Search Results

Search found 3347 results on 134 pages for 'html5 canvas'.

Page 66/134 | < Previous Page | 62 63 64 65 66 67 68 69 70 71 72 73  | Next Page >

  • How to configure mspaint on Windows Server 2008R2/ Win 7 to start up with 1-pixel canvas or auto-crop a pasted image?

    - by Fantomas
    I do a lot of screen print capturing, and I have just figured out how to use AutoHotKey to paste screen prints into MsPaint automatically. How to paste Print Screen on MS Paint automatically when press "PrtSc" button ? However, one small problem I have is that ... if I grabbed a screen with Alt-Prt Scr that is only 50x50 pixels, then there would be extra white margin around it, because MSPaint starts out with a larger canvas by default. How can I make it ALWAYS start with 1x1 instead?

    Read the article

  • Help creating a JavaScript mixin in Tapestry5?

    - by shane87
    I am creating a mixin which renders a javascript file when a textfield gains focus. I am new to the idea of mixins in Tapestry, and I am unsure of where to place my original javascript file which i wish to run when the textfield gains focus. The following is an example of my code: The Java mixin class: package asc.mixins; import org.apache.tapestry5.RenderSupport; import org.apache.tapestry5.annotations.AfterRender; import org.apache.tapestry5.annotations.Environmental; import org.apache.tapestry5.annotations.IncludeJavaScriptLibrary; import org.apache.tapestry5.annotations.InjectContainer; import org.apache.tapestry5.corelib.base.AbstractTextField; @IncludeJavaScriptLibrary("js_dasher_mixin.js") public class DasherMixin { @Environmental private RenderSupport renderSupport; @InjectContainer private AbstractTextField field; @AfterRender void addScript() { this.renderSupport.addScript("new JSDasher('%s');", this.field.getClientId()); } } The Javascript mixin file: JSDasher = Class.create({ initialize: function(textField) { this.textField = $(textField); this.textField.observe('focus', this.onFocus.bindAsEventListener(this)); }, onFocus: function(event) { //call my javascript init() function } } part of my javascript file I wish to run when the textfield gains focus: var posX, posY; // Sets up our global variables and dispatches an init request to the server. function init() { posX=0; posY=0; canvas = document.getElementById("canvas"); canvasWidth = canvas.offsetWidth; canvasHeight = canvas.offsetHeight; if (canvas.getContext) { ctx = canvas.getContext("2d"); } canvas.onclick = canvasClicked; canvas.onmousemove = mouseMoved; canvasOffsetX = findPosX(canvas); canvasOffsetY = findPosY(canvas); sessID = -1; sendInitRQ(canvasWidth, canvasHeight); } My javascript file is much larger than above, my question is where should I put my javascript code above? Should it all be contained in the mixin.js file? if so where exactly should it go? Thanks in advance for any help.

    Read the article

  • Making a mini paint area in AS3/Flex4

    - by Parris
    So below is the code I have so far. For now I simply want to make it draw a square and have it show up. Right now when I click the area defined in MXML as <components:PaintArea width="100%" height="100%" id="paint-a"></PaintArea> it shows nothing; however, the actionlistener is getting triggered and an element is being added to the group. Not sure exactly what is going on... perhaps for some reason it doesn't think the element is drawable? Anyways thanks for the help! public class PaintArea extends SkinnableContainer { private var canvas:Group; public function PaintArea() { super(); canvas = new Group(); canvas.clipAndEnableScrolling = true; canvas.percentHeight = 100; canvas.percentWidth = 100; canvas.addEventListener(MouseEvent.MOUSE_UP,drawRectangle); this.addElement(canvas); } private function drawRectangle(e:MouseEvent):void{ var r:Rect = new Rect(); r.fill = new SolidColor(0x00ff00,.5); canvas.addElement(r); } }

    Read the article

  • Trying to draw a Rectangle to a Custom Container in Flex4/AS3

    - by Parris
    So below is the code I have so far. For now I simply want to make it draw a square and have it show up. Right now when I click the area defined in MXML as <components:PaintArea width="100%" height="100%" id="paint-a"></PaintArea> it shows nothing; however, the actionlistener is getting triggered and an element is being added to the group. Not sure exactly what is going on... perhaps for some reason it doesn't think the element is drawable? Anyways thanks for the help! public class PaintArea extends SkinnableContainer { private var canvas:Group; public function PaintArea() { super(); canvas = new Group(); canvas.clipAndEnableScrolling = true; canvas.percentHeight = 100; canvas.percentWidth = 100; canvas.addEventListener(MouseEvent.MOUSE_UP,drawRectangle); this.addElement(canvas); } private function drawRectangle(e:MouseEvent):void{ var r:Rect = new Rect(); r.fill = new SolidColor(0x00ff00,.5); canvas.addElement(r); } }

    Read the article

  • Adding a selection box into an ItemsControl?

    - by Jens
    I have a WPF ItemsControl with a Canvas ItemPanel. Drawing from an internal source, it displays lots of automatically generated Rectangles. As of now, it looks like this: <Window // .. NameSpaces > <Window.Resources> <DataTemplate x:Key="binTemplate"> <Rectangle x:Name="Rect" VerticalAlignment="Bottom" Canvas.Left="10" StrokeThickness="0"> // .. Databinding Height, Width, etc </Rectangle> </DataTemplate> </Window.Resources> <DockPanel x:Name="LayoutRoot" LastChildFill="True"> <ItemsControl ItemsSource="{Binding Bins}" ItemTemplate="{StaticResource binTemplate}"> <ItemsControl.ItemsPanel> <ItemsPanelTemplate> <Canvas MouseDown="Canvas_MouseDown" MouseMove="Canvas_MouseMove" MouseUp="Canvas_MouseUp"> <Rectangle x:Name="Selection" Canvas.Left="0" Canvas.Top="0" Visibility="Hidden" /> </Canvas> </ItemsPanelTemplate> </ItemsControl.ItemsPanel> </ItemsControl> </DockPanel> </Window> I now try to implement a selection box, too.. well.. select my Rectangles. =) I tried just adding the box into the ItemsControl PanelTemplate, and controlling it with the Canvas mouse events, but it appears I am not allowed to do so. The error message is "Cannot explicitly modify Children collection of Panel used as ItemsPanel for ItemsControl. ItemsControl generates child elements for Panel." What is the preferred way to implement such behavior? I thought about overlaying another canvas (using negative Margin) and drawing the selection box in there, but that seems like a bad hack. Thanks in advance!

    Read the article

  • Constraining to parent container with MouseDragElementBehavior

    - by anonymous
    Hi all, I just had a question regarding constraining a control's drag and drop movement to its parent canvas. I tried using the ConstrainToParentBounds property on the MouseDragElementBehavior, however, when this is used the drag must be done really slowly or the movement of the control is choppy or stops altogether. So I am attempting to implement my own boundary constraints. I seem to be running into difficulty though. I am still using the MouseDragElementBehavior but am attempting to supplement it by also handling mouseleftbuttondown, mousemove, mouseleftbuttonup events. I know that these are working (haven't been overridden by the MouseDragElementBehavior) as I have tested them using other methods. I will post my current code below: private void Control_MouseMove(object sender, MouseEventArgs e) { MyControl mc = (MyControl)sender; Canvas canvas = (Canvas)mc.parent; GeneralTransform ct = canvas.TransformToVisual(Application.Current.RootVisual as UIElement; Point canvas_offset = ct.Transform(new Point(0,0)); double canvasTop = canvas_offset.Y; double canvasLeft = canvas_offset.X; GeneralTransform gt = mc.TransformToVisual(Application.Current.RootVisual as UIElement); Point offset = gt.Transform(new Point(0,0)); double controlTop = offset.Y; double controlLeft = offset.X; if(isMouseCaptured) { if(controlTop < canvasTop) { mc.Opacity = 1; //to test if conditions are being met, seems to indicate ok mc.setValue(Canvas.TopProperty, canvasTop); } if(controlLeft < canvasLeft) { mc.Opacity = 1; mc.setValue(Canvas.TopProperty, canvasTop); } } } This is what my code looks like at the moment (I realize there is nothing there for right/bottom). I've tried a bunch of different things at this point and none of them seem to give the desired result; the control's movement is still not constrained to the canvas. Any help/pointers would be greatly appreciated. Thanks!

    Read the article

  • DisplayObject snapshot in flex 3

    - by simplemagik
    i'm creating a visual editor in flex and need to let users export thier projects into Image format. But i have one problem: size of the canvas is fixed and when user add element which is out of these sizes some scroll bars added. And user continue working on the project. but when he want to take snapshot of the canvas he just get the visible part ot the canvas with scrollbars. how to get image of the fullsize canvas? The only solution i found is to check the positions and sizes of canvas child objects and rezise it to fit them. then take snap and resize back. But it hmmmm... too complicated i think. Is there some "easy methods"? <?xml version="1.0" encoding="utf-8"?> <mx:Application xmlns:mx="http://www.adobe.com/2006/mxml" layout="vertical"> <mx:Script> <![CDATA[ import mx.graphics.ImageSnapshot; private function SnapshotButtonHandler():void { var snapshot:ImageSnapshot = ImageSnapshot.captureImage(AppCanvas); var file:FileReference = new FileReference(); file.save(snapshot.data, "canvas.png"); } ]]> </mx:Script> <mx:Canvas id="AppCanvas" width="800" height="300" backgroundColor="0xFFFFFF"> <mx:Box x="750" y="100" width="100" height="100" backgroundColor="0xCCCCCC" /> </mx:Canvas> <mx:Button id="SnapshotButton" label="take snapshot" click="SnapshotButtonHandler()" /> </mx:Application>

    Read the article

  • Put together tiles in android sdk and use as background

    - by Jon
    In a feeble attempt to learn some Android development am I stuck at graphics. My aim here is pretty simple: Take n small images and build a random image, larger than the screen with possibility to scroll around. Have an animated object move around on it I have looked at the SDK examples, Lunar Lander especially but there are a few things I utterly fail to wrap my head around. I've got a birds view plan (which in my head seems reasonably sane): How do I merge the tiles into one large image? The background is static so I figure I should do like this: Make a 2d array with refs to the tiles Make a large Drawable and draw the tiles on it At init draw this big image as the background At each onDraw redraw the background of the previous spot of the moving object, and the moving object at its new location The problem is the hands on things. I load the small images with "Bitmap img1 = BitmapFactory.decodeResource (res, R.drawable.img1)", but then what? Should I make a canvas and draw the images on it with "canvas.drawBitmap (img1, x, y, null);"? If so how to get a Drawable/Bitmap from that? I'm totally lost here, and would really appreciate some hands on help (I would of course be grateful for general hints as well, but I'm primarily trying to understand the Graphics objects). To make you, dear reader, see my level of confusion will I add my last desperate try: Drawable drawable; Canvas canvas = new Canvas (); Bitmap img1 = BitmapFactory.decodeResource (res, R.drawable.img1); // 50 x 100 px image Bitmap img2 = BitmapFactory.decodeResource (res, R.drawable.img2); // 50 x 100 px image canvas.drawBitmap (img1, 0, 0, null); canvas.drawBitmap (img2, 50, 0, null); drawable.draw (canvas); // obviously wrong as draw == null this.setBackground (drawable); Thanks in advance

    Read the article

  • How to get drag working properly in silverlight when mouse is not pressed ?

    - by Mrt
    Hello, I have the following code xaml <Canvas x:Name="LayoutRoot" > <Rectangle Canvas.Left="40" Canvas.Top="40" Width="20" Height="20" Name="rec" Fill="Red" MouseLeftButtonDown="rec_MouseLeftButtonDown" MouseMove="rec_MouseMove" /> </Canvas> code behind public partial class MainPage : UserControl { public MainPage() { InitializeComponent(); } public Point LastDragPosition { get; set; } private bool isDragging; private void rec_MouseMove(object sender, MouseEventArgs e) { if(!isDragging) { return; } var position = e.GetPosition(rec as UIElement); var newPosition = new Point( Canvas.GetLeft(rec) + position.X - LastDragPosition.X, Canvas.GetTop(rec) + position.Y - LastDragPosition.Y); Canvas.SetLeft(rec, newPosition.X); Canvas.SetTop(rec, newPosition.Y); LastDragPosition = e.GetPosition(rec as UIElement); } private void rec_MouseLeftButtonDown(object sender, MouseButtonEventArgs e) { isDragging = true; LastDragPosition = e.GetPosition(sender as UIElement); rec.CaptureMouse(); } } This issue is the rectangle follows the mouse if the mouse left button is down, but I would like the rectangle to move even when the mouse left button isn't down. It works, but if you move the mouse very slowly. If you move the mouse to quickly the rectangle stops moving (is the mouse capture lost ?) Cheers,

    Read the article

  • Opera 10.60 beta est encore plus rapide, améliore son support du HTML5 et intègre à son tour le code

    Mise à jour du 16/06/10 Nouvelle beta pour Opera Opera 10.60 intègre à son tour le codec video open-source WebM La course à la vitesse semble ne plus avoir de limite dans le petit monde des navigateurs. Alors que Safari 5 semblait avoir repris la main, voilà que Opera, l'éditeur norvégien, nous livre une beta de la version 10.60 de son application, version auto-proclamée 50 % plus rapide que la précédente pour le traitement des contenus en JavaScript. Or pour mémoire, la précédente vers...

    Read the article

  • "Tout ce que vous avez toujours voulu savoir sur les applications Web hors ligne HTML5", vidéo de la conférence de P. Lubbers

    Le lundi 08 novembre 2010, Peter Lubbers, l'auteur de Pro HTML 5 Programming et expert international HTML, a animé une conférence intitulée "Tout ce que vous avez toujours voulu savoir sur les applications Web Hors Ligne HTML" organisé par Zenika. Nous vous proposons, en exclusivité, la vidéo complète (avec les dialogues dans la langues de l'animateur : anglais) de cette conférence. Bon visionnage !!!

    Read the article

  • WebMatrix 2 sort en version finale, l'EDI Web gratuit tout-en-un s'ouvre au mobile et supporte mieux C#, VB, PHP, Node.js, HTML5 et CSS3

    WebMatrix 2 passe en Release Candidate : développement mobile support de Node.JS et émulateurs Windows Phone et iPhone pour l'EDI Web gratuit Mise à jour du 18/06/2012 Dans la foulée des sorties de Visual Studio 2012 RC, Windows 8 Preview et le nouveau Windows Azure, Microsoft a également publié la Release Candidate de WebMatrix 2. Pour rappel, WebMatrix est un environnement de développement Web léger « tout-en-un », robuste et surtout gratuit, développé par Microsoft. Cette mouture qui marque une étape importante dans le cycle de développement de l'EDI s'aligne avec la vision de Microsoft depuis la première ver...

    Read the article

  • BlackBerry 10 en images (6/9) : le navigateur champion toutes catégories du HTML5 ?

    BlackBerry 10 en images (1/9) : BlackBerry Flow RIM dévoile les nouveautés au compte-goutte et promet de très grosses surprises Deux jours après les annonces officielles du PDG de RIM, la filiale Française nous a conviés à une démonstration pour nous dévoiler « en vrai » quelques nouveautés supplémentaires de son prochain BlackBerry 10. « Son plus gros lancement de tous les temps », selon David Derrida, le responsable produit. Les voici en images au moment où le code est officiellement gelé. BlackBerry Flow C'est la nouvelle manière d'interagir avec l'OS. ...

    Read the article

  • Participez à la traduction des spécifications HTML5 et CSS3 ! Rejoignez l'équipe de traducteurs et de relecteurs du projet

    Bonjour L'équipe web vient de se lancer dans un grand projet de traduction : traduire les spécifications CSS 3 et HTML 5. Pour développer ce projet, nous cherchons des traducteurs et des relecteurs anglais/français qui pourraient nous aider. Nous avons donc besoin de vous. Il n'est pas nécessaire d'avoir de grandes disponibilités, vous pourrez choisir dans une liste les modules ou sections que vous allez traduire en fonction de leur taille et du temps que vous pouvez y consacrer. Les relecteurs auront pour fonction d'effectuer une relecture croisée entre la version anglaise et française dans le but d'en vérifier la bonne traduction (respect du sens par rapport à la version originale, correction des tournures de phrases, des...

    Read the article

  • What is wrong with this HTML5 <address> element? [closed]

    - by binaryorganic
    <div id="header-container"> <address> <ul> <li>lorem ipsum</li> <li>(xxx) xxx-xxxx</li> </ul> </address> </div> And the CSS looks like this: #header-container address {float: right; margin-top: 25px;} When I load the page, it looks fine in Chrome & IE, but in Firefox it's ignoring the styling completely. When I view source in firefox it looks like above, but in Firebug it looks like this: <div id="header-container"> <address> </address> <ul> <li>lorem ipsum</li> <li>(xxx) xxx-xxxx</li> </ul> </div>

    Read the article

  • Firefox OS : une nouvelle vidéo montre les avancées du projet de système d'exploitation mobile "ouvert" de Mozilla en HTML5

    Le projet de « Smartphone Open Web » de plus en plus soutenu Mozilla veut prouver la puissance du HTML 5 et en faire une technologie de développement natif pour mobiles Le projet de smartphone « ouvert » de Mozilla semble trouver de plus en plus de soutiens au sein de l'industrie mobile. De là à dire qu'il sera un succès, il y a une étape qui n'est pas encore franchie, mais le Mobile World Congress (MWC) de Barcelone reste prometteur pour la fondation. Première bonne nouvelle pour Mozilla, à l'occasion d'une conférence de presse conjointe, l'opérateur espagnol Telefónica a dévoilé son intention de commercialiser dès 2012 les tous premiers appareils « Open Web ». Il s'agit, en cla...

    Read the article

  • Drawing a WPF UserControl with DataBinding to an Image

    - by LorenVS
    Hey Everyone, So I'm trying to use a WPF User Control to generate a ton of images from a dataset where each item in the dataset would produce an image... I'm hoping I can set it up in such a way that I can use WPF databinding, and for each item in the dataset, create an instance of my user control, set the dependency property that corresponds to my data item, and then draw the user control to an image, but I'm having problems getting it all working (not sure whether databinding or drawing to the image is my problem) Sorry for the massive code dump, but I've been trying to get this working for a couple of hours now, and WPF just doesn't like me (have to learn at some point though...) My User Control looks like this: <UserControl x:Class="Bleargh.ImageTemplate" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:c="clr-namespace:Bleargh" x:Name="ImageTemplateContainer" Height="300" Width="300"> <Canvas> <TextBlock Canvas.Left="50" Canvas.Top="50" Width="200" Height="25" FontSize="16" FontFamily="Calibri" Text="{Binding Path=Booking.Customer,ElementName=ImageTemplateContainer}" /> <TextBlock Canvas.Left="50" Canvas.Top="100" Width="200" Height="25" FontSize="16" FontFamily="Calibri" Text="{Binding Path=Booking.Location,ElementName=ImageTemplateContainer}" /> <TextBlock Canvas.Left="50" Canvas.Top="150" Width="200" Height="25" FontSize="16" FontFamily="Calibri" Text="{Binding Path=Booking.ItemNumber,ElementName=ImageTemplateContainer}" /> <TextBlock Canvas.Left="50" Canvas.Top="200" Width="200" Height="25" FontSize="16" FontFamily="Calibri" Text="{Binding Path=Booking.Description,ElementName=ImageTemplateContainer}" /> </Canvas> </UserControl> And I've added a dependency property of type "Booking" to my user control that I'm hoping will be the source for the databound values: public partial class ImageTemplate : UserControl { public static readonly DependencyProperty BookingProperty = DependencyProperty.Register("Booking", typeof(Booking), typeof(ImageTemplate)); public Booking Booking { get { return (Booking)GetValue(BookingProperty); } set { SetValue(BookingProperty, value); } } public ImageTemplate() { InitializeComponent(); } } And I'm using the following code to render the control: List<Booking> bookings = Booking.GetSome(); for(int i = 0; i < bookings.Count; i++) { ImageTemplate template = new ImageTemplate(); template.Booking = bookings[i]; RenderTargetBitmap bitmap = new RenderTargetBitmap( (int)template.Width, (int)template.Height, 120.0, 120.0, PixelFormats.Pbgra32); bitmap.Render(template); BitmapEncoder encoder = new PngBitmapEncoder(); encoder.Frames.Add(BitmapFrame.Create(bitmap)); using (Stream s = File.OpenWrite(@"C:\Code\Bleargh\RawImages\" + i.ToString() + ".png")) { encoder.Save(s); } } EDIT: I should add that the process works without any errors whatsoever, but I end up with a directory full of plain-white images, not text or anything... And I have confirmed using the debugger that my Booking objects are being filled with the proper data... EDIT 2: Did something I should have done a long time ago, set a background on my canvas, but that didn't change the output image at all, so my problem is most definitely somehow to do with my drawing code (although there may be something wrong with my databinding too)

    Read the article

  • Error in code of basic game using multiple sprites and surfaceView [on hold]

    - by Khagendra Nath Mahato
    I am a beginner to android and i was trying to make a basic game with the help of an online video tutorial. I am having problem with the multi-sprites and how to use with surfaceview.The application fails launching. Here is the code of the game.please help me. package com.example.killthemall; import java.util.ArrayList; import java.util.List; import java.util.Random; import android.app.Activity; import android.content.Context; import android.graphics.Bitmap; import android.graphics.BitmapFactory; import android.graphics.Canvas; import android.graphics.Rect; import android.os.Bundle; import android.view.SurfaceHolder; import android.view.SurfaceView; import android.widget.Toast; public class Game extends Activity { KhogenView View1; @Override protected void onPause() { // TODO Auto-generated method stub super.onPause(); while(true){ try { OurThread.join(); } catch (InterruptedException e) { // TODO Auto-generated catch block e.printStackTrace(); }} } Thread OurThread; int herorows = 4; int herocolumns = 3; int xpos, ypos; int xspeed; int yspeed; int herowidth; int widthnumber = 0; int heroheight; Rect src; Rect dst; int round; Bitmap bmp1; // private Bitmap bmp1;//change name public List<Sprite> sprites = new ArrayList<Sprite>() { }; @Override protected void onCreate(Bundle savedInstanceState) { // TODO Auto-generated method stub super.onCreate(savedInstanceState); View1 = new KhogenView(this); setContentView(View1); sprites.add(createSprite(R.drawable.image)); sprites.add(createSprite(R.drawable.bad1)); sprites.add(createSprite(R.drawable.bad2)); sprites.add(createSprite(R.drawable.bad3)); sprites.add(createSprite(R.drawable.bad4)); sprites.add(createSprite(R.drawable.bad5)); sprites.add(createSprite(R.drawable.bad6)); sprites.add(createSprite(R.drawable.good1)); sprites.add(createSprite(R.drawable.good2)); sprites.add(createSprite(R.drawable.good3)); sprites.add(createSprite(R.drawable.good4)); sprites.add(createSprite(R.drawable.good5)); sprites.add(createSprite(R.drawable.good6)); } private Sprite createSprite(int image) { // TODO Auto-generated method stub bmp1 = BitmapFactory.decodeResource(getResources(), image); return new Sprite(this, bmp1); } public class KhogenView extends SurfaceView implements Runnable { SurfaceHolder OurHolder; Canvas canvas = null; Random rnd = new Random(); { xpos = rnd.nextInt(canvas.getWidth() - herowidth)+herowidth; ypos = rnd.nextInt(canvas.getHeight() - heroheight)+heroheight; xspeed = rnd.nextInt(10 - 5) + 5; yspeed = rnd.nextInt(10 - 5) + 5; } public KhogenView(Context context) { super(context); // TODO Auto-generated constructor stub OurHolder = getHolder(); OurThread = new Thread(this); OurThread.start(); } @Override public void run() { // TODO Auto-generated method stub herowidth = bmp1.getWidth() / 3; heroheight = bmp1.getHeight() / 4; boolean isRunning = true; while (isRunning) { if (!OurHolder.getSurface().isValid()) continue; canvas = OurHolder.lockCanvas(); canvas.drawRGB(02, 02, 50); for (Sprite sprite : sprites) { if (widthnumber == 3) widthnumber = 0; update(); getdirection(); src = new Rect(widthnumber * herowidth, round * heroheight, (widthnumber + 1) * herowidth, (round + 1)* heroheight); dst = new Rect(xpos, ypos, xpos + herowidth, ypos+ heroheight); canvas.drawBitmap(bmp1, src, dst, null); } widthnumber++; OurHolder.unlockCanvasAndPost(canvas); } } public void update() { try { Thread.sleep(1000); } catch (InterruptedException e) { // TODO Auto-generated catch block e.printStackTrace(); } if (xpos + xspeed <= 0) xspeed = 40; if (xpos >= canvas.getWidth() - herowidth) xspeed = -50; if (ypos + yspeed <= 0) yspeed = 45; if (ypos >= canvas.getHeight() - heroheight) yspeed = -55; xpos = xpos + xspeed; ypos = ypos + yspeed; } public void getdirection() { double angleinteger = (Math.atan2(yspeed, xspeed)) / (Math.PI / 2); round = (int) (Math.round(angleinteger) + 2) % herorows; // Toast.makeText(this, String.valueOf(round), // Toast.LENGTH_LONG).show(); } } public class Sprite { Game game; private Bitmap bmp; public Sprite(Game game, Bitmap bmp) { // TODO Auto-generated constructor stub this.game = game; this.bmp = bmp; } } } Here is the LogCat if it helps.... 08-22 23:18:06.980: D/AndroidRuntime(28151): Shutting down VM 08-22 23:18:06.980: W/dalvikvm(28151): threadid=1: thread exiting with uncaught exception (group=0xb3f6f4f0) 08-22 23:18:06.980: D/AndroidRuntime(28151): procName from cmdline: com.example.killthemall 08-22 23:18:06.980: E/AndroidRuntime(28151): in writeCrashedAppName, pkgName :com.example.killthemall 08-22 23:18:06.980: D/AndroidRuntime(28151): file written successfully with content: com.example.killthemall StringBuffer : ;com.example.killthemall 08-22 23:18:06.990: I/Process(28151): Sending signal. PID: 28151 SIG: 9 08-22 23:18:06.990: E/AndroidRuntime(28151): FATAL EXCEPTION: main 08-22 23:18:06.990: E/AndroidRuntime(28151): java.lang.RuntimeException: Unable to start activity ComponentInfo{com.example.killthemall/com.example.killthemall.Game}: java.lang.NullPointerException 08-22 23:18:06.990: E/AndroidRuntime(28151): at android.app.ActivityThread.performLaunchActivity(ActivityThread.java:1647) 08-22 23:18:06.990: E/AndroidRuntime(28151): at android.app.ActivityThread.handleLaunchActivity(ActivityThread.java:1663) 08-22 23:18:06.990: E/AndroidRuntime(28151): at android.app.ActivityThread.access$1500(ActivityThread.java:117) 08-22 23:18:06.990: E/AndroidRuntime(28151): at android.app.ActivityThread$H.handleMessage(ActivityThread.java:931) 08-22 23:18:06.990: E/AndroidRuntime(28151): at android.os.Handler.dispatchMessage(Handler.java:99) 08-22 23:18:06.990: E/AndroidRuntime(28151): at android.os.Looper.loop(Looper.java:130) 08-22 23:18:06.990: E/AndroidRuntime(28151): at android.app.ActivityThread.main(ActivityThread.java:3683) 08-22 23:18:06.990: E/AndroidRuntime(28151): at java.lang.reflect.Method.invokeNative(Native Method) 08-22 23:18:06.990: E/AndroidRuntime(28151): at java.lang.reflect.Method.invoke(Method.java:507) 08-22 23:18:06.990: E/AndroidRuntime(28151): at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:880) 08-22 23:18:06.990: E/AndroidRuntime(28151): at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:638) 08-22 23:18:06.990: E/AndroidRuntime(28151): at dalvik.system.NativeStart.main(Native Method) 08-22 23:18:06.990: E/AndroidRuntime(28151): Caused by: java.lang.NullPointerException 08-22 23:18:06.990: E/AndroidRuntime(28151): at com.example.killthemall.Game$KhogenView.<init>(Game.java:96) 08-22 23:18:06.990: E/AndroidRuntime(28151): at com.example.killthemall.Game.onCreate(Game.java:58) 08-22 23:18:06.990: E/AndroidRuntime(28151): at android.app.Instrumentation.callActivityOnCreate(Instrumentation.java:1049) 08-22 23:18:06.990: E/AndroidRuntime(28151): at android.app.ActivityThread.performLaunchActivity(ActivityThread.java:1611) 08-22 23:18:06.990: E/AndroidRuntime(28151): ... 11 more 08-22 23:18:18.050: D/AndroidRuntime(28191): Shutting down VM 08-22 23:18:18.050: W/dalvikvm(28191): threadid=1: thread exiting with uncaught exception (group=0xb3f6f4f0) 08-22 23:18:18.050: I/Process(28191): Sending signal. PID: 28191 SIG: 9 08-22 23:18:18.050: D/AndroidRuntime(28191): procName from cmdline: com.example.killthemall 08-22 23:18:18.050: E/AndroidRuntime(28191): in writeCrashedAppName, pkgName :com.example.killthemall 08-22 23:18:18.050: D/AndroidRuntime(28191): file written successfully with content: com.example.killthemall StringBuffer : ;com.example.killthemall 08-22 23:18:18.050: E/AndroidRuntime(28191): FATAL EXCEPTION: main 08-22 23:18:18.050: E/AndroidRuntime(28191): java.lang.RuntimeException: Unable to start activity ComponentInfo{com.example.killthemall/com.example.killthemall.Game}: java.lang.NullPointerException 08-22 23:18:18.050: E/AndroidRuntime(28191): at android.app.ActivityThread.performLaunchActivity(ActivityThread.java:1647) 08-22 23:18:18.050: E/AndroidRuntime(28191): at android.app.ActivityThread.handleLaunchActivity(ActivityThread.java:1663) 08-22 23:18:18.050: E/AndroidRuntime(28191): at android.app.ActivityThread.access$1500(ActivityThread.java:117) 08-22 23:18:18.050: E/AndroidRuntime(28191): at android.app.ActivityThread$H.handleMessage(ActivityThread.java:931) 08-22 23:18:18.050: E/AndroidRuntime(28191): at android.os.Handler.dispatchMessage(Handler.java:99) 08-22 23:18:18.050: E/AndroidRuntime(28191): at android.os.Looper.loop(Looper.java:130) 08-22 23:18:18.050: E/AndroidRuntime(28191): at android.app.ActivityThread.main(ActivityThread.java:3683) 08-22 23:18:18.050: E/AndroidRuntime(28191): at java.lang.reflect.Method.invokeNative(Native Method) 08-22 23:18:18.050: E/AndroidRuntime(28191): at java.lang.reflect.Method.invoke(Method.java:507) 08-22 23:18:18.050: E/AndroidRuntime(28191): at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:880) 08-22 23:18:18.050: E/AndroidRuntime(28191): at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:638) 08-22 23:18:18.050: E/AndroidRuntime(28191): at dalvik.system.NativeStart.main(Native Method) 08-22 23:18:18.050: E/AndroidRuntime(28191): Caused by: java.lang.NullPointerException 08-22 23:18:18.050: E/AndroidRuntime(28191): at com.example.killthemall.Game$KhogenView.<init>(Game.java:96) 08-22 23:18:18.050: E/AndroidRuntime(28191): at com.example.killthemall.Game.onCreate(Game.java:58) 08-22 23:18:18.050: E/AndroidRuntime(28191): at android.app.Instrumentation.callActivityOnCreate(Instrumentation.java:1049) 08-22 23:18:18.050: E/AndroidRuntime(28191): at android.app.ActivityThread.performLaunchActivity(ActivityThread.java:1611) 08-22 23:18:18.050: E/AndroidRuntime(28191): ... 11 more

    Read the article

  • How to get a Canvas' width when auto sizing is set?

    - by ThePower
    Hi, I'm using silverlight and I have created a Canvas, it has Auto Width and Height. But I require the Actual Width and Height in code. Is there a way I can do this? I don't want to use .Parent.Width, because the parents width may also be set to auto to replicate its parents height. Thanks again Lloyd

    Read the article

  • Is there a way that I can register an event, on a control that inherits from Canvas, that is fired w

    - by Justin
    I am trying to add horizontal and vertical "Position" attached properties to my canvas control that allow me to set a control's position (e.g. Horizontal: Left, Right, Center). I need a children size changed event handler so that I can adjust the position of an element whose size is changed if it's horizontal or vertical position is Center. Is there a way that I could do this?

    Read the article

  • Does a dedicated video card improve HTML5 websites, Skype or Flash games performance?

    - by Kiewic
    I have read that having a dedicated video card (GPU) improves performance if you use your computer to play video games. I guess to make this happen, video games or apps must be using especial libraries designed to share the workload with the GPU, maybe Direct X or OpenGL, I don't know. Am I wrong? So, can HTML5 websites, Adobe Illustrator, Flash games (Zynga games), Skype or Netflix benefit from a dedicated video card? I usually do the previous activities simultaneously. Should I consider changing from an integrated video card to a dedicated card if I want to improve performance? Thanks.

    Read the article

  • Animated Ellipse

    - by user287798
    Hi, i need someone to help me. I need a xaml with animated ellipses like the ones shown here:http://www.telerik.com/products/silverlight/chart.aspx They are to act as hotspot indicators on my map. What i have below is a xaml that i was trying to do but the circles don't center and have no fed-in/fade-out effect. May somebody help me please. Thanks Sam 1 <UserControl 2 xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" 3 xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" 4 x:Class="SilverlightApplication3.MainPage" 5 Width="640" Height="480"> 6 7 8 <Canvas> 9 10 <Canvas.Triggers> 11 <EventTrigger RoutedEvent="Canvas.Loaded"> 12 <EventTrigger.Actions> 13 <BeginStoryboard> 14 <Storyboard > 15 <DoubleAnimation RepeatBehavior="Forever" 16 Storyboard.TargetName="Pt1" 17 Storyboard.TargetProperty="ScaleX" 18 From="1" 19 To="0.3" 20 Duration="0:0:5" /> 21 </Storyboard> 22 </BeginStoryboard> 23 24 <BeginStoryboard> 25 <Storyboard> 26 <DoubleAnimation RepeatBehavior="Forever" 27 Storyboard.TargetName="Pt1" 28 Storyboard.TargetProperty="ScaleY" 29 From="1" 30 To="0.3" 31 Duration="0:0:5" /> 32 </Storyboard> 33 </BeginStoryboard> 34 <!--<BeginStoryboard> 35 <Storyboard > 36 <DoubleAnimation RepeatBehavior="Forever" 37 Storyboard.TargetName="rect_Copy" 38 Storyboard.TargetProperty="Width" 39 From="30" 40 To="100" 41 Duration="0:0:5" /> 42 </Storyboard> 43 </BeginStoryboard> 44 45 <BeginStoryboard> 46 <Storyboard> 47 <DoubleAnimation RepeatBehavior="Forever" 48 Storyboard.TargetName="rect_Copy" 49 Storyboard.TargetProperty="Height" 50 From="30" 51 To="100" 52 Duration="0:0:5" /> 53 </Storyboard> 54 </BeginStoryboard>--> 55 </EventTrigger.Actions> 56 </EventTrigger> 57 </Canvas.Triggers> 58 59 60 <Ellipse x:Name="rect" Stroke="Green" Width="100" Height="100" Canvas.Left="30" 61 Canvas.Top="29"> 62 <Ellipse.RenderTransform> 63 <ScaleTransform x:Name="Pt1" ScaleX="1" ScaleY="1"/> 64 </Ellipse.RenderTransform> 65 66 </Ellipse> 67 <Ellipse x:Name="rect_Copy" 68 Stroke="Green" 69 Width="30" 70 Height="30" 71 Canvas.Left="65" 72 Canvas.Top="64"/> 73 74 </Canvas> 75 </UserControl>

    Read the article

  • Windows Phone 7: Using Pinch Gestures For Pinch and As A Secondary Drag Gesture

    - by Roger Guess
    I am using the drag gesture to move elements on a canvas. I am using the pinch gesture to zoom/tranlate the size of the canvas. What I want to do now is move the entire canvas based on the movement of both fingers in a pinch. I know I can do this with the move, but I need that for items on the canvas itself, and sometimes the entire canvas is covered with items that would make it so you could not select the canvas to move it. Is this possible with the PinchGestureEventArgs?

    Read the article

< Previous Page | 62 63 64 65 66 67 68 69 70 71 72 73  | Next Page >