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  • Blending pixels from Two Bitmaps

    - by MarkPowell
    I'm beating my head against a wall here, and I'm fairly certain I'm doing something stupid, so time to make my stupidity public. I'm trying to take two images, blend them together into a third image using standard blending algorithms (Hardlight, softlight, overlay, multiply, etc). Because Android does not have such blend properties build in, I've gone down the path of taking each pixel and combine them using an algorithm. However, the results are garbage. Any help would be appreciated. Below is the code, which I've tried to strip out all the "junk", but some may have made it through. I'll clean it up if something isn't clear. Bitmap src = BitmapFactory.decodeResource(getResources(), R.drawable.base, options); Bitmap mutableBitmap = src.copy(Bitmap.Config.RGB_565, true); int imageId = getResources().getIdentifier("drawable/" + filter, null, getPackageName()); Bitmap filterBitmap = BitmapFactory.decodeResource(getResources(), imageId, options); float scaleWidth = ((float) mutableBitmap.getWidth()) / filterBitmap.getWidth(); float scaleHeight = ((float) mutableBitmap.getHeight()) / filterBitmap.getHeight(); IntBuffer buffSrc = IntBuffer.allocate(src.getWidth() * src.getHeight()); mutableBitmap.copyPixelsToBuffer(buffSrc); buffSrc.rewind(); IntBuffer buffFilter = IntBuffer.allocate(resizedFilterBitmap.getWidth() * resizedFilterBitmap.getHeight()); resizedFilterBitmap.copyPixelsToBuffer(buffFilter); buffFilter.rewind(); IntBuffer buffOut = IntBuffer.allocate(src.getWidth() * src.getHeight()); buffOut.rewind(); while (buffOut.position() < buffOut.limit()) { int filterInt = buffFilter.get(); int srcInt = buffSrc.get(); int alphaValueFilter = Color.alpha(filterInt); int redValueFilter = Color.red(filterInt); int greenValueFilter = Color.green(filterInt); int blueValueFilter = Color.blue(filterInt); int alphaValueSrc = Color.alpha(srcInt); int redValueSrc = Color.red(srcInt); int greenValueSrc = Color.green(srcInt); int blueValueSrc = Color.blue(srcInt); int alphaValueFinal = convert(alphaValueFilter, alphaValueSrc); int redValueFinal = convert(redValueFilter, redValueSrc); int greenValueFinal = convert(greenValueFilter, greenValueSrc); int blueValueFinal = convert(blueValueFilter, blueValueSrc); int pixel = Color.argb(alphaValueFinal, redValueFinal, greenValueFinal, blueValueFinal); buffOut.put(pixel); } buffOut.rewind(); mutableBitmap.copyPixelsFromBuffer(buffOut); BitmapDrawable drawable = new BitmapDrawable(getResources(), mutableBitmap); imageView.setImageDrawable(drawable); } int convert (int in1, int in2) { //simple multiply for example return in1 * in2 / 255; }

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  • GDI+: Set all pixels to given color

    - by Charles
    What is the best way to set the RGB components of every pixel in a System.Drawing.Bitmap to a single, solid color? If possible, I'd like to avoid manually looping through each pixel to do this. Note: I want to keep the same alpha component from the original bitmap. I only want to change the RGB values. I looked into using a ColorMatrix or ColorMap, but I couldn't find any way to set all pixels to a specific given color with either approach.

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  • My Android game runs out of memory when it is closed and opened and couple times.

    - by sirconnorstack
    I have an Android game that has an activity for the menu, and then another activity for the game that creates a SurfaceView and Thread to deal with canvas drawing and game logic. When you exit the game and start it up again too much or if you open and close the keyboard (thus restarting the activity), the game runs out of memory, usually when loading a bitmap: java.lang.OutOfMemoryError: bitmap size exceeds VM budget How can I keep all my images in memory without loading them again when the game changes state, or how can I release them from memory and let them reload when the game is restarted?

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  • creating a static vb.net "app" that consist of a single picture

    - by michael
    I need to create a vb.net program that consists of a unmovable, always on top bitmap, with no menu bar or anything, and does not show up in the task bar as program. It needs to always start in the same place. Essentially I need to mask a part of the screen by using a bitmap that blends into the scenery. I am not sure which properties I need to tweak to achieve all of this.

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  • Python - Bitmap won't draw/display

    - by Wallter
    I have been working on this project for some time now - it was originally supposed to be a test to see if, using wxPython, I could build a button 'from scratch.' From scratch means: that i would have full control over all the aspects of the button (i.e. controlling the BMP's that are displayed... what the event handlers did... etc.) I have run into several problems (as this is my first major python project.) Now, when the all the code is working for the life of me I can't get an image to display. Basic code - not working dc = wx.BufferedPaintDC(self) dc.SetFont(self.GetFont()) dc.SetBackground(wx.Brush(self.GetBackgroundColour())) dc.Clear() dc.DrawBitmap(wx.Bitmap("/home/wallter/Desktop/Mouseover.bmp"), 100, 100) self.Refresh() self.Update() Full Main.py import wx from Custom_Button import Custom_Button from wxPython.wx import * ID_ABOUT = 101 ID_EXIT = 102 class MyFrame(wx.Frame): def __init__(self, parent, ID, title): wxFrame.__init__(self, parent, ID, title, wxDefaultPosition, wxSize(400, 400)) self.CreateStatusBar() self.SetStatusText("Program testing custom button overlays") menu = wxMenu() menu.Append(ID_ABOUT, "&About", "More information about this program") menu.AppendSeparator() menu.Append(ID_EXIT, "E&xit", "Terminate the program") menuBar = wxMenuBar() menuBar.Append(menu, "&File"); self.SetMenuBar(menuBar) # The call for the 'Experiential button' self.Button1 = Custom_Button(parent, -1, wx.Point(100, 100), wx.Bitmap("/home/wallter/Desktop/Mouseover.bmp"), wx.Bitmap("/home/wallter/Desktop/Normal.bmp"), wx.Bitmap("/home/wallter/Desktop/Click.bmp")) # The following three lines of code are in place to try to get the # Button1 to display (trying to trigger the Paint event (the _onPaint.) # Because that is where the 'draw' functions are. self.Button1.Show(true) self.Refresh() self.Update() # Because the Above three lines of code did not work, I added the # following four lines to trigger the 'draw' functions to test if the # '_onPaint' method actually worked. # These lines do not work. dc = wx.BufferedPaintDC(self) dc.SetFont(self.GetFont()) dc.SetBackground(wx.Brush(self.GetBackgroundColour())) dc.DrawBitmap(wx.Bitmap("/home/wallter/Desktop/Mouseover.bmp"), 100, 100) EVT_MENU(self, ID_ABOUT, self.OnAbout) EVT_MENU(self, ID_EXIT, self.TimeToQuit) def OnAbout(self, event): dlg = wxMessageDialog(self, "Testing the functions of custom " "buttons using pyDev and wxPython", "About", wxOK | wxICON_INFORMATION) dlg.ShowModal() dlg.Destroy() def TimeToQuit(self, event): self.Close(true) class MyApp(wx.App): def OnInit(self): frame = MyFrame(NULL, -1, "wxPython | Buttons") frame.Show(true) self.SetTopWindow(frame) return true app = MyApp(0) app.MainLoop() Full CustomButton.py import wx from wxPython.wx import * class Custom_Button(wx.PyControl): def __init__(self, parent, id, Pos, Over_BMP, Norm_BMP, Push_BMP, **kwargs): wx.PyControl.__init__(self,parent, id, **kwargs) self.Bind(wx.EVT_LEFT_DOWN, self._onMouseDown) self.Bind(wx.EVT_LEFT_UP, self._onMouseUp) self.Bind(wx.EVT_LEAVE_WINDOW, self._onMouseLeave) self.Bind(wx.EVT_ENTER_WINDOW, self._onMouseEnter) self.Bind(wx.EVT_ERASE_BACKGROUND,self._onEraseBackground) self.Bind(wx.EVT_PAINT,self._onPaint) self.pos = Pos self.Over_bmp = Over_BMP self.Norm_bmp = Norm_BMP self.Push_bmp = Push_BMP self._mouseIn = False self._mouseDown = False def _onMouseEnter(self, event): self._mouseIn = True def _onMouseLeave(self, event): self._mouseIn = False def _onMouseDown(self, event): self._mouseDown = True def _onMouseUp(self, event): self._mouseDown = False self.sendButtonEvent() def sendButtonEvent(self): event = wx.CommandEvent(wx.wxEVT_COMMAND_BUTTON_CLICKED, self.GetId()) event.SetInt(0) event.SetEventObject(self) self.GetEventHandler().ProcessEvent(event) def _onEraseBackground(self,event): # reduce flicker pass def Iz(self): dc = wx.BufferedPaintDC(self) dc.DrawBitmap(self.Norm_bmp, 100, 100) def _onPaint(self, event): # The printing functions, they should work... but don't. dc = wx.BufferedPaintDC(self) dc.SetFont(self.GetFont()) dc.SetBackground(wx.Brush(self.GetBackgroundColour())) dc.Clear() dc.DrawBitmap(self.Norm_bmp) # This never printed... I don't know if that means if the EVT # is triggering or what. print '_onPaint' # draw whatever you want to draw # draw glossy bitmaps e.g. dc.DrawBitmap if self._mouseIn: # If the Mouse is over the button dc.DrawBitmap(self.Over_bmp, self.pos) else: # Since the mouse isn't over it Print the normal one # This is adding on the above code to draw the bmp # in an attempt to get the bmp to display; to no avail. dc.DrawBitmap(self.Norm_bmp, self.pos) if self._mouseDown: # If the Mouse clicks the button dc.DrawBitmap(self.Push_bmp, self.pos) This code won't work? I get no BMP displayed why? How do i get one? I've gotten the staticBitmap(...) to display one, but it won't move, resize, or anything for that matter... - it's only in the top left corner of the frame? Note: the frame is 400pxl X 400pxl - and the "/home/wallter/Desktop/Mouseover.bmp"

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  • How to calculate the average rgb color values of a bitmap

    - by Matthias
    In my C# (3.5) application I need to get the average color values for the red, green and blue channels of a bitmap. Preferably without using an external library. Can this be done? If so, how? Thanks in advance. Trying to make things a little more precise: Each pixel in the bitmap has a certain RGB color value. I'd like to get the average RGB values for all pixels in the image.

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  • Convert large raster graphics image(bitmap, PNG, JPEG, etc) to non-vector postscript in C#

    - by Dennis Cheung
    How to convert an large image and embed it into postscript? I used to convert the bitmap into HEX codes and render with colorimage. It works for small icons but I hit a /limitcheck error in ghostscript when I try to embed little larger images. It seem there is a memory limit for bitmap in ghostscript. I am looking a solution which can run without 3rd party/pre-processing other then ghostscript itself.

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  • certain BitMapData types dont work in a beginBitmapFill() method.

    - by numerical25
    Say I loaded a bitMap into a bitmapData type called tileImage. tileImage = Bitmap(loader.content).bitmapData; say I decided to add that bitmap into a sprite like below this.graphics.beginBitmapFill(tileImage ); this.graphics.drawRect(0, 0,tWidth ,tHeight ); It would of course work. But say If I decided to add tileImage into a another bitMapData type like below var tImage:BitmapData = new BitmapData(30,30); tImage.copyPixels(tileImage,tRect,tPoint); and I then added tImage to my sprite this.graphics.beginBitmapFill(tImage); this.graphics.drawRect(0, 0,tWidth ,tHeight ); I then get the following error ArgumentError: Error #2015: Invalid BitmapData. tRect and tPoint are all predefined and set. tRect x and y are 0,0 and the width and height are 30x30. tPoint is 0,0 as well. Yes I understand that this is a very brief explanation but I wanted to elaborate that a bitMapdata type that has its data from the copypixel method does not work with beginBitmapFill. but a varible that gets its data straigt from the source, does. One works, and one doesnt, yet they are both the same data types. why is this ?

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  • Loading saved byte array to memory stream causes out of memory exception

    - by user2320861
    At some point in my program the user selects a bitmap to use as the background image of a Panel object. When the user does this, the program immediately draws the panel with the background image and everything works fine. When the user clicks "Save", the following code saves the bitmap to a DataTable object. MyDataSet.MyDataTableRow myDataRow = MyDataSet.MyDataTableRow.NewMyDataTableRow(); //has a byte[] column named BackgroundImageByteArray using (MemoryStream stream = new MemoryStream()) { this.Panel.BackgroundImage.Save(stream, ImageFormat.Bmp); myDataRow.BackgroundImageByteArray = stream.ToArray(); } Everything works fine, there is no out of memory exception with this stream, even though it contains all the image bytes. However, when the application launches and loads saved data, the following code throws an Out of Memory Exception: using (MemoryStream stream = new MemoryStream(myDataRow.BackGroundImageByteArray)) { this.Panel.BackgroundImage = Image.FromStream(stream); } The streams are the same length. I don't understand how one throws an out of memory exception and the other doesn't. How can I load this bitmap? P.S. I've also tried using (MemoryStream stream = new MemoryStream(myDataRow.BackgroundImageByteArray.Length)) { stream.Write(myDataRow.BackgroundImageByteArray, 0, myDataRow.BackgroundImageByteArray.Length); //throw OoM exception here. }

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  • Windows Programming: ID2D1Bitmap Interface - Getting the Bitmap Data

    - by LostInBrackets
    I've been writing my own library of functions to access some of the new Direct2D Windows libraries. In particular, I've been working on the ID2D1Bitmap interface. I wanted to write a function to return a pointer to the start of the bitmap data (for the editing of particular pixels, or custom encoding or whatever else I might wish for in the future). Unfortunately... problem ahead... I can't seem to find a way to get access to the raw pixel data from the ID2D1Bitmap Interface. Does anyone have an idea how to access this? One of my friends suggested drawing the bitmap to a surface and extracting the bitmap data from there. I don't know if this would work. It definitely seems inefficient and I wouldn't know which kind of surface to use. Any help is appreciated. (c++ in particular, but I assume the code won't be tooo different between languages) (I know I could just read in the data direct from the file, but I'm using the WIC decoders which means it could be in any number of indecipherable formats)

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  • .NET Framework 4 in WPF not showing bitmap effect

    - by Adrian
    I am having a problem using VS2010 and framework version 4 with bitmap effects. If I have the code below and run it in a WPF application using the .NET Framework 4 Client Profile, the bitmap effect does not appear. If I set the framework version to .NET Framework 3.5 Client Profile (and change no code), it runs as expected. At first, I thought it was a problem in my application, but I removed the code and put it in a separate standalone application and it behaves the same. Anyone else verify that the same problem happens? What is happening here? The version 4 framework in VS2010 just seems to ignore the bitmap effect. <Window.Resources> <Style x:Key="SectionHeaderTextBlockStyle" TargetType="{x:Type TextBlock}"> <Setter Property="FontFamily" Value="Segoe UI"/> <Setter Property="FontSize" Value="18"/> <Setter Property="FontWeight" Value="Bold"/> <Setter Property="VerticalAlignment" Value="Center"/> <Setter Property="Foreground" Value="LightGreen"/> <Setter Property="BitmapEffect"> <Setter.Value> <OuterGlowBitmapEffect GlowColor="Black" GlowSize="3" /> </Setter.Value> </Setter> </Style> </Window.Resources> <Grid VerticalAlignment="Center" HorizontalAlignment="Center"> <TextBlock Text="Contact Details" Style="{DynamicResource SectionHeaderTextBlockStyle}"/> </Grid>

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  • how to convert bitmap into byte array in android

    - by satyamurthy
    hi all i am new in android i am implementing image retrieve in sdcard in image convert into bitmap and in bitmap convert in to byte array please forward some solution of this code public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.main); ImageView image = (ImageView) findViewById(R.id.picview); EditText value=(EditText)findViewById(R.id.EditText01); FileInputStream in; BufferedInputStream buf; try { in = new FileInputStream("/sdcard/pictures/1.jpg"); buf = new BufferedInputStream(in,1070); System.out.println("1.................."+buf); byte[] bMapArray= new byte[buf.available()]; buf.read(bMapArray); Bitmap bMap = BitmapFactory.decodeByteArray(bMapArray, 0, bMapArray.length); for (int i = 0; i < bMapArray.length; i++) { System.out.print("bytearray"+bMapArray[i]); } image.setImageBitmap(bMap); value.setText(bMapArray.toString()); if (in != null) { in.close(); } if (buf != null) { buf.close(); } } catch (Exception e) { Log.e("Error reading file", e.toString()); } } } solution is 04-12 16:41:16.168: INFO/System.out(728): 4......................[B@435a2908 this is the result for byte array not display total byte array this array size is 1034 please forward some solution

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  • Safe, standard way to load images in ListView on a different thread?

    - by Po
    Before making this question, I have searched and read these ones: http://stackoverflow.com/questions/541966/android-how-do-i-do-a-lazy-load-of-images-in-listview http://stackoverflow.com/questions/1409623/android-issue-with-lazy-loading-images-into-a-listview My problem is I have a ListView, where: Each row contains an ImageView, whose content is to be loaded from the internet Each row's view is recycled as in ApiDemo's List14 What I want ultimately: Load images lazily, only when the user scrolls to them Load images on different thread(s) to maintain responsiveness My current approach: In the adapter's getView() method, apart from setting up other child views, I launch a new thread that loads the Bitmap from the internet. When that loading thread finishes, it returns the Bitmap to be set on the ImageView (I do this using AsyncTask or Handler). Because I recycle ImageViews, it may be the case that I first want to set a view with Bitmap#1, then later want to set it to Bitmap#2 when the user scrolls down. Bitmap#1 may happen to take longer than Bitmap#2 to load, so it may end up overwriting Bitmap#2 on the view. I solve this by maintaining a WeakHashMap that remembers the last Bitmap I want to set for that view. Below is somewhat a pseudocode for my current approach. I've ommitted other details like caching, just to keep the thing clear. public class ImageLoader { // keeps track of the last Bitmap we want to set for this ImageView private static final WeakHashMap<ImageView, AsyncTask> assignments = new WeakHashMap<ImageView, AsyncTask>(); /** Asynchronously sets an ImageView to some Bitmap loaded from the internet */ public static void setImageAsync(final ImageView imageView, final String imageUrl) { // cancel whatever previous task AsyncTask oldTask = assignments.get(imageView); if (oldTask != null) { oldTask.cancel(true); } // prepare to launch a new task to load this new image AsyncTask<String, Integer, Bitmap> newTask = new AsyncTask<String, Integer, Bitmap>() { protected void onPreExecute() { // set ImageView to some "loading..." image } protected Bitmap doInBackground(String... urls) { return loadFromInternet(imageUrl); } protected void onPostExecute(Bitmap bitmap) { // set Bitmap if successfully loaded, or an "error" image if (bitmap != null) { imageView.setImageBitmap(bitmap); } else { imageView.setImageResource(R.drawable.error); } } }; newTask.execute(); // mark this as the latest Bitmap we want to set for this ImageView assignments.put(imageView, newTask); } /** returns (Bitmap on success | null on error) */ private Bitmap loadFromInternet(String imageUrl) {} } Problem I still have: what if the Activity gets destroyed while some images are still loading? Is there any risk when the loading thread calls back to the ImageView later, when the Activity is already destroyed? Moreover, AsyncTask has some global thread-pool underneath, so if lengthy tasks are not canceled when they're not needed anymore, I may end up wasting time loading things users don't see. My current design of keeping this thing globally is too ugly, and may eventually cause some leaks that are beyond my understanding. Instead of making ImageLoader a singleton like this, I'm thinking of actually creating separate ImageLoader objects for different Activities, then when an Activity gets destroyed, all its AsyncTask will be canceled. Is this too awkward? Anyway, I wonder if there is a safe and standard way of doing this in Android. In addition, I don't know iPhone but is there a similar problem there and do they have a standard way to do this kind of task? Many thanks.

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  • Displaying thumbnails of images (present at different locations in the sdcard) in a listview

    - by frieza
    Hi all, I have several images present in different folders in my sdcard. I would like to display a list of thumbnails. So what I have done is while rendering any row in the list I read the file in an input stream, get the byte array, decode it to obtain a bitmap and set it in an imageview. So far so good. But when I scroll the list, the list scrolls in jerks. I believe this is because decoding a bitmap from byte array takes some time. What I would like to know is that, is there any optimization which I can do to improve the performance, or better still is there any better method to achieve what I want ?

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  • C++: building iterator from bits

    - by gruszczy
    I have a bitmap and would like to return an iterator of positions of set bits. Right now I just walk the whole bitmap and if bit is set, then I provide next position. I believe this could be done more effectively: for example build statically array for each combination of bits in single byte and return vector of positions. This can't be done for a whole int, because array would be too big. But maybe there are some better solutions? Do you know any smart algorithms for this?

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  • Copying a 14bit grayscale image (saved in long[]) to a pictureBox

    - by Itsik
    My camera gives me 14bit grayscale images, but the API's function returns a long* to the image data. (so i'm assuming 4 bytes for each pixel) My application is written in C++/CLI, and the pictureBox is of .NET type. I am currently using the BitmapData.LockBits() mechanism to gain pointer access to the image data, and using memcpy(bmpData.Scan0.ToPointer(), imageData, sizeof(long)*height*width) to copy the image data to the Bitmap. For now, the only PixelFormat that is working is 32bit RGB, and the image appears in shades of blue with contours. Trying to initialize the Bitmap as 16bppGrayscale isn't working. I would ideally want to cast the array from long to word and using a 16bit format (hoping the the 14bit data will be displayed properly) but I'm not sure if this works. Also, I don't want to iterate over the image data, so finding the min/max and then histogram stretching to [0..255] isnt an option for me (the display must be as efficient as possible) Thanks

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  • WPF: How to efficiently update an Image 30 times per second

    - by John
    Hello, I'm writing a WPF application that uses a component, and this component returns a pointer (IntPtr) to pixels of a bitmap (stride * height). I know in advance that the bitmap is a 24bits rgb, its width and height. Updating the Image control with these bitmaps makes up a video to the user, but I'm not sure what's the most efficient way to do that, most of the time the CPU usage goes to 75%+ and memory changing from 40mb to 500mb and the nI think GC starts to work and then it drops again to 40mm. The app starts to not be responsive. What shoud I do? thanks!

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  • Cannot load PNG in C# on Mac OSX running Mono

    - by milkplus
    In C#, I'm trying to load a png file on Mac OSX using the latest Mono using System.Drawing; Bitmap bmp = new Bitmap("test.png"); I get the following error Either the image format is unknown or you don't have the required libraries to decode this format [GDI+ status: UnknownImageFormat] It doesn't happen with all png files; just this one. Resaving in photo shop doesn't fix it unless I switch to 8bpp. Is there something I need to install to support this "special" png file? Works fine on windows.

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  • How can i use the Orientation correct for images

    - by user3578109
    I´m learning android/java by myself @the moment and i have a problem with a part of my app i´m learning on. I made the code with help of the www and my problem is that if i open an image from the gallery it´s send to the edit activity but in the activity pictures what are made in portrait mode are displayed always wrong (90° to the right side).... The codes are Matrix private Bitmap rotateBitmapToOrientation(Bitmap b, int orientation){ Matrix matrix = new Matrix(); matrix.postRotate(orientation); Canvas offscreenCanvas = new Canvas(); offscreenCanvas.drawBitmap(b, matrix, null); return b; } and the other one @Override protected void onActivityResult(int requestCode, int resultCode, Intent data) { super.onActivityResult(requestCode, resultCode, data); switch (requestCode) { case PICK_IMAGE_FROM_GALLERY: { if (resultCode == RESULT_OK) { Log.d(TAG, "Got Picture!"); Log.d(TAG,"File type - " + data.getType()); Uri photoUri = data.getData(); if (photoUri != null) { try { String[] filePathColumn = {MediaStore.Images.Media.DATA}; String[] orientationColumn = {MediaStore.Images.Media.ORIENTATION}; int orientation = -1; Cursor cursor = getContentResolver().query(photoUri, filePathColumn, null, null, null); cursor.moveToFirst(); int columnIndex = cursor.getColumnIndex(filePathColumn[0]); String filePath = cursor.getString(columnIndex); cursor.close(); cursor = getContentResolver().query(photoUri, orientationColumn, null, null, null); if(cursor != null && cursor.moveToFirst()){ orientation = cursor.getInt(cursor.getColumnIndex(orientationColumn[0])); } cursor.close(); HashMap<String, Integer> pRes = this.getImageResolutionSetting(); Bitmap shrunkenBitmap = FileUtilsHelper.shrinkBitmap(filePath, pRes.get("width"), pRes.get("height")); shrunkenBitmap = rotateBitmapToOrientation(shrunkenBitmap, orientation); String res = FileUtilsHelper.saveBitmapAsJpeg(shrunkenBitmap, this); Log.d(TAG,"File Path: " + res); shrunkenBitmap.recycle(); Intent editImage = new Intent(this, EditImage.class); editImage.addFlags(Intent.FLAG_ACTIVITY_FORWARD_RESULT); editImage.putExtra("stuff.path", res); startActivity(editImage); }catch(Exception e){ Toast.makeText(this, R.string.cant_save_image,Toast.LENGTH_SHORT).show(); } } } } break; } }} I don´t know what i´m doing wrong... I could really need a teacher on that :) Thx for your help dudes!!

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  • Silverlight chart with behavior/bitmap image tooltip passthrough

    - by isitdanny
    I have a chart showing bound data as tooltips and it works well. I have added a magnifier(set of behaviors class) that captures a bitmap image at two times scale that shows in a circular area over the hover spot. The tooltip does not display. I have tried a custom tooltip service but cannot bind it to the behaviors. I added the tooltip to the behavior class and got a tooltip and data but could not move it with the magnifier. It just sits in the middle and laughs. I added a usercontrol "tooltip"-same issues, could not hook it to the magnifier behavior. I know I can probably build a popup, but really wanted to just pass through the bitmap layer with the tootip. Any ideas would be greatly appreciated. Danny

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  • render HTML (convert to bitmap)

    - by MK
    Can somebody recommend the best (and preferably portable) way to render HTML documents onto a bitmap? As far as I understand my main 2 options are WebKit and Gecko, but I wasn't able to find a good starting point on how to do it. When I last tried doing this 5 years ago, I ended up using Gecko to send the document to a printer, which is not really what I need. I need rendering to a in-memory bitmap. To clarify: server side, no Java, no .NET, batch processing, performance, not interactive, no Javascript.

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