I have problem with Bytes Written randomly in textfile
Text replace correctly but when i open file with hex editor (HxD) and compare files some bytes replace with 81 45
Dim binaryfile As String = "E:\1.txt"
Dim txt As String
Dim encoding As System.Text.Encoding = System.Text.Encoding.GetEncoding(932)
Using fr As StreamReader = New StreamReader(binaryfile, System.Text.Encoding.GetEncoding(932), False)
txt = fr.ReadToEnd
txt = txt.Replace("111", "2222")
My.Computer.FileSystem.WriteAllText(binaryfile, txt, False, System.Text.Encoding.GetEncoding(932))
Could you imagine an artist painting without brushes or Michelangelo sculpturing without chisels? Obviously, no. The fact is similar to web developers who can’t build web apps of enterprise level without the hold of some right tools.
So lets discuss the top 5 list of helpful .Net tools which is used by application development experts.
I want to implement a chatbot using ASP.Net. I want to merge chatbot in my existing project. But, I don't know how to do it. Even, I am not familiar with the functionality of chatbot. Is there anyone who can help me?
Hopefully this forum is appropriate for this question. No one seems to visit the graphics forum very often.
I need to be able to both import and export a 16 bit grayscale png file. I have found some help with importing but exporting is a big problem. I have found stack overflow references to Magick.NET but I cannot get this source to compile in VS 2012 as it requires build tools 141 and setting it to 110 results in errors, one of which is a missing dll that I cannot find using internet resources. I have already tried installing runtimes for later versions and for some reason they cannot be used. Probably because I use Windows 7.
Are there any other alternatives? Or advice on how to get a runtime of Magick.NET? I need to be able to read, manipulate (on an individual basis), and save 16 bit grayscale pixel values to a heightmap for importing into various terrain editors.
In terms of manipulating, I can probably use the native 48 bit rgb pixel format (please correct me if I am wrong) for display, convert, and then just read/write to the image directly but I still need to find a runtime that supports reading and writing to the 16 bit format. It would be nice however, if there was a library that did this automatically.
Thanks for your quick reply. That looks like a native library. Not necessarily a problem but I am curious if there is a .NET wrapper. Also, is that a dll separate from the software or will I need to run GIMP? Is there any documentation on the class formats and uses? I am noticing things like "image_id" and other proprietary data types. One problem I may run into is that I currently need a 64 bit library as my project requires enough memory to produce extremely large bitmaps for illustrating data (I need around 2,061,341,604 bytes available for a 22701 x 22701 image in addition to the regular memory used by the application which is not small by itself).
Yes... been doing what you describe for years. However GDI+ does not import 16 bit greyscale as a 16 bit grayscale and does not export 16 bit grayscale. When it imports, it imports as a 32bit bgra which makes dealing with 16 bit grayscale values impossible because of the loss of information when converting 16 bit grayscale values to 8 bit rgb values. Exporting through the standard .NET drawing libraries is impossible as I have already read in several posts on this topic. My application needs to use grayscale values from 0-65535 in order to avoid a "shelved" appearance in the heightmaps I generate.
Hmm... well it appears that either you don't understand colorspaces and how color values work, or you didn't realize that I am trying to display the picture while working on it (which to me is a given). Doing what you suggest will not produce a grayscale picture as assigning a pixel in ARGB format the value of 65535 will give the G (green) channel a value of 255 and a blue channel value of 255 (making yellow) and an ARGB pixel value of 255 will give solid blue.
Furthermore, when .NET reads a 16bit grayscale picture, it DOES use the ARGB (specifically the 32bbpARGB) format and it DOES loose the data because it truncates the 16 bit value to an 8 bit value, losing the less significant bits (so 65535 is read as 255 and 255 is read as zero). You can find documentation about this issue all over the internet. It has the same effect as dividing the 16 bit values by 256. It then fills each of the color channels (RGB) with this 8 bit value so that they are all the same, giving a grayscale picture. Otherwise, you would not see a grayscale picture. If you then try to save the file, it will result in an 8bit grayscale picture. If you try using the 16bbpGrayscale pixel format and then try to save it, .NET throws an exception because 16 bit grayscale picture loading and saving are not supported by .NET (hence the need for this thread).
Hmm... well it appears that either you don't understand colorspaces and how color values work, or you didn't realize that I am trying to display the picture while working on it (which to me is a given).
Not much experience with manipulating the colormap, just curious
Bastard Programmer from Hell
If you can't read my code, try converting it here[^]
Thanks. I hadn't heard of SkiaSharp. I will look into them. I mentioned my problem with Magick.NET in the OP but it turns out that the link for the runtime is just hard to find. Apparently I don't have to compile Magick.NET myself (which I was unable to do because their format is for VS 2017... they don't have any downloads for earlier versions of VS).
As is, I have a working solution since I found the Magick.NET dll and while inefficient, I have a work-around. To clarify, I will probably still look into SkiaSharp for this, or future reference, as Magick.NET doesn't appear to have an efficient way of modifying pixel values directly.
I created a numeric up down control that can be placed in a toolstrip using the ToolStripControlHost. Now I want to be able to use it in designer. This article explains why it can't be done strictly using the ToolStripControlHost but it doesn't explain how to make it Designer compatible... at least not explicitly.
The problem is that I am already inheriting from ToolStripControlHost. As far as I know, c# does not allow inheriting from more than one class. So how do I make my ToolStripControlHost control Designer compatible? I have researched and found that there is a DocumentDesigner class that I could subclass and reference. However, I don't want this control to be added to the Toolbox. I only want it to show up on the ToolstripItem designer interface, so I am allowed to add it as shown in the example in the linked article (The "Month Calendar" in the dropdown for adding another control to the toolstrip). How would I do this?
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