Search Results

Search found 20930 results on 838 pages for 'image comparison'.

Page 175/838 | < Previous Page | 171 172 173 174 175 176 177 178 179 180 181 182  | Next Page >

  • Using fft2 with reshaping for an RGB filter

    - by Mahmoud Aladdin
    I want to apply a filter on an image, for example, blurring filter [[1/9.0, 1/9.0, 1/9.0], [1/9.0, 1/9.0, 1/9.0], [1/9.0, 1/9.0, 1/9.0]]. Also, I'd like to use the approach that convolution in Spatial domain is equivalent to multiplication in Frequency domain. So, my algorithm will be like. Load Image. Create Filter. convert both Filter & Image to Frequency domains. multiply both. reconvert the output to Spatial Domain and that should be the required output. The following is the basic code I use, the image is loaded and displayed as cv.cvmat object. Image is a class of my creation, it has a member image which is an object of scipy.matrix and toFrequencyDomain(size = None) uses spf.fftshift(spf.fft2(self.image, size)) where spf is scipy.fftpack and dotMultiply(img) uses scipy.multiply(self.image, image) f = Image.fromMatrix([[1/9.0, 1/9.0, 1/9.0], [1/9.0, 1/9.0, 1/9.0], [1/9.0, 1/9.0, 1/9.0]]) lena = Image.fromFile("Test/images/lena.jpg") print lena.image.shape lenaf = lena.toFrequencyDomain(lena.image.shape) ff = f.toFrequencyDomain(lena.image.shape) lenafm = lenaf.dotMultiplyImage(ff) lenaff = lenafm.toTimeDomain() lena.display() lenaff.display() So, the previous code works pretty well, if I told OpenCV to load the image via GRAY_SCALE. However, if I let the image to be loaded in color ... lena.image.shape will be (512, 512, 3) .. so, it gives me an error when using scipy.fttpack.ftt2 saying "When given, Shape and Axes should be of same length". What I tried next was converted my filter to 3-D .. as [[[1/9.0, 1/9.0, 1/9.0], [1/9.0, 1/9.0, 1/9.0], [1/9.0, 1/9.0, 1/9.0]], [[1/9.0, 1/9.0, 1/9.0], [1/9.0, 1/9.0, 1/9.0], [1/9.0, 1/9.0, 1/9.0]], [[1/9.0, 1/9.0, 1/9.0], [1/9.0, 1/9.0, 1/9.0], [1/9.0, 1/9.0, 1/9.0]]] And, not knowing what the axes argument do, I added it with random numbers as (-2, -1, -1), (-1, -1, -2), .. etc. until it gave me the correct filter output shape for the dotMultiply to work. But, of course it wasn't the correct value. Things were totally worse. My final trial, was using fft2 function on each of the components 2-D matrices, and then re-making the 3-D one, using the following code. # Spiltting the 3-D matrix to three 2-D matrices. for i, row in enumerate(self.image): r.append(list()) g.append(list()) b.append(list()) for pixel in row: r[i].append(pixel[0]) g[i].append(pixel[1]) b[i].append(pixel[2]) rfft = spf.fftshift(spf.fft2(r, size)) gfft = spf.fftshift(spf.fft2(g, size)) bfft = spf.fftshift(spf.fft2(b, size)) newImage.image = sp.asarray([[[rfft[i][j], gfft[i][j], bfft[i][j]] for j in xrange(len(rfft[i]))] for i in xrange(len(rfft))] ) return newImage Any help on what I made wrong, or how can I achieve that for both GreyScale and Coloured pictures.

    Read the article

  • How to calculate the correct image size in out pdf using itextsharp ?

    - by MK
    I' am trying to add an image to a pdf using itextsharp, regardless of the image size it always appears to be mapped to a different greater size inside the pdf ? The image I add is 624x500 pixel (DPI:72): And here is a screen of the output pdf: And here is how I created the document: Document document = new Document(); System.IO.MemoryStream stream = new MemoryStream(); PdfWriter writer = PdfWriter.GetInstance(document, stream); document.Open(); System.Drawing.Image pngImage = System.Drawing.Image.FromFile("test.png"); Image pdfImage = Image.GetInstance(pngImage, System.Drawing.Imaging.ImageFormat.Png); document.Add(pdfImage); document.Close(); byte[] buffer = stream.GetBuffer(); FileStream fs = new FileStream("test.pdf", FileMode.Create); fs.Write(buffer, 0, buffer.Length); fs.Close(); Any idea why on how to calculate the correct size ?

    Read the article

  • Full image in Background in a vBox in Flex.

    - by Arif
    I was wrote the following code to set the background image in one vBox. vBox.setStyle("backgroundImage", "PreviewBackground.png"); vBox.setStyle("backgroundAttachment", "fixed"); Where the height and width of vBox was 250 x 350 and the height and width of background image was 400 x 400. The problem is that the background image doesn't show the full image. The image has cropped. How can i show the full image as a background image? Thanks in advance.

    Read the article

  • Image Upload directly from client to remote server? Spring/Tomcat

    - by Prem
    Just wondering what the common solution is for this. We have two web servers that are load balanced and a separate server that holds our images. Our current process is that a user uploads an image directly to the web server (which ever they are connected to) and we enter a job into our DB. Another process checks for image jobs every few mins and copies the image from the web server up to the image server. The delay from when a user uploads to when its visible is not ideal. We could tighten the loop on how often we check for image jobs but ideally I would like to have user uploaded images to go directly to the image server rather than copying twice. How should this be done? Is there anything in spring to deal with this ? Seems like how most would deal with a CDN i would think? I want to limit the time it takes for an image that a user uploads is available on our site...

    Read the article

  • How to save an image in it's original format?

    - by Patrick Klug
    I am trying to figure out how I can get the original format of an image so that I can store it with the same encoding. It seems that the only way to save an Image is by using a BitmapEncoder but I don't know how I can get the correct format from the image. Example: Clipboard.GetImage() returns a InteropBitmap which doesn't seem to contain any information about the original format. I also tried using an Extension method: public static void Save(this BitmapImage image, System.IO.Stream stream) { var decoder = BitmapDecoder.Create(image.StreamSource, BitmapCreateOptions.PreservePixelFormat, BitmapCacheOption.Default); var encoder = BitmapEncoder.Create(decoder.CodecInfo.ContainerFormat); foreach (var frame in decoder.Frames) { encoder.Frames.Add(BitmapFrame.Create(decoder.Frames[0])); } encoder.Save(stream); } but the problem is that a) the ImageSource is not always a BitmapImage (Clipboard.GetImage()) for example and b) the image.StreamSource can be null in some cases (seems to be when the image is loaded via a relative Uri)

    Read the article

  • How do i generate thumbnail image for use with img tag ? Java web application.

    - by Nitesh Panchal
    Hello, I am using the below given code, but it is not working properly. Can anybody tell me how do i generate thumbnail of the image? because i am creating a photo album and i want only thumbnail images to be downloaded at first, not the entire 400-500 kb images. File objFile = new File(strImageFullPath); File targetFile = new File(strImageFullPathWithoutExt + "_small" + strFileExtension); Image image = ImageIO.read(objFile); final int WIDTH = 150; final int HEIGHT = 150; Image thumbnailImage = image.getScaledInstance(WIDTH, HEIGHT, Image.SCALE_DEFAULT); BufferedImage objThumbnailBufferedImage = new BufferedImage(WIDTH, HEIGHT, BufferedImage.TYPE_INT_RGB); Graphics gfx = objThumbnailBufferedImage.getGraphics(); gfx.drawImage(image, 0, 0, null); gfx.dispose(); ImageIO.write(objThumbnailBufferedImage, strFileExtension.substring(1), targetFile); Just assume that few variables like strImageFullPath,strImageFullPathWithoutExt etc they exist. Thanks in advance :)

    Read the article

  • define macro in C wont work

    - by Spidfire
    Im trying to make a macro in C that can tell if a char is a hex number ( 0-9 a-z A-Z) #define _hex(x) (((x) >= "0" && (x) <= "9" )||( (x) >= "a" && (x) <= "z") || ((x) >= "A" && (x) <= "Z") ? "true" : "false") this what ive come up with but it wont work with a loop like this char a; for(a = "a" ; a < "z";a++){ printf("%s => %s",a, _hex(a)); } but it gives a error test.c:8: warning: assignment makes integer from pointer without a cast test.c:8: warning: comparison between pointer and integer test.c:9: warning: comparison between pointer and integer test.c:9: warning: comparison between pointer and integer test.c:9: warning: comparison between pointer and integer test.c:9: warning: comparison between pointer and integer test.c:9: warning: comparison between pointer and integer test.c:9: warning: comparison between pointer and integer

    Read the article

  • iPad: How can I implement a scrolling timeline using a static image?

    - by BeachRunnerJoe
    I'm diving into iOS development and I'm building a simple timeline app using a static timeline image that I already have. The timeline image won't fit on the screen. The width of the image is about five times the width of the iPad screen, so I have to allow the user to scroll the image horizontally. Here's a mockup... For each item on the timeline, the user can tap it to receive a description at the bottom of the screen. My questions are... I was planning to use a UIScrollView with a PageControl at the bottom. Can a UIScrollView hold a single view that holds the entire timeline image or do I have to break the the timeline image up into multiple views? Are there any performance issues I need to consider when implementing this with a UIScrolLView, using a static image? Are there other approaches to implementing this scrollable timeline that I should consider other than using a UIScrollView? Thanks so much in advance for your wisdom!

    Read the article

  • How To Make Hundreds of Complex Photo Edits in Seconds With Photoshop Actions

    - by Eric Z Goodnight
    Have a huge folder of images needing tweaks? A few hundred adjustments may seem like a big, time consuming job—but read one to see how Photoshop can do repetitive tasks automatically, even if you don’t know how to program! Photoshop Actions are a simple way to program simple routines in Photoshop, and are a great time saver, allowing you to re-perform tasks over and over, saving you minutes or hours, depending on the job you have to work on. See how any bunch of images and even some fairly complicated photo tweaking can be done automatically to even hundreds of images at once. When Can I use Photoshop Actions? Photoshop actions are a way of recording the tools, menus, and keys pressed while using the program. Each time you use a tool, adjust a color, or use the brush, it can be recorded and played back over any file Photoshop can open. While it isn’t perfect and can get very confused if not set up correctly, it can automate editing hundreds of images, saving you hours and hours if you have big jobs with complex edits. The image illustrated above is a template for a polaroid-style picture frame. If you had several hundred images, it would actually be a simple matter to use Photoshop Actions to create hundreds of new images inside the frame in almost no time at all. Let’s take a look at how a simple folder of images and some Image editing automation can turn lots of work into a simple and easy job. Creating a New Action Actions is a default part of the “Essentials” panel set Photoshop begins with as a default. If you can’t see the panel button under the “History” button, you can find Actions by going to Window > Actions or pressing Alt + F9. Click the in the Actions Panel, pictured in the previous illustration on the left. Choose to create a “New Set” in order to begin creating your own custom Actions. Name your action set whatever you want. Names are not relevant, you’ll simply want to make it obvious that you have created it. Click OK. Look back in the layers panel. You’ll see your new Set of actions has been added to the list. Click it to highlight it before going on. Click the again to create a “New Action” in your new set. If you care to name your action, go ahead. Name it after whatever it is you’re hoping to do—change the canvas size, tint all your pictures blue, send your image to the printer in high quality, or run multiple filters on images. The name is for your own usage, so do what suits you best. Note that you can simplify your process by creating shortcut keys for your actions. If you plan to do hundreds of edits with your actions, this might be a good idea. If you plan to record an action to use every time you use Photoshop, this might even be an invaluable step. When you create a new Action, Photoshop automatically begins recording everything you do. It does not record the time in between steps, but rather only the data from each step. So take your time when recording and make sure you create your actions the way you want them. The square button stops recording, and the circle button starts recording again. With these basics ready, we can take a look at a sample Action. Recording a Sample Action Photoshop will remember everything you input into it when it is recording, even specific photographs you open. So begin recording your action when your first photo is already open. Once your first image is open, click the record button. If you’re already recording, continue on. Using the File > Place command to insert the polaroid image can be easier for Actions to deal with. Photoshop can record with multiple open files, but it often gets confused when you try it. Keep your recordings as simple as possible to ensure your success. When the image is placed in, simply press enter to render it. Select your background layer in your layers panel. Your recording should be following along with no trouble. Double click this layer. Double clicking your background layer will create a new layer from it. Allow it to be renamed “Layer 0” and press OK. Move the “polaroid” layer to the bottom by selecting it and dragging it down below “Layer 0” in the layers panel. Right click “Layer 0” and select “Create Clipping Mask.” The JPG image is cropped to the layer below it. Coincidentally, all actions described here are being recorded perfectly, and are reproducible. Cursor actions, like the eraser, brush, or bucket fill don’t record well, because the computer uses your mouse movements and coordinates, which may need to change from photo to photo. Click the to set your Photograph layer to a “Screen” blending mode. This will make the image disappear when it runs over the white parts of the polaroid image. With your image layer (Layer 0) still selected, navigate to Edit > Transform > Scale. You can use the mouse to resize your Layer 0, but Actions work better with absolute numbers. Visit the Width and Height adjustments in the top options panel. Click the chain icon to link them together, and adjust them numerically. Depending on your needs, you may need to use more or less than 30%. Your image will resize to your specifications. Press enter to render, or click the check box in the top right of your application. + Click on your bottom layer, or “polaroid” in this case. This creates a selection of the bottom layer. Navigate to Image > Crop in order to crop down to your bottom layer selection Your image is now resized to your bottommost layer, and Photoshop is still recording to that effect. For additional effect, we can navigate to Image > Image Rotation > Arbitrary to rotate our image by a small tilt. Choosing 3 degrees clockwise , we click OK to render our choice. Our image is rotated, and this step is recorded. Photoshop will even record when you save your files. With your recording still going, find File > Save As. You can easily tell Photoshop to save in a new folder, other than the one you have been working in, so that your files aren’t overwritten. Navigate to any folder you wish, but do not change the filename. If you change the filename, Photoshop will record that name, and save all your images under whatever you type. However, you can change your filetype without recording an absolute filename. Use the pulldown tab and select a different filetype—in this instance, PNG. Simply click “Save” to create a new PNG based on your actions. Photoshop will record the destination and the change in filetype. If you didn’t edit the name of your file, it will always use the variable filename of any image you open. (This is very important if you want to edit hundreds of images at once!) Click File > Close or the red “X” in the corner to close your filetype. Photoshop can record that as well. Since we have already saved our image as a JPG, click “NO” to not overwrite your original image. Photoshop will also record your choice of “NO” for subsequent images. In your Actions panel, click the stop button to complete your action. You can always click the record button to add more steps later, if you want. This is how your new action looks with its steps expanded. Curious how to put it into effect? Read on to see how simple it is to use that recording you just made. Editing Lots of Images with Your New Action Open a large number of images—as many as you care to work with. Your action should work immediately with every image on screen, although you may have to test and re-record, depending on how you did. Actions don’t require any programming knowledge, but often can get confused or work in a counter-intuitive way. Record your action until it is perfect. If it works once without errors, it’s likely to work again and again! Find the “Play” button in your Actions Panel. With your custom action selected, click “Play” and your routine will edit, save, and close each file for you. Keep bashing “Play” for each open file, and it will keep saving and creating new files until you run out of work you need to do. And in mere moments, a complicated stack of work is done. Photoshop actions can be very complicated, far beyond what is illustrated here, and can even be combined with scripts and other actions, creating automated creation of potentially very complex files, or applying filters to an entire portfolio of digital photos. Have questions or comments concerning Graphics, Photos, Filetypes, or Photoshop? Send your questions to [email protected], and they may be featured in a future How-To Geek Graphics article. Image Credits: All images copyright Stephanie Pragnell and author Eric Z Goodnight, protected under Creative Commons. Latest Features How-To Geek ETC How To Make Hundreds of Complex Photo Edits in Seconds With Photoshop Actions How to Enable User-Specific Wireless Networks in Windows 7 How to Use Google Chrome as Your Default PDF Reader (the Easy Way) How To Remove People and Objects From Photographs In Photoshop Ask How-To Geek: How Can I Monitor My Bandwidth Usage? Internet Explorer 9 RC Now Available: Here’s the Most Interesting New Stuff Smart Taskbar Is a Thumb Friendly Android Task Launcher Comix is an Awesome Comics Archive Viewer for Linux Get the MakeUseOf eBook Guide to Speeding Up Windows for Free Need Tech Support? Call the Star Wars Help Desk! [Video Classic] Reclaim Vertical UI Space by Adding a Toolbar to the Left or Right Side of Firefox Androidify Turns You into an Android-style Avatar

    Read the article

  • Having a problem with texturing vertices in WebGL, think parameters are off in the image?

    - by mathacka
    I'm having a problem texturing a simple rectangle in my WebGL program, I have the parameters set as follows: gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, textureImage); I'm using this image: On the properties of this image it says it's 32 bit depth, so that should take care of the gl.UNSIGNED_BYTE, and I've tried both gl.RGBA and gl.RGB to see if it's not reading the transparency. It is a 32x32 pixel image, so it's power of 2. And I've tried almost all the combinations of formats and types, but I'm not sure if this is the answer or not. I'm getting these two errors in the chrome console: INVALID_VALUE: texImage2D: invalid image (index):101 WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled. the drawArrays function is simply: "gl.drawArrays(gl.TRIANGLES, 0, 6);" using 6 vertices to make a rectangle.

    Read the article

  • Cost Comparison Hard Disk Drive to Solid State Drive on Price per Gigabyte - dispelling a myth!

    - by tonyrogerson
    It is often said that Hard Disk Drive storage is significantly cheaper per GiByte than Solid State Devices – this is wholly inaccurate within the database space. People need to look at the cost of the complete solution and not just a single component part in isolation to what is really required to meet the business requirement. Buying a single Hitachi Ultrastar 600GB 3.5” SAS 15Krpm hard disk drive will cost approximately £239.60 (http://scan.co.uk, 22nd March 2012) compared to an OCZ 600GB Z-Drive R4 CM84 PCIe costing £2,316.54 (http://scan.co.uk, 22nd March 2012); I’ve not included FusionIO ioDrive because there is no public pricing available for it – something I never understand and personally when companies do this I immediately think what are they hiding, luckily in FusionIO’s case the product is proven though is expensive compared to OCZ enterprise offerings. On the face of it the single 15Krpm hard disk has a price per GB of £0.39, the SSD £3.86; this is what you will see in the press and this is what sales people will use in comparing the two technologies – do not be fooled by this bullshit people! What is the requirement? The requirement is the database will have a static size of 400GB kept static through archiving so growth and trim will balance the database size, the client requires resilience, there will be several hundred call centre staff querying the database where queries will read a small amount of data but there will be no hot spot in the data so the randomness will come across the entire 400GB of the database, estimates predict that the IOps required will be approximately 4,000IOps at peak times, because it’s a call centre system the IO latency is important and must remain below 5ms per IO. The balance between read and write is 70% read, 30% write. The requirement is now defined and we have three of the most important pieces of the puzzle – space required, estimated IOps and maximum latency per IO. Something to consider with regard SQL Server; write activity requires synchronous IO to the storage media specifically the transaction log; that means the write thread will wait until the IO is completed and hardened off until the thread can continue execution, the requirement has stated that 30% of the system activity will be write so we can expect a high amount of synchronous activity. The hardware solution needs to be defined; two possible solutions: hard disk or solid state based; the real question now is how many hard disks are required to achieve the IO throughput, the latency and resilience, ditto for the solid state. Hard Drive solution On a test on an HP DL380, P410i controller using IOMeter against a single 15Krpm 146GB SAS drive, the throughput given on a transfer size of 8KiB against a 40GiB file on a freshly formatted disk where the partition is the only partition on the disk thus the 40GiB file is on the outer edge of the drive so more sectors can be read before head movement is required: For 100% sequential IO at a queue depth of 16 with 8 worker threads 43,537 IOps at an average latency of 2.93ms (340 MiB/s), for 100% random IO at the same queue depth and worker threads 3,733 IOps at an average latency of 34.06ms (34 MiB/s). The same test was done on the same disk but the test file was 130GiB: For 100% sequential IO at a queue depth of 16 with 8 worker threads 43,537 IOps at an average latency of 2.93ms (340 MiB/s), for 100% random IO at the same queue depth and worker threads 528 IOps at an average latency of 217.49ms (4 MiB/s). From the result it is clear random performance gets worse as the disk fills up – I’m currently writing an article on short stroking which will cover this in detail. Given the work load is random in nature looking at the random performance of the single drive when only 40 GiB of the 146 GB is used gives near the IOps required but the latency is way out. Luckily I have tested 6 x 15Krpm 146GB SAS 15Krpm drives in a RAID 0 using the same test methodology, for the same test above on a 130 GiB for each drive added the performance boost is near linear, for each drive added throughput goes up by 5 MiB/sec, IOps by 700 IOps and latency reducing nearly 50% per drive added (172 ms, 94 ms, 65 ms, 47 ms, 37 ms, 30 ms). This is because the same 130GiB is spread out more as you add drives 130 / 1, 130 / 2, 130 / 3 etc. so implicit short stroking is occurring because there is less file on each drive so less head movement required. The best latency is still 30 ms but we have the IOps required now, but that’s on a 130GiB file and not the 400GiB we need. Some reality check here: a) the drive randomness is more likely to be 50/50 and not a full 100% but the above has highlighted the effect randomness has on the drive and the more a drive fills with data the worse the effect. For argument sake let us assume that for the given workload we need 8 disks to do the job, for resilience reasons we will need 16 because we need to RAID 1+0 them in order to get the throughput and the resilience, RAID 5 would degrade performance. Cost for hard drives: 16 x £239.60 = £3,833.60 For the hard drives we will need disk controllers and a separate external disk array because the likelihood is that the server itself won’t take the drives, a quick spec off DELL for a PowerVault MD1220 which gives the dual pathing with 16 disks 146GB 15Krpm 2.5” disks is priced at £7,438.00, note its probably more once we had two controller cards to sit in the server in, racking etc. Minimum cost taking the DELL quote as an example is therefore: {Cost of Hardware} / {Storage Required} £7,438.60 / 400 = £18.595 per GB £18.59 per GiB is a far cry from the £0.39 we had been told by the salesman and the myth. Yes, the storage array is composed of 16 x 146 disks in RAID 10 (therefore 8 usable) giving an effective usable storage availability of 1168GB but the actual storage requirement is only 400 and the extra disks have had to be purchased to get the  IOps up. Solid State Drive solution A single card significantly exceeds the IOps and latency required, for resilience two will be required. ( £2,316.54 * 2 ) / 400 = £11.58 per GB With the SSD solution only two PCIe sockets are required, no external disk units, no additional controllers, no redundant controllers etc. Conclusion I hope by showing you an example that the myth that hard disk drives are cheaper per GiB than Solid State has now been dispelled - £11.58 per GB for SSD compared to £18.59 for Hard Disk. I’ve not even touched on the running costs, compare the costs of running 18 hard disks, that’s a lot of heat and power compared to two PCIe cards!Just a quick note: I've left a fair amount of information out due to this being a blog! If in doubt, email me :)I'll also deal with the myth that SSD's wear out at a later date as well - that's just way over done still, yes, 5 years ago, but now - no.

    Read the article

  • How to install Ubiquity into a Live CD installation image?

    - by Patrick L
    I am trying a create a small Ubuntu installation ISO image. I am using a tool called Ubuntu-Builder. To make the final ISO as small as possible, I have decided to use Ubuntu Mini Remix. It is a small Live CD without GUI. It does not come with any installer software like Ubiquity. I want to embed an installer software into the ISO image so that user can install it into harddisk. In Ubuntu-Builder, I have tried the following: Install LXDE Desktop, then install Ubiquity. But the final ISO boots into command line. Install OpenBox Desktop, then install Ubiquity. But the final ISO boots into command line. Do not install DE, directly install Ubiquity. But the final ISO still boots into command line. After booting up from ISO, I have checked the software in the OS. It seems that Ubiquity has been installed. But it didn't show up when I boot the ISO image. Anyone knows how to install Ubiquity into a Live CD ISO image? Anyone knows any text mode installer which can replace Ubiquity?

    Read the article

  • New iPad vs. iPad 2–Side by side comparison of hardware specification [Infographic]

    - by Gopinath
    Apple released the 3rd generation of iPad on March 7th with spectacular hardware and software specs. The new iPad is the most advanced tablet available in the market with not much of competition. The closest competitor to the new iPad is not from Android or RIM or Amazon as they are no where close to the standards of the new iPad . But the competitor is none other than previous generation of iPad 2. In order to help you decide which Apple tablet suits your requirements here is an infographic comparing the iPad  with iPad 2

    Read the article

  • How do I clip an image in OpenGL ES on Android?

    - by Maxim Shoustin
    My game involves "wiping off" an image by touch: After moving a finger over it, it looks like this: At the moment, I'm implementing it with Canvas, like this: 9Paint pTouch; 9int X = 100; 9int Y = 100; 9Bitmap overlay; 9Canvas c2; 9Rect dest; pTouch = new Paint(Paint.ANTI_ALIAS_FLAG); pTouch.setXfermode(new PorterDuffXfermode(Mode.SRC_OUT)); pTouch.setColor(Color.TRANSPARENT); pTouch.setMaskFilter(new BlurMaskFilter(15, Blur.NORMAL)); overlay = BitmapFactory.decodeResource(getResources(),R.drawable.wraith_spell).copy(Config.ARGB_8888, true); c2 = new Canvas(overlay); dest = new Rect(0, 0, getWidth(), getHeight()); Paint paint = new Paint();9 paint.setFilterBitmap(true); ... @Override protected void onDraw(Canvas canvas) { ... c2.drawCircle(X, Y, 80, pTouch); canvas.drawBitmap(overlay, 0, 0, null); ... } @Override 9public boolean onTouchEvent(MotionEvent event) { switch (event.getAction()) { case MotionEvent.ACTION_DOWN: case MotionEvent.ACTION_MOVE: { X = (int) event.getX(); Y = (int) event.getY();9 invalidate(); c2.drawCircle(X, Y, 80, pTouch);9 break; } } return true; ... What I'm essentially doing is drawing transparency onto the canvas, over the red ball image. Canvas and Bitmap feel old... Surely there is a way to do something similar with OpenGL ES. What is it called? How do I use it? [EDIT] I found that if I draw an image and above new image with alpha 0, it goes to be transparent, maybe that direction? Something like: gl.glColor4f(0.0f, 0.0f, 0.0f, 0.01f);

    Read the article

  • Is the use of explicit ' == true' comparison always bad? [closed]

    - by Slomojo
    Possible Duplicate: Make a big deal out of == true? I've been looking at a lot of code samples recently, and I keep noticing the use of... if( expression == true ) // do something... and... x = ( expression == true ) ? x : y; I've tended to always use... x = ( expression ) ? x : y; and... if( expression ) // do something... Where == true is implicit (and obvious?) Is this just a habit of mine, and I'm being picky about the explicit use of == true, or is it simply bad practice?

    Read the article

  • mouseover producing multiple images works in Firefox, but not i.e.

    - by tcantrel
    The code below allows the user to hover over 1 object and it not only replaces the object but also shows an additional object between the buttons. It works great in Firefox, but does not in Internet Explorer. HELP webpage: http://www.isp.ucar.edu/ Thx, Terri if ( < ocument.images) { img1on = new Image(); img1on.src = "images/buttons/button-beachon-on.gif"; img1off = new Image(); img1off.src = "images/buttons/button-beachon.gif"; img2on = new Image(); img2on.src = "images/buttons/button-bgs-on.gif"; img2off = new Image(); img2off.src = "images/buttons/button-bgs.gif"; img3on = new Image(); img3on.src = "images/buttons/button-iam-on.gif"; img3off = new Image(); img3off.src = "images/buttons/button-iam.gif"; img4on = new Image(); img4on.src = "images/buttons/button-nvia-on.gif"; img4off = new Image(); img4off.src = "images/buttons/button-nvia.gif"; img5on = new Image(); img5on.src = "images/buttons/button-utls-on.gif"; img5off = new Image(); img5off.src = "images/buttons/button-utls.gif"; img6on = new Image(); img6on.src = "images/buttons/button-water-on.gif"; img6off = new Image(); img6off.src = "images/buttons/button-water.gif"; img7on = new Image(); img7on.src = "images/buttons/button-exploratory-on.gif"; img7off = new Image(); img7off.src = "images/buttons/button-exploratory.gif"; // second image that does not appear in original button space img1ad = new Image(); img1ad.src = "images/buttons/beachon-overview-sm.gif"; img2ad = new Image(); img2ad.src = "images/buttons/bgs-overview-sm.gif"; img3ad = new Image(); img3ad.src = "images/buttons/iam-overview-sm.gif"; img4ad = new Image(); img4ad.src = "images/buttons/nvia-overview-sm.gif"; img5ad = new Image(); img5ad.src = "images/buttons/utls-overview-sm.gif"; img6ad = new Image(); img6ad.src = "images/buttons/water-overview-sm.gif"; img7ad = new Image(); img7ad.src = "images/buttons/exploratory-overview-sm.gif"; } function imgOn(imgName) { if ( < ocument.images) { document[imgName].src = eval(imgName + "on.src"); document["holder"].src = eval(imgName + "ad.src"); } } function imgOff(imgName) { if ( < ocument.images) { document[imgName].src = eval(imgName + "off.src"); document["holder"].src = "images/buttons/isp-overview-sm.gif"; } }

    Read the article

  • WPF ToggleButton changing image depending on state

    - by mack369
    I would like to use ToggleButton in following way: There are 5 different images and each of them should be displayed depending on current state: button disabled button enabled, unchecked button enabled, unchecked, pointed by mouse cursor button enabled, checked button enabled, checked, pointed by mouse cursor I've found a simple example with two images on http://social.msdn.microsoft.com/Forums/en-US/wpf/thread/28c36bd2-2ef7-4232-9976-2a0967140e32 , but how to change the image depending on "checked" property? The second question: how can I avoid creating different styles for each button in my application? I'm using about 20 different buttons and each of them has different set of icons. So far I'm using only one icon, below my code. Is it possible to have common code (style and template) and to define the source of images in section where I want to create button (like in section 3 of my code)? <ControlTemplate x:Key="ToggleButtonTemplate" TargetType="{x:Type ToggleButton}"> <Grid> <Border x:Name="ContentBorder" CornerRadius="4" BorderBrush="Transparent" BorderThickness="1" Background="{DynamicResource ButtonOff}"> <ContentPresenter SnapsToDevicePixels="{TemplateBinding SnapsToDevicePixels}" HorizontalAlignment="{TemplateBinding HorizontalContentAlignment}" Margin="{TemplateBinding Padding}" VerticalAlignment="{TemplateBinding VerticalContentAlignment}" RecognizesAccessKey="True"/> </Border> </Grid> <ControlTemplate.Triggers> <Trigger Property="IsPressed" Value="true"> <Setter TargetName="ContentBorder" Property="Background" Value="{DynamicResource ButtonOn}"/> </Trigger> <Trigger Property="IsChecked" Value="true"> <Setter TargetName="ContentBorder" Property="Background" Value="{DynamicResource ButtonOn}"/> </Trigger> <Trigger Property="IsEnabled" Value="false"> <Setter TargetName="ContentBorder" Property="Background" Value="{DynamicResource ButtonDisabled}"/> <Setter Property="Foreground" Value="{DynamicResource BorderDisabled}"/> </Trigger> </ControlTemplate.Triggers> </ControlTemplate> <Style x:Key="ToggleButtonStyle" TargetType="{x:Type ToggleButton}"> <Setter Property="Width" Value="64" /> <Setter Property="Height" Value="64" /> <Setter Property="HorizontalContentAlignment" Value="Center"/> <Setter Property="VerticalContentAlignment" Value="Center"/> <Setter Property="Template" Value="{DynamicResource ToggleButtonTemplate}" /> </Style> <ToggleButton IsChecked="{Binding Path=IsLectorModeEnabled}" Command="{Binding CmdLector}" Style="{DynamicResource ToggleButtonStyle}"> <Image Source="{DynamicResource LectorImage}" HorizontalAlignment="Center" VerticalAlignment="Center" Stretch="None" /> </ToggleButton>

    Read the article

  • How to convert ISampleGrabber::BufferCB's buffer to a bitmap

    - by user2509919
    I am trying to use the ISampleGrabberCB::BufferCB to convert the current frame to bitmap using the following code: int ISampleGrabberCB.BufferCB(double sampleTime, IntPtr buffer, int bufferLength) { try { Form1 form1 = new Form1("", "", ""); if (pictureReady == null) { Debug.Assert(bufferLength == Math.Abs(pitch) * videoHeight, "Wrong Buffer Length"); } Debug.Assert(imageBuffer != IntPtr.Zero, "Remove Buffer"); Bitmap bitmapOfCurrentFrame = new Bitmap(width, height, capturePitch, PixelFormat.Format24bppRgb, buffer); MessageBox.Show("Works"); form1.changepicturebox3(bitmapOfCurrentFrame); pictureReady.Set(); } catch (Exception ex) { MessageBox.Show(ex.ToString()); } return 0; } However this does not seem to be working. Additionally it seems to call this function when i press a button which runs the following code: public IntPtr getFrame() { int hr; try { pictureReady.Reset(); } catch (Exception ex) { MessageBox.Show(ex.ToString()); } imageBuffer = Marshal.AllocCoTaskMem(Math.Abs(pitch) * videoHeight); try { gotFrame = true; if (videoControl != null) { hr = videoControl.SetMode(stillPin, VideoControlFlags.Trigger); DsError.ThrowExceptionForHR(hr); } if (!pictureReady.WaitOne(9000, false)) { throw new Exception("Timeout waiting to get picture"); } } catch { Marshal.FreeCoTaskMem(imageBuffer); imageBuffer = IntPtr.Zero; } return imageBuffer; } Once this code is ran I get a message box which shows 'Works' thus meaning my BufferCB must of been called however does not update my picture box with the current image. Is the BufferCB not called after every new frame? If so why do I not recieve the 'Works' message box? Finally is it possible to convert every new frame into a bitmap (this is used for later processing) using BufferCB and if so how? Edited code: int ISampleGrabberCB.BufferCB(double sampleTime, IntPtr buffer, int bufferLength) { Debug.Assert(bufferLength == Math.Abs(pitch) * videoHeight, "Wrong Buffer Length"); Debug.Assert(imageBuffer != IntPtr.Zero, "Remove Buffer"); CopyMemory(imageBuffer, buffer, bufferLength); Decode(buffer); return 0; } public Image Decode(IntPtr imageData) { var bitmap = new Bitmap(width, height, pitch, PixelFormat.Format24bppRgb, imageBuffer); bitmap.RotateFlip(RotateFlipType.RotateNoneFlipY); Form1 form1 = new Form1("", "", ""); form1.changepicturebox3(bitmap); bitmap.Save("C:\\Users\\...\\Desktop\\A2 Project\\barcode.jpg"); return bitmap; } Button code: public void getFrameFromWebcam() { if (iPtr != IntPtr.Zero) { Marshal.FreeCoTaskMem(iPtr); iPtr = IntPtr.Zero; } //Get Image iPtr = sampleGrabberCallBack.getFrame(); Bitmap bitmapOfFrame = new Bitmap(sampleGrabberCallBack.width, sampleGrabberCallBack.height, sampleGrabberCallBack.capturePitch, PixelFormat.Format24bppRgb, iPtr); bitmapOfFrame.RotateFlip(RotateFlipType.RotateNoneFlipY); barcodeReader(bitmapOfFrame); } public IntPtr getFrame() { int hr; try { pictureReady.Reset(); } catch (Exception ex) { MessageBox.Show(ex.ToString()); } imageBuffer = Marshal.AllocCoTaskMem(Math.Abs(pitch) * videoHeight); try { gotFrame = true; if (videoControl != null) { hr = videoControl.SetMode(stillPin, VideoControlFlags.Trigger); DsError.ThrowExceptionForHR(hr); } if (!pictureReady.WaitOne(9000, false)) { throw new Exception("Timeout waiting to get picture"); } } catch { Marshal.FreeCoTaskMem(imageBuffer); imageBuffer = IntPtr.Zero; } return imageBuffer; } I also still need to press the button to run the BufferCB Thanks for reading.

    Read the article

  • Storing image files, psd files, ai files, flash in subversion

    - by nishantcm
    Hi, Can I store large amounts of image files in subversion. My designers usually create these designs and store them anywhere on their pc and there's no system. Can I store the files in an svn repository. That way I can also protect my data against unauthorized access and its also easier to archive. What are your comments and is there any better way to do this? Thanks!

    Read the article

< Previous Page | 171 172 173 174 175 176 177 178 179 180 181 182  | Next Page >