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  • Reason why UIImageView gives me a 'distorted' image sometimes

    - by Cedric Vandendriessche
    I have a custom UIView with a UILabel and a UIImageView subview. (tried using UIImageView subclass aswell). I assign an image to it and add the view to the screen. I wrote a function which adds the amount of LetterBoxes to the screen as there are letters in the word: - (void)drawBoxesForWord:(NSString *)word { if(boxesContainer == nil) { /* Create a container for the LetterBoxes (animation purposes) */ boxesContainer = [[UIView alloc] initWithFrame:CGRectMake(0, 205, 320, 50)]; [self.view addSubview:boxesContainer]; } /* Calculate width of letterboxes */ NSInteger numberOfCharacters = [word length]; CGFloat totalWidth = numberOfCharacters * 28 + (numberOfCharacters - 1) * 3; CGFloat leftCap = (320 - totalWidth) / 2; [letters removeAllObjects]; /* Draw the boxes to the screen */ for (int i = 0; i < numberOfCharacters; i++) { LetterBox *letter = [[LetterBox alloc] initWithFrame:CGRectMake(leftCap + i * 31 , 0, 28, 40)]; [letters addObject:letter]; [boxesContainer addSubview:letter]; [letter release]; }} This gives me the image below: http://www.imgdumper.nl/uploads2/4ba3b2c72bb99/4ba3b2c72abfd-Goed.png But sometimes it gives me this: imgdumper.nl/uploads2/4ba3b2d888226/4ba3b2d88728a-Fout.png I add them to the same boxesContainer but they first remove themselves from the superview, so it's not like you see them double or something. What I find weird is that they are all good or all bad.. This is the init function for my LetterBox: if (self == [super initWithFrame:aRect]) { /* Create the box image with same frame */ boxImage = [[UIImageView alloc] initWithFrame:CGRectMake(0, 0, self.bounds.size.width, self.bounds.size.height)]; boxImage.contentMode = UIViewContentModeScaleAspectFit; boxImage.image = [UIImage imageNamed:@"SpaceOpen.png"]; [self addSubview:boxImage]; /* Create the label with same frame */ letterLabel = [[UILabel alloc] initWithFrame:CGRectMake(0, 0, self.bounds.size.width, self.bounds.size.height)]; letterLabel.backgroundColor = [UIColor clearColor]; letterLabel.font = [UIFont fontWithName:@"ArialRoundedMTBold" size:26]; letterLabel.textColor = [UIColor blackColor]; letterLabel.textAlignment = UITextAlignmentCenter; [self addSubview:letterLabel]; } return self;} Does anyone have an idea why this could be? I'd rather have them display correctly every time :)

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  • Particle trajectory smoothing: where to do the simulation?

    - by nkint
    I have a particle system in which I have particles that are moving to a target and the new targets are received via network. The list of new target are some noisy coordinates of a moving target stored in the server that I want to smooth in the client. For doing the smoothing and the particle I wrote a simple particle engine with standard euler integration model. So, my pseudo code is something like that: # pseudo code class Particle: def update(): # do euler motion model integration: # if the distance to the target is more than a limit # add a new force to the accelleration # seeking the target, # and add the accelleration to velocity # and velocity to the position positionHistory.push_back(position); if history.length > historySize : history.pop_front() class ParticleEngine: particleById = dict() # an associative array # where the keys are the id # and particle istances are sotred as values # this method is called each time a new tcp packet is received and parsed def setNetTarget(int id, Vec2D new_target): particleById[id].setNewTarget(new_target) # this method is called each new frame def draw(): for p in particleById.values: p.update() beginVertex(LINE_STRIP) for v in p.positionHistory: vertex(v.x, v.y) endVertex() The new target that are arriving are noisy but setting some accelleration/velocity parameters let the particle to have a smoothed trajectories. But if a particle trajectory is a circle after a while the particle position converge to the center (a normal behaviour of euler integration model). So I decided to change the simulation and use some other interpolation (spline?) or smooth method (kalman filter?) between the targets. Something like: switch( INTERPOLATION_MODEL ): case EULER_MOTION: ... case HERMITE_INTERPOLATION: ... case SPLINE_INTERPOLATION: ... case KALMAN_FILTER_SMOOTHING: ... Now my question: where to write the motion simulation / trajectory interpolation? In the Particle? So I will have some Particle subclass like ParticleEuler, ParticleSpline, ParticleKalman, etc..? Or in the particle engine?

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  • GridView items are displaying the wrong drawables sometimes.

    - by originalbryan
    I've implemented a GridView based on this tutorial. It works great unless open up the search dialog or rotate the screen then scroll around. When the search dialog and virtual keyboard appear, the drawables for each of my grid items shift. I can click on them and they do what I expect, except the drawable is wrong. The same problem happens when I go into landscape mode and scroll around. If I scroll down, up, the down again, the drawables are shuffled. For better illustration, let's say I have three objects, each with an image. Obj A shows an Apple Obj B shows a Banana Obj C shows a Cantaloupe When the shift occurs I end up with: Obj A shows an Cantaloupe Obj B shows a Banana Obj C shows a Apple The problem isn't consistent between the two causes (search dialog and screen rotate n' scroll), but each cause itself is consistent. Scrolling around repeatedly reveals a pattern as does the search dialog appearing. How can I stop this from happening?

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  • What is the best way to manage application screens in SWT?

    - by parxier
    I'm creating a standalone SWT desktop application that has around 10 different screens (few wizards, help, forms, etc). Some elements on screen don't change at all (like header, background, etc) and there is a working area that changes depending on what is clicked, etc. What is the best way to manage application screens? Do I need to create all screen at startup and then show/hide them depending on what is clicked? Or do I need to create those screens dynamically? Also, I couldn't find any way to show/hide a Composite, do I need to dispose it and then create again? What is the best practice? I'm new to SWT developing outside of Eclipse so any help would be beneficial.

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  • WndProc(ref Message m), Prevent minimize Games, Send key strokes.

    - by Stanomatic
    Overview: I am going to create a touch application that interfaces with games and other apps. This concept is similar to the app found on touch-buddy.com but I will be using C# and WPF instead of how the application is written in Perl. I have a few challenges I would like to evaluate. The touch-buddy app uses two approaches while interacting with games; 1. Client mode (Same machine runs both game and touch-buddy). 2. Server / Client mode where a separate box sends commands to the game machine. The reason I believe for this method was to circumvent the issue with games minimizing. In Client only mode I am faced with the issue where I touch a screen OTHER than the main screen where the game is viewed and then the game minimizes. Not all games have this behavior but I would like to conquer the games that do minimize and prevent it. Is it possible to keep a game front and center Focused and prevent minimizing utilizing C# WndProc(ref Message m)? I have been experimenting with WndProc(ref Message m) where I created a win form and when I press minimize on my own Win form and it will close an instance of notepad. This proves to me that I can capture a message, prevent that message from bubbling up and then send a message to another application. I then tried to click on notepad with my touch screen and keep my win form application in focus and not minimize. At this point I am unsuccessful. I need more time understanding message codes. Is this the right approach? Can it be done? Should I look at other libraries such as Windows Automation? Key input is my other concern. What is the best way to send key strokes to other apps/games. Should I tap into DirectX, use some kind of send key, Automation Framework? Can any of these handle the multiple key strokes that some simulation games require? I appreciate any links and or insight you may have. If you have gone down this path for any reason I would love to hear your comments. Stan

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  • Linux application that bundles multiple incoming audio and video streams into one container file?

    - by StackedCrooked
    I've been assigned to implement a video on-demand service for a local university. Different aspects of the lectures (video, audio, screen cast, white board) will be recorded. During a lecture all these data streams arrive at one Linux server. This server should transcode and bundle all these streams into one container (Matroska) file. My options seem to be: Write a GStreamer application do something with FFMPEG do something with VLC ...? Has anyone done something similar in the past? Can you recommend something? Edit For those interested, here are a few of my findings: Matroska is not a good format for streaming (it's possible, but it's not its primary intent) For Flash streaming you can use MPEG4 If you want to combine different videos into one video where each subvideo occupies a rectangular portion of the total screen, then this GStreamer script is useful (I found it on this blog post). Desktop capture works fine with VLC

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  • 2D Image Creator for a video game

    - by user1276078
    I need to make a few images for an arcade video game I'm making in Java. As of right now, I have drawings that animate, but there are two problems. The drawings are horrible, and as a result, the game won't get enough attention. It's a pain to have to change each coordinate for the drawing, as the drawings are fairly complex. I'd like to use images. I feel they could solve my problem. They would look better than the drawings, and it would only have an x and a y coordinate, rather than the many coordinates I need for each drawing. So, in a sense, I have two questions. Would images actually help? Would they solve my 2 problems? I just want to clarify. How would I make these images. I don't think I can copy them off of the internet because I plan on publishing this game. So, is there any software where you can make your own images? (It has to be in an image type that Java can support. I'm working with java). It also, as stated by the header, needs to be a 2D image; not 3D

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  • Right method to build a online whiteboard - JAVA

    - by Nikhar Sharma
    I am building a whiteboard, which would have a server(teacher) and clients(students). Teacher would draw something on his side, which will be shown exactly same to the students. I want to know which component i should use to do the drawing? i am currently drawing on JPanel . I want the screen of Server gets copied on the clients, so for that what could be the right method to do this? option1: i save the JPanel as image, and send thru socket, and loads it on the screen of client, also it always saves the background image only, not what the user has drawn onto it. OR option2: both server and client JPanel dimensions are same, so i just send the new coordinates drawn everytime thru socket, with some protocol to understand whether it is rubber or pencil.. Any help would be appreciated.

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  • Capture KeyUp event on form when child control has focus

    - by Jon B
    I need to capture the KeyUp event in my form (to toggle a "full screen mode"). Here's what I'm doing: protected override void OnKeyUp(KeyEventArgs e) { base.OnKeyUp(e); if (e.KeyCode == Keys.F12) this.ToggleFullScreen(); } private void ToggleFullScreen() { // Snazzy code goes here } This works fine, unless a control on the form has focus. In that case, I don't get the event at all (also tried OnKeyDown - no luck there either). I could handle the KeyUp event from the child control, but the controls on the form are generated dynamically, and there may be many of them - each having many children of their own. Is there any way to do this without generating event handlers for every control on the screen (which I certainly could do with a recursive function)?

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  • Can't get precise layout on Nexus One

    - by Johnny
    I want to use precise layout on Nexus One, my code is like this: <LinearLayout android:orientation="horizontal" android:layout_width="fill_parent" android:layout_height="90px"> <ImageView android:layout_width="5px" android:layout_height="fill_parent" android:src="@drawable/d10" /> <ImageView android:layout_width="94px" android:layout_height="fill_parent" android:src="@drawable/d5" /> <ImageView android:layout_width="94px" android:layout_height="fill_parent" android:src="@drawable/d6" /> <ImageView android:layout_width="94px" android:layout_height="fill_parent" android:src="@drawable/d7" /> <ImageView android:layout_width="94px" android:layout_height="fill_parent" android:src="@drawable/d8" /> <ImageView android:layout_width="94px" android:layout_height="fill_parent" android:src="@drawable/d9" /> <ImageView android:layout_width="5px" android:layout_height="fill_parent" android:src="@drawable/d10" /> But it turns out on Nexus One, the screen width is not 480 px. So this LinearLayout will exceed the screen width. How should I fix this?

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  • How to stop/override a Jquery TimeOut function?

    - by Tom
    Hi, I have a small jquery snippet that displays notification message at the top of the screen in response to user actions on a page. The notification is often displayed after Ajax actions with dynamic content inside it. For example: $("#mini-txt").html("Thank you!"); $("#mini").fadeIn("fast"); setTimeout(function() {$("#mini").animate({height: "hide", opacity: "hide"}, "medium");}, 3000); The notification works well, except when a user does two or more actions in rapid succession, in which case the TimeOut function will confuse itself and the second message appears to come inside the previous 3000 milliseconds. Is there a way to "kill" the previous notification if a new action is performed. I've got no problem with the actions/selectors, just the TimeOut function.... either stopping it or overriding it somehow. Or perhaps there's a better alternative for getting the message to linger on the screen for a few seconds before disappearing? Thank you.

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  • How does this circle collision detection math work?

    - by Griffin
    I'm going through the wildbunny blog to learn about collision detection. I'm confused about how the vectors he's talking about come into play. Here's the part that confuses me: p = ||A-B|| – (r1+r2) The two spheres are penetrating by distance p. We would also like the penetration vector so that we can correct the penetration once we discover it. This is the vector that moves both circles to the point where they just touch, correcting the penetration. Importantly it is not only just a vector that does this, it is the only vector which corrects the penetration by moving the minimum amount. This is important because we only want to correct the error, not introduce more by moving too much when we correct, or too little. N = (A-B) / ||A-B|| P = N*p Here we have calculated the normalised vector N between the two centres and the penetration vector P by multiplying our unit direction by the penetration distance. I understand that p is the distance by which the circles penetrate, but I don't get what exactly N and P are. It seems to me N is just the coordinates of the 3rd point of the right trianlge formed by point A and B (A-B) then being divided by the hypotenuse of that triangle or distance between A and B (||A-B||). What's the significance of this? Also, what is the penetration vector used for? It seems to me like a movement that one of the circles would perform to get un-penetrated.

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  • Android: make a scrollable custom view

    - by Martyn
    Hey, I've rolled my own custom view and can draw to the screen alright, but what I'd really like to do is set the measuredHeigh of the screen to, say, 1000px and let the user scroll on the Y axis, but I'm having problems doing this. Can anyone help? Here's some code: public class TestScreen extends Activity { CustomDrawableView mCustomDrawableView; @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); mCustomDrawableView = new CustomDrawableView(this); setContentView(mCustomDrawableView); } } and public class CustomDrawableView extends View { public CustomDrawableView(Context context) { super(context); setVerticalScrollBarEnabled(true); setMinimumHeight(1000); } @Override protected void onDraw(Canvas canvas) { canvas.drawLine(...); // more drawing } } I've tried to override scrollTo, scrollBy, awakenScrollBars etc with a call to super but to no avail. Am I missing something silly, or am I making some fundamental mistake? Thank you in advance, Martyn

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  • iOS: How to access the `UIKeyboard`?

    - by MattDiPasquale
    I want to get a pointer reference to UIKeyboard *keyboard to the keyboard on screen so that I can add a transparent subview to it, covering it completely, to achieve the effect of disabling the UIKeyboard without hiding it. In doing this, can I assume that there's only one UIKeyboard on the screen at a time? I.e., is it a singleton? Where's the method [UIKeyboard sharedInstance]. Brownie points if you implement that method via a category. Or, even more brownie points if you convince me why it's a bad idea to assume only one keyboard and give me a better solution.

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  • Releasing the keyboard stops shake events. Why?

    - by Moshe
    1) How do I make a UITextField resign the keyboard and hide it? The keyboard is in a dynamically created subview whose superview looks for shake events. Resigning first responder seems to break the shake event handler. 2) how do you make the view holding the keyboard transparent, like see through glass? I have seen this done before. This part has been taken care of thanks guys. As always, code samples are appreciated. I've added my own to help explain the problem. EDIT: Basically, - (void)motionBegan:(UIEventSubtype)motion withEvent:(UIEvent *)event; gets called in my main view controller to handle shaking. When a user taps on the "edit" icon (a pen, in the bottom of the screen - not the traditional UINavigationBar edit button), the main view adds a subview to itself and animates it on to the screen using a custom animation. This subview contains a UINavigationController which holds a UITableView. The UITableView, when a cell is tapped on, loads a subview into itself. This second subview is the culprit. For some reason, a UITextField in this second subview is causing problems. When a user taps on the view, the main view will not respond to shakes unless the UITextField is active (in editing mode?). Additional info: My Motion Event Handler: - (void)motionBegan:(UIEventSubtype)motion withEvent:(UIEvent *)event { NSLog(@"%@", [event description]); SystemSoundID SoundID; NSString *soundFile = [[NSBundle mainBundle] pathForResource:@"shake" ofType:@"aif"]; AudioServicesCreateSystemSoundID((CFURLRef)[NSURL fileURLWithPath:soundFile], &SoundID); AudioServicesPlayAlertSound(SoundID); [self genRandom:TRUE]; } The genRandom: Method: /* Generate random label and apply it */ -(void)genRandom:(BOOL)deviceWasShaken{ if(deviceWasShaken == TRUE){ decisionText.text = [NSString stringWithFormat: (@"%@", [shakeReplies objectAtIndex:(arc4random() % [shakeReplies count])])]; }else{ SystemSoundID SoundID; NSString *soundFile = [[NSBundle mainBundle] pathForResource:@"string" ofType:@"aif"]; AudioServicesCreateSystemSoundID((CFURLRef)[NSURL fileURLWithPath:soundFile], &SoundID); AudioServicesPlayAlertSound(SoundID); decisionText.text = [NSString stringWithFormat: (@"%@", [pokeReplies objectAtIndex:(arc4random() % [pokeReplies count])])]; } } shakeReplies and pokeReplies are both NSArrays of strings. One is used for when a certain part of the screen is poked and one is for when the device is shaken. The app will randomly choose a string from the NSArray and display onscreen. For those of you who work graphically, here is a diagram of the view hierarchy: Root View -> UINavigationController -> UITableView -> Edit View -> Problem UITextfield

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  • Bitmap Confusion Android

    - by Farhan
    I am getting an image from gallery in onActivityResult() through intent.getdata(). Now i get the data and set it to a bitmap, its size is 716x716 and its setting to full screen. (ImageView's width and height is set to wrap content). Now i created another bitmap after scaling the original through Bitmap.CreateScaledBitmap(orgBitmap,30,30,false); After this, i make sure these things(width,height n size) and they happen as they should be but the problem is that the image is still taking the full screen... rather it should only take 30dp x 30dp. Anyone have an idea what might be the problem??? Thanx

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  • Problem with notification bar in fullscreen app

    - by Mathias Lin
    I run an app in fullscreen mode where fullscreen is defined as a theme in xml for the entire app. <style name="AskTingTingTheme" parent="android:Theme"> <item name="android:windowNoTitle">true</item> <item name="android:windowFullscreen">true</item> <item name="android:windowBackground">@null</item> </style> Generally it works ok, but there are some issues in some cases: 1) when I open the search dialog via search button - Screenshot: http://tinyurl.com/3xzadft 2) when I open spinner widgets that are very long and fill the screen (so that the list is usually scrollable) - Screenshot: http://tinyurl.com/39q5ya2 The problem is that when I open the search dialog or spinner widget, the system notification bar occurs for a few millisecs and then scrolls off the screen again. Please see the screenshots linked above. I'm currently on 2.2 with NexusOne, but same thing happened on 2.1update1 (esp. case 2) as well before.

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  • PreferenceActivity not showing twice on android

    - by Andrea
    Hello there, i've a PreferenceActivity which works perfectly the first time i launch it. But if i close it ( with the back button ) and then i re open it ( through a menu click in the main activity ) then i get a black screen. There is no preferences at all.. I can't figure it out why it should not working. It seems all the code is being called normally as the working one but no preferences are showing on the screen. Did someone had the same behaviour ?

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  • X11 and ARGB visuals: does DefaultDepth() never return 32?

    - by Andy
    Hi, I'm establishing a connection to the X server like this: display = XOpenDisplay(NULL); screen = DefaultScreen(display); depth = DefaultDepth(display, screen); I'm wondering now why "depth" is always set to 24. I would expect that it is only 24 when compositing is turned off, but in fact, it is still 24 even when I turn on compositing. So in order to get a 32-bit ARGB visual I need to call XGetVisualInfo() first with depth set explicitly to 32. Now to my question: Will DefaultDepth() generally never return more than 24 or is it just on my system? (my graphics board is somewhat dated...). I know that it could return 15, 16 or even 8 for a CLUT display but can it return 32? Or do I always have to use XGetVisualInfo() first to get a ARGB 32-bit visual? Thanks, Andy

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  • Localizing other pages in Settings.bundle

    - by joneswah
    I have other pages within my app preferences which are stored as separate files within the settings.bundle. It has come time to localize my app and I can only seem to get the Root values to localize. I was wondering whether there was a trick? The following image shows that my second screen is stored within a file called "MyPrefs.plist" and I have created a corresponding named file "MyPrefs.strings" in the en.lproj directory. Mirroring the same naming and location as the Root.plist and Root.strings. The values with the Root.plist are converted as expected but not in the extra screen. Is there any trick to localizing secondary screens with the settings.bundle?

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  • iPad as programming platform--What future do touch screens have with programming?

    - by user94154
    I read this question a few weeks ago. I thought about it when I first saw the iPad. Do you think it would be possible to set up a development environment on the iPad? I think it would be awesome if there was an InstantRails App, a Django App, maybe even 280 North's Atlas could run on it :). Would you develop using an on-screen keyboard and a 10 inch screen? Steve Jobs seems to think touch-screens are the future of web browsing. What Future does touch have with programming?

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  • Recreating iPhone stock application with nested views

    - by john
    I am trying to create an app similar to the Yahoo Stocks app that comes on the iPhone, with the split-screen interface (table on the top, graph on the bottom). I'm struggling with the view hierarchy. What is the easiest way to implement a split-screen type of application. I basically want two views nested in a parent view. My problem is a little bit more complex because I want functionality like having a uipagecontrol (does this require another viewcontroller, or is simply implemented in the initial view controller)? To what degree do I need to use IB? I would prefer to do this all in Xcode. Thanks in advance!

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  • Resize AIR app window while dragging

    - by matt lohkamp
    So I've noticed Windows 7 has a disturbing tendency to prevent you from dragging the title bar of windows off the top of the screen. If you try - in this case, using an air app with a draggable area at the bottom of the window, allowing you to push the top of the window up past the screen - it just kicks the window back down far enough that the title bar is at the top of what it considers the 'visible area.' One solution would be to resize the app window as it moves, so that the title bar is always where windows wants it. How would you resize the window while you're dragging it, though? Would you do it like this? dragHitArea.addEventListener(MouseEvent.MOUSE_DOWN, function(e:MouseEvent):void{ stage.nativeWindow.height += 50; stage.nativeWindow.startMove(); stage.nativeWindow.height -= 50; }); see what's going on there? When I click, I'm doing startMove(), which is hooking into the OS' function for dragging a window around. I'm also increasing and decreasing the height of the window by 50 pixels - which should give me no net increase, right? Wrong - the first '.height +=' gets executed, but the '.height -=' after the .startMove() never runs. Why? update - If you're curious, I'm programming an air widget with fly-out menus which expand rightwards and upwards - and since those element can only be displayed within the boundaries of the application window itself (even though the window is set to be chromeless and transparent) I have to expand the application's borders to include the area that the menu 'pops up' into. In the extreme case, with the widget positioned bottom left, and the menus expanded completely across to the right side and top edge of the screen, the application area could very well cover the entire desktop. The problem is, when it's expanded like this, if the user drags it up and to the right, it causes the 'title bar' area of the application window to move above the top edge of the desktop area, where it would normally be unreachable; and Windows automatically re-positions the window back below that edge once the .startMove() operation is completed. So what I want to do is continually resize the height of the application so that the visual effect will be the same for the user, but for the benefit of the operating system the window's title bar will never be above that top boundary of the desktop area.

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