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Basic event handling with core graphics


Basic event handling with core graphics

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Basic event handling with core graphics
Tag : macos , By : matthew
Date : November 29 2020, 04:01 AM

wish help you to fix your issue To answer the letter of your question: to get keyboard events via a CGEventTap your app must be trusted to control your computer with Accessibility APIs. That means it must be in the list of applications under System Preferences -> Security & Privacy -> Accessibility. You can use the function AXProcessIsTrustedWithOptions to ask for this permission; you have to be code signed, but not sandboxed, and should be packaged as a .app in order to be added to the trusted applications list.
As to your second question, if this is a good way to handle events for a game… not really, no. Use the NSEvent/NSApplication APIs to get input for your application. CGEventTap is a better choice when you want to get events for the entire user session, or another app, to do something like hook user input to do something custom when another app is frontmost (as assistive applications often have to do). In particular by passing kCGHIDEventTap you have asked for events to be delivered to your application at the point they enter the window server… this can easily result in a bug in your application being able to render the session unusable (say, by accidentally discarding all input to the session).

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Basic GUI Event Handling Questions C#


Tag : chash , By : user183289
Date : March 29 2020, 07:55 AM
will help you
Firstly with C# how can we link events to objects - I am guessing event handlers? If so can each handler use separate code?
class A {
    public event EventHandler SomeEvent;
}

class B {
    public B(A a) {
        a.SomeEvent += (sender, e) => { Console.WriteLine("B's handler"); };
    }
}

class C {
    public C(A a) {
        a.SomeEvent += (sender, e) => { Console.WriteLine("C's handler"); };
    }
}
class EventHandler {
    LinkedList<Action<object, EventArgs>> subscribers =
        new LinkedList<Action<object, EventArgs>>();

    public void Add(Action<object, EventArgs> f) {
        subscribers.AddLast(f);
    }

    public void Remove(Action<object, EventArgs> f) {
        subscribers.Remove(f);
    }

    public void Invoke(object sender, EventArgs e) {
        foreach(Action<object, EventArgs> f in subscribers)
            f(sender, e);
    }
}

Is it possible to configure R graphics event handling on OSX with RStudio?


Tag : r , By : SachinJadhav
Date : March 29 2020, 07:55 AM
Hope this helps Found this page that suggested doing X11(type="Xlib"), which seems to have done the trick.

Core Graphics. Best practice for drawing dynamically with mouse move event?


Tag : objective-c , By : user181445
Date : March 29 2020, 07:55 AM
Hope that helps , In the typical drawing app, you handle two UI events:

Basic slider event handling


Tag : javascript , By : todor
Date : March 29 2020, 07:55 AM
Does that help You forgot to clear your Timeout and stopping Slider before init() (start) again
I updated your fiddle
var interval, timeout;

function stopSlider()   {
    console.log("function: stopSlider");        
    clearTimeout(timeout);
    clearInterval(interval);        
}

$('.slides').on('mouseenter', function()    {
    stopSlider();
}).on('mouseleave', function()  {
    stopSlider();
    timeout = setTimeout(init, pause);
});

function startSlider()   {
    // just a tip
    // $('.loading').animate({"width": "0"}, 0); // makes no sense, use instead .css()
    $('.loading').css('width', '0'); 
    ...
}

I want to use graphics in java with event handling


Tag : java , By : Tonci Grgin
Date : March 29 2020, 07:55 AM
may help you . The problem is not that the ball gets painted multiple times, the problem is that old drawings are never cleared.
When you override paint methods, it is recommended that you call the super method, so that it does its own stuff first .
@Override
public void paint(final Graphics g) {
    super.paint(g);
    g.setColor(Color.red);
    g.fillOval(x, y, 50, 50);
    g.setColor(Color.blue);
    g.fillRect(200, 300, 100, 80);
    if (x > 180 || y > 280) {
        g.drawString("Target hit!!", 80, 20);

    }
}
@Override
public void paintComponent(final Graphics g) {
    super.paintComponent(g);
    g.setColor(Color.red);
    g.fillOval(x, y, 50, 50);
    g.setColor(Color.blue);
    g.fillRect(200, 300, 100, 80);
    if (x > 180 || y > 280) {
        g.drawString("Target hit!!", 80, 20);

    }
}
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