I am creating a vb6 application now and most of my command buttons were graphical style. Do the background images still show up even if I remove them from the app folder?
This is part of what goes into .FRX, .CTX, etc. files. Those are resource files created in a private "property bag" type format and are used to hold things like binary data, images, long strings, and so on.
But don't discard your source files, because you may need them down the road. Treat such things as valuable parts of the program source. They are not needed at run time though.
As far a I know it doesn't remove the picture from the command button when you delete it from the app folder, i suggest making a copy of your image and then delete the original and see if it works in case it doesn't you have the backup image, good luck.
Related
I'm creating a multipage publication with many ads that haven't been built yet. I know their size, and filename, but the image/pdf doesn't exist yet.
Is there an existing script or a possible way to link an image that doesn't exist? Another way to look at this would be kind of the reverse of how the missing links (relink) button works. Where I know what the file path will be, but the file is missing.
Publishing industry standard practice:
Rather than a script, just create a blank image at the exact size. Make it florescent magenta with the letters "FPO" huge and dead-centre so no one can mistake it for the real thing.
Importantly: give this FPO image the exact file name of the file which will eventually be used/placed.
When your production image is finalized and approved, cut-and-paste the exact FPO file name into the new file. Drop the production file into your working directory overwriting the FPO file, and refresh it in InDesign. Bob's your uncle.
If this is being done to hundreds of images, you can develop your own batch process to handle this with some time-saving automation. However, this is a good example of an issue that can be solved at the production-management level, rather than at the coding level.
Hoping this helps!
I am working with an old system of palletes. When I export an image, it also creates an pallete with 15/16 colors. But when I try to replicate the same result, the program does not recognize the image which I just created. To analyse what happened, I opened some images with notepad and compared them with my "creation" and I noticed quite some differences.
But the most interesting thing was that at the beginning of my images' code was the type "BM6", while they should be "png" or "bmp". I think that is some thing of codification, but I cannot find anything about it.
If the image file is properly formed, then you can take your .bm6 file and simple change / rename the extension to .bmp. And it should suddenly be an image.
.bm6 can result from creating an image file using a text editor, as seen here.
So I've been working on this simple program to look up specs for drawings. One of the specs is a thumbnail image of the drawing. I didn't want to try managing what could be 1000's of images (that could be changed at anytime) in the database so I created a true/false field instead. If true for that record, then the corresponding thumbnail is displayed in a picture box.
It works beautifully.... if I type the entire path in the code. But what if I give the program to a friend? So I've been trying to find a way that the program would find the images to no avail. I've been searching for answers all day and am finally at this point.... asking for help.
If CBool(db.getField("PDF")) = True Then
'pbxPDFThumb.ImageLocation = ("C:\Users\Reed Havoc\Desktop\RCM Database\RCM DataBase 2015 8g\RCM Plans Tool\RCM Plans Tool\Thumbnails\PDFs\" & db.getField("Plan_Num") & "pdf.jpg")
pbxPDFThumb.ImageLocation = ("\Thumbnails\PDFs\" & db.getField("Plan_Num") & "pdf.jpg")
End If
The first line is the entire path commented out to try the second, foreshortened path.
I've been adding my image thumbnail directory to the project in all the different directories that VS establishes on start-up but none seems to be a default so that my added image directory will be recognized.
Not so clear so I'll have 2 answers.
If drawing are not going to be added but you only use the ones you already have, simply store all of the pictures in the project's resource file, which is accessible through code and builds into the EXE
If the user adds drawings themselves there are two options. There's the more user friendly method: Save the files in a Local appdata folder for the application.
Or, less user friendly and ultimately more work for you. when the application starts, ask the user to identify a directory that does / will contain images.
So I am trying to submit my WWDC scholarship app, however the file size limit is 100mb, and mine is currently 132mb. I have spent the past few hours reducing the size of the images, and compressing them, but I only saved about 10mb...
So now I am trying to figure out what is taking up all of the space, and what I can delete to get it under 100mb.
I noticed that when I go into the 'Developer' folder and right click on my project and tap 'Get info', it shows that the file is 132mb, however if I go in and check the three folders individually they only add up to about 40mb.
If I go to ~/Library/Developer/DerivedData then the file for this project is about 250mb, so is there something in there that can be deleted?
Thanks in advance!
~/Library/Developer/DerivedData can be deleted in its entirety at any time. However, doing so will not affect the size of the app.
Looks first at any assets that you have included, images, videos, sounds, data, and fonts. Figure out what can be eliminated, reduced, or hosted externally. Many times you can replace large images with drawing code.
Select your project target > Build Settings, check your VALID_ARCHS:
Remove useless ones, only keep right & less archs for your project, more archs will lead the final archived binary bigger. I think you can only keep x86_64 there in this case.
More reading about the ARCH, you can take a look at THIS ANSWER (it's about iOS).
I finally found the problem. I used the terminal command to uncover hidden files, and found that there was a .git file in the folder which was taking up 93mb. I have now deleted the file and it brought down the size to 37mb.
For software development one often needs images. But when I start working on an image I very fast end up with dozens of versions, like so
Start with a nice large scale image, let's say a photo from my camera(x.nef)
I do some adjustments on exposure correction and white balance, convert it to a x.jpg
start to add some little stuff by copying in various pieces from two other images. (a.jpg, b.jpg resulting in a layered image x.pdn
now I scale it to the required size and save it as x_small.jpg
By now I have 6 different image files floating around, and nobody but me knows the process behind them.
So the question is: How do you handle images in the development process?
Edit:
Thx for all the great input. I combined various questions to my own personal best answer. But I accepted jiinx0r's answer because it really contained the missing idea for me to apply a naming convention for the kind of changes done.
You could just put your images under source control.
That would handle the revision history and notes. If you really need to keep all the transitional versions of the image around and don't want that in your project folder, most source control trees have a 'tools' area for that type of thing.
EDIT:
If what you're after is keeping track of the various sizes (thumbnails, etc), I would go with convention over configuration and implement a uniform file (or directory) naming system.
For instance, I would probably have seperate folders for the 100px and 500px versions of the same image. Or maybe I would put them in the same folder with a special naming convention: logo-100.jpg, and logo-500.jpg ...Either way is probably fine, just make a decision and be sure to stay consistent throughout the project.
One last thought: some folks like to include a ton of metadata in the file name. To me it depends on the scope of your operation and your individual needs. I would personally default to a less is more approach -- if you're thinking about investing in maintaining something like that (or creating a tool to do it for you), make sure it's actually a net gain of time and not just something for your OCD to filddle with!
As developers, we do tend to make glaring mistakes in this area. I know I've been guilty a bunch of times.
file naming should be handled via a naming convention.
{name}-{mod type}-{size}-{version}-{create date}.png
{name}-final.png
e.g.
file-white_balance-800x600-v01-20090831.png
file-white_balance-800x600-v02-20090831.png
file-final.jpg
the real point is to create an agreed on convention that people see the value in following
(however simple/complex is necessary for your group). In my organization we do this for input/output datafiles, images, scripts, etc. (not the same convention necessarily for all, but that they follow something that was agree upon)
Hope that helps.
I try hard to have only a single "source" image and then pour all the changes into a short Python script or some other piece of code so that I can recreate the effects and/or adjust them any time later.
The original image is saved either as PNG or TIFF (to avoid quality loss due by saving) and converted into the final type as the very last step. That's also the time when I do the scaling and other lossy operations.
We developed a downloadable and a web game with a few hundred graphic assets, most of which were stored as psd files during development. We needed jpg and and png versions for the release version of the game and lower quality jpg and png versions for the web version.
We checked the originals into source control to handle versioning.
In order to remain flexible and able to alter the original without having to re-pack the image twice after each update, we had a Perl / ImageMagick script that would update the packed images automatically.
The file name remained the same, but the compressed images would go to different directories, depending which version of the game each image was packed for.
We typically have the image title and resolution appended together in the name.
myimage_800_600.png
this way all of the like images are grouped together in the folder view and you can easily select the size you want without having to wander what "medium" means.
I agree in that source control might be your best bet for this. However conventional source control doesn't really fit images.
Have you looked at http://www.alienbrain.com ?
It's commercial but may be something that could help. I was also looking and saw something about Photoshop or Imageready having version control in it too. You could look into that.
I put all the bits and pieces together from the various answers, for a system that fits my needs:
Images go into source control. This includes images of or intermediate steps.
If multiple images are needed based on one source image, but with different transformations, this can be integrated into automatic builds (scaling, compressing, tinting)
Based on a naming convention or folder structure files can get categorized into: source (e.g. original photo), intermediate (for the various processing steps), base (an image that is actually used in the software or possible after automatic processing as in step 2)
For the processing steps, a naming convention should ensure that the kind of processing can be recognised, and also the order of steps. So one would be able to move from the source image through the various processing steps to the final image.