Is it possible to draw shapes on an background image?

Hi all,
I wanna ask if it is possible for loading an jpg as background image in Canvas, and draw shapes(ovals/rectangles) on it?
I've tried, but it seems the shapes always covered by the image. How can I due with this? I want the shapes drawn on top of the image, not underneath it.
Please Help! Thx.

Am I doing anything wrong? cos I've already draw the shapes after the image in the paint method.
Here's some of the program coding:
// init
PictCanvas coffeeCanvas=new PictCanvas();
//set up Picture Canvas
coffeeCanvas.thePic=getImage(getCodeBase(),"50p.jpg");
coffeeCanvas.setSize(200,200);
// paint method
public void paint(Graphics g)
g.drawImage(thePic,0,0,this);
g.drawOval(0,0,20,20);
repaint();
}

Similar Messages

  • Excel drawing shape shown differently in 2 computers

    anyone encounter drawing shape missing in  excel? open the excel in 2 different computer but shown differently. tried to start excel in safe mode but still the same.
    the correct one:
    https://www.dropbox.com/s/7g3e8d5oydgabiz/correct%20.png?dl=0
    the wrong one:
    https://www.dropbox.com/s/efupyzsh15m7tzf/wrong.png?dl=0

    Hi,
    In regarding of the issue, please provide us more information to assist you better.
    Which Office version are you using with the two pcs?
    Do the two pcs have the same operation system and software environment?
    Based on my test with my local environment (Window 8.1 & Excel 20013; Windows 7 & Excel 2007/2010), I recreate some sample drawing like you provided, but I could not reproduce your issue.
    General speaking, if you are using the different Office version with the 2 pcs, the Excel file might display differences, because there also might be some compatibility issues.
    I recommend we try the following steps to narrow down the issue:
    First, open the file with third pc that installed the same Excel version with correct pc if possible.
    If the file display correctly, we'd better focus on the wrong pc (Second pc).
    Then, we may try the following methods and check they are helpful.
    Update the Office/Windows patches.
    Repair Office.
    Update the display card drive
    Next, if this issue still exists or could not open it with third pc, I recommend you upload the sample file through OneDrive, I want to download and test it.
    Regards,
    George Zhao
    TechNet Community Support
    It's recommended to download and install
    Configuration Analyzer Tool (OffCAT), which is developed by Microsoft Support teams. Once the tool is installed, you can run it at any time to scan for hundreds of known issues in Office
    programs.

  • Is it possible to draw arrows in imovie

    is it possible to draw arrows in imovie

    Yes,
    Use iMovie 06 with the GeeThree Volume Six Plug-in. Then you can Draw or write anything you like on the video frame.
    http://www.geethree.com/slick/galleries/d_v6.html
    Lots of other effects are available below.
    http://www.geethree.com/slick/index.html
    ( iMovie 08 - 11 cannot use plug-ins)

  • Is it possible to draw a mesh on top of a background image in flash ?

    Problem i am trying to draw my 3d mesh on top of any image or an object in flash but my model is drawing under the image all the time i don't know how to sort this problem since i am bit new to flash development .
    Please help me with this thank you.

    Sorry about this messy code its because of this copy pasting stuff but if you could press ctrl + f and type Init mesh and Init Functions thats where everything is happening and this 3d mesh will be loaded
    using a preloader function in a separate file thats why i add a event with Added_to_stage to the listener Problem is once i Draw this mesh with their morph target on to the screen i couldn't able to draw anything
    in the background of this object everything comes on top of this 3d mesh .
    once again sorry for this mess anyway its still in the unit test phase  .
    package
    // All the import stuff hided by me ...
              [Event(name="FLACEventEncodingComplete", type="FLACEvent")]
              [Event(name="FLACEventDecodingComplete", type="FLACEvent")]
              [Event(name = "progress", type = "flash.events.ProgressEvent")]
              public class ChatBotMain extends Sprite
                        //Embedded assets
                     Variable which loads all the textures are hided ....
                        //engine variables
                        private var scene:Scene3D=new Scene3D();
                        private var camera:Camera3D = new Camera3D();
                        private var view:View3D = new View3D();
                        private var cameraController:HoverController;
                        private var dlight : DirectionalLight;
                        //material objects
                        Hided
                        //scene objects
                      Hided
                        //navigation variables
                     Hided
                    // morph targets
                        // hided ......
                        //Chatbot code
                     Hided
                        //Flac encoding variables
                     Hided
                        //button bitmaps
                      Hided
                        public function ChatBotMain():void
                                  var stage1:Stage = Stageobject;
                                  //trace("stage",stage1.stage);
                                  this.addEventListener(Event.ADDED_TO_STAGE,init);             
                         * Global initialise function
                        private function init(e:Event= null):void
                                  this.removeEventListener(Event.ADDED_TO_STAGE,init);
                                  microphone = Microphone.getMicrophone();
                                  microphoneBuffer.length = 0;
                                  microphone.rate = 16;
                                  flacCodec = (new cmodule.flac.CLibInit).init();
                                 initListeners();
                                 initEngine();
                                  initLights();
                                  initMaterials();
                                  initObjects();
                                  fileCount = 8;
                                  initChatBot();
                                  bootscreenBitmap.x = (width / 2) - (bootscreenBitmap.width / 2);
                                  bootscreenBitmap.y = (height / 2) - (bootscreenBitmap.height / 2);
                                 //addChild(bootscreenBitmap);
                                  headMeshGeometry = new CustomPrimative("C:/Users/Rakesh/Documents/flashport/Chatbot/embeds/head3.mesh.xml",onloaded,true);                   
                                  headMeshGeometry_blink = new CustomPrimative("C:/Users/Rakesh/Documents/flashport/Chatbot/embeds/head3_blink.mesh.xml", onloaded, true);
                                  headMeshGeometry_mouthopen = new CustomPrimative("C:/Users/Rakesh/Documents/flashport/Chatbot/embeds/head3_mouthopen.mesh.xml", onloaded, true);
                                  headMeshGeometry_smile = new CustomPrimative("C:/Users/Rakesh/Documents/flashport/Chatbot/embeds/head3_smile.mesh.xml",onloaded,true);
                                  eyelMeshGeometry = new CustomPrimative("C:/Users/Rakesh/Documents/flashport/Chatbot/embeds/eyeball2_l.mesh.xml",onloaded,true);
                                  eyerMeshGeometry = new CustomPrimative("C:/Users/Rakesh/Documents/flashport/Chatbot/embeds/eyeball2_r.mesh.xml",onloaded,true);
                                 hairMeshGeometry = new CustomPrimative("C:/Users/Rakesh/Documents/flashport/Chatbot/embeds/hair3.mesh.xml", onloaded, true);
                                  shirtMeshGeometry = new CustomPrimative("C:/Users/Rakesh/Documents/flashport/Chatbot/embeds/shirt.mesh.xml",onloaded,true);
                                  //We can use the playerObject class to "analyse" the audio data as it is being played
                                  //Currently not needed due to just moving the mouth in random patterns as the speech plays
                                  playerObject.outputSnd = new Sound();
                                  playerObject.outputSnd.addEventListener(SampleDataEvent.SAMPLE_DATA, processSound);
                        private static const FLOAT_MAX_VALUE:Number = 1.0;
                        private static const SHORT_MAX_VALUE:int = 0x7fff;
                        * Converts an (raw) audio stream from 32-bit (signed, floating point)
                        * to 16-bit (signed integer).
                        * @param source The audio stream to convert.
                         public function convert32to16(source:ByteArray):ByteArray
                              * Called when encoding has finished.
                        private function encodingCompleteHandler(event:*):void {
                        function ioErrorHandler(e:Event):void {
                                  trace("error");
                                  thinking = false;
                                  microphoneButton.upState = upButton;
                                  microphoneButton.overState = downButton;
                                  microphoneButton.downState = downButton;
                        function loaderCompleteHandler(e:Event):void {
                                  var loader:URLLoader = URLLoader(e.target);
                                  var str:String = loader.data;
                                  trace(str);
                                 if (str.length > 0)
                                          _mytext.text = str;
                                           sendText();
                                  thinking = false;
                                  microphoneButton.upState = upButton;
                                  microphoneButton.overState = downButton;
                                  microphoneButton.downState = downButton;
                                  //var responseVars = URLVariables( e.target.data );
                                  //trace( "responseVars: " + responseVars );
                         * Called when the encoding task notifies progress.
                        private function encodingProgressHandler(progress:int):void {
                                  trace("FLACCodec.encodingProgressHandler(event):", progress);
                                  dispatchEvent( new ProgressEvent(ProgressEvent.PROGRESS, false, false, progress, 100));
                        private function getElapsedTime():int {
                                  var now:int = getTimer();
                                  return now - initTime;
                        private function start() : void {
                                  initTime = getTimer();
                        public function encode(data:ByteArray):void
                        private function onSampleData(event:SampleDataEvent):void
                        private function onloaded(event:CustomPrimativeEvent):void
                                  fileCount--;
                                  trace("loaded geometry " + event.asset.url);
              function processSound(event:SampleDataEvent):void
               private function drawButton():void
                        private function buttonPressed(e:Event):void {
                                  if (!thinking)
                                    if (recording)
                                             StopRecording();                                                                                   
                                    else
                                              //start recording
                                              recording = true;
                                                 hided
                        private function StopRecording(): void
                                  //stop recording
                                  recording = false;
                                  microphone.removeEventListener(SampleDataEvent.SAMPLE_DATA, onSampleData);
                                  encode(microphoneBuffer);
                        private function initChatBot()
                        function keyHandler(e:KeyboardEvent)
                                  if(e.charCode == 13)
                                            sendText()
                    private function onOpen(e:Event)
                             debugOutput2.text = "Connection opened";
             private  function onStatusChange(e:HTTPStatusEvent)
                    debugOutput2.text = "Status Changed to "+e.status;
            private  function onMessageFailIO(e:Event)
                debugOutput2.text = "IO ERROR: Could not send your request. Please try again later.";
                         private  function onMessageFailSecurity(e:Event){
                debugOutput2.text = "Security ERROR: Could not send your request. Please try again later.";
             private     function sendText()
                                  if(_mytext.text != "")
                                            chatHistoryText.text = chatHistory("You : " + _mytext.text);
                                            var variables:URLVariables = new URLVariables(); 
                                            var request:URLRequest = new URLRequest(urlToSend); 
                                            variables.sessionid = _sessionid
                                            variables.chattext = _mytext.text; 
                                            chatLoader.dataFormat = URLLoaderDataFormat.VARIABLES; 
                                            request.data = variables; 
                                            request.method = URLRequestMethod.POST; 
                    chatLoader.addEventListener(Event.COMPLETE, getAudio); 
                    chatLoader.addEventListener(Event.OPEN,onOpen);
                    chatLoader.addEventListener(HTTPStatusEvent.HTTP_STATUS,onStatusChange);
                    chatLoader.addEventListener(IOErrorEvent.IO_ERROR,onMessageFailIO);
                    chatLoader.addEventListener(SecurityErrorEvent.SECURITY_ERROR,onMessageFailSecurity);
                                            chatLoader.load(request);
                                            _mytext.text = "";
                        function chatHistory(newText):String
                                  chatTextArr[0] = chatTextArr[1];
                                  chatTextArr[1] = chatTextArr[2];
                                  chatTextArr[2] = chatTextArr[3];
                                  chatTextArr[3] = chatTextArr[4];
                                  chatTextArr[4] = chatTextArr[5];
                                  chatTextArr[5] = newText;
                                  var chatHistory = chatTextArr[0] != ""?chatTextArr[0]+"\n":"";
                                  chatHistory += chatTextArr[1] != ""?chatTextArr[1]+"\n":"";
                                  chatHistory += chatTextArr[2] != ""?chatTextArr[2]+"\n":"";
                                  chatHistory += chatTextArr[3] != ""?chatTextArr[3]+"\n":"";
                                  chatHistory += chatTextArr[4] != ""?chatTextArr[4]+"\n":"";
                                  chatHistory += chatTextArr[5] != ""?chatTextArr[5]+"\n":"";
                                  return chatHistory;
                        function randomNumber()
                                  var rand = Math.random() * 1000000;
                                  return Math.round(rand);
                        function getAudio(e:Event)
                                  var loader:URLLoader = URLLoader(e.target);
                                  //traceTxt.text = loader.data.soundFile;
                                  debugOutput.text = loader.data;
                                  var getStr:String = loader.data.soundFile;
                                  var arr:Array = getStr.split("^_^");
                                  loadAudio(arr[0], arr[1]);
                        function loadAudio(audioFile, textChat)
                        function completeHandler(event:Event):void
                                  trace("completeHandler")
                      * Initialise the engine
                        private function initEngine():void
                                  trace("intEngine");
                                  //view.graphics.clear();
                                  view.antiAlias = 4;
                                  view.backgroundColor = backgroundColour;
                                  view.scene = scene;
                                  view.camera = camera;
                                  //setup controller to be used on the camera
                                  cameraController = new HoverController(camera, null, 25, 10, 70);
                                  cameraController.panAngle = 90;
                                  cameraController.tiltAngle = 2.5;
                                  lastPanAngle = cameraController.panAngle;
                                  lastTiltAngle = cameraController.tiltAngle;
                                 view.addSourceURL("srcview/index.html");
                                  addChild(view);
                                  //Uncomment this to show some stats
                                  var stats:AwayStats = new AwayStats(view);
                                  stats.y = 100;
                                  //addChild(stats);
                        * Initialise the lights in a scene
                        private function initLights():void
                                  //Add a point light
                                  // hided
                                 scene.addChild(light);
                         * Initialise the materials
                        private function initMaterials():void
                         * Initialise the scene objects
                        private function initObjects():void
                                 //default available parsers to all
                                  Parsers.enableAllBundled();
                                  AssetLibrary.addEventListener(AssetEvent.ASSET_COMPLETE, onAssetComplete);
                                  var grid:WireframeGrid = new WireframeGrid(14, 140);
                                  //view.scene.addChild(grid);
                        private function InitMesh()
                                  var headMaterial:TextureMaterial = new TextureMaterial(new BitmapTexture(new headTexture().bitmapData));
                                  var eyeMaterial:TextureMaterial = new TextureMaterial(new BitmapTexture(new eyeTexture().bitmapData));
                                  var shirtMaterial:TextureMaterial = new TextureMaterial(new BitmapTexture(new shirtTexture().bitmapData));
                                  var hairalphaMaterial:TextureMaterial = new TextureMaterial(new BitmapTexture(new hairalphaTexture().bitmapData))
                                  //Not using specular maps at this stage
                                  //headMaterial.specularMap = new BitmapTexture(new headSpecularTexture().bitmapData);
                                  headMaterial.repeat = true;
                                  headMaterial.bothSides = true;
                                 headMaterial.alphaThreshold = 0.5;
                                 headMaterial.gloss = 100;
                                 headMaterial.specular = 3;
                                  headMaterial.ambientColor = 0x808080;
                                  headMaterial.ambient = 1;
                                //create subscattering diffuse method
                                  subsurfaceMethod = new SubsurfaceScatteringDiffuseMethod(2048, 2);
                                  subsurfaceMethod.scatterColor = 0xff7733;
                                  subsurfaceMethod.scattering = .05;
                                  subsurfaceMethod.translucency = 4;
                                  eyeMaterial.repeat = true;
                                 eyeMaterial.bothSides = true;
                                  eyeMaterial.lightPicker = lightPicker;
                                  hairalphaMaterial.lightPicker = lightPicker;
                                  hairalphaMaterial.gloss = 100;
                                  hairalphaMaterial.specular = 3;
                                  hairalphaMaterial.ambientColor = 0x808080;
                                  hairalphaMaterial.ambient = 1;
                                  newmesh = new Mesh(headMeshGeometry, headMaterial);
                                  hairmesh = new Mesh(hairMeshGeometry, headMaterial);
                                  eyelmesh = new Mesh(eyelMeshGeometry, eyeMaterial);
                                 eyermesh = new Mesh(eyerMeshGeometry, eyeMaterial);
                                  shirtmesh = new Mesh(shirtMeshGeometry, shirtMaterial);
                                  //newmesh.castsShadows = true;
                                 newmesh.subMeshes[0].material = headMaterial;
                                  hairmesh.subMeshes[0].material = hairalphaMaterial;
                                  eyelmesh.subMeshes[0].material = eyeMaterial;
                                  eyermesh.subMeshes[0].material = eyeMaterial;
                                  view.scene.addChild(newmesh);
                                  view.scene.addChild(hairmesh);
                                  view.scene.addChild(eyelmesh);
                                  view.scene.addChild(eyermesh);
                                  view.scene.addChild(shirtmesh);
                                  eyelmesh.rotationY = 90;
                                  eyermesh.rotationY = 90;
                                  newmesh.rotationY = 90;
                                  hairmesh.rotationY = 90;
                                  eyelmesh.rotationZ = 90;
                                  eyermesh.rotationZ = 90;
                                  newmesh.rotationZ = 90;
                                  hairmesh.rotationZ = 90;
                                  //hairmesh.y += 1.8;
                                  hairmesh.y = 7.9;
                                  hairmesh.x = -6.0;
                                  eyermesh.y += 8;
                                  eyermesh.z += 4.6;
                                  eyermesh.x += 10.1;
                                  eyelmesh.y += 8;
                                  eyelmesh.z -= 4.6;
                                  eyelmesh.x += 10.1;
                                  shirtmesh.rotationX = -90;
                                  shirtmesh.y = -12.0;
                                  shirtmesh.x = -3.0;
                                  var meshOffset:int = 4;
                                  newmesh.y += meshOffset;
                                  hairmesh.y += meshOffset;
                                  eyermesh.y += meshOffset;
                                  eyelmesh.y += meshOffset;
                                  morpher = new Morpher(newmesh);
                                  morphTarget_mouthopen = new MorphTarget(headMeshGeometry_mouthopen, headMeshGeometry);
                                  morphTarget_smile = new MorphTarget(headMeshGeometry_smile, headMeshGeometry);
                                  morphTarget_blink = new MorphTarget(headMeshGeometry_blink, headMeshGeometry);
                                 var backplane:PlaneGeometry = new PlaneGeometry(512, 256);
                                 var carehomeMaterial:TextureMaterial = new TextureMaterial(new BitmapTexture(new carehomeClass().bitmapData));
                                 var backplaneMesh:Mesh = new Mesh(backplane, carehomeMaterial);
                                  backplaneMesh.rotationX = -90;
                                  backplaneMesh.rotationY = -90;
                                  /*view.scene.addChild(backplaneMesh);
                                  backplaneMesh.x = -90;*/
                                  var sphereGeometry:SphereGeometry = new SphereGeometry(4);
                                  var sphereMaterial:ColorMaterial = new ColorMaterial( 0xffffff );
                                  lightmesh = new Mesh(sphereGeometry, sphereMaterial);
                                  view.scene.addChild(lightmesh);
                         * Initialise the listeners
                        private function initListeners():void
                                  addEventListener(Event.ENTER_FRAME, onEnterFrame);
                                  //stage.addEventListener(MouseEvent.MOUSE_DOWN, onMouseDown);
                                  //stage.addEventListener(MouseEvent.MOUSE_UP, onMouseUp);
                                  stage.addEventListener(Event.RESIZE, onResize);
                                  onResize();
                         * Navigation and render loop
                        private function onEnterFrame(event:Event):void
                                  this.removeEventListener(Event.ENTER_FRAME, onEnterFrame);
                                  if (recording)
                                            if ((getTimer() - recordingTime) > 4 * 1000)
                                                     StopRecording();
                                  if (newmesh == null)
                                            if (headMeshGeometry != null && hairMeshGeometry != null && eyelMeshGeometry != null && eyelMeshGeometry != null )
                                                      if (fileCount == 0)
                                                                InitMesh();
                                  cameraController.panAngle = 90;
                                  cameraController.tiltAngle = 2.5;
                                  if (newmesh != null)
                                            if (bootscreenBitmap.alpha > 0)
                                                      bootscreenBitmap.alpha -= 0.015;
                                            else
                                                      bootscreenBitmap.alpha = 0;
                                            logo.alpha = 1 - bootscreenBitmap.alpha;
                                            sagalogo.alpha = 1 - bootscreenBitmap.alpha;
                                            chatHistoryText.alpha = 1 - bootscreenBitmap.alpha;
                                            _mytext.alpha = 1 - bootscreenBitmap.alpha;
                                            microphoneButton.alpha = 1 - bootscreenBitmap.alpha;
                                            if (lastblink == 0)
                                                      if (blinkdirection)
                                                                blinkAmount += 0.25;
                                                                if (blinkAmount > 1)
                                                                          blinkAmount = 1;
                                                                          blinkdirection = !blinkdirection;
                                                      else
                                                                blinkAmount -= 0.25;
                                                                if (blinkAmount < 0)
                                                                          blinkAmount = 0;
                                                                          blinkdirection = !blinkdirection;
                                                                          lastblink = 100;
                                            else
                                                      lastblink--;
                                            if (animdirection)
                                                      animAmount += 0.20;
                                                      if (animAmount > maxAnimAmount)
                                                                animAmount = maxAnimAmount;
                                                                animdirection = !animdirection;
                                           else
                                                      animAmount -= 0.20;
                                                      if (animAmount < 0)
                                                                animAmount = 0;
                                                                animdirection = !animdirection;
                                                                var r:int = (Math.random() * 6);
                                                                currentMorph = morphTarget_mouthopen;
                                            if (speechPlaying)
                                                      currentScale = animAmount;
                                            else
                                                      currentScale = 0;
                                            //Apply the morph targets, first apply the base, then apply the blink and the mouth shape
                                            morpher.ApplyBaseToMesh(newmesh);
                                            if (lastblink == 0)
                                                      morpher.ApplyMorphTarget(newmesh, morphTarget_blink, blinkAmount);
                                                      if (currentMorph != null)
                                                                morpher.ApplyMorphTarget(newmesh, currentMorph,currentScale);
                                  light.x = Math.sin(-180/*getTimer()/1000*/)*30;
                                  light.y = 15;
                                  light.z = Math.cos(-180/*getTimer()/1000*/)*30;
                                  if (lightmesh != null)
                                            lightmesh.position = light.position;
                                  view.render();
                         * Listener function for asset complete event on loader
                        private function onAssetComplete(event:AssetEvent):void
                                  if (event.asset.assetType == AssetType.MESH)
                         * Mouse down listener for navigation
                       private function onMouseDown(event:MouseEvent):void
                                  lastPanAngle = cameraController.panAngle;
                                  lastTiltAngle = cameraController.tiltAngle;
                                  lastMouseX = stage.mouseX;
                                  lastMouseY = stage.mouseY;
                                  move = true;
                                  stage.addEventListener(Event.MOUSE_LEAVE, onStageMouseLeave);
                         * Mouse up listener for navigation
                        private function onMouseUp(event:MouseEvent):void
                                  move = false;
                                  stage.removeEventListener(Event.MOUSE_LEAVE, onStageMouseLeave);
                         * Mouse stage leave listener for navigation
                        private function onStageMouseLeave(event:Event):void
                                  move = false;
                                 stage.removeEventListener(Event.MOUSE_LEAVE, onStageMouseLeave);
                         * stage listener for resize events
                        private function onResize(event:Event = null):void
                                 view.width = stage.stageWidth;
                                  view.height = stage.stageHeight;

  • Prompt if you please, to me are necessary programs making it possible to draw off music from the network VK, program- analog Ward, program- analog of adob Flesch pleer. if there are free, the thanks a lot

    prompt if you please, to me are necessary programs making it possible to draw off music from the network VK, program- analog Ward, program- analog of adob Flesch pleer. if there are free, thanks a lot

    Hi Christoffer,
    Thanks for the reply, excellent information! I was a bit struggling with the availability of the tokenGroups attribute, but your info makes it pretty clear.
    Do you also happen to have experience with the LDAP_MATCHING_RULE_IN_CHAIN method to retrieve nested groups? It seems to perform pretty well, retrieves all nested groups using the memberOf attribute and works on all AD environments (W2K3 SP2 or higher).
    Richard Mueller did a performance test using both methods:
    http://social.technet.microsoft.com/Forums/fr-FR/f238d2b0-a1d7-48e8-8a60-542e7ccfa2e8/recursive-retrieval-of-all-ad-group-memberships-of-a-user?forum=ITCG
    User with 14 groups:
    Method                      Groups   Ave. (10 runs) 1 standard deviation
    LDAP_MATCHING_RULE_IN_CHAIN    11     0.1664 sec.   +/- 0.0325 sec.
    tokenGroups                    13     0.0895 sec.   +/- 0.0038 sec.
    Recursive memberOf             11     0.0774 sec.   +/- 0.0021 sec.
    User with 308 groups:
    Method                      Groups   Ave. (10 runs) 1 standard deviation
    LDAP_MATCHING_RULE_IN_CHAIN   305     0.2664 sec.   +/- 0.0151 sec.
    tokenGroups                   306     1.2147 sec.   +/- 0.0271 sec.
    Recursive memberOf            305     1.2813 sec.   +/- 0.1190 sec.

  • Drawing Shapes in Layers with CS3

    I am working with Photoshop Extended v10.0.1 on Mac OS v10.5.8
    I went from PS v5.5 to v10.0.1. Big leap.
    In v5.5 I was able to use the Line tool, Rectangle tool or any other shape tool to draw on different layers. I could control the lines width and color. You would be able to see all of the different shapes on the different layers all at once unless of course you hid a layer. Now in 10.0.1 if I draw one shape on one layer, then another on a second layer, the second layer makes the first disappear. In fact I can't seem to draw more than one shape on any single layer, PS always automatically makes a new layer for the new shape. I've tried searching the manual for this and can't come up with the solution. I know much has changed between these two versions but is there something I must do to be able to draw shapes on different layers (and multiple shapes on one layer) and have them all visible like it was on v5.5?

    It looks like your shape layer color is white on both layers
    and so is the background layer.
    Double click on icon to the left of your vector mask in the
    layers palette to change to a different fill color.
    MTSTUNER

  • How to implement BINDING between drawing shapes and properties?

    See this background info:
    Can we have BINDING between drawing shapes and properties?
    This needs more specific info. My application reads a number of XML files, and places the data in an Excel worksheet. Let's say that there are 20 XML files, the app creates 20 lower tabs (spreadsheets) named: "Item 1", "Item 2", ...,
    "Item 20".
    That is the current version. I am told by the users, however, that in some cases there are some XML files which create more than 1 Excel lower tab.  For example, the file: "Items 8-11.xml" needs to fill tabs 8, 9, 10 and 11.
    In that particular case the user will modify the default map (a 45-degree diagonal, equivalent to the
    identity function F(x) = x), by clicking around. The resulting new map will look as follows:
    Since the number of XML files does not change, the number of rows is constant. However, each time a black square is moved from its canonical (45-degree) location, a spreadsheet becomes "orphan" and therefore the application must create a new Excel
    lower tab (which is a grid column). IOW: The number of columns keeps on growing to the right.
    List<Model>
    I figure that (as opposed to DataGrids which grow and shrink vertically, which each Model being 1 row) this thing should use the column as fundamental Model.
    Before running the main app (the XML file reading procedures), the user will select a menu item named "Configure XML to Excel Mapping" and an interface similar to the image above will be shown.
    In addition to the property binding, which has been discussed, how should I implement the drawing and erasing of black and white squares? I guess I will need some sort of "ConvertTo" bidirectional bridge from/to boolean and square drawing?

    You lost me with the xml file and the tab and the wossname to the thingummybob.
    I don't follow the explanation, sorry.
    The way to show stuff like that isn't dependent on how the data is stored where though.
    I probably wouldn't draw them, as such.
    I'd probably just make each a usercontrol which bound the fill brush of a rectangle for the black white bit and used a border for the outline.
    To simplify that:
    <Grid> <Border>
    <Rectangle Fill={Binding FillBrush}"/>
    </Border>
    </Grid>
    FillBrush
    Would be a public property solidcolorbrush exposed from your cellvm
    using System;
    using System.Collections.Generic;
    using System.Linq;
    using System.Text;
    using System.Threading.Tasks;
    using System.Windows.Media;
    using GalaSoft.MvvmLight;
    namespace wpf3
    public class CellVM : ViewModelBase
    private SolidColorBrush fillBrush;
    public SolidColorBrush FillBrush
    get { return fillBrush; }
    set
    fillBrush = value;
    RaisePropertyChanged();
    You can then have some logic somewhere which tells that viewmodel to show black or white fill.  Which would be that converter bridge thingy equivalent.  This thing is true then FillBrush = whiteBrush else FillBrush = blackBrush.
    You could probably do it with just rectangle, lose the border and set the Stroke on the rectangle.
    The stroke is the outside line round a rectangle ( or any shape).
    https://msdn.microsoft.com/en-us/library/system.windows.shapes.shape.stroke(v=vs.110).aspx
    And you would of course do other stuff like sizing the usercontrol and arranging an list in a list as I explained in your other thread.
    Oh.................
    But to answer the question in the title.
    Yes you can bind all sorts of things including the point making up a polygon, brush used to draw the line and all sorts.  You could even do flashing cells if you wanted.
    Hope that helps.
    Recent Technet articles: Property List Editing;
    Dynamic XAML

  • Possible to draw power from iPhone battery?

    Is it possible to draw power from the iPhone battery in order to power an external device? If so, how does one go about doing it?
    Thanks,
    Colin Marcus

    Colin:
    Did you ever get an answer to your question?  I have the same one.
    Thanks!
    Tom

  • Is it possible to tun the GUI_DOWNLOAD in background

    Hi guys,
    Is it possible to tun the GUI_DOWNLOAD in background?
    Thanks a lot!

    Hi
    It is not possible to run in background , Transfer file to  application server using OPENDATASET
    Download the file from application serevr to your folder by using Tcode CG3Y.
    For more information check with the following link
    [GUI_DOWNLOAD|Re: GUI Download In BackGround]
    Regards,
    Rajani

  • Is it possible to print layout/sapscript in background  ?

    hello
    i need to print some form ( layout/sapscript ) in background
    is it possible to print it immediately in background   ?
    i don’t want to keep it in the spool .
    This is the following code of my.
    submit   ****
            SUBMIT YMM_VERIFICATION_BCK_GRND
            VIA JOB JOBNAME NUMBER  JOBCOUNT
            with SL_BELNR in TB_BELNR
            with SL_GJAHR in TB_GJAHR
            with SL_BUKRS in TB_BUKRS
            TO SAP-SPOOL  IMMEDIATELY ' '
            DESTINATION    'LOCL'
            KEEP IN SPOOL  ' '
            AND RETURN.
    print ************
    itcpo-tdimmed   = 'X'.
      CALL FUNCTION 'OPEN_FORM'
       EXPORTING
              APPLICATION                       = 'TX'
              ARCHIVE_INDEX                     =
              ARCHIVE_PARAMS                    =
              DEVICE                            = 'PRINTER'
               DIALOG                            = 'X'
              FORM                              = 'YMM_VERIFICATION'
              LANGUAGE                          = SY-LANGU
              OPTIONS                           = ITCPO

    DATA: number           TYPE tbtcjob-jobcount,
          name             TYPE tbtcjob-jobname VALUE 'JOB_TEST',
          print_parameters TYPE pri_params.
    CALL FUNCTION 'JOB_OPEN'
      EXPORTING
        jobname          = name
      IMPORTING
        jobcount         = number
      EXCEPTIONS
        cant_create_job  = 1
        invalid_job_data = 2
        jobname_missing  = 3
        OTHERS           = 4.
    IF sy-subrc = 0.
      SUBMIT submitable TO SAP-SPOOL
                        SPOOL PARAMETERS print_parameters
                        WITHOUT SPOOL DYNPRO
                        VIA JOB name NUMBER number
                        AND RETURN.
      IF sy-subrc = 0.
        CALL FUNCTION 'JOB_CLOSE'
          EXPORTING
            jobcount             = number
            jobname              = name
            strtimmed            = 'X'
          EXCEPTIONS
            cant_start_immediate = 1
            invalid_startdate    = 2
            jobname_missing      = 3
            job_close_failed     = 4
            job_nosteps          = 5
            job_notex            = 6
            lock_failed          = 7
            OTHERS               = 8.
        IF sy-subrc <> 0.
        ENDIF.
    CALL FUNCTION 'RSPO_R_RDELETE_SPOOLREQ'.
      ENDIF.
    ENDIF.

  • How can I draw on top of an image?

    I'm using a JApplet with three JPanel's inside of it.
    Inside one of those JPanel's I would like to place an image and a button. When the button is clicked, I want to draw an oval on top of the image . Each subsequent time the button is clicked, the oval will move to a different location.
    So here are my questions:
    1) What should I use to draw the image? (a JLabel with an ImageIcon on it?)
    2) Could I simply use g.drawOval() in paintComponent() to directly draw on top of the image/JLabel?
    Any help will be greatly appriciated.

    Here's a sample to study;-import java.awt.*;
    import java.awt.event.*;
    public class DrawOnImage extends java.applet.Applet{
      int xPos, yPos;
      Image img;
      public void init() {
        add(new Label("Hello World") );
        Button press = new Button("press");
        add(press);
        press.addActionListener(new ActionListener(){
          public void actionPerformed(ActionEvent e){
            xPos = (int)(Math.random()*270);
            yPos = (int)(Math.random()*170)+30;
            repaint();
        img = getImage(getDocumentBase(), "anImage.JPG");
      public void paint(Graphics g){
        g.drawImage(img,0,30,this);
        if(yPos>=30)g.fillOval(xPos, yPos, 45, 45);
    }

  • Photoshop Elements 13 - Is it possible to create a link in an image?

    Photoshop Elements 13 - Is it possible to create a link in an image?

    No, you would need to use your web design program to do that.

  • Is it possible to run ALV report in background if Yes how?

    is it possible to run ALV report in background if Yes how?

    Hi,
    Why not?Through se38 only you create ALV report. there you can give your report name and go to program on menu bar - click - execute buton- click-Background . You will get new screen there you can choose Execute immediate or schedule.
    <REMOVED BY MODERATOR>
    Cheers,
    Chandra Sekhar.
    Edited by: Alvaro Tejada Galindo on Mar 4, 2008 2:12 PM

  • Do you know if it's possible on an iPad to set the image quality/size or do we just have the one size - the photos I've taken work out at approx 8 x 6cm @300ppi - not that big!

    Do you know if it's possible on an iPad to set the image quality/size or do we just have the one size - the photos I've taken, work out at approx 8 x 6cm @300ppi - not that big!

    8cm * (1 in/2.54cm) * 300 dpi = 944 pixels (should be 1280 if this is the back camera)
    6cm * (1in/2.54cm) * 300 dpi = 708 pixels (should be 720 if this is the back camera)
    The back camera on iPad 2 is 1280x720 = 0.92Mp.  No way to increase that.

  • Draw a rectangle on an image in an applet

    Hello
    I have an applet that has 3 buttons. Each of them creates an image, which is displayed on the screen. Now, I want to draw a rectangle on these images. Since I already have a paint method for displaying the images correctly, I would need a second paint method for the rectangle. (I can't put everything in the same paint() method, because I have an horrible resukt)
    Does anyone have an idea of a method that would be able to replace a paint method?
    Any help would be appreciated
    Thanks
    Philippe

    Have you thought about using one of your button to get the action done? You could use the Graphics method to create your object rectangle.
    Don't know if it would work but seems like a good idea to try.

Maybe you are looking for

  • How to find out which RAC service a user is using.

    Hi, Our RAC database uses clustering services. How do I find out to which RAC service a database user is setup for? I know how to check what it is currently using by looking at GV$SESSION. But i want to check what service a user was originally setup?

  • Flex Bug - Programmatic Skinning!

    I believe I found a Programmatic Skinning bug in Flex. Whenever I set the "borderSkin" property to a custom skin class, the flash player hangs in all browsers, the CPU peaks around 95% and memory is consumed rapidly. After waiting for about 10 minute

  • Parsing XML with html tags for style

    I'm using flash to pull in XML data, but I want to use html tags to be able to style the text. When I add any html, it treats it as a sub-node and ignores the data. Also, line breaks in the xml are being converted to double spaced paragraphs? The rel

  • How do I change default for weather information

    I have a Droid RAZR HD.  When I access weather through Google, the information is displayed in metric units.  I have to change the display each time to get it to display the results in English units (e.g., temp in degrees F, not C).   How do I change

  • Copy version in BPS

    Hi all, I have made a planning function to copy from one version to other version but when I ejecute this function it doesn´t appear the option to the user can select which versions he wants to copy. Anybody knows how can I do it?? Thanks