Search Results

Search found 2702 results on 109 pages for 'drawing'.

Page 63/109 | < Previous Page | 59 60 61 62 63 64 65 66 67 68 69 70  | Next Page >

  • setTimeout in javascript not giving browser 'breathing room'

    - by C Bauer
    Alright, I thought I had this whole setTimeout thing perfect but I seem to be horribly mistaken. I'm using excanvas and javascript to draw a map of my home state, however the drawing procedure chokes the browser. Right now I'm forced to pander to IE6 because I'm in a big organisation, which is probably a large part of the slowness. So what I thought I'd do is build a procedure called distributedDrawPolys (I'm probably using the wrong word there, so don't focus on the word distributed) which basically pops the polygons off of a global array in order to draw 50 of them at a time. This is the method that pushes the polygons on to the global array and runs the setTimeout: for (var x = 0; x < polygon.length; x++) { coordsObject.push(polygon[x]); fifty++; if (fifty > 49) { timeOutID = setTimeout(distributedDrawPolys, 5000); fifty = 0; } } I put an alert at the end of that method, it runs in practically a second. The distributed method looks like: function distributedDrawPolys() { if (coordsObject.length > 0) { for (x = 0; x < 50; x++) { //Only do 50 polygons var polygon = coordsObject.pop(); var coordinate = polygon.selectNodes("Coordinates/point"); var zip = polygon.selectNodes("ZipCode"); var rating = polygon.selectNodes("Score"); if (zip[0].text.indexOf("HH") == -1) { var lastOriginCoord = []; for (var y = 0; y < coordinate.length; y++) { var point = coordinate[y]; latitude = shiftLat(point.getAttribute("lat")); longitude = shiftLong(point.getAttribute("long")); if (y == 0) { lastOriginCoord[0] = point.getAttribute("long"); lastOriginCoord[1] = point.getAttribute("lat"); } if (y == 1) { beginPoly(longitude, latitude); } if (y > 0) { if (translateLongToX(longitude) > 0 && translateLongToX(longitude) < 800 && translateLatToY(latitude) > 0 && translateLatToY(latitude) < 600) { drawPolyPoint(longitude, latitude); } } } y = 0; if (zip[0].text != targetZipCode) { if (rating[0] != null) { if (rating[0].text == "Excellent") { endPoly("rgb(0,153,0)"); } else if (rating[0].text == "Good") { endPoly("rgb(153,204,102)"); } else if (rating[0].text == "Average") { endPoly("rgb(255,255,153)"); } } else { endPoly("rgb(255,255,255)"); } } else { endPoly("rgb(255,0,0)"); } } } } Ugh I don't know if that is properly formatted, I ended up with an extra bracket < So I thought the setTimeout method would allow the site to draw the polygons in groups so the users would be able to interact with the page while it was still drawing. What am I doing wrong here?

    Read the article

  • Scaling an image using the mouse in C#

    - by Gaax
    Hey guys... I'm trying to use the position of the mouse to calculate the scaling factor for scaling an image. Basically, the further you get away from the center of the image, the bigger it gets; and the closer to the center you get, the smaller it gets. I have some code so far but it's acting really strange and I have absolutely no more ideas. First I'll let you know, one thing I was trying to do is average out 5 distances to get a more smooth resize animation. Here's my code: private void pictureBoxScale_MouseMove(object sender, MouseEventArgs e) { if (rotateScaleMode && isDraggingToScale) { // For Scaling int sourceWidth = pictureBox1.Image.Width; int sourceHeight = pictureBox1.Image.Height; float dCurrCent = 0; // distance between the current mouse pos and the center of the image float dPrevCent = 0; // distance between the previous mouse pos and the center of the image System.Drawing.Point imgCenter = new System.Drawing.Point(); imgCenter.X = pictureBox1.Location.X + (sourceWidth / 2); imgCenter.Y = pictureBox1.Location.Y + (sourceHeight / 2); // Calculating the distance between the current mouse location and the center of the image dCurrCent = (float)Math.Sqrt(Math.Pow(e.X - imgCenter.X, 2) + Math.Pow(e.Y - imgCenter.Y, 2)); // Calculating the distance between the previous mouse location and the center of the image dPrevCent = (float)Math.Sqrt(Math.Pow(prevMouseLoc.X - imgCenter.X, 2) + Math.Pow(prevMouseLoc.Y - imgCenter.Y, 2)); if (smoothScaleCount < 5) { dCurrCentSmooth[smoothScaleCount] = dCurrCent; dPrevCentSmooth[smoothScaleCount] = dPrevCent; } if (smoothScaleCount == 4) { float currCentSum = 0; float prevCentSum = 0; for (int i = 0; i < 4; i++) { currCentSum += dCurrCentSmooth[i]; } for (int i = 0; i < 4; i++) { prevCentSum += dPrevCentSmooth[i]; } float scaleAvg = (currCentSum / 5) / (prevCentSum / 5); int destWidth = (int)(sourceWidth * scaleAvg); int destHeight = (int)(sourceHeight * scaleAvg); // If statement is for limiting the size of the image if (destWidth > (currentRotatedImage.Width / 2) && destWidth < (currentRotatedImage.Width * 3) && destHeight > (currentRotatedImage.Height / 2) && destWidth < (currentRotatedImage.Width * 3)) { AForge.Imaging.Filters.ResizeBilinear resizeFilter = new AForge.Imaging.Filters.ResizeBilinear(destWidth, destHeight); pictureBox1.Image = resizeFilter.Apply((Bitmap)currentRotatedImage); pictureBox1.Size = pictureBox1.Image.Size; pictureBox1.Refresh(); } smoothScaleCount = -1; } prevMouseLoc = e.Location; currentScaledImage = pictureBox1.Image; smoothScaleCount++; } }

    Read the article

  • Scaling an image using the mouse in a WinForms application?

    - by Gaax
    I'm trying to use the position of the mouse to calculate the scaling factor for scaling an image. Basically, the further you get away from the center of the image, the bigger it gets; and the closer to the center you get, the smaller it gets. I have some code so far but it's acting really strange and I have absolutely no more ideas. First I'll let you know, one thing I was trying to do is average out 5 distances to get a more smooth resize animation. Here's my code: private void pictureBoxScale_MouseMove(object sender, MouseEventArgs e) { if (rotateScaleMode && isDraggingToScale) { // For Scaling int sourceWidth = pictureBox1.Image.Width; int sourceHeight = pictureBox1.Image.Height; float dCurrCent = 0; // distance between the current mouse pos and the center of the image float dPrevCent = 0; // distance between the previous mouse pos and the center of the image System.Drawing.Point imgCenter = new System.Drawing.Point(); imgCenter.X = pictureBox1.Location.X + (sourceWidth / 2); imgCenter.Y = pictureBox1.Location.Y + (sourceHeight / 2); // Calculating the distance between the current mouse location and the center of the image dCurrCent = (float)Math.Sqrt(Math.Pow(e.X - imgCenter.X, 2) + Math.Pow(e.Y - imgCenter.Y, 2)); // Calculating the distance between the previous mouse location and the center of the image dPrevCent = (float)Math.Sqrt(Math.Pow(prevMouseLoc.X - imgCenter.X, 2) + Math.Pow(prevMouseLoc.Y - imgCenter.Y, 2)); if (smoothScaleCount < 5) { dCurrCentSmooth[smoothScaleCount] = dCurrCent; dPrevCentSmooth[smoothScaleCount] = dPrevCent; } if (smoothScaleCount == 4) { float currCentSum = 0; float prevCentSum = 0; for (int i = 0; i < 4; i++) { currCentSum += dCurrCentSmooth[i]; } for (int i = 0; i < 4; i++) { prevCentSum += dPrevCentSmooth[i]; } float scaleAvg = (currCentSum / 5) / (prevCentSum / 5); int destWidth = (int)(sourceWidth * scaleAvg); int destHeight = (int)(sourceHeight * scaleAvg); // If statement is for limiting the size of the image if (destWidth > (currentRotatedImage.Width / 2) && destWidth < (currentRotatedImage.Width * 3) && destHeight > (currentRotatedImage.Height / 2) && destWidth < (currentRotatedImage.Width * 3)) { AForge.Imaging.Filters.ResizeBilinear resizeFilter = new AForge.Imaging.Filters.ResizeBilinear(destWidth, destHeight); pictureBox1.Image = resizeFilter.Apply((Bitmap)currentRotatedImage); pictureBox1.Size = pictureBox1.Image.Size; pictureBox1.Refresh(); } smoothScaleCount = -1; } prevMouseLoc = e.Location; currentScaledImage = pictureBox1.Image; smoothScaleCount++; } }

    Read the article

  • 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!

    Read the article

  • The type or namespace cannot be found (are you missing a using directive or an assembly reference?)

    - by Kumu
    I get the following error when I try to compile my C# program: The type or namespace name 'Login' could not be found (are you missing a using directive or an assembly reference?) using System; using System.Collections.Generic; using System.ComponentModel; using System.Data; using System.Drawing; using System.Linq; using System.Text; using System.Windows.Forms; namespace FootballLeague { public partial class MainMenu : Form { FootballLeagueDatabase footballLeagueDatabase; Game game; Team team; Login login; //Error here public MainMenu() { InitializeComponent(); changePanel(1); } public MainMenu(FootballLeagueDatabase footballLeagueDatabaseIn) { InitializeComponent(); footballLeagueDatabase = footballLeagueDatabaseIn; } private void Form_Loaded(object sender, EventArgs e) { } private void gameButton_Click(object sender, EventArgs e) { int option = 0; changePanel(option); } private void scoreboardButton_Click(object sender, EventArgs e) { int option = 1; changePanel(option); } private void changePanel(int optionIn) { gamePanel.Hide(); scoreboardPanel.Hide(); string title = "Football League System"; switch (optionIn) { case 0: gamePanel.Show(); this.Text = title + " - Game Menu"; break; case 1: scoreboardPanel.Show(); this.Text = title + " - Display Menu"; break; } } private void logoutButton_Click(object sender, EventArgs e) { login = new Login(); login.Show(); this.Hide(); } Login.cs class: using System; using System.Collections.Generic; using System.ComponentModel; using System.Data; using System.Drawing; using System.Linq; using System.Text; using System.Windows.Forms; namespace FootballLeagueSystem { public partial class Login : Form { MainMenu menu; public Login() { InitializeComponent(); } private void administratorLoginButton_Click(object sender, EventArgs e) { string username1 = "08247739"; string password1 = "08247739"; if ((userNameTxt.Text.Length) == 0) MessageBox.Show("Please enter your username!"); else if ((passwordTxt.Text.Length) == 0) MessageBox.Show("Please enter your password!"); else if (userNameTxt.Text.Equals("") || passwordTxt.Text.Equals("")) MessageBox.Show("Invalid Username or Password!"); else { if (this.userNameTxt.Text == username1 && this.passwordTxt.Text == password1) MessageBox.Show("Welcome Administrator!", "Administrator Login"); menu = new MainMenu(); menu.Show(); this.Hide(); } } private void managerLoginButton_Click(object sender, EventArgs e) { { string username2 = "1111"; string password2 = "1111"; if ((userNameTxt.Text.Length) == 0) MessageBox.Show("Please enter your username!"); else if ((passwordTxt.Text.Length) == 0) MessageBox.Show("Please enter your password!"); else if (userNameTxt.Text.Equals("") && passwordTxt.Text.Equals("")) MessageBox.Show("Invalid Username or Password!"); else { if (this.userNameTxt.Text == username2 && this.passwordTxt.Text == password2) MessageBox.Show("Welcome Manager!", "Manager Login"); menu = new MainMenu(); menu.Show(); this.Hide(); } } } private void cancelButton_Click(object sender, EventArgs e) { this.Close(); } } } Where is the error? What am I doing wrong?

    Read the article

  • Inconsistent accessibility

    - by user1312412
    I am getting the following error Inconsistent accessibility: parameter type 'Db.Form1.ConnectionString' is less accessible than method 'Db.Form1.BuildConnectionString(Db.Form1.ConnectionString)' //Name spaces using System; using System.Collections.Generic; using System.ComponentModel; using System.Data; using System.Drawing; using System.Linq; using System.Text; using System.Windows.Forms; using Microsoft.VisualBasic; using System.Collections; using System.Diagnostics; using System.Data.OleDb; using System.IO; using System.Drawing.Printing; // namespace Db { public partial class Form1 : Form { public Form1() { InitializeComponent(); } public void SetBusy() { this.Cursor = Cursors.WaitCursor; Application.DoEvents(); } public void SetFree() { this.Cursor = Cursors.Default; Application.DoEvents(); } //connection string into parts struct ConnectionString { public string Provider; public string DataSource; public string UserId; public string Password; public string Database; } //Declare public string BuildConnectionString(ConnectionString connStr) ------> getting error here { string[] parts = new string[5]; parts[0] = "Provider=" + connStr.Provider; parts[1] = "Data Source=" + connStr.DataSource; parts[2] = "User Id=" + connStr.UserId; parts[3] = "Password=" + connStr.Password; parts[4] = "Initial Catalog=" + connStr.Database; return string.Join(";", parts); } // settings public bool IsValidConnectionForPrinting() { SetBusy(); ConnectionString connStr = new ConnectionString(); connStr.Provider = cboProvider.Text; connStr.DataSource = cboDataSource.Text; connStr.UserId = txtUserId.Text; connStr.Password = txtPassword.Text; connStr.Database = cboDatabase.Text; //connection string to database string connectionString = BuildConnectionString(connStr); OleDbConnection conn = new OleDbConnection(connectionString); try { conn.Open(); OleDbCommand cmd = conn.CreateCommand; cmd.CommandType = CommandType.TableDirect; cmd.CommandText = "vw_pr_DL"; cmd.ExecuteScalar(); cmd.CommandText = "vw_pr_VR"; cmd.ExecuteScalar(); //cmd.CommandText = "vw_pr_VR" //cmd.ExecuteScalar() conn.Close(); } //Exception messages catch (Exception ex) { SetFree(); if (ex.Message.StartsWith("Invalid object name")) { MessageBox.Show(ex.Message.Replace("Invalid object name", "Table or view not found"), "Connection Test"); } else { MessageBox.Show(ex.GetBaseException().Message, "Connection Test"); } return false; } SetFree(); return true; } // when user click testbutton private void btnConnTest_Click(object sender, EventArgs e) { if (IsValidConnectionForPrinting()) { MessageBox.Show("Connection succeeded", "Connection Test"); } }

    Read the article

  • Lines don't overlap when they should Java Swing

    - by Sven
    I'm drawing lines in a JFrame on a self made gridPanel. Problem is, I draw the lines between 2 points. When I have a line that is between point 1 and point 2 and a line between point 2 and point 3, the lines should connect. This however isn,t the case, there is a small gap in between, no idea why. But it isn't drawing till the end of the specified point. (start point is correct.) Here is the code of the JFrame: public void initialize(){ this.setLayout(new BorderLayout()); this.setPreferredSize(new Dimension(500, 400)); gridPane = new GridPane(); gridPane.setBackground(Color.WHITE); gridPane.setSize(this.getPreferredSize()); gridPane.setLocation(0, 0); this.add(gridPane,BorderLayout.CENTER); //createSampleLabyrinth(); drawWall(0,5,40,5); //These are the 2 lines that don't connect. drawWall(40,5,80,5); this.pack(); } drawWall calls a method that calls a method in GridPane. The relevant code in gridPane: /** * Draws a wall on this pane. With the starting point being x1, y1 and its end x2,y2. * @param x1 * @param y1 * @param x2 * @param y2 */ public void drawWall(int x1, int y1, int x2, int y2) { Wall wall = new Wall(x1,y1,x2,y2, true); wall.drawGraphic(); wall.setLocation(x1, y1); wall.setSize(10000,10000); this.add(wall, JLayeredPane.DEFAULT_LAYER); this.repaint(); } This method creates a wall and puts it in the Jframe. The relevant code of the wall: public class Wall extends JPanel { private int x1; private int x2; private int y1; private int y2; private boolean black; /** * x1,y1 is the start point of the wall (line) end is x2,y2 * * @param x1 * @param y1 * @param x2 * @param y2 */ public Wall(int x1, int y1, int x2, int y2, boolean black) { this.x1 = x1; this.x2 = x2; this.y1 = y1; this.y2 = y2; this.black = black; setOpaque(false); } private static final long serialVersionUID = 1L; public void drawGraphic() { repaint(); } public void paintComponent(Graphics g) { super.paintComponent(g); Graphics2D g2 = (Graphics2D) g; if(black){ g2.setColor(Color.BLACK); g2.setStroke(new BasicStroke(8)); } else { g2.setColor(Color.YELLOW); g2.setStroke(new BasicStroke(3)); } g2.drawLine(x1, y1, x2, y2); } } So, where am I going wrong? The true/false is to determine if the wall should be black or yellow, nothing to be concerned about.

    Read the article

  • GDI+ & Delphi, PNG resource, DrawImage, ColorConversion -> Out of Memory

    - by Paul
    I have started to toy around with GDI+ in Delphi 2009. Among the things that I wanted to do was to load a PNG resource and apply a Color Conversion to it when drawing it to the Graphics object. I am using the code provided in http://www.bilsen.com/gdiplus/. To do that I just added a new constructor to TGPBitmap that uses the same code found in <www.codeproject.com>/KB/GDI-plus/cgdiplusbitmap.aspx (C++) or <www.masm32.com>/board/index.php?topic=10191.0 (MASM) converted to Delphi. For reference, the converted code is as follows: constructor TGPBitmap.Create(const Instance: HInst; const PngName: String; dummy : PngResource_t); const cPngType : string = 'PNG'; var hResource : HRSRC; imageSize : DWORD; pResourceData : Pointer; hBuffer : HGLOBAL; pBuffer : Pointer; pStream : IStream; begin inherited Create; hResource := FindResource(Instance, PWideChar(PngName), PWideChar(cPngType)); if hResource = 0 then Exit; imageSize := SizeofResource(Instance, hResource); if imageSize = 0 then Exit; pResourceData := LockResource(LoadResource(Instance, hResource)); if pResourceData = nil then Exit; hBuffer := GlobalAlloc(GMEM_MOVEABLE, imageSize); if hBuffer <> 0 then begin try pBuffer := GlobalLock(hBuffer); if pBuffer <> nil then begin try CopyMemory(pBuffer, pResourceData, imageSize); if CreateStreamOnHGlobal(hBuffer, FALSE, pStream) = S_OK then begin GdipCheck(GdipCreateBitmapFromStream(pStream, FNativeHandle)); end; finally GlobalUnlock(hBuffer); pStream := nil; end; end; finally GlobalFree(hBuffer); end; end; end; The code seems to work fine as I am able to draw the loaded image without any problems. However, if I try to apply a Color Conversion when drawing it, then I get a lovely error: (GDI+ Error) Out of Memory. If I load the bitmap from a file, or if I create a temporary to which I draw the initial bitmap and then use the temporary, then it works just fine. What bugs me is that if I take the C++ project from codeproject, add the same PNG as resource and use the same color conversion (in other words, do the exact same thing I am doing in Delphi in the same order and with the same function calls that happen to go to the same DLL), then it works. The C++ code looks like this: const Gdiplus::ColorMatrix cTrMatrix = { { {1.0, 0.0, 0.0, 0.0, 0.0}, {0.0, 1.0, 0.0, 0.0, 0.0}, {0.0, 0.0, 1.0, 0.0, 0.0}, {0.0, 0.0, 0.0, 0.5, 0.0}, {0.0, 0.0, 0.0, 0.0, 1.0} } }; Gdiplus::ImageAttributes imgAttrs; imgAttrs.SetColorMatrix(&cTrMatrix, Gdiplus::ColorMatrixFlagsDefault, Gdiplus::ColorAdjustTypeBitmap); graphics.DrawImage(*pBitmap, Gdiplus::Rect(0, 0, pBitmap->m_pBitmap->GetWidth(), pBitmap->m_pBitmap->GetHeight()), 0, 0, pBitmap->m_pBitmap->GetWidth(), pBitmap->m_pBitmap->GetHeight(), Gdiplus::UnitPixel, &imgAttrs); The Delphi counterpart is: const cTrMatrix: TGPColorMatrix = ( M: ((1.0, 0.0, 0.0, 0.0, 0.0), (0.0, 1.0, 0.0, 0.0, 0.0), (0.0, 0.0, 1.0, 0.0, 0.0), (0.0, 0.0, 0.0, 0.5, 0.0), (0.0, 0.0, 0.0, 0.0, 1.0))); var lImgAttrTr : IGPImageAttributes; lBitmap : IGPBitmap; begin // ... lImgAttrTr := TGPImageAttributes.Create; lImgAttrTr.SetColorMatrix(cTrMatrix, ColorMatrixFlagsDefault, ColorAdjustTypeBitmap); aGraphics.DrawImage ( lBitmap, TGPRect.Create ( 0, 0, lBitmap.Width, lBitmap.Height ), 0, 0, lBitmap.Width, lBitmap.Height, UnitPixel, lImgAttrTr ); I am completely clueless as to what may be causing the issue, and Google has not been of any help. Any ideas, comments and explanations are highly appreciated.

    Read the article

  • saved image in the picturebox shows no preview

    - by Nivas
    Hi iam new to C# and have loaded the image in the picture box using menustrip and have displayed some text using picturebox_Paint and label. now i tried to save the image (with image and text) using save event from the menustrip. in the saved location the file shows as no preview avaliable and when i tried to open the file it shows out of memory. can any one say where iam going worng.... my coades private void openToolStripMenuItem_Click(object sender, EventArgs e) { string file = ""; OpenFD.FileName = ""; OpenFD.Title = "open image"; OpenFD.InitialDirectory = "C"; OpenFD.Filter = "JPEG|.jpg|Bmp|.bmp|All Files|..*"; if (OpenFD.ShowDialog() == DialogResult.OK) { file = OpenFD.FileName; pictureBox1.Image = Image.FromFile(file); sz = pictureBox1.Size; a=sz.Width; b= sz.Height; } private void pictureBox1_MouseMove(object sender, MouseEventArgs e) { switch (e.Button) { case MouseButtons.Left: { rect = new Rectangle(rect.Left, rect.Top, e.X - rect.Left, e.Y - rect.Top); this.Invalidate(); y = flag.e; Application.DoEvents(); break; } } } private void pictureBox1_MouseDown(object sender, MouseEventArgs e) { rect = new Rectangle(e.X, e.Y, 0, 0); this.Invalidate(); } private void pictureBox1_Paint(object sender, PaintEventArgs e) { using (Pen pen = new Pen(Color.Red, 2)) e.Graphics.DrawRectangle(pen, rect); //e.Graphics.DrawString(label1.Text, label1.Font, new // SolidBrush(label1.ForeColor), label1.Left - pictureBox1.Left, label1.Top - pictureBox1.Top); if (label1.TextAlign == ContentAlignment.TopLeft) { e.Graphics.DrawString(label1.Text, label1.Font, new SolidBrush(label1.ForeColor), label1.Bounds); } else if (label1.TextAlign == ContentAlignment.TopCenter) { SizeF size = e.Graphics.MeasureString(label1.Text, label1.Font); float left = ((float)this.Width + label1.Left) / 2 - size.Width / 2; RectangleF rect1 = new RectangleF(left, (float)label1.Top, size.Width, label1.Height); e.Graphics.DrawString(label1.Text, label1.Font, new SolidBrush(label1.ForeColor), rect1); } else { SizeF size = e.Graphics.MeasureString(label1.Text, label1.Font); float left = (float)label1.Width - size.Width + label1.Left; RectangleF rect1 = new RectangleF(left, (float)label1.Top, size.Width, label1.Height); e.Graphics.DrawString(label1.Text, label1.Font, new SolidBrush(label1.ForeColor), rect1); } label1.Top = rect.Top; label1.Left = rect.Left; label1.Width = rect.Width; label1.Height = rect.Height; } private void saveToolStripMenuItem_Click(object sender, EventArgs e) { SaveFileDialog SaveFD1 = new SaveFileDialog(); //string Sd_file = ""; SaveFD1.FileName = ""; SaveFD1.InitialDirectory = "C"; SaveFD1.Title = "save file Name"; SaveFD1.Filter= "JPG|.jpg|Bmp|.bmp"; if (SaveFD1.ShowDialog() != DialogResult.Cancel) { System.IO.Stream filename = (System.IO.FileStream)SaveFD1.OpenFile(); if (SaveFD1.Filter == "JPG") pictureBox1.Image.Save(SaveFD1.FileName); //pictureBox1.Image.Save (filename, System.Drawing.Imaging.ImageFormat.Jpeg); else if (SaveFD1.Filter == "Bmp") { //pictureBox1.Image.Save(filename, System.Drawing.Imaging.ImageFormat.Bmp); } filename.Close(); } }

    Read the article

  • UIImage rounded corners

    - by catlan
    I try to get rounded corners on a UIImage, what I read so far, the easiest way is to use a mask images. For this I used code from TheElements iPhone Example and some image resize code I found. My problem is that resizedImage is always nil and I don't find the error... - (UIImage *)imageByScalingProportionallyToSize:(CGSize)targetSize { CGSize imageSize = [self size]; float width = imageSize.width; float height = imageSize.height; // scaleFactor will be the fraction that we'll // use to adjust the size. For example, if we shrink // an image by half, scaleFactor will be 0.5. the // scaledWidth and scaledHeight will be the original, // multiplied by the scaleFactor. // // IMPORTANT: the "targetHeight" is the size of the space // we're drawing into. The "scaledHeight" is the height that // the image actually is drawn at, once we take into // account the ideal of maintaining proportions float scaleFactor = 0.0; float scaledWidth = targetSize.width; float scaledHeight = targetSize.height; CGPoint thumbnailPoint = CGPointMake(0,0); // since not all images are square, we want to scale // proportionately. To do this, we find the longest // edge and use that as a guide. if ( CGSizeEqualToSize(imageSize, targetSize) == NO ) { // use the longeset edge as a guide. if the // image is wider than tall, we'll figure out // the scale factor by dividing it by the // intended width. Otherwise, we'll use the // height. float widthFactor = targetSize.width / width; float heightFactor = targetSize.height / height; if ( widthFactor < heightFactor ) scaleFactor = widthFactor; else scaleFactor = heightFactor; // ex: 500 * 0.5 = 250 (newWidth) scaledWidth = width * scaleFactor; scaledHeight = height * scaleFactor; // center the thumbnail in the frame. if // wider than tall, we need to adjust the // vertical drawing point (y axis) if ( widthFactor < heightFactor ) thumbnailPoint.y = (targetSize.height - scaledHeight) * 0.5; else if ( widthFactor > heightFactor ) thumbnailPoint.x = (targetSize.width - scaledWidth) * 0.5; } CGContextRef mainViewContentContext; CGColorSpaceRef colorSpace; colorSpace = CGColorSpaceCreateDeviceRGB(); // create a bitmap graphics context the size of the image mainViewContentContext = CGBitmapContextCreate (NULL, targetSize.width, targetSize.height, 8, 0, colorSpace, kCGImageAlphaPremultipliedLast); // free the rgb colorspace CGColorSpaceRelease(colorSpace); if (mainViewContentContext==NULL) return NULL; //CGContextSetFillColorWithColor(mainViewContentContext, [[UIColor whiteColor] CGColor]); //CGContextFillRect(mainViewContentContext, CGRectMake(0, 0, targetSize.width, targetSize.height)); CGContextDrawImage(mainViewContentContext, CGRectMake(thumbnailPoint.x, thumbnailPoint.y, scaledWidth, scaledHeight), self.CGImage); // Create CGImageRef of the main view bitmap content, and then // release that bitmap context CGImageRef mainViewContentBitmapContext = CGBitmapContextCreateImage(mainViewContentContext); CGContextRelease(mainViewContentContext); CGImageRef maskImage = [[UIImage imageNamed:@"Mask.png"] CGImage]; CGImageRef resizedImage = CGImageCreateWithMask(mainViewContentBitmapContext, maskImage); CGImageRelease(mainViewContentBitmapContext); // convert the finished resized image to a UIImage UIImage *theImage = [UIImage imageWithCGImage:resizedImage]; // image is retained by the property setting above, so we can // release the original CGImageRelease(resizedImage); // return the image return theImage; }

    Read the article

  • HMTL5 Anti Aliasing Browser Disable

    - by Tappa Tappa
    I am forced to consider writing a library to handle the fundamental basics of drawing lines, thick lines, circles, squares etc. of an HTML5 canvas because I can't disable a feature embedded in the browser rendering of the core canvas algorithms. Am I forced to build the HTML5 Canvas rendering process from the ground up? If I am, who's in with me to do this? Who wants to change the world? Imagine a simple drawing application written in HTML5... you draw a shape... a closed shape like a rudimentary circle, free hand, more like an onion than a circle (well, that's what mine would look like!)... then imagine selecting a paint bucket icon and clicking inside that shape you drew and expecting it to be filled with a color of your choice. Imagine your surprise as you selected "Paint Bucket" and clicked in the middle of your shape and it filled your shape with color... BUT, not quite... HANG ON... this isn't right!!! On the inside of the edge of the shape you drew is a blur between the background color and your fill color and the edge color... the fill seems to be flawed. You wanted a straight forward "Paint Bucket" / "Fill"... you wanted to draw a shape and then fill it with a color... no fuss.... fill the whole damned inside of your shape with the color you choose. Your web browser has decided that when you draw the lines to define your shape they will be anti-aliased. If you draw a black line for your shape... well, the browser will draw grey pixels along the edges, in places... to make it look like a "better" line. Yeah, a "better" line that **s up the paint / flood fill process. How much does is cost to pay off the browser developers to expose a property to disable their anti-aliasing rendering? Disabling would save milliseconds for their rendering engine, surely! Bah, I really don't want to have to build my own canvas rendering engine using Bresenham line rendering algorithm... WHAT CAN BE DONE... HOW CAN THIS BE CHANGED!!!??? Do I need to start a petition aimed at the WC3???? Will you include your name if you are interested??? UPDATED function DrawLine(objContext, FromX, FromY, ToX, ToY) { var dx = Math.abs(ToX - FromX); var dy = Math.abs(ToY - FromY); var sx = (FromX < ToX) ? 1 : -1; var sy = (FromY < ToY) ? 1 : -1; var err = dx - dy; var CurX, CurY; CurX = FromX; CurY = FromY; while (true) { objContext.fillRect(CurX, CurY, objContext.lineWidth, objContext.lineWidth); if ((CurX == ToX) && (CurY == ToY)) break; var e2 = 2 * err; if (e2 > -dy) { err -= dy; CurX += sx; } if (e2 < dx) { err += dx; CurY += sy; } } }

    Read the article

  • SharpDX: Render to bitmap using Direct2D 1.1

    - by mwhouser
    I have a command line application that I am currently using SharpDX (Direct2D 1.0) to render to PNG files. This is a window-less application. It's currently creating a SharpDX.WIC.WicBitmap, a WicRenderTarget, then rendering to that. I then save the WicBitmap to the PNG file. For various reasons, I need to migrate to Direct2D 1.1 to take advantage of some of the effects available in 1.1. I'm trying to get a SharpDX.Direct2D1.Bitmap that I can save as PNG. I cannot use FromWicBitmap because that copies the bitmap, it does not share it. I see CreateSharedBitmap in the Direct2D1 API that takes a IWICBitmapLock. However, I do not see this implemented as a constructor of SharpDX.Direct2D.Bitmap. This is what I'm trying to do: // Bunch of setup var d2dDevice = new SharpDX.Direct2D1.Device(dxgiDevice); var d2dDeviceContext = new SharpDX.Direct2D1.DeviceContext(d2dDevice, SharpDX.Direct2D1.DeviceContextOptions.None); using (var wicFactory = new SharpDX.WIC.ImagingFactory()) { using (SharpDX.WIC.Bitmap wicBitmap = new SharpDX.WIC.Bitmap(wicFactory, 500, 500, SharpDX.WIC.PixelFormat.Format32bppPBGRA, SharpDX.WIC.BitmapCreateCacheOption.CacheOnDemand)) { var wicLock = wicBitmap.Lock(SharpDX.WIC.BitmapLockFlags.Write); var props = new SharpDX.Direct2D1.BitmapProperties1(); props.BitmapOptions = SharpDX.Direct2D1.BitmapOptions.Target; var bitmap = new SharpDX.Direct2D1.Bitmap1(d2dDeviceContext, wicLock, props); // This is not available d2dDeviceContext.Target = bitmap; // Do the drawing // Save the PNG } } Is there a way to do what I'm trying to accomplish?

    Read the article

  • Custom edit box - how to do it?

    - by user3834459
    I'd like to create a new text editor with some non-standard capabilities for the edit box where you would normally type your code (and do syntax highlighting). Since I'd like to have complete control over this I was thinking how should I proceed.. my target is primarily linux and I was thinking to use GTK+ as GUI toolkit. Since I'm a newbie I'm not sure how custom controls are drawn/rendered. Should I consider using openGL to draw a control from scratch? That doesn't sound right to be honest but I have no idea on how to do it.. The "nonstandard capabilities" would include drawing stuff on the control (shapes and boxes) at any position, being able to write into multiple areas.. all stuff you can't normally do with an edit box. Question: How should I create a GTK+ nonstandard GUI control like an edit box that has the following capabilities: edit text, select text, delete text, draw message boxes on top of it, draw images inside it (under and/or on top of the text), insert text into multiple places at the same time? Should I subclass an edit box control or should I "render" an entirely new one with openGL or such? I'm still in the design phase (I even need to identify the frameworks I should use) and I've taken a look at the Chromium project (GTK+). I haven't found anything that suited my problem

    Read the article

  • SQLAuthority News – Pinal Dave: Blogger, MVP and now Interviewee by Michael J Swart

    - by pinaldave
    Michael J. Swart is a very unique person. I have often exchanged emails with him and also used a couple of his scripts in my presentations (with his permission). Every time I conduct spatial database presentation, I always start with his script where he has drawn the wonderful image of Botticelli’s Birth of Venus. I often think he is more of a creative artist than IT professional. However, if you read his blog posts and articles, they are top notch and each article is as creative as his caricatures. He is wonderful, inspiring, creative and most importantly, very humble. He recently took my interview and asked me some very interesting question. To answer his question, I had to share some of the interesting aspects of my life which I have had never shared in any interview before. He made me share the following interesting facts. Pinal Dave Caricatures Read my Interview Here are a few questions that I have answered at his blog: How I met my wife? Best moments of my life? How to pronounce my last name? Who inspired me? English as a Third Language. I am also thankful to Michael for drawing my caricature. I really liked it and I am very glad that he took time to do so. Reference: Pinal Dave (http://blog.SQLAuthority.com) Filed under: About Me, Pinal Dave, PostADay, Readers Question, SQL, SQL Authority, SQL Query, SQL Server, SQL Tips and Tricks, T SQL, Technology

    Read the article

  • ATG Live Webcast Event - EBS 12 OAF Rich UI Enhancements

    - by Bill Sawyer
    The E-Business Suite Applications Technology Group (ATG) participates in several conferences a year, including Oracle OpenWorld in San Francisco and OAUG/Collaborate.   We announce new releases, roadmaps, updates, and other news at these events.  These events are exciting, drawing thousands of attendees, but it's clear that only a fraction of our EBS users are able to participate. We touch upon many of the same announcements here on this blog, but a blog article is necessarily different than an hour-long conference session.  We're very interested in offering more in-depth technical content and the chance to interact directly with senior ATG Development staff.  New ATG Live Webcast series -- free of charge As part of that initiative, I'm very pleased to announce that we're launching a new series of free ATG Live Webcasts jointly with Oracle University.  Our goal is to provide solid, authoritative coverage of some of the latest ATG technologies, broadcasting live from our development labs to you. Our first event is titled: The Latest E-Business Suite R12.x OA Framework Rich User Interface Enhancements This live one-hour webcast will offer a comprehensive review of the latest user interface enhancements and updates to OA Framework in EBS 12. Developers will get a detailed look at new features designed to enhance usability, offer more capabilities for personalization and extensions, and support the development and use of dashboards and web services. Topics will include new rich user interface (UI) capabilities such as: 

    Read the article

  • Spritebatch not working in winforms

    - by CodingMadeEasy
    I'm using the Winforms sample on the app hub and everything is working fine except my spritebatch won't draw anything unless I call Invalidate in the Draw method. I have this in my initialize method: Application.Idle += delegate { Invalidate(); }; I used a breakpoint and it is indeed invalidating my program and it is calling my draw method. I get no errors with the spritebatch and all the textures are loaded I just don't see anything on the screen. Here's the code I have: protected override void Draw() { GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(); tileSheet.Draw(spriteBatch); foreach (Image img in selector) img.Draw(spriteBatch); spriteBatch.End(); } But when I do this: protected override void Draw() { GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(); tileSheet.Draw(spriteBatch); foreach (Image img in selector) img.Draw(spriteBatch); spriteBatch.End(); Invalidate(); } then all of a sudden the drawing starts to work! but the problem is that it freezes everything else and only that control gets updated. What can I do to fix this? It's really frustrating.

    Read the article

  • Just released: a new SEO extension for the ASP.NET MVC routing engine

    - by efran.cobisi
    Dear users,after several months of hard work, we are proud to announce to the world that Cobisi's new SEO routing engine for ASP.NET MVC has been officially released! We even provide a free edition which comes at no cost, so this is something you can't really miss if you are a serious ASP.NET developer. ;)SEO routes for ASP.NET MVCCobisi SEO Extensions - this is the name of the product - is an advanced tool for software developers that allows to optimize ASP.NET MVC web applications and sites for search engines. It comes with a powerful routing engine, which extends the standard ASP.NET routing module to provide a much more flexible way to define search optimized routes, and a complete set of classes that make customizing the entire routing infrastructure very easy and cool.In its simplest form, defining a route for an MVC action is just a matter of decorating the method with the [Route("...")] attribute and specifying the desired URL. The library will take care of the rest and set up the route accordingly; while coding routes this way, Cobisi SEO Extensions also shows how the final routes will be, without leaving the Visual Studio IDE!Manage MVC routes with easeIn fact, Cobisi SEO Extensions integrates with the Visual Studio IDE to offer a large set of time-saving improvements targeted at ASP.NET developers. A new tool window, for example, allows to easily browse among the routes exposed by your applications, being them standard ASP.NET routes, MVC specific routes or SEO routes. The routes can be easily filtered on the fly, to ease finding the ones you are interested in. Double clicking a SEO route will even open the related ASP.NET MVC controller, at the beginning of the specified action method.In addition to that, Cobisi SEO Extensions allows to easily understand how each SEO route is composed by showing the routing model details directly in the IDE, beneath each MVC action route.Furthermore, Cobisi SEO Extensions helps developers to easily recognize which class is an MVC controller and which methods is an MVC action by drawing a special dashed underline mark under each items of these categories.Developers, developers, developers, ...We are really eager to receive your feedback and suggestions - please feel free to ping us with your comments! Thank you! Cheers! -- Efran Cobisi Cobisi lead developer Microsoft MVP, MCSD, MCAD, MCTS: SQL Server 2005, MCP

    Read the article

  • Pluralsight Meet the Author Podcast on HTML5 Canvas Programming

    - by dwahlin
      In the latest installment of Pluralsight’s Meet the Author podcast series, Fritz Onion and I talk about my new course, HTML5 Canvas Fundamentals.  In the interview I describe different canvas technologies covered throughout the course and a sample application at the end of the course that covers how to build a custom business chart from start to finish. Meet the Author:  Dan Wahlin on HTML5 Canvas Fundamentals   Transcript [Fritz] Hi. This is Fritz Onion. I’m here today with Dan Wahlin to talk about his new course HTML5 Canvas Fundamentals. Dan founded the Wahlin Group, which you can find at thewahlingroup.com, which specializes in ASP.NET, jQuery, Silverlight, and SharePoint consulting. He’s a Microsoft Regional Director and has been awarded Microsoft’s MVP for ASP.NET, Connected Systems, and Silverlight. Dan is on the INETA Bureau’s — Speaker’s Bureau, speaks at conferences and user groups around the world, and has written several books on .NET. Thanks for talking to me today, Dan. [Dan] Always good to talk with you, Fritz. [Fritz] So this new course of yours, HTML5 Canvas Fundamentals, I have to say that most of the really snazzy demos I’ve seen with HTML5 have involved Canvas, so I thought it would be a good starting point to chat with you about why we decided to create a course dedicated just to Canvas. If you want to kind of give us that perspective. [Dan] Sure. So, you know, there’s quite a bit of material out there on HTML5 in general, and as people that have done a lot with HTML5 are probably aware, a lot of HTML5 is actually JavaScript centric. You know, a lot of people when they first learn it, think it’s tags, but most of it’s actually JavaScript, and it just so happens that the HTML5 Canvas is one of those things. And so it’s not just, you know, a tag you add and it just magically draws all these things. You mentioned there’s a lot of cool things you can do from games to there’s some really cool multimedia applications out there where they integrate video and audio and all kinds of things into the Canvas, to more business scenarios such as charting and things along those lines. So the reason we made a course specifically on it is, a lot of the material out there touches on it but the Canvas is actually a pretty deep topic. You can do some pretty advanced stuff or easy stuff depending on what your application requirements are, and the API itself, you know, there’s over 30 functions just in the Canvas API and then a whole set of properties that actually go with that as well. So it’s a pretty big topic, and that’s why we created a course specifically tailored towards just the Canvas. [Fritz] Right. And let’s — let me just review the outline briefly here for everyone. So you start off with an introduction to getting started with Canvas, drawing with the HTML5 Canvas, then you talk about manipulating pixels, and you finish up with building a custom data chart. So I really like your example flow here. I think it will appeal to even business developers, right. Even if you’re not into HTML5 for the games or the media capabilities, there’s still something here for everyone I think working with the Canvas. Which leads me to another question, which is, where do you see the Canvas fitting in to kind of your day-to-day developer, people that are working business applications and maybe vanilla websites that aren’t doing kind of cutting edge stuff with interactivity with users? Is there a still a place for the Canvas in those scenarios? [Dan] Yeah, definitely. I think a lot of us — and I include myself here — over the last few years, the focus has generally been, especially if you’re, let’s say, a PHP or ASP.NET or Java type of developer, we’re kind of accustomed to working on the server side, and, you know, we kind of relied on Flash or Silverlight or these other plug-ins for the client side stuff when it was kind of fancy, like charts and graphs and things along those lines. With the what I call massive shift of applications, you know, mainly because of mobile, to more of client side, one of the big benefits I think from a maybe corporate standard way of thinking of things, since we do a lot of work with different corporations, is that, number one, rather than having to have the plug-in, which of course isn’t going to work on iPad and some of these other devices out there that are pretty popular, you can now use a built-in technology that all the modern browsers support, and that includes things like Safari on the iPad and iPhone and the Android tablets and things like that with their browsers, and actually render some really sophisticated charts. Whether you do it by scratch or from scratch or, you know, get a third party type of library involved, it’s just JavaScript. So it downloads fast so it’s good from a performance perspective; and when it comes to what you can render, it’s extremely robust. You can do everything from, you know, your basic circles to polygons or polylines to really advanced gradients as well and even provide some interactivity and animations, and that’s some of the stuff I touch upon in the class. In fact, you mentioned the last part of the outline there is building a custom data chart and that’s kind of gears towards more of the, what I’d call enterprise or corporate type developer. [Fritz] Yeah, that makes sense. And it’s, you know, a lot of the demos I’ve seen with HTML5 focus on more the interactivity and kind of game side of things, but the Canvas is such a diverse element within HTML5 that I can see it being applicable pretty much anywhere. So why don’t we talk a little bit about some of the specifics of what you cover? You talk about drawing and then manipulating pixels. You want to kind of give us the different ways of working with the Canvas and what some of those APIs provide for you? [Dan] Sure. So going all the way back to the start of the outline, we actually started off by showing different demonstrations of the Canvas in action, and we show some fun stuff — multimedia apps and games and things like that — and then also some more business scenarios; and then once you see that, hopefully it kinds of piques your interest and you go, oh, wow, this is actually pretty phenomenal what you can do. So then we start you off with, so how to you actually draw things. Now, there are some libraries out there that will draw things like graphs, but if you want to customize those or just build something you have from scratch, you need to know the basics, such as, you know, how do you draw circles and lines and arcs and Bezier curves and all those fancy types of shapes that a given chart may have on it or that a game may have in it for that matter. So we start off by covering what I call the core API functions; how do you, for instance, fill a rectangle or convert that to a square by setting the height and the width; how do you draw arcs or different types of curves and there’s different types supported such as I mentioned Bezier curves or quadratic curves; and then we also talk about how do you integrate text into it. You might have some images already that are just regular bitmap type images that you want to integrate, you can do that with a Canvas. And you can even sync video into the Canvas, which actually opens up some pretty interesting possibilities for both business and I think just general multimedia apps. Once you kind of get those core functions down for the basic shapes that you need to be able to draw on any type of Canvas, then we go a little deeper into what are the pixels that are there to manipulate. And that’s one of the important things to understand about the HTML5 Canvas, scalable vector graphics is another thing you can use now in the modern browsers; it’s vector based. Canvas is pixel based. And so we talk about how to do gradients, how can you do transforms, you know, how do you scale things or rotate things, which is extremely useful for charts ’cause you might have text that, you know, flips up on its side for a y-axis or something like that. And you can even do direct pixel manipulation. So it’s really, really powerful. If you want to get down to the RGBA level, you can do that, and I show how to do that in the course, and then kind of wrap that section up with some animation fundamentals. [Fritz] Great. Yeah, that’s really powerful stuff for programmatically rendering data to clients and responding to user inputs. Look forward to seeing what everyone’s going to come up with building this stuff. So great. That’s — that’s HTML5 Canvas Fundamentals with Dan Wahlin. Thanks very much, Dan. [Dan] Thanks again. I appreciate it.

    Read the article

  • Implementing fog of war in opengl es 2.0 game

    - by joxnas
    Hi game development community, this is my first question here! ;) I'm developing a tactics/strategy real time android game and I've been wondering for some time what's the best way to implement an efficient and somewhat nice looking fog of war to incorporate in it. My experience with OpenGL or Android is not vast by any means, but I think it is sufficient for what I'm asking here. So far I have thought in some solutions: Draw white circles to a dark background, corresponding to the units visibility, then render to a texture, and then drawing a quad with that texture with blend mode set to multiply. Will this approach be efficient? Will it take too much memory? (I don't know how to render to texture and then use the texture. Is it too messy?) Have a grid object with a vertex shader which has an array of uniforms having the coordinates of all units, and another array which has their visibility range. The number of units will very probably never be bigger then 100. The vertex shader needs to test for each considered vertex, if there is some unit which can see it. In order to do this it, will have to loop the array with the coordinates and do some calculations based on distance. The efficiency of this is inversely proportional to the looks of it. A more dense grid will result in a more beautiful fog of war... but will require a greater amount of vertexes to be checked. Is it possible to find a nice compromise or is this a bad solution from the start? Which solution is the best? Are there better alternatives? Which ones? Thank you for your time.

    Read the article

  • Working with Legacy code #1 : Draw up a plan.

    - by andrewstopford
    Blackfield applications are a minefield, reaking of smells and awash with technical debt. The codebase is a living hell. Your first plan of attack is a plan. Your boss (be that you, your manager, your client or whoever) needs to understand what you are trying to achieve and in what time. Your team needs to know what the plan of attack will be and where. Start with the greatest pain points, what are the biggest areas of technical debt, what takes the most time to work with\change and where are the areas with the higest number of defects. Work out what classes\functions are mud balls and where all the hard dependencies are. In working out the pain points you will begin to understand structure (or lack of) and where the fundmentals are. If know one in the team knows an area then profile it, understand what lengths the code is going to.  When your done drawing up the list then work out what the common problems are, is the code hard tied to the database, file system or some other hard dependency. Is the code repeating it's self in structure\form over and over etc. From the list work out what are the areas with the biggest number of problems and make those your starting point. Now you have a plan of what needs to change and where then you can work out how it fits into your development plan. Manage your plan, put it into a defect tracker, work item tracker or use notepad or excel etc. Mark off the items on your plan as and when you have attacked them, if you find more items then get them on your plan, keep the movement going and slowly the codebase will become better and better.

    Read the article

  • Need some advice regarding collision detection with the sprite changing its width and height

    - by Frank Scott
    So I'm messing around with collision detection in my tile-based game and everything works fine and dandy using this method. However, now I am trying to implement sprite sheets so my character can have a walking and jumping animation. For one, I'd like to to be able to have each frame of variable size, I think. I want collision detection to be accurate and during a jumping animation the sprite's height will be shorter (because of the calves meeting the hamstrings). Again, this also works fine at the moment. I can get the character to animate properly each frame and cycle through animations. The problems arise when the width and height of the character change. Often times its position will be corrected by the collision detection system and the character will be rubber-banded to random parts of the map or even go outside the map bounds. For some reason with the linked collision detection algorithm, when the width or height of the sprite is changed on the fly, the entire algorithm breaks down. The solution I found so far is to have a single width and height of the sprite that remains constant, and only adjust the source rectangle for drawing. However, I'm not sure exactly what to set as the sprite's constant bounding box because it varies so much with the different animations. So now I'm not sure what to do. I'm toying with the idea of pixel-perfect collision detection but I'm not sure if it would really be worth it. Does anyone know how Braid does their collision detection? My game is also a 2D sidescroller and I was quite impressed with how it was handled in that game. Thanks for reading.

    Read the article

  • Java Spotlight Episode 150: James Gosling on Java

    - by Roger Brinkley
    Interview with James Gosling, father of Java and Java Champion, on the history of Java, his work at Liquid Robotics, Netbeans, the future of Java and what he sees as the next revolutionary trend in the computer industry. Right-click or Control-click to download this MP3 file. You can also subscribe to the Java Spotlight Podcast Feed to get the latest podcast automatically. If you use iTunes you can open iTunes and subscribe with this link: Java Spotlight Podcast in iTunes. Show Notes Feature Interview James Gosling received a BSc in Computer Science from the University of Calgary, Canada in 1977. He received a PhD in Computer Science from Carnegie-Mellon University in 1983. The title of his thesis was "The Algebraic Manipulation of Constraints". He spent many years as a VP & Fellow at Sun Microsystems. He has built satellite data acquisition systems, a multiprocessor version of Unix, several compilers, mail systems and window managers. He has also built a WYSIWYG text editor, a constraint based drawing editor and a text editor called `Emacs' for Unix systems. At Sun his early activity was as lead engineer of the NeWS window system. He did the original design of the Java programming language and implemented its original compiler and virtual machine. He has been a contributor to the Real-Time Specification for Java, and a researcher at Sun labs where his primary interest was software development tools.     He then was the Chief Technology Officer of Sun's Developer Products Group and the CTO of Sun's Client Software Group. He briefly worked for Oracle after the acquisition of Sun. After a year off, he spent some time at Google and is now the chief software architect at Liquid Robotics where he spends his time writing software for the Waveglider, an autonomous ocean-going robot.

    Read the article

  • [MINI HOW-TO] Create Keyboard Shortcuts to Applications in Windows

    - by Asian Angel
    Do you need just one or a few special keyboard shortcuts for your favorite program(s)? A quick modification to program shortcuts will get you up and running without installing additional software. Creating New Keyboard Shortcuts Go to the start menu shortcut for the program, right-click on it, and select properties. When the properties window opens click in the shortcut key text area. All that you need to do is choose an appropriate letter for the program (i.e. O for Opera, E for Editra, etc.) and type it in the blank. You will not need to type any other keys or combination in…the “Ctrl + Alt +” will be automatically entered for you as soon as you type the letter in. Click OK to finish creating the new keyboard shortcut. Those new keyboard shortcuts will speed up access to your favorite software. Another example from our system using “I” for Iron Browser. Certainly much quicker than using the start menu. Conclusion If you only need one or just a few special keyboard shortcuts then this method provides a quick and simple solution. Similar Articles Productive Geek Tips Show Keyboard Shortcut Access Keys in Windows VistaUse the Windows Key for the "Start" Menu in Ubuntu LinuxCreate Custom Windows Key Keyboard Shortcuts in WindowsHow-To Geek on Lifehacker: Control Your Computer with Shortcuts & Speed Up Vista SetupKeyboard Ninja: 21 Keyboard Shortcut Articles TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips CloudBerry Online Backup 1.5 for Windows Home Server Snagit 10 VMware Workstation 7 Acronis Online Backup Windows Firewall with Advanced Security – How To Guides Sculptris 1.0, 3D Drawing app AceStock, a Tiny Desktop Quote Monitor Gmail Button Addon (Firefox) Hyperwords addon (Firefox) Backup Outlook 2010

    Read the article

  • Set Firefox to Be On Top of Other Windows

    - by Asian Angel
    Sometimes you need to keep a close watch on a website and have Firefox remain in view regardless of the other apps running. See how you can keep Firefox in constant view with the Always on Top extension. Before If you have a webpage that you like to watch throughout the day but have a very busy desktop then Firefox can get lost in all of the clutter. Note: You can read about the ReloadEvery extension here. Even with a widescreen monitor sometimes there is just not enough room to keep everything in easy view while you are working on something. Always on Top in Action Once you have installed the extension you will notice that a new Toolbar Button has automatically been added to your Navigation Toolbar. At the moment this is the only on/off switch for the extension. Clicking on the Toolbar Button will enable Always on Top and the button will change to a blue color to indicate its’ active status. Click on it again to disable it. Do anything that you like in the other windows…Firefox will still be the topmost window and easy to view. Conclusion The Always on Top extension was made to do just one thing and it does it very well…keeping your Firefox window on top. Being able to turn it on or off without digging through a bunch of menus adds that extra level of convenience. Links Download the Always on Top extension (Mozilla Add-ons) Similar Articles Productive Geek Tips Quick Hits: 11 Firefox Tab How-TosQuick Tip: Save Windows and Tabs When Restarting FirefoxInstalling Windows Media Player Plugin for FirefoxDisable Web Site Window Resizing in FirefoxFix for Firefox memory leak on Windows TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips CloudBerry Online Backup 1.5 for Windows Home Server Snagit 10 VMware Workstation 7 Acronis Online Backup The iPod Revolution Ultimate Boot CD can help when disaster strikes Windows Firewall with Advanced Security – How To Guides Sculptris 1.0, 3D Drawing app AceStock, a Tiny Desktop Quote Monitor Gmail Button Addon (Firefox)

    Read the article

  • CodePlex Daily Summary for Monday, March 29, 2010

    CodePlex Daily Summary for Monday, March 29, 2010New ProjectsBUtil: Backup toolcfDateTime: A library for conveniant dealing with date and time in code and UI.ComplexNetwork: Complex network is a network (graph) with non-trivial topological features—features that do not occur in simple networks such as lattices or random...Crash, Burn, Learn AI: Crash, Burn, Learn AI is a "social" AI that tries to learn a language. You provide it with words and it tries to speak.DashboardNET: Student project for Database Applications classDawf: Dual Audio Workflow: Dawf (Dual Audio Workflow) is a script for Sony Vegas Pro and PluralEyes. First, use PluralEyes to sync good audio from an external recorder (for ...EFDataPager: The EFDataPager is an Web User Control that provides Entity Framework data paging. This control enables your ListView, Datagrid or other data pres...GALOAP: GALOAP is a web framework for developing games with a purpose (or GWAP). A GWAP is a game played on a computer that serves some purpose for the peo...Modular CSharp Web Server: The Modular CSharp Web Server Is a small web server core that modules can be build to expand it.NHibernate Membership Provider: The NHMemberProvider is a complete .Net Membership Provider developed in C# and utilizing NHibernate for data persistence. NTP-VoIP Chat: NTP-VoIP chat is a sample VoIP based chat client (and server) developed for academic purposes at the Faculty of Electrical Engineering in Sarajevo....SharePoint Labs: SPLabs is a set of labs, either VB.NET or C#, focused on SharePoint technologies. Each lab is in itself a tutorial to learn a specific area of Shar...SharePoint Navigation Menu: Have a Web App with multiple site collections and need a common navigation menu? How about a SP Web Part that gives a consistent, easy to use, cen...Smebedor — greatest e-shop in the world: Smebedor - greatest e-shop in the worldStarksoft FTP and FTPS C# Client Library: Free, open source and easy to use .NET 2.0+ / Mono 2.x Component for connecting to FTP servers. Explicit and implicit SSL and TLS connections, dat...Sweet Office: The so Sweet Office built on the so sweet Silverlight.World Map WebPart: Display a world map and points several locations configured in the web part properties. The map is based on Google Maps and Live Maps.New ReleasesActivate Your Glutes: v1.0.2.0: An admin section has been added to the site and the log4net framework has been integrated. Minor tweak to registration to present a better date pic...ArkSwitch: ArkSwitch v1.1.4: Bugfix release, mainly for the new process mode.BatterySaver: Version 0.3: ChangeLog Add support for power change events in standby/hibernate (Issue) Add support for multiple configuration profiles (Issue) Added XSD for co...BUtil: BUtil 4.7: The initial releasecfDateTime: cfDateTime 0.1.1.3: This is the first public release of cfDateTime. Supported Features are: Base-implementation of the DateTimeSpan-type which is the logic-holder Im...Crash, Burn, Learn AI: Crash, Burn, Learn v0.1 Alpha: The first version of the AI. Got basic functionality but not everything works as it should so you're very welcome to test :)CycleMania Starter Kit EAP - ASP.NET 4 Problem - Design - Solution: Cyclemania 0.08.43: See Source Code tab for recent change history.Dawf: Dual Audio Workflow: Beta: Beta for DawfeCommerce by Onex Community Edition: Installer of eCommerce by Onex Community 1.0: Installer of eCommerce by Onex Community 1.0 Last changes: Added integration with Paypal Corrected of adding photos and attachments to products ...Encrypted Notes: Encrypted Notes 1.6.1: This is the latest version of Encrypted Notes (1.6.1), with bug fixes (mainly One-Time Pad). It has an installer - it will create a directory 'CPas...ExtAspNet: ExtAspNet v2.2.1: ExtAspNet v2.2.1 ExtAspNet is a set of professional Asp.net controls with native AJAX support and rich UI effect which aim at No JavaScript, No C...Load Test User Mock Toolkits: Open.LoadTest.User.Mock.Toolkits 1.0: 此版本为非正式版本,未对性能方面进行优化。而且框架正在重构调整中。miniTodo: mini Todo version 0.1: 超簡易TodoアプリMsmqJava: MsmqJava v1.2: MsmqJava v1.2 is an update of the Java/JNI wrapper for MSMQ. It is currently at v1.2.1.2. Last updated 28 March 2010. This version includes: ...N2 CMS: 2.0 beta2: Major Changes 2.0b-2.0b2 bugfixes prettified home interface analytics part icons for file types Major Changes 1.5-2.0b ASP.NET MVC 2 templat...New York Times Silverlight Kit: Version 1.0 for Windows Phone 7 Series: New York Times Silverlight Kit for Windows Phone 7 Series Release NotesDoes not include Articles or TimesTag APIsNHibernate Membership Provider: NHibernate Membership Provider 0.9b: This is the initial source code release of NHibernateProvider. I'm putting this up in beta for now, although it is currently being used in one of ...PowerShell ISE-Cream: PSISECream 0.1: So far, you must have downloaded the source code from this project and used the individual modules or scripts for different ISE addons. This projec...Prolog.NET: Prolog.NET 1.0 Beta 2: Installer includes: primary Prolog.NET assembly Prolog.NET Workbench Prolog.NET Scheduler sample application PrologTest console applicati...QuickStart Engine (3D Game Engine for XNA): QuickStart Engine v0.21: Main FeaturesClean engine architecture Makes it easy to make your own game using the engine. Messaging system allows you to communicate between s...S3Appender (Appender for Log4Net that Uses Amazon S3 For Storing Log Files): Stable Release 0.5: Download directly from source code http://s3appender.codeplex.com/SourceControl/changeset/view/43435SharePoint Labs: SPLab5001A-FRA-Level100: SPLab5001A-FRA-Level100 This SharePoint Lab will teach you how to increase your knowledge and use of CAML within Visual Studio. Lab Language : Fren...SharePoint Navigation Menu: spNavigationMenu 1.0: Inital release.Sweet Office: Simple drawing 0.0.1: A Visio-like simple drawing tool was built. Sweet Office is a Office-like tool set running on Silverlight.Switch Checker: v1.0.0.4 - Improved functionality: Added features: Add edit and delete options to right click switch list. Allow delete multiple switches from edit switches form. Allow copy MAC ...System.Common: System.Common Library: First release of System.Common.dlTeam 12 - Team FTW - Software Project: Quadrisauce Alpha Release: This is the first release of Quadrisauce!Visual Studio DSite: Math Wiz Quiz (Visual Basic 2008): A simple math quiz program, that test your knowledge of addition, subtraction and multiplication. This quiz is aimed for elementary kids, but you ...World Map WebPart: World Map Web Part v1.0: Display a world map and points several locations configured in the web part properties. The web part is using either Google Maps or Live Maps depen...WPF Dialogs: Version 0.2.0: 4 New Dialogs: NewFolderDialog / NewFolderDialog - Deutsch DeleteDialog / DeleteDialog - Deutsch] SaveDialog / SaveDialog- Deutsch RenamerDia...WPF Dialogs: Version 0.2.0 for .Net 3.5: The same new features like in the .Net 4 version Version 0.2.0ニコ生タイピング: Niconama Typing Ver. 10-03-28: ランキング 同順位の表示方法を変更 ランキング表示にスクロールバーを追加 切断ボタンを追加 スピードを5倍まで選択できるように変更 ニコ生の仕様変更に対応(運営コメント) デバッグ部分UI変更 NGワードを含む名前は登録できないように変更(含む場合、「名無し(NGコメ)...Most Popular ProjectsRawrWBFS ManagerASP.NET Ajax LibraryMicrosoft SQL Server Product Samples: DatabaseSilverlight ToolkitAJAX Control ToolkitLiveUpload to FacebookWindows Presentation Foundation (WPF)ASP.NETMicrosoft SQL Server Community & SamplesMost Active ProjectsRawrjQuery Library for SharePoint Web ServicesManaged Extensibility FrameworkLINQ to TwitterMicrosoft Biology FoundationBlogEngine.NETpatterns & practices: Composite WPF and SilverlightFarseer Physics EngineTable2ClassNB_Store - Free DotNetNuke Ecommerce Catalog Module

    Read the article

< Previous Page | 59 60 61 62 63 64 65 66 67 68 69 70  | Next Page >