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  • Animating gradient displays line artifacts in ActionScript

    - by TheDarkIn1978
    i've programatically created a simple gradient (blue to red) sprite rect using my own basic class called GradientRect, but moving or animation the sprite exhibits line artifacts. when the sprite is rotating, it kind of resembles bad reception of an old television set. i'm almost certain the cause is because each line slice of the gradient is vector so there are gaps between the lines - this is visible when the sprite is zoomed in. var colorPickerRect:GradientRect = new GradientRect(200, 200, 0x0000FF, 0xFF0000); addChild(colorPickerRect); colorPickerRect.cacheAsBitmap = true; colorPickerRect.x = colorPickerRect.y = 100; colorPickerRect.addEventListener(Event.ENTER_FRAME, rotate); function rotate(evt:Event):void { evt.target.rotation += 1; } ________________________ //CLASS PACKAGE package { import flash.display.CapsStyle; import flash.display.GradientType; import flash.display.LineScaleMode; import flash.display.Sprite; import flash.geom.Matrix; public class GradientRect extends Sprite { public function GradientRect(gradientRectWidth:Number, gradientRectHeight:Number, ...leftToRightColors) { init(gradientRectWidth, gradientRectHeight, leftToRightColors); } private function init(gradientRectWidth:Number, gradientRectHeight:Number, leftToRightColors:Array):void { var leftToRightAlphas:Array = new Array(); var leftToRightRatios:Array = new Array(); var leftToRightPartition:Number = 255 / (leftToRightColors.length - 1); var pixelColor:Number; var i:int; //Push arrays for (i = 0; i < leftToRightColors.length; i++) { leftToRightAlphas.push(1); leftToRightRatios.push(i * leftToRightPartition); } //Graphics matrix and lineStyle var leftToRightColorsMatrix:Matrix = new Matrix(); leftToRightColorsMatrix.createGradientBox(gradientRectWidth, 1); graphics.lineStyle(1, 0, 1, false, LineScaleMode.NONE, CapsStyle.NONE); for (i = 0; i < gradientRectWidth; i++) { graphics.lineGradientStyle(GradientType.LINEAR, leftToRightColors, leftToRightAlphas, leftToRightRatios, leftToRightColorsMatrix); graphics.moveTo(i, 0); graphics.lineTo(i, gradientRectHeight); } } } } how can i solve this problem?

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  • Can I get a bitmap of an arbitrary window in another application process?

    - by Chris Farmer
    I am trying to automate a third-party Win32 application where I want to capture the graphics content of a particular window at defined time intervals. I am in the early phases of this, and I'm currently trying to use the Microsoft UI Automation API via C# to do most of the interaction between my client app and the external app. I can now get the external app to do what I want it to do, but now I want to capture the graphics from a specific window that seems to be some third-party owner-drawn control. How can I do this? The window I want to capture is the one marked by the red rectangle in this image: I have an implementation that sort of works, but it's dependent on the external app's UI being on top, and that's not guaranteed for me, so I'd prefer to find something more general. var p = Process.Start("c:\myapp.exe"); var mainForm = AutomationElement.FromHandle(p.MainWindowHandle); // "workspace" below is the window whose content I want to capture. var workspace = mainForm.FindFirst(TreeScope.Descendents, new PropertyCondition(AutomationElement.ClassNameProperty, "AfxFrameOrView70u")); var rect = (Rect) workspace.GetCurrentPropertyValue(AutomationElement.BoundingRectangleProperty); using (var bmp = new Bitmap((int)rect.Width, (int)rect.Height)) { using (var g = Graphics.FromImage(bmp)) { g.CopyFromScreen((int)rect.Left, (int)rect.Top, 0, 0, new Size((int)rect.Width, (int)rect.Height)); bmp.Save(@"c:\screenshot.png", ImageFormat.Png); } } The above works well enough when the automated app is on top, but it just blindly copies the screen in the rectangle, so my code is at the mercy of whatever happens to be running on the machine and might cover my app's window. I have read some suggestions to send the WM_PRINT message to the window. This question/answer from a few months back seemed promising, but when I use this code, I just get a white rectangle with none of my control's actual contents. var prop = (int)workspace.GetCurrentPropertyValue(AutomationElement.NativeWindowHandleProperty); var hwnd = new IntPtr(prop); using ( var bmp2 = new Bitmap((int)rect.Width, (int)rect.Height)) { using (Graphics g = Graphics.FromImage(bmp2)) { g.FillRectangle(SystemBrushes.Control, 0, 0, (int)rect.Width, (int)rect.Height); try { SendMessage(hwnd, WM_PRINT, g.GetHdc().ToInt32(), (int)(DrawingOptions.PRF_CHILDREN | DrawingOptions.PRF_CLIENT | DrawingOptions.PRF_OWNED)); } finally { g.ReleaseHdc(); } bmp2.Save(@"c:\screenshot.bmp"); } } So, first, is it even possible for me to reliably save a bitmap of a window's contents? If so, what is the best way, and what is wrong with my WM_PRINT with SendMessage attempt?

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  • Core Data deleteObject: sets attributes to nil

    - by SG1
    I am implementing an undo/redo mechanism in my app. This works fine for lots of cases. However, I can't undo past deleteObject:. the object is correctly saved in the undo queue, and I get it back and reinsterted into the Core Data stack just fine when calling undo. The problem is that all it's attributes are getting set to nil when I delete it. I have an entity "Canvas" with a to-many relationship called "graphics" to a "Graphic" entity, which has its inverse set to "canvas". Deleting a Graphic, then inserting it back, doesn't work. Here's the code (the redo method is basically the same): - (void)deleteGraphic:(id)aGraphic { //NSLog(@"undo drawing"); //Prepare the undo/redo [self.undoManager beginUndoGrouping]; [self.undoManager setActionName:@"Delete Graphic"]; [[self.detailItem valueForKey:@"graphics"] removeObject:aGraphic]; [[self managedObjectContext] deleteObject:aGraphic]; //End undo/redo [self.undoManager registerUndoWithTarget:self selector:@selector(insertGraphic:) object:aGraphic]; [self.undoManager endUndoGrouping]; NSLog(@"graphics are %@", [self sortedGraphics]); //Update drawing [self.quartzView setNeedsDisplay]; } and here's the wierdness: Before delete: graphics are ( <NSManagedObject: 0x1cc3f0> (entity: Graphic; id: 0x1c05f0 <x-coredata:///Graphic/t840FE8AD-F2E7-4214-822F-7994FF93D4754> ; data: { canvas = 0x162b70 <x-coredata://A919979E-75AD-474D-9561-E0E8F3388718/Canvas/p20>; content = <62706c69 73743030 d4010203 04050609 0a582476 65727369 6f6e5424 746f7059 24617263 68697665 7258246f 626a6563 7473>; frameRect = nil; label = nil; order = 1; path = "(...not nil..)"; traits = "(...not nil..)"; type = Path; }) After redo: graphics are ( <NSManagedObject: 0x1cc3f0> (entity: Graphic; id: 0x1c05f0 <x-coredata:///Graphic/t840FE8AD-F2E7-4214-822F-7994FF93D4754> ; data: { canvas = nil; content = nil; frameRect = nil; label = nil; order = 0; path = nil; traits = nil; type = nil; }), You can see it's the same object, just totally bleached by Core Data. The relationship delete rouls apparently have nothing to do with it as I've set them to "No Action" in a test.

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  • Ubuntu 12.04 / 12.10 Randomly Freezing - nVidia?

    - by Alix Axel
    My Ubuntu install frequently freezes, sometimes showing a black screen (not very common anymore - in my latest installs), some other times the mouse and keyboard just fail to move and respond (not even Ctrl + Alt + F1 works) and some other times I'm able to move the mouse with a huge delay (2-5 seconds) but I'm not able to do/click anything. I have a pretty strong feeling that this problem is related to my graphic card drivers because: after hard reset, I usually get error reports about X.org / jockey it's common for artifacts to appear during loading / shutdown / whenever, for instance: pattern filled with £ during log off ugly-colored squared pattern during boot windows that are partially moved (i.e.: only the top half) Firefox renderings that leave the bottom ~30% of the page black These artifacts appear right before the system freezes. I've installed Ubuntu 12.04 LTS and after several failed attempts to get my dual monitor setup to work properly I tried installing the new 12.10 version, hoping that this new version would have this problem solved... Unfortunatly, that was not the case, so I reverted to Ubuntu 12.04. I've tried all the drivers in the Additional Drivers application (even the experimental ones), I've also tried the nvidia-current package from the PPA repository ubuntu-x-swat/x-updates as well as the nouveau OSS driver. Nothing (except no driver at all with a 640*480 resolution) at all seems stable. Here is the info of my graphic card: alix@alix-E500:~$ lspci | grep VGA 01:00.0 VGA compatible controller: NVIDIA Corporation G86 [GeForce 8400M G] (rev a1) alix@alix-E500:~$ sudo lshw -C video [sudo] password for alix: *-display description: VGA compatible controller product: G86 [GeForce 8400M G] vendor: NVIDIA Corporation physical id: 0 bus info: pci@0000:01:00.0 version: a1 width: 64 bits clock: 33MHz capabilities: pm msi pciexpress vga_controller bus_master cap_list rom configuration: driver=nouveau latency=0 resources: irq:16 memory:fd000000-fdffffff memory:d0000000-dfffffff memory:fa000000-fbffffff ioport:cc00(size=128) memory:fe0e0000-fe0fffff Right now, I don't even have my 22" monitor connected as I can't even get my laptop display to work properly and without freezes. I've searched, read and tried all that I could (over several fresh reinstalls) to fix the problem, but so far, no solution has proven definitive. I'm sorry I can't precise which symptom maps to each driver but I've been trying to solve this one on my own without logging what I'm doing, perhaps someone here will be able to point me to a certain-fix solution, if not I'll keep updating this question as I go along. Please let me know if any more info is needed to pinpoint the exact problem. Trying out NVIDIA accelerated graphics driver (version 173). The scrolling, minimizing / maximizing windows takes between 2 and 5 seconds to finalize. Context menus also pop up very slowly and the typing seems delayed by ~1 second. No critical issues so far. Firefox rendering of the Save Edits button is consistently messed up (random black lines in the top). Trying out NVIDIA accelerated graphics driver (version current) [Recommended]. All the delays mentioned above and the buggy rendering of the Save Edits button are gone, but I'm noticing that the whole screen flashes black for a couple of microseconds and while I was writing this test for the first time, the bottom 30% of the screen went black and I couldn't do anything (not even Ctrl + Alt + F1 would work). Had to force a hard reset. Also, the system hanged a little for a couple of seconds with the fade out of the "Restart" menu. Trying out NVIDIA accelerated graphics driver (*experimental*beta) (version experimental-304). Same symptoms as before, it crashed once while I was trying to install Chromium and again after a hard reset when I was trying to remove the driver. The bottom of the screen did not went black and I could move my mouse both times. Ctrl + Alt + F1 didn't work. The ugly-colored pattern also showed up during the second boot. Trying out NVIDIA accelerated graphics driver (*experimental*beta) (version experimental-307). The system crashed as soon as I clicked something. Had to do a fresh re-install. Trying out Nouveau: Accelerated Open Source driver for nVidia cards. Artifacts still show up during boot but other than that this one seems stable. As soon as I connected my second monitor, the responsiveness dropped a lot, animations and video are somewhat slow. I'm gonna try this solution http://askubuntu.com/a/98871/9018 later on.

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  • Thread safe double buffering

    - by kdavis8
    I am trying to implement a draw map method that will draw the tiled image across the surface of the component. I'm having issue with this code. The double buffering does not seem to be working, because the sprite flickers like crazy; my source code: package myPackage; import java.awt.Color; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.Image; import java.awt.Toolkit; import java.awt.image.BufferStrategy; import java.awt.image.BufferedImage; import javax.swing.JFrame; public class GameView extends JFrame implements Runnable { public BufferedImage backbuffer; public Graphics2D g2d; public Image img; Thread gameloop; Scene scene; public GameView() { super("Game View"); setSize(600, 600); setVisible(true); setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); backbuffer = new BufferedImage(getWidth(), getHeight(), BufferedImage.TYPE_INT_RGB); g2d = backbuffer.createGraphics(); Toolkit tk = Toolkit.getDefaultToolkit(); img = tk.getImage(this.getClass().getResource("cage.png")); scene = new Scene(g2d, this); gameloop = new Thread(this); gameloop.start(); } public static void main(String args[]) { new GameView(); } public void paint(Graphics g) { g.drawImage(backbuffer, 0, 0, this); repaint(); } @Override public void run() { // TODO Auto-generated method stub Thread t = Thread.currentThread(); while (t == gameloop) { scene.getScene("dirtmap"); g2d.drawImage(img, 80, 80,this![enter image description here][1]); } } private void drawScene(String string) { // TODO Auto-generated method stub // g2d.setColor(Color.white); // g2d.fillRect(0, 0, getWidth(), getHeight()); scene.getScene(string); } } package myPackage; import java.awt.Color; import java.awt.Component; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.Image; import java.awt.Toolkit; public class Scene { Graphics g2d; Component c; boolean loaded = false; public Scene(Graphics2D gr, Component co) { g2d = gr; c = co; } public void getScene(String mapName) { Toolkit tk = Toolkit.getDefaultToolkit(); Image tile = tk.getImage(this.getClass().getResource("dirt.png")); // g2d.setColor(Color.red); for (int y = 0; y <= 18; y++) { for (int x = 0; x <= 18; x += 1) { g2d.drawImage(tile, x * 32, y * 32, c); } } loaded = true; } }

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  • User Produtivity Kit - Powerful Packages (Part 1)

    - by [email protected]
    User Productivity Kit provides the ability to create a variety of content types including robust topics on system process and web pages with formatted text and graphics. There are times when you want to enhance content with media types not naively created by User Productivity Kit, media types such as video, custom animations, forms, and more. One method of doing this is to maintain these media files on a web server - separate from the User Productivity Kit player content and link to the files using absolute URLs such as http://myserver/overview.html. While this will get you going, you won't benefit from the content management capabilities of the UPK Developer. Features such as check-in / check-out, history, document properties, folder permissions and more are not available to this external content. Further, if you ever need to move that content to a server with a different name or domain, you'd need to update all your links. UPK version 3.1 introduced a new document type - the package. A package is a group of folders and files that you manage in the Developer library as a single document. These package documents work in the same manner as any other document in the library and you can use all of the collaborative content development features you see with other document types. Packages can be used for anything from single Word documents, PDF files, and graphics to more intricate sets of inter-related files commonly seen with HTML files and their graphics, style sheets, and JavaScript files. The structure of the files and folders within a package will always be preserved so this means that any relative links between files in the package will work. For example, an HTML file containing an image tag with a relative link to a graphic elsewhere in the same package will continue to function properly both when viewed in the Developer and when published to outputs such as the UPK Player. Once you start to use packages, you'll soon discover that there is a lot of existing content that can be re-purposed by placing it into UPK packages. Packages are easily created by selecting File...New...Package. Files can be added in a number of ways including the "Add Files" button, copy & paste from Windows Explorer, and drag & drop. To use one of the files in the package, just create a link to the file in the package you want to target. This is supported throughout the Developer in places such as section & topic concepts, frame links and hyperlinks in web pages. A little more challenging is determining how to structure packages in your library. As I mentioned earlier, a package can contain anything from a single file to dozens of files and folders. So what should you do? You could create a package for each file. You could create one package for all your files. But which one is right? Well, there's not a right and wrong answer to this question. There are advantages and disadvantages to each. The right decision will be influenced by the package files themselves, the structure of the content in the library, the size and working style of the development team, how content is shared between different outlines and more. The first consideration can be assessed the quickest. If the content to be placed in the package is composed of multiple files and those files reference each other, they should be in the same package. There are loads of examples of this type of content. HTML files with graphics and style sheets, HTML files with embedded Flash movies, and Word documents saved as HTML are all examples where the content is composed of multiple files and the files reference each other in some way. Content like this should always be placed in a singe package such that these relative links between the files are preserved and play properly in the UPK Player. In upcoming posts, I'll explain additional considerations.

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  • Vertical Scrolling In Tile Based XNA Platformer

    - by alec100_94
    I'm making a 2D platformer in XNA 4.0. I have created a working tile engine, which works well for my purposes, and Horizontal Scrolling works flawlessly, however I am having great trouble with Vertical scrolling. I Basically want the camera to scroll up (world to scroll down) when the player reaches a certain Y co-ordinate, and I would also like to automatically scroll back down if coming down, and that co-ordinate is passed. My biggest problem is I have no real way of detecting the direction the player is moving in using only the Y Co-ord. Here Is My Code Code For The Camera Class (which appears to be a very different approach to most camera classes I have seen). using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; namespace Marvin { class Camera : TileEngine { public static bool startReached; public static bool endReached; public static void MoveRight(float speed = 2) { //Moves The Position of Each Tile Right foreach (Tile t in tiles) { if(t!=null) { t.position.X -= speed; } } } public static void MoveLeft(float speed = 2) { //Moves The Position of Each Tile Right foreach (Tile t in tiles) { if(t!=null) { t.position.X += speed; } } } public static void MoveUp(float speed = 2) { foreach (Tile t in tiles) { if(t!=null) { t.position.Y += speed; } } } public static void MoveDown(float speed = 2) { foreach (Tile t in tiles) { if(t!=null) { t.position.Y -= speed; } } } public static void Restrain() { if(tiles.Last().position.X<Main.graphics.PreferredBackBufferWidth-tiles.Last().size.X) { MoveLeft(); endReached = true; } else { endReached = false; } if(tiles[1].position.X>0) { MoveRight(); startReached = true;} else { startReached = false; } } } } Here is My Player Code for Left and Right Scrolling/Moving if (Main.currentKeyState.IsKeyDown(Keys.Right)) { Camera.MoveRight(); if(Camera.endReached) { MoveRight(2); } else { if(marvin.GetRectangle().X!=Main.graphics.PreferredBackBufferWidth-(marvin.GetRectangle().X+marvin.GetRectangle().Width)) { MoveRight(2); Camera.MoveLeft(); } } } if(Main.currentKeyState.IsKeyDown(Keys.Left)) { Camera.MoveLeft(); if(Camera.startReached) { MoveLeft(2); } else { if(marvin.GetRectangle().X!=Main.graphics.PreferredBackBufferWidth-(marvin.GetRectangle().X+marvin.GetRectangle().Width)) { MoveLeft(2); Camera.MoveRight(); } } } Camera.Restrain(); if(marvin.GetRectangle().X>Main.graphics.PreferredBackBufferWidth-marvin.GetRectangle().Width) { MoveLeft(2); } if(marvin.GetRectangle().X<0) { MoveRight(2); } And Here Is My Player Jumping/Falling Code which may cause some conflicts with the vertical camera movement. if (!jumping) { if(!TileEngine.TopOfTileCollidingWith(footBounds)) { MoveDown(5); } else { if(marvin.GetRectangle().Y != TileEngine.LastPlatformStoodOnTop()-marvin.GetRectangle().Height) { float difference = (TileEngine.LastPlatformStoodOnTop()-marvin.GetRectangle().Height) - (marvin.GetRectangle().Y); marvin.SetRectangle(marvin.GetRectangle().X,(int)(marvin.GetRectangle().Y+difference)); armR.SetRectangle(armR.GetRectangle().X,(int)(armR.GetRectangle().Y+difference)); armL.SetRectangle(armL.GetRectangle().X,(int)(armL.GetRectangle().Y+difference)); eyeL.SetRectangle(eyeL.GetRectangle().X,(int)(eyeL.GetRectangle().Y+difference)); eyeR.SetRectangle(eyeR.GetRectangle().X,(int)(eyeR.GetRectangle().Y+difference)); } } } if (Main.currentKeyState.IsKeyDown(Keys.Up) && Main.previousKeyState.IsKeyUp(Keys.Up) && TileEngine.TopOfTileCollidingWith(footBounds)) { jumping = true; } if(jumping) { if(TileEngine.LastPlatformStoodOnTop()>0 && (TileEngine.LastPlatformStoodOnTop() - footBounds.Bottom)<120) { MoveUp(5); } else { jumping = false; } } All player code I have tried for vertical movements has failed, or caused weird results (like falling through platforms), and most have been a variation on the method I described above, hence I have not included it. I would really appreciate some help implementing a simple vertical scrolling into this game, Thanks.

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  • C# Check if character exists in encoding

    - by Alvin Wong
    I am writing a program that a part renders a bitmap font in CP437. In a function that renders the text with I want to be able to check whether a char is available in CP437 before the encoding conversion, like: public static void DrawCharacter(this Graphics g, char c) { if (char_exist_in_encoding(Encoding.GetEncoding(437), c) { byte[] src = Encoding.Unicode.GetBytes(c.ToString()); byte[] dest = Encoding.Convert(Encoding.Unicode, Encoding.GetEncoding(437), src); DrawCharacter(g, dest[0]); // Call the void(this Graphics, byte) overload } } Without the check, any characters outside CP437 will result in a '?' (63, 0x3F). I want to hide any invalid characters completely. Is there an implementation of char_exist_in_encoding other than the following stupid approach? public static bool char_exist_in_encoding(Encoding e, char c) { if (c == '?') return true; byte[] src = Encoding.Unicode.GetBytes(c.ToString()); byte[] dest = Encoding.Convert(Encoding.Unicode, Encoding.GetEncoding(437), src); if (dest[0] == 0x3F) return false; return true; } Perhaps not very relevant, but the bitmap is created like this: Bitmap b = new Bitmap(256 * 8, 16); Graphics g = Graphics.FromImage(b); g.TextRenderingHint = System.Drawing.Text.TextRenderingHint.SingleBitPerPixelGridFit; Font f = new Font("Whatever 8x16 bitmap font", 16, GraphicsUnit.Pixel); for (byte i = 0; i < 255; i++) { byte[] arr = Encoding.Convert(Encoding.GetEncoding(437), Encoding.Unicode, new byte[] { i }); char c = Encoding.Unicode.GetChars(arr)[0]; g.DrawString(c.ToString(), f, Brushes.Black, i * 8 - 3, 0); // Don't know why it needs a 3px offset } b.Save(@"D:\chars.png");

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

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

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  • Problem with using APACHE-POI to convert PPT to Image

    - by SpawnCxy
    Hi all, I got a problem when I try to use Apache POI project to convert my PPT to Images.My code as follows: FileInputStream is = new FileInputStream("test.ppt"); SlideShow ppt = new SlideShow(is); is.close(); Dimension pgsize = ppt.getPageSize(); Slide[] slide = ppt.getSlides(); for (int i = 0; i < slide.length; i++) { BufferedImage img = new BufferedImage(pgsize.width, pgsize.height, BufferedImage.TYPE_INT_RGB); Graphics2D graphics = img.createGraphics(); //clear the drawing area graphics.setPaint(Color.white); graphics.fill(new Rectangle2D.Float(0, 0, pgsize.width, pgsize.height)); //render slide[i].draw(graphics); //save the output FileOutputStream out = new FileOutputStream("slide-" + (i+1) + ".png"); javax.imageio.ImageIO.write(img, "png", out); out.close(); It works fine except that all Chinese words are converted to some squares.The png image I got is like following image: Then how can I fix this?Thanks in advance!

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  • Overriding Only Some Default Parameters in ActionScript

    - by TheDarkIn1978
    i have a function which has all optional arguments. is it possible to override a an argument of a function without supplying the first? in the code below, i'd like to keep most of the default arguments for the drawSprite function, and only override the last argument, which is the sprite's color. but how can i call the object? DrawSprite(0x00FF00) clearly will not work. //Main Class package { import DrawSprite; import flash.display.Sprite; public class Start extends Sprite { public function Start():void { var myRect:DrawSprite = new DrawSprite(0x00FF00) addChild(myRect); } } } //Draw Sprite Class package { import flash.display.Sprite; import flash.display.Graphics; public class DrawSprite extends Sprite { private static const DEFAULT_WIDTH:Number = 100; private static const DEFAULT_HEIGHT:Number = 200; private static const DEFAULT_COLOR:Number = 0x000000; public function DrawSprite(spriteWidth:Number = DEFAULT_WIDTH, spriteHeight:Number = DEFAULT_HEIGHT, spriteColor:Number = DEFAULT_COLOR):void { graphics.beginFill(spriteColor, 1.0); graphics.drawRect(0, 0, spriteWidth, spriteHeight); graphics.endFill(); } } }

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  • A generic error in GDI+ with ToolStrip in ManagerRenderMode

    - by volody
    I have a vb.net form with ToolStrip menu RenderMode - ManagerRenderMode LayoutStyle - HorizontalStackWithOverflow My development environment is .net 4.0, VS2010, windows 7 x64; but occasionally I am getting next error A generic error occurred in GDI+. Stacktrace: at System.Drawing.Graphics.CheckErrorStatus(Int32 status) at System.Drawing.Graphics.FillRectangle(Brush brush, Int32 x, Int32 y, Int32 width, Int32 height) at System.Drawing.Graphics.FillRectangle(Brush brush, Rectangle rect) at System.Windows.Forms.ToolStripProfessionalRenderer.FillWithDoubleGradient(Color beginColor, Color middleColor, Color endColor, Graphics g, Rectangle bounds, Int32 firstGradientWidth, Int32 secondGradientWidth, LinearGradientMode mode, Boolean flipHorizontal) at System.Windows.Forms.ToolStripProfessionalRenderer.RenderToolStripBackgroundInternal(ToolStripRenderEventArgs e) at System.Windows.Forms.ToolStripProfessionalRenderer.OnRenderToolStripBackground(ToolStripRenderEventArgs e) at System.Windows.Forms.ToolStripRenderer.DrawToolStripBackground(ToolStripRenderEventArgs e) at System.Windows.Forms.ToolStrip.OnPaintBackground(PaintEventArgs e) at System.Windows.Forms.Control.PaintWithErrorHandling(PaintEventArgs e, Int16 layer) at System.Windows.Forms.Control.WmPaint(Message& m) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.ScrollableControl.WndProc(Message& m) at System.Windows.Forms.ToolStrip.WndProc(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

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  • Unable to load images into each MC?

    - by Hwang
    The images only loads into the last MC, how to make it load into each MC? private function imageHandler():void { imageBox=new MovieClip(); imageBox.graphics.lineStyle(5, 0xFFFFFF); imageBox.graphics.beginFill(0xFF0000); imageBox.graphics.drawRect(0,0,150,225); imageBox.graphics.endFill(); allImage.addChild(imageBox); } private function getPhoto():void { for (i=0; i<myXMLList.length(); i++) { placePhoto(); imageHandler(); imagesArray.push(imageBox); imagesArray[i].x=20+(200*i); } addChild(allImage); allImage.x=-(allImage.width+20); allImage.y=-(allImage.height+50); } private function placePhoto():void { loadedPic=myXMLList[i].@PIC; galleryLoader = new Loader(); galleryLoader.load(new URLRequest(loadedPic)); galleryLoader.contentLoaderInfo.addEventListener(Event.COMPLETE,picLoaded); } private function picLoaded(event:Event):void { bmp=new Bitmap(event.target.content.bitmapData); bmp.smoothing=true; imageBox.addChild(bmp); }

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  • Getting each loaded image

    - by Hwang
    The images only loads into the last MC, how to make it load into each MC? private function imageHandler():void { imageBox=new MovieClip(); imageBox.graphics.lineStyle(5, 0xFFFFFF); imageBox.graphics.beginFill(0xFF0000); imageBox.graphics.drawRect(0,0,150,225); imageBox.graphics.endFill(); allImage.addChild(imageBox); } private function getPhoto():void { for (i=0; i<myXMLList.length(); i++) { placePhoto(); imageHandler(); imagesArray.push(imageBox); imagesArray[i].x=20+(200*i); } addChild(allImage); allImage.x=-(allImage.width+20); allImage.y=-(allImage.height+50); } private function placePhoto():void { loadedPic=myXMLList[i].@PIC; galleryLoader = new Loader(); galleryLoader.load(new URLRequest(loadedPic)); galleryLoader.contentLoaderInfo.addEventListener(Event.COMPLETE,picLoaded); } private function picLoaded(event:Event):void { var bmpD=event.target.content.bitmapData for (j; j<myXMLList.length(); j++) { bmp=new Bitmap(bmpD); bmp.smoothing=true; bmp.name="bmp"+j; imagesArray[j].addChild(bmp); } }

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  • WatiN NativeElement.GetElementBounds() - What is the unit of measurement?

    - by Brian Schroer
    When I'm testing with WatiN, I like to save screenshots. Sometimes I don't really need a picture of the whole browser window though - I just want a picture of the element that I'm testing. My attempt to save a picture of an element with the code below resulted in a picture of a block box, because elementBounds.Top points to a pixel position way past the bottom of the screen. The elementBounds.Width and .Height values also appear to be about half what they should be. Is this a WatiN bug, or are these properties in a different unit of measure that I have to convert to pixels somehow? public static void SaveElementScreenshot (WatiN.Core.IE ie, WatiN.Core.Element element, string screenshotPath) { ScrollIntoView(ie, element); ie.BringToFront(); var ieClass = (InternetExplorerClass) ie.InternetExplorer; Rectangle elementBounds = element.NativeElement.GetElementBounds(); int left = ieClass.Left + elementBounds.Left; int top = ieClass.Top + elementBounds.Top; int width = elementBounds.Width; int height = elementBounds.Height; using (var bitmap = new Bitmap(width, height)) { using (Graphics graphics = Graphics.FromImage(bitmap)) { graphics.CopyFromScreen (new Point(left, top), Point.Empty, new Size(width, height)); } bitmap.Save(screenshotPath, ImageFormat.Jpeg); } }

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  • Java Swing NullPointerException when drawing

    - by juFo
    I'm using a custom JLayeredPane. I have several Shapes which needed to be drawn on different layers in the JLayeredPane. To test this I create a JPanel and ask its graphics. Then I draw a test rectangle on that JPanel (preparing the graphics) and in my paintComponent method from the JLayeredPane I finally draw everything. But this fails (NullPointerException). public class MyCustomPanel extends JLayeredPane { // test JPanel testpane; Graphics g2; // test // constructor public MyCustomPanel() { testpane = new JPanel(); this.add(testpane, new Integer(14)); g2 = testpane.getGraphics(); } @Override public void paintComponent(Graphics g) { super.paintComponent(g); g2.drawRect(10, 10, 300, 300); } } // run: //Exception in thread "AWT-EventQueue-0" java.lang.NullPointerException // at view.MyCustomPanel.paintComponent(MyCustomPanel.java:65) Why can't I draw on such a JPanel from within my JLayeredPane? I can draw directly on my JLayeredPane from within my paintComponent method but that's on the default Panel from the JLayeredPane. I need to create and draw on several layers which are added in my JLayeredPane. What am I doing wrong? :s

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  • iphone certain PDFs rendering as black image

    - by skantner
    I'm trying to draw the pages of a PDF using the code below. Some PDF's render correctly, but others simply show as a completely black image, or have partial portions rendered and the rest black. In comparing what's going on, the ones that show OK seem to have always have "regular" text in them along with some graphics (diagrams, etc.), while the ones that come out black are typically all graphics (like a page of sheet music, for example). Can anyone point me in the right direction on this? I building this on the new 3.2 SDK. Thanks! // PDF page drawing expects a Lower-Left coordinate system, so we flip the coordinate system // before we start drawing. CGContextTranslateCTM(context, 0.0, self.bounds.size.height); CGContextScaleCTM(context, 1.0, -1.0); // Grab the first PDF page CGPDFPageRef page = CGPDFDocumentGetPage(myPDF, pageNo); // We're about to modify the context CTM to draw the PDF page where we want it, so save the graphics state in case we want to do more drawing CGContextSaveGState(context); // CGPDFPageGetDrawingTransform provides an easy way to get the transform for a PDF page. It will scale down to fit, including any // base rotations necessary to display the PDF page correctly. CGAffineTransform pdfTransform = CGPDFPageGetDrawingTransform(page, kCGPDFCropBox, self.bounds, 0, true); // And apply the transform. CGContextConcatCTM(context, pdfTransform); // Finally, we draw the page and restore the graphics state for further manipulations! CGContextDrawPDFPage(context, page); CGContextRestoreGState(context);

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  • C# : changing listbox row color?

    - by Meko
    HI. I am trying to changing backround colorof some rows on listbox.I have 2 list that one has all names and it shown on listbox.And second list has some same value with first list.I want to show that when clicking button it will search in listbox and in second list then will change color where found value. I may search in list box like for (int i = 0; i < listBox1.Items.Count; i++) { for (int j = 0; j < students.Count; j++) if (listBox1.Items[i].ToString().Contains(students[j].ToString())) { } } But I don't know which method to change appearances of row.Any help? *EDIT: * HI I made my code like private void ListBox1_DrawItem(object sender, DrawItemEventArgs e) { e.DrawBackground(); Graphics g = e.Graphics; Brush myBrush = Brushes.Black; Brush myBrush2 = Brushes.Red; g.FillRectangle(new SolidBrush(Color.Silver), e.Bounds); e.Graphics.DrawString(listBox1.Items[e.Index].ToString(), e.Font, myBrush, e.Bounds, StringFormat.GenericDefault); for (int i = 0; i < listBox1.Items.Count; i++) { for (int j = 0; j < existingStudents.Count; j++) if (listBox1.Items[i].ToString().Contains(existingStudents[j])) { e.Graphics.DrawString(listBox1.Items[i].ToString(), e.Font, myBrush2, e.Bounds, StringFormat.GenericDefault); } } e.DrawFocusRectangle(); } Now it draws my list on listbox.But when I click button first it shows only student that in list with red color but when I click on listbox it again draws all elements.I want that it will show all element ,when I click button it will show all elements and founded element in list with red color.Whre is my mistake?

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  • Capturing window image in windows server 2008

    - by Sergey Osypchuk
    I am capturing output of windows program using following function: public static Bitmap Get(IntPtr hWnd, int X1, int Y1, int width, int height) { WINDOWINFO winInfo = new WINDOWINFO(); bool ret = GetWindowInfo(hWnd, ref winInfo); if (!ret) { return null; } int curheight = height; if (curheight <= 0 || curheight > winInfo.rcWindow.Height) curheight = winInfo.rcWindow.Height; int curwidth = width; if (curwidth <= 0 || curwidth > winInfo.rcWindow.Width) curwidth = winInfo.rcWindow.Width; if (curheight == 0 || curwidth == 0) return null; Graphics frmGraphics = Graphics.FromHwnd(hWnd); IntPtr hDC = GetWindowDC(hWnd); //gets the entire window //IntPtr hDC = frmGraphics.GetHdc(); -- gets the client area, no menu bars, etc.. System.Drawing.Bitmap tmpBitmap = new System.Drawing.Bitmap(curwidth, curheight, frmGraphics); Graphics bmGraphics = Graphics.FromImage(tmpBitmap); IntPtr bmHdc = bmGraphics.GetHdc(); BitBlt(bmHdc, 0, 0, curwidth, curheight, hDC, X1, Y1, TernaryRasterOperations.SRCCOPY); bmGraphics.ReleaseHdc(bmHdc); ReleaseDC(hWnd, hDC); return tmpBitmap; } On Development environment everything is excellent, but on windows server 2008 I have following issues: 1) When there is other window in front my - it is getting captured as well 2) When there is no user connected to RDC - image is black On other hand, I am able to render webpage images using IE. How I can change behaviour of windows rendering process to get proper results?

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  • image not loading

    - by Delirium tremens
    trying to run the code // Create a label with an image Image image = new Image(display, "interspatial.gif"); Label imageLabel = new Label(shell, SWT.NONE); imageLabel.setImage(image); is giving me the error message Exception in thread "main" org.eclipse.swt.SWTException: i/o error (java.io.FileNotFoundException: interspatial.gif (O sistema não pode encontrar o arquivo especificado)) at org.eclipse.swt.SWT.error(Unknown Source) at org.eclipse.swt.SWT.error(Unknown Source) at org.eclipse.swt.graphics.ImageLoader.load(Unknown Source) at org.eclipse.swt.graphics.ImageDataLoader.load(Unknown Source) at org.eclipse.swt.graphics.ImageData.<init>(Unknown Source) at org.eclipse.swt.graphics.Image.<init>(Unknown Source) at examples.ch5.LabelExample.main(LabelExample.java:31) Caused by: java.io.FileNotFoundException: interspatial.gif (O sistema não pode encontrar o arquivo especificado) at java.io.FileInputStream.open(Native Method) at java.io.FileInputStream.<init>(FileInputStream.java:106) at java.io.FileInputStream.<init>(FileInputStream.java:66) at org.eclipse.swt.internal.Compatibility.newFileInputStream(Unknown Source) ... 5 more Additional information: In Eclipse, I had expanded Chapter05, then examples.ch5, then right-clicked LabelExample.java, then chose Run As, then 1 Java Application. I tried placing interspatial.gif in the Chapter05 dir, the examples dir, the ch5 dir and the images dir (probably related to an other source code from the same chapter). There is "a package examples.ch5;" line in the beginning of the file. Why is the image not loading?

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  • Vertex Buffers in opengl

    - by JB
    I'm making a small 3d graphics game/demo for personal learning. I know d3d9 and quite a bit about d3d11 but little about opengl at the moment so I'm intending to abstract out the actual rendering of the graphics so that my scene graph and everything "above" it needs to know little about how to actually draw the graphics. I intend to make it work with d3d9 then add d3d11 support and finally opengl support. Just as a learning exercise to learn about 3d graphics and abstraction. I don't know much about opengl at this point though, and don't want my abstract interface to expose anything that isn't simple to implement in opengl. Specifically I'm looking at vertex buffers. In d3d they are essentially an array of structures, but looking at the opengl interface the equivalent seems to be vertex arrays. However these seem to be organised rather differently where you need a separate array for vertices, one for normals, one for texture coordinates etc and set the with glVertexPointer, glTexCoordPointer etc. I was hoping to be able to implement a VertexBuffer interface much like the the directx one but it looks like in d3d you have an array of structures and in opengl you need a separate array for each element which makes finding a common abstraction quite hard to make efficient. Is there any way to use opengl in a similar way to directx? Or any suggestions on how to come up with a higher level abstraction that will work efficiently with both systems?

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  • How come drawing this line at (0,0) doesn't really draw it at (0,0)?

    - by George Edison
    I have this ActionScript code here: package { import flash.display.Sprite; import flash.display.LineScaleMode; import flash.display.CapsStyle; import flash.display.JointStyle; import flash.display.Shape; import flash.events.Event; public class Main extends Sprite { private var lines:Shape; public function Main():void { if (stage) init(); else addEventListener(Event.ADDED_TO_STAGE, init); } private function init(e:Event = null):void { removeEventListener(Event.ADDED_TO_STAGE, init); // entry point lines = new Shape(); addChild(lines); lines.graphics.clear(); lines.graphics.lineStyle(10, 0x000000); lines.graphics.moveTo(0, 0); lines.graphics.lineTo(stage.stageWidth, stage.stageHeight); } } } What I'm expecting this to do is to draw a line from one corner of the screen to the other... but that's not what it does. See here.

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  • How to give a textbox a fixed width of 17,5 cm?

    - by Natrium
    I have an application with a textbox, and the width of the textbox on the screen must always be 17,5 centimeters on the screen of the user. This is what I tried so far: const double centimeter = 17.5; // the width I need const double inches = centimeter * 0.393700787; // convert centimeter to inches float dpi = GetDpiX(); // get the dpi. 96 in my case. var pixels = dpi*inches; // this should give me the amount of pixels textbox1.Width = Convert.ToInt32(pixels); // set it. Done. private float GetDpiX() { floar returnValue; Graphics graphics = CreateGraphics(); returnValue = graphics.DpiX; graphics.Dispose(); // don’t forget to release the unnecessary resources return returnValue; } But this gives me different sizes with different resolutions. It gives me 13 cm with 1680 x 1050 and 19,5 cm with 1024 x 768. What am I doing wrong?

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  • how to make the printer window appear using vb.net 2010

    - by Jeline Esase
    hi I have this code that will send my panel into a printer but the problem is it doesent let me choose which printer I will use any idea on how can I make the printer window appear? thanks Public Class Form1 Dim img As Bitmap Dim WithEvents pd As PrintDocument 'Returns the Form as a bitmap Function CaptureForm1() As Bitmap Dim g1 As Graphics = Me.CreateGraphics() Dim MyImage = New Bitmap(Me.ClientRectangle.Width, (Me.ClientRectangle.Height), g1) Dim g2 As Graphics = Graphics.FromImage(MyImage) Dim dc1 As IntPtr = g1.GetHdc() Dim dc2 As IntPtr = g2.GetHdc() BitBlt(dc2, 0, 0, Me.ClientRectangle.Width, (Me.ClientRectangle.Height), dc1, 0, 0, 13369376) g1.ReleaseHdc(dc1) g2.ReleaseHdc(dc2) 'saves image to c drive just, u can comment it also 'MyImage.Save("c:\abc.bmp") Return MyImage End Function <DllImport("gdi32.DLL", EntryPoint:="BitBlt", _ SetLastError:=True, CharSet:=CharSet.Unicode, _ ExactSpelling:=True, _ CallingConvention:=CallingConvention.StdCall)> _ Private Shared Function BitBlt(ByVal hdcDest As IntPtr, ByVal nXDest As Integer, ByVal nYDest As Integer, ByVal nWidth As Integer, ByVal nHeight As Integer, ByVal hdcSrc As IntPtr, ByVal nXSrc As Integer, ByVal nYSrc As Integer, ByVal dwRop As System.Int32) As Boolean ' Leave function empty - DLLImport attribute forwards calls to MoveFile to ' MoveFileW in KERNEL32.DLL. End Function Private Sub Button1_Click(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles Button1.Click img = CaptureForm1() pd = New PrintDocument pd.Print() End Sub 'this method will be called each time when pd.printpage event occurs Sub pd_PrintPage(ByVal sender As Object, ByVal e As PrintPageEventArgs) Handles pd.PrintPage Dim x As Integer = e.MarginBounds.X Dim y As Integer = e.MarginBounds.Y e.Graphics.DrawImage(img, x, y) e.HasMorePages = False End Sub End Class

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  • certain BitMapData types dont work in a beginBitmapFill() method.

    - by numerical25
    Say I loaded a bitMap into a bitmapData type called tileImage. tileImage = Bitmap(loader.content).bitmapData; say I decided to add that bitmap into a sprite like below this.graphics.beginBitmapFill(tileImage ); this.graphics.drawRect(0, 0,tWidth ,tHeight ); It would of course work. But say If I decided to add tileImage into a another bitMapData type like below var tImage:BitmapData = new BitmapData(30,30); tImage.copyPixels(tileImage,tRect,tPoint); and I then added tImage to my sprite this.graphics.beginBitmapFill(tImage); this.graphics.drawRect(0, 0,tWidth ,tHeight ); I then get the following error ArgumentError: Error #2015: Invalid BitmapData. tRect and tPoint are all predefined and set. tRect x and y are 0,0 and the width and height are 30x30. tPoint is 0,0 as well. Yes I understand that this is a very brief explanation but I wanted to elaborate that a bitMapdata type that has its data from the copypixel method does not work with beginBitmapFill. but a varible that gets its data straigt from the source, does. One works, and one doesnt, yet they are both the same data types. why is this ?

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