typo3 GIF not playing in 9.5.4 - typo3

I added an animated gif to my page. It plays in the backend when adding it. It never plays in the front end: it gets replaced by a processed version.
This behavior didn't happen in 8.x. But anyway, how could I stop the processing of gif files?
Is it possible or do I have to switch the graphics processing off all together?
Can it be made to behave like in 8.x?

You need to make sure three things:
in the TYPO3 Installation-Wide Options (aka Install Tool) you need to set [GFX][gif_compress] to 0
when using the image in the frontend, check that the width of your GIF file doesn't exceed the settings of styles.content.textmedia.maxW and styles.content.textmedia.maxWInText
if you set a width or height with cut, like the c at the end of 100 tt_content.image.20.1.file.width = 100c, then your gif will be converted and this is not working.

Related

Swift, how to resize, add padding and background to an image?

I'm trying to create so simple image processing on a macOS app using Swift, to start a have a file URL (e.g. "../myFiles/myFile.png"), I would like to add paddings to the image and give it a background.
Here is one example, this would be the original image:
And this is the final result I would like to obtain:
Any idea on how to achieve this (preferably applying shadows)?
P.S. I took a look into some swift libraries but they seem very low level (e.g. https://github.com/koher/swift-image), I don't know how to achieve what I want with them
For those looking for a solution using the native APIs the source code of my (now defunct app) is open source:
https://github.com/ospfranco/messer

Why is the play button on my title screen not starting the game?

I managed to open the demo game that I need to see/play, however, it looks like the title screen isn't loading correctly. Clicking on the "Play" button should allow the user to start the game, but when I try clicking on it, nothing happens.
I'm not sure why this is happening because I downloaded the exact same files as the ones that were used in the demo and I also tried deleting/redownloading the files a couple of times. I also double checked the console messages and there aren't any errors/warnings for any scripts. I'll attach a screenshot of what I see and the link to the game files themselves if anyone wants to try it on their end.
Also, if this helps, I'm using Unity version 2018.3.2f1.
Here is a link to the project if you want to try it out yourself (I'd post the code, but I don't want to put a giant block of code up without a clear direction; however, I believe the main menu content is in the "Manager.cs" file): https://drive.google.com/file/d/1ekXt948b612dmyT1AZReUOuzh2XbnSDG/view?usp=sharing
This is what the game looks like if it helps:
After reading through the code in the other scripts, I realized that the error was coming from the specific region that was being used as a "hitbox" on the screen for the play button. And because I was setting my aspect ratio differently than what the developer used, the positioning of the "hitbox" did not line up correctly on my screen. So instead, I had to change the aspect ratio to fixed resolution and specific canvas sizes (width and length).

Fallback for CSS background image transition

I'm using CSS transitions for the background-image property, though from what I can gather they are only supported by Chrome and Webkit (it doesn't seem to work in Safari 5.1.7). I really don't want to use jQuery for the transition since its only solution is to fade out the element (and with it the content) and fade back with a new background. Normally I would do it the standard way and have multiple divs or images inside a wrapper to rotate between, but the way this site is set up that simply wouldn't work (well technically it could, but it just seems ridiculously and needlessly over-complicated).
Visit the site here and you'll see what I mean: http://bos.rggwebdesigns.com/
Is there some way to safely fall back for other browsers that don't yet support background image transitions, either by disabling it completely or some other method? If the browser can't handle it, I don't want the user to just see the background change abruptly.
You can use Modernizr for feature detection, and then change your CSS on the fly accordingly.
Modernizr

any gwt library that allow me to do cycle screenshots like instagr.am

I m working on web app in GWT, and need to implement sth like http://instagr.am/ that cycle the screenshots. any one knows what gwt library can do that? Much thanks.
Looking at the implementation of it in Chrome's developer tools it looks like it should be pretty easy to mimic, without a library.
It looks like has a div with a background image of let's say Img1.png, containing an img tag of Img2.png. Then it slowly changes the img tag's opacity to 0, in effect hiding Img2 in favor of its background, Img1.
When it's done, it then switches the div's background image to be the one in the img tag, and picks Img3.png as the div's new background image. Continue this process forever for the effect.
It shouldn't be hard to implement this effect in GWT with a combination of Animation and Style as I've described.

How to create facebook wall posts and add retina version of picture

We're using the facebook graph API http://developers.facebook.com/docs/reference/api/post/ and adding the picture parameter. Our picture is a 30x30 pixel image, which is exactly the size we want for the facebook web version. However, the image will be pixelated when using the FB mobile app on an iPhone4 (retina display).
Is there any way to serve a 60x60 high resolution image, but render it always at 30x30 for facebook wall posts?
Well.. as of this moment, here is what I have found out, and offer a 'solution' that has worked for me based on the time i've had to test & play with this concept. For all the readers out there, who need a quick answer to the question, i don't have the exact solution to the question, but…. Essentially, your 30x30 image is being scaled to 90x90. The 60x60 image is being scaled to 90x90. And I can not find a way to go around this.
Below is what I have tried. Feel free to add input.
Take your feed image, and stroke a 2-5px black line around the frame of the image.
Load up your app, initiate a wall feed on the device. With the image present, take a screenshot. Mail yourself the image. Open it up in Photoshop (or photo editing program). Use a Marquee tool to outline the image. Cut it out of the screenshot and paste it as a new image. What size is it? 90x90, right? (and obviously 180x180 if image is retina)
Create a 90x 90 image. Copy your original 30x30 image and paste it anywhere you want within the new 90x90 images' frame. Upload it to the URL parameter's location. Re-run your app. By re-running it, i mean you have to shut it down completely, it appears as though the SDK is cacheing the image upon first launch of the feed and you can clear that cache by closing the app completely, and rerunning it. When you do, you will see significant improvements with the look of the image. It may not be a retina image, but it at least won't be 'fuzzy ugly'. At this point, it boils down to how nice of illustrative lines that where done in the design process to remove the aliasing effect produced from the conversion to a raster graphic. As well, i'm not sure if a variation of resampling method will produce even better results.
Some things i've tried:
I've also saved it as a png file with no transparency : 144ppi at 90 x 90 size. In other words, save your 90x90 image with a higher resolution (pixels per inch). Remember to not constrain proportions as you image resize. And note that If you are using adobe products, i.e. photoshop ) - don't save for web, just use 'save as…', as this will retain the ppi you specified. Although, i don't believe i see much of a difference in the quality which this is displayed going this route, and best to try to keep the file size down as this will increase the overall image size by about 500% or more.
I've tried variations of hosting the image twice the size (180x180) within the same hosted folder and naming it image#2x.png & image-large.png <--(just for the heck of it). This is not really solving the problem either.
Some other things I have not tried:
Monitoring your web server traffic, and any "not found" errors to a resource to see if FB is trying to access an a potential alternate resource when grabbing your image for display, the wall feed box that comes up is a webview. Meaning web graphics. (It's FB's web page…meaning their rules, and i doubt the pages' source is available to dabble with within the SDK.. so!…
Look at the HTML of the feed itself with safari browser:
The inspection of the HTML within the final resulting image that is posted on my FB wall I can see this….
<img class="img" src="http://platform.ak.fbcdn.net/www/app_full_proxy.php?app=153675474666495&v=1&size=z&cksum=773bba91f6146b2463eed0a0bb77dc42&src=http%3A%2F%2Fwww.thumbwizards.com%2Fspeakinapps%2Fgraphics%2Fboxed%2Faussie.png" alt="">
I am wondering:
Within HTML5 isn't there a mechanism to provide a toolkit type of javascript to display retina graphics from a web page?
Would it be possible to have that code run when grabbing the url to the image (in meaning, the url of the image would be acting as a pointer to the code.? I haven't tried playing with this, since my logic tells me that per the url above that FB is essentially taking control over the image at this point. I have noticed (and not waited long enough to see) that the image is apparently cached and posting to the wall with a new image, sometimes results in the older image still being used. (and yes, i've cleared my browser cache)… perhaps simply cached in another location..
If there is another parameter for the image type, that is not published, I have not stumbled across any yet.
Can anyone figure out if through source of:
[http://platform.ak.fbcdn.net/www/app_full_proxy.php] if this php file is part of an available image processor out there we can access to view what could be done?
Can anyone mention an app that uses a retina graphic in their feed post?
Just thoughts really, I've decided to not really give a crop, and if
you've made it this far. Thanks for tuning in. ..So, Sulf, your 30x30 is being scaled to 90x90. making it UGLY!.
Good luck.. If you figure anything else out, let me know!
Mark
apple specify that if you want to add the retina effect for your ios app then the images you are using in this format -i.e
sampleImag.png- 57*57(size) , 163 (DPI)
sampleImag#2x.png - 114*114(size),326 (DPI) when you use these specific graphic images you will get your app is showing retina effect in iphone 4 and above generation.
Just point your code to a larger scaled image and Facebook will take care of the rest.