OVERLAY ERROR - MEDIA PROCESSOR NOT CREATED - blackberry

while trying to overlay an image in blackberry i am getting this error
Image outerFrame = Image.createImage("/outerFrame.png");
Image innerFrame = Image.createImage("/innerFrame.png");
OverlayControl overlay = myMediaProcessor.getControl ("javax.microedition.media.control.imageeffect.OverlayControl");
overlay.insertImage(innerFrame, 0,0,1); // order = 1
overlay.insertImage(outerFrame, 0,0,0); // order = 0
I can’t get to create “myMediaProcessor”.

You do not show a lot of context, so it's hard to understand what you're actually asking for.
myMediaProcessor should be an object of a class that implements the
javax.microedition.media.Controllable
interface. See the Controllabale javadoc for a list of classes that implement it.
Alternatively, look at the javadoc for the MediaProcessor interface, and the GlobalManager docs. These have the information you seem to be looking for.

Related

Printing an image to a dye based application

I am learning about fluid dynamics (and Haxe) and have come across this awesome project and thought I would try to extend to it to help me learn. A demo of the original project in action can be seen here.
So far, I have created a side menu of items containing different shapes. When the user clicks on one of the shapes, then, clicks onto the canvas, the image selected should be imprinted onto the dye. The user will then move the mouse and explore the art etc.
To try and achieve this I did the following:
import js.html.webgl.RenderingContext;
function imageSelection(): Void{
document.querySelector('.myscrollbar1').addEventListener('click', function() {
// twilight image clicked
closeNav();
reset();
var image:js.html.ImageElement = cast document.querySelector('img[src="images/twilight.jpg"]');
gl.current_context.texSubImage2D(cast fluid.dyeRenderTarget.writeToTexture, 0, Math.round(mouse.x), Math.round(mouse.y), RenderingContext.RGB, RenderingContext.UNSIGNED_BYTE, image);
TWILIGHT = true;
});
After this call, inside the update function, I have the following:
override function update( dt:Float ){
time = haxe.Timer.stamp() - initTime;
performanceMonitor.recordFrameTime(dt);
//Smaller number creates a bigger ripple, was 0.016
dt = 0.090;//#!
//Physics
//interaction
updateDyeShader.isMouseDown.set(isMouseDown && lastMousePointKnown);
mouseForceShader.isMouseDown.set(isMouseDown && lastMousePointKnown);
//step physics
fluid.step(dt);
particles.flowVelocityField = fluid.velocityRenderTarget.readFromTexture;
if(renderParticlesEnabled){
particles.step(dt);
}
//Below handles the cycling of colours once the mouse is moved and then the image should be disrupted into the set dye colours.
}
However, although the project builds, I can't seem to get the image imprinted onto the canvas. I have checked the console log and I can see the following error:
WebGL: INVALID_ENUM: texSubImage2D: invalid texture target
Is it safe to assume that my cast for the first param is not allowed?
I have read that the texture target is the first parameter and INVALID_ENUM in particular means that one of the gl.XXX parameters are just flat out wrong for that particular function.
Looking through to the file writeToTexture is declared as so: public var writeToTexture (default, null):GLTexture;. WriteToTexture is a wrapper around a regular webgl handle.
I am using Haxe version 3.2.1 and using Snow to build the project. WriteToTexture is defined inside HaxeToolkit\haxe\lib\gltoolbox\git\gltoolbox\render
writeToTexture in gltoolbox is a GLTexture. With snow and snow_web, this is defined in snow.modules.opengl.GL as:
typedef GLTexture = js.html.webgl.Texture;
So we're simply dealing with a js.html.webgl.Texture here, or WebGLTexture in native JS.
Which means that yes, this is definitely not a valid value for texSubImage2D()'s target, which is specified to take one of the gl.TEXTURE_* constants.
A GLenum specifying the binding point (target) of the active texture.
From this description it's obvious that the parameter isn't actually for the texture itself - it merely gives some info on how the active texture should be used.
The question then becomes how the "active" texture can be set. bindTexture() can be used for this.

Porting old MDX code

I'm porting some old MDX code to SharpDX using Direct3D9 assemblies.
I was able to 'convert' most of the code to SharpDX but I'm stuck at the following:
Mesh result = Mesh.Cylinder(_device, _arrowRadius1, _arrowRadius2, _arrowLength, _arrowNumberOfSlices, _arrowNumberOfStacks);
Mesh result = Mesh.Box(_device, _axisLength, _axisThick, _axisThick);
Mesh.TextFromFont(_device, new System.Drawing.Font("Berlin Sans FB", 12), text, 5f, 0.2f);
The mesh class exists but does not contain the Cylinder or Box methods. I've gone through tons of documentation and could not find a solution.
Apart from the problem with the Mesh class I could not find matching classes and methods for the following in SharpDX:
using (Surface backbuffer = _device.GetBackBuffer(0, 0))
{
GraphicsStream stream = SurfaceLoader.SaveToStream(ImageFileFormat.Bmp, backbuffer);
return new Bitmap(stream);
}
GraphicStream and SurfaceLoader do not exist.
i had similar problem proting from old Managed Microsoft.DirectX to SharpDx9.
For Meshes we had to implement our own Mesh classes since there are no pritives like cylinder, sphere or box in SharpDx.Mesh (its just a mock class i guess).
But for SurfaceLoader check Surface class itself it has static methods that will probably match your needs. For example:
Surface.ToStream()

MvvmCross ImageView Binding to Byte Array

I am currently trying to bind a Android ImageView to a Byte array that I have setup as my ViewModel.
private Byte[] _currentActivityImage;
public Byte[] CurrentActivityImage
{
get { return _currentActivityImage; }
set { _currentActivityImage = value; RaisePropertyChanged(() => CurrentActivityImage); }
}
I am doing it this way as I am downloading the image as part of the large data download and storing that image data into the database so it's tired directly to a specific record in the table.
I haven't been able to find any information on specifically how to bind the Android ImageView (Or the MvxImageView) to a Byte array or a raw bitmap image.
I saw in one of the posts that Stuart mentioned that capability exists (or maybe I read it wrong.), but was not able to find the correct bindings to use.
(Note: if need be, I can change the property to use Bitmap, but figured that the Byte array might be more cross-platform compatible.)
The picture choose sample shows one way to do this - https://github.com/MvvmCross/MvvmCross-Tutorials/tree/master/PictureTaking
The N+1 N=12,etc CollectABull sample shows another - going via a file https://github.com/MvvmCross/NPlus1DaysOfMvvmCross/tree/master/N-12-CollectABull/

How do I disable Transformations in TYPO3 RTE Editor?

I created a custom extension for TYPO3 CMS.
It basically does some database queries to get text from database.
As I have seen, TYPO3 editor, transforms data before storing it in database so for example a link <a href="....." >Link</a> is stored as <link href>My Link Text</link> and so on for many tags like this.
when I query data from DB, I get it as it is stored in DB (<link href>My Link Text</link>)
so links are not displayed as they shoud. They display as normal text..
As far as I know there are two ways to go:
disable RTE transformations (how to do that?)
use lib.parseFunc_RTE (which i have no Idea how to configure it properly)
any idea?
thanks.
I guess you're not using Extbase and Fluid? Just as a reference, if you are using Extbase and Fluid for your extension you can render text from the RTE using Fluid:
<f:format.html>{bodytext}</f:format.html>
This uses lib.parseFunc_RTE to render the RTE text as HTML. You can also tell it to use a different TypoScript object for the rendering:
<f:format.html parseFuncTSPath="lib.my_parseFunc">{bodytext}</f:format.html>
Useful documentation:
parseFunc
Fluid format.html
I came across the same problem, but using EXTBASE the function "pi_RTEcssText" ist not available anymore. Well maybe it is, but I didn't know how to include it.
Anyway, here's my solution using EXTBASE:
$this->cObj = $this->configurationManager->getContentObject();
$bodytext = $this->cObj->parseFunc($bodyTextFromDb, $GLOBALS['TSFE']->tmpl->setup['lib.']['parseFunc_RTE.']);
This way I get the RTE formatted text.
I have managed to do it by configuring the included typoscript:
# Creates persistent ParseFunc setup for non-HTML content. This is recommended to use (as a reference!)
lib.parseFunc {
makelinks = 1
makelinks.http.keep = {$styles.content.links.keep}
makelinks.http.extTarget < lib.parseTarget
makelinks.http.extTarget =
makelinks.http.extTarget.override = {$styles.content.links.extTarget}
makelinks.mailto.keep = path
tags {
link = TEXT
link {
current = 1
typolink.parameter.data = parameters : allParams
typolink.extTarget < lib.parseTarget
typolink.extTarget =
typolink.extTarget.override = {$styles.content.links.extTarget}
typolink.target < lib.parseTarget
typolink.target =
typolink.target.override = {$styles.content.links.target}
parseFunc.constants =1
}
}
allowTags = {$styles.content.links.allowTags}
And denied tag link:
denyTags = link
sword = <span class="csc-sword">|</span>
constants = 1
nonTypoTagStdWrap.HTMLparser = 1
nonTypoTagStdWrap.HTMLparser {
keepNonMatchedTags = 1
htmlSpecialChars = 2
}
}
Well, just so if anyone else runs into this problem,
I found one way to resolve it by using pi_RTEcssText() function inside my extension file:
$outputText=$this->pi_RTEcssText( $value['bodytext'] );
where $value['bodytext'] is the string I get from the database-query in my extension.
This function seems to process data and return the full HTML (links, paragraphs and other tags inculded).
Note:
If you haven't already, it requires to include this file:
require_once(PATH_tslib.'class.tslib_pibase.php');
on the top of your extension file.
That's it basically.

Monodroid screen dimensions

I'm trying to reference WindowManger so I can get the default screen's dimensions but I can't seem to find reference to it. (this is API 8, froyo 2.2). I even tried:
dynamic wm = Android.App.Application.Context.GetSystemService(Android.Content.Context.WindowService);
Display display = wm.getDefaultDisplay();
But got an error indicating that Object doesn't respond to getDefaultDisplay.
Also I tried:
var wm = (IWindowManager)Android.App.Application.Context.GetSystemService(Android.Content.Context.WindowService);
Display display = wm.DefaultDisplay;
But I get an invalid cast exception.
Saw this post, but I can't resolve WindowManager. Any ideas what's going on here?
WindowManager is the IWindowManager interface. Instead of the cast, try using the .JavaCast<T>() extension method:
var wm = context.GetSystemService(Android.Content.Context.WindowService)
.JavaCast<IWindowManager>();
var d = wm.DefaultDisplay;
You can also check out the AccelerometerPlay sample.
Another simpler way is
Display display = this.WindowManager.DefaultDisplay;
You can get the Width and Height properties from the display object.
using Android.Runtime; //for JavaCast
var windowManager = Android.App.Application.Context.GetSystemService(Android.Content.Context.WindowService).JavaCast<IWindowManager>();

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