classBitmapUtils { |
companionobject |
} |
fun BitmapUtils.Companion.getCompressedImage(pathName:String, scalingLogic:ImageView.ScaleType): String { |
val options =BitmapFactory.Options() |
options.inJustDecodeBounds =true |
BitmapFactory.decodeFile(pathName, options) |
options.inJustDecodeBounds =false |
val dstWidth:Double= ((options.outWidth.toDouble() / (options.outWidth.toDouble() * options.outHeight.toDouble())) *1000) * options.outWidth.toDouble() |
val dstHeight:Double= ((options.outHeight.toDouble() / (options.outWidth.toDouble() * options.outHeight.toDouble())) *1000) * options.outHeight.toDouble() |
options.inSampleSize = calculateSampleSize(options.outWidth, options.outHeight, dstWidth.toInt(), dstHeight.toInt(), scalingLogic) |
val unscaledBitmap =BitmapFactory.decodeFile(pathName, options) |
return createScaledBitmap(unscaledBitmap, dstWidth.toInt(), dstHeight.toInt(), scalingLogic) |
} |
privatefuncreateScaledBitmap(unscaledBitmap:Bitmap, dstWidth:Int, dstHeight:Int, scalingLogic:ImageView.ScaleType): String { |
val srcRect = calculateSrcRect(unscaledBitmap.width, unscaledBitmap.height, dstWidth, dstHeight, scalingLogic) |
val dstRect = calculateDstRect(unscaledBitmap.width, unscaledBitmap.height, dstWidth, dstHeight, scalingLogic) |
val scaledBitmap =Bitmap.createBitmap(dstRect.width(), dstRect.height(), Bitmap.Config.ARGB_8888) |
val canvas =Canvas(scaledBitmap) |
canvas.drawBitmap(unscaledBitmap, srcRect, dstRect, Paint(Paint.FILTER_BITMAP_FLAG)) |
return writeToFile(scaledBitmap) |
} |
privatefunwriteToFile(scaledBitmap:Bitmap): String { |
val f:File=File(Environment.getExternalStorageDirectory(), '${DateTime().millisOfDay()}.png'); |
f.createNewFile(); |
//Convert bitmap to byte array |
val bos:ByteArrayOutputStream=ByteArrayOutputStream(); |
scaledBitmap.compress(Bitmap.CompressFormat.PNG, 0/*ignored for PNG*/, bos); |
//write the bytes in file |
val fos:FileOutputStream=FileOutputStream(f) |
fos.write(bos.toByteArray()); |
fos.flush(); |
fos.close(); |
return f.absolutePath |
} |
privatefuncalculateSampleSize(srcWidth:Int, srcHeight:Int, dstWidth:Int, dstHeight:Int, scalingLogic:ImageView.ScaleType): Int { |
if (scalingLogic ImageView.ScaleType.FIT_CENTER) { |
val srcAspect = srcWidth.toFloat() / srcHeight.toFloat() |
val dstAspect = dstWidth.toFloat() / dstHeight.toFloat() |
if (srcAspect > dstAspect) { |
return srcWidth / dstWidth |
} else { |
return srcHeight / dstHeight |
} |
} else { |
val srcAspect = srcWidth.toFloat() / srcHeight.toFloat() |
val dstAspect = dstWidth.toFloat() / dstHeight.toFloat() |
if (srcAspect > dstAspect) { |
return srcHeight / dstHeight |
} else { |
return srcWidth / dstWidth |
} |
} |
} |
privatefuncalculateSrcRect(srcWidth:Int, srcHeight:Int, dstWidth:Int, dstHeight:Int, scalingLogic:ImageView.ScaleType): Rect { |
if (scalingLogic ImageView.ScaleType.CENTER_CROP) { |
val srcAspect = srcWidth.toFloat() / srcHeight.toFloat() |
val dstAspect = dstWidth.toFloat() / dstHeight.toFloat() |
if (srcAspect > dstAspect) { |
val srcRectWidth = (srcHeight * dstAspect).toInt() |
val srcRectLeft = (srcWidth - srcRectWidth) /2 |
returnRect(srcRectLeft, 0, srcRectLeft + srcRectWidth, srcHeight) |
} else { |
val srcRectHeight = (srcWidth / dstAspect).toInt() |
val scrRectTop = (srcHeight - srcRectHeight).toInt() /2 |
returnRect(0, scrRectTop, srcWidth, scrRectTop + srcRectHeight) |
} |
} else { |
returnRect(0, 0, srcWidth, srcHeight) |
} |
} |
privatefuncalculateDstRect(srcWidth:Int, srcHeight:Int, dstWidth:Int, dstHeight:Int, scalingLogic:ImageView.ScaleType): Rect { |
if (scalingLogic ImageView.ScaleType.FIT_CENTER) { |
val srcAspect = srcWidth.toFloat() / srcHeight.toFloat() |
val dstAspect = dstWidth.toFloat() / dstHeight.toFloat() |
if (srcAspect > dstAspect) { |
returnRect(0, 0, dstWidth, (dstWidth / srcAspect).toInt()) |
} else { |
returnRect(0, 0, (dstHeight * srcAspect).toInt(), dstHeight) |
} |
} else { |
returnRect(0, 0, dstWidth, dstHeight) |
} |
} |
Convert Image Files to JPG: Common Methods. There are plenty of ways to save your digital images as.jpg or.jpeg files. Let’s take a look at a few. If you have Windows, you can easily save any image as a.jpeg or.jpg using Windows Paint. JPG uses a type of compression that prioritizes the quality of some image sections over others, thus assuring that most favorable quality/size ratio. The BMP or Bitmap file format is a popular raster graphic format, compatible with a wide array of image processing software, both on PC and Mac computers. The file extensions can be.jpg,.jpeg,.jp2. BMP (Bitmap) is a uncompressed raster graphics image format, used as standard image format under Windows operating system, Windows bitmaps are stored in a device-independent bitmap (DIB) format, a bitmap file contains a file header, information header, a color table, and bitmap bits. Blog Home About. Contact Download converter bmp para jpg vb6 for windows 7 64bit. 0 Comments Discussion: VB6 Convertion d'un fichier bmp.
September 09, 2020 — A guest post by ML GDEs Margaret Maynard-Reid (Tiny Peppers) and Sayak Paul (PyImageSearch) This is an end-to-end tutorial on how to convert a TensorFlow model to TensorFlow Lite (TFLite) and deploy it to an Android app for cartoonizing an image captured by the camera.
Though AS3 Worker class is available since a while, its introduction on iOS is recent: less than 6 months. With AS3 workers being available everywhere, it’s about time to create small libraries multi-threaded with just a few lines of code!
If you never played with Worker, you should give a look to this great series of blog post.
Download Bitmap Image To Jpg Convertermarcus Reidsville
There are several ways to create Worker, but if you don’t want to fall in a pitfall while using ANEs in your project, I recommend to use them via a loaded SWF.
Image To Pdf Converter
So here is a small example making a simple library for encoding bitmap data and save images on disk via a Worker:
The idea is our Main application is getting several Bitmaps from URLs and you want to save them on applicationStorageDirectory without an UI lag. Workers enable an efficient way to communicate between them via ByteArray. So once we have our Bitmap, we turned it into a shareable (across Workers) ByteArray we sent to our ImageWriterWorker. This ByteArray is then turned into BitmapData for encoding into PNG or JPG depending file extension. And finally we received an other ByteArray than we saved on disk!
Let’s start with our main class, loading a future SWF & creating the worker.
Now the worker from our library:
Now let’s communicate from our Main worker to our ImageWriterWorker library:
The ByteArray doesn’t need to go through the MessageChannel since it is shareable! And finally it’s our main worker which is giving the full path, because if we’re trying to access the applicationStorageDirectory from our main thread, we got an unworking path: /Users/Aymeric/Library/Application Support/[Worker].null/Local Store/images/1.jpg.
So everything is done? Yeah, it could works fine if we’re downloading pictures etc. but in fact we missed something important: concurrency! If our ImageWriterWorker takes more time to encode than the copyPixelsToByteArray, we’re changing the ByteArray before (or even during) the encoding via setPixels! We could, in fact, send the ByteArray too in the message, but it’s heavy. So we keep the shareable property and we implement a queue. The ImageWriterWorker will send a message once it has encoded & saved an image so we can proceed the next element in the queue. So let’s implement a message channel from the other side:
That’s it! You can download the code.
A cross platform Worker class was one of the latest cog needed for the AS3 platform! Yeah, but since the UI is on the main thread, we can’t upload our texture on the GPU without freezing…? Correct. But Adobe is working on the ultimate cog, an asynchronous upload for textures! Keep the faith 😉