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  • What's the diffrence btw System property and system environment variable

    - by khue
    Hi all I am not clear about this. When I run a java App or run an Applet in applet viewer,( in the IDE environment), System.getProperty("java.class.path") give me the same as System.getenv("CLASSPATH"), which is the CLASSPATH env variable defined. But when I deploy my applet to webserver and access it from the same computer as a client, I get different result for the two (System.getProperty("java.class.path") only point to jre home and System.getenv("CLASSPATH") return null). And here is some other things that make me wonder: For the applet part, the env var JAVA_HOME, i get the same result when deploying the applet in a browser as well as Applet Viewer. And if I define myself a env variable at system level, and use getenv("envName") the result is null. Is there anyway I can define one and get it in my java program? Thanks a lot Regards K.

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  • gmail drawing send

    - by siran
    is there some online web app which would let me make a vector drawing, and give me the choice to write some text and send it through gmail ? for the magic to be complete, the web app would save my drawing as png (or whatever) and attach it to the sent email... i guess i would have to give the webapp my gmail account info so it can send it from my account...

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  • System.ArgumentException: Invalid hex character at DecryptAssemblyResource

    - by Radu094
    My webapp is trowing these exceptions intermitently ever since we migrated to Mono + Apache: The error sounds more like a problem reading/processing some assembly, so I was wondering if I should be worried that there might be a problem with the hard-drive? System.ArgumentException: Invalid hex character at System.Web.Configuration.MachineKeySectionUtils.ToHexValue (Char c, Boolean high) [0x00000] in <filename unknown>:0 at System.Web.Configuration.MachineKeySectionUtils.GetBytes (System.String key, Int32 len) [0x00000] in <filename unknown>:0 at System.Web.Handlers.ScriptResourceHandler.GetBytes (System.String val) [0x00000] in <filename unknown>:0 at System.Web.Handlers.ScriptResourceHandler.DecryptAssemblyResource (System.String val, System.String& asmName, System.String& resName) [0x00000] in <filename unknown>:0 at System.Web.Handlers.ScriptResourceHandler.ProcessRequest (System.Web.HttpContext context) [0x00000] in <filename unknown>:0 at System.Web.Handlers.ScriptResourceHandler.System.Web.IHttpHandler.ProcessRequest (System.Web.HttpContext context) [0x00000] in <filename unknown>:0 at System.Web.HttpApplication+<Pipeline>c__Iterator2.MoveNext () [0x00000] in <filename unknown>:0 at System.Web.HttpApplication.Tick () [0x00000] in <filename unknown>:0 Method: Void Application_Error(System.Object, System.EventArgs) at File: at Line Number: 0 Method: Void ProcessError(System.Exception) at File: at Line Number: 0 Method: Void Tick() at File: at Line Number: 0 Method: Void Start(System.Object) at File: at Line Number: 0 Method: Void System.Web.IHttpHandler.ProcessRequest(System.Web.HttpContext) at File: at Line Number: 0 Method: Void Process(System.Web.HttpWorkerRequest) at File: at Line Number: 0 Method: Void RealProcessRequest(System.Object) at File: at Line Number: 0 Method: Void ProcessRequest(System.Web.HttpWorkerRequest) at File: at Line Number: 0 Method: Void ProcessRequest() at File: at Line Number: 0 Method: Void ProcessRequest(Mono.WebServer.MonoWorkerRequest) at File: at Line Number: 0 Method: Void ProcessRequest(Int32, System.String, System.String, System.String, System.String, System.String, Int32, System.String, Int32, System.String, System.String[], System.String[], System.Object) at File: at Line Number: 0 Method: Void InnerRun(System.Object) at File: at Line Number: 0 Method: Void Run(System.Object) at File: at Line Number: 0

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  • System Center Essentials server running out of disk space due to stored old updates

    - by Ricket
    We have a System Center Essentials (SCE) server to filter updates to our laptops. We've configured it to download the update, and then the laptops get the update from this server; this of course reduces our internet bandwidth and the time it takes for employees to receive the updates, which reduces the complaints we get about how long updates take. However we currently have a total of 2,255 updates stored on the server. SCE gives a breakdown: Updates with installation errors: 29 Updates needed by computers: 280 Updates installed/up-to-date: 0 Updates with no status: 1946 Our little server has 68gb of hard disk space, and the updates are currently taking 32gb and counting. Some of the updates date back to 2003, but we can't figure out a way to delete them to free up space on the server. Right-clicking an update and clicking Uninstall threatens to remove the update from all computers, which is not what we want. Some of the updates even inform us upon viewing: This update has been replaced by a newer update. Before declining this update, it is recommended that you approve the new update first and verify that this update is no longer needed by any computers. How do you prevent your SCE server from filling its hard drive space? Is there a way to configure the server to only keep updates that are still needed? Furthermore, why (in the above breakdown of updates) are there so many updates with "no status" and 0 updates that are "installed/up-to-date"?

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  • System displays "File system maintenance error, press ctrl+d" while booting

    - by user3215
    In my office I've Ubuntu 8.10 desktop installed and it's running for a long time. When ever the system is started, I'll get a file system maintenance error and something it's prompted for the root password or (press ctrl+d to continue). After pressing Ctrl+D the system normally boots up. I could not resolve this issue for a long time and I think something should be done in the fstab file. I'm not sure to do anything and expecting the experts here to help to perfectly fix this. Any help is appreciated. Thanks!

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  • Entity Type specific updates in entity component system

    - by Nathan
    I am currently familiarizing myself with the entity component paradigm. For an example, take a collision system, that detects if entities collide and if they do let them explode. So the collision system has to test collision based on the position component and then set the state of those entities to exploding. But what if the "effect" (setting the state to exploding) is different for different entities? For example, a ship fades out while for an asteroid a particle system must be created. Since entities and components are only data, this must happen in some system. The collision system could do it, but then it must switch over the entity type, which in my opinion is a cumbersome and difficult to extend solution. So how do I trigger "entity type dependend" updates on an entity?

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  • How a "Collision System" should be implemented?

    - by nathan
    My game is written using a entity system approach using Artemis Framework. Right know my collision detection is called from the Movement System but i'm wondering if it's a proper way to do collision detection using such an approach. Right know i'm thinking of a new system dedicated to collision detection that would proceed all the solid entities to check if they are in collision with another one. I'm wondering if it's a correct way to handle collision detection with an entity system approach? Also, how should i implement this collision system? I though of an IntervalEntitySystem that would check every 200ms (this value is chosen regarding the Artemis documentation) if some entities are colliding. protected void processEntities(ImmutableBag<Entity> ib) { for (int i = 0; i < ib.size(); i++) { Entity e = ib.get(i); //check of collision with other entities here } }

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  • Corrupted File System on Dual HD/Dual Boot System

    - by Troy
    I have the following system set up: 2 drives, 1 TB each, one with Windows 7 and the other with what used to be Ubuntu 11.x After an update my system became corrupted and now the file system is apparently corrupt. The Ubuntu drive is /dev/sda2, the Windows 7 is /dev/sda1. I've tried fsck /dev/sda2 -t ext3 and that does nothing. I'm not sure what to do at this point. I don't even mind wiping the /dev/sda2 drive clean, so it will at least accept a completely new installation of Ubuntu. I just don't know how to do that. Please help. Thank you

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  • Simple iPhone drawing app with Quartz 2D

    - by Mr guy 4
    I am making a simple iPhone drawing program as a personal side-project. I capture touches event in a subclassed UIView and render the actual stuff to a seperate CGLayer. After each render, I call [self setNeedsLayout] and in the drawRect: method I draw the CGLayer to the screen context. This all works great and performs decently for drawing rectangles. However, I just want a simple "freehand" mode like a lot of other iPhone applications have. The way I thought to do this was to create a CGMutablePath, and simply: CGMutablePathRef path; -(void)touchBegan { path = CGMutablePathCreate(); } -(void)touchMoved { CGPathMoveToPoint(path,NULL,x,y); CGPathAddLineToPoint(path,NULL,x,y); } -(void)drawRect:(CGContextRef)context { CGContextBeginPath(context); CGContextAddPath(context,path); CGContextStrokePath(context); } However, after drawing for more than 1 second, performance degrades miserably. I would just draw each line into the off-screen CGLayer, if it were not for variable opacity! The less-than-100% opacity causes dots to be left on the screen connecting the lines. I have looked at CGContextSetBlendingMode() but alas I cannot find an answer. Can anyone point me in the right direction? Other iPhone apps are able to do this with very good efficiency.

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  • Drawing to the canvas

    - by Mattl
    I'm writing an android application that draws directly to the canvas on the onDraw event of a View. I'm drawing something that involves drawing each pixel individually, for this I use something like: for (int x = 0; x < xMax; x++) { for (int y = 0; y < yMax; y++){ MyColour = CalculateMyPoint(x, y); canvas.drawPoint(x, y, MyColour); } } The problem here is that this takes a long time to paint as the CalculateMyPoint routine is quite an expensive method. Is there a more efficient way of painting to the canvas, for example should I draw to a bitmap and then paint the whole bitmap to the canvas on the onDraw event? Or maybe evaluate my colours and fill in an array that the onDraw method can use to paint the canvas? Users of my application will be able to change parameters that affect the drawing on the canvas. This is incredibly slow at the moment.

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  • Image drawing library for Haskell?

    - by absz
    I'm working on a Haskell program for playing spatial games: I have a graph of a bunch of "individuals" playing the Prisoner's Dilemma, but only with their immediate neighbors, and copying the strategies of the people who do best. I've reached a point where I need to draw an image of the world, and this is where I've hit problems. Two of the possible geometries are easy: if people have four or eight neighbors each, then I represent each one as a filled square (with color corresponding to strategy) and tile the plane with these. However, I also have a situation where people have six neighbors (hexagons) or three neighbors (triangles). My question, then, is: what's a good Haskell library for creating images and drawing shapes on them? I'd prefer that it create PNGs, but I'm not incredibly picky. I was originally using Graphics.GD, but it only exports bindings to functions for drawing points, lines, arcs, ellipses, and non-rotated rectangles, which is not sufficient for my purposes (unless I want to draw hexagons pixel by pixel*). I looked into using foreign import, but it's proving a bit of a hassle (partly because the polygon-drawing function requires an array of gdPoint structs), and given that my requirements may grow, it would be nice to use an in-Haskell solution and not have to muck about with the FFI (though if push comes to shove, I'm willing to do that). Any suggestions? * That is also an option, actually; any tips on how to do that would also be appreciated, though I think a library would be easier.

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  • Implementing features in an Entity System

    - by Bane
    After asking two questions on Entity Systems (1, 2), and reading some articles on them, I think that I understand them much better than before. But, I still have some uncertainties, and mainly they are about building a Particle Emitter, an Input system, and a Camera. I obviously still have some problems understanding Entity Systems, and they might apply to a whole other range of objects, but I chose these three because they are very different concepts and should cover a pretty big ground, and help me understand Entity Systems and how to handle problems like these myself, as they come along. I am building an engine in Javascript, and I've implemented most of the core features, which include: input handling, flexible animation system, particle emitter, math classes and functions, scene handling, a camera and a render, and a whole bunch of other things that engines usually support. Then, I read Byte56's answer that got me interested into making the engine into an Entity System one. It would still remain an HTML5 game engine with the basic Scene philosophy, but it should support dynamic creation of entities from components. These are some of the definitions from the previous questions, updated: An Entity is an identifier. It doesn't have any data, it's not an object, it's a simple id that represents an index in the Scene's list of all entities (which I actually plan to implement as a component matrix). A Component is a data holder, but with methods that can operate on that data. The best example is a Vector2D, or a "Position" component. It has data: x and y, but also some methods that make operating on the data a bit easier: add(), normalize(), and so on. A System is something that can operate on a set of entities that meet the certain requirements, usually they (the entities) need to have a specified (by the system itself) set of components to be operated upon. The system is the "logic" part, the "algorithm" part, all the functionality supplied by components is purely for easier data management. The problem that I have now is fitting my old engine concept into this new programming paradigm. Lets start with the simplest one, a Camera. The camera has a position property (Vector2D), a rotation property and some methods for centering it around a point. Each frame, it is fed to a renderer, along with a scene, and all the objects are translated according to it's position. Then the scene is rendered. How could I represent this kind of an object in an Entity System? Would the camera be an entity or simply a component? A combination (see my answer)? Another issues that is bothering me is implementing a Particle Emitter. For what exactly I mean by that, you can check out my video of it: http://youtu.be/BObargIMQsE. The problem I have with this is, again, what should be what. I'm pretty sure that particles themselves shouldn't be entities, as I want to support 10k+ of them, and creating that much entities would be a heavy blow on my performance, I believe. Or maybe not? Depends on the implementation, but anyone with experience: please, do answer. The last bit I wan't to talk about, which is also bugging me the most, is how input should be handled. In my current version of the engine, there is a class called Input. It's a handler that subscribes to browser's events, such as keypresses, and mouse position changes, and also it maintains an internal state. Then, the player class has a react() method, which accepts an input object as an argument. The advantage of this is that the input object could be serialized into JSON and then shared over the network, allowing for smooth multiplayer simulations. But how does this translate into an Entity System?

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  • Windows Phone Mango: Making a drawing app with various brushes option

    - by Md. Abdul Munim
    I am trying to make a drawing app. The purpose is simple. Let the user draw something on a canvas with various brush options like square brush,far brush,pencil brush and many more like any other drawing app available in android market. At present I can let the user draw smooth curves using following code: currentPoint = e.GetPosition(this.canvas); Line line = new Line() { X1 = currentPoint.X, Y1 = currentPoint.Y, X2 = oldPoint.X, Y2 = oldPoint.Y }; line.Stroke = new SolidColorBrush(Colors.Purple); line.StrokeThickness = 2; this.drawnImage.Add(line); this.canvas.Children.Add(line); oldPoint = currentPoint; Now I want some custom brush options and let the user draw using that.How can I achieve that? Thanks in advance.

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  • Drawing Sprites for iOS games on iPad

    - by TheGamingArt
    So, I'm quite new and confused on the way to tackle creating sprites/sprite sheets for iOS games. I own the full CS5 sweet and have been told that fireworks is the best way to go for creating these (although I don't have the slightest idea in how yet and would love some tutorials/books specifying sprite sheet creation). My thoughts directed me towards tablet drawing, as I am awful at drawing with a mouse and/or tablet without a screen on it (such as a basic wacom). I was thinking about getting an iPad, as this would provide me with an iPad for testing purposes and a tablet. Does anyone know if it's possible (or even a good idea) to draw out your sprites on the iPad. Is it possible to export them out into Fireworks and such?

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  • Drawing rectangles on a grid in a web browser

    - by Dhruv
    I would like to create an online, simple WYSIWYG drawing editor allowing people to draw rectangular shapes. I'm thinking of a grid which the lines and points can snap on to, ensuring that the lines are strictly vertical or horizontal. I will be parsing the rectangular shapes to obtain some area calculations and compute certain things. How can I achieve the drawing ability? The new canvas tag is good but people have been telling me that IE does not support it. I found some Java applets but I have never programmed in Java before. Is there a way to do this using pure javascript or jquery? Does ASP.NET help at all? Thanks.

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  • How does Photoshop (Or drawing programs) blit?

    - by user146780
    I'm getting ready to make a drawing application in Windows. I'm just wondering, do drawing programs have a memory bitmap which they lock, then set each pixel, then blit? I don't understand how Photoshop can move entire layers without lag or flicker without using hardware acceleration. Also in a program like Expression Design, I could have 200 shapes and move them around all at once with no lag. I'm really wondering how this can be done without GPU help. I don't think super efficient algorithms could justify that? Thanks

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  • "cannot open file system. File system seems damaged "

    - by suresh kadiri
    I was using windows 7 till yesterday. I tried to install ubuntu 14. 04 Lts version yesterday with in windows 7. But it was not succeeded. Then I decided to install ubuntu only. By mistake I installed ubuntu in whole disk. After that to get deleted partitions I installed testdisk. I also used deeper search option. Now I'm getting "file system damaged". It shows The hard disk (320GB /298 GiB) seems to small! (<473 GB /441 GB) Check the Harddisk size: HD Jumpers setings, BIOS detection... The following partitions can't be recovered: Partition start end size in sectrors Linux 19077 177 45 57604 81 13 618930716 Linux 19080 192 57 57607 96 25 618930716 With ubcd also I used testdisk option. Same result comes."cannot open file system. File system seems damaged ". I have all my stuff in hard disk. Please help me to get recover my files in deleted partitions.

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  • Sending mail with Gmail Account using System.Net.Mail in ASP.NET

    - by Jalpesh P. Vadgama
    Any web application is in complete without mail functionality you should have to write send mail functionality. Like if there is shopping cart application for example then when a order created on the shopping cart you need to send an email to administrator of website for Order notification and for customer you need to send an email of receipt of order. So any web application is not complete without sending email. This post is also all about sending email. In post I will explain that how we can send emails from our Gmail Account without purchasing any smtp server etc. There are some limitations for sending email from Gmail Account. Please note following things. Gmail will have fixed number of quota for sending emails per day. So you can not send more then that emails for the day. Your from email address always will be your account email address which you are using for sending email. You can not send an email to unlimited numbers of people. Gmail ant spamming policy will restrict this. Gmail provide both Popup and SMTP settings both should be active in your account where you testing. You can enable that via clicking on setting link in gmail account and go to Forwarding and POP/Imap. So if you are using mail functionality for limited emails then Gmail is Best option. But if you are sending thousand of email daily then it will not be Good Idea. Here is the code for sending mail from Gmail Account. using System.Net.Mail; namespace Experiement { public partial class WebForm1 : System.Web.UI.Page { protected void Page_Load(object sender,System.EventArgs e) { MailMessage mailMessage = new MailMessage(new MailAddress("[email protected]") ,new MailAddress("[email protected]")); mailMessage.Subject = "Sending mail through gmail account"; mailMessage.IsBodyHtml = true; mailMessage.Body = "<B>Sending mail thorugh gmail from asp.net</B>"; System.Net.NetworkCredential networkCredentials = new System.Net.NetworkCredential("[email protected]", "yourpassword"); SmtpClient smtpClient = new SmtpClient(); smtpClient.EnableSsl = true; smtpClient.UseDefaultCredentials = false; smtpClient.Credentials = networkCredentials; smtpClient.Host = "smtp.gmail.com"; smtpClient.Port = 587; smtpClient.Send(mailMessage); Response.Write("Mail Successfully sent"); } } } That’s run this application and you will get like below in your account. Technorati Tags: Gmail,System.NET.Mail,ASP.NET

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  • Entity System with C++

    - by Dono
    I'm working on a game engine using the Entity System and I have some questions. How I see Entity System : Components : A class with attributs, set and get. Sprite Physicbody SpaceShip ... System : A class with a list of components. (Component logic) EntityManager Renderer Input Camera ... Entity : Just a empty class with a list of components. What I've done : Currently, I've got a program who allow me to do that : // Create a new entity/ Entity* entity = game.createEntity(); // Add some components. entity->addComponent( new TransformableComponent() ) ->setPosition( 15, 50 ) ->setRotation( 90 ) ->addComponent( new PhysicComponent() ) ->setMass( 70 ) ->addComponent( new SpriteComponent() ) ->setTexture( "name.png" ) ->addToSystem( new RendererSystem() ); My questions Did the system stock a list of components or a list of entities ? In the case where I stock a list of entities, I need to get the component of this entities on each frame, that's probably heavy isn't it ? Did the system stock a list of components or a list of entities ? In the case where I stock a list of entities, I need to get the component of this entities on each frame, that's probably heavy isn't it ?

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  • Advanced System Monitor/Task Manager?

    - by instanceofTom
    When using kubuntu I noticed that the standard task manager/system monitor was a bit more capable than gnome-system-monitor, is there a more advanced system/task monitor for ubuntu that is based on gnome opposed to KDE? Specifically the features from the Kubuntu task manager that I am looking for are the ability to control the I/O priority of individual processes (not just their nice), and the ability to control the I/O scheduling algorithm ( round-robin, FIFO, etc). What are my options?

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  • Simple question about what methodology to pick for my information system [closed]

    - by Neenee Kale
    Possible Duplicate: I need help on methodologies for information system project I will be implementing a student information system for parents for my final year project. I have to choose the best suitable methodology which i could use through out my project. could you please recommend me any methodologies i could use please. Also i would like to ask is Agile system development a methodology?

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  • Facilitate access to system tray under gksudo -u user

    - by MetaChrome
    I would like to run ownCloud client as a different user, with something like: gksudo -u owncloud owncloud However, it is specifying: ownCloud requires a working system tray. Please install a system tray application such as trayer. If you are running xfce follow these instructions: http://docs.xfce.org/xfce/xfce4-panel/systray The question remains, how does one facilitate having the owncloud user account use the parent's system tray?

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  • Make application automatically detect system language

    - by hakermania
    What should an application developed under a Linux System like Ubuntu do so as to automatically detect the system language? There are applications, like Liferea that automatically change their language to match the system's, without altering any preference of the program itself: Should this be the "default" behavior for all the programs? Should there be an option on the program so as to let the user choose the language nonetheless? Are all these translations coming along with the program itself? What if the user has set a system language not available in the translations of the program? Is this Ubuntu or most-linux-distros specific?

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  • Entiity System with C++

    - by Dono
    I'm working on a game engine using the Entity System and I have some questions. How i see Entity System : Components : A class with attributs, set and get. Sprite Physicbody SpaceShip ... System : A class with a list of components. (Component logic) EntityManager Renderer Input Camera ... Entity : Just a empty class with a list of components. What i've done : Currently, i've got a program who allow me to do that : // Create a new entity/ Entity* entity = game.createEntity(); // Add some components. entity->addComponent( new TransformableComponent() ) ->setPosition( 15, 50 ) ->setRotation( 90 ) ->addComponent( new PhysicComponent() ) ->setMass( 70 ) ->addComponent( new SpriteComponent() ) ->setTexture( "name.png" ) ->addToSystem( new RendererSystem() ); My questions Did the system stock a list of components or a list of entities ? In the case where I stock a list of entities, I need to get the component of this entities on each frame, that's probably heavy isn't it ? Did the system stock a list of components or a list of entities ? In the case where I stock a list of entities, I need to get the component of this entities on each frame, that's probably heavy isn't it ?

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  • UIView: how to do non-destructive drawing?

    - by Caffeine Coma
    My original question: I'm creating a simple drawing application and need to be able to draw over existing, previously drawn content in my drawRect. What is the proper way to draw on top of existing content without entirely replacing it? Based on answers received here and elsewhere, here is the deal. You should be prepared to redraw the entire rectangle whenever drawRect is called. You cannot prevent the contents from being erased by doing the following: [self setClearsContextBeforeDrawing: NO]; This is merely a hint to the graphics engine that there is no point in having it pre-clear the view for you, since you will likely need to re-draw the whole area anyway. It may prevent your view from being automatically erased, but you cannot depend on it. To draw on top of your view without erasing, do your drawing to an off-screen bitmap context (which is never cleared by the system.) Then in your drawRect, copy from this off-screen buffer to the view. Example: - (id) initWithCoder: (NSCoder*) coder { if (self = [super initWithCoder: coder]) { self.backgroundColor = [UIColor clearColor]; CGSize size = self.frame.size; drawingContext = [self createDrawingBufferContext: size]; } return self; } - (CGContextRef) createOffscreenContext: (CGSize) size { CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB(); CGContextRef context = CGBitmapContextCreate(NULL, size.width, size.height, 8, size.width*4, colorSpace, kCGImageAlphaPremultipliedLast); CGColorSpaceRelease(colorSpace); CGContextTranslateCTM(context, 0, size.height); CGContextScaleCTM(context, 1.0, -1.0); return context; } - (void)drawRect:(CGRect) rect { UIGraphicsPushContext(drawingContext); CGImageRef cgImage = CGBitmapContextCreateImage(drawingContext); UIImage *uiImage = [[UIImage alloc] initWithCGImage:cgImage]; UIGraphicsPopContext(); CGImageRelease(cgImage); [uiImage drawInRect: rect]; [uiImage release]; } TODO: can anyone optimize the drawRect so that only the (usually tiny) modified rectangle region is used for the copy?

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