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  • Dynamicall Rendering in a Scrollable Area

    - by James
    What is the generic algorithm or process that is commonly used to dynamically render portions of a scrolling area? For example, in Google Maps, when the user scrolls past the bounds of the currently rendered area, a grey checkerboard pattern is displayed within the not-yet-rendered portions while the application loads and renders those areas. I'm looking specifically for the approach, or the mathematics, related to filling a graphics area in chunks based on what has just come into view. If possible, I'm looking for anything relevant to the GDI+ process of doing so.

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  • How to prevent overdrawing?

    - by afriza
    This is a difficult question to search in Google since it has other meaning in finance. Of course, what I mean here is "Drawing" as in .. computer graphics.. not money.. I am interested in preventing overdrawing for both 3D Drawing and 2D Drawing. (should I make them into two different questions?)

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  • How to blit() in android?

    - by Lo'oris
    I'm used to handle graphics with old-school libraries (allegro, GD, pygame), where if I want to copy a part of a bitmap into another... I just use blit. I'm trying to figure out how to do that in android, and I got very confused. So... we have these Canvas that are write-only, and Bitmaps that are read-only? It seems too stupid to be real, there must be something I'm missing, but I really can't figure it out.

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  • Is there a way to write System.Drawing.Graphics to PDF from C#?

    - by Brett Ryan
    I have a whole bunch of 2D graphics that is being used for both rendering controls on screen and used to print, it's pretty custom graphics that couldn't be done by any 3rd party reporting tools or off the shelf controls. The program can generate PDF files of the printed content but when I wrote it I cheated and just print the Graphics object to an in memory image and then embed that into the PDF page. Since the users are emailing the documents they're finding they are too large. I've started writing the PDF from scratch using iText, however is there a way to get System.Drawing.Graphics content directly into PDF? The way iText works and Graphics works is completely different.

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  • Modifying and Manipulating a interactive bezier curve

    - by rachel
    This is a homework question and I'm having a lot of trouble with it - I've managed to do some of it but still cant finish it - can i Please get some help. Q1. Bezier Curves The following example allows you to interactively control a bezier curve by dragging the control points Cubic.java Replace the call to draw the cubic shape (big.draw(cubic)), by your own function to draw a bezier by the recursive split method. Finally, add the ability to create a longer Bezier curve by adding more control points to create a second curve. Cubic.java import java.awt.*; import javax.swing.*; import java.awt.event.*; import java.applet.Applet; import java.awt.geom.*; import java.awt.image.BufferedImage; public class Cubic extends JApplet{ static protected JLabel label; CubicPanel cubicPanel; public void init(){ //Initialize the layout. getContentPane().setLayout(new BorderLayout()); cubicPanel = new CubicPanel(); cubicPanel.setBackground(Color.white); getContentPane().add(cubicPanel); label = new JLabel("Drag the points to adjust the curve."); getContentPane().add("South", label); } public static void main(String s[]) { JFrame f = new JFrame("Cubic"); f.addWindowListener(new WindowAdapter() { public void windowClosing(WindowEvent e) {System.exit(0);} }); JApplet applet = new Cubic(); f.getContentPane().add(applet, BorderLayout.CENTER); applet.init(); f.setSize(new Dimension(350,250)); f.setVisible(true); } } class CubicPanel extends JPanel implements MouseListener, MouseMotionListener{ BufferedImage bi; Graphics2D big; int x, y; Rectangle area, startpt, endpt, onept, twopt, rect; CubicCurve2D.Double cubic = new CubicCurve2D.Double(); Point2D.Double start, end, one, two, point; boolean firstTime = true; boolean pressOut = false; public CubicPanel(){ setBackground(Color.white); addMouseMotionListener(this); addMouseListener(this); start = new Point2D.Double(); one = new Point2D.Double(); two = new Point2D.Double(); end = new Point2D.Double(); cubic.setCurve(start, one, two, end); startpt = new Rectangle(0, 0, 8, 8); endpt = new Rectangle(0, 0, 8, 8); onept = new Rectangle(0, 0, 8, 8); twopt = new Rectangle(0, 0, 8, 8); } public void mousePressed(MouseEvent e){ x = e.getX(); y = e.getY(); if(startpt.contains(x, y)){ rect = startpt; point = start; x = startpt.x - e.getX(); y = startpt.y - e.getY(); updateLocation(e); } else if(endpt.contains(x, y)){ rect = endpt; point = end; x = endpt.x - e.getX(); y = endpt.y - e.getY(); updateLocation(e); } else if(onept.contains(x, y)){ rect = onept; point = one; x = onept.x - e.getX(); y = onept.y - e.getY(); updateLocation(e); } else if(twopt.contains(x, y)){ rect = twopt; point = two; x = twopt.x - e.getX(); y = twopt.y - e.getY(); updateLocation(e); } else { pressOut = true; } } public void mouseDragged(MouseEvent e){ if(!pressOut) { updateLocation(e); } } public void mouseReleased(MouseEvent e){ if(startpt.contains(e.getX(), e.getY())){ rect = startpt; point = start; updateLocation(e); } else if(endpt.contains(e.getX(), e.getY())){ rect = endpt; point = end; updateLocation(e); } else if(onept.contains(e.getX(), e.getY())){ rect = onept; point = one; updateLocation(e); } else if(twopt.contains(e.getX(), e.getY())){ rect = twopt; point = two; updateLocation(e); } else { pressOut = false; } } public void mouseMoved(MouseEvent e){} public void mouseClicked(MouseEvent e){} public void mouseExited(MouseEvent e){} public void mouseEntered(MouseEvent e){} public void updateLocation(MouseEvent e){ rect.setLocation((x + e.getX())-4, (y + e.getY())-4); point.setLocation(x + e.getX(), y + e.getY()); checkPoint(); cubic.setCurve(start, one, two, end); repaint(); } public void paintComponent(Graphics g){ super.paintComponent(g); update(g); } public void update(Graphics g){ Graphics2D g2 = (Graphics2D)g; Dimension dim = getSize(); int w = dim.width; int h = dim.height; if(firstTime){ // Create the offsecren graphics to render to bi = (BufferedImage)createImage(w, h); big = bi.createGraphics(); // Get some initial positions for the control points start.setLocation(w/2-50, h/2); end.setLocation(w/2+50, h/2); one.setLocation((int)(start.x)+25, (int)(start.y)-25); two.setLocation((int)(end.x)-25, (int)(end.y)+25); // Set the initial positions of the squares that are // drawn at the control points startpt.setLocation((int)((start.x)-4), (int)((start.y)-4)); endpt.setLocation((int)((end.x)-4), (int)((end.y)-4)); onept.setLocation((int)((one.x)-4), (int)((one.y)-4)); twopt.setLocation((int)((two.x)-4), (int)((two.y)-4)); // Initialise the CubicCurve2D cubic.setCurve(start, one, two, end); // Set some defaults for Java2D big.setColor(Color.black); big.setStroke(new BasicStroke(5.0f)); big.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON); area = new Rectangle(dim); firstTime = false; } // Clears the rectangle that was previously drawn. big.setColor(Color.white); big.clearRect(0, 0, area.width, area.height); // Set the colour for the bezier big.setPaint(Color.black); // Replace the following line by your own function to // draw the bezier specified by start, one, two, end big.draw(cubic); // Draw the control points big.setPaint(Color.red); big.fill(startpt); big.setPaint(Color.magenta); big.fill(endpt); big.setPaint(Color.blue); big.fill(onept); big.setPaint(new Color(0, 200, 0)); big.fill(twopt); // Draws the buffered image to the screen. g2.drawImage(bi, 0, 0, this); } /* Checks if the rectangle is contained within the applet * window. If the rectangle is not contained withing the * applet window, it is redrawn so that it is adjacent to the * edge of the window and just inside the window. */ void checkPoint(){ if (area == null) { return; } if((area.contains(rect)) && (area.contains(point))){ return; } int new_x = rect.x; int new_y = rect.y; double new_px = point.x; double new_py = point.y; if((rect.x+rect.width)>area.getWidth()){ new_x = (int)area.getWidth()-(rect.width-1); } if(point.x > area.getWidth()){ new_px = (int)area.getWidth()-1; } if(rect.x < 0){ new_x = -1; } if(point.x < 0){ new_px = -1; } if((rect.y+rect.width)>area.getHeight()){ new_y = (int)area.getHeight()-(rect.height-1); } if(point.y > area.getHeight()){ new_py = (int)area.getHeight()-1; } if(rect.y < 0){ new_y = -1; } if(point.y < 0){ new_py = -1; } rect.setLocation(new_x, new_y); point.setLocation(new_px, new_py); } }

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  • learning inkscape for webapp/website

    - by creativz
    Hello, I'm quite impressed with Incskape, it's very powerfull. That's why I wanted to start learning it. But how should I start (to learn it efficiently)? Should I read a book (anybody can recommend me a good one?) or just (inefficiently) do some tutorials on the internet. I really want to learn it to make professional graphics for a webapp or website. So how should I tackle it? Thanks!

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  • C# WinForms problem with draw image

    - by Paul
    Hi I have this class: class OriginalImage: Form { private Image image; private PictureBox pb; public OriginalImage() { pb = new PictureBox {SizeMode = PictureBoxSizeMode.CenterImage}; pb.SizeMode = PictureBoxSizeMode.StretchImage; Controls.Add(pb); image = Image.FromFile(@"Image/original.jpg"); this.Width = image.Width; this.Height = image.Height; this.Text = "Original image"; this.Paint += new PaintEventHandler(Drawer); } public virtual void Drawer(object source, PaintEventArgs e) { Graphics g = pb.CreateGraphics(); g.DrawImage(image,0,0); } I call this create object OriginalImage in other form on button click, but image is not draw? Where is problem? public partial class Form1 : Form { public Form1() { InitializeComponent(); } private void button1_Click(object sender, EventArgs e) { var oi = new OriginalImage(); oi.Show(); } }

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  • What is the life cycle of the XNA GraphicsDevice on the Xbox 360?

    - by David Brown
    I'm working on an XNA project that doesn't use the built-in Game class, mostly for learning purposes (so I can mess with different game loop types, etc). It's only designed for the Xbox 360, because the hardware is consistent and I don't have to worry about compatibility among different PC hardware configurations. So far, it's working well and I can clear the screen to a color, but I'd like to make sure I handle the GraphicsDevice correctly before moving on. What exactly is the life cycle for the GraphicsDevice on the Xbox 360? Is it ever lost or reset automatically? I know that on Windows, it's lost when the window loses focus, but the Xbox obviously doesn't manage focus. It appears to even keep the graphics device when the Guide pops up, which is the closest thing I can find to "losing focus" on the Xbox. I'd like to think it's simply a matter of "fire and forget," which would make a lot of other things much easier (only needing to load content once, for instance). But I want to make sure.

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  • Binding scattered/overlapping images to a WPF Canvas

    - by bufferz
    I am porting a GDI application over to WPF, where I displayed several dozen images onto Form, then drew polygons, circles, rectangles, etc over the top of these images using GDI Pens and Brushes. I'm starting to get the hang of WPF binding and would like to store all of these images and markup graphics in my ViewModel. My VM contains an ObservableCollection of my custom DrawingEntitys, DrawingEntity contains DependencyProperties for BitmapSource, Height, Width, CanvasTopLeftY, and CanvasTopLeftX, that I update frequently in the collection. I know my binding is working, I just can't figure out how to bind and draw this collection onto a Canvas. I've played around with ItemsControl and ItemsSource to death, too many different ways to list here. I can display the DrawingEntity.Bitmaps onto the canvas but Canvas.Top won't bind to CanvasTopLeftY in the DrawingEntity, everything is overlapped at 0,0. I think I'm missing an obvious strategy. Any ideas?

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  • Screenshot of the Nexus One from adb?

    - by Marcus
    My goal is to be able to type a one word command and get a screenshot from a rooted Nexus One attached by USB. So far, I can get the framebuffer which I believe is a 32bit xRGB888 raw image by pulling it like this: adb pull /dev/graphics/fb0 fb0 From there though, I'm having a hard time getting it converted to a png. I'm trying with ffmpeg like this: ffmpeg -vframes 1 -vcodec rawvideo -f rawvideo -pix_fmt rgb8888 -s 480x800 -i fb0 -f image2 -vcodec png image.png That creates a lovely purple image that has parts that vaguely resemble the screen, but it's by no means a clean screenshot.

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  • iPhone - Drawing 2D Shapes

    - by Hawdon
    Hi guys! I have an array of 2D points which make an irregular polygon. What I want to do is draw the borders of it and then fill it with a color. I am using Cocos2d to code the game around, but I have not found a fill function in Cocos2d, only the ccDrawLine and such. Is there a simple way to draw filled shapes in Cocos2? I have also noted that Core Graphics would work beautifully for this purpose, but I am not able to integrate it with Cocos2d. I put this in to the draw function of my CCLayer: CGContextRef ctx = UIGraphicsGetCurrentContext(); CGContextClearRect(ctx, [[UIScreen mainScreen] bounds]); And every time I run it i get this error: <Error>: CGContextClearRect: invalid context I really need to get this working... Any ideas?

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  • .NET pie chart: how to add text to slices and rotate chart

    - by Sajee
    The code below creates a 24 slice pie chart. How do I: Add text labels to each slice a la "Wheel of Fortune". Rotate the pie chart? I want it to spin like "Wheel of Fortune". private void DrawPieChart() { Graphics g = this.CreateGraphics(); g.Clear(this.BackColor); Rectangle rect = new Rectangle(0, 0, 300, 300); float angle = 0; Random random = new Random(); int sectors = 24; int sweep = 360 / sectors; for(int i=0; i&lt;24;i++) { Color clr = Color.FromArgb(random.Next(0, 255),random.Next(0, 255), random.Next(0, 255)); g.FillPie(new SolidBrush(clr), rect, angle, sweep); angle += sweep; } g.Dispose(); }

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  • Crystal Reports and WMF image

    - by Eve
    I have a problem with inserting a vector graphics (WMF) into report (Crystal Reports v10.5 from Visual Studio 2008). The image is static, inserted by choosing "Insert Picture" during report design in VS. The problem is that it displays differently (size and aspect ratio) on machines with different operating systems and screen resolutions. Converting to bitmap isn't possible beacause loss of the quality of print isn't acceptable. I thought about dynamic loading of the image, but in this version of CR. I don't see a possibility to set dynamic graphic location in picture properties. Is there any way to solve this problem?

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  • Direct video card access

    - by icemanind
    Guys, I am trying to write a class in C# that can be used as a direct replacement for the C# Bitmap class. What I want to do instead though is perform all graphic functions done on the bitmap using the power of the video card. From what I understand, functions such as DrawLine or DrawArc or DrawText are primitive functions that use simple cpu math algorithms to perform the job. I, instead, want to use the graphics card cpu and memory to do these and other advanced functions, such as skinning a bitmap (applying a texture) and true transparancy. My problem is, in C#, how do I access direct video functions? Is there a library or something I need?

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  • The easiest way to draw an image?

    - by Benno
    Assume you want to read an image file in a common file format from the hard drive, change the color of one pixel, and display the resulting image to the screen, in C++. Which (open-source) libraries would you recommend to accomplish the above with the least amount of code? Alternatively, which libraries would do the above in the most elegant way possible? A bit of background: I have been reading a lot of computer graphics literature recently, and there are lots of relatively easy, pixel-based algorithms which I'd like to implement. However, while the algorithm itself would usually be straightforward to implement, the necessary amount of frame-work to manipulate an image on a per-pixel basis and display the result stopped me from doing it.

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  • How to create plots in multiple windows and keep them seperate in R

    - by PaulHurleyuk
    Hello SOers, I'm sure this is an easy problem, but my google / help foo has failed me, so it's up to you. I have an R script that generates several plots, and I want to view all the plots on screen at once (in seperate windows), but I can't work out how to open multiple graphics windows. I'm using ggplot2, but I feel this is a more basic problem, so I'm just using base grapics for this simple example x<-c(1:10) y<-sin(x) z<-cos(x) dev.new() plot(y=y,x=x) dev.off() dev.new() plot(x=x,y=z) But this doesn't work. I'm on Windows if this matters (Windows + Eclipse + StatEt)

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  • Does Quartz2D test intersection of rect by line before drawing it.

    - by ddnv
    I'm drawing a big scheme that consist of a lot of lines. I do it in the drawRect: method of UIView. The scheme is larger than the layer of view and I check each line and draw it only if it intersects the visible rect. But at one moment I thought, should I do this? Maybe Quartz is already doing this test? So the question is: When I use function CGContextAddLineToPoint() does the Core Graphics tests this line for intersection with layer rect or it just draw it anyway?

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  • How to "flick" a UIImageView?

    - by Meltemi
    I've got some UIViews that I'd like the user to be able to "flick" across the screen. They're not scroll views. They simply contain a raster image (png). Can anyone point me to some sample code, etc to help get me started? Something a little more heavyweight than "MoveMe" out there that helps detect a "flick" (vs a "nudge" or a drag and drop) and then carries the view off in the direction of the "flick"? OpenGL probably overkill. If possible I'd like to stay w/in the realm of Core Graphics/Animation.

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  • How do I re-set a BMP file's resolution (DPI) indicator?

    - by Joshua Fox
    I have a BMP tagged as 299 DPI resolution. I'd like to change that to 99 DPI. Importantly, the DPI marker in a BMP has no structural meaning. An image has a certain width and height in pixels. The displaying application can show the image at any width in inches. So, the DPI is just a hint. However, I am dealing with some third-party software which behaves differently depending on this marker, so I need to re-set it. I will appreciate suggestions on how to do this programmatically (especially in Java) as well as in GUI graphics tools (e.g. Gimp).

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  • Efficiently draw a grid in Windows Forms

    - by Joel
    I'm writing an implementation of Conway's Game of Life in C#. This is the code I'm using to draw the grid, it's in my panel_Paint event. g is the graphics context. for (int y = 0; y < numOfCells * cellSize; y += cellSize) { for (int x = 0; x < numOfCells * cellSize; x += cellSize) { g.DrawLine(p, x, 0, x, y + numOfCells * cellSize); g.DrawLine(p, 0, x, y + size * drawnGrid, x); } } When I run my program, it is unresponsive until it finishes drawing the grid, which takes a few seconds at numOfCells = 100 & cellSize = 10. Removing all the multiplication makes it faster, but not by very much. Is there a better/more efficient way to draw my grid? Thanks

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  • Java : VolatileImage slower than BufferedImage.

    - by Norswap
    I'm making a game in java and in used BufferedImages to render content to the screen. I had performance issues on low end machines where the game is supposed to run, so I switched to VolatileImage which are normally faster. Except they actually slow the whole thing down. The images are created with GraphicsConfiguration.createCompatibleVolatileImage(...) and are drawn to the screen with Graphics.drawImage(...) (follow link to see which one specifically). They are drawn upon a Canvas using double buffering. Does someone has an idea of what is going wrong here ?

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