You are a helpful assistant generating synthetic data that captures *System 1* and *System 2* thinking, *creativity*, and *metacognitive reflection*. Follow these steps in sequence, using tags [sys1] and [end sys1] for *System 1* sections and [sys2] and [end sys2] for *System 2* sections.

1. *Identify System 1 and System 2 Thinking Requirements:*
   - Carefully read the text.
   - Identify parts of the text that require quick, straightforward responses (*System 1*). Mark these sections with [sys1] and [end sys1].
   - Identify parts that require in-depth, reflective thinking (*System 2*), marked with [sys2] and [end sys2].

2. *Apply Step-by-Step Problem Solving with Creativity and Metacognitive Reflection for System 2 Sections:*

   *2.1 Understand the Problem:*
   - Objective: Fully comprehend the issue, constraints, and relevant context.
   - Reflection: "What do I understand about this issue? What might I be overlooking?"
   - Creative Perspective: Seek hidden patterns or possibilities that could reveal deeper insights or innovative connections.

   *2.2 Analyze the Information:*
   - Objective: Break down the problem logically.
   - Reflection: "Am I considering all factors? Are there any assumptions that need challenging?"
   - Creative Perspective: Explore unique patterns or overlooked relationships in the data that could add depth to the analysis.

   *2.3 Generate Hypotheses:*
   - Objective: Propose at least 10 hypotheses, each with a Confidence Score (0.0 to 1.0) and Creative Score (0.0 to 1.0), reflecting originality, surprise, and utility.
   - Reflection: "Have I explored all possible explanations or approaches, both conventional and unconventional?"
   - Creative Perspective: Consider novel angles that might provide unexpected insights.

   *2.4 Anticipate Future Steps and Obstacles:*
   - Objective: Make predictions, accounting for potential outcomes and obstacles.
   - Reflection: "What challenges might I face? Is my plan flexible for different scenarios?"
   - Creative Perspective: Visualize unforeseen outcomes and adapt plans to make use of them effectively.

   *2.5 Evaluate Hypotheses:*
   - Objective: Assess hypotheses based on feasibility, risk, and potential impact.
   - Evaluation: Refine Confidence and Creative Scores as needed.
   - Reflection: "Am I unbiased in my assessment? Which options fit best with the overall objectives?"
   - Creative Perspective: Identify hidden opportunities or overlooked details in each hypothesis.

   *2.6 Select the Best Hypothesis:*
   - Objective: Choose the most promising, strategic hypothesis.
   - Reflection: "Why does this hypothesis stand out? How does it uniquely address the issue?"
   - Creative Perspective: Consider any underutilized potential in the selected approach.

   *2.7 Implement the Hypothesis:*
   - Objective: Outline actionable steps for testing the hypothesis.
   - Reflection: "Is this plan practical? What resources or preparation are required?"
   - Creative Perspective: Refine steps to maximize effectiveness and yield unexpected benefits.

   *2.8 Monitor and Review Progress:*
   - Objective: Review progress, noting areas for improvement.
   - Reflection: "What’s working well? What could be improved?"
   - Creative Perspective: Look for emerging patterns that could refine future approaches.

   *2.9 Reflect and Capture Insights:*
   - Objective: Summarize lessons learned and insights gained for future reference.
   - Reflection: "What new understanding has emerged from this process?"
   - Creative Perspective: Identify innovative insights or patterns that could be applied to similar challenges.

3. *Generate Text Output with Interleaved System 1 and System 2 Responses:*
   - Use the tags [sys1] and [sys2] throughout.
   - Aim for a lengthier, detailed response. Combine both direct, straightforward *System 1* insights and reflective, deeply analytical *System 2* segments to capture a blend of quick observations and thoughtful analysis.

---

### *Example Input Text:*

You are tasked with analyzing a sudden shift in customer preferences in a tech market. There has been a noticeable decline in demand for physical devices, with customers increasingly interested in digital-only options. The challenge is to understand this shift, generate hypotheses for why it might be occurring, and explore potential strategies for adapting to this new trend.

---

### *Processed Output with System 1 and System 2 Thinking:*

The tech market is experiencing a shift in customer demand, moving away from physical devices toward digital-only options.

[sys1]
Customer demand has shifted from physical devices to digital-only options.
We need to understand why this change is happening and find strategies to address it.
Key factors may include cost, convenience, and technological trends.
[end sys1]

[sys2]
**2.1 Understand the Problem:**
The goal is to understand the underlying reasons for the shift in demand from physical devices to digital-only options, then develop a strategy to adapt.

*Reflection:* 
"I understand that preferences are changing, but what might be driving this? Is it primarily cost, or are there other factors such as convenience or sustainability?"

*Creative Perspective:* 
"Could there be a larger trend in digital minimalism or a preference for eco-friendly solutions that we’re missing? What unseen motivations might explain this shift?"

**2.2 Analyze the Information:**
There are multiple possible factors driving this shift, from economic influences to cultural shifts. It’s essential to isolate each factor and understand its impact.

*Reflection:* 
"Am I fully considering the various economic and social influences? Could there be a technological factor, like better internet speeds, that makes digital-only products more accessible?"

*Creative Perspective:* 
"Are there patterns or trends in other markets that could shed light on this shift? Could this be part of a larger trend toward virtual experiences?"

**2.3 Generate Hypotheses:**
1. Customers prefer digital options due to lower costs. (Confidence: 0.8, Creative: 0.4)
2. There’s a growing trend toward minimalism and reduced physical clutter. (Confidence: 0.7, Creative: 0.7)
3. Digital products offer greater flexibility and ease of use. (Confidence: 0.6, Creative: 0.6)
4. Environmental concerns are pushing consumers away from physical goods. (Confidence: 0.6, Creative: 0.8)
5. Advances in tech make digital-only options more functional. (Confidence: 0.8, Creative: 0.5)
6. Pandemic-era remote work increased demand for digital solutions. (Confidence: 0.7, Creative: 0.6)
7. Media coverage of the environmental impact of physical devices affects preferences. (Confidence: 0.5, Creative: 0.7)
8. There’s an increase in global digital literacy, expanding market access. (Confidence: 0.6, Creative: 0.6)
9. Customers view digital as more convenient and scalable for future needs. (Confidence: 0.7, Creative: 0.5)
10. Younger consumers prefer the aesthetics and convenience of digital products. (Confidence: 0.6, Creative: 0.6)

*Reflection:* 
"Have I considered all possible influences? Are there any surprising factors that could explain this shift?"

*Creative Perspective:* 
"Could specific social trends, like the rise of influencer culture or digital-first lifestyles, be influencing customer choices?"

**2.4 Anticipate Future Steps and Obstacles:**
*Objective:* Anticipate possible challenges, such as resistance from segments still preferring physical products.

*Reflection:* 
"What market obstacles might we face if we shift our focus to digital-only? Are there sub-segments that still prioritize physical products?"

*Creative Perspective:* 
"Could expanding digital options help us reach a more global audience? Are there emerging trends that we could leverage in our strategy?"

[end sys2]

[sys1]
To address this shift, consider a strategy that incorporates both digital-only offerings and educational campaigns about the benefits of digital solutions.
Use insights from customer feedback and current trends to guide product development.
Focus on flexibility and adaptation to cater to different customer segments.
[end sys1]


Q:

Canvas Issues — scrolling and zooming while drawing (retaining perspective)

My issue is that I'm drawing rectangles to a screen and want to be able to scroll in a direction and continue drawing. This is meant to be a basic house plan drawing application.
I begin by drawing a square:
 
I then click the MOVE SCREEN button and switch to "move mode". I pinch zoom out to draw the adjacent room:

I then want to be able to draw this:

However, as soon as I click DRAW mode and start drawing the second room, this happens:

I.e. it reverts to the original zoom and draws in the wrong place. I realize its probably my code in the onDraw() method. Here's my code:
class HomerView extends View { // the custom View for drawing on

    // set up Bitmap, canvas, path and paint
    private Bitmap myBitmap; // the initial image we turn into our canvas
    private Canvas myCanvas; // the canvas we are drawing on
    private Rect myRect; // the mathematical path of the lines we draw
    private Paint myBitmapPaint; // the paint we use to draw the bitmap

    // get the width of the entire tablet screen
    private int screenWidth = getContext().getResources().getDisplayMetrics().widthPixels;
    // get the height of the entire tablet screen
    private int screenHeight = getContext().getResources().getDisplayMetrics().heightPixels;

    private int mX, mY, iX, iY; // current x,y and initial x,y
    private static final float TOUCH_TOLERANCE = 4;
    private static final int INVALID_POINTER_ID = -1;
    private float mPosX;
    private float mPosY;
    private float mLastTouchX;
    private float mLastTouchY;
    private int mActivePointerId = INVALID_POINTER_ID;
    private ScaleGestureDetector mScaleDetector;
    private float mScaleFactor = 1.f;

    public HomerView(Context context) { // constructor of HomerView
        super(context);
        myBitmap = Bitmap.createBitmap(screenWidth, screenHeight,
                Bitmap.Config.ARGB_8888); // set our drawable space - the bitmap
                                          // which becomes the canvas we draw on
        myCanvas = new Canvas(myBitmap); // set our canvas to our bitmap which
                                         // we just set up
        myRect = new Rect(); // make a new rect
        myBitmapPaint = new Paint(Paint.DITHER_FLAG); // set dither to ON in our
                                                      // saved drawing - gives
                                                      // better color
                                                      // interaction
        mScaleDetector = new ScaleGestureDetector(context, new ScaleListener());
    }

    public HomerView(Context context, AttributeSet attrs, int defStyle) {
        super(context, attrs, defStyle);
        mScaleDetector = new ScaleGestureDetector(context, new ScaleListener());
    }

    public HomerView(Context context, AttributeSet attrs) {
        this(context, attrs, 0);
    }

    protected void onDraw(Canvas canvas) { // method used when we want to draw
                                           // something to our canvas
        super.onDraw(canvas);
        if (addObjectMode == true || addApplianceMode == true) {
            canvas.drawColor(Color.TRANSPARENT); // sets canvas colour
            canvas.drawBitmap(myBitmap, 0, 0, myBitmapPaint); // save the canvas
                                                              // to bitmap - the
                                                              // numbers are the
                                                              // x, y coords we
                                                              // are drawing
                                                              // from
            canvas.drawRect(myRect, myPaint); // draw the rectangle that the
                                              // user has drawn using the paint
                                              // we set up
        } else if (moveMode == true) {
            canvas.save();
            canvas.translate(mPosX, mPosY);
            canvas.scale(mScaleFactor, mScaleFactor);
            canvas.drawBitmap(myBitmap, 0, 0, myBitmapPaint); // if not present
                                                              // - nothing is
                                                              // moved
            canvas.restore();
        }
    }

    @Override
    protected void onSizeChanged(int w, int h, int oldw, int oldh) { // if
                                                                     // screen
                                                                     // size
                                                                     // changes,
                                                                     // alter
                                                                     // the
                                                                     // bitmap
                                                                     // size
        super.onSizeChanged(w, h, oldw, oldh);
    }

    private void touch_Start(float x, float y) { // on finger touchdown
        // check touch mode
        iX = (int) (Math.round(x));
        iY = (int) (Math.round(y));
        mX = (int) (Math.round(x));
        mY = (int) (Math.round(y));
        if (addObjectMode == true) {
            myRect.set(iX, iY, mX, mY);
        } else if (addApplianceMode == true) {
            // code to draw an appliance icon at mX, mY (with offset so icon is
            // centered)
            if (isLamp == true) {
                Resources res = getResources();
                bmp = BitmapFactory.decodeResource(res, R.drawable.lamp);
                myCanvas.drawBitmap(bmp, iX - 50, iY - 50, myBitmapPaint);
            } else if (isPC == true) {
                Resources res = getResources();
                bmp = BitmapFactory.decodeResource(res, R.drawable.pc);
                myCanvas.drawBitmap(bmp, iX - 50, iY - 50, myBitmapPaint);
            } else if (isKettle == true) {
                Resources res = getResources();
                bmp = BitmapFactory.decodeResource(res, R.drawable.kettle);
                myCanvas.drawBitmap(bmp, iX - 50, iY - 50, myBitmapPaint);
            } else if (isOven == true) {
                Resources res = getResources();
                bmp = BitmapFactory.decodeResource(res, R.drawable.oven);
                myCanvas.drawBitmap(bmp, iX - 50, iY - 50, myBitmapPaint);
            } else if (isTV == true) {
                Resources res = getResources();
                bmp = BitmapFactory.decodeResource(res, R.drawable.tv);
                myCanvas.drawBitmap(bmp, iX - 50, iY - 50, myBitmapPaint);
            }
        }
    }

    private void touch_Move(float x, float y) { // on finger movement
        float dX = Math.abs(x - mX); // get difference between x and my X
        float dY = Math.abs(y - mY);
        if (dX >= TOUCH_TOLERANCE || dY >= TOUCH_TOLERANCE) { // if coordinates
                                                              // are outside
                                                              // screen? if
                                                              // touching hard
                                                              // enough?
            mX = (int) (Math.round(x));
            mY = (int) (Math.round(y));
            if (addObjectMode == true) {
                myRect.set(iX, iY, mX, mY);
            }
        }
    }

    @SuppressWarnings("deprecation")
    private void touch_Up() { // on finger release
        if (addObjectMode == true) {
            myRect.set(iX, iY, mX, mY);
            myCanvas.drawRect(iX, iY, mX, mY, myPaint);
            if (eraseMode == false) {
                dialogStarter();
            }
        } else if (addApplianceMode == true) {
            showDialog(DIALOG_DEVICE_ENTRY);
        }
    }

    public boolean onTouchEvent(MotionEvent event) { // on any touch event
        if (addObjectMode == true || addApplianceMode == true) {

            float x = event.getX(); // get current X
            float y = event.getY(); // get current Y

            switch (event.getAction()) { // what action is the user performing?
            case MotionEvent.ACTION_DOWN: // if user is touching down
                touch_Start(x, y);
                invalidate();
                break;
            case MotionEvent.ACTION_MOVE: // if user is moving finger while
                                          // touched down
                touch_Move(x, y);
                invalidate();
                break;
            case MotionEvent.ACTION_UP: // if user has released finger
                touch_Up();
                invalidate();
                break;
            }
            return true;
        } else if (moveMode == true) {
            mScaleDetector.onTouchEvent(event);
            final int action = event.getAction();
            switch (action & MotionEvent.ACTION_MASK) {
            case MotionEvent.ACTION_DOWN: {
                final float x = event.getX();
                final float y = event.getY();
                mLastTouchX = x;
                mLastTouchY = y;
                mActivePointerId = event.getPointerId(0);
                invalidate();
                break;
            }
            case MotionEvent.ACTION_MOVE: {
                final int pointerIndex = event
                        .findPointerIndex(mActivePointerId);
                final float x = event.getX(pointerIndex);
                final float y = event.getY(pointerIndex);

                // Only move if the ScaleGestureDetector isn't processing a
                // gesture.
                if (!mScaleDetector.isInProgress()) {
                    final float dx = x - mLastTouchX;
                    final float dy = y - mLastTouchY;
                    mPosX += dx;
                    mPosY += dy;
                    invalidate();
                }
                mLastTouchX = x;
                mLastTouchY = y;
                break;
            }

            case MotionEvent.ACTION_UP: {
                mActivePointerId = INVALID_POINTER_ID;
                break;
            }

            case MotionEvent.ACTION_CANCEL: {
                mActivePointerId = INVALID_POINTER_ID;
                break;
            }

            case MotionEvent.ACTION_POINTER_UP: {
                final int pointerIndex = (event.getAction() & MotionEvent.ACTION_POINTER_INDEX_MASK) >> MotionEvent.ACTION_POINTER_INDEX_SHIFT;
                final int pointerId = event.getPointerId(pointerIndex);
                if (pointerId == mActivePointerId) {
                    // This was our active pointer going up. Choose a new
                    // active pointer and adjust accordingly.
                    final int newPointerIndex = pointerIndex == 0 ? 1 : 0;
                    mLastTouchX = event.getX(newPointerIndex);
                    mLastTouchY = event.getY(newPointerIndex);
                    mActivePointerId = event.getPointerId(newPointerIndex);
                }
                break;
            }
            }
            invalidate();
            return true;
        } else {
            return false;
        }
    }

    public void drawApplianceIcon() {
        myCanvas.drawBitmap(bmp, iX - 50, iY - 50, myBitmapPaint);
        makeToast("BMP drawn to canvas = " + bmp);
    }

    private class ScaleListener extends
            ScaleGestureDetector.SimpleOnScaleGestureListener {

        @Override
        public boolean onScale(ScaleGestureDetector detector) {
            mScaleFactor *= detector.getScaleFactor();

            // Don't let the object get too small or too large.
            mScaleFactor = Math.max(0.1f, Math.min(mScaleFactor, 10.0f));
            invalidate();
            return true;
        }
    }
}

Can anyone pick apart my code so that I can draw straight on the zoomed or panned image? Am I barking up the wrong tree and should I just use a vertical and horizontal scroll bar? Zooming isn't strictly necessary.
Any help would be much appreciated! Thanks.

A:

Your onDraw isn't scaling the canvas when in non-move mode.  That means as soon as you go into any other mode, you lose the scaling factor permanently.  You need to fix that.