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  • Rotate a feature Image in Open Layers

    - by Ozaki
    I have an open layers map. It adds and removes my "imageFeature" every 10secs or so. I have a JSON feed that gives me the rotation that I need, I have a request to get that rotation and set it as a variable of rotationv. Everything works but the fact when the image is recreated it does not update the rotation. My code is as follows: JSON request: var rotationv = (function () { rotationv = null; $.ajax({ 'async': false, 'global': true, 'url': urldefault, 'dataType': "json", 'success': function (data) { rotationv = data.rotation; } }); return rotationv })(); Creating image feature: imageFeature = new OpenLayers.Feature.Vector( new OpenLayers.Geometry.Point(mylon, mylat), { rotation: rotationv } ); The image is set in the styling elsewhere. Why does this not rotate my image?

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  • Path vs GeometryDrawing

    - by Carlo
    Just wondering what's lighter, I'm going to have a control that draws 280 * 4 my SegmentControl, which is a quarter of a circle, and I'm just wondering what's the way that takes least memory to draw said segment. GeometryDrawing: <Image> <Image.Source> <DrawingImage> <DrawingImage.Drawing> <GeometryDrawing Brush="LightBlue" Geometry="M24.612317,0.14044853 C24.612317,0.14044853 33.499971,-0.60608719 41,7.0179795 48.37642,14.516393 47.877537,23.404541 47.877537,23.404541 L24.60978,23.401991 z" /> </DrawingImage.Drawing> </DrawingImage> </Image.Source> </Image> Or Path: <Path Fill="LightBlue" Stretch="Fill" Stroke="#FF0DA17D" Data="M24.612317,0.14044853 C24.612317,0.14044853 33.499971,-0.60608719 41,7.0179795 48.37642,14.516393 47.877537,23.404541 47.877537,23.404541 L24.60978,23.401991 z" /> Or if you know of an even better way, it'll be much appreciated. Thanks!

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  • Magick++ Read Image with ICC colorspace

    - by FlashFan
    Hi guys I need to know how I can read an image which uses a separate ICC Color Profile. The image consists of 26'099'520 Bytes which is the result of 2480 width* 3508 height * 3 components per pixel. I tried it with the following code: Image * image = new Image(); Blob * blob = new Blob(imagedata.c_str(),imagedata.length()); image->read(*blob,Geometry(2480,3508),8,"RGB"); Blob * iccblob = new Blob(iccdata.c_str(),iccdata.length()); image->iccColorProfile(*iccblob); image->write("result.jpg"); But the colors are the same as when I don´t set the Icc-profile to the image. And the colors are wrong in both cases. Thanks for your help!

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  • Change page layout in the middle of a LaTeX document

    - by David
    I'm looking for a way to change some page layout dimensions in the middle of a LaTeX document. The reason is, I'd like to have smaller margins and longer lines in the "References" section of my report document (basically because short lines aren't so important there and I can save space). In my preamble I have (works fine): \setlength\textwidth{130mm} \setlength\oddsidemargin{14.6mm} In the document I simply try to re-set them at the right point but they're ignored. ... last paragraph ends here. \newpage \setlength\textwidth{150mm} % +20mm text width \setlength\oddsidemargin{13.6mm} % -10mm left margin (so it stays centered) References ... The geometry package is useful but only for global adjustments in the preamble, so I can't use it here. Is it not possible to change the page layout at some point in the document?

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  • Determine the lat lngs of markers within a polygon

    - by subh
    I have a google maps app which plots markers as it loads. One of the new requirment is to to add a Polygon overlay encompassing a selection of markers by the user. I was able to achieve that using the Geometry Controls of the GMaps Utility Library Now, the next step is to form a group of the selected markers for which I would need to determine if the lat lngs of the markers falls within the lat lngs of the polygon? Is there a way to determine the lat lngs of a polygon and compute if the marker's lat lng is within its boundaries?

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  • Gluing tiles together using imagemagick's montage command

    - by AP257
    This seems like it might be a reasonably common question, so I'm going to ask it using as many keywords as I can think of! I have a bunch of (well, nine) tile jpegs, with standard tile filenames. Each jpeg is 220x175 pixels: (top row) tile_1_0_0.jpg tile_1_1_0.jpg tile_1_2_0.jpg (middle row) tile_1_0_1.jpg tile_1_1_1.jpg tile_1_2_1.jpg (bottom row) tile_1_0_2.jpg tile_1_1_2.jpg tile_1_2_2.jpg How can I use imagemagick/montage to 'glue' or join them all together to make a single, coherent image? I don't want to resize them at all, so I guess the final image should be 660x525. That would be montage with no framing, shadowing, bordering, etc - just the nine original images, glued together to make a single jpeg. I know it should be something along these lines, but I'm struggling with getting the order and sizing right: montage +frame +shadow +label -tile 3x3 -geometry <options> *.jpg joined.jpg

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  • Draw and move a point over an image in python

    - by frx08
    Hi all I have to do a little script in Python. In this script I have a variable (that represents a coordinate) that is continuously updated to a new value. So I have to draw a red point over a image and update the point position every time the variable that contains the coordinate is updated. I tried to explain what I need doing something like this but obviously it doesn't works: import Tkinter, Image, ImageDraw, ImageTk i=0 root = Tkinter.Tk() im = Image.open("img.jpg") root.geometry("%dx%d" % (im.size[0], im.size[1])) while True: draw = ImageDraw.Draw(im) draw.ellipse((i, 0, 10, 10), fill=(255, 0, 0)) pi = ImageTk.PhotoImage(im) label = Tkinter.Label(root, image=pi) label.place(x=0, y=0, width=im.size[0], height=im.size[1]) i+=1 del draw someone may help me please? thanks very much!

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  • OpenLayers FramedCloud Autosizing

    - by Kyle
    According to the documentation, I should be able to configure the size of my OpenLayers popup by declaring an OpenLayers.Size object in the FramedCloud constructor: this.popup = new OpenLayers.Popup.FramedCloud('featurePopup', this.options.feature.geometry.getBounds().getCenterLonLat(), new OpenLayers.Size(80, 60), this.template(this.formattedAttrs()), null, true, this.onPopupClose ); Currently the popup that is rendered is autosized no matter what dimensions I use in the constructor. I've tried manually setting the autosizing attribute of the FramedCloud to false as well as manually adjusting the css styling for the popup without achieving the results I need. I checked and found some similar issues in the OpenLayers 2.11 issues list, but I haven't found a workaround. Any ideas?

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  • LaTeX: Left aligning without extra space between words in tables

    - by goldfrapp04
    Here is the illustrating code: \documentclass[letterpaper, 10pt]{article} \usepackage[margin=1in]{geometry} \usepackage{array} \usepackage[none]{hyphenat} \begin{document} \begin{center} \begin{tabular}{|m{4.5cm}|m{1.2cm}<{\centering}|m{8cm}|c|} \hline \centering \textbf{Course Name} & \centering \textbf{Date} & \centering \textbf{Textbook} & \centering \textbf{Grade} \tabularnewline \hline C Programming Language \& Lab & 09/2009 - 12/2009 & Brian W. Kernighan, and Dennis M. Ritchie, \textit{The C Programming Language}, 2nd ed. ISBN:9780131103627 & 89 \\ \hline Integrative Practice on Courses & 07/2011 & LUPA, \textit{Linux Software Engineer}, ISBN:9787030199645 & 87 \\ \hline \end{tabular} \end{center} \end{document} As shown in the pdf generated, there are too much space between some words because I disabled automatic hyphenation. I'd like to leave only single space between words, without justify align. THANK YOU!

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  • Modifying an image with OpenGL ?

    - by chmike
    I have a device to acquire XRay images. Due to some technical constrains, the detector is made of heterogeneous pixel size and multiple tilted and partially overlapping tiles. The image is thus distorted. The detector geometry is known precisely. I need a function converting these distorted images into a flat image with homogeneous pixel size. I have already done this by CPU, but I would like to give a try with OpenGL to use the GPU in a portable way. I have no experience with OpenGL programming, and most of the information I could find on the web was useless for this use. How should I proceed ? How do I do this ? Image size are 560x860 pixels and we have batches of 720 images to process. I'm on Ubuntu.

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  • How can I run Perl system commands in the background?

    - by sid_com
    #!/usr/bin/env perl use warnings; use strict; use 5.012; use IPC::System::Simple qw(system); system( 'xterm', '-geometry', '80x25-5-5', '-bg', 'green', '&' ); say "Hello"; say "World"; I tried this to run the xterm-command in the background, but it doesn't work: No absolute path found for shell: & What would be the right way to make it work?

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  • Have you ever derived a programming solution from nature?

    - by Ryu
    When you step back and look at ... the nature of animals, insects, plants and the problems they have organically solved perhaps even the nature and balance of the universe Have you ever been able to solve a problem by deriving an approach from nature? I've heard of Ant Colony Algorithms being able to optimize supply chain amongst other things. Also Fractal's being the "geometry of nature" have been applied to a wide range of problems. Now that spring is here again and the world is coming back to life I'm wondering if anybody has some experiences they can share. Thanks PS I would recommend watching the "Hunting the Hidden Dimension" Nova episode on fractals.

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  • C# 2D Vector Graphics Game using DirectX or OpenGL?

    - by Brian
    Hey Guys, So it has been a while since I have done any game programming in C#, but I have had a recent bug to get back into it, and I wanted some opinions on what configuration I should use. I wanted to use C# as that is what I use for work, and have become vary familiar with. I have worked with both DirectX and OpenGL in the past, but mostly in 3D, but now I am interested in writing a 2D game with all vector graphics, something that resembles the look of Geometry Wars or the old Star Wars arcade game. Key points I am interested in: • Ease of use/implementation. • Easy on memory. (I plan on having a lot going on at once) • Looks good, I don't want curve to look pixelated. • Maybe some nice effects like glow or particle. I am open to any and all suggestions, maybe even something I have not thought of... Thanks in advance!

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  • EPOC EMOTIV cognitive suite is user dependent or independent

    - by Varun Malhotra
    After working a bit with EPOC EMOTIV, i suspect that its cognitive suite is user dependent, though its other suites are not and work absolutely well in all cases. It's use in cognitive area is wide and many such applications have also been developed. BCI CAD 3D geometry shapes are also a good example. But the main issue i want to highlight is that is it's cognitive suite depends on a particular set of data( same set always). I want to work more deeper with cognitive suite so any help(suggestions, research papers, EEG data processing), anything which can be a great source to deal with. Thanks!

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  • How to scale thumbnail to fit depending on tall or wide photo - Attachment_fu

    - by adamwstl
    I'm using attachment_fu and Rmagick to create thumbnails after upload. The thumbnail is a fixed 135 x 135 px and I'm currently forcing the width to 135px on all photos. The problem is that if it's a wide and fat photo is has to stretch the height awkwardly. Current Attachment_fu setup class PhotoImage < Image belongs_to :photo has_attachment :content_type => :image, :size => 0..5.megabytes, :storage => :s3, :resize_to => '650x>', :thumbnails => { :thumbnail => '135x>' }#:geometry => 'x50' } validates_as_attachment end Here's what I'm trying to do: Thanks

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  • How to run system-commands in the background?

    - by sid_com
    #!/usr/bin/env perl use warnings; use strict; use 5.012; use IPC::System::Simple qw(system); system( 'xterm', '-geometry', '80x25-5-5', '-bg', 'green', '&' ); say "Hello"; say "World"; I tried this to run the xterm-command in the background, but it doesn't work: No absolute path found for shell: & What would be the right way to make it work?

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  • Postgresql error: could not open segment 1 of relation base/20983/2416

    - by kokonut
    I'm running a Postgresql query and getting the following error: ActiveRecord::StatementInvalid (PGError: ERROR: could not open segment 1 of relation base/20983/24161 (target block 5046584): No such file or directory The query is of the format 'SELECT "locations".* FROM "locations" WHERE ("locations"."id" IN (115990, 78330, 77891, 78248, ...)' with about 600 ids in the IN clause - not an optimal query I know but it's what I have to work with for the moment! The server is running PostgreSQL 8.4.6 on x86_64-pc-linux-gnu, compiled by GCC gcc-4.4.real (Ubuntu 4.4.1-4ubuntu9) 4.4.1, 64-bit. Postgis 1.5 is also installed, and the locations table contains a geometry column. Anyone have any idea what could be causing the error? Thanks!

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  • Python/Tkinter make a custom window

    - by user1435947
    I want to make a window without the top taskbar (that is movable), so there is only thin outline around the GUI box. I also want to add my own 'X' to the box. import Tkinter class Application(Frame): def __init__(self, master=None): Frame.__init__(self, master) self.parent = master ............ def main(): root = Tk() root.attributes('-fullscreen', True) root.geometry('500x250+500+200') app = Application(root) app.parent.configure(background = 'gray32') root.resizable(width=FALSE, height=FALSE) app.mainloop() main() I tried forcing the box to resize after going into fullscreen to remove the taskbar, though box is no longer movable. Any suggestions? [I have seen this thread: Python/Tkinter: Removing/disabling a resizable window's maximize button under Windows The -toolwindow attribute didn't work for me, maybe because I use linux...]

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  • Explain to me the following VS 2010 Extension Sample code..

    - by ealshabaan
    Coders, I am building a VS 2010 extension and I am experimenting around some of the samples that came with the VS 2010 SDK. One of the sample projects is called TextAdornment. In that project there is a weirdo class that looks like the following: [Export(typeof(IWpfTextViewCreationListener))] [ContentType("text")] [TextViewRole(PredefinedTextViewRoles.Document)] internal sealed class TextAdornment1Factory : IWpfTextViewCreationListener While I was experimenting with this project, I tried to debug the project to see the flow of the program and I noticed that this class gets hit when I first start the debugging. Now my question is the following: what makes this class being the first class to get called when VS starts? In other words, why this class gets active and it runs as of some code instantiate an object of this class type? Here is the only two files in the sample project: TextAdornment1Factory.cs using System.ComponentModel.Composition; using Microsoft.VisualStudio.Text.Editor; using Microsoft.VisualStudio.Utilities; namespace TextAdornment1 { #region Adornment Factory /// /// Establishes an to place the adornment on and exports the /// that instantiates the adornment on the event of a 's creation /// [Export(typeof(IWpfTextViewCreationListener))] [ContentType("text")] [TextViewRole(PredefinedTextViewRoles.Document)] internal sealed class TextAdornment1Factory : IWpfTextViewCreationListener { /// /// Defines the adornment layer for the adornment. This layer is ordered /// after the selection layer in the Z-order /// [Export(typeof(AdornmentLayerDefinition))] [Name("TextAdornment1")] [Order(After = PredefinedAdornmentLayers.Selection, Before = PredefinedAdornmentLayers.Text)] [TextViewRole(PredefinedTextViewRoles.Document)] public AdornmentLayerDefinition editorAdornmentLayer = null; /// <summary> /// Instantiates a TextAdornment1 manager when a textView is created. /// </summary> /// <param name="textView">The <see cref="IWpfTextView"/> upon which the adornment should be placed</param> public void TextViewCreated(IWpfTextView textView) { new TextAdornment1(textView); } } #endregion //Adornment Factory } TextAdornment1.cs using System.Windows; using System.Windows.Controls; using System.Windows.Media; using Microsoft.VisualStudio.Text; using Microsoft.VisualStudio.Text.Editor; using Microsoft.VisualStudio.Text.Formatting; namespace TextAdornment1 { /// ///TextAdornment1 places red boxes behind all the "A"s in the editor window /// public class TextAdornment1 { IAdornmentLayer _layer; IWpfTextView _view; Brush _brush; Pen _pen; ITextView textView; public TextAdornment1(IWpfTextView view) { _view = view; _layer = view.GetAdornmentLayer("TextAdornment1"); textView = view; //Listen to any event that changes the layout (text changes, scrolling, etc) _view.LayoutChanged += OnLayoutChanged; _view.Closed += new System.EventHandler(_view_Closed); //selectedText(); //Create the pen and brush to color the box behind the a's Brush brush = new SolidColorBrush(Color.FromArgb(0x20, 0x00, 0x00, 0xff)); brush.Freeze(); Brush penBrush = new SolidColorBrush(Colors.Red); penBrush.Freeze(); Pen pen = new Pen(penBrush, 0.5); pen.Freeze(); _brush = brush; _pen = pen; } void _view_Closed(object sender, System.EventArgs e) { MessageBox.Show(textView.Selection.IsEmpty.ToString()); } /// <summary> /// On layout change add the adornment to any reformatted lines /// </summary> private void OnLayoutChanged(object sender, TextViewLayoutChangedEventArgs e) { foreach (ITextViewLine line in e.NewOrReformattedLines) { this.CreateVisuals(line); } } private void selectedText() { } /// <summary> /// Within the given line add the scarlet box behind the a /// </summary> private void CreateVisuals(ITextViewLine line) { //grab a reference to the lines in the current TextView IWpfTextViewLineCollection textViewLines = _view.TextViewLines; int start = line.Start; int end = line.End; //Loop through each character, and place a box around any a for (int i = start; (i < end); ++i) { if (_view.TextSnapshot[i] == 'a') { SnapshotSpan span = new SnapshotSpan(_view.TextSnapshot, Span.FromBounds(i, i + 1)); Geometry g = textViewLines.GetMarkerGeometry(span); if (g != null) { GeometryDrawing drawing = new GeometryDrawing(_brush, _pen, g); drawing.Freeze(); DrawingImage drawingImage = new DrawingImage(drawing); drawingImage.Freeze(); Image image = new Image(); image.Source = drawingImage; //Align the image with the top of the bounds of the text geometry Canvas.SetLeft(image, g.Bounds.Left); Canvas.SetTop(image, g.Bounds.Top); _layer.AddAdornment(AdornmentPositioningBehavior.TextRelative, span, null, image, null); } } } } } }

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  • Is there a transformation matrix that can scale the x and/or y axis logarithmically?

    - by Dave M
    I'm using .net WPF geometry classes to graph waveforms. I've been using the matrix transformations to convert from the screen coordinate space to my coordinate space for the waveform. Everything works great and it's really simple to keep track of my window and scaling, etc. I can even use the inverse transform to calculate the mouse position in terms of the coordinate space. I use the built in Scaling and Translation classes and then a custom matrix to do the y-axis flipping (there's not a prefab matrix for flipping). I want to be able to graph these waveforms on a log scale as well (either x axis or y axis or both), but I'm not sure if this is even possible to do with a matrix transformation. Does anyone know if this is possible, and if it is, what is the matrix?

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  • How to create a shape acting like a textbox?

    - by subho100
    Please refer this control http://www.charlespetzold.com/blog/2009/10/Using-Text-Outlines-in-Silverlight.html The formattedtext control is a shape which helps to generate the shape of the text with proper geometry. I would like to make this control act like a text box with cursors and features like typing in from keyboard. Right now I use an invisible text box with a formattedtext control to act like that. But the cursor position always creates a problem when the size of the text is not equal to the size of the rendered text as shape. Can anyone please show the way to achieve this.

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  • Retrieving Gtk::Widget's relative position: get_allocate() doesn't work

    - by a-v
    I need to retrieve the position of a Gtk::Widget relative to its parent, a Gtk::Table. Most sources (e.g. http://library.gnome.org/devel/gtk-faq/stable/x642.html) say that one needs to call Gtk::Widget::get_allocation(). However, the returned Gtk::Allocation object always contains x = -1, y = -1, width = 1, height = 1. I have to note that this happens before the Gtk::Table object is actually exposed and rendered. A call to show_all_children() or check_resize(), which I would expect to recalculate child widget geometry, doesn't help. What am I doing wrong? Thanks in advance.

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  • Is there a way to substr a value returned by toShortString()?

    - by Jym Khana
    I am working with openlayers and I can get a point on a map but I can't get the individual coords. feat = drawLayer.features[0]; var geom = feat.geometry; var loca = geom.toShortString(); var long = loc.substr(0,9); alert(geom.toShortString());//returns the correct coords in xx.xxx,xx.xxx format alert(loca);//returns 2 very large numbers in xx.xxx,xx.xxx format alert(long);//returns the first, incorrect number What exaclty am I doing wrong and how can I correct it? Thanks

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  • Desktop Fun: Abstract Icon Packs

    - by Asian Angel
    Do you prefer a more unique, artistic, or alternative look for your desktop setup? Then you will definitely want to have a look through our Abstract Icon Packs collection. Just set your imagination loose and enjoy the wonderful desktops that these icon packs can inspire for you. Note: To customize the icon setup on your Windows 7 & Vista systems see our article here. Using Windows XP? We have you covered here. Sneak Preview For this week’s preview desktop we created an Alien Desert Planet theme using the Abstract Symbol Icons pack shown below. Note: The original, unmodified version of this wallpaper can be found here. Here is a closer look at the icons we used for our new theme… The Icon Packs Match-stick-play Icons *.ico format only Download Abstract Symbol Icons *.ico format only Download Allomantic Metals *.ico format only Download Mutated Snowflake Icon Set *.ico format only Download Shades of Geometry *.ico format only Download Starry Objects Icons *.ico format only Download New Sin – Abstract Human Icons *.ico, .png, and .psd format Note: While most of the icons in this pack look similar at first glance, there are differences when viewed at a larger size. Download Mysterious Icons *.ico format only Download Alien Icons *.ico format only Download Beads Icons *.ico format only Download Magic Flowers Icons *.ico format only Download Circle Shapes Icons *.ico format only Download geometric doc icons *.png format only Download alumina *.png format only Download Citiscape dockicons *.png format only Download Wanting more great icon sets to look through? Be certain to visit our Desktop Fun section for more icon goodness! Latest Features How-To Geek ETC How to Use the Avira Rescue CD to Clean Your Infected PC The Complete List of iPad Tips, Tricks, and Tutorials Is Your Desktop Printer More Expensive Than Printing Services? 20 OS X Keyboard Shortcuts You Might Not Know HTG Explains: Which Linux File System Should You Choose? HTG Explains: Why Does Photo Paper Improve Print Quality? Add Falling Snow to Webpages with the Snowfall Extension for Opera [Browser Fun] Automatically Keep Up With the Latest Releases from Mozilla Labs in Firefox 4.0 A Look Back at 2010 Through Infographics Monitor the Weather with the Weather Forecast Extension for Opera Orbiting at the Edge of the Atmosphere Wallpaper Simon’s Cat Explores the Christmas Tree! [Video]

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  • Blender mesh mirroring screws up normals when importing in Unity

    - by Shivan Dragon
    My issue is as follows: I've modeled a robot in Blender 2.6. It's a mech-like biped or if you prefer, it kindda looks like a chicken. Since it's symmetrical on the XZ plane, I've decided to mirror some of its parts instead of re-modeling them. Problem is, those mirrored meshes look fine in Blender (faces all show up properly and light falls on them as it should) but in Unity faces and lighting on those very same mirrored meshes is wrong. What also stumps me is the fact that even if I flip normals in Blender, I still get bad results in Unity for those meshes (though now I get different bad results than before). Here's the details: Here's a Blender screen shot of the robot. I've took 2 pictures and slightly rotated the camera around so the geometry in question can be clearly seen: Now, the selected cog-wheel-like piece is the mirrored mesh obtained from mirroring the other cog-wheel on the other (far) side of the robot torso. The back-face culling is turned of here, so it's actually showing the faces as dictated by their normals. As you can see it looks ok, faces are orientated correctly and light falls on it ok (as it does on the original cog-wheel from which it was mirrored). Now if I export this as fbx using the following settings: and then import it into Unity, it looks all screwy: It looks like the normals are in the wrong direction. This is already very strange, because, while in Blender, the original cog-wheel and its mirrored counter part both had normals facing one way, when importing this in Unity, the original cog-wheel still looks ok (like in Blender) but the mirrored one now has normals inverted. First thing I've tried is to go "ok, so I'll flip normals in Blender for the mirrored cog-wheel and then it'll display ok in Unity and that's that". So I went back to Blender, flipped the normals on that mesh, so now it looks bad in Blender: and then re-exported as fbx with the same settings as before, and re-imported into Unity. Sure enough the cog-wheel now looks ok in Unity, in the sense where the faces show up properly, but if you look closely you'll notice that light and shadows are now wrong: Now in Unity, even though the light comes from the back of the robot, the cog-wheel in question acts as if light was coming from some-where else, its faces which should be in shadow are lit up, and those that should be lit up are dark. Here's some things I've tried and which didn't do anything: in Blender I tried mirroring the mesh in 2 ways: first by using the scale to -1 trick, then by using the mirroring tool (select mesh, hit crtl-m, select mirror axis), both ways yield the exact same result in Unity I've tried playing around with the prefab import settings like "normals: import/calculate", "tangents: import/calculate" I've also tired not exporting as fbx manually from Blender, but just dropping the .blend file in the assets folder inside the Unity project So, my question is: is there a way to actually mirror a mesh in Blender and then have it imported in Unity so that it displays properly (as it does in Blender)? If yes, how? Thank you, and please excuse the TL;DR style.

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