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  • CodePlex Daily Summary for Tuesday, November 13, 2012

    CodePlex Daily Summary for Tuesday, November 13, 2012Popular ReleasesSymphony Framework: Symphony Framework v2.0.0.6: Symphony Framework version 2.0.0.6. has just been released General note: If you install Symphony Framework 2.0.0.6 you must re-generate all your code-generated source files, resource files, controls and windows. Failure to regenerate will cause your applications to fail. Symphony Framework requires at least version 4.2.3 of CodeGen due to some new functionality that has been added. Please ensure that you download and install the latest version of CodeGen. You can review the full release ...AcDown?????: AcDown????? v4.3: ??●AcDown??????????、??、??、???????。????,????,?????????????????????????。???????????Acfun、????(Bilibili)、??、??、YouTube、??、???、??????、SF????、????????????。 ●??????AcPlay?????,??????、????????????????。 ● AcDown??????????????????,????????????????????????????。 ● AcDown???????C#??,????.NET Framework 2.0??。?????"Acfun?????"。 ????32??64? Windows XP/Vista/7/8 ???? 32??64? ???Linux ????(1)????????Windows XP???,????????.NET Framework 2.0???(x86),?????"?????????"??? (2)???????????Linux???,????????Mono?? ??2...WallSwitch: WallSwitch 1.2.1: Version 1.2.1 Changes: Improved collage image distribution to overlap older images first. Set default collage background blur distance to 4 (provides a more gradual effect). Fixed issue where wallpaper not displayed on Windows Vista when Cross-Fade transitions enabled. Fixed issue with duplicated themes not updating history view correctly.????: ???? 1.0: ????ALinq Dynamic (Entity SQL for Linq to SQL): ALinq Dynamic v1.1: 1. Fix a few bugs about aggregate function. 2. Supports more functions. 3. Append more samples.Unicode IVS Add-in for Microsoft Office: Unicode IVS Add-in for Microsoft Office: Unicode IVS Add-in for Microsoft Office ??? ?????、Unicode IVS?????????????????Unicode IVS???????????????。??、??????????????、?????????????????????????????。Microsoft Ajax Minifier: Microsoft Ajax Minifier 4.74: fix for issue #18836 - sometimes throws null-reference errors in ActivationObject.AnalyzeScope method. add back the Context object's 8-parameter constructor, since someone has code that's using it. throw a low-pri warning if an expression statement is == or ===; warn that the developer may have meant an assignment (=). if window.XXXX or window"XXXX" is encountered, add XXXX (as long as it's a valid JavaScript identifier) to the known globals so subsequent references to XXXX won't throw ...Home Access Plus+: v8.3: Changes: Fixed: A odd scroll bar showing up for no reason Changed: Added some code to hopefully sort out the details view when there is a small number of files Fixed: Where the details toolbar shows in the wrong place until you scroll Fixed: Where the Help Desk live tile shows all open tiles, instead of user specific tiles (admins still see all) Added: Powerpoint Files Filter Added: Print style for Booking System Added: Silent check for the logon tracker Updated: Logon Tracker I...???????: Monitor 2012-11-11: This is the first releaseVidCoder: 1.4.5 Beta: Removed the old Advanced user interface and moved x264 preset/profile/tune there instead. The functionality is still available through editing the options string. Added ability to specify the H.264 level. Added ability to choose VidCoder's interface language. If you are interested in translating, we can get VidCoder in your language! Updated WPF text rendering to use the better Display mode. Updated HandBrake core to SVN 5045. Removed logic that forced the .m4v extension in certain ...ImageGlass: Version 1.5: http://i1214.photobucket.com/albums/cc483/phapsuxeko/ImageGlass/1.png v1.5.4401.3015 Thumbnail bar: Increase loading speed Thumbnail image with ratio Support personal customization: mouse up, mouse down, mouse hover, selected item... Scroll to show all items Image viewer Zoom by scroll, or selected rectangle Speed up loading Zoom to cursor point New background design and customization and others... v1.5.4430.483 Thumbnail bar: Auto move scroll bar to selected image Show / Hi...Building Windows 8 Apps with C# and XAML: Full Source Chapters 1 - 10 for Windows 8 Fix 002: This is the full source from all chapters of the book, compiled and tested on Windows 8 RTM. Includes: A fix for the Netflix example from Chapter 6 that was missing a service reference A fix for the ImageHelper issue (images were not being saved) - this was due to the buffer being inadequate and required streaming the writeable bitmap to a buffer first before encoding and savingmyCollections: Version 2.3.2.0: New in this version : Added TheGamesDB.net API for Games and NDS Added Support for Windows Media Center Added Support for myMovies Added Support for XBMC Added Support for Dune HD Added Support for Mede8er Added Support for WD HDTV Added Fast search options Added order by Artist/Album for music You can now create covers and background for games You can now update your ID3 tag with the info of myCollections Fixed several provider Performance improvement New Splash ...Draw: Draw 1.0: Drawing PadPlayer Framework by Microsoft: Player Framework for Windows 8 (v1.0): IMPORTANT: List of breaking changes from preview 7 Ability to move control panel or individual elements outside media player. more info... New Entertainment app theme for out of the box support for Windows 8 Entertainment app guidelines. more info... VSIX reference names shortened. Allows seeing plugin name from "Add Reference" dialog without resizing. FreeWheel SmartXML now supports new "Standard" event callback type. Other minor misc fixes and improvements ADDITIONAL DOWNLOADSSmo...WebSearch.Net: WebSearch.Net 3.1: WebSearch.Net is an open-source research platform that provides uniform data source access, data modeling, feature calculation, data mining, etc. It facilitates the experiments of web search researchers due to its high flexibility and extensibility. The platform can be used or extended by any language compatible for .Net 2 framework, from C# (recommended), VB.Net to C++ and Java. Thanks to the large coverage of knowledge in web search research, it is necessary to model the techniques and main...Umbraco CMS: Umbraco 4.10.0: NugetNuGet BlogRead the release blog post for 4.10.0. Whats newMVC support New request pipeline Many, many bugfixes (see the issue tracker for a complete list) Read the documentation for the MVC bits. Breaking changesWe have done all we can not to break backwards compatibility, but we had to do some minor breaking changes: Removed graphicHeadlineFormat config setting from umbracoSettings.config (an old relic from the 3.x days) U4-690 DynamicNode ChildrenAsList was fixed, altering it'...SQL Server Partitioned Table Framework: Partitioned Table Framework Release 1.0: SQL Server 2012 ReleaseSharePoint Manager 2013: SharePoint Manager 2013 Release ver 1.0.12.1106: SharePoint Manager 2013 Release (ver: 1.0.12.1106) is now ready for SharePoint 2013. The new version has an expanded view of the SharePoint object model and has been tested on SharePoint 2013 RTM. As a bonus, the new version is also available for SharePoint 2010 as a separate download.Fiskalizacija za developere: FiskalizacijaDev 1.2: Verzija 1.2. je, prije svega, odgovor na novu verziju Tehnicke specifikacije (v1.1.) koja je objavljena prije nekoliko dana. Pored novosti vezanih uz (sitne) izmjene u spomenutoj novoj verziji Tehnicke dokumentacije, projekt smo prošili sa nekim dodatnim feature-ima od kojih je vecina proizašla iz vaših prijedloga - hvala :) Novosti u v1.2. su: - Neusuglašenost zahtjeva (http://fiskalizacija.codeplex.com/workitem/645) - Sample projekt - iznosi se množe sa 100 (http://fiskalizacija.codeplex.c...New Projects3jidi IPTV App: 3jidi IPTV application on microsoft mediaroomAX 2012 Custom Operating Units: With this tool, non technical users can create custom operating units, link them with existing org model, model custom units as financial dimensions etc.BASE32 Encoder: This awesome app let you convert all your music, pictures and video to brand new BASE32 encoding! BilgeAdam.ChannelShow: BilgeAdam.ChannelShowBlueset Studio Opensource Projects: Only for Opensource projects form Blueset Studio.Bubble Trouble: This is a game where you are trapped in a room with lethal bubbles bouncing around the rooms. You must use your special vine gun to shoot and pop the bubbles!ClomibepASP (Suspended): PL: Zaawansowany system zarzadzania trescia ClomibepASP. EN: Advenced content managment system ClomibepASP.CoBaS - Contract Based Serializer: The serialization framework that cares for bits and speed :)DelegateDuck: New stub library for C#. You can build with it any object using delegates and such an object can be casted to any compatible interface.Demir Yayincilik: Ulusal arastirmacilarin ana dilleri ile yaptiklari yayinlarin kolay dagitilmasi ve izlenmesi gereksiniminden hareketle kurulan Demir yayincilik...DNN LiveEvents: DotNetNuke Live Events ModuleFamFamFam Silk Icons Atlas (CSS Sprites): A CSS/Image generator for CSS Sprites (Atlas) for FamFamFam Silk iconsGuid Finder Solution for Microsoft Dynamics CRM 2011: Guid Finder Solution for Microsoft Dynamics CRM 2011. This Solution helps to find any record "GUID" across all entities in Dynamics CRM. hyd: a game demoJogo do Galo: JOGO DO GALO REGRAS •O tabuleiro é a matriz de três linhas em três colunas. •Dois jogadores escolhem três peças cada um. •Os jogadores jogam alternadamente, uma peça de cada vez, num espaço que esteja vazio. •O objectivo é conseguir três peças iguais em linha, quer horizontal, vjQCalendarPart: jQCalendarPart is a JS application which when added to a CEWP in SP 2010 will display a jQuery Calendar control with the upcoming events from the Calendar list.Kinect Table Tennis: A 2D Top-down Kinect table tennis game! Booyeah!MathNullable: The example of the Nullable Mathematics.Metro Launch: Metro Launch is a new Start menu inspired by Windows 8's.Monoxide.Diagnostics: This is Systems.Diagnostics source code extracted from Mono so that people on any platform (Windows, too!) can extend more of the tracing framework.new1325: hellonew1327: helloPizza-Service: School Project of a Pizza-Service application.ProjectOnElance: SomeProjectOnElanceRemote Controller for Trackmania: Evzrecon is a remote controller for Trackmania Forever dedicated servers, much like XASECO but written in Java.SoftRenderer: a software rendererStripeOne ShortenUrl: Projeto de estudo para encurtar urls, com cms para o usuário (caso seja registrado ou por sessão) e cms administrativo com estatisticas de urls mais usadas.testtom11122012git01: htesttom11122012hg01: fdstesttom11122012tfs01: fdstesttom11122012tfs03: rewThe new Basecamp API C# Wrapper: This project aims to be a complete C# wrapper around the new Basecamp API. Direct API call support in addition to convenience methods are provided.TVendas: Este projeto surgiu com a necessidade de se ter um software de gerenciamento de vendas web e gratuito. Então surgiu o TVendas.WDTVHUBLIVE Companion: Intitial summary : This is a project to learn C# and to create an application to manage media on a WDTVLiveHub. WordTrending: ECE 275 Assignment #4Yet another SharePoint 2010 Deployment Script: The following PowerShell script is intended to help operations staff as well as developers to automate the base installation of SharePoint 2010 Server. Zytonic Hotkeys: Zytonic Hotkeys Is a User Library That Aims to defeat The hassle of creating User Hotkeys for your .NET Applications.????: ????

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  • CodePlex Daily Summary for Friday, June 01, 2012

    CodePlex Daily Summary for Friday, June 01, 2012Popular ReleasesASP.Net Client Dependency Framework: v1.5: This release brings you many bug fixes and some new features Install via Nuget:Install-Package ClientDependency Install-Package ClientDependency-Mvc New featuresNew PlaceHolderProvider for webforms which will now let you specify exactly where the CSS and JS is rendered, so you can now separate them Better API support for runtime changes & registration Allows for custom formatting of composite file URLs new config option: pathUrlFormat="{dependencyId}/{version}/{type}" to have full contr...Silverlight 5 Multi-Window Controls: May 2012: This release introduces a new context menu type for desktop apps that can overflow the parent window: http://trelford.com/ContextMenu_SL5_Native.png Code snippet: <TextBlock Text="Right click on me to show the context menu"> <multiwindow:ContextMenuService.ContextMenu> <multiwindow:ContextMenuWindow> <multiwindow:MenuItem Header="Menu Item"/> </multiwindow:ContextMenuWindow> </multiwindow:ContextMenuService.Co...Better Explorer: Better Explorer Beta 1: Finally, the first Beta is here! There were a lot of changes, including: Translations into 10 different languages (the translations are not complete and will be updated soon) Conditional Select new tools for managing archives Folder Tools tab new search bar and Search Tab new image editing tools update function many bug fixes, stability fixes, and memory leak fixes other new features as well! Please check it out and if there are any problems, let us know. :) Also, do not forge...myManga: myManga v1.0.0.3: Will include MangaPanda as a default option. ChangeLog Updating from Previous Version: Extract contents of Release - myManga v1.0.0.3.zip to previous version's folder. Replaces: myManga.exe BakaBox.dll CoreMangaClasses.dll Manga.dll Plugins/MangaReader.manga.dll Plugins/MangaFox.manga.dll Plugins/MangaHere.manga.dll Plugins/MangaPanda.manga.dllPlayer Framework by Microsoft: Player Framework for Windows 8 Metro (Preview 3): Player Framework for HTML/JavaScript and XAML/C# Metro Style Applications. Additional DownloadsIIS Smooth Streaming Client SDK for Windows 8 Microsoft PlayReady Client SDK for Metro Style Apps Release notes:Support for Windows 8 Release Preview (released 5/31/12) Advertising support (VAST, MAST, VPAID, & clips) Miscellaneous improvements and bug fixesConfuser: Confuser 1.8: Changelog: +New UI...again. +New project system, replacing the previous declarative obfuscation and XML configuration. *Improve the protection strength... *Improve the compatibility. Now Confuser can obfuscate itself and even some real-life application like Paint.NET and ILSpy! (of course with some small adjustment)Naked Objects: Naked Objects Release 4.1.0: Corresponds to the packaged version 4.1.0 available via NuGet. Note that the versioning has moved to SemVer (http://semver.org/) This is a bug fix release with no new functionality. Please note that the easiest way to install and run the Naked Objects Framework is via the NuGet package manager: just search the Official NuGet Package Source for 'nakedobjects'. It is only necessary to download the source code (from here) if you wish to modify or re-build the framework yourself. If you do wi...Microsoft Ajax Minifier: Microsoft Ajax Minifier 4.54: Fix for issue #18161: pretty-printing CSS @media rule throws an exception due to mismatched Indent/Unindent pair.Silverlight Toolkit: Silverlight 5 Toolkit Source - May 2012: Source code for December 2011 Silverlight 5 Toolkit release.Json.NET: Json.NET 4.5 Release 6: New feature - Added IgnoreDataMemberAttribute support New feature - Added GetResolvedPropertyName to DefaultContractResolver New feature - Added CheckAdditionalContent to JsonSerializer Change - Metro build now always uses late bound reflection Change - JsonTextReader no longer returns no content after consecutive underlying content read failures Fix - Fixed bad JSON in an array with error handling creating an infinite loop Fix - Fixed deserializing objects with a non-default cons...DotNetNuke® Community Edition CMS: 06.02.00: Major Highlights Fixed issue in the Site Settings when single quotes were being treated as escape characters Fixed issue loading the Mobile Premium Data after upgrading from CE to PE Fixed errors logged when updating folder provider settings Fixed the order of the mobile device capabilities in the Site Redirection Management UI The User Profile page was completely rebuilt. We needed User Profiles to have multiple child pages. This would allow for the most flexibility by still f...Thales Simulator Library: Version 0.9.6: The Thales Simulator Library is an implementation of a software emulation of the Thales (formerly Zaxus & Racal) Hardware Security Module cryptographic device. This release fixes a problem with the FK command and a bug in the implementation of PIN block 05 format deconstruction. A new 0.9.6.Binaries file has been posted. This includes executable programs without an installer, including the GUI and console simulators, the key manager and the PVV clashing demo. Please note that you will need ...????: ????2.0.1: 1、?????。WiX Toolset: WiX v3.6 RC: WiX v3.6 RC (3.6.2928.0) provides feature complete Burn with VS11 support. For more information see Rob's blog post about the release: http://robmensching.com/blog/posts/2012/5/28/WiX-v3.6-Release-Candidate-availableJavascript .NET: Javascript .NET v0.7: SetParameter() reverts to its old behaviour of allowing JavaScript code to add new properties to wrapped C# objects. The behavior added briefly in 0.6 (throws an exception) can be had via the new SetParameterOptions.RejectUnknownProperties. TerminateExecution now uses its isolate to terminate the correct context automatically. Added support for converting all C# integral types, decimal and enums to JavaScript numbers. (Previously only the common types were handled properly.) Bug fixe...Phalanger - The PHP Language Compiler for the .NET Framework: 3.0 (May 2012): Fixes: unserialize() of negative float numbers fix pcre possesive quantifiers and character class containing ()[] array deserilization when the array contains a reference to ISerializable parsing lambda function fix round() reimplemented as it is in PHP to avoid .NET rounding errors filesize bypass for FileInfo.Length bug in Mono New features: Time zones reimplemented, uses Windows/Linux databaseSharePoint Euro 2012 - UEFA European Football Predictor: havivi.euro2012.wsp (1.1): New fetures:Admin enable / disable match Hide/Show Euro 2012 SharePoint lists (3 lists) Installing SharePoint Euro 2012 PredictorSharePoint Euro 2012 Predictor has been developed as a SharePoint Sandbox solution to support SharePoint Online (Office 365) Download the solution havivi.euro2012.wsp from the download page: Downloads Upload this solution to your Site Collection via the solutions area. Click on Activate to make the web parts in the solution available for use in the Site C...????SDK for .Net 4.0+(OAuth2.0+??V2?API): ??V2?SDK???: ?????????API?? ???????OAuth2.0?? ????:????????????,??????????“SOURCE CODE”?????????Changeset,http://weibosdk.codeplex.com/SourceControl/list/changesets ???:????????,DEMO??AppKey????????????????,?????AppKey,????AppKey???????????,?????“????>????>????>??????”.Net Code Samples: Code Samples: Code samples (SLNs).LINQ_Koans: LinqKoans v.02: Cleaned up a bitNew ProjectsAntiXSS Experimental: Welcome to AntiXSS Experimental. AntiXSS Experimental contains code for common encoders auto-generated using Microsoft Research's BEK project.atfone: atfoneBango Adobe Air Application Analytics SDK: Bango application analytics is an analytics solution for mobile applications. This SDK provides a framework you can use in your application to add analytics capabilities to your mobile applications. It's developed in Actionscript with Native Extensions to target iOS,Android and the Blackberry Playbook.bbinjest: bbinjestdevMobile.NET Library for Windows Phone 7.1: devMobile.NET Library intends to offer a set of commons and not so commons controls for developing Windows Phone 7.5 applications. It offers classic controls like both pie and column charts for simple scenarios as well as other not so classic controls like SignalAccuracy control for displaying, for instance, the GPS accuracy like WP7 built-in GPRS/3G signal coverage indicator does. It also provide a tag cloud control for displaying item in the way common web based tag clouds usually offer. ...dnnFiddle: dnnFiddle is a DotNetNuke module that aims to make it easier to add rich content to your DotNetNuke website.DotNetNuke Task Manager: Test Project to learn DotNetNuke and CodePlex IntegrationDSIB - TireService: Project for handling Tiresets/Wheels - looking up dimensions, loadindex, speedindex, etc. for wheelsflyabroad: flyabroadhphai: My ProjectIIS File Manager - Editor: IIS File Manager provides ability to upload files faster through HTTP and it requires no extra installation, just one website with windows authentication lets users upload files easily.KeypItSafe Password Vault: KeypItSafe Password Vault Easily and safely store your website passwords on your computer - or go mobile in just a few clicks! What is KeypItSafe? KeypItSafe is a free open source password manager that helps you store and manage all of your passwords securely on your computer or a USB/Removable Media drive. With only a few clicks you can transfer all of your saved passwords to a USB drive and immediately have access to them on virtually any computer. You only have to remember one mas...litwaredk: Sourcecode for the projects on www.litware.dkMVC Pattern Toolkit (Sample): This is a sample MVC pattern toolkit that helps web developers create ASP.NET MVC 2 web applications using advanced tooling and automation, with integrated guidance. This toolkit is provided as a *sample* soley to demonstrate how easy pattern toolkits can be created that provide custom automation and tooling in Visual Studio to speed development. *NOTE*: This pattern toolkit is not intended to demonstrate THE official way to build ASP.NET MVC applications. It is intended to demonstrate ...MyDeveloperCareer: willwymydevelopercarMyPomodoroWatch: My personal Pomodoro watch.NRails: NRailsPayment Gateways: Open source project for integrating payment gateways all over the world into .NET websites and desktop applications. Developers are requested to submit their code and check out the project to start contributing.Preactor Object Model: pom is a Preactor library which provides easy access and manipulation of Preactor data.RgC: RuCSecondPong: blablablaSharp Home: Sharphome is designed to run on Windows and Linux (via the Mono Project) and is designed to be useful in home automation and home security.SharpPTC: SharpPTC is a framebuffer library designed for creating retro games and applications, built on DirectDraw targeting the .NET platform. It provides a simple pixel buffer and methods to ease drawing (line, rectangle, clear etc). SharpPTC also comes with limited keyboard support.simplesocxs: simplesocxsSQL Process Viewer: View all of the processes (that you have security to see) currently running on a SQL database.testtom05312012git02: fdsfdText-To-Speech with Microsoft Translator Service: With this library, you can easily add Text-To-Speech capabilities to your .NET applications. It uses the Microsoft Translator Service to obtain streams of file speaking text in the desired language. At the moment of writing, there are 44 supported languages, including English, Italian, German, French, Spanish, Japanese and Chinese.ultsvn: The description.umbracoCssZenGarden: This is a learning package, It's not supposed to be a best practice for content management, just a fun test to see what a content managed cssZenGarden might be like.Visual Studio Solution Code Format AddIn: 0 people following this project (follow) VS???????? ????????:http://www.cnblogs.com/viter/addin ??Visual Studio 2008?2010,???????????,???????????"version“????。 ????namespace , class , struct , enum , property ,?????????(??????Function)??????Function,????????。 ???????、????。 ????Function????????????xml???,???????BUG,????Function???。 ??? class , struct , enum , property , Function??#region #endregion?????。 ????Property ? Function ???????,?Property????“?????? ”??。 ?????...Viz, Simple 3D Control inspired by Processing.orgVolunteerManager: Its a small app that manages volunteers in a volunteer organization.WebLearningFS: Dokan Based Web Learning File SystemWindowsPhonePusherSLService: Silverlight Pusher for WPhoneWindowsPhonePusherWcfService: for pushing same to wphone tooWPF Encryption: This develop a application for encryption/encode a string or checksum a fileXNAGameFeatures: XNAGameFeatures Project XNAGameFeatures is a XNA 4.0 library which permit to create and manage a XNA game easily. The project is separate in five part : BasicGame library Widget library Shapes library Input library Features library Each part is thinking to offer a easy way to the creation of a game in XNA 4.0

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  • Connecting SceneBuilder edited FXML to Java code

    - by daniel
    Recently I had to answer several questions regarding how to connect an UI built with the JavaFX SceneBuilder 1.0 Developer Preview to Java Code. So I figured out that a short overview might be helpful. But first, let me state the obvious. What is FXML? To make it short, FXML is an XML based declaration format for JavaFX. JavaFX provides an FXML loader which will parse FXML files and from that construct a graph of Java object. It may sound complex when stated like that but it is actually quite simple. Here is an example of FXML file, which instantiate a StackPane and puts a Button inside it: -- <?xml version="1.0" encoding="UTF-8"?> <?import java.lang.*?> <?import java.util.*?> <?import javafx.scene.control.*?> <?import javafx.scene.layout.*?> <?import javafx.scene.paint.*?> <StackPane prefHeight="150.0" prefWidth="200.0" xmlns:fx="http://javafx.com/fxml"> <children> <Button mnemonicParsing="false" text="Button" /> </children> </StackPane> ... and here is the code I would have had to write if I had chosen to do the same thing programatically: import javafx.scene.control.*; import javafx.scene.layout.*; ... final Button button = new Button("Button"); button.setMnemonicParsing(false); final StackPane stackPane = new StackPane(); stackPane.setPrefWidth(200.0); stackPane.setPrefHeight(150.0); stacPane.getChildren().add(button); As you can see - FXML is rather simple to understand - as it is quite close to the JavaFX API. So OK FXML is simple, but why would I use it?Well, there are several answers to that - but my own favorite is: because you can make it with SceneBuilder. What is SceneBuilder? In short SceneBuilder is a layout tool that will let you graphically build JavaFX user interfaces by dragging and dropping JavaFX components from a library, and save it as an FXML file. SceneBuilder can also be used to load and modify JavaFX scenegraphs declared in FXML. Here is how I made the small FXML file above: Start the JavaFX SceneBuilder 1.0 Developer Preview In the Library on the left hand side, click on 'StackPane' and drag it on the content view (the white rectangle) In the Library, select a Button and drag it onto the StackPane on the content view. In the Hierarchy Panel on the left hand side - select the StackPane component, then invoke 'Edit > Trim To Selected' from the menubar That's it - you can now save, and you will obtain the small FXML file shown above. Of course this is only a trivial sample, made for the sake of the example - and SceneBuilder will let you create much more complex UIs. So, I have now an FXML file. But what do I do with it? How do I include it in my program? How do I write my main class? Loading an FXML file with JavaFX Well, that's the easy part - because the piece of code you need to write never changes. You can download and look at the SceneBuilder samples if you need to get convinced, but here is the short version: Create a Java class (let's call it 'Main.java') which extends javafx.application.Application In the same directory copy/save the FXML file you just created using SceneBuilder. Let's name it "simple.fxml" Now here is the Java code for the Main class, which simply loads the FXML file and puts it as root in a stage's scene. /* * Copyright (c) 2012, Oracle and/or its affiliates. All rights reserved. */ package simple; import java.util.logging.Level; import java.util.logging.Logger; import javafx.application.Application; import javafx.fxml.FXMLLoader; import javafx.scene.Scene; import javafx.scene.layout.StackPane; import javafx.stage.Stage; public class Main extends Application { /** * @param args the command line arguments */ public static void main(String[] args) { Application.launch(Main.class, (java.lang.String[])null); } @Override public void start(Stage primaryStage) { try { StackPane page = (StackPane) FXMLLoader.load(Main.class.getResource("simple.fxml")); Scene scene = new Scene(page); primaryStage.setScene(scene); primaryStage.setTitle("FXML is Simple"); primaryStage.show(); } catch (Exception ex) { Logger.getLogger(Main.class.getName()).log(Level.SEVERE, null, ex); } } } Great! Now I only have to use my favorite IDE to compile the class and run it. But... wait... what does it do? Well nothing. It just displays a button in the middle of a window. There's no logic attached to it. So how do we do that? How can I connect this button to my application logic? Here is how: Connection to code First let's define our application logic. Since this post is only intended to give a very brief overview - let's keep things simple. Let's say that the only thing I want to do is print a message on System.out when the user clicks on my button. To do that, I'll need to register an action handler with my button. And to do that, I'll need to somehow get a handle on my button. I'll need some kind of controller logic that will get my button and add my action handler to it. So how do I get a handle to my button and pass it to my controller? Once again - this is easy: I just need to write a controller class for my FXML. With each FXML file, it is possible to associate a controller class defined for that FXML. That controller class will make the link between the UI (the objects defined in the FXML) and the application logic. To each object defined in FXML we can associate an fx:id. The value of the id must be unique within the scope of the FXML, and is the name of an instance variable inside the controller class, in which the object will be injected. Since I want to have access to my button, I will need to add an fx:id to my button in FXML, and declare an @FXML variable in my controller class with the same name. In other words - I will need to add fx:id="myButton" to my button in FXML: -- <Button fx:id="myButton" mnemonicParsing="false" text="Button" /> and declare @FXML private Button myButton in my controller class @FXML private Button myButton; // value will be injected by the FXMLLoader Let's see how to do this. Add an fx:id to the Button object Load "simple.fxml" in SceneBuilder - if not already done In the hierarchy panel (bottom left), or directly on the content view, select the Button object. Open the Properties sections of the inspector (right panel) for the button object At the top of the section, you will see a text field labelled fx:id. Enter myButton in that field and validate. Associate a controller class with the FXML file Still in SceneBuilder, select the top root object (in our case, that's the StackPane), and open the Code section of the inspector (right hand side) At the top of the section you should see a text field labelled Controller Class. In the field, type simple.SimpleController. This is the name of the class we're going to create manually. If you save at this point, the FXML will look like this: -- <?xml version="1.0" encoding="UTF-8"?> <?import java.lang.*?> <?import java.util.*?> <?import javafx.scene.control.*?> <?import javafx.scene.layout.*?> <?import javafx.scene.paint.*?> <StackPane prefHeight="150.0" prefWidth="200.0" xmlns:fx="http://javafx.com/fxml" fx:controller="simple.SimpleController"> <children> <Button fx:id="myButton" mnemonicParsing="false" text="Button" /> </children> </StackPane> As you can see, the name of the controller class has been added to the root object: fx:controller="simple.SimpleController" Coding the controller class In your favorite IDE, create an empty SimpleController.java class. Now what does a controller class looks like? What should we put inside? Well - SceneBuilder will help you there: it will show you an example of controller skeleton tailored for your FXML. In the menu bar, invoke View > Show Sample Controller Skeleton. A popup appears, displaying a suggestion for the controller skeleton: copy the code displayed there, and paste it into your SimpleController.java: /** * Sample Skeleton for "simple.fxml" Controller Class * Use copy/paste to copy paste this code into your favorite IDE **/ package simple; import java.net.URL; import java.util.ResourceBundle; import javafx.fxml.FXML; import javafx.fxml.Initializable; import javafx.scene.control.Button; public class SimpleController implements Initializable { @FXML // fx:id="myButton" private Button myButton; // Value injected by FXMLLoader @Override // This method is called by the FXMLLoader when initialization is complete public void initialize(URL fxmlFileLocation, ResourceBundle resources) { assert myButton != null : "fx:id=\"myButton\" was not injected: check your FXML file 'simple.fxml'."; // initialize your logic here: all @FXML variables will have been injected } } Note that the code displayed by SceneBuilder is there only for educational purpose: SceneBuilder does not create and does not modify Java files. This is simply a hint of what you can use, given the fx:id present in your FXML file. You are free to copy all or part of the displayed code and paste it into your own Java class. Now at this point, there only remains to add our logic to the controller class. Quite easy: in the initialize method, I will register an action handler with my button: () { @Override public void handle(ActionEvent event) { System.out.println("That was easy, wasn't it?"); } }); ... -- ... // initialize your logic here: all @FXML variables will have been injected myButton.setOnAction(new EventHandler<ActionEvent>() { @Override public void handle(ActionEvent event) { System.out.println("That was easy, wasn't it?"); } }); ... That's it - if you now compile everything in your IDE, and run your application, clicking on the button should print a message on the console! Summary What happens is that in Main.java, the FXMLLoader will load simple.fxml from the jar/classpath, as specified by 'FXMLLoader.load(Main.class.getResource("simple.fxml"))'. When loading simple.fxml, the loader will find the name of the controller class, as specified by 'fx:controller="simple.SimpleController"' in the FXML. Upon finding the name of the controller class, the loader will create an instance of that class, in which it will try to inject all the objects that have an fx:id in the FXML. Thus, after having created '<Button fx:id="myButton" ... />', the FXMLLoader will inject the button instance into the '@FXML private Button myButton;' instance variable found on the controller instance. This is because The instance variable has an @FXML annotation, The name of the variable exactly matches the value of the fx:id Finally, when the whole FXML has been loaded, the FXMLLoader will call the controller's initialize method, and our code that registers an action handler with the button will be executed. For a complete example, take a look at the HelloWorld SceneBuilder sample. Also make sure to follow the SceneBuilder Get Started guide, which will guide you through a much more complete example. Of course, there are more elegant ways to set up an Event Handler using FXML and SceneBuilder. There are also many different ways to work with the FXMLLoader. But since it's starting to be very late here, I think it will have to wait for another post. I hope you have enjoyed the tour! --daniel

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  • Render To Texture Using OpenGL is not working but normal rendering works just fine

    - by Franky Rivera
    things I initialize at the beginning of the program I realize not all of these pertain to my issue I just copy and pasted what I had //overall initialized //things openGL related I initialize earlier on in the project glClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); glClearDepth( 1.0f ); glEnable(GL_ALPHA_TEST); glEnable( GL_STENCIL_TEST ); glEnable(GL_DEPTH_TEST); glDepthFunc( GL_LEQUAL ); glEnable(GL_CULL_FACE); glFrontFace( GL_CCW ); glEnable(GL_COLOR_MATERIAL); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ); //we also initialize our shader programs //(i added some shader program functions for definitions) //this enum list is else where in code //i figured it would help show you guys more about my //shader compile creation function right under this enum list VVVVVV /*enum eSHADER_ATTRIB_LOCATION { VERTEX_ATTRIB = 0, NORMAL_ATTRIB = 2, COLOR_ATTRIB, COLOR2_ATTRIB, FOG_COORD, TEXTURE_COORD_ATTRIB0 = 8, TEXTURE_COORD_ATTRIB1, TEXTURE_COORD_ATTRIB2, TEXTURE_COORD_ATTRIB3, TEXTURE_COORD_ATTRIB4, TEXTURE_COORD_ATTRIB5, TEXTURE_COORD_ATTRIB6, TEXTURE_COORD_ATTRIB7 }; */ //if we fail making our shader leave if( !testShader.CreateShader( "SimpleShader.vp", "SimpleShader.fp", 3, VERTEX_ATTRIB, "vVertexPos", NORMAL_ATTRIB, "vNormal", TEXTURE_COORD_ATTRIB0, "vTexCoord" ) ) return false; if( !testScreenShader.CreateShader( "ScreenShader.vp", "ScreenShader.fp", 3, VERTEX_ATTRIB, "vVertexPos", NORMAL_ATTRIB, "vNormal", TEXTURE_COORD_ATTRIB0, "vTexCoord" ) ) return false; SHADER PROGRAM FUNCTIONS bool CShaderProgram::CreateShader( const char* szVertexShaderName, const char* szFragmentShaderName, ... ) { //here are our handles for the openGL shaders int iGLVertexShaderHandle = -1, iGLFragmentShaderHandle = -1; //get our shader data char *vData = 0, *fData = 0; int vLength = 0, fLength = 0; LoadShaderFile( szVertexShaderName, &vData, &vLength ); LoadShaderFile( szFragmentShaderName, &fData, &fLength ); //data if( !vData ) return false; //data if( !fData ) { delete[] vData; return false; } //create both our shader objects iGLVertexShaderHandle = glCreateShader( GL_VERTEX_SHADER ); iGLFragmentShaderHandle = glCreateShader( GL_FRAGMENT_SHADER ); //well we got this far so we have dynamic data to clean up //load vertex shader glShaderSource( iGLVertexShaderHandle, 1, (const char**)(&vData), &vLength ); //load fragment shader glShaderSource( iGLFragmentShaderHandle, 1, (const char**)(&fData), &fLength ); //we are done with our data delete it delete[] vData; delete[] fData; //compile them both glCompileShader( iGLVertexShaderHandle ); //get shader status int iShaderOk; glGetShaderiv( iGLVertexShaderHandle, GL_COMPILE_STATUS, &iShaderOk ); if( iShaderOk == GL_FALSE ) { char* buffer; //get what happend with our shader glGetShaderiv( iGLVertexShaderHandle, GL_INFO_LOG_LENGTH, &iShaderOk ); buffer = new char[iShaderOk]; glGetShaderInfoLog( iGLVertexShaderHandle, iShaderOk, NULL, buffer ); //sprintf_s( buffer, "Failure Our Object For %s was not created", szFileName ); MessageBoxA( NULL, buffer, szVertexShaderName, MB_OK ); //delete our dynamic data free( buffer ); glDeleteShader(iGLVertexShaderHandle); return false; } glCompileShader( iGLFragmentShaderHandle ); //get shader status glGetShaderiv( iGLFragmentShaderHandle, GL_COMPILE_STATUS, &iShaderOk ); if( iShaderOk == GL_FALSE ) { char* buffer; //get what happend with our shader glGetShaderiv( iGLFragmentShaderHandle, GL_INFO_LOG_LENGTH, &iShaderOk ); buffer = new char[iShaderOk]; glGetShaderInfoLog( iGLFragmentShaderHandle, iShaderOk, NULL, buffer ); //sprintf_s( buffer, "Failure Our Object For %s was not created", szFileName ); MessageBoxA( NULL, buffer, szFragmentShaderName, MB_OK ); //delete our dynamic data free( buffer ); glDeleteShader(iGLFragmentShaderHandle); return false; } //lets check to see if the fragment shader compiled int iCompiled = 0; glGetShaderiv( iGLVertexShaderHandle, GL_COMPILE_STATUS, &iCompiled ); if( !iCompiled ) { //this shader did not compile leave return false; } //lets check to see if the fragment shader compiled glGetShaderiv( iGLFragmentShaderHandle, GL_COMPILE_STATUS, &iCompiled ); if( !iCompiled ) { char* buffer; //get what happend with our shader glGetShaderiv( iGLFragmentShaderHandle, GL_INFO_LOG_LENGTH, &iShaderOk ); buffer = new char[iShaderOk]; glGetShaderInfoLog( iGLFragmentShaderHandle, iShaderOk, NULL, buffer ); //sprintf_s( buffer, "Failure Our Object For %s was not created", szFileName ); MessageBoxA( NULL, buffer, szFragmentShaderName, MB_OK ); //delete our dynamic data free( buffer ); glDeleteShader(iGLFragmentShaderHandle); return false; } //make our new shader program m_iShaderProgramHandle = glCreateProgram(); glAttachShader( m_iShaderProgramHandle, iGLVertexShaderHandle ); glAttachShader( m_iShaderProgramHandle, iGLFragmentShaderHandle ); glLinkProgram( m_iShaderProgramHandle ); int iLinked = 0; glGetProgramiv( m_iShaderProgramHandle, GL_LINK_STATUS, &iLinked ); if( !iLinked ) { //we didn't link return false; } //NOW LETS CREATE ALL OUR HANDLES TO OUR PROPER LIKING //start from this parameter va_list parseList; va_start( parseList, szFragmentShaderName ); //read in number of variables if any unsigned uiNum = 0; uiNum = va_arg( parseList, unsigned ); //for loop through our attribute pairs int enumType = 0; for( unsigned x = 0; x < uiNum; ++x ) { //specify our attribute locations enumType = va_arg( parseList, int ); char* name = va_arg( parseList, char* ); glBindAttribLocation( m_iShaderProgramHandle, enumType, name ); } //end our list parsing va_end( parseList ); //relink specify //we have custom specified our attribute locations glLinkProgram( m_iShaderProgramHandle ); //fill our handles InitializeHandles( ); //everything went great return true; } void CShaderProgram::InitializeHandles( void ) { m_uihMVP = glGetUniformLocation( m_iShaderProgramHandle, "mMVP" ); m_uihWorld = glGetUniformLocation( m_iShaderProgramHandle, "mWorld" ); m_uihView = glGetUniformLocation( m_iShaderProgramHandle, "mView" ); m_uihProjection = glGetUniformLocation( m_iShaderProgramHandle, "mProjection" ); ///////////////////////////////////////////////////////////////////////////////// //texture handles m_uihDiffuseMap = glGetUniformLocation( m_iShaderProgramHandle, "diffuseMap" ); if( m_uihDiffuseMap != -1 ) { //store what texture index this handle will be in the shader glUniform1i( m_uihDiffuseMap, RM_DIFFUSE+GL_TEXTURE0 ); (0)+ } m_uihNormalMap = glGetUniformLocation( m_iShaderProgramHandle, "normalMap" ); if( m_uihNormalMap != -1 ) { //store what texture index this handle will be in the shader glUniform1i( m_uihNormalMap, RM_NORMAL+GL_TEXTURE0 ); (1)+ } } void CShaderProgram::SetDiffuseMap( const unsigned& uihDiffuseMap ) { (0)+ glActiveTexture( RM_DIFFUSE+GL_TEXTURE0 ); glBindTexture( GL_TEXTURE_2D, uihDiffuseMap ); } void CShaderProgram::SetNormalMap( const unsigned& uihNormalMap ) { (1)+ glActiveTexture( RM_NORMAL+GL_TEXTURE0 ); glBindTexture( GL_TEXTURE_2D, uihNormalMap ); } //MY 2 TEST SHADERS also my math order is correct it pertains to my matrix ordering in my math library once again i've tested the basic rendering. rendering to the screen works fine ----------------------------------------SIMPLE SHADER------------------------------------- //vertex shader looks like this #version 330 in vec3 vVertexPos; in vec3 vNormal; in vec2 vTexCoord; uniform mat4 mWorld; // Model Matrix uniform mat4 mView; // Camera View Matrix uniform mat4 mProjection;// Camera Projection Matrix out vec2 vTexCoordVary; // Texture coord to the fragment program out vec3 vNormalColor; void main( void ) { //pass the texture coordinate vTexCoordVary = vTexCoord; vNormalColor = vNormal; //calculate our model view projection matrix mat4 mMVP = (( mWorld * mView ) * mProjection ); //result our position gl_Position = vec4( vVertexPos, 1 ) * mMVP; } //fragment shader looks like this #version 330 in vec2 vTexCoordVary; in vec3 vNormalColor; uniform sampler2D diffuseMap; uniform sampler2D normalMap; out vec4 fragColor[2]; void main( void ) { //CORRECT fragColor[0] = texture( normalMap, vTexCoordVary ); fragColor[1] = vec4( vNormalColor, 1.0 ); }; ----------------------------------------SCREEN SHADER------------------------------------- //vertext shader looks like this #version 330 in vec3 vVertexPos; // This is the position of the vertex coming in in vec2 vTexCoord; // This is the texture coordinate.... out vec2 vTexCoordVary; // Texture coord to the fragment program void main( void ) { vTexCoordVary = vTexCoord; //set our position gl_Position = vec4( vVertexPos.xyz, 1.0f ); } //fragment shader looks like this #version 330 in vec2 vTexCoordVary; // Incoming "varying" texture coordinate uniform sampler2D diffuseMap;//the tile detail texture uniform sampler2D normalMap; //the normal map from earlier out vec4 vTheColorOfThePixel; void main( void ) { //CORRECT vTheColorOfThePixel = texture( normalMap, vTexCoordVary ); }; .Class RenderTarget Main Functions //here is my render targets create function bool CRenderTarget::Create( const unsigned uiNumTextures, unsigned uiWidth, unsigned uiHeight, int iInternalFormat, bool bDepthWanted ) { if( uiNumTextures <= 0 ) return false; //generate our variables glGenFramebuffers(1, &m_uifboHandle); // Initialize FBO glBindFramebuffer(GL_FRAMEBUFFER, m_uifboHandle); m_uiNumTextures = uiNumTextures; if( bDepthWanted ) m_uiNumTextures += 1; m_uiTextureHandle = new unsigned int[uiNumTextures]; glGenTextures( uiNumTextures, m_uiTextureHandle ); for( unsigned x = 0; x < uiNumTextures-1; ++x ) { glBindTexture( GL_TEXTURE_2D, m_uiTextureHandle[x]); // Reserve space for our 2D render target glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexImage2D(GL_TEXTURE_2D, 0, iInternalFormat, uiWidth, uiHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL); glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + x, GL_TEXTURE_2D, m_uiTextureHandle[x], 0); } //if we need one for depth testing if( bDepthWanted ) { glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_uiTextureHandle[uiNumTextures-1], 0); glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, m_uiTextureHandle[uiNumTextures-1], 0);*/ // Must attach texture to framebuffer. Has Stencil and depth glBindRenderbuffer(GL_RENDERBUFFER, m_uiTextureHandle[uiNumTextures-1]); glRenderbufferStorage(GL_RENDERBUFFER, /*GL_DEPTH_STENCIL*/GL_DEPTH24_STENCIL8, TEXTURE_WIDTH, TEXTURE_HEIGHT ); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_uiTextureHandle[uiNumTextures-1]); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, m_uiTextureHandle[uiNumTextures-1]); } glBindFramebuffer(GL_FRAMEBUFFER, 0); //everything went fine return true; } void CRenderTarget::Bind( const int& iTargetAttachmentLoc, const unsigned& uiWhichTexture, const bool bBindFrameBuffer ) { if( bBindFrameBuffer ) glBindFramebuffer( GL_FRAMEBUFFER, m_uifboHandle ); if( uiWhichTexture < m_uiNumTextures ) glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + iTargetAttachmentLoc, m_uiTextureHandle[uiWhichTexture], 0); } void CRenderTarget::UnBind( void ) { //default our binding glBindFramebuffer( GL_FRAMEBUFFER, 0 ); } //this is all in a test project so here's my straight forward rendering function for testing this render function does basic rendering steps keep in mind i have already tested my textures i have already tested my box thats being rendered all basic rendering works fine its just when i try to render to a texture then display it in a render surface that it does not work. Also I have tested my render surface it is bound exactly to the screen coordinate space void TestRenderSteps( void ) { //Clear the color and the depth glClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); //bind the shader program glUseProgram( testShader.m_iShaderProgramHandle ); //1) grab the vertex buffer related to our rendering glBindBuffer( GL_ARRAY_BUFFER, CVertexBufferManager::GetInstance()->GetPositionNormalTexBuffer().GetBufferHandle() ); //2) how our stream will be split here ( 4 bytes position, ..ext ) CVertexBufferManager::GetInstance()->GetPositionNormalTexBuffer().MapVertexStride(); //3) set the index buffer if needed glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, CIndexBuffer::GetInstance()->GetBufferHandle() ); //send the needed information into the shader testShader.SetWorldMatrix( boxPosition ); testShader.SetViewMatrix( Static_Camera.GetView( ) ); testShader.SetProjectionMatrix( Static_Camera.GetProjection( ) ); testShader.SetDiffuseMap( iTextureID ); testShader.SetNormalMap( iTextureID2 ); GLenum buffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 }; glDrawBuffers(2, buffers); //bind to our render target //RM_DIFFUSE, RM_NORMAL are enums (0 && 1) renderTarget.Bind( RM_DIFFUSE, 1, true ); renderTarget.Bind( RM_NORMAL, 1, false); //false because buffer is already bound //i clear here just to clear the texture to make it a default value of white //by doing this i can see if what im rendering to my screen is just drawing to the screen //or if its my render target defaulted glClearColor( 1.0f, 1.0f, 1.0f, 1.0f ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); //i have this box object which i draw testBox.Draw(); //the draw call looks like this //my normal rendering works just fine so i know this draw is fine // glDrawElementsBaseVertex( m_sides[x].GetPrimitiveType(), // m_sides[x].GetPrimitiveCount() * 3, // GL_UNSIGNED_INT, // BUFFER_OFFSET(sizeof(unsigned int) * m_sides[x].GetStartIndex()), // m_sides[x].GetStartVertex( ) ); //we unbind the target back to default renderTarget.UnBind(); //i stop mapping my vertex format CVertexBufferManager::GetInstance()->GetPositionNormalTexBuffer().UnMapVertexStride(); //i go back to default in using no shader program glUseProgram( 0 ); //now that everything is drawn to the textures //lets draw our screen surface and pass it our 2 filled out textures //NOW RENDER THE TEXTURES WE COLLECTED TO THE SCREEN QUAD //bind the shader program glUseProgram( testScreenShader.m_iShaderProgramHandle ); //1) grab the vertex buffer related to our rendering glBindBuffer( GL_ARRAY_BUFFER, CVertexBufferManager::GetInstance()->GetPositionTexBuffer().GetBufferHandle() ); //2) how our stream will be split here CVertexBufferManager::GetInstance()->GetPositionTexBuffer().MapVertexStride(); //3) set the index buffer if needed glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, CIndexBuffer::GetInstance()->GetBufferHandle() ); //pass our 2 filled out textures (in the shader im just using the diffuse //i wanted to see if i was rendering anything before i started getting into other techniques testScreenShader.SetDiffuseMap( renderTarget.GetTextureHandle(0) ); //SetDiffuseMap definitions in shader program class testScreenShader.SetNormalMap( renderTarget.GetTextureHandle(1) ); //SetNormalMap definitions in shader program class //DO the draw call drawing our screen rectangle glDrawElementsBaseVertex( m_ScreenRect.GetPrimitiveType(), m_ScreenRect.GetPrimitiveCount() * 3, GL_UNSIGNED_INT, BUFFER_OFFSET(sizeof(unsigned int) * m_ScreenRect.GetStartIndex()), m_ScreenRect.GetStartVertex( ) );*/ //unbind our vertex mapping CVertexBufferManager::GetInstance()->GetPositionTexBuffer().UnMapVertexStride(); //default to no shader program glUseProgram( 0 ); } Last words: 1) I can render my box just fine 2) i can render my screen rect just fine 3) I cannot render my box into a texture then display it into my screen rect 4) This entire project is just a test project I made to test different rendering practices. So excuse any "ugly-ish" unclean code. This was made just on a fly run through when I was trying new test cases.

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  • WPF: adding Style to a slider

    - by user279244
    Hi I am using a Slider and putting a style element over it as follows... But however, I am not able to figure out why the style is not getting reflected. The RepeatButtons are not still visible. Thanks in advance <ResourceDictionary> <LinearGradientBrush x:Key="Stroke_Gradient" EndPoint="0.5,1" StartPoint="0.5,0"> <GradientStop Color="#FF6E6E6E" Offset="0"/> <GradientStop Color="#FFFFFFFF" Offset="0.496"/> <GradientStop Color="#FF6E6E6E" Offset="1"/> </LinearGradientBrush> <Style x:Key="ScrollBar_RepeatButtonStyle1" d:IsControlPart="True" TargetType="{x:Type RepeatButton}"> <Setter Property="Background" Value="#FF6E6E6E"/> <Setter Property="BorderBrush" Value="#FFFFFFFF"/> <Setter Property="IsTabStop" Value="false"/> <Setter Property="Focusable" Value="false"/> <Setter Property="Template"> <Setter.Value> <ControlTemplate TargetType="{x:Type RepeatButton}"> <Grid> <Rectangle Fill="{TemplateBinding Background}" Stroke="{TemplateBinding BorderBrush}" StrokeThickness="{TemplateBinding BorderThickness}"/> </Grid> </ControlTemplate> </Setter.Value> </Setter> </Style> <ImageBrush x:Key="zoomBkgrnd" TileMode="None" ImageSource="zoombg.png" Stretch="Uniform"/> <Style x:Key="{x:Type Slider}" TargetType="{x:Type Slider}"> <Setter Property="Background" Value="{StaticResource zoomBkgrnd}"/> <Setter Property="BorderBrush" Value="{StaticResource zoomBkgrnd}"/> <Setter Property="Template"> <Setter.Value> <ControlTemplate TargetType="{x:Type Slider}"> <Grid x:Name="GridRoot"> <Grid.RowDefinitions> <RowDefinition Height="Auto"/> <RowDefinition Height="Auto" /> <RowDefinition Height="Auto"/> </Grid.RowDefinitions> <!-- TickBar shows the ticks for Slider --> <TickBar Visibility="Collapsed" x:Name="TopTick" Height="4" SnapsToDevicePixels="True" Placement="Top" Fill="{StaticResource zoomBkgrnd}"/> <Border Grid.Row="1" Margin="0" x:Name="Border" Height="4" Background="{StaticResource zoomBkgrnd}" BorderBrush="{TemplateBinding BorderBrush}" BorderThickness="{TemplateBinding BorderThickness}" CornerRadius="2"/> <!-- The Track lays out the repeat buttons and thumb --> <Track Grid.Row="1" x:Name="PART_Track"> <Track.Thumb> <Thumb Width="10" Height="20" /> </Track.Thumb> <Track.IncreaseRepeatButton> <RepeatButton Style="{DynamicResource ScrollBar_RepeatButtonStyle1}" Command="Slider.IncreaseLarge"/> </Track.IncreaseRepeatButton> <Track.DecreaseRepeatButton> <RepeatButton Style="{DynamicResource ScrollBar_RepeatButtonStyle1}" Command="Slider.DecreaseLarge"/> </Track.DecreaseRepeatButton> </Track> <TickBar Visibility="Collapsed" Grid.Row="2" x:Name="BottomTick" Height="4" SnapsToDevicePixels="True" Placement="Bottom" Fill="{TemplateBinding Foreground}"/> </Grid> <ControlTemplate.Triggers> <Trigger Property="TickPlacement" Value="TopLeft"> <Setter Property="Visibility" Value="Visible" TargetName="TopTick"/> </Trigger> <Trigger Property="TickPlacement" Value="BottomRight"> <Setter Property="Visibility" Value="Visible" TargetName="BottomTick"/> </Trigger> <Trigger Property="TickPlacement" Value="Both"> <Setter Property="Visibility" Value="Visible" TargetName="TopTick"/> <Setter Property="Visibility" Value="Visible" TargetName="BottomTick"/> </Trigger> <Trigger Property="IsEnabled" Value="false"> <Setter Property="Background" Value="{StaticResource zoomBkgrnd}" TargetName="Border"/> <Setter Property="BorderBrush" Value="{StaticResource zoomBkgrnd}" TargetName="Border"/> </Trigger> <!-- Use a rotation to create a Vertical Slider form the default Horizontal --> <Trigger Property="Orientation" Value="Vertical"> <Setter Property="LayoutTransform" TargetName="GridRoot"> <Setter.Value> <RotateTransform Angle="-90"/> </Setter.Value> </Setter> <!-- Track rotates itself based on orientation so need to force it back --> <Setter TargetName="PART_Track" Property="Orientation" Value="Horizontal"/> </Trigger> </ControlTemplate.Triggers> </ControlTemplate> </Setter.Value> </Setter> </Style> </ResourceDictionary>

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  • WPF: how to find an element in a datatemplate from an itemscontrol

    - by EV
    Hi, I have the following problem: the application is using the custom itemscontrol called ToolBox. The elements of a toolbox are called toolboxitems and are custom contentcontrol. Now, the toolbox stores a number of images that are retrieved from a database and displayed. For that I use a datatemplate inside the toolbox control. However, when I try to drag and drop the elements, I don't get the image object but the database component. I thought that I should then traverse the structure to find the Image element. here's the code: Toolbox: public class Toolbox : ItemsControl { private Size defaultItemSize = new Size(65, 65); public Size DefaultItemSize { get { return this.defaultItemSize; } set { this.defaultItemSize = value; } } protected override DependencyObject GetContainerForItemOverride() { return new ToolboxItem(); } protected override bool IsItemItsOwnContainerOverride(object item) { return (item is ToolboxItem); } } ToolBoxItem: public class ToolboxItem : ContentControl { private Point? dragStartPoint = null; static ToolboxItem() { FrameworkElement.DefaultStyleKeyProperty.OverrideMetadata(typeof(ToolboxItem), new FrameworkPropertyMetadata(typeof(ToolboxItem))); } protected override void OnPreviewMouseDown(MouseButtonEventArgs e) { base.OnPreviewMouseDown(e); this.dragStartPoint = new Point?(e.GetPosition(this)); } public String url { get; private set; } protected override void OnMouseMove(MouseEventArgs e) { base.OnMouseMove(e); if (e.LeftButton != MouseButtonState.Pressed) { this.dragStartPoint = null; } if (this.dragStartPoint.HasValue) { Point position = e.GetPosition(this); if ((SystemParameters.MinimumHorizontalDragDistance <= Math.Abs((double)(position.X - this.dragStartPoint.Value.X))) || (SystemParameters.MinimumVerticalDragDistance <= Math.Abs((double)(position.Y - this.dragStartPoint.Value.Y)))) { string xamlString = XamlWriter.Save(this.Content); MessageBoxResult result = MessageBox.Show(xamlString); DataObject dataObject = new DataObject("DESIGNER_ITEM", xamlString); if (dataObject != null) { DragDrop.DoDragDrop(this, dataObject, DragDropEffects.Copy); } } e.Handled = true; } } private childItem FindVisualChild<childItem>(DependencyObject obj) where childItem : DependencyObject { for (int i = 0; i < VisualTreeHelper.GetChildrenCount(obj); i++) { DependencyObject child = VisualTreeHelper.GetChild(obj, i); if (child != null && child is childItem) return (childItem)child; else { childItem childOfChild = FindVisualChild<childItem>(child); if (childOfChild != null) return childOfChild; } } return null; } } here is the xaml file for ToolBox and toolbox item: <Style TargetType="{x:Type s:ToolboxItem}"> <Setter Property="Control.Padding" Value="5" /> <Setter Property="ContentControl.HorizontalContentAlignment" Value="Stretch" /> <Setter Property="ContentControl.VerticalContentAlignment" Value="Stretch" /> <Setter Property="ToolTip" Value="{Binding ToolTip}" /> <Setter Property="Template"> <Setter.Value> <ControlTemplate TargetType="{x:Type s:ToolboxItem}"> <Grid> <Rectangle Name="Border" StrokeThickness="1" StrokeDashArray="2" Fill="Transparent" SnapsToDevicePixels="true" /> <ContentPresenter Content="{TemplateBinding ContentControl.Content}" Margin="{TemplateBinding Padding}" SnapsToDevicePixels="{TemplateBinding UIElement.SnapsToDevicePixels}" ContentTemplate="{TemplateBinding ContentTemplate}"/> </Grid> <ControlTemplate.Triggers> <Trigger Property="IsMouseOver" Value="true"> <Setter TargetName="Border" Property="Stroke" Value="Gray" /> </Trigger> </ControlTemplate.Triggers> </ControlTemplate> </Setter.Value> </Setter> </Style> <Style TargetType="{x:Type s:Toolbox}"> <Setter Property="SnapsToDevicePixels" Value="true" /> <Setter Property="Focusable" Value="False" /> <Setter Property="Template"> <Setter.Value> <ControlTemplate> <Border BorderThickness="{TemplateBinding Border.BorderThickness}" Padding="{TemplateBinding Control.Padding}" BorderBrush="{TemplateBinding Border.BorderBrush}" Background="{TemplateBinding Panel.Background}" SnapsToDevicePixels="True"> <ScrollViewer VerticalScrollBarVisibility="Auto"> <ItemsPresenter SnapsToDevicePixels="{TemplateBinding UIElement.SnapsToDevicePixels}" /> </ScrollViewer> </Border> </ControlTemplate> </Setter.Value> </Setter> <Setter Property="ItemsPanel"> <Setter.Value> <ItemsPanelTemplate> <WrapPanel Margin="0,5,0,5" ItemHeight="{Binding Path=DefaultItemSize.Height, RelativeSource={RelativeSource AncestorType=s:Toolbox}}" ItemWidth="{Binding Path=DefaultItemSize.Width, RelativeSource={RelativeSource AncestorType=s:Toolbox}}" /> </ItemsPanelTemplate> </Setter.Value> </Setter> </Style> </ResourceDictionary> Example usage: <Toolbox x:Name="NewLibrary" DefaultItemSize="55,55" ItemsSource="{Binding}" > <ItemsControl.ItemTemplate> <DataTemplate> <StackPanel> <Image Source="{Binding Path=url}" /> </StackPanel> </DataTemplate> </ItemsControl.ItemTemplate> </Toolbox> The object that I get is a database object. When using a static resource I get the Image object. How to retrieve this Image object from a datatemplate? I though that I could use this tutorial: http://msdn.microsoft.com/en-us/library/bb613579.aspx But it does not seem to solve the problem. Could anyone suggest a solution? Thanks!

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  • WPF ComboBox Binding breaks when using ControlTemplate

    - by Mitch
    I have a WPF ComboBox that has been working fine until I recently created a ControlTemplate for it to enable me to change the color of the DropDown arrow. The ComboBox still works correctly except the Bound Text value now just shows the name of the Business Object rather than the bound value. I guess that binding like Text="{Binding Path=CaseDateRange}" no longer works when using a ControlTemplate, yet the ItemsSource binding on the dropdown seems to still work fine. Can anyone offer some help with how I need to change my binding when using a ControlTemplate. The code for the ControlTemplate and ComboBox is as follows <ControlTemplate x:Key="ComboBoxControlTemplate1" TargetType="{x:Type ComboBox}"> <Grid x:Name="MainGrid" SnapsToDevicePixels="True"> <Grid.ColumnDefinitions> <ColumnDefinition Width="*"/> <ColumnDefinition MinWidth="{DynamicResource {x:Static SystemParameters.VerticalScrollBarWidthKey}}" Width="0"/> </Grid.ColumnDefinitions> <Popup x:Name="PART_Popup" AllowsTransparency="True" Grid.ColumnSpan="2" IsOpen="{Binding IsDropDownOpen, RelativeSource={RelativeSource TemplatedParent}}" Margin="1" PopupAnimation="{DynamicResource {x:Static SystemParameters.ComboBoxPopupAnimationKey}}" Placement="Bottom" OpacityMask="#FF2A3D64"> <Microsoft_Windows_Themes:SystemDropShadowChrome x:Name="Shdw" Color="Transparent" MaxHeight="{TemplateBinding MaxDropDownHeight}" MinWidth="{Binding ActualWidth, ElementName=MainGrid}"> <Border x:Name="DropDownBorder" BorderBrush="White" BorderThickness="1" CornerRadius="3" Background="{DynamicResource DialogDarkBlue}"> <ScrollViewer x:Name="DropDownScrollViewer" > <Grid RenderOptions.ClearTypeHint="Enabled"> <Canvas HorizontalAlignment="Left" Height="0" VerticalAlignment="Top" Width="0"> <Rectangle x:Name="OpaqueRect" Fill="{Binding Background, ElementName=DropDownBorder}" Height="{Binding ActualHeight, ElementName=DropDownBorder}" Width="{Binding ActualWidth, ElementName=DropDownBorder}"/> </Canvas> <ItemsPresenter x:Name="ItemsPresenter" KeyboardNavigation.DirectionalNavigation="Contained" SnapsToDevicePixels="{TemplateBinding SnapsToDevicePixels}"/> </Grid> </ScrollViewer> </Border> </Microsoft_Windows_Themes:SystemDropShadowChrome> </Popup> <ToggleButton BorderBrush="{TemplateBinding BorderBrush}" Background="{TemplateBinding Background}" Grid.ColumnSpan="2" IsChecked="{Binding IsDropDownOpen, Mode=TwoWay, RelativeSource={RelativeSource TemplatedParent}}" Foreground="White"> <ToggleButton.Style> <Style TargetType="{x:Type ToggleButton}"> <Setter Property="OverridesDefaultStyle" Value="True"/> <Setter Property="IsTabStop" Value="False"/> <Setter Property="Focusable" Value="False"/> <Setter Property="ClickMode" Value="Press"/> <Setter Property="Template"> <Setter.Value> <ControlTemplate TargetType="{x:Type ToggleButton}"> <Microsoft_Windows_Themes:ButtonChrome x:Name="Chrome" BorderBrush="{TemplateBinding BorderBrush}" Background="{TemplateBinding Background}" RenderMouseOver="{TemplateBinding IsMouseOver}" RenderPressed="{TemplateBinding IsPressed}" SnapsToDevicePixels="True"> <Grid HorizontalAlignment="Right" Width="{DynamicResource {x:Static SystemParameters.VerticalScrollBarWidthKey}}"> <Path x:Name="Arrow" Data="M0,0L3.5,4 7,0z" Fill="White" HorizontalAlignment="Center" Margin="3,1,0,0" VerticalAlignment="Center"/> </Grid> </Microsoft_Windows_Themes:ButtonChrome> <ControlTemplate.Triggers> <Trigger Property="IsChecked" Value="True"> <Setter Property="RenderPressed" TargetName="Chrome" Value="True"/> </Trigger> <Trigger Property="IsEnabled" Value="False"> <Setter Property="Fill" TargetName="Arrow" Value="#FFAFAFAF"/> </Trigger> </ControlTemplate.Triggers> </ControlTemplate> </Setter.Value> </Setter> </Style> </ToggleButton.Style> </ToggleButton> <ContentPresenter ContentTemplate="{TemplateBinding SelectionBoxItemTemplate}" Content="{TemplateBinding SelectionBoxItem}" ContentStringFormat="{TemplateBinding SelectionBoxItemStringFormat}" HorizontalAlignment="{TemplateBinding HorizontalContentAlignment}" IsHitTestVisible="False" Margin="{TemplateBinding Padding}" SnapsToDevicePixels="{TemplateBinding SnapsToDevicePixels}" VerticalAlignment="{TemplateBinding VerticalContentAlignment}"/> </Grid> <ControlTemplate.Triggers> <Trigger Property="HasDropShadow" SourceName="PART_Popup" Value="True"> <Setter Property="Margin" TargetName="Shdw" Value="0,0,5,5"/> <Setter Property="Color" TargetName="Shdw" Value="#71000000"/> </Trigger> <Trigger Property="HasItems" Value="False"> <Setter Property="Height" TargetName="DropDownBorder" Value="95"/> </Trigger> <Trigger Property="IsEnabled" Value="False"> <Setter Property="Foreground" Value="{DynamicResource {x:Static SystemColors.GrayTextBrushKey}}"/> <Setter Property="Background" Value="#FFF4F4F4"/> </Trigger> <Trigger Property="IsGrouping" Value="True"> <Setter Property="ScrollViewer.CanContentScroll" Value="False"/> </Trigger> <Trigger Property="CanContentScroll" SourceName="DropDownScrollViewer" Value="False"> <Setter Property="Canvas.Top" TargetName="OpaqueRect" Value="{Binding VerticalOffset, ElementName=DropDownScrollViewer}"/> <Setter Property="Canvas.Left" TargetName="OpaqueRect" Value="{Binding HorizontalOffset, ElementName=DropDownScrollViewer}"/> </Trigger> </ControlTemplate.Triggers> </ControlTemplate> And the ComboBox is <ComboBox x:Name="cboSelectedCase" Text="{Binding Path=CaseDateRange}" DisplayMemberPath="CaseDateRange" SelectedValuePath="CaseID" Template="{DynamicResource ComboBoxControlTemplate1}" />

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  • Why is my unsafe code block slower than my safe code?

    - by jomtois
    I am attempting to write some code that will expediently process video frames. I am receiving the frames as a System.Windows.Media.Imaging.WriteableBitmap. For testing purposes, I am just applying a simple threshold filter that will process a BGRA format image and assign each pixel to either be black or white based on the average of the BGR pixels. Here is my "Safe" version: public static void ApplyFilter(WriteableBitmap Bitmap, byte Threshold) { // Let's just make this work for this format if (Bitmap.Format != PixelFormats.Bgr24 && Bitmap.Format != PixelFormats.Bgr32) { return; } // Calculate the number of bytes per pixel (should be 4 for this format). var bytesPerPixel = (Bitmap.Format.BitsPerPixel + 7) / 8; // Stride is bytes per pixel times the number of pixels. // Stride is the byte width of a single rectangle row. var stride = Bitmap.PixelWidth * bytesPerPixel; // Create a byte array for a the entire size of bitmap. var arraySize = stride * Bitmap.PixelHeight; var pixelArray = new byte[arraySize]; // Copy all pixels into the array Bitmap.CopyPixels(pixelArray, stride, 0); // Loop through array and change pixels to black or white based on threshold for (int i = 0; i < pixelArray.Length; i += bytesPerPixel) { // i=B, i+1=G, i+2=R, i+3=A var brightness = (byte)((pixelArray[i] + pixelArray[i + 1] + pixelArray[i + 2]) / 3); var toColor = byte.MinValue; // Black if (brightness >= Threshold) { toColor = byte.MaxValue; // White } pixelArray[i] = toColor; pixelArray[i + 1] = toColor; pixelArray[i + 2] = toColor; } Bitmap.WritePixels(new Int32Rect(0, 0, Bitmap.PixelWidth, Bitmap.PixelHeight), pixelArray, stride, 0); } Here is what I think is a direct translation using an unsafe code block and the WriteableBitmap Back Buffer instead of the forebuffer: public static void ApplyFilterUnsafe(WriteableBitmap Bitmap, byte Threshold) { // Let's just make this work for this format if (Bitmap.Format != PixelFormats.Bgr24 && Bitmap.Format != PixelFormats.Bgr32) { return; } var bytesPerPixel = (Bitmap.Format.BitsPerPixel + 7) / 8; Bitmap.Lock(); unsafe { // Get a pointer to the back buffer. byte* pBackBuffer = (byte*)Bitmap.BackBuffer; for (int i = 0; i < Bitmap.BackBufferStride*Bitmap.PixelHeight; i+= bytesPerPixel) { var pCopy = pBackBuffer; var brightness = (byte)((*pBackBuffer + *pBackBuffer++ + *pBackBuffer++) / 3); pBackBuffer++; var toColor = brightness >= Threshold ? byte.MaxValue : byte.MinValue; *pCopy = toColor; *++pCopy = toColor; *++pCopy = toColor; } } // Bitmap.AddDirtyRect(new Int32Rect(0,0, Bitmap.PixelWidth, Bitmap.PixelHeight)); Bitmap.Unlock(); } This is my first foray into unsafe code blocks and pointers, so maybe the logic is not optimal. I have tested both blocks of code on the same WriteableBitmaps using: var threshold = Convert.ToByte(op.Result); var copy2 = copyFrame.Clone(); Stopwatch stopWatch = new Stopwatch(); stopWatch.Start(); BinaryFilter.ApplyFilterUnsafe(copyFrame, threshold); stopWatch.Stop(); var unsafesecs = stopWatch.ElapsedMilliseconds; stopWatch.Reset(); stopWatch.Start(); BinaryFilter.ApplyFilter(copy2, threshold); stopWatch.Stop(); Debug.WriteLine(string.Format("Unsafe: {1}, Safe: {0}", stopWatch.ElapsedMilliseconds, unsafesecs)); So I am analyzing the same image. A test run of an incoming stream of video frames: Unsafe: 110, Safe: 53 Unsafe: 136, Safe: 42 Unsafe: 106, Safe: 36 Unsafe: 95, Safe: 43 Unsafe: 98, Safe: 41 Unsafe: 88, Safe: 36 Unsafe: 129, Safe: 65 Unsafe: 100, Safe: 47 Unsafe: 112, Safe: 50 Unsafe: 91, Safe: 33 Unsafe: 118, Safe: 42 Unsafe: 103, Safe: 80 Unsafe: 104, Safe: 34 Unsafe: 101, Safe: 36 Unsafe: 154, Safe: 83 Unsafe: 134, Safe: 46 Unsafe: 113, Safe: 76 Unsafe: 117, Safe: 57 Unsafe: 90, Safe: 41 Unsafe: 156, Safe: 35 Why is my unsafe version always slower? Is it due to using the back buffer? Or am I doing something wrong? Thanks

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  • mfc tab control switch tabs

    - by MRM
    I created a simple tab control that has 2 tabs (each tab is a different dialog). The thing is that i don't have any idea how to switch between tabs (when the user presses Titlu Tab1 to show the dialog i made for the first tab, and when it presses Titlu Tab2 to show my other dialog). I added a handler for changing items, but i don't know how should i acces some kind of index or child for tabs. Tab1.h and Tab2.h are headers for dialogs that show only static texts with the name of the each tab. There may be an obvious answer to my question, but i am a real newbie in c++ and MFC. This is my header: // CTabControlDlg.h : header file // #pragma once #include "afxcmn.h" #include "Tab1.h" #include "Tab2.h" // CCTabControlDlg dialog class CCTabControlDlg : public CDialog { // Construction public: CCTabControlDlg(CWnd* pParent = NULL); // standard constructor // Dialog Data enum { IDD = IDD_CTABCONTROL_DIALOG }; protected: virtual void DoDataExchange(CDataExchange* pDX); // DDX/DDV support // Implementation protected: HICON m_hIcon; // Generated message map functions virtual BOOL OnInitDialog(); afx_msg void OnSysCommand(UINT nID, LPARAM lParam); afx_msg void OnPaint(); afx_msg HCURSOR OnQueryDragIcon(); DECLARE_MESSAGE_MAP() public: CTabCtrl m_tabcontrol1; CTab1 m_tab1; CTab2 m_tab2; afx_msg void OnTcnSelchangeTabcontrol(NMHDR *pNMHDR, LRESULT *pResult); }; And this is the .cpp: // CTabControlDlg.cpp : implementation file // #include "stdafx.h" #include "CTabControl.h" #include "CTabControlDlg.h" #ifdef _DEBUG #define new DEBUG_NEW #endif // CAboutDlg dialog used for App About class CAboutDlg : public CDialog { public: CAboutDlg(); // Dialog Data enum { IDD = IDD_ABOUTBOX }; protected: virtual void DoDataExchange(CDataExchange* pDX); // DDX/DDV support // Implementation protected: DECLARE_MESSAGE_MAP() }; CAboutDlg::CAboutDlg() : CDialog(CAboutDlg::IDD) { } void CAboutDlg::DoDataExchange(CDataExchange* pDX) { CDialog::DoDataExchange(pDX); } BEGIN_MESSAGE_MAP(CAboutDlg, CDialog) END_MESSAGE_MAP() // CCTabControlDlg dialog CCTabControlDlg::CCTabControlDlg(CWnd* pParent /*=NULL*/) : CDialog(CCTabControlDlg::IDD, pParent) { m_hIcon = AfxGetApp()->LoadIcon(IDR_MAINFRAME); } void CCTabControlDlg::DoDataExchange(CDataExchange* pDX) { CDialog::DoDataExchange(pDX); DDX_Control(pDX, IDC_TABCONTROL, m_tabcontrol1); } BEGIN_MESSAGE_MAP(CCTabControlDlg, CDialog) ON_WM_SYSCOMMAND() ON_WM_PAINT() ON_WM_QUERYDRAGICON() //}}AFX_MSG_MAP ON_NOTIFY(TCN_SELCHANGE, IDC_TABCONTROL, &CCTabControlDlg::OnTcnSelchangeTabcontrol) END_MESSAGE_MAP() // CCTabControlDlg message handlers BOOL CCTabControlDlg::OnInitDialog() { CDialog::OnInitDialog(); // Add "About..." menu item to system menu. // IDM_ABOUTBOX must be in the system command range. ASSERT((IDM_ABOUTBOX & 0xFFF0) == IDM_ABOUTBOX); ASSERT(IDM_ABOUTBOX < 0xF000); CMenu* pSysMenu = GetSystemMenu(FALSE); if (pSysMenu != NULL) { CString strAboutMenu; strAboutMenu.LoadString(IDS_ABOUTBOX); if (!strAboutMenu.IsEmpty()) { pSysMenu->AppendMenu(MF_SEPARATOR); pSysMenu->AppendMenu(MF_STRING, IDM_ABOUTBOX, strAboutMenu); } } // Set the icon for this dialog. The framework does this automatically // when the application's main window is not a dialog SetIcon(m_hIcon, TRUE); // Set big icon SetIcon(m_hIcon, FALSE); // Set small icon // TODO: Add extra initialization here CTabCtrl* pTabCtrl = (CTabCtrl*)GetDlgItem(IDC_TABCONTROL); m_tab1.Create(IDD_TAB1, pTabCtrl); TCITEM item1; item1.mask = TCIF_TEXT | TCIF_PARAM; item1.lParam = (LPARAM)& m_tab1; item1.pszText = _T("Titlu Tab1"); pTabCtrl->InsertItem(0, &item1); //Pozitionarea dialogului CRect rcItem; pTabCtrl->GetItemRect(0, &rcItem); m_tab1.SetWindowPos(NULL, rcItem.left, rcItem.bottom + 1, 0, 0, SWP_NOSIZE | SWP_NOZORDER ); m_tab1.ShowWindow(SW_SHOW); // al doilea tab m_tab2.Create(IDD_TAB2, pTabCtrl); TCITEM item2; item2.mask = TCIF_TEXT | TCIF_PARAM; item2.lParam = (LPARAM)& m_tab1; item2.pszText = _T("Titlu Tab2"); pTabCtrl->InsertItem(0, &item2); //Pozitionarea dialogului //CRect rcItem; pTabCtrl->GetItemRect(0, &rcItem); m_tab2.SetWindowPos(NULL, rcItem.left, rcItem.bottom + 1, 0, 0, SWP_NOSIZE | SWP_NOZORDER ); m_tab2.ShowWindow(SW_SHOW); return TRUE; // return TRUE unless you set the focus to a control } void CCTabControlDlg::OnSysCommand(UINT nID, LPARAM lParam) { if ((nID & 0xFFF0) == IDM_ABOUTBOX) { CAboutDlg dlgAbout; dlgAbout.DoModal(); } else { CDialog::OnSysCommand(nID, lParam); } } // If you add a minimize button to your dialog, you will need the code below // to draw the icon. For MFC applications using the document/view model, // this is automatically done for you by the framework. void CCTabControlDlg::OnPaint() { if (IsIconic()) { CPaintDC dc(this); // device context for painting SendMessage(WM_ICONERASEBKGND, reinterpret_cast<WPARAM>(dc.GetSafeHdc()), 0); // Center icon in client rectangle int cxIcon = GetSystemMetrics(SM_CXICON); int cyIcon = GetSystemMetrics(SM_CYICON); CRect rect; GetClientRect(&rect); int x = (rect.Width() - cxIcon + 1) / 2; int y = (rect.Height() - cyIcon + 1) / 2; // Draw the icon dc.DrawIcon(x, y, m_hIcon); } else { CDialog::OnPaint(); } } // The system calls this function to obtain the cursor to display while the user drags // the minimized window. HCURSOR CCTabControlDlg::OnQueryDragIcon() { return static_cast<HCURSOR>(m_hIcon); } void CCTabControlDlg::OnTcnSelchangeTabcontrol(NMHDR *pNMHDR, LRESULT *pResult) { // TODO: Add your control notification handler code here *pResult = 0; }

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  • Firefox throwing a exception with HTML Canvas putImageData

    - by mr.doob
    So I was working on this little javascript experiment and I needed a widget to track the FPS of it. I ported a widget I've been using with Actionscript 3 to Javascript and it seems to be working fine with Chrome/Safari but on Firefox is throwing an exception. This is the experiment: Depth of Field This is the error: [Exception... "An invalid or illegal string was specified" code: "12" nsresult: "0x8053000c (NS_ERROR_DOM_SYNTAX_ERR)" location: "http://mrdoob.com/projects/chromeexperiments/depth_of_field__debug/js/net/hires/debug/Stats.js Line: 105"] The line that is complaning about is this one: graph.putImageData(graphData, 1, 0, 0, 0, 69, 50); Which is a crappy code to "scroll" the bitmap pixels. The idea is that I only draw a few pixels on the left of the bitmap and then on the next frame I copy the whole bitmap and paste it on pixel to the right. This error usually is thrown because you're pasting a bitmap bigger than the source and it's going off the limits, but in theory that shouldn't be the case as I'm defining 69 as the width of the rectangle to paste (being the bitmap 70px wide). And this is full code: var Stats = { baseFps: null, timer: null, timerStart: null, timerLast: null, fps: null, ms: null, container: null, fpsText: null, msText: null, memText: null, memMaxText: null, graph: null, graphData: null, init: function(userfps) { baseFps = userfps; timer = 0; timerStart = new Date() - 0; timerLast = 0; fps = 0; ms = 0; container = document.createElement("div"); container.style.fontFamily = 'Arial'; container.style.fontSize = '10px'; container.style.backgroundColor = '#000033'; container.style.width = '70px'; container.style.paddingTop = '2px'; fpsText = document.createElement("div"); fpsText.style.color = '#ffff00'; fpsText.style.marginLeft = '3px'; fpsText.style.marginBottom = '-3px'; fpsText.innerHTML = "FPS:"; container.appendChild(fpsText); msText = document.createElement("div"); msText.style.color = '#00ff00'; msText.style.marginLeft = '3px'; msText.style.marginBottom = '-3px'; msText.innerHTML = "MS:"; container.appendChild(msText); memText = document.createElement("div"); memText.style.color = '#00ffff'; memText.style.marginLeft = '3px'; memText.style.marginBottom = '-3px'; memText.innerHTML = "MEM:"; container.appendChild(memText); memMaxText = document.createElement("div"); memMaxText.style.color = '#ff0070'; memMaxText.style.marginLeft = '3px'; memMaxText.style.marginBottom = '3px'; memMaxText.innerHTML = "MAX:"; container.appendChild(memMaxText); var canvas = document.createElement("canvas"); canvas.width = 70; canvas.height = 50; container.appendChild(canvas); graph = canvas.getContext("2d"); graph.fillStyle = '#000033'; graph.fillRect(0, 0, canvas.width, canvas.height ); graphData = graph.getImageData(0, 0, canvas.width, canvas.height); setInterval(this.update, 1000/baseFps); return container; }, update: function() { timer = new Date() - timerStart; if ((timer - 1000) > timerLast) { fpsText.innerHTML = "FPS: " + fps + " / " + baseFps; timerLast = timer; graph.putImageData(graphData, 1, 0, 0, 0, 69, 50); graph.fillRect(0,0,1,50); graphData = graph.getImageData(0, 0, 70, 50); var index = ( Math.floor(Math.min(50, (fps / baseFps) * 50)) * 280 /* 70 * 4 */ ); graphData.data[index] = graphData.data[index + 1] = 256; index = ( Math.floor(Math.min(50, 50 - (timer - ms) * .5)) * 280 /* 70 * 4 */ ); graphData.data[index + 1] = 256; graph.putImageData (graphData, 0, 0); fps = 0; } ++fps; msText.innerHTML = "MS: " + (timer - ms); ms = timer; } } Any ideas? Thanks in advance.

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  • Why is android:FLAG_BLUR_BEHIND creating a gradient background in my new activity instead of bluring

    - by nderraugh
    Hi, I've got two activities. One is supposed to be a blur in front of the other. The background activity has several ImageViews which are set up as thin gradients extending across most of the screen and 10dip high. When I start the second activity it sets the background as a gradient occupying the entire window space, that is it appears to be fill_parent'd for both height and width. If I comment out the ImageViews then it blurs and looks as expected. Any thoughts? Here's the code doing the blur. import android.app.Activity; import android.os.Bundle; import android.view.View; import android.view.WindowManager; import android.view.View.OnClickListener; public class TransluscentBlurSummaryB extends Activity { @Override protected void onCreate(Bundle icicle) { super.onCreate(icicle); getWindow().setFlags(WindowManager.LayoutParams.FLAG_BLUR_BEHIND, WindowManager.LayoutParams.FLAG_BLUR_BEHIND); getWindow().getAttributes().dimAmount = 0.5f; getWindow().setFlags(WindowManager.LayoutParams.FLAG_DIM_BEHIND, WindowManager.LayoutParams.FLAG_DIM_BEHIND); setContentView(R.layout.sheetbdetails); OnClickListener clickListener = new OnClickListener() { public void onClick(View v) { TransluscentBlurSummaryB.this.finish(); } }; findViewById(R.id.sheetbdetailstable).setOnClickListener(clickListener); } } And here's the layout with the ImageView gradients. <?xml version="1.0" encoding="utf-8"?> <RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android" android:layout_width="fill_parent" android:layout_height="fill_parent" android:id="@+id/summarysparent" > <!-- view1 goes on top --> <RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android" android:id="@+id/view2" android:layout_width="fill_parent" android:layout_height="wrap_content" android:layout_alignParentBottom="true"> <Button android:layout_height="wrap_content" android:id="@+id/ButtonBack" android:layout_width="wrap_content" android:text="Back" android:width="100dp"></Button> <Button android:layout_height="wrap_content" android:id="@+id/ButtonNext" android:layout_width="wrap_content" android:layout_alignParentRight="true" android:text="Start Over" android:width="100dp"></Button> </RelativeLayout> <TextView android:id="@+id/view1" android:layout_height="wrap_content" android:layout_alignParentTop="true" android:layout_width="wrap_content" android:layout_centerHorizontal="true" android:textSize="10pt" android:text="Summary"/> <ScrollView xmlns:android="http://schemas.android.com/apk/res/android" android:layout_width="fill_parent" android:layout_height="wrap_content" android:id="@+id/summaryscrollview" android:layout_below="@+id/view1" android:layout_above="@+id/view2"> <RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android" android:layout_width="fill_parent" android:layout_height="wrap_content" android:id="@+id/summarydetails" > <!-- view2 goes on the bottom --> <TextView android:id="@+id/textview2" android:layout_height="wrap_content" android:layout_width="wrap_content" android:layout_below="@+id/view1" android:layout_centerHorizontal="true" android:text="Recommended Child Support Order" android:layout_marginTop="10dip" /> <ImageView android:id="@+id/horizontalLine1" android:layout_width="fill_parent" android:layout_marginLeft="5dip" android:layout_marginRight="5dip" android:layout_height="10dip" android:src="@drawable/black_white_gradient" android:layout_below="@+id/textview2" android:layout_marginTop="10dip" /> <TextView android:id="@+id/textview3" android:layout_height="wrap_content" android:layout_width="wrap_content" android:layout_below="@+id/horizontalLine1" android:layout_centerHorizontal="true" android:text="You" android:layout_marginTop="10dip" /> <TextView android:id="@+id/textview10" android:layout_height="wrap_content" android:layout_width="150dp" android:layout_below="@+id/textview3" android:layout_centerHorizontal="true" android:layout_marginTop="10dip" android:gravity="center_horizontal" /> <ImageView android:id="@+id/horizontalLine2" android:layout_width="fill_parent" android:layout_marginLeft="5dip" android:layout_marginRight="5dip" android:layout_height="10dip" android:src="@drawable/black_white_gradient" android:layout_below="@+id/textview10" android:layout_marginTop="10dip" /> <TextView android:id="@+id/textview4" android:layout_height="wrap_content" android:layout_width="wrap_content" android:layout_below="@+id/horizontalLine2" android:layout_centerHorizontal="true" android:text="Other Parent" android:layout_marginTop="10dip" /> <TextView android:id="@+id/textview11" android:layout_height="wrap_content" android:layout_width="150dp" android:layout_below="@+id/textview4" android:layout_centerHorizontal="true" android:layout_marginTop="10dip" android:text="$536.18" android:gravity="center_horizontal" /> <ImageView android:id="@+id/horizontalLine3" android:layout_width="fill_parent" android:layout_marginLeft="5dip" android:layout_marginRight="5dip" android:layout_height="10dip" android:src="@drawable/black_white_gradient" android:layout_below="@+id/textview11" android:layout_marginTop="10dip" /> <TextView android:id="@+id/textview5" android:layout_height="wrap_content" android:layout_width="wrap_content" android:layout_below="@+id/horizontalLine3" android:layout_centerHorizontal="true" android:text="Calculation Details" android:layout_marginTop="15dip" /> <ImageView android:id="@+id/infoButton" android:src="@drawable/ic_menu_info_details" android:layout_height="wrap_content" android:layout_width="wrap_content" android:layout_below="@+id/horizontalLine3" android:layout_toRightOf="@+id/textview5" android:clickable="true" /> <ImageView android:id="@+id/horizontalLine4" android:layout_width="fill_parent" android:layout_marginLeft="5dip" android:layout_marginRight="5dip" android:layout_height="10dip" android:src="@drawable/black_white_gradient" android:layout_below="@+id/textview5" android:layout_marginTop="18dip" /> </RelativeLayout> </ScrollView> </RelativeLayout> The gradient drawable is this. <?xml version="1.0" encoding="utf-8"?> <shape xmlns:android="http://schemas.android.com/apk/res/android" android:shape="rectangle"> <gradient android:startColor="#FFFFFF" android:centerColor="#000000" android:endColor="#FFFFFF" android:angle="270"/> <padding android:left="7dp" android:top="7dp" android:right="7dp" android:bottom="7dp" /> <corners android:radius="8dp" /> </shape> And here's the layout from the activity doing the blurring on top. <?xml version="1.0" encoding="utf-8"?> <ScrollView xmlns:android="http://schemas.android.com/apk/res/android" android:id="@+id/sheetbdetails" android:layout_width="fill_parent" android:layout_height="fill_parent" android:clickable="true" > <TableLayout xmlns:android="http://schemas.android.com/apk/res/android" android:layout_width="fill_parent" android:layout_height="fill_parent" android:scrollbars="vertical" android:shrinkColumns="0" android:id="@+id/sheetbdetailstable" > <TableRow> <TextView android:padding="3dip" /> <TextView android:text="You" android:padding="3dip" /> <TextView android:text="@string/otherparent" android:padding="3dip" /> <TextView android:text="Combined" android:padding="3dip" /> </TableRow> </TableLayout> </ScrollView> The transparent windows are themed from styles.xml in the apidemos using @style/Theme.Transparent.

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  • Windows store apps: ScrollViewer with dinamic content

    - by Alexandru Circus
    I have a scrollViewer with an ItemsControl (which holds rows with data) as content. The data from these rows is grabbed from the server so I want to display a ProgressRing with a text until the data arrives. Basically I want the content of the ScrollViewer to be a grid with progress ring and a text and after the data arrives the content to be changed with my ItemsControl. The problem is that the ScrollViewer does not accept more than 1 element as content. Please tell me how can I solve this problem. (I'm a C# beginner) <FlipView x:Name="OptionPagesFlipView" Grid.Row="1" TabNavigation="Cycle" SelectionChanged="OptionPagesFlipView_SelectionChanged" ItemsSource="{Binding OptionsPageItems}"> <FlipView.ItemTemplate> <DataTemplate x:Name="OptionMonthPageTemplate"> <ScrollViewer x:Name="OptionsScrollViewer" HorizontalScrollMode="Disabled" HorizontalAlignment="Stretch" VerticalScrollBarVisibility="Auto"> <ItemsControl x:Name="OptionItemsControl" ItemsSource="{Binding OptionItems, Mode=OneWay}" Visibility="Collapsed"> <ItemsControl.ItemTemplate> <DataTemplate x:Name="OptionsChainItemTemplate"> <Grid x:Name="OptionItemGrid" Background="#FF9DBDF7" HorizontalAlignment="Stretch"> <Grid.RowDefinitions> <RowDefinition Height="Auto"/> <RowDefinition Height="Auto"/> <RowDefinition Height="Auto"/> <RowDefinition Height="Auto"/> </Grid.RowDefinitions> <Grid.ColumnDefinitions> <ColumnDefinition Width="*" /> <ColumnDefinition Width="*" /> <ColumnDefinition Width="*" /> <ColumnDefinition Width="*" /> <ColumnDefinition Width="*" /> </Grid.ColumnDefinitions> <!-- CALL BID --> <TextBlock Text="Bid" Foreground="Gray" HorizontalAlignment="Left" Grid.Row="0" Grid.Column="0" FontSize="18" Margin="5,0,5,0"/> <TextBlock x:Name="CallBidTextBlock" Text="{Binding CallBid}" Foreground="Blue" HorizontalAlignment="Left" Grid.Row="1" Grid.Column="0" Margin="5,0,5,5" FontSize="18"/> <!-- CALL ASK --> <TextBlock Text="Ask" Foreground="Gray" HorizontalAlignment="Left" Grid.Row="2" Grid.Column="0" FontSize="18" Margin="5,0,5,0"/> <TextBlock x:Name="CallAskTextBlock" Text="{Binding CallAsk}" Foreground="Blue" HorizontalAlignment="Left" Grid.Row="3" Grid.Column="0" Margin="5,0,5,0" FontSize="18"/> <!-- CALL LAST --> <TextBlock Text="Last" Foreground="Gray" HorizontalAlignment="Left" Grid.Row="0" Grid.Column="1" FontSize="18" Margin="5,0,5,0"/> <TextBlock x:Name="CallLastTextBlock" Text="{Binding CallLast}" Foreground="Blue" HorizontalAlignment="Left" Grid.Row="1" Grid.Column="1" Margin="5,0,5,5" FontSize="18"/> <!-- CALL NET CHANGE --> <TextBlock Text="Net Ch" Foreground="Gray" HorizontalAlignment="Left" Grid.Row="2" Grid.Column="1" FontSize="18" Margin="5,0,5,0"/> <TextBlock x:Name="CallNetChTextBlock" Text="{Binding CallNetChange}" Foreground="{Binding CallNetChangeForeground}" HorizontalAlignment="Left" Grid.Row="3" Grid.Column="1" Margin="5,0,5,5" FontSize="18"/> <!-- STRIKE --> <TextBlock Text="Strike" Foreground="Gray" HorizontalAlignment="Center" Grid.Row="1" Grid.Column="2" FontSize="18" Margin="5,0,5,0"/> <Border Background="{Binding StrikeBackground}" HorizontalAlignment="Center" Grid.Row="2" Grid.Column="2" Margin="5,0,5,5"> <TextBlock x:Name="StrikeTextBlock" Text="{Binding Strike}" Foreground="Blue" FontSize="18"/> </Border> <!-- PUT LAST --> <TextBlock Text="Last" Foreground="Gray" HorizontalAlignment="Right" Grid.Row="0" Grid.Column="3" FontSize="18" Margin="5,0,5,0"/> <TextBlock x:Name="PutLastTextBlock" Text="{Binding PutLast}" Foreground="Blue" HorizontalAlignment="Right" Grid.Row="1" Grid.Column="3" Margin="5,0,5,5" FontSize="18"/> <!-- PUT NET CHANGE --> <TextBlock Text="Net Ch" Foreground="Gray" HorizontalAlignment="Right" Grid.Row="2" Grid.Column="3" FontSize="18" Margin="5,0,5,0"/> <TextBlock x:Name="PutNetChangeTextBlock" Text="{Binding PutNetChange}" Foreground="{Binding PutNetChangeForeground}" HorizontalAlignment="Right" Grid.Row="3" Grid.Column="3" Margin="5,0,5,5" FontSize="18"/> <!-- PUT BID --> <TextBlock Text="Bid" Foreground="Gray" HorizontalAlignment="Right" Grid.Row="0" Grid.Column="4" FontSize="18" Margin="5,0,15,0"/> <TextBlock x:Name="PutBidTextBlock" Text="{Binding PutBid}" Foreground="Blue" HorizontalAlignment="Right" Grid.Row="1" Grid.Column="4" Margin="5,0,15,5" FontSize="18"/> <!-- PUT ASK --> <TextBlock Text="Ask" Foreground="Gray" HorizontalAlignment="Right" Grid.Row="2" Grid.Column="4" FontSize="18" Margin="5,0,15,0"/> <TextBlock x:Name="PutAskTextBlock" Text="{Binding PutAsk}" Foreground="Blue" HorizontalAlignment="Right" Grid.Row="3" Grid.Column="4" Margin="5,0,15,5" FontSize="18"/> <!-- BOTTOM LINE SEPARATOR--> <Rectangle Fill="Black" Height="1" Grid.ColumnSpan="5" VerticalAlignment="Bottom" Grid.Row="3"/> </Grid> </DataTemplate> </ItemsControl.ItemTemplate> </ItemsControl> <!--<Grid> <Grid.RowDefinitions> <RowDefinition/> </Grid.RowDefinitions> <Grid.ColumnDefinitions> <ColumnDefinition/> <ColumnDefinition/> </Grid.ColumnDefinitions> <ProgressRing x:Name="CustomProgressRing" Height="40" Width="40" IsActive="true" Grid.Column="0" Margin="20" Foreground="White"/> <TextBlock x:Name="CustomTextBlock" Height="auto" Width="auto" FontSize="25" Grid.Column="1" Margin="20"/> <Border BorderBrush="#FFFFFF" BorderThickness="1" Grid.ColumnSpan="2"/> </Grid>--> </ScrollViewer> </DataTemplate> </FlipView.ItemTemplate>

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  • Simple XNA 2D demo: why is my F# version slower than C# version?

    - by Den
    When running this XNA application it should display a rotated rectangle that moves from top-left corner to bottom-right corner. It looks like my F# version is noticeably much slower. It seems that the Draw method skips a lot of frames. I am using VS 2012 RC, XNA 4.0, .NET 4.5, F# 3.0. I am trying to make it as functional as possible. What could be the reason for poor performance? C#: class Program { static void Main(string[] args) { using (var game = new FlockGame()) { game.Run(); } } } public class FlockGame : Game { private GraphicsDeviceManager graphics; private DrawingManager drawingManager; private Vector2 position = Vector2.Zero; public FlockGame() { graphics = new GraphicsDeviceManager(this); } protected override void Initialize() { drawingManager = new DrawingManager(graphics.GraphicsDevice); this.IsFixedTimeStep = false; } protected override void Update(GameTime gameTime) { position = new Vector2(position.X + 50.1f * (float)gameTime.ElapsedGameTime.TotalSeconds, position.Y + 50.1f * (float)gameTime.ElapsedGameTime.TotalSeconds); base.Update(gameTime); } protected override void Draw(GameTime gameTime) { //this.GraphicsDevice.Clear(Color.Lavender) drawingManager.DrawRectangle(position, new Vector2(100.0f, 100.0f), 0.7845f, Color.Red); base.Draw(gameTime); } } public class DrawingManager { private GraphicsDevice GraphicsDevice; private Effect Effect; public DrawingManager(GraphicsDevice graphicsDevice) { GraphicsDevice = graphicsDevice; this.Effect = new BasicEffect(this.GraphicsDevice) { VertexColorEnabled = true, Projection = Matrix.CreateOrthographicOffCenter(0.0f, this.GraphicsDevice.Viewport.Width, this.GraphicsDevice.Viewport.Height, 0.0f, 0.0f, 1.0f) }; } private VertexPositionColor[] GetRectangleVertices (Vector2 center, Vector2 size, float radians, Color color) { var halfSize = size/2.0f; var topLeft = -halfSize; var bottomRight = halfSize; var topRight = new Vector2(bottomRight.X, topLeft.Y); var bottomLeft = new Vector2(topLeft.X, bottomRight.Y); topLeft = Vector2.Transform(topLeft, Matrix.CreateRotationZ(radians)) + center; topRight = Vector2.Transform(topRight, Matrix.CreateRotationZ(radians)) + center; bottomRight = Vector2.Transform(bottomRight, Matrix.CreateRotationZ(radians)) + center; bottomLeft = Vector2.Transform(bottomLeft, Matrix.CreateRotationZ(radians)) + center; return new VertexPositionColor[] { new VertexPositionColor(new Vector3(topLeft, 0.0f), color), new VertexPositionColor(new Vector3(topRight, 0.0f), color), new VertexPositionColor(new Vector3(topRight, 0.0f), color), new VertexPositionColor(new Vector3(bottomRight, 0.0f), color), new VertexPositionColor(new Vector3(bottomRight, 0.0f), color), new VertexPositionColor(new Vector3(bottomLeft, 0.0f), color), new VertexPositionColor(new Vector3(bottomLeft, 0.0f), color), new VertexPositionColor(new Vector3(topLeft, 0.0f), color) }; } public void DrawRectangle(Vector2 center, Vector2 size, float radians, Color color) { var vertices = GetRectangleVertices(center, size, radians, color); foreach (var pass in this.Effect.CurrentTechnique.Passes) { pass.Apply(); this.GraphicsDevice.DrawUserPrimitives(PrimitiveType.LineList, vertices, 0, vertices.Length/2); } } } F#: namespace Flocking module FlockingProgram = open System open Flocking [<STAThread>] [<EntryPoint>] let Main _ = use g = new FlockGame() g.Run() 0 //------------------------------------------------------------------------------ namespace Flocking open System open System.Diagnostics open Microsoft.Xna.Framework open Microsoft.Xna.Framework.Graphics open Microsoft.Xna.Framework.Input type public FlockGame() as this = inherit Game() let mutable graphics = new GraphicsDeviceManager(this) let mutable drawingManager = null let mutable position = Vector2.Zero override Game.LoadContent() = drawingManager <- new Rendering.DrawingManager(graphics.GraphicsDevice) this.IsFixedTimeStep <- false override Game.Update gameTime = position <- Vector2(position.X + 50.1f * float32 gameTime.ElapsedGameTime.TotalSeconds, position.Y + 50.1f * float32 gameTime.ElapsedGameTime.TotalSeconds) base.Update gameTime override Game.Draw gameTime = //this.GraphicsDevice.Clear(Color.Lavender) Rendering.DrawRectangle(drawingManager, position, Vector2(100.0f, 100.0f), 0.7845f, Color.Red) base.Draw gameTime //------------------------------------------------------------------------------ namespace Flocking open System open System.Collections.Generic open Microsoft.Xna.Framework open Microsoft.Xna.Framework.Graphics open Microsoft.Xna.Framework.Input module Rendering = [<AllowNullLiteral>] type DrawingManager (graphicsDevice : GraphicsDevice) = member this.GraphicsDevice = graphicsDevice member this.Effect = new BasicEffect(this.GraphicsDevice, VertexColorEnabled = true, Projection = Matrix.CreateOrthographicOffCenter(0.0f, float32 this.GraphicsDevice.Viewport.Width, float32 this.GraphicsDevice.Viewport.Height, 0.0f, 0.0f, 1.0f)) let private GetRectangleVertices (center:Vector2, size:Vector2, radians:float32, color:Color) = let halfSize = size / 2.0f let mutable topLeft = -halfSize let mutable bottomRight = halfSize let mutable topRight = new Vector2(bottomRight.X, topLeft.Y) let mutable bottomLeft = new Vector2(topLeft.X, bottomRight.Y) topLeft <- Vector2.Transform(topLeft, Matrix.CreateRotationZ(radians)) + center topRight <- Vector2.Transform(topRight, Matrix.CreateRotationZ(radians)) + center bottomRight <- Vector2.Transform(bottomRight, Matrix.CreateRotationZ(radians)) + center bottomLeft <- Vector2.Transform(bottomLeft, Matrix.CreateRotationZ(radians)) + center [| new VertexPositionColor(new Vector3(topLeft, 0.0f), color) new VertexPositionColor(new Vector3(topRight, 0.0f), color) new VertexPositionColor(new Vector3(topRight, 0.0f), color) new VertexPositionColor(new Vector3(bottomRight, 0.0f), color) new VertexPositionColor(new Vector3(bottomRight, 0.0f), color) new VertexPositionColor(new Vector3(bottomLeft, 0.0f), color) new VertexPositionColor(new Vector3(bottomLeft, 0.0f), color) new VertexPositionColor(new Vector3(topLeft, 0.0f), color) |] let DrawRectangle (drawingManager:DrawingManager, center:Vector2, size:Vector2, radians:float32, color:Color) = let vertices = GetRectangleVertices(center, size, radians, color) for pass in drawingManager.Effect.CurrentTechnique.Passes do pass.Apply() drawingManager.GraphicsDevice.DrawUserPrimitives(PrimitiveType.LineList, vertices, 0, vertices.Length/2)

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  • Detect when mouse leaves my app

    - by user593747
    Hello I am creating an app in win32 that will display the x, y position(In screen coords) of the mouse whereever the mouse is (inside my app client/NC area & outside). I am at the stage where I want to detect when the mouse leaves my application completely. I have written a simple win32 app that should detect & notify myself when the mouse leaves my app, BUT its not working, I never receive the messages WM_MOUSELEAVE & WM_NCMOUSELEAVE. What do you think is wrong? Am I using the wrong win32 functions? // Track Mouse.cpp : Defines the entry point for the application. // #include "stdafx.h" #include <windows.h> #include <vector> #include <string> #include <cstdlib> static HINSTANCE gInstance; // Globals // enum MouseStatus { DEFAULT = 50001, LEFT_CLIENT, LEFT_NCLIENT }; static MouseStatus mouseState = DEFAULT; static COLORREF bkCol = RGB(0,255,255); // Functions List // BOOL TrackMouse( HWND hwnd ) { // Post: TRACKMOUSEEVENT mouseEvt; ZeroMemory( &mouseEvt, sizeof(TRACKMOUSEEVENT) ); mouseEvt.cbSize = sizeof(TRACKMOUSEEVENT); mouseEvt.dwFlags = TME_LEAVE | TME_NONCLIENT; //mouseEvt.dwHoverTime = HOVER_DEFAULT; mouseEvt.hwndTrack = hwnd; return TrackMouseEvent( &mouseEvt ); } LRESULT CALLBACK WndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) { switch(msg) { case WM_CREATE: { // Track mouse so I can be notified when it leaves my application (Client & NC areas) BOOL trackSuccess = TrackMouse( hwnd ); // Returns successful, so I correctly track the mouse if ( trackSuccess == 0 ) { MessageBoxW( hwnd, L"Failed to track mouse", L"Error", MB_OK|MB_ICONEXCLAMATION ); } else MessageBoxW( hwnd, L"Tracking mouse", L"Success", MB_OK|MB_ICONEXCLAMATION ); } break; case WM_MOUSELEAVE: { // I never receive this message // Detect when the mouse leaves the client area mouseState = LEFT_CLIENT; bkCol = RGB(50,50,50); InvalidateRect( hwnd, NULL, true ); } break; case WM_NCMOUSELEAVE : { // I never receive this message // If the mouse has left the client area & then leaves the NC area then I know // that the mouse has left my app if ( mouseState == LEFT_CLIENT ) { mouseState = LEFT_NCLIENT; BOOL trackSuccess = TrackMouse( hwnd ); if ( trackSuccess == 0 ) { bkCol = RGB(255,255,0); MessageBoxW( hwnd, L"On WM_NCMOUSELEAVE: Failed to track mouse", L"Error", MB_OK|MB_ICONEXCLAMATION ); } else MessageBoxW( hwnd, L"On WM_NCMOUSELEAVE: Tracking mouse", L"Success", MB_OK|MB_ICONEXCLAMATION ); InvalidateRect( hwnd, NULL, true ); } } break; case WM_ACTIVATE: case WM_MOUSEHOVER: { // The mouse is back in my app mouseState = DEFAULT; bkCol = RGB(0,255,255); InvalidateRect( hwnd, NULL, true ); } break; case WM_PAINT: { HDC hdc; PAINTSTRUCT ps; hdc = BeginPaint( hwnd, &ps ); SetBkColor( hdc, bkCol ); Rectangle( hdc, 10, 10, 200, 200 ); EndPaint( hwnd, &ps ); } break; case WM_CLOSE: DestroyWindow(hwnd); break; case WM_DESTROY: PostQuitMessage(0); break; default: break; } return DefWindowProc(hwnd, msg, wParam, lParam); } int WINAPI WinMain(HINSTANCE gInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow) { WNDCLASSEX wc; HWND hwnd; MSG Msg; wc.cbSize = sizeof(WNDCLASSEX); wc.style = 0; wc.lpfnWndProc = WndProc; wc.cbClsExtra = 0; wc.cbWndExtra = 0; wc.hInstance = gInstance; wc.hIcon = LoadIcon(NULL, IDI_APPLICATION); wc.hCursor = LoadCursor(NULL, IDC_ARROW); wc.hbrBackground = (HBRUSH)(DKGRAY_BRUSH); wc.lpszMenuName = NULL; wc.lpszClassName = L"Custom Class"; wc.hIconSm = LoadIcon(NULL, IDI_APPLICATION); // if registration of main class fails if(!RegisterClassEx(&wc)) { MessageBoxW(NULL, L"Window Registration Failed!", L"Error!", MB_ICONEXCLAMATION | MB_OK); return 0; } hwnd = CreateWindowEx( WS_EX_CLIENTEDGE, L"Custom Class", L"App Name", WS_CAPTION|WS_MINIMIZEBOX|WS_VISIBLE|WS_OVERLAPPED|WS_SYSMENU, CW_USEDEFAULT, CW_USEDEFAULT, 600, 500, NULL, NULL, gInstance, NULL); if(hwnd == NULL) { MessageBoxW(NULL, L"Window Creation Failed!", L"Error!", MB_ICONEXCLAMATION | MB_OK); return 0; } ShowWindow(hwnd, nCmdShow); UpdateWindow(hwnd); while(GetMessage(&Msg, NULL, 0, 0) > 0) { TranslateMessage(&Msg); DispatchMessage(&Msg); } return Msg.wParam; }

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  • SDL+OpenGL app: blank screen

    - by Lococo
    I spent the last three days trying to create a small app using SDL + OpenGL. The app itself runs fine -- except it never outputs any graphics; just a black screen. I've condensed it down to a minimal C file, and I'm hoping someone can give me some guidance. I'm running out of ideas. I'm using Windows Vista, MinGW & MSYS. Thanks in advance for any advice! #include <SDL/SDL.h> #include <SDL_opengl.h> size_t sx=600, sy=600, bpp=32; void render(void) { glEnable(GL_DEPTH_TEST); // enable depth testing glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // clear to black glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // clear color/depth buffer glLoadIdentity(); // reset modelview matrix glColor3b(255, 0, 0); // red glLineWidth(3.0); // line width=3 glRecti(10, 10, sx-10, sy-10); // draw rectangle glFlush(); SDL_GL_SwapBuffers(); } int input(void) { SDL_Event event; while (SDL_PollEvent(&event)) if (event.type == SDL_QUIT || (event.type == SDL_KEYUP && event.key.keysym.sym == SDLK_ESCAPE)) return 0; return 1; } int main(int argc, char *argv[]) { SDL_Surface* surf; if (SDL_Init(SDL_INIT_EVERYTHING) != 0) return 0; if (!(surf = SDL_SetVideoMode(sx, sy, bpp, SDL_HWSURFACE|SDL_DOUBLEBUF))) return 0; glViewport(0, 0, sx, sy); // reset the viewport to new dimensions glMatrixMode(GL_PROJECTION); // set projection matrix to be current glLoadIdentity(); // reset projection matrix glOrtho(0, sx, sy, 0, -1.0, 1.0); // create ortho view glMatrixMode(GL_MODELVIEW); // set modelview matrix glLoadIdentity(); // reset modelview matrix for (;;) { if (!input()) break; render(); SDL_Delay(10); } SDL_FreeSurface(surf); SDL_Quit(); exit(0); } UPDATE: I have a version that works, but it changes orthographic to perspective. I'm not sure why this works and the other doesn't, but for future reference, here's a version that works: #include <SDL/SDL.h> #include <SDL_opengl.h> size_t sx=600, sy=600, bpp=32; void render(void) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); // set location in front of camera glTranslated(0, 0, -10); glBegin(GL_QUADS); // draw a square glColor3d(1, 0, 0); glVertex3d(-2, 2, 0); glVertex3d( 2, 2, 0); glVertex3d( 2, -2, 0); glVertex3d(-2, -2, 0); glEnd(); glFlush(); SDL_GL_SwapBuffers(); } int input(void) { SDL_Event event; while (SDL_PollEvent(&event)) if (event.type == SDL_QUIT || (event.type == SDL_KEYUP && event.key.keysym.sym == SDLK_ESCAPE)) return 0; return 1; } int main(int argc, char *argv[]) { SDL_Surface *surf; if (SDL_Init(SDL_INIT_EVERYTHING) != 0) return 0; if (!(surf = SDL_SetVideoMode(sx, sy, bpp, SDL_OPENGL))) return 0; glViewport(0, 0, sx, sy); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0, (float)sx / (float)sy, 1.0, 100.0); glMatrixMode(GL_MODELVIEW); glClearColor(0, 0, 0, 1); glClearDepth(1.0); glEnable(GL_DEPTH_TEST); for (;;) { if (!input()) break; render(); SDL_Delay(10); } SDL_FreeSurface(surf); SDL_Quit(); return 0; }

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  • Calling class in Java after editing file used in as source for table

    - by user2892290
    I'm currently working on a project, I'll try to subrscibe first. I save data into text file, that I use as a source for browser of that data. The browser is based on table that contains the data. I have to rewrite the source file everytime I delete or edit data. That's where the problem comes in. After deleting or editing data I call a method to create the table again, but the table never creates. Is it possibly made by editing the file and calling the method right after that? If I restart my app the table is successfully created with right data. Take in note that I don't get any error message. This is the method I use for loading data from source file: try (BufferedReader input1 = new BufferedReader(new FileReader("./src/data.src"))) { int lines = 0; while (input1.read() != -1) { if (!(input1.readLine()).equals("")) { lines++; } } input1.close(); if (lines == 0) { JOptionPane.showMessageDialog(null, "No data to load, create a note first!"); new Writer().build(frame); } else { try (BufferedReader input = new BufferedReader(new FileReader("./src/data.src"))) { Game[] g = new Game[lines]; String currentLine; String[] help; int counter = 0; while (lines > 0) { currentLine = input.readLine(); help = currentLine.split("#"); g[counter] = new Game(help[0],help[1], help[2], help[3], help[4], help[5], help[6], help[7], help[8], help[9]); counter++; lines--; } input.close(); final JButton bButton = new backButton().create(frame, mPanel); build(g, frame, bButton); mPanel.add(panel); mPanel.add(panel2); mPanel.add(searchPanel); mPanel.add(bButton); bButton.addActionListener(new ActionListener() { @Override public void actionPerformed(ActionEvent e) { frame.setCursor(Cursor.getPredefinedCursor(Cursor.WAIT_CURSOR)); panel.removeAll(); frame.setCursor(Cursor.getDefaultCursor()); } }); mPanel.setPreferredSize(new Dimension(1000, 750)); panel.setBorder(new EmptyBorder(10, 10, 10, 10)); frame.setLayout(new FlowLayout()); frame.add(mPanel); frame.pack(); JMenuBar menuBar = new Menu().create(frame, mPanel); frame.setJMenuBar(menuBar); frame.setVisible(true); Rectangle rec = GraphicsEnvironment.getLocalGraphicsEnvironment().getMaximumWindowBounds(); int width = (int) rec.getWidth(); int height = (int) rec.getHeight(); frame.setBounds(1, 3, width, height); frame.addComponentListener(new ComponentAdapter() { @Override public void componentMoved(ComponentEvent e) { frame.setLocation(1, 3); } }); And this is the method I use for creating the table: String[][] tableData = new String[g.length][9]; for (int i = 0; i < tableData.length; i++) { tableData[i][0] = g[i].getChampion(); tableData[i][1] = g[i].getRole(); tableData[i][2] = g[i].getEnemy(); tableData[i][3] = g[i].getDifficulty(); tableData[i][4] = g[i].getResult(); tableData[i][5] = g[i].getScore(); tableData[i][6] = g[i].getGameType(); tableData[i][7] = g[i].getPoints(); tableData[i][8] = g[i].getLeague(); } final JLabel searchLabel = new JLabel("Search for champion played."); final JButton searchButton = new JButton("Search"); final JTextField searchText = new JTextField(20); frame.setTitle("LoL Notepad - reading your notes"); JTable table = new JTable(tableData, columnNames); final JScrollPane scrollPane = new JScrollPane(table); scrollPane.setPreferredSize(new Dimension(980, 500)); panel2.setPreferredSize(new Dimension(1000, 550)); panel2.setVisible(false); panel2.setBorder(new EmptyBorder(10, 10, 10, 10)); panel3.setVisible(false); panel.setLayout(new FlowLayout()); panel.add(scrollPane); searchPanel.add(searchLabel); searchPanel.add(searchText); searchPanel.add(searchButton); searchButton.addActionListener(new ActionListener() { @Override public void actionPerformed(ActionEvent e) { try { frame.setCursor(Cursor.getPredefinedCursor(Cursor.WAIT_CURSOR)); search(g, searchText.getText(), frame, bButton); frame.setCursor(Cursor.getDefaultCursor()); } catch (IOException ex) { Logger.getLogger(Reader.class.getName()).log(Level.SEVERE, null, ex); } } }); table.addMouseListener(new MouseAdapter() { @Override public void mousePressed(MouseEvent e) { if (e.getClickCount() == 1) { JTable target = (JTable) e.getSource(); panel.setVisible(false); searchPanel.setVisible(false); bButton.setVisible(false); int row = target.getSelectedRow(); specific(row, g, frame, bButton); } } });

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  • How to delete object with a mouse click ?

    - by Meko
    Hi all. I made a simple FlowChat Editor that creates rectangles and triangles and connects them to each other and shows the way from up to down. I can move this elements on screen too. I am now trying to create a button to delete the element which I clicked. There is problem that I can delete MyTriangle objects, but I can't delete MyRectangle objects. It deletes but not object which I clicked. I delete from first object to last. Here is my code: if (deleteObj) { if (rectsList.size() != 0) { for (int i = 0; i < rectsList.size(); i++) { MyRect rect = (MyRect) rectsList.get(i); if (e.getX() <= rect.c.x + 50 && e.getX() >= rect.c.x - 50 && e.getY() <= rect.c.y + 15 && e.getY() >= rect.c.y - 15) { rectsList.remove(rect); System.out.println("This is REctangle DELETED\n"); } } } if (triangleList.size() != 0) { for (int j = 0; j < triangleList.size(); j++) { MyTriangle trian = (MyTriangle) triangleList.get(j); if (e.getX() <= trian.c.x + 20 && e.getX() >= trian.c.x - 20 && e.getY() <= trian.c.y + 20 && e.getY() >= trian.c.y - 20) { triangleList.remove(trian); System.out.println("This is Triangle Deleted\n"); } } } Edit Here MyRectangle and MyTriangle classes public class MyRect extends Ellipse2D.Double { Point c; Point in; Point out; int posX; int posY; int width = 100; int height = 30; int count; public MyRect(Point center, Point input, Point output,int counter) { c = center; in = input; out = output; count=counter; } void drawMe(Graphics g) { // in.x=c.x+20; int posX = c.x; int posY = c.y; int posInX = in.x; int posInY = in.y; int posOutX = out.x; int posOutY = out.y; g.setColor(Color.MAGENTA); g.drawString(" S "+count ,posX-5, posY+5); g.setColor(Color.black); g.drawRect(posX-50, posY-15, width, height); g.setColor(Color.green); g.drawRect(posInX-3, posInY-9, 6, 6); g.setColor(Color.blue); g.drawRect(posOutX-3, posOutY+3, 6, 6); } } public class MyTriangle { Point c; Point in ; Point outYES ; Point outNO ; int posX; int posY; int count; public MyTriangle(Point center,Point input,Point outputYES,Point outputNO,int counter) { c = center; in = input; outYES = outputYES; outNO = outputNO; count=counter; } void drawMe(Graphics g) { int posX = c.x; int posY = c.y; int posInX=in.x; int posInY=in.y; int posOutYESX=outYES.x; int posOutYESY=outYES.y; int posOutNOX=outNO.x; int posOutNOY=outNO.y; int[] xPoints = {posX - 50, posX, posX + 50, posX}; int[] yPoints = {posY, posY - 30, posY, posY + 30}; g.setColor(Color.MAGENTA); g.drawString(" T "+count,posX-5, posY+5); g.setColor(Color.black); g.drawPolygon(xPoints, yPoints, 4); // draw input g.setColor(Color.green); g.drawRect(posInX-3,posInY-9, 6, 6); g.setColor(Color.blue); g.drawRect(posOutYESX-9,posOutYESY-3 , 6, 6); g.setColor(Color.red); g.drawRect(posOutNOX-3,posOutNOY+3 , 6, 6); } }

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  • Help with Collision Resolution?

    - by Milo
    I'm trying to learn about physics by trying to make a simplified GTA 2 clone. My only problem is collision resolution. Everything else works great. I have a rigid body class and from there cars and a wheel class: class RigidBody extends Entity { //linear private Vector2D velocity = new Vector2D(); private Vector2D forces = new Vector2D(); private OBB2D predictionRect = new OBB2D(new Vector2D(), 1.0f, 1.0f, 0.0f); private float mass; private Vector2D deltaVec = new Vector2D(); private Vector2D v = new Vector2D(); //angular private float angularVelocity; private float torque; private float inertia; //graphical private Vector2D halfSize = new Vector2D(); private Bitmap image; private Matrix mat = new Matrix(); private float[] Vector2Ds = new float[2]; private Vector2D tangent = new Vector2D(); private static Vector2D worldRelVec = new Vector2D(); private static Vector2D relWorldVec = new Vector2D(); private static Vector2D pointVelVec = new Vector2D(); public RigidBody() { //set these defaults so we don't get divide by zeros mass = 1.0f; inertia = 1.0f; setLayer(LAYER_OBJECTS); } protected void rectChanged() { if(getWorld() != null) { getWorld().updateDynamic(this); } } //intialize out parameters public void initialize(Vector2D halfSize, float mass, Bitmap bitmap) { //store physical parameters this.halfSize = halfSize; this.mass = mass; image = bitmap; inertia = (1.0f / 20.0f) * (halfSize.x * halfSize.x) * (halfSize.y * halfSize.y) * mass; RectF rect = new RectF(); float scalar = 10.0f; rect.left = (int)-halfSize.x * scalar; rect.top = (int)-halfSize.y * scalar; rect.right = rect.left + (int)(halfSize.x * 2.0f * scalar); rect.bottom = rect.top + (int)(halfSize.y * 2.0f * scalar); setRect(rect); predictionRect.set(rect); } public void setLocation(Vector2D position, float angle) { getRect().set(position, getWidth(), getHeight(), angle); rectChanged(); } public void setPredictionLocation(Vector2D position, float angle) { getPredictionRect().set(position, getWidth(), getHeight(), angle); } public void setPredictionCenter(Vector2D center) { getPredictionRect().moveTo(center); } public void setPredictionAngle(float angle) { predictionRect.setAngle(angle); } public Vector2D getPosition() { return getRect().getCenter(); } public OBB2D getPredictionRect() { return predictionRect; } @Override public void update(float timeStep) { doUpdate(false,timeStep); } public void doUpdate(boolean prediction, float timeStep) { //integrate physics //linear Vector2D acceleration = Vector2D.scalarDivide(forces, mass); if(prediction) { Vector2D velocity = Vector2D.add(this.velocity, Vector2D.scalarMultiply(acceleration, timeStep)); Vector2D c = getRect().getCenter(); c = Vector2D.add(getRect().getCenter(), Vector2D.scalarMultiply(velocity , timeStep)); setPredictionCenter(c); //forces = new Vector2D(0,0); //clear forces } else { velocity.x += (acceleration.x * timeStep); velocity.y += (acceleration.y * timeStep); //velocity = Vector2D.add(velocity, Vector2D.scalarMultiply(acceleration, timeStep)); Vector2D c = getRect().getCenter(); v.x = getRect().getCenter().getX() + (velocity.x * timeStep); v.y = getRect().getCenter().getY() + (velocity.y * timeStep); deltaVec.x = v.x - c.x; deltaVec.y = v.y - c.y; deltaVec.normalize(); setCenter(v.x, v.y); forces.x = 0; //clear forces forces.y = 0; } //angular float angAcc = torque / inertia; if(prediction) { float angularVelocity = this.angularVelocity + angAcc * timeStep; setPredictionAngle(getAngle() + angularVelocity * timeStep); //torque = 0; //clear torque } else { angularVelocity += angAcc * timeStep; setAngle(getAngle() + angularVelocity * timeStep); torque = 0; //clear torque } } public void updatePrediction(float timeStep) { doUpdate(true, timeStep); } //take a relative Vector2D and make it a world Vector2D public Vector2D relativeToWorld(Vector2D relative) { mat.reset(); Vector2Ds[0] = relative.x; Vector2Ds[1] = relative.y; mat.postRotate(JMath.radToDeg(getAngle())); mat.mapVectors(Vector2Ds); relWorldVec.x = Vector2Ds[0]; relWorldVec.y = Vector2Ds[1]; return new Vector2D(Vector2Ds[0], Vector2Ds[1]); } //take a world Vector2D and make it a relative Vector2D public Vector2D worldToRelative(Vector2D world) { mat.reset(); Vector2Ds[0] = world.x; Vector2Ds[1] = world.y; mat.postRotate(JMath.radToDeg(-getAngle())); mat.mapVectors(Vector2Ds); return new Vector2D(Vector2Ds[0], Vector2Ds[1]); } //velocity of a point on body public Vector2D pointVelocity(Vector2D worldOffset) { tangent.x = -worldOffset.y; tangent.y = worldOffset.x; return Vector2D.add( Vector2D.scalarMultiply(tangent, angularVelocity) , velocity); } public void applyForce(Vector2D worldForce, Vector2D worldOffset) { //add linear force forces.x += worldForce.x; forces.y += worldForce.y; //add associated torque torque += Vector2D.cross(worldOffset, worldForce); } @Override public void draw( GraphicsContext c) { c.drawRotatedScaledBitmap(image, getPosition().x, getPosition().y, getWidth(), getHeight(), getAngle()); } public Vector2D getVelocity() { return velocity; } public void setVelocity(Vector2D velocity) { this.velocity = velocity; } public Vector2D getDeltaVec() { return deltaVec; } } Vehicle public class Wheel { private Vector2D forwardVec; private Vector2D sideVec; private float wheelTorque; private float wheelSpeed; private float wheelInertia; private float wheelRadius; private Vector2D position = new Vector2D(); public Wheel(Vector2D position, float radius) { this.position = position; setSteeringAngle(0); wheelSpeed = 0; wheelRadius = radius; wheelInertia = (radius * radius) * 1.1f; } public void setSteeringAngle(float newAngle) { Matrix mat = new Matrix(); float []vecArray = new float[4]; //forward Vector vecArray[0] = 0; vecArray[1] = 1; //side Vector vecArray[2] = -1; vecArray[3] = 0; mat.postRotate(newAngle / (float)Math.PI * 180.0f); mat.mapVectors(vecArray); forwardVec = new Vector2D(vecArray[0], vecArray[1]); sideVec = new Vector2D(vecArray[2], vecArray[3]); } public void addTransmissionTorque(float newValue) { wheelTorque += newValue; } public float getWheelSpeed() { return wheelSpeed; } public Vector2D getAnchorPoint() { return position; } public Vector2D calculateForce(Vector2D relativeGroundSpeed, float timeStep, boolean prediction) { //calculate speed of tire patch at ground Vector2D patchSpeed = Vector2D.scalarMultiply(Vector2D.scalarMultiply( Vector2D.negative(forwardVec), wheelSpeed), wheelRadius); //get velocity difference between ground and patch Vector2D velDifference = Vector2D.add(relativeGroundSpeed , patchSpeed); //project ground speed onto side axis Float forwardMag = new Float(0.0f); Vector2D sideVel = velDifference.project(sideVec); Vector2D forwardVel = velDifference.project(forwardVec, forwardMag); //calculate super fake friction forces //calculate response force Vector2D responseForce = Vector2D.scalarMultiply(Vector2D.negative(sideVel), 2.0f); responseForce = Vector2D.subtract(responseForce, forwardVel); float topSpeed = 500.0f; //calculate torque on wheel wheelTorque += forwardMag * wheelRadius; //integrate total torque into wheel wheelSpeed += wheelTorque / wheelInertia * timeStep; //top speed limit (kind of a hack) if(wheelSpeed > topSpeed) { wheelSpeed = topSpeed; } //clear our transmission torque accumulator wheelTorque = 0; //return force acting on body return responseForce; } public void setTransmissionTorque(float newValue) { wheelTorque = newValue; } public float getTransmissionTourque() { return wheelTorque; } public void setWheelSpeed(float speed) { wheelSpeed = speed; } } //our vehicle object public class Vehicle extends RigidBody { private Wheel [] wheels = new Wheel[4]; private boolean throttled = false; public void initialize(Vector2D halfSize, float mass, Bitmap bitmap) { //front wheels wheels[0] = new Wheel(new Vector2D(halfSize.x, halfSize.y), 0.45f); wheels[1] = new Wheel(new Vector2D(-halfSize.x, halfSize.y), 0.45f); //rear wheels wheels[2] = new Wheel(new Vector2D(halfSize.x, -halfSize.y), 0.75f); wheels[3] = new Wheel(new Vector2D(-halfSize.x, -halfSize.y), 0.75f); super.initialize(halfSize, mass, bitmap); } public void setSteering(float steering) { float steeringLock = 0.13f; //apply steering angle to front wheels wheels[0].setSteeringAngle(steering * steeringLock); wheels[1].setSteeringAngle(steering * steeringLock); } public void setThrottle(float throttle, boolean allWheel) { float torque = 85.0f; throttled = true; //apply transmission torque to back wheels if (allWheel) { wheels[0].addTransmissionTorque(throttle * torque); wheels[1].addTransmissionTorque(throttle * torque); } wheels[2].addTransmissionTorque(throttle * torque); wheels[3].addTransmissionTorque(throttle * torque); } public void setBrakes(float brakes) { float brakeTorque = 15.0f; //apply brake torque opposing wheel vel for (Wheel wheel : wheels) { float wheelVel = wheel.getWheelSpeed(); wheel.addTransmissionTorque(-wheelVel * brakeTorque * brakes); } } public void doUpdate(float timeStep, boolean prediction) { for (Wheel wheel : wheels) { float wheelVel = wheel.getWheelSpeed(); //apply negative force to naturally slow down car if(!throttled && !prediction) wheel.addTransmissionTorque(-wheelVel * 0.11f); Vector2D worldWheelOffset = relativeToWorld(wheel.getAnchorPoint()); Vector2D worldGroundVel = pointVelocity(worldWheelOffset); Vector2D relativeGroundSpeed = worldToRelative(worldGroundVel); Vector2D relativeResponseForce = wheel.calculateForce(relativeGroundSpeed, timeStep,prediction); Vector2D worldResponseForce = relativeToWorld(relativeResponseForce); applyForce(worldResponseForce, worldWheelOffset); } //no throttling yet this frame throttled = false; if(prediction) { super.updatePrediction(timeStep); } else { super.update(timeStep); } } @Override public void update(float timeStep) { doUpdate(timeStep,false); } public void updatePrediction(float timeStep) { doUpdate(timeStep,true); } public void inverseThrottle() { float scalar = 0.2f; for(Wheel wheel : wheels) { wheel.setTransmissionTorque(-wheel.getTransmissionTourque() * scalar); wheel.setWheelSpeed(-wheel.getWheelSpeed() * 0.1f); } } } And my big hack collision resolution: private void update() { camera.setPosition((vehicle.getPosition().x * camera.getScale()) - ((getWidth() ) / 2.0f), (vehicle.getPosition().y * camera.getScale()) - ((getHeight() ) / 2.0f)); //camera.move(input.getAnalogStick().getStickValueX() * 15.0f, input.getAnalogStick().getStickValueY() * 15.0f); if(input.isPressed(ControlButton.BUTTON_GAS)) { vehicle.setThrottle(1.0f, false); } if(input.isPressed(ControlButton.BUTTON_STEAL_CAR)) { vehicle.setThrottle(-1.0f, false); } if(input.isPressed(ControlButton.BUTTON_BRAKE)) { vehicle.setBrakes(1.0f); } vehicle.setSteering(input.getAnalogStick().getStickValueX()); //vehicle.update(16.6666666f / 1000.0f); boolean colided = false; vehicle.updatePrediction(16.66666f / 1000.0f); List<Entity> buildings = world.queryStaticSolid(vehicle,vehicle.getPredictionRect()); if(buildings.size() > 0) { colided = true; } if(!colided) { vehicle.update(16.66f / 1000.0f); } else { Vector2D delta = vehicle.getDeltaVec(); vehicle.setVelocity(Vector2D.negative(vehicle.getVelocity().multiply(0.2f)). add(delta.multiply(-1.0f))); vehicle.inverseThrottle(); } } Here is OBB public class OBB2D { // Corners of the box, where 0 is the lower left. private Vector2D corner[] = new Vector2D[4]; private Vector2D center = new Vector2D(); private Vector2D extents = new Vector2D(); private RectF boundingRect = new RectF(); private float angle; //Two edges of the box extended away from corner[0]. private Vector2D axis[] = new Vector2D[2]; private double origin[] = new double[2]; public OBB2D(Vector2D center, float w, float h, float angle) { set(center,w,h,angle); } public OBB2D(float left, float top, float width, float height) { set(new Vector2D(left + (width / 2), top + (height / 2)),width,height,0.0f); } public void set(Vector2D center,float w, float h,float angle) { Vector2D X = new Vector2D( (float)Math.cos(angle), (float)Math.sin(angle)); Vector2D Y = new Vector2D((float)-Math.sin(angle), (float)Math.cos(angle)); X = X.multiply( w / 2); Y = Y.multiply( h / 2); corner[0] = center.subtract(X).subtract(Y); corner[1] = center.add(X).subtract(Y); corner[2] = center.add(X).add(Y); corner[3] = center.subtract(X).add(Y); computeAxes(); extents.x = w / 2; extents.y = h / 2; computeDimensions(center,angle); } private void computeDimensions(Vector2D center,float angle) { this.center.x = center.x; this.center.y = center.y; this.angle = angle; boundingRect.left = Math.min(Math.min(corner[0].x, corner[3].x), Math.min(corner[1].x, corner[2].x)); boundingRect.top = Math.min(Math.min(corner[0].y, corner[1].y),Math.min(corner[2].y, corner[3].y)); boundingRect.right = Math.max(Math.max(corner[1].x, corner[2].x), Math.max(corner[0].x, corner[3].x)); boundingRect.bottom = Math.max(Math.max(corner[2].y, corner[3].y),Math.max(corner[0].y, corner[1].y)); } public void set(RectF rect) { set(new Vector2D(rect.centerX(),rect.centerY()),rect.width(),rect.height(),0.0f); } // Returns true if other overlaps one dimension of this. private boolean overlaps1Way(OBB2D other) { for (int a = 0; a < axis.length; ++a) { double t = other.corner[0].dot(axis[a]); // Find the extent of box 2 on axis a double tMin = t; double tMax = t; for (int c = 1; c < corner.length; ++c) { t = other.corner[c].dot(axis[a]); if (t < tMin) { tMin = t; } else if (t > tMax) { tMax = t; } } // We have to subtract off the origin // See if [tMin, tMax] intersects [0, 1] if ((tMin > 1 + origin[a]) || (tMax < origin[a])) { // There was no intersection along this dimension; // the boxes cannot possibly overlap. return false; } } // There was no dimension along which there is no intersection. // Therefore the boxes overlap. return true; } //Updates the axes after the corners move. Assumes the //corners actually form a rectangle. private void computeAxes() { axis[0] = corner[1].subtract(corner[0]); axis[1] = corner[3].subtract(corner[0]); // Make the length of each axis 1/edge length so we know any // dot product must be less than 1 to fall within the edge. for (int a = 0; a < axis.length; ++a) { axis[a] = axis[a].divide((axis[a].length() * axis[a].length())); origin[a] = corner[0].dot(axis[a]); } } public void moveTo(Vector2D center) { Vector2D centroid = (corner[0].add(corner[1]).add(corner[2]).add(corner[3])).divide(4.0f); Vector2D translation = center.subtract(centroid); for (int c = 0; c < 4; ++c) { corner[c] = corner[c].add(translation); } computeAxes(); computeDimensions(center,angle); } // Returns true if the intersection of the boxes is non-empty. public boolean overlaps(OBB2D other) { if(right() < other.left()) { return false; } if(bottom() < other.top()) { return false; } if(left() > other.right()) { return false; } if(top() > other.bottom()) { return false; } if(other.getAngle() == 0.0f && getAngle() == 0.0f) { return true; } return overlaps1Way(other) && other.overlaps1Way(this); } public Vector2D getCenter() { return center; } public float getWidth() { return extents.x * 2; } public float getHeight() { return extents.y * 2; } public void setAngle(float angle) { set(center,getWidth(),getHeight(),angle); } public float getAngle() { return angle; } public void setSize(float w,float h) { set(center,w,h,angle); } public float left() { return boundingRect.left; } public float right() { return boundingRect.right; } public float bottom() { return boundingRect.bottom; } public float top() { return boundingRect.top; } public RectF getBoundingRect() { return boundingRect; } public boolean overlaps(float left, float top, float right, float bottom) { if(right() < left) { return false; } if(bottom() < top) { return false; } if(left() > right) { return false; } if(top() > bottom) { return false; } return true; } }; What I do is when I predict a hit on the car, I force it back. It does not work that well and seems like a bad idea. What could I do to have more proper collision resolution. Such that if I hit a wall I will never get stuck in it and if I hit the side of a wall I can steer my way out of it. Thanks I found this nice ppt. It talks about pulling objects apart and calculating new velocities. How could I calc new velocities in my case? http://www.google.ca/url?sa=t&rct=j&q=&esrc=s&source=web&cd=2&ved=0CC8QFjAB&url=http%3A%2F%2Fcoitweb.uncc.edu%2F~tbarnes2%2FGameDesignFall05%2FSlides%2FCh4.2-CollDet.ppt&ei=x4ucULy5M6-N0QGRy4D4Cg&usg=AFQjCNG7FVDXWRdLv8_-T5qnFyYld53cTQ&cad=rja

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  • WPF animation: binding to the "To" attribute of storyboard animation.

    - by bozalina
    Hi, I'm trying to create a button that behaves similarly to the "slide" button on the iPhone. I have an animation that adjusts the position and width of the button, but I want these values to be based on the text used in the control. Currently, they're hardcoded. Here's my working XAML, so far: <CheckBox x:Class="Smt.Controls.SlideCheckBox" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006" xmlns:d="http://schemas.microsoft.com/expression/blend/2008" xmlns:local="clr-namespace:Smt.Controls" xmlns:System.Windows="clr-namespace:System.Windows;assembly=PresentationCore" Name="SliderCheckBox" mc:Ignorable="d"> <CheckBox.Resources> <System.Windows:Duration x:Key="AnimationTime">0:0:0.2</System.Windows:Duration> <Storyboard x:Key="OnChecking"> <DoubleAnimation Storyboard.TargetName="CheckButton" Storyboard.TargetProperty="(UIElement.RenderTransform).(TransformGroup.Children)[0].(TranslateTransform.X)" Duration="{StaticResource AnimationTime}" To="40" /> <DoubleAnimation Storyboard.TargetName="CheckButton" Storyboard.TargetProperty="(Button.Width)" Duration="{StaticResource AnimationTime}" To="41" /> </Storyboard> <Storyboard x:Key="OnUnchecking"> <DoubleAnimation Storyboard.TargetName="CheckButton" Storyboard.TargetProperty="(UIElement.RenderTransform).(TransformGroup.Children)[0].(TranslateTransform.X)" Duration="{StaticResource AnimationTime}" To="0" /> <DoubleAnimation Storyboard.TargetName="CheckButton" Storyboard.TargetProperty="(Button.Width)" Duration="{StaticResource AnimationTime}" To="40" /> </Storyboard> <Style x:Key="SlideCheckBoxStyle" TargetType="{x:Type local:SlideCheckBox}"> <Setter Property="Template"> <Setter.Value> <ControlTemplate TargetType="{x:Type local:SlideCheckBox}"> <Canvas> <ContentPresenter SnapsToDevicePixels="{TemplateBinding SnapsToDevicePixels}" Content="{TemplateBinding Content}" ContentTemplate="{TemplateBinding ContentTemplate}" RecognizesAccessKey="True" VerticalAlignment="Center" HorizontalAlignment="Center" /> <Canvas> <!--Background--> <Rectangle Width="{Binding ElementName=ButtonText, Path=ActualWidth}" Height="{Binding ElementName=ButtonText, Path=ActualHeight}" Fill="LightBlue" /> </Canvas> <Canvas> <!--Button--> <Button Width="{Binding ElementName=CheckedText, Path=ActualWidth}" Height="{Binding ElementName=ButtonText, Path=ActualHeight}" Name="CheckButton" Command="{x:Static local:SlideCheckBox.SlideCheckBoxClicked}"> <Button.RenderTransform> <TransformGroup> <TranslateTransform /> </TransformGroup> </Button.RenderTransform> </Button> </Canvas> <Canvas> <!--Text--> <StackPanel Name="ButtonText" Orientation="Horizontal" IsHitTestVisible="False"> <Grid Name="CheckedText"> <Label Margin="7 0" Content="{Binding RelativeSource={RelativeSource AncestorType={x:Type local:SlideCheckBox}}, Path=CheckedText}" /> </Grid> <Grid Name="UncheckedText" HorizontalAlignment="Right"> <Label Margin="7 0" Content="{Binding RelativeSource={RelativeSource AncestorType={x:Type local:SlideCheckBox}}, Path=UncheckedText}" /> </Grid> </StackPanel> </Canvas> </Canvas> <ControlTemplate.Triggers> <Trigger Property="IsChecked" Value="True"> <Trigger.EnterActions> <BeginStoryboard Storyboard="{StaticResource OnChecking}" /> </Trigger.EnterActions> <Trigger.ExitActions> <BeginStoryboard Storyboard="{StaticResource OnUnchecking}" /> </Trigger.ExitActions> </Trigger> </ControlTemplate.Triggers> </ControlTemplate> </Setter.Value> </Setter> </Style> </CheckBox.Resources> <CheckBox.CommandBindings> <CommandBinding Command="{x:Static local:SlideCheckBox.SlideCheckBoxClicked}" Executed="OnSlideCheckBoxClicked" /> </CheckBox.CommandBindings> </CheckBox> And the code behind: using System.Windows; using System.Windows.Controls; using System.Windows.Input; namespace Smt.Controls { public partial class SlideCheckBox : CheckBox { public SlideCheckBox() { InitializeComponent(); Loaded += OnLoaded; } public static readonly DependencyProperty CheckedTextProperty = DependencyProperty.Register("CheckedText", typeof(string), typeof(SlideCheckBox), new PropertyMetadata("Checked Text")); public string CheckedText { get { return (string)GetValue(CheckedTextProperty); } set { SetValue(CheckedTextProperty, value); } } public static readonly DependencyProperty UncheckedTextProperty = DependencyProperty.Register("UncheckedText", typeof(string), typeof(SlideCheckBox), new PropertyMetadata("Unchecked Text")); public string UncheckedText { get { return (string)GetValue(UncheckedTextProperty); } set { SetValue(UncheckedTextProperty, value); } } public static readonly RoutedCommand SlideCheckBoxClicked = new RoutedCommand(); void OnLoaded(object sender, RoutedEventArgs e) { Style style = TryFindResource("SlideCheckBoxStyle") as Style; if (!ReferenceEquals(style, null)) { Style = style; } } void OnSlideCheckBoxClicked(object sender, ExecutedRoutedEventArgs e) { IsChecked = !IsChecked; } } } The problem comes when I try to bind the "To" attribute in the DoubleAnimations to the actual width of the text, the same as I'm doing in the ControlTemplate. If I bind the values to an ActualWidth of an element in the ControlTemplate, the control comes up as a blank checkbox (my base class). However, I'm binding to the same ActualWidths in the ControlTemplate itself without any problems. Just seems to be the CheckBox.Resources that have a problem with it. For instance, the following will break it: <DoubleAnimation Storyboard.TargetName="CheckButton" Storyboard.TargetProperty="(Button.Width)" Duration="{StaticResource AnimationTime}" To="{Binding ElementName=CheckedText, Path=ActualWidth}" /> I don't know whether this is because it's trying to bind to a value that doesn't exist until a render pass is done, or if it's something else. Anyone have any experience with this sort of animation binding?

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  • wpf treeview collapse/expand option disappeared

    - by Muhammad Adnan
    I used following code <!-- TreeView --> <Style x:Key="{x:Type TreeView}" TargetType="TreeView"> <Setter Property="OverridesDefaultStyle" Value="True" /> <Setter Property="SnapsToDevicePixels" Value="True" /> <Setter Property="ScrollViewer.HorizontalScrollBarVisibility" Value="Auto"/> <Setter Property="ScrollViewer.VerticalScrollBarVisibility" Value="Auto"/> <Setter Property="Template"> <Setter.Value> <ControlTemplate TargetType="TreeView"> <Border Name="Border" CornerRadius="1" Background="{StaticResource WindowBackgroundBrush}" BorderBrush="{StaticResource SolidBorderBrush}" BorderThickness="1"> <ScrollViewer Focusable="False" CanContentScroll="False" Padding="4"> <ItemsPresenter/> </ScrollViewer> </Border> </ControlTemplate> </Setter.Value> </Setter> </Style> <!-- TreeViewItem --> <Style x:Key="TreeViewItemFocusVisual"> <Setter Property="Control.Template"> <Setter.Value> <ControlTemplate> <Border> <Rectangle Margin="0,0,0,0" StrokeThickness="5" Stroke="Black" StrokeDashArray="1 2" Opacity="0"/> </Border> </ControlTemplate> </Setter.Value> </Setter> </Style> <Style x:Key="{x:Type TreeViewItem}" TargetType="{x:Type TreeViewItem}"> <Setter Property="Background" Value="Transparent"/> <Setter Property="HorizontalContentAlignment" Value="{Binding Path=HorizontalContentAlignment, RelativeSource={RelativeSource AncestorType={x:Type ItemsControl}}}"/> <Setter Property="VerticalContentAlignment" Value="{Binding Path=VerticalContentAlignment, RelativeSource={RelativeSource AncestorType={x:Type ItemsControl}}}"/> <Setter Property="Padding" Value="1,0,0,0"/> <Setter Property="Foreground" Value="{DynamicResource {x:Static SystemColors.ControlTextBrushKey}}"/> <Setter Property="FocusVisualStyle" Value="{StaticResource TreeViewItemFocusVisual}"/> <Setter Property="Template"> <Setter.Value> <ControlTemplate TargetType="{x:Type TreeViewItem}"> <Grid> <Grid.ColumnDefinitions> <ColumnDefinition Width="Auto"/> </Grid.ColumnDefinitions> <Grid.RowDefinitions> <RowDefinition Height="Auto"/> <RowDefinition/> </Grid.RowDefinitions> <Border Name="Bd" Grid.Column="0" Background="{TemplateBinding Background}" BorderBrush="{TemplateBinding BorderBrush}" BorderThickness="{TemplateBinding BorderThickness}" Padding="{TemplateBinding Padding}"> <ContentPresenter x:Name="PART_Header" ContentSource="Header" HorizontalAlignment="{TemplateBinding HorizontalContentAlignment}"/> </Border> <ItemsPresenter x:Name="ItemsHost" Visibility="Visible" Grid.Row="1" Grid.Column="0"/> </Grid> <ControlTemplate.Triggers> <MultiTrigger> <MultiTrigger.Conditions> <Condition Property="HasHeader" Value="false"/> <Condition Property="Width" Value="Auto"/> </MultiTrigger.Conditions> <Setter TargetName="PART_Header" Property="MinWidth" Value="75"/> </MultiTrigger> <MultiTrigger> <MultiTrigger.Conditions> <Condition Property="HasHeader" Value="false"/> <Condition Property="Height" Value="Auto"/> </MultiTrigger.Conditions> <Setter TargetName="PART_Header" Property="MinHeight" Value="19"/> </MultiTrigger> <Trigger Property="IsSelected" Value="true"> <Setter TargetName="Bd" Property="Background" Value="{DynamicResource {x:Static SystemColors.HighlightBrushKey}}"/> <Setter Property="Foreground" Value="{DynamicResource {x:Static SystemColors.HighlightTextBrushKey}}"/> </Trigger> <MultiTrigger> <MultiTrigger.Conditions> <Condition Property="IsSelected" Value="true"/> <Condition Property="IsSelectionActive" Value="false"/> </MultiTrigger.Conditions> <Setter TargetName="Bd" Property="Background" Value="{DynamicResource {x:Static SystemColors.ControlBrushKey}}"/> <Setter Property="Foreground" Value="{DynamicResource {x:Static SystemColors.ControlTextBrushKey}}"/> </MultiTrigger> <Trigger Property="IsEnabled" Value="false"> <Setter Property="Foreground" Value="{DynamicResource {x:Static SystemColors.GrayTextBrushKey}}"/> </Trigger> </ControlTemplate.Triggers> </ControlTemplate> </Setter.Value> </Setter> </Style> </Window.Resources> <Grid> <TreeView> <TreeViewItem Header="Node 1"> <TreeViewItem Header="Node 1.1"> <TreeViewItem Header="Node 1.1.1" /> </TreeViewItem> </TreeViewItem> <TreeViewItem Header="Node 2"> <TreeViewItem Header="Node 2.1"> <TreeViewItem Header="Node 2.1.1" /> </TreeViewItem> <TreeViewItem Header="Node 2.2"> <TreeViewItem Header="Node 2.2.1" /> </TreeViewItem> </TreeViewItem> </TreeView> </Grid> taken from this url... http://stackoverflow.com/questions/1526925/can-i-have-a-treeview-without-the-tree-structure NOW I AM HAVING PROBLEM. I LOST COLLAPSE/EXPAND OPTIONS... HOW CAN I HAVE WITH THIS CODE...

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  • Image Erosion for face detection in C#

    - by Chris Dobinson
    Hi, I'm trying to implement face detection in C#. I currently have a black + white outline of a photo with a face within it (Here). However i'm now trying to remove the noise and then dilate the image in order to improve reliability when i implement the detection. The method I have so far is here: unsafe public Image Process(Image input) { Bitmap bmp = (Bitmap)input; Bitmap bmpSrc = (Bitmap)input; BitmapData bmData = bmp.LockBits(new Rectangle(0, 0, bmp.Width, bmp.Height), ImageLockMode.ReadWrite, PixelFormat.Format24bppRgb); int stride = bmData.Stride; int stride2 = bmData.Stride * 2; IntPtr Scan0 = bmData.Scan0; byte* p = (byte*)(void*)Scan0; int nOffset = stride - bmp.Width * 3; int nWidth = bmp.Width - 2; int nHeight = bmp.Height - 2; var w = bmp.Width; var h = bmp.Height; var rp = p; var empty = CompareEmptyColor; byte c, cm; int i = 0; // Erode every pixel for (int y = 0; y < h; y++) { for (int x = 0; x < w; x++, i++) { // Middle pixel cm = p[y * w + x]; if (cm == empty) { continue; } // Row 0 // Left pixel if (x - 2 > 0 && y - 2 > 0) { c = p[(y - 2) * w + (x - 2)]; if (c == empty) { continue; } } // Middle left pixel if (x - 1 > 0 && y - 2 > 0) { c = p[(y - 2) * w + (x - 1)]; if (c == empty) { continue; } } if (y - 2 > 0) { c = p[(y - 2) * w + x]; if (c == empty) { continue; } } if (x + 1 < w && y - 2 > 0) { c = p[(y - 2) * w + (x + 1)]; if (c == empty) { continue; } } if (x + 2 < w && y - 2 > 0) { c = p[(y - 2) * w + (x + 2)]; if (c == empty) { continue; } } // Row 1 // Left pixel if (x - 2 > 0 && y - 1 > 0) { c = p[(y - 1) * w + (x - 2)]; if (c == empty) { continue; } } if (x - 1 > 0 && y - 1 > 0) { c = p[(y - 1) * w + (x - 1)]; if (c == empty) { continue; } } if (y - 1 > 0) { c = p[(y - 1) * w + x]; if (c == empty) { continue; } } if (x + 1 < w && y - 1 > 0) { c = p[(y - 1) * w + (x + 1)]; if (c == empty) { continue; } } if (x + 2 < w && y - 1 > 0) { c = p[(y - 1) * w + (x + 2)]; if (c == empty) { continue; } } // Row 2 if (x - 2 > 0) { c = p[y * w + (x - 2)]; if (c == empty) { continue; } } if (x - 1 > 0) { c = p[y * w + (x - 1)]; if (c == empty) { continue; } } if (x + 1 < w) { c = p[y * w + (x + 1)]; if (c == empty) { continue; } } if (x + 2 < w) { c = p[y * w + (x + 2)]; if (c == empty) { continue; } } // Row 3 if (x - 2 > 0 && y + 1 < h) { c = p[(y + 1) * w + (x - 2)]; if (c == empty) { continue; } } if (x - 1 > 0 && y + 1 < h) { c = p[(y + 1) * w + (x - 1)]; if (c == empty) { continue; } } if (y + 1 < h) { c = p[(y + 1) * w + x]; if (c == empty) { continue; } } if (x + 1 < w && y + 1 < h) { c = p[(y + 1) * w + (x + 1)]; if (c == empty) { continue; } } if (x + 2 < w && y + 1 < h) { c = p[(y + 1) * w + (x + 2)]; if (c == empty) { continue; } } // Row 4 if (x - 2 > 0 && y + 2 < h) { c = p[(y + 2) * w + (x - 2)]; if (c == empty) { continue; } } if (x - 1 > 0 && y + 2 < h) { c = p[(y + 2) * w + (x - 1)]; if (c == empty) { continue; } } if (y + 2 < h) { c = p[(y + 2) * w + x]; if (c == empty) { continue; } } if (x + 1 < w && y + 2 < h) { c = p[(y + 2) * w + (x + 1)]; if (c == empty) { continue; } } if (x + 2 < w && y + 2 < h) { c = p[(y + 2) * w + (x + 2)]; if (c == empty) { continue; } } // If all neighboring pixels are processed // it's clear that the current pixel is not a boundary pixel. rp[i] = cm; } } bmpSrc.UnlockBits(bmData); return bmpSrc; } As I understand it, in order to erode the image (and remove the noise), we need to check each pixel to see if it's surrounding pixels are black, and if so, then it is a border pixel and we need not keep it, which i believe my code does, so it is beyond me why it doesn't work. Any help or pointers would be greatly appreciated Thanks, Chris

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  • TreeViewItem - Use ControlTemplate and HierarchicalDataTemplate together

    - by CrownJ
    I'm using HierarchicalDataTemplate in my TreeView, and I wanted to also overwrite the default template for the TreeViewItem so that when an item is selected, it only highlights the text, not including the icon next to it. <TreeView.ItemTemplate> <HierarchicalDataTemplate ItemsSource="{Binding Children}"> <TreeViewItem Style="{StaticResource TreeViewItemStyle}" Header="{Binding DisplayText}" /> </HierarchicalDataTemplate> </TreeView.ItemTemplate> <TreeView.Resources> <Style x:Key="TreeViewItemFocusVisual"> <Setter Property="Control.Template"> <Setter.Value> <ControlTemplate> <Rectangle/> </ControlTemplate> </Setter.Value> </Setter> </Style> <Style x:Key="ExpandCollapseToggleStyle" TargetType="{x:Type ToggleButton}"> <Setter Property="Focusable" Value="False"/> <Setter Property="Width" Value="19"/> <Setter Property="Height" Value="13"/> <Setter Property="Template"> <Setter.Value> <ControlTemplate TargetType="{x:Type ToggleButton}"> <Border Width="19" Height="13" Background="Transparent"> <Border Width="9" Height="9" SnapsToDevicePixels="true" BorderBrush="#FF7898B5" BorderThickness="1" CornerRadius="1"> <Border.Background> <LinearGradientBrush EndPoint="1,1" StartPoint="0,0"> <GradientStop Color="White" Offset=".2"/> <GradientStop Color="#FFC0B7A6" Offset="1"/> </LinearGradientBrush> </Border.Background> <Path x:Name="ExpandPath" Fill="Black" Margin="1,1,1,1" Data="M 0 2 L 0 3 L 2 3 L 2 5 L 3 5 L 3 3 L 5 3 L 5 2 L 3 2 L 3 0 L 2 0 L 2 2 Z"/> </Border> </Border> <ControlTemplate.Triggers> <Trigger Property="IsChecked" Value="True"> <Setter Property="Data" TargetName="ExpandPath" Value="M 0 2 L 0 3 L 5 3 L 5 2 Z"/> </Trigger> </ControlTemplate.Triggers> </ControlTemplate> </Setter.Value> </Setter> </Style> <Style x:Key="{x:Type TreeViewItem}" TargetType="{x:Type TreeViewItem}"> <Setter Property="Background" Value="Transparent"/> <Setter Property="HorizontalContentAlignment" Value="{Binding HorizontalContentAlignment, RelativeSource={RelativeSource AncestorType={x:Type ItemsControl}}}"/> <Setter Property="VerticalContentAlignment" Value="{Binding VerticalContentAlignment, RelativeSource={RelativeSource AncestorType={x:Type ItemsControl}}}"/> <Setter Property="Padding" Value="1,0,0,0"/> <Setter Property="Foreground" Value="{DynamicResource {x:Static SystemColors.ControlTextBrushKey}}"/> <Setter Property="FocusVisualStyle" Value="{StaticResource TreeViewItemFocusVisual}"/> <Setter Property="Template"> <Setter.Value> <ControlTemplate TargetType="{x:Type TreeViewItem}"> <Grid> <Grid.ColumnDefinitions> <ColumnDefinition Width="Auto"/> <ColumnDefinition Width="Auto"/> <ColumnDefinition Width="*"/> </Grid.ColumnDefinitions> <Grid.RowDefinitions> <RowDefinition Height="Auto"/> <RowDefinition/> </Grid.RowDefinitions> <ToggleButton x:Name="Expander" Style="{StaticResource ExpandCollapseToggleStyle}" ClickMode="Press" IsChecked="{Binding IsExpanded, RelativeSource={RelativeSource TemplatedParent}}"/> <StackPanel Orientation="Horizontal" Grid.Column="1" > <Image Width="16" Height="16" Margin="3,0" Source="{Binding Path=ImageSource}" /> <Border x:Name="Bd" SnapsToDevicePixels="true" Background="{TemplateBinding Background}" BorderBrush="{TemplateBinding BorderBrush}" BorderThickness="{TemplateBinding BorderThickness}" Margin="0" Padding="0"> <ContentPresenter x:Name="PART_Header" HorizontalAlignment="{TemplateBinding HorizontalContentAlignment}" SnapsToDevicePixels="{TemplateBinding SnapsToDevicePixels}" ContentSource="Header"/> </Border> </StackPanel> <ItemsPresenter x:Name="ItemsHost" Grid.Column="1" Grid.ColumnSpan="2" Grid.Row="1"/> </Grid> <ControlTemplate.Triggers> <Trigger Property="IsExpanded" Value="false"> <Setter Property="Visibility" TargetName="ItemsHost" Value="Collapsed"/> </Trigger> <Trigger Property="HasItems" Value="false"> <Setter Property="Visibility" TargetName="Expander" Value="Hidden"/> </Trigger> <Trigger Property="IsSelected" Value="true"> <Setter Property="Background" TargetName="Bd" Value="{DynamicResource {x:Static SystemColors.HighlightBrushKey}}"/> <Setter Property="Control.Foreground" TargetName="Bd" Value="{DynamicResource {x:Static SystemColors.HighlightTextBrushKey}}"/> </Trigger> <MultiTrigger> <MultiTrigger.Conditions> <Condition Property="IsSelected" Value="true"/> <Condition Property="IsSelectionActive" Value="false"/> </MultiTrigger.Conditions> <Setter Property="Background" TargetName="Bd" Value="{DynamicResource {x:Static SystemColors.ControlBrushKey}}"/> <Setter Property="Control.Foreground" TargetName="Bd" Value="{DynamicResource {x:Static SystemColors.ControlTextBrushKey}}"/> </MultiTrigger> <Trigger Property="IsEnabled" Value="false"> <Setter Property="Foreground" Value="{DynamicResource {x:Static SystemColors.GrayTextBrushKey}}"/> </Trigger> </ControlTemplate.Triggers> </ControlTemplate> </Setter.Value> </Setter> <Style.Triggers> <Trigger Property="VirtualizingStackPanel.IsVirtualizing" Value="true"> <Setter Property="ItemsPanel"> <Setter.Value> <ItemsPanelTemplate> <VirtualizingStackPanel/> </ItemsPanelTemplate> </Setter.Value> </Setter> </Trigger> </Style.Triggers> </Style> </TreeView.Resources> I couldn't find a way to use both the HierarchicalDataTemplate and ControlTemplate together so I can specify the ItemsSource and also change parts of the control's behavior. When I do the above code, it won't select the treeviewitem at all.

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  • [WPF] ComboBox Style problems with DisplayMemberPath

    - by kornelijepetak
    I have a ComboBox and I have set the combo.ItemsSource property to a List object. The Book class contains two properties: "Abbreviation" and "Name". I have set the ComboBox's DisplayMemberPath to "Abbreviation" but the following style that is set on the ComboBox does not display the Abbreviation property, but instead shows "Words.Book" which is the name of the class. The ComboBox drop-down displays a list correctly (Using the specified Abbreviation property). The problem is in the selected ComboBox item, the one displayed when the ComboBox' drop-down is closed. I guess the problem is in ContentPresenter in DataTemplate but I was unable to find a successful solution. Currently the ContentPresenter's Content property is set to Content="{TemplateBinding Content} but I don't know if that's how it should be. Any ideas how to show the property specified in DisplayMemberPath on the selected item? Thank you the code: <ControlTemplate x:Key="ComboBoxToggleButton" TargetType="ToggleButton"> <Grid> <Grid.ColumnDefinitions> <ColumnDefinition /> <ColumnDefinition Width="20" /> </Grid.ColumnDefinitions> <Border x:Name="Border" Grid.ColumnSpan="2" CornerRadius="2" BorderThickness="1" Background="{DynamicResource ribbonTitleFade}" /> <Border Grid.Column="0" CornerRadius="2,0,0,2" Margin="1,6,1,6" BorderBrush="{DynamicResource boSecE}" BorderThickness="0,0,1,0" /> <Path x:Name="Arrow" Grid.Column="1" Fill="White" HorizontalAlignment="Center" VerticalAlignment="Center" Data="M 0 0 L 4 4 L 8 0 Z" /> </Grid> <ControlTemplate.Triggers> <Trigger Property="ToggleButton.IsMouseOver" Value="true"> <Setter TargetName="Border" Property="Background" Value="{DynamicResource ribbonTitleFade}" /> </Trigger> <Trigger Property="ToggleButton.IsChecked" Value="true"> <Setter TargetName="Border" Property="Background" Value="{DynamicResource ribbonTitleFade}" /> </Trigger> <Trigger Property="IsEnabled" Value="False"> <Setter TargetName="Border" Property="Background" Value="Black" /> <Setter TargetName="Border" Property="BorderBrush" Value="Black" /> <Setter Property="Foreground" Value="Gray"/> <Setter TargetName="Arrow" Property="Fill" Value="Gray" /> </Trigger> </ControlTemplate.Triggers> </ControlTemplate> <Style x:Key="comboBoxBorderTransparent" TargetType="Control"> <Setter Property="BorderBrush" Value="{DynamicResource boPrimC}" /> </Style> <Style x:Key="comboItemStyle" TargetType="ComboBoxItem"> <Setter Property="Template"> <Setter.Value> <ControlTemplate TargetType="{x:Type ComboBoxItem}"> <Border x:Name="backBorder" > <StackPanel Orientation="Horizontal"> <Rectangle x:Name="rectA" Stroke="White" Width="4" Height="4" Fill="#80FFFFFF" Margin="5,0,0,0" HorizontalAlignment="Left" /> <TextBlock x:Name="text" Foreground="White" FontSize="10px"> <ContentPresenter Margin="8,1,0,1" SnapsToDevicePixels="{TemplateBinding SnapsToDevicePixels}" HorizontalAlignment="{TemplateBinding HorizontalContentAlignment}" VerticalAlignment="{TemplateBinding VerticalContentAlignment}" /> </TextBlock> </StackPanel> </Border> <ControlTemplate.Triggers> <Trigger Property="ComboBoxItem.IsMouseOver" Value="true"> <Setter TargetName="rectA" Property="Stroke" Value="Black" /> <Setter TargetName="rectA" Property="Fill" Value="#80000000" /> <Setter TargetName="backBorder" Property="Background" Value="White"/> <Setter TargetName="text" Property="Foreground" Value="{DynamicResource boPrimC}"/> </Trigger> </ControlTemplate.Triggers> </ControlTemplate> </Setter.Value> </Setter> </Style> <DataTemplate x:Key="comboSelectedItemTemplate"> <TextBlock Foreground="White" FontSize="10px"> <ContentPresenter Content="{TemplateBinding Content}" /> </TextBlock> </DataTemplate> <Style TargetType="ComboBox"> <Setter Property="SnapsToDevicePixels" Value="true"/> <Setter Property="OverridesDefaultStyle" Value="true"/> <Setter Property="ScrollViewer.HorizontalScrollBarVisibility" Value="Auto"/> <Setter Property="ScrollViewer.VerticalScrollBarVisibility" Value="Auto"/> <Setter Property="ScrollViewer.CanContentScroll" Value="true"/> <Setter Property="MinWidth" Value="60"/> <Setter Property="MinHeight" Value="20"/> <Setter Property="ItemContainerStyle" Value="{DynamicResource comboItemStyle}"/> <Setter Property="Template"> <Setter.Value> <ControlTemplate TargetType="ComboBox"> <Grid> <ToggleButton Name="ToggleButton" Grid.Column="2" Template="{StaticResource ComboBoxToggleButton}" Focusable="false" IsChecked="{Binding Path=IsDropDownOpen,Mode=TwoWay,RelativeSource={RelativeSource TemplatedParent}}" ClickMode="Press"> </ToggleButton> <ContentPresenter HorizontalAlignment="Center" VerticalAlignment="Center" Name="ContentSite" IsHitTestVisible="False" Content="{TemplateBinding SelectionBoxItem}" ContentTemplate="{DynamicResource comboSelectedItemTemplate}" ContentTemplateSelector="{TemplateBinding ItemTemplateSelector}" Margin="3,3,23,3" /> <Popup Name="Popup" Placement="Bottom" IsOpen="{TemplateBinding IsDropDownOpen}" AllowsTransparency="False" Focusable="False" PopupAnimation="Slide"> <Grid Name="DropDown" SnapsToDevicePixels="True" MinWidth="{TemplateBinding ActualWidth}" MaxHeight="{TemplateBinding MaxDropDownHeight}"> <Border x:Name="DropDownBorder" Background="{DynamicResource ribbonTitleFade}" BorderThickness="1" BorderBrush="{DynamicResource boPrimC}" /> <ScrollViewer Margin="4,6,4,6" SnapsToDevicePixels="True"> <StackPanel IsItemsHost="True" KeyboardNavigation.DirectionalNavigation="Contained" /> </ScrollViewer> </Grid> </Popup> </Grid> <ControlTemplate.Triggers> <Trigger Property="HasItems" Value="false"> <Setter TargetName="DropDownBorder" Property="MinHeight" Value="95"/> </Trigger> <Trigger Property="IsEnabled" Value="false"> <Setter Property="Foreground" Value="Black"/> </Trigger> <Trigger Property="IsGrouping" Value="true"> <Setter Property="ScrollViewer.CanContentScroll" Value="false"/> </Trigger> <Trigger SourceName="Popup" Property="Popup.AllowsTransparency" Value="true"> <Setter TargetName="DropDownBorder" Property="CornerRadius" Value="2"/> <Setter TargetName="DropDownBorder" Property="Margin" Value="0"/> </Trigger> <Trigger Property="IsEditable" Value="true"> <Setter Property="IsTabStop" Value="false"/> <!--<Setter TargetName="ContentSite" Property="Visibility" Value="Hidden"/>--> </Trigger> </ControlTemplate.Triggers> </ControlTemplate> </Setter.Value> </Setter> <Style.Triggers> </Style.Triggers> </Style>

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  • rotating bitmaps. In code.

    - by Marco van de Voort
    Is there a faster way to rotate a large bitmap by 90 or 270 degrees than simply doing a nested loop with inverted coordinates? The bitmaps are 8bpp and typically 2048*2400*8bpp Currently I do this by simply copying with argument inversion, roughly (pseudo code: for x = 0 to 2048-1 for y = 0 to 2048-1 dest[x][y]=src[y][x]; (In reality I do it with pointers, for a bit more speed, but that is roughly the same magnitude) GDI is quite slow with large images, and GPU load/store times for textures (GF7 cards) are in the same magnitude as the current CPU time. Any tips, pointers? An in-place algorithm would even be better, but speed is more important than being in-place. Target is Delphi, but it is more an algorithmic question. SSE(2) vectorization no problem, it is a big enough problem for me to code it in assembler Duplicates How do you rotate a two dimensional array?. Follow up to Nils' answer Image 2048x2700 - 2700x2048 Compiler Turbo Explorer 2006 with optimization on. Windows: Power scheme set to "Always on". (important!!!!) Machine: Core2 6600 (2.4 GHz) time with old routine: 32ms (step 1) time with stepsize 8 : 12ms time with stepsize 16 : 10ms time with stepsize 32+ : 9ms Meanwhile I also tested on a Athlon 64 X2 (5200+ iirc), and the speed up there was slightly more than a factor four (80 to 19 ms). The speed up is well worth it, thanks. Maybe that during the summer months I'll torture myself with a SSE(2) version. However I already thought about how to tackle that, and I think I'll run out of SSE2 registers for an straight implementation: for n:=0 to 7 do begin load r0, <source+n*rowsize> shift byte from r0 into r1 shift byte from r0 into r2 .. shift byte from r0 into r8 end; store r1, <target> store r2, <target+1*<rowsize> .. store r8, <target+7*<rowsize> So 8x8 needs 9 registers, but 32-bits SSE only has 8. Anyway that is something for the summer months :-) Note that the pointer thing is something that I do out of instinct, but it could be there is actually something to it, if your dimensions are not hardcoded, the compiler can't turn the mul into a shift. While muls an sich are cheap nowadays, they also generate more register pressure afaik. The code (validated by subtracting result from the "naieve" rotate1 implementation): const stepsize = 32; procedure rotatealign(Source: tbw8image; Target:tbw8image); var stepsx,stepsy,restx,resty : Integer; RowPitchSource, RowPitchTarget : Integer; pSource, pTarget,ps1,ps2 : pchar; x,y,i,j: integer; rpstep : integer; begin RowPitchSource := source.RowPitch; // bytes to jump to next line. Can be negative (includes alignment) RowPitchTarget := target.RowPitch; rpstep:=RowPitchTarget*stepsize; stepsx:=source.ImageWidth div stepsize; stepsy:=source.ImageHeight div stepsize; // check if mod 16=0 here for both dimensions, if so -> SSE2. for y := 0 to stepsy - 1 do begin psource:=source.GetImagePointer(0,y*stepsize); // gets pointer to pixel x,y ptarget:=Target.GetImagePointer(target.imagewidth-(y+1)*stepsize,0); for x := 0 to stepsx - 1 do begin for i := 0 to stepsize - 1 do begin ps1:=@psource[rowpitchsource*i]; // ( 0,i) ps2:=@ptarget[stepsize-1-i]; // (maxx-i,0); for j := 0 to stepsize - 1 do begin ps2[0]:=ps1[j]; inc(ps2,RowPitchTarget); end; end; inc(psource,stepsize); inc(ptarget,rpstep); end; end; // 3 more areas to do, with dimensions // - stepsy*stepsize * restx // right most column of restx width // - stepsx*stepsize * resty // bottom row with resty height // - restx*resty // bottom-right rectangle. restx:=source.ImageWidth mod stepsize; // typically zero because width is // typically 1024 or 2048 resty:=source.Imageheight mod stepsize; if restx>0 then begin // one loop less, since we know this fits in one line of "blocks" psource:=source.GetImagePointer(source.ImageWidth-restx,0); // gets pointer to pixel x,y ptarget:=Target.GetImagePointer(Target.imagewidth-stepsize,Target.imageheight-restx); for y := 0 to stepsy - 1 do begin for i := 0 to stepsize - 1 do begin ps1:=@psource[rowpitchsource*i]; // ( 0,i) ps2:=@ptarget[stepsize-1-i]; // (maxx-i,0); for j := 0 to restx - 1 do begin ps2[0]:=ps1[j]; inc(ps2,RowPitchTarget); end; end; inc(psource,stepsize*RowPitchSource); dec(ptarget,stepsize); end; end; if resty>0 then begin // one loop less, since we know this fits in one line of "blocks" psource:=source.GetImagePointer(0,source.ImageHeight-resty); // gets pointer to pixel x,y ptarget:=Target.GetImagePointer(0,0); for x := 0 to stepsx - 1 do begin for i := 0 to resty- 1 do begin ps1:=@psource[rowpitchsource*i]; // ( 0,i) ps2:=@ptarget[resty-1-i]; // (maxx-i,0); for j := 0 to stepsize - 1 do begin ps2[0]:=ps1[j]; inc(ps2,RowPitchTarget); end; end; inc(psource,stepsize); inc(ptarget,rpstep); end; end; if (resty>0) and (restx>0) then begin // another loop less, since only one block psource:=source.GetImagePointer(source.ImageWidth-restx,source.ImageHeight-resty); // gets pointer to pixel x,y ptarget:=Target.GetImagePointer(0,target.ImageHeight-restx); for i := 0 to resty- 1 do begin ps1:=@psource[rowpitchsource*i]; // ( 0,i) ps2:=@ptarget[resty-1-i]; // (maxx-i,0); for j := 0 to restx - 1 do begin ps2[0]:=ps1[j]; inc(ps2,RowPitchTarget); end; end; end; end;

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  • Creating a grid overlay over image.

    - by neteus
    Hi everybody, I made a script (using mootools library) that is supposed to overlay an image with a table grid and when each grid cell is clicked/dragged over its background color changes 'highlighting' the cell. Current code creates a table and positions it over the element (el, image in this case). Table was used since I am planning to add rectangle select tool later on, and it seemed easiest way to do it. <html> <head> <title></title> <script type="text/javascript" src="mootools.js"></script> <script type="text/javascript"> var SetGrid = function(el, sz, nr, nc){ //get number of rows/columns according to the 'grid' size numcols = el.getSize().x/sz; numrows = el.getSize().y/sz; //create table element for injecting cols/rows var gridTable = new Element('table', { 'id' : 'gridTable', 'styles' : { 'width' : el.getSize().x, 'height' : el.getSize().y, 'top' : el.getCoordinates().top, 'left' : el.getCoordinates().left } }); //inject rows/cols into gridTable for (row = 1; row<=numrows; row++){ thisRow = new Element('tr', { 'id' : row, 'class' : 'gridRow' }); for(col = 1; col<=numcols; col++){ thisCol = new Element('td', { 'id' : col, 'class' : 'gridCol0' }); //each cell gets down/up over event... down starts dragging|up stops|over draws area if down was fired thisCol.addEvents({ 'mousedown' : function(){ dragFlag = true; startRow = this.getParent().get('id'); startCol = this.get('id'); }, 'mouseup' : function(){ dragFlag = false; }, 'mouseover' : function(){ if (dragFlag==true){ this.set('class', 'gridCol'+$$('#lvlSelect .on').get('value')); } }, 'click' : function(){ //this.set('class', 'gridCol'+$$('#lvlSelect .on').get('id').substr(3, 1) ); str = $$('#lvlSelect .on').get('id'); alert(str.substr(2, 3)); } }); thisCol.inject(thisRow, 'bottom'); }; thisRow.inject(gridTable, 'bottom'); }; gridTable.inject(el.getParent()); } //sens level selector func var SetSensitivitySelector = function(el, sz, nr, nc){ $$('#lvlSelect ul li').each(function(el){ el.addEvents({ 'click' : function(){ $$('#lvlSelect ul li').set('class', ''); this.set('class', 'on'); }, 'mouseover' : function(){ el.setStyle('cursor','pointer'); }, 'mouseout' : function(){ el.setStyle('cursor',''); } }); }); } //execute window.addEvent('load', function(){ SetGrid($('imagetomap'), 32); SetSensitivitySelector(); }); </script> <style> #imagetomapdiv { float:left; display: block; } #gridTable { border:1px solid red; border-collapse:collapse; position:absolute; z-index:5; } #gridTable td { opacity:0.2; filter:alpha(opacity=20); } #gridTable .gridCol0 { border:1px solid gray; background-color: none; } #gridTable .gridCol1 { border:1px solid gray; background-color: green; } #gridTable .gridCol2 { border:1px solid gray; background-color: blue; } #gridTable .gridCol3 { border:1px solid gray; background-color: yellow; } #gridTable .gridCol4 { border:1px solid gray; background-color: orange; } #gridTable .gridCol5 { border:1px solid gray; background-color: red; } #lvlSelect ul {float: left; display:block; position:relative; margin-left: 20px; padding: 10px; } #lvlSelect ul li { width:40px; text-align:center; display:block; border:1px solid black; position:relative; padding: 10px; list-style:none; opacity:0.2; filter:alpha(opacity=20); } #lvlSelect ul li.on { opacity:1; filter:alpha(opacity=100); } #lvlSelect ul #li0 { background-color: none; } #lvlSelect ul #li1 { background-color: green; } #lvlSelect ul #li2 { background-color: blue; } #lvlSelect ul #li3 { background-color: yellow; } #lvlSelect ul #li4 { background-color: orange; } #lvlSelect ul #li5 { background-color: red; } </style> </head> <body> <div id="imagetomapdiv"> <img id="imagetomap" src="1.png"> </div> <div id="lvlSelect"> <ul> <li value="0" id="li0">0</li> <li value="1" id="li1">1</li> <li value="2" id="li2">2</li> <li value="3" id="li3">3</li> <li value="4" id="li4">4</li> <li value="5" id="li5" class="on">5</li> </ul> </div> </body> </html> A 'working' example: http://72.14.186.218/~alex/motion.php There are two problems: while it works just fine in FF, IE and Chrome do not create the table if the page is refreshed. If you go back to directory root and click on the link to the file the grid table is displayed, if you hit 'refresh' button -- the script runs but the table is not injected. Secondly, although the table HTML is injected in IE, it does not display it. I tried adding nbsp's to make sure its not ignored -- to no avail. Any suggestions on improving code or help with the issues is appreciated. Thanks!

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