Problems loading image - laravel

example :
Image files do not work when loaded using the method
response()->download(public_path('/users/').$attachment->path) ;
The error I get is
Could not load image 'name.jpeg'

The error you say is different than the error in the image. Are you sure the jpeg is not corrupted? Can you open the image in other program? And verify the file is located in
/public/users/name.jpeg

Related

How to add GIF file in Xcode assets foler?

I'm using Xcode 12.4 and I want to use GIF image in my app.
So I put GIF Image in Assets.xcassets folder.
But UIImage can't recognize the GIF file with this error message
CoreUI: attempting to lookup a named image 'imgname' with a type that is not a data type in the AssetCatalog
When I open Assets.xcassets folder in xcode, the file is represented like above image.
How to solve this error? I use code to get image
UIImage.animatedImage(with: [UIImage(named: "img_name")!], duration: 15.0)
Thank you.
That's because UIImage is not support file in data set.
You must use NSDataAsset to load gif data from data set

Image not rendering properly

I'm attempting to parse an image that is possibly corrupt and it's driving me nuts trying to figure out what's wrong. Here is what I've deduced..
Example image: https://s3.amazonaws.com/edison_new/ffb3ccc402d6bd6-original
The images only show up in Chrome
Can't drag them to the desktop (on a mac).
Attempting to save them to computer yields a file that is "damaged or could not be open" when opening with Preview
Attempting to open in Photoshop yields "Could not complete your request because an unknown or invalid JPEG marker type is found."
Files are stored on Amazon S3
The meta data indicates the content-type to be image/jpeg
File definitely exists as you can see it in Chrome...
Anyone can help me deduce what is going on here??
The image is in WEBP format, its not natively supported in IE or FF so will not be displayed.
http://caniuse.com/#feat=webp
(I opened it in IrfanView to see what format it was)

wxpython display a corupted image

Does anyone out there have a process or solution for displaying a corrupted image using wxpython. To be clear the image is corrupted but ACDSEE is still able to display it (all be it displayed corrupted), also the default windows fax/image viewer can display the image (all be it corrupted). When I try to process the image with wx I get an error and my script stops:
image.thumbnail((NewWidth, temp_height), Image.ANTIALIAS)
File "C:\Python27\lib\site-packages\PIL\Image.py", line 1559, in thumbnail
self.load()
File "C:\Python27\lib\site-packages\PIL\ImageFile.py", line 215, in load
raise_ioerror(e)
File "C:\Python27\lib\site-packages\PIL\ImageFile.py", line 52, in raise_ioerror
raise IOError(message + " when reading image file")
IOError: broken data stream when reading image file
I realize that I could just find where the error occurs and "skip" any corrupted images but I would rather be able to display them (than skip them) despite the corruption, as the two programs I mention above can. Any help/suggestions/guidance would be appreciated.
FYI. Not downing wx, I LOVE it! Ms Paint cannot display the image, it gracefully fails and gives a message that the image is corrupted (the equivalent of skipping) and MS Picture Manager actually hung on the image. So if the consensus is that wx just can't handle corrupted images I am willing to accept that and will add "skipping" code for corrupted images, but I wanted to ask the question before I did so.
I don't think wxPython supports this currently. I would just create some kind of default broken image or message that you can display instead. You might also try using the Python Imaging Library itself to open the image.
If you can find an open source image viewer that does work with corrupt images, than you should take a look at their code to see if we could patch wxPython.

Silverlight: Image Source with no file extension doesn`t display

In my Silverlight project, images for which the source URI does not contain the file extension don`t display, although the documentation says it should.
I set the image source like so:
imgCompanyLogo.Source = new BitmapImage(new Uri(Application.Current.Host.Source, "/Files/" + logoName));
Now, if "logoName" contains the file extension (like ".png" for example), the image is displayed fine, but it simply doesn't if the file is stored without an extension.
This seems to contradict the documentation here which states:
"The format-specific filename extensions such as .png are not necessarily required to be in the URI naming, but if the retrieved file is not determined to be a valid image format, a runtime exception is thrown."
I'm not getting any runtime exception either.
Is this a known issue or am I missing something simple?
Thanks!
PS: Just a little twist, the images display fine while debugging, not when the system is deployed...
I've made some test and the problem seems to be due to the response from the server.
If you try using .png within your project with a Build Action sets to Resource, both images will load regardless the extension.
Now if you try with images hosted on a server, it won't have the same behavior. Actually, if you try to browse the link to an image without extension directly in your browser, it will result in something else. On Chrome it will download the file, and on IE it will display the result as plain text.
That's because of the MIME type. A png should be returned with the type image\png.
There is a trick with .htaccess to set up the MIME-type but you need to have to specify for which extension. It works like this:
AddType image\png yourExtension [Extension2] [Extension3] ..
And if you want to see if why the image didn't load on your Image control, you can add an eventhandler to the ImageFailed event:
<Image Source="..." ImageFailed="Image_ImageFailed" />
But the error message that you will see is not really helpful:
ErrorException = {System.Exception: AG_E_NETWORK_ERROR}

How do I load an image using SDL and Xcode on OS X 10.5?

Edit: After using a bmp at toastie's suggestion, I'm still having problems loading the image:
I'm using SDL and OpenGL with Xcode and I'm trying to load an image to use as a texture on a cube. The image is a 256x256 RBG jpeg. The image is in the same directory as all of my source code, and it's under the Resources folder in the Xcode project. The file is named texture.bmp
if (textureSurface = SDL_LoadBMP("texture.bmp"))
{
// ...
}
else printf("%s", SDL_GetError());
I keep running it and getting the console error: Couldn't open texture.bmp
What is the path, or proper syntax for loading a file under these conditions?
SDL_LoadBMP only loads BMP files as its name would suggest :)
You will need another library to load other image formats.
Try SDL_image:
http://www.libsdl.org/projects/SDL_image/
or DevIL:
http://openil.sourceforge.net/
Or roll your own loader:
http://www.libpng.org/pub/png/libpng.html
Found the answer here. Essentially the image path is relative to the application being run, so I had to move the image or make the path relative to the debug build.
I don't have Xcode in front of me, but I think if you right/option click on the file in your resources listing to get at the preferences for the file you can set it to be relative to the project, containing directory, etc.

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