Search Results

Search found 829 results on 34 pages for 'paint'.

Page 7/34 | < Previous Page | 3 4 5 6 7 8 9 10 11 12 13 14  | Next Page >

  • Android how to match text with images by pointing text and images with lines

    - by Shirisha
    I am trying to create app which is match text with appropriate images by pointing with line. I want to create app exactly same which is shown in the below image: can any one please give me an idea? This is my main class: public class MatchActivity extends Activity { ArrayAdapter<String> listadapter; float x1; float y1; float x2; float y2; @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.main); String[] s1 = { "smiley1", "smiley2", "smiley3" }; ListView lv = (ListView) findViewById(R.id.text_list); ArrayList<String> list = new ArrayList<String>(); list.addAll(Arrays.asList(s1)); listadapter = new ArrayAdapter<String>(this, R.layout.rowtext, s1); lv.setAdapter(listadapter); GridView gv = (GridView) findViewById(R.id.image_list); gv.setAdapter(new ImageAdapter(this)); lv.setOnItemClickListener(new OnItemClickListener() { public void onItemClick(AdapterView<?> arg0, View v, int arg2, long arg3){ x1=v.getX(); y1=v.getY(); Log.d("list","text positions x1:"+x1+" y1:"+y1); } }); gv.setOnItemClickListener(new OnItemClickListener() { public void onItemClick(AdapterView<?> arg0, View v, int arg2, long arg3){ DrawView draw=new DrawView(MatchActivity.this); x2=v.getX(); y2=v.getY(); draw.position1.add(x1); draw.position1.add(y1); draw.position2.add( x2); draw.position2.add(y2); Log.d("list","image positions x2:"+x2+" y2:"+y2); LinearLayout ll=LinearLayout)findViewById(R.id.draw_line); ll.addView(draw); } }); } } This is my drawing class to draw a line: public class DrawView extends View { Paint paint = new Paint(); private List<Float> position1=new ArrayList<Float>(); private List<Float> position2=new ArrayList<Float>();; public DrawView(Context context) { super(context); invalidate(); Log.d("drawview","In DrawView class position1:"+position1+" position2:"+position2) ; } @Override public void onDraw(Canvas canvas) { super.onDraw(canvas); Log.d("on draw","IN onDraw() position1:"+position1+" position2:"+position2); assert position1.size() == position2.size(); for (int i = 0; i < position1.size(); i += 2) { float x1 = position1.get(i); float y1 = position1.get(i + 1); float x2 = position2.get(i); float y2 = position2.get(i + 1); paint.setColor(Color.BLACK); paint.setStrokeWidth(3); canvas.drawLine(x1,y1, x2,y2, paint); } } } Thanks in advance .

    Read the article

  • Google Map key in Android?

    - by Amandeep singh
    I am developing an android app in which i have to show map view i have done it once in a previous app but the key i used in the previous is not working int his app . It is just showing a pin in the application with blank screen. Do i have to use a different Map key for each project , If not Kindly help me how can i use my previous Key in this. and also I tried generating a new key but gave the the same key back . Here is the code i used public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.map); btn=(Button)findViewById(R.id.mapbtn); str1=getIntent().getStringExtra("LATITUDE"); str2=getIntent().getStringExtra("LONGITUDE"); mapView = (MapView)findViewById(R.id.mapView1); //View zoomView = mapView.getZoomControls(); mapView.setBuiltInZoomControls(true); //mapView.setSatellite(true); mc = mapView.getController(); btn.setOnClickListener(this); MapOverlay mapOverlay = new MapOverlay(); List<Overlay> listOfOverlays = mapView.getOverlays(); listOfOverlays.clear(); listOfOverlays.add(mapOverlay); String coordinates[] = {str1, str2}; double lat = Double.parseDouble(coordinates[0]); double lng = Double.parseDouble(coordinates[1]); p = new GeoPoint( (int) (lat * 1E6), (int) (lng * 1E6)); mc.animateTo(p); mc.setZoom(17); mapView.invalidate(); //mp.equals(o); } @Override protected boolean isRouteDisplayed() { // TODO Auto-generated method stub return false; } class MapOverlay extends com.google.android.maps.Overlay { @Override public boolean draw(Canvas canvas, MapView mapView, boolean shadow, long when) { super.draw(canvas, mapView, shadow); Paint mPaint = new Paint(); mPaint.setDither(true); mPaint.setColor(Color.RED); mPaint.setStyle(Paint.Style.FILL_AND_STROKE); mPaint.setStrokeJoin(Paint.Join.ROUND); mPaint.setStrokeCap(Paint.Cap.ROUND); mPaint.setStrokeWidth(2); //---translate the GeoPoint to screen pixels--- Point screenPts = new Point(); mapView.getProjection().toPixels(p, screenPts); //---add the marker--- Bitmap bmp = BitmapFactory.decodeResource(getResources(), R.drawable.pin); canvas.drawBitmap(bmp, screenPts.x, screenPts.y-50, null); return true; } Thanks....

    Read the article

  • The busy developers guide to the Kinect SDK Beta

    - by mbcrump
    The Kinect is awesome. From day one, I’ve said this thing has got potential. After playing with several open-source Kinect projects, I am please to announce that Microsoft has released the official SDK beta on 6/16/2011. I’ve created this quick start guide to get you up to speed in no time flat. Let’s begin: What is it? The Kinect for Windows SDK beta is a starter kit for applications developers that includes APIs, sample code, and drivers. This SDK enables the academic research and enthusiast communities to create rich experiences by using Microsoft Xbox 360 Kinect sensor technology on computers running Windows 7. (defined by Microsoft) Links worth checking out: Download Kinect for Windows SDK beta – You can either download a 32 or 64 bit SDK depending on your OS. Readme for Kinect for Windows SDK Beta from Microsoft Research  Programming Guide: Getting Started with the Kinect for Windows SDK Beta Code Walkthroughs of the samples that ship with the Kinect for Windows SDK beta (Found in \Samples Folder) Coding4Fun Kinect Toolkit – Lots of extension methods and controls for WPF and WinForms. Kinect Mouse Cursor – Use your hands to control things like a mouse created by Brian Peek. Kinect Paint – Basically MS Paint but use your hands! Kinect for Windows SDK Quickstarts Installing and Using the Kinect Sensor Getting it installed: After downloading the Kinect SDK Beta, double click the installer to get the ball rolling. Hit the next button a few times and it should complete installing. Once you have everything installed then simply plug in your Kinect device into the USB Port on your computer and hopefully you will get the following screen: Once installed, you are going to want to check out the following folders: C:\Program Files (x86)\Microsoft Research KinectSDK – This contains the actual Kinect Sample Executables along with the documentation as a CHM file. Also check out the C:\Users\Public\Documents\Microsoft Research KinectSDK Samples directory: The main thing to note here is that these folders contain the source code to the applications where you can compile/build them yourself. Audio NUI DEMO Time Let’s get started with some demos. Navigate to the C:\Program Files (x86)\Microsoft Research KinectSDK folder and double click on ShapeGame.exe. Next up is SkeletalViewer.exe (image taken from http://www.i-programmer.info/news/91-hardware/2619-microsoft-launch-kinect-sdk-beta.html as I could not get a good image using SnagIt) At this point, you will have to download Kinect Mouse Cursor – This is really cool because you can use your hands to control the mouse cursor. I actually used this to resize itself. Last up is Kinect Paint – This is very cool, just make sure you read the instructions! MS Paint on steroids! A few tips for getting started building Kinect Applications. It appears WPF is the way to go with building Kinect Applications. You must also use a version of Visual Studio 2010.  Your going to need to reference Microsoft.Research.Kinect.dll when building a Kinect Application. Right click on References and then goto Browse and navigate to C:\Program Files (x86)\Microsoft Research KinectSDK and select Microsoft.Research.Kinect.dll. You are going to want to make sure your project has the Platform target set to x86. The Coding4Fun Kinect Toolkit really makes things easier with extension methods and controls. Just note that this is for WinForms or WPF. Conclusion It looks like we have a lot of fun in store with the Kinect SDK. I’m very excited about the release and have already been thinking about all the applications that I can begin building. It seems that development will be easier now that we have an official SDK and the great work from Coding4Fun. Please subscribe to my blog or follow me on twitter for more information about Kinect, Silverlight and other great technology.  Subscribe to my feed

    Read the article

  • Day 5 - Tada! My Game Menu Screen Graphics

    - by dapostolov
    So, tonight I took some time to mash up some graphics for my game menu screen. My artistic talent sucks...but here goes nothing...voila, my menu screen!! The Menu Screen The screen above is displaying 4 sprites, even though it looks like maybe 7... I guess one of the first things for me to test in the future is ... is it more memory efficient (and better frame rate) to draw one big background image OR tp paint the screen black, and place each sprite in set locations? To display the 4 sprites above, I borrowed my code from yesterday ... I know, tacky, but...I wanted to see it, feel it. Do you feel it? FEEL IT! (homer voice & shakes fist) Note: the menu items won't scale properly as it stands with this code, well pretty much they do nothing except look pretty... Paint.Net & Google Fun So how did I create that image above? Well, to create the background and 3 menu items I used Paint.Net. Basically, I scoured Google images for: a stone doorway, a stone pillar, an old book, a wizards hat, and...that's it pretty much it! I'll let you type in those searches and see if you can locate the images I used. I know, bad developer...but I figured since I modified the images considerably it doesn't count...well for a personal project it shouldn't count...*shrug* Anyhow, I extracted each key assest I wanted from each image and applied lots of matting, blurring, color changes, glow effects and such. Then, using my vivid imagination I placed / composed each of the layered assets into the mashed up the "scene" above. Pretty cool, eh? Hey, did you know, the cool mist effect is actually a fire rendition in Paint.net? I set it to black & white with opacity set next to nothing. I'm also very proud of the yellow "light" in the stone doorway. I drew that in and then applied gausian blur to it to give it the effect of light creeping out around the door and into the room...heheh. So did I achieve the dark, mysterious ritual as I stated in my design doc? I think I had a great stab at it! Maybe down the road I can get a real artist to crank out some quality graphics for the game... =) So, What's Next? Well, I don't have that animated brazier yet...however, I thought it would be even cooler if I can get that door pulsing that yellow light and it would be extremely cool to have the smoke / mist moving across the screen! Make the creative ideas stop!! (clutches head) haha! I'm having great fun working on this project =) I recommend others giving something like this a try, it's really fulfilling. OK. Tomorrow... I think I'm going to start creating some game / menu objects as per the design doc, maybe even get a custom mouse cursor up on the screen and handle a couple of mouse events, and lastly, maybe a feature to toggle a framerate display... D.

    Read the article

  • I can't understand this issue java.lang.IndexOutOfBoundsException.

    - by praveenb
    I've strange issue, that My application is working fine on some devices, But its crashing one of the client device(on Galaxy Nexus 4.1.1 v) at app starting screen. I get this stack trace from ACRA report. java.lang.IndexOutOfBoundsException at android.graphics.Paint.getTextRunAdvances(Paint.java:1731) at android.graphics.Paint.getTextRunAdvances(Paint.java:1704) at android.text.MeasuredText.addStyleRun(MeasuredText.java:164) at android.text.MeasuredText.addStyleRun(MeasuredText.java:204) at android.text.StaticLayout.generate(StaticLayout.java:281) at android.text.DynamicLayout.reflow(DynamicLayout.java:284) at android.text.DynamicLayout.(DynamicLayout.java:170) at android.widget.TextView.makeSingleLayout(TextView.java:5843) at android.widget.TextView.makeNewLayout(TextView.java:5741) at android.widget.TextView.onMeasure(TextView.java:6098) at android.view.View.measure(View.java:15172) at android.widget.LinearLayout.measureVertical(LinearLayout.java:833) at android.widget.LinearLayout.onMeasure(LinearLayout.java:574) at android.view.View.measure(View.java:15172) at android.widget.RelativeLayout.measureChildHorizontal(RelativeLayout.java:617) at android.widget.RelativeLayout.onMeasure(RelativeLayout.java:399) at android.view.View.measure(View.java:15172) at android.view.ViewGroup.measureChildWithMargins(ViewGroup.java:4814) at android.widget.FrameLayout.onMeasure(FrameLayout.java:310) at android.view.View.measure(View.java:15172) at android.view.ViewGroup.measureChildWithMargins(ViewGroup.java:4814) at android.widget.LinearLayout.measureChildBeforeLayout(LinearLayout.java:1390) at android.widget.LinearLayout.measureVertical(LinearLayout.java:681) at android.widget.LinearLayout.onMeasure(LinearLayout.java:574) at android.view.View.measure(View.java:15172) at android.view.ViewGroup.measureChildWithMargins(ViewGroup.java:4814) at android.widget.FrameLayout.onMeasure(FrameLayout.java:310) at com.android.internal.policy.impl.PhoneWindow$DecorView.onMeasure(PhoneWindow.java:2148) at android.view.View.measure(View.java:15172) at android.view.ViewRootImpl.performMeasure(ViewRootImpl.java:1848) at android.view.ViewRootImpl.measureHierarchy(ViewRootImpl.java:1100) at android.view.ViewRootImpl.performTraversals(ViewRootImpl.java:1273) at android.view.ViewRootImpl.doTraversal(ViewRootImpl.java:998) at android.view.ViewRootImpl$TraversalRunnable.run(ViewRootImpl.java:4212) at android.view.Choreographer$CallbackRecord.run(Choreographer.java:725) at android.view.Choreographer.doCallbacks(Choreographer.java:555) at android.view.Choreographer.doFrame(Choreographer.java:525) at android.view.Choreographer$FrameDisplayEventReceiver.run(Choreographer.java:711) at android.os.Handler.handleCallback(Handler.java:615) at android.os.Handler.dispatchMessage(Handler.java:92) at android.os.Looper.loop(Looper.java:137) at android.app.ActivityThread.main(ActivityThread.java:4745) at java.lang.reflect.Method.invokeNative(Native Method) at java.lang.reflect.Method.invoke(Method.java:511) at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:786) at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:553) at dalvik.system.NativeStart.main(Native Method) Im seeing above stack trace. I'm unable to understand the issue. Please help me on tacking the issue. Thank you.

    Read the article

  • Adding visible "Markers" to represent Geopoints to a MapView using ItemizedOverlay in Android

    - by LordSnoutimus
    Hello, I am building an application which stores GPS locations in a SQLite database and then outputs the data onto a MapView using an Overlay by drawing a red line between the points. I want to be able to show graphical markers (images) for each of these points as well as the red line. My code is as follows: public class MyOverlay extends ItemizedOverlay { // private Projection projection; private Paint linePaint; private Vector points; public MyOverlay(Drawable defaultMarker) { super(defaultMarker); points = new Vector<GeoPoint>(); //set colour, stroke width etc. linePaint = new Paint(); linePaint.setARGB(255, 255, 0, 0); linePaint.setStrokeWidth(3); linePaint.setDither(true); linePaint.setStyle(Style.FILL); linePaint.setAntiAlias(true); linePaint.setStrokeJoin(Paint.Join.ROUND); linePaint.setStrokeCap(Paint.Cap.ROUND); } public void addPoint(GeoPoint point) { populate(); points.addElement(point); } //public void setProjection(Projection projection) { // this.projection = projection; // } public void draw(Canvas canvas, MapView view, boolean shadow) { populate(); int size = points.size(); Point lastPoint = new Point(); if(size == 0) return; view.getProjection().toPixels(points.get(0), lastPoint); Point point = new Point(); for(int i = 1; i<size; i++){ view.getProjection().toPixels(points.get(i), point); canvas.drawLine(lastPoint.x, lastPoint.y, point.x, point.y, linePaint); lastPoint = point; } } @Override protected OverlayItem createItem(int arg0) { // TODO Auto-generated method stub return null; } @Override public int size() { // TODO Auto-generated method stub return 0; } } What would be the easiest way to implement adding markers for each GeoPoint? Thanks

    Read the article

  • Overlay only draws line between first 2 GPS points in Android

    - by LordSnoutimus
    Hi, I am experiencing an unusual error using ItemizedOverlay in Android. I am creating a GPS tracking device that plots a route between waypoints stored in a database. When I provide the first two sets of longitude and latitude points through the emulator in Eclipse, it draws a red line just how I want it, but if I send another GPS point, it animates to the point, but does not draw a line from the last point. public class MyOverlay extends ItemizedOverlay { // private Projection projection; private Paint linePaint; private Vector points; public MyOverlay(Drawable defaultMarker) { super(defaultMarker); points = new Vector<GeoPoint>(); //set colour, stroke width etc. linePaint = new Paint(); linePaint.setARGB(255, 255, 0, 0); linePaint.setStrokeWidth(3); linePaint.setDither(true); linePaint.setStyle(Style.FILL); linePaint.setAntiAlias(true); linePaint.setStrokeJoin(Paint.Join.ROUND); linePaint.setStrokeCap(Paint.Cap.ROUND); } public void addPoint(GeoPoint point) { points.addElement(point); } public void draw(Canvas canvas, MapView view, boolean shadow) { int size = points.size(); Point lastPoint = new Point(); if(size == 0) return; view.getProjection().toPixels(points.get(0), lastPoint); Point point = new Point(); for(int i = 1; i<size; i++){ view.getProjection().toPixels(points.get(i), point); canvas.drawLine(lastPoint.x, lastPoint.y, point.x, point.y, linePaint); lastPoint = point; } } @Override protected OverlayItem createItem(int arg0) { // TODO Auto-generated method stub return null; } @Override public int size() { // TODO Auto-generated method stub return 0; } }

    Read the article

  • Implementing a customized drawable in Android

    - by Girish
    Hi , I was trying to get hold of 2D graphics in Android. As a example i want to implement a custom drawable and show it in my Activity I have defined a customized drawable by extending from Android drawable as mentioned below myDrawable extends Drawable { private static final String TAG = myDrawable.class.getSimpleName(); private ColorFilter cf; @Override public void draw(Canvas canvas) { //First you define a colour for the outline of your rectangle Paint rectanglePaint = new Paint(); rectanglePaint.setARGB(255, 255, 0, 0); rectanglePaint.setStrokeWidth(2); rectanglePaint.setStyle(Style.FILL); //Then create yourself a Rectangle RectF rectangle = new RectF(15.0f, 50.0f, 55.0f, 75.0f); //in pixels Log.d(TAG,"On Draw method"); // TODO Auto-generated method stub Paint paintHandl = new Paint(); // paintHandl.setColor(0xaabbcc); paintHandl.setARGB(125, 234, 213, 34 ); RectF rectObj = new RectF(5,5,25,25); canvas.drawRoundRect(rectangle, 0.5f, 0.5f, rectanglePaint); } @Override public int getOpacity() { // TODO Auto-generated method stub return 100; } @Override public void setAlpha(int alpha) { // TODO Auto-generated method stub } @Override public void setColorFilter(ColorFilter cf) { // TODO Auto-generated method stub this.cf = cf; } } I am trying to get this displayed in my activity, as shown below public class custDrawable extends Activity { /** Called when the activity is first created. */ LinearLayout layObj = null; @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.main); layObj = (LinearLayout) findViewById(R.id.parentLay); ImageView imageView = (ImageView) findViewById(R.id.icon2); myDrawable myDrawObj = new myDrawable(); imageView.setImageDrawable(myDrawObj); imageView.invalidate(); // layObj.addView(myDrawObj, params); } } But when i run the app i see no rectangle on the activity, can anyone help me out? Where am i going wrong?

    Read the article

  • Overlay only draws between first 2 points in Android

    - by LordSnoutimus
    Hi, I am experiencing an unusual error using ItemizedOverlay in Android. I am creating a GPS tracking device that plots a route between waypoints stored in a database. When I provide the first two sets of longitude and latitude points through the emulator in Eclipse, it draws a red line just how I want it, but if I send another GPS point, it animates to the point, but does not draw a line from the last point. public class MyOverlay extends ItemizedOverlay { // private Projection projection; private Paint linePaint; private Vector points; public MyOverlay(Drawable defaultMarker) { super(defaultMarker); points = new Vector<GeoPoint>(); //set colour, stroke width etc. linePaint = new Paint(); linePaint.setARGB(255, 255, 0, 0); linePaint.setStrokeWidth(3); linePaint.setDither(true); linePaint.setStyle(Style.FILL); linePaint.setAntiAlias(true); linePaint.setStrokeJoin(Paint.Join.ROUND); linePaint.setStrokeCap(Paint.Cap.ROUND); } public void addPoint(GeoPoint point) { points.addElement(point); } public void draw(Canvas canvas, MapView view, boolean shadow) { int size = points.size(); Point lastPoint = new Point(); if(size == 0) return; view.getProjection().toPixels(points.get(0), lastPoint); Point point = new Point(); for(int i = 1; i<size; i++){ view.getProjection().toPixels(points.get(i), point); canvas.drawLine(lastPoint.x, lastPoint.y, point.x, point.y, linePaint); lastPoint = point; } } @Override protected OverlayItem createItem(int arg0) { // TODO Auto-generated method stub return null; } @Override public int size() { // TODO Auto-generated method stub return 0; } }

    Read the article

  • Blackberry (Java) - Drawing graphics on top of rendered text/buttons etc

    - by paullb
    Based off the one of the demos I have the following code. Currently what displays in the simulator is just hte contents of the paint function, however the ObjectChoiceField is still selectable if one happens to click in the right location. I would like both the text contents and the paint function contents to appear. Is this possible? public CityInfoScreen() { //invoke the MainScreen constructor super(); //add a screen title LabelField title = new LabelField("City Information Kiosk", LabelField.ELLIPSIS | LabelField.USE_ALL_WIDTH); setTitle(title); //add a text label add(new RichTextField("Major U.S. Cities")); //add a drop-down list with three choices: //Los Angeles, Chicago, or New York //... String choices[] = {"Los Angeles","Chicago","New York"}; choiceField = new ObjectChoiceField("select a city", choices); add(choiceField); Manager man = this.getMainManager(); } ... public void paint(Graphics g){ super.paint(g); // g.drawRect(0,left,500,500+left); g.setGlobalAlpha(0); g.drawRect(100-left,100-top,200,200); String text = new Integer(left).toString(); String text2 = new Integer(top).toString(); g.drawText(text + " " + text2,120-left,120-top); }

    Read the article

  • Blackberry app development - Drawing graphics on top of rendered text/buttons etc

    - by paullb
    Based off the one of the demos I have the following code. Currently what displays in the simulator is just hte contents of the paint function, however the ObjectChoiceField is still selectable if one happens to click in the right location. I would like both the text contents and the paint function contents to appear. Is this possible? public CityInfoScreen() { //invoke the MainScreen constructor super(); //add a screen title LabelField title = new LabelField("City Information Kiosk", LabelField.ELLIPSIS | LabelField.USE_ALL_WIDTH); setTitle(title); //add a text label add(new RichTextField("Major U.S. Cities")); //add a drop-down list with three choices: //Los Angeles, Chicago, or New York //... String choices[] = {"Los Angeles","Chicago","New York"}; choiceField = new ObjectChoiceField("select a city", choices); add(choiceField); Manager man = this.getMainManager(); } ... public void paint(Graphics g){ super.paint(g); // g.drawRect(0,left,500,500+left); g.setGlobalAlpha(0); g.drawRect(100-left,100-top,200,200); String text = new Integer(left).toString(); String text2 = new Integer(top).toString(); g.drawText(text + " " + text2,120-left,120-top); }

    Read the article

  • Microsoft Word files have weird icons suddenly?

    - by leaf68
    All of a sudden, my Microsoft Office files have the generic file icon, and it happens with Powerpoint and Word, but not Excel. I can open the files just fine, and I tried restarting my computer, creating new files, clicking F5 on the desktop, turning off my Windows XP theme patcher, and none of them worked, any ideas? EDIT: I've also noticed that it happened to the following programs: Windows Live Messenger, iTunes, and Skype, so not just MS Office. Yet, some are still fine like IE, Paint, GIMP, Paint.NET, a few web browsers, etc.

    Read the article

  • How do I make Windows pbrush default to a save-as JPG format?

    - by nik
    Every time I want to save some image I paste into the Paint application, it chooses a BMP/DIB format (which is the worst for saving things from the clipboard). How can I hack this Windows pbrush application into defaulting to a JPEG format save always? If it matters I am using Windows XP SP3 and Paint 5.1 at the moment. But, I thought the hack would be generic, and I'd like to do this across all my Windows machines.

    Read the article

  • Onpaint events (invalidated) changing execution order after a period normal operation (runtime)

    - by Luke Mcneice
    I have 3 data graphs that are painted via the their paint events. When I have data that I need to insert into the graph I call the controls invalidate() command. The first control's paint event actually creates a bitmap buffer for the other 2 graphs to avoid repeating a long loop. So the invalidate commands are in a specific order (1,2,3). This works well, however when the graphed data reaches the end of the graph window (PictureBox) where the data would normally start scrolling, the paint events begin firing in the wrong order (2,3,1). has anyone came across this before? why might this be happening?

    Read the article

  • Drawing lines between views in a TableLayout

    - by RiThBo
    Firstly - sorry if you saw my other question which I deleted. My question was flawed. Here is a better version If I have two views, how do I draw a (straight) line between them when one of them is touched? The line needs to be dynamic so it can follow the finger until it reaches the second view where it "locks on". So, when view1 is touched a straight line is drawn which then follows the finger until it reaches view2. I created a LineView class that extends view, but I don't how to proceed. I read some tutorials but none show how to do this. I think I need to get the coordinates of both view, and then create a path which "updates" on MotionEvent. I can get the coordinates and the ids of the views I want to draw a line between, but the line that I try to draw between them either goes above it, or the line does not reach past the width and height of the view. Any advice/code/clarity would be much appreciated! Here is some code: My layout. I want to draw a line between two views contained in theTableLayout.# <RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android" android:id="@+id/activity_game_relative_layout" android:layout_width="match_parent" android:layout_height="match_parent" android:orientation="vertical" > <TableLayout android:layout_marginTop="35dp" android:layout_marginBottom="35dp" android:id="@+id/tableLayout1" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_centerInParent="true" > <TableRow android:id="@+id/table_row_1" android:layout_width="wrap_content" android:layout_height="wrap_content" android:padding="5dip" > <com.example.view.DotView android:id="@+id/game_dot_1" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_marginBottom="10dp" android:layout_marginLeft="10dp" android:layout_marginRight="10dp" android:layout_marginTop="10dp" /> <com.example.view.DotView android:id="@+id/game_dot_2" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_marginBottom="10dp" android:layout_marginLeft="10dp" android:layout_marginRight="10dp" android:layout_marginTop="10dp" /> <com.example.view.DotView android:id="@+id/game_dot_3" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_marginBottom="10dp" android:layout_marginLeft="10dp" android:layout_marginRight="10dp" android:layout_marginTop="10dp" /> </TableRow> <TableRow android:id="@+id/table_row_2" android:layout_width="wrap_content" android:layout_height="wrap_content" android:padding="5dip" > <com.example.view.DotView android:id="@+id/game_dot_7" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_marginBottom="10dp" android:layout_marginLeft="10dp" android:layout_marginRight="10dp" android:layout_marginTop="10dp" /> <com.example.view.DotView android:id="@+id/game_dot_8" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_marginBottom="10dp" android:layout_marginLeft="10dp" android:layout_marginRight="10dp" android:layout_marginTop="10dp" /> <com.example.dotte.DotView android:id="@+id/game_dot_9" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_marginBottom="10dp" android:layout_marginLeft="10dp" android:layout_marginRight="10dp" android:layout_marginTop="10dp" /> </TableRow> </TableLayout> </RelativeLayout> This is my LineView class. I use this to try and draw the actual line between the points. public class LineView extends View { Paint paint = new Paint(); float startingX, startingY, endingX, endingY; public LineView(Context context) { super(context); // TODO Auto-generated constructor stub paint.setColor(Color.BLACK); paint.setStrokeWidth(10); } public void setPoints(float startX, float startY, float endX, float endY) { startingX = startX; startingY = startY; endingX = endX; endingY = endY; invalidate(); } @Override public void onDraw(Canvas canvas) { canvas.drawLine(startingX, startingY, endingX, endingY, paint); } } And this is my Activity. public class Game extends Activity { DotView dv1, dv2, dv3, dv4, dv5, dv6, dv7; @Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.activity_game); getWindow().getDecorView().setSystemUiVisibility( View.SYSTEM_UI_FLAG_LOW_PROFILE); findDotIds(); RelativeLayout rl = (RelativeLayout) findViewById(R.id.activity_game_relative_layout); LineView lv = new LineView(this); lv.setPoints(dv1.getLeft(), dv1.getTop(), dv7.getLeft(), dv7.getTop()); rl.addView(lv); // TODO: Get the coordinates of all the dots in the TableLayout. Use view tree observer. } private void findDotIds() { // TODO Auto-generated method stub dv1 = (DotView) findViewById(R.id.game_dot_1); dv2 = (DotView) findViewById(R.id.game_dot_2); dv3 = (DotView) findViewById(R.id.game_dot_3); dv4 = (DotView) findViewById(R.id.game_dot_4); dv5 = (DotView) findViewById(R.id.game_dot_5); dv6 = (DotView) findViewById(R.id.game_dot_6); dv7 = (DotView) findViewById(R.id.game_dot_7); } } The views I want to draw lines between are in the TableLayout.

    Read the article

  • [C#] Onpaint events (invalidated) changing execution order after a period normal operation (runtime)

    - by Luke Mcneice
    Hi all, I have 3 data graphs that are painted via the their paint events. When I have data that I need to insert into the graph I call the controls invalidate() command. The first control's paint event actually creates a bitmap buffer for the other 2 graphs to avoid repeating a long loop. So the invalidate commands are in a specific order (1,2,3). This works well, however when the graphed data reaches the end of the graph window (PictureBox) where the data would normally start scrolling, the paint events begin firing in the wrong order (2,3,1). has anyone came across this before? why might this be happening?

    Read the article

  • C++: Create abstract class with abstract method and override the method in a subclass

    - by Martijn Courteaux
    Hi, How to create in C++ an abstract class with some abstract methods that I want to override in a subclass? How should the .h file look? Is there a .cpp, if so how should it look? In Java it would look like this: abstract class GameObject { public abstract void update(); public abstract void paint(Graphics g); } class Player extends GameObject { @Override public void update() { // ... } @Override public void paint(Graphics g) { // ... } } // In my game loop: for (int i = 0; i < objects.size(); i++) { objects.get(i).update(); } for (int i = 0; i < objects.size(); i++) { objects.get(i).paint(g); } Translating this code to C++ is enough for me.

    Read the article

  • create an hotspot and set an image without background (like earth icon) to my panel

    - by sirvan
    Hi I try to create an hotspot by Extends of canvas and I try to add it on a panel witch painted by images , so I must to draw an icon (image) instead of clear rectangle of the screen, to do that I override the paint method to draw the icon I want to use, so far there is no problem, the hotspot work true and the icon painted in true size I want(32,24 pixel) I try to add this hotspot after painting image on the my panel in mypanel.paint(g) that override too. The problem , I use an car icon that have no background !!(I hope you can understand me) just car icon must be show on the panel that painted with my images; But an unwanted rectangle created around the icon and made bad view, How I can paint may icon on panel without that background? Please help me.

    Read the article

  • fade effect in blackberry (os 4.5 ) application.

    - by Vivart
    in my blackberry application i have to create a effect in which fullscreen bitmap is slowly disappearing and ui screen is coming up. protected void paint(Graphics g) { g.setGlobalAlpha(globalAlpha);//starting value of globalAlpha is 255. g.drawBitmap(0, 0, getWidth(), getHeight(), _bitmap, 0, 0); g.setGlobalAlpha(255 - globalAlpha); globalAlpha--; super.paint(g); } This code is just for giving demo that what i want. super.paint(g) is calling 255 times because of that its a poor code. in one timer task i am calling invalidate(); So any suggestions how to implement this?

    Read the article

  • The Dark Knight and Team Fortress 2 Mashup Movie Trailer [Video]

    - by Asian Angel
    If you are a Batman fan then you will find this video mashup interesting to watch. YouTube user TrueOneMoreUser has created a unique Dark Knight Trailer using characters from Team Fortress 2 and select scenes from The Dark Knight movie itself. Team Fortress 2 – The Demo Knight [via Geeks are Sexy] Latest Features How-To Geek ETC How To Make Disposable Sleeves for Your In-Ear Monitors Macs Don’t Make You Creative! So Why Do Artists Really Love Apple? MacX DVD Ripper Pro is Free for How-To Geek Readers (Time Limited!) HTG Explains: What’s a Solid State Drive and What Do I Need to Know? How to Get Amazing Color from Photos in Photoshop, GIMP, and Paint.NET Learn To Adjust Contrast Like a Pro in Photoshop, GIMP, and Paint.NET Bring the Grid to Your Desktop with the TRON Legacy Theme for Windows 7 The Dark Knight and Team Fortress 2 Mashup Movie Trailer [Video] Dirt Cheap DSLR Viewfinder Improves Outdoor DSLR LCD Visibility Lakeside Sunset in the Mountains [Wallpaper] Taskbar Meters Turn Your Taskbar into a System Resource Monitor Create Shortcuts for Your Favorite or Most Used Folders in Ubuntu

    Read the article

  • This Week In Geek History: The Hitchhiker’s Guide, Compact Discs, and Whirlwind Foreshadows Operating Systems

    - by Jason Fitzpatrick
    Every week we look at fascinating facts and trivia from the history of Geekdom. This week we’re taking a look at The Hitchhiker’s Guide to the Galaxy, Compact Discs, and Whirlwind, the first computer to foreshadow modern operating systems. Latest Features How-To Geek ETC How To Make Disposable Sleeves for Your In-Ear Monitors Macs Don’t Make You Creative! So Why Do Artists Really Love Apple? MacX DVD Ripper Pro is Free for How-To Geek Readers (Time Limited!) HTG Explains: What’s a Solid State Drive and What Do I Need to Know? How to Get Amazing Color from Photos in Photoshop, GIMP, and Paint.NET Learn To Adjust Contrast Like a Pro in Photoshop, GIMP, and Paint.NET Bring the Grid to Your Desktop with the TRON Legacy Theme for Windows 7 The Dark Knight and Team Fortress 2 Mashup Movie Trailer [Video] Dirt Cheap DSLR Viewfinder Improves Outdoor DSLR LCD Visibility Lakeside Sunset in the Mountains [Wallpaper] Taskbar Meters Turn Your Taskbar into a System Resource Monitor Create Shortcuts for Your Favorite or Most Used Folders in Ubuntu

    Read the article

  • How to Transfer All Your Information to a New PS3: Video Tutorial

    - by Justin Garrison
    We have already shown you the steps needed to transfer all your information to a new PS3, but for those of you who would like to see the whole process from start to finish we put together this video. If you need any clarification on the steps involved don’t forget to check out the original post with more details. How to Transfer All Your Information to a New PS3 Latest Features How-To Geek ETC How to Get Amazing Color from Photos in Photoshop, GIMP, and Paint.NET Learn To Adjust Contrast Like a Pro in Photoshop, GIMP, and Paint.NET Have You Ever Wondered How Your Operating System Got Its Name? Should You Delete Windows 7 Service Pack Backup Files to Save Space? What Can Super Mario Teach Us About Graphics Technology? Windows 7 Service Pack 1 is Released: But Should You Install It? Get the MakeUseOf eBook Guide to Hacker Proofing Your PC Sync Your Windows Computer with Your Ubuntu One Account [Desktop Client] Awesome 10 Meter Curved Touchscreen at the University of Groningen [Video] TV Antenna Helper Makes HDTV Antenna Calibration a Snap Turn a Green Laser into a Microscope Projector [Science] The Open Road Awaits [Wallpaper]

    Read the article

  • Desktop Fun: Stargate SG-1 Customization Set

    - by Asian Angel
    Are you feeling nostalgic for the days of classic Stargate SG-1 adventure? Then get ready to dial up that DHD and gate into a whole new desktop with our Stargate SG-1 Customization set. Latest Features How-To Geek ETC How to Get Amazing Color from Photos in Photoshop, GIMP, and Paint.NET Learn To Adjust Contrast Like a Pro in Photoshop, GIMP, and Paint.NET Have You Ever Wondered How Your Operating System Got Its Name? Should You Delete Windows 7 Service Pack Backup Files to Save Space? What Can Super Mario Teach Us About Graphics Technology? Windows 7 Service Pack 1 is Released: But Should You Install It? Peaceful Alpine River on a Sunny Day [Wallpaper] Fast Society Creates Mini and Mobile Temporary Social Networks Page Zipper Unpacks Multi-Page Articles for Single-Page Display Minty Bug: Build an FM Bug Inside a Mint Container Get the MakeUseOf eBook Guide to Hacker Proofing Your PC Sync Your Windows Computer with Your Ubuntu One Account [Desktop Client]

    Read the article

  • Peaceful Alpine River on a Sunny Day [Wallpaper]

    - by Asian Angel
    Lull [DesktopNexus] Latest Features How-To Geek ETC How to Get Amazing Color from Photos in Photoshop, GIMP, and Paint.NET Learn To Adjust Contrast Like a Pro in Photoshop, GIMP, and Paint.NET Have You Ever Wondered How Your Operating System Got Its Name? Should You Delete Windows 7 Service Pack Backup Files to Save Space? What Can Super Mario Teach Us About Graphics Technology? Windows 7 Service Pack 1 is Released: But Should You Install It? Peaceful Alpine River on a Sunny Day [Wallpaper] Fast Society Creates Mini and Mobile Temporary Social Networks Page Zipper Unpacks Multi-Page Articles for Single-Page Display Minty Bug: Build an FM Bug Inside a Mint Container Get the MakeUseOf eBook Guide to Hacker Proofing Your PC Sync Your Windows Computer with Your Ubuntu One Account [Desktop Client]

    Read the article

  • How To Set Different Speeds for Your Trackpad and External Mouse

    - by YatriTrivedi
    Your laptop’s got a trackpad, you use a mouse for gaming, and you’re tired of manually switching settings constantly. Here’s how to separate both devices and how to set up a hotkey to switch between two settings on one device. Latest Features How-To Geek ETC How to Get Amazing Color from Photos in Photoshop, GIMP, and Paint.NET Learn To Adjust Contrast Like a Pro in Photoshop, GIMP, and Paint.NET Have You Ever Wondered How Your Operating System Got Its Name? Should You Delete Windows 7 Service Pack Backup Files to Save Space? What Can Super Mario Teach Us About Graphics Technology? Windows 7 Service Pack 1 is Released: But Should You Install It? Peaceful Alpine River on a Sunny Day [Wallpaper] Fast Society Creates Mini and Mobile Temporary Social Networks Page Zipper Unpacks Multi-Page Articles for Single-Page Display Minty Bug: Build an FM Bug Inside a Mint Container Get the MakeUseOf eBook Guide to Hacker Proofing Your PC Sync Your Windows Computer with Your Ubuntu One Account [Desktop Client]

    Read the article

< Previous Page | 3 4 5 6 7 8 9 10 11 12 13 14  | Next Page >