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  • MSFT Excel pivot table links to external data

    - by dreftymac
    Question1: What is the best online forum to ask MSFT Excel questions of the following variety? Question2: How can I link an excel pivot-table to a potentially changing source table without having to re-draw the excel pivot-table layout every time the source table changes data. (Note, the columns are not changing, just the data in the rows). Background: I have an excel 2007 pivot table that is grabbing data from another sheet (an excel "table" ... tables are a new feature of excel 2007). When I change the data in the source table, and then go to the pivot table and press "refresh" ... the pivot table reverts to its "blank" format and requires me to re-drag the columns rows and values. What I want is for the pivot-table to simply re-draw itself without me having to re-create the pivot table layout.

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  • program for drawing diagrams

    - by ldigas
    I need to draw a few diagrams that describe the working of some smaller programs (nothing real, but some exercise to illustrate some points). They're supposed to be 'old kind' diagrams, like you remember from the "old school of programming" - I gather some users here will know what I mean. And it's be good if they have ready blocks for program units, IF conditions, FOR/DO loops and such ... So, anyone knows of an application for such ? (I've tried Visio which I have on my work machine (for whatever reason ... I sure didn't put it there) ... but it is "too visual" for this kinda thing ... I just want to draw a few simple black on white diagrams ... nothing special or in colours).

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  • Problem with running open office from the command line

    - by Devin Dixon
    Yesterday I installed OpenOffice on my Linux server. But when I go to run it through the command line, it says command cannot be found. I've also tried other things like OOWriter, etc. Has anyone had this problem? Installation process went like below: root@aserver [OOO330_m20_native_packed-1_en-US.9567/RPMS]# rpm -i *.rpm package openoffice.org-ure-1.7.0-9567.i586 is already installed package ooobasis3.3-core01-3.3.0-9567.i586 is already installed package ooobasis3.3-en-US-3.3.0-9567.i586 is already installed package ooobasis3.3-core02-3.3.0-9567.i586 is already installed package ooobasis3.3-core03-3.3.0-9567.i586 is already installed package ooobasis3.3-core04-3.3.0-9567.i586 is already installed package ooobasis3.3-core05-3.3.0-9567.i586 is already installed package ooobasis3.3-core06-3.3.0-9567.i586 is already installed package ooobasis3.3-core07-3.3.0-9567.i586 is already installed package ooobasis3.3-en-US-base-3.3.0-9567.i586 is already installed package ooobasis3.3-en-US-calc-3.3.0-9567.i586 is already installed package ooobasis3.3-en-US-draw-3.3.0-9567.i586 is already installed package ooobasis3.3-en-US-help-3.3.0-9567.i586 is already installed package ooobasis3.3-en-US-impress-3.3.0-9567.i586 is already installed package ooobasis3.3-en-US-math-3.3.0-9567.i586 is already installed package ooobasis3.3-en-US-res-3.3.0-9567.i586 is already installed package ooobasis3.3-en-US-writer-3.3.0-9567.i586 is already installed package ooobasis3.3-base-3.3.0-9567.i586 is already installed package ooobasis3.3-calc-3.3.0-9567.i586 is already installed package ooobasis3.3-draw-3.3.0-9567.i586 is already installed package ooobasis3.3-images-3.3.0-9567.i586 is already installed package openoffice.org3-3.3.0-9567.i586 is already installed package ooobasis3.3-impress-3.3.0-9567.i586 is already installed package ooobasis3.3-math-3.3.0-9567.i586 is already installed package ooobasis3.3-writer-3.3.0-9567.i586 is already installed package jre-1.6.0_22-fcs.i586 is already installed package ooobasis3.3-binfilter-3.3.0-9567.i586 is already installed package ooobasis3.3-en-US-binfilter-3.3.0-9567.i586 is already installed package ooobasis3.3-gnome-integration-3.3.0-9567.i586 is already installed package ooobasis3.3-graphicfilter-3.3.0-9567.i586 is already installed package ooobasis3.3-javafilter-3.3.0-9567.i586 is already installed package ooobasis3.3-kde-integration-3.3.0-9567.i586 is already installed package ooobasis3.3-onlineupdate-3.3.0-9567.i586 is already installed package ooobasis3.3-ooofonts-3.3.0-9567.i586 is already installed package ooobasis3.3-oooimprovement-3.3.0-9567.i586 is already installed package ooobasis3.3-ooolinguistic-3.3.0-9567.i586 is already installed package ooobasis3.3-pyuno-3.3.0-9567.i586 is already installed package ooobasis3.3-testtool-3.3.0-9567.i586 is already installed package ooobasis3.3-xsltfilter-3.3.0-9567.i586 is already installed package openoffice.org3-base-3.3.0-9567.i586 is already installed package openoffice.org3-calc-3.3.0-9567.i586 is already installed package openoffice.org3-dict-en-3.3.0-9567.i586 is already installed package openoffice.org3-dict-es-3.3.0-9567.i586 is already installed package openoffice.org3-dict-fr-3.3.0-9567.i586 is already installed package openoffice.org3-draw-3.3.0-9567.i586 is already installed package openoffice.org3-en-US-3.3.0-9567.i586 is already installed package openoffice.org3-impress-3.3.0-9567.i586 is already installed package openoffice.org3-math-3.3.0-9567.i586 is already installed package openoffice.org3-writer-3.3.0-9567.i586 is already installed root@aserver [OOO330_m20_native_p acked-1_en-US.9567/RPMS]# soffice bash: soffice: command not found

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  • Drawing a TextBox in an extended Glass Frame w/o WPF

    - by Lazlo
    I am trying to draw a TextBox on the extended glass frame of my form. I won't describe this technique, it's well-known. Here's an example for those who haven't heard of it: http://www.danielmoth.com/Blog/Vista-Glass-In-C.aspx The thing is, it is complex to draw over this glass frame. Since black is considered to be the 0-alpha color, anything black disappears. There are apparently ways of countering this problem: drawing complex GDI+ shapes are not affected by this alpha-ness. For example, this code can be used to draw a Label on glass (note: GraphicsPath is used instead of DrawString in order to get around the horrible ClearType problem): public class GlassLabel : Control { public GlassLabel() { this.BackColor = Color.Black; } protected override void OnPaint(PaintEventArgs e) { GraphicsPath font = new GraphicsPath(); font.AddString( this.Text, this.Font.FontFamily, (int)this.Font.Style, this.Font.Size, Point.Empty, StringFormat.GenericDefault); e.Graphics.SmoothingMode = SmoothingMode.HighQuality; e.Graphics.FillPath(new SolidBrush(this.ForeColor), font); } } Similarly, such an approach can be used to create a container on the glass area. Note the use of the polygons instead of the rectangle - when using the rectangle, its black parts are considered as alpha. public class GlassPanel : Panel { public GlassPanel() { this.BackColor = Color.Black; } protected override void OnPaint(PaintEventArgs e) { Point[] area = new Point[] { new Point(0, 1), new Point(1, 0), new Point(this.Width - 2, 0), new Point(this.Width - 1, 1), new Point(this.Width -1, this.Height - 2), new Point(this.Width -2, this.Height-1), new Point(1, this.Height -1), new Point(0, this.Height - 2) }; Point[] inArea = new Point[] { new Point(1, 1), new Point(this.Width - 1, 1), new Point(this.Width - 1, this.Height - 1), new Point(this.Width - 1, this.Height - 1), new Point(1, this.Height - 1) }; e.Graphics.FillPolygon(new SolidBrush(Color.FromArgb(240, 240, 240)), inArea); e.Graphics.DrawPolygon(new Pen(Color.FromArgb(55, 0, 0, 0)), area); base.OnPaint(e); } } Now my problem is: How can I draw a TextBox? After lots of Googling, I came up with the following solutions: Subclassing the TextBox's OnPaint method. This is possible, although I could not get it to work properly. It should involve painting some magic things I don't know how to do yet. Making my own custom TextBox, perhaps on a TextBoxBase. If anyone has good, valid and working examples, and thinks this could be a good overall solution, please tell me. Using BufferedPaintSetAlpha. (http://msdn.microsoft.com/en-us/library/ms649805.aspx). The downsides of this method may be that the corners of the textbox might look odd, but I can live with that. If anyone knows how to implement that method properly from a Graphics object, please tell me. I personally don't, but this seems the best solution so far. To be honest, I found a great C++ article, but I am way too lazy to convert it. http://weblogs.asp.net/kennykerr/archive/2007/01/23/controls-and-the-desktop-window-manager.aspx Note: If I ever succeed with the BufferedPaint methods, I swear to s/o that I will make a simple DLL with all the common Windows Forms controls drawable on glass.

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  • creating a tooltip for a line drawn on cartesiandatacanvas in flex

    - by Guru
    I am trying to draw a line on cartesiandatacanvas. While I am able to draw lines easily using the canvas.moveTo and canvas.lineTo methods, I cannot provide a tooltip to the line if I use that functionality. I have tried creating a label(when ever I draw a line) and adding a tooltip to it but since I show the lines in a 10*10 grid both vertical and horizontal there is a overlap and it is confusing. So now I am trying to create a line object that extends shape or UIComponent. I cannot add this object to canvas using the addChild method it does not work. The addDataChild method works but it messes with the positioning of the line. Can someone help with a solution to this. Simply put I want to draw lines on a datacanvas and add tooltips to them. Here is my code for the line object: package model { import flash.display.CapsStyle; import flash.display.JointStyle; import flash.display.LineScaleMode; import mx.core.UIComponent; public class Line extends UIComponent { public var x1:Number; public var x2:Number; public var y1:Number; public var y2:Number; public var color:Number; public function Line(x1:Number, y1:Number, x2:Number, y2:Number,color:Number) { super(); this.graphics.lineStyle(4, color, 1, true, LineScaleMode.NORMAL, CapsStyle.ROUND, JointStyle.MITER, 1 ); this.graphics.moveTo(x1,y1); this.graphics.lineTo(x2,y2); } } } Here is a sample MXML that has a canvas and tries to use the line object above: <?xml version="1.0" encoding="utf-8"?> <mx:WindowedApplication xmlns:mx="http://www.adobe.com/2006/mxml" layout="absolute" initialize="init()"> <mx:Script> <![CDATA[ import model.Line; import mx.charts.chartClasses.CartesianCanvasValue; private var accidImage:Image = new Image(); public function init():void { var line:Line = new Line(10,10,40,40,0XFF0000); // canvas.addChild(line); *Does not Work* canvas.addDataChild(line,10,10,null,null,null,null); } ]]> </mx:Script> <mx:Panel x="60" y="53" width="517" height="472" layout="absolute"> <mx:PlotChart x="48" y="10" id="plotchart1"> <mx:series> <mx:PlotSeries displayName="Series 1" yField=""/> </mx:series> <mx:annotationElements> <mx:CartesianDataCanvas id="canvas" includeInRanges="true"/> </mx:annotationElements> <mx:verticalAxis> <mx:LinearAxis id="axis11" minimum="0" maximum="100" interval="10" padding="10"/> </mx:verticalAxis> <mx:horizontalAxis> <mx:LinearAxis id="axis21" minimum="0" maximum="100" interval="10" padding="10"/> </mx:horizontalAxis> </mx:PlotChart> <mx:Legend dataProvider="{plotchart1}"/> </mx:Panel> </mx:WindowedApplication>

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  • JPanel paint method is not being called, why?

    - by swift
    When i run this code the paintComponent method is not being called It may be very simple error but i dont know why this, plz. package test; import java.awt.Color; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.Point; import java.awt.image.BufferedImage; import javax.swing.BorderFactory; import javax.swing.JPanel; class Userboard extends JPanel { static BufferedImage image; String shape; Point start; Point end; Point mp; String selected; int ex,ey;//eraser int w,h; public Userboard() { setOpaque(false); System.out.println("paper"); setBackground(Color.white); setBorder(BorderFactory.createLineBorder(Color.black)); } public void paintComponent(Graphics g) { System.out.println("userboard-paint"); try { //g.drawImage(image, 0, 0, this); Graphics2D g2 = (Graphics2D)g; g2.setPaint(Color.black); if(start!=null && end!=null) { if(selected==("elipse")) { System.out.println("userboard-elipse"); g2.drawOval(start.x, start.y,(end.x-start.x),(end.y-start.y)); System.out.println("userboard-elipse drawn"); } else if(selected==("rect")) g2.drawRect(start.x, start.y, (end.x-start.x),(end.y-start.y)); else if(selected==("line")) g2.drawLine(start.x,start.y,end.x,end.y); } } catch(Exception e) {} } //Function to draw the shape on image public void draw() { System.out.println("Userboard-draw"); System.out.println(selected); System.out.println(start); System.out.println(end); Graphics2D g2 = image.createGraphics(); g2.setPaint(Color.black); if(start!=null && end!=null) { if(selected=="line") g2.drawLine(start.x, start.y, end.x, end.y); else if(selected=="elipse") { System.out.println("userboard-elipse"); g2.drawOval(start.x, start.y, (end.x-start.x),(end.y-start.y)); System.out.println("userboard-elipse drawn"); } else if(selected=="rect") g2.drawRect(start.x, start.y, (end.x-start.x),(end.y-start.y)); } start=null; repaint(); g2.dispose(); } //To add the point to the board which is broadcasted by the server public void addPoint(Point ps,String varname,String shape,String event) { try { if(end==null) end = new Point(); if(start==null) start = new Point(); if(shape.equals("elipse")) this.selected="elipse"; else if(shape.equals("line")) this.selected="line"; else if(shape.equals("rect")) this.selected="rect"; else if(shape.equals("erase")) erase(); if(end!=null && start!=null) { if(varname.equals("end")) end=ps; else if(varname.equals("mp")) mp=ps; else if(varname.equals("start")) start=ps; if(event.equals("drag")) repaint(); else if(event.equals("release")) draw(); } repaint(); } catch(Exception e) { e.printStackTrace(); } } //Function which provides the erase functionality public void erase() { Graphics2D pic=(Graphics2D) image.getGraphics(); pic.setPaint(Color.white); if(start!=null) pic.fillRect(start.x, start.y, 10, 10); } //To set the size of the image public void setWidth(int x,int y) { System.out.println("("+x+","+y+")"); w=x; h=y; image = new BufferedImage(w, h, BufferedImage.TYPE_INT_ARGB); } //Function to add buttons into the panel, calling this function returns a panel }

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  • Help needed with drawRect:

    - by Andrew Coad
    Hi, I'm having a fundamental issue with use of drawRect: Any advice would be greatly appreciated. The application needs to draw a variety of .png images at different times, sometimes with animation, sometimes without. A design goal that I was hoping to adhere to is to have the code inside drawRect: very simple and "dumb" - i.e. just do drawing and no other application logic. To draw the image I am using the drawAtPoint: method of UIImage. Since this method does not take a CGContext as a parameter, it can only be called within the drawRect: method. So I have: - (void)drawRect:(CGRect)rect { [firstImage drawAtPoint:CGPointMake(firstOffsetX, firstOffsetY)]; } All fine and dandy for one image. To draw multiple images (over time) the approach I have taken is to maintain an array of dictionaries with each dictionary containing an image, the point location to draw at and a flag to enable/suppress drawing for that image. I add dictionaries to the array over time and trigger drawing via the setNeedsDisplay: method of UIView. Use of an array of dictionaries allows me to completely reconstruct the entire display at any time. drawRect: now becomes: - (void)drawRect:(CGRect)rect { for (NSMutableDictionary *imageDict in [self imageDisplayList]) { if ([[imageDict objectForKey:@"needsDisplay"] boolValue]) { [[imageDict objectForKey:@"image"] drawAtPoint:[[imageDict objectForKey:@"location"] CGPointValue]]; [imageDict setValue:[NSNumber numberWithBool:NO] forKey:@"needsDisplay"]; } } } Still OK. The code is simple and compact. Animating this is where I run into problems. The first problem is where do I put the animation code? Do I put it in UIView or UIViewController? If in UIView, do I put it in drawRect: or elsewhere? Because the actual animation depends on the overall state of the application, I would need nested switch statements which, if put in drawRect:, would look something like this: - (void)drawRect:(CGRect)rect { for (NSMutableDictionary *imageDict in [self imageDisplayList]) { if ([[imageDict objectForKey:@"needsDisplay"] boolValue]) { switch ([self currentState]) { case STATE_1: switch ([[imageDict objectForKey:@"animationID"] intValue]) { case ANIMATE_FADE_IN: [self setAlpha:0.0]; [UIView beginAnimations:[[imageDict objectForKey:@"animationID"] intValue] context:nil]; [UIView setAnimationDelegate:self]; [UIView setAnimationCurve:UIViewAnimationCurveEaseIn]; [UIView setAnimationDuration:2]; [self setAlpha:1.0]; break; case ANIMATE_FADE_OUT: [self setAlpha:1.0]; [UIView beginAnimations:[[imageDict objectForKey:@"animationID"] intValue] context:nil]; [UIView setAnimationDelegate:self]; [UIView setAnimationCurve:UIViewAnimationCurveEaseOut]; [UIView setAnimationDuration:2]; [self setAlpha:0.0]; break; case ANIMATE_OTHER: // similar code here break; default: break; } break; case STATE_2: // similar code here break; default: break; } [[imageDict objectForKey:@"image"] drawAtPoint:[[imageDict objectForKey:@"location"] CGPointValue]]; [imageDict setValue:[NSNumber numberWithBool:NO] forKey:@"needsDisplay"]; } } [UIView commitAnimations]; } In addition, to make multiple sequential animations work correctly, there would need to be an outer controlling mechanism involving the animation delegate animationDidStop: callback that would set the needsDisplay entries in the dictionaries to allow/suppress drawing (and animation). The point that we are at now is that it all starts to look very ugly. More specifically: drawRect: starts to bloat quickly and contain code that is not "just drawing" code the UIView needs implicit awareness of the application state the overall process of drawing is now spread across three methods at a minimum And on to the point of this post: how can I do this better? What would the experts out there recommend in terms of overall structure? How can I keep application state information out of the view? Am I looking at this problem from the wrong direction. Is there some completely different approach that I should consider?

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  • Is there a real code-free webpage design tool ?

    - by Sefler
    Recently I was doing web design. I found that the current web design tool (like Expression Web, Dreamweaver) is terribly coupled with code. Though I managed to use HTML, CSS and many others, I found those tool not free enough when came to design. What I want is a totaly code-free design tool with which I can use to draw the layout, paste pictures, add texts and so on. It doesn't need to have functionality to covert the design into code because I can do it myself. That is to say, I need the software to create a blueprint for me. I'm currently using Photoshop to do this. However it is too stupid in displying the layout (It can't show the width and many other attributes, I had to draw them by myself). Can you find one for me? Thanks in advance.

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  • why is my Bamboo pen always drawing and a yellow note pad appears?

    - by cboi
    I have had a Bamboo pen and touch tablet for a couple years but have not used it in a long time. Now that I'm trying to use it again it is behaving very strangely. It won't drag anything on my desktop, the minute I try there is this yellow pad that appears and the pen draws a line on it instead of dragging the file. The yellow pad and drawn line disappear the second I lift the pen from the tablet. The most frustrating is it does the same thing when I try to draw in Photoshop. It won't draw with the paintbrush on my canvas because the minute I try to this yellow pad appears and it draws a line on it instead of on the canvas, which disappears the second I lift the pen from the tablet. It also bizarrely automatically switches from the paintbrush to the automatic selection tool. Has anyone had this problem? Any suggestions on how to fix this? I operate with Mac OS X 10.5.8

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  • pymatplotlib without xserver

    - by vigilant
    Is it possible to use networkx or pymatplotlib without an xserver running? I keep getting the following error with their first example (of networkx): Traceback (most recent call last): File "test.py", line 17, in <module> nx.draw(G,pos,node_color='#A0CBE2',edge_color=colors,width=4,edge_cmap=plt.cm.Blues,with_labels=False) File "/usr/local/lib/python2.6/dist-packages/networkx-1.3-py2.6.egg/networkx/drawing/nx_pylab.py", line 124, in draw cf=pylab.gcf() File "/usr/lib/pymodules/python2.6/matplotlib/pyplot.py", line 276, in gcf return figure() File "/usr/lib/pymodules/python2.6/matplotlib/pyplot.py", line 254, in figure **kwargs) File "/usr/lib/pymodules/python2.6/matplotlib/backends/backend_tkagg.py", line 90, in new_figure_manager window = Tk.Tk() File "/usr/lib/python2.6/lib-tk/Tkinter.py", line 1646, in __init__ self.tk = _tkinter.create(screenName, baseName, className, interactive, wantobjects, useTk, sync, use) _tkinter.TclError: couldn't connect to display ""

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  • Slow Javascript touch events on Android

    - by oneself
    I'm trying to write a simple html based drawing application (standalone simplified code attached bellow). I've tested this on the following devices: iPad 1 and 2: Works great ASUS T101 running Windows: Works great Samsung Galaxy Tab: Extremely slow and patchy -- unusable. Lenovo IdeaPad K1: Extremely slow and patchy -- unusable. Asus Transformer Prime: Noticeable lag compare with the iPad -- close to usable. The Asus tablet is running ICS, the other android tablets are running 3.1 and 3.2. I tested using the stock Android browser. I also tried the Android Chrome Beta, but that was even worse. My questions is why are the Android tablets so slow? Am I doing something wrong or is it an inherit problem with Android OS or browser, or is there anything I can do about it in my code? multi.html: <html> <body> <style media="screen"> canvas { border: 1px solid #CCC; } </style> <canvas style="" id="draw" height="450" width="922"></canvas> <script class="jsbin" src="jquery.js"></script> <script src="multi.js"></script> </body> </html> multi.js: var CanvasDrawr = function(options) { // grab canvas element var canvas = document.getElementById(options.id), ctxt = canvas.getContext("2d"); canvas.style.width = '100%' canvas.width = canvas.offsetWidth; canvas.style.width = ''; // set props from options, but the defaults are for the cool kids ctxt.lineWidth = options.size || Math.ceil(Math.random() * 35); ctxt.lineCap = options.lineCap || "round"; ctxt.pX = undefined; ctxt.pY = undefined; var lines = [,,]; var offset = $(canvas).offset(); var eventCount = 0; var self = { // Bind click events init: function() { // Set pX and pY from first click canvas.addEventListener('touchstart', self.preDraw, false); canvas.addEventListener('touchmove', self.draw, false); }, preDraw: function(event) { $.each(event.touches, function(i, touch) { var id = touch.identifier; lines[id] = { x : this.pageX - offset.left, y : this.pageY - offset.top, color : 'black' }; }); event.preventDefault(); }, draw: function(event) { var e = event, hmm = {}; eventCount += 1; $.each(event.touches, function(i, touch) { var id = touch.identifier, moveX = this.pageX - offset.left - lines[id].x, moveY = this.pageY - offset.top - lines[id].y; var ret = self.move(id, moveX, moveY); lines[id].x = ret.x; lines[id].y = ret.y; }); event.preventDefault(); }, move: function(i, changeX, changeY) { ctxt.strokeStyle = lines[i].color; ctxt.beginPath(); ctxt.moveTo(lines[i].x, lines[i].y); ctxt.lineTo(lines[i].x + changeX, lines[i].y + changeY); ctxt.stroke(); ctxt.closePath(); return { x: lines[i].x + changeX, y: lines[i].y + changeY }; }, }; return self.init(); }; $(function(){ var drawr = new CanvasDrawr({ id: "draw", size: 5 }); });

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  • Termite colony simulator using java

    - by ashii
    hi everyone, i hve to design a simulator that will maintain an environment, which consists of a collection of patches arranged in a rectangular grid of arbitrary size. Each patch contains zero or more wood chips. A patch may be occupied by one or more termites or predators, which are mobile entities that live within the world and behave according to simple rules. A TERMITE can pick up a wood chip from the patch that it is currently on, or drop a wood chip that it is carrying. Termites travel around the grid by moving randomly from their current patch to a neighbouring patch, in one of four possible directions. New termites may hatch from eggs, and this is simulated by the appearance of a new termite at a random patch within the environment. A PREDATOR moves in a similar way to termites, and if a predator moves onto a patch that is occupied by a termite, then the predator eats the termite. At initialization, the termites, predators, and wood chips are distributed randomly in the environment. Simulation then proceeds in a loop, and the new state of the environment is obtained at each iteration. i have designed the arena using jpanel but im not able to randomnly place wood,termite and predator in that arena. can any one help me out?? my code for the arena is as following: 01 import java.awt.*; 02 import javax.swing.*; 03 04 public class Arena extends JPanel 05 { 06 private static final int Rows = 8; 07 private static final int Cols = 8; 08 public void paint(Graphics g) 09 { 10 Dimension d = this.getSize(); 11 // don't draw both sets of squares, when you can draw one 12 // fill in the entire thing with one color 13 g.setColor(Color.WHITE); 14 // make the background 15 g.fillRect(0,0,d.width,d.height); 16 // draw only black 17 g.setColor(Color.BLACK); 18 // pick a square size based on the smallest dimension 19 int sqsize = ((d.width<d.height) ? d.width/Cols : d.height/Rows); 20 // loop for rows 21 for (int row=0; row<Rows; row++) 22 { 23 int y = row*sqsize; // y stays same for entire row, set here 24 int x = (row%2)*sqsize; // x starts at 0 or one square in 25 for (int i=0; i<Cols/2; i++) 26 { 27 // you will only be drawing half the squares per row 28 // draw square 29 g.fillRect(x,y,sqsize,sqsize); 30 // move two square sizes over 31 x += sqsize*2; 32 } 33 } 34 35 } 36 37 38 39 public void update(Graphics g) { paint(g); } 40 41 42 43 public static void main (String[] args) 44 { 45 46 JFrame frame = new JFrame("Arena"); 47 frame.setSize(600,400); 48 frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); 49 frame.setContentPane(new Arena()); 50 frame.setVisible(true); 51 } 52 53 }

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  • Problem with large number of markers on the map...

    - by bobetko
    I am working on an Android app that already exists on iPhone. In the app, there is a Map activity that has (I counted) around 800 markers in four groups marked by drawable in four different colors. Each group can be turned on or off. Information about markers I have inside List. I create a mapOverlay for each group, then I attach that overlay to the map. I strongly believe that coding part I did properly. But I will attach my code anyway... The thing is, my Nexus One can't handle map with all those markers. It takes around 15 seconds just to draw 500 markers. Then when all drawn, map is not quite smooth. It is sort of hard to zoom and navigate around. It can be done, but experience is bad and I would like to see if something can be done there. iPhone seems doesn't have problems showing all these markers. It takes roughly about 1-2 seconds to show all of them and zooming and panning is not that bad. Slow down is noticeable but still acceptable. I personally think it is no good to draw all those markers, but app is designed by somebody else and I am not supposed to make any drastic changes. I am not sure what to do here. It seems I will have to come up with different functionality, maybe use GPS location, if known, and draw only markers within some radius, or, if location not known, use center of the screen(map) and draw markers around that. I will have to have reasonable explanation for my bosses in case I make these changes. I appreciate if anybody has any idas. And the code: ... for (int m = 0; m < ArrList.size(); m++) { tName = ArrList.get(m).get("name").toString(); tId = ArrList.get(m).get("id").toString(); tLat = ArrList.get(m).get("lat").toString();; tLng = ArrList.get(m).get("lng").toString();; try { lat = Double.parseDouble(tLat); lng = Double.parseDouble(tLng); p1 = new GeoPoint( (int) (lat * 1E6), (int) (lng * 1E6)); OverlayItem overlayitem = new OverlayItem(p1, tName, tId); itemizedoverlay.addOverlay(overlayitem); } catch (NumberFormatException e) { Log.d(TAG, "NumberFormatException" + e); } } mapOverlays.add(itemizedoverlay); mapView.postInvalidate(); ................................ public class HelloItemizedOverlay extends ItemizedOverlay<OverlayItem> { private ArrayList<OverlayItem> mOverlays = new ArrayList<OverlayItem>(); private Context mContext; public HelloItemizedOverlay(Drawable defaultMarker, Context context) { super(boundCenterBottom(defaultMarker)); mContext = context; } public void addOverlay(OverlayItem overlay) { mOverlays.add(overlay); populate(); } @Override protected OverlayItem createItem(int i) { return mOverlays.get(i); } @Override public int size() { return mOverlays.size(); } @Override protected boolean onTap(int index) { final OverlayItem item = mOverlays.get(index); ... EACH MARKER WILL HAVE ONCLICK EVENT THAT WILL PRODUCE CLICABLE ... BALOON WITH MARKER'S NAME. return true; } }

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  • Is there a software like AutoCAD, but only 2D, not 3D?

    - by Saeed Neamati
    I love AutuCAD. It's powerful, easy to use, and fits engineering mind. It rocks when you want to draw 2D diagrams and shapes and one the cool features I like about it, is its snapping power. You draw a simple rectangle, then you can very easily create a circumscribe circle around it. However, new version of it are becoming really heavy (in size) and need high tech hardware, because of its powerful 3D capabilities, and rendering engines coming with it. I only want the 2D part of AutoCAD. Is there any software out there, which resembles AutoCAD (like having a console, where you can type L and get the line tool, or having snapping capability, etc.), but is small in size? In other words, what software can be named as AutoCAD 2D alternative?

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  • how to set keyboard for phonetic Hindi typing oneiric for Wx keyboard on QWERTY keyboard

    - by Registered User
    I am trying to type documents in Hindi language. My OS: Ubuntu 11.10 Gnome environment (http://packages.ubuntu.com/search?keywords=gnome-session-fallback) I do not use unity interface.The method is shown here http://www.youtube.com/watch?v=LL7icGNhIfI I am able to type in Hindi in Libreoffice and gedit as well with method shown above.But this is a very difficult way of typing because I have to remember all the English Keys corresponding to the Hindi words as mapped here http://docs.redhat.com/docs/en-US/Red_Hat_Enterprise_Linux/5/html-single/International_Language_Support_Guide/images/hindi.png What I want to be able to do is type phonetically and not use above kind of keyboard. I have US English keyboard in my laptop. See the snapshot here https://picasaweb.google.com/107404068162388981296/UnknownAsianLanguage#5704771437325752466 I have selected the phonetic input method in Ibus window but this still is not working as expected. I expect to be able to type phonetically (given with above phonetic selection) what is happening is I have to type like using a QWERTY keyboard for Hindi language which is deviation from expected behavior. How can I rectify or achieve correct behavior?

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  • Implementing Scrolling Background in LibGDX game

    - by Vishal Kumar
    I am making a game in LibGDX. After working for whole a day..I could not come out with a solution on Scrolling background. My Screen width n height is 960 x 540. I have a png image of 1024 x 540. I want to scroll the background in such a way that it contuosly goes back with camera x-- as per camera I tried many alternatives... drawing the image twice ..did a lot of calculations and many others.... but finally end up with this dirty code if(bg_x2 >= - Assets.bg.getRegionWidth()) { //calculated it to position bg .. camera was initially at 15 bg_x2 = (16 -4*camera.position.x); bg_x1=bg_x2+Assets.bg.getRegionWidth(); } else{ bg_x1 = (16 -4*camera.position.x)%224; // this 16 is not proper //I think there can be other ways bg_x2=bg_x1+Assets.bg.getRegionWidth(); } //drawing twice batch.draw(Assets.bg, bg_x2, bg_y); batch.draw(Assets.bg, bg_x1, bg_y); The Simple idea is SCROLLING BACKGROUND WITH SIZE SOMEWHAT MORE THAN SCREEN SIZE SO THAT IT LOOK SMOOTH. Even after a lot of search, i didn't find an online solution. Please help.

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  • pygame double buffering

    - by BaldDude
    I am trying to use double buffering in pygame. What I'm trying to do is display a red then green screen, and switch from one to the other. Unfortunately, all I have is a black screen. I looked through many sites, but have been unable to find a solution. Any help would be appreciated. import pygame, sys from pygame.locals import * RED = (255, 0, 0) GREEN = ( 0, 255, 0) bob = 1 pygame.init() #DISPLAYSURF = pygame.display.set_mode((500, 400), 0, 32) DISPLAYSURF = pygame.display.set_mode((1920, 1080), pygame.OPENGL | pygame.DOUBLEBUF | pygame.HWSURFACE | pygame.FULLSCREEN) glClear(GL_COLOR_BUFFER_BIT) glMatrixMode(GL_MODELVIEW) glLoadIdentity() running = True while running: if bob==1: #pygame.draw.rect(DISPLAYSURF, RED, (0, 0, 1920, 1080)) #pygame.display.flip() glBegin(GL_QUADS) glColor3f(1.0, 0.0, 0.0) glVertex2f(-1.0, 1.0) glVertex2f(-1.0, -1.0) glVertex2f(1.0, -1.0) glVertex2f(1.0, 1.0) glEnd() pygame.dis bob = 0 else: #pygame.draw.rect(DISPLAYSURF, GREEN, (0, 0, 1920, 1080)) #pygame.display.flip() glBegin(GL_QUADS) glColor3f(0.0, 1.0, 0.0) glVertex2f(-1.0, 1.0) glVertex2f(-1.0, -1.0) glVertex2f(1.0, -1.0) glVertex2f(1.0, 1.0) glEnd() pygame.dis bob = 1 for event in pygame.event.get(): if event.type == pygame.QUIT: running = False elif event.type == KEYDOWN: if event.key == K_ESCAPE: running = False pygame.quit() sys.exit() I'm using Python 2.7 and my code need to be os independent. Thanks for your help.

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  • Z axis in isometric tilemap

    - by gyhgowvi
    I'm experimenting with isometric tile maps in JavaScript and HTML5 Canvas. I'm storing tile map data in JavaScript 2D array. // 0 - Grass // 1 - Dirt // ... var mapData = [ [0, 0, 0, 0, 0], [0, 0, 1, 0, 0, ... ] and draw for(var i = 0; i < mapData.length; i++) { for(var j = 0; j < mapData[i].length; j++) { var p = iso2screen(i, j, 0); // X, Y, Z context.drawImage(tileArray[mapData[i][j]], p.x, p.y); } } but this function mean's all tile Z axis is equal to zero. var p = iso2screen(i, j, 0); Maybe anyone have idea and how to do something like mapData[0][0] Z axis equal to 3 mapData[5][5] Z axis equal to 5? I have idea: Write function for grass, dirt and store this function to 2D array and draw and later mapData[0][0].setZ(3); But it is good idea to write functions for each tiles?

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  • SpriteBatch being drawn outside of Stage?

    - by pyko
    Currently working on my first game, though running into some problems with libgx and screen aspect ratio. What I have is a Stage which contains things like menu buttons etc, and the rest of the game is pretty much sprites being drawn with via SpriteBatch. To avoid having multiple SpriteBatches and cameras, I have re-used the ones that are created when Stage is created. stage = new Stage(WIDTH, HEIGHT, true); // keep aspect ratio batch = stage.getSpriteBatch(); camera = (OrthographicCamera) stage.getCamera(); // move camera so 'active' screen is centred stage.getCamera().translate(-stage.getGutterWidth(), -stage.getGutterHeight(), 0); Anything that is Stage/Actor related is drawn fine - all goes within the aspect ratio adjusted boundaries. The problem I'm having is anything that drawn via SpriteBatch, seems to ignore this viewport that is defined by Stage and can be visible outside of the Stage area. batch.begin(); ... sirWuffles.draw(batch); ... batch.end(); For example, in the above, if Sir Wuffles is generated outside of the defined WIDTH/HEIGHT it might still appear in the "gutters" of the screen. Tried to explain it in the below screenshot. It's an exaggerated screen ratio to make the gutters large. I've also covered most of the gutter area in the blue/cyan rectangle so they are very obvious. Does anyone know what is happening? and how to fix it? Currently, my "fix" is to use ShapeRenderer to draw rectangles that correspond to the gutters on top of the sprites...

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  • Rendering shadow sprites in cocos2d-x

    - by lukeluke
    I am writing a 2D game with cocos2d-x. I want to put a "shadow" sprite on a background sprite using the equation: MAX(0, Cd*1 - Cs*S) where Cd is the destination color (that is, a background pixel), Cs is the source color (the shadow pixel) , S is the scale factor (between 0 and 1). The MAX() function is used to avoid negative results. This is a lighting effect: when the shadow sprite pixel is 0, there is no effect on the background pixel, otherwise, the background pixel becomes darker. Now, the only way that comes to my mind is to change the blending equation to GL_FUNC_SUBTRACT, but it doesn't compile with cocos2d-x (can't found it)... I would subclass the CCSprite class in order to implement the draw() method in order to change, when needed, the blending equation, call the original draw() method and restore the blending equation to its previous state at the end of the method. So my questions are two: how to use glBlendEquation() with cocos2d-x? Keep in mind that i am writing a game for iphone/android/windows. are shadows handled this way in 2D games? Thx

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  • Ask How-To Geek: Clone a Disk, Resize Static Windows, and Create System Function Shortcuts

    - by Jason Fitzpatrick
    This week we take a look at how to clone a hard disk for easy backup or duplication, resize stubbornly static windows, and create shortcuts for dozens of Windows functions. Once a week we dip into our reader mailbag and help readers solve their problems, sharing the useful solutions with you in the process. Read on to see our fixes for this week’s reader dilemmas. Latest Features How-To Geek ETC HTG Projects: How to Create Your Own Custom Papercraft Toy How to Combine Rescue Disks to Create the Ultimate Windows Repair Disk What is Camera Raw, and Why Would a Professional Prefer it to JPG? The How-To Geek Guide to Audio Editing: The Basics How To Boot 10 Different Live CDs From 1 USB Flash Drive The 20 Best How-To Geek Linux Articles of 2010 ShapeShifter: What Are Dreams? [Video] This Computer Runs on Geek Power Wallpaper Bones, Clocks, and Counters; A Look at the First 35,000 Years of Computing Arctic Theme for Windows 7 Gives Your Desktop an Icy Touch Install LibreOffice via PPA and Receive Auto-Updates in Ubuntu Creative Portraits Peek Inside the Guts of Modern Electronics

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  • 3D terrain map with Hexagon Grids

    - by Rob
    I'm working on a hobby project (I'm a web/backend developer by day) and I want to create a 3D Tile (terrain) engine. I'm using XNA, but I can use MonoGame, OpenGL, or straight DirectX, so the answer does not have to be XNA specific. I'm more looking for some high level advice on how to approach this problem. I know about creating height maps and such, there are thousands of references out there on the net for that, this is a bit more specific. I'm more concerned with is the approach to get a 3D hexagon tile grid out of my terrain (since the terrain, and all 3d objects, are basically triangles). The first approach I thought about is to basically draw the triangles on the screen in the following order (blue numbers) to give me the triangles for terrain (black triangles) and then make hexes out of the triangles (red hex). This approach seems complicated to me since i'm basically having to draw 4 different types of triangles. The next approach I thought of was to use the existing triangles like I did for a square grid and get my hexes from 6 triangles as follows This seems like the easier approach to me since there are only 2 types of triangles (i would have to play with the heights and widths to get a "perfect" hexagon, but the idea is the same. So I'm looking for: 1) Any suggestions on which approach I should take, and why. 2) How would I translate mouse position to a hexagon grid position (especially when moving the camera around), for example in the second image if the mouse pointer were the green circle, how would I determine to highlight that hexagon and then translating that into grid coordinates (assuming it is 0,0)? 3) Any references, articles, books, etc - to get me going in the right direction. Note: I've done hex grid's and mouse-grid coordinate conversion before in 2d. looking for some pointers on how to do the same in 3d. The result I would like to achieve is something similar to this video.

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  • gl_PointCoord always zero

    - by Jonathan
    I am trying to draw point sprites in OpenGL with a shader but gl_PointCoord is always zero. Here is my code Setup: //Shader creation..(includes glBindAttribLocation(program, ATTRIB_P, "p");) glEnableVertexAttribArray(ATTRIB_P); In the rendering loop: glUseProgram(shader_particles); float vertices[]={0.0f,0.0f,0.0f}; glEnable(GL_TEXTURE_2D); glEnable(GL_POINT_SPRITE); glEnable(GL_VERTEX_PROGRAM_POINT_SIZE); //glTexEnvi(GL_POINT_SPRITE, GL_COORD_REPLACE, GL_TRUE);(tried with this on/off, doesn't work) glVertexAttribPointer(ATTRIB_P, 3, GL_FLOAT, GL_FALSE, 0, vertices); glDrawArrays(GL_POINTS, 0, 1); Vertex Shader: attribute highp vec4 p; void main() { gl_PointSize = 40.0f; gl_Position = p; } Fragment Shader: void main() { gl_FragColor = vec4(gl_PointCoord.st, 0, 1);//if the coords range from 0-1, this should draw a square with black,red,green,yellow corners } But this only draws a black square with a size of 40. What am I doing wrong? Edit: Point sprites work when i use the fixed function, but I need to use shaders because in the end the code will be for opengl es 2.0 glUseProgram(0); glEnable(GL_TEXTURE_2D); glEnable(GL_POINT_SPRITE); glTexEnvi(GL_POINT_SPRITE, GL_COORD_REPLACE, GL_TRUE); glPointSize(40); glBegin(GL_POINTS); glVertex3f(0.0f,0.0f,0.0f); glEnd(); Is anyone able to get point sprites working with shader? If so, please share some code.

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  • How to gain accurate results with Painter's algorithm?

    - by pimvdb
    A while ago I asked how to determine when a face is overlapping another. The advice was to use a Z-buffer. However, I cannot use a Z-buffer in my current project and hence I would like to use the Painter's algorithm. I have no good clue as to when a surface is behind or in front of another, though. I've tried numerous methods but they all fail in edge cases, or they fail even in general cases. This is a list of sorting methods I've tried so far: Distance to midpoint of each face Average distance to each vertex of each face Average z value of each vertex Higest z value of vertices of each face and draw those first Lowest z value of vertices of each face and draw those last The problem is that a face might have a closer distance but is still further away. All these methods seem unreliable. Edit: For example, in the following image the surface with the blue point as midpoint is painted over the surface with the red point as midpoint, because the blue point is closer. However, this is because the surface of the red point is larger and the midpoint is further away. The surface with the red point should be painted over the blue one, because it is closer, whilst the midpoint distance says the opposite. What exactly is used in the Painter's algorithm to determine the order in which objects should be drawn?

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