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  • Scratch the screen to display an image in android

    - by user1008497
    i am working on a android project for my assignment. i am trying to make a scratch image application, you know it's like we scratch the screen to get rid the blocking layer to display the image. but the problem is i don't know where to start. i have searching in stackoverflow's questions that related to this but that's not help. from my search there, i found a clue for this project is using Bitmap.getPixel(int x, int y). so, in my thought i have to get pixel from bitmap and paint it to canvas. but i don't know how to implement it? or anyone has a better method for this? Could anyone please help me? Any tutorials on this kind of thing or related topics? Thanks in advance! here's my sample code: @Override protected void onSizeChanged(int w, int h, int oldw, int oldh) { super.onSizeChanged(w, h, oldw, oldh); tw = w; th = h; eraseableBitmap = Bitmap.createBitmap(w, h, Bitmap.Config.ARGB_8888); mCanvas = new Canvas(eraseableBitmap); Bitmap muteableBitmap = Bitmap.createBitmap(eraseableBitmap.getWidth(), eraseableBitmap.getHeight(), Bitmap.Config.ARGB_8888); } @Override public boolean onTouchEvent(MotionEvent event) { static_x = event.getX(); static_y = event.getY(); if (event.getAction() == MotionEvent.ACTION_DOWN) { touch_start(static_x, static_y); } if (event.getAction() == MotionEvent.ACTION_MOVE) { touch_move(static_x, static_y); } if (event.getAction() == MotionEvent.ACTION_UP) { touch_up(); } return true; }

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  • Passing a variable from beggining to end - Paypal

    - by Phil Jackson
    Hi all, I'be been at this for days and i cant seem to figure it out. All i want to do is when subscribe button is pushed, a variable is send ( post get i dont care ) payment is completed and landed on the success page, with my variable! From what i can gather this should be able to do it: <form action="https://www.sandbox.paypal.com/cgi-bin/webscr" method="post"> <input type="hidden" name="cmd" value="_s-xclick"> <input type="hidden" name="hosted_button_id" value="0000000"> <Input type="hidden" name="custom" value="<?php md5($code.microtime()); ?>"/> <input type="image" src="https://www.sandbox.paypal.com/en_US/i/btn/btn_subscribeCC_LG.gif" border="0" name="submit" alt="PayPal - The safer, easier way to pay online!"> <img alt="" border="0" src="https://www.sandbox.paypal.com/en_US/i/scr/pixel.gif" width="1" height="1"> </form> Any help much appreciated ( and yes I've read paypal and sandbox documentation, just not that good at reading. )

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  • Image in table cell doesn't scale down: using ie8/7

    - by monks1975
    Can anyone help me troubleshoot my website? http://www.andrewstonyer.co.uk/test/ My problem: On IE8/7 if you click on a thumbnail (only 'Pulse' and 'Time Within The Hour' are wired in right now) an overlay appears with detail of that piece. What should happen, and does in Gecko/Webkit, is that the overlay contains a table with a heading, a scaled, centered image, and a nav menu. There is a toggle for text, which pushes up the image cell and makes the image smaller, keeping proportion. I know the overlay looks like ass right now- those are just placeholder colours :) On IE, the image doesn't fit perfectly in the table cell, which means that everything is pushed down outside the window. I can't see the nav menu. It appears to render the image at actual pixel size (in the CSS, the img class element is set to 100% height). The text cell is toggled with jquery, when toggled on in IE, it doesn't appear to 'squeeze' the above cell, which is what I want to happen. Could any experts help? Regards, Jon

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  • Translating 3-dimensional array reference onto 1-dimensional array

    - by user146780
    If there is an array of ar[5000] then how could I find where element [5][5][4] would be if this was a 3 dimensional array? Thanks I'm mapping pixels: imagine a bimap of [768 * 1024 * 4] where would pixel [5][5][4] be? I want to make this: static GLubyte checkImage[checkImageHeight][checkImageWidth][4]; static GLuint texName; bool itt; void makeCheckImage(void) { Bitmap *b = new Bitmap(L"c:/boo.png"); int i, j, c; Color cul; for (i = 0; i < checkImageHeight; i++) { for (j = 0; j < checkImageWidth; j++) { b->GetPixel(j,i,&cul); checkImage[i][j][0] = (GLubyte) cul.GetR(); checkImage[i][j][1] = (GLubyte) cul.GetG(); checkImage[i][j][2] = (GLubyte) cul.GetB(); checkImage[i][j][3] = (GLubyte) cul.GetA(); } } delete(b); } work without making a multidimensional array. width = 512, height = 1024....

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  • Global mouseMove

    - by Jacob Kofoed
    I have made the following javascript to be used in my jQuery based website. What it does, is to move a slider up/down, and scale the item above higher/smaller. Everything works fine, but since the slider is only a few pixels in height, and the move event is a bit slow (it does not trigger for every pixel) so when I move the mouse fast, the slider can't hold on and the mouse get's out of the slider item. The mouseMove event won't be triggered no more since it is bound to the slider. I guess everything could be fixed by setting the mouseMove global to the whole site, but it won't work, or at least I don't know how to make that work. Should it be bound to document, or body? here is my current code for the slider: $.fn.resize = function (itemToResize) { MinSize = 100; MaxSize = 800; pageYstart = 0; sliderMoveing = false; nuskriverHeight = 0; this.mousedown(function(e) { pageYstart=e.pageY; sliderMoveing = true nuskriverHeight = parseFloat((itemToResize).css('height')); }); this.mouseup(function() { sliderMoveing = false }); this.mousemove(function(e) { if (sliderMoveing) { (itemToResize).css('height', (nuskriverHeight + (e.pageY - pageYstart))); if (parseFloat( (itemToResize).css('height')) > MaxSize) { (itemToResize).css('height', MaxSize) }; if (parseFloat( (itemToResize).css('height')) < MinSize) { (itemToResize).css('height', MinSize) }; }; }); }; Thanks for any help, is much appreciated

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  • Convert a image to a monochrome byte array

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

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  • Facebook Tagging friends to the picture

    - by Rajesh Dante
    Below code tag only first uid then then its shows Fatal error: Uncaught OAuthException: (#100) Invalid parameter and can i use exact location for tagging.. as in below code x and y values are in pixel $facebook = new Facebook ( array ( 'appId' => FBAPPID, 'secret' => FBSECRETID ) ); $facebook->setFileUploadSupport ( true ); if (isset ( $_POST ['image'] ) && isset ( $_POST ['tname'] )) { $path_to_image = encrypt::instance ()->decode ( $_POST ['image'] ); $tags = (array)encrypt::instance ()->decode ( $_POST ['tname'] ); /* * Output $tags = array ( 0 => '[{"tag_uid":"100001083191675","x":100,"y":100},{"tag_uid":"100001713817872","x":100,"y":230},{"tag_uid":"100000949945144","x":100,"y":360},{"tag_uid":"100001427144227","x":230,"y":100},{"tag_uid":"100000643504257","x":230,"y":230},{"tag_uid":"100001155130231","x":230,"y":360}]' ); */ $args = array ( 'message' => 'Von ', 'source' => '@' . $path_to_image, 'access_token' => $this->user->fbtoken ) ; $photo = $facebook->api ( $this->user->data->fbid . '/photos', 'post', $args ); // upload works but not tags if (is_array ( $photo ) && ! empty ( $photo ['id'] )) { echo 'Photo uploaded. Check it on Graph API Explorer. ID: ' . $photo ['id']; foreach ( $tags as $key => $t ) { $tagRe = json_encode ( $t ); $args = array ( 'tags' => $tagRe, 'access_token' => $this->user->fbtoken ); $facebook->api ( '/' . $photo ['id'] . '/tags', 'post', $args ); } } }

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  • How to stop body background displaying between two tables in Iphone Safari

    - by Jason
    The following markup when viewed in Safari on Iphone and Ipad displays the body background color for 1 pixel between the two tables. What is this and how do I stop it? <!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> <title>Title</title> <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> <style type="text/css"> body{ background:#000; } table{ background:#ffffff; width:50px; border:0; margin:0; padding:0; } </style> </head> <body> <table border="0" cellpadding="0" cellspacing="0"> <tr> <td>a</td> </tr> </table> <table border="0" cellpadding="0" cellspacing="0"> <tr> <td>b</td> </tr> </table> </body> </html>

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  • WPF: How do I bind a Control to a formula composed of several dependency properties?

    - by Pablo
    Hi all, I'm working on Expression Blend and I'm currently designing a custom control which has a Grid with 5 rows inside, and also has two Dependency properties: "Value", and "Maximum". Three of the rows have fixed height, and what I'm trying to do is set the remaining rows height to "Value/Maximum" and "1-Value/Maximum" respectively. How do I go and do that? When I set the height to "Value" it seems to react, but when I go and set it to "Value/Maximum" it stops working. I'm still a bit new around WPF, so there must be another way to achieve what I'm intending, but after searching I couln't find my problem elsewhere. Code: <Grid x:Name="LayoutRoot" Width="Auto" Background="Transparent"> <Grid.RowDefinitions> <RowDefinition Height="32"/> <RowDefinition Height="{Binding Path=(Value/Maximum), ElementName=UserControl, Mode=Default}"/> <RowDefinition Height="16"/> <RowDefinition Height="{Binding Path=(1-Value/Maximum), ElementName=UserControl, Mode=Default}"/> <RowDefinition Height="32"/> </Grid.RowDefinitions> (...) By the way, Value is always a not negative double less than or equal to Maximum; so the result of the division will be number between 0.0 a 1.0. I want a "star" instead of "pixel" row height.

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  • Thumbnail image saved with worse quality on Windows Server 2003

    - by Angelo
    Hello, In asp.net 2.0 application I am trying to create thumbnails from uploaded images. However when I test the application on my PC under Windows7 it works fine, but on the real Windows 2003 Server the resized image has worse quality. Where this difference could come from? Different JPEG codec or what, if Yes how it can be updated on Win 2003 Server? Thanks! Here is the code: Resize of the Image: Bitmap newBmp = new Bitmap(imgWidth, imgHeight, PixelFormat.Format24bppRgb); newBmp.SetResolution(inputBmp.HorizontalResolution, inputBmp.VerticalResolution); //Create a graphics object attached to the new bitmap Graphics newBmpGraphics = Graphics.FromImage(newBmp); newBmpGraphics.InterpolationMode = InterpolationMode.HighQualityBicubic; newBmpGraphics.SmoothingMode = SmoothingMode.HighQuality; newBmpGraphics.PixelOffsetMode = PixelOffsetMode.HighQuality; newBmpGraphics.DrawImage(inputBmp, new Rectangle(0, 0, imgWidth, imgHeight), new Rectangle(0, 0, inputBmp.Width, inputBmp.Height), GraphicsUnit.Pixel); Save of the Image: System.IO.Stream imgStream = new System.IO.MemoryStream(); //Get the ImageCodecInfo for the desired target format ImageCodecInfo destCodec = FindCodecForType(ImageMimeTypes.JPEG); if (destCodec == null) { //No codec available for that format throw new ArgumentException("The requested format image/jpeg does not have an available codec installed", "destFormat"); } //Create an EncoderParameters collection to contain the //parameters that control the dest format's encoder EncoderParameters destEncParams = new EncoderParameters(1); EncoderParameter qualityParam = new EncoderParameter(System.Drawing.Imaging.Encoder.Quality,(long)quality); destEncParams.Param[0] = qualityParam; //Save w/ the selected codec and encoder parameters inputBmp.Save(imgStream, destCodec, destEncParams); Bitmap destBitmap = new Bitmap(imgStream);

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  • Error Reading Image

    - by javawarrior
    When I tried to open a simple smile.png image using package com.java3d.java3d.graphics; import java.awt.Color; import java.awt.image.BufferedImage; import java.io.File; import javax.imageio.ImageIO; public class Texture { public static Render floor = loadBitMap("smile.png"); public Texture(){} public static Render loadBitMap(String fileName) { try { BufferedImage image = ImageIO.read(Thread.currentThread().getContextClassLoader().getResource(fileName)); System.out.print(image==null); int width = image.getWidth(); System.out.println(width); int height = image.getHeight(); System.out.println(height); System.out.println(image.getRGB(4, 4)); Render result = new Render(width, height); image.getRGB(0, 0, width, height, result.pixels, 0, width); return result; } catch (Exception e) { System.out.println("CRASH!"); throw new RuntimeException(e); } } } it returns every pixel as -1; what could be causing this problem? Here is the image:

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  • Unable to set row height for grid view

    - by GabrielHeng
    I tried to set a row height for each row of my grid view in visual studio. However, it does not work. The row height will not change according to the pixel that I typed in. Here is my codes. <asp:GridView ID="GridView1" runat="server" AllowPaging="True" AutoGenerateColumns="False" DataKeyNames="productID" DataSourceID="SqlDataSource1" BackColor="White" BorderColor="#CCCCCC" BorderStyle="None" BorderWidth="1px" CellPadding="4" ForeColor="Black" GridLines="Horizontal" Width = "850px" style="margin-bottom: 6px" RowStyle-Height="50px"> <AlternatingRowStyle Height="50px" /> <Columns> <asp:CommandField ButtonType="Button" ShowDeleteButton="True" ShowEditButton="True" /> <asp:BoundField DataField="productID" HeaderText="ProductID" ReadOnly="True" SortExpression="productID" /> <asp:BoundField DataField="title" HeaderText="Title" SortExpression="title" /> <asp:BoundField DataField="description" HeaderText="Description" SortExpression="description" /> <asp:BoundField DataField="price" HeaderText="Price" SortExpression="price" /> <asp:ImageField DataImageUrlField="image" HeaderText="Images" SortExpression="image" DataImageUrlFormatString="~/images/{0}"> </asp:ImageField> </Columns> <FooterStyle BackColor="#CCCC99" ForeColor="Black" /> <HeaderStyle BackColor="#333333" Font-Bold="True" ForeColor="White" /> <PagerStyle BackColor="White" ForeColor="Black" HorizontalAlign="Right" /> <SelectedRowStyle BackColor="#CC3333" Font-Bold="True" ForeColor="White" /> <SortedAscendingCellStyle BackColor="#F7F7F7" /> <SortedAscendingHeaderStyle BackColor="#4B4B4B" /> <SortedDescendingCellStyle BackColor="#E5E5E5" /> <SortedDescendingHeaderStyle BackColor="#242121" /> </asp:GridView> May someone help me with it? Thanks in advance.

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  • Basic FreeMat/MATLAB syntax - dimension error

    - by 0x90
    I am using FreeMat, and I have an RGB picture which is a 3D matrix contains the columns and rows of the pictures and the RGB values for each pixel. Since there is not an intrinsic function to convert RGB picture to YIQ, I have implement one. I came up with this code: Assume I have a 3D array, image_rgb: matrix = [0.299 0.587 0.114; 0.596 -0.274 -0.322; 0.211 -0.523 0.312]; row = 1:length(image_rgb(:,1,1)); col = 1:length(image_rgb(1,:,1)); p = image_rgb(row,col,:); %Here I have the problem mage_yiq(row,col,:) = matrix*image_rgb(row,col,:); max_y = max (max(image_yiq(:,:,1))); max_i = max (max(image_yiq(:,:,2))); max_q = max (max(image_yiq(:,:,3))); %Renormalize the image again after the multipication % to [0,1]. image_yiq(:,:,1) = image_yiq(:,:,1)/max_y; image_yiq(:,:,2) = image_yiq(:,:,2)/max_i; image_yiq(:,:,3) = image_yiq(:,:,3)/max_q; I can't understand why the matrix multiplication fails. I want the code to be nice and not just to, multiply the matrix by hand...

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  • How do you convert bytes of bitmap into x, y location of pixels?

    - by Jon
    I have a win32 program that creates a bitmap screenshot. I am trying to figure out the x and y coordinates of the bmBits. Below is the code I have so far: UINT32 nScreenX = GetSystemMetrics(SM_CXSCREEN); UINT32 nScreenY = GetSystemMetrics(SM_CYSCREEN); HDC hdc = GetDC(NULL); HDC hdcScreen = CreateCompatibleDC(hdc); HBITMAP hbmpScreen = CreateDIBSection( hdcDesk, ( BITMAPINFO* )&bitmapInfo.bmiHeader,DIB_RGB_COLORS, &bitmapDataPtr, NULL, 0 ); SelectObject(hdcScreen, hbmpScreen); BitBlt(hdcScreen, 0, 0, nScreenX , nScreenY , hdc, 0, 0, SRCCOPY); ReleaseDC(NULL, hdc); BITMAP bmpScreen; GetObject(hbmpScreen, sizeof(bmpScreen), &bmpScreen); DWORD *pScreenPixels = (DWORD*)bmpScreen.bmBits, UINT32 x = 0; UINT32 y = 0; UINT32 nCntPixels = nScreenX * nScreenY; for(int n = 0; n < nCntPixels; n++) { x = n % nScreenX; y = n / nScreenX; //do stuff with the x and y vals } The code seem correct to me but, when I use this code the x and y values appear to be off. Where does the first pixel of bmBits start? When x and y are both 0. Is that the top left, bottom left, bottom right or top right? Thanks.

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  • Changing brightness in bufferedImage with DataBufferInt

    - by user2958025
    I must read some image and then I have to change brightness and contrast of this image I create main class and constructor where are panels, sliders and other stuff, I added changeListener to slider to take current value. My imagePanel is new Object of that class: public class Obrazek extends JPanel{ public static BufferedImage img = null; public Obrazek() { super(); try { img = ImageIO.read(new File("D:\\ja.jpg")); } catch (IOException e) {} } @Override public void paint(Graphics g) { g.drawImage(img, 0, 0, null); } } This is my load button private void przyciskWczytaj(java.awt.event.ActionEvent evt) { int odpowiedz = jFileChooser1.showOpenDialog(this); if (odpowiedz == jFileChooser1.APPROVE_OPTION) { File file = jFileChooser1.getSelectedFile(); try { BufferedImage im = ImageIO.read(new File(file.getAbsolutePath())); Obrazek.img = im; } catch (IOException ex) { System.out.println("Error"); } } } And now I want to create class where I will change that brightness. I have to use but I don't know how to use that thing: BufferedImage(256, 256, Bufferedmage.TYPE_INT_RGB) and to get each pixel of image I need to do something like: int rgb []=((DataBufferInt)img.getRaster().getDataBuffer()).getData(); And here I is next problem: How can I change the value of each r,g,b and show that new image on my panel

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  • why my customized marker not showing up in openstreet maps

    - by troy
    I have following java script used for showing the customized marker. But for some reasons its showing up the default marker.. function init() { map = new OpenLayers.Map("basicMap"); var mapnik = new OpenLayers.Layer.OSM(); var fromProjection = new OpenLayers.Projection("EPSG:4326"); var toProjection = new OpenLayers.Projection("EPSG:900913"); var position = new OpenLayers.LonLat(-6.242981,53.331201).transform( fromProjection, toProjection); var zoom = 12; map.addLayer(mapnik); var markers = new OpenLayers.Layer.Markers( "Markers" ); map.addLayer(markers); var size = new OpenLayers.Size(16,28); var offset = new OpenLayers.Pixel(-(size.w*0), -(size.h*1)); var icon = new OpenLayers.Icon('http://m.osmtools.de/images/pin_red.png',size,offset); markers.addMarker(new OpenLayers.Marker(position),icon); map.setCenter(position, zoom ); } And here is my html: <body onload="init();"> <div id="basicMap"></div> </body> I dont understand what wrong with my code .... Please help me.. THank You

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  • Noise with multi-threaded raytracer

    - by herber88
    This is my first multi-threaded implementation, so it's probably a beginners mistake. The threads handle the rendering of every second row of pixels (so all rendering is handled within each thread). The problem persists if the threads render the upper and lower parts of the screen respectively. Both threads read from the same variables, can this cause any problems? From what I've understood only writing can cause concurrency problems... Can calling the same functions cause any concurrency problems? And again, from what I've understood this shouldn't be a problem... The only time both threads write to the same variable is when saving the calculated pixel color. This is stored in an array, but they never write to the same indices in that array. Can this cause a problem? Multi-threaded rendered image (Spam prevention stops me from posting images directly..) Ps. I use the exactly same implementation in both cases, the ONLY difference is a single vs. two threads created for the rendering.

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  • How to accommodate for the different screen resolution of iPhone 4?

    - by mystify
    This is a programming question! Read on before you vote to close! According to Apple, iPhone 4 has a new screen resolution: 3.5-inch (diagonal) widescreen Multi-Touch display 960-by-640-pixel resolution at 326 ppi This little detail affects our apps in a heavy way. Most of the demo apps on the net have one thing in common: They position views in the believe that the screen has a fixed size of 320 x 480 pixels. So what most -if not all- developers do is: They designed everything in such a way, that a touchable area is -for example- 50 x 50 pixels big. Just enough to tap it. Things have been positioned relative to the upper left, to reach a specific position on screen - let's say the center, or somewhere at the bottom. Edit: It seems Apple has integrated an switch that allows to tell if an app is highRes or not. Nice. When we develop high-resolution apps, probably they won't work on older devices. And if they did, they would suffer a lot from 4-times the size of any image, having to scale them down in memory. This is community wiki. Just add anything that you think is relevant to this huge problem (constant screen res was one of the main reasons why I didn't go for Android!!).

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  • Android: How to do this framing paint?

    - by iDroid Explorer
    I Have Some static images like below: Now, I want is, when i touch on the face or hand, then the selected color should be fill on that skin portion. See below image of result: So how to get the result like above ?? Redo and Undo Functionality Should be also there. I have try with the FloodFill color but doing that i can only able to do color in to the perticular portion. as FloodFill only fill the color till the same pixwl color comes. If the touch place pixel color get change the it will not fill color on it. So Usinf FloodFill i got the result like below image, If i press on the hand, then only hand portion will fill with color, instead of it i want to fill color to the other hand and face also. So Please help me in this case. EDITED After some reply i got the solution like this one. But still there is a memory issue. It consume lots of memory to draw the color. So please can anyone help me for it ?

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  • Why won't this work; opencv Mat_<float>

    - by user1371674
    I can't seem to get this to work. I'm trying to get the pixel value of an image but first need to change the color of the image, but since I cannot use int or just Mat because the values are not whole numbers, I have to use and because of that errors pop up when I try to run this on the cmd. int main(int argc, char **argv) { Mat img = imread(argv[1]); ofstream myfile; Mat_<float> MatBlue = img; int rows1 = MatBlue.rows; int cols1 = MatBlue.cols; for(int x = 0; x < cols1; x++) { for(int y = 0; y < rows1; y++) { float val = MatBlue.at<cv::Vec3b>(y, x)[1]; MatBlue.at<cv::Vec3b>(y, x)[0] = val + 1; } } }

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  • problem with a very simple tile based game

    - by newbieguy
    Hello, I am trying to create a pacman-like game. I have an array that looks like this: array: 1111111111111 1000000000001 1111110111111 1000000000001 1111111111111 1 = Wall, 0 = Empty space I use this array to draw tiles that are 16x16 in size. The Game character is 32x32. Initially I represented the character's position in array indexes, [1,1] etc. I would update his position if array[character.new_y][charater.new_x] == 0 Then I translated these array coordinates to pixels, [y*16, x*16] to draw him. He was lining up nicely, wouldn't go into walls, but I noticed that since I was updating him by 16 pixels each, he was moving very fast. I decided to do it in reverse, to store the game character's position in pixels instead, so that he could use less than 16 pixels per move. I thought that a simple if statement such as this: if array[(character.new_pixel_y)/16][(character.new_pixel_x)/16] == 0 would prevent him from going into walls, but unfortunately he eats a bit of the bottom and right side walls. Any ideas how would I properly translate pixel position to the array indexes? I guess this is something simple, but I really can't figure it out :(

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  • How do I fix the alpha value after calling GDI text functions?

    - by Daniel Stutzbach
    I have a application that uses the Aero glass effect, so each pixel has an alpha value in addition to red, green, and blue values. I have one custom-draw control that has a solid white background (alpha = 255). I would like to draw solid text on the control using the GDI text functions. However, these functions set the alpha value to an arbitrary value, causing the text to translucently show whatever window is beneath my application's. After calling rendering the text, I would like to go through all of the pixels in the control and set their alpha value back to 255. What's the best way to do that? I haven't had any luck with the BitBlt, GetPixel, and SetPixel functions. They appear to be oblivious to the alpha value. Here are other solutions that I have considered and rejected: Draw to a bitmap, then copy the bitmap to the device: With this approach, the text rendering does not make use of the characteristics of the monitor (e.g., ClearText). Use GDI+ for text rendering: This application originally used GDI+ for text rendering (before I started working on Aero support). I switched to GDI because of difficulties I encountered trying to accurately measure strings with GDI+. I'd rather not switch back. Set the Aero region to avoid the control in question: My application's window is actually a child window of a different application running in a different process. I don't have direct control over the Aero settings on the top-level window. The application is written in C# using Windows Forms, though I'm not above using Interop to call Win32 API functions.

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  • Better way to compare neighboring cells in matrix

    - by HyperCube
    Suppose I have a matrix of size 100x100 and I would like to compare each pixel to its direct neighbor (left, upper, right, lower) and then do some operations on the current matrix or a new one of the same size. A sample code in Python/Numpy could look like the following: (the comparison 0.5 has no meaning, I just want to give a working example for some operation while comparing the neighbors) import numpy as np my_matrix = np.random.rand(100,100) new_matrix = np.array((100,100)) my_range = np.arange(1,99) for i in my_range: for j in my_range: if my_matrix[i,j+1] > 0.5: new_matrix[i,j+1] = 1 if my_matrix[i,j-1] > 0.5: new_matrix[i,j-1] = 1 if my_matrix[i+1,j] > 0.5: new_matrix[i+1,j] = 1 if my_matrix[i-1,j] > 0.5: new_matrix[i-1,j] = 1 if my_matrix[i+1,j+1] > 0.5: new_matrix[i+1,j+1] = 1 if my_matrix[i+1,j-1] > 0.5: new_matrix[i+1,j-1] = 1 if my_matrix[i-1,j+1] > 0.5: new_matrix[i-1,j+1] = 1 This can get really nasty if I want to step into one neighboring cell and start from it to do a similar task... Do you have some suggestions how this can be done in a more efficient manner? Is this even possible?

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  • Is there a quality, file-size, or other benefit to JPEG sizes being multiples of 8px or 16px?

    - by davebug
    The JPEG compression encoding process splits a given image into blocks of 8x8 pixels, working with these blocks in future lossy and lossless compressions. [source] It is also mentioned that if the image is a multiple 1MCU block (defined as a Minimum Coded Unit, 'usually 16 pixels in both directions') that lossless alterations to a JPEG can be performed. [source] I am working with product images and would like to know both if, and how much benefit can be derived from using multiples of 16 in my final image size (say, using an image with size 480px by 360px) vs. a non-multiple of 16 (such as 484x362). In this example I am not interested in further alterations, editing, or recompression of the final image. To try to get closer to a specific answer where I know there must be largely generalities: Given a 480x360 image that is 64k and saved at maximum quality in Photoshop [example]: Can I expect any quality loss from an image that is 484x362 What amount of file size addition can I expect (for this example, the additional space would be white pixels) Are there any other disadvantages to growing larger than the 8px grid? I know it's arbitrary to use that specific example, but it would still be helpful (for me and potentially any others pondering an image size) to understand what level of compromise I'd be dealing with in breaking the non-8px grid. The key issue here is a debate I've had is whether 8-pixel divisible images are higher quality than images that are not divisible by 8-pixels.

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  • OpenCV compare two images and get different pixels

    - by Richard Knop
    For some reason the code bellow is not working. I have two 640*480 images which are very similar but not the same (at least few hundred/thousand pixels should be different). This is how I am comparing them and counting different pixels: unsigned char* row; unsigned char* row2; int count = 0; // this happens in a loop // fIplImageHeader is current image // lastFIplImageHeader is image from previous iteration if ( NULL != lastFIplImageHeader->imageData ) { for( int y = 0; y < fIplImageHeader->height; y++ ) { row = &CV_IMAGE_ELEM( fIplImageHeader, unsigned char, y, 0 ); row2 = &CV_IMAGE_ELEM( lastFIplImageHeader, unsigned char, y, 0 ); for( int x = 0; x < fIplImageHeader->width*fIplImageHeader->nChannels; x += fIplImageHeader->nChannels ) { if (row[x] == row2[x]) // the pixel in the first channel (usually G) { count++; } if (row[x+1] == row2[x+1]) // ... second channel (usually B) { count++; } if (row[x+2] == row2[x+2]) // ... third channel (usually R) { count++; } } } } Now at the end I get number 3626 which would seem alright. But, I tried opening one of the images in MS Paint and drawing thick red lines all over it which should increase the number of different pixels substantially. I got the same number again: 3626. Obviously I am doing something wrong here. I am comparing these images in a loop. This line is before the loop: IplImage* lastFIplImageHeader = cvCreateImageHeader(cvSize(640, 480), 8, 3); Then inside the loop I load images like this: IplImage* fIplImageHeader = cvLoadImage( filePath.c_str() ); // here I compare the pixels (the first code snippet) lastFIplImageHeader->imageData = fIplImageHeader->imageData; So lastFIplImageHeader is storing the image from the previous iteration and fIplImageHeader is storing the current image.

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