Search Results

Search found 8172 results on 327 pages for 'vector graphics'.

Page 315/327 | < Previous Page | 311 312 313 314 315 316 317 318 319 320 321 322  | Next Page >

  • How to set Foreground Color in a ListBox single element?

    - by user1038056
    I'm doing a game. I have a list of users (nicks): List<string> users; This list is used to show to the users on a ListBox, call listaJogadores. public delegate void actualizaPlayersCallback(List<string> users); public void actualizaPlayers(List<string> users) { listaJogadores.BeginInvoke(new actualizaPlayersCallback(this.actualizarListaPlayers), new object[] { users }); } public void actualizarListaPlayers(List<string> users) { listaJogadores.Items.Clear(); for (int i = 0; i < users.Count; i++) { listaJogadores.Items.Add(users.ElementAt(i)); } } When a user is playing, then it have is nick on the list of games: List<Game> games; What I want is when a player enter in a game, the color of is nick show in listaJogadores, must be Red! When I have only one player in a game, everything is ok, all the players see the nick of that player in red, but when another player go to a game, then I get an ArgumentOutOfRangeException in the instruction string nick = tmp.players.ElementAt(i).getNick(); This is my code... Give me some ideas/help please! I think that the problem is the for(), but how can I manipulate an entire list without doing a loop? listaJogadores.DrawMode = DrawMode.OwnerDrawFixed; private void listaJogadores_DrawItem(object sender, DrawItemEventArgs e) { e.DrawBackground(); Brush textBrush = SystemBrushes.ControlText; Font drawFont = e.Font; for (int i = 0; i < games.Count; i++) { Game tmp; tmp = games.ElementAt(i); for (int j = 0; j < tmp.players.Count; j++) { string nick = tmp.players.ElementAt(i).getNick(); if (listaJogadores.Items[e.Index].ToString() == nick) { textBrush = Brushes.Red;//RED.... if ((e.State & DrawItemState.Selected) > 0) drawFont = new Font(drawFont.FontFamily, drawFont.Size, FontStyle.Bold); } else if ((e.State & DrawItemState.Selected) > 0) { textBrush = SystemBrushes.HighlightText; } } } e.Graphics.DrawString(listaJogadores.Items[e.Index].ToString(), drawFont, textBrush, e.Bounds); }

    Read the article

  • Converting HTML TAG Object to JSON Object

    - by cooldude
    Hi, I want to convert the html tag objects to json object in the javascript in order to send them to the server from the javascript. As i have to save these objects at the Ruby on Rails server. These HTML objects is the canvas tag object and the graphics objects created using CAKE API. I have used the stringify function but it is not working. Here is my code: var CAKECanvas = new Canvas(document.body, 1000,1000); var canvas=CAKECanvas.canvas; var text=document.createElement('textarea'); text.id="text"; text.rows="100"; text.cols="200"; document.body.appendChild(text); canvas.style.borderStyle="solid"; canvas.style.borderColor="black"; var rect= new Circle(); rect.radius=100; rect.centered=true; rect.cx=Math.random() * 500; rect.cy= Math.random() * 300; rect.stroke= false; rect.fill= "red"; rect.xDir = Math.random() > 0.5?1:-1; rect.yDir = Math.random() > 0.5?1:-1; var obj=new Object; var count = 0,k; for (k in rect) { if (rect.hasOwnProperty(k)) { count++; obj[k]=rect[k]; } } alert(count); rect.addFrameListener(function(t, dt) { this.cx += this.xDir * 50 * dt/1000; this.cy += this.yDir * 50 * dt/1000; if (this.cx > 550) { this.xDir = -1; } if (this.cx < 50) { this.xDir = 1; } if (this.cy > 350) { this.yDir = -1; } if (this.cy < 50) { this.yDir = 1; } } ); CAKECanvas.append(rect); var carAsJSON = JSON.stringify(obj); /////////////////ERROR

    Read the article

  • Memory corruption in System.Move due to changed 8087CW mode (png + stretchblt)

    - by André Mussche
    I have strange a memory corruption problem. After many hours debugging and trying I think I found something. For example: I do a simple string assignment: sTest := 'SET LOCK_TIMEOUT '; However, the result sometimes becomes: sTest = 'SET LOCK'#0'TIMEOUT ' So, the _ gets replaced by an 0 byte. I have seen this happening once (reproducing is tricky, dependent on timing) in the System.Move function, when it uses the FPU stack (fild, fistp) for fast memory copy (in case of 9 till 32 bytes to move): ... @@SmallMove: {9..32 Byte Move} fild qword ptr [eax+ecx] {Load Last 8} fild qword ptr [eax] {Load First 8} cmp ecx, 8 jle @@Small16 fild qword ptr [eax+8] {Load Second 8} cmp ecx, 16 jle @@Small24 fild qword ptr [eax+16] {Load Third 8} fistp qword ptr [edx+16] {Save Third 8} ... Using the FPU view and 2 memory debug views (Delphi - View - Debug - CPU - Memory) I saw it going wrong... once... could not reproduce however... This morning I read something about the 8087CW mode, and yes, if this is changed into $27F I get memory corruption! Normally it is $133F: The difference between $133F and $027F is that $027F sets up the FPU for doing less precise calculations (limiting to Double in stead of Extended) and different infiniti handling (which was used for older FPU’s, but is not used any more). Okay, now I found why but not when! I changed the working of my AsmProfiler with a simple check (so all functions are checked at enter and leave): if Get8087CW = $27F then //normally $1372? if MainThreadID = GetCurrentThreadId then //only check mainthread DebugBreak; I "profiled" some units and dll's and bingo (see stack): Windows.StretchBlt(3372289943,0,0,514,345,4211154027,0,0,514,345,13369376) pngimage.TPNGObject.DrawPartialTrans(4211154027,(0, 0, 514, 345, (0, 0), (514, 345))) pngimage.TPNGObject.Draw($7FF62450,(0, 0, 514, 345, (0, 0), (514, 345))) Graphics.TCanvas.StretchDraw((0, 0, 514, 345, (0, 0), (514, 345)),$7FECF3D0) ExtCtrls.TImage.Paint Controls.TGraphicControl.WMPaint((15, 4211154027, 0, 0)) So it is happening in StretchBlt... What to do now? Is it a fault of Windows, or a bug in PNG (included in D2007)? Or is the System.Move function not failsafe?

    Read the article

  • change attributes of SVG graph without refresh

    - by Mike Hudak
    Hello, I have a simple SVG graph generated by GraphViz: <?xml version="1.0" encoding="UTF-8" standalone="no"?> <!DOCTYPE svg PUBLIC "-//W3C//DTD SVG 1.1//EN" "http://www.w3.org/Graphics/SVG/1.1/DTD/svg11.dtd"> <!-- Generated by graphviz version 2.26.3 (20100126.1600) --> <!-- Title: G Pages: 1 --> <svg width="138pt" height="168pt" viewBox="0.00 0.00 138.00 168.00" xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink"> <g id="graph1" class="graph" transform="scale(1 1) rotate(0) translate(4 164)"> <title>G</title> <polygon fill="white" stroke="white" points="-4,5 -4,-164 135,-164 135,5 -4,5"/> <!-- Node1 --> <g id="node1" class="node"><title>Node1</title> <a xlink:href="http://localhost/viz/applet.php" xlink:title="Internet"> <image xlink:href="images/cloud.png" width="130px" height="77px" preserveAspectRatio="xMinYMin meet" x="0" y="-159.5"/> <text text-anchor="middle" x="65" y="-116.4" font-family="Times New Roman,serif" font-size="14.00">&#39;.$Internet.&#39;</text> </a> </g> <!-- Node2 --> <g id="node2" class="node"><title>Node2</title> <a xlink:href="http://localhost/viz/applet.php"> <image xlink:href="images/file server.png" width="44px" height="45px" preserveAspectRatio="xMinYMin meet" x="43" y="-45.5"/> </a> </g> <!-- Node1&#45;&gt;Node2 --> <g id="edge2" class="edge"><title>Node1&#45;&gt;Node2</title> <a xlink:title="Bandwidth: 1544kbps&#10;Using link: 12%&#10;VOIP calls: 4&#10;Packet rate: 10000&#10;Packet loss: 2"> <path fill="none" stroke="black" d="M65,-82.2678C65,-73.5404 65,-64.358 65,-55.8964"/> <polygon fill="black" stroke="black" points="68.5001,-55.6524 65,-45.6524 61.5001,-55.6525 68.5001,-55.6524"/> </a> </g> </g> </svg> I want to change some atributes: for example " VOIP calls: 4 " -changing "4" to value from Database(LDAP) without refreshing whole SVG graph <a xlink:title="Bandwidth: 1544kbps&#10;Using link: 12%&#10;VOIP calls: 4&#10;Packet rate: 10000&#10;Packet loss: 2"> Thank you for your answers

    Read the article

  • Are there supposed to be more restrictions on operator->* overloads?

    - by Potatoswatter
    I was perusing section 13.5 after refuting the notion that built-in operators do not participate in overload resolution, and noticed that there is no section on operator->*. It is just a generic binary operator. Its brethren, operator->, operator*, and operator[], are all required to be non-static member functions. This precludes definition of a free function overload to an operator commonly used to obtain a reference from an object. But the uncommon operator->* is left out. In particular, operator[] has many similarities. It is binary (they missed a golden opportunity to make it n-ary), and it accepts some kind of container on the left and some kind of locator on the right. Its special-rules section, 13.5.5, doesn't seem to have any actual effect except to outlaw free functions. (And that restriction even precludes support for commutativity!) So, for example, this is perfectly legal (in C++0x, remove obvious stuff to translate to C++03): #include <utility> #include <iostream> #include <type_traits> using namespace std; template< class F, class S > typename common_type< F,S >::type operator->*( pair<F,S> const &l, bool r ) { return r? l.second : l.first; } template< class T > T & operator->*( pair<T,T> &l, bool r ) { return r? l.second : l.first; } template< class T > T & operator->*( bool l, pair<T,T> &r ) { return l? r.second : r.first; } int main() { auto x = make_pair( 1, 2.3 ); cerr << x->*false << " " << x->*4 << endl; auto y = make_pair( 5, 6 ); y->*(0) = 7; y->*0->*y = 8; // evaluates to 7->*y = y.second cerr << y.first << " " << y.second << endl; } I can certainly imagine myself giving into temp[la]tation. For example, scaled indexes for vector: v->*matrix_width[5] = x; Did the standards committee forget to prevent this, was it considered too ugly to bother, or are there real-world use cases?

    Read the article

  • Need a fast programming language that can drive two printers

    - by Pete
    I have a rather unusual application that isn't working the way I need, and I hope someone here will have some suggestions or at least a direction to investigate. We have a museum exhibit that has a computer at the entrance driving two small receipt printers. There are two buttons on a console, wired to the left and right buttons of a disemboweled mouse. The two printers and associated buttons are for girls and boys, each button does a random selection from a database of names and prints a small ticket on the appropriate printer with a graphic image, a few words about the exhibit and the randomly chosen name. Conceptually all is well, but it hangs quite often. I got the project at the last minute, because the original designer got bogged down and couldn't deliver, so the exhibit's author asked me the day before opening, whether I could write something that would work. I did it in Word, since I am an experienced VBA programmer. Several other avenues I attempted first all lead to dead ends - one couldn't do graphics, another couldn't handle two printers, yet another couldn't change fonts and so on. The problem is that it simply isn't fast enough - Word can only drive one printer at a time and changing the active printer takes a long time. Not by office standards, where a second or two of delay before a printer starts working on your document is not an issue, but here I need more or less instant response. If kids press a button and nothing happens, they press it over and over until something does happen, resulting in maybe half a dozen commands being sent before the printer starts reacting. Sometimes it jams the program completely, since boys and girls will be pressing the two buttons simultaneously and Word locks up, and even when it doesn't jam, the printers then spit out a stream of tickets, making a mess. The kids start squabbling over which ticket is whose, pulling them out of the printers, snarling the paper tape, jamming the printer and generally making a mess of the whole affair, often necessitating the exhibit caretakers having to restart the computer and clear torn bits of paper out the printers. What I need is some sort of fast programming language that can drive two printers *-simultaneously-*, not the MSOffice claptrap of having to switch the active printer, that can react to both left and right mouse button click events, can print a small graphic image and can print in different font sizes and styles and. I don't need many, but it's not all in one typeface. Can anyone suggest what I might use for this? I don't even know if it's possible at all under Windows, whether the "single active printer" garbage is an Office artifact, or a Windows restriction. My little Commodore-64 twenty-five years ago had two printers attached to it and drove both simultaneously with no difficulties - it doesn't seem to me it should be such an impossible requirement today.

    Read the article

  • How to fix the position of the button in applet

    - by user1609804
    I'm trying to make an applet that has a buttons in the right, where each button is corresponding to a certain pokemon. I already did it, but the buttons isn't fixed.they keep following the mouse. please help. This is my code: import javax.swing.*; import java.awt.image.BufferedImage; import java.io.*; import javax.imageio.ImageIO; import java.applet.*; import java.awt.event.*; import java.awt.*; public class choosePokemon extends Applet implements ActionListener { private int countPokemon; private int[] storePokemon; private int x,y; //this will be the x and y coordinate of the button BufferedImage Picture; public int getCountPokemon(){ //for other class that needs how many pokemon return countPokemon; } public int[] getStoredPokemon(){ //for other class that needs the pokemon return storePokemon; } public void init(){ x=0;y=0; try{ Picture = ImageIO.read(new File("pokeball.png")); } catch( IOException ex ){ } } public void paint( Graphics g ){ pokemon display = new pokemon(); // to access the pokemon attributes in class pokemon ButtonGroup group = new ButtonGroup(); //create a button group for( int a=0;a<16;a++ ){ // for loop in displaying the buttons of every pokemon(one pokemon, one button) display.choose( a ); //calls the method choose in which accepts an integer from 0-15 and saves the attributes of the pokemon corresponding to the integer JButton pokemonButton = new JButton( display.getName() ); // creates the button pokemonButton.setActionCommand( display.getName() ); // isasave sa actioncommand yung name ng kung ano mang pokemon pokemonButton.addActionListener(this); //isasama yung bagong gawang button sa listener para malaman kung na-click yung button pokemonButton.setBounds( x,y,50,23 ); group.add( pokemonButton ); //eto naman yung mag-aadd sa bagong gawang button sa isang group na puro buttons(button ng mga pokemon) y+=23; if( a==7 ){ x+=50; y=0; } add( pokemonButton ); //will add the button to the applet } g.drawImage( Picture, 120, 20, null ); } public void actionPerformed(ActionEvent e) { try{ //displays the picture of the selected pokemon Picture = ImageIO.read(new File( "pokemon/" + e.getActionCommand() + ".png" )); } catch( IOException ex ){ } } public boolean chosen( int PChoice ){ //this will check if the chosen pokemon is already the player's pokemon boolean flag = false; for( int x=0; x<countPokemon && !flag ;x++ ){ if( storePokemon[x]==PChoice ){ flag = true; } } return flag; }

    Read the article

  • AES encryption/decryption java bouncy castle explanation?

    - by Programmer0
    Can someone please explain what this program is doing pointing out some of the major points? I'm looking at the code and I'm completely lost. I just need explanation on the encryption/decryption phases. I think it generates an AES 192 key at one point but I'm not 100% sure. I'm not sure what the byte/ivBytes are used for either. import java.security.Key; import javax.crypto.Cipher; import javax.crypto.KeyGenerator; import javax.crypto.spec.IvParameterSpec; public class RandomKey { public static void main(String[] args) throws Exception { byte[] input = new byte[] { 0x00, 0x01, 0x02, 0x03, 0x04, 0x05, 0x06, 0x07, 0x08, 0x09, 0x0a, 0x0b, 0x0c, 0x0d, 0x0e, 0x0f, 0x00, 0x01, 0x02, 0x03, 0x04, 0x05, 0x06, 0x07 }; byte[] ivBytes = new byte[] { 0x00, 0x00, 0x00, 0x01, 0x04, 0x05, 0x06, 0x07, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01 }; //initializing a new initialization vector IvParameterSpec ivSpec = new IvParameterSpec(ivBytes); //what does this actually do? Cipher cipher = Cipher.getInstance("AES/CTR/NoPadding", "BC"); //what does this do? KeyGenerator generator = KeyGenerator.getInstance("AES","BC"); //I assume this generates a key size of 192 bits generator.init(192); //does this generate a random key? Key encryptKey = generator.generateKey(); System.out.println("input: " +toHex(input)); //encryption phase cipher.init(Cipher.ENCRYPT_MODE, encryptKey, ivSpec); //what is this doing? byte[] cipherText = new byte[cipher.getOutputSize(input.length)]; //what is this doing? int ctLength = cipher.update(input, 0, input.length, cipherText,0); //getting the cipher text length i assume? ctLength += cipher.doFinal (cipherText, ctLength ); System.out.println ("Cipher: " +toHex(cipherText) + " bytes: " + ctLength); //decryption phase cipher.init(Cipher.DECRYPT_MODE, encryptKey, ivSpec); //storing the ciphertext in plaintext i'm assuming? byte[] plainText = new byte[cipher.getOutputSize(ctLength)]; int ptLength = cipher.update(cipherText, 0, ctLength, plainText, 0); //getting plaintextLength i think? ptLength= cipher.doFinal (plainText, ptLength); System.out.println("plain: " + toHex(plainText, ptLength)); } private static String digits = "0123456789abcdef"; public static String toHex(byte[] data, int length) { StringBuffer buf = new StringBuffer(); for (int i=0; i!= length; i++) { int v = data[i] & 0xff; buf.append(digits.charAt(v >>4)); buf.append(digits.charAt(v & 0xf)); } return buf.toString(); } public static String toHex(byte[] data) { return toHex(data, data.length); } }

    Read the article

  • fetching rss feed, mktime problem (wordpress plugin)

    - by krike
    sorry for the weird question but actually I'm not sure how to ask this. the code works fine but the problem is the following. I fetch items from feeds and compare them to a specific date which is stored into the database as an option. I see if the fetched item is more recent or not and if it is I create a new pending post. however there is one item that just keeps being added because there is something wrong with the date and I don't understand what is wrong because all other items (before and after) are blocked once they are being added as post (so when they are not recent anymore compared with the date I store as an option) I then echo'ed that line and this is the result: yes it exist! 27-03-2010-04-03 Free Exclusive Vector Icon Pack: Web User Interface 29-01-2010-03-01 if(1330732800 < 1335830400) 01 05 2012 the first line is to see if the option still exist and what data was stored in it the second is the actual items that's causing all the problem, it's initial date is less recent then the date but still passes as more recent.... this is the code I use, any help would be great: if(!get_option('feed_last_date')): echo "nope doesn't exist, but were creating one"; $time = time()-60*60*24*30*3; add_option("feed_last_date", date('d-m-Y-h-m', $time)); else: echo "yes it exist! ".get_option('feed_last_date'); endif; //Create new instance of simple pie and pass in feed link $feed = new SimplePie($feeds); //Call function handle_content_type() $feed->handle_content_type(); $last_date = explode("-", get_option('feed_last_date')); $day = $last_date[0]; $month = $last_date[1]; $year = $last_date[2]; $hour = $last_date[3]; $minute = $last_date[4]; $last_date = mktime(0,0,0, $day, $month, $year); //4 - Loop through received items foreach($feed->get_items(0, 500) as $item) : $feed_date = explode("-", $item->get_date('d-m-Y-h-m')); $day = $feed_date[0]; $month = $feed_date[1]; $year = $feed_date[2]; $hour = $feed_date[3]; $minute = $feed_date[4]; $feed_date = mktime(0,0,0,$day, $month, $year); if($last_date < $feed_date): echo $item->get_title()." ". $item->get_date('d-m-Y-h-m') ." if(".$last_date." < ".$feed_date.") <b>".date("d m Y", $feed_date)."</b><br />"; //if datum is newer then stored in database, then create new post $description = "<h3>download the resource</h3><p><a href='".$item->get_permalink()."' target='_blank'>".$item->get_permalink()."</a></p><h3>Resource description</h3><p>".$item->get_description()."</p>"; $new_post = array( 'post_title' => $item->get_title(), 'post_content' => $description, 'post_status' => 'pending', 'post_date' => date('Y-m-d H:i:s'), 'post_author' => $user_ID, 'post_type' => 'post', 'post_category' => array(0) ); $post_id = wp_insert_post($new_post); endif; endforeach; update_option("feed_last_date", date('d-m-Y-h-m', time()));

    Read the article

  • Undefined reference to vtable

    - by RyanG
    So, I'm getting the infamously horrible "undefined reference to 'vtable..." error for the following code (The class in question is CGameModule.) and I cannot for the life of me understand what the problem is. At first, I thought it was related to forgetting to give a virtual function a body, but as far as I understand, everything is all here. The inheritance chain is a little long, but here is the related source code. I'm not sure what other information I should provide. My code: class CGameModule : public CDasherModule { public: CGameModule(Dasher::CEventHandler *pEventHandler, CSettingsStore *pSettingsStore, CDasherInterfaceBase *pInterface, ModuleID_t iID, const char *szName) : CDasherModule(pEventHandler, pSettingsStore, iID, 0, szName) { g_pLogger->Log("Inside game module constructor"); m_pInterface = pInterface; } virtual ~CGameModule() {}; std::string GetTypedTarget(); std::string GetUntypedTarget(); bool DecorateView(CDasherView *pView) { //g_pLogger->Log("Decorating the view"); return false; } void SetDasherModel(CDasherModel *pModel) { m_pModel = pModel; } virtual void HandleEvent(Dasher::CEvent *pEvent); private: CDasherNode *pLastTypedNode; CDasherNode *pNextTargetNode; std::string m_sTargetString; size_t m_stCurrentStringPos; CDasherModel *m_pModel; CDasherInterfaceBase *m_pInterface; }; } Inherits from... class CDasherModule; typedef std::vector<CDasherModule*>::size_type ModuleID_t; /// \ingroup Core /// @{ class CDasherModule : public Dasher::CDasherComponent { public: CDasherModule(Dasher::CEventHandler * pEventHandler, CSettingsStore * pSettingsStore, ModuleID_t iID, int iType, const char *szName); virtual ModuleID_t GetID(); virtual void SetID(ModuleID_t); virtual int GetType(); virtual const char *GetName(); virtual bool GetSettings(SModuleSettings **pSettings, int *iCount) { return false; }; private: ModuleID_t m_iID; int m_iType; const char *m_szName; }; Which inherits from.... namespace Dasher { class CEvent; class CEventHandler; class CDasherComponent; }; /// \ingroup Core /// @{ class Dasher::CDasherComponent { public: CDasherComponent(Dasher::CEventHandler* pEventHandler, CSettingsStore* pSettingsStore); virtual ~CDasherComponent(); void InsertEvent(Dasher::CEvent * pEvent); virtual void HandleEvent(Dasher::CEvent * pEvent) {}; bool GetBoolParameter(int iParameter) const; void SetBoolParameter(int iParameter, bool bValue) const; long GetLongParameter(int iParameter) const; void SetLongParameter(int iParameter, long lValue) const; std::string GetStringParameter(int iParameter) const; void SetStringParameter(int iParameter, const std::string & sValue) const; ParameterType GetParameterType(int iParameter) const; std::string GetParameterName(int iParameter) const; protected: Dasher::CEventHandler *m_pEventHandler; CSettingsStore *m_pSettingsStore; }; /// @} #endif

    Read the article

  • Any thoughts on how to create a true 'punch-out' area in a Sprite?

    - by rhtx
    I've been working on this for awhile, now. You might also call it a 'reverse mask', or an 'inverse mask'. Basically, I'm creating a view window within a display object. I need to allow objects on the stage that are under the window to be able to interact with the mouse. This is similar to a WPF question: http://stackoverflow.com/questions/740994/use-wpf-object-to-punch-hole-in-another, which has a much shorter write-up. I've got a Class called PunchOutShield, which creates a Sprite that covers the stage (or over some desired area). The Sprite's Graphics object is filled using the color and transparency of Flex's modal screen. The result is a screen that looks like the screen which appears behind a modal PopUp. PunchOutShield has a method called punch, which takes two arguments - the first is a Shape object, which defines the shape of the punch-through area; the second is a Point object, which indicates where to position the punch-through area. It took some experimenting, but I found that I can successfully create a punch-out area (i.e. - the modal screen does not display within the bounds of the given Shape). To do this, I set cacheAsBitmap to true on the Sprite that is used to create the modal screen, and also on the Shape object, which is added to the modal screen Sprite's displayList. If I set the blend mode of the Shape to ERASE, a completely transparent area is created in the modal screen. So far, great. The problem is that Shape does not subclass InteractiveObject, so there is no way to set mouseEnabled = false on it. And so, it prevents interaction between the mouse and any objects that are visible through the punch-out area. On top of that, InteractiveObject isn't available to look at, so I can't see if there is a way to borrow what it's doing to provide the mouseEnabled functionality and apply it to a subclass of Shape. I've tried using another Sprite object, rather than a Shape object, but the blending doesn't work out correctly. I'm not sure why there is a difference, but the Shape object seems to somehow combine with the parenting Sprite, allowing the ERASE blendMode to effect the desired punch-out visual appearance. It wouldn't be the end of the world if I had to draw up the screen with a series of rectangles so that the punch-out area was just simply not drawn, but that approach won't work if the punch-out area is complex. Or round. Any thoughts on this approach, or on an alternative approach?

    Read the article

  • Is there any way to add a MouseListener to a Graphic object ?

    - by Fahad
    Hi, Is there any way to add a MouseListener to a Graphic object. I have this simple GUI that draw an oval. What I want is handling the event when the user clicks on the oval import java.awt.*; import java.awt.event.MouseEvent; import java.awt.event.MouseListener; import javax.swing.*; public class Gui2 extends JFrame { JFrame frame = new JFrame(); MyDrawPanel drawpanel = new MyDrawPanel(); public static void main(String[] args) { Gui2 gui = new Gui2(); gui.go(); } public void go() { frame.getContentPane().add(drawpanel); // frame.addMouseListener(this); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); frame.setSize(300, 300); frame.setVisible(true); } } class MyDrawPanel extends JComponent implements MouseListener { public void paintComponent(Graphics g) { int red = (int) (Math.random() * 255); int green = (int) (Math.random() * 255); int blue = (int) (Math.random() * 255); Color startrandomColor = new Color(red, green, blue); red = (int) (Math.random() * 255); green = (int) (Math.random() * 255); blue = (int) (Math.random() * 255); Color endrandomColor = new Color(red, green, blue); Graphics2D g2d = (Graphics2D) g; this.addMouseListener(this); GradientPaint gradient = new GradientPaint(70, 70, startrandomColor, 150, 150, endrandomColor); g2d.setPaint(gradient); g2d.fillOval(70, 70, 100, 100); } @Override public void mouseClicked(MouseEvent e) { if ((e.getButton() == 1) && (e.getX() >= 70 && e.getX() <= 170 && e.getY() >= 70 && e .getY() <= 170)) { this.repaint(); // JOptionPane.showMessageDialog(null,e.getX()+ "\n" + e.getY()); } } @Override public void mouseEntered(MouseEvent e) { // TODO Auto-generated method stub } @Override public void mouseExited(MouseEvent e) { // TODO Auto-generated method stub } @Override public void mousePressed(MouseEvent e) { // TODO Auto-generated method stub } @Override public void mouseReleased(MouseEvent e) { // TODO Auto-generated method stub } } This Works Except it fires when the click is within a virtual box around the oval. Could anyone help me to have it fire when the click is EXACTLY on the oval. Thanks in advance.

    Read the article

  • Multiple layouts in rails [Newbie Q]

    - by BriteLite
    Hi. As a newb, I decided to build a "home inventory" application. I am now stuck on how to programmatically select a layout based on what type of item it is when viewing it in a browser. According to my planning, so far I should have created a few models to represent types of items I can find in my home: Furniture, Electronics and Books. class Book < ActiveRecord::Base end class Furniture < ActiveRecord::Base end class Electronic < ActiveRecord::Base end Now the Books model has things like isbn, pages, address, and category. Furniture model has things like color, price, address, and category. Electronics has things like name, voltage, address, and category. Here is where I got confused. I know the property address is going to be the same for all of them. I also know that, I will need to create multiple "layouts" for 3 different types of items to show the different properties of said items with appropriate graphics and stylesheets. But how will I go about deciding which category the item is so I can determine which layout to render. According to me, this is how I will do it: class DisplayController < ApplicationController def display @item = Params[:item] if @item.category = "electronics" render :layout => 'electronics' end end In my routes.rb map.display ':item', :controller => 'display', :action => 'display' I only seem to have one concern with this, I probably will add a lot of categories later on and think there should be a more DRY-esque way of dealing, rather than hardcoding them. I understand that I need to add into my layout html tags to display relevant information for that particular category. ----Questions---- Is this the right way to approach this type of problem. Will this approach be compatible when I decide to add a gem like *thinking_sphinx* to run search. What issues do you see with my approach and how can I make it better. I was reading something about "Polymorphic Assoc", does that apply in this case, since category exist for all items? Also, I was trying to get a routes to render a URL like "http://localhost/living-room-tv"

    Read the article

  • JFrame does not refresh after deleting an image

    - by dajackal
    Hi! I'm working for the first time with images in a JFrame, and I have some problems. I succeeded in putting an image on my JFrame, and now i want after 2 seconds to remove my image from the JFrame. But after 2 seconds, the image does not disappear, unless I resize the frame or i minimize and after that maximize the frame. Help me if you can. Thanks. Here is the code: File f = new File("2.jpg"); System.out.println("Picture " + f.getAbsolutePath()); BufferedImage image = ImageIO.read(f); MyBufferedImage img = new MyBufferedImage(image); img.resize(400, 300); img.setSize(400, 300); img.setLocation(50, 50); getContentPane().add(img); this.setSize(600, 400); this.setLocationRelativeTo(null); this.setVisible(true); Thread.sleep(2000); System.out.println("2 seconds over"); getContentPane().remove(img); Here is the MyBufferedImage class: public class MyBufferedImage extends JComponent{ private BufferedImage image; private int nPaint; private int avgTime; private long previousSecondsTime; public MyBufferedImage(BufferedImage b) { super(); this.image = b; this.nPaint = 0; this.avgTime = 0; this.previousSecondsTime = System.currentTimeMillis(); } @Override public void paintComponent(Graphics g) { Graphics2D g2D = (Graphics2D) g; g2D.setColor(Color.BLACK); g2D.fillRect(0, 0, this.getWidth(), this.getHeight()); long currentTimeA = System.currentTimeMillis(); //g2D.drawImage(this.image, 320, 0, 0, 240, 0, 0, 640, 480, null); g2D.drawImage(image, 0,0, null); long currentTimeB = System.currentTimeMillis(); this.avgTime += currentTimeB - currentTimeA; this.nPaint++; if (currentTimeB - this.previousSecondsTime > 1000) { System.out.format("Drawn FPS: %d\n", nPaint++); System.out.format("Average time of drawings in the last sec.: %.1f ms\n", (double) this.avgTime / this.nPaint++); this.previousSecondsTime = currentTimeB; this.avgTime = 0; this.nPaint = 0; } } }

    Read the article

  • Can I make a LaTeX macro 'return' a filename?

    - by drfrogsplat
    I'm writing my thesis/dissertation and since its an on-going work I don't always have the actual images ready for the figures I put into my document, but for various reasons want to automatically have it substitute a dummy figure in place when the included graphics file doesn't exist. E.g. I can do something like \includegraphics[width=8cm]{\chapdir/figures/fluxcapacitor} (where \chapdir is a macro for my 'current' chapter directory, e.g. \def\chapdir{./ch_timetravel} and if there's no ./ch_timetravel/figures/fluxcapacitor.jpg it'll insert ./commands/dummy.jpg instead. I've structured my macros (perhaps naïvely?) so that I have a macro (\figFileOrDummy) that determines the appropriate file to include by checking if the argument provided to it exists, so that I can call \includegraphics[properties]{\figFileOrDummy{\chapdir/figures/fluxcapacitor}}. Except I'm getting various errors depending on how I try to call this, which seem to suggest that I'm approaching the problem in a fundamentally flawed way as far as 'good LaTeX programming' goes. Here's the macro to check if the file exists (and 'return' either filename or the dummy filename): \newcommand{\figFileOrDummy}[1]{% % Figure base name (no extension) to be used if the file exists \def\fodname{#1}% \def\dummyfig{commands/dummy}% % Check if output is PS (.EPS) or PDF (.JPG/.PDF/.PNG/...) figures \ifx\pdfoutput\undefined% % EPS figures only \IfFileExists{\fodname.eps}{}{\def\fodname{\dummyfig}}% \else% % Check existence of various extensions: PDF, TIF, TIFF, JPG, JPEG, PNG, MPS \def\figtest{0}% flag below compared to this value \IfFileExists{\fodname.pdf}{\def\figfilenamefound{1}}{\def\figfilenamefound{0}}% \IfFileExists{\fodname.jpg}{\def\figfilenamefound{1}}{}% \IfFileExists{\fodname.png}{\def\figfilenamefound{1}}{}% % and so on... % If no files found matching the filename (flag is 0) then use the dummy figure \ifx\figfilenamefound\figtest% \def\fodname{\dummyfig}% \fi% \fi% % 'return' the filename \fodname% }% Alternatively, here's a much simpler version which seems to have similar problems: \newcommand{\figFileOrDummy}[1]{% \def\dummyfig{commands/dummy}% \dummyfig% } The \def commands seems to be processed after the expansion of the macro they're trying to define, so it ends up being \def {commands/dummy}... (note the space after \def) and obviously complains. Also it seems to treat the literal contents of the macro as the filename for \includegraphics, rather than resolving/expanding it first, so complains that the file '\def {commands/dummy}... .png' doesn't exist.. I've tried also doing something like \edef\figfilename{\figFileOrDummy{\chapdir/figures/fluxcapacitor}} to try to force it to make \figfilename hold just the value rather than the full macro, but I get an Undefined control sequence error complaining the variables I'm trying to \def in the \figFileOrDummy macro are undefined. So my question is either How do I make this macro expand properly?; or If this is the wrong way of structuring my macros, how should I actually structure such a macro, in order to be able to insert dummy/real figures automatically?; or Is there a package that already handles this type of thing nicely that I've overlooked? I feel like I'm missing something pretty fundamental here...

    Read the article

  • jframe adding own design jinternal frame error

    - by Van Minh
    I designed a title bar color on my JInternal frame. Then I took attempt to add it to my JFrame, but I cannot. Here is the code of my title bar: public class MyIFtitleBar extends BasicInternalFrameTitlePane { public MyIFtitleBar(JInternalFrame jif) { super(jif); } protected void paintTitleBackground(Graphics g){ g.setColor(Color.pink); g.fillRect(0, 0, getWidth(), getHeight()); } } Here is my JInternal frame. I tried running it in its psvm method, that worked! public class FitnessProg_Frame extends javax.swing.JInternalFrame { public FitnessProg_Frame() { initComponents(); this.setUI(new BasicInternalFrameUI(this){ @Override protected JComponent createNorthPane(JInternalFrame jif) { return new MyIFtitleBar(jif); } }); } @SuppressWarnings("unchecked") private void initComponents() { setBackground(new java.awt.Color(255, 255, 255)); setBorder(new javax.swing.border.MatteBorder(null)); setTitle("Fitness Progarm"); setPreferredSize(new java.awt.Dimension(507, 304)); pack(); } } But when I add it to my JFrame I get an error: Exception in thread "AWT-EventQueue-0" java.lang.NullPointerException Here is my JFrame code: public class NewJFrame extends javax.swing.JFrame { public NewJFrame() { initComponents(); FitnessProg_Frame ff = new FitnessProg_Frame(); ff.setVisible(true); mydes.add(ff); // this line made errors } @SuppressWarnings("unchecked") private void initComponents() { mydes = new javax.swing.JDesktopPane(); setDefaultCloseOperation(javax.swing.WindowConstants.EXIT_ON_CLOSE); javax.swing.GroupLayout mydesLayout = new javax.swing.GroupLayout(mydes); mydes.setLayout(mydesLayout); mydesLayout.setHorizontalGroup( mydesLayout.createParallelGroup(javax.swing.GroupLayout.Alignment.LEADING) .addGap(0, 400, Short.MAX_VALUE) ); mydesLayout.setVerticalGroup( mydesLayout.createParallelGroup(javax.swing.GroupLayout.Alignment.LEADING) .addGap(0, 300, Short.MAX_VALUE) ); getContentPane().add(mydes, java.awt.BorderLayout.CENTER); pack(); } public static void main(String args[]) { try { for (javax.swing.UIManager.LookAndFeelInfo info : javax.swing.UIManager.getInstalledLookAndFeels()) { if ("Nimbus".equals(info.getName())) { javax.swing.UIManager.setLookAndFeel(info.getClassName()); break; } } } catch (ClassNotFoundException ex) { java.util.logging.Logger.getLogger(NewJFrame.class.getName()).log(java.util.logging.Level.SEVERE, null, ex); } catch (InstantiationException ex) { java.util.logging.Logger.getLogger(NewJFrame.class.getName()).log(java.util.logging.Level.SEVERE, null, ex); } catch (IllegalAccessException ex) { java.util.logging.Logger.getLogger(NewJFrame.class.getName()).log(java.util.logging.Level.SEVERE, null, ex); } catch (javax.swing.UnsupportedLookAndFeelException ex) { java.util.logging.Logger.getLogger(NewJFrame.class.getName()).log(java.util.logging.Level.SEVERE, null, ex); } java.awt.EventQueue.invokeLater(new Runnable() { public void run() { new NewJFrame().setVisible(true); } }); } private javax.swing.JDesktopPane mydes; }

    Read the article

  • How to override loading a TImage from the object inspector (at run-time)?

    - by Mawg
    Further to my previous question, which did not get a useful answer despite a bounty, I will try rephrasing the question. Basically, when the user clicks the ellipsis in the object inspector, Delphi opens a file/open dialog. I want to replace this handling with my own, so that I can save the image's path. I would have expected that all I need to do is to derive a class from TImage and override the Assign() function, as in the following code. However, when I do the assign function is never called. So, it looks like I need to override something else, but what? unit my_Image; interface uses Classes, ExtCtrls, Jpeg, Graphics; type Tmy_Image = class(Timage) private FPicture : TPicture; protected procedure OnChange(Sender: TObject); public { Public declarations } Constructor Create(AOwner: TComponent); override; procedure SetPicture(picture : TPicture); procedure Assign(Source: TPersistent); override; published { Published declarations - available in the Object Inspector at design-time } property Picture : TPicture read FPicture write SetPicture; end; // of class Tmy_Image() procedure Register; implementation uses Controls, Dialogs; procedure Register; begin RegisterComponents('Standard', [Tmy_Image]); end; Constructor Tmy_Image.Create(AOwner: TComponent); begin inherited; // Call the parent Create method Hint := 'Add an image from a file|Add an image from a file'; // Tooltip | status bar text AutoSize := True; // Control resizes when contents change (new image is loaded) Height := 104; Width := 104; FPicture := TPicture.Create(); self.Picture.Bitmap.LoadFromResourceName(hInstance, 'picture_poperty_bmp'); end; procedure Tmy_Image.OnChange(Sender: TObject); begin Constraints.MaxHeight := Picture.Height; Constraints.MaxWidth := Picture.Width; Self.Height := Picture.Height; Self.Width := Picture.Width; end; procedure Tmy_Image.SetPicture(picture : TPicture); begin MessageDlg('Tmy_Image.SetPicture', mtWarning, [mbOK], 0); // never called end; procedure Tmy_Image.Assign(Source: TPersistent); begin MessageDlg('Tmy_Image.Assign', mtWarning, [mbOK], 0); // never called end; end.

    Read the article

  • How to use sound and images in a Java applet?

    - by Click Upvote
    Question 1: How should I structure my project so the sound and images files can be loaded most easily? Right now, I have the folder: C:\java\pacman with the sub-directory C:\java\pacman\src containing all the code, and C:\java\pacman\assets containing the images and .wav files. Is this the best structure or should I put the assets somewhere else? Question 2: What's the best way to refer to the images/sounds without using the full path e.g C:\java\pacman\assets\something.png to them? If I use the getCodeBase() function it seems to refer to the C:\java\pacman\bin instead of C:\java\pacman\. I want to use such a function/class which would work automatically when i compile the applet in a jar as well as right now when I test the applet through eclipse. Question 3: How should I load the images/sounds? This is what I'm using now: 1) For general images: import java.awt.Image; public Image getImg(String file) { //imgDir in this case is a hardcoded string containing //"C:\\java\\pacman\\assets\\" file=imgDir + file; return new ImageIcon(file).getImage(); } The images returned from this function are used in the drawImage method of the Graphics class in the paint method of the applet. 2) For a buffered image, which is used to get subImages and load sprites from a sprite sheet: public BufferedImage getSheet() throws IOException { return ImageIO.read(new File(img.getPath("pacman-sprites.png"))); } Later: public void loadSprites() { BufferedImage sheet; try { sheet=getSheet(); redGhost.setNormalImg(sheet.getSubimage(0, 60, 20, 20)); redGhost.setUpImg(sheet.getSubimage(0, 60, 20, 20)); redGhost.setDownImg(sheet.getSubimage(30, 60, 20, 20)); redGhost.setLeftImg(sheet.getSubimage(30, 60, 20, 20)); redGhost.setRightImg(sheet.getSubimage(60, 60, 20, 20)); } catch (IOException e) { System.out.println("Couldnt open file!"); System.out.println(e.getLocalizedMessage()); } } 3) For sound files: import sun.audio.*; import java.io.*; public synchronized void play() { try { InputStream in = new FileInputStream(filename); AudioStream as = new AudioStream(in); AudioPlayer.player.start(as); } catch (IOException e) { e.printStackTrace(); } }

    Read the article

  • Two loops speeds drawing in a Jframe

    - by noahn567
    I have a program that requires two classes. The player-Names class, and the Player-Model class. I want the player-Names class to repaint every half second, and the Player-Model class to repaint 60 times per second because i want the movement to be smooth. The problem that i am having is that i want all of this to be done on one J-frame. How would i go about doing this? If you could lead me in the right direction or give me a little example that would be great! Thank you :). for some reason it wont let me post so i'm going to put in some random code import java.awt.Color; import java.awt.Font; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.RenderingHints; import javax.swing.JComponent; import javax.swing.JFrame; public class PlayerNames extends JFrame { static int connectionTimer = 0; static int connectionTimer2 = 0; static int reconnect = 0; static int reconnectValue = 1; static int x = 0; static int reconnectWait = connectionTimer + reconnectValue; private static final long serialVersionUID = 1L; public graph gg = new graph(); public graph g = new graph(); private static GameClient socketClient; private GameServer socketServer; public static void main(int width, int height) { PlayerNames tt = new PlayerNames(); // PlayerGraphics t = new PlayerGraphics(); tt.setSize(width, height); if (Game.ServerOwner == 1) { tt.setTitle("Server: " + Game.username); } else { tt.setTitle("Username: " + Game.username); } tt.setVisible(true); tt.getContentPane().add(tt.gg); tt.getContentPane().add(tt.g); tt.setDefaultCloseOperation(EXIT_ON_CLOSE); tt.setResizable(false); }

    Read the article

  • How do I make my custom Swing component visible?

    - by Alex
    I have no idea why it won't show. First I create an instance of the component and then add it to a certain element in a two-dimensional JPanel array. Then I loop through that array and add each JPanel to another JPanel container which is to hold all the JPanels. I then add that final container to my JFrame window and set visibility to true, it should be visible? public class View extends JFrame { Board gameBoard; JFrame gameWindow = new JFrame("Chess"); JPanel gamePanel = new JPanel(); JPanel[][] squarePanel = new JPanel[8][8]; JMenuBar gameMenu = new JMenuBar(); JButton restartGame = new JButton("Restart"); JButton pauseGame = new JButton("Pause"); JButton log = new JButton("Log"); View(Board board){ gameWindow.setDefaultCloseOperation(EXIT_ON_CLOSE); gameWindow.setSize(400, 420); gameWindow.getContentPane().add(gamePanel, BorderLayout.CENTER); gameWindow.getContentPane().add(gameMenu, BorderLayout.NORTH); gameMenu.add(restartGame); gameMenu.add(pauseGame); gameMenu.add(log); gameBoard = board; drawBoard(gameBoard); gameWindow.setResizable(false); gameWindow.setVisible(true); } public void drawBoard(Board board){ for(int row = 0; row < 8; row++){ for(int col = 0; col < 8; col++){ Box box = new Box(board.getSquare(col, row).getColour(), col, row); squarePanel[col][row] = new JPanel(); squarePanel[col][row].add(box); } } for(JPanel[] col : squarePanel){ for(JPanel square : col){ gamePanel.add(square); } } } } @SuppressWarnings("serial") class Box extends JComponent{ Color boxColour; int col, row; public Box(Color boxColour, int col, int row){ this.boxColour = boxColour; this.col = col; this.row = row; repaint(); } protected void paintComponent(Graphics drawBox){ drawBox.setColor(boxColour); drawBox.drawRect(50*col, 50*row, 50, 50); drawBox.fillRect(50*col, 50*row, 50, 50); } } A final question as well. Notice how each Box component has a position, what happens to the position when I add the component to a JPanel and add the JPanel to my JFrame? Does it still have the same position in relation to the other Box components?

    Read the article

  • ANSI C as core of a C# project? Is this possible?

    - by Nektarios
    I'm writing a NON-GUI app which I want to be cross platform between OS X and Windows. I'm looking at the following architecture, but I don't know if it will work on the windows side: (Platform specific entry point) - ANSI C main loop = ANSI C model code doing data processing / logic = (Platform specific helpers) So the core stuff I'm planning to write in regular ANSI C, because A) it should be platform independent, B) I'm extremely comfortable with C, C) It can do the job and do it well (Platform specific entry point) can be written in whatever necessary to get the job done, this is a small amount of code, doesn't matter to me. (Platform specific helpers) is the sticky thing. This is stuff like parsing XML, accessing databases, graphics toolkit stuff, whatever. Things that aren't easy in C. Things that modern languages/frameworks will give for free. On OS X this code will be written in Objective-C interfacing with Cocoa. On Windows I'm thinking my best bet is to use C# So on Windows my architecture (simplified) looks like (C# or C?) - ANSI C - C# Is this possible? Some thoughts/suggestions so far.. 1) Compile my C core as a .dll -- this is fine, but seems there's no way to call my C# helpers unless I can somehow get function pointers and pass them to my core, but that seems unlikely 2) Compile a C .exe and a C# .exe and have them talk via shared memory or some kind of IPC. I'm not entirely opposed to this but it obviously introduces a lot of complexity so it doesn't seem ideal 3) Instead of C# use C++, it gets me some nice data management stuff and nice helper code. And I can mix it pretty easily. And the work I do could probably easily port to Linux. But I really don't like C++, and I don't want this to turn in to a 3rd-party-library-fest. Not that it's a huge deal, but it's 2010.. anything for basic data management should be built in. And targetting Linux is really not a priority. Note that no "total" alternatives are OK as suggested in other similar questions on SO I've seen; java, RealBasic, mono.. this is an extremely performance intensive application doing soft realtime for game/simulation purposes, I need C & friends here to do it right (maybe you don't, but I do)

    Read the article

  • How can I set an image for background of GUI interface?

    - by enriched
    hey everyone, im having some troubles displaying the background image for a GUI interface in java. Here is what i have at the moment, and with current stage of code it shows default(gray) background. import javax.swing.*; import java.awt.event.*; import java.util.Scanner; import java.awt.*; import java.io.File; import javax.imageio.ImageIO; import java.awt.image.BufferedImage; import java.io.IOException; ////////////////////////////////// // 3nriched Games Presents: // // MIPS The Mouse!! // ////////////////////////////////// public class mipsMouseGUI extends JFrame implements ActionListener { private static String ThePDub = ("mouse"); //the password JPasswordField pass; JPanel panel; JButton btnEnter; JLabel lblpdub; public mipsMouseGUI() { BufferedImage image = null; try { //attempts to read picture from the folder image = ImageIO.read(getClass().getResource("/mousepics/mousepic.png")); } catch (IOException e) { //catches exceptions e.printStackTrace(); } ImagePanel panel = new ImagePanel(new ImageIcon("/mousepics/neonglowOnwill.png").getImage()); setIconImage(image); //sets icon picture setTitle("Mips The Mouse Login"); setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); pass = new JPasswordField(5); //sets password length to 5 pass.setEchoChar('@'); //hide characters as @ symbol pass.addActionListener(this); //adds action listener add(panel); //adds panel to frame btnEnter = new JButton("Enter"); //creates a button btnEnter.addActionListener(this);// Register the action listener. lblpdub = new JLabel(" Your Password: "); // label that says enter password panel.add(lblpdub, BorderLayout.CENTER);// adds label and inputbox panel.add(pass, BorderLayout.CENTER); // to panel and sets location panel.add(btnEnter, BorderLayout.CENTER); //adds button to panel pack(); // packs controls and setLocationRelativeTo(null); // Implicit "this" if inside JFrame constructor. setVisible(true);// makes them visible (duh) } public void actionPerformed(ActionEvent a) { Object source = a.getSource(); //char array that holds password char[] passy = pass.getPassword(); //characters array to string String p = new String(passy); //determines if user entered correct password if(p.equals(ThePDub)) { JOptionPane.showMessageDialog(null, "Welcome beta user: USERNAME."); } else JOptionPane.showMessageDialog(null, "You have enter an incorrect password. Please try again."); } public class ImagePanel extends JPanel { private BufferedImage img; public ImagePanel(String img) { this(new ImageIcon(img).getImage()); } public ImagePanel(Image img) { Dimension size = new Dimension(img.getWidth(null), img.getHeight(null)); } public void paintComponent(Graphics g) { g.drawImage(img, 0, 0, null); } } }

    Read the article

  • Vertical Seek not progress value not showing on MainActivity textView

    - by Raju Gujarati
    I am try to display the progress value of the seekBar but when it comes to the execution, there is no update on the value being display on the TextView. I wonder what alternatives than putting two classes onto one big class in order to archive this aim ? The below is my code VerticalSeekBar.java package com.example.imagerotation; import android.content.Context; import android.graphics.Canvas; import android.util.AttributeSet; import android.view.MotionEvent; import android.widget.SeekBar; import android.widget.Toast; public class VerticalSeekBar extends SeekBar { public VerticalSeekBar(Context context) { super(context); } public VerticalSeekBar(Context context, AttributeSet attrs, int defStyle) { super(context, attrs, defStyle); } public VerticalSeekBar(Context context, AttributeSet attrs) { super(context, attrs); } protected void onSizeChanged(int w, int h, int oldw, int oldh) { super.onSizeChanged(h, w, oldh, oldw); } @Override protected synchronized void onMeasure(int widthMeasureSpec, int heightMeasureSpec) { super.onMeasure(heightMeasureSpec, widthMeasureSpec); setMeasuredDimension(getMeasuredHeight(), getMeasuredWidth()); } protected void onDraw(Canvas c) { c.rotate(-90); c.translate(-getHeight(), 0); super.onDraw(c); } @Override public boolean onTouchEvent(MotionEvent event) { if (!isEnabled()) { return false; } switch (event.getAction()) { case MotionEvent.ACTION_DOWN: case MotionEvent.ACTION_MOVE: case MotionEvent.ACTION_UP: int progress = getMax() - (int) (getMax() * event.getY() / getHeight()); setProgress(progress); onSizeChanged(getWidth(), getHeight(), 0, 0); //Toast.makeText(getContext(), String.valueOf(progress), Toast.LENGTH_SHORT).show(); break; case MotionEvent.ACTION_CANCEL: break; } return true; } } MainActvity.java package com.example.imagerotation; import android.app.Activity; import android.os.Bundle; import android.view.Menu; import android.view.MenuItem; import android.widget.TextView; public class MainActivity extends Activity { private VerticalSeekBar seek; private TextView by; @Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.activity_main); seek = (VerticalSeekBar)findViewById(R.id.seekBar1); by = (TextView)findViewById(R.id.textView1); by.setText(String.valueOf(seek.getProgress())); } }

    Read the article

  • .Net Custom Components "disappear" after file save

    - by EatATaco
    I might have a hard time explaining this because I am at a total loss for what is happening so I am just looking for some guidance. I might be a bit wordy because I don't know exactly what is the relevant information. I am developing a GUI for a project that I am working on in using .Net (C#) Part of the interface mimics, exactly, what we do in another product. For consistency reasons, my boss wants me to make it look the same way. So I got the other software and basically copied and pasted the components into my new GUI. This required me to introduce a component library (the now defunct Graphics Server GSNet, so I can't go to them for help) so I could implement some simple graphs and temperature/pressure "widgets." The components show up fine, and when I compile, everything seems to work fine. However, at some point during my programming it just breaks. Sometimes the tab that these components are on starts throwing exceptions when I view the designer page (A missing method exception) so it won't display. Sometimes JUST those components from the GSNet library don't show up. Sometimes, if I try to run it, I get a not-instantiated exception on one of their lines of code in the designer code file. Sometimes I can't view the designer at all. No matter what I do I can't reverse it. Even if I undo what I just did it won't fix it. If it happens, I have to revert to a backup and start over again. So I started to backup pretty much every step. I compile it and it works. I comment out a line of code, save it, and then uncomment that same line of code (so I am working with the same exact code) and the components all disappear. It doesn't matter what line of code I actually comment out, as long as it is in the same project that these components are being used. I pretty much have to use the components. . . so does anyone have any suggestion or where I can look to debug this?

    Read the article

  • Problems with instantiating in JAVA

    - by PUPIALEX
    When running, below programme cannot reach the end of the main function.. I am new to JAVA, and cannot find its defections.. I need your help. Thanks. import java.util.*; class Schedule { public String day; private int startTime, endTime; public Schedule(String input_day, int input_start, int input_end) { day = input_day; startTime = input_start; endTime = input_end; } /* clashWith: to check whether this schedule clash with a Schedule called otherSchedule * PRE-Condition : input must be of Schedule type * POST-Condition : return true if two Schedule clash, return false if not. */ public boolean clashWith(Schedule otherSchedule) { if(this.day != otherSchedule.day || this.endTime <= otherSchedule.startTime || this.startTime >= otherSchedule.endTime) return false; return true; } } class Module { String code; Schedule lecture, tutorial, lab; public Module(String input_code, Schedule input_lecture, Schedule input_tutorial, Schedule input_lab) { code = input_code; lecture = input_lecture; tutorial = input_tutorial; lab = input_lab; } /* count: to count number of classes(lecture, tutorial, and lab of only this Module) on day. * For example: when day = "Monday", lecture is on Monday, tutorial is on Monday * but lab is on Tuesday, then return 2. (lecture and tutorial are on Monday). * PRE-Condition : * POST-Condition : */ public int count(String day) { int num = 0; if(lecture.day == day) num++; if(tutorial.day == day) num++; if(lab.day == day) num++; return num; } /* clashWith: to check whether this module clash with a Module called otherModule * PRE-Condition : * POST-Condition : */ public boolean clashWith(Module otherModule) { if(lecture.clashWith(otherModule.lecture) || lecture.clashWith(otherModule.tutorial) || lecture.clashWith(otherModule.lab) ) return true; if(tutorial.clashWith(otherModule.lecture) || tutorial.clashWith(otherModule.tutorial) || tutorial.clashWith(otherModule.lab)) return true; if(lab.clashWith(otherModule.lecture) || lab.clashWith(otherModule.tutorial) || lab.clashWith(otherModule.lab)) return true; return false; } } class Timetable { Vector<Module> listOfModule; public Timetable() { } /* checkClash: to check whether otherModule clash with one of * the modules in our timetable list. * PRE-Condition : * POST-Condition : */ public boolean checkClash(Module otherModule) { for(Module c: listOfModule) if(c.clashWith(otherModule)) return true; return false; } /* add: to add a new module to the timetable list. * PRE-Condition : * POST-Condition : */ public void add(Module module) { listOfModule.add(module); } /* count: to count number of classes on day. * PRE-Condition : * POST-Condition : */ public int count(String day) { int count_day=0; for(Module c: listOfModule) count_day += c.count(day); return count_day; } } public class Main { public static void main(String[] args) { Scanner input = new Scanner(System.in); int num_operation; String code ; Timetable userTimetable = new Timetable(); num_operation = input.nextInt(); for(int i=0;i<num_operation;i++) { if(input.next() == "MODULE") { code = input.next(); String day; int start, end; Schedule getLecSche = new Schedule(input.next(),input.nextInt(),input.nextInt()); Schedule getTutSche = new Schedule(input.next(),input.nextInt(),input.nextInt()); Schedule getLabSche = new Schedule(input.next(),input.nextInt(),input.nextInt()); Module userModule = new Module(code, getLecSche, getTutSche, getLabSche); System.out.println("Reached line 162"); if(!userTimetable.checkClash(userModule)) { userTimetable.add(userModule); System.out.println("Added"); } else System.out.println("Clashed"); } else if(input.next() == "COUNT"){ code = input.next(); System.out.println(userTimetable.count(code)); } } } }

    Read the article

< Previous Page | 311 312 313 314 315 316 317 318 319 320 321 322  | Next Page >