I'm working with decoder for Apple CarPlay which originally is using WebRTC and html video as display for it. I'm trying to replace html with Fyne image refresh.
Current source code looks like that
duration := time.Duration((float32(1) / float32(fps)) * float32(time.Second))
if videoTrack != nil {
videoTrack.WriteSample(media.Sample{Data: data.Data, Duration: duration})
}
where videoTrack is:
videoTrack *webrtc.TrackLocalStaticSample
I've tried to move data.Data (since it's byte[]) into image converter, but I guess there's some more for that.
Im looking for some help in transporting these byte[] into image compression because that's the format Fyne is using, but without any success. Can anyone give me some hint in that?
You can either load the byte[] to an image using standard go image package (blocking operation) or you can pass it to Fyne as a resource).
To do the latter try canvas.NewImageFromResource(fyne.NewStaticResource(“streamName.png”, data)).
After this setup you can set the Image or Resource on your image and call 'Refresh()` to update the display.
Related
unfortunately, I cannot tag this post with the correct "technology" because it does not exist and i dont have 1500 reputation to create it.
We are using a cloud service called "Liquid Pixels" to render some stuff on our images.
Lets say we have an image chain that is currently rendering a ribbon on the given JPEG image. This chain is working fine.
Then I adapted the chain to work with animated gif images, therefore I changed the sink format to gif (sink=format[gif]). That was working fine as well.
Now I want to combine the two cases in one chain, because the only difference is the sink command. The plan is to check the MIME type of the source image and then either render a gif or a jpg image.
I rendered the image as xml to view the metadata map.
I thought i can do it like this.
source=url[https://something.com/1x1_sample.gif],name[testImage]
sink=format[gif],if[('testImage.format' eq 'GIF')]
sink=format[jpg],if[('testImage.format' ne 'GIF’)]
But for some reason I cannot access the format attribute. I am used to grab some parameters like “testImage.width” or “testImage.height”, but for some reason i cannot access the format=“GIF” property. I guess that has happens because the width and height are on a different hierarchy level in the metadata map.
I hope you guys can help me.
The image does not actually have a "format" during the render. Only a file has a format. During processing the image is simply on memory as either raster or vector data; it is only when you sink that it becomes a file in whatever format. Also, LiquiFire OS uses the image data to determine the original format when acquiring an image from a source, never the image name itself.
If you need operations in your LiquiFire Image Chain to react to the source image URL, you can test the last part of the image name by applying a regular expression to see if it is either .GIF or .gif. An example of how that can be done:
set=imageURL[https://your.server.com/sample.gif]
source=url[global.imageURL],name[testImage]
regexcase=name[isGif],key[global.imageURL],cases[\.gif$|\.GIF$|\.\w+$],values[yes|yes|no]
sink=format[gif],if[('global.isGif' eq 'yes')]
sink=format[jpg],if[('global.isGif' eq 'no’)]
Im trying to check if a screenshot contains an image that is saved in the project resources, I need to find a 100% match only and would like to not use any extra libraries, now with that being said, I have no idea how to do so.
heres a few questions:,
do I compare the two buffered images together? do I change them into something else?
Il have to compare it atleast once a second or so. (just as general information)
I have a resource folder under my project in eclipse and the .png files are shown as text, is there a way to change that? I tried tinkering with the settings, no luck yet.
public static BufferedImage screenshot(){
BufferedImage capture = robot.createScreenCapture(screenSize);
return capture;
}
this is my screenshot, another bufferedimage is for example "compare", where the size of the compared image is smaller than the screenshot. how will I be able to check if the image contain the second image?
*For those who wondering, im trying to make a simple program that clicks a certain image once it pops up.
I've been trying for two days to find an alternative to loading an image into my current project. I am using Adobe Flash Professional CS6 as my IDE and Animation program. I would like to be able to display an image in my application. What I am trying to do is have the image display onto the screen, the user enters the PLU associated with the image, and if the PLU is right then they receive a point. I have everything else already to go, but I just can't find an efficient way to deal with loading the image.
Right now I'm using this to accomplish getting my image on the display:
var myDisp:Layer0 = new Layer0();
var bmp:Bitmap = new Bitmap(myDisp);
spDispBox.addChild(bmp);
The above code works just find, but the limitation I can't get around is that I'm going to have to import each image into the library and then consecutively code each part in. I wanted to stick to OOP and streamline this process, I just don't know where I should turn to in order to accomplish my project goal. I'm more than happy to give more information. Thanks in advance, everyone.
July, 26, 2014 - Update: I agree, now, that XML is the way to go. I'm just having a hard time getting the grasp of loading an external XML file. I'm following along, but still not quite getting the idea. I understand about creating a new XML data object, Loader, and URLRequest. It's just loading the picture. I've been able to get output by using trace in the function to see that the XML is loaded, but when I go to add the XML data object to the stage I'm getting a null object reference.
I'm going to try a few more things, I just wanted to update the situation. Thanks again everyone.
it seems like these images are in your FLA library. To simplify your code you can make a singleton class which you can name ImageFactory (factory design pattern) and call that when needing an image which will return a Sprite (lighter than a MovieClip)
spDispBox.addChild( ImageFactory.getImageA() ); // returns a Sprite with your image
and in your ImageFactory
public function getImageA():DisplayObject {
var image:Layer0 = new Layer0(); // image from the FLA library
var holder:Sprite = new Sprite();
holder.addChild( new Bitmap( image ) );
return holder;
}
also recommend using a more descriptive name than Layer0
I am connecting from monotouch through wcf to my windows c# host and wish to stream an image back to monotouch so I can display this.
My image is held in an System.Drawing.Image object which is not available in monotouch (it uses UIImage).
I was hoping to convert the Image on the host to a string like so:
Image im = Image.FromFile(path);
MemoryStream ms = new MemoryStream();
im.Save(ms, im.RawFormat);
byte[] array = ms.ToArray();
return Convert.ToBase64String(array);
And then using the opposite within MonoTouch to get my Image back again:
byte[] array = Convert.FromBase64String(imageString);
Image image = Image.FromStream(new MemoryStream(array));
return image;
This works fine in a 'pure' .net environment but monotouch doesn't recognise the Image object so it fails on that end.
How can I convert the byte[] back into a UIImage?
I tried things like this:
UIImage img = (UIImage)UIImage.FromObject(bytes);
to no avail...
Any help much appreciated!
Instead of passing im.RawFormat, try using one of:
ImageFormat.Bmp
ImageFormat.Png
Depending on which format your images usually are. These are in System.Drawing.Imaging, see here.
This might cause trouble for other client applications, I would recommend having the client send something to determine what format the server returns.
We are using a product called DynamicPDF to generate PDF's on the fly from dynamic data from a database. Their documentation says that their software leaves the image bytes intact and doesn't make any changes. Despite this, we have observed that the images we add seem to have quality loss on the resulting PDF output (at least that's how they look). So my question is what do I need to do with the DynamicPDF API to ensure that the image quality output is equal or close to what I put in?
We are using Version 5.1.2 Build 13650, below is the code that we use to add the image.
private void plcImageMain_LaidOut(object sender, PlaceHolderLaidOutEventArgs e)
{
if (e.LayoutWriter.RecordSets.Current.HasData)
{
string productId = e.LayoutWriter.RecordSets.Current["ProductId"].ToString();
string imgUrl = base.SetImageUrlParams(e.LayoutWriter.RecordSets.Current["ImageUrl"] as string, e.ContentArea.Width, e.ContentArea.Height);
System.Drawing.Bitmap bm = base.GetBitmap(imgUrl);
ceTe.DynamicPDF.PageElements.Image img = new ceTe.DynamicPDF.PageElements.Image(bm, 0, 0);
img.Height = e.ContentArea.Height;
img.Width = e.ContentArea.Width;
e.ContentArea.Add(img);
}
}
/// <summary>
/// Gets a bitmap from the requested image url
/// </summary>
/// <param name="imgCtrl"></param>
/// <param name="imgUrl"></param>
protected System.Drawing.Bitmap GetBitmap(string imgUrl)
{
// TODO: Add some validation to ensure the url is an image.
System.Net.WebRequest httpRequest = System.Net.HttpWebRequest.Create(imgUrl);
using (System.Net.HttpWebResponse httpResponse = httpRequest.GetResponse() as System.Net.HttpWebResponse)
using (Stream imgStream = httpResponse.GetResponseStream())
{
System.Drawing.Bitmap bm = System.Drawing.Bitmap.FromStream(imgStream) as System.Drawing.Bitmap;
return bm;
}
}
[Edit]
Here is the before and after screenshot.
[Edit]
Code using GetImage (why so slow?)
protected ceTe.DynamicPDF.Imaging.ImageData GetImageData(string imgUrl)
{
ImageData imgData = null;
using (System.Net.WebClient wc = new System.Net.WebClient())
{
imgData = ImageData.GetImage(wc.DownloadData(imgUrl));
}
return imgData;
}
GetImageData ("http://s7d2.scene7.com/is/image/SwissArmy/cm_vm_53900E--111mm_sol_front_a?fmt=jpeg&wid=400&hei=640");
All right, this looks like poor effort at resizing but it could just as well be your Acrobat reader doing it on screen, with the actual data being perfectly fine.
You should be able to select an image by clicking it in Reader (so it's highlighted blue) and then copy and paste it to an image editing program of your choice. That way, you should get the resource in original solution no matter what it's scaled down to.
There are also tools to extract images and other resources from PDFs, but I don't know one I can recommend offhand.
In regards to the DynamicPDF product, there is not any resizing or resampling done to the image as it is added to the PDF document. Pekka is actually right on with this. It is the reader that is visually representing the image with differing clarity (at different zoom levels).
If you are able to pull the image out of the PDF (as Pekka recommends above) you will see the image data is completely original and not modified.
One additional thing you can do to demonstrate this would be to take your original image, right click on it and select "Convert To Adobe PDF" (requires full Acrobat Pro). In that newly created PDF you would also visually see the same results.
One final thing worth noting is just a smalll inefficiency in the code you displayed above. Right now you are pulling the image content as a Stream, creating a bitmap out of that Stream object and then using that bitmap to create the DynamicPDF Image object. The recommended way to accomplish this would be to take the Stream object of the image that you are pulling from the URL, pass this into the DynamicPDF's ImageData Static method "GetImage". This GetImage method will return the ImageData object. Then use that ImageData to create your DynamicPDF Image object out of.
There are two clear advantages to loading the image this way. First is that you do not have the overhead involved with the System.Drawing.Bitmap object needing to separately process the image content (so in theory the app would run faster without this). And the second advantage is that the image content is added to the PDF in whatever native compression that it was originally in. As in the case of JPEG images, using the image’s native compression as opposed to the bitmap’s compression will result in a smaller output PDF file size. None of this will have any influence on the image quality of the output PDF but it could affect the efficiency and output PDF file size.
You were both right that it was Acrobat that was causing the fuzzy display. There is a setting in preferences called resolution, instead of using the System dpi setting by default Acrobat decided to use a custom dpi setting of 110 (I have no idea why!?!?). After setting it to system (in my case 96dpi) the images were crystal clear.