Filling A Table Cell With Double Lined Border - autocad

I don’t know if this is an unavoidable problem with AutoCAD or if its just a setting somewhere, but whenever I try to fill a cell with double lined borders, the image below is the result, which looks horrible. AutoCAD doesn't fill the inner border, but starts filling from the middle of the two lines. I want it to only fill the inner border. I dearly hope its just a setting.

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Does UI Automation ScrollPattern have a Bounding Rect or is there a reliable way to get it?

I've been messing around with UI Automation and Scrolling. I found that in notepad if you take the bounding rectangle of the scrollable window, subtract out the size of any scrollbar bounding rectangles, it scrolls perfectly. However, trying the same thing against ISpy++, which aligns the top treeview item perfectly on each scroll even when there may be one or two pixels of the next item in the view at the bottom.
The problem with that is it reports the scroll amount requested was set. Say the view was 6.384914% and you do all the math to calculate where you scroll the view to the next window, say it came out to 24.382102 (completely made up number), so you scroll there, but it really didn't because it aligned the top item which otherwise would be missing a few pixels based on height of window. You read back where scrolling decided to set it and it says it was 24.382102 (note that when the scroll actually moves a full item it does report a different final scroll position and so can be calculated out).
What would solve the above is if we knew the actual bounding rectangle of the view that represents the 6.384914% so that those extra pixels wouldn't be considered part of the view, when you move to the next page, you're now align to where the next page would actually start. In this case of the tree, the bounding rectangle would be aligned to all items that fit plus the final spacing (or that could be part of the top of the view).
I wanted to scroll and get the data perfectly without any overlaps (except on final page of course, but that could be calculated out when you have the proper aligned boundaries that matches scrolling) or extra spacing.
Is there a way to do that, that I'm missing?
TIA!!

Disable rectangle movement behavior in Report Designer

In SSRS, it is a good practice to put your report elements inside rectangles.
This makes it possible to move several items at once by moving the rectangle around. When moving the rectangle around with a mouse, this works like a charm: the Tablix position inside the Rectangle remains the same, so the Rectangle moves with all contents in-place to another position:
However, when you manually (via the Top / Left properties in the properties pane) alter the position of these rectangles in Design Mode, the rectangle moves, but the contents remain on the same place. So whenever I do the same movement via the properties pane (which is more precise IMHO), the contents are not moved along with the rectangle, and oftentimes even become invisible:
Whenever you alter the position of the Rectangle directly inside the XML of the report (in 'Code Mode'), the contents are moved along correctly - but this is a rather time-consuming way.
Is there a way to make SSRS move the contents of rectangles along in Design Mode, even when the position of the rectangles is altered via the properties pane?

Need line drawing algorithm for simulating natural pencil

I'm writing a drawing program that uses a pressure sensitive table for input. I'd like to be able to simulate the soft pencil effect that many other art programs have (such as Paint Tool SAI, Art Rage). Technique I'm using at the moment is functional, but is missing the cleanness I see in more professional programs.
My algorithm at the moment works like this:
Create a bitmap representing the head of the brush. This is just a transparent bitmap with a black circle drawn on it. The circle has an inner radius that is solid black and an outer radius. The blackness linearly fades from opaque to transparent as you move from the inner to the outer radius.
Capture input events from my tablet. Each point contains an (x, y) coordinate as well as a pressure value
For every point after the first one, draw a line from the previous point to the current one. This is done by drawing (daubing) the brush bitmap several times between the two points. The step size between each daub is chosen so there is an overlap between subsequent daubs.
This works reasonably well, but the result is a line that is somewhat blobby and jagged.
One thing I need to do is somehow smooth out the input points so that the stroke as a whole is smooth.
The other thing I need to do is figure out how to 'drag' the brush head along this path to make the stroke. If the spacing is too far apart, the stroke looks like a line of circles. If too close together, the stroke builds up on itself and becomes very dark. (I tried to fix this by attenuating the brush by the spacing. This does make things more consistent, but stops the stroke from being fully opaque).
Anyhow, I'd expect that there's a lot of research already done on this, if only I knew where to look. Please let me know if there are any better pencil drawing algorithms out there.
Instead of drawing the new circle over what has already been drawn, using the standard blending functions (so that regions of overlap get a higher opacity), you need to keep the maximum opacity so far.
Only after you have built up the complete stroke (as on a white sheet), you can blend it to the existing line art.
The picture illustrates the difference between blending and keeping the maximum opacity.

Use 8 individual border images instead of border-image in CSS

I've been provided with 8 individual images (top left, top, top right etc) for a border around the main (fixed width) content box. If I was given a single image, I'd use border-image.
What's the best way to use the 8 images? Divs with absolute positioning? Or is it such a pain I should just combine them into one?
What's so hard about combining the images into one? It has numerous other advantages, like reducing the number of HTTP requests the client needs to make, for example.
An alternative is to use CSS3's multiple background image feature, where you'd set each image as a layer in your box.
Eric Myer used a technique whereby (just to explain technique) the image was a little circle. Then, that was the background graphic in four separate divs each abs positioned in the corners of a containing div w/relative position. Background position was changed for each and a regular border was used for the straight lines in effect getting rounded corners. The circle had to be filled with white or whatever bckgrnd color you used.
This way, one could expand. You still need to have the height expand should changes occur, right?
I'd make one for the top and bottom and a third that repeats on the Y for the middle, that way your box will expand if content is added. Height that is.

Is there a fast way to grab an area of an OpenGL-ES scene and render that area as a picture-in-picture?

I have a bunch of game elements being drawn to the screen with OpenGL-ES and I'd like to be able to render a small rectangle in the bottom corner of the screen that shows, say, what's presently being displayed in the top left quarter of the screen.
In that way it's similar to a picture-in-picture from a tv, only the smaller picture would be showing part of the same thing the bigger picture is showing.
I'm comfortable with scaling in OpenGL-ES, but what I don't know how to do is get the proper rectangle of renderbuffer data and use that chunk as the data for an inset frame buffer for the next render pass. I imagine there's some trick along these lines to do this efficiently.
I've tried re-rendering the game elements at a smaller scale for this inset window and it just seems horribly inefficient when the data is already elsewhere and just needs to be scaled down a bit.
I'm not sure I'm asking this clearly or in the right terms, So any and all illumination is welcome and appreciated - especially examples. Thank you!
Have a look at glCopyTexImage2D. It lets you copy a portion of the framebuffer into a texture. So the order of operation would be:
Draw your scene normally
Bind your picture-in-picture texture
glCopyTexImage2D
Draw a quad with that texture in the bottom corner

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