I am working on a project where i need to place a image file on the detected object as here: https://github.com/mtschirs/js-objectdetect/blob/master/examples/example_sunglasses_jquery.htm .
I can complete my objective with this example.
But how do i make the image file to be stable to stick to the persons head
.
https://github.com/mtschirs/js-objectdetect
If you have a close look of the PICK YOUR GLASS video, it causes a jerk/zoom in-out effect on the glass image file when tracking your head at some cases. How can i prevent this or make this happen in a smooth way.
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We are working on a packaged html5 game for the FirefoxOS marketplace.
Our game passes review, except the game shows a black screen before starting. The reviewers said this black screen shows for a very long time. It is my belief that the games wrapper is trying to load ALL assets before it shows the game.
The problem is, our game already has internal loaders that load portions of the game assets. Does anybody know how to tell the FirefoxOS packaged html5 app to let the game do all of the loading, so my preloaders can work?
I also use Flambe. Befor it can display anything, it should load at least the index.html, flambe.js (flambe project loader) and ofcourse main-html.js file (actual game code). From that point you could load other assets to display an actual preloader, but that could also take time. If you use FillSprites then it reduces some time.
But what I mostly do, is adding a simple CSS3 animation (loader) on top of the canvas. I give this html element a certain id, and when I have loaded enough to show the "real" preloader, I remove this CSS loader animation from the DOM. This allows to show a preloader very fast or to load a bit more designed preloader if you wish.
I made a frame give a title to it and I added buttons to the frame using clojure. I am not able to guess how to add background image to my frame.
I have a background image stored in the drive, I tried adding the background image in doto panel but it showed series of errors.
Help!
You need to go a little bit more deep than that. paintComponent of JPanel is your entry point. Inside paintComponent you can load the image in draw it.
After that, you call getContentPane().add(new YourJPanel()) of your JFrame.
One a side note. If you are planning to do Swing development in Clojure, did you consider: Seesaw?
Please click on the below link
http://hpecp.vmokshagroup.com/videobook/html/homepage.html
When we click on "What is VideoBook" link we got some blank screen before starting the swf file due to video fetching from the server. We have to avoid blank screen.
We are facing a problem of fetching the video clips from the hosting server. I added two video clips in Flash (.swf)... one is from the beginning, another one is at the ending and in between some text animations.
While we are playing/calling .swf file in browser from hosting server, initially getting blank screen. It takes some time to fetching the video clip from server due to size. Starting of first video clip duration is about 3-6 seconds. While video is being loaded.. text animation is starting without playing first video clip. Same problem we are facing in second video at the ending.
Is there any option to incorporate video clips internally in Flash (.swf file) rather than calling from external server or external file path?
Any help would be appreciated.
This happens because of the JavaScript that you use - it actually makes the swf files (in)visible depending on the situation. What this does is that it actually loads the .swf files each time. You can check that in the Network tab of your debugger (I'm using Chrome).
So it first loads Video-01d.swf, or Video-02.swf. They take time to load, and just when the main file is loaded, it starts to load the video file (video1.flv).
All that causes delay, and it's pretty normal as you have all that things in separate files. If you want to, you can merge them into one - just import the flv inside your .swf file and it will work out well..
Of course, you will need to change all your logic for the flash files that you are playing. You will also need to change the JavaScript to call Flash functions in order to tell it to go to another "scene".
I will advise you to add a simple gif loader image (like this), put it as a background-image of the div, and put some color into that div. What the user will see is that the movie disappears, there is a black background with a loading symbol inside, and then the new video begins. It's a normal thing to see online - preloaders :) Good luck!
I wonder if there is a way to prevent a browser from actually animating an animated gif, loaded in a <img> tag.
I just want it to display the first frame of the gif and don't play the animation.
I already fear that this isn't possible and I have to extract the first frame and render it to a canvas.
This is kinda an expensive solution, but if you reset image SRC on a very short setInterval it appears as static e.g:
setInterval(function() {
document.getElementById('img1').src = document.getElementById('img1').src
},1)
Demo: http://jsfiddle.net/MEaWP/6/
Maybe this is too simple an answer for you but you could just open the animated GIF in a image editing program of your choice, i.e. Adobe Photoshop or any other free one, and then just save out the GIF without the animation.
Then re-upload the new GIF (without the animation) to wherever you are serving your images from.
If you do use Photoshop you can simply open the file.GIF and go to Window>Animation in the Menu. This will display all the frames in the animated GIF in a new dialog box.
Just delete all the frames and Save As. Just don't overwrite the original with the animation if you will still need that later.
Is it possible to have a single SWF file with multiple "stages" appearing at different parts of the page and sharing data?
What I'm trying to do requires sharing big amount of data (byteArrays of image data) that cannot be shared through LocalConnections or via JS (very slow) so I'm trying to avoid the "sharing" part and somehow do it in a single SWF. Problem is, those images need to appear on different parts of the page thus I'm stuck.
There is only one Stage in swfs - the Stage is effectively the background; and you cant have more than one background.
"Problem is, those images need to appear on different parts of the page" - why cant you adjust the position of the images?
Use swf 100x100 % of browser window with transparent bg (wmode='transparent'), load images and place them in appropriate position. Main problem how to calculte coordinates for thumbnails... ^)
And flash with transparent bg very slow too...