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  • How can I make one child window draw over another within the same form?

    - by Colen
    Let's say I have ten child windows within a form. How do I make sure one of those windows is drawn over all the others? For example, how do I make sure that window 6 always overdraws windows 1-5 and 7-10? I don't want the window to be drawn over everything else on the screen, just everything else within that form. I've already tried using HWND_TOPMOST and HWND_TOP (see http://stackoverflow.com/questions/2823700/how-can-i-make-a-child-window-topmost ) but it didn't work. :(

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  • Algorithm to distribute objects in a box (like InDesign, Illustrator, Draw!)

    - by Rafael Almeida
    I have a set of rectangles with their corresponding positions and a big rectangle which serves as the 'bounding box' for these rectangles. I would like to know of an algorithm that would 'distribute the free space' evenly among the rectangles. Some of you may be familiar with the Distribute Spacing option in Adobe InDesign and similar layout-oriented apps. That would be what I'm looking for. I did try looking it up, but I'm not familiar with 'graphical' algorithms terminology and trying only terms relating to 'distribute' mainly yields results about Distributed Computing. So, even the names of the algorithms or better terms to look up would be a big help. Finally, the algorithm doesn't need to be rigorously the same as InDesign's one: pretty much any algorithm that 'distributes' objects inside a region will work fine. In fact, since I'm striving for visual appeal mainly, the more suggestions the better. =D

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  • Can some explain why this wont draw a circle? It is drawing roughly 3/4?

    - by Brandon Shockley
    If we want to use n small lines to outline our circle then we can just divide both the circumference and 360 degrees by n (i.e , (2*pi*r)/n and 360/n). Did I not do that? import turtle, math window = turtle.Screen() window.bgcolor('blue') body = turtle.Turtle() body.pencolor('black') body.fillcolor('white') body.speed(10) body.width(3) body.hideturtle() body.up() body.goto(0, 200) lines = 40 toprad = 40 top_circum = 2 * math.pi * toprad sol = top_circum / lines circle = 360 / lines for stops in range(lines): body.pendown() body.left(sol) body.forward(circle) window.exitonclick()

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  • How do I draw an arrow on a histogram drawn using ggplot2?

    - by jon
    Here is dataset: set.seed(123) myd <- data.frame (class = rep(1:4, each = 100), yvar = rnorm(400, 50,30)) require(ggplot2) m <- ggplot(myd, aes(x = yvar)) p <- m + geom_histogram(colour = "grey40", fill = "grey40", binwidth = 10) + facet_wrap(~class) + theme_bw( ) p + opts(panel.margin=unit(0 ,"lines")) I want to add labels to bars which each subject class fall into and produce something like the post-powerpoint processed graph. Is there way to do this within R ? ...... Edit: we can think of different pointer such as dot or error bar, if arrow is not impossible Let's say the following is subjects to be labelled: class name yvar 2 subject4 104.0 3 subject3 8.5 3 subject1 80.0 4 subject2 40.0 4 subject1 115.0 classd <- data.frame (class = c(2,3,3,4,4), name = c ("subject4", "subject3", "subject1", "subject2", "subject1"), yvar = c(104.0, 8.5,80.0,40.0, 115.0))

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  • How do you draw a string centered vertically in Java?

    - by Paul Alexander
    I know it's a simple concept but I'm struggling with the font metrics. Centering horizontally isn't too hard but vertically seems a bit difficult. I've tried using the FontMetrics getAscent, getLeading, getXXXX methods in various combinations but no matter what I've tried the text is always off by a few pixels. Is there a way to measure the exact height of the text so that it is exactly centered.

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  • Texture not drawing on cubes

    - by Christian Frantz
    I can draw the cubes fine but they are just solid black besides the occasional lighting that goes on. The basic effect is being set for each cube also. public void Draw(BasicEffect effect) { foreach (EffectPass pass in effect.CurrentTechnique.Passes) { pass.Apply(); device.SetVertexBuffer(vertexBuffer); device.Indices = indexBuffer; device.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, 8, 0, 12); } } The cubes draw method. TextureEnabled is set to true in my main draw method. My texture is also loading fine. public Cube(GraphicsDevice graphicsDevice, Vector3 Position, Texture2D Texture) { device = graphicsDevice; texture = Texture; cubePosition = Position; effect = new BasicEffect(device); } The constructor seems fine too. Could this be caused by the Vector2's of my VertexPositionNormalTexture? Even if they were out of order something should still be drawn other than a black cube

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  • How do I draw a graduated border on a polygon using GDI+ via C#/WinForms?

    - by AndyJ
    I have polygons of various shapes and sizes. They have a solid fill and currently a solid border. I would like to give the polygons a gradient on their edge to soften them. So far I've tried using a Pen with a LinearGradientBrush and whilst the effect it produces is very interesting it's most definitely not what I want ;) I've looked through the System.Drawing.Drawing2D namespace but there didn't seem to be any other classes that would be applicable for this purpose. I've had a search around and the articles that I can find are mostly about creating borders for rectangles, which are mush easier, or are irrelevant. So to summarize, does anyone have a way of drawing a gradient border in on a polygon using GDI+?

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  • What are the ways to create draw data structures for latex?

    - by alicephacker
    I tried tikz/pgf a bit but have not had much luck creating a nice diagram to visualize bitfields or byte fields of packed data structures (i.e. in memory). Essentially I want a set of rectangles representing ranges of bits with labels inside, and offsets along the top. There should be multiple rows for each word of the data structure. This is similar to most of the diagrams in most processor manuals labeling opcode encoding etc. Has anyone else tried to do this using latex or is there a package for this?

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  • Nifty default controls prevent the rest of my game from rendering

    - by zergylord
    I've been trying to add a basic HUD to my 2D LWJGL game using nifty gui, and while I've been successful in rendering panels and static text on top of the game, using the built-in nifty controls (e.g. an editable text field) causes the rest of my game to not render. The strange part is that I don't even have to render the gui control, merely declaring it appears to cause this problem. I'm truly lost here, so even the vaguest glimmer of hope would be appreciated :-) Some code showing the basic layout of the problem: display setup: // load default styles nifty.loadStyleFile("nifty-default-styles.xml"); // load standard controls nifty.loadControlFile("nifty-default-controls.xml"); screen = new ScreenBuilder("start") {{ layer(new LayerBuilder("baseLayer") {{ childLayoutHorizontal(); //next line causes the problem control(new TextFieldBuilder("input","asdf") {{ width("200px"); }}); }}); }}.build(nifty); nifty.gotoScreen("start"); rendering glMatrixMode(GL_PROJECTION); glLoadIdentity(); GLU.gluOrtho2D(0f,WINDOW_DIMENSIONS[0],WINDOW_DIMENSIONS[1],0f); //I can remove the 2 nifty lines, and the game still won't render nifty.render(true); nifty.update(); glMatrixMode(GL_PROJECTION); glLoadIdentity(); GLU.gluOrtho2D(0f,(float)VIEWPORT_DIMENSIONS[0],0f,(float)VIEWPORT_DIMENSIONS[1]); glTranslatef(translation[0],translation[1],0); for (Bubble bubble:bubbles){ bubble.draw(); } for (Wall wall:walls){ wall.draw(); } for(Missile missile:missiles){ missile.draw(); } for(Mob mob:mobs){ mob.draw(); } agent.draw();

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  • What would be a good opensource software for graphing circles, circular regions, and regions bounded by curves and/or arcs?

    - by Michael Dykes
    Hullo all. I have just started s job with Chegg, and my 1st assignment has me writign solutions for Stewart's Essential Calculus. I am dealing with the chapter on multiple integration, and need a good open-source software that I can easily use to draw regions (domains) that would require multiple integrals: i.e. circular regions, portions of circles, regions bounded by curves and/or arcs, and at some point 3D pictures. In most of these cases, I am not working with an exact equation or perhaps need to draw the region bounded by r (radius) between 1 and 2, and the angle theta bounded between pi/4 and 3 pi/4. I am not too terribly familiar with programs like Corel Draw, but the documents I have from this company suggest Corel Draw. So I think I am looking for an open-source free program like Corel Draw or something similar. Any additional suggestions would also be appreciated. I know I can do most, if not all of this using TikZ, but the learning curve is a bit steep, and at the moment I an on a time constraint. Thanks.

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  • python imaging library draw text new line how to?

    - by joven
    i have a word that will be putted on a image but the problem is that the word continues even though the word exceeds the width of the image is there anyway that the word shift's down if the word exceeds the width of the image or on a certain point the word shift's down if it exceeds the given point

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  • Making efficeint voxel engines using "chunks"

    - by Wardy
    Concept I'm currently looking in to how voxel engines work with a view to possibly making one myself. I see a lot of stuff like this ... https://sites.google.com/site/letsmakeavoxelengine/home/chunks ... which talks about how to go about reducing the draw calls. What I can't seem to understand is how it actually saves draw call counts on the basis of the logic being something like this ... Without chunks foreach voxel in myvoxels DrawIfVisible() With Chunks foreach chunk in mychunks DrawIfVisible() which then does ... foreach voxel in myvoxels DrawIfVisible() So surely you saved nothing ?!?! You still make a draw call for each visible voxel do you not? A visible voxel needs a draw call in either scenario. The only real saving I can see is that the logic that evaluates a chunk will be able to determine if a large number of voxels are visible or not effectively saving a bit of "is this chunk visible" cpu time. But it's the draw calls that interest me ... The fewer of those, the faster the application. EDIT: In case it makes any difference I will probably be using XNA (DX not OpenGL) for my engine so don't consider my choice of example in the link above my choice of technology. But this question is such that I doubt it would matter.

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  • Enemies don't shoot. What is wrong? [closed]

    - by Bryan
    I want that every enemy shoots independently bullets. If an enemy’s bullet left the screen, the enemy can shoot a new bullet. Not earlier. But for the moment, the enemies don't shoot. Not a single bullet. I guess their is something wrong with my Enemy class, but I can't find a bug and I get no error message. What is wrong? public class Map { Texture2D myEnemy, myBullet ; Player Player; List<Enemy> enemieslist = new List<Enemy>(); List<Bullet> bulletslist = new List<Bullet>(); float fNextEnemy = 0.0f; float fEnemyFreq = 3.0f; int fMaxEnemy = 3 ; Vector2 Startposition = new Vector2(200, 200); GraphicsDeviceManager graphicsDevice; public Map(GraphicsDeviceManager device) { graphicsDevice = device; } public void Load(ContentManager content) { myEnemy = content.Load<Texture2D>("enemy"); myBullet = content.Load<Texture2D>("bullet"); Player = new Player(graphicsDevice); Player.Load(content); } public void Update(GameTime gameTime) { Player.Update(gameTime); float delta = (float)gameTime.ElapsedGameTime.TotalSeconds; for(int i = enemieslist.Count - 1; i >= 0; i--) { // Update Enemy Enemy enemy = enemieslist[i]; enemy.Update(gameTime, this.graphicsDevice, Player.playershape.Position, delta); // Try to remove an enemy if (enemy.Remove == true) { enemieslist.Remove(enemy); enemy.Remove = false; } } this.fNextEnemy += delta; //New enemy if (fMaxEnemy > 0) { if ((this.fNextEnemy >= fEnemyFreq) && (enemieslist.Count < 3)) { Vector2 enemyDirection = Vector2.Normalize(Player.playershape.Position - Startposition) * 100f; enemieslist.Add(new Enemy(Startposition, enemyDirection, Player.playershape.Position)); fMaxEnemy -= 1; fNextEnemy -= fEnemyFreq; } } } public void Draw(SpriteBatch batch) { Player.Draw(batch); foreach (Enemy enemies in enemieslist) { enemies.Draw(batch, myEnemy); } foreach (Bullet bullets in bulletslist) { bullets.Draw(batch, myBullet); } } } public class Enemy { List<Bullet> bulletslist = new List<Bullet>(); private float nextShot = 0; private float shotFrequency = 2.0f; Vector2 vPos; Vector2 vMove; Vector2 vPlayer; public bool Remove; public bool Shot; public Enemy(Vector2 Pos, Vector2 Move, Vector2 Player) { this.vPos = Pos; this.vMove = Move; this.vPlayer = Player; this.Remove = false; this.Shot = false; } public void Update(GameTime gameTime, GraphicsDeviceManager graphics, Vector2 PlayerPos, float delta) { nextShot += delta; for (int i = bulletslist.Count - 1; i >= 0; i--) { // Update Bullet Bullet bullets = bulletslist[i]; bullets.Update(gameTime, graphics, delta); // Try to remove a bullet... Collision, hit, or outside screen. if (bullets.Remove == true) { bulletslist.Remove(bullets); bullets.Remove = false; } } if (nextShot >= shotFrequency) { this.Shot = true; nextShot -= shotFrequency; } // Does the enemy shot? if ((Shot == true) && (bulletslist.Count < 1)) // New bullet { Vector2 bulletDirection = Vector2.Normalize(PlayerPos - this.vPos) * 200f; bulletslist.Add(new Bullet(this.vPos, bulletDirection, PlayerPos)); Shot = false; } if (!Remove) { this.vMove = Vector2.Normalize(PlayerPos - this.vPos) * 100f; this.vPos += this.vMove * delta; if (this.vPos.X > graphics.PreferredBackBufferWidth + 1) { this.Remove = true; } else if (this.vPos.X < -20) { this.Remove = true; } if (this.vPos.Y > graphics.PreferredBackBufferHeight + 1) { this.Remove = true; } else if (this.vPos.Y < -20) { this.Remove = true; } } } public void Draw(SpriteBatch batch, Texture2D myTexture) { if (!Remove) { batch.Draw(myTexture, this.vPos, Color.White); } } } public class Bullet { Vector2 vPos; Vector2 vMove; Vector2 vPlayer; public bool Remove; public Bullet(Vector2 Pos, Vector2 Move, Vector2 Player) { this.Remove = false; this.vPos = Pos; this.vMove = Move; this.vPlayer = Player; } public void Update(GameTime gameTime, GraphicsDeviceManager graphics, float delta) { if (!Remove) { this.vPos += this.vMove * delta; if (this.vPos.X > graphics.PreferredBackBufferWidth +1) { this.Remove = true; } else if (this.vPos.X < -20) { this.Remove = true; } if (this.vPos.Y > graphics.PreferredBackBufferHeight +1) { this.Remove = true; } else if (this.vPos.Y < -20) { this.Remove = true; } } } public void Draw(SpriteBatch spriteBatch, Texture2D myTexture) { if (!Remove) { spriteBatch.Draw(myTexture, this.vPos, Color.White); } } }

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  • Can XCode draw the call graph of a program?

    - by Werner
    Hi, I am new to Mac OSX, and I wonder if Xcode can generate , for a given C++ source code, the call graph of the program in a visual way. I also wonder if for each function, and after a run, whether it can also print the %time spent on the function If so, I would thank really some links with tutorials or info, after googling I did not find anything relevant Thanks

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  • Certain grid lines not rendering as expected

    - by row1
    I am drawing a simple quad (a triangle strip with 4 vertices) as the floor and then drawing an 8x8 grid over top (a collection of vertex pairs for a line list). The vertical grid lines work fine (apart from being very aliased), but some of the horizontal lines do not get rendered. The grid renders fine if I do not draw the quad. foreach (EffectPass pass in _Effect.CurrentTechnique.Passes) { pass.Apply(); CurrentGraphicsDevice.SetVertexBuffer(_VertexFloorBuffer); _Engine.CurrentGraphicsDevice.DrawPrimitives(PrimitiveType.TriangleStrip, 0, 2); //Some of the horizontal lines seems to disappear if we draw the above quad. CurrentGraphicsDevice.SetVertexBuffer(_VertexGridBuffer); CurrentGraphicsDevice.DrawPrimitives(PrimitiveType.LineList, 0, _VertexGridBuffer.VertexCount / 2); } What could be causing these lines to not be rendered? Update: I added the below code after I draw my quad and grid and it started working. But I am not sure why that works as I thought this code was to draw the WPF controls elementRenderer.Render(); spriteBatch.Begin(); spriteBatch.Draw(elementRenderer.Texture, Vector2.Zero, Color.White); spriteBatch.End();

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  • Draw chart for every row of the dataset in SSRS. Loop through dataset rows

    - by Rushme
    Hi, Could anyone help me with how can we create chart for every row of the dataset in SSRS (rdl) ! Suppose the dataset has the following data Name Age ------- ------- A 25 B 26 C 22 3 chart needs to be drawn for the x-axis/y-axis combination of A/25, B/26, C/22. How can I loop through rows of the dataset. And how can I restrict the chart to that particular data point. What would be the xsl expression corresponding to this functionality.

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  • Movement on the X an Z axis are combined?

    - by Magicaxis
    This is probably a stupid question, but I'm trying to simply move a 3D object up, down, left, and right (Not forward or backward). The Y axis works fine, but when I increment the object's X position, the object moves BOTH right and backwards! when I decrement X, left and forwards! setPosition(getPosition().X + 2/*times deltatime*/, getPosition().Y, getPosition().Z); I was astonished that XNA doesnt have its own setPosition function, so I made a parent class for all objects with a setPosition and Draw function. Setposition simply edits a variable "mPosition" and passes it to the common draw function: // Copy any parent transforms. Matrix[] transforms = new Matrix[block.Bones.Count]; block.CopyAbsoluteBoneTransformsTo(transforms); // Draw the model. A model can have multiple meshes, so loop. foreach (ModelMesh mesh in block.Meshes) { // This is where the mesh orientation is set, as well // as our camera and projection. foreach (BasicEffect effect in mesh.Effects) { effect.EnableDefaultLighting(); effect.World = transforms[mesh.ParentBone.Index] * Matrix.CreateRotationY(MathHelper.ToRadians(mOrientation.Y)) * Matrix.CreateTranslation(mPosition); effect.View = game1.getView(); effect.Projection = game1.getProjection(); } // Draw the mesh, using the effects set above. mesh.Draw(); } I tried to work it out by attempting to increment and decrement the Z axis, but nothing happens?! So using the X axis changes the objects x and z axis', but changing the Z does nothing. Great. So how do I seperate the X and Z axis movement?

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