Thank you anyway, image recognition can be done using AForge library and neural networks... For some weird reason i`m occupied in program for image recognition (motion detection). Thanks a lot for a pointer to obvious thing!
I am here to inquire would anyone like to tell me which one software would be most remain preferable for editing the photos. Because I am hurry to use it due to the reason i am working on the project of Joomla Templates and CSS Template design.
Hi all (sorry if this is the wrong forum). In my work (I'm a financial planner) I use liquidity risk software^ (like this one) in order to evaluate different types of risks in different financial scenarios. These types of programs are genrally very useful, except that they usually spit out data in a difficult form to read. Sometimes they do display data visually, but the quality and readability of the visual aid is usually low.
I was wondering: is it possible to write some type of plugin or external software that would process this data (automatically or as close to that as possible) and present it visually in a more friendly way? I'm not a programmer myself, so I'd appreciate it if you could point me in the right direction. Would this only apply to open-source software? Does this sound plausible? possible? already outdated?
When using this code, there are some corruption in the display, surface "patches" are not rendered appropriately when displaying against "itself", for example a front facing polygon of a cone or cylinder which is displayed against a back" face of the same cone or cylinder.
To achieve real transparency at a fast rate is hard. To get exact picture , you need to sort triangles from back to front , based your camera vector. Also sometiems , if triangles overlap , you need to splitup it.
The best way to do this is by implementing BSP tree. Using that you can do both front-to back or back-to-front rendering. I would suggest you to look into that first.
In general for a scene , i do like this ( for fake transparency )
1. Render all opaque objects
2. Sort triangles based on their material transparency.
3. Draw triangles which having lesser transparency level first followed by others.
I think this[^] has the answer you're looking for (particularly answer 4). It isn't as simple as it seems and the other solutions I've seen simply set a transparent replacement colour, which is going to result in popping pixels if any part of your rendered objects happen to contain that colour.
u may need to used blending. opengl supports different blending operation between source and destinations. u can use the function glBlendFunc(..) to define the operations. first u need to enable
blending by calling glEnable(GL_BLEND)
I think this problem occurs because of x and y of points because when I change the points, the shape will fill correctly.
Here is the code:
publicpartialclass Form1 : Form
privatevoid Form1_Paint(object sender, PaintEventArgs e)
Graphics g = e.Graphics;
GraphicsPath gp = new GraphicsPath(FillMode.Winding);
gp.AddLine(new PointF(290, 170),new PointF(98, 128));
gp.AddLine(new PointF(110, 170), new PointF(290, 170));
gp.AddLine(new PointF(110, 170), new PointF(98, 128));
g.FillPath(new SolidBrush(Color.Red), gp);
I want a tool to plot real time graph for .net platform.The data which has to be plotted is continuously coming in some time interval.Is there any tool available?
Also Performance issue is there.Performance also matters when I am using the tool.
Thanks in adv...
Since your question mentions the fact that you want to do this in .NET I would expect the .NET Framework forum would be a good start. I note that you have been a CP member for over a year now so you should be familiar with the posting guidelines.
Just say 'NO' to evaluated arguments for diadic functions! Ash
What is the proper way to cause dc to release bitmap without assigning another "real" resource (return the dc to its freshly created state) so that another dc in another subroutine can select mybitmap?
GDI works with handles: HDC for device-contexts, HBITMAP for bitmaps, and so on. MFC provides a wrapper class for each entity provided by GDI: the CDC class wraps a device-context and internally holds an HDC, the CBitmap class wraps a bitmap and internally holds an HBITMAP and so on.
When you call CDC::SelectObject(), it returns a pointer to the appropriate MFC class that represents the GDI object previously selected into the device-context; these pointers are obtained calling the FromHandle() method (e.g. in case of a bitmap object CBitmap::FromHandle() is called).
The pointers obtained in this way could be temporary because, if your application reach the idle state, i.e. its CWinApp::OnIdle() is called, the objects pointed are deleted; this doesn't mean that the underlaying handle is destroyed, but only that the wrapper class is destroyed. As a conseguence, you cannot store such a pointer to use it later: you should select it back into the device-context before returning from the current message handler.
I found the following code to create a MultiFrame image in C#[^] and used it on 3 jpeg files. The file sizes were 96 KB, 103 KB and 82 KB. However, the output file was 2.7 MB.
It seems like the process is decompressing the jpegs or something. I tried to add another parameter to set the quality, but I really don't want to decrease the quality or change the dimensions.
I'm basically trying to find the simplest methods to put the images into an "archive" that I can then read and separate the images at a later time. I don't want to use zip files. I just want to append all images and read them back via offsets and a binary reader and then display the images in a picture box. I'd like to also store these offsets in the output file as some sort of "header" record if possible. I'm trying to keep it simple and the output file size around the same size as the originals.
Any thoughts here on the MultiFrame size issue or a sample of how to create a some "archive"?
If you read the documentation accompanying the sample, it says bitmaps are created from the supplied images and then saved in a tiff format; so yes, the images are decompressed before saving. (Tiff supports various compression schemes, but the sample doesn't give any details as to the particulars of the tiff encoder, and the result implies compression of the tiff was minimal, if employed at all.)
If you're just trying to save the original images into a signle 'archive' file, just open a binary file and write the images into it, one after another. That'll preserve whatever encoding/compression scheme was used in the original image files. It'll be up to you to maintain some sort of index data giving file sizes and/or offsets into the binary archive so you can pull individual images out when you want. As you say, you could create a data structure for this purpose and put it at the head of the file where it'd be read first. Make the first member in the structure the number of images it contains, followed by size and offset for each individual image contained in the archive. It should be fairly simple to implement this, once you've worked out the details of your desired scheme.
glut provide some API to draw sphere such as glutSolidSphere and glutwireSphere. I want to draw 3D earth with diffrent resolution texture like google earth. but the glut API can not realize, where can i find some useful knowledge about it? thanks
I have a list of colors (with RGB value and name). I need to sort them according to the RGB. The list is expected as linear (1 dimensional). Sorting means, similar color (for eg., shades of blue) should come nearby. From googling I found that CIELAB color space is better to use for this. But even though I converted to CIELAB and do a lot of experiments, I couldn't sort successfully.
If you have some suggestions or guidelines please share.
I don't think there is a really good solution to your quest. First of all you have to decide what order you really want. If you have 6 colors (dark green, light green, dark blue, light blue, dark red, light red), what would you want as a result? Once you decided that, it wouldn't be too hard to implement it; the probable approach is giving each color a numeric value which probably would be calculated from two color aspects, e.g. 256 * hue + saturation (each aspect assumed to be between 0 and 255). However I can't imagine a good order for the example given earlier.
As you mentioned, the order can be based on hue. I have already done some experiments with that. If we use HSV or HSL color model, and then the priority is as hue > sat > val/lum, still the order was not satisfying. Then I tried CIELAB, but have no idea on how to sort the colors in this color space. In some sites, it is said that this color space is best for our (human) perspective.
I just want to get an order in the appearance of colors. I doubt, it is not so easy to sort and list the colors in one dimension. Trying again and again...
Currently I try to find a library/framework/component to develop a page layout tool.
It should provide a framework to build a custom appplication.
The user should be able to define a page from pre-defined components like text-boxes and graphics. The display should be the preview of the page like it will be printed (wysiwyg). The user should be able to arrange/resize the components on the page and edit and format the contents of the text boxes. In-place editing of the text twould be nice.
Does anyone know a library (open-source or commercial) which provides those basic capabilities in C++/MFC or COM. So far I could not find suitable libraries.
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