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  • How to recover pixelated text from jpeg in photoshop?

    - by Chris Hil
    Hi there, I´ve got an jpeg image with text on it (badly scanned document), which is hardly readable. I have already played around with the sharpen filters, contrast, levels and the color replacement tool, with decent success. however my question is, what else can be done order to maximize the texts readablity? the picture is also somewhat noisy. Any help on this one would be greatly apreciated, since I absolutely need the images content.

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  • Loading a image and copying the metadata of a jpeg image.

    - by Ravi shankar
    I am trying to load a jpeg image and trying to copy metadata to new image, but the new image is created with out any metadata. Can some one help me out in solving above problem. I am using C++ CLI 3.5. if (System::IO::Stream ^jpegStreamIn = File::Open(FileMyPictures, FileMode::Open, FileAccess::ReadWrite, FileShare::None)) { decoder = gcnew System::Windows::Media::Imaging::JpegBitmapDecoder(jpegStreamIn, System::Windows::Media::Imaging::BitmapCreateOptions::PreservePixelFormat, System::Windows::Media::Imaging::BitmapCacheOption::OnLoad); jpegStreamIn->Close(); } bitmapFrame = decoder->Frames[0]; metadata = (System::Windows::Media::Imaging::BitmapMetadata^)bitmapFrame->Metadata;

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  • PHP/Apache: Permission settings for uploaded JPEG image files not correct.

    - by Mike
    I just setup a LAMP development server and am still trouble-shooting some things. The server is installed on one computer and I use a Windows laptop to write my code and test the site via the web browser. My file uploading script works in that JPEG image files are successfully uploaded to the server, but when I try to view the images in the web browser, permission is denied. I check the permissions on the file via the server and they are 600. I can fix the issue by chmod 777 theimage.jpg, but this doesn't seem like a good solution at all. Does the solution have something to do with Apache configuration? Or is there something else I should be doing. Thank-you, Mike

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  • How to play a set of jpeg files as a movie?

    - by RJ
    I have a set of jpeg images where eacg image has an associated description. e.g. im1.jpg - suspect enters bank im7.jpg - suspect hands teller a note imj41.jpg - teller gives suspect a bag ... ... It's trivial to view these images individually and see the description but how do I play this as a movie? I need to play the images and when I encounter one with a description, display the description in a status pane. Do I need to convert the images into a movie, if so how? How do I get the player to notify me when the description frame is encountered? I'm using Windows. language doesn't matter, I just need the concept right now.

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  • How to remove Thumbnail property of a JPEG image without distrubing other Exif data in C ++ .net.

    - by Ravi shankar
    I have an application which edits the metadata part of the JPEG image. I have to remove the thumbnail metadata with out disturbing other metadata. I have tried out the code below but was not successful in removing thumbnail metadata. can some help me out in solving this query thanks in advance. array<String^>^ query = gcnew array<String^>(4); query[0] = "/app1/ifd/tiff:"; query[1] = "/app1/ifd/tiff/subifd:"; query[2] = "/ifd/tiff:"; query[3] = "/ifd/tiff/subifd:"; for each (String^ SetQuery in query) { metaData->RemoveQuery(SetQuery + "{uint=256}"); metaData->RemoveQuery(SetQuery + "{uint=257}"); metaData->RemoveQuery(SetQuery + "{uint=258}"); metaData->RemoveQuery(SetQuery + "{uint=259}"); metaData->RemoveQuery(SetQuery + "{uint=273}"); metaData->RemoveQuery(SetQuery + "{uint=262}"); metaData->RemoveQuery(SetQuery + "{uint=277}"); metaData->RemoveQuery(SetQuery + "{uint=278}"); metaData->RemoveQuery(SetQuery + "{uint=279}"); metaData->RemoveQuery(SetQuery + "{uint=282}"); metaData->RemoveQuery(SetQuery + "{uint=283}"); metaData->RemoveQuery(SetQuery + "{uint=284}"); metaData->RemoveQuery(SetQuery + "{uint=296}"); metaData->RemoveQuery(SetQuery + "{uint=513}"); metaData->RemoveQuery(SetQuery + "{uint=514}"); metaData->RemoveQuery(SetQuery + "{uint=529}"); metaData->RemoveQuery(SetQuery + "{uint=530}"); metaData->RemoveQuery(SetQuery + "{uint=531}"); metaData->RemoveQuery(SetQuery + "{uint=532}"); }

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  • good way of changing all pixels of one particular color to another particular color in a jpeg/png?

    - by gojira666
    I have an image which looks like this: http://img21.imageshack.us/i/64054053.jpg/ However the yellow line needs to be red and the cyan line needs to be green. I have MS Paint and IrfanView. How can I change the colors of the yellow and cyan line without individually selecting all pixels manually? I.e. what is a good way of changing all pixels of one color to another color?

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  • Should I embed the sRGB color profile in JPEG files?

    - by basic6
    I have a large (growing) collection of scanned images. They are TIFF files, mostly 48 bit with the Adobe RGB color space. This color profile is integrated in the files. When such a file is opened in IrfanView (with plugins), it says (Image - Information) Adobe RGB 1998. "Normal images", like the JPG files from a digital camera, do not (necessarily) have a color profile integrated in the file. I understand that it's necessary to include the Adobe RGB profile in an image file which uses the Adobe RGB space, so the color values can be interpreted correctly. Here's a test image with a completely different color profile, programs that ignore the included profile (like MSIE8 or Gwenview) will render it as sRGB (?): I'm planning to convert my TIF files to JPG, so I'm wondering if there's anything wrong with using IrfanView that would save them as sRGB without embedding the sRGB profile. I've heard that images should always be saved with the color profile included. Since every image seems to be interpreted as sRGB by default (by software without color management), I don't understand why the sRGB profile should be included?

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  • How to get image height and width using java?

    - by Dick Song
    Is there any other way beside using imageIO.read to get image height and width? Because I encounter some issue that will lockup the thread. at com.sun.medialib.codec.jpeg.Decoder.njpeg_decode(Native Method) at com.sun.medialib.codec.jpeg.Decoder.decode(Decoder.java:87) at com.sun.media.imageioimpl.plugins.jpeg.CLibJPEGImageReader.decode(CLibJPEGImageReader.java:73) - locked <0xd96fb668> (a com.sun.media.imageioimpl.plugins.jpeg.CLibJPEGImageReader) at com.sun.media.imageioimpl.plugins.clib.CLibImageReader.getImage(CLibImageReader.java:320) - locked <0xd96fb668> (a com.sun.media.imageioimpl.plugins.jpeg.CLibJPEGImageReader) at com.sun.media.imageioimpl.plugins.clib.CLibImageReader.read(CLibImageReader.java:384) - locked <0xd96fb668> (a com.sun.media.imageioimpl.plugins.jpeg.CLibJPEGImageReader) at javax.imageio.ImageIO.read(ImageIO.java:1400) at javax.imageio.ImageIO.read(ImageIO.java:1322) This error only occurs on sun app server I suspect that it is a sun bug

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  • Logical python question - handling directories and files in them

    - by Konstantin
    Hello! I'm using this function to extract files from .zip archive and store it on the server: def unzip_file_into_dir(file, dir): import sys, zipfile, os, os.path os.makedirs(dir, 0777) zfobj = zipfile.ZipFile(file) for name in zfobj.namelist(): if name.endswith('/'): os.mkdir(os.path.join(dir, name)) else: outfile = open(os.path.join(dir, name), 'wb') outfile.write(zfobj.read(name)) outfile.close() And the usage: unzip_file_into_dir('/var/zips/somearchive.zip', '/var/www/extracted_zip') somearchive.zip have this structure: somearchive.zip 1.jpeg 2.jpeg another.jpeg or, somethimes, this one: somearchive.zip somedir/ 1.jpeg 2.jpeg another.jpeg Question is: how do I modify my function, so that my extracted_zip catalog would always contain just images, not images in another subdirectory, even if images are stored in somedir inside an archive.

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  • Logical python question - handeling directories and files in them

    - by Konstantin
    Hello! I'm using this function to extract files from .zip archive and store it on the server: def unzip_file_into_dir(file, dir): import sys, zipfile, os, os.path os.makedirs(dir, 0777) zfobj = zipfile.ZipFile(file) for name in zfobj.namelist(): if name.endswith('/'): os.mkdir(os.path.join(dir, name)) else: outfile = open(os.path.join(dir, name), 'wb') outfile.write(zfobj.read(name)) outfile.close() And the usage: unzip_file_into_dir('/var/zips/somearchive.zip', '/var/www/extracted_zip') somearchive.zip have this structure: somearchive.zip 1.jpeg 2.jpeg another.jpeg or, somethimes, this one: somearchive.zip somedir/ 1.jpeg 2.jpeg another.jpeg Question is: how do I modify my function, so that my extracted_zip catalog would always contain just images, not images in another subdirectory, even if images are stored in somedir inside an archive.

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  • Lining up Divs, while using JQuery

    - by user630581
    I am trying to create a flash header like element in JQuery, that has three images that fade to other images. I have each group of images in a div, but the divs line up vertically down the page, I want them to line up horizontally in a row. Currently my css code is: div#demos{ width:940px; border:0; } .s1{ float:left; display:inline; background-color:#000000; width:225px; margin:0; } .s2{ float:right; display:inline; background-color:#000000; width:225px; margin:0; } .s3{ float:left; display:inline; background-color:#000000; width:225px; margin:0; } and my markup is: <div id="demos"> <div id="s1" class="pics"> <img src="Image1.jpeg" width="200" height="200" /> <img src="Image2.jpeg" width="200" height="200" /> <img src="Image3.jpeg" width="200" height="200" /> </div> <div id="s2" class="pics"> <img src="Image4.jpeg" width="200" height="200" /> <img src="Image5.jpeg" width="200" height="200" /> <img src="Image6.jpeg" width="200" height="200" /> </div> <div id="s3" class="pics"> <img src="Image7.jpeg" width="200" height="200" /> <img src="Image8.jpeg" width="200" height="200" /> <img src="Image9.jpeg" width="200" height="200" /> </div> <div style="clear:both"></div> </div>

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  • The fastest way to resize images from ASP.NET. And it’s (more) supported-ish.

    - by Bertrand Le Roy
    I’ve shown before how to resize images using GDI, which is fairly common but is explicitly unsupported because we know of very real problems that this can cause. Still, many sites still use that method because those problems are fairly rare, and because most people assume it’s the only way to get the job done. Plus, it works in medium trust. More recently, I’ve shown how you can use WPF APIs to do the same thing and get JPEG thumbnails, only 2.5 times faster than GDI (even now that GDI really ultimately uses WIC to read and write images). The boost in performance is great, but it comes at a cost, that you may or may not care about: it won’t work in medium trust. It’s also just as unsupported as the GDI option. What I want to show today is how to use the Windows Imaging Components from ASP.NET APIs directly, without going through WPF. The approach has the great advantage that it’s been tested and proven to scale very well. The WIC team tells me you should be able to call support and get answers if you hit problems. Caveats exist though. First, this is using interop, so until a signed wrapper sits in the GAC, it will require full trust. Second, the APIs have a very strong smell of native code and are definitely not .NET-friendly. And finally, the most serious problem is that older versions of Windows don’t offer MTA support for image decoding. MTA support is only available on Windows 7, Vista and Windows Server 2008. But on 2003 and XP, you’ll only get STA support. that means that the thread safety that we so badly need for server applications is not guaranteed on those operating systems. To make it work, you’d have to spin specialized threads yourself and manage the lifetime of your objects, which is outside the scope of this article. We’ll assume that we’re fine with al this and that we’re running on 7 or 2008 under full trust. Be warned that the code that follows is not simple or very readable. This is definitely not the easiest way to resize an image in .NET. Wrapping native APIs such as WIC in a managed wrapper is never easy, but fortunately we won’t have to: the WIC team already did it for us and released the results under MS-PL. The InteropServices folder, which contains the wrappers we need, is in the WicCop project but I’ve also included it in the sample that you can download from the link at the end of the article. In order to produce a thumbnail, we first have to obtain a decoding frame object that WIC can use. Like with WPF, that object will contain the command to decode a frame from the source image but won’t do the actual decoding until necessary. Getting the frame is done by reading the image bytes through a special WIC stream that you can obtain from a factory object that we’re going to reuse for lots of other tasks: var photo = File.ReadAllBytes(photoPath); var factory = (IWICComponentFactory)new WICImagingFactory(); var inputStream = factory.CreateStream(); inputStream.InitializeFromMemory(photo, (uint)photo.Length); var decoder = factory.CreateDecoderFromStream( inputStream, null, WICDecodeOptions.WICDecodeMetadataCacheOnLoad); var frame = decoder.GetFrame(0); We can read the dimensions of the frame using the following (somewhat ugly) code: uint width, height; frame.GetSize(out width, out height); This enables us to compute the dimensions of the thumbnail, as I’ve shown in previous articles. We now need to prepare the output stream for the thumbnail. WIC requires a special kind of stream, IStream (not implemented by System.IO.Stream) and doesn’t directlyunderstand .NET streams. It does provide a number of implementations but not exactly what we need here. We need to output to memory because we’ll want to persist the same bytes to the response stream and to a local file for caching. The memory-bound version of IStream requires a fixed-length buffer but we won’t know the length of the buffer before we resize. To solve that problem, I’ve built a derived class from MemoryStream that also implements IStream. The implementation is not very complicated, it just delegates the IStream methods to the base class, but it involves some native pointer manipulation. Once we have a stream, we need to build the encoder for the output format, which could be anything that WIC supports. For web thumbnails, our only reasonable options are PNG and JPEG. I explored PNG because it’s a lossless format, and because WIC does support PNG compression. That compression is not very efficient though and JPEG offers good quality with much smaller file sizes. On the web, it matters. I found the best PNG compression option (adaptive) to give files that are about twice as big as 100%-quality JPEG (an absurd setting), 4.5 times bigger than 95%-quality JPEG and 7 times larger than 85%-quality JPEG, which is more than acceptable quality. As a consequence, we’ll use JPEG. The JPEG encoder can be prepared as follows: var encoder = factory.CreateEncoder( Consts.GUID_ContainerFormatJpeg, null); encoder.Initialize(outputStream, WICBitmapEncoderCacheOption.WICBitmapEncoderNoCache); The next operation is to create the output frame: IWICBitmapFrameEncode outputFrame; var arg = new IPropertyBag2[1]; encoder.CreateNewFrame(out outputFrame, arg); Notice that we are passing in a property bag. This is where we’re going to specify our only parameter for encoding, the JPEG quality setting: var propBag = arg[0]; var propertyBagOption = new PROPBAG2[1]; propertyBagOption[0].pstrName = "ImageQuality"; propBag.Write(1, propertyBagOption, new object[] { 0.85F }); outputFrame.Initialize(propBag); We can then set the resolution for the thumbnail to be 96, something we weren’t able to do with WPF and had to hack around: outputFrame.SetResolution(96, 96); Next, we set the size of the output frame and create a scaler from the input frame and the computed dimensions of the target thumbnail: outputFrame.SetSize(thumbWidth, thumbHeight); var scaler = factory.CreateBitmapScaler(); scaler.Initialize(frame, thumbWidth, thumbHeight, WICBitmapInterpolationMode.WICBitmapInterpolationModeFant); The scaler is using the Fant method, which I think is the best looking one even if it seems a little softer than cubic (zoomed here to better show the defects): Cubic Fant Linear Nearest neighbor We can write the source image to the output frame through the scaler: outputFrame.WriteSource(scaler, new WICRect { X = 0, Y = 0, Width = (int)thumbWidth, Height = (int)thumbHeight }); And finally we commit the pipeline that we built and get the byte array for the thumbnail out of our memory stream: outputFrame.Commit(); encoder.Commit(); var outputArray = outputStream.ToArray(); outputStream.Close(); That byte array can then be sent to the output stream and to the cache file. Once we’ve gone through this exercise, it’s only natural to wonder whether it was worth the trouble. I ran this method, as well as GDI and WPF resizing over thirty twelve megapixel images for JPEG qualities between 70% and 100% and measured the file size and time to resize. Here are the results: Size of resized images   Time to resize thirty 12 megapixel images Not much to see on the size graph: sizes from WPF and WIC are equivalent, which is hardly surprising as WPF calls into WIC. There is just an anomaly for 75% for WPF that I noted in my previous article and that disappears when using WIC directly. But overall, using WPF or WIC over GDI represents a slight win in file size. The time to resize is more interesting. WPF and WIC get similar times although WIC seems to always be a little faster. Not surprising considering WPF is using WIC. The margin of error on this results is probably fairly close to the time difference. As we already knew, the time to resize does not depend on the quality level, only the size does. This means that the only decision you have to make here is size versus visual quality. This third approach to server-side image resizing on ASP.NET seems to converge on the fastest possible one. We have marginally better performance than WPF, but with some additional peace of mind that this approach is sanctioned for server-side usage by the Windows Imaging team. It still doesn’t work in medium trust. That is a problem and shows the way for future server-friendly managed wrappers around WIC. The sample code for this article can be downloaded from: http://weblogs.asp.net/blogs/bleroy/Samples/WicResize.zip The benchmark code can be found here (you’ll need to add your own images to the Images directory and then add those to the project, with content and copy if newer in the properties of the files in the solution explorer): http://weblogs.asp.net/blogs/bleroy/Samples/WicWpfGdiImageResizeBenchmark.zip WIC tools can be downloaded from: http://code.msdn.microsoft.com/wictools To conclude, here are some of the resized thumbnails at 85% fant:

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  • Upload image file: is compression on client side already possible?

    - by Chris
    When offering photo file uploading, usually the user will have badly compressed and huge (10+ megapixels) JPEG files from their cameras or phones. On the server side, these files will get re-compressed to something like 800x600px and JPEG quality 7 or 8. Is it (already) possible to do that re-compression on the client side? So that I would only need to transmit some 100kB (800x600px) and not 3 MB or more. Something like: (1) With javascript's new FileSystem API ( http://slides.html5rocks.com/#filewriter ) it would be possible to read the photo file's data into client side JS. (2) Then it would be necessary to re-encode the JPEG data, which is possible, but I counld not find any library for that (yet). Anybody knows such a library? (3) Last step would be to POST the re-compressed JPEG data to the server side for storage and get a URL to the stored photo file back from the server for inclusion into the client's HTML. I am looking for some jQuery plugin, other JS library or example web page that does this.

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  • Set Mime_type validation in Symfony

    - by Ngu Soon Hui
    I want to make sure that during file upload time, only the file of the format jpeg, png and gif are allowed. So the "File of type:" below in the screenshot must show jpeg, png and gif: I did the following for my validator in Symfony: $this->setValidator ( 'upload your filehere', new sfValidatorFile ( array ( 'required'=>true, 'mime_types' => array ('image/jpeg, image/png, image/gif' ) ) , array( 'mime_types'=> 'only jpeg' ) ) ); but when I click on the upload button, the files are not filtered accordingly; what did I do wrong? I also try $this->setValidator ( 'upload your filehere', new sfValidatorFile ( array ( 'required'=>true, 'mime_types' => 'image/jpeg, image/png, image/gif' ) , array( 'mime_types'=> 'only jpeg' ) ) ); But it doesn't work, too. I tried the following in my form class, but unfortunately it doesn't work as well: <?php class UploadCaseForm extends sfForm { public function configure() { $this->setWidgets ( array ('Documents' => new sfWidgetFormInputFile ( ) ) ); $this->widgetSchema->setNameFormat ( 'UploadCase[%s]' ); $this->validatorSchema ['Documents'] = new sfValidatorFile ( array ('mime_types' => 'web_images' ), array ('invalid' => 'Invalid file.', 'required' => 'Select a file to upload.', 'mime_types' => 'The file must be of JPEG, PNG or GIF format.' ) ); } } ?> Here's the action code: public function executeIndex(sfWebRequest $request) { $this->form = new UploadCaseForm ( ); if ($this->getRequest ()->getMethod () == sfRequest::POST) { var_dump($request->getParameter('UploadCase')); } } Edit: The accepted answer is the answer, as far as the server side validation goes. If anyone wants a client side validation, i.e., filtering the type of file that can be uploaded even before the operation hits server, then maybe there is no reliable way to do it, because of browser's constraint.

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  • Getting a JPEG image from a hex string in XML.

    - by Jesse Knott
    Well here goes, I am trying to collect a picture that is encoded as a hex string in an xml file. I have been looking all over for the answer to this and have not been able to find it any where. Here is what I have now. byte[] bytes = Convert.FromBase64String(FilterResults("PHOTOGRAPH")); MemoryStream mem = new MemoryStream(bytes); Image bmp2 = Image.FromStream(mem); return bmp2; The FilterResults function just returns the string from the XML. I am able to get the string of characters and convert it into a byte[] but as soon as I execute the Image.FromStream(mem) I get an "Parameter Incorrect" error. Any ideas?

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  • How to find about structure of bitmap and JPEG files?

    - by Sorush Rabiee
    I'm trying to write a very simple image processing program for fun and practice. I was using System.Drawing. ... .Bitmap class to handle images and edit their data. but now I want to write my own class of Bitmap object implementation and want to know how bmp files (and other common bitmap formats) and their meta-data (indexing, color system & etc) are stored in files, and how to read and write them directly?

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  • 2D character controller in unity (trying to get old-school platformers back)

    - by Notbad
    This days I'm trying to create a 2D character controller with unity (using phisics). I'm fairly new to physic engines and it is really hard to get the control feel I'm looking for. I would be really happy if anyone could suggest solution for a problem I'm finding: This is my FixedUpdate right now: public void FixedUpdate() { Vector3 v=new Vector3(0,-10000*Time.fixedDeltaTime,0); _body.AddForce(v); v.y=0; if(state(MovementState.Left)) { v.x=-_walkSpeed*Time.fixedDeltaTime+v.x; if(Mathf.Abs(v.x)>_maxWalkSpeed) v.x=-_maxWalkSpeed; } else if(state(MovementState.Right)) { v.x= _walkSpeed*Time.fixedDeltaTime+v.x; if(Mathf.Abs(v.x)>_maxWalkSpeed) v.x=_maxWalkSpeed; } _body.velocity=v; Debug.Log("Velocity: "+_body.velocity); } I'm trying here to just move the rigid body applying a gravity and a linear force for left and right. I have setup a physic material that makes no bouncing and 0 friction when moving and 1 friction with stand still. The main problem is that I have colliders with slopes and the velocity changes from going up (slower) , going down the slope (faster) and walk on a straight collider (normal). How could this be fixed? As you see I'm applying allways same velocity for x axis. For the player I have it setup with a sphere at feet position that is the rigidbody I'm applying forces to. Any other tip that could make my life easier with this are welcomed :). P.D. While coming home I have noticed I could solve this applying a constant force parallel to the surface the player is walking, but don't know if it is best method.

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  • Sony PSM SDK's 2D game engine

    - by Notbad
    I have started with the Sony PSM SDK this week, I'm interested in creating a little 2D game and have been reading through the web about a so called "2D game engine" integrated into the SDK. Some information I read suggested that it was added on January 2012, but I have been going through the documentation and haven't been able to find any reference to it. Does anybody know if they finally introduced the 2D game engine for the PSM SDK? Thanks in advance.

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  • Sony PSM sdk and 2d Game engine

    - by Notbad
    I have started with Sony PSM sdk this week. I'm interested to create a little 2D game and have been reading through the web about a so called "2D game engine" integrated in psm. Some information I read suggested that it was going to be added on january 2012, but I have been going through the documentation and haven't been able to find any reference to it. Does anybody know if they finally introduced the 2D game engien for psm? Thanks in advance.

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  • New to CG shader programming, what program should I use to write and test them?

    - by Notbad
    I have started witting some shaders. First ones were fairly easy to write in notepad but now I need something with a bit more meat. I have checked rendermonnkey that seems to support CG but it is really old and don't know if it is a good option. On the other hand there exist this FX Composer 2.0 but it seems somthing that could really distract me from learning shaders because it seems a pretty deep program. Are there any other possibilities? There's a really nice alternative to write shaders named ShaderToy but just supports GLSL. Any information will be really welcomed. Thanks in advance.

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  • Choosing a mobile advertising mediator over going it alone

    - by Notbad
    We have finished our first game for IOS/Android. We would like to give it away adding ads to it. I have been reading a lot about the subject but it is a bit overwhelming for starters. From what I read, it seems there are some important points to have into consideration: 1) Do as much localization as you can (target your audience with ads they could be interested for the zone they live in). 2) Do not over advertise in your application. At this moment we have decided to go with AdMob. It seems an easy option to setup for beginners and have a good set of ad networks. My question is, will we earn less for example for iAds using adMob than implementing iAds without a mediator? Are adMob paying less than others (this is what I remember for some artilces I read)?. It would be nice to hear from people with experience on this to let us light our way a bit.

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  • Entity system in Lua, communication with C++ and level editor. Need advice.

    - by Notbad
    Hi!, I know this is a really difficult subject. I have been reading a lot this days about Entity systems, etc... And now I'm ready to ask some questions (if you don't mind answering them) because I'm really messed. First of all, I have a 2D basic editor written in Qt, and I'm in the process of adding entitiy edition. I want the editor to be able to receive RTTI information from entities to change properties, create some logic being able to link published events to published actions (Ex:A level activate event throws a door open action), etc... Because all of this I guess my entity system should be written in scripting, in my case Lua. In the other hand I want to use a component based design for my entities, and here starts my questions: 1) Should I define my componentes en C++? If I do this en C++ won't I loose all the RTTI information I want for my editor?. In the other hand, I use box2d for physics, if I define all my components in script won't it be a lot of work to expose third party libs to lua? 2) Where should I place the messa system for my game engine? Lua? C++?. I'm tempted to just have C++ object to behave as servers, offering services to lua business logic. Things like physics system, rendering system, input system, World class, etc... And for all the other things, lua. Creation/Composition of entities based on components, game logic, etc... Could anyone give any insight on how to accomplish this? And what aproach is better?. Thanks in advance, HexDump.

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  • Procedual level generation for a platformer game (tilebased) using player physics

    - by Notbad
    I have been searching for information about how to build a 2d world generator (tilebased) for a platformer game I am developing. The levels should look like dungeons with a ceiling and a floor and they will have a high probability of being just made of horizontal rooms but sometimes they can have exits to a top/down room. Here is an example of what I would like to achieve. I'm refering only to the caves part. I know level design won't be that great when generated but I think it is possible to have something good enough for people to enjoy the procedural maps (Note: Supermetrod Spoiler!): http://www.snesmaps.com/maps/SuperMetroid/SuperMetroidMapNorfair.html Well, after spending some time thinking about this I have some ideas to create the maps that I would like to share with you: 1) I have read about celular automatas and I would like to use them to carve the rooms but instead of carving just a tile at once I would like to carve full columns of tiles. Of course this carving system will have some restrictions like how many tiles must be left for the roof and the ceiling, etc... This way I could get much cleaner rooms than using the ussual automata. 2) I want some branching into the rooms. It will have little probability to happen but I definitely want it. Thinking about carving I came to the conclusion that I could be using some sort of path creation algorithm that the carving system would follow to create a path in the rooms. This could be more noticiable if we make the carving system to carve columns with the height of a corridor or with the height of a wide room (this will be added to the system as a param). This way at some point I could spawn a new automa beside the main one to create braches. This new automata should play side by side with the first one to create dead ends, islands (both paths created by the automatas meet at some point or lead to the same room. It would be too long to explain here all the tests I have done, etc... just will try to summarize the problems to see if anyone could bring some light to solve them (I don't mind sharing my successes but I think they aren't too relevant): 1) Zone reachability: How can I make sure that the player will be able to reach all zones I created (mainly when branches happen or vertical rooms are created). When branches are created I have to make sure that there will be a way to get onto the new created branch. I mean a bifurcation that the player could follow. Player will follow the main path or jump to a platform to get onto the other way). On the other hand if an island is created by the meeting of both branches I need to make sure the player will be able to get onto the island too. 2) When a branch is created and corridors are generated for each branch how can I make then both merge or repel to create an island or just make them separated corridors. 3) When I create a branch and an island is created becasue both corridors merge at somepoint or they lead to the same room, is there any way to detect this and randomize where to create the needed platforms to get onto the created isle? This platforms could be created at the start of the island or at the end. I guess part of the problem could be solved using some sort of graph following the created paths but I'm a bit lost in this sea of precedural content creation :). On the other hand I don't expect a solution to the problem but some information to get me moving forward again. Thanks in advance.

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  • uppercase to lowercase in bash on a mac

    - by Mala
    Hi I'm writing a bash script which needs to convert a string to lowercase. The problem is I'm doing it on a mac so 'tr' is not available. How can I go about doing this on a mac? The problem I'm trying to tackle is that my script needs to recognize an if an extension is a .gif or a .jpg - and I don't want to have to check for .jpeg, .jPeg, .JPEG, .JPeg, etc etc etc... if there's a smarter way of doing this than just converting to lowercase and testing for gif, jpg and jpeg, i'm all ears :)

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