How to load an image from a website into a UIPageControl? - uiwebview

I really like to know how to load a specific image from a website into a UIPageController.
It's a little bit confusing for me, maybe because I'm a beginner, I don't know...

You want to do multiple things at once
Load the image data with e.g. [NSData dataWithContentsOfURL:theImageURL], or better, do it asynchronously via [NSURLConnection sendAsynchronousRequest:queue:completionHandler:].
Create an image from the data: [UIImage imageWithData:theData]
Initialize an UIImageView with that image
Add it to the page control
If you don't know the image URL, you'll have to parse the HTML and extract it with something like NSXMLParser

Related

Load image from JS to Phaser Game

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

Is there a way to make an image displayable in one website only?

I need to make a website with an private image inside of <img /> tag, which mean you cannot view it any where outside that website. I need the image to not be displayed even if the user try to copy the src of the image and open it in another tab of the same browser.
Is it possible? If so, how can i achieve that?
Short answer: no. Long answer: not possible :-)
If you can get at it in any way (and you must be able to do that to get it to render in a browser), you can save it locally.
All someone would have to do is access it with a munged copy of a browser that saves all incoming data to disk.
There are ways to obfuscate the image so that the user won't be able to just copy and paste the URL, you can use the Javascript Image object to create a new image and drawImage to draw it into a canvas, however you'll still need to obtain the image data somehow, perhaps making an ajax request for the actual image on the server. However a really persistent user can inspect your javascript code and do some reverse engineering to get the image source.
A more naive user will just take an screenshot of the image and achieve the same effect.
So any attempt to try to prevent the user from copying the image is futile.

Send path of SDWebImage stored image to a UIWebView

I need to be able to get a path to images that cached.
While I am wondering if there is a way to do this using SDWebImage, I could probably get away with just having the knowledge to return a path to an image stored in the cache so I can display it within a uiwebview inside an image tag.
According to this https://github.com/rs/SDWebImage/issues/25 it would seem you can simply refer to the image by it's original url and it will be correctly picked up from cache.

Using Sprite Image on Google Earth

Currently, I am loading a lot of placemarks on Google Earth on the website I created. Each placemark corresponds on a single file from the server. The placemarks are created one by one by the server coming from different images during initialization.
To ease the load of the server and the client, I am planning to change the implementation I mentioned using sprite image using css. Is this possible in Google Earth? I can't find any information about this. Maybe you can give some reference to do this.
Thank you very much.
Ability to use Image Sprites for Placemark Icons
I think you can do it something like:
ge.getFeatures().appendChild(me.placemark);
me.point = ge.createPoint('');
me.placemark.setStyleSelector(ge.createStyle(''));
var IconStyle = me.placemark.getStyleSelector().getIconStyle();
IconStyle.getColor().set(colour);
IconStyle.getHotSpot().setXUnits(ge.UNITS_FRACTION);
IconStyle.getHotSpot().setYUnits(ge.UNITS_FRACTION);
IconStyle.getHotSpot().setX(0.5);
IconStyle.getHotSpot().setY(0.5);
me.setLoc(lat,lon);
IMHO: if there are thousands of images in the sprite it will load it as many times as the number of placemarks on the map.

Web image display in iPhone app

I am new to developing on the iPhone so am sorry if this is an easy question, but it has had me stumped for a little while.
Basically the app displays data retrieved from an XML feed. In that feed is an element that contains the path to an image. eg http://www.myserver.com/myimage.jpeg.
I want to be able to display that image in the list view of my iPhone app.
Most importantly, I don't want to stop the list drawing for each image, the rest of the data should be displayed immediately and then each image downloads and displays as quickly as data speed etc make it available.
What is the best way of downloading that image and displaying it?
Ideally can someone point to some working example code.
Thanks
Stephen
Displaying the image: you could create a UIWebView and just point it to the path - and then it's fully zoomable too.
Displaying in the list view:
//Somehow download your image...
cell.image = Your Image

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