BufferedImage Auto Rotate JPG

Apr 11, 2015

I need my Java program (I'm working in Eclipse if it matters) to detect if an image is a portrait or a landscape, but since i am directly downloading them from my camera they only have it written somewhere in metadata, the image width and height is the same for landscape and portrait. I have the rotation code and the rest of the program working, but I need to somehow get a variable (for example integer one) to tell me if it is a portrait or a landscape image. I tried getting to the metadata but my Eclipse decided that import com.drew.metadata.Metadata; cannot be resolved.

BufferedImage image = ImageIO.read(new File(imagePath, imageName)); and after I get the variable "orientation" it looks like this

int orientation = ???;
BufferedImage newImage = oldImage;
if (orientation>1){
newImage = rotate(oldImage);
}

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Auto Click And Auto Populate Data

Sep 26, 2014

I am working on a project named as "Auto Click and Populate". This is link is like online feedback form / surveys which we program. I have a link with me which is mentioned below and there will be a counter box which will hit the link that much number of times.

Inputs:

-A text box having this link.
-A numeric box having counter number i.e. the number of times the link should be processed.
-A button named as process which will INITIATE the process.

Now say if I input 10 into the numeric box; the attached file contain link should be processed 10 times and the question which is coming on the link should be answered randomly out of the options which are present. For ex: When you will hit a link; the first question will be gender in that 3 options are present "Male", "Female" and "Prefer not to answer"; either of 1 out of 3 should be punched automatically and proceed automatically ahead. The punch(es) will be stored in database which is maintained at my end.I have done research and till now found the code for auto click only and not for auto process.

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Jul 27, 2014

What I am doing is loading a new image from resources in my project, so that I can get the size. Using this, I create a new BufferedImage with those dimensions. The following code is what I am using to take the original BufferedImage, and scale it.

Java Code:

public ImageIcon getBackImage(){
before = new BufferedImage((int)img.getWidth(null), (int)img.getHeight(null), BufferedImage.TYPE_INT_ARGB);
int w = before.getWidth();
int h = before.getHeight();
try{
URL url = getClass().getResource("/Blue_Back.png");
before = ImageIO.read(url);

[Code] ......

The scaling seems to be working fine, but what I have noticed is a line of approximately 10 pixels at the top of the image. I took the original image and blew it up to ensure that I wasn't just enlarging undesired portions and this wasn't the case. I then tried to fetch a subImage of the BufferedImage, and that also left the padding at the top. Is there something I am missing that is placing this undesired padding at the top of my bufferedImages ?

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Jun 30, 2014

I am making a 2d game engine and i was wonder is it better to use BufferedImages and subImages to store/render sprites from sprite sheets or use BufferedImages and store it in a pixel array and then manipulate the pixel array to do what you want.

Basically is loading in BufferedImage and getting the tile of the sprite sheet with subImages better than loading in a BufferedImage and then putting the data in a pixel array and making a new array with the part of the BufferedImage you want.what i have been told the BufferedImage and subImage use more of the graphics card and the pixel array method uses more of the processor.

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Apr 4, 2014

I need to write an image to a .png with a 255-color indexed color model. I know usually do it like this: Java Code: BufferedImage img=new BufferedImage(width,height,BufferedImage.TYPE_BYTE_INDEXED,model); mh_sh_highlight_all('java'); but that doesn't work with models with 255 colors (as opposed to 256 colors). I'm fairly sure it is the BufferedImage creation that is the problem, as when I call model.getMapSize(), it returns the correct size.

The extra color added to the image's index is 15,15,15.

Should I be something other than a BufferedImage to write the image, or should I be using a different constructor for BufferedImage, or am I doing something else wrong?

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JavaFX 2.0 :: BufferedImage To Mat - OpenCV

Mar 16, 2015

I am new to JavaFX and OpenCV. The Problem is, that JavaFX can't handle Mat objects. First I load an image as a BufferedImage. Then i have to convert this to Mat. Do my image Processing with OpenCV and again convert the result image to a BufferedImage to display in on my UI. Here are the methods for converting Buff to Mat and Mat to Buff I found on the internet:
 
public static Mat img2Mat(BufferedImage image)
    {
  byte[] data = ((DataBufferByte) image.getRaster().getDataBuffer()).getData();
  Mat mat = new Mat(image.getHeight(), image.getWidth(), CvType.CV_8UC3);
  mat.put(0, 0, data);
  return mat;

[Code] ....
 
Next I do some OpenCV stuff:
 
public static BufferedImage hello(BufferedImage img) {  
  Mat source  = img2Mat(img); //Convert Buff to Mat
  BufferedImage outImg = null;
       try{
          System.loadLibrary( Core.NATIVE_LIBRARY_NAME );

[Code] ....
 
Finally I call the hello method in my controller:
 
void menuItemTestFired(ActionEvent event) {  
    try {
              result = ImageProc.hallo(bImage);//bImage is an image I've loaded before.
              imageView.setImage(SwingFXUtils.toFXImage(result, null));

[Code] .....
 
Unfortunately I get a lot of errors. Here are the first one:
 
Caused by: java.lang.UnsatisfiedLinkError: org.opencv.core.Mat.n_Mat(III)J
  at org.opencv.core.Mat.n_Mat(Native Method)
  at org.opencv.core.Mat.<init>(Mat.java:471)
 
[Code] ....
 
Can't figure out why this doesn't work. -.-

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Mar 21, 2015

I'm working on a project based on Roger Alsing's Mona Lisa evolution.

My problem seems to be that when I compare the RGB values of the target image and the randomly generated image, I don't get a representative result of how "close" the two images are.

I load the target image (a 24-bit bitmap) using:

img = ImageIO.read(new File(filePath));

I draw onto a BufferedImage with:

for(int i = 0; i < numPolys*12; i += 12){
p[(int)(i/12)].addPoint(gene[i], gene[i+1]);
p[(int)(i/12)].addPoint(gene[i+2], gene[i+3]);
p[(int)(i/12)].addPoint(gene[i+4], gene[i+5]);
p[(int)(i/12)].addPoint(gene[i+6], gene[i+7]);
Color mycol = new Color(gene[i+8], gene[i+9], gene[i+10], gene[i+11]);
gf.setColor(mycol);
gf.fillPolygon(p[(int)(i/12)]);
}

And I compare the BufferedImage with the target image using:

for(int x = 0; x < inGene.x; ++x){
for(int y = 0; y < inGene.y; ++y){
Color mycol1 = new Color(exp.getRGB(x, y));
Color mycol2 = new Color(inImage.getRGB(x, y));
int delta = mycol1.getRed() - mycol2.getRed();
score += (delta * delta);
delta = mycol1.getGreen() - mycol2.getGreen();
score += (delta * delta);
delta = mycol1.getBlue() - mycol2.getBlue();
score += (delta * delta);
}
}

My problem is that my code runs to a certain point, where it seems no matter what happens to the image, it doesn't seem to get any closer to the target image.

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Jun 26, 2014

As implied by the title, when I am rendering images of the type "BufferedImage" unto a Swing application, the images' pixels are not consistent in size. Some might be larger than other, and some might be smaller than other.

Here is a screenshot of what I am talking about (you might need to zoom in a bit because the image is so small): [URL] ....

And here is also some code for you. The images are actually from a sprite sheet, which I first load in its entirety and then split up in an array.

Java Code:

public static BufferedImage sprites[];
...
public void loadSprites(){
try{
BufferedImage bigImage = ImageIO.read(new File("SOURCE/BLA/BLA/THIS/IS/ACTUALLY/NOT/THE/REAL/SOURCE/IN/CASE/YOU'RE/WONDERING/I/JUST/DON'T/WANT/YOU/TO/FIND/ME/AND/RAPE/ME"));
sprites = new BufferedImage[16 * 16];

[Code] ....

So, how do I make the pixels equally small?

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Feb 9, 2014

I've been working my way through a tutorial to build a simple 2D tile-based engine that also allows the code to manipulate the colour of pixels on the screen based on a monochrome map read from a file. I've got the code right line for line, but I seem to have a bug when it comes to draw to the screen! At regular intervals, despite what is held in the pixel array of ints (which I have confirmed to be correct when debugging), I get the same row of pixels being draw twice in a row. I figured there was some loop issue somewhere, but after attempting to debug this for some time, I haven't come up with the answer.

Original tilesheet:As rendered:

Game.java:
package igg.engine.game;
import igg.engine.game.gfx.Screen;
import igg.engine.game.gfx.SpriteSheet;
import java.awt.BorderLayout;
import java.awt.Canvas;
import java.awt.Color;

[Code] ....

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I have a JMenuItem that says start SlideShow and end SlideShow

What i would like to do is automatically slide through tabs when the start Slideshow is clicked.

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I have use this but the place of the arrow is changing.

AffineTransform at = new AffineTransform();
at.rotate(Math.toRadians(45));
c.transform(at);

here is my code for arrow

import javax.swing.SwingUtilities;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.BorderFactory;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;

[Code]....

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import java.awt.Dimension;
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import java.awt.Graphics;
import java.awt.Graphics2D;
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[Code] ....

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package id.ac.ub.ptiik.computergraphics;
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[Code] .....

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package com.trigonometry;
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import java.awt.event.ActionListener;
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import javax.swing.JPanel;
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[Code] ....

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So I need to create a square and make it rotate when the letter R is pressed and then make it stop when the letter R is pressed again. I need make it rotate using a maths equation that I can't figure it out myself right this moment.

Code for square:

package lab2;
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[Code] ....

In the Square code there is a method to write an equation to rotate it but I can't figure that part out ....

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[code]....

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[code]....

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[Code] .....

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