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  • Div positioning on a canvas with arrows bindings

    - by ideotop
    I'm searching for a little piece of javascript that can attach to a div (in data-x data-y attributes for example) the x,y coordinates of a draggable div. And then be able to draw arrows between them (using a data-targetid attribute?). If the solution can look like a simple version of graphview, jsPlumb or vizster but without the complicated library, and only in javascript/html

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  • Key event handling process

    - by backspace7
    I'd like to know how the key event is handled in Android platform. From 'when user type key 'a' on software keyboard', To 'view draw the character 'a' on itself'. Probably, the key event is generated by IME, And it will be sent to parent view, Finally, view(such as EditText) displays chracters. Please somebody explains about these entire key event handling process.

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  • Drawing an image on view over scrollview

    - by Deepika
    Hi, I have a scrollview on a controller. To enable paging for scrollview, i have added another controller, which initializes when the pages are made. That means for each page i have a controller made at run time. In the view of scroll controller, i am trying to draw an image using drawRect. The problem is i see the drawn image only for the 1st page and when i scroll, the other controllers are blank. Please help

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  • Qt4: QPrinter / QPainter only prints the first document

    - by hurikhan77
    The problem is that my application only prints the first document fine. The second document is empty, only the page number is printed, the rest of the page is empty. In Qt4, I'm initializing the printer in the main.cpp in the following way: mw->printer = new QPrinter(QPrinter::HighResolution); mw->printer->setPaperSize(QPrinter::A5); mw->printer->setNumCopies(2); mw->printer->setColorMode(QPrinter::GrayScale); QPrintDialog *dialog = new QPrintDialog(mw->printer, mw); dialog->setWindowTitle(QObject::tr("Printer Setup")); if (dialog->exec() == QDialog::Accepted) { mw->printer->setFullPage(TRUE); return a.exec (); } This works fine for printing the first document from the application: qDebug("Printing"); QPainter p; if (!p.begin(printer)) { qDebug("Printing aborted"); return; } Q3PaintDeviceMetrics metrics(p.device()); int dpiy = metrics.logicalDpiY(); int dpix = metrics.logicalDpiX(); int tmargin = (int) ((marginTop / 2.54) * dpiy); int bmargin = (int) ((marginBottom / 2.54) * dpiy); int lmargin = (int) ((marginLeft / 2.54) * dpix); int rmargin = (int) ((marginRight / 2.54) * dpix); QRect body(lmargin, tmargin, metrics.width() - (lmargin + rmargin), metrics.height() - (tmargin + bmargin)); QString document; /* ... app logic to write a richtext document */ Q3SimpleRichText richText(QString("<qt>%1</qt>").arg(document), QFont("Arial", fontSize)); richText.setWidth(&p, body.width()); QRect view(body); int page = 1; do { // draw text richText.draw(&p, body.left(), body.top(), view, colorGroup()); view.moveBy(0, body.height()); p.translate(0, -body.height()); // insert page number p.drawText(view.right() - p.fontMetrics().width(QString::number(page)), view.bottom() + p.fontMetrics().ascent() + 5, QString::number(page)); // exit loop on last page if (view.top () >= richText.height ()) break; printer->newPage(); page++; } while (TRUE); if (!p.end()) qDebug("Print painter yielded failure"); But when this routine runs the second time, it does not print the document. It will just print an empty page but still with the page number on it. This worked fine before with Qt3.

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  • WinForms: Control ListView checkbox painting

    - by Telanor
    It seems that the checkbox used in a ListView when CheckBoxes = true isn't a proper checkbox. It doesn't draw the MouseOver or MouseDown state and it doesn't support the Indeterminate/Intermediate state. How can I replace the checkbox with a standard checkbox control or take control of the drawing of just the checkbox so I can use the CheckBoxRenderer class?

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  • How to exclude series in legend (Flex)

    - by Sean Chen
    Hello, In flex charting, I want to draw something like "reference lines" which are related to specific series, therefore these lines are not independent series and should not be shown in legend. Is it possible to exclude some series from chart legend? Thanks!

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  • Looking for MySQL IDE?

    - by David Negron
    I've recently been tasked with developing a web application that will use a MySQL database on the back end. I for most of my career I have worked with MS-SQL Manager. My greatest weakness is in defining foreign key constraints I usually use MS-SQL Manager's diagramming tool to draw my relationship lines between tables.

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  • ggplot2 heatmap : how to preserve the label order ?

    - by Tg
    I'm trying to plot heatmap in ggplot2 using csv data following casbon's solution in http://biostar.stackexchange.com/questions/921/how-to-draw-a-csv-data-file-as-a-heatmap-using-numpy-and-matplotlib the problem is x-label try to re-sort itself. For example, if I swap label COG0002 and COG0001 in that example data, the x-label still come out in sort order (cog0001, cog0002, cog0003.... cog0008). Is there anyway to prevent this ? I want to it to be ordered as in csv file thanks pp

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  • Xcode - Drawing Pixels

    - by Brett
    Hi guys; I am trying to draw individual pixels in xcode to be outputted to the iphone. I do not know any OpenGL or Quartz coding but I do know a bit about Core Graphics. I was thinking about drawing small rectangles with width and height of one, but do not know how to implement this into code and how to get this to show in the view. Any help is greatly appreciated. Thanks, Brett

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  • How to design a grid containing TextView in Android

    - by Cris
    Hello, i need to realize an app for Android using this background image: Over every cell i have to draw a TextView, but i don't know how to do it with the different screens; i have the background image with 3 resolutions (240x320, 320x480, 480x800) but i don't know what kind of layout to use; i would use GridView but i don't know if i can work with different column size. Can anyone help me? Thanks in advance

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  • How to make a transparent NSScroller?

    - by aquaibm
    This is my application screenshot.There is only one NSScrollView on the window.I try to make all the scrollview elements transparent,and obviously parts of my code work, but the scroller doesn't. Here is my draw code for custom NSScroller subclass. - (void) drawRect: (NSRect)dirtyRect { [[NSColor clearColor] set]; NSRectFill(dirtyRect); [self drawKnob]; } Does anyone have a clue to make this work? Thanks a lot.

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  • how is FLUENT api different from other API

    - by intern
    i have come across fluent api while studying DSLs. i have searched alot on FLUENT API..the basic conclusion which i could draw out was that fluent api uses method chaining in order to make the code fluent. but i cannot understand that in object oriented languages we can always create an object and can call the methods related to it. then how is FLUENT api different from it? what other features does fluent api add?

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  • Making a sprite always point to another sprite in XNA

    - by Whitey
    I have a player sprite (playerTexture) and a crosshair sprite (crossTexture) in my game. I need to make the player sprite always face towards the crosshair. Does anyone know how to do this? I have tried doing it myself but the math involved boggles my mind. I know there's a rotation parameter in the spriteBatch.Draw() method but I'm unsure how to use it. Thanks!

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  • Plot points instead of lines? JFreeChart PolarChart

    - by billynomates
    Currently, the PolarChart joins all the coordinates with lines creating a polygon. I just want it to plot each point with a dot and NOT join them together. Is this possible? I have tried using translateValueThetaRadiusToJava2D() and Graphics2D to draw circles but it's very clunky and contrived. Any suggestions welcome!

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  • C# Generic Static Constructor

    - by Seattle Leonard
    Will a static constructor on a generic class be run for every type you pass into the generic parameter such as this: class SomeGenericClass<T> { static List<T> _someList; static SomeGenericClass() { _someList = new List<T>(); } } Are there any draw backs to using this approach?

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  • Use native HBitmap in C# while preserving alpha channel/transparency. Please check this code, it works on my computer...

    - by David
    Let's say I get a HBITMAP object/handle from a native Windows function. I can convert it to a managed bitmap using Bitmap.FromHbitmap(nativeHBitmap), but if the native image has transparency information (alpha channel), it is lost by this conversion. There are a few questions on Stack Overflow regarding this issue. Using information from the first answer of this question (How to draw ARGB bitmap using GDI+?), I wrote a piece of code that I've tried and it works. It basically gets the native HBitmap width, height and the pointer to the location of the pixel data using GetObject and the BITMAP structure, and then calls the managed Bitmap constructor: Bitmap managedBitmap = new Bitmap(bitmapStruct.bmWidth, bitmapStruct.bmHeight, bitmapStruct.bmWidth * 4, PixelFormat.Format32bppArgb, bitmapStruct.bmBits); As I understand (please correct me if I'm wrong), this does not copy the actual pixel data from the native HBitmap to the managed bitmap, it simply points the managed bitmap to the pixel data from the native HBitmap. And I don't draw the bitmap here on another Graphics (DC) or on another bitmap, to avoid unnecessary memory copying, especially for large bitmaps. I can simply assign this bitmap to a PictureBox control or the the Form BackgroundImage property. And it works, the bitmap is displayed correctly, using transparency. When I no longer use the bitmap, I make sure the BackgroundImage property is no longer pointing to the bitmap, and I dispose both the managed bitmap and the native HBitmap. The Question: Can you tell me if this reasoning and code seems correct. I hope I will not get some unexpected behaviors or errors. And I hope I'm freeing all the memory and objects correctly. private void Example() { IntPtr nativeHBitmap = IntPtr.Zero; /* Get the native HBitmap object from a Windows function here */ // Create the BITMAP structure and get info from our nativeHBitmap NativeMethods.BITMAP bitmapStruct = new NativeMethods.BITMAP(); NativeMethods.GetObjectBitmap(nativeHBitmap, Marshal.SizeOf(bitmapStruct), ref bitmapStruct); // Create the managed bitmap using the pointer to the pixel data of the native HBitmap Bitmap managedBitmap = new Bitmap( bitmapStruct.bmWidth, bitmapStruct.bmHeight, bitmapStruct.bmWidth * 4, PixelFormat.Format32bppArgb, bitmapStruct.bmBits); // Show the bitmap this.BackgroundImage = managedBitmap; /* Run the program, use the image */ MessageBox.Show("running..."); // When the image is no longer needed, dispose both the managed Bitmap object and the native HBitmap this.BackgroundImage = null; managedBitmap.Dispose(); NativeMethods.DeleteObject(nativeHBitmap); } internal static class NativeMethods { [StructLayout(LayoutKind.Sequential)] public struct BITMAP { public int bmType; public int bmWidth; public int bmHeight; public int bmWidthBytes; public ushort bmPlanes; public ushort bmBitsPixel; public IntPtr bmBits; } [DllImport("gdi32", CharSet = CharSet.Auto, EntryPoint = "GetObject")] public static extern int GetObjectBitmap(IntPtr hObject, int nCount, ref BITMAP lpObject); [DllImport("gdi32.dll")] internal static extern bool DeleteObject(IntPtr hObject); }

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  • Drawing a texture with an alpha channel doesn't work -- draws black

    - by DevDevDev
    I am modifying GLPaint to use a different background, so in this case it is white. Anyway the existing stamp they are using assumes the background is black, so I made a new background with an alpha channel. When I draw on the canvas it is still black, what gives? When I actually draw, I just bind the texture and it works. Something is wrong in this initialization. Here is the photo - (id)initWithCoder:(NSCoder*)coder { CGImageRef brushImage; CGContextRef brushContext; GLubyte *brushData; size_t width, height; if (self = [super initWithCoder:coder]) { CAEAGLLayer *eaglLayer = (CAEAGLLayer *)self.layer; eaglLayer.opaque = YES; // In this application, we want to retain the EAGLDrawable contents after a call to presentRenderbuffer. eaglLayer.drawableProperties = [NSDictionary dictionaryWithObjectsAndKeys: [NSNumber numberWithBool:YES], kEAGLDrawablePropertyRetainedBacking, kEAGLColorFormatRGBA8, kEAGLDrawablePropertyColorFormat, nil]; context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES1]; if (!context || ![EAGLContext setCurrentContext:context]) { [self release]; return nil; } // Create a texture from an image // First create a UIImage object from the data in a image file, and then extract the Core Graphics image brushImage = [UIImage imageNamed:@"test.png"].CGImage; // Get the width and height of the image width = CGImageGetWidth(brushImage); height = CGImageGetHeight(brushImage); // Texture dimensions must be a power of 2. If you write an application that allows users to supply an image, // you'll want to add code that checks the dimensions and takes appropriate action if they are not a power of 2. // Make sure the image exists if(brushImage) { brushData = (GLubyte *) calloc(width * height * 4, sizeof(GLubyte)); brushContext = CGBitmapContextCreate(brushData, width, width, 8, width * 4, CGImageGetColorSpace(brushImage), kCGImageAlphaPremultipliedLast); CGContextDrawImage(brushContext, CGRectMake(0.0, 0.0, (CGFloat)width, (CGFloat)height), brushImage); CGContextRelease(brushContext); glGenTextures(1, &brushTexture); glBindTexture(GL_TEXTURE_2D, brushTexture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, brushData); free(brushData); } //Set up OpenGL states glMatrixMode(GL_PROJECTION); CGRect frame = self.bounds; glOrthof(0, frame.size.width, 0, frame.size.height, -1, 1); glViewport(0, 0, frame.size.width, frame.size.height); glMatrixMode(GL_MODELVIEW); glDisable(GL_DITHER); glEnable(GL_TEXTURE_2D); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_DST_ALPHA); glEnable(GL_POINT_SPRITE_OES); glTexEnvf(GL_POINT_SPRITE_OES, GL_COORD_REPLACE_OES, GL_TRUE); glPointSize(width / kBrushScale); } return self; }

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  • How can I fill a rect with an alpha color using CoreGraphics?

    - by Rits Plasman
    In my drawRect method, I am drawing a PNG image. On top of that, I want to draw a rect with a 20% alpha color, like this: [[UIColor colorWithWhite:0.0 alpha:0.2] set]; UIRectFill(rect); The problem is, that the alpha property seems to get ignored. No alpha is applied at all, just a black rectangle is drawn. How can I fix this? Thanks in advance!

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  • Java - How to make a set of JInternalFrame independant of each other?

    - by Amokrane
    Hello, I'm programming a short Paint program like and I'm trying to make an MDI architecture for it. To make that happen, I used JInternalFrame inside a JDesktopPane. Although I kind of obtain multiple frames, there are not really working properly. Basically, if I have 2 JInternalFrame I can draw only on the last one. The other one seems to be disabled. Here is a short video illustrating the problem. http://bit.ly/9ydiwM Here are some part of the code. Panneau.java public class Panneau extends JDesktopPane { /** La liste de fenêtres ouvertes */ private static ArrayList<Cadre> cadres; /** Le pannel comportant la liste des formes à dessiner*/ private Pannel pannel; /** La barre d'outils */ private ToolBox toolBox; public Panneau() { this.setLayout(new BorderLayout()); // Initialisations des listes de cadres cadres = new ArrayList<Cadre>(); // En haut ToolBox toolBox = new ToolBox(); this.add(toolBox, BorderLayout.NORTH); **// Intialisation de la première internal frame Cadre cadre = new Cadre(); this.add(cadre, BorderLayout.CENTER);** cadres.add(cadre); // Ajout du pannel à gauche pannel = new Pannel(); this.add(pannel, BorderLayout.WEST); } /** * Crée une nouvelle fenêtre de dessin * */ **public void createNewInternalFrame() { Cadre cadre = new Cadre(); this.add(cadre, BorderLayout.CENTER); cadres.add(cadre); }** } public class Cadre extends JInternalFrame { /** Largeur par d'une fenêtre interne */ private int width; /** Hauteur d'une fenêtre interne */ private int height; /** Titre d'une fenêtre interne */ private String title; /** Toile associée à la fenêtre interne */ private Toile toile; public Cadre() { width = 400; height = 400; title = "Form"; toile = new Toile(); this.setTitle(title); this.setSize(width, height); this.setEnabled(true); this.setResizable(true); this.setAutoscrolls(true); this.setClosable(true); this.setIconifiable(true); this.setDoubleBuffered(true); this.setContentPane(toile); this.setVisible(true); this.pack(); } } Basically, Panneau is the main Window that contains all the differents parts of the GUI. I can create as much JInternalFrame that I want, using : Panneau.createNewInternalFrame(). Toile is basically where I draw my shapes. Any idea ? Thanks

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