Label Image scale issue in Codename one library 3.3 - image

We are using the following code to download image from our server and display it with a label:
ImageDownloadService.createImageToStorage(IconSrc, label, IconSrc,
new Dimension(width,height), ImageDownloadService.PRIORITY_NORMAL);
After upgrading to the latest library 3.3, theimages are no longer scaled properly. It either only shows one corner of the image or scales the image up to fill the entire space.
This issue does not occur once I fall back to the older library 3.2.

Looking at the code of ImageDownloadService I don't quite understand how this functionality worked in the past.
We don't really use that class internally and have recommended that developers migrate to the far superior URLImage class. I'll have a look at trying to fix that regression but I'd strongly suggest you migrate your code to the newer API.

Related

Unity URP Light2D, set target sorting layers programmatically

Im working on a personal 2D game and have been looking into the Universal Pipeline Renderer and the Light2D object.
I currently have Light2D objects being generated dynamically during level generation which works fine except I cant find a way to set the Target Sorting Layers option programmatically I can only set them at runtime using the editor. Am I missing something obvious or is this not possible?
Thanks
This used to work in at least some of the experimental versions of URP using
[lightSpriteComponent].m_ApplyToSortingLayers
however, when it stopped being experimental, this stopped working and broke one of my projects.
A way to set this from code and a way to set the light's sprite at runtime like the old form
[lightSpriteComponent].lightCookieSprite = Sprite
would be fantastic. They both existed and you could probably go into the URP code and find a way to access them again but, as of now, I don't think it's possible without going to an older version.

Oracle Forms Round Corners Button

I am inserting a push button in oracle form builder but I want to customize its corners in round shape just like below mentioned image.
Any help willl be highly appreciated!
I've never done that (didn't have to & I'm quite happy with buttons as they are), but - it seems that you'll have to use PJC (Pluggable Java Components) and Java Beans. These are terms you should be searching for; one resource is A non rectangular button's PJC; see if it helps.
As mentioned, you would need to create a Plugable Java Component (PJC) if you want round ended buttons. The demos that Oracle used to provide included an example of such a PJC, however they are no longer available. So some Google searching might be needed if you want to find them.
The good news is that there are plans to introduce this functionality as a feature in a future release. If added to the product, you would no longer need to use a PJC. Unfortunately, the release date of that version cannot be shared at this time. For the latest information about Oracle Forms, refer to:
https://www.oracle.com/application-development/technologies/forms/forms.html

Why is the Camera of AreaLearning Demo Sence different from Gankino and IKariotikos Version? Is there a special reason?

Hello? I am a Korean developer who is developing using the Tango Unity SDK.
I'm using the GanKino version and are now updating to the IKarioTikos version.
Is there a specific reason to use TangoCamera instead of Tango ARCamera in IKarioTikos's Demo Sence, AreaLearning?
Actually the change has been made since Gankino's update in may 2017. If you look at the release notes, it says:
SDK updates: The Tango Unity SDK now has a single TangoCamera prefab
that supports the TangoARCamera and TangoDeltaCamera use cases.
What I understand is that they just grouped the different prefabs they used to have (TangoARCamera, TangoDeltaCamera) into one single prefab called TangoCamera. The point is that they didn't update the examples so AreaLearning example still uses the now deprecated TangoARCamera.
Except the fact that they say it is now deprecated, I personnally have no problem of still using TangoARCamera prefab in my app. I might change when the examples and tutorials will be fully updated.
TangoARCamera and TangoDeltaCamera have been deprecated in the latest release. You can just use TangoCamera now. Just remember to enable the TangoARScreen script component in order to enable AR functionality.
I've successfully built and run AR apps with TangoSDK_Ikariotikos_Unity5 on Unity 5.6.3f1 using the above approach. Do note that initial releases of Unity 2017 does not support the Tango downloaded package so best to use 5.6.xxx

image Effect android using GPUImage

I am not even aware of Image Effects, I am trying to use Image filter to one image on which i have done with Drawing. For Drawing i have used DrawingView but now for effect i googled it and i have came to know that it can b apply using GLSurfaceView, ImageView, etc but i dont know
[FIRST QUESTION]
it can be apply to DrawingView?
Now i have tried GPUImage i found some code from github but not worked for me because i dont even know how i works
[SECOND QUESTION]
Steps to use GPUImage for image effects?
i have reffered this examples:
https://xjaphx.wordpress.com/learning/tutorials/
(this is not using GPUImage but somehow main goal is image effect)
http://www.java2s.com/Code/Jar/g/Downloadgpuimagelibrary110sourcesjar.htm
(Download Library from Here - ver- 1.1.1)
http://grishma102.blogspot.in/2013/10/apply-effects-on-image-using-effects.html
(Nothing happning to image when clicking menu)
https://github.com/CyberAgent/android-gpuimage (What is that i did not understand: code? then why Library folder is there?)
already asked questions but not worked
How to apply effects to camera images?
(Complex for me)
https://developer.android.com/reference/android/graphics/package-summary.html
(Theory)
https://stackoverflow.com/questions/29592646/display-grayscale-to-color-image-when-state-change-using-gpuimage-in-android
How to add image effects in android ?
and many more available but i dont know how to do that.. Anybody can suggest something better.. Thanks in Advance.
First question: You should try again and run GPU lib follow link https://github.com/CyberAgent/android-gpuimage. It should work if you config project properly
Second question: Don't use other libraries for Image effects, because it is written by Java code, you will face with Out of memory problem, take time for each effect by Java code also, it is really annoy. GPU lib is written by C++ and it is really cool to apply for Image editor apps
Hope you run GPU sample successfully

KineticJS-saveImagedata() , Problems updating to new kineticjs library

I used kinetic-v3.10.4.js for almost all my work.
Now the requirement changed and I need to add few more functionality that are available in newer versions.
So I started using kinetic-v4.0.1.js.
I made a sample file and it is working fine but few functions like saveImageData();,DetectionType.etc. are not working in 4.0.1 as they have been updated and instead of saveImageData(), createBufferImage() is the new function.
I am redoing everything with kinetic v4.0.1 now.
I can't find the old example in the website that was using createBufferImage() for image event detection as it has been updated to 4.3.3
So anyone having any old example that help in pixel detection/image detection with 4.0.1
How about searching from archived internet contents, archive.org
http://web.archive.org/web/*/http://html5canvastutorials.com

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