tiling

How to insert content in the middle of a page in a PDF using IText

戏子无情 提交于 2019-12-06 11:45:41
I have a requirement to insert Content into the middle of the page in a PDF. The Content may be a Dynamic Table or an Image. My Concept was to first split the PDF into 2 parts, then get the new Content that is to be added and append by replacing a place holder field. the Splitting is called Tiling as per IText and here is an example for the same. http://itextpdf.com/examples/iia.php?id=116 The Code above has 2 drawbacks: 1. It splits the page into 16 parts. but that is part of the example. Still i cant figure out a way to split the file into 2 parts only. 2. secondly the split page is

Merge png images into single image in WPF

 ̄綄美尐妖づ 提交于 2019-12-05 07:19:46
I'm looking for a way to Merge some PNG tile images into a big image. So I search and found some links. This is not answered properly. This is not tiling, it's good for overlaying images and this is not using WPF. So I'm making this question. Problem Definition: I have 4 PNG images. I want to merge them into a single PNG image, like this ------------------- | | | | png1 | png2 | | | | ------------------- | | | | png3 | png4 | | | | ------------------- Question: What is the best and efficient way of doing this (The resulting image must be PNG)? // Loads the images to tile (no need to specify

Tiling different size rectangles

旧城冷巷雨未停 提交于 2019-12-03 15:29:55
I am looking for some pointers to algorithms that should allow to tile with no overlap different size rectangles. Given a set of different sized rectangles, tile them on an area of size H x W with no overlap. The objective would be to maximize the space used or conversely - minimize area of gaps. If there is not enough space, proceed on the second area of the same size and so on. It is assumed that each rectangle's width and height are smaller than respective dimensions of the tiling area. Rectangles are not rotated or otherwise transformed - i.e. their sides are either horizontal or vertical.

Android: Drawing tiled bitmaps with bottom or some other alignments similar to css background-position

*爱你&永不变心* 提交于 2019-12-02 04:19:31
问题 I want to set a background of a View with a tiled bitmap, but the tiling needs to be anchored to the bottom-left, instead of the top-left corner (the default). For example, if the tiles are the smiley faces below, I want it to be tiled like: Using xml drawables I could achieve either tiling (using tileMode="repeat" ) or bottom positioning (using gravity="bottom" ), but combining both is not possible, even the documentation says so: android:tileMode Keyword. Defines the tile mode. When the

Scroll 2D/3D background via texture offset

浪尽此生 提交于 2019-12-02 01:26:17
I have been trying to make an infinite scrolling 2D background in Unity using a quad to display a Texture. My idea was to change the offset of the quad depending on the player's position. For some reason when I change the offset my image does not repeat properly and once an offset of 2 has been reached completely disappears. An image of 3 different x offset values on my texture If anyone knows how to fix this if you could get back to me it would be much appreciated. Select the original Texture not the GameOBject. 1 . Change Texture Type to Texture . 2 . Change Wrap Mode to Repeat . 3 . Click

Creating a tiled multi-dimensional array while removing the sub element of the I'th index of axis0?

大城市里の小女人 提交于 2019-12-02 01:03:32
问题 I was trying to tile an array where each index is multi-diminsional. I then remove the i'th sub element from each index. For example, starting with this array: >>> a = np.array([[ 1. , 7. , 0. ], [ 2. , 7. , 0. ], [ 3. , 7. , 0. ]]) >>> a = np.tile(a, (a.shape[0],1,1)) >>> print a array([[[ 1. , 7. , 0. ], [ 2. , 7. , 0. ], [ 3. , 7. , 0. ]], [[ 1. , 7. , 0. ], [ 2. , 7. , 0. ], [ 3. , 7. , 0. ]], [[ 1. , 7. , 0. ], [ 2. , 7. , 0. ], [ 3. , 7. , 0. ]]]) Desired output: b = np.array([[[ 2. , 7

Creating a tiled multi-dimensional array while removing the sub element of the I'th index of axis0?

 ̄綄美尐妖づ 提交于 2019-12-01 22:15:49
I was trying to tile an array where each index is multi-diminsional. I then remove the i'th sub element from each index. For example, starting with this array: >>> a = np.array([[ 1. , 7. , 0. ], [ 2. , 7. , 0. ], [ 3. , 7. , 0. ]]) >>> a = np.tile(a, (a.shape[0],1,1)) >>> print a array([[[ 1. , 7. , 0. ], [ 2. , 7. , 0. ], [ 3. , 7. , 0. ]], [[ 1. , 7. , 0. ], [ 2. , 7. , 0. ], [ 3. , 7. , 0. ]], [[ 1. , 7. , 0. ], [ 2. , 7. , 0. ], [ 3. , 7. , 0. ]]]) Desired output: b = np.array([[[ 2. , 7. , 0. ], [ 3. , 7. , 0. ]], [[ 1. , 7. , 0. ], [ 3. , 7. , 0. ]], [[ 1. , 7. , 0. ], [ 2. , 7. , 0. ]]

Mathematically producing sphere-shaped hexagonal grid

扶醉桌前 提交于 2019-11-30 13:28:29
问题 I am trying to create a shape similar to this, hexagons with 12 pentagons, at an arbitrary size. (Image Source) The only thing is, I have absolutely no idea what kind of code would be needed to generate it! The goal is to be able to take a point in 3D space and convert it to a position coordinate on the grid, or vice versa and take a grid position and get the relevant vertices for drawing the mesh. I don't even know how one would store the grid positions for this. Does each "triagle section"

very large image manipulation and tiling

亡梦爱人 提交于 2019-11-30 09:49:08
问题 I need a software or program in Java or a method for tiling very large images (bigger than 140MB). I have used ImageMagick and convert tools Photoshop and Corel Draw and Matlab (in Windows), but I have a problem with memory overload. ImageMagick is very slow and result is not desirable. I don't know how can I only load a small part of image to memory without loading the whole image from harddisk. 回答1: If you use native code, libraries such as libjeg give you scanline access to to images - you

Tiling a Bitmap on a Canvas

落爺英雄遲暮 提交于 2019-11-30 08:51:17
I would like to create a 'graph paper' look to the Bitmap I am drawing via a Canvas, and trying to figure out the best way to do this. I can't pass a source Bitmap containing the graph paper background to the Canvas constructor, as I am getting the Canvas in a SurfaceView via the .lockCanvas() call. Some solutions I've tried: I've tried implementing this solution in my SurfaceView's Thread.run(), but the issue I believe is when the BitmapDrawable is converted to a Bitmap... it loses the tiling properties. canvas = mSurfaceHolder.lockCanvas(null); BitmapDrawable TileMe = new BitmapDrawable