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  • How do I catch the error from my printer with PrintDocument?

    - by Scottie
    I am using the PrintDocument class to print to my Brother label printer. When I execute the Print() method, the printer starts flashing a red error light, but everything else returns successful. I can run this same code on my laser printer and everything works fine. How can I see what is causing the error on my label printer? Code: public class Test { private Font printFont; private List<string> _documentLinesToPrint = new List<string>(); public void Run() { _documentLinesToPrint.Add("Test1"); _documentLinesToPrint.Add("Test2"); printFont = new Font("Arial", 10); var pd = new PrintDocument(); pd.DefaultPageSettings.Margins = new Margins(25, 25, 25, 25); pd.DefaultPageSettings.PaperSize = new PaperSize("Label", 400, 237); var printerSettings = new System.Drawing.Printing.PrinterSettings(); printerSettings.PrinterName ="Brother QL-570 LE"; pd.PrinterSettings = printerSettings; pd.PrinterSettings.Copies = 1; pd.PrintPage += new PrintPageEventHandler(this.pd_PrintPage); pd.Print(); } // The PrintPage event is raised for each page to be printed. private void pd_PrintPage(object sender, PrintPageEventArgs ev) { float linesPerPage = 0; float yPos = 0; int count = 0; float leftMargin = ev.MarginBounds.Left; float topMargin = ev.MarginBounds.Top; string line = null; // Calculate the number of lines per page. linesPerPage = ev.MarginBounds.Height / printFont.GetHeight(ev.Graphics); // Print each line of the file. while ((count < linesPerPage) && (count < _documentLinesToPrint.Count)) { line = _documentLinesToPrint[count]; yPos = topMargin + (count * printFont.GetHeight(ev.Graphics)); ev.Graphics.DrawString(line, printFont, Brushes.Black, leftMargin, yPos, new StringFormat()); line = null; count++; } // If more lines exist, print another page. if (line != null) ev.HasMorePages = true; else ev.HasMorePages = false; } }

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  • Getting a screenshot of a page using .NET - Need help with code

    - by Ender
    I'm writing a specialized crawler and parser for internal use and I require the ability to take a screenshot of a web page in order to check what colours are being used throughout. The program will take in around ten web addresses and will save them as a bitmap image, from there I plan to use LockBits in order to create a list of the five most used colours within the image. To my knowledge it's the easiest way to get the colours used within a web page but if there is an easier way to do it please chime in with your suggestions. Anyway, I was going to use this program until I saw the price tag. I'm also fairly new to C#, having only used it for a few months. Can anyone provide me with a solution to my problem of taking a screenshot of a web page in order to extract the colour scheme? EDIT: Sorry for not getting back to this sooner, but I've been busy with some other things. Anyway, the code seems to work well, but the problem I am having right now is that I am running it within a form, and naturally with Application.Run() being called I cannot run two instances of the same form at once. It recommended Form.showDialog() but that broke everything. Can anyone give me a hand with this code? public static void buildScreenshotFromURL(string url) { int width = 800; int height = 600; using (WebBrowser browser = new WebBrowser()) { browser.Width = width; browser.Height = height; browser.ScrollBarsEnabled = true; // This will be called when the page finishes loading browser.DocumentCompleted += new System.Windows.Forms.WebBrowserDocumentCompletedEventHandler(OnDocumentCompleted); //browser.DocumentCompleted += OnDocumentCompleted; browser.Navigate(url); // This prevents the application from exiting until // Application.Exit is called // Application.Run() does not work as it cannot be called twice, recommended form.showDialog() // but still issues Application.Run(); } } public static void OnDocumentCompleted(object sender, WebBrowserDocumentCompletedEventArgs e) { // Define size of thumbnail neded int thumbSize = 50; // Now that the page is loaded, save it to a bitmap WebBrowser browser = (WebBrowser)sender; // Code edited from example below to make smaller bitmap and save as PNG using (Graphics graphics = browser.CreateGraphics()) { using (Bitmap bitmap = new Bitmap(browser.Width, browser.Height, graphics)) { Rectangle bounds = new Rectangle(0, 0, bitmap.Width, bitmap.Height); browser.DrawToBitmap(bitmap, bounds); Bitmap thumbBitmap = new Bitmap(bitmap.GetThumbnailImage(thumbSize, thumbSize, thumbCall, IntPtr.Zero)); thumbBitmap.Save("screenshot.png", ImageFormat.Png); handleImage(thumbBitmap); } }

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  • which is the best for build a Gantt-chart like application Flex or Flash Action Script?

    - by coderex
    Which is the best for build an application show like in image. For the better graphics and performance wise. I want to know Flash for Flex is more suitable for this. In Flash ca we be able to build a grid kind of applications easily? I headed that Flex have the functions to handle grid and other things. Drag & scroll Zoom like feature. but am not sure able the graphics of flex. Is the components are customizable.. Please help me.

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  • Cant create 2nd textbox

    - by okinaw55
    Having problems with this code and cant figure out why. It works fine the first time through but crashes with a Parameter is not Valid error the 2nd time on this line. Dim tbx As TextBox = New Windows.Forms.TextBox Any help is appreciated. Dim tbx As TextBox = New Windows.Forms.TextBox tbx.Name = tbxName tbx.Size = New System.Drawing.Size(55, 12) tbx.BorderStyle = BorderStyle.None tbx.TextAlign = HorizontalAlignment.Center Using f As Font = tbx.Font tbx.Font = New Font(f.FontFamily, 8, FontStyle.Bold) End Using tbx.Location = New System.Drawing.Point(xCords, 44) Select Case tbx.Name Case "tbxBulk01" : tbx.Text = Bulk01Label Case "tbxBulk02" : tbx.Text = Bulk02Label End Select Me.Controls.Add(tbx) Stack trace as follows. at System.Drawing.Font.GetHeight(Graphics graphics) at System.Drawing.Font.GetHeight() at System.Drawing.Font.get_Height() at System.Windows.Forms.Control.get_FontHeight() at System.Windows.Forms.TextBoxBase.get_PreferredHeight() at System.Windows.Forms.TextBoxBase.get_DefaultSize() at System.Windows.Forms.Control..ctor(Boolean autoInstallSyncContext) at System.Windows.Forms.TextBoxBase..ctor() at System.Windows.Forms.TextBox..ctor()

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  • Component must be a valid peer (when i remove frame.add(Component);)

    - by boyd
    i have this code here for creating and drawing array of pixels into an image import javax.swing.JFrame; import java.awt.Canvas; import java.awt.Graphics; import java.awt.image.BufferStrategy; import java.awt.image.BufferedImage; import java.awt.image.DataBufferInt; public class test extends Canvas implements Runnable{ private static final long serialVersionUID = 1L; public static int WIDTH = 800; public static int HEIGHT = 600; public boolean running=true; public int[] pixels; public BufferedImage img; public static JFrame frame; private Thread thread; public static void main(String[] arg) { test wind = new test(); frame = new JFrame("WINDOW"); frame.add(wind); frame.setVisible(true); frame.setSize(WIDTH, HEIGHT); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); wind.init(); } public void init(){ thread=new Thread(this); thread.start(); img=new BufferedImage(WIDTH, HEIGHT,BufferedImage.TYPE_INT_RGB); pixels=((DataBufferInt)img.getRaster().getDataBuffer()).getData(); } public void run(){ while(running){ render(); try { thread.sleep(55); } catch (InterruptedException e) { e.printStackTrace(); } } } public void render(){ BufferStrategy bs=this.getBufferStrategy(); if(bs==null){ createBufferStrategy(4); return; } drawRect(0,0,150,150); Graphics g= bs.getDrawGraphics(); g.drawImage(img, 0, 0, WIDTH, HEIGHT, null); g.dispose(); bs.show(); } private void drawRect(int x, int y, int w, int h) { for(int i=x;i<w;i++) for(int j=x;j<h;j++) pixels[i+j*WIDTH]=346346; } } Why i get "Component must be a valid peer" error when i remove the line: frame.add(wind); Why I want to remove it? Because I want to create a frame using a class object(from another file) and use the code Window myWindow= new Window() to do exactly the same thing BTW: who knows Java and understands what i wrote please send me a message with your skype or yahoo messenger id.I want to cooperate with you for a project (graphics engine for games)

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  • Is there a way to get different sizes of the Windows system icons in .NET?

    - by Andrew Watt
    In particular I'd like to be able to get the small (16 x 16) icons at runtime. I tried this: new Icon(SystemIcons.Error, SystemInformation.SmallIconSize) Which supposedly "attempts to find a version of the icon that matches the requested size", but it's still giving me a 32 x 32 icon. I also tried: Size iconSize = SystemInformation.SmallIconSize; Bitmap bitmap = new Bitmap(iconSize.Width, iconSize.Height); using (Graphics g = Graphics.FromImage(bitmap)) { g.DrawIcon(SystemIcons.Error, new Rectangle(Point.Empty, iconSize)); } But that just scales the 32 x 32 icon down into an ugly 16 x 16. I've considered just pulling icons out of the VS Image Library, but I really want them to vary dynamically with the OS (XP icons on XP, Vista icons on Vista, etc.). I'm willing to P/Invoke if that's what it takes.

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  • GraphicsDevice is null in my XNA Windows Game project

    - by indyK1ng
    Hello All, I have just started trying to make a simple game with XNA 3.1 to help myself learn C# and XNA. I have run into a bit of an interesting problem, however. In all of the tutorials, one is supposed to pass GraphicsDevice when instantiating a new spriteBatch object like this: spriteBatch = new SpriteBatch(GraphicsDevice); One might even do this: GraphicsDevice objGraphics = new graphics.GraphicsDevice; spriteBatch = new SpriteBatch(objGraphics); where graphics is the GraphicsDeviceManager. However, no matter which version I try, I always get an ArgumentNullException when I try to pass the GraphicsDevice object to spriteBatch's constructor. Almost every tutorial I have found gives the first one and only one mentioned the second option. Has anyone else run into a similar error or know what could be causing this? I am working in Windows 7 x64 with Visual Studio 2008.

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  • C# Image saving from onPaint method

    - by cheesebunz
    Hi anyone knows how to save an image from the rectangle i created? protected override void OnPaint(PaintEventArgs e) { Bitmap bitmap = new Bitmap(@"Pictures/testing.jpg"); Image img = bitmap; int width = testing.Width / 3; int height = testing.Height / 3; Rectangle destrect = new Rectangle(0, 0, width, height); GraphicsUnit units = GraphicsUnit.Pixel; System.Drawing.Imaging.ImageAttributes imageAttr= new System.Drawing.Imaging.ImageAttributes(); //1.1.jpg// //e.Graphics.DrawImage(img,destrect,0,0, width, height, units, imageAttr); //1.2.jpg// e.Graphics.DrawImage(img, destrect, width, 0,width, height, units, imageAttr); base.OnPaint(e); } I have the desired image that is cropped but i don't know how to save .. Would greatly appreciate any help .

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  • Resizing an Binarized image in C#

    - by mouthpiec
    Hi, I have the following code to resize a Binarized image (hence pixel value is 0[black] or 255[white]) with the following code Bitmap ResizedCharImage = new Bitmap(newwidth, newheight); using (Graphics g = Graphics.FromImage((Image)ResizedCharImage)) { g.CompositingQuality = CompositingQuality.HighQuality; g.InterpolationMode = InterpolationMode.HighQualityBilinear; g.SmoothingMode = SmoothingMode.HighQuality; g.PixelOffsetMode = PixelOffsetMode.HighQuality; g.DrawImage(CharBitmap, new Rectangle(0, 0, newwidth, newheight), new Rectangle(0, 0, CharBitmap.Width, CharBitmap.Height), GraphicsUnit.Pixel); } The problem that I am having is that when resizing (i am enlarging the image) some of the pixel values become 254, 253, 1, 2 etc. I need that this do not occur. Is this possible, maybe by changing one of the Graphins properties?

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  • How to deal with color loss on GDI+ Image Resize?

    - by user125775
    Hello All, I am resizing images with C#/GDI+ using the following routing bmpOut = new Bitmap(lnNewWidth, lnNewHeight); Graphics g = Graphics.FromImage(bmpOut); g.InterpolationMode = System.Drawing.Drawing2D.InterpolationMode.HighQualityBilinear; g.FillRectangle(Brushes.White, 0, 0, lnNewWidth, lnNewHeight); g.DrawImage(loBMP, 0, 0, lnNewWidth, lnNewHeight); and encoding it with the highest quality. System.Drawing.Imaging.Encoder qualityEncoder = System.Drawing.Imaging.Encoder.Quality; EncoderParameter myEncoderParameter = new EncoderParameter(qualityEncoder, 100L); However, the images that I get have significant loss of color (I am using JPG images only). The quality is perfect, but color is washed away. Do you have any idea what is goingf on? Thanks a lot in advance.

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  • What is a good platform for building a game framework targetting both web and native languages?

    - by fuzzyTew
    I would like to develop (or find, if one is already in development) a framework with support for accelerated graphics and sound built on a system flexible enough to compile to the following: native ppc/x86/x86_64/arm binaries or a language which compiles to them javascript actionscript bytecode or a language which compiles to it (actionscript 3, haxe) optionally java I imagine, for example, creating an API where I can open windows and make OpenGL-like calls and the framework maps this in a relatively efficient manner to either WebGL with a canvas object, 3d graphics in Flash, OpenGL ES 2 with EGL, or desktop OpenGL in an X11, Windows, or Cocoa window. I have so far looked into these avenues: Building the game library in haXe Pros: Targets exist for php, javascript, actionscript bytecode, c++ High level, object oriented language Cons: No support for finally{} blocks or destructors, making resource cleanup difficult C++ target does not allow room for producing highly optimized libraries -- the foreign function interface requires all primitive types be boxed in a wrapper object, as if writing bindings for a scripting language; these feel unideal for real-time graphics and audio, especially exporting low-level functions. Doesn't seem quite yet mature Using the C preprocessor to create a translator, writing programs entirely with macros Pros: CPP is widespread and simple to use Cons: This is an arduous task and probably the wrong tool for the job CPP implementations differ widely in support for features (e.g. xcode cpp has no variadic macros despite claiming C99 compliance) There is little-to-no room for optimization in this route Using llvm's support for multiple backends to target c/c++ to web languages Pros: Can code in c/c++ LLVM is a very mature highly optimizing compiler performing e.g. global inlining Targets exist for actionscript (alchemy) and javascript (emscripten) Cons: Actionscript target is closed source, unmaintained, and buggy. Javascript targets do not use features of HTML5 for appropriate optimization (e.g. linear memory with typed arrays) and are immature An LLVM target must convert from low-level bytecode, so high-level constructs are lost and bloated unreadable code is created from translating individual instructions, which may be more difficult for an unprepared JIT to optimize. "jump" instructions cause problems for languages with no "goto" statements. Using libclang to write a translator from C/C++ to web languages Pros: A beautiful parsing library providing easy access to the code structure Can code in C/C++ Has sponsored developer effort from Apple Cons: Incomplete; current feature set targets IDEs. Basic operators are unexposed and must be manually parsed from the returned AST element to be identified. Translating code prior to compilation may forgo optimizations assumed in c/c++ such as inlining. Creating new code generators for clang to translate into web languages Pros: Can code in C/C++ as libclang Cons: There is no API; code structure is unstable A much larger job than using libclang; the innards of clang are complex Building the game library in Common Lisp Pros: Flexible, ancient, well-developed language Extensive introspection should ease writing translators Translators exist for at least javascript Cons: Unfamiliar language No standardized library functions, widely varying implementations Which of these avenues should I pursue? Do you know of any others, or any systems that might be useful? Does a general project like this exist somewhere already? Thank you for any input.

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  • How to Use 3 Monitors

    - by The.Anti.9
    Right now my setup has a nice big 24" flatscreen in the center, and a 19" flatscreen to the left. And a big gaping hole on the right. I have a 3rd monitor to put there, but I'm not sure how to get the computer to recognize it. Do I need a graphics card with 3 ports? Or can I span the monitors over non SLI-Linked graphics cards? Is it possible to plug my 3rd monitor into the on-board VGA port and have it work?

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  • Steps in subclassing UINavigationController

    - by RickiG
    Hello I would like to subclass the UINavigationController to get some more freedom in regards to the appearance of the controller. I have some graphics for the different parts, bars, buttons, text etc. Looking at the UINavigationController header file I get little help, I don't know where to start out. I have never subclassed/overridden a UIKit component before, it seems it is a bit like playing Sherlock Holmes. What is the approach? How do I know what to override to get a a specific piece of graphics "injected" the correct place? Do I need to subclass UINavigationBar, UIBarButtonItem etc. etc to get the complete customized look? How do I know if something is off limits in regards to being approved by Apple? Hope someone can point me in the right direction, I have only been able to find examples of changing small parts of the controller, not a full customization by subclassing. Am I going about this the wrong way? Thanks:)

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  • Using DrawString to draw text with no border

    - by griegs
    I have this code; public static Image AddText(this Image image, ImageText text) { Graphics surface = Graphics.FromImage(image); Font font = new Font("Tahoma", 10); System.Drawing.SolidBrush brush = new SolidBrush(Color.Red); surface.DrawString(text.Text, font, brush, new PointF { X = 30, Y = 10 }); surface.Dispose(); return image; } However, when the text is drawn onto my image it's red with a black border or shadowing. How can I write text to an image without any border or shadow?

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  • What libraries are available for manipulating super large images in .Net

    - by tpower
    I have some really large files for example 320 MB tif file with 14000 X 9000 pixels. The operations I need to perform are basically scaling the images to get smaller versions of it and breaking the image into tiles. My code works fine with small files and I use the .Net Bitmap objects but I will occasionally get Out of Memory exceptions for larger files. I've tried using the FreeImage libraries FreeImageBitmap but have the same problems. I'm using something like the following to scale the image: using (Graphics g = Graphics.FromImage((Image)result)) { g.DrawImage( source, xOffset, yOffset, source.Width * scale, source.Height * scale ); } Ideally I'd like a third party library to do all the hardwork, but if you have any tips or resources with more information I would appreciate it.

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  • How can I draw a Rectangle on a PictureBox?

    - by TooFat
    I am trying to just draw a Rectangle on a PictureBox that is on a Form. Writing text like shown here works fine. private void pictureBox1_Paint(object sender, PaintEventArgs e) { using (Font myFont = new Font("Arial", 14)) { e.Graphics.DrawString("Hello .NET Guide!", myFont, Brushes.Green, new Point(2, 2)); } } but when I try to draw a rectangle like so nothing shows up. private void pictureBox1_Paint(object sender, PaintEventArgs e) { Rectangle rect = new Rectangle(); rect.Location = new Point(25, 25); rect.Width = 50; using (Pen pen = new Pen(Color.Red, 2)) { e.Graphics.DrawRectangle(pen, rect); } } What am I missing?

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  • [SWT/RCP] Alpha blending is slow on linux

    - by elgcom
    we are developing an SWT/RCP(Eclipse 3.5) application on both Windows and Linux (on identical hardware). The application is a GIS app which shows several layered maps(PNG images) rendered with alpha blending. org.eclipse.draw2d.Graphics.setAlpha(...); org.eclipse.draw2d.Graphics.drawImage(...); On Windows the performance is pretty good, but on Linux it is very poor. is that a Linux(GTK/KDE) problem? or is there any workaround to improve the performance on Linux?

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  • sorry for asking again the same user here help me out

    - by jazz
    i copied a game from a book which name is paratrooper i ask this question again i also provide the code of the objects which i create there i want to change the color of these objects but i didn't understand how to do that so can any one plz help me how to do that.Listen guys they are not the standard functions but i use the graphics library for these functions and i can't find the function in the library file of graphics. i hope u understand know.this code will not run properly so plz tell me something about the function which color it i can't put the image other wize i show u the image it will make alot easieer #include "graphics.h" #include "stdio.h" #include "conio.h" #include "process.h" #include "alloc.h" #include "stdlib.h" #include "math.h" #include "dos.h" main() { int gm=CGAHI, gd=CGA, key=0, area; initgraph(&gd, &gm, "C:\tc\bgi"); helidraw(246,50,-1); getch(); return 0; } helidraw ( int x, int y, int d ) { int direction, i, j ; if ( d ) direction = -1 ; else direction = 1 ; i = 3 ; j = 8 ; line ( x - j - 8, y - i - 2, x + j + 8, y - i - 2 ) ; line ( x - j + 5, y - i - 1, x + j - 5, y - i - 1 ) ; line ( x - j, y - i, x + j, y - i ) ; for ( ; i 0 ; i--, j += 2 ) { putpixel ( x - ( direction * j ), y - i, 1 ) ; line ( x + ( direction * j ), y - i, x + ( direction * ( j - 8 ) ), y - i ) ; } i = 0 ; j -= 2 ; line ( x - ( direction * j ), y - i, x - ( direction * ( j + 17 ) ), y - i ) ; line ( x - ( direction * j ), y - i + 1, x - ( direction * ( j + 7 ) ), y - i + 1 ) ; putpixel ( x - ( direction * ( j + 19 ) ), y - i - 1, 1 ) ; for ( ; i < 3 ; i++, j -= 2 ) { putpixel ( x - j, y + i, 1 ) ; putpixel ( x + j, y + i, 1 ) ; } line ( x - j, y + i, x + j, y + i ) ; putpixel ( x - j + 3, y + i + 1, 1 ) ; putpixel ( x + j - 3, y + i + 1, 1 ) ; line ( x - j - 10, y + i + 2, x + j + 10, y + i + 2 ) ; putpixel ( x + ( direction * ( j + 12 ) ), y + i + 1, 1 ) ; }

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  • How to effectively draw on desktop in C#?

    - by Lazlo
    I want to draw directly on the desktop in C#. From searching a bit, I ended up using a Graphics object from the Desktop HDC (null). Then, I painted normally using this Graphics object. The problem is that my shapes get lost when any part of the screen is redrawn. I tried a While loop, but it actually ends up drawing as fast as the application can, which is not the update rate of the desktop. Normally, I would need to put my drawing code in a "OnPaint" event, but such thing does not exist for the desktop. How would I do it? Example code: http://stackoverflow.com/questions/1536141/how-to-draw-directly-on-the-windows-desktop-c

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  • ui tabs and position relative

    - by ntan
    Hi, I am using ui tabs a lot.In my last project i add an icon just before tabs and the tab links start a strange behavior, you can not click to change the tabs if you are above tab name BUT only when you are outside tab name. Here is the code <div style="float:left;display:inline;width:718px;padding:5px;border:1px solid #ececec"> <!--ICON just before TABs--> <div style="z-index:1;position:relative;top:30px;left:5px"> <img src="../graphics/icons/add.gif" onclick="AddTab();" href="javascript:void(0);" id="addNewTab"/> </div> <div id="tabs" > <ul > <li > <img src="../graphics/icons/x.gif" onclick="RemoveTab(this)" style="cursor: pointer;" /> <a href="#tab-1"><span id="tabContent-1"><span class="tabText" >TAB1</span></span></a> </li> <li > <img src="../graphics/icons/x.gif" onclick="RemoveTab(this)" style="cursor: pointer;" /> <a href="#tab-2"><span id="tabContent-2"><span class="tabText" >TAB2</span></span></a> </li> </ul> <div id="tab-1" > contents </div> <div id="tab-2" > contents </div> </div><!--tabs--> I know that ui.css has position relative for tabs .ui-tabs .ui-tabs-nav { list-style:none outside none; padding:0.2em 0.2em 0; position:relative; } and i dont know if meshing up with my icon. If i remove the position:relative from the icon (add.gif) everything works fine Any help is appreciated

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  • Rotate a drawed rectangle in flex

    - by Arif
    i wrote the following code for draw a rotate rectangle var s:UIComponent = new UIComponent(); s.graphics.lineStyle(1, 0x0000FF); s.graphics.drawRect(50, 50, 200, 200); s.rotation = 30; template.addChild(s); where template is a canvas. Its rotate nicely but the problem is the position is not in right place. i.e. it is not in (50,50) after rotate. How can i solve this problem? Thanks in advance.

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  • Qt - invalid conversion to child class

    - by David Davidson
    I'm drawing polygons using the Graphics View framework. I added a polygon to the scene with this: QGraphicsPolygonItem *poly = scene->addPolygon(QPolygonF(vector_of_QPointF)); poly->setPos(some_point); But I need to implement some custom behaviour like selection, mouse over indicator, and other similar stuff on the graphics item. So I declared a class that inherits QGraphicsPolygonItem: #include <QGraphicsPolygonItem> class GridHex : public QGraphicsPolygonItem { public: GridHex(QGraphicsItem* parent = 0); }; GridHex::GridHex(QGraphicsItem* parent) : QGraphicsPolygonItem(parent) { } Not doing much with that class so far, as you can see. But shouldn't replacing QGraphicsPolygonItem with my GridHex class? This is throwing a " invalid conversion from 'QGraphicsPolygonItem*' to 'GridHex*' " error: GridHex* poly = scene->addPolygon(QPolygonF(vector_of_QPointF)); What am I doing wrong?

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  • Scaling larger Image problem.

    - by krishna
    Hi, I m developing flex application, in which I want to Draw Image from User local hard-drive to the canvas of size 640x360. User can choose Image of bigger resolution & is scaled to Canvas size. But if user selected images of larger resolution like 3000x2000, the scaling take lot time & freezes the application until scale done. Is there any method to scale image faster or kind of threading can be done? I am using matrix to scale Image as below: var mat:Matrix = new Matrix(); var scalex:Number = canvasScreen.width/content.width; var scaley:Number = canvasScreen.height/content.height; mat.scale(scalex,scaley); canvasScreen.graphics.clear(); canvasScreen.graphics.beginBitmapFill(content.bitmapData,mat);

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