Search Results

Search found 4575 results on 183 pages for 'gavin black'.

Page 60/183 | < Previous Page | 56 57 58 59 60 61 62 63 64 65 66 67  | Next Page >

  • WPF Textbox & Borders - curious resizing behavior

    - by CitizenParker
    The following XAML produces a window with strange behavior around the textbox: <Window x:Class="WpfSandbox.CuriousExample" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" Title="CuriousExample" Height="300" Width="300"> <DockPanel Margin="15"> <TextBox BorderThickness="1" BorderBrush="#FF000000"></TextBox> </DockPanel> </Window> What happens, at least during my limited testing, is that the textbox renders with an inset border pattern (top/left is black, right/bottom is grey). However, when you resize to any position except the original, the entire textbox border goes to black. Whenever you return the window to the exact number of on-screen pixels the form had when it first loaded, it's inset again. I'm guessing it isn't pixel snapping as I can easily correct the problem with this code: <Window x:Class="WpfSandbox.CuriousExample" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" Title="CuriousExample" Height="300" Width="300"> <DockPanel Margin="15"> <Border BorderThickness="1" BorderBrush="#FF000000"> <TextBox BorderThickness="0" ></TextBox> </Border> </DockPanel> </Window> Anyone care to venture an explanation as to what I'm seeing? Or is it all in my head? Like I said, the above workaround can resolve this problem - just trying to understand what is happening here. Thanks, -Scott

    Read the article

  • Problem on "Finding cursor position" function

    - by sanceray3
    Hi all, Few days ago, I have found a solution to obtain the cursor position on a div with contentedit="true". I use the solution defined on this web site : Finding cursor position in a contenteditable div function getCursorPos() { var cursorPos; if (window.getSelection) { var selObj = window.getSelection(); var selRange = selObj.getRangeAt(0); cursorPos = findNode(selObj.anchorNode.parentNode.childNodes, selObj.anchorNode) + selObj.anchorOffset; /* FIXME the following works wrong in Opera when the document is longer than 32767 chars */ } else if (document.selection) { var range = document.selection.createRange(); var bookmark = range.getBookmark(); /* FIXME the following works wrong when the document is longer than 65535 chars */ cursorPos = bookmark.charCodeAt(2) - 11; /* Undocumented function [3] */ } return cursorPos; } function findNode(list, node) { for (var i = 0; i < list.length; i++) { if (list[i] == node) { return i; } } return -1; } It functions well, but when I use html tags inside the div the pointer doesnt show the correct position. For example if I try to find cursor position on the <strong>cat</strong> is black, the function doesn't return me the good position. But if I try on the cat is black, it functions. Any ideas how to get the position with html tags ? Thanks for your help.

    Read the article

  • How to get the "real" colors when exporting a GDI drawing to bmp

    - by Rodrigo
    Hi guys I'm developing a ASP.Net web handler that returns images making a in-memory System.Windows.Forms.Control and then exports the rendered control as a bitmap compressed to PNG, using the method DrawToBitmap(). The classes are fully working by now, except for a problem with the color assignment. By example, this is a Gauge generated by the web handler. The colors assigned to the inner parts of the gauge are red (#FF0000), yellow (#FFFF00) and green (#00FF00) but I only get a dully version of each color (#CB100F for red, #CCB70D for yellow and #04D50D for green). The background is a bmp file containing the color gradient. The color loss happens whether the background is a gradient as the sample, a black canvas, a white canvas, a transparent canvas, even when there is not a background set. With black background With transparent background With a white background Without a background set With pixel format in Format32bppArgb I've tried multiple bitmap color deeps, output formats, compression level, etc. but none of them seems to work. Any ideas? This is a excerpt of the source code: Bitmap bmp = new Bitmap(w, h, System.Drawing.Imaging.PixelFormat.Format32bppPArgb); Image bgimage = (Image) HttpContext.GetGlobalResourceObject("GraphicResources", "GaugeBackgroundImage"); Canvas control_canvas = new Canvas(); .... //the routine that makes the gauge .... control_canvas.DrawToBitmap(bmp, new Rectangle(0, 0, w, h));

    Read the article

  • GLSL shader render to texture not saving alpha value

    - by quadelirus
    I am rendering to a texture using a GLSL shader and then sending that texture as input to a second shader. For the first texture I am using RGB channels to send color data to the second GLSL shader, but I want to use the alpha channel to send a floating point number that the second shader will use as part of its program. The problem is that when I read the texture in the second shader the alpha value is always 1.0. I tested this in the following way: at the end of the first shader I did this: gl_FragColor(r, g, b, 0.1); and then in the second texture I read the value of the first texture using something along the lines of vec4 f = texture2D(previous_tex, pos); if (f.a != 1.0) { gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0); return; } No pixels in my output are black, whereas if I change the above code to read gl_FragColor(r, g, 0.1, 1.0); //Notice I'm now sending 0.1 for blue and in the second shader vec4 f = texture2D(previous_tex, pos); if (f.b != 1.0) { gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0); return; } All the appropriate pixels are black. This means that for some reason when I set the alpha value to something other than 1.0 in the first shader and render to a texture, it is still seen as being 1.0 by the second shader. Before I render to texture I glDisable(GL_BLEND); It seems pretty clear to me that the problem has to do with OpenGL handling alpha values in some way that isn't obvious to me since I can use the blue channel in the way I want, and figured someone out there will instantly see the problem.

    Read the article

  • Can FAXCOMEXLib and Windows Fax Service send a color fax?

    - by Craig
    We are in the process of testing different options for sending faxes from within our C# code (receiving faxes is not necessary). One of those options is to use FAXCOMEXLib. Without surprise, I've had pretty good success sending out black & white faxes with FAXCOMExLib. But we also have a requirement to support sending color faxes. So I execute the following code (just a snippet): IFaxDocument oFaxDoc = new FaxDocumentClass(); oFaxDoc.Body = @"C:\Test\color_image.jpg"; oFaxDoc.ConnectedSubmit(m_oFaxServer); The image is 24bit color, 1728x2304, 204x196 dpi. For the most part, this process works (with a couple of small quirks) and the fax shows up in my "Windows Fax and Scan" outbox (I'm on Vista). The problem is the image has been dithered to a 1bit black & white image. I assume that what I see in "Windows Fax and Scan" is what is actually transmitted. So is there a way to send a color fax using this technology? Are we missing a configuration option somewhere to make it work?

    Read the article

  • How do I change the color settings in emacs23 running in a terminal console?

    - by Anonymous
    I use xterm and set its appearance in ~/.Xdefaults: XTerm*background: paleTurquoise XTerm*foreground: black I also use emacs, but set its appearance differently in ~/.emacs: (set-background-color "black") (set-foreground-color "yellow") I usually run emacs within the terminal console with emacs -nw, rather than creating a separate X window. For some reason, this doesn't work properly for emacs23; instead, emacs retains the pale turquoise background of my xterm window. Looking at what's new in emacs23, I noted that: ** When running in a new enough xterm (newer than version 242), Emacs asks xterm what the background color is and it sets up faces accordingly for a dark background if needed (the current default is to consider the background light). So it's a feature, not a bug? Anyway, is there some way that I can I tell emacs23 to ignore the xterm background settings when running in console mode, and use the settings in ~/.emacs instead? I'll also note that: Running M-x set-background-color within emacs23 -nw has no effect. It works fine in emacs23 running in a separate X window (without the -nw option). It worked fine in emacs22; and I'm not really sure whether I need to use emacs23... It's not just xterm: the same problem exists with $TERM=cygwin, for example.

    Read the article

  • iTextSharp Conversion from Table to pdfPTable

    - by Al.
    I have an old ASP.NET project originally done in ASP.NET 1.1 w/ iText.NET and converted to .NET 2.0 and iTextSharp 4.1.6.0. It uses lots of Table (I'm assuming pdfptable wasn't an option at the time it was created.) I am trying to convert this code to use the latest iTextSharp 5.0.0 dll and now see Table and cell have been removed. I started converting it anyway and soon found there is no equivalent to a lot of the functionality that Table offered. Mainly AddCell no longer allows a col,row setting. There are literally thousands of these calls in this code and the posibility of changing it to generate linearly row by row looks hopeless at the moment. The current code looks something like: Dim myTable As New Table(NumReq + 2, IngDS.Tables(0).Rows.Count + 3) myTable.SetWidths(Width) myTable.Width = 100 myTable.Padding = 2 myCell = New Cell(New Phrase("Some Text", New iTextSharp.text.Font(iTextSharp.text.Font.HELVETICA, 8, iTextSharp.text.Font.NORMAL, iTextSharp.text.Color.BLACK))) myCell.SetHorizontalAlignment(Element.ALIGN_RIGHT) myCell.GrayFill = 0.75 myTable.AddCell(myCell, Row, Col) myCell = New Cell(New Phrase("Other Text",New iTextSharp.text.Font(iTextSharp.text.Font.HELVETICA, 8, iTextSharp.text.Font.NORMAL, iTextSharp.text.Color.BLACK))) myCell.GrayFill = 0.75 myTable.AddCell(myCell, Row, Col+1) Before I embark down that road I was hoping someone would be able to point me in a direction that I'm just totally missing that will make this conversion much more simple. Any ideas? Thanks.

    Read the article

  • faster way to change xml to array(grails to flex)

    - by Anthony Umpad
    I have a large xml passed from grails to flex. When flex receives the xml, it converts the xml into an associative array object. Given the large xml file, it takes too long to complete the loop, is there any way in flex to make conversion faster? Below is my sample code. <xml> <car> <model>Vios</model> <type>Sedan</type> <color>Blue</color> </car> <car> <model>Camry</model> <type>Luxury</type> <color>Black</color> </car> </xml> *converted to the flex associative array below.* [Vios].type = Sedan .color = Blue [Camry].type = Luxury .color = Black *Below is a code I used in flex to convert the xml to the associative array object* var tempXML=xml.children() var tempArray:Array= new Array() for(var i:int=0;i<tempXML.length();i++) { tempArray[tempXML[i].@model]= new Object(); tempArray[tempXML[i].@model].color = tempXML[i][email protected](); tempArray[tempXML[i].@model].type = tempXML[i][email protected](); }

    Read the article

  • What's the best way to annotate this ggplot2 plot? [R]

    - by Matt Parker
    Here's a plot: library(ggplot2) ggplot(mtcars, aes(x = factor(cyl), y = hp, group = factor(am), color = factor(am))) + stat_smooth(fun.data = "mean_cl_boot", geom = "pointrange") + stat_smooth(fun.data = "mean_cl_boot", geom = "line") + geom_hline(yintercept = 130, color = "red") + annotate("text", label = "130 hp", x = .22, y = 135, size = 4) I've been experimenting with labeling the geom_hline in a few different ways, each of which does something I want but has a problem that the other methods don't have. annotate(), used above, is nice - the text is resizeable, black, and easy to position. But it can only be placed within the plot itself, not outside the plot like the axis labels. It also makes an "a" appear in the legend, which I can't dismiss with legend = FALSE. legend = FALSE works with geom_text, but I can't get geom_text to just be black - it seems to be getting tangled up in the line colorings. grid.text lets me put the text anywhere I want, but I can't seem to resize it. I can definitely accept the text being inside of the plot area, but I'd like to keep the legend clean. I feel like I'm missing something simple, but I'm just fried. Thanks in advance for your consideration.

    Read the article

  • How do you align text so it is in the middle of a button in Silverlight?

    - by Roy
    Here is the current code I am using: <UserControl xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" x:Class="ButtonPrototype.MainPage" Width="640" Height="480"> <UserControl.Resources> <ControlTemplate x:Key="CellTemplate" TargetType="Button"> <Grid> <Border x:Name="CellBorderBrush" BorderBrush="Black" BorderThickness="1"> <ContentPresenter Content="{TemplateBinding Content}" HorizontalAlignment="Center" VerticalAlignment="Center"/> </Border> </Grid> </ControlTemplate> <Style x:Key="CellStyle" TargetType="Button"> <Setter Property="Template" Value="{StaticResource CellTemplate}"></Setter> <Setter Property="Foreground" Value="Black"></Setter> <Setter Property="FontSize" Value="80"></Setter> <Setter Property="Width" Value="100"></Setter> <Setter Property="Height" Value="100"></Setter> </Style> </UserControl.Resources> <Grid x:Name="LayoutRoot" Background="White"> <Button Content="A" Style="{StaticResource CellStyle}"></Button> </Grid> </UserControl> The Horizontal aligning works but the verticalalignment doesn't do anything. Thanks for your help.

    Read the article

  • iPhone Rendering Question

    - by slythic
    Hi all, I'm new to iPhone/Objective-C development. I "jumped the gun" and started reading and implementing some chapters from O'Reilly's iPhone Development. I was following the ebook's code exactly and my code was generating the following error: CGContextSetFillColorWithColor: invalid context CGContextFillRects: invalid context CGContextSetFillColorWithColor: invalid context CGContextGetShouldSmoothFonts: invalid context However, when I downloaded the sample code for the same chapter the code is different. Book Code: - (void) Render { CGContextRef g = UIGraphicsGetCurrentContext(); //fill background with gray CGContextSetFillColorWithColor(g, [UIColor grayColor].CGColor); CGContextFillRect(g, CGRectMake(0, 0, self.frame.size.width, self.frame.size.height)); //draw text in black. CGContextSetFillColorWithColor(g, [UIColor blackColor].CGColor); [@"O'Reilly Rules!" drawAtPoint:CGPointMake(10.0, 20.0) withFont:[UIFont systemFontOfSize:[UIFont systemFontSize]]]; } Actual Project Code from the website (works): - (void) Render { [self setNeedsDisplay]; //this sets up a deferred call to drawRect. } - (void)drawRect:(CGRect)rect { CGContextRef g = UIGraphicsGetCurrentContext(); //fill background with gray CGContextSetFillColorWithColor(g, [UIColor grayColor].CGColor); CGContextFillRect(g, CGRectMake(0, 0, self.frame.size.width, self.frame.size.height)); //draw text in black. CGContextSetFillColorWithColor(g, [UIColor blackColor].CGColor); [@"O'Reilly Rules!" drawAtPoint:CGPointMake(10.0, 20.0) withFont:[UIFont systemFontOfSize:[UIFont systemFontSize]]]; } What is it about these lines of code that make the app render correctly? - (void) Render { [self setNeedsDisplay]; //this sets up a deferred call to drawRect. } - (void)drawRect:(CGRect)rect { Thanks in advance for helping out a newbie!

    Read the article

  • Fast Lightweight Image Comparisson Metric Algorithm

    - by gav
    Hi All, I am developing an application for the Android platform which contains 1000+ image filters that have been 'evolved'. When a user selects a photo I want to present the most relevant filters first. This 'relevance' should be dependent on previous use cases. I have already developed tools that register when a filtered image is saved; this combination of filter and image can be seen as the training data for my system. The issue is that the comparison must occur between selecting an image and the next screen coming up. From a UI point of view I need the whole process to take less that 4 seconds; select an image- obtain a metric to use for similarity - check against use cases - return 6 closest matches. I figure with 4 seconds I can use animations and progress dialogs to keep the user happy. Due to platform contraints I am fairly limited in the computational expense of the algorithm. I have implemented a technique adapted from various online tutorials for running C code on the G1 and hence this language is available Specific Constraints; Qualcomm® MSM7201A™, 528 MHz Processor 320 x 480 Pixel bitmap in 32 bit ARGB ~ 2 seconds computational time for the native method to get the metric ~ 2 seconds to compare the metric of the current image with training data This is an academic project so all ideas are welcome, anything you can think of or have heard about would be of interest to me. My ideas; I want to keep the complexity down (O(n*m)?) by using pixel data only rather than a neighbourhood function I was looking at using the Colour historgram/Greyscale histogram/Texture/Entropy of the image, combining them to make the measure. There will be an obvious loss of information but I need the resultant metric to be substantially smaller than the memory footprint of the image (~0.512 MB) As I said, any ideas to direct my research would be fantastic. Kind regards, Gavin

    Read the article

  • Gtk, Trying to set GtkLabel text color (gtkrc).

    - by PP
    Hi all, I have written one small gtkrc file and I am trying to set Text color for GtkLabel, but it is not working out following is the rc file. style "my-theme-label" { xthickness = 10 ythickness = 10 bg[NORMAL] = "#ffffff" bg[ACTIVE] = "#ffffff" bg[PRELIGHT] = "#ffffff" bg[SELECTED] = "#ffffff" bg[INSENSITIVE] = "#ffffff" fg[NORMAL] = "#ffffff" fg[INSENSITIVE] = "#ffffff" fg[PRELIGHT] = "#ffffff" fg[SELECTED] = "#ffffff" fg[ACTIVE] = "#ffffff" text[NORMAL] = "#ffffff" text[INSENSITIVE] = "#434346" text[PRELIGHT] = "#ffffff" text[SELECTED] = "#ffffff" text[ACTIVE] = "#ffffff" base[NORMAL] = "#000000" base[INSENSITIVE] = "#00ff00" base[PRELIGHT] = "#0000ff" base[SELECTED] = "#ff00ff" base[ACTIVE] = "#f39638" } widget_class "*<GtkLabel>" style "my-theme-label" My application uses 2 rc files and I have added my rc file using gtk_rc_add_default_file( rcfile ); but this style is not getting set to GtkLabel. Also i tried to create different style for same type of widgets. as follows but in some cases it works and in some it does not work. style "my-button-style-black" { ... } style "my-button-style-white" { ... } widget "*.MyWhiteButton" style "my-button-style-white" widget "*.MyBlackButton" style "my-button-style-black" GtkButton *button = gtk_button_new_with_label("Test"); gtk_widget_set_name(button, "MyWhiteButton"); Is it right? It is not working out. Is it because I am using 2 rc files? Thanks, PP.

    Read the article

  • not Display text

    - by tismon
    <?php header ("Content-type: image/pjpeg"); $string = "manujagadeesh!!!"; $font =8; $width = ImageFontWidth($font)* strlen($string) ; $height = ImageFontHeight($font) ; $im = ImageCreateFromjpeg("sachin.jpg"); $x=100; $y=200; $background_color = imagecolorallocate ($im, 255, 255, 255); //white background $text_color = imagecolorallocate ($im, 0, 0,0);//black text imagestring ($im, $font, $x, $y, $string, $text_color); imagejpeg ($im); ?> this is the add text to image in php wen we inclue the my html page the text is not displaying for eg <?php header ("Content-type: image/pjpeg"); $string = "manujagadeesh!!!"; $font =8; $width = ImageFontWidth($font)* strlen($string) ; $height = ImageFontHeight($font) ; $im = ImageCreateFromjpeg("sachin.jpg"); $x=100; $y=200; $background_color = imagecolorallocate ($im, 255, 255, 255); //white background $text_color = imagecolorallocate ($im, 0, 0,0);//black text imagestring ($im, $font, $x, $y, $string, $text_color); imagejpeg ($im); ?> hi welcome couldn't see the hi wlecome

    Read the article

  • One-sided rounded buttons in Silverlight

    - by xarzu
    I want to make a collection of buttons in silverlight. They are in a collection that goes from left to right and the buttons are lined up so that they are touching on the left and right sides. Here is the rub: The collection has rounded corners but the buttons in between the end buttons in the collection do not have rounded ends. So basically, for the buttons on the far left and right side of the collection, they have to be somewhat special because they have to have one flat vertical side and one rounded side. Is this possible to do in silverlight without resorting to making a special bitmap for the end buttons? One idea I have is somehow declare a canvas with a bitmap background and then have overlapping ellipse and rectangle <Canvas Height="100" HorizontalAlignment="Left" Margin="189,381,0,0" VerticalAlignment="Top" Width="200" Background="Black"> <Rectangle Fill="#FFF4F4F5" HorizontalAlignment="Left" Stroke="Black" Width="58" Height="61" Canvas.Left="7" Canvas.Top="16" /> <Ellipse Fill="#FFF4F4F5" HorizontalAlignment="Left" Stroke="White" Width="65" StrokeThickness="0" Height="59" Canvas.Left="31" Canvas.Top="17" /> </Canvas>

    Read the article

  • undefined reference to function, despite giving reference in c

    - by Jamie Edwards
    I'm following a tutorial, but when it comes to compiling and linking the code I get the following error: /tmp/cc8gRrVZ.o: In function `main': main.c:(.text+0xa): undefined reference to `monitor_clear' main.c:(.text+0x16): undefined reference to `monitor_write' collect2: ld returned 1 exit status make: *** [obj/main.o] Error 1 What that is telling me is that I haven't defined both 'monitor_clear' and 'monitor_write'. But I have, in both the header and source files. They are as follows: monitor.c: // monitor.c -- Defines functions for writing to the monitor. // heavily based on Bran's kernel development tutorials, // but rewritten for JamesM's kernel tutorials. #include "monitor.h" // The VGA framebuffer starts at 0xB8000. u16int *video_memory = (u16int *)0xB8000; // Stores the cursor position. u8int cursor_x = 0; u8int cursor_y = 0; // Updates the hardware cursor. static void move_cursor() { // The screen is 80 characters wide... u16int cursorLocation = cursor_y * 80 + cursor_x; outb(0x3D4, 14); // Tell the VGA board we are setting the high cursor byte. outb(0x3D5, cursorLocation >> 8); // Send the high cursor byte. outb(0x3D4, 15); // Tell the VGA board we are setting the low cursor byte. outb(0x3D5, cursorLocation); // Send the low cursor byte. } // Scrolls the text on the screen up by one line. static void scroll() { // Get a space character with the default colour attributes. u8int attributeByte = (0 /*black*/ << 4) | (15 /*white*/ & 0x0F); u16int blank = 0x20 /* space */ | (attributeByte << 8); // Row 25 is the end, this means we need to scroll up if(cursor_y >= 25) { // Move the current text chunk that makes up the screen // back in the buffer by a line int i; for (i = 0*80; i < 24*80; i++) { video_memory[i] = video_memory[i+80]; } // The last line should now be blank. Do this by writing // 80 spaces to it. for (i = 24*80; i < 25*80; i++) { video_memory[i] = blank; } // The cursor should now be on the last line. cursor_y = 24; } } // Writes a single character out to the screen. void monitor_put(char c) { // The background colour is black (0), the foreground is white (15). u8int backColour = 0; u8int foreColour = 15; // The attribute byte is made up of two nibbles - the lower being the // foreground colour, and the upper the background colour. u8int attributeByte = (backColour << 4) | (foreColour & 0x0F); // The attribute byte is the top 8 bits of the word we have to send to the // VGA board. u16int attribute = attributeByte << 8; u16int *location; // Handle a backspace, by moving the cursor back one space if (c == 0x08 && cursor_x) { cursor_x--; } // Handle a tab by increasing the cursor's X, but only to a point // where it is divisible by 8. else if (c == 0x09) { cursor_x = (cursor_x+8) & ~(8-1); } // Handle carriage return else if (c == '\r') { cursor_x = 0; } // Handle newline by moving cursor back to left and increasing the row else if (c == '\n') { cursor_x = 0; cursor_y++; } // Handle any other printable character. else if(c >= ' ') { location = video_memory + (cursor_y*80 + cursor_x); *location = c | attribute; cursor_x++; } // Check if we need to insert a new line because we have reached the end // of the screen. if (cursor_x >= 80) { cursor_x = 0; cursor_y ++; } // Scroll the screen if needed. scroll(); // Move the hardware cursor. move_cursor(); } // Clears the screen, by copying lots of spaces to the framebuffer. void monitor_clear() { // Make an attribute byte for the default colours u8int attributeByte = (0 /*black*/ << 4) | (15 /*white*/ & 0x0F); u16int blank = 0x20 /* space */ | (attributeByte << 8); int i; for (i = 0; i < 80*25; i++) { video_memory[i] = blank; } // Move the hardware cursor back to the start. cursor_x = 0; cursor_y = 0; move_cursor(); } // Outputs a null-terminated ASCII string to the monitor. void monitor_write(char *c) { int i = 0; while (c[i]) { monitor_put(c[i++]); } } void monitor_write_hex(u32int n) { s32int tmp; monitor_write("0x"); char noZeroes = 1; int i; for (i = 28; i > 0; i -= 4) { tmp = (n >> i) & 0xF; if (tmp == 0 && noZeroes != 0) { continue; } if (tmp >= 0xA) { noZeroes = 0; monitor_put (tmp-0xA+'a' ); } else { noZeroes = 0; monitor_put( tmp+'0' ); } } tmp = n & 0xF; if (tmp >= 0xA) { monitor_put (tmp-0xA+'a'); } else { monitor_put (tmp+'0'); } } void monitor_write_dec(u32int n) { if (n == 0) { monitor_put('0'); return; } s32int acc = n; char c[32]; int i = 0; while (acc > 0) { c[i] = '0' + acc%10; acc /= 10; i++; } c[i] = 0; char c2[32]; c2[i--] = 0; int j = 0; while(i >= 0) { c2[i--] = c[j++]; } monitor_write(c2); } monitor.h: // monitor.h -- Defines the interface for monitor.h // From JamesM's kernel development tutorials. #ifndef MONITOR_H #define MONITOR_H #include "common.h" // Write a single character out to the screen. void monitor_put(char c); // Clear the screen to all black. void monitor_clear(); // Output a null-terminated ASCII string to the monitor. void monitor_write(char *c); #endif // MONITOR_H common.c: // common.c -- Defines some global functions. // From JamesM's kernel development tutorials. #include "common.h" // Write a byte out to the specified port. void outb ( u16int port, u8int value ) { asm volatile ( "outb %1, %0" : : "dN" ( port ), "a" ( value ) ); } u8int inb ( u16int port ) { u8int ret; asm volatile ( "inb %1, %0" : "=a" ( ret ) : "dN" ( port ) ); return ret; } u16int inw ( u16int port ) { u16int ret; asm volatile ( "inw %1, %0" : "=a" ( ret ) : "dN" ( port ) ); return ret; } // Copy len bytes from src to dest. void memcpy(u8int *dest, const u8int *src, u32int len) { const u8int *sp = ( const u8int * ) src; u8int *dp = ( u8int * ) dest; for ( ; len != 0; len-- ) *dp++ =*sp++; } // Write len copies of val into dest. void memset(u8int *dest, u8int val, u32int len) { u8int *temp = ( u8int * ) dest; for ( ; len != 0; len-- ) *temp++ = val; } // Compare two strings. Should return -1 if // str1 < str2, 0 if they are equal or 1 otherwise. int strcmp(char *str1, char *str2) { int i = 0; int failed = 0; while ( str1[i] != '\0' && str2[i] != '\0' ) { if ( str1[i] != str2[i] ) { failed = 1; break; } i++; } // Why did the loop exit? if ( ( str1[i] == '\0' && str2[i] != '\0' || (str1[i] != '\0' && str2[i] =='\0' ) ) failed =1; return failed; } // Copy the NULL-terminated string src into dest, and // return dest. char *strcpy(char *dest, const char *src) { do { *dest++ = *src++; } while ( *src != 0 ); } // Concatenate the NULL-terminated string src onto // the end of dest, and return dest. char *strcat(char *dest, const char *src) { while ( *dest != 0 ) { *dest = *dest++; } do { *dest++ = *src++; } while ( *src != 0 ); return dest; } common.h: // common.h -- Defines typedefs and some global functions. // From JamesM's kernel development tutorials. #ifndef COMMON_H #define COMMON_H // Some nice typedefs, to standardise sizes across platforms. // These typedefs are written for 32-bit x86. typedef unsigned int u32int; typedef int s32int; typedef unsigned short u16int; typedef short s16int; typedef unsigned char u8int; typedef char s8int; void outb ( u16int port, u8int value ); u8int inb ( u16int port ); u16int inw ( u16int port ); #endif //COMMON_H main.c: // main.c -- Defines the C-code kernel entry point, calls initialisation routines. // Made for JamesM's tutorials <www.jamesmolloy.co.uk> #include "monitor.h" int main(struct multiboot *mboot_ptr) { monitor_clear(); monitor_write ( "hello, world!" ); return 0; } here is my makefile: C_SOURCES= main.c monitor.c common.c S_SOURCES= boot.s C_OBJECTS=$(patsubst %.c, obj/%.o, $(C_SOURCES)) S_OBJECTS=$(patsubst %.s, obj/%.o, $(S_SOURCES)) CFLAGS=-nostdlib -nostdinc -fno-builtin -fno-stack-protector -m32 -Iheaders LDFLAGS=-Tlink.ld -melf_i386 --oformat=elf32-i386 ASFLAGS=-felf all: kern/kernel .PHONY: clean clean: -rm -f kern/kernel kern/kernel: $(S_OBJECTS) $(C_OBJECTS) ld $(LDFLAGS) -o $@ $^ $(C_OBJECTS): obj/%.o : %.c gcc $(CFLAGS) $< -o $@ vpath %.c source $(S_OBJECTS): obj/%.o : %.s nasm $(ASFLAGS) $< -o $@ vpath %.s asem Hopefully this will help you understand what is going wrong and how to fix it :L Thanks in advance. Jamie.

    Read the article

  • Error Converting PIL B&W images to Numpy Arrays

    - by Elliot
    I am getting weird errors when I try to convert a black and white PIL image to a numpy array. An example of the code I am working with is below. if image.mode != '1': image = image.convert('1') #convert to B&W data = np.array(image) #convert data to a numpy array n_lines = data.shape[0] #number of raster passes line_range = range(data.shape[1]) for l in range(n_lines): # process one horizontal line of the image line = data[l] for n in line_range: if line[n] == 1: write_line_to(xl, z+scale*n, speed) #conversion to other program code elif line[n] == 0: run_to(xl, z+scale*n) #conversion to other program code I have tried this using both array and asarray for the conversion, and gotten different errors. If I use array, then the data I get out is nothing like what I put in. It looks like several very shrunken partial images side by side, with the remainder of the image space filled in in black. If I use asarray, then the entirety of python crashes during the raster step (on a random line). If I work with a greyscale image ('L'), then neither of these errors occurs for either array or asarray. Does anyone know what I am doing wrong? Is there something odd about the way PIL encodes B&W images, or something special I need to pass numpy to make it convert properly?

    Read the article

  • How to create a semi transparent window in WPF that allows mouse events to pass through

    - by RMK
    I am trying to create an effect similar to the Lights out /lights dim feature in Adobe Lightroom (http://www.youtube.com/watch?v=87hNd3vaENE) except in WPF. What I tried was to create another window over-top of my existing window, make it transparent and put a semi transparent Path geometry on it. But I want mouse events to be able to pass through this semi transparent window (on to windows below). This is a simplified version of what I have: <Window x:Class="LightsOut.MaskWindow" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" AllowsTransparency="True" WindowStyle="None" ShowInTaskbar="False" Topmost="True" Background="Transparent"> <Grid> <Button HorizontalAlignment="Left" Height="20" Width="60">click</Button> <Path IsHitTestVisible="False" Stroke="Black" Fill="Black" Opacity="0.3"> <Path.Data> <RectangleGeometry Rect="0,0,1000,1000 "/> </Path.Data> </Path> </Grid> The window is fully transparent, so on places where the Path doesn't cover, mouse events pass right through. So far so good. The IsHitTestvisible is set to false on the path object. So mouse events will pass through it to other controls on the same form (ie you can click on the Button, because it is on the same form). But mouse events wont pass through the Path object onto windows that are below it. Any ideas? Or better ways to solve this problem? Thanks.

    Read the article

  • background image not showing in html

    - by Registered User
    I am having following css <!DOCTYPE html > <html> <head> <meta charset="utf-8"> <title>Black Goose Bistro Summer Menu</title> <link href='http://fonts.googleapis.com/css?family=Marko+One' rel='stylesheet' type='text/css'> <style> body { font-family: Georgia, serif; font-size: 100%; line-height: 175%; margin: 0 15% 0; background-image:url(images/bullseye.png); } #header { margin-top: 0; padding: 3em 1em 2em 1em; text-align: center; } a { text-decoration: none; } h1 { font: bold 1.5em Georgia, serif; text-shadow: .1em .1em .2em gray; } h2 { font-size: 1em; text-transform: uppercase; letter-spacing: .5em; text-align: center; } dt { font-weight: bold; } strong { font-style: italic; } ul { list-style-type: none; margin: 0; padding: 0; } #info p { font-style: italic; } .price { font-family: Georgia, serif; font-style: italic; } p.warning, sup { font-size: small; } .label { font-weight: bold; font-variant: small-caps; font-style: normal; } h2 + p { text-align: center; font-style: italic; } ); </style> </head> <body> <div id="header"> <h1>Black Goose Bistro &bull; Summer Menu</h1> <div id="info"> <p>Baker's Corner, Seekonk, Massachusetts<br> <span class="label">Hours: Monday through Thursday:</span> 11 to 9, <span class="label">Friday and Saturday;</span> 11 to midnight</p> <ul> <li><a href="#appetizers">Appetizers</a></li> <li><a href="#entrees">Main Courses</a></li> <li><a href="#toast">Traditional Toasts</a></li> <li><a href="#dessert">Dessert Selection</a></li> </ul> </div> </div> <div id="appetizers"> <h2>Appetizers</h2> <p>This season, we explore the spicy flavors of the southwest in our appetizer collection.</p> <dl> <dt>Black bean purses</dt> <dd>Spicy black bean and a blend of mexican cheeses wrapped in sheets of phyllo and baked until golden. <span class="price">$3.95</span></dd> <dt class="newitem">Southwestern napoleons with lump crab &mdash; <strong>new item!</strong></dt> <dd>Layers of light lump crab meat, bean and corn salsa, and our handmade flour tortillas. <span class="price">$7.95</span></dd> </dl> </div> <div id="entrees"> <h2>Main courses</h2> <p>Big, bold flavors are the name of the game this summer. Allow us to assist you with finding the perfect wine.</p> <dl> <dt class="newitem">Jerk rotisserie chicken with fried plantains &mdash; <strong>new item!</strong></dt> <dd>Tender chicken slow-roasted on the rotisserie, flavored with spicy and fragrant jerk sauce and served with fried plantains and fresh mango. <strong>Very spicy.</strong> <span class="price">$12.95</span></dd> <dt>Shrimp sate kebabs with peanut sauce</dt> <dd>Skewers of shrimp marinated in lemongrass, garlic, and fish sauce then grilled to perfection. Served with spicy peanut sauce and jasmine rice. <span class="price">$12.95</span></dd> <dt>Grilled skirt steak with mushroom fricasee</dt> <dd>Flavorful skirt steak marinated in asian flavors grilled as you like it<sup>*</sup>. Served over a blend of sauteed wild mushrooms with a side of blue cheese mashed potatoes. <span class="price">$16.95</span></dd> </dl> </div> <div id="toast"> <h2>Traditional Toasts</h2> <p>The ultimate comfort food, our traditional toast recipes are adapted from <a href="http://www.gutenberg.org/files/13923/13923-h/13923-h.htm"><cite>The Whitehouse Cookbook</cite></a> published in 1887.</p> <dl> <dt>Cream toast</dt> <dd>Simple cream sauce over highest quality toasted bread, baked daily. <span class="price">$3.95</span></dd> <dt>Mushroom toast</dt> <dd>Layers of light lump crab meat, bean and corn salsa, and our handmade flour tortillas. <span class="price">$6.95</span></dd> <dt>Nun's toast</dt> <dd>Onions and hard-boiled eggs in a cream sauce over buttered hot toast. <span class="price">$6.95</span></dd> <dt>Apple toast</dt> <dd>Sweet, cinnamon stewed apples over delicious buttery grilled bread. <span class="price">$6.95</span></dd> </dl> </div> <div id="dessert"> <h2>Dessert Selection</h2> <p>Be sure to save room for our desserts, made daily by our own <a href="http://www.jwu.edu/college.aspx?id=19510">Johnson & Wales</a> trained pastry chef.</p> <dl> <dt class="newitem">Lemon chiffon cake &mdash; <strong>new item!</strong></dt> <dd>Light and citrus flavored sponge cake with buttercream frosting as light as a cloud. <span class="price">$2.95</span></dd> <dt class="newitem">Molten chocolate cake</dt> <dd>Bubba's special dark chocolate cake with a warm, molten center. Served with or without a splash of almond liqueur. <span class="price">$3.95</span></dd> </dl> </div> <p class="warning"><sup>*</sup> We are required to warn you that undercooked food is a health risk.</p> </body> </html> but the background image does not appear in body tag you can see background-image:url(images/bullseye.png); this html page is bistro.html and the directory in which it is contained there is a folder images and inside images folder I have a file bullseye.png .I expect the png to appear in background.But that does not happen. For sake of question I am posting the image here also Let me know if the syntax of css wrong? following is image http://i.stack.imgur.com/YUKgg.png

    Read the article

  • Get data on jquery ajax success

    - by jbatson
    anyone know how i would get from opening <table> to </table> in this data that is returned from ajax with jquery. // BEGIN Subsys_JsHttpRequest_Js Subsys_JsHttpRequest_Js.dataReady( '3599', // this ID is passed from JavaScript frontend '<table border=\"0\" width=\"100%\" cellspacing=\"0\" cellpadding=\"0\">\n <tr>\n <td>\n <script type=\"text/javascript\" language=\"javascript\" src=\"includes/ajax_sc.js\"></script>\n <div id=\"divShoppingCard\">\n\n <div class=\"infoBoxHeading\"><a href=\"shopping_cart.php\">Shopping Cart</a></div>\n\n <div>\n <div class=\"boxText\">\n<script language=\"javascript\" type=\"text/javascript\">\nfunction couponpopupWindow(url) {\n window.open(url,\"popupWindow\",\"toolbar=no,location=no,directories=no,status=no,menubar=no,scrollbars=yes,resizable=yes,copyhistory=no,width=450,height=280,screenX=150,screenY=150,top=150,left=150\")\n}\n//--></script><table width=\"100%\" cellspacing=\"0\" cellpadding=\"0\"><tr><td align=\"left\" valign=\"top\" class=\"infoBoxContents\"><span class=\"infoBoxContents\">1&nbsp;x&nbsp;</span></td><td valign=\"top\" class=\"infoBoxContents\"><a href=\"http://beta.vikingwholesale.com/catalog/eagle-vanguard-limited-edition-p-3769.html\"><span class=\"infoBoxContents\">192 Eagle Vanguard Limited Edition</span></a></td></tr><tr><td align=\"left\" valign=\"top\" class=\"infoBoxContents\"><span class=\"newItemInCart\">4&nbsp;x&nbsp;</span></td><td valign=\"top\" class=\"infoBoxContents\"><a href=\"http://beta.vikingwholesale.com/catalog/family-traditions-adrenaline-avid-black-p-3599.html\"><span class=\"newItemInCart\">085 Family Traditions Adrenaline - Avid, Black</span></a></td></tr><tr><td align=\"left\" valign=\"top\" class=\"infoBoxContents\"><span class=\"infoBoxContents\">1&nbsp;x&nbsp;</span></td><td valign=\"top\" class=\"infoBoxContents\"><a href=\"http://beta.vikingwholesale.com/catalog/painted-pony-paradigm-p-4022.html\"><span class=\"infoBoxContents\">336 Painted Pony Paradigm</span></a></td></tr></table></div>\n\n\n <div class=\"boxText\"><img src=\"images/pixel_black.gif\" width=\"100%\" height=\"1\" alt=\"\"/></div>\n\n\n <div class=\"boxText\">$940.00</div>\n\n\n</div>\n\n\n \n </div><!--end of divShoppingCard-->\n </td>\n </tr></table>', null ) // END Subsys_JsHttpRequest_Js

    Read the article

  • Generating dynamic css using php and javascript

    - by Onkar Deshpande
    I want to generate tooltip based on a dynamically changing background image in css. This is my my_css.php file. <?php header('content-type: text/css'); $i = $_GET['index']; if($i == 0) $bg_image_path = "../bg_red.jpg"; elseif ($i == 1) $bg_image_path = "../bg_yellow.jpg"; elseif ($i == 2) $bg_image_path = "../bg_green.jpg"; elseif ($i == 3) $bg_image_path = "../bg_blue.jpg"; ?> .tooltip { white-space: nowrap; color:green; font-weight:bold; border:1px solid black;; font-size:14px; background-color: white; margin: 0; padding: 7px 4px; border: 1px solid black; background-image: url(<?php echo $bg_image_path; ?>); background-repeat:repeat-x; font-family: Helvetica,Arial,Sans-Serif; font-family: Times New Roman,Georgia,Serif; filter:alpha(opacity=85); opacity:0.85; zoom: 1; } In order to use this css I added <link rel="stylesheet" href="css/my_css.php" type="text/css" media="screen" /> in my html <head> tag of javascript code. I am thinking of passing different values of 'index' so that it would generate the background image dynamically. Can anyone tell me how should I pass such values from a javascript ? I am creating the tooltip using var tooltip = document.createElement("div"); document.getElementById("map").appendChild(tooltip); tooltip.style.visibility="hidden"; and I think before calling this createElement, I should set background image.

    Read the article

  • How to genrate a monochrome bit mask for a 32bit bitmap

    - by Mordachai
    Under Win32, it is a common technique to generate a monochrome bitmask from a bitmap for transparency use by doing the following: SetBkColor(hdcSource, clrTransparency); VERIFY(BitBlt(hdcMask, 0, 0, bm.bmWidth, bm.bmHeight, hdcSource, 0, 0, SRCCOPY)); This assumes that hdcSource is a memory DC holding the source image, and hdcMask is a memory DC holding a monochrome bitmap of the same size (so both are 32x32, but the source is 4 bit color, while the target is 1bit monochrome). However, this seems to fail for me when the source is 32 bit color + alpha. Instead of getting a monochrome bitmap in hdcMask, I get a mask that is all black. No bits get set to white (1). Whereas this works for the 4bit color source. My search-foo is failing, as I cannot seem to find any references to this particular problem. I have isolated that this is indeed the issue in my code: i.e. if I use a source bitmap that is 16 color (4bit), it works; if I use a 32 bit image, it produces the all-black mask. Is there an alternate method I should be using in the case of 32 bit color images? Is there an issue with the alpha channel that overrides the normal behavior of the above technique? Thanks for any help you may have to offer! ADDENDUM: I am still unable to find a technique that creates a valid monochrome bitmap for my GDI+ produced source bitmap. I have somewhat alleviated my particular issue by simply not generating a monochrome bitmask at all, and instead I'm using TransparentBlt(), which seems to get it right (but I don't know what they're doing internally that's any different that allows them to correctly mask the image). It might be useful to have a really good, working function: HBITMAP CreateTransparencyMask(HDC hdc, HBITMAP hSource, COLORREF crTransparency); Where it always creates a valid transparency mask, regardless of the color depth of hSource. Ideas?

    Read the article

  • Improving Performance on this Image Creation function

    - by Abs
    Hello all, I am making use of GD2 and the image functions to take in a string and then convert that into an image using different fonts at different sizes. The function I use is below. Currently, its pretty quick but not quick enough. The function gets called about 20 times per user and the images generated are always new ones (different) so caching isn't going to help! I was hoping to get some ideas on how to make this function faster. Maybe supply more RAM to the script running? Anything else that is specific to this PHP function? Anything else that I can do to tweak performance of this function? function generate_image($save_path, $text, $font_path, $font_size){ $font = $font_path; /* * I have simplifed the line below, its actually a function that works out the size of the box * that is need for each image as the image size is different based on font type, font size etc */ $measure = array('width' => 300, 'height'=> 120); if($measure['width'] > 900){ $measure['width'] = 900; } $im = imagecreatetruecolor($measure['width'], $measure['height']); $white = imagecolorallocate($im, 255, 255, 255); $black = imagecolorallocate($im, 0, 0, 0); imagefilledrectangle($im, 0, 0, $measure['width'], $measure['height'], $white); imagettftext($im, $font_size, 0, $measure['left'], $measure['top'], $black, $font, ' '.$text); if(imagepng($im, $save_path)){ $status = true; }else{ $status = false; } imagedestroy($im); return $status; } Thanks all for any help

    Read the article

  • How could I create a FBO with stencil buffer in OpenGL ES 2.0?

    - by Alphones
    I need stencil buffer on 3GS to render planar shadow, and polygon offset won't work prefect, still has z-fighting problem. So I use stencil buffer to make the shadow correct, it works on win32 gles2 emulator, but not on iPhone. After I added a post effect to the whole scene. The stencil buffer won't work even on win32 gles2 emulator. And I tried to attach a stencil buffer to FBO, buf the screen turns to black. Here's my code, glGenRenderbuffers(1, &dbo); // depth buffer glBindRenderbuffer(GL_RENDERBUFFER, dbo); glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24_OES, widthGL, heightGL); glGenRenderbuffers(1, &sbo); // stencil buffer glBindRenderbuffer(GL_RENDERBUFFER, sbo); glRenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX8, widthGL, heightGL); glGenFramebuffers(1, &fbo); glBindFramebuffer(GL_FRAMEBUFFER, fbo); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, dbo); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, sbo); // this make the whole screen black. The eglContext is created with STENCIL_SIZE=8, it works without a RTT. I tried to change the RenderbufferStorage for both depth buffer and stencil buffer, but none of them works. Is there anything I have missed? Does the stencil buffer pack with depth buffer? (I cannot find things like GL_DEPTH24_STENCIL8 ...)

    Read the article

  • error in a pygame code

    - by mekasperasky
    # INTIALISATION import pygame, math, sys from pygame.locals import * screen = pygame.display.set_mode((1024, 768)) car = pygame.image.load('car.png') clock = pygame.time.Clock() k_up = k_down = k_left = k_right = 0 speed = direction = 0 position = (100, 100) TURN_SPEED = 5 ACCELERATION = 2 MAX_FORWARD_SPEED = 10 MAX_REVERSE_SPEED = ­5 BLACK = (0,0,0) while 1: # USER INPUT clock.tick(30) for event in pygame.event.get(): if not hasattr(event, 'key'): continue down = event.type == KEYDOWN # key down or up? if event.key == K_RIGHT: k_right = down * ­5 elif event.key == K_LEFT: k_left = down * 5 elif event.key == K_UP: k_up = down * 2 elif event.key == K_DOWN: k_down = down * ­2 elif event.key == K_ESCAPE: sys.exit(0) # quit the game screen.fill(BLACK) # SIMULATION # .. new speed and direction based on acceleration and turn speed += (k_up + k_down) if speed > MAX_FORWARD_SPEED: speed = MAX_FORWARD_SPEED if speed < MAX_REVERSE_SPEED: speed = MAX_REVERSE_SPEED direction += (k_right + k_left) # .. new position based on current position, speed and direction x, y = position rad = direction * math.pi / 180 x += ­speed*math.sin(rad) y += ­speed*math.cos(rad) position = (x, y) # RENDERING # .. rotate the car image for direction rotated = pygame.transform.rotate(car, direction) # .. position the car on screen rect = rotated.get_rect() rect.center = position # .. render the car to screen screen.blit(rotated, rect) pygame.display.flip() enter code here the error i get is this Non-ASCII character '\xc2' in file race1.py on line 13, but no encoding declared; see http://www.python.org/peps/pep-0263.html for details Not able to understand what the error is and how to get rid of it?

    Read the article

< Previous Page | 56 57 58 59 60 61 62 63 64 65 66 67  | Next Page >