user WhitespaceTrimmer plugin c# - imageresizer

I have imageresizing.net creative version,
i have downloaded the free version from imageresizing.net.
i want to use WhitespaceTrimmer plugin from c# code behind, dint able to find any simple sample , can any body help with any simple example
the version i downloaded have source code, and found some code of WhitespaceTrimmer, but that does not seems the complete.
Do i need to separately download it for creative version?
EDIT
I tried this code but no effect
System.IO.Stream stream = new System.IO.MemoryStream();
ImageBuilder.Current.Build(new ImageJob(orgimg, stream, new Instructions("trim.threshold=80&trim.percentpadding=0.5"), false, true));
orgimg = new Bitmap(stream);
I also change code to
ImageBuilder.Current.Build(new ImageJob(orgimg, stream, new Instructions("trim.threshold=80&trim.percentpadding=0.5")));
But no effect. similar image is generating. after this function.
Thanks

All ImageResizer plugins and the complete source is on GitHub, and is also included in the download.
Like all ImageResizer plugins, the WhitespaceTrimmer functionality activates based on querystring commands. If you are using them from code-behind, you simply construct a querystring there instead like so:
ImageBuilder.Current.Build("~/images/source.jpg","~/images/dest.jpg",
new Instructions("trim.threshold=80&trim.percentpadding=0.5"));

Related

Monogame and .fx files?

I'm currently following this tutorial but using MonoGame :
http://www.riemers.net/eng/Tutorials/XNA/Csharp/Series1/Terrain_from_file.php
As said in the tutorial, my main goal is to render a terrain from an image file.
There is a .fx provided with the tutorial which I included in my project.
I had some issues using MonoGame to load the bmp file for example and now I managed to load it. The problem comes now from the fx file. MonoDevelop tells this : The MGX File is Corrupt !
Here is the original code from the writer of the article :
effect = Content.Load<Effect> ("effects");
And here is how I used it with MonoGame :
effect = Content.Load<Effect> ("effects.fx");
I am really lost about the usage of the effects file in MonoGame. Is there any good tutorial about this ? Anyway I'm really lost with MonoGame. How come there is no clear tutorials for MonoGame has it is widely used ?
You need to convert your shader .fx to appropriate file format for monogame using 2MGFX tool. You can find the tool inside installed monogame directory C:\Program Files (x86)\MSBuild\MonoGame\v3.0
How to use:
Create a .bat file and write code as shown below:
2MGFX.exe effects.fx effects.mgfxo
pause
Execute the .bat file
Note that the shader file, .bat file and 2MGFX.exe must be in same directory.
Here is how to use compiled .mgfxo file as effect:
Put the effects.mgfxo into Assets\Content folder of your project
Load a file as shown below
Stream s = Assembly.GetExecutingAssembly().GetManifestResourceStream("ProjectNameSpace.Assets.Content.effects.mgfxo");
BinaryReader Reader = new BinaryReader(s);
Effect effect = new Effect(graphics, Reader.ReadBytes((int)Reader.BaseStream.Length));
If you have problems converting a shader .fx to .mgfxo please leave comments.
I've been trying to follow Riemers tutorial myself, like you, I struggled with the effects.
I had to make a couple changes to the original effects file before I successfully managed to compile and use it without any exceptions.
Renamed the following:
vs_2_0 to vs_4_0
ps_2_0 to ps_4_0
POSITION to SV_POSITION
Once these changes were made I used the compile tool like following:
2MGFX.exe effects.fx effects.mgfxo /Profile:DirectX_11
Once compiled I moved the mgfxo file into my contents folder and assigned following parameters:
Build action: Embedded resource
Copy to output directory: Copy always
It took me a couple of attempts until I managed to use the shader without MonoGame throwing any exceptions at me.
byte[] bytes = File.ReadAllBytes("Content/effects.mgfxo");
effect = new Effect(GraphicsDevice, bytes);
Using the 2MGFX tool is optional, you can either use the tool or the Content pipeline, personally I prefer the Content pipeline because it will automatically process the shader file everytime I (re)build the Content project.
How to do this?
First: add a MonoGame Content project,
Then add the .FX file in this project
Set the Content processor to: "MonoGame effect content processor" in properties
Then, in your game project Add a Reference to this Content project.
And use the shader like so:
var myEffect = Content.Load<Effect>("shaderFileNameWithoutExtension");
or if you have folders in your content project:
var myEffect = Content.Load<Effect>("FolderName\\shaderFileNameWithoutExtension");
I'm seeing you're working on Linux. Compiling shaders on Linux is a little difficult. In my own projects, I find the following resource especially helpful.
http://www.infinitespace-studios.co.uk/general/monogame-building-fx-shaders-on-a-mac-and-linux/
Following this, you're able to build shaders using the MonoGame Pipeline as normal (provided you have added the pipeline reference).
Hope this helps!

Render HTML or GSP as a PDF and save it on server

I have an html template which I need to render as a .PDF and then save that pdf file on server. I'm using "rendering" plugin of grails. I'm able to render file as PDF but I don't understand how to save it on server location and not on user's system. Can anybody please help me ?
The pdfRenderingService provided by the plugin allows you to call render and get back an OutputStream. Using that output stream you can write that to a file on your server. The documentation explains the basics of using the service.
Your code may look something like this:
new File("report.pdf").withOutputStream { outputStream ->
outputStream << pdfRenderingService.render(template: '/report/report', model: [serial: 12345])
}
Well, actually I changed my plugin. Got Wkhtmltopdf plugin of grails more helpful. you can find it here --
https://github.com/quorak/grails-wkhtmltopdf
Also instructions regarding using this plugin you can find on the same link or here --
[https://github.com/quorak/grails-wkhtmltopdf]
Using this you can get "bytes" which you can write to file system.

Capture and save a photo in XAML/C# for a Windows store application

I'm trying to take and save a photo using a windows surface device.
I'm using the code below to take a photo and this work but I'd like to automatically create a directory on the device's local drive and save this photo there without any dialog prompts.
So the code I use to capture to photo is as follows:
CameraCaptureUI camera = new CameraCaptureUI();
StorageFile file = await camera.CaptureFileAsync(CameraCaptureUIMode.Photo);
if (file!=null)
{
using (IRandomAccessStream ras=await file.OpenAsync(FileAccessMode.Read))
{
BitmapImage source = new BitmapImage();
source.SetSource(ras);
imageBuildingPhoto.Source = source; // this is just an image control.
}
}
So after this I'd like to automatically save the photo to a new directory. e.g.
My Pictures\NewDirectory\Photo1.jpg
Anybody got any idea how I can do this?
This is a windows store application written using C#4.5 and XAML.
Thanks in advance
Use the CopyAsync method on the StorageFile object you get back (file). You can specify a directory and file name. If you need to create your own directory structure, you will need to enable access to the appropriate library in the Package Manifest then create it in code. You will then use the StorageFolder class and its CreateFolderAsync method to create folders.
http://aka.ms/30Days has some great resources for learning about scenarios like this. Might be worth checking out.
Your code will need to look to see if that folder exists and create it if it does not. Your app will need to declare the capability to access the user's Photos library in the app manifest, too.
To take a picture, your code is correct. I have a walkthrough in case you want to verify it against some other code: http://blog.jerrynixon.com/2012/10/walkthrough-capturing-photos-in-your.html
To interact with the file system, this can be tricky, but I have a longer write up on that if you want to reference it: http://blog.jerrynixon.com/2012/06/windows-8-how-to-read-files-in-winrt.html
The answer to your question is, yes you can. I have done it in my own apps. Now, it's just a matter of you implementing it in yours. You will find it to be pretty easy.

Trigger Eclipse's code formatter programmatically from a new file wizard

I'm writing an Eclipse plugin with a wizard (org.eclipse.jface.wizard.Wizard) which creates a new file with a basic code template. To simplify the "piecing together" of the file contents, I plan to stuff everything into one long string, inject it into the file, and then call my custom Formatter (inherits org.eclipse.xtext.formatting.impl.AbstractDeclarativeFormatter) to clean up all the indentation and so on.
Question is, how do I go about calling the formatter programmatically?
In the wizard I call IDE.openEditor() and get back a handle to an IEditorPart. What can I do from here?
Well, I have found my answer:
IEditorPart editor = IDE.openEditor(page, file, true);
XtextEditor xed = (XtextEditor)editor;
((SourceViewer)xed.getInternalSourceViewer()).doOperation(ISourceViewer.FORMAT);
Maybe that will help someone else looking for something similar!

TODO tasks list in Flash Builder

Does Flash Builder support tasks list?
I'm testing Flash Builder for PHP, and I can see my // TODO in PHP code but not in AS or MXML.
I found this plugin:
http://www.richinternet.de/blog/index.cfm?entry=911D4B57-0F0D-5A73-AF6F4D4D04099757
but it's very old.
Do you know how can I see my TODO list in AS3 and MXML code with Flash Builder 4.5?
[UPDATE]:
I've installed the plugin from richinternet.de and it works in Flash Builder 4.5 for PHP.
But it's very poor, it only detects the TODOs and FIXMEs if you open the file, it doesn't search all your src for TODOs and FIXMEs.
And also is case insensitive, that's a problem for me, because in spanish "todo" means "everything", so I can't use the word todo in my comments now.
I can't understand how Adobe doesn't include a plugin for this after so many years developing Flash Builder !! they are adding TODO comments when you generate a handler, method, etc !!! I don't know how that can be useful if you don't show it in the tasks!
Get the TODO/FIXME extension for Flash Builder at the following link, and give it a try.
http://www.richinternet.de/blog/index.cfm?entry=911D4B57-0F0D-5A73-AF6F4D4D04099757
Another link at: http://blog.winnemconsulting.com/2011/08/08/fbtoolkit-taskfixmetodo-plugin-for-flex-and-flashbuilder/
How it works: the plugin parses every MXML/AS file when opened and searches comments (both MXML and AS comments) for TODO and FIXME tokens (this search is case insensitive, so it also finds todo). The same action takes place after a file has been saved. If a token is found, a new Task gets generated with its message set to the comment and displayed in the Task View (To open Task View choose Window-->Other Views...-->Basic-->Tasks in Flex Builder 2 standalone and Window-->Show View-->Other-->Basic-->Tasks when running Flex Builder 2 as a plugin in Eclipse). Note: to really delete a Task you have to delete the comment - deleting a Task from the Task View does not kill the comment, so after you save the file the Task will reappear.
For completeness on this question:
I do agree with you on the fact that it is truely amazing and inconceivable that such features do not exist in Flash Builder by default.
There is another alternative, though it's not free (It does have a 30 day trial though)
It is called SourceMate http://www.elementriver.com/sourcemate
The product has loads of other cool features, be sure to check the feature list.
I commented above on the accepted answer, but I'll relist here...
This post is now seriously outdated :(. I would like to offer a different answer... We'll say starting with Flash Builder 4.6.
It's from a great article (from the Adobe Cats) about how to add Task Markers (and Bookmarks) to your Flash Builder Project Files.
You can always search in the solution for "TODO":) And in the results window, press F5 the next time you want to see TODOs.
Best solution is to install the plugins mentioned previously via the software install menu under Help > Install Software.
WARNING - Don't get the SourceMate plugin if you have FB 4.7 - it isn't supported and doesn't look like it will be soon. Check this page for updates: http://support.elementriver.com/discussions/sourcemate