what's better for memory and process?
1- one dynamic text and update it each second with:
this.t1.text = "Time: " + String(tin);
2- or have one static text and one dynamic text that updates with:
this.t1.text = String(tin);
Memory usage is more important than file size.
Don't worry about increasing file size for increasing performance. That's right decision.
I mean, the second one is better. Yeah, needs a little more work but it's good.
And an important point for that. If you're not using any imported text renderer class, you don't need to use something like that for a text have a few characters like "Time: ", but if you're using long texts, it's better use another text object for dynamic parts of text file even you're using anyother renderer or you're using flash's text input stuff.
I mean, "text's font size" may be important for rendering text elements because of pixel count.
Related
I am looking for a way to label document images and at the same time annotate the text that is inside the bounding boxes. Do you know anything to do this task?
(I have the coordinates of the image text obtained by Google-vision-API response)
thanks!
You can use annotation tools like: PPOCRLabel. This is a semi-automatic tool means it will auto-generate the text and you can edit them later.
I am now using ITK library to image registration. I wonder, when setting initial parameters for ImageRegistrationMethodv4 type registration, shall I use SetMovingInitialTransform and SetFixedInitialTransform like in the tutorial, or just SetInitialTransform??
The "transform" in SetInitialTransform means transform for moving image or for fixed image? Thank you:)
(Please read this with caution--I do not have the library with me to test this answer; it's based on memory only.)
I believe SetInitialTransform() refers to the transform which is actually optimized by the registration method. In other words, it is a collection of transform parameters that specify an "initial guess" for the optimization process; these parameters will then start moving around at each iteration. (They are therefore applied to the moving image.)
I think SetMovingInitialTransform() and SetFixedInitialTransform() refer to static initial transforms which do no change at all during the registration process. They merely "set up" the moving and fixed images to desired starting locations, if you are not satisfied with their default positions in space.
If you have some simple 2D images, try testing this answer out with simple initial transformations, like a 5-unit translation transformation or something.
You could try reading the ImageRegistrationMethov4 documentation for a little more info.
I've noticed that on some sites, a very low resolution version of an image gets displayed underneath the final version before it's done loading, to give the impression that the page is loading faster. How is this done?
This is called progressive JPEG. When you save a picture using a tool like Photoshop you need to specify you want to use this JPEG flavor.
I've found this Photoshop "Save for Web" dialog sample where you will find the whole Progressive option enabled:
What you are asking for depends upon the decoder and display software used. As noted, it occurs in progressive JPEG images. In that type of JPEG, the coefficients are broken down into separate scans.
The decode then needs to update the image in between decoding scans rather than just at the end of the image.
There was more need for this in the days of dial up modems. Unless the image is really large, it is usually faster just to wait and display the whole image.
If you are programming, the display software you use may have an option to update after scans.
Most libraries now use a model where you decode an image file stream into a generic image buffer. Then you display the image buffer. In this model, there generally is no place to display the images on the fly.
In short, you enable this by creating progressive JPEG images. Whether the image displays fading in dependents entire on what is used to display the image.
As an alternative, you can batch optimize all your images using the ImageMagick's convert command like this:
convert -strip -interlace plane input.jpg output.jpg
You can use these other options instead of plane.
Or just prefix the output's filename with PJPEG
convert -strip input.jpg PJPEG:output.jpg
Along with a proper file search or filename expansion (e.g.):
for i in images/*; do
# Your conversion command
done
The strip option is for stripping any profiles or comments, to make the conversion "cleaner". You may also want to set the -quality option to reduce the quality loss.
I have a simple Flex paint application which let the user draw anything they want. My problem is how can I save it into MySQL database without converting it to an image format. Moreover, I want it to be save and at the same time to retrieve in case there is an unfinished drawing.
Thank you.
Define what objects can be drawn, e.g. straight lines, points, polygons with controlled corners, etc. For each object, create serialization methods. It may be binary format (I guess you won't need search drawing in database by features used): object type first, then it's attributes. For line, it would be end points, color, maybe width and drawing style (solid, striped, dotted.)
Entire drawing will have some properties too, like width/height, format version. Write those in the header, then will go all drawing objects. If you need layers, you can make special tag for them, which will act like separator between drawing objects:
header - layer 1 tag - line - line - line - layer 2 tag - square - circle
Binary format also gives ability to save drawing into file (or in database as a blob.) Also, you can go with XML, it just will use much more bytes (but will be easier to debug.)
I'm creating an app with Alternativa3d (8.17.0), and would like to add labels to some cubes. But it doesn't seem like the Alternativa API provides a way to do it...
Now I know I can either:
Add a TextField to the Flash display list in the normal manner
Render the text as a bitmap beforehand and upload as a resource to the GPU
Render the text to a bitmap at run time, and upload as a resource to the GPU
BUT I need the content to be added directly to the Alternativa cube (which precludes the first option) and the text is dynamic (i.e. not known at compile time - precludes the second) and the third just feels hacky.
Is there a clean way to do this?
Depending on how you want the text displayed you could do a number of different things..
You could use a Sprite3D and add the text rendered as a bitmap. You can place the sprite3d near the cube and it will always face the camera so as you move around the cubes they will appear in 3d space but facing you at all times.
Another option is to add it to the actual cube as suggested by danii using a movieclip. However the link to that MovieClipMaterial is no longer valid and is actually for a previous version of Alternativa not version 8. I have created my own movieclipmaterial for version 8 here ( http://davidejones.com/blog/1392-moviematerial-alternativa3d-8/ ) should you want to do that.
Lastly you could render the text to bitmap and merge this with the cubes bitmap so the text is layered on top and then set this material onto the cube.
Personallt i'd use the sprite3d method its alot easier and i think will give a better effect. Take a look at this example which uses the same effect ( http://gkb40.ur.ru/web/map40a3d.swf )
Just put your TextField inside a MovieClip, and use the class MovieClipMaterial to set that MovieClip as a material for one of the sides of the cube.