Painting | Drawing/painting on a whiteboard | Augmented Reality library
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[VR] Drawing/painting on a whiteboard
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QUESTION
So I have a select group of reason and other select-group for subreason. I want to add more reason but as soon as I click on the button the same field appear but it changes the value of above fields too. I need them to be independent but also perform the (reason -subreason). Code
...ANSWER
Answered 2021-Jun-13 at 01:34The first thing to know about jQuery .clone()
is that it creates new DOM elements from some existing ones.
That implies the same rules as any other dynamically created elements:
- Do not use
id
s - Delegate event handlers
Additionnally, the cloned set of elements cannot be appended multiple places... So, to use it as a templating trick, you have to clone twice. Once on page load (to save them before any change occurs) and once again when appending somewhere.
QUESTION
I am using a 3.5: TFT LCD display with an Arduino Uno and the library from the manufacturer, the KeDei TFT library. The library came with a bitmap font table that is huge for the small amount of memory of an Arduino Uno so I've been looking for alternatives.
What I am running into is that there doesn't seem to be a standard representation and some of the bitmap font tables I've found work fine and others display as strange doodles and marks or they display upside down or they display with letters flipped. After writing a simple application to display some of the characters, I finally realized that different bitmaps use different character orientations.
My questionWhat are the rules or standards or expected representations for the bit data for bitmap fonts? Why do there seem to be several different text character orientations used with bitmap fonts?
Thoughts about the questionAre these due to different target devices such as a Windows display driver or a Linux display driver versus a bare metal Arduino TFT LCD display driver?
What is the criteria used to determine a particular bitmap font representation as a series of unsigned char values? Are different types of raster devices such as a TFT LCD display and its controller have a different sequence of bits when drawing on the display surface by setting pixel colors?
What other possible bitmap font representations requiring a transformation which my version of the library currently doesn't offer, are there?
Is there some method other than the approach I'm using to determine what transformation is needed? I currently plug the bitmap font table into a test program and print out a set of characters to see how it looks and then fine tune the transformation by testing with the Arduino and the TFT LCD screen.
My experience thus farThe KeDei TFT library came with an a bitmap font table that was defined as
...ANSWER
Answered 2021-Jun-12 at 16:19Raster or bitmap fonts are represented in a number of different ways and there are bitmap font file standards that have been developed for both Linux and Windows. However raw data representation of bitmap fonts in programming language source code seems to vary depending on:
- the memory architecture of the target computer,
- the architecture and communication pathways to the display controller,
- character glyph height and width in pixels and
- the amount of memory for bitmap storage and what measures are taken to make that as small as possible.
A brief overview of bitmap fonts
A generic bitmap is a block of data in which individual bits are used to indicate a state of either on or off. One use of a bitmap is to store image data. Character glyphs can be created and stored as a collection of images, one for each character in the character set, so using a bitmap to encode and store each character image is a natural fit.
Bitmap fonts are bitmaps used to indicate how to display or print characters by turning on or off pixels or printing or not printing dots on a page. See Wikipedia Bitmap fonts
A bitmap font is one that stores each glyph as an array of pixels (that is, a bitmap). It is less commonly known as a raster font or a pixel font. Bitmap fonts are simply collections of raster images of glyphs. For each variant of the font, there is a complete set of glyph images, with each set containing an image for each character. For example, if a font has three sizes, and any combination of bold and italic, then there must be 12 complete sets of images.
A brief history of using bitmap fonts
The earliest user interface terminals such as teletype terminals used dot matrix printer mechanisms to print on rolls of paper. With the development of Cathode Ray Tube terminals bitmap fonts were readily transferable to that technology as dots of luminescence turned on and off by a scanning electron gun.
Earliest bitmap fonts were of a fixed height and width with the bitmap acting as a kind of stamp or pattern to print characters on the output medium, paper or display tube, with a fixed line height and a fixed line width such as the 80 columns and 24 lines of the DEC VT-100 terminal.
With increasing processing power, a more sophisticated typographical approach became available with vector fonts used to improve displayed text quality and provide improved scaling while also reducing memory required to describe the character glyphs.
In addition, while a matrix of dots or pixels worked fairly well for languages such as English, written languages with complex glyph forms were poorly served by bitmap fonts.
Representation of bitmap fonts in source code
There are a number of bitmap font file formats which provide a way to represent a bitmap font in a device independent description. For an example see Wikipedia topic - Glyph Bitmap Distribution Format
The Glyph Bitmap Distribution Format (BDF) by Adobe is a file format for storing bitmap fonts. The content takes the form of a text file intended to be human- and computer-readable. BDF is typically used in Unix X Window environments. It has largely been replaced by the PCF font format which is somewhat more efficient, and by scalable fonts such as OpenType and TrueType fonts.
Other bitmap standards such as XBM, Wikipedia topic - X BitMap, or XPM, Wikipedia topic - X PixMap, are source code components that describe bitmaps however many of these are not meant for bitmap fonts specifically but rather other graphical images such as icons, cursors, etc.
As bitmap fonts are an older format many times bitmap fonts are wrapped within another font standard such as TrueType in order to be compatible with the standard font subsystems of modern operating systems such as Linux and Windows.
However embedded systems that are running on the bare metal or using an RTOS will normally need the raw bitmap character image data in the form similar to the XBM format. See Encyclopedia of Graphics File Formats which has this example:
Following is an example of a 16x16 bitmap stored using both its X10 and X11 variations. Note that each array contains exactly the same data, but is stored using different data word types:
QUESTION
I was trying to make this page but this design in last is not shifting to the last bottom, I've tried padding but this doesn't look good and also I've tried positioned widget but it is showing some error please someone tell how I can shift that design to bottom last this is my git repo: https://github.com/cryptic-exe/Otp_verfication this is my code:
...ANSWER
Answered 2021-Jun-12 at 14:39you can use bottomSheet
to place your image.
Add the below code inside your Scaffold
QUESTION
I am trying to draw on a rotating p5.js canvas, where the canvas element is being rotated via its transform
CSS attribute. The user should be able to draw points on the canvas with the cursor, even while the canvas element is actively rotating.
The below code is what I have tried so far. However, it is currently not working, because the points are not correctly showing up where the mouse is hovering over the rotating canvas. I'm currently testing this out on the p5.js editor.
...ANSWER
Answered 2021-Jun-07 at 17:16This seems to be a bug in p5.js.
The mouse coordinate seems to depend on the size of the bounding box of the canvas. The bounding box depends on the rotation. Therefor you need to scale the offset for the calculation of the center of the canvas.
Unfortunately, that's not all. All of this does not depend on the current angle, but on the angle that was set when the mouse was last moved. Hence the scale needs to be computed in the mouseMoved
callback:
QUESTION
I'm trying to change the page title for my "all products" page but i don't manage to get it work. I want to set the page title for this page only.
Here is my code which I put in the theme.liquid file in the </code> tag:</p>
ANSWER
Answered 2021-Jun-06 at 21:02If this is the default "All products collection", this should work:
QUESTION
Here is a little program that should (in theory) draw an image of a ball on screen. The problem is that paintComponent seems to not get called. The program consists of two classes.
...ANSWER
Answered 2021-Jun-03 at 15:48java.awt.Canvas
does not inherit from JComponent
so paintComponent
won't be called automatically
QUESTION
In my custom slider thumb and track, the incorrect region of the slider thumb is selectable for dragging. Here's the code:
...ANSWER
Answered 2021-Jun-01 at 04:40The region of the slider that is selectable for the purpose of adjusting slider value is configured by both the track dimensions and thumb dimensions. If you configure the thumb to be 50x50 and the track to be 100x10, the area that is selectable is the 50x100 bounding box of the slider, not the 50x50 thumb area. For example, the area highlighted below is the selectable area:
That is also the behavior for the default slider without a theme.
With that in mind, I drew the track and thumb offset appropriately within this bounding box.
QUESTION
I am writing a whiteboard application in QT. I am using a double layer approach, so I have a QPixmap that contains the drawing, and another that contains the background. The drawing pixmap is, unsurprisingly, with an alpha channel.
Now I wish to implement an eraser tool. This tool should revert, wherever it paints, the pixmap's color to QColor(255, 255, 255, 0)
(i.e. - totally transparent). My method of painting, however, does not lend well to that.
This is my draw routine:
...ANSWER
Answered 2021-May-31 at 06:11Based on my previous answer I will just translate the code to c++
QUESTION
private Color solveColor;
void Start()
{
Color[] colors = { Color.cyan, Color.red, Color.green, new Color(245, 195, 29), Color.yellow, Color.magenta };
int lengthOfColors = colors.Length;
int solveColor = UnityEngine.Random.Range(0, lengthOfColors);
}
private void start()
{
GetComponent().material.color = solveColor;
}
private void FixedUpdate()
{
// Set the balls speed when it should travel
if (isTraveling) {
rb.velocity = travelDirection * speed;
}
// Paint the ground
Collider[] hitColliders = Physics.OverlapSphere(transform.position - (Vector3.up/2), .05f);
int i = 0;
while (i < hitColliders.Length)
{
GroundPiece ground = hitColliders[i].transform.GetComponent();
if (ground && !ground.isColored)
{
ground.Colored(solveColor);
}
...ANSWER
Answered 2021-May-29 at 15:04In the code you provided, nowhere do you set the material color of the ball again aside from Start
. If you want to have the particles behind the ball leave different colors, you will need to instantiate a new instance of the material. The reason for this is because materials in Unity are default shared between all instances of that particular material.
All of this info and a bit more can be found on the Material
docs page.
As you have a fixed size of colors you are using, I would instead create 6 new materials and make an array of materials instead. Now, instead of randomly picking a color, pick a material and assign it to the ball or your new instanced painting ability. I am also confused as to why you are placing your array of colors inside of your Start
function. It would be localized to that function only then. You also appear to have two Start
functions, which is odd. One being the Monobehaviour Start
and another start
. Unless that is intended, your second start
will not be run unless you call it.
Now to get to the solution I was talking about.
QUESTION
Artist Directory
For:
{{ query }}
{{ artist.name }}
{{ artist.reknown }}
...ANSWER
Answered 2021-May-27 at 06:26artists:object
isn't of type object, but type array
please do add this
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