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Search found 338 results on 14 pages for 'rectangles'.

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  • WPF Custom Control containing a List of Objects

    - by Cecile
    Hi, I have an object Trip in my object model containing a list of Nodes (e.g. NodeName, StartDate and EndDate) and I am trying to build a Custom control in WPF that draws list of rectangles: one for each Node contained in the Trip object (based on StartDate en EndDate) Would you have any hint on how the Custom Control should be structured so that I can bind a Trip object to it and draw the rectangles properly, please?

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  • Line up swing components by edges

    - by rasen58
    Is it possible to line up swing components? The components are in separate panels which both use flow layout. These two panels are in another panel which is using a grid layout. As you can see there is a subtle difference and I find it annoying. I know that all of the jlabels [the rectangles in blue/purple all have the same size, so i think it might be because of the '+' and '*', but I'm not sure because the left sides of the first two boxes aren't lined up. the panels JPanel panel2 = new JPanel(new GridLayout(4, 1)); JPanel panel2a = new JPanel(new FlowLayout()); JPanel panel2b = new JPanel(new FlowLayout()); the first two rectangles (purple) add1 = new JLabel("", JLabel.CENTER); add1.setTransferHandler(new TransferHandler("text")); add1.setBorder(b2); add2 = new JLabel("", JLabel.CENTER); add2.setTransferHandler(new TransferHandler("text")); add2.setBorder(b2); the two blue rectangles textFieldA = new JTextField(); textFieldA.setHorizontalAlignment(JTextField.CENTER); textFieldA.setEditable(false); textFieldA.setBorder(new LineBorder(Color.blue)); textFieldM = new JTextField(); textFieldM.setHorizontalAlignment(JTextField.CENTER); textFieldM.setEditable(false); textFieldM.setBorder(new LineBorder(Color.blue)); the + and * opA = new JLabel("+", JLabel.CENTER); opS = new JLabel("*", JLabel.CENTER); Showing that the rectangles are the same size Dimension d = card1.getPreferredSize(); int width = d.width + 100; int height = d.height + 50; add1.setPreferredSize(new Dimension(width, height)); add2.setPreferredSize(new Dimension(width, height)); mult1.setPreferredSize(new Dimension(width, height)); mult2.setPreferredSize(new Dimension(width, height)); textFieldA.setPreferredSize(new Dimension(width, height)); textFieldM.setPreferredSize(new Dimension(width, height)); Adding to the panels panel2a.add(add1); panel2a.add(opA); panel2a.add(add2); panel2a.add(enterA); panel2a.add(textFieldA); panel2c.add(mult1); panel2c.add(opM); panel2c.add(mult2); panel2c.add(enterM); panel2c.add(textFieldM); panel2.add(panel2a); panel2.add(panel2c);

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  • Suggested (simple) approach for drawing large numbers of visual elements in WPF?

    - by Ender
    I'm writing an interface that features a large (~50000px width) "canvas"-type area that is used to display a lot of data in a fairly novel way. This involves lots of lines, rectangles, and text. The user can scroll around to explore the entire canvas. At the moment I'm just using a standard Canvas panel with various Shapes placed on it. This is nice and easy to do: construct a shape, assign some coordinates, and attach it to the Canvas. Unfortunately, it's pretty slow (to construct the children, not to do the actual rendering). I've looked into some alternatives, it's a bit intimidating. I don't need anything fancy - just the ability to efficiently construct and place objects in a coordinate plane. If all I get are lines, colored rectangles, and text, I'll be happy. Do I need Geometry instances inside of Geometry Groups inside of GeometryDrawings inside of some Panel container? Note: I'd like to include text and graphics (i.e. colored rectangles) in the same space, if possible.

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  • MVVM and Databinding with UniformGrid

    - by JP
    I'm trying to style the back of a WPF chart with some rectangles. I'm using MVVM, and I need the rectangles to be uniformly sized. When defined via Xaml, this works with a fixed "BucketCount" of 4: <VisualBrush> <VisualBrush.Visual> <UniformGrid Height="500" Width="500" Rows="1" Columns="{Binding BucketCount}"> <Rectangle Grid.Row="0" Grid.Column="0" Fill="#22ADD8E6" /> <Rectangle Grid.Row="0" Grid.Column="1" Fill="#22D3D3D3"/> <Rectangle Grid.Row="0" Grid.Column="2" Fill="#22ADD8E6"/> <Rectangle Grid.Row="0" Grid.Column="3" Fill="#22D3D3D3"/> </UniformGrid> </VisualBrush.Visual> <VisualBrush> How can I bind my ObservableCollection of Rectangles? There is no "ItemsSource" property on UniformGrid. Do I need to use an ItemsControl? If so, how can I do this? Thanks in advance.

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  • How to convert a rectangle to TRBL CSS rect value?

    - by VLostBoy
    I'm not quite sure how to put this, but here goes... The css clip attribute is defined like so: rect(top, right, bottom, left). However, I'm exploring the use of a custom Rectangle 'class' to encapsulate some operations. The rectangle class has the attributes height, width and x, y. The x and y values are encapsulated in a Point object, and the height and width are encapsulated in a Dimension object, the rectangle being a composite of a point (its top-left location) and a dimension (width and height). So far so good. I though it would be pretty simple on the basis of having the rectangles x, y, width and height values to define the css rect attribute in terms of top, right, bottom, left, but I've become hopelessly confused- I've been googling for a while, and I can't seem to find any documentation as to what the TRBL values actually are or what they represent. For example, should I be thinking in terms of co-ordinates, in which case, surely I can describe the rectangle as a css rect using the rectangles x position for Top, x position + width for Right, the rectangles height + y for Bottom and its y position for Left... but thats a load of BS, surely? Also, surely rect is actually an inset, or have I just inverted my understanding of clip? I'd appreciate some advice. What I want to be able to do is (i) Define a rectangle using x, y, width and height (ii)Express the rectangle in TRBL form so that I can manipulate a divs clipping behaviour (iii)Change x, y, width or height and recalculate in terms of TRBL and goto (ii) I appreciate there are some other factors here, and some intermediary transforms to be done, but I've confused myself pretty badly- Can anyone give me some pointers?

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  • tightvnc authentication failure

    - by broiyan
    When I run a tightvnc client to establish a VNC session I sometimes receive an error message that suggests there are repeated failed VNC login attempts or a brute force attack. The message dialog title is "unsupported security type" and the text content is "too many authentication failures, try another connection? yes/no". This problem goes away if I reboot the Ubuntu server and reload the VNC server program and try again. From that point, it will work for multiple VNC sessions. My VNC sessions are typically about 20 minutes. At some time in the future, the problem may recur so it seems correlated to the time the server has been up or the time tightvnc has been loaded. Typically it takes only a day or so before the problem comes back. I am using tightvnc 1.3 on an server running Ubuntu 12.04. The version of vncserver is rather dated because that seems to be all that is available from tightvnc for linux servers. On the client side I use the newest Java-based VNC client (version 2.5) for both Windows access and Ubuntu access. All my VNC sessions are via SSH. I am the only user and I will typically use only the same client computer. How can I stop this problem from recurring? Edit I found the log file. This is a small excerpt of what I am seeing. Essentially, various IPs, not my own, are attempting to connect. What is the practical solution for this? 05/06/12 20:07:32 Got connection from client 69.194.204.90 05/06/12 20:07:32 Non-standard protocol version 3.4, using 3.3 instead 05/06/12 20:07:32 Too many authentication failures - client rejected 05/06/12 20:07:32 Client 69.194.204.90 gone 05/06/12 20:07:32 Statistics: 05/06/12 20:07:32 framebuffer updates 0, rectangles 0, bytes 0 05/06/12 20:24:56 Got connection from client 79.161.16.40 05/06/12 20:24:56 Non-standard protocol version 3.4, using 3.3 instead 05/06/12 20:24:56 Too many authentication failures - client rejected 05/06/12 20:24:56 Client 79.161.16.40 gone 05/06/12 20:24:56 Statistics: 05/06/12 20:24:56 framebuffer updates 0, rectangles 0, bytes 0 05/06/12 20:29:27 Got connection from client 109.230.246.54 05/06/12 20:29:27 Non-standard protocol version 3.4, using 3.3 instead 05/06/12 20:29:28 rfbVncAuthProcessResponse: authentication failed from 109.230.246.54 05/06/12 20:29:28 Client 109.230.246.54 gone 05/06/12 20:29:28 Statistics: 05/06/12 20:29:28 framebuffer updates 0, rectangles 0, bytes 0

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  • Recognize objects in image

    - by DoomStone
    Hello I am in the process of doing a school project, where we have a robot driving on the ground in between Flamingo plates. We need to create an algorithm that can identify the locations of these plates, so we can create paths around them (We are using A Star for that). So far have we worked with AForged Library and we have created the following class, the only problem with this is that when it create the rectangles dose it not take in account that the plates are not always parallel with the camera border, and it that case will it just create a rectangle that cover the whole plate. So we need to some way find the rotation on the object, or another way to identify this. I have create an image that might help explain this Image the describe the problem: http://img683.imageshack.us/img683/9835/imagerectangle.png Any help on how I can do this would be greatly appreciated. Any other information or ideers are always welcome. public class PasteMap { private Bitmap image; private Bitmap processedImage; private Rectangle[] rectangels; public void initialize(Bitmap image) { this.image = image; } public void process() { processedImage = image; processedImage = applyFilters(processedImage); processedImage = filterWhite(processedImage); rectangels = extractRectangles(processedImage); //rectangels = filterRectangles(rectangels); processedImage = drawRectangelsToImage(processedImage, rectangels); } public Bitmap getProcessedImage { get { return processedImage; } } public Rectangle[] getRectangles { get { return rectangels; } } private Bitmap applyFilters(Bitmap image) { image = new ContrastCorrection(2).Apply(image); image = new GaussianBlur(10, 10).Apply(image); return image; } private Bitmap filterWhite(Bitmap image) { Bitmap test = new Bitmap(image.Width, image.Height); for (int width = 0; width < image.Width; width++) { for (int height = 0; height < image.Height; height++) { if (image.GetPixel(width, height).R > 200 && image.GetPixel(width, height).G > 200 && image.GetPixel(width, height).B > 200) { test.SetPixel(width, height, Color.White); } else test.SetPixel(width, height, Color.Black); } } return test; } private Rectangle[] extractRectangles(Bitmap image) { BlobCounter bc = new BlobCounter(); bc.FilterBlobs = true; bc.MinWidth = 5; bc.MinHeight = 5; // process binary image bc.ProcessImage( image ); Blob[] blobs = bc.GetObjects(image, false); // process blobs List<Rectangle> rects = new List<Rectangle>(); foreach (Blob blob in blobs) { if (blob.Area > 1000) { rects.Add(blob.Rectangle); } } return rects.ToArray(); } private Rectangle[] filterRectangles(Rectangle[] rects) { List<Rectangle> Rectangles = new List<Rectangle>(); foreach (Rectangle rect in rects) { if (rect.Width > 75 && rect.Height > 75) Rectangles.Add(rect); } return Rectangles.ToArray(); } private Bitmap drawRectangelsToImage(Bitmap image, Rectangle[] rects) { BitmapData data = image.LockBits(new Rectangle(0, 0, image.Width, image.Height), ImageLockMode.ReadWrite, PixelFormat.Format24bppRgb); foreach (Rectangle rect in rects) Drawing.FillRectangle(data, rect, Color.Red); image.UnlockBits(data); return image; } }

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  • 2D non-tile based map editor

    - by Jonesy
    I am currently developing a relatively simple 2D, topdown oriented adventure game for the iPhone and was wondering what would be the easiest way to create the maps for my game. I figured I would need some kind of visual editor that would give me immediate feedback and would allow me to place all objects in the world exactly where I want them. I could then load the saved representation of the world I create in the editor in my game. So, I am looking for a simple map editor that allows me to do this. All the objects in my game are simply textured rectangles build up from two triangles. All I need to be able to do is position different rectangles/objects in the map, and give them a texture. I am using texture atlases, so it would be useful to be able to assign portions of textures to the objects. I then need to be able to extract all the objects from the saved representation of my maps, together with the name/identifier of the texture(atlas) they use, and the area of the texture atlas. I have looked at some tile-based map editors like Tiled and Ogmo, but they don't seem to be able to do what I want. Any suggestions? EDIT: a more concrete example: something like the GameMaker level editor, but then with added export functionality in a handy format.

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  • 2D non-tile based map editor

    - by user5468
    I am currently developing a relatively simple 2D, topdown oriented adventure game for the iPhone and was wondering what would be the easiest way to create the maps for my game. I figured I would need some kind of visual editor that would give me immediate feedback and would allow me to place all objects in the world exactly where I want them. I could then load the saved representation of the world I create in the editor in my game. So, I am looking for a simple map editor that allows me to do this. All the objects in my game are simply textured rectangles build up from two triangles. All I need to be able to do is position different rectangles/objects in the map, and give them a texture. I am using texture atlases, so it would be useful to be able to assign portions of textures to the objects. I then need to be able to extract all the objects from the saved representation of my maps, together with the name/identifier of the texture(atlas) they use, and the area of the texture atlas. I have looked at some tile-based map editors like Tiled and Ogmo, but they don't seem to be able to do what I want. Any suggestions? EDIT: a more concrete example: something like the GameMaker level editor, but then with added export functionality in a handy format.

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  • Animation API vs frame animation

    - by Max
    I'm pretty far down the road in my game right now, closing in on the end. And I'm adding little tweaks here and there. I used custom frame animation of a single image with many versions of my sprite on it, and controlled which part of the image to show using rectangles. But I'm starting to think that maybe I should've used the Animation API that comes with android instead. Will this effect my performance in a negative way? Can I still use rectangles to draw my bitmap? Could I add effects from the Animation API to my current frame-controlled animation? like the fadeout-effect etc? this would mean I wont have to change my current code. I want some of my animations to fade out, and just noticed that using the Animation API makes things alot easier. But needless to say, I would prefer not having to change all my animation-code. I'm bad at explaining, so Ill show a bit of how I do my animation: private static final int BMP_ROWS = 1; //I use top-view so only need my sprite to have 1 direction private static final int BMP_COLUMNS = 3; public void update(GameControls controls) { if (sprite.isMoving) { currentFrame = ++currentFrame % BMP_COLUMNS; } else { this.setFrame(1); } } public void draw(Canvas canvas, int x, int y, float angle) { this.x=x; this.y=y; canvas.save(); canvas.rotate(angle , x + width / 2, y + height / 2); int srcX = currentFrame * width; int srcY = 0 * height; Rect src = new Rect(srcX, srcY, srcX + width, srcY + height); Rect dst = new Rect(x, y, x + width, y + height); canvas.drawBitmap(bitmap, src, dst, null); canvas.restore(); }

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  • Finding the shortest path between two points on a grid, using Haskell.

    - by esperantist
    This is a problem that I can easily enough solve in a non-functional manner. But solving it in Haskell is giving me big problems. Me being inexperienced when it comes to functional programming is surely a reason. The problem: I have a 2D field divided into rectangles of equal size. A simple grid. Some rectangles are empty space (and can be passed through) while others are impassable. Given a starting rectangle A and a destination rectangle B, how would I calculate the shortest path between the two? Movement is possible only vertically and horizontally, in steps a single rectangle large. How would I go about accomplishing this in Haskell? Code snippets certainly welcome, but also certainly not neccessary. And links to further resources also very welcome! Thanks!

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  • Attached Property Changed Event?

    - by Michael Menne
    Hello, ist there a way to get a change notification if an attached property changed? A simple example is a Canvas with a Rectangle in it. The position of the Rectange is set by using the DepenendyProperties Canvas.Top and Canvas.Left. I'm using an Adorner to move the Rectangle around by changing the Canvas.Top and Canvas.Left. <Canvas Width="500" Height="500" > <Rectangle Width="40" Height="40" Canvas.Left="10" Canvas.Top="20" /> </Canvas> The next step is to create an Arrow between two Rectangles. In order to keep track of the moving Rectangles the Arrow must get a change notification whenever the position of a Rectanglechanges. This would be easy if I could just get a changed notification when the Attached Property Canvas.Topchanges. Thanks for any help, Michael

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  • Removing the image from an IKImageView

    - by Brian Postow
    I have an IKImageView that is coming up effectively un-initialized. This is happening effectively in an error-state (The user is unregistered) so I haven't had a chance to put an image in it yet. In 10.6, this comes up fine, with a black rectangle. In 10.5, however, it comes up with garbage. some rectangles of noise, some rectangles of copies of the desktop, etc. I've tried setting the ZoomFactor to 0.0, I've tried setting the image to nil, but it appears that the problem is beyond that. any ideas? (My next kludge is going to be to ship tiny blank image with the app, and try to get it to load that... but that's kind of silly)

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  • HTML/JavaScript: mouseover effect for image maps?

    - by MVCDummy09
    I'm trying to help out a nonprofit by doing their website. They want (ugh) their logo to serve as an HTML image map. In other words, when you click on different parts of the logo, you're directed to different web pages. They also, however, want mouseover effects: when you mouseover a particular portion of the image map, that piece of the graphic should be highlighted. If the logo was simple, I would slice it up into rectangles and attach mouseover and click events to the appropriate rectangles. With the complexity of their logo, this is not possible, however. Has anyone done anything like this without Flash? I'm not a Flash developer but this is looking like a very difficult task in just HTML/JavaScript. Any ideas? Thanks!

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  • How to customize the ColorPicker class in Adobe flex3.0?

    - by Ankur Sharma
    i have to make the colorpiker tool of flex, to be a customized one, i beleive you have seen the color picker tool of flex, when you click on the colorpicker, a swatch panel gets open, right?? now in that swatch, there are three compoenents, one is thw colorbox(on top left), beside right to this is the text field holding the hex code of the color and below these two tools, is the colors present in the small rectangles, now my need is this, i want to add three more buttons on the top empty space after textfield, so that structure of the colors pciker looks like this colorbox | textfield | button1 | button2 | button3 color rectangles, showing all default colors i beleive u understood, what i meant here, so plzz help me out in making a custom colorpciker class, thanx Namaste

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  • onclickView not working...runuithread solution????

    - by nivedita
    hi..i m new to android....i m stuck at a point would really appreciate if ne1 cn help pls.. i m developing an pp which has grid of colored rectangles..made changing the background of textView..dere are 3 buttons which cause the backgroundcolor to change according to some algo..n 2 textview which show the current sts f game now the problem is i hv button example (one f the three buttons) which chnges example.setOnClickListener (new Button.OnClickListener() {public void onClick(View v) { status_val.setText("true board-example working"); level_1_true(); } } ); level_1_true();-sets background color f rectangles dis above code results in "activity not responding"..ie onclick listner does not change the view. someone suggested me runonuithread..but i cnt get how n what to do.. how do i change the d view of screen by clicking the button???

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  • Border in DrawRectangle

    - by undsoft
    Well, I'm coding the OnPaint event for my own control and it is very nescessary for me to make it pixel-accurate. I've got a little problem with borders of rectangles. See picture: These two rectangles were drawn with the same location and size parameters, but using different size of the pen. See what happend? When border became larger it has eaten the free space before the rectangle (on the left). I wonder if there is some kind of property which makes border be drawn inside of the rectangle, so that the distance to rectangle will always be the same. Thanks.

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  • Form graphics not set when form loads

    - by Jimmy
    My form has a group box which contains two overlapping rectangles. The form's other controls are two sets of four numeric up down controls to set the rectangles' colors. (nudF1,2,3 and 4 set the rectangle that's in front, and nudB1,2,3 and 4 set the rectangle that's behind.) Everything works fine, except that the rectangles do not display the colors set in the numeric up downs when the form first loads. The numeric up down controls' ChangeValue events all call the ShowColors() method. The form's Load event calls the csColorsForm_Load() method. Any suggestions? namespace csColors { public partial class csColorsForm : Form { public csColorsForm() { InitializeComponent(); } private void csColorsForm_Load(object sender, EventArgs e) { this.BackColor = System.Drawing.Color.DarkBlue; SetColors(sender, e); } private void SetColors(object sender, EventArgs e) { Control control = (Control)sender; String ctrlName = control.Name; Graphics objGraphics; Rectangle rect1, rect2; int colorBack, colorFore; objGraphics = this.grpColor.CreateGraphics(); // If calling control is not a forecolor control, paint backcolor rectangle if (ctrlName.Substring(0,4)!="nudF") { colorBack = int.Parse(SetColorsB("nudB"), NumberStyles.HexNumber); SolidBrush BrushB = new SolidBrush(Color.FromArgb(colorBack)); rect1 = new Rectangle(this.grpColor.Left, this.grpColor.Top, this.grpColor.Width, this.grpColor.Height); objGraphics.FillRectangle(BrushB, rect1); } // Always paint forecolor rectangle colorFore = int.Parse(SetColorsB("nudF"), NumberStyles.HexNumber); SolidBrush BrushF = new SolidBrush(Color.FromArgb(colorFore)); rect2 = new Rectangle(this.grpColor.Left, this.grpColor.Top, this.grpColor.Width, this.grpColor.Height); objGraphics.FillRectangle(BrushF, rect2); objGraphics.Dispose(); } private string SetColorsB(string nam) { string txt=""; for (int n = 1; n <= 4; ++n) { var ud = Controls[nam + n] as NumericUpDown; int hex = (int)ud.Value; txt += hex.ToString("X2"); } return txt; } private void btnClose_Click(object sender, EventArgs e) { this.Close(); } } }

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  • Python. Draw rectangle in basemap

    - by user2928318
    I need to add several rectangles in my basemap. I nee four rectangles with lat and log ranges as below. 1) llcrnrlon=-10, urcrnrlon=10, llcrnrlat=35,urcrnrlat=60 2) llcrnrlon=10.5, urcrnrlon=35, llcrnrlat=35,urcrnrlat=60 3) llcrnrlon=35.5, urcrnrlon=52, llcrnrlat=30,urcrnrlat=55 4) llcrnrlon=-20, urcrnrlon=35, llcrnrlat=20,urcrnrlat=34.5 My script is below. I found "polygon" packages to add lines but I do not exactly know how to do. Please help me!! Thanks a lot for your help in advance! from mpl_toolkits.basemap import Basemap m=basemaputpart.Basemap(llcrnrlon=-60, llcrnrlat=20, urcrnrlon=60, urcrnrlat=70, resolution='i', projection='cyl', lon_0=0, lat_0=45) lon1=np.array([[-180.+j*0.5 for j in range(721)] for i in range(181)]) lat1=np.array([[i*0.5 for j in range(721)] for i in range(181) ]) Nx1,Ny1=m(lon1,lat1,inverse=False) toplot=data[:,:] toplot[data==0]=np.nan toplot=np.ma.masked_invalid(toplot) plt.pcolor(Nx1,Ny1,np.log(toplot),vmin=0, vmax=5) cbar=plt.colorbar() m.drawcoastlines(zorder=2) m.drawcountries(zorder=2) plt.show()

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  • Creating a Dynamic calendar in Silverlight

    - by Tom
    I am attempting to create a long range calendar that dynamically loads (and unloads) event data as the user scrolls left or right through time. I'm really struggling to figure out how to lay the basic framework of the UI out and how to dynamically build the interface as the user scrolls by clicking and dragging the mouse in the view area. See the image below for a basic diagram of the intent. Each slice would have potentially multiple rectangles in it for events that occurred on that day (slice). I would like each slice to be a canvas to allow me to position those rectangles appropriately. There are a few problems that I am not yet sure how to tackle but this is the first big one that I've been mulling over for a while and can't quite wrap my head around: I know how to dynamically create controls but how would I go about adding things to one end of the scrollable content while removing things from the other depending on the way the user is scrolling? Any guidance in the right direction would be much appreciated! Thanks.

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  • Custom marker changed to a black rectangle after clicking the marker few times on Google Map v2

    - by RajeevSahu
    Hi, How to avoid displaying black rectangles over the Custom marker. Actually Custom markers changed to a black image rectangle after clicking the marker few times on Google Map. I am using API V2. I am using Nokia N97 to display my google map with Custom markers. I am not sure, but I guess because of wi-fi connectivity, some times the connection lost, so at that moment when I click the Markers, they turned to black image rectangles. Any idea, how to avoid this thing. Thanks...

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  • PDF reader to capture regions

    - by Amitesh
    I need to build an application which can render a pdf document. The application should allow the user to draw rectangles on the pdf to define regions such as Address region, Invoice Number region and so on. The application will need to capture these regions and save them. I already have an application in which I can pass these region information with the pdf and it will get me the text back. My only problem at the moment is that I cannot get the region information from the user. So can anybody please point me to any application which can do the above (allow the user to draw rectangles to capture the regions).

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  • XNA 2D line-of-sight check

    - by bionicOnion
    I'm working on a top-down shooter in XNA, and I need to implement line-of-sight checking. I've come up with a solution that seems to work, but I get the nagging feeling that it won't be efficient enough to do every frame for multiple calls (the game already hiccups slightly at about 10 calls per frame). The code is below, but my general plan was to create a series of rectangles with a width and height of zero to act as points along the sight line, and then check to see if any of these rectangles intersects a ClutterObject (an interface I defined for things like walls or other obstacles) after first screening for any that can't possibly be in the line of sight (i.e. behind the viewer) or are too far away (a concession I made for efficiency). public static bool LOSCheck(Vector2 pos1, Vector2 pos2) { Vector2 currentPos = pos1; Vector2 perMove = (pos2 - pos1); perMove.Normalize(); HashSet<ClutterObject> clutter = new HashSet<ClutterObject>(); foreach (Room r in map.GetRooms()) { if (r != null) { foreach (ClutterObject c in r.GetClutter()) { if (c != null &&!(c.GetRectangle().X * perMove.X < 0) && !(c.GetRectangle().Y * perMove.Y < 0)) { Vector2 cVector = new Vector2(c.GetRectangle().X, c.GetRectangle().Y); if ((cVector - pos1).Length() < 1500) clutter.Add(c); } } } } while (currentPos != pos2 && ((currentPos - pos1).Length() < 1500)) { Rectangle position = new Rectangle((int)currentPos.X, (int)currentPos.Y, 0, 0); foreach (ClutterObject c in clutter) { if (position.Intersects(c.GetRectangle())) return false; } currentPos += perMove; } return true; } I'm sure that there's a better way to do this (or at least a way to make this method more efficient), but I'm not too used to XNA yet, so I figured it couldn't hurt to bring it here. At the very least, is there an efficient to determine which objects may be in front of the viewer with greater precision than the rather broad 90 degree window I've given myself?

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  • Warp GameObject Size When Entering/Leaving Area

    - by Julian
    Below I have an image describing the desired functionality I am going for. Let's say you control a square and when you move this square into a given area, any part of your rigidbody/model inside of the area will be magnified upon entering and shrunk upon leaving. So now you more or less are made up of two rectangles, one small and one large. What would be an elegant approach towards achieving this effect?

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