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  • mysql custom sorting first alpha then numeric using case when

    - by Nizzy
    How can you sort a query using ORDER BY CASE WHEN REGEXP? or other alternatives? I don't want to use UNION. Thank you mysql> SELECT `floor_id`, `floor_number` FROM `floors`; +----------+--------------+ | floor_id | floor_number | +----------+--------------+ | 1 | 4 | | 2 | 7 | | 3 | G | | 4 | 19 | | 5 | B | | 6 | 3 | | 7 | A | +----------+--------------+ Expected result: +----------+--------------+ | floor_id | floor_number | +----------+--------------+ | 7 | A | | 5 | B | | 3 | G | | 6 | 3 | | 1 | 4 | | 2 | 7 | | 4 | 19 | +----------+--------------+

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  • .NET - alpha-numeric representation of numbers

    - by mack369
    I'm implementing serial key functionality in my application. User needs to enter at least 64bit number in order to register the application. Because typing number like 9,223,372,036,854,775,807 will take a while I want to compress it a bit. The first guess was to code this number hexadecimally but it still is quite long (0x7FFF FFFF FFFF FFFF). Is there any standard method in .NET to code this number alphanumerically using for example: digits, upper-case and lower-case characters?

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  • xslt check for alpha numeric character

    - by Newcoma
    I want to check if a string contains only alphanumeric characters OR '.' This is my code. But it only works if $value matches $allowed-characters exactly. I use xslt 1.0. <xsl:template name="GetLastSegment"> <xsl:param name="value" /> <xsl:param name="separator" select="'.'" /> <xsl:variable name="allowed-characters">ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz.</xsl:variable> <xsl:choose> <xsl:when test="contains($value, $allowed-characters)"> <xsl:call-template name="GetLastSegment"> <xsl:with-param name="value" select="substring-after($value, $separator)" /> <xsl:with-param name="separator" select="$separator" /> </xsl:call-template> </xsl:when> <xsl:otherwise> <xsl:value-of select="$value" /> </xsl:otherwise> </xsl:choose> </xsl:template>

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  • alpha property problem in swf file.

    - by sabuj
    i made a button & i used a on click event on this. So it can show some images. but after that when i click on another button for showing some text the images still upon there. Images hide the text. what will be the solution ?

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  • java regex for alpha and spaces is including [ ] \

    - by JayAvon
    This is my regex for my JTextField to not be longer than x characters and to not include anything other than letters or spaces. For some reason it is allowing [ ] and \ characters. This is driving me crazy. Is my regex wrong?? package com.jayavon.game.helper; import java.awt.Toolkit; import javax.swing.text.AttributeSet; import javax.swing.text.BadLocationException; import javax.swing.text.PlainDocument; public class CharacterNameCreationDocument extends PlainDocument { private static final long serialVersionUID = 1L; private int limit; public CharacterNameCreationDocument(int limit) { super(); this.limit = limit; } public void insertString(int offset, String str, AttributeSet attr) throws BadLocationException { if (str == null || (getLength() + str.length()) > limit || !str.matches("[a-zA-z\\s]*")){ Toolkit.getDefaultToolkit().beep(); return; } else { super.insertString(offset, str, attr); } } }

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  • How to find missing alpha values in sets of data within same table in SQL

    - by Jeff
    I have a table of many values where one column has the WO Number, and another column has the Resource ID. I need to be able to find all the WO numbers that do not have a resource value of "RW". Here is an example of the typical information. I need to be able to know that work order 5678 does not have an "RW" Resource ID. WO Number - Resource ID 1234 - IN 1234 - WE 1234 - AS 1234 - RW 5678 - PR 5678 - WE 5678 - IN 5678 - AS

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  • Creating a mask from a graphics context

    - by Magic Bullet Dave
    I want to be able to create a greyscale image with no alpha from a png in the app bundle. This works, and I get an image created: // Create graphics context the size of the overlapping rectangle UIGraphicsBeginImageContext(rectangleOfOverlap.size); CGContextRef ctx = UIGraphicsGetCurrentContext(); // More stuff CGContextDrawImage(ctx, drawRect2, [UIImage imageNamed:@"Image 01.png"].CGImage); // Create the new UIImage from the context UIImage *newImage = UIGraphicsGetImageFromCurrentImageContext(); However the resulting image is 32 bits per pixel and has an alpha channel, so when I use CGCreateImageWithMask it doesn't work. I've tried creating a bitmap context thus: CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceGray(); CGContextRef ctx =CGBitmapContextCreate(nil, rectangleOfOverlap.size.width, rectangleOfOverlap.size.height, 8, rectangleOfOverlap.size.width , colorSpace, kCGImageAlphaNone); UIGraphicsGetImageFromCurrentImageContext returns zero and the resulting image is not created. Am I doing something dumb here? Any help would be greatly appreciated. Regards Dave

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  • Mozilla publie la version alpha d'Account Manager, un plugin pour Firefox pour la gestion de l%u2019

    Mozilla publie la version alpha d'Account Manager, un plugin pour Firefox pour la gestion de l'identité en ligne La fondation Mozilla vient de lancer la version Alpha d'Account Manager, un plugin pour Firefox qui sert à simplifier l'indentification des utilisateurs sur le net. [IMG]http://djug.developpez.com/rsc/account-manager.jpg[/IMG] Cette première version facilitera aux utilisateurs l'identification aux sites populaires comme Google, Facebook et Yahoo en cherchant les informations nécessaires dans le gestionnaire des mots de passe du navigateur. Ce plugin permettra de passer d'un compte à un autre sur le même site par un simple clic, et propose également l'inscription automatique...

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  • Le navigateur mobile de Firefox est disponible en version pre-Alpha, pour des tests sur les téléphon

    Le navigateur mobile de Firefox est disponible en version pre-Alpha, pour des tests sur les téléphones Android Depuis quelques semaines, une build précoce de Fennec circulait sur certains sites Internet. La version mobile de Firefox était disponible au téléchargement pour les téléphones Android. Cependant, cette mouture n'était pas officielle puisqu'offerte par un particulier et optimisée pour le Droid. Aujourd'hui, Mozilla pallie à ce manque et rend disponible une build pre-Alpha de Fennec, compatible avec au moins avec Droid et le Nexus One. Cette version est uniquement destinée à la réalisation de tests. Elle ne permet pas encore les mises à jour automatiques, mais Mozilla la trouve assez aboutie pour être décorti...

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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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  • cover/image that will hide a UIButton, but still let it be touched

    - by Sam Jarman
    Any ideas on how to create a cover that has alpha 100 but is able to let a button behind it be touched, and an action to be called. i dont want to apply the action to the cover, nor change the buttons image - as a convaluted set up is required for each one. any ideas? what im after is effective not a see-through button, but a touch through button... Cheers in advance guys sam

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  • Open Source Chef Server can't upload cookbook

    - by veilig
    I just setup the open source chef server on an Ubuntu 12.04 EC2 instance, I've setup my webui and am able to get responses from my knife commands ie: knife node list, knife client list, knife user list, etc... I'm able to update roles, databags, environments, etc... but I cannot upload any cookbooks. I'm running my workstation on Mac OSX. I keep getting this output at the end of my command knife cookbook upload -VV curl. Doesn't matter what cookbook I upload, or if I upload them all - I keep getting the same response DEBUG: Chef::HTTP calling Chef::HTTP::ValidateContentLength#handle_response DEBUG: Chef::HTTP calling Chef::HTTP::RemoteRequestID#handle_response DEBUG: Chef::HTTP calling Chef::HTTP::Authenticator#handle_response DEBUG: Chef::HTTP calling Chef::HTTP::Decompressor#handle_response DEBUG: Chef::HTTP calling Chef::HTTP::CookieManager#handle_response DEBUG: Chef::HTTP calling Chef::HTTP::JSONToModelOutput#handle_response /usr/local/lib/ruby/gems/2.1.0/gems/chef-12.0.0.alpha.1/lib/chef/http/json_output.rb:51:in `handle_response': undefined method `chomp' for nil:NilClass (NoMethodError) from /usr/local/lib/ruby/gems/2.1.0/gems/chef-12.0.0.alpha.1/lib/chef/http.rb:229:in `block in apply_response_middleware' from /usr/local/lib/ruby/gems/2.1.0/gems/chef-12.0.0.alpha.1/lib/chef/http.rb:227:in `each' from /usr/local/lib/ruby/gems/2.1.0/gems/chef-12.0.0.alpha.1/lib/chef/http.rb:227:in `inject' from /usr/local/lib/ruby/gems/2.1.0/gems/chef-12.0.0.alpha.1/lib/chef/http.rb:227:in `apply_response_middleware' from /usr/local/lib/ruby/gems/2.1.0/gems/chef-12.0.0.alpha.1/lib/chef/http.rb:144:in `request' from /usr/local/lib/ruby/gems/2.1.0/gems/chef-12.0.0.alpha.1/lib/chef/http.rb:118:in `put' from /usr/local/lib/ruby/gems/2.1.0/gems/chef-12.0.0.alpha.1/lib/chef/cookbook_uploader.rb:123:in `block in uploader_function_for' from /usr/local/lib/ruby/gems/2.1.0/gems/chef-12.0.0.alpha.1/lib/chef/util/threaded_job_queue.rb:52:in `call' from /usr/local/lib/ruby/gems/2.1.0/gems/chef-12.0.0.alpha.1/lib/chef/util/threaded_job_queue.rb:52:in `block (3 levels) in process' from /usr/local/lib/ruby/gems/2.1.0/gems/chef-12.0.0.alpha.1/lib/chef/util/threaded_job_queue.rb:50:in `loop' from /usr/local/lib/ruby/gems/2.1.0/gems/chef-12.0.0.alpha.1/lib/chef/util/threaded_job_queue.rb:50:in `block (2 levels) in process'INFO: HTTP Request Returned 204 No Content:

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  • How can state changes be batched while adhering to opaque-front-to-back/alpha-blended-back-to-front?

    - by Sion Sheevok
    This is a question I've never been able to find the answer to. Batching objects with similar states is a major performance gain when rendering many objects. However, I've been learned various rules when drawing objects in the game world. Draw all opaque objects, front-to-back. Draw all alpha-blended objects, back-to-front. Some of the major parameters to batch by, as I understand it, are textures, vertex buffers, and index buffers. It seems that, as long as you are adhering to the above two rules, there's little to be done in regards to batching. I see one possibility to batch, while still adhering to the above two rules. Opaque objects can still be drawn out of depth-order, because drawing them front-to-back is merely a fillrate optimization, meanwhile state changes may very well be far more expensive than the overdraw of drawing out of depth-order. However, non-opaque objects, those that require alpha-blending at least, must be drawn back-to-front in order to avoid rendering artifacts. Is the loss of the fillrate optimization for opaques worth the state batching optimization?

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  • iPhone: Changing CGImageAlphaInfo of CGImage

    - by TechZen
    I have a PNG image that has an unsupported bitmap graphics context pixel format. Whenever I attempt to resize the image, CGBitmapContextCreate() chokes on the unsupported format (Error formatted for easy reading): CGBitmapContextCreate: unsupported parameter combination: 8 integer bits/component; 32 bits/pixel; 3-component colorspace; kCGImageAlphaLast; 1344 bytes/row. The list of supported pixel formats definitely does not support this combination. It appears I need to redraw the image and move the alpha channel information to kCGImageAlphaPremultipliedFirst or kCGImageAlphaPremultipliedLast. I have no idea how to go about doing this. There is nothing unusual about the PNG file and it isn't corrupted. It works in all other context just fine. I encountered this error just by chance but obviously my users might have similarly formatted files so I will have to check my app's imported images and correct for this problem.

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  • Removing WS_BORDER and WS_CAPTION from windows styles doesn't work

    - by lordfrikk
    Hello, I created a small app in C# that removes border and caption from window, then it sets size to the user's resolution and centers it. It's a utility for me to use when I want to play games in windowed mode without being annoyed by the borders. Everything works fine with most games, but I tried to use it on a recently released game Alpha Protocol and it doesn't work. I could almost say that the game reverts my changes, but I'm not sure how to tell if that's true or not. I'm using imported API functions MoveWindow, SetWindowLong and SetWindowPos. Snippet: Win32.MoveWindow(hWnd, 0, 0, Convert.ToInt32(sizeXText.Text), Convert.ToInt32(sizeYText.Text), true); Win32.SetWindowLong(hWnd, GWL_STYLE, Win32.GetWindowLong(hWnd, GWL_STYLE) & ~WS_CAPTION & ~WS_BORDER); Win32.SetWindowPos(hWnd, 0, 0, 0, 0, SWP_NOZORDER|SWP_NOMOVE|SWP_NOSIZE|SWP_NOACTIVATE|SWP_DRAWFRAME);

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  • C# GDI - How to check if a Pixel is opaque or not?

    - by rkawano
    I am using a method to get a pixel of the image to check if this point is transparent or not. I am using GetPixel that returns a System.Drawing.Color with a 32bit color info. This struct have the "A" property where I can get the alpha value of pixel, according to this MSDN topic. Code: using (Bitmap bmp = new Bitmap(path)) { Color pixel = bmp.GetPixel(0, 0); if (pixel.A == 0) // This is a fully transparent pixel else // This is not a fully transparent pixel } When I use this method with a fully transparent PNG images it returns 0. When I run with a white semi-transparent images, it will give me other values starting on 1 and up to 86, where 86 are given for images with a 100% alfa (full opaque). But with opaque JPEG images, the "A" property are giving me all sort of values like 56, 71, 86, 129, and others, depending on image. But these pixels are fully opaques! How are the correct way to check if a pixel is opaque or not?

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  • Opengl: Problem with masking

    - by Shaza
    Hey all, I'm working on creating a hole in a wall using masking in opengl, my code is quit simple like this, //Draw the mask glEnable(GL_BLEND); glBlendFunc(GL_DST_COLOR,GL_ZERO); glBindTexture(GL_TEXTURE_2D, texture[3]); glBegin(GL_QUADS); glTexCoord2d(0,0); glVertex3f(-20,40,-20); glTexCoord2d(0,1);glVertex3f(-20,40,40); glTexCoord2d(1,1);glVertex3f(20,40,40); glTexCoord2d(1,0);glVertex3f(20,40,-20); glEnd(); //Draw the Texture glBlendFunc(GL_ONE, GL_ONE); glBindTexture(GL_TEXTURE_2D, texture[2]); glBegin(GL_QUADS); glTexCoord2d(0,0); glVertex3f(-20,40,-20); glTexCoord2d(0,1);glVertex3f(-20,40,40); glTexCoord2d(1,1);glVertex3f(20,40,40); glTexCoord2d(1,0);glVertex3f(20,40,-20); glEnd(); The problem is, I got the hole in the wall correctly but it's semi transparent, I'm getting like black shade over it, also I can see through it. Here's a photo for what I'm getting: any suggestions?

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  • I'm looking for a blend mode that gives 'realistic' paint colors. (Subtractive)

    - by almosnow
    I've been looking for a blend mode to (well ...) blend two RGB pixels in order to build colors in the samw way that a painter builds them (i.e: subtractive). Here are quick examples of the type of results that I'm expecting: CYAN + MAGENTA = BLUE CYAN + YELLOW = GREEN MAGENTA + YELLOW = RED RED + YELLOW = ORANGE RED + BLUE = PURPLE YELLOW + BLUE = GREEN I'm looking for a formula, like: dest_red = first_red + second_red; dest_green = first_green + second_green; dest_blue = first_blue + second_blue; I've tried with the commonly used 'multiply' formula but it doesn't work; I've tried with custom made formulas but I'm still not able to 'crack' how it should work. And I know already a lot of color theory so please refrain from answers like: Check this link: http://the_difference_betweeen_additive_and_subtractive_lightning.html

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  • Google présente une version alpha d'End-to-End, un plugin Chrome pour le chiffrement des courriels de bout en bout

    Google présente une version alpha d'End-to-End, un plugin Chrome pour le chiffrement des courriels de bout en bout Dans son Transparency Report, Google a revêtu son uniforme d'éducateur pour sensibiliser le public sur la protection de leurs courriels pendant qu'ils parcourent le web. Pour pouvoir mieux expliquer cette notion, Moutain View a établi une analogie avec un système qu'il est mieux susceptible de comprendre : la poste. « Quand vous écrivez une lettre à votre amie, vous espérez qu'elle...

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  • How to stop OpenGL from applying blending to certain content? (see pics)

    - by RexOnRoids
    Supporting Info: I use cocos2d to draw a sprite (graph background) on the screen (z:-1). I then use cocos2d to draw lines/points (z:0) on top of the background -- and make some calls to OpenGL blending functions before the drawing to SMOOTH out the lines. Problem: The problem is that: aside from producing smooth lines/points, calling these OpenGL blending functions seems to "degrade" the underlying sprite (graph background). As you can see from the images below, the "degraded" background seems to be made darker and less sharp in Case 2. So there is a tradeoff: I can either have (Case 1) a nice background and choppy lines/points, or I can have (Case 2) nice smooth lines/points and a degraded background. But obviously I need both. THE QUESTION: How do I set OpenGL so as to only apply the blending to the layer with the Lines/Points in it and thus leave the background alone? The Code: I have included code of the draw() method of the CCLayer for both cases explained above. As you can see, the code producing the difference between Case 1 and Case 2 seems to be 1 or 2 lines involving OpenGL Blending. Case 1 -- MainScene.h (CCLayer): -(void)draw{ int lastPointX = 0; int lastPointY = 0; GLfloat colorMAX = 255.0f; GLfloat valR; GLfloat valG; GLfloat valB; if([self.myGraphManager ready]){ valR = (255.0f/colorMAX)*1.0f; valG = (255.0f/colorMAX)*1.0f; valB = (255.0f/colorMAX)*1.0f; NSEnumerator *enumerator = [[self.myGraphManager.currentCanvas graphPoints] objectEnumerator]; GraphPoint* object; while ((object = [enumerator nextObject])) { if(object.filled){ /*Commenting out the following two lines induces a problem of making it impossible to have smooth lines/points, but has merit in that it does not degrade the background sprite.*/ //glEnable (GL_BLEND); //glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glHint (GL_LINE_SMOOTH_HINT, GL_DONT_CARE); glEnable (GL_LINE_SMOOTH); glLineWidth(1.5f); glColor4f(valR, valG, valB, 1.0); ccDrawLine(ccp(lastPointX, lastPointY), ccp(object.position.x, object.position.y)); lastPointX = object.position.x; lastPointY = object.position.y; glPointSize(3.0f); glEnable(GL_POINT_SMOOTH); glHint(GL_POINT_SMOOTH_HINT, GL_NICEST); ccDrawPoint(ccp(lastPointX, lastPointY)); } } } } Case 2 -- MainScene.h (CCLayer): -(void)draw{ int lastPointX = 0; int lastPointY = 0; GLfloat colorMAX = 255.0f; GLfloat valR; GLfloat valG; GLfloat valB; if([self.myGraphManager ready]){ valR = (255.0f/colorMAX)*1.0f; valG = (255.0f/colorMAX)*1.0f; valB = (255.0f/colorMAX)*1.0f; NSEnumerator *enumerator = [[self.myGraphManager.currentCanvas graphPoints] objectEnumerator]; GraphPoint* object; while ((object = [enumerator nextObject])) { if(object.filled){ /*Enabling the following two lines gives nice smooth lines/points, but has a problem in that it degrades the background sprite.*/ glEnable (GL_BLEND); glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glHint (GL_LINE_SMOOTH_HINT, GL_DONT_CARE); glEnable (GL_LINE_SMOOTH); glLineWidth(1.5f); glColor4f(valR, valG, valB, 1.0); ccDrawLine(ccp(lastPointX, lastPointY), ccp(object.position.x, object.position.y)); lastPointX = object.position.x; lastPointY = object.position.y; glPointSize(3.0f); glEnable(GL_POINT_SMOOTH); glHint(GL_POINT_SMOOTH_HINT, GL_NICEST); ccDrawPoint(ccp(lastPointX, lastPointY)); } } } }

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  • Putting a base in the middle

    - by PSteele
    From Eric Lippert's Blog: Here’s a crazy-seeming but honest-to-goodness real customer scenario that got reported to me recently. There are three DLLs involved, Alpha.DLL, Bravo.DLL and Charlie.DLL. The classes in each are: public class Alpha // In Alpha.DLL {   public virtual void M()   {     Console.WriteLine("Alpha");   } } public class Bravo: Alpha // In Bravo.DLL { } public class Charlie : Bravo // In Charlie.DLL {   public override void M()   {     Console.WriteLine("Charlie");     base.M();   } } Perfectly sensible. You call M on an instance of Charlie and it says “Charlie / Alpha”. Now the vendor who supplies Bravo.DLL ships a new version which has this code: public class Bravo: Alpha {   public override void M()   {     Console.WriteLine("Bravo");     base.M();   } } The question is: what happens if you call Charlie.M without recompiling Charlie.DLL, but you are loading the new version of Bravo.DLL? The customer was quite surprised that the output is still “Charlie / Alpha”, not “Charlie / Bravo / Alpha”. Read the full post for a very interesting discussion of the design of C#, the CLR, method resolution and more. Technorati Tags: .NET,C#,CLR

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  • Is it possible to create a CImageList with alpha blending transparency?

    - by Sorin Sbarnea
    I would like to knwo if it is possible to create a CImageList with alpha blending transparency. Sample code that creates a CImageList with ugly transparency (no alpha blending) CGdiPlusBitmapResource m_pBitmap; m_pBitmap.Load(IDB_RIBBON_FILESMALL,_T("PNG"),AfxGetResourceHandle()); HBITMAP hBitmap; m_pBitmap.m_pBitmap->GetHBITMAP(RGB(0,0,0),&hBitmap ); CImageList *pList=new CImageList; CBitmap bm; bm.Attach(hBitmap); pList->Create(16, 16, ILC_COLOR32 | ILC_MASK, 0, 4); pList->Add(&bm, RGB(255,0,255));

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