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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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  • 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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  • 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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  • 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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  • 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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  • 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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  • 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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  • 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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  • 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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  • Positioning problem in VIsta when Aero Theme is enabled

    - by Adeel Rehman
    Hi, I have a Windows form which has tab pages. On a Tab Page, I have a Combo Box. When I click the combobox a drop down opens up just below the combo box to give the impression of a drop down. The drop down is a windows form and this is how I set its position Popup.Location = control.PointToScreen(parentcontrol.PointToClient(new System.Drawing.Point(0, control.Height))); Popup = drop down that opens below the combo box (Windows Form) control = my combo box (Combo Box) parentcontrol = the windows form on which the control is present (Parent Form) Problem:- The X coordinate is not plotted correctly on the screen with Aero theme enabled. This works perfectly fine on XP (with some variance in y due to tablelayout panel i assume). But when i use the same code on Vista with Aero theme enabled the x-cordinate wanders away about 20-30 pixels. If I Turn Aero theme off on Vista, it works fine. I have found the X and Y coordiantes calculated in both cases are the same. But the way Vista draws these coordinates on the screen (when aero theme is enabled) is different. Is there any solution to this problem? Thanks, Adeel Rehman.

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  • TranslateTransform for drag and drop in Silverlight

    - by fuzzyman
    We're trying to implement drag and drop in Silverlight (3). We want users to be able to drag elements from a treeview onto another part of a UI. The parent element is a Grid, and we've been trying to use a TranslateTransform along with the MouseLeftButtonDown, MouseMove (etc) events, as recommended by various online examples. For example: http://www.85turns.com/2008/08/13/drag-and-drop-silverlight-example/ We're doing this in IronPython, but that should be more or less irrelevant. The drag start is correctly initiated, but the item we are dragging appears in the 'wrong' location (offset a few hundred pixels to the right and down from the cursor) and I can't for the life of me work out why. Basic xaml: <Grid x:Name="layout_root"> <Grid.RowDefinitions> <RowDefinition/> <RowDefinition Height="120"/> </Grid.RowDefinitions> <Border x:Name="drag" Background="LightGray" Width="40" Height="15" Visibility="Collapsed" Canvas.ZIndex="10"> <Border.RenderTransform> <TranslateTransform x:Name="transform" X="0" Y="0" /> </Border.RenderTransform> <TextBlock x:Name="dragText" TextAlignment="Center" Foreground="Gray" Text="foo" /> </Border> ... </Grid> The startDrag method is triggered by the MouseLeftButtonDown event (on a TextBlock in a TreeViewItem.Header). onDrag is triggered by MouseMove. In the following code self.root is Application.Current.RootVisual (top level UI element from app.xaml): def startDrag(self, sender, event): self.root.drag.Visibility = Visibility.Visible self.root.dragText.Text = sender.Text position = event.GetPosition(self.root.drag.Parent) self.root.drag.transform.X = position.X self.root.drag.transform.Y = position.Y self.root.CaptureMouse() self._captured = True def onDrag(self, sender, event): if self._captured: position = event.GetPosition(self.root.drag.Parent) self.root.drag.transform.X = position.X self.root.drag.transform.Y = position.Y The dragged item follows the mouse move, but is offset considerably. Any idea what I am doing wrong and how to correct it?

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  • MATLAB only prints a part of my figure

    - by simonty
    I'm trying to print my figure in Matlab, but it keeps screwing up and I have no idea why. opslaan = figure(1); plot(1:handles.aantal,handles.nauw,'-r','LineWidth',1.5); xlabel(gca,sprintf('Framenummer (%g ms per frame)',60/handles.aantal)); ylabel(gca,'dB'); set(gca,'YGrid','on'); yAsMax = ceil( ceil(max(handles.nauw)) / 2) * 2; axis([0 handles.aantal 0 yAsMax]); pause(1); print -dpng image.png The first line is just plotting the data on my figure, then labeling x and y, turning on grid and caculating the y-axis like I want it. This all works great and Matlab shows it like I want it in the Figure window. When saving to .png / .jpeg / .eps it goes wrong and only prints the bottom left corner (473x355 pixels), the rest just disappeared. When exporting manually via File - Save As, it works correctly. Any help? Thanks!

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  • Cursor image to the center on mouseout

    - by Milla
    Hi all! I'm a real noobie with flash and I was wondering if somebody could help me with this one. I have this actionsript 3 code, where the cursor image "ball_mc" follows the mouse's position with a slight delay: stage.addEventListener(Event.ENTER_FRAME,followBall); function followBall(event:Event):void { var dx:int = ball_mc.x - mouseX; var dy:int = ball_mc.y - mouseY; ball_mc.x -= dx / 5; ball_mc.y -= dy /5; } 1) How can I get the cursor image automatically return to the center of the stage on mouseout? As of now, it stays at the position where the mouse leaves the stage. 2) How can I reverse the movement of the mouse? So that when I, for example, move mouse to the right, the cursor image would move to the left? And when moving the mouse up, the image would go down. The stage is 800 x 250 pixels, in case that makes any difference.

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  • How to scan convert right edges and slopes less than one?

    - by Zachary
    I'm writing a program which will use scan conversion on triangles to fill in the pixels contained within the triangle. One thing that has me confused is how to determine the x increment for the right edge of the triangle, or for slopes less than or equal to one. Here is the code I have to handle left edges with a slope greater than one (obtained from Computer Graphics: Principles and Practice second edition): for(y=ymin;y<=ymax;y++) { edge.increment+=edge.numerator; if(edge.increment>edge.denominator) { edge.x++; edge.increment -= edge.denominator; } } The numerator is set from (xMax-xMin), and the denominator is set from (yMax-yMin)...which makes sense as it represents the slope of the line. As you move up the scan lines (represented by the y values). X is incremented by 1/(denomniator/numerator) ...which results in x having a whole part and a fractional part. If the fractional part is greater than one, then the x value has to be incremented by 1 (as shown in edge.incrementedge.denominator). This works fine for any left handed lines with a slope greater than one, but I'm having trouble generalizing it for any edge, and google-ing has proved fruitless. Does anyone know the algorithm for that?

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  • Where is my python script spending time? Is there "missing time" in my cprofile / pstats trace?

    - by fmark
    I am attempting to profile a long running python script. The script does some spatial analysis on raster GIS data set using the gdal module. The script currently uses three files, the main script which loops over the raster pixels called find_pixel_pairs.py, a simple cache in lrucache.py and some misc classes in utils.py. I have profiled the code on a moderate sized dataset. pstats returns: p.sort_stats('cumulative').print_stats(20) Thu May 6 19:16:50 2010 phes.profile 355483738 function calls in 11644.421 CPU seconds Ordered by: cumulative time List reduced from 86 to 20 due to restriction <20> ncalls tottime percall cumtime percall filename:lineno(function) 1 0.008 0.008 11644.421 11644.421 <string>:1(<module>) 1 11064.926 11064.926 11644.413 11644.413 find_pixel_pairs.py:49(phes) 340135349 544.143 0.000 572.481 0.000 utils.py:173(extent_iterator) 8831020 18.492 0.000 18.492 0.000 {range} 231922 3.414 0.000 8.128 0.000 utils.py:152(get_block_in_bands) 142739 1.303 0.000 4.173 0.000 utils.py:97(search_extent_rect) 745181 1.936 0.000 2.500 0.000 find_pixel_pairs.py:40(is_no_data) 285478 1.801 0.000 2.271 0.000 utils.py:98(intify) 231922 1.198 0.000 2.013 0.000 utils.py:116(block_to_pixel_extent) 695766 1.990 0.000 1.990 0.000 lrucache.py:42(get) 1213166 1.265 0.000 1.265 0.000 {min} 1031737 1.034 0.000 1.034 0.000 {isinstance} 142740 0.563 0.000 0.909 0.000 utils.py:122(find_block_extent) 463844 0.611 0.000 0.611 0.000 utils.py:112(block_to_pixel_coord) 745274 0.565 0.000 0.565 0.000 {method 'append' of 'list' objects} 285478 0.346 0.000 0.346 0.000 {max} 285480 0.346 0.000 0.346 0.000 utils.py:109(pixel_coord_to_block_coord) 324 0.002 0.000 0.188 0.001 utils.py:27(__init__) 324 0.016 0.000 0.186 0.001 gdal.py:848(ReadAsArray) 1 0.000 0.000 0.160 0.160 utils.py:50(__init__) The top two calls contain the main loop - the entire analyis. The remaining calls sum to less than 625 of the 11644 seconds. Where are the remaining 11,000 seconds spent? Is it all within the main loop of find_pixel_pairs.py? If so, can I find out which lines of code are taking most of the time?

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  • QPainter declared inside a run function creates artifact.

    - by yan bellavance
    I am rendering a QPixmap inside of a QThread. the code to paint is inside a function. If I declare the painter inside the drawChart function everything seems ok but if I declare the painter inside the run function the image is wrong in the sense that at the edge of a black and white area, the pixels at the interface are overlapped to give a grey. Does anyone know why this is so? Could it be because of the nature of the run function itself? //This is ok void RenderThread::run() { QImage image(resultSize, QImage::Format_RGB32); drawChart(&image); emit renderedImage(image, scaleFactor); } drawChart(&image){ QPainter painter(image); painter.doStuff()(; ... } //This gives a image that seems to have artifacts void RenderThread::run() { QImage image(resultSize, QImage::Format_RGB32); QPainter painter(image); drawChart(painter); emit renderedImage(image, scaleFactor); } drawChart(&painter){ painter.doStuff()(; ... }

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  • Get available screen area in autohotkey

    - by Herms
    I'm trying to write a few simple AutoHotkey scripts for moving windows around, and I'm having trouble getting the correct screen size values. I'm trying to get the size of the usable area on the screen (generally the full screen resolution minus the taskbar, and maybe any other docked windows like the sidebar in Vista). Neither of the methods I've found for getting the screen width seems to work. None of the 3 methods I found to get the screen size are giving me the right values. Here's the test script I'm using (running on XP with the taskbar on the bottom at its default size): #7:: WinMove A,,0,0,A_ScreenWidth,A_ScreenHeight return #8:: ;SM_CXMAXIMIZED and SM_CYMAXIMIZED SysGet, ScreenWidth, 61 SysGet, ScreenHeight, 62 WinMove A,,0,0,ScreenWidth,ScreenHeight return #9:: ;SM_CXFULLSCREEN and SM_CYFULLSCREEN SysGet, ScreenWidth, 16 SysGet, ScreenHeight, 17 WinMove A,,0,0,ScreenWidth,ScreenHeight return #7 causes the window to take up the entire resolution, so it overlaps the taskbar. #8 causes the width to be larger than the resolution (I see the window's right edge show up on my secondary monitor) and the height is slightly too large, so the window partially overlaps the taskbar area. Looks like this is correct except for not taking into account the window decorations at the edges. #9 seems to have the correct width, but the height is too short. It looks like it's subtracting the taskbar's height from the resolution's height, but then subtracting another 30 pixels from it. I could just use what I have in #9 and add 30 to the height I get, but that feels too much like a hack that would break in other configurations. It seems like there has to be a way to get the available screen size properly, but I can't find it in AutoHotkey. For reference, this seems to give me what I need in Java: Toolkit.getDefaultToolkit().getScreenSize();

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  • Why are my CATransitions acting up?

    - by Regan
    I am using the following code to switch between views with CATransition. CATransition *applicationLoadViewIn = [CATransition animation]; [applicationLoadViewIn setDuration:20]; [applicationLoadViewIn setType:kCATransitionPush]; [applicationLoadViewIn setSubtype:kCATransitionFromTop]; [applicationLoadViewIn setTimingFunction:[CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseIn]]; ViewToSwitchTo *myviewcontroller = [[ViewToSwitchTo alloc] init]; [self.view.layer addAnimation:applicationLoadViewIn forKey:kCATransitionPush]; [self.view addSubview:myviewcontroller.view]; It functions mostly how I want it to. It pushes from the top like it should, however it for some reason acts strangely. First, the view I am switching to starts coming in from the bottom like it should, but for some reason, the view that I am switching FROM appears over the top of it with low opacity, so you see both of them. However, you also see the view that is coming in, shifted maybe 100 pixels upwards, on top of itself and the other view, once again with low opacity. Just before the halfway point of the the transition, everything works fine, you only see the view that is coming in and the view going out, doing what they should be doing. But slightly after the halfway point, the view I am switching to appears in its final destination, under the view I am switching from, and the view I am switching from has been reduced in opacity. What is going on here?

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