We have a requirement for a web browser feature that enables the user to capture a number of images from their phone. Then review the collection of images, possibly deleting some, before finally uploading the collection of images they are satisfied with.
Delegating the image capture to the native phone feature seems easy enough, and well documented.
My question is, is it possible to also delegate the review of the collection of images to some camera feature, like the 'camera roll' feature, but specifically just with the captured images (as opposed to the users entire image collection)
Is this possible? My google-fu is failing me
cheers
Related
I've read Taking still photos from MDN describing how you can capture photos from the web cam (using a video element and mediaDevices.getUserMedia) to show them to the user using a canvas.
However I do not need (and do not want) to display the taken image to the user and thus I also do not want to use a canvas as I'd say that first drawing a canvas just to get the image data (as ImageData or DataUri) could be bad for the performance.
So is there a way to get the image data without using canvas?
Using canvas is totally fine and performs well. Just don't attach the canvas to the document and it won't be shown. I think your concern about performance is unfounded.
The only other way to get data out of a stream would be MediaRecorder but it produces video at a given frame rate, not what you want, and much more involved.
There's talk of an imageCapture API, but it's not implemented in any browser yet, except behind a flag. It would offer a .takePhoto() method which would also give access to full-resolution photo cameras where available (i.e. phones).
we have website with slideshow control which display a set of images. Client requested to "protect" them from downloading. I know about simple ways to do this:
Disable right click
Put transparent overlay on top of the real image
Use CSS background
Use canvas
Watermarking
etc...
all of these are only for "casual" users - those ones who are not aware of Dev Tools in chrome.
Are there other ways to "protect" images? The only approach I could think of is to develop custom flash (or silverlight) plugin which will send image ID to the webserver and receive "encoded" byte stream - and decode it and display it. Am I over-complicating this? are there other ways to prevent image download?
if flash plugin + webservice approach is the right way to go - are there any ready-to-go solutions, or I should develop everything from scratch?
Thank you.
THere's no way to protect your image against being downloaded. Your users have to download it to view it. Your proprietary player will fail too if someone uses screen capture tools.
EDIT:
The best thing you can to is to make the reuse (I assume you don't want your visitors to use it elsewhere?) of the image as difficult as possible. Watermarks might be a good start to deter some people because they don't have the resource and expertise to de-watermark. Or you can embed steganography as a proof of origin so you can sue them afterward. Again, it's all about trade off between cost to do this and benefit from this.
It's impossible to prevent people from downloading your images. But, I want to offer another perspective -- you can create images that people like to view and play with but don't necessarily want to download.
Here's an example:
xkcd: Click and Drag
If the images have an intrinsic value that the client wants to protect, yet has to allow potential purchasers to view prior to purchase, then you need to minimize the value of the pre-purchase image. Only displaying thumbnails, adding visible watermarks, and otherwise distorting the image in ways that humans can easily see past, but will still see are usual here.
Then there is the issue of protecting the post-purchase images. Invisible watermarking (one example here, another here) can allow the customer to purchase and use the image as you allow, but if the image appears somewhere, used in an inappropriate manner, you can use the ID embedded invisibly (to a human) to identify just which customer violated the Terms of Use. These watermarks may even survive a degree of image manipulation and even digital photography of the image on a monitor.
If any user of the site has to be able to view the full, un-devalued image, you could add an unique ID linked to their IP address to the image as it is delivered to the slideshow control, so that each user receives a unique "copy", and you can trace misuse of an image to an IP address (and date, as many users have dynamic IPs, but ISPs keep records of IP assignments over time) for potential prosecution.
I am currently working on my final year project for my degree in Software Engineering. I have decided that my project will be to develop a web application using HTML5 that will display chord sheets in a web browser (specifically Google Chrome). The idea is that each member of a band might have some sort of device in front of them (iPad, laptop etc.) which can access the application where they can log in, view the chords for the songs as the progress through a set and add annotations which are stored in the database and then shown to the user each time the song is displayed on their screem.
However, I am having a problem with how best to display all this in a browser window. I want it to have a similar appearance to that of a PDF document displayed in a browser window in that the user is able to scroll horizontally and vertically and zoom in and out as if they were viewing a PDF document. Is using SVG graphics the best way to achieve this? Or is there another way?
Rendering speed is going to be important as the idea is that this will be a system that could potentially be used in live situation, and I need to make sure I keep page loading/rendering times as low as possible.
I would greatly appreciate any thoughts you have!
Check out Vexflow! It’s an open-source web-based music notation rendering API, written completely in JavaScript, and runs right in the browser. VexFlow supports HTML5 canvas and SVG.
Here’s a demo and here’s a tutorial.
I have seen that google music is using one image for all the small images used in google Music website
http://music.google.com/music/sprites.png
i want to know whats the advantage of it. It would be very difficult to mark the position coordinates of small images
It reduces the number of HTTP requests that the client has to make to the server. Generally this speeds load time.
Yahoo provides a good set of guidelines for decreasing the load time of your web page. This is part of their first rule.
Setting up all of the indexes for the locations is time consuming, but it only has to be done once by the developer and then every single page load requires less HTTP requests. Specifically, in this case, 1 request rather than several dozen for all of the little images.
I am a flash developer who has worked mostly on small ActionScript projects, in particular websites, but I am dipping my toes into image manipulation with AS3. I have a project I'm working on to develop an application which would allow a user to upload their own picture into a swf, and then, using a slider, they can alter the image to make themselves look thinner or fatter. The condition is that it should require minimal user input - so ideally the most I could expect from the user would be a couple of control points identifying certain areas of the face in response to prompts e.g. 'click on the centre of the chin' and when the user clicks, the position would be stored, but this would need to be used sparingly, if at all.
So far, I have been able to use the FileReference class to handle the upload, and I am experimenting with using the DisplacementMap filter to edit certain parts of the uploaded image, but I am having serious trouble implementing this in a manner that would allow realistic deformation of the facial features in the image uploaded.
Is there anything that exists that might run along the same lines and that provides an explanation/source code I could look at to get a better idea of how to go around doing this? Or if there are any other ideas on how to manipulate and distort the image that doesn't use the DisplacementMap Filter?
Any feedback and help is greatly appreciated. Thank you for your time.
see http://sakri.net/technology/flash/flex/convolution_filter/ConvolutionFilterExplorer.html
(source code available)