lang.SecurityException: no certificate for gluegen-rt.dll in D:\ java\lib\gluegen-rt-natives-windows-i586.jar at com.jogamp.common.util.JarUtil.validateCertificate(JarUtil.java:350) at com.jogamp.common.util.JarUtil.validateCertificates(JarUtil.java:324) at com.jogamp.common.util.cache.TempJarCache.validateCertificates(TempJa rCache.java:328) at com.jogamp.common.util.cache.TempJarCache.bootstrapNativeLib(TempJarC ache.java:283) at com.jogamp.common.os.Platform$3.run(Platform.java:308) at java.security.AccessController.doPrivileged(Native Method) at com.jogamp.common.os.Platform.loadGlueGenRTImpl(Platform.java:298) at com.jogamp.common.os.Platform.<clinit>(Platform.java:207) ... 3 more there is JOGL2Template.java source code: import java.awt.Dimension; import java.awt.Frame; import java.awt.event.WindowAdapter; import java.awt.event.WindowEvent; import javax.media.opengl.GLAutoDrawable; import javax.media.opengl.GLCapabilities; import javax.media.opengl.GLEventListener; import javax.media.opengl.GLProfile; import javax.media.opengl.awt.GLCanvas; import com.jogamp.opengl.util.FPSAnimator; import javax.swing.JFrame; /* * JOGL 2.0 Program Template For AWT applications */ public class JOGL2Template extends JFrame implements GLEventListener { private static final int CANVAS_WIDTH = 640; // Width of the drawable private static final int CANVAS_HEIGHT = 480; // Height of the drawable private static final int FPS = 60; // Animator's target frames per second // Constructor to create profile, caps, drawable, animator, and initialize Frame public JOGL2Template() { // Get the default OpenGL profile that best reflect your running platform. GLProfile glp = GLProfile.getDefault(); // Specifies a set of OpenGL capabilities, based on your profile. GLCapabilities caps = new GLCapabilities(glp); // Allocate a GLDrawable, based on your OpenGL capabilities. GLCanvas canvas = new GLCanvas(caps); canvas.setPreferredSize(new Dimension(CANVAS_WIDTH, CANVAS_HEIGHT)); canvas.addGLEventListener(this); // Create a animator that drives canvas' display() at 60 fps. final FPSAnimator animator = new FPSAnimator(canvas, FPS); addWindowListener(new WindowAdapter() { // For the close button @Override public void windowClosing(WindowEvent e) { // Use a dedicate thread to run the stop() to ensure that the // animator stops before program exits. new Thread() { @Override public void run() { animator.stop(); System.exit(0); } }.start(); } }); add(canvas); pack(); setTitle("OpenGL 2 Test"); setVisible(true); animator.start(); // Start the animator } public static void main(String[] args) { new JOGL2Template(); } @Override public void init(GLAutoDrawable drawable) { // Your OpenGL codes to perform one-time initialization tasks // such as setting up of lights and display lists. } @Override public void display(GLAutoDrawable drawable) { // Your OpenGL graphic rendering codes for each refresh. } @Override public void reshape(GLAutoDrawable drawable, int x, int y, int w, int h) { // Your OpenGL codes to set up the view port, projection mode and view volume. } @Override public void dispose(GLAutoDrawable drawable) { // Hardly used. } }

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  • Joystick example problem for android 2D

    - by iQue
    I've searched all over the web for an answer to this, and there are simular topics but nothing works for me, and I have no Idea why. I just want to move my sprite using a joystick, since I'm useless at math when it comes to angles etc I used an example, Ill post the code here: public float initx = 50; //og 425; public float inity = 300; //og 267; public Point _touchingPoint = new Point(50, 300); //og(425, 267); public Point _pointerPosition = new Point(100, 170); private Boolean _dragging = false; private MotionEvent lastEvent; @Override public boolean onTouchEvent(MotionEvent event) { if (event == null && lastEvent == null) { return _dragging; } else if (event == null && lastEvent != null) { event = lastEvent; } else { lastEvent = event; } // drag drop if (event.getAction() == MotionEvent.ACTION_DOWN) { _dragging = true; } else if (event.getAction() == MotionEvent.ACTION_UP) { _dragging = false; } if (_dragging) { // get the pos _touchingPoint.x = (int) event.getX(); _touchingPoint.y = (int) event.getY(); // bound to a box if (_touchingPoint.x < 25) { _touchingPoint.x = 25; //og 400 } if (_touchingPoint.x > 75) { _touchingPoint.x = 75; //og 450 } if (_touchingPoint.y < 275) { _touchingPoint.y = 275; //og 240 } if (_touchingPoint.y > 325) { _touchingPoint.y = 325; //og 290 } // get the angle double angle = Math.atan2(_touchingPoint.y - inity, _touchingPoint.x - initx) / (Math.PI / 180); // Move the beetle in proportion to how far // the joystick is dragged from its center _pointerPosition.y += Math.sin(angle * (Math.PI / 180)) * (_touchingPoint.x / 70); _pointerPosition.x += Math.cos(angle * (Math.PI / 180)) * (_touchingPoint.x / 70); // stop the sprite from goin thru if (_pointerPosition.x + happy.getWidth() >= getWidth()) { _pointerPosition.x = getWidth() - happy.getWidth(); } if (_pointerPosition.x < 0) { _pointerPosition.x = 0; } if (_pointerPosition.y + happy.getHeight() >= getHeight()) { _pointerPosition.y = getHeight() - happy.getHeight(); } if (_pointerPosition.y < 0) { _pointerPosition.y = 0; } } public void render(Canvas canvas) { canvas.drawColor(Color.BLUE); canvas.drawBitmap(joystick.get_joystickBg(), initx-45, inity-45, null); canvas.drawBitmap(happy, _pointerPosition.x, _pointerPosition.y, null); canvas.drawBitmap(joystick.get_joystick(), _touchingPoint.x - 26, _touchingPoint.y - 26, null); } public void update() { this.onTouchEvent(null); } og= original position. as you can see Im trying to move the joystick, but when I do it stops working correctly, I mean it still works like a joystick but the sprite dosnt move accordingly, if I for example push the joystick down, the sprite moves up, and if I push it up it moves left. can anyone PLEASE help me, I've been stuck here for sooo long and its really frustrating.

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  • JOGL2 test compiles, but doesn't execute - help?

    - by Chuchinyi
    I have a problem with JOGL2. My JOGL2Template.java compiles fine, but executing it results in the following error: D:\java\java\jogl>javac JOGL2Template.java <== compile ok D:\java\java\jogl>java JOGL2Template <== execute error Exception in thread "main" java.lang.ExceptionInInitializerError at javax.media.opengl.GLProfile.<clinit>(GLProfile.java:1176) at JOGL2Template.<init>(JOGL2Template.java:24) at JOGL2Template.main(JOGL2Template.java:57) Caused by: java.lang.SecurityException: no certificate for gluegen-rt.dll in D:\ java\lib\gluegen-rt-natives-windows-i586.jar at com.jogamp.common.util.JarUtil.validateCertificate(JarUtil.java:350) at com.jogamp.common.util.JarUtil.validateCertificates(JarUtil.java:324) at com.jogamp.common.util.cache.TempJarCache.validateCertificates(TempJa rCache.java:328) at com.jogamp.common.util.cache.TempJarCache.bootstrapNativeLib(TempJarC ache.java:283) at com.jogamp.common.os.Platform$3.run(Platform.java:308) at java.security.AccessController.doPrivileged(Native Method) at com.jogamp.common.os.Platform.loadGlueGenRTImpl(Platform.java:298) at com.jogamp.common.os.Platform.<clinit>(Platform.java:207) ... 3 more Here is the JOGL2Template.java source code: import java.awt.Dimension; import java.awt.Frame; import java.awt.event.WindowAdapter; import java.awt.event.WindowEvent; import javax.media.opengl.GLAutoDrawable; import javax.media.opengl.GLCapabilities; import javax.media.opengl.GLEventListener; import javax.media.opengl.GLProfile; import javax.media.opengl.awt.GLCanvas; import com.jogamp.opengl.util.FPSAnimator; import javax.swing.JFrame; /* * JOGL 2.0 Program Template For AWT applications */ public class JOGL2Template extends JFrame implements GLEventListener { private static final int CANVAS_WIDTH = 640; // Width of the drawable private static final int CANVAS_HEIGHT = 480; // Height of the drawable private static final int FPS = 60; // Animator's target frames per second // Constructor to create profile, caps, drawable, animator, and initialize Frame public JOGL2Template() { // Get the default OpenGL profile that best reflect your running platform. GLProfile glp = GLProfile.getDefault(); // Specifies a set of OpenGL capabilities, based on your profile. GLCapabilities caps = new GLCapabilities(glp); // Allocate a GLDrawable, based on your OpenGL capabilities. GLCanvas canvas = new GLCanvas(caps); canvas.setPreferredSize(new Dimension(CANVAS_WIDTH, CANVAS_HEIGHT)); canvas.addGLEventListener(this); // Create a animator that drives canvas' display() at 60 fps. final FPSAnimator animator = new FPSAnimator(canvas, FPS); addWindowListener(new WindowAdapter() { // For the close button @Override public void windowClosing(WindowEvent e) { // Use a dedicate thread to run the stop() to ensure that the // animator stops before program exits. new Thread() { @Override public void run() { animator.stop(); System.exit(0); } }.start(); } }); add(canvas); pack(); setTitle("OpenGL 2 Test"); setVisible(true); animator.start(); // Start the animator } public static void main(String[] args) { new JOGL2Template(); } @Override public void init(GLAutoDrawable drawable) { // Your OpenGL codes to perform one-time initialization tasks // such as setting up of lights and display lists. } @Override public void display(GLAutoDrawable drawable) { // Your OpenGL graphic rendering codes for each refresh. } @Override public void reshape(GLAutoDrawable drawable, int x, int y, int w, int h) { // Your OpenGL codes to set up the view port, projection mode and view volume. } @Override public void dispose(GLAutoDrawable drawable) { // Hardly used. } } Any ideas what might be the cause of these errors?

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  • Should I use OpenGL for chess with animations?

    - by fhucho
    At the moment I am experimenting with SurfaceView for my chess game with animations. I am getting only about 8 FPS in the emulator. I draw a chess board and 32 chess pieces and rotate everything (to see how smooth it is), I am using antialiasing. On the Droid I'm getting about 20FPS, so it's not very smooth. Is it possible to implement a game with very scarce and simple animations without having to use OpenGL? This is what I do every frame: // scale and rotate matrix.setScale(scale, scale); rotation += 3; matrix.postRotate(rotation, 152, 152); canvas = surfaceHolder.lockCanvas(); canvas.setDrawFilter(new PaintFlagsDrawFilter(0, Paint.FILTER_BITMAP_FLAG)); canvas.setMatrix(matrix); canvas.drawARGB(255, 255, 255, 255); // fill the canvas with white for (int i = 0; i < sprites.size(); i++) { sprites.get(i).draw(canvas); // draws chessboard and chess pieces }

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  • How to draw an overlay on a SurfaceView used by Camera on Android?

    - by Cristian Castiblanco
    I have a simple program that draws the preview of the Camera into a SurfaceView. What I'm trying to do is using the onPreviewFrame method, which is invoked each time a new frame is drawn into the SurfaceView, in order to execute the invalidate method which is supposed to invoke the onDraw method. In fact, the onDraw method is being invoked, but nothing there is being printed (I guess the camera preview is overwriting the text I'm trying to draw). This is a simplify version of the SurfaceView subclass I have: public class Superficie extends SurfaceView implements SurfaceHolder.Callback { SurfaceHolder mHolder; public Camera camera; Superficie(Context context) { super(context); mHolder = getHolder(); mHolder.addCallback(this); mHolder.setType(SurfaceHolder.SURFACE_TYPE_PUSH_BUFFERS); } public void surfaceCreated(final SurfaceHolder holder) { camera = Camera.open(); try { camera.setPreviewDisplay(holder); camera.setPreviewCallback(new PreviewCallback() { public void onPreviewFrame(byte[] data, Camera arg1) { invalidar(); } }); } catch (IOException e) {} } public void invalidar(){ invalidate(); } public void surfaceChanged(SurfaceHolder holder, int format, int w, int h) { Camera.Parameters parameters = camera.getParameters(); parameters.setPreviewSize(w, h); camera.setParameters(parameters); camera.startPreview(); } @Override public void draw(Canvas canvas) { super.draw(canvas); // nothing gets drawn :( Paint p = new Paint(Color.RED); canvas.drawText("PREVIEW", canvas.getWidth() / 2, canvas.getHeight() / 2, p); } }

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  • Adding a font for use in ReportLab

    - by Jimmy McCarthy
    I'm trying to add a font to the python ReportLab so that I can use it for a function. The function is using canvas.Canvas to draw a bunch of text in a PDF, nothing complicated, but I need to add a fixed width font for layout issues. When I tried to register a font using what little info I could find, that seemed to work. But when I tried to call .addFont('fontname') from my Canvas object I keep getting "PDFDocument instance has no attribute 'addFont'" Is the function just not implemented? How do I get access to fonts other than the 10 or so default ones that are listed in .getAvailableFonts? Thanks. Some example code of what I'm trying to make happen: from reportlab.pdfgen import canvas c = canvas.Canvas('label.pdf') c.addFont('TestFont') #This throws the error listed above, regardless of what argument I use (whether it refers to a font or not). c.drawString(1,1,'test data here') c.showPage() c.save() To register the font, I tried from reportlab.lib.fonts import addMapping from reportlab.pdfbase import pdfmetrics pdfmetrics.registerFont(TTFont('TestFont', 'ghettomarquee.ttf')) addMapping('TestFont', 0, 0, 'TestFont') where 'ghettomarquee.ttf' was just a random font I had lying around.

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  • How to use RelativeLayout to make a custom component on Android

    - by Styggentorsken
    I'm trying to make a custom component based on buttons without having to deal with all the layout myself. The problem is that i can't find a way to make use of RelativeLayout to draw the thing. This is my latest attempt. A bitmap is returned by layoutManager.getDrawingCache(), but it does not show any buttons. canvas.drawColor(...) however works. public class MyView extends View { Button myButton; RelativeLayout layoutManager; public MyView(Context context) { super(context); initMyView(); } public MyView(Context context, AttributeSet attrs) { super(context); initMyView(); // ... } public void initMyView() { layoutManager = new RelativeLayout(getContext()); } @Override protected void onMeasure(int widthMeasureSpec, int heightMeasureSpec) { setMeasuredDimension( MeasureSpec.getSize(measureSpec), MeasureSpec.getSize(measureSpec) ); } @Override protected void onDraw(Canvas canvas) { super.onDraw(canvas); myButton = new Button(layoutManager.getContext()); myButton.setVisibility(VISIBLE); myButton.setDrawingCacheEnabled(true); layoutManager.addView(myButton); layoutManager.setDrawingCacheEnabled(true); layoutManager.layout(0, 0, 150, 150); layoutManager.setVisibility(VISIBLE); layoutManager.buildDrawingCache(); layoutManager.draw(canvas); canvas.drawBitmap(layoutManager.getDrawingCache(), 0.0f, 0.0f, null); } }

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  • Custom button with property as StaticResource

    - by alin
    I am trying to achieve the following thing: use an svg image into a custom button. In order to do this I created a Custom button: public class MainButton : Button { static MainButton() { DefaultStyleKeyProperty.OverrideMetadata(typeof(MainButton), new FrameworkPropertyMetadata(typeof(MainButton))); } public string Text { get { return (string)GetValue(TextProperty); } set { SetValue(TextProperty, value); } } public static readonly DependencyProperty TextProperty = DependencyProperty.Register("Text", typeof(string), typeof(MainButton), new UIPropertyMetadata("")); public object Image { get { return (object)GetValue(ImageProperty); } set { SetValue(ImageProperty, value); } } public static readonly DependencyProperty ImageProperty = DependencyProperty.Register("Image", typeof(object), typeof(MainButton), new UIPropertyMetadata("")); } I took a svg file, opened it in inkscape and saved it as xaml file. I opened Themes.xaml and added the created xaml image as a ControlTemplate And the button style is: Style TargetType="{x:Type local:MainButton}" <StackPanel Canvas.Top="12" Canvas.Left="0" Canvas.ZIndex="2" Width="80"> <ContentControl x:Name="Img" Template="{StaticResource Home}" /> </StackPanel> <StackPanel x:Name="spText" Canvas.Top="45" Canvas.Left="1" Canvas.ZIndex="1" Width="80"> <TextBlock x:Name="Txt" Text="{Binding Path=(local:MainButton.Text), RelativeSource ={RelativeSource FindAncestor, AncestorType ={x:Type Button}}}" VerticalAlignment="Center" HorizontalAlignment="Center" Foreground="White" FontSize="14"/> </StackPanel> ... As you can see I have hardcoded the StaticResource name I want to be able to have a binding with property Image on this Template, something like So that I can set the Image property of the button with the name of the StaticResource I want. For example, having beside "Home" image, another one "Back" I would have two buttons in MainWindow declared like this: Any advice is kindly taken. Thank you for your time.

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  • Am I fundamentally misunderstanding how Silverlight runs? (debugging issues)

    - by SP
    I've got a vs2010 solution containing an ASP.Net 4 website, and a Silverlight 4 project. The website is linked to the Silverlight project ('Map') and the ClientBin folder contains a Map.xap file. The Map project is very simple. It contains the default App.xaml and App.xaml.cs files. The MainPage.xaml file looks like this <UserControl x:Class="Map.MainPage" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:d="http://schemas.microsoft.com/expression/blend/2008" xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006" mc:Ignorable="d" d:DesignHeight="380" d:DesignWidth="800"> <Canvas x:Name="MainCanvas" Width="800" Height="380"> <Canvas.Background> <ImageBrush ImageSource="map.png" Stretch="None"/> </Canvas.Background> </Canvas> The code behind for that looks like this: public partial class MainPage : UserControl { public MainPage() { InitializeComponent(); throw new Exception(); } } Inside one of the website pages I have the default object pointing to my Silverlight xap When I run the website, I see my background image on the Canvas in the Silverlight window, so I know it's working in that sense. However, I cannot break on any breakpoints set in the MainPage.xaml.cs file (in IE). I have checked the correct settings for Silverlight debugging. And see that Exception I'm throwing in the MainPage constructor? I'm not seeing that either. In fact, nothing I put in there seems to be run at all, but I know the xaml is rendering because I can see my canvas background. What am I not getting here?

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