imager | image resizing and cropping | Computer Vision library
kandi X-RAY | imager Summary
kandi X-RAY | imager Summary
get via nuget Omu.Drawing2. resize an image and maintain aspect ratio. the image remains the same size, and it is placed in the middle of the new canvas.
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QUESTION
I have two MLModel
s in my app. The first one is generating an MLMultiArray
output which is meant to be used as the second model input.
As I'm trying to make things as performance-best as possible. I was thinking about using VNImageRequestHandler
to feed it with the first model output (MLMultiArray
) and use Vision
resize and rectOfIntersent to avoid converting the first input to an image, crop features, to avoid the need to convert the first output to image, do everything manually and use the regular image initializer.
Something like that:
...ANSWER
Answered 2021-Jun-15 at 09:01Vision uses images (hence the name ;-) ). If you don't want to use images, you need to use the Core ML API directly.
If the output from the first model really is an image, it's easiest to change that model's output type to an image so that you get a CVPixelBuffer instead of an MLMultiArray. Then you can directly pass this CVPixelBuffer into the next model using Vision.
QUESTION
I need to change my ag-grid sidebar's width default to 1000px. Please check the configuration and image. Thanks
...ANSWER
Answered 2021-Jun-14 at 12:11Override the tool panel width with css and set the width to 1000px
like so:
QUESTION
I am trying to create a UIImage using core graphics.
My wish is to draw an image divided into 4 different gray scale areas/pixels.
....White....Gray.....
.....Gray.....Black...
So using core graphics, i would like to define an array of 4 different int8_t
which correspond to the desired image:
ANSWER
Answered 2021-Jun-11 at 15:26You're close...
Gray scale images need TWO components per pixel: brightness and alpha.
So, with just a couple changes (see the comments):
QUESTION
Im creating this custon React Element and pushing it into an array.
...ANSWER
Answered 2021-Jun-11 at 00:12You could consider pushing a higher-order component to the array and then providing the prop when you render it.
You would add it like this:
QUESTION
so what I want to do is sending an string which is a path for my image .. I want to do that in routes file . because I receive in it the image path like that
...ANSWER
Answered 2021-Jun-09 at 14:58Since you pass req.body.img
as parameter for imageReko()
you can use it in the imageReko
function
QUESTION
I want to rotate an image every 5 seconds using React. I am using react hooks. Here's my code:
...ANSWER
Answered 2021-Jun-08 at 16:01Each time you are setting the style of the element to transform: rotate(360deg)
, so the transform
property is interpolating between 360 degress and 360 degrees... which is nothing.
You might be better off using a css animation that starts at transform:rotate(0deg)
, moves to transform:rorate(360deg)
over 2 seconds, waits 3 seconds and then repeats for infinity. Assign the element the relevant class, e.g. .intervalSpin
.
Here is a primer on css animations:
QUESTION
I am trying to create enable user to download this image that is stored in my AWS S3.
My Java server sends back a ResponseEntity object, which is received by the frontend in the form of the below JSON response:
...ANSWER
Answered 2021-Jun-08 at 02:11Have you tried a different approach from your Spring back-end? I would suggest returning your PNG image as a byte array, and annotate the REST Controller method to indicate the appropriate MediaType
that it produces:
QUESTION
I'm trying to draw something use OpenGL ES 1.0, the rendering to screen works good. Then I want to use ImageReader to get the image data from surface, but its callback ImageReader.OnImageAvailableListener is not called at all while rendering, what's wrong about my code?
...ANSWER
Answered 2021-Jun-08 at 03:47After long time debugging, here is the final working code:
QUESTION
ANSWER
Answered 2021-Jun-06 at 06:27the problem is that the size is different for different screens.
The problem is you're doing things like this:
QUESTION
Why/how do I bind vertex attributes to a shader? - examples do but never explain.
If I allow a vertex attribute in GLSL location = 0, does that still have to be allowed in code?
How to properly set Q-vertex array buffers/objects?
Where does this* weird artifact even come from?
*The blue square is a label used to display QPixmap images. The green one is the 1 GLWidget that inherits from QOpenGLWidget. As you can see, it creates a weird square on the top-left aswell.
The Green window is supposed to display a red triangle on the lower right corner.
The relevant code might only be the last section, GLWidget.h.
Also paintGL() only runs just a few times for some reason. code:
.pro:
...ANSWER
Answered 2021-Jun-04 at 21:23The top-left square IS your widget rendered first time, when you added it in main()
. As you added it manually, it's origin coords are (0,0) by default. The green square is is second one, created in UI, from template compiled out of XML definition.
painGL()
is called when paintEvent() is called which can be triggered manually through calling update(0 or is triggered when Qt "feels" need to update widgets (e.g. something was drawn other them, they were resized, etc.).
Afaik, if you rebind program you have to rebind everything. And order of your binding and leaving objects active is peculiar.. along with fact that you're obviously going out of clipping space without having a projection matrix.
Order I'm used to is something like
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