I have a picture. I call it Publictransportation.
It looks smaller than it should be. It looks fine on simulator. But it looks small on iPhone.
I clean build. Delete the application. No luck.
Then I change the pic to Publictransportation1
Now it looks normal.
When I change back it looks small again.
There has to be some false cache. But where?
May be there are two images like one Publictransportation.png present in resources and another one will be just reference of Publictransportation.png, which might me there on your machine.
Search Publictransportation.png in your project and check for duplication.
I guess that you are using the device that has retina display, so you need to rename your picture with #2x in the end in order for the retina to take it as a double size, and from time to time try to clean your project an rebuild it again.
Related
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.
I have some pack of images. I am rotate them on the server side, they keep the same name and to make them visible i am adding ?rand() after rotation. It is working on small images but on huge ones it's not, i don't know why.
OK, i figure it out. I just made different url completelly, add /:junk to it and it worked out.
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.
Okay the Title can be misleading.
But it´s like this.
I have made an application that constantly sends Images from Client A to Client B.
When Client B receives the image, it will replace the last image.
I currently use Picturebox or Panel, so pretty much:
panel1.BackgroundImage = Image.FromStream((MemoryStream)NetSerializer.Serializer.Deserialize(tt1.GetStream()));
It looks weird though, but as you can se, it will just change the image, when it´s there.
This all goes well up to about 800x600, then it will bottleneck.
I don´t know the update frequency, but i am guessing it´s around 60fps, as i am taking screenshots from my desktop or particular windows.
The bandwidth is not the problem here as long as i don´t use .bmp at 800x600+ of course.
Anyway, my question is, what can i use to replace this way of showing images?
I am guessing something with Directx/OpenGL or something?
Sadly i haven´t found a way to even display an image with that, though then again, i have a hard time understanding it.
I am open for suggestions and examples.
EDIT:
I am thinking, maybe to use WPF to just show the image.
But i don´t know if i can change the background image from a winform, so if it´s possible then i am all ear.
Thanks
Since some days I'm experiencing this problem.
Here is my debug
The image provided is bigger than 200x200 px, it has unique link and there is any redirection on that page.
Linter response is 200.
When I copy and past page's link on fb it give me the choice between 3 images that are smaller than 200x200px and the one I've provided is ignored.
But If I try to share it through "Like button" or "Send button" it works fine.
It sounds like a fb Bug.
Thx
I solved using informations from this and this posts.
You can try using an image that is bigger than 200x200, with dimensions multiple of 100, and squared.
Other useful stuffs are using jpg extension, host the image in the same server of the website and avoid any "strange" chars in filename.
I tried many of the suggestions on this post and others to no avail. The thing finally worked for me (which I have not seen elsewhere) was to add the correct prefix to the element which I previously was missing entirely.
<head prefix="og: http://ogp.me/ns#">
Not sure if that actually fixed the problem for good or it just jogged the debugger into re-scanning the image (properly) but hopefully it helps someone else.
I got it done by renaming the image and the og:image url. Give it a try.
I have been struggling with this for a while too. I have tried all shapes and size for the image, renaming it, adding specific og:image:height and :width tags, etc.
The way I 'solved' it is just putting the image I want to show up in the website's root directory and point in og:image to another (1500x1500, btw) image. Facebook linter then tells me that it will use the image in the root directory. And that just works fine ;-)
Even if your image size is not in multiples of 100, it should work if your image is in jpg or jpeg format.
If your image is in png format, no matter what the size is, it will not work. This is based on my tests only. I would like to hear from other devs here.
I use png's all the time. I always use 1920 x 1080 because they look so good on Facebook shares. 85% of the time they work, sometimes they don't. Sometimes I delete and reload the same photo without renaming or changing a thing and it all of a sudden works. I'm not a real dev so that's all I can offer.
I tried most of these suggestions - double-checked the <head> prefix, tried adding the javascript sdk, tried square images, sourcing from different locations, simplifying the file name...
What finally worked was making sure an <img> tag for the same image appears in the body! I hid it with CSS / inline style.