I have a html which includes body background. the imagae size is w: 400 and h: 300. and also i have set the this html window / browser size to 400 x 300. when i maximize the window the background image also should fit to the screen. how could i do this?
Read through the techniques here, look at the demos, and pick the one you find most suitable:
http://css-tricks.com/perfect-full-page-background-image/
Related
So I just created a blog on Blogspot. And I'm currently using a simple free blog template from the internet.
You can refer my blog here - https://hariinisayarasa.blogspot.com
Im using the free template from here - https://www.way2themes.com/2020/08/sylva-blogger-template.html
As you can see, you can compare the slider image on my blog is blurry and pixelated compared to the one on the Demo Page here - https://sylva-way2themes.blogspot.com/
Is there any way I can resize my image or any setting that can be done in my template coding so that the slider images are not blurry anymore?
Please let me know if I can provide any code for you so that you can help me solve this problem.
Or you can download the code here - https://www.way2themes.com/2020/08/sylva-blogger-template.html
One of the simplest ways to resize an image in the HTML is using the height and width attributes on the img tag. These values specify the height and width of the image element.
Resizing img with HTML
<img src="https://ik.imagekit.io/ikmedia/women-dress-2.jpg"
width="400"
height="500" />
Resizing img with CSS
img { width: 400px, height: 300px}
From what I've seen, you're using very small raster images.
notice the 'intrinsic size' property
same goes here
Photographs are always saved as raster images. It means that the data of an image is stored in the form of a pixel map - a matrix of squares. If you try to scale the image up, every pixel is also scaled up. Therefore, you lose quality, and the pictures seem pixelated/blurry.
There's no way to keep both the size and detail. Alternatively, you could try to keep the initial size of an image (or at least scale down) - this would, on the other hand, not fill the entire container space.
now check the intrinsic size of one of the images on the demo page
The more scaled image is, the more blurry it gets. The pictures on the demo page have the scale aspect of 2. However, your photo that is 72 x 72px has been scaled up a lot more.
If those photos have been taken by you in higher quality, you might want to use the raw version.
I apologize if this is not the correct community to ask, but I believe this has to do with HTML so I'm asking here.
I need a small banner with credit card icons (21px high).
I made it in PS and resized it to 21px height (auto width), but I wasn't satisfied with the sharpness.
I now load the full image in HTML and using height and width image tag attributes resize it to the same size I did in PS, but the result is much better.
1) Resized with HTML
2) Resized with PS
Chrome developer tool shows that both of the images are the same dimensions.
Why is there such a difference?
Browsers just display it as it would be 21px high, but higher dpi screens may use the full image to make it sharper. As in the screenshot you shared, both rows are actually ~90px high. Height doesn't actually resize the image itself, it just stretchs it to a smaller area.
Tip: Downsizing a large image with the height and width attributes forces a user to download the large image (even if it looks small on the page). To avoid this, rescale the image with a program before using it on a page.
From w3schools
I am totally fresh to html language. In the image attached in the html, something we need to specify the width of the image by the following tag
<img width=350 src='/var/tmp.jpg'/>
So what is unit of the width here? I guess it is in pixel? If that's in pixel, does it mean that the size of the image actually relative to the resolution of the display? I open a webpage with a image shown in the width of 350 in different machine with different display of different resolution. I measure of the width of the image shown on the screen, they are the same. So is that any way to I figure out the absolute width of the image in cm or mm (in php)?
pixels. the answer must be 30 chars long. so I'm typing more.
you can't really work out the absolute width/height in the end display. If you are targeting a specific resolution /screen size then you can work backwards.
users can change their screen resolution with ease, so that affects how big/small the final result is. As a rough guide, its 96dpi (dots per inch), while new iphone displays can be over 300dpi.
I am making a site with a media query for when the browser width is <768px.
When the browser is <768px, I want an SVG background image (my logo) which is 100x100 regularly to become reduced to 80x80.
Is this possible with SVG graphics to be reduced in size with media queries?
Yes it's possible, some examples here and here.
But, if you mean reduce the size you're probably talking more about the size determined by CSS, not by the svg itself (the svg should just redraw into the region given by CSS as long as it's done correctly).
Use % width for your Logo Image accroding to device the logo width and height will reduce.
Having trouble scaling with . It seems to make sense to code up a drawing in canvas to a fixed size (ie 800x600) then scale it for specific locations - but sizing occurs in 4 places: 1) in the context definition (ie ctx.width = 800 2) with ctx.scale; 3) in html with
I can scale it with ctx.scale(0.25,0.25) and use but this doesn't appear right - it seems to want the scale to be proportional.
css sizing simply makes it fuzzy so not a good way to go. Any ideas?
Actually, you can resize a canvas using stylesheets. The results may vary across browsers as HTML5 is still in the process of being finalized.
There is no width or height property for a drawing context, only for canvas. A context's scale is used to resize the unit step size in x or y dimensions and it doesn't have to be proportional. For example,
context.scale(5, 1);
changes the x unit size to 5, and y's to 1. If we draw a 30x30 square now, it will actually come out to be 150x30 as x has been scaled 5 times while y remains the same. If you want the logo to be larger, increase the context scale before drawing your logo.
Mozilla has a good tutorial on scaling and transformations in general.
Edit: In response to your comment, the logo's size and canvas dimensions will determine what should be the scaling factor for enlarging the image. If the logo is 100x100 px in size and the canvas is 800x600, then you are limited by canvas height (600) as its smaller. So the maximum scaling that you can do without clipping part of the logo outside canvas will be 600/100 = 6
context.scale(6, 6)
These numbers will vary and you can do your own calculations to find the optimal size.
You could convert the logo to svg and let the browser do the scaling for you, with or without adding css mediaqueries.
Check out Andreas Bovens' presentation and examples.
You can resize the image when you draw it
imageobject=new Image();
imageobject.src="imagefile";
imageobject.onload=function(){
context.drawImage(imageobject,0,0,imageobject.width,imageobject.height,0,0,800,600);
}
The last 2 arguments are the width an height to resize the image
http://www.w3.org/TR/html5/the-canvas-element.html#dom-context-2d-drawimage
If you set the element.style.width and element.style.height attributes (assuming element is a canvas element) you are stretching the contents of the canvas. If you set the element.width and element.height you are resizing the canvas itself not the content. The ctx.scale is for dynamic resizing whenever you drawing something with javascript and gives you the same stretching effect as element.style.