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  • Permanent fix for unicode characters not displaying correctly (as boxes)

    - by Chase
    Please read this entire message before replying. First I know how to fix the issue on a temporary basis. I am looking for a permanent fix. I work with foreign language files a lot. Unfortunately sometimes all the unicode characters in windows explorer, notepad, and other places (as rendered by windows, probably GDI) do not display correctly. That is they display as square blocks, where as they had just been displaying correctly. There are countless methods to temporarily correct the issue. But again, I want a way to permanently resolve the issue. What I have tried: The silly "Hide fonts based on language settings". This setting only applies to what fonts you see in the fonts folder and font dropdowns. It doesn't disable foreign fonts (doesn't work, or if it does, it is temporary). Deleting the font cache file and rebooting (works.. usually, temporary solution). Changing my locale and then back (sometimes works, temporary solution). Rebooting my PC and getting lucky (50-50 chance, temporary solution). Changing my keyboard input/adding foreign keyboard (temporary solution that only seems to work once). Reinstalling windows (temporary solution, sometimes lasts a few months though, I have done this 7 times across 3 computers) What I have not tried: Buying Windows Ultimate and installing the interface packs. This is not a solution. I can't read Japanese/Chinese and I do not want my interface in those languages. What I will not do: Switch to a different brand operating system (unix, linux, mac os x) Switch to an older version of windows (Windows Vista, XP, 2000, etc). So can anyone recommend a permanent fix for the problem?

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  • Edit a video to embed a bitmap.

    - by Rajkumar R
    I would like to edit a video so that i can embed a small bitmap image at any corner. The bitmap image has to be replaced with another image, for every two video frames. If somehow it is possible to covert a group of pictures into slideshow video then i want that video to be embedded at the corner of the main video. The size of the bitmap is about the size of a channel logo and that is exact space it will occupy in the video. Please guide me in accomplishing. Is there any existing libraries available to do this. I am working on .Net 4 platform but i do

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  • How to create curved Text on a Bitmap?

    - by TooFat
    I am currently dynamically creating a bitmap and using the graphics object from the string from the bitmap to Draw a string on it like so. System.Drawing.Graphics graph = System.Drawing.Graphics.FromImage(bmp); graph.DrawString(text, font, brush, new System.Drawing.Point(0, 0)); This returns a rectangle shaped bitmap with the string written straight across from left to right. I would like to also be able to draw the string in the shape of a rainbow. How can I do this?

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  • Controlling the visibility of a Bitmap in .NET

    - by ET
    Hi everyone, I am trying to create this simple application in c#: when the user double clicks on specific location in the form, a little circle will be drawn. By one click, if the current location is marked by a circle - the circle will be removed. I am trying to do this by simply register the MouseDoubleClick and MouseClick events, and to draw the circle from a .bmp file the following way: private void MouseDoubleClick (object sender, MouseEventArgs e) { Graphics g = this.CreateGraphics(); Bitmap myImage = (Bitmap)Bitmap.FromFile("Circle.bmp"); g.DrawImage(myImage, e.X, e.Y); } My problem is that I dont know how to make the circle unvisible when the user clicks its location: I know how to check if the selected location contains a circle (by managing a list of all the locations containig circles...), but I dont know how exactly to delete it. Another question: should I call the method this.CreateGraphics() everytime the user double-clicks a location, as I wrote in my code snippet, or should I call it once on initialization?

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  • Controling the visibility of a Bitmap in .NET

    - by ET
    Hi everyone, I am trying to create this simple application in c#: when the user double clicks on specific location in the form, a little circle will be drawn. By one click, if the current location is marked by a circle - the circle will be removed. I am trying to do this by simply register the MouseDoubleClick and MouseClick events, and to draw the circle from a .bmp file the following way: private void MouseDoubleClick (object sender, MouseEventArgs e) { Graphics g = this.CreateGraphics(); Bitmap myImage = (Bitmap)Bitmap.FromFile("Circle.bmp"); g.DrawImage(myImage, e.X, e.Y); } My problem is that I dont know how to make the circle unvisible when the user clicks its location: I know how to check if the selected location contains a circle (by managing a list of all the locations containig circles...), but I dont know how exactly to delete it. Another question: should I call the method this.CreateGraphics() everytime the user double-clicks a location, as I wrote in my code snippet, or should I call it once on initialization?

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  • Disposing a Bitmap through its Finalizer

    - by devoured elysium
    I have a complex program in which I have to first create, then use wrappers around bitmaps and send them across a lot of different classes. The problem in the end is deciding which classes should dispose the bitmaps. Most of the time the end classes don't know if they can indeed dispose the bitmap as the same bitmap can be used in several places. Also, I can't just copy the bitmaps because this is a kind of resource intensive algorithm and doing it would be dead slow. I looked up on reflector for Image/Bitmap's implementations and they seem to use the Dispose Pattern. So, even if I don't call Dispose(), the CLR will eventually call it some other time. Is it too bad if I just let the bitmaps be as they are, and let the finalizer take care of them?

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  • Windows 7 laptop fonts DPI is too big breaking certain applications

    - by rolls
    I have just installed windows 7 on a laptop and the fonts seem to be doing weird things, Ive adjusted the DPI back to 100% (was 125% by default) however certain applications (old delphi programmed ones) do not look correct still. Here is a screen shot comparing my laptop to my PC running the same software (ROCLink RTU configuration software), the PC looks fine but the laptop does not. Does anyone know where the problem may lie or what I should try next? Thanks

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  • How to clip a rectangle from a tiff?

    - by TooFat
    I have a Winforms Gui in C# that allows a user to draw a rectangle on a display of a tiff and save the position, height, width etc. Basically, what I want to do is take the saved position, height and width of the rectangle and clip that area into a sep. bitmap that can then be passed to sep. method that will just OCR the new clip of the bitmap only. What is the best way to do this?

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  • Blending pixels from Two Bitmaps

    - by MarkPowell
    I'm beating my head against a wall here, and I'm fairly certain I'm doing something stupid, so time to make my stupidity public. I'm trying to take two images, blend them together into a third image using standard blending algorithms (Hardlight, softlight, overlay, multiply, etc). Because Android does not have such blend properties build in, I've gone down the path of taking each pixel and combine them using an algorithm. However, the results are garbage. Any help would be appreciated. Below is the code, which I've tried to strip out all the "junk", but some may have made it through. I'll clean it up if something isn't clear. Bitmap src = BitmapFactory.decodeResource(getResources(), R.drawable.base, options); Bitmap mutableBitmap = src.copy(Bitmap.Config.RGB_565, true); int imageId = getResources().getIdentifier("drawable/" + filter, null, getPackageName()); Bitmap filterBitmap = BitmapFactory.decodeResource(getResources(), imageId, options); float scaleWidth = ((float) mutableBitmap.getWidth()) / filterBitmap.getWidth(); float scaleHeight = ((float) mutableBitmap.getHeight()) / filterBitmap.getHeight(); IntBuffer buffSrc = IntBuffer.allocate(src.getWidth() * src.getHeight()); mutableBitmap.copyPixelsToBuffer(buffSrc); buffSrc.rewind(); IntBuffer buffFilter = IntBuffer.allocate(resizedFilterBitmap.getWidth() * resizedFilterBitmap.getHeight()); resizedFilterBitmap.copyPixelsToBuffer(buffFilter); buffFilter.rewind(); IntBuffer buffOut = IntBuffer.allocate(src.getWidth() * src.getHeight()); buffOut.rewind(); while (buffOut.position() < buffOut.limit()) { int filterInt = buffFilter.get(); int srcInt = buffSrc.get(); int alphaValueFilter = Color.alpha(filterInt); int redValueFilter = Color.red(filterInt); int greenValueFilter = Color.green(filterInt); int blueValueFilter = Color.blue(filterInt); int alphaValueSrc = Color.alpha(srcInt); int redValueSrc = Color.red(srcInt); int greenValueSrc = Color.green(srcInt); int blueValueSrc = Color.blue(srcInt); int alphaValueFinal = convert(alphaValueFilter, alphaValueSrc); int redValueFinal = convert(redValueFilter, redValueSrc); int greenValueFinal = convert(greenValueFilter, greenValueSrc); int blueValueFinal = convert(blueValueFilter, blueValueSrc); int pixel = Color.argb(alphaValueFinal, redValueFinal, greenValueFinal, blueValueFinal); buffOut.put(pixel); } buffOut.rewind(); mutableBitmap.copyPixelsFromBuffer(buffOut); BitmapDrawable drawable = new BitmapDrawable(getResources(), mutableBitmap); imageView.setImageDrawable(drawable); } int convert (int in1, int in2) { //simple multiply for example return in1 * in2 / 255; }

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  • GDI+: Set all pixels to given color

    - by Charles
    What is the best way to set the RGB components of every pixel in a System.Drawing.Bitmap to a single, solid color? If possible, I'd like to avoid manually looping through each pixel to do this. Note: I want to keep the same alpha component from the original bitmap. I only want to change the RGB values. I looked into using a ColorMatrix or ColorMap, but I couldn't find any way to set all pixels to a specific given color with either approach.

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  • My Android game runs out of memory when it is closed and opened and couple times.

    - by sirconnorstack
    I have an Android game that has an activity for the menu, and then another activity for the game that creates a SurfaceView and Thread to deal with canvas drawing and game logic. When you exit the game and start it up again too much or if you open and close the keyboard (thus restarting the activity), the game runs out of memory, usually when loading a bitmap: java.lang.OutOfMemoryError: bitmap size exceeds VM budget How can I keep all my images in memory without loading them again when the game changes state, or how can I release them from memory and let them reload when the game is restarted?

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  • creating a static vb.net "app" that consist of a single picture

    - by michael
    I need to create a vb.net program that consists of a unmovable, always on top bitmap, with no menu bar or anything, and does not show up in the task bar as program. It needs to always start in the same place. Essentially I need to mask a part of the screen by using a bitmap that blends into the scenery. I am not sure which properties I need to tweak to achieve all of this.

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  • Python - Bitmap won't draw/display

    - by Wallter
    I have been working on this project for some time now - it was originally supposed to be a test to see if, using wxPython, I could build a button 'from scratch.' From scratch means: that i would have full control over all the aspects of the button (i.e. controlling the BMP's that are displayed... what the event handlers did... etc.) I have run into several problems (as this is my first major python project.) Now, when the all the code is working for the life of me I can't get an image to display. Basic code - not working dc = wx.BufferedPaintDC(self) dc.SetFont(self.GetFont()) dc.SetBackground(wx.Brush(self.GetBackgroundColour())) dc.Clear() dc.DrawBitmap(wx.Bitmap("/home/wallter/Desktop/Mouseover.bmp"), 100, 100) self.Refresh() self.Update() Full Main.py import wx from Custom_Button import Custom_Button from wxPython.wx import * ID_ABOUT = 101 ID_EXIT = 102 class MyFrame(wx.Frame): def __init__(self, parent, ID, title): wxFrame.__init__(self, parent, ID, title, wxDefaultPosition, wxSize(400, 400)) self.CreateStatusBar() self.SetStatusText("Program testing custom button overlays") menu = wxMenu() menu.Append(ID_ABOUT, "&About", "More information about this program") menu.AppendSeparator() menu.Append(ID_EXIT, "E&xit", "Terminate the program") menuBar = wxMenuBar() menuBar.Append(menu, "&File"); self.SetMenuBar(menuBar) # The call for the 'Experiential button' self.Button1 = Custom_Button(parent, -1, wx.Point(100, 100), wx.Bitmap("/home/wallter/Desktop/Mouseover.bmp"), wx.Bitmap("/home/wallter/Desktop/Normal.bmp"), wx.Bitmap("/home/wallter/Desktop/Click.bmp")) # The following three lines of code are in place to try to get the # Button1 to display (trying to trigger the Paint event (the _onPaint.) # Because that is where the 'draw' functions are. self.Button1.Show(true) self.Refresh() self.Update() # Because the Above three lines of code did not work, I added the # following four lines to trigger the 'draw' functions to test if the # '_onPaint' method actually worked. # These lines do not work. dc = wx.BufferedPaintDC(self) dc.SetFont(self.GetFont()) dc.SetBackground(wx.Brush(self.GetBackgroundColour())) dc.DrawBitmap(wx.Bitmap("/home/wallter/Desktop/Mouseover.bmp"), 100, 100) EVT_MENU(self, ID_ABOUT, self.OnAbout) EVT_MENU(self, ID_EXIT, self.TimeToQuit) def OnAbout(self, event): dlg = wxMessageDialog(self, "Testing the functions of custom " "buttons using pyDev and wxPython", "About", wxOK | wxICON_INFORMATION) dlg.ShowModal() dlg.Destroy() def TimeToQuit(self, event): self.Close(true) class MyApp(wx.App): def OnInit(self): frame = MyFrame(NULL, -1, "wxPython | Buttons") frame.Show(true) self.SetTopWindow(frame) return true app = MyApp(0) app.MainLoop() Full CustomButton.py import wx from wxPython.wx import * class Custom_Button(wx.PyControl): def __init__(self, parent, id, Pos, Over_BMP, Norm_BMP, Push_BMP, **kwargs): wx.PyControl.__init__(self,parent, id, **kwargs) self.Bind(wx.EVT_LEFT_DOWN, self._onMouseDown) self.Bind(wx.EVT_LEFT_UP, self._onMouseUp) self.Bind(wx.EVT_LEAVE_WINDOW, self._onMouseLeave) self.Bind(wx.EVT_ENTER_WINDOW, self._onMouseEnter) self.Bind(wx.EVT_ERASE_BACKGROUND,self._onEraseBackground) self.Bind(wx.EVT_PAINT,self._onPaint) self.pos = Pos self.Over_bmp = Over_BMP self.Norm_bmp = Norm_BMP self.Push_bmp = Push_BMP self._mouseIn = False self._mouseDown = False def _onMouseEnter(self, event): self._mouseIn = True def _onMouseLeave(self, event): self._mouseIn = False def _onMouseDown(self, event): self._mouseDown = True def _onMouseUp(self, event): self._mouseDown = False self.sendButtonEvent() def sendButtonEvent(self): event = wx.CommandEvent(wx.wxEVT_COMMAND_BUTTON_CLICKED, self.GetId()) event.SetInt(0) event.SetEventObject(self) self.GetEventHandler().ProcessEvent(event) def _onEraseBackground(self,event): # reduce flicker pass def Iz(self): dc = wx.BufferedPaintDC(self) dc.DrawBitmap(self.Norm_bmp, 100, 100) def _onPaint(self, event): # The printing functions, they should work... but don't. dc = wx.BufferedPaintDC(self) dc.SetFont(self.GetFont()) dc.SetBackground(wx.Brush(self.GetBackgroundColour())) dc.Clear() dc.DrawBitmap(self.Norm_bmp) # This never printed... I don't know if that means if the EVT # is triggering or what. print '_onPaint' # draw whatever you want to draw # draw glossy bitmaps e.g. dc.DrawBitmap if self._mouseIn: # If the Mouse is over the button dc.DrawBitmap(self.Over_bmp, self.pos) else: # Since the mouse isn't over it Print the normal one # This is adding on the above code to draw the bmp # in an attempt to get the bmp to display; to no avail. dc.DrawBitmap(self.Norm_bmp, self.pos) if self._mouseDown: # If the Mouse clicks the button dc.DrawBitmap(self.Push_bmp, self.pos) This code won't work? I get no BMP displayed why? How do i get one? I've gotten the staticBitmap(...) to display one, but it won't move, resize, or anything for that matter... - it's only in the top left corner of the frame? Note: the frame is 400pxl X 400pxl - and the "/home/wallter/Desktop/Mouseover.bmp"

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  • Can't paste symbol from Character viewer in Mac to Photoshop

    - by Cristian
    This is extremely annoying: I want to paste in a special symbol in Photoshop using the Character Viewer in Mac. I understand that there are some fonts that do not support these symbols, but when I paste this symbol in Photoshop, it appears as an unknown symbol (similar to this: ? ), and I can't even change the font (to anything), it skips back to Myriad Pro. I found a stupid solution to this: using the arrows to change fonts - this seems to work, but still Photoshop doesn't show all fonts that are available in Character Viewer under Font Variation Have you experienced this? I can't remember if it was the same with Windows, but I know there were some bugs too.

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  • Font rendering in Internet Explorer vs other browsers on Windows XP

    - by Ben McCormack
    I have four browsers installed on my Windows XP SP3 machine: Internet Explorer 8, Firefox 3.5, Safari 4, and Google Chrome. For whatever reason, fonts appeared to be rendered differently in IE than in the other browsers. It seems the fonts are anti-aliased in IE but not in the others. Why might this be? Is this an issue with the browsers or my operating system? I've noticed this issue on several Windows XP machines that I've used. While it may seem like no big deal, the lack of font smoothing in the other browsers keeps me from using them as my primary browser. Most importantly, what can I do to get the other browsers to render fonts smoothly?

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  • How can I turn off font-antialiasing only for gnome-terminal, but not for other applications?

    - by dan
    I'm running GNOME (gnome-session under xmonad). I want to turn off antialiasing (i.e. use monochrome mode) for fonts in gnome-terminal. But I want to retain antialiasing for other applications, like Firefox. Is this possible? Antialiasing is great and almost necessary for using Firefox or Chrome. But it makes the fonts in gnome-terminal blurry at sizes around 12 or smaller. Otherwise, I'll just have to use xterm, which seems not to anti-alias its fonts under any circumstances.

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  • Could I save printer's ink/toner by changing the font?

    - by Diogo
    I'm developing a Microsoft Word document that reached more than 200 pages and I want to print it using my Laserjet or my father's Inkjet printer. I can save paper using both sides of each sheet, however I can't save ink/toner using smaller fonts or un-bolding words (I already did it), so I started wondering about the fonts that I was using. For example, the most used fonts, Arial and Times New Roman have specific and relevant differences with regards to ink consumption: has uniform width across all the letters, and is more easily readable and "clean to see". has narrow width on center and an enlargement at the ends. Using Times New Roman will certainly save ink/toner but will also "pollute" the reader vision over time. So, there is some specific font (from more than 100 that I have on Windows) that could save ink and also keep a clean text?

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  • How does font rendering actually work?

    - by Andrea
    I realize that I know essentially nothing about the way fonts get rendered in my computer. From what I can observe, font rendering is generally made in a consistent way throughout the system. For instance, the subpixel font hinting settings that I configure in my DE control panel have influence on text which appears on window borders, in my browser, in my text editor and so on. (I should observe that some Java applications show a noticeable difference, so I guess they are using a different font rendering mechanism). What I get from the above is that probably all applications that need font rendering make use of some OS (or DE)-wide library. On the other hand, browsers usually manage their own rendering through a rendering engine, that takes care of positioning various items - including text - according to specific flow rules. I am not sure how these two facts are compatible. I would assume that the browser would have to ask the OS to draw a glyph at a given position, but how can it manage the flow of text without knowing beforehand how much space the glyph will take? Are there separate calls to determine the glyph sizes, so that the browser can manage the flow as if characters were little boxes that are later filled in by the OS? (Although this does not take care of kerning). Or is the OS responsible for drawing a whole text area, including text flow? Does the OS return the rendered glyph as a bitmap and leaves it to the application to draw that on the screen?

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  • Oversized Qt Fonts on OSX

    - by Mike Arthur
    Why does Qt on OSX appear to default to overly large fonts? Even when you select the same font size manually the fonts appear slightly bigger. Does Qt on OSX use a different font rendering to OSX? Does this improve if you use Qt for Cocoa? In addition, is there a qtconfig tool or equivalent to globally set the font settings for all Qt applications? Thanks!

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  • How to calculate the average rgb color values of a bitmap

    - by Matthias
    In my C# (3.5) application I need to get the average color values for the red, green and blue channels of a bitmap. Preferably without using an external library. Can this be done? If so, how? Thanks in advance. Trying to make things a little more precise: Each pixel in the bitmap has a certain RGB color value. I'd like to get the average RGB values for all pixels in the image.

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  • Convert large raster graphics image(bitmap, PNG, JPEG, etc) to non-vector postscript in C#

    - by Dennis Cheung
    How to convert an large image and embed it into postscript? I used to convert the bitmap into HEX codes and render with colorimage. It works for small icons but I hit a /limitcheck error in ghostscript when I try to embed little larger images. It seem there is a memory limit for bitmap in ghostscript. I am looking a solution which can run without 3rd party/pre-processing other then ghostscript itself.

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