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  • Errors with linux-image-3.8.0-36-generic and GRUB

    - by user285239
    OS: Ubuntu 12.04 LTS Problem 1: When installing anything (or updating) it always ends with this error: Errors were encountered while processing: linux-image-3.8.0-36-generic linux-image-3.8.0-38-generic linux-image-generic-lts-raring linux-generic-lts-raring Problem 2: When installing or updating stuff it opens some grub files and halts execution until I close these grub files. See screenshot below. Grub files + terminal window (screenshot) Pastebin with terminal output while trying to install something I should mention that I don't known if these two errors are related, but it is a fact that every time I try to install something or run an update both of the above errors pop up. I couldn't find anything of interest in the logs I looked at (probably because I don't know what/where to look), but tell me if you need me to upload something. Edit 02 june. This is the output from lsb_release -a kasper@ubuntuRW:~$ lsb_release -a No LSB modules are available. Distributor ID: Ubuntu Description: Ubuntu 12.04.4 LTS Release: 12.04 Codename: precise

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  • Strategy for image sizes

    - by MotiveKyle
    I run a site that has a lot of writers that generate quite a few articles a day. I require them to provide two image sizes (one for the big headline image and one as the thumbnail). I've been wanting to change up the site layout a bit, but I am becoming limited by the image sizes for the posts. I have considered just cropping images, but they still need to look nice, and cropping doesn't always generate what I'd want. I'd prefer to just scale down by percentage (as I do with thumbnails). Should I just make the writers provide more images? How do other sites handle this?

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  • Nifty gui hide/show image

    - by Mario
    I have a simple screen made with Nifty gui. On this game screen I want to put a simple image controls sound: just on and not. So I have two images to switch and get music stop or run. Problem is: how can I hide/disply an image with nifty gui? Here my java code when player click on image: Screen screen = nifty.getCurrentScreen(); Element el = screen.findElementByName("iconOn"); el.setVisible(false); el = screen.findElementByName("iconOff"); el.setVisible(true); This code doesn't work :( Thanks to everyone could help me

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  • Letting the user draw a Polygon Body and Image

    - by Siddharth
    In my game, I want to provide the user with a drawing feature. By free hand drawing, the user creates a polygon shape. Then, in my game implementation, I have to create a body for the found vertices and generate an image based on that polygon shape. My problem is how to create an image that matches the user-provided vertices. I've heard that cocos2d has something called Image Masking. I don't understand how I could implement it in AndEngine. Could someone help?

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  • Will URL encoding the image names affect Google

    - by TheGateKeeper
    Just wondering if it makes any difference to Google whether or not I URL encode the image names when linking to them. For example if I have an image named "test-1234-!.jpg", does it make a difference if I name it refer to it as "test-1234-%21.jpg"? The reason I am asking is because I am doing a major shift in the way my website works and while all new image names will not be URL encoded, all of the past ones are. I want to see if it is worth it renaming all of them or if I should just leave it like that.

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  • iTextSharp renders image with poor quality in PDF

    - by Sebastian
    Hello, I'm using iTextSharp to print a PDF document. Everything goes ok until I have to print the company logo in it. First I noticed that the logo had poor quality, but after testing with several images, I realize that was the iTextSharp rendering it poorly. The test I did to say this was to print the PDF using my code and then edit the document with Acrobat 8.0 and I drew an image. Then printed the two documents and saw the noticeable difference. My question is that if anyone know if this can be due to a scaling problem where I'm failing to tell iTextSharp how it must render the image or is an iTextSharp limitation. The code to render the image is the following: Dim para As Paragraph = New Paragraph para.Alignment = Image.RIGHT_ALIGN para.Add(text) Dim imageFile As String = String.Format("{0}{1}", GetAppSetting("UploadDirectory"), myCompany.LogoUrl) Dim thisImage As Image = Image.GetInstance(imageFile) thisImage.Alignment = Image.LEFT_ALIGN para.Add(thisImage) The printed images are the following: Image printed directly with iTextSharp Image edited and printed with Acrobat 8 Please let me know if I need to provide more info. Thanks

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  • image rendering issue

    - by burkejam71
    I am running Apache/2.2.3 (CentOS). For some reason certain images, jpg, gif, or png will show up as byte code when accessed directly on the server. Firefox 3 and Safari both think the content type is text/html. IE I believe has something built in to recognize it is an image and ignore the content type and renders the image correctly regardless. I can't seem to find anyone else with this issue. An example of this can be found at http://www.thedacs.com/admin/gp/userfiles/image/gp28%5Fimg%5F01.jpg but the image below on same server the image is rendered correctly (use same path from above) Fig3mod.jpg The first image works fine in Photoshop CS, Illistrator, GIMP, Paint.net,and any other image editing software. I have tried everything when editing the images from trying multiple file formats to print screens and cropping to create a new image to lose old image meta data. Can anybody help?

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  • Matlab Image watermarking question , using both SVD and DWT

    - by Georgek
    Hello all . here is a code that i got over the net ,and it is supposed to embed a watermark of size(50*20) called _copyright.bmp in the Code below . the size of the cover object is (512*512), it is called _lena_std_bw.bmp.What we did here is we did DWT2 2 times for the image , when we reached our second dwt2 cA2 size is 128*128. You should notice that the blocksize and it equals 4, it is used to determine the max msg size based on cA2 according to the following code:max_message=RcA2*CcA2/(blocksize^2). in our current case max_message would equal 128*128/(4^2)=1024. i want to embed a bigger watermark in the 2nd dwt2 and lets say the size of that watermark is 400*10(i can change the dimension using MS PAINT), what i have to do is change the size of the blocksize to 2. so max_message=4096.Matlab gives me 3 errors and they are : ??? Error using == plus Matrix dimensions must agree. Error in == idwt2 at 93 x = upsconv2(a,{Lo_R,Lo_R},sx,dwtEXTM,shift)+ ... % Approximation. Error in == two_dwt_svd_low_low at 88 CAA1 = idwt2(cA22,cH2,cV2,cD2,'haar',[RcA1,CcA1]); The origional Code is (the origional code where blocksize =4): %This algorithm makes DWT for the whole image and after that make DWT for %cH1 and make SVD for cH2 and embed the watermark in every level after SVD %(1) -------------- Embed Watermark ------------------------------------ %Add the watermar W to original image I and give the watermarked image in J %-------------------------------------------------------------------------- % set the gain factor for embeding and threshold for evaluation clc; clear all; close all; % save start time start_time=cputime; % set the value of threshold and alpha thresh=.5; alpha =0.01; % read in the cover object file_name='_lena_std_bw.bmp'; cover_object=double(imread(file_name)); % determine size of watermarked image Mc=size(cover_object,1); %Height Nc=size(cover_object,2); %Width % read in the message image and reshape it into a vector file_name='_copyright.bmp'; message=double(imread(file_name)); T=message; Mm=size(message,1); %Height Nm=size(message,2); %Width % perform 1-level DWT for the whole cover image [cA1,cH1,cV1,cD1] = dwt2(cover_object,'haar'); % determine the size of cA1 [RcA1 CcA1]=size(cA1) % perform 2-level DWT for cA1 [cA2,cH2,cV2,cD2] = dwt2(cA1,'haar'); % determine the size of cA2 [RcA2 CcA2]=size(cA2) % set the value of blocksize blocksize=4 % reshape the watermark to a vector message_vector=round(reshape(message,Mm*Nm,1)./256); W=message_vector; % determine maximum message size based on cA2, and blocksize max_message=RcA2*CcA2/(blocksize^2) % check that the message isn't too large for cover if (length(message) max_message) error('Message too large to fit in Cover Object') end %----------------------- process the image in blocks ---------------------- x=1; y=1; for (kk = 1:length(message_vector)) [cA2u cA2s cA2v]=svd(cA2(y:y+blocksize-1,x:x+blocksize-1)); % if message bit contains zero, modify S of the original image if (message_vector(kk) == 0) cA2s = cA2s*(1 + alpha); % otherwise mask is filled with zeros else cA2s=cA2s; end cA22(y:y+blocksize-1,x:x+blocksize-1)=cA2u*cA2s*cA2v; % move to next block of mask along x; If at end of row, move to next row if (x+blocksize) >= CcA2 x=1; y=y+blocksize; else x=x+blocksize; end end % perform IDWT CAA1 = idwt2(cA22,cH2,cV2,cD2,'haar',[RcA1,CcA1]); watermarked_image= idwt2(CAA1,cH1,cV1,cD1,'haar',[Mc,Nc]); % convert back to uint8 watermarked_image_uint8=uint8(watermarked_image); % write watermarked Image to file imwrite(watermarked_image_uint8,'dwt_watermarked.bmp','bmp'); % display watermarked image figure(1) imshow(watermarked_image_uint8,[]) title('Watermarked Image') %(2) ---------------------------------------------------------------------- %---------- Extract Watermark from attacked watermarked image ------------- %-------------------------------------------------------------------------- % read in the watermarked object file_name='dwt_watermarked.bmp'; watermarked_image=double(imread(file_name)); % determine size of watermarked image Mw=size(watermarked_image,1); %Height Nw=size(watermarked_image,2); %Width % perform 1-level DWT for the whole watermarked image [ca1,ch1,cv1,cd1] = dwt2(watermarked_image,'haar'); % determine the size of ca1 [Rca1 Cca1]=size(ca1); % perform 2-level DWT for ca1 [ca2,ch2,cv2,cd2] = dwt2(ca1,'haar'); % determine the size of ca2 [Rca2 Cca2]=size(ca2); % process the image in blocks % for each block get a bit for message x=1; y=1; for (kk = 1:length(message_vector)) % sets correlation to 1 when patterns are identical to avoid /0 errors % otherwise calcluate difference between the cover image and the % watermarked image [cA2u cA2s cA2v]=svd(cA2(y:y+blocksize-1,x:x+blocksize-1)); [ca2u1 ca2s1 ca2v1]=svd(ca2(y:y+blocksize-1,x:x+blocksize-1)); correlation(kk)=diag(ca2s1-cA2s)'*diag(ca2s1-cA2s)/(alpha*alpha)/(diag(cA2s)*diag(cA2s)); % move on to next block. At and of row move to next row if (x+blocksize) >= Cca2 x=1; y=y+blocksize; else x=x+blocksize; end end % if correlation exceeds average correlation correlation(kk)=correlation(kk)+mean(correlation(1:Mm*Nm)); for kk = 1:length(correlation) if (correlation(kk) > thresh*alpha);%thresh*mean(correlation(1:Mo*No))) message_vector(kk)=0; end end % reshape the message vector and display recovered watermark. figure(2) message=reshape(message_vector(1:Mm*Nm),Mm,Nm); imshow(message,[]) title('Recovered Watermark') % display processing time elapsed_time=cputime-start_time, please do help,its my graduation project and i have been trying this code for along time but failed miserable. Thanks in advance

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  • android imageview scrolling to display full high quality image

    - by Javadid
    hi friends... i am working on displaying an image and placing an icon on top of it... clicking the icon will show an enlarged version of the image... though putting the imageview holding the image in a LinearLayout scales the image to the width of the dialog, the problem is that i need to display the image in a dialog but the image is very high resolution and hence is far bigger than the width of the dialog... I need to show the actual image with scrolling for both ways to see the whole image... But whenever i try putting the imageView in a scrollview the top of my imageview is blank... and again though image scrolls downwards the width is scaled to the width of the dialog... Helppppppppp guys....

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  • Magento Product Details Image Size

    - by Jason
    Magento 1.4 Default Product Details image size is 265x265. All of our product images will be probably 2x taller than wide, and even if we pad them to make them square 265 will be too small to see detail in the image, so we'd like to make the image taller. I found the media.phtml file How would we go about modifying this file/Magento so that the product details page image is 265W x 530H. This looks like the code that displays the image. <p class="product-image"> <?php $_img = '<img src="'.$this->helper('catalog/image')->init($_product, 'image')->resize(265).'" alt="'.$this->htmlEscape($this->getImageLabel()).'" title="'.$this->htmlEscape($this->getImageLabel()).'" />'; echo $_helper->productAttribute($_product, $_img, 'image'); ?> </p> Thanks

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  • Magick++ Read Image with ICC colorspace

    - by FlashFan
    Hi guys I need to know how I can read an image which uses a separate ICC Color Profile. The image consists of 26'099'520 Bytes which is the result of 2480 width* 3508 height * 3 components per pixel. I tried it with the following code: Image * image = new Image(); Blob * blob = new Blob(imagedata.c_str(),imagedata.length()); image->read(*blob,Geometry(2480,3508),8,"RGB"); Blob * iccblob = new Blob(iccdata.c_str(),iccdata.length()); image->iccColorProfile(*iccblob); image->write("result.jpg"); But the colors are the same as when I don´t set the Icc-profile to the image. And the colors are wrong in both cases. Thanks for your help!

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  • Question regarding CGRectIntersectsRect and rotated rectangular image

    - by user309030
    Hi guys, I've got a long rectangular image which is rotated at different kind of angles. However the frame of the rectangular image does not rotate along with the image and instead, the rotation causes the frame to to become larger to fit the rotated image. So when I used CGRectIntersectsRect, the collision detection is totally off because the other image colliding with the rectangular image will collide before it even reaches the visible area of the rect image. In case you don't really know what I'm talking about, have a look at the ascii drawing: normal rectangular image frame, O - pixels, |, – - frame |----------| |OOOOOOOOOO| |----------| after rotation |----------| |O | | O | | O | | O | | O | | O | | O | | O | | O | |----------| I've read through some of the collision articles but all of them are talking about collision with a normal straight rectangle and what I really want is collision with a slanted image, preferably pixel collision detection. TIA for any suggestions made.

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  • Show image from url in uiimageview

    - by skiria
    I try to show a image in my iphone app but it doesn't show. I connect in IB and I check to show a local image, it workd good. I also check the url from image and it is ok. I use the next code: NSURL *imageURL = [NSURL URLWithString: aVideo.urlThumbnail]; NSData *imageData = [NSData dataWithContentsOfURL:imageURL]; UIImage *image = [UIImage imageWithData:imageData]; imageView.image = image; and //Video.h NSString *urlThumbnail; and this is my code on the view. - (void)viewWillAppear:(BOOL)animated { [super viewWillAppear:animated]; [tableView reloadData]; } - (void)viewDidLoad { [super viewDidLoad]; NSURL *imageURL = [NSURL URLWithString: aVideo.urlThumbnail]; NSData *imageData = [NSData dataWithContentsOfURL:imageURL]; UIImage *image = [UIImage imageWithData:imageData]; imageView.image = image; }

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  • Redirecting image to php page.

    - by Searock
    Hi, Is it possible to redirect a user to a php page and then redirect to different image, if the user is requesting for the image ? For example if user requests for the image or if other website requests for the image, it should be redirected to the php page and then redirected to a different image. Like if other website requests for http://example.com/images/a.gif, the website will get a different image i.e. http://example.com/images/b.gif. Is it possible? Let me know if I am not clear with my problem. Thanks. Edit : I am trying to create avatar changer for a forum, but the problem is that I cannot add a php link to my avatar. So I think if I could add a image link and when the forum requests the image I could redirect it internally to a php page and then from the php page I would redirect it to a different image.

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  • how to compress a PNG image using Java

    - by 116213060698242344024
    Hi I would like to know if there is any way in Java to reduce the size of an image (use any kind of compression) that was loaded as a BufferedImage and is going to be saved as an PNG. Maybe some sort of png imagewriteparam? I didnt find anything helpful so im stuck. heres a sample how the image is loaded and saved public static BufferedImage load(String imageUrl) { Image image = new ImageIcon(imageUrl).getImage(); bufferedImage = new BufferedImage(image.getWidth(null), image.getHeight(null), BufferedImage.TYPE_INT_ARGB); Graphics2D g2D = bufferedImage.createGraphics(); g2D.drawImage(image, 0, 0, null); return bufferedImage; } public static void storeImageAsPng(BufferedImage image, String imageUrl) throws IOException { ImageIO.write(image, "png", new File(imageUrl)); }

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  • SFML fail to load image as texture

    - by zyeek
    I have come to a problem with the code below ... Using SFML 2.0 #include <SFML/Graphics.hpp> #include <iostream> #include <list> int main() { float speed = 5.0f; // create the window sf::RenderWindow window(sf::VideoMode(sf::VideoMode::getDesktopMode().height - 300, 800), "Bricks"); // Set game window position on the screen window.setPosition( sf::Vector2i(sf::VideoMode::getDesktopMode().width/4 + sf::VideoMode::getDesktopMode().width/16 , 0) ); // Allow library to accept repeatitive key presses (i.e. holding key) window.setKeyRepeatEnabled(true); // Hide mouse cursor //window.setMouseCursorVisible(false); // Limit 30 frames per sec; the minimum for all games window.setFramerateLimit(30); sf::Texture texture; if (!texture.loadFromFile("tile.png", sf::IntRect(0, 0, 125, 32))) { std::cout<<"Could not load image\n"; return -1; } // Empty list of sprites std::list<sf::Sprite> spriteContainer; bool gameFocus = true; // run the program as long as the window is open while (window.isOpen()) { sf::Vector2i mousePos = sf::Mouse::getPosition(window); // check all the window's events that were triggered since the last iteration of the loop sf::Event event; while (window.pollEvent(event)) { float offsetX = 0.0f, offsetY = 0.0f; if(event.type == sf::Event::GainedFocus) gameFocus = !gameFocus; else if(event.type == sf::Event::LostFocus) gameFocus = !gameFocus; if(event.type == sf::Event::KeyPressed) { if (event.key.code == sf::Keyboard::Space) { if(gameFocus) { // Create sprite and add features before putting it into container sf::Sprite sprite(texture); sprite.scale(.9f,.7f); sf::Vector2u textSize = texture.getSize(); sprite.setPosition(sf::Vector2f(mousePos.x-textSize.x/2.0f, mousePos.y - textSize.y/2.0f)); spriteContainer.push_front(sprite); } } if(event.key.code == sf::Keyboard::P) std::cout << spriteContainer.size() << std::endl; if( event.key.code == sf::Keyboard::W ) offsetY -= speed; if( event.key.code == sf::Keyboard::A ) offsetX -= speed; if( event.key.code == sf::Keyboard::S ) offsetY += speed; if( event.key.code == sf::Keyboard::D ) offsetX += speed; } // "close requested" event: we close the window if (event.type == sf::Event::Closed || event.key.code == sf::Keyboard::Escape) window.close(); // Move all sprites synchronously for (std::list<sf::Sprite>::iterator sprite = spriteContainer.begin(); sprite != spriteContainer.end(); ++sprite) sprite->move(offsetX, offsetY); //sprite.move(offsetX,offsetY); } // clear the window with black color window.clear(sf::Color::Black); // draw everything here... // window.draw(...); // Draw all sprites in the container for (std::list<sf::Sprite>::iterator sprite = spriteContainer.begin(); sprite != spriteContainer.end(); ++sprite) window.draw(*sprite); // end the current frame window.display(); } return 0; } A couple weeks ago it worked flawlessly to my expectation, but now that I come back to it and I am having problems importing the image as a texture "tile.png". I don't understand why this is evening happening and the only message I get via the terminal is "Cannot load image ..." then a bunch of random characters. My libraries are for sure working, but now I am not sure why the image is not loading. My image is in the same directory as with my .h and .cpp files. This is an irritating problem that keep coming up for some reason and is always a problem to fix it. I import my libraries via my own directory "locals" which contain many APIs, but I specifically get SFML, and done appropriately as I am able to open a window and many other stuff.

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  • How can I resize a set of sprite images?

    - by Tyler J Fisher
    Hey StackExchange GameDev community, I'm attempting to resize series of sprites upon instantiation of the class they're located in. I've attempted to use the following code to resize the images, however my attempts have been unsuccessful. I have been unable to write an implementation that is even compilable, so no error codes yet. wLeft.getScaledInstance(wLeft.getWidth()*2, wLeft.getHeight()*2, Image.SCALE_FAST); I've heard that Graphics2D is the best option. Any suggestions? I think I'm probably best off loading the images into a Java project, resizing the images then outputting them to a new directory so as not to have to resize each sprite upon class instantiation. What do you think? Photoshopping each individual sprite is out of the question, unless I used a macro. Code: package game; //Import import java.awt.Image; import javax.swing.ImageIcon; public class Mario extends Human { Image wLeft = new ImageIcon("sprites\\mario\\wLeft.PNG").getImage(); //Constructor public Mario(){ super("Mario", 50); wLeft = wLeft.getScaledInstance(wLeft.getWidth()*2, wLeft.getHeight()*2, Image.SCALE_FAST); }

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  • Java - Resize images upon class instantiation

    - by Tyler J Fisher
    Hey StackExchange GameDev community, I'm attempting to: Resize series of sprites upon instantiation of the class they're located in (x2) I've attempted to use the following code to resize the images, however my attempts have been unsuccessful. I have been unable to write an implementation that is even compilable, so no error codes yet. wLeft.getScaledInstance(wLeft.getWidth()*2, wLeft.getHeight()*2, Image.SCALE_FAST); I've heard that Graphics2D is the best option. Any suggestions? I think I'm probably best off loading the images into a Java project, resizing the images then outputting them to a new directory so as not to have to resize each sprite upon class instantiation. What do you think? Photoshopping each individual sprite is out of the question, unless I used a macro. Code: package game; //Import import java.awt.Image; import javax.swing.ImageIcon; public class Mario extends Human { Image wLeft = new ImageIcon("sprites\\mario\\wLeft.PNG").getImage(); //Constructor public Mario(){ super("Mario", 50); wLeft.getScaledInstance(wLeft.getWidth()*2, wLeft.getHeight()*2, Image.SCALE_FAST); } Thanks! Note: not homework, just thought Mario would be a good, overused starting point in game dev.

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  • how to double buffer in multiple classes with java

    - by kdavis8
    I am creating a Java 2D video game. I can load graphics just fine, but when it gets into double buffering I have issues. My source code package myPackage; import java.awt.Color; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.Image; import java.awt.Toolkit; import java.awt.image.BufferStrategy; import java.awt.image.BufferedImage; import javax.swing.JFrame; public class GameView extends JFrame { private BufferedImage backbuffer; private Graphics2D g2d; public GameView() { setBounds(0, 0, 500, 500); setVisible(true); setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); backbuffer = new BufferedImage(getHeight(), getWidth(), BufferedImage.TYPE_INT_BGR); g2d = backbuffer.createGraphics(); Toolkit tk = Toolkit.getDefaultToolkit(); Image img = tk.getImage(this.getClass().getResource("cage.png")); g2d.setColor(Color.red); //g2d.drawString("Hello",100,100); g2d.drawImage(img, 100, 100, this); repaint(); } public static void main(String args[]) { new GameView(); } public void paint(Graphics g) { g2d = (Graphics2D)g; g2d.drawImage(backbuffer, 0, 0, this); } }

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