a path down into its components and do whatever you please.
That said, it is probably cleaner to simply draw the individual
components yourself rather than using a CGPathRef, as all of the path
operations have equivalent functionality that can be done directly on
the context.
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(presuming your talking about Core Audio). Any reason you can't use
that?
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a current
NSGraphicsContext. If you don't have one, then it will take the color
form the CGContextRef instead.
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the
private function 'CGSAddWindowFilter'.
Please do not use private API, they are subject to change in ways that
can break your application on any OS update. File a feature
enhancement request describing what you wish to do instead.
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release, so it wasn't stated as capable of being able to
run on 10.4. I would try linking against the 10.4 SDK and seeing what
you get.
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Please do
they are
equivalent :).
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. Easiest way to do
this is to name the source file with a .m extension.
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bar) { [bar foobaz]; }
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).
Of course, I would have hoped for an example with multiple image
source containing tiles.
Noted. :).
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to occur in -applicationShouldTerminate: without relying on object
lifetimes to do this (if you ever write a GC enabled application you
will find you have the same issues in that you cannot message an
object in -finalize reliably).
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, Aug 5, 2008 at 2:32 AM, Nicolas Zinovieff [EMAIL PROTECTED]
wrote:
David,
the images are GIFs, roughly 40KB each, 200x100 (or 100x200).
Nothing fancy.
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, CGImageSourceCreateWithURL
fails with error -11
How is CGImageSourceCreateWithURL failing with any error when its
return value is a CGImageSourceRef and not an OSStatus?
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a learning project, the
same thing can be accomplished with the open command line tool :).
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to be solved in general) but it is capable of
relaunching a process when necessary, and it will also auto-throttle
the relaunch if the process is being troublesome (i.e. dying over and
over and over in a short time).
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On Aug 4, 2008, at 3:58 PM, Nicolas Zinovieff wrote:
On 04 Aug 2008, at 18:54, David Duncan wrote:
How is CGImageSourceCreateWithURL failing with any error when its
return value is a CGImageSourceRef and not an OSStatus?
Well, it returns NULL, and prints in the console that it failed
a CGImageRef via a CIContext
createCGImage:inRect: call - is that recommended? Or is there a
simpler way?
If you have a bitmap context, you can just call
CGBitmapContextCopyImage() to get an image you can use from it. Can
you explain your situation a bit more?
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to always be the same (at least in my
case).
If you use %p it will do the right thing with 32-bit vs 64-bit
pointers. However as others have said, you should pass myObject not
myObject if you really want to use NSString keys (instead of NSValue
keys).
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. But there is no method to
retrieve these parameters from either the NSGraphicsContext or
underlying CGContextRef.
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Please do
of
NSThread.
Or in other words, prior to 10.5 there isn't anything you can really
do with an NSThread instance that would warrant needing access to the
actual instance from outside of the thread itself.
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)drawInContext:(CGContextRef)ctx
Also keep in mind that if you are using a delegate, you implement:
-(void)drawLayer:(CALayer*)layer inContext:(CGContextRef)ctx
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can then apply
them to the layer. I don't think this will work very well honestly,
and I think it would likely be easier for you to replicate this
functionality in code (both in terms of the amount of code to support
this and the effort required to make it work correctly).
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bridged, therefore it is an error to assign an
NSColor where a CGColorRef is expected (or vise versa).
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the shading with the target alpha (and making the shading
itself opaque).
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Help
(or
lower) resolution content is available. It caches this drawing as
well, so you won't get called to redraw just because of a resize of
content at that level is already available.
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On Jul 9, 2008, at 2:08 PM, Rick Mann wrote:
On Jul 9, 2008, at 12:59:33, David Duncan wrote:
Given what it sounds like your content is, I might consider putting
the whole canvas on a single or small set of tiled layers (they can
be unbounded in size).
Oh. I had thought making each
, so you'll want to avoid
calling it on 10.5.
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: | above:] to put a
layer in a specific ordering in the layer tree. This is generally
cheaper than changing the zPosition, as a change in zPosition forces
the sublayer list to be depth sorted.
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: with the value
NSWindowBackingLocationVideoMemory. See http://dts/pages/doc-preview.php?apple_ref=//apple_ref/occ/instm/NSWindow/setPreferredBackingLocation:editid=3310
for more info.
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On Jul 4, 2008, at 6:28 PM, David Duncan wrote:
For all windows app wide (probably your situation) add the
QuartzGLEnable key to your Info.plist (with boolean value true).
For specific windows, call setPreferredBackingLocation: with the
value NSWindowBackingLocationVideoMemory. See for more
the USB socket. That said, I have no idea if what you are asking is
possible...
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with maximum texture sizes on
the video card your running on.
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windows
on the screen (see the Son Of Grab sample code) and then use
CGGetDisplaysWithRect() to determine what displays each window is on.
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be
needlessly concerning yourself with an implementation detail :)
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an implementation detail.
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. There are other
controls you can add (or remove) as well, search the documentation for
NSPrintPanelOptions (used with NSPrintPanel's -setOptions: method).
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to invoke that dialog as this is the
standard Mac OS X behavior and what users will expect.
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context and the associated machinery for getting
it drawn correctly). That the QTMovieLayer is causing you problems
like this is a bug that you should file.
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to the CGImageCreateWithImageInRect() call,
but I can't imagine why. CGDataProviderCopyData() seems to work
perfectly with an original image in my limited testing, so please file
a bug (and let me know what the bug number is).
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, if the
* underlying data is too large to fit in memory). */
What is the expected output format of the data it returns ?
The output image data is the same format as the associated CGImageRef.
You can use the CGImageGet*() functions to determine the exact format
of the data returned.
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to do the layering,
which of course will result in text that does not use sub-pixel
antialiasing (which I presume is why you said not to use a CALayer).
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out, and I've tried various other types of variable to no
avail. Any thoughts? Am I missing something blindingly obvious here?
Are you getting an exception? perhaps myArray isn't really an NSArray
at the time that you are sending it the -count message?
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by -
componentsSeparatedByString: doesn't belong to you unless you retain
it. You are likely getting your bad access because the autorelease
pool is being drained in between your call to -displayData and -count
(and -displayData: probably should be named -setDisplayData: instead).
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of your application to perform certain activities
and this is generally beyond your control. This should typically be
completely transparent to you.
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the coordinate system to draw into.
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either...
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is
the default blend mode in a CGContext).
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that using CGPath brings up.
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drawn yet, so there is no context. I suspect that
your getting something you very much do not expect.
In general if you want to use layers with views, you should create the
layer on the first -drawRect: call rather than trying to have them
around from -init forward.
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will
*never* see these messages.
See http://developer.apple.com/documentation/Cocoa/Conceptual/GarbageCollection/Articles/gcDesignPatterns.html
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possible replacements.
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properly, standard weak-linking
policies should apply. See the Frameworks Programming Guide on
Frameworks and Weak Linking at http://developer.apple.com/documentation/MacOSX/Conceptual/BPFrameworks/Concepts/WeakLinking.html
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but there is no
availability macro attached to it. You should file a bug.
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On Apr 3, 2008, at 1:00 PM, Jonathan del Strother wrote:
I'm using the QTCapture api to record from a camera, while displaying
a live preview (ideally with 0 lag) in Core Animation.
The QTCaptureLayer doesn't do what you want?
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for 32-
bit anyway). If you can use the 10.5 SDK, then you will find that
CGFloat is defined, and you can use it compatibly when running on 10.4
or 10.5.
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SDK:
const float * c = [myColor components];
If your targeting the 10.5 SDK:
const CGFLoat * c = [myColor components];
Deployment target doesn't matter here. Just which SDK your targeting.
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. Adding one should prevent the garbage.
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approach of
NSDisableScreenUpdates()/NSEnableScreenUpdates(), although this is
usually used when you want multiple windows to appear without a flash...
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