One Google Chrome extension displays a window with an image once in a while, how can I get the image from it with Cocoa?
Basically there is a window and image inside it, and I need that image for my program.
Thanks for reading!
Use CGWindowList to get all the windows in the current session, look through it for the one you're interested in, use CGWindowList again to take a screenshot of it, and cut the image out of the screenshot.
If the window is sized and/or scrolled such that the image is not completely visible, you're out of luck.
There is no way to extract the original image from a window it might have been drawn into.
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below i attached an app help guide screen. I am understanding how to build this screen.
If any body have idea please share here
View with semi transparent background color (backgroundColor:"rgba(0,0,0,0.5)";) and some images on top of it.
So, using images is bad. You'll need images for translations and if you do this as one image you'll need to ensure all devices are covered so your arrows point to the right element.
Minimise images == smaller app.
First thing you'll need to do is a create a blocker view -- so that's a view that will fill the screen and have a black background with opacity.
You can't apply that to the window as everything in it will be semi-transparent so:
Create a transparent Window that fills the screen.
Add to that window a view that fills the window and has opacity say 0.5 and black background
Add to the Window (not the view you just created) the other elements and button -- ideally, these should be individual graphics of the arrows, sized in such a way that you can position them based on the host element (the item they are pointing to / referring to). Use real text so you can handle translations / reduce file size.
So you'll need a way to associate each tip with a control they are anchored too, and that will ensure that regardless of the screen size, the tip will appear in the correct place.
First of all, always give a try before putting questions anywhere because it makes you learn things on your own for long time.
The easiest step for you to do this is to ask your designer to create a complete image just like that & you just have to show it on top.
If you have to show that image in different translations, then you can ask your designer to provide you required translations images.
I'm making a full screen application in visual basic and is having some issues with full screen and control resizing.
I've looked around both google, stack overflow and youtube for answers but none seems to be working for me. What I have worked my way to is that i need to use anchor or docking or something like that if I am not all incorrect
Edit:
Picture examples:
The main window in my editor.
When the program runs in maximized screen
Resolution of the program is 800x600 as its going to be made for a screen with that resolution.
You probably want to use anchor points. You can anchor a control to any side, all sides, or any combinations of sides in its container (the form, usually). When the form is resized, the control is automatically sized accordingly. You can also use the form's resize event and change the size or location of the controls manually when the form size changes.
I've done this before, but I'm working in 2010 now and it doesn't seem to be working.
I'm trying to make a thumbnail view of an image control. The pictures I store (text field, just linking to a directory) are large and have their own form to open and view them at resolution, but I want to display a small thumbnail of the picture.
I have an image control with the control source set to the image field of my record source. It changes fine with I navigate records, but it shows a zoomed "window" of the image instead of scaling the image down to a thumbnail like it worked in the past.
I've tried the "size to fit" option, thinking that would do the trick but it doesn't.
Is there a different property that I could use? I don't mind writing a little VBA for this either, but I figured it would have worked by just using the form controls.
I just tried this using a regular old Image control in Access 2010 and it worked fine for me when I changed its dimensions to something "thumbnail sized" (0.5" x 0.5") and set the Size Mode property to Zoom.
I'm trying to load a large version of an image in the centre of the user's screen when then tap on a smaller version of the image that's already on my view.
Ideally I want to do this using an animation to get to the new image like a vertical flip.
Also if there's a way to make the background look greyed out like it's not the foreground then that would be even better.
Here's an image of what I'm after, I'm at work at the moment so haven't got access to the actual code / images.
I'm a new user so can't add pictures. Click here if you want to see what I'm thinking.
Image
There is an KGmodal Example Exist in GitHUB hope that Might Help you.
You have to Change the content view and Add an Imageview Programatically (with required size ) in the content View.
Follow the below link: https://github.com/kgn/KGModal
For Fliping the image see the tutorial iphone Flip Image.
In the end I added the larger image on to begin with and set its alpha to 0, then added a gesture recognizer on the smaller image that animated the larger one and gradually changed its alpha to 1. The did the reverse on the large image. Don't know why I didn't think of that in the first place!
I was wondering if anyone could tell me if there is a method in Cocoa that will display information (images) on screen when a button is pressed. What I mean is NSLog "prints text" to the console is there a method that displays images just as easily like would -(void)drawView do it? Is it just setNeedsDisplay? I hope this makes sense. I am essentially wanting to know if I can call something that will display an image as easily as you can display/print text to the screen/console.
The Console is text-only, so no, you can't print an image to it the same way you log text. The closest equivalent is to export the image as TIFF data and write that data to a file in the temporary directory.
As for setNeedsDisplay:, that tells AppKit that the view should be told to redraw the next time the window redraws its views. (In other words, it sets the view as needing display—exactly what it says on the box.) Usually, this is because you've changed the model object(s) that the view displays, either by replacing them with other objects or by mutating one or more of their properties.
You would need to have a view to display; an image view would certainly qualify, but if you're looking for the image equivalent to NSLog, this isn't it, unless you don't mind either making a dedicated window just for showing this image or temporarily putting a image view into one of your real windows.
You should take a look at Apple's NSImageView Class Reference.
This a class you can use to display an image in Cocoa.
setNeedsDisplay is a NSView method that tells the graphics renderer it needs to redraw the image because the data has been modified. Presumably because you are using something like Quartz and you have called some custom drawing code. If you are drawing bitmap images then you probably won't need to use this.