The .ToImage() function in GMap.Net does not appear to wait for the map data to be downloaded before the screenshot is taken. This results in images with blank tiles. Is there any existing capability that would allow GMaps to wait until the map is loaded?
I already posted my question on GitHub but haven't gotten a response so far. So any help is appreciated.
VB.NET Code
Private Function TakeBitmapScreenShot() As Image
'''''''''''''''''''''''''''''''''''''''''
'Code to wait until all tiles have loaded
'''''''''''''''''''''''''''''''''''''''''
Return GMapControl.ToImage()
End Function
You can Handle the event (OnTileLoadComplete ) which fires when the tile images completly loaded and then you can take the screenshot
GMapControl1.OnTileLoadComplete += GMapControl1_OnTileLoadComplete;
private void GMapControl1_OnTileLoadComplete(long ElapsedMilliseconds)
{
GMapControl.ToImage();
}
Two of the ways around this are using the TilePrefetcher or even better this code.
Related
I am using the A* graph package that I found here.
https://arongranberg.com/astar/download
it all works well in scene view and I was able to set the graph to treat walls like obstacles.
However once I start the game the canvas scales and the graph's nodes no longer align with the walls.
this is really messing up my path finding. If anyone has any ideas how to fix this that would be much appreciated. I tried parenting the graph to the canvas but it still doesn't scale.
Kind regards
For anyone struggling with this what we did is edited the script of the A* code, in the update function we just got it to rescan once. This means that once the game started and all the scaling had taken place the graph re adjusted its bounds. This is probably not the most proper way but it only took four lines and worked for us.
private bool scanAgain = true;
private void Update () {
// This class uses the [ExecuteInEditMode] attribute
// So Update is called even when not playing
// Don't do anything when not in play mode
if (!Application.isPlaying) return;
navmeshUpdates.Update();
// Execute blocking actions such as graph updates
// when not scanning
if (!isScanning) {
PerformBlockingActions();
}
// Calculates paths when not using multithreading
pathProcessor.TickNonMultithreaded();
// Return calculated paths
pathReturnQueue.ReturnPaths(true);
if (scanAgain)
{
Scan();
scanAgain = false;
}
Edit:
After doing a little more debugging I found that it doesn't work only when I start the game and have the panel/canvas that it sits on disabled. If I have the panel/canvas enabled the whole time then it redraws correctly. However, this obviously isn't a proper solution because I can't show the results before the end of the quiz. I need the panel to be disabled so that I can show it later after the end of the quiz.Is there a reason this is happening? How can I fix this?
End Edit
So I found a script on GitHub that basically creates a UI polygon. It works great in the Editor, however, I want to modify it at runtime. From everything I read all I need to do is call the method SetAllDirty() and it will update the MaskableGraphic and Redraw it. However, whenever I call it, nothing happens. SetVerticesDirty() also did not work. Can someone see where I am going wrong here.
All I am doing is calling DrawPolygon and giving it 4 sides, and passing a float[5] I modified it so that right after I finish setting up my new variables I call SetAllDirty()
Something like this:
public void DrawPolygon(int _sides, float[] _VerticesDistances)
{
sides = _sides;
VerticesDistances = _VerticesDistances;
rotation = 0;
SetAllDirty();
}
Like I said, it works fine in the editor(not runtime), and I am also getting all the values passed to the script correctly(during runtime), but it is not redrawing. As soon as I manipulate something in the inspector it will redraw to the correct shape.
The rest of the script is posted here:
https://github.com/CiaccoDavide/Unity-UI-Polygon/blob/master/UIPolygon.cs
This is the method that I call DrawPolygon from on a Manager script. I see in the log that it prints out the statement, Quiz has ended.
void EndQuiz()
{
Debug.Log("Quiz has ended.");
QuizPanel.SetActive(false);
ResultsPanel.SetActive(true);
float[] Vertices = new float[5] { score1, score2, score3, score4, score1};
resultsPolygon.DrawPolygon(4, Vertices);
}
I need to get the Color and Depth frames from an XEF file recorded using Kinect Studio.
My code for accessing the Color and Depth frames when using the Kinect directly looks like this:
_sensor = KinectSensor.GetDefault();
if (_sensor != null)
{
_sensor.Open();
_reader = _sensor.OpenMultiSourceFrameReader(FrameSourceTypes.Color | FrameSourceTypes.Depth | FrameSourceTypes.Infrared | FrameSourceTypes.Body);
_reader.MultiSourceFrameArrived += Reader_MultiSourceFrameArrived;
_coordinateMapper = _sensor.CoordinateMapper;
}
In private void Reader_MultiSourceFrameArrived(object sender, MultiSourceFrameArrivedEventArgs e) I do my magic, which works.
Now how do I go about that using a pre-recorded XEF file?
I got that I can load an XEF file like this:
var kStudioClient = KStudio.CreateClient();
var eventFile = kStudioClient.OpenEventFile(#"D:\Kinect Studio Recordings\20170922_083134_00.xef");
But how can I get a MultiSourceFrame from that?
Any help is greatly appreciated! Thanks!
You are on the right track with the KStudioClient API. If you haven't implemented it yourself already, there is also a KStudioPlayback class you should use to play back XEF clips asynchronously. I will not explain and give you exact code how to playback at this stage - the API is very easy to understand. Correct usage of this class will issue MultiSourceFrameArrived events automatically, so you do now need to change the way you handle them.
Here is everything you need to know to get up to speed with the KStudioPlayback class - KStudioPlayback class API. If you need code samples, post a comment, and I will get back to you.
using code.org i need to be able to have a user click on a button that takes them to another screen without using OnEvent(s) constantly, can anyone help me out? Newb here. Thank you for your time.
You can create a function with a value for button and string and put a callback inside
function event(button,input_type, screen) {
onEvent(button, input_type, function() {
setScreen(screen);
});
}
Up until now, this block of code has been using to build documents with text for several months with no snags. I am now trying to dynamically add images. I've spent about two days staring at code and researching and am at an end. I suspect the issue is that relationships are not being created (more details below.) Maybe not?
//set stuff up...
WordprocessingDocument doc = WordprocessingDocument.Open(fsPat, true, new OpenSettings(){
AutoSave = true,
MarkupCompatibilityProcessSettings = new MarkupCompatibilityProcessSettings(MarkupCompatibilityProcessMode.ProcessAllParts,
DocumentFormat.OpenXml.FileFormatVersions.Office2007),
MaxCharactersInPart = long.MaxValue
});
MainDocumentPart mainPart = doc.MainDocumentPart;
.
.Other stuff goes here
.
//now the fun...
Run r2 = new Run();
// Add an ImagePart.
ImagePart ip = mainPart.AddImagePart(ImagePartType.Png);
string imageRelationshipID = mainPart.CreateRelationshipToPart(ip); //
using (Stream imgStream = ip.GetStream())
{
System.Drawing.Bitmap b = new System.Drawing.Bitmap("myfile.png");
b.Save(imgStream, System.Drawing.Imaging.ImageFormat.Png);
}
Drawing drawing = BuildImage(imageRelationshipID, "name"+imageRelationshipID.ToString(), 17, 17);
r2.Append(drawing);
p.Append(r2);
The image part is essentially copied from http://blog.stuartwhiteford.com/?p=33) and is running in a loop presently. I also copied his BuildImage() function and use it as-is.
When I open the resulting docx, I see red Xs where the images are saying "This image cannot currently be displayed."
When I open the zip, the images will appear in root/media, but not root/word/media as I'd expect. I also cannot find the images referenced in any of the relationship files. Ideally they'd be in root/word/_rels/document.xml.rels. You'll notice I changed how imageRelationshipID is set hoping to fix this. It didn't.
Please help. Thank you.
So... It seems like OpenXML just hates me. I copied AddImagePart code from like 3-4 places among trying other things--none of which lasted long--and just could not get relationships to form. The implication I see is that they happen automatically with the AddImagePart function.
I ended up doing a complete workaround where I add all the pictures I might want to put and remove the Drawing nodes' parents of the ones I didn't want (Run nodes, generally.) Since these are very small pictures, it's feasible and in ways more elegant than trying to add them as necessary since I don't have to keep track of where images are stored on disk.