loadimage

Python: Urllib2 and OpenCV

老子叫甜甜 提交于 2019-12-10 14:32:49
问题 I have a program that saves an image in a local directory and then reads the image from that directory. But I dont want to save the image. I want to read it directly from the url. Here's my code: import cv2.cv as cv import urllib2 url = "http://cache2.allpostersimages.com/p/LRG/18/1847/M5G8D00Z/posters/curious-cat.jpg" filename = "my_test_image" + url[-4:] print filename opener = urllib2.build_opener() page = opener.open(url) img= page.read() abc = open(filename, "wb") abc.write(img) abc

Loading folders of images in tensorflow

混江龙づ霸主 提交于 2019-12-06 02:44:46
问题 I'm new to tensorflow, but i already followed and executed the tutorials they promote and many others all over the web. I made a little convolutional neural network over the MNIST images. Nothing special, but i would like to test on my own images. Now my problem comes: I created several folders; the name of each folder is the class (label) the images inside belong. The images have different shapes; i mean they have no fixed size. How can i load them for using with Tensorflow? I followed many

Return value from completion handler - Swift

匿名 (未验证) 提交于 2019-12-03 03:04:01
可以将文章内容翻译成中文,广告屏蔽插件可能会导致该功能失效(如失效,请关闭广告屏蔽插件后再试): 问题: I'm using a loadImage method in a Utilities class and am having some trouble with returning images via closures. Basically because my code could return either an image or an error, assigning it to an image property when the method is called will not work. Is the approach I'm using wrong in the method declaration of the class, or should I be calling the method differently to anticipate potentially differing results? Thanks public class UtilitiesService: NSObject { public class func loadImage(urlString:String) { var imgURL: NSURL = NSURL

Win32 application. HBITMAP LoadImage fails to load anything

﹥>﹥吖頭↗ 提交于 2019-12-01 06:27:33
I'm writing a function that quickly draws an image of a menu for a game I'm making. I'm able to draw the background and text blocks just fine but I'm having trouble creating a bitmap image on the screen bool menu::drawMenu(PAINTSTRUCT ps) { HWND hWnd = GetActiveWindow(); HDC hdc = GetDC(hWnd), hdcMem; //Draw a new background HPEN blackPen = CreatePen(PS_SOLID, 1, RGB(0, 0, 0)); HBRUSH blackBrush = CreateSolidBrush(RGB(0, 0, 0)); SelectObject(hdc, blackPen); SelectObject(hdc, blackBrush); Rectangle(hdc, 0, 0, 1080, 720); //insert selection text TextOut(hdc, 30, 0, L"New Game", 8); TextOut(hdc,

Win32 application. HBITMAP LoadImage fails to load anything

半世苍凉 提交于 2019-12-01 05:15:13
问题 I'm writing a function that quickly draws an image of a menu for a game I'm making. I'm able to draw the background and text blocks just fine but I'm having trouble creating a bitmap image on the screen bool menu::drawMenu(PAINTSTRUCT ps) { HWND hWnd = GetActiveWindow(); HDC hdc = GetDC(hWnd), hdcMem; //Draw a new background HPEN blackPen = CreatePen(PS_SOLID, 1, RGB(0, 0, 0)); HBRUSH blackBrush = CreateSolidBrush(RGB(0, 0, 0)); SelectObject(hdc, blackPen); SelectObject(hdc, blackBrush);

How to load a small system icon?

馋奶兔 提交于 2019-11-29 06:55:16
I need to display 16x16 pixel icons for error/warning/information. Unfortunately both LoadIcon(0, IDI_*) and LoadImage(0, OIC_*, IMAGE_ICON, 16, 16, LR_SHARED) always give me the 32x32 version of the icon. I read about ShGetStockIconInfo but that is only available from Vista onwards and I still need to support XP. Any ideas? I'm using Delphi 2010 with a TImage component if that matters. The problem is that when you do it this way you get a cached version of the icon, the first one that the system loaded. That will be the large sized icon, typically 32x32. It matters not what size you specify.

how to load an image to a grid using pygame, instead of just using a fill color?

半世苍凉 提交于 2019-11-28 01:45:36
I am trying to create a "map of a city" using pygame. I want to be able to put images of buildings in specific grid coords rather than just filling them in with a color. This is how I am creating this map grid: def clear(): for r in range(rows): for c in range(rows): if r%3 == 1 and c%3 == 1: color = brown; grid[r][c] = 1; else: color = white; grid[r][c] = 0; pygame.draw.rect(screen, color, [(margin+width)*c+margin, (margin+height)*r+margin, width, height]) pygame.display.flip(); Now how do I put images of buildings in those brown colored grids at those specific locations? I've tried some of

Set an Image object as a div background image using javascript

一个人想着一个人 提交于 2019-11-27 20:15:45
I want to load 4 images from background showing a load bar to the client and when the images will be downloaded i want to set them as background images to 4 div blocks. I am looking for something like this. var myImages = new Array(); for(var i = 0; i < 4; i++) myImages[i] = new Image(); //load images using the src attribute //and execute an on load event function where to do something like this. var div0 = document.getElementById('theDivId'); div0.style.backgroundImage = myImage[index]; Is there any way to set a background image using an Image javascript object? You can do something close to

Load an image from a url into a PictureBox

北战南征 提交于 2019-11-27 20:00:01
I want to load an image into a PictureBox . This is the image I want to load: http://www.gravatar.com/avatar/6810d91caff032b202c50701dd3af745?d=identicon&r=PG How do I do this? The inbuilt PictureBox.Load(string URL) Method "sets the ImageLocation to the specified URL and displays the image indicated." (Since .NetFramework 2) Try this: var request = WebRequest.Create("http://www.gravatar.com/avatar/6810d91caff032b202c50701dd3af745?d=identicon&r=PG"); using (var response = request.GetResponse()) using (var stream = response.GetResponseStream()) { pictureBox1.Image = Bitmap.FromStream(stream); }

How to load an image in image view from gallery?

被刻印的时光 ゝ 提交于 2019-11-27 14:49:22
I have an activity, which has a button. When I click on the button it redirects me to the image gallery. I want to show the selected image in the next activity using an image view. But it is not displaying the image. The view is off screen when the image is set. My code for selecting image and moving on next is given below. I am using no history true in my activities. @Override protected void onActivityResult(int requestCode, int resultCode, Intent data) { super.onActivityResult(requestCode, resultCode, data); if (requestCode == RESULT_LOAD_IMAGE && resultCode == RESULT_OK && null != data) {