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Top drawing frequently asked interview questions

Convert bitmaps to one multipage TIFF image in .NET 2.0

How can i convert an array of bitmaps into a brand new image of TIFF format, adding all the bitmaps as frames in this new tiff image?

using .NET 2.0.


Source: (StackOverflow)

Implementing smooth sketching and drawing on the element

I am trying to create a drawing area with canvas. I am having trouble with making the lines look smooth when drawing curves and I also have changing line thickness in my algorithm which looks bad as well because the size jumps to much as well and you can see where the size changed. I did find this link on stackoverflow but this was for a native iPhone app and I can't figure it out.

Here is my current JS code. and Here is it running on jsFiddle

var xStart,
xEnd,
yStart,
yEnd,
paint,
ctx;
$(document).ready(function (){

   ctx = $('canvas')[0].getContext("2d");
   ctx.strokeStyle = '#000';
   ctx.lineJoin="round";
   ctx.lineCap="round";
   ctx.lineWidth = 1;


   $('canvas').bind('mousedown mousemove mouseup mouseleave touchstart touchmove touchend', function(e){
        var orig = e.originalEvent;

        if(e.type == 'mousedown'){
            e.preventDefault(); e.stopPropagation();

            xStart = e.clientX - $(this).offset().left;
            yStart = e.clientY - $(this).offset().top;
            xEnd = xStart;
            yEnd = yStart;

            paint = true;
            draw(e.type);

        }else if(e.type == 'mousemove'){
            if(paint==true){
                xEnd = e.clientX - $(this).offset().left;
                yEnd = e.clientY - $(this).offset().top;


               lineThickness = 1 + Math.sqrt((xStart - xEnd) *(xStart-xEnd) + (yStart - yEnd) * (yStart-yEnd))/5;

               if(lineThickness > 10){
                    lineThickness = 10;   
               }

                ctx.lineWidth = lineThickness;
                draw(e.type);
            }
        }else if(e.type == 'mouseup'){
            paint = false;
        }else if(e.type == 'mouseleave'){
            paint = false;
        }else if(e.type == 'touchstart'){
            if(orig.touches.length == 1){
                e.preventDefault(); e.stopPropagation();

                xStart = orig.changedTouches[0].pageX - $(this).offset().left;
                yStart = orig.changedTouches[0].pageY - $(this).offset().top;
                xEnd = xStart;
                yEnd = yStart; 

                paint = true;
                draw(e.type);
            }
        }else if(e.type == 'touchmove'){
            if(orig.touches.length == 1){
                if(paint==true){
                    xEnd = orig.changedTouches[0].pageX - $(this).offset().left;
                    yEnd = orig.changedTouches[0].pageY - $(this).offset().top;


                            lineThickness = 1 + Math.sqrt((xStart - xEnd) *(xStart-xEnd) + (yStart - yEnd) * (yStart-yEnd))/6;
                       if(lineThickness > 10){
                          lineThickness = 10;   
                       }


                      ctx.lineWidth = lineThickness;


                    draw(e.type);
                }
            }
        }else if(e.type == 'touchend'){
            paint = false;
        }

      });
    });


    function draw(event){

    if(event == 'mousedown'){
        ctx.beginPath();
        ctx.moveTo(xStart, yStart);
        ctx.lineTo(xEnd, yEnd);
        ctx.stroke();
    }else if(event == 'mousemove'){
        ctx.beginPath();
        ctx.moveTo(xStart, yStart);
        ctx.lineTo(xEnd, yEnd);
        ctx.stroke();
    }else if(event == 'touchstart'){
        ctx.beginPath();
        ctx.moveTo(xStart, yStart);
        ctx.lineTo(xEnd, yEnd);
        ctx.stroke();
    }else if(event == 'touchmove'){
        ctx.beginPath();
        ctx.moveTo(xStart, yStart);
        ctx.lineTo(xEnd, yEnd);
        ctx.stroke();
    }
    xStart = xEnd;
    yStart = yEnd;                  
}

Thank you all in advance.

This is what it looks like right now if you draw. current (jagged) implementation

... and this is what I would love to achieve:

smooth brushstrokes


Source: (StackOverflow)

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How to fill a square with smaller squares/rectangles?

In my office at work, we are not allowed to paint the walls, so I have decided to frame out squares and rectangles, attach some nice fabric to them, and arrange them on the wall.

I am trying to write a method which will take my input dimensions (9' x 8' 8") and min/max size (1' x 3', 2', 4', etc..) and generate a random pattern of squares and rectangles to fill the wall. I tried doing this by hand, but I'm just not happy with the layout that I got, and it takes about 35 minutes each time I want to 'randomize' the layout.


Source: (StackOverflow)

Circle drawing with SVG's arc path

The following SVG path can draw 99.99% of a circle: (try it on http://jsfiddle.net/DFhUF/46/ and see if you see 4 arcs or only 2, but note that if it is IE, it is rendered in VML, not SVG, but have the similar issue)

M 100 100 a 50 50 0 1 0 0.00001 0

But when it is 99.99999999% of a circle, then nothing will show at all?

M 100 800 a 50 50 0 1 0 0.00000001 0    

And that's the same with 100% of a circle (it is still an arc, isn't it, just a very complete arc)

M 100 800 a 50 50 0 1 0 0 0 

How can that be fixed? The reason is I use a function to draw a percentage of an arc, and if I need to "special case" a 99.9999% or 100% arc to use the circle function, that'd be kind of silly.

Again, a test case on jsfiddle using RaphaelJS is at http://jsfiddle.net/DFhUF/46/
(and if it is VML on IE 8, even the second circle won't show... you have to change it to 0.01)


Update:

This is because I am rendering an arc for a score in our system, so 3.3 points get 1/3 of a circle. 0.5 gets half a circle, and 9.9 points get 99% of a circle. But what if there are scores that are 9.99 in our system? Do I have to check whether it is close to 99.999% of a circle, and use an arc function or a circle function accordingly? Then what about a score of 9.9987? Which one to use? It is ridiculous to need to know what kind of scores will map to a "too complete circle" and switch to a circle function, and when it is "a certain 99.9%" of a circle or a 9.9987 score, then use the arc function.


Source: (StackOverflow)

creating an empty bitmap and drawing though canvas in android

I'd like to create an empty bitmap and set canvas to that bitmap and then draw any shape on bitmap.


Source: (StackOverflow)

How can I parse out points and draw a route on a Google Map in Android?

How do I get points & draw the route on Google maps in Android OS?


Source: (StackOverflow)

Why is UIBezierPath faster than Core Graphics path?

I was playing around with drawing paths, and I noticed that in at least some cases, UIBezierPath outperforms what I thought would be a Core Graphics equivalent. The -drawRect: method below creates two paths: one UIBezierPath, and one CGPath. The paths are identical except for their locations, but stroking the CGPath takes roughly twice as long as stroking the UIBezierPath.

- (void)drawRect:(CGRect)rect
{
    CGContextRef ctx = UIGraphicsGetCurrentContext();

    // Create the two paths, cgpath and uipath.
    CGMutablePathRef cgpath = CGPathCreateMutable();
    CGPathMoveToPoint(cgpath, NULL, 0, 100);

    UIBezierPath *uipath = [[UIBezierPath alloc] init];
    [uipath moveToPoint:CGPointMake(0, 200)];

    // Add 200 curve segments to each path.
    int iterations = 200;
    CGFloat cgBaseline = 100;
    CGFloat uiBaseline = 200;
    CGFloat xincrement = self.bounds.size.width / iterations;
    for (CGFloat x1 = 0, x2 = xincrement;
         x2 < self.bounds.size.width;
         x1 = x2, x2 += xincrement)
    {
        CGPathAddCurveToPoint(cgpath, NULL, x1, cgBaseline-50, x2, cgBaseline+50, x2, cgBaseline);
        [uipath addCurveToPoint:CGPointMake(x2, uiBaseline)
                  controlPoint1:CGPointMake(x1, uiBaseline-50)
                  controlPoint2:CGPointMake(x2, uiBaseline+50)];
    }
    [[UIColor blackColor] setStroke];
    CGContextAddPath(ctx, cgpath);

    // Stroke each path.
    [self strokeContext:ctx];
    [self strokeUIBezierPath:uipath];

    [uipath release];
    CGPathRelease(cgpath);
}

- (void)strokeContext:(CGContextRef)context
{
    CGContextStrokePath(context);
}

- (void)strokeUIBezierPath:(UIBezierPath*)path
{
    [path stroke];
}

Both paths use CGContextStrokePath(), so I created separate methods to stroke each path so that I can see the time used by each path in Instruments. Below are typical results (call tree inverted); you can see that -strokeContext: takes 9.5 sec., while -strokeUIBezierPath: takes only 5 sec.:

Running (Self)      Symbol Name
14638.0ms   88.2%               CGContextStrokePath
9587.0ms   57.8%                 -[QuartzTestView strokeContext:]
5051.0ms   30.4%                 -[UIBezierPath stroke]
5051.0ms   30.4%                  -[QuartzTestView strokeUIBezierPath:]

It looks like UIBezierPath is somehow optimizing the path that it creates, or I'm creating the CGPath in a naïve way. What can I do to speed up my CGPath drawing?


Source: (StackOverflow)

How to draw unfilled circle and rectangle on android?

Is it possible to draw unfilled figures on Android? By default circles and rectangles are filled.


Source: (StackOverflow)

How To: Best way to draw table in console app (C#)

I have an interesting question. Imagine I have a lot of data changing in very fast intervals. I want to display that data as a table in console app. f.ex:

-------------------------------------------------------------------------
|    Column 1     |    Column 2     |    Column 3     |    Column 4     |
-------------------------------------------------------------------------
|                 |                 |                 |                 |
|                 |                 |                 |                 |
|                 |                 |                 |                 |
-------------------------------------------------------------------------

How to keep things fast and how to fix column widths ? I know how to do that in java, but I don't how it's done in C#.


Source: (StackOverflow)

What actually handles the drawing of the Windows Wallpaper?

I'm trying to work on a project where I can animate the windows 7 wallpaper, either with opengl/directx, or GDI. I looked into how the windows desktop windows are laid out, and i figured out the whole

"Progman" -> "SHELLDLL_DefView" -> "SysListView32"

hierarchy. I tried hooking the SysListView32's WndProc and tried messing around with the messages using an injected c# dll so I could prevent the desktop from drawing the wallpaper when I forced it to change using the Control Panel -> Personalize menu. None of this actually stopped the wallpaper from being updated, so I figured that explorer.exe does not actually handle drawing the wallpaper.

To confirm this, I killed explorer.exe and set up a little c# program that changes the wallpaper on a 10 second timer to a random one. As I expected, the wallpaper kept changing, leading me to believe that explorer.exe does not actually handle the drawing of the wallpaper!

Unfortunately, this is where i'm completely lost. I have no idea what else is responsible for drawing the wallpaper, and how I can take over it's drawing so I can handle the drawing. I've tried to google this for a few days now, with little progress. I'm hoping someone here can guide me in the right direction.


Source: (StackOverflow)

How to set combined color for overlapped area of two different color objects?

I am creating different custom views with two different colors. According to my app features user will drag those objects on the screen, when dragging objects will overlap each other. I want to differentiated the overlapped area, how to set the combined color for overlapped Area. Look at the below image. Here I am using canvas for creating those custom views two circles are two different views.

enter image description here

EDIT: If I use opacity 128 I am able to see the background color, but I want the combination color of overlapped objects colors.


Source: (StackOverflow)

Stretching an UIImage while preserving the corners

I'm trying to stretch a navigation arrow image while preserving the edges so that the middle stretches and the ends are fixed.

Here is the image that I'm trying to stretch:

enter image description here

The following iOS 5 code allows the image when resized to stretch the center portions of the image defined by the UIEdgeInsets.

[[UIImage imageNamed:@"arrow.png"] resizableImageWithCapInsets:UIEdgeInsetsMake(15, 7, 15, 15)];

This results in an image that looks like this (if the image's frame is set to 70 pixels wide):

enter image description here

This is actually what I want but resizableImageWithCapInsets is only supported on iOS 5 and later.

Prior to iOS 5 the only similar method is stretchableImageWithLeftCapWidth:topCapHeight but you can only specify the top and left insets which means the image has to have equal shaped edges.

Is there an iOS 4 way of resizing the image the same as iOS 5's resizableImageWithCapInsets method, or another way of doing this?


Source: (StackOverflow)

Android: How to overlay-a-bitmap/draw-over a bitmap?

I have two questions actually:

  1. Is it better to draw an image on a bitmap or create a bitmap as resource and then draw it over a bitmap? Performance wise... which one is better?
  2. If I want to draw something transparent over a bitmap, how would I go about doing it?
  3. If I want to overlay one transparent bitmap over another, how would I do it?

Sorry for the long list, but in the interest of learning, I would like to explore both the approaches...


Source: (StackOverflow)

How to generate an image from text on fly at runtime

Can anyone guide how to generate image from input text. Image might have any extension doesn't matter.


Source: (StackOverflow)

How to render pdfs using C#

I want to load and draw pdf files graphically using C#. I don't need to edit them or anything, just render them at a given zoom level.

The pdf libraries I have found seem to be focussed on generation. How do I do this?

Thanks.


Source: (StackOverflow)