codenameone - how to draw an image with graphics - codenameone

i need your help very much indeed.
I am new in codenameone and i am trying to implement a basic example like, drawing an image with a graphic. i only find some incomplete example and basic idea about drawing an image and i can not do what i want. I need an example from the scratch
When i run the compiler the image is not drawn. I do not know if i have to do something before with the img variable, if so would u please right the code
//this the class i call painel
static Image img;
public void paint(Graphcs g)
{
try
{
img.createImage("fundo.jpg");
g.drawImage(img, 10, 10);
}
cathc(IOException ex)
{
}
}

It seems catch is misspelled so I'm guessing that the code isn't copied and pasted.
You are opening an image incorrectly (wrong path and ideally you should have gotten it from the resource file) which should throw an exception. Doing it within the paint loop would be really slow to boot.
I suggest going over the developer guide in the website and one or more of the tutorials.

Related

Camera will not move in OpenGL

I am having problems with using a camera in OpenGL/freeGLUT. Here is my code:
http://pastebin.com/VCi3Bjq5
(For some reason, when I paste the code into the code feature on this site, it gives extremely weird output.)
As far as I can tell this should rotate the camera when arrow keys are pressed - but it does nothing. It also seems that even the initial camera position is wrong. Any clue why this is?
The display function is only called once. You need to either set an idle function with glutIdleFunc() or tell GLUT that the display function must be called again with glutPostRedisplay().

Load an Image in Multiple movie clips using as3

I am really curious of asking a particular question to everyone of you. I am creating an Application in flash that is lot similar to this Application Zazzle Case Cover
I am almost ready with what i was supposed to do and How i have to do. But, still i am ain't a very big Tech_geek to handle all these . I list out some of the things which i could`nt achieve. Kindly help me if possible.
I know that inorder to load unlimited number of images in a Movie Clip, we need Array. But to go with it, I am not sure of framing it properly.
I have Merged certain codings from internet and encoded it to act as the Application in that Site for a Single image in a Single view, but when i try to add child or make it display the same image in all other views i can't frame the coding. It is not behaving properly .
Last but not the Least, I am confused of displaying the Bitmap data in as3... I wanted to show the Uploaded Panel Image in the below thmbnail area but i am not so sure of it.
The Questionnaire format of the Above problems are
How to upload unlimited number of images in a Movie Clip using Array ?
Is it is possible to Display the same image in two Movie Clips simultaneously using addChild ?
I had lots of blah and blah but this area plays the 2nd Question and even Answer for it. But i am ain't sure revealing the Answer.
function onMovieClipLoaderComplete(event:Event):void
{
// Hide progress bar
progressBar.visible=false;
var loadedContent:DisplayObject=event.target.content;
var loader:Loader=event.target.loader as Loader;
loadedContent.x=-37.625;
loadedContent.y=-37.625;
loadedContent.width=75.25;
loadedContent.height=75.25;
trace("loadedContent.width="+loadedContent.x);
trace("loadedContent.height="+loadedContent.y);
mcOnStage=true;
con1.container.addChild(loader);
clears.addEventListener(MouseEvent.CLICK, removeMC);
function removeMC(MouseEvent):void {
trace("Its Removed");
if (mcOnStage )
{
con1.container.removeChild(loader);
con1.textcontainer.removeChild(txt);
mcOnStage=false;
}
}
}
"con1.container.addChild(loader);"
Can i add "con1.container2.addChild(loader);" for the same loaded image.
How to Clone a Movieclip's Bitmap data and Display it in another area or Movieclip ???
Guide me if possible...
I have included the SWF file along with this Question...
https://docs.google.com/file/d/0B5jnHM1zpP4MOHRCeWFqX05sSTA/edit?usp=sharing
Can Someone check the first Site and gimme little notes of how can i bring all those modules in this flash as3 based application.
Here's how you would display the same image twice, with reference to the code you included in your post:
//here's your code
var loadedContent:DisplayObject=event.target.content as DisplayObject;
//create bitmap data instance same size and as the loaded content
var transparent:Boolean = true;
var fillColor:uint = 0xFFFFFFFF;
var bitmapData:BitmapData = new BitmapData(loadedContent.width, loadedContent.height, transparent, fillColor);
//draw the loaded content into the bitmap data
bitmapData.draw( loadedContent );
//create new bitmap
var bitmap:Bitmap = new Bitmap( bitmapData);
//add the loaded content
con1.container.addChild(loader);
//add your 'cloned' content
con1.container2.addChild( bitmap );

ios 6 MapKit annotation rotation

Our app has a rotating map view which aligns with the compass heading. We counter-rotate the annotations so that their callouts remain horizontal for reading. This works fine on iOS5 devices but is broken on iOS6 (problem seen with same binary as used on iOS5 device and with binary built with iOS6 SDK). The annotations initially rotate to the correct horizontal position and then a short time later revert to the un-corrected rotation. We cannot see any events that are causing this. This is the code snippet we are using in - (MKAnnotationView *)mapView:(MKMapView *)theMapView viewForAnnotation:(id )annotation
CATransform3D transformZ = CATransform3DIdentity;
transformZ = CATransform3DRotate(transformZ, _rotationZ, 0, 0, 1);
annotation.myView.layer.transform = transformZ;
Anyone else seen this and anyone got any suggestions on how to fix it on iOS6?
I had an identical problem so my workaround may work for you. I've also submitted a bug to Apple on it. For me, every time the map got panned by the user the Annotations would get "unrotated".
In my code I set the rotations using CGAffineTransformMakeRotation and I don't set it in viewForAnnotation but whenever the users location get's updated. So that is a bit different than you.
My workaround was to add an additional minor rotation at the bottom of my viewForAnnotation method.
if(is6orMore) {
[annView setTransform:CGAffineTransformMakeRotation(.001)]; //iOS6 BUG WORKAROUND !!!!!!!
}
So for you, I'm not sure if that works, since you are rotating differently and doing it in viewForAnnotation. But give it a try.
Took me forever to find and I just happened across this fix.

DropTarget ActionScript

i have 8 movie Clips that i stored in an array. i put the movie clips on the stage and i can move them around so everything work fine until now. I made a grid where the mc's can be droped.I saved the grid parts in an array,too.
after that gave names to the mc's and to the grid parts like that:
mc.name= number.toString();
gridpart.name= number.toString();
the movie clips and the grid parts have the same name like: mc1.name=1 and gridpart1.name=1 and so on.
Now I made an if statement to check if the right mc was droped on the right grid part, like that:
if(mc.name==gridpart.name)
{
trace("correct position")
}
But nothing happens. I used "dropTarget", too like that:
if(dropTarget.name==a.target.name)
{
//code
}
I don't know what to try now. I thought to put this code in the callback function of the mouse.CLICK event handler because i want that the mc should not be moved anymore if it is on hir correct position.
I would be happy if you have a better solution for this problem.
I tried to describe my problem so that you can imagine what I am trying to say.
Sorry about my English, I am not a native English speaker.
Thank you for your time
I think you wrong using dropTarget.name. Try dropTarget.parent.name. This why dropTarget is referred to content of the DisplayObject onto which you release your dragged MovieClip.
I hope this will be usefull to you!

Showing processed images from an IP camera

I have an IP-camera that serves images. These images are then processed via EmguCV and then I want to display the processed images.
To show the images, I use this code:
Window1(){
...
this.Dispatcher.Hooks.DispatcherInactive
+= new EventHandler(Hooks_DispatcherInactive);
}
Hooks_DispatcherInactive(...)
{
Next()
}
Next() the calls calls the image processing methods and (should) display the image:
MatchResult? result = survey.Step();
if (result.HasValue)
{
Bitmap bit = result.Value.image.Bitmap;
ImageSource src = ConvertBitmap(bit);
show.Source = src;
...
}
This works fine when I hook up a normal 30fps webcam. But, the IPCam's images take over a second to get here, also when I access them via a browser. So, in the mean time, WPF shows nothing, not even the previous image that was processed.
How can I get WPF to at least show the previous image?
You can copy the image's buffer into a new BitmapSource image of the same format (PixelFormat, Height, Width, stride) using Create (from Array) or Create (from IntPtr) and display that BitmapSource in WPF's Image control,
or you can use DirectX to do that faster (for 30fps (and 1fps) the BitmapSource approach should do).
Also, consider NOT using events in the view, instead use bindings and commands.

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