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  • Line graph disappears after new line is added

    - by tonystinge
    I am having trouble uploading a large .csv file to my HIGHCHART graph. I've been able to graph an 85KB up to 1486 lines by 9 (I) columns. Here is an example: TimeStamp Temp_1_01 Temp_1_02 Temp_2_01 Temp_2_02 Temp_3_01 Temp_3_02 Temp_4_01 Temp_4_02 5/15/2014, 3:25 408 487 63 84 67 91 63 78 5/15/2014 3:30 408 487 63 84 67 91 63 78 5/15/2014 3:35 407 489 63 84 67 91 63 78 5/15/2014 3:40 408 488 63 84 67 91 63 78 5/15/2014 3:44 408 488 63 84 67 91 63 78 ... 5/22/2014 9:40 483 421 0 93 76 95 72 89 When I add a new line the line graph disappears. Any suggestions? Here is the javascript: $.get('Dropbox/geo/sites/GC_Room/loveland.csv', function(data) { // Split the lines var lines = data.split('\n'); var i = 0; var csvData = []; // Iterate over the lines and add categories or series $.each(lines, function(lineNo, line) { csvData[i] = line.split(','); i = i + 1; }); var columns = csvData[0]; var categories = [], series = []; for(var colIndex=0,len=columns.length; colIndex<len; colIndex++) { //first row data as series's name var seriesItem= { data:[], name:csvData[0][colIndex] }; for(var rowIndex=1,rowCnt=csvData.length; rowIndex<rowCnt; rowIndex++) { //first column data as categories, if (colIndex == 0) { categories.push(csvData[rowIndex][0]); } else if(parseFloat(csvData[rowIndex][colIndex])) // <-- here { seriesItem.data.push(parseFloat(csvData[rowIndex][colIndex])); } }; //except first column if(colIndex>0)series.push(seriesItem); } // Create the chart var chart = new Highcharts.Chart( { chart: { alignTick: false, renderTo: 'LANE_METALS', type: 'line' }, title: { text: 'Monthly Average Temperature', x: -20 //center }, subtitle: { text: 'Source: LANE METALS', x: -20 }, xAxis: { categories: categories, labels: { step: 200, text: 'Time', }, tickWidth: 0 }, yAxis: { title: { text: 'Temperature (\xB0C)' }, min: 0 }, tooltip: { formatter: function() { return '<b>'+ this.series.name +'</b><br/>'+ this.x +': '+ this.y +'\xB0C'; } }, legend: { layout: 'vertical', //backgroundColor: '#FFFFFF', //floating: true, align: 'left', //x: 100, verticalAlign: 'top', //y: 70, borderWidth: 0 }, plotOptions: { area: { turboThreshold: 0, stacking: 'normal', lineColor: '#666666', lineWidth: 1, marker: { lineWidth: 1, lineColor: '#666666' } } }, series: series }); });

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  • Howto plot two cumulative frequency graph together

    - by neversaint
    I have data that looks like this: #val Freq1 Freq2 0.000 178 202 0.001 4611 5300 0.002 99 112 0.003 26 30 0.004 17 20 0.005 15 20 0.006 11 14 0.007 11 13 0.008 13 13 ...many more lines.. Full data can be found here: http://dpaste.com/173536/plain/ What I intend to do is to have a cumulative graph with "val" as x-axis with "Freq1" & "Freq2" as y-axis, plot together in 1 graph. I have this code. But it creates two plots instead of 1. dat <- read.table("stat.txt",header=F); val<-dat$V1 freq1<-dat$V2 freq2<-dat$V3 valf1<-rep(val,freq1) valf2<-rep(val,freq2) valfreq1table<- table(valf1) valfreq2table<- table(valf2) cumfreq1=c(0,cumsum(valfreq1table)) cumfreq2=c(0,cumsum(valfreq2table)) plot(cumfreq1, ylab="CumFreq",xlab="Loglik Ratio") lines(cumfreq1) plot(cumfreq2, ylab="CumFreq",xlab="Loglik Ratio") lines(cumfreq2) What's the right way to approach this?

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  • algorithms undirected graph twodegree[]

    - by notamathwiz
    For each node u in an undirected graph, let twodegree[u] be the sum of the degrees of u's neighbors. Show how to compute the entire array of twodegree[.] values in linear time, given a graph in adjacency list format. This is the solution for all u ? V : degree[u] = 0 for all (u; w) ? E: degree[u] = degree[u] + 1 for all u ? V : twodegree[u] = 0 for all (u; w) ? E: twodegree[u] = twodegree[u] + degree[w] can someone explain what degree[u] does in this case and how twodegree[u] = twodegree[u] + degree[w] is supposed to be the sum of the degrees of u's neighbors?

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  • State of the art Culling and Batching techniques in rendering

    - by Kristian Skarseth
    I'm currently working with upgrading and restructuring an OpenGL render engine. The engine is used for visualising large scenes of architectural data (buildings with interior), and the amount of objects can become rather large. As is the case with any building, there is a lot of occluded objects within walls, and you naturally only see the objects that are in the same room as you, or the exterior if you are on the outside. This leaves a large number of objects that should be occluded through occlusion culling and frustum culling. At the same time there is a lot of repetative geometry that can be batched in renderbatches, and also a lot of objects that can be rendered with instanced rendering. The way I see it, it can be difficult to combine renderbatching and culling in an optimal fashion. If you batch too many objects in the same VBO it's difficult to cull the objects on the CPU in order to skip rendering that batch. At the same time if you skip the culling on the cpu, a lot of objects will be processed by the GPU while they are not visible. If you skip batching copletely in order to more easily cull on the CPU, there will be an unwanted high amount of render calls. I have done some research into existing techniques and theories as to how these problems are solved in modern graphics, but I have not been able to find any concrete solution. An idea a colleague and me came up with was restricting batches to objects relatively close to eachother e.g all chairs in a room or within a radius of n meeters. This could be simplified and optimized through use of oct-trees. Does anyone have any pointers to techniques used for scene managment, culling, batching etc in state of the art modern graphics engines?

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  • Facebook Stories for Retailers

    - by David Dorf
    Getting people to "like" a brand is important because it opens the door to a possible B2C relationship. Once a person likes that brand, the brand can post to their newsfeed with promotions, announcements, and surveys. At least for me, I "hide" the noisy brands and just monitor the ones that keep posts under 4 times a week. I see lots of people, especially with fashion brands, comment on postings at which point the posting is seen by their network. A metric I've heard (but not verified) is that for every person that comments, ten of their friends see the original posting. That's a pretty cheap way to communicate to potential customers in a viral way. Over at mainstreet.com they compiled the a list of the top liked retailers on Facebook as of Feb 1, 2011. They are listed below: 19,414,892 Starbucks 11,302,939 Victoria's Secret 7,925,184 Zara 7,032,398 McDonald's 6,117,222 H&M 5,400,586 Taco Bell 4,665,760 Subway 4,494,849 Lacoste 4,185,570 Hollister 3,973,181 Forever 21 So I guess the public likes their fast-food and fashion. To take this to the next level, Facebook is now displaying Sponsored Stories, which I saw for the first time on my page this weekend. I found this picture at the Wall Blog that depicits Sponsored Stories very well. Over on the right-hand column of a person's page, where they see advertisements and such, Facebook will post stories involving their network of friends and their interaction with sponsored brands. Now their "likes" can suddenly become your ads. "Jessica and Philip like Starbucks. What are you waiting for?" This is another great way to take messages viral by accessing social graphs. As usual there will be a certain level of outcry from privacy advocates, but given the other more iniquitous issues, I believe this will fall by the wayside. Retailers should consider using Sponsored Stories to increase their Likes, and thus increase their voice in the social world.

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  • Better data structure for a game like Bubble Witch

    - by CrociDB
    I'm implementing a bubble-witch-like game (http://www.king.com/games/puzzle-games/bubble-witch/), and I was thinking on what's the better way to store the "bubbles" and to work with. I thought of using graphs, but that might be too complex for a trivial thing. Thought of a matrix, just like a tile map, but that might get too 'workaroundy'. I don't know. I'll be doing in Flash/AS3, though. Thanks. :)

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  • OpenGraph tags and HTML5 validity

    - by netmano
    I have a HTML5 based page, and I inculded the OpenGraph tags according to it's documentation. Also I checked with Facebook Debug, and it can parse the metadata. But when I use W3C Validator, it reports the OG tags as error: Attribute content not allowed on element meta at this point. <meta property="fb:admins" content="...." /> Attribute content not allowed on element meta at this point. <meta property="og:url" content="http://www...."> They are all in the <head>. I would need my page be "valid" HTML5 and OG tags, as well. Could you help me giving a hint how can it be achieved? UPDATE: The name version also invalid: <meta name='fb:admins' content=''>

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  • Chambers In A Castle Algorithm

    - by 7Aces
    Problem Statement - Given a NxM grid of 1s & 0s (1s mark walls, while 0s indicate empty chambers), the task is to identify the number of chambers & the size of the largest. And just to whet my curiosity, to find in which chamber, a cell belongs. It seems like an ad hoc problem, since the regular algorithms just don't fit in. I just can't get the logic for writing an algorithm for the problem. If you get it, pseudo-code would be of great help! Note - I have tried the regular grid search algorithms, but they don't suffice the problem requirements. Source - INOI Q Paper 2003

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  • How to avoid game objects accidentally deleting themselves in C++

    - by Tom Dalling
    Let's say my game has a monster that can kamikaze explode on the player. Let's pick a name for this monster at random: a Creeper. So, the Creeper class has a method that looks something like this: void Creeper::kamikaze() { EventSystem::postEvent(ENTITY_DEATH, this); Explosion* e = new Explosion; e->setLocation(this->location()); this->world->addEntity(e); } The events are not queued, they get dispatched immediately. This causes the Creeper object to get deleted somewhere inside the call to postEvent. Something like this: void World::handleEvent(int type, void* context) { if(type == ENTITY_DEATH){ Entity* ent = dynamic_cast<Entity*>(context); removeEntity(ent); delete ent; } } Because the Creeper object gets deleted while the kamikaze method is still running, it will crash when it tries to access this->location(). One solution is to queue the events into a buffer and dispatch them later. Is that the common solution in C++ games? It feels like a bit of a hack, but that might just be because of my experience with other languages with different memory management practices. In C++, is there a better general solution to this problem where an object accidentally deletes itself from inside one of its methods?

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  • Nested Entities and calculation on leaf entity property - SQL or NoSQL approach

    - by Chandu
    I am working on a hobby project called Menu/Recipe Management. This is how my entities and their relations look like. A Nutrient has properties Code and Value An Ingredient has a collection of Nutrients A Recipe has a Collection of Ingredients and occasionally can have a collection of other recipes A Meal has a Collection of Recipes and Ingredients A Menu has a Collection of Meals The relations can be depicted as In one of the pages, for a selected menu I need to display the effective nutrients information calculated based on its constituents (Meals, Recipes, Ingredients and the corresponding nutrients). As of now am using SQL Server to store the data and I am navigating the chain from my C# code, starting from each meal of the menu and then aggregating the nutrient values. I think this is not an efficient way as this calculation is being done every time the page is requested and the constituents change occasionally. I was thinking about a having a background service that maintains a table called MenuNutrients ({MenuId, NutrientId, Value}) and will populate/update this table with the effective nutrients when any of the component (Meal, Recipe, Ingredient) changes. I feel that a GraphDB would be a good fit for this requirement, but my exposure to NoSQL is limited. I want to know what are the alternative solutions/approaches to this requirement of displaying the nutrients of a given menu. Hope my description of the scenario is clear.

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  • Legal responsibility of public posts

    - by Murdock
    Given a public site with no logins: I let people post links to public Facebook profiles, and my site fetches the profile picture and displays it. Would it be ok if I just told people to post profiles of which they had the owner’s permission? Does such a statement exonerate me from copyright infringements and place the burden on the user? Edit: For bonus points. Can the statement just be a notice under the button (that will save the link) that says that "By clicking this button you agree to the terms and conditions" with maybe a link to the terms and conditions.

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  • How to design the scenarios in a platform game?

    - by ReyLitch
    I am developing a 3D platform game like Metroid Fusion with XNA. I have many classes for different elements as models, game screens, postprocessing and so on. Now I want to start designing the scenarios but I think that the scenarios needed in a platform game are not as conventional (by conventional I say something like this). I am very lost and not know where to start and how to structure it. Thanks in advance.

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  • Nearest color algorithm using Hex Triplet

    - by Lijo
    Following page list colors with names http://en.wikipedia.org/wiki/List_of_colors. For example #5D8AA8 Hex Triplet is "Air Force Blue". This information will be stored in a databse table (tbl_Color (HexTriplet,ColorName)) in my system Suppose I created a color with #5D8AA7 Hex Triplet. I need to get the nearest color available in the tbl_Color table. The expected anaser is "#5D8AA8 - Air Force Blue". This is because #5D8AA8 is the nearest color for #5D8AA7. Do we have any algorithm for finding the nearest color? How to write it using C# / Java? REFERENCE http://stackoverflow.com/questions/5440051/algorithm-for-parsing-hex-into-color-family http://stackoverflow.com/questions/6130621/algorithm-for-finding-the-color-between-two-others-in-the-colorspace-of-painte Suggested Formula: Suggested by @user281377. Choose the color where the sum of those squared differences is minimal (Square(Red(source)-Red(target))) + (Square(Green(source)-Green(target))) +(Square(Blue(source)-Blue(target)))

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  • Facebook Like button warning, but prevents sharing

    - by Steve
    I added a FB Like button to my Wordpress template, and when I click Like, I receive an error, which pops up and says: There was an error liking the page. If you are the page owner, please try running your page through the linter on the Facebook devsite (https://developers.facebook.com/tools/lint/) and fixing any errors. The Lint Checker (now) gives no Error or Warnings, after I removed a duplicate og:description tag. Why is it not working?

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  • Looking for an algorithm to connect dots - shortest route

    - by e4ch
    I have written a program to solve a special puzzle, but now I'm kind of stuck at the following problem: I have about 3200 points/nodes/dots. Each of these points is connected to a few other points (usually 2-5, theoretical limit is 1-26). I have exactly one starting point and about 30 exit points (probably all of the exit points are connected to each other). Many of these 3200 points are probably not connected to neither start nor end point in any way, like a separate net, but all points are connected to at least one other point. I need to find the shortest number of hops to go from entry to exit. There is no distance between the points (unlike the road or train routing problem), just the number of hops counts. I need to find all solutions with the shortest number of hops, and not just one solution, but all. And potentially also solutions with one more hop etc. I expect to have a solution with about 30-50 hops to go from start to exit. I already tried: 1) randomly trying possibilities and just starting over when the count was bigger than a previous solution. I got first solution with 3500 hops, then it got down to about 97 after some minutes, but looking at the solutions I saw problems like unnecessary loops and stuff, so I tried to optimize a bit (like not going back where it came from etc.). More optimizations are possible, but this random thing doesn't find all best solutions or takes too long. 2) Recursively run through all ways from start (chess-problem-like) and breaking the try when it reached a previous point. This was looping at about a length of 120 nodes, so it tries chains that are (probably) by far too long. If we calculate 4 possibilities and 120 nodes, we're reaching 1.7E72 possibilities, which is not possible to calculate through. This is called Depth-first search (DFS) as I found out in the meantime. Maybe I should try Breadth-first search by adding some queue? The connections between the points are actually moves you can make in the game and the points are how the game looks like after you made the move. What would be the algorithm to use for this problem? I'm using C#.NET, but the language shouldn't matter.

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  • Onpaint events (invalidated) changing execution order after a period normal operation (runtime)

    - by Luke Mcneice
    I have 3 data graphs that are painted via the their paint events. When I have data that I need to insert into the graph I call the controls invalidate() command. The first control's paint event actually creates a bitmap buffer for the other 2 graphs to avoid repeating a long loop. So the invalidate commands are in a specific order (1,2,3). This works well, however when the graphed data reaches the end of the graph window (PictureBox) where the data would normally start scrolling, the paint events begin firing in the wrong order (2,3,1). has anyone came across this before? why might this be happening?

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  • [C#] Onpaint events (invalidated) changing execution order after a period normal operation (runtime)

    - by Luke Mcneice
    Hi all, I have 3 data graphs that are painted via the their paint events. When I have data that I need to insert into the graph I call the controls invalidate() command. The first control's paint event actually creates a bitmap buffer for the other 2 graphs to avoid repeating a long loop. So the invalidate commands are in a specific order (1,2,3). This works well, however when the graphed data reaches the end of the graph window (PictureBox) where the data would normally start scrolling, the paint events begin firing in the wrong order (2,3,1). has anyone came across this before? why might this be happening?

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  • How to hide graph on button click ?

    - by aman-gupta
    Hi, In my application I m using following codes to draw a graph but I want that graph will be displayed on button click :- import @interface frmGraphView : UIView { } @end ///////////////////// // // frmGraphView.m // UV Alarm // // Created by Aman on 4/4/10. // Copyright 2010 MyCompanyName. All rights reserved. // import "frmGraphView.h" @implementation frmGraphView struct TCo_ordinates { float x; float y; }; (id)initWithFrame:(CGRect)frame { if (self = [super initWithFrame:frame]) { // Initialization code } return self; } /* // Implement viewDidLoad to do additional setup after loading the view, typically from a nib. - (void)viewDidLoad { [super viewDidLoad]; } */ /* // Override to allow orientations other than the default portrait orientation. - (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation { // Return YES for supported orientations return (interfaceOrientation == UIInterfaceOrientationPortrait); } */ -(void)drawHGrid { //struct gridForXYaxis *gridForX = (struct gridForX *) calloc(sizeof(struct gridFor)) } (void)drawRect:(CGRect)rect { ifdef _DEBUG NSLog(@"frmGraph_drawRect_start"); endif CGContextRef ctx = UIGraphicsGetCurrentContext(); struct TCo_ordinates *tCoordianates; //creating the object of structure. float fltX1,fltX2,fltY1,fltY2=0; //Dividing the Y-axis ifdef _DEBUG NSLog(@"Start drawing Y-Axis"); endif fltX1 = 25; fltY1 = 2; fltX2 = fltX1; fltY2 = 254; //CGContextSetRGBStrokeColor(ctx, 2.0, 2.0, 2.0, 1.0); CGContextSetLineWidth(ctx, 2.0); CGContextMoveToPoint(ctx, fltX1, fltY1); CGContextAddLineToPoint(ctx, fltX2, fltY2); NSArray *hoursInDays = [[NSArray alloc] initWithObjects:@"1",@"2",@"3",@"4",@"5",@"6",@"7",@"8",@"9",@"10",@"11",@"12", nil]; NSMutableArray *yAxisCoordinates = [[[NSMutableArray alloc] init] autorelease]; for(int intIndex = 0 ; intIndex < [hoursInDays count] ; fltY2-=20, intIndex++) { ifdef _DEBUG NSLog(@"Start of the partition of y axis"); endif //CGContextSetRGBStrokeColor(ctx, 2, 2, 2, 1); //CGContextSetRGBStrokeColor(ctx, 1.0f/255.0f, 1.0f/255.0f, 1.0f/255.0f, 1.0f); //to draw the black line. CGContextMoveToPoint(ctx, fltX1-3 , fltY2-20); CGContextAddLineToPoint(ctx, fltX1+3, fltY2-20); CGContextSelectFont(ctx, "Helvetica", 12.0, kCGEncodingMacRoman); CGContextSetTextDrawingMode(ctx, kCGTextFill); //CGContextSetRGBFillColor(ctx, 0, 255, 255, 1); CGContextSetStrokeColorWithColor(ctx, [UIColor blueColor].CGColor); CGAffineTransform xform = CGAffineTransformMake( 1.0, 0.0, 0.0, -1.0, 0.0, 0.0); CGContextSetTextMatrix(ctx, xform); const char *arrayDataForYAxis = [[hoursInDays objectAtIndex:intIndex] UTF8String]; CGContextShowTextAtPoint(ctx,fltX1-20 , fltY2-15, arrayDataForYAxis, strlen(arrayDataForYAxis)); CGContextStrokePath(ctx); ifdef _DEBUG NSLog(@"End of the partition of graph"); endif //NSValue *yAxis = [NSValue valueWithCGPoint:CGPointMake((tCoordianates-x = fltX1-21), (tCoordianates-y = fltY2-20))]; // [yAxisCoordinates addObject:yAxis]; ifdef _DEBUG // NSLog(@"The value of yAxisCoordintes: %@", yAxisCoordinates); endif } ifdef _DEBUG NSLog(@"End of drawing Y-Axis"); endif //Dividing the X-axis ifdef _DEBUG NSLog(@"Start drawing X-Axis"); endif fltX1 = 25; fltY1 = 255; fltX2 = 320; fltY2 = fltY1; CGContextMoveToPoint(ctx, fltX1, fltY1); CGContextAddLineToPoint(ctx, fltX2, fltY2); //CGContextSetRGBStrokeColor(ctx, 2, 2, 2, 1); CGContextSetLineWidth(ctx, 2.0); NSArray *weekDays =[[NSArray alloc] initWithObjects:@"Sun", @"Mon", @"Tue", @"Wed", @"Thu", @"Fri", @"Sat", nil]; NSMutableArray *xAxisCoordinates = [[[NSMutableArray alloc] init] autorelease]; for(int intIndex = 0 ; intIndex < [weekDays count] ; fltX1+=40, intIndex++) { //CGContextSetRGBStrokeColor(ctx, 2, 2, 2, 1); //CGContextSetStrokeColorWithColor(ctx, [UIColor orangeColor].CGColor); CGContextMoveToPoint(ctx, fltX1+40 , fltY2-3); CGContextAddLineToPoint(ctx, fltX1+40, fltY2+3); CGContextSelectFont(ctx, "Italic", 12.0, kCGEncodingMacRoman); CGContextSetTextDrawingMode(ctx, kCGTextFill); CGContextSetStrokeColorWithColor(ctx, [UIColor blueColor].CGColor); CGAffineTransform xform = CGAffineTransformMake( 1.0, 0.0, 0.0, -1.0, 0.0, 0.0); CGContextSetTextMatrix(ctx, xform); const char *arrayDataForXAxis = [[weekDays objectAtIndex:intIndex] UTF8String]; CGContextShowTextAtPoint(ctx, fltX1+27, fltY2+20 , arrayDataForXAxis, strlen(arrayDataForXAxis)); CGContextStrokePath(ctx); ifdef _DEBUG NSLog(@"End of drawing X-Axis"); endif //NSValue *xAxis = [NSValue valueWithCGPoint:CGPointMake((tCoordianates->x = fltX1+40), (tCoordianates->y = fltY2+18))]; // [xAxisCoordinates addObject:xAxis]; ifdef _DEBUG //NSLog(@"The value of xAxisCoordintes: %@", xAxisCoordinates); NSLog(@"frmGraph_drawRect_end"); endif } CGContextSetLineWidth(ctx, 10.0); fltX1 = 25; fltY1 = 235; fltX2 = 320; fltY2 = fltY1; NSArray *coordinate1 = [[NSArray alloc] initWithObjects:@"65",@"105",@"145",@"185",@"225",@"265",@"305",nil]; NSArray *coordinate2 = [[NSArray alloc] initWithObjects:@"214",@"174",@"154",@"134",@"114",@"74",@"34",nil]; ifdef _DEBUG NSLog(@"Fuction of Bar_start"); endif for(int intIndex = 0; intIndex < [coordinate1 count], intIndex < [coordinate2 count]; fltX1+=40, intIndex++) { //CGContextSetRGBFillColor(ctx, 0, 0, 245, 1); CGContextMoveToPoint(ctx, fltX1+40, fltY2+19); const char *arrayDataForCoordinate1 = [[coordinate1 objectAtIndex:intIndex] UTF8String]; const char *arrayDataForCoordinate2 = [[coordinate2 objectAtIndex:intIndex] UTF8String]; CGContextAddLineToPoint(ctx, (atof(arrayDataForCoordinate1)), atof(arrayDataForCoordinate2)); } ifdef _DEBUG NSLog(@"Fuction of Bar_end"); endif CGContextClosePath(ctx); CGContextStrokePath(ctx); [hoursInDays release]; [weekDays release]; [coordinate1 release]; [coordinate2 release]; hoursInDays = nil; weekDays = nil; coordinate1 = nil; coordinate2 = nil; } - (void)didReceiveMemoryWarning { // Releases the view if it doesn't have a superview. [super didReceiveMemoryWarning]; // Release any cached data, images, etc that aren't in use. } (void)viewDidUnload { // Release any retained subviews of the main view. // e.g. self.myOutlet = nil; } (void)dealloc { [super dealloc]; } @end please help me out its urgent

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  • How to effectively draw on desktop in C#?

    - by Lazlo
    I want to draw directly on the desktop in C#. From searching a bit, I ended up using a Graphics object from the Desktop HDC (null). Then, I painted normally using this Graphics object. The problem is that my shapes get lost when any part of the screen is redrawn. I tried a While loop, but it actually ends up drawing as fast as the application can, which is not the update rate of the desktop. Normally, I would need to put my drawing code in a "OnPaint" event, but such thing does not exist for the desktop. How would I do it? Example code: http://stackoverflow.com/questions/1536141/how-to-draw-directly-on-the-windows-desktop-c

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  • Path vs GeometryDrawing

    - by Carlo
    Just wondering what's lighter, I'm going to have a control that draws 280 * 4 my SegmentControl, which is a quarter of a circle, and I'm just wondering what's the way that takes least memory to draw said segment. GeometryDrawing: <Image> <Image.Source> <DrawingImage> <DrawingImage.Drawing> <GeometryDrawing Brush="LightBlue" Geometry="M24.612317,0.14044853 C24.612317,0.14044853 33.499971,-0.60608719 41,7.0179795 48.37642,14.516393 47.877537,23.404541 47.877537,23.404541 L24.60978,23.401991 z" /> </DrawingImage.Drawing> </DrawingImage> </Image.Source> </Image> Or Path: <Path Fill="LightBlue" Stretch="Fill" Stroke="#FF0DA17D" Data="M24.612317,0.14044853 C24.612317,0.14044853 33.499971,-0.60608719 41,7.0179795 48.37642,14.516393 47.877537,23.404541 47.877537,23.404541 L24.60978,23.401991 z" /> Or if you know of an even better way, it'll be much appreciated. Thanks!

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  • How to make sketching kind module in java?

    - by Nitz
    Hey Guys I am trying to make one software on which user can make any sketch and make any drawing kind of thing. i am trying to get reference from this two great software. 1. Notelab 2. Jarnal But both having great and many facility in it. But In my software i want only sketching-drawing, so how to do that? I tried to use Canvas but i don't get how to use it?

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  • DrawString only works in top-left part of form vb.net

    - by WillumMaguire
    Here is my code Public Class Form1 Public MyFormObject As Graphics = Me.CreateGraphics Public objFont = New System.Drawing.Font("arial", 20) Public a, b As Integer Private Sub Button1_Click(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles Button1.Click Randomize() For i = 1 To 10 a = CInt(Int(Rnd() * Me.Width)) b = CInt(Int(Rnd() * Me.Height)) MyFormObject.DrawString("text", objFont, System.Drawing.Brushes.Black, a, b) Next End Sub End Class As you can see, I have one button that draws the string "text" randomly in the form 10 times. My problem is that it will ONLY draw the string in the upper-left portion of the form, roughly 260x260 starting at 0,0. It literally cuts off the text if it goes beyond. Why is this? Shouldn't it work for the entire form?

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  • Graphing per-user CPU usage on a Linux machine

    - by mart1n
    I want to graph (graphical output would be great, i.e. a .png file) the following situation: I have users A, B, and C. I limit their resources so that when all users run a CPU intensive task at the same time, those processes will use 25%, 25%, and 50% of CPU. I know I can get the real-time stats using top but have no idea what to do with them. I've searched through the huge top man page but haven't found much on the subject of outputting data that can be graphed. Ideally, the graph would show a span of maybe 30 seconds. Any ideas how to achieve this?

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  • OpenGL bitmap text fails after drawing polygon

    - by kaykun
    I'm using Win32 and OpenGL to to draw text onto a window. I'm using the bitmap font method, with wglUseFontBitmaps. Here is my main rendering function: glClear(GL_COLOR_BUFFER_BIT); glPushMatrix(); glColor3f(1.0f, 0.0f, 1.0f); glBegin(GL_QUADS); glVertex2f(0.0f, 0.0f); glVertex2f(128.0f, 0.0f); glVertex2f(128.0f, 128.0f); glVertex2f(0.0f, 128.0f); glEnd(); glPopMatrix(); glPushMatrix(); glColor3f(1.0f, 1.0f, 1.0f); glRasterPos2i(200, 200); glListBase(fontList); glCallLists(5, GL_UNSIGNED_BYTE, "Test."); glPopMatrix(); SwapBuffers(hDC); As you can see it's very simple and the only thing that it's supposed to do is draw a quadrilateral and draw the text "Test.". But the problem is that drawing a polygon seems to mess up any text operations I try to do after it. If I place the text drawing functions before the polygon, both the text and the polygon draw fine. Is there something I'm missing here? Edit: This problem only happens when the window is run in Fullscreen, by ChangeDisplaySettings. Any reason why this would be??

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