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  • Can't draw UImage in UIView::drawRect

    - by Joel
    I know this seems like a simple task, which is why I don't understand why I can't get the image to render. When I set up my UIView, I do the following: myUiView.backgroundColor = [UIColor clearColor]; myUiView.opaque = NO; I create and retain the UIImage in the init function of my UIView: image = [[UIImage imageWithContentsOfFile:[[NSBundle mainBundle] pathForResource:@"test" ofType:@"png"]] retain]; then my drawRect looks like this: - (void) drawRect:(CGRect) rect { [image drawInRect:self.bounds]; } Ultimately I'll be manipulating that UIImage via bitmap context, and then in drawRect create a CGImage out of the context, and render that, but for now I'm just trying to get it rendering a known image. I've been digging through this site, as well as the documentation. I've gone down the CG path and tried drawing it with CGContextDrawImage by following the numerous examples other people have posted, but that didn't work either. So I've come back to what seems to be the most straightforward way to draw an image, but it isn't working. Any help would be greatly appreciated. Thanks in advance.

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  • Binding a ListBox's SelectedItem in the presence of BindingNavigator

    - by Reinderien
    Hello. I'm trying to bind a ListBox's SelectedItem data to a property. The following code is an example: using System; using System.Collections.Generic; using System.Windows.Forms; namespace BindingFailure { static class Program { class OuterObject { public string selected { get; set; } public List<string> strings { get; set; } } public static void Main() { List<OuterObject> objs = new List<OuterObject>() { new OuterObject(), new OuterObject() }; objs[0].strings = new List<string> { "one", "two", "three" }; objs[1].strings = new List<string> { "four", "five", "six" }; Form form = new Form(); BindingSource obs = new BindingSource(objs, null), ibs = new BindingSource(obs, "strings"); BindingNavigator nav = new BindingNavigator(obs); ListBox lbox = new ListBox(); lbox.DataSource = ibs; lbox.DataBindings.Add(new Binding("SelectedItem", obs, "selected")); form.Controls.Add(nav); form.Controls.Add(lbox); lbox.Location = new System.Drawing.Point(30, 30); Application.Run(form); } } } If you just select an item, move forward, select an item and then exit, it works as expected. But if you switch back and forth between the two outer objects with the navigator, the selected item seems to be overwritten with an incorrect value. Ideas on how to fix this? Thanks in advance.

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  • OpenGL pixels drawn with each horizontal pair swapped

    - by Tim Kane
    I'm somewhat new to OpenGL though I'm fairly sure my problem lies in the pixel format being used, or how my texture is being generated... I'm drawing a texture onto a flat 2D quad using a 16bit RGB5_A1 pixel format, though I don't make use of any alpha at this stage. The problem I'm having is that each pair of horizontal pixel values have been swapped. That is... if the pixels positions should be in this order (assume 8x2 image) 0 1 2 3 4 5 6 7 they are instead drawn as 1 0 3 2 5 4 7 6 Or, more clearly from this image (below). Left is what I get... Right is what I should get. . The question is... How have I ended up with this? Is there something wrong with the pixel format? Unlikely since the colours all appear correct, and I would expect all kinds of nasty if it were down to endian-ness. Suggestions greatly appreciated. Update: Turns out the problem was in my source renderer. Interestingly, I've avoided the problem entirely by using 32-bit textures (haven't tried 24-bit at this point).

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  • Programming methods design phase assignment

    - by Shakir
    Hey, i have an assignment (NCC) which deals with the design phase. The Scenario is that you have four soccer divisions (divisions 1,2,3 and 4) which consist of 22 teams each and hence each team plays 42 games (home and away). The concept is similar to the barclays premier league whereby ranking is based on points or else goal difference or else goals scored by team. The difference is that the top 2 teams are promoted and the bottom 2 are relegated and this includes Div 1 and Div 4 as the top 2 of Div1 are promoted to the national league which is above division 1 regional league and bottom 2 of Div4 are relegated to the local league below Division 4 regional league. Hence there are 3 total leagues and 4 divisions in the regional league (which has 22 teams each). Now the referee has to add the result of the match and thus automatic tables have to be generated now, There are two reports League Tables for 4 divisions List of all results for any chosen team during the season by date it was played on There are a couple of things to be done... i know its gonna be terrible to make everything but atleast explain to me how i should go about drawing these and what things i should include (generally) Logical Data Structure Diagram (DSD) for each report Preliminary Program Structure (PSD) for each report Detailed Program Specification for each report Flowchart for each report There are other things but i think our teacher will give us clear "clues" for it Thanks a lot Update - Project so far: Data Structure Diagram Preliminary Program Structure

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  • how to edit a text message ( sms ) as it arrives in windows mobile 6 using managed code

    - by x86shadow
    I want to make an application to be installed on two pocket PCs and send Encrypted text messages and receive and decrypt them on the other device. I already made an application that gets special text messages ( starting with !farenc! ) and I know how to Encrypt/Decrypt the messages as well but I don't know how to edit a text message as it's arrive ( for decryption ). please help. thanks in advance and sorry for my bad English using System; using System.Linq; using System.Collections.Generic; using System.ComponentModel; using System.Data; using System.Drawing; using System.Text; using System.Windows.Forms; using Microsoft.WindowsMobile; using Microsoft.WindowsMobile.PocketOutlook; using Microsoft.WindowsMobile.PocketOutlook.MessageInterception; namespace SMSDECRYPT { public partial class Form1 : Form { MessageInterceptor _SMSCatcher = new MessageInterceptor(InterceptionAction.Notify, true); MessageCondition _SMSFilter = new MessageCondition(); public Form1() { InitializeComponent(); _SMSFilter.Property = MessageProperty.Body; _SMSFilter.ComparisonType = MessagePropertyComparisonType.StartsWith; _SMSFilter.CaseSensitive = true; _SMSFilter.ComparisonValue = "!farenc!"; _SMSCatcher.MessageCondition = _SMSFilter; _SMSCatcher.MessageReceived += new MessageInterceptorEventHandler(_SMSCatcher_MessageReceived); } private void Form1_Load(object sender, EventArgs e) { //... } void _SMSCatcher_MessageReceived(object sender, MessageInterceptorEventArgs e) { SmsMessage mySMS = (SmsMessage)e.Message; string sms = mySMS.Body.ToString(); sms = sms.Substring(8); //Decryption //... //Update the received message and replace it with the decrypted text //!!!HELP!!! } } }

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  • What Javascript graphing package will let me plot points against a user-selected coordinate system?

    - by wes
    My customer has some specific requirements for a graph to show in our web app. We use HighCharts elsewhere in the app for more traditional graphing, but it doesn't seem to work for this situation. Their requirements: Allow the user to select a background image, set the scale and origin of the coordinate system. We'll graph our points against the user-defined coordinates. Points can be color coded Mouse-over boxes show more detail about the points Support for zooming and panning, scaling the background appropriately Less importantly: Support for drawing vectors off the points Some of this seems basic, but looking around at different graph packages, I was unable to find any with an example of this kind of usage. I've entertained the thought of just hacking it together in canvas myself, but I've never worked with canvas before so I don't think it would be cost effective. The basics of plotting points with a scaled coordinate system against an image background wouldn't be too hard, but the mouse-over details, zooming and panning sound much more daunting to me. More info: Right now we use jQuery, HighCharts, and ExtJS for our app. We tried flot in the past but switched to HighCharts after flot didn't meet our needs.

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  • Growing user control not updating

    - by user328259
    I am developing in C# and .Net 2.0. I have a user control that draws cells (columnar) depending upon the maximum number of cells. There are some drawing routines that generate the necessary cells. There is a property NumberOfCells that adjust the height of this control; CELLHEIGHT_CONSTANT * NumberOfCells. The OnPaint() method is overridden (code that draws the Number of cells). There is another user control that contains a panel which contains the userControl1 from above. There is a property NumberCells that changes userControl1's NumberOfCells. UserControl2 is then placed on a windows form. On that form there is a NumericUpDown control (only increments from 1). When the user increments by 1, I adjust the VerticalScroll.Maximum by 1 as well. Everything works well and good BUT when I increment once, the panel updates fine (inserts a vertical scrolll when necessary) but cells are not being added! I've tried Invalidating on userControl2 AND on the form but nothing seems to draw the newly added cells. Any assistance is appreciated. Thank you in advance. Lawrence

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  • C# async callback on disposed form

    - by Rodney Burton
    Quick question: One of my forms in my winform app (c#) makes an async call to a WCF service to get some data. If the form happens to close before the callback happens, it crashes with an error about accessing a disposed object. What's the correct way to check/handle this situation? The error happens on the Invoke call to the method to update my form, but I can't drill down to the inner exception because it says the code has been optimized. The Code: public void RequestUserPhoto(int userID) { WCF.Service.BeginGetUserPhoto(userID, new AsyncCallback(GetUserPhotoCB), userID); } public void GetUserPhotoCB(IAsyncResult result) { var photo = WCF.Service.EndGetUserPhoto(result); int userID = (int)result.AsyncState; UpdateUserPhoto(userID, photo); } public delegate void UpdateUserPhotoDelegate(int userID, Binary photo); public void UpdateUserPhoto(int userID, Binary photo) { if (InvokeRequired) { var d = new UpdateUserPhotoDelegate(UpdateUserPhoto); Invoke(d, new object[] { userID, photo }); } else { if (photo != null) { var ms = new MemoryStream(photo.ToArray()); var bmp = new System.Drawing.Bitmap(ms); if (userID == theForm.AuthUserID) { pbMyPhoto.BackgroundImage = bmp; } else { pbPhoto.BackgroundImage = bmp; } } } }

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  • Rendering of graphics different depending on DisplayObject position

    - by jedierikb
    When drawing vertical lines with a non-integer x-value (e.g., 1.75) to a sprite, the lines are drawn differently based on the non-integer x-value of the sprite. In the picture below are two pairs of very close together vertical lines. As you can see, they look very different. This is frustrating, especially when animating the sprite. Any ideas how ensure that sprites-with-non-integer-positions' graphics will visually display the same way regardless of the sprite position? package { import flash.display.Sprite; import flash.display.StageAlign; import flash.display.StageScaleMode; import flash.events.Event; public class tmp extends Sprite { private var _sp1:Sprite; private var _sp2:Sprite; public function tmp( ):void { stage.align = StageAlign.TOP_LEFT; stage.scaleMode = StageScaleMode.NO_SCALE; _sp1 = new Sprite( ); drawButt( _sp1 ); _sp1.x = 100; _sp1.y = 100; _sp2 = new Sprite( ); drawButt( _sp2 ); _sp2.x = 100; _sp2.y = 200; addChild( _sp1 ); addChild( _sp2 ); addEventListener( Event.ENTER_FRAME, efCb, false, 0, true ); } private function efCb( evt:Event ):void { var nx:Number = _sp2.x + .1; if (nx > 400) { nx = 100; } _sp2.x = nx; } private function drawButt( sp:Sprite ):void { sp.graphics.clear( ); sp.graphics.lineStyle( 1, 0, 1, true ); sp.graphics.moveTo( 1, 1 ); sp.graphics.lineTo( 1, 100 ); sp.graphics.lineStyle( 1, 0, 1, true ); sp.graphics.moveTo( 1.75, 1 ); sp.graphics.lineTo( 1.75, 100 ); } } }

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  • how to release object from thid party dll?

    - by Mohamed
    hi all, i'm developing a program to convert RTF to html i'm using the DLLs found here http://www.codeproject.com/KB/recipes/RtfConverter.aspx?fid=1458864&df=90&mpp=25&noise=3&sort=Position&view=Quick&select=3427424&fr=1#xx0xx this dll saves a jpg file from html to a specific folder, when i run the program, it cinverts the rtf for the first time and saves the images to the folder perfectly but when i try to convert it again i hace this error "error a generic error occured in GDI+" i think this dll use SaveImage method and to avoid this you must release the Image object you created but i can't modify the DLL, is there is any way to release the object i've created from this dll? this is my code RtfVisualImageAdapter imageAdapter = new RtfVisualImageAdapter( @Application.StartupPath + "\\Program Data\\temp\\{0}{1}", System.Drawing.Imaging.ImageFormat.Jpeg); RtfImageConvertSettings imageConvertSettings = new RtfImageConvertSettings(imageAdapter); RtfImageConverter imageConverter = new RtfImageConverter(imageConvertSettings); try { IRtfDocument rtfDocument = RtfInterpreterTool.BuildDoc( ConversionText, imageConverter); RtfHtmlConverter htmlConverter = new RtfHtmlConverter(rtfDocument); htmlConverter.Settings.ConvertVisualHyperlinks = true; htmlConverter.Settings.UseNonBreakingSpaces = true; this.richTextBoxPrintCtrl2.Text = htmlConverter.Convert(); } catch (Exception exception) { MessageBox.Show(this, "Error " + exception.Message, this.Text, MessageBoxButtons.OK, MessageBoxIcon.Error); }

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  • Place JComponent On The Top Of JXLayer

    - by Yan Cheng CHEOK
    Hello, currently, I had successful applying JXLayer on my charting component, to draw a yellow information box on the top of it. final org.jdesktop.jxlayer.JXLayer<ChartPanel> layer = new org.jdesktop.jxlayer.JXLayer<ChartPanel>(this.chartPanel); this.chartLayerUI = new ChartLayerUI<ChartPanel>(this); layer.setUI(this.chartLayerUI); At the same time, I wish to add the following JComponent (DefaultDrawingView) on the top of JXLayer. This JComponent has the ability 1) To receive mouse event to draw figures on itself. Within ChartLayerUI, I add the following code @Override @SuppressWarnings("unchecked") public void installUI(JComponent c) { super.installUI(c); JXLayer<JComponent> l = (JXLayer<JComponent>) c; l.getGlassPane().setLayout(new java.awt.BorderLayout()); // this.view is DefaultDrawingView drawing object. l.getGlassPane().add(this.view, java.awt.BorderLayout.CENTER); } However, after having the above code, I get the following outcome 1) My charting component ChartPanel are being blocked by DefaultDrawingView 2) My charting component no longer able to receive mouse event. What I wish is that A) ChartPanel and DefaultDrawingView able to show up B) ChartPanel and DefaultDrawingView able to receive mouse event Is there other steps I had missed out, or did wrong? Thanks.

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  • Is there a workaround for Linux mono's refusal to acknowledge that I have resized the columns of my

    - by fantius
    When I resize a column, it does not redraw the data with the updated alignment. I've tried Invalidating, Refreshing, and a few other things. Nothing has worked. Does anyone know a workaround? I have not tried this in mono for Windows. To see what I mean, drop this control on a form, and run it in mono for Linux: using System; using System.Collections.Generic; using System.Text; using System.Windows.Forms; using System.Drawing; class MyListView : ListView { private readonly List<ListViewItem> items_ = new List<ListViewItem>(); public MyListView() { VirtualMode = true; Columns.Add("Col 1"); Columns.Add("Col 2"); Columns.Add("Col 3"); Add(new ListViewItem(new[] { "a", "b", "c" })); Add(new ListViewItem(new[] { "a", "b", "c" })); Add(new ListViewItem(new[] { "a", "b", "c" })); Add(new ListViewItem(new[] { "a", "b", "c" })); Add(new ListViewItem(new[] { "a", "b", "c" })); } protected override void OnRetrieveVirtualItem(RetrieveVirtualItemEventArgs e) { e.Item = items_[e.ItemIndex]; base.OnRetrieveVirtualItem(e); } public void Add(ListViewItem item) { items_.Add(item); VirtualListSize = items_.Count; } protected override void OnDrawColumnHeader(DrawListViewColumnHeaderEventArgs e) { e.DrawText(); base.OnDrawColumnHeader(e); } protected override void OnDrawSubItem(DrawListViewSubItemEventArgs e) { var text = ((ListViewItem.ListViewSubItem)e.SubItem).Text; using (var brush = new SolidBrush(e.SubItem.ForeColor)) { e.Graphics.DrawString(text, Font, brush, e.Bounds); } base.OnDrawSubItem(e); } protected override void OnColumnWidthChanged(ColumnWidthChangedEventArgs e) { base.OnColumnWidthChanged(e); Invalidate(true); // Nope, that didn't work Refresh(); // Nope, that didn't work } }

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  • displaying a saved buffer in OpenGL ES

    - by Adam
    Hi everyone, So basically I have a screenshot that I've saved that I want to later display on the screen. I've saved it with: glReadPixels(0, 0, self.bounds.size.width, self.bounds.size.height, GL_RGBA, GL_UNSIGNED_BYTE, savedBuffer); And later I'm trying to write it to the screen with: GLuint RenderedTex; glGenTextures(1, &RenderedTex); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, RenderedTex); glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, self.bounds.size.width, self.bounds.size.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, savedBuffer); glDisable(GL_TEXTURE_2D); I'm pretty new to OpenGL so I don't know if I'm doing things right... actually I know I'm not, because nothing shows up. Also not sure how to dispose of the texture when I'm done with it. Anyone know the correct way to do this? Edit: I think I might be having a problem loading the texture because it's not a power of 2, it's 320x480... also, I think this code is just loading the texture, but not drawing it, I'd need a call to glDrawArrays(GL_TRIANGLE_STRIP, 0, 4) in there somewhere...

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  • GDI+ Rotated sub-image

    - by Andrew Robinson
    I have a rather large (30MB) image that I would like to take a small "slice" out of. The slice needs to represent a rotated portion of the original image. The following works but the corners are empty and it appears that I am taking a rectangular area of the original image, then rotating that and drawing it on an unrotated surface resulting in the missing corners. What I want is a rotated selection on the original image that is then drawn on an unrotated surface. I know I can first rotate the original image to accomplish this but this seems inefficient given its size. Any suggestions? Thanks, public Image SubImage(Image image, int x, int y, int width, int height, float angle) { var bitmap = new Bitmap(width, height); using (Graphics graphics = Graphics.FromImage(bitmap)) { graphics.TranslateTransform(bitmap.Width / 2.0f, bitmap.Height / 2.0f); graphics.RotateTransform(angle); graphics.TranslateTransform(-bitmap.Width / 2.0f, -bitmap.Height / 2.0f); graphics.DrawImage(image, new Rectangle(0, 0, width, height), x, y, width, height, GraphicsUnit.Pixel); } return bitmap; }

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  • Designing a class in such a way that it doesn't become a "God object"

    - by devoured elysium
    I'm designing an application that will allow me to draw some functions on a graphic. Each function will be drawn from a set of points that I will pass to this graphic class. There are different kinds of points, all inheriting from a MyPoint class. For some kind of points it will be just printing them on the screen as they are, others can be ignored, others added, so there is some kind of logic associated to them that can get complex. How to actually draw the graphic is not the main issue here. What bothers me is how to make the code logic such that this GraphicMaker class doesn't become the so called God-Object. It would be easy to make something like this: class GraphicMaker { ArrayList<Point> points = new ArrayList<Point>(); public void AddPoint(Point point) { points.add(point); } public void DoDrawing() { foreach (Point point in points) { if (point is PointA) { //some logic here else if (point is PointXYZ) { //...etc } } } } How would you do something like this? I have a feeling the correct way would be to put the drawing logic on each Point object (so each child class from Point would know how to draw itself) but two problems arise: There will be kinds of points that need to know all the other points that exist in the GraphicObject class to know how to draw themselves. I can make a lot of the methods/properties from the Graphic class public, so that all the points have a reference to the Graphic class and can make all their logic as they want, but isn't that a big price to pay for not wanting to have a God class?

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  • Write contents of custom View to large Image file on SD card

    - by JFortney
    I have a class that extends View. I override the onDraw method and allow the user to draw on the screen. I am at the point where I want to save this view as an image. I Can use buildDrawingCache and getDrawingCache to create a bitmap that I can write to the SD card. However, the image is not good quality at a large size, it has jagged edges. Since I have a View and I use Paths I can transform all by drawing to a bigger size. I just don't know how to make the Canvas bigger so when I call getDrawingCache it doesn't crop all the paths I am just transformed. What is happening is I transform all my paths but when I write the Bitmap to file I am only getting the "viewport" of the actual screen size. I want something much bigger. Any help in the right direction would be greatly appreciated. I have been reading the docs and books and am at a loss. Thanks Jon

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  • OpenGLES - Rendering a background image only once and not wiping it

    - by chaosbeaker
    Hello, first time asking a question here but been watching others answers for a while. My own question is one for improving the performance of my program. Currently I'm wiping the viewFrameBuffer on each pass through my program and then rendering the background image first followed by the rest of my scene. I was wondering how I go about rendering the background image once, and only wiping the rest of the scene for updating/re-rendering. I tried using a seperate buffer but I'm not sure how to present this new buffer to the render buffer. // Set the current EAGLContext and bind to the framebuffer. This will direct all OGL commands to the // framebuffer and the associated renderbuffer attachment which is where our scene will be rendered [EAGLContext setCurrentContext:context]; glBindFramebufferOES(GL_FRAMEBUFFER_OES, viewFramebuffer); // Define the viewport. Changing the settings for the viewport can allow you to scale the viewport // as well as the dimensions etc and so I'm setting it for each frame in case we want to change i glViewport(0, 0, screenBounds.size.width , screenBounds.size.height); // Clear the screen. If we are going to draw a background image then this clear is not necessary // as drawing the background image will destroy the previous image glClearColor(0.0f, 1.0f, 0.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); // Setup how the images are to be blended when rendered. This could be changed at different points during your // render process if you wanted to apply different effects glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); switch (currentViewInt) { case 1: { [background render:CGPointMake(240, 0) fromTopLeftBottomRightCenter:@"Bottom"]; // Other Rendering Code }} // Bind to the renderbuffer and then present this image to the current context glBindRenderbufferOES(GL_RENDERBUFFER_OES, viewRenderbuffer); [context presentRenderbuffer:GL_RENDERBUFFER_OES]; Hopefully by solving this I'll also be able to implement another buffer just for rendering particles as I can set them to always use a black background as their alpha source. Any help is greatly appreciated

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  • What is the current status of LOGO? (The programming language)

    - by Workshop Alex
    In another Q I saw someone mention LOGO and it reminded me of some programming language from the past, mostly used for educational purposes. Basically, you would have to program a turtle with a pen through it's back. By telling it where to move, the pen would draw lines. It could also lift the pen to move without drawing lines. I have fond memories of this language, since it was one of the first I've ever used, about 30 years ago. (Yeah, I'm old.) Well, I only programmed with LOGO for two days or so, but it got me hooked to programming. But I wonder if the LOGO information on it's Wikipedia page is still correct. And more importantly, are there versions that will create .NET binaries? Are there only LOGO Interpreters and no compilers? What is the current status of this educational language? And more interestingly, are there more experts here at SO who have experimented with LOGO in the past? Yeah, I know. Nowadays this language is a bit antique but I got some warm and comfortable memories when I remembered this interesting language from my history. For a teenager back then, it was fun!

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  • How to allow click-through and a cursor in a background app while not taking the active appearance a

    - by Peter Hosey
    Here are my goals: My application displays an overlay window above all applications' window. The user can draw in the overlay window. The mouse cursor changes to a specific cursor while in the overlay window. The application that has the active appearance before summoning the overlay window still has it while the overlay window is up and usable. The user does not need to click on the overlay window to activate it before they can draw. Drawing in the window does not steal the active appearance away from the application that has it. With LSUIElement, I get #1, #2, #3, and #5. With LSBackgroundOnly, I get #1, #2, #4, and #6. How can I satisify all of these goals without installing an event tap and processing the mouse events myself? Things I've tried: [NSApp preventWindowOrdering] in mouseDown: [NSApp activateIgnoringOtherApps:YES] in applicationWillFinishLaunching: [myWindow orderFront:nil] in applicationWillFinishLaunching: [myWindow makeKeyAndOrderFront:nil] in applicationWillFinishLaunching: [myWindow orderFrontRegardless] in applicationWillFinishLaunching: [myWindow makeMainWindow] in applicationWillFinishLaunching: (this caused failure of point 4 even with LSBackgroundOnly) SetThemeCursor in applicationWillFinishLaunching: (With LSUIElement) Implementing canBecomeMainWindow in my NSPanel subclass to return NO Except where otherwise noted, none of these made any difference. So, with LSUIElement, goals #4 and #6 remain; with LSBackgroundOnly, goals #3 and #5 remain. Any suggestions?

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  • serial port does not exist in current context: c#

    - by I__
    here's the code: using System; using System.Collections.Generic; using System.ComponentModel; using System.Data; using System.Drawing; using System.Linq; using System.Text; using System.Windows.Forms; using System.Threading; namespace WindowsFormsApplication1 { public partial class Form1 : Form { public Form1() { InitializeComponent(); } public class ThreadWork { private static SerialPort serialPort1; public static void DoWork() { serialPort1.Open(); serialPort1.Write("AT+CMGF=1\r\n"); //Thread.Sleep(500); serialPort1.Write("AT+CNMI=2,2\r\n"); //Thread.Sleep(500); serialPort1.Write("AT+CSCA=\"+4790002100\"\r\n"); //Thread.Sleep(500); serialPort1.DataReceived += serialPort1_DataReceived_1; } } private void Form1_Load(object sender, EventArgs e) { ThreadStart myThreadDelegate = new ThreadStart(ThreadWork.DoWork); Thread myThread = new Thread(myThreadDelegate); myThread.Start(); } private void serialPort1_DataReceived_1(object sender, System.IO.Ports.SerialDataReceivedEventArgs e) { string response = serialPort1.ReadLine(); this.BeginInvoke(new MethodInvoker(() => textBox1.AppendText(response + "\r\n"))); } } } and i get an error on this line: string response = serialPort1.ReadLine(); it says:: Error 1 The name 'serialPort1' does not exist in the current context C:\Users\alexluvsdanielle\AppData\Local\Temporary Projects\WindowsFormsApplication1\Form1.cs 44 31 WindowsFormsApplication1 what am i doing wrong?

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  • Silverlight performance with many loaded controls

    - by gius
    I have a SL application with many DataGrids (from Silverlight Toolkit), each on its own view. If several DataGrids are opened, changing between views (TabItems, for example) takes a long time (few seconds) and it freezes the whole application (UI thread). The more DataGrids are loaded, the longer the change takes. These DataGrids that slow the UI chanage might be on other places in the app and not even visible at that moment. But once they are opened (and loaded with data), they slow showing other DataGrids. Note that DataGrids are NOT disposed and then recreated again, they still remain in memory, only their parent control is being hidden and visible again. I have profiled the application. It shows that agcore.dll's SetValue function is the bottleneck. Unfortunately, debug symbols are not available for this Silverlight native library responsible for drawing. The problem is not in the DataGrid control - I tried to replace it with XCeed's grid and the performance when changing views is even worse. Do you have any idea how to solve this problem? Why more opened controls slow down other controls? I have created a sample that shows this issue: http://cenud.cz/PerfTest.zip UPDATE: Using VS11 profiler on the sample provided suggests that the problem could be in MeasureOverride being called many times (for each DataGridCell, I guess). But still, why is it slower as more controls are loaded elsewhere? Is there a way to improve the performance?

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  • how do I deconstruct COUNT()?

    - by user151841
    I have a view with some joins in it. I'm doing a select from that view with COUNT(*) as one of the columns of the select. I'm surprised by the number it's returning. Note that there is no GROUP BY nor aggregate column statement in the source view that the query is drawing from. How can I take it apart to see how it arrives at this number? I have three columns in the GROUP BY clause. SELECT column1, column2, column3, COUNT(*) FROM View GROUP BY column1, column2, column3 I get a result like +---------+---------+---------+----------+ | column1 | column2 | column3 | COUNT(*) | +---------+---------+---------+----------+ | value1 | valueA | value_a | 103 | +---------+---------+---------+----------+ | value2 | valueB | value_b | 56 | +---------+---------+---------+----------+ etc. I'd like to see how it arrives at that 103, 26, etc. In other words, I want to run a query that returns 103 rows of something, so that I know that I've expressed the query properly. I'm double-checking my work. I'm not saying that I think COUNT(*) doesn't work ( I know that "SELECT is not broken" ), what I want to double-check is exactly what I'm expressing in my query, because I think I've expressed the wrong thing, which would be why I'm getting unexpected values. I need to see more what I'm actually directing MySQL to count. So should I take them one by one, and try out each value in a WHERE clause? In other words, should I do SELECT column1 FROM View WHERE column1 = 'first_grouped_value' SELECT column1 FROM View WHERE column1 = 'second_grouped_value' SELECT column2 FROM View WHERE column1 = 'first_grouped_value' SELECT column2 FROM View WHERE column1 = 'second_grouped_value' and see the row count returned matches the COUNT(*) value in the grouped results? Because of confidentiality, I won't be able to post any of the query or database structure. All I'm asking for is a general technique to see what COUNT(*) is actually counting.

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  • Firefox extension: How to inject javascript into page and run it?

    - by el griz
    I'm writing a Firefox extension to allow users to annotate any page with text and/or drawings and then save an image of the page including the annotations. Use cases would be clients reviewing web pages, adding feedback to the page, saving the image of this and emailing it back to the web developer or testers taking annotated screenshots of GUI bugs etc. I wrote the annotation/drawing functionality in javascript before developing the extension. This script adds a <canvas> element to the page to draw upon as well as a toolbar (in a <div>) that contains buttons (each <canvas> elements) for the different draw tools e.g. line, box, ellipse, text, etc. This works fine when manually included in a page. I now need a way for the extension to: Inject this script into any page including pages I don't control. This needs to occur when the user invokes the extension, which can be after the page has loaded. Once injected the init() function in this script that adds the canvas and toolbar elements etc. needs to be run somehow, but I can't determine how to call this from the extension. Note that once injected I don't need this script to interact with the extension (as the extension just takes a screenshot of the entire document (and removes the added page elements) when the user presses the save button in the extension chrome).

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  • C# getpixels() gets the correct value on xp and vista but is slightly off when used on windows 7

    - by user352288
    I have a C# program that works correctly on xp and vista but it needs to be used on windows 7, I have not been able to come up with a solution, it appears that getpixels just doesn't work right on windows 7. I am getting one of the RGB values because I am dealing with tiff grayscale images. System.Drawing.Bitmap image;// this is in a separate class image = new Bitmap(destination);// this is in the constructor Color t = image.GetPixel(j, i); // this is in a separate function int s = t.R when I print s, for example, image(0,0), it is supposed to be 220, it will be 221 I am doing edge detection on an image and I have to go through the image pixel by pixel, I have run the exact same program on XP,Vista,windows7 and windows 7 got different values. It wouldn't let me post images at all and only one link. The first image is the original image, the second is the correct image, also the one I get with XP and Vista, the final image is the image when running the same program in Windows 7. There is not much of a visible difference but it matters for what I am doing. Thanks for the help, it seems that I am having a hard time explaining my problem.

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  • iPhone OpenGL ES Texture2D Masking

    - by Robert Neagu
    What's the best choice when trying to mask a texture like ColorSplash or other apps like iSteam, etc? I started learning OPENGL ES like... 4 days ago (I'm a total rookie) and tried the following approach: 1) I created a colored texture2D, a grayscale version of the first texture and a third texture2D called mask 2) I also created a texture2D for the brush... which is grayscale and it's opaque (brush = black = 0,0,0,1 and surroundings = white = 1,1,1,1). My intention was to create an antialiased brush with smooth edges but i'm fine with a normal one right now 3) I searched for masking techniques on the internet and found this tutorial ZeusCMD - Design and Development Tutorials : OpenGL ES Programming Tutorials - Masking about masking. The tutorial tells me to use blending to achieve masking... first draw colored, then mask with glBlendFunc(GL_DST_COLOR, GL_ZERO) and then grayscale with glBlendFunc(GL_ONE, GL_ONE) ... and this gives me something close to what i want... but not exactly what i want. The result is masked but it's somehow overbright-ed 4) For drawing to the mask texture i used an extra frame buffer object (FBO) I'm not really happy with the resulting image (overbright-ed picture) nor with the speed achieved with this method. I think the normal way was to draw directly to the grayscale (overlay) texture2D affecting only it's alpha channel in the places where the brush hits. Is there a fast way to achieve this? I have searched a lot and never got an answer that's clear and understandable. Then, in the main draw loop I could only draw the colored texture and then blend the grayscale ontop with glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA). I just want to learn to use OPENGL ES and it's driving me nuts because i can't get it to work properly. An advice, a link to a tutorial would be much appreciated.

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