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Vue中的静态资源管理(src下的assets和static文件夹的区别)

廉价感情. 提交于 2019-12-24 03:28:43
### 你可能注意到了我们的静态资源共有两个目录src/assets和static/,你们它们之间有怎样的区别呢? 资源打包 为了回答这个问题,我们需要了解webpack是如何处理静态资源的。 在所有的*.vue文件中你所有的templates 和CSS 都被vue-html-loader 和css-loader 查询资源的URLs解析. 比如说, 在 img src=”./logo.png” 和 background: url(./logo.png) 中./logo.png是一个相对资源路径,并且会被Webpack视为一个模块依赖来解析。 因为./logo.png并非一个Javascript,当将它作为模块依赖对待时,我们需要用url-loader和file-loader去处理它。这种公式化处理早已经为你配置了loader,所以你基本上可以获得诸如文件名指纹和有条件的内嵌base64,因此你能够使用相对/模块路径而不必担心部署问题。 自从这些资源可以在build期间被内联/复制/重命名,它们本质上来讲是你资源代码的一部分。这就是为什么它们被推荐用于延源资源替换Webpack-processed的内部/src资源。事实上,你甚至不必将它们放进/src/assets:你可以基于模块/组件去组织它们并使用,你可以将每一个组件放进他们自己的文件夹,随着它的静态文件正确的紧挨着它。

vue中assets文件夹与static文件夹的区别

£可爱£侵袭症+ 提交于 2019-12-24 03:28:09
1、如果这些产品图片文件“万年不变”,放在 /static 目录里,(不需要使用require将这些图片作为模块来引用) var products = [{ img: '/static/img/products/1.png', name: 'Product 1' }, { img: '/static/img/products/2.png', name: 'Product 2' }, { img: '/static/img/products/3.png', name: 'Product 3' }, { img: '/static/img/products/4.png', name: 'Product 4' }] 2、Vue实例数据的数组中只会保存图片文件路径,通过webpack打包不会将图片拷贝到dist目录中,所以本着模块化的思想下,应该用require来引用 var products = [{ img: require('@/assets/products/1.png'), name: 'Product 1' }, { img: require('@/assets/products/2.png'), name: 'Product 2' }, { img: require('@/assets/products/3.png'), name: 'Product 3' }, { img:

Parsing PNG as PHP via htaccess works only on local server but not on webserver

三世轮回 提交于 2019-12-24 03:15:24
问题 I have created a dynamic PNG-picture in PHP. In order to use the PNG extension I created a .htaccess-File with the following content: AddType application/x-httpd-php .png On my local XAMPP server everything works perfect, but after uploading the files on a webserver it doesn' t work anymore. When I access the file, the PHP-Code of the file is displayed. These are the 2 different answers from both servers: Local Server: HTTP/1.1 200 OK Date: Tue, 16 Oct 2012 21:51:58 GMT Server: Apache/2.2.21

Drawing partially transparent PNG onto JPanel

跟風遠走 提交于 2019-12-24 01:05:06
问题 How would i go about drawing a partially transparent image onto a JPanel by overriding its void paint (Graphics g) method? I've tried the obvious way, which is to load the image and then use ((Graphics2D)g).drawImage(...) but that didn't work, and the internet isn't telling me much. 回答1: JLabel is capable of doing this, but if you want to do something else with the panel/image, the using paintComponent and Graphics#drawImage is also an option. Using this as a base... I was able to render this

gif/jpg/png 图片格式 简单对比

[亡魂溺海] 提交于 2019-12-24 01:02:06
本文章来自于 艾某人 的网易博客。 在网站开发中,我们经常会用到背景图,或者是数据图,这些都是图片,我们常用的图片的文件格式有三种:GIF,JPG,PNG。这三种图片格式具有不同的特点,对动画、透明度支持的情况不同,同时对色彩的处理也不同。我们在开发的过程中只有选择合适的图片格式,才能使我们的开发速度更快。 在面试的过程中,发现被问的很频繁的是有关于图片格式的问题,这时候才猛然发觉我对这些问题知之甚少,仅停留在表面的一些认知,可能表面的认知也是需要提一下的,但是对于图片的认识越深,才能在选用的过程中选择最适合当前状况的图片格式。 如果对这些图片格式一无所知,为了单纯追求高清晰度的图片效果,或许会做出单一或者叫错误的选择。 gif图片格式 首先,gif格式的图片支持全透明,意思就是它并不支持半透明,仅可以是全透明或完全不透明,这是相对于png而言的。 其次,gif支持动画。1个gif文件中可以存储多幅彩色图像,如果把存于一个文件中的多幅图像数据逐幅读出并显示到屏幕上,就可构成一种最简单的动画。 总结起来,gif广泛支持Internet标准,支持无损耗压缩和透明度,支持动画。但同时,gif格式不适合高清晰度图片,也不支持半透明显示。 jpg图片格式 引用一下,“JPG图片以24位颜色存储单个光栅图像。JPG是与平台无关的格式,支持最高级别的压缩,不过,这种压缩是有损耗的

Android: write PNG ByteArray to file

独自空忆成欢 提交于 2019-12-24 00:56:30
问题 I have read an image file into ByteArray, but how can I write it back. I mean save ByteArray to image file in the file system. PNG format preferred. My code from PNG file to ByteArray: ByteArrayOutputStream stream = new ByteArrayOutputStream(); bitmap = MediaStore.Images.Media.getBitmap(getActivity().getContentResolver(), mUri); bitmap.compress(Bitmap.CompressFormat.PNG, 100, stream); byte[] byteArray = stream.toByteArray(); I know there are some similar questions, but I didn't find the exact

transparent png using wpf in VS2008

旧时模样 提交于 2019-12-24 00:47:50
问题 I want make a UI that is semi transparent in WPF VS2008, so I made my form transparent and I want to show a semi transparent png (Which includes "holes") on top of it. How do I show the semi transparent png? Semi transparent, meaning it has holes you can see through. Also how can I get this done in C#, without using WPF. Thanks. 回答1: You should just have to use the Image control and WPF should take care of the rest: <Image Source="myimage.png" /> Or in pure C#: BitmapImage sourceImage = new

How to load a png image with Python 2.7.8 |Anaconda 2.1.0 (32-bit)?

若如初见. 提交于 2019-12-23 21:39:07
问题 I download my Python 2.7 with Anaconda. I'm using windows 7. I tried following: from Tkinter import Tk, Frame, Canvas import ImageTk t = Tk() t.title("Transparency") frame = Frame(t) frame.pack() canvas = Canvas(frame, bg="black", width=500, height=500) canvas.pack() photoimage = ImageTk.PhotoImage(file=r"test.png") canvas.create_image(150, 150, image=photoimage) t.mainloop() I get following Error: ImportError: No module named _imagingtk I think I need to install ImageTk, how this ImportError

Setting png++ to work

跟風遠走 提交于 2019-12-23 20:36:20
问题 I am trying to compile some basic example of loading/writing a .png image using png++ (which is a c++ wrapper for libpng. It is quite important for me to use png++ and not an alternative. As prerequisites png++ needs both libpng which I have successfully built. the example that i am trying to figure out how to set is located at the following link. http://fedetft.wordpress.com/2010/10/05/handling-png-images-in-cpp/ it ships with a cmakelist and I am using Cmake to build the two examples.

C# MonoGame Help? (Content.Load<Texture2D>(“Invader”);)

久未见 提交于 2019-12-23 19:34:57
问题 I am Making a Space Invaders Game using Open GL in MonoGame and I am trying to load a texture that I have added to the Content folder (It is a PNG file called "Invader") The code that I use is: invader = Content.Load<Texture2D>("Invader"); However when I attempt to run it It says: ContentLoadException was unhandled could not load Invader as a non-content file! 回答1: I am trying to load a texture that I have added to the Content folder (It is a PNG file called "Invader") invader = Content.Load(