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  • Change NSButton Background Image more than once per second

    - by beta
    I am currently working with the iPhone SDK. I have a NSTimer that changes the background image of a NSButton. Once this is complete, it will trigger the same action again (reset the NSTimer) for a predetermined number of times. My problem is that if my NSTimer is set to execute more than once per second. (0.75, say) The background image wont change. I am using NSLog to check that the event fires. But the button image will just remain in its original state. Is there any way to change the background image more often than once per second? Thanks.

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  • Unity3d: calculate the result of a transform without modifying transform object itself

    - by Heisenbug
    I'm in the following situation: I need to move an object in some way, basically rotating it around its parent local position, or translating it in its parent local space (I know how to do this). The amount of rotation and translation is know at runtime (it depends on several factors, the speed of the object, enviroment factors, etc..). The problem is the following: I can perform this transformation only if the result position of the transformed object fit some criterias. An example could be this: the distance between the position before and after the transformation must be less than a given threshold. (Actually the conditions could be several and more complex) The problem is that if I use Transform.Rotate and Transform.Translate methods of my GameObject, I will loose the original Transform values. I think I can't copy the original Transform using instantiate for performance issues. How can I perform such a task? I think I have more or less 2 possibilities: First Don't modify the GameObject position through Transform. Calculate which will be the position after the transform. If the position is legal, modify transform through Translate and Rotate methods Second Store the original transform someway. Transform the object using Translate and Rotate. If the transformed position is illegal, restore the original one.

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  • Move model forward base on model orientation

    - by ChocoMan
    My model rotates on it's own Y-axis regardless of where it is in the world. Here are the controls for the left ThumbStick: UP (move model forward on Z-Axis) DOWN (move model backward on Z-Axis) LEFT & RIGHT (strafe to either side) The problem is adjusting the direction the model's orientation UP and DOWN if the player should also rotate the player while moving forward or backwards. An example what Im trying to achieve would be a car doing donuts. The car is always facing the current direction that it interprets as forward (or rear as backwards) in relation to it's local rotation. Here is how Im calling the movement: // Rotate model with Right Thumbstick along X-Axis modelRotation -= pController.ThumbSticks.Right.X * mRotSpeed; // Move Forward if (pController.IsButtonDown(Buttons.LeftThumbstickUp)) { modelPosition.Z -= -pController.ThumbSticks.Left.Y * speed; } // Move Backward if (pController.IsButtonDown(Buttons.LeftThumbstickDown)) { modelPosition.Z += pController.ThumbSticks.Left.Y * speed; } // Strafe Left if (pController.IsButtonDown(Buttons.LeftThumbstickLeft)) { modelPosition.X += -pController.ThumbSticks.Left.X * speed; } // Strafe Right if (pController.IsButtonDown(Buttons.LeftThumbstickRight)) { modelPosition.X -= pController.ThumbSticks.Left.X * speed; } // DeadZone if (!pController.IsButtonDown(Buttons.LeftThumbstickUp) && !pController.IsButtonDown(Buttons.LeftThumbstickDown) && !pController.IsButtonDown(Buttons.LeftThumbstickLeft) && !pController.IsButtonDown(Buttons.LeftThumbstickRight)) { }

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  • scanned image in C#

    - by ahmed fouad
    We wanna a c# solution to correct the scanned image becouse it is rotated and to solve this problem we must detect the rotation angle first then rotate the image.this was our first thinking for our problem then we think image warping will be more accurate as i think it will make the scanned image like our template so we can process it as we know all the coordinates of our template ....... i search for a free SDK or a free solution in c# and helping me in this will be graet work as it is the last task in our working. rally thanxxxx for all.

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  • how to move the camera behind a model with the same angle? in XNA

    - by Mehdi Bugnard
    I meet are having difficulty in moving my camera behind an object in a 3D world. I would create two view mode. 1: for fps (first person). 2nd: external view behind the character (second person). I searched the net some example but it does not work in my project. Here is my code used to change view if F2 is pressed //Camera double X1 = this.camera.PositionX; double X2 = this.player.Position.X; double Z1 = this.camera.PositionZ; double Z2 = this.player.Position.Z; //Verify that the user must not let the press F2 if (!this.camera.IsF2TurnedInBoucle) { // If the view mode is the second person if (this.camera.ViewCamera_type == CameraSimples.ChangeView.SecondPerson) { this.camera.ViewCamera_type = CameraSimples.ChangeView.firstPerson; //Calcul position - ?? Here my problem double direction = Math.Atan2(X2 - X1, Z2 - Z1) * 180.0 / 3.14159265; //Calcul angle - ?? Here my problem this.camera.position = .. this.camera.rotation = .. this.camera.MouseRadian_LeftrightRot = (float)direction; } //IF mode view is first person else { //....

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  • Google App Engine Python: get image upload size server-side

    - by goggin13
    I am building a Google App Engine App that lets users upload images; I have everything working fine, but I am struggling to find a way to ensure that the user does not upload an image too large (because I am resizing the images, so this crashes my python script). When a user uploads a large image, I get this error RequestTooLargeError: The request to API call images.Transform() was too large. I know that there is a size limitation on what GAE allows for it's image API, I am just trying to find a way to deal with this server side; something along the lines of if (image is too large): inform user else: proceed I haven't had any luck finding the right python code to do this; can anyone help me out?

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  • TCPDF remote image loading problem

    - by Leonard Austin
    Hi, Im trying to load a remote image into a pdf generated by tcpdf however I can't seem to get it to work? The rest of the pdf loads fine and it looks like to trying to retrieve the image however it just does print to the page? The code I am using is: $pdf->Image("http://media.domain.com/logo.jpg", 0, 0, 100, 150, 'JPEG', '', 'T', true, 72,'','','','','','',''); Any help on this would be a massive help, Thanks,

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  • opencv image conversion from rgb to hsv

    - by kaushalyjain
    When I run this following code on a sample image ie an rgb image; and then execute it to display the converted hsv image, both appear to be different... can anyone explain why? or can you suggest a solution for this not to happen... coz its the same image afterall Mat img_hsv,img_rgb,red_blob,blue_blob; img_rgb = imread("pic.png",1); cvtColor(img_rgb,img_hsv,CV_RGB2HSV); namedWindow("win1", CV_WINDOW_AUTOSIZE); imshow("win1", img_hsv);

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  • Resize image while rotating image in android

    - by dhams
    Hi every one ,,m working with android project in which i want to rotate image along with touch to some fix pivot point ,,,i have completed all the things but i have facing one problem ,,,while m trying to rotate image the image bitmap is resize....i dont have any idea why it occur ....if somebody have den please give me idea to come over this problem.... my code is below ..... package com.demo.rotation; import android.app.Activity; import android.graphics.Bitmap; import android.graphics.BitmapFactory; import android.graphics.Matrix; import android.os.Bundle; import android.util.Log; import android.view.MotionEvent; import android.view.View; import android.view.View.OnTouchListener; import android.widget.ImageView; import android.widget.ImageView.ScaleType; public class temp extends Activity{ ImageView img1; float startX; float startX2 ; Bitmap source; Bitmap bitmap1 = null; double r; /** Called when the activity is first created. */ @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.main); img1 = (ImageView) findViewById(R.id.img1); img1.setOnTouchListener(img1TouchListener); bitmap1 = BitmapFactory.decodeResource(getResources(), R.drawable.orsl_circle_transparent); } private OnTouchListener img1TouchListener = new OnTouchListener() { @Override public boolean onTouch(View v, MotionEvent event) { switch (event.getAction()) { case MotionEvent.ACTION_MOVE: Log.d("MOVE", "1"); if(source!=null) r = Math.atan2(event.getX() - source.getWidth(), (source.getHeight() / 2) - event.getY()); Log.i("startX" + event.getX(), "startY" + event.getY()); rotate(r,bitmap1, img1); img1.setScaleType(ScaleType.CENTER); break; case MotionEvent.ACTION_DOWN: break; case MotionEvent.ACTION_UP: break; default : break; } return true; } }; private void rotate(double r , Bitmap currentBitmap ,ImageView imageView ) { int rotation = (int) Math.toDegrees(r); Matrix matrix = new Matrix(); matrix.setRotate(rotation, currentBitmap.getWidth()/2, currentBitmap.getHeight()/2); source = Bitmap.createBitmap(currentBitmap, 0, 0, currentBitmap.getWidth(), currentBitmap.getHeight(), matrix, false); imageView.setImageBitmap(source); Log.i("HIGHT OF CURRENT BITMAP", ""+source.getHeight()); } }

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  • How to know coordinates in a real image from a scaled image.

    - by ocell
    Hi folks, First of all thanks for your time reading my question :-) I have an original image (w': 2124, h': 3204) and the same image scaled (w: 512, h: 768). The ratio for width is 4.14 (rw) and the ratio for height is 4.17 (rh). I'm trying to know the coordinates (x', y') in the original image when I receive the coordinates in the scaled image (x, y). I'm using the formula: x' = x * rw and y' = y * rh. But when I'm painting a line, or a rectangle always appears a shift that is incremented when x or y is higher. Please anybody knows how to transform coordinates without loosing of accuracy. Thanks in advance! Oscar.

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  • Incomplete mesh using DrawIndexedPrimitives after rotating mesh

    - by user1278255
    Through help on this site I was able to draw the triangles of an unrotated, nonscaled nontransformed mesh created in Blender and exported to OBJ, accurately imported through Assimp and rendered in XNA Graphics. However after applying rotation on a single axis in Blender(Z) and adding materials(I wanted to test loading of materials through Assimp) the same mesh appears incomplete. Is something wrong with my view matrix or is it something else? This is what the unrotated mesh looks like: http://www.4shared.com/photo/qXNUSvxtba/okcube.html Here is the rotated mesh: http://www.4shared.com/photo/HAys2rWvba/badcube.html Camera, View and Projection are defined as follows: cameraPos = new Vector3(0, 5, 9); viewMatrix = Matrix.CreateLookAt(cameraPos, new Vector3(0, 0, 1), new Vector3(0, 1, 0)); projectionMatrix = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, device.Viewport.AspectRatio, 1.0f, 200.0f); Rendering is done through this code: device.Clear(ClearOptions.Target | ClearOptions.DepthBuffer, Color.DarkSlateBlue, 1.0f, 0); effect = new BasicEffect(GraphicsDevice); effect.VertexColorEnabled = true; effect.View = viewMatrix; effect.Projection = projectionMatrix; effect.World = Matrix.Identity; foreach (EffectPass pass in effect.CurrentTechnique.Passes) { pass.Apply(); device.SetVertexBuffer(vertexBuffer); device.Indices = indexBuffer; device.DrawIndexedPrimitives(Microsoft.Xna.Framework.Graphics.PrimitiveType.TriangleList, 0, 0, oScene.Meshes[0].VertexCount, 0, mMesh.FaceCount); } base.Draw(gameTime);

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  • Image manipulation with JQuery and PHP

    - by robertdd
    I want to do some kind of image editor, after I upload more images I want to make a list with all the thumbnails! After, I want to be able to click on one thumb and rotate, duplicate, drag and drop (to change positions of the images), and delete the image. I want all the images to be in a php array. If an image is deleted I want to delete the row from array too. If a image is drag-and-dropped I want to change the position in the array too. Ok, after the user uploads all the images and modifies some of them, how can I make a DONE button to save the positions of the images? For this small project how do you suggest I save the images? (to make a table in mysql and store the names of the images in the database depending on the session id? depending on the IP?) Any suggestions are welcome!

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  • Image auto resize to fit div container.

    - by Khou
    How does do you auto resize a large image to fit a smaller width div container? Example can be seen here on stackoverflow.com - when an image is inserted onto the editor panel and it is too large for display, the image is automatically resized.

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  • Scala in image procesing

    - by Mayank Sinha
    I am new to scala and keep on researching and compiling programs , But i am more interested in Image processing in scala. Iam doing project in eclipse environment from http://www.scala-lang.org/download/2.11.0-M5.html but i couldn't find any resource to do image processing in scala . please provide me all information i.e How to install image processing package till manuals of the package to read and write image. I have tried Maven ,jmagic,opencv ,javacv etc but couldn't succeeded. Please reply with in hours my job is at stake. Mayank

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  • Highlight image borders with Ajax request.

    - by Tek
    First, some visualization of the code. I have the following images that are dynamically generated from jquery. They're made upon user request: <img id="i13133" src="someimage.jpg" /> <img id="i13232" src="someimage1.jpg" /> <img id="i14432" src="someimage2.jpg" /> <img id="i16432" src="someimage3.jpg" /> <img id="i18422" src="someimage4.jpg" /> I have an AJAX loop that repeats every 15 seconds using jQuery and it contains the following code: Note: The if statement is inside the Ajax loop. Where imgId is the requested ID from the Ajax call. //Passes the IDs retrieved from Ajax, if the IDs exist on the page the animation is triggered. if ( $('#i' + imgId ).length ) { var pickimage = '#i' + imgId; var stop = false; function highlight(pickimage) { $(pickimage).animate({color: "yellow"}, 1000, function () { $(pickimage ).animate({color: "black"}, 1000, function () { if (!stop) highlight(pickimage); }); }); } // Start the loop highlight(pickimage); } It works great, even with multiple images. But I had originally used this with one image. The problem is I need an interrupt. Something like: $(img).click(function () { stop = true; }); There's two problems: 1.)This obviously stops all animations. I can't wrap my head around how I could write something that only stops the animation of the image that's clicked. 2.)The Ajax retrieves IDs, sometimes those IDs appear more than once every few minutes, which means it would repeat the animations on top of each other if the image exists. I could use some help figuring out how to detect if an animation is already running on an image, and do nothing if the animation is already triggered on an image.

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  • getting part of an image with javascript

    - by Alper
    Hi all, i want to ask that, is it possible to show any part of image in img tag (with pixels) via Javascript. I mean, i'll prepare a big image (e.g. 32x320 pixels) and i'll define starting position (X,Y , e.g. 0,32) and width/height (e.g. 32,32), so script will show second (32x32 pixel) part of main image.. I hope i can explain. Thanks right now..

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  • Image Resizing: Poor jpeg quality and black PNG backgrounds

    - by azz0r
    Hello, I have two issues with my class, basically the quality of the jpeg images is quite poor, but I'm not sure if thats down to my ratio resizing. Ideally I'd like this class to be strict with image sizes and crop into them, but I cant get my head around it. My main issue is that pngs always have a black bg, does anyone have experience with this happening? <?php class OpenSource_ImageResize { function __construct($theFile, $toWhere, $mime, $extension, $newWidth, $newHeight) { if ($mime == NULL) { $mime = getimagesize($theFile); $mime = $mime['mime']; } if ($mime == 'image/jpeg') { $size = getimagesize($theFile); if ($size[0] > $newWidth || $size[1] > $newHeight) { $sourceImage = imagecreatefromjpeg($theFile); } else { return copy($theFile, $toWhere); throw new exception('Could not create jpeg'); return false; } } else if ($mime == 'image/png') { $size = getimagesize($theFile); if ($size[0] > $newWidth || $size[1] > $newHeight) { $sourceImage = imagecreatefrompng($theFile); } else { return copy($theFile, $toWhere); //throw new exception('Could not create png'); return false; } } else if ($mime == 'image/gif') { $size = getimagesize($theFile); if ($size[0] > $newWidth || $size[1] > $newHeight) { $sourceImage = imagecreatefromgif ($theFile); } else { return copy($theFile, $toWhere); //throw new exception('Could not create gif'); return false; } } else { throw new exception('Not a valid mime type'); return false; } $oldX = imageSX($sourceImage); $oldY = imageSY($sourceImage); if ($newWidth == NULL) { $thumbHeight = $newHeight; $thumbWidth = round($newHeight/($oldY/$oldX)); } else if ($oldX > $oldY) { $thumbWidth = $newWidth; $thumbHeight = $oldY * ($newHeight/$oldX); } if ($oldX < $oldY) { $thumbWidth = round($newHeight/($oldY/$oldX)); $thumbHeight = $newHeight; } if ($oldX == $oldY) { $thumbWidth = $newWidth; $thumbHeight = $newHeight; } if (!gd_info()) { $dstImage = ImageCreate($thumbWidth, $thumbHeight); imagecopyresized($dstImage, $sourceImage, 0, 0, 0, 0, $thumbWidth, $thumbHeight, $oldX, $oldY); } else { $dstImage = ImageCreateTrueColor($thumbWidth, $thumbHeight); imagecopyresampled($dstImage, $sourceImage, 0, 0, 0, 0, $thumbWidth, $thumbHeight, $oldX, $oldY); } if ($mime == 'image/png') { $xparent = imagecolorresolvealpha($dstImage, 255,2,240, 0) ; imagecolortransparent($dstImage,$xparent); imagealphablending($dstImage,true); imagepng($dstImage, $toWhere); } else if ($mime == 'image/jpeg') { imagejpeg($dstImage, $toWhere); } else if ($mime == 'image/gif') { imagegif ($dstImage, $toWhere); } imagedestroy($dstImage); imagedestroy($sourceImage); return true; } }

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  • Saving a bitmap to a Memorystream produces an inverted colors image

    - by Raphael
    I've created an image with GDI+ on my application and now I must convert this image to an array of bytes. My first thought was this simple code: public byte[] ToByte() { MemoryStream ms = new MemoryStream(); bitmap.Save(ms, ImageFormat.Bmp); return ms.GetBuffer(); } The problem with this approach is that when I finally save this image into a file the colors are inverted. What I'm I doing wrong?

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  • mysql db image convert to file

    - by ntan
    Hi i am writing a converter from Oracle to mysql In Oracle the images are stored in db. I want to read the content of the image and save to file system I suppose that i have to read the blob entry and using php file commands create the file (am i right) What about image type. Should i save as jpg (what if the store image is not jpg) Any suggestion are welcome

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  • Loading an image control from a local drive

    - by Kumar
    I have a folder C:\Images which has a some images. This folder is not inside my project and I would to know if there is a way to load an image from that folder on to an ASP.NET Image control. <asp:Image ID="img" runat="server" /> One solution could be to make the Images folder a Virtual directory on the IIS but I would like to know if this can be done without creating a virtual directory for the Images folder.

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  • Why is my image being displayed larger?

    - by bsh152s
    I'm trying to display an image on a splash screen and it's being stretched upon display. The image I'm trying to display is a simple bmp file. Any ideas why? In SplashWindow.xaml: <Window ... SizeToContent="WidthAndHeight"> <Grid> ... <Image Grid.Row="0" Source="{Binding SplashImage}"></Image> </Grid> </Window> In SplashViewModel.cs public ImageSource SplashImage { get { return ImageUtilities.GetImageSource(_splashImageFilenameString); } } From ImageUtilities.cs public static ImageSource GetImageSource(string imageFilename) { BitmapFrame bitmapFrame = null; if(!string.IsNullOrEmpty(imageFilename)) { if(File.Exists(imageFilename)) { bitmapFrame = BitmapFrame.Create(new Uri(imageFilename)); } else { Debug.Assert(false, "File " + imageFilename + " does not exist."); } } return bitmapFrame; }

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  • image in div doesn't display anything

    - by fusion
    i'm trying to insert an image in a div container using css and html, but it doesn't display any image. html code: <div id="wrapper"> <div id="quoteContainer"> <span class="start_img"></span> </div> </div> css: .start_img { background: url(image/img1.png); border: dotted 2px black; width:200px; height:20px; } apart from the img, not even the border shows. i tried using the <img> tag in html to insert the image inside the div, that doesn't work either. is there anything wrong with the code?

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  • Android - Read PNG image without alpha and decode as ARGB_8888

    - by loki666
    I try to read an image from sdcard (in emulator) and then create a Bitmap image with the BitmapFactory.decodeByteArray method. I set the options: options.inPrefferedConfig = Bitmap.Config.ARGB_8888 options.inDither = false Then I extract the pixels into a ByteBuffer. ByteBuffer buffer = ByteBuffer.allocateDirect(width*height*4) bitmap.copyPixelsToBuffer(buffer) I use this ByteBuffer then in the JNI to convert it into RGB format and want to calculate on it. But always I get false data - I test without modifying the ByteBuffer. Only thing I do is to put it into the native method into JNI. Then cast it into a unsigned char* and convert it back into a ByteBuffer before returning it back to Java. unsigned char* buffer = (unsinged char*)(env->GetDirectBufferAddress(byteBuffer)) jobject returnByteBuffer = env->NewDirectByteBuffer(buffer, length) Before displaying the image I get data back with bitmap.copyPixelsFromBuffer( buffer ) But then it has wrong data in it. My Question is if this is because the image is internally converted into RGB 565 or what is wrong here? ..... Have an answer for it: - yes, it is converted internally to RGB565. Does anybody know how to create such an bitmap image from PNG with ARGB8888 pixel format? If anybody has an idea, it would be great!

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  • show-hide image onmouseover

    - by butters
    I have 3 images on top of each other. The first one is a normal .jpg image, the second a greyscale version and the 3rd is some kind of effect i add with a transparent .png Now what i want is that, if i move the mouse over those images, the greyscale image is hidden or replaced by another image and afterwards visible again. The problem here is that i am a js noob, so it's kind of hard for me to find a solution ^^ my code looks something like this: <html> <head> <style type="text/css"> <!-- ul li{ display: inline-table; } .frame{ position: relative; height: 110px; width: 110px; } .frame div{ position: absolute; top:0px; left:0px; } .effect{ background:url(images/effect.png) no-repeat; height:110px; width: 110px; } .image{ height:100px; width:100px; border: 1px solid red; margin:4px; } .greyscale{ height:100px; width:100px; border: 1px solid red; margin:4px; } --> </style> </head> <body> <ul> <li> <div class="frame"> <div class="image"><img src="images/pic1.jpg" height="100" width="100"></div> <div class="greyscale"><img src="images/grey1.jpg" height="100" width="100"></div> <div class="effect">qwert</div> </div> </li> <li> <div class="frame"> <div class="image"><img src="images/pic2.jpg" height="100" width="100"></div> <div class="greyscale"><img src="images/grey2.jpg" height="100" width="100"></div> <div class="effect">qewrt</div> </div> </li> </ul> </body> </html> </code></pre> would be super-awesome if someone can help me out :)

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