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  • How to blend multiple normal maps?

    - by János Turánszki
    I want to achieve a distortion effect which distorts the full screen. For that I spawn a couple of images with normal maps. I render their normal map part on some camera facing quads onto a rendertarget which is cleared with the color (127,127,255,255). This color means that there is no distortion whatsoever. Then I want to render some images like this one onto it: If I draw one somewhere on the screen, then it looks correct because it blends in seamlessly with the background (which is the same color that appears on the edges of this image). If I draw another one on top of it then it will no longer be a seamless transition. For this I created a blendstate in directX 11 that keeps the maximum of two colors, so it is now a seamless transition, but this way, the colors lower than 127 (0.5f normalized) will not contribute. I am not making a simulation and the effect looks quite convincing and nice for a game, but in my spare time I am thinking how I could achieve a nicer or a more correct effect with a blend state, maybe averaging the colors somehow? I I did it with a shader, I would add the colors and then I would normalize them, but I need to combine arbitrary number of images onto a rendertarget. This is my blend state now which blends them seamlessly but not correctly: D3D11_BLEND_DESC bd; bd.RenderTarget[0].BlendEnable=true; bd.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA; bd.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA; bd.RenderTarget[0].BlendOp = D3D11_BLEND_OP_MAX; bd.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE; bd.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO; bd.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_MAX; bd.RenderTarget[0].RenderTargetWriteMask = 0x0f; Is there any way of improving upon this? (PS. I considered rendering each one with a separate shader incementally on top of each other but that would consume a lot of render targets which is unacceptable)

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  • Why would accessing photos over a network be a problem for Digikam?

    - by Shedeki
    Digikam has always worked nicely for me. I recently setup a Synology DiskStation (DS212+) and moved all my pictures to it, keeping them in an encrypted folder. I mount that folder using cifs, as some bug prevents eCryptfs and NFS from working together. This has led Digikam to being incredibly slow. Startup takes a very long time (several minutes for 41779 items, 123.8GB) but worse is how long it takes Digikam to write files. I like using Digikams import feature to copy new images from my camera to the hard drive because it checks for duplicates as well as creating a clear folder structure according to the dates the images were taken. Since I moved to using the network drive Digikam takes about 5 to 10 times as long to import photos than it did before. Saving modified or converted images takes equally long. What I am looking for is a way to help Digikam speed things up or an alternative piece of software (I have never liked Digikam being so very much KDEish…). There are just so many features that only Digikam seems to combine, e.g.: Batch processing. Respects existing folder structure. Does not mess up files for other applications. *.NEF support. Caches thumbnails in a clean way.

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  • Is djvubundle available in Ubuntu?

    - by Tim
    The official webpage says Assembling DjVu Images into Multipage Documents The batch compressors distributed as part of the DjVuText and DjVuLayered packages can directly produce multipage DjVu file when fed with multiple input files. The files produced are smaller than if the pages are compressed separately because the compressor can extract and share redundant information accross multiple pages. Individually compressed DjVu pages can be assembled into multipage documents using the free package DjVuMulti. To assemble a bunch of DjVu images into a single BUNDLED document simply type: djvubundle page1.djvu page2.djvu.... pageN.djvu document.djvu To assemble a bunch of DjVu images into an INDIRECT document, type: djvujoin page1.djvu page2.djvu.... pageN.djvu documentdir/index.djvu where documentdir must be an existing directory where all the individual page files will be copied. To disassemble a BUNDLED document into an INDIRECT one, simply say: djvujoin document.djvu documentdir/indexfile.djvu To convert a multipage document from one of the old 2.0 multipage formats, do djvureindex olddocument newdocument The programs djvujoin, and djvubundle supersede the 2.0 programs djvuindex and djvumerge. I couldn't find djvujoin and djvubundle for Ubuntu. djvulibre doesn't have them either. Do I miss something? Thanks.

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  • how to stop the array of sprite in cocos2d?

    - by prakash s
    I am devoloping the bubble shooter game in cocos2d how to stop the sprite movement at the center of the game scene in my game bec i want to shoot the bubble after stopping the movenent at certain position here is my code -(void)addTarget { CGSize winSize = [[CCDirector sharedDirector] winSize]; NSMutableArray * movableSprites = [[NSMutableArray alloc] init]; NSArray *images = [NSArray arrayWithObjects:@"1.png", @"2.png", @"3.png", @"4.png",@"5.png", @"6.png", @"7.png",@"8.png" ,nil]; for(int i = 0; i < images.count; ++i) { int index = (arc4random() % 8)+1; NSString *image = [NSString stringWithFormat:@"%d.png", index]; CCSprite*target = [CCSprite spriteWithFile:image]; // generate random number based on size of array (array size is larger than 10) float offsetFraction = ((float)(i+1))/(images.count+1); //target.position = ccp(winSize.width*offsetFraction, winSize.height/2); target.position = ccp(350*offsetFraction, 460); [self addChild:target]; [movableSprites addObject:target]; id actionMove = [CCMoveTo actionWithDuration:10 position:ccp(350*offsetFraction, 100)]; id actionMoveDone = [CCCallFuncN actionWithTarget:self selector:@selector(spriteMoveFinished:)]; [target runAction:[CCSequence actions:actionMove, actionMoveDone, nil]]; } here bubbles are moving from top to bottom but after 5 rows my bubble movement should be stop so please help me to get that logic

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  • Website Ethics / legal issues, image copyrights

    - by RailsN00b
    Ignoring the technical implementation of a website for a second, assume a website that is similar to twitter but with pictures. A user say something and puts a picture of whatever they said. As the nature of the internet, the images will most likely not be his/hers image. There are 2 options that I see for dealing with this: 1. The user will post a URL of the picture and the website will pull the picture from that URL everytime someone enters that page 2. The website will save the image in its own database of images and display the image to the visitors 'locally' The problem with option #1, while it saved storage, I see an issue with 'stealing' other websites bandwidth and if my website has many many visitors it could cost the image-hosting websites a lot and possible even crash it if the server can't handle the load. The problem with opion #2, while it saves the load to other websites, it practically takes pictures that could have copyright on them. Which option is better to implement in terms of legal issues and ethics? When do I need to contact another website to request permission to use the images from that site? Does anyone really care about that anymore. Where can I read about this?

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  • Simplest way to render image over top of another with another image used as mask in OpenGL?

    - by Adam Naylor
    The effect I'm looking for is to have a single large background image that is always visible (at full alpha) and then show a second image (what I call a light map or specular map) that is partially shown over the top based on a third image (which is effectively a mask). The effect is similar to this effect except instead of simply darkening or lightening the background image using the third image it needs to mask the second without effecting the first at all. The third image is the only one that moves therefore hard baking the third images alpha into the second image isn't an option. If my explanation isn't clear I'll provide visual examples when I have more time. I'd prefer not to go down a shader route as I haven't taught myself this area yet so unless I have too I'd rather try to achieve this with simple alpha blending. Happy to use a shader approach. Cheers. Additional These third images are obviously light sources being cast onto the first image showing the specular information from the second image to simulate the light 'shining' off the objects in the first image. The solution I implement will need to allow two light sources to potentially overlap so my current thoughts are that the alpha values of the two images will need to be combined (Added?) to produce a final image which masks the second image? Don't worry about things like coloured lights. For this technique the lights are all considered white.

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  • Need help with ColdFusion and ASP.NET site [closed]

    - by Michael Stone
    To begin, I wasn't too sure how to title this.. I've got a few questions. First off, I've got a very big site that's in ColdFusion and we've been migrating to ASP.NET C# 4.0 the last 8 months. I've got a team of 7 programmers and no one can seem to figure out these answers, not even our senior C# programmer. We're using Team Foundation Server and we can't figure out how to only push up one small change at time. Right now we're stuck to publishing the entire site and it's causing serious issues. We've currently got the site as a Project and not a Website. We're wondering if that's one issue. I actually think it might be a problem. We're also dealing with an issue where we can't access our regular folders with relative paths. So we're first developing our admin side in .NET and We've got our regular site and then we've got another site within that for our .NET admin tools. By site, I'm referring to them actually being Sites in IIS. This also creates a problem for us when we're creating tools that upload images and want to store them and access them from our parent Site. I'd very much appreciate any advice on how to go about this in the most standardized way. So what I'm hoping for is advise on: -Publishing and managing a site/project in Team Foundation Server. Being able to push up one fix at a time if needed would be GREAT! -Any help figuring out the issuing referencing folders from my .NET child site to my parent ColdFusion site using regular relative paths. "/a/images/b/" would be nice nice instead of only being able to do "/b/images/" We're using ColdFusion 8, C# Asp.NET 4.0/Entity Framework/POCO Templates, and a Windows 2008 R2 Server. Thank you in advance for any help.

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  • Issue with image lightbox and enlargement / Jquery Mobile

    - by Matt
    I'm working on a redesign of my weather website using Jquery Mobile. I have it set up so that you drill down through a series of content containers to get to the weather info (each group of info opens in a dialog display). Everything's worked well, but I've run into an issue with my images. I have them sized so that they fit a mobile device's screen nicely, but because of that, when you look at them in a desktop browser, you can't really make out what the image is. I've tried several image lightbox / enlargement solutions, but for some reason, none of them have worked. Either nothing happens or the images open in a new window. I thought that this might be caused by Jquery Mobile somehow overwriting the scripts and css of the lightbox / enlargements I've tried. I'm not completely sure though that this is the case, and if it is, how I can get around it to be able to enlarge the images to their original size, preferably onclick. Here is a working (for the most part - still some kinks to work out) example. If you look under the "Tropical" section at the "Satellite-Derived Products", you'll see what I mean. http://www.suncoaststormwatch.com/Beta/Index.html

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  • What is the recommended MongoDB schema for this quiz-engine scenario?

    - by hughesdan
    I'm working on a quiz engine for learning a foreign language. The engine shows users four images simultaneously and then plays an audio file. The user has to match the audio to the correct image. Below is my MongoDB document structure. Each document consists of an image file reference and an array of references to audio files that match that image. To generate a quiz instance I select four documents at random, show the images and then play one audio file from the four documents at random. The next step in my application development is to decide on the best document schema for storing user guesses. There are several requirements to consider: I need to be able to report statistics at a user level. For example, total correct answers, total guesses, mean accuracy, etc) I need to be able to query images based on the user's learning progress. For example, select 4 documents where guess count is 10 and accuracy is <=0.50. The schema needs to be optimized for fast quiz generation. The schema must not cause future scaling issues vis a vis document size. Assume 1mm users who make an average of 1000 guesses. Given all of this as background information, what would be the recommended schema? For example, would you store each guess in the Image document or perhaps in a User document (not shown) or a new document collection created for logging guesses? Would you recommend logging the raw guess data or would you pre-compute statistics by incrementing counters within the relevant document? Schema for Image Collection: _id "505bcc7a45c978be24000005" date 2012-09-21 02:10:02 UTC imageFileName "BD3E134A-C7B3-4405-9004-ED573DF477FE-29879-0000395CF1091601" random 0.26997075392864645 user "2A8761E4-C13A-470E-A759-91432D61B6AF-25982-0000352D853511AF" audioFiles [ 0 { audioFileName "C3669719-9F0A-4EB5-A791-2C00486665ED-30305-000039A3FDA7DCD2" user "2A8761E4-C13A-470E-A759-91432D61B6AF-25982-0000352D853511AF" audioLanguage "English" date 2012-09-22 01:15:04 UTC } 1 { audioFileName "C3669719-9F0A-4EB5-A791-2C00486665ED-30305-000039A3FDA7DCD2" user "2A8761E4-C13A-470E-A759-91432D61B6AF-25982-0000352D853511AF" audioLanguage "Spanish" date 2012-09-22 01:17:04 UTC } ]

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  • Prevent Nautilus from displaying thumbnails on a specific mount

    - by Zakhar
    I have written a filesystem over Fuse to access a remote pseudo-NAS (the French "Freebox V6", I'll soon publish it as GPL3... when it's a little bit more polished!). The NAS is connected to a home ADSL, thus data comes down at the upload speed of ADSL, which is at best 1Mbps. My mount works fine (read-only at the moment), but Nautilus sees the mountpoint (and all sub-directories) as a "local" filesystem and tries to make thumbnails. As I have a directory full of images, this is quite horrible, because Nautilus then opens ALL the images to try to display the thumbnail. I could switch the Nautilus preferences to "Never" for thumbnails, but then I'll loose thumbnails on my "real" local filesystem. So the question is: with the preference "Only for local filesystem", how can I instruct Nautilus that my mountpoint is in fact NOT a local mount so that it will stop trying to draw thumbnails on that specific mount, but continue "thumbnailing" on mounts that are really local? Edit note: the same things happens if you use "standard worldwide" mounts such as sshfs, davfs,... as long as you mount over a relatively slow network (ADSL) and have images/movies on your mounted tree.

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  • Creating movement path displays in a top-down 2d RTS

    - by nihohit
    My game is a top-down 2d RTS coded in C# using SFML's libraries. I want that during unit selection, a unit will display it's movement path on the map. Currently, after the path is computed as a list of directions ({left, up,down, down, down, left}, as an example), it's sent to the graphical component to create it's UI equivalent, and here I'm having some problems. current, these I've checked three ways to do it: compute the size of the image (in the example above it'll be a 3*2 rectangle) and create an invisible rectangle, and then go over the directions list and mark each spot with a visible point, so as to get a continous line. This system is slightly problematic because of the amount of large images that I need to save, but mostly because I have a lot of fine detail onscreen, and a continous line obstructs the view. again, compute the size of the image, but now create several (let's say 4) invisible images of that size, and then instead of a single continous line I'll switch between the four images, in each will appear only a fourth of the spots, in a way which creates a path animation. This is nicer on the eye, but here the memory demands, and the amount of time needed to compute each such image-loop is significant. Just create a list of single markers, each on a different spot on the path. This is very quick & easy on memory, but too sparse. Is there a simple or resource-light system to create path-animations?

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  • No mapping found for HTTP request with URI: in a Spring MVC app

    - by Ravi
    Hello All, I'm getting this error. my web.xml has this <servlet> <servlet-name>springweb</servlet-name> <servlet-class>org.springframework.web.servlet.DispatcherServlet</servlet-class> <init-param> <param-name>contextConfigLocation</param-name> <param-value>/WEB-INF/web-application-config.xml</param-value> </init-param> <load-on-startup>1</load-on-startup> </servlet> <servlet-mapping> <servlet-name>springweb</servlet-name> <url-pattern>/app/*</url-pattern> </servlet-mapping> I have this in my web-application-config.xml <bean id="viewResolver" class="org.springframework.web.servlet.view.UrlBasedViewResolver"> <property name="viewClass" value="org.springframework.web.servlet.view.JstlView"/> </bean> <bean name="/Scheduling.htm" class="com.web.SchedulingController"/> my com.web.SchedulingController looks like this /* * To change this template, choose Tools | Templates * and open the template in the editor. */ package com.web; import javax.servlet.http.HttpServletRequest; import javax.servlet.http.HttpServletResponse; import org.springframework.web.servlet.ModelAndView; import org.springframework.web.servlet.mvc.Controller; public class SchedulingController implements Controller{ public ModelAndView handleRequest(HttpServletRequest request, HttpServletResponse response) throws Exception { ModelAndView modelAndView = new ModelAndView("/jsp/Scheduling_main.jsp"); modelAndView.addObject("message","Hello World MVC!!"); return modelAndView; } } When I hit this controller with the URL http://localhost:8080/project1/app/Scheduling.htm The Scheduling_main.jsp gets displayed but the images are not displayed properly. Also the js and css file are not getting rendered. I'm accessing the images like this <img src="jquerylib/images/save_32x32.png" title="Save Appointment"> If I change the URL mapping in the servlet definition to *.htm, the images get displayed fine. Can you point out where I'm missing out. Here is complete error message WARN [PageNotFound] No mapping found for HTTP request with URI [/mavenproject1/app/jquerylib/images/save_32x32.png] in DispatcherServlet with name 'springweb' Thanks a lot. Ravi

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  • Issue with WIC image resizing on ASP.NET MVC 2

    - by Dave
    I am attempting to implement image resizing on user uploads in ASP.NET MVC 2 using a version of the method found: here on asp.net. This works great on my dev machine, but as soon as I put it on my production machine, I start getting the error 'Exception from HRESULT: 0x88982F60' which is supposed to mean that there is an issue decoding the image. However, when I use WICExplorer to open the image, it looks ok. I've also tried this with dozens of images of various sources and still get the error (though possible, I doubt all of them are corrupted). Here is the relevant code (with my debugging statements in there): MVC Controller [Authorize, HttpPost] public ActionResult Upload(string file) { //Check file extension string fx = file.Substring(file.LastIndexOf('.')).ToLowerInvariant(); string key; if (ConfigurationManager.AppSettings["ImageExtensions"].Contains(fx)) { key = Guid.NewGuid().ToString() + fx; } else { return Json("extension not found"); } //Check file size if (Request.ContentLength <= Convert.ToInt32(ConfigurationManager.AppSettings["MinImageSize"]) || Request.ContentLength >= Convert.ToInt32(ConfigurationManager.AppSettings["MaxImageSize"])) { return Json("content length out of bounds: " + Request.ContentLength); } ImageResizerResult irr, irr2; //Check if this image is coming from FF, Chrome or Safari (XHR) HttpPostedFileBase hpf = null; if (Request.Files.Count <= 0) { //Scale and encode image and thumbnail irr = ImageResizer.CreateMaxSizeImage(Request.InputStream); irr2 = ImageResizer.CreateThumbnail(Request.InputStream); } //Or IE else { hpf = Request.Files[0] as HttpPostedFileBase; if (hpf.ContentLength == 0) return Json("hpf.length = 0"); //Scale and encode image and thumbnail irr = ImageResizer.CreateMaxSizeImage(hpf.InputStream); irr2 = ImageResizer.CreateThumbnail(hpf.InputStream); } //Check if image and thumbnail encoded and scaled correctly if (irr == null || irr.output == null || irr2 == null || irr2.output == null) { if (irr != null && irr.output != null) irr.output.Dispose(); if (irr2 != null && irr2.output != null) irr2.output.Dispose(); if(irr == null) return Json("irr null"); if (irr2 == null) return Json("irr2 null"); if (irr.output == null) return Json("irr.output null. irr.error = " + irr.error); if (irr2.output == null) return Json("irr2.output null. irr2.error = " + irr2.error); } if (irr.output.Length > Convert.ToInt32(ConfigurationManager.AppSettings["MaxImageSize"]) || irr2.output.Length > Convert.ToInt32(ConfigurationManager.AppSettings["MaxImageSize"])) { if(irr.output.Length > Convert.ToInt32(ConfigurationManager.AppSettings["MaxImageSize"])) return Json("irr.output.Length > maximage size. irr.output.Length = " + irr.output.Length + ", irr.error = " + irr.error); return Json("irr2.output.Length > maximage size. irr2.output.Length = " + irr2.output.Length + ", irr2.error = " + irr2.error); } //Store scaled and encoded image and thumbnail .... return Json("success"); } The code is always failing when checking if the output stream is null (i.e. irr.output == null is true). ImageResizerResult and ImageResizer public class ImageResizerResult : IDisposable { public MemoryIStream output; public int width; public int height; public string error; public void Dispose() { output.Dispose(); } } public static class ImageResizer { private static Object thislock = new Object(); public static ImageResizerResult CreateMaxSizeImage(Stream input) { uint maxSize = Convert.ToUInt32(ConfigurationManager.AppSettings["MaxImageDimension"]); try { lock (thislock) { // Read the source image var photo = ByteArrayFromStream(input); var factory = (IWICComponentFactory)new WICImagingFactory(); var inputStream = factory.CreateStream(); inputStream.InitializeFromMemory(photo, (uint)photo.Length); var decoder = factory.CreateDecoderFromStream(inputStream, null, WICDecodeOptions.WICDecodeMetadataCacheOnDemand); var frame = decoder.GetFrame(0); // Compute target size uint width, height, outWidth, outHeight; frame.GetSize(out width, out height); if (width > height) { //Check if width is greater than maxSize if (width > maxSize) { outWidth = maxSize; outHeight = height * maxSize / width; } //Width is less than maxSize, so use existing dimensions else { outWidth = width; outHeight = height; } } else { //Check if height is greater than maxSize if (height > maxSize) { outWidth = width * maxSize / height; outHeight = maxSize; } //Height is less than maxSize, so use existing dimensions else { outWidth = width; outHeight = height; } } // Prepare output stream to cache file var outputStream = new MemoryIStream(); // Prepare JPG encoder var encoder = factory.CreateEncoder(Consts.GUID_ContainerFormatJpeg, null); encoder.Initialize(outputStream, WICBitmapEncoderCacheOption.WICBitmapEncoderNoCache); // Prepare output frame IWICBitmapFrameEncode outputFrame; var arg = new IPropertyBag2[1]; encoder.CreateNewFrame(out outputFrame, arg); var propBag = arg[0]; var propertyBagOption = new PROPBAG2[1]; propertyBagOption[0].pstrName = "ImageQuality"; propBag.Write(1, propertyBagOption, new object[] { 0.85F }); outputFrame.Initialize(propBag); outputFrame.SetResolution(96, 96); outputFrame.SetSize(outWidth, outHeight); // Prepare scaler var scaler = factory.CreateBitmapScaler(); scaler.Initialize(frame, outWidth, outHeight, WICBitmapInterpolationMode.WICBitmapInterpolationModeFant); // Write the scaled source to the output frame outputFrame.WriteSource(scaler, new WICRect { X = 0, Y = 0, Width = (int)outWidth, Height = (int)outHeight }); outputFrame.Commit(); encoder.Commit(); return new ImageResizerResult { output = outputStream, height = (int)outHeight, width = (int)outWidth }; } } catch (Exception e) { return new ImageResizerResult { error = "Create maxsizeimage = " + e.Message }; } } } Thoughts on where this is going wrong? Thanks in advance for the effort.

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  • C# WPF application is using too much memory while GC.GetTotalMemory() is low

    - by Dmitry
    I wrote little WPF application with 2 threads - main thread is GUI thread and another thread is worker. App has one WPF form with some controls. There is a button, allowing to select directory. After selecting directory, application scans for .jpg files in that directory and checks if their thumbnails are in hashtable. if they are, it does nothing. else it's adding their full filenames to queue for worker. Worker is taking filenames from this queue, loading JPEG images (using WPF's JpegBitmapDecoder and BitmapFrame), making thumbnails of them (using WPF's TransformedBitmap) and adding them to hashtable. Everything works fine, except memory consumption by this application when making thumbnails for big images (like 5000x5000 pixels). I've added textboxes on my form to show memory consumption (GC.GetTotalMemory() and Process.GetCurrentProcess().PrivateMemorySize64) and was very surprised, cuz GC.GetTotalMemory() stays close to 1-2 Mbytes, while private memory size constantly grows, especially when loading new image (~ +100Mb per image). Even after loading all images, making thumbnails of them and freeing original images, private memory size stays at ~700-800Mbytes. My VirtualBox is limited to 512Mb of physical memory and Windows in VirtualBox starts to swap alot to handle this huge memory consumption. I guess I'm doing something wrong, but I don't know how to investigate this problem, cuz according to GC, allocated memory size is very low. Attaching code of thumbnail loader class: class ThumbnailLoader { Hashtable thumbnails; Queue<string> taskqueue; EventWaitHandle wh; Thread[] workers; bool stop; object locker; int width, height, processed, added; public ThumbnailLoader() { int workercount,i; wh = new AutoResetEvent(false); thumbnails = new Hashtable(); taskqueue = new Queue<string>(); stop = false; locker = new object(); width = height = 64; processed = added = 0; workercount = Environment.ProcessorCount; workers=new Thread[workercount]; for (i = 0; i < workercount; i++) { workers[i] = new Thread(Worker); workers[i].IsBackground = true; workers[i].Priority = ThreadPriority.Highest; workers[i].Start(); } } public void SetThumbnailSize(int twidth, int theight) { width = twidth; height = theight; if (thumbnails.Count!=0) AddTask("#resethash"); } public void GetProgress(out int Added, out int Processed) { Added = added; Processed = processed; } private void AddTask(string filename) { lock(locker) { taskqueue.Enqueue(filename); wh.Set(); added++; } } private string NextTask() { lock(locker) { if (taskqueue.Count == 0) return null; else { processed++; return taskqueue.Dequeue(); } } } public static string FileNameToHash(string s) { return FormsAuthentication.HashPasswordForStoringInConfigFile(s, "MD5"); } public bool GetThumbnail(string filename,out BitmapFrame thumbnail) { string hash; hash = FileNameToHash(filename); if (thumbnails.ContainsKey(hash)) { thumbnail=(BitmapFrame)thumbnails[hash]; return true; } AddTask(filename); thumbnail = null; return false; } private BitmapFrame LoadThumbnail(string filename) { FileStream fs; JpegBitmapDecoder bd; BitmapFrame oldbf, bf; TransformedBitmap tb; double scale, dx, dy; fs = new FileStream(filename, FileMode.Open); bd = new JpegBitmapDecoder(fs, BitmapCreateOptions.None, BitmapCacheOption.OnLoad); oldbf = bd.Frames[0]; dx = (double)oldbf.Width / width; dy = (double)oldbf.Height / height; if (dx > dy) scale = 1 / dx; else scale = 1 / dy; tb = new TransformedBitmap(oldbf, new ScaleTransform(scale, scale)); bf = BitmapFrame.Create(tb); fs.Close(); oldbf = null; bd = null; GC.Collect(); return bf; } public void Dispose() { lock(locker) { stop = true; } AddTask(null); foreach (Thread worker in workers) { worker.Join(); } wh.Close(); } private void Worker() { string curtask,hash; while (!stop) { curtask = NextTask(); if (curtask == null) wh.WaitOne(); else { if (curtask == "#resethash") thumbnails.Clear(); else { hash = FileNameToHash(curtask); try { thumbnails[hash] = LoadThumbnail(curtask); } catch { thumbnails[hash] = null; } } } } } }

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  • I get EXC_BAD_ACCESS when MaxConcurrentOperationCount > 1

    - by kudorgyozo
    Hello i am using NSOperationQueue to download images in the background. I have created a custom NSOperation to download the images. I put the images in table cells. The problem is if I do [operationQueue setMaxConcurrentOperationCount: 10] and i scroll down several cells the program crashes with EXC_BAD_ACCESS. Every time it crashes at the same place in the table. There are 3 cells one after the other which are for the same company and have the same logo so basically it should download the images 3 times. Every other time it works fine. - (void) main { NSAutoreleasePool * pool = [[NSAutoreleasePool alloc] init]; NSURL *url = [[NSURL alloc] initWithString:self.imageURL]; debugLog(@"downloading image: %@", self.imageURL); //NSError *error = nil; NSData *data = [[NSData alloc] initWithContentsOfURL:url]; [url release]; UIImage *image = [[UIImage alloc] initWithData:data]; [data release]; if (image) { if (image.size.width != ICONWIDTH && image.size.height != ICONHEIGHT) { UIImage *resizedImage; CGSize itemSize = CGSizeMake(ICONWIDTH, ICONHEIGHT); UIGraphicsBeginImageContext(itemSize); CGRect imageRect = CGRectMake(0.0, 0.0, itemSize.width, itemSize.height); [image drawInRect:imageRect]; resizedImage = UIGraphicsGetImageFromCurrentImageContext(); UIGraphicsEndImageContext(); self.theImage = resizedImage; } else { self.theImage = image; } [image release]; } [delegate didFinishDownloadingImage: self]; [pool release]; } This is how i handle downloading the images. If i comment out [delegate didFinishDownloadingImage: self]; in the function above it doesn't crash but of course it is useless. -(void) didFinishDownloadingImage:(ImageDownloadOperation *) imageDownloader { [self performSelectorOnMainThread: @selector(handleDidFinishDownloadingImage:) withObject: imageDownloader waitUntilDone: FALSE]; } -(void) handleDidFinishDownloadingImage:(ImageDownloadOperation *)imageDownloadOperation { NSArray *visiblePaths = [self.myTableView indexPathsForVisibleRows]; CompanyImgDownloaderState *stateObject = (CompanyImgDownloaderState *)[imageDownloadOperation stateObject]; if ([visiblePaths containsObject: stateObject.indexPath]) { //debugLog(@"didFinishDownloadingImage %@ %@", imageDownloader.theImage); UITableViewCell *cell = [self.myTableView cellForRowAtIndexPath: stateObject.indexPath]; UIImageView *imageView = (UIImageView *)[cell viewWithTag: 1]; if (imageDownloadOperation.theImage) { imageView.image = imageDownloadOperation.theImage; stateObject.company.icon = imageDownloadOperation.theImage; } else { imageView.image = [(TestWebServiceAppDelegate *)[[UIApplication sharedApplication] delegate] getCylexIcon]; stateObject.company.icon = [(TestWebServiceAppDelegate *)[[UIApplication sharedApplication] delegate] getCylexIcon]; } } }

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  • Are there any real benefits to including javascript dynamically rather than as script tags at the bo

    - by SB
    I've read that including the scripts dynamically may provide some better performance, however i'm not really seeing that on the small local tests I'm doing. I created a jquery plugin to dynamically load other plugins as necessary and am curious as to if this is actually a good idea. The following would be called onready or at the bottom of the page(I can provide the source for the plugin if anyone is interested): $.fn.executePlugin( 'qtip', // looks in default folder { required: '/javascript/plugin/easing.js', // not really required for qtip just testing it version: 1, //used for versioning and caching checkelement: '#thumbnail', // will not include plugin if $(element).length==0 css: 'page.css', // include this css file as well with plugin cache:true, // $.ajax will use cache:true success:function() { // success function to be called after the plugin loads - apply qtip to an element $('#thumbnail').qtip( { content: 'Some basic content for the tooltip', // Give it some content, in this case a simple string style: {name:'cream'}, }); } });

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  • Adding UIView animation mysteriously changes starting frame

    - by clozach
    I'm working on an app that shows a thumbnail of a photo taken by the user. In order to show a seemless transition from the full-screen image shown in the UIImagePickerController to the thumbnail, I set the frame on my copy of the image to [[UIScreen mainScreen] bounds] and then change the frame to match the frame of an invisible button. (The button allows users to re-take their photo by tapping the thumbnail image.) The trouble is that the starting x-origin of my UIImageView (imageView) is mysteriously starting nearly offscreen to the left: As you can see from the alert, the imageView purports to be located at (0,0), yet it's displaying at something like (-255,0). Here's the code: CGRect frame = [[UIScreen mainScreen] bounds]; imageView.frame = frame; [[[[UIAlertView alloc] initWithTitle:@"Yo!" message:[NSString stringWithFormat:@"starting frame:%@",NSStringFromCGRect(imageView.frame)] delegate:nil cancelButtonTitle:@"K." otherButtonTitles:nil] autorelease] show]; // Slide the enlarged image seamlessly "onto" the photo button [UIView beginAnimations:nil context:nil]; [UIView setAnimationDuration:1000]; [UIView setAnimationDelay:.5]; imageView.frame = pictureButton.frame; [UIView commitAnimations]; As if to taunt me, the image actually does go full screen if I comment out the animation code: CGRect frame = [[UIScreen mainScreen] bounds]; imageView.frame = frame; [[[[UIAlertView alloc] initWithTitle:@"Yo!" message:[NSString stringWithFormat:@"starting frame:%@",NSStringFromCGRect(imageView.frame)] delegate:nil cancelButtonTitle:@"K." otherButtonTitles:nil] autorelease] show]; // Slide the enlarged image seamlessly "onto" the photo button // [UIView beginAnimations:nil context:nil]; // [UIView setAnimationDuration:1000]; // [UIView setAnimationDelay:.5]; // // imageView.frame = pictureButton.frame; // // [UIView commitAnimations]; (Note: animationDuration will of course be set to something more like .5 in production, not 1000 seconds.) Update — Other weirdness worth mentioning in case it's relevant: It turns out the offset changes depending on the orientation of the camera when the photo was taken. If I take the picture with the phone upside-down, for instance, then the image gets offset vertically as well as horizontally. The picker seems to be filling the image's imageOrientation incorrectly: I have to hold the phone sideways, Home button on the left, to get an image with UIImageOrientationUp. At one point I experimented with setting imageView.clipsToBounds = YES;, which revealed that my image view's frame is in fact correct. Rather, it's the UIImage's placement within the UIImageView that gets offset. Fwiw, the image view's contentMode is the default, UIViewContentModeScaleToFill.

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  • jQuery detect current thumb and scroll jCarousel accordingly

    - by steve
    Another thanks to SLaks for helping me get the code this far. I'm not quite sure if my last step is even possible with the way I have things set up. A live version of the gallery can be seen here: http://www.studioimbrue.com/index2.php Currently, everything works appropriately. The image and its thumbnail are currently tied together, but the jCarousel itself is still independent. I've added nextThumb.closest('.thumbscontainer').jcarousel('next'); so that when you click the large image, the carousel scrolls to the next row, but that doesn't actually follow any logic. What I'm attempting to do is for jQuery to detect how far down the thumbnail is and when to appropriately scroll the carousel. Is this even possible?

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  • jQuery UI Dialog cause page jump on open & close on ASP.NET

    - by Gal V
    Hello all, I have an ASP.NET C# page, with image thumbnails in it. I created a script that opens a jQuery UI Dialog on each hover on a thumbnail that shows me the thumbnail in larger size in a dialog view, and when I hover out - dialog closes. My little annoying problem is, that in every mouseover (trigger dialog to open) - the page makes itself 'longer' - a scrollbar appears on the side of the browser, and it seems like the page gets longer when a dialog is openning, but it shouldn't do so. When I hover off (mouseout) - the dialog disappears and the page returns to its normal state. Because of this- when I hover through the thumbnails, my page 'jumps'. I looked for a solution for this, and I've added return false; for each dialog open, and close - and it still doesn't make any different. Sorry for the unperfect english, and thanks for all helpers!

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  • UIIMageView, warning: check_safe_call: could not restore current frame

    - by lukya
    Hi, I am changing the image in UIImageView based on accelerometer input. The images are stored in an array. The application runs fine for a while and then crashes. warning: check_safe_call: could not restore current frame I am not using "UIImage ImageNamed" method when populating the array. The total size of all images is around 12 Mb. But individual images are very light (<100 kb) and i am using only one image at a time from the array. Just in case there are any autoreleases, I have allocated a NSAutoreleasePool in view did load and am draining it in the didReceiveMemoryWarning method (which does get called 2, 3 times before the app crashes?). Following is the code that creates images array: //create autorelease pool as we are creating many autoreleased objects NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init]; NSMutableArray *finalarr = [[NSMutableArray alloc] initWithCapacity:9]; NSLog(@"start loading"); for(int y = 0; y < 100; y+=10) { NSMutableArray *arr = [[NSMutableArray alloc] initWithCapacity:10]; for(int x = 0; x < 10; x++) { NSString *imageName = [[NSString alloc] initWithFormat:@"0%d",y + x]; UIImage *img = [[UIImage alloc] initWithContentsOfFile:[[NSBundle mainBundle] pathForResource:imageName ofType:@"png"]]; [arr addObject:img]; [imageName release]; [img release]; } [finalarr addObject:arr]; [arr release]; } NSLog(@"done loading"); // Override point for customization after app launch viewController.imagesArray = finalarr; [finalarr release]; //retain the array of images [viewController.imagesArray retain]; //release the aurtorelease pool to free memory taken up by objects enqued for release [pool release]; As the app runs smoothly for a while, which means array creation is definitely not the problem. After this the following method is called from [accelerometer didAccelerate] -(BOOL)setImageForX:(int)x andY:(int)y { [self.imageView setImage:(UIImage*)[(NSArray*)[self.imagesArray objectAtIndex:y] objectAtIndex:x]]; return TRUE; } So the only code being executed is the "UIImageView setImage". But no objects are being created here. Please let me know if the code seems to have any leaks or i am doing something wrong. Thanks, Swapnil

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  • TinyMCE is modifying the XHTML 1.0 Strict HTML I input. How can I stop it?

    - by Matt
    The code I want to have saved through TinyMCE is as follows: <object classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" width="550" height="90" id="homepage-banner"> <param name="movie" value="/images/header.swf" /> <param name="wmode" value="transparent" /> <!--[if !IE]>--> <object type="application/x-shockwave-flash" data="/images/header.swf" width="550" height="90"> <param name="wmode" value="transparent" /> <!--<![endif]--> <img src="/images/header.jpg" width="550" height="90" alt="" border="0" /> <!--[if !IE]>--> </object> <!--<![endif]--> </object> Sadly, what I end up with is: <object data="/images/header.swf" height="90" type="application/x-shockwave-flash" width="550"> <param name="id" value="homepage-banner" /> <param name="wmode" value="transparent" /> <param name="src" value="/images/header.swf" /> </object> The purpose of the stripped parts of the code is to provide a fallback image if flash is not available on the client. In my tinyMCE.init({ ... }); I am using verify_html: true and valid_elements is set as per this forum topic whereby all valid XHTML 1.0 Strict elements are allowed. I have checked and the above code does comply with the XHTML 1.0 Strict standard. I have tried just setting verify_html to false but it had no effect. How can TinyMCE be configured to leave my HTML alone?!

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  • Best way to handle multiple getView calls from inside an Adapter

    - by Samuh
    I have a ListView with custom ArrayAdapter. Each of the row in this ListView has an icon and some text. These icons are downloaded in background,cached and then using a callback, substituted in their respective ImageViews. The logic to get a thumbnail from cache or download is triggered every time getView() runs. Now, according to Romain Guy: "there is absolutely no guarantee on the order in which getView() will be called nor how many times." I have seen this happen, for a row of size two getView() was being called six times! How do I change my code to avoid duplicate thumbnail-fetch-requests and also handle view recycling? Thanks.

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  • Displaying an XML DataSource

    - by Kubi
    Hi, I have an xml data file and I want to populate a listview in asp.net with this file. Can you show me how to generate an xslt and make a xml data file for this ? Thanks <Projects> <Project Name="" Category="" Subcategory=""> <Subheader></Subheader> <Thumbnail></Thumbnail> <CreateDate></CreateDate> <Explanation></Explanation> <PdfFile></PdfFile> <WordFile></WordFile> <Subheader></Subheader> <SlideShow> <Image></Image> <Image></Image> </SlideShow> </Project> </Projects>

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  • Optimising local image loading/rendering on iPhone

    - by Tricky
    Hi, I'm looking to create an interface where the user can navigate through large volumes of images. Each image has a thumbnail of 128x128 that I wish to display and will be kind of similar to coverflow in operation. I have this all working in principle but am becoming stuck when navigating through content at speed. The interface begins to stutter and becoming jerky. I believe this is primarily because of disk i/o and the cost of rendering each image. Is there anyway this can be handed over to a seperate thread simply? Defaulting to a greyed out thumbnail until the image has loaded? How have Apple managed to achieve this in coverflow? Many thanks,

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  • file_column not creating files, just empty tmp directory

    - by Yanaek
    Up to the end of December 2009 everything worked fine, so i assume that after some upgrades on servers (Ubuntu 8.10 and second Ubuntu 9.10) something stopped working. Model: class Product < ActiveRecord::Base belongs_to :category file_column :thumbnail, :magick = { :geometry = "150x100" } there is of course table 'products' in database, and it has column 'thumbnail' what's interesting that File actually is uploaded to server, it goes to the /tmp directory under RackMultipartXXXX-0 name, and it is unmodified image. The problem is, that then this file is not moved to 'tmp' dir under RAILS_ROOT/public/product/ nor the 'XX' (where xx means ID of a product) under public/product also. i don't know what to do, i spend few HOURS trying different versions of file_column, also trying to make new, test rails application only from scaffold, but then, in this new application problem was the same

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