Draw Cosx with specific period width - c#

how can i draw a period of Cosx with width =100 and height 50?
my recent code is very hard to control them :(
// this to find y with each x to draw Cos
for (int i = 0, j = 0; i < 50; i += 1, j++)
{
int y = (int)((Math.Cos((double)i * height/10F * Math.PI / cy) + 1.0) * (cx - 1) / widtd/10F);
poi.SetValue(new Point(i, y),j); // poi is an aray of point
}

Based on OP's last comment I assume "width" means a single period. Therefore to calculate the points of a cosine function with amplitude amp and a period of period looks like this:
int amp = 50, period = 100;
Point[] poi = new Point[period];
for (int x = 0; x < period; x++)
{
int y = (int)(amp * Math.Cos(x * 2 * Math.PI * (1.0 / period)));
poi[x] = new Point(x, y);
}
Note that this is a "1:1" calculation, i.e. one point is one pixel.

I found solution here:
string filename = #"D:\test.bmp";
int width = 200;
int height = 300;
Bitmap b = new Bitmap(width, height);
for (int i = 0; i < width; i++)
{
int y = (int)((Math.Cos((double)i * 2.0 * Math.PI / width) + 1.0) * (height - 1) / 2.0);
b.SetPixel(i, y, Color.Black);
}
b.Save(filename);

Related

Why am I getting the System.OverflowException?

This program is coded in c#. It is supposed to display a 3d Graph of the function Log(x,y). I don't know why but everytime I run it I get the System.OverflowException when it begins to draw the graph and the program stops.
How can I prevent it from happening and why does it happen?
private void Draw_Function_Click(object sender, EventArgs e)
{
int size = 100;
double accuracy = 0.09;
int zoom = 1;
ver = new double[size, size];
xtag = new double[size, size];
ytag = new double[size, size];
function = Insert_Function.Text;
for (int i = 0; i < 100; i++)
{
for (int p = 0; p < 100; p++)
{
ver[i, p] = Math.Log(i,p);
xtag[i, p] = p * accuracy - i * accuracy * Math.Cos(Math.PI / 5);
ytag[i, p] = ver[i, p] - i * accuracy * Math.Sin(Math.PI / 5);
}
}
Graphics g = panel1.CreateGraphics();
for (int i = 0; i < ver.GetLength(0) - 1; i++)
for (int p = 1; p < ver.GetLength(1) - 1; p++)
{
int y0 = (panel1.Height / 2) - (int)(ytag[i, p] * zoom);
int x0 = (int)(zoom * xtag[i, p]) + panel1.Width / 2;
int y1 = (panel1.Height / 2) - (int)(ytag[i + 1, p + 1] * zoom);
int x1 = (int)(zoom * xtag[i + 1, p + 1]) + panel1.Width / 2;
g.DrawLine(Pens.Black,
(float)x0,
(float)y0,
(float)x1,
(float)y1);
}
}
I found the following answer: https://social.msdn.microsoft.com/Forums/windows/en-US/9f2b5bba-f725-45c1-9ada-383151267c13/overflow-exception-on-drawline-method-?forum=winforms
Quote: "Hi, the minimum value allowed for screen coordinate is x = -1073741376 and y = -1073740288, this is the boundary where the desktop surface lies, if you go further, you enter the void, therfore cause an overflow..."
I ran your calculation and besides the fact that it produces NaN and -Infinity values, it also produced very small values like -2147483503. This is the reason why you get the overflow exception.

Draw a curve of the Cycloid

Good time of day. It is necessary to draw a graph of the cycloids, the radius is specified by the user. Managed to paint only half of the period, I do not understand what it is.
Code'm applying.
My function:
return r * Math.Acos((r - y) / r) - Math.Sqrt(2 * r * y - Math.Pow(y, 2));
And my Main part:
GraphPane pane = zedGraph.GraphPane;
pane.CurveList.Clear();
PointPairList list = new PointPairList();
double r = 20;
double xmax = 50;
for (double y = 0; y < xmax; y+=0.5)
{
list.Add(CountIt(y, r), y);
}
LineItem myCurve = pane.AddCurve("Cycloid", list, Color.Red, SymbolType.None);
zedGraph.AxisChange();
zedGraph.Invalidate();
Apparently it is necessary to consider the situation when y>2r, or that should be several possible x? I do not understand how to get out of the situation.
It is simpler to use parametric equations (with t=0..2*Pi for one period):
x = r * (t - sin(t))
y = r * (1 - cos(t))
If you want to continue using Cartesian equation x(y) - change limit for y to correct value 2 * r and mirror the second part like this:
for (double y = 0; y < 2 * r; y+=0.5)
{
list.Add(CountIt(y, r), y);
}
for (double y = 2 * r; y >= 0; y-=0.5)
{
list.Add(2 * Pi * r - CountIt(y, r), y);
}
If you need to draw few periods, limiting xmax:
p = 0;
while true do
{
for (double y = 0; y < 2 * r; y+=0.5)
{ x = 2 * Pi * r * p + CountIt(y, r);
if (x > xmax)
break;
list.Add(x, y);
}
for (double y = 2 * r; y >= 0; y-=0.5)
{
x = 2 * Pi * r * (p + 1) - CountIt(y, r);
if (x > xmax)
break;
list.Add(x, y);
}
p++;
}

Simple Mandelbrot renderer runs out of memory

Ive been trying to make an simple mandelbrot renderer just to get myself into c# and forms, but when i render the image the program runs out of memory sometimes.
The memory builds up to 2GB and then crashes.
But sometimes it builds up i a jigsaw pattern like this and dont crash:
http://puu.sh/l2ri9/2fcd47e6d7.png
==============Code to render================
Renderer.CreateGraphics().Clear(Color.White);
double minR = System.Convert.ToDouble(MinR.Value);
double maxR = System.Convert.ToDouble(MaxR.Value);
double minI = System.Convert.ToDouble(MaxI.Value);
double maxI = System.Convert.ToDouble(MinI.Value);
int maxN = System.Convert.ToInt32(Iterations.Value);
SolidBrush MandelColor = new SolidBrush(Color.Red);
for (int y = 0; y < Renderer.Height; y++)
{
for (int x = 0; x < Renderer.Width; x++)
{
double cr = fitInRRange(x, Renderer.Width, minR, maxR);
double ci = fitInIRange(y, Renderer.Height, minI, maxI);
int n = findMandelbrot(cr, ci, maxN);
double t = ((n + 0.0) / (maxN + 0.0));
MandelColor.Color = Color.FromArgb(System.Convert.ToInt32(9 * (1 - t) * t * t * t * 255), System.Convert.ToInt32(15 * (1 - t) * (1 - t) * t * t * 255), System.Convert.ToInt32(8.5 * (1 - t) * (1 - t) * (1 - t) * t * 255));
Renderer.CreateGraphics().FillRectangle(MandelColor, x, y, 1, 1);
}
}
===Link To Github page===
https://github.com/JimAlexBerger/MandelbrotProject
Why not move Renderer.CreateGraphics() outside of the loop? The memory leak is probably caused by redundantly calling Renderer.CreateGraphics() without calling IDisposable.Dispose() on the Graphics object.
double minR = System.Convert.ToDouble(MinR.Value);
double maxR = System.Convert.ToDouble(MaxR.Value);
double minI = System.Convert.ToDouble(MaxI.Value);
double maxI = System.Convert.ToDouble(MinI.Value);
int maxN = System.Convert.ToInt32(Iterations.Value);
SolidBrush MandelColor = new SolidBrush(Color.Red);
using(var graphics = Renderer.CreateGraphics())
{
graphics.Clear(Color.White);
for (int y = 0; y < Renderer.Height; y++)
{
for (int x = 0; x < Renderer.Width; x++)
{
double cr = fitInRRange(x, Renderer.Width, minR, maxR);
double ci = fitInIRange(y, Renderer.Height, minI, maxI);
int n = findMandelbrot(cr, ci, maxN);
double t = ((n + 0.0) / (maxN + 0.0));
MandelColor.Color = Color.FromArgb(System.Convert.ToInt32(9 * (1 - t) * t * t * t * 255), System.Convert.ToInt32(15 * (1 - t) * (1 - t) * t * t * 255), System.Convert.ToInt32(8.5 * (1 - t) * (1 - t) * (1 - t) * t * 255));
gfx.FillRectangle(MandelColor, x, y, 1, 1);
}
}
}

How to add a texture to dynamically generated terrain vertices in xna

I'm trying to add texture coordinates to each of the vertices so that a grass texture is added to each triangle. The code I have stretches the texture across the entire area which works but doesn't scale up very well. How do I correctly add (0,0), (0,1), (1,1), etc to the vertices?
Currently they're added in the SetUpVertices() method, should they be added in the SetUpIndices() method when the code can distinguish whether it's top left, bottom left, bottom right, etc. Any help would be greatly appreciated. The relevant methods are below and the full Game1.cs code is here http://pastebin.com/REd8QDZA
private void SetUpVertices()
{
vertices = new VertexPositionNormalTexture[terrainWidth * terrainHeight];
for (int x = 0; x < terrainWidth; x++)
{
for (int y = 0; y < terrainHeight; y++)
{
vertices[x + y * terrainWidth].Position = new Vector3(x, -y, heightData[x, y]);
vertices[x + y * terrainWidth].TextureCoordinate.X = x / (terrainWidth - 1.0);
vertices[x + y * terrainWidth].TextureCoordinate.Y = y / (terrainHeight - 1.0);
}
}
}
private void SetUpIndices()
{
indices = new short[(terrainWidth - 1) * (terrainHeight - 1) * 6];
int counter = 0;
for (int y = 0; y < terrainHeight - 1; y++)
{
for (int x = 0; x < terrainWidth - 1; x++)
{
int lowerLeft = x + y * terrainWidth;
int lowerRight = (x + 1) + y * terrainWidth;
int topLeft = x + (y + 1) * terrainWidth;
int topRight = (x + 1) + (y + 1) * terrainWidth;
indices[counter++] = (short)topLeft;
indices[counter++] = (short)lowerRight;
indices[counter++] = (short)lowerLeft;
indices[counter++] = (short)topLeft;
indices[counter++] = (short)topRight;
indices[counter++] = (short)lowerRight;
}
}
}
Just specify
vertices[x + y * terrainWidth].TextureCoordinate.X = x;
vertices[x + y * terrainWidth].TextureCoordinate.Y = y;
By default, texture coordinates greater than 1 will be wrapped and the texture is repeated.

C# display waveform

Using this:
public static void DrawNormalizedAudio(ref float[] data, PictureBox pb,
Color color)
{
Bitmap bmp;
if (pb.Image == null)
{
bmp = new Bitmap(pb.Width, pb.Height);
}
else
{
bmp = (Bitmap)pb.Image;
}
int BORDER_WIDTH = 5;
int width = bmp.Width - (2 * BORDER_WIDTH);
int height = bmp.Height - (2 * BORDER_WIDTH);
using (Graphics g = Graphics.FromImage(bmp))
{
g.Clear(Color.Black);
Pen pen = new Pen(color);
int size = data.Length;
for (int iPixel = 0; iPixel < width; iPixel++)
{
// determine start and end points within WAV
int start = (int)((float)iPixel * ((float)size / (float)width));
int end = (int)((float)(iPixel + 1) * ((float)size / (float)width));
float min = float.MaxValue;
float max = float.MinValue;
for (int i = start; i < end; i++)
{
float val = data[i];
min = val < min ? val : min;
max = val > max ? val : max;
}
int yMax = BORDER_WIDTH + height - (int)((max + 1) * .5 * height);
int yMin = BORDER_WIDTH + height - (int)((min + 1) * .5 * height);
g.DrawLine(pen, iPixel + BORDER_WIDTH, yMax,
iPixel + BORDER_WIDTH, yMin);
}
}
pb.Image = bmp;
}
I got an error at this line:
g.DrawLine(pen, iPixel + BORDER_WIDTH, yMax,
iPixel + BORDER_WIDTH, yMin);
It says operation overflow(cannot divide by zero) or something like that. Any clue on the problem? Thanks.
UPDATE:
The codes i use to call the function is:
fileName = "c:\\sound\\happy_birthday.wav";
byte[] bytes = File.ReadAllBytes(fileName);
float[] getval = FloatArrayFromByteArray(bytes);
DrawNormalizedAudio(ref getval, pictureBox1, Color.White);
You are dividing by zero. Don't do it, as this operation is invalid. Check the values you pass to DrawLine are not 0.
int yMin = BORDER_WIDTH + height - (int)((min + 1) * .5 * height);
You are using the signed int data type - what happens is that this calculation overflows and results in a negative value, you get -2147483572 which is int.MaxValue+75 (overflow), could it be that min is a large negative value that causes the result to be 75 larger than int.MaxValue ?
The min and max were wrong, should be
float min = float.MinValue;
float max = float.MaxValue;

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