I have multiple image(near by 40 images), I need to combine these images as single image. I have referred the below link,
Combine two Images into one new Image
but I dint find anything like Graphics in UWP. How toacheive this requirement
Making a render target bitmap and draw the image to render target bitmap.
The example that how to draw image to render target bitmap.
And you can save render target bitmap to file, see http://jamescroft.co.uk/blog/how-to/storing-a-uwp-inkcanvas-drawing-as-an-image-in-a-storagefile/
Related
When importing external SVG images the Inkscape offers three options:
Include SVG image as editable object(s) in the current file
Embed the SVG file in a image tag (not editable in this document)
Link the SVG file in a image tag (not editable in this document)
At first, for convenience I imported an SVG images (Image A) into master SVG image B in the third way (Link the SVG file) so that when editing image A, master image B changes accordingly. However, later in the publishing process, I found that I needed to make sure every part in master image B had to be editable, including those parts within image A.
Had I imported image A in the first way above (include SVG image), this would be possible. I had made some transformations to the linked image A within master image B so I didn't want to do it again. Is there a way to transform a linked image (<image xlink:href="XXX.svg" />) to an included image (<svg>...</svg>) with just a few clicks while preserving all the transformations I did to this image?
Right-click on the image and select 'Embed image'. This is going to embed it as an image, <svg:image ...>, though, not as an svg (I think that would be invalid SVG code, too).
For multiple images, use the extension 'Extensions > Images > Embed Images' without any image selected (or with all of them).
I'm doing a custom game which I'd like to change the background and a character picture according to a file they upload.
The input file is outside phaser. If possible, I'd like to show the picture directly without uploading to the server.
If you use a file loader to get the base64 encoding of the image, you can use this.textures.addBase64 to load the image into the texture manager, after that loads you can create new objects with that image tag, or set existing images to that texture.
Working Example =>
https://stackblitz.com/edit/phaser-use-uploaded-image
I want to render a large SVG image to a PDF document (PageSize = A4).I am using Itext Library and Java. Here is a post that describes how to render a image larger than page size to PDF () How to show an image with large dimensions across multiple pages in ITextPdf?. But when I use this way of rendering I have 2 problems.
1)The Image ignores the page boundaries.
2)Some time the SVG splits in a way which cuts the text written in the SVG.
Both the problems can be solved If I can control the height of SVG to be rendered on each page, but I cannot find any way to control both Height, and starting point of a Image while rendering it to PDF.
Is there some plugin/way to crop images when they are uploaded in a Modx TV?
I got a slider with a ratio of 1:4. Now when the user uploads a image in another ratio, the image will stretch out.
I want something like Facebook does when you upload a cover image which is to high.
(PS: I want to use it later in Migx)
Like 'okyanet' mentioned you can use phpThumbOf to set the dimensions/ratio when MODx delivers the image.
Another way would be to use the extra 'Image+'. You still need phpThumbOf for this, but the Editor can define the clipping manually in the Manager. And you can define the ratio of the clipping in the TV-Setting for the image.
Use phpThumbOf. The 'zoom-crop' parameter will allow you to preserve the source aspect ratio and then crop it to the dimensions you require.
The image is processed when the page is parsed by MODX, rather than at the time of upload.
There are plenty of articles about how to use this extra, including this one:
http://www.belafontecode.com/image-manipulation-with-phpthumbof-in-modx-revolution/
I want to merge two images in blackberry. one image is a big image and other image is a small one. position of small image will be define by developer. what are the possible ways?
You can use the Graphics class to draw multiple Bitmaps onto it in different offsets. Look into the Graphic.drawBitmap function. We use something like:
graphics.drawBitmap(x1, y1, icon.getWidth(), icon.getHeight(), icon, 0, 0);
Where the graphics object is the one passed by the paint method we override and icon is the large image. Than determine the x y position for the smaller image and use the same method on the graphics object:
graphics.drawBitmap(x2, y2, mark.getWidth(), mark.getHeight(), mark, 0, 0);
Where mark is the smaller image.
Hope this helps :)