j2me program to create a GRID menu? - java-me

I want to create a list of operation's in a grid view. For example visit this URL.
http://cdn-static.cnet.co.uk/i/product_media/40000186/nokia1616_01.jpg

You can look at this question or this page(and use LWUIT or CustomItems) or extend "canvas".In this way you need to two pictures for every operation in grid view.One for normal state and another for highlighted.Here is a simple canvas that represents 4 operations in 2*2 grid:
public class GridCanvas extends Canvas {
int highlightedRow = 0;
int highlightedColumn = 0;
Image[][] normalImageMat;
Image[][] highlightedImageMat;
Image[][] imageMat;
int gridColumnNo;
int gridRowNo;
/**
* constructor
*/
public GridCanvas() {
gridColumnNo = 2;
gridRowNo = 2;
normalImageMat = new Image[gridRowNo][gridColumnNo];
highlightedImageMat = new Image[gridRowNo][gridColumnNo];
imageMat = new Image[gridRowNo][gridColumnNo];
try {
for (int i = 0; i < gridRowNo; i++) {
for (int j = 0; j < gridColumnNo; j++) {
normalImageMat[i][j] = Image.createImage("/hello/normalImage" + i + j + ".png");
}
}
for (int i = 0; i < gridRowNo; i++) {
for (int j = 0; j < gridColumnNo; j++) {
highlightedImageMat[i][j] = Image.createImage("/hello/highlightedImage" + i + j + ".png");
}
}
} catch (Exception e) {
e.printStackTrace();
}
}
/**
* paint
*/
public void paint(Graphics g) {
g.setColor(255, 255, 255);
g.fillRect(0, 0, getWidth(), getHeight());
for (int i = 0; i < gridRowNo; i++) {
System.arraycopy(normalImageMat[i], 0, imageMat[i], 0, 2);
}
imageMat[highlightedRow][highlightedColumn] = highlightedImageMat[highlightedRow][highlightedColumn];
int width = 0;
int height = 0;
for (int i = 0; i < gridRowNo; i++) {
for (int j = 0; j < gridColumnNo; j++) {
g.drawImage(imageMat[i][j], width, height, 0);
width = width + imageMat[i][j].getWidth();
}
width = 0;
height = height + imageMat[0][0].getHeight();
}
}
/**
* Called when a key is pressed.
*/
protected void keyPressed(int keyCode) {
int gameAction = this.getGameAction(keyCode);
if (gameAction == RIGHT) {
highlightedColumn = Math.min(highlightedColumn + 1, gridColumnNo - 1);
} else if (gameAction == LEFT) {
highlightedColumn = Math.max(highlightedColumn - 1, 0);
} else if (gameAction == UP) {
highlightedRow = Math.max(0, highlightedRow - 1);
} else if (gameAction == DOWN) {
highlightedRow = Math.min(gridRowNo - 1, highlightedRow + 1);
}
repaint();
}
}
In real samples you would to detect gridColumnNo and gridRowNo due to screen and your icons dimensions.

If you can not go with LWUIT (license, library size, etc) and do not want to leave the screen rendering to LCDUI (CustomItem), you should extend Canvas.
I have shared code for an adaptive grid at http://smallandadaptive.blogspot.com.br/2010/12/touch-menu.html Feel free to use it.
At this sample all items are Strings, but you can change the TouchItem to draw Images instead.

Related

Cs50 edges filter is failing to process corner and edges pixels

In the problem description, we were told to take outer pixels as having a value of "0".
I discriminate de outer pixels so as to do nothing with them, they won´t add a value, because multiplying by 0 gets 0.
I can´t seem to find where i went wrong. Can somebody give me a clue. Thanks a lot.
here is my code
// Detect edges
void edges(int height, int width, RGBTRIPLE image[height][width])
{
// Make copy
RGBTRIPLE copy[height][width];
for (int i = 0; i < height; i++)
{
for (int j = 0; j < width; j++)
{
copy[i][j] = image[i][j];
}
}
double gxB, gxR, gxG, gyR, gyB, gyG;
int GX[3][3] = {{-1, 0, 1}, {-2, 0, 2}, {-1, 0, 1}};
int GY[3][3] = {{-1, -2, -1}, {0, 0, 0}, {1, 2, 1}};
// Loop through pixels
for (int i = 0; i < height; i++)
{
for (int j = 0; j < width; j++)
{
gxB = 0;
gxR = 0;
gxG = 0;
gyR = 0;
gyB = 0;
gyG = 0;
// Loop through 3x3 box
for (int row = (i - 1); row < (i + 2); row++)
{
for (int col = (j - 1); col < (j +2); col++)
{
// Discriminate border pixels
if (exists(row, col, height, width))
{
gxR += copy[row][col].rgbtRed * GX[row][col];
gxG += copy[row][col].rgbtGreen * GX[row][col];
gxB += copy[row][col].rgbtBlue * GX[row][col];
gyR += copy[row][col].rgbtRed * GY[row][col];
gyG += copy[row][col].rgbtGreen * GY[row][col];
gyB += copy[row][col].rgbtBlue * GY[row][col];
}
else
{
gxR += 0.0;
gxG += 0.0;
gxB += 0.0;
gyR += 0.0;
gyG += 0.0;
gyB += 0.0;
}
}
}
image[i][j].rgbtRed = trimm(round(sqrt((gxR * gxR) + (gyR * gyR))));
image[i][j].rgbtGreen = trimm(round(sqrt((gxG * gxG) + (gyG * gyG))));
image[i][j].rgbtBlue = trimm(round(sqrt((gxB * gxB) + (gyB * gyB))));
}
}
return;
}
bool exists(int ROW, int COL, int H, int W)
{
if (((ROW >= 0) && (ROW < H)) && ((COL >= 0) && (COL < W)))
{
return true;
}
else
{
return false;
}
}
int trimm(int x)
{
if (x < 256)
{
return x;
}
else
{
return 255;
}
}

Processing, simple "raytracing" engine "target VM failed to initialize"

I've been trying to fix this thing for a while now but it doesn't seem to work; "Could not run the sketch (Target VM failed to initialize)."
I'll post the full code down below.
In the draw(), there are three for loops.
for(int i = 0; i<objectAmount; i++) {
circles[i].drawObj();
}
The first one creates the circles, while the second nested ones take care of collision and drawing the lines;
for(int i = 0; i<rayAmount; i++) {
rays[i].update();
for(int j = 0; j<objectAmount; j++) {
rays[i].collide(circles[j]);
}
line(rays[i].xPos, rays[i].yPos, rays[i].xEnd, rays[i].yEnd);
}
the .collide takes point on the 'ray' and moves closer to the circle until it reaches some value, where it marks the line's end, which is then used by the line() function to draw it to the circle.
For some reason, when I implemented the .collide function, everything stopped working unless I set the amount of rays to one, in which case no rays would appear but the circle generation would follow along just fine.
int rayAmount = 45;
int angleCorrect = 360/rayAmount;
int objectAmount = 10;
Ray[] rays = new Ray[rayAmount];
Object[] circles = new Object[objectAmount];
void setup() {
size(600, 400, P2D);
for(int i = 0; i<rayAmount; i++) {
rays[i] = new Ray(i*angleCorrect);
}
for(int i = 0; i<objectAmount; i++) {
circles[i] = new Object(random(0, 600), random(0, 400), random(20, 100));
}
}
void draw() {
background(255);
stroke(100);
for(int i = 0; i<objectAmount; i++) {
circles[i].drawObj();
}
for(int i = 0; i<rayAmount; i++) {
rays[i].update();
for(int j = 0; j<objectAmount; j++) {
rays[i].collide(circles[j]);
}
line(rays[i].xPos, rays[i].yPos, rays[i].xEnd, rays[i].yEnd);
}
}
class Ray {
float xPos, yPos, Angle, xEnd, yEnd;
Ray(float angle) {
xPos = mouseX;
yPos = mouseY;
Angle = angle;
}
void update() {
xPos = mouseX;
yPos = mouseY;
//xEnd = xPos + 100 * cos(radians(Angle));
//yEnd = yPos + 100 * sin(radians(Angle));
}
void collide(Object other) {
float newXEnd = this.xEnd;
float newYEnd = this.yEnd;
float distToObject = sqrt(pow(other.xPos-this.xPos, 2) + pow(other.yPos-this.yPos, 2));
while(distToObject > 1) {
newXEnd = newXEnd + distToObject * cos(radians(Angle));
newYEnd = newYEnd + distToObject * sin(radians(Angle));
distToObject = sqrt(pow(other.xPos-newXEnd, 2) + pow(other.yPos-newYEnd, 2));
}
this.xEnd = newXEnd;
this.yEnd = newYEnd;
}
}
class Object {
float xPos, yPos, radius;
Object(float x, float y, float r) {
xPos = x;
yPos = y;
radius = r;
}
void drawObj() {
stroke(100);
circle(xPos, yPos, radius);
}
}

Counting Shapes/Objects Created Continuously within Processing

My code takes an image and creates a pointillist image through creating ellipses with a pixel's color.
After a while, the image is fully 'painted' and I want to automatically switch to another image in my sketch folder.
I would like to be able to count the number of ellipses generated. Once 'z' ellipses are generated I want to tell my code to erase all ellipses and start over with a new image.
CODE:
PImage img;
int smallPoint, largePoint;
void setup() {
size(1920, 1080);
img = loadImage("rio.jpg");
smallPoint = 12;
largePoint = 12;
imageMode(CENTER);
noStroke();
background(255);
}
void draw() {
for (int i = 0; i < 1000; i++)
{
drawADot();
}
}
void drawADot()
{
int imageWidth = img.width;
int imageHeight = img.height;
int ptSize = int(random(100)) + 4;
float pointillize = map(mouseX, 0, width, smallPoint, largePoint); //not used right now but for controlling ellipse size
int x = int(random(0, imageWidth/8));
int y = int(random(0, imageHeight/8));
color pix = img.get(x*8, y*8);
fill(pix, 255);
ellipse(x*8, y*8, pointillize, pointillize);
}
Store the images in an array, count the dots added, and conditionally (based in number of dots) change the image being used to next one in the array, you can pass the image to the drawADot() function as a parameter. Something like:
PImage img[] = new PImage[2];
int smallPoint, largePoint;
final int DOTSPERDRAW = 500;
int numberOfDots = 0;
final int MAXDOTS = DOTSPERDRAW * 100;
PImage workingImage ;
int index;
void setup() {
size(810, 455);
img[0] = loadImage("http://assets2.exame.abril.com.br/assets/images/2014/8/506584/size_810_16_9_rio.jpg");
img[1] = loadImage("http://upload.wikimedia.org/wikipedia/commons/1/1e/Pilcomayo_rio.jpg");
img[1].resize(810, 0);
smallPoint = 12;
largePoint = 12;
imageMode(CENTER);
noStroke();
background(255);
workingImage = img[0];
}
void draw() {
if (numberOfDots > MAXDOTS) {
index = (index + 1) % img.length;
workingImage = img[index];
numberOfDots = 0;
}
for (int i = 0; i < DOTSPERDRAW; i++)
{
drawADot(workingImage);
}
numberOfDots += DOTSPERDRAW;
}
void drawADot(PImage theImage)
{
int imageWidth = theImage.width;
int imageHeight = theImage.height;
int ptSize = int(random(100)) + 4;
float pointillize = map(mouseX, 0, width, smallPoint, largePoint); //not used right now but for controlling ellipse size
int x = int(random(0, imageWidth/8));
int y = int(random(0, imageHeight/8));
color pix = theImage.get(x*8, y*8);
fill(pix, 255);
ellipse(x*8, y*8, pointillize, pointillize);
}

Fractal generation from infinite sum

I found a project description on a course website for computer graphics. I am trying to complete the project for fun.
Here is the link to the problem description:
http://www.pdfhost.net/index.php?Action=Download&File=901bc7785bef41364b3a40f6f4493926
Below is my code. The problem I am running in to is that the terms of the series grow so fast I can't map the points to the screen correctly. From the problem description it says the points will be mappable within a -2 - 2 square but the difference in value between the points is so huge that normalizing by the largest would collapse most of the points to a single pixel.
I assume I have a fundamental misunderstanding that I can't identify. Any help or insight would be appreciated!
int w = 800, h = 600;
int numTimes = 10, cSize = 5;
float xr = 2, yr = 2;
void setup() {
size(w,h);
}
void draw() {
background(255);
Complex v = new Complex(mouseX*(xr/w) - (xr/2), mouseY*(yr/h) - (yr/2));
Complex[] exps = new Complex[numTimes];
for (int i = 0; i < numTimes; i++) {
exps[i] = complexExp(v,i);
}
ellipse(w/2, h/2, cSize, cSize);
for (int i = 0; i < numTimes; i++) {
drawSeries(new Complex(0,0), exps, i, i);
}
}
void drawSeries(Complex vToDraw, Complex[] exps, int count, int clrTrunc) {
if (count == 0) {
Complex v = exps[0];
float progress = float(clrTrunc) / float(numTimes);
fill(255*progress, 180, 255 - 255*progress);
vToDraw.add(v);
ellipse(vToDraw.r*(w/xr) + (w/2), vToDraw.i*(h/xr) + h/2, cSize, cSize);
vToDraw.sub(v);
vToDraw.sub(v);
ellipse(vToDraw.r*(w/xr) + (w/2), vToDraw.i*(h/xr) + h/2, cSize, cSize);
} else {
Complex v = exps[count];
vToDraw.add(v);
drawSeries(vToDraw, exps, count - 1, clrTrunc );
vToDraw.sub(v);
vToDraw.sub(v);
drawSeries(vToDraw, exps, count - 1,clrTrunc );
}
}
Complex complexExp(Complex v, int times) {
if (times == 0) {
return new Complex(1, 1);
} else if ( times == 1) {
return new Complex( v.r*v.r - v.i*v.i, 2*v.r*v.i );
} else {
return complexExp( new Complex( v.r*v.r - v.i*v.i, 2*v.r*v.i ), times - 1 );
}
}
class Complex {
float r, i;
Complex() {
this.r = 0;
this.i = 0;
}
Complex(float r, float i) {
this.r = r;
this.i = i;
}
void add(Complex nv) {
this.r += nv.r;
this.i += nv.i;
}
void sub(Complex nv) {
this.r -= nv.r;
this.i -= nv.i;
}
}
I think you can make the code cleaner if you write a more complete Complex class.
int w = 800, h = 600;
int numTimes = 10, cSize = 5;
float xr = 3, yr = 3;
void setup() {
size(w,h);
noLoop();
}
void mousePressed() {
redraw();
}
void draw() {
background(255);
Complex v = new Complex(mouseX*(xr/w) - (xr/2), mouseY*(yr/h) - (yr/2));
Complex[] exps = new Complex[numTimes];
for (int i = 0; i < numTimes; i++) {
exps[i] = v.raisedTo(i);
print(exps[i]);
}
ellipse(w/2, h/2, cSize, cSize);
print(exps);
drawSerie(exps, numTimes);
}
void drawSerie(Complex[] exps, int total)
{
Complex partial = new Complex(0, 0);
drawPartial(exps, total -1, partial);
}
void drawFinal(Complex toDraw)
{
point(toDraw.r*(w/xr) + (w/2), toDraw.i*(h/xr) + h/2);
}
void drawPartial(Complex [] exps, int depth, Complex partial)
{
if (depth == -1)
{
drawFinal(partial);
return;
}
int nextDepth = depth -1;
drawPartial(exps, nextDepth, partial);
Complex element = exps[depth];
drawPartial(exps, nextDepth, partial.add(element));
drawPartial(exps, nextDepth, partial.sub(element));
}
class Complex {
float r, i;
Complex() {
this.r = 0;
this.i = 0;
}
Complex(float r, float i) {
this.r = r;
this.i = i;
}
Complex(Complex other)
{
this.r = other.r;
this.i = other.i;
}
Complex mult(Complex other)
{
return new Complex(this.r*other.r - this.i*other.i, this.r*other.i + this.i*other.r);
}
Complex add(Complex nv) {
return new Complex(this.r + nv.r, this.i + nv.i);
}
Complex sub(Complex nv) {
return new Complex(this.r - nv.r, this.i - nv.i);
}
Complex raisedTo(int n) {
if (n == 0) {
return new Complex(1, 0);
}
else if (n % 2 == 0)
{
return (this.mult(this)).raisedTo(n/2);
}
else
{
return this.mult(this.raisedTo(n - 1 ));
}
}
String toString()
{
return "real: " + this.r + " imaginary: " + this.i;
}
}
The computation of the series is not efficient but, I think, it is clear

Creating Tabmenu in j2me

Is there any way to create a Tab Menu in j2me?
I found a code but I am unable to understand it
In this code there is Tab Menu created which is in Canvas class and then Tab menu is created which is totally done in Canvas or painted. The only part I found difficult to grasp was the void go() method and then
When I try to draw anything above and below this code using paint method, it doesn't work - what's the problem?
Below is the code
// Tab Menu CANVAS class
import javax.microedition.lcdui.Canvas;
import javax.microedition.lcdui.Graphics;
public class TabMenuCanvas extends Canvas
{
TabMenu menu = null;
public TabMenuCanvas()
{
menu = new TabMenu(
new String[]{"Home", "News", "Community", "Your files", "Credits", "Events", "Blog", "Upload", "Forum Nokia"},
getWidth() - 20
);
}
protected void keyPressed(int key)
{
int gameAction = getGameAction(key);
if(gameAction == Canvas.RIGHT)
{
menu.goRight();
repaint();
}
else if(gameAction == Canvas.LEFT)
{
menu.goLeft();
repaint();
}
}
protected void paint(Graphics g)
{
g.translate(10, 30);
menu.paint(g);
g.translate(- 10, - 30);
}
}
// Tab Menu Class
import javax.microedition.lcdui.Font;
import javax.microedition.lcdui.Graphics;
public class TabMenu
{
int background = 0xffffff;
int bgColor = 0xcccccc;
int bgFocusedColor = 0x0000ff;
int foreColor = 0x000000;
int foreFocusedColor = 0xffffff;
int cornerRadius = 6;
int padding = 2;
int margin = 2;
Font font = Font.getDefaultFont();
int scrollStep = 20;
int selectedTab = 0; //selected tab index
int[] tabsWidth = null; //width of single tabs
int[] tabsLeft = null; //left X coordinate of single tabs
int tabHeight = 0; //height of tabs (equal for all tabs)
String[] tabs = null; //tab labels
int menuWidth = 0; //total menu width
int viewportWidth = 0; //visible viewport width
int viewportX = 0; //current viewport X coordinate
public TabMenu(String[] tabs, int width)
{
this.tabs = tabs;
this.viewportWidth = width;
initialize();
}
void initialize()
{
tabHeight = font.getHeight() + cornerRadius + 2 * padding; //[ same for all tabs]
menuWidth = 0;
tabsWidth = new int[tabs.length];
tabsLeft = new int[tabs.length];
for(int i = 0; i < tabsWidth.length; i++)
{
tabsWidth[i] = font.stringWidth(tabs[i]) + 2 * padding + 2 * cornerRadius;
tabsLeft[i] = menuWidth;
menuWidth += tabsWidth[i];
if(i > 0)
{
menuWidth += margin;
}
}
}
public void goRight()
{
go(+1);
}
public void goLeft()
{
go(-1);
}
private void go(int delta)
{
int newTab = Math.max(0, Math.min(tabs.length - 1, selectedTab + delta));
boolean scroll = true;
if(newTab != selectedTab && isTabVisible(newTab))
{
selectedTab = newTab;
if( (delta > 0 && tabsLeft[selectedTab] + tabsWidth[selectedTab] > viewportX + viewportWidth) ||
(delta < 0 && tabsLeft[selectedTab] < viewportX))
{
scroll = true;
}
else
{
scroll = false;
}
}
if(scroll)
{
viewportX = Math.max(0, Math.min(menuWidth - viewportWidth, viewportX + delta * scrollStep));
}
}
private boolean isTabVisible(int tabIndex)
{
return tabsLeft[tabIndex] < viewportX + viewportWidth &&
tabsLeft[tabIndex] + tabsWidth[tabIndex] >= viewportX;
}
public void paint(Graphics g)
{
int currentX = - viewportX;
g.setClip(0, 0, viewportWidth, tabHeight);
g.setColor(background);
g.fillRect(0, 0, viewportWidth, tabHeight);
for(int i = 0; i < tabs.length; i++)
{
g.setColor(i == selectedTab ? bgFocusedColor : bgColor);
g.fillRoundRect(currentX, 0, tabsWidth[i], tabHeight + cornerRadius, 2 * cornerRadius, 2 * cornerRadius);
g.setColor(i == selectedTab ? foreFocusedColor : foreColor);
g.drawString(tabs[i], currentX + cornerRadius + padding, cornerRadius + padding, Graphics.LEFT | Graphics.TOP);
currentX += tabsWidth[i] + margin;
}
}
}
When I try to draw anything above and below this code using paint method, it doesn't work
what of the paint methods you use to draw above and below? Pay attention that there are two methods named that way - first is in TabMenuCanvas, second is in TabMenu (second method is invoked from TabMenuCanvas#repaint).
whatever you would try to draw in TabMenuCanvas#paint will most likely be overwritten by setClip and fillRect when TabMenu#paint is invoked following repaint request
The only place where one can expect to be able to draw something visible seems to be in TabMenu#paint method, inside the clip area that is set there.
You can use GUI Libraries for J2ME,for example Lightweight User Interface Toolkit (LWUIT),Flemil have "tab menu".You can see list of GUI Libraries here.

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