I want to know that System.Drawing.Rectangle has its width and height in pixels or not ?
My printer paper width is more than the rectangle area width, still the paper does not accomodate the rectangle area. The printer paper width is in pixels, so I think If I can convert rectangle width to pixels than I can exactly find out that rectangle width is more than paper or not and can adjust rectangle according to that.
The website http://bytes.com/topic/c-sharp/answers/715228-system-drawing-size-unit
has this to say about the unit of measurement used in system.drawing
Peter Duniho Gidi wrote: what is the unit of System.Drawing.Size?
when i'm writing Size = (1024,784), is it pixel? or something else? It
depends on the context. For Control properties (Size, Bounds,
ClientRectangle, etc), it's pixels. But for drawing, when the Size is
passed to something operating on a Graphics object, the Size is
interpreted according to the PageUnit property of that Graphics
object. So it could be any of the units found in the GraphicsUnit
enumeration except World, in that case.
Note of course also that a Graphics can have a transformation applied
to it, so any drawing using a Size is also affected by that. If the
PageUnit is Pixels, but you've got a 50% scaling factor applied, then
any Size you pass to a Graphics object winds up being in half-pixels
rather than whole pixels.
All the above is true for the Point struct too.
Secondly, you mentioned that you want to convert pixels. This website convert-me.com
has any unit you can imagine to convert to. The link I put will take you to the distance and length section where you can convert to and from pixels.
The Width and Height properties for System.Drawing.Rectangle are both in pixels. Here is the documentation for Height and Width:
The default unit is pixels.
Related
I'm writing an image viewer application that loads large still images. I must be able to zoom in to 1:1 to measure exact pixel coordinates of features in the image. I'm using the Viewport control posted here that works great for zoom and panning. I can load a 150 MP tiff image with BitmapDecoder and its pixel count is correct 14000 x 10000. However, when I assign this bitmap to the Image.Source property it gets decimated to roughly 15MP:
sourceBitmap.PixelWidth = 14204
sourceBitmap.PixelHeight = 10652
After assigning this bitmap to image1.Source we get
image1.Source.Width = 4545.27...
image1.Source.Height = 3408.64...
I'm aware of the unitless context of WPF graphics, and can work back the scale factors to read original coordinates, but there is a risk of rounding errors, and I'm working on a scaled copy that degrades the original image resolution.
According to the Microsoft documentation, a WPF bitmap can be up to 64GB in size, but the Image control seems not to be designed to work with bitmaps larger than 15MP. Setting Stretch to "None" makes things worst. It trims the image to the top left 4545 x 3408 pixels of the source and it displays it very small, almost as a thumbnail instead of 1:1.
Is there any way around this limitation?
In contrast to a BitmapSource's PixelWidth and PixelHeight, the Widthand Height values depend on its DPI (dots per inch), which is a TIFF or EXIF tag in the image file.
The values are identical when the resolution is 96 DPI, otherwise calculated as
Width = PixelWidth * 96 / DpiX
Height = PixelHeight * 96 / DpiY
Apparently, your images are tagged with 300 DPI.
This does in no way affect the pixel count, but just determines the native, unstretched size of the bitmap when it is shown in an Image element or ImageBrush.
Instead of using Width and Height, just keep using PixelWidth and PixelHeight:
var bitmap = (BitmapSource)image1.Source;
var width = bitmap.PixelWidth;
var height = bitmap.PixelHeight;
I work with bitmap images in pictureBoxes, and color some pixels. I wonder if it is possible to fill just half of pixel? If yes, how to perform it in C# ?
You can't set color of just half of a pixel in bitmap.
You may be looking for sub-pixel rendering where RGB colors of individual pixels on a LCD screen are adjusted separately or anti-aliasing where the color of pixels of single object essentially bleeds to nearby pixels to provide smoother edges.
Quick question:
I have this 1000 x 1000 bitmap image:
and I use this routine to load it:
private BitmapSource initialBitmap = new BitmapImage(new Uri("C:\\Users\\...\\Desktop\\Original.bmp"));
Why after I load it, and right after I step over the above line, I see it as 800 x 800?
P.S I want it to be 1000 x 1000 and without using any Resize functions. It was working and suddenly it is 800*800 !
The values returned by BitmapSource.Width and BitmapSource.Height are not in pixels, but rather WPF's device-independent units, which are always 96 dpi. E.g.:
Gets the width of the bitmap in device-independent units (1/96th inch per unit).
If you want to know the actual pixel width and height, you need to use the PixelWidth and PixelHeight properties.
Your question isn't very specific, but if what you are actually concerned about is having the bitmap display at the same size in which it was authored, then the easiest solution is to make sure you author it at 96 dpi. Whatever program you're using to author the bitmap likely has a place where you can set the bitmap resolution. Typically this can be set with or without changing the pixel dimensions of the image (i.e. scaling the image larger or smaller); you want to do it without scaling the image, so that the pixel dimensions remain the same but the dpi changes to match what WPF is using.
Note that this still won't guarantee the bitmap displays at a specific pixel size. The display resolution can be and often is different from 96 dpi, in which case WPF will scale images to ensure that the physical dimensions of the image (i.e. the dimensions in inches, millimeters, etc.) are correct according to the information in the bitmap. For example, 960 pixels wide at 96 dpi means 10" wide. On a 120 dpi display, this means displaying the bitmap large enough so that its width uses 1200 display pixels.
If you want or need the bitmap to display at exactly the same number of display pixels regardless of the display resolution, then you'll have to set a transform where you display the image to reverse the effect of the scaling that WPF would otherwise do. This requires knowing the display resolution, of course.
Here are some other related Stack Overflow questions which you might find useful:
RenderTargetBitmap renders image of a wrong size
WPF for LCD screen Full HD
Screen Resolution Problem In WPF?
This is by design. Note the MSDN documentation for BitmapSource.Width/Height:
Gets the width of the bitmap in device-independent units (1/96th inch
per unit). (Overrides ImageSource.Width.)
Instead you should use the PixelWidth / PixelHeight property:
Gets the width of the bitmap in pixels.
A rather confusing choice or terms, imo, but there you go..
I'm using the Drawstring method of the Graphics Class to Draw a Text on an Image.The Font is Specified before drawing.
G.DrawString(mytext, font, brush, 0, 0)
The Problem arises when the same text is drawn on an image with smaller size.The Text drawn appears to be larger.I'm looking for a solution to alter the font size according to the image size so that the text don't appear larger or smaller when drawn on images of different sizes.
I'm attaching the images with different sizes with the text of same font size drawn on it.
http://i.stack.imgur.com/ZShUI.jpg
http://i.stack.imgur.com/GUfbM.jpg
I can't directly post the image because I'm not allowed.
You would get most precise scaling by drawing on separate image and then slapping that image onto original one. You'd do that as follows:
Create in-memory Bitmap with enough space
Draw text on that bitmap in your default font
Draw image containing the text onto original image by scaling it to size you need
Code:
Bitmap textBmp = new Bitmap(100, 100);
Graphics textBmpG = Graphics.FromImage(textBmp);
textBmpG .DrawString("test 1", new Font(FontFamily.GenericSansSerif, 16), Brushes.Red, new PointF(0, 0));
Graphics origImgG = Graphics.FromImage(originalImg);
origImgG.DrawImage(textBmpG, new Rectangle(50, 50, 50, 50), new Rectangle(0, 0, 100, 100), GraphicsUnit.Pixel);
Take notice of last line and Rectangle parameters. Use them to scale your text bitmap onto original image. Alternatively, you can also choose Graphics.MeasureString method to determine how wide your text would be and make attempts until you get best one you can.
Use Graphics.MeasureString() to measure how big your string would be on the image
Decrease/increase font step by step accordingly
As you requested in comment I'll give you more detailed suggestion here. Say your original image width is WI1, and width of text on it using Graphics.MeasureString is WT1. If you resize your image to width WI2, then your perfect text width would be WT2 = WT1 * WI2 / WI1. Using DrawText method you may not be able to get this exact width because when you increase font by 1 it may jump over that value. So you have to make several attempts and find best. Pick a size of font, if resulting text width is smaller (measure with MeasureString), increase it until it becomes bigger than target and you've got about closest match. Same thing goes if it's too big. Decrease font step by step.
This is quick and dirty as you see, because you have many draws, but I can't think of better solution, unless you're using monospaced fonts.
Difference between those solutions would be that in first you can get text to fit EXACT size you need, but you probably would loose some font readability due to scaling. Second solution would give good readability, but you can't get pixel perfect size of text.
In my opinion you have two ways:
Draw text on original image and then resize resulting image (so, even text included in it)
Scale font size by a factor newImageWidth/originalImageWidth.
It's not perfect because you could have some problem with text height (if new image is not just scaled but with different aspect ratio), but it's an idea
I know that in WPF, FontSize = 1/96 of an inch (same as 1 pixel I think). Is the FontSize dimension the height, the width, or diagonal size of a character? I would guess it's the font height, but the Microsoft documentation doesn't really indicate what it is.
Also, is there an easy way to get the height and width of a font size?
Answer:
So it looks like the FontSize is the height, and the width can only be determined (without knowing the actual character) on monospaced fonts since proportional fonts have varying widths.
They are referring to Font Size as used in Typefaces for Typography.
You can read about it here: Wikipedia: Typeface
The size of typefaces and fonts is traditionally measured in points;2 point has been defined differently at different times, but now the most popular is the Desktop Publishing point of 1⁄72 in (0.0139 in/0.35 mm). When specified in typographic sizes (points, kyus), the height of an em-square, an invisible box which is typically a bit larger than the distance from the tallest ascender to the lowest descender, is scaled to equal the specified size.[3] For example, when setting Helvetica at 12 point, the em square defined in the Helvetica font is scaled to 12 points or 1⁄6 in (0.17 in/4.3 mm). Yet no particular element of 12-point Helvetica need measure exactly 12 points.
A note...72 as stated in this Wikipedia article is what WinForms used. WPF switched to 96.
As for the second part of your question, I found this resource from an MSDN Link:
FormattedText formattedText = new FormattedText(
textBox1.Text.Substring(0, 1),
CultureInfo.GetCultureInfo("en-us"),
FlowDirection.LeftToRight,
new Typeface(textBox1.FontFamily.ToString()),
textBox1.FontSize,
Brushes.Black
);
... formattedText.WidthIncludingTrailingWhitespace;
... formattedText.Height;