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  • How do I install fonts on Linux Mint?

    - by Lord Chumley
    I have some external fonts called Eaglefeather (Frank Lloyd Wright fonts) and I want to install them on to my Linux machine running Linux Mint 7 (Ubuntu based). I can't seem to get them to install which looks to me like just copying them to the /usr/local/share/fonts directory.

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  • reset all apple osx 10.6 fonts

    - by chris hough
    over time I have installed a bunch of fonts that are either not properly licensed or I have not documentented as to where I got them from. Is there a way to reset all of the installed fonts back to the default install and remove all of the fonts I have installed? I have done some research and have not come up with a solid way to tackle this. Thank you for your help everyone :)

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  • Fonts doesn't render in Chrome or IE in Windows Server 2008

    - by Martin Carlsson
    When I visit, for example, http://www.bolagsverket.se from a user account on this Windows 2008 Server, Chrome displays the site but all the text is gone. When I try in IE it's even worse, it doesn't even load the page, I jsut end up with this: http://dl.pixelstore.se/image/0y1f0y0w1J39 The fonts used for this site is (from CSS): font-family:Frutiger,Frutiger Linotype,Univers,DejaVu Sans Condensed,Liberation Sans,Nimbus Sans L,Geneva,Helvetica Neue,Helvetica,Arial,Tahoma,sans-serif If I edit the CSS through Chrome Developer Tools, and erase all fonts until Arial it suddenly works. The strange thing is that everything works fine from the administrator account, it's just (all) the user accounts that doesn't work. My guess is that Chrome/IE is asking for the fonts but somehow they are restricted in the user account. Instead of just ignoring the fonts they can't find they try to render them anyway. Any clue?

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  • Restoring the Fonts folder by using a restore point

    - by ryalho
    I am an idiot. Who would have thought that installing 2 gigs of fonts would be detrimental to the boot up time for the most common design programs such as adobe illustrator. I would like to restore the font folder because I am no longer able to just delete the fonts. It takes too long. So when I right-click the fonts folder and select "Restore Previous Versions" I am able to find a restore point, but the "Restore" button is greyed out. this leads me to think that I cannot change the settings of files in the windows directory. Oh and there are 34,000 fonts I need gone. Thanks

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  • c# Bitmap.Save transparancy doesn't save in png

    - by kelton52
    I'm trying to save a Bitmap class that has transparancy as a png file with transparancy. I'm having no luck. The bitmap has transparancy, it just doesn't save with transparancy. this is what I'm doing bitmap setup Bitmap ret = new Bitmap(bWidth, bHeight, System.Drawing.Imaging.PixelFormat.Format32bppArgb); saveing ret.Save(filename, ImageFormat.Png); I also tried saving the file with a filestream, and that made no difference. When the image is in a Picture box the transparancy exists, but when I save i I just get a black background. I really don't want to use any 3rd party code, they found a way to do it, I'd like to also. thanks.

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  • How to convert a AChartEngine chart to bitmap

    - by user2137817
    I want to convert a line graph I made with AChartEngine lib to bitmap.How should I do?I didn't found on the net anything that can help. Is the toBitmap() method suitable?if yes then how to use it? Update: I used this method : public static Bitmap loadBitmapFromView(View v) { v.setDrawingCacheEnabled(true); v.layout( 0,0,800,600); v.setDrawingCacheQuality(View.DRAWING_CACHE_QUALITY_HIGH); v.buildDrawingCache(); v.getDrawingCache(); Bitmap bmp = Bitmap.createBitmap(800,600, Bitmap.Config.ARGB_8888); v.setDrawingCacheEnabled(false); return bmp; } and saved the result in a png file but all I got is an empty file !

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  • How can you extend the Bitmap class

    - by vrish88
    Hello, I am trying to extend the Bitmap class so that I can apply my own effects to an image. When I use this code: namespace ImageEditor { public class Effects : System.Drawing.Bitmap { public void toBlackAndWhite() { System.Drawing.Bitmap image = (Bitmap)this; AForge.Imaging.Filters.Grayscale filter = new AForge.Imaging.Filters.Grayscale(); this = filter.Apply(this); } } } I get the following error: 'ImageEditor.Effects': cannot derive from sealed type 'System.Drawing.Bitmap' So is there a way to get around this or is it simply not possible to extend the class? Thanks.

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  • Load a bitmap from file in RGB format (without alpha)

    - by Robert
    Hi, i simply want to load a .BMP file and get the Bitmap object in 24bit RGB format (or 32bit in RGB format). All methods I tried return a Bitmap/Image object with PixelFormat = Format32bppArgb. Even if of course BMPs don't have alpha. new Bitmap(System.Drawing.Image.FromFile(fileName, true)); new Bitmap(fileName); I currently solve the problem by copying the first object to another in memory bitmap at 24bit RBG. Is there a single method to do it? Thanks

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  • Access to bytes array of a Bitmap

    - by Deulis
    1- In Windows CE, I have a Bitmap object in C#. 2- I have a C function in an extern dll that expects as parameters the pointer to a bytes array that represents an image in RGB565 format, width and height. This function will draw on this array of bytes. So I need to pass the byte array pointer of the Bitmap object, but I can find a practical way to get this pointer. One way is convert this Bitmap into a bytes array using a memory stream or something else, but it will create a new bytes array, so I will keep in memory both object, the Bitmap and the bytes array, but I don’t want it because the few available memory, that’s why I need to access to the bytes array of the bitmap object, not create a new bytes array. Anyone can help me?

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  • How to genrate a monochrome bit mask for a 32bit bitmap

    - by Mordachai
    Under Win32, it is a common technique to generate a monochrome bitmask from a bitmap for transparency use by doing the following: SetBkColor(hdcSource, clrTransparency); VERIFY(BitBlt(hdcMask, 0, 0, bm.bmWidth, bm.bmHeight, hdcSource, 0, 0, SRCCOPY)); This assumes that hdcSource is a memory DC holding the source image, and hdcMask is a memory DC holding a monochrome bitmap of the same size (so both are 32x32, but the source is 4 bit color, while the target is 1bit monochrome). However, this seems to fail for me when the source is 32 bit color + alpha. Instead of getting a monochrome bitmap in hdcMask, I get a mask that is all black. No bits get set to white (1). Whereas this works for the 4bit color source. My search-foo is failing, as I cannot seem to find any references to this particular problem. I have isolated that this is indeed the issue in my code: i.e. if I use a source bitmap that is 16 color (4bit), it works; if I use a 32 bit image, it produces the all-black mask. Is there an alternate method I should be using in the case of 32 bit color images? Is there an issue with the alpha channel that overrides the normal behavior of the above technique? Thanks for any help you may have to offer! ADDENDUM: I am still unable to find a technique that creates a valid monochrome bitmap for my GDI+ produced source bitmap. I have somewhat alleviated my particular issue by simply not generating a monochrome bitmask at all, and instead I'm using TransparentBlt(), which seems to get it right (but I don't know what they're doing internally that's any different that allows them to correctly mask the image). It might be useful to have a really good, working function: HBITMAP CreateTransparencyMask(HDC hdc, HBITMAP hSource, COLORREF crTransparency); Where it always creates a valid transparency mask, regardless of the color depth of hSource. Ideas?

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  • Preserving Bitmap values when creating a new Bitmap from System.Drawing.Image

    - by Otaku
    I'm trying to create a resized image from a bitmap, set a new height/width and a new resolution and save it to PNG. I can do this either from directly A) Image.FromFile(filename) or B) New Bitmap(imageSource) to create the the A Bitmap to be passed to B. Both work okay schmokay, but A does not allow me to set a new width/height on creation (but it does allow me to preserve values with useIcm=True) and B does not allow me to preseve values. Okay, now on to some code and examples: Dim sourceBitmap As New Bitmap(imagePath & myImage1Name) <-not good at all (#1 overload). Doesn't preserve things like HorizontalResolution or PixelFormat on .Save Dim sourceBitmap2 As Bitmap = Image.FromFile(imagePath & myImage1Name, True) <-not good (#5 overload). it does preserve things like HorizontalResolution or PixelFormat on .Save, but it doesn't allow me to initialize image at a new size. Dim targetBitmap As New Bitmap(sourceBitmap2, newWidth, newHeight) <-not good. Even though sourceBitmap2 (see #2 above) was initialized with useIcm=True, it doesn't matter once I've passed it in as the source in targetBitmap. Basically, I'm looking for a way to contruct a New Bitmap with both something like useIcm=True and set the width/height at the same time (Width/Height are read-only properties once it's created). I've gone down the Graphics.DrawImage route as well and it's the same - Graphics.FromImage(sourceBitmap) does not preserve values. Why do I need these values to be preserved? Because I need to convert these pictures to PNG (for file size) with a new resolution and keep the same physical dimensions (w/h in inches) for printing. I know the new pixel width/height needed based on the resolution values I'll pass in with .SetResolution(xDpi,yDpi) to preserve physical dimensions, so that's not the problem. The issue is things like the PixelFormatSize need to remain unchanged (yes, I've tried EncoderParameters - they don't work. I can give you the gory details if you like, but suffice it to say for now, they just don't work). Whew, got that off my chest! Okay, anyone who really knows how all this works can help?

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  • How can I restore /usr/share/fonts on 10.04?

    - by user207046
    I did something extremely stupid. I'm currently working on a 10.04 system (work-related), and since I was missing some fonts I decided to simply copy some over from my own, 12.10 system. I ran cp -R <12.10 root/usr/share/fonts/truetype/* /usr/share/fonts/truetype/ Immediately, terminal and window header fonts got completely messed up, although chromium still shows everything correctly, as does nautilus. How can I restore this directory? Is there anything else I have do afterwards? Thanks a bunch, Chris For shits and giggles, here's how it looks.

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  • Android: problem retrieving bitmap from database

    - by Addy
    When I'm retrieving image from the sqlite database my Bitmap object bm return null value can any one help me..? I found problem in my database.. When I store the byte array in blob data type in database table that time the size of the byte array was 2280.. But when i retrieved that blob data type using select query I get the byte array within size 12. My code is: // Inserting data in database byte[] b; ByteArrayOutputStream baos = new ByteArrayOutputStream(); Bitmap bm = BitmapFactory.decodeResource(getResources(),R.drawable.icon); bm.compress(Bitmap.CompressFormat.PNG, 100, baos); //bm is the bitmap object b = baos.toByteArray(); //here b size is 2280 baos.close(); try { mDB = this.openOrCreateDatabase(MY_DATABASE_NAME, MODE_PRIVATE, null); mDB.execSQL("CREATE TABLE IF NOT EXISTS " + MY_DATABASE_TABLE + " (PICTURE BLOB);"); mDB.execSQL("INSERT INTO " + MY_DATABASE_TABLE + " (PICTURE)" + " VALUES ('"+b+"');"); } catch(Exception e) { Log.e("Error", "Error", e); } finally { if(mDB != null) mDB.close(); } // Retriving data from database byte[] b1; Bitmap bm; mDB = this.openOrCreateDatabase(MY_DATABASE_NAME, MODE_PRIVATE, null); try { mDB.execSQL("CREATE TABLE IF NOT EXISTS " + MY_DATABASE_TABLE + " (PICTURE BLOB);"); Cursor c = mDB.rawQuery("SELECT * FROM " + MY_DATABASE_TABLE + ";", null); c.moveToFirst(); if (c != null) { do { b1=c.getBlob(0)); //here b1 size is 12 bm=BitmapFactory.decodeByteArray(b1, 0, b1.length); }while(c.moveToNext()); }

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  • Rendering to a single Bitmap object from multiple threads

    - by Lee Treveil
    What im doing is rendering a number of bitmaps to a single bitmap. There could be hundreds of images and the bitmap being rendered to could be over 1000x1000 pixels. Im hoping to speed up this process by using multiple threads but since the Bitmap object is not thread-safe it cant be rendered to directly concurrently. What im thinking is to split the large bitmap into sections per cpu, render them separately then join them back together at the end. I haven't done this yet incase you guys/girls have any better suggestions. Any ideas? Thanks

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  • Drawable advantage over bitmap for memory in android

    - by Tabish
    This question is linked with the answers in the following question: Error removing Bitmaps[Android] Is there any advantage of using Drawable over Bitmap in Android in terms of memory de-allocation ? I was looking at Romain Guy project Shelves and he uses SoftReference for images caches but I'm unable to search where is the code which is de-allocating these Drawables when SoftReference automatically reclaims the memory for Bitmap. As far as I know .recycle() has to be explicitly called on the Bitmap for it to be de-allocated.

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  • Best way to reverse bitmap data that is upside down

    - by Wladimir
    Hello, I have a method that I call and it returns bitmap data from a capture device. It returns a pointer to the buffer data as an IntPtr and the buffer length as an int. I know in advance that this bitmap is a 24bpp and its width and height. The problem is that the buffer contains the bitmap data upside down and I need this data to be in the right order (reverse it). What I do is create a for loop and using CopyMemory, I copy each line (stride) of this data from bottom to up to a newly allocated memory space. Is there any way to make it faster than creating more memory each time I receive a new frame? It makes the application get a bit slow and consumes more memory as each bitmap is pretty big. I do this because I use another component that analyses the bitmaps and it doesn't work propertly if the bitmaps are upside down. I'm using .net, c# thanks!

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  • How to make GhostScript PS2PDF stop subsetting fonts

    - by gavin-softyolk
    I am using the ps2pdf14 utility that ships with GhostScript, and I am having a problem with fonts. It does not seem to matter what instructions I pass to the command, it insists on subsetting any fonts it finds in the source document. e.g -dPDFSETTINGS#/prepress -dEmbedAllFonts#true -dSubsetFonts#false -dMaxSubsetPct#0 Note that the # is because the command is running on windows, it is the same as =. If anyone has any idea how to tell ps2pdf not to subset fonts, I would be very greatful. Thanks --------------------------Notes ------------------------------------------ The source file is a pdf containing embedded fonts, so it is the fonts already embedded in the source file, that I need to prevent being subset in the destination file. Currently all source file embedded fonts are subset, in some cases this is not apparent from the font name, i.e it contains no hash, and appears at first glance to be the full font, however the widths array has been subset in all cases.

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  • Bitmap as button?

    - by Hwang
    How to set a bitmap as a button so that i can apply button mode and mouse-event stuff on it, without adding the bitmap to a Movie Clip? var bmpFull=new Bitmap(event.currentTarget.content.bitmapData); bmpFull.smoothing=true; bmpFull.name="photo"; bmpFull.alpha=0; //fullMC.buttonMode=true; fullMC.addChild(bmpFull);

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  • convert a textview, including those contents off the screen, to bitmap

    - by user623318
    Hi, I want to save(export) contents of MyView, which extends TextView, into a bitmap. I followed the code: [this][1]. It works fine when the size of the text is small. But when there are lots of texts, and some of the content is out of the screen, what I got is only what showed in the screen. Then I add a "layout" in my code: private class MyView extends TextView{ public MyView(Context context) { super(context); // TODO Auto-generated constructor stub } public Bitmap export(){ Layout l = getLayout(); int width = l.getWidth() + getPaddingLeft() + getPaddingRight(); int height = l.getHeight() + getPaddingTop() + getPaddingBottom(); Bitmap viewBitmap = Bitmap.createBitmap(width, height, Bitmap.Config.ARGB_8888); Canvas canvas = new Canvas(viewBitmap); setCursorVisible(false); layout(0, 0, width, height); draw(canvas); setCursorVisible(true); return viewBitmap; } } Now the strange thing happened: The first time I invoke "export"(I use an option key to do that), I got contents only on the screen. When I invoke "export" again, I got complete contents, including those out of the screen. Why? How to "export" a view, including contents cannot be showed on the screen? Thank you! [1]: http://www.techjini.com/blog/2010/02/10/quicktip-how-to-convert-a-view-to-an-image-android/ this

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  • Bitmap.Save problems

    - by user284026
    Hello, can anyone tell me if you know to be a problem with Bitmap and steganography for WM 6? I am working on a project and i have to hide a digital signature in a bitmap. The algorithm works perfect, as in untill i have the image on the memory the bitmap contains the modified bytes. But after i save the image (Bitmap.Save()) and I reopen the image, than those bytes are lost. When i say lost i mean they are the orriginal bytes from when the picture was taken. Thank you.

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  • Android: how to convert whole ImageView to Bitmap?

    - by yosh
    I have my application that is displaying images with different ratio, resized inside (centerInside) imageView. What I need is to create bitmap from the ImageView including the background (black in this case). So for example I have device screen 320x480, full screen imageView with image resized to 280x480. How could I get 320x480 bitmap from it? On top of this imageview I have some logos or buttons that I don't want to include to bitmap, they're like on top layer. All I need is bitmap with image and black border from some sides.

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  • Terminal.app fonts broken on Mac Snow Leopard

    - by Fabio
    About an year ago I installed gnome fonts on my MacBook Pro and I use them for Terminal.app Today I was using Terminal with three windows open and suddenly the app has quit (I don't know if I accidentally pressed command+q) but when I reopened the application fonts looks strange. I had a screenshot taken before the accident I did the same screenshot now and here's the result I don't know what's happened, I tried to reinstall the fonts, restarted the computer, but with no luck. One more thing, I use an external screen, I read some posts regarding font issues with external monitors but I had this monitor before this accident and everything worked fine until now. Please help me to solve this because my eyes were used to that font and now it looks weird to see this different font

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  • Some general questions about Adobe fonts.

    - by aviraldg
    Questions: The Adobe fonts look distinctly clearer and much better than Arial. Any particular reason? Why does Adobe Caslon Pro show up among "C"s? (I know, Caslon starts with "C", but the font's name starts with "A", right?) Are more fonts like these available somewhere? (By "these", I mean non decorative, regular, and smooth) Why are there two versions of certain fonts like Adobe Heiti, which has: @Adobe Heiti and Adobe Heiti (which are not exactly the same, btw.) Thanks.

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