Search Results

Search found 21307 results on 853 pages for 'image capture'.

Page 41/853 | < Previous Page | 37 38 39 40 41 42 43 44 45 46 47 48  | Next Page >

  • Post valuse and upload Image to php server in android

    - by lawat
    I am trying to upload image from android phone to php server with additional values,the method is post my php file look like this if($_POST['val1']){ if($_POST['val2']){ if($_FILE['image']){ ...... } } }else{ echo "Value not found"; } I am doing is URL url=new URL("http://www/......../myfile.php"); HttpURLConnection con=(HttpURLConnection) url.openConnection(); con.setDoInput(true); con.setDoOutput(true); con.setUseCaches(false); con.setRequestMethod("POST");//Enable http POST con.setRequestProperty("Connection", "Keep-Alive"); con.setRequestProperty("Content-Type", "multipart/form-data;boundary="+"****"); connection.setRequestProperty("uploaded_file", imagefilePath); DataOutputStream ostream = new DataOutputStream( con.getOutputStream()); String res=("Content-Disposition: form-data; name=\"val1\""+val1+"****"+ "Content-Disposition: form-data; name=\"val2\""+val2+"****" "Content-Disposition: form-data; name=\"image\";filename=\"" + imagefilePath +"\""+"****"); outputStream.writeBytes(res); my actual problem is values are not posting so first if condition get false and else section is executed that is it give value not found please help me

    Read the article

  • Android How do you save an image with your own unique Image Name?

    - by Usmaan
    This sounds like a issue a beginner like me would only have...this is my code... private void saveAvatar(Bitmap avatar) { String strAvatarFilename = Id + ".jpg"; try { avatar.compress(CompressFormat.JPEG, 100, openFileOutput(strAvatarFilename, MODE_PRIVATE)); } catch (Exception e) { Log.e(DEBUG_TAG, "Avatar compression and save failed.", e); } Uri imageUriToSaveCameraImageTo = Uri.fromFile(new File(PhotoActivity.this.getFilesDir(), strAvatarFilename)); Editor editor = Preferences.edit(); editor.putString(PREFERENCES_AVATAR, imageUriToSaveCameraImageTo.getPath()); editor.commit(); ImageButton avatarButton = (ImageButton) findViewById(R.id.ImageButton_Avatar); String strAvatarUri = Preferences.getString(PREFERENCES_AVATAR, ""); Uri imageUri = Uri.parse(strAvatarUri); avatarButton.setImageURI(null); avatarButton.setImageURI(imageUri); } This does save the image but when i go to look at the image on the sd card ti is called imag001 etc not the ID i am labelling it. How do i save the image with a name i want to call it? regards

    Read the article

  • Image is not displaying in email template on 2nd time forward

    - by Don
    Good day Friends, I've a mass mailing program with simple mail templates (HTML and few Images). I've a problem with image display. My clients are not getting images in the mail. Sometimes they get a mail with all the images, But if they forward the same email to someone else, they can’t get the images in forwarded mail. I really don’t know what’s happening with the approach., most of the cases the 2nd time forwarded mail is not showing the images properly. For example, consider I send a mail to client A, Here, Client A will get a mail with Images. Further, If Client A forward the same message to Person B then Person B is not getting Images in the Forwarded email. I’m using the following Approach to Embed an image in the mail template: StringBuilder sb = new StringBuilder(" <some html content> <img src=\"cid:main.png\" alt=\"\" border=\"0\" usemap=\"#Map\"> </html content ends here>"); Attachment imgMain = new Attachment(Server.MapPath("main.png")); imgMain.ContentId = "main.png"; MailMessageObject.Attachments.Add(imgMain); Instead of attachment, I tried bypassing the Image path from server directly. Something like as follows: StringBuilder sb = new StringBuilder(" <some html content> <img src=\"www.mydomain.com/images/main.png\" alt=\"\" border=\"0\" usemap=\"#Map\"> </html content ends here>"); But, result is same, Please help to resolve this problem

    Read the article

  • Panning Image Using Javascript in ASP.Net Page Overflows Div

    - by Bob Mc
    I have an ASP.Net page that contains a <div> with an <img> tag within. The image is large so the <div> is set with a size of 500x500 pixels with overflow set to scroll. I'm attempting to add image panning using a click and drag on the image. However, every time I begin dragging the image escapes the boundary of the element and consumes the entire page. Here is example code that illustrates the problem: <%@ Page Language="VB" AutoEventWireup="false" CodeFile="Default.aspx.vb" Inherits="_Default" %> <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml"> <head runat="server"> <title></title> </head> <body> <form id="form1" runat="server"> <div> <div id="divInnerDiv" style="overflow:scroll; width:500px; height:500px; cursor:move;"> <img id="imgTheImage" src="Page0001.jpg" border="0" /> </div> <script type="text/javascript"> document.onmousemove = mouseMove; document.onmouseup = mouseUp; var dragObject = null; var mouseOffset = null; function mouseCoords(ev){ if(ev.pageX || ev.pageY){ return {x:ev.pageX, y:ev.pageY}; } return { x:ev.clientX + document.body.scrollLeft - document.body.clientLeft, y:ev.clientY + document.body.scrollTop - document.body.clientTop }; } function getMouseOffset(target, ev){ ev = ev || window.event; var docPos = getPosition(target); var mousePos = mouseCoords(ev); return {x:mousePos.x - docPos.x, y:mousePos.y - docPos.y}; } function getPosition(e){ var left = 0; var top = 0; while (e.offsetParent){ left += e.offsetLeft; top += e.offsetTop; e = e.offsetParent; } left += e.offsetLeft; top += e.offsetTop; return {x:left, y:top}; } function mouseMove(ev) { ev = ev || window.event; var mousePos = mouseCoords(ev); if(dragObject){ dragObject.style.position = 'absolute'; dragObject.style.top = mousePos.y - mouseOffset.y; dragObject.style.left = mousePos.x - mouseOffset.x; return false; } } function mouseUp(){ dragObject = null; } function makeDraggable(item){ if(!item) return; item.onmousedown = function(ev){ dragObject = this; mouseOffset = getMouseOffset(this, ev); return false; } } makeDraggable(document.getElementById("imgTheImage")); </script> </div> </form> </body> </html> Also note that this HTML works fine in a non-ASP.Net page. Is there something in the ASP.Net Javascript that is causing this issue? Does anyone have a suggestion for panning a JPEG within a <div> block that will work in ASP.Net? I have tried using the jQueryUI library but the result is the same.

    Read the article

  • Creating thumbnails PHP problem

    - by Wayne
    I have this source code where I got it from net tutsplus. I have configured it and made it work in one PHP file. It does work by transferring the original image, but it does not generate to the thumbnails folder. <?php $final_width_of_image = 100; $path_to_image_directory = "../../img/events/" . urldecode($_GET['name']) . "/"; $path_to_thumbs_directory = "../../img/events/" . urldecode($_GET['name']) . "/thumbnails/"; function createThumbnail($filename) { if(preg_match('/[.](jpg)$/', $filename)) { $im = imagecreatefromjpeg($path_to_image_directory . $filename); } elseif(preg_match('/[.](gif)$/', $filename)) { $im = imagecreatefromgif($path_to_image_directory . $filename); } elseif(preg_match('/[.](png)$/', $filename)) { $im = imagecreatefrompng($path_to_image_directory . $filename); } $ox = imagesx($im); $oy = imagesy($im); $nx = $final_width_of_image; $ny = floor($oy * ($final_width_of_image / $ox)); $nm = imagecreatetruecolor($nx, $ny); imagecopyresized($nm, $im, 0,0,0,0,$nx,$ny,$ox,$oy); imagejpeg($nm, $path_to_thumbs_directory . $filename); $tn = '<img src="' . $path_to_thumbs_directory . $filename . '" alt="image" />'; echo $tn; } if(isset($_FILES['fupload'])) { if(preg_match('/[.](jpg)|(gif)|(png)$/', $_FILES['fupload']['name'])) { $filename = $_FILES['fupload']['name']; $source = $_FILES['fupload']['tmp_name']; $target = $path_to_image_directory . $filename; move_uploaded_file($source, $target); createThumbnail($filename); } } ?> Basically it is supposed to generate a thumbnail of the uploaded image and store the original image into a different folder. The paths are correct, it works by getting the folder name in the URL, it does work, but nothing works for the thumbnails folder. BEFORE you ask this related question, yes, thumbnails generation does work on my server by the PHP GD, I have tested it separately. So this is not the problem. :) How do I get this to work? :(

    Read the article

  • How do I prevent ImageMagick convert from scaling images *up*?

    - by Kyle
    I'm using ImageMagick's convert tool to generate image thumbnails for a web application. I'm using notation like so: 600x600> The images are indeed scaled to 600px wide/tall (depending on the longer side) and proportions are properly maintained, however images less than 600px in either direction are scaled up — this behavior is not desired. Is there a way to prevent convert from scaling images up if the destination dimensions both exceed the original image size?

    Read the article

  • 3 divs as background

    - by woody993
    I've been working on this for a couple of hours and can't seem to wrap my head around it. I have three images, below, and I would like the text content to sit on top of these, but how do I do it? The middle image is the image that would need to repeat as the container div expands. Top: Middle repeating: Bottom:

    Read the article

  • Word to GIMP pasted image too small

    - by Marcelo Cantos
    I paste an image from Microsoft Word 2010 into GIMP 2.6.10 using Edit ? Paste as ? New Image, but the pasted image is less than half-size (1280×800 down to 553×347). Pasting into an existing blank 1280×800 image makes no difference. On the other hand, pasting exactly the same clipboard entry into Windows Paint works beautifully, producing a razor-sharp 1280×800 image, and furthermore, pressing Ctrl+C in Paint, then going to Gimp and pressing Shift+Ctrl+V in Gimp produces the correct full-size image in Gimp too. Why does pasting an image directly from Word to Gimp reduce the image size? How can I make it paste the correct image size without having to go via Paint? UPDATE: I just noticed that cutting the image from Word and pasting back into the same document also loses definition. Paint must be magical.

    Read the article

  • CRM@Oracle Series: Web Marketing Integration

    - by tony.berk
    Who is visiting your website? How did they get there? Was it from a search engine? Email campaign? Are they downloading whitepapers, datasheets, presentations, software? Are they interested in attending one of your marketing events? Are you capturing these leads or which marketing campaign generated the lead? There are a lot of questions related to traffic on a website, and the answers to those questions can be found in your CRM system. Visitors who download marketing collateral are potential leads, so it is important to capture who they are, how they got there, where they went on the website and what they are looking for. Today's CRM@Oracle slidecast discusses how Oracle uses Siebel CRM to plan and execute marketing campaigns on our website, www.oracle.com, and capture the key information about who is downloading content or interested in attending one of our marketing events. The responses are captured, qualified, and if appropriate, a lead is generated. It all happens in Siebel CRM. CRM@Oracle Series: Web Marketing Integration Click here to learn more about Oracle CRM products and here to learn about other customers using Oracle CRM. Are you enjoying the CRM@Oracle Series? If you have a particular CRM area or function which you'd like to hear how Oracle implemented it internally, leave us a comment and we'll try to get it on our list.

    Read the article

  • Using Image Source with big images in WPF

    - by xyzzer
    I am working on an application that allows users to manipulate multiple images by using ItemsControl. I started running some tests and found that the app has problems displaying some big images - ie. it did not work with the high resolution (21600x10800), 20MB images from http://earthobservatory.nasa.gov/Features/BlueMarble/BlueMarble_monthlies.php, though it displays the 6200x6200, 60MB Hubble telescope image from http://zebu.uoregon.edu/hudf/hudf.jpg just fine. The original solution just specified an Image control with a Source property pointing at a file on a disk (through a binding). With the Blue Marble file - the image would just not show up. Now this could be just a bug hidden somewhere deep in the funky MVVM + XAML implementation - the visual tree displayed by Snoop goes like: Window/Border/AdornerDecorator/ContentPresenter/Grid/Canvas/UserControl/Border/ContentPresenter/Grid/Grid/Grid/Grid/Border/Grid/ContentPresenter/UserControl/UserControl/Border/ContentPresenter/Grid/Grid/Grid/Grid/Viewbox/ContainerVisual/UserControl/Border/ContentPresenter/Grid/Grid/ItemsControl/Border/ItemsPresenter/Canvas/ContentPresenter/Grid/Grid/ContentPresenter/Image... Now debug this! WPF can be crazy like that... Anyway, it turned out that if I create a simple WPF application - the images load just fine. I tried finding out the root cause, but I don't want to spend weeks on it. I figured the right thing to do might be to use a converter to scale the images down - this is what I have done: ImagePath = @"F:\Astronomical\world.200402.3x21600x10800.jpg"; TargetWidth = 2800; TargetHeight = 1866; and <Image> <Image.Source> <MultiBinding Converter="{StaticResource imageResizingConverter}"> <MultiBinding.Bindings> <Binding Path="ImagePath"/> <Binding RelativeSource="{RelativeSource Self}" /> <Binding Path="TargetWidth"/> <Binding Path="TargetHeight"/> </MultiBinding.Bindings> </MultiBinding> </Image.Source> </Image> and public class ImageResizingConverter : MarkupExtension, IMultiValueConverter { public Image TargetImage { get; set; } public string SourcePath { get; set; } public int DecodeWidth { get; set; } public int DecodeHeight { get; set; } public object Convert(object[] values, Type targetType, object parameter, CultureInfo culture) { this.SourcePath = values[0].ToString(); this.TargetImage = (Image)values[1]; this.DecodeWidth = (int)values[2]; this.DecodeHeight = (int)values[3]; return DecodeImage(); } private BitmapImage DecodeImage() { BitmapImage bi = new BitmapImage(); bi.BeginInit(); bi.DecodePixelWidth = (int)DecodeWidth; bi.DecodePixelHeight = (int)DecodeHeight; bi.UriSource = new Uri(SourcePath); bi.EndInit(); return bi; } public object[] ConvertBack(object value, Type[] targetTypes, object parameter, CultureInfo culture) { throw new Exception("The method or operation is not implemented."); } public override object ProvideValue(IServiceProvider serviceProvider) { return this; } } Now this works fine, except for one "little" problem. When you just specify a file path in Image.Source - the application actually uses less memory and works faster than if you use BitmapImage.DecodePixelWidth. Plus with Image.Source if you have multiple Image controls that point to the same image - they only use as much memory as if only one image was loaded. With the BitmapImage.DecodePixelWidth solution - each additional Image control uses more memory and each of them uses more than when just specifying Image.Source. Perhaps WPF somehow caches these images in compressed form while if you specify the decoded dimensions - it feels like you get an uncompressed image in memory, plus it takes 6 times the time (perhaps without it the scaling is done on the GPU?), plus it feels like the original high resolution image also gets loaded and takes up space. If I just scale the image down, save it to a temporary file and then use Image.Source to point at the file - it will probably work, but it will be pretty slow and it will require handling cleanup of the temporary file. If I could detect an image that does not get loaded properly - maybe I could only scale it down if I need to, but Image.ImageFailed never gets triggered. Maybe it has something to do with the video memory and this app just using more of it with the deep visual tree, opacity masks etc. Actual question: How can I load big images as quickly as Image.Source option does it, without using more memory for additional copies and additional memory for the scaled down image if I only need them at a certain resolution lower than original? Also, I don't want to keep them in memory if no Image control is using them anymore.

    Read the article

  • WPF Button Image only showing in last control

    - by Ryan
    Hello All! I am fairly new to WPF and am probably missing something simple here. If I have 3 controls, only the last control will show the OriginalImage that I specify. Any help would be most appreciated. Thanks Ryan Main Window <Grid> <Grid.RowDefinitions> <RowDefinition Height="200*"/> <RowDefinition Height="60" /> </Grid.RowDefinitions> <Grid.ColumnDefinitions> <ColumnDefinition Width="85" /> <ColumnDefinition Width="85" /> <ColumnDefinition Width="85" /> <ColumnDefinition Width="85" /> <ColumnDefinition Width="300" /> </Grid.ColumnDefinitions> <Grid Grid.Row="1"> <but:ListButton OriginalImage="/CustomItemsPanel;component/ListBox/Images/add.png" DisableImage="/CustomItemsPanel;component/ListBox/Images/addunselect.png" /> </Grid > <Grid Grid.Row="1" Grid.Column="1" > <but:ListButton OriginalImage="/CustomItemsPanel;component/ListBox/Images/add.png" DisableImage="/CustomItemsPanel;component/ListBox/Images/addunselect.png" /> </Grid > <Grid Grid.Row="1" Grid.Column="2" > <but:ListButton OriginalImage="/CustomItemsPanel;component/ListBox/Images/add.png" DisableImage="/CustomItemsPanel;component/ListBox/Images/addunselect.png" /> </Grid> </Grid> Control XAML <ResourceDictionary xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:local="clr-namespace:CustomItemsPanel.ListButton"> <LinearGradientBrush x:Key="ButtonBackground" EndPoint="0.5,1" StartPoint="0.5,0"> <LinearGradientBrush.GradientStops> <GradientStop Color="#FF0E3D70"/> <GradientStop Color="#FF001832" Offset="1"/> </LinearGradientBrush.GradientStops> </LinearGradientBrush> <LinearGradientBrush x:Key="ButtonBackgroundMouseOver" EndPoint="0.5,1" StartPoint="0.5,0"> <LinearGradientBrush.GradientStops> <GradientStop Color="#FF1E62A1" /> <GradientStop Color="#FF0A3C6D" Offset="1"/> </LinearGradientBrush.GradientStops> </LinearGradientBrush> <LinearGradientBrush x:Key="ButtonBackgroundSelected" EndPoint="0.5,1" StartPoint="0.5,0"> <LinearGradientBrush.GradientStops> <GradientStop Color="Red" /> <GradientStop Color="#FF0A2A4C" Offset="1"/> </LinearGradientBrush.GradientStops> </LinearGradientBrush> <Style x:Key="Toggle" TargetType="{x:Type Button}"> <Setter Property="Content"> <Setter.Value> <Image> <Image.Style> <Style TargetType="{x:Type Image}"> <Setter Property="Source" Value="{Binding RelativeSource={RelativeSource FindAncestor, AncestorType={x:Type local:ListButton}}, Path=OriginalImage}"/> <Style.Triggers> <Trigger Property="IsEnabled" Value="False"> <Setter Property="Source" Value="{Binding Path=DisableImage, RelativeSource={RelativeSource TemplatedParent}}"/> </Trigger> </Style.Triggers> </Style> </Image.Style> </Image> </Setter.Value> </Setter> <Setter Property="Template"> <Setter.Value> <ControlTemplate TargetType="{x:Type Button}"> <Grid Cursor="Hand"> <Border Name="back" Margin="0,1,0,0" Background="{StaticResource ButtonBackground}"> <ContentPresenter VerticalAlignment="Center" HorizontalAlignment="Center" x:Name="content" /> </Border> <Border BorderThickness="1" BorderBrush="#FF004F92"> <Border BorderThickness="0,0,1,0" BorderBrush="#FF101D29" /> </Border> </Grid> <ControlTemplate.Triggers> <Trigger Property="IsMouseOver" Value="True" > <Setter TargetName="back" Property="Background" Value="{StaticResource ButtonBackgroundMouseOver}"/> </Trigger> </ControlTemplate.Triggers> </ControlTemplate> </Setter.Value> </Setter> </Style> <Style TargetType="{x:Type local:ListButton}"> <Setter Property="Template"> <Setter.Value> <ControlTemplate TargetType="{x:Type local:ListButton}"> <Button Style="{StaticResource Toggle}" /> </ControlTemplate> </Setter.Value> </Setter> </Style> </ResourceDictionary> Control Code Behind public class ListButton : Control { public static readonly DependencyProperty MouseOverImageProperty; public static readonly DependencyProperty OriginalImageProperty; public static readonly DependencyProperty DisableImageProperty; static ListButton() { DefaultStyleKeyProperty.OverrideMetadata(typeof(ListButton), new FrameworkPropertyMetadata(typeof(ListButton))); MouseOverImageProperty = DependencyProperty.Register("MouseOverImage", typeof(ImageSource), typeof(ListButton), new UIPropertyMetadata(null)); OriginalImageProperty = DependencyProperty.Register("OriginalImage", typeof(ImageSource), typeof(ListButton), new UIPropertyMetadata(null)); DisableImageProperty = DependencyProperty.Register("DisableImage", typeof(ImageSource), typeof(ListButton), new UIPropertyMetadata(null)); } public ImageSource MouseOverImage { get { return (ImageSource)GetValue(MouseOverImageProperty); } set { SetValue(MouseOverImageProperty, value); } } public ImageSource OriginalImage { get { return (ImageSource)GetValue(OriginalImageProperty); } set { SetValue(OriginalImageProperty, value); } } public ImageSource DisableImage { get { return (ImageSource)GetValue(DisableImageProperty); } set { SetValue(DisableImageProperty, value); } } }

    Read the article

  • How to change UINavigationBar background image - iphone sdk ?

    - by tester
    first of all, i read all "changing uinavigationbar color & backgound image", but i couldnt get over my problem. i have a tabbar app with 4 tabs. each tab has navigationcontroller. (i arranged all the objects in mainwindow.xib file in IB) in thew first tab, i wanna display 1.jpg on navigationbars background image in first view. when the use taps the tableviews row, how can i display "2.jpg" on navigationbar for second view? i also wanna display different images for each tabs. how can i solve it? thanx for all.

    Read the article

  • Add collison detection to enemy sprites?

    - by xBroak
    i'd like to add the same collision detection used by the player sprite to the enemy sprites or 'creeps' ive added all the relevant code I can see yet collisons are still not being detected and handled, please find below the class, I have no idea what is wrong currently, the list of walls to collide with is 'wall_list' import pygame import pauseScreen as dm import re from pygame.sprite import Sprite from pygame import Rect, Color from random import randint, choice from vec2d import vec2d from simpleanimation import SimpleAnimation import displattxt black = (0,0,0) white = (255,255,255) blue = (0,0,255) green = (101,194,151) global currentEditTool currentEditTool = "Tree" global editMap editMap = False open('MapMaker.txt', 'w').close() def draw_background(screen, tile_img): screen.fill(black) img_rect = tile_img.get_rect() global rect rect = img_rect nrows = int(screen.get_height() / img_rect.height) + 1 ncols = int(screen.get_width() / img_rect.width) + 1 for y in range(nrows): for x in range(ncols): img_rect.topleft = (x * img_rect.width, y * img_rect.height) screen.blit(tile_img, img_rect) def changeTool(): if currentEditTool == "Tree": None elif currentEditTool == "Rock": None def pauseGame(): red = 255, 0, 0 green = 0,255, 0 blue = 0, 0,255 screen.fill(black) pygame.display.update() if editMap == False: choose = dm.dumbmenu(screen, [ 'Resume', 'Enable Map Editor', 'Quit Game'], 64,64,None,32,1.4,green,red) if choose == 0: print("hi") elif choose ==1: global editMap editMap = True elif choose ==2: print("bob") elif choose ==3: print("bob") elif choose ==4: print("bob") else: None else: choose = dm.dumbmenu(screen, [ 'Resume', 'Disable Map Editor', 'Quit Game'], 64,64,None,32,1.4,green,red) if choose == 0: print("Resume") elif choose ==1: print("Dis ME") global editMap editMap = False elif choose ==2: print("bob") elif choose ==3: print("bob") elif choose ==4: print("bob") else: None class Wall(pygame.sprite.Sprite): # Constructor function def __init__(self,x,y,width,height): pygame.sprite.Sprite.__init__(self) self.image = pygame.Surface([width, height]) self.image.fill(green) self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x class insertTree(pygame.sprite.Sprite): def __init__(self,x,y,width,height, typ): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load("images/map/tree.png").convert() self.image.set_colorkey(white) self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x class insertRock(pygame.sprite.Sprite): def __init__(self,x,y,width,height, typ): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load("images/map/rock.png").convert() self.image.set_colorkey(white) self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x class Creep(pygame.sprite.Sprite): """ A creep sprite that bounces off walls and changes its direction from time to time. """ change_x=0 change_y=0 def __init__( self, screen, creep_image, explosion_images, field, init_position, init_direction, speed): """ Create a new Creep. screen: The screen on which the creep lives (must be a pygame Surface object, such as pygame.display) creep_image: Image (surface) object for the creep explosion_images: A list of image objects for the explosion animation. field: A Rect specifying the 'playing field' boundaries. The Creep will bounce off the 'walls' of this field. init_position: A vec2d or a pair specifying the initial position of the creep on the screen. init_direction: A vec2d or a pair specifying the initial direction of the creep. Must have an angle that is a multiple of 45 degres. speed: Creep speed, in pixels/millisecond (px/ms) """ Sprite.__init__(self) self.screen = screen self.speed = speed self.field = field self.rect = creep_image.get_rect() # base_image holds the original image, positioned to # angle 0. # image will be rotated. # self.base_image = creep_image self.image = self.base_image self.explosion_images = explosion_images # A vector specifying the creep's position on the screen # self.pos = vec2d(init_position) # The direction is a normalized vector # self.direction = vec2d(init_direction).normalized() self.state = Creep.ALIVE self.health = 15 def is_alive(self): return self.state in (Creep.ALIVE, Creep.EXPLODING) def changespeed(self,x,y): self.change_x+=x self.change_y+=y def update(self, time_passed, walls): """ Update the creep. time_passed: The time passed (in ms) since the previous update. """ if self.state == Creep.ALIVE: # Maybe it's time to change the direction ? # self._change_direction(time_passed) # Make the creep point in the correct direction. # Since our direction vector is in screen coordinates # (i.e. right bottom is 1, 1), and rotate() rotates # counter-clockwise, the angle must be inverted to # work correctly. # self.image = pygame.transform.rotate( self.base_image, -self.direction.angle) # Compute and apply the displacement to the position # vector. The displacement is a vector, having the angle # of self.direction (which is normalized to not affect # the magnitude of the displacement) # displacement = vec2d( self.direction.x * self.speed * time_passed, self.direction.y * self.speed * time_passed) self.pos += displacement # When the image is rotated, its size is changed. # We must take the size into account for detecting # collisions with the walls. # self.image_w, self.image_h = self.image.get_size() bounds_rect = self.field.inflate( -self.image_w, -self.image_h) if self.pos.x < bounds_rect.left: self.pos.x = bounds_rect.left self.direction.x *= -1 elif self.pos.x > bounds_rect.right: self.pos.x = bounds_rect.right self.direction.x *= -1 elif self.pos.y < bounds_rect.top: self.pos.y = bounds_rect.top self.direction.y *= -1 elif self.pos.y > bounds_rect.bottom: self.pos.y = bounds_rect.bottom self.direction.y *= -1 # collision detection old_x=bounds_rect.left new_x=old_x+self.direction.x bounds_rect.left = new_x # hit a wall? collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes bounds_rect.left=old_x old_y=self.pos.y new_y=old_y+self.direction.y self.pos.y = new_y collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes self.pos.y=old_y elif self.state == Creep.EXPLODING: if self.explode_animation.active: self.explode_animation.update(time_passed) else: self.state = Creep.DEAD self.kill() elif self.state == Creep.DEAD: pass #------------------ PRIVATE PARTS ------------------# # States the creep can be in. # # ALIVE: The creep is roaming around the screen # EXPLODING: # The creep is now exploding, just a moment before dying. # DEAD: The creep is dead and inactive # (ALIVE, EXPLODING, DEAD) = range(3) _counter = 0 def _change_direction(self, time_passed): """ Turn by 45 degrees in a random direction once per 0.4 to 0.5 seconds. """ self._counter += time_passed if self._counter > randint(400, 500): self.direction.rotate(45 * randint(-1, 1)) self._counter = 0 def _point_is_inside(self, point): """ Is the point (given as a vec2d) inside our creep's body? """ img_point = point - vec2d( int(self.pos.x - self.image_w / 2), int(self.pos.y - self.image_h / 2)) try: pix = self.image.get_at(img_point) return pix[3] > 0 except IndexError: return False def _decrease_health(self, n): """ Decrease my health by n (or to 0, if it's currently less than n) """ self.health = max(0, self.health - n) if self.health == 0: self._explode() def _explode(self): """ Starts the explosion animation that ends the Creep's life. """ self.state = Creep.EXPLODING pos = ( self.pos.x - self.explosion_images[0].get_width() / 2, self.pos.y - self.explosion_images[0].get_height() / 2) self.explode_animation = SimpleAnimation( self.screen, pos, self.explosion_images, 100, 300) global remainingCreeps remainingCreeps-=1 if remainingCreeps == 0: print("all dead") def draw(self): """ Blit the creep onto the screen that was provided in the constructor. """ if self.state == Creep.ALIVE: # The creep image is placed at self.pos. To allow for # smooth movement even when the creep rotates and the # image size changes, its placement is always # centered. # self.draw_rect = self.image.get_rect().move( self.pos.x - self.image_w / 2, self.pos.y - self.image_h / 2) self.screen.blit(self.image, self.draw_rect) # The health bar is 15x4 px. # health_bar_x = self.pos.x - 7 health_bar_y = self.pos.y - self.image_h / 2 - 6 self.screen.fill( Color('red'), (health_bar_x, health_bar_y, 15, 4)) self.screen.fill( Color('green'), ( health_bar_x, health_bar_y, self.health, 4)) elif self.state == Creep.EXPLODING: self.explode_animation.draw() elif self.state == Creep.DEAD: pass def mouse_click_event(self, pos): """ The mouse was clicked in pos. """ if self._point_is_inside(vec2d(pos)): self._decrease_health(3) #begin new player class Player(pygame.sprite.Sprite): change_x=0 change_y=0 frame = 0 def __init__(self,x,y): pygame.sprite.Sprite.__init__(self) # LOAD PLATER IMAGES # Set height, width self.images = [] for i in range(1,17): img = pygame.image.load("images/player/" + str(i)+".png").convert() #player images img.set_colorkey(white) self.images.append(img) self.image = self.images[0] self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x self.health = 15 self.image_w, self.image_h = self.image.get_size() health_bar_x = self.rect.x - 7 health_bar_y = self.rect.y - self.image_h / 2 - 6 screen.fill( Color('red'), (health_bar_x, health_bar_y, 15, 4)) screen.fill( Color('green'), ( health_bar_x, health_bar_y, self.health, 4)) def changespeed(self,x,y): self.change_x+=x self.change_y+=y def _decrease_health(self, n): """ Decrease my health by n (or to 0, if it's currently less than n) """ self.health = max(0, self.health - n) if self.health == 0: self._explode() def update(self,walls): # collision detection old_x=self.rect.x new_x=old_x+self.change_x self.rect.x = new_x # hit a wall? collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes self.rect.x=old_x old_y=self.rect.y new_y=old_y+self.change_y self.rect.y = new_y collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes self.rect.y=old_y # right to left if self.change_x < 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 # Grab the image, divide by 4 # every 4 frames. self.image = self.images[self.frame//4] # Move left to right. # images 4...7 instead of 0...3. if self.change_x > 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 self.image = self.images[self.frame//4+4] if self.change_y > 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 self.image = self.images[self.frame//4+4+4] if self.change_y < 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 self.image = self.images[self.frame//4+4+4+4] score = 0 # initialize pyGame pygame.init() # 800x600 sized screen global screen screen = pygame.display.set_mode([800, 600]) screen.fill(black) #bg_tile_img = pygame.image.load('images/map/grass.png').convert_alpha() #draw_background(screen, bg_tile_img) #pygame.display.flip() # Set title pygame.display.set_caption('Test') #background = pygame.Surface(screen.get_size()) #background = background.convert() #background.fill(black) # Create the player player = Player( 50,50 ) player.rect.x=50 player.rect.y=50 movingsprites = pygame.sprite.RenderPlain() movingsprites.add(player) # Make the walls. (x_pos, y_pos, width, height) global wall_list wall_list=pygame.sprite.RenderPlain() wall=Wall(0,0,10,600) # left wall wall_list.add(wall) wall=Wall(10,0,790,10) # top wall wall_list.add(wall) #wall=Wall(10,200,100,10) # poke wall wall_list.add(wall) wall=Wall(790,0,10,600) #(x,y,thickness, height) wall_list.add(wall) wall=Wall(10,590,790,10) #(x,y,thickness, height) wall_list.add(wall) f = open('MapMaker.txt') num_lines = sum(1 for line in f) print(num_lines) lineCount = 0 with open("MapMaker.txt") as infile: for line in infile: f = open('MapMaker.txt') print(line) coords = line.split(',') #print(coords[0]) #print(coords[1]) #print(coords[2]) #print(coords[3]) #print(coords[4]) if "tree" in line: print("tree in") wall=insertTree(int(coords[0]),int(coords[1]), int(coords[2]),int(coords[3]),coords[4]) wall_list.add(wall) elif "rock" in line: print("rock in") wall=insertRock(int(coords[0]),int(coords[1]), int(coords[2]),int(coords[3]),coords[4] ) wall_list.add(wall) width = 20 height = 540 height = height - 48 for i in range(0,23): width = width + 32 name = insertTree(width,540,790,10,"tree") #wall_list.add(name) name = insertTree(width,height,690,10,"tree") #wall_list.add(name) CREEP_SPAWN_TIME = 200 # frames creep_spawn = CREEP_SPAWN_TIME clock = pygame.time.Clock() bg_tile_img = pygame.image.load('images/map/grass.png').convert() img_rect = bg_tile_img FIELD_RECT = Rect(50, 50, 700, 500) CREEP_FILENAMES = [ 'images/player/1.png', 'images/player/1.png', 'images/player/1.png'] N_CREEPS = 3 creep_images = [ pygame.image.load(filename).convert_alpha() for filename in CREEP_FILENAMES] explosion_img = pygame.image.load('images/map/tree.png').convert_alpha() explosion_images = [ explosion_img, pygame.transform.rotate(explosion_img, 90)] creeps = pygame.sprite.RenderPlain() done = False #bg_tile_img = pygame.image.load('images/map/grass.png').convert() #draw_background(screen, bg_tile_img) totalCreeps = 0 remainingCreeps = 3 while done == False: creep_images = pygame.image.load("images/player/1.png").convert() creep_images.set_colorkey(white) draw_background(screen, bg_tile_img) if len(creeps) != N_CREEPS: if totalCreeps < N_CREEPS: totalCreeps = totalCreeps + 1 print(totalCreeps) creeps.add( Creep( screen=screen, creep_image=creep_images, explosion_images=explosion_images, field=FIELD_RECT, init_position=( randint(FIELD_RECT.left, FIELD_RECT.right), randint(FIELD_RECT.top, FIELD_RECT.bottom)), init_direction=(choice([-1, 1]), choice([-1, 1])), speed=0.01)) for creep in creeps: creep.update(60,wall_list) creep.draw() for event in pygame.event.get(): if event.type == pygame.QUIT: done=True if event.type == pygame.KEYDOWN: if event.key == pygame.K_LEFT: player.changespeed(-2,0) creep.changespeed(-2,0) if event.key == pygame.K_RIGHT: player.changespeed(2,0) creep.changespeed(2,0) if event.key == pygame.K_UP: player.changespeed(0,-2) creep.changespeed(0,-2) if event.key == pygame.K_DOWN: player.changespeed(0,2) creep.changespeed(0,2) if event.key == pygame.K_ESCAPE: pauseGame() if event.key == pygame.K_1: global currentEditTool currentEditTool = "Tree" changeTool() if event.key == pygame.K_2: global currentEditTool currentEditTool = "Rock" changeTool() if event.type == pygame.KEYUP: if event.key == pygame.K_LEFT: player.changespeed(2,0) creep.changespeed(2,0) if event.key == pygame.K_RIGHT: player.changespeed(-2,0) creep.changespeed(-2,0) if event.key == pygame.K_UP: player.changespeed(0,2) creep.changespeed(0,2) if event.key == pygame.K_DOWN: player.changespeed(0,-2) creep.changespeed(0,-2) if event.type == pygame.MOUSEBUTTONDOWN and pygame.mouse.get_pressed()[0]: for creep in creeps: creep.mouse_click_event(pygame.mouse.get_pos()) if editMap == True: x,y = pygame.mouse.get_pos() if currentEditTool == "Tree": name = insertTree(x-10,y-25, 10 , 10, "tree") wall_list.add(name) wall_list.draw(screen) f = open('MapMaker.txt', "a+") image = pygame.image.load("images/map/tree.png").convert() screen.blit(image, (30,10)) pygame.display.flip() f.write(str(x) + "," + str(y) + ",790,10, tree\n") #f.write("wall=insertTree(" + str(x) + "," + str(y) + ",790,10)\nwall_list.add(wall)\n") elif currentEditTool == "Rock": name = insertRock(x-10,y-25, 10 , 10,"rock") wall_list.add(name) wall_list.draw(screen) f = open('MapMaker.txt', "a+") f.write(str(x) + "," + str(y) + ",790,10,rock\n") #f.write("wall=insertRock(" + str(x) + "," + str(y) + ",790,10)\nwall_list.add(wall)\n") else: None #pygame.display.flip() player.update(wall_list) movingsprites.draw(screen) wall_list.draw(screen) pygame.display.flip() clock.tick(60) pygame.quit()

    Read the article

  • computing matting Laplacian matrix of an Image

    - by ajith
    hi everyone, i need to compute Laplacian Matrix-L for an image(nXn) in opencv...computing goes as follows.......... dij - 1/|wk|{[1+1/(e/|wk|+s2)][(Ii-µk)*(Ij -µk)]}.... for all(i,j)?wk,summing over k yields (i,j)th element of L. where Here dij is the Kronecker delta,µk and s2k are the mean & variance of intensities in the window wk around k,and |wk| is the number of pixels in this window.wk is 3X3 window... here am not clear about 2 things... 1.what ll be the size of L?nXn or (nXn)X(nXn)?? 2.how to select Ii and Ij separately in 2D image?

    Read the article

  • Image scaling in C

    - by Ganesh
    Hi, I am designing a jpeg to bmp decoder which scales the image. I have been supplied with the source code for the decoder so my actual work is to design a scaler . I do not know where to begin. I have scouted the internet for the various scaling algorithms but am not sure where to introduce the scaling. So should I do the the scaling after the image is converted into bmp or should I do this during the decoding at the MCU level. am confused :( If you guys have some information to help me out, its appreciated. any material to read, source code to analyse etc....

    Read the article

  • How to display image in grails GSP?

    - by Walter
    I'm still learning Grails and seem to have hit a stumbling block. Here are the 2 domain classes: class Photo { byte[] file static belongsTo = Profile } class Profile { String fullName Set photos static hasMany = [photos:Photo] } The relevant controller snippet: class PhotoController { ..... def viewImage = { def photo = Photo.get( params.id ) byte[] image = photo.file response.outputStream << image } ...... } Finally the GSP snippet: <img class="Photo" src="${createLink(controller:'photo', action:'viewImage', id:'profileInstance.photos.get(1).id')}" /> Now how do I access the photo so that it will be shown on the GSP? I'm pretty sure that profileInstance.photos.get(1).id is not correct. Thanks!!

    Read the article

  • problem with image urls in htmlhelp created by docbook xsl

    - by newenglander
    I have a Docbook XML document that has some images with special characters in their names (German umlauts). I'm using Saxon 6.5.5 and the Docbook xslt Stylesheets to create HTMLHelp files based on that document. Unfortunately the filenames are then url-encoded (% and hexadecimal code), which internet explorer can't deal with (with firefox it works). I looked for a parameter which could change this feature, but couldn't find any. I also tried to save my image files using the encoded names, but this didn't work either. Does anyone know a good way around this, or will I have to simply forbid special characters in my image names?

    Read the article

  • Display Image from Byte Array in WPF - Memory Issues

    - by ChrisFletcher
    Hi, I've developed an application to capture and save images to a database, but I'm having an issue with memory usage. On my domain object I have 3 properties: Image - Byte array, contents are a jpg RealImageThumb - The byte array converted to a BitmapImage and shrunk, displayed to the user in a gridview with other thumbnails RealImage - Has no setter, the byte array converted to a bitmap source, this is shown in a tooltip when the user hovers over it. The issue I have is that if a user hovers over each image in turn the memory usage spirals. I realise that as a user hovers over bitmap sources are generated and the memory isn't freed up, I've tried giving RealImage a backing property and assigning this to null after but again the memory isn't freed up (waiting for the garbage colelctor?.

    Read the article

  • image analysis question for matlab

    - by raekwon
    Hi, I asked a similar question but wasn't quite clear before. I am trying to put a blue or an orange or some other colored circle (more like a donut) around a feature in an image so that I can track it. It should be more like a donut so that I can still view the image... Anyway, I have a multidimensional array and then extract 2D submatrices out of it and plot each one using imagesc(subarray). For all the subarrays there are multiple features that I've located and want to track. Is it possible in Matlab to put a donut/circle around them to do that? How would you do that?

    Read the article

  • How to take a partial screen capture using Ruby?

    - by Jason
    Hi, I need to run a ruby client that wakes up every 10 minutes, takes a screen-shot (ss) of a users screen, crops part of the (ss) out and use's OCR to check for a matching word....its basically a program to make sure remote employees are actually working by checking that they have a specific application open & the case numbers shown change. Not sure where to even start when it comes to taking a screen-shot and cropping it, has anyone done any kind of screen capture work using Ruby? The app will run on OSX using Ruby 1.9 Thanks!

    Read the article

  • CSS: background image does not fill when scrolling

    - by rekindleMyLoveOf
    Hi, working on a very small site which loads in one go, so there is a div which holds all the background images, and on top of that (i.e. higher z-index) there is a content div which holds everything. I can switch backgrounds easily based on what content is selected. Unfortunately, I noticed if you launch in a small window so that scrollbars appear, if you scroll there is no background image in the 'revealed' portions of the page. :-( Page structure: <body> <div id="bg"> <div class="bgone"></div> <div class="bgtwo"></div> </div> <div id="container"> <!-- content panels here --> </div> </body> css: #bg { margin: 0px; position: absolute; top: 0px; left: 0px; width:100%; height: 1024px; z-index:1; } .bgone { margin: 0px; position: absolute; width:100%; height: 1024px; background-image:url(../images/one.jpg); background-position:top; background-repeat:repeat-x; z-index:2; } .bgtwo { margin: 0px; position: absolute; width:100%; height: 1024px; background-image:url(../images/two.jpg); background-position:top; background-repeat:repeat-x; z-index:3; } #container { position:relative; width:900px; padding:0px; margin:0px auto; height:600px; z-index:10; }

    Read the article

  • image Gallery in iPhone

    - by Arun Thakkar
    Hello EveryOne!! Hope You all are fine and also in Your best of moods!! I need You Guys help.. I need to Create an Image Gallery!! That may be use Concept of Scrolling and Paging together. When i Click on Button, It will open new view in landscape mode. This View is for my Image Gallery.. It Shows 5 Images 1) - Centered Large Image With its description on Bottom. 2) - Next Coming image on left side, This image is slightly tilled at some angle, Without any description at bottom. 3)next to next coming image on left to 2nd image. 4) - previous image on right side, This image is slightly tilled at some angle, Without any description at bottom. 5)Previous to Previous image on right of 4th image And All images are scrollable.. like When i scroll 2nd image, it Will move to Center and show its description and image Which is already centered move to previous image. Sorry for my Confused English, I have also given link Bellow. kindly Check it. Click here For Showing image. I Tried for Basic code of paging and scrolling but unluckily nothing helpful. Kindly share your knowledge as well as Guide me to develop such image gallery. Looking forwards. Thanks, Regards, Arun Thakkar

    Read the article

  • User avatar cropping/resizing with paperclip and jquery in rails

    - by Micke
    Hello fellow stackoverflow users. I am building my first Ruby on Rails app which is going to be my own little community. I have made the User model with several fields and information. But now i am thinking of adding avatar support for the users. And i've been researching and found that my best option would be using Paperclip. But then i've encountered a little dilemma. I want my users to be able to resie/crop their avatar image after they have chosen a image. I have googled alot and since i am using jQuery i found that imgAreaSelect would be best in my opinion. And i think MiniMagick looks best. So to my question. How can i best intergrate Paperclip and imgAreaSelect? I am new to Ruby and Rails so i don't know how i can resize the image. Do you folks know how to intergrate the to or maybe some other options that fits my needs best? I also need to apologize for my bad/misspelled english since i am not english :) Thanking you in advance. Yours sincerely, Micke.

    Read the article

< Previous Page | 37 38 39 40 41 42 43 44 45 46 47 48  | Next Page >