Image resizing with .NET Core? [duplicate] - image-manipulation

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Manipulating images with .NET Core
(4 answers)
Closed 6 years ago.
Is there a libary for image manipulation (mainly resizing and cropping) that works with .NET Core?
I'm aware of ImageResizer and ImageProcessor, but - as far as I can say - those require the full .NET Framework (dnx451) and won't work with .NET Core (dnxcore50) and therefore would only run on Windows.
Is image manipulation already possible with .NET Core?

Huge disclaimer before I answer that I am the author of ImageProcessor.
I've been working for the last 6-7 months on a fully managed version of ImageProcessor for .NET Core called I̶m̶a̶g̶e̶P̶r̶o̶c̶e̶s̶s̶o̶r̶C̶o̶r̶e̶. ImageSharp
It's a work in progress but already contains resizing, cropping algorithms as well as filters, edge detection etc.
You can find it on my Github repo
https://github.com/JimBobSquarePants/ImageProcessor
Update: The library has moved to a new home.
https://github.com/JimBobSquarePants/ImageSharp

Related

Full width of component within SAP Fiori Launchpad [duplicate]

This question already has answers here:
How to disable letterboxing and adjust UI5 for the widescreen?
(5 answers)
Closed 18 days ago.
Is it possible to configure a component which is embedded in a launchpad to use the full width of the screen?
The manifest.json needs to be adjusted like that:
...
"sap.ui": {
"fullWidth": true
...
}
...
References:
https://sapui5.netweaver.ondemand.com/#/topic/be0cf40f61184b358b5faedaec98b2da
https://experience.sap.com/fiori-design-web/full-screen/
https://experience.sap.com/fiori-design-web/letter-boxing/
The answer is: you shouldn't.
...to keep in line with SAP's UX strategy. If it comes to standard apps you are breaking the UX between your apps. If you requirement is to build a large and complex app which requires that width you are also failing UX strategy... just keep that in mind ;-)

Image enhancement in iphone app [duplicate]

This question already has answers here:
Closed 10 years ago.
Possible Duplicate:
Image Processing in iPhone
In my iPhone app, I want to include image enhancement facility.
In a view, a user can see the selected image and from there, with the help of a slider they can set (brightness,contrast,hue,sharpness,saturation etc).
I don't have any idea how to do this. I have googled it but could not find any good tutorial or source code.
Please help me if somebody has any idea.
I tried to use this-But when i add the classes from folder Curve, i cannot build my project-It shows build failed without showing any issue
Have you read about CoreImage Framework?
The Core Image framework provides:
Access to built-in image processing filters
Feature detection capability
Support for automatic image enhancement
The ability to chain multiple filters together to create custom
effects
I think what you want is GLImageProcessing. It uses openGL to do the Image Processing, but it is really fast.
If you want some code with Detailed Explanation then I found one Beautiful Link for you :
It's like photoshop for the UIImage class!
You can also use CKImageAdditions.
Try this : GPUImage framework
Hope it will be helpful to you. Enjoy !!!
CoreImage Framework is a good option. Also GPUImage, which is hosted on github here: GPUImage https://github.com/BradLarson/GPUImage
It contains a huge array of filters and processors.
Use sample code from ios library reference:
http://developer.apple.com/library/ios/#samplecode/GLImageProcessing/Introduction/Intro.html#//apple_ref/doc/uid/DTS40009053
This is better to implement inside your application.

LimeJS vs CreateJS for game development [closed]

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Closed 8 years ago.
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I want to start developing HTML5/JS games. And I see these 2 frameworks LimeJS and CreateJS & EaselJS. Which one is better? Does anyone have experience with these 2 frameworks? And what about the documentation?
Yes, I experienced both unfortunately.
Limejs :
1 . You should have python installed to compile and run the code.
2 . You should manually use other javascripts inorder to preload
all the assets before the game gets start or else there will be
chance to slower the game animations.
3 . The compiled code is non human readable so that your code
cannot be understandable to third party users. The compilation
is done using python
4 . Issue with audio on different browsers in different
levels.
5 . No other resources other than Developers
API
CreateJS
1 . You can directly use javascript for html and run.
2 . CreateJS itself haves PreLoadJS,TweenJs,EaselJS,SoundJS so you
can render loaders and audio easily
3 . No compilation less security in case of javascript file
4 . You will be using soundjs for loading audio.
5 . Has their own API for each Tween,Easel,Sound and
Preload
Last and Finally compare to LimeJs, Many developers use Createjs for developing games including me.
The Breakouts project might help. It's sort of like TodoMVC in that they take a simple game of Breakout and implement it in different frameworks.
It covers Easel/CreateJS, LimeJS and 10 other popular frameworks.
I'm using EaselJS and personally I'm very happy with it, it's activly developed and also supported by Adobe and Microsoft.
As a possible alternative you could take a look at http://kineticjs.com
If you are interested in getting started with EaselJS you can take a look at my tutorial-series: http://indiegamr.com/retro-style-plattform-runner-game-for-mobile-with-easeljs-part-1/
(They are slightly out of date, as they where written for the previous verison of EaselJS, but still do work with the current version)
I've just started developing games with EaselJS, seems easy if you know JS at some level.
The lack of real world examples is a minus, but there are plenty of tutorials on basic usages of framework. And yeah, there is lots of good documentation on Easel on their website.
http://www.createjs.com/Docs/EaselJS/
Their SoundJS and TweenJS are also very impressive libraries, take a look at them ;)
CreateJS is right tool to get started quickly. We are using HTML5 to create games with Javascript and HTML and that's why no reason to get involved with Python in LimeJS.
The documentation for CreateJS got a huge update in February/2013, and there are a bunch of tutorials for EaselJS that can help get you started.

GWT ComboBox isn't working after SmartGwt Integration [duplicate]

This question already has an answer here:
Closed 10 years ago.
Possible Duplicate:
Smart Gwt components are not rendered in html div tag
My problem is that I had a project which was running gwt widgets nicely. Now for some client requirements, we introduced some smartGwt changes in it.
The problem is that all those requirements have been done successfully, but as a result or something, the previous ComboBox dropdown isn't working, none of them. Please help.
Do I have to post the code also (because its too large)? If you want it, I will try to paste it here.
Thanks in advance.
What do you mean by "isn't working". There are zindex issues when you use Gwt and Smartgwt side by side. You can have a look at this thread ( here)if it's this sort of problem. If not give us more details.

form registeration using an iPhone app [duplicate]

This question already has answers here:
Existing iOS form framework
(3 answers)
Closed 8 years ago.
Is there a way in iOS app programming that I can make an user fill up a form for registration? I mean do we have a template for that available already? Also I wanted to know that does it support something like EDIT where in if a user makes a typo then the fields along with checkboxes get auto-populated and one can update a required field?
Here's a framework for providing forms in-app:
http://www.cocoacontrols.com/platforms/ios/controls/ibaforms
As for the autocorrect thing, that is a customizable property of most, if not all, of the default iOS text-entry fields.