Search Results

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

Page 26/801 | < Previous Page | 22 23 24 25 26 27 28 29 30 31 32 33  | Next Page >

  • BufferedImage & ColorModel in Java

    - by spol
    I am using a image processing library in java to manipulate images.The first step I do is I read an image and create a java.awt.Image.BufferedImage object. I do it in this way, BufferedImage sourceImage = ImageIO.read( new File( filePath ) ); The above code creates a BufferedImage ojbect with a DirectColorModel: rmask=ff0000 gmask=ff00 bmask=ff amask=0. This is what happens when I run the above code on my macbook. But when I run this same code on a linux machine (hosted server), this creates a BufferedImage object with ColorModel: #pixelBits = 24 numComponents = 3 color space = java.awt.color.ICC_ColorSpace@c39a20 transparency = 1 has alpha = false isAlphaPre = false. And I use the same jpg image in both the cases. I don't know why the color model on the same image is different when run on mac and linux. The colormodel for mac has 4 components and the colormodel for linux has 3 components.There is a problem arising because of this, the image processing library that I use always assumes that there are always 4 components in the colormodel of the image passed, and it throws array out of bounds exception when run on linux box. But on macbook, it runs fine. I am not sure if I am doing something wrong or there is a problem with the library. Please let me know your thoughts. Also ask me any questions if I am not making sense!

    Read the article

  • Creating SparseImages for Pivot

    - by John Conwell
    Learning how to programmatically make collections for Microsoft Live Labs Pivot has been a pretty interesting ride. There are very few examples out there, and the folks at MS Live Labs are often slow on any feedback.  But that is what Reflector is for, right? Well, I was creating these InfoCard images (similar to the Car images in the "New Cars" sample collection that that MS created for Pivot), and wanted to put a Tag Cloud into the info card.  The problem was the size of the tag cloud might vary in order for all the tags to fit into the tag cloud (often times being bigger than the info card itself).  This was because the varying word lengths and calculated font sizes. So, to fix this, I made the tag cloud its own separate image from the info card.  Then, I would create a sparse image out of the two images, where the tag cloud fit into a small section of the info card.  This would allow the user to see the info card, but then zoom into the tag cloud and see all the tags at a normal resolution.  Kind'a cool. But...I couldn't find one code example (not one!) of how to create a sparse image.  There is one page on the SeaDragon site (http://www.seadragon.com/developer/creating-content/deep-zoom-tools/) that gives over the API for creating images and collections, and it sparsely goes over how to create a sparse image, but unless you are familiar with the API already, the documentation doesn't help very much. The key is the Image.ViewportWidth and Image.ViewportOrigin properties of the image that is getting super imposed on the main image.  I'll walk through the code below.  I've setup a couple Point structs to represent the parent and sub image sizes, as well as where on the parent I want to position the sub image.  Next, create the parent image.  This is pretty straight forward.  Then I create the sub image.  Then I calculate several ratios; the height to width ratio of the sub image, the width ratio of the sub image to the parent image, the height ratio of the sub image to the parent image, then the X and Y coordinates on the parent image where I want the sub image to be placed represented as a ratio of the position to the parent image size. After all these ratios have been calculated, I use them to calculate the Image.ViewportWidth and Image.ViewportOrigin values, then pass the image objects into the SparseImageCreator and call Create. The key thing that was really missing from the API documentation page is that when setting up your sub images, everything is expressed in a ratio in relation to the main parent image.  If I had known this, it would have saved me a lot of trial and error time.  And how did I figure this out?  Reflector of course!  There is a tool called Deep Zoom Composer that came from MS Live Labs which can create a sparse image.  I just dug around the tool's code until I found the method that create sparse images.  But seriously...look at the API documentation from the SeaDragon size and look at the code below and tell me if the documentation would have helped you at all.  I don't think so!   public static void WriteDeepZoomSparseImage(string mainImagePath, string subImagePath, string destination) {     Point parentImageSize = new Point(720, 420);     Point subImageSize = new Point(490, 310);     Point subImageLocation = new Point(196, 17);     List<Image> images = new List<Image>();     //create main image     Image mainImage = new Image(mainImagePath);     mainImage.Size = parentImageSize;     images.Add(mainImage);     //create sub image     Image subImage = new Image(subImagePath);     double hwRatio = subImageSize.X/subImageSize.Y;            // height width ratio of the tag cloud     double nodeWidth = subImageSize.X/parentImageSize.X;        // sub image width to parent image width ratio     double nodeHeight = subImageSize.Y / parentImageSize.Y;    // sub image height to parent image height ratio     double nodeX = subImageLocation.X/parentImageSize.X;       //x cordinate position on parent / width of parent     double nodeY = subImageLocation.Y / parentImageSize.Y;     //y cordinate position on parent / height of parent     subImage.ViewportWidth = (nodeWidth < double.Epsilon) ? 1.0 : (1.0 / nodeWidth);     subImage.ViewportOrigin = new Point(         (nodeWidth < double.Epsilon) ? -1.0 : (-nodeX / nodeWidth),         (nodeHeight < double.Epsilon) ? -1.0 : ((-nodeY / nodeHeight) / hwRatio));     images.Add(subImage);     //create sparse image     SparseImageCreator creator = new SparseImageCreator();     creator.Create(images, destination); }

    Read the article

  • Wheel rotation, to change velocity of vehicle

    - by Lewis
    I update the velocity of my vehicle like so: [v setVelocity: ((2 * 3.14 * 100 * (wheel.getRotationValue / 360) / 30)) * gameSpeed]; // update on 60 fps this gets velocity on all frames divide by 60 for 1 frame. This is done in my update method in my world class. Now wheel.getRotationValue returns the rotation value which is worked out like this: - (void)ccTouchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { UITouch *touch = [touches anyObject]; CGPoint location = [touch locationInView:[touch view]]; location = [[CCDirector sharedDirector] convertToGL:location]; if (CGRectContainsPoint(wheel.boundingBox, location)) { CGPoint firstLocation = [touch previousLocationInView:[touch view]]; CGPoint location = [touch locationInView:[touch view]]; CGPoint touchingPoint = [[CCDirector sharedDirector] convertToGL:location]; CGPoint firstTouchingPoint = [[CCDirector sharedDirector] convertToGL:firstLocation]; CGPoint firstVector = ccpSub(firstTouchingPoint, wheel.position); CGFloat firstRotateAngle = -ccpToAngle(firstVector); CGFloat previousTouch = CC_RADIANS_TO_DEGREES(firstRotateAngle); CGPoint vector = ccpSub(touchingPoint, wheel.position); CGFloat rotateAngle = -ccpToAngle(vector); CGFloat currentTouch = CC_RADIANS_TO_DEGREES(rotateAngle); float limit = 0.5; rotationValue += (currentTouch - previousTouch) * limit; } touching = YES; } Say I steer the vehicle to the far right of the screen, and want to move it to the far left, It wont start moving to the left of the screen until the rotationValue is past 0 degrees again (the wheel is in its center posistion) and is dragged past this value. Is there anyway to change the code I have above, so that movement on the wheel is recognised instantly and updates the velocity of v instantly too?

    Read the article

  • GLSL billboard move center of rotation

    - by Jacob Kofoed
    I have successfully set up a billboard shader that works, it can take in a quad and rotate it so it always points toward the screen. I am using this vertex-shader: void main(){ vec4 tmpPos = (MVP * bufferMatrix * vec4(0.0, 0.0, 0.0, 1.0)) + (MV * vec4( vertexPosition.x * 1.0 * bufferMatrix[0][0], vertexPosition.y * 1.0 * bufferMatrix[1][1], vertexPosition.z * 1.0 * bufferMatrix[2][2], 0.0) ); UV = UVOffset + vertexUV * UVScale; gl_Position = tmpPos; BufferMatrix is the model-matrix, it is an attribute to support Instance-drawing. The problem is best explained through pictures: This is the start position of the camera: And this is the position, looking in from 45 degree to the right: Obviously, as each character is it's own quad, the shader rotates each one around their own center towards the camera. What I in fact want is for them to rotate around a shared center, how would I do this? What I have been trying to do this far is: mat4 translation = mat4(1.0); translation = glm::translate(translation, vec3(pos)*1.f * 2.f); translation = glm::scale(translation, vec3(scale, 1.f)); translation = glm::translate(translation, vec3(anchorPoint - pos) / vec3(scale, 1.f)); Where the translation is the bufferMatrix sent to the shader. What I am trying to do is offset the center, but this might not be possible with a single matrix..? I am interested in a solution that doesn't require CPU calculations each frame, but rather set it up once and then let the shader do the billboard rotation. I realize there's many different solutions, like merging all the quads together, but I would first like to know if the approach with offsetting the center is possible. If it all seems a bit confusing, it's because I'm a little confused myself.

    Read the article

  • Offset Forward vector of object based on Rotation

    - by Taylor
    I'm using the Bullet 3D physics engine in a iOS application running openGL ES 1.1 Currently I'm accepting info from the gyroscope to allow the user to "look around" a 3d world that follows a bouncing ball (note: it only takes in the yaw to look around 360 degrees). Im also accepting information from the accelerometer based on the tilt to push the ball. As of right now, to move forward, the user tilts the devise forward (using the accelerometer); to move to the right, the user tilts the devise to the right and so on. The forward vector is currently along it's local Z-axis. The problem is that I want to change the ball bounce based on where the user has changed the view. If I change the view, the ball bounces in the fixed direction. I want to change the forward facing direction so that when a user changes the view (say to the look at the right of the world, the user rotates the device), tilting the devise forward will result in a forward force in that direction. Basically, I want the forward vector to take the rotation into consideration. Sorry if I didn't explain the issue well enough, its kind of confusing to write down.

    Read the article

  • How to scale rotated objects properly in Actionscript 3?

    - by Tom
    This is unfortunately a quite complex issue to explain, so please don't get discouraged by the wall of text - it's there for a reason. ;) I'm working on a transformation manager for flash, written with Actionscript 3. Users can place objects on the screen, for example a rectangle. This rectangle can then be selected and transformed: move, scale or rotate. Because flash by default rotates around the top left point of the object, and I want it to rotate around the center, I created a wrapper setup for each display object (eg. a rectangle). This is how the wrappers are setup: //the position wrapper makes sure that we do get the top left position when we access x and y var positionWrapper:Sprite = new Sprite(); positionWrapper.x = renderObject.x; positionWrapper.y = renderObject.y; //set the render objects location to center at the rotation wrappers top left renderObject.x = 0 - renderObject.width / 2; renderObject.y = 0 - renderObject.height / 2; //now create a rotation wrapper, at the center of the display object var rotationWrapper:Sprite = new Sprite(); rotationWrapper.x = renderObject.width / 2; rotationWrapper.y = renderObject.height / 2; //put the rotation wrapper inside the position wrapper and the render object inside the rotation wrapper positionWrapper.addChild(rotationWrapper); rotationWrapper.addChild(renderObject); Now, the x and y of the object can be accessed and set directly: mainWrapper.x or mainWrapper.y. The rotation can be set and accessed from the child of this main wrapper: mainWrapper.getChildAt(0).rotation. Finally, the width and height of the display object can be retreived and set by getting the child of the rotation wrapper and accessing the display object directly. An example on how I access them: //get wrappers and render object var positionWrapper:Sprite = currentSelection["render"]; var rotationWrapper:Sprite = positionWrapper.getChildAt(0) as Sprite; var renderObject:DisplayObject = rotationWrapper.getChildAt(0); This works perfectly for all initial transformations: moving, scaling and rotating. However, the problem arises when you first rotate an object (eg. 45 degrees) and then scale it. The scaled object is getting out of shape and doesn't scale as it should. This for example happens when you scale to the left. Scaling left is basically adding n width to the object and then reduce the x coord of the position wrapper by n too: renderObject.width -= diffX; positionWrapper.x += diffX; This works when the object is not rotated. However, when it is, the position wrapper won't be rotated as it is a parent of the rotation wrapper. This will make the position wrapper move left horizontally while the width of the object is increased diagonally. I hope this makes any sense, if not, please tell me and I'll try to elaborate more. Now, to the question: should I use a different kind of setup, system or structure? Should I maybe use matrixes, if so, how would you keep a static width/height after rotation? Or how do I fix my current wrapper system for scaling after rotation? Any help is appreciated.

    Read the article

  • Android: Image displayed at Webview from Url with high quality loss

    - by Merlino
    I want to display an image from an url with an Webview at Android. With Android phones with Version 1.5 and 1.6 there is no problem. but the same pic and the same code on an AndroidPhone with Version 2.0 and the pic is totaly pixelated. Like Android is resizing the image first to a smaller one and then resizing it back to "normal" size. Unfortunately its important to display the pic without any quality loss. I tried to integrate it in the sourcefolder to show it as an normal image, but at Android 2.0 i get an exception because the image is to big. (At Android 1.6 there is no problem) Any ideas how i can display the image without quality loss with Android 2.0 ?

    Read the article

  • Using an NSButtonCell with template image in a NSTableView

    - by alloy
    In Interface Builder, I have set the dataCell of one of the columns of my NSTableView instance to be NSButtonCell. This works as expected, however, trying to use a ‘template’ image doesn't yield the expected visual result when clicking the button. How I configure the NSButtonCell: Image: NSRevealFreestandingTemplate Scaling: None Bezel: Bevel Type: Momentary Push In Bordered: false Expected result when clicking the button: Since the image is a ‘template’, the button should render its ‘on’ state. The background, ie the space surrounding the image, should not change. Actual result when clicking the button: No difference in the ‘state’ of the rendered image. The background color changes to white. Even-though I’ve tried my best to make the explanation of the problem as concise as possible, I’ve also made a simple screencast to visually illustrate the problem. And uploaded the demo app.

    Read the article

  • How to Stich to Image objects in Java

    - by Imran
    Hi, I have a scenario in which i`m getting a number of tiles (e.g.12) from my mapping server. Now for buffering and offline functions I need to join them all back again so that we have to deal with 1 single image object instead of 12. I ve tried to do it without JAI my code is below. package imagemerge; import java.awt.*; import java.awt.image.*; import java.awt.event.*; public class ImageSticher extends WindowAdapter { Image tile1; Image tile2; Image result; ColorModel colorModel; int width,height,widthr,heightr; //int t1,t2; int t12[]; public ImageSticher() { } public ImageSticher (Image img1,Image img2,int w,int h) { tile1=img1; tile2=img2; width=w; height=h; colorModel=ColorModel.getRGBdefault(); } public Image horizontalStich() throws Exception { widthr=width*2; heightr=height; t12=new int[widthr * heightr]; int t1[]=new int[width*height]; PixelGrabber p1 =new PixelGrabber(tile1, 0, 0, width, height, t1, 0, width); p1.grabPixels(); int t2[]=new int[width*height]; PixelGrabber p2 =new PixelGrabber(tile2, 0, 0, width, height, t1, 0, width); p2.grabPixels(); int y, x, rp, rpi; int red1, red2, redr; int green1, green2, greenr; int blue1, blue2, bluer; int alpha1, alpha2, alphar; for(y=0;y<heightr;y++) { for(x=0;x<widthr;x++) { //System.out.println(x); rpi=y*widthr+x; // index of resulting pixel; rp=0; //initializing resulting pixel System.out.println(rpi); if(x<(widthr/2)) // x is less than width , copy first tile { //System.out.println("tile1="+x); blue1 = t1[rpi] & 0x00ff; // ERROR occurs here green1=(t1[rpi] >> 8) & 0x00ff; red1=(t1[rpi] >> 16) & 0x00ff; alpha1 = (t1[rpi] >> 24) & 0x00ff; redr = (int)(red1 * 1.0); // copying red band pixel into redresult,,,,1.0 is the alpha valye redr = (redr < 0)?(0):((redr>255)?(255):(redr)); greenr = (int)(green1 * 1.0); // redr = (int)(red1 * 1.0); // greenr = (greenr < 0)?(0):((greenr>255)?(255):(greenr)); bluer = (int)(blue1 * 1.0); bluer = (bluer < 0)?(0):((bluer>255)?(255):(bluer)); alphar = 255; //resulting pixel computed rp = (((((alphar << 8) + (redr & 0x0ff)) << 8) + (greenr & 0x0ff)) << 8) + (bluer & 0x0ff); } else // index is ahead of half way...copy second tile { blue2 = t2[rpi] & 0x00ff; // blue band bit of first tile green2=(t2[rpi] >> 8) & 0x00ff; red2=(t2[rpi] >> 16) & 0x00ff; alpha2 = (t2[rpi] >> 24) & 0x00ff; redr = (int)(red2 * 1.0); // copying red band pixel into redresult,,,,1.0 is the alpha valye redr = (redr < 0)?(0):((redr>255)?(255):(redr)); greenr = (int)(green2 * 1.0); // redr = (int)(red2 * 1.0); // greenr = (greenr < 0)?(0):((greenr>255)?(255):(greenr)); bluer = (int)(blue2 * 1.0); bluer = (bluer < 0)?(0):((bluer>255)?(255):(bluer)); alphar = 255; //resulting pixel computed rp = (((((alphar << 8) + (redr & 0x0ff)) << 8) + (greenr & 0x0ff)) << 8) + (bluer & 0x0ff); } t12[rpi] = rp; // copying resulting pixel in the result int array which will be converted to image } } MemoryImageSource mis; if (t12!=null) { mis = new MemoryImageSource(widthr, heightr, colorModel, t12, 0, widthr); result = Toolkit.getDefaultToolkit().createImage(mis); return result; } return null; } } now to check the my theory Im trying to join or stich two tiles horizontaly but im getting the error : java.lang.ArrayIndexOutOfBoundsException: 90000 at imagemerge.ImageSticher.horizontalStich(ImageSticher.java:69) at imageStream.ImageStream.getImage(ImageStream.java:75) at imageStream.ImageStream.main(ImageStream.java:28) is there some kind of limitation because when stiching two images of 300 x 300 horizontally it means the resulting image will be 600 x 300 ... that would make 180000 index size but its giving error at 90000, what am I doing wrong here

    Read the article

  • Delete image file used by XAML

    - by Frode Lillerud
    I'm trying to delete a Image file in WPF, but WPF locks the file. <Image Source="C:\person.gif" x:Name="PersonImage"> <Image.ContextMenu> <ContextMenu> <MenuItem Header="Delete..." x:Name="DeletePersonImageMenuItem" Click="DeletePersonImageMenuItem_Click"/> </ContextMenu> </Image.ContextMenu> </Image> And the Click handler just looks like this: private void DeletePersonImageMenuItem_Click(object sender, RoutedEventArgs e) { System.IO.File.Delete(@"C:\person.gif"); } But, when I try to delete the file it is locked and cannot be removed. Any tips on how to delete the file?

    Read the article

  • jquery ajax image

    - by Nishima
    Hi all, I am sending an ajax request on dblick for creating the image of the screen where it is double clicked.I am ising imagegrabscreen() function of PHP to create image but instead of creating its image it is creates a black image. dblclick(function (ev,ui) { var response = $.ajax({ type:"POST", url: "grabImage.php", data:"name=John&location=Boston&function_name=img", complete: function(msg){ var resp = msg.responseText; if(msg && msg.readyState != 4) { alert("Ready State :"+msg.readyState); return; } else{ //wb_load(); alert( "Data Saved: " + resp); } } }); } ); GRAB IMAGE FUNCTION function img() { $im = imagegrabscreen(); imagepng($im, "C:\myscreenshot.png"); //echo $im; //imagedestroy($im); return $im; define('imge',$im); }

    Read the article

  • 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?

    Read the article

  • PIL saves image colour wrong

    - by Tom Viner
    I have an image. I want to resize it using PIL, but it come out like this. Even without a resize it still messes up the colour. Minimal code: from PIL import Image import os import urllib import webbrowser orig_url = 'http://mercedesclub.org.uk/images/stackoverflow-question/least-popular-colours-_-500-x-500.jpg' temp_fn, _ = urllib.urlretrieve(orig_url) im = Image.open(temp_fn) fn = os.tempnam() + '.jpg' im.save(fn) webbrowser.open(fn) I've tried Image.open(temp_fn).convert(format) with 'RGB', 'CMYK' and 'L' as formats, but still get weirdly coloured or grey results. When I load the image from my hard drive and I can see: >>>im.info {'adobe': 100, 'progression': 1, 'exif': 'Exif\x00\x00MM\x00*...\x7f\xff\xd9', 'adobe_transform': 100} >>>im.format 'JPEG' >>>im.mode 'CMYK' >>> im._getexif() {40961: 65535, 40962: 500, 40963: 500, 296: 2, 34665: 164, 274: 1, 305: 'Adobe Photoshop CS Macintosh', 306: '2010:02:26 12:46:54', 282: (300, 1), 283: (300, 1)} Thanks and let me know if you need any more data.

    Read the article

  • retrieving background image from div when dynamically set

    - by tixrus
    I am having an issue with setting the background-image of a #x to the background image of #y. Correct me if I am wrong but I think you would do this in a simple case by saying $('#x').css('background-image',$('#y').css('background-image')); The problem is that when y was initially set up, it was set up like this: <div id='y' style='background-image: url(./randomcolor.php?ibase=<?php echo $entity->name; ?>) .... So when it does it, it is getting the URL of the generator, and javascript is just regarding that as a string. Do I have to do an ajax get here, or is there some kind of eval I could use.

    Read the article

  • Java 1.5.0_16 corrupted colours when saving jpg image

    - by Coder
    Hi, i have a loaded image from disk (stored as a BufferedImage), which i display correctly on a JPanel but when i try to re-save this image using the command below, the image is saved in a reddish hue. ImageIO.write(image, "jpg", fileName); Note! image is a BufferedImage and fileName is a File object pointing to the filename that will be saved which end in ".jpg". I have read that there were problems with ImageIO methods in earlier JDKs but i'm not on one of those versions as far as i could find. What i am looking for is a way to fix this issue without updating the JDK, however having said that i would still like to know in what JDK this issue was fixed in (if it indeed is still a bug with the JDK i'm using). Thanks.

    Read the article

  • Add image gallery to node in Drupal

    - by vian
    I'm using Image module for Drupal 6 and the submodule of Image Gallery. Image gallery is identified by taxonomy term of certain vocabulary. What I need is to attach Image Gallery View supplied with Image Gallery to certain node. I am now trying to use Views Attach to do this. But how can I pass an argument of taxonomy term for gallery to the view? Also I added the taxonomy term for gallery to be defined for both images and my node type. Is it ok?

    Read the article

  • jQuery image grid effect

    - by anon
    I have an image sitting on a page that I want to create a grid type overlay (that covers the image with a black fill) which will be partitioned into 50x50 pixels (what ever size, tbh) squares. The squares on the grid will then flip over, one at a time, in random positions revealing the image below it. The only way I can think of accomplishing this would be to create a whole bunch of grid squares and overlay them on the image with jQuery, then flip each image square individually. This, though, would be a pain in the ass. Doing this all dynamically in jQuery is what I'm hoping to accomplish. Any ideas?

    Read the article

  • jQuery, drop image on overlaping target

    - by Cinaird
    I am using jQuery to detect drop on target, the target in question is a image. If i drag one image upon another, and then drop it, it shall replace the target source with the dropped source. This works fine until two images lies upon each other. Some of the images lies next to each other and some times the target images overlap. if i drop, both the visible image and the image beneath is replaced with the dragged image. I hope the problem is clear and their is any good solution

    Read the article

  • WPF Custom Control with Image problem

    - by user311883
    Hi all, I am quite new to WPF/XAML and I am currently facing a problem. I have a solution with two projects in it, the first project is a Custom Control Library with a custom Window form control inside. The second project is a WPF application using my custom window form. All work fine except for the form Icon. In the WPF application project I set my window icon property to "/ProjectTwoNameSpace;component/Resources/Images/Film.ico", and in the WPF custom control I try to show that image that way : <Image Grid.Column="0" Margin="3" Width="27" Height="27"> <Image.Source> <BitmapImage UriSource="{Binding Path=Icon}" /> </Image.Source> </Image> But it doesn't work, I get a error at runtime saying that the property UriSource or StreamSource must be set for my tag. Anyone can help me ? I think it's jsut a WPF newbie problem ^^

    Read the article

  • Cocoa : Scale Image dragged into an ImageWell

    - by Holli
    I am working on application to keep a comic book collection in order. The user should be able to drag an image of the cover artwork into the program via an ImageWell. Since it is not possible to drag the image out of the application again I don't need to save the picture in it's original size. An image at the size of the ImageWell would be just fine. The question is how do I rescale the image with my application? To make things even more complicated the ImageWell is bound with Core Data. So I need to rescale the image before Core Data will save the picture in its original size.

    Read the article

  • Java: Line appears when using AffineTransform to scale image

    - by Malakim
    Hi, I'm having a problem with image scaling. When I use the following code to scale an image it ends up with a line either at the bottom or on the right side of the image. double scale = 1; if (scaleHeight >= scaleWidth) { scale = scaleWidth; } else { scale = scaleHeight; } AffineTransform af = new AffineTransform(); af.scale(scale, scale); AffineTransformOp operation = new AffineTransformOp(af, AffineTransformOp.TYPE_NEAREST_NEIGHBOR); BufferedImage bufferedThumb = operation.filter(img, null); The original image is here: http://tinyurl.com/yzv6r7h The scaled image: http://tinyurl.com/yk6e8ga Does anyone know why the line appears? Thanks!

    Read the article

  • Free (as in beer) Reverse Image Search API/Library/Service

    - by Bauer
    TinEye provides a great way to "reverse" search by image (i.e. upload/transload an image and have multiple possible sources of that image returned as results.) Since screen-scraping is messy and unreliable, I'm looking for a free API/library/web-service that could offer the same (or similar) reverse-image search function. At present, TinEye offers a commercial API, but since I'll only be using the service for small personal projects, it's hard to justify the cost of the service (the lowest being 1,000 searches for $70 USD). Is anyone aware of such a free service? Or is there a simpler way to approach this (programmatic solution; any language)? I understand that this is a tall order, and submitting the question is really only a last resort in the hope that there is some solution. Example image search is 99designs' StackOverflow logo competition entry by wolv

    Read the article

  • Scaling up an image

    - by codefail
    How do I fulfill the condition "returns the entire scaled up image" If I am coding this correctly, scaleColor handles individual colors, getRed handles the red, etc. I am multiplying this by the input, numTimes, which will create a new image that is scaled up it. This scaled up (increase size) is to be returned. This is what I have. Image Image::scaleUp(int numTimes) const { for (int x = 0; x < width; x++) { for (int y = 0; y < height; y++) { pixelData[x][y].scaleColor(pixelData[x][y].scaleRed(pixelData[x][y].getRed()*numTimes)); pixelData[x][y].scaleColor(pixelData[x][y].scaleGreen(pixelData[x][y].getGreen()*numTimes)); pixelData[x][y].scaleColor(pixelData[x][y].scaleBlue(pixelData[x][y].getBlue()*numTimes)); } } //return Image(); }

    Read the article

  • How to place text on top of image in ReportViewer

    - by Christoffer
    I feel very silly asking this, since it seems like it just should work, but I cannot make it work and cannot find anything in the documentation about this. The problem: I'm developing an application in Visual Studio 2010 that is utilizing ReportViewer, rendering the report locally. In the report designer, I place a textbox on top of an image. This looks fine in the designer, but when rendering the report, the textbox is rendered below the image. Now, before you suggest it, I have tried placing a textbox on top of a rectangle (or other control) with the BackgroundImage property set. This works. But: I cannot find a way to rescale the background image to fit the control. Setting a different dpi for the background image does nothing. Simply rescaling the image to a different resolution is not an option, since I eventually want to print the report. Does anybody have a solution to this?

    Read the article

< Previous Page | 22 23 24 25 26 27 28 29 30 31 32 33  | Next Page >