i'm new to android programming and working on a project in which i'm trying to draw a rectangle onto the android canvas depending on the value in json file. Following is the link to my json file
http://smartparkingmanagement.com/parkingwebservice.php
What i'm trying to do will be something like:
if(parkingslotNumber =="SLOT-1" && status = "AVAILABLE"){
canvas.drawRect(10,10,50,40,paint)
}
Have a look at the Creating Custom Views article on the Android Developers site, they explain what you can do with custom Views and how to draw to the canvas.
On a side note, one thing I noticed in your question is you are doing
if(parkingslotNumber == "SLOT-1")
This will return false. You want to call someString.equals(otherString) for String equality comparisons as such:
if("SLOT-1".equals(parkingslotNumber))
Related
I'm currently working with the mxGraph library in javascript and I'm trying to create my own shapes in draw.io, to export them, then to reuse them as much as I want in my own program using the mxGraph library.
So far, I have tried to create a custom library, which contains all my shapes. I have exported it in XML which gives me a half-encoded XML file. Then, I'd like to import that mxLibrary in my own app so I can reuse these shapes for creating my own diagrams. I have no idea how to deal with that XML file.
I have also tried taking the XML from Extras -> Edit Diagram and reimport it with the codec, then with mxGraph#addCells but the shapes aren't grouped anymore, and I can't seem to find how to clone them.
My goal would literally to have my list of shapes/cells somewhere, which I can reuse whenever I want.
If this is not possible, how may I do that instead? I have also looked up how to create my own shapes (with redrawPath and the style thing), but it looks really long and boring.
Here's an example of what the XML looks like. The shape is a simple double square.
<mxlibrary>[{"xml":"xVNBbsIwEHyN78EugjOhcOqpLzDJgi05XstZSPJ7trFbiAqCqpV6sLQ7O2N7xrJQZdNvow7mDWtwQr0KVUZESlXTl+CckIWthVoLKQteQm7uTGfjtAg6gqdnBDIJTtodISEJaGlwGThEPIZMg0jQT46q0HuoSO8+6cX3K4zUfP4WsAGKA1M6W5NJjGVWGbAHQ1NMt/keX8qLHy6ypdv21GN7nbEE70FXH33HDyHUylDDO65nXOo2sD1u9rYH3nV1N4lrx/LfHL/8veO9da5Eh5Exjx5+GUIWzJNgmHRXAS1uBLT4eUDcXn7TOJt8tjM=","w":80,"h":80,"aspect":"fixed","title":"custom_shape_1"}]</mxlibrary>
Thank you in advance!
There are 2 ways I know, to do it, depending on your needs.
Embed draw.IO as an iframe in your app, and create a plugin that adds your own palette of icon on the side bar. you can watch the p1 plugin code, and replicate it plugin list in draw.io, look for the p1 plugin
. code example of how to integrate draw.io in your app
hint: if pulgins are not loaded, check the plugin folder link.
If you add the vertices on you own app, create your own style, and reuse it when creating.
updateStyles()
{
var style = new Object();
style[(<any>window).mxConstants.STYLE_SHAPE] =
(<any>window).mxConstants.SHAPE_IMAGE;
style[(<any>window).mxConstants.STYLE_PERIMETER] =
(<any>window).mxPerimeter.RectanglePerimeter;
style[(<any>window).mxConstants.STYLE_IMAGE] =
'../assets/transformer.png';
style[(<any>window).mxConstants.STYLE_FONTCOLOR] = '#000000';
style[(<any>window).mxConstants.STYLE_WHITE_SPACE] = 'wrap';
style[(<any>window).mxConstants.STYLE_VERTICAL_ALIGN] = 'bottom';
this.graph.getStylesheet().putCellStyle('transformer', style);
}
reuse this style whenever creating a vertex using insertVertex function.
try {
const parent = this.graph.getDefaultParent();
this.graph.getModel().beginUpdate();
const vertex = this.graph.insertVertex(parent, uuid.v4(), node, 40, 40, 80, 40, 'transformer');
} finally {
this.graph.getModel().endUpdate();
}
Several weeks ago I have been asked to upgrade a web application based on a very old version of MXGraph library (version 2.4). The application integrated also the 'grapheditor' a sort of demo application evolved later in Diagramly
and then in Draw.io). Recently I completed the more problematic step, the transition from old "grapheditor" to Draw.io, so I am now able to open all the previous diagrams (saved as plain XML), modify and save them consistently.
Ok, this is the nice part. The bad side is the 'read-only' section of the application ,where the users can more or less, only view the graph.
This page is based on the mxClient.js that renders the graph described in the xml through this code:
var graph = new mxGraph(container);
var diagram = mxUtils.parseXml(xml);
var codec = new mxCodec(diagram);
codec.decode(diagram.documentElement, graph.getModel());
graph.fit();
Upgrading the MX library to the last version (3.9.10) the same code works but some shapes are not rendered properly, they appears as squares instead of
circles, ellipses, etc. The two following images are an example of this misbehavior
Graph in the draw.io:
Same graph rendered by mxClient:
After some tries I discovered that the old mxClient is able to render the same graph perfectly (as draw.io does) so I think there have to be something wrong (or missing) in my code or mxGraph installation/configuration.
As a temporary workaround I can keep in place the old version of mxGraph but obviously I'd like to use the new one.
Can someone give me an hint on this? Any help would be very appreciated.
The tape shape isn't part of core mxGraph, it's part of the GraphEditor example, in the additional shapes JavaScript.
If you look at the style of the ellipse, it's probably not the one in the core, most likely another one from Shapes.js.
Either pull in shapes.js, or use the viewer in draw.io.
Dear all I am using angular 2.4.10 and three js 0.85.0. After downloading a JSON file from the server, I have at my disposal the following JSON object:
https://drive.google.com/file/d/0B7IcIHZN137RdmVRTXpLZmlPaDg/view?usp=sharing
I am trying to load the object without using the loader URL using the following code suggested in another StackOverflow post:
loadModel(aJSONObject) {
console.log(aJSONObject);
let loader = new THREE.ObjectLoader();
let model = loader.parse( aJSONObject );
console.log(model);
.....
}
and it's working but it is not getting the materials. How can I get the material from the JSON file?
I tried to load your model and the unique material got imported correctly.
However, there is no texture nor color defined for this material in the JSON model. So the object will look white, the default color used for three.js materials.
Fiddle here.
To see your model in three.js make sure to scale it appropriately based on you camera position (I had to scale it down).Moreover, as the model is using a THREE.MeshPhongMaterial, don't forget to add some lights.
By the way, there are some X, Y and Z individual attributes defined in your model that increase its size uselessly (three.js won't use them).
I have a basic three.js scene in which I am attempting to get objects exported from Blender (as JSON files with embedded morphs) to function and update their shapes with user input.
Here is a test scene
http://onthez.com/temphosting/three-js-morph-test/morph-test.html
The slab is being resized without morphs by simply scaling a box, which is working just fine.
I must be missing something fundamental with the little monument on top. It has 3 morphs (width, depth, height) that are intended to allow it to resize.
I am using this code to implement the morph based on users dat.gui input.
folder1.add( params, 'width', 12, 100 ).step(1).name("Width").onChange( function () {
updateFoundation();
building.morphTargetInfluences['width'] = params.width/100;
roofL.morphTargetInfluences['width'] = params.width/100;
roofR.morphTargetInfluences['width'] = params.width/100;
building.updateMorphs();
});
The materials for building, roofL, and roofR each have morphTargets set as true.
I've been going over the three.js examples here:
http://threejs.org/examples/?q=morph#webgl_morphtargets_human
as well as #webgl_morphtargets and #webgl_morphtargets_horse
Any thoughts or input would be much appreciated!
I believe I've reached a solution for my question I was under the impression that the JSON loader was preserving the morph target names to be used in place of an index number with morphTargetInfluences
something like morphTargetInfluences['myMorphTargetName']
but, after closer inspection in the console it seems like they should be referred to by number like morphTargetInfluences[0]
Not the most intuitive, but I can work with it.
I am new to Lua scripting, and game development. So please I am just a noob in Lua.
I have searched the net for solutions to my problems, without any luck.
I use Photoshop, Corona, Dusk, json and Tiled on windows7.
I am creating a "board" like game, i.e. Setlers. I am using a world map, as the background. The background image of the game area is a world map (world.png file). I have no problem here.
I would like to create transparrent clickable objects matching the countrys borders on my gamemap with all parameters and values (I have added in Tiled) stored in the object. So When the player clicks on the country the transparrent object (on top of the map) is the one clicked and an eventlistener acts on the click.
In Tiled I can create all the objects I need, naming them + assigning parameters and other values.
If I add object.alpha value in Tiled, the alpha value is passed on to corona and working there.
How can I read these data from the json/tmx file in Corona and adding them to a lua table?
The way I am thinking to use the Tiled map and its objects, is to create one polyline trace of each country’s border (creating one object per country). Then place each “country traced object” on top of the world.png map, also naming the object with the countrys name like “object.name = TileBritannia” and also the other properties for use in game.
My problem is getting the objects info, like object.name, and an eventlistener reacting to a click on the object.
Is a polyline the right way to create a clickable area on a map, when I use a png file as a background image?
What is the best way to create a country border objects, in one layer or with all countries as individual object layers in Tiled.
Can I create one layer with sub objects and still access them in my code?
How do I get the object name and other properties, set in Tiled.
When I try to use the (local britannia = tiledMap:load("britannia.json")) the "load" is not working, getting a nil value.
I am looking for a code that will extract/get/read the object.name i.e. “objBritannia” or "TileBritannia". from the json/tmx file.
When I try to read the different parameters from the json file, I don't get the result I expect. I get the result = function: 046A73B0, was hoping for an object name of some sort.
Please provide links to or code example.
I have edited the question.
Thanks
For questions 1 and 2: I have not used Tiled, but based on Corona Tiled, you have the right strategy in mind. That page makes me think that you can just use tap event listener to detect tap. If you are having issues with the example on that web page, please update your question to be more specific. If tap event handling doesn't work (maybe you're talking about a different Tiled lib), look a Polygon fill and Point in Polygon detection, because that's basically what you need to do. Try some stuff from there. If it still doesn't work for you, then update your question with specifics otherwise it will be likely get closed (it is a little too broad as it is).
For #3, Lua is a dynamic language that supports adding properties to objects in one line. So upon the example on the Corona Tiled page, all you would have to do is
tiledMap = require("tiled")
local britannia = tiledMap:load("britannia.json")
britannia.name = "Britannnia"
local Zulu = tiledMap:load("zulu.json")
zulu.name = "zulu"
Naturally you will probably have a whole bunch so you will create a function that you call for each tile. It's not clear what map.layer["objBritannia "].nameIs("TileBritannia") is supposed to do so I can't comment.