An application that uses tflite_flutter to calculate the size of an image - flutter

Hello, everyone. I want to implement an application that calculates the size of an image using tflite_flutter. I have seen the library and implemented examples and have completed some implementation. But I have a question. Do you see a black screen between the attached image and the bottom data? I want to increase the size of the camera lens to the black screen. Can you tell me if you know how?
I don't know how. I have modified the value of the Camera Controller, but only the frame has changed and the size of the lens itself has not changed.

Related

Does Anyone know why my Camera size doesn't line up in with the Grid size on default???

So i've been having this problem for the last 2 days where my camera size isn't fitting my grid/tilemap size. Since i want to use tiles to make my game grid not fitting in the camera size would be really annoying because the tile would stick out of the camera view.i attached an image where you could see the grid not lining up with the camera size
Please check follow settings:
Check your Game window resolution setting, dose it be changed? If you are using Free Aspect, the camera size also be changed with Game window size in Editor.
Check the Feld of View setting of your camera.

How to overlay text on image using swift?

First of all, I am using Auto Layout for this Swift application. In one view, i have an image that scales to full screen. And over this image there is an overlay text.
The problem is; When opening in iPhone6, the image scales and fits nicely but the text misplaces (normally) on the image, since the constraints are still the same.
I was thinking of merging the text and the image into one image layer so they scale and fit together. Is this possible ?
Or, anyone knows any other solution rather than trying to understand device and changing text placement contstraints accordingly ?
if you are using auto layout for display text in Lable. than must you have to play with constrain from interface builder. share you screenshot

Scale Image to image view

I am currently building an iOS app. I'm still in the very beginner stage but know my way around programming.
However the Interface Builder gives me a headache.
I want to have an image view and then programatically load the image content (no problem here). However I want the image view never to change the initial size (now matter what the resolution of the image is).
Here is the trick though: The image view should be a certain distance from the left, right and top. On the bottom the imageview needs to keep a minimum distance but can be as large as possible (for different iPhones).
I am still lost what mode I need to set for the imageview, because currently every single setting resizes the view somehow.
Anybody got any advice on how to set the mode and the constraints?
You need to implement windowWillResize (or the live variant) from NSWindowDelegate and calculate the scale for the image in the view before re-displaying it.

Preloading a large image

I have an image with the dimensions of 5534 × 3803, and size of 2.4mb. The UIView references notes that:
"In iOS 3.0 and later, views are no longer restricted to this maximum
size but are still limited by the amount of memory they consume."
When the image loads, it lags for half a second, then slides in. The image sits in the UIImageView at 1024x704, but can be scaled up to 4x that size for the purpose of my app.
Are you able to preload the image in the AppDelegate? Or is there another way of working around having such a large image?
Thanks
EDIT: The scaling is done via UIPinchGestureRecognizer, and scales up and done (scale x4 - x1) based on the image's center point. There is no panning of the image when zoomed in.
Personally, I would try to write a tile-based system (think Google Maps) that slices your big image into a grid of small images to avoid loading in that gigantic image all at once into RAM. I don't really know what your user interactions are for this image, or whether the images are changing or baked into your project, but I'd assume you can let users scroll around since that image is bigger than any iOS screen. With a tile-based system, you only load the images that are on-screen. CATiledLayer is an Apple class for doing just such a thing. That's probably what you want to look into.
See this StackOverflow question for some different approaches. The accepted answer uses code from Apple's sample PhotoScroller project, which may work for your needs and uses CATiledLayer.
This ScrollViewSuite Apple code might also get on your way (check out the Tiling code).

image Gallery in iPhone

I need to Create an Image Gallery that may be use concept of scrolling and paging together.
When I click on a button, it will open a new view in landscape mode. This view is for my Image Gallery..
It shows 5 Images:
Centered Large Image With its description on Bottom.
Next Coming image on left side, This image is slightly tilled at some angle, Without any description at bottom.
next to next coming image on left to 2nd image.
previous image on right side, This image is slightly tilled at some angle, Without any description at bottom.
Previous to Previous image on right of 4th image
Moreover, all images should be scrollable, like when I scroll 2nd image, it will move to Center and show its description and image which is already centered move to previous image.
Sorry for my confused English, here's an example of what I am trying to obtain.
I tried for basic code of paging and scrolling but unluckily nothing helpful.
Could you give me some pointers?
Check out flowcover (see this question: Open source CoverFlow library for iPhone), which should get you started.
I think someone reported flowcover doesn't work on iOS 4.0, I haven't tried yet, ofcourse.
But, you can also take a look to this OpenFlow project, It will be help you I guess. Many people has builts their app on this library.