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createBitmap not loading subimage correctly OR draw(Canvas) not displaying properly


createBitmap not loading subimage correctly OR draw(Canvas) not displaying properly

By : eperjesir
Date : November 22 2020, 01:01 AM
it helps some times I have a resource, "cards.png" which contains all of the cards needed for a deck of cards. , Make sure the image is not being scaled when loaded:
code :
BitmapFactory.Options options = new BitmapFactory.Options();
options.inScaled = false;
Bitmap cards = BitmapFactory.decodeResource(context.getResources(), R.drawable.cards, options);


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How to get a subimage of a subimage using getImageData in HTML5 canvas

How to get a subimage of a subimage using getImageData in HTML5 canvas


By : Alex M
Date : March 29 2020, 07:55 AM
To fix this issue You could create your own rect object and use that to do the subselections, but pull data directly from the initial canvas element.
Something like
code :
function rect(x, y, w, h) {
    this.x = x;
    this.y = y;
    this.width = w;
    this.height = h;
}

rect.prototype.getRect = function(x, y, w, h) {
    return new rect(this.x + x, this.y + y, w, h);
};

var initial = new rect(5,5,10,10);
var second = initial.getRect(0,0,2,2);
WPF Canvas will not draw correctly in loop

WPF Canvas will not draw correctly in loop


By : Dharmendra
Date : March 29 2020, 07:55 AM
To fix this issue You shouldnt be using margin to place items on a Canvas. You have to set position of the images using Canvas.SetTop and Canvas.SetLeft. I am guessing that all your images are added to the canvas but at the same location so that you only see one object at any given time.
See more about adding controls to canvas on MSDN
Android Image not loading correctly in imageview in an activity in real device. But displaying correctly in emulator

Android Image not loading correctly in imageview in an activity in real device. But displaying correctly in emulator


By : user2125077
Date : March 29 2020, 07:55 AM
it fixes the issue Now I got the answer, the image which I have used is actually a gif which has been converted from an online website. I used it and just converted into png by renaming the extension to png from gif using another small software on my pc. That was the problem. When I tried saving the image as png itself from the server to my pc, the problem solved.
As stated by harism, I think this is a problem in KitKat (Android 4.4) only. As this problem is not there in other android versions. So if there exists any black portions in your images in your project, then convert the image from gif to png using any software or online editor. Or check this link out.. https://code.google.com/p/android/issues/detail?id=62016, which was mentioned by harism.
HTML5 Canvas steam effect not displaying correctly without a canvas fill

HTML5 Canvas steam effect not displaying correctly without a canvas fill


By : Theresa Cull
Date : March 29 2020, 07:55 AM
wish help you to fix your issue Use ctx.clearRect(0,0,w,h) to get the transparent background you want.
I have also made some changes.
code :
"use strict"; // this is a javascript directive and must be on the first line of the 
              // script (if included but is not a requirement). 
              // It forces a more code run under more stringent rules. The advantages
              // are many, including making the code run faster.

var imageLoadCount = 0;  // counts the number of image loading, counts down as they load
var readyToAnimate = false; // flag to indicate that resources are available
// image indexes in images array to get correct images in the animation.
const PARTICLE_IMAGE_INDEX = 0;
const BACKGROUND_IMAGE_INDEX = 1;
var images = []; // an array of images 
// What follows is a self evoking function, this will isolate the loading stuff from the
// rest of the script as it is only needed once at start so no point keeping references to it all
// the self invoking function is
//  (function(){...code body})()
// the () at the end forces javascript to run what is inside the () before it.
(function (){        
    function imageLoaded(){ // image onload function "this" is a reference to the image
        imageLoadCount -= 1; // count the loaded image
        // if the count is zero all images have loaded
        if(imageLoadCount === 0){
            readyToAnimate = true;
        }
    }
    // a list of image urls that need to be loaded. 
    const imageURLs = [
        "http://wightfield.com/_temp/smoke_600-60.png",
        "http://wightfield.com/_temp/smoke_600-60.png", // repeating the image just as example
    ];
    imageURLs.forEach(function(url){  // for each image url start the load process
        var img = new Image();
        img.src = url;
        img.onload = imageLoaded; // set the image onload function
        imageLoadCount += 1;  // count the number of images loading
        images.push(img); 
    });
})();  // run the function
var canvas = document.createElement('canvas');
var w = canvas.width = 800;
var h = canvas.height = 700;
var c = canvas.getContext('2d');   
document.body.appendChild(canvas);    

var position = {
    x : 450,
    y : 410
};
var mugPosition = {
    x : w / 3,
    y : 500
};


var particles = [];
var random = function (min, max) {
    // YOU had Math.random() * (max - min) * min; I assume you did not want to multiply by min
    return Math.random() * (max - min) + min;
};
var particleCount = 0;
const ALPHA_CUTOFF = 1/255;
const ALPHA_START = 0.4;
const ALPHA_DECAY = 0.9
// calculate the number of particles need to show each step of the alpha decay
const MAX_PARTICLES = Math.ceil(Math.log(ALPHA_CUTOFF / ALPHA_START) / Math.log(ALPHA_DECAY));
console.log(MAX_PARTICLES)

var draw = function () {
    var i;
    if(readyToAnimate){  // wait for the resources to load 
        c.setTransform(1,0,0,1,0,0); // reset transform         
        c.clearRect(0, 0, w, h);
        // If you want to render a background image do it here. If the image is the size of the
        // canvas then there is no need to clear the canvas and you can delete the line above
        /*  As an example
        c.drawImage(images[BACKGROUND_IMAGE_INDEX],0,0,w,h); // draws image filling the canvas
        */
        if (particles[particleCount % MAX_PARTICLES] === undefined) {
            particles[particleCount % MAX_PARTICLES] = new Particle(position.x, position.y);
        } else {
            particles[particleCount % MAX_PARTICLES].reset(position.x, position.y);
        }
        particleCount += 1;

        for (i = 0; i < particles.length; i++) {
            particles[i].update();
        }
    }else{
        // if you wanted you can add loading progress here
    }
    requestAnimationFrame(draw);
};


function Particle(x, y) {
    this.reset(x, y);
}
Particle.prototype = {
    reset : function (x, y) {
        this.x = x;
        this.y = y;
        this.velX = (random(1, 10) - 5) / 10;
        this.velY = -9;
        this.size = random(3, 6) / 10;
        this.alpha = ALPHA_START ;
        this.image = images[PARTICLE_IMAGE_INDEX];
    },
    update : function () {
        if(this.alpha >= ALPHA_CUTOFF ){  // no point in rendering a invisible sprite
            this.y += this.velY;
            this.x += this.velX;
            this.velY *= 0.99;            
            c.globalAlpha = this.alpha;
            c.setTransform(this.size,0,0,this.size,this.x, this.y);
            c.drawImage(this.image, -this.image.width / 2, -this.image.height / 2);
            this.alpha *= ALPHA_DECAY ;
            this.size += 0.015; //
        }
    }
}
// start the animation. Images may not have loaded yet
requestAnimationFrame(draw);
canvas {
  border: 1px dotted black;
}
Draw points correctly with Canvas

Draw points correctly with Canvas


By : Srikanta Patel
Date : March 29 2020, 07:55 AM
hope this fix your issue Problem solved. I used the OpenCV library for drawing in Android instead of Canvas library. I have used exactly this function: Imgproc.circle()
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