getImageData | Cross domain getImageData work around and jQuery plugin | Crawler library
kandi X-RAY | getImageData Summary
kandi X-RAY | getImageData Summary
This project is aimed at developers who don’t have the ability, don’t want to or don’t have time to create a proxy script on their server to get images from different domains or origins. It enables pixel level access to images from different origins. It works by sending a JSONP request with the URL of the image to Google’s servers via the Google App Engine. The server then converts the image into base64 encoded data URL and sends the image back as a JSON object. This means that the image can be locally included on the website and therefore it can be edited by the canvas tag. For detailed usage instructions and examples please see: [[project_url]: [cors_demo]: [cors_spec]:
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getImageData Key Features
getImageData Examples and Code Snippets
Community Discussions
Trending Discussions on getImageData
QUESTION
I was wondering if anyone knows a good supplement for GlobalEventHandlers.onloadend
. It functions perfectly for my purposes, but is only supported by Firefox so I would like a more universal approach.
Specifically, I have a load event handler like so:
...ANSWER
Answered 2021-Jun-10 at 23:39Call filterData()
asynchronously so you don't wait for it while seeing the rendered image.
QUESTION
How to add tags field to custom entity? What kind of (doctrine) field type it should be? I can't find any documentation nor example about that.
Update:
I followed @Prokyon's instructions and added field to my custom entity and not it looks like this:
...ANSWER
Answered 2021-Jun-08 at 13:41Best way is to take a look at existing sulu entities with tags e.g. Account
or Contact
.
The property can be implemented like this:
QUESTION
ANSWER
Answered 2021-May-31 at 19:17(Answer courtesy @CBroe & @KenHerbert)
Brave applies some small, repeatable randomizations to "the output of semi-identifying browser features" to defeat fingerprinting efforts. They call this farbling.
Observable behavior (from that link):
- a site will get the exact same value each time it tries to fingerprint within the same session
- different sites will get different values
- the same site will get different values on the next session
Farbling is applied to these canvas capabilities:
- getImageData
- measureText
- isPointInPath
- isPointInStroke
- toDataURL
- toBlob
QUESTION
I would really appreciate If someone could figure out what is wrong with my functions. I'm working on this simple paint program and I have Undo and Clear buttons. Undo is supposed to clear the last drawn line (the function deletes the last element of the array since the array consist of all the drawn lines on the canvas) and Clear just takes the canvas back to It's formal state (makes the board completely white). But every time I put any of those functions in the code my canvas just deletes Itself and I can't seem to figure out what's wrong. The function names are clear_canvas and undo_last. Any tips or solutions on how to fix or make another working example?
...ANSWER
Answered 2021-May-29 at 17:14You should use console.log. You should also be getting an error that helps identify your issue when you run the script.
Check this line in undo_last
QUESTION
I'm building a to-do list with a progress circle, using one of the alternatives given here (CSS Progress Circle). In my script.js I defined the function drawRingProgress()
which renders the canvas when I execute it at the end of the script.
As the other functions of my script are executed to add tasks, edit, remove, or mark them as complete, the parameters pendingTasks
and completedTasks
get updated. However, if I call the function drawRingProgress()
within the other mentioned functions, in order to update the progress, the canvas is wrongly drawn somewhere else multiple times (depending on the HTML elements these functions are acting on). What would be a correct approach to render the updated progress percentage?
Link to the working example: https://jsfiddle.net/tailslider13/f4qtmhzj/7/
...ANSWER
Answered 2021-May-18 at 00:32Here is how I would draw the graph. I have removed all of the other functions from this so it is only showing the graph progress based on what you set the variables to. Once you get your other functions figured out you can updated them via that method.
First I would get the canvas at the beginning of the script and also designate the variables a global.
Second I would draw the white doughnut flat out. Unless you plan on changing it in some way the function drawGraph()
will get called once and that's it.
Third the function drawRingProgress()
will get called from your other functions when you add, delete, or complete a task. Be sure those function also update pendingTasks
and completedTasks
prior to calling drawRingProgress()
.
Inside drawRingProgress()
I added the text since canvas has that built in method so you don't need to use a . As far as all your options I removed them for this but you can add them back as where you see fit.
QUESTION
I have a UICollectionView
with cells of two types; some that load images from a URL, and others that load metadata from a URL and display it with an LPLinkView
.
Below is my code for the cell that displays data via LPLinkView
:
ANSWER
Answered 2021-May-12 at 17:54I don't have time to work through your code, so my answer is going to be general:
When your table view/collection view displays data that has to be fetched over the network, load that data into your data model, not into cells. When the network load completes and that entry in the model is updated, tell the corresponding cell to reload.
If you load data into your cells, as you scroll, the data you loaded before will be lost, and if you scroll back, you'll have to load it again. Ideally, save you loaded data to files in the caches directory so it will still be available if the user closes the view controller and then reopens it.
If you install downloaded data into your model then when you scroll away and scroll back the cell will render correctly as soon as it's displayed.
QUESTION
I am fetching and processing images with nodejs, using node-fetch and canvas. So far, things have been working well. I have a series of image urls, and I fetch them all in parallel using Promise.all
:
ANSWER
Answered 2021-May-12 at 07:47After reviewed your question, I did some R&D for the source URL which you have added the following is the possible solution to fetch images from the below URL.
Solution 1:
The below code is completely working fine, with the endless requests. I have reviewed the actual usda.gov site and review the headers and responses. I have used the Axios and verify that here the response received in-stream. I might not sure about canvas whether it will handle the stream response or not but, Axios works fine.
The reason to use Axios is that I have also tried with canvas somehow it failed to download an image. After studying the actual application and payload and tried with Axios which works fine and found most compatible.
QUESTION
Problem:
I am learning p5.js and I am following a tutorial from Coding Train YouTube channel. Everything was fine until I had to call a library function on an Image object. The problem is that I have instantiated the library in an object p and I'm using it's variables through p object. I don't know why it isn't recognizing the loadPixels() function. In the tutorial, the function works fine.
Error Message:
🌸 p5.js says: There's an error as "loadPixels" could not be called as a function
...ANSWER
Answered 2021-Apr-26 at 05:30I tried a lot of things and almost giveup, but at the end I had to change the code a bit and this worked for me. Although what I got was base64 url as Alice in the comment suggested and I converted it into Uint8ClampedArray. Now if anyone wants a full image or all the pixels of an image then they can follow this link :- https://developer.mozilla.org/en-US/docs/Web/API/Canvas_API/Tutorial/Pixel_manipulation_with_canvas . I hope it will be helpful for anyone who wants to make an offline webcanvas based application and don't want to dabble with CORS.
QUESTION
Here I have my main canvas 2D context that is on my screen named baseCtx that is in the custom service drawingService.
zoomCtx is the CanvasRenderingContext2D of my second canvas and zoomCanvas is the HTMLCanvasElement of my secondary canvas.
I want to take a rectangle that is the size of a smaller canvas that have for center my mouse.
CurrentX and CurrentY are the current mousePosition on my main canvas.
That is working just fine I can see the content of the rectangle zone on the secondary canvas.
The problem come when I try to zoom in the secondary canvas that will play the role of a magnifying glass. I can see the zone around my cursor drawing on the secondary canvas, it is just not zoom in.
I just won't zoom event tho I am using the scale method.
Here is my code that is called each time the mouse move
...ANSWER
Answered 2021-Mar-04 at 05:26A few problems here:
- Your translate calls are not made properly, you are only translating back after you drew the image, which has no good effect.
- You never reset the transformation matrix after you set its scale, so at second call, your zoom canvas as its scale set to 4, at third, to 8 etc.
To workaround both these problems, you can use the absolute setTransform()
method to set both the scale and the translate in one call, and then translate back using the drawImage
's parameters:
QUESTION
From the code below you can see that I misunderstand how putImageData
works:
ANSWER
Answered 2021-Apr-09 at 21:46You need to set the alpha to 255 or the canvas is just drawing something transparent, the data is a sequence of RGBA items
Your data output of [0, 0, 0, 0, 0, 0, 0, 0]
can be represented as
Some good reading:
- https://developer.mozilla.org/en-US/docs/Web/API/Canvas_API/Tutorial/Pixel_manipulation_with_canvas
- https://developer.mozilla.org/en-US/docs/Web/API/ImageData
Here is your code but setting the alpha on the first pixel to 255
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