I am trying to set a limit to maximum resolution for image asset uploading in DAM. I understand that we can set a maximum size for uploading the assets, but I was wondering how do I set a specific highest resolution.
The only solution that I can think of is that ImageHelper can be used while running the DAM Update Asset workflow to check for the image dimension and in that case after checking the dimension, we can delete the asset if it is higher than the dimension. However, with this process the image is already uploaded to AEM first and then we are removing it DAM update asset workflow process.
Would appreciate any heads up on how I should approach this.
For this you have to get the max width and height of actual image and most probably you have to deal with the inputstreams and render the resolution with your custom service.
Thanks
Abhishek
Related
I have a image which is uploaded in the image cloud-cloudinary using the API.The response of the upload gives me the cloudinary uploaded url.
Example of one image is as given:
This image is of 120*67 which is uploaded.Now in my app,it looks like this.
The width of my image is as per the phone screen width and the height is fixed to 324.Now i want to resize this 120*67 image to the width and height of my image in the app without losing its clarity.I have made the content mode as scale to fill for the imageview.
Generally, scaling up (non vectorized) images without compromising their quality is not possible (without machine learning). Some software programs have complex algorithms to help with upscaling, but that's also to a limited extent.
You should upload a larger version of your image to Cloudinary, and request it downscaled to the desired resolution.
You should also check out responsive layout design.
If the image is vectorized (e.g - SVG), you need to make sure you're not requesting a rasterized version of it. I.E -
https://res.cloudinary.com/<cloud name>/image/upload/fl_sanitize/<image name>.svg
will keep the image vectorized.
Are there any web tricks to speed up the loading of a web page. I have a few pages where I have images which were created in photoshop, but they are saved as a PNG. The load time is fairly slow of the page due to this, is there anyway to speed up a page load? They are in the region of 1.2/1.5MB
Reducing the size of the file would be a significant advantage.
Additionally converting the asset to webp for Chrome and Firefox, jp2 for Safari and falling back to png would help retain quality while reducing file size.
If the image isn’t in the first viewport you can also try lazy loading the image with something like lazysizes or at the very least the loading attribute.
You could compress the images using an online tool. Although, this may slightly reduce the quality.
I’ve used this site before: https://tinypng.com/
Other than that, I’m not sure if you can “speed up” the load time for a webpage.
You can check your website images here
https://www.imghaste.com/pagespeed/
1.2 to 1.5MB for each image is way large.
You need to adopt a process where you can optimize/shrink images for your website.
If you don't really need the images to be PNG you can always convert them to JPEG.
https://www.imghaste.com/converter
I am new with cocs2d. I have created an app using Cocos2d. The app is working fine but problem is that application size is too large 350MB. There are many images in this app. I have used png and where possible jpeg images. There are many png images that have larger than 1 mb.
Is there any way to reduce the application size. I've reduced the size whereever possible. Is there any other format that can be used in place of png? There are no many animations. The png are used only purpose of transparency.
Your images are way out of size. Even if you put them on server, and then download it will take time to download.
The best option is to reduce the image size. A couple of sites that can help you do that are:-
Reduce image size
Compress image size
You can keep the image content on your server and then download the image content asynchronously (which is more imp download it first). If there are levels then download initial levels first and download remaining on the background thread. You can always display a loader on launch and display some help kinda stuff meanwhile the data gets download and cached.
You can make use of SDWebImage and other libraries to get your images stuff async.
Hope it helps.
While your pictures are fairly large and you should try to reduce the number and size, you can make gains through packaging the .png into pvr.ccz files. There are multiple different programs available to do this. I like to use Texture Packer which is available here: http://www.codeandweb.com/texturepacker
You can find some tips in my post on reducing memory usage & bundle size.
Most importantly use texture atlases in .pvr.ccz format and where possible reduce image color depth to 16 bit. Avoid JPGs altogether because they're terribly slow to load in cocos2d.
There is no issue in using png files although your images are too large, You can reduce their size by 70 - 80% by using tinypng and it will not going to hurt your graphics.
https://tinypng.com/
I usually edit the image size now https://resizeimage.io , you try!
I'm trying to get the cropped version of an image that's pulled using ALAsset. Specifically, I'm selecting items from the user's Photo Library and then uploading them. The issue is that in the library thumbnail view, iOS is showing us the cropped version. When you select that thumbnail and pull that image's asset using ALAsset, I get the full resolution version.
I did some research and couldn't find anything that helps in getting a second coordinate system of where the cropping happens.
To test it, you need iOS5 to edit the image in your library. Select an image in your image library, select "Edit", and crop the image. When you get the ALAsset you'll get the full image, and if you sync using iPhoto, iPhoto also pulls the full image. Also, you can re-edit the image and undo your crop.
This is how I'm getting the image:
UIImage *tmpImage = [UIImage imageWithCGImage:[[asset defaultRepresentation] fullResolutionImage]];
That gives me the full resolution image, obviously. There's a fullScreenImage flag which scales the full resolution image to the size of the screen. That's not what I want.
The ALAssetRepresenation class has a scale field, but that's a float value, which is also what I don't want.
If anyone can tell me where this cropped coordinate system can be found, I'd appreciate it.
Your Options:
Option 1 (ALAssetLibrary)
Use the - (CGImageRef)fullScreenImage method of AlAssetRepresentation.
Pros:
All the hard work is done for you, you get an image that looks just like the one in the Photos app. This includes cropping, and other changes. Easy.
Cons:
The resolution is "screen size", only as big as the device you are using, not the full possible resolution of the cropped image. If this doesn't concern you, then this is the perfect option.
Option 2 (ALAssetLibrary)
Extract the cropping data using the AdjustmentXMP key in the image's metadata (what #tom is referring to). Apply the crop.
Benefit:
It is possible to get a cropped image at the best possible resolution
Cons
You only get the cropping edits, not any other adjustments (like red-eye)
Who knows what Apple will support in the future in "Edit" mode, you may have to apply more edits in the future.
It's complicated, you first have to parse the XML data to read the crop rectangle, crop the unrotated image, and then apply the rotation.
Option 3 (Wishful Thinking)
Beg Apple to include a method like fullResolutionEditedImage which gives you the best possible quality photo, with all edits applied.
Pros:
Everything magically solved.
Cons:
Apple may never add this method.
Option 4 (UIImagePickerController)
This option only applies if you are using the image picker, you can't use it directly with the asset library
In the NSDictionary returned by -(void)imagePickerController:(UIImagePickerController *)picker didFinishPickingMediaWithInfo:(NSDictionary *)info
You can extract the full sized, adjusted image from the UIImagePickerControllerOriginalImage key. Save this image somewhere. Then, instead of retrieving the image from the asset library, load the copy you made.
Pros:
You get the full size image, with adjustments
This is the only option Apple gives us for getting the full size image with all adjustments (like red-eye, etc), and not just the crop. This is particularly important in iOS 7 with the introduction of filters that can drastically alter the image.
Cons:
Can only be used with the image picker (not ALAssetRepresentation)
You must keep around a full-sized copy of the image. Depending on the number of such images, the disk usage by your app could grow substantially.
Update for iOS 7: you may wish to consider Option 4, or Option 1, as iOS 7 supports many operations now like filters, and your users will probably notice if they are missing. These two options support filters (and other edits), with Option 4 giving you a higher resolution result.
When a photo has been cropped with the iOS Photos App, the cropping coordinates can be found in the ALAssetRepresentation's metadata dictionary. fullResolutionImage will give you the uncropped photo, you have to perform the cropping yourself.
The AdjustmentXMP metadata contains not only the cropping coordinates but also indicates if auto-enhance or remove-red-eyes has been applied.
As of iOS 6.0 CIFilter provides filterArrayFromSerializedXMP:inputImageExtent:error: Probably you can use the ALAssetRepresentation's AdjustmentXMP metadata here and apply the CIFilter onto the ALAssetRepresentation's fullResolutionImage to recreate the modified image.
Be aware that the iOS Photos App handles JPG and RAW images differently. For JPG images a new ALAsset with the XMP metadata is stored in the Camera Roll. For RAW images an ALAssetRepresentation is added to the original ALAsset. I'm not sure if this additional ALAssetRepresentation is the modified image and if it has the AdjustmentXMP metadata. In addition to JPG and RAW images you should also test the behaviour for RAW+JPG images.
The most of the responses that i saw are about buttons and icons, but and how about pictures?
I have several pictures in the database of my app and my question is, should i have many versions of each image (one for each resolution) or scale the pictures?
scale the pictures can be a good approach, but you can store some format for caching and avoid cpu processing. you can't choose only one, you can combine.
For all the images used in your app bundle you really should provide #2x images these days. They just look so much cripsier....
As for images downloaded or kept in the database - at least for .png or .jpeg images - you can always take advantage of the info that they hold in their bellies. That's why the scale property of UIImage is there for...