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  • How to display part of an image for the specific width and height?

    - by Brady Chu
    Recently I participated in a web project which has a huge large of images to handle and display on web page, we know that the width and height of images end users uploaded cannot be control easily and then they are hard to display. At first, I attempted to zoom in/out the images to rearch an appropriate presentation, and I made it, but my boss is still not satisfied with my solution, the following is my way: var autoResizeImage = function(maxWidth, maxHeight, objImg) { var img = new Image(); img.src = objImg.src; img.onload = function() { var hRatio; var wRatio; var Ratio = 1; var w = img.width; var h = img.height; wRatio = maxWidth / w; hRatio = maxHeight / h; if (maxWidth == 0 && maxHeight == 0) { Ratio = 1; } else if (maxWidth == 0) { if (hRatio < 1) { Ratio = hRatio; } } else if (maxHeight == 0) { if (wRatio < 1) { Ratio = wRatio; } } else if (wRatio < 1 || hRatio < 1) { Ratio = (wRatio <= hRatio ? wRatio : hRatio); } if (Ratio < 1) { w = w * Ratio; h = h * Ratio; } w = w <= 0 ? 250 : w; h = h <= 0 ? 370 : h; objImg.height = h; objImg.width = w; }; }; This way is only intended to limit the max width and height for the image so that every image in album still has different width and height which are still very urgly. And right at this minute, I know we can create a DIV and use the image as its background image, this way is too complicated and not direct I don't want to take. So I's wondering whether there is a better way to display images with the fixed width and height without presentation distortion? Thanks.

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  • How to get the height of an Image in Silverlight?

    - by Edward Tanguay
    I have this code in Silverlight: Image image = new Image(); BitmapImage bitmapImage= TheDatasourceManager.GetBitmapImage("blackPencil"); image.Source = bitmapImage; image.Stretch = Stretch.None; image.HorizontalAlignment = HorizontalAlignment.Left; image.VerticalAlignment = VerticalAlignment.Top; image.Margin = new Thickness(88, 88, 0, 0); grid.Children.Add(image); Now I want to find out the height of the image. in WPF I can get it with image.Source.Height but this is not available in Silverlight bitmapImage.Height doesn't exist either when I debug and examine the image object, I eventually get to PixelHeight which has an accurate height, but I can't seem to access it I find image.ActualHeight but it is 0. How can I get the height of the image?

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  • jquery image slider with image strip darggin

    - by mehul9595
    Hi, I want to create a image strip slider using jquery. I have used jcarousel plugin for my image gallery and light box plugin to get preview of selected image. Now, my task is when any of the image is selected i can drag to either side. i.e I can select the image and drag to any direction within that image container. If any one can help me on this??? Thanks

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  • using i18n characters in url of image tag does not display the image

    - by user363171
    I am using the image tag as the path /data/image/image.txt does exists. and it displays the image also. but when i introduce some i18n characters in the path lets say it says 404 error image not found, but the path /data/image??/image.txt does exists, please help me to find the solution for this? I used the firebug also to see whether the characters are decoded properly or not, in firebug I am able to see the correct characters they are not changed, still it is not able to pick the image. thanks a lot in advance. Note: I am using tag because it was not allowing me to write the img tab in the post, and i have changed the jif ext to txt. please consider this.

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  • android: How to apply pinch zoom and pan to 2D GLSurfaceView

    - by mak_just4anything
    I want to apply pinch zoom and panning effect on GLSurfaceView. It is Image editor, so It would not be 3D object. I tried to implement using these following links: https://groups.google.com/forum/#!topic/android-developers/EVNRDNInVRU Want to apply pinch and zoom to GLSurfaceView(3d Object) http://www.learnopengles.com/android-lesson-one-getting-started/ These all are links for 3D object rendering. I can not use ImageView as I need to work out with OpenGL so, had to implement it on GLSurfaceView. Suggest me or any reference links are there for such implementation. **I need it for 2D only.

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  • Alt Key + Mouse Scroll is the New Text Zoom In/Out in NetBeans

    - by Geertjan
    When the text zoom in/out, via "Ctrl Key + Mouse Wheel", was introduced in editors in a recent version of NetBeans IDE, many people cheered. Others booed because the combination "Ctrl Key + Mouse Wheel" is often pressed accidentally, especially when the user scrolls in the editor while intending to use some Ctrl shortcut, such as paste, which is Ctrl-v. So, in NetBeans IDE 7.2, the text zoom in/out is now "Alt Key + Mouse Wheel": http://netbeans.org/bugzilla/show_bug.cgi?id=212484 Remember that the text change only persists for as long as the file is open. So, if you've accidentally resized the text (i.e., in the current situation, prior to 7.2, where unintended side effects may happen because of Ctrl key usage), you can just close the file and reopen it to get the text size back to the way it was before.

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  • Leaked Gmail for Android Version 4.2 Features Pinch-to-Zoom and Swipe-to-Delete [Video]

    - by Jason Fitzpatrick
    If you love keeping an eye at what’s around the corner, this video showcases some of the new features in Gmail for Android–there’s even an APK for those adventurous readers who want to try it. Courtesy of AndroidPolice, we’re treated to the above video showcasing Gmail for Android’s new look and features–including pinch-to-zoom and a swipe-to-delete (or archive), similar to the notification dismissal in Android Jelly Bean. If you’re up for a little unofficial app installation, you can even hit up the link below to check out the full writeup and grab a copy of the unofficial installer. Exclusive: Upcoming Gmail For Android 4.2 Will Finally Have Pinch-To-Zoom, Swipeaway Delete/Archive [AndroidZoom] HTG Explains: What is the Windows Page File and Should You Disable It? How To Get a Better Wireless Signal and Reduce Wireless Network Interference How To Troubleshoot Internet Connection Problems

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  • Is creating a separate pool for each individual image created from a png appropriate?

    - by Panzercrisis
    I'm still possibly a little green about object-pooling, and I want to make sure something like this is a sound design pattern before really embarking upon it. Take the following code (which uses the Starling framework in ActionScript 3): [Embed(source = "/../assets/images/game/misc/red_door.png")] private const RED_DOOR:Class; private const RED_DOOR_TEXTURE:Texture = Texture.fromBitmap(new RED_DOOR()); private const m_vRedDoorPool:Vector.<Image> = new Vector.<Image>(50, true); . . . public function produceRedDoor():Image { // get a Red Door image } public function retireRedDoor(pImage:Image):void { // retire a Red Door Image } Except that there are four colors: red, green, blue, and yellow. So now we have a separate pool for each color, a separate produce function for each color, and a separate retire function for each color. Additionally there are several items in the game that follow this 4-color pattern, so for each of them, we have four pools, four produce functions, and four retire functions. There are more colors involved in the images themselves than just their predominant one, so trying to throw all the doors, for instance, in a single pool, and then changing their color properties around isn't going to work. Also the nonexistence of the static keyword is due to its slowness in AS3. Is this the right way to do things?

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  • Is creating a separate pool for each individual png image in the same class appropriate?

    - by Panzercrisis
    I'm still possibly a little green about object-pooling, and I want to make sure something like this is a sound design pattern before really embarking upon it. Take the following code (which uses the Starling framework in ActionScript 3): [Embed(source = "/../assets/images/game/misc/red_door.png")] private const RED_DOOR:Class; private const RED_DOOR_TEXTURE:Texture = Texture.fromBitmap(new RED_DOOR()); private const m_vRedDoorPool:Vector.<Image> = new Vector.<Image>(50, true); . . . public function produceRedDoor():Image { // get a Red Door image } public function retireRedDoor(pImage:Image):void { // retire a Red Door Image } Except that there are four colors: red, green, blue, and yellow. So now we have a separate pool for each color, a separate produce function for each color, and a separate retire function for each color. Additionally there are several items in the game that follow this 4-color pattern, so for each of them, we have four pools, four produce functions, and four retire functions. There are more colors involved in the images themselves than just their predominant one, so trying to throw all the doors, for instance, in a single pool, and then changing their color properties around isn't going to work. Also the nonexistence of the static keyword is due to its slowness in AS3. Is this the right way to do things?

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  • Crop and Resize Image to Specific Dimensions

    - by Crunchy
    I need some help cropping and resizing images using CSharp.net. My goal here is to take an image and reduce it to 50px by 50px. The following code I found here will do that, however it's scaling the image as well. Ideally I want to scale the image down to as close to 50px by 50px as possible and then remove the parts of the image that are outside 50px by 50px. public Image ResizeImage(Image img, int width, int height) { Bitmap b = new Bitmap(width, height); using (Graphics g = Graphics.FromImage((Image)b)) { g.DrawImage(img, 0, 0, width, height); } return (Image)b; }

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  • Drag and drop image from and to fixed position on fixed path

    - by DMan
    I am trying to allow the user to drag and drop and image from on position to another. The screen layout is as follows: 1 2 3 4 5 6 7 8 9 I want the user to grab image 2, 4, 6, or 8 and drag it to image 5. Upon dragging to image 5 I want to load up a fragment. The user can only drag the image in a straight line from it's current position to 5's position. ie image 2 and only drag down and only until it is overtop of image 5, image 4 can only drag right until overtop of 5, etc. Any insight on how to do this is greatly appreciated. Thanks, DMan

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  • How to display image within cell boundary

    - by Jessy
    How can I place an image within the cell boundary? I mean without taking the space of other cell? In the code below, random cells were selected to display images. One image in one cell. The problem is that, the image seems to take other cells as well. ... setPreferredSize(new Dimension(600,600)); final int ROWS = 6; final int COLS = 6; final int IMAGES = 10; setLayout(new GridBagLayout()); GridBagConstraints gc = new GridBagConstraints(); gc.weightx = 1d; gc.weighty = 1d; gc.insets = new Insets(0, 0, 0, 0);//top, left, bottom, and right gc.fill = GridBagConstraints.NONE; JLabel[][] label = new JLabel[ROWS][COLS]; Random rand = new Random(); // fill the panel with labels for (int i=0;i<IMAGES;i++){ ImageIcon icon = createImageIcon("myImage.jpg"); int r, c; do{ //pick random cell which is empty to avoid overlap image in the same cell r = (int)Math.floor(Math.random() * ROWS); c = (int)Math.floor(Math.random() * COLS); } while (label[r][c]!=null); //scale the image int x = rand.nextInt(20)+30; int y = rand.nextInt(20)+30; Image image = icon.getImage().getScaledInstance(x,y, Image.SCALE_SMOOTH); icon.setImage(image); JLabel lbl = new JLabel(icon); gc.gridx = r; gc.gridy = c; add(lbl, gc); //add image to the cell label[r][c] = lbl; }

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  • How to display image within cell boundary

    - by Jessy
    How can I place an image within the cell boundary? I mean without taking the space of other cell? In the code below, random cells were selected to display images. One image in one cell. The problem is that, the image seems to take other cells as well. ... setPreferredSize(new Dimension(600,600)); final int ROWS = 6; final int COLS = 6; final int IMAGES = 10; setLayout(new GridBagLayout()); GridBagConstraints gc = new GridBagConstraints(); gc.weightx = 1d; gc.weighty = 1d; gc.insets = new Insets(0, 0, 0, 0);//top, left, bottom, and right gc.fill = GridBagConstraints.NONE; JLabel[][] label = new JLabel[ROWS][COLS]; Random rand = new Random(); // fill the panel with labels for (int i=0;i<IMAGES;i++){ ImageIcon icon = createImageIcon("myImage.jpg"); int r, c; do{ //pick random cell which is empty to avoid overlap image in the same cell r = (int)Math.floor(Math.random() * ROWS); c = (int)Math.floor(Math.random() * COLS); } while (label[r][c]!=null); //scale the image int x = rand.nextInt(20)+30; int y = rand.nextInt(20)+30; Image image = icon.getImage().getScaledInstance(x,y, Image.SCALE_SMOOTH); icon.setImage(image); JLabel lbl = new JLabel(icon); gc.gridx = r; gc.gridy = c; add(lbl, gc); //add image to the cell label[r][c] = lbl; }

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  • Resizing an image using mouse dragging (C#)

    - by Gaax
    Hi all. I'm having some trouble resizing an image just by dragging the mouse. I found an average resize method and now am trying to modify it to use the mouse instead of given values. The way I'm doing it makes sense to me but maybe you guys can give me some better ideas. I'm basically using the distance between the current location of the mouse and the previous location of the mouse as the scaling factor. If the distance between the current mouse location and the center of of the image is less than the distance between previous mouse location and the center of the image then the image gets smaller, and vice-versa. With the code below I'm getting an Argument Exception (invalid parameter) when creating the new bitmap with the new height and width and I really don't understand why... any ideas? private static Image resizeImage(Image imgToResize, System.Drawing.Point prevMouseLoc, System.Drawing.Point currentMouseLoc) { int sourceWidth = imgToResize.Width; int sourceHeight = imgToResize.Height; float dCurrCent = 0; //Distance between current mouse location and the center of the image float dPrevCent = 0; //Distance between previous mouse location and the center of the image float dCurrPrev = 0; //Distance between current mouse location and the previous mouse location int sign = 1; System.Drawing.Point imgCenter = new System.Drawing.Point(); float nPercent = 0; imgCenter.X = imgToResize.Width / 2; imgCenter.Y = imgToResize.Height / 2; // Calculating the distance between the current mouse location and the center of the image dCurrCent = (float)Math.Sqrt(Math.Pow(currentMouseLoc.X - imgCenter.X, 2) + Math.Pow(currentMouseLoc.Y - imgCenter.Y, 2)); // Calculating the distance between the previous mouse location and the center of the image dPrevCent = (float)Math.Sqrt(Math.Pow(prevMouseLoc.XimgCenter.X,2) + Math.Pow(prevMouseLoc.Y - imgCenter.Y, 2)); // Calculating the sign value if (dCurrCent >= dPrevCent) { sign = 1; } else { sign = -1; } nPercent = sign * (float)Math.Sqrt(Math.Pow(currentMouseLoc.X - prevMouseLoc.X, 2) + Math.Pow(currentMouseLoc.Y - prevMouseLoc.Y, 2)); int destWidth = (int)(sourceWidth * nPercent); int destHeight = (int)(sourceHeight * nPercent); Bitmap b = new Bitmap(destWidth, destHeight); // exception thrown here Graphics g = Graphics.FromImage((Image)b); g.InterpolationMode = InterpolationMode.HighQualityBicubic; g.DrawImage(imgToResize, 0, 0, destWidth, destHeight); g.Dispose(); return (Image)b; }

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  • algorithm for image comparison

    - by Rajnikant
    Please consider following use case, I have one bigger image, lets called is master image. Now from some where else, I am getting one small image. I want to check whether this small image is subset of master image or not. important points are, smaller image might have different file format, smaller image might captured from comparatively different view. smaller image may have different light intensity. At this stage of algorithm/computation advancement, which level of accuracy I could expect? Any algorithm/open source implementation that would have such implementation? Thanks, Rajnikant

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  • Rename image file on upload php

    - by blasteralfred
    Hi, I have a form which uploads and re sizes image. The html file file submits data to a php file. The script is as follows; Index.html <form action="resizer.php" method="post" enctype="multipart/form-data"> Image: <input type="file" name="file" /> <input type="submit" name="submit" value="upload" /> </form> Resizer.php <?php require_once('imageresizer.class.php'); $imagename = "myimagename"; //Path To Upload Directory $dirpath = "uploaded/"; //MAX WIDTH AND HEIGHT OF IMAGE $max_height = 100; $max_width = 100; //Create Image Control Object - Parameters(file name, file tmp name, file type, directory path) $resizer = new ImageResizer($_FILES['file']['name'],$_FILES['file']['tmp_name'],$dirpath); //RESIZE IMAGE - Parameteres(max height, max width) $resizer->resizeImage($max_height,$max_width); //Display Image $resizer->showResizedImage(); ?> imageresizer.class.php <?php class ImageResizer{ public $file_name; public $tmp_name; public $dir_path; //Set variables public function __construct($file_name,$tmp_name,$dir_path){ $this->file_name = $file_name; $this->tmp_name = $tmp_name; $this->dir_path = $dir_path; $this->getImageInfo(); $this->moveImage(); } //Move the uploaded image to the new directory and rename public function moveImage(){ if(!is_dir($this->dir_path)){ mkdir($this->dir_path,0777,true); } if(move_uploaded_file($this->tmp_name,$this->dir_path.'_'.$this->file_name)){ $this->setFileName($this->dir_path.'_'.$this->file_name); } } //Define the new filename public function setFileName($file_name){ $this->file_name = $file_name; return $this->file_name; } //Resize the image function with new max height and width public function resizeImage($max_height,$max_width){ $this->max_height = $max_height; $this->max_width = $max_width; if($this->height > $this->width){ $ratio = $this->height / $this->max_height; $new_height = $this->max_height; $new_width = ($this->width / $ratio); } elseif($this->height < $this->width){ $ratio = ($this->width / $this->max_width); $new_width = $this->max_width; $new_height = ($this->height / $ratio); } else{ $new_width = $this->max_width; $new_height = $this->max_height; } $thumb = imagecreatetruecolor($new_width, $new_height); switch($this->file_type){ case 1: $image = imagecreatefromgif($this->file_name); break; case 2: $image = imagecreatefromjpeg($this->file_name); break; case 3: $image = imagecreatefrompng($this->file_name); break; case 4: $image = imagecreatefromwbmp($this->file_name); } imagecopyresampled($thumb, $image, 0, 0, 0, 0, $new_width, $new_height, $this->width, $this->height); switch($this->file_type){ case 1: imagegif($thumb,$this->file_name); break; case 2: imagejpeg($thumb,$this->file_name,100); break; case 3: imagepng($thumb,$this->file_name,0); break; case 4: imagewbmp($thumb,$this->file_name); } imagedestroy($image); imagedestroy($thumb); } public function getImageInfo(){ list($width, $height, $type) = getimagesize($this->tmp_name); $this->width = $width; $this->height = $height; $this->file_type = $type; } public function showResizedImage(){ echo "<img src='".$this->file_name." />"; } public function onSuccess(){ header("location: index.php"); } } ?> Everything is working well. The image will be uploaded in it's original filename and extension with a "_" prefix. But i want to rename the image to "myimagename" on upload, which is a variable in "Resizer.php". How can i make this possible?? Thanks in advance :) blasteralfred

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  • How do you composite an image onto another image with PIL in Python?

    - by Sebastian
    I need to take an image and place it onto a new, generated white background in order for it to be converted into a downloadable desktop wallpaper. So the process would go: 1) Generate new, all white image with 1440x900 dimensions 2) Place existing image on top, centered 3) Save as single image In PIL, I see the ImageDraw object, but nothing indicates it can draw existing image data onto another image. Suggestions or links anyone can recommend?

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  • need to separate words from an image

    - by user298295
    how can i manipulate pixel values of a loaded image then save portion of that image into a new image(1 image per word).i found several example regarding saving or loading image but i cant understand how can i save image portion???i am trying to do it with java

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  • Flex/Actionscript image display problem.

    - by IanH
    I'm trying to extend the Image class but hit a problem that I can't get past. I have a private image (img) that loads an image and a function that takes that image and copies it onto the parent. The debug function "copyit2" displays the image fine (so I know it's loaded OK). But the function "copyit" doesn't work - it just displays a white rectangle. I can't see how to make copyit work so that the original image is copied to the BitmapData and then subsequenty copied onto the parent? (The idea is to do some processing on the Bitmap data before it is displayed, although this isn't shown here to keep the example simple.) I suspect it is something to do with the security of loading images, but I'm loading it from the same server as the application is run from - so this shouldn't be a problem? Thanks for any help anyone can provide. Ian package zoomapackage { import flash.display.Bitmap; import flash.display.BitmapData; import flash.display.Sprite; import flash.events.MouseEvent; import flash.geom.Matrix; import flash.geom.Point; import flash.geom.Rectangle; import flash.net.*; import mx.controls.Image; import mx.events.FlexEvent; public dynamic class Zooma extends Image { private var img:Image; public function copyit():void { var imgObj:BitmapData = new BitmapData(img.content.width, img.content.height, false); imgObj.draw(img); var matrix:Matrix = new Matrix(); this.graphics.beginBitmapFill(imgObj, matrix, false,true); this.graphics.drawRect(0, 0, this.width , this.height); this.graphics.endFill(); } public function copyit2():void { this.source = img.source; } public function Zooma() { super(); img = new Image(); img.load("http://localhost/Koala.jpg"); } } }

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  • Threshold of blurry image - part 2

    - by 1''
    How can I threshold this blurry image to make the digits as clear as possible? In a previous post, I tried adaptively thresholding a blurry image (left), which resulted in distorted and disconnected digits (right): Since then, I've tried using a morphological closing operation as described in this post to make the brightness of the image uniform: If I adaptively threshold this image, I don't get significantly better results. However, because the brightness is approximately uniform, I can now use an ordinary threshold: This is a lot better than before, but I have two problems: I had to manually choose the threshold value. Although the closing operation results in uniform brightness, the level of brightness might be different for other images. Different parts of the image would do better with slight variations in the threshold level. For instance, the 9 and 7 in the top left come out partially faded and should have a lower threshold, while some of the 6s have fused into 8s and should have a higher threshold. I thought that going back to an adaptive threshold, but with a very large block size (1/9th of the image) would solve both problems. Instead, I end up with a weird "halo effect" where the centre of the image is a lot brighter, but the edges are about the same as the normally-thresholded image: Edit: remi suggested morphologically opening the thresholded image at the top right of this post. This doesn't work too well. Using elliptical kernels, only a 3x3 is small enough to avoid obliterating the image entirely, and even then there are significant breakages in the digits:

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