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  • Extended SurfaceView's onDraw() method never called

    - by Gab Royer
    Hi, I'm trying to modify the SurfaceView I use for doing a camera preview in order to display an overlaying square. However, the onDraw method of the extended SurfaceView is never called. Here is the source : public class CameraPreviewView extends SurfaceView { protected final Paint rectanglePaint = new Paint(); public CameraPreviewView(Context context, AttributeSet attrs) { super(context, attrs); rectanglePaint.setARGB(255, 200, 0, 0); rectanglePaint.setStyle(Paint.Style.FILL); rectanglePaint.setStrokeWidth(2); } @Override protected void onDraw(Canvas canvas){ canvas.drawRect(new Rect(10,10,200,200), rectanglePaint); Log.w(this.getClass().getName(), "On Draw Called"); } } public class CameraPreview extends Activity implements SurfaceHolder.Callback{ private SurfaceHolder holder; private Camera camera; @Override protected void onCreate(Bundle savedInstanceState){ super.onCreate(savedInstanceState); // We remove the status bar, title bar and make the application fullscreen requestWindowFeature(Window.FEATURE_NO_TITLE); getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN, WindowManager.LayoutParams.FLAG_FULLSCREEN); // We set the content view to be the layout we made setContentView(R.layout.camera_preview); // We register the activity to handle the callbacks of the SurfaceView CameraPreviewView surfaceView = (CameraPreviewView) findViewById(R.id.camera_surface); holder = surfaceView.getHolder(); holder.addCallback(this); holder.setType(SurfaceHolder.SURFACE_TYPE_PUSH_BUFFERS); } public void surfaceChanged(SurfaceHolder holder, int format, int width, int height) { Camera.Parameters params = camera.getParameters(); params.setPreviewSize(width, height); camera.setParameters(params); try { camera.setPreviewDisplay(holder); } catch (IOException e) { e.printStackTrace(); } camera.startPreview(); } public void surfaceCreated(SurfaceHolder holder) { camera = Camera.open(); } public void surfaceDestroyed(SurfaceHolder holder) { camera.stopPreview(); camera.release(); } }

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  • How do I locate the CGRect for a substring of text in a UILabel?

    - by bryanjclark
    For a given NSRange, I'd like to find a CGRect in a UILabel that corresponds to the glyphs of that NSRange. For example, I'd like to find the CGRect that contains the word "dog" in the sentence "The quick brown fox jumps over the lazy dog." The trick is, the UILabel has multiple lines, and the text is really attributedText, so it's a bit tough to find the exact position of the string. The method that I'd like to write on my UILabel subclass would look something like this: - (CGRect)rectForSubstringWithRange:(NSRange)range; Details, for those who are interested: My goal with this is to be able to create a new UILabel with the exact appearance and position of the UILabel, that I can then animate. I've got the rest figured out, but it's this step in particular that's holding me back at the moment. What I've done to try and solve the issue so far: I'd hoped that with iOS 7, there'd be a bit of Text Kit that would solve this problem, but most every example I've seen with Text Kit focuses on UITextView and UITextField, rather than UILabel. I've seen another question on Stack Overflow here that promises to solve the problem, but the accepted answer is over two years old, and the code doesn't perform well with attributed text. I'd bet that the right answer to this involves one of the following: Using a standard Text Kit method to solve this problem in a single line of code. I'd bet it would involve NSLayoutManager and textContainerForGlyphAtIndex:effectiveRange Writing a complex method that breaks the UILabel into lines, and finds the rect of a glyph within a line, likely using Core Text methods. My current best bet is to take apart @mattt's excellent TTTAttributedLabel, which has a method that finds a glyph at a point - if I invert that, and find the point for a glyph, that might work. Update: Here's a github gist with the three things I've tried so far to solve this issue: https://gist.github.com/bryanjclark/7036101

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  • iPhone SDK: Rendering a CGLayer into an image object

    - by codemercenary
    Hi all, I am trying to add a curved border around an image downloaded and to be displayed in a UITableViewCell. In the large view (ie one image on the screen) I have the following: productImageView = [[UIImageView alloc] initWithImage:[UIImage imageNamed:product.image]]; [productImageView setAlpha:0.4]; productImageView.frame = CGRectMake(10.0, 30.0, 128.0, 128.0); CALayer *roundedlayer = [productImageView layer]; [roundedlayer setMasksToBounds:YES]; [roundedlayer setCornerRadius:7.0]; [roundedlayer setBorderWidth:2.0]; [roundedlayer setBorderColor:[[UIColor darkGrayColor] CGColor]]; [self addSubview:productImageView]; In the table view cell, to get it to scroll fast, an image needs to be drawn in the drawRect method of a UIView which is then added to a custom cell. so in drawRect - (void)drawRect:(CGRect)rect { ... point = CGPointMake(boundsX + LEFT_COLUMN_OFFSET, UPPER_ROW_TOP); //CALayer *roundedlayer = [productImageView layer]; //[roundedlayer setMasksToBounds:YES]; //[roundedlayer setCornerRadius:7.0]; //[roundedlayer setBorderWidth:2.0]; //[roundedlayer setBorderColor:[[UIColor darkGrayColor] CGColor]]; //[productImageView drawRect:CGRectMake(boundsX + LEFT_COLUMN_OFFSET, UPPER_ROW_TOP, IMAGE_WIDTH, IMAGE_HEIGHT)]; // [productImageView.image drawInRect:CGRectMake(boundsX + LEFT_COLUMN_OFFSET, UPPER_ROW_TOP, IMAGE_WIDTH, IMAGE_HEIGHT)]; So this works well, but if I remove the comment and try to show the rounded CA layer the scrolling goes really slow. To fix this I suppose I would have to render this image context into a different image object, and store this in an array, then set this image as something like: productImageView.image = (UIImage*)[imageArray objectAtIndex:indexPath.row]; My question is "How do I render this layer into an image?" TIA.

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  • Problems with Aero Glass in Delphi 7 applications

    - by Cralias
    Hi everyone! I'm trying to remake some of my older projects to support Aero Glass. Although it's kinda easy to enable glass frame, I've encountered some major problems. I used this code: var xVer: TOSVersionInfo; hDWM: THandle; DwmIsCompositionEnabled: function(pbEnabled: BOOL): HRESULT; stdcall; DwmExtendFrameIntoClientArea: function(hWnd: HWND; const pxMarInset: PRect): HRESULT; stdcall; bEnabled: BOOL; xFrame: TRect; // ... xVer.dwOSVersionInfoSize := SizeOf(TOSVersionInfo); GetVersionEx(xVer); if xVer.dwMajorVersion >= 6 then begin hDWM := LoadLibrary('dwmapi.dll'); @DwmIsCompositionEnabled := GetProcAddress(hDWM, 'DwmIsCompositionEnabled'); @DwmExtendFrameIntoClientArea := GetProcAddress(hDWM, 'DwmExtendFrameIntoClientArea'); if (@DwmIsCompositionEnabled <> nil) and (@DwmExtendFrameIntoClientArea <> nil) then begin DwmIsCompositionEnabled(@bEnabled); if bEnabled then begin xRect := Rect(-1, -1, -1, -1); DwmExtendFrameIntoClientArea(FrmMain.Handle, @xRect); end; end; FreeLibrary(hDWM); end; So I got the pretty glass window now. Due to black being transparent color now (kinda stupid choice, why couldn't it be pink) anything that is clBlack becomes transparent, too. It means all labels, edits, button texts... even if I set text to some other color at design time, DWM still makes them that color AND transparent. Well, my question would be - whether it's possible to solve this somehow?

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  • UIView animation VS core animation

    - by Tom Irving
    I'm trying to animate a view sliding into view and bouncing once it hits the side of the screen. A basic example of the slide I'm doing is as follows: // The view is added with a rect making it off screen. [UIView beginAnimations:nil context:NULL]; [UIView setAnimationBeginsFromCurrentState:YES]; [UIView setAnimationDuration:0.07]; [UIView setAnimationCurve:UIViewAnimationCurveLinear]; [UIView setAnimationDelegate:self]; [UIView setAnimationDidStopSelector:@selector(animationDidStop:finished:context:)]; [theView setFrame:CGRectMake(-5, 0, theView.frame.size.width, theView.frame.size.height)]; [UIView commitAnimations]; More animations are then called in the didStopSelector to make the bounce effect. The problem is when more than one view is being animated, the bounce becomes jerky and, well, doesn't bounce anymore. Before I start reading up on how to do this in Core Animation, (I understand it's a little more difficult) I'd like to know if there is actually an advantage using Core Animation rather than UIView animations. If not, is there something I can do to improve performance?

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  • pulling an UIImage from a UITextView or UILabel gives white image

    - by user293139
    Hello all, I need to grab an UIImage from a UITextView or UILabel. I've got a method that will pull an image successfully from other types of views ( [UIViewController view], MKMapView, UIButtons) but I am just getting a white rect for my UITextView. I've been banging my head against the wall for a while and suspect something really, really basic. many thanks! @interface TaskAccomplishmentViewController : UIViewController { MKMapView *mapView; UILabel *timeLeftText; UITextView *challengeText; UIButton *successButton; -(void) setChallangeImageToImageFromChallenge { // works // [currChallenge setChallengeImage:[UIImageUtils grabImageFromView:mapView]]; // [currChallenge setChallengeImage:[UIImageUtils grabImageFromView:[self view]]]; // [currChallenge setChallengeImage:[UIImageUtils grabImageFromView:successButton]]; //doesn't work // [currChallenge setChallengeImage:[UIImageUtils grabImageFromView:timeLeftText]]; [currChallenge setChallengeImage:[UIImageUtils grabImageFromView:challengeText]]; } and the grabImage from a UIView code +(UIImage *)grabImageFromView: (UIView *) viewToGrab { UIGraphicsBeginImageContext(viewToGrab.bounds.size); [[viewToGrab layer] renderInContext:UIGraphicsGetCurrentContext()]; UIImage *viewImage = UIGraphicsGetImageFromCurrentImageContext(); UIGraphicsEndImageContext(); return viewImage; }

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  • Save HTML to Pdf ABCPdf 4

    - by daisy
    Hello All, I'm using following code to save html to pdf file. But it fails to compile at if (!theDoc.Chainable(theID)). I do have using WebSupergoo.ABCpdf4; added at the begining of the code. Is this version issue? Is there any other method to save HTML string to pdf file in ABCPdf 4. Error Message is "'WebSupergoo.ABCpdf4.Doc' does not contain a definition for 'Chainable' and no extension method 'Chainable' accepting a first argument of type 'WebSupergoo.ABCpdf4.Doc' could be found (are you missing a using directive or an assembly reference?) Doc theDoc = new Doc(); theDoc.Rect.Inset(10, 50); theDoc.Page = theDoc.AddPage(); int theID; theID = theDoc.AddImageHtml(str); while (true) { if (!theDoc.Chainable(theID)) break; theDoc.Page = theDoc.AddPage(); theID = theDoc.AddImageToChain(theID); } for (int i = 1; i <= theDoc.PageCount; i++) { theDoc.PageNumber = i; theDoc.Flatten(); } theDoc.Save("path where u want 2 save" + ".pdf"); theDoc.Clear(); All the help is appreciated.

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  • NSCollectionView subclass doesn't call drawRect during drag session despite setNeedsDisplay

    - by Alain Vitry
    Greetings, I am puzzled as to how and when drawRect is supposed to be called in a NSCollectionView subclass. I implement drag and drop operation in order to move NSCollectionViewItems within the collection, and would like to draw a visual indication of where the drop would end. The subclass does not call drawRect during the drag session. (It does during scroll) Is this the intended operation ? Any hint on how to implement this behavior properly are welcome. A full xcode project of the following code is available at: http://babouk.ovh.org/dload/MyCollectionView.zip Best regards Code sample: @interface CollectionViewAppDelegate : NSObject <NSApplicationDelegate> { NSWindow *window; NSMutableArray *collectionContent; } /* properties declaration */ /* KVC compliance declarations */ @end @interface MyCollectionView : NSCollectionView @end @interface ItemModel { NSString *name; } @property (copy) NSString *name; @end @implementation MyCollectionView - (void)drawRect:(NSRect)rect { NSLog(@"DrawRect"); } - (void)mouseDragged:(NSEvent *)aEvent { NSPoint localPoint = [self convertPoint:[aEvent locationInWindow] fromView:nil]; [self dragImage:[NSImage imageNamed:@"Move.png"] at:localPoint offset:NSZeroSize event:aEvent pasteboard:nil source:self slideBack:NO]; } - (BOOL)prepareForDragOperation:(id < NSDraggingInfo >)sender { return YES; } - (NSDragOperation)draggingEntered:(id <NSDraggingInfo>)sender { return NSDragOperationEvery; } - (NSDragOperation)draggingUpdated:(id <NSDraggingInfo>)sender { [self setNeedsDisplay:YES]; return NSDragOperationEvery; } - (NSDragOperation)draggingSourceOperationMaskForLocal:(BOOL)isLocal { return NSDragOperationEvery; } - (void)mouseDown:(NSEvent *)theEvent { } @end @implementation CollectionViewAppDelegate @synthesize window, collectionContent, collectionView; - (void)applicationDidFinishLaunching:(NSNotification *)aNotification { NSMutableArray *data = [[NSMutableArray alloc] init]; /* Fill in data */ [self setCollectionContent:data]; [data release]; } /* dealloc */ /* KVC implementation */ @end @implementation ItemModel @synthesize name; /* dealloc */ @end

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  • Core Graphics Rotating a Path

    - by Scott Langendyk
    This should be a simple one, basically I have a few paths drawn with core graphics, and I want to be able to rotate them (for convenience). I've tried using CGContextRotateCTM(context); but it's not rotating anything. Am I missing something? Here's the source for drawRect - (void)drawRect:(CGRect)rect { CGContextRef context = UIGraphicsGetCurrentContext(); CGContextSetLineWidth(context, 1.5); CGContextSetStrokeColorWithColor(context, [UIColor whiteColor].CGColor); CGContextSetShadow(context, CGSizeMake(0, 1), 0); CGContextBeginPath(context); CGContextMoveToPoint(context, 13.5, 13.5); CGContextAddLineToPoint(context, 30.5, 13.5); CGContextAddLineToPoint(context, 30.5, 30.5); CGContextAddLineToPoint(context, 13.5, 30.5); CGContextAddLineToPoint(context, 13.5, 13.5); CGContextClosePath(context); CGContextMoveToPoint(context, 26.2, 13.5); CGContextAddLineToPoint(context, 26.2, 17.8); CGContextAddLineToPoint(context, 30.5, 17.8); CGContextMoveToPoint(context, 17.8, 13.5); CGContextAddLineToPoint(context, 17.8, 17.8); CGContextAddLineToPoint(context, 13.5, 17.8); CGContextMoveToPoint(context, 13.5, 26.2); CGContextAddLineToPoint(context, 17.8, 26.2); CGContextAddLineToPoint(context, 17.8, 30.5); CGContextStrokePath(context); CGContextSetFillColorWithColor(context, [UIColor whiteColor].CGColor); CGContextSetShadowWithColor(context, CGSizeMake(0, 0), 0, [UIColor clearColor].CGColor); CGContextFillRect(context, CGRectMake(26.2, 13.5, 4.3, 4.3)); CGContextFillRect(context, CGRectMake(13.5, 13.5, 4.3, 4.3)); CGContextFillRect(context, CGRectMake(13.5, 26.2, 4.3, 4.3)); CGContextRotateCTM(context, M_PI / 4); }

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  • Mimic CALayer shadow properties found in iPhone OS 3.2 for OS 3.1

    - by niblha
    The CALayer shadow properties like shadowOffset, shadowRadius, shadowColor are not available in iPhone OS versions below 3.2 and I'm wondering how I could mimic that functionality for use with 3.1 and below. I want to use this to be able to add drop shadows to UIViews in a clean way so that the shadows are drawn at layer level somehow, and not by drawing it in a view's -(void)drawRect:(CGRect)rect method which requires to shrink the actual views frame to accomodate for the shadow. (This shrinking approach have been proposed in the other UIView drop shadow related questions I found here on SO). I was thinking a layered approach would be cleaner. For example I tried creating subclassing CALayer to which I added a separate shadow layer as a sublayer, but then that would be drawn on top of whatever was draw in the drawRect: method of the UIView that had the main layer as backing layer. I've also tried implementing the subclass CALayer's drawInContext: something like this, - (void)drawInContext:(CGContextRef)ctx { // code to draw shadow for a frame the size of the layer's frame [super drawInContext:ctx]; } But then the shadow is still clipped to the current clipping bounding box of the context, which seems to be the layers own frame. I also had some idea of redirecting the drawing of the main layer to a sublayer, which would be placed above another sublayer which had the shadow drawn onto it. Then I would probably get rid of the clipping and the shadow would be farthest away. But I couldn't really wrap my head around how I would do that, and it doesn't really feel like a clean approach. Any ideas on how to go about this? Just to make clear how my UIView drop shadow related question is different from the other ones I found here on SO; I do not want to shrink the actual drawing frame of a UIView to accomodate for a shadow. I want it to somehow be on a separate layer in the background, whithout beeing clipped.

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  • Did I find a bug in WriteableBitmap when using string literals

    - by liserdarts
    For performance reasons I'm converting a large list of images into a single image. This code does exactly what I want. Private Function FlattenControl(Control As UIElement) As Image Control.Measure(New Size(1000, 1000)) Control.Arrange(New Rect(0, 0, 1000, 1000)) Dim ImgSource As New Imaging.WriteableBitmap(1000, 1000) ImgSource.Render(Control, New TranslateTransform) ImgSource.Invalidate Dim Img As New Image Img.Source = ImgSource Return Img End Function I can add all the images into a canvas pass the canvas to this function and I get back one image. My code to load all the images looks like this. Public Function BuildTextures(Layer As GLEED2D.Layer) As FrameworkElement Dim Container As New Canvas For Each Item In Layer.Items If TypeOf Item Is GLEED2D.TextureItem Then Dim Texture = CType(Item, GLEED2D.TextureItem) Dim Url As New Uri(Texture.texture_filename, UriKind.Relative) Dim Img As New Image Img.Source = New Imaging.BitmapImage(Url) Container.Children.Add(Img) End If Next Return FlattenControl(Container) End Function The GLEED2D.Layer and GLEED2D.TextureItem classes are from the free level editor GLEED2D (http://www.gleed2d.de/). The texture_filename on every TextureItem is "Images/tree_clipart_pine_tree.png" This works just fine, but it's just a proof of concept. What I really need to do (among other things) is have the path to the image hard coded. If I replace Texture.texture_filename in the code above with the string literal "Images/tree_clipart_pine_tree.png" the images do not appear in the final merged image. I can add a breakpoint and see that the WriteableBitmap has all of it's pixels as 0 after the call to Invalidate. I have no idea how this could cause any sort of difference, but it gets stranger. If I remove the call to FlattenControl and just return the Canvas instead, the images are visible. It's only when I use the string literal with the WriableBitmap that the images do not appear. I promise you that the value in the texture_filename property is exactly "Images/tree_clipart_pine_tree.png". I'm using Silverlight 3 and I've also reproduced this in Silverlight 4. Any ideas?

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  • how to parse pdf document in iphone or ipad?

    - by JohnWhite
    I have implemented pdf parsing application for ipad.But content of pdf display not clearly.I dont know why this happning.can you help me for this problem. Edit: I have used below code for pdf parsing.But text and image is not clear. (id)initWithFrame:(CGRect)frame { if (self = [super initWithFrame:frame]) { // Initialization code /* Demo PDF printed directly from Wikipedia without permission; all content (c) respective owners */ CFURLRef pdfURL = CFBundleCopyResourceURL(CFBundleGetMainBundle(), CFSTR("2008_11_mp.pdf"), NULL, NULL); pdf = CGPDFDocumentCreateWithURL((CFURLRef)pdfURL); CFRelease(pdfURL); counts+=1; self.pageNumber = counts; self.backgroundColor = nil; self.opaque = NO; self.userInteractionEnabled = NO; } return self; } (void)drawRect:(CGRect)rect { // Drawing code CGContextRef context = UIGraphicsGetCurrentContext(); // PDF page drawing expects a Lower-Left coordinate system, so we flip the coordinate system // before we start drawing. // Grab the first PDF page CGPDFPageRef page = CGPDFDocumentGetPage(pdf, pageNumber); CGContextTranslateCTM(context, 0, self.bounds.size.height); CGContextScaleCTM(context, 1, -1); // We're about to modify the context CTM to draw the PDF page where we want it, so save the graphics state in case we want to do more drawing CGContextSaveGState(context); // CGPDFPageGetDrawingTransform provides an easy way to get the transform for a PDF page. It will scale down to fit, including any // base rotations necessary to display the PDF page correctly. CGAffineTransform pdfTransform = CGPDFPageGetDrawingTransform(page, kCGPDFMediaBox, self.bounds, 0, true); // And apply the transform. CGContextConcatCTM(context, pdfTransform); // Finally, we draw the page and restore the graphics state for further manipulations! CGContextDrawPDFPage(context, page); CGContextRestoreGState(context); } Please help me solve this problem

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  • Python: fetching SVG file using urllib is returning binary when I need ASCII

    - by Drew Dara-Abrams
    I'm using urllib (in Python) to fetch an SVG file: import urllib urllib.urlopen('http://alpha.vectors.cloudmade.com/BC9A493B41014CAABB98F0471D759707/-122.2487,37.87588,-122.265823,37.868054?styleid=1&viewport=400x231').read() which produces output of the sort: xb6\xf6\x00\xb3\xfb2\xff\xda\xc5\xf2\xc2\x14\xef\xcd\x82\x0b\xdbU\xb0\x81\xcaF\xd8\x1a\xf6\xdf[i)\xba\xcf\x80\xab\xd6\x8c\xe3l_\xe7\n\xed2,\xbdm\xa0_|\xbb\x12\xff\xb6\xf8\xda\xd9\xc3\xd9\t\xde\x9a\xf8\xae\xb3T\xa3\r`\x8a\x08!T\xfb8\x92\x95\x0c\xdd\x8b!\x02P\xea@\x98\x1c^\xc7\xda\\\xec\xe3\xe1\xbe,0\xcd\xbeZ~\x92\xb3\xfa\xdd\xfcbyu\xb8\x83\xbb\xbdS\x0f\x82\x0b\xfe\xf5_\xdawn\xff\xef_\xff\xe5\xfa\x1f?\xbf\xffoZ\x0f\x8b\xbfV\xf4\x04\x00' when I was expecting more like this: <?xml version='1.0' encoding='UTF-8'?> <svg xmlns="http://www.w3.org/2000/svg" xmlns:cm="http://cloudmade.com/" width="400" height="231"> <rect width="100%" height="100%" fill="#eae8dd" opacity="1"/> <g transform="scale(0.209849975856)"> <g transform="translate(13610569, 4561906)" flood-opacity="0.1" flood-color="grey"> <path d="M -13610027.720000000670552 -4562403.660000000149012 I guess this is an issue of binary vs. ASCII. Can anyone help me (a Python newbie) with the appropriate conversion so that I can get on with parsing and manipulating the SVG code?

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  • How to set up a user Quartz2D coordinate system with scaling that avoids fuzzy drawing?

    - by jdmuys
    This topic has been scratched once or twice, but I am still puzzled. And Google was not friendly either. Since Quartz allows for arbitrary coordinate systems using affine transform, I want to be able to draw things such as floorplans using real-life coordinate, e.g. feet. So basically, for the sake of an example, I want to scale the view so that when I draw a 10x10 rectangle (think a 1-inch box for example), I get a 60x60 pixels rectangle. It works, except the rectangle I get is quite fuzzy. Another question here got an answer that explains why. However, I'm not sure I understood that reason why, and moreover, I don't know how to fix it. Here is my code: I set my coordinate system in my awakeFromNib custom view method: - (void) awakeFromNib { CGAffineTransform scale = CGAffineTransformMakeScale(6.0, 6.0); self.transform = scale; } And here is my draw routine: - (void)drawRect:(CGRect)rect { CGContextRef context = UIGraphicsGetCurrentContext(); CGRect r = CGRectMake(10., 10., 11., 11.); CGFloat lineWidth = 1.0; CGContextStrokeRectWithWidth(context, r, lineWidth); } The square I get is scaled just fine, but totally fuzzy. Playing with lineWidth doesn't help: when lineWidth is set smaller, it gets lighter, but not crisper. So is there a way to set up a view to have a scaled coordinate system, so that I can use my domain coordinates? Or should I go back and implementing scaling in my drawing routines? Note that this issue doesn't occur for translation or rotation. Thanks

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  • deleting HBITMAP causes an access violation at runtime.

    - by Oliver
    Hi, I have the following code to take a screenshot of a window, and get the colour of a specific pixel in it: void ProcessScreenshot(HWND hwnd){ HDC WinDC; HDC CopyDC; HBITMAP hBitmap; RECT rt; GetClientRect (hwnd, &rt); WinDC = GetDC (hwnd); CopyDC = CreateCompatibleDC (WinDC); //Create a bitmap compatible with the DC hBitmap = CreateCompatibleBitmap (WinDC, rt.right - rt.left, //width rt.bottom - rt.top);//height SelectObject (CopyDC, hBitmap); BitBlt (CopyDC, //destination 0,0, rt.right - rt.left, //width rt.bottom - rt.top, //height WinDC, //source 0, 0, SRCCOPY); COLORREF col = ::GetPixel(CopyDC,145,293); // Do some stuff with the pixel colour.... delete hBitmap; ReleaseDC(hwnd, WinDC); ReleaseDC(hwnd, CopyDC); } the line 'delete hBitmap;' causes a runtime error: an access violation. I guess I can't just delete it like that? Because bitmaps take up a lot of space, if I don't get rid of it I will end up with a huge memory leak. My question is: Does releasing the DC the HBITMAP is from deal with this, or does it stick around even after I have released the DC? If the later is the case, how do I correctly get rid of the HBITMAP?

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  • How i implement the CGContextBeginPath() functions in iphone using objective-C?

    - by Rajendra Bhole
    Hi, I want to divide the circle using CGContext and following code of function given by apple API reference library, CGContextBeginPath (context); for (k = 0; k < count; k += 2) { CGContextMoveToPoint(context, s[k].x, s[k].y); CGContextAddLineToPoint(context, s[k+1].x, s[k+1].y); } CGContextStrokePath(context); The above code i want to implement inside following code instead of C5, C6 and C7 block, (void)drawRect:(CGRect)rect { // circle CGContextRef contextRef = UIGraphicsGetCurrentContext(); CGContextSetRGBFillColor(contextRef, 0, 0, 255, 0.1); CGContextSetRGBStrokeColor(contextRef, 0, 0, 255, 0.5); //CGContextFillEllipseInRect(contextRef, CGRectMake(100, 100, 150, 150)); CGContextStrokeEllipseInRect(contextRef, CGRectMake(100, 100, 150, 150)); CGContextRef c5= UIGraphicsGetCurrentContext(); CGContextSetLineWidth(c5, 2.0); CGContextSetStrokeColorWithColor(c5, [UIColor brownColor].CGColor); CGContextBeginPath(c5); CGContextMoveToPoint(c5, 175.0f, 175.0f); CGContextAddLineToPoint(c5, 100.0f, 175.0f); CGContextStrokePath(c5); CGContextRef c6= UIGraphicsGetCurrentContext(); CGContextSetLineWidth(c6, 2.0); CGContextSetStrokeColorWithColor(c6, [UIColor blueColor].CGColor); CGContextBeginPath(c6); CGContextMoveToPoint(c6, 175.0f, 175.0f); CGContextAddLineToPoint(c6, 175.0f, 250.0f); CGContextStrokePath(c6); CGContextRef c7= UIGraphicsGetCurrentContext(); CGContextSetLineWidth(c7, 02.0); CGContextSetStrokeColorWithColor(c7, [UIColor greenColor].CGColor); CGContextBeginPath(c7); CGContextMoveToPoint(c7, 175.0f, 175.0f); CGContextAddLineToPoint(c7, 175.0f, 100.0f); CGContextStrokePath(c7); } It is possible, if it is then how i should have implement?

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  • openCV Won't copy to image after changed color ( opencv and c++ )

    - by user1656647
    I am a beginner at opencv. I have this task: Make a new image Put a certain image in it at 0,0 Convert the certain image to gray scale put the grayscaled image next to it ( at 300, 0 ) This is what I did. I have a class imagehandler that has constructor and all the functions. cv::Mat m_image is the member field. Constructor to make new image: imagehandler::imagehandler(int width, int height) : m_image(width, height, CV_8UC3){ } Constructor to read image from file: imagehandler::imagehandler(const std::string& fileName) : m_image(imread(fileName, CV_LOAD_IMAGE_COLOR)) { if(!m_image.data) { cout << "Failed loading " << fileName << endl; } } This is the function to convert to grayscale: void imagehandler::rgb_to_greyscale(){ cv::cvtColor(m_image, m_image, CV_RGB2GRAY); } This is the function to copy paste image: //paste image to dst image at xloc,yloc void imagehandler::copy_paste_image(imagehandler& dst, int xLoc, int yLoc){ cv::Rect roi(xLoc, yLoc, m_image.size().width, m_image.size().height); cv::Mat imageROI (dst.m_image, roi); m_image.copyTo(imageROI); } Now, in the main, this is what I did : imagehandler CSImg(600, 320); //declare the new image imagehandler myimg(filepath); myimg.copy_paste_image(CSImg, 0, 0); CSImg.displayImage(); //this one showed the full colour image correctly myimg.rgb_to_greyscale(); myimg.displayImage(); //this shows the colour image in GRAY scale, works correctly myimg.copy_paste_image(CSImg, 300, 0); CSImg.displayImage(); // this one shows only the full colour image at 0,0 and does NOT show the greyscaled one at ALL! What seems to be the problem? I've been scratching my head for hours on this one!!!

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  • accelerating Wheel - psychtoolbox in matlab

    - by ariel
    Hi I am trying to write a code that will show an acceleration wheel. as long as the user press 'a' the wheel should accelerate counterclock wize. the thing is that it turn in the right direction but it doesn't accelerate. This is the code I am using . PTB-3 windows XP. img=imread('c:\images.jpg'); [yimg,ximg,z]=size(img); rot_spd = 1; larrow = KbName('a'); % modify this for Windows rarrow = KbName('b'); [w,rect]=Screen('OpenWindow',0,[0 0 0]); sx = 400; % desired x-size of image (pixels) sy = yimg*sx/ximg; % desired y-size--keep proportional t = Screen('MakeTexture',w,img); bdown=0; th = 0; % initial rotation angle (degrees) HideCursor while(~any(bdown)) % exit loop if mouse button is pressed [x,y,bdown]=GetMouse; [keyisdown,secs,keycode] = KbCheck; if(keycode(larrow)) th = th - rot_spd-1; % accelerate counterclockwise th end if(keycode(rarrow)) th = th + rot_spd+1; % accelerate clockwise th end destrect=[x-sx/2,y-sy/2,x+sx/2,y+sy/2]; Screen('DrawTexture',w,t,[],destrect,th); Screen('Flip',w); end Screen('Close',w) ShowCursor If anyone has an odea why it doesn't accelerate I'd appriciate it very much. Ariel

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  • A generic error in GDI+ with ToolStrip in ManagerRenderMode

    - by volody
    I have a vb.net form with ToolStrip menu RenderMode - ManagerRenderMode LayoutStyle - HorizontalStackWithOverflow My development environment is .net 4.0, VS2010, windows 7 x64; but occasionally I am getting next error A generic error occurred in GDI+. Stacktrace: at System.Drawing.Graphics.CheckErrorStatus(Int32 status) at System.Drawing.Graphics.FillRectangle(Brush brush, Int32 x, Int32 y, Int32 width, Int32 height) at System.Drawing.Graphics.FillRectangle(Brush brush, Rectangle rect) at System.Windows.Forms.ToolStripProfessionalRenderer.FillWithDoubleGradient(Color beginColor, Color middleColor, Color endColor, Graphics g, Rectangle bounds, Int32 firstGradientWidth, Int32 secondGradientWidth, LinearGradientMode mode, Boolean flipHorizontal) at System.Windows.Forms.ToolStripProfessionalRenderer.RenderToolStripBackgroundInternal(ToolStripRenderEventArgs e) at System.Windows.Forms.ToolStripProfessionalRenderer.OnRenderToolStripBackground(ToolStripRenderEventArgs e) at System.Windows.Forms.ToolStripRenderer.DrawToolStripBackground(ToolStripRenderEventArgs e) at System.Windows.Forms.ToolStrip.OnPaintBackground(PaintEventArgs e) at System.Windows.Forms.Control.PaintWithErrorHandling(PaintEventArgs e, Int16 layer) at System.Windows.Forms.Control.WmPaint(Message& m) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.ScrollableControl.WndProc(Message& m) at System.Windows.Forms.ToolStrip.WndProc(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

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  • How i implent the CGContext function in iphone using objective-C?

    - by Rajendra Bhole
    Hi, I want to divide the circle using CGContext and following code of function, CGContextBeginPath (context); for (k = 0; k < count; k += 2) { CGContextMoveToPoint(context, s[k].x, s[k].y); CGContextAddLineToPoint(context, s[k+1].x, s[k+1].y); } CGContextStrokePath(context); The above code i want to implement inside following code instead of C5, C6 and C7 block, (void)drawRect:(CGRect)rect { // circle CGContextRef contextRef = UIGraphicsGetCurrentContext(); CGContextSetRGBFillColor(contextRef, 0, 0, 255, 0.1); CGContextSetRGBStrokeColor(contextRef, 0, 0, 255, 0.5); //CGContextFillEllipseInRect(contextRef, CGRectMake(100, 100, 150, 150)); CGContextStrokeEllipseInRect(contextRef, CGRectMake(100, 100, 150, 150)); CGContextRef c5= UIGraphicsGetCurrentContext(); CGContextSetLineWidth(c5, 2.0); CGContextSetStrokeColorWithColor(c5, [UIColor brownColor].CGColor); CGContextBeginPath(c5); CGContextMoveToPoint(c5, 175.0f, 175.0f); CGContextAddLineToPoint(c5, 100.0f, 175.0f); CGContextStrokePath(c5); CGContextRef c6= UIGraphicsGetCurrentContext(); CGContextSetLineWidth(c6, 2.0); CGContextSetStrokeColorWithColor(c6, [UIColor blueColor].CGColor); CGContextBeginPath(c6); CGContextMoveToPoint(c6, 175.0f, 175.0f); CGContextAddLineToPoint(c6, 175.0f, 250.0f); CGContextStrokePath(c6); CGContextRef c7= UIGraphicsGetCurrentContext(); CGContextSetLineWidth(c7, 02.0); CGContextSetStrokeColorWithColor(c7, [UIColor greenColor].CGColor); CGContextBeginPath(c7); CGContextMoveToPoint(c7, 175.0f, 175.0f); CGContextAddLineToPoint(c7, 175.0f, 100.0f); CGContextStrokePath(c7); } It is possible, if it is then how i should have implement?

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  • Updating UIView subclass contents

    - by Brett
    Hi; I am trying to update a UIView subclass to draw individual pixels (rectangles) after calculating if they are in the mandelbrot set. I am using the following code but am getting a blank screen: //drawingView.h ... -(void)drawRect:(CGRect)rect{ CGContextRef context = UIGraphicsGetCurrentContext(); CGContextSetRGBFillColor(context, r, g, b, 1); CGContextSetRGBStrokeColor(context, r, g, b, 1); CGRect arect = CGRectMake(x,y,1,1); CGContextFillRect(context, arect); } ... //viewController.m ... - (void)viewDidLoad { [drawingView setX:10]; [drawingView setY:10]; [drawingView setR:0.0]; [drawingView setG:0.0]; [drawingView setB:0.0]; [super viewDidLoad]; [drawingView setNeedsDisplay]; } Once I figure out how to display one pixel, I'd like to know how to go about updating the view by adding another pixel (once calculated). Once all the variables change, how do I keep the current view as is but add another pixel? Thanks, Brett

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  • How to set the position of a sprite within a box2d body?

    - by Frank
    Basically I have 2 polygons for my body. When I add a sprite for userData, the position of the texture isn't where I want it to be. What I want to do is adjust the position of the texture within the body. Here's the code sample of where I am setting this: CCSpriteSheet *sheet = (CCSpriteSheet*) [self getChildByTag:kTagSpriteSheet]; CCSprite *pigeonSprite = [CCSprite spriteWithSpriteSheet:sheet rect:CGRectMake(0,0,40,32)]; [sheet addChild:pigeonSprite z:0 tag:kPigeonSprite]; pigeonSprite.position = ccp( p.x, p.y); bodyDef.position.Set(p.x/PTM_RATIO, p.y/PTM_RATIO); bodyDef.userData = sprite; b2Body *body = world->CreateBody(&bodyDef); b2CircleShape dynamicCircle; dynamicCircle.m_radius = .25f; dynamicCircle.m_p.Set(0.0f, 1.0f); // Define the dynamic body fixture. b2FixtureDef circleDef; circleDef.shape = &dynamicCircle; circleDef.density = 1.0f; circleDef.friction = 0.3f; body->CreateFixture(&circleDef); b2Vec2 vertices[3]; vertices[0].Set(-0.5f, 0.0f); vertices[1].Set(0.5f, 0.0f); vertices[2].Set(0.0f, 1.0f); b2PolygonShape triangle; triangle.Set(vertices, 3); b2FixtureDef triangleDef1; triangleDef1.shape = &triangle; triangleDef1.density = 1.0f; triangleDef1.friction = 0.3f; body->CreateFixture(&triangleDef1);

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  • Silverlight - How do I make each item in a list box be the same height?

    - by NotDan
    How can I make a silverlight listbox have all items be the same size and have them take up 100% of the listbox height. I.e. 1 item would be the height of the listbox, 2 items would each be 50% of the height of the list box, etc... Edit - Here is the code public class UniformPanel : Panel { protected override Size MeasureOverride(Size availableSize) { Size panelDesiredSize = new Size(); for (int i = 0; i < Children.Count; i++) { UIElement child = Children[i]; child.Measure(availableSize); var childDesiredSize = child.DesiredSize; panelDesiredSize.Height += childDesiredSize.Height; if (panelDesiredSize.Width < childDesiredSize.Width) { panelDesiredSize.Width = childDesiredSize.Width; } } return panelDesiredSize; } protected override Size ArrangeOverride(Size finalSize) { double height = finalSize.Height/Children.Count; for (int i = 0; i < Children.Count; i++) { UIElement child = Children[i]; Size size = new Size(finalSize.Width, height); child.Arrange(new Rect(new Point(0, i * height), size)); } return finalSize; // Returns the final Arranged size } }

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  • d3.js force layout increase linkDistance

    - by user1159833
    How to increase linkDistance without affecting the node alignment, example: http://mbostock.github.com/d3/talk/20110921/force.html when I try to increase the circle radius and linkDistance the it collapse <script type="text/javascript"> var w = 1280, h = 800, z = d3.scale.category20c(); var force = d3.layout.force() .size([w, h]); var svg = d3.select("#chart").append("svg:svg") .attr("width", w) .attr("height", h); svg.append("svg:rect") .attr("width", w) .attr("height", h); d3.json("flare.json", function(root) { var nodes = flatten(root), links = d3.layout.tree().links(nodes); force .nodes(nodes) .links(links) .start(); var link = svg.selectAll("line") .data(links) .enter().insert("svg:line") .style("stroke", "#999") .style("stroke-width", "1px"); var node = svg.selectAll("circle.node") .data(nodes) .enter().append("svg:circle") .attr("r", 4.5) .style("fill", function(d) { return z(d.parent && d.parent.name); }) .style("stroke", "#000") .call(force.drag); force.on("tick", function(e) { link.attr("x1", function(d) { return d.source.x; }) .attr("y1", function(d) { return d.source.y; }) .attr("x2", function(d) { return d.target.x; }) .attr("y2", function(d) { return d.target.y; }); node.attr("cx", function(d) { return d.x; }) .attr("cy", function(d) { return d.y; }); }); }); function flatten(root) { var nodes = []; function recurse(node, depth) { if (node.children) { node.children.forEach(function(child) { child.parent = node; recurse(child, depth + 1); }); } node.depth = depth; nodes.push(node); } recurse(root, 1); return nodes; } </script>

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  • QT: custom widget in QScrollArea

    - by slimscsi
    I am attempting to create a custom widget. My Widget renders itself unless it is inside a scroll area. The code below works. If I change the if(0) to an if(1) inside the MainWindow constructor, it will not render the "Hello World" string. I assume that I must (re)implement some additional methods, but so far I have not been able to find the correct ones with trial and error. // hellowidget.h #ifndef HELLOWIDGET_H #define HELLOWIDGET_H #include <QtGui> class HelloWidget : public QWidget { Q_OBJECT public: HelloWidget(QWidget *parent = 0); void paintEvent(QPaintEvent *event); }; #endif // HELLOWIDGET_H // hellowidget.cpp #include "hellowidget.h" HelloWidget::HelloWidget(QWidget *parent) : QWidget(parent) { } void HelloWidget::paintEvent(QPaintEvent *event) { QPainter painter(this); painter.drawText(rect(), Qt::AlignCenter, "Hello World"); } // mainwindow.h #ifndef MAINWINDOW_H #define MAINWINDOW_H #include <QtGui> class MainWindow : public QMainWindow { Q_OBJECT public: MainWindow(QWidget *parent = 0); ~MainWindow(); private: }; #endif // MAINWINDOW_H // mainwindow.cpp #include "mainwindow.h" #include "hellowidget.h" MainWindow::MainWindow(QWidget *parent) : QMainWindow(parent) { HelloWidget *hello = new HelloWidget; QWidget *central = hello; if( 0 ) { QScrollArea *scroll = new QScrollArea ; scroll->setWidget(hello); central = scroll; } setCentralWidget( central ); } MainWindow::~MainWindow() { } // main.cpp #include <QtGui/QApplication> #include "mainwindow.h" int main(int argc, char *argv[]) { QApplication a(argc, argv); MainWindow w; w.show(); return a.exec(); }

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