Search Results

Search found 20018 results on 801 pages for 'image rotation'.

Page 257/801 | < Previous Page | 253 254 255 256 257 258 259 260 261 262 263 264  | Next Page >

  • WPF WriteableBitmap Memory Leak?

    - by Mario
    Hello, everyone! I'm trying to figure out how to release a WriteableBitmap memory. In the next section of code I fill the backbuffer of a WriteableBitmap with a really large amount of data from "BigImage" (3600 * 4800 px, just for testing) If I comment the lines where bitmap and image are equaled to null, the memory it´s not release and the application consumes ~230 MB, even when Image and bitmap are no longer used! As you can see at the end of the code its necessary to call GC.Collect() to release the memory. So the question is, what is the right way to free the memory used by a WriteableBitmap object? Is GC.Collect() the only way? Any help would be great. PS. Sorry for my bad english. private void buttonTest_Click(object sender, RoutedEventArgs e) { Image image = new Image(); image.Source = new BitmapImage(new Uri("BigImage")); WriteableBitmap bitmap = new WriteableBitmap( (BitmapSource)image.Source); bitmap.Lock(); // Bitmap processing bitmap.Unlock(); image = null; bitmap = null; GC.Collect(); }

    Read the article

  • App using MonoTouch Core Graphics mysteriously crashes

    - by Stephen Ashley
    My app launches with a view controller and a simple view consisting of a button and a subview. When the user touches the button, the subview is populated with scrollviews that display the column headers, row headers, and cells of a spreadsheet. To draw the cells, I use CGBitmapContext to draw the cells, generate an image, and then put the image into the imageview contained in the scrollview that displays the cells. When I run the app on the iPad, it displays the cells just fine, and the scrollview lets the user scroll around in the spreadsheet without any problems. If the user touches the button a second time, the spreadsheet redraws and continues to work perfectly, If, however, the user touches the button a third time, the app crashes. There is no exception information display in the Application Output window. My first thought was that the successive button pushes were using up all the available memory, so I overrode the DidReceiveMemoryWarning method in the view controller and used a breakpoint to confirm that this method was not getting called. My next thought was that the CGBitmapContext was not getting released and looked for a Monotouch equivalent of Objective C's CGContextRelease() function. The closest I could find was the CGBitmapContext instance method Dispose(), which I called, without solving the problem. In order to free up as much memory as possible (in case I was somehow running out of memory without tripping a warning), I tried forcing garbage collection each time I finished using a CGBitmapContext. This made the problem worse. Now the program would crash moments after displaying the spreadsheet the first time. This caused me to wonder whether the Garbage Collector was somehow collecting something necessary to the continued display of graphics on the screen. I would be grateful for any suggestions on further avenues to investigate for the cause of these crashes. I have included the source code for the SpreadsheetView class. The relevant method is DrawSpreadsheet(), which is called when the button is touched. Thank you for your assistance on this matter. Stephen Ashley public class SpreadsheetView : UIView { public ISpreadsheetMessenger spreadsheetMessenger = null; public UIScrollView cellsScrollView = null; public UIImageView cellsImageView = null; public SpreadsheetView(RectangleF frame) : base() { Frame = frame; BackgroundColor = Constants.backgroundBlack; AutosizesSubviews = true; } public void DrawSpreadsheet() { UInt16 RowHeaderWidth = spreadsheetMessenger.RowHeaderWidth; UInt16 RowHeaderHeight = spreadsheetMessenger.RowHeaderHeight; UInt16 RowCount = spreadsheetMessenger.RowCount; UInt16 ColumnHeaderWidth = spreadsheetMessenger.ColumnHeaderWidth; UInt16 ColumnHeaderHeight = spreadsheetMessenger.ColumnHeaderHeight; UInt16 ColumnCount = spreadsheetMessenger.ColumnCount; // Add the corner UIImageView cornerView = new UIImageView(new RectangleF(0f, 0f, RowHeaderWidth, ColumnHeaderHeight)); cornerView.BackgroundColor = Constants.headingColor; CGColorSpace cornerColorSpace = null; CGBitmapContext cornerContext = null; IntPtr buffer = Marshal.AllocHGlobal(RowHeaderWidth * ColumnHeaderHeight * 4); if (buffer == IntPtr.Zero) throw new OutOfMemoryException("Out of memory."); try { cornerColorSpace = CGColorSpace.CreateDeviceRGB(); cornerContext = new CGBitmapContext (buffer, RowHeaderWidth, ColumnHeaderHeight, 8, 4 * RowHeaderWidth, cornerColorSpace, CGImageAlphaInfo.PremultipliedFirst); cornerContext.SetFillColorWithColor(Constants.headingColor.CGColor); cornerContext.FillRect(new RectangleF(0f, 0f, RowHeaderWidth, ColumnHeaderHeight)); cornerView.Image = UIImage.FromImage(cornerContext.ToImage()); } finally { Marshal.FreeHGlobal(buffer); if (cornerContext != null) { cornerContext.Dispose(); cornerContext = null; } if (cornerColorSpace != null) { cornerColorSpace.Dispose(); cornerColorSpace = null; } } cornerView.Image = DrawBottomRightCorner(cornerView.Image); AddSubview(cornerView); // Add the cellsScrollView cellsScrollView = new UIScrollView (new RectangleF(RowHeaderWidth, ColumnHeaderHeight, Frame.Width - RowHeaderWidth, Frame.Height - ColumnHeaderHeight)); cellsScrollView.ContentSize = new SizeF (ColumnCount * ColumnHeaderWidth, RowCount * RowHeaderHeight); Size iContentSize = new Size((int)cellsScrollView.ContentSize.Width, (int)cellsScrollView.ContentSize.Height); cellsScrollView.BackgroundColor = UIColor.Black; AddSubview(cellsScrollView); CGColorSpace colorSpace = null; CGBitmapContext context = null; CGGradient gradient = null; UIImage image = null; int bytesPerRow = 4 * iContentSize.Width; int byteCount = bytesPerRow * iContentSize.Height; buffer = Marshal.AllocHGlobal(byteCount); if (buffer == IntPtr.Zero) throw new OutOfMemoryException("Out of memory."); try { colorSpace = CGColorSpace.CreateDeviceRGB(); context = new CGBitmapContext (buffer, iContentSize.Width, iContentSize.Height, 8, 4 * iContentSize.Width, colorSpace, CGImageAlphaInfo.PremultipliedFirst); float[] components = new float[] {.75f, .75f, .75f, 1f, .25f, .25f, .25f, 1f}; float[] locations = new float[]{0f, 1f}; gradient = new CGGradient(colorSpace, components, locations); PointF startPoint = new PointF(0f, (float)iContentSize.Height); PointF endPoint = new PointF((float)iContentSize.Width, 0f); context.DrawLinearGradient(gradient, startPoint, endPoint, 0); context.SetLineWidth(Constants.lineWidth); context.BeginPath(); for (UInt16 i = 1; i <= RowCount; i++) { context.MoveTo (0f, iContentSize.Height - i * RowHeaderHeight + (Constants.lineWidth/2)); context.AddLineToPoint((float)iContentSize.Width, iContentSize.Height - i * RowHeaderHeight + (Constants.lineWidth/2)); } for (UInt16 j = 1; j <= ColumnCount; j++) { context.MoveTo((float)j * ColumnHeaderWidth - Constants.lineWidth/2, (float)iContentSize.Height); context.AddLineToPoint((float)j * ColumnHeaderWidth - Constants.lineWidth/2, 0f); } context.StrokePath(); image = UIImage.FromImage(context.ToImage()); } finally { Marshal.FreeHGlobal(buffer); if (gradient != null) { gradient.Dispose(); gradient = null; } if (context != null) { context.Dispose(); context = null; } if (colorSpace != null) { colorSpace.Dispose(); colorSpace = null; } // GC.Collect(); //GC.WaitForPendingFinalizers(); } UIImage finalImage = ActivateCell(1, 1, image); finalImage = ActivateCell(0, 0, finalImage); cellsImageView = new UIImageView(finalImage); cellsImageView.Frame = new RectangleF(0f, 0f, iContentSize.Width, iContentSize.Height); cellsScrollView.AddSubview(cellsImageView); } private UIImage ActivateCell(UInt16 column, UInt16 row, UIImage backgroundImage) { UInt16 ColumnHeaderWidth = (UInt16)spreadsheetMessenger.ColumnHeaderWidth; UInt16 RowHeaderHeight = (UInt16)spreadsheetMessenger.RowHeaderHeight; CGColorSpace cellColorSpace = null; CGBitmapContext cellContext = null; UIImage cellImage = null; IntPtr buffer = Marshal.AllocHGlobal(4 * ColumnHeaderWidth * RowHeaderHeight); if (buffer == IntPtr.Zero) throw new OutOfMemoryException("Out of memory: ActivateCell()"); try { cellColorSpace = CGColorSpace.CreateDeviceRGB(); // Create a bitmap the size of a cell cellContext = new CGBitmapContext (buffer, ColumnHeaderWidth, RowHeaderHeight, 8, 4 * ColumnHeaderWidth, cellColorSpace, CGImageAlphaInfo.PremultipliedFirst); // Paint it white cellContext.SetFillColorWithColor(UIColor.White.CGColor); cellContext.FillRect(new RectangleF(0f, 0f, ColumnHeaderWidth, RowHeaderHeight)); // Convert it to an image cellImage = UIImage.FromImage(cellContext.ToImage()); } finally { Marshal.FreeHGlobal(buffer); if (cellContext != null) { cellContext.Dispose(); cellContext = null; } if (cellColorSpace != null) { cellColorSpace.Dispose(); cellColorSpace = null; } // GC.Collect(); //GC.WaitForPendingFinalizers(); } // Draw the border on the cell image cellImage = DrawBottomRightCorner(cellImage); CGColorSpace colorSpace = null; CGBitmapContext context = null; Size iContentSize = new Size((int)backgroundImage.Size.Width, (int)backgroundImage.Size.Height); buffer = Marshal.AllocHGlobal(4 * iContentSize.Width * iContentSize.Height); if (buffer == IntPtr.Zero) throw new OutOfMemoryException("Out of memory: ActivateCell()."); try { colorSpace = CGColorSpace.CreateDeviceRGB(); // Set up a bitmap context the size of the whole grid context = new CGBitmapContext (buffer, iContentSize.Width, iContentSize.Height, 8, 4 * iContentSize.Width, colorSpace, CGImageAlphaInfo.PremultipliedFirst); // Draw the original grid into the bitmap context.DrawImage(new RectangleF(0f, 0f, iContentSize.Width, iContentSize.Height), backgroundImage.CGImage); // Draw the cell image into the bitmap context.DrawImage(new RectangleF(column * ColumnHeaderWidth, iContentSize.Height - (row + 1) * RowHeaderHeight, ColumnHeaderWidth, RowHeaderHeight), cellImage.CGImage); // Convert the bitmap back to an image backgroundImage = UIImage.FromImage(context.ToImage()); } finally { Marshal.FreeHGlobal(buffer); if (context != null) { context.Dispose(); context = null; } if (colorSpace != null) { colorSpace.Dispose(); colorSpace = null; } // GC.Collect(); //GC.WaitForPendingFinalizers(); } return backgroundImage; } private UIImage DrawBottomRightCorner(UIImage image) { int width = (int)image.Size.Width; int height = (int)image.Size.Height; float lineWidth = Constants.lineWidth; CGColorSpace colorSpace = null; CGBitmapContext context = null; UIImage returnImage = null; IntPtr buffer = Marshal.AllocHGlobal(4 * width * height); if (buffer == IntPtr.Zero) throw new OutOfMemoryException("Out of memory: DrawBottomRightCorner()."); try { colorSpace = CGColorSpace.CreateDeviceRGB(); context = new CGBitmapContext (buffer, width, height, 8, 4 * width, colorSpace, CGImageAlphaInfo.PremultipliedFirst); context.DrawImage(new RectangleF(0f, 0f, width, height), image.CGImage); context.BeginPath(); context.MoveTo(0f, (int)(lineWidth/2f)); context.AddLineToPoint(width - (int)(lineWidth/2f), (int)(lineWidth/2f)); context.AddLineToPoint(width - (int)(lineWidth/2f), height); context.SetLineWidth(Constants.lineWidth); context.SetStrokeColorWithColor(UIColor.Black.CGColor); context.StrokePath(); returnImage = UIImage.FromImage(context.ToImage()); } finally { Marshal.FreeHGlobal(buffer); if (context != null){ context.Dispose(); context = null;} if (colorSpace != null){ colorSpace.Dispose(); colorSpace = null;} // GC.Collect(); //GC.WaitForPendingFinalizers(); } return returnImage; } }

    Read the article

  • What disk image should I use with VirtualBox, VDI, VMDK, VHD or HDD?

    - by Sorin Sbarnea
    Latest versions of VirtualBox supports several formats for virtual disks, but they forgot to provide a comparison between them. VDI VMDK VHD HDD Now, I am interested about a recommendation or comparison that considers the following: be able to use dynamic sizing be able to have snapshots be able to move my virtual machine to another OS or even another free virtualization solution with minimal effort (probably something that would run fine on Ubuntu). performance

    Read the article

  • Single player 'pong' game

    - by Jam
    I am just starting out learning pygame and livewires, and I'm trying to make a single-player pong game, where you just hit the ball, and it bounces around until it passes your paddle (located on the left side of the screen and controlled by the mouse), which makes you lose. I have the basic code, but the ball doesn't stay on the screen, it just flickers and doesn't remain constant. Also, the paddle does not move with the mouse. I'm sure I'm missing something simple, but I just can't figure it out. Help please! Here's what I have: from livewires import games import random games.init(screen_width=640, screen_height=480, fps=50) class Paddle(games.Sprite): image=games.load_image("paddle.bmp") def __init__(self, x=10): super(Paddle, self).__init__(image=Paddle.image, y=games.mouse.y, left=10) self.score=games.Text(value=0, size=25, top=5, right=games.screen.width - 10) games.screen.add(self.score) def update(self): self.y=games.mouse.y if self.top<0: self.top=0 if self.bottom>games.screen.height: self.bottom=games.screen.height self.check_collide() def check_collide(self): for ball in self.overlapping_sprites: self.score.value+=1 ball.handle_collide() class Ball(games.Sprite): image=games.load_image("ball.bmp") speed=5 def __init__(self, x=90, y=90): super(Ball, self).__init__(image=Ball.image, x=x, y=y, dx=Ball.speed, dy=Ball.speed) def update(self): if self.right>games.screen.width: self.dx=-self.dx if self.bottom>games.screen.height or self.top<0: self.dy=-self.dy if self.left<0: self.end_game() self.destroy() def handle_collide(self): self.dx=-self.dx def end_game(self): end_message=games.Message(value="Game Over", size=90, x=games.screen.width/2, y=games.screen.height/2, lifetime=250, after_death=games.screen.quit) games.screen.add(end_message) def main(): background_image=games.load_image("background.bmp", transparent=False) games.screen.background=background_image paddle_image=games.load_image("paddle.bmp") the_paddle=games.Sprite(image=paddle_image, x=10, y=games.mouse.y) games.screen.add(the_paddle) ball_image=games.load_image("ball.bmp") the_ball=games.Sprite(image=ball_image, x=630, y=200, dx=2, dy=2) games.screen.add(the_ball) games.mouse.is_visible=False games.screen.event_grab=True games.screen.mainloop() main()

    Read the article

  • OpenCV : How to display webcam capture in windows form application?

    - by sneixum
    generally we display webcam or video motion in opencv windows with : CvCapture* capture = cvCreateCameraCapture(0); cvNamedWindow( "title", CV_WINDOW_AUTOSIZE ); cvMoveWindow("title",x,y); while(1) { frame = cvQueryFrame( capture ); if( !frame ) { break; } cvShowImage( "title", frame ); char c = cvWaitKey(33); if( c == 27 ) { break; } } i tried to use pictureBox that is successful to display image in windows form with this : pictureBox1-Image = gcnew System::Drawing::Bitmap( image-width,image-height,image-widthStep,System::Drawing::Imaging::PixelFormat::Undefined, ( System::IntPtr ) image- imageData); but when im trying to display captured image from video it wont works, here is the source : CvCapture* capture = cvCreateCameraCapture(0); while(1) { frame = cvQueryFrame( capture ); if( !frame ) { break; } pictureBox1->Image = gcnew System::Drawing::Bitmap( frame->width,frame->height,frame->widthStep,System::Drawing::Imaging::PixelFormat::Undefined, ( System::IntPtr ) frame-> imageData); char c = cvWaitKey(33); if( c == 27 ) { break; } } is there anyway to use windows form instead opencv windows to show video or webcam? or is there something wrong with my code? thanks for your help.. :)

    Read the article

  • UIImageWriteToSavedPhotosAlbum with malloc_error

    - by lbalves
    I have an NIB file with a button. When I click this button, the setWallpaper: selector is called. Everything works as expected (the image is saved), excepte by the error thrown by malloc. malloc: *** error for object 0x184d000: pointer being freed was not allocated *** set a breakpoint in malloc_error_break to debug I've set a breakpoint at malloc_error_break, but I don't understand anything from the debugger. I couldn't even find the object 0x184d000. Does anyone know why is this happening? I had also tried to retain the UIImage before sending it to UIImageWriteToSavedPhotosAlbum, but without success. My code is below: - (IBAction)setWallpaper:(id)sender { UIImage *image = [UIImage imageNamed:@"wallpaper_01.png"]; UIImageWriteToSavedPhotosAlbum(image, self, @selector(image:didFinishSavingWithError:contextInfo:), nil); } - (void)image:(UIImage *)image didFinishSavingWithError:(NSError *)error contextInfo:(void *)contextInfo { UIAlertView *alertView = [[UIAlertView alloc] initWithTitle:NSLocalizedString(@"Galo!!!",@"Saved image message: title") message:NSLocalizedString(@"Now, check your \"saved photos\" group at \"photos\" app in your iPhone and select the actions menu > set as wallpaper.",@"Saved image message") delegate:nil cancelButtonTitle:NSLocalizedString(@"OK",@"OK Button") otherButtonTitles:nil]; [alertView show]; [alertView release]; }

    Read the article

  • UIImage cropping on user selected rectangle in iphone?

    - by Rajendra Bhole
    Hi, I developing an small application in which i want to crop the UIImage captured by imagePickerControllerSourceTypeOfCamera. The UIImage should crop by user selected crop area or cropped rectangle. That means first user capture the image from the camera.Then on captured image the user selected an rectangle having color gray.That image(image data) should crop from that gray colored rectangle. My under develop code is as follows. -(IBAction) getPhoto:(id)sender { UIImagePickerController* imagePickerController = [[UIImagePickerController alloc] init]; imagePickerController.delegate = self; if((UIButton *) sender == btnphotoAlbum) { imagePickerController.sourceType = UIImagePickerControllerSourceTypePhotoLibrary; } else { imagePickerController.sourceType = UIImagePickerControllerSourceTypeCamera; } imagePickerController.allowsImageEditing = YES; //imagePickerController.toolbar.barStyle =UIBarStyleBlackOpaque; //UIToolbar *toolBar=[[UIToolbar alloc] initWithFrame:CGRectMake(0, 0, 20, 320)]; //imagePickerController. [self presentModalViewController:imagePickerController animated:YES]; } (void)imagePickerController:(UIImagePickerController *)picker didFinishPickingImage:(UIImage *)image editingInfo:(NSDictionary *)editingInfo { UIImage *selectedImage = image; UIImage *originalImage = [editingInfo objectForKey:@"UIImagePickerControllerOriginalImage"]; NSValue *cropRect = [editingInfo objectForKey:UIImagePickerControllerCropRect]; CGRect theRect = [cropRect CGRectValue]; //captureImage.image =[info objectForKey:@"UIImagePickerControllerOriginalImage"]; [picker dismissModalViewControllerAnimated:YES]; } How i crop the image?

    Read the article

  • How to remove Thumbnail property of a JPEG image without distrubing other Exif data in C ++ .net.

    - by Ravi shankar
    I have an application which edits the metadata part of the JPEG image. I have to remove the thumbnail metadata with out disturbing other metadata. I have tried out the code below but was not successful in removing thumbnail metadata. can some help me out in solving this query thanks in advance. array<String^>^ query = gcnew array<String^>(4); query[0] = "/app1/ifd/tiff:"; query[1] = "/app1/ifd/tiff/subifd:"; query[2] = "/ifd/tiff:"; query[3] = "/ifd/tiff/subifd:"; for each (String^ SetQuery in query) { metaData->RemoveQuery(SetQuery + "{uint=256}"); metaData->RemoveQuery(SetQuery + "{uint=257}"); metaData->RemoveQuery(SetQuery + "{uint=258}"); metaData->RemoveQuery(SetQuery + "{uint=259}"); metaData->RemoveQuery(SetQuery + "{uint=273}"); metaData->RemoveQuery(SetQuery + "{uint=262}"); metaData->RemoveQuery(SetQuery + "{uint=277}"); metaData->RemoveQuery(SetQuery + "{uint=278}"); metaData->RemoveQuery(SetQuery + "{uint=279}"); metaData->RemoveQuery(SetQuery + "{uint=282}"); metaData->RemoveQuery(SetQuery + "{uint=283}"); metaData->RemoveQuery(SetQuery + "{uint=284}"); metaData->RemoveQuery(SetQuery + "{uint=296}"); metaData->RemoveQuery(SetQuery + "{uint=513}"); metaData->RemoveQuery(SetQuery + "{uint=514}"); metaData->RemoveQuery(SetQuery + "{uint=529}"); metaData->RemoveQuery(SetQuery + "{uint=530}"); metaData->RemoveQuery(SetQuery + "{uint=531}"); metaData->RemoveQuery(SetQuery + "{uint=532}"); }

    Read the article

  • how to show a large jpg image to the right in jqGrid's edit form ?

    - by cLee
    Is it possible to show a large (i.e. bigger than a thumbnail) jpeg image in the right-hand side of jqGrid's edit form ? Users want to look at a photo while entering data into fields ... they are describing things in the photo. I'm sure all things are possible with jQuery, but I don't know where to begin. thanks ... html: function afterSubmit(r, data, action) { // if session timeout returned: if (r.responseText == "logout") { window.location = '../scripts/logout.php'; } // if an error message is returned: if (r.responseText != "") { $('#submit_errors').html('Alert:'+r.responseText+''); // show div with error message $('#submit_errors').slideDown(); // hide error div after 10 seconds window.setTimeout(function() { $('#submit_errors').slideUp(); }, 10000); return false; // don't remove this! } return true; // don't remove this! } var lastsel; jQuery(document).ready(function(){ var mygrid = jQuery("#mobile_incidents").jqGrid({ url:'list.php?q=e', editurl:'edit.php', datatype: "json", // note: all column names are required even though some columns are hidden colNames:['Rec#','Date','Line','Photo'], colModel:[{ name:'id', index:'id', editable:true, editoptions: {readonly:'readonly'} }, { name:'mobile_discoveryDate', index:'mobile_discoveryDate', sortable:false, editable:true, edittype:'text', formatter:'date', formatoptions:{ srcformat:'Y/m/d', newformat:'m/d/Y' }, editoptions:{ size:12, maxlength:10, dataInit: function(element) { $(element).blur(); $(element).datepicker({dateFormat:'mm/dd/yyyy'}) } } }, { name:'mobile_lineName', index:'mobile_lineName', editable:true, sortable:false}, { name:'mobile_photo_name', index:'mobile_photo_name', editable:false, sortable:false} ], pager: '#mobile_incidents_pager', altRows: false, rowNum:10, rowList:[10,20], imgpath: '../include/images/jqgrid', viewrecords: true, emptyrecords:'No submissions found!', height: 260, sortname: 'id', sortorder: 'desc', gridview: true, scrollrows: true, autowidth: true, rownumbers: false, multiselect: false, subGrid:false, caption: '' }) .navGrid('#mobile_incidents_pager', // params: {add:false, edit:true, del:false, search:false, view:false, refresh:true, alertcap:' to edit:', alerttext:' . . . click on a row to highlight' }, // edit params: {top:50, left:5, editCaption: 'Edit Submission', bSubmit: 'Approve/Save', closeAfterEdit:true, afterSubmit:function(r,data){return afterSubmit(r,data,'edit');} }, {}, // add params {}, // delete params // search params: {multipleSearch: false}, // view params: {top: 150, left: 5, caption: 'View Mobile Rail Submission'} ); });

    Read the article

  • iPhone: CATiledLayer/UIScrollView wont scroll after zooming and only zooms to anchor point

    - by Brodie4598
    Here is the problem... I am using CA Tiled Layer to display a large jpg. The view loads okay, and when I go to scroll around, it works fine. However, as soon as I zoom in or out once, it scrolls to the top left (to the anchor point) and will not scroll at all. The zooming works fine, but I just cannot scroll. Here is my code: #import <QuartzCore/QuartzCore.h> #import "PracticeViewController.h" @implementation practiceViewController //@synthesize image; - (void)viewDidLoad { NSString *path = [[NSBundle mainBundle] pathForResource:@"H-5" ofType:@"jpg"]; NSData *data = [NSData dataWithContentsOfFile:path]; image = [UIImage imageWithData:data]; CGRect pageRect = CGRectMake(0, 0, image.size.width, image.size.height); CATiledLayer *tiledLayer = [CATiledLayer layer]; tiledLayer.anchorPoint = CGPointMake(0.0f, 1.0f); tiledLayer.delegate = self; tiledLayer.tileSize = CGSizeMake(1000, 1000); tiledLayer.levelsOfDetail = 6; tiledLayer.levelsOfDetailBias = 0; tiledLayer.bounds = pageRect; tiledLayer.transform = CATransform3DMakeScale(1.0f, -1.0f, 0.3f); myContentView = [[UIView alloc] initWithFrame:self.view.bounds]; [myContentView.layer addSublayer:tiledLayer]; UIScrollView *scrollView = [[UIScrollView alloc] initWithFrame:self.view.bounds]; scrollView.delegate = self; scrollView.contentSize = pageRect.size; scrollView.minimumZoomScale = .2; scrollView.maximumZoomScale = 1; [scrollView addSubview:myContentView]; [self.view addSubview:scrollView]; } - (UIView *)viewForZoomingInScrollView:(UIScrollView *)scrollView { return myContentView; } - (void)drawLayer:(CALayer *)layer inContext:(CGContextRef)ctx { NSString *path = [[NSBundle mainBundle] pathForResource:@"H-5" ofType:@"jpg"]; NSData *data = [NSData dataWithContentsOfFile:path]; image = [UIImage imageWithData:data]; CGRect imageRect = CGRectMake (0.0, 0.0, image.size.width, image.size.height); CGContextDrawImage (ctx, imageRect, [image CGImage]); } @end

    Read the article

  • How effective can this Tagging solution be?

    - by Pablo
    Im working on an image sharing site and want to implement tagging for the images. I've read Questions #20856 and #2504150 I have few concerns with the approach on the questions above. First of all it looks easy to link an image to a tag. However getting images by tag relation is not as easy. Not easy because you will have to get the image-to-tag relation from one table and then make a big query with a bunch of OR statements( one OR for every image). Before i even research the tagging topic i started testing the following method: This tables as examples: Table: Image Columns: ItemID, Title, Tags Table: Tag Columns: TagID, Name The Tags column in the Image table takes a string with multiple tagID from the Tag table enclosed by dashes(-). For example: -65-25-105- Links an image with the TagID 65,25 and 105. With this method i find it easier to get images by tag as i can get the TagID with one query and get all the images with another simple query like: SELECT * FROM Image WHERE Tags LIKE %-65-% So if i use this method for tagging, How effective this is? Is querying by LIKE %-65-% a slow process? What problems can i face in the future?

    Read the article

  • Can an SATA hard drive image be restored onto an SSD?

    - by Bryan Parker
    I'm currently using an SATA hard drive on my primary dev machine, but planning to upgrade to an SSD at some point soon. I use TrueImage on a regular basis to make backups, and to upgrade my harddrive without reinstalling everything. Will I be able to restore and boot onto an SSD? Will there be a performance hit or other issues to watch out for?

    Read the article

  • Make backup image (.tib/.vhd) as my main operating system?

    - by Joann
    My old hard drive is dying so I want to move my Windows 7 operating system to another hard drive. They say cloning using Acronis would do the trick, but for some reason it refuses to work. I also tried EASEUS Todo Backup, but it doesn't work either. Can you recommend some suggestions on how to transfer my operating system? I heard about converting .tib to .vhd and then booting from it, but does that achieve the same effect as cloning?

    Read the article

  • jQuery How do you get an image to fade in on load?

    - by Cool Hand Luke UK
    All I want to do is fade my logo in on the page loading. I am new today to jQuery and I can't managed to fadeIn on load please help. Sorry if this question has already been answered I have had a look and try to adapt other answers for different question but nothing seems to work and its starting to frustrate me. Thanks. Code: <script type="text/javascript"> $(function () { .load(function () { // set the image hidden by default $('#logo').hide();.fadeIn(3000); }} </script> <link rel="stylesheet" href="challenge.css"/> <title>Acme Widgets</title> </head> <body> <div id="wrapper"> <div id="header"> <img id="logo" src="logo-smaller.jpg" /> </div> <div id="nav"> navigation </div> <div id="leftCol"> left col </div> <div id="rightCol"> <div id="header2"> header 2 </div> <div id="centreCol"> body text </div> <div id="rightCol2"> right col </div> </div> <div id="footer"> footer </div> </div> </body> </html>

    Read the article

  • How to retrieve a pixel in a tiff image (loaded with JAI)?

    - by Ed Taylor
    I'm using a class (DisplayContainer) to hold a RenderedOp-image that should be displayed to the user: RenderedOp image1 = JAI.create("tiff", params); DisplayContainer d = new DisplayContainer(image1); JScrollPane jsp = new JScrollPane(d); // Create a frame to contain the panel. Frame window = new Frame(); window.add(jsp); window.pack(); window.setVisible(true); The class DisplayContainer looks like this: import java.awt.event.MouseEvent; import java.awt.geom.AffineTransform; import javax.media.jai.RenderedOp; import com.sun.media.jai.widget.DisplayJAI; public class DisplayContainer extends DisplayJAI { private static final long serialVersionUID = 1L; private RenderedOp img; // Affine tranform private final float ratio = 1f; private AffineTransform scaleForm = AffineTransform.getScaleInstance(ratio, ratio); public DisplayContainer(RenderedOp img) { super(img); this.img = img; addMouseListener(this); } public void mouseClicked(MouseEvent e) { System.out.println("Mouseclick at: (" + e.getX() + ", " + e.getY() + ")"); // How to retrieve the RGB-value of the pixel where the click took // place? } // OMISSIONS } What I would like to know is how the RGB value of the clicked pixel can be obtained?

    Read the article

  • «HTTP::Message content must be bytes» error when trying to post

    - by ZyX
    I have the following code: ... sub setImage { my $self=shift; my $filename=shift; unless(-r $filename) { warn "File $filename not found"; return; } my $imgn=shift; my $operation=&URI::Escape::uri_escape_utf8( (shift) ? "???????! (Delete)" : "?????????! (Store)"); my $FH=&::File::open($filename, 0, 0); my $image; # &utf8::downgrade($image); sysread($FH, $image, 102400, 0); close $FH; my $imginfo=eval{&Image::Info::image_info(\$image)}; if($@ or $imginfo->{"error"}) { warn "Invalid image: ".($@ || $imginfo->{"error"}); return undef; } my $fields=[ DIR => $self->url("fl"), OPERATION => $operation, FILE_NAME => ".photo$imgn", # FILE => [$filename], FILE => [undef, "image.".$imginfo->{"file_ext"}, # Content_Type => $imginfo->{"file_media_type"}, # Content_Type => 'application/octet-stream', Content => $image, ], ]; my $response=&ZLR::UA::post( &ZLR::UA::absURL("/cgi-bin/file_manager")."", $fields, Content_Type => "form-data", ); print $response->decoded_content; } ... When I try to use function setImage it fails with error HTTP::Message content must be bytes at /usr/lib64/perl5/vendor_perl/5.8.8/HTTP/Request/Common.pm line 91. Worse that I can't reproduce this error without using all of my code and upgrading libwww-perl does nothing. What can cause it?

    Read the article

  • javasript function

    - by user289346
    var curtext="View large image"; function changeSrc() { if(curtext == "View large image"){ document.getElementById("boldStuff").innerHTML ="View small image"; curtext="View small image"; } else{ document.getElementById("boldStuff").innerHTML="View large image"; curtext="View large image"; } } var curimage="cottage_small.jpg"; function changeSrc(){ if(curimage == "cottage_small.jpg"){ document.getElementById("myImage").src="cottage_large.jpg"; curimage="cottage_large.jpg"; } else{ document.getElementById("myImage").src="cottage_small.jpg"; curimage="cottage_small.jpg"; } } </script> </head> <body> <!-- Your page here --> <h1> Pink Knoll Properties</h1> <h2> Single Family Homes</h2> <p> Cottage:<strong>$149,000</strong><br/> 2 bed, 1 bath, 1,189 square feet, 1.11 acres <br/><br/> <a href="#" onclick="changeSrc()"><b id="boldStuff" />View large image</a></p> <p><img id="myImage" src="cottage_small.jpg" alt="Photo of a cottage" /></p> </body> I need help, how to put as one function with two arguments. That means when you click, the image and text both will be change. Thank you! Bianca

    Read the article

  • Converting from Latitude/Longitude to Cartesian Coordinates with a World File and map image.

    - by Heath
    I have a java applet that allows users to import a jpeg and world file from the local system. The user can then "click" draw lines on the image that was imported. Each endpoint of each line contains a set of X/Y and Lat/Long values. The XY is standard java coordinate space, the applet uses an affine transform calculation with the world file to determine the lat/long for every point on the canvas. I have a requirement that allows a user to type a distance into a text field and use the arrow key to draw a line in a certain direction (Up, Down, Left, Right) from a single selected point on the screen. I know how to determine the lat/long of a point given a source lat/long, distance, and bearing. So a user types "100" in the text field and presses the Right arrow key a line should be drawn 100 feet to the right from the currently selected point. My issue is I don't know how to convert the distance( which is in feet ) into the distance in pixels. This would then tell my where to plot the point.

    Read the article

  • C# winforms: graphics.DrawImage problem

    - by Tony
    Hi, I have a really strange problem with Graphics.DrawImage method. I have the PictureBox control in the Panel control with AllowScroll property = true. The program cuts the image on small parts basing on the area selected by the user. I load the image 300x547 and select the area (the red rectangle): program properly cuts the image: then, I load another image 427x640: and then, as the result I see that the image is not cut properly. Each img.jpg file has properly width & height but the drawn image is too small: here's the code snippet - it saves the bitmap area selected by the user: Bitmap bmp = new Bitmap(selectedAreaRECT.Width, selectedAreaRECT.Height); Graphics g = Graphics.FromImage(bmp); g.DrawImage(OriginalIMG, 0,0, selectedAreaRECT, GraphicsUnit.Pixel); g.Save(); g.Dispose(); bmp.Save(AppDomain.CurrentDomain.BaseDirectory + @"\Temp\" + "img1.jpg", System.Drawing.Imaging.ImageFormat.Jpeg); As You see, the code is the same for the img1.jpg from image A and from Image B. I'm trying to resolve that stupid problem for too long, I don't know what's the reason of that problem. I tried diffrent constructors of the DrawImage method, with no success

    Read the article

  • How to scale a sprite image without losing color key information?

    - by Michael P
    Hello everyone, I'm currently developing a simple application that displays map and draws some markers on it. I'm developing for Windows Mobile, so I decided to use DirectDraw and Imaging interfaces to make the application fast and pretty. The map moves when user moves finger on the touchscreen, so the whole map moving/scrolling animation has to be fast, but it is not. On every map update I have to draw portion of the map, control buttons, and markers - buttons and markers are preloaded on DirectDraw surface as a mipmap. So the only thing I do is BitBlit from the mipmap to a back buffer, and from the back buffer to a primary surface (I can't use page flipping due to the windowed mode of my application). Previously I used premultiplied-alpha surface with 32 bit ARGB pixel format for images mipmap, everything was looking good, but drawing entire "scene" was horribly slow - i could forget about smooth map scrolling. Now I'm using mipmap with native (RGB565) pixel format and fuchsia (0xFF00FF) color key. Drawing is much better my mipmap surface is generated on program loading - images are loaded from files, scaled (with filtering) and drawn on mipmap. The problem is, that image scaling process blends pixel colors, and those pixels which are on the border of a sprite region are blended with surrounding fuchsia pixels resulting semi-fuchsia color that is not treated as color key. When I do blitting with color key option, sprites have small fuchsia-like borders, and it looks really bad. How to solve this problem? I can use alpha blitting, but it is too slow - even in ARGB 1555 format.

    Read the article

  • UIImage resize (Scale proportion)

    - by Mustafa
    The following piece of code is resizing the image perfectly, but the problem is that it messes up the aspect ratio (resulting in a skewed image). Any pointers? // Change image resolution (auto-resize to fit) + (UIImage *)scaleImage:(UIImage*)image toResolution:(int)resolution { CGImageRef imgRef = [image CGImage]; CGFloat width = CGImageGetWidth(imgRef); CGFloat height = CGImageGetHeight(imgRef); CGRect bounds = CGRectMake(0, 0, width, height); //if already at the minimum resolution, return the orginal image, otherwise scale if (width <= resolution && height <= resolution) { return image; } else { CGFloat ratio = width/height; if (ratio > 1) { bounds.size.width = resolution; bounds.size.height = bounds.size.width / ratio; } else { bounds.size.height = resolution; bounds.size.width = bounds.size.height * ratio; } } UIGraphicsBeginImageContext(bounds.size); [image drawInRect:CGRectMake(0.0, 0.0, bounds.size.width, bounds.size.height)]; UIImage *imageCopy = UIGraphicsGetImageFromCurrentImageContext(); UIGraphicsEndImageContext(); return imageCopy; }

    Read the article

  • Can an SATA hard drive image be restored onto an SSD?

    - by Bryan Parker
    I'm currently using an SATA hard drive on my primary dev machine, but planning to upgrade to an SSD at some point soon. I use TrueImage on a regular basis to make backups, and to upgrade my harddrive without reinstalling everything. Will I be able to restore and boot onto an SSD? Will there be a performance hit or other issues to watch out for?

    Read the article

  • Clearing canvas with Canvas.drawColor()

    - by strangeInAStrangerLand
    I'm attempting to change the background image of a custom View with some success. The image will change but the problem is that I still see traces of the old image. When I attempt to clear the canvas before drawing the new image, it doesn't appear to work. I create a bitmap to store the image. When changing the image, I call Canvas.drawColor() before drawing the new image but the old image persists. I've tried drawColor(0), drawColor(Color.BLACK), c.drawColor(0, PorterDuff.Mode.CLEAR), and none of the above works. As such, I had to post this for review from more experienced minds than mine. The actual code is as follows: private int bgnd; private boolean switching; public void setBgnd(int incoming){ switching = true; switch (incoming){ case R.drawable.image1: bgnd = incoming; this.invalidate(); break; case R.drawable.image2: bgnd = incoming; this.invalidate(); break; } } protected void onDraw(Canvas c){ if(switching == true){ Bitmap b = BitmapFactory.decodeResource(getResources(), bgnd); c.drawColor(0, PorterDuff.Mode.CLEAR); c.drawBitmap(b, 0, 0, null); switching = false; }else{ Bitmap b = BitmapFactory.decodeResource(getResources(), bgnd); c.drawBitmap(b, 0, 0, null); } }

    Read the article

  • HTML tabindex: Put some links last without complete enumeration

    - by Emanuel Berg
    I know I can use the HTML anchor attribute tabindex to set the tabindex of links, i.e., in what order they get focused when the user hits Tab (or Shift-Tab). But, I have a home page with tons of links, and to enumerate all those is a lot of work. The actual case is, I have four image links that by default gets index 1, 2, 3, and 4 (well, the behavior is equivalent, at least). But, I'd much rather have the first non-image link as number 1. Check it out here and you'll understand immediately. I tried to give the first non-image link (the link I desire to have tabindex 1) - I tried to give it tabindex 1 explicitly, hoping that it would cascade from there, but it didn't (i.e., the first image link got implicit tabindex 2). I also tried to give the image links ridiculously high tabindexes, but that didn't work: as the other links didn't have tabindexes at all, those highs were still "first". As a last resort (the solution currently employed) I gave the image links all tabindex -1. That makes for logical tabbing, but, it is suboptimal, as those image links are excluded from the tab loop - a user tabbing away will probably never realize that the images are clickable. I'd like them to be reachable with tabbing, but last, after all the ordinary links. If you wonder why I'm so determined to achieve this, it has to do with my own finger habits: I almost exclusively search for links, tab back, tab forth, etc., and very seldom using the mouse. Note: I'll accept a script to change the actual HTML for a complete enumeration, if you convince me there is no "set" way to solve this problem.

    Read the article

  • Is there a way to use an inline PNG image in an Outlook e-mail?

    - by James McMahon
    In my work as a developer I sometimes find myself sending details emails with screenshots to illustrate some point or problem. The content of these screenshots is often text. So knowing that PNG is much better at handle compression of images with text, I save my screenshots as PNG and insert them into my email. However whenever I check my sent mail, the images are clearly being sent as a JPG because they look horribly compressed. I'm using Outlook 2003 as my email program. Is there some setting I can change to make Outlook send inline images as PNGs?

    Read the article

< Previous Page | 253 254 255 256 257 258 259 260 261 262 263 264  | Next Page >