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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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  • WPF absolute positioning in InkCanvas

    - by Nilu
    Hi, I'm trying to position a rectangle in an InkCanvas. I am using the following method. Unfortunately when I add the rectangle it gets displayed at (0,0). Although when I query to see the whether the left property is 0 I get a non zero values. Does anyone know why this might be? Cheers, Nilu InkCanvas _parent = new InkCanvas(); private void AddDisplayRect(Color annoColour, Rect bounds) { Rectangle displayRect = new Rectangle(); Canvas.SetTop(displayRect, bounds.Y); Canvas.SetLeft(displayRect, bounds.X); // check to see if the property is set Trace.WriteLine(Canvas.GetLeft(displayRect)); displayRect.Width = bounds.Width; displayRect.Height = bounds.Height; displayRect.Stroke = new SolidColorBrush(annoColour); displayRect.StrokeThickness = 1; _parent.Children.Add(displayRect); }

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  • How can I have different colors for different tabs in SuperTabNavigator.

    - by Zeeshan Rang
    Hi Well the heading is basically what my question is: How can I have different colors for different tabs in SuperTabNavigator. Below is the code to my SuperTabNavigator with three tabs: <containers:SuperTabNavigator x="0" y="10" width="100%" height="100%" right="1" top="1" left="1" bottom="1" color="black" creationPolicy="all" id="tab_nav" popUpButtonPolicy="{SuperTabNavigator.POPUPPOLICY_OFF}"> <mx:Canvas label="My Friends" id="friends_container" width="100%" height="100%"/> <mx:Canvas label="My Groups" id="groups_container" width="100%" height="100%"/> <mx:Canvas label="Address Book" id="address_container" width="100%" height="100%"/> </containers:SuperTabNavigator> I want to have different color for every different tab. How should I do this. Thank you Zeeshan

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  • C#: Windows Forms: Getting keystrokes in a panel/picturebox?

    - by Rosarch
    I'm making a level editor for a game using windows forms. The form has several drop down menus, text boxes, etc, where the user can type information. I want to make commands like CTRL + V or CTRL + A available for working within the game world itself, not text manipulation. The game world is represented by a PictureBox contained in a Panel. This event handler isn't ever firing: private System.Windows.Forms.Panel canvas; // ... this.canvas = new System.Windows.Forms.Panel(); // ... this.canvas.PreviewKeyDown += new System.Windows.Forms.PreviewKeyDownEventHandler(this.canvas_PreviewKeyDown); What is the preferred way of doing this? Can a panel even receive keyboard input? I would like to allow the user to use copy/paste/select-all commands when working with the text input, but not when placing objects in the game world.

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  • How can I "best fit" an arbitrary cairo (pycairo) path?

    - by Daniel Straight
    It seems like given the information in stroke_extents() and the translate(x, y) and scale(x, y) functions, I should be able to take any arbitrary cairo (I'm using pycairo) path and "best fit" it. In other words, center it and expand it to fill the available space. Before drawing the path, I have scaled the canvas such that the origin is the lower left corner, up is y+, right is x+, and the height and width are both 1. Given these conditions, this code seems to correctly scale the path: # cr is the canvas extents = cr.stroke_extents() x_size = abs(extents[0]) + abs(extents[2]) y_size = abs(extents[1]) + abs(extents[3]) cr.scale(1.0 / x_size, 1.0 / y_size) I cannot for the life of me figure out the translating though. Is there a simpler approach? How can I "best fit" a cairo path on its canvas? Please ask for clarification if anything is unclear in this question.

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  • Flex: Prevent scrollbar from covering content when automatically displayed.

    - by Yaba
    I have a canvas in Flex that shall be able only to be scrolled in vertical direction, so I set the attributes of the canvas as follows: verticalScrollPolicy="auto" horizontalScrollPolicy="off" The problem here is that the vertical scrollbar covers the content when it appears - altough there is enough horizontal room left. I would have expected that the content size would have been automatically adjusted. When setting the vertical scroll policy to "on", no content is covered also. In case I set both scroll policies to 'auto' I also get a horizontal scroll bar just for scrolling to the area that is covered by the vertical scroll bar. Is there a workaround how I can relayout the content of the canvas when the vertical scroll bar is shown so that it does not cover any content?

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  • Some doubts in WPF

    - by xyz
    I am entirely new to WPF . Though I am going thru the tutorials and articles from net but I am having doubts . Some of the questions which have striked out so far are a) What is routed events and what extra thing it does server? b) What are dependency properties and it's benefits. c) How dependency properties differ from attached properties. d) Why does first bubbling happens follwed by tunneling? And what is the purpose of this? e.g. <canvas> <button canvas.left=10/> </canvas> Is it a dependency property or attached property? Thanks

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  • iPhone OS: Rotate just the button images, not the views

    - by Jongsma
    Hi, I am developing an iPad application which is basically a big drawing canvas with a couple of button at the side. (Doesn't sound very original, does it? :P) No matter how the user holds the device, the canvas should remain in place and should not be rotated. The simplest way to achieve this would be to support just one orientation. However, I would like the images on the buttons to rotate (like in the iPhone camera app) when the device is rotated. UIPopoverControllers should also use the users current orientation (and not appear sideways). What is the best way to achieve this? (I figured I could rotate the canvas back into place with an affineTransform, but I don't think it is ideal.) Thanks in advance!

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  • Drawing random circles

    - by ViktorC
    I am trying to draw a cupola circles at random positions in an Android application. I draw them on a bitmap and then draw that bitmap on the canvas. This is the function where a draw the circles: private void drawRandomCircles(int numOfCircles) { Canvas c = new Canvas(b); Paint cPaint = new Paint; cPaitn.setColor(Color.RED); for(int i = 0; i < numOfCircles; i++) { int x = Math.Random % 100; int y = Math.Random % 100; c.drawCircle(x, y, 20, cPaint) } } The Bitmap b is global. And after calling this function I just draw the bitmap in the onDraw method. Now the problem is that I only get one circle drawn on the screen, no matter the size of numOfCircles. Any clue what is happening here?

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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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  • EllipseGeometry is not rendering in Silverlight

    - by Mark Nelson
    I'm trying to draw a circle in WP7 Silverlight using EllipseGeometry instead of Ellipse. The sample XAML in MSDN does not display anything on the canvas in Visual Studio. If I run the app, it does display in the emulator. <Canvas> <Path Fill="Gold" Stroke="Black" StrokeThickness="1"> <Path.Data> <EllipseGeometry Center="50,50" RadiusX="50" RadiusY="50" /> </Path.Data> </Path> </Canvas> Any ideas what is happening?

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  • jQuery click event not working when mouse moves from one div to another with button held down

    - by Acorn
    I've made a page that uses jQuery to allow you to place <div>s on the page based on your mouse coordinates when you click. The page And here's the javascript: $('document').ready(function() { $("#canvas").click(function(e){ var x = e.pageX - this.offsetLeft; var y = e.pageY - this.offsetTop; $(document.createElement('div')).css({'left':x + 'px', 'top':y + 'px'}).addClass('tile').appendTo('#canvas'); }); }); I've found that if you mousedown in the div#canvas and mouseup with your pointer over a placed <div> (or vice versa) then a new <div> doesn't get placed. Why is this?

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  • How do I attach an event handler to the document or window in GWT?

    - by Raph Levien
    In a GWT app centered around a canvas, I'm having trouble keeping focus directed in the right place - particularly for keyboard shortcuts. For now, I've wrapped the canvas in a FocusPanel, but that causes the canvas to not respond to the RequiresResize protocol, because FocusPanel does not plumb that. A second (related, I think) problem is that the FocusPanel is not getting Ctrl-A keypress events at all (tested on Mac Chrome). I can get Ctrl-Z and other keys (such as arrows) just fine. In a pure JavaScript world, I think the best answer to this would be to attach mouse and key handlers to the document or window object (I'm not positive which is better). However, I don't see an obvious way to do this in GWT - in particular, the Document and Window classes lack methods for attaching these kind of event handlers? Anyone know how to do it, or, perhaps, to solve the more general problem of keeping focus on an appropriate widget able to handle keyboard shortcuts?

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  • Python Tkinter after loop not working fast enough

    - by user2658538
    I am making a simple metronome where it plays a tick sound every few milliseconds depending on the bpm and plays the sound using the winsound module. I use tkinter because there will be a gui component later but for now the metronome code is working, it plays the sound at a constant rate, but even though I set the after loop to play the sound every few milliseconds, it waits longer and the beat is slower than it should be. Is it a problem with the code or a problem with the way I calculate the time? Thanks. Here is my code. from Tkinter import * import winsound,time,threading root=Tk() c=Canvas(root) c.pack() class metronome(): def __init__(self,root,canvas,tempo=100): self.root=root self.root.bind("<1>",self.stop) self.c=canvas self.thread=threading.Thread(target=self.play) self.thread.daemon=True self.pause=False self.tempo=tempo/60.0 self.tempo=1.0/self.tempo self.tempo*=1000 def play(self): winsound.PlaySound("tick.wav",winsound.SND_FILENAME) self.sound=self.c.after(int(self.tempo),self.play) def stop(self,e): self.c.after_cancel(self.sound) beat=metronome(root,c,120) beat.thread.start() root.mainloop()

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  • Conditional on WebClient

    - by CarryFlag
    Given: thin client (JS) model services client use services. services use model. Model consists of (for sample): Rect Circle ... Ellipse services: class CanvasProviger { public Canvas getCanvas() { return new Canvas(); } } model: class Canvas ... { private List < Figure > figures = new List < Figure >; ... } class Circle extends Figure { private int x, y, r; } class Rect extends Figure { private x, y, w, h; } client: ... var figure = MyJSRPCImpl.getCanvas().nextFigure(); if(figure == JSLocalModel.Rect) { drawRect(figure); } else if(figure == JSLocalModel.Circle) { drawCircle(figure); } ... How else can do way conditional? In rich client I used pattern Visitor. // my bad english, I know =(

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  • FLEX: how to ignore MouseEvents from the container ?

    - by Patrick
    hi, I've some objects on the canvas, and I added eventListeners to these objects for MOUSE_UP event. I'm know checking if it works by tracing e.target.name, and I found out that the event is triggered twice, before on the element container (Canvas) and then the element itself. I read several times the documentation about Capture, Bubbling etc.. but I don't understand how to trigger the events only from the element itself... child.addEventListener(MouseEvent.MOUSE_UP, updateSelectedTags); private function updateSelectedTags(e:MouseEvent):void { Alert.show(e.currentTarget.name); //I have 2 alerts, one for canvas, the other one for the child } } thanks

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  • Google Chrome hardware acceleration making game run slow

    - by powerc9000
    So I have been working on a game in HTML5 canvas and noticed that the games lags and performs much slower when hardware acceleration is turned on in Google Chrome then when it is turned off. You can try for yourself here From doing some profiling I see that the problem lies in drawImage. More specifically drawing one canvas onto another. I do a lot of this. Hardware Acceleration on. Hardware Acceleration off. Is there something fundamental I am missing with one canvas to another? Why would the difference be that profound?

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  • Calling function from an object with event listener

    - by Mirat Can Bayrak
    i have a view model something like this: CANVAS = getElementById... RemixView = function(attrs) { this.model = attrs.model; this.dragging = false; this.init(); }; RemixView.prototype = { init: function() { CANVAS.addEventListener("click", this.handleClick); }, handleClick: function(ev) { var obj = this.getHoveredObject(ev); }, getHoveredObject: function(ev) {} ... ... } rv = new RemixView() the problem is my when clickHandler event fired, this object is being equal to CANVAS object, not RemixView. So i get error that says: this.getHoveredObject is not a function What is correct approach at that stuation?

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  • Screenshot IE7 Javascript

    - by boje
    I have tried but i can get this to work with IE7 or Firefox 5.0. I know that google.com/plus have a nice feedback that works in IE7. http://html2canvas.hertzen.com/screenshots.html Is is using canvas but i have but plugins in all. I get a error i first line of this code: var preload = html2canvas.Preload(body, { "complete": function (images) { var queue = html2canvas.Parse(body, images); var canvas = $(html2canvas.Renderer(queue)); var finishTime = new Date(); $("#content").empty().append(canvas); // throwMessage('Screenshot created in '+ ((finishTime.getTime()-timer)/1000) + " seconds<br />",4000); } }); So if you have a zip file with a example that are working in IE7 or a example i will be more then happy.

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  • Extra line breaks inserted in MrEd text%

    - by Jesse Millikan
    In a DrScheme project, I'm using a MrEd editor-canvas% with text% and inserting a string from a literal in a Scheme file. This results in an extra blank line in the editor for each line of text I'm trying to insert. Is this a Windows vs. Unix linebreak problem? I can't find anything about text% treats line breaks in the documentation. ; Inside a class definition: (define/public (edit-pattern p j b d h) (send input-beat set-value (number->string b)) (send input-dwell set-value (number->string d)) (send hold-beats set-value (number->string h)) (send juggler-t erase) ; Why do these add extra newlines (send juggler-t insert j) (send pattern-t erase) (send pattern-t insert p)) (define juggler-ec (new editor-canvas% [parent this] [line-count 12])) (define juggler-t (new text%)) (send juggler-ec set-editor juggler-t) (define pattern-ec (new editor-canvas% [parent this] [line-count 20])) (define pattern-t (new text%)) (send pattern-ec set-editor pattern-t) ; Lots of other stuff...

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  • How are buttons made to be clicked?

    - by Johnny
    I just want to ask a general question. According to that answer, Ill continue thinking. You know in games there are lots of clickable items. Play button, exit, comboboxes maybe etc. My question is are those buttons drawn in same canvas with background and all other things, or for every different thing there is another canvas object? My question is about for general. Im not asking about a specific game, im asking how they are made generally. Im planning to start a game on Android, and Im confused actually how to design buttons, and other object. Probably Im going to use View/SurfaceView for now. I don't have much experience with OpenGL yet. Thanks in advance.

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  • following a moving sprite

    - by iQue
    Im trying to get my enemies to follow my main-character of the game (2D), but for some reason the game starts lagging like crazy when I do it the way I want to do it, and the following-part dosnt work 100% either, its just 1/24 enemies that comes to my sprite, the other 23 move towards it but stay at a certain point. Might be a poor explenation but dont know how else to put it. Code for moving my enemies: private int enemyX(){ int x = 0; for (int i = 0; i < enemies.size(); i++){ if (controls.pointerPosition.x > enemies.get(i).getX()){//pointerPosition is the position of my main-sprite. x = 5; } else{ x=-5; } Log.d(TAG, "happyX HERE: " + controls.pointerPosition.x); Log.d(TAG, "enemyX HERE: " + enemies.get(i).getX()); } return x; } private int enemyY(){ int y = 0; for (int i = 0; i < enemies.size(); i++){ if (controls.pointerPosition.y > enemies.get(i).getY()){ y = 5; } else{ y=-5; } } return y; } I send it to the update-method in my Enemy-class: private void drawEnemy(Canvas canvas){ addEnemies(); // a method where I add enemies to my arrayList, no parameters except bitmap. for(int i = 0; i < enemies.size(); i++){ enemies.get(i).update(enemyX(), enemyY()); } for(int i = 0; i < enemies.size(); i++){ enemies.get(i).draw(canvas); } } and finally, the update-method itself, located in my Enemy-class: public void update(int velX, int velY) { x += velX; //sets x before I draw y += velY; //sets y before I draw currentFrame = ++currentFrame % BMP_COLUMNS; } So can any1 figure out why it starts lagging so much and how I can fix it? Thanks for your time!

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  • How do I implement layers on a tile map?

    - by mitch
    I have a game where, based upon the visible tiles in the viewport, I need to retrieve data of items in the visible tiles. I am planning to use Javascript to AJAX request in a batch based upon the visible tiles which contain image tags like Google Maps. The layer will be in SVG or canvas. The item information will be in JSON format. What is the best approach, to fetch the data? I currently have complex class I wrote in Javascript which determines the visible columns/rows and offsets relative to the visible area shown. Each item is also user contributed and will be rendered in canvas or SVG layer.

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  • Mouse pointer position to screen space

    - by Ylisar
    If I have a mouse pointer position in pixels of canvas, I can easily convert it to the -1..1 range for both X & Y by lerping by dividing with canvas dimensions. However, the problem is what I should put in Z & W if I want my screen space position to be on the near plane? The step afterwards would be for me to multiply by the inverse of view-projection to take me to world space, where I easily can construct a ray from the cameras world space position.

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  • What is the most cross-browser/system compatible option for 3d graphics on a web page?

    - by LachlanB
    I would like to develop a bit of functionality for a web site that involves a bit of 3D - the user can move around objects, rotate them and texture them. So far I've looked into: WebGL (in particular three.js) and it looks great, but it's not supported in IE nor IOS. IOS supports the <canvas> tag, but only 2d. It looks like three.js has an unsupported hack to make a 3d thing use the 2d canvas instead without textures, but this looks like a hack. I also considered resorting to Flash which works on most browsers, but that won't work on IOS. What's my best option for doing 3d web graphics on the vast array of browsers and interfaces? At the moment I'm thinking WebGL for web (and ask people to use chrome or firefox, and take the hit on IE) and then maybe write a native app for IOS, but I am not sure if there are better alternatives available that I don't know of.

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