I have tried all sorts of soloutions, such as
http://bloggingabout.net/blogs/rick/archive/2005/05/10/3830.aspx
and
http://www.codeproject.com/KB/GDI-plus/NGif.aspx
but none of them seem to work correctly. NGif was okay, but the resultant gif was corrupt (white pixels on first frame). And I couldn't get Rick van den Bosch's code to work at all. I'd just like some code that I could include, and have a function CreateAnimatedGif that takes a list of images, the delay and whether to loop, and returns an Image (or a string with the filename it's written to).
But no matter what, I can't get anything to work.
http://midimick.com/magicknet/
http://midimick.com/magicknet/magickDoc.html
Related
today I came across something that actually scared me when it happened.
I was reading out a file as an Byte-Array and printed each byte out converted as a char like the following:
byte[] bytes = System.IO.File.ReadAllBytes(fileName);
foreach(byte bt in bytes)
{
Console.Write((char)bt + " ");
}
The thing is now, that printing the converted values out to Console actually made a sound in my headset and my general audio-output..
When I then clicked into the console to stop the execution, after a few seconds there was a Windows-Notification-Sound like when you get an update or something like that.
My question now is why this is happening?
Also note that I tested the File.ReadAllBytes using a mp4-file first and then with a .zip. With a plain .txt-file it doesnt seem to work.
Also I am using Windows 10.
Thanks to the comments I was able to figure out that a beeping-character was actually called out, which caused Windows 10 to do basically infinite beeping-sounds.
I checked for the Hex-Value of 0x07 now before emitting the sound, and it turned out that, after setting a breakpoint, it actually is in the byte-array and when printed it made the sound.
Thanks everyone, I am not cursed after all ;) :)
PS:
I used the german Wiki-Page to get the hex-value:
https://de.wikipedia.org/wiki/Steuerzeichen
On the English one I couldnt find it
My question is pretty similar to this one and I'm afraid the answer is the same... I want to save all the shapes/images on a slide as a single png (or jpeg). Programmatically, I get as far as
slide.Shapes.SelectAll();
but don't see a way to save as image. Is this possible? If not, any other suggestions, hopfully w/ examples? (not VBA - I need to automate the whole conversion)
There was a reference to OpenXML in the other post, but I'm not even sure how to pull that in.
I don't know how you'd do this in C# but I'd guess that you'd make use of the same methods as you would with VBA, where you can do:
Activewindow.Selection.ShapeRange.Export( "c:\temp\delete-me.jpg",ppShapeFormatJPG)
ppShapeFormatJPG is a PowerPoint constant, a VBA Long = 1; IIRC that'd be an Integer in C#.
The method also can take two more optional parameters, scalewidth and scaleheight, which govern the width and height of the exported image in undocumented ways. By default, no parms supplied, I get exports at 72 dpi. Larger numbers result in higher pixel count exports but distorted proportions. I'm sure there's some strange logic to it, but it escapes me; all hints welcome!
There's a third optional parm, ExportMode. In my tests, it makes no difference whether you supply it or not, and if you do, which of the available values you choose.
So, long story short: I'm writing a POS program, and I have a receipt printer connected and the Windows Forms printing API works great with it, much easier than I expected.
However, searching through the API, it seems that the easiest (or perhaps only) way to programmatically print something is to use the Graphics object inside the PrintPageEventArgs object in the printer's event handling method.
Every overloaded parameter list for the Graphics.DrawXXX() method requires some kind of coordinate pair to use as a reference point for where to start drawing the object passed to it.
So my question is, let's say I want to print some string value, and then an Image. Doing it the other way around (first the Image, then the string) would be easy because the reference point to start drawing the string would be (0, Image.Size.Height). However, since a string does not have a "size" associated with it, what is the best way to go about telling the printer where to start drawing an image after a string has been printed?
Let me know if this is confusing or needs additional clarification.
I'm working on a WinRT app that should require some image processing. I've done something similar so far but in Java, I would like to do some simple things in WinRT app also... But I can't seem to manage my way with the API...
Long story short, I have in xaml, on my page, an image that obtains an image with a file picker. Then when I click a "negativate" button, the image should get negativated.
Now, the method for the negativation button, I thought to look like this :
private void OnNegativateButtonClick(object sender, RoutedEventArgs e)
{
var imageToNegativate = ImagePanel.Source as WriteableBitmap ;
if (imageToNegativate == null) //Actually is ALWAYS null :(
{
//Wrong code here...
var bitmapSource = ImagePanel.Source as BitmapSource;
imageToNegativate = new WriteableBitmap(imageToNegativate.PixelWidth, imageToNegativate.PixelHeight);
}
imageToNegativate = ImageUtil.Negativate(imageToNegativate);
ImagePanel.Source = imageToNegativate;
}
This is very similar to this sample I found here but that sample project won't even load so I tried to open the files individually... My code is that method for negativation only there is something wrong with wb = new WriteableBitmap(bs); in his if (wb==null) { ... }.
What is the approach to take a WriteableBitmap from an image, do some pixel manipulation, and then set the source of the image with the new WriteableBitmap...
I'm saying about WriteableBitmap because my method for negativation uses one for input, does some processing and outputs it. (same type, WriteableBitmap.
Any suggestions or help is greatly appreciated, thank you!
The first problem is these lines of code:
var imageToNegativate = ImagePanel.Source as WriteableBitmap ;
if (imageToNegativate == null) //Actually is ALWAYS null :(
The null is telling you that ImagePanel.Source is not of type WriteableBitmap; your typecast failed. This is expected; the picker is going to give you something read-only, because read-only images are more performant (WinRT can do some optimizations if it knows the image's content isn't going to change). You only get a WriteableBitmap when you explicitly create one.
The body of your if block also doesn't make much sense -- you're trying to create a new, empty WriteableBitmap with the same size as the original image, and then you try to do an inverse-video on that empty image. Even if you got that far, you'd just get another empty image. You're not doing anything to keep the pixels from the original image.
You do need a WriteableBitmap to get access to the pixel buffer, but you need to make one that's a copy of the original image. Get rid of your cast and if block, and try this instead:
var imageToNegativate = new WriteableBitmap(ImagePanel.Source);
Joe is right in saying what is wrong with your code, but while his answer would probably work in WPF - the constructor he mentions indeed doesn't exist in WinRT/XAML. There is in fact no way to create a WriteableBitmap from a BitmapImage and the only way to attack it is to create a WriteableBitmap from the source of your BitmapImage.
One approach then would be to create a new 1x1-sized WriteableBitmap, then use its SetSource method on the source of your BitmapImage. Since the BitmapImage.UriSource property is a Uri and WriteableBitmap.SetSource() requires a Stream - you need to play with it a bit to find or download the actual image file and open a stream to read it. My toolkit has some extension methods (WriteableBitmap.FromBitmapImage()) to help you with it in case your images come from your application package and you could fairly easy expand it to also work with downloaded images.
The problem is - you get some inefficiencies that way - one is that you need to open and decode the file twice (which might be slow with large images on an ARM device - been there, done that), second is that you might need to re-download the file if it came from the network and third that there is a bug in WinRT/XAML that causes the UriSource property of a BitmapImage to become null if you set CacheMode of an associated Image control to BitmapCache, so you might need to track your sources separately anyway.
The best solution in many ways is to simply make sure you open the source image as a WriteableBitmap from the beginning, so you don't even have to create another bitmap if you want to change it anyway. In your case the user selects the image file, so there is only one file and it seems to have a pretty big chance of being processed afterwards so opening it as a WriteableBitmap sounds like the right thing to do.
Perhaps even if you want to keep both the original and processed version of the image - creating a new WriteableBitmap of same size and copying the pixels of the original might be faster (especially on an ARM device) than decoding a big image file twice.
This is going to be a long post. I would like to have suggestions if any on the procedure I am following. I want the best method to print line numbers next to each CRLF-terminated-line in a richtextbox. I am using C# with .NET. I have tried using ListView but it is inefficient when number of lines grow. I have been successful in using Graphics in custom control to print the line numbers and so far I am happy with the performance.
But as the number of lines grow to 50K to 100K the scrolling is affected badly. I have overridden WndProc method and handling all the messages to call the line-number printing only when required. (Overriding OnContentsResized and OnVScroll make redundant calls to the printing method).
Now the line number printing is fine when number of lines is small say upto 10K (with which I am fine as it is rare need to edit a file with 10000 lines) but I want to remove the limitation.
Few Observations
Number of lines displayed in the richtexbox is constant +-1. So, the performance difference should be due to large text and not because I am using Graphics painting.
Painting line numbers for large text is slower when compared to small files
Now the Pseudo Code
FIRST_LINE_NUMBER = _textBox.GetFirstVisibleLineNumber();
LAST_LINE_NUMBER = _textBox.GetLastVisibleLineNUmber();
for(loop_from_first_to_last_line_number)
{
Y = _textBox.GetYPositionOfLineNumber(current_line_number);
graphics_paint_line_number(current_line_number, Y);
}
I am using GetCharIndexFromPosition and loop through the RichTextBox.Lines to find the line number in both the functions which get the line numbers. To get Y position I am using GetPositionFromCharIndex to get the Point struct.
All the above RichTextBox methods seem to be of O(n), which eats up the performance. (Correct me if I am wrong.)
I have decided to use a binary-tree to store the line numbers to improve the search perfomance when searching for line number by char index. I have an idea of getting a data-structure which takes O(n) construction time, O(nlgn) worst-case-update, and O(lgn) search.
Is this approach worth the effort?
Is there any other approach to solve the problem? If required I am ready to write the control from scratch, I just want it to be light-weight and fast.
Before deciding on the best way forward, we need to make sure we understand the bottleneck.
First of all, it is important to know how RichTextbox (which I assume you are using as you mentioned it) handles the large files. So I would recommend to remove all line printing stuff and see how it performs with large text. If it is poor, there is your problem.
Second step would be to put some profiling statements or just use a profiler (one comes with the VS 2010) to find the bottleneck. It might turn out to be the method for finding the line number, or something else.
At this point, I would only suggest more investigation. If you have finished the investigation and have more info, update your question and I will get back to you accordingly.