Useful when implementing a design, to make the design pixel accurate.
I've used the pixel perfect plugin for firefox to do this, but it doesn't seem to work anymore. The best would be a separate program that can be used independently of browser. Any recommendations?
I'm working on a javascript tool for developers to manage image overlays: https://github.com/frontfoot/overlay_me
I found another solution though that is corresponding to your need: http://makiapp.com/
My version of the tool is a bit more developer oriented, as you can have a pack of overlaying images loading automatically per project, and also keeping the possibility to inspect DOM elements while overlaying things.
The makiapp tool is a more accessible, designer oriented, where you can upload a local file.
My tool is at its first stage and need feedback BTW ;)
Related
I have been working on Xamarin forms for a long time now but the thing that has always bugged me is what is the better approach to store images in xamarin forms.
I wanted to know which images should I use from PCL and which ones should I put in native resource files or is using PCL images a bad approach altogether.
I went through everything in Local Images and Embedded Images but found nothing related to the better approach among them or performance or anything as such.
At the end after all the research for almost a year I came to the conclusion that the Local Image approach suits me better, even with the case where I had to add it to all three native projects depending what I target.
Reason being the following:
When I use local images I have an option to place different images in different size folders i.e. HDPI, MDPI(Android) and #2x,#3x(iOS)
What the above point does for me is it selects the image it should pick as per the current devices resolution which cannot be achieved with EmbeddedResources
One possible solution to issue mention above was using SVG's but as everyone knows that if the image you are using needs to look pixel perfect SVG's are not your best option as they lose some details here an there as you use them in your mobile devices.
One more cheeky thing I did (but I like to share my dev secrets) was whichever Images in my application were only in one size for all resolutions and platform or at least two of them I incorporated them in the Shared code
Note: Embedded Resource takes a little more time to load then your native Local Images always consider that while using
I have a responsive (RWD) website which works OK on mobile devices. My problem is that pictures are sort of "heavy" on smartphones and uselessly large on older phones.
I know there are plenty of tools either offline or online (such as: http://www.resizeyourimage.com/) to resize pictures and I know I could roll my own image resizer with GD and the like (PHP here), but I was wondering if someone here is aware of a way to have images automatically resized.
For example by piping them through a proxy of some kind, such as:
http://cloudservice/w_320/http://myserver/mypic.jpg" />
A free service highly preferrable.
This way I wouldn't have to retrofit old pictures nor is it necessary to provide multiple versions of the same picture.
I hope my question makes sense...
There are many such services, and a similar question has been asked before.
All reliable solutions will also requires a tiny bit of client-side javascript. Cookies don't work on the first page load (which is most of them), and sniffing gives useless data if you're doing RWD with breakpoints. Excepting slimmage (and solutions with <noscript> tags), most will download 2 copies of each image (or worse, fail accessibility and SEO requirements).
I favor the DRY & CSS-friendly Slimmage.js, as its author, but there is also Picturefill for those who want art direction support (and are willing to handle the resulting markup complexity). Both can be used with any RIAPI-compliant server-side module, such as ImageResizer (disclaimer of authorship applies here too).
If you have access to a Windows (or linux/mono) server, consider self-hosting.
Dynamic imaging SaaS products appear and fail on a regular basis, so have a backup plan in place to replace the URLs if your SaaS isn't RIAPI-compliant. If your HTML isn't dynamic or can't be post-processed, you're going to have... fun.
A few services (free or in beta):
CDNConnect (RIAPI-compliant third-pary service based on ImageResizer)
BoxResizer (free, but uptime not guaranteed)
Sqish
Resizor
Some non-free (and non-compliant) services
http://www.resrc.it/pricing/us
https://responsive.io/plans#pricing-list
https://www.maikoapp.com/
http://www.thumbr.io/plans_and_prices
You should check out WURFL Image Tailor.
Works pretty much as you describe. You refer the images through a proxy like this:
<img src="//wit.wurfl.io/[full-url-to-your-image]">
The proxy will then detect the screen size of the user-agent and resize the image accordingly. This service also take some arguments that allows you to explicitly set height, width and percentage of screen size.
One image resizing service you can use is https://gumlet.com. You can use any image source with it and resize images exactly as per your need.
For example, to get image width of 300 px, you can write
https://subdomain.gumlet.com/image.jpg?width=300
P.S. I work at Gumlet.
I'm planning on doing an interactive AR application that will use a laser sensor (for distances), GPS technology to get a location, and then use compass/gyroscope for tracking 6DOF viewfinder
movements. The user can choose from a number of ready-made 3D-models, and should be able to place them by selecting the desired location on the screen.
My target platform will be a 8"-handheld-device, running on windows8.
Any hints what would be the best AR-SDK or 3D-viewer to work with?
thanks in advance!
There are quite a few 3D viewers that are working in the browsers. But most recently and most notably: va3C viewer
It is webgl based app and doesnt require a server, so if your handheld device supports webgl, then you are good to go, however, whether it works on IE or not is questionable ;).
Although based on my experience and your usecase, I believe client side JS libraries do not provide enough access to the device's hardware. So you might have to serve the information like GPS, Gyroscope, from the server side, then gather this on the client using something like socket.io and then mash it up alongside the geometry.
I am trying to do something similar, although havent quite done it yet. Will keep you posted.
Another approach I am exploring is X3DOM, which gives the ability to write 3D data like XML alongside HTML, which is quite declarative and simple to pickup. X3DOM derives from X3D.
Tell me if you need more info.
Also, worth exploring for its motion abilities, is Robot Studio, which is a desktop app with SDK.
I am working on project and my task is to export house plan from AutoCAD to some format that is most adaptable for SCADA. Any suggestion will help me. Thanks!
As you didn't specify which HMI/SCADA package, you'll get a general answer. Since ALL packages are basically a GUI, a bitmap (.bmp) graphic will be fine for most, if not all.
One thing I do know for sure, Rockwell's FactoryTalk View will allow you to import a .dxf file, but I think this is the only package that will let you do this. WinCC and InTouch certainly don't have this kind of support.
For the sake of compatibility, an image file would be best.
I'm one of developers of open source Scada-LTS.
We can add functionality of loading svg or 3dx background on view (HMI) in Scada-LTS.
Your dfx file can be converted into svg or x3d format.
For example you may use:
http://kabeja.sourceforge.net to svg convertion.
https://www.blender.org to x3d convertion.
Schneider ClearSCADA is capable of importing dxf files into HMI screens with some limitations
I do a lot of SCADA work and to honest I have yet to come across a package that has a anything but garbage for a graphics editor. The one exception is Wonderware's archestra ide...but for a home project you won't be using that!
I would recommend creating an image for a background (png, jpg, etc) and then laying your animated graphics and data on top of that. My tools of choice are Sketchup for CAD tasks, Inkscape for vector graphic tasks, and Blender for 3d rendering. Then I take the assets created in those tools and bring them into whatever SCADA package I'm working with.
We are creating animations using HTML5 + Javascript. Now, we'd like to convert these animations to video files (MPEG4, or other, doesn't matter) so that browserly challenged people could also see the animations. Animations contain an audio track.
We are looking for solutions where HTML page would be rendered and recorded on the server side. I know there exist tools for rendering web page thumbnails etc. static images already. However, in our use case we should output a video file.
What options are there? Is headless X server + Firefox a way to go? Preferably we'd be running this in a cloud (Amazon EC2).
Also if there something special we'd need to think when playing animation in non-real-time speeds, I'd like to hear - e.g. syncing HTML5 audio with animation.
Just to note that we have solved this problem by
Running Firefox on a headless server. A server with a decent graphics card.
Having a Selenium Python control script to start/stop rendering
A custom rendering loop which will use Firefox's XPCom API to feed <canvas> raw pixels directly in the encoding pipeline
A custom Javascript rendering loop where clock does not come from a real clock, but it slices frames to the renderer on a stable framerate which is not real-time
Quite a complex system, so doesn't fit into one Answer box :(
One thing that might work, depending on your animation, would be to essentially create an animated gif. With enough still images of your animation strung together, you should be able to turn those into a video with the right software. This is a rather brute-force solution, but if you can advance through your animation in a "frame-by-frame" fashion, it might work.
Sounds interesting. I've done a similar thing with the QtWebKit library that requires a headless X server to run. What I was doing was converting web pages to PDF on a large scale. It might make sense to search for some webkit2pdf tools to see an example that you can build off of.
I would take a look at the library and combine it with another recording solution.
In terms of tooling I've had a pretty decent experience with these Ruby tools:
the headless gem supports video capturing with ffmpeg
capybara will allow you to drive e.g. firefox.
I have NO idea about how they deal with audio though