im using itext 5.4 to generate some 128 type barcode, but i am strugling to find any way to generate the barcode bar with more space between them. could anyone help? I tried lots of itext options, but none of them worked.
Here is a snippet of the code:
Barcode barcode = new Barcode128();
barcode.setBarHeight(50);
barcode.setCode(text);
Image img = barcode.createAwtImage(Color.BLACK, Color.WHITE);
BufferedImage bi = new BufferedImage(img.getWidth(null),
img.getHeight(null), BufferedImage.TYPE_INT_RGB);
Graphics2D g2d = bi.createGraphics();
g2d.drawImage(img, 0, 0, null);
I would imagine setX() is what you're looking for.
I tried that, but it didn't work, what I had to do was call the method img.getScaledDefinition, or somethind like that, passing in the new width of the image.
Related
I made PNGs for custom markers on my GoogleMap view. By using e.g.:
BitmapDescriptor bikeBlack = await BitmapDescriptor.fromAsset(const ImageConfiguration(), "assets/images/bike_black.png")
I obtain an object that I can use as a marker directly. However, I need to be able to change the brighness as well for about 50 markers of 4 different types, during runtime. The only possible solution I have come up with so far is creating 1024 different PNGs. This will increase app size by about 2MB but it might be a lot of work to do..
I cannot really afford using await statements since they slow the app down considerably. But if I have to, I can force myself to live with that.
As far as I can tell, a marker icon has to be a BitmapDescriptor. But I cannot find a way to change the brightness of such a BitmapDescriptor.
I'm close to just giving up and just writing a python script that will generate the 1,024 PNGs for me. But there must be a nicer and more efficient solution. If you have one, please let me know.
[EDIT]:
I went with creating 1024 images. For anybody in the same situation, this is the script I used:
from PIL import Image, ImageEnhance
img = Image.open("../img.png")
enhancer = ImageEnhance.Brightness(img)
for i in range(256):
img_output = enhancer.enhance(i / 255)
img_output.save("img_{}.png".format(i), format="png")
i have this probleam , where i´m work they buy a generate barcode, idautomation is the software
they ubicate in a server the direction is:
Cbarra = Image.getInstance("http://200.36.25.89/CodeBarNew/LinearServlet?BARCODE="+strCadenaCodBarra+"&PT=T&ST=Y&BAR_HEIGHT=1&EM=.06")
strcadenacodbarra= Ê415770999800426980200000709388Ê39000010454400Ê9620161014
but the codebar work in my local machine. But when i put in server the code bar throw error.
this is the code for put in the pdf
Cbarra.scaleAbsolute(305, 75);
cellCobBarrasImg = new PdfPCell(Cbarra);
cellCobBarrasImg.setPadding(0);
cellCobBarrasImg.setMinimumHeight(90);
thx for help.
I'm trying to figure out how to add a Outline UI effect to a graphic at runtime. I've looked through the documentation and googled around, and can't find anything relevant. I'm quite surprised I haven't found anything.... Anyways, it's contained within the latest UI, namespace is UnityEngine.UI.Outline, and I can add the outline without issues using the Inspector just fine.... just can't figure out how to modify a gameobject/image and apply the outline. What am I missing?
Thanks in advance.
Thanks to LokiSinclair for pointing me int he right direction... I had originally tried that method, but some logical error was throwing the code off, I was able to get it running using this method:
var outline = gameObject.AddComponent<Outline>();
outline.useGraphicAlpha = false;
outline.effectColor = new Color(1f, 0f, 0f, .8f);
outline.effectDistance = new Vector2(1, -1);
I have been really cracking my head trying to write and read png files into a folder in Windows Phone 8. From few blogs sites and codeplex i found that the there is an extension to the WritableBitmap Class which provides few extra functionalities. ImageTools has PNG encoder and decoder. But I really cant find examples to use them.
What Im trying to achieve here is to create a folder called page and then in it a file called Ink File. I want to convert the bitmap to a PNG and store it there. The bitmap is created from the strokes drawn on a canvas. The class ImageTools provides a function called ToImage to convert the strokes from the canvas to image.
For storing
ExtendedImage myImage = InkCanvas.ToImage();
var encoder = new PngEncoder();
var dataFolder = await local.CreateFolderAsync("Page", CreationCollisionOption.OpenIfExists);
StorageFile Ink_File = await dataFolder.CreateFileAsync("InkFile", CreationCollisionOption.ReplaceExisting);
using (var stream = await Ink_File.OpenAsync(Windows.Storage.FileAccessMode.ReadWrite))
{
using (var s = await Ink_File.OpenStreamForWriteAsync())
{
encoder.Encode(myImage, s);
await s.FlushAsync();
s.Close();
}
}
Is this a correct method? I receive some null exceptions for this. How do i find if the image is saved as png. How is this image saved? Is it encoded and saved in a file or is it saved as a png itsef. And how do we read this back?
I have checked out this, this , this and lot more like this.
I'm developing app for WP8
I have used the PNG Writer Library found in ToolStack and it works :)
hi I have a collection of nice .png files....
meanwhile, I'm developing a win-based software and need some .ico files as icons for toolbar buttons and ....
Is there any way to use .png file as an icon ? or what?
Thank you
As a workaround you can use IrfanView to convert your *.png file to *.ico file (or any other image to ico) & use it.
http://www.irfanview.com/main_download_engl.htm
You can simply convert the images to ico files online Ico Convert.
If you are using .NET this is not a real problem for you, because afaik PNG support is already build in. You are probably talking about native C/C++ development with GDI/win32?
To my knowledge you will not accomplish this by simply using GDI. There are a couple of options where you can set ONE color as transparent then load a simple BMP/JPEG and do some BITMAP tricks however using ICO/GIF will be far easier for this.
What you are probably looking for is a working GDI+ example which will use a PNG with alpha channel? This is just an excerpt and I left out the whole mess loading external functions from a DLL part, but maybe this will help you:
static GpImage *background = NULL;
GDIPLOADIMAGEFROMSTREAM GdipLoadImageFromStream;
GDIPLUSSTARTUP GdiplusStartup;
GDIPPLUSSHUTDOWN GdiplusShutdown;
GDIPCREATEFROMHDC GdipCreateFromHDC;
GDIPDELETEGRAPHICS GdipDeleteGraphics;
GDIPDRAWIMAGEI GdipDrawImageI;
GDIPDRAWIMAGERECTI GdipDrawImageRectI;
GDIPLUS_STARTUP_INPUT GdiplusStartupInput;
void LoadPNG(GpImage **image, int resource, HMODULE hInstance)
{
HRSRC resrc;
LPSTREAM lpstr;
HGLOBAL hPng;
LPVOID fByte;
GpImage *img = NULL;
resrc = FindResource(GetModuleHandle(NULL), MAKEINTRESOURCE(resource), TEXT("PNG"));
hPng = LoadResource(GetModuleHandle(NULL), resrc);
fByte = LockResource(hPng);
lpstr = SHCreateMemStream(fByte, 200000);
GdipLoadImageFromStream(lpstr, &img);
*image = img;
}
void CreateBack(HWND hWnd)
{
HDC memDC = NULL;
HDC hdc = NULL;
RECT rect;
DeleteObject(curBack);
GetClientRect(hWnd, &rect);
hdc = GetDC(hWnd);
memDC = CreateCompatibleDC(hdc);
curBack = CreateCompatibleBitmap(hdc, rect.right, 44);
SelectObject(memDC, curBack);
/* gdiplus - background*/ {
int e = 0;
GpGraphics *g;
GdipCreateFromHDC(memDC, &g);
GdipDrawImageRectI(g, background, e, 0, 971, 44);
GdipDeleteGraphics(g);
}
DeleteObject(memDC);
ReleaseDC(hWnd, hdc);
}
Just a quick note: This GDI+ stuff is really CPU/memory intensive for a couple of reasons. Although fun I did abandoned this approach in favor of gdi and simple BMPs.
If you're loading the images from a resource file, then no, you can't use PNGs, you have to use ICOs. Fortunately, there are a number of tools that can convert PNGs into ICOs, including ImageMagick (great for automation), and MSPaint as a lowest common denominator.
If you're loading image files at runtime, then you can load any type of image format you want (e.g. use libpng for loading PNGs), but you still have to convert them to icons internally before you can do interesting things with them, such as setting them as a window's icon. Once you've decoded the image data, it's not terribly difficult to convert it to the proper format, but it's not trivial, it just involves a lot of data mangling and strange structs and function calls from the Win32 API.