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  • How to save esri map as a image file

    - by Jin
    Hi, I am using Silverlight 3 and I am trying to take a screenshot of esri map. I was able to take a screenshot and save as a file for silverlight controls, but when I try to access Esri map image, I get "Pixel access not allowed" error. I heard this is because of different domain (I am trying to get map image on the client side, and map image is not accessible at server side in my silverlight application). So I am trying to find a function from esri so that I can save the map image as a file. does anybody know how to do this? or any other way around?

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  • How to get pixel information inside a fragment shader?

    - by user697111
    In my fragment shader I can load a texture, then do this: uniform sampler2D tex; void main(void) { vec4 color = texture2D(tex, gl_TexCoord[0].st); gl_FragColor = color; } That sets the current pixel to color value of texture. I can modify these, etc and it works well. But a few questions. How do I tell "which" pixel I am? For example, say I want to set pixel 100,100 (x,y) to red. Everything else to black. How do I do a : "if currentSelf.Position() == (100,100); then color=red; else color=black?" ? I know how to set colors, but how do I get "my" location? Secondly, how do I get values from a neighbor pixel? I tried this: vec4 nextColor = texture2D(tex, gl_TexCoord[1].st); But not clear what it is returning? if I'm pixel 100,100; how do I get the values from 101,100 or 100,101?

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  • C# slowdown while creating a bitmap - calculating distances from a large List of places for each pixel

    - by user576849
    I'm creating a graphic of the glow of lights above a geographic location based upon Walkers Law: Skyglow=0.01*Population*DistanceFromCenter^-2.5 I have a CSV file of places with 66,000 records using 5 fields (id,name,population,latitude,longitude), parsed on the FormLoad event and stored it in: List<string[]> placeDataList Then I set up nested loops to fill in a bitmap using SetPixel. For each pixel on the bitmap, which represents a coordinate on a map (latitude and longitude), the program loops through placeDataList – calculating the distance from that coordinate (pixel) to each place record. The distance (along with population) is used in a calculation to find how much cumulative sky glow is contributed to the coordinate from each place record. So, for every pixel, 66,000 distance calculations must be made. The problem is, this is predictably EXTREMELY slow – on the order of one line of pixels per 30 seconds or so on a 320 pixel wide image. This is unrelated to SetPixel, which I know is also slow, because the speed is similarly slow when adding the distance calculation results to an array. I don’t actually need to test all 66,000 records for every pixel, only the records within 150 miles (i.e. no skyglow is contributed to a coordinate from a small town 3000 miles away). But to find which records are within 150 miles of my coordinate I would still need to loop through all the records for each pixel. I can't use a smaller number of records because all 66,000 places contribute to skyglow for SOME coordinate in my map as it loops. This seems like a Catch-22, so I know there must be a better method out there. Like I mentioned, the slowdown is related to how many calculations I’m making per pixel, not anything to do with the bitmap. Any suggestions? private void fillPixels(int width) { Color pixelColor; int pixel_w = width; int pixel_h = (int)Math.Floor((width * 0.424088664)); Bitmap bmp = new Bitmap(pixel_w, pixel_h); for (int i = 0; i < pixel_h; i++) for (int j = 0; j < pixel_w; j++) { pixelColor = getPixelColor(i, j); bmp.SetPixel(j, i, pixelColor); } bmp.Save("Nightfall", System.Drawing.Imaging.ImageFormat.Jpeg); pictureBox1.Image = bmp; MessageBox.Show("Done"); } private Color getPixelColor(int height, int width) { int c; double glow,d,cityLat,cityLon,cityPop; double testLat, testLon; int size_h = (int)Math.Floor((size_w * 0.424088664)); ; testLat = (height * (24.443136 / size_h)) + 24.548874; testLon = (width * (57.636853 / size_w)) -124.640767; glow = 0; for (int i = 0; i < placeDataList.Count; i++) { cityPop=Convert.ToDouble(placeDataList[i][2]); cityLat=Convert.ToDouble(placeDataList[i][3]); cityLon=Convert.ToDouble(placeDataList[i][4]); d = distance(testLat, testLon, cityLat, cityLon,"M"); if(d<150) glow = glow+(0.01 * cityPop * Math.Pow(d, -2.5)); } if (glow >= 1) glow=1; c = (int)Math.Ceiling(glow * 255); return Color.FromArgb(c, c, c); }

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  • Can't get screen pixel from a specific full screen game with any language?

    - by user1007059
    Okay, I know this might seem like I'm posting a duplicate question since I've asked something similar like a day ago HOWEVER, if anyone sees any problem with this, please read my question first before judging: Yesterday I tried getting a specific pixel from a fullscreen game in C#. I thought my C# code was faulty but when I tried with multiple full screen games today they all worked except for that specific game. I literally tried with 10 different full screen games, a couple being mmofps, mmorpg, mmotps, regular rpg games, regular shooters, regular action adventure games, etc. I tried with multiple programming languages, and with every game except that specific game I'm dealing with, it returns the pixel color to me like I wanted. So let me explain what I tried: first I tried returning an IntPtr with C# using GetDC(IntPtr.Zero) before invoking GetPixel(int x, int y) and then getting the color out of it. Then I tried using the Robot class in Java and using the getPixelColor(int x, int y) method. I also tried using GetDC(0) to return an HDC object in C++ and then invoking GetPixel(int x, int y) before again extracting the color. These three methods worked EXACTLY the same in every single game except that specific game I was talking about. They returned the pixel perfectly, and extracted the exact same color perfectly. I don't feel it's necessary to tell you the game name or anything, since you probably don't even know it, but what could possibly be causing this malfunction in 1 specific game? PS: The game ALWAYS returns an RGB color of: A = 255, R = 0, G = 0, B = 0. Also, I tried taking a snapshot of the game with the 3 programming languages, and then getting the pixel which actually works in all 3 languages, but since I need to get this pixel every 30 ms, it kind of makes my game lag a bit (+ I think it takes up a lot of memory)

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  • Why is setting HTML5's CanvasPixelArray values ridiculously slow and how can I do it faster?

    - by Nixuz
    I am trying to do some dynamic visual effects using the HTML 5 canvas' pixel manipulation, but I am running into a problem where setting pixels in the CanvasPixelArray is ridiculously slow. For example if I have code like: imageData = ctx.getImageData(0, 0, 500, 500); for (var i = 0; i < imageData.length; i += 4){ imageData.data[i] = buffer[i]; imageData.data[i + 1] = buffer[i + 1]; imageData.data[i + 2] = buffer[i + 2]; } ctx.putImageData(imageData, 0, 0); Profiling with Chrome reveals, it runs 44% slower than the following code where CanvasPixelArray is not used. tempArray = new Array(500 * 500 * 4); imageData = ctx.getImageData(0, 0, 500, 500); for (var i = 0; i < imageData.length; i += 4){ tempArray[i] = buffer[i]; tempArray[i + 1] = buffer[i + 1]; tempArray[i + 2] = buffer[i + 2]; } ctx.putImageData(imageData, 0, 0); My guess is that the reason for this slowdown is due to the conversion between the Javascript doubles and the internal unsigned 8bit integers, used by the CanvasPixelArray. Is this guess correct? Is there anyway to reduce the time spent setting values in the CanvasPixelArray?

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  • Why is setting HTML5's CanvasPixelArray values is ridiculously slow and how can I do it faster?

    - by Nixuz
    I am trying to do some dynamic visual effects using the HTML 5 canvas' pixel manipulation, but I am running into a problem where setting pixels in the CanvasPixelArray is ridiculously slow. For example if I have code like: imageData = ctx.getImageData(0, 0, 500, 500); for (var i = 0; i < imageData.length; i += 4){ imageData.data[index] = buffer[i]; imageData.data[index + 1] = buffer[i]; imageData.data[index + 2] = buffer[i]; } ctx.putImageData(imageData, 0, 0); Profiling with Chrome reveals, it runs 44% slower than the following code where CanvasPixelArray is not used. tempArray = new Array(500 * 500 * 4); imageData = ctx.getImageData(0, 0, 500, 500); for (var i = 0; i < imageData.length; i += 4){ tempArray[index] = buffer[i]; tempArray[index + 1] = buffer[i]; tempArray[index + 2] = buffer[i]; } ctx.putImageData(imageData, 0, 0); My guess is that the reason for this slowdown is due to the conversion between the Javascript doubles and the internal unsigned 8bit integers, used by the CanvasPixelArray. Is this guess correct? Is there anyway to reduce the time spent setting values in the CanvasPixelArray?

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  • Update a portion UIView

    - by Brett
    Hi; I'm using -setNeedsDisplayinRect to update only a part of my UIView. However, all of my drawing done previously to calling this method is erased. Here is my code in the UIView subclass: -(void)drawRect:(CGRect)rect{ CGContextRef context = UIGraphicsGetCurrentContext(); CGContextSetRGBFillColor(context, r, g, b, 1); CGContextSetRGBStrokeColor(context, r, g, b, 1); CGRect arect = CGRectMake(x,y,1,1); CGContextFillRect(context, arect); NSLog(@"drawing"); } and in the view controller: -(void)drawView{ drawingView = [[DrawingView alloc]init]; x=10; y=10; r=0; g=0; b=0; [drawingView setNeedsDisplayInRect:CGRectMake(x, y, 1, 1)]; x=20; y=20; r=0; g=0; b=0; [drawingView setNeedsDisplayInRect:CGRectMake(x, y, 1, 1)]; } I end up with a screen where there is only one pixel at 20,20. Any help with this is so much appreciated. I am a beginner with XCode and am trying to complete a class project asap.

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  • Using unions to simplify casts

    - by Steven Lu
    I realize that what I am trying to do isn't safe. But I am just doing some testing and image processing so my focus here is on speed. Right now this code gives me the corresponding bytes for a 32-bit pixel value type. struct Pixel { unsigned char b,g,r,a; }; I wanted to check if I have a pixel that is under a certain value (e.g. r, g, b <= 0x10). I figured I wanted to just conditional-test the bit-and of the bits of the pixel with 0x00E0E0E0 (I could have wrong endianness here) to get the dark pixels. Rather than using this ugly mess (*((uint32_t*)&pixel)) to get the 32-bit unsigned int value, i figured there should be a way for me to set it up so I can just use pixel.i, while keeping the ability to reference the green byte using pixel.g. Can I do this? This won't work: struct Pixel { unsigned char b,g,r,a; }; union Pixel_u { Pixel p; uint32_t bits; }; I would need to edit my existing code to say pixel.p.g to get the green color byte. Same happens if I do this: union Pixel { unsigned char c[4]; uint32_t bits; }; This would work too but I still need to change everything to index into c, which is a bit ugly but I can make it work with a macro if i really needed to.

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  • random, Graphics point ,searching- algorithm, via dual for loop set

    - by LoneXcoder
    hello and thanks for joining me in my journey to the custom made algorithm for "guess where the pixel is" this for Loop set (over Point.X, Point.Y), is formed in consecutive/linear form: //Original\initial Location Point initPoint = new Point(150, 100); // No' of pixels to search left off X , and above Y int preXsrchDepth, preYsrchDepth; // No' of pixels to search to the right of X, And Above Y int postXsrchDepth, postYsrchDepth; preXsrchDepth = 10; // will start search at 10 pixels to the left from original X preYsrchDepth = 10; // will start search at 10 pixels above the original Y postXsrchDepth = 10; // will stop search at 10 pixels to the right from X postYsrchDepth = 10; // will stop search at 10 pixels below Y int StopXsearch = initPoint.X + postXsrchDepth; //stops X Loop itarations at initial pointX + depth requested to serch right of it int StopYsearch = initPoint.Y + postYsrchDepth; //stops Y Loop itarations at initial pointY + depth requested below original location int CountDownX, CountDownY; // Optional not requierd for loop but will reports the count down how many iterations left (unless break; triggerd ..uppon success) Point SearchFromPoint = Point.Empty; //the point will be used for (int StartX = initPoint.X - preXsrchDepth; StartX < StopXsearch; StartX++) { SearchFromPoint.X = StartX; for (int StartY = initPoint.Y - preYsrchDepth; StartY < StpY; StartY++) { CountDownX = (initPoint.X - StartX); CountDownY=(initPoint.Y - StartY); SearchFromPoint.Y = StartY; if (SearchSuccess) { same = true; AAdToAppLog("Search Report For: " + imgName + "Search Completed Successfully On Try " + CountDownX + ":" + CountDownY); break; } } } <-10 ---- -5--- -1 X +1--- +5---- +10 what i would like to do is try a way of instead is have a little more clever approach <+8---+5-- -8 -5 -- +2 +10 X -2 - -10 -8-- -6 ---1- -3 | +8 | -10 Y +1 -6 | | +9 .... I do know there's a wheel already invented in this field (even a full-trailer truck amount of wheels (: ) but as a new programmer, I really wanted to start of with a simple way and also related to my field of interest in my project. can anybody show an idea of his, he learnt along the way to Professionalism in algorithm /programming having tests to do on few approaches (kind'a random cleverness...) will absolutely make the day and perhaps help some others viewing this page in the future to come it will be much easier for me to understand if you could use as much as possible similar naming to variables i used or implenet your code example ...it will be Greatly appreciated if used with my code sample, unless my metod is a realy flavorless. p.s i think that(atleast as human being) the tricky part is when throwing inconsecutive numbers you loose track of what you didn't yet use, how do u take care of this too . thanks allot in advance looking forward to your participation !

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  • Fast pixelshader 2D raytracing

    - by heishe
    I'd like to do a simple 2D shadow calculation algorithm by rendering my environment into a texture, and then use raytracing to determine what pixels of the texture are not visible to the point light (simply handed to the shader as a vec2 position) . A simple brute force algorithm per pixel would looks like this: line_segment = line segment between current pixel of texture and light source For each pixel in the texture: { if pixel is not just empty space && pixel is on line_segment output = black else output = normal color of the pixel } This is, of course, probably not the fastest way to do it. Question is: What are faster ways to do it or what are some optimizations that can be applied to this technique?

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  • Is a text file with names/pixel locations something a graphic artist can/should produce? [on hold]

    - by edA-qa mort-ora-y
    I have an artist working on 2D graphics for a game UI. He has no problem producing a screenshot showing all the bits, but we're having some trouble exporting this all into an easy-to-use format. For example, take the game HUD, which is a bunch of elements laid out around the screen. He exports the individual graphics for each one, but how should he communicate the positioning of each of them? My desire is to have a yaml file (or some other simple markup file) that contains the name of each asset and pixel position of that element. For example: fire_icon: pos: 20, 30 fire_bar: pos: 30, 80 Is producing such files a common task of a graphic artist? Is is reasonable to request them to produce such files as part of their graphic work?

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  • How to render a retro-like pixel graphics from 3d models?

    - by momijigari
    I was wondering if there's a possibility to render a retro-pixel-like graphics from 3d model in real time? I'm talking about the Starfarer-like graphics. I know it's hand drawn, and it's 2d. But if I need a 3d objects with the same aesthetics? I'm currently working with Flash. But I don't need any ready-solutions, I just want to understand the principle from any other platform if there is one. So if anybody met anything like this I would appreciate your help. (If it's not possible to do in real time, I could at least pre-render a sequence of sprites. It would be much better than creating hundreds of hand-drawn ones)

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  • How can i get almost pixel perfect collision detection in a multiplayer game?

    - by Freddy
    I'm currently working on a multiplayer game for iPhone. The problem i have, as with all multiplayer games, is that the other user will always see everything at a non-constant delay. The game I'm making need to have a almost pixel perfect collision detection, but 1 or 2 pixels off is not that big of a deal. How can I possibly get this working? I guess I could just set local player to also be at X ms delay. However this will probably just be worse and feel sloppy when the user input. I know this problem is probably something network programmers deal with everyday and I would be glad if someone could give me a possible solution for this.

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  • How do I simplify a 2D game grid for level management while keeping its by-pixel features?

    - by Eric Thoma
    (I cross-posted this from StackOverflow as this seems to be a more appropriate forum. I've looked around a little here and I did not find an answer, so I hope this is not a recurring question.) This is a question dealing with 2D world design. I am playing around by creating a 2D bird's eye view shooter game, and I am looking to make the game sleek and advanced. I hope to be able to write physics so projectiles have momentum and knock-down properties. I am immediately running into the problem of world design. I need a way to have level files that store everything there is about a game. This is easiest by just having a grid of objects. But there are thin-walls and other objects that don't seem to fit into a traditional cell of a grid. I want to be able to fit all these together so I can streamline level design; so I don't have to put in the exact pixel-specific start and end of a wall. There doesn't seem to be an obvious translation from level file to game without forcing myself into a pacman-life scenario, meaning a scenario where the game feels boxy and discrete. There is a contrast between the smoothly (relatively) moving characters and finite jumps in a grid. I would appreciate an answer that would describe implementation options or point me to resources that do. I would also appreciate references to sites that teach game design. The language I am using is Java (although I would love to use C or C++, but I can never find convenient resources in those languages). Thank you for any answers. Please leave any questions in the space below; I will be able to answer them later tonight (28th Nov).

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  • Xcode - Drawing Pixels

    - by Brett
    Hi guys; I am trying to draw individual pixels in xcode to be outputted to the iphone. I do not know any OpenGL or Quartz coding but I do know a bit about Core Graphics. I was thinking about drawing small rectangles with width and height of one, but do not know how to implement this into code and how to get this to show in the view. Any help is greatly appreciated. Thanks, Brett

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  • i want the ruby code of the php code i have given inside , please help me out

    - by Arpit Vaishnav
    <?php // amcharts.com export to image utility // set image type (gif/png/jpeg) $imgtype = 'jpeg'; // set image quality (from 0 to 100, not applicable to gif) $imgquality = 100; // get data from $_POST or $_GET ? $data = &$_POST; // get image dimensions $width = (int) $data['width']; $height = (int) $data['height']; // create image object $img = imagecreatetruecolor($width, $height); // populate image with pixels for ($y = 0; $y < $height; $y++) { // innitialize $x = 0; // get row data $row = explode(',', $data['r'.$y]); // place row pixels $cnt = sizeof($row); for ($r = 0; $r < $cnt; $r++) { // get pixel(s) data $pixel = explode(':', $row[$r]); // get color $pixel[0] = str_pad($pixel[0], 6, '0', STR_PAD_LEFT); $cr = hexdec(substr($pixel[0], 0, 2)); $cg = hexdec(substr($pixel[0], 2, 2)); $cb = hexdec(substr($pixel[0], 4, 2)); // allocate color $color = imagecolorallocate($img, $cr, $cg, $cb); // place repeating pixels $repeat = isset($pixel[1]) ? (int) $pixel[1] : 1; for ($c = 0; $c < $repeat; $c++) { // place pixel imagesetpixel($img, $x, $y, $color); // iterate column $x++; } } } // set proper content type header('Content-type: image/'.$imgtype); header('Content-Disposition: attachment; filename="chart.'.$imgtype.'"'); // stream image $function = 'image'.$imgtype; if ($imgtype == 'gif') { $function($img); } else { $function($img, null, $imgquality); } // destroy imagedestroy($img); ?

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  • Dynamically pixelate an html image element

    - by Chris Armstrong
    I'm to take an image on a webpage, and then use javascript (or whatever would be best suited) to dynamically 'pixelate' it (e.g. into 20px squares). Then, as the user scrolls down the page, I need the image to gradually increase in resolution, till it is no longer pixelated. Any ideas how I could go about doing this? I realise I could use php to resize an image and several times and just switch out the image, but that would require loading several extra images. Also, I know I could probably do the effect with flash & pixelbender, but I want to achieve it within the limitations of HTML5, CSS & Javascript if possible. Appreciate any thoughts!

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  • please convert this PHP code in ruby

    - by Arpit Vaishnav
    <?php // amcharts.com export to image utility // set image type (gif/png/jpeg) $imgtype = 'jpeg'; // set image quality (from 0 to 100, not applicable to gif) $imgquality = 100; // get data from $_POST or $_GET ? $data = &$_POST; // get image dimensions $width = (int) $data['width']; $height = (int) $data['height']; // create image object $img = imagecreatetruecolor($width, $height); // populate image with pixels for ($y = 0; $y < $height; $y++) { // innitialize $x = 0; // get row data $row = explode(',', $data['r'.$y]); // place row pixels $cnt = sizeof($row); for ($r = 0; $r < $cnt; $r++) { // get pixel(s) data $pixel = explode(':', $row[$r]); // get color $pixel[0] = str_pad($pixel[0], 6, '0', STR_PAD_LEFT); $cr = hexdec(substr($pixel[0], 0, 2)); $cg = hexdec(substr($pixel[0], 2, 2)); $cb = hexdec(substr($pixel[0], 4, 2)); // allocate color $color = imagecolorallocate($img, $cr, $cg, $cb); // place repeating pixels $repeat = isset($pixel[1]) ? (int) $pixel[1] : 1; for ($c = 0; $c < $repeat; $c++) { // place pixel imagesetpixel($img, $x, $y, $color); // iterate column $x++; } } } // set proper content type header('Content-type: image/'.$imgtype); header('Content-Disposition: attachment; filename="chart.'.$imgtype.'"'); // stream image $function = 'image'.$imgtype; if ($imgtype == 'gif') { $function($img); } else { $function($img, null, $imgquality); } // destroy imagedestroy($img); ?

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  • min max coordinate of cells , given cell length in c#

    - by Raj
    Please see attached picture to better understand my question i have a matrix of cells of [JXI] , cell is square in shape with length "a" my question is .. is there a way to use FOR loop to assign MIN,MAX coordinate to each cell taking origin (0,0) at one corner Thanks "freeimagehosting.net/uploads/3b09575180.jpg" i was trying following code but no success int a ; a = 1; for (int J=1; J<=5; J++) { for (int I = 1; I <= 5; I++) { double Xmin = ((I - 1)*a ); double Ymin = ((J - 1) * a); double Xmax = (I * a ); double Ymax = (J * a); } }

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  • Changing RGB color image to Grayscale image using Objective C

    - by user567167
    I was developing a application that changes color image to gray image. However, some how the picture comes out wrong. I dont know what is wrong with the code. maybe the parameter that i put in is wrong please help. UIImage *c = [UIImage imageNamed:@"downRed.png"]; CGImageRef cRef = CGImageRetain(c.CGImage); NSData* pixelData = (NSData*) CGDataProviderCopyData(CGImageGetDataProvider(cRef)); size_t w = CGImageGetWidth(cRef); size_t h = CGImageGetHeight(cRef); unsigned char* pixelBytes = (unsigned char *)[pixelData bytes]; unsigned char* greyPixelData = (unsigned char*) malloc(w*h); for (int y = 0; y < h; y++) { for(int x = 0; x < w; x++){ int iter = 4*(w*y+x); int red = pixe lBytes[iter]; int green = pixelBytes[iter+1]; int blue = pixelBytes[iter+2]; greyPixelData[w*y+x] = (unsigned char)(red*0.3 + green*0.59+ blue*0.11); int value = greyPixelData[w*y+x]; } } CFDataRef imgData = CFDataCreate(NULL, greyPixelData, w*h); CGDataProviderRef imgDataProvider = CGDataProviderCreateWithCFData(imgData); size_t width = CGImageGetWidth(cRef); size_t height = CGImageGetHeight(cRef); size_t bitsPerComponent = 8; size_t bitsPerPixel = 8; size_t bytesPerRow = CGImageGetWidth(cRef); CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceGray(); CGBitmapInfo info = kCGImageAlphaNone; CGFloat *decode = NULL; BOOL shouldInteroplate = NO; CGColorRenderingIntent intent = kCGRenderingIntentDefault; CGDataProviderRelease(imgDataProvider); CGImageRef throughCGImage = CGImageCreate(width, height, bitsPerComponent, bitsPerPixel, bytesPerRow, colorSpace, info, imgDataProvider, decode, shouldInteroplate, intent); UIImage* newImage = [UIImage imageWithCGImage:throughCGImage]; CGImageRelease(throughCGImage); newImageView.image = newImage;

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  • Make dialogs compatible with "large fonts".

    - by Narcís Calvet
    Which do you think are best practices for making a windows dialog compatible both with standard fonts (96 dpi) and "large fonts" setting (120 dpi) so that objects don't overlap or get cut off? BTW: Just in case it's relevant, I'm interested in doing this for Delphi dialogs. Thanks in advance!

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