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  • Windows 7 disappeared in list of Grub while loading

    - by Riyad A.
    Installed Ubuntu 12.04 alongside the Windows 7 two weeks ago. Initially haven't any issues with that. day ago installed updates on Ubuntu and after restarting the system found the absence of Win7 in Grub list. Before the HDD has been partitioned on two volumes Disk C and Work Disk(don't remember the name). When doing the fdisk -l: Sector size (logical/physical): 512 bytes / 4096 bytes I/O size (minimum/optimal): 4096 bytes / 4096 bytes Disk identifier: 0xa93031e0 Device Boot Start End Blocks Id System /dev/sda1 * 2048 408833842 204415897+ 7 HPFS/NTFS/exFAT /dev/sda2 488386560 976773119 244193280 7 HPFS/NTFS/exFAT /dev/sda3 408834046 488386559 39776257 5 Extended Partition 3 does not start on physical sector boundary. /dev/sda5 408834048 484421631 37793792 83 Linux /dev/sda6 484423680 488386559 1981440 82 Linux swap / Solaris Partition table entries are not in disk order Disk /dev/mmcblk0: 3965 MB, 3965190144 bytes 49 heads, 48 sectors/track, 3292 cylinders, total 7744512 sectors Units = sectors of 1 * 512 = 512 bytes Sector size (logical/physical): 512 bytes / 512 bytes I/O size (minimum/optimal): 512 bytes / 512 bytes Disk identifier: 0x00000000 Device Boot Start End Blocks Id System /dev/mmcblk0p1 8192 7744511 3868160 b W95 FAT32 When sudo mount /dev/sda ~/1 -o offset [488386560*512] - opens and mounts WORK disk. Need help: how to See and mount disk C. how to see and adjust the Grub to appear both systems in Grub menu when loading?

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  • Why is drawing to OnPaint graphics faster than image graphics?

    - by Tesserex
    I'm looking for a way to speed up the drawing of my game engine, which is currently the significant bottleneck, and is causing slowdowns. I'm on the verge of converting it over to XNA, but I just noticed something. Say I have a small image that I've loaded. Image img = Image.FromFile("mypict.png"); We have a picturebox on the screen we want to draw on. So we have a handler. pictureBox1.Paint += new PaintEventHandler(pictureBox1_Paint); I want our loaded image to be tiled on the picturebox (this is for a game, after all). Why on earth is this code: void pictureBox1_Paint(object sender, PaintEventArgs e) { for (int y = 0; y < 16; y++) for (int x = 0; x < 16; x++) e.Graphics.DrawImage(image, x * 16, y * 16, 16, 16); } over 25 TIMES FASTER than this code: Image buff = new Bitmap(256, 256, PixelFormat.Format32bppPArgb); // actually a form member void pictureBox1_Paint(object sender, PaintEventArgs e) { using (Graphics g = Graphics.FromImage(buff)) { for (int y = 0; y < 16; y++) for (int x = 0; x < 16; x++) g.DrawImage(image, x * 16, y * 16, 16, 16); } e.Graphics.DrawImage(buff, 0, 0, 256, 256); } To eliminate the obvious, I've tried commenting out the last e.Graphics.DrawImage (which means I don't see anything, but it gets rid a call that isn't in the first example). I've also left in the using block (needlessly) in the first example, but it's still just as blazingly fast. I've set properties of g to match e.Graphics - things like InterpolationMode, CompositingQuality, etc, but nothing I do bridges this incredible gap in performance. I can't find any difference between the two Graphics objects. What gives? My test with a System.Diagnostics.Stopwatch says that the first code snippet runs at about 7100 fps, while the second runs at a measly 280 fps. My reference image is VS2010ImageLibrary\Objects\png_format\WinVista\SecurityLock.png, which is 48x48 px, and which I modified to be 72 dpi instead of 96, but those made no difference either.

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  • Mapstraction: Changing an Icon's image URL after it has been added?

    - by Paul Owens
    I am trying to use marker.setIcon() to change a markers image. However it appears that although this changes the marker.iconUrl attribute the icon itself is using marker.proprietary_marker.$.icon.image to display the markers image - so the markers icon remains unchanged. Is there a way to dynamically change the marker.proprietary_marker.$.icon.image? Add a marker. Check the icon's image url and the proprietary icon's image - they're the same. Change the icon. Again check the Urls. Now the Icon Url has changed but the marker still shows the old image which is in the proprietary marker object. <head> <title>Map Test</title> <script src="http://maps.google.com/maps?file=api&v=2&key=Your-Google-API-Key" type="text/javascript"></script> <script src="mapstraction.js"></script> <script type="text/javascript"> var map; var marker; function getMap(){ map = new mxn.Mapstraction('myMap','google'); map.setCenterAndZoom(new mxn.LatLonPoint(45.559242,-122.636467), 15); } function addMarker(){ marker = new mxn.Marker(new mxn.LatLonPoint(45.559242, -122.636467)); marker.addData({infoBubble : "Text", label : "Label", marker : 4, icon: "http://mapscripting.com/examples/mashups/richter-high.png"}); map.addMarker(marker); } function changeIcon(){ marker.setIcon("http://assets1.mapufacture.com/images/markers/usgs_marker.png"); } function showIconURL(){ alert(marker.iconUrl); } function showProprietaryIconURL(){ alert(marker.proprietary_marker.$.icon.image); } </script> </head> <body onload="getMap()"> <div id="myMap" style="width:627px; height:412px;"></div> <div> <input type="button" value="add marker" OnClick="addMarker();"> <input type="button" value="change icon" OnClick="changeIcon();"> <input type="button" value="show icon URL" OnClick="showIconURL();"> <input type="button" value="show proprierty icon URL " OnClick="showProprietaryIconURL();"> </div> </body> </html>

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  • UIImagePickerController, UIImage, Memory and More!

    - by Itay
    I've noticed that there are many questions about how to handle UIImage objects, especially in conjunction with UIImagePickerController and then displaying it in a view (usually a UIImageView). Here is a collection of common questions and their answers. Feel free to edit and add your own. I obviously learnt all this information from somewhere too. Various forum posts, StackOverflow answers and my own experimenting brought me to all these solutions. Credit goes to those who posted some sample code that I've since used and modified. I don't remember who you all are - but hats off to you! How Do I Select An Image From the User's Images or From the Camera? You use UIImagePickerController. The documentation for the class gives a decent overview of how one would use it, and can be found here. Basically, you create an instance of the class, which is a modal view controller, display it, and set yourself (or some class) to be the delegate. Then you'll get notified when a user selects some form of media (movie or image in 3.0 on the 3GS), and you can do whatever you want. My Delegate Was Called - How Do I Get The Media? The delegate method signature is the following: - (void)imagePickerController:(UIImagePickerController *)picker didFinishPickingMediaWithInfo:(NSDictionary *)info; You should put a breakpoint in the debugger to see what's in the dictionary, but you use that to extract the media. For example: UIImage* image = [info objectForKey:UIImagePickerControllerOriginalImage]; There are other keys that work as well, all in the documentation. OK, I Got The Image, But It Doesn't Have Any Geolocation Data. What gives? Unfortunately, Apple decided that we're not worthy of this information. When they load the data into the UIImage, they strip it of all the EXIF/Geolocation data. Can I Get To The Original File Representing This Image on the Disk? Nope. For security purposes, you only get the UIImage. How Can I Look At The Underlying Pixels of the UIImage? Since the UIImage is immutable, you can't look at the direct pixels. However, you can make a copy. The code to this looks something like this: UIImage* image = ...; // An image NSData* pixelData = (NSData*) CGDataProviderCopyData(CGImageGetDataProvider(image.CGImage)); unsigned char* pixelBytes = (unsigned char *)[pixelData bytes]; // Take away the red pixel, assuming 32-bit RGBA for(int i = 0; i < [pixelData length]; i += 4) { pixelBytes[i] = 0; // red pixelBytes[i+1] = pixelBytes[i+1]; // green pixelBytes[i+2] = pixelBytes[i+2]; // blue pixelBytes[i+3] = pixelBytes[i+3]; // alpha } However, note that CGDataProviderCopyData provides you with an "immutable" reference to the data - meaning you can't change it (and you may get a BAD_ACCESS error if you do). Look at the next question if you want to see how you can modify the pixels. How Do I Modify The Pixels of the UIImage? The UIImage is immutable, meaning you can't change it. Apple posted a great article on how to get a copy of the pixels and modify them, and rather than copy and paste it here, you should just go read the article. Once you have the bitmap context as they mention in the article, you can do something similar to this to get a new UIImage with the modified pixels: CGImageRef ref = CGBitmapContextCreateImage(bitmap); UIImage* newImage = [UIImage imageWithCGImage:ref]; Do remember to release your references though, otherwise you're going to be leaking quite a bit of memory. After I Select 3 Images From The Camera, I Run Out Of Memory. Help! You have to remember that even though on disk these images take up only a few hundred kilobytes at most, that's because they're compressed as a PNG or JPG. When they are loaded into the UIImage, they become uncompressed. A quick over-the-envelope calculation would be: width x height x 4 = bytes in memory That's assuming 32-bit pixels. If you have 16-bit pixels (some JPGs are stored as RGBA-5551), then you'd replace the 4 with a 2. Now, images taken with the camera are 1600 x 1200 pixels, so let's do the math: 1600 x 1200 x 4 = 7,680,000 bytes = ~8 MB 8 MB is a lot, especially when you have a limit of around 24 MB for your application. That's why you run out of memory. OK, I Understand Why I Have No Memory. What Do I Do? There is never any reason to display images at their full resolution. The iPhone has a screen of 480 x 320 pixels, so you're just wasting space. If you find yourself in this situation, ask yourself the following question: Do I need the full resolution image? If the answer is yes, then you should save it to disk for later use. If the answer is no, then read the next part. Once you've decided what to do with the full-resolution image, then you need to create a smaller image to use for displaying. Many times you might even want several sizes for your image: a thumbnail, a full-size one for displaying, and the original full-resolution image. OK, I'm Hooked. How Do I Resize the Image? Unfortunately, there is no defined way how to resize an image. Also, it's important to note that when you resize it, you'll get a new image - you're not modifying the old one. There are a couple of methods to do the resizing. I'll present them both here, and explain the pros and cons of each. Method 1: Using UIKit + (UIImage*)imageWithImage:(UIImage*)image scaledToSize:(CGSize)newSize; { // Create a graphics image context UIGraphicsBeginImageContext(newSize); // Tell the old image to draw in this new context, with the desired // new size [image drawInRect:CGRectMake(0,0,newSize.width,newSize.height)]; // Get the new image from the context UIImage* newImage = UIGraphicsGetImageFromCurrentImageContext(); // End the context UIGraphicsEndImageContext(); // Return the new image. return newImage; } This method is very simple, and works great. It will also deal with the UIImageOrientation for you, meaning that you don't have to care whether the camera was sideways when the picture was taken. However, this method is not thread safe, and since thumbnailing is a relatively expensive operation (approximately ~2.5s on a 3G for a 1600 x 1200 pixel image), this is very much an operation you may want to do in the background, on a separate thread. Method 2: Using CoreGraphics + (UIImage*)imageWithImage:(UIImage*)sourceImage scaledToSize:(CGSize)newSize; { CGFloat targetWidth = targetSize.width; CGFloat targetHeight = targetSize.height; CGImageRef imageRef = [sourceImage CGImage]; CGBitmapInfo bitmapInfo = CGImageGetBitmapInfo(imageRef); CGColorSpaceRef colorSpaceInfo = CGImageGetColorSpace(imageRef); if (bitmapInfo == kCGImageAlphaNone) { bitmapInfo = kCGImageAlphaNoneSkipLast; } CGContextRef bitmap; if (sourceImage.imageOrientation == UIImageOrientationUp || sourceImage.imageOrientation == UIImageOrientationDown) { bitmap = CGBitmapContextCreate(NULL, targetWidth, targetHeight, CGImageGetBitsPerComponent(imageRef), CGImageGetBytesPerRow(imageRef), colorSpaceInfo, bitmapInfo); } else { bitmap = CGBitmapContextCreate(NULL, targetHeight, targetWidth, CGImageGetBitsPerComponent(imageRef), CGImageGetBytesPerRow(imageRef), colorSpaceInfo, bitmapInfo); } if (sourceImage.imageOrientation == UIImageOrientationLeft) { CGContextRotateCTM (bitmap, radians(90)); CGContextTranslateCTM (bitmap, 0, -targetHeight); } else if (sourceImage.imageOrientation == UIImageOrientationRight) { CGContextRotateCTM (bitmap, radians(-90)); CGContextTranslateCTM (bitmap, -targetWidth, 0); } else if (sourceImage.imageOrientation == UIImageOrientationUp) { // NOTHING } else if (sourceImage.imageOrientation == UIImageOrientationDown) { CGContextTranslateCTM (bitmap, targetWidth, targetHeight); CGContextRotateCTM (bitmap, radians(-180.)); } CGContextDrawImage(bitmap, CGRectMake(0, 0, targetWidth, targetHeight), imageRef); CGImageRef ref = CGBitmapContextCreateImage(bitmap); UIImage* newImage = [UIImage imageWithCGImage:ref]; CGContextRelease(bitmap); CGImageRelease(ref); return newImage; } The benefit of this method is that it is thread-safe, plus it takes care of all the small things (using correct color space and bitmap info, dealing with image orientation) that the UIKit version does. How Do I Resize and Maintain Aspect Ratio (like the AspectFill option)? It is very similar to the method above, and it looks like this: + (UIImage*)imageWithImage:(UIImage*)sourceImage scaledToSizeWithSameAspectRatio:(CGSize)targetSize; { CGSize imageSize = sourceImage.size; CGFloat width = imageSize.width; CGFloat height = imageSize.height; CGFloat targetWidth = targetSize.width; CGFloat targetHeight = targetSize.height; CGFloat scaleFactor = 0.0; CGFloat scaledWidth = targetWidth; CGFloat scaledHeight = targetHeight; CGPoint thumbnailPoint = CGPointMake(0.0,0.0); if (CGSizeEqualToSize(imageSize, targetSize) == NO) { CGFloat widthFactor = targetWidth / width; CGFloat heightFactor = targetHeight / height; if (widthFactor > heightFactor) { scaleFactor = widthFactor; // scale to fit height } else { scaleFactor = heightFactor; // scale to fit width } scaledWidth = width * scaleFactor; scaledHeight = height * scaleFactor; // center the image if (widthFactor > heightFactor) { thumbnailPoint.y = (targetHeight - scaledHeight) * 0.5; } else if (widthFactor < heightFactor) { thumbnailPoint.x = (targetWidth - scaledWidth) * 0.5; } } CGImageRef imageRef = [sourceImage CGImage]; CGBitmapInfo bitmapInfo = CGImageGetBitmapInfo(imageRef); CGColorSpaceRef colorSpaceInfo = CGImageGetColorSpace(imageRef); if (bitmapInfo == kCGImageAlphaNone) { bitmapInfo = kCGImageAlphaNoneSkipLast; } CGContextRef bitmap; if (sourceImage.imageOrientation == UIImageOrientationUp || sourceImage.imageOrientation == UIImageOrientationDown) { bitmap = CGBitmapContextCreate(NULL, targetWidth, targetHeight, CGImageGetBitsPerComponent(imageRef), CGImageGetBytesPerRow(imageRef), colorSpaceInfo, bitmapInfo); } else { bitmap = CGBitmapContextCreate(NULL, targetHeight, targetWidth, CGImageGetBitsPerComponent(imageRef), CGImageGetBytesPerRow(imageRef), colorSpaceInfo, bitmapInfo); } // In the right or left cases, we need to switch scaledWidth and scaledHeight, // and also the thumbnail point if (sourceImage.imageOrientation == UIImageOrientationLeft) { thumbnailPoint = CGPointMake(thumbnailPoint.y, thumbnailPoint.x); CGFloat oldScaledWidth = scaledWidth; scaledWidth = scaledHeight; scaledHeight = oldScaledWidth; CGContextRotateCTM (bitmap, radians(90)); CGContextTranslateCTM (bitmap, 0, -targetHeight); } else if (sourceImage.imageOrientation == UIImageOrientationRight) { thumbnailPoint = CGPointMake(thumbnailPoint.y, thumbnailPoint.x); CGFloat oldScaledWidth = scaledWidth; scaledWidth = scaledHeight; scaledHeight = oldScaledWidth; CGContextRotateCTM (bitmap, radians(-90)); CGContextTranslateCTM (bitmap, -targetWidth, 0); } else if (sourceImage.imageOrientation == UIImageOrientationUp) { // NOTHING } else if (sourceImage.imageOrientation == UIImageOrientationDown) { CGContextTranslateCTM (bitmap, targetWidth, targetHeight); CGContextRotateCTM (bitmap, radians(-180.)); } CGContextDrawImage(bitmap, CGRectMake(thumbnailPoint.x, thumbnailPoint.y, scaledWidth, scaledHeight), imageRef); CGImageRef ref = CGBitmapContextCreateImage(bitmap); UIImage* newImage = [UIImage imageWithCGImage:ref]; CGContextRelease(bitmap); CGImageRelease(ref); return newImage; } The method we employ here is to create a bitmap with the desired size, but draw an image that is actually larger, thus maintaining the aspect ratio. So We've Got Our Scaled Images - How Do I Save Them To Disk? This is pretty simple. Remember that we want to save a compressed version to disk, and not the uncompressed pixels. Apple provides two functions that help us with this (documentation is here): NSData* UIImagePNGRepresentation(UIImage *image); NSData* UIImageJPEGRepresentation (UIImage *image, CGFloat compressionQuality); And if you want to use them, you'd do something like: UIImage* myThumbnail = ...; // Get some image NSData* imageData = UIImagePNGRepresentation(myThumbnail); Now we're ready to save it to disk, which is the final step (say into the documents directory): // Give a name to the file NSString* imageName = @"MyImage.png"; // Now, we have to find the documents directory so we can save it // Note that you might want to save it elsewhere, like the cache directory, // or something similar. NSArray* paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES); NSString* documentsDirectory = [paths objectAtIndex:0]; // Now we get the full path to the file NSString* fullPathToFile = [documentsDirectory stringByAppendingPathComponent:imageName]; // and then we write it out [imageData writeToFile:fullPathToFile atomically:NO]; You would repeat this for every version of the image you have. How Do I Load These Images Back Into Memory? Just look at the various UIImage initialization methods, such as +imageWithContentsOfFile: in the Apple documentation.

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  • How to load image data from resource bitmap file for directshow filter ?

    - by Forrest
    I need put one bitmap image to my directshow filter. Then user can use this bitmap image and do not care where is it. First, I import this bitmap file into resource bundle, and get one IDB_BITMAP1. Then, I need to read this IDB_BITMAP1 using opencv cvLoadImage or some windows image API to load this image into buffer. So question is how to do this ? Or is that possible ? Thanks

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  • How does one smooth an image used as a control skin?

    - by kevmoo
    I'm embedding an image like this: [Embed(source="/tool_deleteUp.png")] private static const c_deleteButton_styleUp:Class; I'm using it like this: _removeButton = new Button(); _removeButton.setStyle('upSkin', c_deleteButton_styleUp); When I rotate the button, the image doesn't scale smoothly. I know the tricks one uses to scale an image loaded in an Image control, but I'm banging my head against a wall trying to figure out how to do it here. Help!

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  • how to place text or image over another one ?

    - by tismon
    Hi, i am trying to place something(text/image) on another image. how can i do this in Action script ? My pain area is to find out the edges of the base image and bend the placing script or image accordingly.. An example for this can be http://www.zazzle.com/cr/design/pt-mug. somebody please help me. regards tismon

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  • In an iPhone app, is it beneficial to tile a background image that has a pattern in it?

    - by Dr Dork
    Here's an example of the type of background image I'm talking about, the iPhone Notes app... Clearly, there's a pattern in it. My question is, if this were an iPad app and the background image was twice the size, would there be any significant benefits to taking advantage of this pattern by tiling the image? Or would it really make no difference in terms of performance and just be easier to load the entire image into a UIImageView? Thanks in advance for all your wisdom!

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  • How do I disable auto- poster image generation on the video tag?

    - by ekallevig
    I'm using the 'poster' attribute on a video tag and the way it seems to work at least in webkit browsers is that it loads the poster image and then once enough of the video has loaded, it replaces that poster with an auto-generated poster from the video file itself. However, my poster images don't match the auto-generated posters which results in a weird experience of one image loading, then being replaced in a few seconds by the auto-generated image. Is there any way to prevent the auto-generated image from being used?

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  • How to draw image in memory manually in pyglet?

    - by Mossen
    In pyglet, I want to create an image buffer in memory, then set the bytes manually, then draw it. I tried making a 3x3 red square like this in my draw() function: imageData = pyglet.image.ImageData(3, 3, 'RGB', [1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0 ]) imageData.blit(10, 10) ...but at runtime, Python complains: ctypes.ArgumentError: argument 9: <type 'exceptions.TypeError'>: wrong type Is this the right approach? Am I missing a step? How can I fix this?

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  • Anyone know how to get an LTSP image working with VIA VX855 chipset?

    - by Bryan
    I'm running an LTSP server on Ubuntu 11.10 and can load the i386 image via PXE boot on a VirtualBox VM just fine. However, when I PXE boot a Dell FX130 thin client on the LTSP network the login screen ends up being a white screen with a bunch of wavy black lines going up and down it. The 11.10 splash screen displays just fine as the image is booted, then I get a "INVALID CARD NUMBER" message, then a black screen, then finally the white screen with wavy lines. I'm not sure if the "INVALID CARD NUMBER" message has anything to do with the issue, but in the end the white screen with wavy lines makes me think it's a video driver problem. On the LTSP server, I chrooted into /opt/ltsp/i386 and made sure xserver-xorg-video-openchrome was installed. I did notice that no xorg.conf exits in /etc/X11 though.

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  • How can I convert an image from raw data in Android without any munging?

    - by stephelton
    I have raw image data (may be png, jpg, ...) and I want it converted in Android without changing its pixel depth (bpp). In particular, when I load a grayscale (8 bpp) image that I want to use as alpha (glTexImage() with GL_ALPHA), it converts it to 16 bpp (presumably 5_6_5). While I do have a plan b (actually, I'm probably on plan 'e' by now, this is really becoming annoying) I would really like to discover an easy way to do this using what is readily available in the api. So far, I'm using BitmapFactory.decodeByteArray(). While I'm at it. I'm doing this from a native environment via jni (passing the buffer in from C, and a new buffer back to C from Java). Any portable solution in C/C++ would be preferable, but I don't want to introduce anything that might break in future versions of Android, etc.

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  • Foolproof way to ensure Google news pulls the correct image for it's thumbnails?

    - by Anthony
    Google news results have an acompanying thumbnail next to articles that show up in the results. If google's crawler can't find a thumbnail to pull from our site, it uses its next best guess from another site, therefore linking the image to another site but still uses our headline. Example: Headline from Reuters, Image from Livemint: Our pages absolutely have images, they are not massive in file-size or dimensions, yet we are not having them pulled / crawled correctly. We have read up on the suggestions from google, and from others around the web and nothing is panning out. Has anyone had any experience where they can ensure google news will pull a thumbnail of our choosing?

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  • How can I convert an image from raw data in Android without any munging?

    - by stephelton
    I have raw image data (may be .png, .jpg, ...) and I want it converted in Android without changing its pixel depth (bpp). In particular, when I load a grayscale (8 bpp) image that I want to use as alpha (glTexImage() with GL_ALPHA), it converts it to 16 bpp (presumably 5_6_5). While I do have a plan B (actually, I'm probably on plan 'E' by now, this is really becoming annoying) I would really like to discover an easy way to do this using what is readily available in the API. So far, I'm using BitmapFactory.decodeByteArray(). While I'm at it. I'm doing this from a native environment via JNI (passing the buffer in from C, and a new buffer back to C from Java). Any portable solution in C/C++ would be preferable, but I don't want to introduce anything that might break in future versions of Android, etc.

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  • Properly create centered vertical navigation list with a hover image on both sides?

    - by Damainman
    I have a navigation list I placed inside of a , I am attempting to get an image that appears on both sides of a link when you hover. Basically a an arrow on each side of the link. I have managed to get the effect I am looking for with: <ul> <li style=""> <a href="#">Services</a> </li> <li> <a href="#">About</a> </li> <li> <a href="#">Media</a> </li> <li> <a href="#">FAQ</a> </li> <li> <a href="#">Portfolio</a> </li> <li> <a href="#">Contact</a> </li> </ul> .nav ul{ list-style:none; text-align:center; } .nav li:hover a:before, .nav li:hover a:after { content:url(../images/nav_bullet.png); } The end result will look like the following but with the list centered: link >> Hovered Link << link However I am not sure if that is the best way of going about it, and the image is too close to the text. I tried placing a margin and padding but that didn't work. To top of it off, the image is not vertically centered with the link text. Anyone know of a proper way to do this as I am just going by trial and error? Thank you in advance!

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  • Is it possible to use the Raring install image as a package repo (like the old alternate CD)?

    - by jamadagni
    I use Kubuntu and recently upgraded to Raring directly from Precise. Until Precise, I always installed the OS using the alternate CD and not the desktop CD, because I could later on mount the image and use it as an offline package repo. For instance if I remove a package installed by the default installer and later I want to install it again, I can just install it from the ISO without needing to download it again. However, since Quantal the alternate CD no longer exists, so I am not sure how to set up the installed image as a local repo. I mean, doing find . -name "*.deb" inside the ISO tree after loopmounting it only shows a few packages like libc6 gcc and such and not the full set of packages that are actually installed -- I presume they are included in pre-installed form inside casper/filesystem.squashfs. Given this situation, is it or is it not possible to use the Raring install images as offline repos? If yes, how? Thank you!

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  • How to determine edges in an images optimally?

    - by SorinA.
    I recently was put in front of the problem of cropping and resizing images. I needed to crop the 'main content' of an image for example if i had an image similar to this: the result should be an image with the msn content without the white margins(left& right). I search on the X axis for the first and last color change and on the Y axis the same thing. The problem is that traversing the image line by line takes a while..for an image that is 2000x1600px it takes up to 2 seconds to return the CropRect = x1,y1,x2,y2 data. I tried to make for each coordinate a traversal and stop on the first value found but it didn't work in all test cases..sometimes the returned data wasn't the expected one and the duration of the operations was similar.. Any idea how to cut down the traversal time and discovery of the rectangle round the 'main content'? public static CropRect EdgeDetection(Bitmap Image, float Threshold) { CropRect cropRectangle = new CropRect(); int lowestX = 0; int lowestY = 0; int largestX = 0; int largestY = 0; lowestX = Image.Width; lowestY = Image.Height; //find the lowest X bound; for (int y = 0; y < Image.Height - 1; ++y) { for (int x = 0; x < Image.Width - 1; ++x) { Color currentColor = Image.GetPixel(x, y); Color tempXcolor = Image.GetPixel(x + 1, y); Color tempYColor = Image.GetPixel(x, y + 1); if ((Math.Sqrt(((currentColor.R - tempXcolor.R) * (currentColor.R - tempXcolor.R)) + ((currentColor.G - tempXcolor.G) * (currentColor.G - tempXcolor.G)) + ((currentColor.B - tempXcolor.B) * (currentColor.B - tempXcolor.B))) > Threshold)) { if (lowestX > x) lowestX = x; if (largestX < x) largestX = x; } if ((Math.Sqrt(((currentColor.R - tempYColor.R) * (currentColor.R - tempYColor.R)) + ((currentColor.G - tempYColor.G) * (currentColor.G - tempYColor.G)) + ((currentColor.B - tempYColor.B) * (currentColor.B - tempYColor.B))) > Threshold)) { if (lowestY > y) lowestY = y; if (largestY < y) largestY = y; } } } if (lowestX < Image.Width / 4) cropRectangle.X = lowestX - 3 > 0 ? lowestX - 3 : 0; else cropRectangle.X = 0; if (lowestY < Image.Height / 4) cropRectangle.Y = lowestY - 3 > 0 ? lowestY - 3 : 0; else cropRectangle.Y = 0; cropRectangle.Width = largestX - lowestX + 8 > Image.Width ? Image.Width : largestX - lowestX + 8; cropRectangle.Height = largestY + 8 > Image.Height ? Image.Height - lowestY : largestY - lowestY + 8; return cropRectangle; } }

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  • Upload file in Android webview

    - by Sunny
    I have a html form like this <form data-ajax="false" action='UserPhoto.php' class="settings" method='POST' enctype='multipart/form-data' > <input type='file' style="height:25px" name='photo' /> <input type='hidden' name='task' value='upload'> <input type='hidden' name='file_size' value='5000000'> and I want to upload it by using webView posturl function, is it possible? as I know posturl can send String data by this way String value1 = "persistent=1"; String value2 = "&email="+ 2nd_value; String value3 = "&password="+ 3rd_value; String postData = value1+value2+value3; webView.postUrl("http://www.abc.php",EncodingUtils.getBytes(postData, "BASE64")); but is it possible for me to post .png together with some string values? and I know another method using this way to upload photo conn.setRequestProperty("Connection", "Keep-Alive"); conn.setRequestProperty("ENCTYPE", "multipart/form-data"); conn.setRequestProperty("Content-Type", "multipart/form-data;boundary=" + boundary); conn.setRequestProperty("photo", fileName); but this way doesn't communicate with webview, I need to post the photo using webview as user session is kept with it. Thanks for helping.

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  • Using 3D photos in silverlight?

    - by Samvel Siradeghyan
    Hi all. I want use photos captured by 3D cameras in Silverlight 3 or 4. I want use that photos like in maps.google.com. Is it possible to do with silverlight and if yes is there any book, tutorial, video or anything alse, from which I can learn how to use tham. Thanks.

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