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  • Optimized Image Loading in a UIScrollView

    - by Michael Gaylord
    I have a UIScrollView that has a set of images loaded side-by-side inside it. You can see an example of my app here: http://www.42restaurants.com. My problem comes in with memory usage. I want to lazy load the images as they are about to appear on the screen and unload images that aren't on screen. As you can see in the code I work out at a minimum which image I need to load and then assign the loading portion to an NSOperation and place it on an NSOperationQueue. Everything works great apart from a jerky scrolling experience. I don't know if anyone has any ideas as to how I can make this even more optimized, so that the loading time of each image is minimized or so that the scrolling is less jerky. - (void)scrollViewDidScroll:(UIScrollView *)scrollView{ [self manageThumbs]; } - (void) manageThumbs{ int centerIndex = [self centerThumbIndex]; if(lastCenterIndex == centerIndex){ return; } if(centerIndex >= totalThumbs){ return; } NSRange unloadRange; NSRange loadRange; int totalChange = lastCenterIndex - centerIndex; if(totalChange > 0){ //scrolling backwards loadRange.length = fabsf(totalChange); loadRange.location = centerIndex - 5; unloadRange.length = fabsf(totalChange); unloadRange.location = centerIndex + 6; }else if(totalChange < 0){ //scrolling forwards unloadRange.length = fabsf(totalChange); unloadRange.location = centerIndex - 6; loadRange.length = fabsf(totalChange); loadRange.location = centerIndex + 5; } [self unloadImages:unloadRange]; [self loadImages:loadRange]; lastCenterIndex = centerIndex; return; } - (void) unloadImages:(NSRange)range{ UIScrollView *scrollView = (UIScrollView *)[[self.view subviews] objectAtIndex:0]; for(int i = 0; i < range.length && range.location + i < [scrollView.subviews count]; i++){ UIView *subview = [scrollView.subviews objectAtIndex:(range.location + i)]; if(subview != nil && [subview isKindOfClass:[ThumbnailView class]]){ ThumbnailView *thumbView = (ThumbnailView *)subview; if(thumbView.loaded){ UnloadImageOperation *unloadOperation = [[UnloadImageOperation alloc] initWithOperableImage:thumbView]; [queue addOperation:unloadOperation]; [unloadOperation release]; } } } } - (void) loadImages:(NSRange)range{ UIScrollView *scrollView = (UIScrollView *)[[self.view subviews] objectAtIndex:0]; for(int i = 0; i < range.length && range.location + i < [scrollView.subviews count]; i++){ UIView *subview = [scrollView.subviews objectAtIndex:(range.location + i)]; if(subview != nil && [subview isKindOfClass:[ThumbnailView class]]){ ThumbnailView *thumbView = (ThumbnailView *)subview; if(!thumbView.loaded){ LoadImageOperation *loadOperation = [[LoadImageOperation alloc] initWithOperableImage:thumbView]; [queue addOperation:loadOperation]; [loadOperation release]; } } } } EDIT: Thanks for the really great responses. Here is my NSOperation code and ThumbnailView code. I tried a couple of things over the weekend but I only managed to improve performance by suspending the operation queue during scrolling and resuming it when scrolling is finished. Here are my code snippets: //In the init method queue = [[NSOperationQueue alloc] init]; [queue setMaxConcurrentOperationCount:4]; //In the thumbnail view the loadImage and unloadImage methods - (void) loadImage{ if(!loaded){ NSString *filename = [NSString stringWithFormat:@"%03d-cover-front", recipe.identifier, recipe.identifier]; NSString *directory = [NSString stringWithFormat:@"RestaurantContent/%03d", recipe.identifier]; NSString *path = [[NSBundle mainBundle] pathForResource:filename ofType:@"png" inDirectory:directory]; UIImage *image = [UIImage imageWithContentsOfFile:path]; imageView = [[ImageView alloc] initWithImage:image andFrame:CGRectMake(0.0f, 0.0f, 176.0f, 262.0f)]; [self addSubview:imageView]; [self sendSubviewToBack:imageView]; [imageView release]; loaded = YES; } } - (void) unloadImage{ if(loaded){ [imageView removeFromSuperview]; imageView = nil; loaded = NO; } } Then my load and unload operations: - (id) initWithOperableImage:(id<OperableImage>) anOperableImage{ self = [super init]; if (self != nil) { self.image = anOperableImage; } return self; } //This is the main method in the load image operation - (void)main { [image loadImage]; } //This is the main method in the unload image operation - (void)main { [image unloadImage]; }

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  • Code Golf: 1x1 black pixel

    - by Joey Adams
    Recently, I used my favorite image editor to make a 1x1 black pixel (which can come in handy when you want to draw solid boxes in HTML cheaply). Even though I made it a monochrome PNG, it came out to be 120 bytes! I mean, that's kind of steep. 120 bytes. For one pixel. I then converted it to a GIF, which dropped the size down to 43 bytes. Much better, but still... Challenge The shortest image file or program that is or generates a 1x1 black pixel. A submission may be: An image file that represents a 1x1 black pixel. The format chosen must be able to represent larger images than 1x1, and cannot be ad-hoc (that is, it can't be an image format you just made up for code golf). Image files will be ranked by byte count. A program that generates such an image file. Programs will be ranked by character count, as usual in code golf. As long as an answer falls into one of these two categories, anything is fair game.

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  • Separation of multipage tiff with compression "CCITT T.6" very slow

    - by Alex
    I need to separate multiframe tiff files, and use the following method: public static Image[] GetFrames(Image sourceImage) { Guid objGuid = sourceImage.FrameDimensionsList[0]; FrameDimension objDimension = new FrameDimension(objGuid); int frameCount = sourceImage.GetFrameCount(objDimension); Image[] images = new Image[frameCount]; for (int i = 0; i < frameCount; i++) { MemoryStream ms = new MemoryStream(); sourceImage.SelectActiveFrame(objDimension, i); sourceImage.Save(ms, ImageFormat.Tiff); images[i] = Image.FromStream(ms); } return images; } It works fine, but if the source image was encoded using the CCITT T.6 compression, separating a 20-frame-file takes up to 15 seconds on my 2,5ghz CPU.(edit: One core is at 100% during the process) When saving the images afterward to a single file using standard compression (LZW), the separation time of the LZW-file is under 1 second. Saving with CCITT compression also takes very long. Is there a way to speed up the process?

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  • Two DIV layers: resize top DIV based on dynamic height of bottom DIV

    - by user1650713
    I have two DIV layers, one above the other. In the top DIV, there is an image, and in the bottom DIV, there is a block of text. The amount of text in the bottom DIV will change, thus increasing and decreasing the required height. I need to dynamically decrease the height of the image in the top DIV based on how much height is required for the bottom. I have exactly 600px vertical space available. For example: If the bottom DIV requires 200px height, I need for the image to change height to 400px. If the bottom DIV requires 300px height, I need for the image to change height to 300px. I know that I can make the image height 100% of the top DIV, thus allowing it to expand or contract as needed. The issue is that I need for the bottom DIV to be able to expand freely and for the top DIV to react accordingly. In other words, I cannot have either be a fixed height. <div id="topdiv"> <img src="example.png" alt="This image needs a height based on the bottom div" /> </div> <div id="bottomdiv"> This text needs to be able to expand or contract freely </div> Can anyone help?

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  • How would I write the following applescript in Obj-C AppScript? ASTranslate was of no help =(

    - by demonslayer319
    The translation tool isn't able to translate this working code. I copied it out of a working script. set pathToTemp to (POSIX path of ((path to desktop) as string)) -- change jpg to pict tell application "Image Events" try launch set albumArt to open file (pathToTemp & "albumart.jpg") save albumArt as PICT in file (pathToTemp & "albumart.pict") --the first 512 bytes are the PICT header, so it reads from byte 513 --this is to allow the image to be added to an iTunes track later. set albumArt to (read file (pathToTemp & "albumart.pict") from 513 as picture) close end try end tell The code is taking a jpg image, converting it to a PICT file, and then reading the file minus the header (the first 512 bytes). Later in the script, albumArt will be added to an iTunes track. I tried translating the code (minus the comments), but ASTranslate froze for a good 2 minutes before giving me this: Untranslated event 'earsffdr' #import "IEGlue/IEGlue.h" IEApplication *imageEvents = [IEApplication applicationWithName: @"Image Events"]; IELaunchCommand *cmd = [[imageEvents launch] ignoreReply]; id result = [cmd send]; #import "IEGlue/IEGlue.h" IEApplication *imageEvents = [IEApplication applicationWithName: @"Image Events"]; IEReference *ref = [[imageEvents files] byName: @"/Users/Doom/Desktop/albumart.jpg"]; id result = [[ref open] send]; #import "IEGlue/IEGlue.h" IEApplication *imageEvents = [IEApplication applicationWithName: @"Image Events"]; IEReference *ref = [[imageEvents images] byName: @"albumart.jpg"]; IESaveCommand *cmd = [[[ref save] in: [[imageEvents files] byName: @"/Users/Doom/Desktop/albumart.pict"]] as: [IEConstant PICT]]; id result = [cmd send]; 'crdwrread' Traceback (most recent call last): File "objcrenderer.pyc", line 283, in renderCommand KeyError: 'crdwrread' 'cascrgdut' Traceback (most recent call last): File "objcrenderer.pyc", line 283, in renderCommand KeyError: 'cascrgdut' 'crdwrread' Traceback (most recent call last): File "objcrenderer.pyc", line 283, in renderCommand KeyError: 'crdwrread' Untranslated event 'rdwrread' OK I have no clue how to make sense of this. Thanks for any and all help!

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  • How to create a jpeg using set of div with backgrounds - PHP/jQuery

    - by Dasun
    The final output of the image looks like this below. If you look into html parts, It's create using different divs as below. All the div are placed one on one using CSS and making the position to absolute. <div id="tproduct" class="timage" style="z-index: 30; background-image: url('main-mask.png') ;"></div> <div id="tdesign1" class="timage" style="z-index: 20; background-image: url('design1.png');"></div> <div id="tdesign2" class="timage" style="z-index: 20; background-image: url('design2.png');"></div> <div id="tmaincolor" class="timage" style="background-color:blue;"></div> <div id="tembellishment" class="timage" style="z-index: 10; background-image: url('flower.png');"></div> If we look at separately it will look like this below. etc My question is how can I create a single image using above set of divs and images? I can use PHP or jQuery? I only want the steps or guidance how it should be done. Thanks

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  • img onload doesn't work well in IE7

    - by rmeador
    I have an img tag in my webapp that uses the onload handler to resize the image: <img onLoad="SizeImage(this);" src="foo" > This works fine in Firefox 3, but fails in IE7 because the image object being passed to the SizeImage() function has a width and height of 0 for some reason -- maybe IE calls the function before it finishes loading?. In researching this, I have discovered that other people have had this same problem with IE. I have also discovered that this isn't valid HTML 4. This is our doctype, so I don't know if it's valid or not: <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> Is there a reasonable solution for resizing an image as it is loaded, preferably one that is standards-compliant? The image is being used for the user to upload a photo of themselves, which can be nearly any size, and we want to display it at a maximum of 150x150. If your solution is to resize the image server-side on upload, I know that is the correct solution, but I am forbidden from implementing it :( It must be done client side, and it must be done on display. Thanks. Edit: Due to the structure of our app, it is impractical (bordering on impossible) to run this script in the document's onload. I can only reasonably edit the image tag and the code near it (for instance I could add a <script> right below it). Also, we already have Prototype and EXT JS libraries... management would prefer to not have to add another (some answers have suggested jQuery). If this can be solved using those frameworks, that would be great. Edit 2: Unfortunately, we must support Firefox 3, IE 6 and IE 7. It is desirable to support all Webkit-based browsers as well, but as our site doesn't currently support them, we can tolerate solutions that only work in the Big 3.

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  • What are some programming techniques for converting SD images to HD images

    - by Dr Dork
    I'm taking programming class and instructor loves to work with images so most of our assignments involve manipulating raw RGB image data. One of our assignments is to implement a standard image converter that converts SD images to HD images and vice versa. I always take advantage of these types of assignments to go a little beyond what we were asked to do, so I added a basic anti-aliasing process that uses the average pixel color of the 3x3 surrounding pixels to improve the converted image. While it helps a bit, the resulting image still doesn't look good, which is ok because it's not expected to for the assignment. I've learned that converting an SD to HD images has shown to be much harder than down sampling to SD from HD just because SD to HD effectively involves increasing resolution when it is not there. Obviously, it is hard to create pixels from nothing, but I'd like enhance my anti-aliasing to something that provides better results when upscaling an image. Most of the techniques I find and read on the internet are far beyond my level of image processing and programming. Can anybody suggest any better methods or processes to create good HD content from SD content that may be within my programming skill level? I know that's a difficult thing to gauge since you don't know me, but perhaps knowing that I can write c++ code to read in raw RGB data and upscale/downscale it with simple average-anti-aliasing will give you an idea. Thanks in advance for all your help!

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  • How to determine loading status of images not attached to the DOM

    - by Rookwood
    I am working on a bit of javascript to plot data on a <canvas. The data points are marked by one of several different (small) image files. I am attempting to have the plot method wait until all the images are loaded. My best attempt thus far is such: var icon = { left : { air : new Image(), bone : new Image(), }, right : { air: new Image(), bone : new Image(), }, }; icon.left.air.src = option.imgPath + 'left.air.png'; icon.right.air.src = option.imgPath + 'right.air.png'; icon.left.bone.src = option.imgPath + 'left.bone.png'; icon.right.bone.src = option.imgPath + 'right.bone.png'; function main() { Canvas.draw(); // Make sure our image icons are loaded before we try to plot $(icon.left.air).load(function() { $(icon.right.air).load(function() { $(icon.left.bone).load(function() { $(icon.right.bone).load(function() { Data.plot(); }); }); }); }); } This works as expected most of the time. On occasion, it will fail and no data will be plotted. Inserting several console.log() statements shows that the script will silently stop working through the series of .load() statements, though code that comes after will be executed. My questions are as follows: Am I approaching this the right way? Is there a way to attach an event to my icon object that will fire once all of the images inside are loaded? This is a jquery plugin, so obviously jquery-based solutions are just as acceptable as vanilla javascript.

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  • Design patterns for Caching Images in a MVC?

    - by Onema
    Hi, I'm designing an image cache system that will be used in an MVC CMS. The main purpose of the image cacher is to modify images: scale, crop, etc and cache them in the client site. I have created an image cache Model and Mapper that interact with the Database, to keep track of the images and know what kind of actions have been applied to them (scale, crop, etc). In addition to the Model and Mapper I have created a ImageCacher Class that is used by the API to manage the Model and image creation based on arguments passed by the client site, this class creates the images and generates the links to the images for the View. A coworker argued that I need to include the functionality of this last Class inside the Model, as the bulk of the logic should go in the model. I respectfully disagree with him since I feel the model's responsibility is to deal with the information about the images cached at the database level, and the responsibility of the ImageCacher Class is to create the url/image that we will be caching (keeping the single responsibility principle). In addition to this I believe that a model should not have Presentation-related features, like creating or showing images. Does anyone have any insight on this? is there a particular design pattern that would make this division of tasks clear and and the image cacher reusable? Should I add all the logic in the Model? Thank you.

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  • Can I use Ubuntu to write a Windows 7 ISO to USB in Ubuntu?

    - by Salim Fadhley
    I need to create a Windows installation USB drive from an ISO file. I used unetbootin which seems to be the only tool that can write non-linux images. The USB disk boots (sort-of), but it gets stuck at the very first stage. A UNetbootin spash screen that keeps counting-down from ten to 0, and then restarts. The screen looks like this: Is there a way to make Windows boot from a USB image created on Linux?

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  • Can I use Ubuntu to write a Windows 7 ISO to USB?

    - by Salim Fadhley
    I need to create a Windows installation USB drive from an ISO file. I used UNetbootin which seems to be the only tool that can write non-Linux images. The USB disk boots (sort of), but it gets stuck at the very first stage. A UNetbootin splash screen appears that keeps counting down from 10 to 0, and then restarts. The screen looks like this: Is there a way to make Windows boot from a USB image created on Linux?

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  • How can I set the rotation of a shape to the same as my image?

    - by BleedObsidian
    The way you set rotations of images is different from setting shape rotations. So how can I make the shape have the same rotation as my image? This is how my image rotates: if(input.isKeyDown(Input.KEY_RIGHT)) { rotate += rotateSpeed * delta; image.rotate(rotate - image.getRotation()); } How can I get the same effect but with a shape? For example: How can I get that rectangle to be at the same rotation as the car?

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  • Creating Windows 8.1 system image error

    - by Random
    I'm experiencing "not enough space" error when trying to create system image to a USB hard drive: Detailed error: ERROR - A Volume Shadow Copy Service operation error has occurred: (0x8004231f) Insufficient storage available to create either the shadow copy storage file or other shadow copy data. Blah, blah... There is not enough disk space to create the volume shadow copy on the storage location. Make sure that, for all volumes to be backup up, the minimum required disk space for shadow copy creation is available. This applies to both the backup storage destination and volumes included in the backup. Minimum requirement: For volumes less than 500 megabytes, the minimum is 50 megabytes of free space. For volumes more than 500 megabytes, the minimum is 320 megabytes of free space. Recommended: At least 1 gigabyte of free disk space on each volume if volume size is more than 1 gigabyte. ERROR - A Volume Shadow Copy Service operation error has occurred: (0x8004231f) Insufficient storage available to create either the shadow copy storage file or other shadow copy data. I'd tried both - PowerShell wbAdmin start backup -backupTarget:E: -include:C: -allCritical -quiet and via Control Panel - File History button Clearly both EFI and Windows Recovery Environment partitions don't meet requirements coming from System Image tool (pic below) On top of that all system partitions are now shown as 100% free in Disk Management, it's disturbing but far from the actual state. My question is - hot to create System Image in Windows 8.1?

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  • Windows 7: Image thumbnails fail to appear

    - by Fopedush
    All right, I've got a pretty strange one here. Since I installed Windows 7 on this machine some time ago, image thumbnails have never worked properly. For the vast majority of images, they completely fail to show up, showing the icon of the default image viewing application instead. Please note that the “Always show icons, never thumbnails” option in folder options is not checked. I've taken a screenshot demonstrating the problem, here: Sometimes, a few image thumbnails will show up correctly, maybe about one in ten, with the rest failing as well. Another screenshot, with a handful of thumbnails visible, can be seen here: Windows explorer does not appear to make any effort to populate the missing thumbnails, and there is no appreciable CPU usage. I can leave a window with missing thumbnails open all night and they will still never appear. Newly created images never generate thumbnails, only images that have been on the system since day one will occasionally show them. This leads me to believe that explorer is set to show thumbnails, but whatever process is supposed to be in charge of actually generating them has failed somehow. In previous versions of windows, explorer.exe itself was responsible for thumbnail generation – has this changed? Any suggestions at all – even if you aren't sure that they will work – are welcome. I'd hate to have to wipe and reinstall on this machine for such a minor annoyance.

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  • Update in grub.cfg file for loading new kernel image in Ubuntu 11.04

    - by user1627657
    I am new to Linux. I am compiling Linux kernel (ver: 2.6.34.12) in gcc in traditional manner in VMware machine in Ubuntu (kernel version - 2.6.38-8-generic) 11.04 version. I am unable to find, where to update about newly compiled kernel in the grub.cfg file. I updated the newly created image version name in the existing image. Then VMware didn't able to load new kernel. I have searched in internet but I didn't find. So anyone can help me, to update in the grub.cfg and to successfully load new kernel. Few things about what I have done: Make bzImage to create image file. Make modules_install && make install to install modules and then sudo mkinitramfs -o initramfs.img-2.6.34 2.6.34. Then sudo gedit grub.cfg. In that at the mementry I updated the version of vmlinuz and initrd from 2.6.38-8 to 2.6.34.12. This is I have done.

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  • Can anyone explain how to configure the title of my block? I can configure "teaser" and "image", but not "title".

    - by Tyrone
    In content management, I want to configure the title of my block. I do not want the title to show up on the top of the actual page (I want it to show up just in the sidebar where the viewer can click on it). I want a different title on the page that it goes to after clicking the sidebar block. How do I do that? There is no configure button for "title", but there is one for "teaser" and "image". I have little experience with computers, so any tips/advice would be greatly appreciated. Thank you.

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  • How can I get the palette of an 8-bit surface in SDL.NET/Tao.SDL?

    - by lolmaster
    I'm looking to get the palette of an 8-bit surface in SDL.NET if possible, or (more than likely) using Tao.SDL. This is because I want to do palette swapping with the palette directly, instead of blitting surfaces together to replace colours like how you would do it with a 32-bit surface. I've gotten the SDL_Surface and the SDL_PixelFormat, however when I go to get the palette in the same way, I get a System.ExecutionEngineException: private Tao.Sdl.Sdl.SDL_Palette GetPalette(Surface surf) { // Get surface. Tao.Sdl.Sdl.SDL_Surface sdlSurface = (Tao.Sdl.Sdl.SDL_Surface)System.Runtime.InteropServices.Marshal.PtrToStructure(surf.Handle, typeof(Tao.Sdl.Sdl.SDL_Surface)); // Get pixel format. Tao.Sdl.Sdl.SDL_PixelFormat pixelFormat = (Tao.Sdl.Sdl.SDL_PixelFormat)System.Runtime.InteropServices.Marshal.PtrToStructure(sdlSurface.format, typeof(Tao.Sdl.Sdl.SDL_PixelFormat)); // Execution exception here. Tao.Sdl.Sdl.SDL_Palette palette = (Tao.Sdl.Sdl.SDL_Palette)System.Runtime.InteropServices.Marshal.PtrToStructure(pixelFormat.palette, typeof(Tao.Sdl.Sdl.SDL_Palette)); return palette; } When I used unsafe code to get the palette, I got a compile time error: "Cannot take the address of, get the size of, or declare a pointer to a managed type ('Tao.Sdl.Sdl.SDL_Palette')". My unsafe code to get the palette was this: unsafe { Tao.Sdl.Sdl.SDL_Palette* pal = (Tao.Sdl.Sdl.SDL_Palette*)pixelFormat.palette; } From what I've read, a managed type in this case is when a structure has some sort of reference inside it as a field. The SDL_Palette structure happens to have an array of SDL_Color's, so I'm assuming that's the reference type that is causing issues. However I'm still not sure how to work around that to get the underlying palette. So if anyone knows how to get the palette from an 8-bit surface, whether it's through safe or unsafe code, the help would be greatly appreciated.

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  • Reverse Search Images Easily with the TinEye Client for Windows

    - by Asian Angel
    Are you a frequent user of TinEye and would like to integrate it into your favorite Windows system? Then get ready to enjoy Context Menu and App Window goodness with the TinEye Client for Windows. After you have downloaded the zip file, unzip it and run the setup file inside. Once the installation process has finished you will be asked if you would like to launch TinEye Client immediately or not. If not then you can access it later using the new shortcut added to the Start Menu. We chose to let the program launch automatically…this is what the main window looks like. For our test we decided to access the client via the Context Menu using a picture of Doc Brown’s DeLorean in hover conversion mode. HTG Explains: Understanding Routers, Switches, and Network Hardware How to Use Offline Files in Windows to Cache Your Networked Files Offline How to See What Web Sites Your Computer is Secretly Connecting To

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  • Lost transparency in SDL surfaces drawn manually

    - by Christian Ivicevic
    I want to create SDL_Surface objects for each layer of my 2d tile-based map so that I have to render only one surface per layer rather than too many tiles. With normal tiles which do not have transparent areas this works well, however I am not able to create a SDL_Surface with transparent pixels everywhere to be able to draw some tiles on specific parts which should be visible (I do NOT want the whole surface to appear with a specific opacity - I want to create overlaying tiles where one can look through). Currently I am creating my layers like this to draw with SDL_BlitSurface on them: SDL_Surface* layer = SDL_CreateRGBSurface( SDL_HWSURFACE | SDL_SRCALPHA, layerWidth, layerHeight, 32, 0, 0, 0, 0); If you have a look at this screenshot I have provided here you can see that the bottom layer with no transparent parts gets rendered correctly. However the overlay with the tree tile (which is transparent in the top left corner) is drawn own its own surface which is black and not transparent as expected. The expected result (concerning the transparency) can be seen here Can anyone explain me how to handle surfaces which are actually transparent rather than drawing all my overlay tiles separately?

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  • Creating a bootable CD based on Ubuntu Server

    - by 0xC0000022L
    Note: bootable here refers to an Installation CD, not to the El Torito bootable CD standard if narrowly construed, or to a Live CD if widely construed. What tools exist to create a bootable CD based on Ubuntu 12.04? Unlike the Live CD used for the Desktop edition, the Server edition doesn't use Casper and that's exactly what I want. I.e. this question is not about a live CD! I have read InstallCDCustomization, but that only covers preseeding, adding modules etc. What I would like to achieve is rather to build a bootable CD from scratch, preferably based on the kernel of my running system, the bash and other binaries from that running system. I know how to preseed my own installation CD, so I'm comfortable with the tools involved there. However, that skips important parts such as creating the directory structure that is expected on a bootable CD. And that's what I'm looking for. I guess the question could be summed up as: what tools are the Ubuntu build masters using to author the alternate and server installation CDs and where can I find documentation for these? I would prefer doing this on the terminal (because that's how I run the Ubuntu Server installations themselves). But if I need a second machine with GUI to do it, I can certainly live with that.

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  • Stitch scanned images using CLI

    - by Adam Matan
    I have scanned a newspaper article which was larger than the scanner glass. Each page was scanned twice: the top and the bottom parts, where the middle part appeared in both images. Is there a way to quickly match and stitch these scanned images, preferably using CLI? The panorama stitching tools I know require lengthy configuration, which is mostly irrelevant: lens size, focus, angle etc. Hugin has a solution for this issue, but it isn't practical for batch jobs.

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  • MyPaint is an Open-Source Graphics App for Digital Painters

    - by Asian Angel
    Are you looking for a terrific graphics app to use for original painting and artwork creation on your computer? Whether it is for you or the kids, MyPaint is an app that you should definitely have on hand for when those artistic moods come along. For our example we chose to install MyPaint on Ubuntu 10.10…you can easily find it in the Ubuntu Software Center by doing a quick search. Once you have it installed, all that is left to do is decide if you want to add additional brushes (link provided below) and then start having fun creating your next work of art. Here are some of MyPaint’s wonderful features: Exists for several platforms (Linux, Windows, and Mac OS X) Supports pressure sensitive graphics tablets Extensive brush creation and configuration options Unlimited canvas (you never have to resize) Basic layer support Comes with a large brush collection including charcoal and ink to emulate real media MyPaint is fun to use and can quickly become very addicting as you experiment during the creation process! Links MyPaint Homepage Download Additional Brushes for MyPaint Download the GIMP Plugin for the OpenRaster File Format Latest Features How-To Geek ETC Internet Explorer 9 RC Now Available: Here’s the Most Interesting New Stuff Here’s a Super Simple Trick to Defeating Fake Anti-Virus Malware How to Change the Default Application for Android Tasks Stop Believing TV’s Lies: The Real Truth About "Enhancing" Images The How-To Geek Valentine’s Day Gift Guide Inspire Geek Love with These Hilarious Geek Valentines MyPaint is an Open-Source Graphics App for Digital Painters Can the Birds and Pigs Really Be Friends in the End? [Angry Birds Video] Add the 2D Version of the New Unity Interface to Ubuntu 10.10 and 11.04 MightyMintyBoost Is a 3-in-1 Gadget Charger Watson Ties Against Human Jeopardy Opponents Peaceful Tropical Cavern Wallpaper

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