Search Results

Search found 10040 results on 402 pages for 'drawing color'.

Page 36/402 | < Previous Page | 32 33 34 35 36 37 38 39 40 41 42 43  | Next Page >

  • Fullcalendar doesn't render color when using eventRender

    - by jaffa
    When I set-up fullCalendar and set eventRender function callback, I want to set the color of the event depending if LeadId is null or not. But this doesn't seem to work even though the documentation says so: http://arshaw.com/fullcalendar/docs/event_data/Event_Object/#color-options Is there any way to set the event color to change based on the data? calendar = $('#dayview').fullCalendar({ .... timeFormat: 'HH:mm', columnFormat: { agendaDay: 'dddd dd/MM/yyyy' }, eventClick: function (calEvent, jsEvent, view) { var leadUrl = "/Leads/" + calEvent.LeadId; window.location = leadUrl; }, eventRender: function (event, element) { if (event.LeadId != null) { event.eventColor = "#B22222"; event.eventBackColor = "#B22222"; } }, UPDATE: This is really strange. The event has all my properties returned for the event off the server. element is just the DOM element for the event. When I drag/move the event to somewhere else in the calendar, the event turns red, and if I inspect the event object it now has color set to Red. So the question is why isn't it applying on the 1st render, but on subsequent renders (i.e. after move) the colour gets applied?

    Read the article

  • android costumized button problem with changing text color

    - by alaxid
    Hi, I made a button that changes the background drawable on different states, this way: <selector xmlns:android="http://schemas.android.com/apk/res/android"> <item android:state_pressed="true" android:drawable="@drawable/btn_location_pressed" /> <!-- pressed --> <item android:state_focused="true" android:drawable="@drawable/btn_location_pressed"/> <!-- focused --> <item android:drawable="@drawable/btn_location"/> <!-- default --> The problem here is that I'm also trying to change the textColor as I do with the drawable but I'm not being able to. I already tried android:textColor and android:color but the first doesn't work whilst the seconds changes my background. The next code is part of my layout. Regarding to the text color it only works for the normal state text color, thus not changing it to the white one while pressed <Button android:id="@+id/location_name" android:layout_width="fill_parent" android:layout_height="wrap_content" android:paddingTop="5dp" android:background="@drawable/location" android:textSize="15sp" android:textColor="@color/location_color" android:textColorHighlight="#FFFFFF" /> As anybody got a clue? ty! :)

    Read the article

  • Color difference between vista and Win7

    - by MSGrimpeur
    Have an indicator in the form of an image which is displayed in a graphics viewport. The indicator can be any colour the user selects so we created a single image with a pallette and change a specific color in the pallette to the one the user picks using the following code. /// <summary> /// Copies the image and sets transparency and fill colour of the copy. The image is intended to be a simple filled shape such as a square /// with the inside all in one colour. /// </summary> /// <remarks>Assumes the fill colour to be changed is Red, /// black is the boundary colour and off white (RGB 233,233,233) is the colour to be made transparent</remarks> /// <param name="image"></param> /// <param name="fillColour"></param> /// <returns></returns> protected Bitmap CopyWithStyle(Bitmap image, Color fillColour) { ColorPalette selectionIndicatorPalette = image.Palette; int fillColourIndex = selectionIndicatorPalette.IndexOf(Color.Red); selectionIndicatorPalette.Entries[fillColourIndex] = fillColour; image.Palette = selectionIndicatorPalette; Bitmap tempImage = image; tempImage.MakeTransparent(transparentColour); return tempImage; } To be honest I'm not sure if this is a bit cludgy and there is some smarter approach or not, so any thoughts there would help. However the main issue is that this appears to work fine on Win7 but in vista and XP the color does not change. Has any one seen this before. I've found one or two articles that suggest there are some differences in ARGB between them but nothing particularly concrete. Any help greatfully accepted.

    Read the article

  • Android Canvas Coordinate System

    - by Mitch
    I'm trying to find information on how to change the coordinate system for the canvas. I have some vector data I'd like to draw to a canvas using things like circles and lines, but the data's coordinate system doesn't match the canvas coordinate system. Is there a way to map the units I'm using to the screen's units? I'm drawing to an ImageView which isn't taking up the entire display. If I have to do my own calculations prior to each drawing call, how to I find the width and height of my ImageView? The getWidth() and getHeight() calls I tried seem to be returning the entire canvas size and not the size of the ImageView which isn't helpful. I see some matrix stuff, is that something that will work for me? I tried to use the "public void scale(float sx, float sy)", but that works more like a pixel level zoom rather than a vector scale function by expanding each pixel. This means if the dimensions are increased to fit the screen, the line thickness is also increased. Update: After some research I'm starting to think there's no way to change coordinate systems to something else. I'll need to map all my coordinates to the screen's pixel coordinates and do so by modifying each vector. The getWidth() and getHeight() seem to be working better for me now. I can say what was wrong, but I suspect I can't use these methods inside the constructor.

    Read the article

  • Empty UIView with minimal drawRect: overhead

    - by Benjohn Barnes
    Hi, I have an application that has three nested views that are mechanically important, but have no visual elements: A vanila UIView that doesn't have any content of its own, and is simply used as a host for CALayers. A UIScrollView (that is queried for it's origin and used to position CALayers in 3d: I really only use this view to faithfully replicate the scroll view's "mechanics"), The scroll view's contents: a UIView subclass. It simply picks up touch events and passes them to a delegate - all that is important are its UIResponder machinery. The UIView hosting CALayers is a sibling of a UIImageView that is a background image over which the CALayers are drawn. I'd really like to ensure that none of these empty UIViews have any drawing or compositing overhead (in time, or storage) associated with them, or if that's not possible, to get this overhead as small as possible, and to understand it so that I can perhaps decide if I should try a different approach. In interface builder, I've set all of the views to not clear their context before drawing. I've not set them to be opaque though, because they definitely are not opaque - they are completely transparent. I've found that I need to give the scroll view contents a transparent clear colour (again in IB by setting the background colour's opacity to zero), and this suggests that it is being drawn, which I don't want. So, in short, I've not got much idea of what is and isn't getting drawn (anyone know of a tool like Quartz Debug for iPhone / simulator?), or how to go about stopping things from getting drawn. Advice would be very welcome! Thanks, Benjohn

    Read the article

  • Changing the background color of a view in real-time.

    - by Tarmon
    Hey Everyone, I am trying to implement a ListView that is composed of rows that contain a View on the left followed by a TextView to the right of that. I want to be able to change the background color of the first View based on it's position in the ListView. Below is what I have at this point but it doesn't seem to due anything. public class Routes extends ListActivity { String[] ROUTES; TextView selection; /** Called when the activity is first created. */ @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); ROUTES = getResources().getStringArray(R.array.routes); setContentView(R.layout.routes); setListAdapter(new IconicAdapter()); selection=(TextView)findViewById(R.id.selection); } public void onListItemClick(ListView parent, View v, int position, long id) { selection.setText(ROUTES[position]); } class IconicAdapter extends ArrayAdapter<String> { IconicAdapter() { super(Routes.this, R.layout.row, R.id.label, ROUTES); } } public View getView(int position, View convertView, ViewGroup parent) { LayoutInflater inflater = getLayoutInflater(); View row = inflater.inflate(R.layout.row, parent, false); TextView label = (TextView) row.findViewById(R.id.label); label.setText(ROUTES[position]); View icon = (View) row.findViewById(R.id.icon); switch(position){ case 0: icon.setBackgroundColor(R.color.Red); break; case 1: icon.setBackgroundColor(R.color.Red); break; case 2: icon.setBackgroundColor(R.color.Green); break; case 3: icon.setBackgroundColor(R.color.Green); break; case 4: icon.setBackgroundColor(R.color.Blue); break; case 5: icon.setBackgroundColor(R.color.Blue); break; case 6: icon.setBackgroundColor(R.color.Gray); break; case 7: icon.setBackgroundColor(R.color.Yellow); break; case 8: icon.setBackgroundColor(R.color.Brown); break; case 9: icon.setBackgroundColor(R.color.Brown); break; case 10: icon.setBackgroundColor(R.color.Brown); break; case 11: icon.setBackgroundColor(R.color.Purple); break; case 12: icon.setBackgroundColor(R.color.Red); break; case 13: icon.setBackgroundColor(R.color.Gold); break; case 14: icon.setBackgroundColor(R.color.Orange); break; } return(row); } } Any input is appreciated and if you have any questions don't hesitate to ask! Thanks, Rob

    Read the article

  • How can I modify my code to line through the bezier control points?

    - by WillyCornbread
    HI all - I am using anchor points and control points to create a shape using curveTo. It's all working fine, but I cannot figure out how to get my lines to go through the center of the control points (blue dots) when the line is not straight. Here is my code for drawing the shape: // clear old line and draw new / begin fill var g:Graphics = graphics; g.clear(); g.lineStyle(2, 0, 1); g.beginFill(0x0099FF,.1); //move to starting anchor point var startX:Number = anchorPoints[0].x; var startY:Number = anchorPoints[0].y; g.moveTo(startX, startY); // Connect the dots var numAnchors:Number = anchorPoints.length; for (var i:Number=1; i<numAnchors; i++) { // curve to next anchor through control g.curveTo(controlPoints[i].x,controlPoints[i].y, anchorPoints[i].x, anchorPoints[i].y); } // Close the loop g.curveTo(controlPoints[0].x,controlPoints[0].y,startX,startY); And the shape I'm drawing for reference: How can I modify my code so that the lines go directly through the blue control points? Thanks in advance! b

    Read the article

  • My program is spending most of its time in objc_msgSend. Does that mean that Objective-C has bad per

    - by Paperflyer
    Hello Stackoverflow. I have written an application that has a number of custom views and generally draws a lot of lines and bitmaps. Since performance is somewhat critical for the application, I spent a good amount of time optimizing draw performance. Now, activity monitor tells me that my application is usually using about 12% CPU and Instrument (the profiler) says that a whopping 10% CPU is spent in objc_msgSend (mostly in drawing related system calls). On the one hand, I am glad about this since it means that my drawing is about as fast as it gets and my optimizations where a huge success. On the other hand, it seems to imply that the only thing that is still using my CPU is the Objective-C overhead for messages (objc_msgSend). Hence, that if I had written the application in, say, Carbon, its performance would be drastically better. Now I am tempted to conclude that Objective-C is a language with bad performance, even though Cocoa seems to be awfully efficient since it can apparently draw faster than Objective-C can send messages. So, is Objective-C really a language with bad performance? What do you think about that?

    Read the article

  • Drawing performance with CGImageCreateWithJPEGDataProvider?

    - by Rnegi
    I've actually curious about this for the iPhone. I am getting an MJPEG stream from a server and trying to render it natively on the iphone (without the use of safari class). Reasons for this is because the safari class while CAN render MJPEG natively, does not do so at the framerate I would like. So I tried drawing it natively, but I've come up with performance issues, namely a syncing issue between what I'm getting from the server and what I am able to draw onto the screen of the phone. (There should be a little lag, but the drift gets really bad, which is what I want to avoid). So I have a connection set up to my server and I do get the JPEGS. It's just data I insert into a NSMutableArray buffer CFMutableDataRef _t_data_ref = (CFMutableDataRef)[_buffer_array objectAtIndex:0]; //CGDataProviderRef imgDataProvider = CGDataProviderCreateWithCFData (_cf_buffer_data); CGDataProviderRef imgDataProvider = CGDataProviderCreateWithCFData(_t_data_ref); CGImageRef image = CGImageCreateWithJPEGDataProvider(imgDataProvider, NULL, true, kCGRenderingIntentDefault); CGImageRef imgRef = image; CGContextDrawImage(context, CGRectMake(0, 17, 380, 285), imgRef); CGImageRelease(image); CGDataProviderRelease(imgDataProvider); please note this is the gist of my code, but it should summarize what I am trying to accomplish with regards to drawing. Also in order to get the framerate in sync, I had to detach a separate thread that sleeps X seconds and calls [self setNeedsDisplay]. NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init]; // Top-level pool while(1) { //[NSThread sleepForTimeInterval:TIMER_REFRESH_VALUE]; //sleep(unsigned int ); usleep(MICRO_REFRESH_VALUE); if ([_buffer_array count] > 10) { //NSLog(@"stuff %d", [_buffer_array count]); //[self setNeedsDisplay]; [self performSelectorOnMainThread:@selector(setNeedsDisplay) withObject:nil waitUntilDone:NO]; } } [pool release]; // Release the objects in the pool. My buffer of jpeg data actually fills up quite quick, but I can't seem to actually consume what i'm getting at the same rate, actually much slower. Are there any documents that can describe what kind of performance tuning I can do to make it go faster when rendering the JPEG to the screen? Or am I kind of stuck here? Thanks!

    Read the article

  • Xcode - Drawing Pixels

    - by Brett
    Hi guys; I am trying to draw individual pixels in xcode to be outputted to the iphone. I do not know any OpenGL or Quartz coding but I do know a bit about Core Graphics. I was thinking about drawing small rectangles with width and height of one, but do not know how to implement this into code and how to get this to show in the view. Any help is greatly appreciated. Thanks, Brett

    Read the article

  • Drawing a stack frame for x86 assembly

    - by drozzy
    So, I am kind of confused about drawing a stack frame for my assembly code. I have a feeling I started out wrong. Here is what I got so far, but as you can see I am confused at step 5, because I think my initial layout is wrong. Can you tell me where I went wrong?

    Read the article

  • Preserve Font Size when scaling a Drawing

    - by serhio
    I do the following when drawing: Matrix m = new Matrix() m.Scale(_zoom, _zoom) e.Graphics.Transform = m e.Graphics.DrawLine(...) ' line representation e.Graphics.DrawString(...) ' line text Now, the text became also scaled. Is it possible to avoid it?

    Read the article

  • Quartz 2D's drawing text and NSTimer in custom method

    - by coure06
    i want to show text using quartz 2d. Text will be drawing randomly on different position after each 1 seconds. I am not sure how i can use NSTimer with quartz 2D text. I can draw text in drawRect method where graphics context is already available. How i will draw text using my custom method myDraw which will be called after 1 second using NSTimer? If i create my custom Method the graphics context is not available in that method.

    Read the article

  • Optimal pixel format for drawing on iPhone?

    - by Felixyz
    Pretty simple question: when doing some pretty intense drawing with CoreGraphics on the iPhone, how can I specify the pixel format to get optimal performance? Is the format that I get from the context via UIGraphicsGetCurrentContext per definition the best one? I know that RGB565 is supposed to be the fastest to use in OpenGL. Does that go for CoreGraphics as well? General advice?

    Read the article

  • slowness in IE 8 IE9 while drawing tables in a html page

    - by GustlyWind
    My HTML page contains many tables,with numerous tr and td. While rendering in IE8/IE9 the its very slow but in Firefox its fast. I had read somewhere while drawing tables if the tables are not of fixed width, IE calculates the width every time and renders so usually slow. Right now i am adding Table style="table-layout:fixed" which made me feel its faster. Are there any similar styles that can be added to tr and td as well.Also suggest if there any other attribtes that can be added to a table

    Read the article

  • can i get the font information from Graphics System.Drawing.Graphics in c#

    - by Bahgat Mashaly
    Hello i get the Graphics from Graphics g= System.Drawing.Graphics.FromHwnd(button1.Handle); can i get the font information from this Graphics i was try to get a font by using GetTextFace api function but it return "system" it mean default font in OS and i was try to use SendMessage(button1.Handle, WM_GETFONT, 0, 0); bu it return me 0 also it is mean default font in OS I have known the cause of the problem, it due to FlatStyle property See this link http://blogs.msdn.com/b/michkap/archive/2008/09/26/8965526.aspx thanks

    Read the article

  • Flex Drawing Library

    - by Evgeny Nacu
    Do you know any simple drawing libraries with align support (one component to other, also align to grid) I would like to implement simple editor of wall configuration in the apartments, by the way. Or, may be, there is no such component and is better to use Graphics class?

    Read the article

  • .NET Library for drawing tables with GDI+

    - by Jan Willem B
    I need to print the contents of a datagridview, simple text in rows and columns, with GDI+ in .NET to paper. To do this, I need to iterate over the rows, draw lines, iterate over the columns, calculate width, height, wrap the contents if contents do not fit on one line, etc. This is all possible, but is there a library that simplifies the drawing of tables in GDI+ and abstracts some of the difficulties away?

    Read the article

  • Drawing a polygon around groups of datapoints in MATLAB

    - by Hossein
    Hi, I have a set of datapoints each of which belongs to a certain cluster(group).I need to draw a polygone around each of these clusters.Does anyone knows how to do it? PS: It doesn't matter if I use or not use the actual datapoints for drawing the polygon. I just need them to be wrapped in a polygon. Thanks

    Read the article

  • Optimizing GDI+ drawing?

    - by user146780
    I'm using C++ and GDI+ I'm going to be making a vector drawing application and want to use GDI+ for the drawing. I'v created a simple test to get familiar with it: case WM_PAINT: GetCursorPos(&mouse); GetClientRect(hWnd,&rct); hdc = BeginPaint(hWnd, &ps); MemDC = CreateCompatibleDC(hdc); bmp = CreateCompatibleBitmap(hdc, 600, 600); SelectObject(MemDC,bmp); g = new Graphics(MemDC); for(int i = 0; i < 1; ++i) { SolidBrush sb(Color(255,255,255)); g->FillRectangle(&sb,rct.top,rct.left,rct.right,rct.bottom); } for(int i = 0; i < 250; ++i) { pts[0].X = 0; pts[0].Y = 0; pts[1].X = 10 + mouse.x * i; pts[1].Y = 0 + mouse.y * i; pts[2].X = 10 * i + mouse.x; pts[2].Y = 10 + mouse.y * i; pts[3].X = 0 + mouse.x; pts[3].Y = (rand() % 600) + mouse.y; Point p1, p2; p1.X = 0; p1.Y = 0; p2.X = 300; p2.Y = 300; g->FillPolygon(&b,pts,4); } BitBlt(hdc,0,0,900,900,MemDC,0,0,SRCCOPY); EndPaint(hWnd, &ps); DeleteObject(bmp); g->ReleaseHDC(MemDC); DeleteDC(MemDC); delete g; break; I'm wondering if I'm doing it right, or if I have areas killing the cpu. Because right now it takes ~ 1sec to render this and I want to be able to have it redraw itself very quickly. Thanks In a real situation would it be better just to figure out the portion of the screen to redraw and only redraw the elements withing bounds of this?

    Read the article

  • Changing the default UITabBarController background color.

    - by Scott
    Hello, So I have an iPhone application running that is controlled at the highest level by a UITabBarController. It is the default black Tab Bar at the bottom that you see in many iPhone apps. I am kind of new to iPhone SDK programming, and I know I have seen other apps that have their own background color for the Tab Bar at the bottom. I am not sure if they are using this tab bar as I am, as the main controller for their app, but the question applies to this: How do I change the background color of the main UITabBarController in my application? I wanted to change it to a dark shade of green similar to the colors of the navigation bars and labels I have placed in my app. I find it weird how Apple makes it really easy to change the color of Navigation Bars (not controllers), and other things, but when it comes to controllers (in this case a Tab Bar Controller), I cannot find a single way to implement this cleanly and efficiently. Thanks! -Scott

    Read the article

< Previous Page | 32 33 34 35 36 37 38 39 40 41 42 43  | Next Page >