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  • Best way to get elapsed time in miliseconds in windows

    - by XaitormanX
    I'm trying to do it using two FILETIMEs, casting them to ULONGLONGs, substracting the ULONGLONGs, and dividing the result by 10000. But it's pretty slow, and I want to know if there is a better way to do it.I use c++ with visual studio 2008 express edition. This is what I'm using: FILETIME filetime,filetime2; GetSystemTimeAsFileTime(&filetime); Sleep(100); GetSystemTimeAsFileTime(&filetime2); ULONGLONG time1,time2; time1 = (((ULONGLONG) filetime.dwHighDateTime) << 32) + filetime.dwLowDateTime; time2 = (((ULONGLONG) filetime2.dwHighDateTime) << 32) + filetime2.dwLowDateTime; printf("ELAPSED TIME IN MS:%d",(int)((time2-time1)/10000));

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  • SharePoint 2010 slow page response time suddenly !

    - by H(at)Ni
    Hello, One of my customers faced a problem that suddenly their SharePoint portal was loading extremely slower than usual. After some basic troubleshooting I did not find anything suspicious in the ULS logs, IIS logs or even Event logs. After that, I came to the part that I like most which is capturing a memory dump for the IIS process and analyzing the threads running. I searched for any common mistakes like looping a large list, calling a remote web service but couldn't find any. After a deep analysis of the memory dump (Which was done by an Escalation Engineer for SharePoint), it seems that the farm root certificate was missing and therefore was trying to validate it from the internet every time the user requests to load the page and this was the resolution http://support.microsoft.com/kb/2625048 Cheers,

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  • android application that visualize real time data

    - by matarsak
    I want to build and android app that visualize real time data , I set up a UDP channel that get the data , now I want to visualize it . I now that I can use openGL ES. but I have now back ground and in a few weeks I dont think that i'm able to learn that . what about android processing ? could it be used for extensive visualization task like this? or it's limited ? I heard it's not hard to learn that. any other option ?

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  • Best C++ Portable time library for game development

    - by Darkenor
    I'm venturing into the dark world of portable development and I'm looking for a nice library to keep track of system time for all game events. So far I've turned to trust boost and found: This boost library But I'm wondering if it there are some alternatives. I use boost a lot and (while I like it) I find that it sometimes takes me longer to figure out how to use the generic code than to write my own...not-so-generic code. (Ya, ya...I know. I should be less lazy). But anyway, advice appreciated! :)

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  • AS3 change lineStyle of existing line

    - by Ozzy
    Hi all im drawing a line from 0,0 to 100,100 im using this to modify the linestyle: draw_line.graphics.lineStyle(1, 0xFF0000); That line is now of 1 thickness. Is there anyway i can change the thickness of the line to say 10, but without redrawing the line?

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  • Generating a drop down list of timezones with PHP

    - by Xeoncross
    Most sites need some way to show the dates on the site in the users preferred timezone. Below are two lists that I found and then one method using the built in PHP DateTime class in PHP 5. I need help knowing which of these would be the best to attempt to use when trying to get the UTC offset from the user on register. One: <option value="-12">[UTC - 12] Baker Island Time</option> <option value="-11">[UTC - 11] Niue Time, Samoa Standard Time</option> <option value="-10">[UTC - 10] Hawaii-Aleutian Standard Time, Cook Island Time</option> <option value="-9.5">[UTC - 9:30] Marquesas Islands Time</option> <option value="-9">[UTC - 9] Alaska Standard Time, Gambier Island Time</option> <option value="-8">[UTC - 8] Pacific Standard Time</option> <option value="-7">[UTC - 7] Mountain Standard Time</option> <option value="-6">[UTC - 6] Central Standard Time</option> <option value="-5">[UTC - 5] Eastern Standard Time</option> <option value="-4.5">[UTC - 4:30] Venezuelan Standard Time</option> <option value="-4">[UTC - 4] Atlantic Standard Time</option> <option value="-3.5">[UTC - 3:30] Newfoundland Standard Time</option> <option value="-3">[UTC - 3] Amazon Standard Time, Central Greenland Time</option> <option value="-2">[UTC - 2] Fernando de Noronha Time, South Georgia &amp; the South Sandwich Islands Time</option> <option value="-1">[UTC - 1] Azores Standard Time, Cape Verde Time, Eastern Greenland Time</option> <option value="0" selected="selected">[UTC] Western European Time, Greenwich Mean Time</option> <option value="1">[UTC + 1] Central European Time, West African Time</option> <option value="2">[UTC + 2] Eastern European Time, Central African Time</option> <option value="3">[UTC + 3] Moscow Standard Time, Eastern African Time</option> <option value="3.5">[UTC + 3:30] Iran Standard Time</option> <option value="4">[UTC + 4] Gulf Standard Time, Samara Standard Time</option> <option value="4.5">[UTC + 4:30] Afghanistan Time</option> <option value="5">[UTC + 5] Pakistan Standard Time, Yekaterinburg Standard Time</option> <option value="5.5">[UTC + 5:30] Indian Standard Time, Sri Lanka Time</option> <option value="5.75">[UTC + 5:45] Nepal Time</option> <option value="6">[UTC + 6] Bangladesh Time, Bhutan Time, Novosibirsk Standard Time</option> <option value="6.5">[UTC + 6:30] Cocos Islands Time, Myanmar Time</option> <option value="7">[UTC + 7] Indochina Time, Krasnoyarsk Standard Time</option> <option value="8">[UTC + 8] Chinese Standard Time, Australian Western Standard Time, Irkutsk Standard Time</option> <option value="8.75">[UTC + 8:45] Southeastern Western Australia Standard Time</option> <option value="9">[UTC + 9] Japan Standard Time, Korea Standard Time, Chita Standard Time</option> <option value="9.5">[UTC + 9:30] Australian Central Standard Time</option> <option value="10">[UTC + 10] Australian Eastern Standard Time, Vladivostok Standard Time</option> <option value="10.5">[UTC + 10:30] Lord Howe Standard Time</option> <option value="11">[UTC + 11] Solomon Island Time, Magadan Standard Time</option> <option value="11.5">[UTC + 11:30] Norfolk Island Time</option> <option value="12">[UTC + 12] New Zealand Time, Fiji Time, Kamchatka Standard Time</option> <option value="12.75">[UTC + 12:45] Chatham Islands Time</option> <option value="13">[UTC + 13] Tonga Time, Phoenix Islands Time</option> <option value="14">[UTC + 14] Line Island Time</option> Or using PHP friendly values: <option value="Pacific/Midway">(GMT-11:00) Midway Island, Samoa</option> <option value="America/Adak">(GMT-10:00) Hawaii-Aleutian</option> <option value="Etc/GMT+10">(GMT-10:00) Hawaii</option> <option value="Pacific/Marquesas">(GMT-09:30) Marquesas Islands</option> <option value="Pacific/Gambier">(GMT-09:00) Gambier Islands</option> <option value="America/Anchorage">(GMT-09:00) Alaska</option> <option value="America/Ensenada">(GMT-08:00) Tijuana, Baja California</option> <option value="Etc/GMT+8">(GMT-08:00) Pitcairn Islands</option> <option value="America/Los_Angeles">(GMT-08:00) Pacific Time (US & Canada)</option> <option value="America/Denver">(GMT-07:00) Mountain Time (US & Canada)</option> <option value="America/Chihuahua">(GMT-07:00) Chihuahua, La Paz, Mazatlan</option> <option value="America/Dawson_Creek">(GMT-07:00) Arizona</option> <option value="America/Belize">(GMT-06:00) Saskatchewan, Central America</option> <option value="America/Cancun">(GMT-06:00) Guadalajara, Mexico City, Monterrey</option> <option value="Chile/EasterIsland">(GMT-06:00) Easter Island</option> <option value="America/Chicago">(GMT-06:00) Central Time (US & Canada)</option> <option value="America/New_York">(GMT-05:00) Eastern Time (US & Canada)</option> <option value="America/Havana">(GMT-05:00) Cuba</option> <option value="America/Bogota">(GMT-05:00) Bogota, Lima, Quito, Rio Branco</option> <option value="America/Caracas">(GMT-04:30) Caracas</option> <option value="America/Santiago">(GMT-04:00) Santiago</option> <option value="America/La_Paz">(GMT-04:00) La Paz</option> <option value="Atlantic/Stanley">(GMT-04:00) Faukland Islands</option> <option value="America/Campo_Grande">(GMT-04:00) Brazil</option> <option value="America/Goose_Bay">(GMT-04:00) Atlantic Time (Goose Bay)</option> <option value="America/Glace_Bay">(GMT-04:00) Atlantic Time (Canada)</option> <option value="America/St_Johns">(GMT-03:30) Newfoundland</option> <option value="America/Araguaina">(GMT-03:00) UTC-3</option> <option value="America/Montevideo">(GMT-03:00) Montevideo</option> <option value="America/Miquelon">(GMT-03:00) Miquelon, St. Pierre</option> <option value="America/Godthab">(GMT-03:00) Greenland</option> <option value="America/Argentina/Buenos_Aires">(GMT-03:00) Buenos Aires</option> <option value="America/Sao_Paulo">(GMT-03:00) Brasilia</option> <option value="America/Noronha">(GMT-02:00) Mid-Atlantic</option> <option value="Atlantic/Cape_Verde">(GMT-01:00) Cape Verde Is.</option> <option value="Atlantic/Azores">(GMT-01:00) Azores</option> <option value="Europe/Belfast">(GMT) Greenwich Mean Time : Belfast</option> <option value="Europe/Dublin">(GMT) Greenwich Mean Time : Dublin</option> <option value="Europe/Lisbon">(GMT) Greenwich Mean Time : Lisbon</option> <option value="Europe/London">(GMT) Greenwich Mean Time : London</option> <option value="Africa/Abidjan">(GMT) Monrovia, Reykjavik</option> <option value="Europe/Amsterdam">(GMT+01:00) Amsterdam, Berlin, Bern, Rome, Stockholm, Vienna</option> <option value="Europe/Belgrade">(GMT+01:00) Belgrade, Bratislava, Budapest, Ljubljana, Prague</option> <option value="Europe/Brussels">(GMT+01:00) Brussels, Copenhagen, Madrid, Paris</option> <option value="Africa/Algiers">(GMT+01:00) West Central Africa</option> <option value="Africa/Windhoek">(GMT+01:00) Windhoek</option> <option value="Asia/Beirut">(GMT+02:00) Beirut</option> <option value="Africa/Cairo">(GMT+02:00) Cairo</option> <option value="Asia/Gaza">(GMT+02:00) Gaza</option> <option value="Africa/Blantyre">(GMT+02:00) Harare, Pretoria</option> <option value="Asia/Jerusalem">(GMT+02:00) Jerusalem</option> <option value="Europe/Minsk">(GMT+02:00) Minsk</option> <option value="Asia/Damascus">(GMT+02:00) Syria</option> <option value="Europe/Moscow">(GMT+03:00) Moscow, St. Petersburg, Volgograd</option> <option value="Africa/Addis_Ababa">(GMT+03:00) Nairobi</option> <option value="Asia/Tehran">(GMT+03:30) Tehran</option> <option value="Asia/Dubai">(GMT+04:00) Abu Dhabi, Muscat</option> <option value="Asia/Yerevan">(GMT+04:00) Yerevan</option> <option value="Asia/Kabul">(GMT+04:30) Kabul</option> <option value="Asia/Yekaterinburg">(GMT+05:00) Ekaterinburg</option> <option value="Asia/Tashkent">(GMT+05:00) Tashkent</option> <option value="Asia/Kolkata">(GMT+05:30) Chennai, Kolkata, Mumbai, New Delhi</option> <option value="Asia/Katmandu">(GMT+05:45) Kathmandu</option> <option value="Asia/Dhaka">(GMT+06:00) Astana, Dhaka</option> <option value="Asia/Novosibirsk">(GMT+06:00) Novosibirsk</option> <option value="Asia/Rangoon">(GMT+06:30) Yangon (Rangoon)</option> <option value="Asia/Bangkok">(GMT+07:00) Bangkok, Hanoi, Jakarta</option> <option value="Asia/Krasnoyarsk">(GMT+07:00) Krasnoyarsk</option> <option value="Asia/Hong_Kong">(GMT+08:00) Beijing, Chongqing, Hong Kong, Urumqi</option> <option value="Asia/Irkutsk">(GMT+08:00) Irkutsk, Ulaan Bataar</option> <option value="Australia/Perth">(GMT+08:00) Perth</option> <option value="Australia/Eucla">(GMT+08:45) Eucla</option> <option value="Asia/Tokyo">(GMT+09:00) Osaka, Sapporo, Tokyo</option> <option value="Asia/Seoul">(GMT+09:00) Seoul</option> <option value="Asia/Yakutsk">(GMT+09:00) Yakutsk</option> <option value="Australia/Adelaide">(GMT+09:30) Adelaide</option> <option value="Australia/Darwin">(GMT+09:30) Darwin</option> <option value="Australia/Brisbane">(GMT+10:00) Brisbane</option> <option value="Australia/Hobart">(GMT+10:00) Hobart</option> <option value="Asia/Vladivostok">(GMT+10:00) Vladivostok</option> <option value="Australia/Lord_Howe">(GMT+10:30) Lord Howe Island</option> <option value="Etc/GMT-11">(GMT+11:00) Solomon Is., New Caledonia</option> <option value="Asia/Magadan">(GMT+11:00) Magadan</option> <option value="Pacific/Norfolk">(GMT+11:30) Norfolk Island</option> <option value="Asia/Anadyr">(GMT+12:00) Anadyr, Kamchatka</option> <option value="Pacific/Auckland">(GMT+12:00) Auckland, Wellington</option> <option value="Etc/GMT-12">(GMT+12:00) Fiji, Kamchatka, Marshall Is.</option> <option value="Pacific/Chatham">(GMT+12:45) Chatham Islands</option> <option value="Pacific/Tongatapu">(GMT+13:00) Nuku'alofa</option> <option value="Pacific/Kiritimati">(GMT+14:00) Kiritimati</option> Or just using PHP it's self $timezones = DateTimeZone::listAbbreviations(); $cities = array(); foreach( $timezones as $key => $zones ) { foreach( $zones as $id => $zone ) { /** * Only get timezones explicitely not part of "Others". * @see http://www.php.net/manual/en/timezones.others.php */ if ( preg_match( '/^(America|Antartica|Arctic|Asia|Atlantic|Europe|Indian|Pacific)\//', $zone['timezone_id'] ) && $zone['timezone_id']) { $cities[$zone['timezone_id']][] = $key; } } } // For each city, have a comma separated list of all possible timezones for that city. foreach( $cities as $key => $value ) $cities[$key] = join( ', ', $value); // Only keep one city (the first and also most important) for each set of possibilities. $cities = array_unique( $cities ); // Sort by area/city name. ksort( $cities ); It seems like the last one would be the safest as it would grow with the PHP release being used. You could also flip that array around when needed to tie timezones to city names.

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  • How to draw a diary in swt

    - by Johannes
    Hey, I am searching for a good mode to develop a application which shows 7 days and 24 hours (weekly view), knows somebody if there is a good tutorial? Or which layout would you use to design this? It should be possible to add events with a beginning and ending time... Thanks in advance Johannes

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  • PHP script to draw a spiral?

    - by Vacilando
    Does anybody have a PHP (or other language) script for drawing a spiral. A simple (Archimedean spiral) would be just fine. Of course the principle is simple but coding it in SVG or GD would take some time, so I wonder if somebody has one ready :-)

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  • Drawing text to <canvas> with @font-face does not work at the first time

    - by lemonedo
    Hi all, First try the test case please: http://lemon-factory.net/test/font-face-and-canvas.html I'm not good at English, so I made the test case to be self-explanatory. On the first click to the DRAW button, it will not draw text, or will draw with an incorrect typeface instead of the specified "PressStart", according to your browser. After then it works as expected. At the first time the text does not appear correctly in all browsers I've tested (Firefox, Google Chrome, Safari, Opera). Is it the standard behavior or something? Thank you. PS: Following is the code of the test case <!DOCTYPE html> <html> <head> <meta http-equiv=Content-Type content="text/html;charset=utf-8"> <title>@font-face and canvas</title> <style> @font-face { font-family: 'PressStart'; src: url('http://lemon-factory.net/css/fonts/prstart.ttf'); } canvas, pre { border: 1px solid #666; } pre { float: left; margin: .5em; padding: .5em; } </style> </head> <body> <div> <canvas id=canvas width=250 height=250> Your browser does not support the CANVAS element. Try the latest Firefox, Google Chrome, Safari or Opera. </canvas> <button>DRAW</button> </div> <pre id=style></pre> <pre id=script></pre> <script src="http://ajax.googleapis.com/ajax/libs/jquery/1.4.2/jquery.min.js"></script> <script> var canvas = document.getElementById('canvas') var ctx = canvas.getContext('2d') var x = 30 var y = 10 function draw() { ctx.font = '12px PressStart' ctx.fillStyle = '#000' ctx.fillText('Hello, world!', x, y += 20) ctx.fillRect(x - 20, y - 10, 10, 10) } $('button').click(draw) $('pre#style').text($('style').text()) $('pre#script').text($('script').text()) </script> </body> </html>

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  • General zoom algorithm for drawing program

    - by Steven Sproat
    My GUI toolkit, wxPython provides some methods for implementing a user zoom factor, however the quality isn't too good. I'm looking for ideas on how to create a zooming feature, which I know is complicated. I have a bitmap representing my canvas which is drawn to. This is displayed inside a scrolled window. Problems I forsee: - performance when zoomed in and panning around the canvas - difficulties with "real" coordinates and zoomed in coordinates - image quality not degrading with the zoom Using wxPython's SetUserScale() on its device contexts presents image quality like this - this is with a 1px line, at 30% zoomed in. I'm just wondering the general steps I'll need to take and the challenges I'll encounter. Thanks for any suggestions

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  • When to draw/layout child controls in UserControl

    - by Ted Elliott
    I have a list-type UserControl (like a ListBox). The items inside the control are another complex UserControl containing a few other controls (ComboBox, TextBox, etc). I'm wondering what the preferred or best method would be to override to draw/layout the child controls. I basically want to trigger this method any time the list changes. I originally had a RedrawItems method that I just called whenever I needed to redraw which added or removed Controls from the Controls collection. But it was getting triggered too early in the lifecycle of the code from some of the designer code. Now I've switched to overriding OnLayout and doing my stuff there. I call PerformLayout when I want to trigger a redraw, such as when the DataSource property changes or when it fires a changed event. Is OnLayout the best place for this? Here is the code: [ComplexBindingProperties("DataSource")] public partial class CustomList : UserControl { private object _dataSource; private CustomListItem _newRow; public CustomList() { InitializeComponent(); } protected override void OnCreateControl() { base.OnCreateControl(); _newRow = new CustomListItem(); Controls.Add(_newRow); } public object DataSource { get { return _dataSource; } set { bool register = _dataSource != value; if (_dataSource != null && _dataSource != value) { UnregisterDataSource(_dataSource); } _dataSource = value; if (_dataSource != null) RegisterDataSource(_dataSource); PerformLayout(); } } public CustomListItem ItemTemplate { get { return _newRow; } } protected override void OnLayout(LayoutEventArgs e) { base.OnLayout(e); int ctrlCount = this.Controls.AsEnumerable().OfType<CustomListItem>().Count(); ctrlCount--; // subtract 1 for the add row var ds = this.DataSource as System.Collections.IList; int itemCount = ds == null? 0 : ds.Count; int maxCount = Math.Max(ctrlCount,itemCount); if (maxCount == 0) return; this.SuspendLayout(); // temporarily remove the template Controls.RemoveAt(Controls.Count-1); for (int i = 0; i < maxCount; i++) { CustomListItem item; if (i >= itemCount) { Controls.RemoveAt(i); } else { if (i >= ctrlCount) { item = ItemTemplate.Copy(); this.Controls.Add(item); item.Location = new Point(0, item.Height * i); item.TabIndex = i + 1; item.ViewMode = true; } else { item = (CustomListItem) Controls[i]; } item.Data = ds[i]; } } this.Controls.Add(ItemTemplate); ItemTemplate.Location = new Point(0, ItemTemplate.Height * maxCount); ItemTemplate.TabIndex = maxCount + 1; this.ResumeLayout(true); } private void RegisterDataSource(object dataSource) { IBindingList ds = dataSource as IBindingList; if (ds != null) { ds.ListChanged += new ListChangedEventHandler(DataSource_ListChanged); } } void DataSource_ListChanged(object sender, ListChangedEventArgs e) { switch (e.ListChangedType) { case ListChangedType.ItemAdded: PerformLayout(); break; case ListChangedType.ItemChanged: break; case ListChangedType.ItemDeleted: PerformLayout(); break; case ListChangedType.ItemMoved: PerformLayout(); break; case ListChangedType.Reset: PerformLayout(); break; default: break; } } private void UnregisterDataSource(object dataSource) { IBindingList ds = dataSource as IBindingList; if (ds != null) { ds.ListChanged -= new ListChangedEventHandler(DataSource_ListChanged); } } }

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  • How to draw complex shape from code behind for custom control in resource dictionary

    - by HopelessCoder
    Hi I am new to wpf and am having a problem which may or may not be trivial. I have defined a custom control as follows in the resource dictionary: <ResourceDictionary x:Class="SyringeSlider.Themes.Generic" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:local="clr-namespace:SyringeSlider"> <Style TargetType="{x:Type local:CustomControl1}"> <Setter Property="Template"> <Setter.Value> <ControlTemplate TargetType="{x:Type local:CustomControl1}"> <Border Background="{TemplateBinding Background}" BorderBrush="{TemplateBinding BorderBrush}" BorderThickness="{TemplateBinding BorderThickness}"> <Canvas Height="{TemplateBinding Height}" Width="{TemplateBinding Width}" Name="syringeCanvas"> </Canvas> </Border> </ControlTemplate> </Setter.Value> </Setter> </Style> </ResourceDictionary> Unfortunately I cannot go beyond this because I would like to draw a geometry onto the canvas consisting of a set of multiple line geometries whose dimensions are calculated as a function of the space available in the canvas. I believe that I need a code behind method to do this, but have not been able to determine how to link the xaml definition to a code behind method. Note that I have set up a class x:Class="SyringeSlider.Themes.Generic" for specifically this purpose, but can't figure out which Canvas property to link the drawing method to. My drawing method looks like this private void CalculateSyringe() { int adjHeight = (int) Height - 1; int adjWidth = (int) Width - 1; // Calculate some very useful values based on the chart above. int borderOffset = (int)Math.Floor(m_borderWidth / 2.0f); int flangeLength = (int)(adjHeight * .05f); int barrelLeftCol = (int)(adjWidth * .10f); int barrelLength = (int)(adjHeight * .80); int barrelRightCol = adjWidth - barrelLeftCol; int coneLength = (int)(adjHeight * .10); int tipLeftCol = (int)(adjWidth * .45); int tipRightCol = adjWidth - tipLeftCol; int tipBotCol = adjWidth - borderOffset; Path mySyringePath = new Path(); PathGeometry mySyringeGeometry = new PathGeometry(); PathFigure mySyringeFigure = new PathFigure(); mySyringeFigure.StartPoint = new Point(0, 0); Point pointA = new Point(0, flangeLength); mySyringeFigure.Segments.Add(new LineSegment(pointA, true)); Point pointB = new Point(); pointB.Y = pointA.Y + barrelLength; pointB.X = 0; mySyringeFigure.Segments.Add(new LineSegment(pointB, true)); // You get the idea....Add more points in this way mySyringeGeometry.Figures.Add(mySyringeFigure); mySyringePath.Data = mySyringeGeometry; } SO my question is: 1) Does what I am trying to do make any sense? 2) Can a use a canvas for this purpose? If not, what are my other options? Thanks!

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  • Access to a single pixel in C#

    - by Malki
    Hello, I'm working on a school project right now. It's meant to be a 3D editing software, (like a very minimized version of Maya). I have to write it in C#, using the 'Windows Application Project'. I intend to implement all the 3D stuff myself, from projections to shading. My question is, how can I get direct access to a single pixel in the C# windows application? I know I'm going to have a main view port in the window. But I haven't decided yet how it will be made. Is there a built in object that I can use, that will let me define the boundaries of the view port, and then paint each pixel individually? (I'm just shooting in the dark here, I don't know much about C#. I mostly program in C) Thanks, Malki.

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  • get bitmap from textview in android

    - by Sponge
    I want to get the bitmap that is drawn when a textview is displayed but without displaying the textview in the activity. something like this: TextView t = new TextView(this); t.forceToDrawItself(); Bitmap b=t.getViewBitmap(); how is this possible?

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  • Need Help: adding MouseListeners to JComponents (Drawing a JComponent and then attaching a MouseListener)

    - by user1074574
    Drawing a JComponent and then attaching a MouseListener seems very simple to me, but not in this case: I'm having a problem with a MouseListener attached to a child JComponent; here's some brief code to help describe it: Note: The BGT class has implemented ActionListers/MouseListeners that do not have any code in them, and 'figures' is an array of SwingThings. public class GC extends BGT{ public GC(){ super(); buildJMenu(); drawPanel.addMouseListener(this); //drawPanel being the panel that draws the JComponents (it is a public variable in the BGT class) drawPanel.addMouseMotionListener(this); this.addMouseListener(this); } public static void main(String[] args){ GC a = new GC(); }... public void mouseClicked(MouseEvent e) { System.out.println(e.getSource()); //This only seems to print out the DrawPanel's information }... public void mouseReleased(MouseEvent e) { repaint(); ... tempMyJTextField = new MyJTextField(startX, startY, width, height); tempMyJTextField.addMouseListener(this); tempMyJTextField.addMouseMotionListener(this); figures.add(tempMyJTextField); for(int i = 0; i < figures.size(); i++) figures.get(i).addTo(drawPanel); } This is the addTo method in the MyJTextField class: public class MyJTextField extends JTextField implements SwingThing{ ... public void addTo(JPanel p) { p.add(myTextField); } ... } In the MouseClicked event it never registers that the JComponent was clicked. (The drawing/painting works fine) Thanks.

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  • Python & Pygame: Updating all elements in a list under a loop during iteration

    - by Unit978
    i am working on a program in Python and using Pygame. this is what the basic code looks like: while 1: screen.blit(background, (0,0)) for event in pygame.event.get(): if event.type == QUIT: pygame.quit() sys.exit() if event.type == KEYDOWN and event.key == K_c: circle_create = True circle_list.append(Circle()) if event.type == MOUSEBUTTONDOWN and circle_create == True: if clicks == 0: circle_list[i].center() clicks += 1 if event.type == MOUSEMOTION and clicks == 1 and circle_create == True: circle_list[i].stretch() these if statements are under the while loop not the for loop since they dont require input from the user if circle_create == True: circle_list[i].draw_circle() if clicks == 2: clicks = 0 i += 1 circle_create = False pygame.display.update() what i want to do is have the object's function of draw_circle() to be constantly updated by the loop so that the drawn circle is shown for all objects in the list, but since the list is iterated it updates the new object added and the objects already appended are not updated. The program, works, it draws the circles upon user input but the update problem is the only issue i need to solve. Is there any possible way to have all elements in the list of objects being updated by the while loop? i have tried for many days and i have not been able to find a good solution. any ideas are appreciated. Thanks

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  • iPhone OpenGL scrolling background jumps when texture is drawn for first time

    - by Magnum39
    I have been fighting a problem for a while now and would appreciate any help anybody could give. I have a sprite that moves within a landscape. The sprite remains in the center of the screen and the background moves to simulate that the sprite is moving within the landscape. I have split the landscape into sections so that I only draw the sections of the landscape that I need (are on screen). The Problem: As a new texture section of the screen appears on the screen (is drawn for the first time) the movement jumps. Almost like a frame is missed. I have done some timing experiments and I do not thinks a frame is missed. My processing is well below the 30fps that I have the animation set to. It only happens the first time the texture section is drawn. Is there something extra that is done the first time a texture is drawn? Here is the code: - (void) render{ // Sets up an array of values to use as the sprite vertices. const GLfloat sVerts[] = { -1.6f, -1.6f, 1.6f, -1.6f, -1.6f, 1.6f, 1.6f, 1.6f, }; static const GLfloat sTexCoords[] = { 0.0, 1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 0.0 }; glDisableClientState(GL_COLOR_ARRAY); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); // Setup opengl to draw the object in correct orientation, size, position, etc glLoadIdentity(); // Enable use of the texture glEnable(GL_TEXTURE_2D); glVertexPointer(2, GL_FLOAT, 0, sVerts); glTexCoordPointer(2, GL_FLOAT, 0, sTexCoords); // draw the texture // set the position of the first tile float xOffset = -4.8; float yOffset = 4.8; int i; int y; int currentTexture = textureA; for(i=0; i<2; i++) { for(y=0; y<2; y++) { // test for the texture tile on the screen if not on screen then do not draw float localX = xOffset+(3.21*y); float localY = yOffset-(3.21*i); float xDiff = monkeyX - localX; float yDiff = monkeyY - localY; if(((xDiff < 3.2) && (xDiff > -3.2)) && ((yDiff <2.7) && (yDiff > -2.7))) { // bind the texture and set the vertex data pointers glBindTexture(GL_TEXTURE_2D, spriteTexture[currentTexture]); // move to draw position for the texture glLoadIdentity(); glTranslatef((localX+self.positionX), (localY+self.positionY), 0.0); //draw the texture glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } currentTexture++; } } }

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  • Timer not beginning from 00:00

    - by studentProgrammer
    I have a Game in which there is a timer involved. For each two minutes that passes a new round between different players begins. So, I have a text box starting from 00:00 and changes each second until it is equal to 02:00. Now, I want to save the state of the game in the middle of a round if the user closes the form. What I need to do is that upon loading, the textbox starts at the time that the user left the game the last time and continue up till 02:00 normally. How can I do this? This is what I have until now where Tournament is the Form public Tournament() { _timer = new System.Windows.Forms.Timer(); _timer.Interval = 1000; _timer.Tick += Timer_Tick; _myDateTime = DateTime.Now; newDate = new DateTime(); newDate = newDate.AddMinutes(2.00); _timer.Start(); InitializeComponent(); } void Timer_Tick(object sender, EventArgs e) { var diff = DateTime.Now.Subtract(_myDateTime); this.textBox1.Text = diff.ToString(@"mm\:ss"); DateTime dt = Convert.ToDateTime(diff.ToString()); if (newDate.Minute == dt.Minute) { _timer.Stop(); _myDateTime = DateTime.Now; displayPointsOrResults(); this.textBox1.Text = diff.ToString(@"mm\:ss"); } } In my LoadGame method: where timePassed is what I have written in the text box string[] splitted6 = timePassed.Split(':'); if (splitted6[0] == "00") { int remainingTime = 120 - Convert.ToInt32(splitted6[1]); DateTime time = DateTime.Now.Date; time = time.AddMinutes(remainingTime); _myDateTime = time; } else { int leftTime = Convert.ToInt32(splitted[0].Trim('0') + splitted[1]); int remainingTime = 120 - leftTime; DateTime time = DateTime.Now.Date; time = time.AddMinutes(remainingTime); _myDateTime = time; }

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  • Computer crashes on resume from standby almost every time

    - by Los Frijoles
    I am running Ubuntu 12.04 on a Core i5 2500K and ASRock Z68 Pro3-M motherboard (no graphics card, hd is a WD Green 1TB, and cd drive is some cheap lite-on drive). Since installing 12.04, my computer has been freezing after resume, but not every time. When I start to resume, it starts going normally with a blinking cursor on the screen and then sometimes it will continue on to the gnome 3 unlock screen. Most of the time, however, it will blink for a little bit and then the monitor will flip modes and shut off due to no signal. Pressing keys on the keyboard gets no response (num lock light doesn't respond, Ctrl-Alt-F1 fails to drop it into a terminal, Ctrl-Alt-Backspace doesn't work) and so I assume the computer is crashed. The worst part is, the logs look entirely normal. Here is my system log during one of these crashes and my subsequent hard poweroff and restart: Jun 6 21:54:43 kcuzner-desktop udevd[10448]: inotify_add_watch(6, /dev/dm-2, 10) failed: No such file or directory Jun 6 21:54:43 kcuzner-desktop udevd[10448]: inotify_add_watch(6, /dev/dm-2, 10) failed: No such file or directory Jun 6 21:54:43 kcuzner-desktop udevd[10448]: inotify_add_watch(6, /dev/dm-1, 10) failed: No such file or directory Jun 6 21:54:43 kcuzner-desktop udevd[12419]: inotify_add_watch(6, /dev/dm-0, 10) failed: No such file or directory Jun 6 21:54:43 kcuzner-desktop udevd[10448]: inotify_add_watch(6, /dev/dm-0, 10) failed: No such file or directory Jun 6 22:09:01 kcuzner-desktop CRON[9061]: (root) CMD ( [ -x /usr/lib/php5/maxlifetime ] && [ -d /var/lib/php5 ] && find /var/lib/php5/ -depth -mindepth 1 -maxdepth 1 -type f -cmin +$(/usr/lib/php5/maxlifetime) ! -execdir fuser -s {} 2>/dev/null \; -delete) Jun 6 22:17:01 kcuzner-desktop CRON[22142]: (root) CMD ( cd / && run-parts --report /etc/cron.hourly) Jun 6 22:39:01 kcuzner-desktop CRON[26909]: (root) CMD ( [ -x /usr/lib/php5/maxlifetime ] && [ -d /var/lib/php5 ] && find /var/lib/php5/ -depth -mindepth 1 -maxdepth 1 -type f -cmin +$(/usr/lib/php5/maxlifetime) ! -execdir fuser -s {} 2>/dev/null \; -delete) Jun 6 22:54:21 kcuzner-desktop kernel: [57905.560822] show_signal_msg: 36 callbacks suppressed Jun 6 22:54:21 kcuzner-desktop kernel: [57905.560828] chromium-browse[9139]: segfault at 0 ip 00007f3a78efade0 sp 00007fff7e2d2c18 error 4 in chromium-browser[7f3a76604000+412b000] Jun 6 23:05:43 kcuzner-desktop kernel: [58586.415158] chromium-browse[21025]: segfault at 0 ip 00007f3a78efade0 sp 00007fff7e2d2c18 error 4 in chromium-browser[7f3a76604000+412b000] Jun 6 23:09:01 kcuzner-desktop CRON[13542]: (root) CMD ( [ -x /usr/lib/php5/maxlifetime ] && [ -d /var/lib/php5 ] && find /var/lib/php5/ -depth -mindepth 1 -maxdepth 1 -type f -cmin +$(/usr/lib/php5/maxlifetime) ! -execdir fuser -s {} 2>/dev/null \; -delete) Jun 6 23:12:43 kcuzner-desktop kernel: [59006.317590] usb 2-1.7: USB disconnect, device number 8 Jun 6 23:12:43 kcuzner-desktop kernel: [59006.319672] sd 7:0:0:0: [sdg] Synchronizing SCSI cache Jun 6 23:12:43 kcuzner-desktop kernel: [59006.319737] sd 7:0:0:0: [sdg] Result: hostbyte=DID_NO_CONNECT driverbyte=DRIVER_OK Jun 6 23:17:01 kcuzner-desktop CRON[26580]: (root) CMD ( cd / && run-parts --report /etc/cron.hourly) Jun 6 23:19:04 kcuzner-desktop acpid: client connected from 29925[0:0] Jun 6 23:19:04 kcuzner-desktop acpid: 1 client rule loaded Jun 6 23:19:07 kcuzner-desktop rtkit-daemon[1835]: Successfully made thread 30131 of process 30131 (n/a) owned by '104' high priority at nice level -11. Jun 6 23:19:07 kcuzner-desktop rtkit-daemon[1835]: Supervising 1 threads of 1 processes of 1 users. Jun 6 23:19:07 kcuzner-desktop rtkit-daemon[1835]: Successfully made thread 30162 of process 30131 (n/a) owned by '104' RT at priority 5. Jun 6 23:19:07 kcuzner-desktop rtkit-daemon[1835]: Supervising 2 threads of 1 processes of 1 users. Jun 6 23:19:07 kcuzner-desktop rtkit-daemon[1835]: Successfully made thread 30163 of process 30131 (n/a) owned by '104' RT at priority 5. Jun 6 23:19:07 kcuzner-desktop rtkit-daemon[1835]: Supervising 3 threads of 1 processes of 1 users. Jun 6 23:19:07 kcuzner-desktop bluetoothd[1140]: Endpoint registered: sender=:1.239 path=/MediaEndpoint/HFPAG Jun 6 23:19:07 kcuzner-desktop bluetoothd[1140]: Endpoint registered: sender=:1.239 path=/MediaEndpoint/A2DPSource Jun 6 23:19:07 kcuzner-desktop bluetoothd[1140]: Endpoint registered: sender=:1.239 path=/MediaEndpoint/A2DPSink Jun 6 23:19:07 kcuzner-desktop rtkit-daemon[1835]: Successfully made thread 30166 of process 30166 (n/a) owned by '104' high priority at nice level -11. Jun 6 23:19:07 kcuzner-desktop rtkit-daemon[1835]: Supervising 4 threads of 2 processes of 1 users. Jun 6 23:19:07 kcuzner-desktop pulseaudio[30166]: [pulseaudio] pid.c: Daemon already running. Jun 6 23:19:10 kcuzner-desktop acpid: client 2942[0:0] has disconnected Jun 6 23:19:10 kcuzner-desktop acpid: client 29925[0:0] has disconnected Jun 6 23:19:10 kcuzner-desktop acpid: client connected from 1286[0:0] Jun 6 23:19:10 kcuzner-desktop acpid: 1 client rule loaded Jun 6 23:19:31 kcuzner-desktop bluetoothd[1140]: Endpoint unregistered: sender=:1.239 path=/MediaEndpoint/HFPAG Jun 6 23:19:31 kcuzner-desktop bluetoothd[1140]: Endpoint unregistered: sender=:1.239 path=/MediaEndpoint/A2DPSource Jun 6 23:19:31 kcuzner-desktop bluetoothd[1140]: Endpoint unregistered: sender=:1.239 path=/MediaEndpoint/A2DPSink Jun 6 23:28:12 kcuzner-desktop kernel: imklog 5.8.6, log source = /proc/kmsg started. Jun 6 23:28:12 kcuzner-desktop rsyslogd: [origin software="rsyslogd" swVersion="5.8.6" x-pid="1053" x-info="http://www.rsyslog.com"] start Jun 6 23:28:12 kcuzner-desktop rsyslogd: rsyslogd's groupid changed to 103 Jun 6 23:28:12 kcuzner-desktop rsyslogd: rsyslogd's userid changed to 101 Jun 6 23:28:12 kcuzner-desktop rsyslogd-2039: Could not open output pipe '/dev/xconsole' [try http://www.rsyslog.com/e/2039 ] Jun 6 23:28:12 kcuzner-desktop modem-manager[1070]: <info> Loaded plugin Ericsson MBM Jun 6 23:28:12 kcuzner-desktop modem-manager[1070]: <info> Loaded plugin Sierra Jun 6 23:28:12 kcuzner-desktop modem-manager[1070]: <info> Loaded plugin Generic Jun 6 23:28:12 kcuzner-desktop modem-manager[1070]: <info> Loaded plugin Huawei Jun 6 23:28:12 kcuzner-desktop modem-manager[1070]: <info> Loaded plugin Linktop Jun 6 23:28:12 kcuzner-desktop bluetoothd[1072]: Failed to init gatt_example plugin Jun 6 23:28:12 kcuzner-desktop bluetoothd[1072]: Listening for HCI events on hci0 Jun 6 23:28:12 kcuzner-desktop NetworkManager[1080]: <info> NetworkManager (version 0.9.4.0) is starting... Jun 6 23:28:12 kcuzner-desktop NetworkManager[1080]: <info> Read config file /etc/NetworkManager/NetworkManager.conf Jun 6 23:28:12 kcuzner-desktop NetworkManager[1080]: <info> VPN: loaded org.freedesktop.NetworkManager.pptp Jun 6 23:28:12 kcuzner-desktop NetworkManager[1080]: <info> DNS: loaded plugin dnsmasq Jun 6 23:28:12 kcuzner-desktop kernel: [ 0.000000] Initializing cgroup subsys cpuset Jun 6 23:28:12 kcuzner-desktop kernel: [ 0.000000] Initializing cgroup subsys cpu Sorry it's so huge; the restart happens at 23:28:12 I believe and all I see is that chromium segfaulted a few times. I wouldn't think a segfault from an individual program on the computer would crash it, but could that be the issue?

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  • Spritebatch drawing sprite with jagged borders

    - by Mutoh
    Alright, I've been on the making of a sprite class and a sprite sheet manager, but have come across this problem. Pretty much, the project is acting like so; for example: Let's take this .png image, with a transparent background. Note how it has alpha-transparent pixels around it in the lineart. Now, in the latter link's image, in the left (with CornflowerBlue background) it is shown the image drawn in another project (let's call it "Project1") with a simpler sprite class - there, it works. The right (with Purple background for differentiating) shows it drawn with a different class in "Project2" - where the problem manifests itself. This is the Sprite class of Project1: using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; namespace WindowsGame2 { class Sprite { Vector2 pos = new Vector2(0, 0); Texture2D image; Rectangle size; float scale = 1.0f; // --- public float X { get { return pos.X; } set { pos.X = value; } } public float Y { get { return pos.Y; } set { pos.Y = value; } } public float Width { get { return size.Width; } } public float Height { get { return size.Height; } } public float Scale { get { return scale; } set { if (value < 0) value = 0; scale = value; if (image != null) { size.Width = (int)(image.Width * scale); size.Height = (int)(image.Height * scale); } } } // --- public void Load(ContentManager Man, string filename) { image = Man.Load<Texture2D>(filename); size = new Rectangle( 0, 0, (int)(image.Width * scale), (int)(image.Height * scale) ); } public void Become(Texture2D frame) { image = frame; size = new Rectangle( 0, 0, (int)(image.Width * scale), (int)(image.Height * scale) ); } public void Draw(SpriteBatch Desenhista) { // Desenhista.Draw(image, pos, Color.White); Desenhista.Draw( image, pos, new Rectangle( 0, 0, image.Width, image.Height ), Color.White, 0.0f, Vector2.Zero, scale, SpriteEffects.None, 0 ); } } } And this is the code in Project2, a rewritten, pretty much, version of the previous class. In this one I added sprite sheet managing and, in particular, removed Load and Become, to allow for static resources and only actual Sprites to be instantiated. using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; namespace Mobby_s_Adventure { // Actually, I might desconsider this, and instead use static AnimationLocation[] and instanciated ID and Frame; // For determining the starting frame of an animation in a sheet and being able to iterate through // the Rectangles vector of the Sheet; class AnimationLocation { public int Location; public int FrameCount; // --- public AnimationLocation(int StartingRow, int StartingColumn, int SheetWidth, int NumberOfFrames) { Location = (StartingRow * SheetWidth) + StartingColumn; FrameCount = NumberOfFrames; } public AnimationLocation(int PositionInSheet, int NumberOfFrames) { Location = PositionInSheet; FrameCount = NumberOfFrames; } public static int CalculatePosition(int StartingRow, int StartingColumn, SheetManager Sheet) { return ((StartingRow * Sheet.Width) + StartingColumn); } } class Sprite { // The general stuff; protected SheetManager Sheet; protected Vector2 Position; public Vector2 Axis; protected Color _Tint; public float Angle; public float Scale; protected SpriteEffects _Effect; // --- // protected AnimationManager Animation; // For managing the animations; protected AnimationLocation[] Animation; public int AnimationID; protected int Frame; // --- // Properties for easy accessing of the position of the sprite; public float X { get { return Position.X; } set { Position.X = Axis.X + value; } } public float Y { get { return Position.Y; } set { Position.Y = Axis.Y + value; } } // --- // Properties for knowing the size of the sprite's frames public float Width { get { return Sheet.FrameWidth * Scale; } } public float Height { get { return Sheet.FrameHeight * Scale; } } // --- // Properties for more stuff; public Color Tint { set { _Tint = value; } } public SpriteEffects Effect { set { _Effect = value; } } public int FrameID { get { return Frame; } set { if (value >= (Animation[AnimationID].FrameCount)) value = 0; Frame = value; } } // --- // The only things that will be constantly modified will be AnimationID and FrameID, anything else only // occasionally; public Sprite(SheetManager SpriteSheet, AnimationLocation[] Animations, Vector2 Location, Nullable<Vector2> Origin = null) { // Assign the sprite's sprite sheet; // (Passed by reference! To allow STATIC sheets!) Sheet = SpriteSheet; // Define the animations that the sprite has available; // (Passed by reference! To allow STATIC animation boundaries!) Animation = Animations; // Defaulting some numerical values; Angle = 0.0f; Scale = 1.0f; _Tint = Color.White; _Effect = SpriteEffects.None; // If the user wants a default Axis, it is set in the middle of the frame; if (Origin != null) Axis = Origin.Value; else Axis = new Vector2( Sheet.FrameWidth / 2, Sheet.FrameHeight / 2 ); // Now that we have the axis, we can set the position with no worries; X = Location.X; Y = Location.Y; } // Simply put, draw the sprite with all its characteristics; public void Draw(SpriteBatch Drafter) { Drafter.Draw( Sheet.Texture, Position, Sheet.Rectangles[Animation[AnimationID].Location + FrameID], // Find the rectangle which frames the wanted image; _Tint, Angle, Axis, Scale, _Effect, 0.0f ); } } } And, in any case, this is the SheetManager class found in the previous code: using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; namespace Mobby_s_Adventure { class SheetManager { protected Texture2D SpriteSheet; // For storing the sprite sheet; // Number of rows and frames in each row in the SpriteSheet; protected int NumberOfRows; protected int NumberOfColumns; // Size of a single frame; protected int _FrameWidth; protected int _FrameHeight; public Rectangle[] Rectangles; // For storing each frame; // --- public int Width { get { return NumberOfColumns; } } public int Height { get { return NumberOfRows; } } // --- public int FrameWidth { get { return _FrameWidth; } } public int FrameHeight { get { return _FrameHeight; } } // --- public Texture2D Texture { get { return SpriteSheet; } } // --- public SheetManager (Texture2D Texture, int Rows, int FramesInEachRow) { // Normal assigning SpriteSheet = Texture; NumberOfRows = Rows; NumberOfColumns = FramesInEachRow; _FrameHeight = Texture.Height / NumberOfRows; _FrameWidth = Texture.Width / NumberOfColumns; // Framing everything Rectangles = new Rectangle[NumberOfRows * NumberOfColumns]; int ID = 0; for (int i = 0; i < NumberOfRows; i++) { for (int j = 0; j < NumberOfColumns; j++) { Rectangles[ID] = new Rectangle ( _FrameWidth * j, _FrameHeight * i, _FrameWidth, _FrameHeight ); ID++; } } } public SheetManager (Texture2D Texture, int NumberOfFrames): this(Texture, 1, NumberOfFrames) { } } } For even more comprehending, if needed, here is how the main code looks like (it's just messing with the class' capacities, nothing actually; the result is a disembodied feet walking in place animation on the top-left of the screen and a static axe nearby): using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; using System.Threading; namespace Mobby_s_Adventure { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; static List<Sprite> ToDraw; static Texture2D AxeSheet; static Texture2D FeetSheet; static SheetManager Axe; static Sprite Jojora; static AnimationLocation[] Hack = new AnimationLocation[1]; static SheetManager Feet; static Sprite Mutoh; static AnimationLocation[] FeetAnimations = new AnimationLocation[2]; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; this.TargetElapsedTime = TimeSpan.FromMilliseconds(100); this.IsFixedTimeStep = true; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // Loading logic ToDraw = new List<Sprite>(); AxeSheet = Content.Load<Texture2D>("Sheet"); FeetSheet = Content.Load<Texture2D>("Feet Sheet"); Axe = new SheetManager(AxeSheet, 1); Hack[0] = new AnimationLocation(0, 1); Jojora = new Sprite(Axe, Hack, new Vector2(100, 100), new Vector2(5, 55)); Jojora.AnimationID = 0; Jojora.FrameID = 0; Feet = new SheetManager(FeetSheet, 8); FeetAnimations[0] = new AnimationLocation(1, 7); FeetAnimations[1] = new AnimationLocation(0, 1); Mutoh = new Sprite(Feet, FeetAnimations, new Vector2(0, 0)); Mutoh.AnimationID = 0; Mutoh.FrameID = 0; } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // Update logic Mutoh.FrameID++; ToDraw.Add(Mutoh); ToDraw.Add(Jojora); base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Purple); // Drawing logic spriteBatch.Begin(); foreach (Sprite Element in ToDraw) { Element.Draw(spriteBatch); } spriteBatch.Draw(Content.Load<Texture2D>("Sheet"), new Rectangle(50, 50, 55, 60), Color.White); spriteBatch.End(); base.Draw(gameTime); } } } Please help me find out what I'm overlooking! One thing that I have noticed and could aid is that, if inserted the equivalent of this code spriteBatch.Draw( Content.Load<Texture2D>("Image Location"), new Rectangle(X, Y, images width, height), Color.White ); in Project2's Draw(GameTime) of the main loop, it works. EDIT Ok, even if the matter remains unsolved, I have made some more progress! As you see, I managed to get the two kinds of rendering in the same project (the aforementioned Project2, with the more complex Sprite class). This was achieved by adding the following code to Draw(GameTime): protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Purple); // Drawing logic spriteBatch.Begin(); foreach (Sprite Element in ToDraw) { Element.Draw(spriteBatch); } // Starting here spriteBatch.Draw( Axe.Texture, new Vector2(65, 100), new Rectangle ( 0, 0, Axe.FrameWidth, Axe.FrameHeight ), Color.White, 0.0f, new Vector2(0, 0), 1.0f, SpriteEffects.None, 0.0f ); // Ending here spriteBatch.End(); base.Draw(gameTime); } (Supposing that Axe is the SheetManager containing the texture, sorry if the "jargons" of my code confuse you :s) Thus, I have noticed that the problem is within the Sprite class. But I only get more clueless, because even after modifying its Draw function to this: public void Draw(SpriteBatch Drafter) { /*Drafter.Draw( Sheet.Texture, Position, Sheet.Rectangles[Animation[AnimationID].Location + FrameID], // Find the rectangle which frames the wanted image; _Tint, Angle, Axis, Scale, _Effect, 0.0f );*/ Drafter.Draw( Sheet.Texture, Position, new Rectangle( 0, 0, Sheet.FrameWidth, Sheet.FrameHeight ), Color.White, 0.0f, Vector2.Zero, Scale, SpriteEffects.None, 0 ); } to make it as simple as the patch of code that works, it still draws the sprite jaggedly!

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  • Draw a Custom cell for tableview ( uitableview ) , with changed colors and separator color and width

    - by Madhup
    Hi, I want to draw the background of a UITableViewCell which has a grouped style. The problem with me is I am not able to call the -(void)drawRect:(CGRect)rect or I think it should be called programmatically... I have taken code from following link . http://stackoverflow.com/questions/400965/how-to-customize-the-background-border-colors-of-a-grouped-table-view/1031593#1031593 // // CustomCellBackgroundView.h // // Created by Mike Akers on 11/21/08. // Copyright 2008 __MyCompanyName__. All rights reserved. // #import <UIKit/UIKit.h> typedef enum { CustomCellBackgroundViewPositionTop, CustomCellBackgroundViewPositionMiddle, CustomCellBackgroundViewPositionBottom, CustomCellBackgroundViewPositionSingle } CustomCellBackgroundViewPosition; @interface CustomCellBackgroundView : UIView { UIColor *borderColor; UIColor *fillColor; CustomCellBackgroundViewPosition position; } @property(nonatomic, retain) UIColor *borderColor, *fillColor; @property(nonatomic) CustomCellBackgroundViewPosition position; @end // // CustomCellBackgroundView.m // // Created by Mike Akers on 11/21/08. // Copyright 2008 __MyCompanyName__. All rights reserved. // #import "CustomCellBackgroundView.h" static void addRoundedRectToPath(CGContextRef context, CGRect rect, float ovalWidth,float ovalHeight); @implementation CustomCellBackgroundView @synthesize borderColor, fillColor, position; - (BOOL) isOpaque { return NO; } - (id)initWithFrame:(CGRect)frame { if (self = [super initWithFrame:frame]) { // Initialization code } return self; } - (void)drawRect:(CGRect)rect { // Drawing code CGContextRef c = UIGraphicsGetCurrentContext(); CGContextSetFillColorWithColor(c, [fillColor CGColor]); CGContextSetStrokeColorWithColor(c, [borderColor CGColor]); CGContextSetLineWidth(c, 2.0); if (position == CustomCellBackgroundViewPositionTop) { CGFloat minx = CGRectGetMinX(rect) , midx = CGRectGetMidX(rect), maxx = CGRectGetMaxX(rect) ; CGFloat miny = CGRectGetMinY(rect) , maxy = CGRectGetMaxY(rect) ; minx = minx + 1; miny = miny + 1; maxx = maxx - 1; maxy = maxy ; CGContextMoveToPoint(c, minx, maxy); CGContextAddArcToPoint(c, minx, miny, midx, miny, ROUND_SIZE); CGContextAddArcToPoint(c, maxx, miny, maxx, maxy, ROUND_SIZE); CGContextAddLineToPoint(c, maxx, maxy); // Close the path CGContextClosePath(c); // Fill & stroke the path CGContextDrawPath(c, kCGPathFillStroke); return; } else if (position == CustomCellBackgroundViewPositionBottom) { CGFloat minx = CGRectGetMinX(rect) , midx = CGRectGetMidX(rect), maxx = CGRectGetMaxX(rect) ; CGFloat miny = CGRectGetMinY(rect) , maxy = CGRectGetMaxY(rect) ; minx = minx + 1; miny = miny ; maxx = maxx - 1; maxy = maxy - 1; CGContextMoveToPoint(c, minx, miny); CGContextAddArcToPoint(c, minx, maxy, midx, maxy, ROUND_SIZE); CGContextAddArcToPoint(c, maxx, maxy, maxx, miny, ROUND_SIZE); CGContextAddLineToPoint(c, maxx, miny); // Close the path CGContextClosePath(c); // Fill & stroke the path CGContextDrawPath(c, kCGPathFillStroke); return; } else if (position == CustomCellBackgroundViewPositionMiddle) { CGFloat minx = CGRectGetMinX(rect) , maxx = CGRectGetMaxX(rect) ; CGFloat miny = CGRectGetMinY(rect) , maxy = CGRectGetMaxY(rect) ; minx = minx + 1; miny = miny ; maxx = maxx - 1; maxy = maxy ; CGContextMoveToPoint(c, minx, miny); CGContextAddLineToPoint(c, maxx, miny); CGContextAddLineToPoint(c, maxx, maxy); CGContextAddLineToPoint(c, minx, maxy); CGContextClosePath(c); // Fill & stroke the path CGContextDrawPath(c, kCGPathFillStroke); return; } else if (position == CustomCellBackgroundViewPositionSingle) { CGFloat minx = CGRectGetMinX(rect) , midx = CGRectGetMidX(rect), maxx = CGRectGetMaxX(rect) ; CGFloat miny = CGRectGetMinY(rect) , midy = CGRectGetMidY(rect) , maxy = CGRectGetMaxY(rect) ; minx = minx + 1; miny = miny + 1; maxx = maxx - 1; maxy = maxy - 1; CGContextMoveToPoint(c, minx, midy); CGContextAddArcToPoint(c, minx, miny, midx, miny, ROUND_SIZE); CGContextAddArcToPoint(c, maxx, miny, maxx, midy, ROUND_SIZE); CGContextAddArcToPoint(c, maxx, maxy, midx, maxy, ROUND_SIZE); CGContextAddArcToPoint(c, minx, maxy, minx, midy, ROUND_SIZE); // Close the path CGContextClosePath(c); // Fill & stroke the path CGContextDrawPath(c, kCGPathFillStroke); return; } } - (void)dealloc { [borderColor release]; [fillColor release]; [super dealloc]; } @end static void addRoundedRectToPath(CGContextRef context, CGRect rect, float ovalWidth,float ovalHeight) { float fw, fh; if (ovalWidth == 0 || ovalHeight == 0) {// 1 CGContextAddRect(context, rect); return; } CGContextSaveGState(context);// 2 CGContextTranslateCTM (context, CGRectGetMinX(rect),// 3 CGRectGetMinY(rect)); CGContextScaleCTM (context, ovalWidth, ovalHeight);// 4 fw = CGRectGetWidth (rect) / ovalWidth;// 5 fh = CGRectGetHeight (rect) / ovalHeight;// 6 CGContextMoveToPoint(context, fw, fh/2); // 7 CGContextAddArcToPoint(context, fw, fh, fw/2, fh, 1);// 8 CGContextAddArcToPoint(context, 0, fh, 0, fh/2, 1);// 9 CGContextAddArcToPoint(context, 0, 0, fw/2, 0, 1);// 10 CGContextAddArcToPoint(context, fw, 0, fw, fh/2, 1); // 11 CGContextClosePath(context);// 12 CGContextRestoreGState(context);// 13 } but the problem is my drawRect is not getting called automatically......... I am doing it like this. CustomCellBackgroundView *custView = [[CustomCellBackgroundView alloc] initWithFrame:CGRectMake(0,0,320,44)]; [cell setBackgroundView:custView]; [custView release]; and doing this gives me transparent cell. I tried and fought with code but could get any results. Please help me out. I am really having no idea how this code will run.

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  • Disable Ethernet permanently to speed up boot time

    - by Anwar Shah
    I do not use the wired Ethernet Card. It seems to me that, Ubuntu is always trying in boot time to check the network via eth0, Which consumes some times and I guess this may slow down the boot process a bit. My dmesg output is below (partial) 2012-06-11 23:06:47 Ubuntu-KDE kernel [ 1.985592] input: Video Bus as /devices/LNXSYSTM:00/device:00/PNP0A08:00/LNXVIDEO:01/input/input5 2012-06-11 23:06:47 Ubuntu-KDE kernel [ 1.985651] ACPI: Video Device [GFX0] (multi-head: yes rom: no post: no) 2012-06-11 23:06:47 Ubuntu-KDE kernel [ 1.985693] [drm] Initialized i915 1.6.0 20080730 for 0000:00:02.0 on minor 0 2012-06-11 23:06:47 Ubuntu-KDE kernel [ 2.056261] firewire_core: created device fw0: GUID 00023f87af41fd7d, S400 2012-06-11 23:06:47 Ubuntu-KDE kernel [ 3.710435] EXT4-fs (sda9): mounted filesystem with ordered data mode. Opts: (null) A big time here..... 2012-06-11 23:06:47 Ubuntu-KDE kernel [ 13.466642] ADDRCONF(NETDEV_UP): eth0: link is not ready 2012-06-11 23:06:47 Ubuntu-KDE kernel [ 14.125296] Adding 1050620k swap on /dev/sda6. Priority:-1 extents:1 across:1050620k 2012-06-11 23:06:47 Ubuntu-KDE kernel [ 14.226952] EXT4-fs (sda9): re-mounted. Opts: (null) 2012-06-11 23:06:47 Ubuntu-KDE kernel [ 14.335012] snd_hda_intel 0000:00:1b.0: PCI INT A - GSI 22 (level, low) - IRQ 22 2012-06-11 23:06:47 Ubuntu-KDE kernel [ 14.335091] snd_hda_intel 0000:00:1b.0: irq 45 for MSI/MSI-X 2012-06-11 23:06:47 Ubuntu-KDE kernel [ 14.335128] snd_hda_intel 0000:00:1b.0: setting latency timer to 64 2012-06-11 23:06:47 Ubuntu-KDE kernel [ 14.346410] input: Ideapad extra buttons as /devices/platform/ideapad/input/input6 2012-06-11 23:06:47 Ubuntu-KDE kernel [ 14.428551] input: HDA Intel Headphone as /devices/pci0000:00/0000:00:1b.0/sound/card0/input7 2012-06-11 23:06:47 Ubuntu-KDE kernel [ 14.436958] cfg80211: Calling CRDA to update world regulatory domain 2012-06-11 23:06:47 Ubuntu-KDE kernel [ 14.476550] Linux video capture interface: v2.00 2012-06-11 23:06:47 Ubuntu-KDE kernel [ 14.486385] uvcvideo: Found UVC 1.00 device USB 2.0 Camera (04f2:b008) So, My question is How can I disable the Ethernet card completely, so that kernel will not try to use that?

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  • SQL SERVER – Retrieve SQL Server Installation Date Time

    - by pinaldave
    I have been asked this question number of times and my answer always have been – search online and you will find the answer. Every single time when someone has followed my answer – they have found accurate answer in first few clicks. However increasingly this question getting very popular so I have decided to answer this question here. I usually prefer to create my own T-SQL script but in today’s case, I have taken the script from web. I have seen this script at so many places I do not know who is original creator so not sure who should get credit for the same. Question: How to retrieve SQL Server Installation date? Answer: Run following query and it will give you date of SQL Server Installation. SELECT create_date FROM sys.server_principals WHERE sid = 0x010100000000000512000000 Question: I have installed SQL Server Evaluation version how do I know what is the expiry date for it? Answer: SQL Server evaluation period is for 180 days. The expiration date is always 180 days from the initial installation. Following query will give an expiration date of evaluation version. -- Evaluation Version Expire Date SELECT create_date AS InstallationDate, DATEADD(DD, 180, create_date) AS 'Expiry Date' FROM sys.server_principals WHERE sid = 0x010100000000000512000000 GO I believe there is a way to do the same using registry but I have not explored it personally. Now as I said earlier there are many different blog posts on this subject. Let me list a few which I really enjoyed to read personally as they shared few more insights over this subject. Retrieving SQL Server 2012 Evaluation Period Expiry Date How to find the Installation Date for an Evaluation Edition of SQL Server Reference: Pinal Dave (http://blog.sqlauthority.com) Filed under: PostADay, SQL, SQL Authority, SQL DateTime, SQL Query, SQL Server, SQL Tips and Tricks, T SQL, Technology

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  • SQL SERVER – Database in RESTORING State for Long Time

    - by Pinal Dave
    A very interesting question I received the other day. “Our database has been in restoring stage for a long time. We have already restored all the necessary files there. After restoring the files we are expecting that  the database will be in operational mode, however, it is continuously in the restoring mode. Any suggestion?” The question is very common. I sent user follow up emails to understand what is actually going on with the user. I realized after restoring their bak files and log files their database was in the restoring state because they had not restored the latest log file with RECOVERY options. As they had completed all the database restore sequence (bak and log in order), the real need for them was to recover the database from norecovery state. User can restore log files till the database is no recovery mode. If the database is recovered it will be in operation and it can continue database operation. If the database has another operations we cannot restore further log as the chain of the log file after the database is recovered is meaningless. This is the reason why the database has to be norecovery state when it is restored. There are three different ways to recover the database. 1) Recover the database manually with following command. RESTORE DATABASE database_name WITH RECOVERY 2) Recover the database with the last log file. RESTORE LOG database_name FROM backup_device WITH RECOVERY 3) Recover the database when bak is restored RESTORE DATABASE database_name FROM backup_device WITH RECOVERY To understand how the backup restores timeline works read Backup Timeline and Understanding of Database Restore Process in Full Recovery Model. Reference: Pinal Dave (http://blog.sqlauthority.com) Filed under: PostADay, SQL, SQL Authority, SQL Backup and Restore, SQL Query, SQL Server, SQL Tips and Tricks, T SQL, Technology

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