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Tag selected: bitmap.
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Saved by uncleflo on March 12th, 2012.
Writing Bitmap Files in Windows Posted on November 30, 2011 This is a bitmap file writing example. I compiled it with MinGW (gcc). It generates the following image and saves it as a bitmap file called “image.bmp”.
gcc mingw bitmap simple example development image graphic gradient windows
Saved by uncleflo on March 11th, 2012.
The PBM format is a lowest common denominator monochrome file format. It serves as the common language of a large family of bitmap image conversion filters. Because the format pays no heed to efficiency, it is simple and general enough that one can easily develop programs to convert to and from just about any other graphics format, or to manipulate the image.
The name "PBM" is an acronym derived from "Portable Bit Map."
This is not a format that one would normally use to store a file or to transmit it to someone -- it's too expensive and not expressive enough for that. It's just an intermediary format. In it's purest use, it lives only in a pipe between two other programs.
The format definition is as follows.
A PBM file consists of a sequence of one or more PBM images. There are no data, delimiters, or padding before, after, or between images. 
Saved by uncleflo on March 11th, 2012.
The Portable Bitmap Utilities (PBM) is a collection of programs organized, maintained, and primarily written by Jef Poskanzer. Although owned and copyrighted by Mr. Poskanzer, they are freely available in both source and executable form on the Internet and on many BBS systems. The "bitmap" in PBM is used in the older sense to refer to monochrome images. There are actually three other sets of programs encompassed by the PBM utilities. These are the Portable Greymap Utilities (PGM), the Portable Pixmap Utilities (PPM), and the Portable Anymap Utilities (PNM). PBM programs manipulate monochrome bitmaps, and PGM and PPM programs manipulate gray-scale bitmaps and color bitmaps, respectively. PNM programs operate on all of the bitmaps produced by the other programs. There is no file format associated with PNM itself. Most people call the overall set of programs PBM and the newer version pbmplus, however, and we'll follow this convention.
pbm pgm pnm ppm file format pixel image graphic bitmap monochrome information bmp
Saved by uncleflo on October 26th, 2011.
Hi guys , i think we all come across the problem of loading images into flex and disappointed by the way they look blurred or distorted in flex. By default images loaded into flex are not smooth. I have written a small function that can be called on "complete" event of image loader component and rest you dont need to worry it takes care all . Above picture shows how clean image looks after after applying smoothing code .It even works if the image is zoomed or resized later .
flex development image smooth bitmap load photo short function solution
Saved by uncleflo on October 14th, 2011.
By Andrei Ionescu | 20.08.08 | 6 Comments Today I needed to found a way to create bitmap data object from a display object. I found a solution in Flex Cookbook (http://www.adobe.com/cfusion/communityengine/index.cfm?event=showdetails&productId;=2&postId;=1682) and having this I improved it and made it simpler.
flex bitmap bitmapdata draw graphics development howto solution displayobject
Saved by uncleflo on October 14th, 2011.
First, create a generic function that takes a UIComponent as a parameter. Create a new BitmapData object, and draw the contents of the target UIComponent into the new BitmapData object. Then, return the new BitmapData object.
adobe flex development bitmapdata bitmap object function solution guide
Saved by uncleflo on September 6th, 2011.
FXG 1.0 describes an XML-based graphics interchange format for the Flash Platform. FXG contains high-level graphical and text primitives that can be used to create, group, transform and visually modify basic vector and bitmap shapes. The FXG rendering model follows very closely the Flash Player 10 rendering model and exposes all graphics capabilities of the Flash platform as well as offering expandable support to accommodate future capabilities of the Flash Player. The specification below dives into the technical details governing every element of FXG 1.0.
fxg svg specification adobe format information reference shape circle vector bitmap graphic flash platform text primitive technical
Saved by uncleflo on September 6th, 2011.
Adding graphics to your applications can make them more attractive and usable. In many cases, you might want to add graphics that are vector-based, and not import images that don’t scale well. You can create vector based graphics in Flex by using one of the following APIs: FXG, MXML graphics, FXG is a declarative syntax for defining static graphics. You typically use a graphics tool such as Adobe Illustrator to export an FXG document, and then use the FXG document as an optimized component in your application. FXG graphics are used by the mobile skin classes because they are so lightweight.
fxg mxml adobe format information compatibility graphic illustrator development api syntax xml skin effect shape text bitmap
Saved by uncleflo on August 16th, 2011.
FXG 2.0 describes an XML-based graphics interchange format for the Flash Platform. FXG contains high-level graphical and text primitives that can be used to create, group, transform and visually modify basic vector and bitmap shapes. The FXG rendering model follows very closely the Flash Player 10 rendering model and exposes all graphics capabilities of the Flash platform as well as offering expandable support to accommodate future capabilities of the Flash Player. The specification below dives into the technical details governing every element of FXG 2.0. For information on FXG 1.0, please refer to the FXG 1.0 Specification.
fxg adobe open source xml graphics format standard platform primitive transform group vector bitmap render catalyst
Saved by uncleflo on May 5th, 2011.
In this article, we will see how to apply grey scale effect to an image. This effect is possible converting all the colors of the image to an equal luminosity. This can be done multiplying the colors by the constant luminosity of the red, green and blue channels (RGB scale). With Actionscript 3.0, we need a matrix and the ColoroMatrixFilter Class.
actionscript as3 example flash tips bitmap bitmapdata development
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