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colBuffer=0;
}else if (camera.x > (world.width - camera.width)-scrollRate) {
camera.x=world.width - camera.width;
colBuffer=0;
}else{
colBuffer=1;
}
Figure 9-16 shows an example of the right-side edge case.
Figure 9-17. The fine scrolling camera at position right-side edge
The data for the algorithm would look like this:
scrollRate= 4
camera.x= 320
camera.y= 80
This returns buffer values as follows data:
colBuffer= 0
rowBuffer= 1
Because we are scrolled all the way to the right, the camera.x value is 320. When we add
the camera.width of 160 to this value 320, we get 480. This just so happens to be the
width of the world (world.width). Notice that we have to subtract the scrollRate to
ensure that we are always comparing a value that is less than where the player wants to
go; if we didn’t do this, we could actually throw a null pointer error in the column array
lookup.
The camera far down scrolled position
When the camera scrolls past the point at which an extra tile would need to be on the
far bottom of the game screen map, we need to set it back to the position it was and not
try to paint an extra row in rowBuffer, because the tile map world does not have any
more tiles to display. If we didn’t do this, an error would be thrown in JavaScript, telling
us we had hit a null in the world.map array. In essence, we are subtracting the dy or
scrollRate value from the current camera position.
We have seen this code previously, but here it is one more time. This edge case is the
first else: (bold and larger type):
Scrolling a Tile-Based World  |  579
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if (camera.y<=0) {
camera.y=0;
rowBuffer=0;
}else if (camera.y > (world.height - camera.height)-scrollRate) {
camera.y=world.height - camera.height;
rowBuffer=0;
}else{
rowBuffer=1;
}
Figure 9-18 shows an example of the bottom edge case.
Figure 9-18. The fine scrolling camera at position bottom edge
The data for the algorithm would look like this:
scrollRate= 4
camera.x= 40
camera.y= 320
This will return buffer values as follows data:
colBuffer= 1
rowBuffer= 0
Because we are scrolled all the way down, the camera.y value is 320. When we add
camera.height of 160 to this value 320, we get 480. This just so happens to be the height
of the world (world.height). Notice that we have to subtract scrollRate to ensure that
we are always comparing a value that is less than where the player wants to go; if we
didn’t do this, we could actually throw a null pointer error in the row array lookup.
Coarse Scrolling Full Code Example
Example 9-2, shows the full code listing for the Coarse Scrolling example. The code for
this is a little bit simpler than the Fine Scrolling version because we do not need the
rowBuffer and colBuffer variables. We also do not need to the matrix transformation
to translate the Canvas. We simply need to paint the current set of tiles and will never
need to paint any partial tiles as we would with Fine scrolling.
580  |  Chapter 9: Canvas Games: Part II
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Example 9-2. Coarse scrolling
<!doctype html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>CH9 EX3 - Scrolling Test 1 coarse scrolling</title>
<script src="modernizr.min.js"></script>
<script type="text/javascript">
window.addEventListener('load'eventWindowLoadedfalse);
function eventWindowLoaded() {
canvasApp();
}
</script>
<script language="Javascript">
function canvasSupport () {
return Modernizr.canvas;
}
function canvasApp(){
if (!canvasSupport()) {
return;
}else{
var theCanvas = document.getElementById('canvas');
var context = theCanvas.getContext('2d');
}
document.onkeydown=function(e){
e=e?e:window.event;
keyPressList[e.keyCode]=true;
}
document.onkeyup=function(e){
//document.body.onkeyup=function(e){
e=e?e:window.event;
keyPressList[e.keyCode]=false;
};
//key presses
var keyPressList=[];
//images
Scrolling a Tile-Based World  |  581
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var tileSheet = new Image();
tileSheet.src = "scrolling_tiles.png";
//mapdata
var world={};
//camera
var camera={}
//key presses
var keyPressList={};
function init() {
world.cols=15;
world.rows=15;
world.tileWidth=32;
world.tileHeight=32;
world.height=world.rows*world.tileHeight;
world.width=world.cols*world.tileWidth;
camera.height=theCanvas.height;
camera.width=theCanvas.width;
camera.rows=camera.height / world.tileHeight;
camera.cols=camera.width / world.tileWidth;
camera.dx=0;
camera.dy=0;
camera.x=0;
camera.y=0;
keyPressList=[];
gameLoop()
}
function runGame() {
camera.dx=0;
camera.dy=0;
//check input
if (keyPressList[38]){
console.log("up");
camera.dy=-world.tileHeight;
}
if (keyPressList[40]){
console.log("down");
camera.dy=world.tileHeight;
}
if (keyPressList[37]){
console.log("left");
camera.dx=-world.tileWidth;
582  |  Chapter 9: Canvas Games: Part II
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}
if (keyPressList[39]){
console.log("right");
camera.dx=world.tileWidth;
}
camera.x+=camera.dx;
camera.y+=camera.dy;
if (camera.x<0) {
camera.x=0;
}else if (camera.x > (world.width - camera.width)-world.tileWidth) {
camera.x=world.width - camera.width;
}
if (camera.y<0) {
camera.y=0;
}else if (camera.y > (world.height - camera.height)-world.tileHeight) {
camera.y=world.height - camera.height;
}
context.fillStyle = '#000000';
context.fillRect(00theCanvas.widththeCanvas.height);
//draw camera
//calculate starting tile position
var tilex=Math.floor(camera.x/world.tileWidth);
var tiley=Math.floor(camera.y/world.tileHeight);
var rowCtr;
var colCtr;
var tileNum;
for (rowCtr=0;rowCtr<camera.rows;rowCtr++) {
for (colCtr=0;colCtr<camera.cols;colCtr++) {
tileNum=(world.map[rowCtr+tiley][colCtr+tilex]);
var tilePoint={};
tilePoint.x=colCtr*world.tileWidth;
tilePoint.y=rowCtr*world.tileHeight;
var source={};
source.x=Math.floor(tileNum % 5* world.tileWidth;
source.y=Math.floor(tileNum /5) *world.tileHeight;
context.drawImage(tileSheetsource.xsource.y,world.tileWidth,
world.tileHeight,tilePoint.x,tilePoint.y,
world.tileWidth,world.tileHeight);
}
}
Scrolling a Tile-Based World  |  583
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}
world.map=[
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0]
,[0,1,2,1,1,1,1,1,1,1,1,1,1,1,0]
,[0,1,0,1,0,0,1,0,1,0,0,1,0,1,0]
,[0,1,0,1,0,0,1,0,1,0,0,1,0,1,0]
,[0,1,0,1,0,0,1,1,1,0,0,1,0,1,0]
,[0,2,1,1,1,1,0,0,0,1,1,1,1,1,0]
,[0,1,0,0,0,1,0,0,0,1,0,0,0,1,0]
,[0,1,1,1,2,1,0,0,0,1,1,1,1,1,0]
,[0,0,0,0,0,1,1,1,1,1,0,0,0,0,0]
,[0,1,1,1,1,1,0,0,0,1,1,1,1,1,0]
,[0,1,0,1,0,0,1,1,1,0,0,1,0,1,0]
,[0,1,0,1,0,0,2,0,0,0,0,1,0,1,0]
,[0,1,0,1,0,0,1,0,1,0,0,1,0,1,0]
,[0,1,1,1,1,1,1,2,1,1,1,1,1,1,0]
,[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0]
];
init();
var FRAME_RATE=10;
var intervalTime=1000/FRAME_RATE;
function gameLoop() {
runGame();
window.setTimeout(gameLoopintervalTime);
}
}
</script>
</head>
<body>
<div style="position: absolute; top: 50px; left: 50px;">
<canvas id="canvas" width="160" height="160">
Your browser does not support the HTML5 Canvas.
</canvas>
</div>
</body>
</html>
When you try this in a browser, you can use the arrow keys to scroll the 160×160 camera
around the game world. Each key press moves the window 32 pixels at a time in the
direction pressed. Now let’s take a look at the full code listing for the fine scrolling
version.
584  |  Chapter 9: Canvas Games: Part II
Fine Scrolling Full Code Example
Example 9-3 shows the full code listing for the Fine Scrolling example. Notice that this
code adds in the colBuffer and rowBuffer variables as well as the matrix transforma‐
tion secret that performs the actual smooth fine scrolling.
Example 9-3. Fine scrolling
<!doctype html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>CH9 EX4 Scrolling Test 2 fine scrolling</title>
<script src="modernizr.js"></script>
<script type="text/javascript">
window.addEventListener('load'eventWindowLoadedfalse);
function eventWindowLoaded() {
canvasApp();
}
</script>
<script language="Javascript">
function canvasSupport () {
return Modernizr.canvas;
}
function canvasApp(){
if (!canvasSupport()) {
return;
}else{
var theCanvas = document.getElementById('canvas');
var context = theCanvas.getContext('2d');
}
document.onkeydown=function(e){
e=e?e:window.event;
keyPressList[e.keyCode]=true;
}
document.onkeyup=function(e){
//document.body.onkeyup=function(e){
e=e?e:window.event;
keyPressList[e.keyCode]=false;
};
Scrolling a Tile-Based World  |  585
//key presses
var keyPressList=[];
//images
var tileSheet = new Image();
tileSheet.src = "scrolling_tiles.png";
//mapdata
var world={};
//camera
var camera={};
//key presses
var keyPressList={};
var rowBuffer=1;
var colBuffer=1;
var scrollRate=4;
function init() {
world.cols=15;
world.rows=15;
world.tileWidth=32;
world.tileHeight=32;
world.height=world.rows*world.tileHeight;
world.width=world.cols*world.tileWidth;
camera.height=theCanvas.height;
camera.width=theCanvas.width;
camera.rows=camera.height / world.tileHeight;
camera.cols=camera.width / world.tileWidth;
camera.dx=0;
camera.dy=0;
camera.x=0;
camera.y=0;
keyPressList=[];
//console.log("camera.rows=", camera.rows, "camera.cols=", camera.cols);
gameLoop()
}
function runGame() {
camera.dx=0;
camera.dy=0;
//check input
if (keyPressList[38]){
console.log("up");
586  |  Chapter 9: Canvas Games: Part II
camera.dy=-scrollRate;
}
if (keyPressList[40]){
console.log("down");
camera.dy=scrollRate;
}
if (keyPressList[37]){
console.log("left");
camera.dx=-scrollRate;
}
if (keyPressList[39]){
console.log("right");
camera.dx=scrollRate;
}
camera.x+=camera.dx;
camera.y+=camera.dy;
if (camera.x<=0) {
camera.x=0;
colBuffer=0;
}else if (camera.x > (world.width - camera.width)-scrollRate) {
camera.x=world.width - camera.width;
colBuffer=0;
}else{
colBuffer=1;
}
if (camera.y<=0) {
camera.y=0;
rowBuffer=0;
}else if (camera.y > (world.height - camera.height)-scrollRate) {
camera.y=world.height - camera.height;
rowBuffer=0;
}else{
rowBuffer=1;
}
console.log("scrollRate="scrollRate);
var xDistance=(world.width - camera.width)-scrollRate;
console.log("camera.x="camera.x);
console.log("(world.width - camera.width)-scrollRate ="xDistance);
var yDistance=(world.height - camera.height)-scrollRate;
console.log("camera.y="camera.y);
console.log("(world.height - camera.height)-scrollRate ="yDistance);
Scrolling a Tile-Based World  |  587
console.log("colBuffer="colBuffer);
console.log("rowBuffer"rowBuffer);
context.fillStyle = '#000000';
context.fillRect(00theCanvas.widththeCanvas.height);
//draw camera
//calculate starting tile position
var tilex=Math.floor(camera.x/world.tileWidth);
var tiley=Math.floor(camera.y/world.tileHeight);
var rowCtr;
var colCtr;
var tileNum;
context.setTransform(1,0,0,1,0,0);
context.translate(-camera.x%world.tileWidth-camera.y%world.tileHeight);
for (rowCtr=0;rowCtr<camera.rows+rowBuffer;rowCtr++) {
for (colCtr=0;colCtr<camera.cols+colBuffer;colCtr++) {
tileNum=(world.map[rowCtr+tiley][colCtr+tilex]);
var tilePoint={};
tilePoint.x=colCtr*world.tileWidth;
tilePoint.y=rowCtr*world.tileHeight;
var source={};
source.x=Math.floor(tileNum % 5* world.tileWidth;
source.y=Math.floor(tileNum /5) *world.tileHeight;
context.drawImage(tileSheetsource.xsource.y, world.tileWidth,
world.tileHeight,tilePoint.x,tilePoint.y,
world.tileWidth,world.tileHeight);
}
}
}
world.map=[
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0]
,[0,1,2,1,1,1,1,1,1,1,1,1,1,1,0]
,[0,1,0,1,0,0,1,0,1,0,0,1,0,1,0]
,[0,1,0,1,0,0,1,0,1,0,0,1,0,1,0]
,[0,1,0,1,0,0,1,1,1,0,0,1,0,1,0]
,[0,2,1,1,1,1,0,0,0,1,1,1,1,1,0]
,[0,1,0,0,0,1,0,0,0,1,0,0,0,1,0]
,[0,1,1,1,2,1,0,0,0,1,1,1,1,1,0]
,[0,0,0,0,0,1,1,1,1,1,0,0,0,0,0]
,[0,1,1,1,1,1,0,0,0,1,1,1,1,1,0]
,[0,1,0,1,0,0,1,1,1,0,0,1,0,1,0]
,[0,1,0,1,0,0,2,0,0,0,0,1,0,1,0]
588  |  Chapter 9: Canvas Games: Part II
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