I'm converting images to icons using this code:
import PIL.image
img = PIL.Image.open ("imagepath.png")
img.save ("iconpath.ico")
This is giving me an icon file as desired, but when I try to open it an error pops up:
Paint:
Microsoft photos error:
When I try to open other icons with the same programs they work perfectly, but it doesn't with the ones I made. Does anyone know any other way or library for doing this?
Try this:
img.save('iconpath.ico',format = 'ICO', sizes=[(32,32)])
You can change size to 16,16
First time I was converting image with PIL I've used this tutorial:
Tutorial
Everything worked fine.
The image that is being converted has to have a 1:1 proportion, if not, when trying to open the generated icon it will cause errors.
Related
I'm trying to load "jpg" picture on the QLabel in PySide6. So I used this:
mypic = QPixmap()
mypic.load("./test.jpg")
self.ui.mylabel.setPixmap(QPixmap(mypic))
However, I found there is empty in mylabel. When I debug in this program, I found that my pic is null (even after it loads the image file).
So I wonder if the jpg is not automatically supported in PySide6.
As I checked the documention of PySide6, it illustrates that the default supporting image formats include "jpg".
enter image description here
As I print the supportedImageFormats using:
print(QtGui.QImageReader.supportedImageFormats())
It returns with this:
[PySide6.QtCore.QByteArray(b'bmp'), PySide6.QtCore.QByteArray(b'pbm'), PySide6.QtCore.QByteArray(b'pgm'), PySide6.QtCore.QByteArray(b'png'), PySide6.QtCore.QByteArray(b'ppm'), PySide6.QtCore.QByteArray(b'xbm'), PySide6.QtCore.QByteArray(b'xpm')]
I found it does not include the "jpg" format by default!
Then I searched a lot of solutions, I found that this can solve my problem: add one line of code to introduce the "imageformats" plugins in PySide6 folder.
app.addLibraryPath(os.path.join(os.path.dirname(QtCore.__file__), "plugins"))
Here I printed the os.path.dirname(QtCore.__file__), and found it was my PySide6 folder.
I checked the plugins folder, and found the inner imageformats folder, and found these dlls:
enter image description here
It seems that the jpg format is supported here. So when I add the plugin path, it can solve my problem. But it still confuses me that why I should add the plugin path (The official documentation implies that this format is supported by default!).
I wonder if there is a more convincing solution because adding one line of code in my program every time seems clumsy. Or if I left out something. I sincerely want to get your help. Thank you!
Ok I will admit to being a noob with Gideros. I am trying to import an svg file. I followed the same procedure as you would do for a png file, that is create a texture using:
myTexture = Texture.new("orangeSquare.svg")
orangeSquare = Bitmap.new(myTexture)
stage:addChild(orangeSquare)
Unsurprisingly it doesn't work (output gives orangeSquare.svg: Error while reading image file. and program does not run) as it is not a bitmap file. Is there an alternative to import svg files? It is probably a very simple solution but I have been searching for some time without an answer. I am considering giving up on Gideros if I don't find an answer to what should be a simple problem.
You can not import the svg directly, you need to pass the svg data:
--Banana shape, SVG path format
local banana = "M8.64,223.948c0,0,143.468,3.431,185.777-181.808c2.673-11.702-1.23-20.154,1.316-33.146h16.287c0,0-3.14,17.248,1.095,30.848c21.392,68.692-4.179,242.343-204.227,196.59L8.64,223.948z"
p=Path2D.new()
p:setSvgPath(banana) --Set the path from a SVG path description
p:setLineThickness(5) -- Outline width
p:setFillColor(0xFFFF80,0.7) --Fill color
p:setLineColor(0x404000) --Line color
p:setAnchorPosition(100,100)
stage:addChild(p)
You can find more info on their wiki: https://wiki.giderosmobile.com/index.php?search=svg&title=Special%3ASearch&go=Go&fulltext=1
They also have it as a sample project when you open gideros studio.
I have been playing around with images in Python, just trying to understand how things work basically. I have noticed something odd and was wondering if anyone else could explain it.
I have an image 'duck.jpg' -
If I look at the properties I can see that it is a jpg image.
However, after importing into python using the follwoing convoluted way:
from PIL import Image
import io
with open('duck.jpg', 'rb') as f:
im = Image.open(io.BytesIO(f.read()))
f.close()
I get the following output after calling
im.format
'PNG'
Is there some sort of automatic conversion going on?
I'm trying to determine wether link contains an image or not. The problem is, link is in this kind of format:
src="https://avatars.mds.yandex.net/get-pdb/2474062/b99de56b-611f-4e74-8d4a-69ea382bd137/s1200"
The src link does not contain the file extension itself. I was unable to find a proper solution anywhere.
I have tried using imghdr to determine the extension but it only works on locally stored files.
Could there be a way to store the file in a buffer which I can feed to imghdr ?
I'm fairly new to Selenium, any kind of advice will be appreciated.
the following information you can find in the title tag, in case of your link:
s1200 (JPEG Image, 1200 × 907 pixels) - Scaled (73%)
hope it help you.
from selenium import webdriver
driver = webdriver.Firefox()
driver.get("https://avatars.mds.yandex.net/get-pdb/2474062/b99de56b-611f-4e74-8d4a-69ea382bd137/s1200")
title = driver.title
print(title)
# s1200 (JPEG Image, 1200 × 907 pixels) - Scaled (73%)
driver.close()
I'm trying to use lottie to animate an SVG animation created in After Effects. I use the bodymovin extension to export the JSON data file. But, I also noticed the export includes some PNG images. I'm also getting console errors that said PNG's can not be found.
Why is it exporting PNGs as I'm using SVG (an AI file) in AE. Below is my code, and the error.
index.ts
import * as lottie from 'lottie-web';
import * as header from './assets/header.json';
import './css/base.sss';
var animation = lottie.loadAnimation({
container: document.getElementById('header'),
animationData: header,
renderer: 'svg/canvas/html',
autoplay: true
});
But I'm getting the following errors that the images can't be found. Why is bodymovin exporting/looking for pngs? I require SVG's.
Chrome console errors (sorry can't embed until 10 rep)
I found the problem. I have to convert paths to shapes in AI as noted here.
In Adobe After effect, you can use Create Shapes from vector layer
Another way I found was to search the exported .json file for the .png extension and replace the found extensions with .svg. Making sure to add the .svg files to the same directory.
I used this bodymovin render option:
I did my search in the .json file in Dreamweaver like so:
I hope this helps someone!!!