Am working with tiles and badges in metro apps. Here am able to display one at a time either image or number on a tile , But unable to display both at a time. Can anyone help me how to display image and some-number on a Tile?
Thank you.
As MSDN states:
A notification badge conveys summary or status information concerning and specific to your app. They can be numeric (1-99) or one of a set of Windows-provided glyphs.
http://msdn.microsoft.com/en-us/library/windows/apps/hh779719.aspx
Note: When you hit limits like this you might consider building a custom image that simply has whatever you want. But then you will realize that rendering an image in WinRT is not possible yet. So you will want to offload to some web server... just helping you think this through.
Related
I can turn tracking Focus on and use the actTrackingFocus. Once the actTrackingFocus is set how can I get the coordinates back from the camera so I can draw a box in the Liveview box showing what the camera is focused on?
That is not possible with the existing API unfortunately.
Appreciate that this is an old question, but if you are still trying and OK playing in python...
The tracking focus location is (apparently) reported via the frame info packets, and thus you have to enable them and then decode.
We are attempting to do this with pysony 1
Use 'python src/example/pygameLiveView -i' to see the reported locations. You might need to add your 'actTrackingFocus()' call to enable tracking focus, but they should be rendered (box with triangle corners) on screen.
Since none of the devs have a camera which support tracking focus, we'd love to hear whether it works on not. :-)
I am in the process of developing a thumbnail MKMapView to show a singular point on the map. However, as the thumbnail is only 70x61px, the google logo takes up a large proportion of the map.
Please can you tell me a way of using the MKMapView so that the google logo is less visible or can't been seen, but avoiding app rejection, or any alternatives to using the MKMapView?
Thanks in advanced.
How it looks at the moment:
Have you looking into the Google Maps Static API? It returns regular jpeg maps rather than interactive ones. You might be able to craft a URL that gets you a small enough image for your thumbnail. I don't know whether that would be ok according to their license or not.
Start developing with the iOS 6 beta. There are significant changes to MapKit that removes Google as the data provider (and thus their logo). The final version of iOS 6 and it's SDK will be released in the next couple of weeks. So you will also be good to go submitting an iOS 6 app soon.
I'm basically trying to work out how to take a slice of an image, say a screenshot of an iPhone home screen, slice out the first icon and compare it to a set array of images in a library. Any help on where to start?
I'm no iPhone programmer, but I might be able to suggest a few things:
The SURF feature detection implemented in OpenCV should help you with this
There is a nice article on using OpenCV in Objective-C code.
A quick & dirty way might be to use the difference blend mode which should return the difference between the 1st image(top) and the 2nd image(bottom). If there is no difference the result will be completely black. So, the more black pixels in the difference result, potentially, the more similarities between the compared images.
I'm not an iOS developer, so I don't know if there is an image library that ships with sdk or if there's a free/opensource library for basic image processing. Still this should be trivial to implement:
e.g.
- (int)difference((int)topPixel,(int)bottomPixel)
{
return abs(topPixel-bottomPixel);
}
Note: Syntax might not be correct :)
HTH
This may not help you with taking a screenshot of the iOS home screen... But these articles show how to take snapshots from within a UIKit application:
https://developer.apple.com/library/prerelease/ios/#qa/qa1703/_index.html
https://developer.apple.com/library/prerelease/ios/#qa/qa1714/_index.html
Perhaps you would instruct the user to press home-power (buttons) to take a snapshot and store in the photo roll, then load that screenshot into an app to process the screenshot.
Hope this helps!
What is the best way to create a numeric pad like the one Apple uses in the telephone app?
I would say just create an array of UIButton objects so that you can utilize UIControlStateSelected and the other button states by using different images for different states.
Another idea is to create something similar to that entire keypad in Photoshop, and then tile it into 12 images using http://www.mikelin.ca/blog/2010/06/iphone-splitting-image-into-tiles-for-faster-loading-with-imagemagick/
That would take some of the work out of get all the images to flow nicely together.
By the way, I just forgot about these until just a minute ago... they have some of the UI graphics from the iPhone and iPad in high res PSD file:
http://www.teehanlax.com/blog/2010/02/01/ipad-gui-psd/
and
http://www.teehanlax.com/blog/2010/08/12/iphone-4-gui-psd-retina-display/
and
http://www.teehanlax.com/blog/2010/06/14/iphone-gui-psd-v4/
I implemented a KeypadView, that is customizable via a delegate.
This github repository has the KeypadView and a delegate-implementation.
As I am still beginner in the field of iOS development I would appreciate, if you share your thoughts with me.
I've been trying to render the entire canvas in an IWebBrowser2 control to a bitmap. IViewObject::Draw seems to be the most promising approach, but I can't get it to render anything that would requires a scroll to show. While I could automate the scrolling and stitch the images together, this would look weird with any fixed position elements. Is this even doable?
Additionally, I've tried to set the controller's size to one that would allow the entire contents to display without needing to scroll, but Windows caps the max size to the current screen resolution, so that only gets me partially there.
Any help would be much appreciated. I'm currently doing this in the context of Win7 and IE8, but I don't think that should matter much.
Sorry it took so long for me to follow up with the answer to this.
I wrote up an article detailing how to trick Windows into allowing you to resize a window larger than the virtual screen resolution, allowing functions like PrintWindow or IViewObject::Draw to capture the entire client area (i.e., the browser canvas).
http://nirvdrum.com/2010/03/25/how-to-take-full-page-or-full-canvas-screenshots-in-windows.html
An actual implementation of the technique can be found in my SnapsIE repository on GitHub (username: nirvdrum). Unfortunately I don't have enough karma to post two hyperlinks. The repository is linked from the article though.
It is very likely an IE optimisation that avoid to draw more than required. You might be able to scroll the window and call IViewObject::Draw in a loop without any animation occuring ?
I'm surprised that Windows caps the max size to the current screen resolution. Are you sure about that ?