I was wondering how to draw bounding boxes around objects in an image using FLutter.
Neither Image picker nor Image cropper does it.
I would like to let the user select an image from gallery (done) and would like to let him draw boxes around objects and use it in the code.
Thanks for the help
Related
User upload the picture of wall. The wall may contain shadows and objects. PHP convert it into svg image. Is it possible to change the colour of the wall with shadow into specific colour. Please inform is there any javascript api to do the task.
There is requirement where parsys should be added on top of an image. It is like a background image with the provision of parsys so that other components can be dragged and dropped on top of it. I am using html5smartimage for image component. But, no clue yet on how I can get the parsys on top of the image. Please help if you find any ideas. Thanks.
is the image authorable? If so, how do you intend to provide click-area for the authors to change the image vs edit items in the parsys.
If the image isn't authorable, just target the CSS for your parsys and set the image.
If the image is authorable, in edit mode you want the image to be distinct from the parsys and have separate clickable areas. Then in preview/disabled modes you would generate the actually desired markup & CSS to position the parsys content over the background image.
I'm trying to clip an image overlay in Google Maps API, however without success. I can clip a HTML image successfully and overlay it on a Google MAP by using the CSS clip property and z-index property, however that's no use, as the image does not adjust to the Google map zoom and movements. i.e. the image is not bound to the Google MAP object in any way, doesn't respond to map changes.
If I assign the Google Map overlay to the cropped image source, it simply uses the original un-cropped source and not the cropped page image element. That's just how the image.src property works.
I successfully added an image overlay for Google MAPS, but there does not seem to be any clipping or cropping function for them. There is text on the image that I don't want to display for this application, but I don't want to crop the original source file image, as it's used for multiple display purposes.
historicalOverlay = new google.maps.GroundOverlay(imageurl,imageBounds);
historicalOverlay.setMap(map);
I need imageurl to point to a clipped version in memory or something like that or the clipped form image element, but not its un-clipped source image. Any ideas ?
The GroundOverlay class in Google Maps javascript API V3 does not provide any support for in-browser clipping/cropping of the image before display.
Because we needed that capability, plus some others like image rotation and non-rectangular images, we wrote a GroundOverlayEX javascript class that supports everything that the Google Earth version of GroundOverlay supports, including browser-side clipping/cropping of the image to-be-displayed.
The javascript class is open-source on Github at: https://github.com/azmikemm/GroundOverlayEX. There is API documentation as well (documentation.txt). All images shown by the GroundOverlayEX class are integral to the map, and will drag with the map, and zoom with the map.
A working functional example of the class in-action (with some clipped/ cropped images) is at: https://sites.google.com/site/issearthatnight/
If you turn off the VIIRS checkbox, and set the transparency down to midway, you'll see the images pretty plainly, and see that some are cropped (all are stored in NASA's servers as rectangles, so images that are square-ish or look like slices have been cropped by the GroundOverlayEX class).
hi
how can i let the user to crop his picture before choosing one
in the photoChooserTask?
( in msdn it says that the pixelheight/width doesn't work yet)
thanks
You would have to do the pixel operations yourself after the image has selected. You can render the image to the screen, and then look for two touch points to determine the x/y and height/width ... then create a new texture with those dimensions and render to it as a RenderTarget. You can then save this new texture, or do whatever you need to do with it
Not sure if Windows Phone 7 can handle RenderTargets but if it can. You can just have the user drag a rectangle, create a RenderTarget of that size, and then draw to the RenderTarget using the rectangle as the source rectangle of the image you want to crop.
First of all I will explain my situation so you can know my problem a little better. I'm making a HTML5 app. I have a canvas, and using a color picker you can change the color of the canvas. Now i have a picture which I want to put on the canvas but that pictures color needs to be changed using a color picker. So i need to replace, lets say, black color on that picture and put it on the canvas so it dosnt screw up the background.
So that will look like this:
1st color picker- changes the color of the canvas
2nd color picker - replaces the black color on the image with the one in the color picker and puts it on the canvas
Now my problem is how to replace the color on the image without reloading the page.
My only condition is no using silverlight, flash, java or any other similar tehnology that need 3rd party software to be installed on the device.
Thanks in advance.
If you dont understand my query fully, feel free to ask.
My approach with a JS only solution could be:
Loading the image inside a canvas element. Look at the MDC canvas tutorial
Trigger the user click on the canvas and get the pixel color (see links below to know how to get the color of a pixel) and look at this answer to get the mouse position
Substitute all the colors in the canvas with the one the user pick. For some examples about pixel manipulation:
Pushing pixel with canvas at Mozilla Hacks
http://beej.us/blog/2010/02/html5s-canvas-part-ii-pixel-manipulation/
This JS at mezzoblue apply heavy filter to an image
After some canvas experiment I notice that mostly in all the browser the pixel manipulation with canvas could be very slow also with small images. So another experiment to do could be to get the pixel color and then:
pass the color information to a PHP (or another server side script) with an AJAX call
do the color manipulation with an image library like GD or imagemagik
return back your image with the Ajax response
reload your canvas with the modified version of the image