I am writing a program to display values from a data file as an image. But I can only get a blue screen. Here is a small program resembling my code. what I have missed? I only changed OnDraw function.
btnStatusPlr1.Image SHOULD come back as True.Then I realized it might not be the same as setting the buttons image in the properties (Which is what i did to get the original image (the one being compared to))
I do have a feeling ive done something wrong here (Yes im a noob /> )
Variable active, is the same image as the buttons default (Well should be)
Basically, I want to write an image to disk in parallel with an algorithm that is processing that same image. The code is really simple:
Code: string ProcessImage(System::Drawing::Bitmap ^bmp, System::String^ targetFile) { bmp->Save(targetFile); System::Drawing::Bitmap^ bmp8 = BitmapConvertPixelFormat(bmp, 8); //<-- a function I wrote which converts the 32bpp I am passed into an 8bpp one string results = Analyze(bmp8); //<--- takes a good bit of time return results; }
What would be the fastest way to do this? Any libraries with a code sample. I would prefer one that is within .NET or native C++ just to avoid having to link into many different libraries.
I need to save RGB values of each pixel in a 3D array A[width][height][3]. I found a code online that transfers the bytes into an array but I cant understand how bytes are saved them so i could transfer them into an array. The truth is I dont know much about working with images at all so i have a problem working on them. How to transfer the RGB data from an .jpeg image into a 3D array? This is my code so far:
#include <iostream> #include <jerror.h> #include <jpeglib.h> using namespace std; int main(){ FILE *pic = fopen( "image.jpeg", "rb+" );
I'm trying to read from a header file to take the image dimensions and other variables but I don't understand how to iterate through the "key" so it saves each line.
This is what the header file will always look like:
!INTERFILE := !imaging modality := nucmed !version of keys := 3.3 ; !GENERAL DATA :=
[Code].....
Ideally it would just skip the keys that aren't wanted and keep moving through the lines. Should there be a for loop for the key (and if so, how does that work with pointers?) or should this method just be scratched...
I am trying to read the information from a .bmp file into my program while dynamically allocating memory for all of it. So I defined the structures for the headers and for a pixel, and then I have to read each pixel into a multi-dimensional array of pixels. I am completely new to structures, and definitely new to pointers combined with structures. I will have to use a filter with the information later, but right now I just want to read everything in correctly. The array of pixels will be two-dimensional -- the width by the height of the image, I guess.
I have a .png file that my console app reads and puts into a structure that is saved as a file. The png is always the same so I thought I could just add it as a resource image to a resource file so it would be included in my program and not as a separate file. When I did that, the png shows up as a "SystemDrawingBitmap". If I examine this resource in a watch I see "Base" and "Static" members. Expanding those properties does not give me anything useful such as a pointer to the raw png data and its length in bytes.
If worse comes to worse, I can always make a hex dump of the png contents and then put the hex code into a CS file using static initialization.
Surely there is some way I can access the raw data internally and read the bytes into a byte array using C#
I have been thinking about this all day and I am yet to come up with a good solution. So, I need to design an image class which should work with various data types (int, float, double etc.) and can also be multidimensional (2, 3, 4, 5). So, what I did was generate a template image class as follows:
Code: template<typename T, int dimensions=3> class Image { private: T * data; };
Anyway, now I have various image formats that I want to support, so the easy thing to do is create a Factory sort of object which will call eventually generate the correct image.
So I want to create various image classes called ImageType1, ImageType2 etc. which will take the input image and generate the correct Image object. However, I do not want these objects to be templated because they need to be passed from functions and be used in a generic way.
So, at run time I will need to be able to do this…
Code: class ImageType { public: ImageType() { PolymorphicImage * image = new Image<float, 3>(); } private: PolymorphicImage * image; };
So, I want my ImageType classes to contain the Image object and be able to generate it with the right template arguments at run time. Is there any way to do this without having multiple specialised definitions for ImageType?
how to create, initialize, and maintain a memory device context that works as a local buffer for images? The idea is to maintain some large images in local DCs and bitmaps, and only bitblt them to screen in OnDraw().
What I did so far was was to define CDC and CBitmap objects as members of my View class, and then tried to initialize them with the sequence that begins at "// Initialize buffer". I placed that sequence in either OnInitialUpdate, or PreCreateWindow, or OnPrepareDC, or the view constructor, to no avail. The code always crashes in OnDraw, and I've noticed that the m_hDC member of myDevice is zero at that point.
Obviously, the initialization is wrong and MFC does (too many) things in the background which I'm not aware of.... My question was where can I read about that?
Code: class CMyView : public CScrollView { // ... CDC myDevice; CBitmap bmp; CBitmap *oldbmp;
tell me the EASIEST way to create a button with an image on it.
I am not interested in using the owner draw property with CBitmapButton and then have to create a whole lot of bitmaps for all the different button states.
There must be a way to simply create an ordinary button which displays an image rather than or as well as a caption....?
I have a jpg file. I have extracted the width and the length of the image. I have done that with some codes and markers. Now I need the image data starts as from that place i would like read the data and print the pixel value. I would like to display the pixels later.
I am working on a Windows application using Visual Studio 2012. One of the screens have a text entry field for the user. Instead of using a standard text field control, am placing a image which looks exactly like a text field. Now what i want to do is, capture the key stroke and update this image with the characters entered by user.
The initial image shown to the user is "Blank_Text_Entry.png" and this is added to the resource as IDB_BLANK_TEXT_ENTRY.
This is a rectangular white image with dimensions 153 x 27, with a size of 250 bytes.
My goal is to be able to update this image dynamically based on key strokes by user and display it.
I am currently working on problem set 4 for Harvard's online CS50 course. I am working on a program that resizes a bmp image by a factor of N. N in entered along with an in-file and out-file in a command line argument. The program needs to calculate the header file for the out-file and write it to the out-file. It then needs to actually resize the image and, again, write to the out-file.
The first question I have relates to the header file, here is my code for calculating the header file:
At this point I need to actually resize the image. As far as I can tell there are 2 ways to go about this you either have to use an array to store each line you want to print repeatedly (and then you can just write it repeatedly) OR you have to move the pointer back in the input stream and repeat the read/resize/write process each time you need to print the row.
It is this that I am stuck on, first of all, I am not sure what system would be better for resizing the image, although I am leaning towards using an array, and regardless, I don't even know where to begin when in implementing either.
So what I am asking for is, first of all, just a "double check" to make sure my header code makes sense. And second of all, a push in the right direction for actually resizing the image. Here is my complete code:
/**************************************************************************** * resize.c * * Resizes a BMP piece by piece, just because. ***************************************************************************/
#include #include #include "bmp.h" int main(int argc, char* argv[]) { // ensure proper usage if (argc != 4) { printf("Usage: copy N infile outfile
I have created an application that has bunch of buttons on top and i want to change the image when I click on the button. But unfortunately I can't get it to work.
Here is the code:
if (serialPort1.IsOpen) { tsbCommPortOpenClose.ToolTipText = "Open serial port"; closeCommPortToolStripMenuItem.Text = "Open serial port"; tsbCommPortOpenClose.Image = Image.FromFile("Red.bmp"); serialPort1.Close(); [Code] ....
The second one which changes the image to "image2" works fine. Here is the definition of image2:
When I do the same with the other image that I want to use, it won't work! I opened the project properties and added the image into the resources too, and it still doesn't work. It fails and says the file was not there. I've put a copy of the file in the root directory and one in "Resources" folder but it still doesn't work.
Used some online code example to put a little project to display raw image. The display does not seem to work.For some purposes, I like this to work with a dialog based MFC project.XDVView is derived from CScrollView.
See OnInitDialog() and OnDraw(CDC* pDC).8bit 768x756
Find the attachment. change the file extension *.lct instead of *.txt. I like to read ASCII Data into Hex, Example : Data "A" as "41" (Refer the jpeg image). How is possible?
I have a VisualC++ program to display image data to the screen. The data is a 24-bit, RGB bitmap that is properly shown using BitBlt().
I have a CopyWindow() function that puts the BITMAPINFO structure and RGB image data on the clipboard as a DIB with the SetClipboardData(CF_DIB,...) call.
My problem happens when I try to paste the image into MS Powerpoint (Office 2010). I've tried Paste and all the options in Paste Special but the image will not appear.
If I open Paint and do a Paste, the image appears properly in that application. Then I can do a Copy from there and am able to Paste that into Powerpoint.
How is Paint able to accept the DIB? And what is different about how Paste puts that bitmap onto the Clipboard so that Powerpoint can see it?
An ImageList_Create() function (see here) takes 2 parameters: cx and cy which are the width and height of each image.
Everything is good if I know in advance what size my images will have. But what if I don't?
Let's say I select 32x32 and my images are sized as 16x16. What will happen with the image list? Or my images are 48x48 and the image list should grow to accomodate the extra space. Since on Windows image list is just one big bitmap, will the height of the image list shrink/grow to 16/48 or not? Is there a way to test such behavior?
The problem I'm having is to check whether the actual images will be truncated when they are bigger that the image list initial size or not or whether I will see some extra space if the images are smaller.
The closest way I see is this function, but I am not sure its the right one to apply to the image list itself and not to the image inside the list.
How to test this properly and reliably on Windows XP+?
Read *.bmp image and displaying bitmap image with scrollbar in a MFC dialog application.
I was done using this
I was read the *.bmp image as a pixel data and stored by 2D Array,
Now i want to Display this 2D array as bitmap image with scrollbar separately in the same dialog. How can i display bitmap with scrollbar using 2D array?