my Problem is, that when i put an image as the content of an MapOverlay on a Map,
the image starts to disappear if i zoom in close enough.
I created an image to illustrate the problem.
I recalculate the width and height of the image everytime i zoom, so it stays perfectly on the map. I checked it and the dimensions of the image are not the problem.
Does anybody can explain to me why this is happening?
Does anybody know how to fix this?
Thank you very much.
Unfortunately the windows SDK for HERE Maps has been deprecated and is no longer supported. It might be possible to achieve the requirement using the HERE JavaScript SDK 3.1 which supports better map overlays.
function addOverlayToMap(map) {
var imgCounter = 0;
// create an overlay that will use a weather map as a bitmap
var overlay = new H.map.Overlay(
new H.geo.Rect(
70.72849153520343, -24.085683364175395,
29.569664922291, 44.216452317817016
),
rainRadar[imgCounter],
{
// the bitmap is frequently updated mark the object as volatile
volatility: true
}
);
// update overlay's bitmap every 250 milliseconds
setInterval(function() {
imgCounter = imgCounter < 10 ? ++imgCounter : 0;
overlay.setBitmap(rainRadar[imgCounter]);
}, 250);
// add overlay to the map
map.addObject(overlay);
}
Reference : https://developer.here.com/documentation/examples/maps-js/geoshapes/image-overlay
Related
I am new to iOS development but not so new to C#. I chose to do the tutorial provided by Xamarin/Microsoft and then to try and expand on that. I was looking for a way to set an image in the center of the UINavigationBar, and I found that the proper way to do so was to use NavigationItem.TitleView = myImageView;
This works great! However, there is one issue: the image I used is simply bigger than the NavigationBar. I want to scale (and keep the aspect ratio) the image to fit inside of the NavigationBar while also looking nice. Here is what I've done up to this point to get the image:
var logo = UIImage.FromFile("PolarisLogoBlank.png");
var iView = new UIImageView(logo);
NavigationItem.TitleView = iView;
And here is a picture of what I'm getting:
Any help is much appreciated; thanks SO!
You have to set both the height of the imageView and the contentMode of the imageView so that the image is not stretched. This is what you are looking for:
iView.contentMode = .scaleAspectFit
if let navigationController = navigationController {
iView.frame.size.height = navigationController.navigationBar.frame.size.height
}
or with force unwrapping
iView.contentMode = .scaleAspectFit
iView.frame.size.height = navigationController!.navigationBar.frame.size.height
You can set the size of the imageView:
iView.frame.size.height = self.navigationController.navigationBar.frame.size.height;
I'm not sure what exactly that looks like in C#, but that's how you'd do it in Objective-C.
Hope that helps.
Alright guys last little bit of this project I'll ask for help on I promise.
So I go to load the images, works fine however I notice upon loading that the dimensions of the image have been scaled down in the y to 300 (all are a constant value of 433) and up or down from their original width to 600.
I'm using the following method to load them
foreach (string file in Directory.EnumerateFiles(imagePath, "*.JPG"))
{
Image contents = Image.FromFile(file);
treesImage[count] = contents;
count++;
}
and this is the resulting image when I have it loaded.
http://i.stack.imgur.com/Q40kK.png
As you can see the image below the red rectangle is quite small
Any help would be appreciated. If you require any more information please post below and I'll make sure to edit the original question with the relevant information as soon as humanly possible.
EDIT: I am using a simple windows form application and not another graphical framework for my own reasons.
Thanks in advance :)
I'll assume you are using a PictureBox control to display the image.
When someone chooses a tree from your map, you obviously set the PictureBox Image property to the image object referenced by the index in the array. Use the Image object to set the ClientSize of the PictureBox control.
...
Image img = treesImage[idx];
MyPictureBox.SizeMode = PictureBoxSizeMode.Normal;
MyPictureBox.ClientSize = new Size(img.Width,img.Height);
MyPictureBox.Image = img;
...
Alternately you can define one size for your PictureBox and force all the images to be scaled to that size by setting the control SizeMode property to StretchImage declaratively.
I would recommend that you create a simple class (MyImageInfo for example) that would store the Path, Width, and Height of the images found in your first function into a list and then just as before when a user clicks to view an image you set the width and height of the PictureBox and then call the LoadAsync(path) method to get the image. then you aren't storing all images in memory at once, just as you need them since it doesn't look like this requires a lot of quick jumping from image to image.
I'm using Steema TeeChart v4.1.2010.11303. I want to export a chart to a PNG image with a transparent background.
The resulting image has "distorted" or bold text in the left and bottom axis and in the header. It looks like being rendered with a raster font with a too low resolution. The legend on the right on the other hand looks fine:
The following sample code can be used to reproduce the problem:
TChart tChart = new TChart();
tChart.Aspect.View3D = false;
tChart.Panel.Brush.Gradient.Visible = false;
// Make the background of the chart transparent.
tChart.Panel.Transparent = true;
Steema.TeeChart.Styles.Bar series1 = new Steema.TeeChart.Styles.Bar( tChart.Chart );
series1.FillSampleValues();
tChart.Draw();
tChart.Graphics3D.BufferStyle = Steema.TeeChart.Drawing.BufferStyle.None;
using ( System.IO.Stream stream = new System.IO.MemoryStream() )
{
tChart.Export.Image.PNG.Width = m_PictureBox.Width;
tChart.Export.Image.PNG.Height = m_PictureBox.Height;
tChart.Export.Image.PNG.Save( stream );
// Show the bitmap in a Windows Forms PictureBox.
// Alternatively, it can also be saved in a file, which makes no difference.
PictureBox.Image = new Bitmap( stream );
}
When switching off the transparency with tChart.Panel.Transparent = false;, all text looks fine. However, I need a transparent background.
Is this a bug in TeeChart or am I missing something?
It is a know behavior for us and we haven't found a good solution for this problem, for the moment. If we will find a solution that we consider correct or we will arrive an interesting conclusion about problem of png export, we will inform you immediatly.
Thanks.
Best Regard,
Sandra Pazos
To zoom images in and out, there is a possible way to resize the pictureBox and showing image in strechmode. Although I can not use it efficiently becauce in general over 8x it gives storage error [think that a pictureBox has the Size(32k, 32k) it needs over 1GB memory !
Is there a special method, or should I zoom only the seen part of the image by using ImageClone ?
Update:
Here is the project at first try to zoom at the project [impossible, storage error] than delete the 41. line in form.cs :
pictureBox1.Image = youPicture;
After deleting this line, the program will work, please move the zoomed image.
Here is the link: http://rapidshare.com/files/265835370/zoomMatrix.rar.html
By using the matrix object and the transform property of your graphics object:
using(Graphics g = this.CreateGraphics())
{
using(Bitmap youPicture = new Bitmap(yourPictureFile))
{
g.DrawImage(youPicture, 0, 0, 300, 100); //set the desired size
//Now you need to create a matrix object to apply transformation on your graphic
Matrix mat = new Matrix();
mat.Scale(1.5f, 1.5f, MatrixOrder.Append); //zoom to 150%
g.Transform = mat;
g.DrawImage(youPicture, new Rectangle(...), 0, 0, youPicture.Width,
youPicture.Height, GraphicsUnit.Pixel) ;
}
}
I personally would just zoom the visible part as the rest is hidden anyway (and thus no use)
See this answer to an earlier question. You definitely don't want to zoom by making the image huge and showing only part of it - you'll run into the memory problem that you've already encountered. Also, the stretch mode of a picture box doesn't use high-quality interpolation, so the result will look pretty crappy.
In the answer I linked here, I included a link to a C# project that shows you how to do this kind of zooming.
Update: here is a direct link to the downloadable project.
I am trying to draw two images side-by-side using the C# Drawing namespace.
Here is a very simple example that assumes we have two images of the same height:
Image[] oldImages = GetOldImages();
var newImage = new Bitmap(oldImages[0].Width + oldImages[1].Width, 800);
using (var newImageGraphics = Graphics.FromImage(newImage))
{
newImageGraphics.DrawImage(oldImages[0], 0, 0);
newImageGraphics.DrawImage(oldImages[1], oldImage[0].Width, 0);
newImageGraphics.Save();
}
This works OK if the resolution of the two old images are the same.
However, if the resolutions are different then the image is resized, causing problems. For example, if the first image has a different resolution, then the second image will be positioned incorrectly.
Does anyone know how I can fix this problem easily? Ideally I want the original image's height and width to remain the same when they are drawn on to the new image.
Try this trick:
Bitmap picture_1 = new Bitmap(picture_1_path);
Graphics graphics = Graphics.FromImage(picture_1);
Bitmap picture_2 = new Bitmap(picture_2_path);
picture_2.SetResolution(graphics.DpiX, graphics.DpiY);
//Then do with pictures anything
Basically you'll need to resize the second image before adding to the new image.
Though as you say you want to retain the original height and width you'll need to change the canvas size of the second image. This increases the size of the image by adding empty space around the actual image. If the second image is larger than the first you'll need to do this to the first image instead.