draw

IOS UIImage Image upside down

生来就可爱ヽ(ⅴ<●) 提交于 2019-12-05 23:39:38
问题 if i draw my image I fixed the problem use CGAffintrasform CGAffineTransform myTr = CGAffineTransformMake(1, 0, 0, -1, 0, backImage.size.height); CGContextConcatCTM(context, myTr); [backImage drawInRect:CGRectMake(cbx, -cby, backImage.size.width, backImage.size.height)]; myTr = CGAffineTransformMake(1, 0, 0, -1, 0, backImage.size.height); CGContextConcatCTM(context, myTr); when i wanna write to file i use this NSData *imageData = UIImageJPEGRepresentation(backImage, 0); then Image upside down

How to create Paint-like app with XNA?

微笑、不失礼 提交于 2019-12-05 22:26:35
The issue of programmatically drawing lines using XNA has been covered here . However, I want to allow a user to draw on a canvas as one would with a drawing app such as MS Paint. This of course requires each x and/or y coordinate change in the mouse pointer position to result in another "dot" of the line being drawn on the canvas in the crayon color in real time. In the mouse move event, what XNA API considerations come into play in order to draw the line point by point? Literally, of course, I'm not drawing a line as such, but rather a sequence of "dots". Each "dot" can, and probably should,

How to Draw in fragment?

心已入冬 提交于 2019-12-05 21:29:32
I have created Actionbar for my app with viewpager and it works properly. Now I want to draw some objects on each fragment. Can anyone suggest a good tutorial or sample code on how to draw on fragment. I can draw objects on my view when myclass extends Activity but I don't know what to do when it extends Fragment. I have tried this code till now but it does not work public class MoviesFragment extends Fragment { ImageView imageView; Bitmap bitmap; Bitmap bit; Canvas canvas; Paint paint; public class DrawView extends View { Paint paint = new Paint(); public DrawView(Context context) { super

Draw a tree or organization chart from parent child data

半城伤御伤魂 提交于 2019-12-05 19:16:24
I have parent-child information in a table with GroupID (TreeID.) From this table I want to derive something like this: The purpose of drawing a tree is for viewing only. The table has thousands of groupID/tree structures. I am using the .NET platform. How should I proceed? create table parent_child (GroupID varchar(100) null, Level varchar(100) null, Name varchar(100) null, ID varchar(100) null, ParentID varchar(100) null, Top_Parent varchar(100) null) insert into parent_child (GroupID,Level, Name,ID,ParentID,Top_Parent) values ('1234', '4', 'James', '6712', '921', '1005'), ('1234', '3',

What is the fastest way to draw a 2D array of color triplets on screen?

柔情痞子 提交于 2019-12-05 18:56:32
问题 The target language is C/C++ and the program has only to work on Linux, but platform independent solutions are preferred obviously. I run Xorg, XVideo and OpenGL are available. How many FPS can I expect on 1024x768 on an Intel Core 2 Duo with Intel graphics? (ONLY drawing counts, consider the arrays to be ready in RAM; no precise prognosis needed) 回答1: The fastest way to draw a 2D array of color triplets: Use float ( not byte, not double) storage. Each triplet consists of 3 floats from 0.0 to

Get text of view (button)

南笙酒味 提交于 2019-12-05 18:33:41
I have two column in relative layout. both column have few button with text. I want to draw a line using finger which join the button. Take the example of "match the following" like A ------------------- A. Above things are done. Now i want to get the text of button from where user start drawing the line and end the line. In above case is "A". Could any one please help me out. I want to get the text with Orange circle when user start drawing the line from finger and then text of the green circle when user stop the line draw from finger. Text showing inside the circle are button only. I am

WebView doesn't get drawn, WARN/webcore(5336): Can't get the viewWidth after the first layout

流过昼夜 提交于 2019-12-05 14:30:22
My app has a view that gets added to activity programmatically using this code: RelativeLayout.LayoutParams layoutParams = new RelativeLayout.LayoutParams(480, 75); RelativeLayout parent = (RelativeLayout)mMyView.getParent(); if (parent != null) { parent.removeView(mMyView); } activity.addContentView(mMyView, layoutParams);` After pressing the Back Button, which ofcourse calls OnDestroy(), and running the app again, I don't see the View get drawn on the screen, and I get this warning on DDMS when it tries to draw it: WARN/webcore(5336): Can't get the viewWidth after the first layout It's worth

Can't draw() sprites in pyglet

。_饼干妹妹 提交于 2019-12-05 12:57:36
For some reason, I can't get pyglet to draw sprites. Here's my code: import pyglet game = pyglet.window.Window(640, 480, "I'm a window") batch = pyglet.graphics.Batch() pyglet.resource.path = ["."] pyglet.resource.reindex() image = pyglet.resource.image("hextile.png") pyglet.sprite.Sprite(image, x=200, y=300, batch=batch) pyglet.text.Label('DING', font_name='Arial', font_size=24, x=100, y=100, batch=batch) @game.event def on_draw(): game.clear() batch.draw() #image.blit(0, 0) pyglet.app.run() Now, when I draw the batch, the text label is shown correctly. I see "DING" on the window. However,

Unwanted Warp effect drawing text on path android

非 Y 不嫁゛ 提交于 2019-12-05 10:20:16
问题 I do some tests on drawing text on path. I made a background picture by setting bitmap to the canvas. Then, I draw text on a path to canvas, rotated by matrix. I have to shorten the code, I will only post the important part because it is too long. This images shown below are cropped with gimp, so don´t be irritated by the different sizes. My Rect, Path and Matrix objects: RectF drawTextOval; Path drawTextPath; Matrix mDrawnMatrix; Now, this is what I am doin to draw text on circle path:

Override onDraw() or draw()?

孤者浪人 提交于 2019-12-05 09:47:10
问题 My project is based on surfaceView and up until now I've had all of my rendering in onDraw which I am overriding. All seemed to be OK. However, I've just updated my SDK and now it gives me an error telling me: Suspicious method call; should probably call "draw" rather than "onDraw" Could someone please explain the difference between these two? I've read some similar questions around the net but I've not found an explanation that I understand. Thanks 回答1: SurfaceView.draw() basically calls