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  • Method of transforming 3D vectors with a matrix

    - by Drew Noakes
    I've been doing some reading on transforming Vector3 with matrices, and am tossing up digging deeper into the math and coding this myself versus using existing code. For whatever reason my school curriculum never included matrices, so I'm filling a gap in my knowledge. Thankfully I only need a few simple things, I think. Context is that I'm programming a robot for the RoboCup 3D league. I'm coding it in C# but it'll have to run on Mono. Ideally I wouldn't use any existing graphics libraries for this (WinForms/WPF/XNA) as all I really need is a neat subset of matrix transformations. Specifically, I need translation and x/y/z rotations, and a way of combining multiple transformations into a single matrix. This will then be applied to my own Vector3 type to produce the transformed Vector3. I've read different advice about this. For example, some model the transformation with a 4x3 matrix, others with a 4x4 matrix. Also, some examples show that you need a forth value for the vector's matrix of 1. What happens to this value when it's included in the output? [1 0 0 0] [x y z 1] * [0 1 0 0] = [a b c d] [0 0 1 0] [2 4 6 1] The parts I'm missing are: What sizes my matrices should be Compositing transformations by multiplying the transformation matrices together Transforming 3D vectors with the resulting matrix As I mostly just want to get this running, any psuedo-code would be great. Information about what matrix values perform what transformations is quite clearly defined on many pages, so need not be discussed here unless you're very keen :)

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  • generating images with php based on css3 gradient settings?

    - by thrice801
    Hi, Does anyone know if there is a php library, or if there isnt, have any input on how one would go about generating an image via php, from basic HTML element input settings, and CSS 3 gradient parameters. To give an example on why this would be useful, I have found as of a couple days ago, that laying out the wireframe for a webpage using basic Css3 gradient styling speeds up my design and development time by, well, alot. I cant design from photoshop, Ill spend hours tweaking stupid little things that only lead to me tweaking more stupid little things to compensate for stupid little changes. -- So, I had an epiphany to stop using photoshop until the end, and just focus on the main styling of elements, text-shadow, and borders for highlights, and I feel I am able to make super clean, more focused layout by being more restricted to the basics of graphic design with just css. Anyways, so Im planning on after I have the layouts done, to then recreate the graphics in photoshop, so that every browser is able to render the images. This wont take long, but as far as repeating it goes, if I could just do it with PHP, that would be incredible. For instance, take this style for example, which renders a clean looking ipad/pod ish menu/button gradient. [code] background: -moz-linear-gradient(top, #808080, #454545 50%, #313131 51%, #333333); background: -webkit-gradient(linear, left top, left bottom, color-stop(0, #808080), color-stop(.5, #454545), color-stop(.5, #313131), to(#333333));[/code] Basically what Im looking to do is take one or more inputs that control rendering the image as you see there. Take a width and a height input, and then render the image gradient accordingly, so I can save it, upload it and then use it in my designs. So ya, I know PHP has some image generation capabilities but I dont know to what extent, any input on the most effective way to go about doing this or whether it already exists, would be appreciated!

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  • QT EventTransition implementation

    - by Thomas
    I am trying to build an QT State Maschine. I have some States, and for those States i need Transition that alter the Graphics on my gui. The Problem i having and the only reason i am asking, i am Stuck and Point 1. The compiler cant identifie the QTEventTransition. I have QT 4.6 wroking with QT Creator on Windows. The compiler does not find Header #include < QtEventTransition This is what i did i never did this bevor but i think it should be correct, I have A Header File where i have my Transitions Declareted like this: class validateBoatTransition : public QtEventTransition { public: validateBoatTransition(Widget *widget,ServerSkeleton* server); protected: bool eventTest(QEvent *e); void onTransition(QEvent *); private: Chart* ourChart; Message current; BarelySocket* myBarelySocket; }; Than i have my Cpp File where i have this: validateBoatTransition::validateBoatTransition(Widget *widget,ServerSkeleton* server) { } void validateBoatTransition::onTransition(QEvent *e) { /* My Logik should go here */ } What i want is that if the Transition is activated by an Button (clicked) it should fire this transition! I searched the net, but cant find an solution. Can i do that? I should i think. Yours Thomas

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  • DisplayObject snapshot in flex 3

    - by simplemagik
    i'm creating a visual editor in flex and need to let users export thier projects into Image format. But i have one problem: size of the canvas is fixed and when user add element which is out of these sizes some scroll bars added. And user continue working on the project. but when he want to take snapshot of the canvas he just get the visible part ot the canvas with scrollbars. how to get image of the fullsize canvas? The only solution i found is to check the positions and sizes of canvas child objects and rezise it to fit them. then take snap and resize back. But it hmmmm... too complicated i think. Is there some "easy methods"? <?xml version="1.0" encoding="utf-8"?> <mx:Application xmlns:mx="http://www.adobe.com/2006/mxml" layout="vertical"> <mx:Script> <![CDATA[ import mx.graphics.ImageSnapshot; private function SnapshotButtonHandler():void { var snapshot:ImageSnapshot = ImageSnapshot.captureImage(AppCanvas); var file:FileReference = new FileReference(); file.save(snapshot.data, "canvas.png"); } ]]> </mx:Script> <mx:Canvas id="AppCanvas" width="800" height="300" backgroundColor="0xFFFFFF"> <mx:Box x="750" y="100" width="100" height="100" backgroundColor="0xCCCCCC" /> </mx:Canvas> <mx:Button id="SnapshotButton" label="take snapshot" click="SnapshotButtonHandler()" /> </mx:Application>

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  • Optimization headers for UITableView?

    - by Pask
    I have an optimization problem for the headers of a table with plain style. If I use the standard view for the table (the classic gray with titles set by titleForHeaderInSection:) everything is ok and the scrolling is smooth and immediate. When, instead, use this code to set my personal view: - (UIView *)tableView:(UITableView *)tableView viewForHeaderInSection:(NSInteger)section { return [self headerPerTitolo:[titoliSezioni objectAtIndex:section]]; } - (UIImageView *)headerPerTitolo:(NSString *)titolo { UIImageView *headerView = [[[UIImageView alloc] initWithFrame:CGRectMake(10.0, 0.0, 320.0, 44.0)] autorelease]; headerView.image = [UIImage imageNamed:kNomeImmagineHeader]; headerView.alpha = kAlphaSezioniTablePlain; UILabel * headerLabel = [[[UILabel alloc] initWithFrame:CGRectZero] autorelease]; headerLabel.backgroundColor = [UIColor clearColor]; headerLabel.opaque = NO; headerLabel.textColor = [UIColor whiteColor]; headerLabel.font = [UIFont boldSystemFontOfSize:16]; headerLabel.frame = CGRectMake(10.0,-11.0, 320.0, 44.0); headerLabel.textAlignment = UITextAlignmentLeft; headerLabel.text = titolo; [headerView addSubview:headerLabel]; return headerView; } scrolling is jerky and not immediate (sliding the finger on the screen does not match an immediate shift of the table). I do not know what caused this problem, maybe the fact that every time the method viewForHeaderInSection: is called, the code runs to create a new UIImageView. I tried many ways to solve the problem, such as creating an array of all the necessary view: apart from more time spent loading at startup, there is a continuing problem of low reactivity of the table. 've Attempted by reducing the size of UIImageView positioned from about 66 KB to 4 KB: not only has a deterioration in quality of colors (which distorts a bit 'original graphics), but ... the problem persists! Perhaps you have suggestions about it, or know me obscure techniques that enable me to optimize this aspect of my application ... I apologize for my English, I used Google for translation.

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  • jQuery "growl-like" effect in VB.net

    - by StealthRT
    Hey all, i have made a simple form that mimiks the jQuery "GROWL" effect seen here http://www.sandbox.timbenniks.com/projects/jquery-notice/ However, i have ran into a problem. If i have more than one call to the form to display a "Growl" then it just refreshes the same form with whatever call i send it. In other words, i can only display one form at a time instead of having one drop down and a new one appear above it. Here is my simple form code for the "GROWL" form: Public Class msgWindow Public howLong As Integer Public theType As String Private loading As Boolean Protected Overrides Sub OnPaint(ByVal pe As System.Windows.Forms.PaintEventArgs) Dim pn As New Pen(Color.DarkGreen) If theType = "OK" Then pn.Color = Color.DarkGreen ElseIf theType = "ERR" Then pn.Color = Color.DarkRed Else pn.Color = Color.DarkOrange End If pn.Width = 2 pe.Graphics.DrawRectangle(pn, 0, 0, Me.Width, Me.Height) pn = Nothing End Sub Public Sub showMessageBox(ByVal typeOfBox As String, ByVal theMessage As String) Me.Opacity = 0 Me.Show() Me.SetDesktopLocation(My.Computer.Screen.WorkingArea.Width - 350, 15) Me.loading = True theType = typeOfBox lblSaying.Text = theMessage If typeOfBox = "OK" Then Me.BackColor = Color.FromArgb(192, 255, 192) ElseIf typeOfBox = "ERR" Then Me.BackColor = Color.FromArgb(255, 192, 192) Else Me.BackColor = Color.FromArgb(255, 255, 192) End If If Len(theMessage) <= 30 Then howLong = 4000 ElseIf Len(theMessage) >= 31 And Len(theMessage) <= 80 Then howLong = 7000 ElseIf Len(theMessage) >= 81 And Len(theMessage) <= 100 Then howLong = 12000 Else howLong = 17000 End If Me.opacityTimer.Start() End Sub Private Sub opacityTimer_Tick(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles opacityTimer.Tick If Me.loading Then Me.Opacity += 0.07 If Me.Opacity >= 0.8 Then Me.opacityTimer.Stop() Me.opacityTimer.Dispose() Pause(howLong) Me.loading = False Me.opacityTimer.Start() End If Else Me.Opacity -= 0.08 If Me.Opacity <= 0 Then Me.opacityTimer.Stop() Me.Close() End If End If End Sub Public Sub Pause(ByVal Milliseconds As Integer) Dim dTimer As Date dTimer = Now.AddMilliseconds(Milliseconds) Do While dTimer > Now Application.DoEvents() Loop End Sub End Class I call the form by this simple call: Call msgWindow.showMessageBox("OK", "Finished searching images.") Does anyone know a way where i can have the same setup but would allow me to add any number of forms without refreshing the same form over and over again? Like always, any help would be great! :) David

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  • Suggested (simple) approach for drawing large numbers of visual elements in WPF?

    - by Ender
    I'm writing an interface that features a large (~50000px width) "canvas"-type area that is used to display a lot of data in a fairly novel way. This involves lots of lines, rectangles, and text. The user can scroll around to explore the entire canvas. At the moment I'm just using a standard Canvas panel with various Shapes placed on it. This is nice and easy to do: construct a shape, assign some coordinates, and attach it to the Canvas. Unfortunately, it's pretty slow (to construct the children, not to do the actual rendering). I've looked into some alternatives, it's a bit intimidating. I don't need anything fancy - just the ability to efficiently construct and place objects in a coordinate plane. If all I get are lines, colored rectangles, and text, I'll be happy. Do I need Geometry instances inside of Geometry Groups inside of GeometryDrawings inside of some Panel container? Note: I'd like to include text and graphics (i.e. colored rectangles) in the same space, if possible.

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  • how to handle out of memory error?

    - by UMMA
    dear friends, i am using following code to display bitmap in my imageview. when i try to load image of size for example bigger than 1.5MB it give me error any one suggest me solution? try { URL aURL = new URL(myRemoteImages[val]); URLConnection conn = aURL.openConnection(); conn.connect(); InputStream is = null; try { is= conn.getInputStream(); }catch(IOException e) { return 0; } int a= conn.getConnectTimeout(); BufferedInputStream bis = new BufferedInputStream(is); Bitmap bm; try { bm = BitmapFactory.decodeStream(bis); }catch(Exception ex) { bis.close(); is.close(); return 0; } bis.close(); is.close(); img.setImageBitmap(bm); } catch (IOException e) { return 0; } return 1; Log cat 06-14 12:03:11.701: ERROR/AndroidRuntime(443): Uncaught handler: thread main exiting due to uncaught exception 06-14 12:03:11.861: ERROR/AndroidRuntime(443): java.lang.OutOfMemoryError: bitmap size exceeds VM budget 06-14 12:03:11.861: ERROR/AndroidRuntime(443): at android.graphics.BitmapFactory.nativeDecodeStream(Native Method)

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  • What's wrong with this code to un-camel-case a string?

    - by omair iqbal
    Here is my attempt to solve the About.com Delphi challenge to un-camel-case a string. unit challenge1; interface uses Windows, Messages, SysUtils, Variants, Classes, Graphics, Controls, Forms, Dialogs, StdCtrls; type check = 65..90; TForm1 = class(TForm) Edit1: TEdit; Button1: TButton; procedure Button1Click(Sender: TObject); private { Private declarations } public { Public declarations } end; var Form1: TForm1; var s1,s2 :string; int : integer; implementation {$R *.dfm} procedure TForm1.Button1Click(Sender: TObject); var i: Integer; checks : set of check; begin s1 := edit1.Text; for i := 1 to 20 do begin int :=ord(s1[i]) ; if int in checks then insert(' ',s1,i-1); end; showmessage(s1); end; end. check is a set that contains capital letters so basically whenever a capital letter is encountered the insert function adds space before its encountered (inside the s1 string), but my code does nothing. ShowMessage just shows text as it was entered in Edit1. What have I done wrong?

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  • Flash CS4 [AS3]: Playing Card Deck Array

    - by Ben
    I am looking to make a card game in Flash CS4 using AS3 and I am stuck on the very first step. I have created graphics for a standard 52 card deck of playing cards and imported them into the library in Flash and then proceeded to convert them all to Movie Clips. I have also used the linkage to make them available in the code. The movie clips and the linkage are named in sequence, as in the Ace of Clubs would be C1, two of Diamonds is called D2, Jack of Spades is S11. (C = Clubs, D = Diamonds, S = Spades, H = Hearts and numbers 1 through 13 are the card values. 1 being Ace, 11 being Jack, 12 being Queen, 13 being King). As far as I know my next step would be to arrange the cards into an array. This is the part that I am having problems with. Can someone please point me in the right direction, what would be the best way to do this. Could you provide me with a bit of sample code as well? I have had a look at few tutorials online but they are all telling me different things, some are incomplete and the rest...well...they're just cr*ppy. Thanks in advance! Ben

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  • OpenGL Colour Interpolation

    - by Will-of-fortune
    I'm currently working on an little project in C++ and OpenGL and am trying to implement a colour selection tool similar to that in photoshop, as below. However I am having trouble with interpolation of the large square. Working on my desktop computer with a 8800 GTS the result was similar but the blending wasn't as smooth. This is the code I am using: GLfloat swatch[] = { 0,0,0, 1,1,1, mR,mG,mB, 0,0,0 }; GLint swatchVert[] = { 400,700, 400,500, 600,500, 600,700 }; glVertexPointer(2, GL_INT, 0, swatchVert); glColorPointer(3, GL_FLOAT, 0, swatch); glDrawArrays(GL_QUADS, 0, 4); Moving onto my laptop with Intel Graphics HD 3000, this result was even worse with no change in code. I thought it was OpenGL splitting the quad into two triangles, so I tried rendering using triangles and interpolating the colour in the middle of the square myself but it still doesnt quite match the result I was hoping for. Any help would be appreciated. Thanks.

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  • Java swing app can't find image

    - by KáGé
    Hello, I'm making a torpedo game for school in java with swing gui, please see the zipped source HERE. I use custom button icons and mouse cursors of images stored in the /bin/resource/graphics/default folder's subfolders, where the root folder is the program's root folder (it will be the root in the final .jar as well I suppose) which apart from "bin" contains a "main" folder with all the classes. The relative path of the resources is stored in MapStruct.java's shipPath and mapPath variables. Now Battlefield.java's PutPanel class finds them all right and sets up its buttons' icons fine, but every other class fail to get their icons, e.g. Table.java's setCursor, which should set the mouse cursor for all its elements for the selected ship's image or Field.java's this.button.setIcon(icon); in the constructor, which should set the icon for the buttons of the "water". I watched with debug what happens, and the images stay null after loading, though the paths seem to be correct. I've also tried to write a test file in the image folder but the method returns a filenotfound exception. I've tried to get the path of the class to see if it runs from the supposed place and it seems it does, so I really can't find the problem now. Could anyone please help me? Thank you.

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  • How should I start to play with 3D

    - by MarceloRamires
    I'm a developer for just about 6 months now, and since I enjoy programming I make a couple of little programs. I've startedmaking encripters, calculators, tools, stuff to play with DropBox (hehe), stuff that play with bitmaps, drawing graphics, and even a program to update the MSN display image according to the artwork of the music you're listening yo on iTunes. Now I kind of ran off ideas of programs to deal with information, and I've had an idea: play around with 3d! so I've read a little about it and figured I'd have to have good notions on position and math on point spacial position (which I do, from my 3d modelling experience), but I don't know how to use API's for it, so I've 'simulated' simple 3d with a simple program I've made (it's just a spinning cube, please, first one to open it, comment here stating that it's safe, i've got no reason to harm anyone's pc.) One of my other hobbies is 3d modelling (completly amateur) and I'd like to mix these hobbies together! Here are some questions: 1) What would be a nice 3d development tool for a .NET programmer like me? 2) Is there a way of using 3d models made in 3DS Max ? (I intend on modelling characters) 3) What knowledges should I have in order to render it, and move it areound ? 4) Which API should I use ? NOTE: Not a dupe, I'm asking for directions specific for .NET development possibly using 3ds MAX, and there's no question about it!

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  • Have any software engineers gotten math degrees later in their careers?

    - by vin
    I have a bachelors in computer science and worked the last 12 years as a software engineer. I'm bored with doing general development work, so I want to specialize. I'm thinking about getting a master's degree in math so I can build math models and write algorithms to implement them. I'm unsure what type of work I'd do (financial, gaming, graphics, science, research, etc) but I'm open minded. I would need to refresh my undergrad math skills (which are old and faded), but I loved algebra and calculus. I've been working with couple statisticians so I've been finding myself more interested in statistics. Since I'm a parent supporting a household, I would have to continue working while studying. Have any software engineers taken this route? (Specifically, going from BS in comp sci to MS in math.) If so, what advice do you have for coursework, financing, and getting a job that combines programming with advanced math? How abundant are these kinds of jobs? I'm not sure where one starts. Also, how do you hop from a BS to an MS in a different subject?

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  • wxGraphicsContext dreadfully slow on Windows

    - by Jonatan
    I've implemented a plotter using wxGraphicsContext. The development was done using wxGTK, and the graphics was very fast. Then I switched to Windows (XP) using wxWidgets 2.9.0. And the same code is extremely slow. It takes about 350 ms to render a frame. Since the user is able to drag the plotter with the mouse to navigate it feels very sluggish with such a slow update rate. I've tried to implement some parts using wxDC and benchmarked the difference. With wxDC the code runs just about 100 times faster. As far as I know both Cairo and GDI+ are implemented in software at this point, so there's no real reason Cairo should be so much faster than GDI+. Am I doing something wrong? Or is the GDI+ implementation just not up on par with Cairo? One small note: I'm rendering to a wxBitmap now, with the wxGraphicsContext created from a wxMemoryDC. This is to avoid flicker on XP, since double buffering doesn't work there.

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  • 'Bank Switching' Sprites on old NES applications

    - by Jeffrey Kern
    I'm currently writing in C# what could basically be called my own interpretation of the NES hardware for an old-school looking game that I'm developing. I've fired up FCE and have been observing how the NES displayed and rendered graphics. In a nutshell, the NES could hold two bitmaps worth of graphical information, each with the dimensions of 128x128. These are called the PPU tables. One was for BG tiles and the other was for sprites. The data had to be in this memory for it to be drawn on-screen. Now, if a game had more graphical data then these two banks, it could write portions of this new information to these banks -overwriting what was there - at the end of each frame, and use it from the next frame onward. So, in old games how did the programmers 'bank switch'? I mean, within the level design, how did they know which graphic set to load? I've noticed that Mega Man 2 bankswitches when the screen programatically scrolls from one portion of the stage to the next. But how did they store this information in the level - what sprites to copy over into the PPU tables, and where to write them at? Another example would be hitting pause in MM2. BG tiles get over-written during pause, and then get restored when the player unpauses. How did they remember which tiles they replaced and how to restore them? If I was lazy, I could just make one huge static bitmap and just grab values that way. But I'm forcing myself to limit these values to create a more authentic experience. I've read the amazing guide on how M.C. Kids was made, and I'm trying to be barebones about how I program this game. It still just boggles my mind how these programmers accomplisehd what they did with what they had. EDIT: The only solution I can think of would be to hold separate tables that state what tiles should be in the PPU at what time, but I think that would be a huge memory resource that the NES wouldn't be able to handle.

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  • Android map overly transparency has unwanted gradient

    - by DavidP2190
    I'm a making my first android app and for part of it I need some shaded areas over a mapview. I've got this working so far but the when I set the alpha of the fill colour, it goes strange. I'm not allowed to post images yet, but you can see what happens here: http://i.imgur.com/leXmc.png I'm not sure what causes it, but here is some code from where it gets drawn. public boolean draw(Canvas canvas, MapView mapView, boolean shadow, long when) { Paint paint = new Paint(); paint.setStrokeWidth(2); paint.setColor(android.graphics.Color.GREEN); paint.setStyle(Paint.Style.FILL_AND_STROKE); paint.setAlpha(25); screenPoints = new Point[10]; Path path = new Path(); for (int x = 0; x<greenZone.length; x++){ screenPoints[x] = new Point(); mapView.getProjection().toPixels(greenZone[x], screenPoints[x]); } path.moveTo(screenPoints[0].x, screenPoints[0].y); for (int x = 1; x < screenPoints.length-1; x++){ paint.setAlpha(25); if (x<9){ path.lineTo(screenPoints[x].x, screenPoints[x].y); canvas.drawPath(path, paint); } else{ path.moveTo(screenPoints[screenPoints.length-1].x, screenPoints[screenPoints.length-1].y); path.lineTo(screenPoints[0].x, screenPoints[0].y); canvas.drawPath(path, paint); } } return true; } Thanks.

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  • JFrame that has multiple layers

    - by phunehehe
    Hello, I have a window that has two layers: a static background and a foreground that contains moving objects. My idea is to draw the background just once (because it's not going to change), so I make the changing panel transparent and add it on top of the static background. Here is the code for this: public static void main(String[] args) { JPanel changingPanel = new JPanel() { @Override public void paintComponent(Graphics g) { super.paintComponent(g); g.setColor(Color.RED); g.fillRect(100, 100, 100, 100); } }; changingPanel.setOpaque(false); JPanel staticPanel = new JPanel(); staticPanel.setBackground(Color.BLUE); staticPanel.setLayout(new BorderLayout()); staticPanel.add(changingPanel); JFrame frame = new JFrame(); frame.add(staticPanel); frame.setSize(800, 600); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); frame.setVisible(true); } This piece of code gives me the correct image I want, but every time I repaint changingPanel, staticPanel gets repainted as well (which is obviously against the whole idea of painting the static panel just once). Can somebody show me what's wrong? FYI I am using the javax.swing.Timer to recalculate and repaint the changing panel 24 times every second.

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  • Is there a workaround for Linux mono's refusal to acknowledge that I have resized the columns of my

    - by fantius
    When I resize a column, it does not redraw the data with the updated alignment. I've tried Invalidating, Refreshing, and a few other things. Nothing has worked. Does anyone know a workaround? I have not tried this in mono for Windows. To see what I mean, drop this control on a form, and run it in mono for Linux: using System; using System.Collections.Generic; using System.Text; using System.Windows.Forms; using System.Drawing; class MyListView : ListView { private readonly List<ListViewItem> items_ = new List<ListViewItem>(); public MyListView() { VirtualMode = true; Columns.Add("Col 1"); Columns.Add("Col 2"); Columns.Add("Col 3"); Add(new ListViewItem(new[] { "a", "b", "c" })); Add(new ListViewItem(new[] { "a", "b", "c" })); Add(new ListViewItem(new[] { "a", "b", "c" })); Add(new ListViewItem(new[] { "a", "b", "c" })); Add(new ListViewItem(new[] { "a", "b", "c" })); } protected override void OnRetrieveVirtualItem(RetrieveVirtualItemEventArgs e) { e.Item = items_[e.ItemIndex]; base.OnRetrieveVirtualItem(e); } public void Add(ListViewItem item) { items_.Add(item); VirtualListSize = items_.Count; } protected override void OnDrawColumnHeader(DrawListViewColumnHeaderEventArgs e) { e.DrawText(); base.OnDrawColumnHeader(e); } protected override void OnDrawSubItem(DrawListViewSubItemEventArgs e) { var text = ((ListViewItem.ListViewSubItem)e.SubItem).Text; using (var brush = new SolidBrush(e.SubItem.ForeColor)) { e.Graphics.DrawString(text, Font, brush, e.Bounds); } base.OnDrawSubItem(e); } protected override void OnColumnWidthChanged(ColumnWidthChangedEventArgs e) { base.OnColumnWidthChanged(e); Invalidate(true); // Nope, that didn't work Refresh(); // Nope, that didn't work } }

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  • Should I choose <button> element or css buttons?

    - by Kenny Bones
    Ok, here's the thing. I've done a webpage which contains forms and so I added buttons as elements and this works great. I created their own css classes and use graphics as background images for each of them. All working great (these are submit buttons btw) Anyway, I've also got a jQuery script from before that takes all a href hyperlinks and add content from a set div from an external file and adds to a div in my current page, all in one animation. But this would probably not work with form buttons? In any case I need to be able to have these buttons work as traditional hyperlinks anyway. So what do I do? I thought about using css-buttons alltogether, but I'm not able to have them stack vertically. Using float left or right just put the buttons outside of their parent containers (probably a different fix for that). But in any case, using css buttons, that wouldn't work as a submit button for the forms anyway would it? Should I perhaps use both form buttons and css buttons? What do you do?

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  • Creating ODT and PDF files as end result

    - by Bill Zimmerman
    Hello, I've been working on an app to create various document formats for a while now, and I've had limited success. Ideally, I'd like to dynamically create a fairly simple ODT/PDF/DOC file. I've been focusing my efforts on ODT, because it is editable, and open enough that there are several tools which will convert it to any of the other formats I need. The problem is that the ODT XML files are NOT simple, and there aren't any good-quality API's I could find (especially in python). So far, I've had the most success creating a template ODT file, and then manipulating the DOM in python as needed. This is ok generally, but is quickly becoming inadequate and requires too much tweaking every single time I need to alter one of the templates. The requirements are: 1) Produce a simple document that will have lists, paragraphs, and the ability to draw simple graphics on the page (boxes, circles, etc...) 2) The ability to specify page size, and the different formats should generally print the exact same output when sent to a printer My questions: 1) Are there any other ways I can produce ODT/PDF/DOC files? 2) Would LaTeX be acceptable? I've never really used it, does anyone have experience converting LaTeX files into other formats? 3) Would it be possible to use HTML? There are a lot of converters online. Technically you can specify dimensions in mm/cm, etc..., but I am worried that the printed output will differ between browsers/converters.... Any other ideas?

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  • Which Stroustrup book should I use?

    - by Chris Simmons
    I'm a C# programmer that is looking to branch out. I'm bored of writing business software and want to start getting into graphics programming and games/simulators. So I figured, although writing that stuff isn't impossible in managed code, the "right" way to do that would be to look to C++, of course focussing on the language first, then getting into OpenGL or DirectX (or whatever). Way way back ('98? '99?) I had tried and failed to really grasp Stroustrup's The C++ Programming Language. I know that this book is often not recommended for the beginner. Anyway, I picked it back up (in a much more recent printing) and I'm actually getting it and enjoying it. I also have a copy of his textbook, Programming: Principles and Practice Using C++, which, as I understand it, is really geared toward teaching programming, not necessarily C++. I'm certainly not arrogant enough to claim I don't have anything more to learn about programming, data structures, algoriths, etc., however I'm not a novice there either. So my question is, with the goal of gaining the broader and more real-world-useful understanding of C++ and given my background, on which should I focus? The denser (as I perceive it) TCPPPL or the gentler Programming? EDIT: I thank everyone for the responses. However, I've got a personal choice here to make between these two books. Granted there are other very good books out there, but I'm already a good length into both of the books I mention and I'd like to finish one. So, can anyone respond on which would be the better and why? Time is not an issue; I'm not looking (at this point) at an "accelerated" read.

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  • Visual C++ 2008 runtime error-- debug vs release exe problem?

    - by larryq
    Hi everyone, I have a Windows executable (native, not .Net) project that I'm trying to pass along to a new team member. It's a graphics modeling tool that uses the Qt widget library and OpenGL. The project runs fine on my box but when we buld and link it on this new member's machine and he tries deubugging it, here's what he sees (not all entries included, for brevity): ModelingTool.exe': Loaded 'C:\ModelingTool\ModelingTool\ModelingTool\Debug\ModelingTool.exe', Symbols loaded. 'ModelingTool.exe': Loaded 'C:\Windows\System32\ntdll.dll', Cannot find or open the PDB file 'ModelingTool.exe': Loaded 'C:\Windows\System32\kernel32.dll', Cannot find or open the PDB file 'ModelingTool.exe': Loaded 'C:\Windows\System32\opengl32.dll', Cannot find or open the PDB file 'ModelingTool.exe': Loaded 'C:\Windows\System32\msvcrt.dll', Cannot find or open the PDB file 'ModelingTool.exe': Loaded 'C:\Windows\System32\dwmapi.dll', Cannot find or open the PDB file 'ModelingTool.exe': Loaded 'C:\Qt\4.2.2\bin\Qt3Supportd4.dll', Symbols loaded. 'ModelingTool.exe': Loaded 'C:\Program Files\Spyware Doctor\smum32.dll', Binary was not built with debug information. Debugger:: An unhandled non-continuable exception was thrown during process load The program '[5936] ModelingTool.exe: Native' has exited with code -1072365566 (0xc0150002). Would anyone care to guess what's wrong here? Some sort of debug-release mismatch perhaps?

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  • Declaration, allocation and assignment of an array of pointers to function pointers

    - by manneorama
    Hello Stack Overflow! This is my first post, so please be gentle. I've been playing around with C from time to time in the past. Now I've gotten to the point where I've started a real project (a 2D graphics engine using SDL, but that's irrelevant for the question), to be able to say that I have some real C experience. Yesterday, while working on the event system, I ran into a problem which I couldn't solve. There's this typedef, //the void parameter is really an SDL_Event*. //but that is irrelevant for this question. typedef void (*event_callback)(void); which specifies the signature of a function to be called on engine events. I want to be able to support multiple event_callbacks, so an array of these callbacks would be an idea, but do not want to limit the amount of callbacks, so I need some sort of dynamic allocation. This is where the problem arose. My first attempt went like this: //initial size of callback vector static const int initial_vecsize = 32; //our event callback vector static event_callback* vec = 0; //size static unsigned int vecsize = 0; void register_event_callback(event_callback func) { if (!vec) __engine_allocate_vec(vec); vec[vecsize++] = func; //error here! } static void __engine_allocate_vec(engine_callback* vec) { vec = (engine_callback*) malloc(sizeof(engine_callback*) * initial_vecsize); } First of all, I have omitted some error checking as well as the code that reallocates the callback vector when the number of callbacks exceed the vector size. However, when I run this code, the program crashes as described in the code. I'm guessing segmentation fault but I can't be sure since no output is given. I'm also guessing that the error comes from a somewhat flawed understanding on how to declare and allocate an array of pointers to function pointers. Please Stack Overflow, guide me.

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  • How to eliminate tearing from animation?

    - by MusiGenesis
    I'm running an animation in a WinForms app at 18.66666... frames per second (it's synced with music at 140 BPM, which is why the frame rate is weird). Each cel of the animation is pre-calculated, and the animation is driven by a high-resolution multimedia timer. The animation itself is smooth, but I am seeing a significant amount of "tearing", or artifacts that result from cels being caught partway through a screen refresh. When I take the set of cels rendered by my program and write them out to an AVI file, and then play the AVI file in Windows Media Player, I do not see any tearing at all. I assume that WMP plays the file smoothly because it uses DirectX (or something else) and is able to synchronize the rendering with the screen's refresh activity. It's not changing the frame rate, as the animation stays in sync with the audio. Is this why WMP is able to render the animation without tearing, or am I missing something? Is there any way I can use DirectX (or something else) in order to enable my program to be aware of where the current scan line is, and if so, is there any way I can use that information to eliminate tearing without actually using DirectX for displaying the cels? Or do I have to fully use DirectX for rendering in order to deal with this problem? Update: forgot a detail. My app renders each cell onto a PictureBox using Graphics.DrawImage. Is this significantly slower than using BitBlt, such that I might eliminate at least some of the tearing by using BitBlt?

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