Launch4J splash file - launch4j

I am trying to use launch4j and found the following example for the splash image. What are the allowed image format, other than *.bmp?
<splash>
<file>${project.basedir}/src/main/build/splash.bmp</file>
<waitForWindow>true</waitForWindow>
<timeout>60</timeout>
<timeoutErr>true</timeoutErr>
</splash>

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

How to open image file using pdftron

I want to load an image file using the pdftron webviewer api.
For pdf files it's working fine but I want to load image files and add annotations to them.
In the user guide there is no information regarding working with images.
Yes, WebViewer can do this out of the box.
There are a number of image formats supported. Here is the breakdown.
PNG, JPEG
Simply pass the image URL to WebViewer initialDoc constructor parameter, or to WebViewer.loadDocument().
If your URL does not have a proper file extension, then you can do the following.
myWebViewer.loadDocument("mydomain/generic_url_to_image", {filename: "input.png"})
This works with both PDFNetJS Lean and Full editions.
TIFF, GIF, BMP
You can utilize the browser's HTML5 canvas to load the images, and then generate PNG/JPG from the HTML5 canvas, and then pass the follow the instructions above.
JP2 or multiple images in one document.
Using PDFNetJS Full edition, which does not come with the standard WebViewer download, you have full control over PDF creation.
PDFNetJS Full Download: http://pdftron.com/downloads/PDFNetJS.zip
Using PDFNetJS Full you would follow the AddImage sample code to construct a PDF with the image(s) in it.
http://pdftron.com/webviewer/pdfnetjs/config.html#file=samples/PDFNet/AddImageTest/AddImageTest.js

Siebel open UI IP16 - loading image customization

Is there a way I can customize (replace with another GIF image) the loading image in Siebel Open UI in IP16 version? The current loading image is an red colored, oval shaped, oracle provided one, but i do not find the corresponding image in images folder. Any leads?
The animated icon may be stored in css files.
Try to search in your css files for something like
.siebui-mask-outer
timer
It may not be an actual gif but an css transformation.
(btw. You can run your Chrome Developer tool and examine the source of the icon)
The standard GIF file must be in public/enu folder (for english application) on the web server. On your local installation, it will be in C:\Siebel81\16.0.0.0.0\Client\PUBLIC\IMAGES\
There are multiple gif files there used for different applications.

Cocoa. Why app's image are changed from png to tiff format in sandbox?

my app's resources are png format,but when I run the app,and open the sandbox's content resources directory,I found that all the images in png format are changed to tiff format,how is it going?
anyone could help me?
Thanks!
This sounds like you have the "Combine High Resolution Artwork" setting set in your project's build settings. With this option set Xcode will automatically combine a standard and #2x image into a single TIFF. See this Apple doc for details.

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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