vb.net barcode printing Figure 13 10. Not much LOL here. in Java

Creation Data Matrix ECC200 in Java Figure 13 10. Not much LOL here.

Figure 13 10. Not much LOL here.
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Hey, that s not very satisfying! All we re seeing is the lower left-hand corner of the picture we dragged in! If only there were some way we could see the whole image...
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Let It Scroll
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Well, of course there is. Cocoa includes a class called NSScrollView that will help us out here. By putting a view inside of an NSScrollView, you get access to horizontal and vertical scrollbars that the user can use to slide the view around. The scroll view takes care of all the hard work. The drawing code for any views you put in there doesn t need
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CHAPTER 13: Drawing in Cocoa
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to change at all! Putting the LOLView into an NSScrollView is surprisingly simple. We just need to add a bit of code and make a couple of adjustments in Interface Builder. The code we need to add is actually one more piece of the setImage: method. What we re going to do is resize the LOLView each time a new image is set, so that the view s size matches the image s size. Later, when the LOLView is enclosed in an NSScrollView, the scrollview will notice the new view size, and automatically re-render everything including the scrollbars. The new code looks like this:
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- (void)setImage:(NSImage *)i { if (![i isEqual:image]) { [image release]; image = [i retain]; if (image) { NSRect newImageFrame = NSMakeRect(0, 0, [image size].width, [image size].height); [self setFrame:newImageFrame]; } [self setNeedsDisplay:YES]; } }
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Now, go back to Interface Builder to prepare the scrollview itself. Select the LOLView, then select Layout Embed Objects In Scroll View from the menu. Your LOLView is now wrapped in a scroll view, but the positioning and sizing are a little off. Move the scroll view so that it butts up against the top left-hand corner of the window, then resize a little with the lower-right resizing control, making it fill the width of the window and extend just far enough down to leave a decent margin above the other controls (see Figure 13 11).
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Figure 13 11. The LOLmaker window, adjusted for scrolling
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CHAPTER 13: Drawing in Cocoa
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Now let s configure the autosizing settings. Doing this will let us not only scroll the LOLView, but resize it along with the window as well. First click the NSScrollView (not the LOLView itself), open the Size Inspector, and configure it to be expandable in both directions, and tied to all four window edges. In other words, all the red control lines should be lit solid, none of them grayed out. Then, configure the image well to be stuck to the lower left-hand corner, and the text view to be stuck to the bottom, left, and right edges, and horizontally expandable. Save all your work, Build & Run, and you are done with the scrollview! Drag in a large image, and you ll see that it starts off in the lower left, but scrollbars are present, and you can drag around to wherever you want! See this in action in Figure 13 12.
Figure 13 12. Scrollbars: So simple, even a papier-m ch bird can do it.
Drawing Text
Okay, so let s get to the final step, drawing the text. It is traditional in the LOLcats community to use a text caption in the Impact font, using white text with a black shadow. This should be a piece of cake. The only mildly tricky part is choosing a font size. Because images can be all sorts of sizes, we need to dynamically choose the font size so that the caption fills up a decent portion of the view without extending off the side. We ll do this by testing several font sizes, starting with 1, and working our way upwards by doubling the size each time, until we hit a point where the size of the text
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