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  • accelerating Wheel - psychtoolbox in matlab

    - by ariel
    Hi I am trying to write a code that will show an acceleration wheel. as long as the user press 'a' the wheel should accelerate counterclock wize. the thing is that it turn in the right direction but it doesn't accelerate. This is the code I am using . PTB-3 windows XP. img=imread('c:\images.jpg'); [yimg,ximg,z]=size(img); rot_spd = 1; larrow = KbName('a'); % modify this for Windows rarrow = KbName('b'); [w,rect]=Screen('OpenWindow',0,[0 0 0]); sx = 400; % desired x-size of image (pixels) sy = yimg*sx/ximg; % desired y-size--keep proportional t = Screen('MakeTexture',w,img); bdown=0; th = 0; % initial rotation angle (degrees) HideCursor while(~any(bdown)) % exit loop if mouse button is pressed [x,y,bdown]=GetMouse; [keyisdown,secs,keycode] = KbCheck; if(keycode(larrow)) th = th - rot_spd-1; % accelerate counterclockwise th end if(keycode(rarrow)) th = th + rot_spd+1; % accelerate clockwise th end destrect=[x-sx/2,y-sy/2,x+sx/2,y+sy/2]; Screen('DrawTexture',w,t,[],destrect,th); Screen('Flip',w); end Screen('Close',w) ShowCursor If anyone has an odea why it doesn't accelerate I'd appriciate it very much. Ariel

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  • Soft Paint Bucket Fill: Colour Equality

    - by Bart van Heukelom
    I'm making a small app where children can fill preset illustrations with colours. I've succesfully implemented an MS-paint style paint bucket using the flood fill argorithm. However, near the edges of image elements pixels are left unfilled, because the lines are anti-aliased. This is because the current condition on whether to fill is colourAtCurrentPixel == colourToReplace (the colours are RGB uints) I'd like to add a smoothing/treshold option like in Photoshop and other sophisticated tools, but what's the algorithm to determine the equality/distance between two colours? if (match(pixel(x,y), colourToReplace) setpixel(x,y,colourToReplaceWith) How to fill in match()? Here's my current full code: var b:BitmapData = settings.background; b.lock(); var from:uint = b.getPixel(x,y); var q:Array = []; var xx:int; var yy:int; var w:int = b.width; var h:int = b.height; q.push(y*w + x); while (q.length != 0) { var xy:int = q.shift(); xx = xy % w; yy = (xy - xx) / w; if (b.getPixel(xx,yy) == from) { b.setPixel(xx,yy,to); if (xx != 0) q.push(xy-1); if (xx != w-1) q.push(xy+1); if (yy != 0) q.push(xy-w); if (yy != h-1) q.push(xy+w); } } b.unlock(null);

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  • Problem in cropping the UIImage using CGContext?

    - by Rajendra Bhole
    Hi, I developing the simple UIApplication in which i want to crop the UIImage (in .jpg format) with help of CGContext. The developed code till now as follows, CGImageRef graphicOriginalImage = [originalImage.image CGImage]; UIGraphicsBeginImageContext(originalImage.image.size); CGContextRef ctx = UIGraphicsGetCurrentContext(); CGBitmapContextCreateImage(graphicOriginalImage); CGFloat fltW = originalImage.image.size.width; CGFloat fltH = originalImage.image.size.height; CGFloat X = round(fltW/4); CGFloat Y =round(fltH/4); CGFloat width = round(X + (fltW/2)); CGFloat height = round(Y + (fltH/2)); CGContextTranslateCTM(ctx, 0, image.size.height); CGContextScaleCTM(ctx, 1.0, -1.0); CGRect rect = CGRectMake(X,Y ,width ,height); CGContextDrawImage(ctx, rect, graphicOriginalImage); croppedImage = UIGraphicsGetImageFromCurrentImageContext(); return croppedImage; } The above code is worked fine but it can't crop image. The original image memory and cropped image memory i will got same(equal to original image memory). The above code is right for cropping the image?????????????????? How i cropping the image (in behind pixels should also be crop) from the center of the image???????????? I already wasting a lot of time for developing the above code , but i didn't get answer or way to find out how to crop the image.Thanks for sending me answer in advanced.

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  • Drawing Color Spectrum with Waveform

    - by TheDarkIn1978
    i've come across this ActionScript sample, which demonstrates drawing of the color spectrum, one line at a time via a loop, using waveforms. however, the waveform location of each RGB channel create a color spectrum that is missing colors (pure yellow, cyan and magenta) and therefore the spectrum is incomplete. how can i remedy this problem so that the drawn color spectrum will exhibit all colors? // Loop through all of the pixels from '0' to the specified width. for(var i:int = 0; i < nWidth; i++) { // Calculate the color percentage based on the current pixel. nColorPercent = i / nWidth; // Calculate the radians of the angle to use for rotating color values. nRadians = (-360 * nColorPercent) * (Math.PI / 180); // Calculate the RGB channels based on the angle. nR = Math.cos(nRadians) * 127 + 128 << 16; nG = Math.cos(nRadians + 2 * Math.PI / 3) * 127 + 128 << 8; nB = Math.cos(nRadians + 4 * Math.PI / 3) * 127 + 128; // OR the individual color channels together. nColor = nR | nG | nB; }

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  • When using ItemsControl ItemsControl.ItemsPanel is set to Canvas, ContenPresenter comes in and break

    - by code-zoop
    I am using an ItemsControl where the ItemsPanel is set to Canvas (see this question for more background information). The ItemsControl is performing as I want, and it works like a charm when adding a child element manually by putting it into ItemsControl.Items: <ItemsControl> <ItemsControl.ItemsPanel> <ItemsPanelTemplate> <Canvas IsItemsHost="True" /> </ItemsPanelTemplate> </ItemsControl.ItemsPanel> <ItemsControl.Items> <Button Canvas.Left="500" Content="Button Text" /> </ItemsControl.Items> </ItemsControl> Note the Canvas.Left property on the Button. This works like a charm, and the Button is placed 500 pixels from the left of the ItemsControl left side. Great! However, When I am defining a ItemsSource binding to a List, the Canvas.left doesn't have any effect: <ItemsControl ItemsSource="{Binding Elements}"> <ItemsControl.ItemsPanel> <ItemsPanelTemplate> <Canvas IsItemsHost="True" /> </ItemsPanelTemplate> </ItemsControl.ItemsPanel> <ItemsControl.ItemTemplate> <DataTemplate> <Button Canvas.Left="500" Content="Button Text" /> </DataTemplate> </ItemsControl.ItemTemplate> </ItemsControl> By inspecting the application during run time, I see one difference. The container ContentPresenter has been added between the Canvas and the button.. How can I set the Canvas.Left property on the ContentPresenter itself? Or is there another way to solve this problem? Thanks to all!

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  • Windows Programming: ID2D1Bitmap Interface - Getting the Bitmap Data

    - by LostInBrackets
    I've been writing my own library of functions to access some of the new Direct2D Windows libraries. In particular, I've been working on the ID2D1Bitmap interface. I wanted to write a function to return a pointer to the start of the bitmap data (for the editing of particular pixels, or custom encoding or whatever else I might wish for in the future). Unfortunately... problem ahead... I can't seem to find a way to get access to the raw pixel data from the ID2D1Bitmap Interface. Does anyone have an idea how to access this? One of my friends suggested drawing the bitmap to a surface and extracting the bitmap data from there. I don't know if this would work. It definitely seems inefficient and I wouldn't know which kind of surface to use. Any help is appreciated. (c++ in particular, but I assume the code won't be tooo different between languages) (I know I could just read in the data direct from the file, but I'm using the WIC decoders which means it could be in any number of indecipherable formats)

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  • Changing a sprites bitmap

    - by numerical25
    As of right now, I am trying to create a tiling effect for a game I am creating. I am using a tilesheet and I am loading the tiles to the sprite like so... this.graphics.beginBitmapFill(tileImage); this.graphics.drawRect(30, 0,tWidth ,tHeight ); var tileImage is the bitMapData. 30 is the Number of pixels to move retangle. then tWidth and tHeight is how big the rectangle is. which is 30x30 This is what I do to change the bitmap when I role over the tile this.graphics.clear(); this.graphics.beginBitmapFill(tileImage); this.graphics.drawRect(60, 0,tWidth ,tHeight ); I clear the sprite canvas. I then rewrite to another position on tileImage. My problem is.... It removes the old tile completely but the new tile positions farther to the right then where the old bitmap appeared. My tile sheet is only 90px wide by 30px height. On top of that, it appears my new tile is drawn behind the old tile. Is there any better way to perfect this. again, all i want is for the bitmap to change colors

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  • What file format can represent an uncompressed raster image at 48 or 64 bits per pixel?

    - by finnw
    I am creating screenshots under Windows and using the LockBits function from GDI+ to extract the pixel data, which will then be written to a file. To maximise performance I am also: Using the same PixelFormat as the source bitmap, to avoid format conversion Using the ImageLockModeUserInputBuf flag to extract the pixel data into a pre-allocated buffer This pre-allocated buffer (pointed to by BitmapData::Scan0) is part of a memory-mapped file (to avoid copying the pixel data again.) I will also be writing the code that reads the file, so I can use (or invent) any format I wish. However I would prefer to use a well-known format that existing programs (ideally web browsers) are able to read, because that means I can visually confirm that the images are correct before writing the code for the other program (that reads the image.) I have implemented this successfully for the PixelFormat32bppRGB format, which matches the format of a 32bpp BMP file, so if I extract the pixel data directly into the memory-mapped BMP file and prefix it with a BMP header I get a valid BMP image file that can be opened in Paint and most browsers. Unfortunately one of the machines I am testing on returns pixels in PixelFormat64bppPARGB format (presumably this is influenced by the video adapter driver) and there is no corresponding BMP pixel format for this. Converting to a 16, 24 or 32bpp BMP format slows the program down considerably (as well as being lossy) so I am looking for a file format that can use this pixel format without conversion, so I can extract directly into the memory-mapped file as I have done with the 32bpp format. What raster image file formats support 48bpp and/or 64bpp?

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  • Touch coordinates in iPhone landscape mode app

    - by gok
    I am trying to make this landscape only iphone app. I only use this code for this purpose: - (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation { return (interfaceOrientation == UIInterfaceOrientationLandscapeRight); } However when I click clip subviews checkbox from interface builder, the view is clipped from the middle. I also don't receive any touch events from outside of view bounds obviously. - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { CGPoint fingerPos = [[touches anyObject] locationInView:self.view]; NSLog(@"%f %f",fingerPos.x,fingerPos.y); } only prints for coordinates between 20 and 320 for X. But Y works fine. When i try to modify bounds by hand, everything works fine; View is positioned and shown correctly, printed coordinates are correct, I receive touch from all of the screen except between 0 and 20 for X. So Left side of the screen is unresponsive to touch events for only 20 pixels. Code I use to modify bounds: self.view.bounds = CGRectMake(-180.0f, 0.0f, 680.0f, 480.0f); What might be causing this? Weird!

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  • Find a better control

    - by Budda
    It is necessary to implement the following functionality: There is a rectangle "field", its size is 150x100 pixels. Field is split to locations, each location is 10x10 (totally 15x10 locations on the field). There are few "coins" (5, for example), each of them can be dropped into any location. The list of text messages should be displayed in the drop-down list if any coin is clicked (when any message is clicked, drop-down list should be hidden and coin should display the number of selected message from 0 to 9, for example). That should be done with Silverlight 4.0 I am going to implement custom control "Coin", it will have a view (with a circle), it will display some kind of popup-window (please advise, which one), focus will be set to this window. On "FocusLost" window will be closed (without changing message number), if any message from the list will be clicked then its number will be stored inside of coin. Question 1: is there any control that already has required functionality? Question 2: how to implement "drag-and-drop" of coins to the "field" (lets assume, they will be close to the field)? Any thought or ideas will be helpful. Thanks.

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  • Where's the Win32 resource for the mouse cursor for dragging splitters?

    - by Luther Baker
    I am building a custom win32 control/widget and would like to change the cursor to a horizontal "splitter" symbol when hovering over a particular vertical line in the control. IE: I want to drag this vertical line (splitter bar) left and right (WEST and EAST). Of the the system cursors (OCR_*), the only cursor that makes sense is the OCR_SIZEWE. Unfortunately, that is the big, awkward cursor the system uses when resizing a window. Instead, I am looking for the cursor that is about 20 pixels tall and around 3 or 4 pixel wide with two small arrows pointing left and right. I can easily draw this and include it as a resource in my application but the cursor itself is so prevalent that I wanted to be sure it wasn't missing something. For example: when you use the COM drag and drop mechanism (CLSID_DragDropHelper, IDropTarget, etc) you implicitly have access to the "drag" icon (little box under the pointer). I didn't see an explicit OCR_* constant for this guy ... so likewise, if I can't find this splitter cursor outright, I am wondering if it is part of a COM object or something else in the win32 lib.

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  • Atlas style map index for static google map

    - by Ben Holland
    Hello, I'm using a static google map, but really this problem could apply to any maps project. I want to divide a map into multiple quadrants (of say 50x50 pixels) and label the columns as A, B, C.... and the rows as 1, 2, 3... Next I plan to do something like, 1) Find the markers which are the farthest north, east, south, and west 2) Use that info to to define the bounding boxes of each row and column box 3) Classify each marker by its row and column (Example Marker 1 = [A,2]) A few requirements, I don't know the zoom level because I let Google set the zoom level appropriately for me and I would rather not use an algorithm that is dependent on a zoom level. I do however know the locations of all of the markers that are shown on the map. Here is an example of a map that I would like to classify the markers for, static map example link. I found these which look like a good start, Resource 1, Resource 2 But I think I'm still in need of some help getting started. Can anyone help write out some pseudo code or post a few more resources? I'm kind of in a rut at the moment. Thanks! Much appreciated of any help!

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  • Styling a comment box to appear below dynamically-generated comments

    - by John
    Hello, For the code below, how could I make the form always appear 30 pixels below the bottom of the HTML table styled with "commentecho"? Thanks in advance, John $sqlStr = "SELECT comment.comment, comment.datecommented, login.username FROM comment LEFT JOIN login ON comment.loginid=login.loginid WHERE submissionid=$submissionid ORDER BY comment.datecommented DESC LIMIT 100"; $result = mysql_query($sqlStr); $arr = array(); echo "<table class=\"commentecho\">"; while ($row = mysql_fetch_array($result)) { echo '<tr>'; echo '<td class="commentname1">'.$row["comment"].'</td>'; echo '</tr>'; echo '<tr>'; echo '<td class="commentname2"><a href="http://www...com/sandbox/members/index.php?profile='.$row["username"].'">'.$row["username"].'</a>'.date('l, F j, Y &\nb\sp &\nb\sp g:i a &\nb\sp &\nb\sp \N\E\W &\nb\sp \Y\O\R\K &\nb\sp \T\I\M\E', strtotime($row["datecommented"])).'</td>'; echo '</tr>'; } echo "</table>"; echo '<form action="http://www...com/sandbox/comments/comments2.php" method="post"> <input type="hidden" value="'.$_SESSION['loginid'].'" name="uid"> <input type="hidden" value="'.$submissionid.'" name="submissionid"> <input type="hidden" value="'.$submission.'" name="submission"> <label class="addacomment" for="title">Add a comment:</label> <input class="commentsubfield" name="comment" type="comment" id="comment" maxlength="1000"> <div class="commentsubbutton"><input name="submit" type="submit" value="Submit"></div> </form> ';

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  • Draw Rectangle with XNA

    - by mazzzzz
    Hey guys, I was working on game, and wanted to highlight a spot on the screen when something happens, I created a class to do this for me, and found a bit of code to draw the rectangle static private Texture2D CreateRectangle(int width, int height, Color colori) { Texture2D rectangleTexture = new Texture2D(game.GraphicsDevice, width, height, 1, TextureUsage.None, SurfaceFormat.Color);// create the rectangle texture, ,but it will have no color! lets fix that Color[] color = new Color[width * height];//set the color to the amount of pixels in the textures for (int i = 0; i < color.Length; i++)//loop through all the colors setting them to whatever values we want { color[i] = colori; } rectangleTexture.SetData(color);//set the color data on the texture return rectangleTexture;//return the texture } Problem is that the code above is called every update, (60 times a second), and it was not written with optimization in mind, I have no clue how else to write a code to do this though. It needs to be extremely fast (the code above freezes the game, which has only skeleton code right now).. Any suggestions. Note: Any new code would be great (WireFrame/Fill are both fine). I would like to be able to specify color. Something to point in the right direction would be great, Thanks, Max

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  • WatiN NativeElement.GetElementBounds() - What is the unit of measurement?

    - by Brian Schroer
    When I'm testing with WatiN, I like to save screenshots. Sometimes I don't really need a picture of the whole browser window though - I just want a picture of the element that I'm testing. My attempt to save a picture of an element with the code below resulted in a picture of a block box, because elementBounds.Top points to a pixel position way past the bottom of the screen. The elementBounds.Width and .Height values also appear to be about half what they should be. Is this a WatiN bug, or are these properties in a different unit of measure that I have to convert to pixels somehow? public static void SaveElementScreenshot (WatiN.Core.IE ie, WatiN.Core.Element element, string screenshotPath) { ScrollIntoView(ie, element); ie.BringToFront(); var ieClass = (InternetExplorerClass) ie.InternetExplorer; Rectangle elementBounds = element.NativeElement.GetElementBounds(); int left = ieClass.Left + elementBounds.Left; int top = ieClass.Top + elementBounds.Top; int width = elementBounds.Width; int height = elementBounds.Height; using (var bitmap = new Bitmap(width, height)) { using (Graphics graphics = Graphics.FromImage(bitmap)) { graphics.CopyFromScreen (new Point(left, top), Point.Empty, new Size(width, height)); } bitmap.Save(screenshotPath, ImageFormat.Jpeg); } }

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  • Updating UIView subclass contents

    - by Brett
    Hi; I am trying to update a UIView subclass to draw individual pixels (rectangles) after calculating if they are in the mandelbrot set. I am using the following code but am getting a blank screen: //drawingView.h ... -(void)drawRect:(CGRect)rect{ CGContextRef context = UIGraphicsGetCurrentContext(); CGContextSetRGBFillColor(context, r, g, b, 1); CGContextSetRGBStrokeColor(context, r, g, b, 1); CGRect arect = CGRectMake(x,y,1,1); CGContextFillRect(context, arect); } ... //viewController.m ... - (void)viewDidLoad { [drawingView setX:10]; [drawingView setY:10]; [drawingView setR:0.0]; [drawingView setG:0.0]; [drawingView setB:0.0]; [super viewDidLoad]; [drawingView setNeedsDisplay]; } Once I figure out how to display one pixel, I'd like to know how to go about updating the view by adding another pixel (once calculated). Once all the variables change, how do I keep the current view as is but add another pixel? Thanks, Brett

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  • Can pdflatex (or any tex package) automatically rescale included images which have been reduced in s

    - by drfrogsplat
    I'm writing my thesis in LaTeX, generating it with pdflatex. I have a large number of figures, many of which are bitmaps (as opposed to SVG) in PNG/JPEG format. I've generally created them to be fairly high resolution (say 1600x1200-ish) to ensure that whatever size they end up in the document, they'll be at least 300dpi when printed. As I'm writing/laying out the document, I'm including graphics (using \includegraphics from the graphicx package) and setting widths/heights as appropriate (e.g. subfigures are quite small). I don't need the images to be any more than about 300 dpi at best, so where I have shrunk a 1600x1200 image down to say 5cm, the image is now at 800 dpi. So despite including some very small (on the page) images, the PDF is becoming quite large. Is there a way to tell pdflatex or graphicx (or something else involved?) to convert all images to a maximum of 300 dpi, based on the dimensions I'm setting with say \includegraphics[width=2in]{filename}? i.e. so it scales the image to a max of 600x600 pixels as it includes it in the PDF (leaving the original file untouched). I know I can resize the original images with various command line applications, and include the pre-resized versions, but given the images vary in size considerably, it wouldn't be as simple as making sure they're all 300dpi for a constant printed size. It'd also be nice to be able to easily create different versions of PDFs (web vs final print) without resizing images manually, so that the 'web' PDF capped images at say 72-100 dpi while the final print one could cap at 600 (if at all).

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  • Android, FragmentActivity and prevent Swipe

    - by FIG-GHD742
    I use android.support.v4.app.FragmentActivity for create a app with multi fragment/panels that can be access by drag/swipe between different part of the app. In one of my fragment I has a zoomable view and my problem is in case I is on the zoomable view I will prevent the use for drag/swipe to a other fragment. I has try to hack into android.support.v4.view.ViewPager for get the action from on Touch event but not work. I has try all of this case but not work: (All code is a a part of subclass to android.support.v4.view.ViewPager) Case 1: // Not working @Override protected void onPageScrolled(int position, float offset, int offsetPixels) { if (isPreventDrag()) { super.onPageScrolled(position, 1, 0); } else { super.onPageScrolled(position, offset, offsetPixels); } } Case 2: // Work but stop all event include the event to the target image view. @Override public boolean onInterceptTouchEvent(MotionEvent ev) { switch (ev.getAction()) { case MotionEvent.ACTION_DOWN: lastX = ev.getX(); // float lockScroll = false; return super.onInterceptTouchEvent(ev); case MotionEvent.ACTION_MOVE: this.lockScroll = this.isPreventDrag(); break; } if (lockScroll) { ev.setLocation(lastX, ev.getY()); return super.onInterceptTouchEvent(ev); } else { return super.onInterceptTouchEvent(ev); } } Case 3: // Work good, but by some unknown error I can drag the screen // some pixels before this stop the event. @Override public boolean onTouchEvent(MotionEvent ev) { if (this.isPreventDrag()) { return true; } else { return super.onTouchEvent(ev); } } I want a easy way to deactivate stop or deactivate if the use is allow to switch to a other Fragment. Here is a working code for me, I don't know what error I do before. // This work for me, @Override public boolean onInterceptTouchEvent(MotionEvent ev) { if (this.isPreventDrag()) { return false; } else { return super.onInterceptTouchEvent(ev); } }

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  • WPF Textbox & Borders - curious resizing behavior

    - by CitizenParker
    The following XAML produces a window with strange behavior around the textbox: <Window x:Class="WpfSandbox.CuriousExample" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" Title="CuriousExample" Height="300" Width="300"> <DockPanel Margin="15"> <TextBox BorderThickness="1" BorderBrush="#FF000000"></TextBox> </DockPanel> </Window> What happens, at least during my limited testing, is that the textbox renders with an inset border pattern (top/left is black, right/bottom is grey). However, when you resize to any position except the original, the entire textbox border goes to black. Whenever you return the window to the exact number of on-screen pixels the form had when it first loaded, it's inset again. I'm guessing it isn't pixel snapping as I can easily correct the problem with this code: <Window x:Class="WpfSandbox.CuriousExample" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" Title="CuriousExample" Height="300" Width="300"> <DockPanel Margin="15"> <Border BorderThickness="1" BorderBrush="#FF000000"> <TextBox BorderThickness="0" ></TextBox> </Border> </DockPanel> </Window> Anyone care to venture an explanation as to what I'm seeing? Or is it all in my head? Like I said, the above workaround can resolve this problem - just trying to understand what is happening here. Thanks, -Scott

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  • Delphi - Populate an imagelist with icons at runtime 'destroys' transparency

    - by ben
    Hi again, I've spended hours for this (simple) one and don't find a solution :/ I'm using D7 and the TImageList. The ImageList is assigned to a toolbar. When I populate the ImageList at designtime, the icons (with partial transparency) are looking fine. But I need to populate it at runtime, and when I do this the icons are looking pretty shitty - complete loose of the partial transparency. I just tried to load the icons from a .res file - with the same result. I've tried third party image lists also without success. I have no clue what I could do :/ Thanks 2 all ;) edit: To be honest I dont know exactly whats going on. Alpha blending is the correkt term... Here are 2 screenies: Icon added at designtime: Icon added at runtime: Your comment that alpha blending is not supported just brought the solution: I've edited the image in an editor and removed the "alpha blended" pixels - and now it looks fine. But its still strange that the icons look other when added at runtime instead of designtime. If you (or somebody else ;) can explain it, I would be happy ;) thanks for you support!

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  • Anomalous results getting color components of some UIColors

    - by hkatz
    I'm trying to extract the rgb components of a UIColor in order to hand-build the pixels in a CGBitmapContext. The following sample code works fine for most of the UIColor constants but, confusingly, not all. To wit: CGColorRef color = [[UIColor yellowColor] CGColor]; const float* rgba = CGColorGetComponents(color); float r = rgba[0]; float g = rgba[1]; float b = rgba[2]; float a = rgba[3]; NSLog( @"r=%f g=%f b=%f a=%f", r, g, b, a); The results for [UIColor yellowColor] above are r=1.000000 g=1.000000 b=0.000000 a=1.000000, as expected. [UIColor redColor] gives r=1.000000 g=0.000000 b=0.000000 a=1.000000, again as expected. Similarly for blueColor and greenColor. However, the results for [UIColor blackColor] and [UIColor whiteColor] seem completely anomalous, and I don't know what I'm doing wrong (if indeed I am). To wit, [UIColor blackColor] gives r=0.000000 g=1.000000 b=0.000000 a=0.000000, which is a tranparent green, and [UIColor whiteColor] gives r=1.000000 g=1.000000 b=0.000000 a=0.000000, which is a transparent yellow. I'd appreciate it if somebody could either: (1) explain what I'm doing wrong (2) replicate my anomalous results and tell me it's not me, or (3) hit me over the head with a big hammer so it stops hurting so much. Howard

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  • Using custom coordinates with QGraphicsScene

    - by Rob
    I am experimenting with a WYSIWYG editor that allows a user to draw shapes on a page and the Qt graphics scene support seems perfect for this. However, instead of working in pixels I want all my QGraphicsItem objects to work in tenths of a millimetre but I don't know how to achieve this. For example: // Create a scene that is the size if an A4 page (2100 = 21cm, 2970 = 29.7cm) QGraphicsScene* scene = new QGraphicsScene(0, 0, 2100, 2970); // Add a rectangle located 1cm across, 1cm down, 5cm wide and 2cm high QGraphicsItem* item = scene->addRect(100, 100, 500, 200); ... QGraphicsView* view = new QGraphicsView(scene); setCentralWidget(view); Now, when I display the scene above I want the shapes to appear at correct size for the screen DPI. Is this simply a case of using QGraphicsView::scale or do I have to do something more complicated? Note that if I was using a custom QWidget instead then I would use QPainter::setWindow and QPainter::setViewport to create a custom mapping mode but I can't see how to do this using the graphics scene support.

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  • Problem cube mapping in OpenGL using DDS compressed images

    - by Paul Jones
    Hi All, I am having trouble cube mapping when using a DDS cube map, I'm just getting a black cube which leads me to believe I have missing something simple, here's the code so far: DDS_IMAGE_DATA *pDDSImageData = LoadDDSFile(filename); //compressedTexture = -1; if(pDDSImageData != NULL) { int height = pDDSImageData->height; int width = pDDSImageData->width; int numMipMaps = pDDSImageData->numMipMaps; int blockSize; GLenum cubefaces[6] = { GL_TEXTURE_CUBE_MAP_POSITIVE_X, GL_TEXTURE_CUBE_MAP_NEGATIVE_X, GL_TEXTURE_CUBE_MAP_POSITIVE_Y, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, GL_TEXTURE_CUBE_MAP_POSITIVE_Z, GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, }; if( pDDSImageData->format == GL_COMPRESSED_RGBA_S3TC_DXT1_EXT ) blockSize = 8; else blockSize = 16; glGenTextures( 1, &textureId ); int nSize; int nOffset = 0; glEnable(GL_TEXTURE_CUBE_MAP); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); for(int face = 0; face < 6; face++) { for( int i = 0; i < numMipMaps; i++ ) { if( width == 0 ) width = 1; if( height == 0 ) height = 1; glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_GENERATE_MIPMAP, GL_TRUE); nSize = ((width+3)>>2) * ((height+3)>>2) * blockSize; glCompressedTexImage2D(cubefaces[face] , i, pDDSImageData->format, width, height, 0, nSize, pDDSImageData->pixels + nOffset ); nOffset += nSize; // Half the image size for the next mip-map level... width = (width / 2); height = (height / 2); } } } Once this code is called I bind the texture using glBindTexture and draw a cube using GL_QUADS and glTexCoord3f. Thank you for reading and all comments are welcome, sorry if any of the formatting comes out wrong.

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  • Using java2d user space measurements with TextLayout and LineBreakMeasurer

    - by Andrew Wheeler
    I have a java2d image defined in user space (mm) to print an identity card. The transformation to pixels is by using an AffineTransform for the required DPI (Screen or print). I want to wrap text across several lines but the the TextLayout does not respect user space co-ordinates. private void drawParagraph(Graphics2D g2d, Rectangle2D area, String text) { LineBreakMeasurer lineMeasurer; AttributedString string = new AttributedString(text); AttributedCharacterIterator paragraph = string.getIterator(); int paragraphStart = paragraph.getBeginIndex(); int paragraphEnd = paragraph.getEndIndex(); FontRenderContext frc = g2d.getFontRenderContext(); lineMeasurer = new LineBreakMeasurer(paragraph, frc); float breakWidth = (float)area.getWidth(); float drawPosY = (float)area.getY(); float drawPosX = (float)area.getX(); lineMeasurer.setPosition(paragraphStart); while (lineMeasurer.getPosition() < paragraphEnd) { TextLayout layout = lineMeasurer.nextLayout(breakWidth); drawPosY += layout.getAscent(); layout.draw(g2d, drawPosX, drawPosY); drawPosY += layout.getDescent() + layout.getLeading(); } } The above code determines font metrics using user space sizing of the Font and thus turn out rather large. The font size is calculated as best vertical fit for the number of lines in an area with the calculation as below. E.g. attr.put(TextAttribute.SIZE, (geTextArea().getHeight() / noOfLines - LINE_SPACING) ); When using g2d.drawString("Some text to display", x, y); the font size appears correct. Does anyone have a better way of doing text layout in user space co-ords?

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  • emacs: x-popup-menu max size constraints?

    - by Cheeso
    I'm working on an intellisense or code-completion capability for C#. So far, so good. Right now I have basic completion working. There are 2 ways to request completion. The first cycles through all the potential matches. The second presents a popup menu of the matches. It works for types: And also for local variables: I'm confronting two problems with x-popup-menu: the popup menu can expand to consume all available screen space, when the number of choices is large. Literally it can obscure the entire screen. The silly thing is, it's scrollable. First it expands to consume all available space, then it also becomes scrollable. Is there a way I can limit the maximum size of x-popup-menu? To specify the position of the popup menu, I pass in a position, and x-popup-menu uses that as the *middle*, not the left, of the top line of the menu. Why middle? who knows. What this means is, if I specify (40 . 60) for the location of the menu, and the menu happens to be 100 pixels wide, the menu will extend beyond the left border of the emacs window. You can see this in the 2nd image above. If I knew how wide the popup would be before specifying the position, I could compensate. But I don't. Is there a workaround? Is there a way to get x-popup-menu to take its position as the LEFT rather than the middle.

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