I need to find graphic editor, which can create simple swimming pools drawing like this: http://k.min.us/iiPZI.png
It must be able to draw pool outline (including curves, not only lines), split pool into several parts (the darker color is - the deaper poll is in this area), also user should be able to provide depth for each area.
Also will be nice, if this editor can calculate pool square (S), perimeter (P), it's scope (V) and square of all walls and bottom (to know how much tile we`ll need).
Please, give me links to any editors, which contain even several of these functionalities, so I can try and upgrade editor for my needs.
You can give links on editors, written on any language/platform (Javascript, standalone programm, etc.). I will need to calculate all this staff (V, P, S, etc.) and then just send this data to PHP (and make calculations on server side).
I found only this editor, but it doesn't have a lot of functionality I need: http://svg-edit.googlecode.com/svn/branches/2.5.1/editor/svg-editor.html
I guess any good vector editor might do but not sure about the calculations. This might be more a job for an architecture program. You might want to take a look at Inkscape
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I've been trying different tiling WM's to see which one best fits my needs. Every time I try a new one, it looks good but I find other things that don't quite work the way I like. My requirements have evolved as I go. Initially, I didn't want to get into Awesome because having to learn Lua is not on my wish list but maybe I should give it a try IF it can do what I want better than the other tiling WM's out there.
I'm going to as specific as I can about what I want. I am running a 3440x1440 monitor. I want to use as much vertical space as possible (meaning, a full width, persistent but mostly empty status bar is not an option, but I do like the notification area and a date/time).
I understand it may not do everything exactly the way I want, which is oke. If it does more or less most of what I want I can weigh my options between Awesome and other tiling WM's (actually, only i3 which is what I'm using now but I'm open to better suggestions). I would very much appreciate it if people don't just say no to something it can't do, but say "no, but it can do ...". In other words, feel free to suggest alternatives that might be helpful as well.
Divide the screen in 3 columns, initially 30/45/25, with the right column split horizontally; Fully adjustable and resizable as needed during my work session;
Persistent layout; when closing the last application in a tile, I don't want that tile to disappear and the remaining tiles to resize. Just show an empty space and leave all tiles as they are.
tabbed tiles, so I see which applications are running in a tile (similar to i3).
Resizable tiles with the keyboard into 1 direction; When making the middle column/tile wider, I want that into a specific direction into another tile and leave the other side alone.
Certain applications I want to always launch into a specific tile. For instance, terminals always go into the right-most column top/bottom, browser/spotify always into the middle, atom/IDE always into the left. Some applications should always be floating. Obviously I want to be able to send them to a different tile after launch.
I don't want a 100% width status bar. It will be mostly empty which is a waste of screen estate. Preferably, I'd like a statusbar part of a tile, for example in the right-most tile, resizing with it. Otherwise I'd like it to be fixed to 30% and allow tiles which are not beneath it to use the full height of the screen. My reason for a statusbar is mute; I actually only want a notification area and a date time permanently visible. I don't need a "start menu", dmenu or similar is perfect, which I believe it has integrated.
Many thanks in advance!
The general answer is "Awesome configuration is code and it can do whatever you want". But there is a catch. Can Awesome be configured like you describe? Yes, totally. There is at least 2 distributions coming close enough (mine[1] and worron[2]) (at least for the tiling workflow, not the look).
The "catch" is that the workflow you describe isn't really the "Awesome way". Awesome is usually used as an automatic tiler. You have layouts that describe a workflow (code, web, internet) and manage the clients according to their programming. Manual tile management is rarely necessary once you have proper layouts. That doesn't mean you can't, I did, but it might be worth thinking outside the box and see if you can automate your workflow a bit further.
Also, the default layout system isn't very modern and makes it hard to implement the features you requested. My layout system (see link below) can be used as a module or as a branch and supports all features described above. Awesome is extremely configurable and it's components can be replaced by modules.
https://github.com/awesomeWM/awesome/pull/644
The layout "serialization" documentation is here:
https://elv13.github.io/libraries/awful.layout.html#awful.layout.suit.dynamic.manual
It is similar to i3 but has more layouts and containers. As for the "leaving blank space" part, it is configured using the fill_strategy:
https://awesomewm.org/doc/api/classes/wibox.layout.ratio.html#wibox.layout.ratio.inner_fill_strategy
As a word of conclusion, I would note that what you ask is "work exactly like i3". If you want such thing, well, use i3. Awesome is a window manager framework. Its goal and purpose is to create a customized desktop shell / WM. If it's what you want, then go ahead and learn it, nothing else can come close to the possibility and the level of control you can get out of it. However it takes time and effort to get to the point where you have "your own perfect desktop". Our users perfect desktops:
https://github.com/awesomeWM/awesome/issues/1395
[1] https://gfycat.com/SmallTerribleAdamsstaghornedbeetle
[2] https://www.youtube.com/watch?v=-yNALqST1-Y
The WM your are looking for is herbstluftwm (hlwm). Its a manual tiling window manager. The tiles which you are talking about are called frames in hlwm. Each frame can contain multiple windows. A frame can also be empty. Only if you kill a frame the other frames will automatically resize. You can add new frames vertically and horizontally and resize them. Each frame can also have a different layout to organize the windows inside. The layout you are looking for is max. This will stack the windows inside a frame on each other. It doesn't show you tabs like i3 however. hlwm allows you to create rules to open certain applications always in certain frames and workspaces. hlwm doesn't have a statusbar buildin. I personally like to use tint2. It can be used as a replacement for your requirement to see running applications as tabs.
I am trying to build a simplified EA from 'top to bottom', what I mean is I have a large diagram which has multiple objects, mainly ERDs Entities. I also have more and more detailed diagrams and can successfully drill down by hyperlinking to the next level down.
I have even setup a hyperlink on each of the lower level diagrams to go back to the previous.
So far, so good. When I publish as HTML, I get a really useful web tree that pretty much does what I want, except for one thing!
Each of the lower diagrams are reasonably small, so when I drill back up, I am happy with being positioned at the top left of the previous diagram (with me so far?).
When I drill back up to the primary diagram, I get returned to the top left.
BUT - as this primary diagram prints out on 12 A3 pages, it would be really good to be able to return to the area of the primary diagram that refers to the diagram that I just clicked into/out-of.
I am no deep HTML expert, but I know there is methods in HTML to hyperlink to a specific part of a page. Can anyone think of a way to tweak the returning hyperlink to position me at a specific point in the primary diagram?
PHEW
Thanks, PGB
To my knowledge there is no way to achieve this using EA's hyperlinks. EA does not use HTML internally, and an EA diagram hyperlink has no space for offset or zoom level, it simply opens the diagram.
Normally I would say that if you want an element to do something like this you can code it up yourself in an Add-In, but I'm pretty sure you can't specify pan/zoom when opening a diagram in the API either.
So I'm afraid this is one of those rare occasions where the answer is "you're doing it wrong." Adding all information everywhere is a sure-fire way of ending up with a model that's both impossible to navigate and a nightmare to maintain.
To build a better model you should work with abstractions and/or aspects (hard to say which is the better route forward without doing an actual architectural analysis).
What I do is to create sub-domain diagrams and then drag those onto an overview diagram. They scale down to nearly iconic size but still give an idea of the contents. Now I use large text to explain those sub-domains. This can usually fit to some A3-size (A2 if you like to show off). But from this overview you can easily focus to the single sub-domains by double-clicking the diagram frames.
SPSS' default settings for graphs are pretty rudimentary and, generally, ugly.
I have just upgraded from v.12 to v.21 and am very surprised, and extremely disappointed, to see that there is practically no change.
I had high hopes for GPL, but it does not seem to offer anything more than basic settings.
For instance, I want to create a sequence of scatterplots.
The dimension should be 375 points square.
Both axes should go to 1,000.
The points should be size 1, colour dark red.
The chart background should be white.
I also want to create a sequence of scatterplots.
The dimension should be 375 points square.
X axis should go to 1,000,
Y axis to 160.
There should be 50 bins - (x-axis, number of intervals).
Display digit grouping should be on.
Histogram bar fill and border should be colour a and colour b (these will vary, but should be scripted).
Finally, a set of box plots which also need customisation away from the default settings.
So, is it possible to script customisations like this, or do I have to go through the VERY SLOW and TEDIOUS point and click process for every one?
I HAVE 105 GRAPHS!
Thanks for your advice.
GPL provides syntax control for all of these things. The graphics engine in V21 is entirely different and much more flexible than the ancient on in V12.
The Chart Builder UI offers only basic, general controls. There is a huge amount of functionality in GPL that is not exposed in the CB. Paste the syntax from that as a starting point, and look at the GPL documentation in the help. You may also want to create a template with your specifications and use that from the CB as a shortcut.
The GraphBoard editor provides another interface ultimately to the same graphics engine. It offers more aesthetic control but is harder to customize.
let's say I want to display a customizable (2D, cartoon-like) character, where some properties e.g. eye color, hair style, clothing etc can be chosen from a predefined set of options. Now I want to animate the character. What's the best way to deal with the customization?
1) For example, I could make a sprite sheet for each combination of properties. That's not very memory efficient and not very flexible, but probably gives the best performance.
2) I could compose the character from various layers, where each property only affects one layer. Thus, I could make a sprite-sheet for the body, a collection of sprite-sheets for the eyes (one for each eye color) etc.
2a) In that case, I could merge the selected sprite-sheets in order to generate a single sprite-sheet containing the animation of the customized character.
2b) Alternatively, I could keep the sprite-sheets separate and try to animate them simultaneously as layers. I fear, that this might become a problem performance-wise.
3) I could try to modify the layers programmatically, e.g. use a sprite-sheet for the eyes as a mask and map some texture on it before merging it down to a single sprite-sheet. I would think this is a very flexible approach when it comes to simple properties like eye colors, but might become difficult for things like hair-style. I am aware that this depends much on the character and probably a general answer is difficult.
I assume that my problem is not new, so there is probably a standard approach to it.
Concerning the platform, I'm particularly interested in iOS and try to avoid OpenGL (well, I'm open-minded). Maybe there is a nice framework that can help me here?
Thanks!
Depending on what your working on, you might want to animate part/all of the animations outside in another tool, such as flash. It is much easier to work with a visual environment.
Then there are tools that take swf files, and create sprite sheets that you would then animate in cocos2d.
That is a common game creation workflow.
You problably want to take a look on how to create sprites at cocos2d.
Cocos2d comes with a set of tools that help you to animate single parts and offers abstractions to compose parts (like CCBatchNode or CCNode). Also, it comes with tools that helps you to pack sprites into sprite sheets (e.g Texture Packer) and develop levels (e.g Level Helper).
Cocos2d is an open source framework and it is widely used. You also have cocos3d but I never used it :).
I've never done OpenGL, but I'm looking for some pointers on this particular question on an AR app I'm practicing with.
I'd like to make an app with a "flat rectangle" along with text written on the surface of the rectangle. Visually, I'm imagining something along the lines of a piece of paper with text written on it. Each time the app starts, the text would be something different (the text is pulled from a plist file).
The user would be able to view the paper from all sides, much as if there was a piece of paper hanging in front of him.
Is this trivial to do in OpenGL? How could I get started?
Sorry for the really open-ended question, but I wanted to get a feel for how this kind of thing is done.
Looking at the OpenGL template source code in the Xcode sample projects, I see that there is a big array of vertices. I presume that to create a "flat" rectangle, I'd essentally just have to remove or make the z-axis zero. And then the dynamic text that will attach to the surface of the flat rectangle...I dont have any idea how to do that......
This question is hard to answer unambiguously. In general, this is trivial, but then again it is not.
Drawing a "flat rectangle with something on it" is a couple of API calls, as simple as it can get. Drawing text in OpenGL in an efficient way, and high quality, and without big preprocessing is an entirely different story.
What I would do is render text using whatever the "normal system-supported" way is under iOS (just like you would draw in any window, I wouldn't know this specific detail), but draw into a bitmap rather than on the screen. This should be supported, pretty much every OS has supported this for at least 10-15 years. Then turn this bitmap into a texture, bind it, and draw your trivial flat quad with OpenGL (set up a vertex buffer with 4 vertices, each vertex a texture coordinate, and draw two triangles - as easy as it gets).
The huge advantage of that is that you get to use the installed system fonts (or any fonts available), you don't need to generate a bitmap font and don't need to think about really ugly things such as hinting and proper spacing, and it's much easier to mix different text styles, etc. OpenGL has built-in support for text too, of course, but it is not terribly efficient or nice either. If the text does not change every millisecond, it's really best to render it using the standard renderer that the operating system provides (yes, that probably won't be hardware accelerated, but so what... since the user must read the text, it likely won't change every millisecond).
Now it gets more complicated if your "piece of paper" should bend and twist too, or do a page peel effect rather than being just a flat rectangle. In that case you need to tesselate it, which can be harder than it sounds, too. Not all tesselations look optimal for all bends/twists, or they do but do not have the optimal (read as minimum) number of vertices.
There is an article on "page peel" and such tesselation in one of the GPU Gems or GPU Pro books, let me search...
There: Andreas Bizzotto: "A Shader-Based eBook Reader - Page peeling effect", GPU Pro2 pp. 278-299
Maybe you can get hold of a copy or are lucky enough to find it on Google Books or something.