How to make a slide show using Funvas[Flutter library] - flutter

I am beginning to play with Funvas, and I would like to make a slideshow(only 4 pics, all the same, 1080x1080 size JPG) but giving a pixelated transformation(a bit like example 46 from funvas site) between the appearance of an image to another, holding the image for like 0.5(a half-second) before gets 'destroyed' to assemble another image. What blend image do I need to use?

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How to scale up image where objects's size are remained same?

If you have a file which include objects for example for EE like transistors, resistors etc and if you group them into one and then from the corner drag it to zoom in a bigger figure.
How can I make sure that these components are not zoom in only wiring changes?
The problem is that I have like 30 images with different sizes and I'm placing them in a table with many images side by side. However, if I keep the same scale then some images looks small compared to other. So I tried to scale them to get the same size. However, this make the components's sizes are also scaled up with different scale factors.
Here is an example of circuit using the bult-in shapes in Visio. As you can see the components'sizes got bigger when I scaled up the object. This is usually desired. However, in my specific case I want to keep the component's size same.
Here is the Visio file or I think you can also use any available components in Visio.
https://file.io/VRUCR8yVgYxs

Cropping the minimum sized rectangle of a shape from an image

I am making a card recognition project on MATLAB and I am stuck at this point. There are images of cards and on an image I want to define the smallest rectangle that takes the card inside. Example like below
Original image
Converted image
I am currently able to convert the image to black and white (leaves me only the cards white spaces), I want to define the rectangles by the whole white spaces. E.g., if I have 3 non-lapping cards in my image, I want to have 3 images like above (doesn't matter if another cards edge appears on the image, the important part is that rectangle must pass through the edges of the selected card).
I have tried edge definition methods but wasn't successful. Thanks for your help already.
I recommend you use regionprops function from the image processing tool box, i.e.,
bb = regionprops(yourImage, 'boundingbox');
which will return the bounding box. There is a nice MATWORKS video here and you can jump to about minute 26 for what you need.

Resizing image generated by PaintCode app

I have imported a vector image to PaintCode app and then export its Swift to code. I want to use this vector image in a small View (30x30) but since I want it to work on different devices, I need it to be size-independent.
The original size of the vector image is 512x512. When I add its class to a UIView, only a very small part of the vector image can be seen:
I need to somehow resize the image that can be fit in any size of a frame. I read somewhere, that I have to draw a frame in PaintCode app around the image, I did it but nothing changed.
Start by selecting the "Frame" option from the toolbar
Apply the frame to you canvas...
nb: If you mess up the frame DELETE IT and start again, modifying the frame can change the underlying vector, which is annoying
Apply the desired resize options. This can be confusing the first time.
I group all the elements into a single group. Select the group and on the "box" next to the coordinates of the group, change all the lines to "wiggly" lines. This allows paint code the greatest amount of flexibility when resizing the image...
Finally, change the export options. I tend to use both "Drawing" and "Image" as it provides me the greatest amount of flexibility during development
You should also look at Resizing Constraints, Resizing Drawing Methods and PaintCode Power User: Frames for more details

Hide UI/Image partially in Unity 5

Does Unity 5 support partial hiding of a UI/Image?
For example, the UI/Image I have in my scene has 100 width and 100 height.
At time = 0, the UI/Image is hidden. When time = 5, the UI/Image only shows the first 50 pixels. When time = 10, the UI/Image is fully drawn.
The answer to the question is in this link
Set the image type to Filled
Set the fill method to horizontal
Set the fill origin to left
From the script, update the fill amount from 0 to 1 over the timespan
On first thought, I can come up with two workarounds for this.
If the background of the image-in-question is a solid color, you can use another image with the same color as background that covers the actual image, so that it looks like the actual image is partially revealed. Then, just reduce the length of this covering image over time to achieve a revealing effect using Coroutines.
You make multiple image files with alpha channels and change the textures of the UI/Image over time. Each image will act like an iteration of revealing effect. Say you have 11 images, the 6th image will have first half revealed, and second half as alpha=0. In this case, if you want smoothness, you will need a higher number of images.

Creating a stroke/outline of a .PNG with CALayer?

I would like to apply a "stroke" or outline to a png, identically to how Photoshop does it. I have a feeling this can be done with CALayer, but after some tinkering, it is not immediately obvious. setBorderWidth + setBorderColor is almost what I want, except that it only adds a border to the entire dimension of the image, rather than the outline of the png image itself.
Once the stroke is applied, I'd like to also knockout the fill of the png, leaving only an outlined border of the initial shape.
There is no automatic way to do what you're asking. You have to know the path of the shape within your png that you want to "knockout". Once you've defined that, you can create a CAShapeLayer, which accepts a CGPathRef, containing your points. You can stroke and fill the path layer with whatever color you choose and then add it to the layer hierarchy of the displaying view or use it to define a mask of one of the layers in your view.