Search Results

Search found 5072 results on 203 pages for 'graph drawing'.

Page 6/203 | < Previous Page | 2 3 4 5 6 7 8 9 10 11 12 13  | Next Page >

  • draw graph in android with dynamically data

    - by Tikam
    In my project i want to draw a graph with dynamically updated data, and data is came from remote device and i update it from my locally sqlite data base. I have to draw a graph dynamically with having two paremeter as horizontally hours of day from {Mid night, 1, 2, ...., 11, Noon, 1 , 11, Mid Night} and vertically parameter as {One , two, Three, Four}. At particular hour i get data value from my sqlite and want to draw it on graph, and any particular hour have different value like "One", "two" etc. and i want to draw graph with hour help. Thanks in advance

    Read the article

  • Simple iPhone drawing app with Quartz 2D

    - by Mr guy 4
    I am making a simple iPhone drawing program as a personal side-project. I capture touches event in a subclassed UIView and render the actual stuff to a seperate CGLayer. After each render, I call [self setNeedsLayout] and in the drawRect: method I draw the CGLayer to the screen context. This all works great and performs decently for drawing rectangles. However, I just want a simple "freehand" mode like a lot of other iPhone applications have. The way I thought to do this was to create a CGMutablePath, and simply: CGMutablePathRef path; -(void)touchBegan { path = CGMutablePathCreate(); } -(void)touchMoved { CGPathMoveToPoint(path,NULL,x,y); CGPathAddLineToPoint(path,NULL,x,y); } -(void)drawRect:(CGContextRef)context { CGContextBeginPath(context); CGContextAddPath(context,path); CGContextStrokePath(context); } However, after drawing for more than 1 second, performance degrades miserably. I would just draw each line into the off-screen CGLayer, if it were not for variable opacity! The less-than-100% opacity causes dots to be left on the screen connecting the lines. I have looked at CGContextSetBlendingMode() but alas I cannot find an answer. Can anyone point me in the right direction? Other iPhone apps are able to do this with very good efficiency.

    Read the article

  • Drawing to the canvas

    - by Mattl
    I'm writing an android application that draws directly to the canvas on the onDraw event of a View. I'm drawing something that involves drawing each pixel individually, for this I use something like: for (int x = 0; x < xMax; x++) { for (int y = 0; y < yMax; y++){ MyColour = CalculateMyPoint(x, y); canvas.drawPoint(x, y, MyColour); } } The problem here is that this takes a long time to paint as the CalculateMyPoint routine is quite an expensive method. Is there a more efficient way of painting to the canvas, for example should I draw to a bitmap and then paint the whole bitmap to the canvas on the onDraw event? Or maybe evaluate my colours and fill in an array that the onDraw method can use to paint the canvas? Users of my application will be able to change parameters that affect the drawing on the canvas. This is incredibly slow at the moment.

    Read the article

  • Image drawing library for Haskell?

    - by absz
    I'm working on a Haskell program for playing spatial games: I have a graph of a bunch of "individuals" playing the Prisoner's Dilemma, but only with their immediate neighbors, and copying the strategies of the people who do best. I've reached a point where I need to draw an image of the world, and this is where I've hit problems. Two of the possible geometries are easy: if people have four or eight neighbors each, then I represent each one as a filled square (with color corresponding to strategy) and tile the plane with these. However, I also have a situation where people have six neighbors (hexagons) or three neighbors (triangles). My question, then, is: what's a good Haskell library for creating images and drawing shapes on them? I'd prefer that it create PNGs, but I'm not incredibly picky. I was originally using Graphics.GD, but it only exports bindings to functions for drawing points, lines, arcs, ellipses, and non-rotated rectangles, which is not sufficient for my purposes (unless I want to draw hexagons pixel by pixel*). I looked into using foreign import, but it's proving a bit of a hassle (partly because the polygon-drawing function requires an array of gdPoint structs), and given that my requirements may grow, it would be nice to use an in-Haskell solution and not have to muck about with the FFI (though if push comes to shove, I'm willing to do that). Any suggestions? * That is also an option, actually; any tips on how to do that would also be appreciated, though I think a library would be easier.

    Read the article

  • Oracle Spatial renamed Oracle Spatial and Graph

    - by Cinzia Mascanzoni
    As of the July 19th, 2012 Global Price List, we have renamed "Oracle Spatial" to "Oracle Spatial and Graph". We have made this change to highlight the existing network and semantic graph capabilities in Oracle Spatial and in recognition of the increasing market demand for graph database capabilities. Oracle Spatial and Graph has the same pricing and features as the current Oracle Spatial. This is a product name change only.

    Read the article

  • Munin 2 data not showing up on graph

    - by letronje
    I have a fresh installation of Munin 2.0.1 on my Ubuntu 12.04 and the first time I tried to view graphs, it showed them properly(After installation, I had to follow http://munin-monitoring.org/wiki/CgiHowto2 to set it up) After that, the graphs show up, but with with just one data point(single vertical line) as if no data is being collected after I tried it for the first time. In Munin 1.4, there was munin-cron which was run every 5 minutes and I saw new data being plotted in the graph atleast every 5 minutes. But If there is no cron job in v2, How does data collection work with Munin2 ? Is the data collected when the graphs are requested ? The file timestamps in /var/lib/munin have not changed after the first time I tried the graphs. But i do see munin-node process running(restarted in several times). I also see no errors in the munin node log files or apache2 log files. Any idea what could be wrong ? Screenshot : http://i.imgur.com/uzuAK.png Also, is there a way to pre-create graphs instead of doing it dynamically, on the fly ?

    Read the article

  • Windows Phone Mango: Making a drawing app with various brushes option

    - by Md. Abdul Munim
    I am trying to make a drawing app. The purpose is simple. Let the user draw something on a canvas with various brush options like square brush,far brush,pencil brush and many more like any other drawing app available in android market. At present I can let the user draw smooth curves using following code: currentPoint = e.GetPosition(this.canvas); Line line = new Line() { X1 = currentPoint.X, Y1 = currentPoint.Y, X2 = oldPoint.X, Y2 = oldPoint.Y }; line.Stroke = new SolidColorBrush(Colors.Purple); line.StrokeThickness = 2; this.drawnImage.Add(line); this.canvas.Children.Add(line); oldPoint = currentPoint; Now I want some custom brush options and let the user draw using that.How can I achieve that? Thanks in advance.

    Read the article

  • Drawing Sprites for iOS games on iPad

    - by TheGamingArt
    So, I'm quite new and confused on the way to tackle creating sprites/sprite sheets for iOS games. I own the full CS5 sweet and have been told that fireworks is the best way to go for creating these (although I don't have the slightest idea in how yet and would love some tutorials/books specifying sprite sheet creation). My thoughts directed me towards tablet drawing, as I am awful at drawing with a mouse and/or tablet without a screen on it (such as a basic wacom). I was thinking about getting an iPad, as this would provide me with an iPad for testing purposes and a tablet. Does anyone know if it's possible (or even a good idea) to draw out your sprites on the iPad. Is it possible to export them out into Fireworks and such?

    Read the article

  • Drawing rectangles on a grid in a web browser

    - by Dhruv
    I would like to create an online, simple WYSIWYG drawing editor allowing people to draw rectangular shapes. I'm thinking of a grid which the lines and points can snap on to, ensuring that the lines are strictly vertical or horizontal. I will be parsing the rectangular shapes to obtain some area calculations and compute certain things. How can I achieve the drawing ability? The new canvas tag is good but people have been telling me that IE does not support it. I found some Java applets but I have never programmed in Java before. Is there a way to do this using pure javascript or jquery? Does ASP.NET help at all? Thanks.

    Read the article

  • How does Photoshop (Or drawing programs) blit?

    - by user146780
    I'm getting ready to make a drawing application in Windows. I'm just wondering, do drawing programs have a memory bitmap which they lock, then set each pixel, then blit? I don't understand how Photoshop can move entire layers without lag or flicker without using hardware acceleration. Also in a program like Expression Design, I could have 200 shapes and move them around all at once with no lag. I'm really wondering how this can be done without GPU help. I don't think super efficient algorithms could justify that? Thanks

    Read the article

  • Munin graphing by CGI

    - by Vaughn Hawk
    I have Munin working just fine, but any time I try to do cgi graphing - it just stops graphing... no errors in the log, nothing. I've followed the instructions here: http://munin-monitoring.org/wiki/CgiHowto - and it should be working - here's my munin.conf setup, at least the parts that matter: dbdir /var/lib/munin htmldir /var/www/munin logdir /var/log/munin rundir /var/run/munin tmpldir /etc/munin/templates graph_strategy cgi cgiurl /usr/lib/cgi-bin cgiurl_graph /cgi-bin/munin-cgi-graph And then the host info yada yada - graph_strategy cgi and cgrurl are commented out in munin.conf - that's because if I uncomment them, graphing stops working. Again, I get no errors in logs, just blank images where the graphs used to be. Comment out cgi? As soon as munin html runs again, everything is back to normal. I'm running the latest version of munin and munin-node - I've tried fastcgi and regular cgi - permissions for all of the directories involved are munin:www-data - and my httpd.conf file looks like this: ScriptAlias /cgi-bin/ /usr/lib/cgi-bin/ <Directory /usr/lib/cgi-bin/> AllowOverride None SetHandler fastcgi-script Options ExecCGI -MultiViews +SymLinksIfOwnerMatch Order allow,deny Allow from all </Directory> <Location /cgi-bin/munin-cgi-graph> SetHandler fastcgi-script </Location> Does anyone have any ideas? Without this working, at least from what I understand, Munin just graphs stuff, even if no one is looking at them - you add 100 servers to graph, and this starts to become a problem. Hope someone has ran into this and can help me out. Thanks!

    Read the article

  • How to integrate Facebook the new Graph Api with Authlogic in Ruby on Rails?

    - by amrnt
    I've began with a new project using Authlogic system for Authorization. And I'm now wondering how could I connect Facebook oAuth sessions with my Authlogic session! First of all I want to use and Authlogic-oAuth Gems/Plugins, I what I want to use are just http://github.com/intridea/oauth2 and the interesting http://github.com/nsanta/fbgraph and associate them all with Authlogic. I tried using Authlogic with authlogic-connect extension, but It didnt fill up my needs. And I think the three of the amazing gems above togother will make things done in quality and as I want. Thanks in advance.

    Read the article

  • Diffence between FQL query and Graph API object access

    - by jwynveen
    What's the difference between accessing user data with the Facebook Graph API (http://graph.facebook.com/btaylor) and using the Graph API to make a FQL query of the same user (https://api.facebook.com/method/fql.query?query=QUERY). Also, does anyone know which of them the Facebook Developer Toolkit (for ASP.NET) uses? The reason I ask is because I'm trying to access the logged in user's birthday after they begin a Facebook Connect session on my site, but when I use the toolkit it doesn't return it. However, if I make a manual call to the Graph API for that user object, it does return it. It's possible I might have something wrong with my call from the toolkit. I think I may need to include the session key, but I'm not sure how to get it. Here's the code I'm using: _connectSession = new ConnectSession(APPLICATION_KEY, SECRET_KEY); try { if (!_connectSession.IsConnected()) { // Not authenticated, proceed as usual. statusResponse = "Please sign-in with Facebook."; } else { // Authenticated, create API instance _facebookAPI = new Api(_connectSession); // Load user user user = _facebookAPI.Users.GetInfo(); statusResponse = user.ToString(); ViewData["fb_user"] = user; } } catch (Exception ex) { //An error happened, so disconnect session _connectSession.Logout(); statusResponse = "Please sign-in with Facebook."; }

    Read the article

  • Facebook graph API post to user's wall

    - by Lance
    I'm using the FB graph api to post content to the user's wall. I orginally tried using this method: $wall_post = array(array('message' => 'predicted the', 'name' => 'predicted the'), array('message' => $winning_team, 'name' => $winning_team, 'link' => 'http://www.sportannica.com/teams.php?team='.$winning_team.'&amp;year=2012'), array('message' => 'to beat the', 'name' => 'to beat the',), array('message' => $losing_team, 'name' => $losing_team, 'link' => 'http://www.sportannica.com/teams.php?team='.$losing_team.'&amp;year=2012'), array('message' => 'on '.$game_date.'', 'name' => 'on '.$game_date.''), array('picture' => 'http://www.sportannica.com/img/team_icons/current_season_logos/large/'.$winning_team.'.png')); $res = $facebook->api('/me/feed/', 'post', '$wall_post'); But, much to my surprise, you can't post multiple links to a users wall. So, now I'm using the graph api to post content to a user's wall much like the way spotify does. So, now I've figured out that I need to create custom actions and objects with the open graph dashboard. So, I've created the "predict" action and gave it permission to edit the object "game." So, now I have the code: $facebook = new Facebook(array( 'appId' => 'appID', 'secret' => 'SECRET', 'cookie' => true )); $access_token = $facebook->getAccessToken(); $user = $facebook->getUser(); if($user != 0) { curl -F 'access_token='$.access_token.'' \ -F 'away_team=New York Yankees' \ -F 'home_team=New York Mets' \ -F 'match=http://samples.ogp.me/413385652011237' \ 'https://graph.facebook.com/me/predict-edit-add:predict' } I keep getting an error reading: Parse error: syntax error, unexpected T_CONSTANT_ENCAPSED_STRING Any ideas?

    Read the article

  • facebook graph api does not return all feed items on facebook page

    - by Nick Franceschina
    at the time of this question, if you go here: http://www.facebook.com/realplayer you'll see six posts down, I have posted a photo with a message of "#highfive Cincinnati, OH" but if you to either of these: http://graph.facebook.com/realplayer/feed http://graph.facebook.com/realplayer/tagged the JSON that is returned seemingly includes everything on the wall, except for MY post. there is another photo post from someone else down below mine, and it is showing up (and both my photo and his photo are in the "Fan photos" section) obviously, since I can see everything with these links already, it appears that access_token is not a part of the equation... BUT, some more info: if I use an access_token from a session that isn't me, I can't see the post in the JSON if I use an access_token from MY logged in session, then I DO see the post in the JSON so I'm very confused. if everyone in the world can see those posts on the wall without even authenticating, then I expect all of them to come back in the graph api as well. anyone have thoughts on this? I am aware of the "manage_page" permission... which I can use to get a list of accounts and special offline access tokens for those pages... and that's something I can explore... but it seems like alot of work when my post seemingly SHOULD be there in the graph

    Read the article

  • Scene Graph Traversing Techniques

    - by Bunkai.Satori
    Scene Graph seems to be the most effective way of representing the game world. The game world usually tends to be as large as the memory and device can handle. In contrast, the screen of the device captures only a fraction of the Game World/Scene Graph. Ideally, I wish to process(update and render) only the visible game objects/nodes on per-frame basis. My question therefore is, how to traverse the scene graph so, that I will focus only on the game notes that are in the camera frustum? How to organize data so that I can easily focus only on the scene graph nodes visible to me? What are techniques to minimize scenegraph traversal time? Is there such way as more effective traversal, or do I have to traverse whole scene graph on per-frame basis?

    Read the article

  • UIView: how to do non-destructive drawing?

    - by Caffeine Coma
    My original question: I'm creating a simple drawing application and need to be able to draw over existing, previously drawn content in my drawRect. What is the proper way to draw on top of existing content without entirely replacing it? Based on answers received here and elsewhere, here is the deal. You should be prepared to redraw the entire rectangle whenever drawRect is called. You cannot prevent the contents from being erased by doing the following: [self setClearsContextBeforeDrawing: NO]; This is merely a hint to the graphics engine that there is no point in having it pre-clear the view for you, since you will likely need to re-draw the whole area anyway. It may prevent your view from being automatically erased, but you cannot depend on it. To draw on top of your view without erasing, do your drawing to an off-screen bitmap context (which is never cleared by the system.) Then in your drawRect, copy from this off-screen buffer to the view. Example: - (id) initWithCoder: (NSCoder*) coder { if (self = [super initWithCoder: coder]) { self.backgroundColor = [UIColor clearColor]; CGSize size = self.frame.size; drawingContext = [self createDrawingBufferContext: size]; } return self; } - (CGContextRef) createOffscreenContext: (CGSize) size { CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB(); CGContextRef context = CGBitmapContextCreate(NULL, size.width, size.height, 8, size.width*4, colorSpace, kCGImageAlphaPremultipliedLast); CGColorSpaceRelease(colorSpace); CGContextTranslateCTM(context, 0, size.height); CGContextScaleCTM(context, 1.0, -1.0); return context; } - (void)drawRect:(CGRect) rect { UIGraphicsPushContext(drawingContext); CGImageRef cgImage = CGBitmapContextCreateImage(drawingContext); UIImage *uiImage = [[UIImage alloc] initWithCGImage:cgImage]; UIGraphicsPopContext(); CGImageRelease(cgImage); [uiImage drawInRect: rect]; [uiImage release]; } TODO: can anyone optimize the drawRect so that only the (usually tiny) modified rectangle region is used for the copy?

    Read the article

  • Optimize a views drawing code

    - by xon1c
    Hi, in a simple drawing application I have a model which has a NSMutableArray curvedPaths holding all the lines the user has drawn. A line itself is also a NSMutableArray, containing the point objects. As I draw curved NSBezier paths, my point array has the following structure: linePoint, controlPoint, controlPoint, linePoint, controlPoint, controlPoint, etc... I thought having one array holding all the points plus control points would be more efficient than dealing with 2 or 3 different arrays. Obviously my view draws the paths it gets from the model, which leads to the actual question: Is there a way to optimize the following code (inside the view's drawRect method) in terms of speed? int lineCount = [[model curvedPaths] count]; // Go through paths for (int i=0; i < lineCount; i++) { // Get the Color NSColor *theColor = [model getColorOfPath:[[model curvedPaths] objectAtIndex:i]]; // Get the points NSArray *thePoints = [model getPointsOfPath:[[model curvedPaths] objectAtIndex:i]]; // Create a new path for performance reasons NSBezierPath *path = [[NSBezierPath alloc] init]; // Set the color [theColor set]; // Move to first point without drawing [path moveToPoint:[[thePoints objectAtIndex:0] myNSPoint]]; int pointCount = [thePoints count] - 3; // Go through points for (int j=0; j < pointCount; j+=3) { [path curveToPoint:[[thePoints objectAtIndex:j+3] myNSPoint] controlPoint1:[[thePoints objectAtIndex:j+1] myNSPoint] controlPoint2:[[thePoints objectAtIndex:j+2] myNSPoint]]; } // Draw the path [path stroke]; // Bye stuff [path release]; [theColor release]; } Thanks, xonic

    Read the article

  • Facebook Graph Api doesn't redirect to my callback

    - by Pentium10
    I am following the steps to do the authorization as described here, but I am not redirected to my callback url. I get the following five steps after calling the first one: https://graph.facebook.com/oauth/authorize?display=touch&client_id=...&redirect_uri=... https://www.facebook.com/connect/uiserver.php?display=touch&client_id=...&redirect_uri=...&next=https://graph.facebook.com/oauth/authorize_success?display=touch&client_id=...&redirect_uri=...&type=web_server&cancel_url=https://graph.facebook.com/oauth/authorize_cancel?display=touch&client_id=...&redirect_uri=...&method=permissions.request&return_session=1 http://www.facebook.com/ http://touch.facebook.com/?w2m http://touch.facebook.com/login.php?next=http://touch.facebook.com/?w2m&cancel=http://touch.facebook.com/?w2m&fbconnect=0&r39c26cf0&refid=108 As you see the 5th steps just displays the login screen. If I log in, or I am already logged in I am presented with the home page. I use my application key, and the connect url of the app I've setup in FB Developers page. What I am doing wrong, why I am not redirected to my url?

    Read the article

  • Graph theory in python

    - by Dan
    I was wondering how people deal with graph theory in python? How is a graph stored? Are there libraries for this? For example how would I input a graph and then find its Chromatic polynomial? Or its girth? Or the number of unique spanning trees? How about problems that involve edge weight like salesman problems? I don't need all of these answered, I'm just looking for a method or tool set that will be able to help me approach solve problems like this. Thanks, Dan

    Read the article

  • Graph coloring Algorithm

    - by Amitd
    From wiki In its simplest form, it is a way of coloring the vertices of a graph such that no two adjacent vertices share the same color; this is called a vertex coloring. Similarly, an edge coloring assigns a color to each edge so that no two adjacent edges share the same color, and a face coloring of a planar graph assigns a color to each face or region so that no two faces that share a boundary have the same color. Given 'n' colors and m vertices, how easily can a graph coloring algorithm be implemented? Lan

    Read the article

  • Graph Generation in flex

    - by Roshan
    I need to generate a graph using the following XML in FLEX. [Bindable] public var stockDataAC:ArrayCollection = new ArrayCollection( [ {date: "2010, 4, 27", close: 41.71}, {date: "2010, 4, 28", close: 42.21}, {date: "2010, 5, 2", close: 42.71}, {date: "2010, 5, 3", close: 42.99}, {date: "2010, 5, 4", close: 44} ]); .............. < mx:horizontalAxis < mx:DateTimeAxis dataUnits="days" displayLocalTime="true" parseFunction="myParseFunction" / < /mx:horizontalAxis But this displays the graph from 2010/4/27 till 2010/5/4 including 2010/4/29, 2010/4/30 and 2010/5/1. I require the graph to display only the points in XML and exclude remaining thought it lies in between since it contains no data. How this can be done?

    Read the article

  • construct graph from python set type.

    - by Vincent
    The sort question, is the an off the self function to make a graph from a set of python sets? The longer: I have several python set types. They each overlap or some are sub sets of others. I would like to make a graph (as in nodes and edges) with the edges weighted by common intersection of the sets. There are several graphing packages for python. (NetworkX, igraph,...) I am not familiar with the use of any of them. Will any of them make a graph directly from a list of sets ie, MakeGraphfromSets(alistofsets) If not do you know of an example of how to take the list of sets to define the edges. It actually looks like it might be straight forward but an example is always good to have.

    Read the article

  • Optimizing Dijkstra for dense graph?

    - by Jason
    Is there another way to calculate the shortest path for a near complete graph other than Dijkstra? I have about 8,000 nodes and about 18 million edges. I've gone through the thread "a to b on map" and decided to use Dijkstra. I wrote my script in Perl using the Boost::Graph library. But the result isn't what I expected. It took about 10+ minutes to calculate one shortest path using the call $graph-dijkstra_shortest_path($start_node,$end_node); I understand there are a lot of edges and it may be the reason behind the slow running time. Am I dead in the water? Is there any other way to speed this up?

    Read the article

  • Which C++ graph library should I use?

    - by mspoerr
    Hello, I found the following graph libraries, but I am not sure which one I should use. Maybe there are some more... Graphviz (http://www.graphviz.org/) Boost Graph Library (http://www.boost.org/doc/libs/1_42_0/libs/graph/doc/index.html) Lemon (http://lemon.cs.elte.hu/trac/lemon) igraph (http://igraph.sourceforge.net/introduction.html) What it should do: draw a undirected network map come as header only or static lib for Windows the output format should be user editable Graphviz is the only one I tried so far, but I found no static lib for it, I failed to build it by my own and the documentation could be better. Therefore I looked around and found these other three libs. I would be glad to get some recommendations which lib to choose. Thanks, /mspoerr

    Read the article

< Previous Page | 2 3 4 5 6 7 8 9 10 11 12 13  | Next Page >