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  • is it possible to achieve an image clipping/masking effect with html + css3?

    - by sa125
    Hi - I'm trying to place a nice border around an image that's 250x250, using only html and css. The markup is this: <div id="img-container"><img src="pic.jpg" border="0"/></div> And the css is: #img-container { height: 225px; width: 225px; padding: 3px; border: 1px solid black; z-index: 10; position: relative; overflow: hidden; border-radius: 10px; } #img-container img { z-index: 5; } Basically, I want the div container to clip the picture's edges that exceed its boundaries. This will achieve the rounded edges effect using the border-radius property (-moz-border-radius, -webkit-border-radius, etc) - if it actually works or could even be done. Looking for tips and tricks on this. Thanks. And, yes, I'm obviously not a web designer :)

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  • Java JSpinner Looks Ugly

    - by ikurtz
    GUI i am trying to use JSpinner but as you can see from the attached image that it looks bad. i am on windows 7. i was wondering if anyone knows how to make it look good? just for clarity. bad means the edges dont line up and good means the spin control edges line up correctly. thank you. EDIT: maybe there is no cure for this? because i checked site and all their examples look like this!

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  • Calculating 2D angles for 3D objects in perspective

    - by Will
    Imagine a photo, with the face of a building marked out. Its given that the face of the building is a rectangle, with 90 degree corners. However, because its a photo, perspective will be involved and the parallel edges of the face will converge on the horizon. With such a rectangle, is it possible to calculate the angle in 2D of the edges of a face that is 90 degrees to it? In the image below, the blue is the face marked on the photo, and I'm wondering how to calculate the 2D vector of the red lines of the other face:

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  • CGAffineTransformMakeRotation UIImageView

    - by Bharathi Jayakumar
    I have an UIImageView and I wanted to rotate it slightly in the anti-clock direction. But when I do that, rotation works. But the edges are not shared. Having a pixelated edges. How do I solve this issue. Please help. UIImageView *popupTop = [[UIImageView alloc] initWithFrame:CGRectMake(10, 54, 300, 15)]; popupTop.image = [UIImage imageNamed:@"pover_note.png"]; [self.view addSubview:popupTop]; popupTop.transform = CGAffineTransformMakeRotation(-0.04);

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  • Image Processing, joining the small images to form the main image

    - by n0idea
    Good morning everyone, Actually I'm having a small issue in image processing and I'm in need of some help. First of all, let me explain what i want to do, i have an image that was split into 4 other small images. I currently have like 6 small images that i need to figure out which ones are part of the real image. Second, what i currently know is that that i should compare these images edges or last column with the first column of the other image. I'm not sure yet what exactly should be done, anyone is able to put me on the same tracks, with some detailed hints and how to compare the edges of 2 images. Some links and example codes will be help full. One more thing, how am i able to read .Raw images using java, c# or python ?

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  • PHP image resize and rounded image corners dynamically

    - by Dan
    I'm working of a script that dynamically ads rounded edges to an image then crops it down to a certain size. At the moment the script ads the rounded edges to the picture but i cannot get it so the original image is resized to fit within the dimensons of the final outputted image (140px x 120px) The problem is that the orginal uploaded image depending on it's orginal dimensions change the size it is in the final PNG { $image_file = $_FILES['image']['tmp_name']; $corner_radius = isset($_GET['radius']) ? $_GET['radius'] : 20; // The default corner radius is set to 20px $topleft = (isset($_GET['topleft']) and $_GET['topleft'] == "no") ? false : true; // Top-left rounded corner is shown by default $bottomleft = (isset($_GET['bottomleft']) and $_GET['bottomleft'] == "no") ? false : true; // Bottom-left rounded corner is shown by default $bottomright = (isset($_GET['bottomright']) and $_GET['bottomright'] == "no") ? false : true; // Bottom-right rounded corner is shown by default $topright = (isset($_GET['topright']) and $_GET['topright'] == "no") ? false : true; // Top-right rounded corner is shown by default $imagetype=$_FILES['image']['type']; $endsize=$corner_radius; $startsize=$endsize*3-1; $arcsize=$startsize*2+1; if (($imagetype=='image/jpeg') or ($imagetype=='jpg')) { $image = imagecreatefromjpeg($image_file); } else { if (($imagetype=='GIF') or ($imagetype=='gif')) { $image = imagecreatefromgif($image_file); } else { $image = imagecreatefrompng($image_file); } } $forecolor ='#ffffff'; $size = getimagesize($image_file); // Top-left corner $background = imagecreatetruecolor($size[0],$size[1]); imagecopymerge($background, $image, 0, 0, 0, 0, $size[0], $size[1], 100); $startx=$size[0]*2-1; $starty=$size[1]*2-1; $im_temp = imagecreatetruecolor($startx,$starty); imagecopyresampled($im_temp, $background, 0, 0, 0, 0, $startx, $starty, $size[0], $size[1]); $bg = imagecolorallocate($im_temp, 255,255,255); $fg = imagecolorallocate($im_temp, 255,255,255); if ($topleft == true) { if(!imagearc($im_temp, $startsize, $startsize, $arcsize, $arcsize, 180,270,$bg))echo "nope"; imagefilltoborder($im_temp,0,0,$bg,$bg); } // Bottom-left corner // Top-right corner if ($topright == true) { imagearc($im_temp, $startx-$startsize, $startsize,$arcsize, $arcsize, 270,360,$bg); imagefilltoborder($im_temp,$startx,0,$bg,$bg); } $image = imagecreatetruecolor(140,120); imagecopyresampled($image, $im_temp, 0, 0, 0, 0, $size[0],$size[1],$starty+1310,$startx+1500); // Output final image if(!imagepng($image,'hello.png')) echo "boo"; if(!imagedestroy($image)) echo "2"; if(!imagedestroy($background)) echo "3"; if(!imagedestroy($im_temp)) echo "4"; } EDIT: My question is how to get the orginal image reized so it fits into the 140 x 120 image that is processed with the rounded edges?

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  • Optimally reducing maximum flow

    - by ArIck
    Given a parameter k, I'm trying to delete k edges from a directed graph such that the maximum flow is reduced by as much as possible. The graph has a source s and a sink t, and the capacity of each edge is one. The graph may or may not contain cycles. My proposed solution would be to first perform a topological sorting on the graph, using an algorithm that "forgives" cycles -- perhaps by ignoring edges that lead us back to the source. Then (assuming k = 1): i = 0 for each vertex u order by topological(u) for each edge (u, v) order by topological(v) descending if topological(v) > topological(u) then delete (u, v) if ++i = k then return else // edge doesn't contribute to max flow, ignore Would this work, or am I totally off-track here?

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  • Optimizing Dijkstra for dense graph?

    - by Jason
    Is there another way to calculate the shortest path for a near complete graph other than Dijkstra? I have about 8,000 nodes and about 18 million edges. I've gone through the thread "a to b on map" and decided to use Dijkstra. I wrote my script in Perl using the Boost::Graph library. But the result isn't what I expected. It took about 10+ minutes to calculate one shortest path using the call $graph-dijkstra_shortest_path($start_node,$end_node); I understand there are a lot of edges and it may be the reason behind the slow running time. Am I dead in the water? Is there any other way to speed this up?

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  • How to serialize a graph ?

    - by Michael
    This is an interview question: How to serialize a graph ? I saw this answer but I am not sure if this is enough. It looks like a very confusing "open question" and the candidates are probably expected to ask more questions about the requirements: what the nodes and edges are, how they are serialized themselves, is this graph weighted, directed, etc., how many nodes/edges are in the graph.What about the infrastructure ? Is it a plain file system or we should/can use a database ? So, how would you answer this question ?

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  • How to make Image Border Even?

    - by SNaRe
    I added 1 pixel border to the image. At the same time I am trying to give radius to the image edges. My problem is since the image is already rounded with photoshop, the border of edges look thinner than it should be You can check it from here. http://jsfiddle.net/fVNgA/ How can I make the border even? img{ -webkit-border-radius: 5px; -moz-border-radius: 5px; border: 1px solid #000; } <img src='http://carantina.com/wp/wp-content/themes/new/images/home_pic1.jpg'>

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  • Generating a beveled edge for a 2D polygon

    - by Metaphile
    I'm trying to programmatically generate beveled edges for geometric polygons. For example, given an array of 4 vertices defining a square, I want to generate something like this. But computing the vertices of the inner shape is baffling me. Simply creating a copy of the original shape and then scaling it down will not produce the desired result most of the time. My algorithm so far involves analyzing adjacent edges (triples of vertices; e.g., the bottom-left, top-left, and top-right vertices of a square). From there, I need to find the angle between them, and then create a vertex somewhere along that angle, depending on how deep I want the bevel to be. And because I don't have much of a math background, that's where I'm stuck. How do I find that center angle? Or is there a much simpler way of attacking this problem?

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  • LINQ, creating unique collection of a collection

    - by Wish
    I have class Vertex and a class Edge (Edge holds 2 properties - Vertex Source and Vertex Target); Edges and Vertexes are collected into lists Some example: A-->B // edge from vertex A to B B-->C // edge from vertex B to C C-->A // edge from vertex C to A A-->C // edge from vertex A to C -- this is two way edge So I would like to make IDictionary<Edge, bool> which would hold edges (A--B and B--A would be like 1), and bool - if it is two way or no. I need it because when I draw them now, it draws 2 arrows under one another. I would better make 1 arrow. So I'm pretty stuck right here... May anybody help me a bit ?

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  • 3-clique counting in a graph

    - by Legend
    I am operating on a (not so) large graph having about 380K edges. I wrote a program to count the number of 3-cliques in the graph. A quick example: List of edges: A - B B - C C - A C - D List of cliques: A - B - C A 3-clique is nothing but a triangle in a graph. Currently, I am doing this using PHP+MySQL. As expected, it is not fast enough. Is there a way to do this in pure MySQL? (perhaps a way to insert all 3-cliques into a table?)

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  • Stuck on solving the Minimal Spanning Tree problem.

    - by kunjaan
    I have reduced my problem to finding the minimal spanning tree in the graph. But I want to have one more constraint which is that the total degree for each vertex shouldnt exceed a certain constant factor. How do I model my problem? Is MST the wrong path? Do you know any algorithms that will help me? One more problem: My graph has duplicate edge weights so is there a way to count the number of unique MSTs? Are there algorithms that do this? Thank You. Edit: By degree, I mean the total number of edges connecting the vertex. By duplicate edge weight I mean that two edges have the same weight.

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  • iPhone animation with stretchable image

    - by ryyst
    I got a UIView subclass that draws a UIImage as its background. The image is created using the stretchableImageWithLeftCapWidth:topCapHeight: method, it has round edges. I also use an animation block inside of which I resize my view. I had hoped that during animation, the drawRect:method would get called sometimes, which would result in the background image getting drawn correctly. Unfortunately, the animation seems to render the image and then just rescale it during the animation, which obviously makes the formerly round edges getting nastily stretched. The only workaround I can imagine is put three separate UIImageViews (top cap, middle fill, bottom cap) above my original background image and then reposition the caps images and scaling the fill image. However, this seems quite complicated... Is there any better way I can prevent this from happening?

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  • i need help to designe code in c++

    - by user344987
    ) Design and implement a Graph data structure. Use adjacency matrix to implement the unweighted graph edges. The Graph must support the following operations: 1.Constructor 2.Destructor 3.Copy constructor 4.A function to add an edge between two nodes in the graph 5.A display function that outputs all the edges of the graph 6.A function edge that accepts two nodes, the function returns true if there is an edge between the passed nodes, and returns false otherwise. B.(100 points) Depth first search and Breadth first search functions. C.(100 points) A function to output a spanning tree of the graph, use any algorithm you find appropriate, also, make the necessary changes on the data structure in A to implement your algorithm.

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  • how to find out if a shape is passable

    - by jd
    I have a complex polygon (possibly concave) and a few of its edges marked as entry/exit points. there is a possibility that inside this polygon may lie one or more blockades of arbitrary shape. what approaches could I use to determine whether a path of certain width exists between a pair of entry/exit edges? having read through the question it looks like a homework type - it is not. I just wish to have a at least a few leads I could pursue, as this is new to me.

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  • 2D Mask antialiasing in xna hlsl

    - by mohsen
    I have two texture2d , one of these is a mask texture and have 2kind color and i use that for mask (filter) second texture2D something like float4 tex = tex2D(sprite, texCoord); float4 bitMask = tex2D(mask, texCoord); if (bitMask.a >0) { return float4(0,0,0,0); } else { return float4(tex.b,tex.g,tex.r,1); } but because mask texture is just two color the result is too jagged i want know how i can do some antialiasing for edges that smooth these ty for reading and sry for my bad english

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  • A* navigational mesh path finding

    - by theguywholikeslinux
    So I've been making this top down 2D java game in this framework called Greenfoot [1] and I've been working on the AI for the guys you are gonna fight. I want them to be able to move around the world realistically so I soon realized, amongst a couple of other things, I would need some kind of pathfinding. I have made two A* prototypes. One is grid based and then I made one that works with waypoints so now I need to work out a way to get from a 2d "map" of the obstacles/buildings to a graph of nodes that I can make a path from. The actual pathfinding seems fine, just my open and closed lists could use a more efficient data structure, but I'll get to that if and when I need to. I intend to use a navigational mesh for all the reasons out lined in this post on ai-blog.net [2]. However, the problem I have faced is that what A* thinks is the shortest path from the polygon centres/edges is not necessarily the shortest path if you travel through any part of the node. To get a better idea you can see the question I asked on stackoverflow [3]. I got a good answer concerning a visibility graph. I have since purchased the book (Computational Geometry: Algorithms and Applications [4]) and read further into the topic, however I am still in favour of a navigational mesh (See "Managing Complexity" [5] from Amit’s Notes about Path-Finding [6]). (As a side note, maybe I could possibly use Theta* to convert multiple waypoints into one straight line if the first and last are not obscured. Or each time I move back check to the waypoint before last to see if I can go straight from that to this) So basically what I want is a navigational mesh where once I have put it through a funnel algorithm (e.g. this one from Digesting Duck [7]) I will get the true shortest path, rather than get one that is the shortest path following node to node only, but not the actual shortest given that you can go through some polygons and skip nodes/edges. Oh and I also want to know how you suggest storing the information concerning the polygons. For the waypoint prototype example I made I just had each node as an object and stored a list of all the other nodes you could travel to from that node, I'm guessing that won't work with polygons? and how to I tell if a polygon is open/traversable or if it is a solid object? How do I store which nodes make up the polygon? Finally, for the record: I do want to programme this by myself from scratch even though there are already other solutions available and I don't intend to be (re) using this code in anything other than this game so it does not matter that it will inevitably be poor quality. http://greenfoot.org http://www.ai-blog.net/archives/000152.html http://stackoverflow.com/q/7585515/ http://www.cs.uu.nl/geobook/ http://theory.stanford.edu/~amitp/GameProgramming/MapRepresentations.html http://theory.stanford.edu/~amitp/GameProgramming/ http://digestingduck.blogspot.com/2010/03/simple-stupid-funnel-algorithm.html

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  • How can I convert a 2D bitmap (Used for terrain) to a 2D polygon mesh for collision?

    - by Megadanxzero
    So I'm making an artillery type game, sort of similar to Worms with all the usual stuff like destructible terrain etc... and while I could use per-pixel collision that doesn't give me collision normals or anything like that. Converting it all to a mesh would also mean I could use an existing physics library, which would be better than anything I can make by myself. I've seen people mention doing this by using Marching Squares to get contours in the bitmap, but I can't find anything which mentions how to turn these into a mesh (Unless it refers to a 3D mesh with contour lines defining different heights, which is NOT what I want). At the moment I can get a basic Marching Squares contour which looks something like this (Where the grid-like lines in the background would be the Marching Squares 'cells'): That needs to be interpolated to get a smoother, more accurate result but that's the general idea. I had a couple ideas for how to turn this into a mesh, but many of them wouldn't work in certain cases, and the one which I thought would work perfectly has turned out to be very slow and I've not even finished it yet! Ideally I'd like whatever I end up using to be fast enough to do every frame for cases such as rapidly-firing weapons, or digging tools. I'm thinking there must be some kind of existing algorithm/technique for turning something like this into a mesh, but I can't seem to find anything. I've looked at some things like Delaunay Triangulation, but as far as I can tell that won't correctly handle concave shapes like the above example, and also wouldn't account for holes within the terrain. I'll go through the technique I came up with for comparison and I guess I'll see if anyone has a better idea. First of all interpolate the Marching Squares contour lines, creating vertices from the line ends, and getting vertices where lines cross cell edges (Important). Then, for each cell containing vertices create polygons by using 2 vertices, and a cell corner as the 3rd vertex (Probably the closest corner). Do this for each cell and I think you should have a mesh which accurately represents the original bitmap (Though there will only be polygons at the edges of the bitmap, and large filled in areas in between will be empty). The only problem with this is that it involves lopping through every pixel once for the initial Marching Squares, then looping through every cell (image height + 1 x image width + 1) at least twice, which ends up being really slow for any decently sized image...

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  • The Wonders of Maatkit for MySQL

    MySQL is a great database for web-facing applications, however, it tends to be a bit rough around the edges. Enter Maatkit, a great toolkit with a bewildering array of command line tools that fill the gap where MySQL's native tools leave off. From data replication to query profiling and optimizing, Maatkit has tools to make you smarter, and help you get your job done.

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  • The Wonders of Maatkit for MySQL

    MySQL is a great database for web-facing applications, however, it tends to be a bit rough around the edges. Enter Maatkit, a great toolkit with a bewildering array of command line tools that fill the gap where MySQL's native tools leave off. From data replication to query profiling and optimizing, Maatkit has tools to make you smarter, and help you get your job done.

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  • Map format for 3d open world

    - by Pacha
    I am making an open world 3d platformer in Ogre3D, and I have no idea on what kind of 3d map file format I should use for it. I want to make low-polygon blocky-style objects. Probably rectangles and other geometrical figures that don't have circular edges. Some of those blocks will have properties, like climbable or they might move. I was wondering what would be the best thing to do to make the map (just one level, as it is open).

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