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  • Custom UIToolBar from Images

    - by Sophtware
    I need to create a UIToolbar object that uses an image for the background. Most of the buttons are images as well, and rectangular. One button, however, is round and overlaps the toolbar like the Start button on the Windows task bar. See below. I know that I will need to subclass the UIToolbar to paint the image for the toolbar -- I think. If so, does anyone have example code showing how to do this? Furthermore, does anyone have any ideas on how to implement the larger round button? I'm thinking of another custom subclass for this, but not sure if there might be an easier way. I can have the art guys chop the image anyway needed, which I'm sure the round button will need to be chopped some how. Any ideas or sample code?

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  • VisualStyleRenderer and themes (WinForms)

    - by Yves
    I have my own TreeView control which is completely OwnerDraw'ed: myTreeView.DrawMode = TreeViewDrawMode.OwnerDrawAll; What I try to achieve is to draw the opened/closed glyph according to the current explorer theme. Especially on Vista and Win7 boxes I'd like to see the new glyphes (black triangles) instead of the plus/minus signs. I know, for a non-OwnerDraw'ed TreeView this can be achieved as follows which works perfectly: myTreeView.HandleCreated += delegate(object sender, EventArgs args) { MyNativeMethods.SetWindowTheme(myTreeView.Handle, "explorer", null); }; I thought a VisualStyleRenderer let me paint the glyphs theme-aware: VisualStyleRenderer r = new VisualStyleRenderer(VisualStyleElement.TreeView.Glyph.Opened); r.DrawBackground(e.Graphics, e.Bounds); The code above unfortunately draws the minus sign in all cases. It looks like the VisualStyleRenderer does not honour the theme setting. Can someone shed some light on this? Thanks!

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  • Question on MVVM pattern on WPF ?

    - by Ashish Ashu
    I have a user control let say UC1 . This user control have viewmodel UC1_vm. In the usercontrol UC1 I have a canvas in which drawing curve logic is implemented. This drawing curve logic is based on the data points property in the view model ( UC1_vm). The data points property inside the view model change with different condition. The generation of data points is written in the View Model. I want to bind the data points property in the view model to the draw curve logic inside the User control (view). I want whenever the data point property is changed in the view model , the canvas calls the draw curve method. Can I set the set any property of canvas which when changed it calls the on paint logic auto matically? Please suggest me the approach of implementing this scenario!!

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  • UserControl Focus Issue - Focus() sometimes returns false

    - by Craigger
    I have a user control that behaves similar to a tab control. The tab headers are UserControls that override Paint events to make them look custom. In order to leverage the Validating events on various controls on our tab pages, when the user clicks on the tab headers, we set the Focus to the TabHeader user control. I've noticed that Control.Focus() returns false sometimes but the documentation does not say why Control.Focus() will ever return false other than that the control can't receive focus. But I don't know why. Here's what i see. If my TabHeader UserControl does not contain any subcontrols, and I call myControl.Focus() from the MouseClick event, focus returns true. If my TabHeader UserControl contains a subcontrol, and I call myControl.Focus() from the MouseClick event, focus returns false. If my TabHeader UserControl contains a subcontrol, and I call myControl.subControl.Focus() from the myControl.MouseClick event, focus returns true. Can someone explain this?

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  • Android drawCircle's are not always 360 degrees

    - by user329999
    When I call drawCircle (ex. canvas.drawCircle(x, y, r, mPaint);) and I use Paint Style STROKE to initialize param #4 mPaint, the result doesn't quite make a full 360 degree (2*PI radian) circle in all cases. Sometimes you get a full circle (as I would expect) and sometimes only an arc. Does someone have an idea what would cause this to happen? I don't know what cases work and which don't (yet). I've noticed the ones that don't work seem to be the larger circles I'm drawing (100.0 radius). Could be size related. I am using floating point for x, y and r. I could try rounding to the nearest int when in the drawing code.

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  • How to mix colors "naturally" with C#?

    - by crono
    I have to mix some colors in a natural way. This means blue + yellow = green blue + red = purple and so on. I got the colors as RGB-Values. When I try to mix them I got the right "RGB"-results like green + red = yellow yellow + blue = white but not the right "natural-wet-paint"-results. Any good idea how to mix RGB in a natural way? It would be great if someone knew a solution within the Microsoft.Xna.Framework.Graphics namespace but a generic solution would also help :)

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  • Blackberry - Exception when sending SMS programmatically

    - by user213199
    Hello all, I am developing a Blackberry application. I am trying to send SMS programmatically to GSM number. I have gone through many queries and answers related to that and finally added the code for that as below. When the code tries to execute sending some text message to the particular mobile number, it doesn't send and throws exception as "blocking operation not permitted on event dispatch thread". So i created a separate background thread where i put the SMS code and running the code now. But still observing the same exception. Could someone please suggest what am i doing wrong (or) how to do that? class DummyFirst extends MainScreen { private Bitmap background; private VerticalFieldManager _container; private VerticalFieldManager mainVerticalManager; private HorizontalFieldManager horizontalFldManager; private BackGroundThread _thread; CustomControl buttonControl1; public DummyFirst() { super(); LabelField appTitle = new LabelField("Dummy App"); setTitle(appTitle); background = Bitmap.getBitmapResource("HomeBack.png"); _container = new VerticalFieldManager(Manager.NO_VERTICAL_SCROLL | Manager.NO_VERTICAL_SCROLLBAR) { protected void paint(Graphics g) { // Instead of these next two lines, draw your bitmap int y = DummyFirst.this.getMainManager() .getVerticalScroll(); g.clear(); g.drawBitmap(0, 0, background.getWidth(), background .getHeight(), background, 0, 0); super.paint(g); } protected void sublayout(int maxWidth, int maxHeight) { int width = background.getWidth(); int height = background.getHeight(); super.sublayout(width, height); setExtent(width, height); } }; mainVerticalManager = new VerticalFieldManager( Manager.NO_VERTICAL_SCROLL | Manager.NO_VERTICAL_SCROLLBAR) { protected void sublayout(int maxWidth, int maxHeight) { int width = background.getWidth(); int height = background.getHeight(); super.sublayout(width, height); setExtent(width, height); } }; HorizontalFieldManager horizontalFldManager = new HorizontalFieldManager(Manager.USE_ALL_WIDTH); buttonControl1 = new CustomControl("Send", ButtonField.CONSUME_CLICK, 83, 15); horizontalFldManager.add(buttonControl1); this.setStatus(horizontalFldManager); FieldListener listner = new FieldListener(); buttonControl1.setChangeListener(listner); _container.add(mainVerticalManager); this.add(_container); } class FieldListener implements FieldChangeListener { public void fieldChanged(Field f, int context) { if (f == buttonControl1) { _thread = new BackGroundThread(); _thread.start(); } } } private class BackGroundThread extends Thread { public BackGroundThread() { /*** initialize parameters in constructor *****/ } public void run() { // UiApplication.getUiApplication().invokeLater(new Runnable() UiApplication.getUiApplication().invokeLater(new Runnable() { public void run() { try { MessageConnection msgConn = (MessageConnection) Connector .open("sms://:0"); Message msg = msgConn .newMessage( MessageConnection.TEXT_MESSAGE); TextMessage txtMsg = (TextMessage) msg; String msgAdr = "sms://+919861348735"; txtMsg.setAddress(msgAdr); txtMsg.setPayloadText("Test Message"); // here exception is thrown msgConn.send(txtMsg); System.out.println("Sending" + " SMS success !!!"); } catch (Exception e) { System.out.println(e.getMessage()); e.printStackTrace(); } } // run }); } } public boolean onClose() { System.out.println("close event called, request to be" + " in the backgroud...."); UiApplication.getUiApplication().requestBackground(); return true; } } I resolved this issue by creating a separate thread and then not using Port etc. Here it is: SMSThread smsthread = new SMSThread("Some message",mobNumber); smsthread.start(); class SMSThread extends Thread { Thread myThread; MessageConnection msgConn; String message; String mobilenumber; public SMSThread( String textMsg, String mobileNumber ) { message = textMsg; mobilenumber = mobileNumber; } public void run() { try { msgConn = (MessageConnection) Connector.open("sms://+"+ mobilenumber); TextMessage text = (TextMessage) msgConn.newMessage(MessageConnection.TEXT_MESSAGE); text.setPayloadText(message); msgConn.send(text); msgConn.close(); } catch (Exception e) { System.out.println("Exception: " + e); } } }

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  • How to paste metafile from Microsoft Word at expected size

    - by Joel
    I'm having an issue in a WPF application using the RichTextBox where content being pasted in from Microsoft Word is mangled. To work around the issue, I found that Word includes a metafile on the clipboard, and I can get the metafile from the clipboard using interop (WPF wouldn't properly import the metafile either). My problem, though, is that a metafile is scalable and so whether a user pastes a whole page of content or a small amount, the metafile claims that its Width is 4390. However, if I strip the clipboard of everything but the metafile and paste it into MSPaint, the resulting bitmap in paint has properly scaled the pasted metafile, so it seems to me that there must be some information somewhere that indicates the real size. Does anyone know how to get the proper expected size of the Metafile?

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  • Background Image in JTextPane

    - by Nivas
    How do I set a background image to a JTextPane - some sort of a watermark. I tried this option - creating a child class of JTextPane and use the paint method to draw the image. But then the text is displayed "below" the image than above. Is there any "standard" or "well known" way to do this? (BTW, I tried (something silly?) making the content type "text/html", and setting the image as the background image of a <div> but it did not help.)

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  • C# WinForms problem with draw image

    - by Paul
    Hi I have this class: class OriginalImage: Form { private Image image; private PictureBox pb; public OriginalImage() { pb = new PictureBox {SizeMode = PictureBoxSizeMode.CenterImage}; pb.SizeMode = PictureBoxSizeMode.StretchImage; Controls.Add(pb); image = Image.FromFile(@"Image/original.jpg"); this.Width = image.Width; this.Height = image.Height; this.Text = "Original image"; this.Paint += new PaintEventHandler(Drawer); } public virtual void Drawer(object source, PaintEventArgs e) { Graphics g = pb.CreateGraphics(); g.DrawImage(image,0,0); } I call this create object OriginalImage in other form on button click, but image is not draw? Where is problem? public partial class Form1 : Form { public Form1() { InitializeComponent(); } private void button1_Click(object sender, EventArgs e) { var oi = new OriginalImage(); oi.Show(); } }

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  • Android drawing cache

    - by Seva Alekseyev
    Please explain how does the drawing cache work in Android. I'm implementing a custom View subclass. I want my drawing to be cached by the system. In the View constructor, I call setDrawingCacheEnabled(true); Then in the draw(Canvas c), I do: Bitmap cac = getDrawingCache(); if(cac != null) { c.drawBitmap(cac, 0, 0, new Paint()); return; } Yet the getDrawingCache() returns null to me. My draw() is not called neither from setDrawingCacheEnabled(), nor from getDrawingCache(). Please, what am I doing wrong?

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  • Using Bitmap.LockBits and Marshal.Copy in IronPython not changing image as expected

    - by Leonard H Martin
    Hi all, I have written the following IronPython code: import clr clr.AddReference("System.Drawing") from System import * from System.Drawing import * from System.Drawing.Imaging import * originalImage = Bitmap("Test.bmp") def RedTint(bitmap): bmData = bitmap.LockBits(Rectangle(0, 0, bitmap.Width, bitmap.Height), ImageLockMode.ReadWrite, PixelFormat.Format24bppRgb) ptr = bmData.Scan0 bytes = bmData.Stride * bitmap.Height rgbValues = Array.CreateInstance(Byte, bytes) Runtime.InteropServices.Marshal.Copy(ptr, rgbValues, 0, bytes) for i in rgbValues[::3]: i = 255 Runtime.InteropServices.Marshal.Copy(rgbValues, 0, ptr, bytes) bitmap.UnlockBits(bmData) return bitmap newPic = RedTint(originalImage) newPic.Save("New.bmp") Which is my interpretation of this MSDN code sample: http://msdn.microsoft.com/en-us/library/5ey6h79d.aspx except that I am saving the altered bitmap instead of displaying it in a Form. The code runs, however the newly saved bitmap is an exact copy of the original image with no sign of any changes having occurred (it's supposed to create a red tint). Could anyone advise what's wrong with my code? The image I'm using is simply a 24bpp bitmap I created in Paint (it's just a big white rectangle!), using IronPython 2.6 and on Windows 7 (x64) with .Net Framework 3.5 SP1 installed.

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  • JMenuBar dropping down to a "custom" JPanel and "erased"

    - by Jani
    The JMenuItems of JMenuBar drops down to a JPanel added to the JFrame, but the JPanel erases the JMenuItems. Do I supposed to pause the re-drawing of the JPanel? I'm using getGraphics() on the JPanel for drawing an image, this method is called from a thread with (for example) 200 ms delay. edit: It's a (very simple) game inside the JPanel. (I've added a field "paused" to the JPanel and i've edited the paint method so it repaints the JPanel only if paused is false, however I don't know if this "solution" is good. (It's set to true when the user clicks on a menu and set to false when selects or cancels it.)

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  • Qt - drag and drop with graphics view framework

    - by David Davidson
    I'm trying to make a simple draggable item using the graphics framework. Here's the code for what I did so far: Widget class: class Widget : public QWidget { Q_OBJECT public: Widget(QWidget *parent = 0); ~Widget(); }; Widget::Widget(QWidget *parent) : QWidget(parent) { DragScene *scene = new DragScene(); DragView *view = new DragView(); QHBoxLayout *layout = new QHBoxLayout(); DragItem *item = new DragItem(); view->setAcceptDrops(true); scene->addItem(item); view->setScene(scene); layout->addWidget(view); this->setLayout(layout); } Widget::~Widget() { } DragView class: class DragView : public QGraphicsView { public: DragView(QWidget *parent = 0); }; DragView::DragView(QWidget *parent) : QGraphicsView(parent) { setRenderHints(QPainter::Antialiasing); } DragScene class: class DragScene : public QGraphicsScene { public: DragScene(QObject* parent = 0); protected: void dragEnterEvent(QGraphicsSceneDragDropEvent *event); void dragMoveEvent(QGraphicsSceneDragDropEvent *event); void dragLeaveEvent(QGraphicsSceneDragDropEvent *event); void dropEvent(QGraphicsSceneDragDropEvent *event); }; DragScene::DragScene(QObject* parent) : QGraphicsScene(parent) { } void DragScene::dragEnterEvent(QGraphicsSceneDragDropEvent *event){ } void DragScene::dragMoveEvent(QGraphicsSceneDragDropEvent *event){ } void DragScene::dragLeaveEvent(QGraphicsSceneDragDropEvent *event){ } void DragScene::dropEvent(QGraphicsSceneDragDropEvent *event){ qDebug() << event->pos(); event->acceptProposedAction(); DragItem *item = new DragItem(); this->addItem(item); item->setPos(event->pos()); } DragItem class: class DragItem : public QGraphicsItem { public: DragItem(QGraphicsItem *parent = 0); QRectF boundingRect() const; void paint(QPainter *painter, const QStyleOptionGraphicsItem *option, QWidget *widget = 0); protected: void mouseDoubleClickEvent(QGraphicsSceneMouseEvent *event); void mouseMoveEvent(QGraphicsSceneMouseEvent *event); void mousePressEvent(QGraphicsSceneMouseEvent *event); void mouseReleaseEvent(QGraphicsSceneMouseEvent *event); }; DragItem::DragItem(QGraphicsItem *parent) : QGraphicsItem(parent) { setFlag(QGraphicsItem::ItemIsMovable); } QRectF DragItem::boundingRect() const{ const QPointF *p0 = new QPointF(-10,-10); const QPointF *p1 = new QPointF(10,10); return QRectF(*p0,*p1); } void DragItem::paint(QPainter *painter, const QStyleOptionGraphicsItem *option, QWidget *widget){ if(painter == 0) painter = new QPainter(); painter->drawEllipse(QPoint(0,0),10,10); } void DragItem::mouseDoubleClickEvent(QGraphicsSceneMouseEvent *event){ } void DragItem::mouseMoveEvent(QGraphicsSceneMouseEvent *event){ } void DragItem::mousePressEvent(QGraphicsSceneMouseEvent *event){ QMimeData* mime = new QMimeData(); QDrag* drag = new QDrag(event->widget()); drag->setMimeData(mime); drag->exec(); } void DragItem::mouseReleaseEvent(QGraphicsSceneMouseEvent *event){ } main.cpp instantiates a Widget and shows it. When I try to drag the circle, the app just creates another circle over the original one, regardless of where I release the drag. qDebug() in DragScene's dropEvent() shows QPointF(0,0) everytime the drag ends. I'm having a hard time trying to understand exactly what I have to do, which classes I should subclass, which methods needs to be overriden, to make this work. The documentation on this isn't very detailed. I'd like to know how to make this work, and if there's some other, more comprehensive resource to learn about the graphics view framework, besides the official documentation (which is excellent btw, but it would be great if there was a more detailed treatise on the subject). EDIT: Following badgerr's advice, I replaced item-pos() in DragScene::dropEvent() with item-scenePos(), now the drop event creates a new circle in the drop site, which is more or less what I wanted. But the original circle is still in place, and while the drag is in progress, the item doesn't follow the mouse cursor. The QGraphicsSceneDragDropEvent documentation says that pos() should return the cursor position in relation to the view that sent the event, which, unless I got it wrong, shouldn't be (0,0) all the time. Weird. I've read in a forum post that you can use QDrag::setPixMap() to show something during the drag, and in examples I've seen pictures being set as pixmaps, but how do I make the pixmap just like the graphics item I'm supposed to be dragging?

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  • Serverside image processing

    - by spol
    I am designing a web application that does server side image processing in real time. Processing tasks include applying different effects like grayscale, blur, oil paint, pencil sketch etc on images in various formats. I want to build it using java/servlets which I am already familiar with. I found 3 options, 1) Use pure java imaging libraries like java.awt or http://www.jhlabs.com/ip/index.html 2) Use command line tools like Gimp/ImageMagick 3) Use c,c++ image libraries that have java bindings. I don't know which of the above options is good keeping the performance in mind. It looks like option 2) and 3) are good performance wise, but I want to be sure before I rule out 1). I have also heard gimp cannot be run using command line unless gtk or xwindows is already installed on the server. Will there be any such problems with 2) or 3) while running them server side? Also please suggest any good image processing libraries for this purpose.

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  • Video Synthesis - Making waves, patterns, gradients...

    - by Nathan
    I'm writing a program to generate some wild visuals. So far I can paint each pixel with a random blue value: for (y = 0; y < YMAX; y++) { for (x = 0; x < XMAX; x++) { b = rand() % 255; setPixelColor(x,y,r,g,b); } } I'd like to do more than just make blue noise, but I'm not sure where to start (Google isn't helping me much today), so it would be great if you could share anything you know on the subject or some links to related resources.

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  • image rendering issue

    - by burkejam71
    I am running Apache/2.2.3 (CentOS). For some reason certain images, jpg, gif, or png will show up as byte code when accessed directly on the server. Firefox 3 and Safari both think the content type is text/html. IE I believe has something built in to recognize it is an image and ignore the content type and renders the image correctly regardless. I can't seem to find anyone else with this issue. An example of this can be found at http://www.thedacs.com/admin/gp/userfiles/image/gp28%5Fimg%5F01.jpg but the image below on same server the image is rendered correctly (use same path from above) Fig3mod.jpg The first image works fine in Photoshop CS, Illistrator, GIMP, Paint.net,and any other image editing software. I have tried everything when editing the images from trying multiple file formats to print screens and cropping to create a new image to lose old image meta data. Can anybody help?

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  • Creating a dynamic (video) Overlay on Google Maps on Android 2.1

    - by Soumya
    I'm trying to create a map overlay for displaying a video stream (MJPEG) on top of a Mapview. Currently I've a standalone activity that creates a data thread for fetching MJPEG video frames. I'm using a handler to send a frame (as a Bitmap) from the data thread to the main activity which then updates the UI. I'm not sure how I can implement "refresh" for updating my "overlayed" video stream. EDIT: What I mean by "refresh" is - how can I update the video portion (not the mapview) of my UI whenever I get a new video frame. I plan to paint the video frame (bitmap) in the "draw method" of my implementation of the Overlay subclass. But the "draw" method is not invoked by me directly. Thanks.

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  • Black background while copying image from Firefox

    - by Eduardo Mauro
    An image is copied from Firefox into the Clipboard. My program gets it from clipboard and saves as a JPEG image. For some reason the image is saved with a black background. If I open the same URL in IE and copy the image into the Clipboard, the image is saved correctly by my program. I am using Delphi 7. I also tried to copy the image from Firefox into Microsoft Paint and again the black background. Does anyone has a tip in how to handle such problem.

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  • QT: Scroll widget that renders directly to the DC

    - by shoosh
    I'm trying to create a widget which paints directly to the windows Device Context by calling getDC() and painting an HBITMAP to it. The widget I'm painting resides inside a scroll widget. I've implemented the paintEvent() and it does seem to paint but immediatly after painting the widget gets painted over again with a blank gray color. I've tried setting WA_PaintOnScreen and Qt::WA_NoSystemBackground but none of those help. In theory this should be possible since this is basically how the GLWidget works. What am I missing?

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  • QPainter paints garbage

    - by DSblizzard
    Fragment of program code: def add_link(Item0Num, Item1Num): global Mw, View # Mw - MainWindow if Item0Num != Item1Num and not link_exists(Item0Num, Item1Num): append( links_to(Item1Num), Item0Num ) append( links_from(Item0Num), Item1Num ) LinkGi = TLinkGi() Mw.Scene.addItem(LinkGi) LinkGi.setZValue(200) LinkGi.scale(1 / View.Scale, 1 / View.Scale) LinkGi.Item0Num = Item0Num LinkGi.Item1Num = Item1Num class TLinkGi(QGraphicsItem): def paint(self, Painter, StyleOptionGraphicsItem, Widget): global Mw, View Pen = QPen(Qt.black, 1) Painter.setPen(Pen) X0, Y0 = task_center(self.Item0Num) self.setPos(X0, Y0) X1, Y1 = task_center(self.Item1Num) X, Y = int( (X1 - X0) * View.Scale ), int( (Y1 - Y0) * View.Scale ) Painter.drawLine(0, 0, X, Y) #Mw.Scene.update(0, 0, Plan.Size, Plan.Size) # (1) #Mw.gvMain.repaint() # (2) def boundingRect(self): global View Rect = QRectF(0, 0, Plan.Size, Plan.Size) return Rect This paints such garbage: http://img697.imageshack.us/content_round.php?page=done&l=img697/5395/qpaintergarbage1.jpg When lines (1) and (2) are uncommented things doesn't become much better: http://img63.imageshack.us/content_round.php?page=done&l=img63/9693/qpaintergarbage0.jpg Please help me to solve this problem.

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  • Wrong EXE file shown in start menu on Windows 7

    - by Zach
    Hello all, My software has two .EXE files : A.exe and B.exe. After installed on Window 7, the shortcut to A.exe is always shown in the start menu. (I don't know if 'Start menu' is the correct name or not, what I mean is the area above 'All Programs'). The menu in my computer looks like: Getting Started Windows Media Center Calculator Sticky Notes Snipping Tool Paint A <-- My program, and I want 'B' to be shown here All programs How can I make B.exe shown instead of A.exe? Best regards, Zach

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  • ChaiScript troubles

    - by Ockonal
    Hello guys, I'm using script language ChaiScript with c++ and Qt. I've defined such function: void ChaiPainter::drawRectangle(QPainter *painter, int x, int y, int height, int width) { painter.drawRect(x, y, width, height); } And in application paint-event: void MainWindow::paintEvent(QPaintEvent *event) { QPainter painter(this); chaiPainter->mChai.add(chaiscript::var(&painter), "painter"); chaiPainter->mChai.add(chaiscript::fun(&ChaiPainter::drawRectangle), "drawRect"); chaiPainter->mChai("drawRect(painter, 5, 5, 100, 100)"); } The error is: 'chaiscript::Eval_Error' what(): Error: "No matching function to dispatch to with function 'drawRect'" during evaluation at (1, 1) What I do wrong?

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  • Direct2D window black when not in focus

    - by Saul Rennison
    Hi all, I have a Direct2D window which paints fine when in focus; however, when focus moves to another window (same application or another), the entire window goes black. I pinned the issue down to the use of ID2D1HwndRenderTarget::Clear. This function is vital to my application as without it, painting becomes rather... weird. Is there a way an un-focused Direct2D window can paint as normal (note: WM_PAINT is being called as usual, as is Clear, BeginPaint, etc. all without error) Thanks in advance.

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  • Tracking object entries when "playing" a Windows Enhanced Metafile

    - by lzcd
    One of my current projects requires that I work out what colours are being used in an EMF file. I have been able to successfully whip up a file parser in C# that notes all references to colours... but haven't had any luck tracking which objects are in use across the entire file so I can apart colours that are referenced from colours that are used to paint on screen. The older style WMF files are easy as the object library starts at zero and one can simply track each "Create Object" style command... but EMF files are proving to be trickier as there seems to be preexisting entries in the library (if the "Select Object" commands I'm seeing are to be believed). Would anyone be able to either enlighten me on how to track objects in the library correctly with EMF files... or suggest an easier alternative to work out which colours are actually being used in the file (as opposed to just being defined)?

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