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  • 2D non-tile based map editor

    - by user5468
    I am currently developing a relatively simple 2D, topdown oriented adventure game for the iPhone and was wondering what would be the easiest way to create the maps for my game. I figured I would need some kind of visual editor that would give me immediate feedback and would allow me to place all objects in the world exactly where I want them. I could then load the saved representation of the world I create in the editor in my game. So, I am looking for a simple map editor that allows me to do this. All the objects in my game are simply textured rectangles build up from two triangles. All I need to be able to do is position different rectangles/objects in the map, and give them a texture. I am using texture atlases, so it would be useful to be able to assign portions of textures to the objects. I then need to be able to extract all the objects from the saved representation of my maps, together with the name/identifier of the texture(atlas) they use, and the area of the texture atlas. I have looked at some tile-based map editors like Tiled and Ogmo, but they don't seem to be able to do what I want. Any suggestions? EDIT: a more concrete example: something like the GameMaker level editor, but then with added export functionality in a handy format.

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  • 2D map/plane with nodes overlayed that supports panning, scaling and clicking on nodes

    - by garlicman
    I'm trying my hand at Android development and seem to be running into an invisible ceiling in trying to get what I want accomplished. Basically I'm trying to create an app that renders a 2D surface map that I can (pinch) zoom and pan. I'll have to place nodes on the surface of the map that will scale/zoom and pan in relation to the surface. I started out with a 2D ImageView approach and got as far as pinch zoom, pan and laying nodes as relative ImageViews, but all the methods I tried to get X,Y,W,H for the 2D surface were always off for some reason. Additionally, I was never able to scale the node ImageViews correctly, and as a result never got far enough to try and work out their X,Y scaled offset. So I decided to get back to 3D rendering. Conceptually pan/zoom is camera manipulation, so I don't have to mess with how to scale the 2D map or the nodes. But I need a starting point or sample to get me going that's close to what I'm trying to achieve. A sample on a translucent spinning cube isn't helping as much as I need it to. Any tips? Links, insults and sympathy are all welcome!

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  • Restrict Tile Map to its boundaries

    - by Farooq Arshed
    I have loaded a tmx file in cocos2dx and now I am trying to implement panning. I have successfully implemented the panning first part where the map moves. Now I want to restrict the map so it does not display the map beyond its boundary where it shows black screen. I am confused as to how to implement it. Below is my code any help would be appreciated. bool HelloWorld::init() { if ( !CCLayer::init() ) { return false; } const char* tmx= "isometric_grass_and_water.tmx"; _tileMap = new CCTMXTiledMap(); _tileMap->initWithTMXFile(tmx); this->addChild(_tileMap); this->setTouchEnabled(true); return true; } void HelloWorld::ccTouchesBegan(CCSet *touches, CCEvent *event){ CCSetIterator it; for (it=touches->begin(); it!=touches->end(); ++it){ CCTouch* touch = (CCTouch*)it.operator*(); CCLog("touches id: %d", touch->getID()); oldLoc = touch->getLocationInView(); oldLoc = CCDirector::sharedDirector()->convertToGL(oldLoc); } } void HelloWorld::ccTouchesMoved(CCSet *touches, CCEvent *event) { if (touches->count() == 1) { CCTouch* touch = (CCTouch*)( touches->anyObject() ); this->moveScreen(touch); } else if (touches->count() == 2) { this->scaleScreen(touches); } } void HelloWorld::moveScreen(CCTouch* touch) { CCPoint currentLoc = touch->getLocationInView(); currentLoc = CCDirector::sharedDirector()->convertToGL(currentLoc); CCPoint moveTo = ccpSub(oldLoc, currentLoc); moveTo = ccpMult(moveTo, -1); oldLoc = currentLoc; this->setPosition(ccpAdd(this->getPosition(), ccp(moveTo.x, moveTo.y))); }

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  • Character movement on a 2D tile map

    - by Chris Morris
    I'm working at making a HTML5 game. Top down, closest thing I can equate it to is the gameboy zeldas, but open world and no rooms. What I have so far is a procedurally generated map in a multi dimensional array. And a starting position on the map. Along with this I have an array of movable and non movable tile ID's. I also have a class for my player and have him being rendered out in the center of the starting tile. My problem however is getting the movement sorted out for the player. I want to be able to have the character free move around the map (pixel by pixel essentially) ontop of this 2D generated world. Ideally this would allow the user to move around the walk able area of the canvas. this is simple enough for me to do, but I am having problems now moving the world. If the user is 20% from the edge of the screen i want the world to start panning in the direction the player is heading. But I'm rather lacking in ideas of how to do this. I've looked around for some tutorials, but am coming up blank on ideas of how to generate the playable area (zoomed in) and to then move this generated area under the player when they reach near the end of the screen. My current idea was to generate a certain amount of tiles full size to fill the screen and place the player i the middle. Then when the user approaches the edge of the screen start generating the tiles offset by the distance moved and the direction. I can kind of see this working but I really have no idea if this is the best or easiest to code of methods for generating the world. sorry for the lack of code but I'm still just in the theory stages of working this all out.

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  • Collision checking problem on a Tiled map

    - by nosferat
    I'm working on a pacman styled dungeon crawler, using the free oryx sprites. I've created the map using Tiled, separating the floor, walls and treasure in three different layers. After importing the map in libGDX, it renders fine. I also added the player character, for now it just moves into one direction, the player cannot control it yet. I wanted to add collision and I was planning to do this by checking if the player's new position is on a wall tile. Therefore as you can see in the following code snippet, I get the tile type of the appropriate tile and if it is not zero (since on that layer there is nothing except the wall tile) it is a collision and the player cannot move further: final Vector2 newPos = charController.move(warrior.getX(), warrior.getY()); if(!collided(newPos)) { warrior.setPosition(newPos.x, newPos.y); warrior.flip(charController.flipX(), charController.flipY()); } [..] private boolean collided(Vector2 newPos) { int row = (int) Math.floor((newPos.x / 32)); int col = (int) Math.floor((newPos.y / 32)); int tileType = tiledMap.layers.get(1).tiles[row][col]; if (tileType == 0) { return false; } return true; } The character only moves one tile with this code: If I reduce the col value by two it two more tiles. I think the problem will be around indexing, but I'm totally confused because the zero in the coordinate system of libGDX is in the bottom left corner of the screen, and I don't know the tiles array's indexing is similair or not. The size of the map is 19x21 tiles and looks like the following (the starting position of the player is marked with blue:

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  • LibGDX drawing map using tiles without space

    - by Enayat Muradi
    I am making a board game. To draw the map on the board I use different tiles. On some screen the map looks good but on some other screens there is a space between the tiles. How can I do so there won't be any space between the tiles? I am designing my game with the size 480x800. To fit other screens I stretch it. My tiles looks like this: I draw the map using a for loop to draw the tile in different (x,y) position on screen. Here is what I mean with space between tiles: Screen with 240x400 Screen with 360x600, here there is no spacing between tiles. I use camera and the screen to draw I don't use stage. I have also tried to use Viewport but I get the same results. cam = new OrthographicCamera();cam.setToOrtho(true, gameWidth, gameHeight); batcher = new SpriteBatch(); batcher.setProjectionMatrix(cam.combined); shapeRenderer = new ShapeRenderer(); shapeRenderer.setProjectionMatrix(cam.combined); How can I do to solve the problem?

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  • Map Ctrl and Alt to mouse thumb buttons

    - by murphyslaw
    I'm running Ubuntu 12.04 and have a multi-button Microsoft mouse. I would like to map the CTRL and ALT modifier keys to the left and right thumb buttons of my mouse, respectively, so I can ctrl-click and alt-click without touching the keyboard. My thumb buttons are buttons 8 and 9. I tried the solution in this question: How do I configure a mouse thumb button? which explained how to map a double click to a thumb button - this worked for the double-click but I couldn't figure out how to modify the solution for CTRL and ALT I also tried this: How to map Ctrl/Shift to thumb buttons of Mouse? which used xdotools and xbindkeys. I modified the script to this: ~/.xbindkeysrc: "xdotool keydown alt" b:9 "xdotool keyup alt" release + alt + b:9 "xdotool keydown ctrl" b:8 "xdotool keyup ctrl" release + control + b:8 Which ALMOST works. It simulates a CTRL-key press when I click the left thumb button, but I can't actually hold the button and click at the same time - holding the thumb button seems to prevent it from listening to other input until it is released. Does anyone know how I can make my mouse thumb button actually work as a modifier key, so I can use thumb_button+click instead of CTRL-click?

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  • Software architecture map to aid cross team communication?

    - by locster
    I work in a company where multiple teams each work on different parts of a software product in a vaguely agile/scrum manner. Mostly the organisation works well but there have been instances where a team may make a change without realising its impact on other teams. Where dependence is known communication has been good, and where dependence is suspected then 'broadcast' emails and informal conversations have also worked well. But there exists a sub-set of tasks that fall between the cracks. Broadcast emails are likely not the solution as they would become too numerous such that the email signal/noise ratio would fall. I'm contemplating a solution that involves a sort of map of the software, which details all of the various parts of the system and loosely tries to place interacting and dependent parts near to each other. Each developer then updates their position on the map (today I'm working on X and Y), and therefore if two or more developers happen to be co-located (or proximate) on the map then we can see this each day and this could form the trigger for further discussion on possible overlap and conflict. Is such a method out there and in use? If so what is it and does it work? Otherwise, do you think such a scheme has merit?

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  • Provide A Scrolling "Camera" View Over A 2D Game Map

    - by BitCrash
    I'm in the process of attempting to create a 2D MMO type game with Kryonet and some basic sprites, mostly for my own learning. I have the back end set up great (By my standards) and I'm moving on to actually getting some things drawn onto the map. I cannot for the life of me figure out a solid way to have a "Camera" follow a player around a large area. The view pane for the game is 640 x 480 pixels, and each tile is 32x32 pixels (Thats 20 tiles wide and 15 high for the viewpane) I have tried a couple things to do this, but they did not seem to work out so well. I had a JScrollPane with 9 "Viewpane"-sized canvases in it, and tried to have the JScrollPane move in accordance with the player. The issue came when I reached the end of the JScrollPane. I tried to "Flip" canvases, sending the canvas currrently drawing the player to the middle of the 9 and load the corresponding maps onto the other ones. It was slow and worked poorly. I'm looking for any advice or previous experience with this; any ideas? Thank you! Edit and Clarification: I did not mean to mention Kryonet, I was merely providing peripheral information in case there was something that would help which I could not foresee. Instead of having an array of 9 canvases, why not just have one large canvas loading a large map every once in a while? I'm willing to have "load times" where as with the canvas array I would have none (in theory) to give the user a smooth experience. I could just change the size and location of the map with a modified setBounds() call on the canvas in a layered pane (layered because I have hidden swing items, like inventories and stuff) I'll try it out and post here how it goes for people asking the same question.

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  • Stripe suppression algorithm needed

    - by maximus
    I have images with text. There are dark stripes in image that still exists in binary image too. That makes characters connected with that stripe - it can be vertical or horizontal (or at some angle) I need to remove them from image at first, and then to binarize. I've seen bandpass filter in ImageJ program that have some options like - suppress horizontal stripes, and it works good, but it also apply a bandpass filtering. So any idea please how to do it. I think it should be done in frequency domain.

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  • Resizing Images with ASP.NET and saving to Database

    - by Ryan
    I need to take an uploaded image, resize it, and save it to the database. Simple enough, except I don't have access to save any temp files to the server. I'm taking the image, resizing it as a Bitmap, and need to save it to a database field as the original image type (JPG for example). How can I get the FileBytes() like this, so I can save it to the database? Before I was using ImageUpload.FileBytes() but now that I'm resizing I'm dealing with Images and Bitmaps instead of FileUploads and can't seem find anything that will give me the bytes. Thanks!

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  • On-the-fly thumbnails PHP

    - by Wayne
    I came up with this: <?php $dir = $_GET['dir']; header('Content-type: image/jpeg'); $create = imagecreatetruecolor(150, 150); $img = imagecreatefromjpeg($dir); imagecopyresampled($create, $img, 0, 0, 0, 0, 150, 150, 150, 150); imagejpeg($create, null, 100); ?> It works by accessing: http://domain.com/image.php?dir=thisistheimage.jpg Which works fine... but the output is awful: Can someone fix my code for the image to be 150 x 150 covering the black area... Thanks.

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  • How to work with images(png's) of size 2-4Mb.

    - by Sam
    I am working with images of size 2 to 4MB. I want to edit image of resolution 1200x1600. performing scaling, traslation and rotation operations. I want to another images on that and saving it to photo album. My app is crashing(giving memory warning) after i successfully edit one image and save to album. I have releasing some images when i get memory warning. But still it crashes as i am working with 2 images of size 3MB each and context of size 1200x1600 and getting a image from the context at the same time. Is there any way to compress images and work with it by performing scaling, traslation and rotation operations?

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  • large product image structured data and visibility

    - by Mark Resølved
    On an eCommerce site we two images for a product. One medium sized shown on top of the page and one large photo shown on click in an overlay. We use http://schema.org/Product microdata on the page. We'd like the large, initially hidden, photo to be the main image for the product, as it's the better looking one. So it's also referenced in the XML sitemap as <image:image>. So we also put the itemprop"image" attribute on the, hidden large image. But i'm wondering is it a bad idea to use a microdata attribute on a hidden style="display:none;" element? is there a better way to embed the main image in terms of SEO, without showing it initially?

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  • c# multi - point selection on an image

    - by sinem
    I'm designing interface with visual c# for my image processing project. i'm not good at c# codding. and i haven't enough time. I need point selection on an image and classification these points for using in my image processing code at vhdl. Orginal image will stay at a picturebox and i will use selected image in another picturebox. How i can select points on an image ? please could you help me or send me similar code? I'm getting so confused thank you.

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  • Image/"most resembling pixel" search optimization?

    - by SigTerm
    The situation: Let's say I have an image A, say, 512x512 pixels, and image B, 5x5 or 7x7 pixels. Both images are 24bit rgb, and B have 1bit alpha mask (so each pixel is either completely transparent or completely solid). I need to find within image A a pixel which (with its' neighbors) most closely resembles image B, OR the pixel that probably most closely resembles image B. Resemblance is calculated as "distance" which is sum of "distances" between non-transparent B's pixels and A's pixels divided by number of non-transparent B's pixels. Here is a sample SDL code for explanation: struct Pixel{ unsigned char b, g, r, a; }; void fillPixel(int x, int y, SDL_Surface* dst, SDL_Surface* src, int dstMaskX, int dstMaskY){ Pixel& dstPix = *((Pixel*)((char*)(dst->pixels) + sizeof(Pixel)*x + dst->pitch*y)); int xMin = x + texWidth - searchWidth; int xMax = xMin + searchWidth*2; int yMin = y + texHeight - searchHeight; int yMax = yMin + searchHeight*2; int numFilled = 0; for (int curY = yMin; curY < yMax; curY++) for (int curX = xMin; curX < xMax; curX++){ Pixel& cur = *((Pixel*)((char*)(dst->pixels) + sizeof(Pixel)*(curX & texMaskX) + dst->pitch*(curY & texMaskY))); if (cur.a != 0) numFilled++; } if (numFilled == 0){ int srcX = rand() % src->w; int srcY = rand() % src->h; dstPix = *((Pixel*)((char*)(src->pixels) + sizeof(Pixel)*srcX + src->pitch*srcY)); dstPix.a = 0xFF; return; } int storedSrcX = rand() % src->w; int storedSrcY = rand() % src->h; float lastDifference = 3.40282347e+37F; //unsigned char mask = for (int srcY = searchHeight; srcY < (src->h - searchHeight); srcY++) for (int srcX = searchWidth; srcX < (src->w - searchWidth); srcX++){ float curDifference = 0; int numPixels = 0; for (int tmpY = -searchHeight; tmpY < searchHeight; tmpY++) for(int tmpX = -searchWidth; tmpX < searchWidth; tmpX++){ Pixel& tmpSrc = *((Pixel*)((char*)(src->pixels) + sizeof(Pixel)*(srcX+tmpX) + src->pitch*(srcY+tmpY))); Pixel& tmpDst = *((Pixel*)((char*)(dst->pixels) + sizeof(Pixel)*((x + dst->w + tmpX) & dstMaskX) + dst->pitch*((y + dst->h + tmpY) & dstMaskY))); if (tmpDst.a){ numPixels++; int dr = tmpSrc.r - tmpDst.r; int dg = tmpSrc.g - tmpDst.g; int db = tmpSrc.g - tmpDst.g; curDifference += dr*dr + dg*dg + db*db; } } if (numPixels) curDifference /= (float)numPixels; if (curDifference < lastDifference){ lastDifference = curDifference; storedSrcX = srcX; storedSrcY = srcY; } } dstPix = *((Pixel*)((char*)(src->pixels) + sizeof(Pixel)*storedSrcX + src->pitch*storedSrcY)); dstPix.a = 0xFF; } This thing is supposed to be used for texture generation. Now, the question: The easiest way to do this is brute force search (which is used in example routine). But it is slow - even using GPU acceleration and dual core cpu won't make it much faster. It looks like I can't use modified binary search because of B's mask. So, how can I find desired pixel faster? Additional Info: It is allowed to use 2 cores, GPU acceleration, CUDA, and 1.5..2 gigabytes of RAM for the task. I would prefer to avoid some kind of lengthy preprocessing phase that will take 30 minutes to finish. Ideas?

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  • Setting background image for QPushButton

    - by Surjya Narayana Padhi
    Hi Geeks, I am struggling to set an background image for an QPushButton. No Success till now. Following is my code. appsWidget::appsWidget(QWidget *parent) :QWidget(parent) { QPushButton *button1 = new QPushButton("SETTINGS",this); QPushButton *button2 = new QPushButton("TEST",this); QPushButton *button3 = new QPushButton("IE",this); button1->setStyleSheet("background-image:url(config.png)"); -> No success qDebug("appWidget initialized."); QHBoxLayout *layout = new QHBoxLayout; layout->addWidget(button1); layout->addWidget(button2); layout->addWidget(button3); this->setLayout(layout); connect(button1,SIGNAL(clicked()),this,SLOT(setClickIndex1())); connect(button2,SIGNAL(clicked()),this,SLOT(setClickIndex2())); connect(button3,SIGNAL(clicked()),this,SLOT(setClickIndex3())); } The image I am using in the stylesheet is located in the same project folder. Do anybody has any solution?

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  • [jQuery] preload image and show a spinner while loading

    - by robertdd
    Hy, i use uploadify to upload some images, after i display all the images thumbs in a list, when i click on a image thumb a bigger image it's open in a div with this function $(".thumbs li a").click(function(){ var largePath = $(this).attr("href"); $('.thumbs li').removeClass('thumbac'); $(this).parent().addClass('thumbac'); $("#largeImg").attr({ src: largePath }); return false; }); here is my list of photos: <div class="upimage"> <ul id="upimagesQueue" class="thumbs"> <li id="liupimages"> <a href="uploads/0001.jpg"><img src="uploads/0001.jpg" alt="0001.jpg" id=""></a> </li> <li id="liupimages"> <a href="uploads/0002.jpg"><img src="uploads/0002.jpg" alt="0002.jpg" id=""></a> </li> <li id="liupimages"> <a href="uploads/0003.jpg"><img src="uploads/0003.jpg" alt="0003.jpg" id=""></a> </li> <script> $(".thumbs li a").click(function(){ var largePath = $(this).attr("href"); $('.thumbs li').removeClass('thumbac'); $(this).parent().addClass('thumbac'); $("#largeImg").attr({ src: largePath }); return false; }); </script> </ul> </div> this is the div where the images appear <div class="largeImg" > <img id="largeImg" src="" /> </div> how i can preload the image before it display?

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  • image upload-showing image on a form

    - by mnmyles
    hi guyz; i am using netbeans6.7.1 and phpmyadmin for my db to develop a java application to manage students records i want to upload students photos through browsing by clicking a browse buton which i have included in my interface I mean when i click on that button a JFilechooser pops up which filter only images(i have acomplished this) 1.) what i need is when i click on the "Attach button" of the JFilechooser, i want the image i chose to be attached to a jtextArea on the form i'm working with and the JFilechooser be diposed off. 2.) Also how i can save this form together with the image to a database table Is there a place where i can find a good guide/tutorial about that

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  • Jquery image preview plugin issue...

    - by Pandiya Chendur
    I have a problem with an image preview that comes up when you hover over a thumbnail. I can change the distance between the preview and the cursor, but if a thumbnail is close to the side of the window, the preview cant fit and you only see part of it.. hope that makes sense... is there a way to make it so that if the preview doesnt fit, it will show up on the other side of the cursor?.... Here is the script... this.imagePreview = function() { /* CONFIG */ xOffset = 10; yOffset = 30; // these 2 variable determine popup's distance from the cursor // you might want to adjust to get the right result /* END CONFIG */ $("a.preview").hover(function(e) { this.t = this.title; this.title = ""; var c = (this.t != "") ? "<br/>" + this.t : ""; $("body").append("<p id='preview'> <img src='" + this.href + "' alt='Image preview' />" + c + "</p>"); $("#preview") .css("top", (e.pageY - xOffset) + "px") .css("left", (e.pageX + yOffset) + "px") .fadeIn("slow"); }, function() { this.title = this.t; $("#preview").remove(); }); $("a.preview").mousemove(function(e) { $("#preview") .css("top", (e.pageY - xOffset) + "px") .css("left", (e.pageX + yOffset) + "px"); }); }; // starting the script on page load $(document).ready(function() { imagePreview(); }); EDIT: see what i am getting, http://img202.imageshack.us/img202/4991/browserpreviewf.jpg my image at the right corner of the page so when i hover the img my preview goes even further right that is besides the page scrollbar half the preview is available.... How to get the preview to the left of the cursor..

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  • Resizing and saving an image in WinMobile and .NET CF throws OutOfMemoryException

    - by devguy
    I have a WinMobile app which allows the user the snap a photo with the camera, and then use for for various things. The photo can be snapped at 1600x1200, 800x600 or 640x480, but it must always be resized to 400px for the longest size (the other is proportional of course). Here's the code: private void LoadImage(string path) { Image tmpPhoto = new Bitmap(path); // calculate new bitmap size... double width = ... double height = ... // draw new bitmap Image photo = new Bitmap(width, height, System.Drawing.Imaging.PixelFormat.Format24bppRgb); using (Graphics g = Graphics.FromImage(photo)) { g.FillRectangle(new SolidBrush(Color.White), new Rectangle(0, 0, photo.Width, photo.Height)); int srcX = (int)((double)(tmpPhoto.Width - width) / 2d); int srcY = (int)((double)(tmpPhoto.Height - height) / 2d); g.DrawImage(tmpPhoto, new Rectangle(0, 0, photo.Width, photo.Height), new Rectangle(srcX, srcY, photo.Width, photo.Height), GraphicsUnit.Pixel); } tmpPhoto.Dispose(); // save new image and dispose photo.Save(Path.Combine(config.TempPath, config.TempPhotoFileName), System.Drawing.Imaging.ImageFormat.Jpeg); photo.Dispose(); } Now the problem is that the app breaks in the photo.Save call, with an OutOfMemoryException. And I don't know why, since I dispose the tempPhoto (with the original photo from the camera) as soon as I can, and I also dispose the Graphics obj. Why does this happen? It seems impossible to me that one can't take a photo with the camera and resize/save it without making it crash :( Should I restor t C++ for such a simple thing? Thanks.

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  • Upload image from J2ME client to a Servlet

    - by Akash
    I want to send an image from a J2ME client to a Servlet. I am able to get a byte array of the image and send it using HTTP POST. conn = (HttpConnection) Connector.open(url, Connector.READ_WRITE, true); conn.setRequestMethod(HttpConnection.POST); conn.setRequestProperty("Content-Type", "application/x-www-form-urlencoded"); os.write(bytes, 0, bytes.length); // bytes = byte array of image This is the Servlet code: String line; BufferedReader r1 = new BufferedReader(new InputStreamReader(in)); while ((line = r1.readLine()) != null) { System.out.println("line=" + line); buf.append(line); } String s = buf.toString(); byte[] img_byte = s.getBytes(); But the problem I found is, when I send bytes from the J2ME client, some bytes are lost. Their values are 0A and 0D hex. Exactly, the Carriage Return and Line Feed. Thus, either POST method or readLine() are not able to accept 0A and 0D values. Any one have any idea how to do this, or how to use any another method?

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  • Two Way Data Binding With a Object in WPF,Image Control

    - by Candy
    Sorry, my English is not very good, I have a object "Stuffs" "Stuffs" have a Property “Icon” now: xaml <Button Click="Button_Click"><Image Width="80" Height="80" Source="{Binding Path=Icon,Converter={StaticResource ImageConverter}}"/></Button> cs private void Button_Click(object sender, RoutedEventArgs e) { IconFloder.Title = "Icon"; String IconFloderPath = AppDomain.CurrentDomain.BaseDirectory + ItemIconFloder; if (!System.IO.Directory.Exists(IconFloderPath)) System.IO.Directory.CreateDirectory(IconFloderPath); IconFloder.InitialDirectory = IconFloderPath; IconFloder.Filter = "Image File|*.jpeg"; IconFloder.ValidateNames = true; IconFloder.CheckPathExists = true; IconFloder.CheckFileExists = true; if (IconFloder.ShowDialog() == true) { HideImage.Text = ItemIconFloder + "\\" + IconFloder.SafeFileName; ((sender as Button).Content as Image).Source = new ImageConverter().Convert(ItemIconFloder + "\\" + IconFloder.SafeFileName, Type.GetType("System.Windows.Media.ImageSource"), null, new System.Globalization.CultureInfo("en-US")) as ImageSource; } } class ImageConverter:IValueConverter { public object Convert(object value, Type targetType, object parameter, CultureInfo culture) { if (value is string&&!String.IsNullOrEmpty(value.ToString())) { try { return new BitmapImage(new Uri(AppDomain.CurrentDomain.BaseDirectory + value)); } catch { } } return null; } public object ConvertBack(object value, Type targetType, object parameter, CultureInfo culture) { throw new NotImplementedException(); } } I would like to click buttons, change the picture, Also change Data Binding Stuffs.Icon But failed,I have no idea?I need help? I do not know whether I speak clearly

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  • Optimizing code using PIL

    - by freakazo
    Firstly sorry for the long piece of code pasted below. This is my first time actually having to worry about performance of an application so I haven't really ever worried about performance. This piece of code pretty much searches for an image inside another image, it takes 30 seconds to run on my computer, converting the images to greyscale and other changes shaved of 15 seconds, I need another 15 shaved off. I did read a bunch of pages and looked at examples but I couldn't find the same problems in my code. So any help would be greatly appreciated. From the looks of it (cProfile) 25 seconds is spent within the Image module, and only 5 seconds in my code. from PIL import Image import os, ImageGrab, pdb, time, win32api, win32con import cProfile def GetImage(name): name = name + '.bmp' try: print(os.path.join(os.getcwd(),"Images",name)) image = Image.open(os.path.join(os.getcwd(),"Images",name)) except: print('error opening image;', name) return image def Find(name): image = GetImage(name) imagebbox = image.getbbox() screen = ImageGrab.grab() #screen = Image.open(os.path.join(os.getcwd(),"Images","Untitled.bmp")) YLimit = screen.getbbox()[3] - imagebbox[3] XLimit = screen.getbbox()[2] - imagebbox[2] image = image.convert("L") Screen = screen.convert("L") Screen.load() image.load() #print(XLimit, YLimit) Found = False image = image.getdata() for y in range(0,YLimit): for x in range(0,XLimit): BoxCoordinates = x, y, x+imagebbox[2], y+imagebbox[3] ScreenGrab = screen.crop(BoxCoordinates) ScreenGrab = ScreenGrab.getdata() if image == ScreenGrab: Found = True #print("woop") return x,y if Found == False: return "Not Found" cProfile.run('print(Find("Login"))')

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  • Image Wells, Core Data, and Sqlite files.

    - by Sway
    I've got a mac application that I've developed. I use it to create sqlite files that are bundled with my iphone app. The mac app uses Core Data and bindings and is working fine except for one "weird" issue. I use an NSImageView (or Image Well) to allow me to drag and drop jpg files. This is bound through to an optional binary attribute in my model class. For some reason when I drag and drop a 4k jpg file it onto the image well and save the sqlite file. The data saved to the binary column is over 15 times larger than it should be. Whereas if I use an application like SQLiteManager and add the image into the row in the database. The binary data is the correct (expected size). File 4k jpg Actual size: 2371. Persisted via Core Data size: 35810. Can anyone give me a suggestion as to why this might be happening? Do I need to set some setting in Interface Builder or write some custom code?

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