Adjustments in the canvas

Sometime in motion you can use the transform tool for example to modify the drop shadow from the canvas. But when I put an image onto the canvas and apply drop shadow this transform tool for this purpose is disabled from the menu bar. So I cannot use this on canvas customization. Any help on what i'm doing wrong please?

ok sorry got it working..

Similar Messages

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    Hey guys
    I don't know whether I am not grasping some concepts well.I have been going mad trying to get the code working
    Here is the code
    import javax.microedition.midlet.*;
    import javax.microedition.lcdui.*;
    import java.io.*;
    * @author Administrator
    * @version
    public class MyMIDlet extends javax.microedition.midlet.MIDlet implements CommandListener{
    private Display display;
    private MyCanvas canvas;
    private Command exitcommand = new Command("Exit",Command.SCREEN,1);
    private Image source;
    public MyMIDlet() {
    protected void startApp() throws MIDletStateChangeException{
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    protected void pauseApp() {
    protected void destroyApp(boolean unconditional)throws MIDletStateChangeException {
    exitMIDlet();
    public void commandAction(Command c, Displayable d) {
    if (c == exitcommand){
    exitMIDlet();
    protected void initMIDlet() {
    display = Display.getDisplay(this);
    canvas = new MyCanvas(this);
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    canvas.addCommand(exitcommand);
    canvas.setCommandListener(this);
    display.setCurrent(canvas);
    public void exitMIDlet() {
    notifyDestroyed();
    import javax.microedition.lcdui.*;
    import javax.microedition.midlet.*;
    import java.io.*;
    public class MyCanvas extends Canvas implements Runnable {
    private MIDlet midlet;
    private Image offscreen;
    private Image currentimage;
    private Graphics g;
    //MID profile application
    /** Creates a new instance of MyCanvas */
    public MyCanvas(MIDlet midlet) {
    this.midlet = midlet;
    try{
    currentimage = Image.createImage("/bird0.png");
    }catch(IOException e){
    System.err.println(e.getMessage());
    if (currentimage!= null){
    System.err.println("Image create successfully");
    }else{
    System.err.println("Image not created");
    try{
    Thread t = new Thread(this);
    t.start();
    }catch(Execption e){}
    protected void paint(Graphics g){
    Graphics saved = g;
    int x = getWidth();
    int y = getHeight();
    g.setColor(255,255,255);
    g.drawImage(currentimage,x,y,g.TOP|g.VCENTER);
    public void run() {
    repaint();
    I know for a fact that the Canvas class 's paint method is called by the system and not the application. This poses a problem for me because I am not sure how to pass the image to the piant method, so that it can be painted.
    When I run the program(using J2ME wtk04), this is the outcome.
    Image created succesfully
    Canvas instiatiated successfully
    null
    Here are my questions
    1) when is the paint method precisely called by the system?after a reference to the canvas class is created?
    2) is it wise to create the image when instiating the canvas class?( initially created the image using a separate thread)-when sould the image be created?
    3)how to let the application know when to use the image when painting the display area?
    I am just trying the logistics here. It is very crucial to me to understand the bolts of this as the core f my project fouses on the man machine interface development.(For the project, the cilent application is quering for the map using HTTP)
    I use a png file of size 161 bytes. Is that too big for testing purposes.
    I would all the help that I can get. thanks in advance

    1) when is the paint method precisely called by the system?after a reference to the canvas class is created?
    After the canvas is set as the current display, and after that, after the repaint() is called.
    2) is it wise to create the image when instiating the canvas class?( initially created the image using a separate thread)-when sould the image be created?
    It's better to create the image in the very begining of the program e.g. in the midlet initialization. You can call the created image as often as you like later on
    3)how to let the application know when to use the image when painting the display area?
    you have to tell it :))
    you can use if-then, switch, or anything else
    and you can use clipping too

  • The canvas is not showing up at all.

    I'm using CS6 and have everything running as usual. I make a new file, normal size of my art and everything, but the canvas (background) does not show up. So I think.. "Huh, that's odd."
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    I can’t see my images and only get a black screen (or strange pattern).
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    David.  Thank you very much.   The problem was not with the canvas but rather the Viewer.  But the solution was the same.  Somehow, the Viewer window was re-set to Alpha.  I changed it back to RGB.... and the picture is back.   These issues are often very simple.... but they can drive you bats if you don't know the answer.   Very grateful.  Tim

  • How to delete the canvas in the logo that I created in Illustrator. I am working on a business card

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    Open up the logo in illustrator and deleting the offending elements you do not need. When you place the logo, is should look like this.

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    After downloading some free icons, I used the drag and drop method to bring the icon of my choosing onto a blank canvas that is 313x188 pixels. The image is larger than I need it to be, so I need to make the image smaller while keeping the canvas size at 313x188 pixels. I've tried several things after googling it, but have not had any luck. Help; I'm still learning! Thanks in advance!

    ctrl/cmd-T will bring up transform. Then just drag the handles to size it - hold the shift key to constrain the aspect ratio.

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    re: Motion 5
    can you view text outside of the canvas? as when using the view menu you can see animation paths, bounding boxes and handles???
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    Motion 5
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    thanks for both of your responses
    I do understand shift + v " to "Show Full View Area" and shift + z to fill screen, etc.
    and command + & - for zooming
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  • Can´t import files or iMovie projects, and are unable to view on the canvas

    I have just gotten the Final Cut Express software, but i have unfortunately run into some problems:
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  • Is there a plug in to resize the canvas size in Illustrator CS6?  Not the artboard, the canvas size

    Is there a plug in to resize the canvas size in Illustrator CS6?  Not the artboard, the canvas size

    Reckon that’s what he must mean
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  • Opening the Canvas window and the Timeline from the browser

    I am on an Intel 2x2.66 Dual Core using OS 10.4.11 and working in FCP 6.04.
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    import java.awt.event.*;
    import java.awt.image.BufferedImage;
    import java.io.*;
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                    System.exit(0);
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