I am currently doing work for my college and I need help with a specific part of the program (Visual Studio 2010).
I have a HScrollbar that has a minimum of 0 and maximum of 85, which are supposed to represent angle values. I have it so that as you scroll the scrollbar the value is displayed in a label underneath(lblangle.text = HScrollbar.value)and above the scrollbar is a 90 ° vertical rectangle (colored -in label). How can I make it so that the colored in rectangular label rotates with the value in the label (lblangle) bellow. So for example lblangle will display 40 and so the rectangle rotates 40 degrees clockwise. I would also like this to update real time so that every time the scrollbar is scrolled the colored-in label is rotated accordingly.
Images of visuals and what should be the relevant code.
Related
I have an image and I want to see how many pixels are in different parts of the image. Is there a software I can use to do this?
In Gimp, the "Histogram" dialog applies to the selection, so the pixel count displayed is the pixels in the selection (weighted by their selection level):
In the image below the selection covers the black circle which has a 100px radius. The Pixels value is close to 100²*Pi (314000 instead of 314159).
The Count is the number of pixels between the two values indicated by the handles at the bottom of the histogram.
Of course the selection can have any shape and be obtained with various tools.
I assume PS has something equivalent.
I have a chart that has strings for its x axis (a list of names). It's linked to a dynamic array, I have a problem where the graph resizes itself and squeezes 14-15 strings from the array and makes the bar chart small and tiny.
How can I achieve chunky bars and a scroll bar to scroll down to see the rest of the data even when new values are being added to the x-axis at runtime.
Have spent an hour searching with no help! =[
Edit:
Setting the PixelPointWidth Property to 300 gave me the width of the bar the way I want to be, but it has bunched the bars so that all the bars of the 4 series are overlapping instead of being side by side. WHere to go from here?
Edit2:
Manipulating the charts height is definitely getting the desired results, the only thing is the bigger the height, the more white space at the top of the chart, whats the fix for that,. and a fix for the Series representations to be "frozen" on scroll.
You can set the width of the chart every time you add new data to it:
Dim barWidth = Double.Parse(Chart1.Series(0)("PixelPointWidth"))
Chart1.Width = CInt(nData * barWidth) + 100
where nData is how many points there are and the 100 is some amount to take into account the space needed for the Y-axis labels and the legend.
Place the chart control in a Panel as suggested by jmcilhinney with AutoScroll set to true, and you will get a scrollbar when the width of the chart exceeds the width of the panel.
If you want the chart to show the latest added data, you can set the horizontal scroll position after setting the width of the chart:
Panel1.HorizontalScroll.Value = Panel1.HorizontalScroll.Maximum
given the url(image) below as an example
https://res.cloudinary.com/demo/image/upload/w_220,h_140,c_fill/l_brown_sheep,w_220,h_140,c_fill,x_220,y_140/l_horses,w_220,h_140,c_fill,x_220,y_140/yellow_tulip.jpg
From what I understand, the first image yellow_tulip is drawn on (0, 0) which is the top left corner. The second image brown_sheep draws from (220, 140), which is the right bottom corner of yellow_tulip because (0, 0) starts from top left of canvas.
Everything makes sense from what I understand til the third image kicks in. horses also starts from (220, 140) but how come it starts from the center of second image brown_sheep? I'm really confused.
The dimensions of the image changes when you apply the overlay changes so that should be taken into consideration when applying the x and y coordinates.
The coordinates are calculated from the center of the image but since the size of the canvas in the first image is 220 by 140, setting the brown sheep overlay's coordinates to 220 by 140 will double the size of the canvas to 440 by 280.
Meaning the following URL is now 440 by 280 https://res.cloudinary.com/demo/image/upload/w_220,h_140,c_fill/l_brown_sheep,w_220,h_140,c_fill,x_220,y_140/l_horses,w_220,h_140,c_fill/yellow_tulip.jpg
To now overlay the horsed over the brown sheep you will need to recalculate the dimensions to the following- https://res.cloudinary.com/demo/image/upload/w_220,h_140,c_fill/l_brown_sheep,w_220,h_140,c_fill,x_220,y_140/l_horses,w_220,h_140,c_fill,x_110,y_70/yellow_tulip.jpg
Or
https://res.cloudinary.com/demo/image/upload/w_220,h_140,c_fill/l_brown_sheep,w_220,h_140,c_fill,x_220,y_140/l_horses,w_220,h_140,c_fill,x_330,y_210/yellow_tulip.jpg
I have a userform. In multiple cases across several different controls, I have observed the objects with the same Width, Height, Font, and Font Size display different font sizes depending on where they are placed on my userform.
. . . .
Above is an example of this. The two textbox's are both 26H and 48W, with a Left of 90. Both have font Tahoma Regular size 18. The only difference between them is their Top property. And yet visually, the upper one has much wider text than the lower one. The picture on the right has added dots to prove this is not an optical illusion. The upper one can only fit one dot between the letter and the edge. The lower one can fit at least two dots between the letter and the edge.
Can anyone explain why this is happening? What is happening? Or how I could stop it from happening?
Why its happening?
A normal windows graphical application renders in 96dpi/ppi.
However, excel’s rendering system is in 72dpi/ppi,so, when you specify 26 as the height, excel will first convert 72 to 96 dpi.
26 x 96 / 72 = 34.6667
Which means your control height is 34.667 pixels.
This will create artefacts in the rendering of your control.
How can you stop it?
Make sure that the final position of your control and its height has a final pixel position in the form to be a whole number.
You can do this by multiplying by your screen dpi and divide by excel dpi(72)
In your case you can apply a height of 25.5 which will render it correctly.
I hope I solved your answer!!
As Krishna Soni says in this thread, you should use a height of 25.5 for all the reasons he present.
This is equivalent to using controls with a height that is a multiple of 3. Since the rounding of 25.5 is 30, we can take 3 as a multiple of the Top, Height, and Width properties and avoid the text resizing issues.
Seen on Weird change of font size when changing Top proprierty by 1
Say, I have an image on an HTML page.
I apply an affine transformation to the image using CSS3 matrix function.
It looks like:
img#myimage {
transform: matrix(a, b, c, d, tx, ty);
/* use -webkit-transform, -moz-transform etc. */
}
The origin of an HTML page is the top-left corner and the y-axis is inverted.
I'm trying to put the same image in an environment (cocos2d) where the origin is the bottom-left corner and the y-axis is upright.
To get the same result in the other environment, I need to transform the origin somehow and reflect that in the resulting CGAffineTransform.
It would be great if I can get some help with the matrix math that goes here. (I'm not so good with matrices.)
The following formula would work,
for converting the position from CSS3 to Cocos2d:
(screen Size - "y" position in CSS3 - height of object)
Explanation:
To make the origin for the Cocos environment same as for the CSS3 environment we would only have to add the screen size to the cocos2d's bodies y co-ordinate.
Eg. The screen size is (100,100) and the body is a point object if you place it at (0,0) in CSS3 it would be at the top left corner. If we add the screen size to the y co-ordinates for cocos2d the object would be placed at (0,100) which is the top-left corner for cocos2d as well
To make the co-ordinates same, since the Y axis is inverted, we have to subtract the "Y" co-ordinate given in CSS3 from the Screen Size for Cocos2d. Suppose we place the same point object in the previous example at (0,10) in CSS3 we would place it at (0, 100 - 10) in cocos2d which would be the same positions on the screen
Since our body would NOT always be a point object we have to take care of its anchor point as well. If suppose the body's height is 20 and we place it at (0,10) in CSS3 then it would be placed at the top-left position and would be coming down because the Y axis is inverted
Hence we would also have to subtract the body's total height from the screen size and "y" co-ordinate to place it at the same position which would be (0, 100 - 10 - 20) putting the body at the same place in cocos2d environment
I hope I am correct and clear :)