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  • Can I embed a .png image into an html page?

    - by Ole Jak
    So I have a .png file. I am using windows OS. How can I embed my png file/image into (blank by default) file.html so that when you open that file in any browser you see that image, but the file is not anyhow linked to it - it is ebbeded into it? Step by step instructions would be nice.

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  • Is there an image phase correlation library available for Python?

    - by kamasudra
    A project that involves image processing, i.e. to calculate the angular shift of the same image when shifted by a medium of certain Refractive Index. We have to build an app that correlates the 2 images (phase/2D correlation?) and then plot using Chaco and Mayavi (2 libraries in Python). Is there any other existing template software (FOSS) that we can base our app on, or use it as a reference?

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  • how to create image thumbnails using django running on jython?

    - by Nitin Garg
    Hi guys, I am a newbee to django and jython. I need to create and save image thumbnails in database. I am using django running on jython and mysql database. I was exploring python imaging library, but the i found out that i wont work with jython. How do i create image thumbnails using jython and then save them in mysql db?? Any kind of help will be appreciated. thanx

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  • Is there image phase correlation libraries available for Python?

    - by kamasudra
    A project that involves image processing, i.e. to calculate the angular shift of the same image when shifted by a medium of certain Refractive Index. We have to build an app that correlates the 2 images (phase/2D correlation?) and then plot using Chaco and Mayavi (2 libraries in Python). Is there any other existing template software (FOSS) that we can base our app on, or use it as a reference?

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  • How to crop the UIImage?

    - by Rajendra Bhole
    Hi, I develop an application in which i process the image using its pixels but in that image processing it takes a lot of time. Therefore i want to crop UIImage (Only middle part of image i.e. removing/croping bordered part of image).I have the develop code are, - (NSInteger) processImage1: (UIImage*) image { CGFloat width = image.size.width; CGFloat height = image.size.height; struct pixel* pixels = (struct pixel*) calloc(1, image.size.width * image.size.height * sizeof(struct pixel)); if (pixels != nil) { // Create a new bitmap CGContextRef context = CGBitmapContextCreate( (void*) pixels, image.size.width, image.size.height, 8, image.size.width * 4, CGImageGetColorSpace(image.CGImage), kCGImageAlphaPremultipliedLast ); if (context != NULL) { // Draw the image in the bitmap CGContextDrawImage(context, CGRectMake(0.0f, 0.0f, image.size.width, image.size.height), image.CGImage); NSUInteger numberOfPixels = image.size.width * image.size.height; NSMutableArray *numberOfPixelsArray = [[[NSMutableArray alloc] initWithCapacity:numberOfPixelsArray] autorelease]; } How i take(croping outside bordered) the middle part of UIImage?????????

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  • Cannot boot from LiveUSB: “aufs mount failed”

    - by Keyslinger
    I used Universal USB Installer to install an Ubuntu 10.04 Netbook LiveCD image on an SD Card. During this installation, I indicated that I wanted a persistent install with 4GB dedicated to customization/settings. The installation seems to finish without incident. However, when I try to boot from the SD card using my EeePC 901, Ubuntu fails to start I get the following message: (initramfs) mount: mounting aufs on /root failed: No such device. Aufs mount failed What can I do to make my installation successfully boot?

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  • Managing text-maps in a 2D array on to be painted on HTML5 Canvas

    - by weka
    So, I'm making a HTML5 RPG just for fun. The map is a <canvas> (512px width, 352px height | 16 tiles across, 11 tiles top to bottom). I want to know if there's a more efficient way to paint the <canvas>. Here's how I have it right now. How tiles are loaded and painted on map The map is being painted by tiles (32x32) using the Image() piece. The image files are loaded through a simple for loop and put into an array called tiles[] to be PAINTED on using drawImage(). First, we load the tiles... and here's how it's being done: // SET UP THE & DRAW THE MAP TILES tiles = []; var loadedImagesCount = 0; for (x = 0; x <= NUM_OF_TILES; x++) { var imageObj = new Image(); // new instance for each image imageObj.src = "js/tiles/t" + x + ".png"; imageObj.onload = function () { console.log("Added tile ... " + loadedImagesCount); loadedImagesCount++; if (loadedImagesCount == NUM_OF_TILES) { // Onces all tiles are loaded ... // We paint the map for (y = 0; y <= 15; y++) { for (x = 0; x <= 10; x++) { theX = x * 32; theY = y * 32; context.drawImage(tiles[5], theY, theX, 32, 32); } } } }; tiles.push(imageObj); } Naturally, when a player starts a game it loads the map they last left off. But for here, it an all-grass map. Right now, the maps use 2D arrays. Here's an example map. [[4, 1, 4, 1, 4, 1, 4, 1, 4, 1, 4, 1, 1, 1, 1, 1], [1, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 1], [13, 13, 13, 13, 1, 1, 1, 1, 13, 13, 13, 13, 13, 13, 13, 1], [13, 13, 13, 13, 1, 13, 13, 1, 13, 13, 13, 13, 13, 13, 13, 1], [13, 13, 13, 13, 1, 13, 13, 1, 13, 13, 13, 13, 13, 13, 13, 1], [13, 13, 13, 13, 1, 13, 13, 1, 13, 13, 13, 13, 13, 13, 13, 1], [13, 13, 13, 13, 1, 1, 1, 1, 13, 13, 13, 13, 13, 13, 13, 1], [13, 13, 13, 13, 13, 13, 13, 1, 13, 13, 13, 13, 13, 13, 13, 1], [13, 13, 13, 13, 13, 11, 11, 11, 13, 13, 13, 13, 13, 13, 13, 1], [13, 13, 13, 1, 1, 1, 1, 1, 1, 1, 13, 13, 13, 13, 13, 1], [1, 1, 1, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 1, 1, 1]]; I get different maps using a simple if structure. Once the 2d array above is return, the corresponding number in each array will be painted according to Image() stored inside tile[]. Then drawImage() will occur and paint according to the x and y and times it by 32 to paint on the correct x-y coordinate. How multiple map switching occurs With my game, maps have five things to keep track of: currentID, leftID, rightID, upID, and bottomID. currentID: The current ID of the map you are on. leftID: What ID of currentID to load when you exit on the left of current map. rightID: What ID of currentID to load when you exit on the right of current map. downID: What ID of currentID to load when you exit on the bottom of current map. upID: What ID of currentID to load when you exit on the top of current map. Something to note: If either leftID, rightID, upID, or bottomID are NOT specific, that means they are a 0. That means they cannot leave that side of the map. It is merely an invisible blockade. So, once a person exits a side of the map, depending on where they exited... for example if they exited on the bottom, bottomID will the number of the map to load and thus be painted on the map. Here's a representational .GIF to help you better visualize: As you can see, sooner or later, with many maps I will be dealing with many IDs. And that can possibly get a little confusing and hectic. The obvious pros is that it load 176 tiles at a time, refresh a small 512x352 canvas, and handles one map at time. The con is that the MAP ids, when dealing with many maps, may get confusing at times. My question Is this an efficient way to store maps (given the usage of tiles), or is there a better way to handle maps? I was thinking along the lines of a giant map. The map-size is big and it's all one 2D array. The viewport, however, is still 512x352 pixels. Here's another .gif I made (for this question) to help visualize: Sorry if you cannot understand my English. Please ask anything you have trouble understanding. Hopefully, I made it clear. Thanks.

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  • What's the best way to fill or paint around an image in Java?

    - by wsorenson
    I have a set of images that I'm combining into a single image mosaic using JAI's MosaicDescriptor. Most of the images are the same size, but some are smaller. I'd like to fill in the missing space with white - by default, the MosaicDescriptor is using black. I tried setting the the double[] background parameter to { 255 }, and that fills in the missing space with white, but it also introduces some discoloration in some of the other full-sized images. I'm open to any method - there are probably many ways to do this, but the documentation is difficult to navigate. I am considering converting any smaller images to a BufferedImage and calling setRGB() on the empty areas (though I am unsure what to use for the scansize on the batch setRGB() method). My question is essentially: What is the best way to take an image (in JAI, or BufferedImage) and fill / add padding to a certain size? Is there a way to accomplish this in the MosaicDescriptor call without side-effects? For reference, here is the code that creates the mosaic: for (int i = 0; i < images.length; i++) { images[i] = JPEGDescriptor.create(new ByteArraySeekableStream(images[i]), null); if (i != 0) { images[i] = TranslateDescriptor.create(image, (float) (width * i), null, null, null); } } RenderedOp finalImage = MosaicDescriptor.create(ops, MosaicDescriptor.MOSAIC_TYPE_OVERLAY, null, null, null, null, null);

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  • How to Upload Really Large Files to SkyDrive, Dropbox, or Email

    - by Matthew Guay
    Do you need to upload a very large file to store online or email to a friend? Unfortunately, whether you’re emailing a file or using online storage sites like SkyDrive, there’s a limit on the size of files you can use. Here’s how to get around the limits. Skydrive only lets you add files up to 50 MB, and while the Dropbox desktop client lets you add really large files, the web interface has a 300 MB limit, so if you were on another PC and wanted to add giant files to your Dropbox, you’d need to split them. This same technique also works for any file sharing service—even if you were sending files through email. There’s two ways that you can get around the limits—first, by just compressing the files if you’re close to the limit, but the second and more interesting way is to split up the files into smaller chunks. Keep reading for how to do both. Latest Features How-To Geek ETC The How-To Geek Guide to Learning Photoshop, Part 8: Filters Get the Complete Android Guide eBook for Only 99 Cents [Update: Expired] Improve Digital Photography by Calibrating Your Monitor The How-To Geek Guide to Learning Photoshop, Part 7: Design and Typography How to Choose What to Back Up on Your Linux Home Server How To Harmonize Your Dual-Boot Setup for Windows and Ubuntu Hang in There Scrat! – Ice Age Wallpaper How Do You Know When You’ve Passed Geek and Headed to Nerd? On The Tip – A Lamborghini Theme for Chrome and Iron What if Wile E. Coyote and the Road Runner were Human? [Video] Peaceful Winter Cabin Wallpaper Store Tabs for Later Viewing in Opera with Tab Vault

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  • How do I display a dynamically resized image in Kohana without saving it?

    - by Ygam
    I have an image path string stored in a database It goes like: img/uploads/imagename.jpg I have a controller: $this->image = new Image($wines->image) //this is assuming that I have a wines table with the image property $this->image->resize(60, 250, Image::AUTO) echo $this->image->render(); //the problem is nothing is rendered //Is there a better way of doing this? the image path that I am passing at the Image object //instantiation is the result of a query

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  • Recover Ubuntu grub without LiveCD - Can't boot with Ubuntu LiveCD after install Windows

    - by Paulocoghi
    I installed Windows after installing Ubuntu. But Ubuntu is still intact in its partition. I'm trying to run the Ubuntu LiveCD to recover grub, but the LiveCD no longer works. It stops the boot process and does not load completely. I can not run Ubuntu in live mode to recover grub. Is there any way to recover the grub/grub2 without the LiveCD? Edit: [Important] I've downloaded a new Ubuntu 10.10 ISO. I also did the MD5 check. It's all right. Then, I recorded this .iso and still can not load the LiveCD to the end.

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  • Sitefinity SimpleImageSelector to return Url of image instead of Guid

    - by Joey Brenn
    It's been quite a while but I've found something to blog about!I've been working with Sitefinity for some time now and one of the things that I've struggled with, and I'm not the only one is something that should be simple.  See, all I want to do is be able to choose a picture from one of the libraries within Sitefinity and be able to display it via the GUID it returns or the path of the URL.  I want to do this from my user control or a custom control.Well, it turns out that this is not built in, at least I've not been able to get anything working correctly until I found this post and was able to get it to work.  However, I want to store the relative URL of the image so I made a small change to make it return the URL instead of the GUID.To make the change, in the SimpleImageSelectorDialog.js file, on line 43, change the original line:var selectedValue = this.get_imageSelector().get_selectedImageId();to the new line:var selectedValue = this.get_imageSelector().get_selectedImageUrl();var selectedValue = this.get_imageSelector().get_selectedImageUrl();Of course, save and recomple the project and now it will return the URL instead of the GUID of the image from the choosen Album.

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  • Create bootable USB install image from command line?

    - by j-g-faustus
    I'm trying to create a bootable USB image to install Ubuntu on a new computer. I have done this before following the "create USB drive" instructions for Ubuntu desktop, but I don't have an Ubuntu desktop available. How can I do the same using only the command line? Things I've tried: Create bootable USB on Mac OS X following the ubuntu.com "create USB drive" instructions for Mac: Doesn't boot. usb-creator: According to apt-cache search usb-creator and Wikipedia usb-creator only exists as a graphical tool. "Create manually" instructions at help.ubuntu.com: None of the files and directories described (e.g. casper, filesystem.manifest, menu.lst) exist in the ISO image, and I don't know what has replaced them. (At my disposal is Mac OS X and Ubuntu server; I have neither Ubuntu desktop nor Windows.)

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  • How To show document directory save image in thumbnail in cocos2d class

    - by Anil gupta
    I have just implemented multiple photo selection from iphone photo library and i am saving all selected photo in document directory every time as a array, now i want to show all saved images in my class from document directory as a thumbnail, i have tried some logic but my game getting crashing, My code is below. Any help will be appreciate. Thanks in advance. -(id) init { // always call "super" init // Apple recommends to re-assign "self" with the "super" return value if( (self=[super init])) { CCSprite *photoalbumbg = [CCSprite spriteWithFile:@"photoalbumbg.png"]; photoalbumbg.anchorPoint = ccp(0,0); [self addChild:photoalbumbg z:0]; //Background Sound // [[SimpleAudioEngine sharedEngine]playBackgroundMusic:@"Background Music.wav" loop:YES]; CCSprite *photoalbumframe = [CCSprite spriteWithFile:@"photoalbumframe.png"]; photoalbumframe.position = ccp(160,240); [self addChild:photoalbumframe z:2]; CCSprite *frame = [CCSprite spriteWithFile:@"Photo-Frames.png"]; frame.position = ccp(160,270); [self addChild:frame z:1]; /*_____________________________________________________________________________________*/ CCMenuItemImage * upgradebtn = [CCMenuItemImage itemFromNormalImage:@"AlbumUpgrade.png" selectedImage:@"AlbumUpgrade.png" target:self selector:@selector(Upgrade:)]; CCMenu * fMenu = [CCMenu menuWithItems:upgradebtn,nil]; fMenu.position = ccp(200,110); [self addChild:fMenu z:3]; NSError *error; NSFileManager *fM = [NSFileManager defaultManager]; NSString *documentsDirectory = [NSHomeDirectory() stringByAppendingPathComponent:@"Documents"]; NSLog(@"Documents directory: %@", [fM contentsOfDirectoryAtPath:documentsDirectory error:&error]); NSArray *allfiles = [fM contentsOfDirectoryAtPath :documentsDirectory error:&error]; directoryList = [[NSMutableArray alloc] init]; for(NSString *file in allfiles) { NSString *path = [documentsDirectory stringByAppendingPathComponent:file]; [directoryList addObject:file]; } NSLog(@"array file name value ==== %@", directoryList); CCSprite *temp = [CCSprite spriteWithFile:[directoryList objectAtIndex:0]]; [temp setTextureRect:CGRectMake(160.0f, 240.0f, 50,50)]; // temp.anchorPoint = ccp(0,0); [self addChild:temp z:10]; for(UIImage *file in directoryList) { // NSData *pngData = [NSData dataWithContentsOfFile:file]; // image = [UIImage imageWithData:pngData]; NSLog(@"uiimage = %@",image); // UIImage *image = [UIImage imageWithContentsOfFile:file]; for (int i=1; i<=3; i++) { for (int j=1;j<=3; j++) { CCTexture2D *tex = [[[CCTexture2D alloc] initWithImage:file] autorelease]; CCSprite *selectedimage = [CCSprite spriteWithTexture:tex rect:CGRectMake(0, 0, 67, 66)]; selectedimage.position = ccp(100*i,350*j); [self addChild:selectedimage]; } } } } return self; }

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  • Elore konfigur&aacute;lt Virtualbox image-ek

    - by Lajos Sárecz
    Korábban már írtam arról, hogy Oracle VM Template-ek érhetok el a fontosabb termékeink esetében, így elkerülheto Oracle VM használata esetén az Oracle szoftverek telepítésének macerája. Azonban az Oracle VM tipikusan szerver környezetben használatos virtualizációs technológia, így aki az Oracle VM Virtualbox-ot szeretné használni saját gépén Oracle környezetek kialakítására, azok számára jó hír, hogy Virtualbox esetében is számos kész környezet, image töltheto le. Oracle Database esetén a legfrissebb 11gR2 verzió töltheto így le, mely tartalmazza az In-Memory Database Cache kiegészítést, az SQL Developer-t (Data Modeler-rel együtt), a JDeveloper-t és természetesen az Application Express-t is. Mindezt Oracle Linux-on, de van lehetoség Solaris image, Java, vagy akár SOA & BPM fejlesztoi környezet letöltésére is.

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