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  • Capturing window image in windows server 2008

    - by Sergey Osypchuk
    I am capturing output of windows program using following function: public static Bitmap Get(IntPtr hWnd, int X1, int Y1, int width, int height) { WINDOWINFO winInfo = new WINDOWINFO(); bool ret = GetWindowInfo(hWnd, ref winInfo); if (!ret) { return null; } int curheight = height; if (curheight <= 0 || curheight > winInfo.rcWindow.Height) curheight = winInfo.rcWindow.Height; int curwidth = width; if (curwidth <= 0 || curwidth > winInfo.rcWindow.Width) curwidth = winInfo.rcWindow.Width; if (curheight == 0 || curwidth == 0) return null; Graphics frmGraphics = Graphics.FromHwnd(hWnd); IntPtr hDC = GetWindowDC(hWnd); //gets the entire window //IntPtr hDC = frmGraphics.GetHdc(); -- gets the client area, no menu bars, etc.. System.Drawing.Bitmap tmpBitmap = new System.Drawing.Bitmap(curwidth, curheight, frmGraphics); Graphics bmGraphics = Graphics.FromImage(tmpBitmap); IntPtr bmHdc = bmGraphics.GetHdc(); BitBlt(bmHdc, 0, 0, curwidth, curheight, hDC, X1, Y1, TernaryRasterOperations.SRCCOPY); bmGraphics.ReleaseHdc(bmHdc); ReleaseDC(hWnd, hDC); return tmpBitmap; } On Development environment everything is excellent, but on windows server 2008 I have following issues: 1) When there is other window in front my - it is getting captured as well 2) When there is no user connected to RDC - image is black On other hand, I am able to render webpage images using IE. How I can change behaviour of windows rendering process to get proper results?

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  • C# images cropping,splitting,saving

    - by cheesebunz
    Hi, as stated in subject, i have an image: private Image testing; testing = new Bitmap(@"sampleimg.jpg"); I would like to split it into 3 x 3 matrix meaning 9 images in total and save it.Any tips or tricks to do this simple? I'm using visual studios 2008 and working on smart devices. Tried some ways but i can't get it. This is what i tried: int x = 0; int y = 0; int width = 3; int height = 3; int count = testing.Width / width; Bitmap bmp = new Bitmap(width, height); Graphics g = Graphics.FromImage(bmp); for (int i = 0; i < count; i++) { g.Clear(Color.Transparent); g.DrawImage(testing, new Rectangle(0, 0, width, height), new Rectangle(x, y, width, height), GraphicsUnit.Pixel); bmp.Save(Path.ChangeExtension(@"C\AndrewPictures\", String.Format(".{0}.bmp",i))); x += width; }

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  • Python - wxPython custom button -> unbound method __init__()? what?

    - by Wallter
    After looking at questions like this it doesn't make sense that my __init__(self, parrent, id) would be throwing a unbound error? help? main.py import wx from customButton import customButton from wxPython.wx import * class MyFrame(wx.Frame): def __init__(self, parent, ID, title): wxFrame.__init__(self, parent, ID, title, wxDefaultPosition, wxSize(400, 400)) # Non-important code here... # This is the first declaration of the Button1 # This is also where the ERROR is thrown. # Omitting this line causes the window to execute # flawlessly. self.Button1 = customButton.__init__(self, parent, -1) # ... finishes in a basic wx.program style... customButton.py # I've included all of the code in the file # because have no idea where the bug/error happens import wx from wxPython.wx import * class Custom_Button(wx.PyControl): # The BMP's Over_bmp = None #wxEmptyBitmap(1,1,1) # When the mouse is over Norm_bmp = None #wxEmptyBitmap(1,1,1) # The normal BMP Push_bmp = None #wxEmptyBitmap(1,1,1) # The down BMP def __init__(self, parent, id, **kwargs): wx.PyControl.__init__(self,parent, id, **kwargs) # Set the BMP's to the ones given in the constructor #self.Over_bmp = wx.Bitmap(wx.Image(MOUSE_OVER_BMP, wx.BITMAP_TYPE_ANY).ConvertToBitmap()) #self.Norm_bmp = wx.Bitmap(wx.Image(NORM_BMP, wx.BITMAP_TYPE_ANY).ConvertToBitmap()) #self.Push_bmp = wx.Bitmap(wx.Image(PUSH_BMP, wx.BITMAP_TYPE_ANY).ConvertToBitmap()) #self.Pos_bmp = self.pos self.Bind(wx.EVT_LEFT_DOWN, self._onMouseDown) self.Bind(wx.EVT_LEFT_UP, self._onMouseUp) self.Bind(wx.EVT_LEAVE_WINDOW, self._onMouseLeave) self.Bind(wx.EVT_ENTER_WINDOW, self._onMouseEnter) self.Bind(wx.EVT_ERASE_BACKGROUND,self._onEraseBackground) self.Bind(wx.EVT_PAINT,self._onPaint) self._mouseIn = self._mouseDown = False def _onMouseEnter(self, event): self._mouseIn = True def _onMouseLeave(self, event): self._mouseIn = False def _onMouseDown(self, event): self._mouseDown = True def _onMouseUp(self, event): self._mouseDown = False self.sendButtonEvent() def sendButtonEvent(self): event = wx.CommandEvent(wx.wxEVT_COMMAND_BUTTON_CLICKED, self.GetId()) event.SetInt(0) event.SetEventObject(self) self.GetEventHandler().ProcessEvent(event) def _onEraseBackground(self,event): # reduce flicker pass def _onPaint(self, event): dc = wx.BufferedPaintDC(self) dc.SetFont(self.GetFont()) dc.SetBackground(wx.Brush(self.GetBackgroundColour())) dc.Clear() dc.DrawBitmap(self.Norm_bmp) # draw whatever you want to draw # draw glossy bitmaps e.g. dc.DrawBitmap if self._mouseIn: # If the Mouse is over the button dc.DrawBitmap(self, self.Mouse_over_bmp, self.Pos_bmp, useMask=False) if self._mouseDown: # If the Mouse clicks the button dc.DrawBitmap(self, self.Push_bmp, self.Pos_bmp, useMask=False)

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  • how to handle out of memory error?

    - by UMMA
    dear friends, i am using following code to display bitmap in my imageview. when i try to load image of size for example bigger than 1.5MB it give me error any one suggest me solution? try { URL aURL = new URL(myRemoteImages[val]); URLConnection conn = aURL.openConnection(); conn.connect(); InputStream is = null; try { is= conn.getInputStream(); }catch(IOException e) { return 0; } int a= conn.getConnectTimeout(); BufferedInputStream bis = new BufferedInputStream(is); Bitmap bm; try { bm = BitmapFactory.decodeStream(bis); }catch(Exception ex) { bis.close(); is.close(); return 0; } bis.close(); is.close(); img.setImageBitmap(bm); } catch (IOException e) { return 0; } return 1; Log cat 06-14 12:03:11.701: ERROR/AndroidRuntime(443): Uncaught handler: thread main exiting due to uncaught exception 06-14 12:03:11.861: ERROR/AndroidRuntime(443): java.lang.OutOfMemoryError: bitmap size exceeds VM budget 06-14 12:03:11.861: ERROR/AndroidRuntime(443): at android.graphics.BitmapFactory.nativeDecodeStream(Native Method)

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  • Is it possible to "trick" PrintScreen, swap out the contents of my form with something else before c

    - by Lasse V. Karlsen
    I have a bit of a challenge. In an earlier version of our product, we had an error message window (last resort, unhandled exception) that showed the exception message, type, stack trace + various bits and pieces of information. This window was printscreen-friendly, in that if the user simply did a printscreen-capture, and emailed us the screenshot, we had almost everything we needed to start diagnosing the problem. However, the form was deemed too technical and "scary" for normal users, so it was toned down to a more friendly one, still showing the error message, but not the stack trace and some of the more gory details that I'd still like to get. In addition, the form was added the capabilities of emailing us a text file containing everything we had before + lots of other technical details as well, basically everything we need. However, users still use PrintScreen to capture the contents of the form and email that back to us, which means I now have a less than optimal amount of information to go on. So I was wondering. Would it be possible for me to pre-render a bitmap the same size as my form, with everything I need on it, detect that PrintScreen was hit and quickly swap out the form contents with my bitmap before capture, and then back again afterwards? And before you say "just educate the users", yes, that's not going to work. These are not out users, they're users at our customers place, so we really cannot tell them to wisen up all that much. Or, barring this, is there a way for me to detect PrintScreen, tell Windows to ignore it, and instead react to it, by dumping the aformentioned prerendered bitmap onto the clipboard ready for placing into an email? The code is C# 3.0 in .NET 3.5, if it matters, but pointers for something to look at/for is good enough.

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  • How to add a new Stage to my default stage?

    - by Raigomaru
    I want to add a new Stage called field to the default stage (i need to place different elements on it later). And then i want to add a bitmap called myBitmap to the field. But nothing happens. I don't understand what should i do... var field:Stage = new Stage(); field.x = 200; field.y = 200; field.width = 300; field.height = 300; stage.addChild(field); var bdWidth:Number = 100; var bdHeight:Number = 100; var bdTransparent:Boolean = true; var bdFillColorARGB:uint = 0xFF007090; var myBitmapData:BitmapData = new BitmapData(bdWidth, bdHeight, bdTransparent, bdFillColorARGB); var myBitmap:Bitmap = new Bitmap(myBitmapData); myBitmap.x = 10; myBitmap.y = 10; field.addChild(myBitmap);

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  • android view web pictures in gallery

    - by bitma
    I am new to android, I just finished Hello gallery tutorial, and a web pciture tutorial. Now I want to know how can I show some web images in gallery? the hello gallery code is from andorid tutor this is Web gallery code, I want to load some pictures from web and then show them in gallery, how can I write it? public class WebGallery extends Activity { String imageUrl = "http://i.pbase.com/o6/92/229792/1/80199697.uAs58yHk.50pxCross_of_the_Knights_Templar_svg.png"; Bitmap bmImg; ImageView imView; public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.main); imView = (ImageView) findViewById(R.id.imview); imView.setImageBitmap(getRemoteImage(imageUrl)); } public Bitmap getRemoteImage(String imageUrl) { try { URL aURL = new URL(imageUrl); final URLConnection conn = aURL.openConnection(); conn.connect(); final BufferedInputStream bis = new BufferedInputStream(conn.getInputStream()); final Bitmap bm = BitmapFactory.decodeStream(bis); bis.close(); return bm; } catch (IOException e) { Log.d("DEBUGTAG", "Oh noooz an error..."); } return null; } }

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  • How can i fetch the large image from url

    - by Kutbi
    i used below code to fetch the image from url.but its not working for large image.. i missing something to add for that type of image to fetch. imgView = (ImageView)findViewById(R.id.ImageView01); imgView.setImageBitmap(loadBitmap("http://www.360technosoft.com/mx4.jpg")); //imgView.setImageBitmap(loadBitmap("http://sugardaddydiaries.com/wp-content/uploads/2010/12/how_do_i_get_sugar_daddy.jpg")); //setImageDrawable("http://sugardaddydiaries.com/wp-content/uploads/2010/12/holding-money-copy.jpg"); //Drawable drawable = LoadImageFromWebOperations("http://www.androidpeople.com/wp-content/uploads/2010/03/android.png"); //imgView.setImageDrawable(drawable); /* try { ImageView i = (ImageView)findViewById(R.id.ImageView01); Bitmap bitmap = BitmapFactory.decodeStream((InputStream)new URL("http://sugardaddydiaries.com/wp-content/uploads/2010/12/holding-money-copy.jpg").getContent()); i.setImageBitmap(bitmap); } catch (MalformedURLException e) { System.out.println("hello"); } catch (IOException e) { System.out.println("hello"); }*/ } protected Drawable ImageOperations(Context context, String string, String string2) { // TODO Auto-generated method stub try { InputStream is = (InputStream) this.fetch(string); Drawable d = Drawable.createFromStream(is, "src"); return d; } catch (MalformedURLException e) { e.printStackTrace(); return null; } catch (IOException e) { e.printStackTrace(); return null; } }

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  • Convert a image to a monochrome byte array

    - by Scott Chamberlain
    I am writing a library to interface C# with the EPL2 printer language. One feature I would like to try to implement is printing images, the specification doc says p1 = Width of graphic Width of graphic in bytes. Eight (8) dots = one (1) byte of data. p2 = Length of graphic Length of graphic in dots (or print lines) Data = Raw binary data without graphic file formatting. Data must be in bytes. Multiply the width in bytes (p1) by the number of print lines (p2) for the total amount of graphic data. The printer automatically calculates the exact size of the data block based upon this formula. I plan on my source image being a 1 bit per pixel bmp file, already scaled to size. I just don't know how to get it from that format in to a byte[] for me to send off to the printer. I tried ImageConverter.ConvertTo(Object, Type) it succeeds but the array it outputs is not the correct size and the documentation is very lacking on how the output is formatted. My current test code. Bitmap i = (Bitmap)Bitmap.FromFile("test.bmp"); ImageConverter ic = new ImageConverter(); byte[] b = (byte[])ic.ConvertTo(i, typeof(byte[])); Any help is greatly appreciated even if it is in a totally different direction.

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  • A generic error has occurred in GDI+

    - by sysigy
    I know this has been asked a million times but I think I need to make it a million and one. I am getting "A generic error has occurred in GDI+" when trying to save a new bitmap. I have completely stripped down to the most basic lines of code and I still get the error with the following method: public class HomeController : Controller { public ActionResult Index() { return this.View(); } public void CreatePicture() { try { // THIS WORKS System.IO.File.Copy("C:\\copyTest.bmp", "C:\\test folder\\copyTest2.bmp"); // THIS WORKS System.IO.File.Delete("C:\\test folder\\deleteTest.bmp"); using (Bitmap newBitmap = new Bitmap(120, 120)) { // THIS FAILS newBitmap.Save("C:\\test folder\\test.bmp", ImageFormat.Bmp); } } catch (Exception ex) { throw ex; } } } The code is called from an html link on a blank page within an MVC 3.0 website using anonymous login. View: @Html.ActionLink("Create Picture", "CreatePicture", "Home", new { }) I have checked the folder permissions of "test folder" and have given full access to the following: ASPNET NETWORK SERVICE IUSR I still get the error... what have I missed / done wrong ?

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  • Picture.writeToStream() not writing out all bitmaps

    - by quickdraw mcgraw
    I'm using webview.capturePicture() to create a Picture object that contains all the drawing objects for a webpage. I can successfully render this Picture object to a bitmap using the canvas.drawPicture(picture, dst) with no problems. However when I use picture.writeToStream(fos) to serialize the picture object out to file, and then Picture.createFromStream(fis) to read the data back in and create a new picture object, the resultant bitmap when rendered as above is missing any larger images (anything over around 20KB! by observation). This occurs on all the Android OS platforms that I have tested 1.5, 1.6 and 2.1. Looking at the native code for Skia which is the underlying Android graphics library and the output file produced from the picture.writeToStream() I can see how the file format is constructed. I can see that some of the images in this Skia spool file are not being written out (the larger ones), the code that appears to be the problem is in skBitmap.cpp in the method void SkBitmap::flatten(SkFlattenableWriteBuffer& buffer) const; It writes out the bitmap fWidth, fHeight, fRowBytes, FConfig and isOpaque values but then just writes out SERIALIZE_PIXELTYPE_NONE (0). This means that the spool file does not contain any pixel information about the actual image and therefore cannot restore the picture object correctly. Effectively this renders the writeToStream and createFromStream() APIs useless as they do not reliably store and recreate the picture data. Has anybody else seen this behaviour and if so am I using the API incorrectly, can it be worked around, is there an explanation i.e. incomplete API / bug and if so are there any plans for a fix in a future release of Android? Thanks in advance.

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  • Image.Save(..) throws a GDI+ exception because the memory stream is closed.

    - by Pure.Krome
    Hi folks, i've got some binary data which i want to save as an image. When i try to save the image, it throws an exception if the memory stream used to create the image, was closed before the save. The reason i do this is because i'm dynamically creating images and as such .. i need to use a memory stream. this is the code: [TestMethod] public void TestMethod1() { // Grab the binary data. byte[] data = File.ReadAllBytes("Chick.jpg"); // Read in the data but do not close, before using the stream. Stream originalBinaryDataStream = new MemoryStream(data); Bitmap image = new Bitmap(originalBinaryDataStream); image.Save(@"c:\test.jpg"); originalBinaryDataStream.Dispose(); // Now lets use a nice dispose, etc... Bitmap2 image2; using (Stream originalBinaryDataStream2 = new MemoryStream(data)) { image2 = new Bitmap(originalBinaryDataStream2); } image2.Save(@"C:\temp\pewpew.jpg"); // This throws the GDI+ exception. } Does anyone have any suggestions to how i could save an image with the stream closed? I cannot rely on the developers to remember to close the stream after the image is saved. In fact, the developer would have NO IDEA that the image was generated using a memory stream (because it happens in some other code, elsewhere). I'm really confused :(

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  • Why does my SQL database not work in Android?

    - by user1426967
    In my app a click on an image button brings you to the gallery. After clicking on an image I want to call onActivityResult to store the image path. But it does not work. In my LogCat it always tells me that it crashes when it tries to save the image path. Can you find the problem? My onActivityResult method: mImageRowId = savedInstanceState != null ? savedInstanceState.getLong(ImageAdapter.KEY_ROWID) : null; @Override protected void onActivityResult(int requestCode, int resultCode, Intent data) { if(requestCode == PICK_FROM_FILE && data != null && data.getData() != null) { Uri uri = data.getData(); if(uri != null) { Cursor cursor = getContentResolver().query(uri, new String[] { android.provider.MediaStore.Images.ImageColumns.DATA}, null, null, null); cursor.moveToFirst(); String image = cursor.getString(0); cursor.close(); if(image != null) { // HERE IS WHERE I WANT TO SAVE THE IMAGE. HERE MUST BE THE ERROR! if (mImageRowId == null) { long id = mImageHelper.createImage(image); if (id > 0) { mImageRowId = id; } } // Set the image and display it in the edit activity Bitmap bitmap = BitmapFactory.decodeFile(image); mImageButton.setImageBitmap(bitmap); } } } } This is my onSaveInstanceState method: private static final Long DEF_ROW_ID = 0L; @Override protected void onSaveInstanceState(Bundle outState) { outState.putLong(ImageAdapter.KEY_ROWID, mImageRowId != null ? mImageRowId : DEF_ROW_ID); super.onSaveInstanceState(outState); } This is a part from my DbAdapter: public long createImage(String image) { ContentValues cv = new ContentValues(); cv.put(KEY_IMAGE, image); return mImageDb.insert(DATABASE_TABLE, null, cv); }

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  • Android - How to circular zoom/magnify part of image?

    - by IZI_Shadow_IZI
    I am trying to allow the user to touch the image and then basically a cirular magnifier will show that will allow the user to better select a certain area on the image. When the user releases the touch the magnified portion will dissapear. This is used on several photo editing apps and I am trying to implement my own version of it. The code I have below does magnify a circular portion of the imageview but does not delete or clear the zoom once I release my finger. I currently set a bitmap to a canvas using canvas = new Canvas(bitMap); and then set the imageview using takenPhoto.setImageBitmap(bitMap); I am not sure if I am going about it the right way. The onTouch code is below: zoomPos = new PointF(0,0); takenPhoto.setOnTouchListener(new OnTouchListener() { @Override public boolean onTouch(View v, MotionEvent event) { int action = event.getAction(); switch (action) { case MotionEvent.ACTION_DOWN: zoomPos.x = event.getX(); zoomPos.y = event.getY(); matrix.reset(); matrix.postScale(2f, 2f, zoomPos.x, zoomPos.y); shader.setLocalMatrix(matrix); canvas.drawCircle(zoomPos.x, zoomPos.y, 20, shaderPaint); takenPhoto.invalidate(); break; case MotionEvent.ACTION_MOVE: zoomPos.x = event.getX(); zoomPos.y = event.getY(); matrix.reset(); matrix.postScale(2f, 2f, zoomPos.x, zoomPos.y); canvas.drawCircle(zoomPos.x, zoomPos.y, 20, shaderPaint); takenPhoto.invalidate(); break; case MotionEvent.ACTION_UP: //clear zoom here? break; case MotionEvent.ACTION_CANCEL: break; default: break; } return true; } });

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  • Color difference between vista and Win7

    - by MSGrimpeur
    Have an indicator in the form of an image which is displayed in a graphics viewport. The indicator can be any colour the user selects so we created a single image with a pallette and change a specific color in the pallette to the one the user picks using the following code. /// <summary> /// Copies the image and sets transparency and fill colour of the copy. The image is intended to be a simple filled shape such as a square /// with the inside all in one colour. /// </summary> /// <remarks>Assumes the fill colour to be changed is Red, /// black is the boundary colour and off white (RGB 233,233,233) is the colour to be made transparent</remarks> /// <param name="image"></param> /// <param name="fillColour"></param> /// <returns></returns> protected Bitmap CopyWithStyle(Bitmap image, Color fillColour) { ColorPalette selectionIndicatorPalette = image.Palette; int fillColourIndex = selectionIndicatorPalette.IndexOf(Color.Red); selectionIndicatorPalette.Entries[fillColourIndex] = fillColour; image.Palette = selectionIndicatorPalette; Bitmap tempImage = image; tempImage.MakeTransparent(transparentColour); return tempImage; } To be honest I'm not sure if this is a bit cludgy and there is some smarter approach or not, so any thoughts there would help. However the main issue is that this appears to work fine on Win7 but in vista and XP the color does not change. Has any one seen this before. I've found one or two articles that suggest there are some differences in ARGB between them but nothing particularly concrete. Any help greatfully accepted.

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  • What's best performance way to constantly change image on WP7?

    - by AlRodriguez
    I'm trying to make my own type of remote desktop for WP7. I have a WCF service that returns an image on what's on the target machine's screen. Here's the WCF Server Code: // Method to load desktop image Bitmap image = new Bitmap( ViewSize.Width, ViewSize.Height ); Graphics g = Graphics.FromImage( image ); g.CopyFromScreen( Position.X, Position.Y, 0, 0, ViewSize ); g.Dispose( ); return image; // Convert image to byte[] which is returned to client using ( MemoryStream ms = new MemoryStream( ) ) { Bitmap image = screenGrabber.LoadScreenImage( ); image.Save( ms, ImageFormat.Jpeg ); imageArray = ms.ToArray( ); } Here's the code for the WP7 client: MemoryStream stream = new MemoryStream( data ); BitmapImage image = new BitmapImage( ); image.SetSource( stream ); BackgroundImage.Source = image; The BackgroundImage variable is an Image control. I'm noticing this freeze on the emulator after a short while, and will eventually crash from an OutOfMemoryException. This is already pretty slow ( images show up a good half second later than what's on the screen ), and I'm wondering if there's a better/faster way of doing this? Any help would be great. Thanks in advance.

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  • Software RAID 1 broken, how do I fix this?

    - by Edward
    I'm running CentOS 6 x86_64. There is a software RAID 1 being used on the two internal 80GB drives. I got the following e-mail sent to me: A DegradedArray event had been detected on md device /dev/md1. Faithfully yours, etc. P.S. The /proc/mdstat file currently contains the following: Personalities : [raid1] md0 : active raid1 sda1[0] 511988 blocks super 1.0 [2/1] [U_] md1 : active raid1 sda2[0] 8190968 blocks super 1.1 [2/1] [U_] bitmap: 1/1 pages [4KB], 65536KB chunk md4 : active raid1 sdc1[0] sdb1[1] 1953512400 blocks super 1.2 [2/2] [UU] md3 : active raid1 sdd5[1] sda5[0] 61224892 blocks super 1.1 [2/2] [UU] bitmap: 1/1 pages [4KB], 65536KB chunk md2 : active raid1 sdd3[1] sda3[0] 8190968 blocks super 1.1 [2/2] [UU] unused devices: <none> The system appears to have booted fine and is working. The two drives' content did not change at all. I only removed and reinstalled them while I was booted on the CentOS Live DVD. How do I get the array working again?

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  • A "quick" vector editor (SVG) for Linux (for annotating images?)

    - by sdaau
    I often need to take a bitmap (.png) image, and draw some lines or text on top of it, and possibly export a new, thusly "annotated" image. I know I can basically do all this in inkscape - but inkscape is a complex program, and it needs almost a minute to start up properly on my PCs. So I was thinking - is there something like a "mini" vector editor for Linux, which would start up fast, and allow me to: Right-click, open an image in this editor program The program scales the active "document"/"window size" to the size of the image I can zoom in/zoom out (and possibly crop) the image I can add at least lines, boxes and text in different colors? A bonus for me would be to have the overlay graphics saved as SVG format, say with the same filename as the image - as in, "image.png.svg" being saved in the same directory where the original "image.png" is located (thus allowing opening and editing these "annotations" further, either in this editor, or possibly in inkscape). And another bonus would be the export of the annotated image to a bitmap. Anyone know about anything like this?

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  • Flash As3 Loader Problem

    - by Hadar
    Hi iam trying to load a few external jpegs in As3. It works fine locally in Flash, but it dosen't work at all ion my server. My app also loads a youtube video simultaneously. function drawResult(index,videoID,song_title,thumbnail:String=null) { var theClip:resultRowClip=new resultRowClip (); _clip.addChild(theClip); myArray[index] = new Array(videoID,theClip); theClip.y=0+(43*(index-1)); theClip.rowText.text = song_title; theClip.rowBack.visible = false; if (thumbnail != ""){ theClip.tHolder.visible=true; loadImage(thumbnail,index); } } function loadImage(url:String,index):void { //this.myClip.myText.text += "load image"; // Set properties on my Loader object var imageLoader:Loader = new Loader(); imageLoader.load(new URLRequest(url)); imageLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, function (evt:Event){imageLoaded(evt,index)}); } function imageLoaded(evt,id):void { //this.myClip.myText.text += "id : evt : " + evt.status; // Load Image var image:Bitmap = new Bitmap(evt.target.content.bitmapData); myArray[id][1].tHolder.addChild(image); myArray[id][1].tHolder.width=myArray[id][1].tHolder.width*0.35; myArray[id][1].tHolder.height=myArray[id][1].tHolder.height*0.35; } Does anyone knows what the problem is ? ** I added two Evenet listeners from io Error : imageLoader.addEventListener(IOErrorEvent.IO_ERROR,ioErrorHandler); imageLoader.contentLoaderInfo.addEventListener(IOErrorEvent.IO_ERROR,ioErrorHandler); This is the function for handling the errors : private function ioErrorHandler(event:IOErrorEvent):void { this.myClip.myText.text +=("ioErrorHandler: " + event); } anyway, I got no errors... I also tried to move the listeners before imageLoader.load but it's still the same...no errors and no data loaded.. I change my code to patrikS suggestion : function loadImage(url:String,index):void { //this.myClip.myText.text += "load image"; // Set properties on my Loader object //if (index != 1) return; var imageLoader:Loader = new Loader(); imageLoader.name = index.toString(); //myArray[index][1].addChild(imageLoader); //imageLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, function (evt:Event){imageLoaded(evt,index)}); imageLoader.contentLoaderInfo.addEventListener(Event.COMPLETE,completeHandler); imageLoader.contentLoaderInfo.addEventListener(IOErrorEvent.IO_ERROR,ioErrorHandler); imageLoader.load(new URLRequest(url)); } My current completeHandler function(tnx patrikS ) : private function completeHandler(evt:Event):void{ //this.myClip.myText.text += "id : evt : " + evt.status; // Load Image trace("evt target loader name : "+ evt.target.loader.name ); evt.target.removeEventListener(Event.COMPLETE, completeHandler ); var image:Bitmap = new Bitmap(evt.target.content.bitmapData); myArray[evt.target.loader.name][1].tHolder.addChild(image); myArray[evt.target.loader.name][1].tHolder.width=myArray[evt.target.loader.name][1].tHolder.width*0.35; myArray[evt.target.loader.name][1].tHolder.height=myArray[evt.target.loader.name][1].tHolder.height*0.35; //trace (hadar.y + "Y / X" + hadar.x); } It still work only on flash IDE and dosent work on any browser...

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  • Photo inside the image view should not go cross on dragging

    - by TGMCians
    I want photo inside the imageview should not go outside on dragging. In my code when i start to drag bitmap inside the imageview its goes out from imageview but i want when it cross the imageview its should come at starting point of imageview. How to achieve this. please help me for this. @Override protected void onDraw(Canvas canvas) { super.onDraw(canvas); canvas.save(); scaleCount=scaleCount+scale; angleCount = addAngle(angleCount, Math.toDegrees(angle)); Log.v("Positions", "X: "+x+" " + "Y: "+y); Log.d("ScaleCount", String.valueOf(scaleCount)); Log.d("Angle", String.valueOf(angleCount)); if (!isInitialized) { int w = getWidth(); int h = getHeight(); position.set(w / 2, h / 2); isInitialized = true; } Paint paint = new Paint(); Log.v("Height and Width", "Height: "+ getHeight() + "Width: "+ getWidth()); transform.reset(); transform.postTranslate(-width / 2.0f, -height / 2.0f); transform.postRotate((float) Math.toDegrees(angle)); transform.postScale(scale, scale); transform.postTranslate(position.getX(), position.getY()); canvas.drawBitmap(bitmap, transform, paint); canvas.restore(); BitmapWidth=BitmapWidth+bitmap.getScaledWidth(canvas); BitmapHeight=BitmapHeight+bitmap.getScaledHeight(canvas); try { /*paint.setColor(0xFF007F00); canvas.drawCircle(vca.getX(), vca.getY(), 30, paint); paint.setColor(0xFF7F0000); canvas.drawCircle(vcb.getX(), vcb.getY(), 30, paint);*/ /*paint.setColor(0xFFFF0000); canvas.drawLine(vpa.getX(), vpa.getY(), vpb.getX(), vpb.getY(), paint); paint.setColor(0xFF00FF00); canvas.drawLine(vca.getX(), vca.getY(), vcb.getX(), vcb.getY(), paint);*/ } catch(NullPointerException e) { // Just being lazy here... } } @Override public boolean onTouch(View v, MotionEvent event) { vca = null; vcb = null; vpa = null; vpb = null; x=event.getX(); y=event.getY(); try { touchManager.update(event); if (touchManager.getPressCount() == 1) { vca = touchManager.getPoint(0); vpa = touchManager.getPreviousPoint(0); position.add(touchManager.moveDelta(0)); } else { if (touchManager.getPressCount() == 2) { vca = touchManager.getPoint(0); vpa = touchManager.getPreviousPoint(0); vcb = touchManager.getPoint(1); vpb = touchManager.getPreviousPoint(1); VMVector2D current = touchManager.getVector(0, 1); VMVector2D previous = touchManager.getPreviousVector(0, 1); float currentDistance = current.getLength(); float previousDistance = previous.getLength(); if (currentDistance-previousDistance != 0) { scale *= currentDistance / previousDistance; } angle -= VMVector2D.getSignedAngleBetween(current, previous); /*angleCount=angleCount+angle;*/ } } invalidate(); } catch(Exception exception) { // Log.d("VM", exception.getMessage()); } return true; }

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  • .NET GDI+ image size - file codec limitations

    - by roygbiv
    Is there a limit on the size of image that can be encoded using the image file codecs available from .NET? I'm trying to encode images 4GB in size, but it simply does not work (or does not work properly i.e. writes out an unreadable file) with .bmp, .jpg, .png or the .tif encoders. When I lower the image size to < 2GB it does work with the .jpg but not the .bmp, .tif or .png. My next attempt would be to try libtiff because I know tiff files are meant for large images. What is a good file format for large images? or am I just hitting the file format limitations? Random r = new Random((int)DateTime.Now.Ticks); int width = 64000; int height = 64000; int stride = (width % 4) > 0 ? width + (width % 4) : width; UIntPtr dataSize = new UIntPtr((ulong)stride * (ulong)height); IntPtr p = Program.VirtualAlloc(IntPtr.Zero, dataSize, Program.AllocationType.COMMIT | Program.AllocationType.RESERVE, Program.MemoryProtection.READWRITE); Bitmap bmp = new Bitmap(width, height, stride, PixelFormat.Format8bppIndexed, p); BitmapData bd = bmp.LockBits(new Rectangle(0, 0, bmp.Width, bmp.Height), ImageLockMode.ReadWrite, bmp.PixelFormat); ColorPalette cp = bmp.Palette; for (int i = 0; i < cp.Entries.Length; i++) { cp.Entries[i] = Color.FromArgb(i, i, i); } bmp.Palette = cp; unsafe { for (int y = 0; y < bd.Height; y++) { byte* row = (byte*)bd.Scan0.ToPointer() + (y * bd.Stride); for (int x = 0; x < bd.Width; x++) { *(row + x) = (byte)r.Next(256); } } } bmp.UnlockBits(bd); bmp.Save(@"c:\test.jpg", ImageFormat.Jpeg); bmp.Dispose(); Program.VirtualFree(p, UIntPtr.Zero, 0x8000); I have also tried using a pinned GC memory region, but this is limited to < 2GB. Random r = new Random((int)DateTime.Now.Ticks); int bytesPerPixel = 4; int width = 4000; int height = 4000; int padding = 4 - ((width * bytesPerPixel) % 4); padding = (padding == 4 ? 0 : padding); int stride = (width * bytesPerPixel) + padding; UInt32[] pixels = new UInt32[width * height]; GCHandle gchPixels = GCHandle.Alloc(pixels, GCHandleType.Pinned); using (Bitmap bmp = new Bitmap(width, height, stride, PixelFormat.Format32bppPArgb, gchPixels.AddrOfPinnedObject())) { for (int y = 0; y < height; y++) { int row = (y * width); for (int x = 0; x < width; x++) { pixels[row + x] = (uint)r.Next(); } } bmp.Save(@"c:\test.jpg", ImageFormat.Jpeg); } gchPixels.Free();

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  • How do I make java wait for boolean to run funciton

    - by TWeeKeD
    I'm sure this is pretty simple but I can't figure out and it sucks I'm up on suck on (what should be) an easy step. ok. I have a method that runs one function that give a response. this method actually handles the uploading of the file so o it takes a second to give a response. I need this response in the following method. sendPicMsg needs to complete and then forward it's response to sendMessage. Please help. b1.setOnClickListener(new View.OnClickListener() { public void onClick(View v) { if(!uploadMsgPic.equalsIgnoreCase("")){ Log.v("response","Pic in storage"); sendPicMsg(); sendMessage(); }else{ sendMessage(); } 1st Method public void sendPicMsg(){ Log.v("response", "sendPicMsg Loaded"); if(!uploadMsgPic.equalsIgnoreCase("")){ final SharedPreferences preferences = this.getActivity().getSharedPreferences("MyPreferences", getActivity().MODE_PRIVATE); AsyncHttpClient client3 = new AsyncHttpClient(); RequestParams params3 = new RequestParams(); File file = new File(uploadMsgPic); try { File f = new File(uploadMsgPic.replace(".", "1.")); f.createNewFile(); //Convert bitmap to byte array Bitmap bitmap = decodeFile(file,400); ByteArrayOutputStream bos = new ByteArrayOutputStream(); bitmap.compress(CompressFormat.PNG, 0 /*ignored for PNG*/, bos); byte[] bitmapdata = bos.toByteArray(); //write the bytes in file FileOutputStream fos = new FileOutputStream(f); fos.write(bitmapdata); params3.put("file", f); } catch (FileNotFoundException e) { // TODO Auto-generated catch block e.printStackTrace(); } catch (IOException e) { // TODO Auto-generated catch block e.printStackTrace(); } params3.put("email", preferences.getString("loggedin_user", "")); params3.put("webversion", "1"); client3.post("http://peekatu.com/apiweb/msgPic_upload.php",params3, new AsyncHttpResponseHandler() { @Override public void onSuccess(String response) { Log.v("response", "Upload Complete"); refreshChat(); //responseString = response; Log.v("response","msgPic has been uploaded"+response); //parseChatMessages(response); response=picurl; uploadMsgPic = ""; if(picurl!=null){ Log.v("response","picurl is set"); } if(picurl==null){ Log.v("response", "picurl no ready"); }; } }); sendMessage(); } } 2nd Method public void sendMessage(){ final SharedPreferences preferences = this.getActivity().getSharedPreferences("MyPreferences", getActivity().MODE_PRIVATE); if(preferences.getString("Username", "").length()<=0){ editText1.setText(""); Toast.makeText(this.getActivity(), "Please Login to send messages.", 2); return; } AsyncHttpClient client = new AsyncHttpClient(); RequestParams params = new RequestParams(); if(type.equalsIgnoreCase("3")){ params.put("toid",user); params.put("action", "sendprivate"); }else{ params.put("room", preferences.getString("selected_room", "Adult Lobby")); params.put("action", "insert"); } Log.v("response", "Sending message "+editText1.getText().toString()); params.put("message",editText1.getText().toString() ); params.put("media", picurl); params.put("email", preferences.getString("loggedin_user", "")); params.put("webversion", "1"); client.post("http://peekatu.com/apiweb/messagetest.php",params, new AsyncHttpResponseHandler() { @Override public void onSuccess(String response) { refreshChat(); //responseString = response; Log.v("response", response); //parseChatMessages(response); if(picurl!=null) Log.v("response", picurl); } }); editText1.setText(""); lv.setSelection(adapter.getCount() - 1); }

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  • mapping rect in small image to larger image (in order to do a copyPixels operation)

    - by skinnyTOD
    Hi all - this is (I think) a relatively simple math question but I've spent a day banging my head against it and have only the dents and no solution... I'm coding in actionscript 3 - the functionality is: large image loaded at runtime. The bitmapData is stored and a smaller version is created to display on the available screen area (I may end up just scaling the large image since it is in memory anyway). The user can create a rectangle hotspot on the smaller image (the functionality will be more complex: multiple rects with transparency: example a donut shape with hole, etc) 3 When the user clicks on the hotspot, the rect of the hotspot is mapped to the larger image and a new bitmap "callout" is created, using the larger bitmap data. The reason for this is so the "callout" will be better quality than just scaling up the area of the hotspot. The image below shows where I am at so far- the blue rect is the clicked hotspot. In the upper left is the "callout" - copied from the larger image. I have the aspect ratio right but I am not mapping to the larger image correctly. Ugly code below... Sorry this post is so long - I just figured I ought to provide as much info as possible. Thanks for any tips! --trace of my data values *source BitmapDada 1152 864 scaled to rect 800 600 scaled BitmapData 800 600 selection BitmapData 58 56 scaled selection 83 80 ratio 1.44 before (x=544, y=237, w=58, h=56) (x=544, y=237, w=225.04, h=217.28) * Image here: http://i795.photobucket.com/albums/yy237/skinnyTOD/exampleST.jpg public function onExpandCallout(event:MouseEvent):void{ if (maskBitmapData.getPixel32(event.localX, event.localY) != 0){ var maskClone:BitmapData = maskBitmapData.clone(); //amount to scale callout - this will vary/can be changed by user var scale:Number =150 //scale percentage var normalizedScale :Number = scale/=100; var w:Number = maskBitmapData.width*normalizedScale; var h:Number = maskBitmapData.height*normalizedScale; var ratio:Number = (sourceBD.width /targetRect.width); //creat bmpd of the scaled size to copy source into var scaledBitmapData:BitmapData = new BitmapData(maskBitmapData.width * ratio, maskBitmapData.height * ratio, true, 0xFFFFFFFF); trace("source BitmapDada " + sourceBD.width, sourceBD.height); trace("scaled to rect " + targetRect.width, targetRect.height); trace("scaled BitmapData", bkgnImageSprite.width, bkgnImageSprite.height); trace("selection BitmapData", maskBitmapData.width, maskBitmapData.height); trace("scaled selection", scaledBitmapData.width, scaledBitmapData.height); trace("ratio", ratio); var scaledBitmap:Bitmap = new Bitmap(scaledBitmapData); var scaleW:Number = sourceBD.width / scaledBitmapData.width; var scaleH:Number = sourceBD.height / scaledBitmapData.height; var scaleMatrix:Matrix = new Matrix(); scaleMatrix.scale(ratio,ratio); var sRect:Rectangle = maskSprite.getBounds(bkgnImageSprite); var sR:Rectangle = sRect.clone(); var ss:Sprite = new Sprite(); ss.graphics.lineStyle(8, 0x0000FF); //ss.graphics.beginFill(0x000000, 1); ss.graphics.drawRect(sRect.x, sRect.y, sRect.width, sRect.height); //ss.graphics.endFill(); this.addChild(ss); trace("before " + sRect); w = uint(sRect.width * scaleW); h = uint(sRect.height * scaleH); sRect.inflate(maskBitmapData.width * ratio, maskBitmapData.height * ratio); sRect.offset(maskBitmapData.width * ratio, maskBitmapData.height * ratio); trace(sRect); scaledBitmapData.copyPixels(sourceBD, sRect, new Point()); addChild(scaledBitmap); scaledBitmap.x = offsetPt.x; scaledBitmap.y = offsetPt.y; } }

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  • How to find the average color of an image.

    - by Edward Boyle
    Years ago I was the lead developer of a large Scrapbook Web Site. One of the things I implemented was to allow shoppers to find Scrapbook papers and embellishments of like colors (“more like this color”). Below is the base algorithm I wrote to extract the color from an image. It worked out pretty well. I took the returned values and stored them in an associated table for the products. Yet another algorithm was used to SELECT near matches. This algorithm has turned out to be very handy for me. I have used it for borders and subtle outlined text overlays. I am sure you will find more creative uses for it. Enjoy… private Color GetColor(Bitmap bmp) { int r = 0; int g = 0; int b = 0; Color mColor = System.Drawing.Color.White; for (int i = 1; i < bmp.Width; i++) { for (int x = 1; x < bmp.Height; x++) { mColor = bmp.GetPixel(i, x); r += mColor.R; g += mColor.G; b += mColor.B; } } r = (r / (bmp.Height * bmp.Width)); g = (g / (bmp.Height * bmp.Width)); b = (b / (bmp.Height * bmp.Width)); return System.Drawing.Color.FromArgb(r, g, b); } You could also get the RGB values by passing in the RGB by ref private Color GetColor(ref int r, ref int g, ref int b, Bitmap bmp) but that is a bit much as you can simply get it from the return value: mReturnedColor.R; mReturnedColor.G; mReturnedColor.B;

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  • Are there any font rendering libraries for games development that support hinting?

    - by Richard Fabian
    I've used angel code's bitmap font generator quite a bit and though it's very good, I wondered if there would be a way of using the hinting information to provide a better readable result by using hinting to provide differing thickness based on size/pixel coverage. I imagine any solution would have to use the distance field tech presented in the valve paper on smoothing fonts while maintaining or reducing asset size. (http://www.gamedev.net/community/forums/topic.asp?topic_id=494612) but I haven't found any demos of it being used with hinting information turned on or included in the field gradients in any way. Another way of looking at this is whether there are any font bitmap generators that will output mipmaps that still maintain their readability in the face of pixel size. I think the lower mip levels would try to guarantee fill and space where it is necessary to maintain readability/topology over maintaining style/form (the point of hinting). In response to "Is there a reason you can't just render the size you want", the problem lies in the fact that font rasterisers currently don't render in 3D, and hinting information would be important in different amounts due to the pixel density being different along different axes, even differing in importance along the length of a string due to the size reducing over distance. For example, I only want horizontal hinting in a texture that is viewed from the side, and only really want vertical hinting in a font that is viewed from below or above. This isn't meant to be a renderer that tries to render a perfect outline as accurately as possible, as hinting distorts the reality of the font, instead this is meant to be a rendering solution for quite static scenes, but scenes that have 3D transformed and warped text layout. In this case the legibility is important, more important than the accuracy of representation of the polygon shape.

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