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  • Using GNU Octave FFT functions

    - by CFP
    Hello world! I'm playing with octave's fft functions, and I can't really figure out how to scale their output: I use the following (very short) code to approximate a function: function y = f(x) y = x .^ 2; endfunction; X=[-4096:4095]/64; Y = f(X); # plot(X, Y); F = fft(Y); S = [0:2047]/2048; function points = approximate(input, count) size = size(input)(2); fourier = [fft(input)(1:count) zeros(1, size-count)]; points = ifft(fourier); endfunction; Y = f(X); plot(X, Y, X, approximate(Y, 10)); Basically, what it does is take a function, compute the image of an interval, fft-it, then keep a few harmonics, and ifft the result. Yet I get a plot that is vertically compressed (the vertical scale of the output is wrong). Any ideas? Thanks!

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  • Error Converting PIL B&W images to Numpy Arrays

    - by Elliot
    I am getting weird errors when I try to convert a black and white PIL image to a numpy array. An example of the code I am working with is below. if image.mode != '1': image = image.convert('1') #convert to B&W data = np.array(image) #convert data to a numpy array n_lines = data.shape[0] #number of raster passes line_range = range(data.shape[1]) for l in range(n_lines): # process one horizontal line of the image line = data[l] for n in line_range: if line[n] == 1: write_line_to(xl, z+scale*n, speed) #conversion to other program code elif line[n] == 0: run_to(xl, z+scale*n) #conversion to other program code I have tried this using both array and asarray for the conversion, and gotten different errors. If I use array, then the data I get out is nothing like what I put in. It looks like several very shrunken partial images side by side, with the remainder of the image space filled in in black. If I use asarray, then the entirety of python crashes during the raster step (on a random line). If I work with a greyscale image ('L'), then neither of these errors occurs for either array or asarray. Does anyone know what I am doing wrong? Is there something odd about the way PIL encodes B&W images, or something special I need to pass numpy to make it convert properly?

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  • Flash External Interface issue with Firefox

    - by majestiq
    I am having a hard time getting ExternalInterface to work on Firefox. I am trying to call a AS3 function from javascript. The SWF is setup with the right callbacks and it is working in IE. I am using AC_RunActiveContent.js to embed the swf into my page. However, I have modified it to add an ID to the Object / Embed Tags. Below are object and embed tag that are generated for IE and for Firefox respectively. <object codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=9,0,0,0" width="400" height="400" align="middle" id="jpeg_encoder2" name="jpeg_encoder3" classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" > <param name="movie" value="/jpeg_encoder/jpeg_encoder3.swf" /> <param name="quality" value="high" /> <param name="play" value="true" /> <param name="loop" value="true" /> <param name="scale" value="showall" /> <param name="wmode" value="window" /> <param name="devicefont" value="false" /> <param name="bgcolor" value="#ffffff" /> <param name="menu" value="false" /> <param name="allowFullScreen" value="false" /> <param name="allowScriptAccess" value="always" /> </object> <embed width="400" height="400" src="/jpeg_encoder/jpeg_encoder3.swf" quality="high" pluginspage="http://www.macromedia.com/go/getflashplayer" align="middle" play="true" loop="true" scale="showall" wmode="window" devicefont="false" id="jpeg_encoder2" bgcolor="#ffffff" name="jpeg_encoder3" menu="false" allowFullScreen="false" allowScriptAccess="always" type="application/x-shockwave-flash" > </embed> I am calling the function like this... <script> try { document.getElementById('jpeg_encoder2').processImage(z); } catch (e) { alert(e.message); } </script> In Firefox, I get an error saying "document.getElementById("jpeg_encoder2").processImage is not a function" Any Ideas?

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  • iPad width in viewport settings overflowing past device width

    - by user1327771
    I am at my wit's end here, and I beseech the fine folks here at stackoverflow for help. I am working on a design for a blog for a friend of mine, and I'm working in HTML5. I am trying to get the width of the page to span the width of an iPad. So, in my document head, I have the following: <meta name="viewport" content="width=device-width, initial-scale=1.0, maximum-scale=1.0"> Now, if you go to the index page, on an iPad, it looks just fine. The width of the page spans the width of the iPad in portrait mode, as I expect it to: http://www.alanreuterart.com/femmegamers/index.html It also looks fine on any individual blog posts as well. However, on the "about" and "join" pages, the width does not do this. It's actually overflowing past the length of the iPad to the right. View the following page on an iPad to see what I mean: http://www.alanreuterart.com/femmegamers/about.html I've tried everything. I cannot, for the life of me, figure out how to get it those two pages to correctly span the device width of the iPad. One important note, though: before anyone tells me to set my viewport width to 960, I cannot do that because the pages have media queries in them to convert to a mobile layout for the iPhone and other mobile phones. (I am not making a special unique layout for the iPad.) Can ANYONE help out here? Thanks in advance! —Me.

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  • stop background of iphone webapp from responding to swipes

    - by JoeS
    I'm making a mobile version of my website, and trying to make it feel as native as possible on the iphone. However, any background areas of the page respond to swiping gestures such that you can shift the page partway off the screen. Specifically, if the user touches and swipes left, for example, the content shifts off the edge of the screen and one can see a gray background 'behind' the page. How can this be prevented? I'd like to have the page itself be 320x480 with scroll-swiping disabled (except on list elements that I choose). I have added the following meta tags to the top of the page: <meta name="viewport" content="width=320; height=480; initial-scale=1.0; maximum-scale=1.0; user-scalable=0;"/> <meta name="apple-mobile-web-app-capable" content="yes" /> <meta name="apple-mobile-web-app-status-bar-style" content="black" /> I've also tried the following as the event handler for the touchstart, touchmove, and touchend events of the body element: function cancelTouchEvent(e) { if (!e) var e = window.event; e.cancelBubble = true; if (e.stopPropagation) e.stopPropagation(); if (e.preventDefault) e.preventDefault(); return false; } It doesn't stop the swiping behavior, but does prevent clicks on all links on the page... Any help is much appreciated. Thanks!

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  • Jquery resizing image

    - by michele
    I'd like to start a discussion about the image resizing using jQuery. That's my contribution: But I think I'm far away from the solution. What about the cropping? Who can help me? $(document).ready(function() { $('.story-small img').each(function() { var maxWidth = 100; // Max width for the image var maxHeight = 100; // Max height for the image var ratio = 0; // Used for aspect ratio var width = $(this).width(); // Current image width var height = $(this).height(); // Current image height // Check if the current width is larger than the max if(width > maxWidth){ ratio = maxWidth / width; // get ratio for scaling image $(this).css("width", maxWidth); // Set new width $(this).css("height", height * ratio); // Scale height based on ratio height = height * ratio; // Reset height to match scaled image } // Check if current height is larger than max if(height > maxHeight){ ratio = maxHeight / height; // get ratio for scaling image $(this).css("height", maxHeight); // Set new height $(this).css("width", width * ratio); // Scale width based on ratio width = width * ratio; // Reset width to match scaled image } }); });

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  • Commercial web application--scalable database design

    - by Rob Campbell
    I'm designing a set of web apps to track scientific laboratory data. Each laboratory has several members, each of whom will access both their own data and that of their laboratory as a whole. Many typical queries will thus be expected to return records of multiple members (e.g. my mouse, joe's mouse and sally's mouse). I think I have the database fairly well normalized. I'm now wondering how to ensure that users can efficiently access both their own data and their lab's data set when it is mixed among (hopefully) a whole ton of records from other labs. What I've come up with so far is that most tables will end with two fields: user_id and labgroup_id. The WHERE clause of any SELECT statement will include the appropriate reference to one of the id fields ("...WHERE 'labroup_id=n..." or "...WHERE user_id=n..."). My questions are: Is this an approach that will scale to 10^6 or more records? If so, what's the best way to use these fields in a query so that it most efficiently searches the relevant subset of the database? e.g. Should the first step in querying be to create a temporary table containing just the labgroup's data? Or will indexing using some combination of the id, user_id, and labroup_id fields be sufficient at that scale? I thank any responders very much in advance.

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  • Update graph in real time from server

    - by user1869421
    I'm trying to update a graph with received data, so that the height of the bars increase as more data is received from the server via a websocket. But my code doesn't render a graph in the browser and plot the data points. I cannot see anything wrong with the code. I really need some help here please. ws = new WebSocket("ws://localhost:8888/dh"); var useData = [] //var chart; var chart = d3.select("body") .append("svg:svg") .attr("class", "chart") .attr("width", 420) .attr("height", 200); ws.onmessage = function(evt) { var distances = JSON.parse(evt.data); data = distances.miles; console.log(data); if(useData.length <= 10){ useData.push(data) } else { var draw = function(data){ // Set the width relative to max data value var x = d3.scale.linear() .domain([0, d3.max(useData)]) .range([0, 420]); var y = d3.scale.ordinal() .domain(useData) .rangeBands([0, 120]); var rect = chart.selectAll("rect") .data(useData) // enter rect rect.enter().append("svg:rect") .attr("y", y) .attr("width", x) .attr("height", y.rangeBand()); // update rect rect .attr("y", y) .attr("width", x) .attr("height", y.rangeBand()); var text = chart.selectAll("text") .data(useData) // enter text text.enter().append("svg:text") .attr("x", x) .attr("y", function (d) { return y(d) + y.rangeBand() / 2; }) .attr("dx", -3) // padding-right .attr("dy", ".35em") // vertical-align: middle .attr("text-anchor", "end") // text-align: right .text(String); // update text text .data(useData) .attr("x", x) .text(String); } useData.length = 0; } } Thanks

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  • Incorrect sizing of a JPanel in a JScrollPane In Java 1.5

    - by Coder
    Hi, I am making an image loading component which consists of a JPanel containing a JScrollPane, which in turn contains another JPanel. What this component does is allows images to be dropped on top of it, after which point the image is loaded and the inner most JPanel is set to the size of the image dropped. This in turn causes the scroll bars to show up and the user can scroll the image. This all works fine. The problem comes in when i try to auto-shrink the image to the maximum visible area in the outer JPanel. In this case i do a uniform scale of the image to be less than or equal to the width and height of the outer JPanel. What happens now is that both the horizontal and vertical scroll bars show up indicating the the inner JPanel is bigger than the visible area (which should not be the case). I verified that the image is scale to the proper dimensions(ie. the maximum width and height is respected). I also verified that if i decrease the maximum height by 3 pixels, then no scroll bars appear. What i believe the problem is, is that panel.getWidth() and panel.getHeight() don't actually return the visible area (maximum area) that sub components can take up. Ie. there is likely some more width and height taken up by the border around the JPanel or something like that. My question is, how do i get around this problem. Functionally all i want is to determine the maximum size a JPanel can be in a JScrollPane, then set the panel to that size and paint an image over top of it and be assured that the scroll bars of the scroll pane will not show up. Right now the scroll bars are set to AS_NEEDED. Thanks!

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  • Box2D in Flash runs quicker when drawing debug data than not

    - by bowdengm
    I've created a small game with Box2d for AS3 - I have sprites attached to the stage that take their position from the underlying Box2d world. These sprites are mostly PNGs. When the game runs with DrawDebugData() bening called every update, it runs nice and smoothly. However when I comment this out, it runs choppily. In both cases all my sprites are being rendered. So it seems that it's running faster when it's drawing the debug data additionaly (i.e. my sprites are on the screen in both cases!) What's going on? Does drawing the debug data flick some sort of 'render quick' switch? If so, what's the switch!? I can't see it in the Box2D code. function Update(e){ m_world.Step(m_timeStep, m_velocityIterations, m_positionIterations); // draw debug? m_world.DrawDebugData(); // with the above line in, I get 27fps, without it, I get 19fps. // that's the only change that's causing such a huge difference. doStuff(); } Interestingly, If i set the debug draw scale to something different to my world scale, it slows down to 19fps. So there's something happening when it draws the boxes under my sprites causing it to run quicker.. Cheers, Guy

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  • As3 printing problem, blanks swf after print or cancel

    - by Carlos Barbosa
    Hey all! ok back at another issues in as3 printing Code: //Function to print entire screen function printFunction(event:MouseEvent):void { var myPrintJob:PrintJob = new PrintJob(); var oldScaleX:Number = root.scaleX; var oldScaleY:Number = root.scaleY; //Start the print job myPrintJob.start(); //Figure out the new scale var newScaleX:Number = myPrintJob.paperWidth/root.width; var newScaleY:Number = myPrintJob.paperHeight/root.height; //Shrink in both the X and Y directions by the same amount (keep the same ratio) if(newScaleX < newScaleY) newScaleY = newScaleX; else newScaleX = newScaleY; root.scaleX = newScaleX; root.scaleY = newScaleY; //Print the page myPrintJob.addPage(Sprite(root)); myPrintJob.send(); //Reset the scale to the old values root.scaleX = oldScaleX; root.scaleY = oldScaleY; } I cant seem to find anything thats really helpful with this. When i click cancel on the print dialog box, i get error below and it blanks out my swf.

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  • Move camera to fit 3D scene

    - by Burre
    Hi there. I'm looking for an algorithm to fit a bounding box inside a viewport (in my case a DirectX scene). I know about algorithms for centering a bounding sphere in a orthographic camera but would need the same for a bounding box and a perspective camera. I have most of the data: I have the up-vector for the camera I have the center point of the bounding box I have the look-at vector (direction and distance) from the camera point to the box center I have projected the points on a plane perpendicular to the camera and retrieved the coefficients describing how much the max/min X and Y coords are within or outside the viewing plane. Problems I have: Center of the bounding box isn't necessarily in the center of the viewport (that is, it's bounding rectangle after projection). Since the field of view "skew" the projection (see http://en.wikipedia.org/wiki/File:Perspective-foreshortening.svg) I cannot simply use the coefficients as a scale factor to move the camera because it will overshoot/undershoot the desired camera position How do I find the camera position so that it fills the viewport as pixel perfect as possible (exception being if the aspect ratio is far from 1.0, it only needs to fill one of the screen axis)? I've tried some other things: Using a bounding sphere and Tangent to find a scale factor to move the camera. This doesn't work well, because, it doesn't take into account the perspective projection, and secondly spheres are bad bounding volumes for my use because I have a lot of flat and long geometries. Iterating calls to the function to get a smaller and smaller error in the camera position. This has worked somewhat, but I can sometimes run into weird edge cases where the camera position overshoots too much and the error factor increases. Also, when doing this I didn't recenter the model based on the position of the bounding rectangle. I couldn't find a solid, robust way to do that reliably. Help please!

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  • CSS "Cover" - No scroll bars?

    - by Lynda
    I am using the cover property to create a background image that fills the background and resizes with the browser. But I run into one issue, the page has a lot of content and no scroll bars appear for me to scroll down! Here is the code I am using: body{ background: url(path.jpg) no-repeat center center fixed; -webkit-background-size: cover; -moz-background-size: cover; -o-background-size: cover; /* Cover for IE 7/8 */ filter: progid:DXImageTransform.Microsoft.AlphaImageLoader(src='path.jpg', sizingMethod='scale'); -ms-filter: progid:DXImageTransform.Microsoft.AlphaImageLoader(src='path.jpg', sizingMethod='scale'); /* End Cover for IE 7/8 */ background-size: cover; background-color: transparent !important; position:fixed; top: 0; left: 0; width: 100%; height:100%; max-width:2500px; max-height:1500px; z-index:1; } If I remove position:fixed; I get the scroll bars back but the background image disappears. What is the best way to tackle this and have both scroll bars and the background cover image? Note: I am using jQuery and would use a JS answer if it works (though I prefer a CSS only answer.)

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  • glDrawArrays() slow on iPad?

    - by Nick
    Hey guys, I was wondering how to speed up my iPad application using OpenGLES 2.0. At the moment we have every drawable object draw itself with a call to glDrawArrays(). Blend mode is on, we really need it. Without disabling blendmode, how would we improve performance for this app? For instances, if we now draw 1 texture across the whole screen, the app only gets 15FPS, which is really slow I think? Are we doing something terribly wrong? Our drawing code (for each drawable), is as follows: - (void) draw { GLuint textureAvailable = 0; if(texture != nil){ textureAvailable = 1; } glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, texture.name); glVertexAttribPointer(ATTRIB_VERTEX, 2, GL_FLOAT, 0, 0, vertices); glEnableVertexAttribArray(ATTRIB_VERTEX); glVertexAttribPointer(ATTRIB_COLOR, 4, GL_FLOAT, 1, 0, colorsWithMultipliedAlpha); glEnableVertexAttribArray(ATTRIB_COLOR); glVertexAttribPointer(ATTRIB_TEXTUREMAP, 2, GL_FLOAT, 1, 0, textureMapping); glEnableVertexAttribArray(ATTRIB_TEXTUREMAP); //Note that we are NOT using position.z here because that is only used to determine drawing order int *jnUniforms = JNOpenGLConstants::getInstance().uniforms; glUniform4f(jnUniforms[UNIFORM_TRANSLATE], position.x, position.y, 0.0, 0.0); glUniform4f(jnUniforms[UNIFORM_SCALE], scale.x, scale.y, 1.0, 1.0); glUniform1f(jnUniforms[UNIFORM_ROTATION], rotation); glUniform1i(jnUniforms[UNIFORM_TEXTURE_SAMPLE], 0); glUniform2f(jnUniforms[UNIFORM_TEXTURE_REPEAT], textureRepeat.x, textureRepeat.y); glUniform1i(jnUniforms[UNIFORM_TEXTURE_AVAILABLE], textureAvailable); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); }

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  • How do I see if an established socket is stuck on a server that's expecting input?

    - by Parker
    I have a script that scans ports for open proxy servers. Problem is if it encounters a login program (specifically telnet) then it hangs there forever since it doesn't know what to do and eventually the server closes the connection. The simple solution would be to create a bunch of cases. If telnet, do this. If SSH, do that. If something else, blah blah blah. I'd like an umbrella solution since the script is not a high priority for me. The script, as it is now, is available at http://parkrrr.net/socks/scan.phps On a small scale (the page maybe averages 15 hits/day) it's fine but on a larger scale I'd be worried about a lot of open zombie sockets. Swapping the !$strpos doesn't work since servers can return more information than what you requested (headers, ads, etc). Only accepting a fixed number of bytes (as opposed to appending until EOF, which it does now) from the $fgets also does not seem to work. I am sure this is where it gets stuck: while (!feof($fp)) { $data.=fgets($fp,512); } But what can I do? Any other suggestions/warnings would also be welcomed.

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  • Bitmap issue in Samsung Galaxy S3

    - by user1531240
    I wrote a method to change Bitmap from camera shot : public Bitmap bitmapChange(Bitmap bm) { /* get original image size */ int w = bm.getWidth(); int h = bm.getHeight(); /* check the image's orientation */ float scale = w / h; if(scale < 1) { /* if the orientation is portrait then scaled and show on the screen*/ float scaleWidth = (float) 90 / (float) w; float scaleHeight = (float) 130 / (float) h; Matrix mtx = new Matrix(); mtx.postScale(scaleWidth, scaleHeight); Bitmap rotatedBMP = Bitmap.createBitmap(bm, 0, 0, w, h, mtx, true); return rotatedBMP; } else { /* if the orientation is landscape then rotate 90 */ float scaleWidth = (float) 130 / (float) w; float scaleHeight = (float) 90 / (float) h; Matrix mtx = new Matrix(); mtx.postScale(scaleWidth, scaleHeight); mtx.postRotate(90); Bitmap rotatedBMP = Bitmap.createBitmap(bm, 0, 0, w, h, mtx, true); return rotatedBMP; } } It works fine in another Android device, even Galaxy Nexus but in Samsung Galaxy S3, the scaled image doesn't show on screen. I tried to mark the bitmapChange method , let it show the original size Bitmap on screen but S3 also show nothing on screen. The information of variables in eclipse is here. The information of sony xperia is here. xperia and other device is working fine.

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  • HTML5 on iPhone Safari - data stored by localStorage does not always persist. Why?

    - by Aerodyne
    Hi, I write a simple iPhone web app using HTML5's localStorage. Tests on a 2G device show that data stored using localStorage does not persist after the Safari process is killed although the opened Safari windows are remembered. The data is also lost in a case where I am on a different site on a different Safari window, then I change the window to where the web app in subject is shown. When Safari loads the page it automatically refreshes the page. Then the data is lost. This is a simple test code: <html> <head> <meta name="viewport" content="height=device-height, width=device-width, initial-scale=1.0, maximum-scale=1.0, user-scalable=no" /> </head> <body> <script> alert("1:" + localStorage.getItem("test")); localStorage.setItem("test", "123"); alert("2:" + localStorage.getItem("test")); </script> </body> As far as I understand the data should persist! Can anyone shed some light on this behavior? What should I do to get the persistence to work? Thanks! Tom.

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  • java setting resolution and print size for an Image

    - by Ingrid
    I wrote a program that generates a BufferedImage to be displayed on the screen and then printed. Part of the image includes grid lines that are 1 pixel wide. That is, the line is 1 pixel, with about 10 pixels between lines. Because of screen resolution, the image is displayed much bigger than that, with several pixels for each line. I'd like to draw it smaller, but when I scale the image (either by using Image.getScaledInstance or Graphics2D.scale), I lose significant amounts of detail. I'd like to print the image as well, and am dealing with the same problem. In that case, I am using this code to set the resolution: HashPrintRequestAttributeSet set = new HashPrintRequestAttributeSet(); PrinterResolution pr = new PrinterResolution(250, 250, ResolutionSyntax.DPI); set.add(pr); job.print(set); which works to make the image smaller without losing detail. But the problem is that the image is cut off at the same boundary as if I hadn't set the resolution. I'm also confused because I expected a larger number of DPI to make a smaller image, but it's working the other way. I'm using java 1.6 on Windows 7 with eclipse.

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  • Design patterns for Caching Images in a MVC?

    - by Onema
    Hi, I'm designing an image cache system that will be used in an MVC CMS. The main purpose of the image cacher is to modify images: scale, crop, etc and cache them in the client site. I have created an image cache Model and Mapper that interact with the Database, to keep track of the images and know what kind of actions have been applied to them (scale, crop, etc). In addition to the Model and Mapper I have created a ImageCacher Class that is used by the API to manage the Model and image creation based on arguments passed by the client site, this class creates the images and generates the links to the images for the View. A coworker argued that I need to include the functionality of this last Class inside the Model, as the bulk of the logic should go in the model. I respectfully disagree with him since I feel the model's responsibility is to deal with the information about the images cached at the database level, and the responsibility of the ImageCacher Class is to create the url/image that we will be caching (keeping the single responsibility principle). In addition to this I believe that a model should not have Presentation-related features, like creating or showing images. Does anyone have any insight on this? is there a particular design pattern that would make this division of tasks clear and and the image cacher reusable? Should I add all the logic in the Model? Thank you.

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  • How to add an object to a html string?

    - by Philippe Maes
    I'm trying to load several images by a drop action and than resizing them and adding them as a thumbnail. The resize part is very important because the images can be very large and I want to make the thumbnails small of size. Here is my code: loadingGif(drop); for (var i=0;i<files.length;i++) { var file = files[i]; var reader = new FileReader(); reader.onload = function(e) { var src = e.target.result; var img = document.createElement('img'); img.src = src; var scale = 100/img.height; img.height = 100; img.width = scale*img.width; output.push('<div id="imagecontainer"><div id="image">'+img+'</div><div id="delimage"><img src="img/del.jpg"" /></div></div>'); if(output.length == files.length) { drop.removeChild(drop.lastChild); drop.innerHTML += output.join(''); output.length = 0; } } reader.readAsDataURL(file); } As you can probably tell I insert a loading gif image in my dropzone until all files are loaded (output.length == files.length). When a file is loaded I add html to an array which I will print if the load is complete. The problem is I can't seem to add the img object (I need this object to resize the image) to the html string, which seems obvious as the img is an object... So my question to you guys is: how do I do this? :)

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  • Image rotate opecv error

    - by avd
    When I use this code to rotate the image, the destination image size remains same and hence the image gets clipped. Please provide me a way/code snippet to resize accordingly (like matlab does in imrotate) so that image does not get clipped and outlier pixels gets filled with all white instead of black. void imrotate(std::string imgPath,std::string angleStr,std::string outPath) { size_t found1,found2; found1=imgPath.find_last_of('/'); found2=imgPath.size()-4; IplImage* src=cvLoadImage(imgPath.c_str(), -1);; IplImage* dst; dst = cvCloneImage( src ); int angle = atoi(angleStr.c_str()); CvMat* rot_mat = cvCreateMat(2,3,CV_32FC1); CvPoint2D32f center = cvPoint2D32f( src->width/2, src->height/2 ); double scale = 1; cv2DRotationMatrix( center, angle, scale, rot_mat ); cvWarpAffine( src, dst, rot_mat); char angStr[4]; sprintf(angStr,"%d",angle); cvSaveImage(string(outPath+imgPath.substr(found1+1,found2-found1-1)+"_"+angStr+".jpg").c_str(),dst); cvReleaseImage(&src); cvReleaseImage(&dst); cvReleaseMat( &rot_mat ); } Original Image: Rotated Image:

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  • live image edit , and crop

    - by 422
    I was just thinking, which is always dangerous. We use Valums Image uploader. Aside from that, I am looking for an inline image editor, but with a difference. User uploads an image ( lets say 800 x 600 ) Our system wants to see the image ( 170 x 32 ) now I know we can use php to resize images. But I was thinking, does anyone know of a system, where we can display the image, and user can scale, and crop image ( with say a predefined overlay ) By that they scale down to nearest acceptable size, and then click crop tool, which shows a div overlay with say 70% transparency that they can drag over the image, and then click crop. So image is cropped to exact size we need, then can save . I am sure I have seen some jquery stuff done like this, just cannot for life of me find it. Essentialy, we would like to offer a simple client side image processor, thats lightweight, and then the ability to save what they did . Sorry no code to show, as its more of a request. Regards

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  • What is the best approach to embed mp4 for the iPhone without using JavaScript?

    - by usingtechnology
    I am trying to troubleshoot this code and am running into a dead-end, so I thought I would ask my first question here. I have three questions: 1) What is the best approach to embed an mp4 for an iPhone specific view, preferably without using Javascript? 2) Are there any preferred practices to debug code on an iPhone? 3) Can anyone tell me what is wrong with my specific code below? I should mention upfront that the variable $fileName does indeed contain the correct info, I've just omitted that portion of the code. Also, the poster image does flicker for a brief moment before I receive the greyed out, broken QuickTime image so that is an indication that this is partially working. Code: <object width="448" height="335" classid="clsid:02BF25D5-8C17-4B23-BC80-D3488ABDDC6B" codebase="http://www.apple.com/qtactivex/qtplugin.cab"> <param name="src" value="/libraries/images/$fileName.jpg" /> <param name="href" value="/libraries/media/$fileName.mp4" /> <param name="target" value="myself" /> <param name="controller" value="true" /> <param name="autoplay" value="false" /> <param name="scale" value="aspect" /> <embed src="/libraries/images/$fileName.jpg" href="/libraries/media/$fileName.mp4" type="video/mp4" target="myself" width="448" height="335" scale="aspect" controller="false" autoplay="false"> </embed> </object>

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  • How can I prevent the scaling of a UIWebview's content after reorientation?

    - by frankhermes
    I'm building an iOS 5/6 app that has a UIWebView. It loads some HTML that I have embedded in my app. Now when I rotate my device, the WebView changes its size (as I want it to fill the entire width of the screen). And then it gets weird: some content gets scaled up and some content doesn't get scaled up. See this image with some example text in it: As you can see, the header (H6) stays the same, while the paragraph gets scaled up. Does anybody have an idea how to prevent this? I want the html to look the same in landscape as it does in portrait mode. I've tried setting the viewport scaling to 1: <meta name="viewport" content="initial-scale=1.0,max-scale=1.0"> but that doesn't help. The body's font-size style is set to 14px, but changing that to 14pt or a percentage also made no difference. Setting the width of the body to 100% also didn't help. Strangely, removing the line break (<br/>) that's in the text fixes it but I need line breaks to be in there so that's no solution. The only thing that does work is reloading the UIWebView's content after an orientation change, but that doesn't prevent it from looking wrong during rotation, and it resets any scrolling that the user may have done. Any ideas?

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  • Mobile site not rendering mobile within iframe

    - by user2788371
    I'm launching a mobile version of an existing corporate web application that currently loads in an iframe for corporate authentication purposes. When accessing the web app's direct link from a mobile device, it displays beautifully. The problem is that when accessing through the iframe, the site doesn't seem to scale correctly and it looks more like I'm accessing the desktop version of the site. Any suggestions on how make the site within the iframe recognize the mobile device's width and adjust appropriately? I've tried setting the viewport within the HTML and CSS of the site being loaded and even then I'm not getting the change I expect on my iPhone. I haven't had the opportunity to test an Android yet but within our company, iOS is the most important. Some of snippets of code I have tried are listed below. I've also tried 480px and device-width (which I believe I can't access because the iframe is a different domain). Unfortunately, modifying the iframe page and settings are not an option. Also, Javascript cannot be used as a solution for other reasons. Within HTML of web app site: <meta name="viewport" content="width=320px, initial-scale=1.0, user-scalable=no" /> Within CSS of web app site: @viewport { width: 320px; } The above CSS does not seem to render even when not used in device specific @media code.

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