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Closed 10 years ago.
I use NSTextView in my Cocoa app. I press Option-E, the text view displays an acute accent in a yellow highlight box, indicating that it is marked text, rather than final input. When the I type the next character, the text view must display it as a single accented character but it doesn't. For example
Why?
UPDATE: here are my steps:
Related
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Closed 9 years ago.
I visited lofavor website and I saw a very cute animation there. Can someone tell me what is this animation? It's obvious that it's not flash or JavaScript animation. The element is SVG. But how can I create an animation like that with SVG?
It is a little complicated animation than simple Rotate, Translation or Scaling. Please give me any tip or keyword to have a research on this. Do I have to code all the transitions or is there any WYSIWYG way to do this?
It's SVG Transform animation and yes you have to code it. For more information you can check SVG Transform.
If you check the DOM element, which I think you did, you would see g elements with transform attribute and a matrix which defines the Rotation, Translation or Scale.
There is also a masking technique for that red ribbon which rolls at first. A good start to work with SVG is SVG Essential book.
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Closed 9 years ago.
when we take a video from moving vehicle backward, we will see vehicles behind you moving slowly, while the background(trees, houses, road markers) moving quite fast. Given two successive images from the video, the car behind you will not change much, but the background change a lot. I would like to consult how to automatically identify this car from the two images. They share similar position, size and all other features.
The equivalent question is how to identify the background which changes a lot.
I do know there are a bunch of algorithms to identify vehicles and have tried some of them. But is it possible to use similarity of the same vehicle in successive images to identify the vehicle?
I am using a monocular camera and updating frequency is 2Hz.
Six successive images are uploaded as a reference.
In terms of similarity, the classical way is to use histogram. Divide your graphs into small grid and computer RGB histogram for each grid. Good luck.
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Closed 10 years ago.
Hey I want to create an app that is similar to these 'face juggler' apps, and other apps in which a photo is taken of the user, then you can drag an image on top to add effects. I have seen one with sunglasses, and i would like to do one with hats (for my brand).
So essentially I will need to be able to take a photo or select from library, then place it in, then add this image over the top which can be resized and moved, then I would need to export the final image to camera roll or facebook etc.
Does anybody know where I should start? I am quite new to this and couldn't find any guides or related questions
Thanks for all your help
A very useful source is the Core Image Programming Guide from Apple. In these document you will find all you have to now about image filter and image manipulation. But first you have to implement a UIImagePickerConroller. With this controller the user of your app can take a picture by using the device camera or by picking an image from the library.
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Closed 10 years ago.
As the title says, I want to be able to PAN images (NSImages) with a mouse cursor, and ZOOM images in any way. How can I do that as I can't find any resources online, someone please help!
You should take a look at using Apples's IKImageView.
The IKImageView class provides an efficient way to display images in a
view while at the same time supporting a number of image editing
operations such as rotating, zooming, and cropping. It supports drag
and drop, so that the user can drag an image to the view. If possible,
image rendering uses hardware acceleration to achieve optimal
performance. The IKImageView class is implemented as a subclass of
NSView. Similar to NSImageView, the IKImageView class is used to
display a single image.
IKImageView has some shortcomings, but in my experience zooming works well.
Use NSAffineTransform to translate and scale the coordinate system of the graphics context prior to drawing the image. This would typically be within your -drawRect: method.
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Closed 10 years ago.
I have an OpenGL based game for the Mac.
Mac OS X 10.5 compatibility required, going back to pretty much any Mac that can reasonably handle Leopard, going back to G4 Powerbooks.
I'm building my sprite sheets/texture atlases, for feeding to OpenGL, and need to set a maximum texture size.
Q. What's the maximum texture size that a 5 year old Mac can reasonably accommodate? Would I be safe making my sprite sheets 1024x1024?
Q2. Would all such hardware be able to handle non-power of two textures?
Cheers.
[edited]
I found the following (very useful!) resource:
http://homepage.mac.com/arekkusu/bugs/GLInfo_1058.html
From this list, supporting 10.5.8 as a minimum requirement, it would appear that everything I need the game to run on supports a maximum texture size of 2048x2048, which makes me very happy, as the use of larger sprite sheets negates the need for NPOT textures.