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  • Visual Studio 2010 Graphic Artifacts

    - by jonathan
    This problem started happening to me once I installed SP1 onto my Windows 7 Ultimate install. When changing between tabs, or even just hovering my mouse over buttons, VS2010 starts artifacting. It's bad enough where I often times can't see any of the code I'm working on. Sometimes just the button the mouse is over will go black, and other times the entire code panel will turn a black and grey pattern. This problem only happens with Visual Studio 2010 (2008 works fine). The problem remained when I upgraded Visual Studio to SP1. I've also uninstalled and reinstalled Visual Studio and the graphics drivers several times now, and I'm about ready to reinstall Windows 7, but I figured I'd ask for suggestions first. Google, as well as searching through Stack Exchange, did not turn up anything useful.

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  • asus 1215p cannot get the 1366 x 768 resolution

    - by Arthur
    Hi everyone, im a little bit stuck. I had a windows 7 starter installed on this netbook, it wasn't that great so I installed windows 7 ultimate. everything is OK apart from the screen resolution. it doesn't let me choose the optimal 1366x768 resolution and defaults to lower quality, in fact it doesn't even list it. I have tried drivers from Microsoft, Asus and Intel and still no joy. Any suggestions? It has the Intel 3150 Graphics Media Accelerator Much appreciated :)

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  • Explorer.exe - No such interface supported and other issues

    - by tom
    The problem started when I uninstalled my ATI graphics driver and i used a driver cleaner. After i restarted win7 and it got to POST the screen just went completely blank. So i Used system restore from the repair menu to get back on. I found out that if I ran chkdsk the display just goes black after restart on startup and i have to use system restore to get back on windows7 not sure why this is. When i right click desktop and choose 'Screen Resolution' it says No such interface supported. Also when I click items such as device manager in the windows explorer it does not do anything. I have tried re-registering the DLLS but that did not do anything.

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  • Mobile Intel 965 vs 4 Series chipset speed differences

    - by graham.reeds
    A client of ours is having a problem panning on a mapping application that we write on their panasonic toughbooks (CF-19's). One of their toughbooks the panning is fairly smooth while on the other it is really slow. Doesn't help that they have all the settings turned up, but I would of thought any reasonably new graphics card (even shared memory) would have more than adequate graphic speed. I am pretty sure that the graphic adapter is to blame, but I can't find anything out about either chipset (level of acceleration, non-problems, etc). All I get is the intel data sheets. The faster panning one is on the Mobile Intel 4 Series Express Chipset while the slower is on the Mobile Intel 965 Express Chipset. Is this expected? Does it sound like a driver problem? They both have the same amount of ram and same cpu.

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  • DisplayPort to DVI not working on Quadro FX 580

    - by kaosvid
    I have a PNY NVIDIA Quadro FX 580 graphics card with 1x DVI and 2x DisplayPorts. The DVI port works fine with both my Viewsonic monitors but I cannot get either of the DPs to work using the supplied DP to DVI adapter; all I get is a "no signal" on either monitor when connected to either DP port. The NVIDIA Control Panel shows that the second monitor is not connected when in fact it is. How do I get the second monitor to work? System: Windows XP Professional 32-bit Asus P5Q motherboard Core 2 Duo E8500 CPU 4GB PC8500 RAM

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  • Screen rotation hot key (CTRL+ALT+UP) not responding, what's going on?

    - by Jamie
    The other day my son (11 months) discovered a new hot key combination on my laptop. As I'm sure many of you are aware (I wasn't until the other day), on machines with Intel Graphics, pressing CTRL+ALT+{any arrow key} rotates the screen. After I recovered from my shock, and did a little sideways Googling to figure out how to fix it, I decided this might actually be useful. I read a lot of online documentation, and it fits better on the screen when it's rotated. Since it's a laptop, I hold the machine like a book and read it. It worked great all afternoon yesterday. But today at work I tried to show a friend this new trick, using the same laptop, and found that the CTRL+ALT+UP no longer works. I can rotate it to any orientation but the normal one. I'm guessing something else is intercepting this hot key, but what could be doing this?

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  • Video has become blurred and smoothed out?!

    - by benwebdev
    Hi, Since yesterday video and graphics on my Windows 7 desktop seem to have become smoothed out and blurred slightly and I'm not sure why. The last thing I did on the machine was play Fallout New Vegas for the first time. An example can be seen in the picture here screenshot - note how smoothed out the character on the right seems, lots of definition looks lost. It's really annoying and happening regardless of what I watch. My system is below: Windows7 Ultimate 64 bit 6GB RAM Sapphire HD 5770 Vapor-X 1GB Gigabyte X58A-UD3R Motherboard Coolermaster Silent Pro M series 700W power supply All help greatly appreciated thanks

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  • How does a winkydink Teradici offer high res, full FPS, 3D rendering on ESXi 5 VDIs for AutoCAD/SolidWorks/1080p YouTube applications?

    - by BlueToast
    How does such a small Teradici card ![enter image description here][1] offer high resolution, full FPS 3D graphics (1:38) http://www.youtube.com/watch?v=eXA4QMmfY5Y&feature=player_detailpage#t=97s for ESXi 5.0/5.1 VDI environments? We're shooting for an AutoCAD/SolidWorks/YouTube 1080p capable environment. I can't see how such a small and low profile card could possibly have the horsepower to handle such GPU computations for a big environment like that. We're going to have up to 64 VDIs per server, and are a 500-1000 employee count sized company. Someone enlighten me please! Determining which route to go (between RemoteFX and VMware View/PCoIP) and the hardware (NVIDIA 4GB non-Quadro/Tesla GPUs vs Teradici card). Servers have three 4x, three 8x, and one 16x PCI-E lane. Two of the 8x lanes will be occupied by SAS RAID cards.

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  • 2x ATI FireMV 2250 not working

    - by Brett Rigby
    I've just bought 2x ATI FireMV 2250 cards from a reputable seller on ebay... one is a PCI-E x1 and the other is a PCI-E x16. Problem is, neither works in my Dell Vostro 220 PC... Both cards appear to not work. Is there something I'm missing? The seller used an anti-static bag for one of the cards, syaing that: "You Must connect this graphics board to the computer's power supply" but there's no socket for that, nor any indication. I have contacted the seller, but thought I'd raise it here, as it seems strange that two cards can be non-functioning.

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  • After turning my monitor off and on, it will display only a white screen

    - by Narf the Mouse
    About a month after installing a new graphics card, I started encountering a rather frustrating problem. Namely, if I turn my monitor off for any significant length of time, then turn it back on, it displays only a white screen. Previously, restarting could fix the problem. However, after leaving the computer off last night, the problem persists. An internet search turned up this site; however, the monitor cable is not loose. As for the insides of the monitor - Well, I could poke around, but I risk making it worse if it's not the monitor. Any such instructions should be clear, detailed and include pictures. Further updates as events warrant.

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  • I can't set the resolution to that recommended by my monitor

    - by F4r-20
    Firstly, I have looked here but didn't find what I needed. I have a Dell Optiplex 380 only using the on-board graphics (believe its the Intel G41 Express Chipset) but I can't seem to get the resolution right. The monitor I'm using (HP LE1901w) wants me to use 1440x900 but the only options I get are: 1600 x 1200 1366 x 768 1360 x 768 1280 x 1024 1280 x 960 1152 x 864 1024 x 768 800 x 600 So it will allow me to go higher or lower but not 1440x900. I've tried getting the driver from various different sources (Dell, Intel, Windows 7 Update) but still can't get that option. Does anybody know what else I can try?

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  • Upgraded to a GTX 580 - no video signal on boot

    - by MGOwen
    I have: New Corsair 550w PSU (should be more than enough) AsRock H61M u3s3 mobo (with latest updated BIOS) Just replaced my faithful HD 7790 GPU with a refurbished EVGA GTX 580 1.5GB. When I boot, it sounds like the PC boots to windows, and the 580's fan is spinning, but I can't get any video signal from the card. Old card and integrated graphics still work fine (when I replace and use those instead). I am using the DVI ports on the card with a DVI-VGA adapter until I can get my hands on a mini HDMI adapter tomorrow. Anyone ever heard of a GPU needed something special to make the VGA signal work? Hold down a key on startup or something? I can't even find a manual for this card.

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  • Does the size of the monitor Matter?

    - by Arsheep
    I have a old computer, and I want to buy a big LCD. The best I've found so far is Viewsonic's 24" LCD TFT monitor. So will it run without any problems, or do I need to upgrade the video cards or something as well? The computer is not too old: it has P4 board and celeron processor, with 128 graphics memory. And in display properties, it says that the maxium that I can use is 1280 x 1024 resolution. I am noob hardware-wise, so need help on this stuff. Thanks

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  • Does the size of the monitor Matter?

    - by Arsheep
    I have a old computer, and I want to buy a big LCD. The best I've found so far is Viewsonic's 24" LCD TFT monitor. So will it run without any problems, or do I need to upgrade the video cards or something as well? The computer is not too old: it has P4 board and celeron processor, with 128 graphics memory. And in display properties, it says that the maxium that I can use is 1280 x 1024 resolution. I am noob hardware-wise, so need help on this stuff. Thanks

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  • Does the size of the monitor Matter?

    - by Arsheep
    I have a old computer, and I want to buy a big LCD. The best I've found so far is Viewsonic's 24" LCD TFT monitor. So will it run without any problems, or do I need to upgrade the video cards or something as well? The computer is not too old: it has P4 board and celeron processor, with 128 graphics memory. And in display properties, it says that the maxium that I can use is 1280 x 1024 resolution. I am noob hardware-wise, so need help on this stuff. Thanks

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  • How to make my display Grayscale?

    - by Oldarney
    I want to reduce the saturation of my laptop monitor to the point that it is almost grayscale. That's the goal. Intel and Asus don't have an answer. Asus Splendid and the intel graphics control panel can increase the saturation, but not lower it. I would prefer a software solution, although I DIY'ed a vga grayscale adapter for my desktop. I have an Asus UL30A with an Intel GMA 4500MHD. I know that the latest ATI cards, windotosh's and high end nvidia cards all support control panel desaturation. Why? black and white makes me 3 times more productive.

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  • Windows 7 ATI 6470M

    - by p_piorkowski
    I have some problems with my Dell Vostro 3350. I have to graphic card - Intel and ATI radeon 6470M. I have installed this driver. It's fresh installation of Windows 7. And my problem is that in device menager I can see in section graphic cards AMD Radeon HD 6490M and Intel(R) Graphics Family. Another thing is that I'm using two screens. And I want to use ATI readeon as default. At this moment I'm event not sure if ATI is working. Another strange thing is that when I run Catalyst Control Center in section Destkop Menagement i don't see nothing.

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  • A GFX card with two DVI and one HDMI with audio?

    - by TomaszRykala
    I haven't upgraded my PC for a while nor kept up to date with pc hardware since 2007, but have recently come up with a requirement and I am wondering if I can solve it! Are there any graphics cards out there that have two DVIs and one HDMI output, with the HDMI supporting sound over it? Basically, I've got a two PC monitor setup, and both monitors are connected to the two DVI's of my GTX9800+. I want to upgrade my card to say, GTX 460, but can't find if there is such with two DVIs (for my monitors) and one HDMI with audio (for my TV). So I am wondering, if such solution possible at all? I noticed that there are some cards out there with two DVI's and one mini-HDMI, but they all say 'HDMI Output Yes x 1 (via DVI to HDMI adaptor x 1 )', which probably means that because of the DVI element, the audio won't work. Is this true? Such card is an exmaple: http://uk.asus.com/Graphics_Cards/NVIDIA_Series/ENGTX460_DirectCU2DI1GD5/#specifications Many thanks for your help!

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  • Virtualizing Windows with VT-d to play within it

    - by Bahaïka
    I would like to know if what I want to is possible. First, here is my hardware configuration : MB : Gigabyte H77-DS3H Intel Core i5 3330 (3.00GHz) MSI Nvidia GTX 760 8 Gb RAM 1333 MHz What I want to do is to have a linux (probably ArchLinux) as a main and unique OS on my computer (I don't want a dualboot). And virtualizing Windows under Linux. I've read about VT-d (supported by my CPU) and PCIBackHide. I'd like to know if I can initialize Linux with the Integrated Graphics and Virtualize Windows to use the GTX 760. If I can do it, where do I have to plug my two screens ? On the MainBoard or the GTX 760 ? How do I achive that idea ?

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  • A "quick" vector editor (SVG) for Linux (for annotating images?)

    - by sdaau
    I often need to take a bitmap (.png) image, and draw some lines or text on top of it, and possibly export a new, thusly "annotated" image. I know I can basically do all this in inkscape - but inkscape is a complex program, and it needs almost a minute to start up properly on my PCs. So I was thinking - is there something like a "mini" vector editor for Linux, which would start up fast, and allow me to: Right-click, open an image in this editor program The program scales the active "document"/"window size" to the size of the image I can zoom in/zoom out (and possibly crop) the image I can add at least lines, boxes and text in different colors? A bonus for me would be to have the overlay graphics saved as SVG format, say with the same filename as the image - as in, "image.png.svg" being saved in the same directory where the original "image.png" is located (thus allowing opening and editing these "annotations" further, either in this editor, or possibly in inkscape). And another bonus would be the export of the annotated image to a bitmap. Anyone know about anything like this?

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  • Like to Upgrade My PC (7 year old) - for animation and hardcore gaming ! - help me [closed]

    - by sri
    I like to buy a new computer for my studies and as well as gaming. My old pc has 1.5 GB RAM with 512MB Graphics card. And it is very old to run Adobe CS5 version and other high end animation software. My budget will be INR 20k-25k. I have 500GB hard disk, keyboard and mouse new. So apart from this, I like to buy : Intel or AMD is good ? My idea is : Corei5 or Corei7 = which is best and economy ? Which mother board. 4 GB RAM with upto 8 GB RAM slot for future upgrade. 1 GB or 2 GB Graphic card - which one ? If I am wrong - please suggest me

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  • App using MonoTouch Core Graphics mysteriously crashes

    - by Stephen Ashley
    My app launches with a view controller and a simple view consisting of a button and a subview. When the user touches the button, the subview is populated with scrollviews that display the column headers, row headers, and cells of a spreadsheet. To draw the cells, I use CGBitmapContext to draw the cells, generate an image, and then put the image into the imageview contained in the scrollview that displays the cells. When I run the app on the iPad, it displays the cells just fine, and the scrollview lets the user scroll around in the spreadsheet without any problems. If the user touches the button a second time, the spreadsheet redraws and continues to work perfectly, If, however, the user touches the button a third time, the app crashes. There is no exception information display in the Application Output window. My first thought was that the successive button pushes were using up all the available memory, so I overrode the DidReceiveMemoryWarning method in the view controller and used a breakpoint to confirm that this method was not getting called. My next thought was that the CGBitmapContext was not getting released and looked for a Monotouch equivalent of Objective C's CGContextRelease() function. The closest I could find was the CGBitmapContext instance method Dispose(), which I called, without solving the problem. In order to free up as much memory as possible (in case I was somehow running out of memory without tripping a warning), I tried forcing garbage collection each time I finished using a CGBitmapContext. This made the problem worse. Now the program would crash moments after displaying the spreadsheet the first time. This caused me to wonder whether the Garbage Collector was somehow collecting something necessary to the continued display of graphics on the screen. I would be grateful for any suggestions on further avenues to investigate for the cause of these crashes. I have included the source code for the SpreadsheetView class. The relevant method is DrawSpreadsheet(), which is called when the button is touched. Thank you for your assistance on this matter. Stephen Ashley public class SpreadsheetView : UIView { public ISpreadsheetMessenger spreadsheetMessenger = null; public UIScrollView cellsScrollView = null; public UIImageView cellsImageView = null; public SpreadsheetView(RectangleF frame) : base() { Frame = frame; BackgroundColor = Constants.backgroundBlack; AutosizesSubviews = true; } public void DrawSpreadsheet() { UInt16 RowHeaderWidth = spreadsheetMessenger.RowHeaderWidth; UInt16 RowHeaderHeight = spreadsheetMessenger.RowHeaderHeight; UInt16 RowCount = spreadsheetMessenger.RowCount; UInt16 ColumnHeaderWidth = spreadsheetMessenger.ColumnHeaderWidth; UInt16 ColumnHeaderHeight = spreadsheetMessenger.ColumnHeaderHeight; UInt16 ColumnCount = spreadsheetMessenger.ColumnCount; // Add the corner UIImageView cornerView = new UIImageView(new RectangleF(0f, 0f, RowHeaderWidth, ColumnHeaderHeight)); cornerView.BackgroundColor = Constants.headingColor; CGColorSpace cornerColorSpace = null; CGBitmapContext cornerContext = null; IntPtr buffer = Marshal.AllocHGlobal(RowHeaderWidth * ColumnHeaderHeight * 4); if (buffer == IntPtr.Zero) throw new OutOfMemoryException("Out of memory."); try { cornerColorSpace = CGColorSpace.CreateDeviceRGB(); cornerContext = new CGBitmapContext (buffer, RowHeaderWidth, ColumnHeaderHeight, 8, 4 * RowHeaderWidth, cornerColorSpace, CGImageAlphaInfo.PremultipliedFirst); cornerContext.SetFillColorWithColor(Constants.headingColor.CGColor); cornerContext.FillRect(new RectangleF(0f, 0f, RowHeaderWidth, ColumnHeaderHeight)); cornerView.Image = UIImage.FromImage(cornerContext.ToImage()); } finally { Marshal.FreeHGlobal(buffer); if (cornerContext != null) { cornerContext.Dispose(); cornerContext = null; } if (cornerColorSpace != null) { cornerColorSpace.Dispose(); cornerColorSpace = null; } } cornerView.Image = DrawBottomRightCorner(cornerView.Image); AddSubview(cornerView); // Add the cellsScrollView cellsScrollView = new UIScrollView (new RectangleF(RowHeaderWidth, ColumnHeaderHeight, Frame.Width - RowHeaderWidth, Frame.Height - ColumnHeaderHeight)); cellsScrollView.ContentSize = new SizeF (ColumnCount * ColumnHeaderWidth, RowCount * RowHeaderHeight); Size iContentSize = new Size((int)cellsScrollView.ContentSize.Width, (int)cellsScrollView.ContentSize.Height); cellsScrollView.BackgroundColor = UIColor.Black; AddSubview(cellsScrollView); CGColorSpace colorSpace = null; CGBitmapContext context = null; CGGradient gradient = null; UIImage image = null; int bytesPerRow = 4 * iContentSize.Width; int byteCount = bytesPerRow * iContentSize.Height; buffer = Marshal.AllocHGlobal(byteCount); if (buffer == IntPtr.Zero) throw new OutOfMemoryException("Out of memory."); try { colorSpace = CGColorSpace.CreateDeviceRGB(); context = new CGBitmapContext (buffer, iContentSize.Width, iContentSize.Height, 8, 4 * iContentSize.Width, colorSpace, CGImageAlphaInfo.PremultipliedFirst); float[] components = new float[] {.75f, .75f, .75f, 1f, .25f, .25f, .25f, 1f}; float[] locations = new float[]{0f, 1f}; gradient = new CGGradient(colorSpace, components, locations); PointF startPoint = new PointF(0f, (float)iContentSize.Height); PointF endPoint = new PointF((float)iContentSize.Width, 0f); context.DrawLinearGradient(gradient, startPoint, endPoint, 0); context.SetLineWidth(Constants.lineWidth); context.BeginPath(); for (UInt16 i = 1; i <= RowCount; i++) { context.MoveTo (0f, iContentSize.Height - i * RowHeaderHeight + (Constants.lineWidth/2)); context.AddLineToPoint((float)iContentSize.Width, iContentSize.Height - i * RowHeaderHeight + (Constants.lineWidth/2)); } for (UInt16 j = 1; j <= ColumnCount; j++) { context.MoveTo((float)j * ColumnHeaderWidth - Constants.lineWidth/2, (float)iContentSize.Height); context.AddLineToPoint((float)j * ColumnHeaderWidth - Constants.lineWidth/2, 0f); } context.StrokePath(); image = UIImage.FromImage(context.ToImage()); } finally { Marshal.FreeHGlobal(buffer); if (gradient != null) { gradient.Dispose(); gradient = null; } if (context != null) { context.Dispose(); context = null; } if (colorSpace != null) { colorSpace.Dispose(); colorSpace = null; } // GC.Collect(); //GC.WaitForPendingFinalizers(); } UIImage finalImage = ActivateCell(1, 1, image); finalImage = ActivateCell(0, 0, finalImage); cellsImageView = new UIImageView(finalImage); cellsImageView.Frame = new RectangleF(0f, 0f, iContentSize.Width, iContentSize.Height); cellsScrollView.AddSubview(cellsImageView); } private UIImage ActivateCell(UInt16 column, UInt16 row, UIImage backgroundImage) { UInt16 ColumnHeaderWidth = (UInt16)spreadsheetMessenger.ColumnHeaderWidth; UInt16 RowHeaderHeight = (UInt16)spreadsheetMessenger.RowHeaderHeight; CGColorSpace cellColorSpace = null; CGBitmapContext cellContext = null; UIImage cellImage = null; IntPtr buffer = Marshal.AllocHGlobal(4 * ColumnHeaderWidth * RowHeaderHeight); if (buffer == IntPtr.Zero) throw new OutOfMemoryException("Out of memory: ActivateCell()"); try { cellColorSpace = CGColorSpace.CreateDeviceRGB(); // Create a bitmap the size of a cell cellContext = new CGBitmapContext (buffer, ColumnHeaderWidth, RowHeaderHeight, 8, 4 * ColumnHeaderWidth, cellColorSpace, CGImageAlphaInfo.PremultipliedFirst); // Paint it white cellContext.SetFillColorWithColor(UIColor.White.CGColor); cellContext.FillRect(new RectangleF(0f, 0f, ColumnHeaderWidth, RowHeaderHeight)); // Convert it to an image cellImage = UIImage.FromImage(cellContext.ToImage()); } finally { Marshal.FreeHGlobal(buffer); if (cellContext != null) { cellContext.Dispose(); cellContext = null; } if (cellColorSpace != null) { cellColorSpace.Dispose(); cellColorSpace = null; } // GC.Collect(); //GC.WaitForPendingFinalizers(); } // Draw the border on the cell image cellImage = DrawBottomRightCorner(cellImage); CGColorSpace colorSpace = null; CGBitmapContext context = null; Size iContentSize = new Size((int)backgroundImage.Size.Width, (int)backgroundImage.Size.Height); buffer = Marshal.AllocHGlobal(4 * iContentSize.Width * iContentSize.Height); if (buffer == IntPtr.Zero) throw new OutOfMemoryException("Out of memory: ActivateCell()."); try { colorSpace = CGColorSpace.CreateDeviceRGB(); // Set up a bitmap context the size of the whole grid context = new CGBitmapContext (buffer, iContentSize.Width, iContentSize.Height, 8, 4 * iContentSize.Width, colorSpace, CGImageAlphaInfo.PremultipliedFirst); // Draw the original grid into the bitmap context.DrawImage(new RectangleF(0f, 0f, iContentSize.Width, iContentSize.Height), backgroundImage.CGImage); // Draw the cell image into the bitmap context.DrawImage(new RectangleF(column * ColumnHeaderWidth, iContentSize.Height - (row + 1) * RowHeaderHeight, ColumnHeaderWidth, RowHeaderHeight), cellImage.CGImage); // Convert the bitmap back to an image backgroundImage = UIImage.FromImage(context.ToImage()); } finally { Marshal.FreeHGlobal(buffer); if (context != null) { context.Dispose(); context = null; } if (colorSpace != null) { colorSpace.Dispose(); colorSpace = null; } // GC.Collect(); //GC.WaitForPendingFinalizers(); } return backgroundImage; } private UIImage DrawBottomRightCorner(UIImage image) { int width = (int)image.Size.Width; int height = (int)image.Size.Height; float lineWidth = Constants.lineWidth; CGColorSpace colorSpace = null; CGBitmapContext context = null; UIImage returnImage = null; IntPtr buffer = Marshal.AllocHGlobal(4 * width * height); if (buffer == IntPtr.Zero) throw new OutOfMemoryException("Out of memory: DrawBottomRightCorner()."); try { colorSpace = CGColorSpace.CreateDeviceRGB(); context = new CGBitmapContext (buffer, width, height, 8, 4 * width, colorSpace, CGImageAlphaInfo.PremultipliedFirst); context.DrawImage(new RectangleF(0f, 0f, width, height), image.CGImage); context.BeginPath(); context.MoveTo(0f, (int)(lineWidth/2f)); context.AddLineToPoint(width - (int)(lineWidth/2f), (int)(lineWidth/2f)); context.AddLineToPoint(width - (int)(lineWidth/2f), height); context.SetLineWidth(Constants.lineWidth); context.SetStrokeColorWithColor(UIColor.Black.CGColor); context.StrokePath(); returnImage = UIImage.FromImage(context.ToImage()); } finally { Marshal.FreeHGlobal(buffer); if (context != null){ context.Dispose(); context = null;} if (colorSpace != null){ colorSpace.Dispose(); colorSpace = null;} // GC.Collect(); //GC.WaitForPendingFinalizers(); } return returnImage; } }

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  • Right way to dispose Image/Bitmap and PictureBox

    - by kornelijepetak
    I am trying to develop a Windows Mobile 6 (in WF/C#) application. There is only one form and on the form there is only a PictureBox object. On it I draw all desired controls or whatever I want. There are two things I am doing. Drawing custom shapes and loading bitmaps from .png files. The next line locks the file when loading (which is an undesired scenario): Bitmap bmp = new Bitmap("file.png"); So I am using another way to load bitmap. public static Bitmap LoadBitmap(string path) { using (Bitmap original = new Bitmap(path)) { return new Bitmap(original); } } This is I guess much slower, but I don't know any better way to load an image, while quickly releasing the file lock. Now, when drawing an image there is method that I use: public void Draw() { Bitmap bmp = new Bitmap(240,320); Graphics g = Graphics.FromImage(bmp); // draw something with Graphics here. g.Clear(Color.Black); g.DrawImage(Images.CloseIcon, 16, 48); g.DrawImage(Images.RefreshIcon, 46, 48); g.FillRectangle(new SolidBrush(Color.Black), 0, 100, 240, 103); pictureBox.Image = bmp; } This however seems to be some kind of a memory leak. And if I keep doing it for too long, the application eventually crashes. Therefor, I have X questions: 1.) What is the better way for loading bitmaps from files without locking the file? 2.) What objects needs to be manually disposed in the Draw() function (and in which order) so there's no memory leak and no ObjectDisposedException throwing? 3.) If pictureBox.Image is set to bmp, like in the last line of the code, would pictureBox.Image.Dispose() dispose only resources related to maintaining the pictureBox.Image or the underlying Bitmap set to it?

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  • Getting a gestureoverlayview

    - by Codejoy
    I have been using some nice tutorials on drawing graphics on my android. I wanted to also add in the cool gesture demo found here: http://developer.android.com/resources/articles/gestures.html That takes these lines of code: GestureOverlayView gestures = (GestureOverlayView) findViewById(R.id.gestures); gestures.addOnGesturePerformedListener(this); This is fine and dandy yet I realize in my demo i'm trying to build using code from "Playing with Graphics in Android". The demos make sense, everything makes sense but I found out by using: setContentView(new Panel(this)); as is required by the Playing With Graphics tutorials, then the findViewById seems to no longer be valid and returns null. At first I was about to post a stupider question as to why this is happening, a quick test of playing with the setContentView made me realize the cause of findViewById returning null, I just do not know how to remedy this issue. Whats the key I am missing here? I realize that the new Panel is doinking some reference up but I am not sure how to make the connection here. THe: R.id.gestures is defined right int he main.xml as: (just like the tutorial) Thanks, Shane p.s. im new here be gentle.

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  • Getting a gestureoverlayview

    - by Codejoy
    I have been using some nice tutorials on drawing graphics on my android. I wanted to also add in the cool gesture demo found here: http://developer.android.com/resources/articles/gestures.html That takes these lines of code: GestureOverlayView gestures = (GestureOverlayView) findViewById(R.id.gestures); gestures.addOnGesturePerformedListener(this); This is fine and dandy yet I realize in my demo i'm trying to build using code from "Playing with Graphics in Android". The demos make sense, everything makes sense but I found out by using: setContentView(new Panel(this)); as is required by the Playing With Graphics tutorials, then the findViewById seems to no longer be valid and returns null. At first I was about to post a stupider question as to why this is happening, a quick test of playing with the setContentView made me realize the cause of findViewById returning null, I just do not know how to remedy this issue. Whats the key I am missing here? I realize that the new Panel is doinking some reference up but I am not sure how to make the connection here. The: R.id.gestures is defined right int he main.xml as: (just like the tutorial) <android.gesture.GestureOverlayView android:id="@+id/gestures" android:layout_width="fill_parent" android:layout_height="0dip" android:layout_weight="1.0" /> So I did confirm the setContentView(new Panel(this)) is causing the issue. So I know the issue is that I have to figure out how to add the android.gesture.GestureOverlayView to the panel class somehow, I am just not sure how to go about this. After fighting with this I generally know what I need to do just now how to do it. I think I need either the equivalent of creating a panel in that main.xml OR figuring out how to build whats in main.xml for the gestures in code. I am close because I did this: GestureOverlayView gestures = new GestureOverlayView(this); which gets me a non null gestures now, unfortunately since I am not telling it to fill Parent anywhere I don't think its really showing up, so I am trying hard to figure out layout pa rams. Am I even on the right track?

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