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then you could, in theory, predict the outcome. However, the result is so sensitive to such an array of parameters, that this is hardly ever successful. The Font::TTF modules could theoretically be used to make these sorts of predictions, but not without a lot of work, and not with great accuracy. Most of the time, or almost always, you are not interested in the precise details of the text rendering that goes on behind the scenes, and you certainly don t want to have to do all the calculations that go with the positioning of proportional characters. What concerns you is the size of the box you are going to draw, which you d like to know before actually drawing. The reasons for needing to know these things include wanting to be able to center the box accurately on some point in your graphic, or to organize multiple text boxes in a rather precise way. The rest of this chapter talks about how to determine these sizes and parameters, and how to use this information to make text go precisely where you want it to. Alignment, spacing and sizing of text strings in the two most popular drawing packages for Perl, GD and Image::Magick, will be discussed and demonstrated.
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Tip By clicking File Create New Version, the currently selected image will be copied and made available on the File Version menu. You can do this as many times as you want, perhaps to record various image tweaks to choose the best later.
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The UIImage class offers seven different ways to create an instance of an image. The four factory methods are probably the easiest to use, and they re the ones we ve listed in table 11.1. You can also use some equivalent init methods if you prefer. The image data can be of several file types, including BMP, CUR, GIF, JPEG, PNG, and TIFF. In this book, we use mostly JPEGs (because they re small) and PNGs (because they look good and are accelerated on the iPhone hardware). You can also create a UIImage from a Quartz 2D object; this is the SDK s fundamental graphics package, which we ll talk about more in chapter 13. There s one suggested restriction when you re creating UIImages: the images shouldn t be larger than 1024 x 1024.
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Example 7-30 works much harder than it needs to it creates the enumerator explicitly, and walks through the objects by calling MoveNext in a loop, retrieving the Current value each time around. (A newly created enumerator needs us to call MoveNext before first reading Current. It doesn t automatically start on the first item because there might not be one collections can be empty.) As it happens, that s exactly what foreach does, so we can get that to do the work for us. Example 7-31 does the same thing as Example 7-30, but lets the C# compiler generate the code.
Table 14-2 summarizes some of the important similarities and differences between the three types of arrays. Table 14-2. Summary Comparing Array Types
Animations are separate objects from the things they animate, and typically live in a Resources section all elements have a Resources property which is a handy place to put useful objects. It s just a dictionary a name/value collection a specialized dictionary similar to those of the kind described in 9. This particular example would appear as a child of the UserControl at the root of the user interface. While this is a simple example, it illustrates all the important points. The whole thing is contained in a Storyboard this is a collection of animations. Animations are always defined in storyboards, as this enables you to target multiple properties, or perhaps orchestrate a sequence of different animations over time. This example is simple and contains just a single animation, but we re still required to put it in a Storyboard. The animation itself has a From and a To value specifying the range of values the property will span during the animation these are numbers because this is a DoubleAnimation (as in the System.Double floating-point type); if this were a ColorAnimation you d see color values in there instead. The AutoReverse and RepeatBehavior properties here indicate that this animation runs back and forth indefinitely. And the final two properties indicate the element and property to be animated. So somewhere in the Xaml we d expect to find an element with the name indicated, for example:
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