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  • Need AngularJS grid resizing directive to resize "thumbnail" that contains no image

    - by thebravedave
    UPDATE Plunker to project: http://plnkr.co/edit/oKB96szQhqwpKQbOGUDw?p=preview I have an AngularJS project that uses AngularJS Bootstrap grids. I need all of the grid elements to have the same size so they stack properly. I created an angularJs directive that auto resizes the grid element when placed in said grid element. I have 2 directives that do this for me Directive 1: onload Directive 2: imageonload Directive 2 works. If the grid element uses an image, after the image loads then the directive triggers an event that sends the grid elements height to all other grid elements. If that height sent out via the event is greater than that of the grid element which is listening to the event then that listening grid element changes it's height to be the greater height. This way the largest height becomes the height for all the grid elements. Directive 1 does not work. This one is placed on the outer most grid elements html element, and is triggered when the element loads. The problem is that when the element loads and the onload directive is called AngularJS has not yet filled out the data in said grid element. The outcome is that the real height after AngularJS data binds is not broadcast as an event. My only solution I have thought of (but haven't tried) is to add an image url to an image that exists but doesn't have any data in it, and place that in the grid element (the one that didn't have any images before placing the blank one in). I could then call imageonload instead of onload and I pretty sure the angularjs data binding will have taken place by then. the problem is that that is pretty hacky. I would rather be able to have not an image in the grid element, and be able to call my custom onload directive and have the onload directive calculate the height AFTER angularJS data binds to all of the data binding variables in the grid element. Here is my imageonload directive .directive('imageonload', function($rootScope) { return { restrict: 'A', link: function(scope, element, attrs) { scope.heightArray = []; scope.largestHeight = 50; element.bind('load', function() { broadcastThumbnailHeight(); }); scope.$on('imageOnLoadEvent', function(caller, value){ var el = angular.element(element); var id = el.prop('id'); var pageName = el.prop('title'); if(pageName == value[0]){ if(scope.largestHeight < value[1]){ scope.largestHeight = value[1]; var nestedString = el.prop('alt'); if(nestedString == "") nestedString = "1"; var nested = parseInt(nestedString); nested = nested - 1; var inte = 0; var thumbnail = el["0"]; var finalThumbnailContainer = thumbnail.parentElement; while(inte != nested){ finalThumbnailContainer = finalThumbnailContainer.parentElement; inte++; } var innerEl = angular.element(finalThumbnailContainer); var height = value[1]; innerEl.height(height); } } }); scope.$on('findHeightAndBroadcast', function(){ broadcastThumbnailHeight(); }); scope.$on('resetThumbnailHeight', function(){ scope.largestHeight = 50; }); function broadcastThumbnailHeight(){ var el = angular.element(element); var id = el.prop('id'); var alt = el.prop('alt'); if(alt == "") alt = "1"; var nested = parseInt(alt); nested = nested - 1; var pageName = el.prop('title'); var inte = 1; var thumbnail = el["0"]; var finalThumbnail = thumbnail.parentElement; while(inte != nested){ finalThumbnail = finalThumbnail.parentElement; inte++; } var elZero = el["0"]; var clientHeight = finalThumbnail.clientHeight; var arr = []; arr[0] = pageName; arr[1] = clientHeight; $rootScope.$broadcast('imageOnLoadEvent', arr); } } }; }) And here is my onload directive .directive('onload', function($rootScope) { return { restrict: 'A', link: function(scope, element, attrs) { scope.largestHeight=100; getHeightAndBroadcast(); scope.$on('onLoadEvent', function(caller, value){ var el = angular.element(element); var id = el.prop('id'); var pageName = el.prop('title'); if(pageName == value[0]){ if(scope.largestHeight < value[1]){ scope.largestHeight = value[1]; var height = value[1]; el.height(height); } } }); function getHeightAndBroadcast(){ var el = angular.element(element); var h = el["0"].children; var thumbnailHeightElement = angular.element(h); var pageName = el.prop("title"); var clientHeight = thumbnailHeightElement["0"].clientHeight; var arr = []; arr[0] = pageName; arr[1] = clientHeight; if(clientHeight != undefined) $rootScope.$broadcast('onLoadEvent', arr); } } }; }) Here is an example of one of my grid elements that uses imageonload. Note the imageonload directive in the image html element. This works. There is also an onload directive on the outer most html of the grid element. That does not work. I have stepped through this carefully in Firebug and saw that the onload was calculating the height before AngularJS data binding was complete. <div class="thumbnail col-md-3" id="{{product.id}}" title="thumbnailAdminProductsGrid" onload> <div class="row"> <div class="containerz"> <div class="row-fluid"> <div class="col-md-2"></div> <div class="col-md-7"> <div class="textcenterinline"> <!--tag--><img class="img-responsive" id="{{product.id}}" title="imageAdminProductsGrid" alt=6 ng-src="{{product.baseImage}}" imageonload/><!--end tag--> </div> </div> </div> <div class="caption"> <div class="testing"> <div class="row-fluid"> <div class="col-md-12"> <h3 class=""> <!--tag--><a href="javascript:void(0);" ng-click="loadProductView('{{product.id}}')">{{product.name}}</a><!--end tag--> </h3> </div> </div> <div class="row-fluid"> <div class="col-md-12"> <p class="lead"><!--tag--> {{product.price}}</p><!--end tag--> </div> </div> <div class="row-fluid"> <div class="col-md-12"> <p><!--tag-->{{product.inStock}} units available<!--end tag--></p> </div> </div> <div class="row-fluid"> <div class="col-md-12"> <p class=""><!--tag-->{{product.generalDescription}}<!--end tag--></p> </div> </div> <!--tag--> <div data-ng-if="product.specialized=='true'"> <div class="row-fluid"> <div class="col-md-12" ng-repeat="varCat in product.varietyCategoriesAndOptions"> <b><h4>{{varCat.varietyCategoryName}}</h4></b> <select ng-model="varCat.varietyCategoryOption" ng-options="value.varietyCategoryOptionId as value.varietyCategoryOptionValue for (key,value) in varCat.varietyCategoryOptions"> </select> </div> </div> </div> <!--end tag--> <div class="row-fluid"> <div class="col-md-12"> <!--tag--><div ng-if="product.weight==0"><b>Free Shipping</b></div><!--end tag--> </div> </div> </div> </div> </div> </div> Here is an example of one of the html for one of my grid elements that only uses the "onload" directive and not "imageonload" <div class="thumbnail col-md-3" title="thumbnailCouponGrid" onload> <div class="innnerContainer"> <div class="text-center"> {{coupon.name}} <br /> <br /> <b>Description</b> <br /> {{coupon.description}} <br /> <br /> <button class="btn btn-large btn-primary" ng-click="goToCoupon()">View Coupon Details</button> </div> </div> The imageonload function might look a little confusing because I use the img html attribute "alt" to signal to the directive how many levels the imageonload is placed below the outermost html for the grid element. We have to have this so the directive knows which html element to set the new height on. also I use the "title" attribute to set which grid this grid resizing is for (that way you can use the directive multiple times on the same page for different grids and not have the events for the wrong grid triggered). Does anyone know how I can get the "onload" directive to get called AFTER angularJS binds to the grid element? Just for completeness here are 2 images (almost looks like just 1), the second is a grid that contains grid elements that have images and use the "imageonload" directive and the first is a grid that contains grid elements that do not use images and only uses the "onload" directive.

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  • Raphael JS image animation performance.

    - by michael
    Hi, I'm trying to create an image animation using Raphael JS. I want the effect of a bee moving randomly across the page, I've got a working example but it's a bit "jittery", and I'm getting this warning in the console: "Resource interpreted as image but transferred with MIME type text/html" I'm not sure if the warning is causing the "jittery" movement or its just the way I approached it using maths. If anyone has a better way to create the effect, or improvements please let me know. I have a demo online here and heres my javascript code: function random(min, max) { return Math.floor(Math.random() * (max - min + 1)) + min; } function BEE(x, y, scale) { this.x = x; this.y = y; this.s = scale; this.paper = Raphael("head", 915, 250); this.draw = function() { this.paper.clear(); this.paper.image("bee.png", this.x, this.y, 159*this.s, 217*this.s); } this.update = function() { var deg = random(-25, 25); var newX = Math.cos(Raphael.rad(deg)) * 2; var newY = Math.sin(Raphael.rad(deg)) * 2; this.x += newX; this.y += newY; if( this.x > 915) { this.x = 0; } if( this.y > 250 || this.y < 0 ) { this.y = 125; } } } $(document).ready(function() { var bee = new BEE(100, 150, 0.4); var timer = setInterval(function(){ bee.draw(); bee.update(); }, 15); }

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  • How to add an image dynamically at runtime in java

    - by Brandon
    I've been trying to load up an image dynamically in runtime for the longest time and have taken a look at other posts on this site and have yet to find exactly the thing that will work. I am trying to load an image while my GUI is running (making it in runtime) and have tried various things. Right now, I have found the easiest way to create an image is to use a JLabel and add an ImageIcon to it. This has worked, but when I go to load it after the GUI is running, it fails saying there is a "NullPointerException". Here is the code I have so far: p = Runtime.getRuntime().exec("python C:\\FaceVACS\\roc.py " + "C:/FaceVACS/OutputCMC_" + target + ".txt " + "C:/FaceVACS/ROC_" + target + ".png"); Icon graph = new ImageIcon("C:\\FaceVACS\\OutputCMC_" + target + ".png"); roc_image.setIcon(graph); panel.add(roc_image); panel.revalidate(); gui.frame.pack(); I tried panel.validate(), panel.revalidate(), and I've also tried gui.getRootPane(), but I can't seem to find anything that will work. Any ideas would be helpful! Thanks

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  • getting a tiled image collection on the iPad (deepzoom)

    - by Chris B
    I have a set of tiled image collections created via microsoft's deep zoom composer, and a silverlight app that currently consumes them for display via MultiScaleImage - it's all working pretty well - I'd just like to get some experience with iPad programming and have a couple of ideas for some ipad applications. All my ideas rely on me being able to display/manipulate these tiled image sets (on the iPad). I just picked up a iMac to facilitate this. I'm not seeing any objective-c / cocoa-touch libraries for this though, so am assuming I will have to roll my own. (Saw the seadragon ajax component, which is pretty slick, but I'm dealing with collections here, which it doesn't support. I would also like to roll this as a native app just to get the experience). The only open source project I found for displaying/manipulating the tiled image sets was Openzoom -a flash component. I'm not to familiar with actionscript either (python, java, c#, and c are the only languages I have really used), but briefly inspecting the code I didn't really have any issues with it and can probably use it for hints on how to swap the tiles in and out, etc.. But, as I'm pretty new to obj-c/cocoa-touch, some pointers in the right direction would be appreciated. 1) Are there any other projects out there I am missing, or is openzoom my best bet for some reference? 2) Should I be trying to do this display in the UIKit framework, or should I do it as an OpenGL display? 3) Any other suggestions/pointers that I didn't think to ask.

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  • How do I add a comment to an image using jQuery

    - by marcamillion
    So I am trying to replicate Facebook's picture tagging functionality, and I have the functionality that onClick, a box is created and there is a comment box. Now the issue is that I want to be able to (without doing any back-end processing) take the input from the input field and add it in some form to the underlying image area that they have selected. I would also like to add a small image to that area, that shows that a comment is there. How do I do that? See the code below for what I have for the comment box: <script type="text/javascript"> $(function() { var tag_box = $("<div>").appendTo("body").css({ "width": "40px", "height":"40px", "border":"4px solid #000000", "position":"absolute", "display":"none", "padding":"15px" }); var comment_box = $("<form action='#'><input id='comment' type='text' name='comment' placeholder='Add comment'></form>").appendTo(tag_box).css({"position":"absolute"}); $("#image-wrapper").live('click', function(e){ tag_box.css({ "left": e.pageX - 40, "top": e.pageY - 40, "display": "block" }) .after(comment_box.css({ "left": e.pageX - 65, "top": e.pageY + 40 })); }); }); </script> Now...whenever the user presses enter, the info in the comment box is appended to the URL like so: .html?comment=comment value# Thanks

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  • Use jQuery to find and add an image tooltip

    - by lund.mikkel
    Hey people Okay, what I'm trying to accomplish is a simple tool tip that, when you hover over the name of a color, shows a little image of that color. The html markup looks like this: <label class="colorPicker"> <input type="radio" checked="" id="20" value="20" name="id[2]"> <img width="16" height="16" title=" DinoBlack Mat " alt="DinoBlack Mat" src="images/attributes/color/dinoblack_mat.jpg">DinoBlack Mat </label> <label class="colorPicker"> <input type="radio" id="874" value="874" name="id[2]"> <img width="16" height="16" title="XrayBlue shiny" alt="XrayBlue shiny" src="images/attributes/color/xrayblue_shiny.jpg">XrayBlue shiny </label> I'm using the jQuery plugin "Tooltip" and I've added following to my main js-file: $('.colorPicker').tooltip({ track: true, delay: 0, showURL: false, fade: 250, bodyHandler: function() { return $("<img/>").attr("src", [THE SOURCE FOR THE IMAGE]); } }); The idea is simply that the image should be hidden by default. But when you hover over the text the little thumbnail shows up and makes it easy to recognize the color. The problem is I haven't got a clue how to get the src for the thumbnail. I don't know how to extract the src from the img inside the selected element. I've tried various combinations using the this keyword, but nothing seemed to work. I've also tried to add the src path as a rel attribute to the label, but also without any success. Should be needless to say I also control the PHP-output... I really hope you can help me. I've search the web for days without any luck. I'm getting desperate :D /Mikkel Lund

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  • Display image background fully for last repeat in a div

    - by Stiggler
    I have a 700x300 background repeating seamlessly under the main content-div. Now I'd like to attach a div at the bottom of the content-div, containing a continuation-to-end of the background image, connecting seamlessly with the background above it. Due to the nature of the pattern, unless the full 300px height of the background image is visible in the last repeat of the content-div's backround, the background in the div below won't seamlessly connect. Basically, I need the content div's height to be a multiple of 300px under all circumstances. What's a good approach to this sort of problem? I've tried resizing the content-div on loading the page, but this only works as long as the content div doesn't contain any resizing, dynamic content, which is not my case: function adjustContentHeight() { // Setting content div's height to nearest upper multiple of column backgrounds height, // forcing it not to be cut-off when repeated. var contentBgHeight = 300; var contentHeight = $("#content").height(); var adjustedHeight = Math.ceil(contentHeight / contentBgHeight); $("#content").height(adjustedHeight * contentBgHeight); } $(document).ready(adjustContentHeight); What I'm looking for there is a way to respond to a div resizing event, but there doesn't seem to be such a thing. Also, please assume I have no access to the JS controlling the resizing of content in the content-div, though this is potentially a way of solving the problem. Another potential solution I was thinking off was to offset the background image in the bottom div by a certain amount depending on the height of the content-div. Again, the missing piece seems to be the ability to respond to a resize event.

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  • Stretch Background Image & Resize With Browser Window

    - by user241673
    I am trying to replicate the image resizing found at http://devkick.com/lab/fsgallery/ but with the code I have below, it is not working properly. When resizing the browser window to have small width and big height, white space shows up at the bottom of the page. feel free to see it & edit at http://jsbin.com/ifolu3 The CSS: html, body {width:100%; height:100%; overflow:hidden;} div.bg {position:absolute; width:200%; height:200%; top:-50%; left:-50%;} img.bg {min-height:50%; min-width:50%; margin:0 auto; display:block;} The JS/jQuery: $(window).resize(function(){ var ratio = Math.max($(window).width()/$('img.bg').width(),$(window).height()/$('img.bg').height()); if ($(window).width() $(window).height()) { $('img.bg').css({width:image.width()*ratio,height:'auto'}); } else { $('img.bg').css({width:'auto',height:image.height()*ratio}); } }); The HTML - (sorry for the formatting, had trouble getting "<" to show) [body] [div class="bg"] [img class="bg" src="bg.jpg" /] [/div] [/body]

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  • Programmatically creating a clickable area on an image.

    - by Thomas Stock
    Hi, I'm trying to create "imagemaps" on an image in wpf using codebehind. See the following XML: <Button Type="Area"> <Point X="100" Y="100"></Point> <Point X="100" Y="200"></Point> <Point X="200" Y="200"></Point> <Point X="200" Y="100"></Point> <Point X="150" Y="150"></Point> </Button> I'm trying to translate this to a button on a certain image in my WPF app. I've already did a part of this, but I'm stuck at setting the Polygon as the button's "template": private Button GetAreaButton(XElement buttonNode) { // get points PointCollection buttonPointCollection = new PointCollection(); foreach (var pointNode in buttonNode.Elements("Point")) { buttonPointCollection.Add(new Point((int)pointNode.Attribute("X"), (int)pointNode.Attribute("Y"))); } // create polygon Polygon myPolygon = new Polygon(); myPolygon.Points = buttonPointCollection; myPolygon.Stroke = Brushes.Yellow; myPolygon.StrokeThickness = 2; // create button based on polygon Button button = new Button(); ????? } I'm also unsure on how to add/remove this button to/from my image, but I'm looking into that. Any help is appreciated.

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  • simple image upload in aspnet mvc

    - by FosterZ
    hi,i'm building a simple school portal, i have stucked at uploading an image into my application, i.e a user should upload school image to my server, i have directory for images as ./Content/Images -- all uploading images should be uploaded to this directory. i have following code input type="file" id="SchoolImageUrl" name="SchoolImageUrl" class="required" using this m'getting a browse button, i have no idea how to upload that image to server and how would be my action controller ? i have following controller for creating school public ActionResult SchoolCreate(_ASI_School schoolToCreate, FormCollection collection) { if (!ModelState.IsValid) return View(); try { // TODO: Add insert logic here schoolToCreate.SchoolId = Guid.NewGuid().ToString(); schoolToCreate.UserId = new Guid(Request.Form["currentUser"]); schoolToCreate.SchoolAddedBy = User.Identity.Name; HttpPostedFileBase file = Request.Files["SchoolImageUrl"]; file.SaveAs(file.FileName); //schoolToCreate.SchoolImageUrl = Reuseable.ImageUpload(Request.Files["SchoolImageUrl"], Server.MapPath("../Content")); //schoolToCreate.SchoolImageUrl = Path.GetFullPath(Request.Files[0].FileName); schoolToCreate.SchoolImageUrl = collection["SchoolImageUrl"]; UpdateModel(schoolToCreate); _schoolRepository.CreateSchool(schoolToCreate); //_schoolRepository.SaveToDb(); return RedirectToAction("DepartmentCreate", "Department", new { userId = schoolToCreate.UserId, schoolId = schoolToCreate.SchoolId }); } catch { return View("CreationFailed"); } } here im geting object referece error

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  • Retain, reuse, release?

    - by Typeoneerror
    I've got a series of buttons that each use a different image. Can I reuse a retained variable like this below: // set images UIImage *image = [[dice1 backgroundImageForState:UIControlStateHighlighted] retain]; [dice1 setBackgroundImage:image forState:(UIControlStateHighlighted|UIControlStateSelected)]; image = [dice2 backgroundImageForState:UIControlStateHighlighted]; [dice2 setBackgroundImage:image forState:(UIControlStateHighlighted|UIControlStateSelected)]; image = [dice3 backgroundImageForState:UIControlStateHighlighted]; [dice3 setBackgroundImage:image forState:(UIControlStateHighlighted|UIControlStateSelected)]; image = [dice4 backgroundImageForState:UIControlStateHighlighted]; [dice4 setBackgroundImage:image forState:(UIControlStateHighlighted|UIControlStateSelected)]; image = [dice5 backgroundImageForState:UIControlStateHighlighted]; [dice5 setBackgroundImage:image forState:(UIControlStateHighlighted|UIControlStateSelected)]; image = [dice6 backgroundImageForState:UIControlStateHighlighted]; [dice6 setBackgroundImage:image forState:(UIControlStateHighlighted|UIControlStateSelected)]; [image release]; or do I need to create a new UIImage for each image passed to each button's setBackgroundImage: like so: // set images UIImage *image1 = [dice1 backgroundImageForState:UIControlStateHighlighted]; [dice1 setBackgroundImage:image1 forState:(UIControlStateHighlighted|UIControlStateSelected)]; UIImage *image2 = [dice2 backgroundImageForState:UIControlStateHighlighted]; [dice2 setBackgroundImage:image forState:(UIControlStateHighlighted|UIControlStateSelected)]; and rely on autorelease rather than a retained UIImage. I'm not sure if assigning the image to a different UIImage would effect the retain count.

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  • how to load image from file using MFC

    - by Sweety Khan
    **my browse button code is void CFileOpenDlg::OnBnClickedButton1() { // TODO: Add your control notification handler code here CFileDialog dlg(TRUE); int result=dlg.DoModal(); if(result==IDOK) { path=dlg.GetPathName(); UpdateData(FALSE); } } and this is the code for loading an image from resource but tht does not work for loading an image from file. i know LoadImage(); is used for this but how? how can i edit this code to load image from file. Plzz help..... void CFileOpenDlg::OnBnClickedButton2() { // TODO: Add your control notification handler code here CRect r; CBitmap* m_bitmap; CDC dc, *pDC; BITMAP bmp; m_bitmap = new CBitmap(); m_bitmap-LoadBitmapW(IDB_BITMAP1); m_bitmap-GetBitmap(&bmp); pDC = this-GetDC(); dc.CreateCompatibleDC(pDC); dc.SelectObject(m_bitmap); pDC-BitBlt(200, 200, bmp.bmWidth, bmp.bmHeight, &dc,0 , 0, SRCCOPY); m_bitmap-DeleteObject(); m_bitmap-Detach(); } waiting for reply........**

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  • Get Image from Byte Aarray.

    - by Arun Thakkar
    Hello Everyone!! Hope You all are fine and also in one of your best of moods!! Hope You all are Enjoying iPhone development. I herewith one issue that i am not able to solve, may be i don't know the depth concept of iPhone. So Its my humble requet to you to guide me or suggest or share your ideas. I do find an issue with getting an image from Bytes array. I am calling a webservice which returns an image in form of Bytes Array as response. I have Converted this bytes array in to form of NSData, Now i have NSData, But When i Try to get an image from this NSData, It shows nil. I Did lots of R&D and Find one suggestion to use base64 encoder, But unfortunately because of not proper guidance I was not able to Implement that. I was also suggested to use OPenSSL Library for base64 from url http://www.cocoadev.com/index.pl?BaseSixtyFour But again i was not able to include #include #include these two files. as in Newer Version of SDK 3.X family Apple has depreciated those (as i guess). So Now i need help from you guys. kindly help me if you have solution or if you know the steps to solve these. Looking Forwards. Regards, Arun Thakkar

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  • [iText] Inserting Image onCloseDocument

    - by David
    I'm trying to insert an image in the footer of my document using iText's onCloseDocument event. I have the following code: public void onCloseDocument(PdfWriter writer, Document document) { PdfContentByte pdfByte = writer.getDirectContent(); try { // logo is a non-null global variable Image theImage = new Jpeg(logo); pdfByte.addImage(theImage, 400.0f, 0.0f, 0.0f, 400.0f, 0.0f, 0.0f); } catch (Exception e) { e.printStackTrace(); } } The code throws no exceptions, but it also fails to insert the image. This identical code is used onOpenDocument to insert the same logo. The only difference between the two methods are the coordinates in pdfByte.addImage. However, I've tried quite a few different coordinations in onCloseDocument and none of them appear anywhere in my document. Is there any troubleshooting technique for detecting content which is displayed off-page in a PDF? If not, can anyone see the problem with my onCloseDocument method? Edit: As a followup, it seems that onDocumentClose puts its content on page document.length() + 1 (according to its API). However, I don't know how to change the page number back to document.length() and place my logo on the last page.

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  • Stop image from tiling

    - by Glen Morse
    I have a procedure: procedure DrawSolidHexImage(Target: TCanvas; { Canvas to draw hex on } Fillstyle : TBrushStyle; { How to fill the hex } Fillcolor : TColor; { Color to fill it } fillimage : Tbitmap; { Image to show} Linestyle : TPenStyle; { What kind of lines } LineColor : Tcolor; { What color for lines } x,y,radius: integer; { Position and size of Hex } button : boolean); { Make hexes look like buttons? } When I use this, the image is tiled to fill the area. Is there something I can add or must remove to make it not tile? Thus not repeating the image. Maybe make it center? The Code in which I use DrawSolidHexImage looks like: procedure THexMap.ImageAHex(ImageWanted : TBitmap; HexPatternWanted: TBrushStyle; MapLocation:TPoint); var p0:TPoint; begin if FHexMapOn and FDrawSolidMap and (not UseSavedMap) then begin with TempMap.canvas do p0 := ConvertCoords(Point(MapLocation.x,MapLocation.y),ptROWCOL); DrawSolidHexImage(TempMap.Canvas,HexPatternWanted,clGray, Imagewanted,psSolid,LineColor,p0.x,p0.y,hexradius,hex3d); Refresh; end; end;

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  • Creating a method for wrapping a loaded image in a UIImageView

    - by eco_bach
    I have the following un my applicationDidFinishLaunching method UIImage *image2 = [UIImage imageWithContentsOfFile:[[NSBundle mainBundle] pathForResource:@"image2.jpg" ofType:nil]]; view2 = [[UIImageView alloc] initWithImage:image2]; view2.hidden = YES; [containerView addSubview:view2]; I'm simply adding an image to a view. But because I need to add 30-40 images I need to wrap the above in a function (which returns a UIImageView) and then call it from a loop. This is my first attempt at creating the function -(UIImageView)wrapImageInView:(NSString *)imagePath { UIImage *image = [UIImage imageWithContentsOfFile:[[NSBundle mainBundle] pathForResource:imagePath ofType:nil]]; UIImageView *view = [[UIImageView alloc] initWithImage:image]; view.hidden = YES; } And then to invoke it I have the following so far, for simplicity I am only wrapping 3 images //Create an array and add elements to it NSMutableArray *anArray = [[NSMutableArray alloc] init]; [anArray addObject:@"image1.jpg"]; [anArray addObject:@"image2.jpg"]; [anArray addObject:@"image3.jpg"]; //Use a for each loop to iterate through the array for (NSString *s in anArray) { UIImageView *wrappedImgInView=[self wrapImage:s]; [containerView addSubview:wrappedImgInView]; NSLog(s); } //Release the array [anArray release]; I have 2 general questions 1-Is my approach correct?, ie following best practices, for what I am trying to do (load a multiple number of images(jpgs, pngs, etc.) and adding them to a container view) 2-For this to work properly with a large number of images, do I need to keep my array creation separate from my method invocation? Any other suggestions welcome!

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  • RSpec: Can't convert Image to String when using Nested Resource.

    - by darrint
    I'm having trouble with and RSpec view test. I'm using nested resources and the model with a belongs_to association. Here's what I have so far: describe "/images/edit.html.erb" do include ImagesHelper before(:each) do @image_pool = stub_model(ImagePool, :new_record => false, :base_path => '/') assigns[:image] = @image = stub_model(Image, :new_record? => false, :source_name => "value for source_name", :image_pool => @image_pool) end it "renders the edit image form" do render response.should have_tag("form[action=#{image_path(@image)}][method=post]") do with_tag('input#image_source_name[name=?]', "image[source_name]") end end end The error I'm receiving: ActionView::TemplateError in '/images/edit.html.erb renders the edit image form' can't convert Image into String On line #3 of app/views/images/edit.html.erb 1: <h1>Editing image</h1> 2: 3: <% form_for(@image) do |f| %> 4: <%= f.error_messages %> 5: 6: <p> app/views/images/edit.html.erb:3 /opt/dtcm/railstest/lib/ruby/gems/1.9.1/gems/rspec-rails-1.3.2/lib/spec/rails/extensions/action_view/base.rb:27:in `render_with_mock_proxy' /opt/dtcm/railstest/lib/ruby/gems/1.9.1/gems/rspec-rails-1.3.2/lib/spec/rails/example/view_example_group.rb:170:in `render' Looking at the rails code where the exception occurs is not very revealing. Any ideas on how I can narrow down what is going on here? One thing I tried was calling form_for directly from the example and I got a different error griping about lack of 'polymorphic_path' defined on Spec::Rails::Example::ViewExampleGroup::Subclass_4:0xblah. Not sure if that actually means anything.

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  • how to redraw markers without redrawing the map? google maps.

    - by vishwanath
    I currently have a implementation where some markers coming from JSON list is shown, on a particular area, Now I want to filter these marker depending upon some criteria, I have done the filtering part, and got the filtered list. Now to render this markers on the map again, The current implementation loads the js with a key again, also creates the GMap2 object and draws the list of marker on the newly created map, which is really annoying. I want map to be there and only markers to be added and removed from the map. Any help is appreciated

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  • How can I rotate an image using Java/Swing and then set its origin to 0,0?

    - by JT
    I'm able to rotate an image that has been added to a JLabel. The only problem is that if the height and width are not equal, the rotated image will no longer appear at the JLabel's origin (0,0). Here's what I'm doing. I've also tried using AffineTransform and rotating the image itself, but with the same results. Graphics2D g2d = (Graphics2D)g; g2d.rotate(Math.toRadians(90), image.getWidth()/2, image.getHeight()/2); super.paintComponent(g2d); If I have an image whose width is greater than its height, rotating that image using this method and then painting it will result in the image being painted vertically above the point 0,0, and horizontally to the right of the point 0,0.

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  • Changing url of background image

    - by João Pedro
    I'm doing this interface where I have a lot of buttons that are just a li with a background image like this #menu ul.icons li.nove { background-image:url(images/edit-menu/icons/undo.png); background-size:contain; display:block; margin-top:29px; } <ul class="icons"> <li class="um"></li> <li class="dois"></li> <li class="tres"></li> <li class="quatro"></li> <li class="cinco"></li> <li class="seis"></li> <li class="sete"></li> <li class="oito"></li> <li class="nove"></li> <li class="dez"></li> </ul> I need to create a code where I change the background image of the button when the user clicks it, to show that button its activated, I just need to change url(images/edit-menu/icons/ to url(images/edit-menu/select/ and keep the same filename. I need a way to do this dynamically so I won't have to do it for each of the 10 buttons. Hope I was clear, thanks in advance

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  • Convert image color space and output separate channels in OpenCV

    - by Victor May
    I'm trying to reduce the runtime of a routine that converts an RGB image to a YCbCr image. My code looks like this: cv::Mat input(BGR->m_height, BGR->m_width, CV_8UC3, BGR->m_imageData); cv::Mat output(BGR->m_height, BGR->m_width, CV_8UC3); cv::cvtColor(input, output, CV_BGR2YCrCb); cv::Mat outputArr[3]; outputArr[0] = cv::Mat(BGR->m_height, BGR->m_width, CV_8UC1, Y->m_imageData); outputArr[1] = cv::Mat(BGR->m_height, BGR->m_width, CV_8UC1, Cr->m_imageData); outputArr[2] = cv::Mat(BGR->m_height, BGR->m_width, CV_8UC1, Cb->m_imageData); split(output,outputArr); But, this code is slow because there is a redundant split operation which copies the interleaved RGB image into the separate channel images. Is there a way to make the cvtColor function create an output that is already split into channel images? I tried to use constructors of the _OutputArray class that accepts a vector or array of matrices as an input, but it didn't work.

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  • Segmenting and masking all shades of red from an image using opencv

    - by vrinda
    I am trying to segment all shades of red form an image using hue saturation values and use InRangeS function to create a mask which should have all red areas whitened and all others blacked(a new 1 channel image). Thwn Inpaint them to kind of obscure the segmented portions. My code is as given. However I am unable to get an output image, it doesnt segment the desired color range. Any pointers on my approach and why it isnt working. ? using namespace std; int main() { IplImage *img1=cvLoadImage("/home/techrascal/projects/test1/image2.jpeg"); //IplImage *img3; IplImage *imghsv; IplImage *img4; CvSize sz=cvGetSize(img1); imghsv=cvCreateImage(sz,IPL_DEPTH_8U,3); img4=cvCreateImage(sz,IPL_DEPTH_8U,1); int width = img1->width; int height = img1->height; int bpp = img1->nChannels; cvNamedWindow("original", 1); cvNamedWindow("hsv",1); cvNamedWindow("Blurred",1); int r,g,b; // create inpaint mask: img 4 will behave as mask cvCvtColor(img1,imghsv,CV_BGR2HSV); CvScalar hsv_min = cvScalar(0, 0, 0, 0); CvScalar hsv_max = cvScalar(255, 0, 0, 0); //cvShowImage("hsv",imghsv); cvInRangeS( imghsv, hsv_min, hsv_max, img4 ); cvInpaint(img1, img4, img1, 3,CV_INPAINT_NS ); cvShowImage("Blurred",img1); cvReleaseImage(&img1); cvReleaseImage(&imghsv); cvReleaseImage(&img4); //cvReleaseImage(&img3); char d=cvWaitKey(10000); cvDestroyAllWindows(); return 0;}

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  • Customizing the Stars Image for Ajaxful_Rating RoR plugin

    - by Kevin
    I'm trying to come up with my own star image that's slightly smaller and different style than the one provided in the gem/plugin, but Ajaxful_rating doesn't have an easy way to do this. Here's what I've figured out so far: The stars.png in the public folder is three 25x25 pixel tiles stacked vertically, ordered empty star, normal star, and hover star. I'm assuming as long as you keep the above constraints, you should be fine without modifying any other files. But what if you want to change the image size of the stars to larger or smaller? I've found where you can change the height in the stylesheets/ajaxful_rating.css .ajaxful-rating{ position: relative; /*width: 125px; this is setted dynamically */ height: 25px; overflow: hidden; list-style: none; margin: 0; padding: 0; background-position: left top; } .ajaxful-rating li{ display: inline; } .ajaxful-rating a, .ajaxful-rating span, .ajaxful-rating .show-value{ position: absolute; top: 0; left: 0; text-indent: -1000em; height: 25px; line-height: 25px; outline: none; overflow: hidden; border: none; } You just need to change every place that says "25px" above to whatever height your new star image is. This works fine but doesn't display the horizontal part correctly. Anyone know where I would look to set the horizontal part as well? (I'm assuming it's in an .rb file somewhere based upon how many stars you specified in your ajaxful_rating setup)

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  • How can i fetch the large image from url

    - by Kutbi
    i used below code to fetch the image from url.but its not working for large image.. i missing something to add for that type of image to fetch. imgView = (ImageView)findViewById(R.id.ImageView01); imgView.setImageBitmap(loadBitmap("http://www.360technosoft.com/mx4.jpg")); //imgView.setImageBitmap(loadBitmap("http://sugardaddydiaries.com/wp-content/uploads/2010/12/how_do_i_get_sugar_daddy.jpg")); //setImageDrawable("http://sugardaddydiaries.com/wp-content/uploads/2010/12/holding-money-copy.jpg"); //Drawable drawable = LoadImageFromWebOperations("http://www.androidpeople.com/wp-content/uploads/2010/03/android.png"); //imgView.setImageDrawable(drawable); /* try { ImageView i = (ImageView)findViewById(R.id.ImageView01); Bitmap bitmap = BitmapFactory.decodeStream((InputStream)new URL("http://sugardaddydiaries.com/wp-content/uploads/2010/12/holding-money-copy.jpg").getContent()); i.setImageBitmap(bitmap); } catch (MalformedURLException e) { System.out.println("hello"); } catch (IOException e) { System.out.println("hello"); }*/ } protected Drawable ImageOperations(Context context, String string, String string2) { // TODO Auto-generated method stub try { InputStream is = (InputStream) this.fetch(string); Drawable d = Drawable.createFromStream(is, "src"); return d; } catch (MalformedURLException e) { e.printStackTrace(); return null; } catch (IOException e) { e.printStackTrace(); return null; } }

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