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  • Problem with usercontrol scaling when added at run-time in .Net, WinForms

    - by Jules
    First here's the steps to replicate, then I'll explain what the problem is: (1) Add a usercontrol to a form in the construtor, after the InitializeComponent call. (2) Run the form. (3) Click a button to increase the form font size. All the controls within the usercontrol scale perfectly but the usercontrol itself doesn't. It's width and height are increased by way too much. To correct the problem, the usercontrol must be added before the InitializeComponent call. If it wasn't possible for me to add the usercontrol before InitializeComponent, is there any way for me to correct the scaling?

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  • Scaling larger Image problem.

    - by krishna
    Hi, I m developing flex application, in which I want to Draw Image from User local hard-drive to the canvas of size 640x360. User can choose Image of bigger resolution & is scaled to Canvas size. But if user selected images of larger resolution like 3000x2000, the scaling take lot time & freezes the application until scale done. Is there any method to scale image faster or kind of threading can be done? I am using matrix to scale Image as below: var mat:Matrix = new Matrix(); var scalex:Number = canvasScreen.width/content.width; var scaley:Number = canvasScreen.height/content.height; mat.scale(scalex,scaley); canvasScreen.graphics.clear(); canvasScreen.graphics.beginBitmapFill(content.bitmapData,mat);

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  • How to scale an image (in data URI format) in JavaScript (real scaling, not using styling)

    - by 103067513055141045393
    We are capturing a visible tab in a Chrome browser (by using the extensions API chrome.tabs.captureVisibleTab) and receiving a snapshot in the data URI scheme (Base64 encoded string). Is there a JavaScript library that can be used to scale down an image to a certain size? Currently we are styling it via CSS, but have to pay performance penalties as pictures are mostly 100 times bigger than required. Additional concern is also the load on the localStorage we use to save our snapshots. Does anyone know of a way to process this data URI scheme formatted pictures and reduce their size by scaling them down? References: Data URI scheme on http://en.wikipedia.org/wiki/Data_URI_scheme Chrome Extensions API onhttp://code.google.com/chrome/extensions/tabs.html The "Recently Closed Tabs" Chrome Extension onhttp://code.google.com/p/recently-closed-tabs

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  • Android image scaling to support multiple resolutions

    - by tyuo9980
    I've coded my game for 320x480 and I figure that the easiest way to support multiple resolutions is to scale the end image. What are your thoughts on this? Would it be cpu efficient to do it this way? I have all my images placed in the mdpi folder, I'll have it drawn unscaled on the screen onto a buffer, then scale it to fit the screen. all the user inputs will be scaled as well. I have these 2 questions: -How do you draw a bitmap without android automatically scaling it -How do you scale a bitmap?

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  • Proper chart scaling in Reporting Services 2005

    - by lastas
    I'm developing a simple bar-chart in Reporting Services 2005 with a stored procedure as data-source. The values in this graph can be both positive and negative, and can span a very big range, and hence I cannot specify any non-dynamic scale that will work for all scenarios. The problem I'm facing is that the automatic scaling pretty much sucks. I get no line to show where the zero-point is, and the y-scale labels are from top to bottom: 8818 -191181 -391181 etc etc... So my question is, what is the best approach to make the scale more adapted to human reading? Is there any guide out there? Does reporting services 2008 handle this better? Also, moving away from Reporting Services is not really an option. I realize how to put values and expression in the max, min, and the gridline interval fields, although its more of a question what expressions I should put there.

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  • Scaling Image to multiple sizes for Deep Zoom

    - by AnthonyWJones
    Lets assume I have a bitmap with a square aspect and width of 2048 pixels. In order to create a set of files need by Silverlight's DeepZoomImageTileSource I need to scale this bitmap to 1024 then to 512 then to 256 etc down to 1 pixel image. There are two, I suspect naive, approaches:- For each image required scale the original full size image to the required size. However it seems excessive to be scaling the full image to the very small sizes. Having scaled from one level to the next discard the original image and scale each sucessive scaled image as the source of the next smaller image. However I suspect that this would generate images in the 256-64 range with poor fidelity than using option 1. Note unlike with the Deep Zoom Composer this tool is expected to act in an on-demand fashion hence it needs to complete in a reasonable timeframe (tops 30 seconds). On the pluse side I'm only creating a single multiscale image not a pyramid of mutliple high-res images. I am outside my comfort zone here, any graphics experts got any advice? Am I wrong about point 2? Is point 1 reasonably performant and I'm worrying about nothing? Option 3?

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  • Jquery image slider window resize scaling issue

    - by eb_Dev
    Hi, I have created image gallery slider, the images of which scale with the window size. My problem is I can't seem to create the right formula to ensure that the slider is at the right position when the window is scaled. If I am at the first image and the slider 'left' offset is 0 then the scaling works fine and my offset is correct, however when I am on image two and my slider is offset by say -1500 and then the window is resized, the slider is then at the wrong offset. Taking this into account I figured I could just add / subtract the new window size difference from the slider offset and therefore have everything in the right position. I was wrong. It works for the first two images but then If I am at the end of my slider on the last image I get a nice big gap between the end of the last image and the border of the page. Can someone please show my where I am going wrong please? I've spent days on this :( The relevant code is as follows: $(window).bind('resize', function(event, delta) { /* Resize work images - resizes all to document width */ resizeWorkImages('div.page.work div#work ul'); /* Position slider controls */ positionSliderControls(); /* Get the difference between the old window width and the new */ var windowDiff = (gLastWindowWidth - $(window).width()) * -1; /* Apply difference to slider left position */ var newSliderLeftPos = stripPx($('div.page.work div#work ul').css('left')) - windowDiff; /* Apply to slider */ $('div.page.work div#work ul').css('left',newSliderLeftPos+'px') /* Update gSlider settings */ gSlider.update(); /* Record new window width */ gLastWindowWidth = $(window).width(); }); Thanks, eb_dev

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  • jquery ui is not scaling text properly!

    - by Stephen Belanger
    I'm trying use jquery ui to scale a div that I'm dragging around to make it easier to see what's behind it, but any text inside it is scaling strangely. The text itself becomes smaller, but it seems to have a bunch of padding around it and is floating now. The text extends past the bottom of the div even though it should be contained properly by the div. I put a red border around the lines of text and the borders are the same size as the original text. I'm not really sure what to do to get this to work... HTML: <div class="item draggable" id="item-1'"> <div class="image-block"> <a class="delete-button" title="delete me!" href="/remove/1" onclick="return $(this).confirm(\'Really remove this image?\');">X</a> <a class="image" href="/edit/1"><img src="/someimage.jpg" /></a> <div class="clear-block"></div> </div> <h3>Some title</h3> </div> CSS: div.image-list div.item { float:left; background:#fff; width:150px; padding:5px; margin:4px; border:1px solid #d3d5d6; } div.image-list div.item h3 { margin:0; padding:0; border:solid 1px #F00; } div.image-list div.item div.image-block a.delete-button { float:right; position:relative; background:#fff; display:none; top:0.8em; margin-bottom:-20.0em; width:3em; height:1.8em; padding:0.2em 1em; } div.image-list div.item div.image-block a.image { float:left; display:block; } .clear-block { clear:both; } jquery: $(".draggable").draggable({ helper: 'clone', start: function(ev, ui) { $(ui.helper).effect( "scale", { percent: 50 }, 200 ); } });

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  • Scaling along an arbitrary axis (Dealing with non-uniform scale)

    - by Jon
    I'm trying to build my own little engine to get more familiar with the concepts of 3D programming. I have a transform class that on each frame it creates a Scaling Matrix (S), a Rotation Matrix from a Quaternion (R) and concatenates them together (S*R). Once i have SR, I insert the translation values into the bottom of the three columns. So i end up with a transformation matrix that looks like: [SR SR SR 0] [SR SR SR 0] [SR SR SR 0] [tx ty tz 1] This works perfectly in all cases except when rotating an object that has a non-uniform scale. For example a unit cube with ScaleX = 4, ScaleY = 2, ScaleZ = 1 will give me a rectangular box that is 4 times as wide as the depth and twice as high as the depth. If i then translate this around, the box stays the same and looks normal. The problem happens whenever I try to rotate this scaled box. The shape itself becomes distorted and it appears as though the Scale factors are affecting the object on the World X,Y,Z axis rather than the local X,Y,Z axis of the object. I've done some pretty extensive research through a variety of textbooks (Eberly, Moller/Hoffman, Phar etc) and there isn't a ton there to go off of. Online, most of the answers say to avoid non-uniform scaling which I understand the desire to avoid it, but I'd still like to figure out how to support it. The only thing I can think off is that when constructing a Scale Matrix: [sx 0 0 0] [0 sy 0 0] [0 0 sz 0] [0 0 0 1] This is scaling along the World Axis instead of the object's local Direction, Up and Right vectors or it's local Z, Y, X axis. Does anyone have any tips or ideas on how to handle construction a transformation matrix that allows for non-uniform scaling and rotation? Thanks!

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  • What kind of scaling method is it, when you add new software to a single server to handle more users? [on hold]

    - by Phil
    I have read about scaling (in terms of terminology and methods). This got me confused about the following: On a single computer, running a web server (say apache), if the system administrator adds a front, caching, reverse-proxy such as Varnish, which in that scenario increase the amount of requests this server is able to handle. My question: Setting up such cache increases the capacity of the server to handle work, hence scales it, but without increasing neither the amount of nodes or the node's capacity. What is the name for this type of scaling?

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  • Bing maps silverlight control pushpin scaling problems.

    - by Rares Musina
    Baiscally my problem is that i've adapted a piece of code found here http://social.msdn.microsoft.com/Forums/en-US/vemapcontroldev/thread/62e70670-f306-4bb7-8684-549979af91c1 which does exactly what I want it to do, that is scale some pushpin images according to the map's zoom level. The only problem is that I've adapted this code to run with the bing maps silverlight control (not virtual earth like in the original example) and now the images scale correclty, but they are repositioned and only reach the desired position when my zoom level is maximum. Any idea why? Help will be greatly appreciated :) Modified code below: var layer = new MapLayer(); map.AddChild(layer); //Sydney layer.AddChild(new Pin { ImageSource = new BitmapImage(new Uri("pin.png", UriKind.Relative)), MapInstance = map }, new Location(-33.86643, 151.2062), PositionMethod.Center); becomes something like layer.AddChild(new Pin { ImageSource = new BitmapImage(new Uri("pin.png", UriKind.Relative)), MapInstance = map }, new Location(-33.92485, 18.43883), PositionOrigin.BottomCenter); I am assuming it has something to do with a different way in which bing maps anchors its UIelements. Details on that are also very userful. Thank you!

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  • WPF performance on scaling a large scene

    - by Mark
    I have a full screen app that I want to be able to zoom in on certain areas. I have the code working fine, but I notice that when I get closer in, the zoom in animation (which animates the ScaleTransform.ScaleX and ScaleTransform.ScaleY properties on a Parent canvas) starts to jerk down a little and the frame rate suffers. Im not using any BitmapEffects or anything, and ideally I would like my scene to get more complicated than it currently already is. The scene is quite large, 1980x1024, this is a requirement and cannot be changed. The current layout is like this: <Canvas x:name="LayoutRoot"> <Canvas x:Name="ContainerCanvas"> <local:MyControl x:Name="c1" /> <!-- numerous or ther controls and elements that compose the scene --> </Canvas> </Canvas> The code that zooms in just animates the RenderTransform of the ContainerCanvas, which in tern, scales its children which gives the desired effect. However, Im wondering if I need to swap out the ContainerCanvas for a ViewBox or something like that? Ive never really worked with ViewBox/Viewport controls before in WPF can they even help me out here? Smooth zooming is a huge requirement of the client and I must get this resolved. All ideas are welcome Thanks a lot Mark

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  • image scaling with C

    - by sa125
    Hi - I'm trying to read an image file and scale it by multiplying each byte by a scale its pixel levels by some absolute factor. I'm not sure I'm doing it right, though - void scale_file(char *infile, char *outfile, float scale) { // open files for reading FILE *infile_p = fopen(infile, 'r'); FILE *outfile_p = fopen(outfile, 'w'); // init data holders char *data; char *scaled_data; // read each byte, scale and write back while ( fread(&data, 1, 1, infile_p) != EOF ) { *scaled_data = (*data) * scale; fwrite(&scaled_data, 1, 1, outfile); } // close files fclose(infile_p); fclose(outfile_p); } What gets me is how to do each byte multiplication (scale is 0-1.0 float) - I'm pretty sure I'm either reading it wrong or missing something big. Also, data is assumed to be unsigned (0-255). Please don't judge my poor code :) thanks

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  • Extract derived 3D scaling from a 3D Sprite to set to a 2D billboard

    - by Bill Kotsias
    I am trying to get the derived position and scaling of a 3D Sprite and set them to a 2D Sprite. I have managed to do the first part like this: var p:Point = sprite3d.local3DToGlobal(new Vector3D(0,0,0)); billboard.x = p.x; billboard.y = p.y; But I can't get the scaling part correctly. I am trying this: var mat:Matrix3D = sprite3d.transform.getRelativeMatrix3D(stage); // get derived matrix(?) var scaleV:Vector3D = mat.decompose()[2]; // get scaling vector from derived matrix var scale:Number = scaleV.length; billboard.scaleX = scale; billboard.scaleY = scale; ...but the result is apparently wrong. PS. One might ask what I am trying to achieve. I am trying to create "billboard" 3D sprites, i.e. sprites which are affected by all 3D transformations except rotations, thus they always face the "camera".

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  • android ImageView scaling to fit another View

    - by Nick
    I have a relative layout that comprises a TextView and an ImageView: <RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android" xmlns:tools="http://schemas.android.com/tools" android:layout_width="match_parent" android:layout_height="wrap_content" <TextView android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_alignParentLeft="true"/> <ImageView android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_alignParentRight="true" android:adjustViewBounds="true"/> </RelativeLayout> It looks as follows: What I want to achieve is: It means that I want my ImageView to scale to fit the TextView by height. Can it be done in xml, without java-coding? If I could write something like android:layout_height="match_that_TextView" it would have solved this issue, but it's impossible I guess.

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  • iPhone Web Development Image Scaling

    - by Dominic Godin
    I am developing a simple web page to be viewed after an iphone application completes. I am finding the safari degrades the image quality of the jpg so its all fuzzy. The image is background image applied to a div div.foo { background: url(../images/foo.jpg) no-repeat; width:320px; height:349px; } The width and height are exactly the same as the jpg image. Is there a way to make sure the image gets displayed in its full quality?

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  • Does ImageIO read imply anti-aliased scaling?

    - by tigger
    I've replaced the Java internal ImageFetcher with an own implementation using ImageIO. Some image renderers of our software, which use these images, now draw anti-aliased scaled images instead of non anti-aliased. The only change is the source of the image, which are now BufferedImages instead of Toolkit-Images. The question now is, where is the difference? Which property causes the images to scale anti-aliased? I've always thought that the anti-alias key ONLY depends on the graphics I paint on - but this is obviously wrong. By the way: unfortunately I cannot change the renderers.

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  • Scaling an Image in GWT

    - by Daniel
    Changing the size of an Image Widget in GWT changes the size of the image element, but does not rescale the image on the screen. Therefore, the following will not work: Image image = new Image(myImageResource); image.setHeight(newHeight); image.setWidth(newWidth); image.setPixelSize(newWidth, newHeight); This is because GWT implements its Image widget by setting the background-image of the HTML <img... /> element as the image, using CSS. How does one get the actual image to resize?

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  • IE6 image scaling with bicubic filter

    - by thehuby
    I have a project where I have to resize some images in the actual browser side. IE8, FF3 et al all apply a filter to smooth the resizing of the image, so in these browsers everything looks good. In IE7 I have applied the following fix which works great: -ms-interpolation-mode:bicubic; In IE6 however I can only find references to the AlphaImage Filter (the same one used to enable alpha transparency on PNG files). However I can't find an example of how to use it, nor have I been able to get it working myself. Can anyone provide me with an example? Preferably applied to actual img tags, though I could use background images if required. MSDN link (for what its worth): http://msdn.microsoft.com/en-us/library/ms532969%28VS.85%29.aspx The code I am using in my CSS is applied to the img, though I've tried applying it to the img container as well (with no effect): #provider-list li img { filter: progid:DXImageTransform.Microsoft.AlphaImageLoader(src="/image.gif", sizingMethod="scale"); } A thousand thank you's in advance :) Rick

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  • Javascript/Canvas/Images scaling problem in Firefox

    - by DocTiger
    I have a problem with the context2d's drawImage function. Whenever I scale an image, it gets a dark border of one pixel, which is kind of ugly. That does only happen in Firefox, not in Opera or Webkit. Is this an antialiasing problem? For hours I studied the examples and available documentation without getting rid of it... I couldn't yet try it on another computer so maybe just maybe it's an issue with the graphics hardware/drivers. I have reproduced this effect with this minimal snippet, assuming exp.jpg is sized 200x200 pixels. <html> <body> <canvas id="canvas" width="400" height="400"></canvas> </body> <script type="text/javascript" src="../../media/pinax/js/jquery-1.3.2.min.js"></script> <script type="text/javascript" > context = $('#canvas')[0].getContext('2d'); img = new Image(); img.src = "exp.jpg"; //while (!img.complete); context.drawImage(img, 2,2,199,199); context.drawImage(img, 199,2,199,199); </script> </html>

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  • 2D pixel array rotation and scaling

    - by Betamoo
    Hi I am working on C# program to process images ( given as int[,] ).. So I have 2D array of pixels, and I need to rotate them around a point, then scale them down to fit the original array.. I already found articles about using matrix to transform to a point and rotate then transform back.. What remains is to scale the resultant image to fit an array of original size.. How that can be done? (preferably with 2 equations one for x and one for y ) Thanks in advance

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  • HTML img scaling

    - by rwallace
    I'm trying to display some large images with HTML img tags. At the moment they go off the edge of the screen; how can I scale them to stay within the browser window? Or in the likely event that this is not possible, is it possible to at least say "display this image at 50% of its normal width and height"? The width and height attributes distort the image -- as far as I can tell, this is because they refer to whatever attributes the container may end up with, which will be unrelated to the image. I can't specify pixels because I have to deal with a large collection of images each with a different pixel size. Max-width doesn't work.

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