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Search found 108 results on 5 pages for 'setstyle'.

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  • Overlay only draws between first 2 points in Android

    - by LordSnoutimus
    Hi, I am experiencing an unusual error using ItemizedOverlay in Android. I am creating a GPS tracking device that plots a route between waypoints stored in a database. When I provide the first two sets of longitude and latitude points through the emulator in Eclipse, it draws a red line just how I want it, but if I send another GPS point, it animates to the point, but does not draw a line from the last point. public class MyOverlay extends ItemizedOverlay { // private Projection projection; private Paint linePaint; private Vector points; public MyOverlay(Drawable defaultMarker) { super(defaultMarker); points = new Vector<GeoPoint>(); //set colour, stroke width etc. linePaint = new Paint(); linePaint.setARGB(255, 255, 0, 0); linePaint.setStrokeWidth(3); linePaint.setDither(true); linePaint.setStyle(Style.FILL); linePaint.setAntiAlias(true); linePaint.setStrokeJoin(Paint.Join.ROUND); linePaint.setStrokeCap(Paint.Cap.ROUND); } public void addPoint(GeoPoint point) { points.addElement(point); } public void draw(Canvas canvas, MapView view, boolean shadow) { int size = points.size(); Point lastPoint = new Point(); if(size == 0) return; view.getProjection().toPixels(points.get(0), lastPoint); Point point = new Point(); for(int i = 1; i<size; i++){ view.getProjection().toPixels(points.get(i), point); canvas.drawLine(lastPoint.x, lastPoint.y, point.x, point.y, linePaint); lastPoint = point; } } @Override protected OverlayItem createItem(int arg0) { // TODO Auto-generated method stub return null; } @Override public int size() { // TODO Auto-generated method stub return 0; } }

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  • How to update QStandartItemModel without freezing the main UI

    - by user1044002
    I'm starting to learn PyQt4 and have been stuck on something for a long time now and can't figure it out myself: Here is the concept: There is a TreeView with custom QStandartItemModel, which gets rebuild every couple of seconds, and can have a lot (hundreds at least) of entries, there also will be additional delegates for the different columns etc. It's fairly complex and the building time for even plain model, without delegates, goes up to .3 sec, which makes the TreeView to freeze. Please advice me for the best approach on solving this. I was thing of somehow building the model in different thread, and eventually sending it to the TreeView, where it would just perform setModel() with the new one, but couldn't make that work. here is some code that may illustrate the problem a bit: from PyQt4.QtCore import * from PyQt4.QtGui import * import sys, os, re, time app = QApplication(sys.argv) REFRESH = 1 class Reloader_Thread(QThread): def __init__(self, parent = None): QThread.__init__(self, parent) self.loaders = ['\\', '--', '|', '/', '--'] self.emit(SIGNAL('refresh')) def run(self): format = '|%d/%b/%Y %H:%M:%S| ' while True: self.emit(SIGNAL('refresh')) self.sleep(REFRESH) class Model(QStandardItemModel): def __init__(self, viewer=None): QStandardItemModel.__init__(self,None) self.build() def build(self): stTime = time.clock() newRows = [] for r in range(1000): row = [] for c in range(12): item = QStandardItem('%s %02d%02d' % (time.strftime('%H"%M\'%S'), r,c)) row.append(item) newRows.append(row) eTime = time.clock() - stTime outStr = 'Build %03f' % eTime format = '|%d/%b/%Y %H:%M:%S| ' stTime = time.clock() self.beginRemoveRows(QModelIndex(), 0, self.rowCount()) self.removeRows(0, self.rowCount()) self.endRemoveRows() eTime = time.clock() - stTime outStr += ', Remove %03f' % eTime stTime = time.clock() numNew = len(newRows) for r in range(numNew): self.appendRow(newRows[r]) eTime = time.clock() - stTime outStr += ', Set %03f' % eTime self.emit(SIGNAL('status'), outStr) self.reset() w = QWidget() w.setGeometry(200,200,800,600) hb = QVBoxLayout(w) tv = QTreeView() tvm = Model(tv) tv.setModel(tvm) sb = QStatusBar() reloader = Reloader_Thread() tvm.connect(tvm, SIGNAL('status'), sb.showMessage) reloader.connect(reloader, SIGNAL('refresh'), tvm.build) reloader.start() hb.addWidget(tv) hb.addWidget(sb) w.show() app.setStyle('plastique') app.processEvents(QEventLoop.AllEvents) app.aboutToQuit.connect(reloader.quit) app.exec_()

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  • Javascript conversion, from Prototype to jQuery

    - by moshimoshi
    Hi, I would like to update the following javascript code based on Prototype framework to jQuery framework: Event.observe(window, 'load', function() { $$('.piece').each(function(item) { new Draggable(item, { revert: true } ); }); $$('.cell').each(function(item) { Droppables.add(item, { accept: 'piece', onDrop: function(piece, cell) { cell.descendants().each(function(item) { item.remove(); } ); piece.remove(); piece.setStyle({ 'top': null, 'left': null }); new Draggable(piece, { revert: true }); cell.appendChild(piece); } }); }); }); The first part of the script is easy to convert: $(function() { $('.piece').draggable( { evert: true } ); $('.cell').droppable( { /* But here, it's more difficult. Right? ;) ... */ } }); }); Have you got an idea? Any part of code is welcome. Thanks a lot.

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  • How to draw some lines in a view element defined in the xml layout

    - by Nils
    Hello, I have problems drawing some simple lines in a view object (Android programming). First I created the layout with the view element(kind of painting area) in it (XML file). [...] < View android:id="@+id/viewmap" android:layout_width="572px" android:layout_height="359px" android:layout_x="26px" android:layout_y="27px" [...] ... and tried then to access it to draw some lines. Unfortunately the program is running and other UI elements like buttons are displayed, but I can't see the drawings. What's wrong ? [...] viewmap = (View) findViewById(R.id.viewmap); Canvas canvas = new Canvas(); viewmap.draw(canvas); Paint p = new Paint(); p.setColor(Color.BLUE); p.setStyle(Paint.Style.STROKE); canvas.drawColor(Color.WHITE); p.setColor(Color.BLUE); canvas.drawLine(4, 4, 29, 5, p); p.setColor(Color.RED); viewmap.draw(canvas); [...] Thanks for help :) !

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  • Extended SurfaceView onDraw never called

    - by Gab Royer
    Hi, I'm trying to modify the SurfaceView I use for doing a camera preview in order to display an overlaying square. However, the onDraw method of the extended SurfaceView is never called. Here is the source : public class CameraPreviewView extends SurfaceView { protected final Paint rectanglePaint = new Paint(); public CameraPreviewView(Context context, AttributeSet attrs) { super(context, attrs); rectanglePaint.setARGB(255, 200, 0, 0); rectanglePaint.setStyle(Paint.Style.FILL); rectanglePaint.setStrokeWidth(2); } @Override protected void onDraw(Canvas canvas){ canvas.drawRect(new Rect(10,10,200,200), rectanglePaint); Log.w(this.getClass().getName(), "On Draw Called"); } } public class CameraPreview extends Activity implements SurfaceHolder.Callback{ private SurfaceHolder holder; private Camera camera; @Override protected void onCreate(Bundle savedInstanceState){ super.onCreate(savedInstanceState); // We remove the status bar, title bar and make the application fullscreen requestWindowFeature(Window.FEATURE_NO_TITLE); getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN, WindowManager.LayoutParams.FLAG_FULLSCREEN); // We set the content view to be the layout we made setContentView(R.layout.camera_preview); // We register the activity to handle the callbacks of the SurfaceView CameraPreviewView surfaceView = (CameraPreviewView) findViewById(R.id.camera_surface); holder = surfaceView.getHolder(); holder.addCallback(this); holder.setType(SurfaceHolder.SURFACE_TYPE_PUSH_BUFFERS); } public void surfaceChanged(SurfaceHolder holder, int format, int width, int height) { Camera.Parameters params = camera.getParameters(); params.setPreviewSize(width, height); camera.setParameters(params); try { camera.setPreviewDisplay(holder); } catch (IOException e) { e.printStackTrace(); } camera.startPreview(); } public void surfaceCreated(SurfaceHolder holder) { camera = Camera.open(); } public void surfaceDestroyed(SurfaceHolder holder) { camera.stopPreview(); camera.release(); } }

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  • Android map overly transparency has unwanted gradient

    - by DavidP2190
    I'm a making my first android app and for part of it I need some shaded areas over a mapview. I've got this working so far but the when I set the alpha of the fill colour, it goes strange. I'm not allowed to post images yet, but you can see what happens here: http://i.imgur.com/leXmc.png I'm not sure what causes it, but here is some code from where it gets drawn. public boolean draw(Canvas canvas, MapView mapView, boolean shadow, long when) { Paint paint = new Paint(); paint.setStrokeWidth(2); paint.setColor(android.graphics.Color.GREEN); paint.setStyle(Paint.Style.FILL_AND_STROKE); paint.setAlpha(25); screenPoints = new Point[10]; Path path = new Path(); for (int x = 0; x<greenZone.length; x++){ screenPoints[x] = new Point(); mapView.getProjection().toPixels(greenZone[x], screenPoints[x]); } path.moveTo(screenPoints[0].x, screenPoints[0].y); for (int x = 1; x < screenPoints.length-1; x++){ paint.setAlpha(25); if (x<9){ path.lineTo(screenPoints[x].x, screenPoints[x].y); canvas.drawPath(path, paint); } else{ path.moveTo(screenPoints[screenPoints.length-1].x, screenPoints[screenPoints.length-1].y); path.lineTo(screenPoints[0].x, screenPoints[0].y); canvas.drawPath(path, paint); } } return true; } Thanks.

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  • JavaFX 2.0 - How to change legend color of a LineChart dynamically?

    - by marie
    I am trying to style my JavaFX linechart but I have some trouble with the legend. I know how to change the legend color of a line chart in the css file: .default-color0.chart-series-line { -fx-stroke: #FF0000, white; } .default-color1.chart-series-line { -fx-stroke: #00FF00, white; } .default-color2.chart-series-line { -fx-stroke: #0000FF, white; } .default-color0.chart-line-symbol { -fx-background-color: #FF0000, white; } .default-color1.chart-line-symbol { -fx-background-color: #00FF00, white; } .default-color2.chart-line-symbol { -fx-background-color: #0000FF, white; } But this is not enough for my purposes. I have three or more colored toggle buttons and a series of data for every button. The data should be displayed in the same color the button has after I have selected the button. This should be possible with a multiselection of the buttons, so that more than one series of data can be displayed simultaneously. For the chart lines I have managed it by changing the style after I clicked the button: .. dataList.add(series); .. series.getNode().setStyle("-fx-stroke: rgba(" + rgba + ")"); If I deselect the button I remove the data from the list. dataList.remove(series); That is working fine for the strokes, but how can I do the same for the legend? You can see an example below. First I clicked the red button, thus the stroke and the legend is red (default-color0). After that I clicked the blue button. Here you can see the problem. The stroke is blue but the legend is green, because default color1 is used and I do not know how to change the legend color.

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  • Android map performance with > 800 overlays of KML data

    - by span
    I have some a shape file which I have converted to a KML file that I wish to read coordinates from and then draw paths between the coordinates on a MapView. With the help of this great post: How to draw a path on a map using kml file? I have been able to read the the KML into an ArrayList of "Placemarks". This great blog post then showed how to take a list of GeoPoints and draw a path: http://djsolid.net/blog/android---draw-a-path-array-of-points-in-mapview The example in the above post only draws one path between some points however and since I have many more paths than that I am running into some performance problems. I'm currently adding a new RouteOverlay for each of the separate paths. This results in me having over 800 overlays when they have all been added. This has a performance hit and I would love some input on what I can do to improve it. Here are some options I have considered: Try to add all the points to a List which then can be passed into a class that will extend Overlay. In that new class perhaps it would be possible to add and draw the paths in a single Overlay layer? I'm not sure on how to implement this though since the paths are not always intersecting and they have different start and end points. At the moment I'm adding each path which has several points to it's own list and then I add that to an Overlay. That results in over 700 overlays... Simplify the KML or SHP. Instead of having over 700 different paths, perhaps there is someway to merge them into perhaps 100 paths or less? Since alot of paths are intersected at some point it should be possible to modify the original SHP file so that it merges all intersections. Since I have never worked with these kinds of files before I have not been able to find a way to do this in GQIS. If someone knows how to do this I would love for some input on that. Here is a link to the group of shape files if you are interested: http://danielkvist.net/cprg_bef_cbana_polyline.shp http://danielkvist.net/cprg_bef_cbana_polyline.shx http://danielkvist.net/cprg_bef_cbana_polyline.dbf http://danielkvist.net/cprg_bef_cbana_polyline.prj Anyway, here is the code I'm using to add the Overlays. Many thanks in advance. RoutePathOverlay.java package net.danielkvist; import java.util.List; import android.graphics.Canvas; import android.graphics.Color; import android.graphics.Paint; import android.graphics.Path; import android.graphics.Point; import android.graphics.RectF; import com.google.android.maps.GeoPoint; import com.google.android.maps.MapView; import com.google.android.maps.Overlay; import com.google.android.maps.Projection; public class RoutePathOverlay extends Overlay { private int _pathColor; private final List<GeoPoint> _points; private boolean _drawStartEnd; public RoutePathOverlay(List<GeoPoint> points) { this(points, Color.RED, false); } public RoutePathOverlay(List<GeoPoint> points, int pathColor, boolean drawStartEnd) { _points = points; _pathColor = pathColor; _drawStartEnd = drawStartEnd; } private void drawOval(Canvas canvas, Paint paint, Point point) { Paint ovalPaint = new Paint(paint); ovalPaint.setStyle(Paint.Style.FILL_AND_STROKE); ovalPaint.setStrokeWidth(2); int _radius = 6; RectF oval = new RectF(point.x - _radius, point.y - _radius, point.x + _radius, point.y + _radius); canvas.drawOval(oval, ovalPaint); } public boolean draw(Canvas canvas, MapView mapView, boolean shadow, long when) { Projection projection = mapView.getProjection(); if (shadow == false && _points != null) { Point startPoint = null, endPoint = null; Path path = new Path(); // We are creating the path for (int i = 0; i < _points.size(); i++) { GeoPoint gPointA = _points.get(i); Point pointA = new Point(); projection.toPixels(gPointA, pointA); if (i == 0) { // This is the start point startPoint = pointA; path.moveTo(pointA.x, pointA.y); } else { if (i == _points.size() - 1)// This is the end point endPoint = pointA; path.lineTo(pointA.x, pointA.y); } } Paint paint = new Paint(); paint.setAntiAlias(true); paint.setColor(_pathColor); paint.setStyle(Paint.Style.STROKE); paint.setStrokeWidth(3); paint.setAlpha(90); if (getDrawStartEnd()) { if (startPoint != null) { drawOval(canvas, paint, startPoint); } if (endPoint != null) { drawOval(canvas, paint, endPoint); } } if (!path.isEmpty()) canvas.drawPath(path, paint); } return super.draw(canvas, mapView, shadow, when); } public boolean getDrawStartEnd() { return _drawStartEnd; } public void setDrawStartEnd(boolean markStartEnd) { _drawStartEnd = markStartEnd; } } MyMapActivity package net.danielkvist; import java.util.ArrayList; import java.util.Collection; import java.util.Iterator; import android.graphics.Color; import android.os.Bundle; import android.util.Log; import com.google.android.maps.GeoPoint; import com.google.android.maps.MapActivity; import com.google.android.maps.MapView; public class MyMapActivity extends MapActivity { /** Called when the activity is first created. */ @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.main); MapView mapView = (MapView) findViewById(R.id.mapview); mapView.setBuiltInZoomControls(true); String url = "http://danielkvist.net/cprg_bef_cbana_polyline_simp1600.kml"; NavigationDataSet set = MapService.getNavigationDataSet(url); drawPath(set, Color.parseColor("#6C8715"), mapView); } /** * Does the actual drawing of the route, based on the geo points provided in * the nav set * * @param navSet * Navigation set bean that holds the route information, incl. * geo pos * @param color * Color in which to draw the lines * @param mMapView01 * Map view to draw onto */ public void drawPath(NavigationDataSet navSet, int color, MapView mMapView01) { ArrayList<GeoPoint> geoPoints = new ArrayList<GeoPoint>(); Collection overlaysToAddAgain = new ArrayList(); for (Iterator iter = mMapView01.getOverlays().iterator(); iter.hasNext();) { Object o = iter.next(); Log.d(BikeApp.APP, "overlay type: " + o.getClass().getName()); if (!RouteOverlay.class.getName().equals(o.getClass().getName())) { overlaysToAddAgain.add(o); } } mMapView01.getOverlays().clear(); mMapView01.getOverlays().addAll(overlaysToAddAgain); int totalNumberOfOverlaysAdded = 0; for(Placemark placemark : navSet.getPlacemarks()) { String path = placemark.getCoordinates(); if (path != null && path.trim().length() > 0) { String[] pairs = path.trim().split(" "); String[] lngLat = pairs[0].split(","); // lngLat[0]=longitude // lngLat[1]=latitude // lngLat[2]=height try { if(lngLat.length > 1 && !lngLat[0].equals("") && !lngLat[1].equals("")) { GeoPoint startGP = new GeoPoint( (int) (Double.parseDouble(lngLat[1]) * 1E6), (int) (Double.parseDouble(lngLat[0]) * 1E6)); GeoPoint gp1; GeoPoint gp2 = startGP; geoPoints = new ArrayList<GeoPoint>(); geoPoints.add(startGP); for (int i = 1; i < pairs.length; i++) { lngLat = pairs[i].split(","); gp1 = gp2; if (lngLat.length >= 2 && gp1.getLatitudeE6() > 0 && gp1.getLongitudeE6() > 0 && gp2.getLatitudeE6() > 0 && gp2.getLongitudeE6() > 0) { // for GeoPoint, first:latitude, second:longitude gp2 = new GeoPoint( (int) (Double.parseDouble(lngLat[1]) * 1E6), (int) (Double.parseDouble(lngLat[0]) * 1E6)); if (gp2.getLatitudeE6() != 22200000) { geoPoints.add(gp2); } } } totalNumberOfOverlaysAdded++; mMapView01.getOverlays().add(new RoutePathOverlay(geoPoints)); } } catch (NumberFormatException e) { Log.e(BikeApp.APP, "Cannot draw route.", e); } } } Log.d(BikeApp.APP, "Total overlays: " + totalNumberOfOverlaysAdded); mMapView01.setEnabled(true); } @Override protected boolean isRouteDisplayed() { // TODO Auto-generated method stub return false; } } Edit: There are of course some more files I'm using but that I have not posted. You can download the complete Eclipse project here: http://danielkvist.net/se.zip

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  • Center text inside a circle on a canvas

    - by jax
    I have the coordinates of the center of a circle where I need to draw some text. The circle may be larger or smaller depending on the attributes I have specified. I have set the center horizontally using mTextBrush.setTextAlign(Align.CENTER);. The problem is that I can't figure out a way to center the text vertically. (See "Draw the counter" below) //Text Brush setup mTextBrush = new Paint(Paint.ANTI_ALIAS_FLAG); mTextBrush.setColor(Color.BLACK); mTextBrush.setTextSize(1/10*mMaxSize); mTextBrush.setTextAlign(Align.CENTER); mTextBrush.setStyle(Paint.Style.STROKE); private void drawSmallTimer(Canvas canvas) { //Variable cache int radiusLocalCache = this.mRadius; int cx = radiusLocalCache+(radiusLocalCache/2); int cy = radiusLocalCache-(radiusLocalCache/2); int radius = radiusLocalCache/3; //Draw the background circle canvas.drawCircle(cx, cy, radius, mBackgroundBrush); //Draw the outline stroke canvas.drawCircle(cx, cy, radius, mStrokeBrush); //Draw the counter String text = String.valueOf(mCounter); canvas.drawText(text, cx, cy, mTextBrush); }

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  • How do I change the application background color at run-time in a Flex 3.5 application?

    - by Adam Tuttle
    I have a Flex 3.5 application that will serve multiple purposes, and as part of the visual changes that I'd like to make to indicate which mode the application is in, I want to change its background color. Currently, the application tag looks like this: <mx:Application xmlns:mx="http://www.adobe.com/2006/mxml" xmlns:com="ventures.view.component.*" xmlns:views="ventures.view.*" layout="absolute" preinitialize="onPreInitialize()" creationComplete="onCreationComplete()" applicationComplete="onApplicationComplete()" click="onClick(event)" enabled="{(!chainController.generalLocked)}" backgroundGradientColors="[0xFFFFFF, 0xFFFFFF]" > I've tried using a binding, for both the backgroundColor and backgroundGradientColors attributes: <mx:Application xmlns:mx="http://www.adobe.com/2006/mxml" ... backgroundColor="{app_background_color}" > —and— <mx:Application xmlns:mx="http://www.adobe.com/2006/mxml" ... backgroundGradientColors="{app_background_color}" > but for the former binding is not allowed, and for the latter there is a warning that: Data binding will not be able to detect assignments to "app_background_color". I also ran across this page which seems to indicate that I could do it with the setStyle() method, but the documentation seems to indicate that this method is only available for components, not the main canvas. I suppose I could wrap everything in a <mx:Canvas></mx:Canvas> specificially for this purpose, but that seems wasteful—like Div-itis in HTML or something. What's the best way to change the main application background color at run-time?

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  • moving image to bounce or rotate in a circle

    - by BlueMonster
    I found this small application that i've been playing around with for the past little while. I was wondering, if i wanted to simply rotate the image in a circle? or make the entire image just bounce up and down, how would i modify this program to do so? Everything i've tried will just stretch the image - even if i do get it to move to the left or to the right. Any ideas on what i can do? Code is below public partial class Form1 : Form { private int width = 15; private int height = 15; Image pic = Image.FromFile("402.png"); private Button abort = new Button(); Thread t; public Form1() { abort.Text = "Abort"; abort.Location = new Point(190, 230); abort.Click += new EventHandler(Abort_Click); Controls.Add(abort); SetStyle(ControlStyles.DoubleBuffer| ControlStyles.AllPaintingInWmPaint| ControlStyles.UserPaint, true); t = new Thread(new ThreadStart(Run)); t.Start(); } protected void Abort_Click(object sender, EventArgs e) { t.Abort(); } protected override void OnPaint( PaintEventArgs e ) { Graphics g = e.Graphics; g.DrawImage(pic, 10, 10, width, height); base.OnPaint(e); } public void Run() { while (true) { for(int i = 0; i < 200; i++) { width += 5; Invalidate(); Thread.Sleep(30); } } } }

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  • Android Canvas.drawString display problem

    - by Arkaha
    Hello everyone! I encounter this problem when displaying text on SurfaceView, some chars can climb up on others, code is here: private static void fakeDraw(Canvas c) { Paint mPaint = new Paint(); int color = 0xff000000; mPaint.setColor(color); mPaint.setStrokeWidth(2); mPaint.setStyle(Style.FILL); mPaint.setAntiAlias(true); FontMetricsInt fm = mPaint.getFontMetricsInt(); int fh = Math.abs(fm.top); int left = 0; int top = 100; Rect smallClip = new Rect(left, top-fh, left + 200, top + 30); Rect bigClip = new Rect(0, 0, getW(), getH()); c.drawRect(bigClip, mPaint); String text1 = "Evi"; String text2 = ">>"; String text3 = "Tom"; color = 0xff303030; mPaint.setColor(color); c.drawRect(smallClip, mPaint); color = 0xffffffff; mPaint.setColor(color); c.drawText(text1, left, top, mPaint); Rect bounds = new Rect(); mPaint.getTextBounds(text1, 0, text1.length(), bounds); left += bounds.width(); c.drawText(text2, left, top, mPaint); left -= bounds.width(); top += 12; c.drawText(text3, left, top, mPaint); mPaint.getTextBounds(text3, 0, text3.length(), bounds); left += bounds.width(); c.drawText(text2, left, top, mPaint); } In the case of a second text Tom all displayed correctly, but the first text Evi not. The problem is that the chars draws in Evi draw space(last char "i")!! It is possible to see if you zoom the picture, what am I doing wrong and how to fix this? screen shot can be found here:

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  • detect face from image and crop face from that photo

    - by Siddhpura Amit
    I have done coding in that i am successfully getting face with rectangle drawing now i want to crop that rectangle area. if there are many rectangle( mean many faces) than user can select one of the face or rectangle and that rectangle areal should be cropped can any body help me... Below is my code class AndroidFaceDetector extends Activity { public String path; @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); Bundle bundle = this.getIntent().getExtras(); path = bundle.getString("mypath"); setContentView(new myView(this)); } class myView extends View { private int imageWidth, imageHeight; private int numberOfFace = 5; private FaceDetector myFaceDetect; private FaceDetector.Face[] myFace; float myEyesDistance; int numberOfFaceDetected; Bitmap myBitmap; public myView(Context context) { super(context); System.out.println("CONSTRUCTOR"); System.out.println("path = "+path); if (path != null) { BitmapFactory.Options BitmapFactoryOptionsbfo = new BitmapFactory.Options(); BitmapFactoryOptionsbfo.inPreferredConfig = Bitmap.Config.RGB_565; myBitmap = BitmapFactory.decodeFile(path, BitmapFactoryOptionsbfo); imageWidth = myBitmap.getWidth(); imageHeight = myBitmap.getHeight(); myFace = new FaceDetector.Face[numberOfFace]; myFaceDetect = new FaceDetector(imageWidth, imageHeight, numberOfFace); numberOfFaceDetected = myFaceDetect.findFaces(myBitmap, myFace); } else { Toast.makeText(AndroidFaceDetector.this, "Please Try again", Toast.LENGTH_SHORT).show(); } } @Override protected void onDraw(Canvas canvas) { System.out.println("ON DRAW IS CALLED"); if (myBitmap != null) { canvas.drawBitmap(myBitmap, 0, 0, null); Paint myPaint = new Paint(); myPaint.setColor(Color.GREEN); myPaint.setStyle(Paint.Style.STROKE); myPaint.setStrokeWidth(3); for (int i = 0; i < numberOfFaceDetected; i++) { Face face = myFace[i]; PointF myMidPoint = new PointF(); face.getMidPoint(myMidPoint); myEyesDistance = face.eyesDistance(); canvas.drawRect((int) (myMidPoint.x - myEyesDistance), (int) (myMidPoint.y - myEyesDistance), (int) (myMidPoint.x + myEyesDistance), (int) (myMidPoint.y + myEyesDistance), myPaint); } } } } }

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  • Panning weirdness on an UserControl

    - by Matías
    Hello, I'm trying to build my own "PictureBox like" control adding some functionalities. For example, I want to be able to pan over a big image by simply clicking and dragging with the mouse. The problem seems to be on my OnMouseMove method. If I use the following code I get the drag speed and precision I want, but of course, when I release the mouse button and try to drag again the image is restored to its original position. using System.Drawing; using System.Windows.Forms; namespace Testing { public partial class ScrollablePictureBox : UserControl { private Image image; private bool centerImage; public Image Image { get { return image; } set { image = value; Invalidate(); } } public bool CenterImage { get { return centerImage; } set { centerImage = value; Invalidate(); } } public ScrollablePictureBox() { InitializeComponent(); SetStyle(ControlStyles.AllPaintingInWmPaint | ControlStyles.OptimizedDoubleBuffer, true); Image = null; AutoScroll = true; AutoScrollMinSize = new Size(0, 0); } private Point clickPosition; private Point scrollPosition; protected override void OnMouseDown(MouseEventArgs e) { base.OnMouseDown(e); clickPosition.X = e.X; clickPosition.Y = e.Y; } protected override void OnMouseMove(MouseEventArgs e) { base.OnMouseMove(e); if (e.Button == MouseButtons.Left) { scrollPosition.X = clickPosition.X - e.X; scrollPosition.Y = clickPosition.Y - e.Y; AutoScrollPosition = scrollPosition; } } protected override void OnPaint(PaintEventArgs e) { base.OnPaint(e); e.Graphics.FillRectangle(new Pen(BackColor).Brush, 0, 0, e.ClipRectangle.Width, e.ClipRectangle.Height); if (Image == null) return; int centeredX = AutoScrollPosition.X; int centeredY = AutoScrollPosition.Y; if (CenterImage) { //Something not relevant } AutoScrollMinSize = new Size(Image.Width, Image.Height); e.Graphics.DrawImage(Image, new RectangleF(centeredX, centeredY, Image.Width, Image.Height)); } } } But if I modify my OnMouseMove method to look like this: protected override void OnMouseMove(MouseEventArgs e) { base.OnMouseMove(e); if (e.Button == MouseButtons.Left) { scrollPosition.X += clickPosition.X - e.X; scrollPosition.Y += clickPosition.Y - e.Y; AutoScrollPosition = scrollPosition; } } ... you will see that the dragging is not smooth as before, and sometimes behaves weird (like with lag or something). What am I doing wrong? I've also tried removing all "base" calls on a desperate movement to solve this issue, haha, but again, it didn't work. Thanks for your time.

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  • YUI Calendar: Skinning and CSS

    - by dound
    I'm using YUI 2's calendar in YUI 3. I want to make a few minor changes to the default sam skin. What is the best way to do that? Also, how does it load Sam's skin CSS? I didn't manually include it (though it seems like I should so the user can download it in the one request I make to the combo loader for css?). This is how I'm loading the CSS and JS now: <head> ... <link rel="stylesheet" type="text/css" href="http://yui.yahooapis.com/combo?3.1.0/build/cssreset/reset.css&amp;3.1.0/build/cssfonts/fonts.css&amp;3.1.0/build/cssbase/base.css"/> ... </head> ... <!--and at the end of the body tag:--> <script type="text/javascript" src="http://yui.yahooapis.com/combo?3.1.1/build/yui/yui-min.js&amp;3.1.1/build/oop/oop-min.js&amp;3.1.1/build/event-custom/event-custom-base-min.js&amp;3.1.1/build/event/event-base-min.js&amp;3.1.1/build/json/json-parse-min.js&amp;3.1.1/build/querystring/querystring-stringify-simple-min.js&amp;3.1.1/build/io/io-base-min.js&amp;3.1.1/build/dom/dom-base-min.js&amp;3.1.1/build/dom/selector-native-min.js&amp;3.1.1/build/dom/selector-css2-min.js&amp;3.1.1/build/node/node-base-min.js&amp;3.1.1/build/node/node-style-min.js&amp;3.1.1/build/stylesheet/stylesheet-min.js&amp;2in3.1/2.8.0/build/yui2-calendar/yui2-calendar-min.js&amp;2in3.1/2.8.0/build/yui2-yahoo/yui2-yahoo-min.js&amp;2in3.1/2.8.0/build/yui2-dom/yui2-dom-min.js&amp;2in3.1/2.8.0/build/yui2-event/yui2-event-min.js"></script> <script type="text/javascript">//<![CDATA[ YUI().use('yui2-calendar', function(Y) { var YAHOO = Y.YUI2; var cal = new YAHOO.widget.Calendar("cal",{navigator:true,mindate:'1/1/2000'); cal.render(); // ... The main problem I'm having is that it seems to dynamically load the Sam's skin, so any CSS I specify in my stylesheet or in the <head> section seem to be overridden. I can modify the style by getting the nodes and using YUI's Node.setStyle() method, but this doesn't seem like the best way to do things. Note: The script does include more than I need for just YUI 2's calendar, but that's because I use YUI 3 for other things irrelevant to this question.

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  • Possible to do rounded corners in custom Progressbar progressDrawable?

    - by b-ryce
    I have a progress bar that is supposed to look like the attached image: And I've made it a long way. I'm very close the only part that isn't working is the rounded corners for the progressDrawable. Here is what mine looks like. (Notice, circled in red, that the fill inside the white outline does not have rounded corners): So, I've found a couple of ways to make this work when the progress bar is colored in with a shape, gradient, or color. BUT, I can't get it with an image as the progressDrawable. Here is my class that extends ProgressBar public class RoundedProgressBar extends ProgressBar{ private Paint paint; public RoundedProgressBar(Context context) { super(context); setup(); } public RoundedProgressBar(Context context, AttributeSet attrs) { super(context, attrs); setup(); } public RoundedProgressBar(Context context, AttributeSet attrs, int defStyle) { super(context, attrs, defStyle); setup(); ; } protected void setup() { paint = new Paint(); } @Override protected synchronized void onDraw(Canvas canvas) { // First draw the regular progress bar, then custom draw our text super.onDraw(canvas); paint.setColor(Color.WHITE); paint.setStyle(Paint.Style.STROKE); RectF r = new RectF(0,0,getWidth()-1,getHeight()-1); canvas.drawRoundRect(r,getHeight()/2,getHeight()/2, paint); } } Here is my selector: <layer-list xmlns:android="http://schemas.android.com/apk/res/android" > <item android:id="@android:id/background" android:drawable="@drawable/slider_track" /> <item android:id="@android:id/secondaryProgress" android:drawable="@drawable/slider_track" /> <item android:id="@android:id/progress" android:drawable="@drawable/slider_track_progress" /> </layer-list> Here are the images used in the selector: slider_track- slider_track_progress- Here is where I embed my progressbar in the layout for my activity <com.android.component.RoundedProgressBar android:id="@+id/player_hp_bar" android:layout_width="fill_parent" android:layout_height="36dip" android:layout_marginLeft="30dip" android:layout_marginRight="30dip" android:max="100" style="?android:attr/progressBarStyleHorizontal" android:progressDrawable="@drawable/slider_layer_list" android:progress="20" android:maxHeight="12dip" android:minHeight="12dip" /> Anyone know how to make this work?

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  • Decode the string encoded through php in javascript

    - by Pankaj Khurana
    Hi, I am working on a facebook page in which i have used ajax & response is returned in json format. I have encoded the string in php. Now i want to decode that string in javascript. foreach($feedbackdetails as $feedbackdetail) { $str.= '<div class="tweet"> <img style="cursor:pointer;" id="imgVoteUp" src="http://myserver/facebook/vote_up.gif" alt="Vote Up" title="Vote Up" onclick="saveVote('.$feedbackdetail[pk_feedbackid].',1)" /> : '.$feedbackdetail[upvotecount].' <img style="cursor:pointer;" id="imgVoteDown" src="http://myserver/facebook/vote_down.gif" alt="Vote Down" title="Vote Down" onclick="saveVote('.$feedbackdetail[pk_feedbackid].',0)" /> : '.$feedbackdetail[downvotecount].' <p class="'.$pclass.'">'.$feedbackdetail[title].' by '.$feedbackdetail[name].'<br>'.$feedbackdetail[description].'</p></div>'; } $str=urlencode($str); echo '{"fbml_test":"'.$str.'"}'; Javascript Function: function saveVote(id,type,class) { contentdiv='div_'+id; processdiv='processdiv_'+id; document.getElementById(processdiv).setInnerXHTML('<span id="caric"><center><img src="http://static.ak.fbcdn.net/rsrc.php/z5R48/hash/ejut8v2y.gif" /></center></span>'); posturl='http://myserver/facebook/vote.php'; if(class==0) { class='firstmessage'; } else { class='message'; } var queryString = "?id="+id+"&type="+type+"&pclass="+class; posturl = posturl +queryString; ajax = new Ajax(); ajax.responseType = Ajax.JSON; ajax.requireLogin = true; ajax.ondone = function(data) { document.getElementById('caric').setStyle('display','none'); //new Dialog().showMessage('Dialog',data); if(data.error) { new Dialog().showMessage('Dialog',data.error); } if(data.fbml_test) { document.getElementById(contentdiv).setInnerFBML(data)); } //div_id.setInnerFBML(data); } ajax.post(posturl); } Right now i am getting encoded string how can i change it? Please help me on this Thanks Pankaj

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  • drag to pan on an UserControl

    - by Matías
    Hello, I'm trying to build my own "PictureBox like" control adding some functionalities. For example, I want to be able to pan over a big image by simply clicking and dragging with the mouse. The problem seems to be on my OnMouseMove method. If I use the following code I get the drag speed and precision I want, but of course, when I release the mouse button and try to drag again the image is restored to its original position. using System.Drawing; using System.Windows.Forms; namespace Testing { public partial class ScrollablePictureBox : UserControl { private Image image; private bool centerImage; public Image Image { get { return image; } set { image = value; Invalidate(); } } public bool CenterImage { get { return centerImage; } set { centerImage = value; Invalidate(); } } public ScrollablePictureBox() { InitializeComponent(); SetStyle(ControlStyles.AllPaintingInWmPaint | ControlStyles.OptimizedDoubleBuffer, true); Image = null; AutoScroll = true; AutoScrollMinSize = new Size(0, 0); } private Point clickPosition; private Point scrollPosition; protected override void OnMouseDown(MouseEventArgs e) { base.OnMouseDown(e); clickPosition.X = e.X; clickPosition.Y = e.Y; } protected override void OnMouseMove(MouseEventArgs e) { base.OnMouseMove(e); if (e.Button == MouseButtons.Left) { scrollPosition.X = clickPosition.X - e.X; scrollPosition.Y = clickPosition.Y - e.Y; AutoScrollPosition = scrollPosition; } } protected override void OnPaint(PaintEventArgs e) { base.OnPaint(e); e.Graphics.FillRectangle(new Pen(BackColor).Brush, 0, 0, e.ClipRectangle.Width, e.ClipRectangle.Height); if (Image == null) return; int centeredX = AutoScrollPosition.X; int centeredY = AutoScrollPosition.Y; if (CenterImage) { //Something not relevant } AutoScrollMinSize = new Size(Image.Width, Image.Height); e.Graphics.DrawImage(Image, new RectangleF(centeredX, centeredY, Image.Width, Image.Height)); } } } But if I modify my OnMouseMove method to look like this: protected override void OnMouseMove(MouseEventArgs e) { base.OnMouseMove(e); if (e.Button == MouseButtons.Left) { scrollPosition.X += clickPosition.X - e.X; scrollPosition.Y += clickPosition.Y - e.Y; AutoScrollPosition = scrollPosition; } } ... you will see that the dragging is not smooth as before, and sometimes behaves weird (like with lag or something). What am I doing wrong? I've also tried removing all "base" calls on a desperate movement to solve this issue, haha, but again, it didn't work. Thanks for your time.

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  • Google Map key in Android?

    - by Amandeep singh
    I am developing an android app in which i have to show map view i have done it once in a previous app but the key i used in the previous is not working int his app . It is just showing a pin in the application with blank screen. Do i have to use a different Map key for each project , If not Kindly help me how can i use my previous Key in this. and also I tried generating a new key but gave the the same key back . Here is the code i used public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.map); btn=(Button)findViewById(R.id.mapbtn); str1=getIntent().getStringExtra("LATITUDE"); str2=getIntent().getStringExtra("LONGITUDE"); mapView = (MapView)findViewById(R.id.mapView1); //View zoomView = mapView.getZoomControls(); mapView.setBuiltInZoomControls(true); //mapView.setSatellite(true); mc = mapView.getController(); btn.setOnClickListener(this); MapOverlay mapOverlay = new MapOverlay(); List<Overlay> listOfOverlays = mapView.getOverlays(); listOfOverlays.clear(); listOfOverlays.add(mapOverlay); String coordinates[] = {str1, str2}; double lat = Double.parseDouble(coordinates[0]); double lng = Double.parseDouble(coordinates[1]); p = new GeoPoint( (int) (lat * 1E6), (int) (lng * 1E6)); mc.animateTo(p); mc.setZoom(17); mapView.invalidate(); //mp.equals(o); } @Override protected boolean isRouteDisplayed() { // TODO Auto-generated method stub return false; } class MapOverlay extends com.google.android.maps.Overlay { @Override public boolean draw(Canvas canvas, MapView mapView, boolean shadow, long when) { super.draw(canvas, mapView, shadow); Paint mPaint = new Paint(); mPaint.setDither(true); mPaint.setColor(Color.RED); mPaint.setStyle(Paint.Style.FILL_AND_STROKE); mPaint.setStrokeJoin(Paint.Join.ROUND); mPaint.setStrokeCap(Paint.Cap.ROUND); mPaint.setStrokeWidth(2); //---translate the GeoPoint to screen pixels--- Point screenPts = new Point(); mapView.getProjection().toPixels(p, screenPts); //---add the marker--- Bitmap bmp = BitmapFactory.decodeResource(getResources(), R.drawable.pin); canvas.drawBitmap(bmp, screenPts.x, screenPts.y-50, null); return true; } Thanks....

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  • C# drawing and invalidating 2 lines to meet

    - by BlueMonster
    If i have 2 lines on a page as such: e.Graphics.DrawLine(blackPen, w, h, h, w); e.Graphics.DrawLine(blackPen, w2, h2, h2, w2); how would i animate the first line to reach the second line's position? I have the following method which calculates the distance between two points (i'm assuming i would use this?) public int Distance2D(int x1, int y1, int x2, int y2) { // ______________________ //d = &#8730; (x2-x1)^2 + (y2-y1)^2 // //Our end result int result = 0; //Take x2-x1, then square it double part1 = Math.Pow((x2 - x1), 2); //Take y2-y1, then sqaure it double part2 = Math.Pow((y2 - y1), 2); //Add both of the parts together double underRadical = part1 + part2; //Get the square root of the parts result = (int)Math.Sqrt(underRadical); //Return our result return result; } How would i re-draw the line (on a timer) to reach the second line's position? I've looked a lot into XAML (story-boarding) and such - but i want to know how to do this on my own. Any ideas? I know i would need a method which runs in a loop re-drawing the line after moving the position a tid bit. I would have to call Invalidate() in order to make the line appear as though it's moving... but how would i do this? how would i move that line slowly over to the other line? I'm pretty sure i'd have to use double buffering if i'm doing this as well... as such: SetStyle(ControlStyles.DoubleBuffer | ControlStyles.AllPaintingInWmPaint | ControlStyles.UserPaint, true); This doesn't quiet work, i'm not quiet sure how to fix it. Any ideas? protected override void OnPaint(PaintEventArgs e) { Distance2D(w, h, w2, h2); if (w2 != w && h2 != h) { e.Graphics.DrawLine(blackPen, (w * (int)frame), (h * (int)frame), (h * (int)frame), (w * (int)frame)); e.Graphics.DrawLine(blackPen, w2, h2, h2, w2); } else { t.Abort(); } base.OnPaint(e); } public void MoveLine() { for (int i = 0; i < 126; i++) { frame += .02; Invalidate(); Thread.Sleep(30); } } private void button1_Click(object sender, EventArgs e) { t = new Thread(new ThreadStart(MoveLine)); t.Start(); }

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  • QTreeView incorrectly displays the SpinBox if item is checkable and when using QWindowsStyle

    - by Sharraz
    Hello, I'm having a problem with a QTreeView in my program: The SpinBox used to edit the double value of a checkable item is displayed incorrectly when using the Windows style. Only the up and down buttons of the SpinBox can be seen, but not any value. The following example code is able to reproduce the problem: #include <QtGui> class Model : public QAbstractItemModel { public: Model() : checked(false), number(0) {} Qt::ItemFlags flags(const QModelIndex & index) const { return Qt::ItemIsEnabled | Qt::ItemIsEditable | Qt::ItemIsSelectable | Qt::ItemIsUserCheckable; } QVariant data(const QModelIndex &index, int role) const { switch (role) { case Qt::DisplayRole: case Qt::EditRole: return QVariant(number); case Qt::CheckStateRole: return QVariant(checked ? Qt::Checked : Qt::Unchecked); } return QVariant(); } QVariant headerData(int section, Qt::Orientation orientation, int role) const { return QVariant(); } int rowCount(const QModelIndex &parent) const { return parent.isValid() ? 0 : 1; } int columnCount(const QModelIndex &parent) const { return parent.isValid() ? 0 : 1; } bool setData(const QModelIndex &index, const QVariant &value, int role) { switch (role) { case Qt::EditRole: number = value.toDouble(); emit dataChanged(index, index); return true; case Qt::CheckStateRole: checked = value.toInt(); emit dataChanged(index, index); return true; } return false; } QModelIndex index(int row, int column, const QModelIndex &parent) const { if (!row && !column && !parent.isValid()) return createIndex(0, 0); return QModelIndex(); } QModelIndex parent(const QModelIndex &child) const { return QModelIndex(); } private: bool checked; double number; }; int main(int argc, char *argv[]) { QApplication app(argc, argv); QApplication::setStyle(new QWindowsStyle()); QTreeView tree; tree.setModel(new Model()); tree.show(); return app.exec(); } The problems seems to have something to do with the checkbox. If Qt::ItemIsUserCheckable is removed, the SpinBox will be displayed correctly. If the number is replaced by a longer one like 0.01, it can be seen partially. Any idea how this problem can be solved? Do I use the checkbox correctly? Greets, Sharraz

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  • How to get ImageButton size within Android GridView?

    - by wufoo
    I'm subclassing ImageButton in order to draw lines on it and trying to figure out where the actual button coordinates are within my gridview. I am using onGlobalLayout to setup Top, Bottom, Right and Left, but these seem to be for the actual "square" within the grid, and not the actual button (see image). The purple lines are drawn in myImageButton.onDraw() using coords gathered from myImageButton.onGlobalLayout(). I thought these would be for the button, but they seem to be from something else. Not sure what. I'd like the purple lines to match the outline of the button so the lines I draw appear on the button and not just floating out in the LinearLayout somewhere. The light blue is the background color of the vertical LinearLayout holding the Textview (for the number) and myImageButton. Any way to get the actual button size? XML Layout: <FrameLayout xmlns:android="http://schemas.android.com/apk/res/android" android:id="@+id/lay_cellframe" android:layout_width="fill_parent" android:layout_height="fill_parent" > <LinearLayout android:layout_width="fill_parent" android:layout_height="fill_parent" android:gravity="fill_vertical|fill_horizontal" android:orientation="vertical" > <TextView android:id="@+id/tv_cell" android:layout_width="fill_parent" android:layout_height="wrap_content" android:layout_margin="2dp" android:gravity="center" android:text="TextView" android:textSize="10sp" /> <com.example.icaltest2.myImageButton android:id="@+id/imageButton1" android:layout_width="fill_parent" android:layout_height="fill_parent" android:layout_gravity="center" android:layout_margin="0dp" android:adjustViewBounds="false" android:background="@android:drawable/btn_default" android:scaleType="fitXY" android:src="@android:color/transparent" /> </LinearLayout> </FrameLayout> myImageButton.java public myImageButton (Context context, AttributeSet attrs) { super (context, attrs); mBounds = new Rect(); ViewTreeObserver vto = this.getViewTreeObserver (); vto.addOnGlobalLayoutListener (ogl); Log.d (TAG, "myImageButton"); } ... OnGlobalLayoutListener ogl = new OnGlobalLayoutListener() { @Override public void onGlobalLayout () { Rect b = getDrawable ().getBounds (); mBtnTop = b.centerY () - (b.height () / 2); mBtnBot = b.centerY () + (b.height () / 2); mBtnLeft = b.centerX () - (b.width () / 2); mBtnRight = b.centerX () + (b.width () / 2); } }; ... @Override protected void onDraw (Canvas canvas) { super.onDraw (canvas); Paint p = new Paint (); p.setStyle (Paint.Style.STROKE); p.setStrokeWidth (1); p.setColor (Color.MAGENTA); canvas.drawCircle (mBtnLeft, mBtnTop, 2, p); canvas.drawCircle (mBtnLeft, mBtnBot, 2, p); canvas.drawCircle (mBtnRight, mBtnTop, 2, p); canvas.drawCircle (mBtnRight, mBtnBot, 2, p); canvas.drawRect (mBtnLeft, mBtnTop, mBtnRight, mBtnBot, p); }

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  • SlimDX: Lightning problem with Direct3D9

    - by Spi1988
    I am creating a simple application to get familiar with SlimDX library. I found some code written in MDX and I'm trying to convert it to run on SlimDX. I am having some problems with the light because everything is being shown as black. The code is: public partial class DirectTest : Form { private Device device= null; private float angle = 0.0f; Light light = new Light(); public DirectTest() { InitializeComponent(); this.Size = new Size(800, 600); this.SetStyle(ControlStyles.AllPaintingInWmPaint | ControlStyles.Opaque, true); } /// <summary> /// We will initialize our graphics device here /// </summary> public void InitializeGraphics() { PresentParameters pres_params = new PresentParameters() { Windowed = true, SwapEffect = SwapEffect.Discard }; device = new Device(new Direct3D(), 0, DeviceType.Hardware, this.Handle, CreateFlags.SoftwareVertexProcessing, pres_params); } private void SetupCamera() { device.SetRenderState(RenderState.CullMode, Cull.None); device.SetTransform(TransformState.World, Matrix.RotationAxis(new Vector3(angle / ((float)Math.PI * 2.0f), angle / ((float)Math.PI * 4.0f), angle / ((float)Math.PI * 6.0f)), angle / (float)Math.PI)); angle += 0.1f; device.SetTransform(TransformState.Projection, Matrix.PerspectiveFovLH((float)Math.PI / 4, this.Width / this.Height, 1.0f, 100.0f)); device.SetTransform(TransformState.View, Matrix.LookAtLH(new Vector3(0, 0, 5.0f), new Vector3(), new Vector3(0, 1, 0))); device.SetRenderState(RenderState.Lighting, false); } protected override void OnPaint(System.Windows.Forms.PaintEventArgs e) { device.Clear(ClearFlags.Target | ClearFlags.ZBuffer, Color.CornflowerBlue, 1.0f, 0); SetupCamera(); CustomVertex.PositionColored[] verts = new CustomVertex.PositionColored[3]; verts[0].Position = new Vector3(0.0f, 1.0f, 1.0f); verts[0].Normal = new Vector3(0.0f, 0.0f, -1.0f); verts[0].Color = System.Drawing.Color.White.ToArgb(); verts[1].Position = new Vector3(-1.0f, -1.0f, 1.0f); verts[1].Normal = new Vector3(0.0f, 0.0f, -1.0f); verts[1].Color = System.Drawing.Color.White.ToArgb(); verts[2].Position = new Vector3(1.0f, -1.0f, 1.0f); verts[2].Normal = new Vector3(0.0f, 0.0f, -1.0f); verts[2].Color = System.Drawing.Color.White.ToArgb(); light.Type = LightType.Point; light.Position = new Vector3(); light.Diffuse = System.Drawing.Color.White; light.Attenuation0 = 0.2f; light.Range = 10000.0f; device.SetLight(0, light); device.EnableLight(0, true); device.BeginScene(); device.VertexFormat = CustomVertex.PositionColored.format; device.DrawUserPrimitives<CustomVertex.PositionColored>(PrimitiveType.TriangleList, 1, verts); device.EndScene(); device.Present(); this.Invalidate(); } } } The Vertex Format that I am using is the following [StructLayout(LayoutKind.Sequential)] public struct PositionNormalColored { public Vector3 Position; public int Color; public Vector3 Normal; public static readonly VertexFormat format = VertexFormat.Diffuse | VertexFormat.Position | VertexFormat.Normal; } Any suggestions on what the problem might be? Thanks in Advance

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  • Show/hide glossary page in YUI

    - by QLiu
    Hello All, I am trying to develop a toggle function like http://www.lutsr.nl/yui/toggle/ But it works a little different as them. When user enters the glossary page, he sees a full list of Alphabet with all the techical terms explaination All — A | B | C | E | G | H | M | P | Q | R | S | T | U | Z | ActiveSync® Microsoft® ActiveSync est l’ application permettant à un pocket pc d’ échanger des informations avec un ordinateur . Le Pocket PC doit utiliser Microsoft Windows Mobile™ ou Windows CE. Bluetooth® Le Bluetooth permet aux informations d’ être transmises entre les appareils électroniques qui ont le Bluetooth. Si vous utilisez le Bluetooth, vous n'avez pas besoin de connecter les périphériques à l'aide de câbles. ............................. If the user clicks B Alphabet, the rest of content will hide, except B. and B will be move to top of the section. If the user clicks All aplphabet, the whole list will be reset. What I have now, it is able to show/hide and listen to click event. Here is my source code: <a href="#A" class ="toggle" rel="A_section,fade,20"> A</a> | <a href="#B" class ="toggle" rel="B_section,fade,20"> B</a> | Script: //Load JavaScript Ready event. this.toggleLinks=YAHOO.util.Dom.getElementsByClassName("toggle"); for(var i=0; i<this.toggleLinks.length; i++) { YAHOO.util.Event.addListener(this.toggleLinks[i], "click", this.animateElements,this); } toggleElements : function(e,controlNode,refEl) { if(controlNode && refEl) { if(YAHOO.util.Dom.hasClass(refEl,"show")) { YAHOO.util.Dom.removeClass(controlNode,"selected"); YAHOO.util.Dom.removeClass(refEl,"show"); } else { YAHOO.util.Dom.addClass(controlNode,"selected"); YAHOO.util.Dom.addClass(refEl,"show"); } } // to disable control node's default behaviour return false; }, animateElements : function(e,obj) { // obj = javascript toggle object // this = link clicked YAHOO.util.Event.preventDefault(e); if(this.rel) { controlNode = this; } if(typeof(controlNode) == "string") { controlNode = YAHOO.util.Dom.get(controlNode); } // objParameters // [0] = object id // [1] = animation type (fade, slide) // [2] = animation duration (seconds) var linkClicked = this; var objParameters = controlNode.rel.split(","); var refEl = YAHOO.util.Dom.get(objParameters[0]); var objStatus = YAHOO.util.Dom.hasClass(refEl,"show"); // if true, object is shown switchClasses = function() { obj.toggleOtherElements(e,linkClicked,refEl); obj.toggleElements(e,linkClicked,refEl); } if(objParameters[1] == "fade") { if(objStatus == true) { var attributes = { opacity: {from: .999, to: 0} } var objAnim = new YAHOO.util.Anim(objParameters[0],attributes); objAnim.useSeconds = false; objAnim.duration = objParameters[2]; objAnim.onComplete.subscribe(switchClasses); objAnim.animate(); } else { YAHOO.util.Dom.setStyle(objParameters[0],"opacity",0); switchClasses(); var attributes = { opacity: {from: 0, to: .999} } var objAnim = new YAHOO.util.Anim(objParameters[0],attributes); objAnim.useSeconds = false; objAnim.duration = objParameters[2]; objAnim.animate(); } } else if (objParameters[1] == "slide") { // not implemented yet } else { // NO ANIMATION - switch classes switchClasses(); } }, toggleOtherElements : function(e,linkClicked,refEl) { // toggle selected state of other elements pointing to the same source for(var i=0; i<this.toggleLinks.length; i++) { var objParameters = this.toggleLinks[i].rel.split(","); var linkClickedParameters = linkClicked.rel.split(","); if(objParameters[0] == linkClickedParameters[0]) { if(YAHOO.util.Dom.hasClass(this.toggleLinks[i],"selected")) { YAHOO.util.Dom.removeClass(this.toggleLinks[i],"selected"); } else { YAHOO.util.Dom.addClass(this.toggleLinks[i],"selected"); } } } }

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  • Actionscript 3: Monitoring the activity level for multiple Microphones doesn't seem to work.

    - by Dave
    For a project I want to show all available webcams and microphones, so that the user can easily select whichever webcam/microphone combination they prefer. I run into an issue with the microphones listing though. Each microphone is listed with an activity animation and it's name. I am able to list all Microphones just fine (using the Microphone.names Array), but it seems like I can only get the activity viewer to work for one microphone. The other microphones show up with '-1' activity, which (as far as I know) is Flex for 'present, but not in use'. When unplugging the microphone that does show activity, the next one (in my case, the mic-in line on my motherboard) shows up with '0' activity (it's not connected, so that makes sense). During my testing I have a total of 3 microphones available, the not-connected onboard mic-in port, and two connected microphones. For testing purposes I use a timer that traces the current microphone activity each 100ms and the graph is also shown. It does not seem to matter what default microphone I set via flash' settings panel. The code I've only attached the revelant code snippets below to make it easier for you to read through them. Please let me know if you prefer the entire code. Main application.mxml Note: cont is a VBox. i is defined before this code snippet. var mics:Array = Microphone.names; for(i=0; i < mics.length; i++){ var mic:settingsMicEntry = new assets.settingsMicEntry; mic.d = {name: mics[i], index: i}; cont.addChild(mic); } assets/settingsMicEntry.mxml timer is defined before this code snippet. the SoundTransform is added to silence local microphone playback. Excluding this code does not solve the problem, sadly (I've tried). display is an MXML Canvas object. mic = Microphone.getMicrophone(d.index); if(mic){ // Temporary: The Microphones' visualizer var bar:Box = new Box(); bar.y = 50; bar.height = 0; bar.width = 66; bar.setStyle("backgroundColor", 0x003300); display.addChild(bar); var tf:SoundTransform = new SoundTransform(0); mic.setLoopBack(true); mic.soundTransform = tf; timer = new Timer(100); timer.addEventListener(TimerEvent.TIMER, function(e:TimerEvent):void{ var h:int = Math.floor((display.height/100)*mic.activityLevel); bar.height = (h>-1) ? h : 0; bar.y = (h>-1) ? display.height-h : display.height; trace('TIMER: '+h+' from '+d.name); }); timer.start(); } I'm pulling my hear out here, so any help is much appreciated! Thanks, -Dave Ps.: Pardon the messiness of the code!

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