barcodelib.barcode.asp.net.dll download Figure 9-9. Skewing a rectangle about its default center and true center in Visual Basic .NET

Creator Denso QR Bar Code in Visual Basic .NET Figure 9-9. Skewing a rectangle about its default center and true center

Figure 9-9. Skewing a rectangle about its default center and true center
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<Rectangle Stroke="Crimson" Fill="Crimson" Width="50" Height="50"> <Rectangle.RenderTransform> <SkewTransform AngleX="45"/> </Rectangle.RenderTransform> </Rectangle>
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Scaling
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A scaling transformation uniformly increases or decreases the size of an element. You can zoom into an element by scaling it up, and zoom out (e.g., as a cheap way to show thumbnails) by scaling the element down. The ScaleTransform.ScaleX and ScaleTransform.ScaleY properties are used to specify how much to scale the element by. The ScaleTransform.ScaleX defines the scale factor in the x axis. The default is 1, which means no scale in the x-direction. Values between 0 and 1 decrease the width of the scaled object. A value greater than 1 will increase the width of the scaled object. A negative value flips the scaled object horizontally. Values between 0 and -1 will flip the object horizontally and decrease the width of the scaled object. Values less than -1 flip the object horizontally and increase the width of the scaled object. The ScaleTransform.ScaleY defines the scale factor in the y axis. The default is 1, which means no scale in the y-direction. Values between 0 and 1 decrease the height of the scaled object. A value greater than 1 will increase the height of the scaled object. A negative value flips the scaled object vertically. Values between 0 and -1 will flip the object vertically and decrease the height of the scaled object. Values less than -1 flip the object vertically and increase the height of the scaled object. This transformation also has a CenterX and CenterY point. This point specifies which point will stay constant in the scaling. Figure 9-10 shows our normal rectangle again in the top left, and the first row shows a scale-up and a scale-down using the default, (0,0), as the center point. Notice how the top-left corner is unmoved. If we specify (25,25) as the center point, as is done in the second row, the rectangle completely overtakes its bounding box when scaled up and is centered within its bounding box when scaled down. This behavior is important to note when you utilize the scaling transformation. If you think about how some menu animation has the menu expanding while its top-left corner stays intact, you can see how using the top-left corner as the anchor point could prove useful. If this were a button, though, and you wanted its size to change when a user hovered over it, it would be better to scale the button up with its true center as the anchor so that it would grow/shrink in a more expected manner for the user.
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Figure 9-10. Scaling a rectangle up and down based on its default center and true center
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Here s the XAML used for scaling the rectangle up and down in the second row of Figure 9-10. <Rectangle Stroke="Crimson" Fill="Crimson" Width="50" Height="50"> <Rectangle.RenderTransform> <ScaleTransform ScaleX="1.5" ScaleY="1.5"/> </Rectangle.RenderTransform> </Rectangle>
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The final transformation class that Silverlight provides is the matrix transformation. This can be used when the other transformations don t give you what you want, or when you want to combine multiple transformations into a single transformation (although you could also use TransformGroup to group several). Each of the other transformations can be represented by a 3~TMS3 matrix. Let s dust off our linear algebra textbooks and revisit the basics of matrix math to see how a matrix can give us the other transformations, and even combine multiple transformations into a single operation. The 3~TMS3 matrix that Silverlight uses looks like Figure 9-11.
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Figure 9-11. The transformation matrix used by Silverlight The final column will always be (0,0,1) because Silverlight supports only affine transformations. In reality, the transformation matrix is 2~TMS2, but it includes within its structure translation values for the x and y coordinates (in the third row). An affine transformation is essentially a linear transformation. Any three points that were on a line before the transformation continue to be on a line after the transformation. We won t trouble ourselves with proving this, since this isn t a math textbook, but if you look at a side of a rectangle in the preceding rotation and skewing figures, you ll see that three arbitrary points along this line are still on a line after the transformation (not the same line obviously, but a line nonetheless). The bottom row of the 3~TMS3 matrix contains values for the x and y offsets. These offsets are used for translation. The M11, M12, M21, and M22 properties of the MatrixTransform class are used to specify the custom transformation. Projection and reflection are two examples of affine transformations not supported directly by Silverlight with a class of their own. The simplest transformation is the translation. It allows you to specify only OffsetX and/or OffsetY to perform a translation without having to worry about an unexpected transformation happening if the M values are all 0 (actually, if they are all 0, the element undergoing transformation might disappear!) By setting M11 and M22 to 1, M12 and M21 to 0, the OffsetX property to 10, and the OffsetY property to 0, the transformation will shift the entire element being transformed ten units to the right. The transformed
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