So i was wondering if this edition is able to do such a thing. Currently, im drawing a bus route in blue with illustrated waypoints and that is fine so far.
The passanger needs to walk his way up to the bus stop and i want to illustrate that route as ' traced lines ' or traced dots. is it possible to do it using the object :
*MapPolylineStyle mapPolylineStyle = new MapPolylineStyle();
traced lines example
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edit in the future :
well for anyone running into this issue as of now. thanks to the user #datasun i was able to update from Heremaps Lite edition to Explorer Edition where they have a lot more features regarding the maps and polylines.
you can pretty much do the following code to achieve dashedLines to illustrate a pedestrian route :
DashPattern dashPattern = new DashPattern(2,10);
routeMapPolyline.setDashPattern(dashPattern);
where the first parameter means firstGapLength and the second firstDashLength.
Dashed line rendering is not supported by the Lite Edition.
Consider to switch to the Explore Edition and check the DashPattern for MapPolyLines. The Explore Edition has the same APIs, but more features. Only the MapViewLite needs to be replaced by a MapView instance.
Related
As a little side project, I thought I'd take a look at creating a simple 3D application. I'm reasonably comfortable creating WPF applications, so the Visual Studio 'DirectX 11 and XAML App (UWP)' caught my eye. It should be mentioned that I am slowly working my way through the canonical book on D3D11, '3D Game Programming with with DirectX 11' by Frank Luna.
Thus, my comfort zone with D3D11 is quite narrow, but I felt confident enough to tackle a simple task. I fell at the first hurdle. What I was trying to do is take the Visual Studio template, add simple UI of a few text boxes to view and edit the model transform.
I came unstuck with how to connect my ViewModel for the UI with my C++/CX object that contains the 3d model, and thus the model transform. My class that defines the property of the 3dmodel is a standard C++ class. I don't seem to to be able to grasp how to marry the two together.
All the tutorials out there that I've come across leave out the most important part of XAML/D3D11 integration and that is data binding to the game/scene objects themselves.
So, the question: How do I tackle the task of bridging the gulf between my C++/CX ViewModel and C++ game objects?
It is just typical that after I post the question that I find direction towards an answer.
Microsoft in their Windows Universal Samples, has a sample 'Simple3DGameXaml'. It does use Xaml, but doesn't use controls and bind to them to game objects.
https://github.com/Microsoft/Windows-universal-samples/tree/master/Samples/Simple3DGameXaml
However, it does show an alternative layout of the application that completely removes the confusion I had with connecting two seemingly different parts of the application.
Thanks.
I've been working with Kinect for a few months and I've used OpenNI and Kinect for Windows SDK since then. A few months ago, when I started using it, I was usinf C# with WPF to create menus that a user could use gestures to interact with them using WPF. Using WPF it's pretty easy to detect grab gestures, swipes and press gesture (This is done in a trasparent way to the programmer), but since I've migrated to C++, I have no clue how to detect them. Which functions of the Kinect SDK are used to do this or where can I find a tutorial regarding this matter?
Many thanks!
I realize it's an old question, but I had the same problem and haven't found an answer. What I did found was this post on MSDN forums stating that those gestures are integral part of WPF/XAML and cannot be used without it. Person from url i linked below said: "I would say that press, pan and zoom as you found them are no "general gestures" out of the box, only interactions with some WPF/XAML controls inside a KinectRegion." Good thing is that those functions are not that hard to implement.
https://social.msdn.microsoft.com/Forums/en-US/59cf4671-98cc-4fe5-a3e0-6ecc612cde3c/swipe-gesture-in-v2-sdk?forum=kinectv2sdk
as the title would suggest i'm trying to make a system that automatically will prioritize my ad networks and display the next in line when one fails to load. I currently have iAd implemented and working following this example: How to add iad in cocos2d? and I plan on using the example provided by the same person, Guru, to implement AdMob. Example found here: AdMob with Cocos2d v3. Now preferably I would like to just add on/change the working code as it is very well built and organized. Along with prioritizing iAd followed by AdMob, I would like to also have revmob as well. I was thinking of just doing revmob as the fullscreen ad when launched, but I would still like to know how I would go about adding the revmob banners to the rotation just as good measure. If any of my code is needed I'll gladly post it :)
I'm very much trying to do what was asked here:
http://www.qtcentre.org/threads/45028-Designing-a-Node-Editor-(Hint-Blender-Node-Editor)
Which is basically a blender style node editor using Qt. Creating rects with circles which can be drag/dropped is fairly simple to figure out (see the image below).
The issue I have is how the algorithm for connecting the circles between nodes would work. Also I don't know how this could be drawn efficiently using QGraphicsItem API's? I have seen QPainter::cubicTo() which looks like it may be the way to go?
I assume it somehow manages to find a none overlapping path? But it must also handle the case where it has to overlap?
And what about the user being able to move these lines around in case the algorithm has done a bad job? I don't think this would be simple to implement using QPainter::cubicTo() as you could only move the curves control points?
I don't think you'll get anyone posting the code for doing the whole lot here.
Well, I volunteer -- just in case someone still needs such a library.
It is a Qt-based node editor implemented on top of QGraphicsView.
A library consumer defines data models, the rest is done by the node editor.
Some features:
Model-view approach.
Models describe data types, number of input and outputs and optional embedded QWidget.
The Scene could be saved to file.
The rest similar projects were either not finished, not supported anymore or lacking some features.
https://github.com/paceholder/nodeeditor
I would suggest that you implement it without taking into consideration overlap but with the possibility of overriding how the connecting line is drawn.
It looks like there were some good replies on the Qt forum. I don't think you'll get anyone posting the code for doing the whole lot here.
Perhaps take a look at the Qt demos Graphics View/Elastic Nodes - There is code for the demo that you can use as a starting point, but it is a lot of work to get from there to something like the Blender node editor.
Another node editor to take a look at is SynthEdit or Synth Maker (has a nice one).
I am new to c# and VS, but I am getting it. The application is this: A program in which the end result will draw a spider from options in which the user will define. Lets say there are 100s of options: size and number of body parts, color, connections points to the body, etc.
First question: Should I try to use the library included with VS 2005? Or, is there another environment in which I could "tap into" to get good results (flash, java, etc.)?
Second Question: Could you direct me to information corresponding to your answer from the first question?
Thanks so much, the kids I teach will love it!
Jennifer
Hmm.
This is truly a rough question, not because I don't know how to do it, but because it can often be so ridiculously daunting for beginners. If you use the "standard" Windows Forms C# method of doing it, you'll end up asking yourself, "What the #*(&! is WM_PAINT?" or "Why does my program totally get messed up when I move a window over my picture?!"
There are basically two main technologies that you can use to do drawing in .NET : Windows Forms (what MusiGenesis suggested) and WPF, or Windows Presentation Foundation, which ships with the 3.0 version of Visual Studio. That means that if you download the .NET 3.5 SDK or use Visual Studio 2008, WPF comes with it.
I'd recommend using WPF instead of Windows forms if you're just starting off, because the dirty details of drawing and repainting are largely abstracted. You can also define a lot of your picture as markup, just like a web page, and then manipulate it in code. Good luck and have fun!
Here is a link to some examples of how to draw things with C#:
http://www.geekpedia.com/tutorial50_Drawing-with-Csharp.html
This example uses just the built-in graphics methods of .NET, so you won't need any other libraries.