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  • Rotating a cube using jBullet collisions

    - by Kenneth Bray
    How would one go about rotating/flipping a cube with the physics of jBullet? Here is my Draw method for my cube object: public void Draw() { // center point posX, posY, posZ float radius = .25f;//size / 2; glPushMatrix(); glBegin(GL_QUADS); //top { glColor3f(5.0f,1.0f,5.0f); // white glVertex3f(posX + radius, posY + radius, posZ - radius); glVertex3f(posX - radius, posY + radius, posZ - radius); glVertex3f(posX - radius, posY + radius, posZ + radius); glVertex3f(posX + radius, posY + radius, posZ + radius); } //bottom { glColor3f(1.0f,1.0f,0.0f); // ?? color glVertex3f(posX + radius, posY - radius, posZ + radius); glVertex3f(posX - radius, posY - radius, posZ + radius); glVertex3f(posX - radius, posY - radius, posZ - radius); glVertex3f(posX + radius, posY - radius, posZ - radius); } //right side { glColor3f(1.0f,0.0f,1.0f); // ?? color glVertex3f(posX + radius, posY + radius, posZ + radius); glVertex3f(posX + radius, posY - radius, posZ + radius); glVertex3f(posX + radius, posY - radius, posZ - radius); glVertex3f(posX + radius, posY + radius, posZ - radius); } //left side { glColor3f(0.0f,1.0f,1.0f); // ?? color glVertex3f(posX - radius, posY + radius, posZ - radius); glVertex3f(posX - radius, posY - radius, posZ - radius); glVertex3f(posX - radius, posY - radius, posZ + radius); glVertex3f(posX - radius, posY + radius, posZ + radius); } //front side { glColor3f(0.0f,0.0f,1.0f); // blue glVertex3f(posX + radius, posY + radius, posZ + radius); glVertex3f(posX - radius, posY + radius, posZ + radius); glVertex3f(posX - radius, posY - radius, posZ + radius); glVertex3f(posX + radius, posY - radius, posZ + radius); } //back side { glColor3f(0.0f,1.0f,0.0f); // green glVertex3f(posX + radius, posY - radius, posZ - radius); glVertex3f(posX - radius, posY - radius, posZ - radius); glVertex3f(posX - radius, posY + radius, posZ - radius); glVertex3f(posX + radius, posY + radius, posZ - radius); } glEnd(); glPopMatrix(); Update(); } This is my update method for the cube position: public void Update() { Transform trans = new Transform(); cubeRigidBody.getMotionState().getWorldTransform(trans); posX = trans.origin.x; posY = trans.origin.y; posZ = trans.origin.z; Quat4f outRot = new Quat4f(); trans.getRotation(outRot); rotX = outRot.x; rotY = outRot.y; rotZ = outRot.z; rotW = outRot.w; } I am assuming I need to use glrotatef, but it does not seem to work at all when I try that.. this is how I have tried to rotate the cubes: GL11.glRotatef(rotW, rotX, 0.0f, 0.0f); GL11.glRotatef(rotW, 0.0f, rotY, 0.0f); GL11.glRotatef(rotW, 0.0f, 0.0f, rotZ);

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  • Class design issue

    - by user2865206
    I'm new to OOP and a lot of times I become stumped in situations similar to this example: Task: Generate an XML document that contains information about a person. Assume the information is readily available in a database. Here is an example of the structure: <Person> <Name>John Doe</Name> <Age>21</Age> <Address> <Street>100 Main St.</Street> <City>Sylvania</City> <State>OH</State> </Address> <Relatives> <Parents> <Mother> <Name>Jane Doe</Name> </Mother> <Father> <Name>John Doe Sr.</Name> </Father> </Parents> <Siblings> <Brother> <Name>Jeff Doe</Name> </Brother> <Brother> <Name>Steven Doe</Name> </Brother> </Siblings> </Relatives> </Person> Ok lets create a class for each tag (ie: Person, Name, Age, Address) Lets assume each class is only responsible for itself and the elements directly contained Each class will know (have defined by default) the classes that are directly contained within them Each class will have a process() function that will add itself and its childeren to the XML document we are creating When a child is drawn, as in the previous line, we will have them call process() as well Now we are in a recursive loop where each object draws their childeren until all are drawn But what if only some of the tags need to be drawn, and the rest are optional? Some are optional based on if the data exists (if we have it, we must draw it), and some are optional based on the preferences of the user generating the document How do we make sure each object has the data it needs to draw itself and it's childeren? We can pass down a massive array through every object, but that seems shitty doesnt it? We could have each object query the database for it, but thats a lot of queries, and how does it know what it's query is? What if we want to get rid of a tag later? There is no way to reference them. I've been thinking about this for 20 hours now. I feel like I am misunderstanding a design principle or am just approaching this all wrong. How would you go about programming something like this? I suppose this problem could apply to any senario where there are classes that create other classes, but the classes created need information to run. How do I get the information to them in a way that doesn't seem fucky? Thanks for all of your time, this has been kicking my ass.

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  • Syntax of passing lambda causing hair loss (pulling out)

    - by Astara
    Right now, I'm working on refactoring a program that calls its parts by polling to a more event-driven structure. I've created sched and task classes with the sced to become a base class of the current main loop. The tasks will be created for each meter so they can be called off of that instead of polling. Each of the events main calls are a type of meter that gather info and display it. When the program is coming up, all enabled meters get 'constructed' by a main-sub. In that sub, I want to store off the "this" pointer associated with the meter, as well as the common name for the "action routine. void MeterMaker::Meter_n_Task (Meter * newmeter,) { push(newmeter); // handle non-timed draw events Task t = new Task(now() + 0.5L); t.period={0,1U}; t.work_meter = newmeter; t.work = [&newmeter](){newmeter.checkevent();};<<--attempt at lambda t.flags = T_Repeat; t.enable_task(); _xos->sched_insert(t); } A sample call to it: Meter_n_Task(new CPUMeter(_xos, "CPU ")); 've made the scheduler a base class of the main routine (that handles the loop), and I've tried serveral variations to get the task class to be a base of the meter class, but keep running into roadblocks. It's alot like "whack-a-mole" -- pound in something to fix something one place, and then a new probl pops out elsewhere. Part of the problem, is that the sched.h file that is trying to hold the Task Q, includes the Task header file. The task file Wants to refer to the most "base", Meter class. The meter class pulls in the main class of the parent as it passes a copy of the parent to the children so they can access the draw routines in the parent. Two references in the task file are for the 'this' pointer of the meter and the meter's update sub (to be called via this). void *this_data= NULL; void (*this_func)() = NULL; Note -- I didn't really want to store these in the class, as I wanted to use a lamdba in that meter&task routine above to store a routine+context to be used to call the meter's action routine. Couldn't figure out the syntax. But am running into other syntax problems trying to store the pointers...such as g++: COMPILE lsched.cc In file included from meter.h:13:0, from ltask.h:17, from lsched.h:13, from lsched.cc:13: xosview.h:30:47: error: expected class-name before ‘{’ token class XOSView : public XWin, public Scheduler { Like above where it asks for a class, where the classname "Scheduler" is. !?!? Huh? That IS a class name. I keep going in circles with things that don't make sense... Ideally I'd get the lamba to work right in the Meter_n_Task routine at the top. I wanted to only store 1 pointer in the 'Task' class that was a pointer to my lambda that would have already captured the "this" value ... but couldn't get that syntax to work at all when I tried to start it into a var in the 'Task' class. This project, FWIW, is my teething project on the new C++... (of course it's simple!.. ;-))... I've made quite a bit of progress in other areas in the code, but this lambda syntax has me stumped...its at times like thse that I appreciate the ease of this type of operation in perl. Sigh. Not sure the best way to ask for help here, as this isn't a simple question. But thought I'd try!... ;-) Too bad I can't attach files to this Q.

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  • Memory is full with vertex buffer

    - by Christian Frantz
    I'm having a pretty strange problem that I didn't think I'd run into. I was able to store a 50x50 grid in one vertex buffer finally, in hopes of better performance. Before I had each cube have an individual vertex buffer and with 4 50x50 grids, this slowed down my game tremendously. But it still ran. With 4 50x50 grids with my new code, that's only 4 vertex buffers. With the 4 vertex buffers, I get a memory error. When I load the game with 1 grid, it takes forever to load and with my previous version, it started up right away. So I don't know if I'm storing chunks wrong or what but it stumped me -.- for (int x = 0; x < 50; x++) { for (int z = 0; z < 50; z++) { for (int y = 0; y <= map[x, z]; y++) { SetUpVertices(); SetUpIndices(); cubes.Add(new Cube(device, new Vector3(x, map[x, z] - y, z), grass)); } } } vertexBuffer = new VertexBuffer(device, typeof(VertexPositionTexture), vertices.Count(), BufferUsage.WriteOnly); vertexBuffer.SetData<VertexPositionTexture>(vertices.ToArray()); indexBuffer = new IndexBuffer(device, typeof(short), indices.Count(), BufferUsage.WriteOnly); indexBuffer.SetData(indices.ToArray()); Thats how theyre stored. The array I'm reading from is a byte array which defines the coordinates of my map. Now with my old version, I used the same loading from an array so that hasn't changed. The only difference is the one vertex buffer instead of 2500 for a 50x50 grid. cubes is just a normal list that holds all my cubes for the vertex buffer. Another thing that just came to mind would be my draw calls. If I'm setting an effect for each cube in my cube list, that's probably going to take a lot of memory. How can I avoid doing this? I need the foreach method to set my cubes to the right position foreach (Cube block in cube.cubes) { effect.VertexColorEnabled = false; effect.TextureEnabled = true; Matrix center = Matrix.CreateTranslation(new Vector3(-0.5f, -0.5f, -0.5f)); Matrix scale = Matrix.CreateScale(1f); Matrix translate = Matrix.CreateTranslation(block.cubePosition); effect.World = center * scale * translate; effect.View = cam.view; effect.Projection = cam.proj; effect.FogEnabled = false; effect.FogColor = Color.CornflowerBlue.ToVector3(); effect.FogStart = 1.0f; effect.FogEnd = 50.0f; cube.Draw(effect); noc++; }

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  • Why does OpenGL seem to ignore my glBindTexture call?

    - by Killrazor
    I'm having problems making a simple sprite rendering. I load 2 different textures. Then, I bind these textures and draw 2 squares, one with each texture. But only the texture of the first rendered object is drawn in both squares. Its like if I'd only use a texture or as if glBindTexture don't work properly. I know that GL is a state machine, but I think that you only need to change active texture with glBindTexture. I load texture with this method: bool CTexture::generate( utils::CImageBuff* img ) { assert(img); m_image = img; CHECKGL(glGenTextures(1,&m_textureID)); CHECKGL(glBindTexture(GL_TEXTURE_2D,m_textureID)); CHECKGL(glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR)); CHECKGL(glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR)); //CHECKGL(glTexImage2D(GL_TEXTURE_2D,0,img->getBpp(),img->getWitdh(),img->getHeight(),0,img->getFormat(),GL_UNSIGNED_BYTE,img->getImgData())); CHECKGL(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, img->getWitdh(), img->getHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, img->getImgData())); return true; } And I bind textures with this function: void CTexture::bind() { CHECKGL(glBindTexture(GL_TEXTURE_2D,m_textureID)); } Also, I draw sprites with this method void CSprite2D::render() { CHECKGL(glLoadIdentity()); CHECKGL(glEnable(GL_TEXTURE_2D)); CHECKGL(glEnable(GL_BLEND)); CHECKGL(glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)); m_texture->bind(); CHECKGL(glPushMatrix()); CHECKGL(glBegin(GL_QUADS)); CHECKGL(glTexCoord2f(m_textureAreaStart.s,m_textureAreaStart.t)); // 0,0 by default CHECKGL(glVertex3i(m_position.x,m_position.y,0)); CHECKGL(glTexCoord2f(m_textureAreaEnd.s,m_textureAreaStart.t)); // 1,0 by default CHECKGL(glVertex3i( m_position.x + m_dimensions.x, m_position.y, 0)); CHECKGL(glTexCoord2f(m_textureAreaEnd.s, m_textureAreaEnd.t)); // 1,1 by default CHECKGL(glVertex3i( m_position.x + m_dimensions.x, m_position.y + m_dimensions.y, 0)); CHECKGL(glTexCoord2f(m_textureAreaStart.s, m_textureAreaEnd.t)); // 0,1 by default CHECKGL(glVertex3i( m_position.x, m_position.y + m_dimensions.y,0)); CHECKGL(glPopMatrix()); CHECKGL(glDisable(GL_BLEND)); } Edit: I bring also the check error code: int CheckGLError(const char *GLcall, const char *file, int line) { GLenum errCode; //avoids infinite loop int errorCount = 0; while ( (errCode=glGetError()) != GL_NO_ERROR && ++errorCount < 3000) { utils::globalLogPtr log = utils::CGLogFactory::getLogInstance(); const GLubyte *errString; errString = gluErrorString(errCode); std::stringstream ss; ss << "In "<< __FILE__<<"("<< __LINE__<<") "<<"GL error with code: " << errCode<<" at file " << file << ", line " << line << " with message: " << errString << "\n"; log->addMessage(ss.str(),ZEL_APPENDER_GL,utils::LOGLEVEL_ERROR); } return 0; }

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  • Border image on UIView

    - by drunknbass
    I want to have a UIView subclass that has a border image, but i dont want or care about this 'new' frame/bounds around the border image itself. What i wanted to do was just use drawRect and draw outside of the rect but all drawing is clipped and i dont see a way to not clip drawing outside of this context rect. So now i have added a sublayer to the views layer, set [self clipsToBounds] on the view and override setFrame to control my sublayers frame and always keep it at the proper size (spilling over the views frame by 40px) the problem with this is that setFrame on a uiview by default has no animation but seTFrame on a calayer does. i cant just disable the animations on the calayers setFrame because if i were to call setFrame on the uiview inside a uiview animation block the calayer would still have its animation disabled. the obvious solution is to look up the current animationDuration on the uiview animation and set a matching animation on the sublayer, but i dont know if this value is available. And even if it is, im afraid that calling an animation from within another animation is wrong. Unfortunately the best solution is to not use a calayer at all and just add a uiview as a subview and draw into that just like i am drawing into my layer, and hope that with autoresizingMask set to height and width that everything will 'just work'. Just seems like unnecessary overhead for such a simple task.

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  • Transform OpenGL coordinates to lower UIView coordinates

    - by John Qualis
    Hi, I am new to OpenGL over iPhone. I am developing an iPhone app similar to a barcode reader but with an extra OpenGL layer. The bottommost layer is UIImagePickerController, then I use UIView on top and draw a rectangle at certain co-ordinates on the iphone screen. So far everything is OK. Then I am trying to draw an OpenGL 3-D model in that rectangle. I am able to load a 3-D model in the iPhone based on this code here - http://iphonedevelopment.blogspot.com/2008/12/start-of-wavefront-obj-file-loader.html I am not able to transform the co-ordinates of the rectangle into OpenGL co-ordinates. Appreciate any help. Do I need to use a matrix to translate the currentPosition of the 3-D model so it is drawn within myRect? The code is given below.. Appreciate any help/pointers in this regards. John (void)drawView:(GLView*)view { static GLfloat rotation = 0.0; glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); glColor4f(0.0, 0.5, 1.0, 1.0); // The coordinates of the rectangle are myRect.x, // myRect.y, myRect.width, myRect.height // Do I need a transform matrix here? //glOrthof(-160.0f, 160.0f, -240.0f, 240.0f, -1.0f, 1.0f); [plane drawSelf]; .... } -(void)setupView:(GLView*)view { const GLfloat zNear = 0.01, zFar = 1000.0, fieldOfView = 45.0; GLfloat size; glEnable(GL_DEPTH_TEST); glMatrixMode(GL_PROJECTION); //glMatrixMode(GL_MODELVIEW); size = zNear * tanf(DEGREES_TO_RADIANS(fieldOfView) / 2.0); CGRect rect = view.bounds; glFrustumf(-size, size, -size / (rect.size.width / rect.size.height), size / (rect.size.width / rect.size.height), zNear, zFar); glViewport(0, 0, rect.size.width, rect.size.height); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glClearColor(0.0f, 0.0f, 0.0f, 0.0f); }

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  • HOW TO: Draggable legend in matplotlib

    - by Adam Fraser
    QUESTION: I'm drawing a legend on an axes object in matplotlib but the default positioning which claims to place it in a smart place doesn't seem to work. Ideally, I'd like to have the legend be draggable by the user. How can this be done? SOLUTION: Well, I found bits and pieces of the solution scattered among mailing lists. I've come up with a nice modular chunk of code that you can drop in and use... here it is: class DraggableLegend: def __init__(self, legend): self.legend = legend self.gotLegend = False legend.figure.canvas.mpl_connect('motion_notify_event', self.on_motion) legend.figure.canvas.mpl_connect('pick_event', self.on_pick) legend.figure.canvas.mpl_connect('button_release_event', self.on_release) legend.set_picker(self.my_legend_picker) def on_motion(self, evt): if self.gotLegend: dx = evt.x - self.mouse_x dy = evt.y - self.mouse_y loc_in_canvas = self.legend_x + dx, self.legend_y + dy loc_in_norm_axes = self.legend.parent.transAxes.inverted().transform_point(loc_in_canvas) self.legend._loc = tuple(loc_in_norm_axes) self.legend.figure.canvas.draw() def my_legend_picker(self, legend, evt): return self.legend.legendPatch.contains(evt) def on_pick(self, evt): if evt.artist == self.legend: bbox = self.legend.get_window_extent() self.mouse_x = evt.mouseevent.x self.mouse_y = evt.mouseevent.y self.legend_x = bbox.xmin self.legend_y = bbox.ymin self.gotLegend = 1 def on_release(self, event): if self.gotLegend: self.gotLegend = False ...and in your code... def draw(self): ax = self.figure.add_subplot(111) scatter = ax.scatter(np.random.randn(100), np.random.randn(100)) legend = DraggableLegend(ax.legend()) I emailed the Matplotlib-users group and John Hunter was kind enough to add my solution it to SVN HEAD. On Thu, Jan 28, 2010 at 3:02 PM, Adam Fraser wrote: I thought I'd share a solution to the draggable legend problem since it took me forever to assimilate all the scattered knowledge on the mailing lists... Cool -- nice example. I added the code to legend.py. Now you can do leg = ax.legend() leg.draggable() to enable draggable mode. You can repeatedly call this func to toggle the draggable state. I hope this is helpful to people working with matplotlib.

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  • Cast Graphics to Image in C#

    - by WebDevHobo
    I have a pictureBox on a Windows Form. I do the following to load a PNG file into it. Bitmap bm = (Bitmap)Image.FromFile("Image.PNG", true); Bitmap tmp; public Form1() { InitializeComponent(); this.tmp = new Bitmap(bm.Width, bm.Height); } private void pictureBox1_Paint(object sender, PaintEventArgs e) { e.Graphics.DrawImage(this.bm, new Rectangle(0, 0, tmp.Width, tmp.Height), 0, 0, tmp.Width, tmp.Height, GraphicsUnit.Pixel); } However, I need to draw things on the image and then have the result displayed again. Drawing rectangles can only be done via the Graphics class. I'd need to draw the needed rectangles on the image, make it an instance of the Image class again and save that to this.bm I can add a button that executes this.pictureBox1.Refresh();, forcing the pictureBox to be painted again, but I can't cast Graphics to Image. Because of that, I can't save the edits to the this.bm bitmap. That's my problem, and I see no way out.

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  • 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; } }

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  • How to HitTest in a WPF Grid Panel to find column index.

    - by John
    Hi. We need to create a "timeline" feature where a user is allowed to drag and draw "time spans" into a WPF grid (we thought this better than a Canvas since it has resizing capabilities). Each span spans multiple columns, but only one row. We utilize the PreviewMouseDown/Up/Move events to see when the user clicks, drags, and releases the mouse. On the "Down" we create a new rectangle and on the "Move" we resize the rectangle, settings its ColumnSpan property to the correct value every time the mouse enteres the next column. At this point the grid has 48 1-star-sized columns. How do we find out which column the user has clicked on? Right now we are unable to find the column using the VisualTreeHelper.HitTest function. We would like to position the rectangle correctly via Grid.SetColumn(rect, X) and then resize it as needed using Grid.SetColumnSpan(rect, Y) Has anyone done something like this before and can help us? Or, is there a better way to draw what we need? Thanks.

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  • Simple iPhone drawing app with Quartz 2D

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

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  • NETCF - Optimized Repaint (onPaint)

    - by Nullstr1ng
    Hi Guys, I want to ask for suggestions on how to optimize a repaint in Compact Framework? GetHashCode() didn't help because it always return a different hash code. Anyway, I have a program which you can drag and resize an object in run time. This object is a transparent object and it has a PNG image which also dynamically resize relative to object client size. Though I noticed, (e.g. I have 4 transparent object and I'm dragging or resizing one) all 4 of them triggers OnPaintBackground even if the 3 are not moving. Another one when am just tapping on the one object .. it sill triggers onPaintBacground(). Anyway, I don't have a problem when this events get triggered. What I like to do is optimization and that means I only have to repaint the object when it's necessary. Can you guys please give a suggestions? here's my pseudo C# code Bitmap _backBuff; onResize() { if(_backBuff != null) _backBuff.Dispose(); _backBuff = new Bitmap(ClientSize.Width, ClientSize.Height); Invalidate(); } onPaintBackground(e) /*have to use onPaintBackground because MSDN said it's faster*/ { using(Graphics g = Graphics.FromImage(_backBuff)) { g.Clear(Color.Black); // draw background ....some interface calling here ....and paint the background // draw alpha PNG .. get hDc .. paint PNG .. release hDc } e.Graphics.DrawImage(_backBuff,0,0); } Thanks in advance.

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  • matplotlib: how to refresh figure.canvas

    - by Alex
    Hello, I can't understand how to refresh FigureCanvasWxAgg instance. Here is the example: import wx import matplotlib from matplotlib.backends.backend_wxagg import FigureCanvasWxAgg as FigureCanvas from matplotlib.figure import Figure class MainFrame(wx.Frame): def __init__(self): wx.Frame.__init__(self, None, wx.NewId(), "Main") self.sizer = wx.BoxSizer(wx.VERTICAL) self.figure = Figure(figsize=(1,2)) self.axe = self.figure.add_subplot(111) self.figurecanvas = FigureCanvas(self, -1, self.figure) self.buttonPlot = wx.Button(self, wx.NewId(), "Plot") self.buttonClear = wx.Button(self, wx.NewId(), "Clear") self.sizer.Add(self.figurecanvas, proportion=1, border=5, flag=wx.ALL | wx.EXPAND) self.sizer.Add(self.buttonPlot, proportion=0, border=2, flag=wx.ALL) self.sizer.Add(self.buttonClear, proportion=0, border=2, flag=wx.ALL) self.SetSizer(self.sizer) self.figurecanvas.Bind(wx.EVT_LEFT_DCLICK, self.on_dclick) self.buttonPlot.Bind(wx.EVT_BUTTON, self.on_button_plot) self.buttonClear.Bind(wx.EVT_BUTTON, self.on_button_clear) self.subframe_opened = False def on_dclick(self, evt): self.subframe = SubFrame(self, self.figure) self.subframe.Show(True) self.subframe_opened = True def on_button_plot(self, evt): self.axe.plot(range(10), color='green') self.figurecanvas.draw() def on_button_clear(self, evt): if self.subframe_opened: self.subframe.Close() self.figure.set_canvas(self.figurecanvas) self.axe.clear() self.figurecanvas.draw() class SubFrame(wx.Frame): def __init__(self, parent, figure): wx.Frame.__init__(self, parent, wx.NewId(), "Sub") self.sizer = wx.BoxSizer(wx.VERTICAL) self.figurecanvas = FigureCanvas(self, -1, figure) self.sizer.Add(self.figurecanvas, proportion=1, border=5, flag=wx.ALL | wx.EXPAND) self.SetSizer(self.sizer) self.Bind(wx.EVT_CLOSE, self.on_close) def on_close(self, evt): self.GetParent().subframe_opened = False evt.Skip() class MyApp(wx.App): def OnInit(self): frame = MainFrame() frame.Show(True) self.SetTopWindow(frame) return True app = MyApp(0) app.MainLoop() I'm interested in the following sequence of operations: run a script resize the main frame press Plot button double click on plot press Clear button Now I get a mess on main frame plot. If I resize the frame it redraws properly. My question is what should I add to my code to do that without resizing? Thanks in advance.

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  • Metaprogramming - self explanatory code - tutorials, articles, books

    - by elena
    Hello everybody, I am looking into improving my programming skils (actually I try to do my best to suck less each year, as our Jeff Atwood put it), so I was thinking into reading stuff about metaprogramming and self explanatory code. I am looking for something like an idiot's guide to this (free books for download, online resources). Also I want more than your average wiki page and also something language agnostic or preferably with Java examples. Do you know of such resources that will allow to efficiently put all of it into practice (I know experience has a lot to say in all of this but i kind of want to build experience avoiding the flow bad decisions - experience - good decisions)? EDIT: Something of the likes of this example from the Pragmatic Programmer: ...implement a mini-language to control a simple drawing package... The language consists of single-letter commands. Some commands are followed by a single number. For example, the following input would draw a rectangle: P 2 # select pen 2 D # pen down W 2 # draw west 2cm N 1 # then north 1 E 2 # then east 2 S 1 # then back south U # pen up Thank you!

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  • Dojo Datagrid Filtering Issue

    - by Zoom Pat
    I am having hard time filtering a datagrid. Please help! This is how I draw a grid. var jsonStore = new dojo.data.ItemFileWriteStore({data:columnValues}); gridInfo = { store: jsonStore, queryOptions: {ignoreCase: true}, structure: layout }; grid = new dojox.grid.DataGrid(gridInfo, "gridNode"); grid.startup(); Now if i try something like this, it works fine and gives me the rows which has the column (AGE_FROM) value equal to 63. grid.filter({AGE_FROM:63}); but I need all kinds of filtering and not just 'equal to' So how do I try to obtain all the rows which have AGE_FROM 63, and < 63 and <= 63 and =63. because grid.filter({AGE_FROM:<63}); does not work Also One other way I was thingking was to use the following filteredStore = new dojox.jsonPath.query(filterData,"[?(@.AGE_FROM = 63]"); and then draw the grid with the filteredStore, but the above is not working for a != operator. Once I figure a good way to filter grid I need to see a way to filter out dates. I am trying to find a good example for filtering dataGrid but most of the examples are just filtering based on the 'equal to' criteria. Any help is highly appreciated.

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  • Should I use OpenGL for chess with animations?

    - by fhucho
    At the moment I am experimenting with SurfaceView for my chess game with animations. I am getting only about 8 FPS in the emulator. I draw a chess board and 32 chess pieces and rotate everything (to see how smooth it is), I am using antialiasing. On the Droid I'm getting about 20FPS, so it's not very smooth. Is it possible to implement a game with very scarce and simple animations without having to use OpenGL? This is what I do every frame: // scale and rotate matrix.setScale(scale, scale); rotation += 3; matrix.postRotate(rotation, 152, 152); canvas = surfaceHolder.lockCanvas(); canvas.setDrawFilter(new PaintFlagsDrawFilter(0, Paint.FILTER_BITMAP_FLAG)); canvas.setMatrix(matrix); canvas.drawARGB(255, 255, 255, 255); // fill the canvas with white for (int i = 0; i < sprites.size(); i++) { sprites.get(i).draw(canvas); // draws chessboard and chess pieces }

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  • GDI RoundRect on Compact Framework: make rounded rectangle's outside transparent.

    - by VansFannel
    Hello! I'm using the RoundRect GDI function to draw a rounded rectangle following this example: .NET CF Custom Control: RoundedGroupBox Because all controls are square, it also draw the corners outside of the rounded rectangle. How can I make this space left outside the rectangle transparent? The OnPaint method is: protected override void OnPaint(PaintEventArgs e) { int outerBrushColor = HelperMethods.ColorToWin32(m_outerColor); int innerBrushColor = HelperMethods.ColorToWin32(this.BackColor); IntPtr hdc = e.Graphics.GetHdc(); try { IntPtr hbrOuter = NativeMethods.CreateSolidBrush(outerBrushColor); IntPtr hOldBrush = NativeMethods.SelectObject(hdc, hbrOuter); NativeMethods.RoundRect(hdc, 0, 0, this.Width, this.Height, m_diametro, m_diametro); IntPtr hbrInner = NativeMethods.CreateSolidBrush(innerBrushColor); NativeMethods.SelectObject(hdc, hbrInner); NativeMethods.RoundRect(hdc, 0, 18, this.Width, this.Height, m_diametro, m_diametro); NativeMethods.SelectObject(hdc, hOldBrush); NativeMethods.DeleteObject(hbrOuter); NativeMethods.DeleteObject(hbrInner); } finally { e.Graphics.ReleaseHdc(hdc); } if (!string.IsNullOrEmpty(m_roundedGroupBoxText)) { Font titleFont = new Font("Tahoma", 9.0F, FontStyle.Bold); Brush titleBrush = new SolidBrush(this.BackColor); try { e.Graphics.DrawString(m_roundedGroupBoxText, titleFont, titleBrush, 14.0F, 2.0F); } finally { titleFont.Dispose(); titleBrush.Dispose(); } } base.OnPaint(e); } An the OnPaintBackground is: protected override void OnPaintBackground(PaintEventArgs e) { if (this.Parent != null) { SolidBrush backBrush = new SolidBrush(this.Parent.BackColor); try { e.Graphics.FillRectangle(backBrush, 0, 0, this.Width, this.Height); } finally { backBrush.Dispose(); } } } Thank you!

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  • Mimic CALayer shadow properties found in iPhone OS 3.2 for OS 3.1

    - by niblha
    The CALayer shadow properties like shadowOffset, shadowRadius, shadowColor are not available in iPhone OS versions below 3.2 and I'm wondering how I could mimic that functionality for use with 3.1 and below. I want to use this to be able to add drop shadows to UIViews in a clean way so that the shadows are drawn at layer level somehow, and not by drawing it in a view's -(void)drawRect:(CGRect)rect method which requires to shrink the actual views frame to accomodate for the shadow. (This shrinking approach have been proposed in the other UIView drop shadow related questions I found here on SO). I was thinking a layered approach would be cleaner. For example I tried creating subclassing CALayer to which I added a separate shadow layer as a sublayer, but then that would be drawn on top of whatever was draw in the drawRect: method of the UIView that had the main layer as backing layer. I've also tried implementing the subclass CALayer's drawInContext: something like this, - (void)drawInContext:(CGContextRef)ctx { // code to draw shadow for a frame the size of the layer's frame [super drawInContext:ctx]; } But then the shadow is still clipped to the current clipping bounding box of the context, which seems to be the layers own frame. I also had some idea of redirecting the drawing of the main layer to a sublayer, which would be placed above another sublayer which had the shadow drawn onto it. Then I would probably get rid of the clipping and the shadow would be farthest away. But I couldn't really wrap my head around how I would do that, and it doesn't really feel like a clean approach. Any ideas on how to go about this? Just to make clear how my UIView drop shadow related question is different from the other ones I found here on SO; I do not want to shrink the actual drawing frame of a UIView to accomodate for a shadow. I want it to somehow be on a separate layer in the background, whithout beeing clipped.

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  • CGContext - PDF margin

    - by Manoj Khaylia
    Hi All I am showing PDF content on a view using this code using Quartz Sample // PDF page drawing expects a Lower-Left coordinate system, so we flip the coordinate system // before we start drawing. CGContextTranslateCTM(context, 0.0, self.bounds.size.height); CGContextScaleCTM(context, 1.0, -1.0); // Grab the first PDF page CGPDFPageRef page = CGPDFDocumentGetPage(pdf, pageNo); // We're about to modify the context CTM to draw the PDF page where we want it, so save the graphics state in case we want to do more drawing CGContextSaveGState(context); // CGPDFPageGetDrawingTransform provides an easy way to get the transform for a PDF page. It will scale down to fit, including any // base rotations necessary to display the PDF page correctly. CGAffineTransform pdfTransform = CGPDFPageGetDrawingTransform(page, kCGPDFCropBox, self.bounds, 0, true); // And apply the transform. CGContextConcatCTM(context, pdfTransform); // Finally, we draw the page and restore the graphics state for further manipulations! CGContextDrawPDFPage(context, page); CGContextRestoreGState(context); Using this all works fine I want to set the margin for the PDF context, bydefault it showing 50 px margin in every side.. I have tried CGContext methods but not got the appropriate one. Can any body help me regarding this Thanks Monaj

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  • A bug in grpah while using google visualization API on IE

    - by gili
    Hi, i'm using google visulization API to build a line chart grapgh. it works fine on FF and Chrome but i'm having problems on IE7: the problem is that the scailing of the x-axis (string) and y-axis (integer) is all wrong. both axis have the same values for some reason, but naturally those valuse are wrong. my code is the following one: var data = new google.visualization.DataTable(); data.addColumn('string', 'Date'); data.addColumn('number', '??????? ???? ??????'); data.addColumn('number', '??????? ??????'); data.addColumn('number', '??????'); data.addColumn('number', '???????'); data.addColumn('number', '???????'); var n = userRightGuessArray.length; data.addRows(userRightGuessArray.length); data.setCell(0, 0, '?? ?????? ??'); data.setCell(0, 1, 0); data.setCell(0, 2, 0); data.setCell(0, 3, 0); data.setCell(0, 4, 0); data.setCell(0, 5, 0); for(var t = 1 ; t // Create and draw the visualization. var chart = new google.visualization.ImageLineChart(document.getElementById('line_div')); chart.draw(data, {width: 400,legend: 'top'/showValueLabels:false/}); thank you for your help, Gili

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  • Drag and drop rectangle in C#

    - by sama
    I want to know how to draw rectangle in C# and make it dragged and dropped in the page here my code to draw it but I cannot drag or drop it. public partial class Form1 : Form { public bool drag = false; int cur_x, cur_y; Rectangle rec = new Rectangle(10, 10, 100, 100); public Form1() { InitializeComponent(); } protected override void OnPaint(PaintEventArgs r) { base.OnPaint(r); Graphics g = r.Graphics; //g.DrawRectangle(Pens.Black, rec); g.FillRectangle(Brushes.Aquamarine, rec); } private void recmousedown(object sender, MouseEventArgs m) { if (m.Button != MouseButtons.Left) return; rec = new Rectangle(m.X, m.Y,100,100); drag = true; cur_x = m.X; cur_y = m.Y; } private void recmousemove(object sender, MouseEventArgs m) { if (m.Button != MouseButtons.Left) return; rec.X = m.X; rec.Y = m.Y; Invalidate(); } }

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  • OpenGL-ES: Change (multiply) color when using color arrays?

    - by arberg
    Following the ideas in OpenGL ES iPhone - drawing anti aliased lines, I am trying to draw stroked anti-aliased lines and I am successful so far. After line is draw by the finger, I wish to fade the path, that is I need to change the opacity (color) of the entire path. I have computed a large array of vertex positions, vertex colors, texture coordinates, and indices and then I give these to opengl but I would like reduce the opacity of all the drawn triangles without having to change each of the color coordinates. Normally I would use glColor4f(r,g,b,a) before calling drawElements, but it has no effect due to the color array. I am working on Android, but I believe it shouldn't make the big difference, as long as it is OpenGL-ES 1.1 (or 1.0). I have the following code : gl.glEnable(GL10.GL_BLEND); gl.glBlendFunc(GL10.GL_ONE, GL10.GL_ONE_MINUS_SRC_ALPHA); gl.glEnableClientState(GL10.GL_COLOR_ARRAY); gl.glShadeModel(GL10.GL_SMOOTH); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glEnable(GL10.GL_TEXTURE_2D); // Should set rgb to greyish, and alpha to half-transparent, the greyish is // just there to make the question more general its the alpha i'm interested in gl.glColor4f(.75f, .75f, .75f, 0.5f); gl.glVertexPointer(mVertexSize, GL10.GL_FLOAT, 0, mVertexBuffer); gl.glColorPointer(4, GL10.GL_FLOAT, 0, mColorBuffer); gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, mTexCoordBuffer); gl.glDrawElements(GL10.GL_TRIANGLES, indexCount, GL10.GL_UNSIGNED_SHORT, mIndexBuffer.position(startIndex)); If I disable the color array gl.glEnableClientState(GL10.GL_COLOR_ARRAY);, then the glColor4f works, if I enable the color array it does nothing. Is there any way in OpenGl-ES to change the coloring without changing all the color coordinates? I think that in OpenGl one might use a fragment shader, but it seems OpenGL does not have a fragment shader (not that I know how to use one).

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  • how to parse pdf document in iphone or ipad?

    - by JohnWhite
    I have implemented pdf parsing application for ipad.But content of pdf display not clearly.I dont know why this happning.can you help me for this problem. Edit: I have used below code for pdf parsing.But text and image is not clear. (id)initWithFrame:(CGRect)frame { if (self = [super initWithFrame:frame]) { // Initialization code /* Demo PDF printed directly from Wikipedia without permission; all content (c) respective owners */ CFURLRef pdfURL = CFBundleCopyResourceURL(CFBundleGetMainBundle(), CFSTR("2008_11_mp.pdf"), NULL, NULL); pdf = CGPDFDocumentCreateWithURL((CFURLRef)pdfURL); CFRelease(pdfURL); counts+=1; self.pageNumber = counts; self.backgroundColor = nil; self.opaque = NO; self.userInteractionEnabled = NO; } return self; } (void)drawRect:(CGRect)rect { // Drawing code CGContextRef context = UIGraphicsGetCurrentContext(); // PDF page drawing expects a Lower-Left coordinate system, so we flip the coordinate system // before we start drawing. // Grab the first PDF page CGPDFPageRef page = CGPDFDocumentGetPage(pdf, pageNumber); CGContextTranslateCTM(context, 0, self.bounds.size.height); CGContextScaleCTM(context, 1, -1); // We're about to modify the context CTM to draw the PDF page where we want it, so save the graphics state in case we want to do more drawing CGContextSaveGState(context); // CGPDFPageGetDrawingTransform provides an easy way to get the transform for a PDF page. It will scale down to fit, including any // base rotations necessary to display the PDF page correctly. CGAffineTransform pdfTransform = CGPDFPageGetDrawingTransform(page, kCGPDFMediaBox, self.bounds, 0, true); // And apply the transform. CGContextConcatCTM(context, pdfTransform); // Finally, we draw the page and restore the graphics state for further manipulations! CGContextDrawPDFPage(context, page); CGContextRestoreGState(context); } Please help me solve this problem

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  • How do I specify a crossdomain policy file to allow Flash to grab a bitmap from an RTMP (Wowza) vide

    - by Ken Smith
    I'm trying to get a bitmap/snapshot of a Wowza video stream playing on my client, like so: var bitmapData:BitmapData = new BitmapData(view.videoPlayerComponent.width, view.videoPlayerComponent.height); bitmapData.draw(view.videoPlayerComponent); When I do this, I get this error message: SecurityError: Error #2123: Security sandbox violation: BitmapData.draw: http://localhost:51150/Resources/WRemoteWebCam.swf cannot access rtmp://localhost/videochat/smithkl42._default/. No policy files granted access. I presume the error comes from not being able to locate the appropriate crossdomain.xml file. I'm not quite sure where it's looking for it, and a wireshark sniff was inconclusive, so I've tried placing one in each of the following places: http://localhost/crossdomain.xml http://localhost:1935/crossdomain.xml http://localhost:51150/crossdomain.xml I can retrieve the file successfully from each of those three locations. (I'm pretty sure that the last one wouldn't have any effect, since it's just the location of the web site which hosts the page that hosts the .swf file, but on the off chance...) These are the contents of the file that it's grabbing in each instance: <cross-domain-policy> <allow-access-from domain="*" to-ports="*" /> </cross-domain-policy> And it's still throwing that same error message. I've also followed the instructions on the Wowza forums, to turn on StreamVideoSampleAccess in the [install]\conf[appname]\Application.xml, with no joy: <Client> <IdleFrequency>-1</IdleFrequency> <Access> <StreamReadAccess>*</StreamReadAccess> <StreamWriteAccess>*</StreamWriteAccess> <StreamAudioSampleAccess>*</StreamAudioSampleAccess> <StreamVideoSampleAccess>*</StreamVideoSampleAccess> <SharedObjectReadAccess>*</SharedObjectReadAccess> <SharedObjectWriteAccess>*</SharedObjectWriteAccess> </Access> </Client> Any thoughts?

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