bitmap

viewing canvas/bitmap on the fly while debugging in eclipse

早过忘川 提交于 2020-01-03 08:42:10
问题 Is there a way to debug canvas/bitmaps on Eclipse? I was wondering if I could view how the current canvas/bitmap looks when I set a breakpoint at a particular line. 回答1: Viewing bitmaps while debugging is possible now (though only with Android Studio). From the release notes for version 0.8.7 (Aug 21, 2014) Bitmap rendering in the debugger While debugging, you can now right click on variables in your app that are of type Bitmap, and invoke View Bitmap: This will then fetch the associated data

viewing canvas/bitmap on the fly while debugging in eclipse

空扰寡人 提交于 2020-01-03 08:41:30
问题 Is there a way to debug canvas/bitmaps on Eclipse? I was wondering if I could view how the current canvas/bitmap looks when I set a breakpoint at a particular line. 回答1: Viewing bitmaps while debugging is possible now (though only with Android Studio). From the release notes for version 0.8.7 (Aug 21, 2014) Bitmap rendering in the debugger While debugging, you can now right click on variables in your app that are of type Bitmap, and invoke View Bitmap: This will then fetch the associated data

How to convert an opencv mat image to gdi bitmap

与世无争的帅哥 提交于 2020-01-03 06:22:12
问题 I want to convert an openCV Mat file into a GDI+ BitMap image. I cannot find any information on how to do this? I think there is no straight way of doing this, but I hope that it is not involved of writing it to a file and reading back (http://opencv-users.1802565.n2.nabble.com/Convert-IplImage-to-Bitmap-td3784378.html ) I need to write something such as this: #include <windows.h> #include <gdiplus.h> #include <stdio.h> using namespace Gdiplus; Bitmap GetBitMap(cv::Mat inputImage) { Bitmap

How to convert an opencv mat image to gdi bitmap

余生长醉 提交于 2020-01-03 06:22:04
问题 I want to convert an openCV Mat file into a GDI+ BitMap image. I cannot find any information on how to do this? I think there is no straight way of doing this, but I hope that it is not involved of writing it to a file and reading back (http://opencv-users.1802565.n2.nabble.com/Convert-IplImage-to-Bitmap-td3784378.html ) I need to write something such as this: #include <windows.h> #include <gdiplus.h> #include <stdio.h> using namespace Gdiplus; Bitmap GetBitMap(cv::Mat inputImage) { Bitmap

Graphics BitMapFill TypeError

我是研究僧i 提交于 2020-01-03 05:21:09
问题 I'm working with the easeljs javascript to make a sort of game. I'm using this example: http://www.createjs.com/#!/EaselJS/demos/game As you can see there are spacerocks. This are graphics objects: this.graphics.beginStroke("#FFFFFF"); I would like to fill the background with an image like this: var bitmap = new createjs.Bitmap("http://nielsvroman.be/twitter/root/easeljs/image.png"); this.graphics.beginBitmapFill(bitmap, "no-repeat"); But I always get this error: Uncaught TypeError: Type

how to upload to firebase a file with firebase storage

坚强是说给别人听的谎言 提交于 2020-01-03 03:56:27
问题 i try to upload to firebase a picture and when i upload its show me that the size of the file is 0 bytes and dont show the content picture everything seems fine, then whay its happen??? StorageReference storageRef = storage.getReferenceFromUrl("gs://<your-bucket-name>"); if (inputStream!=null) { String pic = "BathroomImage" + +rand.nextInt(1000) + ".jpg"; mountainsRef = storageRef.child(pic); uploadTask = mountainsRef.putStream(inputStream); uploadTask.addOnFailureListener(new

VM running out of memory while getting images from the cache

人走茶凉 提交于 2020-01-03 03:20:14
问题 The problem that I'm addressing is known to be in devices with 16 mb of heap memory, and I need to solve it. I have threads getting images from a server (Big Images) and having them cached then displayed. The problem is that I run out of memory. To explain a little further I'm posting my log cat as well as some code: public class Test extends Activity implements OnClickListener { ImageView paint, wheels, shadow; Button b; int j = 2; int i = 1; String pathToWheels, pathToPaint, pathToShadow;

Replacing call to setImageResource() with setImageBitmap to reduce hiccup?

|▌冷眼眸甩不掉的悲伤 提交于 2020-01-03 02:48:30
问题 Android's setImageResource() documentation states: This does Bitmap reading and decoding on the UI thread, which can cause a latency hiccup. If that's a concern, consider using setImageDrawable(android.graphics.drawable.Drawable) or setImageBitmap(android.graphics.Bitmap) and BitmapFactory instead. I'm looking to solve this exact issue in my example application. I think I'm supposed to "read between the lines" here and and replace my call from : ((ImageView) rootView.findViewById(R.id.screen

How to increase Bitmap quality?

好久不见. 提交于 2020-01-03 02:43:07
问题 In the app I'm working on, a button opens the camera. When you take a picture, that picture is loaded into the app as a Bitmap. The pictures are very pixelated. How can I increase the quality of the bitmap after it has been loaded into my app? Code so far: private static final int CAMERA_PIC_REQUEST = 2500; @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.main); Button capture = (Button) findViewById(R.id.captureButton);

Draw multiple times from a single bitmap

主宰稳场 提交于 2020-01-03 00:40:29
问题 I am trying to draw a board which consists of 35 small blocks and each small block is similar but when I use a bitmap to draw multiple times i.e 35 times then it clears the previous drawn image. At the end there is only one image left. So can anybody help me finding a solution for this. Here is the code which I tried protected void onDraw(Canvas canvas) { Bitmap empty=BitmapFactory.decodeResource(getResources(), R.drawable.empty); for(int i=0;i<5;i++){ for(int j=0;j<7;j++){ canvas.drawBitmap